So after a long 1.5 yearish hiatus, I've decided to come back and play around with competitive pokemon a bit. This was a team I ran train with at around the 1700s on the OU ladder back in the XY + early ORAS meta, and after using it a bit currently I find myself plateauing at around the mid 1500s. I ended up quitting around a couple months into the ORAS meta, and I'm sure there's been a lot of changes in the meta; Amoonguss and Quag are now OU, in addition to mega cham, which was BL when I used her. So my question is this, how can I update this team to the current meta/make general improvements?
Also please ignore the nicknames, I made this team a whiiiiile ago and didn't bother to change them.
TL;DR: I have a team here from early XY, how can I update/improve it?
Shuck A Dick (Shuckle) @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Encore
- Toxic
- Stealth Rock
Cornerstone of the team, imo. Setting up rocks + sticky web early vs a team means that cham/azu/bisharp now outspeed almost everything that would have threatened them otherwise. I tend to use this as a suicide lead if the opponent has no/predictable/counterable hazard control, or I'll bring it in after I've killed/weakened their hazard control. Encore is for people that try to set up on him, toxic is there cause toxic is generally useful and I couldn't think of anything else to put there.
GalladeIsASlut (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch
This + Shuckle was what inspired me to make the team, cause medicham + slow opponents = win for me. General spread for max damage and coverage, substitute for people that try to sucker punch/status me. Cham actually works surprisingly well against Bisharps that are powered up by the sticky web, cause they always immediately try to sucker punch.
Get rekt (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower
water/fairy offensive coverage, great cleaner that can come in early or late so long as her checks have been weakened. People can really get caught in a bad space if I encore them and they don't switch, then I bring in Azu and get a free BD.
Big Dick Magma (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def / 30 SpD / 30 Spe
- Fire Blast
- Earth Power
- Flash Cannon
- Ancient Power
great special offensive type coverage/talonflame & fairy counter. Nobody expects the scarftran, and this hard-hitting monster has brought back a ton of games for me, and OHKOs a lot of unsuspecting mons.
Afternoon Delight (Latios) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Ice Beam/Thunderbolt
- Earthquake/HP Fire/Surf
Additional stellar specially offensive type coverage. This and heatran generally cover all defensive types, and fuck up all of them. In the move sections with multiple moves, the first option is the one I'm using now and the other options are moves I've used in the past. Would any of those make better choices?
Bobby Scar (Bisharp) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Protection/deterrence for defog. LO sucker punch and knock off hit HARD.
Things about the team that I've already noticed:
Pros:
Also please ignore the nicknames, I made this team a whiiiiile ago and didn't bother to change them.
TL;DR: I have a team here from early XY, how can I update/improve it?
Shuck A Dick (Shuckle) @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Encore
- Toxic
- Stealth Rock
Cornerstone of the team, imo. Setting up rocks + sticky web early vs a team means that cham/azu/bisharp now outspeed almost everything that would have threatened them otherwise. I tend to use this as a suicide lead if the opponent has no/predictable/counterable hazard control, or I'll bring it in after I've killed/weakened their hazard control. Encore is for people that try to set up on him, toxic is there cause toxic is generally useful and I couldn't think of anything else to put there.
GalladeIsASlut (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch
This + Shuckle was what inspired me to make the team, cause medicham + slow opponents = win for me. General spread for max damage and coverage, substitute for people that try to sucker punch/status me. Cham actually works surprisingly well against Bisharps that are powered up by the sticky web, cause they always immediately try to sucker punch.
Get rekt (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower
water/fairy offensive coverage, great cleaner that can come in early or late so long as her checks have been weakened. People can really get caught in a bad space if I encore them and they don't switch, then I bring in Azu and get a free BD.
Big Dick Magma (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def / 30 SpD / 30 Spe
- Fire Blast
- Earth Power
- Flash Cannon
- Ancient Power
great special offensive type coverage/talonflame & fairy counter. Nobody expects the scarftran, and this hard-hitting monster has brought back a ton of games for me, and OHKOs a lot of unsuspecting mons.
Afternoon Delight (Latios) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Ice Beam/Thunderbolt
- Earthquake/HP Fire/Surf
Additional stellar specially offensive type coverage. This and heatran generally cover all defensive types, and fuck up all of them. In the move sections with multiple moves, the first option is the one I'm using now and the other options are moves I've used in the past. Would any of those make better choices?
Bobby Scar (Bisharp) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Protection/deterrence for defog. LO sucker punch and knock off hit HARD.
Things about the team that I've already noticed:
Pros:
- This team can really dismantle a lot of stall cores. Medicham is an absolutely stellar wallbreaker, and... so is everyone else on this team (even shuckle to an extent, cause encore+toxic can really fuck up some stall mons).
- If the other team doesn't have hazard control it's basically a free win for me
- Super fun to use and battles end quick
- once I get offensive momentum going my opponent has to work really hard to reverse it, and by that time two or three of their mons are already dead.
- while Bisharp is alright, a defogger not named Lati@s tends to give me trouble, and rapid spin is a tad annoying. Luckily my team is so hard hitting that any given mon on it can OHKO or 2HKO any given hazard controller. I used to have Gengar as a spinblocker, but both Latios and heatran are waaaay more useful, and I generally win by keeping up offensive pressure rather than making a preservative read.
- I tend to have to make one or two hard predictions to get any sort of offensive momentum, and most of my losses come from a bad overprediction. This isn't exactly unique to my team, but it is a downside. There's not usually a safe option with so many glass cannons.
- If shuckle gets killed and my hazards are removed without me getting anything out of it (defiant boost, setting up on a rapid spinner, etc.) it's a bad look for me. Granted, that is how all hazards work, but my team might be a bit reliant on its setup.