Smurf's Sexy Synergy
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Intro
Smurf playing OU? Whaa? After getting tired of UU, I decided to try my hand at a different metagame. Being a relative novice to the OU landscape, I am posting this team to gather some feedback and critique that I can use to improve it. I started out with the theme of creating a team that was very synergetic and had many resistances/few weaknesses. So please take this into considertation when you make suggestions. :)
Anywho, enough of me babbling, and onto the team!
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The Team
Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/6 SDef
Relaxed nature (+Def, -Spd)
- Yawn
- Stealth Rock
- U-turn
- Psychic
Uxie is a solid and very reliable lead, rarely failing to set up rocks. It is exceptionally bulky, and proves to be useful outside of the lead slot as an all round lucario, infernape and machamp (heh) counter. Against faster taunt leads, I’ll just U-turn or chip away with psychic. In addition, uxie phazes quite nicely, preventing stat up sweepers and racking up residual SR damage.
Synergy wise, bug, ghost, and dark attacks are directed to Heatran/Scizor, Lanturn and Machamp respectively. It also takes EQ’s and fighting attacks aimed at scizor/heatran. Great team player all round.
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Machamp @ Leftovers
Ability: No Guard
EVs: 216 HP/252 Atk/40 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Stone Edge
- Payback
- Substitute
Sub + 3 attack Machamp is one of the most annoying pokes to face, and with good reason. It causes relentless switches, and once popping behind a sub, can be a real motherfucker to take down. Sub is such a valuable move, allowing me to avoid the intimidate drop and snap back at the likes of gyarados and salamence with stone edge (so long as it decides to have more than 2% acc). Also allows me to beat those pesky Rotom forms without getting burnt. EVs are pretty straightforward, maximising attack and pumping bulk. Lefties help to recover the hp lost through subbing.
Synergy wise, it forces Tyranitars who think they can set up on uxie to bitch down. It works nicely in tandem with all-special Heatran, which lures in fat babes like blissey all day. This provides an opportune window to set up a sub and begin niggling away at teams.
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Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Hidden Power [Grass]
- Fire Blast
- Substitute
Machamp’s partner in crime is none other than Heatran, who sprays powerful special attacks behind its own subs. Substitute really scouts the opponents switch in, whether that be a bulky water, or their own heatran. Sneaky heatran trying to get a FF boost, bad boy! Instead it gets its ass paddled by some Earth Power. It’s really quite surprising how many Swampert’s switch in to this thing, only to get ohko’d by hp grass. Hp grass 2hko’s most bulky waters in general, barring Tentacruel which is in itself 2hko’d Earth Power. The only thing really standing in Heatran’s way is Blissey and Fat ass Snorlax, both of which are set up fodder for Machamp.
Being a steel poke, of course it’s great synergy wise, providing a myriad of resistances. It doesn’t really need explaining. On the flip side, Water and electric attacks are diverted to Lanturn, Fighting and ground attacks to Uxie.
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Scizor @ Leftovers
Ability: Technician
EVs: 252 HP/76 Atk/4 Spd/176 SDef
Adamant nature (+Atk, -SAtk)
- Brick Break
- Bullet Punch
- Swords Dance
- Roost
SD Scizor often takes the back seat thanks to the CB set, but is just as dangerous. The bulky EVs allow it to come in quite easily and SD up. Brick breaking first up also catches out a lot of Lucario and Heatran for significant damage early game. With its counters eliminated later on, it sweeps unhindered with a couple of boosts. Roost really comes to the fore here, allowing me to heal off damage and keep boosting.
It works well with the other team members, covering weaknesses and vice versa.
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Kingdra @ Leftovers
Ability: Sniper
EVs: 252 HP/98 Atk/160 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Substitute
- Outrage
DD Kingdra is a force to be reckoned with, especially in tandem with Scizor. Kingdra can take any fire attack like nothing, while Scizor takes Outrages. They have great synergy, and both can easily sweep an unprepared team, or one that has holes opened up thanks to Heatran and Machamp. Water + Dragon is a lethal combination offensively, only resisted by a handful of pokes. Defensively, it provides security against ice beams that fuck up other dragons such as Mence. It also means less residual damage through SR, as I have no spinner.
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Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/216 Def/252 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Thunderbolt
- Ice Beam
- Confuse Ray
Lanturn may look rather odd, but its proven to be quite the useful poke, thanks to its unique resistances and immunity to electric. Volt absorb has the added benefit of healing Lanturn as well as providing a free switch, which is often needed to guarantee survival against Gliscor before ohko with ice beam. Max special def makes her a very nice sponge for various attacks. It makes her a dead set counter to CM Suicune, as well as MixApe. The immunity to electric attacks enables her to sponge Gengar and Rotom. Pumping EVs in def makes for a nice mixed wall (hello scizor ^.^). T-wave ruins special sweepers’ day out and opens up opportunities for slower team mate such as Machamp. Confuse ray is there for parafusion fun! BoltBeam combo provides the offense, with nice coverage.
This baby provides nice cover for Kingdra, as the bulky spread can be outsped by shit like jolteon after a DD. Has great synergy with Heatran and Scizor as well. Noice.
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End
______________________________________________
Intro
Smurf playing OU? Whaa? After getting tired of UU, I decided to try my hand at a different metagame. Being a relative novice to the OU landscape, I am posting this team to gather some feedback and critique that I can use to improve it. I started out with the theme of creating a team that was very synergetic and had many resistances/few weaknesses. So please take this into considertation when you make suggestions. :)
Anywho, enough of me babbling, and onto the team!
______________________________________________
The Team
Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/6 SDef
Relaxed nature (+Def, -Spd)
- Yawn
- Stealth Rock
- U-turn
- Psychic
Uxie is a solid and very reliable lead, rarely failing to set up rocks. It is exceptionally bulky, and proves to be useful outside of the lead slot as an all round lucario, infernape and machamp (heh) counter. Against faster taunt leads, I’ll just U-turn or chip away with psychic. In addition, uxie phazes quite nicely, preventing stat up sweepers and racking up residual SR damage.
Synergy wise, bug, ghost, and dark attacks are directed to Heatran/Scizor, Lanturn and Machamp respectively. It also takes EQ’s and fighting attacks aimed at scizor/heatran. Great team player all round.
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Machamp @ Leftovers
Ability: No Guard
EVs: 216 HP/252 Atk/40 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Stone Edge
- Payback
- Substitute
Sub + 3 attack Machamp is one of the most annoying pokes to face, and with good reason. It causes relentless switches, and once popping behind a sub, can be a real motherfucker to take down. Sub is such a valuable move, allowing me to avoid the intimidate drop and snap back at the likes of gyarados and salamence with stone edge (so long as it decides to have more than 2% acc). Also allows me to beat those pesky Rotom forms without getting burnt. EVs are pretty straightforward, maximising attack and pumping bulk. Lefties help to recover the hp lost through subbing.
Synergy wise, it forces Tyranitars who think they can set up on uxie to bitch down. It works nicely in tandem with all-special Heatran, which lures in fat babes like blissey all day. This provides an opportune window to set up a sub and begin niggling away at teams.
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Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Hidden Power [Grass]
- Fire Blast
- Substitute
Machamp’s partner in crime is none other than Heatran, who sprays powerful special attacks behind its own subs. Substitute really scouts the opponents switch in, whether that be a bulky water, or their own heatran. Sneaky heatran trying to get a FF boost, bad boy! Instead it gets its ass paddled by some Earth Power. It’s really quite surprising how many Swampert’s switch in to this thing, only to get ohko’d by hp grass. Hp grass 2hko’s most bulky waters in general, barring Tentacruel which is in itself 2hko’d Earth Power. The only thing really standing in Heatran’s way is Blissey and Fat ass Snorlax, both of which are set up fodder for Machamp.
Being a steel poke, of course it’s great synergy wise, providing a myriad of resistances. It doesn’t really need explaining. On the flip side, Water and electric attacks are diverted to Lanturn, Fighting and ground attacks to Uxie.
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Scizor @ Leftovers
Ability: Technician
EVs: 252 HP/76 Atk/4 Spd/176 SDef
Adamant nature (+Atk, -SAtk)
- Brick Break
- Bullet Punch
- Swords Dance
- Roost
SD Scizor often takes the back seat thanks to the CB set, but is just as dangerous. The bulky EVs allow it to come in quite easily and SD up. Brick breaking first up also catches out a lot of Lucario and Heatran for significant damage early game. With its counters eliminated later on, it sweeps unhindered with a couple of boosts. Roost really comes to the fore here, allowing me to heal off damage and keep boosting.
It works well with the other team members, covering weaknesses and vice versa.
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Kingdra @ Leftovers
Ability: Sniper
EVs: 252 HP/98 Atk/160 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Substitute
- Outrage
DD Kingdra is a force to be reckoned with, especially in tandem with Scizor. Kingdra can take any fire attack like nothing, while Scizor takes Outrages. They have great synergy, and both can easily sweep an unprepared team, or one that has holes opened up thanks to Heatran and Machamp. Water + Dragon is a lethal combination offensively, only resisted by a handful of pokes. Defensively, it provides security against ice beams that fuck up other dragons such as Mence. It also means less residual damage through SR, as I have no spinner.
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Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/216 Def/252 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Thunderbolt
- Ice Beam
- Confuse Ray
Lanturn may look rather odd, but its proven to be quite the useful poke, thanks to its unique resistances and immunity to electric. Volt absorb has the added benefit of healing Lanturn as well as providing a free switch, which is often needed to guarantee survival against Gliscor before ohko with ice beam. Max special def makes her a very nice sponge for various attacks. It makes her a dead set counter to CM Suicune, as well as MixApe. The immunity to electric attacks enables her to sponge Gengar and Rotom. Pumping EVs in def makes for a nice mixed wall (hello scizor ^.^). T-wave ruins special sweepers’ day out and opens up opportunities for slower team mate such as Machamp. Confuse ray is there for parafusion fun! BoltBeam combo provides the offense, with nice coverage.
This baby provides nice cover for Kingdra, as the bulky spread can be outsped by shit like jolteon after a DD. Has great synergy with Heatran and Scizor as well. Noice.
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End