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My best OU team so far

866
Posts
11
Years
    • Seen Jul 16, 2014
    Jirachi @ Leftovers
    Trait: Serene Grace
    EVs: 252 Spd / 252 SAtk / 4 Atk
    Hasty Nature
    - Thunderbolt
    - Psychic
    - Water Pulse
    - Fire Punch

    Infernape @ Electric Gem
    Trait: Iron Fist
    EVs: 252 Spd / 252 Atk / 4 SDef
    Jolly Nature
    - Flamethrower
    - ThunderPunch
    - Close Combat
    - Stone Edge

    Zoroark @ Flying Gem
    Trait: Illusion
    EVs: 252 Spd / 252 SAtk / 4 Atk
    Hasty Nature
    IVs: 30 Atk / 30 SAtk / 30 Spd
    - Flamethrower
    - Foul Play
    - Shadow Ball
    - Aerial Ace

    Haxorus @ Persim Berry
    Trait: Mold Breaker
    EVs: 220 Spd / 252 Atk / 36 HP
    Jolly Nature
    IVs: 30 SAtk / 30 SDef
    - Earthquake
    - Brick Break
    - Outrage
    - Dragon Claw

    Rotom-Wash @ Leftovers
    Trait: Levitate
    EVs: 252 SAtk / 252 HP / 4 SDef
    Modest Nature
    - Thunderbolt
    - Hydro Pump
    - Pain Split
    - Shadow Ball

    Jellicent @ Leftovers
    Trait: Water Absorb
    EVs: 252 SAtk / 252 HP / 4 SDef
    Modest Nature
    IVs: 30 Atk / 30 Def / 30 SAtk
    - Scald
    - Ice Beam
    - Giga Drain
    - Shadow Ball

    So, as the title says this is my best OU team so far.It wins 8/9 battles which isn't so bad.Any suggestions on how to make it better?
     

    PlatinumDude

    Nyeh?
    12,964
    Posts
    13
    Years
  • Mixed Jirachi is better off as a SmashPass recipient, IMO. But if you want to keep it mixed, that's fine, but it needs better coverage options:
    -Iron Head
    -Fire Punch
    -Hidden Power (Ice)
    -Energy Ball
    Nature: Hasty
    EVs: 152 Atk/204 SAtk/152 Spe
    Item: Expert Belt

    or
    -Substitute
    -Calm Mind
    -Thunderbolt
    -Flash Cannon/Psyshock/Water Pulse
    Nature: Timid
    EVs: 252 HP/104 SAtk/152 Spe
    Item: Leftovers

    or
    -Iron Head
    -Body Slam/Thunder Wave
    -Wish
    -Stealth Rock/Protect/U-turn
    Nature: Careful
    EVs: 252 HP/236 SDef/20 Spe
    Item: Leftovers

    or
    -Iron Head
    -Ice Punch
    -Fire Punch/Healing Wish
    -U-turn/Trick
    Nature: Jolly/Adamant
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Choice Scarf

    or
    -Wish
    -Calm Mind
    -Thunderbolt
    -Flash Cannon/Psyshock/Water Pulse
    Nature: Bold
    EVs: 252 HP/236 Def/20 Spe
    Item: Leftovers

    or
    -Substitute
    -Body Slam/Thunder Wave
    -Iron Head
    -Fire Punch/Zen Headbutt
    Nature: Jolly
    EVs: 252 HP/160 Atk/96 Spe
    Item: Leftovers

    Jolly lowers Infernape's Special Attack making Flamethrower less useful. Gems aren't useful except for Flying Gem + Acrobatics, IMO:
    -Flare Blitz
    -Close Combat
    -U-turn
    -Mach Punch/ThunderPunch
    Nature: Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Choice Band

    or
    -Fire Blast
    -Close Combat
    -Grass Knot/U-turn/ThunderPunch
    -Stone Edge/Mach Punch/ThunderPunch
    Nature: Hasty/Naive
    EVs: 252 Atk/4 SAtk/252 Spe
    Item: Life Orb

    or
    -Fire Blast
    -Close Combat
    -U-turn
    -Hidden Power (Ice)/Stone Edge
    Nature: Hasty/Naive
    EVs: 108 Atk/148 SAtk/252 Spe
    Item: Life Orb

    While Foul Play's 95 base power seems tempting, don't bother with it because it uses the opponent's Attack rather than Zoroark's to calculate damage (it's better on Pokémon that lack offensive presence, like Sableye or Umbreon, IMO). Also, its Special Attack is rather good, so why aren't you using Dark Pulse/Night Daze?:
    -Dark Pulse/Night Daze
    -Flamethrower
    -Focus Blast
    -Sucker Punch
    Nature: Naive
    EVs: 4 Atk/252 SAtk/224 Spe
    Item: Life Orb

    or
    -Dark Pulse/Night Daze
    -Flamethrower
    -Focus Blast
    -Nasty Plot/Trick/U-turn
    Nature: Timid
    EVs: 4 HP/252 SAtk/252 Spe
    Item: Life Orb/Focus Sash (former 2 for Nasty Plot)/Choice Specs/Choice Scarf (latter 2 for Trick/U-turn)

    Haxorus gained more coverage options in B2/W2 in the forms of Superpower, Low Kick and Aqua Tail. Also, Lum >>>> Persim, as Lum cures any status Haxorus takes and confusion isn't the only status that can screw it over:
    -Swords Dance
    -Outrage
    -Superpower/Low Kick
    -Substitute/Aqua Tail/Earthquake
    Nature: Adamant
    EVs: 4 HP/252 Atk/252 Spe
    Item: Fighting Gem/Lum Berry/Life Orb
    Ability: Mold Breaker

    or
    -Outrage
    -Superpower
    -Earthquake
    -Aqua Tail/Dual Chop
    Nature: Adamant/Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Choice Band
    Ability: Mold Breaker

    or
    -Dragon Dance
    -Swords Dance
    -Outrage
    -Low Kick/Earthquake
    Nature: Adamant/Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Lum Berry/Draco Plate

    or
    -Dragon Dance
    -Outrage
    -Low Kick
    -Earthquake/Taunt/Dragon Claw/Dual Chop
    Nature: Adamant/Jolly
    EVs: 4 HP/252 Atk/252 Spe
    Item: Lum Berry/Yache Berry
    Ability: Mold Breaker

    I feel that Rotom could be a bit faster. Also, Shadow Ball is rather useless on it as a neutral STAB Hydro Pump does more than an unSTABed supereffective Shadow Ball:
    -Volt Switch
    -Hydro Pump
    -Will-o-Wisp
    -Pain Split/Hidden Power (Ice)
    Nature: Modest
    EVs: 232 HP/68 SAtk/208 Spe
    Item: Leftovers

    or
    -Volt Switch
    -Hydro Pump
    -Thunder Wave/Will-o-Wisp
    -Pain Split
    Nature: Calm
    EVs: 248 HP/28 SAtk/232 SDef
    Item: Leftovers

    or
    -Volt Switch
    -Hydro Pump
    -Hidden Power (Ice)
    -Trick/Thunderbolt
    Nature: Timid
    EVs: 4 HP/252 SAtk/252 Spe
    Item: Choice Specs/Choice Scarf

    I think Jellicent should be Choiced if it runs an offensive set as it lacks power somewhat:
    -Water Spout
    -Hydro Pump/Surf/Scald
    -Shadow Ball
    -Ice Beam/Giga Drain
    Nature: Modest
    EVs: 172 HP/252 SAtk/84 Spe
    Item: Choice Specs
    Ability: Water Absorb

    Or it can go defensive, since Jellicent is primarily a defensive 'mon:
    -Scald/Surf
    -Will-o-Wisp
    -Recover
    -Taunt
    Nature: Bold
    EVs: 248 HP/216 Def/44 Spe
    Item: Leftovers

    or
    -Scald/Surf
    -Will-o-Wisp
    -Recover
    -Shadow Ball/Ice Beam
    Nature: Calm
    EVs: 252 HP/36 Def/220 SDef
    Item: Leftovers
    Ability: Water Absorb
     

    Miss Doronjo

    Gaiden
    4,473
    Posts
    13
    Years
  • If I may add, you're kiiind of weak to a DD Haxorus, because see - it can set up on your Rotom-W, and can pretty much OHKO the majority of your pokemon with Outrage and Earthquake. Sure, Jirachi can be a saving grace, but you should have added incentives to prevent yourself to be out sped and swept by +1 dragon pokemon.

    What you can probably do is change Jellicent to a defensive orient, with a bold nature, and 248 HP / 216 Def / 44 Spe in EVs. It can also have moves such as Will-O-Wisp for a nice cripple effect. You can also try a more defensive version of Jirachi, that's careful natured and with 252 HP / 224 SpD / 32 Spe in EVs. It can have moves like Thunder Wave where it can cripple fast pokemon safely. Plus it can have Wish where it goes nicely with your Jellicent, because Jellicant can tank those fire moves from Heatran as it recieves nice wish passes from Jirachi. Your Rotom-W can also fit the bill on this too.

    But, whatever works for you! I hope this helps, and good luck on battling~ ^^
     
    866
    Posts
    11
    Years
    • Seen Jul 16, 2014
    Thanks for the suggestions guys.This is what i went with:

    Spoiler:
     

    PlatinumDude

    Nyeh?
    12,964
    Posts
    13
    Years
  • As I said before, mixed Jirachi needs better coverage options. I'll explain why each move is important. Iron Head's increased flinch chance courtesy of Serene Grace is too good to pass up. Fire Punch (or Drain Punch) lets Jirachi hit Steels hard. HP Ice lets Jirachi hit Dragons. Energy Ball lets Jirachi beat bulky Waters. This EV spread is better: 152 HP/204 SAtk/152 Spe.

    Shadow Ball is redundant with Zoroark's Dark Pulse as both hit the same types for supereffective damage. As a rule of thumb, never use Ghost and Dark moves together unless it's for utility purposes (Spiritomb runs Shadow Sneak, Pursuit and Sucker Punch in the same set to let it trap Psychics and Ghosts). Since you're using a Life Orb set, the last slot should go to Sucker Punch to let Zoroark hit fast and frail revenge killers hard or possibly KO them; you must switch to a Hasty or Naive nature if you opt for that. Or if you're feeling gutsy or if you have the right Pokémon for Illusion (like Infernape), the last slot can also go to Nasty Plot to make Zoroark stronger than it already is.

    What makes Specs Jellicent so good is Water Spout; it should never go without the move if it goes on the offensive. Assuming Jellicent is healthy, a 150 BP STAB move is too good to pass up. Scald, Surf or Hydro Pump mainly serves as a backup STAB if Jellicent's HP gets too low. To replenish Jellicent's HP, you can just switch it into a Water move to activate Water Absorb. Use it over Giga Drain or Ice Beam. The preferred EV spread for Jellicent is 172 HP/252 SAtk/84 Spe to let it outspeed Skarmory so that it can hit it hard with Water Spout.
     
    866
    Posts
    11
    Years
    • Seen Jul 16, 2014
    Thanks again.

    Jirachi @ Expert Belt
    Trait: Serene Grace
    EVs: 152 HP / 204 SAtk / 152 Spd
    Hasty Nature
    - Iron Head
    - Drain Punch
    - Hidden Power [Ice]
    - Energy Ball

    Infernape (M) @ Life Orb
    Trait: Iron Fist
    EVs: 252 Atk / 4 SAtk / 252 Spd
    Naive Nature
    - Fire Blast
    - ThunderPunch
    - Close Combat
    - Stone Edge

    Zoroark (M) @ Life Orb
    Trait: Illusion
    EVs: 252 SAtk / 4 SDef / 252 Spd
    Timid Nature
    IVs: 30 Atk / 30 SAtk / 30 Spd
    - Flamethrower
    - Dark Pulse
    - Focus Blast
    - Nasty Plot

    Haxorus (M) @ Lum Berry
    Trait: Mold Breaker
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    IVs: 30 SAtk / 30 SDef
    - Earthquake
    - Superpower
    - Outrage
    - Swords Dance

    Rotom-Wash @ Leftovers
    Trait: Levitate
    EVs: 232 HP / 68 SAtk / 208 Spd
    Modest Nature
    - Volt Switch
    - Hydro Pump
    - Pain Split
    - Will-O-Wisp

    Jellicent (M) @ Choice Specs
    Trait: Water Absorb
    EVs: 252 SAtk / 172 HP / 84 Spd
    Modest Nature
    IVs: 30 Atk / 30 Def / 30 SAtk
    - Water Spout
    - Ice Beam
    - Scald
    - Shadow Ball
     
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