Hello everyone! I'm new to forums and competitive battling. This is the first OU team that I made for Gen V. I need constructive criticism on how to improve my team. All comments are welcome!
Nin-Worm (Agirudaa) (M) @ Focus Sash
Trait: Sticky Hold
EVs: 136 Atk / 120 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Spikes
- Yawn
- U-turn
- Hidden Power [Fire]
I choose this lead because it is guaranteed to outspeed most leads, phaze them out and get up at least a layer of spikes with Focus Sash. U-turn is for scouting and Hp Fire is for steel and other bug types. It is also a good counter to Trickers.
Electro-Coil (Magnezone) @ Balloon
Trait: Magnet Pull
EVs: 200 HP / 208 Def / 100 SAtk
Bold Nature (+Def, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Magnet Rise
- Volt Change
I noticed that I probably don't have a good answer to Doryuuzu, so I put Magnezone in to help. Balloon allows it to set up Magnet Rise so that Earthquake does not hit it and then kills it with HP Fire. It can also help to get rid of other steels such as Skarmory and Jirachi. Def EVs allow it to take +2 Rock Slide from Doryuuzu. Volt Change for scouting.
Genie (Randorosu) (M) @ Choice Band
Trait: Sand Power
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Earthquake
- Stone Edge
- U-turn
CB Randorosu is my powerhouse. It usually comes in late game to clean up with Double STAB'd Earthquake. I usually try to paralyze most of the opponent's team with Rankurusu first, but it is usually fast enough to sweep by itself. Edgequake combo is obvious. U-turn is for scouting and Explosion is a last resort.
Godzilla (Tyranitar) (M) @ Muscle Band
Trait: Sand Stream
EVs: 236 HP / 224 Atk / 48 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Pursuit
- Stone Edge
- Earthquake
I'm not sure about this one. I wanted a bulky sandstream pokemon that can set-up SR and pose a decent offensive threat, as well as checking Ghost types. Maybe I'm trying to do too much at once? Anyway, I wanted this to be a bulky T-Tar that can set up SR and pursuit Ghosts. I also wanted it to last so I used Muscle Band instead of Life Orb.
Jellywisp (Burungeru) (M) @ Leftovers
Trait: Cursed Body
EVs: 252 HP / 52 Def / 112 SAtk / 48 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Boil Over
- Ice Beam
- Recover
- Taunt
With a lot of entry hazards, getting it spinned away will be a pity. I wanted a spin-blocker and a bulky water to check Dragons and other Bulky Waters, so I decided to use Burungeru. EVs outspeed 0 Spd? Vaporeon so that I can taunt it before it toxics me. Boil Over for the burn chance, Ice Beam for Grass and Dragon. Recover for reliable recovery and Taunt to stop Status Moves. I used Cursed Body instead of Water Absorb as an ability because I thought that Burungeru can take water attacks well enough and has recovery, so a 1/3 chance of disabling a move seemed like a more attractive option.
Cytoplasm (Rankurusu) (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 Spd
Hardy Nature
- Psychic
- Focus Blast
- Thunder Wave
- Recover
I also noticed that I probably can't handle Roopushin very well, so Rankurusu helps with that. It can take a Payback since it is slower and KO with LO Psychic. LO works well since it has Magic Guard, which also nullifies SS damage. I used Recover because I wanted it to last and T-Wave is to spread status around for Randorosu. Focus Blast helps to take care of Tyranitar and other Dark types.
Nin-Worm (Agirudaa) (M) @ Focus Sash
Trait: Sticky Hold
EVs: 136 Atk / 120 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Spikes
- Yawn
- U-turn
- Hidden Power [Fire]
I choose this lead because it is guaranteed to outspeed most leads, phaze them out and get up at least a layer of spikes with Focus Sash. U-turn is for scouting and Hp Fire is for steel and other bug types. It is also a good counter to Trickers.
Electro-Coil (Magnezone) @ Balloon
Trait: Magnet Pull
EVs: 200 HP / 208 Def / 100 SAtk
Bold Nature (+Def, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Magnet Rise
- Volt Change
I noticed that I probably don't have a good answer to Doryuuzu, so I put Magnezone in to help. Balloon allows it to set up Magnet Rise so that Earthquake does not hit it and then kills it with HP Fire. It can also help to get rid of other steels such as Skarmory and Jirachi. Def EVs allow it to take +2 Rock Slide from Doryuuzu. Volt Change for scouting.
Genie (Randorosu) (M) @ Choice Band
Trait: Sand Power
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Earthquake
- Stone Edge
- U-turn
CB Randorosu is my powerhouse. It usually comes in late game to clean up with Double STAB'd Earthquake. I usually try to paralyze most of the opponent's team with Rankurusu first, but it is usually fast enough to sweep by itself. Edgequake combo is obvious. U-turn is for scouting and Explosion is a last resort.
Godzilla (Tyranitar) (M) @ Muscle Band
Trait: Sand Stream
EVs: 236 HP / 224 Atk / 48 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Pursuit
- Stone Edge
- Earthquake
I'm not sure about this one. I wanted a bulky sandstream pokemon that can set-up SR and pose a decent offensive threat, as well as checking Ghost types. Maybe I'm trying to do too much at once? Anyway, I wanted this to be a bulky T-Tar that can set up SR and pursuit Ghosts. I also wanted it to last so I used Muscle Band instead of Life Orb.
Jellywisp (Burungeru) (M) @ Leftovers
Trait: Cursed Body
EVs: 252 HP / 52 Def / 112 SAtk / 48 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Boil Over
- Ice Beam
- Recover
- Taunt
With a lot of entry hazards, getting it spinned away will be a pity. I wanted a spin-blocker and a bulky water to check Dragons and other Bulky Waters, so I decided to use Burungeru. EVs outspeed 0 Spd? Vaporeon so that I can taunt it before it toxics me. Boil Over for the burn chance, Ice Beam for Grass and Dragon. Recover for reliable recovery and Taunt to stop Status Moves. I used Cursed Body instead of Water Absorb as an ability because I thought that Burungeru can take water attacks well enough and has recovery, so a 1/3 chance of disabling a move seemed like a more attractive option.
Cytoplasm (Rankurusu) (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 Spd
Hardy Nature
- Psychic
- Focus Blast
- Thunder Wave
- Recover
I also noticed that I probably can't handle Roopushin very well, so Rankurusu helps with that. It can take a Payback since it is slower and KO with LO Psychic. LO works well since it has Magic Guard, which also nullifies SS damage. I used Recover because I wanted it to last and T-Wave is to spread status around for Randorosu. Focus Blast helps to take care of Tyranitar and other Dark types.