Umm...yeah, 252/252/6 spreads really aren't all that hot. Aaaanyway, let's have a look here.
Yeah, my same, boring, lol Netbattle team. I'm almost finished, and I'm installing a poll...please rate. changed the format a bit. I actually have a few changes. I'm almost finished, so could anybody help tie up loose ends? Or you can flame my team completely if you think it sucks. lol, here goes:
Kingdra (M) @ Lum Berry ** Hydromotor
Trait: Swift Swim
EVs: 252 HP / 252 SAtk / 6 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Surf
- HP Electric
- Ice Beam
Same old Kingdra. boltbeams FTW!
Bleah, wouldn't suggest keeping this one, really. Kingdra isn't really worth the bother in advance and it's not too hot as a lead either, especially in a team where the others find rain to be a hindrance rather than help. Also, Hidden Power [Grass] > Hidden Power [Electric] imo. Still, if you want to boltbeam, Starmie is certainly way better than Kingdra. :\
Umbreon (M) @Leftovers ** Moondust
Trait: Synronize
EVs: 252 HP / 252 Def / 6 SDef
Careful Nature (+SDef, -SAtk)
- Curse
- Taunt
- Wish
- Baton Pass
Replaced Mean Look with taunt so skarm doesn't laugh at me and roar me away.
Cursebreon is cool, but only with the right support. You'd want to pair this up with a durable but slow physical attacker like Metagross or Cradily (Cursepassed Cradily = Pwnage); not stuff that actually likes to outspeed, unless it's a White Herb Aerodactyl. As it is, it's just...eww...pick an Umbreon set that does more for your team or don't use it at all. T_T Also, Umbreon wants 212 HP EVs since it maximizes Lefties recovery. Impish is also recommended on the nature due to Heracross and random f-punchers. :3 Personally, I'm partial to Wishbreon:
Umbreon @ Leftovers
Trait: Synchronize
Relaxed Nature (+Def, -Spd) and 0 Speed IVs =O
EVs: 212 HP / 252 Def / 44 SDef
Baton Pass
Protect
Taunt/Snatch/Curse/Charm/Favorite Umbreon utility move
Wish
Very cool set. Minimal Speed means that you can have it Wish then take a hit before passing the Wish on to a damage pokémon via Baton Pass, meaning that you can heal your team without running the risk of having your vulnerable poke KOed on the switch. Protect helps its own staying power in combination with Wish and can also be used to scout out your opponent's moves. This one also works nicely in switching in frail sweepers like Medicham and Alakazam due to the power of the low-speed Baton Pass.
Steelix (M) @ Leftovers ** Chromo
Trait: Rock Head
EVs: 252 HP / 252 Def / 6 Atk
Impish Nature (+Def, -SAtk)
- Earthquake
- Explosion
- Roar
- Rock Slide
Considering a different EV spread, but overall am happy with Steelix. Nromal and Rock resist.
Yeah, standard Steelix except that it should - I think - have more Atk than that. *Shrug*
Hypno (M) @ Leftovers ** Hypnoticon
Trait: Insomnia
EVs: 252 HP / 252 SDef / 6 Def
Calm Nature (+SDef, -Atk)
- Baton Pass
- Calm Mind
- Thunder Wave/Substitute
- Psychic
Considering sub over Twave, since I can BP it and I get a free turn of CM power. Eats spore and hypnosis like candy lolz
Great UU, but not too hot in OU play since any given physical sweep will walk all over it. This being the case, I find it highly unlikely that you'll get any real CM passes done. Also, maximal SDef on a set that boosts its own SDef anyway is just plain silly. More Def, please; this isn't the era of Life Orb and Choice Specs. Also, the HP EVs should be 228 for maximized lefties recovery.
Dragonite (F) @ White Herb ** Dragonight
Trait: Inner Focus
EVs: 252 Spd / 252 Atk / 6 SAtk
Hasty Nature (+Spd, -Def)
- Earthquake
- Aerial Ace Hidden Power [Flying]
- Flamethrower/Fire Blast Thunder
- Dragon Dance
Because every team likes to kill Skarmbliss. Who doesn't love the overweight dragon?
If you want that set you should just use Salamence. What makes Dragonite cool is Thunder, which allows it to hit both Skarm and Milotic hard (And, incidentally, benefits from rain rather than being impaired by it). Maximal Speed on a DDer is also pointless. Now I can't say I remember the magical numbers anymore, but with a spread of 252 Atk/180 Spd/76 Satk and Mild nature it should average a 2-hit KO on Milotic; which will probably be a popular switch-in since it's both capable of soaking up physical hits and able to put Dragonite out of commission with Hypnosis and/or Ice Beam. Also, Hidden Power [Flying] over Aerial Ace for that extra kick.
Blastoise (F) @ Leftovers ** Tank-Elite
Trait: Torrent
EVs: 252 HP / 252 Def / 6 SDef
Bold Nature (+Def, -Atk)
- Surf
- Rapid Spin
- Counter
- Ice Beam
My usual blastoise. It is da hardcore turtle of justice! Rapid Spinner. lolz
Bleah, in OU Cloyster is a better Spinner:
Cloyster @ Leftovers
Trait: Shell Armor
Bold Nature (+Def, -SAtk)
EVs: 252 HP / 164 Def / 92 SAtk
Ice Beam
Rapid Spin
Spikes
Rest/Explosion
STAB Ice Beam and the propensity to explode make it cooler than Blastoise. =O If you run Explosion then Relaxed over Bold on the nature. With Blastoise you'd usually want to have Focus Punch and Yawn because those are the things it does that most other bulky waters don't. :3
As it is, this team has 'fail' written all over it; you're basically relying on two sweepers, one of them which isn't even very good at it, to pull through for you and win while your defenses are shaky to say the least. Skarm walls everything except Kingdra and Blastoise, Blissey only has Steelix to worry about, but Steelix doesn't have enough Atk to 2-hit KO it except by suiciding, in which case you'll just have blown up your only serious physical wall. And speaking of walling, you have absolutely no HP or status recovery effects (Save for that solitary wish) on the entire team, meaning that you're an easy target to wear down with random Will-O-Wisps, Toxics and Thunder Waves. Starmie absolutely laughs at you because half your team can't take its attacks and the other half can't hit hard enough to kill it, Ludicolo exploits your Rain Dance with impunity, and you have no solid answer to a Heracross or Tyranitar sweep, and as mentioned before your EV spreads really aren't anything to call home about. Those might work in D/P, but the advance format is far more slow-paced and calls for teams that can keep on switching back and forth and heal away the damage they take while putting pressure on the opponent until they make a mistake you can punish them for (Which, might I add, usually calls for some pretty complex EV spreads) and this team just really can't do that. :\ My knowledge on the Advance format is probably pretty rusty by now, but those are some of the most glaring weaks. What you'll want to do when creating a team is secure way to deal with standard OU threats. Of these, the most crucial thing is to get rid of the ones with team sweeping potential (Salamence, Dragonite, Tyranitar, Metagross, Marowak, Heracross, Starmie, Raikou, and Jynx to name a few) and the ones that can totally halt any attack on your part (Suicune, Celebi, Blissey, Skarmory, and Regice come to mind). Beyond that, you'll of course want a phazer and a spinner (though you already have those covered) and then either some serious status absorbing potential or a good cleric, and at least three sweepers (wherein you obviously have both physical and special attacks with as wide a type coverage as possible). Also keep in mind that having all your sweepers rely on setups is not a good idea. You'll also need a way to hit fast and hard. Aaanyway, changes, changes...I think I'd start by replacing Dragonite since he's a bit of an awkward fit on this team, try something that enjoys Curse such as:
Metagross @ Leftovers
Trait: Clear Body
EVs: 252 HP / 172 Atk / 76 Def
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Meteor Mash
- Rest
- Sleep Talk
Metagross is a solid physical hitter in its own right, and with a Def and Atk boost or two under its belt it becomes even meaner. I'm opting for STalkergross here since your team has quite the glaring status weak and because it's the set that has been meant to stay in the longest, which is obviously what we want to do after going through the trouble of cursing. Once you've passed to it, only a strong special sweeper or a phazer will persuade it to leave...and both will have to brave a buffed-up STAB Meteor Mash to do so. :3
Second, Hypno really does need to go. Now I know that it's boring and generic in the extreme, but I'm still going to suggest replacing him with:
Blissey @ Leftovers
Trait: Natural Cure
Bold Nature (+Def, -Atk)
EVs: 136 HP / 252 Def / 120 SAtk
Ice Beam
Seismics Toss/Thunder Wave
Softboiled
Aromatherapy/Heal Bell
Yeah, it's Blissey. And not even CB Blissey but just plain, old, boring regular Bliss. 120 SAtk gives it a chance to OHKO Salamence on the switch and lets it break Gengars subs, which is good because otherwise you'll be taking a lot of random F-Punches, which Blissey doesn't like.
Unfortunately, Blissey adds a fighting weak to the team, so you'd probably want a physical wall who isn't that bothered by those. Skarmory (Yeah, tis' the uberly lameness of Skarmbliss =P), Donphan, Forretress, and Claydol are all viable candidates for this. Claydol or Forretres could replace Blastoise/Cloyster as a spinner and could provide Reflect or Light Screen support for the team (forry also providing spikes as an option), Donphan could take either role, and Skarm is a great phazing option over Steelix and also doubles up as a spiker.
Finally, I'd suggest replacing Kingdra with:
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 196 Atk / 184 Spd / 128 SAtk
Hasty Nature (+Spd, -Def)
- Focus Punch / Hypnosis
- Ice Punch / Fire Punch / Giga Drain
- Substitute
- Thunderbolt
Because leads that kill Salamence are good leads. The top slot is there to pre-empt the inevitable special wall switch-in; Hypnosis is a bit risky but it buys you the turn to switch in a counter while Focus Punch combos nicely with sub but is only really effective against Blissey, Regice, and Snorlax. Last damaging move is a matter of taste, and Giga Drain is worth considering as a counter-measure for Swampert, but personally I prefer to give Mence what-for at every turn. :3