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-   -   New OU Team: Bizbang (https://www.pokecommunity.com/showthread.php?t=149222)

SmashGood August 6th, 2008 8:23 PM

New OU Team: Bizbang
 
This is a new team I have been liking the looks of, but I have had one major problem. Excluding Suicune, I lack keeping my guys up from consistant damage, mainly Stealth Rock, Spikes and Poison tend to be annoying.

Thank you to all lending ideas.

OVERVIEW:




----------SWAMPERT------------ Opener/Stealth Rock
http://veekun.com/dex-images/sugimori/260.png
Squalid (M) @ Leftovers
EVs: 240 HP / 212 Def / 58 SAtk
Nature:
Relaxed
-Earthquake
-Ice Beam
-Hydro Pump
-Stealth Rock

He scares quite a few common openers. Does a great job of leaving a mark on more than just one of the opposing foe's pokes. It's impossible to completely wall, but anything with a threatening Grass Knot or Power Whip will prompt a swift switchout.



----------GARCHOMP------------ Physical Sweeper
http://veekun.com./dex-images/sugimori/445.png
Ire (F) @ Salac Berry/Yache Berry
Ability: Sand Veil
EVs: 6 HP / 252 Atk / 252 Spd
Nature: Adamant (+Atk, -SAtk)
-Sword Dance
-Substitute/Fire Fang
-Outrage
-
Earthquake

Arcanine and Swampert have done their job if she is able to sweep late game. Yes, I know without fire Skarm and Forretress get to have fun setting up, but having my Garchomp getting burned will be just as bad with no cleric, and a speed bonus sounds like something I want to her to be a part of. Other than that, standard Chomp.


----------SUICUNE------------ Special Wall/Status Absorber
http://veekun.com/dex-images/sugimori/245.png
Hyetal @ Leftovers
Ability: Pressure
EVs: 252 HP / 232 Def / 26 SDef
Nature: Calm (+SDef, -Atk)
-Calm Mind
-Sleep Talk
-Surf
-Rest

I've really grown to using Crocune and if I see him as fitting for a team I'll manage to convince myself to use'm. Comes out on top in a stall war with Bliss and is not afraid to take any special blast that are not STABbed T-bolts. Luckly Cress can take those and bairly notice, and can even help Suicune setup if it's able to pass off Light Screen to him. Vaporeon walls him to know end tho.



----------ARCANINE------------ Mixed Wall Obliterator/Avenger
http://veekun.com/dex-images/sugimori/059.png
Browbeater (M) @ Life Orb
Ability: Flash Fire
EVs: 228 Atk / 92 SAtk / 188 Spd
Nature: Naive (+Spd, -SDef)
-Flare Blitz
-Overheat
-Dragon Pulse
-Extremespeed

Avenger to what Swampert my have left and a nasty surprise for any that fall for the bait of sending a feiry blast Tangrowth's way. Extremespeed to not let the weak do anymore. Fire and Dragon typing combo to leave a mark on all, hitting all for neutral.


----------TANGROWTH------------ Physical Wall
http://veekun.com/dex-images/sugimori/465.png
Antiquated (M) @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 228 Atk / 28 Spd
Nature: Impish (+Def, -SAtk)
-Power Whip
-Knock Off
-Leech Seed

-Sleep Powder

He can take a physical beating and slap back. Causes a lot of switches as well with Sleep Powder and Leech Seed around. Knock Off to cripple the team and help Arcanine and Swampy do there job. Power Whip for a nice, massively powered STAB.


----------CRESSELIA------------ Special Wall
http://veekun.com/dex-images/sugimori/488.png
Ricochet (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 108 Def / 148 SDef
Nature: Bold (+Def, -Atk)
-Light Screen/Reflect
-Ice Beam
-Psychic/Charge Beam/Rest
-Thunder Wave


Helps to deal with MixApe issues and helps to paralyze the opposing team; Setting up for Garchomp. Ice Beam to get rid of any ground types trying to switch-in or to leave mark on dragons. Charge Beam would not be a downer, but since my cress lacks any healing besides leftovers, I would rather give it a STAB that will help take down fighters. Then again, I normally only run into opposing infernape's that it helps to deal with, leaving Rest an option. The two turns of nothing turn me away from it.


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