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My best OU team yet!
Aerodactyl @ Focus Sash
Ability : Pressure Nature : Jolly EVs : 252 Atk / 252 Spd / 6 HP - Taunt - Stealth Rock - Stone Edge - Earthquake A great lead by anyone's standards. Counters other leads with taunt, sets up rocks and hits hard until it faints. Infernape @ Life Orb Ability : Blaze Nature : Naive EVs : 252 SAtk / 232 Spd / 26 Atk - Close Combat - Thunder Punch - Grass Knot - Flamethrower A decent mixed sweeper. I just felt I needed a fire type in for the OU tier due to the abundance of weak types against it. CC for STAB. GK for coverage. Updated: Got rid of NP for Thunder Punch for a bit more coverage and thinking back I don't really get that many opportunities to use NP. I'm using Thunder Punch >> HP (Electric) because I'm not all that confident with the whole HP thing and Thunder Punch is easier for me to get hold of. I put HP on magnezone because that's part of his function and doesn't learn any other fire moves. Weavile @ Choice Band Ability : Pressure Nature : Adamant EVs : 252 Atk / 252 Spd / 6 HP - Pursuit - Ice Shard - Brick Break - Night Slash A fast hitting revenge killer. Updated: I have been informed that this is a much more effective revenge killing machine. Still yet to try it out. Swampert @ Leftovers Ability : Torrent Nature : Adamant EVs : 252 HP / 252 Atk / 6 Spd - Waterfall - Earthquake - Stone Edge - Avalanche A physical swampert that will last quite a while in battle and dish out some damage in return. Pretty standard moves really. Update: The only reason I am using Avalanche over Ice Punch is because this is a D/P thread, not platinum. Gengar @ Wide Lens Ability : Levitate Nature : Timid EVs : 252 SAtk / 252 Spd / 6 HP - Shadow Ball - Thunderbolt - Focus Blast - Hypnosis Standard moveset. Magnezone @ Leftovers Ability : Magnet Pull Nature : Timid EVs : 252 SAtk / 236 Spd / 22 HP - Thunderbolt - Flash Cannon - HP (Fire) - Magnet Rise Updated: Wasn't sure what item to give it with this set. Magent Rise makes sense and I meant to put HP (Fire) down in the first place. Hope the EVs are still ok with the changes though. |
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Like it was pointed out, give Magnezone HP Fire. The best asset of Magnezone is trapping steel types, and without that he has nothing that can really do anything to them. HP Fire makes Timid Scarfzone a near flawless Scizor counter. With that EV spread I might suggest keeping Flash Cannon and ditching Explosion for either Substitute or Magnet Rise, as without the attack Explosion can't do much to Blissey, which is who you want it to do things to.
I'd Scarf Gengar and switch out Hypnosis and Focus Blast for HP Ice and either Explosion or, what I did I mine, Haze (to deal with pesky PaskJask teams). |
Thanks guys, your suggestions have really helped. Just one thing though. What item should I give magnezone if I teach it magnet rise >> explosion?
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If you take scarf off of Magnezone you will become weak to Scizor.
I suggest keeping scarf, Explosion, Flash Cannon, and putting on HP Fire. You're weak to Dragon Dance Gyarados with Earthquake; try Vaporeon over Weavile. Putting CB on Swampert and changing Avalanche to Ice Punch would make it so much better. In my opinion, Swampert just doesn't do that much without CB. It could also help with getting Gyarados down. (CB Stone Edge) Ice Punch for hitting Pokemon harder that don't attack you. |
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Ughhh Thunderpunch sucks on Mixape. Since the things you will be hitting with it get ripped apart by NP Grass Knot anyway.
Fore Example Gyarados is not OHKO'd by T-Punch, but is with a NP Grass if SR is up, and 2hko'd by an uboosted LO Grass Knot with SR up. Also T-Punch will do less vs other bulky waters than Grass Knot due to the minimal attack investments, which you only need for CC tbh. If you dont want NP, just use HP ice for Mence and what not. Whats with those evs on ape too? There is nothing in between 341 (232 speed evs) and 346 (252 speed evs), unless you want to speed tie with other apes, but the defense drops from CC usually mean the slower ape wins anyway. 24 ATT /252 SP.ATT / 232 SPEED <---please. Oh and Jolly on weavile always, or you auto loose against a +1 tyranitar, and any Azelf . Jolly Weavile outruns both, so do that. Speaking of Tyranitar, it puts large dents in your team, so at least make swampert more defensive....252 HP/252 DEF @ + Impish should work. Roar is nice on it too. Id slap a choice scarf on Gengar so you can revenge Gyarados too, since you dont have a check or a counter too it. And i dont see what Zone is doing, some sort of offensive Zappy would work >> it for the Scizor weak, and to some extent the Lucario weak. |
Made a few small changes, but overall I like it the way it is. No offense to anyone who was trying to help.
Infernape stays with Thunder Punch just out of convenience for me, otherwise I'd be stuck trying to get HP on the ape forever! Also I noted that I couldn't teach swampert Ice Punch, as much as I'd like to, because I'm working off Pearl not Platinum. Cheers to everyone who posted. |
You can get Ice Punch in Emerald.
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Yes, ok. I don't have emerald either. :s
Um, does anyone know if when magnet rise is used that it overides the ability magnet pull for levitate? I read that somewhere. If it does then it kinda ruins my strategy to trap steels doesn't it? Any help on this point would be appreciated. |
It doesn't. It just makes you immune to ground type moves.
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This ^
And Leonix dont double post please, there is an edit button on posts for a reason ;). |
Cheers Kanye West and sorry D_A, was in a rush lol.
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