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OU team, first competitive battling attempt
Monkey (Infernape) @ Leftovers
Trait: Iron Fist EVs: 4 HP / 252 Atk / 252 Spd Hasty Nature IVs: 30 SAtk - ThunderPunch - Flare Blitz - Bulk Up - Close Combat Physical sweeper. Brambles (Ferrothorn) @ Leftovers Trait: Iron Barbs EVs: 4 Atk / 252 Def / 252 SDef Impish Nature - Stealth Rock - Power Whip - Thunder Wave - Spikes Tank/Steal rock, spikes Brains (Alakazam) @ Choice Specs Trait: Magic Guard EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature - Psychic - Focus Blast - Calm Mind - Encore Special sweeper, been very successful so far but never had the chance to make use of encore. Saint (Blissey) @ Leftovers Trait: Natural Cure EVs: 252 HP / 4 SAtk / 252 SDef Calm Nature - Toxic - Softboiled - Counter - Stealth Rock Standard Blissey. There to stall and annoy. Psycho (Gliscor) @ Leftovers Trait: Poison Heal Shiny: Yes EVs: 252 Atk / 184 HP / 72 Spd Adamant Nature - Earthquake - Swords Dance - Roost - Ice Fang Personally I love Gliscor, and the STAB earthquake is handy. Turtle (Blastoise) @ Leftovers Trait: Torrent Shiny: Yes EVs: 252 HP / 4 Atk / 252 SDef Careful Nature - Rapid Spin - Dragon Tail - Toxic - Aqua Jet Spinner, and dragon tail to force switches. Totally new to this. Any obvious flaws? |
Infernape is too frail to use Bulk Up. Said move us better left to things like Conkeldurr or Scrafty, who are more bulkier than Infernape is. Infernape is also able to go mixed if need be:
-Flare Blitz -Close Combat -U-turn -ThunderPunch/Mach Punch Nature: Jolly EVs: 4 HP/252 Atk/252 Spe Item: Choice Band or -Fire Blast/Overheat -Close Combat -ThunderPunch -Hidden Power (Ice)/Mach Punch/U-turn Nature: Hasty/Naive EVs: 180 Atk/76 SAtk/252 Spe Item: Life Orb or -Fire Blast/Flare Blitz -Close Combat -U-turn -Hidden Power (Ice)/Stone Edge Nature: Hasty/Naive EVs: 36 Atk/220 SAtk/252 Spe Item: Choice Scarf Ferrothorn's EV spread is VERY inefficient. ALWAYS max out its HP first before you move on to the defenses: -Spikes/Stealth Rock -Leech Seed/Stealth Rock -Power Whip/Leech Seed/Protect -Gyro Ball/Thunder Wave Nature: Relaxed EVs: 252 HP/48 Def/208 SDef Item: Leftovers/Shed Shell Choice Specs forces the holder to use the last move it used as long as it's in battle, making status moves bar Trick, Spore and the like useless on Choice sets. Alakazam appreciates the freedom of switching between its moves anyway, and is too frail to get Calm Mind up: -Psychic/Psyshock -Shadow Ball/Signal Beam -Focus Blast -Hidden Power (Ice/Fire)/Substitute Nature: Timid EVs: 4 HP/252 SAtk/252 Spe Item: Focus Sash/Life Orb Ability: Magic Guard Counter seems tempting to use on Blissey, but please, don't use it. Over the generations, more powerful physical moves have been introduced, making it harder for Blissey to survive and get a Counter off: -Stealth Rock/Aromatherapy -Seismic Toss/Flamethrower -Softboiled -Toxic/Thunder Wave Nature: Calm EVs: 4 HP/252 Def/252 SDef Item: Leftovers Ability: Natural Cure or -Wish -Protect/Sofboiled -Seismic Toss/Flamethrower -Softboiled Nature: Calm EVs: 4 HP/252 Def/252 SDef Item: Leftovers Ability: Natural Cure Normally, Gliscor is seen as a defensive Pokemon, and it has good synergy with Blissey with the appropriate defensive investment: -Substitute -Toxic -Earthquake -Protect/Taunt/Roost Nature: Impish EVs: 244 HP/28 Def/236 Spe Item: Toxic Orb Ability: Poison Heal or -Earthquake -Taunt/Toxic -Toxic/Ice Fang/Stealth Rock -Protect/Roost Nature: Impish EVs: 244 HP/248 Def/16 Spe Item: Toxic Orb Ability: Poison Heal If you want Gliscor to go the offensive route, take advantage of Flying Gem + Acrobatics, as that's a strong combo: -Swords Dance -Earthquake -Acrobatics -Substitute/Agility Nature: Adamant EVs: 252 Atk/4 Def/252 Spe Item: Flying Gem Ability: Hyper Cutter Blastoise is in UU for a reason: it's outclassed by OU Rapid Spinners Forretress, Donphan and Starmie. Since adding on Donphan will make this team more vulnerable to Water moves, Starmie is the better option: -Hydro Pump/Surf -Psyshock/Thunderbolt -Ice Beam -Rapid Spin Nature: Timid EVs: 252 SAtk/4 SDef/252 Spe Item: Life Orb/Leftovers Ability: Natural Cure or -Scald -Rapid Spin -Psyshock/Thunderbolt/Ice Beam -Recover Nature: Timid EVs: 248 HP/32 Def/4 SAtk/224 Spe Item: Leftovers Ability: Natural Cure |
Thanks Ill make some changes straight away. Very helpful, cheers. Not surprised to see the team full of holes, I didnt know what I was doing really.
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