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OU team, first competitive battling attempt

38
Posts
14
Years
  • Seen Dec 31, 2014
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?
 

PlatinumDude

Nyeh?
12,964
Posts
13
Years
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
 
38
Posts
14
Years
  • Seen Dec 31, 2014
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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