Judge My OU Team plz

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    Like the title says is it good? Suggestions?
    Conkeldurr @ Flame Orb
    Ability: Guts
    Nature: Adamant
    -Drain Punch
    -Mach Punch
    -Poison Jab
    -Rock Slide
    Evs: 252atk/252 Hp/4Def
    I use flame orb over toxic orb because guts isnt affacted by burn decrease in attack and toxic is well... toxic and gets stronger.

    Starmie @ Leftovers
    Ability: Natural Cure
    Nature: Timid
    -Recover
    -Rapid Spin
    -Scald
    -Ice Beam
    Evs: 252Hp/252SpD/4Atk
    Bulky Rapid Spinner. My team hates entry hazards. Also can dummy for Will-O-Wisp or Toxic.

    Charizard @ Charizardinte Y
    Ability: Blaze
    Nature: Modest
    -Heat Wave
    -Air Slash
    -Solar Beam
    -Dragon Pulse
    Evs: 252SpA/252Spe/4Def
    Heat Wave over Flame thrower for added boost. Dont worry about the missing accuracy.

    Venusaur @ Black Sludge
    Ability: Chlorophil
    Nature: Bold
    -Sleep Powder
    -Synthesis
    -Sludge Bomb
    -Giga Drain
    Evs: 252Hp/252Def/4SpA
    Drought comes up and hes fast and tanky.

    Metagross @ Assult Veat
    Ability: Clear Body
    Nature: Adamant
    -Bullet Punch
    -Meteor Mash
    -EQ
    -Zen Headbutt
    Evs: 252Atk/128Def/124SpD

    Tank

    Talonflame @ Choice Band
    Ability:Gale wings
    Nature:Adamant
    -Brave Bird
    -Acrobatics
    -Uturn
    -Flare Blitz
    Evs: 252Atk/252Spe/4Hp

    Gale wings.

    Any suggestions?
     
    In the long run, Assault Vest is the best item for Conkeldurr; even with Drain Punch, it tends to get worn down by burn or poison pretty easily. The point of Guts is to punish opponents who recklessly throw around status moves:
    -Drain Punch
    -Mach Punch
    -Ice Punch/Knock Off
    -Poison Jab/Stone Edge
    Nature: Adamant
    EVs: 252 Atk/236 SDef/20 Spe
    Item: Assault Vest
    Ability: Guts

    Reflect Type is the preferred option on bulky Starmie so that it isn't Pursuit bait for Tyranitar or Bisharp:
    -Scald
    -Reflect Type
    -Rapid Spin
    -Recover
    Nature: Timid
    EVs: 248 HP/20 Def/16 SDef/224 Spe
    Item: Leftovers
    Ability: Natural Cure

    Air Slash is unnecessary on Charizard Y because sun-boosted Fire Blasts outdamage 2x super effective Air Slashes:

    252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 0 SpD Thick Fat Mega Venusaur in Sun: 270-318 (74.1 - 87.3%) -- guaranteed 2HKO

    252 SpA Mega Charizard Y Air Slash vs. 252 HP / 0 SpD Mega Venusaur: 246-290 (67.5 - 79.6%) -- guaranteed 2HKO

    252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 236 SpD Assault Vest Conkeldurr in Sun: 220-261 (62.6 - 74.3%) -- guaranteed 2HKO

    252 SpA Mega Charizard Y Air Slash vs. 0 HP / 236 SpD Assault Vest Conkeldurr: 200-236 (56.9 - 67.2%) -- guaranteed 2HKO

    And speaking of Fire Blast, it's preferred over Heat Wave for its better power. Its accuracy is still acceptable. The only time you'd use Heat Wave is in doubles, when it hits both opponents, but this isn't a doubles team:
    -Fire Blast/Flamethrower
    -Solar Beam
    -Focus Blast
    -Roost
    Nature: Timid/Modest
    EVs: 40 HP/252 SAtk/216 Spe
    Item: Charizardite Y

    No matter how tempting it is to run Chlorophyll Pokemon alongside Charizard Y, it's not worth it anymore because Drought now lasts for 5 turns (8 with Heat Rock attached; Ninetales or Groudon only). The point of Charizard's Drought is to make its Fire moves more dangerous and making Solar Beam a 1-turn attack. In other words, Charizard is generally the only Pokemon that should benefit from the sun it brings. This team needs a Stealth Rock setter; Garchomp, Therian Landorus, Tyranitar or Hippowdon can do this for you:

    Garchomp:
    -Stealth Rock
    -Outrage/Dragon Claw
    -Earthquake
    -Fire Blast/Swords Dance
    Nature: Naive/Jolly
    EVs: 252 Atk/4 SAtk/252 Spe
    Item: Lum Berry/Focus Sash/Rocky Helmet

    Therian Landorus:
    -Stealth Rock
    -Earthquake
    -U-turn
    -Stone Edge/Rock Slide/Knock Off
    Nature: Impish
    EVs: 152 HP/252 Def/104 Spe
    Item: Leftovers

    Tyranitar:
    -Stealth Rock
    -Crunch
    -Stone Edge/Ice Beam
    -Earthquake/Fire Blast
    Nature: Impish/Relaxed
    EVs: 252 HP/252 Def/4 SDef
    Item: Leftovers
    Ability: Sand Stream

    Hippowdon:
    -Stealth Rock
    -Earthquake
    -Rock Slide/Toxic/Whirlwind
    -Slack Off
    Nature: Impish
    EVs: 252 HP/72 Def/184 SDef
    Item: Leftovers

    Why do you have Acrobatics on Talonflame when it already has a strong STAB in Brave Bird? While it's true that Acrobatics gets powered up when Talonflame loses Choice Band (to Knock Off, usually, but Talonflame is unlikely to live a boosted Knock Off), it's an inconsistent option. All-out offensive Talonflame should look something like this:
    -Flare Blitz
    -Brave Bird
    -U-turn
    -Tailwind/Roost
    Nature: Adamant
    EVs: 252 Atk/4 Def/252 Spe
    Item: Choice Band/Sharp Beak/Sky Plate
    Ability: Gale Wings

    While it's true that Drought cancels out any Water weaknesses this team may have, it may be best to put in something that checks/counters Water Pokemon. Since I removed Venusaur, you'll have to squeeze in stuff like Amoonguss or Lati@s (either one should go over Metagross; it's not that good now because of its vulnerability to Dark and Ghost, types that it used to handle rather well with neutrality):

    Amoonguss:
    -Spore
    -Giga Drain
    -Foul Play/Hidden Power (Fire)
    -Sludge Bomb/Clear Smog
    Nature: Bold
    EVs: 252 HP/136 Def/120 SDef
    Item: Black Sludge
    Ability: Regenerator

    Latias:
    -Draco Meteor
    -Psyshock/Thunderbolt
    -Defog
    -Healing Wish/Roost/Recover
    Nature: Timid
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Life Orb/Leftovers

    Latios:
    -Draco Meteor
    -Psyshock
    -Surf/Hidden Power (Fire)/Thunderbolt
    -Defog
    Nature: Timid
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Life Orb
     
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