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Knew now, Know how

Magmortified

Wherever I fly
  • 169
    Posts
    17
    Years
    • Seen Nov 22, 2009
    Heya! This is an OU rmt. This team is actually a slight modification to a fairly successful team I made with some friends for the CAP metagame on Smogon. CAP's pretty similar to OU, so it should translate fairly well, I just want a second opinion.

    *pokemonelite2000 image removed*
    [PokeCommunity.com] Knew now, Know how
    *pokemonelite2000 image removed**pokemonelite2000 image removed**pokemonelite2000 image removed**pokemonelite2000 image removed*

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    Aerodactyl @ Focus Sash
    EVs: 4 HP, 252 Attack, 252 Speed
    Ability: Pressure
    Nature: Jolly
    -Stealth Rock
    -Stone Edge
    -Earthquake
    -Taunt

    Yeah. Aero. Very fast SR lead. Decent Physical power, and it knows Taunt. It helps to get the team started off, and can mess up the opponent's start if played correctly. I really don't have much more to say for this.

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    Rotom-h @ Choice Scarf
    EVs: 4 HP, 252 Special Attack, 252 Speed
    Ability: Levitate
    Nature: Timid (+Speed, -Attack)
    -Thunderbolt
    -Shadow Ball
    -Overheat
    -Trick

    Scarf Rotom mainly functions as the revenge killer for various threats. Big problems like Infernape, are slightly mitigated by Rotom. Its typing allows it to be a solid switch-in to various threats, and from there transition into other Pokemon. It manages to pull enough power to take out frailer sweepers. Trick gives Rotom the opportunity to ruin Blissey, though I usually have to be careful with it, or otherwise lose my main option when another Infernape comes calling.

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    Salamence @ Life Orb
    EVs: 40 Attack, 216 Speed, 252 Special Attack
    Ability: Intimidate
    Nature: Rash
    -Draco Meteor
    -Fire Blast
    -Outrage
    -Roost

    In addition to its fantastic offensive prowess, Salamence provides a good defensive measure against a variety of physical attackers, thanks to Roost and Intimidate (which also makes it substancially easier for Metagross and Snorlax to come in on physical attackers). If it weren't for Mence, the team would almost completely rely upon Rotom to stave off threats like Machamp, Lucario and Gyarados.

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    Infernape @ Life Orb
    EVs: 252 Attack, 192 Speed, 64 Special Attack
    Ability: Blaze
    Nature: Naive
    -Overheat
    -Close Combat
    -Stone Edge
    -Mach Punch

    Physical MixApe minus U Turn because Mach Punch and Stone Edge are pretty sweet. A combination of MixApe and MixMence is pretty cool, as Ape covers for Mence's physical deficiencies and Mence covers Ape's slightly weaker Special position. Stone Edge is really useful for taking out various Flying types, especially after Stealth Rock lays into them. Mach Punch helps to pick off weakened Pokemon, which is really useful with Mence burning into everything.

    I've kind of been considering packing Grass Knot recently, because Swampert's not so easy to kill off. Mach Punch has still been doing well, though, not to mention the reduced physical power. So I'm divided on this.

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    Snorlax @ Leftovers
    EVs: 156 HP, 252 Attack, 100 Defense
    Ability: Thick Fat
    Nature: Adamant
    - Body Slam
    - Crunch
    - Earthquake
    - Selfdestruct

    Snorlax is hugely bulky, and can take quite a few hits before it dies. It's pretty simple to play here. Attack or take something out with Selfdestruct. It boasts pretty good coverage with Body Slam, Crunch, and EQ, and SelfDestruct punches a massive hole in anything that isn't a Ghost type. Skarmory, Scizor, etc. Scizor will usually die and Skarmory isn't going to be in a position to fix what remains of its health if I can keep the pressure up. It's also a pretty good killswitch when somebody sends out a Mence or Gyara. Usually people prefer to Dragon Dance over actually killing Snorlax off, which allows Snorlax to take them down with it.

    [PokeCommunity.com] Knew now, Know how
    .

    Metagross @ Leftovers
    EVs: 200 HP, 252 Attack, 12 Defense, 44 Speed
    Ability: Clear Body
    Nature: Adamant
    -Explosion
    -Earthquake
    -Thunderpunch
    -Meteor Mash

    Like Snorlax, Gross takes the simple route for offensive might. A lot of people might assume Agiligross or something, but a bulkier all out offense approach works too. Gross functions in a similar capacity to Snorlax with different typing and coverage for the job. Use bulk and typing to allow for switchins, and pound on them... or explode violently. Provides extremely useful Dragon resist for when Mence or otherwise comes pounding on the door.

    Props:
    Plus/Beej: Helping to make this team. A lot of the writing on the latter four Pokemon is paraphrased from them.
    CyzirVisheen: Providing awesome art.
     
    Last edited:
    Consider running Will-o-wisp/Reflect>>Shadow Ball on Rotom as once things like TTar get in you can't stop them Pursuiting you to oblivion. In my opinion Shadow Ball only looks good on paper when you consider saving your Rotom's ass or at the very least screwing their Ttar.

    224 Spe on Rotom, it hits the highest speed jump necessary. Chuck the rest in HP or something.

    Nice team, I couldn't pick out any major flaws.
     
    Heya! This is an OU rmt. This team is actually a slight modification to a fairly successful team I made with some friends for the CAP metagame on Smogon. CAP's pretty similar to OU, so it should translate fairly well, I just want a second opinion.

    *pokemonelite2000 image removed*
    [PokeCommunity.com] Knew now, Know how
    *pokemonelite2000 image removed**pokemonelite2000 image removed**pokemonelite2000 image removed**pokemonelite2000 image removed*

    [PokeCommunity.com] Knew now, Know how


    Aerodactyl @ Focus Sash
    EVs: 4 HP, 252 Attack, 252 Speed
    Ability: Pressure
    Nature: Jolly
    -Stealth Rock
    -Stone Edge
    -Earthquake
    -Taunt

    I'm really really annoyed at the amount of Aero leads these days. Not because they set up on me, I don't care but at the fact that no one sees the uselessness of Aerodactyl Suicide leads. After rocks he provides absolute 0 help to your team OTHER than taking a hit as death fodder.

    At the very least suicide zelf can dent a few things on its way out.

    Azelf @ Focus Sash
    Naive
    56 Att / 200 Sp. Att / 252 Spe
    -Explosion
    -Fire Blast / Taunt
    -Psychic
    -Stealth Rock
    Use it, much better.

    Yeah. Aero. Very fast SR lead. Decent Physical power, and it knows Taunt. It helps to get the team started off, and can mess up the opponent's start if played correctly. I really don't have much more to say for this.

    [PokeCommunity.com] Knew now, Know how


    Rotom-W @ Choice Scarf
    EVs: 4 HP, 252 Special Attack, 252 Speed
    Ability: Levitate
    Nature: Timid (+Speed, -Attack)
    -Thunderbolt
    -Shadow Ball
    -Hydro Pump
    -Trick
    Now we hurt heatrans.

    Scarf Rotom mainly functions as the revenge killer for various threats. Big problems like Infernape, are slightly mitigated by Rotom. Its typing allows it to be a solid switch-in to various threats, and from there transition into other Pokemon. It manages to pull enough power to take out frailer sweepers. Trick gives Rotom the opportunity to ruin Blissey, though I usually have to be careful with it, or otherwise lose my main option when another Infernape comes calling.

    [PokeCommunity.com] Knew now, Know how


    Salamence @ Life Orb
    EVs: 40 Attack, 216 Speed, 252 Special Attack
    Ability: Intimidate
    Nature: Rash
    -Draco Meteor
    -Fire Blast
    -Outrage
    -Roost

    In addition to its fantastic offensive prowess, Salamence provides a good defensive measure against a variety of physical attackers, thanks to Roost and Intimidate (which also makes it substancially easier for Metagross and Snorlax to come in on physical attackers). If it weren't for Mence, the team would almost completely rely upon Rotom to stave off threats like Machamp, Lucario and Gyarados.

    [PokeCommunity.com] Knew now, Know how


    Infernape @ Life Orb
    EVs: 252 Attack, 192 Speed, 64 Special Attack
    Ability: Blaze
    Nature: Naive
    -Overheat
    -Close Combat
    -Stone Edge
    -Mach Punch

    Physical MixApe minus U Turn because Mach Punch and Stone Edge are pretty sweet. A combination of MixApe and MixMence is pretty cool, as Ape covers for Mence's physical deficiencies and Mence covers Ape's slightly weaker Special position. Stone Edge is really useful for taking out various Flying types, especially after Stealth Rock lays into them. Mach Punch helps to pick off weakened Pokemon, which is really useful with Mence burning into everything.

    I've kind of been considering packing Grass Knot recently, because Swampert's not so easy to kill off. Mach Punch has still been doing well, though, not to mention the reduced physical power. So I'm divided on this.

    [PokeCommunity.com] Knew now, Know how


    Snorlax @ Leftovers
    EVs: 156 HP, 252 Attack, 100 Defense
    Ability: Thick Fat
    Nature: Adamant
    - Body Slam
    - Crunch
    - Earthquake
    - Selfdestruct

    Snorlax is hugely bulky, and can take quite a few hits before it dies. It's pretty simple to play here. Attack or take something out with Selfdestruct. It boasts pretty good coverage with Body Slam, Crunch, and EQ, and SelfDestruct punches a massive hole in anything that isn't a Ghost type. Skarmory, Scizor, etc. Scizor will usually die and Skarmory isn't going to be in a position to fix what remains of its health if I can keep the pressure up. It's also a pretty good killswitch when somebody sends out a Mence or Gyara. Usually people prefer to Dragon Dance over actually killing Snorlax off, which allows Snorlax to take them down with it.

    [PokeCommunity.com] Knew now, Know how
    .

    Metagross @ Leftovers
    EVs: 200 HP, 252 Attack, 12 Defense, 44 Speed
    Ability: Clear Body
    Nature: Adamant
    -Explosion
    -Earthquake
    -Thunderpunch
    -Meteor Mash

    Like Snorlax, Gross takes the simple route for offensive might. A lot of people might assume Agiligross or something, but a bulkier all out offense approach works too. Gross functions in a similar capacity to Snorlax with different typing and coverage for the job. Use bulk and typing to allow for switchins, and pound on them... or explode violently. Provides extremely useful Dragon resist for when Mence or otherwise comes pounding on the door.

    Props:
    Plus/Beej: Helping to make this team. A lot of the writing on the latter four Pokemon is paraphrased from them.
    CyzirVisheen: Providing awesome art.

    few comments in bold.

    Lol at the new layout.
     
    Last edited by a moderator:
    (If this thread is active)

    Salamence has 2 Dragon attacks which do almost same damage. Outrage is not worth because it confuses us. We can shift, but we can replace Outrage with EQ for ScarfTar, DD-Tar etc. U can give it Choice Scarf too.

    Umm...just no. Mixmence is meant to be a wall breaker/late-game sweeper. Using both STAB Dragon moves allows it to hit all walls, and it just can Outrage late game to kill anything weakened, which is the point :P

    Anyways, Aerodactyl is just a large failure now, as everything with a Scarf and Trick screws it over epically (And since they can outspeed you, Taunt will just go lol). So yeah, ditch Aero. Suicide Zelf is okay like StrickeN said, but suicide leads do don't much anymore. Just keep that in mind. And considered banding Metagross, while retaining its bulk, just powers up your attacks further. I know that it requires hit-and-run style, but your team can handle it from the looks of things.
     
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