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My OU RMT

PKMN Trainer Silver

PKMN Master
  • 30
    Posts
    15
    Years
    Swampert
    Nature: Relaxed
    Ability: Torrent
    Item: Leftovers
    -Stealth Rock
    -Earthquake
    -Ice Beam
    -Waterfall
    EV: 252 HP/4 Atk/252 Def

    My lead, Swampert. First turn it sets up Rocks and then can either force the switch into something more suited to deal with it. Waterfall and Earthquake both STAB and deal good damage on their own. Ice Beam counters any grass Pokes that swap in and Gyrados who resists and immunity to my STAB respectfully.

    Counters:
    Grass types - One grass attack and it's over 90% of the time for Swampert
    Ludicolo - it's typing makes it resistant to my STABs and neutral to Rock and Ice.
    Any Grass Knot/Energy Ball users.

    Infernape
    Nature: Naive
    Ability: Blaze
    Item: Life Orb
    -Close Combat
    - U Turn
    - Mach Punch
    -Overheat.
    EV 252 Atk/ 64 SpA/ 192 Spe

    The first of the sweepers, Infernape! Close Combat allows me to hit hard against most Steel/Rock/Dark Pokemon...like Tyranitar. U Turn gives me some coverage against Psychic pokemon as well as GTFO of there before Psychic can take place. Mach Punch allows me to come in and revenge kill. Overheat allows for some special attacking on a wall that would otherwise counter my set.

    Counters:
    Water - Gyrados, Vapereon, Starmie...they all run this set into the ground.
    Salamence - Intimidate lowers my attack and resistances all my moves.


    Scizor Choice Band
    Nature: Adamant
    Ability: Technician
    Item: Choice Band
    -U-Turn
    -Superpower
    -Bullet Punch
    -Pursuit
    EV: 248 HP/252 Atk/8 Spe

    Yeah another sweeper, Scizor! This creature is a menace to battle against. U Turn allows me to strike most Psychic/Dark/Grass or pokemon that I can't stand up to and then retreat to a wall or a resistance. Bullet Punch lets me STAB priority on Tyranitar which when added to Technician is going to hurt. Superpower is another way to deal with Steel Pokemon and Tyranitar. Pursuit makes Pokemon think twice about switching out.

    Counter:
    Physical Walls - being a physical attack, naturally most physical walls will block it.
    Fire - 4x Weakness....I think it'll do it.
    Heatran - 4x Resistance to Bug and Steel and a Fire typing make it a pain.
    Magnezone - It's Magnet Pulls makes it so I can't switch if it catches me on a Pursuit/Bullet Punch.

    Snorlax
    Nature: Careful
    Ability: Thick Fat
    Item: Leftovers
    -Curse
    -Body Slam
    -Selfdestruct
    -Fire Punch
    Ev: 168 HP/ 120 Def/ 220 SpD

    Snorlax is a late game last resort/Special Wall if my next Poke fails. Curse allows me to drop my Speed (because....Snorlax is going to outspeed...what?)
    and make my Attack and Defense something to reckon with. Body Slam lets me hit with a possibility of Paralysis. Selfdestruct is definitely a last dutch effort to take down my opponents Poke, I thought about Rest, but I have Leftovers restoring 12.5% of my HP at the end of each turn and a resistance to Fire and Ice from his ability plus that leaves me inactive for 2 turns....2 turns too long. Fire Punch strikes most of his counters to Crunch and Earthquake, other than Tyranitar for damage. I have 2 Earthquakers already.

    Counters:
    Physical Walls - Pretty much any physical wall, save Fortress, will wall Snorlax pretty well
    Physically Fighting Pokes - I don't believe I need to say much more than that. Even with Curse, a 2x Fighting Physical Move will hurt.

    Dusknoir
    Nature: Impish
    Ability: Pressure
    Item: Leftovers
    -Will-o-Wisp
    -Pain Split
    -Earthquake
    -Thunder Punch
    EV: 252 HP/ 28 Atk/ 228 Def

    Dusknoir is pretty much a wall. Will-o-Wisp cuts my opponents Attack strength. Pain Split heals and continues to add the hurt to whatever Stealth Rock/Burn have inflicted, it's not the best way of doing it, but it gets the job done. Earthquake allows me to hit Tyranitar if it comes out...though I would probably switch or any Steel Pokemon like Fortress that are for Spinning. Thunder Punch allows me to deal with Starmie.

    Counters:
    Tyranitar - Pursuit or Crunch would do quite a bit
    Gengar - Shadow Ball for a 2x Damage is not my idea of fun, but I have Thunder Punch and Gengar's horrible defense
    Houndoom - Dark Pulse is a big threat added with the fact that it's faster, if I survive though, I have Earthquake.
    Heracross - If it's packing Guts and it gets hit with Will-o-Wisp it's going to hurt.


    Zapdos
    Nature: Modest
    Ability: Pressure
    Item: Life Orb
    -Thunderbolt
    -Heat Wave
    -Hidden Power Ice
    - Roost
    EV: 4 HP/ 252 SpA/ 252 Spe

    Zapdos is my late game sweeper and also around to pick off Bulky Waters. Thunderbolt picks off Skarmory and Bulky Waters or Water sweepers. Heat Wave is also picking off Skarmory, Scizor (lets just say most Steel types), Heracross, Ninjask, Roserade...etc. Hidden Power of Ice deals with Grass. Dragon, and Ground types like Gliscor, Flygon, Dragonite, Salamance, Roserade, etc. Roost allows Zapdos to get some HP back that is being drained from Life Orb.

    Counters:
    Blissey - I hate Blissey...It will pretty much take all my specials and try to inflict status
    Snorlax - It's like Blissey, but more well rounded. With access to Ice Punch it's quite a pain.
    Swampert - Being part Ground and with access to Ice beam makes Swampert a decent match up block for Zapdos
     
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