My Team, version who knows (plz rate)

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    11
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    • He/Him
    • CT
    • Seen May 14, 2021
    So I have made many a team by now. Not all of them are good, but the ones that aren't, you have always helped me out (especially PlatinumDude). So one again, I turn here. This tone, I think I have this without needing help, though it is always appreciated.


    Rotom-Heat @ Mental Herb
    Ability: Levitate
    EVs: 248 HP / 8 SpA / 252 SpD
    Calm Nature
    - Overheat
    - Volt Switch
    - Will-O-Wisp
    - Trick

    Garchomp @ Rocky Helmet
    Ability: Rough Skin
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Earthquake
    - Dragon Tail
    - Stealth Rock
    - Rock Slide

    Hydreigon @ Choice Specs
    Ability: Levitate
    EVs: 4 Atk / 252 SpA / 252 Spe
    Naive Nature
    - Draco Meteor
    - Flamethrower
    - Dark Pulse
    - U-turn

    Azumarill @ Leftovers
    Ability: Sap Sipper
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Aqua Ring
    - Waterfall
    - Toxic
    - Play Rough

    Metagross @ Life Orb
    Ability: Clear Body
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Earthquake
    - Meteor Mash
    - Agility
    - Zen Headbutt

    Lopunny-Mega @ Lopunnite
    Ability: Scrappy
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Fake Out
    - High Jump Kick
    - Return
    - Healing Wish
     
    Mental Herb doesn't exactly work with Trick, as the former is a consumable item (it's consumed to rid the user of Taunt). Trick works best with hindering items like the Choice items. For the most part, Wash Rotom is the best Rotom form to use due to it having only one weakness and a useful set of resistances, while not being reliant on Defog/Rapid Spin support:
    -Volt Switch
    -Hydro Pump
    -Will-o-Wisp
    -Pain Split
    Nature: Bold/Calm
    EVs: 248 HP/216 Def/44 Spe or 248 HP/216 SDef/44 Spe
    Item: Leftovers

    Dragon Tail's negative priority doesn't really work well with Garchomp's decent Speed. It's better off simply applying offensive pressure on the opponent before and after it gets Stealth Rock up:
    -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

    This team needs another Fairy counter, IMO, as half the team is weak to that type. I'd suggest replacing Hydreigon with Dragalge or Gengar to help smash them in:

    Dragalge:
    -Sludge Wave
    -Draco Meteor
    -Scald/Hidden Power (Fire)
    -Focus Blast/Hidden Power (Fire)
    Nature: Modest
    EVs: 200 HP/240 SAtk/12 SDef/56 Spe
    Item: Choice Specs/Dragon Fang/Poison Barb/Toxic Plate/Draco Plate
    Ability: Adaptability

    Gengar:
    -Shadow Ball
    -Sludge Wave/Sludge Bomb
    -Focus Blast
    -Destiny Bond/Taunt/Substitute
    Nature: Timid
    EVs: 252 SAtk/4 SDef/252 Spe
    Item: Life Orb/Focus Sash/Black Sludge

    or
    -Substitute
    -Shadow Ball
    -Will-o-Wisp
    -Taunt/Sludge Bomb/Sludge Wave/Disable
    Nature: Timid
    EVs: 28 HP/148 SAtk/80 SDef/252 Spe
    Item: Black Sludge

    or
    -Hex
    -Taunt
    -Will-o-Wisp
    -Sludge Wave/Sludge Bomb/Substitute
    Nature: Timid
    EVs: 8 HP/248 SAtk/252 Spe
    Item: Black Sludge

    If you want a specially bulky Azumarill, Assault Vest is the way to do it. Without Huge Power, it's incredibly weak, and relying on Sap Sipper for boosts is very bad:
    -Waterfall
    -Play Rough
    -Aqua Jet
    -Knock Off/Superpower
    Nature: Adamant
    EVs: 240 HP/252 Atk/16 SDef
    Item: Assault Vest
    Ability: Huge Power

    Metagross is only good in its Mega Evolution; there's no reason to use its regular form now. You could use another special attacker like Magnezone or Gothitelle to help trap and eliminate potential counters:
    -Thunderbolt
    -Volt Switch
    -Flash Cannon
    -Hidden Power (Fire)
    Nature: Modest/Timid
    EVs: 172 HP/252 SAtk/84 Spe (Modest) or 4 HP/252 SAtk/252 Spe (Timid)
    Item: Choice Specs (Modest)/Choice Scarf (Timid)
    Ability: Magnet Pull

    or
    -Magnet Rise
    -Thunderbolt
    -Flash Cannon
    -Hidden Power (Fire)
    Nature: Modest
    EVs: 128 HP/252 SAtk/128 Spe
    Item: Air Balloon
    Ability: Magnet Pull

    Gothitelle:
    -Psychic/Psyshock
    -Thunderbolt
    -Hidden Power (Fire)
    -Trick
    Nature: Modest
    EVs: 172 HP/252 SAtk/84 Spe
    Item: Choice Specs
    Ability: Shadow Tag

    Limber should be Lopunny's pre-Mega ability, FYI.
     
    Is life orb viable on dragalge? It lacks recovery, but if I put specs on magnezone, I'd want that extra power on him...
     
    Same for magnezone. I don't like choice scarf magnezone, cause I want more power, but I like choice specs on dragalge...
     
    Updating tomorrow as I do not have enough time to finish right now and I don't want to forget what I've done already!!!



    Rotom-Heat @ Mental Herb
    Ability: Levitate
    EVs: 248 HP / 8 SpA / 252 SpD
    Calm Nature
    - Overheat
    - Volt Switch
    - Will-O-Wisp
    - Trick

    This is a very bizarre set and something that unfortunately wouldn't work in the current meta; Mental Herb died out once Baton Pass teams got nerfed (No more MH Scoli thank god!). Having a quick look through I reckon the standard specially defensive Rotom-Wash set would work wonders (Especially if you're using Sap Sipper Azu!!!):

    Spoiler:


    Garchomp @ Rocky Helmet
    Ability: Rough Skin
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Earthquake
    - Dragon Tail
    - Stealth Rock
    - Rock Slide

    The Rocky Helmet + Rough Skin combo is very nice, however it's favoured on a Pokémon which can tank a few hits so it can rack up large damage. Dragon Tail - as already stated - is not good on Garchomp due to negative priority; you will need to replace that with something along the lines of Outrage or Dragon Claw.

    Spoiler:


    Hydreigon @ Choice Specs
    Ability: Levitate
    EVs: 4 Atk / 252 SpA / 252 Spe
    Naive Nature
    - Draco Meteor
    - Flamethrower
    - Dark Pulse
    - U-turn

    Azumarill @ Leftovers
    Ability: Sap Sipper
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Aqua Ring
    - Waterfall
    - Toxic
    - Play Rough

    Metagross @ Life Orb
    Ability: Clear Body
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Earthquake
    - Meteor Mash
    - Agility
    - Zen Headbutt

    Lopunny-Mega @ Lopunnite
    Ability: Scrappy
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Fake Out
    - High Jump Kick
    - Return
    - Healing Wish

    The main problem I see with Iron Head on Garchomp is that it only slightly outdamages Earthquake vs. non-Azumarill Fairies:

    252 Atk Garchomp Earthquake vs. 252 HP / 220+ Def Sylveon: 160-189 (40.6 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

    252 Atk Garchomp Iron Head vs. 252 HP / 220+ Def Sylveon: 170-202 (43.1 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

    Both moves still 3HKO Sylveon, for instance.

    252 Atk Garchomp Earthquake vs. 0 HP / 4 Def Mega Altaria: 151-178 (51.8 - 61.1%) -- guaranteed 2HKO

    252 Atk Garchomp Iron Head vs. 0 HP / 4 Def Mega Altaria: 160-190 (54.9 - 65.2%) -- guaranteed 2HKO

    Both also 2HKO Mega Altaria. Note that there isn't much of a difference between both moves.

    In other words, Earthquake chunks Fairies hard enough already.

    As I already mentioned, Sap Sipper Azumarill is terrible because it's very weak without any boosts, and getting Sap Sipper boosts is very tough. You're better off relying on the immediate power of Huge Power.
     
    Sap Sipper Azumarill however is strong once it gets the boosts, this is why I have suggested the small pro of using Rotom-W over Rotom-H; of course I haven't finished yet so I will be looking into running a different set. However it is this person's team!
    The main problem with Sap Sipper Azumarill is that there aren't much Grass-type moves in OU. Additionally, most of the most prominent Grass-types in the tier (Mega Venusaur and Chesnaught to name a few) counters Azumarill even if it has a Sap Sipper boost under its belt. Azumarill is better of avoiding Grass-types in general (except perhaps Breloom, but Technician boosted Bullet Seed hurts a lot).
     
    Have you thought about putting a coverage move on Lopunny in place of Return? Fake Out and Hi Jump Kick are essential to the set, but a Thunder Punch or Ice Punch can go a long way on these sets and the lack of predictability on that coverage move is what makes Lopunny so exciting.
     
    Have you thought about putting a coverage move on Lopunny in place of Return? Fake Out and Hi Jump Kick are essential to the set, but a Thunder Punch or Ice Punch can go a long way on these sets and the lack of predictability on that coverage move is what makes Lopunny so exciting.

    Return is a mandatory STAB move on Mega Lopunny because it's a hard-hitting STAB that deals with Pokemon that resist Fighting. If a move must be replaced, it has to be Healing Wish.

    All Thunder Punch does is hit regular Gyarados 4x as hard and that's it. Return hits it hard enough, while High Jump Kick smacks Mega Gyarados for super effective damage.
     
    All Thunder Punch does is hit regular Gyarados 4x as hard and that's it.

    Sure. Gyarados is the only thing worth carrying Electric Type moves for, other Flying and Water Types can't take hits and all Steel Types are weak against Fighting.

    I'd forgotten.
     
    Sure. Gyarados is the only thing worth carrying Electric Type moves for, other Flying and Water Types can't take hits and all Steel Types are weak against Fighting.

    I'd forgotten.

    Neutral STAB Return outdamages 2x Thunderpunch most of the time. Ice Punch is the superior coverage move to run imo but I'd rather have the utility of Healing Wish than blindly throwing Ice Punch (because you'd be crazy if you're going to try to switch into a flying-type/dragon-type).

    Anyway, this doesn't help the OP improve his team. Perhaps instead of trying to start an argument, focus on what the purpose of the thread is. Thanks!
     
    What I will say is this, as a final note, and I do think all of this dialogue is useful to consider for a team improvement on the OP's part.

    As a person who fights a lot of Lopunnies, Thunder Punch has been a pivotal response to most of my answers for it. It does good work on Azumarill and Skarmory, and hits Scizor for neutral damage. Ice Punch is also good, and Fire Punch is a bit of an unsung hero for dealing with Skarmories, and also Scizors and Ferrothorns for 4x damage.
     
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