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Opinions on my OU team

  • 170
    Posts
    10
    Years
    Tyranitar @ tyranitarite
    4 hp/252 atk/252 speed
    Nature: Jolly
    Ability: sand stream
    -earthquake
    -stone edge
    -dragon dance
    -crunch

    Quick analysis:
    My mega evolution for my team. Either hits hard off the bat or sets up and hits harder. My main physical sweeper.

    Rotom-W @ chesto berry
    252 hp/120 d/132 spAtk
    Nature: modest
    Ability: levitate
    -will-o-wisp
    -volt switch
    -rest
    -hydro pump

    Quick analysis:
    Annoying semi-physical tank. Has rest for recovery and will-o-wisp to cripple any physical attackers. Volt-switch to get out of situations Rotom doesn't like.

    Mamoswine @ focus sash
    4 hp/252 atk/252 spe
    Nature: Jolly
    Ability: oblivious
    -earthquake
    -icicle crash
    -stealth rock
    -ice shard

    Quick analysis:
    Most of the time my lead. Sets up stealth rocks or hits stuff if I feel like taking out a threat weak to its stab moves such as lucario or gliscor. Sometimes turns out to sweep unprepared teams.

    Goodra @ assault vest
    252 hp/252 spAtk/4 spD
    Nature: Modest
    Ability: gooey
    -dragon pulse
    -muddy water
    -thunderbolt
    -fire blast

    Quick analysis:
    Special tank. Takes ice beams pretty well even though it shouldn't be in there against ice types :P. Coverage moves to catch opponents off guard. My special "sweeper".

    Slowbro @ leftovers
    252 hp/252 d/4 spAtk
    Nature: Bold
    Ability: regenerator
    -scald
    -ice beam
    -slack off
    -toxic

    Quick analysis:
    Physical wall. Has scald to boost it's physical walling capabilities even further if a burn is induced. Toxic and slack off + regenerator to toxic stall anything and ice beam for coverage against dragons and anything weak to ice beam

    Infernape @ expert belt (was thinking of using life orb)
    4 hp/252 atk/252 spe
    Nature: adamant
    Ability: iron fist
    -close combat
    -flare blitz
    -Mach punch
    -U-turn

    Quick analysis:
    My secondary lead. Makes a nice volt-turn with Rotom-W who cover each other's weaknesses quite well. Mach punch for priority (and only move boosted by iron fist, was thinking of replacing flare blitz with fire punch) and u-turn to get out of bad spots. CC to hit hard and flare blitz for extra stab coverage. Physical sweeper.

    Let me know what you guys think of my team and how I can change it up. I used to use a greninja like this:

    Greninja @ life orb (occasionally used focus sash; before I had mamoswine)
    4 hp/252 spAtk/252 spe
    Nature: timid
    Ability: protean
    -scald
    -U-turn
    -dark pulse
    -ice beam

    Also I wanted to try and use a ferrothorn somewhere as well but not sure who I would replace with. I was thinking probably slowbro.
     
    You have a large mega Venusaur weakness and lose to its stall and defense. I would add extrasensory on greninja and replace u-turn (you already have enough switch initiative). I would use a choice band on infernape for the extra power (you have a lack of straight up power).
     
    Infernape should use a +Speed nature because currently, it's outsped by stuff like Garhchomp and Mega Pinsir. Going mixed is its best niche over Terrakion:
    -Fire Blast/Flare Blitz
    -Close Combat
    -Grass Knot/Stone Edge/Thunder Punch
    -U-turn/Mach Punch/Thunder Punch
    Nature: Hasty/Naive
    EVs: 168 Atk/88 SAtk/252 Spe
    Item: Life Orb

    or
    -Stealth Rock
    -Overheat
    -Close Combat
    -Endeavor
    Nature: Hasty/Naive
    EVs: 168 Atk/88 SAtk/252 Spe
    Item: Focus Sash
    Ability: Blaze

    or
    -Close Combat
    -Will-o-Wisp
    -Taunt
    -Slack Off
    Nature: Impish
    EVs: 212 HP/4 Atk/252 Def/40 Spe
    Item: Leftovers
    Ability: Blaze

    Muddy Water doesn't really do Goodra any favors, IMO. Draco Meteor is also preferred for the extra power over Dragon Pulse:
    -Draco Meteor
    -Fire Blast
    -Sludge Bomb/Thunderbolt
    -Earthquake/Dragon Tail
    Nature: Quiet
    EVs: 248 HP/252 SAtk/8 SDef
    Item: Assault Vest
    Ability: Gooey/Sap Sipper

    Greninja needs the raw power of Hydro Pump as opposed to the burn chance of Scald. Without Hydro Pump, Greninja loses out of a ton of power. For instance, Hydro Pump 2HKOs Mega Scizor, while Scald can't. The burn chance shouldn't be relied on for something as frail as Greninja. Extrasensory is also a mandatory move on Greninja so it isn't walled by Mega Venusaur:
    -Hydro Pump
    -Ice Beam
    -Extrasensory
    -Dark Pulse/Grass Knot/Hidden Power (Fire/Grass)/Spikes
    Nature: Timid
    EVs: 4 HP/252 SAtk/252 Spe
    Item: Life Orb/Focus Sash
    Ability: Protean
     
    Infernape should use a +Speed nature because currently, it's outsped by stuff like Garhchomp and Mega Pinsir. Going mixed is its best niche over Terrakion:
    -Fire Blast/Flare Blitz
    -Close Combat
    -Grass Knot/Stone Edge/Thunder Punch
    -U-turn/Mach Punch/Thunder Punch
    Nature: Hasty/Naive
    EVs: 168 Atk/88 SAtk/252 Spe
    Item: Life Orb

    or
    -Stealth Rock
    -Overheat
    -Close Combat
    -Endeavor
    Nature: Hasty/Naive
    EVs: 168 Atk/88 SAtk/252 Spe
    Item: Focus Sash
    Ability: Blaze

    or
    -Close Combat
    -Will-o-Wisp
    -Taunt
    -Slack Off
    Nature: Impish
    EVs: 212 HP/4 Atk/252 Def/40 Spe
    Item: Leftovers
    Ability: Blaze

    Muddy Water doesn't really do Goodra any favors, IMO. Draco Meteor is also preferred for the extra power over Dragon Pulse:
    -Draco Meteor
    -Fire Blast
    -Sludge Bomb/Thunderbolt
    -Earthquake/Dragon Tail
    Nature: Quiet
    EVs: 248 HP/252 SAtk/8 SDef
    Item: Assault Vest
    Ability: Gooey/Sap Sipper

    Greninja needs the raw power of Hydro Pump as opposed to the burn chance of Scald. Without Hydro Pump, Greninja loses out of a ton of power. For instance, Hydro Pump 2HKOs Mega Scizor, while Scald can't. The burn chance shouldn't be relied on for something as frail as Greninja. Extrasensory is also a mandatory move on Greninja so it isn't walled by Mega Venusaur:
    -Hydro Pump
    -Ice Beam
    -Extrasensory
    -Dark Pulse/Grass Knot/Hidden Power (Fire/Grass)/Spikes
    Nature: Timid
    EVs: 4 HP/252 SAtk/252 Spe
    Item: Life Orb/Focus Sash
    Ability: Protean

    Thanks for the set recommendations! Just a question though, is there a specific reason to run 248hp and the quiet nature on goodra? Also I use dragon pulse for more consistent power. I don't like to switch out after a -2 special attack drop :P

    Also is the third infernape from pokebank? I didn't realize it even got slack off as a move. If it is pokebank, I wouldn't be able to run the second and third sets for it.

    Aaaaand last question lol. Would it be viable to run a specs set on greninja? That way it can still 2HKO mega scizor with scald and can OHKO mega venusaur with extrasensory (correct me if wrong but I'm not sure it can OHKO standard 252 hp mega venusaur with LO? Also don't have calcs atm since I'm on mobile :P)
     
    Thanks for the set recommendations! Just a question though, is there a specific reason to run 248hp and the quiet nature on goodra? Also I use dragon pulse for more consistent power. I don't like to switch out after a -2 special attack drop :P

    Also is the third infernape from pokebank? I didn't realize it even got slack off as a move. If it is pokebank, I wouldn't be able to run the second and third sets for it.

    Aaaaand last question lol. Would it be viable to run a specs set on greninja? That way it can still 2HKO mega scizor with scald and can OHKO mega venusaur with extrasensory (correct me if wrong but I'm not sure it can OHKO standard 252 hp mega venusaur with LO? Also don't have calcs atm since I'm on mobile :P)

    Slack Off is a move that Infernape can only learn as Chimchar or Monferno.

    Choice items, while tempting, shouldn't be used on Greninja, as it wastes away Protean's potential. Greninja appreciates the freedom of switching moves if a different threat comes in.
     
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