Firebolt
Reach for my hand~
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- Seen Apr 27, 2025
So after I created my first Pokemon team, I realised there isn't an option to do 6v6 in online battles...(sigh).
Anywhos, I decided to create my second Pokemon team anyway. I'm probably going to use this team on Showdown as well as fighting Passerbys. I've decided to stick to a team that would be allowed in OU, as I was sick of fighting 6 Arceus'/Darkrais in Anything Goes (because I want to be sick of over used Pokemon :P ).
TDLR (exluding EVs and nature) in the attached file at the bottom.
Enough blabber, here's my team:
Lopunny @ Lopunnite
Ability: Klutz > Scrappy
EVs: 252 Att/ 4 Def/ 252 Spe
Nature: Jolly
Moves: Ice Punch, Fake Out, High Jump Kick, Return
Pretty standard Lopunny I believe, nothing weird about it. Lopunny's role is to sweep late game. It's high attack and speed make it a relatively safe pick in that manner.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/ 224 SpDef/ 32 Spe
Nature: Careful
Moves: Iron Head, Toxic, Wish, U-Turn
The reasoning behind Jirachi's EVs and nature is to have high special defense to deal with those pesky Fairy types that are likely to trouble Lopunny. Wish with U-Turn allows it to heal teammates to prolong their longevity. Toxic is to break through walls that may trouble Lopunny/this team in general. I also considered Clefable (to provide consistent special damage + deal with M-Slowbro) in here, but decided to go with Jirachi in the end due to it's access to U-Turn (I really love VoltTurn, as you'll see).
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP/ 176 Def/ 92 Spe
Nature: Impish
Moves: Earthquake, Stealth Rock, Dragon Tail, Fire Blast
TankChomp, end of story. Jokes aside, Rocky Helmet + Rough Skin allows Garchomp to deal with physical attackers who may threaten this team; his EVs are optimized for this. Stealth Rock allows my team to set up entry hazard to discourage Bird-type Pokemon from coming in. Dragon Tail is to phaze and rack up damage, or just flat out remove a Poke that's annoying me for a turn. Initially, I had Fire Punch instead of Fire Miss, but after discovering that it let Garchomp deal with Skarmory, Ferrothorn and M-Scizor, I swapped the two. I had considered Excadrill here for the Rapid Spin support, but it gave my team a huge(r) fighting-type weakness.
Bisharp @ Assault Vest
Ability: Defiant
EVs: 4 HP/ 252 Att/ 252 Spe
Nature: Jolly
Moves: Pursuit, Iron Head, Swords Dance, Sucker Punch/(Knock Off?)
Bisharp will be my go-to counter for psychic type Pokemon. Pursuit is invaluable in stopping such Pokemon from harming Lopunny. Iron Head allows him to double as a fairy counter too. I put in Swords Dance because I thought it would be a waste not to as he will probably get many chances to set up and sweep on his own. I can't decide between Sucker Punch or Knock Off though...
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252HP/ 252Def/ 4SpDef
Nature: Bold
Moves: Volt Switch, Hydro Pump, Will-O-Wisp, Pain Split
Turns out I love tanky mons that cause trouble. This guy was on my first team. Guess I can breed another 50 eggs if you think he needs to change... Nature and EVs is to sponge physical attacks, and then Will-O-Wisp is to cripple the same Pokemon. Rotom-Wash is basically my counter to Fighting types as well as the ever-so-present Talonflame. Speaking of which...
Talonflame @ Sharp Beak
Ability: Gale Winds
EVs: 252 Att/ 4 Def/ 252 Spe
Nature: Jolly
Moves: Flare Blitz, Brave Bird, Roost, U-Turn
Ugh yes I know, a third physical sweeper AND another VoltTurn sweeper. My reasons are good, honest! Talonflame rounds the team up defensively by being able to deal with Keldeo as well as levitating steel types that may bother Garchomp and Jirachi (cough Magnezone cough). Talonflame is also very threatening and is also able to deal with fighting and fairy types. Roost lets him stay healthy and U-Turn to switch with ease.
Let me know what you think!
Anywhos, I decided to create my second Pokemon team anyway. I'm probably going to use this team on Showdown as well as fighting Passerbys. I've decided to stick to a team that would be allowed in OU, as I was sick of fighting 6 Arceus'/Darkrais in Anything Goes (because I want to be sick of over used Pokemon :P ).
TDLR (exluding EVs and nature) in the attached file at the bottom.
Enough blabber, here's my team:
Lopunny @ Lopunnite
Ability: Klutz > Scrappy
EVs: 252 Att/ 4 Def/ 252 Spe
Nature: Jolly
Moves: Ice Punch, Fake Out, High Jump Kick, Return
Pretty standard Lopunny I believe, nothing weird about it. Lopunny's role is to sweep late game. It's high attack and speed make it a relatively safe pick in that manner.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/ 224 SpDef/ 32 Spe
Nature: Careful
Moves: Iron Head, Toxic, Wish, U-Turn
The reasoning behind Jirachi's EVs and nature is to have high special defense to deal with those pesky Fairy types that are likely to trouble Lopunny. Wish with U-Turn allows it to heal teammates to prolong their longevity. Toxic is to break through walls that may trouble Lopunny/this team in general. I also considered Clefable (to provide consistent special damage + deal with M-Slowbro) in here, but decided to go with Jirachi in the end due to it's access to U-Turn (I really love VoltTurn, as you'll see).
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP/ 176 Def/ 92 Spe
Nature: Impish
Moves: Earthquake, Stealth Rock, Dragon Tail, Fire Blast
TankChomp, end of story. Jokes aside, Rocky Helmet + Rough Skin allows Garchomp to deal with physical attackers who may threaten this team; his EVs are optimized for this. Stealth Rock allows my team to set up entry hazard to discourage Bird-type Pokemon from coming in. Dragon Tail is to phaze and rack up damage, or just flat out remove a Poke that's annoying me for a turn. Initially, I had Fire Punch instead of Fire Miss, but after discovering that it let Garchomp deal with Skarmory, Ferrothorn and M-Scizor, I swapped the two. I had considered Excadrill here for the Rapid Spin support, but it gave my team a huge(r) fighting-type weakness.
Bisharp @ Assault Vest
Ability: Defiant
EVs: 4 HP/ 252 Att/ 252 Spe
Nature: Jolly
Moves: Pursuit, Iron Head, Swords Dance, Sucker Punch/(Knock Off?)
Bisharp will be my go-to counter for psychic type Pokemon. Pursuit is invaluable in stopping such Pokemon from harming Lopunny. Iron Head allows him to double as a fairy counter too. I put in Swords Dance because I thought it would be a waste not to as he will probably get many chances to set up and sweep on his own. I can't decide between Sucker Punch or Knock Off though...
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252HP/ 252Def/ 4SpDef
Nature: Bold
Moves: Volt Switch, Hydro Pump, Will-O-Wisp, Pain Split
Turns out I love tanky mons that cause trouble. This guy was on my first team. Guess I can breed another 50 eggs if you think he needs to change... Nature and EVs is to sponge physical attacks, and then Will-O-Wisp is to cripple the same Pokemon. Rotom-Wash is basically my counter to Fighting types as well as the ever-so-present Talonflame. Speaking of which...
Talonflame @ Sharp Beak
Ability: Gale Winds
EVs: 252 Att/ 4 Def/ 252 Spe
Nature: Jolly
Moves: Flare Blitz, Brave Bird, Roost, U-Turn
Ugh yes I know, a third physical sweeper AND another VoltTurn sweeper. My reasons are good, honest! Talonflame rounds the team up defensively by being able to deal with Keldeo as well as levitating steel types that may bother Garchomp and Jirachi (cough Magnezone cough). Talonflame is also very threatening and is also able to deal with fighting and fairy types. Roost lets him stay healthy and U-Turn to switch with ease.
Let me know what you think!