PokeBank OU team

xxIGNorant

Lumiya's Royal Stormtrooper
  • 17
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    13
    Years
    For the past few days, I've started to become familiar with the common Pokemon used in Gen 6. I started with my old mono-fighting team I made over a year ago, and it's really interesting how less effective it is nowadays. After knowing what to expect, I took a stab at a proper, balanced team. As of this post, my rating on PS is apx. 1600. Here it is. Suggestions on how to improve it will be appreciated

    Pinsir @ Pinsirite
    Ability: Moxie
    EVs: 252 HP / 252 Atk / 4 SpD
    Adamant Nature
    - Earthquake
    - Quick Attack
    - Swords Dance
    - Return
    I always thought Pinsir was cool, but I never considered using him in a serious team until now. With the Pinsirite, there's not really any reason to NOT consider Pinsir for a spot on your team, especially if your playstyle is more geared toward offense.
    Earthquake is mainly for Aegislash, as it doesn't drop your attack when it hits King's Shield. I run Quick Attack over Return because my team lacks priority. Quick Attack has saved my ass on many occasions. Return leaves a huge dent in anything that doesn't resist Flying.

    Salamence @ Life Orb
    Ability: Moxie
    EVs: 252 Atk / 4 SAtk / 252 Spd
    Lonely Nature
    - Dragon Dance
    - Outrage
    - Earthquake
    - Fire Blast
    Mixed sweeper. The goal of Salamence is to come in to force a switch, DD up, and proceed to rip flesh from bones. Fire Blast takes care of the occasional Skarmory and Ferrothorn.

    Heatran @ Air Balloon
    Ability: Flash Fire
    EVs: 252 HP / 252 SAtk / 4 SDef
    Modest Nature
    - Fire Blast
    - Stealth Rock
    - Earth Power
    - Hidden Power [Ice]
    Soaks fire type attacks aimed at Pinsir and Klefki. Sets hazards along with Klefki, usually behind screens. Air Balloon is a must-have; it has won me a few close games.

    Klefki @ Light Clay
    Ability: Prankster
    EVs: 252 HP / 4 Atk / 252 Def
    Bold Nature
    - Spikes
    - Foul Play
    - Light Screen
    - Reflect
    I often lead with Klefki. Depending on the opponents lead, I either setup spikes right away, or set up screens if it's capable of killing me off. Both of these help Pinsir's and Salamence's jobs easier as sweepers.

    Greninja @ Life Orb
    Ability: Protean
    EVs: 4 Atk / 252 SAtk / 252 Spd
    Hasty Nature
    - Hydro Pump
    - Ice Beam
    - Dark Pulse
    - U-turn
    Greninja's mainly filler, so I added him to the team on a whim. I haven't regretted it yet; he's proven invaluable in fights against teams packing Gliscor and dragons. Getting STAB on every move is a neat ability to have.

    Landorus-Therian (M) @ Choice Scarf
    Ability: Intimidate
    EVs: 252 Atk / 252 Spd / 4 HP
    Jolly Nature
    - Earthquake
    - Stone Edge
    - Superpower
    - U-turn
    Takes ground attacks aimed at Klefki and grounded Heatran. The purpose of Landorus-T on this team is to put an end to a sweep. Intimidate cuts attack, while the +1 speed from scarf usually catches people by surprise. Often the enemy will leave their Jolteon in hoping to fire off an HP Ice, only to be outsped and killed by earthquake.
     
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    Mega Pinsir should be using Return over Earthquake or Close Combat because the raw power of Aerilate-boosted Returns can't be beat. This should go over Close Combat, as Ground/Flying has good coverage.

    Salamence should be Naive.

    Klefki should be Bold. Lax and Gentle are terrible natures and shouldn't be bothered with.
     
    - Replaced Pinsir's Close Combat with Return, and not regretting it. I can leave a much bigger dent in bulky pokes such as Slowbro and Reuniclus.
    - Changed Pinsir's nature to Adamant and changed EV spread to: 252 HP/252 Atk/4 SpD to better sponge hits.
    - Changed Salamence's nature to Naive.
    - Changed Klefki's nature to Bold. I knew Lax was a crappy nature, so I mustn't have been paying 100% attention to what I was clicking on during the team building. I just copied+pasted the text into the forum post and added descriptions. Never caught the mistake I guess

    Thanks for the suggestions PlatinumDude. My team keeps on winning!
     
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    - Replaced Pinsir's Close Combat with Return, and not regretting it. I can leave a much bigger dent in bulky pokes such as Slowbro and Reuniclus.
    - Changed Pinsir's nature to Adamant and changed EV spread to: 252 HP/252 Atk/4 SpD to better sponge hits.
    - Changed Salamence's nature to Naive.
    - Changed Klefki's nature to Bold. I knew Lax was a crappy nature, so I mustn't have been paying 100% attention to what I was clicking on during the team building. I just copied+pasted the text into the forum post and added descriptions. Never caught the mistake I guess

    Thanks for the suggestions PlatinumDude. My team keeps on winning!

    Even if Pinsir runs Adamant, it's better off investing in Speed rather than HP, because Mega Pinsir gained a much-needed Speed boost, and Talonflame and Stealth Rock wreck it regardless.
     
    That makes sense. I'm going to run Adamant for a little while longer to see how much harder I can land my Quick Attacks, just out of curiosity. I'll go back to Jolly soon enough
     
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