Some sort of OU team

I felt like making a new team and perhaps putting a bit more thought into it. Trouble here is I've not used a lot of the pokemon in this team much before so I could definitely do with some fine-tuning.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Psychic
- Drain Punch
- Gunk Shot

Info: Let's face it, Hoopa-U is easily the nastiest wall-breaker in the meta right now. It packs crazy good stats and carries only two weakness, both of which it can cover easy - although I've opted not to use Fire Punch in favour of keeping Psychic. Gunk Shot covers its fairy weakness, whilst the other moves simply create great coverage + STAB. This set covers 11 of the 18 types by itself.

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thunder Wave
- Foul Play
- Spikes
- Magnet Rise

Info: Klefki is a great lead and has a great typing, not to mention it can actually switch in on Hoopa. Magnet Rise negates one of its only two weaknesses allowing it to t-wave potential sweepers or set up spikes. Foul Play disregards Klefki's shocking defences and after spikes damage can 2HKO or on occasion OHKO a lot of OU threats with their own ATK.

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hidden Power [Bug]/Icy Wind
- Secret Sword
- Taunt

Info: I'm not that familiar with Keldeo, and really I should be. I do know that it's a great special sweeper though and that it pairs well type-wise with Heatran. Scald is a great STAB move and carries burn to deal with potential walls. Secret Sword is more STAB and hits special walls that would otherwise be an issue. HP Bug is for those pesky psychic and grass types that try to switch in. Taunt is for Taunt.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock

Info: I went with a bulky heatran. It has a good typing and pairs really well with Keldeo. Lava Plume provides a good stab move with a chance of burn. There's not really any fear of steel or poison switch-ins so Toxic can cripple any threats coming in. Stealth Rock is still the best hazard and Roar lets said hazard and status ailments be abused.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Perish Song

Info: Celebi is mostly in here for annoying bulky water types like Slowbro, Slowking and Azumarill. Especially Azumarill. I gave it a bulkier spread as well which lets it switch in on heavier hitters. It's got excellent recovery through Recover and Giga Drain and can cause problems for potential sweepers with t-wave. Perish Song is a last resort for anything bulky I can't get through.

Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 84 Def / 176 Spe
Bold Nature
- Calm Mind
- Psyshock
- Roost
- Defog

Info: Mega-Latias has really good stats. It can take both physical and special hits well and can serve as a special sweeper as well. Calm Mind raises its already high special stats and makes up for the lack of special EV investment. Psyshock is a good STAB option that can bypass special walls. Roost allows for recovery and Defog deals with those pesky hazards.

Thoughts?

Edit: Currently trying Icy Wind on Keldeo.
 
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I get that Air Balloon lets Heatran have a temporary Ground immunity, but it gets worn down even faster now that it lacks Leftovers.
 
You can possibly play around 2 of the team's issues (being slow, and Azumarill smashes apart 2/3 of the team), since you have 2 Thunder Wave users and Celebi makes a good Azumarill switch in, though you have to keep in mind that you quickly fall apart if your answers to those things are weakened/crippled/dead. Especially so the part about being slow; good offense teams should be packing some way(s) to nullify T-Wave, and if you can't T-Wave them you lose. VoltTurn is also an issue since Celebi and Hoopa-U are both 4x Bug weak, and Keldeo and Klefki lose to Mega Manectric. Basically if you lose Heatran VoltTurn sweeps your team.

I'm not fond of the Mega Latias really. It shares weaknesses with a lot of the rest of your team, and loses pretty hard to stuff like Bisharp, Pursuit Tyranitar, and Unaware Clefable, and that's no good, even if you do have Keld and Tran to deal with those. It's not even that fast. The hard part is finding a replacement though, since it does serve one crucial purpose in Defog, and good hazard control 'mons are kind of few and far between. Only thing I can think of really is replacing it with Mega Diancie for more speed, firepower without the need for boosts, and better coverage+Magic Bounce in exchange for the frailty and the crap pre-mega speed. You can handle the priority it doesn't like with the rest of the team.

Also agreeing to no Air Balloon on Heatran.
 
You can possibly play around 2 of the team's issues (being slow, and Azumarill smashes apart 2/3 of the team), since you have 2 Thunder Wave users and Celebi makes a good Azumarill switch in, though you have to keep in mind that you quickly fall apart if your answers to those things are weakened/crippled/dead. Especially so the part about being slow; good offense teams should be packing some way(s) to nullify T-Wave, and if you can't T-Wave them you lose. VoltTurn is also an issue since Celebi and Hoopa-U are both 4x Bug weak, and Keldeo and Klefki lose to Mega Manectric. Basically if you lose Heatran VoltTurn sweeps your team.

I'm not fond of the Mega Latias really. It shares weaknesses with a lot of the rest of your team, and loses pretty hard to stuff like Bisharp, Pursuit Tyranitar, and Unaware Clefable, and that's no good, even if you do have Keld and Tran to deal with those. It's not even that fast. The hard part is finding a replacement though, since it does serve one crucial purpose in Defog, and good hazard control 'mons are kind of few and far between. Only thing I can think of really is replacing it with Mega Diancie for more speed, firepower without the need for boosts, and better coverage+Magic Bounce in exchange for the frailty and the crap pre-mega speed. You can handle the priority it doesn't like with the rest of the team.

Also agreeing to no Air Balloon on Heatran.

I thought about perhaps replacing Keldeo with Starmie and then switching Latias for another mega as a sweeper or something. I'm concerned though that Starmie isn't bulky enough to be as effective as Latias for hazard control. On top of that it might not do much for my bug issue. Thoughts?
 
Just a small recommendation but I wouldn't run Sitrus on Klefki. You are much better off using Leftovers for more reliable sustain. You could also use a screens set with Light Clay if you'd like. As for Celebi, Perish Song isn't very reliable and you'd possibly be better off with Psychic STAB or even better, Earth Power to at least be able to hit Heatran. Heatran is really a problem for your team tbh if Keld does down. I'd run Earth Power on Heatran as well over Roar.
 
Took some advice and changed the team up a bit.

Spoiler:


First off, I applied the mentioned changes to Celebi, Kelfki and Heatran. Celebi now has EP for Heatran switch-ins and Heatran has EP for Heatran switch-ins. Klefki has lefties over the sitrus berry for more sustainable recovery.

I switched Latias for a physical Mega-Altaria. It's got wider coverage and with DD hits harder and is faster. It also has a better defensive typing. I switched Keldeo for a somewhat bulky (but still fast) Starmie. It does the same job and can handle hazards now that Latias is gone.

I still have a slight problem with bug attacks but in general this version is a lot better.
 
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