For those active in Smogon should be familiar with the RMT forum. I think it would be a wise idea to introduce teams for critique, input, and such since I know that there are a few competitive battlers. Also it'll help weed out some posts in the Pokemon topic.
Drizzle Team:
Spoiler:
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 4 Hp, 252 SpA, 252 Speed
Nature: Modest
- Thunder
- Volt Switch
- Signal Beam
- Hidden Power (Water)
Ah Jolteon, he has been my favorite since generation one. Unfortunately, he hasn't found a proper niche into any of my teams until now. Jolteon preforms as a standard special sweeper, however leading with it can be quite powerful especially when the opponent is expecting Politoed in it's place. I found that leading with Jolteon, then Volt Switching out, can more than often leave any weather leads too bruised to switch in confidently. It can also take advantage of injuring leads which could threaten Politoed to being with. Hidden Power Water and Ice have been used throughout it's history. I found with Spec's and rain, Water was a better choice. Dragons can be checked else where. Thunder will be used as a reliable STAB once rain is up and Signal Beam to hit grasses which would originally threaten Politoed.
Politoed @ Leftovers
Ability: Drizzle
EVs: 252 HP, 236 Def, 20 SpD
Nature: Bold
- Scald
- Ice Beam
- Toxic
- Protect
Ah, the stormbringer itself. Politoed runs the basic bulky toad set allowing to take punishment very well while keeping the rain alive. The dual defense spread will allow it to take hits much better than I would have originally imagined taking little less than 50% from a +1 Dragon Claw on a Bulky DD Dragonite. I decided to run bulky toad over Scarf/Spec's toad because of weather wars knocking out my Politoed and losing my Drizzle before the fight can begin. Toxic will be used on the switch for anything that can threaten it. Scald will be used as STAB and Ice Beam for Dragon coverage. Protect was an on off option, originally had Rest when it had a Resto-Chesto set. I chose Protect to use for scouting when I throw it out as a lead.
Parasect @ Leftovers
Ability: Dry Skin
EVs: 252 Hp, 76 Def, 180 SpDef
Nature: Careful
- X-Scissor
- Leech Seed
- Substitute
- Spore
Parasect is an amazing SubSeeder in the rain. It plays the role of being a safe switch in to Water, Grass, Electric, and Ground allowing to specially tank easily. Spore has been a saving grace for this team, putting out Conkeldurr and Dragonite attempting to set up. While switching into Waters taking advantage of the rain, X-Scissor can be used as STAB for taking them out while napping or hitting other grass types. Unfortunately, Parasect opens a few weaknesses in my team and also doesn't provide the same bulk as Ferrothorn. Regardless, Parasect still is quite handy to have around.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Hp, 52 Attack, 204 Speed
Nature: Adamant
- Dragon Claw
- Earthquake
- Roost
- Dragon Dance
With or without weather, Dragonite is scary. Like Parasect before him, Dragonite will provide a variety of safe switch ins, especially quad-resisting that important Grass weakness for Politoed and immunity to ground for Jolteon. I opted for Lum Berry over Dragonite because I found switching into statuses very troublesome for Dragonite, swiftly breaking Multiscale before engaging.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 212 Hp, 252 Attack, 44 Speed
Nature: Adamant
- Aqua Jet
- Ice Punch
- Superpower
- Waterfall
Azumarill will play the role of a physical sweeper, a role held previously by Carracosta as a Curse Bulky Sweeper. Unfortunately, Carracosta was easy set-up and phazing fodder for many like Skarmory. Switching in to the more swift and hard hitting Azumarill was a wiser choice. In the rain, Choice Banded Aqua Jet from Azumarill is nothing to laugh at. With a gross 654 thanks to Choice Band, Aqua Jet and Waterfall gets a horrifying damage bonus combined with STAB. Azumarill will wreck many walls which could threaten the opposing team, including Ferrothorn (always hoping for Gyro Ball over Power Whip), with the Superpower, and Altaria, with Ice Punch.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Hp, 4 Attack, 252 SpDef
Nature: Sassy
- Gyro Ball
- Rapid Spin
- Spikes
- Toxic Spikes
Unfortunately I learned the hard way that entry hazards were too good. Already I recall my Dragonite and Parasect rendered useless by Stones and Spikes. However, now that I included Forretress to the team, maybe those nightmares will end. With Rapid Spin, Forretress will spin away anything that can threaten my Pokemon while setting up hazards himself. With Special Defense investment it can take Draco Meteors and Psychics well. In the rain, this giant beachball's only weakness, Fire, is doused.
OU Non-weather Team:
Spoiler:
Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 Hp, 252 Def, 4 Speed
Nature: Bold
- Substitute
- Taunt
- Encore
- Leech Seed
Whimsicott has been a terrifying antilead and support Pokemon since the beginning of the fifth generation metagame not to mention one of the most adorable from the generation. This set up makes Whimsicott the most potent antilead of in the game being able to shut down entry hazards with Taunt and crippling set ups with priority Encore and Leech Seed. The slot for Substitute gave me problems originally, making me debate whether to give it an attack or not. But sub-seed is very effective on Whimsicott, though now it makes it vulnerable to Pursuit.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 Hp, 184 Def, 72 Speed
Nature: Impish
- Earthquake
- Facade
- Swords Dance
- Knock-Off
Gliscor has been the definition of the OU metagame since forth generation. Its heavy defense and excellent typing has made it a huge defensive threat. With the release of the Dream World ability, Gliscor has a welcomed toy to use in the metagame. Though losing most of his support capabilities, like Stealth Rocks, Gliscor now has excellent turn-by-turn healing with Poison Heal and Toxic Orb. Swords Dances allows Gliscor to be an offensive threat as well. Earthquake will provide reliable STAB and Facade will receive a heavy 140 base power while poisoned. Knock-Off is the final option, a slot used to be held by Protect. Its used merely to Knock-Off choice items on the switch or even some Leftovers.
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 Hp, 224 Def, 32 SpDef
Nature: Calm
- Ice Beam
- Dragon Tail
- Rest
- Sleep Talk
The Rest-Talk Milotic set-up has been my favorite for a long while. With an already reliable SpDef, Milotic gets another boost of Def while Resting up any damage. However, this generation did not give Milotic anything new to work with. Ice Beam has always been a must with Milotic granting it excellent type coverage. However, I did not choose Scald for this set because of Dragon Tail. Though the burn would be an excellent plus, I needed a PHazer before anything on my team. Dragon Tail would fit that role throwing out anything who wants to set up. Also, with Marvel Scale, this makes Milotic one hell of a Rest-Shuffler.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 Hp, 4 Attack, 252 SpDef
Nature: Relaxed
- Power Whip
- Leech Seed
- Stealth Rocks
- Toxic
Oh Ferrothorn. An OU team is never complete without you. As currently, the most used Pokemon, it carries power defense and even more powerful typing. This set up is a single hazard set up with Leech Seed. These helps keep this precious Pokemon alive. It also carries Toxic to cripple anything which tries to threaten it. I also chose Power Whip over Gyro Ball for type coverage.
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA, 252 Speed, 4 HP
Nature: Modest
- Thunderbolt
- Volt Switch
- Hidden Power: Ice
- Shadow Ball
I do love my Jolteon. I have another Jolteon tagging around as part of my OU team. This Jolteon is very similar to the one in my rain team except for a few obvious move swaps. Thunderbolt over Thunder to make up for accuracy. HP Ice over HP Water for type coverage, and missing out for the bonus that Water gets in the rain. And Shadow Ball over Signal Beam as a filler with higher base power.
Arcanine @ Life Orb
Ability: Flash Fire
EVs: 252 Attack, 252 Speed, 4 HP
Nature: Jolly
- Flare Blitz
- Wild Charge
- Close Combat
- ExtremeSpeed
Arcanine will play the role as the physical sweeper. In this generation, Arcanine gets crazy new moves to work with. Besides the obvious Flare Blitz for STAB, Arcanine can get Close Combat which is greatly welcomed since before this generation, Arcanine has been plagued with good stats but a terrible movepool. Wild Charge is also welcomed since it had great coverage. Not to mention ExtremeSpeed as the revenge killer. With a ton of recoil moves paired with Life Orb, Arcanine can be knocked out easily but it can still pack a punch.
RU Team:
Spoiler:
Clefable @ Light Clay
Ability: Magic Guard
EVs: 252 HP, 120 Def, 136 SpDef
Nature: Bold
- Seismic Toss
- Wish
- Light Screen
- Reflect
How Clefable is in RU is still amazing. Clefable is one of the most threatening Pokemon in this tier because of how flexible it is. This set up is the Dual Screens Lead. Rather self explanatory, Clefable will lead setting up screens boosting the defense of the rest of the party. With RU being a rather defensive tier, this is a must. Seismic Toss will work as an extremely reliable filler attack and Wish will help support the rest of the team.
Magneton @ Eviolite
Ability: Analytic
EVs: 252 HP, 152 Def, 104 SpDef
Nature: Relaxed
- Thunderbolt
- Hidden Power: Fire
- Thunder Wave
- Magnet Rise
There are tons better Eviolite holders such as Ferroseed or Tangela. Magneton sounds almost out of the blue. However two things keep Magneton in my party, Analytic and resistance to Bug. Bug types are extremely common in RU, especially big threats like Venomoth and Accelgor. But with Screen support and Eviolite, Magneton can eat their attacks and return the damage right back with boosted HP Fire and a Thunderbolt. Thunder Wave will cripple anything else and Magnet Rise will throw people into a loop. Since the gaping ground weakness is obvious, deploying Magnet Rise will cover the gap and make the switch in more favorable to Magneton.
Electivire @ Expert Belt
Ability: Motor Drive
EVs: 252 Attack, 252 Speed, 4 HP
Nature: Jolly
- Wild Charge
- Earthquake
- Brick Break
- Ice Punch
Electivire was at its prime when released in forth generation, giving it massive type coverage. Unfortunately, at the generation shift, Electivire was given nothing to keep him in OU. However, his seat in RU as a physical offensive threat is set in stone. Still with amazing type coverage, it can ravage the whole tier with Wild Charge, Ice Punch, and Earthquake. The slot for Brick Break used to hold Cross Chop but was taken by Brick Break because of the potency of dual screens.
Typhlosion @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpAtt, 252 Speed, 4 HP
Nature: Timid
- Eruption
- Fire Blast
- Hidden Power: Grass
- Focus Blast
Typhlosion is another offensive threat. With great special attack, complimented by the speed given by Choice Scarf, Typhlosion makes a great revenge killer with the high base power of Eruption standing before it. Fire Blast will be a secondary STAB just in case Typhlosion's HP gets a hit. HP Grass will ward away Ground and Water types and Focus Blast will be filler coverage.
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP, 252 Defense, 4 SpAtt
Nature: Bold
- Flamethrower
- Clear Smog
- Will-O-Wisp
- Pain Split
In the generations beforehand, Weezing was an amazing physical wall eating Fighting attacks and dodging Earthquakes with Levitate. Generation 4 gave it Will-O-Wisp making Weezing a huge defensive threat in UU making its already high defense even more formidable. With Generation 5, Weezing is given Clear Smog. Only a subtle change, actually not much of a change granted it already had Haze, but it will welcomed. Flamethrower will be used to shoo away Bug types and Pain Split will be used for healing.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP, 252 Defense, 4 SpAtt
Nature: Bold
- Psyshock
- Scald
- Calm Mind
- Slack Off
Slowking has always been in the shadow of its counterpart, Slowbro. But Slowbro is perched high in UU as an excellent and versatile physical wall. Slowking is still a powerful defensive threat. Behind a few Calm Minds, Slowking can boost his already high base SpDef and making his Psyshocks and Scalds hit harder. Slack Off is used to heal off damage Regenerator could not fix. The EV spread will keep Slowking covered from both ends since its SpDef is already high enough.





















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