Aight y'all, like the title says, this is my first time posting a team.
I'll be 100 here, most of this team is not mine. I think I took 5/6 or 4/6 from another thread forever ago, but for the life of me I can't find the thread or remember the poster, so all apologies there. The original team was built around Breloom + Mega Gyarados core, I remember that - though it no longer has the Breloom. Anyway, here it is.
Bullet (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Substitute
- Waterfall
As I said, Mega-G here was one of the cores around which the OP built their team. It's a pretty fun set-up set, classic sub-dance, with crunch instead of earthquake for STAB purposes (and I think originally coverage). I've been considering switching to EQ, but I'm undecided. Sub is great for predicting switches or status/stall attempts; sub on wisp then set up as your opponent's tears fall.
Low Key (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Icicle Crash
- Low Kick
Next up is Weavile. Originally, this was Breloom's spot on the team, but apparently I suck at using Breloom. Weavile is just so strong in the meta, with STAB knockoff and priority, plus few and far between are the 'mons who want to switch into an Icicle Crash. Low kick for coverage. I've mostly been using Weavile to force switches, use knock off to predict dangerous switch-ins, and just wear down enemy teams in general. Big damage, much hurt.
Win Con (Talonflame)
Ability: Gale Wings
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Will-O-Wisp
- Roost
MY MAIN MAN. He truly lives up to his name. My current strategy primarily revolves around using the previous two 'mons to do heavy damage to enemy teams, maybe taking out a threat or two, and then bringing in Win Con here to clean up™. I wasn't sure about acrobatics/no item instead of bravebird at first, but it actually gives a moderately safe switch in to predictable knock offs. 'Wisp is really nice for predicting physical switch-ins. If you get a SD up, and most the enemy team is 50% or below, you're usually in a good spot. I try not to use Talonflame at all until I know I can win with him (or get close enough to win with another).
Tryhard.jpg (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Recover
- Psyshock
- Draco Meteor
What's an OU team without Latias/Latios? A defogger is 100% necessary for this team, with weavile, gyarados (pre-mega), and especially talonflame weak to rocks. Keldeo counters are always welcome, as well. Draco just hits everything hard, even steel types for at least noticeable damage. Recover helps keep Latias alive, and psyshock rounds out the set for coverage/STAB.
Stickers (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 SpA
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
Jirachi is a decent lead with U-Turn priority, and Serene Grace hax can be suuuuper clutch at times, especially with Iron Head STAB. Healing wish is a great way to make up for this team's weakness to rocks and residual damage. It's a decent pivot all in all, a jack-of-all-trades sort of 'mon.
whump (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast
Defensive 'Chomp brings up the rear. TBH I don't remember the significance of the 104 speed EVs, but they have come in handy. Great switch in for fake outs, bullet/mach punch, etc. Rocks are nice to have up, although I don't find them absolutely necessary; that said, I still set them up when I can, as they help pave the way for Win Con. Dragon Tail is a useful phaser for setups/stalls; fireblast for coverage on ferro and the like.
WEAKNESSES
A pretty glaring weakness of this team is in handling Rotom-W. The only 2 real switch-ins for will-o-wisp are latias and talonflame. Even if you predict 'wisp and send in talonflame correctly, what then? You have to switch out again, without a real answer.
This team seems to encourage switching in to latias/jirachi a lot to take attacks, pivot, support, etc which leaves a big opening for pursuit uses in general. Ttar is the biggest of these threats, as no one on this team has leftovers and the damage dealers don't like sitting in sand too long. Sand teams in general also seem to do well against this team. Ttar combines the two in to a big threat.
Fairy type isn't HUGELY scary to this team, but it can do some damage. Defensive Clefable is a pretty safe switch in to latias/garchomp, and jolly/scarf jirachi doesn't do quite enough damage with iron head to beat out soft-boiled spam if you get unlucky with serene grace. Plus, once you're locked into iron head, your opponent will have an easier time switching in to jirachi and forcing your own hard switch.
FINAL THOUGHTS
I think I need some grass coverage somewhere, even a 'mon swap or two, but I'm having trouble figuring out where to start. Ferro instad of garchomp is my current thought, but I'd love to hear other ideas.
As I mentioned above, there are no leftovers on this team, and not a ton of recovery - hazard/status/whittle damage is permanent, more often than not, which complicates stall breaking and setting up. This is another reason I thought of using ferro - for its leech seed.
I hope I've done this thread correctly - please tell me what you think!
Importable:
I'll be 100 here, most of this team is not mine. I think I took 5/6 or 4/6 from another thread forever ago, but for the life of me I can't find the thread or remember the poster, so all apologies there. The original team was built around Breloom + Mega Gyarados core, I remember that - though it no longer has the Breloom. Anyway, here it is.
Bullet (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Substitute
- Waterfall
As I said, Mega-G here was one of the cores around which the OP built their team. It's a pretty fun set-up set, classic sub-dance, with crunch instead of earthquake for STAB purposes (and I think originally coverage). I've been considering switching to EQ, but I'm undecided. Sub is great for predicting switches or status/stall attempts; sub on wisp then set up as your opponent's tears fall.
Low Key (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Icicle Crash
- Low Kick
Next up is Weavile. Originally, this was Breloom's spot on the team, but apparently I suck at using Breloom. Weavile is just so strong in the meta, with STAB knockoff and priority, plus few and far between are the 'mons who want to switch into an Icicle Crash. Low kick for coverage. I've mostly been using Weavile to force switches, use knock off to predict dangerous switch-ins, and just wear down enemy teams in general. Big damage, much hurt.
Win Con (Talonflame)
Ability: Gale Wings
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Will-O-Wisp
- Roost
MY MAIN MAN. He truly lives up to his name. My current strategy primarily revolves around using the previous two 'mons to do heavy damage to enemy teams, maybe taking out a threat or two, and then bringing in Win Con here to clean up™. I wasn't sure about acrobatics/no item instead of bravebird at first, but it actually gives a moderately safe switch in to predictable knock offs. 'Wisp is really nice for predicting physical switch-ins. If you get a SD up, and most the enemy team is 50% or below, you're usually in a good spot. I try not to use Talonflame at all until I know I can win with him (or get close enough to win with another).
Tryhard.jpg (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Recover
- Psyshock
- Draco Meteor
What's an OU team without Latias/Latios? A defogger is 100% necessary for this team, with weavile, gyarados (pre-mega), and especially talonflame weak to rocks. Keldeo counters are always welcome, as well. Draco just hits everything hard, even steel types for at least noticeable damage. Recover helps keep Latias alive, and psyshock rounds out the set for coverage/STAB.
Stickers (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 SpA
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
Jirachi is a decent lead with U-Turn priority, and Serene Grace hax can be suuuuper clutch at times, especially with Iron Head STAB. Healing wish is a great way to make up for this team's weakness to rocks and residual damage. It's a decent pivot all in all, a jack-of-all-trades sort of 'mon.
whump (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast
Defensive 'Chomp brings up the rear. TBH I don't remember the significance of the 104 speed EVs, but they have come in handy. Great switch in for fake outs, bullet/mach punch, etc. Rocks are nice to have up, although I don't find them absolutely necessary; that said, I still set them up when I can, as they help pave the way for Win Con. Dragon Tail is a useful phaser for setups/stalls; fireblast for coverage on ferro and the like.
WEAKNESSES
A pretty glaring weakness of this team is in handling Rotom-W. The only 2 real switch-ins for will-o-wisp are latias and talonflame. Even if you predict 'wisp and send in talonflame correctly, what then? You have to switch out again, without a real answer.
This team seems to encourage switching in to latias/jirachi a lot to take attacks, pivot, support, etc which leaves a big opening for pursuit uses in general. Ttar is the biggest of these threats, as no one on this team has leftovers and the damage dealers don't like sitting in sand too long. Sand teams in general also seem to do well against this team. Ttar combines the two in to a big threat.
Fairy type isn't HUGELY scary to this team, but it can do some damage. Defensive Clefable is a pretty safe switch in to latias/garchomp, and jolly/scarf jirachi doesn't do quite enough damage with iron head to beat out soft-boiled spam if you get unlucky with serene grace. Plus, once you're locked into iron head, your opponent will have an easier time switching in to jirachi and forcing your own hard switch.
FINAL THOUGHTS
I think I need some grass coverage somewhere, even a 'mon swap or two, but I'm having trouble figuring out where to start. Ferro instad of garchomp is my current thought, but I'd love to hear other ideas.
As I mentioned above, there are no leftovers on this team, and not a ton of recovery - hazard/status/whittle damage is permanent, more often than not, which complicates stall breaking and setting up. This is another reason I thought of using ferro - for its leech seed.
I hope I've done this thread correctly - please tell me what you think!
Importable:
Bullet (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Substitute
- Waterfall
Low Key (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Icicle Crash
- Low Kick
Tryhard.jpg (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Recover
- Psyshock
- Draco Meteor
Stickers (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 SpA
- Iron Head
- U-turn
- Ice Punch
- Healing Wish
whump (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast
Win Con (Talonflame)
Ability: Gale Wings
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Will-O-Wisp
- Roost
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