View Full Version : Ou 5th Gen, Defensive oriented team. Needs YOUR Advice.

22nd December 2010, 6:17 PM
So this is my first time posting, ive never done competetive play and only had a hand full of matches over wifi. I like to do a lot of theory crafting and consideration. Coming into this, I have only a few stipulations on my own end. I dont wish to use any legendaries, of any sort. I am intending for an OU competitive team, and would really like advice and suggestions on changes to movesets, or in some cases pokemon. I need to know my teams glaring weaknesses and how I can best fix them. I wanted to make a team with a good chunk of defensive bulk, as ive seen a lot of people play the speed game. I don't feel that speed is unimportant, I just want to have a thoroughly established defensive core. I feel like there is a lot of synergy with my teams coverage, and weaknesses. But Id like a second opinion.

The Team is as Follows


Infernape @ Life Orb
Ability: Blaze
EVs:252 Attack, 252 Speed, 6 Hp
Nature: Jolly (+Spe - SpA)
- Flare Blitz
- Close Combat
- Stone Edge
- U-Turn

Infernape has been my lead for a long time, despite my lack of antilead build via fakeout and so on. Im strongly considering just putting a choice scarf on him, and having him pull out the revenge kills for the team, Although if I did that, I would desperately need a new lead, or for one of my others to step up, wouldnt I? Suggestions very welcome here.


Milotic @ Leftovers
Ability: Marvel Scale
EVs:252 Hp, 180 SpD, 78 Def
Nature: Calm (+SpD, -Att)
- Ice Beam
- Toxic
- Recover
- Attract

I have a legitimate shiny milotic that I intend to use for the team. I do not wish to replace it, nor do I feel like it is a gimmick. I forgo the surf stab in lue of ice coverage, and to play a more efficient stall game with attract. When predicted with a hint of luck as well, it makes effective for catching switches in, and winning fights that otherwise I would not been capable of. The toxic + recover combo has worked very well for me in the past, and I intend to use milotic both as a stall, and a great switch between my next pokemon. I suspect this one will get ripped apart the most.


Garchomp @ Rugged Helmet
Ability: Rough Skin
EVs: Hp 252, Def 80, SpD 80, Spe 98
Nature: Jolly (+Spe -SpA)
- Earthquake
- Outrage
- Dragontail
- Stone Edge

"Tank"chomp provides much needed type coverage, as well as a great switch game between milotic in regards to thunders and ice beams. I wanted to try a less standard variant because surprise is a valuable component in any meta game. Rough Skin + rugged helmet does roughly 29% of an opponents life per contact, making him a "go-to" switch for any oncoming beating, particularly with his distinctly small number of weaknesses, But also lets him shut down weakened sweepers in a pinch, even without priority. Dragon tail also allows for him to take advantage of forretresses Stealth rock and Toxic Spikes, while predicting switches and phazing.


Ulgamoth @ Lum Berry
Ability: Flame Body
EVs: 252 Hp, 129 Sp Att, 129 Spe
Nature: Modest (+SpA, -Att)
- Butterfly Dance
- Bugbuzz
- Fire Dance
- Psychic

Ulgamoth is intended as the primary special sweeper of the team, I focused on a little survivability considering how adaptable the stat raises of butterfly dance are, and wanted more than "Just another glass cannon", The lum berry is largely to prevent paralysis and hince a completely ineffective sweep.


Forretress @ Shed Shell
Ability: Sturdy
EVs: 252 HP, 106 SpD, 152 Df
Nature: Relaxed (+ Def, - Spe)
- Stealth Rock
- Toxic Spikes
- Rapid Spin
- Explosion

The forretress exists to provide much needed rapid spin support for ulgamoth, and as a suitable hazard placement. The shedshell will keep it from being trapped in by shandera, magnezone, and various other threats. Once all threats are placed (and removed accordingly), its free to try and take something down with it. I feel escape moves such as U-Turn and shed shell will take more precedence in Gen 5, due to the incoming shadowtaggers.


Jalorda @ Leftovers
Ability: Perversity
EVs: Hp 252, 6 SpA, 252 Spe
Nature: Timid (+Spe - Att)
- Leafstorm
- Leech Seed
- Substitute
- HP Ice

Jalorda serves both as a subseeder, and if given the chance to sub and boost, an additional element of sweep. It also provides much needed answers to incoming dragonites and garchomps with its hidden power. It also provides additonal stall and support for the rest of the team while seeding those that already cant afford to switch due to the entry hazards

In closing, I am not presumptious enough to assume this team is perfect, but id love to hear advice on improvement and simply hope that it isnt "awful". Thanks again for your incoming critiques and community support!

22nd December 2010, 7:06 PM
Is this a competitive team? This sub-forum is for in-game, battle tower, and semi-competitive teams.