Hey guys, I'm Tangelo (aka Tangy). I'm pretty new to the Serebii forums so I figured I'd post a team as an intro. I'm not a fan of writing (or reading, for that matter) long rmts that just yap on and on about pointless stuff, so I'll try to keep this short and sweet and explain whatever.
**Note: I posted this team on PO under the name "Tangelo". This is a Beta team.
This team was built around HERABOSS because he's the coolest and nobody has used him to much success yet. After Heracross I just threw on a bunch of mons I liked and it ended up working pretty well. The original team had Xatu over Mew, but then Genesect happened (j/s guys, it's the gayest mon in the game). After that I just used the sets that fit my playstyle best: Choice. If you hit hard enough, resistances don't mean a thing. You simplify the game by keeping prediction at a minimum and basically just clicking the move you want and watching the KO's rack up. In the early stages of the team, almost all of the mons (all but 1) carried a choice item. Eventually it evolved into this, and it's pretty decent. Overall the team is more bulk based than speed based. True bulky offense anyone? And, if anyone cares, I peaked 1476 on Beta with this, so it's not too bad.
That's basically it.
Mew @ Choice Scarf *** MOUSEMON
EVs: 104 Atk / 152 SpA / 252 Spe
Naive Nature (+Spe, -SpD)
- Ice Beam
- Low Kick
Easily the most versatile and cute poke in OU, Mew can run anything. Mew is usually the lead but it was the last one added. The team was relatively slow (mainly because for the first few weeks of this team's inception I was set on keeping it all bands/specs), so in the end I added this little guy. This set is mainly to surprise Genesect users (although Sash Gene is still annoying) and KO it turn one. This thing is nice for revenging a ton of things, namely +1 Outraging DNite, Terrakion, DD Gyarados, Landorus, non-Scarf Keldeo, Scizor, Gengar, etc.
One thing a lot of people have questioned is why bother using a mixed scarf Mew. It's already weak enough as it is. The thing is, this is more of a utility mon than an offensive one. Even with less investment in either stat I still get the KO's I wanted to get. Low Kick nails so many of the common switch-ins to Mew, such as Tyranitar and Heatran. They are OHKO'd and 2HKO'd after SR, respectively. Psyshock nails Tentacruel and revenges various threats. Ice Beam deals with Dragons, Landorus(-I/T), and Gliscor, while Flamethrower kills Genesect and hurts Ferrothorn.
Another benefit of this guy is it being complete Tyranitar bait. Getting a double switch into Heracross means a free kill with Close Combat. Before Mew I had a Xatu in this slot. It was alright vs Stall and stuff but it didn't really fit the theme of the team: hit hard. Mew doesn't exactly hit hard, but at least it hits.
Heracross @ Choice Band *** BEETLEMON
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SpA)
- Close Combat
- Night Slash
- Stone Edge
This right here is the scariest thing in Pokemon. Moxie CB Hera gets a kill basically every time it comes in once Gliscor is gone. 2HKOs Ferro and Skarm easily with CC. I mean, this monster has a chance to 2HKO Scizor with Megahorn. The majority of teams aren't prepared for something this powerful. Early game this thing comes in and just dominates the field. Something to note is that the meta is slowing down a lot from what it was. Lati@s and a lot of scarf pokes are in decline (**** you gene). If you don't have anything that can outspeed Hera, than it's pretty much an instalose. Stall without a Ghost or Gliscor have huge issues with this guy, and with the help of Metagross and MixNite, they lose as well.
One thing you may be asking is, "Why use this over Terrakion?". One of the key factors of Heracross is that Hera actually has a decent set of resistances to come in on. Ground, fighting, grass, etc. Not to mention it isn't weak to any priority move. Terrakion's speed gives it a slight advantage over offensive teams, but those teams almost always have priority or a scarf mon, where Terrakion's speed isn't as important. Hera dominates stall and the majority of pokes on balance teams.
Gastrodon @ Choice Specs *** SLUGMON
Trait: Storm Drain
EVs: 132 HP / 116 Def / 252 SpA / 8 Spe
Modest Nature (+SpA, -Atk)
- Earth Power
- Ice Beam
- Hidden Power [Grass]
The best specs user that has dropped in usage quite a bit since the beginning of 5th gen, Gastrodon. Specs Gastrodon absolutely wrecks once it gets the Storm Drain boost. It's mainly because I can't build a team without something that doesn't mind taking Scalds and Thunder Waves. This thing is also my main rain counter. Thundurus w/o Grass Knot, Starmie, etc are all checked pretty well. The way I play Gastrodon is rarely switching due to it being hit by all hazards. Gastrodon is also the thing I go to for unboosted hits I don't know if anyone else can live. Gastrodon is also good vs most bulky water, putting them in kill range for Heracross.
A change I've been considering is switching HP Grass to HP Fire or Recover. Ferrothorn isn't really a problem (infact it's switch in fodder for Hera), but HP Fire is always nice to have if Hera ever dies early. Recover is something that has a bit more of a use. It'd be easy to bluff a defensive set by using Recover after taking a few hits. It's also nice because hazards really stack on Gastro.
Dragonite @ Life Orb *** DRAGONMON
EVs: 112 Atk / 200 SpA / 196 Spe
Mild Nature (+SpA, -Def)
- Draco Meteor
- Fire Blast
Dragonite has lost a lot of use since BW1, but IMO it's one of the greatest available mons in OU atm. The set of choice was MixNite. MixNite lures in most of Heracross' "checks" and KO's them. Multiscale is great vs people who set up too early without SR. It's also my secondary check to Volcarona and sun teams in general. Lots of people underestimate the power this thing packs. It's Draco Meteor may not be on par with Latios, but it sure as hell will KO stuff that doesn't resist it. And things that do resist it fall to Dragonites superb coverage moves.
The biggest asset of DNite (for me) is the best priority in the game, ESpeed. Even without maxed Atk, ESpeed nails a lot of things for the kill. It's especially good late game after Hera has done it's job and basically brought everything into kill range for a swift ESpeed. It's really important for Keldeo and Tornadus-T.
Metagross @ Leftovers *** METALMON
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature (+Atk, -SpA)
- Stealth Rock
- Meteor Mash
- Bullet Punch
The first defensive pivot on the team: Metagross. It's still an AMAZING mon and I don't see what people don't like about it. What drove me to use Metagross was this thread. Putting Metagross behind basically everything is injustice. I guarantee that whoever did that either used Metagross early Gen 5, used it badly, lied, or didn't use it at all. Metagross mainly in this slot for stuff like like Tornadus and Zam. It's really important to keep alive if the opp has a Gengar. It's a great utility mon with good bulk. It's most important job, however, is coming in on Outrages / Dracos from Lati@s, DNite, etc. Unlike similar mons who do this (like other steels), Metagross is actually a threat and can hit for damage. It also sets up SR, so that's pretty nice, but the lack of EQ can be a pain sometimes.
Probably obvious to most people, it seems like Tyranitar could do this job just as well. However Metagross has a few important things TTar doesn't. Firstly, it doesn't induce sandstorm. For a team full of mons weak to hazards and lacking a spinner, more residual damage from sand would be problematic. Next, already touched on earlier, is that Metagross tanks dragon hits. Unlike TTar, Metagross stops Gengar, and doesn't instalose vs Superpower Tornadus-T.
Rotom-H @ Leftovers *** STOVEMON
EVs: 248 HP / 168 SpD / 92 Spe
Calm Nature (+SpD, -Atk)
- Pain Split
- Volt Switch
- Thunder Wave
The last member of the team, also one of the 2 defensive pivots, is an amazing mon: SpD Rotom-H. This thing has so many jobs that without it my team couldn't function. Previously, I ran a Specs set that, although moderately powerful, wasn't that great due to the sr weakness and it needing to switch-in on a ton of threats. It also takes a lot of pressure off Metagross tanking hits from the likes of Tornadus(-T) and Gengar (Volt Switch is great vs SubDisable). Another thing is Thunder Wave. A team like this, which focuses on slow powerhouses, LOVES paralysis support.
Using this over something like Heatran requires an explanation. Heatran, although having a nice set of resistances and no sr weakness, doesn't have a lot of tools Rotom has, like Volt Switch and Thunder Wave. Heatran also lacks 3 helpful things resistance wise: The ground immunity (all around helpful; spikes), an electric resist (not useless against rain), and no fighting weakness (**** you Superpower Tornadus-T!). That being said, I may try a SubToxic Tran set in this spot to lure in Jellicent and Toed for Heracross, or Sunny Day > Pain Split to deal with weather, Gyarados, and Keldeo better.
Great mon who needs more love.
Problem pokes can usually be played around, but they are RP Genesect lategame (Rotom-H covers this pretty well though, not to mention the majority don't even run Bug Buzz for some stupid reason) and sometimes DD Gyara variants give me trouble. Baton Pass in general is a pain in the ***, and well played Deo-D, well not really a threat, set up a ton of hazards. Specs Hydreigon is annoying because it can't be pursuited and EBelt / Lefties HP Ice Keldeo hurts pretty bad. If Gastrodon gets caught by a Toxic, SubCM Rachi sweeps me.