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Thread: Royal Pain (An Unusual OU Sun Team)

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    Default Royal Pain (An Unusual OU Sun Team)

    Alright, so this team is in fact OU. And yes, this team will make you rip your hair out of your head, if you love standard sets. Forget the very concept of a standard set, because this team simply doesn't have much in the way of that. I'm all about thinking outside of the box, so you'll see a whole lot of stuff that never sees the light of day outside my team (and that was actually the goal). However, please note that this team is still a work in progress, as I've been trying to devise handy ways of countering my mortal enemy -- rain.

    There are plenty of Focus Sash abusers, because that's my fallback when I
    simply can't think of a good item for that Pokémon.

    Cute Stuff (Victini) @ Icicle Plate
    Trait: Victory Star
    EVs: 252 HP / 252 Atk
    Brave Nature (+Atk, -Spd)
    - Bolt Strike
    - V-create
    - Glaciate
    - Trick Room

    Here is what this team is based on. Glaciate and Trick Room are the ways this one uses to get around the speed drops that V-Create has.

    Glaciate, besides lowering the opponent's speed, also helps with coverage against a good amount of the metagame's Dragons. Yes, Victini only has 236 SpA with this set. At least I can deal with it, and at least get in a bit of hurt for the foe.

    Bolt Strike and V-Create are where the party's at. Bolt Strike, with a staggering 130 power AND a chance at paralyzing the foe, is certainly a worthy
    coverage move. If I get a Trick Room in, chances are that the foe is in for four turns of a living hell...

    Which is where Victini's amazing bulk comes in. 252 HP EV's give him 404 HP, and 236 in each defense, which is pretty good all around. He's able to survive a whole slew of neutral attacks (even an Outrage from a Salamence), and even a lot of supereffective attacks (he's survived an EQ from a Gliscor before).

    This is one of the powerhouses of my team, even if he's usually dead before he's done with causing his mayhem. If he gets a Trick Room set up, about 90% of the time he ends up sweeping like crazy for 4 turns-- or more, if I can predict a second Trick Room really well.

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    Silver (Ninetales) (M) @ Air Balloon
    Trait: Drought
    EVs: 252 SAtk / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Fire Blast
    - SolarBeam
    - Hidden Power [Ground]
    - Nasty Plot

    Not much to say here. This Pokémon likes to switch, hence the Air Balloon that's there to at least alleviate Spikes damage. Fire Blast and Solarbeam have some powerful coverage, and they easily do some severe damage to anything that doesn't resist them...

    Especially if Nasty Plot is set up. This is there to give Ninetales even more sweeping potential.

    Hidden Power Ground is there almost exclusively to kill Heatrans the world over. Once Ninetales pops their balloons, it's all over when that HP Ground comes to send them to that fiery inferno that's there for them in the next
    life.

    ------------------------------------------------

    Bruce Lee (Medicham) (M) @ Black Belt
    Trait: Pure Power
    EVs: 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Hi Jump Kick
    - Ice Punch
    - Bullet Punch
    - Substitute

    And here's the first of my annoying pranks on the OU community. Even with a Jolly Nature, with max investment, this one hits a mind-blowing 438 attack, without even lifting a finger!

    That gives it some insanely powerful moves... IF ONLY it can outspeed the foe, which is where both Bullet Punch and Substitute come in. Sub protects it from that one faster move, and Bullet Punch lets it fire off some powerful priority attacks that will really rip holes in a team unprepared for it.

    Hi Jump Kick is there for its sheer power. Since Medicham isn't going to last that long anyway, it can fire off a ridiculously powerful Hi Jump Kick at anything that doesn't like to spam Protect, or otherwise resist it.

    Ice Punch is there for coverage until I come up with a more "one-size-fits-all" move for it. Either way, Medicham still kills dragons the easy way with that move.

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    Ninja (Scizor) (F) @ Flying Gem
    Trait: Technician
    EVs: 252 Atk / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Bullet Punch
    - Acrobatics
    - Superpower
    - Swords Dance

    Yes, Scizor is OU. So what? I took it and created an original set anyway, and here it is. I've got the ever-present SD set, and with 251 Speed, she outspeeds a large portion of OU's bulky sweepers and walls, and simply trashes the majority of the OU meta with her powerful priority, be they +2 or not.

    As for Acrobatics, that is a completely different animal. Why the heck would I give Scizor Aerial Ace when I had something so much more powerful as an option? When I remembered the sheer Technician boosted, item-boosted, 110-BP move, I went nuts and threw that Iron Plate out the window.

    At 251 Speed, Scizor outpaces enough of the metagame for me to come up with something like a Flying Gem, which takes an already-powerful move, and turns it into something that needs to be feared by everyone crossing paths with it. Even after the gem has been consumed, Acrobatics has a staggering 137 Base Power (after technician boosts, and without any items), allowing her to rip apart anything she outspeeds.

    After reading up on Acrobatics, you're thinking that Superpower is now overkill. With a +2 from SD, this move is definitely worth being there, in spite of the Att and Def drops. This move helps OHKO Heatran (almost all defensive variants are slower than this Scizor), Forretress, and an entire pantheon of major OU threats.

    Anything that Superpower or Acrobatics doesn't destroy is taken care of by a BP 80 Bullet Punch (after STAB and Technician boosts). If Scizor can't outspeed, she can still sweep like mad by spamming a very potent priority move on the foe.

    ----------------------------------------

    Caveman (Tangrowth) (M) @ Focus Sash
    Trait: Chlorophyll
    EVs: 100 Atk / 156 Def / 252 Spd
    Naive Nature (+Spd, -SDef)
    - Power Whip
    - Earthquake
    - Hidden Power [Fire]
    - Growth

    Now you're asking "Why the heck aren't you using Venusaur?" My answer is that not only Venusaur looks so drab, but Tangrowth is that much more
    original... and carries more powerful moves, along with having some wicked physical bulk. 324 Defense and 340 HP is nothing to laugh at. It becomes downright depressing for any opponents when they see that he's got 434 Speed in the sun along with that...

    Not only that, he's got Growth, which turns him from a monster into something resembling this:



    The moves are there for some pretty awesome coverage. Tangrowth has very good attacking stats, which are turned into something ridiculous by Growth, meaning this monster can fire off sun-boosted HP Fires at any foe that he deems unworthy of sharing the field with him.

    Power Whip is there as an amazing STAB move, and it's paired with Earthquake to fuel the coverage that HP Fire provides.

    So you're asking why the heck I'm not going with Venusaur? A bulky, titanic beast is my answer.

    ------------------------------------------------------------

    Megatron (Porygon2) @ Eviolite
    Trait: Download
    EVs: 252 HP / 4 Def / 252 SAtk
    Modest Nature (+SAtk, -Atk)
    - Discharge
    - Ice Beam
    - Tri Attack
    - Recover

    Say hello to your worst nightmare. You think Genesect was bad? Think again.

    Before I get into the moves, here's the exact stats when this royal pain has an Eviolite and that coveted +1 SpA boost from Download:

    374 HP, [Att doesn't matter], 325 Defense, 508 Special Attack, 339 Special Defense, and 156 Speed.

    I think Arceus can't even pull off that sort of trick, and I'm barely getting started! This guy has access to Recover, meaning he can use that insane bulk over and over again! 156 Speed means nothing when he can tank just about any hit under the sun (pun intended).

    Discharge is there rather than thunderbolt/thunder because it's got 100% accuracy along with 30% chance to paralyze the opponent, meaning he outspeeds nearly every time after that. Ice Beam gives that move some nearly unbeatable neutral coverage, meaning this guy can sweep and sweep and Recover and sweep...

    Tri Attack is there not only for that nice 20% chance of hax, but also for some epic STAB, along with the added coverage it gives to Discharge and Ice Beam. There are literally no Pokémon that resist all of his moves, except for a very similar Porygon2.

    Why not Trick Room? He can tank anything, and so doesn't really need the extra speed that much. Save it for Victini or one of my opponent's glass cannons.

    ==========================

    I know that this set isn't the best team ever posted, but it's certainly got some extremely effective sets that I've found on my own, from endless team testing.

    This set is meant for casual laddering, so no, it doesn't have to be perfect. However, as was mentioned earlier, it's a work in progress, and needs some help becoming the best.

    My goal is to use very few OU mons, or at least some extremely original moves. I'm posting this team for feedback to see how well I pulled it off.
    Last edited by Cosmic Fury; 16th March 2013 at 11:33 PM.
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