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OU teams


mar_mar

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Hi! I've made some OU teams..Would someone help me, say an opinion or suggest any changes to these teams?

 

Spoiler

Excadrill (F) @ Air Balloon  
Ability: Sand Rush  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Earthquake  
- Iron Head  
- Rock Slide  
- Rapid Spin  

Tyranitar (F) @ Choice Band  
Ability: Sand Stream  
EVs: 100 HP / 252 Atk / 156 Spe  
Adamant Nature  
- Stone Edge  
- Crunch  
- Superpower  
- Pursuit  

Charizard (F) @ Charizardite Y  
Ability: Blaze  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Fire Blast  
- Solar Beam  
- Focus Blast  
- Roost  

Latias @ Life Orb  
Ability: Levitate  
EVs: 80 HP / 176 SpA / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Draco Meteor  
- Psyshock  
- Healing Wish  
- Defog  

Keldeo @ Choice Specs  
Ability: Justified  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Hydro Pump  
- Scald  
- Icy Wind  
- Secret Sword  

Rotom-Wash @ Leftovers  
Ability: Levitate  
EVs: 248 HP / 152 Def / 108 SpD  
Bold Nature  
IVs: 0 Atk  
- Volt Switch  
- Hydro Pump  
- Will-O-Wisp  
- Pain Split  

 

Spoiler

Magnezone @ Chople Berry  
Ability: Magnet Pull  
Shiny: Yes  
EVs: 132 HP / 252 SpA / 124 Spe  
Modest Nature  
IVs: 0 Atk  
- Thunderbolt  
- Hidden Power [Fire]  
- Thunder Wave  
- Flash Cannon  

Greninja (M) @ Splash Plate  
Ability: Battle Bond  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Hydro Pump  
- Water Shuriken  
- Dark Pulse  
- Spikes  

Landorus-Therian @ Rocky Helmet  
Ability: Intimidate  
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe  
Impish Nature  
- Stealth Rock  
- Earthquake  
- Hidden Power [Ice]  
- U-turn  

Scizor (M) @ Scizorite  
Ability: Technician  
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe  
Impish Nature  
- Bullet Punch  
- Defog  
- U-turn  
- Roost  

Tapu Lele @ Choice Scarf  
Ability: Psychic Surge  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk / 30 SpA / 30 Spe  
- Psyshock  
- Moonblast  
- Hidden Power [Fire]  
- Shadow Ball  

Marowak-Alola (M) @ Thick Club  
Ability: Lightning Rod  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Shadow Bone  
- Flare Blitz  
- Will-O-Wisp  
- Swords Dance  

 

Spoiler

Aurora (Ninetales-Alola) (F) @ Light Clay  
Ability: Snow Warning  
Shiny: Yes  
EVs: 4 Def / 252 SpA / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Aurora Veil  
- Freeze-Dry  
- Encore  
- Hidden Power [Fire]  

Grace (Arcanine) (F) @ Normalium Z  
Ability: Intimidate  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Flare Blitz  
- Extreme Speed  
- Wild Charge  
- Howl  

Titania (Gyarados) (F) @ Gyaradosite  
Ability: Intimidate  
Shiny: Yes  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Dragon Dance  
- Crunch  
- Waterfall  
- Ice Fang  

Tapu Bulu @ Choice Band  
Ability: Grassy Surge  
EVs: 252 Atk / 4 Def / 252 Spe  
Adamant Nature  
- Wood Hammer  
- Horn Leech  
- Megahorn  
- Superpower  

Mamoswine (M) @ Life Orb  
Ability: Thick Fat  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Ice Shard  
- Earthquake  
- Icicle Crash  
- Freeze-Dry  

Tapu Koko @ Magnet  
Ability: Electric Surge  
EVs: 252 SpA / 4 SpD / 252 Spe  
Modest Nature  
IVs: 0 Atk  
- Thunderbolt  
- Dazzling Gleam  
- Hidden Power [Ice]  
- Roost  

 

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9 minutes ago, mar_mar said:

Hi! I've made some OU teams..Would someone help me, say an opinion or suggest any changes to these teams?

 

  Hide contents

Excadrill (F) @ Air Balloon  
Ability: Sand Rush  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Earthquake  
- Iron Head  
- Rock Slide  
- Rapid Spin  

Tyranitar (F) @ Choice Band  
Ability: Sand Stream  
EVs: 100 HP / 252 Atk / 156 Spe  
Adamant Nature  
- Stone Edge  
- Crunch  
- Superpower  
- Pursuit  

Charizard (F) @ Charizardite Y  
Ability: Blaze  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Fire Blast  
- Solar Beam  
- Focus Blast  
- Roost  

Latias @ Life Orb  
Ability: Levitate  
EVs: 80 HP / 176 SpA / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Draco Meteor  
- Psyshock  
- Healing Wish  
- Defog  

Keldeo @ Choice Specs  
Ability: Justified  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Hydro Pump  
- Scald  
- Icy Wind  
- Secret Sword  

Rotom-Wash @ Leftovers  
Ability: Levitate  
EVs: 248 HP / 152 Def / 108 SpD  
Bold Nature  
IVs: 0 Atk  
- Volt Switch  
- Hydro Pump  
- Will-O-Wisp  
- Pain Split  

 

  Hide contents

Magnezone @ Chople Berry  
Ability: Magnet Pull  
Shiny: Yes  
EVs: 132 HP / 252 SpA / 124 Spe  
Modest Nature  
IVs: 0 Atk  
- Thunderbolt  
- Hidden Power [Fire]  
- Thunder Wave  
- Flash Cannon  

Greninja (M) @ Splash Plate  
Ability: Battle Bond  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Hydro Pump  
- Water Shuriken  
- Dark Pulse  
- Spikes  

Landorus-Therian @ Rocky Helmet  
Ability: Intimidate  
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe  
Impish Nature  
- Stealth Rock  
- Earthquake  
- Hidden Power [Ice]  
- U-turn  

Scizor (M) @ Scizorite  
Ability: Technician  
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe  
Impish Nature  
- Bullet Punch  
- Defog  
- U-turn  
- Roost  

Tapu Lele @ Choice Scarf  
Ability: Psychic Surge  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk / 30 SpA / 30 Spe  
- Psyshock  
- Moonblast  
- Hidden Power [Fire]  
- Shadow Ball  

Marowak-Alola (M) @ Thick Club  
Ability: Lightning Rod  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Shadow Bone  
- Flare Blitz  
- Will-O-Wisp  
- Swords Dance  

 

  Hide contents

Aurora (Ninetales-Alola) (F) @ Light Clay  
Ability: Snow Warning  
Shiny: Yes  
EVs: 4 Def / 252 SpA / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Aurora Veil  
- Freeze-Dry  
- Encore  
- Hidden Power [Fire]  

Grace (Arcanine) (F) @ Normalium Z  
Ability: Intimidate  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Flare Blitz  
- Extreme Speed  
- Wild Charge  
- Howl  

Titania (Gyarados) (F) @ Gyaradosite  
Ability: Intimidate  
Shiny: Yes  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Dragon Dance  
- Crunch  
- Waterfall  
- Ice Fang  

Tapu Bulu @ Choice Band  
Ability: Grassy Surge  
EVs: 252 Atk / 4 Def / 252 Spe  
Adamant Nature  
- Wood Hammer  
- Horn Leech  
- Megahorn  
- Superpower  

Mamoswine (M) @ Life Orb  
Ability: Thick Fat  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Ice Shard  
- Earthquake  
- Icicle Crash  
- Freeze-Dry  

Tapu Koko @ Magnet  
Ability: Electric Surge  
EVs: 252 SpA / 4 SpD / 252 Spe  
Modest Nature  
IVs: 0 Atk  
- Thunderbolt  
- Dazzling Gleam  
- Hidden Power [Ice]  
- Roost  

 

These teams are really good and perhaps stronger. :D 

I would say you to change your Charizard's focus blast move to air slash as it misses very frequently.

The rest of the teams are alright. :) 

But someone may give you advice so far good then me. ^_^ 

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Team 1 is solid, nothing much to say. I dunno what the mixed EVs on the Rotom let it live but you can sacrifice some bulk for a little bit of speed to outspeed defensive Lando-T.


Team 2 make Greninja either LO or Specs (you can still keep spikes with Specs). BB Greninja kinda needs the sheer power it gets from LO or Specs before its transformation. Splash Plate is meh. Lele's terrain can backfire at you blocking your own Water Shuriken and BP, so be careful. Usually the most common scarf users are above 100 base speed right now cause Volcarona is busted (and it also wrecks your team, since Alolawak isn't the bulkiest, is stealth rock weak and gets blown by Z-moves). I would recomend Scarf Nihilego and make Alolawak bulky instead of speedy. Zygarde would become an even more annoying problem, but between defensive Scizor and HP Ice Lando (and maybe HP Ice Nihilego) I think you should be fine.

 

Team 3 usually Alola Ninetales is paired with many set up sweepers in HO teams, but I do think it can work in that team even though Arcanine and Gyara can be stopped a bit easy. I would say to run EQ over Ice Fang on Gyara but you have Bulu so better avoid it. You can try Substitute since behind Aurora Veil it won't be easy to break. Freeze Dry on Mamo isn't good. While it can surprise an opponent it's still very weak and outside of Rotom-W which is not that common anyways now every other water type in OU gets smacked by EQ. Better run Knock Off to get rid of Fini's Leftover's recovery or run Stealth Rock-Reversal-Shard-EQ with Sash and Oblivious for a suicide lead set. On Koko Roost is kinda useless since either it won't recover enough or you straight up prefer to attack with it. Both Dazzling Gleam and HP Ice hit pretty much the same things outside of Lando-T, which still doesn't like to come in on Dazzling Gleam. I'd say keep HP Ice and give it U Turn for the offensive momentum so you won't have to waste your Aurora Veil turns with hard switches. Foor the last move over Roost I'd say put Taunt to stop opponent's from setting Rocks since half of your team is weak to them and you have no way to remove them.

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