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SharKing's New OU Team

SharKing

I won't bite... much.
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A new team I've developed. I've tested it extensively on Shoddy, and in general, it's quite effective. (I'll post a battle log later.) But if there's still a noticeable problem, let me know, OK?

porygonz.png

YouDie.com the Porygon-Z
Modest / Choice Scarf / Adaptability
- Tri Attack
- Trick
- Thunderbolt
- Ice Beam
252 Sp. Attack, 252 Speed, 6 HP

From the older OU team, YouDie.com returns! I just couldn't bring myself to get rid of it.

Anyway, it basically serves as an anti-lead. If I see something frail and fast, like Azelf, I'll fling a Tri Attack its way. If any of the statuses occur, the foe's lead is basically screwed. However, if it's a bulky lead, like Swampert, I'll just Trick the Scarf on it while it sets up Stealth Rock. Unless I get Leftovers, I usually Trick again on the switch, wreaking more havoc. T-Bolt and Ice Beam are there for BoltBeam, which might be useful if I still have my Scarf. Of course, with Jolteon also covering BoltBeam, I'm starting to wonder if I should try something like Dark Pulse or HP Ground instead...

Also note: Due to Shoddy's punctuation filter in the nicknames, I had to name it "Glitched" there.

weavile.png

///Claw/// the Weavile
Jolly / Choice Band / Pressure
- Night Slash
- Ice Shard
- Pursuit
- Brick Break
252 Attack, 252 Speed, 6 HP

From the hail team (which fails), ///Claw/// returns, this time sporting a Choice Band.

This thing is a pretty cool revenge-killer. With Pursuit, Weavile is the scourge of all non-Scarfed Gengar, since it one-hits them even if they don't switch out. (STAB FTW!) Ice Shard stops any Dragons (like Salamence) that think they can sweep me, especially if they're Outrage-locked. Also useful for a quick KO on weakened foes. Night Slash is a general-purpose power attack, useful for hitting things like Dusknoir hard. Brick Break is there for coverage, and because I don't trust Low Kick. Brick Break one-hits Tyranitar just fine.

Also note: Same as P-Z, I had to change the name for Shoddy, this time to Nightblade.

salamence.png

ツメゴン (Tsumegon) the Salamence
Naughty / Lum Berry / Intimidate
- Dragon Claw
- Earthquake
- Dragon Dance
- Fire Blast
252 Attack, 158 Sp. Attack, 100 Speed

The main sweeper. If I find an opportunity (like a Scarf-locked Earthquake), I use Dragon Dance to gain some speed and power. If I see something that would try to status me, that's a calling card for another Dragon Dance, since I have the Lum Berry. (Got the idea from Don'tRunWithScizor's "Tina".) If I get one, there will be havoc. If I get two, I'll most likely win, even if Salamence eventually falls. If I somehow manage to get three Dragon Dances, it's all but over. I chose Dragon Claw over Outrage because I don't want to be stopped by Steel-types. Earthquake hits most Steel-types, and Fire Blast hits the rest of 'em.

jolteon.png

カミナヤサ (Kaminayasa) the Jolteon
Timid / Life Orb / Volt Absorb
- Thunderbolt
- Hidden Power (Ice)
- Thunder Wave
- Shadow Ball
252 Sp. Attack, 252 Speed, 6 HP

With its blazing Speed and Life Orb-enforced attacks, Jolteon can pick off some major threats. It's fast enough to outpace some Salamence and virtually all Dragonite, even after a Dragon Dance. Hidden Power Ice destroys them both, as well as Flygon, Gliscor, and more. Thunderbolt is the STAB attack, and it takes out the otherwise threatening Gyarados with ease. Shadow Ball picks off Gengar, mainly. Jolteon's Special attack movepool is shallow, and I don't think Signal Beam hurts much. Celebi, yes, but Weavile can deal with that. Anyway, I decided to place a surprise move: Thunder Wave. Whatever Jolteon can't KO straight away, it'll paralyze so the others can take it out.

forretress.png

マモルシ (Mamorushi) the Forretress
Relaxed / Shed Shell / Sturdy
- Gyro Ball
- Pain Split
- Rapid Spin
- Stealth Rock
252 HP, 252 Defense, 6 Attack

My Physical wall, and my trapmaster. It can take virtually any non-Fire Physical move, Spin away the foe's Spikes and Stealth Rock, and float some rocks of its own. Pain Split is a great new move for Forretress, as it allows the steel bagworm to steal some HP. Gyro Ball's just there for offensive purposes. I gave it the Shed Shell so Magnezone can't ruin its fun.

blissey.png

Kyousachi the Blissey
Bold / Leftovers / Natural Cure
- Ice Beam
- Toxic
- Aromatherapy
- Softboiled
252 HP, 252 Defense, 6 Sp. Defense

My Special wall, Toxic-staller, and cleric. The nature and EVs seem odd for a Special wall, but with a huge base 135 Sp. Defense coupled with that planet-sized base 255 HP, does it really need Special enforcement? Besides, if it's the last one standing, it may need some Physical bulk to survive. Anyway, I couldn't get Seismic Toss (too difficult), so I'm stuck with Ice Beam. Thinking of switching to Flamethrower to deal with Steel-types, though. Toxic wears down anything that's not Poison, Steel, or Clefable. Aromatherapy gets rid of status problems for my whole team, and Softboiled restores HP; quite necessary for a wall.

You know what to do.
 
i think you are much better off with life orb, or with outrage on mence. Without either of them you arent strong enough to kill most pokemon. While setting up on status may help, it wont help enough to redeem its low attack, since it finds enough time to set up with numerous immunties and resists.

Azelf and aero carry sashes to set up SR on you anyways, and most leads can 0HKO porygon z right after it tricks or attacks. Metgross Meteor mash KO's it, as does swampert EQ and many other common lead's attacks. It honestly isnt a reliable lead.You are better off with a more reliable one in its place, if you want an anti lead one such as infernape, lucario, dragonite, etc.

Lastly, 3 fighting weak pokemon makes you need a ghost bad, since mence cant stand up to some lucario, some gallade, and some machamp depending on the movbe set. Most carry an ice attack (depending on the pokemon) and some may carry a fire attack, and without reliable recovery, forrtess hardly can wall 2 in a row. Rotom, dusknoir, and spiritomb are the bests ghosts to use, though rotom forms are usually baned on wifi so you cant expect use that wifi iuf you plan on making this team for real.
 
The big thing that sticks out to me is the EV spread and nature of your Salamence. With 158 SpA EVs its Fire Blast still 2HKOs a standard Zong. With only 100 Spe EVs it's hitting 261 speed; after a DD it's still slower than scarf Heatran and Flygon.

You probably wouldn't need to worry about Heatran after a DD (your opponent would assume you're running max speed), and you'd probably switch out of Flygon even if you were running max speed; I just don't see the point in putting all of those EVs in SpA when there aren't any benefits to Fire Blast.

How is Pain Split working on your Forretress? I've been thinking about replacing Explosion for in on mine...

coolking503 said:
Azelf and aero carry sashes to set up SR on you anyways, and most leads can 0HKO porygon z right after it tricks or attacks. Metgross Meteor mash KO's it, as does swampert EQ and many other common lead's attacks. It honestly isnt a reliable lead.You are better off with a more reliable one in its place, if you want an anti lead one such as infernape, lucario, dragonite, etc.

I won't argue that Porygon-z isn't an odd lead choice, but it actually does survive lead Swampert's EQ and lead Metagross' Meteor Mash. (do the damage calcs). To add to that, even a Modest Porygon-Z still out speeds them after tricking a scarf. If you ran HP Grass on Poryon-Z, it could even kill Swampert o_O
 
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