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Forward, Unto a New Dawn!!! [OU Balanced]


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Forward, Unto a New Dawn!!! - A team by Hukuna Sensei.

Introduction: Heyo, I am Hukuna Sensei and this is my first RMT. I wouldn't say I am new to comp battling, but I am a bit newer to Teambuilding. It is rather enjoyable for me to build some teams, though my teambuilding style is a bit ramshackle and I don;t think everything through all the time. Nonetheless, I shall share one of the teams I recently made with you all.

At a Glance~

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This is a team centering around a VoltTurn core that focuses on stacking up hazards and forcing a bunch of switches. It runs mons that are more resilient to Enemy hazards as to not have to run a Rapid Spinner on my own team. Early Game is all about setting up the hazards and keeping momentum up with the VoltTurn boys, Cobalion, Lando, and Mega Mane. All this sets up for the TG Manaphy Sweep in most situations, by removing most of the big threats and just mopping up afterwards. Clef is an alt Sweeper, or sorta like a mini Sweep in most cases with Ferro as a more support oriented role.

Under the Magnifying Glass, a Closer Look!!!

Anything after a /movewise and item wise is another possible option, however the thing that comes before the / is what I personally use on this team.

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@ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head
- Stealth Rock/Taunt
Cobalion, the SR setter on this team. ((at least for me)). Coba is an effective Pivot, as it is quick and can deal a nasty blow to quite a bit if needed. Volt Switch is the most important move on the set as it allows Coba to keep up the momentum while dealing some damage. If Coba is running your Rocks it is imperative that you get them up asap when you get the chance to rack up damage from enemy switches. This spread allows Coba to OHKO Mega Gardevoir with Iron Head and 2HKO SpDef Heatrans and Ferrothorns after damage from Stealth rocks. Coba also crazy puts pressure on Bisharp, as it can do nothing to him without handing it free boosts. This a very good poke to come out on to lay down rocks on the switch. Taunt can be run over Rocks, however, I prefer to run the rocks on Coba in the runs of this team I have had as my Rocker then doesn't get stranded and have to switch.

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@ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn
Lando-T is an amazing compliment to Coba in a VoltTurn Core. It takes care of quite a few things that want to try and give Coba a hard time such as Exca ((and while coba can beat Exca, we really don't want to take a minimum of like 80% damage to do so.)) Early on we are looking to U-Turn to scout and see what we are running against. Later Lando-T brings a lot of Offensive pressure. EQ devistates anything that deosn't resist it or is immune and is the main STAB of the set. However, don't use it willy nilly if they still have things immune to it on their team left. Lando is super tasty bait if he is locked into EQ against something he can't hit, and it is easy to take advantage of it for your opponent. Knock Off is take over something such as Superpower as we already have Coba to deal with those threats. Therefore we pick up Knock-Off to get a nice hit on the Lati Twins, Gengar, and it is Lando's best option against opposing Landos. We take Stone-Edge to complete our QuakeEdge coverage, and to smack the likes of Talonflame, Mega Pinsir, and other Flying types from their lofty perch.
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@ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Volt Switch
- Hidden Power [ice]
The third Member of our VoltTurn Core. With Mane we get a second user of Intimidate, compounding the Atk downs and putting pressure on Physical attackers on the opponent's side of the field. With STAB VS Mega Mane is our biggest hitter and should rack up some nice damage even without the hazards. Thunderbolt is main STAB easy to understand it's purpose. Overheat is our steel type nuke, as it deals quite handily with most of the common ones not named Heatran. We can afford the stat drop as we can easily get the hell out of dodge with Volt Switch. HP Ice is a last resort to hit Dragon Types and other things Mega Mane would be useless on otherwise. However, it doesn't hit very hard, and might not even reliably remove foes that take x4 damage from the hit with no other prior damage. Be wary of this early game when you have yet to whittle down the foe, or get up any of your hazards.
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@ Leftovers/Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Spikes/Stealth Rocks
- Leech Seed
- Gyro Ball
- Protect/Power Whip

Ferro is our alt Hazard Setter and is more important in a stall match-up or against Non-HO teams. ((at least in regards to hazards.)) I have opted for a more SpDef Spread to up the survival of smaller Fire hits and because with the amount of Physical Def I already have is pretty high. Spikes can be stacked anytime one gets the chance typically on a switch when you know they. Leech Seed is for the extra recovery, and also the switches it can force racking up extra damage if they stay in, or extra damage to another poke if they switch. Gyro Ball is for racking up damage on faster threats and is the most damaging attack Ferro has in most cases. Protect is for scouting and regaining health with Leech Seed and Lefties if you opt for them. Power Whip can be taken over it if you deem the extra coverage more useful as it is a decent secondary STAB. ((it would mostly only really be for Rotom-W on this team, but Ferro isn't the best to deal with the Kenmore appliance as the Burn hurts it's ability to do so properly and it would really miss having protect. Our next members deal with the bugger better anyway so while it is an option, it isn't very necessary.)) Shed Shell can be run as an item if you think Magnezone will be a super big problem.

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@ Leftovers/ Life Orb
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Flamethrower
- Soft-Boiled
- Moonblast
- Calm Mind

Clef is our Mini-Sweeper, using CM to get some nice boosts. Flamethrower is for any Steel Types trying to ruin our day, having good damage with a boost or 2. Soft-Boiled keeps us nice and healthy. Moonblast is our bread and butter attack and will be the thing we mostly use. There isn't much to say here other than get out there when you get a chance and boost like crazy. Life Orb can be taken over Lefties for a bit more out of the gate oomph, but it makes it longevity go down quite a bit, so carefully weigh if that is worth it or not.

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@ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Surf/Scald
- Tail Glow
- Energy Ball
- Psychic
Our main Sweeper. Manaphy gets super powerful once it tucks a TG under it's belt. It can deal massive damage to quite a bit of things, and it is nothing to scoff at at. Surf is our water STAB of choice and it deals massive damage to most pokemon especially at +3 from Tail Glow. Energy Ball is run to smack the Kenmore Appliance into oblivion, as well as other Bulky Waters if necessary. Psychic is run because something is needed to hit Mega Venu on the team and Manaphy is the one with the room for it. Scald can be run over Surf for the burn chance, but you trade off the power to knock out a few things rat off the bat if you do.
Conclusion and Importable.
This team was kinda just something I came up with wanting to use Cobalion and Mega Mane. I figured I would make the VoltTurn combo a big piece of the team and built it with that idea in mind. It is still a rather new team and I still putting it through its paces to figure out kinks etc... If you have any feedback be sure to place it below I would love to read it. Please feel free to try out the team yourself and tell me about it! I hope you enjoyed the read, and good luck with your battles friends. Hukuna Sensei out~
Importable:

Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head
- Stealth Rock
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn
Manectric (M) @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Volt Switch
- Hidden Power [ice]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Flamethrower
- Soft-Boiled
- Moonblast
- Calm Mind
Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Surf
- Tail Glow
- Energy Ball
- Psychic

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Team looks pretty good!

I might change Ferrothorn for a Bisharp. I think Ferrothorn would hold you back. I don't think you need a tank is necessary for this team at all.

Bisharp @ Dread Plate

Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Pursuit
Maybe with this change, you can run Gothitelle instead of Clefable.
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Trick
- Psychic
- Energy Ball
- Hidden Power [Fire]
Bisharp gets rid of items with Landorus. Gothitelle traps pink shit like other Clefable and Chansey with the aid of Volt-Turn.

Oh yeah, team is destroyed by Zard Y. Hope that your opponent chokes and sacks it to Landorus or Manectric.

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Yea to echo skitty, ferro seems out of place since it destroys your u turn momentum. I would get rid of it for a wall breaker to take advantage of free switch ins, something like band terrakion, specs Latios, or gothitelle. If you go that route then you can stick rocks on lando (maybe make it a defensive set?)

Nice team! It's a nightmare to face for any balance/stall user such as myself, that manaphy scares the bejesus out of me.

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