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[OU] Suggestions to improve a team


Lugruf

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So, I made this OU team a while ago and I've been playing with it but I would like if people with more knowledge would help me improve it as I'm not too good at teambuilding. It is supposed to be a quite offensive balanced team.

So, here it goes:

Copy-paste data

Release the kraken (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance
Bane of Excadril (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 30 Spe
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
One punch bunny (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Burning for you (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic
Imagine dragons (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Pain in the ass (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Some info about the team:

Mega Pinsir:
Mega%20Pinsir.gif
Release the kraken (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance
Mega Pinsir is basically the setup sweeper. Remove the checks, get a SD, OHKO everything. It works well. It also provides a pretty strong priority move in quick attack that lets it ravenge kill or force a switch to mons like Keldeo, Serperior or Mega Lopunny. Close Combat hits Heatran, Tyranitar, Ferrothorn... (basically most steel and rock types) so it provides nice cover. Hyper Cutter prevents it from losing attack by intimidate (Physically defensive Landorus is a frequent check).
Physically defensive Landorus:
645-therian.png
Bane of Excadril (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 30 Spe
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
Sets rocks, knocks off items, checks physical attackers and provides slow U-turn, as well as a quite strong check to several physical attackers. Pretty standard set. 30 IVs in speed so that I'm outsped by opposing Landorus when we both use U-turn.
Choice band Azumarill:
184.png
One punch bunny (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Basically priority and brute force wallbreaking. Reacheds 650 attack with a choice band so aqua jet hits very hard, OHKOs offensive mons when hits super effective and ravenge kills the rest if they are weakened. Superpower OHKOs Tyranitar and non-physically defensive Ferrothorn. Super effective STABs OHKO whatever.
Stallbreaker Heatran:
485.png
Burning for you (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic
This checks, traps and kills annoyers basically. Taunt to avoid hazards, status, seeds, recovery..., Magma storm traps pokemon so that they can't change, Earth power hits and OHKOs opposing Heatran, as well as rock and fire types that resist Magma storm and toxic deals tons of damage to trapped mons as they can't change.
Latias:
380.png
Imagine dragons (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Most standard set ever. Draco meteor and Psyshock with Life orb and 252 investment in special attack hit hard, defog removes hazards and healing wish provides support specially when Pinsir or Azumaril get burned. It's also the best thing you can do when facing a Pursuit trapper if you're lacking HP Fight.
Specially defensive Rotom-Wash:
479-wash.png
Pain in the ass (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
It's the standard Rotom-Wash set, but with investment in special defense instead of physical because the team already had enough physical bulk. Spreads burn, provides slow U-turn and basically annoys every living creature ever existed.

Well, this is the team. Any suggestion you may have to improve it will be welcome.
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Innovative. I'd advise against knock off on Lando-T; run stone edge instead to hit birds and things better and reduce the pressure on Rotom. This is especially true since your Rotom is not PhysDef and so is not a very good check to birds on its own. Knock Off can be better on Azumarill over superpower, since heatran already exists to rid you of Ferrothorn. Being choice locked into superpower is also an idea I am not comfortable with.

Trapper heatran is something I have not seen in a while. It may work, but I am not too sure. It definitely works admirably in checking fairies, though. Gengar is still an issue.

Be careful with Volcanion and specs keldeo, you don't have any reliable switch-ins since your Latias didn't have Roost. HW is nice, but Roosy might be better since you have a status absorber for everything bar sleep already.

Pinsir can use Feint instead of QA. weaker, but goes before other priorities like a tflame or a dnite apart from breaking protect. It may make some difference after an SD.

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Remember that Mega Pinsir's ability changes to Aerialiate (I hope thats right), so once it has Mega Evolved, Landorus-T becomes a solid check.

Personally, I like using Rocky Helmet Landorus over Leftovers because it punishes physical attackers upon switching. Also works when you are allowing the opposing Landorus to U-turn, like you said

And Viri ninja'd me with the Stone Edge suggestion on Landorus and Knock Off on Azu goddamnit

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