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Jellicent (M) @ Leftovers

Trait: Water Absorb
EVs: 248 HP / 172 SDef / 88 Spd
Calm Nature (+SDef, -Atk)
- Toxic
- Taunt
- Recover
- Scald

Item: To provide healing to Jellicent.
Ability: Water Absorb allows me an even better switch in on Water type attacks. It also prevents Scald or the odd Water Pulse from Jirachi to do me harm. Not like I'll be switching on Jirachi mind you.
EVs: 248 HP gives me bulk and less damage taken from hazards. While the standard Jellicent puts its EVs into Defense, I'm more concerned with Special Defense, as Gliscor and Skarmory take any physical attacks with ease. The EVs let me outspeed Politoed and Skarmory that have 4 Speed EVs only.
Moves: Toxic allows me to break walls, especially bulky Waters types like Politoed and Gastrodon. Taunt prevents those Pokemon from hitting me with Toxic. Recover lets me heal back my HP, bulking up Jellicent. Scald provides a STAB move to continue wearing down my foes after Toxic, after I'm hit with a Taunt, or if I'm up against a Steel or Poison type. The Burn chance also helps, especially against a foe like Scizor.
Role: Taunter, Special wall, Spin-Blocker

Skarmory (M) @ Leftovers

Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Whirlwind
- Spikes
- Roost
- Brave Bird

Item: Leftovers provides me with healing. I'll usually wait to use Skarmory until after Magnezone is taken down, using Gliscor as my physical wall until then, so I have no need of a Shed Shell.
Ability: The only useful one. Keen Eye is useless, Weak Armor takes away from my walling abilities.
EVs: Full on physical defense. 24 Speed EVs didn't help me hit anything I found important, so I just went with all Defense.
Nature: Boosts my Defense.
Moves: Sets up Spikes for my team on foes who it can easily take hits from, such as Scizor and Ferrothorn. This allows my Pokemon to nab some KOs they would otherwise miss. It then can use Whirlwind to deal good damage to my foe's team. This also helps me phaze out powerful physical boosters. Roost gives me a healing option and protects me from Electric attacks. Brave Bird is high powered STAB for when I get Taunted.
Synergy: As mentioned before, this guy forms a powerful defensive core along with Jellicent and Gliscor. It's Ground immunity is helpful in protecting Terrakion and Heatran with Air Balloon popped. Resistance to Psychic, Grass, and Steel allows it to protect Terrakion from a number of attacks directed against it.
Roles: Phazer, Entry Hazard Setter, Physical Wall

Heatran (F) @ Air Balloon

Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Earth Power
- Fire Blast
- Flame Charge
- Hidden Power [Ice]

Item: Air Balloon prevents my opponent from hitting me with a Ground type attack right away, letting Heatran survive an extra turn. Even more important is the ability to make a foe switch, for example if they are Choice Locked into Earthquake. This allows me to use Flame Charge on the switch in and get a sweep going.
Ability: Flash Fire gives the ability to switch in on Fire type attacks. I can then better sweep with a psuedo +1 boost to my Fire attacks.
EVs: 252 Special Attack and 252 Speed for sweeping. The final Evs are put into Special Defense so that Genesect has a harder time taking down Heatran with Thunderbolt, usually forcing it to use U-Turn, giving me a Flame Charge turn.
Nature: Modest gives me an extremely high Special Attack stat to use when I start sweeping after a Flame Charge, or just to hit hard right away.
Moves: Fire Blast is the main STAB Attack, hitting very hard off of 394 Special Attack and a possible Flash Fire Boost. Earth Power is mainly there to hit opposing Heatrans. Hidden Power Ice hits Latios, Latias, Salamence, Hydreigon, and Dragonite (and any Flygons), as well as getting a Super-Effective hit on Haxorus. Flame Charge nabs me that Speed boost on the switch.
Synergy: While in an offensive form, it's defenses still allow it to form a type based defensive core with Jellicent. Thanks to Flash FIre, it also helps Jellicent by taking on any Fire type attacks directed at it's partner Skarmory. It can also take Ice type attacks against Haxorus or Skarmory. IT can also help by taking on Steel, Grass, and Psychic attacks against Terrakion.
Role: Special Sweeper

Haxorus (M) @ Choice Scarf

Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Dual Chop
- Earthquake
- Superpower

Item: Choice Scarf is there so I can revenge kill. Haxorus also sits at the comfortable Speed tier where it can hit before +1 Dragonite.
Ability: Mold Breaker is helpful in going through Levitate from the likes of Bronzong, as well as stopping Lati@s from getting a clean switch-in. It also allows Haxorus to OHKO Dragonite at full health.
EVs: Full sweeper EVs.
Nature: Jolly doesn't give it much to outspeed due to an awkward speed stat, so Adamant is used to nab KOs that Haxorus couldn't have gotten before. It helps because I lack Band, Swords Dance, Dragon Dance, Life Orb, or even Expert Belt.
Moves: Outrage is Haxorus's most powerful attack and very few Pokemon are able to switch in on it, Skarmory being one of the few who is somewhat comfortable in doing so. Dual Chop gives me a more reliable Dragon type attack to use while my foe's Steel types are still alive. It is used over Dragon Claw to provide me a hit through Substitute. Earthquake is coverage that works great with Levitate. Superpower is there for a strong hit on a predicted Skarmory or Ferrothorn switch.
Synergy: It won't be using those resists to protect the team but rather to get in a safe switch-in on the opponent. It can still back-up for my Pokemon thanks to Fire, Water, Electric, and Grass resistances, but this is only done as a last resort.
Role: Revenge-killer, Physical Scarf Sweeper

Gliscor (M) @ Toxic Orb

Trait: Poison Heal
EVs: 252 HP / 180 Def / 76 Spd
Impish Nature (+Def, -SAtk)
- Toxic
- Earthquake
- Substitute
- Protect

Terrakion @ Life Orb

Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Swords Dance
- Rock Polish
- Stone Edge

asked Aug 26, 2012 by TMeganium22
edited Aug 27, 2012 by TMeganium22
Wi-Fi, not DW. This team uses smogon tiers.
This team functions well in both Clear Skies and in Standards. The team has members that can make use or help counter most types of weather, not including Hail, which is the rarest of weathers. For Clear Skies, it functions as a normal team would and gets the job done. I use the Wi-FI Clause, so I have no designated lead.
Format has been inspired by the posts of the user Mew. (When I edit it will be.)
Jellicent synergy: Synergy: Works well along with Skarmory, although a shared Electric weakness does hurt a bit (Gliscor helps), along with Gliscor. It resists everything that GLiscor is weak to while Glicor provides an immunity to Electric. It resists Fire type attacks that Skarmory hates, as well as has an immunity to Fighting, which prevents Skarmory from making good use of Roost. Meanwhile, Skarmory takes the Grass, Ghost, and Dark type attacks that Jellicent is weak to. The ability to switch in on Fighting and Steel type attacks is of a huge help to Terrakion, whose sweeps are cut short by a Mach Punch or Bullet Punch. It's Ghost typing gives it an immunity to Normal attacks, which is most helpful against Rapid Spin. This is a huge boost for Skarmory. Water immunity allows it to take Water type attacks against Heatran, as well as any Water types who could survive Terrakion's attacks and proceed to KO it. Finally, a resistance to Ice is helpful in dealing with Haxorus's Ice type weakness, especially with the rise of Mamoswine brought by the Therian forms.

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