Pokémon Rate My Team
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So I decided to make this team because I guess I was kinda bored of seeing variants of the same team / same Pokemon in almost every team. Although most of these Pokemon are seen in teams in OU, I tried to use different sets on these Pokemon when I could. I have had relative success with the team, but it does have its flaws.


Charizard (F) @ Charizardite Y

Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)

  • Flare Blitz
  • Fire Blast
  • Solar Beam
  • Earthquake

I used Charizard Y in awhile, due to using Talonflame in almost every team. I decided to use it due to its wonderful ability to go through the walls of OU like a menace; it is even able to break through the sturdiest of Special walls, such as Togekiss and Clefable. It does still have its issues against Pokemon like Blissey, however, which is somewhat remedied by the addition of Flare Blitz to Charizard Y's set. Charizard Y does have a decent 104 Attack stat, which most people overlook due to its huge Special Attack stat, and Charizard X's better mixed attack prowess. When Flare Blitz is powered up by the Sun, however, it possess the ability to plow through most the of Pokemon in OU, alongside STAB Fire Blast. Solar Beam takes care of the Water type Pokemon that like to come in to take Charizard's STAB moves. And finally, Earthquake allows me to hit Heatran, a Pokemon that frequently shows up to rain on Charizard's parade.


Thundurus (M) @ Expert Belt

Ability: Defiant
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)

  • Thunderbolt
  • Hidden Power [Ice]
  • Superpower
  • U-turn

Thundurus is feared in the metagame for its access to Prankster Thunder Wave, which can threaten the most threatening of sweepers. I'm trying more of a mixed variant in order to counter Special walls such as Tyranitar and Blissey that come in to wall Thundurus, and slapped Defiant on it in order to take advantage of Defog and Intimidate. The rest of the set seems standard; STAB Thunderbolt to take out the Flying types of the tier, Hidden Power Ice to nail Ground Pokemon that switch into Thundy, and forming a BoltBeam with Thunderbolt. I then added U-turn as a way to scout, and used it over Volt Switch in order to always be able to switch out (unless some idiot runs Shedinja....). I'm thinking about returning back to the Prankster Thunder Wave set soon, because sometimes I have trouble with Scarf Keldeo and boosters at times.


Latias (F) @ Life Orb

Ability: Levitate
EVs: 72 HP / 184 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
IVs: 0 Atk

  • Defog
  • Draco Meteor
  • Psyshock
  • Recover

With 2 Pokemon already weak to Stealth Rock, I knew that Defog was an instant priority to the team. I thought of using Latios as more of an offensive variant to Defog, but I settled for a bulkier Pokemon, since mixed attackers generally lose their bulk for more speed. Latias instantly came to mind; it can still hit reasonably hard with a Life Orb, and sports respectable bulk that can be healed off quickly. The EV spread grants a little bulk while giving me enough Special Attack to hit hard. IVs minimize damage received from Foul Play. The moveset is pretty standard - Defog to get rid of hazards (a specialty for Latias here since she's immune to 3/4 hazards), Draco Meteor to hit things hard, Psyshock to hit Mega Venusaur and Keldeo (which can be some trouble to my team), and Recover to heal off all the residual damage Latias is forced to face and Life Orb damage.


Ferrothorn (F) @ Rocky Helmet

Ability: Iron Barbs
EVs: 252 HP / 204 Def / 52 SDef
Impish Nature (+Def, -SAtk)

  • Leech Seed
  • Protect
  • Stealth Rock
  • Power Whip

After realizing that Tyranitar, especially Scarfed variants, became trouble for my team, a reliable physical wall in Ferrothorn entered my team. It had a Rock resist, which my desperately needed, and was able to provide good residual damage with the combination of Rocky Helmet and Iron Barbs. Sand from Tyranitar, Stealth Rock, and Leech Seed only add to the damage, allowing me to stall with Ferrothorn really easily. Protect allows me to recover more health from Leech Seed, which is necessary since Ferrothorn isn't running the coveted Leftovers, and rack up Sand damage, if it is up. For my STAB, I decided to run Power Whip over Gyro Ball, as I really needed a way to deal damage to Gastrodon and Swampert reliably.


Azumarill (F) @ Assault Vest

Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature (+Atk, -SAtk)

  • Aqua Jet
  • Waterfall
  • Knock Off
  • Play Rough

Azumarill was added when realizing that I had nothing for DracoFire spamming Pokemon, like Latios, Hydreigon, and more. In addition, I didn't really have a specially defensive Pokemon, besides Latias' natural bulk and Ferrothorn's mixed wall capabilities. I opted for an Assault Vest user, and after deciding between Conkeldurr and Azumarill, I chose Azumarill because of its great typing and its lack of adding major weaknesses to my team. Access to Huge Power also lead to my choosing of Azumarill, as I needed a hard hitting Physical Pokemon on the team somewhere. The set is pretty standard; Aqua Jet for priority, Waterfall for STAB, Knock Off to get rid of opposing items and to hit Aegislash, and Play Rough because Fairy STAB is too OP. Combined with Azumarill's good natural bulk, and utility in Knock Off, it can prove to be a nuisance for opposing teams.


Tyranitar (M) @ Choice Scarf

Ability: Sand Stream
EVs: 200 Atk / 56 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)

  • Stone Edge
  • Crunch
  • Earthquake
  • Ice Beam

Finally, ScarfTar. I used to hate this thing, and I never understood why people used this thing at all, especially in the higher ladder. Its ability to surprise the metagame is what won me over. Besides being an emergency Talonflame and Pinsir check, it can take so many Pokemon up to base 120. EVs allow me to have max speed and whatnot, and the 56 SAtk allows me to OHKO most Landorus, Landorus-T, and Gliscor after Stealth Rock with Ice Beam, which most people don't expect on Tyranitar nowadays. If anything, they would expect Fire Blast. The rest of the moves are what normal Tyranitar would carry most of the time: Stone Edge to kill the birds and company in OU, Crunch to kill off the Lati twins and Gengar, and Earthquake to nail Heatran and a safe way of getting past Aegislash's King's Shield.


As stated before in the RMT, the main problem I'm having is getting past that fat green pig known as Venusaur. Although I can stack residual damage and carry Psyshock, its still one hell of a pain to take down. And I might be changing Defiant Thundurus to Prankster to slow down Pokemon for Tyranitar to actually to able to take advantage of, but that issue is minor.

by
If Keldeo and MVenu are such problems, then I would consider adding Specs Gothitelle to your team, since it can take any 1 hit from both mons (watch out for Specs Keldeo, you cannot switch in to that thing) and retaliate with a Psyshock/Psychic/Thunderbolt for each respective mon (TBolt may be safer when attacking Keldeo).

Also, switch back to standard LO thundy pls :(
Or...or

You could switch Thundy with defensive Zapdos (which can handle keldeo, and venu too with hp flying if needed), with zapdos running defog so Latias can run  a fully offensive set that can wreck Keldeo and Mega-venu as well
While Defensive sets can handle Pinsir and frens, it CANNOT handle Keldeo and frens. So Zapdos should be running the standard Defensive spread over the specially Defensive spread, because Latias can handle Keldeo regardless :)

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