Pokémon Rate My Team
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This team is used on Pokémon Showdown in the ORAS OU tier.

Please Note: This is another version of the team. I've made some small edits to the team since I made the post. Didn't feel like making another.

Lopunny @ Lopunnite
Ability: Limber
EV: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Friendship: 0
-High Jump Kick
-Frustration
-Fake Out
-Ice Punch

Serperior @ Leftovers
Ability: Contrary
IV: 0 Atk / 30 SpA / 30 Spe
EV: 56 HP / 200 SpA / 252 Spe
Timid Nature
-Leaf Storm
-Hidden Power Fire
-Leech Seed
-Substitute

Keldeo-Resolute @ Choice Scarf
Ability: Justified
IV: 1 Atk / 30 SpA
EV: 4 Def / 252 SpA / 252 Spe
Timid Nature
-Hydro Pump
-Scald
-Secret Sword
-Hidden Power Electric

Excadrill @ Life Orb
Ability: Sand Rush
EV: 252 Atk / 4 Def / 252 Spe
Adamant Nature
-Earthquake
-Iron Head
-Rock Slide
-Rapid Spin

Volcanion @ Mystic Water
Ability: Water Absorb
IV: 0 Atk
EV: 4 Def / 252 SpA / 252 Spe
Timid Nature
-Steam Eruption
-Flamethrower
-Sludge Bomb
-Earth Power

Tyranitar @ Chople Berry
Ability: Sand Stream
EV: 248 HP / 80 Def / 180 SpD
Relaxed Nature
-Stone Edge
-Pursuit
-Ice Beam
-Stealth Rock

And there you have it. I'm just finding that I can't progress after 1300-1400 on the ladder. I don't know if I'm making mistakes or if my team can be better.

Remember, this team was edited from my team from the original post.
Any comment or answer before September 9, 2016 was based off the original post.

by
edited by
Maybe expert belt instead on volcanion. Noticed that your whole team is grounded. I have a feeling equake spam might be a lil problem for ya. And maybe lefties on serperior. Given that this team looks to be hyper offensive with the exception of ttar and there is 0 recovery and serperior is the only poke that takes an earthquake, you might want to add some source of recovery there. The thing about hyper aggressive teams is that you tend to switch around a lot, and hazards are your enemy; might want a defogger or spinner. DD Zard X with Equake is a problem, as well as SD Mega Pinsir, potentially DD Mega Gyra, Mega Lopunny and Mega Aerodactyl. For certain pokemon, if they come in on a favorable matchup and set up, you're pretty much doomed. The other pokemon just win because their moveset cover 5-6 pokemon in your team. I don't know, this team has a lot of room for errors, but equally has a lot of room for plays.
Excadrill should have Mold Breaker instead of Sand Rush to take out any Gengar spinblockers.
Mega-Lopunny doesn't get Pure Power.
Fixed Mega-Roserade.

3 Answers

2 votes
 
Best answer

Hey! I know I already gave you a rate for the first iteration of this team, but I think I found a way to make it better than the previous team.

So, I_Support_Ads hit a lot of the problems with the team in his/her rate. The lack of a ground immunity is a big problem on any team and this version of the team forces predictions in the case of offensive Landorus-Therian or Excadrill coming in, the former being able to switch in for free on your Excadrill and Tyranitar. Physical threats, such as the ones I_Support_Ads mentioned, threatening the team is another big problem that this version has. Previously, you had Landorus-Therian to take on all of these with the exception of Mega Gyarados, and taking it out of the team left a lot of openings for these pokemon to threaten the team. Offensive waters such as Keldeo and Starmie can be big problems as well because they can carry moves that deal a lot of damage to Volcanion and Serperior. I suggested Starmie on the last rate I gave you because Keldeo was such a nuisance to the team. I did notice with my last rate that it left you pretty wide open to fairy types, which I assume is why you swapped Starmie for Excadrill as your spinner. Fortunately, in this rate, I'll fix up the fairy problem as well as the other ones that ended up being created with this team. Keep in mind, 5 out of the 6 pokemon are going to be the same as my last rate so I hope that when you tested that team, it wasn't too bad for you. Some of the sets are going to be different though, so I hope that regardless of how that team fared, it'll make laddering easier for you.

As I mentioned earlier, the team really needs a reliable Keldeo switch-in so mainly for that reason, I suggest replacing Keldeo with Starmie. Both of them are powerful water types (although Scarf Keldeo is pretty weak), but using Starmie will provide you with better defense coverage for the team than Keldeo.


Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Also mentioned earlier, the team really needs a ground immunity and an answer to powerful physical attackers. I suggested Scarf Landorus-Therian in my last rate, but this time I think Excadrill should be replaced with defensive Landorus-Therian because Landorus-Therian would be your only switch-in to a lot of these physical attackers, especially Mega Lopunny and Mega Medicham, so having a defensive set would greatly increase its longevity.


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

I realize that with this set of pokemon, fairy types were a big issue and I don't think the team needs as much offensive pressure as it has now, so I think that replacing Serperior with Ferrothorn is the best option to add some bulk to the team and add a fairy check to the team, while still leaving the team as a pretty offensive one since Mega Medicham, Volcanion, and Starmie pack enough offensive pressure together to ensure that many defensive cores can be broken through. Adding Ferrothorn does change the team goal a little bit, but I think it's beneficial for the team because it makes the team a hazard stacking team that weakens defensive pokemon for your offensive pokemon to clean up. Plus, with Tyranitar on the team, you're able to pressure common hazard removers such as the Lati twins.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Onto the set changes, I completely missed the fact that your Mega Medicham didn't have Fake Out the first time I rated it. Fake Out is essential on Mega Medicham because it ensures that you get the mega evolution off, so I'd replace Zen Headbutt with Fake Out. Also, Adamant Medicham is more favorable in the current metagame compared to Jolly because it takes on defensive pokemon such as Skarmory a lot more easily and the extra speed isn't that necessary since the only notable thing it outspeeds as far as I remember is Kyurem-Black, which with Ferrothorn and Tyranitar is not that much of a problem. Because of this, I'd use Adamant Medicham over Jolly. For similar reasons, I suggest using Modest Volcanion over Timid. I'm also leaning towards using Specs Volcanion over Mystic Water because I've never felt the need to switch moves during testing. If you really feel like being locked into a move is a problem for you in most games, you can opt to run Mystic Water or I_Support_Ads' suggestion of Expert Belt. Finally, since the team lost its scarfer and since you don't need a hazard setter anymore, I suggest running Scarf Tyranitar over defensive.


Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

I hope this helps you climb past the 1400s, and sorry that these changes are a little similar to the last ones that I made.

Summary of Changes:
>
>
>
>
Fake Out>Zen Headbutt, Adamant>Jolly
Modest>Timid

Importable

Medicham (F) @ Medichamite  
Ability: Pure Power  
EVs: 252 Atk / 4 Def / 252 Spe  
Adamant Nature  
- High Jump Kick  
- Fake Out  
- Ice Punch  
- Bullet Punch  

Volcanion @ Choice Specs  
Ability: Water Absorb  
EVs: 4 Def / 252 SpA / 252 Spe  
Modest Nature  
IVs: 0 Atk  
- Steam Eruption  
- Flamethrower  
- Earth Power  
- Sludge Bomb  

Starmie @ Life Orb  
Ability: Analytic  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Rapid Spin  
- Hydro Pump  
- Psychic  
- Ice Beam  

Ferrothorn @ Leftovers  
Ability: Iron Barbs  
EVs: 252 HP / 88 Def / 168 SpD  
Relaxed Nature  
IVs: 0 Spe  
- Spikes  
- Leech Seed  
- Gyro Ball  
- Power Whip  

Landorus-Therian @ Rocky Helmet  
Ability: Intimidate  
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe  
Impish Nature  
- Earthquake  
- Stealth Rock  
- U-turn  
- Stone Edge  

Tyranitar @ Choice Scarf  
Ability: Sand Stream  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Stone Edge  
- Pursuit  
- Superpower  
- Crunch  
by
selected by
I would put this as the best answer, but I edited my team a little bit because at that time the only answer was Vixal's answer, which really isn't helpful.

Edit: Still the best answer anyway.
1 vote

Maybe expert belt instead on Volcanion to exploit its insane coverage. Noticed that your whole team is grounded. I have a feeling equake spam might be a lil problem for ya. And maybe lefties on Serperior. Given that this team looks to be hyper offensive with the exception of Tyranitar, that there is 0 recovery and that Serperior is the only poke that takes an earthquake, you might want to add some source of recovery for Serperior. The thing about hyper aggressive teams is that you tend to switch around a lot, and hazards are your enemy; might want a defogger or spinner. DD Zard X with equake is a problem, as well as SD Mega Pinsir, potentially DD Mega Gyra, Mega Lopunny and Mega Aerodactyl. For certain pokemon, if they come in on a favorable matchup and set up, you're pretty much doomed. The other pokemon just win because their moveset cover 5-6 pokemon in your team. I don't know, this team has a lot of room for errors, but equally has a lot of room for plays. In other words, this is a high risk high reward team; but it all depends on how you play ;]

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by
–2 votes

Hi jump Kick should be replaced with Aura Sphere. Taunt for Superior should be changed to Aqua Tail for coverage. Tyranitar should have Dark Pulse, not Pursuit, and replace Stealth Rock with Earthquake. Everything else is actually pretty good.

by
I don't consider this good feedback. Aura Sphere is useless on Medicham because it's a special move on a physical attacker. The same goes with Serperior and Aqua Tail. Pursuit is an incredibly useful move on Tyranitar, and Stealth Rock is very useful to have. Even I must ask, what are you thinking?
If whoever flagged this please unflag? This is a bad answer, not a rule breaking answer, and thus doesn't warrant a flag.