Having a go at 5th Gen OU

So this is my current team is 5th Gen OU. I've made many changes to it throughout its lifetime, but the reason I'm posting it here is to get some feedback, and also some tips on how I might be able to improve my team. Oh and as a sidenote, I never originally intended to use Volturn, but that's just how the team evolved.

Infernape (M) @ Focus Sash
Trait: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Fire Punch
- Stealth Rock
- Mach Punch
- U-turn

Infernape's cool as a Stealth Rock setter because of its high speed, combined with U-Turn. Fire Punch gives it a respectable STAB, whilst Mach Punch provides a reasonably strong Priority move to pick at weakened opponents. Focus Sash might seem odd, but it's there to allow it to always get rocks up.

Rotom (Rotom-Wash) @ Leftovers
Trait: Levitate
Shiny: Yes
EVs: 112 HP / 252 SAtk / 144 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Fire]
- Pain Split

Rotom is cool as a bulky pivot to come in, smack something with a powerful STAB, then hop out. Or it can even opt to stay in. Pain Split is useful for recovering lost health semi-reliably, and Hidden Power Fire is essentially for Scizor.

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Scald
- Toxic
- Recover
- Taunt

After a while, I realized my team needed a proper wall, as previously I only had a focus on Offense. Jellicent fits the role very well, being able to tank quite a few hits, Taunt something, or start Toxic stalling. I'm considering Will-O-Wisp over Toxic, but Toxic's higher accuracy won me over.

Garchomp (M) @ Rocky Helmet
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance

I've found Garchomp to be awesome. A high speed, great attack, and just enough moves to cover opponents. Rocky Helmet is the item because it can weaken physical opponents into KO range. I chose Dragon Claw over Outrage due to its reliability. I used to run Fire Fang over Stone Edge, but there are several occasions where I'd prefer one over the other. Thoughts?

Scizor (M) @ Choice Band
Trait: Technician
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- U-turn
- Superpower

Choice Band Scizor, as expected, except with maximum HP instead of Speed. This might seem a little silly, but Scizor's not outspeeding much on its own outside of bullet punch anyway, and the extra bulk can be very handy in letting in come in for a kill. It also lets it survive certain HP Fires.

Jirachi @ Expert Belt
Trait: Serene Grace
EVs: 152 Atk / 204 SAtk / 152 Spd
Hasty Nature
- Iron Head
- Thunderbolt
- Hidden Power [Ice]
- Fire Punch

After putting Jellicent and Rotom-W on the same team, and with the already heavy focus on Physical attackers on the team, I felt I should add a special attacker with a grass resistance. I originally opted for Lucario, but I found Mixed Jirachi much more effective in all of speed, bulk, and coverage.
 
Dedicated leads have faded into obscurity due to team preview. Since you appear to like Hazards + VoltTurn, Forretress is a good update, as it has not only Stealth Rock and Volt Switch, but it also packs Rapid Spin as well. Although it is somewhat slow, it can certainly be quite useful with that amazing physical bulk.


Changes: Forretress > Infernape


Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 192 Def / 64 SDef
Relaxed / Bold Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Spikes / Gyro Ball
- Volt Switch

Note: the 0 IVs in speed are meant to abuse Gyro Ball. If you do not use Gyro Ball, go Bold Nature instead of Relaxed, and put the Speed IVs back in.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top