Kenpwnchi
formerly Pwndkthnx
My name is pwndkthnx, and I present Team Hoopa-Unbound. After watching Hoopa & The Clash of Ages, I was inspired to build a team around Hoopa-Unbound. It was originally supposed to be a Trick Room team, but I decided to use it differently. Basically, I only use Trick Room when my opponent uses Trick Room or Tailwind. This allows my team to outspeed regardless of the circumstances. I've gotten to Rank 388 and 1339 Elo with this team (my highest on the DOU ladder so far). However, as a competitive battler, I know my team could be better. And, thus, I need your help. I want to make this team the best.
Hoopa-Unbound @ Safety Goggles
Ability: Magician
EVs: 80 Atk / 178 Def / 252 Spe
Naive Nature
- Hyperspace Hole
- Hyperspace Fury
- Drain Punch
- Trick Room
The star of the show, Hoopa-Unbound. I gave Hoopa-Unbound Safety Googles to prevent it being Spore'd by the likes of Amoonguss, Breloom, and Mega Venasaur before it could get Trick Room up. This makes Hoopa-Unbound a good switch-in for stuff like that. Magician is its only ability, but comes in handy if my opponent uses Knock Off to knock Safety Goggles off. I gave Hoopa-Unbound 80 EVs for Atk to balance its Atk with its SpA. The 178 EVs for Def is to prevent Hoopa-Unbound from being OHKO'd by Mega Kangaskhan, and other physical attackers. I put the rest of the EVs in Spe to make sure Hoopa-Unbound moves faster than my opponent's Pokemon. Naive nature to help with speed. Hyperspace Hole has great STAB and breaks protect while easily OHKOing Fighting-Types. Same for Hyperspace Fury, which can OHKO Aegislash and Ghost-Types. Drain Punch for Mega Kangaskhan and other Normal-Types. Trick Room because that's the niche. With only two weaknesses, Hoopa-Unbound doesn't have much to worry about.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 6 HP / 252 SpA / 252 Spe
Quiet Nature
- Eruption
- Flash Cannon
- Flamethrower
- Earth Power
Next up, Heatran. I chose Heatran as my next Pokemon since it checks Bug and Fairy types, Hoopa-Unbound's weaknesses. Life Orb is pretty standard for Heatran, so no explanation is needed. Flash Fire allows Heatran to switch-in to Fire moves without taking damage, especially a Flare Blitz from Talonflame. 6 HP to allow Heatran to stick around longer, and take more damage. I boosted the SpA and Spe to allow Heatran to be the fastest and sweep. Since I use Eruption, I had to pick Quiet for nature. Eruption is absolutely devastating, even to other Fire pokemon. It beats Steel, Grass, and Ice mons easily. Being a spread move, it gets two for one. While not having the 10% burn chance as Heat Wave, it does more damage and has better accuracy. Flash Cannon to take out Fairy mons. Flamethrower for Wide Guard Aegislash (which is a common set). Earth Power for opposing Heatran's.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Power Whip
- Gyro Ball
- Protect
- Leech Seed
My third Pokemon, Ferrothorn. I chose Ferrothorn because it checks Ground and Water types, two of Heatran's three weaknesses. Rocky Helmet + Iron Barbs does massive damage to physical attackers, ESPECIALLY Mega Kangaskhan (which hits twice with Parental Bond). 6 HP for longevity, and the usually max SpA and Spe. Just like my others, I wanted to make Ferrothorn as fast as possible. Although typically still outsped by most, this makes Ferrothorn faster than Belly Drum Azumarill. Jolly nature for speed. Power Whip, although horrible accuracy, OHKO's all the top tier water Pokemon bar Gyarados and Suicune. Gyro Ball, while not doing much, can kill Fairy types with medium to low health (depending on their speed, and if Ferrothorn moves last). Protect to scout moves, and stall for a turn. Leech Seed to pinch away health from bulky mons.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn
My fourth Pokemon, Lando-T. I chose Lando-T because he checks Fire types, one of Ferrothorn's two weaknesses. Lando-T is pretty infamous with its Choice Scarf and Intimidate, so no need for me to explain. Lando-T is absolutely the fastest Pokemon on my team, and one of the best supporters I could ask for. Choice Scarf, most of the time, allows Lando-T to go first, and Intimidate weakens physical attackers. 6 HP for longevity, and my usual 252/252, this time Atk and Spe. Jolly nature for more speed. Earthquake beats non-flying Fire types, Electric types, and Aegislash (woot). Superpower to OHKO Mega Kangaskhan and Normal types. Rock Slide for spread flinch to set up Trick Room, and to OHKO Flying types, ESPECIALLY Mega Charizard Y. U-turn to evacuate if facing a Pokemon Lando-T is weak against. My favorite part about Lando-T is his immunity to Electric moves. This makes him a great switch-in against Thundurus, and other Electric mons (like Raikou and Mega Manetric).
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 84 Def / 170 SpA / 252 Spe
Timid Nature
- Thunder
- Volt Switch
- Thunder Wave
- Hidden Power [Ice]
My fifth Pokemon, Thundurus. I chose Thundurus because it checks Water types, one of Lando-T's two weaknesses. Life Orb to completely devastate, and Prankster for priority TWaves. 4 HP for longevity, 84 Def to balance with SpD, 170 SpA for added destruction, and 252 speed to sweep as fast as possible. Timid nature for speed. I prefer Thunder over Thunderbolt because it does more damage. Although missing sucks, greater damage output is even better. Volt Switch to do some damage, and allow for a safe switch-in. Thunder Wave for speed control, and it even hits before other moves due to Prankster. Hidden Power Ice for Dragon types, and opposing Lando-T's.
Keldeo @ Life Orb
Ability: Justified
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect
My sixth, and last Pokemon, Keldeo. I chose Keldeo because it checks Ice and Rock types, both of Thundurus' weaknesses. Life Orb for the same reason as the others. Justified is pretty useless, but can be useful if I switch-in Keldeo to a dark move, giving it a free Atk boost. 6 HP for longevity, and the 252/252 ordeal for SpA and Spe. Timid nature for more speed. Hydro Pump, although capable of missing, presents itself as a better move to me than Scald. While Scald does burn, Hydro Pump does more damage, and can actually OHKO fire types, like Talonflame or Mega Charizard Y. Secret Sword is Keldeo's best fighting STAB move, and OHKOs Mega Kangaskhan without a second thought. Quick Guard to protect Hoopa-Unbound from Fake Out so it can set up Trick Room. Protect to keep itself safe, and buy the team time.
Please go into detail when you RMT. I appreciate your feedback. Thank you. :)
Hoopa-Unbound @ Safety Goggles
Ability: Magician
EVs: 80 Atk / 178 Def / 252 Spe
Naive Nature
- Hyperspace Hole
- Hyperspace Fury
- Drain Punch
- Trick Room
The star of the show, Hoopa-Unbound. I gave Hoopa-Unbound Safety Googles to prevent it being Spore'd by the likes of Amoonguss, Breloom, and Mega Venasaur before it could get Trick Room up. This makes Hoopa-Unbound a good switch-in for stuff like that. Magician is its only ability, but comes in handy if my opponent uses Knock Off to knock Safety Goggles off. I gave Hoopa-Unbound 80 EVs for Atk to balance its Atk with its SpA. The 178 EVs for Def is to prevent Hoopa-Unbound from being OHKO'd by Mega Kangaskhan, and other physical attackers. I put the rest of the EVs in Spe to make sure Hoopa-Unbound moves faster than my opponent's Pokemon. Naive nature to help with speed. Hyperspace Hole has great STAB and breaks protect while easily OHKOing Fighting-Types. Same for Hyperspace Fury, which can OHKO Aegislash and Ghost-Types. Drain Punch for Mega Kangaskhan and other Normal-Types. Trick Room because that's the niche. With only two weaknesses, Hoopa-Unbound doesn't have much to worry about.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 6 HP / 252 SpA / 252 Spe
Quiet Nature
- Eruption
- Flash Cannon
- Flamethrower
- Earth Power
Next up, Heatran. I chose Heatran as my next Pokemon since it checks Bug and Fairy types, Hoopa-Unbound's weaknesses. Life Orb is pretty standard for Heatran, so no explanation is needed. Flash Fire allows Heatran to switch-in to Fire moves without taking damage, especially a Flare Blitz from Talonflame. 6 HP to allow Heatran to stick around longer, and take more damage. I boosted the SpA and Spe to allow Heatran to be the fastest and sweep. Since I use Eruption, I had to pick Quiet for nature. Eruption is absolutely devastating, even to other Fire pokemon. It beats Steel, Grass, and Ice mons easily. Being a spread move, it gets two for one. While not having the 10% burn chance as Heat Wave, it does more damage and has better accuracy. Flash Cannon to take out Fairy mons. Flamethrower for Wide Guard Aegislash (which is a common set). Earth Power for opposing Heatran's.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Power Whip
- Gyro Ball
- Protect
- Leech Seed
My third Pokemon, Ferrothorn. I chose Ferrothorn because it checks Ground and Water types, two of Heatran's three weaknesses. Rocky Helmet + Iron Barbs does massive damage to physical attackers, ESPECIALLY Mega Kangaskhan (which hits twice with Parental Bond). 6 HP for longevity, and the usually max SpA and Spe. Just like my others, I wanted to make Ferrothorn as fast as possible. Although typically still outsped by most, this makes Ferrothorn faster than Belly Drum Azumarill. Jolly nature for speed. Power Whip, although horrible accuracy, OHKO's all the top tier water Pokemon bar Gyarados and Suicune. Gyro Ball, while not doing much, can kill Fairy types with medium to low health (depending on their speed, and if Ferrothorn moves last). Protect to scout moves, and stall for a turn. Leech Seed to pinch away health from bulky mons.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn
My fourth Pokemon, Lando-T. I chose Lando-T because he checks Fire types, one of Ferrothorn's two weaknesses. Lando-T is pretty infamous with its Choice Scarf and Intimidate, so no need for me to explain. Lando-T is absolutely the fastest Pokemon on my team, and one of the best supporters I could ask for. Choice Scarf, most of the time, allows Lando-T to go first, and Intimidate weakens physical attackers. 6 HP for longevity, and my usual 252/252, this time Atk and Spe. Jolly nature for more speed. Earthquake beats non-flying Fire types, Electric types, and Aegislash (woot). Superpower to OHKO Mega Kangaskhan and Normal types. Rock Slide for spread flinch to set up Trick Room, and to OHKO Flying types, ESPECIALLY Mega Charizard Y. U-turn to evacuate if facing a Pokemon Lando-T is weak against. My favorite part about Lando-T is his immunity to Electric moves. This makes him a great switch-in against Thundurus, and other Electric mons (like Raikou and Mega Manetric).
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 84 Def / 170 SpA / 252 Spe
Timid Nature
- Thunder
- Volt Switch
- Thunder Wave
- Hidden Power [Ice]
My fifth Pokemon, Thundurus. I chose Thundurus because it checks Water types, one of Lando-T's two weaknesses. Life Orb to completely devastate, and Prankster for priority TWaves. 4 HP for longevity, 84 Def to balance with SpD, 170 SpA for added destruction, and 252 speed to sweep as fast as possible. Timid nature for speed. I prefer Thunder over Thunderbolt because it does more damage. Although missing sucks, greater damage output is even better. Volt Switch to do some damage, and allow for a safe switch-in. Thunder Wave for speed control, and it even hits before other moves due to Prankster. Hidden Power Ice for Dragon types, and opposing Lando-T's.
Keldeo @ Life Orb
Ability: Justified
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect
My sixth, and last Pokemon, Keldeo. I chose Keldeo because it checks Ice and Rock types, both of Thundurus' weaknesses. Life Orb for the same reason as the others. Justified is pretty useless, but can be useful if I switch-in Keldeo to a dark move, giving it a free Atk boost. 6 HP for longevity, and the 252/252 ordeal for SpA and Spe. Timid nature for more speed. Hydro Pump, although capable of missing, presents itself as a better move to me than Scald. While Scald does burn, Hydro Pump does more damage, and can actually OHKO fire types, like Talonflame or Mega Charizard Y. Secret Sword is Keldeo's best fighting STAB move, and OHKOs Mega Kangaskhan without a second thought. Quick Guard to protect Hoopa-Unbound from Fake Out so it can set up Trick Room. Protect to keep itself safe, and buy the team time.
Please go into detail when you RMT. I appreciate your feedback. Thank you. :)