H E L L O T H E R E!
My name is Tanim man, and I am here today to share a team I've built and played to a decent ELO on ladder (1500s).
I have been testing this team for a while now and would want to hear suggestions and feedback on the team overall and how it could still improve.
So, with much haste, I present to you the squad!
Starting it off, I wanted to start my team with an uncommon mon in the ou scene. I wanted something that could pack a punch as I was going for an offensive team. I chose Banded Weavile as it is a speedy mon that packs a high attack stat at base 120 boosting it more with the banded set. It can function both as a breaker and a cleaner late game. To couple the weasel, I added in Mega-Medi as its breaking partner. The two complement each other well, hitting most of the meta for at least neutral damage.
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Then I chose 2 defensive mons that could pivot between my offensive mons. The first thing I noticed that I needed something to switch into Gren and steel type mons like Mega Sciz that would cause problems for my breakers. Defensive Celesteela covers these threats. I added the OU God Lando-T for some defog and sr utility as well as punishing u-turners with rocky helmet.
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Clefable was added for that nice fairy typing and in order to have another win condition especially against fast teams. The last member is also the not so common Thundurus-I. It wraps up the team for another electric and ground immunity as well as an option against rain and choice locked mons.
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The Squad In-depth
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Fanny (Weavile) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard
The first breaker/cleaner of the team. Banded Weavile deals a ton of damage to non-resistant mons. Boasting base 120 attack coupled with base 125 speed, this mon is a force to be reckoned with. Band is chosen over life orb to preserve hp as SR+LO damage is basically 1/4 to 1/3 of health lost just by getting in. This is the mon you want to switchin after something faints, not into attacks. Knockoff is a no-drawback move which hits hard with CB. Pursuit is for trapping those pesky psychic types for Mega-cham. Ice Shard is for priority and Icicle crash for that high damage Ice stab move. Standard CB Weavile EVs.
Ribbons (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Zen Headbutt
- High Jump Kick
- Ice Punch
Mega-cham is a beastly breaker having a ginormous attack stat thanks to pure power. Dual stab allows it to break past mons dealing at least neutral damage. Zen Headbutt also is taken to allow breaking past through mons like Pex. HJK is obligatory base 130 stab.Hate to miss tho lol. Ice punch is the coverage move of choice able to hit flying types better than thunder punch as it hits prevalent Ground types in the meta as well. BPunch over Fakeout in order to hit fairy types harder and since this mon will likely be switching into a vulnerable mon where clicking HJK is better everytime. BP also allows cleaning potential late game. EVs are for maximum speed and damage output.
Rocket (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Heavy Slam
- Protect
- Flamethrower
Steela is one of the defensive backbones of the team, being able to check threats like Kartana, non-stone edge Lando-T, non-DarkiniumZ Bisharp and the likes. Also soft checks all forms of Greninja, as well as walling non-FightZ Bulu and non-TBolt Lele. Leftovers is a staple for this set which in combination with LSeed and Protect recovers a lot of hp. Heavy Slam to hit fairies hard. Flamethrower is the must have coverage to heed fellow steel types super effectively. EVs were taken from smogon directly.
Fido (Landorus-Therian) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Stealth Rock
- Defog
- U-turn
- Earthquake
Lando-T is the most splashable pokemon, being able to fit in almost any team like this one. Needs no introduction as it provides the ground/electric immunity as well as intimidate support to check Kartana, non-Dragon Claw Zard X and other physical attacking pokemon. He's the rocker for this team, as well as the defogger. Depending on the matchup, he usually only sets up rocks when needed as the other mon in the team are capable of 0HKOs by themselves without rockes. Defog is a must for those webs and hazard stack teams. U-turn is amazing, generating momentum for the team. EQ is the stab move, still hitting hard with lando-t's high attack stat. Rocky helmet to annoy u-turners that would be free supereffective damage to my breakers. EVs are for max defense and bulk since no leftovers, and are taken from smogon.
Bob (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Flamethrower
- Calm Mind
CM Clef fits well on this team, acting as another win condition and SpDef checks to prevalent threats in the meta. Magic Guard allows it to ignore damage from status. Soft boiled is for that recovery combined with CM can make sure that clef gets those boosts. Moonblast is fairy stab, while flamethrower rounds out coverage hitting everything bar Heatran. EVs are max Spdef since I already have 2 phys def mons in the team and Clef dies to physical attacks anyways after boosting. Max Spdef assures minimal damage switching into Gren and Koko, allowing it to setup on special attackers.
Clint (Thundurus-Therian) (M) @ Fightinium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Thunderbolt
- Nasty Plot
- Agility
Ah, Thundurus. Most of my games I win just because this mon does work. Most people are unprepared for this mon because it is so uncommon in OU. Double Dance Thundy acts as the Special Breaker and Sweeper of the team. This mon is a beast with ginormous Spa stat even before boosting and a decent 331 movespeed. Thunderbolt is stab. Double dance has the Nasty Plot and Agility moves, being used depending on the situation as you most of the time only get a chance to boost once when your opponent switches. The last move is focus blast. And YES IT WORKS better than HP ICE. Having weavile removes the need to run a coverage ice move in this mon. +2 Allout pummeling destroys most mons, especially common switchins to this mon namely Gastro, Heatran. It even 2HKOs Chansey (about 18% left after Z). It deals 60%+ damage to MegaSwampert with +0 Z fighting which this outspeeds in rain. This is the surprise factor in team as it is not a common set (I have not come across anyone running it lately), and it beats mons that would normally wall this guy. With every team almost always having an electric resist mon, FightZ > ElectZ. EVs are for maximum speed to be able to make use of +2 with unboosted speed.
---------------------------------------------------------------
And there it is. This is the team.
I hope that you guys take the time to read and propose suggestions, criticisms, whatever you like.
But for the suggestions, I am hoping to keep my FightZ Thundy as it is as I love to run uncommon sets on uncommon mons.
Other mons are all yours. :) Thank you and play harder! :D
Tan out!
My name is Tanim man, and I am here today to share a team I've built and played to a decent ELO on ladder (1500s).
I have been testing this team for a while now and would want to hear suggestions and feedback on the team overall and how it could still improve.
So, with much haste, I present to you the squad!
Starting it off, I wanted to start my team with an uncommon mon in the ou scene. I wanted something that could pack a punch as I was going for an offensive team. I chose Banded Weavile as it is a speedy mon that packs a high attack stat at base 120 boosting it more with the banded set. It can function both as a breaker and a cleaner late game. To couple the weasel, I added in Mega-Medi as its breaking partner. The two complement each other well, hitting most of the meta for at least neutral damage.
-------
Then I chose 2 defensive mons that could pivot between my offensive mons. The first thing I noticed that I needed something to switch into Gren and steel type mons like Mega Sciz that would cause problems for my breakers. Defensive Celesteela covers these threats. I added the OU God Lando-T for some defog and sr utility as well as punishing u-turners with rocky helmet.
-------
Clefable was added for that nice fairy typing and in order to have another win condition especially against fast teams. The last member is also the not so common Thundurus-I. It wraps up the team for another electric and ground immunity as well as an option against rain and choice locked mons.
-------
The Squad In-depth
------------
Fanny (Weavile) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard
The first breaker/cleaner of the team. Banded Weavile deals a ton of damage to non-resistant mons. Boasting base 120 attack coupled with base 125 speed, this mon is a force to be reckoned with. Band is chosen over life orb to preserve hp as SR+LO damage is basically 1/4 to 1/3 of health lost just by getting in. This is the mon you want to switchin after something faints, not into attacks. Knockoff is a no-drawback move which hits hard with CB. Pursuit is for trapping those pesky psychic types for Mega-cham. Ice Shard is for priority and Icicle crash for that high damage Ice stab move. Standard CB Weavile EVs.
Ribbons (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Zen Headbutt
- High Jump Kick
- Ice Punch
Mega-cham is a beastly breaker having a ginormous attack stat thanks to pure power. Dual stab allows it to break past mons dealing at least neutral damage. Zen Headbutt also is taken to allow breaking past through mons like Pex. HJK is obligatory base 130 stab.
Rocket (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Heavy Slam
- Protect
- Flamethrower
Steela is one of the defensive backbones of the team, being able to check threats like Kartana, non-stone edge Lando-T, non-DarkiniumZ Bisharp and the likes. Also soft checks all forms of Greninja, as well as walling non-FightZ Bulu and non-TBolt Lele. Leftovers is a staple for this set which in combination with LSeed and Protect recovers a lot of hp. Heavy Slam to hit fairies hard. Flamethrower is the must have coverage to heed fellow steel types super effectively. EVs were taken from smogon directly.
Fido (Landorus-Therian) (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Stealth Rock
- Defog
- U-turn
- Earthquake
Lando-T is the most splashable pokemon, being able to fit in almost any team like this one. Needs no introduction as it provides the ground/electric immunity as well as intimidate support to check Kartana, non-Dragon Claw Zard X and other physical attacking pokemon. He's the rocker for this team, as well as the defogger. Depending on the matchup, he usually only sets up rocks when needed as the other mon in the team are capable of 0HKOs by themselves without rockes. Defog is a must for those webs and hazard stack teams. U-turn is amazing, generating momentum for the team. EQ is the stab move, still hitting hard with lando-t's high attack stat. Rocky helmet to annoy u-turners that would be free supereffective damage to my breakers. EVs are for max defense and bulk since no leftovers, and are taken from smogon.
Bob (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Flamethrower
- Calm Mind
CM Clef fits well on this team, acting as another win condition and SpDef checks to prevalent threats in the meta. Magic Guard allows it to ignore damage from status. Soft boiled is for that recovery combined with CM can make sure that clef gets those boosts. Moonblast is fairy stab, while flamethrower rounds out coverage hitting everything bar Heatran. EVs are max Spdef since I already have 2 phys def mons in the team and Clef dies to physical attacks anyways after boosting. Max Spdef assures minimal damage switching into Gren and Koko, allowing it to setup on special attackers.
Clint (Thundurus-Therian) (M) @ Fightinium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Thunderbolt
- Nasty Plot
- Agility
Ah, Thundurus. Most of my games I win just because this mon does work. Most people are unprepared for this mon because it is so uncommon in OU. Double Dance Thundy acts as the Special Breaker and Sweeper of the team. This mon is a beast with ginormous Spa stat even before boosting and a decent 331 movespeed. Thunderbolt is stab. Double dance has the Nasty Plot and Agility moves, being used depending on the situation as you most of the time only get a chance to boost once when your opponent switches. The last move is focus blast. And YES IT WORKS better than HP ICE. Having weavile removes the need to run a coverage ice move in this mon. +2 Allout pummeling destroys most mons, especially common switchins to this mon namely Gastro, Heatran. It even 2HKOs Chansey (about 18% left after Z). It deals 60%+ damage to MegaSwampert with +0 Z fighting which this outspeeds in rain. This is the surprise factor in team as it is not a common set (I have not come across anyone running it lately), and it beats mons that would normally wall this guy. With every team almost always having an electric resist mon, FightZ > ElectZ. EVs are for maximum speed to be able to make use of +2 with unboosted speed.
---------------------------------------------------------------
And there it is. This is the team.
I hope that you guys take the time to read and propose suggestions, criticisms, whatever you like.
But for the suggestions, I am hoping to keep my FightZ Thundy as it is as I love to run uncommon sets on uncommon mons.
Other mons are all yours. :) Thank you and play harder! :D
Tan out!
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