Hello Pokebeach! Just a heads-up, this is one of my first competitive OU teams. I've done some testing on my own and gotten up to around the 1350s on Showdown's ladder. Without further ado,
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Superpower
- Knock Off
Along with Manectric, the core pivot Pokemon. I'd imagine pretty much everyone knows about the threat of scarfed Landorus. I'm focusing mainly on its ability, intimidate, and a fast U-turn to do chip damage and safely switch into another team member. Of course, it can also attack when necessary, doing huge damage with EQ and superpower, and removing items with knock off. I can see why so many people use Landorus.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
The other core pivot Pokemon, and typically the lead. Intimidating then volt switching away into Landorus for another intimidate would be the main idea, though Manectric can also pack a punch and provide coverage with its other moves. For example, HP Ice counters the electric-immune Ground types and hits dragon-type sweepers. Overheat can decimate bulky steel types and also act as a last resort attack. However, I'll mainly be using volt switch.
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 148 HP / 116 Def / 244 SpA
Modest Nature
- Earth Power
- Flash Cannon
- Hidden Power [Ice]
- Lava Plume
Heatran's main purpose is to cover the huge ice weakness of Landorus and other team members, and provide special bulk while the opposing Pokemon's attack stat is dropped. Assault Vest boosts Heatran's already-high base Sp Def stat, making it tough to deal with from a special attacking standpoint. It packs HP Ice to deal with ground types, flash cannon and lava plume for STAB (and lava plume has a good chance to burn!) and earth power for coverage.
Rotom-Mow @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Leaf Storm
- Thunderbolt
- Thunder Wave
- Will-O-Wisp
This Pokemon came to the team as a counter to its other form, Rotom-Wash. I'd been having trouble with Rotom-W when I was first testing the team (I had kelfki back then), so Rotom-Mow's Leaf Storm is especially useful. It also can disrupt opponents with thunder wave and will-o-wisp. Further, it's levitate ability compliments the team by providing a safe switch to the ground-weak Heatran and Manectric.
Scizor @ Life Orb
Ability: Technician
EVs: 56 HP / 252 Atk / 200 Def
Adamant Nature
- Bullet Punch
- Defog
- Bug Bite
- Roost
Scizor brings priority and a bulky defogger to the match. I felt especially safe putting it on the team knowing its only weakness was covered by flash fire Heatran. I've invested in Defense so it can take an EQ, so it acts as a safe switch from heatran and manectric. Life Orb is sort of a default item, simply boosting damage while still enabling other moves to be used. Its STAB bullet punch has a reputation for being devestating, and bug bite is another STAB alternative; both moves gain power from technician and STAB. Entry hazards seriously harm togekiss and are a nuisance to the rest of the team, so defog fixes that problem. And, of course, Roost is for sustain.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Wish
- Air Slash
- Nasty Plot
The main cleric of the team, Togekiss carries Wish and Heal Bell, both of which are important for keeping the team alive (obviously). Heal Bell prevents toxic stalls and heals any burns, and Wish refreshes any damaged team member. Nasty Plot and Air Slash are for wallbreaking, and has great synergy with Thunder Wave from Rotom for some flinch/paralysis hax. It's invested in special defense because of its high base stat, so I capitalized. (If a physical threat is eminent, I can switch to an Intimidater or physically-defensive scizor. )
Well, there you have it! Any feedback is appreciated, as I'm sure this team is far from perfect. Thanks for reading!
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Superpower
- Knock Off
Along with Manectric, the core pivot Pokemon. I'd imagine pretty much everyone knows about the threat of scarfed Landorus. I'm focusing mainly on its ability, intimidate, and a fast U-turn to do chip damage and safely switch into another team member. Of course, it can also attack when necessary, doing huge damage with EQ and superpower, and removing items with knock off. I can see why so many people use Landorus.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
The other core pivot Pokemon, and typically the lead. Intimidating then volt switching away into Landorus for another intimidate would be the main idea, though Manectric can also pack a punch and provide coverage with its other moves. For example, HP Ice counters the electric-immune Ground types and hits dragon-type sweepers. Overheat can decimate bulky steel types and also act as a last resort attack. However, I'll mainly be using volt switch.
Heatran @ Assault Vest
Ability: Flash Fire
EVs: 148 HP / 116 Def / 244 SpA
Modest Nature
- Earth Power
- Flash Cannon
- Hidden Power [Ice]
- Lava Plume
Heatran's main purpose is to cover the huge ice weakness of Landorus and other team members, and provide special bulk while the opposing Pokemon's attack stat is dropped. Assault Vest boosts Heatran's already-high base Sp Def stat, making it tough to deal with from a special attacking standpoint. It packs HP Ice to deal with ground types, flash cannon and lava plume for STAB (and lava plume has a good chance to burn!) and earth power for coverage.
Rotom-Mow @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Leaf Storm
- Thunderbolt
- Thunder Wave
- Will-O-Wisp
This Pokemon came to the team as a counter to its other form, Rotom-Wash. I'd been having trouble with Rotom-W when I was first testing the team (I had kelfki back then), so Rotom-Mow's Leaf Storm is especially useful. It also can disrupt opponents with thunder wave and will-o-wisp. Further, it's levitate ability compliments the team by providing a safe switch to the ground-weak Heatran and Manectric.
Scizor @ Life Orb
Ability: Technician
EVs: 56 HP / 252 Atk / 200 Def
Adamant Nature
- Bullet Punch
- Defog
- Bug Bite
- Roost
Scizor brings priority and a bulky defogger to the match. I felt especially safe putting it on the team knowing its only weakness was covered by flash fire Heatran. I've invested in Defense so it can take an EQ, so it acts as a safe switch from heatran and manectric. Life Orb is sort of a default item, simply boosting damage while still enabling other moves to be used. Its STAB bullet punch has a reputation for being devestating, and bug bite is another STAB alternative; both moves gain power from technician and STAB. Entry hazards seriously harm togekiss and are a nuisance to the rest of the team, so defog fixes that problem. And, of course, Roost is for sustain.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Wish
- Air Slash
- Nasty Plot
The main cleric of the team, Togekiss carries Wish and Heal Bell, both of which are important for keeping the team alive (obviously). Heal Bell prevents toxic stalls and heals any burns, and Wish refreshes any damaged team member. Nasty Plot and Air Slash are for wallbreaking, and has great synergy with Thunder Wave from Rotom for some flinch/paralysis hax. It's invested in special defense because of its high base stat, so I capitalized. (If a physical threat is eminent, I can switch to an Intimidater or physically-defensive scizor. )
Well, there you have it! Any feedback is appreciated, as I'm sure this team is far from perfect. Thanks for reading!
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