Hello. My name is patrick329 and I would like my newest team rated. It is for the OU tier. The goal is to scope out all potential counters to Thundurus, and then have him sweep the field. I have Swellow in as a late-game sweeper, and Electivire in as a secondary physical attacker, in case of special walls. Kingdra is my counter to weather.
Marowak @ Thick Club
Evs: 252 Hp, 252 Attk, 4 Def
Ability: Lightningrod
Nature: Adamant (+Attk, -Spc. Attk)
Stealth Rock
Bone Club
Stone Edge
Detect
Marowak is a key Pokemon that thanks to setting up Stealth Rock, which allows several would-be 2-hit KOs to become 1-hit KOs. If the opponent is a set-up Pokemon itself, I use Stealth Rock first. Detect is for scouting out taunters and Pokemon that might carry a super-effective move. The Evs are in HP and Attack to make Marowak as bulky as possible. During testing, it was able to survive a Mamoswine's Ice Shard, although it wasn't Choice Banded. If I use Detect and discover that the opponent is a Taunter, I will hit it with whichever move is most effective. I have Bone Club over Earthquake for its ability to brake substitutes and sashes. Lighningrod and Rock Head both are useless abilities for this set, but I chose Lightningrod over Rock Head in case I do a double battle. (Mostly by accident.)
Scizor @ Choice Band
Evs: 104 HP, 252 Attk, 152 Spc. Def
Ability: Technician
Nature: Adamant (+Attk, -Spc. Attk)
Bullet Punch
U-Turn
Pursuit
Superpower
Scizor is a counter to Thundurus main enemies, those super effective to it. (Ice and Rock Types) I had originally gone with a Steelix that knew Curse, Gyro Ball, Magnet Rise, and Earthquake, but he was too susceptible to super effective fighting and fire moves. Scizor only has one weakness, and has a super powerful Technician-boosted Bullet Punch that will 1-hit KO all but the bulkiest of ice and rock types. I carry U-turn if I can get a revenge kill on a slower Pokemon, or from one that Scizor can take a hit from. I use Pursuit to hit the Latis and Reuniclus hard on their switch out. Superpower is situational. Against Tyranitar and Blissey, it is great, but otherwise I prefer not to use it due to the stat drops it gives to Scizor. The EVs are meant for Scizor to take hits from both the ice and rock types it is meant to counter.
Thundurus @ Life Orb
EVs: 4 HP, 252 Spc. Attk, 252 Spd
Ability: Prankster
Nature: Naive (+Spd, -Spc. Def)
Hidden Power Ice
Thunderbolt
Grass Knot
Hammer Arm
Thundurus is my main attacker. It's goal is to come in when threats are eliminated, and rip the opponent to shreds. Here is where I really appreciate the Stealth Rock, because Thundurus is so frail. I never get the chance to set up Nasty Plot, so I traded it out for HP Ice, which adds coverage, and I gave it a life orb, since he wouldn't be taking set up turns anymore. I kept Hammer Arm because after rocks it OHKOs Tyranitar and 2HKOs Blissey. Grass Knot knocks out a lot of ground types that HP Ice wouldn't, mainly due to the fact that HP Ice only has 70 Base Power and many Ground types are fairly heavy. It also OHKOs water ground types, which otherwise wall Thundurus. Thundurus has HP Ice for stellar coverage, and the ability to OHKO many dragons and Gliscor.. The nature allows Thundurus to outspeed positive-natured base 110s, and I carry Life Orb, which boosts Thundurus' Spc. Attk to over 450.
Kingdra @ Air Balloon
EVs: HP: 96, ATTK: 252, Def: 100, Spd: 62
Nature: Naughty
Ability: Swift Swim
Dragon Dance
Waterfall
Outrage
Draco Meteor
Kingdra is an excellent weather counter. Its speed becomes phenomenal in Politoed's rain, it can set up Dragon Dances against Earthquake using at sandstormers, and is x4 resistant to fire types. It carries Waterfall as it's main stab, which is still very powerful even in the sun when it's super-effective. Outrage provides excellent coverage, and hits its only weakness super-effectively. Draco Meteor is there to nail physical walls, and Dragon Dance gives boosts on the switches it forces when in weather. This team hates Excadrill, and carries Air Balloon to come in on a predicted Earthquake and either set up on their switch, or OHKO with Waterfall. The EVs allow Kingdra to take physical hits fairly well, and after 2 Dragon Dances outspeed any Excadrill by 1.
Electivire @ Life Orb
EVs: 4 HP, 252 Attk, 252 Spd
Ability: Motor Drive
Nature: Jolly (+Spd, -Spc. Attk)
Wild Charge
Cross Chop
Earthquake
Fire Punch
If Spiritomb fails to take out my opponent's special walls, Electivire serves as a secondary main attacker. Electivire also serves as a counter to Electric types, which annoy Thundurus and Swellow with HP Ice, by switching in on Electric-type attacks. These boost Electivire's speed, thanks to Motor Drive, to slightly over 450. To add insult to injury, my Electivire carries Earthquake, which has good type coverage in general, and also hits Electric types super-effectively. Electivire uses Wild Bolt as a primary stab option, although the recoil racks up fast when combined Life Orb. Electivire has Cross Chop mainly to hit Blissey, but also for coverage, and Fire Punch is to surprise unsuspecting Scizor, Ferothorn, and other Pokemon weak to fire. The nature is to give Electivire maximum speed, and it carries Life Orb to supplement that.
Swellow @ Toxic Orb
EVs: 4 Hp, 252 Attk, 252 Spd
Ability: Guts
Nature: Jolly (+Spd, -Spc. Attk)
Brave Bird
Protect
Facade
U-Turn
Swellow makes an excellent late-game sweeper and revenge killer. Unless I can make a quick KO with U-Turn, I use Protect first. Facade is my primary stab, and Brave Bird is for coverage. U-Turn is for if Swellow is walled or can make a revenge kill without activating Toxic Orb. It carries a Jolly nature to outspeed base 110s, and I choose Toxic Orb over Flame Orb because if Swellow is unharmed, it takes 8 turns to faint from Flame Orb, and 10 from Toxic Orb. It also resets the damage recieved back to 1/16 if Swellow switches out.
In short, I use Marowak to set up Stealth Rock and cause a little damage. I follow up with doing my best to eliminate Thundurus' counters with Electivire, Kingdra and Scizor, and let Thundurus fire away. Once most of the team is obliterated, Swellow can come in and finish up.
Marowak @ Thick Club
Evs: 252 Hp, 252 Attk, 4 Def
Ability: Lightningrod
Nature: Adamant (+Attk, -Spc. Attk)
Stealth Rock
Bone Club
Stone Edge
Detect
Marowak is a key Pokemon that thanks to setting up Stealth Rock, which allows several would-be 2-hit KOs to become 1-hit KOs. If the opponent is a set-up Pokemon itself, I use Stealth Rock first. Detect is for scouting out taunters and Pokemon that might carry a super-effective move. The Evs are in HP and Attack to make Marowak as bulky as possible. During testing, it was able to survive a Mamoswine's Ice Shard, although it wasn't Choice Banded. If I use Detect and discover that the opponent is a Taunter, I will hit it with whichever move is most effective. I have Bone Club over Earthquake for its ability to brake substitutes and sashes. Lighningrod and Rock Head both are useless abilities for this set, but I chose Lightningrod over Rock Head in case I do a double battle. (Mostly by accident.)
Scizor @ Choice Band
Evs: 104 HP, 252 Attk, 152 Spc. Def
Ability: Technician
Nature: Adamant (+Attk, -Spc. Attk)
Bullet Punch
U-Turn
Pursuit
Superpower
Scizor is a counter to Thundurus main enemies, those super effective to it. (Ice and Rock Types) I had originally gone with a Steelix that knew Curse, Gyro Ball, Magnet Rise, and Earthquake, but he was too susceptible to super effective fighting and fire moves. Scizor only has one weakness, and has a super powerful Technician-boosted Bullet Punch that will 1-hit KO all but the bulkiest of ice and rock types. I carry U-turn if I can get a revenge kill on a slower Pokemon, or from one that Scizor can take a hit from. I use Pursuit to hit the Latis and Reuniclus hard on their switch out. Superpower is situational. Against Tyranitar and Blissey, it is great, but otherwise I prefer not to use it due to the stat drops it gives to Scizor. The EVs are meant for Scizor to take hits from both the ice and rock types it is meant to counter.
Thundurus @ Life Orb
EVs: 4 HP, 252 Spc. Attk, 252 Spd
Ability: Prankster
Nature: Naive (+Spd, -Spc. Def)
Hidden Power Ice
Thunderbolt
Grass Knot
Hammer Arm
Thundurus is my main attacker. It's goal is to come in when threats are eliminated, and rip the opponent to shreds. Here is where I really appreciate the Stealth Rock, because Thundurus is so frail. I never get the chance to set up Nasty Plot, so I traded it out for HP Ice, which adds coverage, and I gave it a life orb, since he wouldn't be taking set up turns anymore. I kept Hammer Arm because after rocks it OHKOs Tyranitar and 2HKOs Blissey. Grass Knot knocks out a lot of ground types that HP Ice wouldn't, mainly due to the fact that HP Ice only has 70 Base Power and many Ground types are fairly heavy. It also OHKOs water ground types, which otherwise wall Thundurus. Thundurus has HP Ice for stellar coverage, and the ability to OHKO many dragons and Gliscor.. The nature allows Thundurus to outspeed positive-natured base 110s, and I carry Life Orb, which boosts Thundurus' Spc. Attk to over 450.
Kingdra @ Air Balloon
EVs: HP: 96, ATTK: 252, Def: 100, Spd: 62
Nature: Naughty
Ability: Swift Swim
Dragon Dance
Waterfall
Outrage
Draco Meteor
Kingdra is an excellent weather counter. Its speed becomes phenomenal in Politoed's rain, it can set up Dragon Dances against Earthquake using at sandstormers, and is x4 resistant to fire types. It carries Waterfall as it's main stab, which is still very powerful even in the sun when it's super-effective. Outrage provides excellent coverage, and hits its only weakness super-effectively. Draco Meteor is there to nail physical walls, and Dragon Dance gives boosts on the switches it forces when in weather. This team hates Excadrill, and carries Air Balloon to come in on a predicted Earthquake and either set up on their switch, or OHKO with Waterfall. The EVs allow Kingdra to take physical hits fairly well, and after 2 Dragon Dances outspeed any Excadrill by 1.
Electivire @ Life Orb
EVs: 4 HP, 252 Attk, 252 Spd
Ability: Motor Drive
Nature: Jolly (+Spd, -Spc. Attk)
Wild Charge
Cross Chop
Earthquake
Fire Punch
If Spiritomb fails to take out my opponent's special walls, Electivire serves as a secondary main attacker. Electivire also serves as a counter to Electric types, which annoy Thundurus and Swellow with HP Ice, by switching in on Electric-type attacks. These boost Electivire's speed, thanks to Motor Drive, to slightly over 450. To add insult to injury, my Electivire carries Earthquake, which has good type coverage in general, and also hits Electric types super-effectively. Electivire uses Wild Bolt as a primary stab option, although the recoil racks up fast when combined Life Orb. Electivire has Cross Chop mainly to hit Blissey, but also for coverage, and Fire Punch is to surprise unsuspecting Scizor, Ferothorn, and other Pokemon weak to fire. The nature is to give Electivire maximum speed, and it carries Life Orb to supplement that.
Swellow @ Toxic Orb
EVs: 4 Hp, 252 Attk, 252 Spd
Ability: Guts
Nature: Jolly (+Spd, -Spc. Attk)
Brave Bird
Protect
Facade
U-Turn
Swellow makes an excellent late-game sweeper and revenge killer. Unless I can make a quick KO with U-Turn, I use Protect first. Facade is my primary stab, and Brave Bird is for coverage. U-Turn is for if Swellow is walled or can make a revenge kill without activating Toxic Orb. It carries a Jolly nature to outspeed base 110s, and I choose Toxic Orb over Flame Orb because if Swellow is unharmed, it takes 8 turns to faint from Flame Orb, and 10 from Toxic Orb. It also resets the damage recieved back to 1/16 if Swellow switches out.
In short, I use Marowak to set up Stealth Rock and cause a little damage. I follow up with doing my best to eliminate Thundurus' counters with Electivire, Kingdra and Scizor, and let Thundurus fire away. Once most of the team is obliterated, Swellow can come in and finish up.