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RMT: OU, i'm bad at this game

Timbers

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Joined
Jun 18, 2008
Messages
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hipster bay area
I just started playing pokemon within the past few weeks. I originally started with a team very heavy on residual damage but found that there's really too many pokemon in the current metagame to just tear through walls, so I dropped the stalling act for a more balanced team in attack and speed.

I've been playing with this actual team for the past week, and I do like it. My only gripes with it currently is how generic it feels, and partially the reason I'm posting here, in hopes that someone could shed some light on what I'm doing wrong and open up more options.




Swampert @ Leftovers
Nature: Impish, EVs: 252Def/252HP/4Atk
Earthquake
Stone Edge
Stealth Rock
Protect

standard EVs

I'm not entirely crazy at using a slow lead as I'm vulnerable to several anti-leads, but Swampert as a whole meshes very well with my team I think. Being able to tank a good amount of hits and encouraging the opposing team to switch into more specially based pokes, racking up entry hazard damage.

Earthquake for STAB.

Stone Edge I think compliments Earthquake very well, as the majority who resist or immune ground take at least neutral damage to stone edge (netting quite a few super effectives as well) ice beam and surf (on a more specially mixed spread) were considering over stone edge, but I felt that stone edge complimented my team far more than surf and ice beam, and the +1 crit rate is a nice insurance on a pokemon with otherwise weak attack.

SR is pretty self explanatory.

Protect to scout all those nasty pokemon hiding grass knots and HP grass, as well as making that suicide lead think twice when up against my protect. Helps scout opponents pokemon for choice items or physical/special sets to help my decision in switching to a more appropriate wall if necessary. Also helps leftovers.




Skarmory @ Leftovers (considering shed shell but rest of my team tends to deal well with magnezone anyways..)
Nature: Impish, EVs: 252HP/200Def/40Atk/16Spe

Brave Bird
Roost
Spikes
Whirlwind

EVs pretty standard here as well. Invested in a bit more defense over attack due to low speed makes roost difficult to actually pull off against a good deal of these physical beasts who just barely 2HKO me (with SR) with Smogon's recommended EV spread, or if I need to get in long enough to whirlwind away SD or DD.

Skarms is the physical wall. Physical thunder and fire threats are easily handled when complimented with Swampert. He plays his role well I think, resisting nearly every physical hit that my somewhat paper team would have trouble with otherwise. Also full immunity to ground is gladly welcomed, as both nape and lucario take super effective to it (and Blissey for specially based earth damage) Also sets up entry hazards to help budge the priority moves on my team a little better for easy lategame sweeps.

Brave Bird for lack of attack for when I actually have to attack with Skarms, which is like never, but it's welcomed.

Roost self explanatory.

Spikes work with SR for entry hazards. Spinners are mad annoying, and I'm not entirely sure how to deal with them. Starmie with thunderbolt scares the crap out of skarms, which will force the switch to most likely Blissey, as choice specs starmie really would rather not get hit with a thunderbolt on the switch, or it simply gets a free rapid spin in which spikes (and SR) are removed. I'm not entirely sure how to deal with this without putting a Ttar or Scizor on this team, in which case I mine as well just build it around sandstorm (as 3 of 6 pokes already resist sandstorm)

Whirlwind is used more often than Brave Bird, lol. Steady damage against a lot of the OU threats that otherwise resist either flying or have heavy defense EVs if you can start dragging their helpless walls onto the field for a respectable chunk of damage. I think this works well as a lot of Skarms' switchins are very predictable and almost begging to be hit for free whirlwinds.




Blissey @ Leftovers
Nature: Calm, EVs: 252Def/120SpA/136SpD
Natural Cure

Seismic Toss
Thunder Wave
Ice Beam
Softboiled

EVs are generic. I'm pretty much running charmbliss spread with diversebliss set. It works well, as this Blissey is specifically here to absorb special hits and rack up entry hazard damage.

It's great to know I have something like this on my team to help stall and absorb hits for my otherwise specially-paper team, but if there was one pokemon on this team I felt didn't belong, it'd be Blissey. I'm not too concerned with her being seen as setup fodder with the help of thunderwave and Skarm's likelyhood of switching in to phaze the likely physical switchin to Blissey. I don't know, she doesn't seem to work with this team very well, and feels a bit too weak. I'm heavily considering switching a specially bulky Latias instead of Blissey, as she perfectly resists or immunes all of my pokemon's weaknesses sans Starmie (and flying on Infernape but who uses flying >_>) At the moment, the only thing really holding me back is that Latias and Starmie share the same near weaknesses, and as Starmie is currently my only real special sweeper on this team, I'm not sure if I'm comfortable with having both my special wall and special sweeper weak to bug, ghost, and dark; all 3 types being used by either fast pokes or used in the form of priority or pursuit. I know this isn't really part of a RMT but I just thought I'd throw my thoughts out there.

Seismic Toss is straightforward. Guaranteed good damage. With spikes and stealth rock up it seems to really put both Jolteon or Electivire in a bind when they come in expecting t wave. Also nice, consistant damage is always welcomed.

Thunder Wave, while dangerous and somewhat too predictable on Blissey, I still think is effective later on in the game, when you get a more general feel of what your opponent's team looks like and whether or not using t wave will severely ruin your strategy or waste the turn altogether to electric immunities

Ice Beam is self explanatory

Softboiled is self explanatory




Infernape @ Life Orb (I feel like this is out of place for the purpose I'm running nape, but I like the damage output too much to change it)
Nature: Hasty, EVs 232Atk/84SpA/192Spe

U-turn
Overheat
Mach Punch
Close Combat

Again, EVs are fairly straightforward for this set. Invested in more SpA over Atk to help maximize Overheat damage on pokes who switch into this set expecting a physically based set.

I do like Nape on this team a lot. My only bane with him right now is that he's the only poke on my team that takes normal SR damage and doesn't harbor leftovers. Between life orb and SR damage I kind of feel like I'm not reaping the benefits as much as I should with him. Anyways, does a fairly good job at scouting with u-turn, and when used in conjunction with Swampert's protect, I feel like I'll get a good read on my team before I walk into the more subtle move counters my team has. High atk EVs and life orb make it a pain to deal with his hit and run nature as well, I've found. Has use in both early and late game; U-turn scouting early on and a priority move coupled with very heavy hitting STAB physical and special attacks for lategame.

U-turn, as stated above, is a great scout. Deals potent damage while allowing me to switch into one of my 3 respective walls.

Mach Punch, might look weird on a set with Close Combat as well, but I absolutely love the move. Priority STAB move on a heavy attack EV spread in a game where spikes and SR will be present in the majority of games, and a decent amount of people who do resist SR damage take super effective from mach punch. A very necessary revenge killer for my team I think against scarved pokes, while resisting or outspeeding most, if not all, priority moves as well.

Close Combat and Overheat are two incredibly powerful STAB moves, and being used lategame against spikes+stealth rock damaged opponents (speaking in a common scenario) has just been wrecking for me, especially with U-turn to deal consistant damage while refreshing any stat loss.




Starmie @ Choice Specs
Nature: Timid, EVs: 252SpA, 4HP, 252Spe
Natural Cure

Surf
Thunderbolt
Ice Beam
Grass Knot

EVs are super generic.

I honestly haven't been playing with choice specs starmie nearly as long as the rest of my team, so I'm not sure what I want to do with it. The games I have played I think I was wishing I had scarf over specs, as scarfed opponents shut down Starmie really well. Very versatile in it's movepool, I just think a modest nature with choice scarf would be a superior build for this team. Not sure though. Specs makes it quite the powerhouse and does terrifying damage to anything that can possibly switch into it.

Surf is basic STAB. Scares while dealing heavy damage to anything that doesn't resist it, pretty nice.

Thunderbolt is self explanatory

Ice Beam self explanatory

Grass Knot, lol swampert.




Lucario @ Life Orb
Nature: Jolly, EVs 252Atk/4Def/252Spe
Inner Focus

Swords Dance
Close Combat
Crunch
Extremespeed

EVs aren't anything special. If it hasn't been obvious by now, I'm much more concerned over speed than I am attack. Being outsped is a ***** and higher speed just means easier to set up SD from my experience. I'm not really sure if I like running two Life Orbs on a team that needs to at least stall in the beginning of the match, if there are ideas floating for either Lucario or Infernape I'm definitely all ears.

Swords dance is self explanatory

Close Combat is self explanatory

Crunch deals with especially Latias, Cresselia, and (rapid spinner) starmies.

Extremespeed is a neat little move. priority move; something I like to begin with, coupled with another priority move (Infernape mach punch) that hits everything ES is resisted against for (mostly) supereffective damage. At worst, neutral. Ghost seems to be the only problem with this, but then Blissey can easily roll in and just do her think. I think between these three, and maybe Starmie, I can stop any sweeping attempt on this team relatively easily.

That was longwinded and probably tl;dr. But yeah.
 

KrazyGlue

Smash Champion
Joined
Feb 23, 2009
Messages
2,302
Location
Northern Virginia
Ok, fyi I cut out some of your comments to make this post shorter, but I did read them.

Swampert @ Leftovers
Nature: Impish, EVs: 252Def/252HP/4Atk
Earthquake
Stone Edge
Stealth Rock
Protect
Pretty standard imo. Looks ok. Consider a water move, as they are very powerful with torrent. But if you want to keep your current moveset, it's fine.



Skarmory @ Leftovers (considering shed shell but rest of my team tends to deal well with magnezone anyways..)
Nature: Impish, EVs: 252HP/200Def/40Atk/16Spe

Brave Bird
Roost
Spikes
Whirlwind
Also looks fine. There's not much you can do to stop rapid spinners, imo, so I wouldn't worry about it. I'm not sure if brave bird is the best choice because you'll make skarm more susceptible to being killed, but again it's just a matter of preference.



Blissey @ Leftovers
Nature: Calm, EVs: 252Def/120SpA/136SpD
Natural Cure

Seismic Toss
Thunder Wave
Ice Beam
Softboiled
Fine.



Infernape @ Life Orb (I feel like this is out of place for the purpose I'm running nape, but I like the damage output too much to change it)
Nature: Hasty, EVs 232Atk/84SpA/192Spe

U-turn
Overheat
Mach Punch
Close Combat
I see why you would think that mach punch is a good option, but I kind of disagree. Infernape outspeeds most important pokemon, and the ones that it doesn't are mostly ghost, psychic, and flying. It's only really useful for ambipom, and perhaps jolteon. Replace w/ grass knot imo.

LO is fine. Don't be afraid of infernape racking up passive damage; chances are if you die from passive damage you've killed a few opposing pokemon as well.

Consider naive; you can always U-turn to blissey if you fear a special attack.



Starmie @ Choice Specs
Nature: Timid, EVs: 252SpA, 4HP, 252Spe
Natural Cure

Surf
Thunderbolt
Ice Beam
Grass Knot
Fine, although using a move just to get swampert (and whiscash lol:chuckle:) is a bit of a waste. Consider psychic instead of thunderbolt or grass knot. In fact, between your other moves, neither of those moves cover much.



Lucario @ Life Orb
Nature: Jolly, EVs 252Atk/4Def/252Spe
Inner Focus

Swords Dance
Close Combat
Crunch
Extremespeed
Fine, pretty standard.

And yes, being outsped is a *****.

And yes, that was long-winded.


Overall, well-balanced and well made. 93/100
 
D

Deleted member

Guest
this team would have worked prior to platinum moves, something that shifted the metagame towards bulkier builds in general. as you have it, you have skarm/bliss, 3 glass cannons, and swampert who doesn't really fit in too well, since I'm not sure what he's doing there.

you are one of the few people I will tell that will have to change out a couple pokemon. name some other pokemon that you like so I can know what to focus a revision towards. pick some favorites, maybe 5 or 6.

as you have it now, probably a 4/10. once you lose either skarmory or blissey, you have a hole that is just too massive to recover from IMO.
 

Timbers

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hipster bay area
this team would have worked prior to platinum moves, something that shifted the metagame towards bulkier builds in general. as you have it, you have skarm/bliss, 3 glass cannons, and swampert who doesn't really fit in too well, since I'm not sure what he's doing there.

you are one of the few people I will tell that will have to change out a couple pokemon. name some other pokemon that you like so I can know what to focus a revision towards. pick some favorites, maybe 5 or 6.

as you have it now, probably a 4/10. once you lose either skarmory or blissey, you have a hole that is just too massive to recover from IMO.
I have no problem switching out pokes. Like I said, this team has been working for me, but I also haven't been playing this game nearly as long as others so I definitely know there's room for improvement and entire revamps.

A pokes builds/movepools aren't so much an issue with me. I've liked Swampert, Lucario, Infernape, Breloom, Mamoswine, Latias from my time playing both with and against them, but evidently I haven't really had the experience or knowledge to really make a good team with any chunk of them. I think the biggest concern for me really is just creating a team that doesn't get trampled by SR, because I'd really like to avoid a spinner if I could. A few sandstorm resists on the team would be cool too, as those seem to be very common in the current metagame (and not necessarily hard to do when creating a team that resists SR at least semi-well.)

edited for long *** post.

If that helped any.
 
D

Deleted member

Guest
Infernape @ Focus Sash
Naive, Blaze
24 Att / 252 SpA / 232 Spe
Fake Out
Overheat
Close Combat
Stealth Rock

Swampert @ Expert Belt
Brave, Torrent
252 HP / 68 Att / 136 Def / 16 SpA / 36 SpD
Earthquake
Waterfall
Ice Beam
Surf

Lucario @ Choice Specs
Modest, Inner Focus
4 HP / 252 SpA / 252 Spe
30 Att and Def IVs
Vacuum Wave
Aura Sphere
Shadow Ball
HP Ice 70

Latias @ Leftovers
Bold, Levitate
252 HP / 68 Def / 156 SpA / 32 Spe
30 Att, SpA, Spe IVs
Dragon Pulse
Energy Ball
HP Fire 70
Recover

Mamoswine @ Life Orb
Jolly, Snow Cloak
252 Att / 20 SpD / 236 Spe
Earthquake
Stone Edge
Superpower
Ice Shard

Vaporeon @ Leftovers
Bold, Water Absorb
188 HP / 252 Def / 68 Spe
30 SpA IV
HP Electric 70
Protect
Wish
Surf

try that out.
 

The Halloween Captain

Smash Master
Joined
May 20, 2008
Messages
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Location
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Since half the team is already immune to sandstorm, I would consider using a sandstorm strategy.

But that's entirely up to preference.

BTW Timbers, your sig scares me.

And Umbreon, I'm amazed you were able to repeat so many types without leaving any obvious weaknesses.
 
D

Deleted member

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lots of practice

Garchomp Swampert Gyarados Salamence Heatran Scizor

Not that hard
it's hard when you're trying to use as many pokemon as possible out of a provided 9.
 

Timbers

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Location
hipster bay area
hella appreciate it, thanks.

I'll give this team a go once I have the time.

I'll put CC on Lucario as well, just glancing at the team I can see Blissey being a huge problem should one be used (which is pretty rare from what I've seen >_>)
 

NJzFinest

Smash Hero
Joined
Nov 12, 2004
Messages
8,861
Location
NYC
If you go down the standard usage list, the amount of physical and special threats are about half and half.
people still use blissey?
|Rank: 9 |Name: Blissey |Usage: 90430 |Percent: 15.48 |

3rd most used Tank in OU and of course the best special sponge :p
 
D

Deleted member

Guest
If you go down the standard usage list, the amount of physical and special threats are about half and half.

|Rank: 9 |Name: Blissey |Usage: 90430 |Percent: 15.48 |

3rd most used Tank in OU and of course the best special sponge :p
you're going off of an average over a month, what you see when you sign on won't necessarily reflect that data.
 

NJzFinest

Smash Hero
Joined
Nov 12, 2004
Messages
8,861
Location
NYC
True, but the same can go for anything else, such as Scizor or Salamence. It may, or may not. Actually, hmm... then again, seeing Blissey used ~15% of the time seems reasonable to me. Nevertheless, the statistics prove it's still consistently used despite whatever. Think of the reason why the server statistics are even made lol.
But yeah, it's been in the top 10 since July 2008.
 
D

Deleted member

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True, but the same can go for anything else, such as Scizor or Salamence. It may, or may not. Actually, hmm... then again, seeing Blissey used ~15% of the time seems reasonable to me. Nevertheless, the statistics prove it's still consistently used despite whatever.
It's been in the top 10 since July 2008.
lmao, iirc blissey has been top 10 since 2000 haha.
 
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