An Icy, Fiery Doom
Hey guys, Giovanni here. I've been trying to find a decent Gen V team, and I think I've found one that is pretty good. I win about 2/3 of the time, and this team peaked at about 1800 on PO. It holds its own and deals pretty well with the top threats of the current metagame. Without further ado, here's the roster:
Changes will be in BLUE
Team Preview
Hey guys, Giovanni here. I've been trying to find a decent Gen V team, and I think I've found one that is pretty good. I win about 2/3 of the time, and this team peaked at about 1800 on PO. It holds its own and deals pretty well with the top threats of the current metagame. Without further ado, here's the roster:
Changes will be in BLUE
Team Preview
In-Depth Analysis
Meinshao @ Flight Jewel
Jolly - Regenerator
6 HP | 252 Attack | 252 Speed
- Fake Out
- Hi Jump Kick
- Acrobat
- U-Turn
Meinshao is my lead, and oh boy does he do it well. With Regenerator, U-Turning not only does damage but heals it too, which adds to its survivability. Fake Out is to get the jump on other leads and/or things that I switch in to. Hi Jump Kick is for STAB and to hit things really hard. Acrobat with Flight Jewel on Meinshao is just unfair. Base 110 power boosted by Flight Jewel dents everything. Meinshao can usually handle most things that lead, save Politoed and Hippowdon. Overall I am happy with what Meinshao does for the team, but there is some room for improvemet.
Arcanine @ Air Balloon
Naive - Intimidate
156 Attack | 100 Sp. Attack | 252 Speed
- Extremespeed
- Fire Blast
- Wild Bolt
- Close Combat
Arcanine, the star of the show. Arcanine is a Pokemon that I always wanted to do well, but just never had a niche in OU. Well, now that it gets Close Combat via breeding as well as Wild Bolt, Arcanine is a force to be reckoned with. I've never had a battle where Arcanine failed to take out at least one Pokemon when I send it out. Close Combat deals with the ever-annoying Excadrill (and Ferrothorn in the rain), Wild Bolt for things that think they can safely switch in on Arcanine, namely anything with a water type, save the ever-annoying Water/Ground dual types. Even at -1, Arcanine can OHKO most Gyarados with a Wild Bolt, or at least finish it off with Extremespeed. Fire Blast is for Skarmory/Ferrothorn(outside of rain) who think that this is a pure-physical beast, as well as other fire-weak mons like Scizor. I originally had Flare Blitz there, but the added recoil move + complete wallage by Skarmory was unattractive. I chose Balloon over Life Orb because Arcanine already has enough oomph to do damage, and that extra turn is really useful against things like Excadrill, in which my survival revolves around not getting hit by an EQ. Arcanine is here to stay on this team because it's really earned its keep.
Suicune @ Wacan Berry
Timid - Pressure
6 HP | 252 Sp. Attack | 252 Speed
- Calm Mind
- Surf
- Ice Beam
- Hidden Power (Electric)
Cloyster used to be in this spot, but fighting types like Conkeldurr/Scrafty and the ever-annoying Scizor neutered it with their priority moves. This is the standard Offensive CroCune set, and it works wonders. After a single Calm Mind Suicune nets KOs at a better than average rate. Ice Beam and HP Electric form the infamous BoltBeam combination, and Surf is there over Hydro Pump because Hydro Pump's accuracy has cost me too many matches. No way in hell is it 80%. Suicune takes hits like a boss, and the Wacan Berry lets me get in an extra Calm Mind or two. I'm thinking about replacing the Wacan Berry with Leftovers for recovery, but I'm still undecided.
Salamence @ Persim Berry
Naive - Intimidate
252 Attack | 6 Sp. Attack | 252 Speed
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Talk about a blast from the past. Salamence met his (unwarranted, imo) demise at the height of Gen IV OU, but is making a comeback. This spot used to be held by Garchomp (with the same moveset/ability/nature), but with the Landshark under the chopping block of Uberness, I decided to swap in Salamence. Intimidate is a gem that usually allows me to grab a +1 Attack/Speed boost and let me fire off Earthquakes or an Outrage at ungodly levels of decimation. If I'm lucky enough to grab +2, game over. Persim Berry prevents me from being set-up fodder after Outrage is done and essentially lets me have a 4-6 turn Outrage rather than 2-3. I usually try to save Mence for late-game cleanup rather than mid-game sweeping (as that's Arcanine/Cloyster's territory), but Mence sometimes shows its face if I need an Earthquake that Donphan just wouldn't cut.
Jirachi @ Leftovers
Jolly - Serene Grace
6 HP | 252 Attack | 252 Speed
- Thunder Wave
- Iron Head
- Zen Headbutt
- Drain Punch
I finally got so fed up with people using FlinchRachi that I put one on my team. Articuno used to be here, but his weakness to Stealth Rock really neutered him and he fell out. Thunder Wave the opponent, and then Iron Head/Zen Headbutt them until they faint. Drain Punch is there for things that resist the other two attacks, as well as a way to not get trapped by Magnezone thinking they can trap me. The added recovery is nice as well.
Sawsbuck @ Life Orb
Jolly - Sap Sipper
6 HP | 252 Attack | 252 Speed
- Swords Dance
- Return
- Jump Kick
- Wood Horn
Upon a suggestion from my roommate, I swapped out Donphan for Sawsbuck. SD Buck has been a blessing to this team, as it can do great neutral damage across the board. STAB Return after a Swords Dance is insanely powerful. Jump Kick deals with annoying Steel types like Ferrothorn, Heatran, and Magnezone. Wood Horn gives decent neutral coverage while also offering decent recovery. Sawsbuck has just enough speed to outspeed many things that threaten it. I usually use Sawsbuck to threaten something out, SD on the switch, and proceed to do damage. This thing has won me so many games and has definitely earned its keep.
Team Building Process:
I started with Arcanine. I've wanted to be able to use this Pokemon since I was seven and playing Pokemon Red. It's just such a great mon both aesthetically and offensively, it just didn't have the toys to be top-tier.
I added in Cloyster after being 6-0'd by it when I was very low on the ladder. It's just a beast and I love what it does for the team.
Meinshao is a great lead and I've used it since Gen V first started to develop. It is great at getting early game momentum and I absolutely love it as a lead, but outside of the lead/scout position it is epic fail.
Articuno is one of those other Pokemon that I wanted to see shine but just never made it. Stealth Rock was a big pain in its wings in Gen IV, but it's starting to see some light now with the emphasis on Dragon types.
Every team needs a dragon, and Garchomp is unquestionably the best dual-STAB combination in the meta. It also has a trolly base speed and great attack power.
I needed a spinner not named Starmie (because Starmie just adds too many weaknesses that this team already has (electric namely). Donphan has access to STAB Earthquake and Ice Shard, probably one of the best priority moves in the game.
Salamence replaced Garchomp because as I said, Chomp is under the radar of the suspect board which means it's probably gonna be banned to Ubers in a similar manner to Speed Boost Blaziken. Also, the extra Intimidate user really helped out in the end.
After playing around last night, I found that these changes made my team a whole lot better. Adding Suicune, Jirachi, and Sawsbuck ended a losing streak that I was on and allows me to handle things that once threatened my team a lot better.
Thanks for the rates guys! I really appreciate them.