This is my second Gen 4 OU team. Gen 4 and ORaS seem the most appealing to me rn. Rather than having to defend myself against fast threats, I decided to make a team where the opponent has the work of defending instead.
(Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Trick
- Ice Punch
Being faster than most opposing leads and simply Iron Head'ing works well. If I don't get a flinch on turn 1, I can simply withdraw Jirachi and use it as a revenge killer later in the game. I have gotten the least usage out of Trick, but I don't want to change this to something that doesn't have Serene Grace. Is there a different Jirachi set or a Togekiss that works best as a lead, which can also be withdrawn for use as a late game revenge killer?
Arnoud Legoux (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
If my Starmie ever dies, it is usually to opposing Starmie. The move which has served the lowest purpose is Ice Beam. It's only for hitting Roserade or KO'ing Pokemon that are already at low HP accurately. It has not done enough to opposing Latias.
C.App Vaness82love (Swampert) (F) @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 240 HP / 216 Def / 52 SpD
Relaxed Nature
- Earthquake
- Ice Beam
- Stealth Rock
- Roar
Having TWO water types which do very different things is a great thing considering that, regrettably, Grass offense is not good in this generation, leaving opponents with few resources to take care of a fast Water type with BoltBeam and then a defensive water type which can SR and Roar to lower the HP of several opposing Pokemon. I am using a default EV set and was doubtful about the lack of Special Defense. This is also the perfect moveset when already in possession of a quick Hydro Pump user.
Crystal Clear Wing (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
The premier defensive Pokemon of the game. You might think I'm Magnezone weak, especially if you go ahead and see the 3rd Steel, but it doesn't turn up often because if the opponent doesn't go into Magnezone for my Jirachi lead, odds are low that they even have it. If they do go into Magnezone, well, so far I've been able to just outplay.
Borrelsword (Machamp) @ Lum Berry
Ability: No Guard
EVs: 152 HP / 220 Atk / 4 Def / 4 SpD / 128 Spe
Adamant Nature
- Bullet Punch
- Dynamic Punch
- Payback
- Ice Punch
I forget what the EVs do. Payback is excellent for getting Rotom formes which spinblock me. Opposing teams are most unprepared if the Machamp stays hidden for at least 10 turns. Ice Punch is used the least but cannot be removed due to Gliscor, Dragons, etc.
Should I use Rest on this set?
Tag Force Special (Scizor) @ Leftovers
Ability: Technician
EVs: 248 HP / 56 Atk / 204 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
The high SpDef is good for stopping Scarf Latias and reliably staying alive to KO a Starmie which doesn't flee. If it does flee, I U-Turn and gain more momentum anyway. Scizor rarely does a set up sweep early in the game. Its purpose is mainly to be a pivot and force switches. Because Scizor loses to every other steel type in OU, I am considering Knock Off in the place of Swords Dance so it can do something useful if I am getting swept. Scizor doesn't even learn Reflect. Has anyone used Tailwind Scizor with some success over other moves? One of the only situations where Swords Dance has been useful is when Gyarados (if the opponent is only showing me for the first time) Intimidates me, and even then, the purpose is just to wear it down faster by U-Turning, and switching after getting the knowledge of what move it has selected that turn.
In a short time, I was able to get to mid-1300s, and most losses were just due to getting interrupted or choosing moves while multi-tasking.
(Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Trick
- Ice Punch
Being faster than most opposing leads and simply Iron Head'ing works well. If I don't get a flinch on turn 1, I can simply withdraw Jirachi and use it as a revenge killer later in the game. I have gotten the least usage out of Trick, but I don't want to change this to something that doesn't have Serene Grace. Is there a different Jirachi set or a Togekiss that works best as a lead, which can also be withdrawn for use as a late game revenge killer?
Arnoud Legoux (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin
If my Starmie ever dies, it is usually to opposing Starmie. The move which has served the lowest purpose is Ice Beam. It's only for hitting Roserade or KO'ing Pokemon that are already at low HP accurately. It has not done enough to opposing Latias.
C.App Vaness82love (Swampert) (F) @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 240 HP / 216 Def / 52 SpD
Relaxed Nature
- Earthquake
- Ice Beam
- Stealth Rock
- Roar
Having TWO water types which do very different things is a great thing considering that, regrettably, Grass offense is not good in this generation, leaving opponents with few resources to take care of a fast Water type with BoltBeam and then a defensive water type which can SR and Roar to lower the HP of several opposing Pokemon. I am using a default EV set and was doubtful about the lack of Special Defense. This is also the perfect moveset when already in possession of a quick Hydro Pump user.
Crystal Clear Wing (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 180 Def / 76 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
The premier defensive Pokemon of the game. You might think I'm Magnezone weak, especially if you go ahead and see the 3rd Steel, but it doesn't turn up often because if the opponent doesn't go into Magnezone for my Jirachi lead, odds are low that they even have it. If they do go into Magnezone, well, so far I've been able to just outplay.
Borrelsword (Machamp) @ Lum Berry
Ability: No Guard
EVs: 152 HP / 220 Atk / 4 Def / 4 SpD / 128 Spe
Adamant Nature
- Bullet Punch
- Dynamic Punch
- Payback
- Ice Punch
I forget what the EVs do. Payback is excellent for getting Rotom formes which spinblock me. Opposing teams are most unprepared if the Machamp stays hidden for at least 10 turns. Ice Punch is used the least but cannot be removed due to Gliscor, Dragons, etc.
Should I use Rest on this set?
Tag Force Special (Scizor) @ Leftovers
Ability: Technician
EVs: 248 HP / 56 Atk / 204 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
The high SpDef is good for stopping Scarf Latias and reliably staying alive to KO a Starmie which doesn't flee. If it does flee, I U-Turn and gain more momentum anyway. Scizor rarely does a set up sweep early in the game. Its purpose is mainly to be a pivot and force switches. Because Scizor loses to every other steel type in OU, I am considering Knock Off in the place of Swords Dance so it can do something useful if I am getting swept. Scizor doesn't even learn Reflect. Has anyone used Tailwind Scizor with some success over other moves? One of the only situations where Swords Dance has been useful is when Gyarados (if the opponent is only showing me for the first time) Intimidates me, and even then, the purpose is just to wear it down faster by U-Turning, and switching after getting the knowledge of what move it has selected that turn.
In a short time, I was able to get to mid-1300s, and most losses were just due to getting interrupted or choosing moves while multi-tasking.