The kind of gimmick of my team is that it has a core of four pokemon who are:
physically attacking/physically defensive(Tyranitar)
physically attacking/specially defensive(Metagross)
specially attacking/physically defensive(Moltres)
specially attacking/specially defensive(Zapdos)
For those 4 pokemon besides Metagross, I just eyeballed the EV's of their defending and HP stats
I'm new to ADV OU and this is my first team that feels "good."
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 212 HP / 252 Atk / 44 Def
Adamant Nature
- Rock Slide
- Earthquake
- Brick Break
- Hidden Power [Flying]
Just a very offensive, more-than-averagely physically defensive Tyranitar with four attacking types that compliment each other, including hp flying which fills the other types' neutrality against grass and fighting and surprises the opponent, and is especially useful for predicting a switch-into Breloom
Zapdos @ Leftovers
Ability: Pressure
EVs: 120 HP / 252 SpA / 136 SpD
Modest Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Baton Pass
- Hidden Power [Ice]
- Agility
A very offensive, more-than-averagely specially defensive Zapdos. Thunderbolt to use its high special attack, Baton Pass+Agility is an extremely valuable utility to make up for my team mostly sacrificing speed for both high attacking and defending stats, HP ice is obviously an amazing coverage move on Zapdos, kind of completing an trio of answers to different threats: Hit most things with thunderbolt, hit Zapdos/Salamence/Celebi/Claydol with HP ice, agillity while predicting a switch in to something Zapdos doesn't want to face then definitely outspeed it and never take a hit while baton passing agillity to the counter
Moltres @ Leftovers
Ability: Pressure
EVs: 124 HP / 132 Def / 252 SpA
Modest Nature
IVs: 2 Atk / 30 SpA
- Flamethrower
- Will-O-Wisp
- Hidden Power [Grass]
- Overheat
Moltres is the supposed special attacker+physical defender. It has Flamethrower as a default attacking move, Will-O-Wisp to EXTRA counter the physical attackers it's meant to counter, HP Grass to counter the water types that threaten it, Overheat to score critical OHKO's and when it expects to switch out the turn after anyway
Metagross @ Choice Band
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Shadow Ball
Metagross fills the role of the physical Attacker/special Defender although it has a higher Defense than Special Densense. It has Meteor Mash as a standard attacking move, Earthquake for coverage, explosion to combine with its extremely high attack to be extremely likely to OHKO anything if I just need to delete any of my opponent's pokemon, Shadow Ball to counter Gengar when Moltres can't, because my team is really vulnerable to Will-O-Wisp and it happens to counter Moltres better, the move that counters Gengar on this pokemon because even if it's burned it can still do decent damage and eventually explode
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 24 HP / 180 Atk / 72 SpD / 232 Spe
Adamant Nature
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Rock Slide
Very standard Dugtrio, idk what the EV's are for, I just took them from pikalytics.com. It adds a pokemon to my team besides Tyranitar that's immune to sandstorm and a pokemon with a high speed stat for cases when that's necessary, a resistance to rock and electric to help balance my team's weakness to those types(Zapdos/Moltres/Cloyster weak to rock vs Metagross resists it, Moltres weak to electric), and since my core of 4 pokemon are each kind of just meant to counter one specific thing, Arena trap can break out of switch-in cycles, plus STAB earthquake is nice
Cloyster @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 122 Def / 76 SpA / 42 SpD / 16 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Ice Beam
- Hidden Power [Grass]
- Rapid Spin
- Spikes
Spike Setter/Remover with a water-resisting typing that my team lacks otherwise, Ice beam to do consistent damage, max HP to utilize its high defense, against Swampert: It outspeeds 252 Spe Swampert, gets 4HKO'd instead of 3HKO'd by Hydro Pump, and it is 97.7% likely to 2HKO it with HP grass according to the showdown Damage Calculator. The remaining Evs are put into Defense so its +Def nature boosts its defense more.
physically attacking/physically defensive(Tyranitar)
physically attacking/specially defensive(Metagross)
specially attacking/physically defensive(Moltres)
specially attacking/specially defensive(Zapdos)
For those 4 pokemon besides Metagross, I just eyeballed the EV's of their defending and HP stats
I'm new to ADV OU and this is my first team that feels "good."
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 212 HP / 252 Atk / 44 Def
Adamant Nature
- Rock Slide
- Earthquake
- Brick Break
- Hidden Power [Flying]
Just a very offensive, more-than-averagely physically defensive Tyranitar with four attacking types that compliment each other, including hp flying which fills the other types' neutrality against grass and fighting and surprises the opponent, and is especially useful for predicting a switch-into Breloom
Zapdos @ Leftovers
Ability: Pressure
EVs: 120 HP / 252 SpA / 136 SpD
Modest Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Baton Pass
- Hidden Power [Ice]
- Agility
A very offensive, more-than-averagely specially defensive Zapdos. Thunderbolt to use its high special attack, Baton Pass+Agility is an extremely valuable utility to make up for my team mostly sacrificing speed for both high attacking and defending stats, HP ice is obviously an amazing coverage move on Zapdos, kind of completing an trio of answers to different threats: Hit most things with thunderbolt, hit Zapdos/Salamence/Celebi/Claydol with HP ice, agillity while predicting a switch in to something Zapdos doesn't want to face then definitely outspeed it and never take a hit while baton passing agillity to the counter
Moltres @ Leftovers
Ability: Pressure
EVs: 124 HP / 132 Def / 252 SpA
Modest Nature
IVs: 2 Atk / 30 SpA
- Flamethrower
- Will-O-Wisp
- Hidden Power [Grass]
- Overheat
Moltres is the supposed special attacker+physical defender. It has Flamethrower as a default attacking move, Will-O-Wisp to EXTRA counter the physical attackers it's meant to counter, HP Grass to counter the water types that threaten it, Overheat to score critical OHKO's and when it expects to switch out the turn after anyway
Metagross @ Choice Band
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Shadow Ball
Metagross fills the role of the physical Attacker/special Defender although it has a higher Defense than Special Densense. It has Meteor Mash as a standard attacking move, Earthquake for coverage, explosion to combine with its extremely high attack to be extremely likely to OHKO anything if I just need to delete any of my opponent's pokemon, Shadow Ball to counter Gengar when Moltres can't, because my team is really vulnerable to Will-O-Wisp and it happens to counter Moltres better, the move that counters Gengar on this pokemon because even if it's burned it can still do decent damage and eventually explode
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 24 HP / 180 Atk / 72 SpD / 232 Spe
Adamant Nature
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Rock Slide
Very standard Dugtrio, idk what the EV's are for, I just took them from pikalytics.com. It adds a pokemon to my team besides Tyranitar that's immune to sandstorm and a pokemon with a high speed stat for cases when that's necessary, a resistance to rock and electric to help balance my team's weakness to those types(Zapdos/Moltres/Cloyster weak to rock vs Metagross resists it, Moltres weak to electric), and since my core of 4 pokemon are each kind of just meant to counter one specific thing, Arena trap can break out of switch-in cycles, plus STAB earthquake is nice
Cloyster @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 122 Def / 76 SpA / 42 SpD / 16 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Ice Beam
- Hidden Power [Grass]
- Rapid Spin
- Spikes
Spike Setter/Remover with a water-resisting typing that my team lacks otherwise, Ice beam to do consistent damage, max HP to utilize its high defense, against Swampert: It outspeeds 252 Spe Swampert, gets 4HKO'd instead of 3HKO'd by Hydro Pump, and it is 97.7% likely to 2HKO it with HP grass according to the showdown Damage Calculator. The remaining Evs are put into Defense so its +Def nature boosts its defense more.