My Desire? Your Doom. (Peak 1869 Elo)

The Goomy

Whitest Mexican Alive
My Desire? Your Doom. (Peak 1869 Elo)

Proof Of Ladder: http://i.imgur.com/94n9Up4.jpg
(I started at 1550 Elo for this ladder run, as I think that is an average Elo rating)


DeoxysDefense.png
Aeigislash.png
Bisharp.png
Manectric.png
Keldeo.png
Jirachi.png




So, the other day I was basically complaining about Baton Pass and how it's broken (I'm lookin' at you dEnIsSsS), so I came up with a Doom Desire Jirachi set that basically breaks Baton Pass, but is still viable otherwise.

From there WECAMEASROMANS and I made a team around this monster. We basically decided to make a DeoSharp build as the switching that Doom Desire forces works well with hazards. And I gotta say, the team is extremely fun to use. It may not be easy switching around, but you can normally keep enough offensive pressure to win. :S​


So, let's get on to the team. :)



DeoxysDefense.png

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat

Ah, Deoxys-Defense. Deoxys is basically a staple of any hyper offense team, and this Deoxys set is very straightforward. Get up hazards. Prevent the opponent from getting up hazards, very nice. As this team has a bit of a Volt-Turn core and really doesn't like hazards on its side of the field, WCAR and I decided to run Magic Coat over Superpower. The EVs are also pretty straightforward. Speed for the taunt. And Red Card is preferred over something like mental herb (although that is a perfectly viable option). Deoxys isn't always used as a lead, but it definitely the best hazard setter for HO.​



Aeigislash.png

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 252 SAtk / 4 SDef
Quiet Nature
- Shadow Ball
- King's Shield
- Sacred Sword
- Shadow Sneak

Up next we have balloon Aeigislash. The balloon is absolutely necessary as the majority of the members of the team are weak to ground type attacks, and the team has no immunity unless the balloon is in tact. Aegislash's role is a very important one. Not only is it the only ground immunity (please don't have Scarf Excadrill), but it is also there to prevent the opponent from Rapid Spinning. This puts a lot of pressure on the opponent, and can basically force mind games. The EVs are pretty standard. Max in both of the attacks because power. Aegislash is just a great Pokemon in general, and it really fits well on this team.​



Bisharp.png

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Grass Knot

Up next in the "Please Don't Remove My Hazards" core is Bisharp. Bisharp basically acts as the stall breaker on the team. With Defiant, a +2 Bisharp is nothing to play around with. WCAR and I decided that Adamant was worth the extra power over Jolly, as it outspeeds what it needs to most of the time. Knock off is powerful STAB that allows Bisharp to cripple every not named Mega-Venusaur. Zapdos is a real problem for Bisharp as it can only do ~50% and Zapdos can OHKO in return with Heat Wave, but normally Bisharp is a deterrent for the opponent to Defog. Finally, Grass Knot. Grass Knot is what makes this set so great at beating stall. Basically. Quagsire can just get out of Bisharp's face.
To quote Jay-Z.."On to the Next One".

Manectric.png

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def

- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]

Mega-Manectric is easily my favorite mega Pokemon. It has a really cool combination of abilities (LightningRod and Intimidate) as well as good coverage for an electric type. It's a great switch in to Thundurus, and it is the best offensive check to Mega-Pinsir in the game. This is basically the role that Manectric fills on this team. After mega evolving it is faster than Thundurus, Garchomp, and Greninja, all of which are Pokemon that threaten hyper offense greatly. The set is very standard, but WCAR and I thought it was the best set for the team. Flamethrower > Overheat for us because we don't want stuff setting up on us, but it's all personal preference.

Keldeo.png

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Calm Mind
- Hydro Pump
- Secret Sword
- Icy Wind

Keldeo is easily one of my favorite Pokemon of all time, and one of the best Pokemon in OU at the moment. Calm Mind Keldeo is preferred over Specs because it allows the team to deal with stall better than Specs would. Keldeo allows the team to handle Bisharp better as the primary switch in (or at least to revenge kill). Icy wind is a great move for this team. It prevents Latios from switching in to Defog, as the speed drop would make them die to the second hit before getting off a Defog. It really puts a TON of pressure on the opponent when hazard stacking + can't get rid of hazards happens. Keldeo also allows the team to handle threats like Chansey and Heatran that the team would have difficulty with otherwise.


Jirachi.png

Jirachi @ Life Orb
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SAtk
Modest Nature
- Doom Desire
- U-turn
- Healing Wish
- Shadow Ball

Ah Jirachi, the "Star" of the team (don't shoot me, I only have one bad pun in here). This Pokemon basically beats Baton Pass that lacks Zapdos. In case you don't know, Doom Desire is a steel type move with 140 base power that works like Future Sight. It hits the opponent two turns after you use it, and after Protect. What's also cool about Doom Desire, is that it gets the Life Orb boost, but does not take the recoil if you switch out. Pretty nifty if you ask me. The power of Doom Desire is amazing. It does ~70 percent to standard Mega-Venusaur. That's incredible power. The idea is that you Doom Desire, and switch into something that pressures the opponent. The idea of switching in on hazards + an attack + a Doom Desire is daunting. Nothing really can do it. This works really well with Keldeo, as it can nail most Pokemon that resist Doom Desire (which you have to do to live). It OHKOs Latios. Shadow Ball is there to hit incoming Aegislash as well as to break Baton Pass. Healing wish allows another Pokemon on the team a chance. And U-turn is for momentum. Also. Jirachi is a great check to BellyJet Azumarill. It can live a +6 Aqua Jet and get off a Doom Desire, which OHKOs after the drum.





Here are some replays of me using the team:

Jirachi beats the #5 OU player who is using Baton Pass (this is actually dEnIsSsS on an alt)

Here is the team handling Daude using hyper offense



I'd also again like to thank WECAMEASROMANS for making this team with me, and I hope you all enjoy!


Pastebin of team: http://pastebin.com/PqNyCxCA
 
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My biggest concern about this team is that there is a large weakness to ground moves in general. With the moves you could probably play around it but there might be a way to fix the typing weakness itself.
 
Icy Wind on Keld is more or less a waste of a moveslot. I advise utilizing Taunt over icy wind, due to the fact that icy wind is way too weak to justify use over taunt. Taunt helps against too much stuff to NOT be used. Suicune and chansey come to mind. In short, icy wind is too weak to justify use and you should use Taunt over it.
 
I've always loved Doom Desire Jirachi and it's really cool to see it being used to the fullest. Being a great tool against BP is a very good realization, although the teams who use Zapdos instead of Mr. Mime (which I think is a far superior choice) might be able to handle it somewhat better, but it still puts a great deal of pressure on them either way and basically forces them to play on your terms by restricting their options seemingly quite substantially. I enjoyed the replay too, so good job on that. (I don't think BP is broken though, just something that needs to be taken more seriously when building teams, and becoming fully accustomed with how they work and how to beat them).

As others have noted, HP Flying is probably a better choice for Keldeo over Icy Wind because otherwise one of your primary purpose for the set (stall breaking) will be placed into jeopardy because Megasaur will actually counter it.

The team also does seem a bit weak to set-up sweepers (particularly DD sweepers like Zard-X), as you have few reliable ways to deal with them if they manage to get a boost in.
 
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