Oh no, another Wobbuffet team!

Hey RMT board, this is my first post here, so let me know if I include all the relevant information. Before I get any further, Imma go ahead and paste in the team real quick...

Oh no it's... (Wobbuffet) @ Leftovers
Ability: Shadow Tag
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Tickle
- Counter
- Mirror Coat
- Encore

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 8 HP / 248 SDef
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Thunder Wave
- Seismic Toss

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Pursuit
- Stone Edge
- Crunch
- Taunt

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hydro Pump
- Trick

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 30 Atk / 30 Def
- Earth Power
- Gravity
- Psychic
- Focus Blast


Basic Concept: Gen 4 folks probably know what this teams about(cuz apparently this kind of stuff was really popular back then), create bad situations using Wobbuffet (usually by using encore) and swap in a mon to capitalize on those bad situations (usually ttar, sometimes conkeldurr or lando). The team is primarily based on bulky offense because I feel like that's the best archtype to take advantage of chansey's wish passes, they can come in on a neutral or weak SE attack easily, receive the wish, and suddenly you have a full hp bruiser ready to whack the guy in front of you.

General Strengths:

1. Best lead in the entire game(maybe)
2. pretty friggen bulky all around
3. good endurance with chansey, can often win prolonged fights
4. pretty much craps on any dedicated wall, especially ones that have little to no offensive presence
5. not hazard weak, generally doesn't care about sticky web

General Weaknesses:

1. Weak to setup sweepers, most of these pokemon cannot switch into a +2 much of anything
2. Kinda weak revenge killing, relies on either durr or wobbuffet to revenge boosted threats (hai mega pinsir and belly jet azumarrill).
3. no true setup sweepers to capitalize on the free turns wobb creates, meaning that the team relies primarily on unboosted damage to take out foes.
4. no hazard control or phazing capabilities
5. no sleep absorber (or safe switch in to technoloom for that matter)
6. Megasaur

Mon summery:

Wobbuffet: Wobbuffet is one of the best leads in the game. If the enemy decides to attack, all but a choice few will actually 2hko him, allowing him to lock them in with encore and ko shortly after. If they setup, I can send in ttar or lando to immediately threaten the enemy or punish the enemy. If they try to status, free guts boost for durr (or if it's para, I can swap in rotom-w for free). So basically that leaves taunt leads and folks who are capable of 2hkoing him unboosted for leads that can actually beat him. Taunt isn't the worst thing ever, half the time I predict it and get a free swap in anyway, in the other case though, having a crippled wobb is never fun (I have yet to see a lead that can ohko wobb unboosted), but if I encore then that usually means a free swap in, and if I counter, I get a free kill. Oh, and u-turning into a ghost type or volt turning into dark types also hurt this guy, but otherwise they usually just lead to free kills. Once Wobbuffet is done being the best lead ever, he's usually dead or crippled, meaning that he is likely in need of a wish pass to continue being useful, but he has usually taken down at least one enemy mon before going down.

Chansey: This mon is the battery that allows this team to even try to take on stall and other bulky offensive teams. Seismic toss makes it a surprisingly good late game cleaner when all the mons that can kill it are dead, while thunderwave allows my team to have even a chance at killing boosted threats by outspeeding them. Heal bell is mostly there for para and sleep, it's slightly counterproductive in durrs case, but the benefits outweigh the occasional loss of guts by a wide margin.

Tyranitar: This guy is Wobbs main partner in crime. When paired with wobb's tickle trapping, pursuit crushes wall leads like hippo and defensive heatran that would normally give the trex (and the rest of the team) trouble. Outside of that, he hits things, he takes hits, and he does it fairly well. Not sure what to put in the last slot, I settled with taunt when I got fed up with having him get pp stalled by skarm repeatedly, in the past I have tried SR, superpower, and DD, but outside of superpower, I almost always have something better to do (like hitting/trapping stuff), and superpower has some drawbacks.

Rotom-Wash: I stuck this guy on my team for one reason and one reason alone: a mega pinsir check. Good news is that he's actually pretty good and hits decently hard. I very rarely use trick because I want to preserve his ability to outspeed pinsir/greninja as long as possible, but it's obviously a great mon against stall teams, except that their number 1 rotom switch in also happens to be immune to trick scarf...

Conkeldurr: This guy has won me many, many games. He is stupid bulky, doesn't give a crap about the majority of status conditions, has decent sustain with drain punch, and makes a great chansey partner. He can punish darn near anyone except megasaur with knock off, and most of the folks that don't care about knock off care quite a lot about drain punch. Mach punch allows him to revenge some boosted threats, but not as many as I would like. I used to run facade as his last slot because wobb was able to give him guts boost with some patently absurd reliability, but I opted for ice punch after getting swept a few times by DD d-nite.

Landrous: This guy is my premier wall breaker. He can come in on a guy who does nothing to him, setup gravity to immediately force out 2 of his most common switch ins, and spam EP or Focus-Hit to put some serious holes in the enemy team. However, as I've been laddering, the list of folks that this guy can setup in front of has been shrinking steadily, but he still pulls his weight even when he is not "boosted" by gravity. Sadly, he often loses 1v1 vs technoloom and can barely win against mega venu, despite being my main check to both of them, which is immensely frustrating.


So that's my team, I've been trying to figure out what to replace so that I can better address my weaknesses, but everyone here fills a vital role to the team. I've looked at other guts mons only to be sorely disappointed. I'm pretty bad at using setup sweeps just because it's hard to tell when to bring them in, and often times setting up takes up a lot of their utility. No phasing means that folks like clefable can sometimes give me issues (though not as many as one would think). My walls can be worn down pretty quickly, so my team needs to work very quickly to setup free turns so that they can recover weakened mons who would otherwise be death fodder in longer games.

Random replay of me barely winning just as a proof of concept

http://replay.pokemonshowdown.com/ou-93254378

Replay of me getting 6-0'd by breloom (ok not exactly, but he could have if the opponent felt like being ballzy), I really don't know what to do about that thing.

http://replay.pokemonshowdown.com/ou-96672114

Sheesh, do I need to run restalk durr or something?
 
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I believe now is the time to use my one and only bump. If this topic is to die, then so be it. Some constructive advice would certainly be helpful, there are a decent number of threats in OU that I simply do not have a good switch in for that I would like to have one for. One thing that I have just considered is replacing scarf rotom-w with scarfdos. Zapdos trades that very nice water resist for mold breaker immunity and fire type coverage, which my team lacks. It also has superior speed and some respectable spa as well. Gonna try it out and see how it works. I'll update the OP if I like it enough.
 
Have you considered a prankster user for Priority encore? (sabeleye and whimsicott are the two that come to mind) that would probably make setup pokemon easier to deal with, locking them into a move either forcing a switch or having them unable to do anything for a few turns, while you do your damage. (Also, I think it would be easier to read if you posted the descriptions next to the pokemon, for easier reference).
 
Have you considered a prankster user for Priority encore? (sabeleye and whimsicott are the two that come to mind) that would probably make setup pokemon easier to deal with, locking them into a move either forcing a switch or having them unable to do anything for a few turns, while you do your damage. (Also, I think it would be easier to read if you posted the descriptions next to the pokemon, for easier reference).

hmmmm Priority encore eh? What would stop them from whacking the prankster on switch? Sableye and Wimscott can't really come in on +2 anything anymore then anyone else on this team. Wimscott would help a lot with my technoloom woes, but who would I replace? Without wobb, I have no real wall outside of chansey, durr needs to absorb burn and toxic, scarf zapdos/rotom-w can actually take on mega pinsir, which is something my team needs badly, and they absorb para to boot. Without ttar to pursuit trap, wobbuffet actually loses a lot of otherwise favorable matchups such as hippo and ferrothorn, and I'm not sure I can do without the damage lando-I brings. Hrmmmm..... And yet, they can take a +0 from a decent number of pokemon that my team fears...

Ok, so say I decide to use wimscott, azumaril comes out on durr, I swap out to wimmscott and it eats a +0 play rough. Encore is probably a bad idea here, so what should I do?

Here's the calc just in case you were wondering whether or not whimmy can take that

252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 252+ Def Whimsicott: 144-169 (44.5 - 52.3%) -- guaranteed 3HKO after Leftovers recovery

So whimmy can take it, but he can't really stall an azu. He needs to do something to disable it (preferably for the rest of the match, but I'll settle for psudo phazing too)

As for the formatting idea, I figured that folks would get fatigued had I had the descriptions embedded in the team, I know some folks would rather just look at the team itself opposed to what I think my team is doing, and the descriptions for each pokemon are kinda long anyway.

So I guess the two questions of the day are

1. Who would I replace with whimmy? I perceive everyone on my team as fulfilling a vital role, so unless I can somehow combine roles or am convinced that one of these roles is not vital to the team's success, whimmscott is going to find it difficult to get a place on my team.

2. What can whimmy do to threaten out a would be sweeper? obviously, he can encore lock them into oblivion if he comes in on a setup move, but what can he do to folks that predict the switch and hit him with their still-powerful neutral attack on switch (I'm not expecting whimm to take on mega pinsir, washer/zapdos take care of him fine). I'll do some research on this before I make any decisions (I've actually never used a prankster mon... lol), but any pointers one could give would be wonderful.

*idea*

Priority charm? That would certainly force a swap, and if they try to get into a setup race, I can encore. hmmmm
 
Priority charm could work, force the switch. Or you could use priority stun spore, paralyze it for a bit of hax fun. If you encore into setup move, then leech seed and switch, you could restore the health of one of your sweepers, also giving them a chance to do some damage. Sabeleye (while lacking encore) has priority Will-o-wisp, which could allow it to disable some physical threats, and Foul Play to nail any locked into swords dance pretty hard.

This also just occured to me, but why run taunt on t-tar, since normally mega is offensive (and you could probably run some sort of recovery/assault vest if you wanted defensive capabilities)?

I'm not exactly sure what to switch out either, since you really only have one replay (the second one is a link to the battle room) and I can't find any 'weak-links' on this team.
 
Priority charm could work, force the switch. Or you could use priority stun spore, paralyze it for a bit of hax fun. If you encore into setup move, then leech seed and switch, you could restore the health of one of your sweepers, also giving them a chance to do some damage. Sabeleye (while lacking encore) has priority Will-o-wisp, which could allow it to disable some physical threats, and Foul Play to nail any locked into swords dance pretty hard.

This also just occured to me, but why run taunt on t-tar, since normally mega is offensive (and you could probably run some sort of recovery/assault vest if you wanted defensive capabilities)?

I'm not exactly sure what to switch out either, since you really only have one replay (the second one is a link to the battle room) and I can't find any 'weak-links' on this team.

I forgot to save the replay? Oops, my bad (it's not like there are any shortages of loom or saur in the tier, I'm sure I'll find another replay before too long). I'm running taunt on ttar because it's hard to find a turn to setup SR, EQ doesn't kill the only two pokemon that I really want it to kill (mega maw and aeigis), and there aren't many other options I can think of (I used to run CB ttar with superpower, but megatar would rather not be forced out so easily by the -1/-1). I've found DD-tar really easily shut down, and most of the chances I get to set it up I'd rather just pursuit the guy I'm on anyway. Taunt at least prevents mandibuzz and skarm from trying to PP stall me with roost, and that alone makes it quite worth it. As for why megatar and not a different mega or regular tar, I don't really have room for another mega and the mixed defense boost plus the noticeable speed boost plus the also noticeable attack boost makes it worth it. I just realized that cotton gaurd would prolly be better then charm, cuz ya'know, +3 > +2 and it's not removed by swap out.
 
I wouldnt go for Cotton Guard, since you switching out is going to remove that gain, and the real point of encore users is to force a switch, not set up themselves (unless that is what you want to do with it, then by all means go for it). I dont really know, I guess this is just one of those things where trial and error are going to end up being the solutions, testing untill you find that 'weak link' and swapping it out for something better.
 
Well that didn't take long. No venu, but it does show me getting 6-0'd by breloom. So the weakness is definitely real, no two ways about it.

So I was just told that a big part of my problem is that my team is slow. Any idea on how fast is fast enough? I figured one mon with 101+ base speed and a scarfer was fast enough, but then I found myself getting my rear handed to me by a kings rock cloyster lead. (unviable this gen my ass)
 
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I noticed something from your replay: you taunt and encore when it isnt really your best option. On mega charizard-y, it has no way of setting up, and it would've served you much better to ohko with mirror coat.
 
I noticed something from your replay: you taunt and encore when it isnt really your best option. On mega charizard-y, it has no way of setting up, and it would've served you much better to ohko with mirror coat.

I encore'd the megazard-y because I'm terrified of DD megazard X

+1 252+ Atk Tough Claws Mega Charizard X Outrage vs. 8 HP / 252+ Def Wobbuffet: 420-495 (80.3 - 94.6%) -- guaranteed 2HKO after Leftovers recovery

I simply cannot afford to allow a megazard-X to get to +1 at any time, ever, even if that means losing 70% of my wobb's health on turn 1.

The taunt was simply a bad prediction, I was expecting mandi to attempt to PP stall me with roost.
 
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