Hey all! I've been playing pokemon for some years now and to avoid boredom, I've decided to make Red's team! I've played it and it's lots of fun, but I do lose A LOT. I'm new to this (my first rmt actually) so I don't know how to use sprites within my post, please bare with me though. It'll be a fun ride.
The Crew: Espeon, Charizard, Venusaur, Blastoise, Snorlax and Pikachu
Deciding how to make this team was difficult at first because in order for this team to work well, I had to make them work well with each other. I couldn't just make them all sweepers so I had to have a general theme (I hope I'm making sense haha). What I decided on doing was making it a sun team (crazy, right?!). What I usually end up doing is sending out my Snorlax and starting off the game with a Sunny Day. However, if the pokemon is going to set up entry hazards, I generally will switch into my pikachu. Pikachu then proceeds to encore, setup a sub, and sweep (in that order). On paper, it sounds horrible, but when played correctly, Pikachu is kick a**! With Light Ball, it's special attack of 199 is doubled! That's right, doubled! This makes Pikachu a monstrous sweeper when behind a substitute but the problem is that it has a 90 base speed stat (yuck!). Besides that, I mainly use Blastoise as my physical wall/spin blocker. The later is a must since Charizard has that nasty x2 weakness to SR which is oh so common. Espeon is my back up sunny day user and wish supporter, Venusaur a sun sweeper and Charizard, my revenge killer. When played correctly, my team is fairly decent and even if I lose, people tell me how great of a team it is. However, I lose more than I'd like and hopefully this RMT will help.
Analysis:
Espeon @ Heat Rock
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Wish
- Sunny Day
- Psychic
- Baton Pass
Starting off, we have Espeon. Sadly, Espeon doesn't actually see much action and is really only ever used as a back up sunny day user. Even with the invested bulk, he's easily 2HKOD so Sunny Day is usually my priority. Sometimes though, if I'm up against a wall or something who can only kill it in 3-4 turns, I'll use him as wish support for charizard if rocks are still up. I'll use wish one turn and baton pass the next to give charizard a full restore of health. Other than this, Psychic is just there as my STAB move of choice. There is no particular reason why I used it over psyshock.
Charizard @ Choice Scarf
Trait: Solar Power
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Air Slash
- Hidden Power [Ice]
- Fire Blast
- Focus Blast
Charizard's main job is to revenge kill and if sunny day is still active, he can act as a pretty potent sweeper. The EV investment is to ensure that he can outspeed other, more slower scarf users and that he can pack the hardest punch he can. Air Slash is a great STAB option and is great if it can get a flinch (usually, charizard 2HKOS if it does). HP Ice is wonderful for unsuspecting Garchomps, Multiscale broken Dragonites, Salamence and other dragon types. I prefer this move over D-Pulse because most dragons in OU have a x2 weakness to ice, making HP Ice more potent. Fire Blast is BEYOND strong in the sun. I can 2HKO defensive Rotom-W in the sun with it, so that's saying something. Solar power boosts Charizard's sp.Atk by x1.5 and sun makes fire blast stronger too. I took the risk of accuracy by not choosing flamethrower for that boosted power. Focus blast is for the rock types that can be a little tricky (namely Tyranitar). However, it's sadly not that strong and can't even OHKO T-tar in the sand.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 Def / 252 SAtk / 180 Spd
Timid Nature
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
- Growth
Oh, venusaur. He and Espeon are the reason why I have to play this team in OU and with sun active, it's no wonder why. Sleep Powder gives venusaur the ability to put to sleep threats that my team can't normally handle and also the opportunity to set up. This usually works to my advantage because people usually expect him to be running sludge bomb so people don't often switch. Giga drain is a great STAB move for Venusaur, plus heals off life orb damage. HP Fire is for pesky steel types that love to switch in on Venusaur and growth is for dat x2 in sun.
Blastoise @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Rapid Spin
- Scald
- Roar
- Toxic
Blastoise is meh. He's not that great, but he's not terrible either. Usually it takes 3-4 hits to KO him which is kind of disappointing. As my physical wall, I'd want him to be more durable but it's enough turns for him to get his job done. Spin rocks away and toxic the opponent, pretty self explanitory. I opt for the rain dish trait over torrent because it makes him more durable against opposing rain teams. Roar is to phase pokemon who would otherwise set up on him or who have set up previously and scald is for STAB and hopeful burns.
Snorlax @ Heat Rock
Trait: Thick Fat
EVs: 4 Atk / 52 Def / 200 SDef / 252 HP
Impish Nature
- Fire Punch
- Whirlwind
- Body Slam
- Sunny Day
My lovely Snorlax. Man, this guy is one the main reasons why this team does so well for what it is. His bulk is excellent and I'm able to get 2 Sunny Days off easily in each game. This makes my Venusaur and Charizard stronger in the long run and whirlwind is great for phasing. The moves, however, aren't so great. They don't really ever hit too hard, even when Fire Punch is super effective. I chose fire punch for the boost in the sun and to hit opposing steel types that would switch in, but EQ might be a better choice now that I think about it. Body slam is for STAB and hopeful paralysis.
Pikachu (M) @ Light Ball
Trait: Lightningrod
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Substitute
- Thunderbolt
- Encore
- Hidden Power [Ice]
Here he is! The destroyer, the death bringer, the unstoppable, the monstrous, the horrible, the one and only!..... Pikachu? Yup, that's right Pikachu packs a PUNCH, surprisingly. Why, you might ask? Encore. People laugh at me when they see me using pikachu and think they can pull of a setup easily but when my pikachu pulls off an encore, it can then setup a substitute and t-bolt everything to death with its amazing 398 special attack stat after the light ball boost. I don't know how many times this thing has made people rage quit haha. Thunderbolt and HP Ice give pikachu almost perfect coverage as well. Pikachu's ability is also really nice, as both my charizard and blastoise have an electric weakness. Not many people know about pikachu's ability so choiced opposing Rotom-W and Jolteons carelessly throw around volt switches and t-bolts. This gives Pikachu the opportunity to set up a sub and begin to sweep. Often, I've beaten 4 opposing pokemon on a team with just my Pikachu alone.
Conclusion:
This team is respectable to say the least in competitive play. Like I said, I often get compliments on how fine crafted it is, but lose a lot nonetheless. I've spent much time trying to perfect it, but alas, I am at a loss of ideas. This is where I turn to you, fellow smogoners. Thank you for your time in reading this and if it helps, I'll leave a link of this team in action below.
Thank you
http://pokemonshowdown.com/replay/ou-43575107
The Crew: Espeon, Charizard, Venusaur, Blastoise, Snorlax and Pikachu
Deciding how to make this team was difficult at first because in order for this team to work well, I had to make them work well with each other. I couldn't just make them all sweepers so I had to have a general theme (I hope I'm making sense haha). What I decided on doing was making it a sun team (crazy, right?!). What I usually end up doing is sending out my Snorlax and starting off the game with a Sunny Day. However, if the pokemon is going to set up entry hazards, I generally will switch into my pikachu. Pikachu then proceeds to encore, setup a sub, and sweep (in that order). On paper, it sounds horrible, but when played correctly, Pikachu is kick a**! With Light Ball, it's special attack of 199 is doubled! That's right, doubled! This makes Pikachu a monstrous sweeper when behind a substitute but the problem is that it has a 90 base speed stat (yuck!). Besides that, I mainly use Blastoise as my physical wall/spin blocker. The later is a must since Charizard has that nasty x2 weakness to SR which is oh so common. Espeon is my back up sunny day user and wish supporter, Venusaur a sun sweeper and Charizard, my revenge killer. When played correctly, my team is fairly decent and even if I lose, people tell me how great of a team it is. However, I lose more than I'd like and hopefully this RMT will help.
Analysis:
Espeon @ Heat Rock
Trait: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Wish
- Sunny Day
- Psychic
- Baton Pass
Starting off, we have Espeon. Sadly, Espeon doesn't actually see much action and is really only ever used as a back up sunny day user. Even with the invested bulk, he's easily 2HKOD so Sunny Day is usually my priority. Sometimes though, if I'm up against a wall or something who can only kill it in 3-4 turns, I'll use him as wish support for charizard if rocks are still up. I'll use wish one turn and baton pass the next to give charizard a full restore of health. Other than this, Psychic is just there as my STAB move of choice. There is no particular reason why I used it over psyshock.
Charizard @ Choice Scarf
Trait: Solar Power
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Air Slash
- Hidden Power [Ice]
- Fire Blast
- Focus Blast
Charizard's main job is to revenge kill and if sunny day is still active, he can act as a pretty potent sweeper. The EV investment is to ensure that he can outspeed other, more slower scarf users and that he can pack the hardest punch he can. Air Slash is a great STAB option and is great if it can get a flinch (usually, charizard 2HKOS if it does). HP Ice is wonderful for unsuspecting Garchomps, Multiscale broken Dragonites, Salamence and other dragon types. I prefer this move over D-Pulse because most dragons in OU have a x2 weakness to ice, making HP Ice more potent. Fire Blast is BEYOND strong in the sun. I can 2HKO defensive Rotom-W in the sun with it, so that's saying something. Solar power boosts Charizard's sp.Atk by x1.5 and sun makes fire blast stronger too. I took the risk of accuracy by not choosing flamethrower for that boosted power. Focus blast is for the rock types that can be a little tricky (namely Tyranitar). However, it's sadly not that strong and can't even OHKO T-tar in the sand.
Venusaur @ Life Orb
Trait: Chlorophyll
EVs: 4 Def / 252 SAtk / 180 Spd
Timid Nature
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
- Growth
Oh, venusaur. He and Espeon are the reason why I have to play this team in OU and with sun active, it's no wonder why. Sleep Powder gives venusaur the ability to put to sleep threats that my team can't normally handle and also the opportunity to set up. This usually works to my advantage because people usually expect him to be running sludge bomb so people don't often switch. Giga drain is a great STAB move for Venusaur, plus heals off life orb damage. HP Fire is for pesky steel types that love to switch in on Venusaur and growth is for dat x2 in sun.
Blastoise @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Rapid Spin
- Scald
- Roar
- Toxic
Blastoise is meh. He's not that great, but he's not terrible either. Usually it takes 3-4 hits to KO him which is kind of disappointing. As my physical wall, I'd want him to be more durable but it's enough turns for him to get his job done. Spin rocks away and toxic the opponent, pretty self explanitory. I opt for the rain dish trait over torrent because it makes him more durable against opposing rain teams. Roar is to phase pokemon who would otherwise set up on him or who have set up previously and scald is for STAB and hopeful burns.
Snorlax @ Heat Rock
Trait: Thick Fat
EVs: 4 Atk / 52 Def / 200 SDef / 252 HP
Impish Nature
- Fire Punch
- Whirlwind
- Body Slam
- Sunny Day
My lovely Snorlax. Man, this guy is one the main reasons why this team does so well for what it is. His bulk is excellent and I'm able to get 2 Sunny Days off easily in each game. This makes my Venusaur and Charizard stronger in the long run and whirlwind is great for phasing. The moves, however, aren't so great. They don't really ever hit too hard, even when Fire Punch is super effective. I chose fire punch for the boost in the sun and to hit opposing steel types that would switch in, but EQ might be a better choice now that I think about it. Body slam is for STAB and hopeful paralysis.
Pikachu (M) @ Light Ball
Trait: Lightningrod
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Substitute
- Thunderbolt
- Encore
- Hidden Power [Ice]
Here he is! The destroyer, the death bringer, the unstoppable, the monstrous, the horrible, the one and only!..... Pikachu? Yup, that's right Pikachu packs a PUNCH, surprisingly. Why, you might ask? Encore. People laugh at me when they see me using pikachu and think they can pull of a setup easily but when my pikachu pulls off an encore, it can then setup a substitute and t-bolt everything to death with its amazing 398 special attack stat after the light ball boost. I don't know how many times this thing has made people rage quit haha. Thunderbolt and HP Ice give pikachu almost perfect coverage as well. Pikachu's ability is also really nice, as both my charizard and blastoise have an electric weakness. Not many people know about pikachu's ability so choiced opposing Rotom-W and Jolteons carelessly throw around volt switches and t-bolts. This gives Pikachu the opportunity to set up a sub and begin to sweep. Often, I've beaten 4 opposing pokemon on a team with just my Pikachu alone.
Conclusion:
This team is respectable to say the least in competitive play. Like I said, I often get compliments on how fine crafted it is, but lose a lot nonetheless. I've spent much time trying to perfect it, but alas, I am at a loss of ideas. This is where I turn to you, fellow smogoners. Thank you for your time in reading this and if it helps, I'll leave a link of this team in action below.
Thank you
http://pokemonshowdown.com/replay/ou-43575107
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