





Hello, Smogon! I have returned after a long hiatus during Gen 5; a couple of you veterans might remember me from ASB and my past two RMTs. Anyway, I spent Gen 5 in Ubers, but I decided to return to OU just to prove to myself that, with the nerfs to weather and critical hits, stall would still be viable. In its present state, this team has managed to get my ladder rating to hover around 1850, which is the highest I've ever been on an OU ladder; however, it still has a few kinks, which is why I'm posting here.
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Demon Toilet (Heatran) (M) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Lava Plume
- Stealth Rock
- Protect
- Roar
Heatran is one of my special walls, able to handle just about anything that Sylveon can't bar Nidoking. It also serves as my Stealth Rock setter and a backup plan against special boosters and things like Swords Dance Mawile that get just a little too greedy, and it's my favored response to Talonflame. Lava Plume is a handy burn inflicter, and Protect scouts for random Ground moves and helps me plan against Choiced opponents like Rotom-W.
SYNERGIES
* GROUND: Venusaur, Gyarados, Skarmory
* FIGHTING: Venusaur, Sylveon
* WATER: Venusaur, Gyarados
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Rafflesia (Venusaur) (F) @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 68 Def / 188 SDef
Relaxed Nature
- Giga Drain
- Knock Off
- Earthquake
- Synthesis
After I dropped the Spikes-stacking angle of my team, I lost the need for a Rapid Spinner, which opened up a teamslot for the best bulky Grass-type in OU. Mega Venusaur tanks all sorts of attacks that no Grass/Poison should have any business even staying in against (seriously, it took 54% from Flare Blitz from a Banded Infernape) and retains enough power to be a veritable offensive threat. Giga Drain punishes any Water-type bold enough to stay in, while Earthquake makes Venusaur a great response to Mega Lucario, Aegislash, and the hax-reliant demon known as Klefki. Knock Off has a variety of uses: it takes advantage of the switches that Venusaur tends to inspire, it removes Leftovers and power-boosting items to assist in stall wars, and it eliminates Assault Vests and Choice Scarves to open their holders up to Genesect.
SYNERGIES:
* FLYING: Heatran, Skarmory
* PSYCHIC: Heatran, Skarmory, Genesect
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Galvatron (Genesect) @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- U-turn
- Flamethrower
- Thunderbolt
- Ice Beam
I contemplated running a surprise physical set with U-turn, Blaze Kick, Iron Head, and Thunderbolt, but I decided that the common special set would work just fine with its superior coverage. There's not much to be said here that hasn't been said before about Genesect itself. He's usually my lead just so I don't have to predict with one of my other five, and he often comes in to snipe enemies in the midgame and endgame. Genesect is probably the best hit-and-run attacker and revenge killer in OU, and I can't think of anything I'd use to replace him.
SYNERGIES
* FIRE: Heatran, Gyarados
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Cherubim (Sylveon) (F) @ Leftovers
Ability: Pixilate
EVs: 220 HP / 252 Def / 36 SDef
Calm Nature
- Wish
- Protect
- Heal Bell
- Hyper Voice
Mandibuzz proved a massive crimp in the craw for my team while Blissey was my special sponge, so I switched to Sylveon to hit it super-effectively without picking up unwanted weaknesses to Electric and Rock attacks (I'm looking at you, Togekiss). Heal Bell remedies the lack of Natural Cure somewhat and assists the rest of the team against random burns and Sleep Powders. I don't run Toxic because most of Sylveon's counters don't care about it, but I do miss being able to lure in and cripple things with Blissey. Hyper Voice makes up for it to some degree by allowing Sylveon to actually kill things.
SYNERGIES:
* POISON: Heatran, Skarmory.
* STEEL: Heatran, Skarmory, Gyarados
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Dyna Blade (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 200 Def / 40 SDef / 16 Spd
Impish Nature
- Defog
- Brave Bird
- Roost
- Whirlwind
The physical side of my anti-setup suite and a premier Defogger, Skarmory proves its worth just about every time it takes the field. Between Defog and its stellar Defense, keeping hazards up against Skarmory is not an easy task. Whirlwind removes boosters and Substitute abusers from the battlefield; the 16 Speed EV's exist to help Dyna Blade get the jump on other Skarmory who try to phaze her, but I never really see other Skarmory anymore, so I may switch them to Special Defense. Now that I'm not occupied with Spiking, I feel more free to fire off Brave Birds, which often softens things up enough that my other attackers can clean up.
SYNERGIES:
* ELECTRIC: Venusaur. Sylveon and Heatran can comfortably take special hits.
* FIRE: Heatran, Gyarados
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Leviathan (Gyarados) (M) @ Leftovers
Ability: Intimidate
EVs: 120 HP / 72 Atk / 100 Def / 216 Spd
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Earthquake
This is by far the most contested slot on my team, with the list of past occupants including Hippowdon, Abomasnow, Landorus-Therian, Dragonite, Tyranitar, Suicune, and perhaps others. I eventually picked Gyarados as my response to Mega Lucario, mixed or special Infernape, Aegislash, and Talonflame, among other difficult-to-handle threats. It's a standard Bulky Dragon Dancer, with the EV spread taken right from the analysis (http://www.smogon.com/forums/threads/gyarados-qc-2-3.3495857/#post-5116217 for easy access). I run Earthquake to troll Aegislash and maintain a devastating hit on Mega Lucario, and after a boost and/or prior damage, it deals lethal damage to Mega Venusaur.
Gyarados's main purpose is to debuff physical attackers so that Gourgeist and Skarmory can adequately handle them later. If I manage to lead it against a Stealth Rocker or something that can't handle it such as Heatran, I usually manage to get a Substitute up. From there, I start to Dragon Dance until my Substitute breaks or the opponent's Rotom starts getting on my nerves. Even if I get Intimidated, the Speed boost can make the difference against Infernape, Terrakion, and other fleet-footed opponents.
SYNERGIES:
* ELECTRIC: Venusaur. Heatran and Sylveon handle the special hits.
* ROCK: While neither resist it, Venusaur and Skarmory can handle most users of Rock attacks.
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So that's my team. I've noticed problems with VoltTurn teams, particularly Rotom-Wash, who just spam the appropriate move and switch to a counter before I can accomplish anything; Mega Pinsir, who simply overpowers everyone except sometimes Skarmory; mixed attackers like Infernape, whom I can't really reliably wall; and Mandibuzz, who Knocks Off my Leftovers, Defogs my hazards, and prevents my team from doing anything appreciable due to Taunt.
Thank you all for reading this, and I eagerly await your responses!
~mewtwo15026
PAST MEMBERS
Polaris (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 20 Def / 4 SAtk / 232 Spd
Timid Nature
- Rapid Spin
- Scald
- Ice Beam
- Recover
After trying Tentacruel, Blastoise, and even Excadrill, I found Starmie to be the most reliable Rapid Spinner for my team and an outstanding response to Infernape to boot. Starmie also handily destroys boogeymen such as Landorus, Nidoking, and the various Dragons that are still running around in OU. This model is EV'd to outspeed Mega Lucario for Scald chip damage while retaining the most overall bulk, with the remaining EV's dumped into Defense. The random Special Attack EV's were to ensure a OHKO on Gengar with Psyshock, if I remember correctly; now that I've dropped it for Ice Beam to take out Trevenant and Gourgeist, I imagine they're there to maintain a 2HKO on Gengar with Scald, but I could be wrong.
SYNERGIES:
* GRASS: Heatran, Gourgeist, Skarmory
* ELECTRIC: Gourgeist. Sylveon and Heatran are also capable of taking special hits.
* BUG: Skarmory, Heatran, Gyarados, Sylveon
* GHOST: Gyarados handles most Ghost-types that Starmie can't handle.
* DARK: Sylveon
Ability: Natural Cure
EVs: 252 HP / 20 Def / 4 SAtk / 232 Spd
Timid Nature
- Rapid Spin
- Scald
- Ice Beam
- Recover
After trying Tentacruel, Blastoise, and even Excadrill, I found Starmie to be the most reliable Rapid Spinner for my team and an outstanding response to Infernape to boot. Starmie also handily destroys boogeymen such as Landorus, Nidoking, and the various Dragons that are still running around in OU. This model is EV'd to outspeed Mega Lucario for Scald chip damage while retaining the most overall bulk, with the remaining EV's dumped into Defense. The random Special Attack EV's were to ensure a OHKO on Gengar with Psyshock, if I remember correctly; now that I've dropped it for Ice Beam to take out Trevenant and Gourgeist, I imagine they're there to maintain a 2HKO on Gengar with Scald, but I could be wrong.
SYNERGIES:
* GRASS: Heatran, Gourgeist, Skarmory
* ELECTRIC: Gourgeist. Sylveon and Heatran are also capable of taking special hits.
* BUG: Skarmory, Heatran, Gyarados, Sylveon
* GHOST: Gyarados handles most Ghost-types that Starmie can't handle.
* DARK: Sylveon
Jack (Gourgeist) (M) @ Leftovers
Ability: Frisk
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Leech Seed
- Seed Bomb
- Protect
I had one heck of a time trying to settle on a spinblocker for my team. Sableye, though capable, proved too fragile for my purposes, especially after I dropped Toxic Spikes and it couldn't simply stall things out with Recover. Neither Trevenant nor Gourgeist-Small was bulky enough to take the hits I needed it to, and Cofagrigus can't have both Pain Split and Toxic Spikes, so I settled on Gourgeist-Super.
This guy is an excellent physical wall in a vacuum; with Will-O-Wisp and Leech Seed, Excadrill has little to no hope of breaking through Gourgeist, and most other physical attackers fare little better. Gourgeist's Frisk ability, useful Grass typing, and serviceable Special Defense make it a useful way to scout Rotom-Wash and other foes whose items determine my response to them. Protect is useful for scouting, burn damage, Leftovers recovery, and Leech Seed leeching. I've never found a situation in which Seed Bomb is useful – if anything would come in that I would either want (weakness) or need (Taunt) to hit with it, Gourgeist wouldn't be able to stay in for fear of super-effective STAB or special damage – but I don't know what I would put over it.
SYNERGIES
* DARK: Sylveon
* GHOST: Special attacks go to Sylveon or Heatran. Physical attacks go to Skarmory.
* ICE: Starmie, Heatran
* FLYING: Heatran, Skarmory
* FIRE: Heatran, Starmie, Gyarados
Ability: Frisk
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Will-O-Wisp
- Leech Seed
- Seed Bomb
- Protect
I had one heck of a time trying to settle on a spinblocker for my team. Sableye, though capable, proved too fragile for my purposes, especially after I dropped Toxic Spikes and it couldn't simply stall things out with Recover. Neither Trevenant nor Gourgeist-Small was bulky enough to take the hits I needed it to, and Cofagrigus can't have both Pain Split and Toxic Spikes, so I settled on Gourgeist-Super.
This guy is an excellent physical wall in a vacuum; with Will-O-Wisp and Leech Seed, Excadrill has little to no hope of breaking through Gourgeist, and most other physical attackers fare little better. Gourgeist's Frisk ability, useful Grass typing, and serviceable Special Defense make it a useful way to scout Rotom-Wash and other foes whose items determine my response to them. Protect is useful for scouting, burn damage, Leftovers recovery, and Leech Seed leeching. I've never found a situation in which Seed Bomb is useful – if anything would come in that I would either want (weakness) or need (Taunt) to hit with it, Gourgeist wouldn't be able to stay in for fear of super-effective STAB or special damage – but I don't know what I would put over it.
SYNERGIES
* DARK: Sylveon
* GHOST: Special attacks go to Sylveon or Heatran. Physical attacks go to Skarmory.
* ICE: Starmie, Heatran
* FLYING: Heatran, Skarmory
* FIRE: Heatran, Starmie, Gyarados
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