Omega124
Challenging Fate
Seeing how Nuke's AAR is being hijacked by random Pokémon chat that was not really relevant to his AAR, I've thought that there is enough interest to warrant a separate thread for just random talk about Pokémon.
To set the conversation, here is my OU team:
Alpha is my lead, and exists mainly to set up Spikes and Toxic Spikes before getting the hell out. Rapid Spin also allows him to clear enemy Spikes, and Earthquake is there if he has the opportunity to take advantage of hitting a foe. He's also a Defence wall, if my foe relies on using attackers. Leftovers allow Alpha to heal every turn, so he has more staying power. Sturdy makes sure he doesn't faint on the first turn, but the immunity to OHKO attacks don't matter when they're banned anyways
Bravo is there to just hit an opponent hard, and leave afterwards. If I need something dead in one hit, I use him. Overheat and Close Combat are the strongest STABs he can use, and he hopefully won't stick around for their drawbacks show up. U-Turn is there so he can hit while he switches. Stone Edge is there so he can deal with Flying if he can't leave. Life Orb increases his power even more in return of losing health, but Bravo shouldn't be taking hits in the first place Blaze is mostly useless since he's not supposed to be beaten up enough for the boost to fire. However, it's better than Iron First which would be completely, instead of mostly, useless
Charlie is just classic CroCune. Tank in Defence then carry her on for destruction. Surf is just a generic but strong Water attack, which is why I chose it over the weaker yet burn inflicting Scald. Calm Mind increases both her Special Defence and Special Attack, which is great for a Bulk Water. Rest fully heals and would put Charlie to sleep, but Sleep Talk allows her to not be useless during that time (Even if there still is a 33% she won't do anything). Again, I have Leftovers to help with staying power. Pressure frustrates foes by making them spend more PP to attack me.
Delta is my Special wall. While Alpha taking the physical hits, Delta will be handling the ranged hits. She allows brings a freakishly large HP stat to just frusterate the foe. Aromatherapy cures all ailments on the entire team, which is great if my foe relies on them. Softboiled only heals 50%, but keeps her awake, so I'd say its probably even better than Rest. Seismic Toss reliably does 100 damage on everything but Ghosts, regardless of type, stats, or (de)buffs. Toxic badly poisons, which may be redundant with Alpha's Toxic Spikes (if he can get two up), but will help her greatly if the Toxic Spikes are cleared. Again, leftovers blah blah blah. Natural Cure allows Delta to cure ailments by switching out, which is primaly intended if the foe puts her to sleep.
Echo, in Dota terms, is my carry. After I cherry picked my foe down to a position I'm comfortable with, Echo goes out to maul the rest. Stone Edge and Crunch are the generic STABs for his type. Pursuit is out to make sure that a foe who tries to run will pay for it. Superpower is therebecause the Smogon guide said so I have a third move in case if his foe resists both Ground and Dark. Choice Scarf makes him faster from the get go, no trigger needed. However, Echo is then locked into the same move until he switches out, so he has to watch out in that regard. Unnerve is there because it isn't Sand Stream, which would be more than useless on this team.
Foxtrot is the ace up my sleeve; an unexpected twist to a rather generic team. She's not exactly an OU girl, usually with Crobats being regulated to the UU tier. However, she plays a key role in preventing my foe from trying to tank me while I tank them. Taunt forces them to attack, which is nice if my foe is trying to set up a rape cannon of buffs. Roost is similar to Softboiled in that it only heals 50%, but doesn't put her to sleep. Brave Bird is the main attack, and the recoil that would happen should be negated by being able to heal quite easily. Super Fang is there to destroy any foe that has a lot of HP or already set up defences by reducing their health to half it originally was, ignoring any modifiers. Infiltrator outright ignores Light Screen and Reflect, so she can go straight on destroying teams that rely on it. Not even mentioning the item.
Now, I'm not experienced at all in team building (Most of my SP strategy is just build one uber Pokémon and watch it destroy everything), so I wanted your input on how well thought-out this team is. Basically, the idea is to tank my foe, and then destroy him afterwards with sheer force. My attempted balance is about 66% for defence, and then 33% for offensive.
If you guys have any ideas to improve this team, please do tell. Otherwise, have fun discussing whatever.
To set the conversation, here is my OU team:
Spoiler :

Alpha is my lead, and exists mainly to set up Spikes and Toxic Spikes before getting the hell out. Rapid Spin also allows him to clear enemy Spikes, and Earthquake is there if he has the opportunity to take advantage of hitting a foe. He's also a Defence wall, if my foe relies on using attackers. Leftovers allow Alpha to heal every turn, so he has more staying power. Sturdy makes sure he doesn't faint on the first turn, but the immunity to OHKO attacks don't matter when they're banned anyways
Bravo is there to just hit an opponent hard, and leave afterwards. If I need something dead in one hit, I use him. Overheat and Close Combat are the strongest STABs he can use, and he hopefully won't stick around for their drawbacks show up. U-Turn is there so he can hit while he switches. Stone Edge is there so he can deal with Flying if he can't leave. Life Orb increases his power even more in return of losing health, but Bravo shouldn't be taking hits in the first place Blaze is mostly useless since he's not supposed to be beaten up enough for the boost to fire. However, it's better than Iron First which would be completely, instead of mostly, useless
Charlie is just classic CroCune. Tank in Defence then carry her on for destruction. Surf is just a generic but strong Water attack, which is why I chose it over the weaker yet burn inflicting Scald. Calm Mind increases both her Special Defence and Special Attack, which is great for a Bulk Water. Rest fully heals and would put Charlie to sleep, but Sleep Talk allows her to not be useless during that time (Even if there still is a 33% she won't do anything). Again, I have Leftovers to help with staying power. Pressure frustrates foes by making them spend more PP to attack me.
Delta is my Special wall. While Alpha taking the physical hits, Delta will be handling the ranged hits. She allows brings a freakishly large HP stat to just frusterate the foe. Aromatherapy cures all ailments on the entire team, which is great if my foe relies on them. Softboiled only heals 50%, but keeps her awake, so I'd say its probably even better than Rest. Seismic Toss reliably does 100 damage on everything but Ghosts, regardless of type, stats, or (de)buffs. Toxic badly poisons, which may be redundant with Alpha's Toxic Spikes (if he can get two up), but will help her greatly if the Toxic Spikes are cleared. Again, leftovers blah blah blah. Natural Cure allows Delta to cure ailments by switching out, which is primaly intended if the foe puts her to sleep.
Echo, in Dota terms, is my carry. After I cherry picked my foe down to a position I'm comfortable with, Echo goes out to maul the rest. Stone Edge and Crunch are the generic STABs for his type. Pursuit is out to make sure that a foe who tries to run will pay for it. Superpower is there
Foxtrot is the ace up my sleeve; an unexpected twist to a rather generic team. She's not exactly an OU girl, usually with Crobats being regulated to the UU tier. However, she plays a key role in preventing my foe from trying to tank me while I tank them. Taunt forces them to attack, which is nice if my foe is trying to set up a rape cannon of buffs. Roost is similar to Softboiled in that it only heals 50%, but doesn't put her to sleep. Brave Bird is the main attack, and the recoil that would happen should be negated by being able to heal quite easily. Super Fang is there to destroy any foe that has a lot of HP or already set up defences by reducing their health to half it originally was, ignoring any modifiers. Infiltrator outright ignores Light Screen and Reflect, so she can go straight on destroying teams that rely on it. Not even mentioning the item.
Now, I'm not experienced at all in team building (Most of my SP strategy is just build one uber Pokémon and watch it destroy everything), so I wanted your input on how well thought-out this team is. Basically, the idea is to tank my foe, and then destroy him afterwards with sheer force. My attempted balance is about 66% for defence, and then 33% for offensive.
If you guys have any ideas to improve this team, please do tell. Otherwise, have fun discussing whatever.
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