Chandelure
Modest / Choice Scarf / Flash Fire
- Overheat
- Flamethrower
- Shadow Ball
- Energy Ball
6 Defense / 252 Sp. Attack / 252 Speed
A revenge-killer that also covers for Fighting weaknesses I found at the time I decided on Chandelure. Overheat is the power attack, and it definitely takes a Flash Fire boost to the next level. Flamethrower is a more "conservative" option, though I might want to try a Hidden Power here. Shadow Ball uses the second STAB, and Energy Ball is for coverage, particularly against Water-types aiming to come in on Overheat. I'm running a Modest nature, but is there a distinct advantage for running Timid? (I'm also considering switching to Scarfed Gengar with Trick.)
Scrafty
Sassy / Leftovers / Shed Skin
- Drain Punch
- Payback
- Bulk Up
- Rest
252 HP / 6 Defense / 252 Sp. Defense
This is basically what inspired me to make an OU team. I personally prefer Bulk Up to Dragon Dance; after all, real gangsters don't have to outrun adversaries, XD. With the Defense boosts provided by Bulk Up, I figured it was best to fully invest in Sp. Defense to make this thing as all-around bulky as possible. Drain Punch hurts after a couple of Bulk Ups, and the recovery is useful. Payback is more powerful than Crunch, so I decided to run that. (Also why I went Sassy. XD) Rest fully heals this lizard, and sometimes, it wakes up early because of Shed Skin (which also makes Scrafty the designated status absorber).
Sharpedo
Mild / Life Orb / Speed Boost
- Hydro Pump
- Crunch
- Ice Beam
- Protect
46 Attack / 252 Sp. Attack / 212 Speed
Why not, huh? You should know this shark's purpose: speed-troll and kill. It's actually a decent late-game cleaner, even in OU! Hydro Pump hits very hard, Crunch hits things like Jellicent, Ice Beam is obvious coverage (and a definite "screw you" to Gliscor), and Protect's there for Speed Boost stalling. The Speed EVs are given to outrun Scarf Heatran at +1.
Salamence
Naive / Lum Berry / Intimidate
- Dragon Claw
- Dragon Dance
- Earthquake
- Fire Blast
252 Attack / 98 Sp. Attack / 160 Speed
Salamence covers quite a lot of weaknesses in my team, and with the ability to scare things out, it can easily get a Dragon Dance in. Against those that rely on status, a second Dragon Dance is definitely due while status attacks are foiled by Lum Berry. Dragon Claw's powerful enough at +2 (and I outright refuse to run Outrage), and Earthquake and Fire Blast are for coverage. The EVs here are quite specific. The Sp. Attack EVs allow Fire Blast to always 2-hit the most specially-defensive Skarmory out there, even without Stealth Rock. (Yes, Lefties are factored in.) The Speed EVs allow it to always outrun Jolly Excadrill at +2. The rest are dumped into Attack.
Claydol
Calm / Leftovers / Levitate
- Earth Power
- Ice Beam
- Stealth Rock
- Rapid Spin
252 HP / 6 Defense / 252 Sp. Defense
The first "trapmaster" that came to mind. I needed something to lay Stealth Rock, and something to spin hazards away. Claydol does both, so yeah. Earth Power and Ice Beam make it
not become dead weight when Taunted; Ice Beam in particular hurts Gliscor, while Balloon-less Excadrill and Heatran hate Earth Power.
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