SWAG SURFIN'
[A GEN5 OU Team by yay4failure (y4f)]
SWAG SURFIN' is yet another take on bulky offense / semi-stall, revised for the new additions of generation 5. The main concept I built this team off of was balance and well-defined structure. The way I see it, every successful team needs certain roles filled. In SWAG SURFIN', I clearly laid out the roles I needed filled and chose appropriate pokemon with good synergy and complementary skills.
- - - - - - - -
Fitted (Borutorosu) (M) @ Choice Specs
Trait: Mischievous Heart
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Change
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
Specs Borutorosu is an incredible lead for many reasons. First, the ability to OHKO and force out many common leads. Second, the ability to scout via a STAB 70 powered move that hits many common leads for neutral or super effective damage. Last, an incredible 111 base speed stat and an above-par base 125 special attack allow boru to outspeed and severely dent many leads. One of the reasons a more anti-lead offensive Borutorosu can be more effective is that many players will expect Taunt leads, and will switch out or play differently, expecting me to stay in. The Volt Change can hit people pretty hard, and has a lot of surprise factor. Mischievous Heart is a great ability, but has little use on this set. Choice Specs allow for the OHKO on TTar with Focus Blast, as well as an incredibly jacked up Thunderbolt and high powered Volt Change. HP Ice allows Boru to take out predicted Ground-type switchins. Timid nature ensures that base 110s are hit first, and max special attack is self explanatory.
- - - - - - - -
Hard (Nattorei) (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 180 Def / 76 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball
Nattorei is an incredible set-up poke mainly due to its incredible defenses. It synergizes well with Borutorosu by taking Ice and Rock attacks well, and forces switches via Leech Seed. This allows Nattorei to rack up damage with Stealth Rocks and constant seeding, meanwhile hitting the opponent hard with STAB Gyro Ball and Power Whip coming off of a respectable attack stat. Defense EVs are balanced in order to allow maximum overall bulk, and to enable setting up on both sides of the spectrum. Leftovers allows me to stay strong throughout the battle.
- - - - - - - -
SwagStar (Starmie) @ Life Orb
Trait: Natural Cure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Hydro Pump
- Rapid Spin
- Ice Beam
Offensive LO Starmie is an incredible member of this team. It easily comes in, forces switches with the threat of boosted STAB Hydro Pump, and spins away hazards. BoltBeam + Hydro Pump is unresisted sans Volt Absorb Lanturn, and allows Starmie to dispatch of a wide variety of pokes. Tyranitar, Latios, Sazandora, Mence, DNite, and friends are all easily swept by Starmie after some residual damage and Stealth Rock damage. This Starmie serves as a secondary check to Gyarados, as it outspeeds Bulky viariants after a DD and OHKOs. The EVs allow me to outspeed and OHKO a lot of frail threats that hover around base 95-110, such as Borutorosu, Gengar, Infernape, Garchomp, Sazandora, Hihidaruma, and more. Basically, Starmie serves as a check to hyperoffensive frail sweepers, and spins away hazards against fullstall teams that can't easily OHKO it or force it out.
- - - - - - - -
MamaPringles (Burungeru) (F) @ Leftovers
Trait: Cursed Body
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Surf
- Ice Beam
- Recover
Burungeru is my replacement for Dusclops. In my opinion, Burungeru's massive HP Stat allows it to take most special hits better than Dusclops, and can burn physical foes, forcing them out, crippling them, and rendering them useless. The nature and EVs are to maximize special bulk, ensuring that Burungeru can take hits from both sides of the spectrum with the help of Will-O-Wisp. Surf is a standard STAB move that allows me to hit bulky Ground-types, TTar switch-ins, and Infernape / Blaziken / Hihidaruma / Ninetales. Ice Beam lets me smack Garchomp and his Dragon-type Brethen that assume they can safely set up without fear. Recover is obvious, as it makes Burungeru a massive pain to take down. Burungeru fills its role in this team very well as an antispinner, special wall, and status spreader.
- - - - - - - -
Organic (Birijion) @ Leftovers
Trait: Justice Heart
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Stone Edge
- Holy Sword
- Leaf Blade
Birijion fills a variety of important roles on this team. Firstly, Birijion serves as a stall breaker thanks to its ability to disrupt and set up on the infamous Natty + Pringles (Burungeru) combo. Dual STAB Holy Sword and Leaf Blade, boosted by SD easily run through the pair. Birijion's incredible boosting movepool and base stats allow it to set up on most special attackers, thanks to 120 base special defense and 108 base speed. Jolly nature allows me to outrun neutral base 110s and all base 105s and below. EV investment is obvious, since Birijion's natural bulk warrants full offensive EV investments in order to maximize sweeping potential. Birijion took the place of Breloom and Rankurusu on this team. Not only does it resist Leech Seed (like the aforementioned two pokemon), it sets up faster, has better type coverage, and better natural bulk (than Breloom) and natural speed / offense (than Rankurusu). This can also serve as an effective check to Doryuuzu, resisting the infamous EdgeQuake (or rather, SlideQuake). The last move (Leaf Blade) is nice in order to run through Burungeru, but X-Scissor is another possibility. Opinions on that? X-Scissor allows for more effective removal of Rankurusu and other psychic friends - though they lack physical defense and are probably KO'd by Leaf Blade anyways...
- - - - - - - -
9000+ (Hihidaruma) (M) @ Choice Scarf
Trait: Encourage
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- U-turn
- Superpower
- Rock Slide
What a monster. While Smogon may say that Hihidaruma needs a band to "hit like a truck", I beg to differ. Scarfed Hihidaruma is a force to be reckoned with, stil 2KOing weakened bulky waters, and dominating anything unresisted. While building this team, the desire for something to have both blistering speed and boosted attack power was omnipresent in my mind. Encourage + 140 base attack and a Choice Scarf fulfilled all my desires. When combined with the constant spinning support of Tentacruel (as well as decent type synergy, sans Ground-type moves), Hihi runs through lots of teams that don't have a solid fire resist. The other moves in Hihidaruma's moveset are obvious for the most effective coverage. Rock Slide is used over Stone Edge because of the insignificant drop in power and the significant increase in accuracy thanks to Encourage. Superpower allows Hihi to smack TTar and Heatran switchins.
- - - - - - - -
Swag (Tentacruel) (M) @ Leftovers
Trait: Liquid Ooze
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Sludge Bomb
- Surf
- Ice Beam
- Rapid Spin
Offensive Rapid Spin Tentacruel is a novelty (gimmick) set that, while not by any means standard, hits a lot of pokes hard, and easily OHKOs the pokemon that assume Tentacruel's lackluster offensive stats aren't as high as they are in actuality. Base 100 speed and 80 special attack, combined with amazing natural bulk based off of 120 special defense allows for a pseudo sweeper that can revenge kill certain threats, completely counter pokes like Ludicolo and most forms of Blaziken / Infernape, bluff TSpikes and draw switches from Xatu / Espeon, then 2 - 3KO. Tentacruel also can hit and poison Burungeru switchins with STAB Sludge Bomb, as well as hit other spinblockers like Goruggo, Dusclops, and Gengar hard. Tentacruel also soaks up Toxic Spikes and can come in without fear on pokes like Nattorei, Forry, and friends. Liquid Ooze makes Nattorei feel the pain from Leech Seed, and forces switches, allowing my Borutorosu to rack up more damage and generate switch advantage via Volt Change.
- - - - - - - -
Faded (Dusclops) (M) @ Evolution Stone
Trait: Pressure
EVs: 252 HP / 128 Def / 128 SDef
Calm Nature (+SDef, -Atk)
- Pain Split
- Will-O-Wisp
- Night Shade
- Confuse Ray
Dusclops is debatably the best spin-blocker in GEN5. This Double-Status variant of Dusclops can absorb spin and effectively cripple whatever switches in, hitting first with 100% accurate Confuse Ray, then limiting offensive options with WoW. Night Shade allows for 100 damage, 3-4KOing most non-bulky pokes in the game, and easily 2KOing when combined with burn damage, confusion damage, entry hazards, and weather. Pain Split allows Dusclops to regain a lot of health, and works very well with his trashy base 40 HP stat. The main reason Dusknoir is utilized over Dusknoir is due to much better defensive stats, thanks to the Evolution Stone. The 10 less HP points not only add to Pain Split's effectiveness, but don't impact overall survivability nearly as much as the boosted defenses. Shadow Punch and other offensive moves were considered on this set, but deemed unnecessary mainly due to terrible offensive stats, and no need. This Dusclops can stall out Blissey via WoW and Confusion, mainly because Pain Split regains a massive amount of health. The choice between Night Shade and Seismic Toss is one I'm still not sure of, Night Shade is currently used to hit Burungeru and other ghosts.
Thanks for reading, PLEASE RATE.
[[ONE LAST LOOK]]