Update: This team just recently got a MAJOR overhaul in spreads, attacks, and roles in general. Plus, I wanted to take the opportunity to update the pictures and overall presentation of the page. Enjoy for awhile.
Yusuke
"And this one's for me, just for pissing me off!"
Item: Choice Band
Ability: Guts
EVs: 130 HP / 252 Atk / 128 Spe
Nature: Adamant
- Ice Punch
- Close Combat
- Payback
- Thunder Punch
Character: Though he has access to his trademark Spirit Gun (Rei gun for you Japanese purists.) Yusuke's preferred method of victory is a flurry of punches and maybe a few broken ribs. The Shiny sprite even goes well with his green jumpsuit. Just like a true lead, Yusuke often barrels in without thinking, and like my lead here, often takes a few hits, but doesn't go down completely.
How it's doing: I've had luck with Choice Band leads, and this one is no different. He usually takes out the first Pokemon easily, making it easy to bring in a new player on the switch. The downside is the obvious lock of an attack due to the Band, and disappointingly, not much is OHKOed on the first hit. Machamp can come back later on, and gets a decent amount of KOs, but he just seems to be taking so much damage in the meantime, worse if I need to switch to reset an attack. It's frustrating to be against a Dragon or something when Ice Punch is right there. This has led me to contemplate Choice Scarf or Life Orb, but for now he gets the wins and hangs on long enough to come back later, though with less health. I've also considered adding Earthquake or Stone Edge for more pure power over coverage.
Moveset: Close Combat was chosen over Dynamic Punch for reasons I'll get to in the next section. With a Band, Machamp needs to switch out often anyway so the Stat drops are reset often. Payback is for Ghost types mosty, but I've found it hits some other Pokemon hard too. Ice Punch fills in well for Aerodactyl and Gliscor leads (they do exist) and rounds out the coverage. Thunder Punch is a filler for now. I guess it could hit Skarmory, but all in all this is the move slot that would get Earthquake or Stone Edge should I choose to include it.
Item/Ability/EVs/Nature: As I said before, I have had a good experience with Choice Band leads, most prominently an Offensive Hipowdon. Machamp has more Attack, and similar coverage, so it starts on an offensive foot right out of the gate. I can tell you though that Machamp is no Hipowdon, and Payback is certainly not Crunch. All in all, I'm looking for more opportunity to OHKO more, and take damage less. It is nice not to worry too much about being Tricked though. Guts was chosen as the ability as Rotom is bound to Will o Wisp Machamp if I'm forced to switch him in and use Payback (or if he's just the last one standing.) I have plenty of Status Absorbers on the team, and the ability for an attack to miss Machamp is certainly welcome. Max Attack EVs were obvious, but I added a bit more in Speed to help deal with Skarmory. Those will go back into HP if Thunder Punch is replaced, as Machamp isn't going to like Brave Bird. Adamant Nature is to get the most out of Machamp's Attack stat while losing nothing in Special Attack. You'll soon see that it's a common Nature on this team.
Kuwabara
"...if we do our duty we don't have regrets..."
Item: Iron Plate
Ability: Technician
EVs: 40 HP/ 252 Atk / 216 Spe
Nature: Adamant
- Swords Dance
- Bullet Punch
- Roost
- Brick Break
Character: If given the choice, I see Marowak as the best avatar for Kuwabara. Scizor though can take some tough hits, and still hit back just as hard. Brick Break mimics Kuwabara's Dimension Sword and its ability to break territories, and at least I can get an attack with "Sword" in its name. At the core though, this guy goes in with little fear and does the damage he can while he's still around. If that isn't true to Kuwabara, what is?
How it's Doing: I have few complaints about this guy, except that I never seem to get him out on what can do the most damage. Maybe I shouldn't save him so long, but he's usually one of the last guys on the field. It can get a pretty rough match going with Breloom though. I tried Jolly with Superpower over Brick Break, but in the end Brick Break won out. Luckily I haven't encountered many Magnezone yet. He is severely vulnerable to being Tricked. I kind of wish he lasted a bit longer, but man does Scizor do damage while he's around.
Moveset: I can think of no good reason not to run Bullet Punch on a Technician Scizor, Ever. Priority is wonderful, and it gets a boosted STAB that has saved him many times. Swords Dance is something I use when I get the chance, and luckily Scizor takes hits well enough that I almost always get at least one. I try and save it though, as it gives the game away that I'm not Banded. Roost increases longevity, and has proven invaluable in Stall wars, especially when Toxic Spikes were involved. Superpower with a Jolly nature could in theory take out Magnezone, but busting Screens has helped me many times, and I don't like the stat drops and low accuracy.
Item/Ability/EVs/Nature: As long as I don't Swords Dance, Iron Plate bluffing a Choice Band leads to some fun times, though in the long run Leftovers may be a better investment. I saw no reason to run Swarm without Bug Bite or U-Turn, and Technician brings out Bullet Punch's full potential. The EVs were suggested by TheValkyries, but that was with emphasis on Magnezone control. A different spread might be needed with Adamant/Brick Break. Adamant keeps the damage at the maximum, though Jolly was considered.
Kurama
"Come on, you believe in mercy, don't you?" "No."
Item: Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 252 Atk / 244 Spe
Nature: Adamant
- Substitute
- Spore
- Stone Edge
- Focus Punch
Character: I'll be honest, I REALLY wanted a Roserade for Kurama, but the standard Breloom fit into this team like a glove. Kurama is a Plant based fighter, but he never attacks head on. He manipulates, and assesses the situation before moving on for an (often grotesque) defeat. Breloom also makes sure she has an advantage before going in for the attack. Also like Kurama, if you're not prepared (and often if you are) Breloom will tear holes through your entire offense.
How it's Doing: I had a blast when I started using this guy, but now everyone seems to have a way to deal with him. Spore can only incapacitate one opponent, and often my Subs are broken before I get a chance to Focus Punch. Oddly, this guy seems to be excelling against other Brelooms. Maybe I just can't find a way to switch in and get set up, but once at that point, you bet I can dish out some damage.
Moveset: Mostly standard, but always effective, Spore is a perfectly accurate Sleep inducer that I'd be crazy to leave off. Substitute not only provides basic protection, but is perfectly used as a guard in powering up a Focus Punch. I kind of miss Grass coverage but Stone Edge has proven invaluable, as it hits other Brelooms harder then Focus Punch giving me the edge in a Stall War. It also, obviously, hits anything else weak to Rock, and gives me at least one move that can affect Ghosts.
Item/Ability/EVs/Nature: Toxic Orb works well with Poison Heal, keeping the Substitutes ready and available, but it makes me feel bad to give up on such a useful ability like Effect Spore. Still, why am I complaining, it's that combo that makes Breloom a wall. EVs came from Smogon and are standard for SubPuncher Breloom. Adamant was once again chosen as the Nature of choice.
Hiei
"I only came to find the source of that foul noise, and kill it."
Item: Shuca Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Modest
- Fire Blast.
- Earth Power
- Stealth Rock
- Explosion
Character: It's a Steel and Fire-Type, what better to embody Hiei? Seriously this Pokemon could not be better cast. An immunity to flames, and the fierce ability to crush anything that gets in its way without caring too much about carnage it leaves behind.
How It's Doing: I'm a guy who likes a bit of bulk on his Pokemon, and Heatran is doing that well, but I wish he could hit more. This guy in unfortunately, my biggest answer to Suicune (blowing up) and I just feel he could be better used. He just doesn't get as much done as I'd like, but that may just be because I'm inexperienced with Heatran, and everyone else is experienced in dealing with it.
Moveset: The moveset is a bit odd, as I have a Lead Heatran that isn't my lead. This may be why it's not doing so well. Fire Blast and Earth Power are Heatran's most common attacks, and why shouldn't they be? they work great. Stealth Rock is because I don't have another Pokemon on the team that carries it, and I don't get it up that often. Heatran sets up, then dies before dishing out real punishment. Explosion finishes off the set, and it does major damage, but it's a shame to see Heatran go out this way. Dragon Claw and Hidden Power are being considered.
Item/Ability/EVs/Nature: Shucca Berry is being used for now, but I've found it doesn't make much of a difference. I'm thinking of changing up to a ScarfTran (a fan bonus considering Hiei's speed) but that leaves Stealth Rock an even less viable option. The EVs max out Heatran's Speed and Special Attack, but if there's a bulkier spread that works just as well I'm open to it. Modest boosts the Special Attack boost even higher.
Genkai
"Gladly you patronizing jackass."
Item: Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Thunderbolt
- Hydro Pump
- Rapid Spin
- Ice Beam
Character: Ok, so this one is a little weird, but the Shiny version is pink to match Genkai's hair! Aside from getting a nice pun on "Spirit Wave," Genkai is also a healer, able to regenerate herself into a younger form, making both Natural Cure and Recover appropriate. Obviously, she also can kick major ass with a variety of specialized techniques, and blow away traps and hazards, all things that Starmie excels at.
How It's Doing: I have gone through so many changes with this Starmie build, and I have yet to find one that truly works for me. Rapid Spin doesn't do much, but is pretty important when it comes to helping the last member of my team. This set goes for more recovery, as I find Starmie has to counter so many threats, it's overused throughout the course of the battle, and while Starmie is fast and packs a punch, it's not a Pokemon that can stay in for the long haul. I've even tried a Wide Lens set using Blizzard, Thunderbolt, and Hydro Pump. If there's any such thing as a Bulky Starmie, it would really be nice to have right now.
Moveset: I tried to find a suitable slot for Recover on this list, but without Toxic Spikes or a weather hazard, there's no reason to stall. It allows for switches and set up more then anything, though I'm still open to a way to work it in, possibly over Hydro Pump, as I have plenty of Ground attacks to deal with Fire Types. Hydro Pump was chosen over Surf, and though I like Surf's accuracy more, Hydro Pump has more reliable KOs when it does hit. Rapid Spin assists my final member the most, but in general, it's just good for keeping hazards out of the way. The other two moves provide excellent BoltBeam coverage.
Item/Ability/EVs/Nature: Let me be clear about one thing. I hate Life Orb. I can't stand recoil moves in general, I prefer things to stick around. Starmie needs to be versatile, so a Scarf or Specs is also out of the question, which is a shame as I like the Specs version. I just settled on Leftovers for added bulk, though Expert Belt was in the back of my mind. Timid gets Starmie's Speed to the absolute Max, along with full EVs, and a full investment in Special Attack to hit hardest. All in all, this one is the toughest Pokemon to find the set that works best with my playing style.
Oliver
(Formerly Altaria (Puu))
Item: Leftovers
Ability: Inner Focus
EVs: 252 HP / 52 Atk./ 204 Spe
Nature: Adamant
- Dragon Claw
- Dragon Dance
- Roost
- Earthquake
Character: If I wasn't so darn paranoid about Salamence going to Ubers, he's be in this slot, as the color scheme makes a great Koenma. The other Dragon suited to take up Altaria's spot was Dragonite, which I nickname Oliver by tradition.
How It's Doing: Oh, so much better then Altaria. Inner Focus is wonderful for absorbing Fake-Out, and FlinchHax Jirachi and Togekiss. If you don't kill this thing in one hit, you aren't likely to. Roost provides welcome recovery, and gets rid of Dragonite's one annoying flaw in its Flying-Type, though that does come in handy to counter Earthquake and Spikes/Toxic Spikes. Mostly, I just like the fact that he actually stays around for more then a turn.
Moveset: Roost is a wonderful form of Recovery on Dragonite, and I've managed to stall a bit with him. Dragon Dance, if I can get one in (and man I try to) is a welcome double stat boost that all players are familiar with. Dragon Claw is the main STAB, though I've considered Outrage for the pure massive attack power the move has. Earthquake rounds off coverage nicely, without resorting to a Special Attack in Fire Blast.
Item/Ability/EVs/Nature: As much as I use it, Leftovers really is the best Item here to keep Dragonite versatile, and easy to set up. Inner Focus is my only choice for an ability, but I am far from complaining. That alone has won me matches. The EVs max out HP while outspeeding most of Dragonite's main threats. The rest went into Attack. Adamant is once again, my Nature of choice for a Physical Attacker.
Team Urameshi
Just look at these two...
Well, this team has had a long history and several replacements, but the original idea centered around Altaria. Yu Yu Hakusho is by far my favorite Anime, and the second I captured a Swablu, the nickname had to be Puu.
Just look at these two...
The Pokedex even mentions Swablu being used as a "Cotton-Fluff Hat." Anyway, long story short, I wanted a competitive OU team that featured Pokemon based in character from the show. Puu has since been replaced due to the sheer necessity of adaptability, but the team itself remains strong.
"And this one's for me, just for pissing me off!"
Item: Choice Band
Ability: Guts
EVs: 130 HP / 252 Atk / 128 Spe
Nature: Adamant
- Ice Punch
- Close Combat
- Payback
- Thunder Punch
Character: Though he has access to his trademark Spirit Gun (Rei gun for you Japanese purists.) Yusuke's preferred method of victory is a flurry of punches and maybe a few broken ribs. The Shiny sprite even goes well with his green jumpsuit. Just like a true lead, Yusuke often barrels in without thinking, and like my lead here, often takes a few hits, but doesn't go down completely.
How it's doing: I've had luck with Choice Band leads, and this one is no different. He usually takes out the first Pokemon easily, making it easy to bring in a new player on the switch. The downside is the obvious lock of an attack due to the Band, and disappointingly, not much is OHKOed on the first hit. Machamp can come back later on, and gets a decent amount of KOs, but he just seems to be taking so much damage in the meantime, worse if I need to switch to reset an attack. It's frustrating to be against a Dragon or something when Ice Punch is right there. This has led me to contemplate Choice Scarf or Life Orb, but for now he gets the wins and hangs on long enough to come back later, though with less health. I've also considered adding Earthquake or Stone Edge for more pure power over coverage.
Moveset: Close Combat was chosen over Dynamic Punch for reasons I'll get to in the next section. With a Band, Machamp needs to switch out often anyway so the Stat drops are reset often. Payback is for Ghost types mosty, but I've found it hits some other Pokemon hard too. Ice Punch fills in well for Aerodactyl and Gliscor leads (they do exist) and rounds out the coverage. Thunder Punch is a filler for now. I guess it could hit Skarmory, but all in all this is the move slot that would get Earthquake or Stone Edge should I choose to include it.
Item/Ability/EVs/Nature: As I said before, I have had a good experience with Choice Band leads, most prominently an Offensive Hipowdon. Machamp has more Attack, and similar coverage, so it starts on an offensive foot right out of the gate. I can tell you though that Machamp is no Hipowdon, and Payback is certainly not Crunch. All in all, I'm looking for more opportunity to OHKO more, and take damage less. It is nice not to worry too much about being Tricked though. Guts was chosen as the ability as Rotom is bound to Will o Wisp Machamp if I'm forced to switch him in and use Payback (or if he's just the last one standing.) I have plenty of Status Absorbers on the team, and the ability for an attack to miss Machamp is certainly welcome. Max Attack EVs were obvious, but I added a bit more in Speed to help deal with Skarmory. Those will go back into HP if Thunder Punch is replaced, as Machamp isn't going to like Brave Bird. Adamant Nature is to get the most out of Machamp's Attack stat while losing nothing in Special Attack. You'll soon see that it's a common Nature on this team.
"...if we do our duty we don't have regrets..."
Item: Iron Plate
Ability: Technician
EVs: 40 HP/ 252 Atk / 216 Spe
Nature: Adamant
- Swords Dance
- Bullet Punch
- Roost
- Brick Break
Character: If given the choice, I see Marowak as the best avatar for Kuwabara. Scizor though can take some tough hits, and still hit back just as hard. Brick Break mimics Kuwabara's Dimension Sword and its ability to break territories, and at least I can get an attack with "Sword" in its name. At the core though, this guy goes in with little fear and does the damage he can while he's still around. If that isn't true to Kuwabara, what is?
How it's Doing: I have few complaints about this guy, except that I never seem to get him out on what can do the most damage. Maybe I shouldn't save him so long, but he's usually one of the last guys on the field. It can get a pretty rough match going with Breloom though. I tried Jolly with Superpower over Brick Break, but in the end Brick Break won out. Luckily I haven't encountered many Magnezone yet. He is severely vulnerable to being Tricked. I kind of wish he lasted a bit longer, but man does Scizor do damage while he's around.
Moveset: I can think of no good reason not to run Bullet Punch on a Technician Scizor, Ever. Priority is wonderful, and it gets a boosted STAB that has saved him many times. Swords Dance is something I use when I get the chance, and luckily Scizor takes hits well enough that I almost always get at least one. I try and save it though, as it gives the game away that I'm not Banded. Roost increases longevity, and has proven invaluable in Stall wars, especially when Toxic Spikes were involved. Superpower with a Jolly nature could in theory take out Magnezone, but busting Screens has helped me many times, and I don't like the stat drops and low accuracy.
Item/Ability/EVs/Nature: As long as I don't Swords Dance, Iron Plate bluffing a Choice Band leads to some fun times, though in the long run Leftovers may be a better investment. I saw no reason to run Swarm without Bug Bite or U-Turn, and Technician brings out Bullet Punch's full potential. The EVs were suggested by TheValkyries, but that was with emphasis on Magnezone control. A different spread might be needed with Adamant/Brick Break. Adamant keeps the damage at the maximum, though Jolly was considered.
"Come on, you believe in mercy, don't you?" "No."
Item: Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 252 Atk / 244 Spe
Nature: Adamant
- Substitute
- Spore
- Stone Edge
- Focus Punch
Character: I'll be honest, I REALLY wanted a Roserade for Kurama, but the standard Breloom fit into this team like a glove. Kurama is a Plant based fighter, but he never attacks head on. He manipulates, and assesses the situation before moving on for an (often grotesque) defeat. Breloom also makes sure she has an advantage before going in for the attack. Also like Kurama, if you're not prepared (and often if you are) Breloom will tear holes through your entire offense.
How it's Doing: I had a blast when I started using this guy, but now everyone seems to have a way to deal with him. Spore can only incapacitate one opponent, and often my Subs are broken before I get a chance to Focus Punch. Oddly, this guy seems to be excelling against other Brelooms. Maybe I just can't find a way to switch in and get set up, but once at that point, you bet I can dish out some damage.
Moveset: Mostly standard, but always effective, Spore is a perfectly accurate Sleep inducer that I'd be crazy to leave off. Substitute not only provides basic protection, but is perfectly used as a guard in powering up a Focus Punch. I kind of miss Grass coverage but Stone Edge has proven invaluable, as it hits other Brelooms harder then Focus Punch giving me the edge in a Stall War. It also, obviously, hits anything else weak to Rock, and gives me at least one move that can affect Ghosts.
Item/Ability/EVs/Nature: Toxic Orb works well with Poison Heal, keeping the Substitutes ready and available, but it makes me feel bad to give up on such a useful ability like Effect Spore. Still, why am I complaining, it's that combo that makes Breloom a wall. EVs came from Smogon and are standard for SubPuncher Breloom. Adamant was once again chosen as the Nature of choice.
"I only came to find the source of that foul noise, and kill it."
Item: Shuca Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Modest
- Fire Blast.
- Earth Power
- Stealth Rock
- Explosion
Character: It's a Steel and Fire-Type, what better to embody Hiei? Seriously this Pokemon could not be better cast. An immunity to flames, and the fierce ability to crush anything that gets in its way without caring too much about carnage it leaves behind.
How It's Doing: I'm a guy who likes a bit of bulk on his Pokemon, and Heatran is doing that well, but I wish he could hit more. This guy in unfortunately, my biggest answer to Suicune (blowing up) and I just feel he could be better used. He just doesn't get as much done as I'd like, but that may just be because I'm inexperienced with Heatran, and everyone else is experienced in dealing with it.
Moveset: The moveset is a bit odd, as I have a Lead Heatran that isn't my lead. This may be why it's not doing so well. Fire Blast and Earth Power are Heatran's most common attacks, and why shouldn't they be? they work great. Stealth Rock is because I don't have another Pokemon on the team that carries it, and I don't get it up that often. Heatran sets up, then dies before dishing out real punishment. Explosion finishes off the set, and it does major damage, but it's a shame to see Heatran go out this way. Dragon Claw and Hidden Power are being considered.
Item/Ability/EVs/Nature: Shucca Berry is being used for now, but I've found it doesn't make much of a difference. I'm thinking of changing up to a ScarfTran (a fan bonus considering Hiei's speed) but that leaves Stealth Rock an even less viable option. The EVs max out Heatran's Speed and Special Attack, but if there's a bulkier spread that works just as well I'm open to it. Modest boosts the Special Attack boost even higher.
"Gladly you patronizing jackass."
Item: Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Thunderbolt
- Hydro Pump
- Rapid Spin
- Ice Beam
Character: Ok, so this one is a little weird, but the Shiny version is pink to match Genkai's hair! Aside from getting a nice pun on "Spirit Wave," Genkai is also a healer, able to regenerate herself into a younger form, making both Natural Cure and Recover appropriate. Obviously, she also can kick major ass with a variety of specialized techniques, and blow away traps and hazards, all things that Starmie excels at.
How It's Doing: I have gone through so many changes with this Starmie build, and I have yet to find one that truly works for me. Rapid Spin doesn't do much, but is pretty important when it comes to helping the last member of my team. This set goes for more recovery, as I find Starmie has to counter so many threats, it's overused throughout the course of the battle, and while Starmie is fast and packs a punch, it's not a Pokemon that can stay in for the long haul. I've even tried a Wide Lens set using Blizzard, Thunderbolt, and Hydro Pump. If there's any such thing as a Bulky Starmie, it would really be nice to have right now.
Moveset: I tried to find a suitable slot for Recover on this list, but without Toxic Spikes or a weather hazard, there's no reason to stall. It allows for switches and set up more then anything, though I'm still open to a way to work it in, possibly over Hydro Pump, as I have plenty of Ground attacks to deal with Fire Types. Hydro Pump was chosen over Surf, and though I like Surf's accuracy more, Hydro Pump has more reliable KOs when it does hit. Rapid Spin assists my final member the most, but in general, it's just good for keeping hazards out of the way. The other two moves provide excellent BoltBeam coverage.
Item/Ability/EVs/Nature: Let me be clear about one thing. I hate Life Orb. I can't stand recoil moves in general, I prefer things to stick around. Starmie needs to be versatile, so a Scarf or Specs is also out of the question, which is a shame as I like the Specs version. I just settled on Leftovers for added bulk, though Expert Belt was in the back of my mind. Timid gets Starmie's Speed to the absolute Max, along with full EVs, and a full investment in Special Attack to hit hardest. All in all, this one is the toughest Pokemon to find the set that works best with my playing style.
(Formerly Altaria (Puu))
Item: Leftovers
Ability: Inner Focus
EVs: 252 HP / 52 Atk./ 204 Spe
Nature: Adamant
- Dragon Claw
- Dragon Dance
- Roost
- Earthquake
Character: If I wasn't so darn paranoid about Salamence going to Ubers, he's be in this slot, as the color scheme makes a great Koenma. The other Dragon suited to take up Altaria's spot was Dragonite, which I nickname Oliver by tradition.
How It's Doing: Oh, so much better then Altaria. Inner Focus is wonderful for absorbing Fake-Out, and FlinchHax Jirachi and Togekiss. If you don't kill this thing in one hit, you aren't likely to. Roost provides welcome recovery, and gets rid of Dragonite's one annoying flaw in its Flying-Type, though that does come in handy to counter Earthquake and Spikes/Toxic Spikes. Mostly, I just like the fact that he actually stays around for more then a turn.
Moveset: Roost is a wonderful form of Recovery on Dragonite, and I've managed to stall a bit with him. Dragon Dance, if I can get one in (and man I try to) is a welcome double stat boost that all players are familiar with. Dragon Claw is the main STAB, though I've considered Outrage for the pure massive attack power the move has. Earthquake rounds off coverage nicely, without resorting to a Special Attack in Fire Blast.
Item/Ability/EVs/Nature: As much as I use it, Leftovers really is the best Item here to keep Dragonite versatile, and easy to set up. Inner Focus is my only choice for an ability, but I am far from complaining. That alone has won me matches. The EVs max out HP while outspeeding most of Dragonite's main threats. The rest went into Attack. Adamant is once again, my Nature of choice for a Physical Attacker.
So is that all? Hardly! As proud as I am so far, this team really hasn't been doing well, and I don't think it's just me not used to the OU environment. Now that the whole page is updated, I'm looking forward to some new advice, critiques, and options to test. I'll probably put some effort into a Threat List when I really figure out what this team can handle and what it can't. Just some advice for raters, my play style hopes to stick around as long as it can, so please give advice on the bulky side, not just pure power or speed. Starmie, Heatran, and to an extent, Machamp, are the toughest nuts to crack right now, and I would be interested in Grass coverage somewhere. Thank you all in advance. Hopefully, this team is a little easier to rate and look at now.