The Fighting-type is one of the most used in the OU metagame. One of the resons this happens is that it is very useful to deal with Ice-types and more importantly with Rock--, Steel-, Normal-, and Dark-types. Since I have a personal tendency to prefer Psychic Pokémon, I was very surprised to find out this team was somewhat effective and very easy to work with. However, I am always looking for a way to improve my teams and I am thankful for all input.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Punch
- Close Combat
- Flare Blitz
Infernape is the most commonly used lead of this team. Stealth Rock can be used when a withdraw is expected and thanks to its high attack, its stabs Flare Blits and Close Combat always inflict high damage. Thunder Punch is a surprise against Water-types.
Toxicroak @ Life Orb
Ability: Poison Point
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- Poison Jab
- Cross Chop
Toxicroak is a countermeasure against Fairy-types. Its typing halves the effects of Fairy type moves and Poison Jab is a good move to finish them. Cross Chop is another good stab. Bullet Punch is an effective priority move and Fake Out serves the same purpose and stresses the opponent with flinching. I chose Poison Point instead of Antecipation because it is not that useful and Dry Skin in this team is not reliable.
Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Ice Punch
- Zen Headbutt
- High Jump Kick
Medicham gained a spot in this team thanks to its attack. However its speed and resilience is not that reat aand I had to make an option. I chose to give it a Choice Scarf so its speed was a little better. Bullet Punch is a priority move, Zen Headbutt and High Jump Kick are stabs and Ice Punch is a coverage option.
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rest
- Dragon Dance
- Crunch
- High Jump Kick
Scrafty is here to protect against Psychics. I chose a set that allowed in to set up reasonably easy with Dragon Dance to raise its Attack and Speed, Rest to restore HP (aided by Shed Skin it is a somewhat reliale option) and Crunch and High Jump Kick as stabs.
Hawlucha @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Roost
- Taunt
- Acrobatics
- High Jump Kick
Hawlucha is an excellent attacker and its two stabs Acorbatics and High Jump Kick are always a delight to atch. Roost allows it to recover Hp. I am torn apart between Mold Breaker or Limber but with Taunt the possiility of a status-move crippling Hawlucha is minimized.
Kommo-o @ Life Orb
Ability: Soundproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Earthquake
- Brick Break
- Outrage
Kommo-o is the most obvious sore spot in this team. I didnt have any idea what to do with this last spot so I thought a dragon might be a good option. Facade deals with status and Earthquake provides coverage. Brick Break deals with screens and is a stab as well as Outrage.
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Punch
- Close Combat
- Flare Blitz
Infernape is the most commonly used lead of this team. Stealth Rock can be used when a withdraw is expected and thanks to its high attack, its stabs Flare Blits and Close Combat always inflict high damage. Thunder Punch is a surprise against Water-types.
Toxicroak @ Life Orb
Ability: Poison Point
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- Poison Jab
- Cross Chop
Toxicroak is a countermeasure against Fairy-types. Its typing halves the effects of Fairy type moves and Poison Jab is a good move to finish them. Cross Chop is another good stab. Bullet Punch is an effective priority move and Fake Out serves the same purpose and stresses the opponent with flinching. I chose Poison Point instead of Antecipation because it is not that useful and Dry Skin in this team is not reliable.
Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Ice Punch
- Zen Headbutt
- High Jump Kick
Medicham gained a spot in this team thanks to its attack. However its speed and resilience is not that reat aand I had to make an option. I chose to give it a Choice Scarf so its speed was a little better. Bullet Punch is a priority move, Zen Headbutt and High Jump Kick are stabs and Ice Punch is a coverage option.
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rest
- Dragon Dance
- Crunch
- High Jump Kick
Scrafty is here to protect against Psychics. I chose a set that allowed in to set up reasonably easy with Dragon Dance to raise its Attack and Speed, Rest to restore HP (aided by Shed Skin it is a somewhat reliale option) and Crunch and High Jump Kick as stabs.
Hawlucha @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Roost
- Taunt
- Acrobatics
- High Jump Kick
Hawlucha is an excellent attacker and its two stabs Acorbatics and High Jump Kick are always a delight to atch. Roost allows it to recover Hp. I am torn apart between Mold Breaker or Limber but with Taunt the possiility of a status-move crippling Hawlucha is minimized.
Kommo-o @ Life Orb
Ability: Soundproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Earthquake
- Brick Break
- Outrage
Kommo-o is the most obvious sore spot in this team. I didnt have any idea what to do with this last spot so I thought a dragon might be a good option. Facade deals with status and Earthquake provides coverage. Brick Break deals with screens and is a stab as well as Outrage.