Hi. This is my first RMT for OU, so cut me some slack. Went to highest 1645 (shout-out to WhatTheHack and Millionsunz for helping me break 1600) with this team, so I would like some help to break through to 1700. Without further ado, here's the team:
Nesquik (Diggersby) @ Choice Scarf
Ability: Huge Power
Happiness: 0
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Knock Off
To start off, we have my scarfer and the biggest bad boy on the block, Nesquik the Diggersby. He used to be my nuke with a Choice Band for the explosive Quick Attack, but due to good suggestions by WhatTheHack and Millionsunz, I have changed it to a scarfed variant to outspeed the metagame, and I have to say, it has been working tremendously. With Huge Power, Nesquik still hits a trunk, albeit a smaller truck compared to the slower monster truck it used to be, but gains an impressive amount of speed with it's scarf. EQ and Return are Dig's STAB attacks to kill fools, Quick Attack is for revenge-killing and priority, which this team lacks, and Knock Off is for utility, taking away those pesky Lefties, Scarves, Specs, etc. The EVs give Diggersby as much damage as possible, while bringing it's speed to exactly 406, outspeeding Mega Lopunny and Manectric which are 405. The remaining EVs are in HP for bulk.
Dalek (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Dalek the Magnezone functions as a special nuke and a Skarmory counter, as well as any steel-type counter that isn't Heatran, which Diggersby and my other teammates handle. Magnezone is one of, if not the best, partner to Diggersby and his shenanigans and takes out any Pokemon that otherwise would eat Digs for breakfast, save a few such as Keldeo. This used to be a Air Balloon variant to counter Sand Rush Excadrill which is a pain in the butt, but thanks to a suggestion by WhatTheHack, I now run a Choice Specs set. It works just as fine, and while I can't counter Sand Rush Excadrill, my other Pokemon which I changed does it fine (seen below). Choice Specs with max SpAtk EVs allow Dalek to exterminate pretty much anything that doesn't resist a Thunderbolt, which is it's compulsory STAB, and for good reason. HP Fire is to wreck all the Steels I trap with Magnet Pull. Flash Cannon are for pesky fairies, notably Clefable and Sylveon (eugh), and Volt Switch is to form a nice VoltTurn core with Digs.
Tigger (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge
As my defensive Stealth Rocker and Excadrill counter, as well as a pseudo-wallbreaker, it's Tigger the Landorus-Therian. This spot used to be occupied by the late Tintin the Clefable, but it was dropped due to the large need to counter Excadrill and the fact that Mega Sableye was already dealt with through my Mega Lopunny (below). The only thing Clefable did was to tank status damage, which does not bother me too much, though it is now a bit of a nuisance. Furthermore, the high base Attack and Swords Dance means switching into a wall is not the best idea. Trained in the special martial art of the Hundred-Acre Woods, Tigger is bigger and meaner than ever. The Rocky Helmet helps whittle down Talonflames and U-Turners, furhter assisted by Stealth Rock. EQ is the obvious compulsory STAB, Stone Edge is for the flying-types like Mega Pinsir, and Swords Dance is for the explosions of old (I miss my CB Digs), and wallbreaking.
Ringo (Lopunny) (M) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Ice Punch
Ringo the Lopunny is my chosen mega, my wallbreaker and sweeper speedster. Diggersby's partner in crime, Lopunny deals with the squishies that outspeed Digs, while Digs can deal with slower, more bulky Pokemon and overpower them with sheer force. Lopunny is also very good at late-game cleaning, should Diggersby be dead, thanks to it's speed. Furthermore, Ringo checks and counters Mega Sableye, which is very common in the ladder and would mess me up, thanks to it's Scrappy ability in it's Mega Form. With his blazing speed and fabulous legs, Ringo has cemented himself into my team tremendously and nearly perfectly synergises with his teammates. Limber is used for normal Lopunny before Mega Evolving so I can switch into Thunder Wave users easily like Chansey and Ferrothorn. Fake Out is to Mega Evolve safely, Frustration and High Jump Kick are the STABs, and HJK can 2HKO most pokemon that are neutral against this, save the physical walls. Ice Punch is meant for Landorus-T and Garchomp, OHKOing their offensive versions whilst 2HKOing their defensive, providing nice coverage. It's EVs are self-explanatory, to make Ringo as fast and hard-hitting as possible.
Cathay (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Cathay the Latias functions as my offensive Defogger and my Keldeo counter, who would pretty much trample over my team if it had a scarf. Ringo, to function, much appreciates hazards to not be on our side of the battle so it won't be whittled down and then killed by priority. This is where Latias comes in, to defog all the Stealth Rocks away. Sure, the opponent will lose my Rocks too, but due to the bulkiness of Clefable, it usually lives and I am simply able to set up again, since most of the Stealth Rockers I encountered are either suicide leads or dead because of Digs or Lop. Latias also shits on Breloom which can be trouble with it's Technician Mach Punches, and checks Mega Manectric. It's special bulk is much appreciated in this team, which is why I chose it over Latios. Life Orb is the standard item on offensive Latias, and for good reason. Draco Meteor and Psyshock are Latia's STAB, Psyshock in particular shitting all over Breloom and Keldeo, Defog is self-explanatory, and Healing Wish is a lifesaver to bring Lop or Digs back from the brink of death for a comeback sweep. The HP EVs are used to tank a Thundurus-T's HP Ice twice, and the maximum speed allows Cathay to perform her job to the best of her abilities, outspeeding many Pokemon. The rest are dumped into Special Attack for explosions, and 0 Attack IVs to take Foul Play from Umbreon or Klefki better.
Freddie (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Knock Off
Freddie the broken bird serves as my U-Turner, special sweeper and all-out lightning-fast attacker of hyper death which nukes anything Digs didn't. Furthermore, Freddie messes up Mega Venusaur, which is much needed in this team, since Latias can't be exactly relied on due to the Life Orb and lack of Roost. He also checks Keldeo due to the Assault Vest taking hits like a champ. But the greatest thing about Freddie is his Regenerator ability. With that ability, Freddie has the bulk to switch into cheap hits and Stealth Rocks, outlast his checks, U-Turn and come back nearly completely fine. Hurricane is a super-strong STAB move, while suffering from it's 70% accuracy (more like 40%, ffs), nukes any Pokemon that doesn't resist, normally OHKOing or 2HKOing with sheer power. The confusion is a nice side bonus, too. Focus Blast is used to destroy any Steel and Rock types that resist Hurricane, U-Turn is for abusing that Regenerator and properly switch into proper counters for Freddie's few problems, and Knock Off is for utility, messing up scarfers and the like that try to switch in to OHKO Freddie. The EVs are such that as to guarantee the OHKO on Keldeo with a Hurricane, which Torn-T checks, and the rest are dumped into speed to outspeed about 85% of the metagame for the fast U-turns and nuking, and HP for the nice special bulk to check Keldy.
There are not as many threats to this team as I thought there would be, but the most significant ones I have encountered are:
Scarfed Kyurem-B
If Magnezone is dead, I most likely lose. Outrage kills everything but Lando-T, which is easily dealt with with a Ice Beam, though I get to catch it on the Outrage. If I can play around this correctly, it is much more of a nuisance than a threat.
Scrotum-Wash
This piece of work needs a stick down it's hose. Being one of, if not the, biggest nuisances in OU, it has enough bulk to neutrally tank a HJK and then Wisp me, so the option to kill this thing relies in me either predicting the switch to 2HKO with HJK or whittle it down. This thing can kill my whole team...by giving the trainer a headache.
Status and Stuff
With the absence of Tintin the Magic Guard Clefable, I do not have any way to negate TWave, Toxic, and most notably Will-o-Wisp, with my main sweepers being physical, along with Tornadus-T and Lando-T.
That would be all I have for this team. Thank you, readers, and may the bunnies be with you.
Nesquik (Diggersby) @ Choice Scarf
Ability: Huge Power
Happiness: 0
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Knock Off
To start off, we have my scarfer and the biggest bad boy on the block, Nesquik the Diggersby. He used to be my nuke with a Choice Band for the explosive Quick Attack, but due to good suggestions by WhatTheHack and Millionsunz, I have changed it to a scarfed variant to outspeed the metagame, and I have to say, it has been working tremendously. With Huge Power, Nesquik still hits a trunk, albeit a smaller truck compared to the slower monster truck it used to be, but gains an impressive amount of speed with it's scarf. EQ and Return are Dig's STAB attacks to kill fools, Quick Attack is for revenge-killing and priority, which this team lacks, and Knock Off is for utility, taking away those pesky Lefties, Scarves, Specs, etc. The EVs give Diggersby as much damage as possible, while bringing it's speed to exactly 406, outspeeding Mega Lopunny and Manectric which are 405. The remaining EVs are in HP for bulk.
Dalek (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Dalek the Magnezone functions as a special nuke and a Skarmory counter, as well as any steel-type counter that isn't Heatran, which Diggersby and my other teammates handle. Magnezone is one of, if not the best, partner to Diggersby and his shenanigans and takes out any Pokemon that otherwise would eat Digs for breakfast, save a few such as Keldeo. This used to be a Air Balloon variant to counter Sand Rush Excadrill which is a pain in the butt, but thanks to a suggestion by WhatTheHack, I now run a Choice Specs set. It works just as fine, and while I can't counter Sand Rush Excadrill, my other Pokemon which I changed does it fine (seen below). Choice Specs with max SpAtk EVs allow Dalek to exterminate pretty much anything that doesn't resist a Thunderbolt, which is it's compulsory STAB, and for good reason. HP Fire is to wreck all the Steels I trap with Magnet Pull. Flash Cannon are for pesky fairies, notably Clefable and Sylveon (eugh), and Volt Switch is to form a nice VoltTurn core with Digs.
Tigger (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge
As my defensive Stealth Rocker and Excadrill counter, as well as a pseudo-wallbreaker, it's Tigger the Landorus-Therian. This spot used to be occupied by the late Tintin the Clefable, but it was dropped due to the large need to counter Excadrill and the fact that Mega Sableye was already dealt with through my Mega Lopunny (below). The only thing Clefable did was to tank status damage, which does not bother me too much, though it is now a bit of a nuisance. Furthermore, the high base Attack and Swords Dance means switching into a wall is not the best idea. Trained in the special martial art of the Hundred-Acre Woods, Tigger is bigger and meaner than ever. The Rocky Helmet helps whittle down Talonflames and U-Turners, furhter assisted by Stealth Rock. EQ is the obvious compulsory STAB, Stone Edge is for the flying-types like Mega Pinsir, and Swords Dance is for the explosions of old (I miss my CB Digs), and wallbreaking.
Ringo (Lopunny) (M) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Ice Punch
Ringo the Lopunny is my chosen mega, my wallbreaker and sweeper speedster. Diggersby's partner in crime, Lopunny deals with the squishies that outspeed Digs, while Digs can deal with slower, more bulky Pokemon and overpower them with sheer force. Lopunny is also very good at late-game cleaning, should Diggersby be dead, thanks to it's speed. Furthermore, Ringo checks and counters Mega Sableye, which is very common in the ladder and would mess me up, thanks to it's Scrappy ability in it's Mega Form. With his blazing speed and fabulous legs, Ringo has cemented himself into my team tremendously and nearly perfectly synergises with his teammates. Limber is used for normal Lopunny before Mega Evolving so I can switch into Thunder Wave users easily like Chansey and Ferrothorn. Fake Out is to Mega Evolve safely, Frustration and High Jump Kick are the STABs, and HJK can 2HKO most pokemon that are neutral against this, save the physical walls. Ice Punch is meant for Landorus-T and Garchomp, OHKOing their offensive versions whilst 2HKOing their defensive, providing nice coverage. It's EVs are self-explanatory, to make Ringo as fast and hard-hitting as possible.
Cathay (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Cathay the Latias functions as my offensive Defogger and my Keldeo counter, who would pretty much trample over my team if it had a scarf. Ringo, to function, much appreciates hazards to not be on our side of the battle so it won't be whittled down and then killed by priority. This is where Latias comes in, to defog all the Stealth Rocks away. Sure, the opponent will lose my Rocks too, but due to the bulkiness of Clefable, it usually lives and I am simply able to set up again, since most of the Stealth Rockers I encountered are either suicide leads or dead because of Digs or Lop. Latias also shits on Breloom which can be trouble with it's Technician Mach Punches, and checks Mega Manectric. It's special bulk is much appreciated in this team, which is why I chose it over Latios. Life Orb is the standard item on offensive Latias, and for good reason. Draco Meteor and Psyshock are Latia's STAB, Psyshock in particular shitting all over Breloom and Keldeo, Defog is self-explanatory, and Healing Wish is a lifesaver to bring Lop or Digs back from the brink of death for a comeback sweep. The HP EVs are used to tank a Thundurus-T's HP Ice twice, and the maximum speed allows Cathay to perform her job to the best of her abilities, outspeeding many Pokemon. The rest are dumped into Special Attack for explosions, and 0 Attack IVs to take Foul Play from Umbreon or Klefki better.
Freddie (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Knock Off
Freddie the broken bird serves as my U-Turner, special sweeper and all-out lightning-fast attacker of hyper death which nukes anything Digs didn't. Furthermore, Freddie messes up Mega Venusaur, which is much needed in this team, since Latias can't be exactly relied on due to the Life Orb and lack of Roost. He also checks Keldeo due to the Assault Vest taking hits like a champ. But the greatest thing about Freddie is his Regenerator ability. With that ability, Freddie has the bulk to switch into cheap hits and Stealth Rocks, outlast his checks, U-Turn and come back nearly completely fine. Hurricane is a super-strong STAB move, while suffering from it's 70% accuracy (more like 40%, ffs), nukes any Pokemon that doesn't resist, normally OHKOing or 2HKOing with sheer power. The confusion is a nice side bonus, too. Focus Blast is used to destroy any Steel and Rock types that resist Hurricane, U-Turn is for abusing that Regenerator and properly switch into proper counters for Freddie's few problems, and Knock Off is for utility, messing up scarfers and the like that try to switch in to OHKO Freddie. The EVs are such that as to guarantee the OHKO on Keldeo with a Hurricane, which Torn-T checks, and the rest are dumped into speed to outspeed about 85% of the metagame for the fast U-turns and nuking, and HP for the nice special bulk to check Keldy.
There are not as many threats to this team as I thought there would be, but the most significant ones I have encountered are:
Scarfed Kyurem-B
If Magnezone is dead, I most likely lose. Outrage kills everything but Lando-T, which is easily dealt with with a Ice Beam, though I get to catch it on the Outrage. If I can play around this correctly, it is much more of a nuisance than a threat.
Scrotum-Wash
This piece of work needs a stick down it's hose. Being one of, if not the, biggest nuisances in OU, it has enough bulk to neutrally tank a HJK and then Wisp me, so the option to kill this thing relies in me either predicting the switch to 2HKO with HJK or whittle it down. This thing can kill my whole team...by giving the trainer a headache.
Status and Stuff
With the absence of Tintin the Magic Guard Clefable, I do not have any way to negate TWave, Toxic, and most notably Will-o-Wisp, with my main sweepers being physical, along with Tornadus-T and Lando-T.
That would be all I have for this team. Thank you, readers, and may the bunnies be with you.
Nesquik (Diggersby) @ Choice Scarf
Ability: Huge Power
Happiness: 0
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Knock Off
Dalek (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Tigger (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge
Ringo (Lopunny) (M) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Ice Punch
Cathay (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Freddie (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Knock Off
Ability: Huge Power
Happiness: 0
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Knock Off
Dalek (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Tigger (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge
Ringo (Lopunny) (M) @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Ice Punch
Cathay (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Freddie (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Knock Off
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