After my previous RMT, Emperor Core, had so much success, I decided to fool around with a more offensive approach to the OU metagame. I started with a simple Mawile+Salamence offensive core, and ended up with Playdoll. Here it goes.
Playdoll (Mawile) @ Mawilite
Ability: Intimidate
EVs: 128 Spd / 252 Atk / 128 HP
Adamant Nature
- Substitute
- Focus Punch
- Play Rough
- Sucker Punch
I love this thing so much. SubPunch Mawile absolutely wrecks. Substitute for the many switches this guy will be forcing while Focus Punch (which is STRONGER than STAB Play Rough) wrecks anything that doesn't resist it, and decimates Mawile's most common switch ins.
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Ferrothorn: 368-434 (104.5 - 123.2%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Skarmory: 175-207 (52.3 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 0 Def Heatran: 588-692 (152.3 - 179.2%) -- guaranteed OHKO
Steels will think twice about switching into this monster. Play Rough is a powerful, reliable STAB which usually hits what Focus Punch cannot. Sucker Punch rounds out my Fairy/Fighting/Dark coverage and helps me deal with faster threats. The beauty of this set is the fact that once behind a sub, Mawile is very hard to take down. You either attack and get Sucker Punched in the face, or attack still and get Focus Punched even harder, or just hit with that STAB Play Rough. 128 Speed EVs Adamant ensure I outspeed uninvested Trevenant, Jellicent, Tyranitar, Gourgeist, and Scizor's Bullet Punch. The first two are extremely important as once you set up in the grass/ghosts's faces, its game over. This is, in my opinion, one of THE best Mega Mawile sets and it's just a phenomenal wall breaker.
Sally (Salamence) @ Expert Belt
Ability: Intimidate
EVs: 252 Spd / 192 SAtk / 64 Atk
Naive Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Dragon Claw
Return of MixMence. God, I love this thing. It still hasn't lost it's shine. Expert Belt because this Mence WILL be taking hits and I like expert belt to bluff items. Draco Meteor to decimate physical walls, Fire Blast for Ferro, Skarm, Forretress, bulky Steels not named Heatran, basically. Earthquake deals with the aforementioned Heatran, and rounds out coverage. Dragon Claw is my physical STAB of choice because being locked into Outrage when I'm a wall breaker definitely doesn't help me. Max Speed is imperative to reach that Base 100 benchmark while 192 SAtk and 64 Atk give me just enough firepower to plow through the premier physical and special walls of OU. Salamence has excellent synergy with Mawile, resisting nearly every type bar Electric, Ghost, and Steel. I run Intimidate over Moxie because the forced switches help a lot and I find myself often double intimidating a Pokemon with Mawile before the Mega, thus forcing it out and setting up the Sub for myself.
Labor (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 4 HP / 252 SDef / 252 Atk
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
This thing is so raw. I've encountered entire teams where no one could truly safely switch into this monster. This thing is my answer to the number one Pokemon in OU right now, Rotom-W. It takes Will-O-Wisps meant for Mawile/Mence like a champ and gains HP back with Drain Punch, finishing it off with Mach Punch. Knock Off cripples just about any Pokemon not named Mega, and gives Conk a way to deal with Psychic and Ghost types which it handles perfectly. Ice Punch is for Lando-T, Gliscor, Chomp, and the occasional Zygarde. I run Max Special Defense and Attack over Max HP and Attack because Conkeldurr's HP is already pretty damn high, so maxing Special Def seems better in my opinion. Conk's job is to cripple things with Knock Off and wear down the opponent, a role he does well.
Toaster (Rotom-Heat) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Thunder Wave
- Overheat
- Volt Switch
Rotom-H is so good this gen. Rain nerfed, immune to paralysis and burn, a decent check to Talonflame...it has a lot going for it. I run specially defensive double status because paralysis support and burned pokemon really help Mence/Mawile do their thing. Will-O-Wisps burns physical attackers while Thunder Wave punishes special attackers thinking they can just absorb it. Volt Switch for momentum and a decent STAB and Overheat as my secondary STAB, punishing a number of pokemon, most notably Steels. Max Special Defense and HP for the best Special bulk possible. Rotom-H serves as a decent check to Talonflame and a number of special attackers, absorbing their special attacks and crippling them with T-Wave. He's the first part of my defensive core.
Barbed Wire (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Leech Seed
- Power Whip
- Thunder Wave
- Stealth Rock
Ferrothorn completes the other half of the core, and fits it nicely. Ferro serves as the defensive tank of the team, and walls a number of threats that would otherwise rip through this team, such as Azumarill. Leech Seed for extra recovery and it helps out the rest of the team as well. Power Whip for a decently powered STAB that can punish Rotom-W while T-Wave is for paralysis support for Mawile. SR helps net important KOs for the other members of the team and is a great all-around hazard to have on the field. The EV spread maxes out it's defense for the best possible result against physical attackers.
Diggersbytho (Diggersby) @ Choice Scarf
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Return
- U-turn
- Wild Charge
The final member of the team, Scarf Diggersby. Diggers serves as my revenge killer and scouter, as when equipped with a choice scarf it outspeeds nearly everything up to base 130s. Earthquake and Return are stupidly powerful STABs coming off that amazing attack stat thanks to Huge Power, whille U-Turn is used for scouting and taking chunks out of what switches in. Wild Charge takes care of bulky Waters like Gyrarados, Manaphy, and Vaporeon. Jolly 252 Speed outspeeds a majority of the metagame, and Diggersby's attack is maxed out for maximum damage output.
[W E A K N E S S E S]
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This is the team, then. I would REALLY appreciate suggestions on alternate team options and the such. Mawile/Mence are staying the way they are, however, spreads and all. Thank you for looking at this team!

Playdoll (Mawile) @ Mawilite
Ability: Intimidate
EVs: 128 Spd / 252 Atk / 128 HP
Adamant Nature
- Substitute
- Focus Punch
- Play Rough
- Sucker Punch
I love this thing so much. SubPunch Mawile absolutely wrecks. Substitute for the many switches this guy will be forcing while Focus Punch (which is STRONGER than STAB Play Rough) wrecks anything that doesn't resist it, and decimates Mawile's most common switch ins.
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Ferrothorn: 368-434 (104.5 - 123.2%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Skarmory: 175-207 (52.3 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 0 Def Heatran: 588-692 (152.3 - 179.2%) -- guaranteed OHKO
Steels will think twice about switching into this monster. Play Rough is a powerful, reliable STAB which usually hits what Focus Punch cannot. Sucker Punch rounds out my Fairy/Fighting/Dark coverage and helps me deal with faster threats. The beauty of this set is the fact that once behind a sub, Mawile is very hard to take down. You either attack and get Sucker Punched in the face, or attack still and get Focus Punched even harder, or just hit with that STAB Play Rough. 128 Speed EVs Adamant ensure I outspeed uninvested Trevenant, Jellicent, Tyranitar, Gourgeist, and Scizor's Bullet Punch. The first two are extremely important as once you set up in the grass/ghosts's faces, its game over. This is, in my opinion, one of THE best Mega Mawile sets and it's just a phenomenal wall breaker.

Sally (Salamence) @ Expert Belt
Ability: Intimidate
EVs: 252 Spd / 192 SAtk / 64 Atk
Naive Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Dragon Claw
Return of MixMence. God, I love this thing. It still hasn't lost it's shine. Expert Belt because this Mence WILL be taking hits and I like expert belt to bluff items. Draco Meteor to decimate physical walls, Fire Blast for Ferro, Skarm, Forretress, bulky Steels not named Heatran, basically. Earthquake deals with the aforementioned Heatran, and rounds out coverage. Dragon Claw is my physical STAB of choice because being locked into Outrage when I'm a wall breaker definitely doesn't help me. Max Speed is imperative to reach that Base 100 benchmark while 192 SAtk and 64 Atk give me just enough firepower to plow through the premier physical and special walls of OU. Salamence has excellent synergy with Mawile, resisting nearly every type bar Electric, Ghost, and Steel. I run Intimidate over Moxie because the forced switches help a lot and I find myself often double intimidating a Pokemon with Mawile before the Mega, thus forcing it out and setting up the Sub for myself.

Labor (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 4 HP / 252 SDef / 252 Atk
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
This thing is so raw. I've encountered entire teams where no one could truly safely switch into this monster. This thing is my answer to the number one Pokemon in OU right now, Rotom-W. It takes Will-O-Wisps meant for Mawile/Mence like a champ and gains HP back with Drain Punch, finishing it off with Mach Punch. Knock Off cripples just about any Pokemon not named Mega, and gives Conk a way to deal with Psychic and Ghost types which it handles perfectly. Ice Punch is for Lando-T, Gliscor, Chomp, and the occasional Zygarde. I run Max Special Defense and Attack over Max HP and Attack because Conkeldurr's HP is already pretty damn high, so maxing Special Def seems better in my opinion. Conk's job is to cripple things with Knock Off and wear down the opponent, a role he does well.

Toaster (Rotom-Heat) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Thunder Wave
- Overheat
- Volt Switch
Rotom-H is so good this gen. Rain nerfed, immune to paralysis and burn, a decent check to Talonflame...it has a lot going for it. I run specially defensive double status because paralysis support and burned pokemon really help Mence/Mawile do their thing. Will-O-Wisps burns physical attackers while Thunder Wave punishes special attackers thinking they can just absorb it. Volt Switch for momentum and a decent STAB and Overheat as my secondary STAB, punishing a number of pokemon, most notably Steels. Max Special Defense and HP for the best Special bulk possible. Rotom-H serves as a decent check to Talonflame and a number of special attackers, absorbing their special attacks and crippling them with T-Wave. He's the first part of my defensive core.

Barbed Wire (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Leech Seed
- Power Whip
- Thunder Wave
- Stealth Rock
Ferrothorn completes the other half of the core, and fits it nicely. Ferro serves as the defensive tank of the team, and walls a number of threats that would otherwise rip through this team, such as Azumarill. Leech Seed for extra recovery and it helps out the rest of the team as well. Power Whip for a decently powered STAB that can punish Rotom-W while T-Wave is for paralysis support for Mawile. SR helps net important KOs for the other members of the team and is a great all-around hazard to have on the field. The EV spread maxes out it's defense for the best possible result against physical attackers.

Diggersbytho (Diggersby) @ Choice Scarf
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Return
- U-turn
- Wild Charge
The final member of the team, Scarf Diggersby. Diggers serves as my revenge killer and scouter, as when equipped with a choice scarf it outspeeds nearly everything up to base 130s. Earthquake and Return are stupidly powerful STABs coming off that amazing attack stat thanks to Huge Power, whille U-Turn is used for scouting and taking chunks out of what switches in. Wild Charge takes care of bulky Waters like Gyrarados, Manaphy, and Vaporeon. Jolly 252 Speed outspeeds a majority of the metagame, and Diggersby's attack is maxed out for maximum damage output.
[W E A K N E S S E S]
- Mega Medicham rips through this team. I mean it can OHKO nearly every member. Nothing switches into it safely.
- No spinner or defogger really hurts my team but I don't know what to replace.
- Mega Charizard X has also proven to be a pain in the ass once set up.
- Sticky Web hurts me significantly, which brings us back to the teams lack of a hazards remover.
- Although I have a scarfer, the once nearly anything gets to +1 in speed none of my pokemon can really stop them.
- My team's lack of speed really hurts.
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This is the team, then. I would REALLY appreciate suggestions on alternate team options and the such. Mawile/Mence are staying the way they are, however, spreads and all. Thank you for looking at this team!