Rebuild and Retaliate [XY OU Tanky Stall and Counter]

Team at a glance:
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Recover
- Taunt
- Will-O-Wisp
- Knock Off / Foul Play

Infernape @ Focus Sash
Ability: Iron Fist
EVs: 128 Atk / 128 SAtk / 252 Spd
Hasty Nature
- Earthquake / Close Combat
- Thunder Punch
- Overheat
- Fake Out

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Seismic Toss

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 128 Def / 128 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis

Zapdos @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
IVs: 30 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 64 HP / 72 Atk / 122 Def / 252 SDef
Sassy Nature
- Stealth Rock
- Pursuit
- Fire Blast
- Earthquake

My first thoughts on starting the team were that I wanted to make a team to counter the general metagame. That is to say that if you're not using different kinds of teams, you're probably going to have a hard time. As I started building it, I noticed it started to fit very well with my playstyle: that is that I like to always have something to safely switch in and counter whatever it needs to. The first place I like to start is my lead. Or you know, what goes against yours.
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Infernape the anti-lead @ Focus Sash
Ability: Iron Fist
EVs: 128 Atk / 128 SAtk / 252 Spd
Hasty Nature
- Thunder Punch / Earthquake
- Close Combat / Stealth Rock
- Overheat
- Fake Out
Edit: The changes made to T-Tar opened up some needed changes to this guy. Earthquake and Stealth Rock should be used if they are not run on T-Tar. Earthquake can also be run over CC with varying results.

Infernape fits the role of an anti-lead perfectly. Its great base 108 speed maxed out allows it to outspeed a majority of the metagame. In its role, Fake Out is necessary to break the sash of that pesky Smeargle and other popular leads such as Klefki or Tyranitar and intantly OHKO.
Pros:
Picks up easy KOs on popular leads and prevents them from setting up. Even goes as far to pop a balloon if they decide to lead with something like Heatran or Excadrill.
Cons:
If the opponent isn't carrying a Pokemon that Infernape can easily counter, its effectiveness nearly disappears, because it's just too frail and too easy to nullify.

Second, a seemingly underused Mega...​

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Venusaur the impenetrable tank @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 128 Def / 252 128 SAtk
Modest Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis
Edit: Self edit, but without the extra bulk, Leech Seed and Synthesis often go to waste, and don't allow for Venu to be played as intended.

Mega-Venusaur fits the goal of the team as well as my play style perfectly. It counters tons of popular threats, deals damage, has a fantastic typing with ability and has almost annoyingly reliable recovery. Before I'd built the rest of the team, I had a more defensive stat set, but I decided to change to modest with this EV spread to help it deal a bit more damage. I don't regret it.
Pros:
Weak to only flying and psychic moves, it can come in on nearly any Pokemon and set up. Effectively counters several threats, and fights back.
Cons:
The lack in defensive investment is definitely noticeable, and due to its slow speed, it can be 2-3HKOd with any power-packed move without getting the chance to set up and heal.

Third, the definition of bulk...
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Chansey the support (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Aromatherapy
- Toxic
- Soft-Boiled
- Seismic Toss


While I had a modest Blissey here first, I opted for the extra bulk to make it more effective as a support. The stat set maximizes its massive base 5 def and along with eviolite, doesn't leave much more to be desired. The ability and bulk together make it a go-to pick when I don't have anything else to switch into.
Pros:
Eviolite gives it unparalleled bulk, Aromatherapy helps the team out with status issues, and it can toxic stall.
Cons:
Even with Eviolite, strong physical moves can still cripple Chansey, and take away its chance to recover.

Fourth, the original prankster gremlin himself...
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Sableye, AKA Napoleon the brave @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Recover
- Taunt
- Will-O-Wisp
- Foul Play / Knock Off
Edit: Added Knock Off as an option. It hasn't proved to be any more or less viable than Foul Play, but rather adds a new dynamic to play. Either can be used and they vary in effectiveness according to the opponents team

This little guy can counter and nullify practically any physical threat if it gets the chance. With its max defense possible, it takes a surprisingly low amount of damage from even high damage output attacks. Priority Will-o-Miss halves their attack before they can hit you again, Foul Play deals tons of damage, Taunt prevents it from becoming setup fodder, and Recover just extends the tanky annoyance.
Pros:
Takes minimal damage from physical attacks and given that the burn hits, you basically win the battle with the most user-friendly Prankster move set ever.
Cons:
With max Def investment, it must tread lightly around possible mixed attackers, and with Foul Play being its only offensive move, it often is unable to pose a threat to foes with lower attack stats.

Fifth, a needed switch

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Zapdos the BigBird @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog


This set covers up the weakness my team had to MegaPinsir, and kept the same role as Togekiss while not causing any notable drawbacks. Thunderbolt is the primary STAB and HP Ice was implemented to help take care of Gliscor and Dragons.

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Togekiss the Haxorus @ Leftovers
Ability: Serene Grace
EVs: 252 Def / 8 Spd / 248 HP
Bold Nature
- Thunder Wave
- Air Slash
- Roost
- Defog


Seriously, screw this thing. Between its natural bulk, ability, T-Wave and a 60% flinch chance, you hardly get a chance to move, let alone fight back. Add roost on top of that, and it's a wonder it's not banned. With nearly max physical defense and a great typing, it can switch in safely to tons of threats and ensue its shenanigans. I opted for Defog in the last slot, because even with a priority taunt and an anti-lead on my team, hazards still get up, which greatly hurt my team and prevent me from always having a safe switch in.
Pros:
Has more clutch moments than any Pokemon I've ever used, and has a chance to KO foes that look to be a straight counter. Even performs pseudo-support roles given the situation.
Cons:
Even with its naturally high special defense, that is its biggest weakness. They still hurt and end up being the cause of most of the KOs.

Finally, the premier OU threat himself..
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Tyranitar the bulletproof @ Assault Vest Leftovers
Ability: Unnerve Sand Stream
EVs: 72 Atk / 122 Def / 64 HP / 252 SDef
Brave Sassy Nature
- Stone Edge Stealth Rock
- Earthquake
- Fire Blast
- Crunch Pursuit
Edit: This is a tricky role to get down. Stealth Rocks was needed on the team, and T-Tar was the best place to put them. Pursuit was added trapping Lati@s over Crunch. Also switched to max special defense to get most switch-in opportunities. Sand Stream was added to replace Unnerve due to the increased special defense boost that I was unaware of with Leftovers for increased sustain and bulk. While this set ruins some synergy with the team, I found it to be marginally more useful due to the added utility. The previous set can still be run with an option of Crunch / Pursuit, but this is what I'm sticking with.

Yeah, that's right, Unnerve T-tar. While I'd like to say that this is completely intentional, the primary reason is because sand hurts my team more than rain while sun actually helps. It's been difficult for me to figure out a good stat set with this thing. Since the rest of my team has a bit of trouble dealing some good damage, I opted for a needed offensive nature. Fire Blast is an incredible coverage move, and the other moves are standard. I often contemplate Pursuit over Crunch, but the extra power is something I often miss when needing a strong Dark move.
Pros:
Does pleasurable damage both on the physical and special sides. It counters threats such as MegaZardY and TalonFlame and can take quite a beating.
Cons:
It doesn't feel like I can give it enough stats to make it do everything I need it to do. Even with AV and some specially defensive investment, things like Solarbeam from MegaZardY still hurt a lot. While with lacking physically defensive stats, it must be careful around practically any physical attacker. As one of only two Pokemon on my team without reliable recovery, these holes in defense definitely hurt.
Final thoughts:
The team seems to work very well together. While I'm not restricting anyone, I'd really like some help getting stat sets figured out, as I feel they could be much more efficient. While I was originally going for a counter-type team, the team is ironically very weak to counter-type and uncommon sets, and the team is very slow overall, making it rely on its bulk to survive, but hey, that's the nature of a tank.
 
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I understand why you run unnerve T-tar, however do you know that sand boost's rock type's (like T-tar's) special defense. Look at the calculations:
252 SpA Manaphy Surf vs. 64 HP / 224 SpD Tyranitar in Sand: 134-158 (37.5 - 44.2%) -- guaranteed 3HKO
252 SpA Manaphy Surf vs. 64 HP / 224 SpD Tyranitar: 200-236 (56 - 66.1%) -- guaranteed 2HKO
See? So I really recommend you use sand stream T-tar to get that special defense boost!
 
Suggested Edits will be in Red.

I noticed that you have a lack of Stealth Rocks on your team as well as SS on T-tar/ both of which will greatly help you wear down opposing teams and limit the amount of switch in's that threats like Charizard-Y/ Charizard regular form before going Mega/Talonflame/ Break Dragonites Multiscale along with helping to make things easier to K.O as they are worn down by switching into to Stealth Rock and SS as well as making T-tar even more bulky on the Special Defensive Side like Shrapnel pointed out above.
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Tyranitar the bulletproof @ Assault Vest <----------- Leftovers
Ability: Unnerve<---------Sandstream
EVs: 72 Atk / 128 Def / 64 HP / 244 SDef
Brave Nature
- Stone Edge
- Earthquake<----- Stealth Rock
- Fire Blast
- Crunch
 
Meh, lost soul's idea on SandStream was bad... I suggest disregarding it due to synergy with mega venusaur and chansey being far more important. If you want to keep the TTar assault vest, you're probably going to need stealth rocks to infernape.

Chansey can be made into a full fledged cleric, you know... Heal bell/Wish/(Toxic Or Seismic Toss)/Softboil is a much better set considering AV tyranitar and Venusaur-mega only having 8 synthesis.

I suggest changing Togekiss for Zapdos. This is due to needing a flying/ground resist (pinsir-mega). It'd have to be max Def with Tbolt/Defog/Roost/Filler and that would solve pinsir-mega, who otherwise runs takes a team member every time he comes in clean.
 
Nice team dude! It actually looks very similar to my own team (I'll post it in an hour or two).

Now the rate:

Tyranitar: As you already have Chansey to take on special attackers, removing AV might be a good idea (I run AV-Tar, but I think that in your team it will work better with SR. Don't worry about removing them with your own defog, as you can put them back easily thanks. Also I suggest to dropping Fire Blast and Stone Edge, running Earthquake and Pursuit so you can get some KO's on Heatran and Lati@s. Also with this set, you can switch into a Special Locked Genesect and Pursuit it multiple times until yo get the KO. Also, Stone Edge is a waste on defensive Tyranitar as many Pokémon you might try to hit can Roost and PP stall it (Mandibuzz, Togekiss, Zapdos etc.) and Charizard Y will OHKO you with Focus Blast so Chansey is a better answer against it.. Even though, I think the Ev's might work right how you have them as you are tanking and not walling. Also using Sandstream won't hurt too much as it only lasts 5 turns this gen (5 turns are nothing on stall teams).

So:

On Tyranitar:
Lefties>AV
Pursuit + EQ > Stone Edge + Fire Blast


Really liked your team. I would like to fight against it sometime :)
 
You might want to change Foul Play on Sableye for Knock off because it limits switch ins because they will always be worried about you knocking off their items. I've played with it and it makes him by far the most annoying pokemon to play against. While it isn't as good against physical attackers it gives much better utility and prevents Leftovers recovery.
 
Loving the feedback!

Meh, lost soul's idea on SandStream was bad... I suggest disregarding it due to synergy with mega venusaur and chansey being far more important. If you want to keep the TTar assault vest, you're probably going to need stealth rocks to infernape.

Chansey can be made into a full fledged cleric, you know... Heal bell/Wish/(Toxic Or Seismic Toss)/Softboil is a much better set considering AV tyranitar and Venusaur-mega only having 8 synthesis.

I suggest changing Togekiss for Zapdos. This is due to needing a flying/ground resist (pinsir-mega). It'd have to be max Def with Tbolt/Defog/Roost/Filler and that would solve pinsir-mega, who otherwise runs takes a team member every time he comes in clean.

With Chansey, I would have put Wish on the original set, but I plan on making this a team that I can use for Wi-Fi battles.
I switched out CC on Infernape for Stealth Rocks, because Overheat is still a guaranteed OHKO on Smeargle after Fakeout.
I did try out Sandstream on T-tar with very mixed results, but it consistently ruined some synergy with the team. I changed it to a specially defensive nature which definitely came in handy, moreso than the extra power so far.
I tried this set on Zapdos:

Zapdos @ Leftovers
Ability: Pressure
EVs: 184 HP / 252 Def / 64 SAtk / 8 Spd
Bold Nature
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Defog

I hadn't noticed the problem with MegaPinsir until just now, and this definitely helps. I opted for HP Ice to take care of Gliscor and dragons.

Nice team dude! It actually looks very similar to my own team (I'll post it in an hour or two).

Now the rate:

Tyranitar: As you already have Chansey to take on special attackers, removing AV might be a good idea (I run AV-Tar, but I think that in your team it will work better with SR. Don't worry about removing them with your own defog, as you can put them back easily thanks. Also I suggest to dropping Fire Blast and Stone Edge, running Earthquake and Pursuit so you can get some KO's on Heatran and Lati@s. Also with this set, you can switch into a Special Locked Genesect and Pursuit it multiple times until yo get the KO. Also, Stone Edge is a waste on defensive Tyranitar as many Pokémon you might try to hit can Roost and PP stall it (Mandibuzz, Togekiss, Zapdos etc.) and Charizard Y will OHKO you with Focus Blast so Chansey is a better answer against it.. Even though, I think the Ev's might work right how you have them as you are tanking and not walling. Also using Sandstream won't hurt too much as it only lasts 5 turns this gen (5 turns are nothing on stall teams).

So:

On Tyranitar:
Lefties>AV
Pursuit + EQ > Stone Edge + Fire Blast


Really liked your team. I would like to fight against it sometime :)

Chansey is the ONLY thing I have to take on special attackers in that case. As far as the move switches go, I really like to have Fire Blast though as it has a tendency to get Genesect and Ferrothorn on switch in.

You might want to change Foul Play on Sableye for Knock off because it limits switch ins because they will always be worried about you knocking off their items. I've played with it and it makes him by far the most annoying pokemon to play against. While it isn't as good against physical attackers it gives much better utility and prevents Leftovers recovery.

I found that the moves are very interchangeable. Foul Play gives it easy KOs on high attack mons, and Knock Off slowly cripples the team upon switch ins.
 
Chansey is the ONLY thing I have to take on special attackers in that case. As far as the move switches go, I really like to have Fire Blast though as it has a tendency to get Genesect and Ferrothorn on switch in

Sandstream gives you the same Sp. Def as the Unnerve + Assault Vest, allows you to run Leftovers and make a better Tank /Support to the team. This way you can manage better Genesect as he won't be too fancy in switching in. Also Genesect is almost everytime paired with Volt Switch users, like Rotom so don't expect to Genesect to switch in directly into Tyranitar due to Steel losing their resistance tu Dark, well at least not in high ladder.

Fire Blast though is a good option on Tyranitar if your team needs it badly.
 
Sandstream gives you the same Sp. Def as the Unnerve + Assault Vest, allows you to run Leftovers and make a better Tank /Support to the team. This way you can manage better Genesect as he won't be too fancy in switching in. Also Genesect is almost everytime paired with Volt Switch users, like Rotom so don't expect to Genesect to switch in directly into Tyranitar due to Steel losing their resistance tu Dark, well at least not in high ladder.

Fire Blast though is a good option on Tyranitar if your team needs it badly.

Ah, thanks for clarifying. I feel a bit more confident in the decision with that said.
I've had great success with Fire Blast so far so for now I'm going to stick with it, but I'll keep the options open down the road.
 
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