DFB's Current XY OU Team
The team at a glance...
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The team in detail...
Horizon (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn
Rotom-Wash used to be my Scarfer, but Scarf suits Lando better because Rotom is better as a defensive pivot imo. EQ hits anything that isn't immune to/doesn't resist it hard (100 BP move + STAB + Base 145 Atk = Yes). Hidden Power Ice is a bit odd, but it was a thing in Gen 5, and being able to 2HKO Gliscor is nice. Stone Edge provides EdgeQuake coverage and U-turn forms a nice little VoltTurn core along with Rotom-Wash.
Tumble Dry (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
I know Rotom-Wash is on every team these days, but it's for good reason: Talonflame. This set counters pretty much all Talonflame (except that weird Natural Gif set). Rotom-W and Lando-T form a nice VoltTurn core, and Rotom is a great pivot. Volt Switch is standard along with Hydro Pump. Pain Split gives me recovery along with Leftovers, making Rotom difficult to kill without a strong special attack/a Grass move. WOW cripples physical attackers nicely.
Spines (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Stealth Rock
I haven't used Ferrothorn on any other XY OU team so far, but it's performance so far has been spectacular. Power Whip does nice damage to Rotom-W (assuming it's not physically defensive). Leech Seed is always nice for getting recovery off bulky things. If I see Charizard/Talonflame on the opposing team, getting rocks up immediately is very nice. Protect allows me to scout for random HP Fires, and get a free turn of Leech Seed/Lefties recovery.
Johnson (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Conkeldurr's one of those things that uses Assault Vest extremely well, what with the recovery in Drain Punch. Speaking of Drain Punch, it's necessary STAB and recovery. Mach Punch for STAB priority because ol' Conk is one of the slowest guys you'll ever meet. Ice Punch decimates Gliscor and Lando, and Knock Off is for hitting/crippling Aegi and the Lati twins. Guts is used here so I can switch into a predicted status for a boost. Guts is so I don't fear WOW on all my physical threats. Running SpDef may look odd on an AV mon, but more SpDef allows Conk to sponge most neutral special attacks insanely well.
Alto Mare (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Psyshock
- Hidden Power [Fire]
- Defog
Latios here is my offensive Defogger. Dragon Pulse is nice STAB, hitting things Psyshock can't. Psyshock hits stuff like the pink blobs and Conkeldurr hard. Hidden Power Fire adds nice coverage of Ferrothorn and Scizor. Defog is obvious for removing hazards that threaten Rotom-W/Lando-T who are switching in/out a lot, and Pinsir who is weak to Rocks. Really not a ton to say about Latios.
Stag (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Swords Dance
And here's the Mega: Pinsir. It's just terrifying. Quick Attack provides nice STAB priority, and Return provides STAB power. Close Combat is nice coverage of Steels, and SD gives M-Pinsir terrifyingly high attack, which it can use to proceed to Quick Attack/Return/CC all of the things. Hyper Cutter because screw Intimidate. Like Latios, not much explanation needed here.
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And that's the team! Hope I didn't overlook any obvious threats. Something a bit problematic is the lack of Toxic on this team, but the offensive threats on this team deal with bulky things pretty well anyways.
~DFB
The team at a glance...






----------------------------------------------------------------------------------------------------
The team in detail...

Horizon (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn
Rotom-Wash used to be my Scarfer, but Scarf suits Lando better because Rotom is better as a defensive pivot imo. EQ hits anything that isn't immune to/doesn't resist it hard (100 BP move + STAB + Base 145 Atk = Yes). Hidden Power Ice is a bit odd, but it was a thing in Gen 5, and being able to 2HKO Gliscor is nice. Stone Edge provides EdgeQuake coverage and U-turn forms a nice little VoltTurn core along with Rotom-Wash.

Tumble Dry (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
I know Rotom-Wash is on every team these days, but it's for good reason: Talonflame. This set counters pretty much all Talonflame (except that weird Natural Gif set). Rotom-W and Lando-T form a nice VoltTurn core, and Rotom is a great pivot. Volt Switch is standard along with Hydro Pump. Pain Split gives me recovery along with Leftovers, making Rotom difficult to kill without a strong special attack/a Grass move. WOW cripples physical attackers nicely.

Spines (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Stealth Rock
I haven't used Ferrothorn on any other XY OU team so far, but it's performance so far has been spectacular. Power Whip does nice damage to Rotom-W (assuming it's not physically defensive). Leech Seed is always nice for getting recovery off bulky things. If I see Charizard/Talonflame on the opposing team, getting rocks up immediately is very nice. Protect allows me to scout for random HP Fires, and get a free turn of Leech Seed/Lefties recovery.

Johnson (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Conkeldurr's one of those things that uses Assault Vest extremely well, what with the recovery in Drain Punch. Speaking of Drain Punch, it's necessary STAB and recovery. Mach Punch for STAB priority because ol' Conk is one of the slowest guys you'll ever meet. Ice Punch decimates Gliscor and Lando, and Knock Off is for hitting/crippling Aegi and the Lati twins. Guts is used here so I can switch into a predicted status for a boost. Guts is so I don't fear WOW on all my physical threats. Running SpDef may look odd on an AV mon, but more SpDef allows Conk to sponge most neutral special attacks insanely well.

Alto Mare (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Psyshock
- Hidden Power [Fire]
- Defog
Latios here is my offensive Defogger. Dragon Pulse is nice STAB, hitting things Psyshock can't. Psyshock hits stuff like the pink blobs and Conkeldurr hard. Hidden Power Fire adds nice coverage of Ferrothorn and Scizor. Defog is obvious for removing hazards that threaten Rotom-W/Lando-T who are switching in/out a lot, and Pinsir who is weak to Rocks. Really not a ton to say about Latios.

Stag (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Swords Dance
And here's the Mega: Pinsir. It's just terrifying. Quick Attack provides nice STAB priority, and Return provides STAB power. Close Combat is nice coverage of Steels, and SD gives M-Pinsir terrifyingly high attack, which it can use to proceed to Quick Attack/Return/CC all of the things. Hyper Cutter because screw Intimidate. Like Latios, not much explanation needed here.
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Horizon (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn
Tumble Dry (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Spines (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Stealth Rock
Johnson (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Alto Mare (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Psyshock
- Hidden Power [Fire]
- Defog
Stag (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Swords Dance
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Hidden Power [Ice]
- Stone Edge
- U-turn
Tumble Dry (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Spines (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Stealth Rock
Johnson (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Alto Mare (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Psyshock
- Hidden Power [Fire]
- Defog
Stag (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Swords Dance
And that's the team! Hope I didn't overlook any obvious threats. Something a bit problematic is the lack of Toxic on this team, but the offensive threats on this team deal with bulky things pretty well anyways.
~DFB
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