DFB's Current XY OU Team [Updated]

DFB's Current XY OU Team

The team at a glance...

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latios.gif
pinsir-mega.gif

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The team in detail...

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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

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.

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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.

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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.

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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.

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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.

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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

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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Well, here's just a few tips I would consider on the team that looks quite good so far!
Rock Slide>Stone Edge on Lando. Lando's speed helps it flinch, it is more accurate, and I doubt the power will be a huge difference. And you never know, somebody may be trying to PP stall you.

I think HP Ice is best on Rotom. You can't really use WoW well until you trick the scarf, which hurts your versatility.

You should probably put Draco Meteor on Latios for extra power. Putting it instead of Dragon Pulse or HP Fire are both viable options, but I recommend the former.

"Power Whip does nice damage to Rotom-W (assuming it's not specially defensive)" Power Whip is physical. Assuming Rotom is not physically defensive will let you deal "nice damage". And quite nice indeed: 4 Atk Ferrothorn Power Whip vs. 252 HP / 0 Def Rotom-W: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO after Leftovers recovery
I simply must suggest a 252 Atk or 150+ Atk spread, as that will let you OHKO non-specially bulky Rotom 81.3% of the time respectively. To ensure the OHKO, you must run 172+. You need 252+ LO to OHKO physically bulky Rotom, so I wouldn't bother. Also, your Pinsir move set leaves you vulnerable to pokemon such as Zapdos, Skarmory, Air Balloon Heatran, and Air Balloon Excadrill. Pokemon such as Choice Scarf Excadrill, Thundurus, Mega Manectric, Scarf Terrakion, and any Landorus with a scarf can outspeed, take a quick attack, and destroy pinsir with a rock or STAB electric attack. Stone Edge (or Rock Slide) or Close Combat (or Storm Throw) are possible alternatives to any of those moves.
 
I would recommend since you have 5 offensive and 3 physical attackers to change conkeldurrs ability to guts so you don't fear a WoW on all three of them and the sheer force only boosts ice punch. Aside from that a nice team you got!
 
Probably it's nitpicking, but man, is this team weak to ice. Rotom and and Ferro make an excellent counter to this weakness, but this might be a problem if your enemy carries more than one Ice Beam user, and if one of those two is down, you're in trouble. The biggest threat I can think of is Greninja, which outspeeds many of them, and can possibly 0HKO as a revenge killer, or in a wrong switch in (especially if it carries hp fire).
But besides this, I think it's a pretty good team.
 
The above user has a point. This Kyurem-B set may be a problem for you:

Kyurem-B @ Leftovers
Ability: Teravolt
Evs: 56 HP/ 216 Atk / 236 Spe
Lonely Nature
- Substitute
- Dragon Claw
- Fusion Bolt
- Ice Beam

Kyurem-B has sufficient bulk to set up on both of your defensive backbones: Rotom-W and Ferrothorn. Neither of them can break its substitute and Rotom-W is 2HKOed while Ferrothorn can't do anything with Power Whip. Once behind a sub, KyuB destroys everything your team save for AV Conk. Even then, AV Conk has a 7% of being 2HKOed as it switches on a Dragon Claw. It is a shaky check at best. Therefore, I suggest you replace Powerwhip on Ferrothorn with Gyro Ball. Then, switch Sheer Force for Guts on Conk. Effectuating these changes allow you to deal both with KyuB and Rotom-W a bit better.
 
Bumpity bump bump.

OP has been updated, and the meta (read: DeoSharp) has developed quite a bit in the past 2 or so months. As for how this team deals with DeoSharp, Latios is ruined by Bisharp, but Conk can easily live a +2 Sucker Punch and OHKO with Mach/Drain Punch. As long as Conk's alive and well, Bisharp can be dealt with.

+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 4 Def Conkeldurr: 187-222 (45.1 - 53.6%) -- 38.3% chance to 2HKO
252+ Atk Conkeldurr Mach Punch vs. 32 HP / 0 Def Bisharp: 304-364 (108.9 - 130.4%) -- guaranteed OHKO
 
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Greetings,
First off nice team and great you are trying new sets.
On Conk I might try this spread, it gives you more bulk in the long run and overall allows you to live and tank hits a lot better

(Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 24 HP / 232 Sdef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Really allows you to take advantage of the item and still gives you reliable bulk overall without running all Ev's in Hp.

On lando I might suggest just scarfing him overall as it really isn't living anything notable with the Assault vest, and a Choice scarf would be more useful in my opinion as your team is needing a momentum starter.

Then you can obviously change Rotom-W to

(Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 Spd / 216 def / 44 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Will-0-Wisp
- Rest

The reason I went with the rest-0 set is because I think yoru team would appreciate another status absorb, not to mention you aren't running sand so I see no point in Lefties.
This will also give you another volt turner to go along with the scarf Lando if you do decide to make the changes. Allowing you to pivot back and forth if need be.
The defensive spread will be handy as once ferro is gone Azumarill sort of runs a muck on your team allowing you to burn it and rest up or even getting chip damage.
Anyway, I hope these suggestions helped!

-Cheers
 
Greetings,
First off nice team and great you are trying new sets.
On Conk I might try this spread, it gives you more bulk in the long run and overall allows you to live and tank hits a lot better

(Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 24 HP / 232 Sdef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Really allows you to take advantage of the item and still gives you reliable bulk overall without running all Ev's in Hp.

On lando I might suggest just scarfing him overall as it really isn't living anything notable with the Assault vest, and a Choice scarf would be more useful in my opinion as your team is needing a momentum starter.

Then you can obviously change Rotom-W to

(Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 Spd / 216 def / 44 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Will-0-Wisp
- Rest

The reason I went with the rest-0 set is because I think yoru team would appreciate another status absorb, not to mention you aren't running sand so I see no point in Lefties.
This will also give you another volt turner to go along with the scarf Lando if you do decide to make the changes. Allowing you to pivot back and forth if need be.
The defensive spread will be handy as once ferro is gone Azumarill sort of runs a muck on your team allowing you to burn it and rest up or even getting chip damage.
Anyway, I hope these suggestions helped!

-Cheers

I'll test the Scarf Lando/ChestoRest Rotom-W and see if it performs better. Also, just wondering, what does the 44 speed investment on Rotom outspeed? On the topic of EVs, does that Conk spread tank anything specific? I do like the look of the spread, seeing as how Conk always seems to take too much damage on the special side, even with AV.

Thanks for the advice!

I was also thinking of running HP Ice on Lando over Knock Off, since I'm missing out on that coverage on Rotom.

0- SpA Landorus-T Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 188-224 (52.5 - 62.5%) -- guaranteed 2HKO after Stealth Rock
0- SpA Landorus-T Hidden Power Ice vs. 252 HP / 0 SpD Gliscor: 204-244 (57.6 - 68.9%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
And it also 2HKOs everything else I would use it on (other Lando-T, Lando-I).

Edit: 248 Spd / 216 def / 44 Spd is your Rotom spread, but there are 2 "Speed" investments. Assuming 248 HP.
 
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I'll test the Scarf Lando/ChestoRest Rotom-W and see if it performs better. Also, just wondering, what does the 44 speed investment on Rotom outspeed? On the topic of EVs, does that Conk spread tank anything specific? I do like the look of the spread, seeing as how Conk always seems to take too much damage on the special side, even with AV.

Thanks for the advice!

I was also thinking of running HP Ice on Lando over Knock Off, since I'm missing out on that coverage on Rotom.

0- SpA Landorus-T Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 188-224 (52.5 - 62.5%) -- guaranteed 2HKO after Stealth Rock
0- SpA Landorus-T Hidden Power Ice vs. 252 HP / 0 SpD Gliscor: 204-244 (57.6 - 68.9%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
And it also 2HKOs everything else I would use it on (other Lando-T, Lando-I).

Edit: 248 Spd / 216 def / 44 Spd is your Rotom spread, but there are 2 "Speed" investments. Assuming 248 HP.
It's a possibility I suppose, I know a lot of ppl used to try it in gen 5. But then again you do have rotom who completely shuts down chomps etc. other than it getting rocks which are easily removed.
but lemme know how it goes, I'm curious. :]
 
I've been testing stuff, and I'm loving HP Ice on Lando. It's created some good "surprise, bitch" moments (You think your Gliscor hard walls me? Nope!). 44 Speed on Rotom outspeeds fully invested Jolly Azu, so that's neat. I think I like the Lefties/Pain Split Rotom set better than the Chesto/Rest set. Status absorb is nice, but Ferro takes Toxics and Conk takes Toxics/WoWs, so I feel I'm fine in that regard. Updating the OP with the new sets.
 
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