So here's the team line up:
Here's the team building process if you want to see.






Here's the team building process if you want to see.
So first I know I wanted to use Pinsir as my Physical Sweeper and Chandelure as my Special Sweeper.
Both of these Pokemon are weak to Stealth Rocks, and Chandelure is also weak to Spikes. So I know I needed a Spinner or a Defogger. I experimented with Excadrill for some time, but I really didn't like the way that it fit into my team.
I also wanted a stall type play style. So I was experimenting with Shuffle Stall, but that doesn't really play well with the frail Pokemon on my team. So in the end, I settled with the unoriginal Gliscor Toxic Stall set.
Because of the addition of Gliscor, I needed to add in moves onto Chandelure and Pinsir to cover for Gliscor's weaknesses. Since Gliscor also sort of acts as a Physical Wall, I needed a Special Wall to cover for Gliscor's bad Special Defense. So I went with Blastoise, as it can be a great Special Defender and Spin away the hazards that will be bothering Pinsir and Chandelure.
Next I needed a Knock Offer on my team. And I always turn to Crawdaunt for that. Crawdaunt is my favorite Pokemon, so I always have one on my team. It's good for covering for Chandelure's Ground type weakness and Pinsir's Rock type weakness.
Last I needed a Lead to start the match off. I needed a Pokemon that can Taunt, so Hazards won't be a problem from the very beginning. So I went with a Suicide-type Greninja Lead. I like it because it takes care of many of the common hazard setters, which are mostly Ground and Rock type. It also hits hard enough to come in to revenge kill and then later be used as death fodder when I need to scout.
I skipped a lot of parts with this building process, but this is a quick and easy way for you to take a step back and get a general overview of the roles of each of the Pokemon on this team.


Both of these Pokemon are weak to Stealth Rocks, and Chandelure is also weak to Spikes. So I know I needed a Spinner or a Defogger. I experimented with Excadrill for some time, but I really didn't like the way that it fit into my team.



I also wanted a stall type play style. So I was experimenting with Shuffle Stall, but that doesn't really play well with the frail Pokemon on my team. So in the end, I settled with the unoriginal Gliscor Toxic Stall set.



Because of the addition of Gliscor, I needed to add in moves onto Chandelure and Pinsir to cover for Gliscor's weaknesses. Since Gliscor also sort of acts as a Physical Wall, I needed a Special Wall to cover for Gliscor's bad Special Defense. So I went with Blastoise, as it can be a great Special Defender and Spin away the hazards that will be bothering Pinsir and Chandelure.




Next I needed a Knock Offer on my team. And I always turn to Crawdaunt for that. Crawdaunt is my favorite Pokemon, so I always have one on my team. It's good for covering for Chandelure's Ground type weakness and Pinsir's Rock type weakness.





Last I needed a Lead to start the match off. I needed a Pokemon that can Taunt, so Hazards won't be a problem from the very beginning. So I went with a Suicide-type Greninja Lead. I like it because it takes care of many of the common hazard setters, which are mostly Ground and Rock type. It also hits hard enough to come in to revenge kill and then later be used as death fodder when I need to scout.






I skipped a lot of parts with this building process, but this is a quick and easy way for you to take a step back and get a general overview of the roles of each of the Pokemon on this team.
I will put some Replays up (once I fight some more matches). I dropped down pretty far on the ladder because of testing this team out, and I didn't want to make an alt :P
Now onto each individual Pokemon! (Also, don't mind the nicknames. I'm too lazy to go through and delete all of them :P)
Oh, any changes will be made in Red and any alternate moves that I might change will be done in Purple.
Now onto each individual Pokemon! (Also, don't mind the nicknames. I'm too lazy to go through and delete all of them :P)
Oh, any changes will be made in Red and any alternate moves that I might change will be done in Purple.

D!chPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Quick Attack
- Swords Dance
- Return
Pinsir is my Fast Physical Sweeper. I like its Speed and its OK Bulk on the Defense side. It's ability is Hyper Cutter because the Intimidators that switch in are really annoying, so Hyper Cutter saves Pinsir from the attack drop, at least on the turn that it Mega Evolves. It's EVs are pretty straightforward: Attack and Speed, and I put the Extra in Defense because HP and Special Defense don't really matter to Pinsir. For nature, Jolly and Adamant both worked, but I went with Jolly because Speed is key on this Pinsir, and it's Attack stat is already ridiculous as it is.
For the moves, I don't have Bug STAB because Bug can barely hit anything anyways. So I have Return and Quick Attack to make use of the Godsend Aerilate; Swords dance to become even more threatening; and finally I have Earthquake to take care of Rock Types, which are a HUGE threat to Mega Pinsir being 4x effective against it.
Usually I bring Pinsir in on a Pokemon that I know I can set up on and take a few hits, or a Pokemon that is weak to flying. So pretty much any frail Physical Attackers who are afraid of my Quick Attacks. I use this opportunity to set up a Swords Dance and once that happens, it is pretty much smooth sailing from there.

CandleJack (Chandelure) @ Choice Scarf
Ability:
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Shadow Ball
- Flamethrower
- Will-O-Wisp
Pinsir is my Fast Special Sweeper. It's not bulky at all, but it makes up for it with its insane Special Attack stat. So the item is Choice Scarf, so that it can outspeed most unboosted Pokemon in OU. For the ability, I was debating between Flash Fire and Infiltrator. Flash Fire is definitely the more common ability, now that Shadow Tag is no longer one of Chandelure's abilities. So in the end I went with Infiltrator because I kept on getting wrecked by Substitute Stallers or Substitute Sweepers. I found that bring Chandelure in on a Subbed Pokemon was a great chance to get a Revenge Kill and proceed to sweep from there.
For Chandelure's moves, I decided to go pretty much all out attack. I have Will-O-Wisp because I need some sort of Status to hurt Steel Types with, and to cripple the insane Physical Sweepers. The other moves on Chandelure are pretty straightforward. Shadow Ball and Flamethrower are pretty strong and reliable STAB moves. I decided to use Flamethrower over Fire Blast because I have really bad luck. Energy Ball is on Chandelure to cover for its Ground, Rock and Water type weaknesses.
As I stated earlier, Chandelure is a good Revenge Killer for any Substitute Stallers and Substitute Sweepers. Gliscor is a good example of a Pokemon that I would switch in with a Chandelure. Chandelure can pretty much sweep once it revenge kills one of the opponent's subbed Pokemon and throws the opponent off of their rhythm.

Batman (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Toxic
- Earthquake
- Protect
- Substitute (Stealth Rocks)
So besides the two Sweepers, the other Star Player on this team is Gliscor. As I said before, a lot of Gliscor's weaknesses are covered for, mostly, by Chandelure and Blastoise. So, Toxic Orb is a given for Gliscor's item, with its Ability Poison Heal. It's EVs are Max Speed in order to quickly Toxic and Substitute, before the opponent does. The rest of the EVs went towards giving Gliscor as much Physical Bulk as possible because Gliscor will also act as a Physical Wall on my team.
Gliscor's moves are pretty much just the standard Toxic Stall set. Toxic sets up the status and Substitute and Protect allow Gliscor to stall effectively. Earthquake allows for Gliscor to get rid of Steel and Poison types that are immune to Toxic. Earthquake is also just a strong STAB move that gives pretty good coverage.
I usually bring Gliscor out to Wall a Physical attack, usually coming at Blastoise or Chandelure. From there, I proceed to Toxic and set up a Stall. Gliscor is one of the trickiest Pokemon to play with, and I definitely fail a lot of times, so Gliscor is constantly ready to hard switch into Blastoise in order to dampen some of the damage from a mistake.

Cannonz (Blastoise) @ Assault Vest
Ability: Torrent
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Dark Pulse
- Rapid Spin
- Earthquake
- Scald
Blastoise is like the counterpart to Gliscor in terms of walling. It is the main Special Wall on the team and also serves as a Spinner. I gave it an Assault Vest because I find that Blastoise doesn't actually need to stick around for too long. It usually comes in to wall a hit, and can usually scare of the attacker. Otherwise, it comes in to Wall a hit and Spins. That's why I didn't put Leftovers on Blastoise, though I am still debating whether or not to put Leftovers on Blastoise. For the EVs, I put them into SpD and HP to make Blastoise as Bulky as possible, because it doesn't really need to hit hard or be fast at all. That's why it's Nature is also Sassy, because Speed is not really an issue for Blastoise. For the 4 extra EVs, I put them into Def just in case it needed to Tank a Physical Attack when Gliscor can't. Though I might want to put the 4 extra EVs into Attack, in order to balance out Blastoise's Attack and Special Attack.
For Blastoise's moves, it ended up being a mixed Blastoise without me even noticing. I have Rapid Spin, because Spinning is Blastoise's job. I also put Dark Pulse on it to counter Spin Blockers. Scald is a STAB move that also gives a high chance of burning, which I need in order to cripple Physical Attackers that can really damage Blastoise. Earthquake is the only way of getting rid of Electric Types, which can also really hurt Blastoise.
I usually send in Blastoise to Tank a Special Attack, usually directed at Gliscor or Pinsir. After Walling, Blastoise will proceed to either Spin hazards away, or to try to whittle down the opponent's health in order for a sweeper to come in and easily take care of the threat.

Clutch (Crawdaunt) @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Brick Break
Crawdaunt is my favorite Pokemon, because it's a freaking Crab, yet it's so AWESOME. Anyways, I always have a Crawdaunt on my team, and with Adaptibility, it actually is extremely useful on a team. I have Choice Band on Crawdaunt because that just makes it insanely powerful. Coupled with Adaptability, the damage Crawdaunt can do is insane. For EVs, 252 goes into attack to strengthen Crawdaunt, while the rest goes into HP and SpD in order for Crawdaunt to stick around to attack at least more than once. It's Nature is Adamant because Crawdaunt doesn't really need Special Attack at all.
For Crawdaunt's moves. It has Aqua Jet because it needs a priority, otherwise Crawdaunt will be outsped by pretty much every Pokemon in OU. It also has Crabhammer because that's Crawduant's signature move, and also because Crabhammer is an extremely strong water STAB. Next I have Brick Break because I needed a fighting type coverage, and I also needed something to break screens. Since a lot of screen setters are Psychic type, and Crawdaunt is immune to Psychic, Brick Break seemed perfect. Knock Off is just the most insane move, specially on Crawdaunt. I just can't stress how awesomely powerful this move is.
Usually I send in Crawdaunt in on a Pokemon that I am sure Crawdaunt will scare out. Usually a slow Special Wall, like Gastrodon for example, or maybe a non-Mega Blastoise. Ground and Rock type walls will usually also get scared out. This is when I use Knock Off on the incoming Pokemon. Knock Off will usually OHKO any Pokemon, besides some bulky Fairy types or really bulky Fighting types. Otherwise, it's OHKOs on every incoming Pokemon. In late game, Crawdaunt comes in Clutch (hence the name) and Aqua Jets everything until it dies and can clean up pretty well before my other sweepers finish the job.

Jiraiya (Greninja) @ Focus Sash (Life Orb)
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Scald
- Ice Beam
- U-turn
- Taunt
So this is a Suicide Lead. There's a Focus Sash on it because it's Defenses really suck, and I need Greninja to Taunt and hit at least once with that insane Special Attack. Protean is a really useful ability, allowing to Greninja to stay in a little longer by changing types in order to resist predicted attacks. It's EVs are kind of weird. I didn't really know where to put them. I needed Speed on Greninja in order to Taunt fast, so 252 is in Speed. As for the other 256 EVs, I decided to put them into Special Attack so that Greninja can hit really hard, and 4 into Attack because I need U-turn to be at least significant when Greninja is switching out.
For Greninja's moves, it's almost like an all out attack set. I have Taunt, because that's Greninja's main job as a Lead. Next I have Scald and Ice Beam to hurt the Ground and Rock types that are usually Utility Leads. Ice Beam also works well against Prankster Whimsicotts who might Leech Seed on the first turn, that way I can save Greninja's Focus Sash while getting rid of those Whimsicotts. U-turn is just a way for Greninja to deal some damage as it switches out.
So, as stated earlier, Greninja is my Lead and will usually act as my Lead unless there is a really rare circumstance. Greninja usually comes out to Taunt, and the proceeds to hit hard. When Greninja is either at low health or is knocked down to its Sash, then I will U-turn it out and save it as death fodder for later, so that I can scout moves without wasting HP on my Sweepers or Walls.
Please comment and pick apart this team as MUCH as you can. I would LOVE that. I spent a lot of time making this team, but that I also means I would love it if it could get even better.
Sorry that this RMT is so long, there is just so much info that I want to pack into this thread. Sorry if you find it too long.
Oh also, I really need to find Greninjas to breed in order to get a Lead Greninja, given that it still stays on the team at the end. :P
Thanks!
Will
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