XY OU My first RMT

This is one of my first real competitive teams, which is altogether going quite well, but I'm having trouble with a few things. Any suggestions on improvements would be appreciated, however I'd rather not use any legendaries, or moves that I can't get in pokemon X/Y, since I'd like to transfer this team there.
Here is the team:
Infernape @ focus sash
Ability: Blaze
Ev's : 252 atk, 252 speed, 4 Spa
Naive nature

- Fake out
- Overheat
- Close combat
- U turn

I chose infernape as an anti lead for this team due the amount of common leads infernape can counter. Overheat is there to kill both steel and bug type leads such as ferrothorn, fortress and galvantula, fake out can break sashes used on pokes such as galvantula and smeargle, close combat is a powerful stab move which is very helpful against normal tanks like blissey. U turn is for switch initiative if I predict a switch first turn. I gave infernape focus sash for the leads which can out speed infernape, such as deoxys s, but usually the sash ends up being useful somewhere in the mid game to revenge kill a sweeper. Nape is one of the teams MVP's due to the amount of use I get out of him each game, even after the sash proc, he does work with the fake out against pokes who damage them self all lot like talonflame or life orb users.

Rotom-wash @ Chesto berry
Ability: Levitate
Ev's : 252hp, 56 def, 200 SpD
Bold nature

- Rest
- Hydro pump
- Volt switch
- Will-o-wisp

I chose rotom due to the levitate, the good typing, and for the sake of how annoying washtom can be to the opponent. The EV spread is designed to be as tanky as possible, and rounds off the defensive stats nicely, giving 290 defense and 300 special defense. I use slightly less defense investment due to having Will-o-wisp. The move set is simply designed to be as annoying as possible, using confuse ray and Will-o-wisp to cripple any pokemon, whilst hydro pump always packs a good punch. Volt switch is there for switch initiative, and flying/ water types. I can usually switch rotom into virtually any move other than the hardest hitting, and still live with enough HP to respond with a confuse ray or Will-o-wisp, and volt switch is always there when I need to get out quickly.

Mawile @ Mawilite
Ability: Intimidate / Huge power
EV's: 252 HP, 252 atk, 4 SPD
Adamant nature

- Fire fang
- Play rough
- Sucker punch
- Swords dance

I chose mawile mainly for the great typing, and intimidate, however it also serves as an amazing physical threat. The spread makes mawile tanky due to its large sum of resistances, and intimidate means I can switch in on a good number of physical threats and set up swords dance for free. The set is standard, and used to take full advantage of mawile's awesome offensive capabilities. Iron head serves as a stab to KO all of the defensive fairies such as sylveon. Play rough is another powerful stab which hits a good deal of pokemon, and is to be used anytime you outspeed, or predict something that will stop you sucker punching. Sucker punch is there so mawile can essentially sweep, due to the priority it gives, and the massive damage mawile is capable of outputting.

Trevenant @ Sitrus berry
Ability: Harvest
EV's: 252 HP, 152 def, 104 SPD
Adamant nature
- Horn leech
- Leech seed
- Shadow claw
- Will-o-wisp

I chose trevenant mainly because of its typing. I wanted both a grass type to negate the fairly common powder based sleep inducing moves, and to counter rotom/ vaporeon etc, and a ghost type to sponge normal ands fight moves. Trevenant fits very well with the team, providing good type synergy, and another Will-o-wisp, as I usually like to carry 2. The set I am using is to optimise both tankiness and the damage dealt by horn leech. The EV spread gives me 226 in both defendes, whilst the movepool combined with the harvest sitrus berry makes trevenant heal stupid amounts each turn, to the extent that only super effective hits such as ice beam from greninja or knock off from conkeldurr can KO me. The adamant nature is to boost the offensive capability, giving trevenant 281 attack, which will make horn leech hit fairly well. Shadow claw is there for a stab move, however I used it to replace subsitiute after not liking it much, better suggestions are welcome.

Starmie @ Life Orb
Ability: Natural cure
EV's: 248 HP, 32 def, 4 spa, 224 speed
Timid nature

- Psyshock (Could replace with ice beam, can't decide)
- Recover
-
Ice beam
- Scald
I needed a spinner/ defogger for the team, and chose starmie due to the synergy starmie has with trevenant. The two typings complement each other well, I can easily switch them around in battle due to their combined resistances and good recovery, and also natural cure means that starmie can sponge all of the statuses trevenant cant, and further justifies giving trevenant sitrus berry instead of lum berry. I wanted a tanky set for starmie due to the aforementioned reasons, and because of its job as a spinner. This set I stumbled across on the smogon forums was just right. The spread optimises tankiness, with 32 def enabling it to survive power whip from ferrothorn, whilst the speed investment still allows starmie to outspeed many threats. I gave starmie life orb so it can still deal a heavy amount of damage even with low spa investment. Scald is a stab with a decent amount of damage and a 30% chance to burn which can be taken advantage of with the tanky spread. Psyshock is there to hit sp def tanks on the physical side, and is a stab for dangerous fighting types like conkeldurr. I could replace this move with ice beam to hit garchomp, however both are fine. Recover is to help starmie stick around after taking hits and life orb damage. Overall starmie and trevenant have served well in many situations.

Excadrill @ Air baloon
Ability: Mold breaker
EV's: 252 atk, 252 speed, 4hp
Adamant nature

- Earthquake
-
Rapid spin
- Rock slide
-
Poison jab/swords dance
I originally used this poke to counter rotom-w on an old team, and it has been with me ever since. Scarf excadrill does lots of things for me, it serves as a late game sweeper, with the powerful stab earthquake once all the flyers are gone, I've won with the drill 1v3 many times in the end game. It can take out unsuspecting charizards and talonflames with rock slide, and can even switch into them if I predict right. Metal claw is for faries, and x-scissor for grass types. Mold breaker let's me KO plenty of pokemon though sturdy, and let's me KO gengar and rotom after I outspeed with scarf. The drill is sort of like the glue in this team which can always get me out of sticky situatons, with the ground typing being a further help to dodge electric attacks. Drill comes in useful almost every game, and I probably wouldn't make a team without it.
So there is the team, and thanks for reading! Any constructive criticism is welcome, and I'm open to advice / changes, but please try to stick to what it says at the top.

Edit:Move changes, thank you for contribution
 
Last edited:
Change Rapid Spin on Starmie to Ice Beam, to deal with pesky dragons. Now you can have a fully special Starmie.

X-Scissor on Excadrill isn't really necessary, so you could change it to Rapid Spin, just to get rid of Hazards. Changing Excadrill's item to something like Air Ballon or Leftovers, allows Excadrill to be more bulky(Leftovers) or cover it's weaknesses(Air Balloon).

Hope it Helps
-PK
 
Excadrill is the better hazard remover as it has useful resistances, can hit hard and can check rotom. If your worried about fairies you can run poison jab to get rid of them as well as grass pokemon.

Starmie is very fragile and you also have a life orb on it so it is more suited for offensive. You can run ice beam, tbolt, scald, Psyshock instead with max special attack and speed to get a pokemon that can hit and run fairly well.

Fire fang on mawile over iron head allows it not to be walled by other steels.

Confuse ray on rotom isn't that great. Rest with lum/chesto berry gives you recovery as well as a way to remove statuses.
 
Thank you for the feedback! Well it has to be said, I have tested drill without a scarf on other teams and it was just as good, should I run a swords dance over poison jab and put some EV's into HP? Fire fang on mawile is a decent idea, I'll test it.
What about pain split on rotom, and do I need another scarfer?
I could run a scarf rotom set, as well as keeping starmie bulky but making it a special attacker, if it is necessary to have another scarcer.
 
Thank you for the feedback! Well it has to be said, I have tested drill without a scarf on other teams and it was just as good, should I run a swords dance over poison jab and put some EV's into HP? Fire fang on mawile is a decent idea, I'll test it.
What about pain split on rotom, and do I need another scarfer?
I could run a scarf rotom set, as well as keeping starmie bulky but making it a special attacker, if it is necessary to have another scarcer.
One scarfed is generally enough.
Pain split rotom with leftovers is very solid if you can get one since they are not available without pokebank. You would want it bulky as possible, defensive rotom can easily handle talonflame which is a threat to your team.

The set I run on excadrill is:
Earthquake
Rock slide
Swords dance
Rapid spin
Adamant nature with max atk and speed investments
Item is an air balloon as it gives it an immunity to one of its weakness.

Excadrills run offensive nature and Evs on the majority of its sets as it can hit very hard and can force a switch.

Starmie is more versatile with its move coverage and recovery. If you plan on running recover then you probably want it to be your spinner and make it bulky as possible. If you do take that route life orb may not be the optimal item.
 
One scarfed is generally enough.
Pain split rotom with leftovers is very solid if you can get one since they are not available without pokebank. You would want it bulky as possible, defensive rotom can easily handle talonflame which is a threat to your team.

The set I run on excadrill is:
Earthquake
Rock slide
Swords dance
Rapid spin
Adamant nature with max atk and speed investments
Item is an air balloon as it gives it an immunity to one of its weakness.

Excadrills run offensive nature and Evs on the majority of its sets as it can hit very hard and can force a switch.

Starmie is more versatile with its move coverage and recovery. If you plan on running recover then you probably want it to be your spinner and make it bulky as possible. If you do take that route life orb may not be the optimal item.

Well I tried and tested the changes you and puzzle king suggested for a bit, and for the most part I really liked them, drill handles hazards very well, and having ice beam and psyshock both on starmie helped me hit the tanks I'm most having trouble with harder (mandibuzz, gliscor, mega venusaur). I like starmie as it is ATM spread wise, it can take more than a few neutral hits and respond with a KO, however I may drop recover for t bolt.
Only thing I don't like is not having any form of starter, but honestly I can probably deal with that, and maybe add Mach punch to infernape in case I need prio.
 
Well I tried and tested the changes you and puzzle king suggested for a bit, and for the most part I really liked them, drill handles hazards very well, and having ice beam and psyshock both on starmie helped me hit the tanks I'm most having trouble with harder (mandibuzz, gliscor, mega venusaur). I like starmie as it is ATM spread wise, it can take more than a few neutral hits and respond with a KO, however I may drop recover for t bolt.
Only thing I don't like is not having any form of starter, but honestly I can probably deal with that, and maybe add Mach punch to infernape in case I need prio.
Priority is always nice.
Nowadays you won't need a dedicated lead pokemon, you generally lead with something that can counter or threaten the opponent lead forcing a switch. If your unsure then lead with either rotom or infernape as both can VoltTurn out if the matchup isn't too good.
 
Priority is always nice.
Nowadays you won't need a dedicated lead pokemon, you generally lead with something that can counter or threaten the opponent lead forcing a switch. If your unsure then lead with either rotom or infernape as both can VoltTurn out if the matchup isn't too good.

O.0 Predictive type on my tab sucks, by starter I meant scarfer. Nape is fine, and I probably will add Mach punch, only thing is losing close combat, but prio is probably more important. Do I need a choice scarf at all?
 
O.0 Predictive type on my tab sucks, by starter I meant scarfer. Nape is fine, and I probably will add Mach punch, only thing is losing close combat, but prio is probably more important. Do I need a choice scarf at all?
Not every team needs one, some times it's not needed.

If you want to add Mach punch then fake out would be the better move to get rid of as close combat hits very hard as opposed to the first turn fake out which requires more of a hit and run strategy to be useful.
 
O.0 Predictive type on my tab sucks, by starter I meant scarfer. Nape is fine, and I probably will add Mach punch, only thing is losing close combat, but prio is probably more important. Do I need a choice scarf at all?

Nein. Not all teams need to run a Choice Scarfer. In fact, most OU teams I see only run a Choice Scarf to trick it onto set-up sweepers to cripple them

-PK
 
Last edited:
OK that's fine, I'll try Mach punch over fake outand see how it goes, but that flinch comes in useful against sturdy/ other sash users.
 
OK that's fine, I'll try Mach punch over fake outand see how it goes, but that flinch comes in useful against sturdy/ other sash users.
Close Combat should be one of your main attacking moves and if they're in range a Mach Punch can kill before they can do anything. It is also suitable to revenge kill with it if they have a low amount of HP.
 
Back
Top