XY OU Multi-Core Offensive

Hey guys, Expert Occultist here with another team to review this time with a more offensive approach. I need your help improving this team because while it's impossible to prepare for everything many heads are better than one. This team focuses on offensive synergy. With that briefness out of the way let's get to the team!

upload_2015-5-31_21-57-21.png


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
I'm of the opinion that every team should have a fairy type since they provide fantastic offensive and defensive support. However, since the non-mega fairies all look incredibly stupid I tend to cycle through the mega fairies. Currently I'm using Diancie and it doesn't disappoint. It's mixed sweeping prowess is powerful and it offers unique (if not predictable) coverage. The deciding factor for me is Magic Bounce which is great since I don't want to give up momentum spinning or defoging hazards. This ability also makes Diancie a solid lead. Diancie's speed, power, and ability have served me well overall.

Other considerations: Like I said, I've bounced around other mega fairies before. Gardevoir is another powerful option for taking down mega Venusaur but having to rely on Focus Blast is a big turn off. It doesn't offer hazard control either.

upload_2015-5-31_21-57-40.png


Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Flash Cannon
A Kyurem-B that doesn't need spin support? Sign me up! I can't seem to make a team without Hydreigon lately and why not? It has an amazing movepool with an interesting set of resistances and immunities. It can switch into a lot of things. While it's movepool is expansive I opted to go with the standard set as it offers the best coverage. I especially like Flash Cannon because fairy switch-ins are painfully obvious most of the time.

Other considerations: None. Hydreigon rules and should be side by side with Kyurem-B in the viability rankings. Again, this guy is mister moves so if you notice an attack I might have missed that will help my team more effectively than the standard set let me know :)

upload_2015-5-31_21-58-16.png


Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Hidden Power [Ice]
- Taunt
- Stealth Rock
Probably the member of my team that has gone through the most changes Heatran completes my fairy/dragon/steel core. His primary role is simple: rocks. Beyond that his typing and ability made him an excellent switch-in to most fairy types and with taunt and magma storm he can beat most defensive mons including Chansey and Clefable. Hidden Power Ice is there to surprise Dragonite which my team had a tough time dealing with.

Other considerations: My old Heatran was modest with Lava Plume and Earth Power in place of this set's offensive moves. Should I go back to those?
upload_2015-5-31_21-58-34.png


Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Superpower
- Knock Off
- Thunder Wave
My favourite electric type, Thundurus is just so versatile. It makes a good lure to things like Chansey, Tyranitar, Excadrill and so on and beats them with a combination of Knock Off and Superpower. I realize that defiant thurndurus usually does this best but for offensive teams Prankster Thunder Wave is too good to pass up. This lets Thundurus serve as a great emergency check to Lopunny and set up sweepers that really hurt offensive teams. The evs in attack ensure the Knock Off one-shots Latios while still dealing solid damage with Thunderbolt.

Other considerations: Superpower is useful but I often wonder if HP Ice would serve my team better. I mean, Hydreigon already checks Bisharp and Ttar and putting HP Ice on Thundy lets Heatran run Earth Power... oww my head...
upload_2015-5-31_21-58-50.png


Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Synthesis
This team looks a little Azumarril weak...

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Serperior: 165-195 (56.7 - 67%) -- guaranteed 2HKO

Good enough :) Serperior is my late game clear and once Talonflame and Heatran are gone very little can stop it. The set is standard and for all you snake lovers out there, yes, Life Orb is mandatory. It misses important 2 hit-kos at +2 without it. Anyways, the only non-standard option here is Synthesis. The reason being is that a common revenge tactic against Serperior is Bisharp's Sucker Punch. Synthesis dodges Sucker Punch and restores my health although Glare and Giga Drain are strong as well.

Other considerations: HP Ground over HP Fire although Fire hits more things. Just don't suggest HP Rock. Half my team beats Talonflame anyway :P

upload_2015-5-31_21-59-4.png


Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hydro Pump
Finishing my fire/water/grass core is Keldeo. I know scarf is known as its weakest set but no other mon can check lopunny, landorus-T, Weavile, Mamoswine, Mega Sceptile, and various set-up sweepers in one set. Without scarf Keld I'd be weak to all these. It's simple but effective.

Other considerations: None. Again, nothing does what this set does. If you can name another offensive mon that checks all those threats, power to you.

Threat List:

Excadrill: Sand Rush variants are annoying and often require careful switching to stall out the sand. His other half, Ttar is easy to beat thanks to Superpower. Once that falls Excadrill is rendered pretty much useless.

Dragonite: With Rocks off the field this thing sets up effortlessly and sweeps my team and is the reason why HP Ice is on Heatran. Blah

Normal Gyarados: Mega Gyarados is fine, it's almost always a set-up sweeper. Regular Gyarados can be anything from a defensive variant, to scarf, to set-up. By the time the set is revealed it's often too late.

Breloom: Is tough to switch into but luckily not that common.

And that's my current team. As always, feedback is very much appreciated :)
 
Last edited:
Hey, nice team. You should try to keep the moves and pokemon sets with the usual format on showdown. I'll put an importable at the bottom and you can use that instead. It'll look a lot more organized that way. I'm working on a full rate for this team, so I should have it ready later today.

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Flash Cannon

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Hidden Power [Ice]
- Taunt
- Stealth Rock

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Superpower
- Knock Off
- Thunder Wave

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Synthesis

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hydro Pump
 
Hi, few quick changes. I'd go Air Balloon > Leftovers on Heatran, as that allows you to check Excadrill rather well as long as the Balloon stays intact. You could almost go Earth Plate Lando-T over Heatran, considering most common offensive Fairies (Diancie, Gard) have a lot of trouble switching in on most of your mons. Also Heatran doesn't do a ton to stop Focus Blast Gard or Earth Power Diancie. That leaves Clefable as one of the few Fairies that is actually trouble, but I'll get to that. I wouldn't worry about Gyara too much as most non-Keldeo mons pressure RestTalk rather well, and Scarf Gyara really isn't a thing. If you really want to lure Gyarados in general, HP Electric > Scald on Keldeo allows you to do just that. On Thundurus I would tweak it to Nasty Plot with HP Ice. Knock Off is useful to lure Latios however Nasty Plot and 2 attacks can clean a lot of teams in addition to still providing speed control. Finally, I would run Taunt on Serp over Synthesis as that allows it to stallbreak. Taunt also gives it a better match-up against Unaware Clefable.

Hope that all helps, nice team!

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Taunt

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald / HP Electric
- Secret Sword
- Icy Wind
- Hydro Pump

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Nasty Plot
- Thunder Wave

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-Turn
- Stealth Rock
 
Hi, few quick changes. I'd go Air Balloon > Leftovers on Heatran, as that allows you to check Excadrill rather well as long as the Balloon stays intact. You could almost go Earth Plate Lando-T over Heatran, considering most common offensive Fairies (Diancie, Gard) have a lot of trouble switching in on most of your mons. Also Heatran doesn't do a ton to stop Focus Blast Gard or Earth Power Diancie. That leaves Clefable as one of the few Fairies that is actually trouble, but I'll get to that. I wouldn't worry about Gyara too much as most non-Keldeo mons pressure RestTalk rather well, and Scarf Gyara really isn't a thing. If you really want to lure Gyarados in general, HP Electric > Scald on Keldeo allows you to do just that. On Thundurus I would tweak it to Nasty Plot with HP Ice. Knock Off is useful to lure Latios however Nasty Plot and 2 attacks can clean a lot of teams in addition to still providing speed control. Finally, I would run Taunt on Serp over Synthesis as that allows it to stallbreak. Taunt also gives it a better match-up against Unaware Clefable.

Hope that all helps, nice team!

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Taunt

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald / HP Electric
- Secret Sword
- Icy Wind
- Hydro Pump

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Nasty Plot
- Thunder Wave

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-Turn
- Stealth Rock
Thanks for the rate! Unfortunatly my teams tend to stack ice weaknesses like crazy which is why Heatran (and Keld) are very important. Adding Lando-T brings my mons that have ice weaknesses to 4 and I'm not comfortable with Keld being my only ice resist in that case. Air Balloon on Heatran and Taunt Serperior sounds good though and I will try NP Thundy for sure :)
 
So far every single member of your team is a special attacker, which means defeating special walls or AV users like Raikou will be somewhat difficult. Luckily you have plenty of mixed attackers, so its not that big of an issue. Also, nothing on your team beats Mega Venusaur easily except Heatran and Hydreigon can 2HKO with Draco Meteor. Heatran's gonna get worn down easily since it has to take hits from fairy types and Talonflame. Mega Altaria looks like a threat as Diancie is the only one that can defeat it. Hydreigon might be able to kill it with Flash Cannon, but its extremely risky as it can get 1HKO'd easily. You also don't have a solid switchin to Keldeo, and Thundurus won't be able to check Mega Lopunny since you don't have a hazard remover, meaning it can get 1HKO'd by Return/Ice Punch. You could run Zapdos/Latios > Thundurus to help with some of these threats. Even though Zapdos isn't an offensive pokemon, it'll be able to check Raikou, Keldeo, Mega Lopunny, Breloom and Gyarados. It won't be able to touch Raikou or outspeed Breloom, but it'll be able to defeat the other 3. Latios on the other hand can 2HKO all of threats Zapdos can check, as well as Mega Venusaur. You'll also gain a hazard remover from adding one of them. The downside is that you'll lose your Knock Off and priority T-wave, but adding Glare on Serperior can somewhat make up for T-wave.

heatran.png
HP Ice won't do that much to Dragonite since it has Multiscale, and since Heatran is your Talonflame check, I think you should run Toxic > HP Ice. Toxic allows you to prevent Talonflame and set up sweepers like Dragonite, Mega Altaria, and Gyarados from setting up without the risk of dying to poison. I think Air Balloon > Leftovers will definitely help with Excadrill and Mega Altaria, since you can KO Excadrill unless they flinch you. Other options you could use include Stone Edge and Flash Cannon. Stone Edge can 1HKO Talonflame and Charizard-Y, while Flash Cannon can do a ton of damage to Mega Altaria, and you'll be able to KO it because you outspeed it (unless it's Jolly), and they'll need 1 turn to break your balloon. The downside to losing is that you won't have any recovery and Heatran can get worn down even quicker.

serperior.png
Synthesis isn't the greatest option and you can run Glare/Taunt > Synthesis with Leftovers > Life Orb as well. You have no hazard removers so Leftovers are for keeping Serperior healthy. Glare can be useful since you'll be able to paralyze threats that wall Serperior such as Mega Altaria and Mega Venusaur. Taunt can also help against stall and prevents setup sweepers from setting up.

keldeo-resolute.png
Since you're having troubles with Gyarados, HP Electric > Hydro Pump because you'll be able to KO it as well as Slowbro, Starmie and Azumarill.

zapdos.gif

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Discharge
- Roost
- Defog
- Heat Wave
latios.gif

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

That's it for now. Let me know if the changes worked out or if any new threats came out of them. Hope I helped ^_^
 
So far every single member of your team is a special attacker, which means defeating special walls or AV users like Raikou will be somewhat difficult. Luckily you have plenty of mixed attackers, so its not that big of an issue. Also, nothing on your team beats Mega Venusaur easily except Heatran and Hydreigon can 2HKO with Draco Meteor. Heatran's gonna get worn down easily since it has to take hits from fairy types and Talonflame. Mega Altaria looks like a threat as Diancie is the only one that can defeat it. Hydreigon might be able to kill it with Flash Cannon, but its extremely risky as it can get 1HKO'd easily. You also don't have a solid switchin to Keldeo, and Thundurus won't be able to check Mega Lopunny since you don't have a hazard remover, meaning it can get 1HKO'd by Return/Ice Punch. You could run Zapdos/Latios > Thundurus to help with some of these threats. Even though Zapdos isn't an offensive pokemon, it'll be able to check Raikou, Keldeo, Mega Lopunny, Breloom and Gyarados. It won't be able to touch Raikou or outspeed Breloom, but it'll be able to defeat the other 3. Latios on the other hand can 2HKO all of threats Zapdos can check, as well as Mega Venusaur. You'll also gain a hazard remover from adding one of them. The downside is that you'll lose your Knock Off and priority T-wave, but adding Glare on Serperior can somewhat make up for T-wave.

heatran.png
HP Ice won't do that much to Dragonite since it has Multiscale, and since Heatran is your Talonflame check, I think you should run Toxic > HP Ice. Toxic allows you to prevent Talonflame and set up sweepers like Dragonite, Mega Altaria, and Gyarados from setting up without the risk of dying to poison. I think Air Balloon > Leftovers will definitely help with Excadrill and Mega Altaria, since you can KO Excadrill unless they flinch you. Other options you could use include Stone Edge and Flash Cannon. Stone Edge can 1HKO Talonflame and Charizard-Y, while Flash Cannon can do a ton of damage to Mega Altaria, and you'll be able to KO it because you outspeed it (unless it's Jolly), and they'll need 1 turn to break your balloon. The downside to losing is that you won't have any recovery and Heatran can get worn down even quicker.

serperior.png
Synthesis isn't the greatest option and you can run Glare/Taunt > Synthesis with Leftovers > Life Orb as well. You have no hazard removers so Leftovers are for keeping Serperior healthy. Glare can be useful since you'll be able to paralyze threats that wall Serperior such as Mega Altaria and Mega Venusaur. Taunt can also help against stall and prevents setup sweepers from setting up.

keldeo-resolute.png
Since you're having troubles with Gyarados, HP Electric > Hydro Pump because you'll be able to KO it as well as Slowbro, Starmie and Azumarill.

zapdos.gif

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Discharge
- Roost
- Defog
- Heat Wave
latios.gif

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

That's it for now. Let me know if the changes worked out or if any new threats came out of them. Hope I helped ^_^
Thanks for the rates :) It'll take some getting used to but I've replaced Thundy with Latios, Synthesis with Glare, and HP Ice with Toxic. I'm not sold on Lefties Serperior though as Life Orb gets the kills but everything sounds solid!
 
Back
Top