XY OU Rate my first OU team please

Hi everybody, I'm quite new in the competitive world of Pokémon and I've created my first OU team. I would like you to rate my team and tell me how to improve it. Thanks a lot.

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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Evs: 252 HP/ 88 Def/ 168 SpD
Relaxed Nature
-Stealth Rock
-Leech Seed
-Gyro Ball
-Power Whip

I have chosen Ferrothorn as my lead pokemon due to its tankiness. I use him as a defensive and special wall and as a stealth rock setter. It resists well rock (which charizard hates), and fairy (for garchomp). He is also used to check water attack moves which can not be checked with any other pokemon of my team (Starmie , who resists it, lacks of bulk). His 4x weakness to fire is well covered by Heatran. He is Power whip is used for power and stab. Gyro ball for its stab and high power due to 0 iv on ferrothorn speed. Leech seed for sustain, residual damage and in order to force my enemy to change pokemon.


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Charizard @ Charizardite Y
Ability: Blaze
Evs: 252 SpA/ 252 Spe/ 4 SpD
Modest Nature
-Fire Blast
-Solar Beam
-Focus Blast
-Roost

I have picked charizard y cause I wanted a special sweeper on my team. He covers a lot of tipes and it's hability makes fire blast anoying for any poke. It combines well with heatran and has a lot of synergy with garch (He resists fairy attacks for garchomp and garchomp is immune to electric moves). I have chosen Fire Blast and Solar Beam for obvious reasons but i amb hesitating between Fire Blast and Flamethrower (I don't know if it's worth to sacrifice power formore precision) Roost for sustain when predicting a change and Focus Blast for Dark type pokes (not very sure about this last move too because of it's precision).


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Garchomp @ Choice Scarf
Ability: Rough Skin
Evs: 252 Atk/ 252 Spe/ 4 Def
Jolly Nature
-Earthquake
-Outrage
-Stone Edge
-Crunch

Garch has always been one of my favourite pokes and i think it fits well in my team. Dragon type pokemons are usually known to have amazing stats and Garchomp is not an expection. His amazing speed, attack and some kind of bulk plus the fact that he has stab earthquake makes him just OP. I use him as a sweeper and revenge killer. That is why he holds the choice scarf. All the weaknesses he has are well covered for my team but dragon type moves (scarf garch can outspeed all no-scarfed dragon threats and kill them with outrage). All the moves are straightforward but I'm not sure about crunch.


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Starmie @ Life orb
Ability: Analytic
Evs: 252 SpA/ 252 Spe/ 4 HP
Timid Nature
-Hydro Pump
-Ice Beam
-Psyshock
-Rapid Spin

Having charizard y in my team has forced me to have a rapid spin pokemon. It's been so hard to chose the right spinner or defoger for my teambut I have eventually chosen starmie because it's speed and great power with life orb and analytic ability. His weaknesses are well covered with heatran. Hydro pump for power and stab, Ice Beam for dragons and Psyshock for stab. Rapid Spin for obvious reasons. The only problem is that he can not really check for any typ of move and this plus the fact that before removing rocks and spikes Starmie will have to take damage from them makes me doubt of his viability.


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Heatran @ Leftovers
Ability: Flash Fire
Evs: 248 HP/ 40 Def/ 220 SpD
Calm Nature
-Lava Plume
-Toxic
-Protect
-Roar

At this point my team had some weaknesses and was also lacking of a special defense tank. Heatran has occupied this place because of its typing and awesome hability that helps a lot to Scizor and Ferrothorn. He is just an outstanding special wall. He is able to check a lot of pokemons and moves such as fire for ferrothorn and scizor (plus i get fire attacks boosted). I rule Heatran as a kind of an annoyer staller pokemon. Toxic in order to Stall enemy walls. Protect for having a little bit of sustain with leftovers and stall with toxic. Lava Plume for stab and 30% of burning enemy pokemons. Roar to force the change of threats and boosted enemies plus making residual damage with rocks.

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Scizor @ Choice Band
Ability: Technician
Evs: 240 HP/ 252 Atk/ 16 SpD
Adamand Nature
-Bullet Punch
-Pursuit
-U-Turn
-Superpower

The last slot of my team is Scizor. I have him choice banded because I think that is one of the best revenge killers in late game. Bullet punch with stab, technician, choice band and his absurd attack makes Scizor able to sweep an entire team in late game. U-Turn is used because of it's stab and also when predicting enemy changes. Pursuit just to trap low hitpoints enemies and superpower to end with powerful pokemons such as Tyranitar, Magnezone, Ferrothorn, Bisharp and opposing Scizor.


This is my first team. Could you tell me what to improve and rate it?, I would really apreciate it.
 
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Hi there! First of all, welcome to OU! First thing to address is the Pokemon descriptions- be sure to have the name and item for each member for clarity, such as Ferrothorn @ Leftovers.
Now for some recommendations. Ferrothorn could be a more effective wall if you added a move like Toxic. This adds more damage over time, making it harder for survivability against Ferrothorn. Ferrothorn doesn't generally need two attack moves.
Mega Charizard Y has good power and doubles as a support Pokemon due to the weather ability. This gives members that benefit from sunlight a chance to really make a difference on the field. No problems with his set.
Garchomp is a strong physical Dragon, but he has a problem dealing with fairies, particularly when he gets locked into Outrage. I suggest Dragon Rush over Outrage so you can avoid getting switched into a Fairy or Physical Wall.
Starmie is a good spinning Pokemon. I'd agree that Rapid Spin is better, as Defog clears both sides of hazards, including your Stealth Rocks. I also suggest trying Thunderbolt as its worked well for me when I've used Starmie.
You could give Stealth Rocks to Heatran as a backup hazard. That way you can guarantee that Roar can really cause havoc in the other team.
Pursuing Scizor isn't the best option for it in my opinion. Knock off has more power and isn't reliant on a switch, which can be beat by Bullet Punch. Knock off also eliminates Leftovers on pesky stallers and breaks opposing Gothitelle, Gengar, and Latios/Latias.
Overall a well-rounded team. Keep up the good work!
~JVaria
 
First of all, as Hatfield said above welcome to Smogon and competitive!

A few questions as regards your team:
1. How does your team win? What is the goal for endgame? (ie, what is the win condition?)
2. What do the 40 Def EV's on Heatran do? Does it let it survive better against threats such as Talonflame? An explanation of your spread there as well as with the 16 Scizor SDef EV's do would be appreciated.
3. How does this team check Fire-types who carry Heatran coverage? Examples including Focus Blast Char Y, EQ Char X, and Timid Heatran with Earth Power?
4. Do you have replays that could show us how this team works in action?

Now that that's been said, I'll break into the actual rate.

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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Evs: 252 HP/ 88 Def/ 168 SpD
Relaxed Nature
-Stealth Rock
-Leech Seed
-Gyro Ball
-Power Whip

Standard Ferro spread is standard. Gyro Ball + Power Whip help it to check the most threats possible and gives this team a partial answer to Gengar and Water-types. That said Ferro can be worn down easily, so Leech Seed prediction has to be on point. Rocks are always nice too. Dedicated leads are nice but given the prevalence of Heatran and Garchomp, who can carry Fire Blast, I'm not sure if it's worth the trade. At your discretion of course.

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Charizard @ Charizardite Y
Ability: Blaze
Evs: 252 SpA/ 252 Spe/ 4 SpD
Modest Nature
-Fire Blast
-Solar Beam
-Focus Blast
-Roost

Char Y is definitely threatening; on most teams it's hard at best to identify if it's X or Y and both are a big problem for most teams. I have to ask why this Char Y is Modest with Max Speed, however. Manaphy, although stopped by Ferrothorn, is quite a problem for every team and can sweep you given a Tail Glow Boost (against Scizor choice-locked, for instance) and Hidden Power Fire + Energy Ball + Scald. Not every Manaphy has this coverage of course, but chances are that you will not be able to keep every check to it alive in preparation for it. I recommend a Timid nature instead of Modest. This gives you the ability to at worst tie with Manaphy (although almost no Manaphy runs 252+ Spd now...or ever) and Base 100s, should you need to. This can be important given that some Pokemon, such as Mega Medicham (though it's rarely seen now), opposing Charizard X or Y, and other threats all EV for the 100 Speed tier. Besides that, Charizard is fine as is. You could include Dragon Pulse over Focus Miss if you would rather maim Latios on the switch.

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Garchomp @ Choice Scarf
Ability: Rough Skin
Evs: 252 Atk/ 252 Spe/ 4 Def
Jolly Nature
-Earthquake
-Outrage
-Stone Edge
-Crunch

ScarfChomp is ScarfChomp :p Everything looks good here except Crunch. I'd recommend Dragon Claw in its place. Not a fan of Dragon Rush because it's prone to missing (people yell about Stone Edge missing at 80, and Dragon Rush is even worse lol -> 75 acc wut). Against most targets, you're doing enough damage regardless with Dragon Claw. The Latis fall to DClaw and so does Gengar after a round or two of LO. Otherwise Chomp is fine. It also checks boosting Dragons to some extent - although Mega Altaria usually beats Chomp.

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Starmie @ Life orb
Ability: Analytic
Evs: 252 SpA/ 252 Spe/ 4 HP
Timid Nature
-Hydro Pump
-Ice Beam
-Psyshock
-Rapid Spin

Starmie is standard, nothing of note here. You have to predict well around Scarf Tar, though, or you may not be able to spin, causing further problems (for example, Tyranitar + Offensive Mega Scizor is fairly common. If SR is on the field, Mega Scizor can OHKO Char Y at +2 with Bullet Punch.) I'm not sure what could be put in its place, given that some of the best hazard removers are Scarf Tar weak (Latios comes to mind). The other factor is that Hydro is weakened by Charizard's sun, preventing its effective use. If you're keeping Starmie, I would recommend changing Ice Beam for Hidden Power Fire. This allows you to avoid mindgames with Ferrothorn with SR and Zard Y, and lets Starmie act as a lure. It also trucks Offensive Scizor, which could otherwise be problematic.

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Heatran @ Leftovers
Ability: Flash Fire
Evs: 248 HP/ 40 Def/ 220 SpD
Calm Nature
-Lava Plume
-Toxic
-Protect
-Roar

Toxic + Protect is really, really annoying. I hate facing it lol
Heatran is pretty decent, checking Talonflame, Char X without EQ, Clef, and opposing Ferrothorn among others. I think it's fine for this team. What does the 40 Def do again? also stallbreaker talonflame beats it

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Scizor @ Choice Band
Ability: Technician
Evs: 240 HP/ 252 Atk/ 16 SpD
Adamand Nature
-Bullet Punch
-Pursuit
-U-Turn
-Superpower

Scizor is fine. This spread is fairly standard. However, you may want to switch to a spread of 204 HP / 252 Atk / 48 Spd if you are interested in outspeeding the standard Belly Drum Azumarill, which can otherwise sweep after BD if your team has been whittled.

Changes recommended:
Char Y Timid > Modest
Garchomp Dragon Claw > Crunch
Starmie HP Fire > Ice Beam
Scizor 204 HP / 252 Atk / 48 Spd > 240 HP / 252 Atk / 16 SpD


  • MCharX can win if Heatran is gone without EQ and can 6-0 if it does have EQ
  • Kyurem-B can beat everything 1v1 except for Scizor (HP Fire is rare now), but is worn down
  • M-Altaria 3 Attacks DD wins (ie Fire Blast), or 2 Attacks + Magnezone to trap Ferro
  • Off Mega Scizor at +2 cleans up
  • M-Lopunny can 2HKO everything. The best hope against it is Scizor's Bullet Punch or Garchomp's Scarf Outrage. Heatran with Protect is not a counter lol
  • Bisharp can set up against Ferro and win at +2. Bisharp is hugely threatening, there's not much that appreciates a Knock Off on this team.
  • TG Manaphy wins with the right coverage, although this is exceedingly rare
  • Azu is a problem with BD, CB loses though
  • SpDef Talonflame with Taunt is very annoying to everything, as is SD if Heatran is weak
  • Gengar, if the opponent predicts well is very annoying. It has the ability to 2HKO everything but is unlikely to given Focus Miss. Still be aware of it.
  • Tyranitar is hugely problematic to Starmie and Charizard. Charizard has to gamble on hitting a Focus Blast and can be trapped if it uses SolarBeam when Tar switches in. Ferro can check it, as does ScarfChomp but it must be played around.
  • Excadrill, TTar's partner in crime. It has trouble spinning but doesn't have many switch ins when under Sand.

That's about it, I think. Good luck with your team!
 
First of all thank you for analysing my team.
-I guess Heatran spread is not correct. I may go 248 HP/ 192 SpD/ 68 Spe
-Ground moves such as the ones you mentioned in the beggining can be checked by Char Y, however it's true that i don't have any poke who can check well powerful fighting moves and I dont really know how to change that.
-I will breed another Char timid this time so I can give it a try.
-Regarding the Garch moveset. Is it worth to have Outrage and Oragon claw in the movepool together?
-I know that drought is not great with starmie but it was the only rapid spinner that i could think about it that could fit into my team.
-When you say that I should change my scizor spread to 204 HP / 252 Atk / 48 Spd to outspeed the standard Belly Drum Azumarill i don't know if for 48 Spd you meen special defense or speed.

I'm really grateful that you have taken your time to check my team.
 
Hi n_n I think u r posting twice but fine,Modest Flamethrower > Timid Fire blast In ORAS,the certain change in the tier really affected Pokemon's base speed in X Y 100 was a good base speed but in ORAS its Average,110 is good now,Timid isn't that beneficial now,Modest nature gives u power and more profitable in the current meta game :).
 
First of all thank you for analysing my team.
-I guess Heatran spread is not correct. I may go 248 HP/ 192 SpD/ 68 Spe
-Ground moves such as the ones you mentioned in the beggining can be checked by Char Y, however it's true that i don't have any poke who can check well powerful fighting moves and I dont really know how to change that.
-I will breed another Char timid this time so I can give it a try.
-Regarding the Garch moveset. Is it worth to have Outrage and Oragon claw in the movepool together?
-I know that drought is not great with starmie but it was the only rapid spinner that i could think about it that could fit into my team.
-When you say that I should change my scizor spread to 204 HP / 252 Atk / 48 Spd to outspeed the standard Belly Drum Azumarill i don't know if for 48 Spd you meen special defense or speed.

I'm really grateful that you have taken your time to check my team.

Well, it's tough to solve the solution of Fire-types with coverage because a number of them can just bop Char Y (I'm thinking of Heatran's Stone Edge, which I've seen on Scarf sets, Char X, and Talon). Excadrill still merks this team if Sand and/or rocks are up. Also, if you're new to competitive you may want to test your creations on simulators (read: Pokemon Showdown) before breeding new 'mons, or you may end up spending a load of time that you don't need to for 'mons you'll never use lol.

If the Chomp is Scarf, I would say there's not much downside to having both DClaw and Outrage. If you're particularly worried about Skarm, Scizor, and Ferro you could use Fire Blast but tbh you have Heatran and Scarf'd Fire Blast is easy setup for most sweepers. I'm actually going to recommend the set mentioned above by oml it's too ez instead, however, because it checks a lot of the things I mentioned in the threatlist (can't believe I didn't think of bulky chomp lol)

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Stealth Rock/Toxic (if you're switching Rocks onto Heatran, you could run double Rocks I suppose)
- Dragon Tail
- Fire Blast

He also recommended that you switch the place of SR onto Heatran; you're not winning against Mega Lopunny even with Protect, and that Ferro can use Spikes instead. I second this. Heatran likes Protect but it's not necessary here, and while Ferro is a good Rocker there are many 'mons that can use Rocks but not as many that can use Spikes, like Ferrothorn.

I was referring to Speed for Scizor; IIRC if someone writes Spd it's Speed while SpDef is Special Defense.

GL
 
many of the changes above are ones I agree, such as using bulky SR Garchomp, Spikes Ferrothorn and Timid Charizard-Y. for my own suggestions, the idea behind this team is supporting Charizard-Y with Rapid Spin and Pursuit. the hazard removal aspect of your strategy is the most crucial part and something you should try to make sure you can accomplish as effectively as possible. while Starmie is definitely a good hazard remover, I think the set you are currently using on her can be put to better use. most of your team is weak to Keldeo. even though you have Starmie as a check, without any form of recovery she will be worn down quickly and this will leave you vulnerable in the long run. you really need Starmie to stick around as long as possible to consistently clear the field for your Charizard-Y and keep dangerous threats like Keldeo in check. as such, I recommend changing her to a bulkier variant with Recover in order to help her accomplish these goals and better serve the needs of your team.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover
synergy wise I don't think Heatran fits well on this build. the reason for this is because her typing is really redundant with your team, adding a third steel and second fire pokémon. as a consequence repeated weaknesses to water and fighting are being stacked, making it difficult to avoid being weak to certain threats. water pokémon in particular, like the previously mentioned Keldeo, are bigger issues than they should be because of this.

a change you can consider over Heatran is Clefable, a catch-all pokémon with several benefits here. outside of Charizard-Y, you lack a real win condition and with Calm Mind, Clefable fixes the issue. secondly, she gives you a durable fighting resist, relieving some of the pressure your Starmie has when it comes to checking threats. furthermore, Clefable works very well with many of the suggestions recommended by above raters. for example, Clefable appreciates Spikes from Ferrothorn to wear down counters like Heatran and also loves the residual damage Garchomp shaves off from several of Clefable's checks because of Rocky Helmet and Rough Skin, like Metagross. with the addition of a bulkier Garchomp as suggested before me, you don't have to worry as much about losing Heatran's ability to keep guys like Scizor and Talonflame at bay. here's my suggestion:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Moonblast
- Soft-Boiled
- Calm Mind
- Thunder Wave

with Thunder Wave, you have a legitimate shot to bypass a lot of would-be Clefable checks/counters, such as mega Venusaur. additionally, paralyzing the likes of Charizard-X and Manaphy can come a long way for your team given how threatening they can be after boosts.
 
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