XY OU Accelgor suicide lead

It's been several years since i've made a team, so please don't be too harsh :D

Accelgor @ Choice Scarf
Sticky Hold
252 HP / 4 Att / 252 Speed
Jolly Nature

Final Gambit
U-Turn
Spikes
Yawn (never use it, do what you want with it ;) )

Final gambit anything and everything it sees, except ghost types. U-turn on ghost types, switch to mega-Lopunny. Mega Sableye pops up everywhere, and fake out + high jump kick ruins it. Gengar is taken by return, haven't seen any other ghost leads, but I expect Lopunny would be able to stand up to them.
When final gambit doesn't finish them, send out jolteon if they are on low health, volt switch to finish them, and go to Lopunny (essentially as a lead for a 5v5 game) for cheap fake out damage. For those with loads of health, (Chansey and Blissey basically), Lopunny's high jump kick takes care of them. Choice Scarf allows me to go before mega Alakazam, Aerodactyl, Beedrill and Sceptile. Keep using final gambit on Ninjask, either he or the baton pass target will get hit hard. Accelgor must really hate me by now with all the fainting, but I love him so it's all good.


Lopunny @ Lopunnite
Klutz ----> Scrappy (mega ability)
252 Att / 4 Def / 252 Speed
Adamant Nature

Fake Out
Return
High Jump Kick
Substitute

Maximum fake out damage. Substitute is so far working well for me, stopping those passive walls which can be a pain, haven't tried power-up punch yet but I find either Lopunny finishes the job without boosts, or gets no way near and has to switch, so I don't see too much usage in it.


Jolteon @ Choice Specs
Volt Absorb (upon writing this I see for the first time he has quick feet, but I don't find it's the speed that makes Jolteon vulnerable, as much as the lack of raw damage enabling him to finish them off before they hit back hard. Switching into electric type moves heading towards Cloyster / thunder wave helps with the surviveability too, which is useful when he is worn down so easily by entry hazards).
4 HP / 252 SpA / 252 Speed
Modest Nature

Volt Switch
Shadow Ball
Thunderbolt
Signal Beam

Maximum volt switch damage so i can offload a lot of damage onto the tanks with lots of resistances. Works especially nicely when switching into ferrothorn with iron barbs + rocky helmet. Thunderbolt is a nice late game STAB sweep when all the ground types have been removed (people keep sending their grounds in first and second, which often die to final gambit/fake out (first poke) and lopunny goes down taking as much on the second poke, with dusknoir / cloyster priority killing it - cloyster especially if it is ground).


Ferrothorn @ Rocky Helmet
Iron Barbs
252 HP / 168 Def / 88 SpDef
Relaxed

Gyro Ball
Leech Seed
Stealth Rock
Protect

I was recently running this guy as an exactly equal mixed tank, i think with 8 Def and 248 SpDef. Since I find i'm switching him into attacks that make contact so often, and other physical moves, i'm wondering whether its worth going all the way and making him purely a physically defensive pokemon?
His weakness to fighting is nicely covered by Dusknoir, but fire of course is a big problem. Originally I was running Rapidash to pull of a flash fire enabled STAB flare blitz sweep, but he just didn't have the attack power to be useful. Was tempted to run mega Houndoom but settled for Lopunny instead - leaving a gaping fire weakness here.


Dusknoir Leftovers
Pressure
252 Att / 4 Def / 252 SpDef
Brave

Shadow Sneak
Sucker Punch
Will-O-Wisp
Pain Split

The lack of HP makes pain split an absolute killer I find. Will-O-Wisp helps shut down those physical sweepers that have the raw power to hurt Dusknoir, and typing to finish Ferrothorn. Again I was using a more mixed defensive approach but have moved to this, as I feel it is overall more reliable, and as a result have noticed that said physical sweepers can be quite damaging. The high attack with priority moves takes a lot of things by surprise, notably Gengar (if he's not already out - kudos to Lopunny) and sucker-punch against Talonflame.


Cloyster Focus sash
Skill Link
252 Att / 4 SpDef / 252 Speed
Jolly

Icicle Spear
Shell Smash
Rock Blast
Ice Shard

Reliable sweep that takes substitute users especially by surprise. He's fairly potent against the dragons out there that resist Jolteon's volt switch and aren't too bothered about what comes after Lopunny's Fake Out. Ice Shard especially takes them by surprise. I switch him into Gliscor and other ground pokemon that Jolteon's lured in, and once a shell smash has been pulled off, it's often gg :P
Steel pokemon obviously resist both icicle spear and rock blast, but they often take over 50% damage from a boosted icicle spear on the switch in, leaving them vulnerable to Jolteon's volt switch, if not cloyster himself (switching to Ferrothorn to nicely soak up the bullet punch coming from Scizor).


Weaknesses:
This team has a real problem with Sticky Web, relying on fake out spam and priority moves. Other entry hazards are also fairly wearing with all the fake out and volt switch switching, so a rapid spin / defog user is sorely missed at times.
It's not too difficult to set up a slow sweeper on Ferrothorn either, or occasionally a mid game baton pass. Cloyster shell smashing with a focus sash to take the first hit often does the job, but if entry hazards are out, I have to rely on priority moves, which often don't pack enough raw damage.

Any and all suggestions are welcome, but Accelgor is a must, and preferably no legendaries.

Thanks!
 
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Hey there! I see you are new to competitive Pokemon, and I feel like I have a couple things that may be of use to you. First off, there is no shame in using Legends. There are very good and also very bad Legendaries, and right now all four Pokemon currently in S rank are NOT Legends; if you do not wish to use extremely powerful Pokemon, those are the ones to avoid (though if it is not banned/it is not scummy [such as Baton pass; BP is cancer] you shouldn't have any qualm against using it). Here are a couple things that I think can optimize the sets shown.

Accelgor as a suicide lead could use Encore, as if an enemy uses a Status move you can lock them into it and force them to take a Final Gambit. Using Jolly max speed Accelgor ensures that you will outspeed (or speed tie with the likes of Mega Alakazam or Mega Aerodactyl) every Pokemon that is not scarfed in the tier; Choice Scarf is unnecessary and overkill.

Lopunny pre-mega should use the ability Limber. It allows Lopunny to be completely immune to Thunder Wave or Glare on potential trade-ins; it is more effective than the completely useless Klutz. When it comes to natures, there is only one that Lopunny should use, and that is Jolly. The Jolly nature allows it to outrun basically all but the fastest Pokemon on the tier, and is needed to outrun Torn-T, Weavile, bulky Mega Altaria (at +1), and speed tie with Mega Manectric. The only reason that substitute was used was to play around King's Shield in the Aegislash suspect test. If you want to potentially sweep Power-Up Punch is better, while Ice Punch provides better coverage to the point that it is better defensively.

Changing Jolteon out in exchange for Raikou would be very beneficial to this team, as Jolteon is basically completely outclassed by its Sabre-Toothed counterpart.
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 16 SpD / 240 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Volt Switch

Swapping the Defense and Special Defense EVs of Ferrothorn would optimize this set perfectly.

Dusknoir seems to be completely replaceable on this team. You could consider using Rotom-Wash in order to counter Talonflame more effectively and still retain low health Pain Splits and Burns.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Cloyster is very mediocre in this meta. With the potential change of Rotom-W covering the bulky waters that Cloyster would previously need to be around for, perhaps you could consider adding Scarfed Heatran in order to stop Mega Altaria and the many Fire weak Pokemon of the team.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
OR
If you do not wish to use Heatran, you can go with a much more unorthodox method of using Choice Specs Moltres.
Moltres @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- Hidden Power [Ice]
- Ancient Power

One defining flaw of this team is its lack of entry hazard control. If you are willing to make a big change, I will have to say that Accelgor is holding the team back from reaching its full potential. Replacing it with a defogger/Spinner or a Taunt lead such as Azelf (which can use Explosion to basically achieve the same goal as Accelgor), Frostlass (also performing a similar goal with Destiny Bond), or Terrakion would drastically improve the team. I hope you can improve further and I sincerely hope my input helps you out! Have a nice day and good luck! Let me know what ya' think about my suggestions. :)
 
What you've done here is told me to lose Accelgor and changed half the team to legendaries... Still despite that, ice punch on lopunny is quite a nice suggestion. I'm not sure about swapping ferrothorn's stats, getting hit now for 50% damage by many earthquake users, and getting worn down a lot more easily by weak contact moves that used to do more damage to the user.

Losing the choice scarf on Accelgor is a valid point, but he in fact would get out sped by mega Alakazam and mega Aerodactyl running 252 Speed and a boosting nature, which looking at their Smogon pages, is clearly more than just viable. That doesn't even mention other choice scarf users. Given that he is final gambitting anyway against most things, or u-turning against high health pokes / switching out against priority users (just came across a quick attack pinsir...), choice scarf isn't too bad. It would be nice if he had trick to shut down those high health walls but hey. Saying he holds back the team I think is unfair, when he in almost all cases brings it to a 5v5, occasionally at the expense of letting them get off a stealth rock, and when i'm prepared for it and they're not, I would almost say it is advantageous. Yes final gambit accelgor might be outclassed damage wise by Azelf's explosion, or froslass' destiny bond, but it is far more reliable. Destiny bond allows for all kinds of spike related death, while explosion won't be doing anything to some pokes' typing. As i've explained above, I have yet to come across a poke which withstands final gambit + volt switch / fake out, so the damage boost from explosion is redundant.

Raikou over Jolteon gives him a barely noticeable attack boost, while loosing out on both speed and the health replenish of volt absorb, while giving him slightly more defense boost. Yes the defense boost is nice, but given it's not been EV'd into, and with lack of volt absorb, the survive-ability isn't a large increase. Furthermore, jolteon's main health loss is from entry hazards, which the defense and health don't help with.
Rotom-W for Dusknoir gives a much more obvious defense boost yes, but he looses that crucial ghost typing (though levitate is arguably just as useful, though definitely not more useful :P ). The lack of priority moves I find is quite damaging, and the high health pain split lacks momentum which Dusknoir can provide while still being tanky.
Heatran (and probably Moltres though I haven't had the opportunity to try him out, fire resistance and ground immunity sounds very fun), is a nice suggestion. The bait in from ferrothorn, although the switch to heatran may be obvious, is still very much usable. However, in my opinion he lacks the ability to start setting up for the win against those passive walls / break through those pokes who think they're safe behind a substitute. I'll run with Heatran or Moltres for now though and see what comes of it.
 
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Ok, here's the thing:
Raikou over Jolteon gives him a barely noticeable attack boost, while loosing out on both speed and the health replenish of volt absorb, while giving him slightly more defense boost. Yes the defense boost is nice, but given it's not been EV'd into, and with lack of volt absorb, the survive-ability isn't a large increase. Furthermore, jolteon's main health loss is from entry hazards, which the defense and health don't help with.
The survivability is DEFINITELY a large increase. Let's compare the stats. Raikou has 5 more SpD and 15 more Def - each not a huge deal, though the Defense is noticeably higher - but it has 25 more HP which is a pretty damn big increase and will help you tank a lot of attacks. And while it may take the same damage from hazards, it will have more HP left after them to tank thanks to its much higher HP. Also, the only mon on your team that has a chance of luring Electric attacks is Cloyster, which really likes to keep its boosts, so Volt Absorb is rather invalid (especially when Raikou has the power to be running an Assault Vest, 5 SpA can make a difference).

You say that Jolteon's higher speed makes him better, but the fact is that both of them sort of sit at weird tiers above the 110 crowd but below the 135 group, meaning that the only things Jolteon's outspeeding and Raikou's not are... Talonflame and Hawlucha, I guess? And neither like being out on either of them anyway. The speed isn't really that beneficial, especially when you can't outspeed Mega Aerodactyl, Beedrill, Lopunny and Alakazam, which kind of defeats the entire point of the high speed. Jolteon is entirely outclassed, replace it.

And since you seem to want to keep Dusknoir (despite being mostly outclassed), might I suggest Eviolite Dusclops? While lacking passive recovery, it is a lot bulkier and carries all the tools its evolution has.
 
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