XY OU An OU Team That Has The Potential To Break Past 1500+.

Hey everyone,

My name is Argue. This is my second RMT. Let's start.

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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Grass Knot

Summary:

- I chose Sitrus berry so Azumarill can gain some health back after she takes a bad hit.

- Huge power increases attack, adamant nature adds more power to attacks, and the EVs help boost attack and have huge health.

- Aqua Jet is my main water STAB. Priority, 40 output damage changes by 1.5 thanks to Huge Power. Great for revenge killing.

- Play Rough just hits hard. It's STAB, great against dark, dragon, and fighting types. Great against frail pokemon who don't resist Play Rough.

- Knock Off. This thing is a life saver. For example, first turn of game, azu versus infernape, infernape switches and I use knock off on their gengar switch.

- Grass Knot. People are saying what? Let me explain. I lack grass moves on this team. Grass is an essential element to combat water and ground types, mostly water. Lately, I've been running into quagsire and swampert.


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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Earthquake

Summary:

- Close Combat. Why not swords dance? Well, it's too situational and with this team, it's heavily based on prediction. Can't see the time frame to set up or allowed to set up and sweep. However, close combat destroys steel types like heatran who try to threaten me, chansey, and dark types.

- Quick Attack great revenge kill and STAB. Always handy priority.

- Return just destroys things that don't resist it. This thing can sweep.

- Earthquake is great coverage too especially against char X when he switches in

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Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 68 SpA / 20 Spe
Bold Nature
- Thunderbolt
- Roost
- Hidden Power Ice
- Heat Wave

Summary:

Standard set.

- t-bolt to hit water types.

- roost is there the help keep me alive.

- HP Ice hits ground and dragon types fantastically.

- Heat wave does wonders against steel types.

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Roost
- Toxic
- Earthquake

Summary:

Standard set.

- taunt to stop mons from setting up or baton passing or recovering. Great against standard mega venu.

- roost helps keep me in the game longer. I used protect but felt it not right for this team. It was good for scouting but then gliscor would die next turn if I was down to one poke him included.

- toxic is so fantastic because it really bleeds the pokemon out. One on one versus char x, gliscor wins.

- earthquake is there to make damage on poke who aren't immune.


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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Roar

Summary:

Standard set.

- lava plume hits decently and I love the chance when it burns.

- protect is there to scout. I usually always lead off with heatran and always click protect to see what's going on.

- Stealth rock helps create hazards. Set these up and it will help you in the long run if they don't get defogged or spinner away.

- Roar. This just does justice. Use roar against poke who are trying to set up or in a sub. They go bye bye. The next poke coming in gets stabbed with a sharp rock. xD


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Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 120 HP / 136 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Summary:

I got this set from the new smogon XY poke dex.

This thing has really saved me and I'm not dying in one turn from special attack. Unless it's fire.

- rapid spin is to clear hazards from my side of the field.

- earthquake just hits hard and it's STAB.

- iron head does justice against fairies like clefable and gotta love when you get a flinch Hax.

- rock slide is here to hit things that are weak to it, like fire types.

So, this was my RMT. Sorry if there's no structure. I'm posting from my phone. Please help me out by rating this team with suggestions or replacements. Thank you! :)
 
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Eh, Grass Knot Azumarill is just not worth it tbh. Zapdos is better off running Hidden Power [Grass] for Swampert & Quagsire etc. I suggest Belly Drum over Grass Knot. If you decide superpower/waterfall, I'd use Choice Band or Assault Vest. (Make sure you run even HP EVs with Belly Drum)

I don't think 40 speed EVs is standard for Heatran. I suggest standard 252HP/252SpD/4SpA for it.

Also, Gliscor doesn't get KO'd as fast as you say. It is quite bulky on the physical side but lacks special bulk. The set and EVs are fine, but Protect is still an option over Taunt (Taunt isn't too helpful for a Gliscor unless you want to taunt the opponent's incoming taunt). Also, standard Mega Venusaur can generally beat Gliscor 1v1 (it usually runs Giga Drain).


"However, close combat destroys steel types like heatran who try to threaten me, chansey, and dark types." - I'd still run Swords Dance for a better chance to lategame sweep (what Mega Pinsir does). And Return still does a bunch to Chansey and/or Blissey and dark types. Oh and if you keep Close Combat, you can use Moxie over Hyper Cutter (if a Pokemon is at low range, KO it with Quick Attack and get a +1 boost and then mega evolve).

I also think Zapdos should just run a standard 252Spe/248SpA/8HP.

Amazing team! :)
 
Eh, Grass Knot Azumarill is just not worth it tbh. Zapdos is better off running Hidden Power [Grass] for Swampert & Quagsire etc. I suggest Belly Drum over Grass Knot. If you decide superpower/waterfall, I'd use Choice Band or Assault Vest. (Make sure you run even HP EVs with Belly Drum)

I don't think 40 speed EVs is standard for Heatran. I suggest standard 252HP/252SpD/4SpA for it.

Also, Gliscor doesn't get KO'd as fast as you say. It is quite bulky on the physical side but lacks special bulk. The set and EVs are fine, but Protect is still an option over Taunt (Taunt isn't too helpful for a Gliscor unless you want to taunt the opponent's incoming taunt). Also, standard Mega Venusaur can generally beat Gliscor 1v1 (it usually runs Giga Drain).


"However, close combat destroys steel types like heatran who try to threaten me, chansey, and dark types." - I'd still run Swords Dance for a better chance to lategame sweep (what Mega Pinsir does). And Return still does a bunch to Chansey and/or Blissey and dark types. Oh and if you keep Close Combat, you can use Moxie over Hyper Cutter (if a Pokemon is at low range, KO it with Quick Attack and get a +1 boost and then mega evolve).

I also think Zapdos should just run a standard 252Spe/248SpA/8HP.

Amazing team! :)

True. Grass knot might be dead weight. I'll change it back to waterfall with the chance to get a lucky flinch.

HP grass is good but then I won't have hp ice. Hp ice seems more valuable. I think grass in general shouldn't be a problem since I got like 3 poke who hit hard.

I like that heatran set you suggested. Even with 40 speed I was still getting outsped by slower pokemon xD.

I like taunt gliscor because when I see scolioede, I already shut down it's whole operation. Mega venu synthesis and leech seed get shut down. Sludge bomb does nothing giga drain does a little but earth quake takes away health while venu has no source of recovery.

I like the moxie idea. Kill it off get the boost, then mega evolve. Idk tho still undecided because swords dance may be a better option late game.

Thanks for the rate! :)
 
Why exactly do you have Zapdos? It is useless if you don't carry Defog. One of the main reasons Zap is OU is because it can Defog without fearing Bisharp. Your EVs are even made to beat Sharp. So unless you aren't using Defog, replace it. Replace HP Ice for Defog. If you still don't want to do this, use Thundy-I, cause that is better in every way.
 
Why exactly do you have Zapdos? It is useless if you don't carry Defog. One of the main reasons Zap is OU is because it can Defog without fearing Bisharp. Your EVs are even made to beat Sharp. So unless you aren't using Defog, replace it. Replace HP Ice for Defog. If you still don't want to do this, use Thundy-I, cause that is better in every way.
Isn't thundy-i frail tho? And besides I got rapid spin. Why have both?
 
Thundy-I is frail, but offensively, Thundy-I is better. Ability to set up a powerful move, paralyze, and get off boatloads is amazing. Thundy-I>Zap is offensive, and vice versa for defensive.

You can remove Exca. Maybe for something offensive.
 
Thundy-I is frail, but offensively, Thundy-I is better. Ability to set up a powerful move, paralyze, and get off boatloads is amazing. Thundy-I>Zap is offensive, and vice versa for defensive.

You can remove Exca. Maybe for something offensive.
I was thinking replacing pinsir with mega medicham, removing gliscor for clefable. Any thoughts on this change?
 
Hey man pretty interesting team you got here. My changes and comments are in Bold.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Grass Knot

Summary:

- I chose Sitrus berry so Azumarill can gain some health back after she takes a bad hit.

- Huge power increases attack, adamant nature adds more power to attacks, and the EVs help boost attack and have huge health.

- Aqua Jet is my main water STAB. Priority, 40 output damage changes by 1.5 thanks to Huge Power. Great for revenge killing.

- Play Rough just hits hard. It's STAB, great against dark, dragon, and fighting types. Great against frail pokemon who don't resist Play Rough.

- Knock Off. This thing is a life saver. For example, first turn of game, azu versus infernape, infernape switches and I use knock off on their gengar switch.

- Grass Knot. People are saying what? Let me explain. I lack grass moves on this team. Grass is an essential element to combat water and ground types, mostly water. Lately, I've been running into quagsire and swampert.

I'm not really sure what this Azumarill set wants to do, you run Sitrus Berry but not Belly Drum, and then the really strange addition of Grass Knot just is not viable. Looking at the rest of your team, offensive Water types like Greninja and Keldeo absolutley maul you. So running Assault Vest on Azumarill can really help your team against offense.

Try this set:
Azumarill@Assault Vest
Huge Power
Adamant
240 HP 252 Atk 16 SDef

Knock Off
Aqua Jet
Waterfall
Play Rough




Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Earthquake

Summary:

- Close Combat. Why not swords dance? Well, it's too situational and with this team, it's heavily based on prediction. Can't see the time frame to set up or allowed to set up and sweep. However, close combat destroys steel types like heatran who try to threaten me, chansey, and dark types.

- Quick Attack great revenge kill and STAB. Always handy priority.

- Return just destroys things that don't resist it. This thing can sweep.

- Earthquake is great coverage too especially against char X when he switches in

Looking at your team as it is, you lack a strong win condition, so Swords Dance is an absolute must on this Pinsir seeing as it forces so many switches and therefore with some proper prediction easily sets up, I'm not sure why you're saying it's situational. Earthquake is a great move for Aegislash but seeing as it may get banned generally Close Combat actually gives better coverage. you can choose to replace either.



Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 68 SpA / 20 Spe
Bold Nature
- Thunderbolt
- Roost
- Hidden Power Ice
- Heat Wave

Summary:

Standard set.

- t-bolt to hit water types.

- roost is there the help keep me alive.

- HP Ice hits ground and dragon types fantastically.

- Heat wave does wonders against steel types.

Definetley agree that Thundurus-I should replace Zapdos here, it's really only good for Defog support and you are not even running that, plus you have both Heatran and Gliscor that can sponge hits from Talonflame. Right now stall can really throw you for a loop and the mixed Thundurus set I'm recommending can really alleviate some of your issues with stall while still checking Flying spam well and hitting the same stuff your Zapdos did. Plus, Thundurus outspeeds Keldeo and can check it, while Zapdos faces a possible OHKO from Specs Hydro if I'm not mistaken, same with most of your team, which is a crippling issue that both this and AV Azu can help with.

Thundurus@Life Orb
Defiant
Naive
52 Atk 200 SAtk 252 Spd

Thunderbolt
HP Ice
Superpower
Grass Knot

You mentioned having problems with Quagsire so Grass Knot can hopefully give you something to hit it with, but Knock Off can also go in that slot if you really want to feel secure against Chansey. This set synergizes well with Pinsir becuase it can beat Skarmory for it while Pinsir beats Venusaur.




Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Roost
- Toxic
- Earthquake

Summary:

Standard set.

- taunt to stop mons from setting up or baton passing or recovering. Great against standard mega venu.

- roost helps keep me in the game longer. I used protect but felt it not right for this team. It was good for scouting but then gliscor would die next turn if I was down to one poke him included.

- toxic is so fantastic because it really bleeds the pokemon out. One on one versus char x, gliscor wins.

- earthquake is there to make damage on poke who aren't immune.

Honestly this isn't a bad set but I have to wonder what this set contributes to the team really, since in my opinion the best way to really make this team good is to make it more offensive and base it around a Mega Pinsir sweep. As it stands, your team is absolutely smashed by Mamoswine and Gliscor doesn't help this issue and is honestly the most expendable member of your team as it stands, and offensive Mega Venusaur is starting to become more common so it doesn't even help much against that. Heatran already checks the most common Zard X set and forces it out with Roar, not to mention you have an Azumarill as well. This is really the only slot I would change into something completely different as this Gliscor is currently kind of a redundant addition that just slows your momentum down and has poor synergy with the rest of your team.

You mentioned Clefable which wouldn't be a bad addition honestly, as it isn't completely vulnerable to Mamoswine, can potentially give you another solid late game win condition for the match up against both stall and offense, and gives you another check to Greninja, which is never bad. Plus, it synergizes very well with Heatran, Pinsir and even Azumarill as it can take out opposing Heatran that trouble Clefable.
You have a couple options regarding set.
Magic Guard + Calm Mind is possibly it's best set as it can stallbreak quite well and offers another win condition for your team and is overall a great choice for balanced teams that can handle the set's checks.
But another interesting choice that could work for your team is the Physically Defensive Cleric set, allowing you to bring back Pinsir from a possible burn or paralysis, and it gives Heatran and Azumarill valuable Wish support.
Both sets can be found here: https://www.smogon.com/dex/xy/pokemon/clefable




Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Roar

Summary:

Standard set.

- lava plume hits decently and I love the chance when it burns.

- protect is there to scout. I usually always lead off with heatran and always click protect to see what's going on.

- Stealth rock helps create hazards. Set these up and it will help you in the long run if they don't get defogged or spinner away.

- Roar. This just does justice. Use roar against poke who are trying to set up or in a sub. They go bye bye. The next poke coming in gets stabbed with a sharp rock. xD

This looks fine.


Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 120 HP / 136 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Summary:

I got this set from the new smogon XY poke dex.

This thing has really saved me and I'm not dying in one turn from special attack. Unless it's fire.

- rapid spin is to clear hazards from my side of the field.

- earthquake just hits hard and it's STAB.

- iron head does justice against fairies like clefable and gotta love when you get a flinch Hax.

- rock slide is here to hit things that are weak to it, like fire types.

AV Excadrill isnt that great tbh and you provide no real reason as to why it fits on your team, you already check Aegislash with Heatran (variants without Iron Head also lose 1v1 to CM Clefable running Flamethrower), Scarf Rotom-W is not all that common and a standard Air Balloon set still checks Kyurem-B.
I'd stick to the standard offensive set with 252 Atk / 4 Def / 252 Spe with an Air Balloon, to make it a semi-reliable Mamoswine check rather than another liability versus that Pokemon, plus it lifts some pressure off of Thundurus to always switch into Ground attacks for Heatran, as your opponent is more likely to predict that than a switch into Balloon Drill. Running Jolly is a viable option to get the jump on neutral KyuB, neutral unboosted Charizard X, Mamoswine, and other Excadrill, but Adamant is generally better for the added power, so that's really up to you.



So, this was my RMT. Sorry if there's no structure. I'm posting from my phone. Please help me out by rating this team with suggestions or replacements. Thank you!

tl:dr version

AV Azu > your Azu
SD on Pinsir
Mixed Thundurus > Zapdos
Clefable/literally anything else > Gliscor
Standard Air Balloon Excadrill > AV Excadrill

Hope I helped!
 
For Zapdos i'd go Discharge > Thunderbolt the para chance is the same as scald's and being able to spam an attack while having the chance to cripple the opponent is a lot more beneficial than the little margin of power you gain from tbolt there's a reason nobody runs Surf anymore. I'd also suggest defog over hp ice/heat wave just because av drill is kinda eh, and there's so much more you could do with that slot.

For azu that entire set is just horrible there's no reason to run sitrus berry if you aren't bdrum and grasss knot is just well... bad. If you really want to beat quag/pert or any bulky water really a band would be much better:
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Swampert: 207-244 (51.2 - 60.3%) -- 90.6% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Quagsire: 214-253 (54.3 - 64.2%) -- guaranteed 2HKO after Leftovers recovery

Azumarill is already one of the hardest hitting phys attackers in the tier just slap a choice band on and replace grass knot for knock off/superpower. Knock Off if aegis isn't officially kill in 2 hours and superpower donks ferro.

I'd suggest removing CC on pinsir for Swords Dance, the only thing you're hitting with cc is skarm, and you'll just die to counter because you're not breaking it anyways, i guess you could say you hit ferro but at +2 return already demolishes it and eq handles any other steel type w/ out a balloon.
+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Ferrothorn: 295-348 (83.8 - 98.8%) -- 37.5% chance to OHKO after Stealth Rock

I'd suggest removing drill for anything really or at least give it a scarf I mean it doesn't seem like it would do much for your team when you already have a perfectly good defog user. If you gave it a scarf you'd have a revenge killer and a maw check well one that's better than pinsir. 4hp/252atk/252spe Normally I'm against just flat out 252/252/4 spreads because there's almost always something more effective but it should be good enough. rock slide/eq/iron head you can put like rapid spin on the last slot or like x-scissor i guess to beat like l@tios and other psychic types i suppose.
 
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