XY OU Ancient Egypt Team?

Is this a well-themed Team?

  • Yes

    Votes: 4 66.7%
  • No

    Votes: 2 33.3%

  • Total voters
    6
This team is one I created originally for the Anything Goes tier, with Lucario as a Mega. But I adjusted it to make it work in OU, and I was wondering if there were any other changes you think I should make.

Thoth (Krookodile) @ Choice Scarf
Ability: Moxie
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Fire Fang
- Stone Edge
- Crunch

Scarfed Krookodile with Moxie is one scary beast, at least from what I've seen during my time using this team. Stone Edge can almost wipe another team off the map by itself. Earthquake is STAB. Fire Fang is there for Coverage, and Crunch is STAB. As a sweeper, Moxie is one of the best abilities out there. Combined with my Espeon Baton Passing a Calm Mind or two to protect from Special Attackers, and Krookodile is a one-man wrecking ball.

Ra (Ampharos) @ Leftovers
Ability: Static
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Cotton Guard
- Heal Bell
- Discharge
- Hidden Power [Ice]
Ampharos is probably my favorite Pokémon on this team that never sees competitive play. With just one Cotton Guard, it can take a Focus Punch from a Dusknoir with about 16% . With two, it can take two super-effective STAB Earthquakes at 60% health and live. Heal Bell is to heal up the rest of the team, Discharge is STAB, and HP Ice is for Ground coverage.

Osiris (Espeon) @ Focus Sash
Ability: Magic Bounce
- Psychic
- Baton Pass
- Substitute
- Calm Mind
This is a commonly seen setup with Espeon. Psychic is STAB, while Substitute usually gives you one or two free Calm Minds. Then, you can Baton Pass all that to any other Pokemon. I usually try it with Cofagrigus.

Anubis (Lucario) @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 252 Atk / 4 Spe
Jolly Nature
- Cross Chop
- Iron Tail
- Bullet Punch
- Ice Punch
With Mega Lucario, this moveset is almost unstoppable. Even still, Lucario can almost measure up to that, even without the boosted stats. Cross Cop and Iron Tail are both STAB. Bullet Punch is for STAB Priority, and Ice Punch is for coverage.

Set (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Shadow Ball
- Will-O-Wisp
- Trick Room
- Hidden Power [Fighting]
Cofagrigus is the perfect Tank. With so many immunities and resistances, it can easily take a few hits. Setting up Trick Room is important, because it lets Cof move first. HP Fighting is for coverage, Will-O-Wisp is for Physical Attackers, and Shadow Ball is STAB.

Horus (Heracross) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- Megahorn
A scarfed Heracross is just as powerful as a scarfed Krookodile. Stone Edge is to cover Flying, Close Combat is STAB, Earthquake is for Coverage, and Megahorn gets STAB as well. With the right setup, Heracross is the perfect late-game sweeper, and usually comes in after Krookodile has done all of my dirty work.
 
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