XY OU Balanced/offensive team (Char Y team, 1600+)

Hey, it's been a while since I made an RMT but I think I'm bumping up against my personal limits and would really like some input to take it to the next level. The highest I made it was around 1600 on the PS ladder, although I hadn't peaked and took some time off and my score decayed.

There's an additional restriction on this team in that I'd like the pokes to be moderately easy to find as I play on cart. This means that breedable HAs and egg moves are great, last gen tutor moves and legendaries are not.

At a Glance

Charizard_MegaY_XY.gif
excadrill.gif
rotom-wash.gif
Garchomp_XY.gif
149.gif
infernape.gif


AV Excadrill
Mega Char Y
Phys Defensive Rotom-W
ScarfChomp
BandNite
Phys Orb Infernape

Win Condition
So this team has changed a lot over time but now the goal is mostly to first break down defensive cores and then apply enough pressure that I can clean up with either banded extreme speed or scarfed outrages/earthquakes.

The Team

Charizard_MegaY_XY.gif


Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Solar Beam
- Roost

Charizard is an impressive wallbreaker. I went with hasty over timid because I wanted a little extra ass in my earthquake. Fire Blast in the sun creates enormous pressure and very little wants to switch in. This wallbreaker is nice in that it can single handedly handle the popular VenuTran defensive core and break it down, barring the rare scarfed ancient power heatran.

It's also useful as a specially bulky pokemon that can switch into ice beams, will-o-wisps coming from offensively weak walls (and in a pinch a rotom, as it can survive a hydro pump in the sun) and other miscellaneous weak special attacks. Since I don't have any dedicated walls, this is very useful for me.

149.gif


Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Earthquake

Dragonite is definitely glue for this team. He's able to 2HKO gliscor with outrage and can threaten a switch and then punish it with dragon claw. His multiscale can also work as a pseudo focus sash and can take out pokemon that have gotten a boost with either outrage or earthquake if I get into trouble. He also fills in the role of emergency revenge killer, even after his multiscale is broken with his powerful extreme speed. I've also switched out fire punch for dragon claw as I rarely want to use fire punch with two strong fire pokes on the team. I'm currently considering swapping for thunder punch, however.

VS stall, he's usually played as a powerful wallbreaker, otherwise he usually winds up as being one part of my two dragon cleaning crew late game.

excadrill.gif


Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 68 HP / 188 Atk / 252 SpD
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

People really, really don't expect excadrill to have an assault vest. I swapped around the evs because I wanted as much in attack as possible and he still takes all the important 2HKOs and 3HKOs that he needs to to be effective.

Excadrill is the very best rapid spinner in OU and with the dearth of defoggers readily available on cartridge (scizor gets it as an egg move when traded up and mandibuzz also receives it as an egg move) the choice was pretty easy. He's also the only dragon resist on a team with two dragons.

Assault Vest makes him a very reliable spinner, able to spin on almost any special attacker lacking super effective stab attacks. I've taken specs flamethrowers in the sun from noivern, surfs in the rain from latios, and overheats in the sun from mega manectric and he's always been able to pull through. It's also very satisfying to rock slide a galvantula as it lays down sticky webs and rapid spin it to death on the next turn absorbing literally anything they have for me.

infernape.gif


Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Infernape is part two of my dedicated wallbreakers. This pokemon is very good at breaking down the Skarmory/Chansey core, which Char Y really struggles against. Close Combat is the most spammable move on the set, having great coverage and great power without any nasty recoil. In the sun, it can put a huge dent in opposing landorus without scarfs and it forms a volt-turn core with rotom-w which is useful for early game pressure when infernape checks are still rolling around. It's also my best answer for a medicham running amok as it resists bullet punch and can do upwards of 95% to him in return with flare blitz (or a guaranteed ko in the sun).

He also is a great check for mega gyarados, bisharp, tyranitar, and can deal up to 65% vs Bulky WoW Char X which makes it significantly easier to revenge. He can also work as a revenge killer in a pinch with an iron fist mach punch, however it's not a role he wants to or should fill.

rotom-wash.gif


Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Rest
- Hydro Pump
- Volt Switch
- Will-O-Wisp

Rotom-W is a bulwark against common ou pokemon such as garchomp, sand rush excadrill, talonflame, and a host of other pokemon. Almost nothing likes being burned (excluding conks) which makes for great chip damage and hydro pump + volt switch give it something to do besides being beaten up. I use the chesto-resto set because I've had a hard time getting a hold of a pain split 5iv rotom and it's worth the trade off for me.

Rotom-W also has great synergy with both infernape and excadrill. AV Excadrill + Phys Defensive rotom is probably the closes thing to a defensive core I have with them covering each other reasonably well, especially considering av drill takes very little from most common special grass attackers. As I mentioned before he also fits very well with infernape, dealing good chip damage with volt switch for infernape to come in and smash up and vica versa.

Garchomp_XY.gif


Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage

I pretty much have a garchomp in every team I make now. Scarf chomp hits an excellent speed tier which makes it great for outspeeding many +1 threats, enough bulk to tank a single hit from the likes of non-boosted pinsir or talonflame, and enough power to do >60% to virtually any non-phys wall with just its stabs.

Garchomp is a failsafe that I use to prevent a sweep from the likes of DD Char X, DD Dragonite, Volcarona, and regular gyarados. If the foe has any prior damage than he can be used as a revenge killer for a much wider range of pokemon.

He, along with dragonite, tend to be the last two pokemon left. It's very often that garchomp and dragonite clear out a weakened party of 2-6 pokemon by themselves between outrage and espeed.

Threats

Defensive cores that include bulky char x. My team in general has a load of trouble with bulky char x as he really likes to burn everything physical on my team and my special attackers can't deal enough damage to harm him. If infernape is gone and I'm unable to significantly weaken char x, I'm probably going to lose. My fear of char x also results in me over predicting vs. bulky dd and regular dd and has cost me matches where char x has gotten a dd for free and is free to boost a second time, putting him out of reach of my revengers (although if I have both infernape and dragonite alive I can sometimes kill it with priority).

Subseeders. Once the subseeding flow begins, it is very difficult for me to break through. Sometimes I can break the chain by breaking the sub with a u-turn from infernape forcing the opponent to both need to reseed as well as resub, but that isn't always feasible.

Toxistall Gliscor. Like above, once he gets going I have a really tough time breaking the sub and dealing significant damage. I can play a risky resting game with rotom-w as gliscor cannot significantly damage him, however it invites other pokes to come in and set up on me. if I catch gliscor out without a sub, d-nite can get the 2hko with outrage, as well as char y being able to get the ko in the sun with fire blast so long as he has a little prior damage.

Bulky defensive ghosts. While they are no longer common, things such as gourgeist and sableye can cause trouble for me. Individually, they aren't so bad, but they tend to be a part of a core that is tough for me to break through, especially since they tend to be coupled with stealth rocks which I need to be able to spin away to have access to Char Y and Dragonite to switch in and bust walls.

Notable Replays

I miss two Will-O-Wisps and two Fire Blasts but still am able to come out in the end with garchomp
http://replay.pokemonshowdown.com/ou-168507628

Tight hazard control nearly costs me the win
http://replay.pokemonshowdown.com/ou-167983294

(As snarkbark)
Things aren't going well for me, but I am able to clean up at the end with infernape and garchomp
http://replay.pokemonshowdown.com/ou-159242982

5v3 in the opponents favor, but I'm able to turn it around at the end with garchomp
http://replay.pokemonshowdown.com/ou-159229611

I thought I had more losses saved, but I guess I was too egotistical for that, heh.

Thanks!

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earthquake
- Solar Beam
- Roost

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Dragon Claw
- Earthquake

Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 68 HP / 188 Atk / 252 SpD
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def
Bold Nature
- Rest
- Hydro Pump
- Volt Switch
- Will-O-Wisp

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Claw
- Outrage
 
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Had you tried other things besides Infernape for your second wall breaker? Seems like Mega Venusaur could give this team fits. Wouldn't the 4 points on Garchomp be better used in Def rather than HP, to further minimize chip damage (leaves you with odd hp)? On the whole, I really like this team though.
 
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I find the Flare Blitz recoil + Life Orb recoil is too much. Why don't you switch out Flare Blitz for Fire Blast and make it a MixApe set ? Also this is just a minor nitpick but use Thunder Punch instead of U - Turn. You may lose the scouting advantage but you will take care of some pesky birds and weakened waters.
 
Hey powersurge360. Just skimming through your team, you get destroyed by Azumarill. With the ability to switch up moves as an AV Azu, nothing resists Water/Fairy. You already have Drag spam with Dragonite, so with Garchomp, you're losing the bulk you need. I would switch out Garchomp for Ferrothorn, as it fits the roles Garchomp doesn't. As I stated previously, you have no switch ins to AV Azumarill, so by adding Ferrothorn, you're resisting both STAB from Azu and Knock Off. Be careful about Superpower sets too, as they're rising in usage. Ferrothorn basically has the same ability as Garchomp as well, so you're not losing anything here except offensive prescence, which you have with your Zard, Dragonite and Infernape. Along with all of this, it takes hits from Latias/Latios, which is a real problem to your team.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 188 Def / 68 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect
With Infernape, Flare Blitz + Life Orb recoil really doesn't help it, along with its frailness. I would replace Flare Blitz with Fire Punch, as you can take advantage of Iron Fist, boosting Fire Punch from 75 to 90 base power. It's only 3/4 as powerful as Flare Blitz, so I wouldn't blame you if you kept Flare Blitz.

EDIT: 1 thing I forgot to mention. Now that Scarf Chomp is removed from the team, you don't have too much for Zard X. I would recommend setting up rocks ASAP with Ferro just to get it weakened before killing it with ESpeed or revenge killing it with a suggestion I'm going to make. You have an Assault Vest Excadrill, which I'm not going to knock. I've used it in the past before, and it really puts in work, HOWEVER: it can't take a super effective physical move. This leads me to suggesting Scarf Excadrill. It takes AV Drill's roles perfectly and it's ability to Rapid Spin before dying, letting Zard Y + Dragonite to wreak havoc. Although you're going to be locked into Rapid Spin, it's much more reliable than Assault Vest on an Excadrill, trust me. This thing can also revenge kill if Zard X is adamant rather than jolly.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
 
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Had you tried other things besides Infernape for your second wall breaker? Seems like Mega Venusaur could give this team fits. Wouldn't the 4 points on Garchomp be better used in Def rather than HP, to further minimize chip damage (leaves you with odd hp)? On the whole, I really like this team though.

Mega Venusaur isn't too much of a threat. Mega Char Y can OHKO, Dnite can 2HKO with outrage, and with some prior damage (30-40%) infernape and garchomp can knock it down. All of this is easier if Mega Venusaur is burned, which is fairly likely with Rotom-W throwing WoW out a lot not really fearing a heatran switch in (which is popularly paired with venusaur).

Good call on the hp instead of defense though, it was an oversight.

I find the Flare Blitz recoil + Life Orb recoil is too much. Why don't you switch out Flare Blitz for Fire Blast and make it a MixApe set ? Also this is just a minor nitpick but use Thunder Punch instead of U - Turn. You may lose the scouting advantage but you will take care of some pesky birds and weakened waters.

Infernape has a very important role and I'd rather have a short life span that I can plan around rather than the shaky accuracy of fire blast which may unexpectedly cause me to lose an important wall breaker. I've considered thunderpunch, but I'd have to hit things on the switch which is pretty risky. I wouldn't be able to kill mega pinsir or talonflame one on one for example. Adding to this, many of the waters in OU are either immune or neutral to t-punch meaning I'd only really hit a gyarados pre-dd which is an uncommon scenario. I'm just not sure that I'll be hitting anything important with t-punch besides a lucky predict.

Hey powersurge360. Just skimming through your team, you get destroyed by Azumarill. With the ability to switch up moves as an AV Azu, nothing resists Water/Fairy. You already have Drag spam with Dragonite, so with Garchomp, you're losing the bulk you need. I would switch out Garchomp for Ferrothorn, as it fits the roles Garchomp doesn't. As I stated previously, you have no switch ins to AV Azumarill, so by adding Ferrothorn, you're resisting both STAB from Azu and Knock Off. Be careful about Superpower sets too, as they're rising in usage. Ferrothorn basically has the same ability as Garchomp as well, so you're not losing anything here except offensive prescence, which you have with your Zard, Dragonite and Infernape. Along with all of this, it takes hits from Latias/Latios, which is a real problem to your team.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 188 Def / 68 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect
With Infernape, Flare Blitz + Life Orb recoil really doesn't help it, along with its frailness. I would replace Flare Blitz with Fire Punch, as you can take advantage of Iron Fist, boosting Fire Punch from 75 to 90 base power. It's only 3/4 as powerful as Flare Blitz, so I wouldn't blame you if you kept Flare Blitz.

EDIT: 1 thing I forgot to mention. Now that Scarf Chomp is removed from the team, you don't have too much for Zard X. I would recommend setting up rocks ASAP with Ferro just to get it weakened before killing it with ESpeed or revenge killing it with a suggestion I'm going to make. You have an Assault Vest Excadrill, which I'm not going to knock. I've used it in the past before, and it really puts in work, HOWEVER: it can't take a super effective physical move. This leads me to suggesting Scarf Excadrill. It takes AV Drill's roles perfectly and it's ability to Rapid Spin before dying, letting Zard Y + Dragonite to wreak havoc. Although you're going to be locked into Rapid Spin, it's much more reliable than Assault Vest on an Excadrill, trust me. This thing can also revenge kill if Zard X is adamant rather than jolly.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

I'll likely be keeping flare blitz due to its unyielding power, especially in the sun, which is important for weakening pokemon. I agree that the flare blitz recoil really hurts, but I've actually tried fire punch and without the extra ass I'm just not able to do my job as effectively. I've also tried fire blast but I favor the recoil over the accuracy on such a frail pokemon.

I was really surprised with your initial suggestion to remove scarfchomp as he often ends games for me cleaning up. I'd really like stealth rock though and it would seriously help with my "core destruction/clean up" win condition. I was also worried about losing the ability to revenge common threats, but I think that if I put thunder wave on ferrothorn it may even out. I do think that if I take garchomp out I'll need to put a scarf on my drill, which I'm uncomfortable with for two major reasons. The first is that I've found av-drill to be the most reliable spinner as if I'm in against a special attacker I know I'll get a spin off unless they have SE coverage. With a scarf locked rapid spin, I open myself up to a free hit meaning either I won't be able to spin as often due to losing my rapid spinner or something is going to get a significant notch knocked off it's hp. The second major reason is that in my opinion scarfdrill doesn't deal enough damage to reliably revenge kill, but with SR support that may be a different story.

I have had trouble with azumarrill but mostly when he's paired with a dragon dancing dragon as the combination really wears me down over a match. I worry that with these changes I may be a little more susceptible to mega medicham teams as well, due to not being able to spin and kill sticky web setters and adding a pokemon slower than medicham and fighting weak.

I'll deffo try the changes though and report back.
 
So tried out the new team and it looks like I'm really missing some special bulk. Ferrothorn's common fire and fighting weaknesses are really tough for me to play around and I often find that switching in ferrothorn gives a free turn.

Here's some replays:

Here's one where I didn't really have an answer to thundurus and he had his way with my team.
http://replay.pokemonshowdown.com/ou-169253637

One where the thundurus + keldeo combo gives me a load of trouble.
http://replay.pokemonshowdown.com/ou-169251930

Too much offensive pressure to get up rocks, unable to spin reliably due to choice scarf
http://replay.pokemonshowdown.com/ou-169247929

I did do alright, but I lost a lot of momentum via forced switches on drill and ferrothorn. Considering a sand rush set and defensive t-tar, but that only makes my water weakness worse. Does give a secondary check to fire types though relieving some pressure from rotom-w
 
I usually predict switches to a fire type and leech seed them when they switch in. Protect the next turn means 25% of its health is gone. After this they may switch out if they're fire is frail else you can just switch to dragonite to take the hit and faint it the next turn. I didn't see the replay still as I'm on my iPod but I will see it soon.
 
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