I made this team around two of my favorite Pokemon, Zapdos and Quagsire as my initial defensive core. I stopped playing Pokemon after Gen 2 (who remembers GSBot on IRC?) so I made half the team old pokes I like and the other half new interesting ones I wanted to try. The rest were added on to complement roles, typing and so on. I've tested this extensively and despite having a lot of less popular Pokemon, it has performed well in prebank OU (currently at 20-1, 2048 ACRE). However, I worry that with my inexperience of Gens 3-5, my team will need work in Pokebank. I would appreciate any input in regards to how this team might change to handle Pokebank threats, as quite a few moves become accessible for the team. Please feel free to check the addendum towards the end, with replays, weak/res charts and an importable to test. Let's look at the team:
Zapdos serves as a tanky special wall, sort of a mixed wall thanks to its decent typing (resisting Brave Bird, Bullet Punch, U-turn, etc). It’s pretty useful for surviving something to phase and it has a pretty reliable recovery option in Roost+Lefties. Discharge does enough damage given its high base SpA and the para is really useful for my team. Bulky Steels like Excadrill, Ferrothorn and Scizor give me problems especially without access to Heat Wave, as do bulky Grass Types and anything with access to Toxic. Zapdos really suffers from Four Move Slot Syndrome as coverage is split between Heat Wave for Grass/Steel, and HP Ice for Dragon/Ground/Flying like Gliscor, Noivern and Garchomp. The last two slots, Roar and Roost, have proven too useful for me to change. Roar disrupts Wish passes, sub protects/disables, setups, etc while doing hazard damage. Roost helps it recover on predicted switches/volt switches, as well as removes its flying weakness to say, Stone Edge, which, combined with Pressure, burns through PP quickly. It makes a great core with the next Pokemon by resisting grass.

Quagsire is my physical wall, I try to get this in on anything that can potentially set up, especially physically. It is my check for Aegislash (helps to scout for Shadow Ball variants, but it can still tank one of them), Azumarill (Choice Band STAB still 2HKOs, unfortunately), and Talonflame (safe switch on everything sans CB Brave Bird). Bulky steels/grass like Ferrothorn, Trevenant and Venusaur wall it, and certain Megas with insane Attack stats still 2HKO unless I get lucky with a Scald burn proc. Toxic helps against other walls like Rotom-W and Goodra. Moldbreaker Excadrill also threatens if I have to switch into it.


Scarfed Chandelure can threaten to sponge any fire attacks sent towards Forretress, and can challenge threats like Gengar, Trevenant, as well as bulky steels and grass types (sans Mega-Venusaur) that give my team problems. However, I am running Infiltrator on it as it becomes invaluable to attack through subs from Gliscor, Breloom, Gengar, Trevenant and dual screens which are common on Klefki and Espeon. I feel HP Fighting is too weak to even use on Tyranitar (so I avoid bringing Chandelure in until the threat of Pursuit T-tar is gone). I opted for a Scarfed Will-O-Wisp as a weak check to Mega-Kangas and Sucker Punch users. Switching in on Return or Power Up Punch (scouting for Scrappy first), then scarfing a W-o-W will cripple Mega-K's attack and not trigger Sucker Punch. This lets Quagsire safely switch into boosted Mega Kang and Mega Mawile without getting completely mauled. Scarfed Chandelure's best use is simply revenge killing and forcing switches. Initially I wanted to use it to spinblock, but after testing and seeing the more popular spinners in OU, Fire isn’t a good defensive type with ghost to try to spin block. Popular spinners like Excadrill, Starmie, Tentacruel, and so on make me hesitant to switch on prediction.

Conkeldurr started as an experiment in finding a good candidate to don the Assault Vest. The EV spread here is a bit random and not calculated against other threats in the tier, but so far it has provided good results (I am still open to suggestions). His 0 Spd IVs are to help with Payback on Volt Switches to Ghost types and to let him threaten in the event of getting Trick Roomed. Conkeldurr is often used as an anti-lead, checking Mamoswine, Greninja, Rotom-W, and Volcarona. Outside of that, it makes a good switch in for Will-O-Wisps, which run rampant in this generation to stop non-Guts physical threats. It synergizes well with Zapdos as the other special wall, as it can retaliate from the physical side. It boasts decent coverage, a priority attack, and recovery. Come Pokebank I will most likely replace Payback with Knock Off for added utility to the team. Its main threats that are unanswered by the team are usually Psyshock users, Toxic Stall Gliscor, Rocky Helmet, and Togekiss/Mega Zard Y air slash flinches.

Bisharp gives my team flexibility in comeback options with huge physical power + priority. This particular set lacks recovery and does require setup, but with some prediction I can switch in on Sticky Web, a Defog, get Intimidated, etc to activate Defiant for the +2 Attack boost. His typing gives some immunity to Toxic, which largely threaten Quagsire and Zapdos, as well as Psychic (including Magic Bouncers, Xatu and Espeon) that Conkeldurr and Forretress would appreciate. Its current set, while potentially very dangerous, demands consistent and perfect prediction to do well. Its Speed investment allows it to get a sub up for slower walls like Trevenant, Rotom W, and outspeeds uninvested Azumarill. Sometimes she's sacrificed against frail physical sweepers who lack priority. It's countered mainly by special sweepers.
As a whole, the team’s typing is well diversified, with only one undefended weakness to Water and an unevenly defended weakness to Ground, which is mitigated by the fact that Forretress has a huge investment in Defense anyway. With Zapdos as my special wall, it checks water types with its Electric typing, and is hardly threatened as most water types in OU are bulkier with little offensive presence. The base stats are fairly balanced as well, especially with Conkeldurr acting as a pseudo special wall thanks to Assault Vest. The defensive core of Zapdos/Quagsire have phasing options or answers to setup sweepers. The team has access to hazard setting and removal, albeit all invested in Forretress as the defensive pivot. Half of the team is especially slow to answer Trick Room gimmicks. Two sweepers have access to priority attacks, while the last is Scarfed with Infiltrator to facilitate Revenge Kills. The team also boasts immunities to Ground, Poison, Fighting, Normal, Electric and Psychic, with Overcoat Forretress with Volt Switch to act as a pseudo Grass type, being able to avoid Spore and escape Leech Seed, which further pose problems to the team. Conversely, the team can induce Para, Burn, Tox, all of which lend themselves more to stall/balanced offense. I feel the team is fairly well constructed, but I realize the 6th gen OU meta is very much in its infancy, and with Pokebank coming in December, I’ll have some fine tuning to do.

Zap @ Leftovers
Ability: Pressure
EVs: 248 HP /240 244 SDef / 20 16 Spd
Calm Nature
- Discharge
- Hidden Power [Ice]
- Roar
- Roost
Ability: Pressure
EVs: 248 HP /
Calm Nature
- Discharge
- Hidden Power [Ice]
- Roar
- Roost
Zapdos serves as a tanky special wall, sort of a mixed wall thanks to its decent typing (resisting Brave Bird, Bullet Punch, U-turn, etc). It’s pretty useful for surviving something to phase and it has a pretty reliable recovery option in Roost+Lefties. Discharge does enough damage given its high base SpA and the para is really useful for my team. Bulky Steels like Excadrill, Ferrothorn and Scizor give me problems especially without access to Heat Wave, as do bulky Grass Types and anything with access to Toxic. Zapdos really suffers from Four Move Slot Syndrome as coverage is split between Heat Wave for Grass/Steel, and HP Ice for Dragon/Ground/Flying like Gliscor, Noivern and Garchomp. The last two slots, Roar and Roost, have proven too useful for me to change. Roar disrupts Wish passes, sub protects/disables, setups, etc while doing hazard damage. Roost helps it recover on predicted switches/volt switches, as well as removes its flying weakness to say, Stone Edge, which, combined with Pressure, burns through PP quickly. It makes a great core with the next Pokemon by resisting grass.

Quags (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Scald
- Earthquake
- Toxic
- Recover
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Scald
- Earthquake
- Toxic
- Recover
Quagsire is my physical wall, I try to get this in on anything that can potentially set up, especially physically. It is my check for Aegislash (helps to scout for Shadow Ball variants, but it can still tank one of them), Azumarill (Choice Band STAB still 2HKOs, unfortunately), and Talonflame (safe switch on everything sans CB Brave Bird). Bulky steels/grass like Ferrothorn, Trevenant and Venusaur wall it, and certain Megas with insane Attack stats still 2HKO unless I get lucky with a Scald burn proc. Toxic helps against other walls like Rotom-W and Goodra. Moldbreaker Excadrill also threatens if I have to switch into it.

Forry (M) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
To give an overview of Overcoat Forretress, it's a defensive pivot. Its typing lets it switch into a lot of physical moves like Play Rough, and Dragon Claw which Quagsire can't handle. Additionally, it can tank Toxic, Spore, and Thunder Wave as it helps increase its Gyro Ball damage. I prefer SR as it requires only one turn of setup and threatens Talonflame, Volcarona, Mega Charizard Y, etc. Gyro Ball makes sure it doesn't get set up on without dishing out some damage (Espeon and Gengar switch ins are common on a predicted SR or Rapid Spin). It walls Brelooms and flat out counters Spore Sash Smeargle as a lead, as it can Gyro Ball to break sash and rapid spin with impunity as Spore is no longer a threat. Volt Switch, while being especially slow gives switch initiative, letting me escape seeds that Breloom, Chesnaught, Ferrothorn and Trevenant like to set. I can Volt Switch out of the seeds into Scarfed Infiltrator Chandelure, and on this switch, grass stallers tend to hide behind or set up Subs. Leftovers gives it some staying and allows me to come in mid-game to spin for…Ability: Overcoat
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch

Chandy (F) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Will-O-Wisp
Ability: Infiltrator
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Will-O-Wisp
Scarfed Chandelure can threaten to sponge any fire attacks sent towards Forretress, and can challenge threats like Gengar, Trevenant, as well as bulky steels and grass types (sans Mega-Venusaur) that give my team problems. However, I am running Infiltrator on it as it becomes invaluable to attack through subs from Gliscor, Breloom, Gengar, Trevenant and dual screens which are common on Klefki and Espeon. I feel HP Fighting is too weak to even use on Tyranitar (so I avoid bringing Chandelure in until the threat of Pursuit T-tar is gone). I opted for a Scarfed Will-O-Wisp as a weak check to Mega-Kangas and Sucker Punch users. Switching in on Return or Power Up Punch (scouting for Scrappy first), then scarfing a W-o-W will cripple Mega-K's attack and not trigger Sucker Punch. This lets Quagsire safely switch into boosted Mega Kang and Mega Mawile without getting completely mauled. Scarfed Chandelure's best use is simply revenge killing and forcing switches. Initially I wanted to use it to spinblock, but after testing and seeing the more popular spinners in OU, Fire isn’t a good defensive type with ghost to try to spin block. Popular spinners like Excadrill, Starmie, Tentacruel, and so on make me hesitant to switch on prediction.

Conks (M) @ Assault Vest
Ability: Guts
EVs:132 4 HP / 124 252 Atk / 252 SDef
Brave Nature
IVs: 0 Spd
- Mach Punch
- Drain Punch
- Stone Edge
- Payback
Ability: Guts
EVs:
Brave Nature
IVs: 0 Spd
- Mach Punch
- Drain Punch
- Stone Edge
- Payback
Conkeldurr started as an experiment in finding a good candidate to don the Assault Vest. The EV spread here is a bit random and not calculated against other threats in the tier, but so far it has provided good results (I am still open to suggestions). His 0 Spd IVs are to help with Payback on Volt Switches to Ghost types and to let him threaten in the event of getting Trick Roomed. Conkeldurr is often used as an anti-lead, checking Mamoswine, Greninja, Rotom-W, and Volcarona. Outside of that, it makes a good switch in for Will-O-Wisps, which run rampant in this generation to stop non-Guts physical threats. It synergizes well with Zapdos as the other special wall, as it can retaliate from the physical side. It boasts decent coverage, a priority attack, and recovery. Come Pokebank I will most likely replace Payback with Knock Off for added utility to the team. Its main threats that are unanswered by the team are usually Psyshock users, Toxic Stall Gliscor, Rocky Helmet, and Togekiss/Mega Zard Y air slash flinches.

Bish (F) @ Lum Berry
Ability: Defiant
EVs: 124 HP / 252 Atk / 132 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Substitute
- Sucker Punch
Ability: Defiant
EVs: 124 HP / 252 Atk / 132 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Substitute
- Sucker Punch
Bisharp gives my team flexibility in comeback options with huge physical power + priority. This particular set lacks recovery and does require setup, but with some prediction I can switch in on Sticky Web, a Defog, get Intimidated, etc to activate Defiant for the +2 Attack boost. His typing gives some immunity to Toxic, which largely threaten Quagsire and Zapdos, as well as Psychic (including Magic Bouncers, Xatu and Espeon) that Conkeldurr and Forretress would appreciate. Its current set, while potentially very dangerous, demands consistent and perfect prediction to do well. Its Speed investment allows it to get a sub up for slower walls like Trevenant, Rotom W, and outspeeds uninvested Azumarill. Sometimes she's sacrificed against frail physical sweepers who lack priority. It's countered mainly by special sweepers.
As a whole, the team’s typing is well diversified, with only one undefended weakness to Water and an unevenly defended weakness to Ground, which is mitigated by the fact that Forretress has a huge investment in Defense anyway. With Zapdos as my special wall, it checks water types with its Electric typing, and is hardly threatened as most water types in OU are bulkier with little offensive presence. The base stats are fairly balanced as well, especially with Conkeldurr acting as a pseudo special wall thanks to Assault Vest. The defensive core of Zapdos/Quagsire have phasing options or answers to setup sweepers. The team has access to hazard setting and removal, albeit all invested in Forretress as the defensive pivot. Half of the team is especially slow to answer Trick Room gimmicks. Two sweepers have access to priority attacks, while the last is Scarfed with Infiltrator to facilitate Revenge Kills. The team also boasts immunities to Ground, Poison, Fighting, Normal, Electric and Psychic, with Overcoat Forretress with Volt Switch to act as a pseudo Grass type, being able to avoid Spore and escape Leech Seed, which further pose problems to the team. Conversely, the team can induce Para, Burn, Tox, all of which lend themselves more to stall/balanced offense. I feel the team is fairly well constructed, but I realize the 6th gen OU meta is very much in its infancy, and with Pokebank coming in December, I’ll have some fine tuning to do.

Zap (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 SDef / 20 Spd
Calm Nature
- Discharge
- Hidden Power [Ice]
- Roar
- Roost
Quags (Quagsire) (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Scald
- Earthquake
- Toxic
- Recover
Forry (Forretress) (M) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
Chandy (Chandelure) (F) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Will-O-Wisp
Conks (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 132 HP / 124 Atk / 252 SDef
Brave Nature
IVs: 0 Spd
- Mach Punch
- Drain Punch
- Stone Edge
- Payback
Bish (Bisharp) (F) @ Lum Berry
Ability: Defiant
Shiny: Yes
EVs: 124 HP / 252 Atk / 132 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Substitute
- Sucker Punch
Ability: Pressure
EVs: 248 HP / 240 SDef / 20 Spd
Calm Nature
- Discharge
- Hidden Power [Ice]
- Roar
- Roost
Quags (Quagsire) (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Scald
- Earthquake
- Toxic
- Recover
Forry (Forretress) (M) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
Chandy (Chandelure) (F) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Will-O-Wisp
Conks (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 132 HP / 124 Atk / 252 SDef
Brave Nature
IVs: 0 Spd
- Mach Punch
- Drain Punch
- Stone Edge
- Payback
Bish (Bisharp) (F) @ Lum Berry
Ability: Defiant
Shiny: Yes
EVs: 124 HP / 252 Atk / 132 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Substitute
- Sucker Punch
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