Balanced "OU" (Currently 2048; 20-1)

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:

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Zap @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 244 SDef / 20 16 Spd
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

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…

Chandy (F) @ Choice Scarf
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

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

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.

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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
 
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Going to use my bump here, made some adjustments to Zapdos and Conkeldurr EV spreads in light of the discussion at OU Analyses for them. I'm also considering swapping Chandelure from Timid to Modest. With Pokebank coming up, I'd really love some feedback on the team as it is now, and I'd appreciate some suggestions for what to do once these guys get access to Pokebank moves. I'd be putting Heat Wave on Zapdos, Ice Punch and Knock Off on Conkeldurr, and giving Bisharp Knock Off + Life Orb too. Thoughts? Thanks!
 
I like your team a lot, although I cant say I particularly like quagsire especially when things like gastrodon exist around, but if you like it by all means use it. It is a nice check to bellydrum azumarill (which you may be cold too without). Although I think your core is more zapdos/forretress oriented than anything else. (I personally use a forretrees rotom defensive core/pivot engine thingy).

0spd iv on quagsire because? While your at it i think everyone should be looking to 0 attk on nonphysical attackers (quagsire/zapdos/chandelure etc..) just to minimize foul play/confusion dmg and its basically free.

The moves I like least are hidden power ice on zapdos and gyro ball on forretress (I actually stole your forretress set to use but I think I have used gyroball maybe a handfull of times and been very underwhelmed by it, I also use rocky helmet but I wanted to use him as a more aggressive pivot (as oppose to your defensive one) more than anything). For zapdos my first instinct would be to give guarenteed status in the form of toxic, or momentum in the form of voltswitch (to compliment roar) but then your completely walled by things like gliscor and excadrill so its probably mandatory.

The 132 speed on bisharp is super random as well tho i do like the substitute suckerpunch set a lot. The chandelure set is also super next level and I love it as it address the potential "threats that get away" making your team in general quite difficult to sweep (outside of like a scarf water poke going to town but there aren't that many in prebank that work).

I cant shake the feeling that certain lum dragons, gyarados and the like could make there way through your team but you have a enough priority to it, obviously getting ice punch on conkeldurr post bank would help though some guys probably just get upgraded. But as you stated the team is well balanced and can do work in various ways.

I personally have been enjoying pre bank alot because movepools are a lot more limited also I dislike dealing with the raw size and diversity that pokebank currently offers lol. Are you going to port this team over to pokebank or still play in prebank?
 
I like your team a lot, although I cant say I particularly like quagsire especially when things like gastrodon exist around, but if you like it by all means use it. It is a nice check to bellydrum azumarill (which you may be cold too without). Although I think your core is more zapdos/forretress oriented than anything else. (I personally use a forretrees rotom defensive core/pivot engine thingy).

0spd iv on quagsire because? While your at it i think everyone should be looking to 0 attk on nonphysical attackers (quagsire/zapdos/chandelure etc..) just to minimize foul play/confusion dmg and its basically free.

The moves I like least are hidden power ice on zapdos and gyro ball on forretress (I actually stole your forretress set to use but I think I have used gyroball maybe a handfull of times and been very underwhelmed by it, I also use rocky helmet but I wanted to use him as a more aggressive pivot (as oppose to your defensive one) more than anything). For zapdos my first instinct would be to give guarenteed status in the form of toxic, or momentum in the form of voltswitch (to compliment roar) but then your completely walled by things like gliscor and excadrill so its probably mandatory.

The 132 speed on bisharp is super random as well tho i do like the substitute suckerpunch set a lot. The chandelure set is also super next level and I love it as it address the potential "threats that get away" making your team in general quite difficult to sweep (outside of like a scarf water poke going to town but there aren't that many in prebank that work).

I cant shake the feeling that certain lum dragons, gyarados and the like could make there way through your team but you have a enough priority to it, obviously getting ice punch on conkeldurr post bank would help though some guys probably just get upgraded. But as you stated the team is well balanced and can do work in various ways.

I personally have been enjoying pre bank alot because movepools are a lot more limited also I dislike dealing with the raw size and diversity that pokebank currently offers lol. Are you going to port this team over to pokebank or still play in prebank?

Hi, thank you so much for taking time to rate. You mention Lum Dragons, Gyarados, etc and Quagsire being potentially weaker than Gastrodon, but Quagsire with its Unaware ability really handles those Dragons just fine, provided they don't run Outrage. With the onset of Fairies, Outrage is less common, and Quagsire can easily tank Dragon Claws, then retaliate with Toxic or Burn. It's 0 Speed, along with Conkeldurr and Forretress, just to have a chance in a Trick Room situation. 0 Atk IVs wouldn't be good on Quagsire since it does use EQ for coverage, Zapdos can't do it because of HP Ice, and Chandelure already has it. Unfortunately HP Ice is necessary for now, but in Post Bank I've replaced it with Heat Wave, and then replaced Stone Miss on Conkeldurr for Ice Punch to handle Gliscors and the like.

Gyro Ball is useful for me, I've been using it after switching into a T-wave on a Blissey, after getting Rock Tombed by Breloom, and so on.

The 132 Speed on Bisharp is a little random but you'll see it will be the standard in Smogon's upcoming analyses, I am fairly certain it lets me outspeed uninvested Rotom Wash, T-tar, Azumarill, etc. Personally I wish it were a bit faster but it doesn't matter too much as he often switches into a Sticky Web for the Defiant proc anyway. In Post bank, I give him Life Orb with Knock Off over Substitute, but Lum+Sub might be better. Knock Off is just so good, it's hard to decide.

I also dislike having to deal with the diversity of post-bank, as I didn't play gens 3-5, and so far I've tried the team with post-bank modifications and am hovering around a ~1650 rank. It's frustrating. Conkeldurr is a lot better though. Everyone else seems to be outclassed or has no answer to pokes like Heatran, all the u-turners, those flying tiger dragon things, etc. It had a good run and I'm proud of what I came up with because it seems a lot of the Pokemon/builds I chose are now proving to be the standard for this gen.
 
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