Balanced OU Team~

Hi guys, it been awhile since i last made a RMT… I hope you all to provide me some valuable suggestion to my team.



Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Relaxed Nature
- Slack Off
- Scald
- Flamethrower
- Thunder Wave

Slowbro is my main physical tank of my team. I personally choose slower as my physical tank due to it ability to tank the ever-so-common Talonflame. I really love this pokemon due to it's ability - Regenerator which heal 30% HP when switch out, which can be extremely useful in a stalling battle and not to be worn down by hazards. However this pokemon isn't without it flaws; any powerful physical attacker can severely damage slowbro and even KO it. [eg. Bisharp]
The moves selected are relatively standard, Slack Off is used for healing up, Scald to hit water weak pokemon with a small chance of burning, Flamethrower is useful against pokemon such as Scizor and Thunderwave which can be used to cripple fast pokemon.



Breloom @ Life Orb
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Spore
- Mach Punch
- Rock Tomb

Breloom is one of my physical attacker on my team. Ever since the nerfing of low sweep, there seem to be lesser Breloom on the street; all past gen users should know how beastly a techniloom can be using low sweep which guarantee to lower your opponent pokemon speed and dealing 90 damage with the help of technician. However in gen 6 things changed for Breloom, spore no longer hit grass types and low sweep got ''buffed'' to 65 base power rendering technician ability useless on it. Since then i stopped using breloom for a long time, until i was told to try out Rock Tomb on Breloom. At first i am rather skeptical about using Rock Tomb as the STAB damage is more or less gone, but Rock Tomb seem to prove useful to me as it is capable of hitting some pokemon Breloom is unable to normally and forcing some switches.
Moves selected are standard with Spore attempting to induce sleep which will encourage a switch (which rock tomb come in handy to slow down the next pokemon). Bullet Seed is used for STAB along with Mach Punch which have a +1 priority to dish out a quick hit. Rock Tomb function well before switches, slowing down the pokemon which is switching in and providing additional coverage.
Life Orb is used to dish more damage against a opposing pokemon however may quickly wear down Breloom.



Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Psycho Cut
- Sucker Punch
- Knock Off

Bisharp act as the main attacker of my team, capable of crippling opponent by knocking off their items and dealing constant 90Base Power damage against opponent holding mega stone. It is extremely powerful but weak at the same time, a flying mach punch could easily KO it in seconds. I used this pokemon with choice band to increase it's attack to a extreme levels capable of KOing pokemon which isn't resisting the move within 2 hits. Move are pretty standard, with Iron Head used to deal against varies and rock typing with a small chance of flinch, Psycho Cut acting as coverage move, Sucker Punch is used to outspeed opposing pokemon and Knock Off which forcefully remove opposing pokemon held item. I must say that it is really lovely against team which uses intimidate pokemon due to Defiant ability.



Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Flamethrower
- Volt Switch
- Thunder Wave
- Signal Beam

Manetric Mega is really one of the overlook Mega which have a relatively good potential but a terrible move pool. Mega Manetric can easily outspend a max speed Greninja which is a pain to deal with along with it's amazing intimidate ability which can lower opposing pokemon attack. I made Mega Manetric with Hit-and-Run concept in mind, once switched in mantric will mega evolve and intimidate the opposing pokemon followed by a Volt Switch to one of my tank. I will not say about the move of this pokemon due to it's pathetic move pool which leave me no choice...



Greninja @ Assault Vest
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Surf
- Dark Pulse
- Extrasensory

One of the most agile and quick pokemon introduce in gen 6. This ninja is without a doubt a pure beast capable of dealing STAB damage regardless which type of move it used. The move pool is vast and allowing this ninja to be extremely flexible. I personally chooses this pokemon due to it's monstrous speed and for it's broken ability protean. Greninja is capable of removing many threats within my team and dealing heavy damage to my opponent. I choose Extrasensory over Grass Knot here as i already have a grass attacker (Breloom) and Extrasensory is capable of dealing heavy damage to bulky fighting type and poison pokemon which i might have trouble against.
Assault Vest is chosen as held item for my Greninja to increase it's lifespan on the field.



Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Soft-Boiled
- Seismic Toss
- Toxic
- Aromatherapy

Lastly, my special tank. This blob is probably the only thing that nuclear bomb cannot destroy (just saying). This blob is probably one of the most bulky special tank i can find with minimal weakness. It also act as a semi-cleric within my team which help to remove status on my other pokemon. It work well with slowbro in term of synergy allowing quick switch between the 2 tank (slowbro can regenerate during switches).

Thank you for reading through all these and sorry for my poor English command.
As i would want to replicate the team in the Pokemon X and Y game itself, i would appreciate if you can avoid using legendary pokemon (as it extremely difficult to acquire 5/6 max iv legitimately) and Hidden Powers (if possible).


Code:
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Relaxed Nature
- Slack Off
- Scald
- Flamethrower
- Thunder Wave

Breloom @ Life Orb
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Bullet Seed
- Spore
- Mach Punch
- Rock Tomb

Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Psycho Cut
- Sucker Punch
- Knock Off

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Flamethrower
- Volt Switch
- Thunder Wave
- Signal Beam

Greninja @ Assault Vest
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Surf
- Dark Pulse
- Extrasensory

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Soft-Boiled
- Seismic Toss
- Toxic
- Aromatherapy
 
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Hi there! I can suggest a few changes:

I would recommend using Chansey over Blissey. Sure Blissey gets leftovers and all, and knock off is common, but you wouldn't stay in on knock off users either way, because Blissey has horrible physical bulk, anyway. Chansey is more bulkier overall, even if it loses out on leftovers. Here is the set I would use:

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SDef/ 4 HP
Bold Nature
- Soft-Boiled
- Seismic Toss
- Toxic / Thunder Wave
- Aromatherapy

A Wish Passing set would be:

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP/ 4 SDef
Bold Nature
- Wish
- Seismic Toss
- Toxic / Protect
- Heal Bell


You might want to change toxic for thunder wave, because it clashes with your team mates' thunder waves. You might toxic something that you would want to paralyze so yeah. Wish Passing helps as most of your Pokemon do not have reliable recovery outside of leftovers.

Choice Band Bisharp is interesting! However, it has horrible coverage. This set is the common set, but it is way better than the set you are using right now:

Bisharp @ Life Orb
Trait: Defiant
EVs: 32 HP / 252 Atk / 224 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

This allows Bisharp to hit hard, as well as having the option to change moves. It can also set up Swords Dance, and then proceed to sweep with Sucker Punch. However, if you want to use Choice Band Bisharp, then use this set as it allows Bisharp to pursuit trap many things, namely Latias and Latios:

Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Another thing you might want to change is Assault Vest Greninja. Greninja has no bulk whatsoever, so going offensive will help:

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty / Timid Nature
- Hydro Pump / Surf
- Ice Beam
- Dark Pulse
- U-turn / Hidden Power Fire

Leftovers can be used if you want to increase its lifespan, but life orb gives Greninja more power. If you want Greninja to survive longer, I would use Wish on Chansey, which greatly benefits a lot of your pokemon.

Otherwise your team looks solid. Good luck!
 
Hey HoHoKing. Nice team you have here.

I see that you tried straying from the beaten path a little bit here...

My first impression is that even though I definetly approve ingenuity when building a team. I think you went a little overboard here.
Here are my thoughts...

1. Five of your Six mons are weak to Conkeldurr - Though we don't see the circus muscleman as often as we did when X/Y first hit, that doesn't mean that he no longer exists. Knock Off PWNZ SlowTank, Ice Punch crushes Breloom, Drain Punch destroys Blissey and Bisharp, and Mach Punch will disintegrate Greninja. Even if he barely exists, that should'nt be a reason to give yourself an uphill battle, especially if your opponent predicts a Toxic and gets the Guts Boost...

2. Mega Manectric - Your giving away too much KO potential on Mega Manectric. With the set you have, ground types can switch in with impunity and since your not running HP Ice, your basically Garchomp Grub. Also, you NEED Thunderbolt to net potential OHKOs. Remove T-Wave and Signal Beam < HP Ice and Thunderbolt.

3. Greninja - Assault Vest, though admirable, is wasted. Greninja has NO BULK. Life Orb > AV is the way to go.

4. Bisharp - I'm not a fan of locking Bisharp into any move except for Knock Off, but then again I would want my Bisharp to have access to priority Sucker Punch and possibly Iron Head. Once again, Life Orb > Choice Band.

5. Lack of Entry Hazard Control - Not only does you team not have any Hazard Removal but you have no Hazards period. If I had to make a change, I would change you defensive core of BlissBro to:

Landorus-T @ Leftovers
EV: 252 HP / 76 Atk / 180 Def
Ability: Intimidate
Impish Nature
- Earthquake
- Stealth Rock
- U-Turn
- Stone Edge

&

Latias @ Life Orb
EV: 252 SpA / 4 SpD / 252 Spe
Ability: Levitate
Timid Nature
IV: 0 Atk
- Psyshock
- Draco Meteor
- HP Fighting
- Defog

This core gives you hazard removal (Defog), hazards (Stealth Rock) and a littler better control over Conkeldurr. (Depends on your abilities as a player, can still hit you with Ice Punch and Knock Off, but now you can reliably outspeed and pivot when need be) HP Fighting on Latias is for Bisharp and Ttar who would otherwise Pursuit Trap you. Landorus-T EVs are meant to take hits.

Try these out and let me know what you think.
 
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