XY OU Dancing the Momentum (Peak 1812)

Introduction:
Sup guys , it has been a long time ever since I last posted an RMT. I have gotten pretty bored somewhere in March because the metagame was really stagnant. After Aegislash got the boot, it seems that it resulted in a huge metagame shift, so it triggered my interest in laddering again. So yeap, without further ado, I shall go on with the team. Dancing in the Wind is a team built around to cripple threats early game, followed by a eventual late game sweep by DD Charizard X.

Overview:
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The Volt-Turn core:
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A first glance of this Volt-Turn core shows that while the core is a small one, it has many things checked. Scizor takes Fairy attacks pretty well, Raikou checks Flying spam. This Volt-Turn core aims to weaken teams sufficient such that usual checks to Charizard X will fail.

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Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 92 Atk / 168 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower

Set Details:
While Scizor is generally outdone by Mega Scizor, the fact that I am using Charizard as my mega means I have to make do with regular Scizor. Regular Scizor has 2 sets that are not outclassed by MScizor, Choice Band and Assault Vest, but I choose to use Choice Band since I already have another user of Assault Vest in the form of Raikou. With a Choice Band, Scizor can afford to run a bulkier spread, which allows it to avoid the 2HKO from MGardevoir Hyper Voice after 2 switch-ins to Stealth Rock, while maintaining a good amount of damage in general, not losing any important KOs. Picking Knock Off over Pursuit because I would rather U-turn away from a predicted switch.
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Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Extrasensory
- Hidden Power [Ice]
- Volt Switch

Set Details:
Again, the fact that I'm using Charizard as my mega means that I have to use this over Manectric as my Volt Turner. I use Raikou over something like Rotom-W because Rotom is worn down much more easily given that it has to take hits every now and then. Raikou on the other hand, is fast enough to outspeed every common component of Flying spam and easily OHKO them with Thunder Bolt. With an Assault Vest, Raikou can check other threatening stuff like Thundurus, Greninja, etc which is really handy.

The Glue:
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Celebi handles Keldeo and other threatening Water and Electric types which generally give these kinds of team trouble.
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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 76 SpD / 32 Spe
Bold Nature
- Thunder Wave
- Perish Song
- Psychic
- Recover

Set Details:
Celebi is the glue of my team, in that, it holds everything together. Without it, my team would have few safe switch ins to the ton of top tier threats like Keldeo, Rotom-W, Breloom, Non-CB Azumarill, some Landorus, Excadril lacking SD etc., that gives a shitload of problem to many teams. What really makes Celebi so great, is Thunder Wave, which it spreads so easily it puts butter knives to shame. Celebi walls a ton of fast stuff and easily paralyses them, which means potential revenge killers would no longer be able to revenge kill Charizard and I'm free to use Swords Dance more liberally. Perish Song is an amazing move which helps me beat CroCune, Clefable, CM Manaphy, which are a pain in the ass. EVs allow me to always avoid the 2HKO from Specs Keldeo, allowing it to more reliably counter Keldeo. Psychic is usually used over Giga Drain because killing Thundurus who thinks they stand a chance with HP Ice is always golden, and removes a potential threat for Charizard. Having dropped Baton Pass means I obviously am gonna have more problem with Pursuit trappers, but a Choiced Pursuit is always a perfect set up opportunity for other things.

The offensive hazard control:
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Having a semi Volt-Turn core, it is no surprise that it will forces lots of switches. Having said that, it is a good choice to have my own hazards to repeatedly wear them down. Having a fast one make that much more reliable. Having Charizard obviously implies that hazard removal is necessary, and since I'm using my own hazards, I'd pick a reliable spinner instead of a Defogger.

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Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Taunt
- Stealth Rock

Set Details:
Terrakion is the fastest relevant user of Stealth Rock, which is extremely good against a ton of dangerous sweepers. With a Focus Sash coupled with good speed, it makes a extremely reliable user of the move, almost guaranteeing the Rocks going up. Taunt is extremely useful against opposing hazard leads or Defoggers like Skarmory, which is another reason why Terrakion is my hazard user of choice. Even without a boosting item, Stone Edge and Close Combat from 129 Atk hurts a ton, so it also serves as a good situational stallbreaker after it does its job.

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin

Set Details:
With Aegislash gone, Starmie usurped Excadril's position as the most reliable spinner in OU, being able to outspeed and OHKO the only relevant spinblocker in OU. While often seen as a inferior Greninja, honestly not many Pokemons are capable of outspeeding Starmie either, so Starmie is perfectly capable of cleaning up teams if necessary. What distinguishes Starmie from Defoggers like Lati@s is how it is capable of actually spamming its STAB, which allows it to get a semi sweep, which Latios obviously cannot spam its main STAB, and extra speed obviously helps.

The sweeper:
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The mandatory sweeper to clean up a weakened team. Charizard X is the ideal choice for that for having good coverage. Generally any late game cleaner would do fine but I like how Charizard X is immune to burns, which gives it more set up opportunities.
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Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage

Despite being the sweeper in the team, there really isn't much to talk about this guy. Double Dance Charizard simply does what it is supposed to do, getting a Tailwind up against all sorts of stuff in offense, and sweep endgame. Swords Dance is amazing against more defensive teams which Charizard does not need a boost to outspeed and destroy at +2. Outrage is used over Dragon Claw because when I use Tailwind, the Atk stat is unboosted, and Outrage allows me to maintain the power of a +1 Dragon Claw. With 144 HP investment, Charizard X is surprisingly bulky, being able to tank most neutral hits and get a boost up against all sorts of teams. Tailwind is surprisingly helpful even after Charizard dies, since no one likes taking hits from CB Scizor under Tailwind.

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 92 Atk / 168 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Extrasensory
- Hidden Power [Ice]
- Volt Switch

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 76 SpD / 32 Spe
Bold Nature
- Thunder Wave
- Perish Song
- Psychic
- Recover

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Taunt
- Stealth Rock

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin

Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage
 
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~Threatlist~
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Even though I technically have Raikou to take this guys on, it is still a major pain in the ass when Raikou is weakened. The only chances I have against this guys is when Raikou is at good HP, or when Terrakion has his sash intact.

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After Starmie dies, this guy just gets completely annoying. Raikou can barely hit more than 75% and Gliscor pretty much OHKO in return. Everything else gets poisoned or cannot hit back hard enough.
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These 2 get fairly annoying once they start with the Calm Minds. Celebi actually walls them pretty hard, but cannot really do much in return, other than forcing them to Rest with TWave.
To be continued...
 
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What exactly does baton pass > u-turn on celebii do? I see that it goes through protect, but taunt on the other hand stop it.
 
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