XY OU Darude's Wrecking Squad

(This is my 1st RMT, so bear with me plz.)
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I'm not good at building teams, so this is a miracle I got something decent for once.

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I built this team around sand offense. Exca sweeps through Offensive and Balanced teams after one SD. Support-tar with Smooth Rock gives Exca more turns to kill while providing SR.

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Added M-Chomp to take advantages of the Sand and to take on Stall which Exca doesn't really enjoy.

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All the members of my team so far hated bulky Water-types such as Rotom-W, Slowbro, Suicune and Azu. Serperior deals with all of them w/out breaking a sweat. He also deals with Balanced and Stall teams that Exca and M-Chomp can't take on.

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My team appreciate Spikes support to make sweeping easier and the hindering of set-up sweepers from set up in fear of Prankster T-wave.

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I wanted a special attacker/ defensive wincon. I'll be honest, I've used Clef b4 and I couldn't get her going. But after giving it a shot once again I find it really easy to use her.

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G.D.F.R. (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide
I'm certain that most of you knows what Exca does. But for you who don't know; Exca is a powerful sweeper under sand, outspeeding the whole unboosted metagame including all relevant scarfers.
EQ and Iron Head is powerful STABs hitting the majority of the metagame. SD is to make sure nothing goes safe under the claws of the mole. Rock Slide hits everything that resist both EQ and Iron Head, Such as Zapdod, Talonlame and YZard.
Max Atk and Spe with Adamant and LO to gain as much sweeping potenial as possible and at worst speed tie w/ opposing Sand Rush Exca. 29 IVs to minimize the LO recoil.

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Rihanna (Tyranitar) (F) @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Ice Beam
- Pursuit
- Fire Blast
- Stealth Rock
Exca is a dangerous sweeper under sand, but then we need a sand setter. T-tar is a supporting mon providing 8 turns of sand making sweeping longer and easier for Exca and M-Chomp.
SR for weakening opposing threats and to finish something of upon switch-in. Fire Blast and Ice Beam hits insuspicious Scizor, Ferro and Lando-T, which all threaten Exca really much. Pursuit is to finish off some mons trying to escape.
Max HP and Sp.Def for providing as much bulk as possible and to set up sand as many time as possible.

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Mr. Fabman (Garchomp) (M) @ Garchompite
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 16 SpA / 240 Spe
Naughty Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Iron Head
Under sand, pretty much nothing can switch in against M-Chomp. He breaks down stall really well, which Exca appreciate. And besides, even unboosted M-Chomp's bulk is impressive, 108/115/95 is nothing to laugh at.
EQ and Dragon Claw is for STAB, while EQ is boosted by Sand Force.
Fire Blast hits Ferro, Skarmory and Scizor stupid hard.
While Iron Head may seem like a strange option, but it is boosted by Sand Force and hits Fairies such as M-Altaria, Garde b4 Mega evo, and Clefable.
Max Atk to provide as much sweeping as possible, 240 Spe to outspeed Max Spe neutral nature base 100s b4 Mega evo. Rest in the Sp. Atk to further boost Fire Blast.

16 SpA Mega Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 288-340 (81.8 - 96.5%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 88+ Def Ferrothorn in Sand: 192-226 (54.5 - 64.2%) -- guaranteed 2HKO after Leftovers recovery
16 SpA Mega Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 250-296 (74.8 - 88.6%) -- 6.3% chance to OHKO after Stealth Rock
252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 232+ Def Slowbro in Sand: 195-231 (49.4 - 58.6%) -- 98.8% chance to 2HKO after sandstorm damage and Leftovers recovery (guaranteed 2HKO if SR is up)
252+ Atk Sand Force Mega Garchomp Iron Head vs. 252 HP / 252+ Def Clefable in Sand: 268-316 (68 - 80.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Hippowdon in Sand: 184-217 (43.8 - 51.6%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Filter Mega Aggron in Sand: 163-195 (47.3 - 56.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mega Sableye in Sand: 177-208 (58.2 - 68.4%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mew in Sand: 205-243 (50.7 - 60.1%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

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Leif (Serperior) (M) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Giga Drain
- Hidden Power [Ground]
- Dragon Pulse
From the depths of NU, dreaming of being viable, Serp raised to the stardom of OU after it's HA was released, Contrary. There are those mons that neither M-Chomp nor Exca likes, such as Quagsire, Hippowdon, Rotom-W, Non-Mega-Eye, Keldeo, Azu. Serperior counters/checks and beats all of them without breaking a sweat.
Leaf Storm boosts Serps Sp.Atk to exciting levels thanks to Contrary and providing damage at the same time. Giga Drain gives Serperior some longlivety and lets him slay a bit more. At first I ran HP Fire to give me a better chance against Ferros and Zors. But after some testing I found HP Ground to be more effective as nobody expected it when they switched in Heatran. Dragon Pulse hits Flying and Dragon types harder than the other moves on the set.
Max Speed and Max Sp.Atk for maxing out sweeping potenials. IVs for giving the least recoil from LO, lesser Foul Play damage, and the right IVs making HP Groynd possible

+6 252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 252+ SpD Eviolite Chansey: 356-421 (50.5 - 59.8%) -- guaranteed 2HKO
^That's a clean 2HKO on the bulkiest Sp.Wall in existence. Except for the AV Blissey gimmick but let's be serious, who runs that?

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Got ur ki! (Klefki) (F) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Foul Play
- Spikes
- Magnet Rise
Klefki is a solid mon in OU because of two things, Prankster and a great supporting moveset. Klefki put a pressure on teams with a set-up sweeper in hindering them from setting up until Ki is gone.
Thunder Wave is for slowing faster threats down such as Choice Scarfers, M-Lopunny, Torn-T and Kingdra. Foul Play punishes poor physical souls trying to set up on me. Spikes makes sweeping much easier for my wincons. Magnet Rise lets me set up Spikes against Mamo, Lando-T and Garchomp.
Max HP and Def to live as many attacks as possible.

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Greenear (Clefable) (F) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind
At first I didn't like using Clefable, but I find her surprisnly bulky and a good CMinder and can set up on (M-)Eye and to an extant weaken Lando-T really good
Moonblast is a pretty powerful STAB while Flamethrower hits Ferro, Skar and Zor trying to stop a sweep. Soft-Boiled for recovery. And at last we have Calm Mind, for sweeping the rare teams that non of my other sweepers can handle.
16 Spe Evs lets me outspeed standard specs Sylveon and suppprt-tar. Rest in HP and Def for maximized bulk. Magic Guard protects me from Sandstorm, hazards and Toxic.

G.D.F.R. (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide

Rihanna (Tyranitar) (F) @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Ice Beam
- Pursuit
- Fire Blast
- Stealth Rock

Mr. Fabman (Garchomp) (M) @ Garchompite
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 16 SpA / 240 Spe
Naughty Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Iron Head

Got ur ki! (Klefki) (F) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Foul Play
- Spikes
- Magnet Rise

Leif (Serperior) (M) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Giga Drain
- Hidden Power [Ground]
- Dragon Pulse

Greenear (Clefable) (F) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind


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Rain teams is really a pain in the a**. M-Pert and Kingdra can sweep through my team if I don't kill Poli in time.
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Opposing Sand teams can sweep through my team as well, I have to rely on Exca speed tie and M-Chomp surviving a hit.
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Even though I have Serp, bulky water-types have no problem with my team when he is gone.

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That's all from me now. See ya!
 
Hey there! Really impressive team. However, I would suggest that you change ttar for hippowdon as the primary reason you have him is to set sand. You use ttars for scizors, skarmories and ferros but the thing is that bar ferro the other two outspeed you and banded scizor KOs you. In return, you can only KO the banded scizor variant, whereas the bulky variant has a chance to survive and the other two steel types get 2HKOed. Most likely, none of them will stay in one they find that you have fire blast. Now for ice beam, it doesn't KO lando-t. Instead, lano-t outspeeds you and 2HKOes you while the scarfed variant KOs you. Here are the calcs:

0 SpA Tyranitar Fire Blast vs. 248 HP / 176 SpD Scizor: 300-356 (87.4 - 103.7%) -- 25% chance to OHKO
0 SpA Tyranitar Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Skarmory: 202-238 (60.4 - 71.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Tyranitar Ice Beam vs. 252 HP / 8 SpD Landorus-T: 296-352 (77.4 - 92.1%) -- guaranteed 2HKO after Leftovers recovery


Hippo, on the other hand, stops scizor and lando. True, it can't do much to the other two but mega chomp and the others to help deal with them. It has access to toxic, which really annoys those bulky water types. Slack off gives you a more prolonged period of sand, which might be useful against rain teams. It sets up rocks like ttar and hit relativley hard with eq. Most importantly, it really helps with your opposing exca problem.

0 Atk Landorus-T Earthquake vs. 252 HP / 144+ Def Hippowdon: 105-124 (25 - 29.5%) -- guaranteed 5HKO after Leftovers recovery
252 Atk Landorus-T Earthquake vs. 252 HP / 144+ Def Hippowdon: 124-147 (29.5 - 35%) -- 100% chance to 4HKO after Leftovers recovery
252+ Atk Choice Band Scizor Superpower vs. 252 HP / 144+ Def Hippowdon: 151-178 (35.9 - 42.3%) -- 92.8% chance to 3HKO after Leftovers recovery
(Not factoring the stat drops)
252+ Atk Mega Swampert Waterfall vs. 252 HP / 144+ Def Hippowdon: 224-266 (53.3 - 63.3%) -- guaranteed 2HKO after Leftovers recovery (It can come in and put it on a timer)
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 144+ Def Hippowdon: 168-199 (40 - 47.3%) -- guaranteed 3HKO after Leftovers recovery

In return to exca:
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Excadrill: 356-422 (98.6 - 116.8%) -- 93.8% chance to OHKO

Next, you could potentially replace klefki with thundurus. It serves a similar purpose of paralysing faster threats. Unfortunately it doesn't set up spikes but it makes up for the loss of damage output if you wish to replace ttar. It also gives you a secondary way of dealing with water types. Furthermore, it helps keep momentum through volt switching. Although, this would mean that you have a huge ice weakness, 4 mons weak to ice and two that take neutral damage.

Lastly, I know the team isn't glaringly weak to entry hazards but you should always carry a spinner. For instance, sticky web really reduces the potential of your faster pokemon. Chip damage as such is frustrating and if you have toxic spikes on your side then your entire team bar exca and klefki will be poisoned, which doesn't help. I know swords dance exca is incredible but you probably want to replace either sd or rock slide/ iron head, depending on what you see fit.

I hope I could help. All in all it's a solid team. Good luck with it :)

Here are the sets:

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Focus Blast/ Psychic

However, I use a leftovers version with volt switch instead of tbolt and knock off instead of focus blast as utility.
 
Hey there! Really impressive team. However, I would suggest that you change ttar for hippowdon as the primary reason you have him is to set sand. You use ttars for scizors, skarmories and ferros but the thing is that bar ferro the other two outspeed you and banded scizor KOs you. In return, you can only KO the banded scizor variant, whereas the bulky variant has a chance to survive and the other two steel types get 2HKOed. Most likely, none of them will stay in one they find that you have fire blast. Now for ice beam, it doesn't KO lando-t. Instead, lano-t outspeeds you and 2HKOes you while the scarfed variant KOs you. Here are the calcs:

0 SpA Tyranitar Fire Blast vs. 248 HP / 176 SpD Scizor: 300-356 (87.4 - 103.7%) -- 25% chance to OHKO
0 SpA Tyranitar Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Skarmory: 202-238 (60.4 - 71.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Tyranitar Ice Beam vs. 252 HP / 8 SpD Landorus-T: 296-352 (77.4 - 92.1%) -- guaranteed 2HKO after Leftovers recovery


Hippo, on the other hand, stops scizor and lando. True, it can't do much to the other two but mega chomp and the others to help deal with them. It has access to toxic, which really annoys those bulky water types. Slack off gives you a more prolonged period of sand, which might be useful against rain teams. It sets up rocks like ttar and hit relativley hard with eq. Most importantly, it really helps with your opposing exca problem.

0 Atk Landorus-T Earthquake vs. 252 HP / 144+ Def Hippowdon: 105-124 (25 - 29.5%) -- guaranteed 5HKO after Leftovers recovery
252 Atk Landorus-T Earthquake vs. 252 HP / 144+ Def Hippowdon: 124-147 (29.5 - 35%) -- 100% chance to 4HKO after Leftovers recovery
252+ Atk Choice Band Scizor Superpower vs. 252 HP / 144+ Def Hippowdon: 151-178 (35.9 - 42.3%) -- 92.8% chance to 3HKO after Leftovers recovery
(Not factoring the stat drops)
252+ Atk Mega Swampert Waterfall vs. 252 HP / 144+ Def Hippowdon: 224-266 (53.3 - 63.3%) -- guaranteed 2HKO after Leftovers recovery (It can come in and put it on a timer)
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 144+ Def Hippowdon: 168-199 (40 - 47.3%) -- guaranteed 3HKO after Leftovers recovery

In return to exca:
0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Excadrill: 356-422 (98.6 - 116.8%) -- 93.8% chance to OHKO

Next, you could potentially replace klefki with thundurus. It serves a similar purpose of paralysing faster threats. Unfortunately it doesn't set up spikes but it makes up for the loss of damage output if you wish to replace ttar. It also gives you a secondary way of dealing with water types. Furthermore, it helps keep momentum through volt switching. Although, this would mean that you have a huge ice weakness, 4 mons weak to ice and two that take neutral damage.

Lastly, I know the team isn't glaringly weak to entry hazards but you should always carry a spinner. For instance, sticky web really reduces the potential of your faster pokemon. Chip damage as such is frustrating and if you have toxic spikes on your side then your entire team bar exca and klefki will be poisoned, which doesn't help. I know swords dance exca is incredible but you probably want to replace either sd or rock slide/ iron head, depending on what you see fit.

I hope I could help. All in all it's a solid team. Good luck with it :)

Here are the sets:

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Focus Blast/ Psychic

However, I use a leftovers version with volt switch instead of tbolt and knock off instead of focus blast as utility.
I used Hippo, but I didn't find it as effective as T-Tar, but I may change the set to a more physical defensive.
About Thundy, I'm not gonna switch out Ki, the spikes support is really necessary. On a team with a timer (sand turns, getting as many kills possible in a short time is important.
Thx 4 the support eitherway!
 
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