XY OU Dazzling ORAS OU team

Good Morning ladies and Gentlemen, I hope you're all doing well. Today, I would love to share my squad, that I have been working on for quite a long time now. I would really appreciate any recommendations or advice that you guys might have. Feel free to suggest other Pokemon, items, etc. So far this team has gotten me to 1521 rating, which I think isn't bad considering I'm quite new to Pokemon Showdown. As with most people my aim is to get a substantially high rating. So heres the team I hope you like it!

The Team

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Mega Lopunny

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Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Fake Out
- Return
- High Jump Kick

Mega Lopunny is one of my favourite Pokemon, and the first Pokemon that I added to the team. I often fine myself leading with this beast, and it often one hits Pokemon such as Heatran and Charizard Y in the first turn. The exception to this is if my opponent has Landorus-Therian or Garchomp. Lopunny is extremely useful in producing damage. This is apparent by the ability Scrappy, allowing me to obliterate Gengar, and other ghost types. High Jump Kick, due to the 130 power, is able to one hit a substantial amount of Pokemon including Mega Sableye. The only only down side to using this move is obviously having missing 10% and losing 50% of your health, thus I use the move in caution. Fake Out is great to eat away my opponents HP, and does quite a fair bit to many low defence Pokemon, and works as a revenge killer. Return is a great high powered stab, with the power scrappy allowing me to hit ghost types, this move I feel defines the strength of Lopunny. The final move Power-Up Punch is really useful. As it can be used to revenge kill, whilst increasing my attack by 1. Conclusively Lopunny was the core of in which I built this team around, with 405 speed people cry when I send it out to battle.


Rotom-Wash

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Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump

Rotom-Wash is used as a wall I love using Will-O-Wisp, as it cripples my opponents attackers. Rotom allows me to switch in to Pokemon such as Talonflame. I also find myself switching into it when my opponent sends out Landorus-Therian against my Lopunny as on most cases they will either use Earthquake or Knock Off. The move Pain Split allows me to keep Rotom to a sustainable amount of health, while making my opponent rage. Volt Switch is brilliant as it gives Rotom momentum. Hydro Pump is great to punish my opponents if they don't switch out, but again the thing what lets this move down is its accuracy. I don't really find myself really needing to use Hydro Pump that often. Overall I would say Rotom-Wash is an excellent asset to the team. In combination with Landorus-Therian I find that they cover a lot of Pokemon when it comes to walling.


Skarmory
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Skarmory (M) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Roost
- Defog
- Whirlwind
- Brave Bird

Skarmory is deadly annoying. The use of its ability Sturdy in combination with its moves Roost and Whirlwind makes Skarmory a excellent figure in this team. Skarmory is the Defogger of the team which is necessary, this is due to the fact I have Volcarona. Volcarona loses 50% of its health when is placed on to battle whilst Stealth Rocks are on the field, thus it is critical to remove them before I send Volcarona out. Whirlwind effectively foils my opponents plans to substitute and to set up, and also to annoy my opponent when he is forced to switch. Whirlwind allows me to force switch Magnezone, as I would be locked in, and threatened by Hidden Power fire. Finally Iron Head, allowing me to punish fairy Pokemon Pokemon who don't which out. I tried out Brave Bird however, I found it quite ineffective, in comparison to Iron Head. Conclusively I truly love using Skarmory, I feel it just blends with the team well, as a support.


Volcarona

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Volcarona (M) @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Giga Drain
- Fire Blast
- Quiver Dance
- Hidden Power [Ground]

Volcarona is amazing. The item Lum Berry works wonders with this set, as I often find that my opponent try to Paralyse or toxic it, however that usually results in me receiving a free Quiver Dance. Giga Drain deals with obviously water Pokemon such such as Rotom-Wash and Mega Swampert, whilst regaining any lost health. The use of Fire Blast works well as it's just so powerful, it allows me to put an end to many Pokemon. Finally Hidden Power [Ground] Puts an end to Heatran, and other similar Pokemon. I have really enjoyed using Volcarona lately just because of its wide range of moves, and the power to use Quiver Dance.


Weavile
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Weavile (F) @ Life Orb
Ability: Pickpocket
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Poison Jab
- Low Sweep

Weavile is a beautiful sweeper. Ice Shard is great to finish off Pokemon that are Choice Scarfed such as Landorus-Therian, and also to revenge kill. Icicle Crash is one of my favourite moves, destroying pokemon such as Gilscor. Poison Jab puts to an end to fairy types, with a small chance to poison my opponents. Conclusively Low Sweep deals with Steel and Normal types, Pokemon such as Chansey and Heatran, which is a common Pokemon that I find that they switch into. Weavile works excellent in this team due to its power and speed.


Landorus-Therian

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Landorus-Therian has excellent typing, giving immunities to ground and electric. The reason why I have added Landorus is because I felt that the team had to response to electric type Pokemon. Pokemon Such as Zapdos and Mega Manectric, would cause mayhem to this team. I chose a defensive build because I believe it will help cover all Rotom-Wash's weaknesses. Landorus allows me to setup Stealth Rocks which is the only hazards this team has. U-turn gives the team more offensive momentum, along with Rotom's Volt Switch. Earthquake deals with the electric Pokemon, which can be an issue with this team. And Conclusively Stone Edge deals with flying Talonflame and Thundurus.The 8 Speed EVs allow him to out speed Modest Magnezone, which is a common threat in OU. I really enjoy Landorus even though it is highly mainstream, but you cannot deny its usefulness.


Threat List

  • Mega Charizard X and Y
  • Mega Manectric
  • Mega Venusaur

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Thank you ladies and Gentlemen, I would really appreciate any recommendations or advice that you guys might have, big or small. Feel free to suggest other Pokemon, items, etc.
Hope you're all having a lovely day! :)
 
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Hello, nice team!

First off I'd like to say that I think Mega Lopunny should run Healing Wish > Ice Punch. The coverage is pretty useless, as it hits pretty much anything hard with its STABs. Healing Wish provides extra momentum in case of:
A.) It is being walled [somehow] and it has no more use for the team.
B.) In case another mon on your team may needs the recovery and/or status heal.

And also just run HJK on Mega Lopunny. The recover drain punch brings is nice but it really needs the extra power to just KO stuff.

Swap Rotom-W to a more physical defensive spread: 248 HP / 216 Def / 44 Spe Bold Nature - The 44 speed EVs are to outspeed Jolly Azumarill and burn it.

And with that, Skarmory's spread should be a bit altered as well: 248 HP / 8 Def / 252 SpD Careful Nature - These EVs allow Skarmory to deal with the likes of fairies. Run Iron Head > Brave Bird if you have this spread.

Volcarona should run Fire Blast > Fiery Dance. While the special attack boost may seem fine, the extra power of Fire Blast nets it some great KOs.

The descriptions of your Pokemon are very dull. "Magic Guard for obvious reasons." For what reasons exactly? " Finally I find Fiery Dance to be the most effective fire move for this Pokemon." Why?
This ranges from just saying it's a neat / the most effective move to just explaining exactly what the attack does:
"Finally Moonblast is a neat attack that has 30% of lowering your opponents Sp. Atk by 1."
So I'd try and make the descriptions have more to do with all of moves and the Pokemon's role. Just a nitpick...the tag says "XY OU." Because you have Mega Lopunny, I'm sure you meant ORAS OU.

Nice team and good luck! n_n
 
Hey Torchic is love, and welcome to Smogon's RMT section! This looks like a pretty solid team, and decent RMT. I agree with Exodus Latios that you should further explain why you the moves and abilities you did on your team members rather than just stating their effect. Also, do try to make your images a bit smaller in your future RMTs; although huge blocks of text aren't too pleasing to see, neither are images that fill the entire screen. That being said, I'll move on to your team!

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You should be running High Jump Kick over Drain Punch on your Lopunny. While Lopunny isn't exactly frail, it won't be able to take too many hits, and maximizing its damage output would be more beneficial to you in the long run. Exodus Latios's idea of replacing Healing Wish over Ice Punch isn't a bad idea, since at least three members your team deal with things like Bulky Lando and Chomp quite well; however, if Chomp and Lando are real problems for you, then you can keep Ice Punch as it is.

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I definitely support changing your Washtom and Skarmory to more Defensive and Specially Defensive spreads respectively. From the looks of it, you want your Rotom to be soaking up hits from more physical attackers, and Skarmory's natural bulk and typing already allow it to take some nice physical hits. Investing it more on the Specially Defensive side will let you take hits from Slowbro, Rotom-W, and (even Specs) Keldeo. Running either Brave Bird or Iron Head really comes down to personal preference most of the time, but for your team, I would prefer running Iron Head over Brave Bird, since Mega Altaria can do a real number to your team. Running Iron head would not only allow Skarmory to hardwall Mega Alt, it would allow Skarmory to counter it as well. It also looks like your team lacks a hazard setter, so putting Stealth Rock on your Skarmory would be quite beneficial to your team. Having rocks on your opponent's side of the field will allow you to scout for items and abilities, break potential Sashes/Sturdies, and also get off some nice residual damage on anything that switches in.
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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

(44 Speed will allow you to outspeed maximum-invested Jolly Azumarill and get off a quick burn.)

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Stealth Rock
- Defog
- Roost
- Iron Head
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As cliche as this change may be, I would suggest replacing Mamoswine with Weavile. Mamoswine's mediocre speed will get it killed quickly regardless of whether or not it has Thick Fat, and Weavile performs an incredibly similar role to Mamoswine as an Ice-type priority LO attacker. Although Weavile is quite frail (even more frail than Mamoswine), it is a great late-game sweeper because of its incredible base Speed and Attack stats. If you play it right, you won't need to worry about taking hits because your opponent won't even get a chance to get one in.
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Weavile @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick / Poison Jab / Pursuit
- Ice Shard

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Weavile @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Icicle Crash
- Ice Shard
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I don't quite understand your logic for running Magic Guard for "obvious reasons". Since you're running a cleric Clefable with Heal Bell, you should replace Magic Guard with Unaware, since you can just jingle your status away whenever you want. You should also run Soft-Boiled instead of Wish if you're not running Protect on your Clefable. However, if you decide to give your Clefable Unaware, you'd have to replace Soft-Boiled with Moonlight as a result of some weird Gen 6 mechanics.

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I'm agreeing with Exodus Latios again, but you should replace Fiery Dance with Fire Blast. Although FB may be a bit unreliable due to its accuracy, it grants you immediate power whether you get up a Quiver Dance or not. You mught find that running Fire Blast will give you KOs you may not have gotten otherwise. (Also, it seems you're running 30 SpA and SpD IVs. Maybe you tried running HP Ground or something and forgot to change the IVs after opting to use a different move. This is insignificant, but should change them back to 31 when you get the chance.)

Lastly, I just have a few nitpicks that won't significantly affect your games, but you should change anyway just in case. Firstly, you should always try to keep your team members' HP at an odd number, so you will be able to take less hazard, weather, status, and recoil damage over time. This means investing 248 EVs in HP rather than 252, and investing any "remaining 4 EVs" elsewhere. Secondly, whenever you have special attackers that aren't running any physical moves, you should set their Attack IVs all the way down to zero. This way, you will minimize Foul Play and "punch-yourself-in-the-face" damage should your special attackers get confused.
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Otherwise, your team looks great, and I wish you luck in your future battles! Feel free to ask me if you have any further questions regarding your team; I'd be more than happy to help.
 
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I'm Back Yo, cool/solid team you have there but it could a couple changes, and I about agree with everything iMack said. Also you should give more description to your pokemon, Example: "Magic Guard is useful for obvious reasons" For what reasons? or Why is it helpful? Anyway onward to the team.
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: I would change Ice Punch on Lopunny to Power-Up-Punch, Ice Punch doesn't even kill Tank Chomp or Landorus-T making it a crappy coverage move to have. PuP when used gives you +1 in Attack making a potential sweep. Also replace Drain Punch to High Jump Kick, HJK can do major damage to the opponent rather than Drain Punch, I understand if your afraid of missing, but having more Power is better than being cautious of everything.
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: I would change Rotom-W EV Spread to its Defensive Spread with a Bold Nature EVs: 248 HP / 216 Def / 44 Spe The 44 Speed allows it to outspeed Azumarill making sure that you land a Will-O-Wisp burning it, while keeping it bulky.
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Since Rotom-W is your Defensive Wall, Skarmory should be Specially Defensive with a Careful Nature to take hits from Keldeo, Mega Diancie and etc. Skarmory should be your Defogger, this helps out Volcarona saflely come in without taking half of HP from Stealth Rocks, now I know this sounds dumb but I think it should also be the Stealth Rocker.
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: I'm going to suggest Weavile over Mamoswine, Weavile plays a similair role as a Ice Type LO user. Weavile is Frail but has incredibly fast speed and powerful; and can be used as a Late Game Sweeper. Your choice is choosing its last move Low Kick, Pursuit, or Poison Jab. Low Kick is good against opposing Bisharp and T-Tar, Pursuit is helpful trapping the Lati's, Tornadus-T or other slower Psychic types; Poison Jab is good lure to Fairies such as Azumarill.
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Clefable being your Cleric should be Unaware over Magic Guard since you have Heal Bell to remove your Status Condition and Unaware can be helpful by ignoring the opponents Stat Boosts.
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: Hidden Power Ground over Bug Buzz, the reason for this is simple. Bug Buzz isn't used much in battle as you'll be using Fiery Dance more as it does practically the same thing. HP Ground lets you able to hit Heatran making you able to continue your sweep with Volcarona. I hoped I helped, have a nice day ^_^

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Def
Careful Nature
- Stealth Rock
- Defog
- Roost
- Iron Head/Brave Bird
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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick/Pursuit/Poison Jab
 
Run Iron Head > Whirlwind on your Skarmory. The whole point of running SpDef EVs is to check fairies easier, and iron head helps it do that even more (by providing super effective damage).
 
For your skarmory defog and whirlwind seem redundant to me. I would decide what's more important to the team(phasing, entry hazards removal) and replace one with spikes or stealth rock to take advantage of whirlwind or toxic to work with defog to cripple sweepers
 
Contrary to the statement above, I believe that Whirlwind and Defog are not at all redundant. One is useful for pseudo-hazing opponents and the other is useful for removing any entry hazards. There's no rule saying a Mon can't be both a Phazer and a Defogger. However, I agree with Exodus Latios (again) that you should run Iron Head over Whirlwind. Even running Toxic over Whirlwind wouldn't be too good, as your Skarmory will easily get shut down by Taunt, and smart opponents won't hesitate to take advantage of that.
 
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