XY OU Defend for your life!!!

Hey people, this was a really interesting defensive team to use and I hope that you will take your time to read through my team build and rate.

Galvantula @ Focus Sash

Ability: Compound Eyes

Nature: Timid

Evs: 252 Sp.Atk / 252 Spd / 4 HP

Moves

- Thunder

- Bug Buzz

- Giga Drain

- Sticky Web

Galvantula is my lead who is going to set up sticky web support that will help me to lower the opposing pokemon's speed. Thunder is scarily accurate with its compoundeyes ability and provides a means to dent any pokemon that doesn't resist it since it gains STAB. Bug Buzz is another STAB move that it can readily use. Giga Drain is a means of recovery and is there for coverage. Sticky web is already explained.






Landorus-Therian Life Orb

Ability: Intimidate

Nature: Adamant

Evs: 252 Atk / 252 Speed / 4 Def

Moves

- U-Turn

- Earthquake

- Stone Edge

- Stealth Rock

Landorus Therian is my hazard setter and provides enough defensive bulk to take a hit and can also dish out some heavy attack. U-Turn is used for momentum on the switch. Earthquake is used for powerful STAB. Stone Edge is used over Superpower because I prefer it for coverage more because it hits pokemon like Talonflame and Charizard X/Y for super effective damage. Stealth Rock is explained above.





Sableye Leftovers

Ability: Prankster

Nature: Calm

Evs: 252 Def / 252 Sp.Def / 4 HP

Moves

- Taunt

- Recover

- Foul Play

- Will-o-Wisp

Sableye has a fantastic ability in prankster and I love it for that. Sableye is used to cripple physically attack minded pokemon. It is also a reliable taunt user to stop most pokemon from setting up or inflicting status on my team. Foul Play is best used against pokemon that have somehow managed to setup and this inflicts massive damage. Recover is Sableye's only means of reliable recovery. Will-o-Wisp is used to cripple pokemon that use physical attacks and this makes the pretty much useless in the battle.





Medicham-Mega @Medichamnite

Ability: Pure Power
Nature: Jolly

Evs: 252 Atk / 252 Speed / 4 HP

Moves

- Ice Punch

- Psycho Cut

- Thunder Punch

- Hi-Jump-Kick

Mega Medicham is my go to pokemon for late game sweeping and it is one of my favourites to use. The pure power ability doesn't need to be explained as it is already well known. Hi-Jump-Kick does enormous damage as it hits for 130 BP plus STAB which is shocking with its pure power ability. Ice punch is for coverage against dragon types mostly. Thunder punch is for coverage against bulky water types mainly. Psycho Cut is preferred over the inaccuracies of Zen Headbutt because I really dislike the accuracy burden of zen headbutt. I can live with Hi Jump Kicks accuracy however.






Rotom-Wash @Sitrus Berry

Ability: Levitate

Nature: Modest

Evs: 252 Sp.Atk / 100 Speed / 156 HP

Moves

- Pain Split

- Volt Switch

- Thunderbolt

- Hydro Pump

Rotom-Wash is famous in OU for being very hard to counter when it has such a good typing and ability to boot. I like STAB Hydro Pump more than Scald for the extra BP and it can score some KOs that Scald couldn't. Thunderbolt is a reliable STAB move. Volt Switch is a fairly damaging move that can gain me momentum. Pain Split is used for its only means of recovery outside of the one time use of sitrus berry.


Heatran Air Balloon

Ability: Flash Fire

Nature: Calm

Evs: 252 Sp.Def / 4 Sp.Atk / 252 HP

Moves

- Roar

- Toxic

- Lava Plume

- Flash Cannon

Heatran is a part phazer part status inflicter. Roar is used to phaze out any pokemon that sets up on it. Toxic is used on walls mostly to gradually wear them down. Lava Plume gives STAB whilst it can also get a lucky burn off on an opponent with a 30% chance of burn. Flash Cannon is a STAB move used against fairies mostly and Heatran counters fairies well.



Thank you for taking the time to read through my defensive team build. I hope to receive any advice on my team.
 
Hey, nice team! Here are my suggestions:

Firstly, looking at the nature of your team, a bulky pivot Lando-T would be a better SR setter. It can more effectively get up Rocks while also being a decent offensive threat. Try this set:

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

Earthquake is Landorus-T's most powerful physical STAB move and hits fairly hard even uninvested. U-turn is important to keep up offensive momentum, capitalizes on the switches that Landorus-T forces, and is also a very helpful advantage over other bulky Ground-types such as Gliscor and Hippowdon. The last move is up to you, Rock Slide and Stone Edge can help with checking Mega Pinsir and Talonflame while Knock Off is generally very good to get off important items such as Toxic Orb from Gliscor.

Next, I suggest that you use the bulky defensive set on Rotom-Wash as it can create a very effective Volt-turn that allows both Rotom and Lando-T to soak up hits while hitting hard. Try this set:

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

This set is the perfect combination of defensive and offensive presence, making it a perfect Pokemon for balanced teams. Rotom-W has access to STAB Volt Switch, which allows it to assume the role of a defensive pivot against Pokemon like Mega Pinsir, Talonflame, and Azumarill. This means that even if the opponent has a Latias, Mega Venusaur, or another counter in the wings, Rotom-W can simply Volt Switch into another Pokemon that has a better match-up against said counter. Hydro Pump is useful for hitting the Ground-types that Rotom-W can usually switch into with ease, namely Hippowdon and Landorus-T. Neither of these Pokemon can take a Hydro Pump well, nor will they appreciate a burn courtesy of Will-O-Wisp. The threat of Will-O-Wisp can also force certain physical attackers to switch. This includes Bisharp, Garchomp, Azumarill, and many others. Pain Split is useful because it allows Rotom-W to also run Leftovers, gradually recovering its HP throughout the match.

Hope it helps!
-PK
 
Hey, nice team! Here are my suggestions:

Firstly, looking at the nature of your team, a bulky pivot Lando-T would be a better SR setter. It can more effectively get up Rocks while also being a decent offensive threat. Try this set:

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

Earthquake is Landorus-T's most powerful physical STAB move and hits fairly hard even uninvested. U-turn is important to keep up offensive momentum, capitalizes on the switches that Landorus-T forces, and is also a very helpful advantage over other bulky Ground-types such as Gliscor and Hippowdon. The last move is up to you, Rock Slide and Stone Edge can help with checking Mega Pinsir and Talonflame while Knock Off is generally very good to get off important items such as Toxic Orb from Gliscor.

Next, I suggest that you use the bulky defensive set on Rotom-Wash as it can create a very effective Volt-turn that allows both Rotom and Lando-T to soak up hits while hitting hard. Try this set:

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

This set is the perfect combination of defensive and offensive presence, making it a perfect Pokemon for balanced teams. Rotom-W has access to STAB Volt Switch, which allows it to assume the role of a defensive pivot against Pokemon like Mega Pinsir, Talonflame, and Azumarill. This means that even if the opponent has a Latias, Mega Venusaur, or another counter in the wings, Rotom-W can simply Volt Switch into another Pokemon that has a better match-up against said counter. Hydro Pump is useful for hitting the Ground-types that Rotom-W can usually switch into with ease, namely Hippowdon and Landorus-T. Neither of these Pokemon can take a Hydro Pump well, nor will they appreciate a burn courtesy of Will-O-Wisp. The threat of Will-O-Wisp can also force certain physical attackers to switch. This includes Bisharp, Garchomp, Azumarill, and many others. Pain Split is useful because it allows Rotom-W to also run Leftovers, gradually recovering its HP throughout the match.

Hope it helps!
-PK
Thanks Puzzle King for your insightful comments. I didn't think that having will-o-wisp on rotom-wash would matter too much since I already have will-o-wisp on sableye and it has prankster ability which you already know can produce a faster burn with will-o-wisp than rotom-wash can. Other than that I really expected more criticism since I just threw this team together a few days ago and it did reasonably well.
 
Hi, I have a few quick thoughts on the team. This team's best method of putting pressure on the other team comes from getting Mega Medicham in safely via Voltturn, preferably while Sticky Web is up. So my suggestions are going to aim towards supporting that goal.

I've never been a fan of Galvantula, it's pretty weak since it's forced to run sash + it has a lackluster matchup vs. common leads, and it realistically only sets up sticky web once per match. So I'm gonna suggest Shuckle in its place as a setter.

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Toxic

Shuckle is much more durable, and is guaranteed to get at least one hazard up thanks to Mental Herb (protects from Taunt), and Sturdy. Thanks to its massive physical bulk, it has the potential to set up Web/rocks more than once per match. Encore can lock something into a setup move/Defog, and Toxic gives Shuckle a way of chipping away at the opponent (Infestation works here too if you want a better matchup vs. Steels/Poisons).

Defog is a bit of a problem for your team right now, since mons like Latios, Latias, and Mew have ample switchin opportunities and can Defog away Webs/SR with little to no drawback. I'm going to suggest Bisharp over Sableye as a way of both punishing Defoggers by getting +2 attack from Defiant, and trapping Psychics with Pursuit.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

While this does give up some of Sableye's walling capabilities, your bulky Rotom-W/Lando-T check a large portion of the physical meta on their own anyway. Bisharp traps the Latis with Pursuit, OHKOs stallbreaker Mew with Knock Off (you outspeed under webs, be careful not to accidentally switch into WoW). Also gives you a secondary Sticky Web abuser, since Bisharp's strong attacks become much more frightening when its mediocre speed is mitigated.

I also agree with Puzzle King's suggestions of beefing up Rotom-W/Lando-T's defenses, since this allows the use of another offensive mon in place of Sableye (Bisharp). Other minor changes, Medicham should switch Jolly-->Adamant for maximum damage output since it'll likely be under webs (this lets you 2HKO Slowbro with Thunder Punch, something it can't do with Jolly). Lando-T can also run Rock Slide over Stealth Rock to check Mega Pinsir/Talonflame better, and because Shuckle already sets the rocks.

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Toxic

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- ThunderPunch
- Ice Punch

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Roar
- Toxic
- Lava Plume
- Flash Cannon
Best of luck, hope I helped!
 
Back
Top