Well, I recently went 26-8 during one night of laddering and had an ELO around 1450. I really do not like battling that much though, and that was my only laddering session in about two weeks and I only ladder about three times a month. As for myself, I prefer a tactical battling style, as I like to create situations resulting in favorable exchanges and minimizing prediction.
I largely prefer tactical Pokemon who can perform quite well independently, without relying on support. My style craves flexibility, and I do not like Choice items.
Well, please help me be a better player during the next month, since I plan to go on hiatus from competitive Pokemon on Wednesday, March 5 (look it up).
========================
I named my Pokemon based on House, M.D. Characters.
http://pldh.net/dex/sprites/thundurus
Gimme Vicodin! (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Thunderbolt
- Hidden Power [Ice]
- Superpower
- Thunder Wave
I chosen Thundurus for multiple reasons. One metagame relevant reason is the prevalence of Double flying type hyper-offensive teams, and this Pokemon resists their Flying stab while being able to hit them super-effectively with Thunderbolt. It has just enough speed to punish all Adamant Talonflame (or those content with outspeeding Jolly Mega Pinsir). Its speed also allows me to check Charizard Y, and Gengar, Latios, and Latias. Its STAB Thunderbolt will be appreciated when up against Mandibuzz.
As one can see, a team issue is a lack of hazard removal and two Stealth Rock weaknesses. However, I also used a Leftovers Thundurus-I (without Focus Blast), also without Rapid Spin or Defog support, but it gets walled by Excadrill, Heatran, and the blobs, forcing me to switch out, while also taking Stealth Rock damage. Life Orb and Superpower are the defining aspects of this set: with Life Orb, I can now use Superpower since it enables it to do enough damage to OHKO non-bulky variants of Excadrill, do much as Focus Blast to Heatran, and does around 50% to Chansey. The blobs are considered high-valued targets for this team, since Kyurem-B is unable to 2HKO them. I am surprised that Superpower with Thundurus-I didn't get much usage given the December 2013 stats; 115 Attack and access to Superpower are a gift that allows it to be a mixed attacker. The lack of an accuracy issue is surely welcomed. Furthermore, Life Orb also gives me access to critical OHKOs with HP Ice: Standard Gliscor is always KOed, even without Stealth Rock; Landorus-I/T is OHKO, unless they use Assault Vest or invest in Special Defense; Mega Garchomp is KOed under Stealth Rock and has an 81.3% of a KO without Rocks.
The ability to reliably power through its checks seems to be well-worth the price of Life Orb recoil and lack of passive recovery, otherwise it would be rendered impotent and would either die from an attack or take damage from Stealth Rock again if it switches back-in.
Priority T-wave allows me to cripple any faster threat, or something that Thundurus cannot KO so another team member could clean up. Kyurem-B and Conkeldurr really appreciate this, especially Kyurem-B, whose major weakness is it low speed.
This Pokemon cannot do anything to Scarfed Ground types. Garchomp, Lando-T, the rare Scarf Excadrill with Rock Slide is especially problematic since it also threatens Kyurem-B with Dragon Claw, Stone Edge, and Rock Slide respectively, so Lando-T and Rotom-W remedy this.
http://wolf0dm.deviantart.com/art/Kyurem-B-420190916
James Wilson M.D. (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 56 HP / 216 SAtk / 236 Spd
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Substitute
This is a Pokemon who performs its niche (OU stallbreaking) fairly well due to its raw stats and typing, but does relatively poorly against offensive teams whose Pokemon outspeeds it and pack coverage moves that can hit it super effectively. Often with my other Pokemon, I would damage them just to put it in KO range for Kyurem-B's attacks. Life Orb does make it burn out quickly, especially without hazard removal or a recovery move, but I argue that Life Orb increases its efficacy against offensive teams, while also securing more KOs against defensive Pokemon. Kyurem-B often has enough natural bulk, which somewhat offsets its Stealth Rock weakness, to sponge a neutral hit and hit back. For instance, it takes about 50% from Mega Mawile's Sucker Punch and Conkeldurr's Mach Punch. Against offensive teams, it will not have a chance to take a second hit, so the extra 30% from Life Orb will often be the difference for a KO. In order words, Life Orb allows me to exchange this Pokemon with another against an offensive team.
It has enough speed to outrun Jolly base 80s, so it is slow against offensive teams.
I am not going to discuss its wall-breaking prowess... Teravolt makes Earth Power and Ice Beam effective against Rotom-W and Mega Venusaur. Unfortunately, it cannot break the Blobs or Fairies, so its teammates have to make up the difference.
Given this set's suicidal nature, Outrage for Fusion Bolt may be a good idea, although I do lose supereffective coverage against Water types (particularly Azumarill and the uncommon Jellicent and the ability to knock off that last 40% from a Sylveon) and the ability to switch moves in a stall-breaking sweep. Dragon Claw does provide STAB, but even then, it is too weak and does not provide valuable super-effective coverage, except against Goodra. Outrage for Sub may be good too.
http://pldh.net/dex/sprites/conkeldurr#
Robert Chase M.D. (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 108 HP / 252 Atk / 100 SDef / 48 Spd
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
This is essentially a different Pokemon from Gen 5 due to its access to Assault Vest and Knock Off. The speed EVs allow me to outspeed uninvested base 50s (Chansey and weakened Hippowdon), and if IIRC, Scarf-less base 110s when Conkeldurr is afflicted with Sticky Web and with Paralysis support.
Primarily, AV Conkeldurr is an offense response to the prevalence of Rotom-W (although Trick really fucks him up) as it can withstand Burns and Knock Off Chesto Berry. Drain Punch is especially helpful against Ferrothorn who can wear it down with Rocky Helmet and Iron Barbs. I realized this is the team's only reliable response against Goodra.
He can actually beat Aegislash if it thinks it can use Shadow Ball on a switch-in even if Conkeldurr was afflicted with King's Shield drop, although this scenario requires some prior damage.
Knock Off allows me to outstall Trevenant and other sub users sans Gliscor, if it has been not been statused, but unfortunately, this requires a free switch, and I do not have any slow U-Turn/Volt Switch users. I can also use it against an AV Conkeldurr mirror match so I can strip its Assault Vest off and put it in KO range for Gengar (about 55% with Sludge Bomb).
Needless to say, Conkeldurr is a liability against flying spam teams.
I lead with Conkeldurr and Rotom-W as conservative leads, since it I do want to expose my Lando-T to Rotom-W and Genesect leads, before Lando can set-up Stealth Rock. This conservative playing can be capitalized on more aggressive opponents who can wear down Conkeldurr.
-----
I am considering replacing this with a Mega Venusaur with Knock Off (and with enough Speed EVs to outspeed 44 Speed Rotom-W (before the Burn and Pain Split), which would also allow me to outspeed Jolly Azumarrill.)
http://pokebeach.com/2008/12/dp105-youkan-and-rotom-summary-screenshots
Lisa Cuddy M.D. (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
I initially used this thing in Gen 5 as a means of providing paralysis support, but given the accuracy buff to Will-O-Wisp and nerf to Paralysis is enough for me to choose Will-O-Wisp. I did a good job dealing with Skarmory and Jellicent back then.
The moveset and its role in the metagame need no explanation. It's so pedestrian. 44 Speed EVs are needed to outspeed Jolly Azumarrill. It does its job well enough, but Hydro Pump and Will-O-Wisp misses may cost me a battle (and I accept this risk for the utility this Pokemon provides). Walled by Trevenant and Ferrothorn, killed by Charizard Y's Solar Beam, blah, blah, blah...
Hydro Pump allows me to deal with bulky ground types sans Gastrodon, although its ability to do so is drastically compromised when badly poisoned since I would be pressured to switch out. The Hydro Pump nerf really sucks since I really hate Gliscor and I can no longer guarantee a KO (with only 32 SAtk EVs, a rather small price to pay) without hazards or Rain if I correctly predict it absorbing a Volt Switch and with RNGesus guiding the 120 BP Hydro Pump to its target.
Will-O-Wisp also some utility against Mamoswine leads, by breaking its Focus Sash, without risking an Endeavor. It gives me an easier time with Mega Mawile, Bisharp, and perhaps Aegislash.
I actually find myself using Hydro Pump more than Volt Switch early in the game. In other words, I fear Volt Switch being absorb by a Ground switch in, and also outspeeding other Rotom-W. My reluctance to use Volt Switch comes from a fear of giving my opponent free turns. Also, its Volt Switch does not necessarily provide me with free switches since I deem it to be too fast. For instance, one can predict a switch out against Ferrothorn, and Ferrothorn can nail it with Thunder Wave. Nevertheless, I still deem Volt Switch to have more utility than Thunderbolt or Discharge, but my style of playing does not allow me to exploit Volt-Turn tactics. Despite this, I find its typing, attacks, and utility moves to be invaluable.
----
I may switch this out during the suspect test (no Genesect) for an Assault Vest Slowbro who also deals with Talonflame (with the more reliable Scald). Mandibuzz gives me Defog support (although this is useless against Flying spam teams), a better Recovery move, and bulk, at the expense of offensive presence (only Foul Play and Mandi can be Burn bait).
http://xous54.deviantart.com/art/Landorus-Sacred-forme-302515923
Eric Foreman M.D. (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Atk / 8 Spd
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Well, this Pokemon is primarily used to deal with Talonflame, Excadrill, and Aegislash, and to provide the invaluable Stealth Rock. Stone Edge, despite the accuracy issues, is the best answer to Talonflame without Rocks. Priority Roost and Brave Bird are especially dangerous, and Stone Edge abruptly ends that with one attack. This is also the best offensive partner for Rotom-W, since it counters Excadrill who can threaten it with Mold Breaker Earthquake. Redundancy is needed against Flying spam teams, since Rotom-W and Lando-T do not have reliable recovery, and Conkeldurr is a liability.
Using Stone Edge occasionally allow me to punish any Flying types hoping for a free switch, and at least let me signal that I am not that predictable.
Adamant max attack allows me to OHKO Mega Mawile with Earthquake without Lando-T being Intimidated. Also, Gyarados and Dragonite are KOed after Stealth Rock. It also allows me to put maximum offensive pressure on Fairies and the Blobs. 8 Speed Evs allow me to creep 44 Speed Rotom-W.
I mainly value U-Turn to get out of Rotom-W while doing a respectable ~20%. Lamentably, it cannot break Gengar or Gliscor Subs. Knock Off may be better for me though since it punishes Gliscor on the switch.
I can argue that this is the best Stealth Rock setter in OU due to its ability to handle relevant metagame threats with the exception of Rotom-W and Genesect, especially if one is concerned about Excadrill and Talonflame: Ferrothorn is forced out by Heatran and Talonflame, and its user often has to predict against Fire type switches with Thunder Wave; Heatran fears Excadrill and Landorus-T's Earthquake and Rotom-W's Hydro Pump; Tyranitar is an Earthquake, fighting and Burn liability. Garchomp as a Stealth Rock setter makes me vulnerable to other Garchomp with a Scarf, Latios/Latias (as they compound Kyurem-B lack of speed and weakness to Dragon) and Fairies
It can beat Assault Vest Conkeldurr one-on-one due to its powerful Earthquake and Intimidate, despite its Ice Punch.
I hate Gen 6 Gliscor and this thing is largely Sub bait.
http://raidiance.deviantart.com/art/Gengar-182332724
Allison Cameron MD (Gengar) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Sludge Bomb
- Pain Split
- Substitute
Gengar has received a huge buff in Gen 6. One reason why I did not like it in Gen 5 was it could only 2HKO Skarmory with Focus Blast. For me, a minimum requirement for a Special attacker on its offensive prowess its it ability not be walled by the standard physically defensive Skarmory (not that it would stay in in this Gen), and the Steel nerf/Ghost buff remedies this. Gengar's LO Shadow Ball is one of the most powerful neutral attacks this Gen that can be reliably spammed. Sludge Bomb is especially useful against Rotom-W as there are few super-effective options against it.
Defensively, its typing and ability are highly valuable. It forces out the standard Sub-Toxic Gliscor. Gliscor however may carry Knock Off. It does really well against Breloom, another problematic Pokemon.
Sludge Bomb is absolutely necessary on this team due to the rest of the team's inability to deal with Fairies. I am willing to use Focus Blast, despite the accuracy issues, to at least have a chance at getting past and maintaining momentum against Heatran, Ferrothorn, and Tyranitar. Ferrothorn is especially problematic since it can just lay hazards.
This is one reason why I use Life Orb AND Sludge Bomb:
252 SpA Gengar Sludge Bomb vs. 252 HP / 252+ SpD Sylveon: 176-210 (44.6 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery
Pain Split enables stall breaking and offsets recoil if used against slower teams. Life Orb gives me a 2HKO against Gliscor while with Black Sludge it is a 3HKO.
---
Threats:
Edit: 2/1/14
Things on the chopping block...
1. Thundurus-I...
With Thunderbolt being a quite predictable move against Mandibuzz and Charizard Y, and HP Ice being shitty HP Ice with a lack of STAB, Thundurus-I is a essentially a Choiced Pokemon with a Life Orb. A lack of general power on its coverage moves, I have to predict correctly because it cannot defeat certain Pokemon (notably bulky Excadrill only a 30% KO with no Attack investment) even if I tinker with the EV spread because increased Attack (140 EVs ensures the KO of max HP Excadrill) offensive non-mega Garchomp and Max HP Lando-T become out of range. This EV investment make it
Its lack of bulk, Stealth Rock weakness, and Life Orb recoil, along with the Def drop from Superpower leave me with no margin of error for an incorrect prediction or dice roll. I thought it would give me tactical dominance against Charizard Y opening gambits (I assume no Stealth Rocks because my lead might have been killed or the offensive pressure from attacking leads prevents me from setting up Rocks), but the calculations show that this is impossible to achieve. Regardless of the calcs, Scarfed Ground types beat it anyway, as they often carry a Rock move.
While Superpower does respectable damage to Heatran and Blissey, I do not think I suffer from Blissey that much. Gengar and Latios do not seem problematic either.
Some variant of Ttar to replace it? I dunno.
Heatran with AncientPower checks Mega Charizard Y and also checkmates Talonflame with Roar if Stealth Rock is out as I can Roar it out. If I have Air Balloon I can counter Mega Pinsir as Lava Plume secures a kill with Stealth Rock up.
Ferrothorn can lay hazards. (I do not see much utility for Spikes, but dual Stealth Rock, although unorthodox, allows me to set it up more reliably against teams that can pressure Lando-T, Due to Gliscor's speed, bulk, and typing, only hazards, such as Spikes, can stall break. His fire typing is advantageous against Genesect since I can just out for a kill. Rocky Helmet allows it to be Talonflame death fodder. This team functions well without paralysis support and Thunder Wave just prevents it from being set-up bait.)
Mega Venusaur can kill anything it wants if it can use every attacking move in a pool as a slot and with correct prediction. I do not find it provides much practical offensive utility for a tactical player. It does not provide much positional support by weakening a critical pokemon or strength damaged Pokemon. Synthesis is selfishness; he only heals himself. Leech Seed gets thwarted by Wish. Gliscor is faster and can stall out its moves. It only deals with Fairies. Trevenant burns it, making him easier to kill. I can only kill Mega Saur by burning it without Kyurem-B. (This make its presence valuable, even if Kyurem-B does not score the Mega Venusaur kill himself.)
Chansey seems interesting. The Rotom-W, Landorus-T, Conkeldurr is primarily physically defensive. I can, with information asymmetry with Counter as it is an infrequently used move, kill something using physical attacks against her that are not super-effective. It effectively gives me a win condition: if my opponent has only one physical attack and he is desperate to kill it, I can reserve her against them and then stall out the special attackers.
She can make Talonflame commit suicide. Lol.
Softboiled is the best option to ensure it to be annoying reliably since I really have no attachment to my other Pokemon, except perhaps Kyurem B. Heal Bell or Seismic Toss. Heal Bell really helps Rotom-W. She is ineffective against Rotom-W + Genesect. Largely U-turn bait.
2. Kyurem-B. I literally slapped it on. And it can destroy some defensive cores if I bring it in during the correct time without prediction. The element of skill here is to know when to bring it in. I did not even use it in many of my matches during the ladder run.
I hate stall and I love its ability to destroy cores, but I feel like I do not need it and Kyurem-B is more of a liability than an asset on this team. It dominates against stall, but I do not care about domination as I do not feel it is necessary. And certain other stall motifs destroy it.
It is second on the chopping block because it relies less on prediction to be effective.
I largely prefer tactical Pokemon who can perform quite well independently, without relying on support. My style craves flexibility, and I do not like Choice items.
Well, please help me be a better player during the next month, since I plan to go on hiatus from competitive Pokemon on Wednesday, March 5 (look it up).
========================
I named my Pokemon based on House, M.D. Characters.

http://pldh.net/dex/sprites/thundurus
Gimme Vicodin! (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Thunderbolt
- Hidden Power [Ice]
- Superpower
- Thunder Wave
I chosen Thundurus for multiple reasons. One metagame relevant reason is the prevalence of Double flying type hyper-offensive teams, and this Pokemon resists their Flying stab while being able to hit them super-effectively with Thunderbolt. It has just enough speed to punish all Adamant Talonflame (or those content with outspeeding Jolly Mega Pinsir). Its speed also allows me to check Charizard Y, and Gengar, Latios, and Latias. Its STAB Thunderbolt will be appreciated when up against Mandibuzz.
As one can see, a team issue is a lack of hazard removal and two Stealth Rock weaknesses. However, I also used a Leftovers Thundurus-I (without Focus Blast), also without Rapid Spin or Defog support, but it gets walled by Excadrill, Heatran, and the blobs, forcing me to switch out, while also taking Stealth Rock damage. Life Orb and Superpower are the defining aspects of this set: with Life Orb, I can now use Superpower since it enables it to do enough damage to OHKO non-bulky variants of Excadrill, do much as Focus Blast to Heatran, and does around 50% to Chansey. The blobs are considered high-valued targets for this team, since Kyurem-B is unable to 2HKO them. I am surprised that Superpower with Thundurus-I didn't get much usage given the December 2013 stats; 115 Attack and access to Superpower are a gift that allows it to be a mixed attacker. The lack of an accuracy issue is surely welcomed. Furthermore, Life Orb also gives me access to critical OHKOs with HP Ice: Standard Gliscor is always KOed, even without Stealth Rock; Landorus-I/T is OHKO, unless they use Assault Vest or invest in Special Defense; Mega Garchomp is KOed under Stealth Rock and has an 81.3% of a KO without Rocks.
The ability to reliably power through its checks seems to be well-worth the price of Life Orb recoil and lack of passive recovery, otherwise it would be rendered impotent and would either die from an attack or take damage from Stealth Rock again if it switches back-in.
Priority T-wave allows me to cripple any faster threat, or something that Thundurus cannot KO so another team member could clean up. Kyurem-B and Conkeldurr really appreciate this, especially Kyurem-B, whose major weakness is it low speed.
This Pokemon cannot do anything to Scarfed Ground types. Garchomp, Lando-T, the rare Scarf Excadrill with Rock Slide is especially problematic since it also threatens Kyurem-B with Dragon Claw, Stone Edge, and Rock Slide respectively, so Lando-T and Rotom-W remedy this.

http://wolf0dm.deviantart.com/art/Kyurem-B-420190916
James Wilson M.D. (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 56 HP / 216 SAtk / 236 Spd
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Substitute
This is a Pokemon who performs its niche (OU stallbreaking) fairly well due to its raw stats and typing, but does relatively poorly against offensive teams whose Pokemon outspeeds it and pack coverage moves that can hit it super effectively. Often with my other Pokemon, I would damage them just to put it in KO range for Kyurem-B's attacks. Life Orb does make it burn out quickly, especially without hazard removal or a recovery move, but I argue that Life Orb increases its efficacy against offensive teams, while also securing more KOs against defensive Pokemon. Kyurem-B often has enough natural bulk, which somewhat offsets its Stealth Rock weakness, to sponge a neutral hit and hit back. For instance, it takes about 50% from Mega Mawile's Sucker Punch and Conkeldurr's Mach Punch. Against offensive teams, it will not have a chance to take a second hit, so the extra 30% from Life Orb will often be the difference for a KO. In order words, Life Orb allows me to exchange this Pokemon with another against an offensive team.
It has enough speed to outrun Jolly base 80s, so it is slow against offensive teams.
I am not going to discuss its wall-breaking prowess... Teravolt makes Earth Power and Ice Beam effective against Rotom-W and Mega Venusaur. Unfortunately, it cannot break the Blobs or Fairies, so its teammates have to make up the difference.
Given this set's suicidal nature, Outrage for Fusion Bolt may be a good idea, although I do lose supereffective coverage against Water types (particularly Azumarill and the uncommon Jellicent and the ability to knock off that last 40% from a Sylveon) and the ability to switch moves in a stall-breaking sweep. Dragon Claw does provide STAB, but even then, it is too weak and does not provide valuable super-effective coverage, except against Goodra. Outrage for Sub may be good too.

http://pldh.net/dex/sprites/conkeldurr#
Robert Chase M.D. (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 108 HP / 252 Atk / 100 SDef / 48 Spd
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
This is essentially a different Pokemon from Gen 5 due to its access to Assault Vest and Knock Off. The speed EVs allow me to outspeed uninvested base 50s (Chansey and weakened Hippowdon), and if IIRC, Scarf-less base 110s when Conkeldurr is afflicted with Sticky Web and with Paralysis support.
Primarily, AV Conkeldurr is an offense response to the prevalence of Rotom-W (although Trick really fucks him up) as it can withstand Burns and Knock Off Chesto Berry. Drain Punch is especially helpful against Ferrothorn who can wear it down with Rocky Helmet and Iron Barbs. I realized this is the team's only reliable response against Goodra.
He can actually beat Aegislash if it thinks it can use Shadow Ball on a switch-in even if Conkeldurr was afflicted with King's Shield drop, although this scenario requires some prior damage.
Knock Off allows me to outstall Trevenant and other sub users sans Gliscor, if it has been not been statused, but unfortunately, this requires a free switch, and I do not have any slow U-Turn/Volt Switch users. I can also use it against an AV Conkeldurr mirror match so I can strip its Assault Vest off and put it in KO range for Gengar (about 55% with Sludge Bomb).
Needless to say, Conkeldurr is a liability against flying spam teams.
I lead with Conkeldurr and Rotom-W as conservative leads, since it I do want to expose my Lando-T to Rotom-W and Genesect leads, before Lando can set-up Stealth Rock. This conservative playing can be capitalized on more aggressive opponents who can wear down Conkeldurr.
-----
I am considering replacing this with a Mega Venusaur with Knock Off (and with enough Speed EVs to outspeed 44 Speed Rotom-W (before the Burn and Pain Split), which would also allow me to outspeed Jolly Azumarrill.)

http://pokebeach.com/2008/12/dp105-youkan-and-rotom-summary-screenshots
Lisa Cuddy M.D. (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
I initially used this thing in Gen 5 as a means of providing paralysis support, but given the accuracy buff to Will-O-Wisp and nerf to Paralysis is enough for me to choose Will-O-Wisp. I did a good job dealing with Skarmory and Jellicent back then.
The moveset and its role in the metagame need no explanation. It's so pedestrian. 44 Speed EVs are needed to outspeed Jolly Azumarrill. It does its job well enough, but Hydro Pump and Will-O-Wisp misses may cost me a battle (and I accept this risk for the utility this Pokemon provides). Walled by Trevenant and Ferrothorn, killed by Charizard Y's Solar Beam, blah, blah, blah...
Hydro Pump allows me to deal with bulky ground types sans Gastrodon, although its ability to do so is drastically compromised when badly poisoned since I would be pressured to switch out. The Hydro Pump nerf really sucks since I really hate Gliscor and I can no longer guarantee a KO (with only 32 SAtk EVs, a rather small price to pay) without hazards or Rain if I correctly predict it absorbing a Volt Switch and with RNGesus guiding the 120 BP Hydro Pump to its target.
Will-O-Wisp also some utility against Mamoswine leads, by breaking its Focus Sash, without risking an Endeavor. It gives me an easier time with Mega Mawile, Bisharp, and perhaps Aegislash.
I actually find myself using Hydro Pump more than Volt Switch early in the game. In other words, I fear Volt Switch being absorb by a Ground switch in, and also outspeeding other Rotom-W. My reluctance to use Volt Switch comes from a fear of giving my opponent free turns. Also, its Volt Switch does not necessarily provide me with free switches since I deem it to be too fast. For instance, one can predict a switch out against Ferrothorn, and Ferrothorn can nail it with Thunder Wave. Nevertheless, I still deem Volt Switch to have more utility than Thunderbolt or Discharge, but my style of playing does not allow me to exploit Volt-Turn tactics. Despite this, I find its typing, attacks, and utility moves to be invaluable.
----
I may switch this out during the suspect test (no Genesect) for an Assault Vest Slowbro who also deals with Talonflame (with the more reliable Scald). Mandibuzz gives me Defog support (although this is useless against Flying spam teams), a better Recovery move, and bulk, at the expense of offensive presence (only Foul Play and Mandi can be Burn bait).

http://xous54.deviantart.com/art/Landorus-Sacred-forme-302515923
Eric Foreman M.D. (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Atk / 8 Spd
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Well, this Pokemon is primarily used to deal with Talonflame, Excadrill, and Aegislash, and to provide the invaluable Stealth Rock. Stone Edge, despite the accuracy issues, is the best answer to Talonflame without Rocks. Priority Roost and Brave Bird are especially dangerous, and Stone Edge abruptly ends that with one attack. This is also the best offensive partner for Rotom-W, since it counters Excadrill who can threaten it with Mold Breaker Earthquake. Redundancy is needed against Flying spam teams, since Rotom-W and Lando-T do not have reliable recovery, and Conkeldurr is a liability.
Using Stone Edge occasionally allow me to punish any Flying types hoping for a free switch, and at least let me signal that I am not that predictable.
Adamant max attack allows me to OHKO Mega Mawile with Earthquake without Lando-T being Intimidated. Also, Gyarados and Dragonite are KOed after Stealth Rock. It also allows me to put maximum offensive pressure on Fairies and the Blobs. 8 Speed Evs allow me to creep 44 Speed Rotom-W.
I mainly value U-Turn to get out of Rotom-W while doing a respectable ~20%. Lamentably, it cannot break Gengar or Gliscor Subs. Knock Off may be better for me though since it punishes Gliscor on the switch.
I can argue that this is the best Stealth Rock setter in OU due to its ability to handle relevant metagame threats with the exception of Rotom-W and Genesect, especially if one is concerned about Excadrill and Talonflame: Ferrothorn is forced out by Heatran and Talonflame, and its user often has to predict against Fire type switches with Thunder Wave; Heatran fears Excadrill and Landorus-T's Earthquake and Rotom-W's Hydro Pump; Tyranitar is an Earthquake, fighting and Burn liability. Garchomp as a Stealth Rock setter makes me vulnerable to other Garchomp with a Scarf, Latios/Latias (as they compound Kyurem-B lack of speed and weakness to Dragon) and Fairies
It can beat Assault Vest Conkeldurr one-on-one due to its powerful Earthquake and Intimidate, despite its Ice Punch.
I hate Gen 6 Gliscor and this thing is largely Sub bait.

http://raidiance.deviantart.com/art/Gengar-182332724
Allison Cameron MD (Gengar) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Sludge Bomb
- Pain Split
- Substitute
Gengar has received a huge buff in Gen 6. One reason why I did not like it in Gen 5 was it could only 2HKO Skarmory with Focus Blast. For me, a minimum requirement for a Special attacker on its offensive prowess its it ability not be walled by the standard physically defensive Skarmory (not that it would stay in in this Gen), and the Steel nerf/Ghost buff remedies this. Gengar's LO Shadow Ball is one of the most powerful neutral attacks this Gen that can be reliably spammed. Sludge Bomb is especially useful against Rotom-W as there are few super-effective options against it.
Defensively, its typing and ability are highly valuable. It forces out the standard Sub-Toxic Gliscor. Gliscor however may carry Knock Off. It does really well against Breloom, another problematic Pokemon.
Sludge Bomb is absolutely necessary on this team due to the rest of the team's inability to deal with Fairies. I am willing to use Focus Blast, despite the accuracy issues, to at least have a chance at getting past and maintaining momentum against Heatran, Ferrothorn, and Tyranitar. Ferrothorn is especially problematic since it can just lay hazards.
This is one reason why I use Life Orb AND Sludge Bomb:
252 SpA Gengar Sludge Bomb vs. 252 HP / 252+ SpD Sylveon: 176-210 (44.6 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery
Pain Split enables stall breaking and offsets recoil if used against slower teams. Life Orb gives me a 2HKO against Gliscor while with Black Sludge it is a 3HKO.
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Threats:
- Gliscor
- Breloom
- Sylveon (they can take my physical attacks; my most powerful physical attacks are Lando-T's EQ and Kyurem-B's Fusion Bolt. Wish and Protect can PP stall out.)
- Clefable (same with Sylveon except Cosmic Power more makes it difficult to kill them)
- Gastrodon
- Hippowdon
- Trevenant
- Charizard X/Y
Edit: 2/1/14
Things on the chopping block...
1. Thundurus-I...
With Thunderbolt being a quite predictable move against Mandibuzz and Charizard Y, and HP Ice being shitty HP Ice with a lack of STAB, Thundurus-I is a essentially a Choiced Pokemon with a Life Orb. A lack of general power on its coverage moves, I have to predict correctly because it cannot defeat certain Pokemon (notably bulky Excadrill only a 30% KO with no Attack investment) even if I tinker with the EV spread because increased Attack (140 EVs ensures the KO of max HP Excadrill) offensive non-mega Garchomp and Max HP Lando-T become out of range. This EV investment make it
Its lack of bulk, Stealth Rock weakness, and Life Orb recoil, along with the Def drop from Superpower leave me with no margin of error for an incorrect prediction or dice roll. I thought it would give me tactical dominance against Charizard Y opening gambits (I assume no Stealth Rocks because my lead might have been killed or the offensive pressure from attacking leads prevents me from setting up Rocks), but the calculations show that this is impossible to achieve. Regardless of the calcs, Scarfed Ground types beat it anyway, as they often carry a Rock move.
While Superpower does respectable damage to Heatran and Blissey, I do not think I suffer from Blissey that much. Gengar and Latios do not seem problematic either.
Some variant of Ttar to replace it? I dunno.
Heatran with AncientPower checks Mega Charizard Y and also checkmates Talonflame with Roar if Stealth Rock is out as I can Roar it out. If I have Air Balloon I can counter Mega Pinsir as Lava Plume secures a kill with Stealth Rock up.
Ferrothorn can lay hazards. (I do not see much utility for Spikes, but dual Stealth Rock, although unorthodox, allows me to set it up more reliably against teams that can pressure Lando-T, Due to Gliscor's speed, bulk, and typing, only hazards, such as Spikes, can stall break. His fire typing is advantageous against Genesect since I can just out for a kill. Rocky Helmet allows it to be Talonflame death fodder. This team functions well without paralysis support and Thunder Wave just prevents it from being set-up bait.)
Mega Venusaur can kill anything it wants if it can use every attacking move in a pool as a slot and with correct prediction. I do not find it provides much practical offensive utility for a tactical player. It does not provide much positional support by weakening a critical pokemon or strength damaged Pokemon. Synthesis is selfishness; he only heals himself. Leech Seed gets thwarted by Wish. Gliscor is faster and can stall out its moves. It only deals with Fairies. Trevenant burns it, making him easier to kill. I can only kill Mega Saur by burning it without Kyurem-B. (This make its presence valuable, even if Kyurem-B does not score the Mega Venusaur kill himself.)
Chansey seems interesting. The Rotom-W, Landorus-T, Conkeldurr is primarily physically defensive. I can, with information asymmetry with Counter as it is an infrequently used move, kill something using physical attacks against her that are not super-effective. It effectively gives me a win condition: if my opponent has only one physical attack and he is desperate to kill it, I can reserve her against them and then stall out the special attackers.
She can make Talonflame commit suicide. Lol.
Softboiled is the best option to ensure it to be annoying reliably since I really have no attachment to my other Pokemon, except perhaps Kyurem B. Heal Bell or Seismic Toss. Heal Bell really helps Rotom-W. She is ineffective against Rotom-W + Genesect. Largely U-turn bait.
2. Kyurem-B. I literally slapped it on. And it can destroy some defensive cores if I bring it in during the correct time without prediction. The element of skill here is to know when to bring it in. I did not even use it in many of my matches during the ladder run.
I hate stall and I love its ability to destroy cores, but I feel like I do not need it and Kyurem-B is more of a liability than an asset on this team. It dominates against stall, but I do not care about domination as I do not feel it is necessary. And certain other stall motifs destroy it.
It is second on the chopping block because it relies less on prediction to be effective.
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