Don’t Fear the Reaper
Introduction
Introduction
The purpose of this team is to focus on the wall-breaking potential of Mega Garchomp, and to cover up its weaknesses against offense and faster pokemon with access to super effective moves.
In-Depth

Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Swords Dance
Here we have the star of the team, Mega Garchomp. An absolute monster against balance and arguably the best wall breaker in OU. Not only does it tear through stall, but when pokemon over positive natured 95 speed tier are removed, then Mega Chomp has a field day against offense, being able to take neutral hits from most unboosted attackers in the game and 2HKOing all of them. Ground-Dragon stab allows for Chomp to smack most of the metagame for neutral coverage, all except Togekiss and Skarmory. Rather than packing Stone Edge for Togekiss, Fire blast is able to 2HKO Sp. Def. Skarmory, Ferrothorn, and Mega Scizor. I chose Fire blast over Fire Fang because while fire fang does get the Swords dance boost and has higher accuracy, Fire Blast is much more spammable and doesn't require the Swords Dance boost. These EVs allow for Mega Chomp to outspeed positive natured base 100s (the mega charizards, jirachi, Manaphy, Mega Medicham, etc.) prior to Mega Evolution, and post-Mega still able to outspeed neutral natured base 100s.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Earthquake
- Stone Edge
- Slack Off
- Stealth Rock
In order to optimize the Mega Garchomp sweep, having a pokemon that allows for Garchomp to use it's ability Sand Force. This means that one of three pokemon can be used, Hippopotas, Hippowdon, or Tyranitar. Tyranitar may not share any weaknesses with Garchomp, I picked Hippowdon for it being able to check the same physical attackers Tyranitar checks, but also gets access to stab Earthquake and Slack Off. This certain EV spread allows for Hippowdon to always live +0 life orb Thundurus's grass knot,
252 SpA Life Orb Thundurus Grass Knot (120 BP) vs. 252 HP / 168 SpD Hippowdon: 354-416 (84.2 - 99%) -- guaranteed 2HKO after Leftovers recovery, and the remaining EVs are put into Defense to never be 2HKOd by Adamant Excadrill's Life orb after Stealth rocks and Leftovers recovery (252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 88+ Def Hippowdon: 175-208 (41.6 - 49.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery). Earthquake is for stab coverage and to beat the steel types in the tier, stone edge to hit the genies, talonflame, rotom-wash on the switch in, and to pop Excadrill's air balloon. Stealth rock allows for some needed KOs for Chomp, and Slack off lets Hippo reliably counter physical attackers by regaining health.

Talonflame
Ability: Gale Wings
EVs: 248 HP / 4 Atk / 196 SpD / 60 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance
While Mega Garchomp can handle balance, stall, and even trick room reliably, it has trouble against most forms of offense; and that's where Talonflame comes in. Thanks to Gale wings prioritizing all flying type moves, Talonflame has access to the strongest priority move in the game in Brave bird, and the second strongest in Acrobatics. With access to this strong priority, Talonflame can shred through most teams without a flying resist, especially offense. I ended up choosing Acrobatics over Brave bird, only because without an item, Talonflame can beat Weavile and/or Bisharp better than if if had Leftovers. In addition, because Acrobatics doesn't have any recoil, Talonflame doesn't need to constantly Roost to maintain its HP. With these EVs, Talonflame outspeeds 252+ speed Excadrill and can burn it with a will-o-wisp without the risk of being flinched to death. And with this Sp. Def it's able to never be 2HKO'd by Timid Mega Charizard Y's Fireblast. And with an Odd number of HP, it's able to switch in to Stealth Rocks 3 times rather than 2. Roost let's Talonflame set up on Clefable, Mega Charizard Y, and even Weavile reliably by maintaining HP. Finally, swords dance allows for Talonflame to achieve its sweep by doubling its attack.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 204 Def / 52 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Spikes
- Leech Seed
Ferrothorn acts as a check to Azumarill, who otherwise shreds through this team. In addition it's a check to non-focus blast Thundurus, and acts as a switch into most special and physical attackers, which alleviates pressure from Hippowdon. The EV spread prevents Ferrothorn from ever being 2HKO'd by Adamant Life orb excadrill with stealth rocks up (252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 204+ Def Ferrothorn: 148-175 (42 - 49.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery). Gyro ball let's Ferro hit the fastest pokemon in the tier (lati@s, Mega Zam, etc.) and to 2HKO on Clefable. Power whip is to smack bulky waters, in particular azumarill, suicune, rotom-wash, and quagsire. Leech seed's for additional recovery. However, spikes is the key move on Ferrothorn and why I added it to this team. With stealth rock+spikes, Mega Garchomp and/or Talonflame can tear apart stall and balance, and due to Ferrothorn’s bulk and typing it can set up spikes on the majority of the OU meta.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Rapid Spin
- Recover
One of the biggest threats to this team is Keldeo, with a single prediction, specs Keldeo can 2HKO the Ferro and can then pound through the team with Scald/Hydro pump. In order to alleviate that, one of several Keldeo counters could be used. I then had to decide between Latios, Latias, and Starmie, because these three also have the ability to remove hazards, defog for the two former and rapid spin for the latter. Due to the spikes stacking from Ferrothorn, I decided to go with Defensive Starmie, because with max HP, Starmie is better suited to dealing with Keldeo. This spread allows for Starmie to outspeed Thundurus, one of the biggest threats to this entire team, and the 110 speed tier. The defensive investment allows for Starmie to take hits from Mega Charizard X and Adamant Orb Excadrill easier. Then, with 4 Sp. Atk. evs, Starmie has a guaranteed OHKO against Hex Gengar. Scald gives Starmie a 30% chance to burn anything coming in and acts as a strong water stab move for Heatran, Excadrill, Landorus, Garchomp, and other physical attackers. Psyshock prevents Sub-CM Keld from setting up on Starmie, and to OHKO Gengar. And then Rapid spin to remove hazards and Recover to maintain HP.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
To round out this team, I wanted something that can give U-turn momentum and can healing wish. Jirachi was the ideal pick because it acts as a Lati switch in, and as an ice resist against Kyurem and Weavile. The choice scarf is used to outspeed the aforementioned threats, and to outspeed Mega Lopunny, Tornadus-T, and Mega Zam. The EV spread works in tandem with the item to maximize speed and damage output. Iron head is used for a strong, steel type stab that allows Jirachi to counter OU's numerous fairy types and for the flinch chance. U-turn is for the momentum on the opponents switch and to give the opportunity to switch into Garchomp or Talonflame to set up, or into Hippo or Ferro to lay down hazards. I wanted Healing wish because, even though I have natural cure Starmie, this team is weak to will-o-wisp and toxic spam and healing wish acts as a trump card to either bring Garchomp back to pummel stall, or a wall to beat offense. Finally, fire punch is used in place of Heart Stamp to 2HKO Ferrothorn, Mega Scizor, and Skarmory who are otherwise nuisances to this team.
Threatlist:
Conclusion:
The Mega Garchomp+Talonflame core works well against all play styles; thanks to Garchomp ripping apart stall and balance and Talonflame destroying Offense. But thanks to the hazard support from Hippowdon, Ferrothorn, and Starmie, these two pokemon are given the support they need to overwhelm any and all playstyles. And in order to secure these circumstances, Jirachi always stands by to provide Healing Wish support, or even a few much needed flinches.
Importable:
Garchomp-Mega @ Garchompite Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Swords Dance
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Earthquake
- Stone Edge
- Slack Off
- Stealth Rock
Talonflame
Ability: Gale Wings
EVs: 200 HP / 248 Atk / 60 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Spikes
- Leech Seed
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Rapid Spin
- Recover
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
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