I built this team around gengar because it's my favorite pokemon and I had stumbled upon this core of Gengar, TTar, Magnezone a while back and decided to try it out. I would love the expertise that's on smogon to help me make Gengar into a force to be reckoned with again, and also for your brilliant EV spreads because I'm awful at it.
Here's the team:
Gengar:

I chose gengar because it's my favorite mon, but also because it is still a threatening attacker with LO. I put taunt/three attacks because it makes it a useful lead against many BP/stall teams. Sludge wave and shadow ball for STAB and focus blast for coverage.
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt
Tyranitar:

This is the second member of the core. I chose the physically defensive set in order to deal with talonflame and for longevity of sand turns since he has no recovery. It also makes rocks almost guarenteed on the first turn which is very helpful for gengar to OHKO threats. I still can't decide between crunch and pursuit so I'd like some help on that.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 156 Def / 104 SpA
Relaxed Nature
- Stealth Rock
- Crunch
- Fire Blast
- Ice Beam
Rotom Wash:

Scarf Landorus-T was a major threat to my team before. Now with the defensive variant of RotomW i can effectively check it. It also helps take some of the load off of ttar for checking all the annoying flying spam. it also serves as the primary check to BD Azumarril.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Conkeldurr:

I chose this assault vest conkeldurr because it's a great sponge, and doesn't mind getting status because with the guts boost it's one of the biggest threats in OU if you don't have a talonflame. This thing does wonders for me, I chose the standard moveset for coverage, priority, and recovery.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Knock Off
- Ice Punch
- Mach Punch
- Drain Punch
Excadrill:

I chose excadrill because with smooth rock ttar, it just makes sense. with sandrush there's almost nothing that can stop excadrill from wreaking havoc on opposing teams. I put air baloon to come in on predicted EQs. I put rapid spin over SD because with zard on the team rocks cripple a major threat.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Iron Head
- Earthquake
- Rapid Spin
Mega Charizard Y:

I chose Zard Y as a second wall breaker and because it made a lot of sense if i'm going to dedicate a move slot on drill for rapid spin. this thing is a major threat in the OU metagame unless you have a dedicated counter to it pretty much. Sun boosted fire blast OHKOs just about anything that doesn't resist it.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Importable:
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 156 Def / 104 SpA
Relaxed Nature
- Stealth Rock
- Crunch
- Fire Blast
- Ice Beam
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Knock Off
- Ice Punch
- Mach Punch
- Drain Punch
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Iron Head
- Earthquake
- Rapid Spin
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Here's the team:
Gengar:

I chose gengar because it's my favorite mon, but also because it is still a threatening attacker with LO. I put taunt/three attacks because it makes it a useful lead against many BP/stall teams. Sludge wave and shadow ball for STAB and focus blast for coverage.
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt
Tyranitar:

This is the second member of the core. I chose the physically defensive set in order to deal with talonflame and for longevity of sand turns since he has no recovery. It also makes rocks almost guarenteed on the first turn which is very helpful for gengar to OHKO threats. I still can't decide between crunch and pursuit so I'd like some help on that.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 156 Def / 104 SpA
Relaxed Nature
- Stealth Rock
- Crunch
- Fire Blast
- Ice Beam
Rotom Wash:

Scarf Landorus-T was a major threat to my team before. Now with the defensive variant of RotomW i can effectively check it. It also helps take some of the load off of ttar for checking all the annoying flying spam. it also serves as the primary check to BD Azumarril.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Conkeldurr:

I chose this assault vest conkeldurr because it's a great sponge, and doesn't mind getting status because with the guts boost it's one of the biggest threats in OU if you don't have a talonflame. This thing does wonders for me, I chose the standard moveset for coverage, priority, and recovery.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Knock Off
- Ice Punch
- Mach Punch
- Drain Punch
Excadrill:

I chose excadrill because with smooth rock ttar, it just makes sense. with sandrush there's almost nothing that can stop excadrill from wreaking havoc on opposing teams. I put air baloon to come in on predicted EQs. I put rapid spin over SD because with zard on the team rocks cripple a major threat.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Iron Head
- Earthquake
- Rapid Spin
Mega Charizard Y:

I chose Zard Y as a second wall breaker and because it made a lot of sense if i'm going to dedicate a move slot on drill for rapid spin. this thing is a major threat in the OU metagame unless you have a dedicated counter to it pretty much. Sun boosted fire blast OHKOs just about anything that doesn't resist it.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Importable:
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 156 Def / 104 SpA
Relaxed Nature
- Stealth Rock
- Crunch
- Fire Blast
- Ice Beam
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Knock Off
- Ice Punch
- Mach Punch
- Drain Punch
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Iron Head
- Earthquake
- Rapid Spin
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
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