XY OU Dual Scarf HO Team

Hey Smogon,

It's been a while since I posted here. I checked my inbox and it seems that my last post was sometime around 8 years ago. I've been playing plenty of pokemon since then - I didn't play much 5th gen but when I heard they were doing ORAS I went out and got a 3ds and a copy of X. I got into competitive battling again after finding out how easy it is to breed competitive pokemon, especially since I have a full set of dittos for breeding any hidden power or just straight up perfect IVs.

Anway, I've been using this team both on Showdown and on my cart to a good amount of success, so I figured I'd see how you guys thought I could improve.

Team:

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Let's start with my favorite team member, Zapdos.

Zapdos @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Heat Wave

I built this team around Zapdos because I happened to get a really good one on my X after only a few hours of SRing. This is my most frequent lead. I usually Volt Switch for damage and to switch to the appropriate mon, though I've been able to get quite a few surprise KOs by anticipating a Landorus switch in. Given the prevalence of Landorus, and to a lesser extent Gliscor, Hidden Power Ice is invaluable on Zapdos. I've actually found myself killing off the aforementioned threats more often than double weak dragons. The choice scarf really helps me take out things like Garchomp, +1 Dragonite, or really most anything that's not scarfed. Heat Wave takes out Ferrothorn and Scizor. 0 Atk for minimum foul play and confusion damage.

Though Zapdos is my favorite pokmeon, Bisharp is perhaps the most important member of my team.

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

Bisharp's most important function is to switch into defoggers, most often Lati@s. Then at +2, he can often take out 1-3 members of the opponent's team. Pursuit is super useful to kill off the latis once the've realized the huge mistake they made in using defog. Everything else is pretty obvious - Knock Off for realiable STAB and its side effect, Iron Head for killing fairies, and Sucker Punch to kill before Bisharp is killed first. Black Glasses over life orb because I've been stopped in the middle of a sweep by recoil before and it sucks.

At first I thought having once choice scarf mon was enough, but I found myself getting cock blocked by DD Charizard X, so I got a Scarfchomp.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 SpA / 252 Atk / 252 Spe
Naive Nature
- Fire Blast
- Earthquake
- Outrage
- Stealth Rock

In addition to revenge killing anything without a scarf and many things with one, Scarfchomp is also my SR setter. It's not my favorite configuration - many times I find myself wishing that I could attack after setting rocks - but being able to revenge kill is more important. Otherwise, base 100 speed scarfers could be a big threat for me.

In putting the team together, I realized I needed to be able to clear hazards, as I find myself relying on Zapdos's Volt Switch quite a bit, so I chose Starmie.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Ice Beam
- Scald
- Rapid Spin
- Psychic

Bulky Starmie. Switch in, rapid spin, attack or switch out. I've been running recover on my Starmie since I started using it, but Mega Venusaur kind of has a field day with my team so I'm trying out psychic. I could get rid of Ice beam but it's great for disposing of Thundurus on the switch, and I can't not have scald or Heatran walks all over my team.

Stealth Rocks aren't quite enough hazards for my team, as I find I cause a lot of switches with just Garchomp and Zapdos. So I needed a spiker, and I picked Klefki.

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Foul Play
- Spikes

Dual Screens ftw. Seriously, having screens on Klefki has saved my ass more times than I can count. Sometimes I'll lead off with Klefki if the opponent's team calls for having dual screens up from the start. If not, it's very handy to have waiting in the wings to take a rock attack meant for Zapdos, an ice attack meant for Garchomp, or even a fairy attack meant for Sableye. I usually just try to set up screens and lay down as many layers of spikes as I can, though if they send in their rapid spinner or defogger I'll switch to the appropriate counter. Which leads me to the last mon on the team:

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Will-O-Wisp
- Shadow Ball
- Recover

Ah Sableye, perhaps the best spinblocker the game has ever seen. He doesn't like fairies or any moves with a 30% chance of burn/poison, but other than that he'll take most attacks like a champ. The only spinner that gives him trouble is Acid Spray Tentacruel, but I've not seen any in a little while. Plus, Magic Bounce is always an amazing ability, even more on a defensive pokemon like M-Sableye (as opposed to, say, M-Absol) though people are more familiar with it now than a the start of ORAS. Sableye is mostly used for his ability and to take attacks that the other team members can't handle.

Well that's it for the team. As for threats, the biggest threat I've noticed so far is Mega Venusaur. None of my mons can do over half to physically defensive variants, and it can just stall out attacks with synthesis. Any suggestions?

I've been having few other problems with specific pokemon, though. What do you guys think of my team?
 
Since Zapdos isn't too offensive, it's usually used for a defensive wall, meaning a Scarf is practically useless on the Cheese Bird. Same with Garchomp, the Stealth Rock set is bad on him since he is locked into Stealth Rock. Yeah, Scarf is cool and all, but if you don't have Trick/Switcheroo, it's mandatory you don't run a non-offensive move.

So I guess to fix those two keep the Chomp set, but just replace the Item with Focus Sash or Lum Berry for better Longevity, since it will heal the burn or survive a Fairy/Ice attack too guarantee rocks also.

Get rid of Sableye. Sableye has NO place on HO teams since it is more of a stall Pokemon, and has no offensive capability on HO without a Calm Mind boost. As a main player of HO, I would know this from experience. Instead, maybe try a good mega like Manectric since you seem to want a speedy Electric type, replace Zapdos with this since it is a better offensive Pokemon. Here's the main set you should use.

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power Ice

If you truly want a "Spin Blocker", then use Gengar instead of Sableye and Latios instead of Klefki. Gengar is a powerful Special Attacker, and pretty good Spin Blocker. While Latios can be your speedy Screen Setter since on HO you really don't have defensive walls. Here are good sets to use.

Latios @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Memento
- Draco Meteor

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Giga Drain / Focus Blast
- Taunt

It may seem I'm tearing your team apart and rebuilding it, but I'm truly trying to help you be successful with this team.

I hope this helps you a bit more.
 
Hey fren! Your team has nice potential but lacks an identity, so here are my recommendations. Instead of running scarf Garchomp with SR I would recommend you run an offensive lead SR Chomp as its more fitted to HO and provides immediate pressure from the start and nearly always gets up rocks. Next I think adding a volt-turn core of Mega Manectric and Scarf Landorus-T would work nicely over Sableye and Zapdos, as Sableye doesn't fit the presences of HO at all and Zapdos is hugely out classed by Mega Manectric. Finally I believe running spec Keldeo over Klefki is a much more effected choice, as yet again klefki fails to fit the presences of HO well and keldeo is one of the strongest mons in the current meta as well as having the ability to check mons like bisharp making it a prefect suit to your team.

Sets:
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance

This set is simply, lead off with it get up rocks on potentially threatened mons switch. It also gives you the ability to get a early game clean with SD and make more options for the rest of your team later on.

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power Ice

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge

Lando and Manectric has defined volt-turn since the beginning of x&y and has helped break down teams and provided many opportunity for free switch ins for other members of the team. The EVs on Lando allow you to live a +1 sucker punch from bisharp while still being able to out speed most of the un-boosted meta.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power Bug

Like I said Keldeo is one of the prime and top notch members of the meta, and with its specs set it allows you to obliterate opposing teams and there so called "switch ins". [hide/]
 
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