So this is my first post on this site, first RMT, and I tend not to be super competitive about my teams so this isn't going to be the best team ever. I have something of a tendency to try and mess around with a lot of lower tier, kind of weak 'mons, so I'd never been beyond 1200 on the OU ladder. I decided to try and make a competitive team, and using this team I managed to make it up to just under 1450 on the ladder. Not particularly impressive, but it was an accomplishment I'm pretty proud of, considering I'm fairly new to competitive battling. Anyways, here's the team at first glance
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz/Energy Ball
- Volt Switch
- Sticky Web
This is my usual lead, generally to set up Sticky Web and then get off some good damage, or potentially start attacking right away, depending on their lead. With an accurate Thunder thanks to Compound Eyes and access to Volt Switch in case it is a threat to their team and I want to keep it alive, it's a decent special attacker and a good lead, rolled up into one. Considering running Energy Ball for better overall coverage with the team, as I do have a few moves to hit psychic or dark types already.
Medicham @ Medichamite
Ability: Pure Power
EVs:252 HP / 252 Atk / 4 SpD / 252 Speed, suggested by Jirachie
Adamant Nature
- Fake Out
- Bullet Punch
-Drain Punch Hi Jump Kick
- Psycho Cut
Not much to say about this guy. Double priority to deal damage as fast as I can if I can't outspeed (and often I can't, since I'm not running any speed) and then double STAB to hit hard and maybe regain some health from Drain Punch if I can. I decide to run Psycho Cut over Zen Headbutt as the higher chance to crit has served me better than the slight power increase and the flinch chance in the past. Plus I don't feel the minimal power increase is worth the chance to miss.
Honchkrow @ Leftovers
Ability: Moxie
EVs:252 HP / 252 Atk / 4 SpD / 252 Speed
Adamant Nature
- Brave Bird
- Sucker Punch
-Drill Peck Superpower
- Roost
This guy is a pretty good sweeper, Roost and Leftovers to stay alive as long as possible to keep the Moxie boost(s) alive. Brave Bird for powerful STAB move, Sucker Punch for priority, as I'm running no speed on this either, so it gets outsped often, as well as STAB again and Drill Peck in case I don't need quite as much power as a Brave Bird to take something out, thus leaving me with more HP.
Greninja @ Life Orb
- Ice Beam
-Dark Pulse HP Fire
-Surf Hydro Pump
- Extrasensory
Greninja is my alternative lead, in case I can easily predict what my opponent will lead with and counter it with something my Greninja has. It also serves as a fast and hard hitting Special Attacker, obviously. My team needs something fast to help it out a bit sometimes and Greninja is great for that. Moves are all STAB, of course, and get some decent type coverage with them. Not a whole to say about this set, fairly typical I'd think.
Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Knock Off
Now the Mamoswine. I have the EQ and Icicle Crash for good power STAB moves, and Knock Off for when I know I'll scare them into switching. Ice Shard for priority (once again important because of the very low speed), especially against 'mons like Garchomp who is 4x weak to Ice, making an OHKO with the Choice Band (or sometimes in Gliscor's case, getting it low enough for Fake Out or BP from M-Medicham to finish it off).
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
And last but not least, Thundurus, another speedy Special Attacker. Prankster T-Wave for incapacitating and enemy sweepers that rely on speed, Thunderbolt for powerful STAB, Flash Cannon for a bit of coverage against those pesky Fairies and HP Ice mostly for Gliscor, as it is a bit of a problem for this team if Mamo is out or it's invested fully in Def + HP. Superpower was suggested over Flash Cannon, but seeing as the Attack is really so low compared the the Special Attack and I have Fighting type moves on two other 'mons, I'm deciding to keep the Flash Cannon for now.
So that's my first real attempt at a competitive OU team in X&Y. Please leave suggestions and ideas on how to improve it, I will be trying to update this team with you guys' help!

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz/Energy Ball
- Volt Switch
- Sticky Web
This is my usual lead, generally to set up Sticky Web and then get off some good damage, or potentially start attacking right away, depending on their lead. With an accurate Thunder thanks to Compound Eyes and access to Volt Switch in case it is a threat to their team and I want to keep it alive, it's a decent special attacker and a good lead, rolled up into one. Considering running Energy Ball for better overall coverage with the team, as I do have a few moves to hit psychic or dark types already.

Medicham @ Medichamite
Ability: Pure Power
EVs:
Adamant Nature
- Fake Out
- Bullet Punch
-
- Psycho Cut
Not much to say about this guy. Double priority to deal damage as fast as I can if I can't outspeed (and often I can't, since I'm not running any speed) and then double STAB to hit hard and maybe regain some health from Drain Punch if I can. I decide to run Psycho Cut over Zen Headbutt as the higher chance to crit has served me better than the slight power increase and the flinch chance in the past. Plus I don't feel the minimal power increase is worth the chance to miss.

Honchkrow @ Leftovers
Ability: Moxie
EVs:
Adamant Nature
- Brave Bird
- Sucker Punch
-
- Roost
This guy is a pretty good sweeper, Roost and Leftovers to stay alive as long as possible to keep the Moxie boost(s) alive. Brave Bird for powerful STAB move, Sucker Punch for priority, as I'm running no speed on this either, so it gets outsped often, as well as STAB again and Drill Peck in case I don't need quite as much power as a Brave Bird to take something out, thus leaving me with more HP.

Greninja @ Life Orb
- Ice Beam
-
-
- Extrasensory
Greninja is my alternative lead, in case I can easily predict what my opponent will lead with and counter it with something my Greninja has. It also serves as a fast and hard hitting Special Attacker, obviously. My team needs something fast to help it out a bit sometimes and Greninja is great for that. Moves are all STAB, of course, and get some decent type coverage with them. Not a whole to say about this set, fairly typical I'd think.

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Knock Off
Now the Mamoswine. I have the EQ and Icicle Crash for good power STAB moves, and Knock Off for when I know I'll scare them into switching. Ice Shard for priority (once again important because of the very low speed), especially against 'mons like Garchomp who is 4x weak to Ice, making an OHKO with the Choice Band (or sometimes in Gliscor's case, getting it low enough for Fake Out or BP from M-Medicham to finish it off).

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
And last but not least, Thundurus, another speedy Special Attacker. Prankster T-Wave for incapacitating and enemy sweepers that rely on speed, Thunderbolt for powerful STAB, Flash Cannon for a bit of coverage against those pesky Fairies and HP Ice mostly for Gliscor, as it is a bit of a problem for this team if Mamo is out or it's invested fully in Def + HP. Superpower was suggested over Flash Cannon, but seeing as the Attack is really so low compared the the Special Attack and I have Fighting type moves on two other 'mons, I'm deciding to keep the Flash Cannon for now.
So that's my first real attempt at a competitive OU team in X&Y. Please leave suggestions and ideas on how to improve it, I will be trying to update this team with you guys' help!
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