Hello, everyone
I'm back for my second rmt and am really excited about this one. The following team is probably one of my most solid and successful OR/AS teams, getting me to the top 30 on my alt TheMundane, as well as in and out (hax I love you) of the top 100 on my main, lol.
It basically is built around the offensive core of Gallade + Greninja, what I like to call, Grenade. Without further ado, let's hop right in!
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After looking at Round 14 of CZ's thread on OU Teambuilding, I thought it would be fun to make a successful team around the Grenade core. So naturally, Greninja and Gallade were the first two members of my team. What's great about Grenade is that they beat each other's checks and counters and plow through offensive and defensive teams.
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Next up, I wanted a check to Talonflame, as well as a pivot able to check rain and sand, all of which make quick work of the Grenade core. Rotom-W fitted the bill and was thus added to the squad. It provides useful Volt Switch support, allowing Grenade to explode on the right targets. (See what I did there?)
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Looking at the team at this point, I immediately saw a glaring Mega Sableye weakness, as it walls Gallade and can beat Greninja thanks to CM + Recover, as well as set up on Rotom-W. For that reason, I added Clefable to my team. Clef is my go to Mega Sableye stop, status absorber, potential win con late-game and much more. It provides my team with good bulk and support.
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The team up to here was looking great, except for the fact that DD Zard X completely decimates it after a boost. Therefore, a revenge killer was needed and that rk had to be Landorus-Therian. Lando-T is just too good. It intimidates things, revenge kills threats like Zard X and the rare QD Volcarona, and checks the hell out ofliterally nearly everything in OR/AS, be that megas, other stuff, other other stuff, etc.
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= Ayeee not even bad tho
Not having hazard control could prove to be really bad for Grenade. Also, hazards were needed to break sashes and turn 2hko's into ohko's. Who the hell sets up and removes hazards and doesn't suck ass(Donphan)? Ah! Empoleon. Yep, Emp is the final member of my team, and a pretty good one at that. It phazes, defogs, sets up rocks, and burns everything with Scald. It adds much needed bulk to the team, too. Need I say more?
So that was the process behind the construction of this team. Now, let's get into the fun stuff!
A Closer Look:
Greninja @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe --> 92 Atk / 164 SpA / 252 Spd
Naive Nature
- Gunk Shot
- Ice Beam
- Dark Pulse
- Low Kick
Ah, Greninja. The first 1/2 of Grenade <3. I mean, what's there not to love about this menace? It hits the whole damn tier super effectively and outspeeds nearly every unboosted thing. It takes souls. It cracks skulls. It doesn't care about team match up. It is the best mon of OU. This is why I run the frog.
Anyways, for its moves, I went with the new age/hipster mix of Gunk Shot to kill fairies and hit things like Keldeo extremely hard, Ice Beam for defogging dragons/birds and for grass types, Dark Pulse for psychic types like Jirachi and Mew, and finally Low Kick to 2hko Ferro, ohko KB and Tran after rocks, ohko Bisharp, obliterate opposing Empoleon, and just to have fun. 40 Atk EVs are for the ohko on Azumarill with Gunk Shot and to add more kick to low kick. Max speed to speed tie with opposing Gren's and outspeed most of OU, rest in SpA to power up the two special attacks.
Edit: Using the spread suggested by Soulblaster as this allows Gren to ohko Heatran after rocks. I like the spread and Heatran is annoying. I'll see how things go :]
Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Zen Headbutt
The second 1/2 of Grenade is here <3. Mmm, this thing is tasty- junk food tasty. *A-hem*, so this mon right here does one thing: It comes in and sweeps everything, ngaf while at it. In on Lati? Goes for the speed tie, wins it. Rotom comes in? SD's, dodges the willo, wins. Landorus T? Kills it with Close Combat. Fairies? Flinches to death. It just doesn't give a damn.
On a more serious note, though, M-Gallade is my team's premier wall breaker, destroying even the bulkiest of walls after an SD (Rip Skarmory). It breaks down fat mons and weakens cores so the team can clean up, and it does this quite well.
CC is used to obliterate non resists and is extremely powerful even without an SD. Zen Headbutt liquidates the Fighting-resists that care not for CC and has a decent chance to flinch. (Can't go wrong with the flinch chance, son) Knock Off complements the first two moves, decimating Psychic types and removing items from checks. Finally, SD is the wallbreaking button that turns Gallade M-Luke-like. With its coverage and power, switch-ins better be counters unless they want to evaporate (science).
The EVs are fairly standard: max attack to break shit and max speed to outspeed everything up to base 110's, which it can at the very least speed tie with. Yeah so this monster is definitely the BOOM! Of the Grenade.
...The rest of the team basically supports Grenade so yeah there's the team.
Jk, lol. Moving on..
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 88 Def / 124 SpD / 48 Spd --> 252 HP / 212 Def / 44 Spd
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
The most .jpeg mon one team can have but I dun care; it is so good and so consistentso screw you innovators. Lol. Anyways, Rotom-W is the support and the synergy of the team. It burns shit with Will-O-Wisp, pivots in on things thanks to its amazing typing, bulk and resistances, and safely brings the Grenade in on something to explode via Volt Switch.
Shout out to alexwolf for the spread; it allows Rotom to: check Gren if it absolutely has to (tanks 2 Dark Pulses after rocks), With the EV's, Rotom outspeeds max speed jolly Azu and checks Talonflame reliably, which is its main job. Yeah, so Rotom checks Tflame, sand, rain, physical things, blah, blah. Moving on...
EDIT: Changed Rotom-W's EV spread to that suggested by Albacore as this helps with birdspam -and SCIZOR WHICH IS A BIG-ASS THREAT. Plus, Greninja is already handled by Emp + Scarf Lando. (There are painful memories of a Tflame sweep due to weakened Rotom :|)
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Flamethrower (gotta love 100% accuracy and CONSISTENCY)
- Calm Mind
- Moonblast
- Soft-Boiled
Clefable is the win con (lol, like this team needs one hehebwoii) of the team, status-absorber, as well as the glue, checking things that threaten Grenade like fast-ass MLopunny, MSceptile, MegaMan, and others. It also beats MSableye rather reliably. EVs give Clef good mixed bulk so it can check the afformentioned threats, avoiding 2HKO's and what not. Yeah. I went with a CM set cuz win con, duh.Fire Blast over Flamethrower is a really long story but in short: steels like to come in on clef-> fire blast is used on switch -> ded steel type. Flamethrower is for steel types and fairy resists. Moonblast hits everything (except Heatran) Flamethrower doesn't and is nice because of STAB. Calm Mind makes Clef unbreakable on the special side after a few boosts and is run to stallbreak and sweep teams. Finally, Softboiled keeps Clefable healthy so that it can reliably support Grenade throughout their endeavors. Forward, we go....
EDIT: As suggested by ShadowGuy1, Flamethrower replaces Fire Miss. It is > Fire Blast because it hits all the intended targets and has more pp and full accuracy, so run Flamethrower, ok?
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 Def / 252 Atk / 232 Spe
Jolly Nature
- Stone Edge
- Earthquake
- U-turn
- Explosion
I KNOW THIS IS SUPER STANDARD .JPEG AND I DONT CARE SO CAN YOU STOP JUDGING ME? Saying I don't care yet asking you to stop judging me in CAPS.... objection?
So this is the teams' revenge killer. Intimidate + an electric and ground immunity is a must have on teams imo, and Lando provides my team with that. Explosion is for threats I need weakened / ded asap. Standard edgequake is standard, hitting sand teams, birdspam, and random shit neutrally if not super effectively. U-turn is for momentum, forming the voltturn combination with Rotom and bringing Grenade in, nice n safely. I run Jolly to outspeed Adamant Zard X at +1. EVs to outspeed jolly Excadrill by one point, max attack to maximize damage, and the rest in defense for added bulk. Yep. On to the final member..
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Scald
- Stealth Rock
- Defog
- Roar
Empoleon is the hazard control center. It carries out all rock and spike removal operations as well as rock-installation ops. Rocks and spikes may cause the Grenade to malfunction and not go BOOM! so this mon was needed.
Physically defensive Emp is my penguin of choice mainly because it can be a tertiary (that's third) bird check after Rotom-W and Lando-T, and a check to DDnite/zard if things get ugly (by roaring them out, naturally). Emp also checks opposing Greninja nicely and makes for a great Lati switch-in.
Scald is Emp's way of dealing damage (and burning things) and it hits rather hard thanks to Emp's great special attack. Roar is for phazing teams and soft-checking some set up mons. It is fantastic on Emp because it can very easily phaze thanks to its handy resistances and immunities. This thing is just pure gold.
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So there you have it, folks! This is the team. Below, you will find some replays, threats to the team, proof of peak, and the importable.
<<<<<<<<<<<<<THIS!
I'd greatly appreciate your feedback and rates. Really enjoyed building and using this team and hope you enjoystealing using it, too.
:]
I'm back for my second rmt and am really excited about this one. The following team is probably one of my most solid and successful OR/AS teams, getting me to the top 30 on my alt TheMundane, as well as in and out (hax I love you) of the top 100 on my main, lol.
It basically is built around the offensive core of Gallade + Greninja, what I like to call, Grenade. Without further ado, let's hop right in!








After looking at Round 14 of CZ's thread on OU Teambuilding, I thought it would be fun to make a successful team around the Grenade core. So naturally, Greninja and Gallade were the first two members of my team. What's great about Grenade is that they beat each other's checks and counters and plow through offensive and defensive teams.



Next up, I wanted a check to Talonflame, as well as a pivot able to check rain and sand, all of which make quick work of the Grenade core. Rotom-W fitted the bill and was thus added to the squad. It provides useful Volt Switch support, allowing Grenade to explode on the right targets. (See what I did there?)




Looking at the team at this point, I immediately saw a glaring Mega Sableye weakness, as it walls Gallade and can beat Greninja thanks to CM + Recover, as well as set up on Rotom-W. For that reason, I added Clefable to my team. Clef is my go to Mega Sableye stop, status absorber, potential win con late-game and much more. It provides my team with good bulk and support.





The team up to here was looking great, except for the fact that DD Zard X completely decimates it after a boost. Therefore, a revenge killer was needed and that rk had to be Landorus-Therian. Lando-T is just too good. It intimidates things, revenge kills threats like Zard X and the rare QD Volcarona, and checks the hell out of






Not having hazard control could prove to be really bad for Grenade. Also, hazards were needed to break sashes and turn 2hko's into ohko's. Who the hell sets up and removes hazards and doesn't suck ass(Donphan)? Ah! Empoleon. Yep, Emp is the final member of my team, and a pretty good one at that. It phazes, defogs, sets up rocks, and burns everything with Scald. It adds much needed bulk to the team, too. Need I say more?
So that was the process behind the construction of this team. Now, let's get into the fun stuff!
The end goal of this team is either one of the following:
The first is a Clefable sweep; the second is a Grenade clean-up.
Clefable Sweep:
The first is a Clefable sweep; the second is a Grenade clean-up.
Clefable Sweep:
- Grenade works in unison to wear down and/or eliminate key members of the opposing team that are able to stop Clefable, paving the way for it to sweep late-game. Rotom-W, Landorus-T and Empoleon pivot in on threats to both the Grenade and Clefable and can then cripple/weaken them effectively.
- Lando-T, Rotom-W, and Clefable wear down and wittle the opposition with volt-turn and in Clefable's case, Calm Mind-boosted attacks, to allow Grenade to clean up, and Grenade can do this easily thanks to their power and coverage. Empoleon supports the struggle by setting up rocks and removing hazards to help with the wear-down as well as lengthen Grenade's field time.
A Closer Look:

Greninja @ Life Orb
Ability: Protean
EVs: 40 Atk / 216 SpA / 252 Spe --> 92 Atk / 164 SpA / 252 Spd
Naive Nature
- Gunk Shot
- Ice Beam
- Dark Pulse
- Low Kick
Ah, Greninja. The first 1/2 of Grenade <3. I mean, what's there not to love about this menace? It hits the whole damn tier super effectively and outspeeds nearly every unboosted thing. It takes souls. It cracks skulls. It doesn't care about team match up. It is the best mon of OU. This is why I run the frog.
Anyways, for its moves, I went with the new age/hipster mix of Gunk Shot to kill fairies and hit things like Keldeo extremely hard, Ice Beam for defogging dragons/birds and for grass types, Dark Pulse for psychic types like Jirachi and Mew, and finally Low Kick to 2hko Ferro, ohko KB and Tran after rocks, ohko Bisharp, obliterate opposing Empoleon, and just to have fun. 40 Atk EVs are for the ohko on Azumarill with Gunk Shot and to add more kick to low kick. Max speed to speed tie with opposing Gren's and outspeed most of OU, rest in SpA to power up the two special attacks.
Edit: Using the spread suggested by Soulblaster as this allows Gren to ohko Heatran after rocks. I like the spread and Heatran is annoying. I'll see how things go :]

Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Zen Headbutt
The second 1/2 of Grenade is here <3. Mmm, this thing is tasty- junk food tasty. *A-hem*, so this mon right here does one thing: It comes in and sweeps everything, ngaf while at it. In on Lati? Goes for the speed tie, wins it. Rotom comes in? SD's, dodges the willo, wins. Landorus T? Kills it with Close Combat. Fairies? Flinches to death. It just doesn't give a damn.
On a more serious note, though, M-Gallade is my team's premier wall breaker, destroying even the bulkiest of walls after an SD (Rip Skarmory). It breaks down fat mons and weakens cores so the team can clean up, and it does this quite well.
CC is used to obliterate non resists and is extremely powerful even without an SD. Zen Headbutt liquidates the Fighting-resists that care not for CC and has a decent chance to flinch. (Can't go wrong with the flinch chance, son) Knock Off complements the first two moves, decimating Psychic types and removing items from checks. Finally, SD is the wallbreaking button that turns Gallade M-Luke-like. With its coverage and power, switch-ins better be counters unless they want to evaporate (science).
The EVs are fairly standard: max attack to break shit and max speed to outspeed everything up to base 110's, which it can at the very least speed tie with. Yeah so this monster is definitely the BOOM! Of the Grenade.
...The rest of the team basically supports Grenade so yeah there's the team.
Jk, lol. Moving on..

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 88 Def / 124 SpD / 48 Spd --> 252 HP / 212 Def / 44 Spd
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
The most .jpeg mon one team can have but I dun care; it is so good and so consistent
EDIT: Changed Rotom-W's EV spread to that suggested by Albacore as this helps with birdspam -and SCIZOR WHICH IS A BIG-ASS THREAT. Plus, Greninja is already handled by Emp + Scarf Lando. (There are painful memories of a Tflame sweep due to weakened Rotom :|)

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Flamethrower (gotta love 100% accuracy and CONSISTENCY)
- Calm Mind
- Moonblast
- Soft-Boiled
Clefable is the win con (lol, like this team needs one hehebwoii) of the team, status-absorber, as well as the glue, checking things that threaten Grenade like fast-ass MLopunny, MSceptile, MegaMan, and others. It also beats MSableye rather reliably. EVs give Clef good mixed bulk so it can check the afformentioned threats, avoiding 2HKO's and what not. Yeah. I went with a CM set cuz win con, duh.
EDIT: As suggested by ShadowGuy1, Flamethrower replaces Fire Miss. It is > Fire Blast because it hits all the intended targets and has more pp and full accuracy, so run Flamethrower, ok?

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 Def / 252 Atk / 232 Spe
Jolly Nature
- Stone Edge
- Earthquake
- U-turn
- Explosion
I KNOW THIS IS SUPER STANDARD .JPEG AND I DONT CARE SO CAN YOU STOP JUDGING ME? Saying I don't care yet asking you to stop judging me in CAPS.... objection?
So this is the teams' revenge killer. Intimidate + an electric and ground immunity is a must have on teams imo, and Lando provides my team with that. Explosion is for threats I need weakened / ded asap. Standard edgequake is standard, hitting sand teams, birdspam, and random shit neutrally if not super effectively. U-turn is for momentum, forming the voltturn combination with Rotom and bringing Grenade in, nice n safely. I run Jolly to outspeed Adamant Zard X at +1. EVs to outspeed jolly Excadrill by one point, max attack to maximize damage, and the rest in defense for added bulk. Yep. On to the final member..

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Scald
- Stealth Rock
- Defog
- Roar
Empoleon is the hazard control center. It carries out all rock and spike removal operations as well as rock-installation ops. Rocks and spikes may cause the Grenade to malfunction and not go BOOM! so this mon was needed.
Physically defensive Emp is my penguin of choice mainly because it can be a tertiary (that's third) bird check after Rotom-W and Lando-T, and a check to DDnite/zard if things get ugly (by roaring them out, naturally). Emp also checks opposing Greninja nicely and makes for a great Lati switch-in.
Scald is Emp's way of dealing damage (and burning things) and it hits rather hard thanks to Emp's great special attack. Roar is for phazing teams and soft-checking some set up mons. It is fantastic on Emp because it can very easily phaze thanks to its handy resistances and immunities. This thing is just pure gold.
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So there you have it, folks! This is the team. Below, you will find some replays, threats to the team, proof of peak, and the importable.





Some of these replays showcase some different sets on the team, but I sometimes go back and forth with move sets and what not, plus a lot of this was pre mence ban so yeah. Enjoy.
http://pokemonshowdown.com/replay/ou-186975034
http://replay.pokemonshowdown.com/ou-186941524
http://replay.pokemonshowdown.com/ou-186954668
http://replay.pokemonshowdown.com/ou-187999888
http://replay.pokemonshowdown.com/ou-186944070
^ this match tho!! Too close
http://pokemonshowdown.com/replay/ou-186975034
http://replay.pokemonshowdown.com/ou-186941524
http://replay.pokemonshowdown.com/ou-186954668
http://replay.pokemonshowdown.com/ou-187999888
http://replay.pokemonshowdown.com/ou-186944070
^ this match tho!! Too close
Greninja @ Life Orb
Ability: Protean
EVs: 92 Atk / 164 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Low Kick
- Dark Pulse
Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Zen Headbutt
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 Def / 252 Atk / 232 Spe
Jolly Nature
- Stone Edge
- Earthquake
- U-turn
- Explosion
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Scald
- Stealth Rock
- Defog
- Roar
Ability: Protean
EVs: 92 Atk / 164 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Low Kick
- Dark Pulse
Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Zen Headbutt
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 Def / 252 Atk / 232 Spe
Jolly Nature
- Stone Edge
- Earthquake
- U-turn
- Explosion
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Scald
- Stealth Rock
- Defog
- Roar
I'd greatly appreciate your feedback and rates. Really enjoyed building and using this team and hope you enjoy
:]
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