XY OU Loss of Deoxys=Team Changes

Well, the banning of Deoxys D makes a harsh blow to my main team. I lost a lot of utility, and I've got to work out a replacement. To that end, I'm hoping that someone here can give me a bit of advice. Here's the team that I was using pre-ban:


Deoxys-D @ Red Card
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Jolly nature, 252 HP, 252 Speed, 4 Sp. Def
Pressure
-Stealth Rock
-Knock Off
-Taunt
-Magic Coat

Main Role: Lead
My generally designated lead, and a fairly straight-forward set. I try to open with stealth Rock or Magic coat based on what it looks like the opponent is going to do. I also use him as a switch-in on Toxic-poisoned foes on occasion, courtesy of Sylveon, who is mentioned below. I opted for a Red Card because it generally puts opposing leads in a very bad spot, and works great with Knock Off. I can frequently cripple multiple 'mons that the opponent didn't want to have lose their items. There have been many times that Deoxys prevented Stealth Rock on my side entirely as the opponent is phased out after taunting, and then they don't have the advantage of full HP when they return.



Tyranitar @ Assault Vest

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Adamant nature, 252 HP, 252 Sp. Def, 4 Attack.
Sand Stream
-Stone Edge
-Crunch
-Earthquake
-Pursuit

Main Role: Special Wall

This guy has carried my team more times than I can count. I'm sure that I don't have to say just how amazing a special wall Assault Vest Tyranitar is... I've seen him survive a Focus Blast from Mega Mewtwo Y, and he even tanks even non-fighting super effective hits like a pro. He also hits fairly hard and tends to wreck with Pursuit. Not to mention he helps me in weather wars, as most of my team doesn't mind a sandstorm. I know that you guys understand just how great this guy is, but DANG I love what he does.



Skarmory @ Leftovers

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Impish nature, 252 HP, 252 Defense, 4 Sp. Def.
Sturdy
-Roost
-Defog
-Brave Bird
-Whirlwind

Main Role: Physical Wall

This one should be fairly self-explanatory, as I believe that this is Skarm's most common move-set. He primarily works as a defoger/physical wall with the ability to phase the opponent. Tyranitar handles most Electric/Fire attacks that Skarm hates, though neither one appreciates Fighting too much.



Sylveon @ Leftovers

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Calm nature, 252 Defense, 252 HP, 4 Sp. Atk.
Pixilate
-Wish
-Protect
-Toxic
-Hyper Voice

Main Roles: Wish Passer, Status Inducer, Lesser Mixed Wall

Really did not expect to like Sylveon, but she sure as heck grew on me. The move-set is fairly standard and straight-forward, and in a lot of ways she's been one of the staples for my team. She can put an expiration date on many walls with Toxic, can take special hits almost as well as Tyranitar with Wish in play, and takes physical hits surprisingly well as well. Her typing also has great synergy with both Tyranitar and Skarmory, as between the three of them, SOMETHING can switch in.



Keldo @ Choice Scarf

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Timid nature, 252 Special Attack, 252 Speed, 4 HP.
Justified
-Hydro Pump
-Secret Sword
-Icy Wind
-IHidden Power (Ghost)

Main Role: Revenge Killer

He hits like a ton of bricks and can eliminate most targets with one of these moves. I know that everyone knows how good Keldeo is, and I can't help but agree. When I throw this guy out, he tends to almost always score at least 1 KO, frequently 2. Given the more defensive base that I have up until now, I tend to make quite a few holes for this guy to slip through and wreak havoc, and he makes a fantastic surprise switch-in at numerous points in the battle. With a set that primarily runs physical moves, he also gives me some much-needed special attacks and some water/fighting coverage, with the lesser moves as backups.



Pinsir @ Pinsirite

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Jolly nature, 252 Attack, 252 Speed, 4 HP.
Moxie>Aerilate
-Return
-Quick Attack
-Earthquake Close Combat
-Swords Dance

Main Roles: Boosting Sweeper/Cleaner

This is actually the final goal of the set. I try my best to use my more defensive core and Keldeo to weaken the opponent's team and punch holes, and then I pull out Pinsir to either A: clean up what's left or B: get in a Swords Dance and turn into death incarnate. By the time the opponent has dealt with my other shenanigans, they're usually no longer in a position to deal with Pinsir, and I'm just fine with that.

EDIT: CloseCombat instead of Earthquake now that Aegislash is gone.


Previous Overview

The biggest issues that I tend to have are against physically-based Fire or Electric types. In particular, Infernape. To a lesser extent I see problems with Talonflame, but Tyranitar can generally switch in and make quick work of it, in spite of the cost of around 1/2 HP on average. I have some problem with status, in particular Burn on Tyranitar and Toxic Poison on Sylveon, but I really don't want to sacrifice Toxic for Heal Bell on Sylveon. In general, I feel as though this team may not have a ton of offensive power behind it, but of any team I've made, it has the best all-around synergy and the ability to deal with the most threats, though I'm sure that those frequenting this forum who have read this far already have a way to shut my entire team down completely. =P


Current Overview

The loss of Deoxys puts me at a serious disadvantage, as it was such an amazing lead. No more knock-off, no more magic coat, no more taunt, and my team now has a lack of entry hazards. Due to the defensive core that I've put together, I tend to think that Stealth rock is a major priority here. To that end, here are a few 'mons that I'm looking at:

Hippowdon @ Leftovers
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Careful nature, 252 HP, 252 Special Defense, 4 Defense
Sand Force
-Stealth Rock
-Earthquake
-Slack Off
-Whirlwind

Main Role: Lead/Mixed Wall

Stealth Rock plus phasing on a mixed wall with reliable recovery. What's not to like? He could act as a lead and a mixed wall, thus patching up my weakness to physical fire users a bit, and virtually destroy my issues with physical electricity. Opting for Sand Force over Sand Stream as I already have Tyranitar to get a sand-storm on the field. Makes me miss Knock-Off and Taunt though, and he honestly feels a bit redundant next to Tyranitar.




Azelf @ Focus Sash

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Timid nature, 252 Speed, 252 Special Attack, 4 HP.
Levitate
-Stealth Rock
-Taunt
-Thunderbolt
-Fire Blast

Main Role: Lead

A bit more of an offensive presence, this 'lil guy has worked well for me in the past. He could help to cover up the fact that my team lacks electric/fire coverage a bit, let me keep a fast taunt, and give me stealth rock. My main issue is the fact that he's a suicide lead for the most part, and if he dies then my stealth rock capability dies with him.



Mamoswine @ Focus Sash
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Jolly nature, 252 Attack, 252 Speed, 4 HP.
Thick Fat
-Earthquake
-Icicle Crash
-Ice Shard
-Stealth Rock

Main Role: Lead
This was one of my original leads. He can set rocks while dealing nice damage, often costing the opponent a 'mon to deal with. He gives me some priority and some ice coverage, but he's got the same frailty problem as Azelf, and the same redundancy problem as Hippowdon.




So that's my situation, and a few of my ideas on how to fix it. Any advice would be greatly appreciated!
 
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