Before I go over my team, I do want to explain that this is a team for a local league that has the limitation of no legendary Pokemon, so things like Landorus and Heatran aren't options. With that in mind, I've built a team that utilizes Pokemon that I like and a strategy that I enjoy, which is to say Offense. So I'm working on a team that is competitive in OU, without using legendary Pokemon.
The OLD team:
Charizard @ Charizardite X
Ability: Blaze / Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Setup Sweeper
I've always loved Charizard, from the first time I saw him. Don't know what it is about dragons, but there's something that's always fascinated me about them. That said, this is a pretty standard Mega Charizard set. Not Really sure if I want to keep the 4 points in HP or move them somewhere else.
Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 Atk / 248 HP / 8 Def
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Wall Breaker / Physical Sweeper
I also wanted a fairy type to cover MegaZard's weaknesses to Fairy and Dragon. Most Fairies are defensive in nature, which isn't really my style, And I've seen Azumarill used to great effect on Showdown. So I decided to give him a try, and he's really paid off. He can decimate entire teams on his own if left unchecked. I opted to go with Super Power over Knock Off because Super Power seems to be better type coverage for me.
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 Def
Quiet Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword/Iron Head
- King's Shield
Wall Breaker
Aegislash is ridiculously good. I loved playing through the game with him, and he's continued to prove his worth in the post-game. This is also a pretty standard wall breaker set. I've switched back and forth between Sacred Sword and Iron Head, but I think I'll be sticking to Iron Head for the time being.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 168 HP / 252 SAtk / 88 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
Special Attacker
Rotom-W is my counter to water types, most ground types, and one of my status absorbers. This is a much more offensive setup than typical Rotoms, and it often takes people by surprise. The speed EVs let me outspeed most other Rotom, and several other threats.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Excadrill was a late addition to my team. I needed something to set stealth rocks and rapid spin. That left me a few realistic choices, Excadrill, Donphan, and Forretress at the top of the list. Forretress is too defensive for my taste, and Donphan suffers from the same issue as well as being overall bad. That left Excadrill, and with it's return from Ubers, this seemed like a good opportunity. I went with Jolly to outspeed many threats, and to be able to spin more consistently. I may switch Iron Head to Rock Slide to deal with fliers and fire pokemon more effectively.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 248 SDef / 8 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Bulky Tank / Status absorber
Conkeldurr was the last 'Mon I added. I wanted something that could absorb status, shrug off most special attacks, use knock off, and hit back HARD. Conkeldurr fit the bill quite nicely, especially with Assault Vest. The move set is pretty standard, and works very well. The EVs are set up to deal with Genesect on Showdown, but with its banning to Ubers can probably be switched to 252 Atk / 252 Def / 4 Def since I don't really have to worry about download.
Some things that I have trouble with are MegaZard Y and Mega-Pinsir. If I am able to get up rocks, and have Rotom still at full health I can usually take care of Pinsir. MegaZard Y tends to just rip through my team. So I'm looking for suggestions on how to nullify that.
I've taken some suggestions, and revised the team so it looks like this:
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
I switched out Superpower for Knock Off, and gave it Assault Vest, modified EVs for a slight investment in SDef. Has worked out really well.
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
Settled on Sacred Sword, otherwise no changes.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SAtk / 8 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Protect
- Will-O-Wisp
Replaced Thunderbolt with Protect. Also invested more in HP.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
No changes to Excadrill.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Flamethrower
- Solar Beam
- Earthquake
- Roost
Switched to Charizard-Y. Really wish I'd been using him from the start. Opted for Earthquake for my filler, to deal with other fire types. Roost gives some longevity.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Aerial Ace
My pursuit trapper for things like the Latis. Also gives me a nice VoltTurn core. Had used him in early iterations, but wasn't able to properly take advantage of him.
Changes made: Switching Charizard X for Y, AV Azumarill, CB Scizor, and updates to the move set and EV spread on Rotom-W.
Replays with the updated team:
vs cesirri
vs StarMaster
vs Pepe El Romano
vs Fiery-Elmo
vs isworeidnever
The OLD team:
Charizard @ Charizardite X
Ability: Blaze / Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Setup Sweeper
I've always loved Charizard, from the first time I saw him. Don't know what it is about dragons, but there's something that's always fascinated me about them. That said, this is a pretty standard Mega Charizard set. Not Really sure if I want to keep the 4 points in HP or move them somewhere else.
Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 Atk / 248 HP / 8 Def
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Wall Breaker / Physical Sweeper
I also wanted a fairy type to cover MegaZard's weaknesses to Fairy and Dragon. Most Fairies are defensive in nature, which isn't really my style, And I've seen Azumarill used to great effect on Showdown. So I decided to give him a try, and he's really paid off. He can decimate entire teams on his own if left unchecked. I opted to go with Super Power over Knock Off because Super Power seems to be better type coverage for me.
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 Def
Quiet Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword/Iron Head
- King's Shield
Wall Breaker
Aegislash is ridiculously good. I loved playing through the game with him, and he's continued to prove his worth in the post-game. This is also a pretty standard wall breaker set. I've switched back and forth between Sacred Sword and Iron Head, but I think I'll be sticking to Iron Head for the time being.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 168 HP / 252 SAtk / 88 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
Special Attacker
Rotom-W is my counter to water types, most ground types, and one of my status absorbers. This is a much more offensive setup than typical Rotoms, and it often takes people by surprise. The speed EVs let me outspeed most other Rotom, and several other threats.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Excadrill was a late addition to my team. I needed something to set stealth rocks and rapid spin. That left me a few realistic choices, Excadrill, Donphan, and Forretress at the top of the list. Forretress is too defensive for my taste, and Donphan suffers from the same issue as well as being overall bad. That left Excadrill, and with it's return from Ubers, this seemed like a good opportunity. I went with Jolly to outspeed many threats, and to be able to spin more consistently. I may switch Iron Head to Rock Slide to deal with fliers and fire pokemon more effectively.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 248 SDef / 8 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Bulky Tank / Status absorber
Conkeldurr was the last 'Mon I added. I wanted something that could absorb status, shrug off most special attacks, use knock off, and hit back HARD. Conkeldurr fit the bill quite nicely, especially with Assault Vest. The move set is pretty standard, and works very well. The EVs are set up to deal with Genesect on Showdown, but with its banning to Ubers can probably be switched to 252 Atk / 252 Def / 4 Def since I don't really have to worry about download.
Some things that I have trouble with are MegaZard Y and Mega-Pinsir. If I am able to get up rocks, and have Rotom still at full health I can usually take care of Pinsir. MegaZard Y tends to just rip through my team. So I'm looking for suggestions on how to nullify that.
I've taken some suggestions, and revised the team so it looks like this:
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
I switched out Superpower for Knock Off, and gave it Assault Vest, modified EVs for a slight investment in SDef. Has worked out really well.
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
Settled on Sacred Sword, otherwise no changes.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SAtk / 8 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Protect
- Will-O-Wisp
Replaced Thunderbolt with Protect. Also invested more in HP.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
No changes to Excadrill.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Flamethrower
- Solar Beam
- Earthquake
- Roost
Switched to Charizard-Y. Really wish I'd been using him from the start. Opted for Earthquake for my filler, to deal with other fire types. Roost gives some longevity.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Aerial Ace
My pursuit trapper for things like the Latis. Also gives me a nice VoltTurn core. Had used him in early iterations, but wasn't able to properly take advantage of him.
Changes made: Switching Charizard X for Y, AV Azumarill, CB Scizor, and updates to the move set and EV spread on Rotom-W.
Replays with the updated team:
vs cesirri
vs StarMaster
vs Pepe El Romano
vs Fiery-Elmo
vs isworeidnever
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