Hi everyone! After playing OU for a while, I decided to try out RU and see how I liked it. I think I'm not so great at teambuilding, so any criticism is welcome!
Dragalge (M) @ Choice Specs
Ability: Adaptability
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Draco Meteor
- Scald
- Sludge Wave
-Thunder Focus Blast
Thank you to KableyeKableye and VeryPinkPancakes for suggesting Thunder -> Focus Blast!
Dragalge functions as a wallbreaker. Choice Specs for the most power, and Adaptability to get more power. 56 EVs in speed to up the speed tier (?), 252 in SpA to maximize his damage, and the rest in HP for bulk.
Modest nature to increase power.
I've been having trouble with Psyshock/Psychic users.
Oracle (Delphox) (F) @ Leftovers
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Fire Blast
- Psychic
I wanted to build this team around Delphox. I'm using a calm mind/substitute set which should work well in theory, but I can never get a sweep going because I have a hard time getting her threats out beforehand. Leftovers for increased recovery - I had tried a Salac Berry before, but it didn't work very well and I found I really needed some recovery. Max EVs in SpA and Spe for power, and the rest in HP. Fire Blast and Psychic for coverage and STAB.
Timid nature to maximize speed.
Like I said, I'm having trouble controlling threats for Delphox and I usually can't get my subs up like I would like.
Omastar (M) @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Ice Beam
- Scald
Omastar is my lead - he's got focus sash to make sure I get up at least 2 layers of hazards, if not more. Weak Armor comes in handy sometimes and works well with FS. Max EVs in SpA and Spe to maximize hazards and to do the most damage if I need to kill off a lead (which happens sometimes and it's great)
Timid nature to maximize speed.
SR and spikes are hazards of choice, and ice beam for coverage, scald for STAB and the burn chance is really nice.
Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin
(Thank you to Kableye for suggesting the Reckless set instead of my previous Unburden set!)
I used to have M-Bannette in this slot, but realized I needed a spinner since I rely on Delphox a lot on this team. Reckless + LO makes Hitmonlee's HJK really powerful. Max Attack and Speed for max efficiency, with the rest in defense. Knock Off to cripple opponents, Mach Punch for priority, and Rapid Spin to spin away hazards so I can switch Delphox in safely.
Tangrowth @ Life Orb
Ability: Regenerator
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Leaf Storm
- Giga Drain
- Hidden Power [Ice]
- Ancient Power
(Thank you to galbia for suggesting Weezing --> Tangrowth!)
Tangrowth is a physical wall in my team. He's got Life Orb for extra damage, and regenerator is awesome for longevity.
Max EVs in SpA for max damage, some in speed to outspeed some other pokes (like dragalge!), and the rest in HP for bulkiness. Modest nature again for max damage. I'm considering changing the EVs around for more physical defense, but I'm not sure (feedback on this is welcome!).
Leaf Storm does a LOT of damage and it's useful for wall breaking. Giga Drain is good to get some health back and deal decent damage. HP ice for dragons and flying types in a pinch, and ancient power (haven't had to use ancient power much - not sure if something else in this slot would be better? Perhaps a utility move?)
Spiritomb @ BlackGlasses
Ability: Infiltrator
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Will-O-Wisp
- Foul Play
Spiritomb acts as a spinblocker and an answer to psychic types - it has been working great so far! (Thank you to Kableye and CheekPouch for changing my Golurk -> Spiritomb!) Blackglasses for a boost to dark-type moves, Infiltrator to get Pokes behind subs, EVs to get a little speed boost, extra bulk, and max attack. Sucker Punch for priority, Pursuit to trap psychic types, WoW to burn physical attackers and anyone who switches in, and Foul Play to get back at those SD-ers!
Problems for my team:Psychic types, Sharpedo, defoggers (shiftry) after some suggestions, I'm having a lot of trouble with Jolteon, m-Loppuny, and fairies.
Thank you for reading! Like I said I'm just a beginner and not great at team-building, so thanks for your help in advance :)

Dragalge (M) @ Choice Specs
Ability: Adaptability
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Draco Meteor
- Scald
- Sludge Wave
-
Thank you to KableyeKableye and VeryPinkPancakes for suggesting Thunder -> Focus Blast!
Dragalge functions as a wallbreaker. Choice Specs for the most power, and Adaptability to get more power. 56 EVs in speed to up the speed tier (?), 252 in SpA to maximize his damage, and the rest in HP for bulk.
Modest nature to increase power.
I've been having trouble with Psyshock/Psychic users.

Oracle (Delphox) (F) @ Leftovers
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Fire Blast
- Psychic
I wanted to build this team around Delphox. I'm using a calm mind/substitute set which should work well in theory, but I can never get a sweep going because I have a hard time getting her threats out beforehand. Leftovers for increased recovery - I had tried a Salac Berry before, but it didn't work very well and I found I really needed some recovery. Max EVs in SpA and Spe for power, and the rest in HP. Fire Blast and Psychic for coverage and STAB.
Timid nature to maximize speed.
Like I said, I'm having trouble controlling threats for Delphox and I usually can't get my subs up like I would like.

Omastar (M) @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Ice Beam
- Scald
Omastar is my lead - he's got focus sash to make sure I get up at least 2 layers of hazards, if not more. Weak Armor comes in handy sometimes and works well with FS. Max EVs in SpA and Spe to maximize hazards and to do the most damage if I need to kill off a lead (which happens sometimes and it's great)
Timid nature to maximize speed.
SR and spikes are hazards of choice, and ice beam for coverage, scald for STAB and the burn chance is really nice.

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin
(Thank you to Kableye for suggesting the Reckless set instead of my previous Unburden set!)
I used to have M-Bannette in this slot, but realized I needed a spinner since I rely on Delphox a lot on this team. Reckless + LO makes Hitmonlee's HJK really powerful. Max Attack and Speed for max efficiency, with the rest in defense. Knock Off to cripple opponents, Mach Punch for priority, and Rapid Spin to spin away hazards so I can switch Delphox in safely.

Tangrowth @ Life Orb
Ability: Regenerator
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Leaf Storm
- Giga Drain
- Hidden Power [Ice]
- Ancient Power
(Thank you to galbia for suggesting Weezing --> Tangrowth!)
Tangrowth is a physical wall in my team. He's got Life Orb for extra damage, and regenerator is awesome for longevity.
Max EVs in SpA for max damage, some in speed to outspeed some other pokes (like dragalge!), and the rest in HP for bulkiness. Modest nature again for max damage. I'm considering changing the EVs around for more physical defense, but I'm not sure (feedback on this is welcome!).
Leaf Storm does a LOT of damage and it's useful for wall breaking. Giga Drain is good to get some health back and deal decent damage. HP ice for dragons and flying types in a pinch, and ancient power (haven't had to use ancient power much - not sure if something else in this slot would be better? Perhaps a utility move?)

Spiritomb @ BlackGlasses
Ability: Infiltrator
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Will-O-Wisp
- Foul Play
Spiritomb acts as a spinblocker and an answer to psychic types - it has been working great so far! (Thank you to Kableye and CheekPouch for changing my Golurk -> Spiritomb!) Blackglasses for a boost to dark-type moves, Infiltrator to get Pokes behind subs, EVs to get a little speed boost, extra bulk, and max attack. Sucker Punch for priority, Pursuit to trap psychic types, WoW to burn physical attackers and anyone who switches in, and Foul Play to get back at those SD-ers!
Problems for my team:
Thank you for reading! Like I said I'm just a beginner and not great at team-building, so thanks for your help in advance :)
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