New and Improved(?) OU Team. FWG/DSF

I posted a similar RMT thread a few weeks ago, and I received a lot of great tips from the members of this community. I've done a lot more research and testing this time around, and at this point have reworked almost all of the original team that I posted here. I am ,of course, no expert and I'm still fairly new to the competitive scene. With these things in mind, I ask that anyone who is willing take a look at what I have going here, and perhaps even give me some advise or suggestions on how I can make this team better.

The Core
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After actually figuring out what a core was, I began to look at some common ones. Perhaps the most popular, is the fire, water, grass core. With the new fairy type, I've seen a lot about a new, superior trio, the dragon, steel, fairy core. So I got to thinking and I was like "why not both"?
Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
EVs: 144 HP / 240 Atk / 4 SDef / 120 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost

I went with this setup of Zard X because I found the all-out attacker setup to be too frail. I wanted something that was more bulky, and something that could take a few hits but still wreck havoc on the enemy's team. I subbed Will-O-Wisp for earthquake for some very needed type coverage in my opinion; plus, I also already have a toxic and t-wave user on the team. My main quandary with Charizard, is if I should go back the more aggressive set now that I have a better core to my team.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Gyro Ball
- Power Whip
- Bulldoze
- Stealth Rock

Ferrothorn has played a crucial part on this team, as it checks all of Charizard's immediate threats. I decided to run a physically offensive set for this Therrothorn and receiving some inspiration, yet I'm not sure if I should go with a more defensive setup. While this doesn't take as many hits as I would like it to, I also need it to take out threats like Azumarill.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Power-Up Punch
- Waterfall

Azumarill is really great this gen. Given the chance, it can really do some damage to a lot of big name pokemon out there in the OU world. I am unsure, however, if I should go with a bulkier set. I saw an Assault Vest Azumarrill set, and I was interested into looking at that, but I haven't had the chance yet. Azumarill is great for countering some pokemon that my team has a lot of trouble with, such as T-Flame or Zard Y.

Support
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Since my team is based around Charizard, I need some help in removing any crippling entry hazards so that he can switch in and go to work. I chose Thundurus for his ability Prankster, and likewise chose Mandibuzz for its use of Defog and its overall bulk.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hidden Power [Ice]
- Thunder Wave
- Thunderbolt
- Taunt

The goal with this Thundurus is to stop entry hazards from even going out, prevent anyone from setting up, and type coverage. I generally lead with Thundurus, yet not always. If there are any stealth rock/spikes users on the other team, I always go for Thundurus right off the bat. If there seems to be no such danger, I then check to see whether or not it would be beneficial to lead off with him. I also give it my best to try and eliminate the stealth rock/spikes user with Thundurus, so that I can freely switch out and not have to worry about them coming back again.

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 224 HP / 252 Def / 32 Spd
- Foul Play
- Roost
- Defog
- Toxic

Mandibuzz is here to clear hazards, take some hits, and stall out certain threats. Mandibuzz's great bulk makes it good candidate for a switch in, and it even has some decent offensive power in foul play. While Mandibuzz's main goal is to remove hazards, the roost/toxic combo is nice to take care of certain threats in a bad scenario.

Misc./Bulky Attacker
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Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Knock Off
- Bullet Punch
- Pursuit
- Superpower

I subbed Scizor for Conkeldurr upon giving the assault vest role to Azumarril. I feel that they both are similar in the role they fill on a team, with both being bulky and both being good pivots. I've only had a few experiences using it, but so far it seems to work.




Thanks to anyone in advance who gives me some feedback on these!

Also, below I will post some PS replays for you to watch.
http://pokemonshowdown.com/replay/ou-101922468
 
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This is awesome. A core in a core.

First: every ground mon can force the switch of your thundurus.
Second: u can have some problema with gliscor (u don't okho him with an ice punch) and maybe landobros. So:

Thundurus @ Focus Sash
Ability: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunderbolt/ Volt Switch
- Thunder Wave
- HP ice
- Taunt

U Bring a new core with this team, but u forget about the boltbeam core.
I don't understand the sash. This is why i don't change it.


Toxic on mandibuzz... Probably with so much BP around, i will play whirwind. And i will probably play rocky helmet over leftovers. But these are personal choice.


Nice team, a nice core in a core, and with ferrothorn physical attacker. Gratz
 
This is awesome. A core in a core.

First: every ground mon can force the switch of your thundurus.
Second: u can have some problema with gliscor (u don't okho him with an ice punch) and maybe landobros. So:

Thundurus @ Focus Sash
Ability: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunderbolt/ Volt Switch
- Thunder Wave
- HP ice
- Taunt

U Bring a new core with this team, but u forget about the boltbeam core.
I don't understand the sash. This is why i don't change it.


Toxic on mandibuzz... Probably with so much BP around, i will play whirwind. And i will probably play rocky helmet over leftovers. But these are personal choice.


Nice team, a nice core in a core, and with ferrothorn physical attacker. Gratz

Thank you for your feedback and quick response. I actually don't know why I had the focus sash over the life orb... I think something must not have saved right in PS at some point. Also, I think that the HP Ice is a great solution to the ground types that were giving me problems. I will definitely keep that change!
 
o.o I have the same team in my 2DS but whith diferent sets. What do you think?

Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Earthquake
- Dragon Claw
- Flare Blitz

Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 4 Def / 84 Spd
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 224 HP / 252 Def / 32 Spd
- Foul Play
- Roost
- Defog
- Taunt

Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Gyro Ball
- Stealth Rock

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Substitute
- Nasty Plot

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
 
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Hey! I think you have an interesting choice for a core. It's not completely supportive, but not a hyper offense type of core either. I'm not sure how far that core will exactly take, but rest assured, I think it has potential.

You were thinking about giving Dragon Dance a shot on Char-X, and I will say yes please to that. The main reason is that your team lacks a good win condition, aka. sweeper. CB Azumarill is more of a wallbreaker, and Thundurus can't sweep properly without a boosting item. There's a bulky DD set that has been gathering support in the high ladder play, and I will post it here. The reasoning is that I think your Char-X will benefit from some bulk, as he is part of a defensive core, while still offering your team a solid and reliable win condition. Fire Punch can be switched to Earthquake if you think Heatran and Aegislash cause trouble for your team, but I think Conkeldurr + Mandibuzz handle those threats reliably. The bulk enables you to avoid a 2HKO from Rotom-W's Hydro Pump, whereas speed investment lets you outspeed positive-natured base 71 Speed Pokemon, mainly M-Tyranitar. EV investment can be optimized to your teams needs.
move 1: Dragon Dance
move 2: Dragon Claw
move 3: Fire Punch
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 144 HP / 240 Atk / 4 SDef / 120 Spd
nature: Adamant

I think your Ferrothorn is really interesting for its offensive capabilities. Ferrothorn actually hits quite hard with its STABs if not resisted, and Bulldoze is surprisingly good coverage. SR also provides some team support for your team. However, I must say, today's metagame isn't quite as friendly to Ferrothorn's STABs as it was last gen. There are plenty of offensive Pokemon who resist Ferrothorn's attacking moves, and unless you hit for supereffective damage, not many physical walls or pivots mind taking a hit from Ferrothorn. What I do think is of value is the surprise value, but after your opponent realizes you have no supportive moves, they will just switch their physical wall against you. A good play is required, but I can definitely see that Ferro working.

Your Azumarill is quite the standard CB, although I think you could switch Superpower to Knock Off. Knock Off is generally the better move for its disruptive value, whereas Superpower is really only recommended if Ferrothorn is a problem for your team. I think your Conkeldurr checks Ferrothorn just fine. One thing you could also consider is to put 92 Speed EVs on Azu, as that lets you outspeed 0 Speed Tyranitar. I would definitely recommend trying AV Azumarill, as I think it could fit in well with your core. You don't even have to give up the benefits of CB, as Power-Up Punch is a legit option on AV Azumarill, letting you grab a +1 boost to Attack without the restrictions of a Choice Band. PuP + Aqua Jet + Waterfall + Play Rough is a fine moveset on AV Azumarill.

I have little to say about your support 'mons as they seem to be quite standard, but a few words still. I think Thunderbolt is generally the better option on Thundurus, as you always want to hit with him as hard as you can. Furthermore, you don't have a U-turner on your team to benefit from Volt Switch, but if the move works for you then that's fine. I would also suggest replacing Whirlwind with Toxic on Mandibuzz, but that is a personal choice. Your Conkeldurr is the standard AV, he's one of my favorite Pokemon in OU.

As always, priority T-Wave is a godsend, and helps your team to take care of fast offensive threats. I would still name just a few threats who might spell trouble for your team. First of all, some powerful special attackers with good coverage might be a bit hard to handle for your team. These include Char-Y (with Fire Blast/SolarBeam/Dragon Pulse) and Landorus-I (Earth Power / Focus Blast / Sludge Wave). Both of those completely decimate your defensive core. I can see opposing Azumarill with Superpower giving you a hard time. Also a mixed (M-)Garchomp can easily go past your Ferrothorn with Fire Blast, and destroy your team. You also lack a good and reliable answer to Talonflame. I think those are the biggest concerns, good luck with the team!
 
Hey! I think you have an interesting choice for a core. It's not completely supportive, but not a hyper offense type of core either. I'm not sure how far that core will exactly take, but rest assured, I think it has potential.

You were thinking about giving Dragon Dance a shot on Char-X, and I will say yes please to that. The main reason is that your team lacks a good win condition, aka. sweeper. CB Azumarill is more of a wallbreaker, and Thundurus can't sweep properly without a boosting item. There's a bulky DD set that has been gathering support in the high ladder play, and I will post it here. The reasoning is that I think your Char-X will benefit from some bulk, as he is part of a defensive core, while still offering your team a solid and reliable win condition. Fire Punch can be switched to Earthquake if you think Heatran and Aegislash cause trouble for your team, but I think Conkeldurr + Mandibuzz handle those threats reliably. The bulk enables you to avoid a 2HKO from Rotom-W's Hydro Pump, whereas speed investment lets you outspeed positive-natured base 71 Speed Pokemon, mainly M-Tyranitar. EV investment can be optimized to your teams needs.
move 1: Dragon Dance
move 2: Dragon Claw
move 3: Fire Punch
move 4: Roost
ability: Blaze
item: Charizardite X
evs: 144 HP / 240 Atk / 4 SDef / 120 Spd
nature: Adamant

I think your Ferrothorn is really interesting for its offensive capabilities. Ferrothorn actually hits quite hard with its STABs if not resisted, and Bulldoze is surprisingly good coverage. SR also provides some team support for your team. However, I must say, today's metagame isn't quite as friendly to Ferrothorn's STABs as it was last gen. There are plenty of offensive Pokemon who resist Ferrothorn's attacking moves, and unless you hit for supereffective damage, not many physical walls or pivots mind taking a hit from Ferrothorn. What I do think is of value is the surprise value, but after your opponent realizes you have no supportive moves, they will just switch their physical wall against you. A good play is required, but I can definitely see that Ferro working.

Your Azumarill is quite the standard CB, although I think you could switch Superpower to Knock Off. Knock Off is generally the better move for its disruptive value, whereas Superpower is really only recommended if Ferrothorn is a problem for your team. I think your Conkeldurr checks Ferrothorn just fine. One thing you could also consider is to put 92 Speed EVs on Azu, as that lets you outspeed 0 Speed Tyranitar. I would definitely recommend trying AV Azumarill, as I think it could fit in well with your core. You don't even have to give up the benefits of CB, as Power-Up Punch is a legit option on AV Azumarill, letting you grab a +1 boost to Attack without the restrictions of a Choice Band. PuP + Aqua Jet + Waterfall + Play Rough is a fine moveset on AV Azumarill.

I have little to say about your support 'mons as they seem to be quite standard, but a few words still. I think Thunderbolt is generally the better option on Thundurus, as you always want to hit with him as hard as you can. Furthermore, you don't have a U-turner on your team to benefit from Volt Switch, but if the move works for you then that's fine. I would also suggest replacing Whirlwind with Toxic on Mandibuzz, but that is a personal choice. Your Conkeldurr is the standard AV, he's one of my favorite Pokemon in OU.

As always, priority T-Wave is a godsend, and helps your team to take care of fast offensive threats. I would still name just a few threats who might spell trouble for your team. First of all, some powerful special attackers with good coverage might be a bit hard to handle for your team. These include Char-Y (with Fire Blast/SolarBeam/Dragon Pulse) and Landorus-I (Earth Power / Focus Blast / Sludge Wave). Both of those completely decimate your defensive core. I can see opposing Azumarill with Superpower giving you a hard time. Also a mixed (M-)Garchomp can easily go past your Ferrothorn with Fire Blast, and destroy your team. You also lack a good and reliable answer to Talonflame. I think those are the biggest concerns, good luck with the team!

Thank you for your feedback! I've taken just about everything you've said and tried it out on the team. Although I only a a few battle's worth of experience, I feel that these additions are for the better. WIth Azumarril taking the assault vest role, what if I replaced Conkeldurr for the following:

Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Knock Off
- Bullet Punch
- Pursuit
- Superpower

I feel as though the two pokemon are very similar, and it also seems kinda redundant to have two assault vest user on one team.
 
Liking the team and cores behind it. I would consider a spread and moveset such as this for scizor to give it more of a pivot role.

Scizor @ Choice Band
Ability: Technician
EVs: 120 HP / 252 Atk / 136 SpD
Adamant Nature
- Knock Off
- Bullet Punch
- U-Turn
- Superpower

The reasoning behind the EV spread is so that if necessary you will be able to outrun specially defensive Heatrans, one of the more common switch ins Scizor sees. U-Turn is so that Scizor can keep the momentum on your side going in case you see a switch coming that Scizor may not be able to handle to well.
 
Good that my advices were able to help your team! Just as a nitpick, make sure to clearly mark the changes you've made to your team in the OP, both in EVs and movesets. For example, you can mark the switch to Dragon Dance on your Char-X like this:

Earthquake Dragon Dance
Fire Punch
Dragon Claw
Roost

etc.
 
Hello there. May I take this moment to say how awesome that core is. I ran a FWG + SFD core during early UU and it is indeed amazing. I do suggest U-turn replacing Knock Off on Scizor. Having U-turn / Volt Switch is a blessing to any Choice user as it allows you gain momentum out of predicted switch ins without being left locked into an unfavorable move. I'd also say replace Thundy's Taunt with Focus Blast as an added countermeasure against Offensive Heatran and TTar, but Taunt wards of Stall so yeah. I suggest trying it out though as Offensive Heatran could threaten your team once Azumarill (252+ Earth Power does ~74% min to your current Zard X) goes down.

Hope I helped and good luck with your team! Could I also steal that sweet core of yours lol
 
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