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XY OU New OU Team

This team is essentially my return to pokemon after taking a break since the end of Black/White 2 meta. It did pretty decently for me, I got to 1400 on Showdown and decided to stop and see what some other people thought of my team, and what to improve, etc.

terrakion.gif


Terrakion @ Choice Band
Ability: Justified
EVs: 48 HP / 252 Atk / 232 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- X-Scissor

Terrakion is essentially my wall/stallbreaker and what usually ends up being my primary physical attacker on anything it can outspeed, primarily walls and tanks that the rest of the team might have a bit of trouble. Choice Band gives the raw power to take out a ton of threats and 2HKO a lot of even physical walls. The EVs and nature allow it to outspeed any non-boosted garchomp and Mega Pinsir while maxing out the attack. The moves are fairly self-explanatory: CC and Stone Edge for STAB moves that can tear open anything that doesn't resist it, and Iron Head for fairy types and X-Scissor for bulky psychic types on the switch in.

latios.gif


Latios @ Life Orb
Ability: Levitate
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Roost

Gengar used to be here, but it was replaced by Latios under suggestion of you guys. It helps with the large weakness my team would otherwise have to water types that Rotom can't always handle on its own (specifically Keldeo). It also serves as the primary special attacker to open any holes it can for Metagross or Landorus to finish up the opponents. The EVs aren't max speed for the same reason as Terrakion, I don't like to gamble on speed ties so I only put in enough to outspeed whats important (in this case max speed base 108s). Draco Meteor and Psyshock are self-explanatory, and HP Fire is to round out coverage on everything but Tran.

metagross.gif
<- Should be mega but I'm lazy and the site I got this from didn't have it.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Earthquake

Mega Metagross doesn't require much explanation, it is a dominant threat in the metagame and can easily take down unprepared teams, in this instance I'm using the rock polish set to use it as my sweeper and late-game cleaner after Terrakion and Gengar punch holes through everything. It also presents some important resistances to rock, dragon, psychic, etc. that can ruin the rest of my team if not for Metagross. EVs are enough to outspeed any non-boosted pokemon after rock polish (including Scarfers), with max attack and the rest in HP for bulk. Rock Polish is what makes this set able to clean up so well, Meteor Mash and Zen Headbutt are the obligatory STAB moves that can do tons of damage if thanks to that insane attack, and Earthquake, I determined, was the best overall coverage move after playing around with Hammer Arm, Ice Punch and Grass Knot.

heatran.gif


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Lava Plume
- Toxic
- Roar

Standard Specially Defensive Heatran, covers a lot of holes for my team, resistance-wise, and is a solid special wall to handle the likes of Charizard-Y, Ferrothorn, Scizor, etc. It also provides the ever-important stealth rock support for my team. Lefties is for the recovery, and itts importance cannot be overstated. EVs are right off the Smogon page for Heatran because I got a bit lazy here, but it works, which is why its there at all. Stealth Rock is probably the most important move here, we all know its importance, Lava Plume is the standard STAB and burn chance, Tocic helps against other walls and bulky special attackers that Heatran will often be switching into, and Roar prevents most set-up sweepers from setting up for free and adds some residual damage with rocks up.

landorus-therian.gif


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Rest-Talk Gyarados was here, until replaced by Landorus by suggestion of you guys. It provides an important electric immunity and check/counter to a lot of physical attackers that may otherwise kive the team some trouble, such as fighting types. It also serves as the revenge killer on the team. EVs are the straight forward max attack max speed since it is at a strange speed stat of 91, so it needed to be max speed to outrun any +1 base 90s. Earthquake serves as the main, most powerful move, and is STAB. Stone Edge is coverage and Knock Off is just an all around great move that is often a good option if I want an option more powerful than U-Turn, but still aren't sure of a switch or what play they will do. U-Turn is also great because it gains momentum for the team on switches and poses a threat to pokemon that may have wanted to switch into an Earthquake, such as Lati@s or Rotom-Wash.

rotom-wash.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Rotom was my revenge killer, until I changed Gyara to Landorus, so it now takes over Gyara's role as the bulky water type and helps to combat ground, fire, and other water types, among others (I'm sure most of you know what Rotom does at this point). EVs I stole from Perennial, so big thanks to him. Volt Switch gains momentum in several scenarios and is good STAB, Hydro Pump is STAB yet again and helps to KO any ground or Fire types that Rotom will inevitably be switching into, Will-O-Wisp raises Rotom's bulk in a way and cripple many pokemon, allowing Metagross or Terrakion to come in and wreck, and Pain Split is recovery.
 
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Hey PajamasM, interesting team got here, you're using a lot of sets I haven't seen in ages and its really refreshing.

I would definitely recommend using Will-O-Wisp > Toxic on Rotom, it lets you cripple physical mons as well as providing the same amount of DoT over 3 turns (and more for fewer).
I'd also recommend using Earthquake on Terrakion to complete Edge-Quake coverage, and hit pretty much anything very hard in tandem with CC. This would be used over either Poison Jab/X-Scissor, whichever coverage move you value least, but also keep in mind that Iron Head is generally superior to Poison Jab for providing a flinch chance and better coverage against non-Fairy types.

Finally I'd consider running LO > Black Sludge on Gengar, though this doesn't necessarily make it *better* so much as change its job a bit more. LO boosts the power of Gengar's excellent Ghost/Poison/Fighting coverage, and is more helpful if you don't end up setting up a Sub, but if you do Gengar obviously ends up doing a lot of damage to itself very quickly.

Thanks for making the RMT and have fun battling!
 
Gonna start this off by saying you have a HUGE Excadrill weakness. Provided it isn't Sand Rush Drill, it literally destroys your team. Mold Breaker completely ignores Levitate from Rotom and Gengar, and with a Scarf, both are outsped. Terrakion has shit defenses if not invested. Metagross and Heatran are both easily KOed by an EQ. Then on the other hand, Poison Jab. Change that to Earthquake for a nice EdgeQuake combo for stuff like Magnezone or opposing Heatrans. I know those get hit with CC, but CC has that defense drop. Run Will-O on Rotom to stop physical attackers, and also try the Bulky DDance set for Gyarados
I'd link and importable but I'm on mobile so that's hard. Bulky DDance Gyarados is a Smogon set that has helped me out of sticky situations. It has enough bulk to withstand hits, sub up, DDance, and KO with Waterfall/Bounce. With a Moxie boost (run Moxie for Bulky DDance) it becomes a killer. Run Earth Power and Protect on Heatran instead of Toxic and Roar. Earth Power allows Tran to hit other Trans and Protect scouts or allows Heatran to recover HP after taking a Hydro Pump from Rotom (does not 2HKO after Leftovers unless crit). Put Ice Punch on Metagross instead of Rock Polish. Metagross is already at the 110 Base speed, speed tying with the Lati twins and Gar, so no need boosting speed. It hits the Lati twins for supereffective damage. Also, no need of runnung Sub on Offensive Gengar. Put Dazzling Gleam in that spot for Fighting types or Dragons. It's not a common move on Gar, so it's great for surprise revenge kill. Anyways, good luck!
 
Hello, PajamasM ! Nice and solid looking team you have. Of course, the flaws are notable, but's that what we're here for. Onto the rate:

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I like the look of this. I do really love Terrakion, but I feel you should try and run Choice Scarf > Choice Band here. The extra speed is great for it, so you can get certain outspeeds against certain Pokemon. I also feel Rock Slide should be used over Poison Jab. If you do want fairy coverage, have Iron Head > X-Scissor. Why Rock Slide? It is just another STAB option in case you do not want to miss your Stone Edge and miss out on a KO / win.

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Gengar does have a nice offensive synergy with Terrak. Here, I would just have Life Orb > Black Sludge. Even with Substitute, Life Orb is still a viable option. And have a Timid nature on it, as once again; speed is nice. Especially in this metagame as to where speed is very important.

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I would actually run Mega Altaria here. I feel as if a setup sweeper is needed on your team. This is also able to net lots of neat KOs for the team. And it has pretty good offensive synergy with Gengar!
altaria-mega.gif

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost / Fire Blast

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Now I think Clefable is a pretty big threat here. I do have a suggestion to fight it easier. I am going to suggest a Stallbreaker Set here. Clefable can't really touch this thing, but can take on nearly everything else. So why not stress out Clefable users even more?
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Heatran @ Leftovers / Air Balloon / Power Herb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic / Solar Beam

130.png

I can see what this set is going for, but I don't think it fits your team too well. I would try out Empoleon. It can phase, set up hazards and remove them from your own side. Iy may not have the most synergy with Heatran, but it does have great defensive synergy with Mega Altaria.
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Empoleon @ Leftovers / Chople Berry
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Scald
- Roar
- Toxic / Stealth Rock
- Defog / Stealth Rock

479-wash.png
I don't really want to change too much on the team, so this is the last replacement. Two Water types doesn't sound to good to be honest, so I would advise the use of Rotom-Mow. It can still preform whatever Rotom-Wash had going for it, however it forms a defensive Fire / Water / Grass core with the team!
latest

Rotom-Mow @ Choice Scarf / Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Leaf Storm
- Thunderbolt / Will-O-Wisp / Hidden Power Ice
- Trick

Threats -
461.gif
Pretty obvious here. Unless Terrakion is still alive and able to KO. And if Rotom is alive with its Scarf, it'll be able to KO with a Leaf Storm. Look out for that threat!

462.gif
It is able to gain momentum (Volt Switch) off of everything on your team. Pretty scary I'd say!
Possible Additions -

445.gif
Perhaps over Terrakion. Provides a fairly decent check to Magnezone (as it is not able to get momentum off of this), but brings yet another Weavile weakness.

That is all I have for you! Good team and good luck! :]
 
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Hey PajamasM, interesting team got here, you're using a lot of sets I haven't seen in ages and its really refreshing.

I would definitely recommend using Will-O-Wisp > Toxic on Rotom, it lets you cripple physical mons as well as providing the same amount of DoT over 3 turns (and more for fewer).
I'd also recommend using Earthquake on Terrakion to complete Edge-Quake coverage, and hit pretty much anything very hard in tandem with CC. This would be used over either Poison Jab/X-Scissor, whichever coverage move you value least, but also keep in mind that Iron Head is generally superior to Poison Jab for providing a flinch chance and better coverage against non-Fairy types.

Finally I'd consider running LO > Black Sludge on Gengar, though this doesn't necessarily make it *better* so much as change its job a bit more. LO boosts the power of Gengar's excellent Ghost/Poison/Fighting coverage, and is more helpful if you don't end up setting up a Sub, but if you do Gengar obviously ends up doing a lot of damage to itself very quickly.

Thanks for making the RMT and have fun battling!

I think I will definitely replace Toxic with Wisp, mainly for Excadrill and other ground types that could give my team trouble, and I will put Iron Head over poison Jab on Terrakion, but isn't earthquake a little too redundant with Close Combat? There really isn't anything that CC and Stone Edge don't hit that earthquake does hit, right? I also originally used LO > Black Sludge on Gengar, but it didn't often create enough of a power difference to warrant keeping it over black sludge when I already have no way to get rid of entry hazards and residual damage can stack up so quickly on gengar, not to mention simply getting one extra sub in can make the black sludge that much better than LO.
Thanks for your input!

Gonna start this off by saying you have a HUGE Excadrill weakness. Provided it isn't Sand Rush Drill, it literally destroys your team. Mold Breaker completely ignores Levitate from Rotom and Gengar, and with a Scarf, both are outsped. Terrakion has shit defenses if not invested. Metagross and Heatran are both easily KOed by an EQ. Then on the other hand, Poison Jab. Change that to Earthquake for a nice EdgeQuake combo for stuff like Magnezone or opposing Heatrans. I know those get hit with CC, but CC has that defense drop. Run Will-O on Rotom to stop physical attackers, and also try the Bulky DDance set for Gyarados
I'd link and importable but I'm on mobile so that's hard. Bulky DDance Gyarados is a Smogon set that has helped me out of sticky situations. It has enough bulk to withstand hits, sub up, DDance, and KO with Waterfall/Bounce. With a Moxie boost (run Moxie for Bulky DDance) it becomes a killer. Run Earth Power and Protect on Heatran instead of Toxic and Roar. Earth Power allows Tran to hit other Trans and Protect scouts or allows Heatran to recover HP after taking a Hydro Pump from Rotom (does not 2HKO after Leftovers unless crit). Put Ice Punch on Metagross instead of Rock Polish. Metagross is already at the 110 Base speed, speed tying with the Lati twins and Gar, so no need boosting speed. It hits the Lati twins for supereffective damage. Also, no need of runnung Sub on Offensive Gengar. Put Dazzling Gleam in that spot for Fighting types or Dragons. It's not a common move on Gar, so it's great for surprise revenge kill. Anyways, good luck!

I, Personally have never had an excadrill problem when I ran across them, usually I can play around a scarf set, or otherwise Rotom or Gengar can threaten it with superior speed, but I have changed Toxic to Wisp because you do have a point. Also, earthquake seems useless to me as it hits nothing harder than either CC or Stone Edge does other than the rare poison types, so I'd rather have other super-effective coverage or Rock Slide, which I will probably try out a bit over X-Scissor or Iron Head. There is also no need for heatran earth power, as many other pokemon on my team can deal with tran easily, so I'd rather have the status and phasing. Ice punch super effective does the same as a neutral Meteor Mash also, I think, thanks to STAB, if not very close, so it seems kind of pointless to me. I originally put in Bulky DD Gyara on this team, but it ultimately not have enough survivability to deal with what I wanted, it felt like.
Thanks for all the input!
 
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because you lack a resistance/immunity to electric, pokémon like Mega Manectric, Thundurus-I and Raikou are big issues. allowing pokémon as powerful as them to freely launch Thunderbolt's or start up a VoltTurn chain with no drawback is problematic and an issue that needs to be addressed. a suggestion to alleviate the problem is the inclusion of Scarf Landorus-T over Gyarados. although I can see how defensive Gyarados can be useful, I don't think she's much of a performer in OU. without hazard removal, defensive Gyarados will be pressured to do her job consistently and her passiveness and lack of power can easily be taken advantage of by several pokémon like Spikes Ferrothorn and Skarmory. Landorus-T goes a long way in helping you address the electric problem, retains a useful fighting resistance/ground immunity while forming a nice VoltTurn duo with Rotom-W.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off / Superpower
- U-turn
with the addition of Scarf Landorus-T, you no longer need Rotom-W to occupy the role of a revenge killer. as such, you can consider switching her over to a more defensive set to make up for the loss of Gyarados as your bulky water. by doing so you will gain a sturdy answer to various threats like Talonflame, Azumarill and the Excadrill that was mentioned as an issue by a poster above me.

introducing Landorus-T adds an extra weakness to water and worrying weakness to Keldeo. this isn't a state I would like to leave your team in after my recommended changes. as such, consider a Latios over Gengar. this helps with the Keldeo issue while retaining a strong special attacker. in addition to helping with Keldeo, Latios further helps with the electric issue possessed by your team by providing a resistance to the type and soft checks many of the pokémon I mentioned before. by giving her HP Fire, you also gain a Scizor/Ferrothorn lure which will help Metagross sweep. here are the sets I recommend for Rotom-W and Latios:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Roost
other changes to consider:
  1. assuming you decide to keep Gengar, you really need Timid with max speed. otherwise, you are slower than so many things you would normally be faster than. among these are Keldeo, Terrakion, Garchomp and various positive base 100s like Gardevoir and Manaphy. the minimal power gain isn't worth the long list of pokémon you become slower than and killed by.
  2. ever consider Swords Dance Terrakion with Life Orb over CB? you retain similar amounts of wall breaking power with the freedom to alternate between moves and power yourself up with Swords Dance. regardless of whether you change to LO, CB Terrakion also needs max speed. the HP EVs you have add an insignificant amount of bulk while being slower than mega Pinsir, normal Manectric and tying Keldeo/other Terrakion can be very costly. assuming you keep CB on Terrakion, you can consider Quick Attack over X-Scissor. considering how hard Stone Edge hits psychics already, X-Scissor isn't providing much coverage while QA gives your team some priority and a way to kill weakened threats.
nice team, gave you a like!
 
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because you lack a resistance/immunity to electric, pokémon like Mega Manectric, Thundurus-I and Raikou are big issues. allowing pokémon as powerful as them to freely launch Thunderbolt's or start up a VoltTurn chain with no drawback is problematic and an issue that needs to be addressed. a suggestion to alleviate the problem is the inclusion of Scarf Landorus-T over Gyarados. although I can see how defensive Gyarados can be useful, I don't think she's much of a performer in OU. without hazard removal, defensive Gyarados will be pressured to do her job consistently and her passiveness and lack of power can easily be taken advantage of by several pokémon like Spikes Ferrothorn and Skarmory. Landorus-T goes a long way in helping you address the electric problem, retains a useful fighting resistance/ground immunity while forming a nice VoltTurn duo with Rotom-W.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off / Superpower
- U-turn
with the addition of Scarf Landorus-T, you no longer need Rotom-W to occupy the role of a revenge killer. as such, you can consider switching her over to a more defensive set to make up for the loss of Gyarados as your bulky water. by doing so you will gain a sturdy answer to various threats like Talonflame, Azumarill and the Excadrill that was mentioned as an issue by a poster above me.

introducing Landorus-T adds an extra weakness to water and worrying weakness to Keldeo. this isn't a state I would like to leave your team in after my recommended changes. as such, consider a Latios over Gengar. this helps with the Keldeo issue while retaining a strong special attacker. in addition to helping with Keldeo, Latios further helps with the electric issue possessed by your team by providing a resistance to the type and soft checks many of the pokémon I mentioned before. by giving her HP Fire, you also gain a Scizor/Ferrothorn lure which will help Metagross sweep. here are the sets I recommend for Rotom-W and Latios:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Roost
other changes to consider:
  1. assuming you decide to keep Gengar, you really need Timid with max speed. otherwise, you are slower than so many things you would normally be faster than. among these are Keldeo, Terrakion, Garchomp and various positive base 100s like Gardevoir and Manaphy. the minimal power gain isn't worth the long list of pokémon you become slower than and killed by.
  2. ever consider Swords Dance Terrakion with Life Orb over CB? you retain similar amounts of wall breaking power with the freedom to alternate between moves and power yourself up with Swords Dance. regardless of whether you change to LO, CB Terrakion also needs max speed. the HP EVs you have add an insignificant amount of bulk while being slower than mega Pinsir, normal Manectric and tying Keldeo/other Terrakion can be very costly. assuming you keep CB on Terrakion, you can consider Quick Attack over X-Scissor. considering how hard Stone Edge hits psychics already, X-Scissor isn't providing much coverage while QA gives your team some priority and a way to kill weakened threats.
nice team, gave you a like!

I think I will definitely try out Landorus and Defensive Rotom over Gyara and Scarf-Rotom, Thanks! I adjusted to EVs to outspeed any non-boosted Mega Pinsir with Terrakion (I personally never run max speed on pokemon like Terrakion, because I don't like to gamble on speed ties, so I just do enough to outspeed the next tier), and enough to outspeed any 108 base with Gengar. I will edit the post if Rotom + Landorus + maybe Latios work for me.
Thanks for the input!
 
I think I will definitely replace Toxic with Wisp, mainly for Excadrill and other ground types that could give my team trouble, and I will put Iron Head over poison Jab on Terrakion, but isn't earthquake a little too redundant with Close Combat? There really isn't anything that CC and Stone Edge don't hit that earthquake does hit, right? I also originally used LO > Black Sludge on Gengar, but it didn't often create enough of a power difference to warrant keeping it over black sludge when I already have no way to get rid of entry hazards and residual damage can stack up so quickly on gengar, not to mention simply getting one extra sub in can make the black sludge that much better than LO.
Thanks for your input!



I, Personally have never had an excadrill problem when I ran across them, usually I can play around a scarf set, or otherwise Rotom or Gengar can threaten it with superior speed, but I have changed Toxic to Wisp because you do have a point. Also, earthquake seems useless to me as it hits nothing harder than either CC or Stone Edge does other than the rare poison types, so I'd rather have other super-effective coverage or Rock Slide, which I will probably try out a bit over X-Scissor or Iron Head. There is also no need for heatran earth power, as many other pokemon on my team can deal with tran easily, so I'd rather have the status and phasing. Ice punch super effective does the same as a neutral Meteor Mash also, I think, thanks to STAB, if not very close, so it seems kind of pointless to me. I originally put in Bulky DD Gyara on this team, but it ultimately not have enough survivability to deal with what I wanted, it felt like.
Thanks for all the input!


Aight man whatever floats your boat amd helps you out:]
 
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