Hey guys! This is my 3rd RMT and my first OU One! This team is based around being bulky, and also being offensive. Hope you guys like it! This team can also be called Luring, because it is meant to lure in pokemon that are good against it.
Team at a Glance
Analysis
Excadrill (M) @ Air Balloon
Trait: Mold Breaker
EVs: 160 HP / 96 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Rapid Spin
- Stealth Rock
- Earthquake
- Rock Slide
My Rapid Spinner. He supports Talonflame with rapid spin support allowing me to switch him without critical damage. Mouldbreaker makes him a good anti-lead breaking sash's of leads such as azelf and alakazam, although his primary role is to spin for Tflame and thus I would only play him first if it were my only option. Excadrill also has a secondary role, which is setting up Stealth Rocks. I gave him the HP EVs and air baloon to prolong his life for those two roles and the Atk and Max Spe Evs along with Earthquake and Rockslide to allow him to fend for himself. Drills' STAB checks aegislash and other steel pokemon, and rock slide hits pesky flying types that switch in on an Equake, the two combining for awesome coverage. Drill can also aid Gardevoir in that he Cleans poison and steel types which wall the Mega Fairy. Equake also clears the way for Talonflame by wiping Electric types that aren't Rotom-W
Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 120 HP / 252 Atk / 116 SDef / 20 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Ice Punch
- Thunder Punch
- Mach Punch
Conkeldurr functions as my Wallbreaker and a no setup Physical Sweeper. His drainpunch destroys common steel types such as ferrothorn, heatran and lucario while functioning as recovery from the life orb recoil. His boltbeam coverage allows him to take skarmory, landorus-t and other flying types that don't use flying STAB moves as well as bulky grass/water types like jellicent and celebi. With adamant nature and max attack coupled with the sheer force, non LO recoil Thund/Ice coverage demolishes walls with no setup required and no drawbacks. Mach punch allows Durr to revenge kill. He has the specific HP/SpD investment to handle special attackers (this came from smogon) and the 20 speed to outspeed hippowdon and kill before it can slackoff.
He also functions as a Lure for aegislash (and other steel types that aren't hurt by fighting attacks), poison types (which resist his fighting stab) and ghost types (which are immune to fighting) allowing a switch to either Garchomp (steel/poison) or Greninja (ghost) to clear up the path for Gardevoir. He can come on and break rock/ice types too to aid Talonflame in a sweep too.
Talonflame (M) @ Leftovers
Trait: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Brave Bird
- Tailwind
- Swords Dance
Talonflame acts as my Physical Setup Sweeper and late game sweeper. I use Sitrus Berry + Acrobatics to allow for Talon to be able to SD on a non OHKO and have a double powered +2 Attack, +1 Priority Acrobatics to return fire while retaining a bit of HP. The opponent may also switch however this isn't common so the before mentioned situation is often the case. The sitrus berry also allows talon to switch in on Fairy attacks (which it resists but not often to the case of not taking over 50% health due to its frailty) and to be able to come in on SR in the case that spinning fails. He can also SD on opponents who opt for a switch (which isn't common so the before mentioned situation is often the case.) He has Max Atk and Spe with a jolly nature to combat fellow TF's for a chance of a victory and to maximise his very mediocre attack and ensure OH/2HKO's on his STAB's Acrobatics and Flare blitz on pokemon like Scizor, forretress (custap does nothing against Gale Wings), conkeldurr and mienshao whom I otherwise would have no super effective hits on.
Although my "Sweeping Strategy" of Talonflame seems good on paper, he relies heavily on pokemon only be able to 2HKO him and no SR on the field to set up a Swords Dance. Which is why he can only setup when I switch him into pokemon I am certain can't 2HKO which is why he has a different and more primary role; Revenge Killing. Talonflame possesses base 126 speed, which allows him to outspeed most of the unboosted non-scarf OU metagame. Not only this, but the firebird get's the ability Gale Wings, which turns all of his Flying Type moves (which are STABS btw) into +1 priority making him one of the, if not the BEST revenge killer currently in OU. He even resists Conkeldurr's Mach Punch and Scizor's Bullet Punch giving him the Revenge niche in my team to finish of those pesky Sturdy pokemon and Focus Sash users.
Last of all I have TF using Tailwind as it get's +1 priority from Gale Wings allowing Talonflame to die with purpose in supporting Gardevoir with some much needed speed allowing her easier sweeper.
Jolteon (F) @ Life Orb
Trait: Volt Absorb
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Volt Switch
- Signal Beam
- Hidden Power [Ice]
Jolteon is my Speedster. With great complete SpA and Spe investment and a timid nature she oustpeeds most of the metagame and threatens to KO with her STAB thunderbolt, even neutrally. She takes care of water, flying types and can use HP ice to put dents in ground, grass and dragon types while OHKO'ing landorus, garchomp and salamence. Signal beam hits dark, psychic types and celebi for good coverage. Jolteon has good synergy with talonflame as she eliminates pesky water types (greninja, azumarril, jellicent) and can switch to the bird when a predictable Equake is headed her way. Voltswitch can be used to switch out in situations like that which promotes momentum and allows to act as a Pivot.
Greninja (F) @ Life Orb
Trait: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Surf
- Dark Pulse
- U-turn
- Ice Beam
Greninja is used my non setup Special Sweeper and also another Lure, this time for Talonflame. However the way she lures pokemon is different. Greninja works more as bait of which TF can setup on rather than those who wall my physical sweeper. This works due to greninja's water/dark typing as is standard for fighting types to switch in (even grass types despite ice beam.) The only downfall to this is the equal likely hood of electric types to switch in, but greninja can U-turn into Chomp or Jolteon effectively creating a pivoting core. The female ninja has max investment in SpA and Spe (Naive Nature) with the ability protean which allow for her to maximise her late game sweeping ability due to great speed and STAB on all attacks. Ice beam and surf are used for great coverage STAB special attacks. Dark pulse is used for that too, but also to eliminate ghost types which threaten a Gardevoir sweep. I have not invested any attack in greninja as aside from celebi, on which it would require full investment to have chance to OHKO a defensive set and can OHKO's other sets anyway, u-turn isn't used as coverage but more so for scouting and to Pivot between Jolteon and herself
Gardevoir (F) @ Gardevoirite
Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hyper Voice
- Shadow Ball
- Thunderbolt
She is the Special Setup Sweeper of this set. To maximise sweeper capability I have Gardevoirite on her as it adds that crucial speed needed for sweeping and some fantastic SpA and SpD. Also Megavoir gains the ability Pixilate while mega which is one of the best abilities Gen 6 has introduced (aside from gale wings and protean) allowing normal moves to be converted into regular fairy moves but with a 30% boost. Not only does this allow gardevoir to use an equivalent sheer force boost on pseudo-fairy types moves but she also gains STAB on these moves too and they still hit the same as moonblast albeit much stronger. Above all this she gains the normal move Hyper Voice which is not only powerful (especially from the extra boosts) but it bypasses subs enabling her to beat pokemon such as Sub+Disable Gengar. Because of these perks it makes MegaVoir much more deadly than LOVoir. I use the ability Synchronize on regular Gardevoir as it is the only ability that can be utilized before the mega evolution. I use max SpA And Spe despite and calm mind as a boosting option allowing her to reach an absurd 644 SpA at +1. I opted out of a physically defensive based EV spread+CM as Gardevoir lacks the HP/Defensive stats to pull it off. I use Shadow Ball and Thunderbolt as coverage which I use against pokemon that resist Hyper Voice such as all steel types, Gardevoir, chandelure, talonflame azumarril, togekiss and tentacruel.
Flaws: Due to Tflame being my only source of fire and having no grass type attacks on my team, it's very susceptible to gastrodon, swampert, rotom-w and scizor. Also trick room users turn my team's speed against me forcing me to use my priority (which itself isn't abundant.) Although they aren't too common, fairy types such as Togekiss, Azumarril, Gardevoir and Mawile have no trouble spamming their fairy STABs as only talonflame resists them and switching into him with SR on the field is never a good option really.
Importable:
I've been thinking of replacing u-turn for roost on talonflame so be sure to answer the poll!
Thanks for reading!
Team at a Glance






Analysis

Excadrill (M) @ Air Balloon
Trait: Mold Breaker
EVs: 160 HP / 96 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Rapid Spin
- Stealth Rock
- Earthquake
- Rock Slide
My Rapid Spinner. He supports Talonflame with rapid spin support allowing me to switch him without critical damage. Mouldbreaker makes him a good anti-lead breaking sash's of leads such as azelf and alakazam, although his primary role is to spin for Tflame and thus I would only play him first if it were my only option. Excadrill also has a secondary role, which is setting up Stealth Rocks. I gave him the HP EVs and air baloon to prolong his life for those two roles and the Atk and Max Spe Evs along with Earthquake and Rockslide to allow him to fend for himself. Drills' STAB checks aegislash and other steel pokemon, and rock slide hits pesky flying types that switch in on an Equake, the two combining for awesome coverage. Drill can also aid Gardevoir in that he Cleans poison and steel types which wall the Mega Fairy. Equake also clears the way for Talonflame by wiping Electric types that aren't Rotom-W

Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 120 HP / 252 Atk / 116 SDef / 20 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Ice Punch
- Thunder Punch
- Mach Punch
Conkeldurr functions as my Wallbreaker and a no setup Physical Sweeper. His drainpunch destroys common steel types such as ferrothorn, heatran and lucario while functioning as recovery from the life orb recoil. His boltbeam coverage allows him to take skarmory, landorus-t and other flying types that don't use flying STAB moves as well as bulky grass/water types like jellicent and celebi. With adamant nature and max attack coupled with the sheer force, non LO recoil Thund/Ice coverage demolishes walls with no setup required and no drawbacks. Mach punch allows Durr to revenge kill. He has the specific HP/SpD investment to handle special attackers (this came from smogon) and the 20 speed to outspeed hippowdon and kill before it can slackoff.
He also functions as a Lure for aegislash (and other steel types that aren't hurt by fighting attacks), poison types (which resist his fighting stab) and ghost types (which are immune to fighting) allowing a switch to either Garchomp (steel/poison) or Greninja (ghost) to clear up the path for Gardevoir. He can come on and break rock/ice types too to aid Talonflame in a sweep too.

Talonflame (M) @ Leftovers
Trait: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Brave Bird
- Tailwind
- Swords Dance
Talonflame acts as my Physical Setup Sweeper and late game sweeper. I use Sitrus Berry + Acrobatics to allow for Talon to be able to SD on a non OHKO and have a double powered +2 Attack, +1 Priority Acrobatics to return fire while retaining a bit of HP. The opponent may also switch however this isn't common so the before mentioned situation is often the case. The sitrus berry also allows talon to switch in on Fairy attacks (which it resists but not often to the case of not taking over 50% health due to its frailty) and to be able to come in on SR in the case that spinning fails. He can also SD on opponents who opt for a switch (which isn't common so the before mentioned situation is often the case.) He has Max Atk and Spe with a jolly nature to combat fellow TF's for a chance of a victory and to maximise his very mediocre attack and ensure OH/2HKO's on his STAB's Acrobatics and Flare blitz on pokemon like Scizor, forretress (custap does nothing against Gale Wings), conkeldurr and mienshao whom I otherwise would have no super effective hits on.
Although my "Sweeping Strategy" of Talonflame seems good on paper, he relies heavily on pokemon only be able to 2HKO him and no SR on the field to set up a Swords Dance. Which is why he can only setup when I switch him into pokemon I am certain can't 2HKO which is why he has a different and more primary role; Revenge Killing. Talonflame possesses base 126 speed, which allows him to outspeed most of the unboosted non-scarf OU metagame. Not only this, but the firebird get's the ability Gale Wings, which turns all of his Flying Type moves (which are STABS btw) into +1 priority making him one of the, if not the BEST revenge killer currently in OU. He even resists Conkeldurr's Mach Punch and Scizor's Bullet Punch giving him the Revenge niche in my team to finish of those pesky Sturdy pokemon and Focus Sash users.
Last of all I have TF using Tailwind as it get's +1 priority from Gale Wings allowing Talonflame to die with purpose in supporting Gardevoir with some much needed speed allowing her easier sweeper.

Jolteon (F) @ Life Orb
Trait: Volt Absorb
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Volt Switch
- Signal Beam
- Hidden Power [Ice]
Jolteon is my Speedster. With great complete SpA and Spe investment and a timid nature she oustpeeds most of the metagame and threatens to KO with her STAB thunderbolt, even neutrally. She takes care of water, flying types and can use HP ice to put dents in ground, grass and dragon types while OHKO'ing landorus, garchomp and salamence. Signal beam hits dark, psychic types and celebi for good coverage. Jolteon has good synergy with talonflame as she eliminates pesky water types (greninja, azumarril, jellicent) and can switch to the bird when a predictable Equake is headed her way. Voltswitch can be used to switch out in situations like that which promotes momentum and allows to act as a Pivot.

Greninja (F) @ Life Orb
Trait: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Surf
- Dark Pulse
- U-turn
- Ice Beam
Greninja is used my non setup Special Sweeper and also another Lure, this time for Talonflame. However the way she lures pokemon is different. Greninja works more as bait of which TF can setup on rather than those who wall my physical sweeper. This works due to greninja's water/dark typing as is standard for fighting types to switch in (even grass types despite ice beam.) The only downfall to this is the equal likely hood of electric types to switch in, but greninja can U-turn into Chomp or Jolteon effectively creating a pivoting core. The female ninja has max investment in SpA and Spe (Naive Nature) with the ability protean which allow for her to maximise her late game sweeping ability due to great speed and STAB on all attacks. Ice beam and surf are used for great coverage STAB special attacks. Dark pulse is used for that too, but also to eliminate ghost types which threaten a Gardevoir sweep. I have not invested any attack in greninja as aside from celebi, on which it would require full investment to have chance to OHKO a defensive set and can OHKO's other sets anyway, u-turn isn't used as coverage but more so for scouting and to Pivot between Jolteon and herself

Gardevoir (F) @ Gardevoirite
Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hyper Voice
- Shadow Ball
- Thunderbolt
She is the Special Setup Sweeper of this set. To maximise sweeper capability I have Gardevoirite on her as it adds that crucial speed needed for sweeping and some fantastic SpA and SpD. Also Megavoir gains the ability Pixilate while mega which is one of the best abilities Gen 6 has introduced (aside from gale wings and protean) allowing normal moves to be converted into regular fairy moves but with a 30% boost. Not only does this allow gardevoir to use an equivalent sheer force boost on pseudo-fairy types moves but she also gains STAB on these moves too and they still hit the same as moonblast albeit much stronger. Above all this she gains the normal move Hyper Voice which is not only powerful (especially from the extra boosts) but it bypasses subs enabling her to beat pokemon such as Sub+Disable Gengar. Because of these perks it makes MegaVoir much more deadly than LOVoir. I use the ability Synchronize on regular Gardevoir as it is the only ability that can be utilized before the mega evolution. I use max SpA And Spe despite and calm mind as a boosting option allowing her to reach an absurd 644 SpA at +1. I opted out of a physically defensive based EV spread+CM as Gardevoir lacks the HP/Defensive stats to pull it off. I use Shadow Ball and Thunderbolt as coverage which I use against pokemon that resist Hyper Voice such as all steel types, Gardevoir, chandelure, talonflame azumarril, togekiss and tentacruel.
Flaws: Due to Tflame being my only source of fire and having no grass type attacks on my team, it's very susceptible to gastrodon, swampert, rotom-w and scizor. Also trick room users turn my team's speed against me forcing me to use my priority (which itself isn't abundant.) Although they aren't too common, fairy types such as Togekiss, Azumarril, Gardevoir and Mawile have no trouble spamming their fairy STABs as only talonflame resists them and switching into him with SR on the field is never a good option really.
Importable:
Excadrill (M) @ Air Balloon
Trait: Mold Breaker
EVs: 160 HP / 96 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Rapid Spin
- Stealth Rock
- Earthquake
- Rock Slide
Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 120 HP / 252 Atk / 116 SDef / 20 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Ice Punch
- Thunder Punch
- Mach Punch
Talonflame (M) @ Leftovers
Trait: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Brave Bird
- Tailwind
- Swords Dance
Jolteon (F) @ Life Orb
Trait: Volt Absorb
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Volt Switch
- Signal Beam
- Hidden Power [Ice]
Greninja (F) @ Life Orb
Trait: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Surf
- Dark Pulse
- U-turn
- Ice Beam
Gardevoir (F) @ Gardevoirite
Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hyper Voice
- Shadow Ball
- Thunderbolt
Trait: Mold Breaker
EVs: 160 HP / 96 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Rapid Spin
- Stealth Rock
- Earthquake
- Rock Slide
Conkeldurr (M) @ Life Orb
Trait: Sheer Force
EVs: 120 HP / 252 Atk / 116 SDef / 20 Spd
Adamant Nature (+Atk, -SAtk)
- Drain Punch
- Ice Punch
- Thunder Punch
- Mach Punch
Talonflame (M) @ Leftovers
Trait: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Brave Bird
- Tailwind
- Swords Dance
Jolteon (F) @ Life Orb
Trait: Volt Absorb
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Volt Switch
- Signal Beam
- Hidden Power [Ice]
Greninja (F) @ Life Orb
Trait: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Surf
- Dark Pulse
- U-turn
- Ice Beam
Gardevoir (F) @ Gardevoirite
Trait: Synchronize
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hyper Voice
- Shadow Ball
- Thunderbolt
I've been thinking of replacing u-turn for roost on talonflame so be sure to answer the poll!
Thanks for reading!
Last edited: