XY OU OU Hax 420 Get out me car

Would you use this team?

  • Yes

    Votes: 1 14.3%
  • Meh maybe if I had to

    Votes: 2 28.6%
  • No, never, not in a million years.

    Votes: 4 57.1%

  • Total voters
    7
An overview of the team:

250px-612Haxorus.png
250px-205Forretress.png
250px-242Blissey.png
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upload_2014-8-31_21-23-49.png
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haxorus.gif

Hax'r'us (Haxorus) (M) @ Lum Berry
Ability: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Dance
- Dragon Claw/Outrage
- Earthquake

Max Attack and Speed EVs are used to maximize Haxorus's potential as a sweeper. Lum Berry allows Haxorus to set up without having to worry about status. A Jolly nature is mandatory for Haxorus to Speed tie other Haxorus and outspeed any positive natured Pokemon below base 97 Speed. Swords Dance gives Haxorus the power to wallbreak, while Dragon Dance allows Haxorus to outspeed all non-Choice Scarf Pokemon after +1. Outrage is the hardest hitting STAB move Haxorus has; however, Dragon Claw is a viable option to avoid being locked into Outrage. Earthquake gives Haxorus near perfect coverage, hitting Steel-types such as Jirachi and Metagross super effectively, while Mold Breaker bypasses the abilities of Rhyperior, Bronzong, and Mega Aggron to hit them hard. Poison Jab is another option, to hit Fairies super effectively; however, if it uses Poison Jab, Haxorus cannot do anything to Steel-types.

205.gif

Forretress (F) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rapid Spin
- Toxic
- Spikes
- Volt Switch

Leftovers gives Forretress a bit more staying power as well as a chance to reactivate Sturdy should Forretress take any premature damage. The EVs are there to patch up Forretress's lackluster Special Defense. While its typing and natural physical bulk are all it needs on the physical side. On the contrary, a physically defensive spread could be used along with Pain Split and Toxic to take on Mega Kangaskhan, and Landorus-T. Rapid Spin will always be one of the most useful moves in Forretress's arsenal and should thus be considered on any Forretress set. The same goes for Spikes, as Forretress is one of the best users of them. The last slot is a slight toss-up between Volt Switch and Gyro Ball. Volt Switch is extremely useful for getting a teammate in safely, escaping Shadow Tag users, and stealing offensive momentum if Forretress is walling the opposition. However, Gyro Ball is also a candidate for this slot, as it is Forretress's best hope of dealing direct damage, 2HKOing Mega Gengar instead of just freeing Forretress from its Shadow Tag. Toxic Spikes is an amazing move and Forretress is one of the best users of them as well. Either Spikes or Toxic can be substituted for Toxic Spikes. Forretress also has a recovery option, outside of Rest, in Pain Split, which will help it stick around longer with the addition of wearing threats with high HP down faster, but Forretress generally has no room for it. All in all, your moveset should depend on what your team needs as Forretress is a supporter with many options.

Blissey.gif

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Wish
- Seismic Toss
- Toxic
- Protect

The EVs maximize both Defense and Special Defense, which allows Blissey to take on special setup sweepers such as Manaphy and Volcarona, while a Bold nature helps mitigate its terrible Defense stat. However, a spread of 252 HP / 252 Def with a Bold nature allows Blissey to survive two Psyshocks from Mega Gardevoir. Leftovers is mandatory for the passive healing. This set allows Blissey to support its teammates in a different way: by healing them with its gigantic Wishes. Indeed, through the rare event in Generation 3, Blissey can learn the move Wish, which allows it to fully heal almost any Pokemon thanks to Blissey's massive HP stat. The Wish itself is 326 HP, which is almost always enough to restore a teammate to its peak. The next slot can be somewhat varied depending on how you want to play. Soft-Boiled gives Blissey a reliable form of recovery immediately, and it also helps against boosting physical sweepers such as Lucario. However, Protect allows Blissey to guarantee itself to be the receiver of the Wish (except against Roar and Whirlwind) while also scouting the opponent's moves and providing itself with an extra turn of Leftovers recovery. Either of these moves are mandatory when using Wish, or Blissey can not reliably heal itself. Toxic and Seismic Toss are used to wear down the opponent; Toxic works better against defensive Pokemon while Seismic Toss is used for offensive Pokemon, as well as the Steel- and Poison-types that are immune to Toxic. Similar to the first set, Blissey can also run any number of its plentiful wealth of support options. Thunder Wave can be used to cripple fast sweepers and Stealth Rock can be used if your team is in need of it. Flamethrower is another option to deal heavy damage to Ferrothorn and Forretress.

Gliscor_BW.gif

Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Earthquake

Using 244 HP EVs makes Gliscor's HP stat divisible by 8, maximizing the efficiency of Poison Heal. 72 Speed EVs allow Gliscor to outspeed everything up to and including Jolly Tyranitar, while the rest of the EVs and a Careful nature make Gliscor as specially bulky as possible.

An EV spread that includes Defense investment with an Impish nature is also a possibility. This allows Gliscor to handle Mega Heracross effectively, although Toxic will need to be used in order to do so. A mixed spread also helps Gliscor defeat other powerful physical attackers, such as Swords Dance Excadrill. Taunt allows Gliscor to prevent the use of recovery moves, setup moves, entry hazards, and opposing Taunts as well as various other non-damaging moves. Roost provides Gliscor with an insane amount of recovery alongside Poison Heal and turns it into an exceptional Toxic staller. Toxic, if chosen, is Gliscor's main method of dealing damage, and it works very well with Taunt. Earthquake is a very consistent Ground-type STAB move that complements Toxic nicely by hitting most Steel-types, which are immune to Toxic, super effectively. Knock Off is an option over either Toxic or Earthquake to hit Pokemon that Gliscor otherwise can't touch, such as Skarmory and Gengar, as well as to remove the items of opposing Pokemon. However, using Knock Off leaves Gliscor vulnerable to offensive Steel-types. Protect is an option over Roost to let Gliscor stall with Toxic more easily and to ensure that its Toxic Orb activates.

Greninja_XY.gif

Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Substitute

I know it seems like a pretty predictable set but I felt it'd compliment the team well. Maximum Speed and Special Attack investment with a Timid nature gives Greninja maximum power and a huge advantage over many fast unboosted threats, including Alakazam, Tornadus-T, Starmie, and Latios, as well as Choice Scarf Tyranitar. It also ensures it Speed ties with opposing Greninja, which can be very important. These threats are so important that Modest and Rash natures should not even be considered. A Naive nature can be considered if Greninja uses U-turn, although the power boost may prove insignificant. Life Orb is also a requirement, as Greninja needs all the power it can get. Unlike other Pokemon, Greninja is not bothered by Life Orb recoil to the point that it needs to consider alternative items such as Expert Belt.
With any combination of the given moves, Greninja attains great power and coverage to batter the opposition with. Hydro Pump is the most powerful special attack that Greninja can opt to run outside of Hyper Beam, benefits from great coverage, and should be used against bulkier targets in general. Ice Beam is essential for this set, as it provides coverage against Grass- and Dragon-types, and also operates as Greninja's main "STAB" move if Hydro Pump's inaccuracy is too risky. Extrasensory is nearly a requirement, as it allows Greninja to heavily damage Mega Venusaur and Keldeo, two of the most common defensive and offensive threats in the metagame, respectively. It also hits several other important counters, including Tentacruel and Conkeldurr. Finally, Substitute is an interesting option to take advantage of the many switches Greninja forces and prevent revenge kills. Other applications include avoiding Sucker Punch revenge kills and actually letting it beat Ferrothorn in many scenarios. Greninja uses Ice Beam as Ferrothorn switches in, and gets a free Substitute on the typical Stealth Rock, Protect to scout for Hidden Power Fire, or Leech Seed to regain health. It can then proceed to 2HKO the weakened Ferrothorn with Ice Beam.

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Venusaur (F) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Sleep Powder

16 Speed EVs are used in order to outrun Adamant Azumarill, but 20 Speed EVs should be used with Hidden Power Fire to compensate for the imperfect Speed IV it requires. However, these EVs should be moved into Venusaur's defenses and a Relaxed nature should be used if Knock Off or Earthquake is chosen in the final slot. The rest of the EVs focus on making Venusaur as physically bulky as possible, but a specially defensive spread is also a viable option in order to let it deal with Pokemon such as Manaphy and Raikou more effectively. Chlorophyll is more useful than Overgrow prior to Mega Evolving, as it occasionally allows Venusaur to pick up a temporary Speed boost against teams that use Mega Charizard Y. Giga Drain is Venusaur's main STAB move and helps in keeping it healthy, especially against powerful attackers such as Landorus-T. Sludge Bomb is a good secondary STAB move that is mainly used to hit Flying- and Dragon-types, and it also hits most Fairy-types super effectively. Sadly, Synthesis is Venusaur's only reliable recovery move other than Rest—its low PP and ineffectiveness in most weather conditions might present an issue, but it is necessary for healing alongside Giga Drain.

Several moves are viable options in the last slot. Leech Seed offers yet another method of recovery in addition to a decent phazing tool, and it also grants Venusaur the ability to defeat Chansey and Blissey. Sleep Powder can incapacitate a counter, though unfortunately it will not work against Ferrothorn, Mandibuzz, or Escavalier. Hidden Power Fire hits Steel-types such as Scizor and Ferrothorn super effectively. Unlike Sludge Bomb, it's also capable of damaging Chesnaught. Knock Off is particularly useful against Latios and Gengar, but it also cripples Pokemon such as Chansey and Heatran via its added effect of removing items. Earthquake smashes the Steel-types that don't mind Hidden Power Fire, namely Heatran. Lastly, Roar is a much more reliable phazing tool than Leech Seed against setup sweepers and Substitute users.

This is my team please leave any suggestions :3 thanks :D

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Importable
========
Hax'r'us (Haxorus) (M) @ Lum Berry
Ability: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Dance
- Dragon Claw
- Outrage

Forretress (F) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rapid Spin
- Toxic
- Spikes
- Volt Switch

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Wish
- Seismic Toss
- Toxic
- Protect

Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Earthquake

Greninja (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Ice Beam
- Extrasensory
- Substitute

Venusaur (F) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Sleep Powder
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I would switch taunt on gliscor for stealth rocks, as stealth rocks are the best entry hazard in the game and your team currently lacks them. I would then switch out forretress for a defogger such as latios or a spinner like excadrill. Charizard X might give you some issues if gliscor is dead, and a life orb latios or scarfed excadrill could help you deal with that while still being able to remove entry hazards. Mega-Medicham also runs over your entire team, and latios could outspeed it and OHKO it with a draco. Right now it outspeeds everything on your team except greninja, and greninja can't take a hit from mega-medicham.
 
Haxorus
Double dance Hax does not work very well in OU, as EQ + Outrage leaves you walled by Skarm and Togekiss, and Clefable can take you with ease. Your description is copied and pasted directly from the strategy pokedex, which is bad because the description should explain your own reasoning. Also, since you copied a UU set, you mention a bunch of pokes (Jirachi, Metagross, Bronzong, Rhyperior, and Mega Aggron) who are hardly ever seen in OU. The recommended OU Dragon Dance set with Poison Jab works much better. However, I personally would use DNite or Chomp over Hax.

Forretress
This time you are copying the description from an Uber set. This Forretress does not work very well in OU. I would take PandaDuck's advice and switch it out for Lati@s or Excadrill.

Blissey
Blissey is outclassed by Chansey, as Bliss simply cannot stand up to the incredibly powerful attacks of OU as well as her sister can.

Gliscor
Specially defensive Gliscor looks fine, but PandaDuck is right; this team needs rocks.

Greninja
Sub looks cool on Gren, but I would worry that sub + LO will result in greatly reduced staying power.

Venusaur
Looks fine, but I personally would recommend against Sleep Powder. It is only 75% accurate, the sleep counter does not reset in 6th gen, and it only lasts 1-3 turns. HP Fire or Leech Seed could be more valuable.

PandaDuck is right about Mega Medicham. Haxorus is simply too slow at 97 speed and not bulky enough. Garchomp is faster (102) and has ground STAB, and Dragonite is bulkier and has Multiscale.
 
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