XY OU OU Outspeedy mcgee

This team was based on medicham, since i've never used it before, so i thought to my self what will it need to succeed, this is what my thought process was



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Get the Shoe (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Sticky Web



To me, this was the best lead idea since Medicham can be outsped by many pokes, mainly sweepers. it also provides coverage to rain teams/ keldeo and greninja, the webs would help me then the sash would ensure the attack if the lead with them, another big threat is latios/latias, so the bug buzz was a must. the last thing this covers is Rotom-wash, witch is bulky enough to take a thunderbolt, but unless its assault vest, it wont take a thunder




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Define Derp (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald


Quagsire is one of if not my favoraite pokemon, and it sunergizes very well with my lead, Galvantula, it is the BEST counter to espeon, dragon dancers, and stops most ground or rockm type leads, scald is to burn anything that can outspeed if i fail to get webs up, or is really tanky in general (I.e. gengar, excadrill, jirachi, clefable). another reason that i use it is to toxic stall beefy bastards like conkeldurr.






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High Jump Miss (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch


The main pokemon that i wanted to use, its attack is good when mega, especially with its ability, and i wanted a mega that is not used as often like mega charizard(both x and y) and mega garchomp. I also wanted a Mega that could definately do some damage, the main focus of medicham is to annoy and destroy, what i mean by that is to fake out, switch to a wall, then when safe go in and get the kill. i use jolly over adamant for one reason, to outspeed 100/100/100/100/100/100 pokes like mew, jirachi, celebi., victini(Esepecially Victini).







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GengBeng (Gengar) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Destiny Bond
- Shadow Ball
- Dazzling Gleam
- Icy Wind



No matter what, you need to run a ghost type on all ou teams to stop fake outs and rapid spins, gengar is usually the one who is in charge of that role, i run focus sash instead of black sludge besause if i overpredict, i can easily get saved by it and destiny bond my opponent, i run icy wind incase i lead off with him and i need their speed to go down, and usually acts as a free switch for me or a forced switch for them, and in general, gengar is a badass in ou, that why is mega is banned.




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InfernRape (Infernape) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Close Combat
- U-turn



Man, i love infernape, he dishes out damage quickly and has saved me so many times ever since 5th gen, i used to run blaze bu i saw that iron fist close combat helped me MUCH more, i prefer scarf over life orb because im going to need all the life i can get if i keep using flare blitz or close combat, i also prefer this over talon flame because if theres rocks on the field, im going to die in 3 turns, not with infernape tho, its true that talonflame wrecks infernape if its trapped or last poke, but i think if quagsire is still alive, il do just fine.



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Goodie Goodie (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 108 HP / 148 SpA / 252 SpD
Modest Nature
- Defog
- Energy Ball
- Recover
- Psychic



At first, i ran a latios, but it kept dying before it could do any damage, and i needed a special wall/defogger. so this was my decision, plus, the shiny form looks AWESOME *clears throat* Erm... anyway, latias help block out many pokes like landorus(T), Arcanine, and most of all, the number 1 threats to this team, greninja and and choice specs latios, which is a PAIN, main use is to wall out poisoned pokes and to stop special sweepers, like most walls are meant to do.



TRANSPORTABLE TEXT:


Get the Shoe (Galvantula) @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Sticky Web

Define Derp (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald

High Jump Miss (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch

GengBeng (Gengar) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Destiny Bond
- Shadow Ball
- Dazzling Gleam
- Icy Wind

InfernRape (Infernape) @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Close Combat
- U-turn

Goodie Goodie (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 108 HP / 148 SpA / 252 SpD
Modest Nature
- Defog
- Energy Ball
- Recover
- Psychic
 

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Nice team you got here.I would try to get SR on the team.That has one reason, you dont want to only pop a focus sash with Megacham, because it might die if it gets hit by something. I would have 2 suggestions for you one is a defog user and one is a Rapid Spinner(which seems like the better option on the team because you want to have Web up to allow Cham to sweep)
Defog User
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Empoleon@Leftovers

252 HP/4 SpA/252 SpD
Calm
- SR
- Defog
- Scald
- Roar

Rapid Spinner

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Excadrill@Leftover/Ballon
252 Àtt/4 Def/252 Spd
Adamant
- SR
- Rapid Spin
- Earthquake
- Iron Head


If you want to put one of these 2 on the team I would take out Quagsire and then change Defog on Latias to Calm Mind
 
He already has a defog user, but this team doesn't make any sense because he has a suicide lead sticky webber. A rapid spinner like starmie or excadrill would work pretty well on this team, though.
 
Last edited:
Hey man, pretty cool team. Just a few suggestions:

1. Shuckle > Galvantula. Shuckle gives you Rocks and Webs, and ALWAYS gives you one. Galvantula can be taunted pretty easily and can take away from the majority of the team's effectiveness.

[show = Shuckle]

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sticky Web
- Stealth Rock
- Final Gambit
- Encore

[/hide]

2. Excadrill > Latias to get rid of hazards. You're using a suicide lead to get webs/rocks up, so you don't want to defog them away. Also, Drill is great under sticky webs and can eq vs Latias to keep webs up.

[show = Excadrill]

Excadrill (F) @ Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rapid Spin
- Rock Slide

[/hide]

3. Sludge Wave > Dazzling Gleam on Gengar. Dazzling Gleam + Icy Wind is extremely redundant coverage, and Sludge Wave is a p cool STAB
 
Are you kidding me? You do realize that defog gets rid of your own hazards too, so basically you lose your webs, rocks, and your galvantula/shuckle. Also, btw I would not use final gambit shuckle, because it only has base 20 HP, so it would do around like 10% to the average pokemon. Toxic/Infestation is much better over that slot.
 
Are you kidding me? You do realize that defog gets rid of your own hazards too, so basically you lose your webs, rocks, and your galvantula/shuckle. Also, btw I would not use final gambit shuckle, because it only has base 20 HP, so it would do around like 10% to the average pokemon. Toxic/Infestation is much better over that slot.


I agree on the defog point but Final Gambit isn't there for damage as much as it is to block spin/defog
 
I agree on the defog point but Final Gambit isn't there for damage as much as it is to block spin/defog
What if he just hard switches out, switches back in, and then spins/defogs? There are better ways to stop defog and rapid spin, namely using bisharp, or using a spinblocker. It's better to waste up a teamslot using a spinblocker than sacking your sticky webber, and your stealth rocker.
 
What if he just hard switches out, switches back in, and then spins/defogs? There are better ways to stop defog and rapid spin, namely using bisharp, or using a spinblocker. It's better to waste up a teamslot using a spinblocker than sacking your sticky webber, and your stealth rocker.

The thing is, how many people see Final Gambit Shuckle? It's not common and can buy free turns, which is what HO is about. Most teams don't want to risk switching their Gengar into Exca turn 2 because Iron Head is still the better play vs Shuckle, and if Drill spins, then the webs are gone. Plus, it still does more than infestation.


But we should probably just agree to disagree and not flood the thread haha
 
Okay look at this scenario.
Turn 1
Excadrill uses iron head, shuckle at sturdy
Shuckle uses sticky web

Turn 2
Excadrill uses rapid spin shuckle dies and web is spun away

I'm basically saying that shuckle is basically way too slow to actually be able to put final gambit to any use.
 
Okay look at this scenario.
Turn 1
Excadrill uses iron head, shuckle at sturdy
Shuckle uses sticky web

Turn 2
Excadrill uses rapid spin shuckle dies and web is spun away

I'm basically saying that shuckle is basically way too slow to actually be able to put final gambit to any use.

It doesn't necessarily work in all scenarios, but would you rather just go for infestation and lose your webs anyway?

Whatever we shouldn't get into it here xD
 
And I'm saying it's too slow to put final gambit to any use, anyways I'm gonna stop arguing here since it's flooding the thread.
 
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