XY OU RMT: I Beedrilling holes into your wall!

(Excuse the bad pun)

Hello, everyone! I'm new to Smogon, but I have plenty of competitive battling experience. I've used this team to great success elsewhere, but I decided to see how well this team stands up in OU, I've tried posting this team on GameFaqs, but haven't really received much feedback, also; I usually battle at level 50.

The idea of a Volt-Turn team just sounded appealing to me so one can easily escape bad matchups and bring in a revenge killer for free... Since Mega Beedrill happens to be an excellent revenge killer, I decided to build a team to help support it and allow it to come in and eventually attempt a late game sweep.



Landorus Therian @ Leftovers
Nature: Impish
Ability: Intimidate
EVs: 252 HP, 252 Defense, 4 Speed
-U-turn
-Knock Off
-Stealth Rock
-Earthquake

This thing is my lead, which also functions as glue for my team. A slower U-turn allows me to bring in Mega Beedrill without it having to take a hit, while still shutting down physical attackers. It also has good synergy with Clefable, being able to take poison type attacks and halt the set up of some physical attackers. I usually try to deploy those sneaky pebbles as soon as the opportunity presents itself which puts pressure against opposing switches. It serves as a decent check to Garchomp, Mega-Kangaskhan, opposing Mega Beedrill, Mega Lopunny (without Ice Punch), etc. The list of physical attackers that this thing checks is quite astounding.

Next, we have:


Beedrill @ Beedrillite
Nature: Adamant
Ability: Sniper
EVs: 252 Attack, 252 Speed, 4 HP (At level 50, this is an odd number of HP)
-Protect
-U-turn
-Poison Jab
-Drill Run

Ah, the star of the show. Next to only Banded Scizor, this thing has the hardest hitting U-turn in the game. It functions as my revenge killer/scouter. I'm thinking of running Jolly which would allow me to outspeed Mega Manectric, Mega Lopunny, and Mega Sceptile, but the rest of my team handles them, and Mega Beedrill really cannot afford to miss out on a KO and take a hit. This thing can Revenge Kill (or be brought in via Landorus U-turn) a multitude of threats, including but not limited to: Banded Azumarill (not locked into Aqua Jet), Greninja, Keldeo, Mew, Lat@s (Sans Scarf), opposing Magnezone, Serperior, etc.

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Magnezone @ Choice Scarf
Nature: Timid
Ability: Magnet Pull
EVs: 252 Sp. Attack, 252 Speed, and 4 HP
-Hidden Power [Fire]
-Flash Cannon
-Volt Switch
-Thunderbolt

I used to run discharge for the paralysis chance, but realized later that Thunderbolt is a better idea. I decided to employ Magnezone to trap opposing Skarmory which can be problematic for Mega Beedrill, as well as opposing Scizor. I also sometimes use this as an Anti-Lead against Forretress. This thing can trap and 2HKO Excadrill provided that it's a scarf variant that is locked into Rapid spin. I find that it can also be a decent revenge killer and can use Volt Switch to pick up momentum for me.
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Clefable @ Red Card
Nature: Bold
Ability: Unaware
EVs: 252 HP, 252 Defense, 4 Speed
-Moonblast
-Protect
-Wish
-Heal Bell

This is the cleric of my team. Since I have Magnezone to trap opposing Scizor and some other problematic steel types, I can use Clefable to cure my team of annoying status problems. Unaware + Red Card functions as a safety net against certain setup sweepers. This thing has decent synergy with the rest of my team, since they can better handle special attackers. Clefable can also pass wishes since Landorus-Therian only has leftovers for recovery. Should I change Red Card for a different item? I did some calculations, and

252 Atk Garchomp Iron Head vs. 252 HP / 252+ Def Clefable: 154-182 (39 - 46.1%) -- guaranteed 3HKO after Leftovers recovery.


Slowking @ Assault Vest
Nature: Modest
Ability: Regenerator
EVs: 248 HP, 164 Sp. Attack, 96 Sp. Defense
-Fire Blast
-Scald
-Power Gem
-Dragon Tail

This the King of Special defense! Well... sort of. Don't let how slow it is dethrone it as a king! (Pun intended). It takes special attacks VERY well and can deter calm mind or other setup moves via Dragon Tail. I chose Power Gem for decent neutral coverage and the chance to OHKO Mega 'Zard Y and TalonfLAME on the switch in, these two could otherwise be problematic for my team. It also is only 2HKOed by Mega Charizard Y's Solar beam 33.6% of time:

252 SpA Mega Charizard Y Solar Beam vs. 248 HP / 96 SpD Assault Vest Slowking: 90-108 (44.7 - 53.7%) -- 33.6% chance to 2HKO

In retaliation,

164+ SpA Slowking Power Gem vs. 0 HP / 0 SpD Mega Charizard Y: 140-168 (91.5 - 109.8%) -- 50% chance to OHKO

Slowking is likely to OHKO in return with Power Gem, if Stealth Rock is up, Mega Charizard Y has no chance whatsoever. Talonflame is guaranteeably OHKOed, Slowking and Amoonguss in my experience are a great regenerator core, with Amoonguss being able to take Electric and Grass attacks aimed at Slowking and Slowking being able to take Psychic, Ice, and Fire attacks aimed at Amoonguss.

Amoonguss @ Black Sludge
Nature: Bold
Ability: Regenerator
EVs: 252 HP, 252 Defense, 4 Speed
-Giga Drain
-Clear Smog
-Foul Play
-Spore

This Mushroom is my solution to Azumarill, Mega Altaria, and other fairies. It can also absorb physical attacks and also appreciates Landorus-Therian's intimidate.

At +6, Azumarill cannot OHKO Amoonguss with Play Rough, Waterfall, Aqua Jet, nor superpower, while Amoonguss can retaliate with Clear Smog to render it useless. If it happens to be Running Ice Punch instead, then Clefable can still check it to an extent. It also has Regenerator, meaning that after stopping Azumarill, it can switch out and still be a nuisance to other physical attackers. Spore deters a lot of things from switching in also. I decided on running Foul Play as a deterrent to some physical attackers, while Gengar is 2HKOed by Foul Play, which also deters some physical attackers from setting up on Amoonguss.


I've had some 30 or so battles with this team and found that Talonflame, despite all of my attempts to stop it, can be problematic. What I can do is switch in Landorus-Therian, then U-turn out to Magnezone who outspeeds all Adamant Talonflame and can OHKO with thunderbolt, while Brave Bird only does 18-22%, but Jolly Talonflame outspeeds Magnezone and OHKOs with Flare Blitz.
Mega Sableye is annoying, but it can't take too many STAB, adaptability U-turns, while Clefable does serve as a hard stop to its antics.

Lastly, with my defensive cores, I couldn't make room for a rapid spinner or defog, and with the constant switching my team requires, Stealth Rock damage eventually takes its toll, are there any improvements that can be made to better handle these problems?
 
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