Run Like Hell: A Gen 6 OU Team

I've been changing this team around for a while now to adapt to the changes Gen. 6 has brought, and I want to know what I can do to help it in this generation's metagame. As with last time, I don't need scores or essay rants, I only want to know how I can improve the team.

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Rather Dashing (Mamoswine) (M) @ Life Orb
Ability: Thick Fat
EVs: 252 Spd / 252 Atk / 4 Def | Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Superpower

Mamoswine fulfills an important niche on my team, and that is being a physical monster while providing Ice and Ground coverage for the team. Icicle Crash is for hitting stuff when Mamoswine already outspeeds the target, Ice Shard is for priority when it doesn't, Earthquake is for when Icicle Crash doesn't cut it, and Superpower is for coverage and hitting neutrally many things that normally wall Mamoswine to hell and back, such as Rotom-W and Skarmory.

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Klefki ain't shit (Espeon) (M) @ Light Clay
Ability: Magic Bounce
EVs: 252 Spd / 252 HP / 4 SAtk | Timid Nature
IVs: 0 Atk
- Psychic
- Light Screen
- Reflect
- Yawn

Espeon has been on my team since I first made it back in Gen. 5, and it's for two main reasons: Dual Screens setup and Magic Bounce. Magic Bounce is an incredible ability for dealing with hazard layers (i.e. Ferrothorn, Forretress) and Pokemon that like to spread status inflictions (i.e. Smeargle, Blissey, Sableye). Reflect and Light Screen are obviously for making the team more durable, which is much appreciated by the setup sweepers further down the page. Psychic is for STAB on the occasion that Espeon does need to attack, and Yawn is for phazing out potential counters and giving free turns to my team.

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Prolygonal (Porygon-Z) @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 SAtk / 252 Spd | Modest Nature
- Tri Attack
- Nasty Plot
- Hidden Power [Fighting]
- Dark Pulse

Porygon-Z hits like a nuke on the special end when it really counts. Adaptability Boosted Tri Attack effectively hits 160 BP, and coming off of 135 base Special Attack, it's no laughing matter. Nasty Plot effectively boosts Prolygonal's Special Attack to an INSANE 808, making it even more devastating if it manages to set up. It even 2HKOs Blissey and Goodra, two of the biggest Special walls in OU. HP Fighting is for hitting Steel- and Rock- types that resist Tri Attack, and Dark Pulse rounds out the set by hitting Ghost- types who are immune to Tri Attack and HP Fighting.

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Axem Red (Bisharp) (M) @ Leftovers
Ability: Defiant
EVs: 252 Atk / 200 HP / 56 Spd | Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Bisharp can hit hard on the physical side of things and also provide coverage against Fairies. One Swords Dance boosts Axem Red's Attack to a frightening 766, which is enough to scare off most attackers in OU who aren't willing to take a Sucker Punch to the face. Knock Off is for removing the opponent's item and proceeding to kick their ass, Sucker Punch can provide some nice priority with the right prediction, and Iron Head is for hitting anything that resists Bisharp's other STAB moves. And Fairies.

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Barney (Goodra) (M) @ Assault Vest
Ability: Sap Sipper
EVs: 250 HP / 252 SAtk / 8 SDef | Quiet Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Thunderbolt

As said before, Goodra is one of the best Special walls in OU, only second to the Blobs. Unlike Blissey and Chansey, however, Goodra also has offensive pressure on its side. Assault Vest was practically made for Goodra as it raises its Special Defense to a monstrous 507 without hindering it in the slightest as it doesn't primarily rely on status moves to function. Draco Meteor is for raining hell upon on the opponent, Fire Blast is for Steels who like to switch in on Goodra (Skarmory, I'm looking at you!), Earthquake is so Goodra has a reasonable answer to Heatran, Thunderbolt is for coverage.

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Enki Durga (Galvantula) (M) @ Focus Sash
Ability: Swarm
EVs: 252 Spd / 252 SAtk / 4 HP | Timid Nature
IVs: 0 Atk
- Sticky Web
- Bug Buzz
- Volt Switch
- Energy Ball

Here it is, the centerpiece of my team. Galvantula is bar none the best Sticky Web setter in the game due to its Speed and offenses. Sticky Web immensely helps out the entire team as most of my team members have underwhelming Speed tiers and appreciate being able to go first. Porygon-Z really loves being able to sweep an entire team because he can outspeed them all. Bug Buzz is for hitting the opponent with a Swarm boosted STAB move after the Sash activates, or I can opt to switch out with Volt Switch and keep momentum going. Energy Ball is for coverage and is chosen over Giga Drain because Galvantula isn't walling any OU attackers any time soon.

Other Options
-Mega Mawile over Bisharp.
Okay, Bisharp is badass, but Mega Mawile arguably does its job better with better defenses and offenses. It also has access to Fairy coverage, something Bisharp doesn't have. However, Mawile doesn't have access to the incredible utility of Knock Off and is also much slower to the point where even Sticky Web can't save it.
-Knock Off on Mamoswine
If I do opt for Mega Mawile over Bisharp, I could give Knock Off to Mamoswine as a suitable substitute. I would sacrifice power for utility, which I think is probably worth it since it already has its other moves for hitting most things.
-Leftovers on Goodra
The only issue with AV Goodra is that while it can take hits extremely well, it has no recovery options (other than ABSORB of all things), so to patch up that issue, I may go for a more Specially Defensive EV spread and slap Lefties on it.

I'm open to other suggestions, of course, it's just that those three are the options that sprung to my mind at first. What do you guys think about this?
 
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Hello there, nice team you've got there.
Mega Mawile can learn Knock-Off, and granted some speed investment could make it a bit faster, and its Play Rough can kill almost any Fairy (and at +2, I've swept teams with it). In terms of weaknesses, Mawile does have less weaknesses than Bisharp, and has intimidate to boot before it Mega Evolves, which can help give that free turn to set up SD. Granted it has a worse HP stat, so that would all come down to your choice of how you want to play it.

Also, for Goodra you aren't really gaining an OHKO with using Quiet since...
0- Atk Goodra Earthquake vs. 252 HP / 0 Def Heatran: 248-292 (64.2 - 75.6%) -- guaranteed 2HKO after Leftovers recovery (Modest nature)
0 Atk Goodra Earthquake vs. 252 HP / 0 Def Heatran: 272-324 (70.4 - 83.9%) -- guaranteed 2HKO after Leftovers recovery (Quiet nature)​
So I dunno, your call as well on that. It doesn't seem like that big of a difference to me tho.

Lastly, have you considered running Compound Eyes on Galvantula, which opens up the prospect of Thunder (much more powerful than Volt switch, which has its accuracy helped by Compound Eyes) and can help in getting other pokemon weakened earlier on (plus the 30% chance to paralyze is nice), since as a sash lead I don't really know what a severely weakened Galvantula can do for you mid/late-game.
 
First of all, thanks for the awesome feedback on this team.
Mega Mawile can learn Knock-Off, and granted some speed investment could make it a bit faster, and its Play Rough can kill almost any Fairy (and at +2, I've swept teams with it). In terms of weaknesses, Mawile does have less weaknesses than Bisharp, and has intimidate to boot before it Mega Evolves, which can help give that free turn to set up SD. Granted it has a worse HP stat, so that would all come down to your choice of how you want to play it.
Well, now I know that Mega Mawile does get Knock Off. I'll definitely try Mawile out, and if it doesn't work as well, I'll go back to Bisharp.
Lastly, have you considered running Compound Eyes on Galvantula, which opens up the prospect of Thunder (much more powerful than Volt switch, which has its accuracy helped by Compound Eyes) and can help in getting other pokemon weakened earlier on (plus the 30% chance to paralyze is nice), since as a sash lead I don't really know what a severely weakened Galvantula can do for you mid/late-game.
I used Compound Eyes Galvantula with Thunder before switching over to Volt Switch, which as stated before, is useful for more momentum. Swarm + STAB Boosted Bug Buzz is more powerful than Thunder, and since Galvantula is really only going to attack once the sash is broken, it's probably more useful. Granted, I'm really only testing this set now, so if it doesn't work, I'll go back to CE Thunder.

Also, since Goodra can't take hits very well on the physical side and has no reliable recovery, I've decided to switch it out for someone else. Tell me if it's better or worse:
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Not Shellder (Slowbro) (M) @ Assault Vest
Ability: Regenerator
EVs: 200 HP / 252 Def / 56 SDef | Modest Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Ice Beam
- Grass Knot

Slowbro not only gets Regenerator for recovery, but it also works well as a mixed tank with a beefy 95 HP, a healthy 110 Defense, and an Assault Vest. It also has Scald for hitting Heatran super-effectively with STAB so I don't have to resort to gimmicky mixed sets with EQ slapped on it. The burn chance from Scald can help in a pinch as well, as if Slowbro didn't take physical hits well enough already. It may be horrendously slow and not take special hits as well as Goodra, but for the ability to function as a mixed tank and have better recovery options, I think it's a fair exchange.

What do you guys think about this new Slowbro set? What should I change about the set, or should I just go back to using Goodra?
 
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