XY OU Salamence the broom.

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team preview:

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Okay sup everybody, I've got a quick OU team I made that I'm trying to ladder with so I can get in the OLT thing and it's done pretty well (I know chimpact hates facing it :]) but idk maybe I could use a bit of help with it. So without further ado:

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Mega Salamence (Salamence) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Outrage
- Dragon Claw
- Earthquake
- Aqua Tail

Well, here's the star player of the team... well not really. Although I attempted to build the whole team around it, it's not really that good of a Pokemon as it was 5th gen and it doesn't really pull through most of the time, (give suggestions for a replacement??) but I'll explain the set anyway. Uh it's scarfed with Moxie so that it outspeeds stuff and keeps raising its attack. The general move of choice is Outrage because I usually just switch this guy in late-game to attempt a sweep and that's the strongest move I have and it actually does a lot of damage, but it's really annoying when I get a two-turn Outrage and sometimes I can't afford to be locked into it so I have Dragon Claw obviously. Then there's Earthquake and Aqua Tail just for coverage and honestly I don't use Aqua Tail that much. Just basically this thing has too many things that it can't really hurt that badly but sometimes I can catch unprepared teams and sweep.

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Heatranny (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Stealth Rock
- Roar

Alright, so Heatran is 1/2 of my defensive core, and its job is to set up rocks, tank hits, and somewhat phaze the opponent. I gave it an Air Balloon because it forces Pokemon like Garchomp and Mega Charizard X to go for some type of Dragon-type move before they can even scratch me, and by then my rocks are already up and I can just switch out on the incoming Earthquake. Lava Plume and Toxic are there for statusing purposes. Now, this thing tanks hits pretty well but the lack of recovery really sucks sometimes, but it's worth it just to have that extra opportunity to set up rocks, which I really need to pressure my opponent to Defog so I can switch out into Bisharp and potentially sweep. So after I added this Pokemon to the SQUAD! I realized that I would be doing a bit of "hazard control" is what I think it's called. That's why I have Bisharp and Gengar, but I digress. I'll get there.

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FLOWA POWA (Venusaur) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Leech Seed
- Giga Drain
- Sludge Bomb
- Synthesis

Alright, so here's the second 1/2 of my defensive core. I figured that Heatran and Mega Venusaur are pretty synergetic and each one covers the other's weakness and in practice they actually do work pretty well together. I have Leech Seed, Giga Drain, and Synthesis to ensure that he always stays at a healthy amount of HP and these moves alone cause a lot of people to just rage quit (chimpact) because they just realize that they can't scratch it. Then I have Sludge Bomb for the poison chance and just in case I'm facing an opposing Azumarill with Sap Sipper, plus it's STAB like why not. Also, Leech Seed allows this guy to fare pretty well against Chansey because it restores a lot of HP back and it's just generally annoying. Mega Venu is just a really good Pokemon that a lot of teams just can't beat unless they've got Talonflame or Mega Pinsir (which get absolutely wrecked by my rocks).

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the price is gosh (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest

Please tell me someone gets the nickname I gave this lol. But anyway, you know how I said Talonflame and Mega Pinsir can be a problem for Mega Venusaur? Well that's why I have this. Well, it's especially for Mega Pinsir because Heatran kind of handles Talonflame pretty well in that it can phaze it out with Roar. Ok, it's only for Mega Pinsir. Without this, my team would get completely swept by it if I can't get a 50/50 right with Bisharp so it's absolutely necessary for me to have it. It's just a standard defensive Rotom-W set with 0 Speed IV's so I can get off a slow Volt Switch against opposing Rotoms. Then I've got Resto Chesto so I can shrug off any status condition I get afflicted with. Rotom is just a solid member of the team: nothing more, nothing less.

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Bish Ass (Bisharp) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Now this guy is the real MVP of the team. He's my first 1/2 of my hazard control core because experienced opponents have to think twice about Defogging as long as I've got him chilling in the back. I've got a Jolly Nature to outspeed defensive base 100's like Mew and Zapdos and I have a 93.8% chance to OHKO the latter at +2 with a Knock Off if rocks haven't been set up yet (which is rare but possible). Just basically this guy causes for the opponent to have to do a lot of 50/50's if they want to have a chance to win and that's not really a good position most people want to find themselves in.

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It's A Trap! (Gengar) @ Black Sludge
Ability: Levitate
EVs: 24 HP / 152 SpA / 80 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Shadow Ball
- Will-O-Wisp
- Disable

Last but not least, we have this monster. This Gengar set can just pick apart unprepared teams. I've got Sub/Disable which can just render a lot of Pokemon useless due to Gengar's immense amount of resistances and immunities. It works especially well against Choice-locked Pokemon who are forced to switch out after I click Disable and I can keep a sub up. Then I've got Will-o to weaken physical threats or just whittle walls that can't break my subs. Shadow Ball is just a solid attack. The defensive EVs are so that I can keep a sub up against defensive Venusaur and beat it 1v1. I can even switch this in on Chansey believe it or not and win 1v1 because it can't touch me and I can just continually whittle it with a burn and disable its healing moves. Oh yeah and also, it's my spin-blocker. MY HAZARDS ARE HERE TO STAY!!

Alright yo so that's it. Uh hmu with some suggestions if you like and have a nice day :]

importable: http://pastebin.com/xcWhvYhT

 
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I think the Salamence would work better if it was running Dragon Dance with Life Orb/Leftovers instead of a Choice Scarf. Using a Pokemon with Moxie just doesn't seem worth it if you are going to have to switch out anyways, and lose the boost, just to stop spamming the same attack. Also why is the salamanece Hasty Nature with 4 Special Attack EV's if it isn't running a single special attack? I say run the moveset Dragon Dance/Dragon Claw/Earthquake/Fire Blast with your current set. Fire Blast allows your Salamence to counter Skarmory and Ferrothorn, which otherwise can wall you/whirlwind you.

Also your team looks very weak to Greninja. A Greninja has the potential to practically wreck your whole team. The only ones with a fighting chance against it are Rotom-W (might get flinched by Dark Pulse), and Bisharp. But if you run a Salamence with Dragon Dance, it can outspeed Greninja and kill in one hit.

But yeah, overall I think you need Dragon Dance badly on the Salamence. Choice Scarf just isn't worth it. You should send Salamence in on a Pokemon that is crippled by burn and try to setup from there.
 
Sludge Bomb isn't really helping. Your Azumarill reasoning is wrong because no one uses Sap Sipper. The only reason Azumarill is in OU is because of Huge Power.
 
I think the Salamence would work better if it was running Dragon Dance with Life Orb/Leftovers instead of a Choice Scarf. Using a Pokemon with Moxie just doesn't seem worth it if you are going to have to switch out anyways, and lose the boost, just to stop spamming the same attack. Also why is the salamanece Hasty Nature with 4 Special Attack EV's if it isn't running a single special attack? I say run the moveset Dragon Dance/Dragon Claw/Earthquake/Fire Blast with your current set. Fire Blast allows your Salamence to counter Skarmory and Ferrothorn, which otherwise can wall you/whirlwind you.

Also your team looks very weak to Greninja. A Greninja has the potential to practically wreck your whole team. The only ones with a fighting chance against it are Rotom-W (might get flinched by Dark Pulse), and Bisharp. But if you run a Salamence with Dragon Dance, it can outspeed Greninja and kill in one hit.

But yeah, overall I think you need Dragon Dance badly on the Salamence. Choice Scarf just isn't worth it. You should send Salamence in on a Pokemon that is crippled by burn and try to setup from there.

I disagree with giving Salamence DD. It's outclassed by every other DD user; Dragonite has Multiscale for bulk, Charizard X is immune to burns, Megados has Mold Breaker and bulk and is pretty flexible (i.e. doesn't have to mega evolve right away). What does Salamence have that makes it better? Intimidate? Gyarados has that. Moxie? That's not a good enough niche for it. Thus, DD mence is outclassed. Do not do it.

However, I do agree that your team is very weak to Greninja, but I'll get onto that later. For now, I'll focus on other things.

Since you've built your team around Salamence but you don't mind having it replaced, here's what I suggest replacing it with without having to completely overhaul your team: Scarf Landorus-T.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower

Lando-T may add a few weaknesses, but it allows your team to better combat things such as M-Pinsir and Sand Offense; though it's only a check to M-Pinsir but it really does trouble Sand Offense. Earthquake is your STAB and should be spammed when there isn't anything to take it/isn't immune to it. Stone Edge allows for the Edgequake combo and the move to use when in front of an un-mega evolved Charizard to prevent the guessing game. U-turn allows you to gain momentum and makes a VoltTurn core with Rotom-W. Superpower is for Mega Gyarados, Air Balloon Excadrill/Heatran, and a few other things. Superpower can be replaced with Knock Off for a bit more utility. The EVs allow you to outspeed +1 Adamant Charizard X, with the help of a Jolly nature of course. Now onto getting you a Greninja check/counter...

At first, I was thinking of slapping Chansey somewhere on there, but then I figured your team would look a lot less threatening. Therefore, I suggest adding this: AV Azumarill.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SpD
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off

And with that, you now have a Greninja check (if you choose to add it). Be careful of HP Grass or Grass Knot though, even though it's merely a 3HKO, as it can wear you down. Waterfall is the nice and powerful STAB along with Play Rough. Aqua Jet is your priority, not much to say here. Knock Off provides utility and is usually the move to use if you predict a switch. There really isn't too much to say about Azumarill; it's pretty straightforward. This will be replacing your Gengar.

Other then that, there's only a few minor changes to be made to your team, specifically your defensive core and Rotom-W. Heatran's EVs should be this: 248 HP, 8 Def, 252 SpD. It allows you to take some physical hits while still being specially bulky; also, change Air Balloon to Leftovers as it is Heatran's only way of recovery, not including Leech Seed from Venusaur. Speaking of Venusaur, here's the spread it should use: 252 HP, 240 Def, 16 Spe. It's a minor change but it allows you to outspeed Azumarill, which is nice. You mentioned its IVs being 0 to "outslow" opposing Rotom-W, but the standard set is 248 HP, 216 Def, 44 Spe, meaning all you really need to do is run this spread instead: 252 HP, 216 Def, 40 Spe. This set allows you to be slower than the average washing machine and still outspeed Azumarill, not that you really need to, but still, it's nice.

That's all I've got for now. Good luck with your team!
 
run 240/252+/8/8 azu

240 hp, 252+ atk, 8 sdef, 8 spe

16 HP is ASS

also run an offensive mega venu over your defensive one, high damage output and still deals with the same stuff, with HP fire over leech seed, and the ev spread of 192 hp, 4 defense, 252+ satk, and 60 spe to beat crawdaunt

and either make the heatran offensive or give it leftovers, air balloon defensive tran is booty

and finally run pain split+leftovers over rest, lets it last longer overall(rotom-w)
 
There is absolutely zero reason to use Salamence, it is outclassed in every way possible by other options. If you aren't opposed to swapping him out then I would do so with haste or else you are crippling your team.
 
run 240/252+/8/8 azu

240 hp, 252+ atk, 8 sdef, 8 spe

16 HP is ASS

also run an offensive mega venu over your defensive one, high damage output and still deals with the same stuff, with HP fire over leech seed, and the ev spread of 192 hp, 4 defense, 252+ satk, and 60 spe to beat crawdaunt

and either make the heatran offensive or give it leftovers, air balloon defensive tran is booty

and finally run pain split+leftovers over rest, lets it last longer overall(rotom-w)

I agree with everything you've said except Azumarill's spread.

252 SpA Life Orb Protean Greninja Grass Knot (60 BP) vs. 16 HP / 240 SpD Assault Vest Azumarill: 135-164 (39.1 - 47.5%) -- guaranteed 3HKO
252 SpA Life Orb Protean Greninja Grass Knot (60 BP) vs. 240 HP / 8 SpD Assault Vest Azumarill: 174-205 (43.3 - 51.1%) -- 4.7% chance to 2HKO

A guaranteed 3HKO is better than a slight chance to 2HKO.

Quick edit here, but here's the offensive M-Venusaur set and spread:

Venusaur @ Venusaurite
Ability: Chlorophyll (Thick Fat)
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
- Synthesis

This spread keeps you bulky, but also makes you hard hitting and allows you to outspeed Adamant Azumarill. There isn't too much to elaborate here, besides why you use Chlorophyll. It's there to pick off a weakened Charizard Y in the sun; it's extremely situational, but it's better than Overgrow. I also wouldn't worry about Crawdaunt; you can switch into all of its attacks (assuming you're above half HP) and KO back with Giga Drain.
 
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I think the Salamence would work better if it was running Dragon Dance with Life Orb/Leftovers instead of a Choice Scarf. Using a Pokemon with Moxie just doesn't seem worth it if you are going to have to switch out anyways, and lose the boost, just to stop spamming the same attack. Also why is the salamanece Hasty Nature with 4 Special Attack EV's if it isn't running a single special attack? I say run the moveset Dragon Dance/Dragon Claw/Earthquake/Fire Blast with your current set. Fire Blast allows your Salamence to counter Skarmory and Ferrothorn, which otherwise can wall you/whirlwind you.

Also your team looks very weak to Greninja. A Greninja has the potential to practically wreck your whole team. The only ones with a fighting chance against it are Rotom-W (might get flinched by Dark Pulse), and Bisharp. But if you run a Salamence with Dragon Dance, it can outspeed Greninja and kill in one hit.

But yeah, overall I think you need Dragon Dance badly on the Salamence. Choice Scarf just isn't worth it. You should send Salamence in on a Pokemon that is crippled by burn and try to setup from there.

Dragon Dance Salamence is heavily outclassed by most Dragon Dance users in the tier. Scarf Mence is the only set worth running, despite how inconsistent it can be.
 
lol just to clarify to everyone, i used to run fire blast on mence and that's why he's hasty with 4 SpA EVs. I changed it to aqua tail a bit later cause I just wanted all physical attacks and there were a few times where if I had aqua tail i would have won. I had changed the EVs and gave it jolly but it didn't save I guess and I never noticed it til now haha
 
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