What's up everyone, it's been awhile since I've posted on here, real life has a way of being annoyingly busy. >_>
Anyway, I've been screwing around on PS with sixth generation OU before I actually put the time into breeding and training this team in-game. Been doing pretty well so far, winning most games, and most of the losses I did have were me being stupid and forgetting new mechanics like the fact that steelsucks now doesn't resist dark/ghost any more, or whatever. Input is always appreciated, thanks for reading!
Allen Walker (Greninja) (M) @ Life Orb
Ability: Protean
EVs: 252 SAtk / 252 Spd / 4 Atk
Naive Nature
- Hydro Pump
- U-turn
- Spikes
- Hidden Power [Ghost]
This guy is so much fun, and is often my go-to lead unless team preview otherwise sways me. Thanks to his Protean ability, every attack gains STAB. Hydro Pump is there for raw power, and while the accuracy sucks, I think it's still better than Surf in this situation. U-turn allows me to gain momentum and bounce Greninja out in favor of something better suited to take on the opponent. Spikes is Spikes, fast hazards are always good. In addition, it can be used to block incoming Thunderbolts from cheeky electric types. Finally Hidden Power Ghost is the move I'm most open to replacing. I've been using it to turn Greninja into a pseudo-spin blocker, by out-speeding and becoming a ghost type before spinners such as Foretress can do their thing. Life Orb is simply for more power, while the EVs and nature maximize speed and offensive power.
Lenalee Lee (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy (Parental Bond)
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Fake Out
- Return
- Earthquake
- Sucker Punch
Next up is Mega Kangaskhan, which I want to get as much use out of before it goes to ubers, because this this is just ridiculous. It's pre-mega ability usually doesn't matter, but Scrappy is there just on the off chance I can Fake Out a ghost before going mega or something like that. Anyway, Fake Out is awesome when it hits twice, and allows MegaKhan to be a solid revenge killer, as well as netting free damage on non-ghosts when I switch in. Return is generic STAB, and just bulldozes through anything in its path. Sucker Punch is secondary priority, and combines nicely with Fake Out for a one-two punch that gives zero shits about how many Dragon Dances your sweeper has picked up. Finally Earthquake is there to muscle through bulky rock and steel types. Item is self-explanatory and the EVs and nature focus on speed and attacking power.
Arystar Krory (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 Def / 16 Spd
Impish Nature
- Earthquake
- Ice Fang
- Swords Dance
- Taunt
This guy adds some defense to the team, being able to shrug off many physical attacks. The move set is kind of obscure, but it's worked so far, but if there's some glaring change that should be made, let me have it. Earthquake is your STAB move, while Ice Fang offers nice coverage in two moves. Taunt stops a lot of things from setting up, while Swords Dance often catches people off guard, letting Gliscor actually dish out some decent damage. The EVs are a total crapshoot, I just copied them from a fifth generation analysis so I have no idea if they're optimal. This is probably the dude on the team that needs the most help.
Yu Kanda (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 30 Atk / 30 Def
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunderbolt
This is another set that I've changed around a few times. I had TrickScarf at one point but it never seemed to do anything which is weird because it was amazing last generation. Anyway, this guy is EVed to take special hits, as opposed to Gliscor taking physical ones. Hydro Pump is its strongest STAB move, and pretty much required. Volt Switch allows me to form a VoltTurn core with Greninja which is nice for maintaining momentum. Will-O-Wisp is there to burn physical threats and general just be a dick. Thunderbolt is a stronger electric STAB that doesn't force me to switch, should the situation warrant it. I had HP Ice here at one time, but I never found myself using it. Should I switch back?
Miranda Lotto (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch
Here we have an all around utility supporter. Basically, I needed something that could set rocks, spin, and not cost me too much momentum, so this was a pretty natural fit. Stealth Rock is there because... it's Stealth Rock and it needs to be somewhere. Rapid Spin is there to remove my opponent's hazards. Gyro Ball is a nice STAB attack to allow it to actually do a bit of damage if it needs to, and doing over 50% to Mega Tyranitar is always cool. Volt Switch allows me to take a fit and then switch to an appropriate counter after Forretress has done its job. The EVs and nature lower speed as much as possible for Gyro Ball, while maximizing physical defense.
Lavi (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Outrage
- Dragon Dance
- Earthquake
- Fire Punch
Finally we come to the main set up sweeper. This guy is one of the reasons that having a spinner is so important, because Multiscale getting broken when I switch in sucks many balls. With Multiscale intact however, it's not hard to pick up a boost and start shredding things. Outrage hits like a truck, especially after a boost. I had Dragon Claw before, because locking into a move is scary, but then it hits about as hard as my grandmother. Dragon Dance is the necessary boosting move in order to set up a sweep. Earthquake and Fire Punch both add addition type coverage, allowing me to hit everything in the game neutrally. Remember, this pre-bank, so Extreme Speed isn't an option! Dragonite is a status magnet, so Lum is really the only viable item in my opinion. EVs and nature go for all out power, because often it's tough to get more than once dance in once you've burned through your Lum. Roost would be neat, but I don't know what I'd cut for it.
And there you have it, my first sixth generation team. I know there's probably a lot of flaws since I don't know the metagame that well yet, but that's why I'm posting it here, so have at 'er. I'm open to changing most things, the only two Pokemon that I really am insisting that stay on the team (although their sets can be changed) are Greninja and Mega Kangaskhan. Anything else, feel free to gut.
Cheers, and thanks again for reading!
PS. The nicknames are characters from D.Gray-man, one of the best mangas/animes out there. If you've never read/watched it, call in sick to work/school/whatever tomorrow and spend the day doing so. That is all.
Anyway, I've been screwing around on PS with sixth generation OU before I actually put the time into breeding and training this team in-game. Been doing pretty well so far, winning most games, and most of the losses I did have were me being stupid and forgetting new mechanics like the fact that steel

Allen Walker (Greninja) (M) @ Life Orb
Ability: Protean
EVs: 252 SAtk / 252 Spd / 4 Atk
Naive Nature
- Hydro Pump
- U-turn
- Spikes
- Hidden Power [Ghost]
This guy is so much fun, and is often my go-to lead unless team preview otherwise sways me. Thanks to his Protean ability, every attack gains STAB. Hydro Pump is there for raw power, and while the accuracy sucks, I think it's still better than Surf in this situation. U-turn allows me to gain momentum and bounce Greninja out in favor of something better suited to take on the opponent. Spikes is Spikes, fast hazards are always good. In addition, it can be used to block incoming Thunderbolts from cheeky electric types. Finally Hidden Power Ghost is the move I'm most open to replacing. I've been using it to turn Greninja into a pseudo-spin blocker, by out-speeding and becoming a ghost type before spinners such as Foretress can do their thing. Life Orb is simply for more power, while the EVs and nature maximize speed and offensive power.


Lenalee Lee (Kangaskhan) (F) @ Kangaskhanite
Ability: Scrappy (Parental Bond)
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Fake Out
- Return
- Earthquake
- Sucker Punch
Next up is Mega Kangaskhan, which I want to get as much use out of before it goes to ubers, because this this is just ridiculous. It's pre-mega ability usually doesn't matter, but Scrappy is there just on the off chance I can Fake Out a ghost before going mega or something like that. Anyway, Fake Out is awesome when it hits twice, and allows MegaKhan to be a solid revenge killer, as well as netting free damage on non-ghosts when I switch in. Return is generic STAB, and just bulldozes through anything in its path. Sucker Punch is secondary priority, and combines nicely with Fake Out for a one-two punch that gives zero shits about how many Dragon Dances your sweeper has picked up. Finally Earthquake is there to muscle through bulky rock and steel types. Item is self-explanatory and the EVs and nature focus on speed and attacking power.

Arystar Krory (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 Def / 16 Spd
Impish Nature
- Earthquake
- Ice Fang
- Swords Dance
- Taunt
This guy adds some defense to the team, being able to shrug off many physical attacks. The move set is kind of obscure, but it's worked so far, but if there's some glaring change that should be made, let me have it. Earthquake is your STAB move, while Ice Fang offers nice coverage in two moves. Taunt stops a lot of things from setting up, while Swords Dance often catches people off guard, letting Gliscor actually dish out some decent damage. The EVs are a total crapshoot, I just copied them from a fifth generation analysis so I have no idea if they're optimal. This is probably the dude on the team that needs the most help.

Yu Kanda (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 30 Atk / 30 Def
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunderbolt
This is another set that I've changed around a few times. I had TrickScarf at one point but it never seemed to do anything which is weird because it was amazing last generation. Anyway, this guy is EVed to take special hits, as opposed to Gliscor taking physical ones. Hydro Pump is its strongest STAB move, and pretty much required. Volt Switch allows me to form a VoltTurn core with Greninja which is nice for maintaining momentum. Will-O-Wisp is there to burn physical threats and general just be a dick. Thunderbolt is a stronger electric STAB that doesn't force me to switch, should the situation warrant it. I had HP Ice here at one time, but I never found myself using it. Should I switch back?

Miranda Lotto (Forretress) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch
Here we have an all around utility supporter. Basically, I needed something that could set rocks, spin, and not cost me too much momentum, so this was a pretty natural fit. Stealth Rock is there because... it's Stealth Rock and it needs to be somewhere. Rapid Spin is there to remove my opponent's hazards. Gyro Ball is a nice STAB attack to allow it to actually do a bit of damage if it needs to, and doing over 50% to Mega Tyranitar is always cool. Volt Switch allows me to take a fit and then switch to an appropriate counter after Forretress has done its job. The EVs and nature lower speed as much as possible for Gyro Ball, while maximizing physical defense.

Lavi (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Outrage
- Dragon Dance
- Earthquake
- Fire Punch
Finally we come to the main set up sweeper. This guy is one of the reasons that having a spinner is so important, because Multiscale getting broken when I switch in sucks many balls. With Multiscale intact however, it's not hard to pick up a boost and start shredding things. Outrage hits like a truck, especially after a boost. I had Dragon Claw before, because locking into a move is scary, but then it hits about as hard as my grandmother. Dragon Dance is the necessary boosting move in order to set up a sweep. Earthquake and Fire Punch both add addition type coverage, allowing me to hit everything in the game neutrally. Remember, this pre-bank, so Extreme Speed isn't an option! Dragonite is a status magnet, so Lum is really the only viable item in my opinion. EVs and nature go for all out power, because often it's tough to get more than once dance in once you've burned through your Lum. Roost would be neat, but I don't know what I'd cut for it.
And there you have it, my first sixth generation team. I know there's probably a lot of flaws since I don't know the metagame that well yet, but that's why I'm posting it here, so have at 'er. I'm open to changing most things, the only two Pokemon that I really am insisting that stay on the team (although their sets can be changed) are Greninja and Mega Kangaskhan. Anything else, feel free to gut.
Cheers, and thanks again for reading!

PS. The nicknames are characters from D.Gray-man, one of the best mangas/animes out there. If you've never read/watched it, call in sick to work/school/whatever tomorrow and spend the day doing so. That is all.