The Dark Knight Strikes

Presenting my first XY team! This team was created when I checked last month's stats and saw a Pokemon that was just so low in usage. I don't know why, as it can function in OU very well, as I won several games using this team. As for the team itself, it is built around said Pokemon, Bisharp.

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Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 Spd / 252 HP / 4 Def
Timid Nature
IVs: 0 Atk
- Taunt
- Spikes
- Magic Coat
- Recover

Deoxys-D is just so great at setting up hazards. Spikes is the hazard of choice on Deo-D as a wider distribution of mons can learn Stealth Rock. Magic Coat catches plenty of leads (especially Smeargle) off-guard. A speedy spread surprises an even larger supply of mons and allows me to Taunt them or just set up on them. Speaking of Taunt, it forces the opponent to attack, allowing my Red Card to activate and granting me another free layer of Spikes. Finally, Recover makes Deo-D harder to take down.

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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 244 Def / 248 HP / 16 Atk
Naughty Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Since Bisharp despises Fighting-types, I need those removed before Bisharp could set up a sweep. For this reason, physically defensive Landorus-T is my choice to check plenty of Fighting-types. In fact, this is the reason to run Ice Punch on every single Fighting-type that gets it, otherwise, Landorus-T will wall it. Stealth Rock is the same Stealth Rock that disrupts so many mons. Hidden Power Ice is for Garchomp, Gliscor, and Landorus that can threaten Bisharp with Earthquake, Earthquake is to hit most of the tier hard, and U-turn is for a safe switch and a VolTurn core.

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Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

My mega of choice, Charizard's purpose is to take out any Steel-type that threatens to wall Bisharp. Fire Blast is the move to do so, as the combination of sun and STAB means that not even Mega Aggron can avoid the OHKO. Solar Beam is mainly for use after a non-Mega Fire Blast to surprise Greninja before activating the sun. Focus Blast severely marks Heatran, something that can threaten to OHKO or burn Bisharp, and Roost is for more chances to do work.

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Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 2 Atk / 30 Def
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

Rotom-W is just so anti-meta, by scaring off Talonflame and crippling many walls with Trick. Hydro Pump is STAB to hit Fire- and Ground-types, HP Ice is for Garchomp to have Rotom-W serve as a backup check to Chomp, and Volt Switch forms another part of the VolTurn core. The Scarf set is mainly used to outspeed certain threats like Gyarados and Volt Switch in their faces.

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Genesect @ Choice Scarf
Ability: Download
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- U-turn
- Ice Beam
- Flamethrower
- Thunderbolt

The last member of the VolTurn core and my second scarfer, Genesect is just so good at what it does that finding a better option is extremely hard. ScarfSect's famed U-turn allows me to switch to a check or switch to Landorus-T or Rotom-W to wear down the opponent. Flamethrower is to roast Mega Lucario, opposing Genesect, and Scizor, while BoltBeam coverage strikes pretty much everything else.

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Bisharp @ Life Orb
Ability: Defiant
EVs: 132 Spd / 124 HP / 252 Atk
Adamant Nature
- Sucker Punch
- Iron Head
- Swords Dance
- Knock Off

Finally we have the main star itself. With the Dark-type buff, no wall aside from poisoned Gliscor or Mega Venusaur can safely switch into this thing, as Knock Off will hit hard and remove their precious items. Swords Dance is used on a mon that can't 2HKO it. After a Swords Dance, walls will be hit hard by Iron Head or Knock Off, while attackers get eaten by Sucker Punch.

I appreciate any feedback and I thank you for your dedication.
 
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