XY OU The Wrath of Ozymandias (Cofagrigus Team)

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The Wrath of Ozymandias
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I met a traveller from an antique land,
Who said—“Two vast and trunkless legs of stone
Stand in the desert. . . . Near them, on the sand,
Half sunk a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed;
And on the pedestal, these words appear:
My name is Ozymandias, King of Kings;
Look on my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away.”
-Poem "Ozymandias" by Percy Shelly
So with the servers being down and all, I need to find something else to pass the time. So Wynaut make another RMT! Doesn't seem too Farfetch'd! ...Ok, enough of that. So I made this team a while ago and was pretty fun to use. It is, of course, built around Cofagrigus. Now, while TR is fun and all, I saw Cofag having more potential outside of this typical OU stereotype. Seeing how so many top threats in OU almost rely on its ability, such as Azu, MMedi, MPinsir, etc., Cofag's Ability to remove Abilities can be abused. So, after much contemplating, I decided to go and make a team built around our Egyptian friend. And it was more successful than expected, albeit my definition of "successful" differs from most others. It's ceiling (or my ceiling) seemed to be around the mid 1500's. So, help can be much appreciated. Of course, with the dawn of the new megas upon us, while this team is XY OU, some help with speculation on how this team would fare in the future could be helpful. Now, I present the team. (Edits and possibilities in red)

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Cores that Built the Team

This is basically my version of the team building process, which goes into team synergy and how they handle certain threats. Like other team building sections of RMT, this section explains my thought process when choosing partners, but instead of going into a pokemon-by-pokemon approach, it goes into the cores within the team. I find this more in-depth, as it goes into how every pokemon works with another rather than how one pokemon covers a hole from the previous one or how they fill a certain role. With this said, on to the cores! (Just like ores, I adore!)

Cofagrigus/Mega Venusaur/Terrakion

This was the initial core for my team. Cofag despises Knock Off and other dark type moves with a passion, as losing leftovers to the former really hurts. On top of that, status is unwanted, thus preventing at least Toxic is very usefull. So thus, I selected Mega Venu and Terrakion to handle these things. Terrakion takes care of Dark types who try to switch in on Cofagrigus and runs them right off. Plus, if something tries to use Knock Off and I predict, they will knock off Terrakions Choice Scarf and instead gets a boost to its attack. Consider it a fair trade. Mega Venu takes the Toxic thrown at Cofag, as it is immune. Mega Venu also takes Knock Offs as well, as it's item cannot be removed and thus the power boost does not go into effect. This is very important, as Azu, while Cofag can shut it down with proper prediction, can in turn use Knock Off to get around Cofag. But with Mega Venu, Cofag can sleep more soundly knowing that his grass-type friend can handle that pesky Azumarill. This relationship is by no means parasitic on the part of Cofag, as he can return the favor. Both Venu and Terrakion can draw in there fair share of physical counters, from Azu to Mega Medi, Talonflame to Mega Pinsir. The list goes on, and Cofag can come in and shut them down with its ability and then burn the switch that comes in. This core has served me well, and is probably the most thought I have ever put in for teammates.

Rotom Wash/Cofagrigus

While the typing synergy may not be there, this is a simple relationship between a Defensive and Special Defensive mons. They both offer different status's, and can draw in a few mons for each other to take advantage of. Once the opponent discovers what Rotom I'm running, he will switch in his physical attacking mon, which can be stopped by Cofag. On the flip side, Rotom W can take care of bulky waters who pose serious problems for Cofag. Plus, the utility of the momentum-starter that is Volt Switch is always handy.

Cofagrigus/Latios

The first thing that will pop in your head when you see this is "This is just asking to be pursuit trapped. How is this a core!?" While this is true, there is some bond between these two mons. Latios checks are everywhere, as they are very important. Some checks can be stopped by Cofag, albeit dangerous, as many have some kind of dark-type move. Another thing about this core is dealing with Heatran. Heatran poses a problem for Cofag, thus Latios' ability to lure Heatran in and surprise it with Earthquake can be the crack in the opponents defenses that you need. While this core isn't optimal, it does need mention.

Terrakion/Bisharp/The Floating Buddies

This is all pretty simple. Terrakion and Bisharp don't like ground moves. Thus, Rotom W and Latios can come in with there levitate shenanigans and let their two grounded fellows live another day. It is also important to note that these two, especially Rotom, can threaten what they switched in to.

Mega Venusaur/Rotom Wash

These are my two leads, as they can handle many common leads. Ferrothorn, Clefable, and the rare Scizor lead are handled by Mega Venu, while Rotom handles the Ground and Rock types that are very common. Volt Switch is a great lead scouting tool, as ground types that are immune to it are weak to Hydro Pump, and if the lead isn't ground or rock, then VS to Venu who can probably threaten whatever the lead is while they set their hazard and safely mega evolve and eliminate. This is no doubt a very good lead core.

Bisharp/Everything bar Rotom Wash

Bisharp has to be the most important component of this team, as it brings it all together. Besides Rotom Wash, all the team members fear something that Bisharp can remove. Mega Venu fears the Lati's, which Bisharp stops. Cofag fears Ghost types as it is too slow to handle them himself. Bisharp knocks them aside. Terrakion doesn't like fast Psychics and Ghosts that wall it. Bisharp tears them down. Latios doesn't like Ghost types as well, but Bisharp doesn't mind. As you can see, Bisharp is a must-have for this team to be successful.

While there are more interesting Synergy notes that can be pointed out, I imagine you are tired of reading this, so let's move on to the good stuff.

The Team

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Ozymandias (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp/Sleep Talk
- Rest
- Shadow Ball/Hex
- Calm Mind/Sleep Talk

The One, The Only, The Cofag. Evs are obviously to pad it's great defense. I didn't invest any into SpDef because mainly, you are using Cofag for it's ability, which requires contact, and all contact moves are physical. 0 Ivs as always to limit Foul Play damage. WoW is great for burning switch-ins to Cofag and if the opponent is foolish enough to leave in their attacker that just got the Mummy ability, WoW will burn it, crippling greatly, as not only is it crippled by mummy as long as it is still on the field, it is crippled for the rest of the game. Speaking of rest, one of the biggest flaws for Cofag is its lack of reliable recovery. Thus, it resorts to lefties recovery and either Rest or Pain Split to give it extra recovery. I chose Rest, as it can remove statuses and, even asleep, it's mere presence on your team can cause prediction nightmares for the opposing team. Calm Mind bolsters It's decent SpDef and SpAtk, and setting up just a few can make one heck of a wall to play with. Combine this with Rest and you got a CroFag. Shadow Ball is pretty spammable, but gotta remove certain mons before you can start using it reliably. Let's be honest, you won't be sweeping teams too often with this thing, but it definitely can become an offensive problem for the opponent. With all this said it will mainly be used defensively rather than offensively. Nickname Note: as the centerpiece of the team, he gets the honor of being the title headliner. Ozymandias, better known as the the Pharaoh Ramesses II, was one of the most famous pharaohs of Egypt. He had many victories over opposing nations and built the Egyptian empire to great heights. Many monuments have been found of him, displaying his greatness and filled others with fear. Edit: 248 HP for less residual damage. Hex can be used in conjunction with WoW, as it is more powerful than shadow ball when the opponent is burned. Enter Sleep Talk on move set. Choice depends on if it should be defensive (Calm Mind) or offensive (WoW).
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Nephthys (Venusaur) (F) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 4 Def / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

I Love this Gal. She can check a lot of things with typing alone and can turn around and destroy it. Scizor, Ferrothorn, Azu; nothing is safe. This is your typical Offensive Mega Venusaur spread. Two good STAB moves and HP Fire to fry a few things. Synthesis is fantastic to heal off damage and add longevity. With the team being built as a more balanced team, longevity is your friend. Nickname Note: Nephthys was the Egyptian Goddess that protected the dead. Appropriate, considering Mega Venus ability to protect Cofagrigus from Knock Offs and such.

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Anubis (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
Possible Changes:

Terrakion @ Focus Sash/Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Earthquake

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 Hp / 252 Spd / 8 Spe
Careful Nature
- Lava Plume
- Stealth Rocks
- Protect/Taunt
- Toxic
Your typical ScarfRakion. Fantastic offensive typing along with stats to back it up. It's ability serves well with Cofag, as mention in the cores section. Reason I chose choice scarf is because this thing will take a Knock Off, and trading speed for power is a good trade. I'm starting to rethink this, though. As you may notice, I don't have hazards, so running a different set with SR may be a good idea. I'll accept any opinions on the matter. The moves are your typical moves that Terrakion will run. Nothing special.
Nickname Note: Anubis was the God of the dead and was depicted as having the head of a jackal. Terrakion is very jackal-like and his ability to protect Cofagrigus from Dark-types makes him also fitting for the title, "God of the Dead."

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Seth (Bisharp) (M) @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Your catch-all trapping Bisharp. Honestly, predicting with this thing is a pain, which results in mostly using Knock Off for safety. BlackGlasses because I run three dark moves, and since they are the ones I'll be using most, BlackGlasses is the best choice. Standard Evs are used. Fits great on the team and really can't live without it. Nickname Note: Seth was the God of chaos, which is exactly what Bisharp creates. Basically, anything bad that happened to Egypt was blamed on Seth. To sum it up, Seth is the Hax God of the Egyptians. Typically, I would say that one should blame themselves rather than shove it on someone who may have nothing to do with it. But considering the heights the Egyptian Empire reached, it must've worked. If only it worked today... Edit: moved 4 Evs from HP to Def for less residual damage. Concerned as to why the suggested set says to use BlackGlasses over Dread Plate, so I'm wondering if there is a reason as to why. There is no difference between BlackGlasses and Dread Plate. The Smogon Pokédex entry for BlackGlasses is incorrect. So BlackGlasses over Dread Plate to make Bisharp look more Badass, I guess.

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Tefnut (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Possible Changes:

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Knock Off
- Waterfall
- Aqua Jet
- Play Rough

The Special Defensive lead. Using standard SpDef set, lefties and pain split over chesto rest, as I rather only have to deal with one Rest Poke. Thunder Wave over WoW to add more choices on statuses, allowing you to play a more situational game. Pain Split is really fun to use to whittle down a thorn on your side and to make Toxic end up working against your opponent. Once again, 0 Ivs in attack for limited Foul Play damage. Nickname Note: Tefnut was the God of Moisture. While sounding rather unimpressive, you have to understand the importance of Tefnut to the Egyptians. They lived in the desert, making farming a bit difficult. But thanks to the Nile, there is some fertile land. And thanks to the rain that Tefnut brung in the rainy seasons, Egypt could produce enough crop for them to thrive. Edit: Evs moved from speed as Azu is handled by Mega Venu. Also, moved 4 Evs to Def from HP for less residual damage.

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Horus (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog

Latios is my general wall breaker. Destroys threats such as Heatran, Mega Venu, and Chansey sometimes. I use Defog, and since I don't have rocks (though I probably need some), there is little drawback to the move. Though, my team is not weak to rocks, so Defog is simply an added bonus. Run a Hasty Nature to get most out of Earthquake. In the end, Latios is the one that usually wins games. It tears through teams who lacks a check to him and breaks enough walls to get you in a situation where you have the upper hand. Latios is fantastic on this team. Nickname Note: Horus was the Sky God. Many believed that the Pharaohs were the living embodiment of Horus. He was considered the God of the Living as well. Edit: 29 Ivs for odd Life Orb number.

Importable
Cofagrigus (M) @ Leftovers
Ability: Mummy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Rest
- Shadow Ball
- Calm Mind

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

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor

Bisharp (M) @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
IVs: 29 HP
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog

Conclusion
Thank You for taking your time to evaluate my team. Sorry if there is any errors, as I am doing this at 12:54 in the morning. Any advice you can give will be much appreciated. I'll add stuff to this thread such as threat lists later maybe but for now, sleep is a must. Once again, Thank You and hope you enjoyed reading the massive wall of text I just completed.
 
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I'm gonna pass on making a threat list this time around.

After making the RMT, I already see some issues that I can go ahead and address. First off, this team could use Stealth Rocks greatly. This team can force switches and it is built well for hazard control. With a Spin Blocker in Cofagrigus and an Anti-Deffoger in Bisharp, this team can easily keep up SR. But the question is, should I convert Terrakion into an offensive SR set, or should I look in another direction? Terrakions ability goes great on this team, but if another option is better, I'm all ears.

Second, I thought about switching Rotom Wash for AV Azu. They can check a lot of similar threats and it adds more offensive power to my team. I would also like to see what anyone hast to say in this regard.
 
Good team man, I like that Cofagrigus so much!
This team is so weak to Ground anyway, ik you have immune pokes such as Tom-W and Tios, but a Mold Breaker Excadrill can clean if Kion is dead or has lost his Scarf and Cofag is KO or enought weakened to die (252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252 Def Cofagrigus: 112-133 (35 - 41.5%) -- 76% chance to 3HKO after Leftovers recovery).
That mole 2HKO MVenu after rocks (252+ Atk Mold Breaker Excadrill Earthquake vs. 232 HP / 0 Def Mega Venusaur: 154-183 (42.8 - 50.9%) -- 96.9% chance to 2HKO after Stealth Rock) but thanks to Giga Drain he can regain health and 2HKO him. In late game that pokemon is deadly to your team, so keep at full health the mummy and MVenu or don't drop Kion's Scarf.
Btw you can switch Rest for Pain Split for Cofag and viceversa for Tom-W, using a Chesto as item fot the Washing machine. ChestoRest Tom-W is the better imo, and Cofag isn't good when asleep, every special sweeper can 2HKO him and although his boost he gets 3HKO if hitted whit a powerful STAB. You can also change SBall for Hex, it's perfect in combo whit WoW.
You are pretty weak to Fairies, you have a counter (MVenu) but you have no checks for a thing like MGarde (not so used, but Sylveon and Clefable that do his same work have no switch ins not counting MVenu). Sylveon get heavy dameges from PShock, SEdge and dies whit an Iron Head, but Clefable has more Phisical bulk and after some CM can sweep.

Nice team man, I can't give it a rating because I'm not so good but I tryed to correct the mistakes I found.
Sorry for the bad grammar (I'm italian lol) and I hope I have been useful :)
 
Hey mate cool team ^^

I think you pointed out the most significant lack already, and you team could really appreciate stealth rocks, or full hazard for that sake. I think an offensive srrakion could function decently on this team.

The biggest issue i see is the weakness to talonflame, as you cant do much but send in rotom, which can be dealt with by a well placed u-turn can shut it down. I think you could considder changing terrakion for heatran. I know this might seem odd, but i think it will make you team much more reliable, as you get complete talonflame and eq-less zard X and Y counter as well as a sr setter. This obviously cost you your loved knock off switchin, but venu can do that a lot of the time thanks to its nice bulk and unknockoffable item.Heatran also forms the deadly venutran core ^^
- taunt can be used to let him beat stallish stuff such as chansey, clef etc.

Nitpicks:
- 29 hp ivs on lati for a LO odd number
- 248 HP Evs on cofag to take less residual damage
- 4 Evs from hp into deffence on bis for less residual damage
- the speed on rotom is for jolly bd azu, however as you have venu it seems unnecessary; move them into def or spd
- 248 Hp Evs on rotom for less residual damage
-

I think that was it ^^

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 Hp / 252 Spd / 8 Spe
Careful Nature
- Lava Plume
- Stealth Rocks
- Protect/Taunt
- Toxic
 
Theriouhh:
Yeah, when I was thinking about what would be on thethreat list, Mold Breaker Excadrill was the first thing I thought of. It can definitely be a problem. Really, the best way to handle it is to double switch to it so that it can safely be handled. May switch Terrakion to Heatran, so that should make it easy to lure it into a double switch. Dealing with Mega Garde is currently difficult, but I am considering switching Rotom W to AV Azu, which can hit hard while being able to tank it's hits. I'll keep Rest on Cofag, as it helps it deal better with statuses and it can be usefull asleep. It is the premier physical switch-in on the team, as it's ability still activates when it is asleep, so it makes for a good prediction problem for the opponent.

WideTomato:
If only Heatran had its Flame Body hidden ability. Then it would still make the opponent thing twice before using Knock Off. Regardless, I do like that idea. But considering how I lose a physical attacker and gain a Special Defensive mon with a special attack, dropping Rotom Wash may be the best. AV Azu is my first choice, and it works well with Heatran and replaces the Physical attacker I lost, on top of the fact that it is Specially Bulky, just like Rotom W. So I would gain more than I lose. I'll also follow the small Ev/Iv suggests.

Thanks for the rates! I can't, of course, do anything with your suggestions until the server goes back up, but I'll make the detail changes in the thread and add a "Possibilities" section for team changes. Thanks!
 
As I see your team now, I think you should take the speed IV's off of Venisaur and take rest away from Cofagrigus and give it trick room for Rotom-wash, itself and Venisaur. On the other hand you could give Cofagrigus Lum or chesto berry. And you should also give Bisharp the Dread Plate, from my experiences its better. Thats just my opinion, Great Team!
 
Mr.McGreifer:
Considering I am planning on switching Terrakion for defensive Heatran and Rotom W to AV Azu, TR definitely looks like it could help the team. But from my experience of TR is that it is based upon short bursts of momentum, as setting it up requires a turn (which for some reason counts as one turn of the five turns, meaning that in reality it lasts 4 turns) and because of the matchup-based game this is, TR can be timed out just by switching around checks and counters. This would be magnified by the fact that I only have one true TR setter, and changing him to TR would require me to change sets from defensive to offensive. As of now, TR has too many problems to be effective in singles. But thanks for the input, though.

On the input of Dread Plate: I find it interesting that the suggested set for Bisharp has BlackGlasses on it rather than Dread Plate, considering Dread Plate is the superior item. So I'll have to check with someone else as to why this is. But if it is all good, that is definitely a switch I'll make. Mystery Solved: In the item description in Smogons pokédex for Black Glasses is incorrect. It has the same boost as Dread Plate, which is 20%. It may just have been an oversight, as in past generations, it only gave a 10% boost. So the decision between the two items is simply just preference.

And on Lum/Chesto on Cofag: That is definitely a possibility. I prefer lefties for gradual recovery to compliment full recovery that Rest gives. But Chesto of course works with rest if I want to make Cofag immediately a problem as it can get more boosts and then it will take far less damage in the following two turns of rest. Lum works the same way, but also helps if you manage to get toxiced on the switch, though I'd prefer Chesto for more reliability when it comes to Rest. But I'll stick to lefties because I want him for more defensive purposes rather than offensive.
 
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Decided to create a theme for the RMT, as many good RMTs have. Chose Egyptian Gods and the Pharaoh Ozymandias as Cofagrigus. Many familiar with the poem used, I realize what it stands for (decay of importance through time), but it is still a pretty epic poem.
 
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Hey man, cool team. Only thing I'd change is switching either Will-O-Wisp or Calm Mind for Sleep Talk on Cofagrigus. While it's a bulky Pokemon capable of tanking hits, in such a fast-paced metagame, it will be set-up fodder if it can't do anything for two whole turns. In terms of determining which move to drop, you need to decide if you want Cofagrigus to be a status-crippler or a bulky sweeper.
 
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