XY OU Xfing's XY OU Team #2

Since posting my first OU team, I've been experimenting with certain Pokemon - dropping certain ones, swapping in other ones et caetera. The banning of Aegislash was what really set into motion my team-changing and discovery spree, and I've checked out quite a few options. In the meantime, I've tried Mega Charizard X (performs very well), a Mega Tyranitar (later Hippowdon)/Sand Rush Excadrill combo - had mixed success with these two here. I've also tried Clefable, Alakazam, Greninja, Ferrothorn and some others, but I can't really play well with these.

I've settled on the following shape of the team for quite a while now, since I seem to be seeing quite a bit of success with it.

Assholenite (Dragonite) (M) @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- ExtremeSpeed
- Dragon Claw
- Earthquake

I came back to a Dragonite after much experimentation with other dragons, such as the admittedly superior Mega Charizard X, but I had to lose one Mega Evolution in favor of Blastoise, so Dragonite was the logical choice for a replacement. What it has over Charizard is its priority Extremespeed and even bigger bulk, sadly it can't really be supported by Roost or else the priority would have to be sacrificed. Dragonite would need to run a more defensive spread to use Roost, imo. But as it is, it's still reliable and can dent any team, provided Will-o-Wisp users are taken care of.

Motherfucker Moth (Volcarona) (M) @ Leftovers
Ability: Flame Body
EVs: 240 HP / 216 Def / 52 Spe
Timid Nature
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Roost

Volcarona needs no introduction, I've wrecked countless Keldeos, Rotoms-W and others with it. The only thing, and I mean THE only thing it fears are rocks - a 4x weakness is hard even for it to take. But other than that, it can reliably wall special and physical attacks alike and set up with little molestation. Its 25% chance to burn contact attackers only make it sweeter. This volcarona can defeat a Garchomp starting at +0, provided the latter isn't wielding Stone Edge, and at +3 attack it basically wrecks everything, bulky water types included. Its only other enemies are Toxic and Paralysis, which makes me regret not having a cleric on the team. Stealth Rock is of course bad, but only if the enemy is actually faster - if they're slower, one Roost takes care of the damage. Even if not actively attacking, Volcarona can act as a very reliable wall to special attackers and a pseudo-wall to physical attackers, Roosting continuously hoping that a Burn will catch on, which makes subsequent walling even more efficient, not to mention the foe will eventually succumb to the burn. Overall, I love this pokemon, it's truly fantastic and has been performing consistently in Gen V and VI alike.

Frank Gun (Blastoise) @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Scald
- Aura Sphere
- Dark Pulse
- Rapid Spin

I decided I wanted a spinner, and this was my choice. Amazing coverage, acceptable bulk and strong offense help mr. Gun earn his keep quite well. Very good against Tyranitars and Ferrothorns, also makes Heatran run in fear. Not too good against Rotom-W, though - that one can take around ~45% of his health with a single Volt Switch, which is quite an annoyance. Overall, not the type of Pokemon to last very long, but he's sure to make a lasting impact no matter how long he's on the battlefield.

The Fucker (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost

I've tried Hippowdon as a physical wall and while very good, his weakness to Water-type attacks made him cumbersome. I used to use Skarmory in Gen V to great effect, and thought it might be a good idea to bring it back. While in this generation he's much harder pressed and has few occasions to use Brave Bird at all, there's no other pokemon as good at switching into powerful physical attacks as this one. Guts Conkeldurr can give it trouble, but no other physical Pokemon I've seen can. Whirlwind shuts down physical setup attackers (and special ones too if timed well, thanks to Strudy), while Spikes are a nice thing to do when the enemy happens to be disabled. Roost helps it survive longer. I'm overall quite satisfied with this dude, but his low speed and special attacks susceptibility could make me consider someone else for this slot.

Fetus Fatale (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 Def / 112 Spe
Bold Nature
- Taunt
- Will-O-Wisp
- Soft-Boiled
- Knock Off

I freaking love this thing, this has got to by my team's MVP, even outstripping Volcarona. He's fast enough to get the first Taunt on most opponents, extremely sturdy to the point of being able to stall Mega Tyranitar to death with Will-o-Wisp, great for removing items and lethal to Psychic-types. This is the closest thing I have to a mixed wall in my team, and its longevity is really astounding, it rarely takes more than 50% from any attack. I love using it as an anti-lead, which prevents anyone bar Deoxys from laying down that nasty Stealth Rock. It also prevents Rotom-W from Will-O-Wisping everything, not to mention it's priceless for knocking off those annoying Leftovers off them. Toxic is its worst enemy, but alas, I don't have a cleric. Still, if the enemy doesn't have a cleric either, the damage done with the wisps and knocking off is irreversible and guaranteed to impact any match.

Doctor Death (Mamoswine) (M) @ Focus Sash
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Endeavor

I dunno why I came back to Mamoswine, when I remember switching him out in the first place due to underperforming in this generation. But back he is, and it seems luck is better for him this time around. If I'm not opening with Mew, I go for Mamoswine - his Focus Sash guarantees a Stealth Rock, or a kill if the lead is offensive. What makes Mamoswine so great for using the FEAR tactic is his speed - 284. This is not enough to outspeed fast sweepers and choice scarfers, which lets it use Endeavor on the second turn. This same speed is a boon, however, when dealing with slower Pokemon who rely on priority, such as Scizor or Conkeldurr - it guarantees he'll go first with his Ice Shard against them. Earthquake removes Terrakion post-Close Combat in one turn and can seriously dent many Pokemon overall thanks to its great typing, and Ice Shard is good on pseudo-legendary dragons and Landorus.

Overall team impressions

This is my first team in this generation that doesn't seem to struggle defensively, thanks to Skarmory being there to wall all Outrages and the like and Mamoswine being good for switching into Electric attacks. Also, the Water weakness of my previous team is greatly mitigated by Dragonite and Blastoise. Volcarona walls all fairies (actually it can even turn the tide against post Geomancy Xerneas in Ubers, but I digress), steel types and basically anything that isn't rock, it also takes only around 75% from Black Kyurem's Outrage, allowing for two turns of stall hoping for a burn (a 50/50 maneuver, high risk high reward one might say). Mew takes ~60% from the heaviest attacks, stops setup sweepers and overall is a mastah. For immediate attacking I tend to use Blastoise, since Dragonite and Volcarona need setup first. Blastoise also doesn't care much about burns, which is one thing less to worry about. The weakness of this team have to be Ghost and Dark types, none of my team resisting them. I also don't seem to be doing particularly well against Diancie, though an earthquake from Dragonite post-Weakness Policy seems good at finishing it off. Not much more to say I'm afraid. Hee hee.

Sorry about no pictures this time! I'm really curious what you think about such a team and what could be improved.
 
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