XY OU Xy Ou Team

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Play Rough
- Sucker Punch
- Substitute
- Focus Punch

Mega Mawile is in the team to provide the intimidate drop, and force out a switch into a counter, pulling out the surprise focus punch usually without subbing. Sucker punch and substitute are in the set for late game mind games.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Rotom-Wash is in the team to provide a bulky stop to talonflame and sand rush excadrill. It uses pain split to recover hp, aiding it in its will-o-wisp shenanigans. Teams with mons such as venusaur-mega will switch in once Rotom comes into play, but volt switch provides switch initiative to my offensive team.

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 SpA
Modest Nature
- Stealth Rock
- Ice Beam
- Fire Blast
- Pursuit

T-tar provides sand for 7 turns with its smooth rock and sand stream combo, and is also my only stealth rock user. I put them up if the enemy has a flying type, but usually I just surprise its counters with ice beam and fire blast. It also traps latios and latias with pursuit. I usually switch into fighting types with this, so I can pull of the intimidate sub with mawile after it dies. The special move do give me a problem with late game and rotom-wash

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- Earthquake
- Swords Dance

Excadrill, with the ability sand rush, is my major offensive threat. It runs swords dance over rapid spin because my team is fine about rocks, and to set up on skarmory, its main counter. a +2 excadrill will deal about 45% to skarmory with rock slide, and after flinch hax takes it down, the rest of the sand turns for an unexpecting enemy can have them down 3 or 4 mons.

Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Psyshock
- Dazzling Gleam
- Hidden Power Fighting

Espeon lead is labelled as a screener nowadays, but I run specs for unexpected hard hits. Magic bounce stops hazards, and leads usually switch out to a hard hitter, such as bisharp expecting screens. I run hp fighting to predict and stop this, while stopping first turn pursuit traps from t-tar. This team does have trouble with mega venu, so in those times I have to play really conservative with exca, but especially Espeon, because If both go down, my only hope is 4x calm mind from keldeo.

Keldeo @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Specs Keldeo can be a dream for a lot of stall teams, but the calm mind - substitute combo stops toxics and t-waves, and gives me the ability to set up on the walls that take keldeo on. Leftovers also help keldeo from getting chipped away by the sand storm.
 
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