XY RMT: OU Pantheon

The team doesn't have a particular theme with the Pokes. I just tried to create a well balanced team with a couple of paths to victory. Also you may notice that all my special attackers have a 0 attack IV, this is so they take less damage from Foul Play.



Ares (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 140 HP / 252 Atk / 116 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Earthquake

Weirdly enough Conkeldurr is my main lead, I know that seems weird, but hear me out. He answers some popular leads like Landorus T and has great coverage. Also I use the first turn to get his flame orb up which proves essential later on.

His set is designed to give the maximum damage output. Drain punch is a great STAB move and is Conkeldurr's most powerful attack. Mach punch kills things with 4x weakness to fighting (Tyranitar and Bisharp come to mind) and puts a considerable dent in some prominent steel types that are common leads, like Heatran (who really can't do much to Conkeldurr) and Ferrothorn.

The other two moves exist to give coverage. Aegislash is a huge threat and it isn't balooned nearly as much as you'd think, so earthquake does considerable damage to it on the switch in. Then it either comes down to Ice punch or knock off for me. Knock off is a really good move but Ice punch just has better coverage, especially given how common a 4x weakness to ice is. Now Conkeldurr can take out things like, Salamence, Dragonite, Landorus T, Gliscor, and Garchomp.

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Apollo (Charizard-Mega-Y) (M) @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Air Slash
- Dragon Pulse

This is the most simple set for Mega Charizard Y imaginable so I won't waste too much time explaining it. Charizard is my sweeper, few things can take a sun boosted flamethrower unless they resist it. The only things that can are special walls like Blissey and Chansey, I think the rest of my team takes care of them but even then Charizard isn't looking too bad, thirty percent is no joke.

Dragon Pulse is essential due to Dragon resisting flamethrower and solar beam. Solar beam weeds out pesky water pokemon that resist flamethrower. The only major difference between my set and most normal sets is that I run air slash over focus blast. As a general rule, I don't run focus blast. 75% accuracy is unnaceptable, I refuse to lose a game because of low accuracy. Also my team isn't lacking fighting type moves. Air slash is an excellent STAB move anyway. Few things resist it and it gives me an edge over mega venusaur. It also deals with fighting types, which can prove to be a problem.

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Demeter (Breloom) (F) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

This Breloom set is easily one of the most threatening tools in my arsenal, mostly because of how surprising it is. This Breloom is my anti sweeper. Threats like Volcarona, Talonflame, Mega Charizard (either variety), and Dragonite, all get decimated by this set. Rock tomb punishes anything with a 4X weakness that thinks it can kill Breloom outright. The speed drop also proves essential in stopping those threats from setting up. Without rocks, I'm pretty much guaranteed to get a spore out. Mach punch does the same thing on Breloom as it does on Conkeldurr and Bullet Seed is the best STAB move Breloom has. (I'm considering replacing it with swords dance though, as that + mach punch turns Breloom into a powerful sweeper).

Breloom also serves as an excellent counter to any team with a Mamoswine as a lead. Bullet seed is almost always a OHKO. Mamoswin isn't spectacularly common, but it happens often enough to warrant a mention. It also serves as a counter to any Rotom Wash set that doesn't maximize its speed.

The Evs here make sure that Breloom outspeeds any threats that don't have their speed boosted.

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Charon (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Trick Room
- Nasty Plot
- Shadow Ball
- Energy Ball

Cofagrigus exists for two reasons, punish pokemon like Scolipede that boost their speed and to take out Pokemon who heavily rely on their ability, such as Mega Mawile, Talonflame, Azumaril, Mega Medicham, Conkeldurr, Mega Charizard X, anything with technician, etc. Switching out and letting them hit Cofagrigus cripples most of these attackers and forces a switch out, which gives Cofagrigus a turn to set up.

Cofagrigus can be devastating to any team not prepared for it. It can take quite a hit, which means it almost always has a turn to setup trick room. This puts it in sweeping territory as now it can set up nasty plots and give it the potential to sweep. Leftovers supplants this, giving Cofagrigus a lot of durability and staying power. Energy ball is used to give him a little extra coverage where he wouldn't have had it before. It also catches many off guard. The only problem Cofagrigus has is special walls, but my physical attackers can deal with them.

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Erebus (Krookodile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Knock Off
- Toxic
- Taunt

Krookodile is essential as my stallbreaker. Taunt and Krookodiles not half bad speed usually cost my opponents a turn. Additionally intimidate cuts most defensive Pokemon's already laughable attack, down to pretty much negligible. Toxic further punishes any team that wants to stall me out.

Everything about this set is really straight forward. Knock off, gets rid of annoying leftovers and is a great STAB move that can deal a considerable amount of damage to prominent threats such as Gengar, Aegislash, Latios, and others. Earthquake also does a decent amount of damage and further supplants Krookodile's versatility.

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Poseidon (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Ice Beam
- Scald
- Psychic

Starmie is pretty essential to the team. A fast rapid spinner means I can get rid of entry hazards quickly before they can do anything about it and considering Starmie outspeeds pretty much any relevant threat in the tier, that's a pretty big boon.

As for the three moves other than rapid spin, I think my choices are pretty clear and give Starmie the most amount of coverage. The idea is I want to punish any spinblocking switchins. Scald takes out the rare (but still present) Chandelure and is an excellent STAB move. Ice beam does a little more than half to Trevenant and about 90% to any Gourgeist, (Shadow Sneak does about 50% to Starmie, so that shouldn't be a problem). Psychic deals with Gengar.

The only other spinblockers worth mentioning are Aegislash and Confagrigus. Starmie does have a problem with these two but they aren't insurmountable problems. Both take a considerable amount (around 4Ø-5Ø% before analytic boost) by either of Starmie's STABs.
 
Hey! I think your team is very interesting, and unorthodox, but in a good way. You have a blend of typical and unorthodox OU Pokemon, and it's really to my liking. However, I believe that some of the sets can be optimized a bit, feel free to take the things you find effective from my analysis.

First off, Conkeldurr. Even though the Guts + Status Orb combination is a cool one, I'm not sure if it's the best fit for Conkeldurr. Don't get me wrong, Guts is an awesome ability, but there's so much status flying around in OU, that it's not hard to grab one even without a status Orb. The main problem I find is that Conkeldurr is so slow that it's not hard to let it get worn down to the point that any strong attack, special or physical, can finish the guy. Mach Punch is a strong priority on Conkeldurr, but a great deal of the metagame actually resists Fighting, and with just 40BP, it won't do as much damage as you would like it to. What I would suggest as replacement is a simple Bulk Up set, and Leftovers as an item. With Leftovers, you last much longer, and one Bulk Up actually increases your attack just the same as if you had a Status Orb. What's even better, that you can in addition grab yourself a status, but with Leftovers, it won't wear you down too quickly. Max Attack investment + Bulk Up + Guts, now that's what I call power. Ofc, if you decide to go for Bulk Up, Conkeldurr doesn't work as efficiently as a lead / pivot, but more like a lategame sweeper.
move 1: Bulk Up
move 2: Drain Punch
move 3: Mach Punch
move 4: Knock Off / Ice Punch / Stone Edge / Earthquake
ability: Guts
item: Leftovers
evs: 252 Atk / 4 Def / 252 SpD
nature: Adamant


Char-Y is a cool wallbreaker, and I do believe your set is somewhat optimal. Although I'm not a big fan of Air Slash on Char-Y, I do think you should keep it for now as it is your best bet at getting past M-Venu. I think your Breloom has optimal moveset and EVs, I don't have anything to add. Although I do need to say, I find it a bit redundant to have 2 Fighting-types in one team, as Mach Punch, the move they both rely on very much, isn't the best priority move in the game, but if Breloom fits your team, then you should keep him.

Cofagrigus is really an oddity in this team, although I won't say it's a bad choice. That TR-set might catch people offguard, and I believe it can work quite well. However, I would suggest switching Energy Ball to HP Fighting, as it gives Cofagrigus better coverage. I also like Krookodile as your physical pivot / wall, I have tried it in UU, and it is surprisingly bulky after Intimidate. However, as your team lacks an SR setter, I would suggest replacing Toxic with SR on Krookodile. Even though I don't think Starmie is an optimal spinner in OU, I think he fits in your team quite well, as you really need the speed, and Rapid Spin brings some much needed utility in there. I would, however, switch Psychic to Psyshock, as it hits more relevant targets, for example, Chansey and AV Conkeldurr.

One thing about your overall team philosophy I find lacking is that you referred to your Char-Y as "sweeper". Sweeper means that you aim to end your game with Char-Y, and I have to say, Char-Y is not nearly speedy enough to be considered a sweeper. I would rather call Starmie your sweeper, as it is considerably faster, and hits quite hard with Life Orb. What I would actually consider, is to build your team more to the point that Cofagrigus becomes your late-game sweeper. Trick Room is a tad funny on a team that relies so heavily on speed, so I think TR could fit better to the team if it were to be for lategame sweeping. One concrete change to your team structure I would like to propose is to switch either Conkeldurr or Breloom to a fast, powerful sweeper, possibly one that can reliably take on M-Venusaur. These are the thoughts that crossed my mind, good luck in your future battles!
 
Thank you for the feedback.

What you're saying about Conkeldurr is interesting and I'm strongly considering that build. My problem though, is what do I use as a lead if not Conkeldurr?

Additionally I totally see with your point with Charizard and my lack of a sweeper. I don't want to take Breloom out because he's essential to stopping sweepers that may crop up. If I were to take out Conkeldurr for a fast sweeper, do you have any thoughts of which one? I was thinking it should probably be a physical sweeper to replace Conkeldurr, but none are coming to mind that I really like. Maybe Garchomp?
 
First of all, I don't think that assigning a definite "lead" in a team is a good idea. Sure, there are team arche-types which necessitate a certain lead Pokemon ( for example, DeoSharp core), but what I've found most successful is to try to counterlead the opponent with the best possible option I have. For eaxmple, if the opponent has a Heatran, you can predict the Heatran coming in as lead and put down SR. Thus you can lead with Starmie, and start with heavy damage on Turn 1 on opponent and prevent the SR from being put up. This was just an example, but you catch my drift. As to Breloom, I must say that relying only on Focus Sash to revenge kill is a tad hazardous, as SR is so common. Sure you have Starmie to spin, but let's take a scenario where Char-X has come to the field, and has got to +1 Speed. Starmie can't spin, and your Breloom might get its sash broken by SR. If u were to really use a reliable failsafe against setup sweepers, consider using Thundurus. Priority Thunder Wave will save you from just about anything. In fact, Sash Breloom is mainly considered a lead, so I'd suggest trying Breloom as a lead in place of Conkeldurr, or whatever will replace Conkeldurr.

As to what should replace your Conkeldurr, that's pretty hard to say right from the bat. If we were to entertain the idea of using Cofagrigus as a lategame sweeper, then I would propably go for a wallbreaker rather than another sweeper. Swords Dance Garchomp could be one choice for a wallbreaker, and another that came to mind is Kyurem-B. Both have astounding Attack stats, and are a tad unpredictable, giving you a edge. Kyu-B also has the option to go mixed, whereas Garchomp is a faster choice. I'm going to leave a few possible sets here, it's just for you to get inspiration.

Garchomp:
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw
move 4: Stone Edge / Fire Fang
ability: Rough Skin
item: Lum Berry / Life Orb
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

Kyurem-B:
name: Physically Based Mixed Attacker
move 1: Outrage
move 2: Fusion Bolt
move 3: Ice Beam
move 4: Earth Power
item: Life Orb
evs: 252 Atk / 4 SpA / 252 Spe
nature: Hasty
 
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