I decided to get back into OU recently and wanted to do something with Bisharp as the focus.
Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
I use Black Glasses over Life Orb to get extra power on Knock Off and Sucker Punch without sacrificing HP. Iron Head is Bisharp’s strongest Steel-type STAB, good for hitting Fairies and Rock-types (plus the flinch chance isn’t bad). Pursuit is good for when I know the opponent will switch, but more often than not I’ll use Knock Off instead of Pursuit to get rid of an item for free, especially if I’m expecting a switch into something with Leftovers or Rocky Helmet. I have an Adamant nature and 252 Atk EVs for maximum damage, and 52 SpD EVs so Bisharp can take at least one hit from special attackers.
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Hippowdon's main job is to set up Stealth Rocks and act as a physical wall. Earthquake and Stone Edge are good coverage against Fire-types and Flying-types. I use Stone Edge over Rock Slide because I found that it was worth the bigger chance of missing for more power. Slack Off and Leftovers are used to regain HP. Sandstorm is useful for chipping away at enemies while not harming Bisharp at all. Full HP investment and 144 Def. EVs with an Impish allow Hippowdon to fulfill its job as a physical wall, with 112 SpD EVs allowing it to resist special attacks.
Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Ice Punch
Azumarill is meant to fend off Fighting-types, which are obviously the biggest offensive threat to Bisharp. It’s an all-out attacker, with its main coverage being from Play Rough, Waterfall, and Ice Punch. The first is good for getting rid of Fighting-types and annoying Dark-types like Weavile and Mega-Sableye. Ice Punch is there for Amoonguss, Landorus-Therian, and Gliscor. Aqua Jet is used if I need to get a revenge kill in. 164 HP EVs are used to supply some bulk, while 252 Atk EVs are used with Huge Power and Choice Band to give Azumarill all the power it needs. 92 Spe EVs reduce its sluggishness somewhat, though I still find that Speed is still lacking in some cases.
Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Flamethrower
- Dragon Pulse
- Air Slash
Charizard-Y is the special sweeper. Its job is to provide coverage with Flamethrower and Air Slash, while using Solar Beam to get rid of bulky Water-types that wall Bisharp. Dragon Pulse is used to cover for Dragon-types like Garchomp, who usually has Earthquake. Full Speed and Attack investment make Charizard-Y the strongest hitter possible, while 4 SpD EVs are the leftovers. Timid Nature is chosen to give more Speed since Charizard only has 100 Base Speed.
Amoonguss (M) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 SpA / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Energy Ball
- Foul Play
Amoonguss is a support role, and is usually what I lead with. Spore is good for incapacitating foes, while Clear Smog eliminates Manaphy’s Tail Glow and Serperior’s Contrary, to name a few helpful instances. Energy Ball provides more anti-Water-type coverage, and Foul Play is useful against strong physical attackers and Ghost-types. I chose Energy Ball over Giga Drain because I wanted more power, plus Regenerator already heals Amoonguss well enough. Black Sludge helps with healing while punishing Trick users. Bold Nature is used for physical bulk, while 92 SpD EVs provide for special bulk. 168 SpA EVs give Amoonguss more of a kick with its coverage moves, and 248 HP EVs make Amoonguss harder to kill.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Seismic Toss
- Heal Bell
- Soft-Boiled
Chansey is the main special wall. Thunder Wave is used to slow down opponents so Bisharp can whittle away at their HP more easily. Seismic Toss allows Chansey to deal her own damage without fear of Intimidate. Heal Bell is good for healing all teammates of Will-O-Wisp and Toxic, the former of which cripples Bisharp and Azumarill badly. Soft-Boiled heals Chansey. Eviolite is used for extra bulk on top of full Def. and SpD investment. HP is really the only logical option for the leftover 4 EVs. A Calm nature makes Chansey the strongest special wall possible.
Thank you for taking the time to look at this team, and thank you for your criticisms! Have a nice day.
Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
I use Black Glasses over Life Orb to get extra power on Knock Off and Sucker Punch without sacrificing HP. Iron Head is Bisharp’s strongest Steel-type STAB, good for hitting Fairies and Rock-types (plus the flinch chance isn’t bad). Pursuit is good for when I know the opponent will switch, but more often than not I’ll use Knock Off instead of Pursuit to get rid of an item for free, especially if I’m expecting a switch into something with Leftovers or Rocky Helmet. I have an Adamant nature and 252 Atk EVs for maximum damage, and 52 SpD EVs so Bisharp can take at least one hit from special attackers.
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Hippowdon's main job is to set up Stealth Rocks and act as a physical wall. Earthquake and Stone Edge are good coverage against Fire-types and Flying-types. I use Stone Edge over Rock Slide because I found that it was worth the bigger chance of missing for more power. Slack Off and Leftovers are used to regain HP. Sandstorm is useful for chipping away at enemies while not harming Bisharp at all. Full HP investment and 144 Def. EVs with an Impish allow Hippowdon to fulfill its job as a physical wall, with 112 SpD EVs allowing it to resist special attacks.
Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Ice Punch
Azumarill is meant to fend off Fighting-types, which are obviously the biggest offensive threat to Bisharp. It’s an all-out attacker, with its main coverage being from Play Rough, Waterfall, and Ice Punch. The first is good for getting rid of Fighting-types and annoying Dark-types like Weavile and Mega-Sableye. Ice Punch is there for Amoonguss, Landorus-Therian, and Gliscor. Aqua Jet is used if I need to get a revenge kill in. 164 HP EVs are used to supply some bulk, while 252 Atk EVs are used with Huge Power and Choice Band to give Azumarill all the power it needs. 92 Spe EVs reduce its sluggishness somewhat, though I still find that Speed is still lacking in some cases.
Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Flamethrower
- Dragon Pulse
- Air Slash
Charizard-Y is the special sweeper. Its job is to provide coverage with Flamethrower and Air Slash, while using Solar Beam to get rid of bulky Water-types that wall Bisharp. Dragon Pulse is used to cover for Dragon-types like Garchomp, who usually has Earthquake. Full Speed and Attack investment make Charizard-Y the strongest hitter possible, while 4 SpD EVs are the leftovers. Timid Nature is chosen to give more Speed since Charizard only has 100 Base Speed.
Amoonguss (M) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 SpA / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Energy Ball
- Foul Play
Amoonguss is a support role, and is usually what I lead with. Spore is good for incapacitating foes, while Clear Smog eliminates Manaphy’s Tail Glow and Serperior’s Contrary, to name a few helpful instances. Energy Ball provides more anti-Water-type coverage, and Foul Play is useful against strong physical attackers and Ghost-types. I chose Energy Ball over Giga Drain because I wanted more power, plus Regenerator already heals Amoonguss well enough. Black Sludge helps with healing while punishing Trick users. Bold Nature is used for physical bulk, while 92 SpD EVs provide for special bulk. 168 SpA EVs give Amoonguss more of a kick with its coverage moves, and 248 HP EVs make Amoonguss harder to kill.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Seismic Toss
- Heal Bell
- Soft-Boiled
Chansey is the main special wall. Thunder Wave is used to slow down opponents so Bisharp can whittle away at their HP more easily. Seismic Toss allows Chansey to deal her own damage without fear of Intimidate. Heal Bell is good for healing all teammates of Will-O-Wisp and Toxic, the former of which cripples Bisharp and Azumarill badly. Soft-Boiled heals Chansey. Eviolite is used for extra bulk on top of full Def. and SpD investment. HP is really the only logical option for the leftover 4 EVs. A Calm nature makes Chansey the strongest special wall possible.
Thank you for taking the time to look at this team, and thank you for your criticisms! Have a nice day.
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