XY OU Mega-Audino Team w/some gimmicks?

hey, i made this team and constructive criticism is appreciated :) anything that isn't like "this is trash"
would be appreciated.

Audino @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dazzling Gleam
- Wish
- Protect

I use mega-audino because i'm all for
using a fairy-type mega with defensive
stats, as well as having only two real
types to deal with which my team holds
up well against.
1. calm mind to bring up sp.def
and if i'm able to use it often enough,
i can wall out the opponent.
2.dazzling gleam to use since it has
stab and is buffed by calm mind
3.wish to recover with d-gleam or
protect to stay in.
4.protect to use for predictions or
to keep audino from going out after
wish.

Rotom-Wash @ Flame Orb
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Trick

i use rotom-wash because his great bulk
and great use for status with one
weakness makes it a great lead.
1.trick is to take items and give pokes
a burn while having their item, which
is surprisingly usually leftovers or
a focus sash so they can't rely on it
while i can.
2.will-o-wisp to burn targets after i
use trick.
3.volt switch to switch into others
(usually toxicroak or bisharp to come
in early to take out the burned target)
4.Hydro pump as a main stab move which
does decent damage even if resisted

Bisharp @ Red Card
Ability: Inner Focus
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

I use bisharp as a revenge killer, as
well as how he's great for getting
most items off of the team while still
doing a lot of damage.
1.red card is used to switch out an
opponent as a surprise, making him
last a lot longer and helps for if the
opponent is setting up or not sure what
they have that could handle bisharp
2.knock off as the first main attack,
getting most items out and could even
help determine what the opponent's mega
is if they have several mega-potential
pokes
3.sucker punch to finish off pokes or
if bisharp is low he'll use this to
try and get one last hit out
4.iron head to get rid of fairies and
things like froslass, which is a bit of
a threat to my team because i'm not
completely focused on status so d bond
froslass can do quite some damage and
mess up my plans
5.swords dance to use if the poke is
clearly a physical to let red card
switch them out or if i know that they
aren't going to stick around so i can
get an easy setup.

Toxicroak @ Sitrus Berry
Ability: Anticipation
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Gunk Shot
- Drain Punch
- Sucker Punch

i use toxicroak for a go-to for mainly
coverage reasons, but he can also be
used for fairies and steel, and is a
good switch in if mega-audino is up
against something with toxic.
1.fake out to get damage or prevent
retaliate if i switched him in from
a volt-switch or u-turn.
2.gunk shot to get fairies or to just
use until the poke is statused at times
since the chance to poison is 1/3.
3.drain punch to keep health along with
a sitrus berry to keep him for a while.
4.sucker punch to rid damaged pokes
quickly, or to get psychic types since
he's quad weak to psychic.



Talonflame @ Flame Plate
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Swords Dance
- U-turn
- Flame Charge
i use talonflame as a revenge killer
since brave bird gets priority, as well
as letting him be a strong setup and
easy switch out with u-turn.
1.brave bird for priority, and a strong
primary stab move.
2.swords dance to use if i believe
he can survive the next hit, or if the
oppoonent will switch to something.
3.u-turn so i can switch out if it's
clear that he won't win a fight with
a certain poke, primarily rotom-w.
4. flame charge because i think having
two moves with recoil is a bad idea,
heance why i put the flame plate on
him.


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Fire Fang
- Earthquake

i have garchomp because he's the type
who can sweep up pretty hard as long
as there isnt any ice to worry about,
and i only need to surive one hit
without status most of the time to get
a setup for him.
1.swords dance for attack setup.
2.dragon claw for slower dragons, or
as a primary move for flying/water
types.
3.fire fang to get rid of steel or ice
types that are slow, like primary threats
to my team like mamoswine.
4.earthquake to get rid of fire types or
just about anything that won't resist it.

so that's my team :) hopefully i get
some good feedback, this did take some
work to get together. especially all this
typing i had to do lol.
 
He means that the formatting is complete garbage, it's very difficult for the eye to follow. Also, while I still have the chance, I'm sorry, but that team has just too many issues. It needs a ridiculously big makeover to be at the very least effective.
 
It's fine if it's not good by your standards, but calling it garbage makes it a disrespect to what I've made. Learn some goddamn respect and tell me what's actually wrong with it in terms of major issues and I'll go from there.
 
I said the formatting was garbage, sorry if you misunderstood. I can't address the issues because I'm on mobile but I will be back at you.

EDIT: A word apparently my iPad decided to put on it's own?
 
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I made a team with Talonflame without a spinner once too, and it was an awful idea. There were so many situations where my Talonflame could have been more useful if only I had something to get rid of those sneaky stones.

You need Defog or Rapid Spin.
 
Dude, there's innovation, and then there's... this. This is more than gimmicky, it's not like GeoPass Smeargle or that Skill Swap Mega Diancie which, I really really hate to say, have at least some merit, this looks like a mess. Flame Orb on Rotom probably hurts you more than the opponent even with Trick, you already have Will-O, Flame Charge on a max speed base 122 mon with strong priority is redundant, Red Card on Bish is a waste against good opponents who actually know how to handle Bish, ie bring something that can OHKO is because a set-up Bish sweeps whole teams, And Mega Audino is just a shit Mega. It's not a good team, and I cannot offer constructive criticism beyond scrap and start over, maybe take a trip to the viability thread and analyses to find proper sets.
 
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Hey skruffle, I just have a few adjustments Id like to make if you dont mind. First and foremost, try rest talk with your audino. Currently your set is easily stopped by status and setup. Considering how easy it is to switch in on Audino before it is setup, you cant allow your moves to become predictable as well. With wish + protect many opponents will be able to use the protect turn to their advantage and like I said earlier, getting rid of things like toxic is amazing as well.

Rotom should never run flame orb no matter what. With will o wisp, there is no point whatsoever in running trick flame orb. Try running either trick scarf to punish walls that want to switch in or leftovers and pain split for extra health.

On talonflame, while the recoil from two moves is often seen as a negative, flame charge just doesnt hit hard enough without 120 BP moves and really wants an item to maximize brave bird damage in one way or another. Try sharp beak for the best results in my opinion.

For bisharp, try running life orb to maximize damage and run a little speed over special defense as it will make more of an impact. I tend to run speed over bulk in general on my bisharps, but at least run the 8 EVs in speed for now.

On toxicroak try running AV and consider replacing fake out. Another option for taking toxics could be conkeldurr as well since it hits harder and has the same coverage options (albeit much weaker against fairies).

There are many other things that could be tweaked, but that should be a good start for now.
 
This may be more personally philosophy rather than what RMT is actually for, but RMTs are learning experiences. If you don't have an actual suggestion then you aren't actually contributing to the RMT. Even if you believe the team is un-salvageable, it can be helpful for someone to at least know why their team isn't very good for future teams. Just something for some of you to consider.

Anyway, I'm glad to see that your team is doing well. Just a quick suggestion for the future, don't play around things like bisharp if they are the only audino check left.
 
This may be more personally philosophy rather than what RMT is actually for, but RMTs are learning experiences. If you don't have an actual suggestion then you aren't actually contributing to the RMT. Even if you believe the team is un-salvageable, it can be helpful for someone to at least know why their team isn't very good for future teams. Just something for some of you to consider.

Anyway, I'm glad to see that your team is doing well. Just a quick suggestion for the future, don't play around things like bisharp if they are the only audino check left.
If I rated this team, I would have too many rmts in the two week limit.

Js.
 
I'm not gonna start the rating yet, that's gonna be in a few hours, but I'm VERY surprised nobody mentioned Inner Focus instead of Defiant on Bisharp.
 
Alright, I'm not gonna suggest Clefable over Audino because apparently you want to use it real bad. It's fine, although I'll say Clefable completely outclasses Audino in nearly everything. I'll take this rating Pokemon by Pokemon, some things may have been covered already but I'm gonna list them anyway.

AUDINO: Audino is the only Pokemon that's actually fine in this team, meaning it needs no changes.

ROTOM-W: Change Flame Orb to Leftovers, grants amazing passive recovery which really helps it survive in the long run. Change Trick to Pain Split, trolling Chansey/Blissey and saving you in several situations. Change the EV spread to 252 HP/212 Sp.Def(or Def)/44 Speed, giving you enough to speed creep max speed Jolly BD Azumarill, burning it in the process or landing the KO on it. You have 2 more options: keep Trick and slap a Choice Scarf on it, changing the spread to the same, or change Trick for Rest and give it a Chesto Berry. The first option completely crippes any wall that tries to switch into you while the second trades the passive recovery of Leftovers and Pain Split to instant recovery and status removal with Rest.

BISHARP: This one is the most...problematic IMO. Change the item to Black Glasses/Life Orb, I personally use Black Glasses so as to retain the extra damage from an item, but without any LO recoil, making it a very reliable Lati@s check. The spread should become 252 Attack/52 Sp.Def/204 Speed, letting it live a HP Fire from LO 252 Sp.Atk Latios after SR damage, killing it in the process. The EV spread pairs very well with Black Glasses, removing the recoil from Life Orb. CHANGE THE ABILITY TO DEFIANT. I can't stress how much this change is needed, Defiant is one of the most threatening abilities in the game, having a good chance of OHKOing Scarfed Lando-T at +1, punishing Defoggers and removes the need of Swords Dance. Change SD to Pursuit, threatening Lati@s and generally unwanted matchups. You really don't want that extra bulk, Bisharp's bulk is really misleading, because of its relatively high base defenses make you think it can take some attacks. Through very extensive experience with Bisharp, using it in 90% of my teams in OU and Battle Spot in X/Y/OR/AS, I can tell you without a doubt, Bisharp is not made for tanking hits. Changing it to what I suggested should make it much better.

TOXICROAK: I really think that this should be removed from the team and replaced with Choice Scarf Keldeo. Toxicroak is pretty underwhelming overall in OU, outclassed by several things, one of them being Keldeo. Although Keldeo doesn't provide as good of a matchup against Fairies, some other changes to the team will render Toxicroak completely unneeded. Keldeo set should be
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

However, if you really wanna keep Toxicroak, this is the set you should run(WARNING: MAJOR MAKEOVER)
Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Gunk Shot
- Drain Punch

SD Toxicroak is actually very dangerous because of Sucker Punch removing Psychic types that would threaten it. Gunk Shot is your main move, hitting insanely hard and having very good coverage with Drain Punch hitting Steel types otherwise immune to Gunk Shot and giving you chuks of health back. LO/Adamant grants the most damage possible, making it a very good sweeper. Keep in mind, it's pretty weak to Talonflame, which should still be covered well enough by Rotom-W

TALONFLAME: No offence, but seriously, don't ever put Flame Plate on a Talonflame. It's so bad. Instead, run the classic Smogonbird set, which fits your team the best:
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 82 HP / 252 Atk / 4 SpD / 170 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk/Roost/Tailwind

This set outspeeds standard SD Talonflame, revenge killing it in the process. Great revenge killer because of Gale Wings+Brave Bird. The set generally is pretty straightforward-Sleep Talk counters Mega Venu, Sash Breloom and generally things like that. Roost acts as a decent choice when you know you will force a switch and you're low, while Tailwind is a last ditch effort, giving the rest of your team a lot of breathing room. However, should you choose to run Keldeo, the set you should use is as following:

Talonflame
Ability: Gale Wings
EVs: 82 HP / 252 Atk / 4 SpD / 170 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- Flare Blitz
- Roost

Same EV spread, give it no item so Acrobatics gains double power, removing the needs of Brave Bird and its recoil. This set likes to setup on Fairies, often bluffing a band gives you a free SD and a switch into a wall you can setup and recover HP on, killing it after you get to sufficient levels to sweep.

GARCHOMP: Remove this and instead use Landorus-Therian, which has 2 extremely good sets, the Scarfed one and the bulky SR one, both are really good but I suggest you use bulky SR because you otherwise have no Stealth Rocks. The set is as following:

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off

The EVs are meant to live an HP Ice from Mega Manectric and speed creep 44 Speed Rotom-W. Set doesn't need any explaining. You can also use one of the Lati twins, filling in the role of a Defogger and give SR to Bisharp, or not have SR at all.

Alright, I did my best but the team is still far from perfect. It's not a bad team actually, but it can really be improved IMO. I tried to retain the main idea behind the team, hence the lack of a spinner/defogger, althrough as I said above, you can use one of the Lati twins.
 
http://replay.pokemonshowdown.com/ou-208377325
The results of adjusting my team to how Mac advised me to do. Thanks for the help Mac!
And to clarify, Mega-Audino isn't shit. Ensuring victory with Mega-Audino is simply letting him stay in the back so you can beat the steel and poison types first.

That replay was totally misplayed on both sides. *probably redid most of you team.*

Clefable (F) @ Leftovers
Ability: Magic Gaurd
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethower
- Soft-Boiled
- Calm Mind

I know you really want to use Audino, but it is so ineffective.

Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split / Rest (Item Dependent)

The idea of trick scarf isn't bad just unnecessary as you have Talonflame currently. So, the bulky one works better actually.

Bisharp @ Assault Vest
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit / Low Kick

Your set is probably the most problematic thing I have ever rated. Anyhow, This hits hard & has some bulk.

Talonflame @ Sitrus Berry
Ability: Gale Wings
EVs: 82 HP / 252 Atk / 174 Spe
Jolly Nature
- Acrobatics
- Flare Blitz
- Taunt
- Roost

This is close as we can get to viable without Hazard Removal, I really don't think it is that good w/o support.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn / Stone Edge
- Earthquake
- Knock Off

Suffers from 4MSS so bad. Anyhow kills Talonflame.


Sableye (M) @ Sablenite
Ability: Prankster -> Magic Bounce
Shiny: Yes
EVs: 248 HP / 140 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Dark Pulse
- Will-O-Wisp
- Recover
- Calm Mind

A new Mega to cause chaos with, or a Lati twin.
 
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