Good day to all, I am Xatuxx. I have been laddering in mainly ORAS UU and OU(UU more though) since i returned to Smogon begin 2015, when i sterted to get back into competitive pkmn battles. This is my main team, with which i have managed to break to mid 1400's. before i took a sudden drop in ELO from the victini suspect which i was unaware of. However, this RMT is created to help make this already solid team better. Sorry for bad BBCoding. NOW, THE TEAM!
AMC (Beedrill) (M) @ Beedrillite
Ability: Swarm
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Poison Jab
- U-turn
- Drill Run
- Protect
The star of the team, Beedrill has always been cool to me, but terrible stats made it reach it's expiration date by the time you leave viridian forest, and be a tutorial or evolution. BUT ALONG CAME ORAS AND WITH IT CAME THIS MONSTROSITY. it's the standard mega beedrill. With drill run instead of knock off to help with steel types that resist both STABs. i used to run jolly nature but it made me miss out on OHKO's and 2HKO's after 1 layer of Chesnaught spikes. so i recently opted it out for an adamant nature.
ManFeed (Hydreigon) (M) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
The secondary star of the team. Hydreigon is in my eyes a good offensive core with mega beedrill since beedrill takes care of fairies that eat Hydreigon in his sleep, and hydreigon can in turn help break physical walls for beedrill and defeat psychic types for him. not much to say about the EV spread. and i kept the speed bosting nature here because it helps outrunning slower scarfMons.
Kowalski (Empoleon) (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Knock Off
- Toxic
- Defog
With great Beedrills, come great hazard removers. and Empoleon fits this role very nicely as he can help with the rocks for beedrill, as well as wear down the opposition with Toxic, allowing beedrill and hydreigon to clean up later. I was slightly baffeled what attack to give him after Scald, Toxic and Defog, the obvious options were Roar or Stealth Rocks. but i eventually decided with Knock off since i left it out on beedrill in favor of drill run. and helps out by surprise by knocking off the opposition on the switch.
ThornBark (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Wood Hammer
- Spikes
- Leech Seed
- Spiky Shield
The main physical wall on this team. Chesnaught is here as the main hazard setter with spikes, helping to check fighting types that the first three team embers have problems with. and to have nice synergy with Empoleon. I did choose wood hammer over drain punch since i thing that lefties+leech seed is enough healing already and i lack good Grass coverage, and it helps to not be a sitting duck against ghost types.
Nacho (Arcanine) (M) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Flare Blitz
- Extreme Speed
- Will-O-Wisp
- Morning Sun
There are physical attackers that can still do a number on Chesnaught's great wedge, and with the rising physical meta he gets worn down easily, so i decided on a secondary physical wall, and to complete a defensive G-F-W- Core, i have Defensive Arcanine. Burn+Intimidate helps to cripple things that threaten chesnaught (mainly SD Scyther since i come across those a lot lately). With ESpeed, the team also has access to priority and with Morning Sun he's the only wall on the team to have big self-recovery, it's still slightly bad to be moning sun sice it has limited PP and it's weather reliant, but he's amazing so far
Mercedes (Tyrantrum) (M) @ Choice Band
Ability: Rock Head
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower
Lastly, i needed a wallbreaker to help open a sweep for mega beedrill. after testing about, i decided to go with Banded Tyrantrum. The power this thing provides is Staggering to say the least. Head Smash easily OHKO's things that are neutral unless they happen to be certain pokes with 252/252+ on Physical defense. even then. it still 2HKO's. Outrage is there for Dragon STAB and for keeping head smash PP up. EQ and Superpower are there for extra coverage(mainly against steels since they resist both STABs). but Tyrantrum is needed for blisseys though. as Seen in the video example below
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Vaporeon: 343-405 (73.9 - 87.2%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Arcanine: 386-456 (100.5 - 118.7%) -- guaranteed OHKO
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Blissey: 633-745 (88.6 - 104.3%) -- 31.3% chance to OHKO
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Florges: 319-376 (88.6 - 104.4%) -- guaranteed OHKO after 1 layer of Spikes
Fight example: http://replay.pokemonshowdown.com/uu-242955501
I started with an offensive core consisting of Mega Beedrill and Scarf Hydreigon since they cover each other's weaknesses so well and they both have access to U-Turn
Then I added specially defensice Empoleon for hazard removal, a scald user, a Fairy resistence to help Hydreigon. and just for being so good.
After that, i needed a physical wall and hazard setter that has good synergy with empoleon, after testing with Hippowdon(pre-ban), Donphan and Gligar, i eventually settled with Chesnaught. Chesnaught is a solid check to the fighting types that Hydreigon and Empoleon hate, a spikes setter, and something to switch into knock offs.
The last 2 spots on the team were something to largely be debeted about. i tested numerous things when I came to the realization that i needed a fire type to help me build a "secondary core' with Chesnaught and Empoleon. what came to mind was a Physically Defensive Arcanine. with the ability to burn and intimidate physical attackers that chesnaught can't muster and access to priority and decnt recovery. he's good for the rising physical meta.
lastly, i needed a Wallbreaker since beedrill and hydreigon are win conditions for lategame. once again i tested many things. and i eventually came up with Banded Tyrantrum. Since Rock Head was released, he's a monser, able to OHKO things that beedrill and hydreigon can dream of.
Then I added specially defensice Empoleon for hazard removal, a scald user, a Fairy resistence to help Hydreigon. and just for being so good.
After that, i needed a physical wall and hazard setter that has good synergy with empoleon, after testing with Hippowdon(pre-ban), Donphan and Gligar, i eventually settled with Chesnaught. Chesnaught is a solid check to the fighting types that Hydreigon and Empoleon hate, a spikes setter, and something to switch into knock offs.
The last 2 spots on the team were something to largely be debeted about. i tested numerous things when I came to the realization that i needed a fire type to help me build a "secondary core' with Chesnaught and Empoleon. what came to mind was a Physically Defensive Arcanine. with the ability to burn and intimidate physical attackers that chesnaught can't muster and access to priority and decnt recovery. he's good for the rising physical meta.
lastly, i needed a Wallbreaker since beedrill and hydreigon are win conditions for lategame. once again i tested many things. and i eventually came up with Banded Tyrantrum. Since Rock Head was released, he's a monser, able to OHKO things that beedrill and hydreigon can dream of.

AMC (Beedrill) (M) @ Beedrillite
Ability: Swarm
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Poison Jab
- U-turn
- Drill Run
- Protect
The star of the team, Beedrill has always been cool to me, but terrible stats made it reach it's expiration date by the time you leave viridian forest, and be a tutorial or evolution. BUT ALONG CAME ORAS AND WITH IT CAME THIS MONSTROSITY. it's the standard mega beedrill. With drill run instead of knock off to help with steel types that resist both STABs. i used to run jolly nature but it made me miss out on OHKO's and 2HKO's after 1 layer of Chesnaught spikes. so i recently opted it out for an adamant nature.

ManFeed (Hydreigon) (M) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
The secondary star of the team. Hydreigon is in my eyes a good offensive core with mega beedrill since beedrill takes care of fairies that eat Hydreigon in his sleep, and hydreigon can in turn help break physical walls for beedrill and defeat psychic types for him. not much to say about the EV spread. and i kept the speed bosting nature here because it helps outrunning slower scarfMons.

Kowalski (Empoleon) (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Knock Off
- Toxic
- Defog
With great Beedrills, come great hazard removers. and Empoleon fits this role very nicely as he can help with the rocks for beedrill, as well as wear down the opposition with Toxic, allowing beedrill and hydreigon to clean up later. I was slightly baffeled what attack to give him after Scald, Toxic and Defog, the obvious options were Roar or Stealth Rocks. but i eventually decided with Knock off since i left it out on beedrill in favor of drill run. and helps out by surprise by knocking off the opposition on the switch.

ThornBark (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Wood Hammer
- Spikes
- Leech Seed
- Spiky Shield
The main physical wall on this team. Chesnaught is here as the main hazard setter with spikes, helping to check fighting types that the first three team embers have problems with. and to have nice synergy with Empoleon. I did choose wood hammer over drain punch since i thing that lefties+leech seed is enough healing already and i lack good Grass coverage, and it helps to not be a sitting duck against ghost types.

Nacho (Arcanine) (M) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Flare Blitz
- Extreme Speed
- Will-O-Wisp
- Morning Sun
There are physical attackers that can still do a number on Chesnaught's great wedge, and with the rising physical meta he gets worn down easily, so i decided on a secondary physical wall, and to complete a defensive G-F-W- Core, i have Defensive Arcanine. Burn+Intimidate helps to cripple things that threaten chesnaught (mainly SD Scyther since i come across those a lot lately). With ESpeed, the team also has access to priority and with Morning Sun he's the only wall on the team to have big self-recovery, it's still slightly bad to be moning sun sice it has limited PP and it's weather reliant, but he's amazing so far

Mercedes (Tyrantrum) (M) @ Choice Band
Ability: Rock Head
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower
Lastly, i needed a wallbreaker to help open a sweep for mega beedrill. after testing about, i decided to go with Banded Tyrantrum. The power this thing provides is Staggering to say the least. Head Smash easily OHKO's things that are neutral unless they happen to be certain pokes with 252/252+ on Physical defense. even then. it still 2HKO's. Outrage is there for Dragon STAB and for keeping head smash PP up. EQ and Superpower are there for extra coverage(mainly against steels since they resist both STABs). but Tyrantrum is needed for blisseys though. as Seen in the video example below
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Vaporeon: 343-405 (73.9 - 87.2%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Arcanine: 386-456 (100.5 - 118.7%) -- guaranteed OHKO
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Blissey: 633-745 (88.6 - 104.3%) -- 31.3% chance to OHKO
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Florges: 319-376 (88.6 - 104.4%) -- guaranteed OHKO after 1 layer of Spikes
Fight example: http://replay.pokemonshowdown.com/uu-242955501
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