This is my first post here.... But whatever. I have been playing OU for a while competing casually with friends and am curious about how you think I will fare in an OU match and provide suggestions for improvement.
Now enough about me. Here is my team:
My original team started in XY with my Mega Gardevoir being a teamwrecker, and now that Gallade has recieved one, I decided to start there.
My teams are built around the premise of flexibility, that is, being able to adapt to any present team. To begin, I received a Ralts with perfect IVs through wonder trade and began my team:
Because I recognize Gallade's fragility, I included drain punch as opposed to close combat. Knock Off was included for those pesky ghosts, and Zen Headbutt for additional coverage against poison types and other fighting types who can annoy him.
Swords dance should be an obvious choice....to make Gallade's ridiculous attack even more so.
To support him, I realized there were some major weaknesses in both Ghost and Flying typing, so then I added Tyranitar (but then later removed him, due to reasons I will address later). I chose instead to introduce Skarmory to my team to wreak some havoc with a defensive backbone.
I originally had whirlwind, but I figured trolling the other wouldn't be fun and rock slide really does help counter flying types. Rock slide also has a chance of flinching the target (and making its moveset not Uber), however on the Smogon battling forums, found rock slide to be useless. I'll keep it ingame since there is rearely an opportunity for stealth rocks, but on here is is as popular as ever. Without defog, then by extension, my Volcarona is useless, so I'll make the concession to add it here.
Now with Gallade and Skarmory on my team, I also needed a special defense core. Looking around the OU metagame, (and with a helpful friend's suggestion), I came across Venusaur. A specially defensive set.
....I will work out the Ghost problem soon.
The last is for an added punch, while the other three drive off Fairies (which is bad for Gallade), Water types and ground types while still remaining healthy. The added Weakness policy gives the other person a surprise and nailed a togekiss, and gardevoir and gerninja with it in the same battle.
With this.... I needed a special attacker, since Gallade is primarily physical.
So I remembered my BW OU team with a bulky Volcarona, and decided to give it a fair game. It would comfortably in my team.
Under the right situations, and with one quiver dance, I took 75% of an Arcanine's health with a bug buzz. This is a monster. I gave it a sash just in case if it was up against a ground/rock type or water/ground...then I can use giga drain and recover a shit ton of HP for a nice, evil surprise.
With this, the team needed another physical and special attacker now that the primary offense has been established. For the offense, I chose Garchomp intead of Tyranitar and Rotom Wash.
For Rotom, Rotom is generally a fantastic little shit that helps my team except for grass types which are essentially eliminated with Skarmory and Volcarona...I've had this bulky mofo 2HKO a chandelure using energy balls. And I consistently destroy all Mega Blazikens and Charizard X's and Greninjas (come on guys, there are more mons than those three). What more needs to be said? Its a standard set that covers my team well.
Finally, my Garchomp.
I hate life orb because of the HP drain and I hate choice items. If I have landed my attacks correctly, then they typically fall within less than 5% HP left, so a 10% boost to super effective moves is optimal. No need to overdo it. ;)
Iron head is for Fairy and Ice protection. Rock slide for the flinch and Flying types, EQ for STAB, and Dragon claw for everything else. I had Crunch, but found Iron Head much more useful.
However, this does leave with a serious vulnerability to bulky Ghost types. But I am looking for special attack alternatives. Tyranitar, on this team would introduce many unnecessary vulnerabilities to fighting and fairy types and sandstorm would not be beneficial.
So how does my team faire? Good, bad? Suggestions? :)
Also. I typically adjust my team since one can see it before battling, otherwise I'll always start with Skarmory.
Now enough about me. Here is my team:
My original team started in XY with my Mega Gardevoir being a teamwrecker, and now that Gallade has recieved one, I decided to start there.
My teams are built around the premise of flexibility, that is, being able to adapt to any present team. To begin, I received a Ralts with perfect IVs through wonder trade and began my team:

Gallade @ Galladite
Adamant nature
Nature: whatever Gallade's mega is, otherwise justified...hehe
- Swords Dance
- Zen Headbutt
- Knock Off
- Drain Punch

Adamant nature
Nature: whatever Gallade's mega is, otherwise justified...hehe
- Swords Dance
- Zen Headbutt
- Knock Off
- Drain Punch
EVs = 252 Attack, 252 Speed, 4 Spd
Because I recognize Gallade's fragility, I included drain punch as opposed to close combat. Knock Off was included for those pesky ghosts, and Zen Headbutt for additional coverage against poison types and other fighting types who can annoy him.
Swords dance should be an obvious choice....to make Gallade's ridiculous attack even more so.
To support him, I realized there were some major weaknesses in both Ghost and Flying typing, so then I added Tyranitar (but then later removed him, due to reasons I will address later). I chose instead to introduce Skarmory to my team to wreak some havoc with a defensive backbone.
Skarmory @RockyHelmet
Impish nature
Ability: Sturdy
-Roost
-Brave Bird
-Rock Slide Defog
-Stealth Rock
EVs = 252 HP, 252 Def, 4 SpD

Impish nature
Ability: Sturdy
-Roost
-Brave Bird
-
-Stealth Rock
EVs = 252 HP, 252 Def, 4 SpD
I originally had whirlwind, but I figured trolling the other wouldn't be fun and rock slide really does help counter flying types. Rock slide also has a chance of flinching the target (and making its moveset not Uber), however on the Smogon battling forums, found rock slide to be useless. I'll keep it ingame since there is rearely an opportunity for stealth rocks, but on here is is as popular as ever. Without defog, then by extension, my Volcarona is useless, so I'll make the concession to add it here.
Now with Gallade and Skarmory on my team, I also needed a special defense core. Looking around the OU metagame, (and with a helpful friend's suggestion), I came across Venusaur. A specially defensive set.
....I will work out the Ghost problem soon.
Venusaur @ Weakness Policy
Calm Nature
Ability: Overgrow (blech. couldn't get its hidden)
-Sludge Bomb
-Synthesis
-Giga Drain
-Earthquake
EVs: 252 HP / 4 Def / 252 SpD

Calm Nature
Ability: Overgrow (blech. couldn't get its hidden)
-Sludge Bomb
-Synthesis
-Giga Drain
-Earthquake
EVs: 252 HP / 4 Def / 252 SpD
The last is for an added punch, while the other three drive off Fairies (which is bad for Gallade), Water types and ground types while still remaining healthy. The added Weakness policy gives the other person a surprise and nailed a togekiss, and gardevoir and gerninja with it in the same battle.
With this.... I needed a special attacker, since Gallade is primarily physical.
So I remembered my BW OU team with a bulky Volcarona, and decided to give it a fair game. It would comfortably in my team.
Volcarona @ Focus Sash
Modest Nature
Ability: Flame body (YUSS!)
- Quiver Dance
- Bug Buzz
- Fire Blast
- Giga Drain
EVs = 72 HP 252 SpA 184 Spe

Modest Nature
Ability: Flame body (YUSS!)
- Quiver Dance
- Bug Buzz
- Fire Blast
- Giga Drain
EVs = 72 HP 252 SpA 184 Spe
Under the right situations, and with one quiver dance, I took 75% of an Arcanine's health with a bug buzz. This is a monster. I gave it a sash just in case if it was up against a ground/rock type or water/ground...then I can use giga drain and recover a shit ton of HP for a nice, evil surprise.
With this, the team needed another physical and special attacker now that the primary offense has been established. For the offense, I chose Garchomp intead of Tyranitar and Rotom Wash.
Rotom-Wash @ Leftovers
Nature: Calm
Ability: Levitate
-Hydro Pump
-Protect
-Thunderbolt
-Will-O-Wisp
EVs: 252 HP, 44 Def, 60 SpA, 148 SpD, 4 Spd

Nature: Calm
Ability: Levitate
-Hydro Pump
-Protect
-Thunderbolt
-Will-O-Wisp
EVs: 252 HP, 44 Def, 60 SpA, 148 SpD, 4 Spd
For Rotom, Rotom is generally a fantastic little shit that helps my team except for grass types which are essentially eliminated with Skarmory and Volcarona...I've had this bulky mofo 2HKO a chandelure using energy balls. And I consistently destroy all Mega Blazikens and Charizard X's and Greninjas (come on guys, there are more mons than those three). What more needs to be said? Its a standard set that covers my team well.
Finally, my Garchomp.
Garchomp @ Expert Belt
Abillity: Rough Skin
Nature: Naughty
-Dragon Claw
-Earthquake
-Iron Head
-Rock Slide
EVs: 72 HP, 252 SpA, 184 Spe

Abillity: Rough Skin
Nature: Naughty
-Dragon Claw
-Earthquake
-Iron Head
-Rock Slide
EVs: 72 HP, 252 SpA, 184 Spe
I hate life orb because of the HP drain and I hate choice items. If I have landed my attacks correctly, then they typically fall within less than 5% HP left, so a 10% boost to super effective moves is optimal. No need to overdo it. ;)
Iron head is for Fairy and Ice protection. Rock slide for the flinch and Flying types, EQ for STAB, and Dragon claw for everything else. I had Crunch, but found Iron Head much more useful.
However, this does leave with a serious vulnerability to bulky Ghost types. But I am looking for special attack alternatives. Tyranitar, on this team would introduce many unnecessary vulnerabilities to fighting and fairy types and sandstorm would not be beneficial.
So how does my team faire? Good, bad? Suggestions? :)
Also. I typically adjust my team since one can see it before battling, otherwise I'll always start with Skarmory.
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