XY OU OU Team based on Togekiss

Okay, so I've made some teams in the past that have worked out for me, using a base set and trying to alter it to make it my own, but this is the first team I've made entirely on my own.
I've wanted to make a team based around a bulky Togekiss for a while and now I thought of doing this from scratch.
I am open to improvements and alterations to my team, even replacing pokemon if need be, but I'd like to keep Togekiss. Here it is:

Togekiss @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Calm Nature
- Thunder Wave
- Air Slash
- Roost
- Dazzling Gleam

Since I wanted to make a team based around it, here's Togekiss, and this is a classic paraflinch set. I added the bulk to its defences and HP so it can take the hits and it would also be able to hit hard with its base spA. While also being able to take out any dragons with the STAB Dazzling gleam, Air Slash and T-wave go hand in hand to make it so that the opposition is almost unable to move. Roost is there for health regen along with the leftovers in case I do need to swap into Togekiss.

Lopunny @ Lopunnite
Ability: Klutz
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Fake Out
- Return
- Ice Punch

My choice of mega evolution and is my main sweeper. Scrappy helps with dealing with Gengar and can also resist such things like stealth rock if ever I need to switch into it when it's evolved. Fake Out is there for an initial bit of damage and both Return and High Jump Kick are there for main attack STABs, while Ice Punch is used for coverage.

Bisharp @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Iron Head
- Knock Off
- Stone Edge

This is mainly used to check Choice users such as Raikou or Hydreigon with Pursuit and the Steel type is useful for taking any resistant moves on the chin. Its massive attack stat paired with Defiant can make this Pokemon into a physical sweeper if need be. Stone Edge I feel is important for coverage since I don't have much to take out flying type pokemon and both Iron Head and Knock Off is there for some useful flinching and item-removing STABs.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]

Keldeo is the one I'm least sure of, with it being a special sweeper giving the extra oomph Togekiss might not have. Having good spA and speed, Keldeo can hit hard and fast, importantly burning physical attackers like Landorus-Therian with Scald and Hydro Pump being its main STAB. Again, since I don't have much against flying or water, HP Electric is there for coverage.

Gothitelle @ Choice Scarf
Ability: Shadow Tag
Shiny: Yes
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Trick
- Calm Mind
- Rest
- Psychic

This is primarily my trapper because Gothitelle's Shadow Tag is so useful to break down a team. The scarf initially is there to either out-speed a weak opponent or to Trick it and render a Ferrothorn or Hippowdon useless. This leads on to the invested EVs into its speed stat And the added effect of Calm Mind and Psychic can really bulk it up. Rest is there in case it comes in weak and when I can get it off, stalling out the scarfed pokemon.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 70 Def / 188 Spe
Impish Nature
- U-Turn
- Earthquake
- Roost
- Toxic

My final pokemon, Gliscor, acts as my physical wall, and partnered up with Poison Heal I feel that this is a strong set. This would act as my residual destroyer with Toxic and Roost along with Gliscor's ability keeping my team alive and killing my opponent's. The other two moves are there primarily for coverage, but Earthquake is there for an added STAB bonus and U-turn is there to get me out of a bad pairing, possibly scouting as well.

Again, completely open to any suggestions as to improve this team, be it a move for coverage, psyshock instead of psychic or any pokemon to be replaced will not offend me. Thanks!
 
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Hello Tooomy , and welcome to Smogon!

Unfortunately, this RMT is currently not following the rules which can be found in the RMT Resource Thread; specifically, this thread violates rule #4, because you lack sufficient descriptions for each Pokemon on your team. As such, I am afraid that I will have to lock this thread for the time being. If you would like this thread to be reopened, feel free to PM me with your updated RMT, and I would be happy to reopen this thread for you. If you need help making an RMT up to the required standards, I recommend that you carefully read the RMT Resource Thread and check out other RMTs from the Team Showcase and RMT Archive for some examples.

Good luck with your team, and have a nice day!

EDIT: Reopened!
 
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EDIT: Reopened!
OK, so here I go:
On Lopunny, change its base form ability to Limber. You'll mega evolve immediately anyway, but this makes you immune to paralysis prior to mega evolving so you can switch on Serperior's Glare and random Thunder Waves.
I feel that Charizard X poses as a big threat to the team as nothing bar Gliscor can switch in a boosted one. If it lacks Roost you could play around it, but if it lacks Earthquake Gliscor is your only option - a teammate could deal with it so Charizard X goes to town. Lopunny can revenge kill a very weakened one with Fake Out. And Togekiss can attempt to paralyze it but will be dented or KOed in the process. However if you apply enough pressure with Lopunny/Keldeo you can try to make Charizard X scared of switching in. My idea to solve this is giving Bisharp a Focus Sash over the Life Orb. Tank the hit, then retaliate with Stone Miss Edge.
Finally, the rest of the team is fine but you should change Gliscor's spread to 244HP/78Def/188Spe. This little adjust gives you a Poison Heal number so you recover more HP.
EDIT: As Mega Lopunny wasn't available in XY, the right tag for this RMT is ORAS OU.
Also, some pictures will make the RMT look far better and will help raters, as nobody likes to get lost on huge walls of text.
Hope I helped, and have a nice day.
 
OK, so here I go:
On Lopunny, change its base form ability to Limber. You'll mega evolve immediately anyway, but this makes you immune to paralysis prior to mega evolving so you can switch on Serperior's Glare and random Thunder Waves.
I feel that Charizard X poses as a big threat to the team as nothing bar Gliscor can switch in a boosted one. If it lacks Roost you could play around it, but if it lacks Earthquake Gliscor is your only option - a teammate could deal with it so Charizard X goes to town. Lopunny can revenge kill a very weakened one with Fake Out. And Togekiss can attempt to paralyze it but will be dented or KOed in the process. However if you apply enough pressure with Lopunny/Keldeo you can try to make Charizard X scared of switching in. My idea to solve this is giving Bisharp a Focus Sash over the Life Orb. Tank the hit, then retaliate with Stone Miss Edge.
Finally, the rest of the team is fine but you should change Gliscor's spread to 244HP/78Def/188Spe. This little adjust gives you a Poison Heal number so you recover more HP.
EDIT: As Mega Lopunny wasn't available in XY, the right tag for this RMT is ORAS OU.
Also, some pictures will make the RMT look far better and will help raters, as nobody likes to get lost on huge walls of text.
Hope I helped, and have a nice day.

Alright, thanks for the advice on both the team and the thread. As you can tell I'm new to this so I'll make adjustments to how I post later on.
I've also applied the changes on the team, thanks for the input!
 
two main weaknesses I notice:

Mega Altaria - the standard DD + Heal Bell Altaria is hard for you to handle. after getting +1 on something like your Keldeo, you have very little to stop Altaria from sweeping. your defensive Togekiss can sort of check Altaria, but even then she is taking 66.2 - 78.2% from a boosted Return, making her an unreliable answer especially with the likelihood of SR being on the field.

Mega Gardevoir - everything on your team is either one or two hit by Hyper Voice, which isn't ideal. with Taunt, Gardevoir prevents Togekiss from trying to paralyze her, making the problem worse.

one change to address these issues is Mega Scizor over Lopunny, giving you a reliable answer to Altaria and Gardevoir and fearsome offensive force. Mega Scizor also provides you with a sturdier answer to Mega Metagross, who can be rather problematic when carrying Ice Punch. as a standalone pokémon Mega Scizor has many attractive qualities: priority, is a good win condition with SD and forms a formidable offensive duo with Bisharp. speaking of Bisharp, she is missing a very crucial move: Sucker Punch. the priority Sucker Punch offers Bisharp is invaluable, letting her bypass her low speed by providing the option to attack faster pokémon otherwise capable of killing or highly damaging her. these are the sets I would recommend on both:
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Adamant Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite

the bulk gives you a sturdy answer to the fairies I mentioned are problematic, eases set-up with SD while retaining nice amounts of power.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

with SD, Bisharp forms a very scary offensive duo with Scizor because they weaken each others offensive and defensive answers very well. for example, you can weaken Keldeo and defensive Garchomp with a +2 Sucker Punch and bring them down to a health where they will no longer be able to handle a boosted Scizor. in my opinion, your team doesn't really need the trapping Pursuit provides while the added wall breaking power of SD and priority of Sucker Punch suits your team well.
other changes to consider:
  1. Togekiss - consider Nasty Plot over Dazzling Gleam. Gleam doesn't provide much coverage. you strike dragons super effectively, but you can win against the majority of them between paralysis and Air Slash already. NP provides an added win condition and boosting power to break through walls better.
  2. Gliscor - you lack a crucial part of any team: Stealth Rock. without SR you make things like Charizard-X, Talonflame and Thundurus-I all the more threatening because they can switch in repeatedly without repercussion. I would try SR over U-turn and then consider Stone Edge over Toxic to give you a better way to handle Taunt Talonflame, who is very problematic for your build.
  3. Gothitelle - you will have plenty of ways to break defensive cores between Keldeo and potentially NP Togekiss/SD Bisharp, so in my opinion Gothitelle can possibly be replaced. an optional change to consider is a Latias in her place to give you a way to address a large issue for your team, Charizard-Y (made worse by adding Scizor). Latias would also provide the extra water and electric resistances you are looking for and can use Healing Wish to heal Bisharp/Scizor to give them a second opportunity to sweep.
Togekiss @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Thunder Wave
- Air Slash
- Roost
- Nasty Plot

Bold is better than Calm to maximize how well you can take hits from Lopunny, Landorus-T, Altaria and other physical attackers. generally, you are better off avoiding the special attacks Togekiss attracts from Raikou, Thundurus-I and Gengar, making Calm inferior.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 78 Def / 188 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Roost
- Stone Edge / Toxic

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Roost
nice job, gave you a like!
 
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Yo solid squad bro. I think that u should run nasty plot over dazzling gleam on togekiss. This lets u set up and win. In my opinion dazzling gleam dosent really give u more coverage and nasty plot just makes ur 1 stab move more powerful. And also u should run a more offensive spread judging by ur moveset. heres the set

468.png

Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost

This speed lets u outspeed base 71 and below. Things like tyrantrum,mega ttar, breloom , bisharp etc. 252 spa to do as much dmg as possible and rest of the evs are tossed in hp to take hits better. 0 attack ivs because this lets u take less dmg when u hit urself in confusion and foul plays.

also i suggest u run jolly over adamant on lopunny. This allows u to outspeed weavile , torn, alakazam and force a speed tie vs timid mega manetrics and other jolly lopunny.

keldeo i suggest u run a life orb rest talk keldeo. This in my opinion is the best bisharp and heatran counter. Other keldeo sets get widdled to fast espeically when ur team dosent have hazard control. heres the set

keldeo.gif

Keldeo @ Life Orb
Ability: Justified
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Secret Sword

252 speed and timid nature to be as fast as possible 24 hp is for a life orb number and rest is dumped into spa to hit as hard as possible. again 0 ivs in attack to take less from when u hit urself in confusion and foul plays. rest to stay healthy and sleep talk so u can attack when ur as sleep cause u have a 75% chance to hit either scald or secret sword. Scald and secret sword are for stab. scald over other water moves cause we have a 30% to burn. and secret sword is keldeo hardest hitting speical attack fighting move that has 100% accuracy.

And on gliscor i think u should run 244HP/188SpD/76Spe. The hp invesment gives u a toxic orb number. The speed lets u outspeed everything up to jolly tyranitar and the rest is in spd to maxmize gliscors speical side. I like ur u-turn idea where u u-turn out into goth and trap a mon.

Hope i helped nice team vm me if u need any more help/info
 
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