XY OU The New Greninja Team

Hello everybody! I decided to take a crack at making another team, but I wanted to make use of Greninja since I've never used him. I didn't think this team would do so well, but it suprisingly beat my rival (who's really, really, really good.) So I'm pretty happy with it. All thoughts/suggestions/replacements are welcome, thanks :)

20140319092130!Greninja_XY.gif

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe

Mild Nature
- Spikes
- Dark Pulse
- U-turn
- Surf


Greninja is an awesome Spikes lead, and I'll tell ya why. If you're faced with an electric type, Greninja doesn't always run Spikes that often. Protean makes it ground, and bam, Spikes are set! If there's an enemy he can attack with Dark Pulse or Surf, then I'll have him do that, but otherwise I just switch him out with U-Turn, which does a pretty considerable amount of damage usually. (Question, since Greninja's Protean makes him that type before he attacks, does he technically get STAB for every move he uses?)

absol-mega.gif

Absol (M) @ Absolite
Ability: Justified
EVs: 252 Atk / 252 Spe

Jolly Nature
- Swords Dance
- Sucker Punch
- Psycho Cut
- Play Rough

Mega Absol was always one of my favorite Megas, but I don't use him all that often, so I figured I'd give him a try. Magic Bounce is so awesome for him, and he has good enough speed that he can (typically) move first before most other Pokemon. Sucker Punch is awesome STAB, and Psycho Cut and Play Rough provide good coverage, and lets him take out Dragon types easier. I try to predict when having his Magic Bounce come in to play would be most helpful, and typically send him out against Pokemon that like to use status moves.

563.gif

Cofagrigus (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 SpA

Bold Nature
IVs: 0 Spe
- Hex
- Will-O-Wisp
- Calm Mind
- Trick Room


Cofagrigus is on this team to try and deal out some burns, and with Calm Mind and Hex used correspondingly, he can deal massive amounts of damage while still being able to take more hits. Enemies attacks are dropped with the burn, and that of course allows him to withstand even more damage. Mummy is the contagious and annoying as hell ability that breaks a lot of strategies when in contact with him. Once he's been able to use Calm Mind once or twice, typically Trick Room will follow to allow him to get burns off quicker because of his terrible speed. I'm not entirely sure what good movesets there are for this guy though, and this one did seem to work out, but when faced with a normal type he has no recovery and no other attacking moves, which is troubling.

swoobat.gif

Swoobat (M) @ Leftovers
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature
- Calm Mind
- Stored Power
- Energy Ball
- Heat Wave


Simple is quickly becoming one of my favorite abilites. Calm Mind allows Swoobat to get some serious special bulk, and deal out insane amounts of damage. The problem being that he needs to have the opportunity to use it, though. Stored Power goes right in hand with Simple Calm Mind, and Energy Ball and Heat Wave cover more. Swoobat really has no powerwhatsoever if he doesn't get the chance to set up his Calm Mind, which can be an issue. I'm not sure if I want to keep him on this team or not.

excadrill.gif

Excadrill (M) @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 SpD

Adamant Nature
- Earthquake
- Iron Head
- Brick Break
- Poison Jab


Excadrill is one of my favorite members on this team, and he has a pretty decent range of coverage with these four moves. Assault Vest, of course, being that he has four attacks. Rapid Spin is an option that I'm likely going to replace Poison Jab or Brick Break with, but I'm unsure which one. Excadrill does have a really nice bulk to him though, and he also has the capability to deal lots of damage too. He isn't best used a sweeper, since he typically won't outspeed anything. I use my Excadrill more as a revenge killer. (Isn't that what it's called? I'm not sure...)

Heliolisk.gif

Heliolisk (M) @ Damp Rock
Ability: Dry Skin
EVs: 4 HP / 252 SpA / 252 Spe

Timid Nature
- Rain Dance
- Thunder
- Dark Pulse
- Grass Knot


This guy, right here, is so Under Used that it isn't even funny. I've never used him, so I decided to try a Thunder Dance set, which is amazing for him. Dark Pulse is good coverage for Ghosts and Psychics, and Grass Knot is good for Rock, Water, and Ground types. Dry Skin when used in conjunction with the Thunder Dance gives him extra HP, but does make him more vulnerable to Fire (which is why the Rain Dance is in effect.) This set works out so perfectly that it's kinda crazy. I've had a lot of OHKO's with this little guy, and I'm surprised that he has so much power. If he gets the chance to use Rain Dance unharmed, he can pretty much sweep. (Side Note: Should Grass Knot be replaced with HP Grass? I only ask because when the weight comes into effect, not all Pokemon are always that heavy, and Grass Knot can't do much then.)

So yeah, that's the new team that I've been working on. I'm shocked by Greninja and Heliolisk's power, I was really surprised with some of the OHKO's they've had. I'm not really sure that I want to keep Mr. Mummy and Swoobat though, so if anybody has any good suggestions for replacements for them, or even a different set that would be wonderful. Thanks for taking the time to read, and if you have any suggestions or criticism please leave it below ^_^
 
Hey! I really like your team so far, and I have a few suggestions:
  • You might want to consider switching Swoobat with Clefable. Your team has a significant weakness to Fighting, and Swoobat is a bit too frail to cover that weakness. Clefable can cover this and do a Calm Mind + Stored Power job better than Swoobat can.
    Clefable @ Life Orb
    Ability: Magic Guard
    EVs: 252 HP / 160 Def / 96 SpD
    Calm Nature
    - Calm Mind
    - Moonblast
    - Soft-Boiled
    - Flamethrower
    This bread-and-butter set of Clefable's is quite self-explanatory. Life Orb can be substituted with Leftovers, but Life Orb will help you hit harder without the cost of recoil. Moonblast is STAB, Soft-boiled for recovery, and Flamethrower to hit steel types.
  • On Heliolisk, I would stay with Grass Knot and consider changing Thunder to Volt Switch. Although Thunder is a great, spammable move in the rain, Volt Switch may help you gain momentum during a battle. Thunder isn't a bad choice, though.
  • Absol may appreciate Knock Off over Psycho Cut on Absol. Play Rough generally covers what Psycho Cut would, and the former is the stronger option. Knock Off is important on Absol, as it is a reliable STAB and the removal of the opponent's item is always appreciated. Also, you only have 504 EVs filled out, so you should probably invest in 4 HP for a little bulk.
  • On Excadrill, you should probably use an EV spread like 4 HP / 252 Atk / 252 SpD or 120 HP / 136 Atk / 252 SpD. Since you're using Assault Vest, maxing out the stat that it supports is probably important. While the first spread is for hitting hard, the second set is more balanced. It depends on what you're going for. Also, I would suggest going for Rapid Spin over Poison Jab, as it is Excadrill's niche and your team needs to be able to clear hazards for Pokemon like Cofagrigus.
Good luck on your team! =)
 
Back
Top