Introduction
Here I am for what must be my 6th or 7th RMT of Gen 6, my third in OU, after my Mega-Absol team, and my Gravity team. The focus of this team is to use some under rated Pokemon, and some under rated, or unexpected sets. The end result is currently one of my best OU attempts since I started competitive battling in Gen 4 (my best peaks have always been in other tiers, despite OU being my favourite). On thing I will note, whilst not overly important, is that this team does not contain any Legendary Pokemon, this is purely because I also plan to use this team on cartridge and it takes far too long to get the perfect IV's and natures etc. However I will consider all suggestions for this team, even if I can only implement them on Showdown.
Here I am for what must be my 6th or 7th RMT of Gen 6, my third in OU, after my Mega-Absol team, and my Gravity team. The focus of this team is to use some under rated Pokemon, and some under rated, or unexpected sets. The end result is currently one of my best OU attempts since I started competitive battling in Gen 4 (my best peaks have always been in other tiers, despite OU being my favourite). On thing I will note, whilst not overly important, is that this team does not contain any Legendary Pokemon, this is purely because I also plan to use this team on cartridge and it takes far too long to get the perfect IV's and natures etc. However I will consider all suggestions for this team, even if I can only implement them on Showdown.
Brief View of the Team:






Team Building:
The idea for this team began around 2 or 3 weeks ago, I had just seen a replay of a bulky Charizard X set destroying a team, and it looked so fun to use. The build there was more specially defensive, but I saw even more potential in a physical tank build, to take better advantage of its naturally higher defence, and abuse Will-O-Wisp that little bit more. In addition to this I also really wanted to try a version of the SubToxic Aegislash that has been more common recently. For this I decided to go full on defensive to allow it to get past some more special threats than it could on a more offensive spread.
The next step was to find a reliable hazard setter for the team, I went through a number of options (Landorus-T, Heatran, Terrakion, Garchomp, Excadrill) before I settled on my choice, Gliscor. It is very bulky, has a very nice speed tier, and has some brilliant recovery. In addition its standard EV spread is very good, and can accomodate some moveset changes, which I opted for, using Knock Off and Stealth Rocks over the standard Toxic and Substitute.
The team started to take shape now, with a Semi-Stall/Bulky Offense vibe running through it. I wanted some hazard removal to assist the team, and fit into the aforementioned themes of the team. Here is where my most unexpected Pokemon comes in, and the inspiration for the nicknames on the team. Hitmontop, with Intimidate and Assault Vest it is rather tanky, despite having no means for recovery. The natural high Special Defence makes it perfect for Assault Vest and it can beat spinblockers with ease and a tiny bit of prediction. It also happened to have very good defensive synergy with the rest of the team.
The next slot on the team was the hardest to sort out as I didnt have a role specified for it. I tried many Pokemon, ranging from Special Sweepers, Scarf users, Specific counters to threats such as Talonflame and Pinsir. In the end I went with one of the more reliable Pokemon I have used recently, and it again fits in with the Semi-Stall mentality. Sableye was selected as it could use Prankster to assist the team, and has access to many supportive moves. It also only adds one weakness to the team.
The final slot was chosen to fill a couple of roles. I didn't have an out and out attacker, for wall breaking or sweeping, and I did need something to help deal with Fly Spam and general for hitting hard. This ended up being a case of testing 1 Pokemon and keeping 1 Pokemon, I went for Rough Skin Garchomp. It hits hard, with Rocky Helmet it easily handles Talonflame and it has that trolly speed tier to handle base 100's and lower with ease.


The next step was to find a reliable hazard setter for the team, I went through a number of options (Landorus-T, Heatran, Terrakion, Garchomp, Excadrill) before I settled on my choice, Gliscor. It is very bulky, has a very nice speed tier, and has some brilliant recovery. In addition its standard EV spread is very good, and can accomodate some moveset changes, which I opted for, using Knock Off and Stealth Rocks over the standard Toxic and Substitute.



The team started to take shape now, with a Semi-Stall/Bulky Offense vibe running through it. I wanted some hazard removal to assist the team, and fit into the aforementioned themes of the team. Here is where my most unexpected Pokemon comes in, and the inspiration for the nicknames on the team. Hitmontop, with Intimidate and Assault Vest it is rather tanky, despite having no means for recovery. The natural high Special Defence makes it perfect for Assault Vest and it can beat spinblockers with ease and a tiny bit of prediction. It also happened to have very good defensive synergy with the rest of the team.




The next slot on the team was the hardest to sort out as I didnt have a role specified for it. I tried many Pokemon, ranging from Special Sweepers, Scarf users, Specific counters to threats such as Talonflame and Pinsir. In the end I went with one of the more reliable Pokemon I have used recently, and it again fits in with the Semi-Stall mentality. Sableye was selected as it could use Prankster to assist the team, and has access to many supportive moves. It also only adds one weakness to the team.





The final slot was chosen to fill a couple of roles. I didn't have an out and out attacker, for wall breaking or sweeping, and I did need something to help deal with Fly Spam and general for hitting hard. This ended up being a case of testing 1 Pokemon and keeping 1 Pokemon, I went for Rough Skin Garchomp. It hits hard, with Rocky Helmet it easily handles Talonflame and it has that trolly speed tier to handle base 100's and lower with ease.






In-Depth Description:

Hitmonslash (Aegislash) (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 248 HP / 8 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- Substitute
- King's Shield
Role on the Team:
Aegislash functions as the main Special Wall on the team, thanks to it's base 150 defences, whilst in Shield Forme. Also acts as a Status spreader, and can use ToxicStall as a win condition if the situation requires it.
Description:
Aegislash is the absolute definition of a Tank. This set can just take hits for days, even without investment in its Defence can even handle some Physical hits. The main function of this set is to Stall, using Toxic to break down a variety of Walls and Sweepers alike, in conjuction with King's Shield and Substitute. Substitute is used mainly to block any stray Will-O-Wisps and to scout the opposing Pokemon. King's Shield works brilliantly with this, as Substitute blocks the Status King's Shield cannot. It also has that nice little bonus effect of lowering the attack of the Pokemon that makes contact by -2. Shadow Ball is the attack of the set, stopping it being Taunt bait and hitting rather hard in Blade Forme even uninvested. Blissey and Chansey pretty much stop the set, however if they are the last Pokemon on the team Aegislash will always win. I feel that I could maybe optimise the EVs a little more to ensure I can survive certain hits, and then either speed creep, increase my Shadow Balls damage output, or give me some mixed defensive abilities. However Aegislash always puts work in, and usually takes out at least 1 Pokemon on the other team.
Synergy:
Ghost - None
Dark - Hitmontop
Fire - Charizard,Garchomp
Ground - Gliscor

Hitmonzard (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 248 HP / 164 Def / 96 Spd
Jolly Nature
- Flare Blitz
- Dragon Claw
- Roost
- Will-O-Wisp
Role on the Team:
Charizard X functions as a Physical Tank, walling even some super effective hits, and being able to retaliate. It spreads status for the team in the form of Burn also.
Description:
Charizard was chosen as the teams primary Physical defence thanks to it's ability to check potential counters and checks when using a more defensive set up. It has natural bulk on the Physical side as it stands, with base 111, and has access to Will-O-Wisp to spread burn, as well as the chance to through Flare Blitz. This coupled with the 164 Defence Evs allows Charizard to tank and beat some common threats, such as Mamoswine and Landorus-T. Another aspect which allows it to be effective is the 100 base speed, which allows it to out speed a lot of the bigger threats in the current meta. With the Jolly nature and just 96 EVs it out speeds positive natured base 80's which include the fairly common and powerful Mamoswine. The remaining 248 EVs go into HP, hitting an odd number for 4 switches into rocks (2 in none mega form), it also adds to the overall bulk. The moveset is fairly self explanatory, I opted for Flare Blitz and Dragon Claw for the attacking moves, both getting a boost from STAB and Tough Claws. Flare Blitz is the riskier option, but it allows me to grab some KOs I would otherwise miss, and the recoil can be Roosted off. Roost is the next move on the set, general healing, perfect for a tank like this. Will-O-Wisp is the final move, spreading burn for the team, making its job as a tank even easier due to the attack reducing nature of burns, and the additional damage.
While these calcs dont account for Rocks and does require some switching luck, it does demonstrate that Charizard can take some rather incredible Physical hits. This set also beats one of the standard DD's biggest counters, Azumarril.252 Atk Mamoswine Earthquake vs. 248 HP / 164 Def Mega Charizard X: 258-306 (71.8 - 85.2%) -- guaranteed 2HKO
252 Atk burned Mamoswine Earthquake vs. 248 HP / 164 Def Mega Charizard X: 129-153 (35.9 - 42.6%) -- guaranteed 3HKO
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 0 Def Thick Fat Mamoswine: 260-308 (71.8 - 85%) -- guaranteed 2HKO after burn damage
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 0 Def Thick Fat Mamoswine: 260-308 (71.8 - 85%) -- guaranteed 2HKO
Mamoswine's sporting the increasingly common Oblivious (to block Taunt) will always be reduced to the sash by Flare Blitz, if Will-O-Wisp is used first, Mamoswine will always lose.
252 Atk Landorus-T Earthquake vs. 248 HP / 164 Def Mega Charizard X: 282-332 (78.5 - 92.4%) -- guaranteed 2HKO
252 Atk burned Landorus-T Earthquake vs. 248 HP / 164 Def Mega Charizard X: 141-166 (39.2 - 46.2%) -- guaranteed 3HKO
With a successful burn Charizard will ALWAYS win one on one with offensive Landorus-T, defensive variants lose anyway, one thing to keep note of here is the recoil damage that will be sustained in beating it.
-1 0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 0 Def Landorus-T: 157-186 (49 - 58.1%) -- guaranteed 2HKO after Leftovers recovery and burn damage
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 0 Def Landorus-T: 237-279 (74 - 87.1%) -- guaranteed 2HKO after Leftovers recovery and burn damage
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 4 HP / 0 Def Landorus-T: 237-279 (74 - 87.1%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Landorus-T: 157-186 (49 - 58.1%) -- 59% chance to 2HKO after Leftovers recovery
0 Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 0 Def Landorus-T: 157-186 (49 - 58.1%) -- guaranteed 2HKO after Leftovers recovery and burn damage
As you can see even with no attacking investment Charizard can threaten it's own checks significantly
Synergy:
Dragon - Aegislash
Ground - Gliscor
Rock - Aegislash,Garchomp,Hitmontop

Hitmonscor (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Earthquake
- Knock Off
- Stealth Rock
- Protect
Role on the team:
Gliscor is the teams Rocks setter, it is also a secondary Physical wall, and offers Knock Off support for the team.
Description:
Gliscor is a variant on the standard build that has been around since last gen, with the EVs, nature, Item, and a couple of the attacks Identical. The bits that have changed are the use of Knock Off over Toxic, and Stealth Rocks over Substitute. The main reasoning for the changes was to accommodate what was already on the team without disrupting anything, Aegislash is the Toxic Staller, and it can take all the Special Attacks Gliscor attracts, in addition Gliscor covers the Physical hits aimed at Aegislash, being immune to Ground. Also only Garchomp on the team can learn Stealth Rocks as well, and I felt it easier to fit here than on him. Knock Off is an amazing attack this gen, and it has the added bonus of stopping my being hard walled by Skarmory and opposing Gliscor, meaning I can remove their items, and even prevent a Gliscor from using its Poison Heal. Protect remains from the standard build, letting me scout and guarantee activation of my Toxic Orb. Earthquake is for STAB and hit some key Pokemon hard, such as Excadrill which can sometimes be a minor issue if it plays around my team a little.
Synergy:
Ice - Aegislash
Water - None

Hitmontop @ Assault Vest
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Sucker Punch
- Close Combat
- Rapid Spin
- Earthquake
Role on the Team:
Hitmontop is the Hazard Removal, through the use of Rapid Spin, is the secondary Special Wall/Tank.
Description:
Hitmontop is something that is rarely seen up in the dizzy heights of OU, which I feel is a little unfair on it. Compared to the other common fighting types it may lack a little offensive power, put it offers some utility and support that sets it apart from the rest. It is also a good user of Assault Vest due to its natural Special Bulk, and Intimidate to cover the Physical side of things. In terms of helping the team, it can usually guarantee the removal of hazards at least once a game, and it can handle some of the more common spin blockers, Earthquake is on the moveset specifically for opposing Aegislash, and Sucker Punch can hit all Ghosts who try to attack it. Close Combat is the STAB of choice, mainly due to not having access to Drain Punch. It hits extremely hard thanks to 252 Atk and Adamant nature, and is my main attack for dealing with the Pink Blobs. Rapid Spin is obvious in its usage. The EVs grant large bulk, especially thanks to Item and Ability, and maximum attack.
Synergy:
Psychic - Aegislash, Sableye
Flying - Aegislash
Fairy - Aegislash
Hitmoneye (Sableye) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Role on the Team:
Sableye is the teams second Burn Spreader, it also spreads Taunt, removes items and acts as a Special Wall
Description:
Sableye could be seen as an oddball for the team, due to some of it's roles already being shared on the team. However to make it stand out, it does have Prankster, which makes it so incredible in terms of Support. Sableye is usually the lead in battles, due to Hazard leads seemingly being the common trend at the moment. Taunt allows it to prevent hazards, Status or setting up from happening. Knock Off is nearly always the second attack selected, as Item removal is so powerful this Gen, which a lot of Pokemon relying on their Items for recovery, increased damage, or to help set up. Recover is seen on every Sableye, as it is near guaranteed to happen due to it being usable through Prankster. Will-O-Wisp is the last move, spreading Burn alongside Charizard, again with priority. I am tempted to use a Physically Defensive spread here, to further work alongside Will-O-Wisp. The current spread is standard for Sableye, maximum HP for overall bulk, max Special Defence to tank that side of things, and the 4 Atk to give a tiny boost to Knock Off
Synergy:
Fairy - Aegislash
Hitmonchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Blast
Role on the Team:
Garchomp is the sole 'Sweeper' on the team, often saved for late game, it also functions as an answer to Flying Spam through its ability and item.
Description:
Garchomp is the most recent addition to the team, and is the odd one out in terms of build. It is the primary offensive presence on the team, providing some much needed power. Garchomp was chosen for it's ability to KO a lot of common Pokemon in the tier, in part due to running Fire Blast to hit Ferrathorn and Skarmory. Earthquake and Dragon Claw are STAB moves, and Stone Edge very nicely compliments Earthquake especially. Rough Skin is chosen as the ability, and punishes Pokemon who hit it on the Physical Side, Rocky Helmet adds additional damage alongside, this is vital to the team being able to check Mega Pinsir and Talonflame. The EVs give max speed and attack, with 4 in Special Attack for Fire Blast. Naive is chosen over Hasty due to me wanting to take more Physical hits.
Synergy:
Ice - Aegislash
Fairy - Aegislash
Dragon - Aegislash
The current record for this team is 50/21/0 (W/L/T) with my ranking, and highest peak at 1692, on the alt OU I Am Doz, I have used it on other alts but it wouldn't show the true performance of the team as I have used other teams on my other alts.
As pointed out, I have a weakness to Keldeo, and some water Pokemon in general, most noticeably Gyarados. Whilst I would rather not replace Charizard on the team, due to it being the starting point for the team, I am open to any suggestions.
One change I have considered is fitting in Vaporeon, to function as a check to Keldeo, and being able to act as a cleric for the team as well, any opinions on this would also be greatly appreciated.
Replays:
This section will be continously updated!
Close battle, though some misplays, shows Zards ability to see out a battle from a bad position:
http://replay.pokemonshowdown.com/ou-135242731
A very close battle against an UU team in OU:
http://replay.pokemonshowdown.com/ou-134884295
Importable:
Role on the Team:
Hitmontop is the Hazard Removal, through the use of Rapid Spin, is the secondary Special Wall/Tank.
Description:
Hitmontop is something that is rarely seen up in the dizzy heights of OU, which I feel is a little unfair on it. Compared to the other common fighting types it may lack a little offensive power, put it offers some utility and support that sets it apart from the rest. It is also a good user of Assault Vest due to its natural Special Bulk, and Intimidate to cover the Physical side of things. In terms of helping the team, it can usually guarantee the removal of hazards at least once a game, and it can handle some of the more common spin blockers, Earthquake is on the moveset specifically for opposing Aegislash, and Sucker Punch can hit all Ghosts who try to attack it. Close Combat is the STAB of choice, mainly due to not having access to Drain Punch. It hits extremely hard thanks to 252 Atk and Adamant nature, and is my main attack for dealing with the Pink Blobs. Rapid Spin is obvious in its usage. The EVs grant large bulk, especially thanks to Item and Ability, and maximum attack.
Synergy:
Psychic - Aegislash, Sableye
Flying - Aegislash
Fairy - Aegislash

Hitmoneye (Sableye) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Role on the Team:
Sableye is the teams second Burn Spreader, it also spreads Taunt, removes items and acts as a Special Wall
Description:
Sableye could be seen as an oddball for the team, due to some of it's roles already being shared on the team. However to make it stand out, it does have Prankster, which makes it so incredible in terms of Support. Sableye is usually the lead in battles, due to Hazard leads seemingly being the common trend at the moment. Taunt allows it to prevent hazards, Status or setting up from happening. Knock Off is nearly always the second attack selected, as Item removal is so powerful this Gen, which a lot of Pokemon relying on their Items for recovery, increased damage, or to help set up. Recover is seen on every Sableye, as it is near guaranteed to happen due to it being usable through Prankster. Will-O-Wisp is the last move, spreading Burn alongside Charizard, again with priority. I am tempted to use a Physically Defensive spread here, to further work alongside Will-O-Wisp. The current spread is standard for Sableye, maximum HP for overall bulk, max Special Defence to tank that side of things, and the 4 Atk to give a tiny boost to Knock Off
Synergy:
Fairy - Aegislash

Hitmonchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Blast
Role on the Team:
Garchomp is the sole 'Sweeper' on the team, often saved for late game, it also functions as an answer to Flying Spam through its ability and item.
Description:
Garchomp is the most recent addition to the team, and is the odd one out in terms of build. It is the primary offensive presence on the team, providing some much needed power. Garchomp was chosen for it's ability to KO a lot of common Pokemon in the tier, in part due to running Fire Blast to hit Ferrathorn and Skarmory. Earthquake and Dragon Claw are STAB moves, and Stone Edge very nicely compliments Earthquake especially. Rough Skin is chosen as the ability, and punishes Pokemon who hit it on the Physical Side, Rocky Helmet adds additional damage alongside, this is vital to the team being able to check Mega Pinsir and Talonflame. The EVs give max speed and attack, with 4 in Special Attack for Fire Blast. Naive is chosen over Hasty due to me wanting to take more Physical hits.
Synergy:
Ice - Aegislash
Fairy - Aegislash
Dragon - Aegislash
The current record for this team is 50/21/0 (W/L/T) with my ranking, and highest peak at 1692, on the alt OU I Am Doz, I have used it on other alts but it wouldn't show the true performance of the team as I have used other teams on my other alts.
As pointed out, I have a weakness to Keldeo, and some water Pokemon in general, most noticeably Gyarados. Whilst I would rather not replace Charizard on the team, due to it being the starting point for the team, I am open to any suggestions.
One change I have considered is fitting in Vaporeon, to function as a check to Keldeo, and being able to act as a cleric for the team as well, any opinions on this would also be greatly appreciated.
Replays:
This section will be continously updated!
Close battle, though some misplays, shows Zards ability to see out a battle from a bad position:
http://replay.pokemonshowdown.com/ou-135242731
A very close battle against an UU team in OU:
http://replay.pokemonshowdown.com/ou-134884295
Importable:
Hitmonslash (Aegislash) (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 248 HP / 8 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- Substitute
- King's Shield
Hitmonzard (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 248 HP / 164 Def / 96 Spd
Jolly Nature
- Flare Blitz
- Dragon Claw
- Roost
- Will-O-Wisp
Hitmonscor (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Earthquake
- Knock Off
- Stealth Rock
- Protect
Hitmontop @ Assault Vest
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Sucker Punch
- Close Combat
- Rapid Spin
- Earthquake
Hitmoneye (Sableye) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Hitmonchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Blast
Ability: Stance Change
Shiny: Yes
EVs: 248 HP / 8 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- Substitute
- King's Shield
Hitmonzard (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 248 HP / 164 Def / 96 Spd
Jolly Nature
- Flare Blitz
- Dragon Claw
- Roost
- Will-O-Wisp
Hitmonscor (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Earthquake
- Knock Off
- Stealth Rock
- Protect
Hitmontop @ Assault Vest
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Sucker Punch
- Close Combat
- Rapid Spin
- Earthquake
Hitmoneye (Sableye) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Hitmonchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Blast
Last edited: