The Imposter
=[
So, my first XY OU RMT (yay acronyms). For those of you who may not know me, I played a lot during the BW era under the name 'magikarprules'. I left for a couple of years and returned to an unfamiliar metagame, so it was difficult adjusting. Since the majority of my playing was during a very offensive metagame, it definitely reflects in my playstyle. As the name may indicate, this team uses sheer power to control the opponent and make them switch into lethal attacks that quickly break through the opponent's team. No threats to this team can easily switch in, as this team's vast coverage and power punishes nearly all potential switch-ins. I've playtested the team a fair bit, and it has performed admirably in the battles I have had with it.
So, that was the team. Rate, hate, steal, whatever. I'd appreciate whatever constructive criticism you could provide, and feel free to change whatever you deem necessary.
AT A GLANCE
My personal favorite Mega Pokemon is Mega Mawile. I've been using it since the Mega Kangaskhan days, and it never failed to disappoint. Since I was going for a pretty offensive style here, I naturally gravitated towards it.
Thinking about Mawile's counters, I tried to find something that could handle them all. I considered a few options, but I found what I was looking for in the newest issue of The Smog. Extrasensory Greninja beats everything that gives Mawile trouble, and brings in things that it can smash through. They're a wonderful duo, and form one of the better cores I've used.
I have no method of handling Rotom-W. This needed to be changed, considering its omnipresence in OU. Latios seemed to fit the bill, as it provided a more concrete answer to Venusaur and a potent lure for Heatran.
I wanted something that would cripple offensive teams, as the current setup is more geared for stallbreaking. I've used Thundurus in the past, before it was banned in BW, and it was an amazing crippler. Conveniently, I already intended on putting Defog on Latios, so it fit in pretty well.
I still had no Scarfer, and Talonflame could be a bit of a nuisance lest Thundurus be severely weakened or dead. Calling upon more Gen 5 stuff, I introduced Scarfed Rotom-W into the team. It's fallen out of favor recently, but its usefulness is still present.
I had no Stealth Rocker, I had an Ice weakness, and Ferrothorn is a ***** for this team to handle. Heatran handles all of these problems quite nicely, and tied the team together pretty well.
Somehow, I had managed to overlook my weakness to the blobs and Tyranitar. Eaglehawk suggested Assault Vest Conkeldurr, which fit into the team perfectly. I replaced Thundurus, as it wasn't being incredibly helpful. Rotom-W was also turned into a bulky pivot.
Thinking about Mawile's counters, I tried to find something that could handle them all. I considered a few options, but I found what I was looking for in the newest issue of The Smog. Extrasensory Greninja beats everything that gives Mawile trouble, and brings in things that it can smash through. They're a wonderful duo, and form one of the better cores I've used.
I have no method of handling Rotom-W. This needed to be changed, considering its omnipresence in OU. Latios seemed to fit the bill, as it provided a more concrete answer to Venusaur and a potent lure for Heatran.
I wanted something that would cripple offensive teams, as the current setup is more geared for stallbreaking. I've used Thundurus in the past, before it was banned in BW, and it was an amazing crippler. Conveniently, I already intended on putting Defog on Latios, so it fit in pretty well.
I still had no Scarfer, and Talonflame could be a bit of a nuisance lest Thundurus be severely weakened or dead. Calling upon more Gen 5 stuff, I introduced Scarfed Rotom-W into the team. It's fallen out of favor recently, but its usefulness is still present.
I had no Stealth Rocker, I had an Ice weakness, and Ferrothorn is a ***** for this team to handle. Heatran handles all of these problems quite nicely, and tied the team together pretty well.
Somehow, I had managed to overlook my weakness to the blobs and Tyranitar. Eaglehawk suggested Assault Vest Conkeldurr, which fit into the team perfectly. I replaced Thundurus, as it wasn't being incredibly helpful. Rotom-W was also turned into a bulky pivot.
A CLOSER LOOK
Mawile @ Mawilite
Ability: Intimidate
EVs: 208 HP / 252 Atk / 48 Spd
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off
Mega Mawile is a beast. There's no way around it. It's honestly impressive how such a pathetic Pokemon that wasn't even used in PU managed to skyrocket up to a top-tier OU threat. The entire team is based around luring in things that are forced out by Mawile and having it smash the switch-in with a hit that will either kill or cripple it, allowing something else to come in and finish it off. Play Rough is the obligatory STAB, and what I'll be using most of the time to damage things. Swords Dance lets me boost up to the point where even dedicated physical walls tremble in fear of Play Rough, while Sucker Punch lets me revenge kill and pulverize offensive teams. Since Dark/Fairy is phenomenal coverage as is, Knock Off is usable and lets me cripple walls early on by removing their item on the switch-in.
Greninja @ Life Orb
Ability: Protean
EVs: 16 HP / 252 SAtk / 240 Spd
Naive Nature
- Hydro Pump
- U-turn
- Ice Beam
- Extrasensory
Extrasensory Greninja is, in my opinion, the perfect partner for Mawile. Mawile's main counters are Hippowdon, Gliscor, Heatran, and Mega Venusaur. Greninja handily beats all of these, while luring in things like Conkeldurr to either Extrasensory or give Mawile a free switch. Hydro Pump and Ice Beam are a necessity on Greninja in my opinion, and take advantage of its Protean to play some mindgames with the opponent. U-turn allows me to nab momentum off of a switch, and hurts a lot of Pokemon like Tyranitar. Extrasensory makes this an amazing lure for Mega Venusaur, allowing Greninja to cripple it for Mawile. The EVs allow it to outspeed base 120s, because running max Speed isn't terribly useful considering Tornadus-T, the only thing it could outspeed with max investment, rarely runs max Speed itself. 16 HP also puts it at a nifty Life Orb number.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Surf
- Defog
As it stood, my core didn't have much of a way of handling Rotom-Wash. Latios is my answer to that and my primary Mega Venusaur counter. Some might say Latias is more suited to a Defogging role, but Latios's sheer power fit in better with this team. Draco Meteor turns this thing into a total nuke, shredding offensive Pokemon and literally anything else that isn't Steel-typed or a special wall. Psyshock hurts Mega Venusaur, Conkeldurr, and standard special walls hard, while Surf makes it an effective Excadrill/Heatran lure. Defog is obligatory hazard control that almost every team needs, and helps this team's switching around.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 Def / 252 Atk / 252 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Originally, I had Thundurus here, but it wasn't pulling its weight. Conkeldurr provides an almost everything this team struggles with, such as Blissey, Tyranitar, and Rotom-W. Mach Punch gives the team some appreciated priority, which is never a bad thing. Drain Punch deals good damage while simultaneously healing Conk, which helps as it is a bit of a tank. Knock Off punishes switch-ins and provides helpful Dark coverage, and Ice Punch handles Dragons, Gliscor, and Landorus-T.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Volt Switch
- Will-o-Wisp
- Hydro Pump
- Pain Split
This was originally Scarfed, but the team proved to need some more bulk. Rotom gives me a pivot, forming a VoltTurn core with Greninja and something to switch into to sponge attacks while countering Talonflame and Mega Pinsir. The moves are relatively standard. Volt Switch and Hydro Pump are the necessary STABs; nothing different there. Will-O-Wisp gets burns off, crippling physical attackers and getting a little chip damage in. Pain Split is offensive recovery to heal Rotom and hurt the opponent.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 56 HP / 252 SAtk / 200 Spd
Modest Nature
- Stealth Rock
- Fire Blast
- Flash Cannon
- Earth Power
Heatran is the glue of this team. It sets up Stealth Rock, Fire Blasts things that are troublesome to this team like Ferrothorn, and is overall a boss. Stealth Rock is the most influential move in this game, no questions asked. It weakens things like Dragonite and breaks Focus Sashes so that Mawile can beast mode through everything. Fire Blast is incredibly powerful, and dissuades a lot of Pokemon from switching in. Flash Cannon is my best option against Fairies in case Mawile goes down. Earth Power handles opposing Heatrans and any other Fire types they may have that would trouble Mawile.
Mawile @ Mawilite
Ability: Intimidate
EVs: 208 HP / 252 Atk / 48 Spd
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off
Mega Mawile is a beast. There's no way around it. It's honestly impressive how such a pathetic Pokemon that wasn't even used in PU managed to skyrocket up to a top-tier OU threat. The entire team is based around luring in things that are forced out by Mawile and having it smash the switch-in with a hit that will either kill or cripple it, allowing something else to come in and finish it off. Play Rough is the obligatory STAB, and what I'll be using most of the time to damage things. Swords Dance lets me boost up to the point where even dedicated physical walls tremble in fear of Play Rough, while Sucker Punch lets me revenge kill and pulverize offensive teams. Since Dark/Fairy is phenomenal coverage as is, Knock Off is usable and lets me cripple walls early on by removing their item on the switch-in.
Greninja @ Life Orb
Ability: Protean
EVs: 16 HP / 252 SAtk / 240 Spd
Naive Nature
- Hydro Pump
- U-turn
- Ice Beam
- Extrasensory
Extrasensory Greninja is, in my opinion, the perfect partner for Mawile. Mawile's main counters are Hippowdon, Gliscor, Heatran, and Mega Venusaur. Greninja handily beats all of these, while luring in things like Conkeldurr to either Extrasensory or give Mawile a free switch. Hydro Pump and Ice Beam are a necessity on Greninja in my opinion, and take advantage of its Protean to play some mindgames with the opponent. U-turn allows me to nab momentum off of a switch, and hurts a lot of Pokemon like Tyranitar. Extrasensory makes this an amazing lure for Mega Venusaur, allowing Greninja to cripple it for Mawile. The EVs allow it to outspeed base 120s, because running max Speed isn't terribly useful considering Tornadus-T, the only thing it could outspeed with max investment, rarely runs max Speed itself. 16 HP also puts it at a nifty Life Orb number.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Surf
- Defog
As it stood, my core didn't have much of a way of handling Rotom-Wash. Latios is my answer to that and my primary Mega Venusaur counter. Some might say Latias is more suited to a Defogging role, but Latios's sheer power fit in better with this team. Draco Meteor turns this thing into a total nuke, shredding offensive Pokemon and literally anything else that isn't Steel-typed or a special wall. Psyshock hurts Mega Venusaur, Conkeldurr, and standard special walls hard, while Surf makes it an effective Excadrill/Heatran lure. Defog is obligatory hazard control that almost every team needs, and helps this team's switching around.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 Def / 252 Atk / 252 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Originally, I had Thundurus here, but it wasn't pulling its weight. Conkeldurr provides an almost everything this team struggles with, such as Blissey, Tyranitar, and Rotom-W. Mach Punch gives the team some appreciated priority, which is never a bad thing. Drain Punch deals good damage while simultaneously healing Conk, which helps as it is a bit of a tank. Knock Off punishes switch-ins and provides helpful Dark coverage, and Ice Punch handles Dragons, Gliscor, and Landorus-T.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Volt Switch
- Will-o-Wisp
- Hydro Pump
- Pain Split
This was originally Scarfed, but the team proved to need some more bulk. Rotom gives me a pivot, forming a VoltTurn core with Greninja and something to switch into to sponge attacks while countering Talonflame and Mega Pinsir. The moves are relatively standard. Volt Switch and Hydro Pump are the necessary STABs; nothing different there. Will-O-Wisp gets burns off, crippling physical attackers and getting a little chip damage in. Pain Split is offensive recovery to heal Rotom and hurt the opponent.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 56 HP / 252 SAtk / 200 Spd
Modest Nature
- Stealth Rock
- Fire Blast
- Flash Cannon
- Earth Power
Heatran is the glue of this team. It sets up Stealth Rock, Fire Blasts things that are troublesome to this team like Ferrothorn, and is overall a boss. Stealth Rock is the most influential move in this game, no questions asked. It weakens things like Dragonite and breaks Focus Sashes so that Mawile can beast mode through everything. Fire Blast is incredibly powerful, and dissuades a lot of Pokemon from switching in. Flash Cannon is my best option against Fairies in case Mawile goes down. Earth Power handles opposing Heatrans and any other Fire types they may have that would trouble Mawile.
Mawile @ Mawilite
Ability: Intimidate
EVs: 208 HP / 252 Atk / 48 Spd
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off
Greninja @ Life Orb
Ability: Protean
EVs: 16 HP / 252 SAtk / 240 Spd
Naive Nature
- Hydro Pump
- U-turn
- Ice Beam
- Extrasensory
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Surf
- Defog
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 Def / 252 Atk / 252 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Volt Switch
- Will-o-Wisp
- Hydro Pump
- Pain Split
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 56 HP / 252 SAtk / 200 Spd
Modest Nature
- Stealth Rock
- Fire Blast
- Flash Cannon
- Earth Power
Ability: Intimidate
EVs: 208 HP / 252 Atk / 48 Spd
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Knock Off
Greninja @ Life Orb
Ability: Protean
EVs: 16 HP / 252 SAtk / 240 Spd
Naive Nature
- Hydro Pump
- U-turn
- Ice Beam
- Extrasensory
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Surf
- Defog
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 Def / 252 Atk / 252 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Volt Switch
- Will-o-Wisp
- Hydro Pump
- Pain Split
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 56 HP / 252 SAtk / 200 Spd
Modest Nature
- Stealth Rock
- Fire Blast
- Flash Cannon
- Earth Power
Garchomp: can't switch in on anything, but can hurt everything with the proper move. SD sets get handled by Latios/Greninja. Scarfed sets are harder to stop, but can be played around with Mawile+Latios. Most common sets walled by Rotom.
Excadrill: same boat as Garchomp, but has even fewer chances to switch in
Tyranitar: I only have Mawile and Conkeldurr for this really, but it's easy to keep those alive
Dragonite: easy to prevent it from getting +1, meaning that most everything handles it. Rotom can beat it with Will-o-Wisp should it not be Lum Berry, but a pretty big threat to the team nonetheless
Mamoswine: can't switch in, and Rotom beats it, but still is annoying
Blissey/Chansey: Mawile and Conkeldurr, but nothing else touches it
Excadrill: same boat as Garchomp, but has even fewer chances to switch in
Tyranitar: I only have Mawile and Conkeldurr for this really, but it's easy to keep those alive
Dragonite: easy to prevent it from getting +1, meaning that most everything handles it. Rotom can beat it with Will-o-Wisp should it not be Lum Berry, but a pretty big threat to the team nonetheless
Mamoswine: can't switch in, and Rotom beats it, but still is annoying
Blissey/Chansey: Mawile and Conkeldurr, but nothing else touches it
So, that was the team. Rate, hate, steal, whatever. I'd appreciate whatever constructive criticism you could provide, and feel free to change whatever you deem necessary.
Last edited: