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[Gen 6] OU Beta

5 votes

Hai, MewMew here, and I haven't posted a team in freaking forever, so I thought I might as well get started with a Gen 6 RMT. I'll put a Gen 5 up one later. So this team is using some of the newest threats introduced this Generation, as well has some remembrances of the past. I've been playing around with the sets a little bit, and this is the final result. This will be a fairly short RMT, since I'll be writing up the Gen 5 one, so here we go ~~


Greninja (M) @ Life Orb

Ability: Protean
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)

  • Hydro Pump
  • Dark Pulse
  • Ice Beam
  • Hidden Power [Fire]

The Water type starter of the generation is definitely the most viable one out of the three Kalos starters in OU for sure. Boasting fantastic Speed and decent special attack, Greninja makes for an excellent mixed attacker. Sue to its decent Attack, it can also run Physical, and even a Focus Sash lead with Spikes. The selling point of Greninja is its ability: Protean. Protean is basically a Color Change on yourself before you use a move, essentially gifting STAB on every move you use. EVs are straightforward for a Special Attacker. Hydro Pump hits hard, with STAB, although it was cut down by 10 base power. Dark Pulse is a crucial move, as Aegislash is running all over the place with Swords Dance sets, and a STAB Life Orb Dark Pulse from Greninja will not OHKO it, but brings it to about 20%, enough for something else to take it out. Ice Beam is to kill Dragons, mainly, and it is the move that will deal out the most damage on that stupid Assault Vest Goodra. Finally, Hidden Power Fire, although nerfed this generation, gives me a move to damage Steels in the current metagame harder, which is nice since I will gain STAB from it.


Rotom-Wash @ Leftovers

Ability: Levitate
EVs: 248 HP / 28 SAtk / 232 SDef
Calm Nature (+SDef, -Atk)

  • Hydro Pump
  • Volt Switch
  • Thunderbolt
  • Will-O-Wisp

Rotom-W makes a comeback this generation, with the ability take on special attackers again! Well, not as well as before, with all these threats running all over the place, but it handles it well enough. That Hydro Pump nerf hurt Rotom-W as well, as that it its only STAB option. The loss of Pain Split until next month hurts Rotom as well, as now it has no recovery option outside of Leftovers. Rotom still makes a good pivot, however. This guy is Specially Defensive because I'm used to this set, and also there increase of people using Greninja makes this gy work well. Hydro Pump is STAB, and will do good damage even when uninvested. Volt Switch is my pivot option, and it is also STAB. When I need to hit harder with STAB, I'll usually nail a Thunderbolt, which is more or less a filler move to cover for Pain Split. Will-O-Wisp catches those Aegislashes and Azumarills that are stupid enough to stay in.


Talonflame (M) @ Choice Band

Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)

  • Flare Blitz
  • Brave Bird
  • U-turn
  • Steel Wing

Generation 6 introduced a Fire / Flying generic bird rather than the standard Normal / Flying one. Although this bird will whine when Stealth Rocks are on the field, it does amazingly well. Its Attack stat, even though it is only at 81 base, its migitated with its ability - Gale Wings. Gale Wings gives priority to all Flying moves, no matter what they would be. Brave Bird, Peck, Roost, Fly, Acrobatics, you name it. I slapped on a Choice Band rather than a Bulk Up or a Swords Dancing set because I prefer the raw power. EVs are standard, allowing Talonflame 3 switches to Stealth Rock. Flare Blitz is the Fire move of choice, and is STAB. STAB Brave Bird gets the Gale Wings priority, making it a perfect revenge killer, and eliminates my need for a Scarfer. U-turn is my pivotal move, and forms a VoltTurn core with Rotom-W. Finally, Steel Wing is filler, but it allows me to hit Tyranitars and fellow Rock types super effectively.


Kangaskhan (F) @ Kangaskhanite

Ability: Scrappy -> Parental Bond
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)

  • Power-Up Punch
  • Sucker Punch
  • Return
  • Earthquake

Mega Kangaskhan is one of the best Mega Evolutions out there. Its raw power, and its Mega evolution ability and normal ability play around with the opponent really hard when they have a Ghost type in their team. Scrappy allows me to hit Return and Power-Up Punch on Ghost Pokemon, making them think twice before switching into it. However, Parental Bond allows me to strike twice in one turn, with the second hit being 50% less powerful than the first. Power-Up Punch is a great move on Kangaskhan, is it has a 100% chance of raising Attack when using it. With Parental Bond, however, you can use it twice in a turn, which is essentially a Swords Dance that does damage. Ouch. Sucker Punch is priority and allows me to take out Ghost Pokemon and various Sashed Pokemon. STAB Return is extremely powerful on Kangaskhan, even before mega evolving. Combined with potential Power-Up Punch boosts, Return will dent Pokemon like Gliscor. Earthquake allows me to damage Aegislash more reliably.


Garchomp (M) @ Leftovers

Ability: Rough Skin
EVs: 252 HP / 176 Def / 80 Spd
Jolly Nature (+Spd, -SAtk)

  • Dragon Claw
  • Earthquake
  • Poison Jab
  • Protect

Garchomp is not usually seen running a bulky set like this one, but in this generation, it's quite good due to the multitude of Physical Attackers that are rampaging all over OU beta right now. Garchomp's Rough Skin really helps, especially when I'm facing Mega Kangaskhan. 24% of its health gone every turn from Parental Bond helps me a lot. EVs allow Chomp to take on some Physical hits while outspeeding Base 90s. Dragon Claw is my main STAB, and along with STAB Earthquake, it provides great coverage to most Pokemon. Poison Jab might seem extremely odd here, put its necessary it smashing the newly introduced Fairy type Pokemon. Protect allows me to get more Leftovers recovery and predict easier, as Banded Azumarill , Specs Noivern, and opposing Scarf Garchomp are everywhere.


Aegislash (F) @ Leftovers

Ability: Stance Change
EVs: 244 HP / 252 Atk / 12 Spd
Brave Nature (+Atk, -Spd)

  • Swords Dance
  • King's Shield
  • Shadow Sneak
  • Sacred Sword

This guy is used everywhere. I mean everywhere. Having Base 150 Def/SDef in shield form and 150 Atk/SAtk in blade form, Aegilslash can perform a support and offensive rather easily. As a Steel type, it has many resistances that my team loathes, such as Dragon and Flying. Aegislash's natural bulk helps it take on most things anyways. A Brave nature is used so when other Aegislash attempt to Shadow Sneak me, they will go first, losing their Aegislash to my Aegislash since they became Blade form. Swords Dance boosts that future base 150 Atk for later use. King Shield, a more complicated version of Protect, is another key move on Aegislash, since it allows it revert to Shield from Blade form rather quickly, and whatever comes in contact with the King's Shield get -2 in Attack, Which helps in Aegislash's walling capabilities. Shadow Sneak is STAB priority, and has perfect neutral coverage, even with the introduction of new typings, with Sacred Sword, which has a plus since it also ignore boosts from opponents.


asked Nov 9, 2013 by Mewderator
This team gets a Pika Point :D
nice :D
I basiclly why this team gets so many upvotes is cause of it is made by a moderator. There are much better teams with good explanation who deserves upvotes somewhere.
Or it could be the fact that new makes teams that work well. That is why it gets upvotes
This is a good team, but there are plenty of other teams that are just as good but don't get any recognition due to lack of popularity
It's hard to imagine baby kangaskhan using earthquake. Whenever I use it with parental bond, I just imagine it jumping up and down...
i love to play this team :D and did twice
Hi i'm new, i'm going to try this team. :)

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