After becoming interested in competitive Pokemon earlier this year, I had wanted for awhile to put in some serious ladder attempts. Suspect tests of Landorus and Keldeo put a pause to that, as I was content just knocking out those requirements. However this past week I had the time, and some incentive to try out something that seemed solid on paper.. Yet something that I had never seen used. That's saying a lot if you play enough OU, so I needed to prove that this was indeed viable.
The intention of this team is not to try to cover as many threats as is possible. It's not to conform to any preconceived ideas of what is "needed" when building a team. It's an up-tempo offensive rain team that attempts to achieve and maintain offensive pressure, capitalizing on some of the most imposing threats available.
Politoed - Drizzle | Choice Scarf
252 SpA - 252 Spe - 4 HP | Modest
*Scald
*Ice Beam
*Psychic
*Hidden Power (Bug)
Compulsory but critical, this Politoed variant can be both devastating and annoying. Scald doesn't lose out on many KOs that Surf would allow, and the 1/3 burn chance often means the opponent isn't thrilled about any of their switch-in options. Ice Beam is reasonably potent, and will severely damage those weak to it. Nailing for example, a lead Thundurus-T on an opposing rain team, has been almost commonplace. It's also my best answer to lead Breloom, as maintaining weather is often not a concern (where Breloom is on a weatherless team).
The other two moves are essentially filler. Early in the laddering process I used Perish Song over Psychic, as Baton Pass teams were more of a concern than Toxicroak. Encore would also work. HP Bug is unconventional, but it's been quite the rude awakening to some overconfident Celebi. You could also run HP Grass for Gastrodon.
Overall this 'toed brings a formidable power/speed combination for a weather inducer. It's a decent revenge killer, and very much needed to cripple or kill certain physical threats such as Scizor and non-scarf Terrakion. It's also been important for weakening Keldeo.
Breloom - Technician | Life Orb
252 Atk - 252 Spe - 4 HP | Jolly
*Spore
*Low Sweep
*Bullet Seed
*Mach Punch
Breloom is a nightmare to deal with. As soon as it gets in on something slower, or something that cannot 1HKO it, watch out. The threat of Spore is immense, and if you're predicting a switch to something they want slept, Low Sweep or Bullet Seed will put an end to it.
I don't prefer Focus Sash as my lead is based on prediction, not forced. When I used Breloom months ago I used Focus Punch in lieu of Low Sweep, and that is a viable decision. Low Sweep in my opinion, is even better, allowing you to (at 262 Speed) outpace everything short of Jolteon. Of course Jolteon isn't about to survive a Low Sweep to begin with. It regularly makes a Lati@s or Starmie switch-in an immediate liability.
Sleep is something to exploit this generation, and Breloom is how you do that on an offensive team. What makes it even more important to this team, is that it's an answer to hazard stackers. No team wants more than 1x hazard in play, and Breloom can come in on Ferrothorn, Forretress, etc. and guarantee it stays that way for the time being. Pseudo-hazard control is critical on a team with no spinner.
Ferrothorn - Iron Barbs | Rocky Helmet
252 HP - 48 Def - 208 SpD | Relaxed
*Stealth Rock
*Leech Seed
*Gyro Ball
*Power Whip
As far as defensive pivots go, Ferrothorn in the rain is difficult to equal. I aim to get Stealth Rock down as soon as possible, but if Ferro is not the best switch-in, this team has no qualms about functioning without SR in play.
94 base Attack for such a defensive behemoth is very respectable, especially given how powerful Gyro Ball and Power Whip are. Gyro Ball is wonderful on a host of the metagame's faster threats. Power Whip is at times unexpected, especially after you've shown Gyro, and can take out Tyranitar, Gastrodon, Keldeo, Starmie, Rotom-W, etc.
Leech Seed is a nice way to retain some amount of momentum, and is the only way this Ferrothorn regains HP. It can also be important to compromise some set-up sweepers, including Sub/Charge Beam Magnezone.
I feel the degree to which Rocky Helmet & Iron Barbs punishes physical attacks is underrated. It allows you a turn to Stealth Rock while bringing Outrage users into KO range. Losing 29~% HP for simply attacking is no joke. If you predict Bullet Punch, ExtremeSpeed, even Fake Out, you can switch Ferro in and make it hurt. Ideally they'll die to this, or at times you'll force them to kill themselves along with Ferrothorn on the next turn. It also has a pseudo-spin blocker effect, giving this team a little more control over hazards than you would assume at a glance.
Keldeo-Resolute - Justified | Choice Scarf
252 SpA - 252 Spe - 4 HP | Timid
*Surf
*Secret Sword
*Icy Wind
*Hidden Power (Bug)
Here we go. The best scarf user in OU, and thus best cleaner. The synergy with scarf Politoed is pretty decent as you'll have to deal with two sources of fast water STABs. If one goes down, the other can at times take advantage of what's been weakened.
I again don't bother with Hydro Pump, which is an advantage of running Keldeo in rain as opposed to weatherless or sand. This set needs no explanation, although you'll note again, HP Bug. Without anything boosting it, HP Ghost isn't doing enough to Jellicent.
Jirachi - Serene Grace | Leftovers
252 HP - 108 Def - 148 Spe | Timid
*Substitute
*Calm Mind
*Thunder
*Psyshock
There are no shortage of Jirachi variants, and there's no doubt that something like Shuca Berry + Icy Wind could function well here. But I needed an answer for CM Latias (as well as Alakazam and Reuniclus), and CM Jirachi is that. In rain Jirachi only need fear ground and water attacks, letting it step in and turn the tide (sorry..) against a myriad of attacks. This Jirachi fears Landorus-T and Garchomp, and fortunately that can be an easy prediction, and a prime opportunity for a double switch to something that can threaten them.
Like with Keldeo this is your standard fare. 3/5 para rate on an attack as powerful as Thunder is the main attraction here, there's nothing else like it in the metagame. Psyshock is important as a psychic STAB, 1HKOing Toxicroak, finishing off Breloom, and winning Calm Mind wars.
With any weather team, you try to ride the line of taking advantage of your weather, while still being able to function outside of it. This Jirachi brings this team right against that line. A 70% Thunder is not something you want to rely on, but there are times when you're going to have to cross your fingers a la Focus Blast or 80% moves.
Kyurem-Black - Teravolt | Power Herb
252 Atk - 252 Spe - 4 HP | Adamant
*Substitute
*Outrage
*Fusion Bolt
*Freeze Shock
This is what I was referencing in the first paragraph. It isn't used, isn't considered, and I don't know why. I'll try to be concise with my rationale. Substitute takes advantage of Kyurem's natural bulk. You can then go offensive, or for a more stall-oriented approach. As far as going offensive, this is where it's at in my opinion. Freeze Shock blows right through a lot of things that an uninvested Ice Beam would only dream of. Celebi, Gastrodon, Ferrothorn, and more. Anything that doesn't resist it is either going to be dead or significantly compromised. That it badly dents Ferro is very important, the only question is how much prior damage is needed -if you're playing seriously, you can run the calculation and estimate how much Defense you're up against.
Freeze Shock allows for a more precise style of play; something more powerful than Outrage, where you can immediately switch out or change attacks.. It's pretty awesome. You can find a bit more about this set here. Essentially, it comes down to Life Orb being too destructive with such hazard concerns + Substitute, and Leftovers not having enough of an impact for a wallbreaker.
Thanks for reading through all of this. I'm pretty satisfied that it didn't take much time to complete a competitive ladder run. Although I didn't anticipate it taking 43 games to get through provisional status, that's how it can go if you get too high too early.
This composition isn't perfect. While Breloom resists, there's no ground immunity. No spinner or Magic Bounce. No direct check to physical threats/fighting types as Landorus-T was on a previous incarnation. Yet I think I've explained how this team is able to work around these facts, at least to some legitimate degree.
Any thoughts would be welcome. Thanks again!
The intention of this team is not to try to cover as many threats as is possible. It's not to conform to any preconceived ideas of what is "needed" when building a team. It's an up-tempo offensive rain team that attempts to achieve and maintain offensive pressure, capitalizing on some of the most imposing threats available.
Politoed - Drizzle | Choice Scarf
252 SpA - 252 Spe - 4 HP | Modest
*Scald
*Ice Beam
*Psychic
*Hidden Power (Bug)
Compulsory but critical, this Politoed variant can be both devastating and annoying. Scald doesn't lose out on many KOs that Surf would allow, and the 1/3 burn chance often means the opponent isn't thrilled about any of their switch-in options. Ice Beam is reasonably potent, and will severely damage those weak to it. Nailing for example, a lead Thundurus-T on an opposing rain team, has been almost commonplace. It's also my best answer to lead Breloom, as maintaining weather is often not a concern (where Breloom is on a weatherless team).
The other two moves are essentially filler. Early in the laddering process I used Perish Song over Psychic, as Baton Pass teams were more of a concern than Toxicroak. Encore would also work. HP Bug is unconventional, but it's been quite the rude awakening to some overconfident Celebi. You could also run HP Grass for Gastrodon.
Overall this 'toed brings a formidable power/speed combination for a weather inducer. It's a decent revenge killer, and very much needed to cripple or kill certain physical threats such as Scizor and non-scarf Terrakion. It's also been important for weakening Keldeo.
Breloom - Technician | Life Orb
252 Atk - 252 Spe - 4 HP | Jolly
*Spore
*Low Sweep
*Bullet Seed
*Mach Punch
Breloom is a nightmare to deal with. As soon as it gets in on something slower, or something that cannot 1HKO it, watch out. The threat of Spore is immense, and if you're predicting a switch to something they want slept, Low Sweep or Bullet Seed will put an end to it.
I don't prefer Focus Sash as my lead is based on prediction, not forced. When I used Breloom months ago I used Focus Punch in lieu of Low Sweep, and that is a viable decision. Low Sweep in my opinion, is even better, allowing you to (at 262 Speed) outpace everything short of Jolteon. Of course Jolteon isn't about to survive a Low Sweep to begin with. It regularly makes a Lati@s or Starmie switch-in an immediate liability.
Sleep is something to exploit this generation, and Breloom is how you do that on an offensive team. What makes it even more important to this team, is that it's an answer to hazard stackers. No team wants more than 1x hazard in play, and Breloom can come in on Ferrothorn, Forretress, etc. and guarantee it stays that way for the time being. Pseudo-hazard control is critical on a team with no spinner.
Ferrothorn - Iron Barbs | Rocky Helmet
252 HP - 48 Def - 208 SpD | Relaxed
*Stealth Rock
*Leech Seed
*Gyro Ball
*Power Whip
As far as defensive pivots go, Ferrothorn in the rain is difficult to equal. I aim to get Stealth Rock down as soon as possible, but if Ferro is not the best switch-in, this team has no qualms about functioning without SR in play.
94 base Attack for such a defensive behemoth is very respectable, especially given how powerful Gyro Ball and Power Whip are. Gyro Ball is wonderful on a host of the metagame's faster threats. Power Whip is at times unexpected, especially after you've shown Gyro, and can take out Tyranitar, Gastrodon, Keldeo, Starmie, Rotom-W, etc.
Leech Seed is a nice way to retain some amount of momentum, and is the only way this Ferrothorn regains HP. It can also be important to compromise some set-up sweepers, including Sub/Charge Beam Magnezone.
I feel the degree to which Rocky Helmet & Iron Barbs punishes physical attacks is underrated. It allows you a turn to Stealth Rock while bringing Outrage users into KO range. Losing 29~% HP for simply attacking is no joke. If you predict Bullet Punch, ExtremeSpeed, even Fake Out, you can switch Ferro in and make it hurt. Ideally they'll die to this, or at times you'll force them to kill themselves along with Ferrothorn on the next turn. It also has a pseudo-spin blocker effect, giving this team a little more control over hazards than you would assume at a glance.
Keldeo-Resolute - Justified | Choice Scarf
252 SpA - 252 Spe - 4 HP | Timid
*Surf
*Secret Sword
*Icy Wind
*Hidden Power (Bug)
Here we go. The best scarf user in OU, and thus best cleaner. The synergy with scarf Politoed is pretty decent as you'll have to deal with two sources of fast water STABs. If one goes down, the other can at times take advantage of what's been weakened.
I again don't bother with Hydro Pump, which is an advantage of running Keldeo in rain as opposed to weatherless or sand. This set needs no explanation, although you'll note again, HP Bug. Without anything boosting it, HP Ghost isn't doing enough to Jellicent.
Jirachi - Serene Grace | Leftovers
252 HP - 108 Def - 148 Spe | Timid
*Substitute
*Calm Mind
*Thunder
*Psyshock
There are no shortage of Jirachi variants, and there's no doubt that something like Shuca Berry + Icy Wind could function well here. But I needed an answer for CM Latias (as well as Alakazam and Reuniclus), and CM Jirachi is that. In rain Jirachi only need fear ground and water attacks, letting it step in and turn the tide (sorry..) against a myriad of attacks. This Jirachi fears Landorus-T and Garchomp, and fortunately that can be an easy prediction, and a prime opportunity for a double switch to something that can threaten them.
Like with Keldeo this is your standard fare. 3/5 para rate on an attack as powerful as Thunder is the main attraction here, there's nothing else like it in the metagame. Psyshock is important as a psychic STAB, 1HKOing Toxicroak, finishing off Breloom, and winning Calm Mind wars.
With any weather team, you try to ride the line of taking advantage of your weather, while still being able to function outside of it. This Jirachi brings this team right against that line. A 70% Thunder is not something you want to rely on, but there are times when you're going to have to cross your fingers a la Focus Blast or 80% moves.
Kyurem-Black - Teravolt | Power Herb
252 Atk - 252 Spe - 4 HP | Adamant
*Substitute
*Outrage
*Fusion Bolt
*Freeze Shock
This is what I was referencing in the first paragraph. It isn't used, isn't considered, and I don't know why. I'll try to be concise with my rationale. Substitute takes advantage of Kyurem's natural bulk. You can then go offensive, or for a more stall-oriented approach. As far as going offensive, this is where it's at in my opinion. Freeze Shock blows right through a lot of things that an uninvested Ice Beam would only dream of. Celebi, Gastrodon, Ferrothorn, and more. Anything that doesn't resist it is either going to be dead or significantly compromised. That it badly dents Ferro is very important, the only question is how much prior damage is needed -if you're playing seriously, you can run the calculation and estimate how much Defense you're up against.
Freeze Shock allows for a more precise style of play; something more powerful than Outrage, where you can immediately switch out or change attacks.. It's pretty awesome. You can find a bit more about this set here. Essentially, it comes down to Life Orb being too destructive with such hazard concerns + Substitute, and Leftovers not having enough of an impact for a wallbreaker.
Thanks for reading through all of this. I'm pretty satisfied that it didn't take much time to complete a competitive ladder run. Although I didn't anticipate it taking 43 games to get through provisional status, that's how it can go if you get too high too early.
This composition isn't perfect. While Breloom resists, there's no ground immunity. No spinner or Magic Bounce. No direct check to physical threats/fighting types as Landorus-T was on a previous incarnation. Yet I think I've explained how this team is able to work around these facts, at least to some legitimate degree.
Any thoughts would be welcome. Thanks again!
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