Introduction
After watching blunderr's video about the top ten Z-Moves introduced in Sun and Moon, I realised that Scolipede finally had a decent platform to stand on within OU. As a result, I made it a priority to develop a team where Scolipede can shine. Consequentially... the Trap and Snag tactic came to be; trap the shit I don't like and snag a victory. I would fully appreciate it if you would provide constructive criticisms and suggestions concerning the team's improvement.
Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Aqua Tail
- Swords Dance
Scolipede provides a unique ability in the OU meta as it can do a hefty amount of damage to most teams if they are unprepared. Scolipede excels at setting up on Pokémon that can't really do much back to it or aren't inclined to stay in and take a hit; Pheromosa and Tapu Fini are the ideal Pokémon to set up on since Tapu Fini can't actually do much with Scald and Pheromosa isn't going to stay in to inevitably fall to a Poison Jab. This therefore grants Scolipede a lot of the time to get a free Swords Dance which is typically a favoured win condition of mine. The EVs allow Scolipede to out-speed a Timid Tapu Lele while still being able to out-speed Pheromosa at +1 Speed (reaching 477 speed). The reason for running Adamant over Jolly is because at +1, Scolipede has the capability to OHKO Landorus-T with a Hydro Vortex which proves time and time again to be a great deal considering the majority of teams nowadays have Landorus-T. Megahorn and Poison Jab are obligatory STAB that deals massive damage to Pokémon such as Rotom-Wash and the Tapus. However, after some experience I have come to realise that perhaps Earthquake may be preferred over Megahorn due to its ability to OHKO Mega Metagross at +2 after it has taken Rocky Helmet damage and helps deal with Toxapex more efficiently.
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 200 HP / 184 SpA / 124 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
Magnezone is extremely crucial for this team in many ways due to its ability to "Trap" Steel types such as Skarmory, Ferrothorn, Celesteela and at times Magearna and either take them out or weaken them to the point where Scolipede can OHKO them in the late-game. Many times I have used Magnezone to get off valuable chip damage laying it up for a Scolipede cleanup. The EV spread I have decided on means that Magnezone is able to out-speed the standard Mega Scizor spread and enough Special Attack to 2HKO max HP max SpDef Celesteela spreads. The leftover EVs were pumped into HP with a Calm Nature to aid Magnezone in its secondary role in acting as a check to Tapu Lele, Protean Greninja, and to pivot around Mega Metagross.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn
The reason why I chose Greninja in this next slot was because I wanted something that both provided speed control and had the ability to U-turn on Steel types that I wanted to trap with Magnezone. I originally chose Tornadus-T however, after mucking around with calcs and realising that it's too slow for the current meta, I abandoned the idea of being original and instead chose to go with something that filled in exactly what I was looking for - Greninja. The Specs set in my opinion is the most optimal one since it provides me with a means of checking certain threats such as Pheromosa and Volcarona with its Water Shuriken while also showing to be useful at wall-breaking and being a win condition a lot of the time during my matches. The set is very self-explanatory; potent STAB, priority, and momentum are imperative for a successful Ash-Greninja set.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 228 Def / 24 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
This Pokémon was very crucial for the team as it gives me a check to a plethora of Physical attackers which otherwise hammered through my team. Mega Metagross is definitely one of them and, by running a Rocky Helmet, I can pivot around it with both Landorus and Magnezone to get enough chip damage for Scolipede to cleanup late-game. The spread is very standard with max HP, 28 SpD to tank two Dazzling Gleams from Tapu Koko, a Latios' Draco Meteor, and a +1 Fire Blast from Volcarona, enough speed to out-speed the standard Smogon Tapu Fini spread, and enough Defence to satiate my need for a check to physical attackers. I opted for Stone Edge over the ever so common Hidden Power Ice because both Mega Pinsir and Volcarona prove to be large threats to this team so having Landorus able to OHKO the both of them is very handy for the early-to-mid game.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
Tapu Fini defensively pairs extremely well with Landorus as it can switch into Pokémon such as Greninja and Pheromosa which Landorus cannot. Not only that but it can compliment Scolipede fantastically by weakening bulkier pivots through incessant Nature's Madness spam. This set aids my match up versus stall and gives me a very efficient Defogger. The EVs allow Tapu Fini to take two Poison Jabs from a Scarfed Pheromosa while possessing enough speed to out-speed Landorus-T's trying to speed creep the standard Tapu Fini spread. I elected for no Special Defence as I feel it was unnecessary when you pair up Tapu Fini's natural bulk in the damage calculator against relevant threats that Tapu Fini will be switching into. I have frequently used Tapu Fini to take a hit from Metagross so I can weaken it with Nature's Madness which helps when trying to force the game into a cleanup session by either Scolipede or Greninja.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Bullet Punch
The last slot was needed for a dedicated wall-breaker; something that can come in and threaten the opponent immediately - Metagross filled that slot. Metagross's presence is vital for the team due to how versatile its roles are. Not only does to help to check Tapu Lele but it also offensively checks prominent threats such as Pheromosa, Salamence, Landorus-T, Alakazam, Magearna, and so much more. This also helps with the weakness to Toxapex by threatening it out and overall bestowing unto me the match's momentum. I decided against running Hammer Arm because I fully expect Pokémon such as Ferrothorn to be out of the game since running Shed Shell on Ferrothorn is a luxury that not many spreads can afford nowadays. Zen Headbutt is essential for dealing with Toxapex and pressuring bulkier Water types whereas Bullet Punch is needed to reliably revenge kill the aforementioned threats. This therefore leaves me with the option between Thunder Punch and Ice Punch to which I chose Ice Punch. Ice Punch hits opposing Landorus-T and Tangrowth for more damage than what Meteor Mash would do.
After watching blunderr's video about the top ten Z-Moves introduced in Sun and Moon, I realised that Scolipede finally had a decent platform to stand on within OU. As a result, I made it a priority to develop a team where Scolipede can shine. Consequentially... the Trap and Snag tactic came to be; trap the shit I don't like and snag a victory. I would fully appreciate it if you would provide constructive criticisms and suggestions concerning the team's improvement.
Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Aqua Tail
- Swords Dance
Scolipede provides a unique ability in the OU meta as it can do a hefty amount of damage to most teams if they are unprepared. Scolipede excels at setting up on Pokémon that can't really do much back to it or aren't inclined to stay in and take a hit; Pheromosa and Tapu Fini are the ideal Pokémon to set up on since Tapu Fini can't actually do much with Scald and Pheromosa isn't going to stay in to inevitably fall to a Poison Jab. This therefore grants Scolipede a lot of the time to get a free Swords Dance which is typically a favoured win condition of mine. The EVs allow Scolipede to out-speed a Timid Tapu Lele while still being able to out-speed Pheromosa at +1 Speed (reaching 477 speed). The reason for running Adamant over Jolly is because at +1, Scolipede has the capability to OHKO Landorus-T with a Hydro Vortex which proves time and time again to be a great deal considering the majority of teams nowadays have Landorus-T. Megahorn and Poison Jab are obligatory STAB that deals massive damage to Pokémon such as Rotom-Wash and the Tapus. However, after some experience I have come to realise that perhaps Earthquake may be preferred over Megahorn due to its ability to OHKO Mega Metagross at +2 after it has taken Rocky Helmet damage and helps deal with Toxapex more efficiently.
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 200 HP / 184 SpA / 124 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
Magnezone is extremely crucial for this team in many ways due to its ability to "Trap" Steel types such as Skarmory, Ferrothorn, Celesteela and at times Magearna and either take them out or weaken them to the point where Scolipede can OHKO them in the late-game. Many times I have used Magnezone to get off valuable chip damage laying it up for a Scolipede cleanup. The EV spread I have decided on means that Magnezone is able to out-speed the standard Mega Scizor spread and enough Special Attack to 2HKO max HP max SpDef Celesteela spreads. The leftover EVs were pumped into HP with a Calm Nature to aid Magnezone in its secondary role in acting as a check to Tapu Lele, Protean Greninja, and to pivot around Mega Metagross.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn
The reason why I chose Greninja in this next slot was because I wanted something that both provided speed control and had the ability to U-turn on Steel types that I wanted to trap with Magnezone. I originally chose Tornadus-T however, after mucking around with calcs and realising that it's too slow for the current meta, I abandoned the idea of being original and instead chose to go with something that filled in exactly what I was looking for - Greninja. The Specs set in my opinion is the most optimal one since it provides me with a means of checking certain threats such as Pheromosa and Volcarona with its Water Shuriken while also showing to be useful at wall-breaking and being a win condition a lot of the time during my matches. The set is very self-explanatory; potent STAB, priority, and momentum are imperative for a successful Ash-Greninja set.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 228 Def / 24 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
This Pokémon was very crucial for the team as it gives me a check to a plethora of Physical attackers which otherwise hammered through my team. Mega Metagross is definitely one of them and, by running a Rocky Helmet, I can pivot around it with both Landorus and Magnezone to get enough chip damage for Scolipede to cleanup late-game. The spread is very standard with max HP, 28 SpD to tank two Dazzling Gleams from Tapu Koko, a Latios' Draco Meteor, and a +1 Fire Blast from Volcarona, enough speed to out-speed the standard Smogon Tapu Fini spread, and enough Defence to satiate my need for a check to physical attackers. I opted for Stone Edge over the ever so common Hidden Power Ice because both Mega Pinsir and Volcarona prove to be large threats to this team so having Landorus able to OHKO the both of them is very handy for the early-to-mid game.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
Tapu Fini defensively pairs extremely well with Landorus as it can switch into Pokémon such as Greninja and Pheromosa which Landorus cannot. Not only that but it can compliment Scolipede fantastically by weakening bulkier pivots through incessant Nature's Madness spam. This set aids my match up versus stall and gives me a very efficient Defogger. The EVs allow Tapu Fini to take two Poison Jabs from a Scarfed Pheromosa while possessing enough speed to out-speed Landorus-T's trying to speed creep the standard Tapu Fini spread. I elected for no Special Defence as I feel it was unnecessary when you pair up Tapu Fini's natural bulk in the damage calculator against relevant threats that Tapu Fini will be switching into. I have frequently used Tapu Fini to take a hit from Metagross so I can weaken it with Nature's Madness which helps when trying to force the game into a cleanup session by either Scolipede or Greninja.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Bullet Punch
The last slot was needed for a dedicated wall-breaker; something that can come in and threaten the opponent immediately - Metagross filled that slot. Metagross's presence is vital for the team due to how versatile its roles are. Not only does to help to check Tapu Lele but it also offensively checks prominent threats such as Pheromosa, Salamence, Landorus-T, Alakazam, Magearna, and so much more. This also helps with the weakness to Toxapex by threatening it out and overall bestowing unto me the match's momentum. I decided against running Hammer Arm because I fully expect Pokémon such as Ferrothorn to be out of the game since running Shed Shell on Ferrothorn is a luxury that not many spreads can afford nowadays. Zen Headbutt is essential for dealing with Toxapex and pressuring bulkier Water types whereas Bullet Punch is needed to reliably revenge kill the aforementioned threats. This therefore leaves me with the option between Thunder Punch and Ice Punch to which I chose Ice Punch. Ice Punch hits opposing Landorus-T and Tangrowth for more damage than what Meteor Mash would do.
Relevant Calcs
+1 252+ Atk Scolipede Hydro Vortex (175 BP) vs. 248 HP / 244+ Def Landorus-Therian: 406-478 (106.5 - 125.4%) -- guaranteed OHKO
+2 252+ Atk Scolipede Poison Jab vs. 248 HP / 200+ Def Tapu Fini: 326-386 (95 - 112.5%) -- 68.8% chance to OHKO
+2 252+ Atk Scolipede Poison Jab vs. 248 HP / 192 Def Tapu Fini: 360-426 (104.9 - 124.1%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 0 HP / 4 Def Metagross-Mega: 252-297 (83.7 - 98.6%) -- guaranteed 2HKO
184 SpA Magnezone Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 208-248 (60.6 - 72.3%) -- guaranteed 2HKO
184 SpA Magnezone Thunderbolt vs. 248 HP / 252+ SpD Celesteela: 204-240 (51.3 - 60.4%) -- guaranteed 2HKO
+1 252 SpA Volcarona Fire Blast vs. 248 HP / 28 SpD Landorus-Therian: 322-379 (84.5 - 99.4%) -- guaranteed 2HKO
252 Atk Tough Claws Metagross-Mega Meteor Mash vs. 248 HP / 200+ Def Tapu Fini: 142-168 (41.3 - 48.9%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Pheromosa Poison Jab vs. 248 HP / 200+ Def Tapu Fini: 136-162 (39.6 - 47.2%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 248 HP / 0 SpD Tapu Fini: 121-143 (35.2 - 41.6%) -- 81.5% chance to 3HKO after Leftovers recovery
252 Atk Tough Claws Metagross-Mega Zen Headbutt vs. 252 HP / 232+ Def Toxapex: 200-236 (65.7 - 77.6%) -- guaranteed 2HKO after Black Sludge recovery
+2 252+ Atk Scolipede Poison Jab vs. 248 HP / 200+ Def Tapu Fini: 326-386 (95 - 112.5%) -- 68.8% chance to OHKO
+2 252+ Atk Scolipede Poison Jab vs. 248 HP / 192 Def Tapu Fini: 360-426 (104.9 - 124.1%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 0 HP / 4 Def Metagross-Mega: 252-297 (83.7 - 98.6%) -- guaranteed 2HKO
184 SpA Magnezone Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 208-248 (60.6 - 72.3%) -- guaranteed 2HKO
184 SpA Magnezone Thunderbolt vs. 248 HP / 252+ SpD Celesteela: 204-240 (51.3 - 60.4%) -- guaranteed 2HKO
+1 252 SpA Volcarona Fire Blast vs. 248 HP / 28 SpD Landorus-Therian: 322-379 (84.5 - 99.4%) -- guaranteed 2HKO
252 Atk Tough Claws Metagross-Mega Meteor Mash vs. 248 HP / 200+ Def Tapu Fini: 142-168 (41.3 - 48.9%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Pheromosa Poison Jab vs. 248 HP / 200+ Def Tapu Fini: 136-162 (39.6 - 47.2%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 248 HP / 0 SpD Tapu Fini: 121-143 (35.2 - 41.6%) -- 81.5% chance to 3HKO after Leftovers recovery
252 Atk Tough Claws Metagross-Mega Zen Headbutt vs. 252 HP / 232+ Def Toxapex: 200-236 (65.7 - 77.6%) -- guaranteed 2HKO after Black Sludge recovery
Threats
Replays
Import
Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Aqua Tail
- Swords Dance
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 200 HP / 184 SpA / 124 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 224 Def / 28 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Bullet Punch
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Aqua Tail
- Swords Dance
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 200 HP / 184 SpA / 124 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 224 Def / 28 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Bullet Punch
Conclusion
Overall I must say that I have thoroughly enjoyed using this team and I look forward to using it later on. Personally I feel that the team at times has struggles with breaking certain cores. For example, Shed Shell Skarmory + Diglett is a giant pain since you really have to play immaculately in order to win. Of course, that is the problem with Arena Trap and Stall - iz broken. However, the amount of times I have had Scolipede either cleanup or sweep was extremely surprising which leads me to believe that this team was successful in making Scolipede shine. Of course, tunnel vision is annoying for team builders and it's why I've come here to ask you guys to help out. I most likely will add Earthquake over Megahorn on Scolipede though. Once again, all contributions are appreciated!
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