Hello, I am a veteran user who is rejoining Smogon after a hiatus of 2-3 years. Despite being absolutely new to the SM OU metagame, it took me only 1 week to catch up and be proficient in the current OU metagame. As I was previously a decent player, it took only a few days (though, I admit, I played for hours) for me to remove my rustiness and get back into shape. I used others' RMTs to learn the metagame and common threats, and also the newer pokemon from SM.
This is a team that I made myself, as I was also a top tutor for Battling 101's OU in the past -- requiring me to have good teambuilding skills.
Anyway, this is my gift to the community after rejoining Smogon from my hiatus. You all can enjoy my team. I am making a comeback. I might miss WCOP this year due to time constraints, but I will be back into shape for next year. Keep your eyes out.
Peak: 1762 (Then, I started building new teams again for more laboratory testing, so it fell)

General Teambuilding Notes:
Team Roster at a glance:
Introduction:
As a few of you veterans might notice, some members of my team are inspired from top-tier BW UU threats, which have actually become underrated monsters in the SM OU metagame. This includes Victini and Azumarill, who are immensely threatening and useful even till date. The lack of Fire and Water resists in the current SM OU metagame means that these BW UU threats can actually become viable deadly sweepers in the SM OU metagame. Not many teams are built to withstand the sheer power of my team, and it is easy to sweep an unprepared team on the ladder, making it easy to boost my ELO (which is usually a long, painful, and tedious process).
Apart from Magearna, my team is entirely off-meta, which made it fun to teambuild and to play on the ladder, as my teambuilding laboratory focused on. You barely see common threats in my team, yet all of them synergize together to form a decent wrecking force that performs well. This teambuilding specialty of mine will be available to my students once I re-signup for Battling 101 in a month or two. The good thing about using off-meta threats is that people commonly do not know what those threats are, and are usually underprepared for them, allowing me to sweep them instantly if they make a mistake or underestimate my Pokemon.
Explanation:
Super Sonic (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- V-create
- Bolt Strike
- U-turn
- Glaciate
- Grass Knot
Victini is actually an underrated threat in the metagame right now, because not many people know about its full demonic power. I hope that after I make this RMT, Victini's usage will increase as more people are aware of its supreme viability. V-Create's 180 Base Power is extremely attractive, and my Scarfed Victini can OHKO frail Pokemon easily, such as Thundurus, Alakazam, Gengar, Tapu Lele, Tapu Koko, with a simple V-Create. Additionally, it will 2HKO most unresisted threats, so many will not dare to switch in. Even Tapu Fini gets 3HKOed if I'm not wrong, so basically you can blast her over and over again when you get the chance. It's quite fun. Though, if you have the prediction skills, just Bolt Strike her face.
Basically, Scarf Victini is a monstrous cleaner/sweeper/revenge killer all-in-one. Even after the first Speed Drop, if the opponent is not deleted, a Base 100 Speed will still outspeed most threats, so Victini usually will get to V-Create one more time to confirm the kill.
Previously, I put Glaciate to get rid of annoying trash, specifically Public Enemy Number 1 Zygarde and Public Enemy Number 2 Landorus-T. However, I learned that Glaciate cannot OHKO Zygarde (only 2HKO) and V-Create 2HKOs Defensive Landorus-T anyway (even after the Attack drop). Also, Rain is a huge threat to this team. So, I changed it to Grass Knot recently to OHKO Mega Swampert in Rain (BTW, Scarf Victini OUTSPEEDS Adamant Mega Swampert in Rain. Screw Rain.). You can change it back to Glaciate if you want, but my change is after many hours of verified laboratory testing, so I believe it's better.
Contrary Serperior is yet another underrated threat that can sweep teams instantly, once given the chance to Leaf Storm once. Admittedly, the first Leaf Storm is quite weak, but the fact of the matter is that Serperior's extremely high Speed + unstoppable snowballing potential makes it a deadly cleaner and sweeper in one. You may see similarities to Victini in the fact that I like to compress roles in my teambuilding, this is one of my positive attributes. Serperior's bulk is also quite decent, so it can sponge some weak attacks from trolls who try to revenge kill you.
Anyway, using Serperior is straightforward. It is my main Ground Resist, to answer to Zygarde and Landorus-T's Earthquake/Thousand Arrow Spams. If they switch out, Serperior will get a free +2 and huge damage on the opponent.
Don't forget that you have Dragon Pulse for coverage and neutral damage. It has 100% Accuracy, unlike Leaf Storm's 90% Accuracy.
One common matchup that you (and I myself) might mess up against is Mimikyu vs Serperior. Don't forget that Mimikyu is Fairy-type, so you will need to Hidden Power Fire to break the Disguise, then Leaf Storm (and hope it hits). Don't try to Dragon Pulse it, it would be a mistake.
Don't forget that Dragon Pulse exists so that you can kill Zygarde with it at x2/x3.
Substitute is a great move to avoid annoying tricks like Toxic/Will-O-Wisps. It also makes spamming safer. Sometimes, if you are in a pinch, and the opponent is locked into a very missable attack (Fire Blast, for example), spamming Substitute can give you the tiny bit of help to help Serperior comeback and for you to clutch-win the game. Oh, I almost forgot, Substitute helps you tank Scald spams from stuff like Toxapex
Wisp (Nihilego) @ Focus Sash
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Hidden Power [Ice]
- Toxic Spikes
Well, my team is an offense team, so of course we have to have a Stealth Rock setter... somewhere. Ironically though, I don't usually lead with Nihilego; most of the time I lead with Victini to U-turn or to get a free V-Create at the start of the game, crippling something of theirs.
Stealth Rocks are great to stop teams with Charizard, Mega Pinsirs, Volcarona, and the like. But mainly, I don't usually use Nihilego much -- just setup Toxic Spikes (it's really helpful) and Stealth Rock, and let it die.
Hidden Power Ice is great -- sometimes cheeky opponents will try to send in Zygarde or Landorus-T against Nihilego. Unfortunately, hitting them with a Hidden Power Ice coming off that huge Special Attack stat will permanently cripple their Pokemon and definitely not tanking anymore hits throughout the match. I don't need Sludge Wave much, since this is a suicide lead.
Sometimes, Nihilego can clean with Beast Boost, by spamming Power Gem. Every time, it will get its Special Attack boosted. It's quite funny when that happens, because RIP opponent.
Perfect Chaos (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Dragon Claw
Well, I had extra space for a Mega, so why not? Some people were joking about meme-ing my Mega Garchomp when I won an OU Tournament in Showdown's OU room, but Mega Chomper is 100% serious business. That sky-high Attack stat was top-tier back in XY (of course, with SM's even more insane power creep, it is less than Kartana and Hoopa-U, sadly). I love that Attack and bulk. Since my Chomper does not need to do the perfunctory job of setting up Stealth Rock, I can dedicate this bad boy 100% to offense.
Mega Garchomp's Sand Force ability allows me to sweep Sand teams very easily, especially considering the rising usage of Mega Tyranitar these days. Garchomp itself has high speed, although unfortunately Mega Garchomp's speed is lower, it is still a good stat. After a Swords Dance, if all the opponent's remaining Pokemon are slower, it's pretty much GG.
One common hilarious matchup you will see, is opponents switching in their Tapu Bulu into my lovely Chomper. Do not fear, as a +2 Fire Fang will cleanly OHKO Tapu Bulu. Unless Fire Fang misses (95% accuracy), then your cover is blown. Oops.
Because of the extremely high Zygarde threat level, most teams have their Ground Resist in the form of Grass-types: Tapu Bulu, Tangrowth, or even Ferrothorn. Unfortunately for them, Mega Garchomp is a new kind of threat, with a +2 Fire Fang cleanly OHKOing all except Physically Defensive Tangrowth (with Rocky Helmet), which will eat a hefty 80%. If you weaken it correctly and/or have full hazards up, even that is OHKO-ed. Mega Garchomp is definitely a threat you do not want to underestimate.
Also, almost everything in the metagame is 2HKOed after Mega Garchomp is at +2. I can't think of anything relevant that can survive two Earthquakes/Dragon Claws. The only thing that can stop my Chomper is revenge killers.
Even if you don't +2, Mega Garchomp is a great wallbreaker with its naturally high Attack stat.
Omega (Magearna) @ Expert Belt
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Aura Sphere
- Thunderbolt
I realised that Magearna was also an insanely underrated threat in the metagame. Unlike the typical Shift Gear or Assault Vest-Fleur Cannon sets, I wanted a wallbreaker that could complement the team yet provide devastating offensive potential at once. Magearna in that regard reminded me of the Porygon2 of BW UU, with an unblockable BoltBeam combination and high stats to boot. Furthermore, Magearna's ability, Soul-Heart, gives her amazing sweeping potential as she can snowball after every kill, making her able to annihilate weakened teams with that deadly coverage. She is able to poke holes into many teams after a single Trick Room. With her bulk, she can even tank a weak Earthquake/Fire attack, set up Trick Room, and sweep opponents.
Trick Room is also great for the team, especially for Azumarill and Mega Garchomp (if the opponent's team has too many fast Pokemon). It also comes in handy against Sticky Web teams or Rain teams.
Usage is quite self-explanatory: Click Trick Room, and click the appropriate coverage move to blast the opponent. You will generally want to spam Ice Beam instead of Aura Sphere (if all are neutral), because keep in mind that Aura Sphere has 80 Base Power only, while Thunderbolt/Ice Beam are 90.
Aura Sphere is great for killing Heatran and Ferrothorn, who would otherwise give Magearna problems.
Sonic (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Last but not least, Godzumarill! Azumarill was one of the most annoying threats in BW UU for me, but now I can upgrade her to OU thanks to the new buffs - Fairy typing, viable Knock Off, and most obviously, the Belly Drum Buff with Normalium Z.
Normalium Z Belly Drum gives Azumarill a Full Heal, THEN applies the Belly Drum Effect. This means that Azumarill can now set up in the face of LITERALLY EVERYTHING that fails to OHKO her. In the past, she could only set up safely against opponents who dealt less than 50% damage to her, but now she can set up on anything which does little damage.
One neat trick I learned was that Azumarill does not need to use Normalium Z all the time. She could Belly Drum normally against a very weak opponent, then proceed to sweep. In the event that she is poisoned (or worse, burned), or facing huge amount of chip damage from trolls such as Rocky Helmet Ferrothorn/Landorus, Fake Out Medicham, et cetera, Azumarill can use Normalium Z Belly Drum for the full heal again (no status heal though, sad), without cutting her HP to 50%.
Yes, Normalium Z Belly Drum gives Azumarill a full heal, if she had already Belly Drummed previously. Keep this is mind, as it is viable for many cool tricks.
Some speed is added to Azumarill so that she can outspeed tanks that do not invest in Speed, and OHKO them. These include Tangrowth, Milotic, Toxapex, Chansey, etc. Anything that is slower than Azumarill will be instantly OHKO-ed with either the appropriate Play Rough (warning: 90% accuracy!) or Knock Off. Anything faster will be OHKOed or dented heavily by Aqua Jet.
Do note that Aqua Jet fails to OHKO bulky Magearna with 252 HP investment (it will deal around 80-90% damage). You may consider using Play Rough, if you are sure that there is no Speed investment (Assault Vest/Trick Room variant), because my lovely Azumarill can outspeed Magearna thanks to the helpful extra Speed.
Threatlist:
Rain (threat level: high): Rain is a very overpowered playstyle this gen, it should be banned! Mega Swampert in Rain gives problems to all teams, including mine, so you need to play very carefully around it, but you can win if you outplay your opponent. Take note that Mega Swampert's Earthquake cannot OHKO Azumarill, so you can use Z-Belly Drum, then Aqua Jet in RAIN to sweep the opponent's team, it's especially effective if the opponent's Water Resist is gone, lol. Also, another option is to use Victini, who outspeeds Adamant Mega Swampert, and use the Grass Knot which I have provided (and highlighted above), so that you can save Azumarill for later
252+ Atk Swampert-Mega Earthquake vs. 4 HP / 0 Def Azumarill: 240-283 (70.1 - 82.7%) -- guaranteed 2HKO
Another common problem is Rain Kingdra, who deals 50% to Azumarill with Hydro Pump. Azumarill is the best rain counter, but it can't withstand bombardment from two dangerous Rain sweepers :(
One insurance you can use to protect yourself from broken Rain teams is Magearna's Trick Room, this allows you to counter-outspeed the opponents' Swift Swimmers and make them instant-forfeit when they are dead.
Mega Charizard X (threat level: medium high): Luckily I don't see this often on the ladder. Dragon Dance Mega Charizard X can really give the team problems, especially when it resists all of Victini's moves. Before it sets up, it can be easily stopped, with Serperior's Dragon Pulse, Garchomp's Earthquake, and even Magearna with its Trick Room. However, after it sets up, MegaZard X can be quite problematic, if it's Bulky Roost/WoW or something of the sort. The best bet is to set up Trick Room safely and then use my own Mega Garchomp to revenge kill. Also, set up Stealth Rocks.
Specs Greninja-Ash (threat level: medium): This is a cheeky one. My team can play around Specs Greninja, as I have two Water resists and two Dark resists. However, if it clicks the right move, it will hurt something on my team. Also, although Azumarill resists both its STABs, Greninja also resists Aqua Jet, and Azumarill cannot take multiple high-powered hits. My team can only offensively check it: Victini can hurt it with U-turn and Bolt Strike, and even kill it with V-Create when weakened, but must beware of a Water Shuriken.
Tapu Koko (threat level: medium-low): Koko Krunch is another common OU threat that gives offensive teams problems; it's able to OHKO my unboosted Azumarill and 2HKO the rest of my Pokemon. It also can pivot out of my other answers to it if the opponent switches well. One thing to beware of is that Tapu Koko is not as frail as you might expect: Magearna can only 2HKO it, and Serperior needs a boost in order to OHKO it. Azumarill cannot kill it without its Belly Drum. However, Tapu Koko gets instantly deleted by Victini, which you can take advantage of in many ways. It also does not appreciate Magearna's Trick Room.
Zygarde (threat level: low): Zygarde is one of the tier's top threats, with its Thousand Arrows having no immunities, and huge bulk and Extremespeed making it problematic for many teams to handle. It looks like it would demolish my team on paper, but in practice (or maybe it's because many players on the ladder aren't playing well) it hasn't threatened my team as much as I would think. Serperior is the dedicated Ground-type switch in, taking only a 30% and threatening to boost up with Leaf Storm. Also, Leftovers recovery helps it a lot in this situation. It is also quite funny when Zygardes try to switch into Nihilego and eat a HP Ice to the face. Mega Garchomp also checks it. It is also cool to note that Zygarde can't OHKO Magearna unless it is Banded.
Importable:
Thanks to everyone for reading! Hope you enjoyed this RMT and you find your laddering experience a bit more fun!
This is a team that I made myself, as I was also a top tutor for Battling 101's OU in the past -- requiring me to have good teambuilding skills.
Anyway, this is my gift to the community after rejoining Smogon from my hiatus. You all can enjoy my team. I am making a comeback. I might miss WCOP this year due to time constraints, but I will be back into shape for next year. Keep your eyes out.
Peak: 1762 (Then, I started building new teams again for more laboratory testing, so it fell)

General Teambuilding Notes:
- I almost always play offense/bulky offense on the ladder, because winning games are faster, which is crucial to laddering up faster.
- I almost never play hyper offense because they're too difficult to use, and it's difficult to autopilot with hyper offense teams on the ladder (you need to double switch far too much, which requires THINKING -- difficult to do with 3 games open at the same time)
- I hate stall. It is total shit.
- Anyway, this team is a semi-bulky offense team. To win games faster on autopilot. It's quite easy to use, unlike my previous OLD (BW UU) RMT which topped the ladder, it seemed that only I could exclusively use it well.
- I had no space to put a Hazard remover on my team. Usually, my best teams ignore Hazards and just keep playing.
Team Roster at a glance:






Introduction:
As a few of you veterans might notice, some members of my team are inspired from top-tier BW UU threats, which have actually become underrated monsters in the SM OU metagame. This includes Victini and Azumarill, who are immensely threatening and useful even till date. The lack of Fire and Water resists in the current SM OU metagame means that these BW UU threats can actually become viable deadly sweepers in the SM OU metagame. Not many teams are built to withstand the sheer power of my team, and it is easy to sweep an unprepared team on the ladder, making it easy to boost my ELO (which is usually a long, painful, and tedious process).
Apart from Magearna, my team is entirely off-meta, which made it fun to teambuild and to play on the ladder, as my teambuilding laboratory focused on. You barely see common threats in my team, yet all of them synergize together to form a decent wrecking force that performs well. This teambuilding specialty of mine will be available to my students once I re-signup for Battling 101 in a month or two. The good thing about using off-meta threats is that people commonly do not know what those threats are, and are usually underprepared for them, allowing me to sweep them instantly if they make a mistake or underestimate my Pokemon.
Explanation:

Super Sonic (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- V-create
- Bolt Strike
- U-turn
- Grass Knot
Basically, Scarf Victini is a monstrous cleaner/sweeper/revenge killer all-in-one. Even after the first Speed Drop, if the opponent is not deleted, a Base 100 Speed will still outspeed most threats, so Victini usually will get to V-Create one more time to confirm the kill.
Previously, I put Glaciate to get rid of annoying trash, specifically Public Enemy Number 1 Zygarde and Public Enemy Number 2 Landorus-T. However, I learned that Glaciate cannot OHKO Zygarde (only 2HKO) and V-Create 2HKOs Defensive Landorus-T anyway (even after the Attack drop). Also, Rain is a huge threat to this team. So, I changed it to Grass Knot recently to OHKO Mega Swampert in Rain (BTW, Scarf Victini OUTSPEEDS Adamant Mega Swampert in Rain. Screw Rain.). You can change it back to Glaciate if you want, but my change is after many hours of verified laboratory testing, so I believe it's better.

FinalHazard (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Substitute
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Substitute
Contrary Serperior is yet another underrated threat that can sweep teams instantly, once given the chance to Leaf Storm once. Admittedly, the first Leaf Storm is quite weak, but the fact of the matter is that Serperior's extremely high Speed + unstoppable snowballing potential makes it a deadly cleaner and sweeper in one. You may see similarities to Victini in the fact that I like to compress roles in my teambuilding, this is one of my positive attributes. Serperior's bulk is also quite decent, so it can sponge some weak attacks from trolls who try to revenge kill you.
Anyway, using Serperior is straightforward. It is my main Ground Resist, to answer to Zygarde and Landorus-T's Earthquake/Thousand Arrow Spams. If they switch out, Serperior will get a free +2 and huge damage on the opponent.
Don't forget that you have Dragon Pulse for coverage and neutral damage. It has 100% Accuracy, unlike Leaf Storm's 90% Accuracy.
One common matchup that you (and I myself) might mess up against is Mimikyu vs Serperior. Don't forget that Mimikyu is Fairy-type, so you will need to Hidden Power Fire to break the Disguise, then Leaf Storm (and hope it hits). Don't try to Dragon Pulse it, it would be a mistake.
Don't forget that Dragon Pulse exists so that you can kill Zygarde with it at x2/x3.
Substitute is a great move to avoid annoying tricks like Toxic/Will-O-Wisps. It also makes spamming safer. Sometimes, if you are in a pinch, and the opponent is locked into a very missable attack (Fire Blast, for example), spamming Substitute can give you the tiny bit of help to help Serperior comeback and for you to clutch-win the game. Oh, I almost forgot, Substitute helps you tank Scald spams from stuff like Toxapex

Wisp (Nihilego) @ Focus Sash
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Hidden Power [Ice]
- Toxic Spikes
Stealth Rocks are great to stop teams with Charizard, Mega Pinsirs, Volcarona, and the like. But mainly, I don't usually use Nihilego much -- just setup Toxic Spikes (it's really helpful) and Stealth Rock, and let it die.
Hidden Power Ice is great -- sometimes cheeky opponents will try to send in Zygarde or Landorus-T against Nihilego. Unfortunately, hitting them with a Hidden Power Ice coming off that huge Special Attack stat will permanently cripple their Pokemon and definitely not tanking anymore hits throughout the match. I don't need Sludge Wave much, since this is a suicide lead.
Sometimes, Nihilego can clean with Beast Boost, by spamming Power Gem. Every time, it will get its Special Attack boosted. It's quite funny when that happens, because RIP opponent.

Perfect Chaos (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Dragon Claw
Well, I had extra space for a Mega, so why not? Some people were joking about meme-ing my Mega Garchomp when I won an OU Tournament in Showdown's OU room, but Mega Chomper is 100% serious business. That sky-high Attack stat was top-tier back in XY (of course, with SM's even more insane power creep, it is less than Kartana and Hoopa-U, sadly). I love that Attack and bulk. Since my Chomper does not need to do the perfunctory job of setting up Stealth Rock, I can dedicate this bad boy 100% to offense.
Mega Garchomp's Sand Force ability allows me to sweep Sand teams very easily, especially considering the rising usage of Mega Tyranitar these days. Garchomp itself has high speed, although unfortunately Mega Garchomp's speed is lower, it is still a good stat. After a Swords Dance, if all the opponent's remaining Pokemon are slower, it's pretty much GG.
One common hilarious matchup you will see, is opponents switching in their Tapu Bulu into my lovely Chomper. Do not fear, as a +2 Fire Fang will cleanly OHKO Tapu Bulu. Unless Fire Fang misses (95% accuracy), then your cover is blown. Oops.
Because of the extremely high Zygarde threat level, most teams have their Ground Resist in the form of Grass-types: Tapu Bulu, Tangrowth, or even Ferrothorn. Unfortunately for them, Mega Garchomp is a new kind of threat, with a +2 Fire Fang cleanly OHKOing all except Physically Defensive Tangrowth (with Rocky Helmet), which will eat a hefty 80%. If you weaken it correctly and/or have full hazards up, even that is OHKO-ed. Mega Garchomp is definitely a threat you do not want to underestimate.
Also, almost everything in the metagame is 2HKOed after Mega Garchomp is at +2. I can't think of anything relevant that can survive two Earthquakes/Dragon Claws. The only thing that can stop my Chomper is revenge killers.
Even if you don't +2, Mega Garchomp is a great wallbreaker with its naturally high Attack stat.

Omega (Magearna) @ Expert Belt
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Aura Sphere
- Thunderbolt
Trick Room is also great for the team, especially for Azumarill and Mega Garchomp (if the opponent's team has too many fast Pokemon). It also comes in handy against Sticky Web teams or Rain teams.
Usage is quite self-explanatory: Click Trick Room, and click the appropriate coverage move to blast the opponent. You will generally want to spam Ice Beam instead of Aura Sphere (if all are neutral), because keep in mind that Aura Sphere has 80 Base Power only, while Thunderbolt/Ice Beam are 90.
Aura Sphere is great for killing Heatran and Ferrothorn, who would otherwise give Magearna problems.

Sonic (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Last but not least, Godzumarill! Azumarill was one of the most annoying threats in BW UU for me, but now I can upgrade her to OU thanks to the new buffs - Fairy typing, viable Knock Off, and most obviously, the Belly Drum Buff with Normalium Z.
Normalium Z Belly Drum gives Azumarill a Full Heal, THEN applies the Belly Drum Effect. This means that Azumarill can now set up in the face of LITERALLY EVERYTHING that fails to OHKO her. In the past, she could only set up safely against opponents who dealt less than 50% damage to her, but now she can set up on anything which does little damage.
One neat trick I learned was that Azumarill does not need to use Normalium Z all the time. She could Belly Drum normally against a very weak opponent, then proceed to sweep. In the event that she is poisoned (or worse, burned), or facing huge amount of chip damage from trolls such as Rocky Helmet Ferrothorn/Landorus, Fake Out Medicham, et cetera, Azumarill can use Normalium Z Belly Drum for the full heal again (no status heal though, sad), without cutting her HP to 50%.
Yes, Normalium Z Belly Drum gives Azumarill a full heal, if she had already Belly Drummed previously. Keep this is mind, as it is viable for many cool tricks.
Some speed is added to Azumarill so that she can outspeed tanks that do not invest in Speed, and OHKO them. These include Tangrowth, Milotic, Toxapex, Chansey, etc. Anything that is slower than Azumarill will be instantly OHKO-ed with either the appropriate Play Rough (warning: 90% accuracy!) or Knock Off. Anything faster will be OHKOed or dented heavily by Aqua Jet.
Do note that Aqua Jet fails to OHKO bulky Magearna with 252 HP investment (it will deal around 80-90% damage). You may consider using Play Rough, if you are sure that there is no Speed investment (Assault Vest/Trick Room variant), because my lovely Azumarill can outspeed Magearna thanks to the helpful extra Speed.
Threatlist:



252+ Atk Swampert-Mega Earthquake vs. 4 HP / 0 Def Azumarill: 240-283 (70.1 - 82.7%) -- guaranteed 2HKO
Another common problem is Rain Kingdra, who deals 50% to Azumarill with Hydro Pump. Azumarill is the best rain counter, but it can't withstand bombardment from two dangerous Rain sweepers :(
One insurance you can use to protect yourself from broken Rain teams is Magearna's Trick Room, this allows you to counter-outspeed the opponents' Swift Swimmers and make them instant-forfeit when they are dead.




Importable:
Code:
Super Sonic (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- V-create
- Bolt Strike
- U-turn
- Grass Knot
FinalHazard (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Substitute
Wisp (Nihilego) @ Focus Sash
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Hidden Power [Ice]
- Toxic Spikes
Perfect Chaos (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Dragon Claw
Omega (Magearna) @ Expert Belt
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Aura Sphere
- Thunderbolt
Sonic (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Thanks to everyone for reading! Hope you enjoyed this RMT and you find your laddering experience a bit more fun!
OU tournament quarter finals: https://replay.pokemonshowdown.com/gen7ou-591095554
OU tournament semi-finals: https://replay.pokemonshowdown.com/gen7ou-591103009
OU tournament finals: https://replay.pokemonshowdown.com/gen7ou-591107523
OU tournament semi-finals: https://replay.pokemonshowdown.com/gen7ou-591103009
OU tournament finals: https://replay.pokemonshowdown.com/gen7ou-591107523
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