SM OU Blister - An OU Team

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Blister
An OU Offensive Team
Introduction:
Hey everyone welcome to Blister - An OU Offensive Team. First a little bit about me real quick and then we can dive into the team. I entered the Smogon community at around the last quarter of the ORAS era, and quickly became interested in teambuilding and rating. In fact, I was so interested in rating, I even participated in an ORAS rating league headed up by ez and mil and a few others. I would say that I became fairly decent at rating, and even won an RMT of the Week slot. By the time Sun and Moon rolled around, I took a brief hiatus to allow the brand new metagame to stabilize and the new Pokemon to be tiered. Despite all that, I would like to introduce you to Blister, my first successful SM OU team, built around Mega Beedrill.

Also here is some dope music to listen to when you read this RMT or even if you like good music.



Usually a good place to start with teambuilding is picking a Mega Evolution, and so I decided to start with Mega Beedrill. Mega Beedrill is a great revenge killer and can pack quite a punch. Slap SD on a Pokemon like that, and you have the potential to punch holes in any team before you. However, without an SD, Mega Beedrill can struggle to break through certain Pokemon, namely Steel Types.

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magnezone.png

With Mega Beedrill's struggle to break through certain Steel Types like Celesteela and Ferrothorn, Magnezone was a natural choice. Magnezone is the premier Steel-Trapper in the tier if you ask me (I think Dugtrio is extremely overrated but thats just my opinion), and also completes the VoltTurn core with Beedrill.

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magnezone.png
skarmory.png

Next I decided to add some bulk to the team, but mainly I wanted a Pokemon that could both set and remove hazards. Mega Beedrill hates SR, and Skarmory is one of the best hazard removers in the game, and it also has the ability to set SR which can allow Beedrill to get some key KOs.

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magnezone.png
skarmory.png
rotom-wash.png

Rotom-Wash was added to the team to counteract the very prominent and noticeable Fire weakness that pervaded the team. Despite adding some more general bulk to the team, Rotom adds to the VoltTurn core with Beedrill and Magnezone, and has access to Will-O-Wisp which can be very useful in neuter strong physical attackers.

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magnezone.png
skarmory.png
rotom-wash.png
kyurem-black.png

The team was lacking a strong wallbreaker that could handle threats like Phys. Def. Landorus-Therian and TankChomp, which Mega Beedrill can struggle to break through. Kyurem-B was a natural choice due to it's strong Ice-Type STAB and overall offensive prowess. Kyurem also benefits from the VoltTurn core, being able to be brought in frequently to punch holes in opposing teams.

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magnezone.png
skarmory.png
rotom-wash.png
kyurem-black.png
720UMS.png

Finally, Hoopa-Unbound, another terrifying wall breaker, was added to the team to increase it's wallbreaking potential allowing for Beedrill to come in late-game and clean. Hoopa-U is extremely powerful, and like Kyurem, benefits very much from the VoltTurn core between Beedrill and Magnezone.

Sets:
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Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Swords Dance / Knock Off

The main focus of this team, Beedrill hits fast and boy does it hit hard. With strong STAB, Adaptability-boosted attacks like U-Turn and Poison Jab, not a lot of Pokemon enjoy taking a hit from Beedrill. U-Turn and Poison Jab are mandatory, for generating momentum and dealing loads of damage respectively. Drill Run is a nifty option that helps against Pokemon like nonScarfed-Excadrill, Heatran, and Magnezone. Swords Dance turns Mega Beedrill into an even larger threat, allowing it to dish out loads of massive damage to even the sturdiest of walls. Knock Off is also an option that can be handy against Stall, removing items from Pokemon that like to switch into it like Skarmory.

magnezone.gif

Magnezone @ Choice Scarf / Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Up next in the line up we have Magnezone. Magnezone is a great remover of Steel-Types that can bother Mega Beedrill like Mega Scizor, Celesteela, and Ferrothorn with Magnet Pull. With a Choice Scarf, max Spe, and a Timid Nature, Magnezone is able to hit a great 360 Spe, outspeeding +Spe natured 113s (Serperior) and below. Thunderbolt and Flash Cannon are great STAB attacks that can do loads of damage to Water/Flying and Fairy Types respectively, while Volt Switch allows it to complete the VoltTurn core with Beedrill and HP Fire for removing Steel Types. Choice Specs can also be useful if you find the power of Scarf lacking, but I tend to find that the speed outweighs the sheer power.

skarmory.gif

Skarmory @ Leftovers / Shed Shell / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock / Spikes
- Defog
- Roost
- Iron Head / Brave Bird / Whirlwind

Skarmory is the hazard setter and remover of choice for this team. Skarmory is pretty customizable yet cookie-cutter, utilizing its insane physical bulk to absorb attacks and its wide utility movepool to set hazards like Stealth Rock and/or Spikes to wear down the opposing team and allow Beedrill to pick some certain kills. Defog is mandatory on this set as SR is one of the biggest threats to the team with the VoltTurn backbone and Pokemon like Beedrill and Kyurem-Black. Roost is great for longevity and keeping Skarmory alive. The final slot usually goes to either Iron Head or Brave Bird as to not be completely shut down by Taunt, but Whirlwind can be used to phaze opponents. The customizability of Skarmory is not just limited to its moves, it can use a variety of items like Leftovers (to have passive HP recovery), Shed Shell (to prevent trapping from Magnezone), or Rocky Helmet (to punish physical attackers).

rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split

Rotom-Wash is one of the better defensive Pokemon in the SM era, using its great typing to it's advantage. With full physical defensive investment, Rotom is able to come in easily and sponge a large amounts of hits from physical attackers. Will-O-Wisp is great to neuter physical attackers, and can counteract Leftovers on defensive Pokemon, while Hydro Pump is a great STAB option to hit those weak to it hard. Volt Switch contributes to the VoltTurn core with Beedrill and Magnezone, while Pain Split is a decent move that can allow Rotom to heal a large amount of HP in a single turn dependent on the opponent's Pokemon.

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Kyurem-Black @ Life Orb / Icium Z
Ability: Teravolt
EVs: 92 Atk / 164 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Outrage / Dragon Claw

Our first wallbreaker, Kyurem-B is a monster. Period. Kyurem is able to completely tear through opposing walls with ease, especially with Life Orb-boosted attacks. Ice Beam and Fusion Bolt are two of it's strongest attacks, allowing it break through Pokemon like Landorus-Therian and Tapu Fini at the same time. Earth Power allows it to hit Steel and Fire types hard for Beedrill to later handle easier, and Outrage is an overall powerful STAB attack that can nuke practically any Pokemon. Dragon Claw is also an option if you don't want to be locked into Outrage. With it's ability Teravolt, it is able to hit Pokemon like Rotom-Wash with Earth Power, and do SuperEffective damage to Mega Venusaur (whose Thick Fat would normally negate this extra damage). The given EV spread allows it to be specially-biased (giving it effectively +SpA base 95) while still maintaining physical prowess, but a fully physical or fully special set can be utilized effectively. A Naive nature boosts its Speed while maintaining its offensives. A Life Orb is a great item that increases overall damage output, but Icium Z can be used to break through certain Pokemon that can trouble it like Ferrothorn.

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Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 216 Atk / 60 SpD / 232 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Fire Punch / Zen Headbutt

Finally, we have arrived at Hoopa-U. Probably even more of a monster than Kyurem-B, CB Hoopa hits harder than a truck. With its main spammable move, Hyperspace Fury, Hoopa can efficiently break down extremely bulk Pokemon like Celesteela and Ferrothorn. Gunk Shot is a nice coverage move that can demolish the tier's Fairy Type Pokemon, while Drain Punch is a move that can hit Dark Types that can take a Hyperspace Fury and has the added bonus of healing a little bit of the damage dealt. The final move slot is a little variable, with Fire Punch used to destroy Steel Types while Zen Headbutt can be useful against Pokemon like Mega Venusaur or Fighting Types. The given EV spread maximizes Attack while avoiding the 2HKO from Choice Specs Greninja's Dark Pulse and outspeeding max Speed Heatran.

Overall this team works very fluidly together, using and abusing the fast-paced U-Turn and Volt Switch from Beedrill and Magnezone respectively to bring in Kyurem or Hoopa to pick up a KO or dish out loads of damage. Beedrill and Magnezone can also bring in either Skarmory or Rotom to take a powerful hit, with the latter being able to pivot out again into either Kyurem or Hoopa, or even back into Magnezone or Beedrill. Kyurem and Hoopa cover each other's checks very well, with Kyurem being able to take down Tangrowth and Landorus-T efficiently while Hoopa can handle Ferrothorn. The entire team falls into place when all the threats have been weakened enough for Beedrill to come in, set up an SD, and clean up shop.
Threats:

No team is without it's issues, and this team is no different. Lets quickly go over the threatlist and the best ways to deal with them.

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(Hazards)

This team struggles to deal with hazards, especially with SR. Both Beedrill and Kyurem don't appreciate the extra damage taken, and the entire team doesn't appreciate any hazards especially with the VoltTurn backbone. The best way to deal with hazards is to remove them with Skarmory. It can become a challenge to consistently bring in Skarmory, especially if your opponent has a hazard setter like Heatran that can put pressure on Skarmory while also consistently setting up hazards.

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(Rain)
Rain has always been a powerful archetype in competitive battling, and can be difficult to handle. For this team, Rain is by far the hardest team to handle, as it's fast and powerful attackers can easily overpower both Skarmory and Rotom. By far, the best way to handle rain is to immediately remove the Rain-Setter with Magnezone or Rotom and stall out the rain as best as you can. While this isn't a surefire way, it gives you the best possible team with this team to handle an extremely powerful strategy.

Conclusion:

Overall this team works very fluidly together, using and abusing the fast-paced U-Turn and Volt Switch from Beedrill and Magnezone respectively to bring in Kyurem or Hoopa to pick up a KO or dish out loads of damage. Beedrill and Magnezone can also bring in either Skarmory or Rotom to take a powerful hit, with the latter being able to pivot out again into either Kyurem or Hoopa, or even back into Magnezone or Beedrill. Kyurem and Hoopa cover each other's checks very well, with Kyurem being able to take down Tangrowth and Landorus-T efficiently while Hoopa can handle Ferrothorn. The entire team falls into place when all the threats have been weakened enough for Beedrill to come in, set up an SD, and clean up shop. While certain things like hazards and Rain teams can be difficult to overcome, this team is extremely versatile and powerful, and easily customizable for your personal playstyle. Please feel free to leave any comments below, and I urge you to try out Blister for yourself.
I hope you enjoy Blister - An OU offensive team.

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Swords Dance

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Defog
- Roost
- Iron Head

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 92 Atk / 164 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Outrage

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 216 Atk / 60 SpD / 232 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Fire Punch
 
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Hey man! Saw your team getting nominated for RMT of the Week, congrats. Love to see less-used Megas like Mega Beedrill in action. I really like the look of this team but I think you missed out on how Mega Medicham and Mega Charizard X can deal with your team pretty well if used correctly. Once ZardX switches in after sacking sth to Magnezone, very few Pokemon are able to stop it and Mega Medicham gets a free KO everytime it switches in on any of your slower Pokemon. The following suggestions should help you tackle these threats better!

First of all, I would swap
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for
645TMS.png
, since this is not only a better Stealth Rock setter than Skarmory but also packs U-Turn so it's not much of a momentum drainer. Intimidate is always helpful and improves your matchup versus threats like Mega Medicham while also providing the much-needed Electric immunity for the team.

Secondly, I would replace
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for
788MS.png
as this is arguably one of the best Defog users in the current metagame. Not only does it let you deal with entry hazards but also improves your match up against Rain Offense teams. Tapu Fini improves your matchup versus Charizard X and deals with Mega Medicham when used in conjunction with Landorus-T.

Tapu Lele is a pretty a pretty big threat in the metagame right now and I feel like your team could use a bit more speed control as well. So for that, I suggest you change:

Swap
720UMS.png
for Choice Specs
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and swap the Choice Scarf on
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to Assault Vest. The reasons for these changes are pretty much the same as the ones I mentioned before; Ash-Greninja provides the sense of Speed that the team somewhat lacks while still keeping the team's wall breaking capabilities to a respectable level.
Another thing, if you are going to use Icium Z on Kyurem-B, I suggest you run Freeze Shock over Outrage / Dragon Claw. This lets u catch some switchins offguard and works rather well versus stall!

Here's the importable for Lando-T+Fini as well as AV Mag and Ash Greninja!
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Defog
- Nature's Madness
- Moonblast

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 104 HP / 216 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- U-Turn / Spikes
So thats my rate, thanks for reading!
 
Last edited:
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