p2
Banned deucer.
- introduction
so basically, most people on this site know me as p2 or fleggumfl, and i'm just one of those guys that post in the ou forum as well as being a ladder idiot and builder. other than that i don't do much, pretty boring background if you ask me.
so basically, this team is my latest favourite one i've built recently and one of the more effective ones i've built and used. i wanted to play around with some nice balance instead of the generic goon offenses i've been using, i like this team in particular because it utilises some underrated threats like subsalac garchomp and cm slowking as well as the recently noticed physically defensive tangrowth which is really great in the meta right now. so onto to the team itself.
- teambuilding process
i initially based the team around these two, because it's a really solid core and i wanted to use physically defensive tangrowth after noticing after all the hype it picked up over the course of spl. i've never believed this set was particularly bad but seeing pif ladder with it encouraged me to use it because i've never seen anything so absurd. basically, tangrowth can live any single hit in the meta that isn't adamant zard x's flare blitz or mega hera's pin missile which is pretty incredible, which gives it plenty of opportunities to shut down threatening stuff, usually coming off unscathed because people think it's gonna be forced out.
if you're running tangrowth, some extra regen mons never hurt because the continuous recovery lets you be really cheeky against stuff like terrakion because they rarely die and end up stalling it out of stone edges which is pretty hot. cm slowking is a particularly underrated set, capable of taking on the typical goons like clefable and tornadus-t, usually using them as setup bait outside of the occasional taunt. cm slowking is a pretty solid wincon and also helps the team handle stuff like keldeo and mega lopunny more effectively and it's natural physical bulk is really solid too in living crucial hits like band weav's pursuit and scarf ttars crunch, which usually makes it really safe compared to stuff like latios or latias.
so yeah on a nice balance squad like this, you're gonna need countermeasures for latis, hoopa, electrics and other things, so that's where tyranitar comes in. it's slow, but it's enough - trapping stuff like gengar, hoopa, and cm latios nicely. it also makes for a nice revenge killer against terrakion because i've recently noticed that mon is a huge pain in the ass to face. the team doesn't exactly mind its sand either so it's having very little negative effect on the synergy of the team. it's a necessary addition though because of how easily it can stop many threats to the team.
things get a little funky here. of course tyranitar alone isn't enough for speed, but garchomp helps out this a little in giving the team more breathing space around faster wallbreakers like mega gardevoir and zard y. it also functions as a very unprepared sweeper a lot of the time due to the fact that subsalac garchomp has dropped off the earth completely. sub is very nice on chomper because it takes advantage of stuff like landorus-t which just try to intimidate you to death and lets you captilise on rotom-w's trying to wisp or ones that miss hydro. great set though.
final addition to the team was mega sableye. seems like an odd choice considering that the team would have liked something more offensive, but mega sableye does sableye things and shits on all these upcoming ladder trends like mega medicham and these common spike stack teams. it fills a pretty crucial role on this team in checking zam, which would be very problematic otherwise. it also gives some buffer against weavile but that's kinda thrown out the window given that weavile just flinches sableye and everything else to death anyway. band weavile is just frustrating for this team to face, but you can play around it a little better since it can't switch between knock off and icicle crash.
- the team
meatran (heatran) @
timid | 104 hp / 152 spa / 252 spe
stealth rock / toxic / taunt / lava plume
so part of the starting point to the team was heatran. heatran's one of my favourite mons to use right now just because it's so good, it can be tailored to doing anything on a team, but fast heatran is without a doubt it's best set right now, since it can outspeed and take out stuff like mega scizor and mega heracross that spdef heatran misses out on, and then proceeds to go ahead and get blown up by superpower and close combat, respectively. taunt toxic is a very potent combination on heatran because it lets you set annoying water types like keldeo and slowbro on a timer and taunt prevents any healing from slowbro as well as shutting down slower hazard setters like skarmory and ferrothorn. the hp investment avoids the ohko from mega gardevoir which can try pick off tran turn 1. this gives you an opportunity to plume it or set rocks, depending on how lucky you're feeling, which puts it in range for tyranitar to force out or garchomp to ohko. simple stuff, and this usually acts as a main countermeasure for stuff like mega sableye and clefable.
tangy tom (tangrowth) @
bold | 252 hp / 200 def / 56 spd
sleep powder / giga drain / hidden power fire / leech seed
it goes without saying that physically defensive tang is a monster of sorts in ou right now ebcause its physical bulk is insane, checking a ton of fast hard hitters that a lot of teams can struggle with like sd excadrill, breloom, mega lopunny, terrakion, azumarill, landorus-t, sd chomper. the list goes on and on but tangrowth is pretty incredible right now. i've seen this thing live a +3 outrage from dnite, so if that doesn't mean something, then i don't know what does. even though its spdef is really poor, it can check some stuff like starmie and keldeo to an extent, however it still does a great job of switching into weak scalds and absorbing burns from the likes of rotom-w when needed. the given investment is a ben gay spread and avoids the ohko from lo starmie's ice beam which is pretty nice, it also lives 2 specs keldeo scalds assuming neither of them burn, so it's a nice last resort against these mons if anything. sleep powder is the main reason why phys def tangrowth is so good, it isn't locked like av it and is free to spread status around, crippling stuff like heatran and tornadus-t, and giving a way to reduce its passivity. hp fire is for hitting ferrothorn and mega scizor, tangrowth usually takes hits well from the latter so yeah, it's a check of sorts. leech seed just lets tangrowth annoy everything and helps bypass the lack of leftovers which can sting sometimes, but i feel rocky helmet is more useful overall.
slow bro (slowking) @
bold | 252 hp / 252 def / 4 spd
scald / psyshock / calm mind / slack off
slowking is a nice choice too, being able to check a bunch of threats like talonflame, clefable, some tornadus-t variants, heatran, keldeo, starmie, and a bunch of other things that tangrowth struggles with. it also creates a nice n annoying regen core with tangrowth which can be very annoying to take down because that's a difficult task in itself. again, calm mind is a very underrated set, because people mostly assume people run that garbage assault vest set or something with nasty plot or thunder wave. calm mind + psyshock is just the best ever and lets slowking consistently switch into clefable and set up against it, eventually breaking through it if clefable doesn't crit with moonblast first. it's best to try get burned by scald or wisp before attempting to beat clefable because if you get twaved, your chances are severely reduced because of twaves nice habit of full paraing when you need it the absolute least. the investment on slowking is also very neat because it somewhat acts as a diancie check as well as switching into mega lopunny which can also be a pain at times, the former is really annoying to deal with however.
stocky rocky (tyranitar) @
jolly | 252 atk / 4 spd / 252 spe
crunch / pursuit / stone edge / superpower
so yeah scarftar, there really isn't a lot to say about this mon because everybody and their moms know exactly what this mon does. tyranitar checks a bunch of dangerous threats to the team, stuff like cm latios, hoopa-u, and gengar while also providing a very hard check to stuff like mega pinsir and talonflame, beating the former is very important because holy shit mega pinsir is so annoying for balance builds to face without a steel that can handle close combat fairly well. problems that can crop up with relying on tyranitar to handle so many threats would be completely overloading it, but it puts in a solid amount of work in many, if not all, matchups in trapping key threats because the team is very pressed to check some threats as it is.
chompy chomp (garchomp) @
jolly | 12 hp / 244 atk / 252 spe
swords dance / substitute / earthquake / dragon claw
this garchomp set is possibly my favourite thing about this team, it's a very underprepared for set that completely throws off stuff like rotom-w and landorus-t since you can avoid wisp and bait for hydro pump misses, as well as blocking out intimidating, making switching loops ineffective at stopping chomp, so it stomps a ton of builds like that very easily. the extra speed from salac makes chomp so potent though since it just ohkos anything faster than it when its at +2, and forces a bunch of teams to have skarmory or togekiss to beat it and fast teams need reliable priority to take it on once chomp has been brought down to its salac berry since it just blows apart stuff like torn-t, manectric, keldeo, terrakion, raikou, and starmie, the list goes on. point is this set is a monster and punishes so many builds its insane. i've considered the idea of toying around with endure over sub to get the upper hand on stuff like zard x, latios, and scarf rachi, but i like being able to avoid status with sub or bait for misses if I need to.
mostly ghostly (sableye) @
careful | 252 hp / 112 def / 144 spd
fake out / foul play / will-o-wisp / recover
so mega sableye rounds off the team. i initially added it because i needed an alakazam check, because almost no other mega evos do that. this opened potential for a more offensive build with mega slowbro over slowking but i decided not to go down that path and just went with this annoying piece of shit which i still strongly feel should be banned. it also checks gengar should tyranitar be unable to switch in. it also makes up for the passive nature of the team in that its pretty vulnerable to common spikers like skarmory and ferrothorn, so i feel that it's a very effective glue holding the team together. its presence also helps deter mega medicham from going anywhere against this build because the megacham trend has taken over the ladder again, so it's very important to watch out for that since it rips apart balance builds very easily. so yeah, i like fake out on this build because you get chip damage and help slowly weaken annoying stuff like mega gardevoir, but it can also force mindgames against it, because giving heatran free rocks or a free plume off hurts the gardevoir user’s momentum pretty badly. overall, i'm glad i used sab because it rounds off the team very well.
- threatlist
- importable
meatran (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 104 HP / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Taunt
- Lava Plume
tangy tom (Tangrowth) (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
slow bro (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock
stocky rocky (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
chompy chomp (Garchomp) @ Salac Berry
Ability: Rough Skin
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Earthquake
- Dragon Claw
mostly ghostly (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Foul Play
- Will-O-Wisp
- Recover
Ability: Flash Fire
EVs: 104 HP / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Taunt
- Lava Plume
tangy tom (Tangrowth) (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
slow bro (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock
stocky rocky (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower
chompy chomp (Garchomp) @ Salac Berry
Ability: Rough Skin
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Earthquake
- Dragon Claw
mostly ghostly (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Foul Play
- Will-O-Wisp
- Recover
- shoutouts
ou workshop builders - all cool guys giving ideas for builds, suggesting stuff and helping iron out issues a bunch of my builds run into
ou qc team - same thing, cool guys, fun discussions at times and all that
kis - gone but not forgotten, one of the best groups of people i've known
rmt guys - same stuff, cool dudes, cool ideas and conversations
suu - :D
oh - oh.
love Ice Tea
Last edited: