Fighting with Pillows: Xatu Regen Semi-Stall (Peaked >1900)
About the team
This is probably not the most serious-looking team you will see on this forum, but it works surprisingly well and has been a lot of fun to use. I consider this a semi-stall but it lacks some traditional components that semi-stall usually has in OU, including traditional hazard control and a cleric. Honestly, the team really adapts in play style depending on what kind of team you’re up against. Against opposing stall, the team plays much like another stall team. Against hyper offense, however, the team feels more like a bulky offense squad. The team requires predictions to work effectively but is able to succeed because the bulk it has allows you to choose when to play it safe and when to predict to get damage or gain momentum.
Now that this team is being posted, I suspect that several of its surprising sets will become somewhat less effective, but I have had fun this the team for long enough, and I feel it is worth sharing for its novelty and unexpected success. I know the word ‘stall’ is found in the title, but I hope you’ll reserve your judgment until you take a closer look at the squad—you might not hate it!
The Team
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
-Scald
-Toxic
-Protect
-Wish
Alomomola is my physical wall and wish passer. It also serves as part 1 of my regen core. Scald is used to fish (pun intended) for burns; it’s measly SpAtk means it won’t be causing much damage otherwise. Toxic is used to wear down its switch-ins especially Zapdos, Rotom-W, and Lasi@s. Wish allows it to recover stall physical attackers as they slowly die from rocky helmet + poison/burn; wish also allows Alomomola to pass major recovery to its teammates. This can give its bulkier teammates much more comfortable switch-ins when Alomomla is forced out, and can bring back Lopunny or Ditto when the opponent has a more passive Pokemon on the field.
Rocky helmet is the preferred item to punish physical attackers, especially u-turners that would otherwise enjoy gaining momentum each time Alomomola switches in. Leftovers are not necessary because of the solid recovery it already gets from wish + protect and regenerator. Further, because Alomomola, is so passive rocky helmet allows it to dish out a bit more damage.
252 HP EVs are preferred to add to its physical bulk and provide the largest wishes possible. This also gives Alomomola an HP stat that is divisible by 3 to maximize HP restored from regenerator. As a dedicated physical wall, a bold nature is chosen and 252 EVs are put into defense; the remaining 4 EVs are tossed into speed to outspeed uninvested Scizor and Bisharp.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 244 HP / 20 Def / 232 SpD / 12 Spe
IVs: 30 HP / 30 Def
Sassy Nature
-Giga Drain
-Hidden Power [Ice]
-Knock Off
-Earthquake
Tangrowth is my primary special wall and a surprisingly effective lure. It is also part 2 of my regen core. Giga drain is its go-to STAB move and is chosen over leaf storm because it has to be able to retain its SpAtk stat against sub + calm mind Keldeo. Earthquake allows Tangrowth to 2HKO Heatran. Knock off is knock off and should probably be found on every team somewhere. On Tangrowth, it is most useful for getting rid of leftovers on Heatran, Zapdos, Rotom-W, Clefable and other bulky Pokemon, as well getting rid of life orbs on Lati@s,Thundurus, and Tornadus, and choice scarves on Pokemon that would outspeed Lopunny and Tornadus. While hidden power [ice] is useful in general for Landorus-T, Garchomp, Lati@s, Thundurus, etc. it is most important on this set to deal with Gliscor, which would be problematic for this team otherwise when carrying SD + knock off.
Assault vest is used to bring Tangrowth’s inadequate SpDef stat up to something respectable. While it can’t take on repeated hits from heavy hitting special attackers, its ability to switch out into Tornadus-T, the other AV user on this team, allows Tangrowth to recover with regenerator and come back in. Further, its great coverage means that many special attackers will not be staying in against Tangrowth. Between Alomomola and Tangrowth, volt-turn cores are essentially shut down unless the opponent is able to get entry hazards up.
Because of Tangrowth’s naturally lack-luster SpDef, it needs substantial investment to pass as a special wall, even with its assault vest. 232 EVS go into SpDef and 244 HP EVs give the max HP number that is still divisible by 3 for efficient recovery from regenerator. 20 EVs go into defense to ensure a 3HKO from specs Keldeo's secret sword and 12 EVs in speed allow Tangrowth to outspeed uninvested Dragalge. A sassy nature is given to Tangrowth because it is a mixed attacker and does not need the extra speed for any particular reason and can benefit from keeping higher stats in both defense and SpDef. However 12 EVs are placed in speed to outpace min speed Dragalge.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 232 HP / 8 Def / 16 SpD / 252 Spe
Hasty Nature
-Hurricane
-Heat Wave
-Iron Tail
-U-turn
Equipped with another assault vest, Tornadus-T is my secondary special pivot and part 3 of my regen core. Tornadus-T also supplies the team with some much-needed speed and offense momentum, as well as a great answer to M-Venusaur. Hurricane is a spammable STAB move with shaky accuracy, but a high base power and a 30% chance to confuse the opponent should it land. Heat wave is a necessary fire type move that the team otherwise lacks; this allows for large damage output on the likes of Skarmory, Ferrothorn, and Scizor, all of which like to come in on predicted u-turns. U-turn is used for momentum and super effective damage on Lati@s. Despite adding another move with poor accuracy, iron tail is used in the last slot primarily as a lure to Mega Diancie, a Pokemon that this team does not appreciate switching into. Often with iron tail, I am able to pick off Mega Diancie turn one against opponents trying to get their mega evolution off early in the battle that perceive a favorable match-up against Tornadus-T. Additionally, iron tail can be used to get big damage on Mega Gardevoir, another Pokemon that is difficult to switch into, and is a 3HKO against defensive Clefable (meaning it can often beat Clefable if it is paralyzed or Tornadus gets defense drops).
Speed is maxed out on Tornadus-T in order to be able to speed tie with opposing Tornadus-T and outspeed the majority of special attackers in the tier. With its AV, 232 HP and 16 SpDef gives Tornadus-T great special bulk with an HP stat that is divisible by 3 (for regenerator) and has an odd HP number (to limit damage from stealth rocks). Running a hasty nature does noticeably decrease the ability of Tornadus-T to take physical hits, but 8 Def EVs guarantee Tornadus-T lives a life orb psyshock from Latios after stealth rock damage, which is really the hardest hit Tornadus-T should have to take on the physical side. Timid is not advised on this team because of the decreased damage output from iron tail on Clefable and u-turn on Lati@s—attacks that need to pack a punch.
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 232 Def / 76 Spe
Bold Nature
-Air Slash
-Thunder Wave
-Haze
-Roost
Xatu is most unique member of this team, used solely for its magic bounce ability. Unlike using a defogger in this slot, a magic bounce user requires a better ability to predict the opponent, but is able to better preserve momentum because it never wastes a turn defogging. As one would expect, Xatu runs a support set including air slash as a descent STAB move that deters fighting and grass types from coming in and has a 30% chance to flinch the opponent. Thunder wave is used to slow opposing Pokemon down and can be used to para-flinch Pokemon with almost 50% success. Roost is necessary for reliable recovery, ensuring Xatu can live as long as possible. The last move, haze, is used to eliminate stat boosts on the opposing Pokemon, especially Clefable. Because moonblast is never a 2HKO on Xatu, it can repeatedly switch in on Clefable, attempt to get off a thunder wave and repeatedly use air slash and haze to prevent a sweep. Additionally, haze eliminates SpAtk drops from moonblast on Xatu and can ensure its damage output does not drop. Xatu requires leftovers because it will often be taking u-turns from Landorus-T in attempts to prevent stealth rocks and is not equipped with the automatic recovery from regenerator that Alomomola receives.
Xatu is naturally frail and requires substantial investments in HP and defense to work effectively. The 56 speed EVs are used to outspeed univested base 100s (e.g. defensive Mew and SpDef Jirachi) and max speed, non-boosting nature base 65s (e.g. Bisharp and Scizor). 200 EVs go into HP to maximize recovery from leftovers and minimizes damage from stealth rocks. The remaining 252 EVs go into defense with a bold nature so it will take as little as possible from physical attacks. It should be noted that even with this investment, Xatu does not make an effective wall, but it is bulky enough to take less than 50% from the attacks it needs to (including Ferrothorn’s gyro ball, Clefable’s moonblast, and Skarmory’s brave bird) so it can reliably prevent hazards and calm mind sweeps.
Ditto @ Choice Scarf
Ability: Imposter
Happiness: 127
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
Sassy Nature
-Transform
Generally, Ditto fulfills a similar niche on this semi-stall team that Quagsire would fill on a hard stall team. What I mean by that is it prevents set-up sweepers from sweeping. Whereas unaware Quagsire (or Clefable) achieve this by ignoring boosts and walling, Ditto punishes opposing Pokemon that set up by threatening a counter sweep. While this is its primary function, under certain circumstances Ditto also serves a number of other roles on this particular team including: hazard setter, hazard remover, cleric, and back up switch-in for Heatran, Zapdos, Tornadus-T, Amoongus, and volt-switchers. It also can help counter stall teams by switching into a knock off from Mega Sableye and PP stalling it through repeatedly switching out and back in. I have found it to be an extremely versatile Pokemon and it seems to play an important role in every battle I have.
Here I’m about to go on a rant about how to properly train a Ditto. I have found very few people actually know how to go about this and why it matters, so I have included a pretty in-depth description. If you don’t care about this feel free to skip it (but I know you see that Happiness stat and are intrigued).
(Edit: scroll through the discussion below for some really interesting discussion about Ditto between @dsm77773 and myself)
To the beginner Ditto user, it seems like there is little thought that should go into it: give it a choice scarf and it’s good, right? Well, not exactly. It’s well-known that in most circumstances, the only stat that matters is the HP stat because with imposter, Ditto will copy all of the other stats of the opposing Pokemon upon switch-in (note: Ditto copies the stats of the Pokemon and Ditto’s personal EVs/IVs/Nature are not factored in once transformed). Because of this, it is best to put in 252 EVs into HP, maximizing the damage Ditto can take and being divisible by 3 to maximize HP gained from transforming into a regenerator Pokemon). Despite being usually useless, 252 EVs should go into SpDef and 4 in defense. The only times these values will come into play is when Ditto’s imposter ability fails because the opposing Pokemon is (1) behind a substitute, (2) already transformed into another Pokemon through imposter or transform, or (3) disguised as another Pokemon through the ability Illusion. While you will know when the first two scenarios have occurred, and you can avoid going into Ditto, occasionally you can get tricked by a Zoroark and Ditto’s imposter will fail. Because Zoroarks are generally special attackers, Ditto should have SpDef investment. Additionally, a sassy nature and 0 speed IVs is chosen to move second in a Ditto v. Ditto scenario where the game will generally be decided by whose Ditto transforms in the the other (the transformed Ditto will usually lose because it will run out of PP and die to struggle recoil). 0 IVs are used in the speed stat is also useful for determining its Hidden Power type. When Ditto transforms into an opponent with hidden power, the move’s type will still depend on the ‘natural’ IVs of your Ditto. This combination of IVs gives Ditto HP [ice], which is the most beneficial type in most cases.
Lastly, the happiness stat of Ditto should also be considered. While most players will run either min (0) or max (252) happiness to maximize damage when copying Pokemon with frustration or return, respectively, this leaves you guessing wrong about half of the time. To mitigate this, it is highly advised to run a mid-ground (127) happiness stat. While the damage output is considerably less, Ditto just need to be able for revenge kill or force a switch, at least on this team. With a mid-ground happiness stat, Ditto can accomplish this against the three Pokemon in OU that generally run Return/Frustration: Mega Lopunny, Mega Pinsir, and Mega Altaria. Mega Lopunny is not a problem as Ditto beats it with a faster high jump kick. Mega Pinsir and Mega Lopunny are both forced out or KO’ed because they are taking super effective damage from their own aerilate or pixilate-boosted attacks, thus the maximum damage output is not necessary. At 127 happiness, you may miss out on a counter-sweep, but it’s a much safer option and will serve you fine in almost all cases.
Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Fake Out
-Frustration
-High Jump Kick
-Toxic
Mega Lopunny is chosen for the mega slot because of I needed access to a Pokemon with strong and fast unresisted STAB moves. Mega Lopunny ensures that I am able to revenge kill many opposing offensive Pokemon after I am forced to sac something. Mega Lopunny’s fighting type also give me a much needed response to Tyranitar and SD Bisharp that can be annoying for this team otherwise. Fake out provides a safe and reliable way to get off the mega evolution while dishing out some damage. It also provides some much need priority on the team to pick off weakened scarfers or Pokemon with speed boosts. High jump kick is used for an extremely strong attack with frustration being used to hit what HJK does not. Toxic is used in the last moveslot. I have had much more success with toxic than ice punch, power-up punch, or quick attack, as it gives me a way to whittle down bulky Pokemon that like to switch in to Mega Lopunny including Slowbro, Zapdos, Rotom-W, Mew, Garchomp, and Landorus-T—and did I mention it allows Mega Lopunny to OHKO Shedinja!?
The EVs on Mega Lopunny are fairly straight forward, with maximum investment in speed and attack with a jolly nature to ensure it outspeeds the vast majority of the tier. The 4 EVs in defense are added to take a little bit less from opposing sucker punches (especially from SD Bisharp). As a final note, be sure to have the Limber ability prior to mega evolution to occasionally avoid a paralysis from a predicted thunder wave or static Zapdos.
Threats
I have not found any match ups that this team automatically loses to, but there are definitely certain Pokemon that this team struggles to play against. Click below to read about these threats.
Replays
Since I have been using this team for some time now, I have accumulated a fair number of replays against different types of teams ranging from hard stall to hyper offense and everything in between.
Importable
Click below to import the team! I hope you enjoy it!
Edits:
-changed Ditto's IVs and nature to minimize speed and give 31 Atk IVs with a neutral nature for Struggle damage (thanks @dsm77773 for the great discussion about this!)
-moved 8 EVs from SpDef to Def on Tangrowth to avoid a possible 2HKO from specs Keldeo's SS; thanks for the suggestion @Professional2341!)
-moved 20 EVs from defense to speed on Xatu to outspeed 32 speed Jirachi; thanks @sedertz!)
-12 EVs moved from SpDef to speed on Tangrowth to outspeed neutral nature, uninvested Dragalgae; thanks @Aubisio!)
About the team
This is probably not the most serious-looking team you will see on this forum, but it works surprisingly well and has been a lot of fun to use. I consider this a semi-stall but it lacks some traditional components that semi-stall usually has in OU, including traditional hazard control and a cleric. Honestly, the team really adapts in play style depending on what kind of team you’re up against. Against opposing stall, the team plays much like another stall team. Against hyper offense, however, the team feels more like a bulky offense squad. The team requires predictions to work effectively but is able to succeed because the bulk it has allows you to choose when to play it safe and when to predict to get damage or gain momentum.
Now that this team is being posted, I suspect that several of its surprising sets will become somewhat less effective, but I have had fun this the team for long enough, and I feel it is worth sharing for its novelty and unexpected success. I know the word ‘stall’ is found in the title, but I hope you’ll reserve your judgment until you take a closer look at the squad—you might not hate it!
This team was originally built during the Mega Sableye suspect test. During that time two things were running rampant: Mega Medicham and hazard stacking. Therefore, I wanted to build a team that used Mega Medicham while it was so good and try out Xatu as a Mega Sableye surrogate that would throw off the numerous Ferrothorns, Scolipedes, and Skarmorys that were going unchecked. I had one other goal with the team which was to try out Ditto, a Pokemon which I liked but had never actually built a team with. So there I had the beginning of a very interesting team: Mega Medicham, Xatu, and Ditto.
Next, I knew I needed a good defensive core. The idea was if I had a good stall core, it would force opposing sweepers to set up and I could get a counter sweep with Ditto. My favorite defensive core is one I have been using for a couple of years: Alomomola + Tangrowth. People who have known me for some time will remember this core from a hard stall team I made with transform Mew and unaware encore Clefable. I was very comfortable with this pair so I stuck it on the team.
Lastly, I knew I needed one more Pokemon that would serve as a secondary SpDef pivot. Tangrowth is excellent, but with only regenerator as recovery, it is essential to have something else to switch into when necessary. At this point I was also lacking any fast Pokemon outside of Ditto. Assault Vest Tornadus-T was an easy choice and was a fun pick because of how gimmicky it made the team look with three regenerator Pokemon.
Testing out the team, I made tweaked sets and EVs until I ended up with essentially what is listed below, except I still had Medicham over Lopunny. The team performed alright but it was nothing special. A couple of months later, after Mega Sableye was voted to stay, I tried out the team again on a whim and was unimpressed with how Medicham was performing; mainly I needed more speed and something to deal with Mega Sableye. Lopunny filled a very similar role, but its speed came very welcome. Once I put Lopunny on the squad, I quickly grew tired of ice punch being a 2HKO on defensive rocky helmet Garchomp and Landorus-T and being annoyed by Slowbro, Zapdos, and Rotom-W. Toxic was a welcome and unique tweak that made all the difference.
The biggest drawback to the team was it lacked any reliable way to set up or remove hazards. However, I quickly grew accustomed to this and found myself getting hazards up with Xatu (and occasionally Ditto) more often than my opponents by baiting and predicting. For a semi-stall sort of team this is a very different approach and until you have used the team or seen it perform, this seems like a bigger flaw than it really is. Having used the team for a while now, I do not miss have conventional hazard control with this crew.
After finalizing the team, I raised a lot of eyebrows as I grew more comfortable with the Pokemon and began picking up a lot of points on the ladder. Eventually, I peaked in the top 20, and with an Elo above 1900, which I feel isn’t too bad for a Xatu team (ignore my very average GXE; I test a lot of weird teams on my main account). This peak is from several months back now, but I have been using the team again recently and it still seems to hold its own in the current metagame.
Next, I knew I needed a good defensive core. The idea was if I had a good stall core, it would force opposing sweepers to set up and I could get a counter sweep with Ditto. My favorite defensive core is one I have been using for a couple of years: Alomomola + Tangrowth. People who have known me for some time will remember this core from a hard stall team I made with transform Mew and unaware encore Clefable. I was very comfortable with this pair so I stuck it on the team.
Lastly, I knew I needed one more Pokemon that would serve as a secondary SpDef pivot. Tangrowth is excellent, but with only regenerator as recovery, it is essential to have something else to switch into when necessary. At this point I was also lacking any fast Pokemon outside of Ditto. Assault Vest Tornadus-T was an easy choice and was a fun pick because of how gimmicky it made the team look with three regenerator Pokemon.
Testing out the team, I made tweaked sets and EVs until I ended up with essentially what is listed below, except I still had Medicham over Lopunny. The team performed alright but it was nothing special. A couple of months later, after Mega Sableye was voted to stay, I tried out the team again on a whim and was unimpressed with how Medicham was performing; mainly I needed more speed and something to deal with Mega Sableye. Lopunny filled a very similar role, but its speed came very welcome. Once I put Lopunny on the squad, I quickly grew tired of ice punch being a 2HKO on defensive rocky helmet Garchomp and Landorus-T and being annoyed by Slowbro, Zapdos, and Rotom-W. Toxic was a welcome and unique tweak that made all the difference.
The biggest drawback to the team was it lacked any reliable way to set up or remove hazards. However, I quickly grew accustomed to this and found myself getting hazards up with Xatu (and occasionally Ditto) more often than my opponents by baiting and predicting. For a semi-stall sort of team this is a very different approach and until you have used the team or seen it perform, this seems like a bigger flaw than it really is. Having used the team for a while now, I do not miss have conventional hazard control with this crew.
After finalizing the team, I raised a lot of eyebrows as I grew more comfortable with the Pokemon and began picking up a lot of points on the ladder. Eventually, I peaked in the top 20, and with an Elo above 1900, which I feel isn’t too bad for a Xatu team (ignore my very average GXE; I test a lot of weird teams on my main account). This peak is from several months back now, but I have been using the team again recently and it still seems to hold its own in the current metagame.
The Team
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
-Scald
-Toxic
-Protect
-Wish
Rocky helmet is the preferred item to punish physical attackers, especially u-turners that would otherwise enjoy gaining momentum each time Alomomola switches in. Leftovers are not necessary because of the solid recovery it already gets from wish + protect and regenerator. Further, because Alomomola, is so passive rocky helmet allows it to dish out a bit more damage.
252 HP EVs are preferred to add to its physical bulk and provide the largest wishes possible. This also gives Alomomola an HP stat that is divisible by 3 to maximize HP restored from regenerator. As a dedicated physical wall, a bold nature is chosen and 252 EVs are put into defense; the remaining 4 EVs are tossed into speed to outspeed uninvested Scizor and Bisharp.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 244 HP / 20 Def / 232 SpD / 12 Spe
IVs: 30 HP / 30 Def
Sassy Nature
-Giga Drain
-Hidden Power [Ice]
-Knock Off
-Earthquake
Assault vest is used to bring Tangrowth’s inadequate SpDef stat up to something respectable. While it can’t take on repeated hits from heavy hitting special attackers, its ability to switch out into Tornadus-T, the other AV user on this team, allows Tangrowth to recover with regenerator and come back in. Further, its great coverage means that many special attackers will not be staying in against Tangrowth. Between Alomomola and Tangrowth, volt-turn cores are essentially shut down unless the opponent is able to get entry hazards up.
Because of Tangrowth’s naturally lack-luster SpDef, it needs substantial investment to pass as a special wall, even with its assault vest. 232 EVS go into SpDef and 244 HP EVs give the max HP number that is still divisible by 3 for efficient recovery from regenerator. 20 EVs go into defense to ensure a 3HKO from specs Keldeo's secret sword and 12 EVs in speed allow Tangrowth to outspeed uninvested Dragalge. A sassy nature is given to Tangrowth because it is a mixed attacker and does not need the extra speed for any particular reason and can benefit from keeping higher stats in both defense and SpDef. However 12 EVs are placed in speed to outpace min speed Dragalge.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 232 HP / 8 Def / 16 SpD / 252 Spe
Hasty Nature
-Hurricane
-Heat Wave
-Iron Tail
-U-turn
Speed is maxed out on Tornadus-T in order to be able to speed tie with opposing Tornadus-T and outspeed the majority of special attackers in the tier. With its AV, 232 HP and 16 SpDef gives Tornadus-T great special bulk with an HP stat that is divisible by 3 (for regenerator) and has an odd HP number (to limit damage from stealth rocks). Running a hasty nature does noticeably decrease the ability of Tornadus-T to take physical hits, but 8 Def EVs guarantee Tornadus-T lives a life orb psyshock from Latios after stealth rock damage, which is really the hardest hit Tornadus-T should have to take on the physical side. Timid is not advised on this team because of the decreased damage output from iron tail on Clefable and u-turn on Lati@s—attacks that need to pack a punch.
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 232 Def / 76 Spe
Bold Nature
-Air Slash
-Thunder Wave
-Haze
-Roost
Xatu is naturally frail and requires substantial investments in HP and defense to work effectively. The 56 speed EVs are used to outspeed univested base 100s (e.g. defensive Mew and SpDef Jirachi) and max speed, non-boosting nature base 65s (e.g. Bisharp and Scizor). 200 EVs go into HP to maximize recovery from leftovers and minimizes damage from stealth rocks. The remaining 252 EVs go into defense with a bold nature so it will take as little as possible from physical attacks. It should be noted that even with this investment, Xatu does not make an effective wall, but it is bulky enough to take less than 50% from the attacks it needs to (including Ferrothorn’s gyro ball, Clefable’s moonblast, and Skarmory’s brave bird) so it can reliably prevent hazards and calm mind sweeps.
Ditto @ Choice Scarf
Ability: Imposter
Happiness: 127
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
Sassy Nature
-Transform
Here I’m about to go on a rant about how to properly train a Ditto. I have found very few people actually know how to go about this and why it matters, so I have included a pretty in-depth description. If you don’t care about this feel free to skip it (but I know you see that Happiness stat and are intrigued).
(Edit: scroll through the discussion below for some really interesting discussion about Ditto between @dsm77773 and myself)
To the beginner Ditto user, it seems like there is little thought that should go into it: give it a choice scarf and it’s good, right? Well, not exactly. It’s well-known that in most circumstances, the only stat that matters is the HP stat because with imposter, Ditto will copy all of the other stats of the opposing Pokemon upon switch-in (note: Ditto copies the stats of the Pokemon and Ditto’s personal EVs/IVs/Nature are not factored in once transformed). Because of this, it is best to put in 252 EVs into HP, maximizing the damage Ditto can take and being divisible by 3 to maximize HP gained from transforming into a regenerator Pokemon). Despite being usually useless, 252 EVs should go into SpDef and 4 in defense. The only times these values will come into play is when Ditto’s imposter ability fails because the opposing Pokemon is (1) behind a substitute, (2) already transformed into another Pokemon through imposter or transform, or (3) disguised as another Pokemon through the ability Illusion. While you will know when the first two scenarios have occurred, and you can avoid going into Ditto, occasionally you can get tricked by a Zoroark and Ditto’s imposter will fail. Because Zoroarks are generally special attackers, Ditto should have SpDef investment. Additionally, a sassy nature and 0 speed IVs is chosen to move second in a Ditto v. Ditto scenario where the game will generally be decided by whose Ditto transforms in the the other (the transformed Ditto will usually lose because it will run out of PP and die to struggle recoil). 0 IVs are used in the speed stat is also useful for determining its Hidden Power type. When Ditto transforms into an opponent with hidden power, the move’s type will still depend on the ‘natural’ IVs of your Ditto. This combination of IVs gives Ditto HP [ice], which is the most beneficial type in most cases.
Lastly, the happiness stat of Ditto should also be considered. While most players will run either min (0) or max (252) happiness to maximize damage when copying Pokemon with frustration or return, respectively, this leaves you guessing wrong about half of the time. To mitigate this, it is highly advised to run a mid-ground (127) happiness stat. While the damage output is considerably less, Ditto just need to be able for revenge kill or force a switch, at least on this team. With a mid-ground happiness stat, Ditto can accomplish this against the three Pokemon in OU that generally run Return/Frustration: Mega Lopunny, Mega Pinsir, and Mega Altaria. Mega Lopunny is not a problem as Ditto beats it with a faster high jump kick. Mega Pinsir and Mega Lopunny are both forced out or KO’ed because they are taking super effective damage from their own aerilate or pixilate-boosted attacks, thus the maximum damage output is not necessary. At 127 happiness, you may miss out on a counter-sweep, but it’s a much safer option and will serve you fine in almost all cases.
Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Fake Out
-Frustration
-High Jump Kick
-Toxic
The EVs on Mega Lopunny are fairly straight forward, with maximum investment in speed and attack with a jolly nature to ensure it outspeeds the vast majority of the tier. The 4 EVs in defense are added to take a little bit less from opposing sucker punches (especially from SD Bisharp). As a final note, be sure to have the Limber ability prior to mega evolution to occasionally avoid a paralysis from a predicted thunder wave or static Zapdos.
Threats
I have not found any match ups that this team automatically loses to, but there are definitely certain Pokemon that this team struggles to play against. Click below to read about these threats.
Mega Charizard Y (major threat)
Why it’s a threat: Mega Charizard Y can 2HKO the entire team. Further, I do not have stealth rocks to wear it down.
How to deal with it: Mega Lopunny can revenge Mega Charizard Y, however, the opponent will likely have a defensive wall to stop this. If the opposing Charizard has roost, then Ditto can switch in and spam roost until the sun turns run out, at which point Alomomola and Tornadus-T can handle it better. Unfortunately, spamming roost will not work if the opponent has ancient power or they are able pursuit trap Ditto (especially with Tyranitar).
Mega Heracross (major threat)
Why it’s a threat: Mega Heracross can 2HKO the entire team. Further, if it has substitute, then Ditto cannot transform into it.
How to deal with it: Often players will bring in Mega Heracross on Mega Lopunny (to revenge kill). It is normally advised to sacrifice Mega Lopunny for damage, especially because players will often over predict and go for rock blast, pin missile, substitute, or swords dance. You can punish these over predictions with big damage and make it easier to deal with. If Heracross comes in on Alomomola or Tangrowth, sacrificing a Pokemon is likely necessary (sometimes two if they substitute). You can often revenge with Ditto.
Gyarados (major threat)/ Mega Gyarados (minor threat)
Why it’s a threat: Substitute sets can use Alomomola as setup fodder. Behind a substitute, Ditto cannot transform and the whole team becomes susceptible to a sweep.
How to deal with it: Tangrowth needs to be switched into immediately on Gyarados and should spam giga drain. If it is the non-mega set with bounce, Gyarados becomes much more dangerous as it it can hit Tangrowth for STAB super-effective damage. Switching between Alomola and Tangrowth can build up some rocky helmet damage, but can also result in allowing Gyarados to set up more, especially with leftovers recovery. If you ever have an opponent bring in Gyarados on Mega Lopunny to get off an intimidate and attempt a sweep, it is important to go for toxic immediately to stop a potential sweep.
Tyranitar / Bisharp / Weavile (minor threats)
Why they’re threats: These Pokemon are not threats to the team as a whole by themselves, as Alomomola can generally wall all of them and Mega Lopunny can OHKO all of them, but they can open up holes in the team for other threats to flourish. These dark types can pursuit trap Xatu and/or Ditto which can greatly hinder the team. If Xatu is taken out with pursuit then the team becomes very prone to being overwhelmed by entry hazards because, unless Ditto finds a way, hazards cannot be removed once they are set up. If Ditto is taken out, then the team is much more prone to being swept.
How to deal with it: Aggressive players will often switch a bulky hazard setter into Mega Lopunny and then double out into a pursuit trapper to catch a predicted Xatu. If you can catch them with a high jump kick, the game gets a lot easier. If Xatu does go down, Ditto can try to match the entry hazards they get up or use their own defog/rapid spin against them.
Mega Medicham (minor threat)
Why it’s a threat: Mega Medicham can 2HKO the entire team.
How to deal with it: Xatu 4x resists HJK and can be used as a pivot into Alomomola (baiting an ice punch). Winning 50-50s against Mega Medicham can result in protecting on HJKs and causing recoil damage, and allowing Alomomola to switch out and back in to gain regenerator health and punishing mistakes with additional rocky helmet damage. When in trouble, sacrificing a Pokemon allows Ditto to turn into a monstrous scarfed Mega Medicham that can easily net one or two kills of its own.
Mega Pinsir (minor threat)
Why it’s a threat: Return just misses out on a 2HKO on Alomomola, but Alomomola can be set up fodder for it.
How to deal with it: Switch in Alomomola immediately on a Mega Pinsir, then use toxic (going for scald burns is unreliable, while toxic will put Mega Pinsir permanently on a timer). Alomomola will survive a +2 return/frustration. After Pinsir is toxiced, you can protect once, then sacrifice an unneeded Pokemon. Finally go into Ditto (usually) or Mega Lopunny (sometimes, if fake out + toxic damage will kill) to revenge kill.
Heatran (minor threat)
Why it’s a threat: Tornadus-T, Alomomola, and Ditto can normally switch into Heatran, but do not threaten it back. Additionally, lava plume can threaten burns on Xatu and hinder its ability to prevent stealth rocks effectively.
How to deal with it: Aside from Mega Lopunny being able to OHKO it, Tangrowth can hit Heatran for massive damage with earthquake and can take 1-2 hits from Heatran with its assault vest on. Ditto can also normally switch in and scout Heatran’s moveset. It may also be worth exchanging stealth rocks in some cases. Additionally, if the opposing Heatran is carrying it, Ditto can threaten a KO with earth power.
Why it’s a threat: Mega Charizard Y can 2HKO the entire team. Further, I do not have stealth rocks to wear it down.
How to deal with it: Mega Lopunny can revenge Mega Charizard Y, however, the opponent will likely have a defensive wall to stop this. If the opposing Charizard has roost, then Ditto can switch in and spam roost until the sun turns run out, at which point Alomomola and Tornadus-T can handle it better. Unfortunately, spamming roost will not work if the opponent has ancient power or they are able pursuit trap Ditto (especially with Tyranitar).
Mega Heracross (major threat)
Why it’s a threat: Mega Heracross can 2HKO the entire team. Further, if it has substitute, then Ditto cannot transform into it.
How to deal with it: Often players will bring in Mega Heracross on Mega Lopunny (to revenge kill). It is normally advised to sacrifice Mega Lopunny for damage, especially because players will often over predict and go for rock blast, pin missile, substitute, or swords dance. You can punish these over predictions with big damage and make it easier to deal with. If Heracross comes in on Alomomola or Tangrowth, sacrificing a Pokemon is likely necessary (sometimes two if they substitute). You can often revenge with Ditto.
Gyarados (major threat)/ Mega Gyarados (minor threat)
Why it’s a threat: Substitute sets can use Alomomola as setup fodder. Behind a substitute, Ditto cannot transform and the whole team becomes susceptible to a sweep.
How to deal with it: Tangrowth needs to be switched into immediately on Gyarados and should spam giga drain. If it is the non-mega set with bounce, Gyarados becomes much more dangerous as it it can hit Tangrowth for STAB super-effective damage. Switching between Alomola and Tangrowth can build up some rocky helmet damage, but can also result in allowing Gyarados to set up more, especially with leftovers recovery. If you ever have an opponent bring in Gyarados on Mega Lopunny to get off an intimidate and attempt a sweep, it is important to go for toxic immediately to stop a potential sweep.
Tyranitar / Bisharp / Weavile (minor threats)
Why they’re threats: These Pokemon are not threats to the team as a whole by themselves, as Alomomola can generally wall all of them and Mega Lopunny can OHKO all of them, but they can open up holes in the team for other threats to flourish. These dark types can pursuit trap Xatu and/or Ditto which can greatly hinder the team. If Xatu is taken out with pursuit then the team becomes very prone to being overwhelmed by entry hazards because, unless Ditto finds a way, hazards cannot be removed once they are set up. If Ditto is taken out, then the team is much more prone to being swept.
How to deal with it: Aggressive players will often switch a bulky hazard setter into Mega Lopunny and then double out into a pursuit trapper to catch a predicted Xatu. If you can catch them with a high jump kick, the game gets a lot easier. If Xatu does go down, Ditto can try to match the entry hazards they get up or use their own defog/rapid spin against them.
Mega Medicham (minor threat)
Why it’s a threat: Mega Medicham can 2HKO the entire team.
How to deal with it: Xatu 4x resists HJK and can be used as a pivot into Alomomola (baiting an ice punch). Winning 50-50s against Mega Medicham can result in protecting on HJKs and causing recoil damage, and allowing Alomomola to switch out and back in to gain regenerator health and punishing mistakes with additional rocky helmet damage. When in trouble, sacrificing a Pokemon allows Ditto to turn into a monstrous scarfed Mega Medicham that can easily net one or two kills of its own.
Mega Pinsir (minor threat)
Why it’s a threat: Return just misses out on a 2HKO on Alomomola, but Alomomola can be set up fodder for it.
How to deal with it: Switch in Alomomola immediately on a Mega Pinsir, then use toxic (going for scald burns is unreliable, while toxic will put Mega Pinsir permanently on a timer). Alomomola will survive a +2 return/frustration. After Pinsir is toxiced, you can protect once, then sacrifice an unneeded Pokemon. Finally go into Ditto (usually) or Mega Lopunny (sometimes, if fake out + toxic damage will kill) to revenge kill.
Heatran (minor threat)
Why it’s a threat: Tornadus-T, Alomomola, and Ditto can normally switch into Heatran, but do not threaten it back. Additionally, lava plume can threaten burns on Xatu and hinder its ability to prevent stealth rocks effectively.
How to deal with it: Aside from Mega Lopunny being able to OHKO it, Tangrowth can hit Heatran for massive damage with earthquake and can take 1-2 hits from Heatran with its assault vest on. Ditto can also normally switch in and scout Heatran’s moveset. It may also be worth exchanging stealth rocks in some cases. Additionally, if the opposing Heatran is carrying it, Ditto can threaten a KO with earth power.
Replays
Since I have been using this team for some time now, I have accumulated a fair number of replays against different types of teams ranging from hard stall to hyper offense and everything in between.
Winning a room tour by playing around Mega Medicham, Volcanion, and CM Clefable:
replay.pokemonshowdown.com/ou-361469597
Taking down set up spam against good guy battler, Johnny Tots:
replay.pokemonshowdown.com/ou-351058543
Ditto putting in work against Mega Heracross and Heatran:
replay.pokemonshowdown.com/ou-347712458
200 turn battle with clutch Mega Lopunny predictions and Ditto shutting down Mega Charizard Y:
replay.pokemonshowdown.com/ou-360438094
Beating THAT hazard stack team at its own game:
replay.pokemonshowdown.com/ou-360822527
Beating bird spam for the 1,000,000th time:
replay.pokemonshowdown.com/ou-375893155
The only time I’d recommend watching a battle with Shedinja stall:
replay.pokemonshowdown.com/ou-398248160
Beating that Terrakion + Seismitoed + Static Zapdos team:
replay.pokemonshowdown.com/ou-389822958
I think I inspired xtraShine to give Xatu a try (:
replay.pokemonshowdown.com/ou-347301508
Ditto and Xatu annoy stall (long battle and the end of the replay is corrupted, but you get the idea):
replay.pokemonshowdown.com/ou-383141095
replay.pokemonshowdown.com/ou-361469597
Taking down set up spam against good guy battler, Johnny Tots:
replay.pokemonshowdown.com/ou-351058543
Ditto putting in work against Mega Heracross and Heatran:
replay.pokemonshowdown.com/ou-347712458
200 turn battle with clutch Mega Lopunny predictions and Ditto shutting down Mega Charizard Y:
replay.pokemonshowdown.com/ou-360438094
Beating THAT hazard stack team at its own game:
replay.pokemonshowdown.com/ou-360822527
Beating bird spam for the 1,000,000th time:
replay.pokemonshowdown.com/ou-375893155
The only time I’d recommend watching a battle with Shedinja stall:
replay.pokemonshowdown.com/ou-398248160
Beating that Terrakion + Seismitoed + Static Zapdos team:
replay.pokemonshowdown.com/ou-389822958
I think I inspired xtraShine to give Xatu a try (:
replay.pokemonshowdown.com/ou-347301508
Ditto and Xatu annoy stall (long battle and the end of the replay is corrupted, but you get the idea):
replay.pokemonshowdown.com/ou-383141095
Importable
Click below to import the team! I hope you enjoy it!
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
-Scald
-Toxic
-Protect
-Wish
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 244 HP / 20 Def / 232 SpD / 12 Spe
IVs: 0 Atk / 30 Def
Sassy Nature
-Giga Drain
-Hidden Power [Ice]
-Knock Off
-Earthquake
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 232 HP / 8 Def / 16 SpD / 252 Spe
Hasty Nature
-Hurricane
-Heat Wave
-Iron Tail
-U-turn
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 232 Def / 76 Spe
Bold Nature
-Air Slash
-Thunder Wave
-Haze
-Roost
Ditto @ Choice Scarf
Ability: Imposter
Happiness: 127
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
Sassy Nature
-Transform
Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Fake Out
-Frustration
-High Jump Kick
-Toxic
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
-Scald
-Toxic
-Protect
-Wish
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 244 HP / 20 Def / 232 SpD / 12 Spe
IVs: 0 Atk / 30 Def
Sassy Nature
-Giga Drain
-Hidden Power [Ice]
-Knock Off
-Earthquake
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 232 HP / 8 Def / 16 SpD / 252 Spe
Hasty Nature
-Hurricane
-Heat Wave
-Iron Tail
-U-turn
Xatu @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 232 Def / 76 Spe
Bold Nature
-Air Slash
-Thunder Wave
-Haze
-Roost
Ditto @ Choice Scarf
Ability: Imposter
Happiness: 127
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
Sassy Nature
-Transform
Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Fake Out
-Frustration
-High Jump Kick
-Toxic
Edits:
-changed Ditto's IVs and nature to minimize speed and give 31 Atk IVs with a neutral nature for Struggle damage (thanks @dsm77773 for the great discussion about this!)
-moved 8 EVs from SpDef to Def on Tangrowth to avoid a possible 2HKO from specs Keldeo's SS; thanks for the suggestion @Professional2341!)
-moved 20 EVs from defense to speed on Xatu to outspeed 32 speed Jirachi; thanks @sedertz!)
-12 EVs moved from SpDef to speed on Tangrowth to outspeed neutral nature, uninvested Dragalgae; thanks @Aubisio!)
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