Hello, I am very new to the forums and kind of new to competitive battling. I battled briefly last year with an SS OU team and made some slight tweaks for this gen. I have done reasonably well this team (28 - 9) and am always looking for ideas to improve. Any criticism is welcome, and thank you in advance for your time :D
Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
-Dragon Dance
-Earthquake
-Smack Down
-Pursuit
Usual Lead/Sand Setter/Sweeper
Sets up SS and gets up at least 1 DD vs most everything. People usually expect SR upon seeing Ttar lead which means I get the +1 DD in and with Max Atk Ada, theyre usually in trouble. I have a big problem with Stone Edge's accuracy and like the fact that if I can predict correctly, after I get that DD off and they go to their obligatory Rotom/Skarm, I Smack Down as it comes thus forcing another hard switch in fear of the now threatening EQ and allows me yet another, this time free DD or the option to just hit something hard. Focus Sash basically nets me free kills vs things like Aegislash who think they can set up on me, Infernape, Arcanine who think they have me checked with CC and things that try to stat up with me. Bulky fighting types give this trouble for the most part and if I bring him back in when there is hazards on my side of the field, Sash is unfortunately useless. Luckily at that point, I usually only need him to set up SS later in the match as this is more of a surprise set and quickly old hat after the shock of reckless all damage. Pursuit is there to surprise anything I find threatening enough that flees after my first DD. Yet another surprise.
Sigilyph @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 116 Def / 136 SpD / 4 Spe
Calm Nature
-Psycho Shift
-Cosmic Power
-Stored Power
-Roost
Situational Pivot/Set Up Sweeper/Crippler
Fills many roles. Thrown in on any predicted ground, fighting or grass moves bar sleep powder. As long as it's not brought in on a free switch in, flame orb activates and he is now a status absorber (looking at you Spore). Depending on the opponent's team, and if their phazer is down or their SpAtkr is not very threatening, I'll start to set up instead. The 4 EVs in speed allow it to outspeed other base 97 speed mon with neutral nature and no speed investment, mostly bulky Haxorus and opposing Sigilyph. Strat with this mon is burn everything pretty much as even walls don't appreciate the residual damage of burn. It's not as crippling as toxic ofc but I'd rather get consistent damage on steels than on fire types who are generally very weak to SS teams and ofc the neutering nature of burn outweighs a little extra damage from toxic as this team really appreciates the extra survivability of a crippled physical attacker. This little guy has swept numerous unprepared teams single handedly.
Stoutland @ Choice Band
Ability: Sand Rush
EVS: 52 HP / 252 Atk / 204 Spe
Adamant Nature
-Return
-Wild Charge
-Crunch
-Ice Fang
Sweeper/Revenge Killer
Many a mon has been OHKOd by the raw power that is Stoutland. With the alloted speed EVs, he outruns everything I'll ever see, even jolly max speed ScarfMence while sand is up and OHKOs with Return after SR or straight OHKOs with Ice Fang even with an intimidate boost and NO SR. Dedicated walls such as Skarm are guaranteed 2HKOd with SR up and the appropriate coverage move (Wild Charge), Cofagrius (Crunch), Gliscor (Ice Fang), Mega Venasaur (Return). Normally upon seeing Stoutland, the opponent switches into what they think is the proper wall and with proper prediction, they are maimed to the point where they have to switch out. I then follow suit and go into a pivot so momentum stays on my side. The saved speed into HP allows me to tank a couple obligatory priority moves if I need to not named Mach Punch.
Stoutland surprising folks with his power: http://replay.pokemonshowdown.com/ou-100876743
Hippowdown @ Leftovers
Ability: Sand Rush
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
-Yawn
-Stealth Rock
-Whirlwind
-Slack Off
Pivot/Phazer/Sand Setter/Crippler
This guy is AMAZING. He takes most anything comfortably and phazes like his dinner depends on it. Upon seeing any set up, if I don't feel like letting Ditto take the easy sweep, or if I foresee a sub in the near future, I switch immediately to this guy. Ninjask? Scolipede? Blaziken? I throw up rocks on his protect then ww the sub. Let him take his own health down. About the only set up sweepers he doesn't do well against are Cloyster and immediate SpAtkers with Nasty Plot, but that's what Ditto is for. Yawn is another great phaze as well. Anything stupid enough to stay in will just watch me Slack Off while their eyes close and that's another shut down mon. Upon switching to Hippo, I throw out a Yawn first unless they're the aforementioned baton pass mons, then immediately SR. If they switch, rocks went up and I heal free. If they stay, rocks went up and I usually still heal off any consequence before I WW them off AND I've dispatched a foe for later as I start my shuffle. Yes I know he is Taunt bait, but in the 30+ matches this team has seen, he has yet to be taunted once. Once I find a mon that one of my sweepers can switch in comfortably on (say asleep?) or meant to support, I go ahead and switch em in. Thus, Hippo acts as more of a delayed pivot. Also, I love having another sand setter as it gives me the assurance of winning a weather war and eases prediction. This also puts a lot of pressure on the opposing weather user who must play around dangerous threats to switch in and makes him predictable. I can even set up "safe" scenarios to bait in a weather user to take them out early with minimal risk as I have another Sand Setter usually. Note: I originally had Roar instead of Whirwind however after careful consideration, I've decided Whirlwind is undoubtedly superior as it's not stuffed by Sound Proof like Mimes on BP teams.
Hippowdon shining: http://replay.pokemonshowdown.com/ou-100868747
Ditto @ Choice Scarf
Ability: Impostor
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature (0 Speed IVs)
-Transform
Revenge Killer/Sweeper/Utility/Pivot
Straight wildcard. I debated the high risk of Life Orb for a NICE Mega steal. Most folks would assume Scarf and switch thus leaving me in a very nice spot, however, Scarf has saved my bacon many a time and LO is an immediate giveaway due to recoil and the surprise is quickly gone. Perhaps Expert Belt? Open to any ideas for item slot. Ditto is extra sexy assurance vs any boosters that get past Hippo or if I mess up somehow and allow them to get too high, though that never happens. Also, since most teams run a hazard clearer, I also sometimes switch him in to their defogger/spinner to get rid of hazards as I don't have a hazard resetter or into their poison mon to soak up tspikes. From there it's another pivot switch and I'm back in the clear. I also use him as a Spore counter and feel it's a very important factor as I'm paranoid of Breloom/Sleep Powder leads. For those that don't already know, grass types are immune to Spore and Sleep Powder so switching him into the opposing usually grass poke (with the exception of bug types) allows me immunity to the sleep and shows me their set. Due to Scarf, I can threaten to (eventually) KO them first with their own moves so they usually switch. Or I pull a double switch to Sig who now is a sleep absorber due to being burnt and resists most of their moves handily. Note: You can't direct switch into Sig to absorb sleep as Flame Orb does not activate until the END of the turn it's brought in. Hence why this little pink blob is so vital. He also has all sorts of fun switch ins thanks to his ability copy like Magic Bounce users, Volt Absorb vs the stray Jolteon that switches in vs Siglyph, Water Absorb users, Intimidate sweepers, even Sound Proof. No speed allows me to go last in the event of a pp stall with opposing Ditto thus winning. This will never happen but doesn't hurt to prepare, right?
The importance of Ditto: http://replay.pokemonshowdown.com/ou-100910411
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 44 Atk / 212 SpD
Adamant Nature
-Bullet Punch
-Swords Dance
-Bug Bite
-Roost
Revenge Killer/Bulky Attacker/Set Up Sweeper
This mon has been a surprising ace-in-the-hole. Switched into Hydro Pumps, Leaf Storms, Ice Beams, Thunderbolts, Psychics and most special attackers bar the obvious fire moves. For instance, one of the most powerful, common immediate SpAtkers in the tier, Timid Starmie with Life Orb needs SR damage to 2HKO with Hydro Pump, a 120 BP STAB and without SR only gives it 30% chance to do so. Meaning I can switch IN, Roost off any damage, wait for the miss and OHKO with unboosted Bug Bite. Swords Dance allows me to shrug off a burn if I have to, and Roost off their coverage as most pokes that can Wisp aren't exactly offensive titans. The added bulk of his mega generally allows me just one extra SD which is usually all I need. I admit, the EV spread here is a little random but it's worked for me thus far though I'm thinking of putting a tad more in SpD and Def to more comfortably survive extreme SpAtks. I run Bug Bite over Brick Break because I like eating Chestos from Rotoms, Harvesters and it hits Mega Venasaur harder along with most grass types. Also it's STAB.
In closing, this team has a lot of multiple roles that I feel make for a healthy balance.
I have compiled a short list of pros and cons below:
Pros:
-Very good with keeping off any general weakness due to type over specialization defensively as only 2 mons are weak to water/grass while 2 resist grass handily including a 4x resist and both don't mind a stray water move, only 1 ground weak with 1 immunity, 1 rock weak with 2 resistances, 2 fighting though 1 with 4x weakness he has a sash and I do have 1 resistance who is also a 4x resist (and happens to cripple), 2 ice weak with 1 ice resist. 1 electric weakness with 1 immunity, 0 fairy weakness with 1 fairy resist, 0 poison weakness with 1 resist and an immunity, 0 dragon weakness with 1 resistance, 0 flying weakness with 1 resistance, etc etc. Keep in mind all resists are before factoring in Ditto who can easily come in on a predicted STAB (or immunity!) and add another resist if I need him to.
-Zero SR weakness.
-Very good vs most but the most savvy baton pass teams.
-Has an incredibly easy time keeping up weather.
-Doesn't fear boosting mons for the most part as you have two checks AND a priority user for the revenge kill.
-All members immune to SS meaning only your opponent will feel the sting and be worn down if coming at you with non SS pokes (With the possible exception of Ditto).
Cons
-No special attackers (though Stoutland can take down any physical wall with the correct prediction.)
-Somewhat water weak if Ditto somehow fails.
-No spinner/defogger if the opponent for some reason doesn't run one.
-No spikes or tspikes though I prefer Yawn and Psycho Shift burn to be a menace over poison.
-Very strong SpAtkers who can break through Scizor can posit a problem if Stoutland for some reason can't outspeed and OHKO and Ditto is.. asleep?
-No cleric unless I throw Ditto in against their Blissey/Aromatherapy user (which isn't too shabby tbh)
Thanks!
Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
-Dragon Dance
-Earthquake
-Smack Down
-Pursuit
Usual Lead/Sand Setter/Sweeper
Sets up SS and gets up at least 1 DD vs most everything. People usually expect SR upon seeing Ttar lead which means I get the +1 DD in and with Max Atk Ada, theyre usually in trouble. I have a big problem with Stone Edge's accuracy and like the fact that if I can predict correctly, after I get that DD off and they go to their obligatory Rotom/Skarm, I Smack Down as it comes thus forcing another hard switch in fear of the now threatening EQ and allows me yet another, this time free DD or the option to just hit something hard. Focus Sash basically nets me free kills vs things like Aegislash who think they can set up on me, Infernape, Arcanine who think they have me checked with CC and things that try to stat up with me. Bulky fighting types give this trouble for the most part and if I bring him back in when there is hazards on my side of the field, Sash is unfortunately useless. Luckily at that point, I usually only need him to set up SS later in the match as this is more of a surprise set and quickly old hat after the shock of reckless all damage. Pursuit is there to surprise anything I find threatening enough that flees after my first DD. Yet another surprise.
Sigilyph @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 116 Def / 136 SpD / 4 Spe
Calm Nature
-Psycho Shift
-Cosmic Power
-Stored Power
-Roost
Situational Pivot/Set Up Sweeper/Crippler
Fills many roles. Thrown in on any predicted ground, fighting or grass moves bar sleep powder. As long as it's not brought in on a free switch in, flame orb activates and he is now a status absorber (looking at you Spore). Depending on the opponent's team, and if their phazer is down or their SpAtkr is not very threatening, I'll start to set up instead. The 4 EVs in speed allow it to outspeed other base 97 speed mon with neutral nature and no speed investment, mostly bulky Haxorus and opposing Sigilyph. Strat with this mon is burn everything pretty much as even walls don't appreciate the residual damage of burn. It's not as crippling as toxic ofc but I'd rather get consistent damage on steels than on fire types who are generally very weak to SS teams and ofc the neutering nature of burn outweighs a little extra damage from toxic as this team really appreciates the extra survivability of a crippled physical attacker. This little guy has swept numerous unprepared teams single handedly.
Stoutland @ Choice Band
Ability: Sand Rush
EVS: 52 HP / 252 Atk / 204 Spe
Adamant Nature
-Return
-Wild Charge
-Crunch
-Ice Fang
Sweeper/Revenge Killer
Many a mon has been OHKOd by the raw power that is Stoutland. With the alloted speed EVs, he outruns everything I'll ever see, even jolly max speed ScarfMence while sand is up and OHKOs with Return after SR or straight OHKOs with Ice Fang even with an intimidate boost and NO SR. Dedicated walls such as Skarm are guaranteed 2HKOd with SR up and the appropriate coverage move (Wild Charge), Cofagrius (Crunch), Gliscor (Ice Fang), Mega Venasaur (Return). Normally upon seeing Stoutland, the opponent switches into what they think is the proper wall and with proper prediction, they are maimed to the point where they have to switch out. I then follow suit and go into a pivot so momentum stays on my side. The saved speed into HP allows me to tank a couple obligatory priority moves if I need to not named Mach Punch.
Stoutland surprising folks with his power: http://replay.pokemonshowdown.com/ou-100876743
Hippowdown @ Leftovers
Ability: Sand Rush
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
-Yawn
-Stealth Rock
-Whirlwind
-Slack Off
Pivot/Phazer/Sand Setter/Crippler
This guy is AMAZING. He takes most anything comfortably and phazes like his dinner depends on it. Upon seeing any set up, if I don't feel like letting Ditto take the easy sweep, or if I foresee a sub in the near future, I switch immediately to this guy. Ninjask? Scolipede? Blaziken? I throw up rocks on his protect then ww the sub. Let him take his own health down. About the only set up sweepers he doesn't do well against are Cloyster and immediate SpAtkers with Nasty Plot, but that's what Ditto is for. Yawn is another great phaze as well. Anything stupid enough to stay in will just watch me Slack Off while their eyes close and that's another shut down mon. Upon switching to Hippo, I throw out a Yawn first unless they're the aforementioned baton pass mons, then immediately SR. If they switch, rocks went up and I heal free. If they stay, rocks went up and I usually still heal off any consequence before I WW them off AND I've dispatched a foe for later as I start my shuffle. Yes I know he is Taunt bait, but in the 30+ matches this team has seen, he has yet to be taunted once. Once I find a mon that one of my sweepers can switch in comfortably on (say asleep?) or meant to support, I go ahead and switch em in. Thus, Hippo acts as more of a delayed pivot. Also, I love having another sand setter as it gives me the assurance of winning a weather war and eases prediction. This also puts a lot of pressure on the opposing weather user who must play around dangerous threats to switch in and makes him predictable. I can even set up "safe" scenarios to bait in a weather user to take them out early with minimal risk as I have another Sand Setter usually. Note: I originally had Roar instead of Whirwind however after careful consideration, I've decided Whirlwind is undoubtedly superior as it's not stuffed by Sound Proof like Mimes on BP teams.
Hippowdon shining: http://replay.pokemonshowdown.com/ou-100868747
Ditto @ Choice Scarf
Ability: Impostor
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature (0 Speed IVs)
-Transform
Revenge Killer/Sweeper/Utility/Pivot
Straight wildcard. I debated the high risk of Life Orb for a NICE Mega steal. Most folks would assume Scarf and switch thus leaving me in a very nice spot, however, Scarf has saved my bacon many a time and LO is an immediate giveaway due to recoil and the surprise is quickly gone. Perhaps Expert Belt? Open to any ideas for item slot. Ditto is extra sexy assurance vs any boosters that get past Hippo or if I mess up somehow and allow them to get too high, though that never happens. Also, since most teams run a hazard clearer, I also sometimes switch him in to their defogger/spinner to get rid of hazards as I don't have a hazard resetter or into their poison mon to soak up tspikes. From there it's another pivot switch and I'm back in the clear. I also use him as a Spore counter and feel it's a very important factor as I'm paranoid of Breloom/Sleep Powder leads. For those that don't already know, grass types are immune to Spore and Sleep Powder so switching him into the opposing usually grass poke (with the exception of bug types) allows me immunity to the sleep and shows me their set. Due to Scarf, I can threaten to (eventually) KO them first with their own moves so they usually switch. Or I pull a double switch to Sig who now is a sleep absorber due to being burnt and resists most of their moves handily. Note: You can't direct switch into Sig to absorb sleep as Flame Orb does not activate until the END of the turn it's brought in. Hence why this little pink blob is so vital. He also has all sorts of fun switch ins thanks to his ability copy like Magic Bounce users, Volt Absorb vs the stray Jolteon that switches in vs Siglyph, Water Absorb users, Intimidate sweepers, even Sound Proof. No speed allows me to go last in the event of a pp stall with opposing Ditto thus winning. This will never happen but doesn't hurt to prepare, right?
The importance of Ditto: http://replay.pokemonshowdown.com/ou-100910411
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 44 Atk / 212 SpD
Adamant Nature
-Bullet Punch
-Swords Dance
-Bug Bite
-Roost
Revenge Killer/Bulky Attacker/Set Up Sweeper
This mon has been a surprising ace-in-the-hole. Switched into Hydro Pumps, Leaf Storms, Ice Beams, Thunderbolts, Psychics and most special attackers bar the obvious fire moves. For instance, one of the most powerful, common immediate SpAtkers in the tier, Timid Starmie with Life Orb needs SR damage to 2HKO with Hydro Pump, a 120 BP STAB and without SR only gives it 30% chance to do so. Meaning I can switch IN, Roost off any damage, wait for the miss and OHKO with unboosted Bug Bite. Swords Dance allows me to shrug off a burn if I have to, and Roost off their coverage as most pokes that can Wisp aren't exactly offensive titans. The added bulk of his mega generally allows me just one extra SD which is usually all I need. I admit, the EV spread here is a little random but it's worked for me thus far though I'm thinking of putting a tad more in SpD and Def to more comfortably survive extreme SpAtks. I run Bug Bite over Brick Break because I like eating Chestos from Rotoms, Harvesters and it hits Mega Venasaur harder along with most grass types. Also it's STAB.
In closing, this team has a lot of multiple roles that I feel make for a healthy balance.
I have compiled a short list of pros and cons below:
Pros:
-Very good with keeping off any general weakness due to type over specialization defensively as only 2 mons are weak to water/grass while 2 resist grass handily including a 4x resist and both don't mind a stray water move, only 1 ground weak with 1 immunity, 1 rock weak with 2 resistances, 2 fighting though 1 with 4x weakness he has a sash and I do have 1 resistance who is also a 4x resist (and happens to cripple), 2 ice weak with 1 ice resist. 1 electric weakness with 1 immunity, 0 fairy weakness with 1 fairy resist, 0 poison weakness with 1 resist and an immunity, 0 dragon weakness with 1 resistance, 0 flying weakness with 1 resistance, etc etc. Keep in mind all resists are before factoring in Ditto who can easily come in on a predicted STAB (or immunity!) and add another resist if I need him to.
-Zero SR weakness.
-Very good vs most but the most savvy baton pass teams.
-Has an incredibly easy time keeping up weather.
-Doesn't fear boosting mons for the most part as you have two checks AND a priority user for the revenge kill.
-All members immune to SS meaning only your opponent will feel the sting and be worn down if coming at you with non SS pokes (With the possible exception of Ditto).
Cons
-No special attackers (though Stoutland can take down any physical wall with the correct prediction.)
-Somewhat water weak if Ditto somehow fails.
-No spinner/defogger if the opponent for some reason doesn't run one.
-No spikes or tspikes though I prefer Yawn and Psycho Shift burn to be a menace over poison.
-Very strong SpAtkers who can break through Scizor can posit a problem if Stoutland for some reason can't outspeed and OHKO and Ditto is.. asleep?
-No cleric unless I throw Ditto in against their Blissey/Aromatherapy user (which isn't too shabby tbh)
Thanks!
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