Playdoll (1755 and Rising)

After my previous RMT, Emperor Core, had so much success, I decided to fool around with a more offensive approach to the OU metagame. I started with a simple Mawile+Salamence offensive core, and ended up with Playdoll. Here it goes.

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Playdoll (Mawile) @ Mawilite
Ability: Intimidate
EVs: 128 Spd / 252 Atk / 128 HP
Adamant Nature
- Substitute
- Focus Punch
- Play Rough
- Sucker Punch

I love this thing so much. SubPunch Mawile absolutely wrecks. Substitute for the many switches this guy will be forcing while Focus Punch (which is STRONGER than STAB Play Rough) wrecks anything that doesn't resist it, and decimates Mawile's most common switch ins.

252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Ferrothorn: 368-434 (104.5 - 123.2%) -- guaranteed OHKO

252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Skarmory: 175-207 (52.3 - 61.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 0 Def Heatran: 588-692 (152.3 - 179.2%) -- guaranteed OHKO

Steels will think twice about switching into this monster. Play Rough is a powerful, reliable STAB which usually hits what Focus Punch cannot. Sucker Punch rounds out my Fairy/Fighting/Dark coverage and helps me deal with faster threats. The beauty of this set is the fact that once behind a sub, Mawile is very hard to take down. You either attack and get Sucker Punched in the face, or attack still and get Focus Punched even harder, or just hit with that STAB Play Rough. 128 Speed EVs Adamant ensure I outspeed uninvested Trevenant, Jellicent, Tyranitar, Gourgeist, and Scizor's Bullet Punch. The first two are extremely important as once you set up in the grass/ghosts's faces, its game over. This is, in my opinion, one of THE best Mega Mawile sets and it's just a phenomenal wall breaker.

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Sally (Salamence) @ Expert Belt
Ability: Intimidate
EVs: 252 Spd / 192 SAtk / 64 Atk
Naive Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Dragon Claw

Return of MixMence. God, I love this thing. It still hasn't lost it's shine. Expert Belt because this Mence WILL be taking hits and I like expert belt to bluff items. Draco Meteor to decimate physical walls, Fire Blast for Ferro, Skarm, Forretress, bulky Steels not named Heatran, basically. Earthquake deals with the aforementioned Heatran, and rounds out coverage. Dragon Claw is my physical STAB of choice because being locked into Outrage when I'm a wall breaker definitely doesn't help me. Max Speed is imperative to reach that Base 100 benchmark while 192 SAtk and 64 Atk give me just enough firepower to plow through the premier physical and special walls of OU. Salamence has excellent synergy with Mawile, resisting nearly every type bar Electric, Ghost, and Steel. I run Intimidate over Moxie because the forced switches help a lot and I find myself often double intimidating a Pokemon with Mawile before the Mega, thus forcing it out and setting up the Sub for myself.

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Labor (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 4 HP / 252 SDef / 252 Atk
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

This thing is so raw. I've encountered entire teams where no one could truly safely switch into this monster. This thing is my answer to the number one Pokemon in OU right now, Rotom-W. It takes Will-O-Wisps meant for Mawile/Mence like a champ and gains HP back with Drain Punch, finishing it off with Mach Punch. Knock Off cripples just about any Pokemon not named Mega, and gives Conk a way to deal with Psychic and Ghost types which it handles perfectly. Ice Punch is for Lando-T, Gliscor, Chomp, and the occasional Zygarde. I run Max Special Defense and Attack over Max HP and Attack because Conkeldurr's HP is already pretty damn high, so maxing Special Def seems better in my opinion. Conk's job is to cripple things with Knock Off and wear down the opponent, a role he does well.

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Toaster (Rotom-Heat) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Thunder Wave
- Overheat
- Volt Switch

Rotom-H is so good this gen. Rain nerfed, immune to paralysis and burn, a decent check to Talonflame...it has a lot going for it. I run specially defensive double status because paralysis support and burned pokemon really help Mence/Mawile do their thing. Will-O-Wisps burns physical attackers while Thunder Wave punishes special attackers thinking they can just absorb it. Volt Switch for momentum and a decent STAB and Overheat as my secondary STAB, punishing a number of pokemon, most notably Steels. Max Special Defense and HP for the best Special bulk possible. Rotom-H serves as a decent check to Talonflame and a number of special attackers, absorbing their special attacks and crippling them with T-Wave. He's the first part of my defensive core.

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Barbed Wire (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Leech Seed
- Power Whip
- Thunder Wave
- Stealth Rock

Ferrothorn completes the other half of the core, and fits it nicely. Ferro serves as the defensive tank of the team, and walls a number of threats that would otherwise rip through this team, such as Azumarill. Leech Seed for extra recovery and it helps out the rest of the team as well. Power Whip for a decently powered STAB that can punish Rotom-W while T-Wave is for paralysis support for Mawile. SR helps net important KOs for the other members of the team and is a great all-around hazard to have on the field. The EV spread maxes out it's defense for the best possible result against physical attackers.

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Diggersbytho (Diggersby) @ Choice Scarf
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Return
- U-turn
- Wild Charge

The final member of the team, Scarf Diggersby. Diggers serves as my revenge killer and scouter, as when equipped with a choice scarf it outspeeds nearly everything up to base 130s. Earthquake and Return are stupidly powerful STABs coming off that amazing attack stat thanks to Huge Power, whille U-Turn is used for scouting and taking chunks out of what switches in. Wild Charge takes care of bulky Waters like Gyrarados, Manaphy, and Vaporeon. Jolly 252 Speed outspeeds a majority of the metagame, and Diggersby's attack is maxed out for maximum damage output.

[W E A K N E S S E S]

  • Mega Medicham rips through this team. I mean it can OHKO nearly every member. Nothing switches into it safely.
  • No spinner or defogger really hurts my team but I don't know what to replace.
  • Mega Charizard X has also proven to be a pain in the ass once set up.
  • Sticky Web hurts me significantly, which brings us back to the teams lack of a hazards remover.
  • Although I have a scarfer, the once nearly anything gets to +1 in speed none of my pokemon can really stop them.
  • My team's lack of speed really hurts.

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This is the team, then. I would REALLY appreciate suggestions on alternate team options and the such. Mawile/Mence are staying the way they are, however, spreads and all. Thank you for looking at this team!​
 
Focus Punch is really quite ingenious, since you can punish Heatran trying to Roar it out even without Sub with proper prediction.

252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 252+ Def Eviolite Chansey: 816-962 (115.9 - 136.6%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Focus Punch vs. 252 HP / 0 Def Heatran: 588-692 (152.3 - 179.2%) -- guaranteed OHKO

It can also hit Skarmory

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Mega Medicham rips through this team. I mean it can OHKO nearly every member. Nothing switches into it safely.

No shit, your team is slow, and you rely on paralysis support.
 
I agree with CML. If your team is reliant on paralysis to offset the lack of speed your team, aside from MixMence and CB DiggerThug, has then MAYBE, as this is a Thread you may want to try dropping Ferrothorn for the following:

Klefki @ Red Card / Light Clay
Ability: Prankster
Calm Nature
EVs: 252 HP / 252 SpD / 4 Def
- Thunder Wave
- Spikes / Light Screen
- Recylce / Reflect
- Flash Cannon / Foul Play / Play Rough

Even though whichever set you use might be "Taunt Bait" your Ferrothorn is falling into that same category as well. What separates Key Chainz from Ferro is that because of Prankster your still getting off a +1 Priority T-Wave and and if it buys you a turn or two to set up Spikes or Reflect/Light Screen then your already establishing the tempo of the match buy forcing your opponent to switch into their Rapid Spinner/Defogger; allowing you to paralyze almost all of those users with the exception of Excadrill and the random Donphan.

See if this works out better for you? Happy Battling.
 
Hello.

I got your request, nice team you have here dude, I love Mega Mawile so much so props to you on that. On to the rate:

This team main flaw is it's lack of speed even with Diggersby scarfed, I just don't think it is that good as a scarfer so I recommend you try out Scarf Garchomp over Diggersby because it is way faster and can be a pretty cool stallbreaker. Which can help vs Mega Medicham. As Garchomp can do a ton of damage to Mega Cham and it is bulkier than diggersby tho.

On Conkeldurr I recommend you try out an EV Spread of 120 HP / 252 Atk / 116 SpD / 20 Spe , I personallyt use this and I love it so much as it gives me power, Bulk a bit of speed and Survivability. While it might seem weird it works really well, trust me.

If you want a defogger you can try out Skarmory over Ferrothorn as it can get defog,reliable rcovery and Taunt which is quite helpful for shutting down those Jellicent or Ferrothorn which can help you out pretty well, although I don't replacing more than two pokemon in a team I think this is necessary.

Sorry if this rate isn't very good, it's just I'm kind of tired because of school and such but that is no impediment to leave you without a rate.

Garchomp @ Choice Scarf
Ability: Rough Skin
EV: 252 Atk / 252 Spe / 4 Def
Jolly/Naive Nature
-Dragon Claw
-Earthquake
-Fire Fang / Fire Blast
-Outrage/ Stone Miss Edge

Skarmory Leftovers
Ability: Sturdy
EV's: 252 HP / 232 Def / 24 Spe
Impish Nature
-Brave Bird
-Defog
-Taunt/ Whirlwind
-Roost

Hope my suggestions were helpful or at least thought-provoking.

Good Luck and have fun!

PS: Sorry if my rate wasn't very good , school just tires me out sometimes D:
 
Changing Diggers for Chomp and Ferro for Skarm. What do those specific EVs on conk specifically do for it? I want to know before testing it out, as 252 atk/252 SpDef has been working wonderfully for me
 
Hey man I got your request, and im here to try and help you out a bit. First of is is a cool team featuring the power of Mega Mawile. You use its scare tactics to set up a substitute and focus punch things, which is pretty cool, sub punchers are rare nowadays. From there you use walbreaker Mence to crush things and pave the way for a Mega Mawile sweep, and you use Conkelldurr to counter Rotom-w who could pass burns and what not to your teammates (specifically mawile). Rotom-H and Ferrothorn make up your defensive core, while lastly, Diggersby is there to revenge kill things. Right now I see multiple weak links. As you said, Mega Medicham is a huge threat especially early game. Nothing can reliably switch in on it. Charizard X is also a huge threat, as it can set up on your Defensive core, and just rampage through your team with Dragon claw + Fire Punch, so if it runs DD Roost, its pretty much gg. Azumarill is a big threat as well if it carries Superpower, and lastly, Entei is a big threat hitting your entire team for a ohko with spikes up. You also run Salamence and Rotom-H without any sort of hazard control, which is bad in itself. Lastly, Mega Venu walls your entire team, with eerything 3hkoing it.

Basically, a lot of physical sweepers really hurt you. You really lack any bulk allowing things to straight up run through you. Ferrothorn is nice and all, but I think making the change of Ferrothorn to Kings Shield Aegislash. Having Kings Shield lets you take on a lot of big bad sweepers, such as Azumarill, Mega Medicham, Entei (lacking Bulldoze) and more. It acts more as a pivot, as its amazing bulk is, well, amazing. I think having it should be much better for your team. Ghost typing really helps against hard walling Medicham, and also puts pressure on them so they dont sweep you with HJK.

Next, replacing Salamence with Defog Latios should help you a little. It provides hazard removal and can check Charizard Y and to an extent Charizard X. It also helps fill the same role as Salamence, in that it wallbreaks with LO Draco Meteor. It also helps with Azumarill in that it resists Aqua Jet and can hit back with Thunderbolt. Lastly, you might want to run Quick Attack on Diggersby over Wild Charge. Quick Attack is a nice priority to spam late game or even to just quick kill already set up Charizard X or other stuff. Wild Charge just kills you faster and you would rather U turn out anyway. I hoped I helped your team! Good luck

Aegislash @ Leftovers
Trait: Stance Change
EVs: 252 HP/ 252 Atk/ 4 SpA
Brave Nature
- Sacred Sword
- Shadow Ball
- Shadow Sneak
- Kings Shield

Latios @ Life Orb
Trait: Levitate
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Psyshock
- Defog
 
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