SM OU Bulky offense - feat. Shuca TR Magearna

Bulky offense - feat. Shuca TR Magearna

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Introduction

While I primarily play very pressure-heavy teams that aim to get up hazards and abuse momentum, I wanted to go for something else this time. Also, I usually have my go-to Megas in each metagame, but always wanted to make M-Camerupt work - one of the hardest hitting OU Mons. Another playstyle I really like is Trick Room, though there are some major flaws to it. Not only is it glaringly obvious from the team preview what exactly you bring, you also telegraph your plays throughout the game. Last but not least, Protect stall, smart switches and Focus Sash can mess up your sweep as well.
I wanted to build something that still allows for that Trick Room sweep, but more as an ace in the hole - not the primary mode of the team; breaking through walls early, crippling opposing threats, whittling down important checks until you flip the switch late-game, catching your opponent offguard and taking the victory.

Teambuilding Process

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I usually start with the Mega I build around, and I currently see quite some merit in Camerupt. While the atrocious speed has always held it back, theres pretty much nothing in OU that likes to take the combination of Fire Blast and Earth Power with Sheer Force and an incredible 145 base Sp.Atk - or is there?

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Well there is - in the form bulky Water types, especially with a Ground immunity, like Mantine. M-Camerupt also is not a good lead, as it loses to Landorus-T and Greninja. Tapu Koko acts as an excellent Pivot and aids M-Camerupt by tackling the Water types it cannot take out. Together, they forge my offensive core, not leaving much that can take on both. To top it off, M-Camerupt learns Nature Power - meaning Tapu Koko grants it access to an Electric Terrain boosted, Sheer Force boosted Thunderbolt, allowing it to even take on Water types.

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With a 4x weakness to Water and two 2x weaknesses to Ground, it is mandatory to fill some of the holes present in my offensive core. Mantine immaculately covers both of them and can stall out a majority of current OU threats, while being able to cripple with status afflictions and supporting through Defog - allowing my core to apply more pressure vs. Hazard heavy teams.

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To add to my defensive threats, I wanted something that covers the 4x Electric weakness of Mantine. While both M-Camerupt and Tapu Koko can switch into those moves, I did not want to rely on predictions, as both of them can be 2HKO'd when my opponent sees the switch coming. Also, Tangrowth provides resistance to Rock moves that threaten Mantine, while further covering the Ground weakness of its offensive companions. Looking at this lineup, I was already very satisfied, though it was really lacking reliable answers to M-Medicham and M-Lopunny.

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Defensive Mew immediately sprang to mind. Threatening all sorts of coverage moves, spreading Will-O-Wisp burns and providing yet another source of recovery coupled with Mantine's Roost and Tangrowth's Regenerator. Scanning through the top OU threats, viability rankings, and thinking of possible weaknesses I concluded the team was already well-rounded from an 'external', a responsive standpoint; not having much that breaks through it. So the best way to round it off, I felt, was something that enables more proactive pressure. Something that allows the team to take victories after successfully crippling its opponents and scouting for sets & threats.

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Referring back to my Introduction, where I mentioned how I like the general idea of Trick Room, that's what I went with. While this means I have no Scarfer on the team, I have another form of speed control and can add yet another bulky offense member to the squad. Not only that, but it ties together perfectly well with the Mon I originally built around - M-Camerupt. While it would primarily break through walls off of switch iniative from e.g. Tapu Koko, it now can do much more. Its atrocious speed became an asset, as long as it can switch into Hazards for at least one more time in the lategame.
Now that the lineup was set, it was time to determine the exact sets to run:


The Team

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Camerupt-Mega @
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Ability: Sheer Force
EVs: 216 HP / 168 SpA / 124 Spe
IVs: 0 Atk
Modest
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power

The general theme of 'make Camerupt break anything' continues in this EV spread. This way, it outspeeds Toxapex and OHKOs the common mixed Wall set at 100%. Stealth Rocks to capitalize on early switch iniative, as it threatens the likes of Ferrothorn, Celesteela, Tapu Koko and others for free hazards. Nature Power to utilize Electric Terrain and act as an immaculate lure to common checks like Mantine.

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Tapu Koko @
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Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
IVs: 30 Spe
Naive
- U-Turn
- Wild Charge
- Taunt
- Hidden Power [Ice]

I went with a physical set, as the team was very Special Attack heavy. Also, U-Turn guarantees switch iniatitive opposed to Volt Switch, which I can capitalize very well on with Mantine in the back - any Ground type that might wanna switch into Tapu Koko will allow me to bring in Mantine for free Scalds, Defogs or Toxics. Taunt is chosen as a way to stop Chansey and Defoggers, while Hidden Power [Ice] is mandatory to answer common Ground types. The Z Crystal goes to Koko as a reliable way of breaking through a threat and seizing momentum. Magearna was the other candidate, which I will come to later.

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Mantine @
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Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
Bold
- Scald
- Roost
- Toxic
- Defog

Scald allows for a decently hard hitting STAB move while fishing for burns. Roost and Leftovers to wall, very standard. Toxic is chosen over Haze, as without any setup sweeper, this team might have troubles breaking certain Mons like Gastrodon. For the 4th slot, Defog is still preferred over Haze, as my defensive Mantine, Tangrowth, Mew core needs to switch frequently to answer threats. Also, my team is very vulnerable to Toxic Spikes elsewise.

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Tangrowth @
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Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
IVs: 30 Atk / 30 Sp. Atk / 30 Spe
Sassy
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake

Assault Vest is chosen as Scald burns and Mew's Will-O-Wisp coupled with Tangrowth's base Defense suffice for taking on physical threats. While Leech Seed would be appreciated to force out Mons that are harder to break through and to rejuvenate M-Camerupt and Tapu Koko, the Sp Def bulk is preferred. Hidden Power [Fire] allows it to take on common Grass and Steel switch-ins. Ice would also be an option, though Tapu Koko already covers that niche. Earthquake allows Tangrowth to catch Heatran on the switch.

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Mew @
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Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
IVs: 0 Atk
Bold
- Volt Switch
- Psychic
- Will-O-Wisp
- Soft-Boiled

Volt Switch may be considered 'odd' on Mew, though I really love what it enables. Just like people love Scizor for slow U-Turns, this Mew set allows me to safely bring in threats like Magearna, Tapu Koko or M-Camerupt. Considerung the very decent base Sp. Atk and the Electric Terrain, it can dish out considerable hits aswell, catching Mons like (M-) Gyarados offguard, or even Skarmory that thinks to get off a free Defog, suddenly granting you free switch iniative. Last but not least, with the current prevelance of Tyranitar to Pursuit trap, Volt Switch lures it in perfectly, being answered immediately by a free switch into e.g. Magearna, allowing for a Trick Room sweep. Psychic is taken over coverage like Ice Beam to add more overall type coverage to the team and to allow Mew for more significant offensive pressure, shortening the clock of the Mons it walls. Will-O-Wisp, Soft-Boiled and Leftovers as the obvious choices to take on physical threats and remain healthy throughout the game.

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Magearna@
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Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Atk
Modest
- Fleur Cannon
- Ice Beam
- Thunderbolt
- Trick Room

The back-up plan, the ace in the hole. The team's defensive core allows Magearna to be preserved until the very late stage of the game, spreading status afflictions, crippling threats. Once your opponent breaks through, his resources will be exhausted. If he ever grants you a switch into Magearna, whether it be Outrage lock, Tapu Koko's U-Turn, Mew's slow Volt Switch or a timely sac - once Magearna comes in safely and sets up Trick Room, your opponent is in trouble. Fleur Cannon to take on fat threats and as an incredibly hard hitting STAB move - it also covers the very present weakness to (M-) Tyranitar, as Mantine being weak to Stone Edge won't suffice when not getting the Scald burn. Flash Cannon was orginally taken over Ice Beam, though that would only leave me with a Hidden Power [Ice] from physical Tapu Koko - not the most reliable way to beat the likes of Landorus-Therian, Zygarde etc. Also, Thunderbolt under electric terrain hits harder than a STAB Flash Cannon. Shuca Berry is chosen to take Earthquakes or other strong Ground moves and pretty much guarantee the Trick Room, as long as Magearna is only brought out late game. The best part: even if your opponent happens to still have an answer to this tremendous threat lategame, M-Camerupt is right there to come in and continue claiming kills under Trick Room - just an overall lethal finisher.

Showdown Import

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Wild Charge
- Taunt
- Hidden Power [Ice]

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Toxic
- Defog

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Ice Beam
- Thunderbolt
- Trick Room

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Psychic
- Will-O-Wisp
- Roost


Conclusion

I haven't gotten to play this team to immense extent yet. Still, I have quite alot of games under the belt with it already and it is doing immaculately. First testing it on my ~1400ish alt, then switching to games in the ~1700ish range, I haven't found much that can take this team on. Not only would you need to be able to break through 3 fat walls that spread status conditions, cripple you with Knock Off and present excellent typing coverage - you still need enough answers lategame to stop Magearna's Trick Room, accompanied by a M-Camerupt by its side. One does need to be aware of potential setup Mons, as Mantine would love to have Haze as a 5th move but cannot afford to run it in this team, I feel. Still, besides M-Tyranitar, being ridicilously bulky due to its Sand Stream and Base Sp. Def bulk and having perfect coverage through Stone Edge & double Punches, most other setup Mons haven't given me much trouble yet.
I would love to hear your feedback, and I will try to add some Showdown Replays later on if I got the time on my hands, and people seem to be interested in seeing it in action. Happy laddering!​
 
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Hello GerardSama!

Very cool team you've got here. MegaCamerupt is extremely rare in OU, and I'm really glad to see you put a solid a beautiful team together around it.
I absolutely respect your build and would like to suggest really minor changes to help you against some threats you didn't mention.


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&
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Contrary to the ORAS metagame, SD landorus is a dominant force right now, and it is so common that we often forget to make sure we can beat it. The problem is that your team is extremely slow and has no way to stop a +2 Z Fly or worse, +2 Z stoneedge landorus. Koko's HP ice is too weak, and tangrowth doesn't have HP ice to put it in KO range. Zygarde can also set up on tangrowth and mantine with substitute and sweepyour team. Therefore I would like to suggest you running HP ice on Tangrowth, you already have camerupt as a free switchin to ferrothorn and scizor. Another good idea would be to give up voltswitch on mew which isn't really good and use Icebeam on Mew, because you will have an hard time beating zygarde when tangrowth is Ko'd by +1 devastating drake from zygarde. Yeah, one is never enough prepared to face zygarde^^ Making mew faster will help you beat SD landorus 1v1.
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Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Stealth rock


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Chansey is one of the biggest threats in OU, because you can't beat it without spikes, taunt or physical attackers. Its combination of toxic+seismic toss is actually able to "sweep" your team, since all your pokemons lose to this combo. This will entail some changes: you need a physical, reliable breaker. Your whole team works thanks to camerupt's lack of counters in Ou, and chansey annihilates your strategy. A decent player will send tangrowth or quagsire on koko so the lure won't work.
On that account, you could try SD Tapu Bulu > Tangrowth. It's one of the best stallbreakers, and you can get rid of tangrowth because you already have camrupt for voltswitches, mantine for greninja: tangrowth isn't that useful in your team. A secondary breaker is really welcome. Note that it beats zygarde extremely easily and provides grassy terrain to your camerupt!
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Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Substitute
- Horn Leech
- Superpower

Basically free win vs stall (beats clefable unaware), tho if you don't want life orb you can use this:

Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Superpower
- Wood Hammer
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That's a pretty solid team and I think other threats can be adressed without to much problems. So now let me move on to some astute changes which can transform your momentum and matchups :

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ElectriumZ -> Specs
Your team needs a fast wincondition and revenge killer. Z wildcharge is only used for magearna and chansey: the former isn't a threat yo your team (free camerupt) while the latter is paired with quagsire or tangrowth making this set less viable. A strong specs koko can sweep teams, and you just need to voltswitch on a tangrowth or ferrothorn to bring camerupt. So when koko can't sweep, camerupt does. Specs is therefore not deadweight and works in tandem with camerupt. Specs HP ice is a great Revnege Killing tool vs landorus and garchomp.
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Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power Ice
252 SpA Choice Specs Tapu Koko Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 360-428 (100.5 - 119.5%) -- guaranteed OHKO
252 SpA Choice Specs Tapu Koko Hidden Power Ice vs. 0 HP / 0 SpD Landorus-Therian: 384-452 (120.3 - 141.6%) -- guaranteed OHKO

252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Landorus-Therian: 190-225 (59.5 - 70.5%) -- guaranteed 2HKO

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Physical wall-> Mixed wall
Mantine has the perfect bulk to deal with gengar, greninja ash and specs pelipper. A physical spread won't help you beat a SD landorus or zygarde, so take advantage of its sepcial bulk to avoid KOs. If you use tapu bulu> tangrowth, you will prefer sending mantine on greninja rather than taking a lot of damage on bulu.
Haze is a cool option to avoid a 6-0 vs calmmind clefable.
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Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 136 Def / 124 SpD
Calm Nature
- Roost
- Scald
- Toxic
- Defog
252 Atk Greninja Rock Slide vs. 248 HP / 136 Def Mantine: 148-176 (39.6 - 47.1%) -- guaranteed 3HKO after Leftovers recovery

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Voltswitch -> Stealth rock & fast spread
I think psychic is ok to scare venusaur away if you have bulu as a super strong counter to Zygarde. Bold mew doesn't bring more benefits than fats mew:
252 Atk Lopunny-Mega Return vs. 240 HP / 156 Def Mew: 148-175 (36.9 - 43.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
- Psychic
- Will-O-Wisp
- Soft-Boiled
- Stealth rock
Stealth rock mew scares opposing rockers to come in thanks to Wow . And because it entails this..... :


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Stealth rock -> Yawn
This set is insane because, if you yawn a latios on the switch, it is forced to switch and it is very unlikely the incoming pokemon resists camerupt stabs. You can also spam yawn and see your opponent take tons of damage on stealth rock (of mew). Can scare chansey away too and roast something on the switch.

Lastly,
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Ice beam -> Flash cannon
Fleur+Icebeam is redundant since modest fleur almost ohkos landorus, kills zygarde.... So using another stab is a better idea, and will help you secure KOs vs tapu lele, hit venusaur much harder, and allow your team to beat calmmind clefable.

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Well, that's all, your team is already very solid, so I don't think there's anything else to add. I really hope I helped you dealing with some threats and matchups, and get a more agressive team. Feel free to comment my proposals! :)

Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Superpower
- Wood Hammer

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power Ice

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 136 Def / 124 SpD
Calm Nature
- Roost
- Scald
- Toxic
- Defog

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Thunderbolt
- Trick Room

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Yawn
- Fire Blast
- Earth Power
- Nature Power

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
- Psychic
- Will-O-Wisp
- Soft-Boiled
- Stealth Rock
 
Damn, thanks for your in-depth reply! I am glad to hear you like the build and that it seems to be very well-rounded already.
My somewhat-answer to Chansey is supposed to be Koko w/ Taunt into either U-Turn or Gigavolt Havoc, but as you did point out the common Chansey partners would give me trouble in that regard. Therefore the switch from Tangrowth to Bulu would make good sense, as an additional way to break. Now having added a severe physical threat, Koko would be allowed to go for a Specs set, as you suggested, also freeing up my Z Crystal slot. Would you advise to refrain from Sub SD Grassium Bulu? Running Life Orb or not doesn't change much about the viability of Substitute, from my understanding. [Edit: just realized, you would ofc not be able to run Wood Hammer, so nevermind that]

The Flash Cannon on Magearna was what I initially ran, and now that I would run a Sp. Atk Specs Koko, granting a way more reliable HP Ice, I think that would be the better choice indeed.
I do like running phys Def Mantine sets as its base Sp. Def is already ridicilous, but I guess I might give the mixed one a try aswell - shouldn't make a huge difference on the physical side as you said, especially against setup.

What I am not all too fond of is the switch to a more speedy Mew while also sacrificing physical bulk on Mantine and Tangrowth → Bulu. Could you elaborate a bit more on as to why you prefer that set, while also going Rocks? I find myself being able to get off early SR with Camerupt frequently due to Koko's U-Turn and Mew's Volt Switch. So I could need some extra convincing work on that one :P

All in all, glad to finally hear some feedback on the build. Had expected this to be more active, but your suggestions already gave me alot of insight :)
 
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Hello GerardSama, HQuazeSenpai is here to rate your team.
I'm not gonna lie, your team has impressed me a lot. Especially the core MCamerupt with Trick Room Magearna revealed to be very effective while testing because they both cover each other's threats, while Trick Room fills the lack of speed. Shuca plays an important role here being able to bait the most common ground type threats in the meta as Landorus, Garchomp and Zygarde, which are good checks to Mega Camerupt. The bait of nature power under electric terrain for Mantine and Pelipper on Cam is cool af imo. The rest just fits really well, there isn't much to say.
Now I'd like to talk about the threats.
Having all those grounded mons and being your only ground immunity Mantine makes you really weak to hazards.
Also volt-turn cores like MZor+ Koko are really scary as well as breakers like MMawile and Tapu lele. With hazards-up Greninja becomes a threat as well as Magearna. Last threats I'd like to mention are double dance Landorus and Zygarde sub ddance which are strong enough to 6-0 the whole team if toxic spikes are up. I honestly don't think all those threats can be fixed but there are few changes that could help.

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Defog
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Ice Beam

First of all I'd suggest you to change Mew's moveset replacing volt switch and psychic for ice beam and defog. Ice beam helps against the aforementioned Zygarde and Landorus while double defog should help you against hazards. Mew is your Tapu Koko's switch in order to threaten the next volt-turn user with will-o-wisp (N.B: Only if you think your opponent is gonna stall you with a volt-turn core). You'll take ten million damage but it's worth it. Of course it always depends on the situation.
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Roost

Naive--> Hasty nature [+Speed -Phys. Def.]
On Tapu Koko I'd change the nature from Naive to Hasty and replace Taunt for roost, all this to gain more longevity. The nature allows Koko to not die from water shuriken by Greninja-Ash which otherways would be a roll. Also the nature change allows you to take better dark pulse from the regular form. Magearna's ice beam at +1 won't be able to kill it anymore after rocks. You rarely will be able to use taunt without getting punished, which is the reason that made think to replace it for roost. This mon is important against stall and shit like cmind Clefable/ Magearna.
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Haze
In my opinion haze is overall better than toxic on a mantine because it stops common threats like Suicune, Keldeo sub cmind and Gyarados from winning. This also helps against Reuniclus and Clefable cmind which aren't that used but are still threatning. Unfortunately you won't be able to touch the charizard, greninja and zapdos but you have other checks for them. Because of the hazards weakness you may go into this mon the exact turn when you think your opponent is getting up rocks and you will be able to defog w/o getting punished with z-stone edge or toxic.
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Flash Cannon

Lastly I'd recommend you to replace fleur cannon with flash cannon in order to hit harder opposings Magearna and stall out mons like Mew with spe def drops. It's not that convenient having a move that drops the sp. attack when trick room's up since it would force you to switch out losing momentum and tr turns. You should keep this mon as healthy as possible in order to bait ground type mons and survive a hit for setting up the trick room.

Fazit
The team was great from the beggining and didn't need so much fixes. I won some games on high ladder so I can tell you that it works, eventhough all those threats.
I hope I've helped you with the team :)!
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Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Wild Charge
- Roost
- Hidden Power [Ice]

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Haze
- Defog

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Ice Beam
- Thunderbolt
- Trick Room

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Defog
- Will-O-Wisp
- Soft-Boiled

fck ktut, why do you have to outspeed me
 
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Damn, thanks for your in-depth reply! I am glad to hear you like the build and that it seems to be very well-rounded already.
My somewhat-answer to Chansey is supposed to be Koko w/ Taunt into either U-Turn or Gigavolt Havoc, but as you did point out the common Chansey partners would give me trouble in that regard. Therefore the switch from Tangrowth to Bulu would make good sense, as an additional way to break. Now having added a severe physical threat, Koko would be allowed to go for a Specs set, as you suggested, also freeing up my Z Crystal slot. Would you advise to refrain from Sub SD Grassium Bulu? Running Life Orb or not doesn't change much about the viability of Substitute, from my understanding. [Edit: just realized, you would ofc not be able to run Wood Hammer, so nevermind that]

The Flash Cannon on Magearna was what I initially ran, and now that I would run a Sp. Atk Specs Koko, granting a way more reliable HP Ice, I think that would be the better choice indeed.
I do like running phys Def Mantine sets as its base Sp. Def is already ridicilous, but I guess I might give the mixed one a try aswell - shouldn't make a huge difference on the physical side as you said, especially against setup.

What I am not all too fond of is the switch to a more speedy Mew while also sacrificing physical bulk on Mantine and Tangrowth → Bulu. Could you elaborate a bit more on as to why you prefer that set, while also going Rocks? I find myself being able to get off early SR with Camerupt frequently due to Koko's U-Turn and Mew's Volt Switch. So I could need some extra convincing work on that one :P

All in all, glad to finally hear some feedback on the build. Had expected this to be more active, but your suggestions already gave me alot of insight :)
I think GrassiumZ helps more than lifeorb, the latter making your matchup vs stall safe100% because it doesn't require to beat clefable in 5 turns. keeping its health is much better indeed.

Mew's spread is made to beat SD landorus 1v1, which is a top threat to your team. Bold mew has very little advantages over timid, you avoid 2hkos from lop and medi, anyway grassy terrain can help your mew too.

You can check the smogon set of mew: http://www.smogon.com/dex/sm/pokemon/mew/ , for more explanations.

See you! :)
 
HQuaze
Thanks for your very positive feedback :] I'm mostly a lurker but judging by what I can see, getting such responses from the both of you seems to show the strength of the team.

The Hasty nature on Koko actually has some very good points, changed that immediately.

I haven't found myself having too many problems with hazards yet, but double Defog definitely is something I will try.

I really like Fleur Cannon on Magearna as its one of my few immediate answers to (M-) Tyranitar and coupled with Soul-Heart the drop isn't all too significant from what I can tell, especially lategame when most things whill be severely damaged already. But I might give it a try. Though Electric Terrain TBolt hits harder than Flash Cannon and M-Camerupt already hits Magearna very well. If I do go for Ice Beam on Mew, I could get rid of it on Magearna for Flash Cannon instead, maybe(?).

Haze is a move I definitely want to run on Mantine! Though I just don't see myself breaking certain walls without it :| Especially when also giving up Fleur Cannon, that's 2 valuable tools less to tackle fat Mons.

Again thanks for your reply, now I am torn between which changes to apply lol! I will test both versions, maybe a marriage of all 3, and see what works the best. I think most of it is just preference and meta calls, the team is probably already well rounded - and your feedback seems to verify that.

Ktütverde
Alright will try the Grassium Z Bulu for now then. I also think keeping it healthy makes more sense in this team, will see.

Looking at it, speed creeping SD Lando definitely would be of merit, will test speedy Mew I guess :)
 
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