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SS OU Swapert and the gang

Hello! I just returned to competitive play after a hiatus. Last time i played in SM, so i had a great deal of catching up to do. Since then this is my first team, and the 8th iteration in that. However i still struggle against a couple of threats (Cinderace, is te main among them, and some walls like Blissey and Clefable), so i would love to get some feedback, and come constructive criticism.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Ice Fang
- Stone Edge

Ttar is my main offense guy, with the surprise Ice Fang, and generally faster than expected with the scarf, and able to demonlist a lot of threats. Mostle against Fire types, except for Cinderace since it is faster still and a high jump kick ohkos. Snad Stream does a nice chip damage wich is cool to break a couple of sashes. A fast surprise Stone Edge is the bread and butter of this guy, (except when it misses), and it takes down any slower fire type, Earthquake to round it out, so i have a secondary Electric removal engine

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 252 SpD
Careful Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Ice Beam

Usually my opener, and stealth rock setter. Flip turn makes it a good pivot, and a surprise Ice Beam really hurts things like Landorus. And generally the switch ins, like grass types. I want really sold on the Damp ability, but it came into play more times than i tought. It's the main man of the team, and i try to complement it with the others, and try to keep it in the team if possible.

Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast
- Shadow Ball
- Psychic

My main setup sweeper, i try to swith it into a fire move, and the roll over the enemy team if i can. Works pretty well with ttar, since usually fire types expect ttar to switch in, and try to predict that with a HJumpKick. I really love the punch it packs after a flash fire, with Fire balst, but it really hurts when it misses, since usually it goes down in that case, because it is so frail.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Knock Off
- Power Whip
- Toxic

Breaking walls with toxic, and stalling out them. Also a Knock Off on a predicted swith usually gets rid of a Boot or two from fire types. Works well with Swampert, since the opponents usually think Ferrothorn is my rock setter and lead , and try to counter with fire types. I try to use thim as a counter to fairy type walls, or blissey, hence the gyro ball. Still since mystical fire this plan fails mostly.

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Dragon Claw
- Dual Wingbeat
- Brick Break

Intimidate, and ground witch in, with decent damage output, and surprise Fire Fang. Destroys most Grass, or Steel types, but really weak to fairy type switch ins. I an not sure Brick Break is the best choice here, or i just haven"t found the correct situation to use it for. Dual Wingbeat on the other hand really useful, with life orb it hits like a truck(or two)

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpA
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Dazzling Gleam
- Haze

Dagon immunity and Fairy type/setup sweeper remover. A good WoW is invaluable against garchomp and the likes. Currently this mon is the new addition to the team, still trying to mold the movepool to complement the others. It came in place of Hatterene, since i needed a poison stab for the team.
 
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Nice team you got. I'm just gonna put in my immediate thoughts on the team

On Tyranitar, use ice punch. There is almost no reason to use ice fang over ice punch since your targets, which usually is Landorus Therian or Garchomp, will probably survive an ice fang, probably anyway

On Swampert, use sassy nature with zero speed ivs. Switch move lose their point if your opponent is the one reading your moves due to you moving first and not the other way around

On Ferrothorn, replace gyro ball and toxic with spikes and leech seed. This durian is literally hell to switch into. You either lose your item, get seeded on, get paralyzed or just straight up lays spikes in your face. Seed will give it some sort of recovery while spikes will wear down some of ou's big guns, namely Garchomp and Magearna, a lot faster than rocks does

Replace Chandelure with Spectrier. There is literally no reason to use any non Dragapult ghost type over the horse and even Pult has a rather tough time competing with it. You can use either a scarf set due to how brain dead it is to use or use the substitute set. I can't tell which set is better as I never tried the substitute set personally due to how easy it is to just click shadow ball and not think

Don't use Salamence. It's not that good in ou atm. It heavily competes with fellow dragon types Garchomp and Dragapult for a team slot, not to say about other dragons like Latios or Dragonite and stealth rock is still a thing and it's very easy to kill mence if it takes rocks damage. Use Garchomp over Salamence instead as your team lacks a way to remove Magearna in one shot

I don't believe a dragon immunity is that necessary atm as Spectrier is in the tier and it makes Latios difficult to use and Dragapult is busy trying to revenge kill the horse. The only thing you really need to watch out for is Garchomp scale shot that let's it go completely out of control. I suggest using Moltres over Weezing since you still need hazard removal. You don't wanna make opposing Ferrothorn too happy. Moltres would also serve as your Cinderace switch in because it is resistant to pyro ball, hjk and u turn. Now, if you do decide to use Moltres, only switch it in against Cinderace. Do not let it switch in against grass types as those things might remove its boots and that would be bad

Here's a sample team for you

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Ice Punch
- Stone Edge

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Ice Beam

Spectrier @ Leftovers
Ability: Grim Neigh
EVs: 112 HP / 20 Def / 172 SpA / 20 SpD / 184 Spe
Timid Nature
- Substitute
- Hex
- Calm Mind
- Will-O-Wisp

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Knock Off
- Power Whip
- Leech Seed

Garchomp @ Life Orb
Abiltiy: Rough Skin
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
- Stone Edge
- Fire Blast
- Earthquake
- Swords Dance

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Roost
- Flamethrower
- Scorching Sands
 
Nice team you got. I'm just gonna put in my immediate thoughts on the team

On Tyranitar, use ice punch. There is almost no reason to use ice fang over ice punch since your targets, which usually is Landorus Therian or Garchomp, will probably survive an ice fang, probably anyway

On Swampert, use sassy nature with zero speed ivs. Switch move lose their point if your opponent is the one reading your moves due to you moving first and not the other way around

On Ferrothorn, replace gyro ball and toxic with spikes and leech seed. This durian is literally hell to switch into. You either lose your item, get seeded on, get paralyzed or just straight up lays spikes in your face. Seed will give it some sort of recovery while spikes will wear down some of ou's big guns, namely Garchomp and Magearna, a lot faster than rocks does

Replace Chandelure with Spectrier. There is literally no reason to use any non Dragapult ghost type over the horse and even Pult has a rather tough time competing with it. You can use either a scarf set due to how brain dead it is to use or use the substitute set. I can't tell which set is better as I never tried the substitute set personally due to how easy it is to just click shadow ball and not think

Don't use Salamence. It's not that good in ou atm. It heavily competes with fellow dragon types Garchomp and Dragapult for a team slot, not to say about other dragons like Latios or Dragonite and stealth rock is still a thing and it's very easy to kill mence if it takes rocks damage. Use Garchomp over Salamence instead as your team lacks a way to remove Magearna in one shot

I don't believe a dragon immunity is that necessary atm as Spectrier is in the tier and it makes Latios difficult to use and Dragapult is busy trying to revenge kill the horse. The only thing you really need to watch out for is Garchomp scale shot that let's it go completely out of control. I suggest using Moltres over Weezing since you still need hazard removal. You don't wanna make opposing Ferrothorn too happy. Moltres would also serve as your Cinderace switch in because it is resistant to pyro ball, hjk and u turn. Now, if you do decide to use Moltres, only switch it in against Cinderace. Do not let it switch in against grass types as those things might remove its boots and that would be bad

Here's a sample team for you

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Ice Punch
- Stone Edge

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Ice Beam

Spectrier @ Leftovers
Ability: Grim Neigh
EVs: 112 HP / 20 Def / 172 SpA / 20 SpD / 184 Spe
Timid Nature
- Substitute
- Hex
- Calm Mind
- Will-O-Wisp

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Knock Off
- Power Whip
- Leech Seed

Garchomp @ Life Orb
Abiltiy: Rough Skin
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
- Stone Edge
- Fire Blast
- Earthquake
- Swords Dance

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Defog
- Roost
- Flamethrower
- Scorching Sands


Thanks for the suggestions! I ran a few trials witht his team, and i really liked it. A couple of notes:

Ice punch on TTar is good advice, i forgot that it's a TM in this gen.

Tweak on Swampert, super good, thanks.

Ferrothorn: I am on the fence with the leech seed-toxic switch , and i kinda miss the gyro ball, however laying extra hazards is really good, i'm gonna test it more to be able to draw reasonable conclusion.

Spectrier: is really good, the only problem is that i miss the psychic had, with all of its benefits.

Garchomp switch really worked out, no comment there its awesome.

With the Moltress switch i am on the fence. It really solves my Cinderace problem, however my team is really weak to any fairy, like Clefable, or any tapu. i kinda miss the stab Sludge Bomb to deal with them, and usually they check my whole team, especially a setup Clefabe, since i dont have a toxic, or poison move to deal with it.

Anyway, thanks for the advice, you really helped me a lot, if you have any more don't hold back :)
 
Thanks for the suggestions! I ran a few trials witht his team, and i really liked it. A couple of notes:

Ice punch on TTar is good advice, i forgot that it's a TM in this gen.

Tweak on Swampert, super good, thanks.

Ferrothorn: I am on the fence with the leech seed-toxic switch , and i kinda miss the gyro ball, however laying extra hazards is really good, i'm gonna test it more to be able to draw reasonable conclusion.

Spectrier: is really good, the only problem is that i miss the psychic had, with all of its benefits.

Garchomp switch really worked out, no comment there its awesome.

With the Moltress switch i am on the fence. It really solves my Cinderace problem, however my team is really weak to any fairy, like Clefable, or any tapu. i kinda miss the stab Sludge Bomb to deal with them, and usually they check my whole team, especially a setup Clefabe, since i dont have a toxic, or poison move to deal with it.

Anyway, thanks for the advice, you really helped me a lot, if you have any more don't hold back :)


There is no point to using gyro ball to be honest. It can only be used eight times so that's already an issue in of itself and two, Zapdos is still a thing and even tho paralysis doesn't really bother Ferrothorn, that twenty five percent is still incredibly annoying. Gyro ball also doesn't hit anything significant. Knock off is gonna bother the speedy ghosts a lot more than gyro ball and Clefable isn't taking too much damage from it either

That team isn't really that weak to the tapus. In fact, Garchomp just destroys them with a little help from Ferrothorn's spikes and after a swords dance boost while if Clefable gets even slightly chipped, Garchomp also just straight up kills it and it isn't too difficult to get a boost with chomp. You can also use a court change Cinderace over Moltres if fairies give you a lot of grief since it can learn gunk shot. I just don't like it that much since court change doesn't really remove the hazards especially since you have Ferrothorn on the team and Garchomp's earthquakes greatly maim all the fairies in the tier
 
Isn't scale shot a lot better for chomp right now than fire blast? you already have moltres to deal with corv, and that speed boost is really nice, plus dragon stab is solid to have too
 
Isn't scale shot a lot better for chomp right now than fire blast? you already have moltres to deal with corv, and that speed boost is really nice, plus dragon stab is solid to have too

Meh probably. Scale shot just gets on my nerves due to how inconsistent it is and making Corvinight think twice about coming in is amusing since it is never gonna stay in against Moltres and it loves coming in on Garchomp
 
Meh probably. Scale shot just gets on my nerves due to how inconsistent it is and making Corvinight think twice about coming in is amusing since it is never gonna stay in against Moltres and it loves coming in on Garchomp

That's fair, though fire blast can also be kinda inconsistent. I really like the speed boost on chomp personally.
 
Yeah, scale shot can be inconsistent, but if pulled off correctly you can bowl over some teams, if you want easier setup however, substitute swords dance is also a good option. Btw ferrothorn could also benefit from protect, since if you have toxic and leech seed and leftovers, protect allows you to rack up crazy damage while providing free recovery turns, or you could use rocky helmet to punish contact users. Whether or not you use chandelure or specrier, substitute calm-mind is a good option for them, as it gives even easier setup, and allows to even punish blissy and stall teams (also spectier might be banned soon). Also you may want to consider assault vest for ttar, since you are using an all out attacker set, the ability to switch moves is awesome, and along with sand, assault vest makes ttar unbreakable on the special side.
 
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