SS OU Clawitzer Spotlight Hyper Offense (Dancing around 1400-1500)

Hello! This team has been circling around 1400-1500 for me

There is an order to how this team starts off so pay attention:

(Optional Start)
Victor (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Final Gambit
- V-create
- Bolt Strike
- Zen Headbutt

This mon is a great choice to send out first. Final Gambit with max hp investment kos most pokemon off the bat (without sash of course). This mon does a great job at punching a hole in the enemy team. The sole reason I have this mon on my team is because I'm struggling finding a suitable mon to replace this one. Any suggestions would be nice.


Witching Hour (Hatterene) @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Trick Room
- Healing Wish
- Draining Kiss
- Mystical Fire

This pokemon is the one you send out after Victini or first depending on how you do it. Do a trick room and then a healing wish (maybe a mystical fire or draining kiss if it's the right move but always make sure you have a healing wish in the end before Hat dies).


Yeet Cannon (Clawitzer) @ Life Orb
Ability: Mega Launcher
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dark Pulse
- Aura Sphere
- Terrain Pulse
- Water Pulse

This thing has decent bulk and fantastic special attack. However it's speed stat sucks. So I decided to use that to my advantage with trick room. With life orb, what this thing doesn't OHKO for super effective damage it 2HKOs with neutral damage (except chansey, blissey, clef). I prefer Dark Pulse over dragon pulse for more coverage. Aura Sphere OHKO's all non-sash rock, steel, ice, and dark types (except avalugg which it 2HKOs). Water Pulse is your best option for neutral damage because STAB damage. But oh boy. Terrain Pulse reaches a devastating 195 base power with Mega Launcher on all terrains except misty which it reaches 150 on.

Whenever this thing gets a little weak I switch into:

Bird (Tapu Koko) @ Light Clay
Ability: Electric Surge
Shiny: Yes
EVs: 200 HP / 56 SpA / 252 Spe
Timid Nature
- Reflect
- Light Screen
- U-turn/Taunt
- Thunderbolt

This thing's main role is to set up screens obviously. I use thunderbolt over volt switch because some peeps try to defog away screens after you've set them up with corv and skarmory so this is a good check to them. U-turn over volt switch so that they don't switch to a ground type and waste a turn of screens. Taunt is also good for preventing a set up on the other side.

Then you switch back into Clawitzer! Clawtizer's decent bulk paired with screens AND his now fully recovered HP thanks to the healing wish you had in your pocket allows this thing to go to town and help get kills, chip massive amounts of health, and punch holes in the enemy team. This thing is a power house that no one expects and it severely underrated.

Once Clawitzer is fainted, whatever scraps of a team your opponent has left are swept by my favorite fighting type: Conkeldurr and grass type: Rillaboom
There is no particular order to these things being sent out (kind of)

Stronk (Conkeldurr) (M) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Mach Punch
- Knock Off
- Facade

If you still have screens up, I recommend sending this guy out seeing as how Sp.Def. isn't his highest stat but he's got HP to make up for that. Setting up a bulk up on the same turn that you get Guts boost at the end means the next turn your already high attack stat has been doubled with a little defense boost. He can outspeed all relevant variants of Clefable and OHKO them with facade (when burned of course). In fact, he OHKOs so many things with Facade it is ridiculous. Mach Punch gets a small STAB boost and OHKO's a lot of mons weak to it most notably excadrill. I use this over drain punch because this man needs some priority to account for his speed stat. Knock off is to OHKO all psychic and ghost types (except Lele and Dusklops sometimes) and just so that I can actually hit ghost types at all, but also it does a bunch of damage and cripples mons by taking away their items.

George (Rillaboom) @ Grassy Seed
Ability: Grassy Surge
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Grassy Glide
- Acrobatics

This things is another fantastic late match sweeper. Don't tell me that I need to send out this guy and then go to Conk to negate burn damage, it does barely anything at best and takes away grassy seed setup. If you can get up a swords dance that would be reallyyyyy good for you. Grassy Glide is mainly to stop water teams in their tracks. Drain punch is for recovery, coverage, and killing Ice types. Acrobatics is a strong move when you eat the grassy seed. It is primarily for coverage against bug types.

Some threats for this team are:

Volcarona- This mon sometimes gets kept in the back of a team and prevents my late game sweepers from doing their jobs.

Rillaboom- Grassy Glide + Clawitzer without screens isn't very good for Clawitzer (with screens it's still pretty bad against Grassy Glide)

Lemme know what you think and if/how I should replace Victini!
 
Sweet team! I was actually also trying out a team that had conk+trick room in the last few days, and I think conk is by far the best and most underestimated user of TR.You said you mostly use trick room for clawitzer but you should really try to give conk a try while it is up too and I don't think it will disappoint.
A mon(well one of two actually) that I would suggest maybe trying out in place of hatterene would be one of the slowtwins with trick room and teleport. I feel that they are currently the best trick room setters in the tier because they get access to very reliable recovery and teleport. Teleport synergizes amazingly well with trick room because of its negative priority, allowing you to use it last even if your slowtwin is faster under trick room. This lets it absorb a hit and then bring in either conk or clawitzer 100% safely. I would say this works better than healing wish because since you move last, you conk or clawitzer doesnt get hit on the way in, which pretty much saves you the same amount of health that healing wish would have healed, while also since moving last you get to always bring in the better of the two breakers for the current situation. Regenerator allows you to setup trick room more times than focus sash hatterene. Another great thing about the slowtwins is that they are often good leads, since lando is a very common opposing lead, and if they lead lando you pretty much get a free TR since it will most likely be switching out, so if you dont want victini as you said they can easily be your leads a lot of the time.

Also IMO trick room+boosting moves don't really mesh together that well since it lasts so short, I would recommend swapping out bulk up for close combat on conk, since close combat alone hits almost as hard as a bulk up facade considering STAB, and you dont have to use a turn setting up, which makes it a lot more consistent from my experience
 
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Only thing I'd like to add is trick on victini, it can be invaluable against stall and other supportive annoyances but overall it looks like a super cool team. Oh, and I'm pretty sure I met you on the ladder, turns out "Yeet Cannon" is a pretty memorable name...
 
Only thing I'd like to add is trick on victini, it can be invaluable against stall and other supportive annoyances but overall it looks like a super cool team. Oh, and I'm pretty sure I met you on the ladder, turns out "Yeet Cannon" is a pretty memorable name...
Ok I'll definitely try that
Thanks!
 
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