One Punch Man Team

I like using fun teams with a gameplan. This grassy terrain team is nice because most of my sweepers OHKO everything so its just a matter of getting them in on the right turn. Slowking-g and Hattrene are trickroom setters. Rilla is the terrain setter (with priority) so Guts Conk and Ursa don't take residual damage while sweeping. I chose Phys-Def Tusk for the last slot because my team is very weak to hazards and physical attackers.

Weaknesses: setup Manaphy, setup Garg, battle-bond greninja, Brave bird Corvinight. Wasn't sure where to fit encore on this team. Most of these weaknesses enjoy the terrain and garg also likes trick room so just know that it can be used against you.

Here is the pokepaste. https://pokepast.es/ef28d113101541df


  • Hatterene @ Red Card
    Ability: Magic Bounce
    Tera Type: Flying
    EVs: 252 HP / 224 Def / 32 SpA
    Relaxed Nature
    IVs: 0 Atk / 0 Spe
    - Trick Room
    - Trick
    - Dazzling Gleam
    - Psyshock
Sometimes I lead with Hatt if I need to trickroom turn one. Not many leads can OH-KO Hat. Its essential to trick room immediately with this guy. The redcard is the only form of counterplay to set up to use it wisely. I chose trick so I can steal rocky helmet/leftys/boots. I was using healing wish but removed it once I noticed it un-burned my guts sweepers. I also noticed this pokemon tends to die first a lot of the time so healing wish wasn't giving me very much value.
  • Rillaboom (F) @ Terrain Extender
    Ability: Grassy Surge
    Tera Type: Poison
    EVs: 248 HP / 252 Atk / 8 SpD
    Adamant Nature
    - Grassy Glide
    - U-turn
    - Wood Hammer
    - Knock Off

Rilla is the ideal lead. You want to get the terrain up as soon as possible to start sweeping. Rilla isn't very easy to switch in, so having the free terrain up is what you normally want to do. I have Grassy glide for priority since its max HP. And other usual moves you see like u-turn knock. I chose woodhammer for some breaking power. Also can check Ogerpon-Wellspring.

  • Slowking-Galar (F) @ Lagging Tail
    Ability: Regenerator
    Tera Type: Water
    EVs: 248 HP / 8 SpA / 252 SpD
    Sassy Nature
    IVs: 0 Atk / 0 Spe
    - Chilly Reception
    - Future Sight
    - Trick Room
    - Psychic/Sludge Bomb

Sp-Def Slowking-g trick room makes this team. DO NOT LET THIS DIE EARLY. Lagging tail to deprioritize chilly in trick room and get my sweepers free switch-ins. Generally trick pokemon don't like lagging tail so I usually will switch this in when a possible pokemon with trick/switcheroo, then just use it for trick room/ regenerator.

  • Ursaluna (F) @ Flame Orb
    Ability: Guts
    Tera Type: Normal
    EVs: 248 HP / 252 Atk / 8 SpD
    Brave Nature
    IVs: 0 Spe
    - Facade
    - Headlong Rush
    - Shadow Claw
    - Swords Dance
Ursaluna is a straight G if you can get it in on chilly. I messed around with the EV's and tried doing more Sp-Def to make it bulkier. Usually just got walled by Corvinight so I switched it back to max attack. One Swords Dance you can OHKO anything. I was using tera-ghost. It's good for fighting immunity, but I wanted to see the power of stab tera-normal facade with guts.

  • Conkeldurr (F) @ Flame Orb
    Ability: Guts
    Tera Type: Fighting
    EVs: 252 HP / 252 Atk / 4 SpD
    Brave Nature
    IVs: 0 Spe
    - Close Combat
    - Ice Punch
    - Knock Off
    - Mach Punch

This guy right here is who she tells you not to worry about. Knock-Off for Gholdengo. Ice punch for Gliscor/Lando-T. Close combat for Everything else. Mach punch Priority add a nice touch as well and can oh-ko greninga if they don't use tera. Nice not having to worry about toxic/zapdos/flame body with Guts sweepers.

  • Great Tusk @ Leftovers
    Ability: Protosynthesis
    Tera Type: Ghost
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature
    - Rapid Spin
    - High Horsepower
    - Body Press
    - Stealth Rock

This was sort of last minute. I noticed how weak my team was to hazards once Hatterene was down. So i decided this set would help me. This team involves a lot of switching so having this strong form of hazard removal was important. I was running Gambit in this slot before and it did well but the hazards were killing me. Tera steel for brave bird Corvinight- not a direct answer- but definatly helps.
 
I would have fire punch over Shadow Claw on Ursaluna letting it hit corv is important while still hitting gholdnego and for more at that. I would also put Ice Punch over sd as well because of gliscors huge presence being able to one shot it is super important
252+ Atk Guts Ursaluna Facade (140 BP) vs. 244 HP / 252+ Def Gliscor: 246-289 (69.8 - 82.1%) -- guaranteed 2HKO after Poison Heal
having sd doesn't really help either since your wasting your valuable trick room turns giving an already really strong Pokemon even more boosts.

I would also change trick on hatt for healing wish since being able to bring back a low-health sweeper will help you way more than removing an item. While i think the red card is cool on hat focus sash will keep it alive an extra turn. Aswell as the trickroom turn one into a healing wish combo is way too strong to give up in my opinion. If you keep the healing wish in mind it can provide a lot of value since you can store it until a pokemon thats taken damage switches in. if you find that you forget about it a lot then maybe just mystical fire will work better.

Hope this helps :)
 
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