1. PROOF OF PEAK: I used this team in both my Main and Alt accounts to test it's consistency and viability, starting from low 1200s to high 1400s.
Alt Account
Main Account
2. INTRODUCTION:
This is my first RMT ever, and this team has been my love child since the Crowned Tundra dropped. It's basically the culmination of everything I've learned in my first and second favorite OU metagame even though it's not the most popular one. I've posted an earlier variation of this on Jamvad's wall and he made a video about that iteration of the team. It has changed a lot since then, from balls to the wall Hyper Offense to more of a Bulky Offense. Much like how I've changed since I started playing during the lockdown. Hope ya'll like it!
The Team: https://pokepast.es/fd53cb4cbebca753
3. OVERVIEW:
Basically I wanted to play with a team exclusively with ALL my favorite mons.
1) Swampert, my fave starter 2) Zapdos, my fave legendary in OU 3) Ninetales, the coolest shiny imo 4) Clefable, the definition of rags-to-riches 5) Rillaboom, my fave terrain setter and 6) Tyranitar, the center piece of this team and imo the pokemon GOAT or at least Top 5.
4. BUILDING PROCESS:
Amunet (Tyranitar) (F) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 188 HP / 252 Atk / 16 SpD / 52 Spe
Adamant Nature
- Stone Edge
- Assurance
- Superpower
- Heavy Slam
SS was the start of when Ttar really showed signs of slowing down but then everyone realized that Choice Banded Ttar was still nuclear even after all these decades. This is a standard CB Ttar set, sort of. Stone Edge heavily damages anything that isn't one of the bulky Ground, Steel or Fighting types of the tier. Superpower is there to predict those wanna be Rock resists like Urshifu-R, Ferrothorn, Melmetal. Heavy Slam is there for Clefable and the other fairies who think they can sit in front of this. For the last move we need a high power Dark STAB move but Ttar doesn't get Knock off yet in this gen to maximize his Dark STAB, right? Kind off. I present to you Assurance Ttar. Its a Base 60 Dark move that is DOUBLED when the target takes damage in the same turn, so anything that takes hazard damage upon entry when this move is clicked eats a 120 Dark STAB move on top of the hazard chip. The calcs below are insane on the first hit but of course comes back down to Base 60 power in the next hit. So your meant to heavily chip whatever comes in and then switch appropriately. For the stats, we have 52 speed to creep Corviknight after it inevitably comes in on this. 252 Adamant is for max damage. I put 188 HP Since this team is very Shadow Ball weak outside of Ttar. You can invest all remaining 204 HP for more bulk on both defenses but since 188 HP + 16 SpDef has a 1% damage difference when taking special hits, I chose to go with it just cus pokemon is a game of inches ¯\_(ツ)_/¯
NOTABLE CALS:
-1 252+ Atk Choice Band Tyranitar Assurance vs. 252 HP / 0 Def Landorus-Therian: 240-283 (62.8 - 74%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Assurance vs. 240 HP / 0 Def Garchomp: 345-406 (82.7 - 97.3%) -- 25% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Assurance vs. 248 HP / 252+ Def Toxapex: 177-208 (58.4 - 68.6%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage
252+ Atk Choice Band Tyranitar Assurance vs. 248 HP / 20 Def Toxapex: 226-267 (74.5 - 88.1%) -- 6.3% chance to OHKO after Stealth Rock (43.8% chance to OHKO after sandstorm damage)
252+ Atk Choice Band Tyranitar Assurance vs. 252 HP / 252+ Def Ferrothorn: 196-232 (55.6 - 65.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 24 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Heat Wave
- Roost
Since Ttar's weaknesses are as vast as the whole meta, might as well rely on one of it's long standing partners in OU which is Zapdos. It's typing resists Ttar's weakness to Grass, Fighting and Steel such as Urshifu-R, Kartana, Rillaboom, Melmetal which run the risk of paralysis if they don't have Protective Pads while blanking the ubiquitous Earthquake of both Ground and non-Ground types. Heatwave is to hit Melmetal and pick off Ferrothorns that don't bother to scout for it, which can be boosted by Ninetale's Sun while potentially burning Electric immunes like Garchomp, Lando-T and Zeraora. Volt Switch is for momentum and Hurricane compliments it well to hitting Electric immunes such as Lando-T, Garchomp and zeraora hence why, more often than not, the former 2 run SpDef sets but still at risk of being confused. The stat distribution is just the one from the smogon page except I moved 24 evs to SpA from Def because of the 1% increase in damage ¯\_(ツ)_/¯ A very notable thing though is if Sun is up, CB Urshifu-R can't even 2HKO this making it check it even better.
NOTABLE CALS:
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 248 HP / 220+ Def Zapdos in Sun on a critical hit: 111-135 (28.9 - 35.2%) -- 0.6% chance to 3HKO
24 SpA Zapdos Volt Switch vs. 248 HP / 8 SpD Toxapex: 138-164 (45.5 - 54.1%) -- guaranteed 2HKO after Stealth Rock
24 SpA Zapdos Heat Wave vs. 20 HP / 192 SpD Melmetal: 186-220 (44.7 - 52.8%) -- 25.8% chance to 2HKO after Stealth Rock and Leftovers recovery
24 SpA Zapdos Hurricane vs. 252 HP / 240+ SpD Landorus-Therian: 124-147 (32.4 - 38.4%) -- 98.7% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Rillaboom Grassy Glide vs. 248 HP / 220+ Def Zapdos in Grassy Terrain: 66-78 (17.2 - 20.3%) -- possible 5HKO
252 Atk Kartana Knock Off (97.5 BP) vs. 248 HP / 220+ Def Zapdos: 112-132 (29.2 - 34.4%) -- 5.2% chance to 3HKO
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 220+ Def Zapdos: 114-136 (29.7 - 35.5%) -- 16.4% chance to 3HKO
PertPert (Swampert) (M) @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 240 HP / 136 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- High Horsepower
- Flip Turn
- Yawn
Do you like mudkips? Cus I do. Unfortunately, SS is probably the last time Pert is ever gonna have a niche in OU again, since its heyday in ADV. This is all because of Stealth Rock, Yawn and Flip Turn synergy since the threat of sleep creates a dilemma of whether you want to kill this pink blob, defog on it or switch out and ultimately surrendering momentum to this. The Stealth Rock this sets up is vital in unlocking the OHKO potential of Assurance. High Horsepower is here to prevent the ground nerf brought by Grassy Terrain while still retaining a fairly decent, ground STAB move. Yawn can also be used to stall mons who think they have a free set-up and then flipping out either to a more favorable match up or a sleeping mon. Overall, Pert isn't meant to last long though. Its here to take hits then Flipping out to create an opportunity for another check or a breaker either through sleep or positioning. The stat spread is meant to make it's Flip Turn go last in most situations allowing safe switch in for the breakers while it's Def and SpDef is meant to be a mixed tank spread, letting it take hits from Heatran, Zapdos, Melmetal's Double Iron Bash and Fire types w/o Grass coverage pretty well while also being able take 1 Surging Strikes or 1 Close Combat from CB Urshifu-R from full and even more so if Sun is up or if its not CB.
NOTABLE CALS:
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 240 HP / 136 Def Swampert: 132-156 (32.9 - 38.9%) -- 0.4% chance to 3HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 240 HP / 136 Def Swampert in Sun on a critical hit: 126-153 (31.4 - 38.1%) -- 0.1% chance to 3HKO after Leftovers recovery
252 SpA Heatran Magma Storm vs. 240 HP / 132+ SpD Swampert: 71-84 (17.7 - 20.9%) -- 82.6% chance to 4HKO after Leftovers recovery and trapping damage
0 SpA Zapdos Hurricane vs. 240 HP / 132+ SpD Swampert: 124-147 (30.9 - 36.6%) -- guaranteed 4HKO after Leftovers recovery
+1 252 SpA Volcarona Bug Buzz vs. 240 HP / 132+ SpD Swampert: 196-232 (48.8 - 57.8%) -- 55.9% chance to 2HKO after Leftovers recovery
252 Atk Victini V-create vs. 240 HP / 136 Def Swampert: 115-136 (28.6 - 33.9%) -- 98.4% chance to 4HKO after Leftovers recovery
Karma (Ninetales) (F) @ Heavy-Duty Boots
Ability: Drought
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Energy Ball
- Scorching Sands
This thing is beautiful as it is deceptively deadly. It has a decent speed tier, being a Base 100 allows it to outspeed CB Urshifu-R and Defensive Zapdos. Given it's Drought Ability, even without +2, it's Fire Blast 2HKOs a lot of the meta except Blissey, AV GlowKing, Bulky Dragons like Dragonite and Garchomp as well as other Fire types like Volcanion, Victini and Bulky Volcarona. However at +2, SpDef Heatran, the aformentioned Fire types and even Defensive Toxapex can be blown up by Scorching Sands or Fire Blast with chip damage. From full, It can often tank 1 hit from the Special side too, giving it a chance to blow away an unsuspecting by-stander like Tapu Koko. On the physical side, it can take 1 Knock Off from SD Weavile from full, potentially OHKOing it given Fire Blast Lands. Outside of its Offensive and minimal Defensive application, the Sun it brings both supports the offensive power of Clefable and Zapdos' Fire coverage as well as the defensive stability of the team while alternating with Ttar against opposing weather that isn't Sun or Sand.
NOTABLE CALS:
+2 252 SpA Ninetales Scorching Sands vs. 252 HP / 236+ SpD Heatran: 316-372 (81.8 - 96.3%) -- 56.3% chance to OHKO after Stealth Rock
+2 252 SpA Ninetales Scorching Sands vs. 248 HP / 8 SpD Toxapex: 164-194 (54.1 - 64%) -- guaranteed 2HKO after Stealth Rock
+2 252 SpA Ninetales Fire Blast vs. +1 248 HP / 0 SpD Volcarona in Sun: 252-297 (67.5 - 79.6%) -- guaranteed 2HKO
+2 252 SpA Ninetales Energy Ball vs. 252 HP / 0 SpD Tapu Fini: 228-270 (66.2 - 78.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252 SpA Ninetales Scorching Sands vs. 0 HP / 4 SpD Volcanion: 242-286 (80.3 - 95%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Ninetales Energy Ball vs. 248 HP / 224 SpD Tyranitar in Sand and Grassy Terrain: 202-238 (50.1 - 59%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
Dreadz (Rillaboom) (M) @ Muscle Band
Ability: Grassy Surge
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Superpower
What else can be said about this thing besides being an absolute menace. Its the singular mon that makes Rain difficult to run this generation. I opted with the Bulky SD variant given how being locked in with Ttar is already difficult enough to play around with. Besides, its bulk allows it to tank a lot of non-super effective hits in doing so giving it either room to SD and sweep with Grassy Glide or Knocking Off something to give way for Ttar to break. An example of the aforementioned bulk is it can take a +2 Ice Shard from SD Weavile. Admittedly, this variant is a far cry from the damage brought by it's CB brother at least from the outset which led to the equipping of Muscle Band. With this, Superpower at +2 can 2HKO Defensive Corviknight and Skarmory while OHKOing Defensive Ferrothorn and Melmetal. Beyond its breaking power and bone crunching priority, the terrain it sets up is much like Ninetale's Sun in which it provides both defensive and offensive support for the overall team stability. It boosts Ninetale's Energy Ball while providing chip recovery for everyone except Zapdos allowing Swampert, Clefable and Ttar to take hits better while minimizing the damage of Earthquake for every grounded team member while rounding up the Fire/Water/Grass Core
NOTABLE CALS:
+2 252 Atk Weavile Ice Shard vs. 240 HP / 0 Def Rillaboom: 270-320 (67.3 - 79.8%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252+ Atk Muscle Band Rillaboom Superpower vs. 252 HP / 252+ Def Ferrothorn: 364-430 (103.4 - 122.1%) -- guaranteed OHKO
+2 252+ Atk Muscle Band Rillaboom Superpower vs. 252 HP / 252+ Def Corviknight: 214-252 (53.5 - 63%) -- guaranteed 2HKO
+2 252+ Atk Muscle Band Rillaboom Superpower vs. 176 HP / 0 Def Melmetal: 450-530 (98.9 - 116.4%) -- 87.5% chance to OHKO
+2 252+ Atk Muscle Band Rillaboom Grassy Glide vs. 248 HP / 252+ Def Toxapex in Grassy Terrain: 186-220 (61.3 - 72.6%) -- guaranteed 2HKO after Grassy Terrain recovery
0 Atk Garchomp Earthquake vs. 240 HP / 0 Def Rillaboom in Grassy Terrain: 37-44 (9.2 - 10.9%) -- possibly the worst move ever
Stardust (Clefable) @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Trick
Sticky Barb Trick Clefable, is guaranteed to get something out of any turn. Even if the it's item gets Knocked off, it can just take the Leftovers of the mon in front of it. If the item is a Black Sludge then it's fine because you take away something's recovery while preserving your own because of how broken Magic Guard is which you can later pass on to another mon who wouldn't want a Black Sludge. You can steal Blissey's Heavy Duty Boots, benefitting Ninetales and Zapdos. You can take Lando-T/ Garchomps Leftovers limiting their longevity and letting Zapdos chip them easier with the damage of Sticky Barbs + Stealth Rocks. The only time Trick puts you in a unfavorable exchange is when you get tricked an Assault Vest and even then that's another mon who will have difficulty switching in to Ninetales and Zapdos. Flamethrower is boosted by Sun and is there to hit unsuspecting Steel Types not named Flash Fire Heatran which you can predict and Trick with Sticky Barbs on the switch in. This also prevents those pesky Steel's from safely switch in or thinking they have a free set up. Additionally, this is your status and Knock Off absorber given its Ability and Trick. Max Defense lets Clefable be your primary Dragon Type switch-in and secondary Ground Type switch-in given that the team has difficulty coming in to Ground moves but with Grassy Terrain this creates a band aid for at least a couple of turns buying enough time to recovery.
NOTABLE CALS:
252 Atk Excadrill Iron Head vs. 252 HP / 252+ Def Clefable: 236-282 (59.8 - 71.5%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
+2 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Clefable in Grassy Terrain: 144-171 (36.5 - 43.4%) -- 10.7% chance to 3HKO after Leftovers recovery and Grassy Terrain recovery
252 Atk Weavile Triple Axel (120 BP) (3 hits) vs. 252 HP / 252+ Def Clefable: 165-197 (41.8 - 50%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 252+ Def Clefable on a critical hit: 252-297 (63.9 - 75.3%) -- guaranteed 2HKO after Leftovers recovery
+1 24+ Atk Dragonite Dual Wingbeat (2 hits) vs. 252 HP / 252+ Def Clefable: 164-194 (41.6 - 49.2%) -- guaranteed 3HKO after Leftovers recovery
5. THREAT LIST (Essentially Your Sticky Barbs targets except number #1)
GASTRODON
I ran into this while I was laddering and it was piloted by one of the Top Players in the Ladder and needless to say, I got packed up so fast. You can't Trick it, if well played can't be broken by Ttar, sits on Pert, always accompanied by Rillaboom checks, has reliable recovery, toxics everything and sits there just vibing. I still have nightmares about this blob.
CLEFABLE
Opposing Clefable, regardless of Ability, can be a nightmare especially if they scout for Heavy Slam from Tyranitar since its your only reliable way of OHKOing this and trust me all the best players scout for it.
TOXAPEX
A well played Toxapex can also do what Gastrodon does and just sit on this team after throwing Toxic at everyone
OFFENSIVE VOLCARONA WITH BUG BUZZ/GIGA DRAIN
With a little chip, +1 Bug Buzz kills Ttar unfortunately while +1 Giga Drain OHKOS Swampert. So the check depends on it's moveset: NO Giga Drain = Yawn with Pert, NO Bug Buzz = Stone Edge with Tyranitar. Just pray its a Bulky variant you face
BULKY GROUNDS
More manageable compared to Gastrodon since no reliable recovery but still pretty troublesome. If these come in on Assurance with rocks up, they'll be erased. A well played Clefable, Swampert and Zapdos can also beat these... individually at least lol.
GHOST SPAM
If Ttar dies or is chipped heavily, these Ghost just spams Shadow Ball and you press X
5. REPLAYS
These are a couple of ladder games I was able to save which I think showcased exactly what I wrote in this thread. I'm not the best player and admittedly some of these boiled down to luck or the opponent throwing harder than me. Here y
1. Hitting 1472 https://replay.pokemonshowdown.com/gen8ou-2571324009
2. https://replay.pokemonshowdown.com/gen8ou-2565922499-bj4eehdfovn1ai4xj0ip2mam1ilir2apw
3. https://replay.pokemonshowdown.com/gen8ou-2571363030-sggkiwaf171pqmxjncyj79di2oqobkdpw
4. https://replay.pokemonshowdown.com/gen8ou-2565899026-d132fop9qic8xpejjl1bcfxl1pyypjmpw
5. https://replay.pokemonshowdown.com/gen8ou-2565906499-4nqhyb3jisnj1d4jx5y21r0kod8s7crpw
6. https://replay.pokemonshowdown.com/gen8ou-2570883408
7. https://replay.pokemonshowdown.com/gen8ou-2565896440
6. OUTRO & TIPS ON HOW TO PILOT THE TEAM
If somehow you liked this Dual Weather Team and want to try it out, just always remember that the main strength of this team lies in the surprise factor and after this thread, the potential threat of Trick in conjunction with the sheer power of Assurance after Stealth Rocks go up. So Trick early and get rocks up ASAP, you don't have hazard control so you need to play aggressive and fight for your rocks even if it means they get up they're own. I think I achieved my goal with this team seeing as I got to the Top 200 with it while having 2 not conventionally viable mons in modern OU. I hope this thread gets approved and cheers ya'll!
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