SS OU Accelgor HO (1723)

This is my first time posting a team on RMT. When building this team I took inspiration from WarioMasters . I enjoy playing HO, but am not a big fan of webs so instead I ran sash Accelgor lead.

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Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Encore
- Toxic Spikes
- Final Gambit

Accelgor was picked as I have used it to great effect in past generations. Accelgor's 427 speed allows it to set up multiple layers of spikes or t spikes with the help of its focus sash. Encore prevents the opponent from setting up on accelgor. It can also be used to lock an opponent into an unfavorable move so a setup sweeper can come in after Accelgor is killed. Final gambit can be used to trade accelgor for a pokemon the team struggles to deal w/ such as togekiss.

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Kommo-o @ Salac Berry
Ability: Soundproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Kommo-o is a potent setup sweeper who applies pressure at team preview. If your opponent is not running unaware clef, togekiss, or scarf dragapult. The must play around kommo-o at all times. Kommo-o job is to sub when you can force a switch on your opponent or it cannot be broken. After that belly drum is used to activate the salac berry and sweep. Drain punch allows you to get back hp so you are not killed by priority moves and eq is good coverage.

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Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat

Aegislash is ghost typing allows it to block rapid spin users such as excadrill w/ the aid of its air ballon. Close combat allows aegislash to put in work against excadrill, ferrothorn, and corviknight. Swords dance allows aegislash to setup defensive pokemon such as kommo-o and corviknight. Iron head allows Aegislash to deal with bulky fairytypes such as clef and hatterene. Shadow sneak is stab priority move that works well w/ swords dance.

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Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage

Dracovish is another polarizing pokemon similar to Kommo-o. Dracovish can force switches into seismitoad and vaporeon, which can be abused by doubling into a set up sweeper. Dracovish is also surprisingly bulky and can be used to weaken the opponents pokemon that wall our sweepers or for a late game sweep. Fishious Rend in combiniation with strong jaw and choice scarf allows dracovish to remove most bulky pokemon. Crunch and psychic fangs hit dragapult and toxapex respectively hard. Outrage can be used to deal with bulky dragon types like hydreigon and kommo-o.


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Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head

Excadrill can be used as an alternative lead to Accelgor or to remove entry hazards that prevent progress. Stealth rocks allow excadrill to setup hazards against pokemon forced to switch out. Earthquake and Iron head are stab moves that hit hard with excadrills 369 attack.

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Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Draco Meteor
- Flash Cannon
- Flamethrower

Nasty plot hyreigon is an amazing special wall breaker. Its coveraged of flamethrower allows it to easily deal with bisharp and ferrothorn. Flash cannon +2 allows Hydreigon to KO non specially defensive clefable. Draco meteor over dark pulse!? Yeah im so sure about this set myself however draco at +2 just hits so hard. Draco allows hydreigon to ko mandibuzz and put in work against toxapex.

proof of peak:
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Note:
This team is weak to dragapult. I dont think the team itself is very good, but the concept of Accelgor lead is worth investigating.

Importable
 
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Final gambit shenanigans is legit as hell for HO in this meta actually. Being able to just suicide your mon and cheese whatever they decide to have out for most if not all of its hp is just insanely good. A lot of the times blowing up something they have for free without surrendering momentum goes a long way to enabling a wincon or making a blind spot you can suddenly hit from. As for Accelgor itself, it has the most hp of all final gambit users in gen 8 and excellent speed to boot.

I definitely think that Sui Lead accelgor could have some application in the future. I could see its ability to final gambit instantly and deny rocks entirely to certain kinds of leads being used on HO teams that entirely lack any form of hazard removal.

Also accelgor+vish is just good. Final gambit means that they can't lead toad into which is big if toad is their only rocker, and tspikes destroy toad.

I also think accelgor could work well with Sash mamoswine (not necessarily for this team just in general). Final gambit can put a lot of stuff in ice shard range, and mamo brings the rocks+offensive presence that accelgor lacks. It also wins the most common lead matchups that accelgor typically loses/goes even with- focus sash lead drill and tyranitar.
 
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Here is what I recommend:

Hydreigon -> Zeraora

You said your current team has no Dragapult counters? Zeraora makes for a great one, since it has access to Knock Off which totally destroys Dragapult. Zeraora can also handle Bisharp and Ferrothorn with Close Combat. Plasma Fists can also handle Mandibuzz and Toxapex. Zeraora is also a way bigger threat in the tier, way bigger than Hydreigon.
 
Wew! Nice team you've got there. Spikestack HO is actually a very crazy fun archetype that allows you to end games fast and quick while being able to overload your opponent's checks and counters. I figure that your team is going to be centered around hazard stacking so I'll try my best to give you a rate that is based around that.

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This might not seem like a very good change since it removes one of the most hardest hitting monsters in the game, however, the key distinct feature of spikestack teams is that they must attempt to offensively pressure and deter defogging and spinning. A lot of higher tier HO teams use a combination of this and Aegislash to ward off defoggers and I think your team can best utilize this combination as well.

From here, I have two potential changes for you and i'll show you the one I personally prefer and another that you might feel more comfortable but both changes will positively help you with your team's gameplay.
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Now this change might seem / sound crazy because I am taking out what is pretty much the surefire game ender for something that may or may not end up dragging the game for longer than you need to but trust me I have good reasons to do so. Running Rotom-H is strong as it acts as a very good pivot against mons that will potentially run through your team (i.e - Offensive Togekiss) and it is able to force your opponent into throwing their fat waters into the fray earlier than they would like it to. This gives your Vish a huge leeway to break apart teams once the water check (i.e - Seismitoad and Gastrodon) is out of the way. On top of that, with Kyurem and Zeraora rising as the next powerhouse of the tier, a lot of players are opting to use mons that have some semblance of defensive synergy (i.e - Gastrodon + Snorlax core or Seismitoad + Clefable core) that allows them to actively deal with these threats and unaware Clef is able to completely shut down Kommo-o. This recommendation of mine might really sound insane but personally whenever I use a team with Dracovish, I often pair it with Trick Ring Target Rotom-Heat. There are two good reasons for this: 1. We are playing HO so we should play more aggressively, forcing out their walls and ensuring that our hazards stay up while we overload their checks. Currently, common ground types on teams are Excadrill, Seismitoad, Hippowdon and Gastrodon which are all crippled by Ring Target because their immunity to Electric types are one part as to why they are vitally important on common team structures. Removing their ability to stop your Rotom-Heat from pivoting (bar Mold Breaker Drill) will be pivotal to your success as you can force them to come in multiple times on your hazards stacked. 2. It gives us a notable out to Corviknight and Mandibuzz because both this mons are able to give your team issues if they are not played around properly. Furthermore, if you manage to Ring Target the above-mentioned targets (rarely ever happens but if it does) you enable them to be easily swept by Excadrill during late game.

Here is another option you can give a try too
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An alternate change would be to run Hawlucha which allows to get your momentum going with much lesser set up. Furthermore, this allows you to bypass random threats like Togekiss as well as Air Balloon Aegi (which completely walls you and can force you out) and makes you not weak to Ditto, which is a huge issue with HO teams as of late because of a random resurgence of Ditto in offense teams. Nothing much here but I think Hawlucha is super duper uber fun on hazards HO and you can give it a shot.
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sky Attack
- Acrobatics
- Close Combat

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I think it is necessary to have Toxic on this bad boy instead of Tspike to ensure that you are able to push past potential teams that can wall you since 1 layer of Spike + SR is normally able to pressure majority of HO / Offensive team already so having Toxic to reduce the wallability of opposing threats is extremely vital to ensure your game stays strong. Either that or you can actually opt to try Knock Off / U-turn which gives you an additional layer of utility on it and not be forced to press Final Gambit / switch out if you are priority taunted by Klefki Grimmsnarl.

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Offensive Aegislash is stupid powerful but I think your team might want to be able to turn things like Terrakion and Excadrill into potential pivot fodder so running Specially Offensive Air Balloon variant is a lot better because it enables you to come in on the aforementioned threat and pick apart teams to allows your opponent to rack up hazard damage. Physically Offensive set is good but in your team you really want to diversify the spectrum of offense and personally I always think that specially offensive is the better option.

alright! these are the changes I have for you with regards to your team! considering that HO is a very flexible archetype and can accommodate a lot of potential changes based on personal tastes. These are based on what I feel will work for your team and hope you enjoy them! Take care and stay safe amidst the wave of chaos that is the pandemic. /cheers/
Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Rotom-Heat @ Ring Target
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Nasty Plot
- Trick

Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Encore
- Toxic / Knock Off / U-Turn
- Final Gambit

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Flash Cannon
- Shadow Ball
- Close Combat
- Shadow Sneak
 
hey,

they've been some pretty cool rates on this, but i want to give my two cents too.

super cool team -- accelgor certainly has merit as a spiker with its speed + access to final gambit. with that said, i think we can work together to tweak the team a little. as you mentioned, dragapult is a major annoyance for your team because of its blazing speed stat which allows it to outspeed most of your team and hit it for super effective damage. also, zeroara and choice scarf users like togekiss can also be somewhat menacing to you because of a similar lack of speed control. phys def toxapex, especially if paired with a spdef clefable also is somewhat difficult to break past, defeating aegi/dracovish generally while forcing mindgames with kommo thanks to haze. lastly, i think that conkeldurr might be problematic; conkeldurr defeats every pokemon 1v1 (and in the process often healing back close to full) apart from dracovish, which takes 40 from mach and does 55 back and really takes advantage of your lack of fighting resists not named aegislash.

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my first suggestion is to run zeroara over dracovish. right now, while dracovish is a strong attacker, i think your team needs a little more in the speed department. moreover, with its electric typing, zero can pressure pokemon such as toxapex and function as a second resist to scarf togekiss, while still acting as a fantastic late game cleaner, especially once your opponents team is chipped by spikes. moreover, zeraora can punish defoggers such as mandibuzz and corvinight, which is very valuable with your lack of defiant (and who you have to play aggressively around anyway). while bulk up sets also tend to do very well in hyper offensive teams like these, i think an aoa set with life orb grass knot works best here because of its immediate power and ability to keep pressure on more defensively oriented teams which rely on combinations of sturdy grounds and rotom heat versus zeraora.

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my second recommendation would be to utilize necrozma over kommo. while kommo is undoubtedly a super fun pokemon which often puts in work, i feel that the presence of conk really forces you to add a pokemon which can really threaten it. in addition, i also think that kommo's reliance on boosting (in which you often have to outpredict your opponent) often means opponents can sometimes take advantage ofit. moreover, necrozma also greatly appreciates the benefit of spikes which enables it to clean teams; hydreigon also can weaken pokemon such as clefable for necrozma such that you can win lategame. this does make you a little worse off vs. more defensively oriented teams, but with hydreigon, you still have some good firepower, and zeraora can often put in work, but i have an optional third recommendation to further aid with that matchup.

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i'd recommend that you run shadow claw on aegislash. shadow claw enables aegi to break toxapex with a couple of layers of hazards, which makes its matchup versus more defensive teams better, while it also enables it to do better versus other pokemon such as seismitoad. while this does make you a little more prone to bisharp and excadrill, you have excellent ways of maintaining offensive pressure on both of them, and hydreigon comfortably takes a boosted sucker punch if it comes down to it. still, close combat is a great option for sand rush excadrill, who you would otherwise have to just keep pressure. however, if you think that you have enough firepower versus fatter teams even if you didn't run shadow claw and prefer the flexibility vs excadrill, you can keep close combat. if you do want to keep cc, you could also consider a jolly nature to keep a little more pressure upon mandibuzz.

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a tweak i recommend is adding steel beam onto excadrill over iron head. currently, pokemon such as mandibuzz like to come in on excadrill and try to use its inability to seriously damage them to remove rocks and other hazards. however, by often giving you the ability to suicide, steel beam gives excadrill the option to let itself die to prevent any use of defog, especially since your team lacks a defiant user.

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a second tweak i'd recommend is running knock off on accelgor over toxic spikes. with the offensive nature of the team, you don't have the best opportunity to make full use of toxic spikes' slow chip damage, and with the limited time you have to set up hazards, spikes are often more optimal. on the other hand, knock off enables you to get rid of leftovers from pokemon such as clefable or toxapex, even if you are at low hp and cannot get much damage through final gambit, which can enable you to break past them much easier.


Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Spikes
- Encore
- Knock Off
- Final Gambit

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Shadow Claw / Close Combat

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Play Rough
- Grass Knot

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Steel Beam
- Rapid Spin
- Earthquake
- Stealth Rock

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Draco Meteor
- Flash Cannon
- Flamethrower

Necrozma @ Weakness Policy
Ability: Prism Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Photon Geyser
- Heat Wave
- Power Gem

best of luck with the team!
 
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