SS OU Adamant Mamo Shreds @1720ish




Hello, thanks for clicking on my team. I keep dropping many games due to either me being on full tilt due to that disgusting para flinch squad (the more likely option tbh) or due to the holes in this team. I'm looking for some advice on how to change this team to do well against some of the more common niche picks. I made this team due to my love of Mamo last gen, and my new found love for Centiskorch. I love using this team, but sometimes, depending on the matchup, it feels really clunky.


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Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Icicle Spear

The centerpiece of the team, it puts incredible pressure on the opponent since most mons get 2hkod by icicle crash, and the flinches can decide games (No one mon can truly switch in on it since Corvi/Ferro/toad can all get beaten with a flinch if they choose to do so ( 252+ Atk Choice Band Mamoswine Icicle Crash vs. 252 HP / 252+ Def Ferrothorn: 136-162 (38.6 - 46%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery ). Ice shard is as crucial as ever; with all the dragon spam, it gets revenge kills quickly, and predicting the switch almost always results in a hefty dent in the opponent's team. Spear is just there for the occasional sash user, but I hardly ever use it. EQ is EQ.




Image result for centiskorch fanart



Centiskorch @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Fire Lash
- Knock Off
- Rest
- Sleep Talk


Ok, I know this mon isn't the best, but I think it has a solid niche in the tier. Aside from being an amazing clef answer, knock off is extremely spamalbe, if healthy, it can also switch in on pult and get rid of an item. Rest talk is excellent right now; there isn't much a lot of defensive mons can do against Centi, so it is very sustainable. Fire lash also has synergy with Mamo's Ice shard weakening opponents for the beast to come in and take one. Playing with this mon is fun for me, especially resting on Pults and lucking out with sleep talk for a KO. I just need to be wary of opposing knock off since hazards ruin this mon,




Image result for kommo fanart





Kommo-o @ Leftovers
Ability: Soundproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Taunt
- Body Press
- Dragon Tail

This is one of the mons I have the most issues with. I find it to be very matchup reliant. Some times it can set up rocks and then proceed to phase out mos and rack up damage. Taunt prevents opposing rocks and the occasional setup mon. Body press can do some damage, but Kommo-o isn't on this team for that. Soundproof walls most Sylveons, Toxtricitys, and opposing throat spray CS Kommo-o. Dracovish is somewhat troublesome, but this thing can take a rend and phase it out; that damage allows for Mamo to pick it off later or the other revenge killer to beat it without any issues. Not sure if replacing, I should replace him or change his set.



Image result for corviknight art



Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Body Press
- U-turn
- Roost

I can't build teams without this thing lol. This is my favorite set; Body press allow for it to demolish Bisharp and T-tar/Drill. Not sure what else to say about this mon, its the best in OU for a reason (Still think its better than Clef tbh, maybe cause I've been using Centi so much). U-turn gives this team much-needed momentum, bringing in Mamo for free. Not much else, you already know what this mon does. (Have tried bulk up but I'm not a very patient player, so it doesn't fit my style much)​




Image result for ditto art

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Atk
- Transform

After d-max was banned, this little guy lost so much usage, but it still is a great pick. Sub setup sweepers are not really an issue since I can allow them to dd up or np/sd and then sack Mamo to break their sub (unless your name is BU Corv) and proceed to reverse sweep. This Mon is the ultimate get out of jail free card tbh. But it still encourages a playstyle that makes you actively plan ahead, which is why I enjoy using Ditto so much RN.


Image result for clefable art




Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Flamethrower
- Thunderbolt

Clef is my back up answer to Ferro/Pex cores if Mamo is weakened/can't afford to switch in. Again you all know what this mon does; it kinda does the same in this team. I like aggressively switching this thing in on a lot of stuff (Toad, Ferro, Pex, Corv) and firing off a move. If I can predict right, this thing always nabs a kill. Magic bounce also allows me to predict incoming will-o-wisps/toxics and come in for free. Sure, Clef is amazing, but I'm not sure if it is the best fit for this team.




Threats:


Specs Aegi:
Always bags a kill and switches out, repeat. I rely on reads with Mamo in order to take a mon off my opponent too.

Duggy: Hopefully he is gone soon, he restricts teambuilding so much. It traps Clef and Centi and really messes with my gameplan.

Rain/Water types: Specs Pelipper always claims one, that's why I lead Mamo against rain and just drop Crashes as often as I can and hope for flinches. In order to beat rain, I have to pilot this team as best as I can and read my opponents every move if I get a prediction wrong, usually that game.

And Niche picks: These are the most annoying since you can't prep for them. Jellicent and Vaporeon come to mind. I've also gotten smashed by a Sigilyph and washed by a Heliolisk. I don't want an unbeatable squad, just a less volatile experience with this team.





Thanks so much for reading all this, I could have made a more detailed post but its almost 1 30 am here, and I'm falling asleep. Any suggestions would be really appreciated :] (P.S just looked at the preview, and it looked really clunky sorry for that lol, I don't have the energy nor will to fix it rn :p)
 

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Ok, after tilting to 1580 I changed up the squad, back up to 1670 in an hour or so. Still not perfect by any means but it feels better:
Changes
1)
Clefable was switched out for lefties nasty plot Rotom-M.
Mow @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Leaf Storm
- Discharge
- Will-O-Wisp​
(still not sure on Willo, could run shadow ball to merk any dragapults trying to switch in or volt switch for momentum or the yellow button, ill be trying all of these options and seeing what feels better)

2)
Kommo-o @ Leftovers
Ability: Soundproof
EVs: 236 HP / 216 Def / 56 Spe
Impish Nature
- Stealth Rock
- Taunt
- Body Press
- Poison Jab​
Jab allows it not to be a sitting duck against fairy switch-ins Dragon tail was too inconsistent. Honestly stole the set from Blunder's new vid
¯\_(ツ)_/¯. I had to pause the video and all.

3)
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Roost
- Defog
- Brave Bird​

Ok, this might seem weird, and it is. I'll prolly switch brave bird back to u-turn. I really like the double body press core in this team. Catches so many bisharps and exca that don't expect it. Brave bird was added due to how annoying Conk is without Clef.


(Still a bump though, would really appreciate some help, I really want to be a better team builder, its so fun for me)
 
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