The Team
This team uses some pretty common OU ‘mons which I later found out are all in the A+/A Viability Rank.
A Balance team requires a playstyle that relies on prediction a lot, and standard teambuilding would automatically place you in a disadvantage in the prediction game because your moveset is always exposed. Mostly there are two ways to counter this: one, to use unconventional ‘mons from UU or even lower tier that the opponent are not familiar with; and two, to use unconventional movesets to trick opponents into a comfort zone and sorta ”standard practice” when they see a certain ’mon. This team utilises the latter strategy, as a lot of the team members feature a versatile learnset that could make them into completely different things than what they’re mostly expected to be.
I went up to ~1650 with this and stopped because I feel there are some fatal flaws with it against some common OU threats that I couldn’t figure how to adjust to, and the plain reason that banking solely on unpredictability is just not gonna work against experienced high-ranked players. Also with the departure of GDarm, a lot of the considerations made during the construction of this team becomes obsolete, so I am kinda giving up on this team in its original shape. By sharing some of the special movesets I would also like to inspire new versatility in their use which could make the tier more fun. Hope I can have the opportunity of learning from some feedback here!
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Draco Meteor / Fire Blast / U-turn / Dark Pulse
I most frequently lead with Hydreigon because it shuts down common scouting leads like GDarm and Specs Dragapult, and can 2HKO Sash Excadrill with Dark Pulse with an added bonus of sometimes flinching it, making it unable to lay Stealth Rock. The ability to outspeed and OHKO GDarm, Dragapult, +1 Excadrill, +2 Polteageist also makes Scarf Hydreigon one of the best revenge killers in the tier right now. I once considered Taunt but expectedly scarf Taunt is just a freaking bad idea after all, and I am really not that desperate to keep hazards away as my team isn’t weak to them (nothing cares about Sticky Web and TSpikes, only Rotom-H fears SR). I also tried Superpower to hit Tyranitar better but it’s a lot less spammable than Dark Pulse which could be life-saving in late-game.
Aegislash @ Assault Vest
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
Shadow Sneak / Close Combat / Iron Head / Head Smash
AV Aegislash tanks stuff like a boss and attacks with authority, being one of the best ‘mons in the tier right now. It deals with opposing fairies very well as it can tank 2 Fire-type attacks from them and KO back with Iron Head. It also ensures that it wins against Ghosts like Specs Dragapult / NP Gengar 1-on-1 with Iron Head + Shadow Sneak. The lack of recovery can be alleviated through Wish support from Clefable as Aegislash resists Steel- and Poison- type attacks against it while Clefable keeps Dark-types and non-Disable Dragapult away.
Head Smash is for Rotom-H, Gyarados, Mandibuzz, Cinderace looking to switch in on me. Close Combat KOs Excadrill, Lucario, Bisharp, Crawdaunt switch-ins looking to setup on it, and also prevents Corviknight from using Roost.
Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
IVs: 0 Atk
Overheat / Volt Switch / Will-O-Wisp / Thunderbolt
Choice Specs Rotom-Heat is a great wallbreaker in OU with the rare ability to OHKO both Corviknight and Toxapex. I chose Will-O-Wisp over Trick because I feel it cripples opposing Seismitoad/Gastrodon better as Specs could have given them an unwanted boost. Tyranitar is another common switch-in that doesn’t enjoy getting burned. I considered using Discharge/Thunder Wave to cripple incoming Hydreigon/Dragapult but it misses the KO on Toxapex which is much more of a threat to this team so I used Thunderbolt instead.
Spread is to outspeed 252 Neutral Dracovish. The HP investment lets it survive two Icicle Crashes from Scarf GDarm, and allows it to tank two Scalds from Toxapex.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
Gyro Ball / Knock Off / Power Whip / Body Press
Ferrothorn is the saviour of this team from so many threats. 4 Attacks is strange yes but it fits the role of checking the most fearsome threats of this team, sometimes even landing a surprise kill. Most notably, Bisharp loves to come in on Ferrothorn for a free Swords Dance just to get KO‘d by Body Press, same is true for Excadrill. It can also live an unboosted Fire Punch from Tyranitar if it comes to desperation.
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 80 HP / 252 Def / 176 Spe
Bold Nature
IVs: 0 Atk
Defog / Roost / Taunt / Foul Play
Mandibuzz is responsible for keeping hazards away as Rotom-H greatly appreciates absence of rocks to improve its survivability, thus Defog+Taunt. I chose a physically defensive spread to check Swords Dance/Dragon Dance sweepers better, which puts Foul Play to good use. Foul Play also kills Bisharp coming in at Defog to get a boost, as +2 Iron Head + Sucker Punch couldn’t KO, while Foul Play 2HKOs. 176 Speed EVs let it outspeed 252 Neutral Bisharp and 252+ Crawdaunt which could otherwise set up on it.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
Wish / Moonblast / Grass Knot / Thunder Wave
Clefable is for Wish support as it synergises very well with many members of the team. It also offers a switch-in to Scalds and status moves from the likes of Toxapex/Seismitoad. I didn’t use Fire Blast because this team has much better answers for Steel-types anyways. As I don’t need to use it against Corviknight, the spread only outspeeds uninvested Tyranitar. Thunder Wave is helpful for my team due to its slow speed, and Grass Knot hits a lot of bulky ’mons which is immune to it, namely Seismitoad, Gastrodon, Rotom-W and Hippowdon. Protect is not used in conjunction to Wish just because of personal preference (I feel Protect gives away momentum too much and expose myself to prediction), and it can replace one of the last 2 moves if needed.
Weaknesses
Conkeldurr. My only Fighting-resists are Aegislash and Clefable, which are deadweight to Earthquake/Facade. Rotom-H can tank 2 Guts Mach Punches and OHKO with Overheat but it couldn’t switch in as Drain Punch + Mach Punch kills.
Dracozolt. Only 3 pokes resists Banded Bolt Beak: Ferrothorn can do nothing back. Rotom-H and Hydreigon gets OHKO’d on the switch-in. The only thing I can do is to wait for it to miss (happens quite often actually, but still)
Rain teams with Dracovish. The absence of Water immunities in this team is already a big weakness to Dracovish, which can be weakened by scouting, Iron Barbs and forced out by Hydreigon, but it opens holes in the team letting other Rain sweepers clean house.
Past Members
Some previous attempts to modify the team is listed below together with rationale and their problems.
Golurk and
Runerigus. These two were trialed in place of Aegislash to better check Conkeldurr and Dracozolt, but gave me other problems. First of all the team lacks a reliable attacker that can tank Special attacks from the likes of Gengar and Togekiss. Even with Heavy Slam, Golurk is never as adequate an answer like Aegislash is to Fairies. And having Rotom-H as the only Ice resist with GDarm all around is just plain stupid. With GDarm gone maybe I can try Golurk again? But I feel there needs to be other changes in the team if I am to use Golurk.
Seismitoad. Gives me both an Electric and Water immunity which helps against Zolt/Vish and Rain teams but couldn’t fit well on my team.
This team uses some pretty common OU ‘mons which I later found out are all in the A+/A Viability Rank.
A Balance team requires a playstyle that relies on prediction a lot, and standard teambuilding would automatically place you in a disadvantage in the prediction game because your moveset is always exposed. Mostly there are two ways to counter this: one, to use unconventional ‘mons from UU or even lower tier that the opponent are not familiar with; and two, to use unconventional movesets to trick opponents into a comfort zone and sorta ”standard practice” when they see a certain ’mon. This team utilises the latter strategy, as a lot of the team members feature a versatile learnset that could make them into completely different things than what they’re mostly expected to be.
I went up to ~1650 with this and stopped because I feel there are some fatal flaws with it against some common OU threats that I couldn’t figure how to adjust to, and the plain reason that banking solely on unpredictability is just not gonna work against experienced high-ranked players. Also with the departure of GDarm, a lot of the considerations made during the construction of this team becomes obsolete, so I am kinda giving up on this team in its original shape. By sharing some of the special movesets I would also like to inspire new versatility in their use which could make the tier more fun. Hope I can have the opportunity of learning from some feedback here!
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Draco Meteor / Fire Blast / U-turn / Dark Pulse
I most frequently lead with Hydreigon because it shuts down common scouting leads like GDarm and Specs Dragapult, and can 2HKO Sash Excadrill with Dark Pulse with an added bonus of sometimes flinching it, making it unable to lay Stealth Rock. The ability to outspeed and OHKO GDarm, Dragapult, +1 Excadrill, +2 Polteageist also makes Scarf Hydreigon one of the best revenge killers in the tier right now. I once considered Taunt but expectedly scarf Taunt is just a freaking bad idea after all, and I am really not that desperate to keep hazards away as my team isn’t weak to them (nothing cares about Sticky Web and TSpikes, only Rotom-H fears SR). I also tried Superpower to hit Tyranitar better but it’s a lot less spammable than Dark Pulse which could be life-saving in late-game.
252 SpA Hydreigon Dark Pulse vs. 0 HP / 0 SpD Excadrill: 181-214 (50.1 - 59.2%) -- guaranteed 2HKO
252 SpA Hydreigon Dark Pulse vs. 0 HP / 4 SpD Dragapult: 320-380 (100.9 - 119.8%) -- guaranteed OHKO
252 SpA Hydreigon Dark Pulse vs. 0 HP / 4 SpD Dragapult: 320-380 (100.9 - 119.8%) -- guaranteed OHKO
Aegislash @ Assault Vest
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
Shadow Sneak / Close Combat / Iron Head / Head Smash
AV Aegislash tanks stuff like a boss and attacks with authority, being one of the best ‘mons in the tier right now. It deals with opposing fairies very well as it can tank 2 Fire-type attacks from them and KO back with Iron Head. It also ensures that it wins against Ghosts like Specs Dragapult / NP Gengar 1-on-1 with Iron Head + Shadow Sneak. The lack of recovery can be alleviated through Wish support from Clefable as Aegislash resists Steel- and Poison- type attacks against it while Clefable keeps Dark-types and non-Disable Dragapult away.
(vs. 252 HP / 4 SpD Assault Vest Aegislash)
+2 252 SpA Gengar Shadow Ball: 246-290 (75.9 - 89.5%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Shadow Ball: 82-97 (40.1 - 47.5%) -- guaranteed 3HKO
252+ SpA Life Orb Clefable Flamethrower: 114-135 (35.1 - 41.6%) -- guaranteed 3HKO
252+ SpA Choice Specs Sylveon Mystical Fire: 120-142 (37 - 43.8%) -- guaranteed 3HKO
252+ SpA Choice Specs Hatterene Mystical Fire: 140-166 (43.2 - 51.2%) -- 5.9% chance to 2HKO
+2 252 SpA Gengar Shadow Ball: 246-290 (75.9 - 89.5%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Shadow Ball: 82-97 (40.1 - 47.5%) -- guaranteed 3HKO
252+ SpA Life Orb Clefable Flamethrower: 114-135 (35.1 - 41.6%) -- guaranteed 3HKO
252+ SpA Choice Specs Sylveon Mystical Fire: 120-142 (37 - 43.8%) -- guaranteed 3HKO
252+ SpA Choice Specs Hatterene Mystical Fire: 140-166 (43.2 - 51.2%) -- 5.9% chance to 2HKO
Head Smash
vs. 0 HP / 0 Def Gyarados: 462-544 (139.5 - 164.3%) -- guaranteed OHKO
-1 (Intimidate) vs. 0 HP / 0 Def Gyarados: 306-362 (92.4 - 109.3%) -- 56.3% chance to OHKO
vs. 236 HP / 0 Def Rotom-Heat: 358-422 (119.3 - 140.6%) -- guaranteed OHKO
vs. 252 HP / 4 Def Mandibuzz: 362-428 (85.3 - 100.9%) -- 6.3% chance to OHKO
vs. 0 HP / 0 Def Cinderace: 480-566 (159.4 - 188%) -- guaranteed OHKO
Close Combat
vs. 252 HP / 252+ Def Corviknight(after Roost): 212-250 (53 - 62.5%)
vs. 4 HP / 0 Def Excadrill: 458-540 (126.5 - 149.1%) -- guaranteed OHKO
vs. 0 HP / 0 Def Lucario: 408-480 (145.1 - 170.8%) -- guaranteed OHKO
vs. 0 HP / 0 Def Crawdaunt: 348-410 (130.3 - 153.5%) -- guaranteed OHKO
vs. 0 HP / 0 Def Gyarados: 462-544 (139.5 - 164.3%) -- guaranteed OHKO
-1 (Intimidate) vs. 0 HP / 0 Def Gyarados: 306-362 (92.4 - 109.3%) -- 56.3% chance to OHKO
vs. 236 HP / 0 Def Rotom-Heat: 358-422 (119.3 - 140.6%) -- guaranteed OHKO
vs. 252 HP / 4 Def Mandibuzz: 362-428 (85.3 - 100.9%) -- 6.3% chance to OHKO
vs. 0 HP / 0 Def Cinderace: 480-566 (159.4 - 188%) -- guaranteed OHKO
Close Combat
vs. 252 HP / 252+ Def Corviknight(after Roost): 212-250 (53 - 62.5%)
vs. 4 HP / 0 Def Excadrill: 458-540 (126.5 - 149.1%) -- guaranteed OHKO
vs. 0 HP / 0 Def Lucario: 408-480 (145.1 - 170.8%) -- guaranteed OHKO
vs. 0 HP / 0 Def Crawdaunt: 348-410 (130.3 - 153.5%) -- guaranteed OHKO
Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
IVs: 0 Atk
Overheat / Volt Switch / Will-O-Wisp / Thunderbolt
Choice Specs Rotom-Heat is a great wallbreaker in OU with the rare ability to OHKO both Corviknight and Toxapex. I chose Will-O-Wisp over Trick because I feel it cripples opposing Seismitoad/Gastrodon better as Specs could have given them an unwanted boost. Tyranitar is another common switch-in that doesn’t enjoy getting burned. I considered using Discharge/Thunder Wave to cripple incoming Hydreigon/Dragapult but it misses the KO on Toxapex which is much more of a threat to this team so I used Thunderbolt instead.
252+ SpA Choice Specs Rotom-Heat Thunderbolt vs. 252 HP / 4 SpD Toxapex: 306-362 (100.6 - 119%) -- guaranteed OHKO
252+ SpA Choice Specs Rotom-Heat Overheat vs. 252 HP / 252+ SpD Corviknight: 482-570 (120.5 - 142.5%) -- guaranteed OHKO
252+ SpA Choice Specs Rotom-Heat Overheat vs. 252 HP / 252+ SpD Corviknight: 482-570 (120.5 - 142.5%) -- guaranteed OHKO
Spread is to outspeed 252 Neutral Dracovish. The HP investment lets it survive two Icicle Crashes from Scarf GDarm, and allows it to tank two Scalds from Toxapex.
+1 252 Atk Darmanitan-Galar Icicle Crash vs. 88 HP / 0 Def Rotom-Heat: 104-123 (39.5 - 46.7%) -- guaranteed 3HKO
0 SpA Toxapex Scald vs. 88 HP / 0 SpD Rotom-Heat: 102-120 (38.7 - 45.6%) -- guaranteed 3HKO
0 SpA Toxapex Scald vs. 88 HP / 0 SpD Rotom-Heat: 102-120 (38.7 - 45.6%) -- guaranteed 3HKO
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
Gyro Ball / Knock Off / Power Whip / Body Press
Ferrothorn is the saviour of this team from so many threats. 4 Attacks is strange yes but it fits the role of checking the most fearsome threats of this team, sometimes even landing a surprise kill. Most notably, Bisharp loves to come in on Ferrothorn for a free Swords Dance just to get KO‘d by Body Press, same is true for Excadrill. It can also live an unboosted Fire Punch from Tyranitar if it comes to desperation.
252 Atk Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Tyranitar: 360-424 (105.5 - 124.3%) -- guaranteed OHKO
252+ Def Ferrothorn Body Press vs. 0 HP / 4 Def Excadrill: 290-342 (80.3 - 94.7%) -- guaranteed 2HKO
4 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Seismitoad: 432-508 (104.3 - 122.7%) -- guaranteed OHKO
4 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Quagsire: 396-468 (100.5 - 118.7%) -- guaranteed OHKO
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Tyranitar: 360-424 (105.5 - 124.3%) -- guaranteed OHKO
252+ Def Ferrothorn Body Press vs. 0 HP / 4 Def Excadrill: 290-342 (80.3 - 94.7%) -- guaranteed 2HKO
4 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Seismitoad: 432-508 (104.3 - 122.7%) -- guaranteed OHKO
4 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Quagsire: 396-468 (100.5 - 118.7%) -- guaranteed OHKO
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 80 HP / 252 Def / 176 Spe
Bold Nature
IVs: 0 Atk
Defog / Roost / Taunt / Foul Play
Mandibuzz is responsible for keeping hazards away as Rotom-H greatly appreciates absence of rocks to improve its survivability, thus Defog+Taunt. I chose a physically defensive spread to check Swords Dance/Dragon Dance sweepers better, which puts Foul Play to good use. Foul Play also kills Bisharp coming in at Defog to get a boost, as +2 Iron Head + Sucker Punch couldn’t KO, while Foul Play 2HKOs. 176 Speed EVs let it outspeed 252 Neutral Bisharp and 252+ Crawdaunt which could otherwise set up on it.
Foul Play
vs. +2 252 Atk Excadrill: 483-568 (133.4 - 156.9%) -- guaranteed OHKO
vs. +1 252 Atk Gyarados: 276-325 (83.3 - 98.1%) -- guaranteed 2HKO
vs. +2 252+ Atk Bisharp: 165-195 (60.8 - 71.9%) -- guaranteed 2HKO
vs. +1 252 Atk Mew: 390-458 (114.3 - 134.3%) -- guaranteed OHKO
vs. +2 252 Atk Crawdaunt: 168-198 (62.6 - 73.8%) -- guaranteed 2HKO
vs. +2 252 Atk Excadrill: 483-568 (133.4 - 156.9%) -- guaranteed OHKO
vs. +1 252 Atk Gyarados: 276-325 (83.3 - 98.1%) -- guaranteed 2HKO
vs. +2 252+ Atk Bisharp: 165-195 (60.8 - 71.9%) -- guaranteed 2HKO
vs. +1 252 Atk Mew: 390-458 (114.3 - 134.3%) -- guaranteed OHKO
vs. +2 252 Atk Crawdaunt: 168-198 (62.6 - 73.8%) -- guaranteed 2HKO
Clefable @ Leftovers
Ability: Magic Guard
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
Wish / Moonblast / Grass Knot / Thunder Wave
Clefable is for Wish support as it synergises very well with many members of the team. It also offers a switch-in to Scalds and status moves from the likes of Toxapex/Seismitoad. I didn’t use Fire Blast because this team has much better answers for Steel-types anyways. As I don’t need to use it against Corviknight, the spread only outspeeds uninvested Tyranitar. Thunder Wave is helpful for my team due to its slow speed, and Grass Knot hits a lot of bulky ’mons which is immune to it, namely Seismitoad, Gastrodon, Rotom-W and Hippowdon. Protect is not used in conjunction to Wish just because of personal preference (I feel Protect gives away momentum too much and expose myself to prediction), and it can replace one of the last 2 moves if needed.
Weaknesses
Rain teams with Dracovish. The absence of Water immunities in this team is already a big weakness to Dracovish, which can be weakened by scouting, Iron Barbs and forced out by Hydreigon, but it opens holes in the team letting other Rain sweepers clean house.
Past Members
Some previous attempts to modify the team is listed below together with rationale and their problems.