SM OU Any advices are welcome!

Hey guys, currently i'm sitting at 1550-1600 in the OU Ladder, i usually steal pokeaim OU teams, but this one was totally made by myself and i honestly feel more confortable and got very close to 1700 once using this team. I'm here searching for any advice or change you would make to benefit my team, thank you in advance.

Ninja (Greninja-Ash) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dark Pulse
- Water Shuriken
- Spikes

A very solid late game sweeper and the only hazard settler on the team, it's not difficult to volt/turn into Greninja in the early game and click spikes when u know your oponent will answer with a wall like Toxapex, Ferrothorn, AV Tangrowth, etc.


Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out

I use him more often to make holes in the early game, only bulky Psychic types reveal to be annoying to do something against, like Slowbro, Reuniclus, Mew. Again, volt/turning into this Pokémon is the most common way i get this Pokémon in despite sometimes risking predictions or allowing him to take damage, something i don't usually do with Gren. Very good revenge killer also.


Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Focus Blast
- Iron Head

She looks to be the best slow pivot in the metagame, with this set she can defeat any opposing Magearna that does not have Iron Head, also being an amazing wall for Ash-Gren and Tapu Lele, this last one very often tends to go for Psychocks in an attempt to weaken her and gets rekt by the not very commonly used Iron Head. The steel type is also very usefull for toxic immunity.


Volcarona (F) @ Buginium Z
Ability: Flame Body
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Flamethrower
- Quiver Dance
- Roost

Volcarona was the last Pokémon i changed in the team, she simple fills a lot of stuff i was missing, a solid check for Kartana and Tapu Bulu, a set up to punish certain situations and overall a scary bulky sweeper amazing when her walls go down or against unprepared teams.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

This pokémon is pretty impressive at walling, well, for some reason he is OU despite the lack of sustain, i feel Rotom fits very well in the team, also pivoting into medi and gren, usually he is my lead and since i do not expect for very long games, i think his weak point in sustain is diminished.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

Landorus is here both to speed control and provide defog mainly for Volcarona, i usually try to play him as a trump card, not revealing that he is scarfed until i can get some KO like Stone Edge in Tornadus. He is also very usefull in the late game, Stab Earthquake 244 Atk deals lots and U-Turn can simply force out a lot of Pokémon even when the opponent know you will U-Turn for sure, like non locked in Ice Beam Gren or Ash, Latios/as, Tapu Lele.


The most common problem i have that i can remember is dealing with Charizard-Y, always have to sacrifice one mon when he comes in, Hoopa-Unbound as well, but she is not seen that often. Victini is also tough to deal with.
 
Hey, your team looks solid for the most part. I only have one suggestion.

162245
—->
162244

Going with a Firium Z trapper Heatran over Volcarona brings a way to pressure and defeat stall while bringing Stealth Rock, while your team crucially lacks. It also brings a more solid Mawile check, which is something you sorely need. It also keeps a Grass-type check while not being as weask to Stelath Rock as Volcarona, which means less turns using Defog, which leads to your hazards staying up.

Import: https://pokepast.es/be3e7e89cf87b223

Hope you consider this idea!
 
1541442872798-png.144522

Hey there, i'm Mawilove!
I am the Sweet Mawile, and I like to make Decorated and Structured Rates to help other players and share my knowledge :)
I would like to say that it's more interesting if you add more images in your presentation, because this makes the mental visualization for your team easier, since, just by looking at it, we can identify certain problems (if your team is slow, for example), also it's very interesting if you add an spoiler box with your team's import, since it's a bit annoying that we have to copy each pokémon to paste it into the teambuilder.

Speaking about your team: It's very goo , it has a very good structure and I love this type of build despite its limited construction (also i love Mega Medicham most of all <3), so I had a lot of fun testing it to be able to talk about it.
The first issue with your team is that it does not have Stealth Rock, which is essential in this type of build, even if you have spikes.
The second issue that I found is the weakness against stall, especially the classic stall with Mega Sableye + Chansey. Your main and true Wallbreaker is Mega Medicham, which has serious problems against Mega Sableye, while Ash-Greninja and Volcarona have trouble with Chansey.

The Changes
164950
Magearna | Iron Head > Ice Beam | Focus Blast > Hidden Power Fire

I know the reason to use Iron Head, but you can't afford to let ground-types stop your momentum with Volt Switch, especially Gliscor that does not fear Fleur Cannon. Also it's useful because it's very spammable thanks to grass-types like Tangrowth and Flying-types like Zapdos. Hidden Power Fire is chosen because you need a safer option against steel-types (mainly Ferrothorn and Mega Scizor) now that you don't have Volcarona.
164952
Ash-Greninja | Surf > Hydro Pump
Surf is an interesting choice since it secures your sweep in the late game, but I noticed that in the start I was losing important KOs thanks to the lower damage of Surf. Some examples are: Zapdos, Tornadus-T and Tapu-Lele after being damaged by Stealth Rock. Hydro Pump will help you to achieve your transformation with a lot of ease. Also, Dark Pulse and Water Shuriken will be enough to secure you sweep in the late game.
164956
Volcarona >
164953
Garchomp
Garchomp is a perfect option for your team: It offers you several important resistances, a good natural bulky and a speed tier above Mega Charizard Y and Mega Medicham. Garchomp gives you access to Stealth Rock, and thanks to Swords Dance along with flawless neutral coverage and access to Z-Stone Edge, it puts pressure on most of the Defoggers in the game, putting Stealth Rock in almost any situation, as well as being really great against stall teams. It also fits perfectly into the description of Volcarona!

Final Considerations
You do not have to follow ALL the modifications, but this is extremely recommended, so do not disrupt your team.
I'm sure you'll like the changes when testing, and I hope you'll respond to my rate with your opinions.
Feel free to PM me on Showdown whenever you want, and here's your new team!
Here's a very good option that you can try too!
Serperior can be a great option instead of Ash-Greninja, especially if you want to keep Volcarona on the team, as it will attract and paralyze Tornadus-T with Glare, making it an easy target for Mega Medicham, Serperior also as presses stall with ease, then you could put Stealth Rock in place of Defog on Landorus-T, and then put Defog on Rotom-Wash in place of Pain Split.
 
Last edited:
Yo! I really like the A-Ninja + M-Medi + Bulky Carona offensive core, however you should evaluate their offensive thrust and in return their fragility. Therefore, I will try to fix the team to make it more solid, but at the same time maintain the offensive attitude you have placed.

  1. Weakness
  2. Major Changes
  3. Minor Changes
  4. Optional
  5. New Threaths
    Conclusion

1.I would start by listing what the potential weaknesses could be.
  • Char-Y:it can be a real weakness relying only on Landorus-T with Stone Edge or Ninja's HP.Moreover, your zero income means that your team suffers great damage during the switch phase.
  • Offensive Chomp: the current goal has meant that Garchomp is used with Hazards sets plus Sword Dance, the use of the Z move after dancing will give him a 100% kill since Landorus can do little if he should lower the attack and Greninja should force a Hydro Pump with a precision not 100%(or less Surf).
  • Heatran: in any set it can annoy your team. Once you rot into Rotom on the switch, you can shoot Magma Storm/Firium Z on your revenue that is not potentially free.
  • Pivot Koko: Forcing every time on Landorus on the related Thunderbolt is not the best since it can predict an HP Ice that seriously damages the legendary dog.
2.In light of this, let us move on to changes.
  • Chansey > Magearna
    It is the best choice as entry on all the special attackers and besides it is your setter since you are without it.He helps a lot against Char-Y, if he is at Full life he can win 1vs1 Vs Heatran trapper and he manages Koko n Zapdos well.
3.Now I'm going to fix the sets you have in the team.
  • Greninja>
    Given that having in the Volcarona team and therefore you are subject to defogging to be able to guarantee a final sweep with the beetle, I decided to remove the Spikes to insert Ice Beam.This move allows you to better hit the grass types like Bulu and Tang, but above all guarantees you a HOKO vs Garchomp without having to risk switches or forcing on HP.
    Hydro Pump is the best move in my opinion if you play it with the set specs.
  • Rotom>
    I decided to give the Wiki Berry and insert further Defog for a reason that I think you will understand too. Toxapex or anyway T-Spikes setter can cause you to poison Volcarona or Greninja. All this can only benefit your opponent (especially if he has a team reuniclus). Defog allows a safe entry on Toxapex even risking the Burn (leaving Landorus in reserve), to then be able to switch and return to position thanks to its pivot function.
4.Optional.
  • Landorus-T>
    You could give up the double defogger to insert HP Fire for Kartana (especially with the SD set) as it could also give Volcarona if it were to have the Normalium Z.
5.I'll list new threats so you can make certain playstyle strategies.
  • Hawlucha>
    You should handle it with Landorus, M-Medi's Fake outs and Ninja's priority stabs (especially if BB is active), if not, it can swip smoothly into mindgame.
  • Specs Lele>
    It turns out to be really annoying, above all because from a 2hko to Chansey. That seems to be the most safe entry, after scouting the set.
  • CB TTar>
    Tyranitar damages the whole team with its stabs, you need to be in position either with Landorus or with Mega Medicham.
Conclusion.
I wanted to leave the team with the features you set, plus I wanted to give it more strength against the expectations that can be formed in the current metagame.
I immediately liked the starting core and found good building ideas, so it was a pleasure to give you a hand.​

I hope you will enjoy my work.​

252 SpA Choice Specs Greninja-Ash Ice Beam vs. 248 HP / 252+ SpD Tapu Bulu: 248-292 (72.3 - 85.1%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
252 SpA Choice Specs Greninja-Ash Ice Beam vs. 248 HP / 252+ SpD Assault Vest Tangrowth: 240-284 (59.5 - 70.4%) -- guaranteed 2HKO
252 SpA Greninja Ice Beam vs. 4 HP / 0 SpD Garchomp: 384-452 (107.2 - 126.2%) -- guaranteed OHKO
BB:
Magearna (OU Calm Mind + Pain Split)Hydro Pump73.8 - 87%guaranteed 2HKO
Sableye-Mega (OU Utility)Hydro Pump65.6 - 77.5%guaranteed 2HKO
Celesteela (OU Defensive)Hydro Pump55.4 - 65.7%guaranteed 2HKO after Leftovers recovery
Tapu Lele (OU Choice Specs)Hydro Pump96 - 113.1%75% chance to OHKO

Chansey Blob:
Garchomp (OU Mega Garchomp)Earthquake30.8 - 36.4%not a KO
Garchomp (OU Offensive Stealth Rock)Outrage37.1 - 43.6%not a KO
Garchomp (OU Swords Dance)Earthquake40.1 - 47.3%not a KO
Garchomp-Mega (OU Mega Garchomp)Earthquake37.6 - 44.5%not a KO

252 SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 8 SpD Eviolite Chansey in Psychic Terrain: 211-249 (30 - 35.4%) -- 26% chance to 3HKO
252 SpA Choice Specs Tapu Lele Moonblast vs. 248 HP / 8 SpD Eviolite Chansey: 148-175 (21 - 24.8%) -- guaranteed 5HKO
 
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1541442872798-png.144522

Hey there, i'm Mawilove!
I am the Sweet Mawile, and I like to make Decorated and Structured Rates to help other players and share my knowledge :)
I would like to say that it's more interesting if you add more images in your presentation, because this makes the mental visualization for your team easier, since, just by looking at it, we can identify certain problems (if your team is slow, for example), also it's very interesting if you add an spoiler box with your team's import, since it's a bit annoying that we have to copy each pokémon to paste it into the teambuilder.

Speaking about your team: It's very goo , it has a very good structure and I love this type of build despite its limited construction (also i love Mega Medicham most of all <3), so I had a lot of fun testing it to be able to talk about it.
The first issue with your team is that it does not have Stealth Rock, which is essential in this type of build, even if you have spikes.
The second issue that I found is the weakness against stall, especially the classic stall with Mega Sableye + Chansey. Your main and true Wallbreaker is Mega Medicham, which has serious problems against Mega Sableye, while Ash-Greninja and Volcarona have trouble with Chansey.

The Changes
View attachment 164950 Magearna | Iron Head > Ice Beam | Focus Blast > Hidden Power Fire
I know the reason to use Iron Head, but you can't afford to let ground-types stop your momentum with Volt Switch, especially Gliscor that does not fear Fleur Cannon. Also it's useful because it's very spammable thanks to grass-types like Tangrowth and Flying-types like Zapdos. Hidden Power Fire is chosen because you need a safer option against steel-types (mainly Ferrothorn and Mega Scizor) now that you don't have Volcarona.
View attachment 164952Ash-Greninja | Surf > Hydro Pump
Surf is an interesting choice since it secures your sweep in the late game, but I noticed that in the start I was losing important KOs thanks to the lower damage of Surf. Some examples are: Zapdos, Tornadus-T and Tapu-Lele after being damaged by Stealth Rock. Hydro Pump will help you to achieve your transformation with a lot of ease. Also, Dark Pulse and Water Shuriken will be enough to secure you sweep in the late game.
View attachment 164956Volcarona >View attachment 164953Garchomp
Garchomp is a perfect option for your team: It offers you several important resistances, a good natural bulky and a speed tier above Mega Charizard Y and Mega Medicham. Garchomp gives you access to Stealth Rock, and thanks to Swords Dance along with flawless neutral coverage and access to Z-Stone Edge, it puts pressure on most of the Defoggers in the game, putting Stealth Rock in almost any situation, as well as being really great against stall teams. It also fits perfectly into the description of Volcarona!

Final Considerations
You do not have to follow ALL the modifications, but this is extremely recommended, so do not disrupt your team.
I'm sure you'll like the changes when testing, and I hope you'll respond to my rate with your opinions.
Feel free to PM me on Showdown whenever you want, and here's your new team!
Here's a very good option that you can try too!
Serperior can be a great option instead of Ash-Greninja, especially if you want to keep Volcarona on the team, as it will attract and paralyze Tornadus-T with Glare, making it an easy target for Mega Medicham, Serperior also as presses stall with ease, then you could put Stealth Rock in place of Defog on Landorus-T, and then put Defog on Rotom-Wash in place of Pain Split.
Wow, thank u, i'll surely test that out, until now i was using the version that Ophi0n recommended, this one: https://pokepast.es/44591e874690eb3f
 
Yo! I really like the A-Ninja + M-Medi + Bulky Carona offensive core, however you should evaluate their offensive thrust and in return their fragility. Therefore, I will try to fix the team to make it more solid, but at the same time maintain the offensive attitude you have placed.

  1. Weakness
  2. Major Changes
  3. Minor Changes
  4. Optional
  5. New Threaths
    Conclusion
1.I would start by listing what the potential weaknesses could be.
  • Char-Y:it can be a real weakness relying only on Landorus-T with Stone Edge or Ninja's HP.Moreover, your zero income means that your team suffers great damage during the switch phase.
  • Offensive Chomp: the current goal has meant that Garchomp is used with Hazards sets plus Sword Dance, the use of the Z move after dancing will give him a 100% kill since Landorus can do little if he should lower the attack and Greninja should force a Hydro Pump with a precision not 100%(or less Surf).
  • Heatran: in any set it can annoy your team. Once you rot into Rotom on the switch, you can shoot Magma Storm/Firium Z on your revenue that is not potentially free.
  • Pivot Koko: Forcing every time on Landorus on the related Thunderbolt is not the best since it can predict an HP Ice that seriously damages the legendary dog.
2.In light of this, let us move on to changes.
  • Chansey > Magearna
    It is the best choice as entry on all the special attackers and besides it is your setter since you are without it.He helps a lot against Char-Y, if he is at Full life he can win 1vs1 Vs Heatran trapper and he manages Koko n Zapdos well.
3.Now I'm going to fix the sets you have in the team.
  • Greninja>
    Given that having in the Volcarona team and therefore you are subject to defogging to be able to guarantee a final sweep with the beetle, I decided to remove the Spikes to insert Ice Beam.This move allows you to better hit the grass types like Bulu and Tang, but above all guarantees you a HOKO vs Garchomp without having to risk switches or forcing on HP.
    Hydro Pump is the best move in my opinion if you play it with the set specs.
  • Rotom>
    I decided to give the Wiki Berry and insert further Defog for a reason that I think you will understand too. Toxapex or anyway T-Spikes setter can cause you to poison Volcarona or Greninja. All this can only benefit your opponent (especially if he has a team reuniclus). Defog allows a safe entry on Toxapex even risking the Burn (leaving Landorus in reserve), to then be able to switch and return to position thanks to its pivot function.
4.Optional.
  • Landorus-T>
    You could give up the double defogger to insert HP Fire for Kartana (especially with the SD set) as it could also give Volcarona if it were to have the Normalium Z.
5.I'll list new threats so you can make certain playstyle strategies.
  • Hawlucha>
    You should handle it with Landorus, M-Medi's Fake outs and Ninja's priority stabs (especially if BB is active), if not, it can swip smoothly into mindgame.
  • Specs Lele>
    It turns out to be really annoying, above all because from a 2hko to Chansey. That seems to be the most safe entry, after scouting the set.
  • CB TTar>
    Tyranitar damages the whole team with its stabs, you need to be in position either with Landorus or with Mega Medicham.
Conclusion.​
I wanted to leave the team with the features you set, plus I wanted to give it more strength against the expectations that can be formed in the current metagame.​
I immediately liked the starting core and found good building ideas, so it was a pleasure to give you a hand.​
I hope you will enjoy my work.​

252 SpA Choice Specs Greninja-Ash Ice Beam vs. 248 HP / 252+ SpD Tapu Bulu: 248-292 (72.3 - 85.1%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
252 SpA Choice Specs Greninja-Ash Ice Beam vs. 248 HP / 252+ SpD Assault Vest Tangrowth: 240-284 (59.5 - 70.4%) -- guaranteed 2HKO
252 SpA Greninja Ice Beam vs. 4 HP / 0 SpD Garchomp: 384-452 (107.2 - 126.2%) -- guaranteed OHKO
BB:
Magearna (OU Calm Mind + Pain Split)Hydro Pump73.8 - 87%guaranteed 2HKO

Sableye-Mega (OU Utility)Hydro Pump65.6 - 77.5%guaranteed 2HKO

Celesteela (OU Defensive)Hydro Pump55.4 - 65.7%guaranteed 2HKO after Leftovers recovery

Tapu Lele (OU Choice Specs)Hydro Pump96 - 113.1%75% chance to OHKO

Chansey Blob:
Garchomp (OU Mega Garchomp)Earthquake30.8 - 36.4%not a KO
Garchomp (OU Offensive Stealth Rock)Outrage37.1 - 43.6%not a KO
Garchomp (OU Swords Dance)Earthquake40.1 - 47.3%not a KO
Garchomp-Mega (OU Mega Garchomp)Earthquake37.6 - 44.5%not a KO

252 SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 8 SpD Eviolite Chansey in Psychic Terrain: 211-249 (30 - 35.4%) -- 26% chance to 3HKO
252 SpA Choice Specs Tapu Lele Moonblast vs. 248 HP / 8 SpD Eviolite Chansey: 148-175 (21 - 24.8%) -- guaranteed 5HKO
Loved those calcs, your help was impressive, i'll try this out FOR SURE!
 
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