Gen 4 Ara ara's 100th Post DPP OU RMT, I did read the Forum rules.

Ara ara

sayonara
is a Social Media Contributor Alumnus
Bonjour and hello to my first RMT, which I decided to create in celebration of my 100th post on this very wholesome website. Now this isn't my 100th post anymore since the number of winning posts I had to write while this was in the Sandbox exceeded 0, which was the number I planned with. But I'll post this anyway. Also, I'm not going to impose my taste in music with you, so you'll have to do with staring in awe at my pictures instead.

I decided to go for a DPP Team since I enjoy the 4th generation the most out of all Gens and have been building and playing it a lot lately.

But let's get into the teambuilding process.

:Abomasnow:
I started out with SD Abomasnow as I found it to be extremely threatning to a bunch of common meta tendencies like the huge Flygon and DNite usage and bulky waters like Swampert, on which it sits forever.

:Abomasnow: :Magnezone:
Zone was an obvious addition as it traps steels that ruin Aboma's day.

:Flygon: :Abomasnow: :Magnezone:
I decided to use Scarf Flygon Lead as it provides a needed fire resist and Speed Control and appreciates Skarmory being removed by Magnezone.

:Flygon: :Abomasnow: :Magnezone: :Tentacruel:
Tentacruel is a very popular partner for Abomasnow Structures, as it really hates Stealth Rocks being up on its side of the field. Tenta also sets TSpikes and provides some defensive counterplay to Fire Types.

:Flygon: :Abomasnow: :Magnezone: :Tentacruel: :Rotom-Frost:
Defensive FrostTom loves Hail, making its Blizzard 100% accurate. It's also a huge Mon in terms of role-compression, which is usually needed in Aboma-Teams as it provides very little defensive utility while requiring you to run rather specific support.

:Flygon: :Abomasnow: :Magnezone: :Tentacruel: :Rotom-Frost: :Jirachi:
This slot was originally a Heatran as secondary steel type, but it was kind of redundant with Magnezone as they pressured similar Pokémon. Jirachi is still stacking a few weaknesses with other members, but has more synergies than Heatran.

Under the microscope:

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Freudian Slip (Flygon) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- U-turn
- Dragon Claw
Flygon usually U-Turns out of the Lead Match-up, breaking Sashes and being available as Speed Control and potential cleaner later. Having the opponent switch into their Skarmory as you U-Turn into Magnezone is always a birthday-moment.

The spread is pretty straight forward, Max Speed Jolly since I want to outspeed Tyranitar after two Dragon Dances and the difference between Max and what's needed for +2 positive is miniscule and not worth missing out on the Speed Tie against other +1 positive Base 100 Mons. Max Attack is nice to hit as hard as possible, maximizing U-Turn Chip and cleaning opportunities once the opposing checks and counters are sufficiently weakened.

The moveset is pretty standard as well. EQ and Outrage are the most powerful STAB options and U-Turn allows Flygon to keep up the Momentum and eases trapping for Magnezone, as skarmory is probably the single best switch in to scarf Flygon. I decided to use Dragon Claw in the last slot as I generally don't neeed Thunderpunch since Gyarados is well covered by defensive Rotom-Frost. Dragon Claw, in turn, provides a way to hit other dragons in a standoff situation, without locking you into an outrage that gets you revengekilled right away or even worse, be setup bait for Lucario or Metagross.

1644259956511.png

My Lab Coat (Abomasnow) @ Leftovers
Ability: Snow Warning
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Ice Shard
- Wood Hammer
I present to you, the cleaner of the team. Ice and Grass is a terrifying STAB combination, as it is resisted only by Steel and Fire, both of which are hit by Earthquake as coverage. Fire Types are generally not really favoured in DPP, which results in only Heatran and to a lesser extend Infernape being relevant. Steels are trappable by Magnezone and Infernape has selfdestructing tendencies that limit its durability during the game.

SD is used to boost Aboma's Attack stat, which otherwise relies on super effective hits to deal any meaningful damage. Ice Shard is nice priority, letting it circumvent its terrible speed tier to clean lategame. Wood Hammer is the secondary STAB that packs quite a punch even without a boost, immediately threatning water types and Tyranitar. Seed Bomb can be run if you really hate the recoil, but it fails to 2HKO SpDef Clefable/OHKO after an SD, and packing overall noticeably less damage. Seed Bomb still somewhat threatens Swampert, but does not cleanly OHKO TankPert, which i personally find to be a ridiculous statement towards Swampert's Bulk. Earthquake completes the the STAB-Duo with a means to hit Steels and Fires.
Leftovers is the standard Item on Abomasnow, which increases longevity. Expert belt is an alternative to deal more damagewith super effective hits, sometimes smoothing out some rolls, but without the passive recovery of Lefties, the days of the tree feel really numbered. This is even moreso true if you struggle to keep rocks off your field.

The speed investment is to outrun 0 speed neutral Tyranitar and everything one point faster. In theory one could opt for more speed investment, but since my team aims to paralyze the relevant pokémon, it seemed unnecessary to me. Maximizing Attack is obvious as you want to hit as strong as possible with and without SD Boost. The rest is put into HP to maximize mixed bulk, letting it switch into resisted attacks more often.
Setup opportunities come in Form of bulky Waters like Swampert, Suicune or the increasingly popular Milotic, but also passive stuff like Hippowdon and also Dragon types that are scared out by the threat of Ice Shard.

As is true with most cleaners, it's often worthwile to conseal the presence of Abomasnow in the team, as it's a relatively rare sight that can really catch opponents off guard, even though Rotom-Frost and Tentacruel are potentially hinting at it. Your opponent will be much more wary to to let their Steel type get trapped or paralyzed once you show Abomasnow, especially if you reveal that it's sporting the SD set. Once you removed their Skarmory and killed/paralyzed their Jirachis and Heatrans, there's not a ton of mons withstanding its STABs.

Since SuperRachi seems to be a new trend:
+2 252+ Atk Abomasnow Earthquake vs. 0 HP / 0 Def Jirachi: 378-446 (110.8 - 130.7%) -- guaranteed OHKO
+2 252+ Atk Abomasnow Earthquake vs. 60 HP / 0 Def Metagross: 302-356 (95.5 - 112.6%) -- guaranteed OHKO after Stealth Rock

+2 252+ Atk Abomasnow Ice Shard vs. 0 HP / 0 Def Latias: 248-294 (82.3 - 97.6%) -- 68.8% chance to OHKO after Stealth Rock

+2 252+ Atk Abomasnow Wood Hammer vs. 252 HP / 252+ Def Hippowdon: 438-516 (104.2 - 122.8%) -- guaranteed OHKO
+2 252+ Atk Abomasnow Wood Hammer vs. 252 HP / 4 Def Clefable: 438-516 (111.1 - 130.9%) -- guaranteed OHKO
+2 252+ Atk Abomasnow Wood Hammer vs. 0 HP / 0 Def Rotom-Wash: 321-378 (133.1 - 156.8%) -- guaranteed OHKO

252+ Atk Abomasnow Earthquake vs. 248 HP / 0 Def Heatran: 360-428 (93.5 - 111.1%) -- guaranteed OHKO after Stealth Rock

252+ Atk Abomasnow Ice Shard vs. 0 HP / 0- Def Dragonite: 268-316 (82.9 - 97.8%) -- guaranteed OHKO after Stealth Rock
252+ Atk Abomasnow Ice Shard vs. 0 HP / 0 Def Flygon: 276-328 (91.6 - 108.9%) -- 81.3% chance to OHKO after Stealth Rock

252+ Atk Abomasnow Seed Bomb vs. 240 HP / 216+ Def Swampert: 364-432 (90.7 - 107.7%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Abomasnow Wood Hammer vs. 240 HP / 216+ Def Swampert: 540-640 (134.6 - 159.6%) -- guaranteed OHKO
252+ Atk Abomasnow Wood Hammer vs. 48 HP / 0- Def Tyranitar: 350-414 (99.1 - 117.2%) -- 93.8% chance to OHKO
252+ Atk Abomasnow Wood Hammer vs. 248 HP / 252+ Def Milotic: 288-338 (73.2 - 86%) -- guaranteed 2HKO after hail damage and Leftovers recovery
Another nifty thing to note regarding Aboma is that it's pretty annoying to opposing rain. It removes rain on switch in and can tank a few water attacks, while admittedly not being as carefree while doing that as the SpDef variant is. Also it's the single best Mon to switch into Ludicolo that I can think of. Be careful about Qwilfish's Poison Jab, Kingdra's Draco Meteor and Signal Beam, however.

1644259947458.png

Fratricide (Magnezone) @ Leftovers
Ability: Magnet Pull
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Magnet Rise
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
Magnezone is mandatory support for SD Abomasnow, as Skarmory walls it to the moon even with multiple SD Boosts, while threatening massive damage with Brave Bird, so you can't just try to catch it with EQ on a roost without any risk. Skarmory also annoys team members like Flygon and Jirachi, so being able to surgically excise it is very valuable. Similarily annoying to all of the team members above is Bronzong, which is why this team uses Magnet Rise on Zone to trap this reliably as well. Trapping Scizor and Forre is facilitated by HP Fire, at least as long as Scizor is not fast as duck boii. Similarly, other Steels like Jirachi, Metagross and Heatran can be trapped and paralyzed or damaged, as long as their slower. I generally recommend prioritizing putting paralysis on them in favor of chipping them with thunderbolt if you don't have the means to secure the kill on them, as Abomasnow really needs any faster Steel dead before it can start cleaning up.
The chosen speed IVs manage to outspeed 176 EVs adamant Scizor and zero speed Suicune, plus creep a couple of points above that, potentially outrunning foes that reach for a similar benchmark. SpA is maximized since we want maximum odds to kill stuff like specially defensive forretress and tank Bronzong, as well as deal as much damage to other Pokémon as possible.
Leftovers is critical to prevent Jirachi lacking u-turn to just flinch you down once trapped and allows Magnezone to make use of its good natural bulk and sockload of useful resistences for longer.

1644259934895.png

Terminal Lucidity (Tentacruel) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 104 Def / 136 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Surf
- Sludge Bomb
Abomasnow hates rocks, and preventing rocks from happening is almost impossible. Spinning is quite hard as well in this meta and Starmie suckt. This is why I decided to go for Tentacruel instead of Starmie, since they share wonderful synergy. Aboma can switch into Ground and Electric attacks that would hurt Tenta, while the latter resists most of Abomasnow's weaknesses in Fire, Steel, Bug, Fighting, and poison. But most importantly, it spins.
Thus, rapid spin is a given on the moveset, else you would not bother running Tentacruel in this team. Toxic Spikes are a neat option to wear down opposing fat mons and puts opposing threats like Machamp and Tyranitar on a timer.
Dual STAB is nice to have some sort of offensive presence, and Sludge Bomb is a broken move anyway with a 30% Poison Chance, especially for levitating/flying stuff that doesn't get hit by TSpikes, like Rotom, Zapdos or Latias. Poison Coverage is also nice for Breloom, which is a pain to deal with. Blizzard can be tempting to put on the set, but I generally do not prioritize setting hail early in the game as it does usually get removed by the ubiquitous Tyranitar (or Hippo), and does also increase the opponent's urge to preserve their steels. Also Blizzard does actually less damage to Rotoms trying to spinblock than Surf.

Since Breloom is such a pest, 16 Speed EVs are used to outrun Adamant max speed versions (as well as Metagross) in exchange for a miniscule ammount of bulk. Max HP ensure a solid health pool, while the rest of the EVs is split between SpDef and PhysDef, since Tentacruel has to switch into both physical and special attacks, like Infernape and Infernape respectively. The special defense EVs also hit a 2 for 1 jump point. Stonks!

Leftovers are chosen in favor of Black Sludge as the most common trick users are able to threaten Tentacrue. This means that once they tricked Black Sludge onto themselves, the next time they threaten the Trick, I'm in the awkward position of either having to risk switching in Tenta into e.g. a Rotom Thunderbolt trying to catch the trick or having my own black sludge tricked onto something like Jirachi or Abomasnow. And since the trick-user has control over how many turns they want to run around with my item, it might well be possible that I'm forced to let a Pokémon be crippled for the entire duration of the game in exchange for one instance of Sludge damage on their Trick-Mon.

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Glitched Love (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 252 HP / 180 Def / 4 SpA / 72 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Blizzard
- Will-O-Wisp
- Pain Split
The fridge brings a ton of utility to the table, which self limiting structures such as Abomasnow teams appreciate. It switches into Jirachi and Metagross and threatens them with a burn. Having a fighting and ground immunity is very valuable as well, as both are really annoying offensive types. It's a really great glue mon, so to say. The defensive variant also takes on Gyarados lacking Crunch quite well, but keep in mind to keep it healthy enough to do so.
Rotom-F greatly appreciates the Hail Abomasnow sets, making Blizzard 100% accurate and leaving Will-O-Wisp as the only Move with imperfect accuracy. Blizzard really complements Thunderbolt's Coverage, as the duo hits a huge part of the metagame super effectively. Being able to Freeze stuff can be a wincon in itself, but a situation has to be very dire for you wanting to rely on it. Rest helps keeping Rotom healthy to check things like
WoW is a really nice option to cripple stuff like Tyranitar trying to pursuit-trap you. Painsplit is used in the last slot as Shadow Ball really feels unnecessary between the coverage of Thunderbolt and Blizzard. This is especially true since 4 SpA EVs ensure that Tbolt guaranteed breaks 236 HP 4SpDef or 240 HP Breloom's sub, so there's a secure option for that even outside of hail. Pain Split provides a means to recover some HP against healthy Pokémon while also cutting their HP down.
Investment contains the 4 SpA for Loom Sub, some speed for stuff like pre boost Agiligross, and the rest is pumped into HP and defense to take on Metagross, Jirachi and Gyarados for as long as possible. Leftovers also help the latter, providing some passive regeneration or counteracting hail/sand damage.

1644259905576.png

Capirote (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 160 Def / 76 SpD / 32 Spe
Impish Nature
- Stealth Rock
- U-turn
- Body Slam
- Iron Head
Jirachi is the teams's second steel and fills more of a support role here. A lot of teams use their Steel types as checks/counters for Jirachi, making them vulnerable to Body Slam paralysis, which Abomasnow later relishes in. Rocks are mandatory on any team, and Rotom can even help stifling opposing Spin attempts. U-Turn helps this little demon to keep momentum and escape Magnezone's magnetic grasp. Body Slam is really important here as it paralyzes foes like Jirachi, Heatran and Metagross, which prevents their attempts to revengekill or switch into and threaten out Abomasnow late game. Iron Head required to bring the saying to life that "if there's a Rachi, there's a way". It can, especially in conjunction with paralysis, lead to Jirachi beating stuff it has no business beating. Jirachi recovering free leftovers HP with every successul flinch/para is pretty nice as well and can work wonders bolstering its longevity.
Wish could be worth the exploration, but Jirachi is already struggling to fit everything onto one set, as it's forced to run rocks in this team. And running Wish without U-Turn is awkward, as ideally you want to slow-turn into the weakened mon to recover HP on it safely. Most Members of this don't really want to tank heavy blows when already weakened, just to receive a wish with almost no net HP gain.
EVs are stolen from the SmogDex since I'm too lazy to calc all the myriad of different Spreads Jirachi can run due to its well rounded Base stats.

Threatlist:
- :machamp: some lead MUs are pretty annoying, such as Machamp Lead, which I advise to just attack with Flygon to damage it as much as possible, instead of trying to switch around and losing multiple Pokémon to in the process
- :Breloom: Breloom is one of the biggest pains to deal with, as Team has no Mon resisting both STABs and Loom can get free entry on Flygon locked into EQ.
- :Skarmory: Skarm with Shed Shell can lead to a huge loss of Momentum when you try to Tbolt it with Magnezone while the Opponent switches into their Ground, which is especially threatning if their Ground is ...
- :Flygon: mixed Flygon, which really leads to ugly prediction scenarios, luckily our own Flygon has Dragon Claw to revenge after some chip without having to lock itself into Outrage, and Abomasnow can do the same with Ice Shard.
- :Dragonite: Dragonite is pretty similar in that regard, but it doesn't have STAB EQ and is chipped a lot more by Rocks and Sand. It has Extreme Speed, however, so it might be more difficult to revengekill, depending on how weakened Flygon and Aboma are.
- since DPP OU has a million threats and it's impossible to cover them all, I probably missed something in this list

Here I'd include some high stakes tournament game replays, but so far nobody has played this team in SPL.
Also I got a Bye in DPP Winter Seasonal Round 1, so I can't link the replay from that either. If you use this team with great success, I'd gladly include your replays here!
Maybe I'll add some at a later point, once I saved some representative Replays.

Well, it's kind of embarassing, but I don't really have friends here, so I can't advertise clicking on anyone's profiles.
Best I can do is shout out to the three people who randomly started to follow me without ever talking to me or reacting to any of my posts. This RMT is for you folks and folkettes! Mcthelegit Liza Hawkeye and Crazycatseye !

:Flygon: :Abomasnow: :Magnezone: :Tentacruel: :Rotom-Frost: :Jirachi:
Freudian Slip (Flygon) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- U-turn
- Dragon Claw

My Lab Coat (Abomasnow) @ Leftovers
Ability: Snow Warning
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Ice Shard
- Wood Hammer

Fratricide (Magnezone) @ Leftovers
Ability: Magnet Pull
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Magnet Rise
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave

Terminal Lucidity (Tentacruel) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 104 Def / 136 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Surf
- Sludge Bomb

Glitched Love (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 252 HP / 180 Def / 4 SpA / 72 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Blizzard
- Will-O-Wisp
- Pain Split

Capirote (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 156 Def / 76 SpD / 36 Spe
Impish Nature
- Stealth Rock
- U-turn
- Body Slam
- Iron Head

Thanks a lot for reading and have a nice life!
 
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