So i recently made a post in another thread involving a sort of balance/offense mix with a morpeko in it for a bit of a surprise factor. Since then i've made further renditions to the team which i believe can take it to new heights and take people by surprise with how well it actually works! I'll tell you guys how each mon works, why i use, and what mons i placed it over but if there are any things you notice within the team that could be used as improvements i'd love to hear them!
Peeky! (Morpeko) (F) @ Life Orb
Ability: Hunger Switch
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aura Wheel
- Crunch
- Fire Fang
- Seed Bomb
I guess this would be your big bad final boss of the team, kinda like how yugioh has their own boss monsters in their respective decks, mainly used as a mid to late game sweeper but if given the chance can definitely swoop in in early games and steal some kills as many opponents seem to forget just how strong an aura wheel from this little thing is. Fire fang is there instead of another electric move because i've noticed alot of kartana and ferrothorn can either get one shot after you get enough aura wheels from previous battles that'll let you outspeed and kill them (kartana), or can two shot or straight up finish them off depending on how much damage it already took prior to sending this mon in (ferrothorn). Seed bomb is there in replacement of a pivoting move like parting shot/volt switch as i figured that the best way to use this thing is to send it in after you know it can stay in and finish the game or take 2-4 mons out without dying to life orb, basically once its out you probably already know you can finish the game with this as a wincon. Seed bomb is there for the water/grounds it cant hit, namely swampert and seismitoad, could be used on rock types like ttar but i tend to just aurawheel them and they tend to go down in about 2 attacks.
Obby! (Obstagoon) (M) @ Lagging Tail
Ability: Defiant
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off
- Switcheroo
- Obstruct
- Close Combat
Obstagoon is another specific pick, i use it as a rain counter because it's bound to go second against the lead pelipper match up and can then hopefully switcheroo it's lagging tail onto the barraskewda that often comes in off of pelippers u-turns. It's also just a very bulky dark type so it can come in on alot of mons to soak up a few hits, maybe obstruct to drop their defenses a bit and just spam its knockoffs and ccs when needed.
Ranny! (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Flash Cannon
- Magma Storm
- Earth Power
Heatran is your 2nd main and consistent source of damage after morpeko and can take care of and break through the walls of alot of pokemon that could tend to give this team some trouble. Honestly magma storm can be replaced by fire blast or any other move of your choice as it kinda sucks accuracy wise, i think ive missed like 60% of the time if used this move and those times cause irrepairable damage in those game, the scarf is a neccesity for this team as you'll soon find outside of another mon, this team lacks speed control. Besides that this is just standard scarfed ran stuff.
Toxi! (Toxapex) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpD
Sassy Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Baneful Bunker
This is my replacement for clefable and also my response to both sun and rain teams as it can easily stall out the turns of the weather and can even play around solar power specs hyper voices from heliolisk as long as you play your cards right. While you lose out on the pokemon center that is clefable along with its wonderful ability of unaware, you DO gain a more naturally defensive mon with its own way of recovery. On the topic of unaware clefable i have to bring attention to this tox's move pool. I really wanted to run haze at first but to do that i needed to get rid of recovery, which is simply not an option. Also besides tspikes this mon cant reliably poison mons it faces off against so you have to rely on it's scalds to burn opponents which will definitely help whittle them down, however it'll be much much slower than a kill coming from this things toxic. Honestly while this sets working for me i'd really like to find a way to fit haze on it without sacrificing another move but i think this works really well right now.
U'un! (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Defog
- U-turn
You love em or you hate em, i'm personally kinda meh about him but that might be because i tend to run spdef builds with max hp and spdef evs, anyways here lando t, you know what he does and why he's put on any ou team. He has eq, he has rocks, and he can defog away hazards and pivot for momentum with uturn. intimidate is also a veryy nice touch when paired with parting shot eviolite torracat but thats not what this build is about and that is indeed not the last mon on this team because that mon is...
Swirly! (Slurpuff) (F) @ Focus Sash
Ability: Sweet Veil
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Misty Explosion
- Magic Coat
- Sticky Web
- Toxic
Honestly i would've never thought to use this mon until i saw it in some uber matches where i saw it run mist explosion and sticky web. "Well that's broken", is what i thought before i found it it also gets magic coat lmao. This mon is probably gonna be on alot of my teams going forward as its utitily is almost unparalled as a suicide lead imo. This mon gives this team the speed control it needs to ensure morpeko can sweep even without a aura wheel boost and obstagoon and lando t enjoy the slower opponents as well.
Anyways, that's the team and if you guys have any questions about the team or suggestions feel free to let me know! I'm trying to get more comfortable using actual ou mons in ou instead of just flavor picks and favorites, winning is nice yk, but this is my first kinda in depth guide on any team i've made so far and probably my favorite thing to play rn besides like morpeko hyper offense or inteleon teams. <3
Peeky! (Morpeko) (F) @ Life Orb
Ability: Hunger Switch
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aura Wheel
- Crunch
- Fire Fang
- Seed Bomb
I guess this would be your big bad final boss of the team, kinda like how yugioh has their own boss monsters in their respective decks, mainly used as a mid to late game sweeper but if given the chance can definitely swoop in in early games and steal some kills as many opponents seem to forget just how strong an aura wheel from this little thing is. Fire fang is there instead of another electric move because i've noticed alot of kartana and ferrothorn can either get one shot after you get enough aura wheels from previous battles that'll let you outspeed and kill them (kartana), or can two shot or straight up finish them off depending on how much damage it already took prior to sending this mon in (ferrothorn). Seed bomb is there in replacement of a pivoting move like parting shot/volt switch as i figured that the best way to use this thing is to send it in after you know it can stay in and finish the game or take 2-4 mons out without dying to life orb, basically once its out you probably already know you can finish the game with this as a wincon. Seed bomb is there for the water/grounds it cant hit, namely swampert and seismitoad, could be used on rock types like ttar but i tend to just aurawheel them and they tend to go down in about 2 attacks.
Obby! (Obstagoon) (M) @ Lagging Tail
Ability: Defiant
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off
- Switcheroo
- Obstruct
- Close Combat
Obstagoon is another specific pick, i use it as a rain counter because it's bound to go second against the lead pelipper match up and can then hopefully switcheroo it's lagging tail onto the barraskewda that often comes in off of pelippers u-turns. It's also just a very bulky dark type so it can come in on alot of mons to soak up a few hits, maybe obstruct to drop their defenses a bit and just spam its knockoffs and ccs when needed.
Ranny! (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Flash Cannon
- Magma Storm
- Earth Power
Heatran is your 2nd main and consistent source of damage after morpeko and can take care of and break through the walls of alot of pokemon that could tend to give this team some trouble. Honestly magma storm can be replaced by fire blast or any other move of your choice as it kinda sucks accuracy wise, i think ive missed like 60% of the time if used this move and those times cause irrepairable damage in those game, the scarf is a neccesity for this team as you'll soon find outside of another mon, this team lacks speed control. Besides that this is just standard scarfed ran stuff.
Toxi! (Toxapex) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpD
Sassy Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Baneful Bunker
This is my replacement for clefable and also my response to both sun and rain teams as it can easily stall out the turns of the weather and can even play around solar power specs hyper voices from heliolisk as long as you play your cards right. While you lose out on the pokemon center that is clefable along with its wonderful ability of unaware, you DO gain a more naturally defensive mon with its own way of recovery. On the topic of unaware clefable i have to bring attention to this tox's move pool. I really wanted to run haze at first but to do that i needed to get rid of recovery, which is simply not an option. Also besides tspikes this mon cant reliably poison mons it faces off against so you have to rely on it's scalds to burn opponents which will definitely help whittle them down, however it'll be much much slower than a kill coming from this things toxic. Honestly while this sets working for me i'd really like to find a way to fit haze on it without sacrificing another move but i think this works really well right now.
U'un! (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Defog
- U-turn
You love em or you hate em, i'm personally kinda meh about him but that might be because i tend to run spdef builds with max hp and spdef evs, anyways here lando t, you know what he does and why he's put on any ou team. He has eq, he has rocks, and he can defog away hazards and pivot for momentum with uturn. intimidate is also a veryy nice touch when paired with parting shot eviolite torracat but thats not what this build is about and that is indeed not the last mon on this team because that mon is...
Swirly! (Slurpuff) (F) @ Focus Sash
Ability: Sweet Veil
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Misty Explosion
- Magic Coat
- Sticky Web
- Toxic
Honestly i would've never thought to use this mon until i saw it in some uber matches where i saw it run mist explosion and sticky web. "Well that's broken", is what i thought before i found it it also gets magic coat lmao. This mon is probably gonna be on alot of my teams going forward as its utitily is almost unparalled as a suicide lead imo. This mon gives this team the speed control it needs to ensure morpeko can sweep even without a aura wheel boost and obstagoon and lando t enjoy the slower opponents as well.
Anyways, that's the team and if you guys have any questions about the team or suggestions feel free to let me know! I'm trying to get more comfortable using actual ou mons in ou instead of just flavor picks and favorites, winning is nice yk, but this is my first kinda in depth guide on any team i've made so far and probably my favorite thing to play rn besides like morpeko hyper offense or inteleon teams. <3