Non-Pokébank OU Balanced Bulky Offense

Robot (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Bullet Punch

MegaGross is more powerful than ever thanks to all the new fairies in the meta, and here he acts as both a secondary tank and one of the cleaners. The set is pretty standard, and built around Metagross getting consistent revenge kills. Earthquake is his best coverage option as of now, as he doesn't have access to the elemental punches, where Fire or Thunder Punch would help against Celesteela. Metagross is especially good with Tapu Lele everywhere, since he can abuse Psychic terrain in order to avoid Shadow Sneak and Sucker Punch and outspeed most common threats in the meta.

Careless Whisper (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Haze

This is the glue of the team, stopping status from wearing down the tanks and holding off popular threats like Celesteela and other setup mons like Mimikyu and Porygon-Z. Scald and Moonblast for attacking, Defog to remove hazards to minimize the wear on the tanks, and Haze to punish Z-setup.
Fini is built with attacking instead of defending so that she can hold her own, since her defenses are good enough to allow her to tank some hits.

Nope.avi (Mudsdale) @ Leftovers
Ability: Stamina
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Heavy Slam
- Protect
- Rock Slide

The first of the main tanks in the team, designed to force switches against common physical attackers and take the chance to wear down the team. Rock slide and Heavy Slam round out coverage, while Protect gives Mudsdale extra turns to heal up with Leftovers.

WITH ANCHOR ARMS (Dhelmise) @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Power Whip
- Anchor Shot
- Shadow Claw
- Earthquake

The primary special tank, who can also take the role of a pivot/trapper. Assault Vest allows Dhelmise to take hits from the likes of Tapu Koko and Tapu Fini, while dishing out powerful hits with his triple STABS and Earthquake. Shadow Claw or Earthquake can be swapped out for Rapid Spin if you want to change Fini's defog in order to allow for Hazards. Power Whip deals massive damage to certain mons, while Anchor Shot and Earthquake take care of most other threats. Dhelmise can often be used to force switches against the Tapus, allowing you to get extra free hits.

Level 4-2(0) (Greninja) @ Life Orb
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Shuriken
- Dark Pulse
- Hydro Pump
- Ice Beam

The primary sweeper for the team, Ash-Greninja is reserved for late in the game where he can get a safe, ensured kill and proceed to clean house from there. Hydro Pump and Dark Pulse for STAB, Water Shuriken for priority and the extra power it gains once Battle Bond is procced. Ice Beam adds extra coverage, although it can be swapped out if you want to make use if Ash-Greninjas boosted Attack.

UFOwned (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Water]

The Celesteela Killer. Given how tanky and powerful its become in the metagame, Magnezone has become just as popular for its ability to reliably kill the beast with relative ease. 124 speed EVs allow it to outspeed Tapu Bulu and Mega-Scizor, as well as most variants of Alolan Marowak, which is also why its equipped with HP Water in order to allow it to more easy kill Marowak after its taken prior damage.
If Celesteela isn't on the opposing team, Magnezone becomes a fairly tanky Pivot who can deal massive damage to the many fairies in the meta and abuse Electric Surge to get even more kills.
 

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