SS OU Banded Urshifu + Quiver Dance Pheromosa Momentum Balance

Hey y'all. This is my first RMT (in the RMT forums anyway) and I'm kinda a newcomer to SS OU. I was watching one of Finchinator's videos about Urshifu and Mosa when I came up with the idea for this team. The entire purpose of this team is to abuse momentum grabbing moves like Teleport and U- Turn in conjunction with Future Sight from Slowbro to get Urshifu-S in as much as possible and wear down things like Clefable and Toxapex so that QD Mosa can end up sweeping. This team definitely has some flaws, so I was hoping to get input on how to better it.

The Team (PokePaste):
https://pokepast.es/fe6f8a80d91fcb3d

The Team (Importable):
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- U-turn

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Focus Blast
- Ice Beam
- Shock Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Moonblast
- Wish
- Protect

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Defog
- Foul Play
- Roost
- U-turn

Spectrier @ Choice Scarf
Ability: Grim Neigh
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Haze
- Shadow Ball

Now I'll talk about the members of the team.

Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- U-turn

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Focus Blast
- Ice Beam
- Shock Wave

The point of this team is to abuse Future Sight + Teleport for Urshifu to break Clef and Pex ultimately to help Pheromosa sweep.
So I started out with those three. There's really not much else to say here other than that's the purpose of this offensive core.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Moonblast
- Wish
- Protect

Next we have Clefable. I chose to use Clefable because it covers Slowbro's dark weakness. Having a solid dark resist is important because of the prominence of Urshifu-S in the metagame and I think Clefable is one of the best at that job. This Clefable also provides wish and support for other teammates such as Urshifu-S. This allows Urshifu to come in many times to weaken the other team. It also has Teleport to pass Wishes easier as well as keep up momentum, a key part of this team.

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Defog
- Foul Play
- Roost
- U-turn

I chose Mandibuzz next because it covers Slowbro's grass and ghost weakness while also providing a secondary dark resist. Having a ghost resist is important because of Spectrier, which can easily run away with the game if the opposing team is not prepared for it. It also can eat up Banded Kartana's Leaf Blades and Roost off the damage, but switching it in is risky because of Knock-Off removing Heavy-Duty Boots and both Sacred Sword and Smart Strike having decent chances to 2HKO. Mandibuzz also provides this team hazard removal in the form of Defog and momentum in the form of U-turn.

Spectrier @ Choice Scarf
Ability: Grim Neigh
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Haze
- Shadow Ball

The last mon I picked was Scarf Spectrier. I felt this team was still pretty slow, and needed something to revenge kill opposing setup sweepers. I picked Spectrier because it also benefits from the chipping down of dark types that Urshifu provides. It also serves as a secondary win condition should something go wrong with Pheromosa. Haze is an nice option this mon has to nullify things setting up and make the threat manageable. Will-O-Wisp is nice to burn things, especially switch ins like Tyranitar and Mandibuzz because it powers up Hex and chips down at their health.

Other Options:

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Toxic / Earthquake
- Rapid Spin / Earthquake


I highly debated putting Excadrill on this team instead of Spectrier. Excadrill serves as an electric immunity, a steel type, a stealth rocker an additional hazard spinner, and a fairy check so there's definetly a strong case for it being on this team. I believe a set like this would fit the team. Iron Head is a guaranteed 2HKO on 252/252 Bold Clefable seeing as about half the team loses to Clef. With Rapid Spin's new Speed increasing effect it can make Excadrill serve as a pseudo win condition. Toxic is to punish flying, grass, and some water types that come in on you. However without Earthquake, you are walled by Heatran so it's really a toss up. I would say keep Stealth Rock though, because it is good at chipping the grounded mons that come in, like Toxpex, which helps immensely in knocking them out.
Other than that... maybe a ferrothorn in this slot??

Yeah that's the team... Please LMK how I could improve it.
Thanks for reading and have a nice day.
Agency Agency
-theleedler17
 
In my experience, Scarf Spectrier is underwhelming. Of course, I feel your justification for including it on your team is great and if you would like to keep it, keep it. However, consider exchanging it for a Scarf Landorus-T. Landorus-T is a very splashable mon and it's an electric immunity, which is something you mentioned in your Excadrill section.
Landorus-Therian @ Choice Scarf
Jolly Nature
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
- Earthquake
- U-turn
- Stone Edge/Knock Off/Toxic
- Stealth Rock

Landorus-T also provides the speed control you wanted, and Excadrill's Rocks. Apart from the obligatory eq and U-turn, one of Stone Edge, Knock Offand Toxic is important for hitting Mandibuzz and Moltres, two mons that can often/always live a hit from +1 QD mosa and be generally annoying. It also immediately threatens Slowking-Galar with an OHKO, which Scarf Spectrier can't (many Glowking EV to never be 2HKOed by Spectrier Shadow ball). Stealth Rock is there since your other rocker, Clefable, doesn't have the space for it.

About Clefable, I understand you wanted to have a theme of momentum, but consider changing it to the normal Soft-Boiled Stealth Rocks set. Wish+teleport is a fearsome combo but the only thing you'd mostly want to pass to is Mandibuzz at low health, since Slowbro's Boots and Regenerator means it has good longevity. Wish+Protect in general is not as consistent as Soft-Boiled, so if you can sacrifice the momentum, think of making it Soft-boiled + Stealth Rocks + Moonblast + 4th utility move.
 
In my experience, Scarf Spectrier is underwhelming. Of course, I feel your justification for including it on your team is great and if you would like to keep it, keep it. However, consider exchanging it for a Scarf Landorus-T. Landorus-T is a very splashable mon and it's an electric immunity, which is something you mentioned in your Excadrill section.
Landorus-Therian @ Choice Scarf
Jolly Nature
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
- Earthquake
- U-turn
- Stone Edge/Knock Off/Toxic
- Stealth Rock

Landorus-T also provides the speed control you wanted, and Excadrill's Rocks. Apart from the obligatory eq and U-turn, one of Stone Edge, Knock Offand Toxic is important for hitting Mandibuzz and Moltres, two mons that can often/always live a hit from +1 QD mosa and be generally annoying. It also immediately threatens Slowking-Galar with an OHKO, which Scarf Spectrier can't (many Glowking EV to never be 2HKOed by Spectrier Shadow ball). Stealth Rock is there since your other rocker, Clefable, doesn't have the space for it.

About Clefable, I understand you wanted to have a theme of momentum, but consider changing it to the normal Soft-Boiled Stealth Rocks set. Wish+teleport is a fearsome combo but the only thing you'd mostly want to pass to is Mandibuzz at low health, since Slowbro's Boots and Regenerator means it has good longevity. Wish+Protect in general is not as consistent as Soft-Boiled, so if you can sacrifice the momentum, think of making it Soft-boiled + Stealth Rocks + Moonblast + 4th utility move.
The one of the main reasons I was thinking Excadrill was because it is a steel type and provides some nice resistances to the team. However, Landorus-Therian seems like a great addition to the team. I'll try it out. Thank you!
 
Hey.
You don't really need to WishPass Urshifu, you're supposed to use Teleport and give either Pheromosa or Urshifu a pain-free entry, Wish on 'Fable, unfortunately, gives you more troubles against opposing Urshifus, as they are able to hit through Protect, it doesn't help that Mandibuzz is a Special Defensive variant, so it will take more damage from it, so I'd just run Softboiled

With that out of the way, you have a serious problem against Zapdos, it can hit all of your team with either Hurricane or Discharge, if you decide to go Lando over Exca it's even worse, as at least Heat Wave has become a bit rare, Spectrier does not have the immediate power of specs to scare it off, Pheromosa can threaten it with IBeam, but Ibeam does not ohko, and Phero dies to Hurricane, Urshifu hates Static, dies to Hurricane, and has to be extra careful if it's facing a max hp max speed variant, so, have you considered running Special Defensive Hydreigon over Clefable? Hydre isn't weak to rocks, so it can run leftovwers and isn't a s threatened by the loss of item like Mandibuzz, it brings you an electric resist to make your matchup against Zapdos and Regieleki better, it can also outspeed stuff like Heatran and Nidoking and kill them, before they can disrupt your defensive core, alongside that, a Grass, future sight immunity and ground immunity like Mandi, it's scared of Sacred Sword from CBKartana just like, I'll come back to Kartana later on, the point is, Hydreigon perfectly compliments with Slowbro and Clefable on your team, and helps you against the threats I mentioned, without being that much different from the reasons you picked Mandibuzz.

Now, with Wish and Protect out of the way, you have one more move on Clef, you can opt to run Thunder Wave on it paralysis will drop Kartana's and other threats speed, alongside a 25% chance that they can't do anything, which can help either your Urshifu or Pheromosa's endeavors. You may also consider running 72 speed evs allowing you to outspeed non-scarf Kartana after the paralysis, while resisted, Moonblast is still a 2hko on Kartana, so Clefable does not become a total fodder against it.

clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 188 Def / 72 Spe or 252/252/6,
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Encore
- Moonblast
- Thunder Wave

Teleport + soft is illegal, but Encore can create easy openings to give Phero or Urshi a switch in.
hydreigon.gif

Hydreigon @ Leftovers
Ability: Levitate
EVs: 248 HP / 108 SpD / 152 Spe
Timid Nature
- Dark Pulse
- Earth Power/U-turn
- Defog
- Roost

Take care.
 
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