teachable
Banned deucer.
I like Breloom and I miss him in OU; I'm not *too* great at OU team building, but I wanted to give it a shot and then hopefully have some help w/ refining it here in the RMT section (I also just like doing RMTs). Played mostly around the 1500s-1600s with this team, I'm by no means good in OU but I've been liking the general idea of the team a lot so I wanted some constructive feedback.
Teambuilding Process
I had a drunk idea to try out Breloom as a Tapu Bulu lure, given I've been seeing it spammed everywhere on the ladder to stop Greninja/compress a Zygarde check into one mon with some more offensive presence compared to AV Magearna (plus it actually has recovery). So I paired it w/ Zygarde and tried to think of what else to run on the team.
A Toxic Spike setter was my go-to partner with Zygarde, as with Toxic on my Breloom I was opting to go the Sub/Tect route with Zygarde and this let me poison stuff that I wasn't luring with Breloom.
kartana scares me so I decided to run a M-Scizor to lessen my chances of losing to it. Went with a bulkier set to utilize it as my defogger and a Mamo switch in given what aim is doing to the ladder right now.
I noticed my team kind of sacced a Pokemon to M-Medicham at this point whenever it came in and I needed a rocker, so I decided on Mew. Originally this was Garchomp but overall I felt like my team probably was better with a more defensive rocker but I could see Chomp still fitting here.
I needed a Scarfer and decided since my team was already based around luring stuff with Breloom I wanted to try out Scarf Koko that Randomnick passed me an OU team with one time. Obviously this mon is fucking fast, so it lets me check a lot of stuff.
Playing with the team I felt like T-Pex was way too passive for this team, so I opted to switch to a more offensive mon and just deal with the lack of switch ins for some mons and it worked nicely considering I had a spare Z Crystal for the team.
Team Breakdown
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 48 SpD / 208 Spe
Jolly Nature
- Toxic
- Seed Bomb
- Rock Tomb
- Swords Dance
Honestly the moveset for this dude has changed a lot but this is what I ultimately decided on. Toxic is the first move I decided on, and its remained on the movest and has put in the most work on this lil guy. The rest of the set has changed a lot and are mostly to try to make Breloom do something in my stall matches. Seed Bomb is STAB, Swords Dance lets me actually try to break through some stuff. Opted for Grass STAB over Fighting to hopefully do something vs Stall. Lack of DD TTars on ladder made me run Rock Tomb to prevent Zards/Volcaronas from coming in for free on me. I opted for a bulkier spread to let myself switch into Rotom-W way easier and tank a hit or two from Bulu/Lando/Ash-Greninja if I needed to. Speed EVs let me outspeed the standard defensive Lando spread and anything slower.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 188 HP / 140 Atk / 180 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Thousand Arrows
- Protect
Well this set is definitely more standard. I don't know OU well enough to craft a refined Zygarde spread so I trusted the analyses with the Speed/HP/Attack Distribution, but basically Zygarde just tries to sweep w/ a Bulu or Tangrowth poisoned by using the good old Sub/Protect combo. Pretty straight forward.
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Stealth Rock
Another really standard set, I needed Rocks on this squad to punish switching, since most OU matches require a lot of doubling to put yourself in an advantageous situation (and also rocks are just good, they don't need an explanation honestly). Earth Power over Ice Beam because while Zapdos with HP-Ice can be a real pain with this team, and I wanted *something* to help deal with Heatran outside of doubling into Zygarde. Gives me switch into Non-E Terrain T Punch Medi and fire off a wisp to hopefully help me wear something down for Zygarde. Not opting for any fancy spreads, I don't know the metagame well enough.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 64 Atk / 124 Def / 16 SpD / 56 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost
Kartana is wild, Mamoswine is everywhere, and I wanted something that could offensively pressure Unaware Clefable so I can hopefully wear it down enough to pressure it w/ Zygarde.
Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- Hidden Power Ice
- U-turn
- Grass Knot
Definitely the second most unconventional part of this team, with Bulu getting worn down (hopefully) from the rest of my team (namely Breloom), I wanted to try out Scarf Koko since I personally have enjoyed using it in the past. Wild Charge//U-turn are standard, Grass Knot is to give my team a way to revenge kill M-Swampert, the only Ground-type I won't just be U-turning on, and HP Ice is to chip Pokemon like Landorus-T and Zygarde as they try to block a Volt Switch or revenge Zygarde/Mence.
Greninja-Ash @ Waterium Z
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Since most of my team is aiming to pressure Bulu/Tangrowth I felt this kinda fit nicely as an additional wincon and to hopefully help with overwhelming the checks for my other teammates. Incredibly standard set, had my Z-Move open so I threw Waterium on it. Gives my team some priority which is nice, preventing my only out to setup mons just being to hope my Koko can revenge them.
Threatlist
Mega Charizard X and Y
Both of these mons dont have a switch in on my team, I basically have to offensively pressure them out or sack a mon.
Ferrothorn
Shoutouts
S/O to the entire RU community for putting up with my shit/weird builds there and particularly to EviGaro for being my #1 hater.
Replays
ImportBreloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 48 SpD / 208 Spe
Jolly Nature
- Rock Tomb
- Seed Bomb
- Toxic
- Swords Dance
Greninja-Ash @ Waterium Z
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Stealth Rock
Zygarde @ Leftovers
Ability: Aura Break
EVs: 188 HP / 140 Atk / 180 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Thousand Arrows
- Protect
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Bullet Punch
- Roost
Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- Brave Bird
- U-turn
- Grass Knot
Ability: Poison Heal
EVs: 252 HP / 48 SpD / 208 Spe
Jolly Nature
- Rock Tomb
- Seed Bomb
- Toxic
- Swords Dance
Greninja-Ash @ Waterium Z
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Stealth Rock
Zygarde @ Leftovers
Ability: Aura Break
EVs: 188 HP / 140 Atk / 180 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Thousand Arrows
- Protect
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Bullet Punch
- Roost
Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- Brave Bird
- U-turn
- Grass Knot
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