Bulky offense - feat. Shuca TR Magearna
Introduction
While I primarily play very pressure-heavy teams that aim to get up hazards and abuse momentum, I wanted to go for something else this time. Also, I usually have my go-to Megas in each metagame, but always wanted to make M-Camerupt work - one of the hardest hitting OU Mons. Another playstyle I really like is Trick Room, though there are some major flaws to it. Not only is it glaringly obvious from the team preview what exactly you bring, you also telegraph your plays throughout the game. Last but not least, Protect stall, smart switches and Focus Sash can mess up your sweep as well.
I wanted to build something that still allows for that Trick Room sweep, but more as an ace in the hole - not the primary mode of the team; breaking through walls early, crippling opposing threats, whittling down important checks until you flip the switch late-game, catching your opponent offguard and taking the victory.
Teambuilding Process
I usually start with the Mega I build around, and I currently see quite some merit in Camerupt. While the atrocious speed has always held it back, theres pretty much nothing in OU that likes to take the combination of Fire Blast and Earth Power with Sheer Force and an incredible 145 base Sp.Atk - or is there?
Well there is - in the form bulky Water types, especially with a Ground immunity, like Mantine. M-Camerupt also is not a good lead, as it loses to Landorus-T and Greninja. Tapu Koko acts as an excellent Pivot and aids M-Camerupt by tackling the Water types it cannot take out. Together, they forge my offensive core, not leaving much that can take on both. To top it off, M-Camerupt learns Nature Power - meaning Tapu Koko grants it access to an Electric Terrain boosted, Sheer Force boosted Thunderbolt, allowing it to even take on Water types.
With a 4x weakness to Water and two 2x weaknesses to Ground, it is mandatory to fill some of the holes present in my offensive core. Mantine immaculately covers both of them and can stall out a majority of current OU threats, while being able to cripple with status afflictions and supporting through Defog - allowing my core to apply more pressure vs. Hazard heavy teams.
To add to my defensive threats, I wanted something that covers the 4x Electric weakness of Mantine. While both M-Camerupt and Tapu Koko can switch into those moves, I did not want to rely on predictions, as both of them can be 2HKO'd when my opponent sees the switch coming. Also, Tangrowth provides resistance to Rock moves that threaten Mantine, while further covering the Ground weakness of its offensive companions. Looking at this lineup, I was already very satisfied, though it was really lacking reliable answers to M-Medicham and M-Lopunny.
Defensive Mew immediately sprang to mind. Threatening all sorts of coverage moves, spreading Will-O-Wisp burns and providing yet another source of recovery coupled with Mantine's Roost and Tangrowth's Regenerator. Scanning through the top OU threats, viability rankings, and thinking of possible weaknesses I concluded the team was already well-rounded from an 'external', a responsive standpoint; not having much that breaks through it. So the best way to round it off, I felt, was something that enables more proactive pressure. Something that allows the team to take victories after successfully crippling its opponents and scouting for sets & threats.
Referring back to my Introduction, where I mentioned how I like the general idea of Trick Room, that's what I went with. While this means I have no Scarfer on the team, I have another form of speed control and can add yet another bulky offense member to the squad. Not only that, but it ties together perfectly well with the Mon I originally built around - M-Camerupt. While it would primarily break through walls off of switch iniative from e.g. Tapu Koko, it now can do much more. Its atrocious speed became an asset, as long as it can switch into Hazards for at least one more time in the lategame.
Now that the lineup was set, it was time to determine the exact sets to run:
The Team
Camerupt-Mega @
Ability: Sheer Force
EVs: 216 HP / 168 SpA / 124 Spe
IVs: 0 Atk
Modest
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power
The general theme of 'make Camerupt break anything' continues in this EV spread. This way, it outspeeds Toxapex and OHKOs the common mixed Wall set at 100%. Stealth Rocks to capitalize on early switch iniative, as it threatens the likes of Ferrothorn, Celesteela, Tapu Koko and others for free hazards. Nature Power to utilize Electric Terrain and act as an immaculate lure to common checks like Mantine.
Tapu Koko @
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
IVs: 30 Spe
Naive
- U-Turn
- Wild Charge
- Taunt
- Hidden Power [Ice]
I went with a physical set, as the team was very Special Attack heavy. Also, U-Turn guarantees switch iniatitive opposed to Volt Switch, which I can capitalize very well on with Mantine in the back - any Ground type that might wanna switch into Tapu Koko will allow me to bring in Mantine for free Scalds, Defogs or Toxics. Taunt is chosen as a way to stop Chansey and Defoggers, while Hidden Power [Ice] is mandatory to answer common Ground types. The Z Crystal goes to Koko as a reliable way of breaking through a threat and seizing momentum. Magearna was the other candidate, which I will come to later.
Mantine @
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
Bold
- Scald
- Roost
- Toxic
- Defog
Scald allows for a decently hard hitting STAB move while fishing for burns. Roost and Leftovers to wall, very standard. Toxic is chosen over Haze, as without any setup sweeper, this team might have troubles breaking certain Mons like Gastrodon. For the 4th slot, Defog is still preferred over Haze, as my defensive Mantine, Tangrowth, Mew core needs to switch frequently to answer threats. Also, my team is very vulnerable to Toxic Spikes elsewise.
Tangrowth @
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
IVs: 30 Atk / 30 Sp. Atk / 30 Spe
Sassy
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake
Assault Vest is chosen as Scald burns and Mew's Will-O-Wisp coupled with Tangrowth's base Defense suffice for taking on physical threats. While Leech Seed would be appreciated to force out Mons that are harder to break through and to rejuvenate M-Camerupt and Tapu Koko, the Sp Def bulk is preferred. Hidden Power [Fire] allows it to take on common Grass and Steel switch-ins. Ice would also be an option, though Tapu Koko already covers that niche. Earthquake allows Tangrowth to catch Heatran on the switch.
Mew @
Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
IVs: 0 Atk
Bold
- Volt Switch
- Psychic
- Will-O-Wisp
- Soft-Boiled
Volt Switch may be considered 'odd' on Mew, though I really love what it enables. Just like people love Scizor for slow U-Turns, this Mew set allows me to safely bring in threats like Magearna, Tapu Koko or M-Camerupt. Considerung the very decent base Sp. Atk and the Electric Terrain, it can dish out considerable hits aswell, catching Mons like (M-) Gyarados offguard, or even Skarmory that thinks to get off a free Defog, suddenly granting you free switch iniative. Last but not least, with the current prevelance of Tyranitar to Pursuit trap, Volt Switch lures it in perfectly, being answered immediately by a free switch into e.g. Magearna, allowing for a Trick Room sweep. Psychic is taken over coverage like Ice Beam to add more overall type coverage to the team and to allow Mew for more significant offensive pressure, shortening the clock of the Mons it walls. Will-O-Wisp, Soft-Boiled and Leftovers as the obvious choices to take on physical threats and remain healthy throughout the game.
Magearna@
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Atk
Modest
- Fleur Cannon
- Ice Beam
- Thunderbolt
- Trick Room
The back-up plan, the ace in the hole. The team's defensive core allows Magearna to be preserved until the very late stage of the game, spreading status afflictions, crippling threats. Once your opponent breaks through, his resources will be exhausted. If he ever grants you a switch into Magearna, whether it be Outrage lock, Tapu Koko's U-Turn, Mew's slow Volt Switch or a timely sac - once Magearna comes in safely and sets up Trick Room, your opponent is in trouble. Fleur Cannon to take on fat threats and as an incredibly hard hitting STAB move - it also covers the very present weakness to (M-) Tyranitar, as Mantine being weak to Stone Edge won't suffice when not getting the Scald burn. Flash Cannon was orginally taken over Ice Beam, though that would only leave me with a Hidden Power [Ice] from physical Tapu Koko - not the most reliable way to beat the likes of Landorus-Therian, Zygarde etc. Also, Thunderbolt under electric terrain hits harder than a STAB Flash Cannon. Shuca Berry is chosen to take Earthquakes or other strong Ground moves and pretty much guarantee the Trick Room, as long as Magearna is only brought out late game. The best part: even if your opponent happens to still have an answer to this tremendous threat lategame, M-Camerupt is right there to come in and continue claiming kills under Trick Room - just an overall lethal finisher.
Showdown Import
Conclusion
I haven't gotten to play this team to immense extent yet. Still, I have quite alot of games under the belt with it already and it is doing immaculately. First testing it on my ~1400ish alt, then switching to games in the ~1700ish range, I haven't found much that can take this team on. Not only would you need to be able to break through 3 fat walls that spread status conditions, cripple you with Knock Off and present excellent typing coverage - you still need enough answers lategame to stop Magearna's Trick Room, accompanied by a M-Camerupt by its side. One does need to be aware of potential setup Mons, as Mantine would love to have Haze as a 5th move but cannot afford to run it in this team, I feel. Still, besides M-Tyranitar, being ridicilously bulky due to its Sand Stream and Base Sp. Def bulk and having perfect coverage through Stone Edge & double Punches, most other setup Mons haven't given me much trouble yet.
I would love to hear your feedback, and I will try to add some Showdown Replays later on if I got the time on my hands, and people seem to be interested in seeing it in action. Happy laddering!






Introduction
While I primarily play very pressure-heavy teams that aim to get up hazards and abuse momentum, I wanted to go for something else this time. Also, I usually have my go-to Megas in each metagame, but always wanted to make M-Camerupt work - one of the hardest hitting OU Mons. Another playstyle I really like is Trick Room, though there are some major flaws to it. Not only is it glaringly obvious from the team preview what exactly you bring, you also telegraph your plays throughout the game. Last but not least, Protect stall, smart switches and Focus Sash can mess up your sweep as well.
I wanted to build something that still allows for that Trick Room sweep, but more as an ace in the hole - not the primary mode of the team; breaking through walls early, crippling opposing threats, whittling down important checks until you flip the switch late-game, catching your opponent offguard and taking the victory.
Teambuilding Process

I usually start with the Mega I build around, and I currently see quite some merit in Camerupt. While the atrocious speed has always held it back, theres pretty much nothing in OU that likes to take the combination of Fire Blast and Earth Power with Sheer Force and an incredible 145 base Sp.Atk - or is there?


Well there is - in the form bulky Water types, especially with a Ground immunity, like Mantine. M-Camerupt also is not a good lead, as it loses to Landorus-T and Greninja. Tapu Koko acts as an excellent Pivot and aids M-Camerupt by tackling the Water types it cannot take out. Together, they forge my offensive core, not leaving much that can take on both. To top it off, M-Camerupt learns Nature Power - meaning Tapu Koko grants it access to an Electric Terrain boosted, Sheer Force boosted Thunderbolt, allowing it to even take on Water types.



With a 4x weakness to Water and two 2x weaknesses to Ground, it is mandatory to fill some of the holes present in my offensive core. Mantine immaculately covers both of them and can stall out a majority of current OU threats, while being able to cripple with status afflictions and supporting through Defog - allowing my core to apply more pressure vs. Hazard heavy teams.




To add to my defensive threats, I wanted something that covers the 4x Electric weakness of Mantine. While both M-Camerupt and Tapu Koko can switch into those moves, I did not want to rely on predictions, as both of them can be 2HKO'd when my opponent sees the switch coming. Also, Tangrowth provides resistance to Rock moves that threaten Mantine, while further covering the Ground weakness of its offensive companions. Looking at this lineup, I was already very satisfied, though it was really lacking reliable answers to M-Medicham and M-Lopunny.





Defensive Mew immediately sprang to mind. Threatening all sorts of coverage moves, spreading Will-O-Wisp burns and providing yet another source of recovery coupled with Mantine's Roost and Tangrowth's Regenerator. Scanning through the top OU threats, viability rankings, and thinking of possible weaknesses I concluded the team was already well-rounded from an 'external', a responsive standpoint; not having much that breaks through it. So the best way to round it off, I felt, was something that enables more proactive pressure. Something that allows the team to take victories after successfully crippling its opponents and scouting for sets & threats.






Referring back to my Introduction, where I mentioned how I like the general idea of Trick Room, that's what I went with. While this means I have no Scarfer on the team, I have another form of speed control and can add yet another bulky offense member to the squad. Not only that, but it ties together perfectly well with the Mon I originally built around - M-Camerupt. While it would primarily break through walls off of switch iniative from e.g. Tapu Koko, it now can do much more. Its atrocious speed became an asset, as long as it can switch into Hazards for at least one more time in the lategame.
Now that the lineup was set, it was time to determine the exact sets to run:
The Team

Camerupt-Mega @

Ability: Sheer Force
EVs: 216 HP / 168 SpA / 124 Spe
IVs: 0 Atk
Modest
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power
The general theme of 'make Camerupt break anything' continues in this EV spread. This way, it outspeeds Toxapex and OHKOs the common mixed Wall set at 100%. Stealth Rocks to capitalize on early switch iniative, as it threatens the likes of Ferrothorn, Celesteela, Tapu Koko and others for free hazards. Nature Power to utilize Electric Terrain and act as an immaculate lure to common checks like Mantine.

Tapu Koko @

Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
IVs: 30 Spe
Naive
- U-Turn
- Wild Charge
- Taunt
- Hidden Power [Ice]
I went with a physical set, as the team was very Special Attack heavy. Also, U-Turn guarantees switch iniatitive opposed to Volt Switch, which I can capitalize very well on with Mantine in the back - any Ground type that might wanna switch into Tapu Koko will allow me to bring in Mantine for free Scalds, Defogs or Toxics. Taunt is chosen as a way to stop Chansey and Defoggers, while Hidden Power [Ice] is mandatory to answer common Ground types. The Z Crystal goes to Koko as a reliable way of breaking through a threat and seizing momentum. Magearna was the other candidate, which I will come to later.

Mantine @

Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
Bold
- Scald
- Roost
- Toxic
- Defog
Scald allows for a decently hard hitting STAB move while fishing for burns. Roost and Leftovers to wall, very standard. Toxic is chosen over Haze, as without any setup sweeper, this team might have troubles breaking certain Mons like Gastrodon. For the 4th slot, Defog is still preferred over Haze, as my defensive Mantine, Tangrowth, Mew core needs to switch frequently to answer threats. Also, my team is very vulnerable to Toxic Spikes elsewise.

Tangrowth @

Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
IVs: 30 Atk / 30 Sp. Atk / 30 Spe
Sassy
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake
Assault Vest is chosen as Scald burns and Mew's Will-O-Wisp coupled with Tangrowth's base Defense suffice for taking on physical threats. While Leech Seed would be appreciated to force out Mons that are harder to break through and to rejuvenate M-Camerupt and Tapu Koko, the Sp Def bulk is preferred. Hidden Power [Fire] allows it to take on common Grass and Steel switch-ins. Ice would also be an option, though Tapu Koko already covers that niche. Earthquake allows Tangrowth to catch Heatran on the switch.

Mew @

Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
IVs: 0 Atk
Bold
- Volt Switch
- Psychic
- Will-O-Wisp
- Soft-Boiled
Volt Switch may be considered 'odd' on Mew, though I really love what it enables. Just like people love Scizor for slow U-Turns, this Mew set allows me to safely bring in threats like Magearna, Tapu Koko or M-Camerupt. Considerung the very decent base Sp. Atk and the Electric Terrain, it can dish out considerable hits aswell, catching Mons like (M-) Gyarados offguard, or even Skarmory that thinks to get off a free Defog, suddenly granting you free switch iniative. Last but not least, with the current prevelance of Tyranitar to Pursuit trap, Volt Switch lures it in perfectly, being answered immediately by a free switch into e.g. Magearna, allowing for a Trick Room sweep. Psychic is taken over coverage like Ice Beam to add more overall type coverage to the team and to allow Mew for more significant offensive pressure, shortening the clock of the Mons it walls. Will-O-Wisp, Soft-Boiled and Leftovers as the obvious choices to take on physical threats and remain healthy throughout the game.

Magearna@

Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Atk
Modest
- Fleur Cannon
- Ice Beam
- Thunderbolt
- Trick Room
The back-up plan, the ace in the hole. The team's defensive core allows Magearna to be preserved until the very late stage of the game, spreading status afflictions, crippling threats. Once your opponent breaks through, his resources will be exhausted. If he ever grants you a switch into Magearna, whether it be Outrage lock, Tapu Koko's U-Turn, Mew's slow Volt Switch or a timely sac - once Magearna comes in safely and sets up Trick Room, your opponent is in trouble. Fleur Cannon to take on fat threats and as an incredibly hard hitting STAB move - it also covers the very present weakness to (M-) Tyranitar, as Mantine being weak to Stone Edge won't suffice when not getting the Scald burn. Flash Cannon was orginally taken over Ice Beam, though that would only leave me with a Hidden Power [Ice] from physical Tapu Koko - not the most reliable way to beat the likes of Landorus-Therian, Zygarde etc. Also, Thunderbolt under electric terrain hits harder than a STAB Flash Cannon. Shuca Berry is chosen to take Earthquakes or other strong Ground moves and pretty much guarantee the Trick Room, as long as Magearna is only brought out late game. The best part: even if your opponent happens to still have an answer to this tremendous threat lategame, M-Camerupt is right there to come in and continue claiming kills under Trick Room - just an overall lethal finisher.
Showdown Import
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Wild Charge
- Taunt
- Hidden Power [Ice]
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Toxic
- Defog
Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Ice Beam
- Thunderbolt
- Trick Room
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Psychic
- Will-O-Wisp
- Roost
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Wild Charge
- Taunt
- Hidden Power [Ice]
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Toxic
- Defog
Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Ice Beam
- Thunderbolt
- Trick Room
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Nature Power
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 176 Def / 20 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Psychic
- Will-O-Wisp
- Roost
Conclusion
I haven't gotten to play this team to immense extent yet. Still, I have quite alot of games under the belt with it already and it is doing immaculately. First testing it on my ~1400ish alt, then switching to games in the ~1700ish range, I haven't found much that can take this team on. Not only would you need to be able to break through 3 fat walls that spread status conditions, cripple you with Knock Off and present excellent typing coverage - you still need enough answers lategame to stop Magearna's Trick Room, accompanied by a M-Camerupt by its side. One does need to be aware of potential setup Mons, as Mantine would love to have Haze as a 5th move but cannot afford to run it in this team, I feel. Still, besides M-Tyranitar, being ridicilously bulky due to its Sand Stream and Base Sp. Def bulk and having perfect coverage through Stone Edge & double Punches, most other setup Mons haven't given me much trouble yet.
I would love to hear your feedback, and I will try to add some Showdown Replays later on if I got the time on my hands, and people seem to be interested in seeing it in action. Happy laddering!
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