SM OU Bulky Offense (first team made by calcing lol)

tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png
scizor-mega.png
lycanroc-dusk.png


Introduction


Hey, this is my first attempt at utilising the damage calculator to build a real team for usum OU! i find i enjoy myself more while using less common pokemon, or failing that, less common sets... i built the team around the double grass core of specs tangrowth and a (tried and tested, by yours truly) AV ferrothorn set, which has proven to be quite effective (after gauging opponents play-style) so please dont go easy on me, make it brutal! my team list is full of half teams and bad teams lol.
i want to be able to get high on the ladder utilising my own teambuilding skill!




Teambuilding Process

tangrowth.png


while everyone expects either assault vest, or rocky helmet, this is a subversive specs set!
the obvious stab is giga drain, for extra longevity, and less penalty vs chansey switches for eg. the recovery can be the difference between being revenge killed after rocks, and living long enough to revenge kill back.
sludge bomb and focus blast round off the coverage nicely, to deal with fairy/ grass types, and dark types respectively. this means that tapu bulus, and tyranitar never switch in for free, so long as your predictions are correct...
the final move is NATURE POWER! with tapu fini on the team (see below) it becomes moonblast (one shots hawlucha on the switch, trying to set up for "free") and vs common koko screens lucha, thunderbolt in terrain takes 2 hits. obv scenario would be switch lead poke into tang upon realising it IS screens koko, then click NP upon the u turn/ volt switch. damaging on the switch is the best option, since u-turn into acrobatics does have a high chance to ko tangrowth here. (all clear if they volt switch for whatever reason)

the ev's maximise its natural bulk (stuck to 399 hp since its easier to work out without issue lol) and its damage output. since its not the usual av/ helmet Tang, it does take more from those pivot moves...
regenerator is an excellent ability, that allows you to keep him healthy enough to dish out more damage


tangrowth.png
ferrothorn.png


I know what youre thinking, but AV has been my favourite tech on ferro for a while now. if kept healthy, its an amazing answer to: Mega alakazam (take one focus blast with some bruising and ko with gyro ball easily) greninja/ash greninja (may have to fish for the hp fire, especially if specs, but otherwise takes him on nicely and damages back with seed bomb)

seed bomb over power whip, since those 4x weak pokes die anyway, and id rather get some revengeable damge, rather than letting a 85 percent chance to miss (i know thats opposite, but i miss more power whips than i do hypnosis lol) let a pokemon set up scot free...
gyro ball provides tasty damage to the common fast threats, especially with the speed dropping nature and 0ivs. (this also allows potential disruption to trick room oppononts)
knock off removes leftovers from many defensive monsters, such as ferrothorn and fini, and is great for removing greninjas scarf or specs. the removal of certain items is also a boon for figuring out what kind of set that specific pokemon is running! this can be the difference between calcing for a scarf landorus, or playing safer around a defensive landorus...
bulldoze is lovely for when you are locked in with a magnezone, even tastier if you catch it on the switch, take 80 from hp fire, then finsih it off! it also provides useful utility, considering the general sluggishness of the whole team.


tangrowth.png
ferrothorn.png
tapu fini.png


tapu fini - so after having a double grass on my first two slots, obviously i needed a water resist/ greninja check. max hp completely walls transformed ash greninja (minus gunk shot coverage)

max defense with def boosting nature takes 10 percent (rounded up) from the common scarf landorus, and then takes (crit not included) 86 percent from scarf kartanas leaf blade. (95 percent total, without leftovers) hp fire, even without investment, destroys kartana. bonus points if clicking on the predicted incoming ;) ) surf 3 hits av heatran, although 1 on 1, tran puts fini into revenge range for moxie/ ultra beast mons... i also chose surf over scald and hydro pump for the consistent damage. nothing worse than missing hydro pump on a major threat setting up!

defog is nice to remove hazards such as spikes and toxic spikes, and volcarona (see below) really appreciates coming in at full vs lando etc... this team is already plenty slow, so i wouldnt want sticky web slowing my only form of speed control...


tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png


the first 3 pokemon were never changed (outide of set specifics) but i wanted a specially offensive fire type, ready to set up and sweep. originally it was sub/ cm blacephalon, but that was inconsistent, and had zero natural bulk.
volcarona was the natural replacement with its self sustainability, and faster set up option in quiver dance.

its defensive evs allow it to take (very badly) an unboosted acrobatics from a hawlucha (seed consumed) and potentially burn with the 2 contact attacks needed to ko volcarona, crippling it. the speed evs, with this bulkier build, allows it to speed tie with Scarf timid zeraora (lol) but only at plus 3... this is a bulky build after all lol. although plus 2 is adequate for non scarfed zeraora, so thats a little better haha.
bug buzz is the main stab of choice, with the added bonus of hitting behind substitutes.
fiery dance, has the chance to raise the special attack, which is a boon when the opponent decides to halt your set up (providing heatran is abent), although vs stall matchups, it does have less pp than flamethrower, which could be detrimental. roost is integral for setting up vs weaker/ choice locked pokemon, so you can heal in between quiver dances.



tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png
scizor-mega.png


considering the other team members, i realised i needed more consistent physical damage, as well as a little priority. i also wanted a somewhat bulky team, so i figured mega scizor was a great fit

onto the evs: ive decided to go the SpDef route, and this number specifically allows it (from full) to switch into a virgin leaf storm from serperior, and JUST survive a plus 2 HP Fire!

swords dance over curse, because with slow U-Turn pivoting, i can maximise my damage output in less turns, while its natural defensive bulk allows it to take a few neutral hits on its own merit.
it would be blasphemy to not have bullet punch, considering it being a base 80 priority move, allowing easy late game sweeping, minus lele.



tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png
scizor-mega.png
lycanroc-dusk.png


so looking at the team, i realised i had no form of speed control. nnow, i agree i could have gone koko - greninja - anything else, really! but upon team preview ive always been scared of kartana, especially scarf/ banded timid varients.

boasting a base 100 speed, im ever so slightly faster scarf user! despite karts defense, a fire fang always ko's!

besides being built to counter kartana mid sweep, and more reliably than the suicide fini, its ability makes drill run and accelerock (still needed to outpace water shuriken and bullet punch at times) basically lfe orb boosted!
offensively, stone edge is pretty nice, as it hits most threats neautrally, as well as causing massive damage onto common support/ sweepers such as tornadus/ thundurus, as well pelliper and aerodactyl.

The Team

tangrowth.png

Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Giga Drain
- Focus Blast
- Ancient Power
while everyone expects either assault vest, or rocky helmet, this is a subversive specs set!
the obvious stab is giga drain, for extra longevity, and less penalty vs chansey switches for eg. the recovery can be the difference between being revenge killed after rocks, and living long enough to revenge kill back.
sludge bomb and focus blast round off the coverage nicely, to deal with fairy/ grass types, and dark types respectively. this means that tapu bulus, and tyranitar never switch in for free, so long as your predictions are correct...
the final move is NATURE POWER! with tapu fini on the team (see below) it becomes moonblast (one shots hawlucha on the switch, trying to set up for "free") and vs common koko screens lucha, thunderbolt in terrain takes 2 hits. obv scenario would be switch lead poke into tang upon realising it IS screens koko, then click NP upon the u turn/ volt switch. damaging on the switch is the best option, since u-turn into acrobatics does have a high chance to ko tangrowth here. (all clear if they volt switch for whatever reason)

the ev's maximise its natural bulk (stuck to 399 hp since its easier to work out without issue lol) and its damage output. since its not the usual av/ helmet Tang, it does take more from those pivot moves...
regenerator is an excellent ability, that allows you to keep him healthy enough to dish out more damage


ferrothorn.png

Ferrothorn @ Assault Vest
Ability: Iron Barbs
EVs: 252 HP / 196 Atk / 8 Def / 48 SpD
- Nature
IVs: 0 Spe
- Gyro Ball
- Bulldoze
- Knock Off
- Seed Bomb
I know what youre thinking, but AV has been my favourite tech on ferro for a while now. if kept healthy, its an amazing answer to: Mega alakazam (take one focus blast with some bruising and ko with gyro ball easily) greninja/ash greninja (may have to fish for the hp fire, especially if specs, but otherwise takes him on nicely and damages back with seed bomb)

seed bomb over power whip, since those 4x weak pokes die anyway, and id rather get some revengeable damge, rather than letting a 85 percent chance to miss (i know thats opposite, but i miss more power whips than i do hypnosis lol) let a pokemon set up scot free...
gyro ball provides tasty damage to the common fast threats, especially with the speed dropping nature and 0ivs. (this also allows potential disruption to trick room oppononts)
knock off removes leftovers from many defensive monsters, such as ferrothorn and fini, and is great for removing greninjas scarf or specs. the removal of certain items is also a boon for figuring out what kind of set that specific pokemon is running! this can be the difference between calcing for a scarf landorus, or playing safer around a defensive landorus...
bulldoze is lovely for when you are locked in with a magnezone, even tastier if you catch it on the switch, take 80 from hp fire, then finsih it off! it also provides useful utility, considering the general sluggishness of the whole team.


tapu fini.png

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Brave Nature
IVs: 0 Atk
- Defog
- Surf
- Moonblast
- Hidden Power [Fire]

tapu fini - so after having a double grass on my first two slots, obviously i needed a water resist/ greninja check. max hp completely walls transformed ash greninja (minus gunk shot coverage)

max defense with def boosting nature takes 10 percent (rounded up) from the common scarf landorus, and then takes (crit not included) 86 percent from scarf kartanas leaf blade. (95 percent total, without leftovers) hp fire, even without investment, destroys kartana. bonus points if clicking on the predicted incoming ;) ) surf 3 hits av heatran, although 1 on 1, tran puts fini into revenge range for moxie/ ultra beast mons... i also chose surf over scald and hydro pump for the consistent damage. nothing worse than missing hydro pump on a major threat setting up!

defog is nice to remove hazards such as spikes and toxic spikes, and volcarona (see below) really appreciates coming in at full vs lando etc... this team is already plenty slow, so i wouldnt want sticky web slowing my only form of speed control...


volcarona.png

Volcarona @ Leftovers
Ability: Flame Body
EVs: 232 HP / 204 Def / 72 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost​

the first 3 pokemon were never changed (outside of set specifics) but i wanted a specially offensive fire type, ready to set up and sweep. originally it was sub/ cm blacephalon, but that was inconsistent, and had zero natural bulk.
volcarona was the natural replacement with its self sustainability, and faster set up option in quiver dance.

its defensive evs allow it to take (very badly) an unboosted acrobatics from a hawlucha (seed consumed) and potentially burn with the 2 contact attacks needed to ko volcarona, crippling it. the speed evs, with this bulkier build, allows it to speed tie with Scarf timid zeraora (lol) but only at plus 3... this is a bulky build after all lol. although plus 2 is adequate for non scarfed zeraora, so thats a little better haha.
bug buzz is the main stab of choice, with the added bonus of hitting behind substitutes.
fiery dance, has the chance to raise the special attack, which is a boon when the opponent decides to halt your set up (providing heatran is abent), although vs stall matchups, it does have less pp than flamethrower, which could be detrimental. roost is integral for setting up vs weaker/ choice locked pokemon, so you can heal in between quiver dances.

scizor-mega.png

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 56 Atk / 200 SpD
Bold Nature
- Bullet Punch
- Swords Dance
- Roost
- U-turn
considering the other team members, i realised i needed more consistent physical damage, as well as a little priority. i also wanted a somewhat bulky team, so i figured mega scizor was a great fit

onto the evs: ive decided to go the SpDef route, and this number specifically allows it (from full) to switch into a virgin leaf storm from serperior, and JUST survive a plus 2 HP Fire!

swords dance over curse, because with slow U-Turn pivoting, i can maximise my damage output in less turns, while its natural defensive bulk allows it to take a few neutral hits on its own merit.
it would be blasphemy to not have bullet punch, considering it being a base 80 priority move, allowing easy late game sweeping, minus lele.


lycanroc-dusk.png

Lycanroc-Dusk @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Fire Fang
- Stone Edge
- Drill Run
- Accelerock
so looking at the team, i realised i had no form of speed control. nnow, i agree i could have gone koko - greninja - anything else, really! but upon team preview ive always been scared of kartana, especially scarf/ banded timid varients.

boasting a base 100 speed, im ever so slightly faster scarf user! despite karts defense, a fire fang always ko's!

besides being built to counter kartana mid sweep, and more reliably than the suicide fini, its ability makes drill run and accelerock (still needed to outpace water shuriken and bullet punch at times) basically lfe orb boosted!
offensively, stone edge is pretty nice, as it hits most threats neautrally, as well as causing massive damage onto common support/ sweepers such as tornadus/ thundurus, as well pelliper and aerodactyl.


Conclusion


in summary, i wanted to build around an offensively based, defensive pokemon, so tangrowth became the driving force behind the team. i wanted the team to be naturally bulky and to be able to threaten as many team types as possible, while keeping its utility.
of course, ive built many unsuccessful teams before, but upon utilising the damage calculator, i have been able to ladder back from just over 1000, to about 1350 at time of writing, with minor setbacks or sweeps allowing me to finesse this teams ivs and movesets!




Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Giga Drain
- Focus Blast
- Ancient Power
- Nature Power

Ferrothorn @ Assault Vest
Ability: Iron Barbs
EVs: 252 HP / 196 Atk / 8 Def / 48 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Bulldoze
- Knock Off
- Seed Bomb

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Surf
- Moonblast
- Hidden Power [Fire]

Volcarona @ Leftovers
Ability: Flame Body
EVs: 232 HP / 204 Def / 72 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 56 Atk / 200 SpD
Careful Nature
- Bullet Punch
- Swords Dance
- Roost
- U-turn

Lycanroc-Dusk @ Choice Scarf
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Stone Edge
- Drill Run
- Accelerock
 
Last edited:
Hi Misery_Gear!

I love the creativity you put into this team! I love to see unusual sets and mons, and I think you got a few great ideas (i especially like Specs Tangrowth). However, the team as a whole can still be improved in my opinion.

I think the problem is that you focus too much on "surprise checks" (like Fini handling Kartana, Scizor handling HP Fire Serperior, Tangrowth handling Hawlucha), while you might just use counters! One example: Kartana is well checked by your Scizor, even Swords Dance sets are handled easily by you U-turning out and bringing in Lycanrock safely, which revenges Kartana. On top of that, Volcarona hard-counters Kartana if rocks are not up. So the HP Fire Slot on Fini is freed for a better move!

Another point is that certain mons like Volcarona require a lot of team support, otherwise they become "matchup fishes" (as I was told told in one of my RMTs^^). Your Volcarona set is hardwalled by Heatran and Toxapex, so the rest of the team should be able to easily deal with those two. But both mons are a big problem for all members of your team (Fini handles to an extend, but gets whittled down since it lacks reliable recovery).

The last point is debatable, but many raters would state that there is a list of things that (balanced) teams should try to implement in order to improve, e.g. some form of Hazards (preferably rocks), a Z-Move (which your team lacks), checks/counters to the most common meta game threats (e.g. Heatran, Landorus and Tornadus), a ground type/electric immunity to block volt switches etc.. While i personally don't think this is engraved in stone, I still try to make clear why I deviate from this list if I do so (e.g. if I run double Defog for my Volcarona, my own rocks won't matter that much anyway). And if I cannot find a good reason not to do so, I have to find a way to implement Rocks!

So let's get more specific and get into the team:
  • I love Specs Tangrowth, even if it lacks a bit in power. But I would definetely run Leaf Storm > Giga Drain. The SpAtk-drop shouldn't matter that much since you most likely switch out anyway after one round of attacking, and the difference in power is noticeable, achieving e.g. the OHKO on Scarf Landorus. I also think you don't need Focus Blast, Leaf Storm is much more reliable vs dark types. I'd rather run HP Fire > Focus Blast to hit Ferrothorn, Scizor and other Steel types. While Nature's Power is a nice tech on Growth to hit flying types, I guess running a Tapu Koko of your own makes it far more reliable!
  • While Assault Vest Ferrothorn is also a very interessting idea, I don't see its role on this particular team. You run Tangrowth+Fini for Water Types like Ash-Gren, and SpDef Scizor to check Lele/Zam. So i would replace it! If I were to run Tangrowth and Volc, I would try to implement a flying resist to help with Torn/Hawlucha/Mega-Pinsir, which threaten your mons a lot! I'd run defensive Tapu Koko > Ferro to have another Defogger (to help Volc) and a consistent counter to flying types. I'd use the standard smogon set with Shucca Berry to beat Lando, Garchomp and Gliscor. Koko also helps with Toxapex to an extend.
  • On Tapu Fini, i would replace HP Fire for the reasons given above and run some more SpDef EVs to better check Greninja and Heatran better. I'd go with Taunt > HP Fire to help dealing with fat mons, I personally like Nature's Madness > Moonblast, which in combination with Taunt let's you deal with fat mons better. A nice tech to remove Toxapex is Whirlpool > Surf (to trap Pex and kill it with the combination of Nature's Madness and Taunt), but I probably wouldn't use it on this team, since Fini is also your only check to heatran.
  • Volcarona could be a good option to use your Z-Crystal. Maybe go full offensive with Z-Psychic to beat Toxapex? Or rather run HP Ground on the last slot lure and kill Heatran and use Buginium-Z for the Latis/Tyranitar? I'd go with the latter...
  • On Scizor, I'd stick with the suggested Smogon spread and run 16 Def EVs to avoid getting 2HKOed by Sacred Sword from Choice Band Kartana after Stealth Rock damage, but thats a nitpick.
  • I think Lycanroc-Dusk probably isn't the greatest pick on the last slot. Your main reasoning is beating Kartana, which i think is not a big threat to your team, so I'd change it. Seeing that you are still very weak to fire types, have a weakness to Lele with HP Fire (or Lele + Magnezone), few switchins to Ice type attacks and nothing to beat Kyurem-B or Mega-Medicham, I suggest another mon that isn't too commonly and in my personal opinion very underrated: Scarfed Victini > Lycanroc. It solves the afformentioned issues and profits from the double defog that your team provides (if you decide on running Koko). It also provides additional safety vs any Kartana bar Scarfed locked into Knock Off, which is handled easily by your other mons. It profits from Heatran being beaten by HP Ground Volc (to spam V-Create) and can rack up damage on Toxapex with Bolt Strike, which profits from Koko's Terrain.
Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Nature Power

Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Hidden Power [Ice]
- Roost

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Nature's Madness
- Surf
- Taunt

Volcarona @ Buginium Z
Ability: Flame Body
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Bug Buzz
- Hidden Power [Ground]

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- V-create
- Bolt Strike
- Final Gambit

Some additional suggestions on the style of your RMT:
  • You used the same text in the teambuilding section and for the pokemon describtion. I think in the teambuilding section, 1-2 sentences about the role of each mon are sufficient, no need to comment on the sets. Or simply leave out the teambuilding section ;)
  • Tangrowth only has 3 moves in the RMT and the set is messed up in the Importable (no Sludge Bomb, Ancient Power?)
  • Some sprites don't work. Simply replace the image links by ones that you know will work, I used sprites from here in my RMTs: https://pokemon-mini-sprites.fandom.com/wiki/Pokemon_Mini_Sprites_Wiki
I hope the team benefits from my suggestions and that you like the new version! While it's still far from perfect (It lacks a ground immunity and the stall matchup is horrible), it might help with some threats and hopefully lets Specs Tangrowth shine even more! Hope to see many more RMTs of you with creative stuff like Assault Vest Ferrothorn (I felt sorry to remove it in my rate, I don't think it's bad in general, I just didn't see its ninche in this specific team).

Greetings,
El Stefano
 
Yo, El Stefano!
Thanks for your input on my team, may be a bit late since I have t checked forums in a while. I appreciate the very in depth analysis.

I ended up deleting the original since it's results were (naturally) very inconsistent. I'll definitely try out the team with your improvements,and use this advice in my future teambuilding!
Thanks - misery gear
 
tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png
scizor-mega.png
lycanroc-dusk.png


Introduction


Hey, this is my first attempt at utilising the damage calculator to build a real team for usum OU! i find i enjoy myself more while using less common pokemon, or failing that, less common sets... i built the team around the double grass core of specs tangrowth and a (tried and tested, by yours truly) AV ferrothorn set, which has proven to be quite effective (after gauging opponents play-style) so please dont go easy on me, make it brutal! my team list is full of half teams and bad teams lol.
i want to be able to get high on the ladder utilising my own teambuilding skill!




Teambuilding Process

tangrowth.png


while everyone expects either assault vest, or rocky helmet, this is a subversive specs set!
the obvious stab is giga drain, for extra longevity, and less penalty vs chansey switches for eg. the recovery can be the difference between being revenge killed after rocks, and living long enough to revenge kill back.
sludge bomb and focus blast round off the coverage nicely, to deal with fairy/ grass types, and dark types respectively. this means that tapu bulus, and tyranitar never switch in for free, so long as your predictions are correct...
the final move is NATURE POWER! with tapu fini on the team (see below) it becomes moonblast (one shots hawlucha on the switch, trying to set up for "free") and vs common koko screens lucha, thunderbolt in terrain takes 2 hits. obv scenario would be switch lead poke into tang upon realising it IS screens koko, then click NP upon the u turn/ volt switch. damaging on the switch is the best option, since u-turn into acrobatics does have a high chance to ko tangrowth here. (all clear if they volt switch for whatever reason)

the ev's maximise its natural bulk (stuck to 399 hp since its easier to work out without issue lol) and its damage output. since its not the usual av/ helmet Tang, it does take more from those pivot moves...
regenerator is an excellent ability, that allows you to keep him healthy enough to dish out more damage


tangrowth.png
ferrothorn.png


I know what youre thinking, but AV has been my favourite tech on ferro for a while now. if kept healthy, its an amazing answer to: Mega alakazam (take one focus blast with some bruising and ko with gyro ball easily) greninja/ash greninja (may have to fish for the hp fire, especially if specs, but otherwise takes him on nicely and damages back with seed bomb)

seed bomb over power whip, since those 4x weak pokes die anyway, and id rather get some revengeable damge, rather than letting a 85 percent chance to miss (i know thats opposite, but i miss more power whips than i do hypnosis lol) let a pokemon set up scot free...
gyro ball provides tasty damage to the common fast threats, especially with the speed dropping nature and 0ivs. (this also allows potential disruption to trick room oppononts)
knock off removes leftovers from many defensive monsters, such as ferrothorn and fini, and is great for removing greninjas scarf or specs. the removal of certain items is also a boon for figuring out what kind of set that specific pokemon is running! this can be the difference between calcing for a scarf landorus, or playing safer around a defensive landorus...
bulldoze is lovely for when you are locked in with a magnezone, even tastier if you catch it on the switch, take 80 from hp fire, then finsih it off! it also provides useful utility, considering the general sluggishness of the whole team.


tangrowth.png
ferrothorn.png
tapu fini.png


tapu fini - so after having a double grass on my first two slots, obviously i needed a water resist/ greninja check. max hp completely walls transformed ash greninja (minus gunk shot coverage)

max defense with def boosting nature takes 10 percent (rounded up) from the common scarf landorus, and then takes (crit not included) 86 percent from scarf kartanas leaf blade. (95 percent total, without leftovers) hp fire, even without investment, destroys kartana. bonus points if clicking on the predicted incoming ;) ) surf 3 hits av heatran, although 1 on 1, tran puts fini into revenge range for moxie/ ultra beast mons... i also chose surf over scald and hydro pump for the consistent damage. nothing worse than missing hydro pump on a major threat setting up!

defog is nice to remove hazards such as spikes and toxic spikes, and volcarona (see below) really appreciates coming in at full vs lando etc... this team is already plenty slow, so i wouldnt want sticky web slowing my only form of speed control...


tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png


the first 3 pokemon were never changed (outide of set specifics) but i wanted a specially offensive fire type, ready to set up and sweep. originally it was sub/ cm blacephalon, but that was inconsistent, and had zero natural bulk.
volcarona was the natural replacement with its self sustainability, and faster set up option in quiver dance.

its defensive evs allow it to take (very badly) an unboosted acrobatics from a hawlucha (seed consumed) and potentially burn with the 2 contact attacks needed to ko volcarona, crippling it. the speed evs, with this bulkier build, allows it to speed tie with Scarf timid zeraora (lol) but only at plus 3... this is a bulky build after all lol. although plus 2 is adequate for non scarfed zeraora, so thats a little better haha.
bug buzz is the main stab of choice, with the added bonus of hitting behind substitutes.
fiery dance, has the chance to raise the special attack, which is a boon when the opponent decides to halt your set up (providing heatran is abent), although vs stall matchups, it does have less pp than flamethrower, which could be detrimental. roost is integral for setting up vs weaker/ choice locked pokemon, so you can heal in between quiver dances.



tangrowth.png
ferrothorn.png
tapu fini.png
volcarona.png
scizor-mega.png


considering the other team members, i realised i needed more consistent physical damage, as well as a little priority. i also wanted a somewhat bulky team, so i figured mega scizor was a great fit

onto the evs: ive decided to go the SpDef route, and this number specifically allows it (from full) to switch into a virgin leaf storm from serperior, and JUST survive a plus 2 HP Fire!

swords dance over curse, because with slow U-Turn pivoting, i can maximise my damage output in less turns, while its natural defensive bulk allows it to take a few neutral hits on its own merit.
it would be blasphemy to not have bullet punch, considering it being a base 80 priority move, allowing easy late game sweeping, minus lele.



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ferrothorn.png
tapu fini.png
volcarona.png
scizor-mega.png
lycanroc-dusk.png


so looking at the team, i realised i had no form of speed control. nnow, i agree i could have gone koko - greninja - anything else, really! but upon team preview ive always been scared of kartana, especially scarf/ banded timid varients.

boasting a base 100 speed, im ever so slightly faster scarf user! despite karts defense, a fire fang always ko's!

besides being built to counter kartana mid sweep, and more reliably than the suicide fini, its ability makes drill run and accelerock (still needed to outpace water shuriken and bullet punch at times) basically lfe orb boosted!
offensively, stone edge is pretty nice, as it hits most threats neautrally, as well as causing massive damage onto common support/ sweepers such as tornadus/ thundurus, as well pelliper and aerodactyl.

The Team

tangrowth.png

Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Giga Drain
- Focus Blast
- Ancient Power
while everyone expects either assault vest, or rocky helmet, this is a subversive specs set!
the obvious stab is giga drain, for extra longevity, and less penalty vs chansey switches for eg. the recovery can be the difference between being revenge killed after rocks, and living long enough to revenge kill back.
sludge bomb and focus blast round off the coverage nicely, to deal with fairy/ grass types, and dark types respectively. this means that tapu bulus, and tyranitar never switch in for free, so long as your predictions are correct...
the final move is NATURE POWER! with tapu fini on the team (see below) it becomes moonblast (one shots hawlucha on the switch, trying to set up for "free") and vs common koko screens lucha, thunderbolt in terrain takes 2 hits. obv scenario would be switch lead poke into tang upon realising it IS screens koko, then click NP upon the u turn/ volt switch. damaging on the switch is the best option, since u-turn into acrobatics does have a high chance to ko tangrowth here. (all clear if they volt switch for whatever reason)

the ev's maximise its natural bulk (stuck to 399 hp since its easier to work out without issue lol) and its damage output. since its not the usual av/ helmet Tang, it does take more from those pivot moves...
regenerator is an excellent ability, that allows you to keep him healthy enough to dish out more damage


ferrothorn.png

Ferrothorn @ Assault Vest
Ability: Iron Barbs
EVs: 252 HP / 196 Atk / 8 Def / 48 SpD
- Nature
IVs: 0 Spe
- Gyro Ball
- Bulldoze
- Knock Off
- Seed Bomb
I know what youre thinking, but AV has been my favourite tech on ferro for a while now. if kept healthy, its an amazing answer to: Mega alakazam (take one focus blast with some bruising and ko with gyro ball easily) greninja/ash greninja (may have to fish for the hp fire, especially if specs, but otherwise takes him on nicely and damages back with seed bomb)

seed bomb over power whip, since those 4x weak pokes die anyway, and id rather get some revengeable damge, rather than letting a 85 percent chance to miss (i know thats opposite, but i miss more power whips than i do hypnosis lol) let a pokemon set up scot free...
gyro ball provides tasty damage to the common fast threats, especially with the speed dropping nature and 0ivs. (this also allows potential disruption to trick room oppononts)
knock off removes leftovers from many defensive monsters, such as ferrothorn and fini, and is great for removing greninjas scarf or specs. the removal of certain items is also a boon for figuring out what kind of set that specific pokemon is running! this can be the difference between calcing for a scarf landorus, or playing safer around a defensive landorus...
bulldoze is lovely for when you are locked in with a magnezone, even tastier if you catch it on the switch, take 80 from hp fire, then finsih it off! it also provides useful utility, considering the general sluggishness of the whole team.


tapu fini.png

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Brave Nature
IVs: 0 Atk
- Defog
- Surf
- Moonblast
- Hidden Power [Fire]

tapu fini - so after having a double grass on my first two slots, obviously i needed a water resist/ greninja check. max hp completely walls transformed ash greninja (minus gunk shot coverage)

max defense with def boosting nature takes 10 percent (rounded up) from the common scarf landorus, and then takes (crit not included) 86 percent from scarf kartanas leaf blade. (95 percent total, without leftovers) hp fire, even without investment, destroys kartana. bonus points if clicking on the predicted incoming ;) ) surf 3 hits av heatran, although 1 on 1, tran puts fini into revenge range for moxie/ ultra beast mons... i also chose surf over scald and hydro pump for the consistent damage. nothing worse than missing hydro pump on a major threat setting up!

defog is nice to remove hazards such as spikes and toxic spikes, and volcarona (see below) really appreciates coming in at full vs lando etc... this team is already plenty slow, so i wouldnt want sticky web slowing my only form of speed control...


volcarona.png

Volcarona @ Leftovers
Ability: Flame Body
EVs: 232 HP / 204 Def / 72 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost​

the first 3 pokemon were never changed (outside of set specifics) but i wanted a specially offensive fire type, ready to set up and sweep. originally it was sub/ cm blacephalon, but that was inconsistent, and had zero natural bulk.
volcarona was the natural replacement with its self sustainability, and faster set up option in quiver dance.

its defensive evs allow it to take (very badly) an unboosted acrobatics from a hawlucha (seed consumed) and potentially burn with the 2 contact attacks needed to ko volcarona, crippling it. the speed evs, with this bulkier build, allows it to speed tie with Scarf timid zeraora (lol) but only at plus 3... this is a bulky build after all lol. although plus 2 is adequate for non scarfed zeraora, so thats a little better haha.
bug buzz is the main stab of choice, with the added bonus of hitting behind substitutes.
fiery dance, has the chance to raise the special attack, which is a boon when the opponent decides to halt your set up (providing heatran is abent), although vs stall matchups, it does have less pp than flamethrower, which could be detrimental. roost is integral for setting up vs weaker/ choice locked pokemon, so you can heal in between quiver dances.

scizor-mega.png

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 56 Atk / 200 SpD
Bold Nature
- Bullet Punch
- Swords Dance
- Roost
- U-turn
considering the other team members, i realised i needed more consistent physical damage, as well as a little priority. i also wanted a somewhat bulky team, so i figured mega scizor was a great fit

onto the evs: ive decided to go the SpDef route, and this number specifically allows it (from full) to switch into a virgin leaf storm from serperior, and JUST survive a plus 2 HP Fire!

swords dance over curse, because with slow U-Turn pivoting, i can maximise my damage output in less turns, while its natural defensive bulk allows it to take a few neutral hits on its own merit.
it would be blasphemy to not have bullet punch, considering it being a base 80 priority move, allowing easy late game sweeping, minus lele.


lycanroc-dusk.png

Lycanroc-Dusk @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Fire Fang
- Stone Edge
- Drill Run
- Accelerock
so looking at the team, i realised i had no form of speed control. nnow, i agree i could have gone koko - greninja - anything else, really! but upon team preview ive always been scared of kartana, especially scarf/ banded timid varients.

boasting a base 100 speed, im ever so slightly faster scarf user! despite karts defense, a fire fang always ko's!

besides being built to counter kartana mid sweep, and more reliably than the suicide fini, its ability makes drill run and accelerock (still needed to outpace water shuriken and bullet punch at times) basically lfe orb boosted!
offensively, stone edge is pretty nice, as it hits most threats neautrally, as well as causing massive damage onto common support/ sweepers such as tornadus/ thundurus, as well pelliper and aerodactyl.


Conclusion


in summary, i wanted to build around an offensively based, defensive pokemon, so tangrowth became the driving force behind the team. i wanted the team to be naturally bulky and to be able to threaten as many team types as possible, while keeping its utility.
of course, ive built many unsuccessful teams before, but upon utilising the damage calculator, i have been able to ladder back from just over 1000, to about 1350 at time of writing, with minor setbacks or sweeps allowing me to finesse this teams ivs and movesets!




Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Giga Drain
- Focus Blast
- Ancient Power
- Nature Power

Ferrothorn @ Assault Vest
Ability: Iron Barbs
EVs: 252 HP / 196 Atk / 8 Def / 48 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Bulldoze
- Knock Off
- Seed Bomb

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Surf
- Moonblast
- Hidden Power [Fire]

Volcarona @ Leftovers
Ability: Flame Body
EVs: 232 HP / 204 Def / 72 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 56 Atk / 200 SpD
Careful Nature
- Bullet Punch
- Swords Dance
- Roost
- U-turn

Lycanroc-Dusk @ Choice Scarf
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Stone Edge
- Drill Run
- Accelerock

Scarf Garchomp does the role of lycanroc on your team, but better in every way
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Earthquake
- Poison Jab
- Iron Head/SomeStab

Specs tangrowth? I hope youre joking. Its spa is pathetic and it can absolutely capitalize on its defense/spdefense with assault vest and rocky helmet. Change that to a, and yes I know it sounds wacky, a Hoopa-U. That thing is a nuking machine and I think here it could work well with some great outplaying.

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Drain Punch

Idk why in hell youd use ferro with assault vest, thats preposterous, change that too, way to unviable.

You should run defog/moonblast/nature'smadness/scald(or taunt if it gets that but I really can't remember) on fini.

Volcarona and Scizor? solid 10's. Maybe I would run heatran instead of volcarona to swallow scizor's fire weakness, and scizor to gulp down heatrans fighting and earth weakness (my personal go-to core).

There were some problems with this team, but I hope my tips could help.
 
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I didn't know base 110 Special Attack was considered "pathetic" nowadays.
Scarf Garchomp does the role of lycanroc on your team, but better in every way
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Earthquake
- Poison Jab
- Iron Head/SomeStab

Specs tangrowth? I hope youre joking. Its spa is pathetic and it can absolutely capitalize on its defense/spdefense with assault vest and rocky helmet. Change that to a, and yes I know it sounds wacky, a Hoopa-U. That thing is a nuking machine and I think here it could work well with some great outplaying.

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Drain Punch

Idk why in hell youd use ferro with assault vest, thats preposterous, change that too, way to unviable.

You should run defog/moonblast/nature'smadness/scald(or taunt if it gets that but I really can't remember) on fini.

Volcarona and Scizor? solid 10's. Maybe I would run heatran instead of volcarona to swallow scizor's fire weakness, and scizor to gulp down heatrans fighting and earth weakness (my personal go-to core).

There were some problems with this team, but I hope my tips could help.
Before I start writing the full rate, I'm going to clear something up and sumarize what xOliver was probably trying to say.

Tangrowth is better off using it's stellar defensive stats and utility, as well as it's support movepool and amazing ability in regenerator then trying to pull off some offensive shenanigans.
 
Alright, that being said, let's get into the rate.

Hello, this is a wacky team for sure. It has alot of unorthodox stuff to be sure, but none of it is practical in higher play. This is basically going to be a new team, because there is just way too much to fix here. No offense.

Major Changes

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Ferrothorn is kinda redundant with Tangrowth, and the team really needed a flying resist, as well as a wallbreaker. Specs Tapu Koko is a natural fit here, as it provides Volt Switch support for your Mega Scizor, as well as wearing down or outright demolishing Scizor's main checks, such as Toxapex or Celesteela. Roost is on the last slot to capitalize on Koko forcing switches, allowing Koko to keep itself healthy to check Tornadus, etc.
Roost also allows Tapu Koko to repeatedly switch into Greninja's Dark Pulse, but must be weary of what Greninja goes for, because Hydro Pump will murder it.

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Speaking of more water resists, Toxapex replaces Tapu Fini. Toxapex has access to Toxic Spikes, which both Tangrowth as well as Tapu Koko can abuse, as they can wear down fat grasses for Tapu Koko, and can wear down things that would want to hard into Tangrowth, like Volcarona. Toxapex also checks Zard Y, Mega Scizor, Volcarona, as well as most Poison types for Tangrowth and Tapu Koko. Haze also allows Toxapex's teammates to not auto-lose to settup sweepers, such as Reuniclus, Mega Latias, or Tapu Bulu (don't really want to stay in vs any of these though unless you absolutely gotta haze). Toxapex also forms a nice Regenerator core with Tangrowth, which gives you a nice solid defensive backbone for this team. Shed Shell on Toxapex also allows Toxapex to pivot into Heatran's Z Magma Storm or Magma Storm, and then switch out, trapped or not.

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The team needed Stealth Rocks, as well as a Stallbreaker, and thats what Heatran does here. Taunt+Firium Z can really annoy alot of stall builds, which overall helps your team vs stall in the longrun. Heatran can also threaten most of Scizor's answers, such as Toxapex (trap with magma, taunt so no recover, and the Earth Power it down), Zapdos (Z Magma nukes), or Celesteela. Stealth Rocks can also help chip some of these important mons, as well as being crucial to have on any successful team. Heatran also greatly improves the Tapu Lele/Alakazam Matchup, although not being able to really do much to Zam doesn't help.

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Personally, you don't know how much joy it brings me to make this change. I hate Victini with every ounce of my being. But that's not the reason I changed it. This team lacked a Ground Type, which is pretty much required at this rate, while also preventing you from being rain over by Volt Switch+U-turn cores. Scarf Landorus helps here greatly, offering a way to outrun threats such as Mega Alakazam, Greninja (must watch out for scarf Protean or Water Shuriken from Battle Bond though), as well as giving you the valuable speed control. Landorus also checks Zard X, somewhat checks Mega Mawile, and can come in on Fighting Type attacks, such as Mega Medicham's High Jump Kick. Landorus is also now the hazard control of the team, packing Defog to clear hazards from your side of the field.


Minor Changes

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- Set Change

Like the mess that occurred up there way about, Tangrowth is far better off using it's defensive capabilities to handle this tier's major threats such as Garchomp, non Fly-Z Landorus, and Kartana. Sleep Powder can give you free turns for Scizor or your other teammates, whereas Knock Off can cripple item-dependent pokemon such as Celesteela.

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- Set Change

This set allows Scizor to still act as a wincon, while also acting as a blanket check to things like Alakazam. With heavy Special Defense investment, as well as some defense investment, Scizor can now act as a switch into Alakazam, Tapu Bulu, and other OU threats. Roost allows Scizor to stay healthy to check these things, and Knock Off can cripple switch ins like Celesteela, as well as hitting a good portion of the metagame for decent damage when boosted with Swords Dance.

Importable and Conclusion



Click the sprites for the importable. Anyways, in total, this team should preform much better in general, while still keeping some fragment of the original team. It is basically a new team, but at least its an improvement. Anyways, hope you enjoy the changes, and if you have any questions, feel free to reply, catch me on Pokemon Showdown! or message me here, on the Forums. Have a nice day!
 
Before I start writing the full rate, I'm going to clear something up and sumarize what xOliver was probably trying to say.

Tangrowth is better off using it's stellar defensive stats and utility, as well as it's support movepool and amazing ability in regenerator then trying to pull off some offensive shenanigans.
What I was trying to say, and yes you summarized it. Was that Tangrowth has shitty SPA in comparison to its defense and health.
 
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