





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

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


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 - 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...




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.





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.






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 @ 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! 
Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 232 HP / 24 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Giga Drain
- Focus Blast
- Ancient Power
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 @ 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
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 @ 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 @ 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 @ Scizorite
Ability: Light Metal
EVs: 248 HP / 56 Atk / 200 SpD
Bold Nature
- Bullet Punch
- Swords Dance
- Roost
- U-turn
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 @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Fire Fang
- Stone Edge
- Drill Run
- Accelerock
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
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: