SM OU Bulu best Tapu (Classified for reqs)

Hello everyone and welcome to my 3rd (real) S/M RMT.


I've built this BO team to get reqs and I had much success with this team, and I absolutely love it.

It was originally built around good old Bulu, cause I just wasn't seeing that enough on the ladder, specially with a Z crystal, which basically destroys stall/balance. To add further creativity, I brought Seismitoad. And the rest is sheer tryhardery (Lando-T, Greninja, yatta yatta).

Proof of peak:

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Bulu pairs really well with Heatran, and they both absolutely destroy stall, which is something I always have in mind, specially when a suspect test is going on.

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Seismi helps v. Lando, M-Medicham and specially v. Greninja. And SR.

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Hazards are really annoying lately, with all those web teams running around. Scizor grants me safe Defogs.

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Lando-T for speed, pivoting around, checking other Lando-Ts and all that. Scarf Lando should come with no description, really.

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Greninja to improve my turn-turn, for priority and for hard hitting stuff.

And now, we can proceed to the team, shall we?


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Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Zen Headbutt
- Superpower
The latest adittion to the team, Bulu hits hard, prevents other mons from setting up on it and brings grassy terrain to the table, making my team a lot less weak to ground spam. This thing basically destroys stall, is a good check v. most Greninjas, counters Zygarde, destroys balance, so on, so forth. I actually don't get why people don't run this more often.

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Magma Storm
- Taunt
To help v. Celesteela, v. Amoongus, v. Skarmory, v. Ferrothron and even v. Toxapex, I brought Heatran. Just trap a mon, take it off the equation (granted you hit). Balloon grants me momentum v. locked mons, make the team less weak to Volcarona and make it safer to bring my Heatran v. opposing Heatrans. Taunt to annoy stall even more. Trapping is what Heatran does best, preventing other mons from defogging as well.

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Seismitoad @ Rocky Helmet
Ability: Water Absorb
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Knock Off
- Earth Power
- Stealth Rock
At this point, the most immediate threats were M-Medicham, M-Beedrill, M-Pinsir and Greninja. Seismitoad is a good answer to those, and to Magnezone (which threatens my M-Scizor), RHelmet punishes u-turners, scald to get burns and to hit Lando hard when they try to go for SR, knock off to annoy the opponent. So, yeah, and Seismi grants me SR. All in all, really underated mon, with a good niche in OU. And G/F/W core.

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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Hidden Power [Ice]
- Earthquake
- Stone Edge
Ok, the gif shows Lando-Incarnate, but whatever. Lando-T pairs really well with Seismi. Just a scarf set with HP ice for opposing Landos and Zygardes. In this ladder, Lando-T doesnt need any description, really. Though I guess I can say it helps v. Greninja, since ScarfLando, v. Mawile, Pinsir and Magearna. Edge is really useful when the opponent leads Zard-Y, which is a threat and a half.

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Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn
At this point, Hazards were worrying me. Since I hate Fini, I decided Scizor was the way to go. Pairs well with Seismi and Heatran, gives me safe defogs, gives me a turn-turn core, priority, longevity... Just make sure you scout enough v. Greninja, Magearna and Lele and you should be fine. Scizor also helps v. Tangrowth, which is everywhere. It doesn't shine as much as the other 5 mons, but it is very necessary.

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Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- U-turn
- Water Shuriken
- Dark Pulse
Standard Ash-Ninja specs set, with U-turn to help me keep momentum. The priority is also nice, and helped me many many times. Again, not much to add here.



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Charizard-Y
Luckily, most of the times, people see my team is weak to it (no switch-ins), then they lead Zard-Y, stay in v. Lando-T's Stone Sdge and I kill it. OR they bring Zard v. Bulu, go for fire move as I bring Tran, go for Focus Blast as I bring Lando and die to Stone edge. In any case, if played right, can destroy my team.

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Tapu Fini
We all hate fini. It sits on its ass, defogging, madning, stops Greninja from destroying everything, all that stuff. I like to stay in v. it when I have Heatran, trapping it, or with Sesmi, knocking off and wearing it down, which is necessary most of the time.

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Manaphy and Pelliper
Water threats with coverage to beat Seismi and Bulu are really hard. Though that can very well be the case with Greninja, Grass Knot is not common at all. Manaphy, on the other hand, is fast and can destroy my team with easy. Pelipper hits hard and I have nothing to revenge reliably.

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Tapu Lele
Scarf is not the biggest threat, but if Lele can switch moves, then I'm in a tough position. Good think Greninja provides me the much needed dark type.

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Dragonite
The eternal question: is it Z/Flying or is it weakness policy? Should I HP ice v. it? More often than not, I just lose to Dnite.


Team overview
I really like this team's ability to destroy slow stuff, and using Bulu, the most underrated Tapu imo, is always nice.
This team has a nice niche without Metagross and Pheromosa.
HF!


Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn

Seismitoad @ Rocky Helmet
Ability: Water Absorb
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Knock Off
- Earth Power
- Stealth Rock

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Hidden Power [Ice]
- Earthquake
- Stone Edge

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Zen Headbutt
- Superpower

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Lava Plume
- Magma Storm
- Taunt

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- U-turn
- Water Shuriken
- Dark Pulse
 
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