:ss/buzzwole: :ss/heatran: :ss/zygarde: :ss/blissey: :ss/dragapult: :ss/moltres:
Introduction: This is my first RMT! Thank you in advance for any responses. This is a team that was originally built around a Latios but due to metagame factors I had to take it out, which means this team is now based around the heavily underrated Buzzwole. Sadly this team may not last forever due to a potential Zygarde ban, but there are a number of Pokemon who can probably fit in that slot. Finch helped me with this team a lot, so thanks to you for that (didn't want to forget saying that).
Team:
:ss/buzzwole:
Buzzwole @ Heavy-Duty Boots/Leftovers
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
- Bulk Up
- Ice Punch
- Drain Punch
- Roost
Buzzwole recently fell to UU, which is dastardly considering how many meta threats this buff bug takes on. Iron Head Urshifu? Countered. Kartana? Does not exist. Non-Dual Wingbeat Kyu-B? Not a problem. Non-Toxic sub coil Zygarde? Given the absence of unfavorable RNG, it's dealt with too. Buzzwole takes care of so many threats that often I find it difficult to build without it after using it once. No longer to I have to quiver in fear every time my Clef switches in to Urshifu, as Aerial Ace Urshifu is very rare to the point where you do not need to think about it. The fact that it takes on the two strongest threats in the meta, being Zygarde and Kyu-B, warrants a spot on many a team. The dual coverage of Drain Punch and Ice punch does let Pex and Slowbro in, but the opportunity cost of giving up on either means both will be on every set. I've done some crazy stuff like staying in on DD Dragonite to Ice Punch or freezing Slowbro and Toxapex on switch-in. Although it has bulk up, Buzzwole is not meant to go on the offensive and sweep. Bulk up is there to let you boost up alongside a Coil Zygarde or (similarly anti-meta) Bulk Up Zarude, and being able to hit them super effectively means you will usually succeed. Of course, many boosting mons can beat you given some great RNG, but if that happens you were destined to lose anyways. The item choice is debatable. Most of the time, you are going to go for leftovers, as it lets you passively heal in boosting wars or while paralyzed against a subbing Zygarde. I personally changed it to Heavy-Duty Boots, as I had ran into multiple Toxic Spikes + Hextrier teams and was beginning to get quite annoyed. Choose whatever fits your neck of the ladder. EVs are spread sort of haphazardly but aim to supplement Buzzwole's great physical bulk while giving is special defensive to take LO Pheromosa Ice Beams and more confortably tank LO Dracozolt Fire Blast. Overall, a very solid (albeit RNG-able) mon that deserves a spot both in OU and on this team.Buzzwole @ Heavy-Duty Boots/Leftovers
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
- Bulk Up
- Ice Punch
- Drain Punch
- Roost
:ss/heatran:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock
Heatran is the second member of this team. With Blissey, Heatran is free to shrug off its specially-defensive duties and go on the offensive. This here set aims to support its team by trapping and removing key threats that limit the effectiveness of the other members, such as Toxapex, Clefable, and Blissey. Many teams don't have many solid magma storm switch ins, as common offensive resists such as Blaziken and Zygarde need to preserve their health if they wish to sweep in the late-game. Thus, many teams are resigned to pivoting into specially bulky mons are bulky resists. However, a large portion of these pokemon are trapped and taken care of with an accompanying taunt, which can open up a team member like Zygarde later in the game. Earth power lets it easily trap Toxapex while minimizing the damage it takes, as well as deter an opposing Heatran switch in. Many players do not expect Heatran to be max speed, so given enough chip Heatran can use the surprise factor to cleanly dispose of them. It also uses its natural bulk and resists to be a good rocker, although in that regard it does struggle with certain defoggers such as Lando-T and Moltres. Either way, rocks are good for this team, and I regret I could not put spikes on it too. Heatran overall is a great emergency back up check to nearly everything while being a force to be reckoned with when it is on the field, and it can clear roadblocks for a Zygarde or Hexpult endgame.Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock
:ss/zygarde:
Zygarde @ Leftovers
Ability: Aura Break
Shiny: Yes
EVs: 32 HP / 128 Atk / 156 SpD / 192 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Glare
- Dragon Dance
Zygarde, as we all know, is one of the best win conditions and sweepers in the current meta. The spammability of Thousand arrows means only having one offensive move is not a problem, and any resists in grass or bug types are usually walled by Buzzwole. This is a standard Dragon Dance set. I have yet to gain enough metagame knowledge to decide for Dragon Dance or Coil, but I like Dragon Dance for how it can strike back against offense when given the opportunity. Glare not only puts Zygarde in a favorable position against things that should wall it, it also can support a late game Hexpult clean-up, as it boosts Hex's power and slows down Pheromosa. The given EV spread gives the optimal EVs to live Slowbro's Scald behind substitute, and it outspeeds Jolly Dracozolt and also in sand after +2. You can also run it with 101 hp subs, but that would lower its offensive prowess and many Blissey automatically assume 101 hp subs and switch out anyways. Having a ground type also means I am not run over by rising voltage Regieleki. Usually it would have to contend with Clefable, but Heatran is usually able to dispose of Clefable with good play, and with flame orb clefable being most team's only Zygarde Check, once removed it can blow through teams. Zygarde is a great wincon and is supported well by this team, which means it deserves a spot.Zygarde @ Leftovers
Ability: Aura Break
Shiny: Yes
EVs: 32 HP / 128 Atk / 156 SpD / 192 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Glare
- Dragon Dance
:ss/blissey:
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Soft-Boiled
- Teleport
- Seismic Toss
- Toxic/Fling
Blissey is the best special wall period. 255 hp and 135 spdef on their own would make an incredibly bulky pokemon, but together they create this abomination which takes 44.5% from modest specs magearna fleur cannon without even investing in spdef. It acts as a blanket check to every single special attacker in the game. It doesn't even need lefties so it improves its spikes/tspikes matchup with Heavy-Duty Boots, which allows it to function as a great teleport pivot to safely bring in Heatran, Zygarde, or Dragapult. Toxic supports Dragapult very well while softening up pokemon like Slowbro or Hippowdon, but I will always be partial to Fling as it lets it switch in to Latios, Magearna, Clefable, and the gimmicky Zororak+trick without ever worrying about anything. Seismic Toss for consistent damage, and Teleport lets it pivot around and not just sit there and be passive. In conjunction with Spell Tag Dragapult, this lets it take care of all variants of Spectrier easily and consistently. Blissey's titanic special bulk and pivoting ability justify a spot on this team.Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Soft-Boiled
- Teleport
- Seismic Toss
- Toxic/Fling
:ss/dragapult:
Dragapult @ Spell Tag
Ability: Infiltrator
Shiny: Yes
EVs: 8 Def / 248 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- Shadow Ball
- U-turn
:ss/moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Scorching Sands
Moltres is a great defensive pokemon with the introduction of Heavy-Duty Boots. Max defensive investment lets it most effectively counter pokemon such as Rillaboom, Kartana, Blaziken, and most importantly, Melmetal. All these pokemon run the risk of burning themselves on contact with Moltres, especially Melmetal which hits twice. Scorching Sands let Moltres be my most reliable switch in to opposing Heatran, as it doesn't care about Magma Storm + taunt and can 2HKO with Scorching Sands. It also lets me pressure Toxapex with non-trivial damage and a burn, thus letting it defog Toxic Spikes away more effectively. Roost and Flamethrower are non-negotiable. Moltres's ability to handle Melmetal and Defog away hazards define its role on the team.Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Scorching Sands
Threats:
:Zapdos-Galar: This is the most common threat to this team. Since I have no regenerator pokemon I cannot scout what move it will go for without giving up a significant amount of health. My best counterplay options are to hope for a flame body burn with Moltres, somehow paralyze it with zygarde, or predict Close Combat and get Dragapult in to force it out.
:Tapu Fini: I have not faced this yet in my many testing matches, but theoretically I have no consistent way of dealing with this defensive beast. All of my pokemon fear one or more of its Stabs. Blissey can deal with it well, unless it happens to be Nature's Madness + Taunt in which case you better be ready to say good night. Usually I could sack a pokemon to status it and then chip it down with Rocks and Hex, but due to its Misty Terrain that is not even possible. Any help in how I could fix this would be great.
:Barraskewda: In rain beating this pokemon is incredibly shaky. Buzzwole really wishes it could use both Heavy-Duty Boots and Leftovers because without both it dies to Adamant Banded Liquidation in rain after rocks.
:Azumarill: Yeah i just need a better water resist.
:Blaziken: Moltres is an incredibly shaky counter to it. If it is last move eq, Moltres can continually roost on its flare blitzes as it kills itself with recoil. If its thunder punch, I sack Moltres, Dragapult, and Buzzwole to kill it to try to kill it with flare blitz recoil. If one of those mons is incredibly important I can send Dragapult in and double to Blissey, and the Blaziken will kill Blissey and probably itself too. Very shaky.
:Kyurem-Black: With Dual Wingbeat this tears through this team. If you know they're Dual Wingbeat you can pivot into Moltres looking for a burn, but usually you won't know unless its too late. Luckily Buzzwole is still considered a fringe option by a large portion of the playerbase and thus dual wingbeat isn't too common.
Conclusion:
This team is very satisfying as it manages to switch in to most of the most powerful threats in the metagame comfortably, which is a feat not many other teams can claim at the moment. It's overall straightforwardness of play is very fun to the less experienced player such as myself. Once you understand it it is very easy to pick up and start using immediately, and most of the time calculating sacks isn't hard as every team member has an incredibly defined role. Trapping unsuspecting Toxapex and Clefable will never get old, and who doesn't love clicking Thousand Arrows 5 times once Clefable is gone. Many slowbro think they can break your subs with scald too, so seeing them flop around helplessly. This team might become outdated if Dual Wingbeat Kyurem starts proliferating, but other than that it is solid once I (we) iron out the water resist issue. Thank you for reading or posting.
This team is hard carried by Moltres+Buzzwole, maybe I should make a post about that in SS OU Good Cores.
Pokepaste: https://pokepast.es/1f74d6d1661c9679
Buzzwole @ Heavy-Duty Boots
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
- Bulk Up
- Ice Punch
- Drain Punch
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock
Zygarde @ Leftovers
Ability: Aura Break
Shiny: Yes
EVs: 32 HP / 128 Atk / 156 SpD / 192 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Glare
- Dragon Dance
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Soft-Boiled
- Teleport
- Seismic Toss
- Toxic
Dragapult @ Spell Tag
Ability: Infiltrator
Shiny: Yes
EVs: 8 Def / 248 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- Shadow Ball
- U-turn
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Scorching Sands
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
- Bulk Up
- Ice Punch
- Drain Punch
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock
Zygarde @ Leftovers
Ability: Aura Break
Shiny: Yes
EVs: 32 HP / 128 Atk / 156 SpD / 192 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Glare
- Dragon Dance
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Soft-Boiled
- Teleport
- Seismic Toss
- Toxic
Dragapult @ Spell Tag
Ability: Infiltrator
Shiny: Yes
EVs: 8 Def / 248 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- Shadow Ball
- U-turn
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Scorching Sands
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