SM OU Chess Webs

Disclaimer: This team is a joke. Don't use it.


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You're all familiar with the feeling of staring down a fast wallbreaker you have no answer to. You're all familiar with the feeling of facing down a janky spam team and knowing you're going to lose to this idiot.
W H Y N O T B O T H?

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The King (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Thunderbolt
- Ice Beam

The Queen (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Fire Blast
- Ice Beam

These two both hit like a truck, and carry redundancy to break through each other's checks (not named Chansey.) The only reason King isn't OU is its lacking speed, and Queen follows slightly behind. But with webs up, either one can usually just click buttons to clear house, and even if they manage to revenge kill you, in comes the other one. Queen can also serve as a nice switchin to bulkier pokemon in the early game due to its ability to force switches combined with slightly nicer bulk than King.

The Rook (Medicham-Mega) @ Medichamite
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out

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The Rook (Medicham-Mega) @ Medichamite
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out

Rounding out the "turning walls into paper" core is Medicham, that provides some much needed revenge killing priority, as well as an ability to break Chansey (as well as a few wierd niche mons that can eat a special hit like Snorlax.) Obviously he cleans house under webs as well.

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The Bishop (Ribombee) @ Focus Sash
Ability: Shield Dust
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stun Spore
- Moonblast
- Tailwind

It's not a webs team without a webs setter. Ribombee is the webber of choice due to its ability to Stun Spore key pokemon like Tornadus, sometimes clearing out the only mons faster than the offensive core, and Tailwind is very useful against teams with fast Levitaters like Lati-twins, or very reliable defoggers. Obviously this isn't plan A but having a trick room-like endgame strategy is helpful.

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The Knight (Tangrowth) @ Fightinium Z
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bind
- Brick Break
- Swords Dance
- Power Whip

This is where things get wierd. I found my team struggled most with Chansey and bulky waters (I can handle Tapu Fini but when a Suicune shows up that's a GG.) I experimented with a few ways to hold them off, but ended up with this weird lure set that can trap and kill a Chansey easily, and can weather hits from Suicune long enough to finish it off (assuming we don't miss too often.) There's almost certainly better ways to handle this, and in matchups where I don't have anything to worry about he's just a fat nuke that tends to do 20% to a Tornadus, but it serves well as a switchin to status and Knock Off.

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The Pawn? (Zapdos) @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Discharge
- Volt Switch
- Roost
- Tailwind

Every dumb hyper-offence needs a dedicated Hawlucha check. We can deal with Stone Edge variants with clever switching and Fake Out, and every other variant falls flat to this. Discharge and Static help with paralysing fast threats, Tailwind serves as good utility. I used to have Defog on this, but due to my whole team resisting Rocks, having strong T-Spikes immunity and almost always getting my sash broken T1, it's not really worth it.

Replays:

https://replay.pokemonshowdown.com/gen7ou-913024587
https://replay.pokemonshowdown.com/gen7ou-908854136
https://replay.pokemonshowdown.com/gen7ou-896676823
 
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