SM OU Croaking Doom

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Croaking Doom a SM OU Team


Introduction:
Hello, I'm Ger9119 and welcome to my RMT "Croaking Doom". I came up with the idea of using Mega Houndoom and Toxicroak after seeing it in XY but with the change to mega evolutions getting the boosted speed from the start has made it a lot more viable. It certainly leans on the balanced side with stacking hazards and having bulky switch ins to threats that M-Doom and Toxicroak can't handle or switch in to. I'm sharing it for thoughts and suggestions to make this team as successful as possible, thank you!

The Team

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Houndoom @ Houndoominite

Ability: Flash Fire
EVs: 40 HP / 8 Def / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb

The first piece of the core I wanted to build around. The EV Spread was something that I carried over from last generation, I haven't tried a 4 HP/ 252 SpA / 252 speed set on it yet as the current spread seems to be effective as it is. Timid Nature hits 361 speed which outspeeds the majority of the current metagame barring Greninja, Tapu Koku and a few others. The move set is rather straight forward, Nasty Plot is to setup and break holes through teams while Dual Stab of Fire Blast and Dark Pulse is very effective. The last move I had previously ran taunt, but I didn't use it much other than against Stall teams and Tapu Fini was a constant hard stop for Houndoom and instead of having to switch out and lose momentum I switched it for Sludge Bomb.

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Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

The second part of the core I wanted to build around is Toxicroak. It's a very key part of the team because of the synergy it shares with Houndoom as it can switch easily into Water/Rock/Fighting moves that threaten houndoom and Houndoom can switch into Psychic and Fire moves that threaten Toxicroak. Also Toxicroak is a secondary sweeper for my team with Swords Dance. Gunk Shot is a great stab moves as it crushes Fairy types like Tapu Bulu with relative ease, Drain Punch helps recover some health that is lost through life orb recoil. Sucker Punch is a solid priority move that can help it deals with stuff like Latios that may try to switch in and revenge kill Toxicroak. The EV spread and Nature are standard.

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Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

I had a problem with both Greninja variants, and I needed something that can switch in and check it so Mantine was the answer to that problem. It's been a life saver for my team as it can handle most specially based attacks. The addition of roost to it's moveset has been great for Mantine, as he can heal off damage that he sponges through the match. He also provides a key Ground resistance to the team which helps the Doom/Croak core out greatly. Defog helps remove hazards that can chip away at my team and toxic can do damage to teams and force switches. Scald is it's stab moves and one of the most useful moves still even after the burn nerf. The EV Spread and Nature help maximize it's bulk and leftovers provide additional recovery.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn

Lando-T is my primary lead, as Stealth Rocks and U-Turn are great for momentum. It's also a blanket check to so many Physical attacking mons, with Intimidate and Rocky helmet. Earthquake is the stab move that is very powerful even without investment. At first I ran Stone Edge but I didn't see much use of it and switched over to HP Ice which can damage fellow Landos, Garchomps and Zygardes well. It has excellent typing and gives me another ground resist as well as an electric immunity to help Mantine.

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Garchomp @ Choice Scarf

Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- Dragon Claw

I needed a revenge killer and something that can help me get a quick kill on something that can setup on some of the more passive members on the team (Ferro, Mantine) and Garchomp fits the bill to the tee. It's very fast with Choice Scarf reaching 400+ speed with it being able to outspeed Ash-Greninja. The coverage of ground/dragon is very good only a few pokemon like Celesteela and Skamory can switch in on both moves. Stone Edge is for added coverage hitting flying and ice types very well. Dragon Claw is the last move which i'm torn upon using, I'm considering Fire Blast for it but then Outrage makes him set up bait for Fairy types.
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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

The last member of my team Ferrothorn. It provides Grass typing for the team, making a potent F/W/G core for the team as well as providing a fairy and dragon resistance to help Garchomp. Spikes is for additional hazards as it and stealth rock help stack constant damage on switch ins bringing more things into KO range for Mega Houndoom or Toxicroak. Knock off is excellent utility, and Power Whip is a powerful stab move. The EV spread and Nature helps balance out Ferro's bulk and leftovers+leech speed provides solid recovery throughout a match and LS can provide health for other members of my team.

Previous Team members

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Tapu Fini @ Leftovers

Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog

Before I ran Mantine, I ran Tapu Fini for hazards control but it made me much more weak to Protean Greninja. I felt that Mantine's bulk and ground immunity is much more useful than the fairy typing to the team.
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Tangrowth @ Assault Vest

Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake

For my Grass type I ran Tangrowth at first but it was more of a deadweight and I switched to Ferrothorn. It didn't add much to the team, and couldn't provide hazards or switch into threats that my team couldn't handle.

Importable Link

https://pastebin.com/RTVhYn3Z
 
Hey buddy! I like your team, I'm glad M-Houndoom gets some love :)
At first glance, your team seems really weak to stall, because, your 2 mons (Houndoom and Toxicroak) which can put some pressure in common stall builds are trapped and removed by Dugtrio. To solve this, I suggest change your Landorus-T set for a offensive one. Since you have most Grass-Type well covered between M-Houndoom and Toxicroak, you don't really need to run Z-Fly with Landorus-T, allowing you, run a Swords Dance set with Smack Down. Of course, Z-Fly is a strong nuke and can dent anything that doesn't resist it opening more holes to your other members to take advantage. I feel this change won't hurt your defensive backbone because Ferrothorn and Mantine have nearly perfect deffensive sinergy, and Lando-T can be used as an emergency check to a physical attacker. With that change, Lando-T can 6-0 stall builds on its own if played right.

With the last change, your team lacks Stealth Rock. To solve this, I would suggest change Spikes to Stealth Rock in Ferrothorn's set. As you're running defog with Mantine, Spike stack could not be effective running a mon with Defog, especially considering that you have 2 mons weak to rocks, as you'll be forced to defog often to try keep off residual damage from hazards.

As minor nitpicks, I would change M-Houndoom EV spred to 252 SpA / 4 SpD / 252 Spe , Your EV spread works well alongside Taunt to use Chansey as a setup fodder, being able to avoid the 3HKO from Seismic Toss and then 2HKO with +6 Fire Blast. If you go with Taunt, then use your spreed, that works well too. As for its moveset, I would suggest you run HP Ice instead of Sludge Bomb, since you have Tapu Fini well covered with Toxicroak, you don't need Sludge Bomb that much (Gunk Shot is a clean OHKO). With this change you could lure in Zygarde and Garchomp, who doesn't mind switch in Fire Blast and destroy them with a +2 HP Ice (OHKOing both at +2, and denting up to 80% from Zyg and 88% from Chomp unboosted), also, it lets you hit some less relevant stuff like Hydreigon.

Also, your spread from Mantine are a little out of date. With a spread of 240 HP / 196 Def / 72 SpD with a Calm nature, Choice Specs Ash-Greninja's Dark Pulse is a 3HKO, letting you switch in, heal up with Roost (watch out for the nasty Flinch), hit it with Toxic and then stall with Roost.

Finally, I would change your Choice Scarf Garchomp for a Choice Scarf Tapu Lele. Because You have Mantine to counter Volcarona, a 101+ speed scarfer isn't needed in this team. Lele enjoys the ability from M-Houndoom to destroy any steel type in the tier as well as other checks such as Tangrowth, In return, Lele can revenge Kill Keldeo and Ash-Greninja, as well as Tyranitar, the three being a pain to M-Houndoom to deal. Also, Lele's Psychic Terrain protect your team from priority, especially Zygarde's Extreme Speed, which can aid M-Houndoom to take it out with the HP Ice Lure as well as another priority such as Bullet Punch, Aqua Jet and Sucker Punch (Don't use Sucker Punch with Toxicroak if Terrain is up :) )



Sorry for the walltext, but I really liked the idea of this team and I believe this changes make it better :) Here is the importable with the changes

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power [Ice]

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Mantine @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 196 Def / 72 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Fly
- Smack Down

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Thunderbolt

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Knock Off
 
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Hey buddy! I like your team, I'm glad M-Houndoom gets some love :)
At first glance, your team seems really weak to stall, because, your 2 mons (Houndoom and Toxicroak) which can put some pressure in common stall builds are trapped and removed by Dugtrio. To solve this, I suggest change your Landorus-T set for a offensive one. Since you have most Grass-Type well covered between M-Houndoom and Toxicroak, you don't really need to run Z-Fly with Landorus-T, allowing you, run a Swords Dance set with Smack Down. Of course, Z-Fly is a strong nuke and can dent anything that doesn't resist it opening more holes to your other members to take advantage. I feel this change won't hurt your defensive backbone because Ferrothorn and Mantine have nearly perfect deffensive sinergy, and Lando-T can be used as an emergency check to a physical attacker. With that change, Lando-T can 6-0 stall builds on its own if played right.

With the last change, your team lacks Stealth Rock. To solve this, I would suggest change Spikes to Stealth Rock in Ferrothorn's set. As you're running defog with Mantine, Spike stack could not be effective running a mon with Defog, especially considering that you have 2 mons weak to rocks, as you'll be forced to defog often to try keep off residual damage from hazards.

As minor nitpicks, I would change M-Houndoom EV spred to 252 SpA / 4 SpD / 252 Spe , Your EV spread works well alongside Taunt to use Chansey as a setup fodder, being able to avoid the 3HKO from Seismic Toss and then 2HKO with +6 Fire Blast. If you go with Taunt, then use your spreed, that works well too. As for its moveset, I would suggest you run HP Ice instead of Sludge Bomb, since you have Tapu Fini well covered with Toxicroak, you don't need Sludge Bomb that much (Gunk Shot is a clean OHKO). With this change you could lure in Zygarde and Garchomp, who doesn't mind switch in Fire Blast and destroy them with a +2 HP Ice (OHKOing both at +2, and denting up to 80% from Zyg and 88% from Chomp unboosted), also, it lets you hit some less relevant stuff like Hydreigon.

Also, your spread from Mantine are a little out of date. With a spread of 240 HP / 196 Def / 72 SpD with a Calm nature, Choice Specs Ash-Greninja's Dark Pulse is a 3HKO, letting you switch in, heal up with Roost (watch out for the nasty Flinch), hit it with Toxic and then stall with Roost.

Finally, I would change your Choice Scarf Garchomp for a Choice Scarf Tapu Lele. Because You have Mantine to counter Volcarona, a 101+ speed scarfer isn't needed in this team. Lele enjoys the ability from M-Houndoom to destroy any steel type in the tier as well as other checks such as Tangrowth, In return, Lele can revenge Kill Keldeo and Ash-Greninja, as well as Tyranitar, the three being a pain to M-Houndoom to deal. Also, Lele's Psychic Terrain protect your team from priority, especially Zygarde's Extreme Speed, which can aid M-Houndoom to take it out with the HP Ice Lure as well as another priority such as Bullet Punch, Aqua Jet and Sucker Punch (Don't use Sucker Punch with Toxicroak if Terrain is up :) )



Sorry for the walltext, but I really liked the idea of this team and I believe this changes make it better :) Here is the importable with the changes

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power [Ice]

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Mantine @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 196 Def / 72 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Fly
- Smack Down

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Thunderbolt

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Knock Off

My only concern would be like Char X at +1 and a few others that become more threatening when I switch Lando to offensive and Scarf Chomp
 
Hey bro, really cool team, Houndoom mega is underrated in the current metagame so it's not an expected pokemon. Toxicroak and Houndoom is a good offensive core. Mantine and Ferrothorn is a good defensive core. However one of yours win conditions are the hasards so why are u playing defog on mantine, I know your answer dude, "Houndoom is pretty weak to hasards; Mantine too" yea sure but you have to chose. You can play stealth roc on ferrothorn and a DD lando t which can be another win condition. Imo playing both spikes and defog is really stupid it's like playing gyroball and t wave on ferrothorn lol.
But that is your choice, it's the only con i can see right now. Garchomp scarf is required because he can revenge kill threat like Volcarona and Charizard Y.

I hope my rate help u thank u for reading and see ya !!!
 
Hey bro, really cool team, Houndoom mega is underrated in the current metagame so it's not an expected pokemon. Toxicroak and Houndoom is a good offensive core. Mantine and Ferrothorn is a good defensive core. However one of yours win conditions are the hasards so why are u playing defog on mantine, I know your answer dude, "Houndoom is pretty weak to hasards; Mantine too" yea sure but you have to chose. You can play stealth roc on ferrothorn and a DD lando t which can be another win condition. Imo playing both spikes and defog is really stupid it's like playing gyroball and t wave on ferrothorn lol.
But that is your choice, it's the only con i can see right now. Garchomp scarf is required because he can revenge kill threat like Volcarona and Charizard Y.

I hope my rate help u thank u for reading and see ya !!!

I mainly carry Spikes just to have the additional hazards when needed, I've been considering Thunder-Wave over it to help with the lack of speed my team has barring Garchomp and Houndoom. Because certainly Defog is more valuable right?

Some Changes i've made so far, mainly up to date EV spreads on Doom/Mantine and t-Wave on Ferro, i've also noticed that I have a problem with 3 Attack Zapdos

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Thunder Wave
- Leech Seed
- Power Whip
- Knock Off

Mantine @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 196 Def / 72 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic
 
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Yea dude your team required defog for the sake of Houndoom and Toxicroak is weak to spikes too so you did the good choice, moreover as you said t wave ferrothorn helps you a lot to cripple fast threads.
 
I'm agree with Lando-San because your team with a deffensive Lando-T have 0 option against stall, with the mon who can do something (M-Houndoom) being trapped and removed by Duggy. If you make Offensive Lando-T, you still have ScarfChomp to revenge kill the likes of both M-Charizard, Volcarona and others, doesn't needing at all that def Lando-T, of course it's great, but I feel your team need the power from the Off Lando-T to have some answer to stall, which is everywhere right now in the ladder. If you make this change of course use SR Ferro instead of spikes and keep Defog Mantine
 
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