SS OU Crowned Tundra Bulky Offensive

The ice heart of Galar has been releaved and with it a whole hored of familiar faces enter the metagame once more. With many bulky powerful new and old threats going about i'd like to present you all with my new team fetauring them. CT bulky offensive.






Zygarde @ Leftovers

Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Coil
- Thousand Arrows

Zygarde is back.... for now anyways and it is an absolute monster snake like it was before, almost but still. I cannont be understated how good having stab thousand arrows is, giving zygarde fantastic coverage evn if it were it's only move to attack alone that would be still very true, but it's not and thankfully for zygarde it has other moves that make it's like even easier for it while making the opponet moan at it's existance. Fantastic typing, a solid stat spread and great movepool make zygarde the beast it is today and a premier member of this team. Zygarde here is running a fats coil set, leftovers give it some more longevity due to it lacking a recovery move, with an adamant nature this allows zygarde to make the most use of it's only decent attack stat while extreme speed can make up for it's short comming in the speed department. The evs are straight into attakc and speed to maximise damage output and make sure zygarde can outpace slwoer bulkier threats and ko them fore they can potentially give him a nasty status like burn or poison. The move choice is pretty standard, - outrage is the most reliable stab zygarde has, as it lacks dragon claw but it makes up for gewtting locked into it with some much needed power boost for zygarde, coil allows zygarde to become physically bulky while boosting it's attacking stat to better hieghts, Extreme speed allows zygarde to hit faster threats which it needs as coil does not boost it's speed unlike dragon dance so it is useful for picking off regileki before it explodes on zygarde for example and finally thousand arrows is insane stab coverage and gets past the only immunity ground has as an attacking type, which is nuts as it's coverage is insane without that immunity.

Heatran @ Air Balloon

Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Stealth Rock
- Magma Storm

Heatran is staple of ou ever since it's introduction in the sinnoh region and it's not hard to see why. It's got a fantastic offensive and defensive typing thats argubly only gotten better with age with many new fairy types that pester the metagame that heatran yaughs at all day, it's stats are solid and it may be a bit slow but it's bulky and powerful enough to make up for this and of course it's ability not only changes a neutality to an immunity but it boosts it's fire type moves too! The set for heatran is the magma trapper Stealth rocker set. With magma storm heatran can lock in enemies thatcan't hurt it and either poison them, set up rocks or kill them, maybe all of them above even. The set is pretty bulky on the special side to better help check against fairies that primarily are walled by it and attack on the special side mainly so to aid in this a calm nature and maximum special bulk and hp is required with an air ballon for a one off chance to try and trap threats that can only touch hetaran with ground moves or find them selves locked into one, either way its a short term immunity to it's biggest weakness. The mvoe set is simple - earth power is great coverage and destroys opposing heatrans, toxic allows you to poison walls/tanks and lay the hurt on them trapped in a magma vortex, magama storm isn't the msot reliable stab but at 75 accuracy it's worth the pay of the chip @N trap service it provides, and lastly is stealth rock, he can set it, he can set it reliably and he is the teams setter.

Suicune @ Leftovers

Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Scald
- Substitute

suicune starterted out life as a monster in it's first generation and even more so in gen 3 and while the shine of it's fur coat has gotten less with age slightly it's stats while not as immense as they used to be are still very solid mixed bulk all round it was gifted with the tools to get the job done as calm mind sweeper/tank. With pressure it is one of the few pokemon that apprechiate this ability as it's capable to wittling down enemy pp very easily thanks to impressive mixed bulk, protect and substitute. The set is a classic crocune set. The eves allow suicune to take advantage of it's good speed for a tank/wall and with 252 in hp it provides good mixed bulk, with a timid nature and 216 speeed eves suicune reaches the 286 odd speed mark outpacing many bulky pokemon that can't hrut it and set up a substitute on them so their status effects can't either, so the rest goes in special defence. The move choice is another simple one - calm mind boosts suicunes okay special attack and solid special defence to new heights allowing for a potential sweep, protect allows him to stall ppp, scout and heal with leftovers and grassy terrian, scald helps with physical bulk as it burns opponets rather frequently making it suicunes stab of choice and only real way of augmenting it's physical bulk, and substitute allows suicune to set up on walls that can only hope to cripple him with poison or other status symbols so it allow suicune to set up after and ko or cripple what ever now switches in to deal with him with his scald.

Rillaboom @ Choice Band

Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Knock Off
- U-turn
- Wood Hammer

Rillaboom got a great ability in grassy terrian that is futher augmented by it's acess to grassy glide unlike tapu bulu, combine this with other features tapu bulu does not have such as a decent 85 base speed, acess to knock off and u-turn and you got a pokemon that does not need to worry about it's place in ou even as a mono type to bulus part fairy. The team apprechiates the grassy terrain too and threats to it that a solid grass type can take out namely bulky waters and ground types reliably with a choice band rillaboom hits really hard and fast thanks to priority in grassy glide, u-turn greatly helps momentum unlike bublu who lacks it on a choice set. A jolly nature with max attack eves and speed allows rilliboom to hit as hard as possible but as fast as possible maniging to outpace key threats that are slower than base 85 + nature with max investment which is quiet the little rouges gallery in it's self. The move set again is pretty standard - grass glide is stab priority under terrain and allow rilla to pick off faster weakened threats, knock off is obnoxious dark coverage that pesters the foe by removing their items, U-turn allows rillaboom to scout and get out of tricky situations, and wood hammer is ver powerful grass stab to kill off walls.

Clefable @ Leftovers

Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Wish
- Protect
- Moonblast

Clefable joins the team thanks to a steallar typing decent stats and great supporting role. The eves with a bold nature allow our fairy friend to holf off physical threats better with ma xinvestment in hp and defence to make this happened so cefable can take on fighting types like the new zapdos galar for the team. The moveset is clefables wish teleporter set, this set allows clefable to pass it's bulky wishes for it'as team mates and as many lack reliable recovery this is great for staying alive long term. The move choice is as follows - teleport is a greta newly buffed move that means clefable can wish tank a hit for it's team mates and switch out passing said wish and helaing that pokemon with 0 damage taken on it's part, wish is the healing move of choice for fable for it's self and teammates, protect allows clefable to scout and better heal with wish, moon blast is reliable fairy stab.

Zapdos-Galar @ Choice Scarf

Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Stomping Tantrum

One of the best pokemon introducted in the crown tundra and argubly the bets regional variant that isn't condemened to ubers. Zapdos galar supports a fantastic typing both offensively and defensively and even better as a physical attacker it's blessed with one of the bets abilities for one with that title defiant, with defog and intimidate users running around zapdos find splenty of opertunity to get a boost and seize the day. The choice scarf allows zapdos to make use of defiant boosts even better whil proividing a scarfer for the team making use of a solid base speed and making it so that it outpaces a good amount of fast pokemon and slwoer scarfers with defiant helping make up for the loss of power. The jolly nature allows zapdos to be as fast as possible with max speed eves to outpace or at least tier with base 100 boosted pokemon amongst other fast threats, the rest goes into attack to allow zapdos to hit as hard as it can. the mvoe choice makes the best use of zapdos's impressive typing and coverage - Brave bird is powerful stab and makes up for the lack of any boost to attack with it's raw power and imense coverage in flying, closecombat is in the same boat as brave bird, both have draw backs but the team easily compinstates for this and the power is very much needed, U-turn allows zapdos to scout and get out of tricky situation in which someone predicts a move to lock zapdos in an unfair match up and then takes a u-turn to the face then a counter to one too, stomping tanrum is a bit weak but with BB and CC proving the raw power it's here to provide the coverage against threats like toxcitricity and tapukoko.
 

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