I recently got back into OU after straying away from Singles in general for many years, and this is the first real OU team I've ever built and climbed with. The team is built around Dragon Dance Necrozma, one of my personal favorite legendaries and favorite moves.
:ripurshifu:


Nrvnqsr (Necrozma) @ Life Orb
Ability: Prism Armor
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Knock Off
- Earthquake
- Dragon Dance
The main man himself and the whole reason I didn't get bored in a week. At max speed with a +1 boost from DDance, Necrozma speed ties with max speed Zeraora at 423, putting him in one of the highest speed tiers in OU. Previous versions of this set ran Iron Head, but a +1 Photon Geyser OHKO'd most of the mons that I ran Iron Head for, such as max Sp. Def Clefable.

Akiha (Volcarona) (F) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 112 Def / 32 SpA / 116 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Bug Buzz
- Psychic
- Quiver Dance
Another personal favorite Pokémon of mine, Volcarona is a great sweeping option alongside two big physical threats in Necrozma and Urshifu. I chose Fiery Dance over Fire Blast for consistency, and over Flamethrower for the potential to snowball with extra Sp. Atk boosts.
:unseen-sprite:
Kouma (Urshifu-Rapid-Strike) (M) @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- U-turn

Ciel (Magnezone) @ Choice Specs
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Discharge
- Flash Cannon
- Volt Switch
- Toxic
As the mighty Zeraora falls in usage, Magnezone magnet rose from the past to take its place. Zone is the teams main Toxic switch-in, allowing it to Volt-Turn with Mandibuzz or Urshifu if the opponent lacks a ground type or Marowak. Since Magnezone is back, Corviknights have started to run Shed Shell to negate Magnet Pull, which is why I choose to run Analytic. Analytic procs if they switch, giving Magnezone a nuke on anything that isn't immune or resists. Toxic is there for the option to stall out, and also since the only other options were a third Electric attack or Tri Attack.

Warachia (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off
Hippo is thicc. Hippo can easily wall Pokémon like Cinderace, as well as deterring setup sweepers with Whirlwind. He's also the team's main lead to set up Stealth Rock with, aiding a sweep from either Volcarona or Necrozma. Leftovers and Slack Off combined gives Hippo a huge amount of longevity, especially if can keep Toxics off with Magnezone.

Tatari (Mandibuzz) (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Foul Play
- U-turn
- Defog
- Roost
Another crucial piece of this team's defense, Mandibuzz is great at dealing with Dragapult and Marowak, the former being a massive problem if left unchecked. With 16 speed, Mandibuzz outspeeds max speed Azumarill, letting it clean it up with Foul Play after Belly Drum, Sitrus Berry, and Stealth Rock damage. She also helps clear out potentially annoying hazards, particularly Toxic Spikes.





Team Casting

It all starts with Dragon Dance Necrozma. At +1 with Life Orb, Photon Geyser can OHKO specially defensive Clefable and speed ties max Spd Zeraora. Necrozma's physical move pool is not the greatest, so he needed his backup dancers.






This is the first build of the team, built pre Isle of Armor. Zeraora and Cinderace were the main two offensive crutches for mons Necrozma failed to take out. Hippowdon and Mandibuzz are a solid defensive backbone, walling threats like Cinderace and most Dragapult sets. Togekiss was a wish passer since I refused to use Clefable, but it ended up becoming an offensive Scarf set instead.






This was basically week 1 of Isle of Armor and did not last very long. Hippowdon proved to be an essential part of the team and Scizor honestly didn't feel worth to run. Volcarona did prove to be a way better Fire type on this team than Cinderace though.






This is the current version of the team that has currently helped me peak at around 1450.
Let's Dance!

It all starts with Dragon Dance Necrozma. At +1 with Life Orb, Photon Geyser can OHKO specially defensive Clefable and speed ties max Spd Zeraora. Necrozma's physical move pool is not the greatest, so he needed his backup dancers.






This is the first build of the team, built pre Isle of Armor. Zeraora and Cinderace were the main two offensive crutches for mons Necrozma failed to take out. Hippowdon and Mandibuzz are a solid defensive backbone, walling threats like Cinderace and most Dragapult sets. Togekiss was a wish passer since I refused to use Clefable, but it ended up becoming an offensive Scarf set instead.






This was basically week 1 of Isle of Armor and did not last very long. Hippowdon proved to be an essential part of the team and Scizor honestly didn't feel worth to run. Volcarona did prove to be a way better Fire type on this team than Cinderace though.






This is the current version of the team that has currently helped me peak at around 1450.
Let's Dance!

Nrvnqsr (Necrozma) @ Life Orb
Ability: Prism Armor
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Knock Off
- Earthquake
- Dragon Dance
The main man himself and the whole reason I didn't get bored in a week. At max speed with a +1 boost from DDance, Necrozma speed ties with max speed Zeraora at 423, putting him in one of the highest speed tiers in OU. Previous versions of this set ran Iron Head, but a +1 Photon Geyser OHKO'd most of the mons that I ran Iron Head for, such as max Sp. Def Clefable.

Akiha (Volcarona) (F) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 112 Def / 32 SpA / 116 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Bug Buzz
- Psychic
- Quiver Dance
Another personal favorite Pokémon of mine, Volcarona is a great sweeping option alongside two big physical threats in Necrozma and Urshifu. I chose Fiery Dance over Fire Blast for consistency, and over Flamethrower for the potential to snowball with extra Sp. Atk boosts.
:unseen-sprite:
Kouma (Urshifu-Rapid-Strike) (M) @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- U-turn
Urshifu-Rapid-Strike serves as the teams revenge killer, alongside Magnezone. He easily outspeeds max speed Excadrill and can take out any Focus Sash suicide leads with Surging Strikes. Even with Jolly, Close Combat has a 93% chance to OHKO physically defensive Ferrothorn. Aqua Jet is the main form revenge killing, with its main target being opposing Volcarona (however it cannot OHKO it without prior chip if it has defensive investment, and even without, its a 37.5% chance.)
Ciel (Magnezone) @ Choice Specs
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Discharge
- Flash Cannon
- Volt Switch
- Toxic
As the mighty Zeraora falls in usage, Magnezone magnet rose from the past to take its place. Zone is the teams main Toxic switch-in, allowing it to Volt-Turn with Mandibuzz or Urshifu if the opponent lacks a ground type or Marowak. Since Magnezone is back, Corviknights have started to run Shed Shell to negate Magnet Pull, which is why I choose to run Analytic. Analytic procs if they switch, giving Magnezone a nuke on anything that isn't immune or resists. Toxic is there for the option to stall out, and also since the only other options were a third Electric attack or Tri Attack.

Warachia (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off
Hippo is thicc. Hippo can easily wall Pokémon like Cinderace, as well as deterring setup sweepers with Whirlwind. He's also the team's main lead to set up Stealth Rock with, aiding a sweep from either Volcarona or Necrozma. Leftovers and Slack Off combined gives Hippo a huge amount of longevity, especially if can keep Toxics off with Magnezone.

Tatari (Mandibuzz) (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Foul Play
- U-turn
- Defog
- Roost
Another crucial piece of this team's defense, Mandibuzz is great at dealing with Dragapult and Marowak, the former being a massive problem if left unchecked. With 16 speed, Mandibuzz outspeeds max speed Azumarill, letting it clean it up with Foul Play after Belly Drum, Sitrus Berry, and Stealth Rock damage. She also helps clear out potentially annoying hazards, particularly Toxic Spikes.
Conclusion
This is the first OU team I've ever seriously built. DDance Necrozma is not a great set with its lack of an exceptional physical movepool as well as just solid stats for Dragon Dance, but its fun to me. This whole team is centered around making it work and any feedback on how to assist him would be greatly appreciated!
https://pokepast.es/5cc5e0a2abff46f5
This is the first OU team I've ever seriously built. DDance Necrozma is not a great set with its lack of an exceptional physical movepool as well as just solid stats for Dragon Dance, but its fun to me. This whole team is centered around making it work and any feedback on how to assist him would be greatly appreciated!
https://pokepast.es/5cc5e0a2abff46f5