





click for importable
Introduction
The ban of Arena Trap definitely had influenced the tier positively and freed up a bunch of Pokemon - they no longer fear being trapped. I strongly desired to abuse the departure of Dugtrio by building a team around a concept severely constrained by the three-headed mole in the past. And I've found a one - offensive Calm Mind Jirachi, also known as Superachi. As Dugtrio cannot just come in and revenge kill Jirachi, Calm Mind sets of it can freely afford to drop Substitute and opt for another coverage move, increasing their sweeping potential. The tier has already got used to the absence of Dugtrio during the month, and my idea might not be as fresh, but I've been polishing it until very recently; and now I am ready to share this team around the said concept with you guys! The Russian origin of Jirachi's name has inspired me to name this RMT after a Russian song. If anyone is interested in understanding it, here is an English cover! This song kind of doesn't correlate to the team's spirit I guess, but whatever. Well, enough for the introduction. Let's dive straight into the squad!!
Teambuilding Process

As was stated above, Jirachi was the starting point of the team. Aside of being a setup win condition, Jirachi also boasts some defensive utility in being a soft Ice resist for Kyurem and Cloyster. Going to tell about it more later, moving on.

The problem with Jirachi is that it sort of invites some of the tier's most threatening offensive presences named Ghost-types, and Aegislash is the best of them in terms of handling Jirachi. As such, a really strong Ghost-types answer is necessary. I've picked Mandibuzz on this role. It also provides some valuable utility in U-turn and Defog and checks other threats like Excadrill and Hydreigon as well.

I needed some wallbreaker to clear up the way for Jirachi. Zeraora, the ultimate offensive Pokemon of the metagame, fit this role amazingly, tearing apart common defensive structures with its enormously wide coverage.


The core of Seismitoad and Clefable was an easy choice here. These two cover many important Pokemon like Zeraora, Dracovish, Rotom-H, and Kommo-o as well as give the team useful stuff like Stealth Rock and Wish support.

To complete the team, I wanted to have an extra firepower and to get stronger versus the likes of Excadrill, Hydreigon, Kyurem, and Bisharp. Conkeldurr fulfills the last teamslot perfectly - it hepls in all the aforementioned matchups and hits like a fucking truck.


Ok that wasn't the finish actually. I had absolutely nothing to strongly punish the omnipresent Clefable. Yes, Jirachi is not a good Clefable punisher. Even though I love Zeraora's wallbreaking capabilities, my decision was to dispose of it and fill the teamslot with a relatively strong balance breaker capable of pressuring Clefable. I have been choosing between Gengar and Salazzle and picked the former at the end, mainly since its Ghost typing gives me more room to outplay Conkeldurr.
In-Depth Look

Jirachi @

Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
IVs: 0 Atk
- Calm Mind
- Psychic
- Aura Sphere
- Thunderbolt
Meet the Superachi - offensive Calm Mind + 3 Attacks Jirachi. Psychic is chosen over Psyshock to hit popular tier presences like Hippowdon, Seismitoad, and Kommo-o harder. Aura Sphere offers a near-perfect coverage alongside Psychic, denting stuff like Ferrothorn, Excadrill, and Hydreigon. Thunderbolt is generally a filler move and is used only for two, albeit rather notable, targets - Corviknight and Mandibuzz. The EV spread simply maximizes Jirachi's offensive potential. Leftovers eases Jirachi's life in the long run.

Mandibuzz @

Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Nature: Careful
- Foul Play
- Roost
- U-turn
- Defog
Standard specially defensive Mandibuzz designed to check Ghost-types and other various threats. I've opted for Foul Play over Knock Off in order to handle stuff like physical Aegislash, Excadrill, and Gyarados better. Well, there definitely were some games when I wanted Knock Off Mandibuzz really badly. Roost and U-turn are self-explanatory. Mandibuzz is not really good Defogger, I will be honest. But my team is rather weak to Spikes, and having at least this is surely better than having nothing to clear the field away. The EV spread allows Mandibuzz to outpace Aegislash, while the rest is put to maximize its special bulk. Heavy-Duty Boots makes Mandibuzz way more reliable pivot. Overcoat is the ability of choice to prevent Mandibuzz from getting Sand chip damage, and its other two abilities are useless anyway.

Gengar @

Ability: Cursed Body
EVs: 96 HP / 72 SpA / 88 SpD / 252 Spe
Nature: Timid
IVs: 0 Atk
- Substitute
- Hex
- Sludge Bomb
- Will-O-Wisp
The StatusHex Gengar pretty much heavily weakens and shreds apart many common defensive structures. Its niche over StatusHex Dragapult - this Gengar's main competitor - is being really strong versus Clefable, which is very very appreciated by this team. Substitute makes Gengar even more annoying to fat and passive cores/Pokemon. Sludge Bomb is preferred to Sludge Wave due to the former's higher poison chance, which is useful against stuff like Mandibuzz. Bulletproof Kommo-o isn't an issue due to Hex hitting it. The EV Spread ensures that Gengar's Substitute is never broken by Toxapex's Scald. Black Sludge makes up the HP lost on Substitutes and helps Gengar do well against fat in long games.

Seismitoad @

Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Nature: Bold
- Stealth Rock
- Scald
- Earth Power
- Knock Off
The standard Seismitoad that you basically see every day you play SS OU. Scald is necessary on every bulky Water-type. Earth Power is preferred to Earthquake in order to hit Toxapex and Kommo-o harder. Knock Off is a good long term progress-making option, especially considering that the likes of Clefable and Ferrothorn, which absolutely love their Leftovers, tend to switch into Seismitoad. Stealth Rock, the move necessary in every OU team, is generally what sets Seismitoad apart of Gastrodon. The EV spread is very straightforward and helps Seismitoad handle physical threats like Excadrill and Bisharp better. Leftovers on a defensive Pokemon don't need any explanation. Water Absorb grants Seismitoad an immunity to Dracovish's Fishious Rend.

Clefable @

Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Nature: Relaxed
IVs: 0 Atk / 0 Spe
- Moonblast
- Wish
- Protect
- Teleport
The most annoying thing in the world - WishPort Clefable itself. Moonblast is obvious. Protect coupled with Wish gives Clefable a form of relatively reliable recovery. Teleport pairs greatly with Wish as well and acts as a great momentum-grabbing move. The EV spread is oriented to Defense instead of Special Defense because otherwise only Seismitoad on my team checks Zeraora, and actually Seismitoad is a very shaky check to it. Minimized Speed is needed in order to get the slowest Teleport possible in Clefable mirrors. Magic Guard makes Clefable an amazing pivot, and Leftovers - the obvious item choice - contributes to it as well.

Conkeldurr @

Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Adamant
- Drain Punch
- Mach Punch
- Facade
- Knock Off
One of the hardest-hitting Pokemon in the tier - Conkeldurr, and it runs its standard set on my team. Drain Punch compensates Flame Orb's chip damage and is Conkeldurr's main STAB move. Mach Punch slightly patches up Conkeldurr's awful Speed tier and revenge kills offensive threats like Excadrill, Hydreigon, Kyurem, and Bisharp. Facade hits Fighting resists like Clefable and Togekiss really hard and is even stronger that Drain Punch on a neutral hit, given that Guts is activated. Knock Off is necessary to prevent literally any Ghost-type from sitting in front of Conkeldurr. It's also generally a very spammable move, especially early-game. The EV spread is very simple and maximizes Conkeldurr's firepower and sets its Speed on a reasonable level, enough for outpacing most defensive Pokemon. Flame Orb and Guts increase Conkeldurr's Attack to a crazy number.
Threatlist



Conclusion
Even though I really dislike the current state of SS OU and have almost zero motivation to play it, I am satisfied enough with this group of six. It represents the most viable playstyle in the meta - balance - well enough and boasts both offensive and defensive tools to rule out various matchups. Of course, there aren't any team without its weaknesses, but pretty much nothing seems totally unwinnable in the tier. I truly hope you guys enjoy this team, and I definitely would love to hear out some thoughts on it! Have a good day everyone!!
Commander F капитан комиссар генерал майор фъ
curiosity feel like tagging you. btw go team 2018
Eric079 бля вытащи наш см турик)))0)
Karpovich Ksenia Ukraine це Europe
Kekbreon thanks for all the... just for all, you're the best :3
lyd youre def a great artist! thanks for the banner!
Mister Tim лис мастер нашего данжна
MultX разъеби все киоски
Psynergy huge thanks for letting me participate in the first bspl of my own! kamikaze Memoric stax CrystalNinetales qsns MetalGro$$ love yall blitzers <3
Ruft thanks for all the help with the next best thing! also like your great knowledge of ss ou
spatulakun bro bro
Zeon228 не играй в жакотуриках))0)
sorry for everyone I have occasionally forgotten, hope there aren't any
curiosity feel like tagging you. btw go team 2018
Eric079 бля вытащи наш см турик)))0)
Karpovich Ksenia Ukraine це Europe
Kekbreon thanks for all the... just for all, you're the best :3
lyd youre def a great artist! thanks for the banner!
Mister Tim лис мастер нашего данжна
MultX разъеби все киоски
Psynergy huge thanks for letting me participate in the first bspl of my own! kamikaze Memoric stax CrystalNinetales qsns MetalGro$$ love yall blitzers <3
Ruft thanks for all the help with the next best thing! also like your great knowledge of ss ou
spatulakun bro bro
Zeon228 не играй в жакотуриках))0)
sorry for everyone I have occasionally forgotten, hope there aren't any
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