So, I woke up this morning and thought, I need to make a new OU team. After looking at the new mons, it seems we're getting more and more fast powerful attackers, which might make BO and Balance struggle. My thought was to counter their speed and take advantage of frailness, so I thought, TR. But a big problem with TR is momentum, it often has trouble pivoting and such, sending in a breaker/sweeper and spamming attacks under TR. Now, I know TR is less viable in Singles than Doubles, but with some momentum, it might work. Also, A-Maro, one of my favorite mons loves TR. So here's the team:
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Volt Switch
- Trick Room
- Thunderbolt/Dazzling Gleam/Flash Cannon
- Ice Beam
I thought, what better momentum than U-turn? But its candidates are all too fast or frail. Same deal with Flip Turn and Parting Shot had nothing. So, Volt Switch gives the base 65 speed Magearna, with nice Bolt-Beam coverage. I think it might be a bit too frail, and in the few battles I did, I came up against fast HO or momentum based teams, to which Magearna died very fast. I'm not sure I should be using it in this capacity. However, under TR, this can help wallbreak, though I think I want another slow Turner if I am to keep using it. Then I can consistently keep momentum.
Glastrier @ Life Orb
Ability: Chilling Neigh
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Close Combat
- Icicle Crash
- Rest/SD
- Crunch
This was the building point, but I thought about removing it as it doesn't help much. It sadly lacks Gyro Ball, and it lacks great coverage. I ran rest initially because I was using Body Press to compliment its great defense stat, but it seems that Close Combat is better, and that would allow me to run SD. I'm honestly not sure about the spread on this one either, if I should run more defense or special defense, due to all the attackers around. LO was for more power, but Leftovers might be better. If I were to replace mons, I would replace this one and Tangrowth.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Atk
- Wish
- Heal Bell/Teleport
- Protect
- Moonblast
Every team's gotta have a Clef, huh? I'm not sure how good it is now, but I ran it initially to cleric A-Maro, and thought WishPort is good for momentum. I tried to make it a mixed build, though maybe I should have run Bold. Or maybe make it entirely special and let Tangrowth specialize in the physical? I initially ran Heal Bell for Rest, as Burns and Para don't annoy this team much, but if I drop Rest, Port is nice momentum. Also, still OHKOs most Urshifu and Hydreigon. Not sure if I should run something else in its place, as Regencore helps, and I don't really have many opportunities to heal A-Maro.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Trick Room
- Teleport
- Scald
- Slack Off
My main TR setter, a mixed build. I chose this TR setter due to being the slowest user of Teleport and TR. IDK which is better, Slowking, or Slowbro. The point was that they can take 2 hits easy, and get their HP back with Regenerator or wish if needed. Slack Off too, is for longevity, but maybe I would replace it for Psyshock or Psychic? And should this be changed to Slowbro or the spread tweaked? I have no idea if this is optimal, or if it isn't, how to make it better.
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Stealth Rock
- Flare Blitz
- Poltergeist
- Bonemerang
My wallbreaker and lead. I used a fast A-Maro lead with much the same set in DLC 1, on another Wish-Port team originally by JerSD, but tweaked. I found that this can sweep on low HP, and after setting rocks, it can usually swap to Clef or King easily, wait for them to set TR, then destroy the frail opposing team, swap out after TR ends, and repeat. It doesn't like priority Aqua Jet, Sucker Punch, or Accelrock, all problems for it. Indeedee could help with that, but not sure if it's worth it.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 12 Def / 244 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Earthquake
My grass type to complete the FWG core, and the Regencore. I'm not really sure about the spread, I think I might let it specialize and run Rocky Helmet Leech Seed, but not sure how that would work or look in this new meta. I know Amoongus is an option too, I just don't know at this point, outside of my 2 breakers, who can destroy opposing team by themselves, my team feels a tad too passive. IDK about Ferro, or Appletun. My main reason for Appletun would be defensive utility and FSD core. It doesn't have to be a grass type, but overall, this team feels too passive and I don't know what to do about it.
Edit: After experimentation, I specialized Tangrowth, replaced Clef with Stakataka/Melmetal/Doublade and am experimenting with Vikavolt, Future Sight Oranguru, Conkeldurr/Eviolite Gurdurr and Golisopod. Vikavolt to cover the special side, same with Oranguru as a TR setter with Future Sight support, and the last 2 as Priority to help in and out of TR.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Volt Switch
- Trick Room
- Thunderbolt/Dazzling Gleam/Flash Cannon
- Ice Beam
I thought, what better momentum than U-turn? But its candidates are all too fast or frail. Same deal with Flip Turn and Parting Shot had nothing. So, Volt Switch gives the base 65 speed Magearna, with nice Bolt-Beam coverage. I think it might be a bit too frail, and in the few battles I did, I came up against fast HO or momentum based teams, to which Magearna died very fast. I'm not sure I should be using it in this capacity. However, under TR, this can help wallbreak, though I think I want another slow Turner if I am to keep using it. Then I can consistently keep momentum.
Glastrier @ Life Orb
Ability: Chilling Neigh
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Close Combat
- Icicle Crash
- Rest/SD
- Crunch
This was the building point, but I thought about removing it as it doesn't help much. It sadly lacks Gyro Ball, and it lacks great coverage. I ran rest initially because I was using Body Press to compliment its great defense stat, but it seems that Close Combat is better, and that would allow me to run SD. I'm honestly not sure about the spread on this one either, if I should run more defense or special defense, due to all the attackers around. LO was for more power, but Leftovers might be better. If I were to replace mons, I would replace this one and Tangrowth.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Atk
- Wish
- Heal Bell/Teleport
- Protect
- Moonblast
Every team's gotta have a Clef, huh? I'm not sure how good it is now, but I ran it initially to cleric A-Maro, and thought WishPort is good for momentum. I tried to make it a mixed build, though maybe I should have run Bold. Or maybe make it entirely special and let Tangrowth specialize in the physical? I initially ran Heal Bell for Rest, as Burns and Para don't annoy this team much, but if I drop Rest, Port is nice momentum. Also, still OHKOs most Urshifu and Hydreigon. Not sure if I should run something else in its place, as Regencore helps, and I don't really have many opportunities to heal A-Maro.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Trick Room
- Teleport
- Scald
- Slack Off
My main TR setter, a mixed build. I chose this TR setter due to being the slowest user of Teleport and TR. IDK which is better, Slowking, or Slowbro. The point was that they can take 2 hits easy, and get their HP back with Regenerator or wish if needed. Slack Off too, is for longevity, but maybe I would replace it for Psyshock or Psychic? And should this be changed to Slowbro or the spread tweaked? I have no idea if this is optimal, or if it isn't, how to make it better.
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Stealth Rock
- Flare Blitz
- Poltergeist
- Bonemerang
My wallbreaker and lead. I used a fast A-Maro lead with much the same set in DLC 1, on another Wish-Port team originally by JerSD, but tweaked. I found that this can sweep on low HP, and after setting rocks, it can usually swap to Clef or King easily, wait for them to set TR, then destroy the frail opposing team, swap out after TR ends, and repeat. It doesn't like priority Aqua Jet, Sucker Punch, or Accelrock, all problems for it. Indeedee could help with that, but not sure if it's worth it.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 12 Def / 244 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Earthquake
My grass type to complete the FWG core, and the Regencore. I'm not really sure about the spread, I think I might let it specialize and run Rocky Helmet Leech Seed, but not sure how that would work or look in this new meta. I know Amoongus is an option too, I just don't know at this point, outside of my 2 breakers, who can destroy opposing team by themselves, my team feels a tad too passive. IDK about Ferro, or Appletun. My main reason for Appletun would be defensive utility and FSD core. It doesn't have to be a grass type, but overall, this team feels too passive and I don't know what to do about it.
Edit: After experimentation, I specialized Tangrowth, replaced Clef with Stakataka/Melmetal/Doublade and am experimenting with Vikavolt, Future Sight Oranguru, Conkeldurr/Eviolite Gurdurr and Golisopod. Vikavolt to cover the special side, same with Oranguru as a TR setter with Future Sight support, and the last 2 as Priority to help in and out of TR.
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