SS OU Dpult+Crawdaunt with Future Sight support - My first team in top 500 (peak 1700+)

1. Introduction
Hi, I'm Nis and this will be my first RMT. I reached top 500 for the second time using this team (first time was with this one https://www.smogon.com/forums/threads/belly-drum-kommo-o—-peaked-1800.3694912/ ) and I kinda promised myself I would do this if I reached it. I don't think it is a particularly easy team to use as you have to be aware of the opponents win conditions and know what to sack, but once you know the damage things do you'll see huge progress.
Following is the proof of peak.

2071C39B-01EA-4DF7-90D1-800EEDC11F7D.jpeg


2. The Team

With that out of the way, let's see the team.
:ss/dragapult:
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn

Classic dpult set that was in every team a few months back. You basically want to press SB every time for the powerfull STAB and the occasional chance of a SpD drop to make possible some 2HKO that wouldn't otherwise be possible without chance to miss. If you really need that one hit power you can use DM and pray for it not to miss. Flamethrower is to hit the common switch ins of AV Melmetal :assault_vest: :melmetal:, Ferrothorn :ferrothorn: and Corviknight :corviknight:, as well as oneshot Weavile :weavile:, who doesn't kill from full with Ice Shard. U-turn keeps the momentum when there is a clearly unkillable mon in the opposing team like Tyranitar :tyranitar: and Blissey :blissey:, which let's you get some damage and safely bring Crawdaunt :crawdaunt: in if they do switch.

:ss/crawdaunt:

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Close Combat

The other choice locked wall-breaker of the team. Few mon can survive the power of an adaptability+STAB hit from this monster. Both Ferrothorn :ferrothorn: and Toxapex :toxapex: can get 2HKOd if they switch in to a knock off, and the mons who don't usually die to Crabhammer. The enemy usually has to sack a mon once this thing gets in and hope to outspeed it, which granted isn't hard to do. The 4 EV on speed are to barely outspeed uninvested fellow 55 base speed, specially Blissey :blissey:, which could land a nasty twave and change the outcome of the game. Aqua jet is an extremelly powerfull move with this mon and can stop sweepers like Volcarona :volcarona:, sand Excadrill :excadrill:, Blacephalon :blacephalon: and offensive Landorus-T :landorus-therian: from full, and many other with some damage. The health investment helps tank things like enemy Dpult :dragapult: SB and the second DM without much of a scratch, and also tank things like low kick weavile :weavile: and boosted Bisharp's :bisharp: attacks.

:ss/melmetal:
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch

The mandatory steel in this team, Fairy remover and secondary tank in the team with the power of assault vest. Look out for possible Rocky helmet :rocky_helmet: users before pressing DIB, which is otherwise your best bet. Both Earthquake and superpower can work to hit fellow steels but earthquake is a little better in my experience. Ice punch is the almost mandatory ice move to hit the all too common landorus :landorus-therian: switch in and also Garchomp :garchomp:. Thunder punch can also be substitued but its usefull against the oldschool slowtwins and other water types. Depending on enemy team this mon can be a common switch in to tank hits and do some damage or an extremelly important asset to care until the tapu comes out of its hiding.

:ss/slowbro:

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Future Sight
- Teleport
- Scald
- Toxic

The slow bro himself is one of the best physical walls in the meta, and has huge utility with Future Sight+Teleport, which if set up correctly can guarantee a kill against passive enemies, particularly when putting Crawdaunt :crawdaunt: in to hit on the physical side and threaten Dark types with Close Combat. There is also the option to use Incineroar's :incineroar: roar to cause some chaos and even score a lucky kill. Slack off could be used instead of toxic but I find the status quite usefull against walls in balance teams and you're usually switching this mon in and out, profiting from busted Regenerator.

:ss/landorus-therian:
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 23 Spe
- Stealth Rock
- Defog
- U-turn
- Earthquake

Just when you think you couldn't possibly fit an electric inmunity, ground inmunity, rocker and a defogger on the team, lando himself comes to the rescue. Pretty common set, the team is a few months old, so Def investment may be better but probably no since you already have Slowbro :slowbro:, and people may be going lower in the speed department.

:ss/incineroar:
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Parting Shot
- Knock Off
- Roar
- Fire Punch

The most niche pick in the team, this tanky incineroar build can withhold almost anything on the special side and still hold against physical attackers. Intimidate+Parting shot nullify a SD and let's you counter attack. Roar can also work against some set up and knock off is a safer way to remove important items than using Crawdaunt :crawdaunt:, although you may sometimes save it for the stronger hit. Fire punch is just another stab, that while not as powerful as Flare blitz, doesn't have recoil and Inci's health is already only going down so it's better not to waste it.

3. Threats
This are some of the common threats you may find
:tapu fini: All the tapus are quite annoying but tapu fini's bulk tied with its sweeping possibilities in CM sets is quite dangerous. You basically have to rely on melmetal :melmetal: and his thunder punch, which still takes some damage if the assault vest is tricked.
:suicune: Basically the same as fini but more annoying while less versatile, you know what you are gonna get and still get swept by it, quite the skill issue.
:kartana: Scarf variations destroy dragapult :dragapult: with knock off, while :adrenaline_orb:+SD sweeps if you use the appropiate intimidate switch in.
Defiant users can also be an issue with your double intimidate, just try to not be predictable and punish greedy double switches.
:zapdos: The teams has some problems takin on zapdos from full, and since it has roost and toxic is on slowbro it can be hard to stop it from being full. Knock off+rocks, DM and aqua jet do help a lot in chipping it and finishing it up.


4. Importable
https://pokepast.es/e223bbfc04e64492
Have fun!
 
Very nice team! I really liked your other Belly Drum Kommo-o team, and this one is also very fun. Spamming Knock Off on a CB Crawdaunt is so satisfying lol.

I have 3 small suggestions:

1. You want to run minimum speed on Slowbro, so that you can get the slowest teleport, especially against other Slowbro.
Here's the set:
Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk / 0 Spe
Relaxed Nature
- Future Sight
- Scald
- Toxic / Slack Off
- Teleport

2. A better EV spread for Melmetal. This set allows it to be more specially defensive, as well as live specific hits, while still maintaining attack power. The speed EVs are to speed creep opposing Melmetal and Toxapex.
Here's the set:
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 128 HP / 116 Atk / 252 SpD / 12 Spe
Careful Nature
- Double Iron Bash
- Earthquake
- Ice Punch
- Thunder Punch

3. You could try running another move isntead of Fire Punch on Incineroar. Yes, STAB is always good to have, but since you aren't usually going to stay in with Incineroar, you could try another utility move in that slot.
Here are some options:
Toxic - It's great for crippling opponents, especially Zapdos which you mentioned. This can open up a slot on Slowbro for Slack Off, or you could run double Toxic
Taunt - You know what Taunt does...it's a good move and could be useful.
Will-o-Wisp - Another status move which is very good against physical attackers and can make them useless.
Protect - In general, it's a good move used for scouting.
Fake Out - Basically free chip damage.

In my opinion, Toxic, Wisp, and Taunt are the best options here, but feel free to try either of them.
 
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Very nice team! I really liked your other Belly Drum Kommo-o team, and this one is also very fun. Spamming Knock Off on a CB Crawdaunt is so satisfying lol.

I have 3 small suggestions:

1. You want to run minimum speed on Slowbro, so that you can get the slowest teleport, especially against other Slowbro.
Here's the set:
Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk / 0 Spe
Relaxed Nature
- Future Sight
- Scald
- Toxic / Slack Off
- Teleport

2. A better EV spread for Melmetal. This set allows it to be more specially defensive, as well as live specific hits, while still maintaining attack power. The speed EVs are to speed creep opposing Melmetal and Toxapex.
Here's the set:
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 128 HP / 116 Atk / 252 SpD / 12 Spe
Careful Nature
- Double Iron Bash
- Earthquake
- Ice Punch
- Thunder Punch

3. You could try running another move isntead of Fire Punch on Incineroar. Yes, STAB is always good to have, but since you aren't usually going to stay in with Incineroar, you could try another utility move in that slot.
Here are some options:
Toxic - It's great for crippling opponents, especially Zapdos which you mentioned. This can open up a slot on Slowbro for Slack Off, or you could run double Toxic
Taunt - You know what Taunt does...it's a good move and could be useful.
Will-o-Wisp - Another status move which is very good against physical attackers and can make them useless.
Protect - In general, it's a good move used for scouting.
Fake Out - Basically free chip damage.

In my opinion, Toxic, Wisp, and Taunt are the best options here, but feel free to try either of them.
Thanks a lot! I supposed there was some optimisation to be done with melmetal's EVs and I just forgot to change slowbro's speed (I have ever seen level 99 slowbro). I don't know how I didn't think of not having fire punch on inci tho, that's great advice and I'll be trying toxic for sure.
 
Cool team. One minor thing is, I'd keep Fire Punch on Incineroar cus I assume this thing is like your main Ferrothorn answer and you wanna be able to threaten it immediately. You could also keep Fire Punch and swap Roar for like Will o Wisp or something.
 
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