SS OU Dumb Aff Team

The Team:
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Team building:

:ferrothorn:
I thot to myself. What is the dumbest but most useful set on one of the most Meta pokemon in OU? Offensive glass canon ferrothorn!

:ferrothorn: :clefable:
Ok next step... what if ferro manages to actually live? Guess I should be able to bring his HP back with a Wish White Mage mon... Coincidentally ferrothorn covers the poison and steel type weakness that clef has.

:ferrothorn: :clefable: :hatterene:
And you know what? This team is slow af. Why not put trick room on it and give myself another option to healing wish back ferrothorn. Sounds pretty good!

:ferrothorn: :clefable: :hatterene: :snorlax:
hmm... well I suppose Gengar and Dragapult eat me alive now assuming I don't have trick room up. I better get a switch in for that... a normal type would work well! Oh! And coincidentally a SpD Snorlax is also very slow! Oh! And coincidentally he can cover the fire weakness that ferro has as well.

:ferrothorn: :clefable: :hatterene: :snorlax: :weezing-galar:
Guess I really have nothing for Conkeldurr. I think a neutralizing gas Weezing-Galar can fix that problem.

:ferrothorn: :clefable: :hatterene: :snorlax: :weezing-galar: :dragapult:
well I guess I need some kind of a normal sweeper/revenge killer... he can cover the meta Dracovish as well

Moveset:

:ferrothorn:
Ferrothorn @ Weakness Policy
Ability: Iron Barbs
EVs: 4 HP / 252 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Bulldoze
- Iron Head
- Seed Bomb
- Thunder Wave

bulldoze will deal with many many other steal types in this tier (Bisharp, Excadrill, Aegislash, etc)
iron head for STAB and T-Tar and faeries
seed bomb is run to deal with that frog that everyone thinks is better than gastrodon/quagsire for some odd reason
thunder wave just in case I run into a sweeper early
(alternatively if you aren't ballzy, you can use stealth rocks + spikes + seed bomb +thunder wave w/ leftovers and go defensive ferro. But that's no fun)

:clefable:
White Mage (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Teleport
- Protect
- Moonblast

standard set to throw people off from my non-standard ferro. I wanted to run only flamethrower, but after testing it just wasn't worth it :(
Wish + Teleport is a free heal on any mon of your choice which adds pressure to the opponent assuming you are switched in on a mon that can't do much damage to clef. If you are against that, then you can Wish + Protect or just swap to Snorlax/Weezing for a wall.

:hatterene:
Introvert (Hatterene) (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Healing Wish

the main utility to trick room and start dealing damage
healing wish > fire attack bc she's frail anyway any I can regen ferro or snorlax or weezing
also there are already plenty of fire moves on some of these mons --> if you swap heat crash for another move on snorlax it might be good to but mystical fire on her instead of healing wish

:snorlax:
Bearwear (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rest
- Curse
- Heat Crash
- Body Slam

heat crash to fight gengar and dragapult, though you can also use darkest lariat which is better vs them but much worse against steel types that might want to set up on you...
body slam for the rest of em like the best of em
rest to fight against opposing stall teams and so burn isn't a problem
curse is obvious, it's a set-up snorlax set

:weezing-galar:
Dimmadome (Weezing-Galar) (M) @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Flamethrower
- Will-O-Wisp

doug dimmadome owner of the dimmsdale dimmadome! Just all around one of the top 5 mons in current OU in my opinion. Just a solid HYPER counter to fighting types. He's got defog just in case the Hatterene can't bounce some things. Will-O-Wisp since he's defensive and flamethrower + strange stream won't cover all the offensive mons in the tier. I think sludge bomb can work > will-o-wisp too. Might need to test it.

:dragapult:
AC-130 INBOUND! (Dragapult) @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Steel Wing
- Dragon Darts
- Phantom Force
- U-turn

Been using scarfed on some teams, doesn't really seem necessary here since I wanted dragapult as a sweeper and less of a revenge killer. So he is life orbed. Steel Wing isn't great, but its necessary coverage. Dragon Darts is strong as it cuts through substitute. Phantom force just for a strong stab against steel types and U-turn for pressure (though if anything that can be changed).

Importable:
https://pokepast.es/8d243b7d376ae6ca
 

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hey man cool team. first thing i noticed was that this team has a lot of potential to be really good, just have a few weird sets. this team also struggles greatly with excadrill as there is no ground resist so a scarf / sand rush excadrill is free to spam eq all it wants, without really getting punished. another big problem with this team is that it lacks entry hazards. entry hazards are great on every team as it can chip away at mons when they come in and can really make it easier for u to win the game in the long run. bisharp can also be very hard for this team to deal with as since ferrothorn is not defensive it cannot eat +2 knock offs, and honestly nothing else can eat moves coming from bisharp. aside from that this teams cool and i just have a few changes. setup mons such as hawlucha can be annoying, especially once they get unburden. while manageable dracovish can also give this team a lot of trouble as it practically gets a kill every time it switches in.

:hatterene: --> :hippowdon: the first change i suggest making is hatterene to hippowdon. hippowdon provides so much that this team needs much more than it needs a trick room setter / magic bouncer. hippowdon not only provides the much needed stealth rocks, but it can also provide you a way to deal with excadrill and bisharp. a healthy hippowdon can easily sponge these hits and revenge kill these mons with earthquake. hippowdon also provides a way for you to whirlwind out hawlucha and nullify it's unburden ability, while living +2 acrobatics. trick room on this team doesn't really work especially when you have a dragapult which is faster than a lot of pokemon in this meta, and therefore can sometimes do more harm than good.

:ferrothorn: while this is the main gimmick of your team, a defensive ferrothorn works a lot better. first of all, it lets you beat a lot of threats in the meta. it gives you a switchin to dracovish and with rocky helmet + iron barbs lets you wear down draco a bunch. leech seed + wish recovery is enough for ferro so leftovers isnt especially needed, especially when this team lacks a dracovish switchin. ferro is also another thing that can eat bisharps knock off and deal up to 40% to it back with all of the recoil, and ohko with body press. ohkoing excadrill with body press, and punishing rapid spins is great for this team as well. in summary, defensive ferrothorn provides a whole lot more for this team than the offensive set does.

:dragapult: specially oriented dragapult, also works a lot better on this team. special pult, with hex / twave is amazing and allows for a much better breaker than the physical set. physical dragapult is generally for hyper offensive teams and they typically run dragon dance which does not fit this teams synergy. spamming spell tag / twave boosted hex is an amazing use for dragapult and compliments this team really well.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Knock Off
- Body Press

White Mage (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Teleport
- Protect
- Moonblast

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind

Bearwear (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rest
- Curse
- Heat Crash
- Body Slam

Dimmadome (Weezing-Galar) (M) @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Flamethrower
- Will-O-Wisp

AC-130 INBOUND! (Dragapult) @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Thunder Wave
- Draco Meteor
- U-turn

alternatively
if you want to keep the idea of trick room going, i have some changes that can help you with that. in terms of trick room this team can use more trick room abusers, especially instead of dragapult which trick room generally is a nuisance. since offensive ferrothorn was your gimmick i plan on keeping that but making the team a lot better suited for trick room.

:dragapult: --> :crawdaunt: crawdaunt i find, is a very good trick room abuser, and can be very threatening to a lot in the meta. i opted to not use close combat as you have your own ferro / snorlax to beat other ferrothorn and hatterene / snorlax to beat hydreigon. aside from that crawdaunt is amazing because not a lot can switch into a +2 knock off / crabhammer and aqua jet is also there in case u are out of trick room, and a +2 aqua jet always kills zeraora so that can be incredibly helpful.

:ferrothorn: sticking with your gimmick of offensive ferrothorn, i figured 4 attacks choice band would be a lot more helpful than 3 attacks twave. i opted with gyro ball, for very strong steel stab, body press which is a lot better when dealing with bisharp / excadrill, knock off for general utility, also hits aegislash very hard, and power whip for immense power under trick room, but does sacrifice a little bit of accuracy. in terms of offensive ferrothorn i think this is the best movepool offensive ferrothorn can have, and i also think choice band would be a better option than weakness policy. this lets ferrothorn have immediately more power without having to take a super effective move first.

also i changed life orb on hatterene to leftovers to provide a lot more longevity on your trick room setter.

aside from that cool team bro, the version you pick really depends on if you want a more standard team, or mess around with your offensive ferrothorn. best of luck to u!

Ferrothorn @ Choice Band
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Body Press
- Gyro Ball
- Power Whip
- Knock Off

White Mage (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Teleport
- Protect
- Moonblast

Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Psychic
- Dazzling Gleam
- Mystical Fire
- Trick Room

Bearwear (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rest
- Curse
- Heat Crash
- Body Slam

Dimmadome (Weezing-Galar) (M) @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Flamethrower
- Will-O-Wisp

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 Spe
- Knock Off
- Swords Dance
- Aqua Jet
- Crabhammer
 
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hey man cool team. first thing i noticed was that this team has a lot of potential to be really good, just have a few weird sets. this team also struggles greatly with excadrill as there is no ground resist so a scarf / sand rush excadrill is free to spam eq all it wants, without really getting punished. another big problem with this team is that it lacks entry hazards. entry hazards are great on every team as it can chip away at mons when they come in and can really make it easier for u to win the game in the long run. bisharp can also be very hard for this team to deal with as since ferrothorn is not defensive it cannot eat +2 knock offs, and honestly nothing else can eat moves coming from bisharp. aside from that this teams cool and i just have a few changes. setup mons such as hawlucha can be annoying, especially once they get unburden. while manageable dracovish can also give this team a lot of trouble as it practically gets a kill every time it switches in.

:hatterene: --> :hippowdon: the first change i suggest making is hatterene to hippowdon. hippowdon provides so much that this team needs much more than it needs a trick room setter / magic bouncer. hippowdon not only provides the much needed stealth rocks, but it can also provide you a way to deal with excadrill and bisharp. a healthy hippowdon can easily sponge these hits and revenge kill these mons with earthquake. hippowdon also provides a way for you to whirlwind out hawlucha and nullify it's unburden ability, while living +2 acrobatics. trick room on this team doesn't really work especially when you have a dragapult which is faster than a lot of pokemon in this meta, and therefore can sometimes do more harm than good.

:ferrothorn: while this is the main gimmick of your team, a defensive ferrothorn works a lot better. first of all, it lets you beat a lot of threats in the meta. it gives you a switchin to dracovish and with rocky helmet + iron barbs lets you wear down draco a bunch. leech seed + wish recovery is enough for ferro so leftovers isnt especially needed, especially when this team lacks a dracovish switchin. ferro is also another thing that can eat bisharps knock off and deal up to 40% to it back with all of the recoil, and ohko with body press. ohkoing excadrill with body press, and punishing rapid spins is great for this team as well. in summary, defensive ferrothorn provides a whole lot more for this team than the offensive set does.

:dragapult: specially oriented dragapult, also works a lot better on this team. special pult, with hex / twave is amazing and allows for a much better breaker than the physical set. physical dragapult is generally for hyper offensive teams and they typically run dragon dance which does not fit this teams synergy. spamming spell tag / twave boosted hex is an amazing use for dragapult and compliments this team really well.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Knock Off
- Body Press

White Mage (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Teleport
- Protect
- Moonblast

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind

Bearwear (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rest
- Curse
- Heat Crash
- Body Slam

Dimmadome (Weezing-Galar) (M) @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Flamethrower
- Will-O-Wisp

AC-130 INBOUND! (Dragapult) @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Thunder Wave
- Draco Meteor
- U-turn

alternatively
if you want to keep the idea of trick room going, i have some changes that can help you with that. in terms of trick room this team can use more trick room abusers, especially instead of dragapult which trick room generally is a nuisance. since offensive ferrothorn was your gimmick i plan on keeping that but making the team a lot better suited for trick room.

:dragapult: --> :crawdaunt: crawdaunt i find, is a very good trick room abuser, and can be very threatening to a lot in the meta. i opted to not use close combat as you have your own ferro / snorlax to beat other ferrothorn and hatterene / snorlax to beat hydreigon. aside from that crawdaunt is amazing because not a lot can switch into a +2 knock off / crabhammer and aqua jet is also there in case u are out of trick room, and a +2 aqua jet always kills zeraora so that can be incredibly helpful.

:ferrothorn: sticking with your gimmick of offensive ferrothorn, i figured 4 attacks choice band would be a lot more helpful than 3 attacks twave. i opted with gyro ball, for very strong steel stab, body press which is a lot better when dealing with bisharp / excadrill, knock off for general utility, also hits aegislash very hard, and power whip for immense power under trick room, but does sacrifice a little bit of accuracy. in terms of offensive ferrothorn i think this is the best movepool offensive ferrothorn can have, and i also think choice band would be a better option than weakness policy. this lets ferrothorn have immediately more power without having to take a super effective move first.

also i changed life orb on hatterene to leftovers to provide a lot more longevity on your trick room setter.

aside from that cool team bro, the version you pick really depends on if you want a more standard team, or mess around with your offensive ferrothorn. best of luck to u!

Ferrothorn @ Choice Band
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Body Press
- Gyro Ball
- Power Whip
- Knock Off

White Mage (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Teleport
- Protect
- Moonblast

Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Psychic
- Dazzling Gleam
- Mystical Fire
- Trick Room

Bearwear (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Rest
- Curse
- Heat Crash
- Body Slam

Dimmadome (Weezing-Galar) (M) @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Flamethrower
- Will-O-Wisp

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 Spe
- Knock Off
- Swords Dance
- Aqua Jet
- Crabhammer

Yeah I would say that any old person can use meta :ferrothorn: so I'm not looking to do that with this team. Hazards I also think are generally good, but overall really really nerfed this meta with the addition of heavy duty boots. While I understand it can help you win in a long game or if you want to go into the pokemon calc with it, that is great and all. But the point of the team is to fool the opponent into underestimating the pokemon on the team. Specifically :ferrothorn: but at the same time if that could happen with another mon here that could be great.

I really really like the idea of choice band on ferrothorn. I was actually thinking about trying that out. It could certainly help him tank a hit if we do defensive w/ body press for the main attack and choice band to boost the rest. I suppose I would need to do some testing with the calculator to see the EV spread that would work best here. Perhaps life orb could work > band as well. Not sure atm. But yeah I an certainly interesting in that idea.

The point of :Dragapult: on the team is literally just to revenge kill :Dracovish: or possibly sweep late game. I'm not sure if :Crawdaunt: can accomplish the same thing... Especially w/ fish's double resist to Crawdaunt's best moves. But as a sweeper I do agree he works very well with trick room and could be very strong in the meta iff fish gets banned after the suspect test.

I also do like the idea of hippowdon. Be it a trick room team or not I think he can be useful. I think I would put :hippowdon: > :clefable: if anything atm. But I am interested in testing it both ways.

I am also interested more about SpA :Dragapult: but you're only reasoning seems to be "he compliments the team better". I just want to know why you think that haha. Is it because Snorlax and Ferro are physical and you changed out SpA Hatterene for Hippo?

Thanks for the input! :D
 
Yeah I would say that any old person can use meta :ferrothorn: so I'm not looking to do that with this team. Hazards I also think are generally good, but overall really really nerfed this meta with the addition of heavy duty boots. While I understand it can help you win in a long game or if you want to go into the pokemon calc with it, that is great and all. But the point of the team is to fool the opponent into underestimating the pokemon on the team. Specifically :ferrothorn: but at the same time if that could happen with another mon here that could be great.

I really really like the idea of choice band on ferrothorn. I was actually thinking about trying that out. It could certainly help him tank a hit if we do defensive w/ body press for the main attack and choice band to boost the rest. I suppose I would need to do some testing with the calculator to see the EV spread that would work best here. Perhaps life orb could work > band as well. Not sure atm. But yeah I an certainly interesting in that idea.

The point of :Dragapult: on the team is literally just to revenge kill :Dracovish: or possibly sweep late game. I'm not sure if :Crawdaunt: can accomplish the same thing... Especially w/ fish's double resist to Crawdaunt's best moves. But as a sweeper I do agree he works very well with trick room and could be very strong in the meta iff fish gets banned after the suspect test.

I also do like the idea of hippowdon. Be it a trick room team or not I think he can be useful. I think I would put :hippowdon: > :clefable: if anything atm. But I am interested in testing it both ways.

I am also interested more about SpA :Dragapult: but you're only reasoning seems to be "he compliments the team better". I just want to know why you think that haha. Is it because Snorlax and Ferro are physical and you changed out SpA Hatterene for Hippo?

Thanks for the input! :D

special dragapult breaks down things a lot better such as opposing ferrothorn, they get hit really hard with hex especially if theyre statused. this can help in the long term with cleaning up with crawdaunt. it also hits corviknight really hard which is one of the main threats to ferrothorn and physical pult can’t really do anything to corv.

also crawdaunt also helps with the bisharp problem i had previously mentioned as it resists both of its stabs and can hit it back really hard with crabhammer. dracovish does not eat a +2 knock off and doesn’t really like taking a knock off in general so it shouldn’t be too much of a problem especially when u have ferrothorn to put it into knock off range.

idk how i feel about hippowdon over clef. clef is the teams main way of recovery and can keep your ferrothorn/crawdaunt alive or get crawdaunt in for free on things that like to come in on clef, for example if trick room is up crawdaunt can be teleported into vs rotom heat / cinderace.
 
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special dragapult breaks down things a lot better such as opposing ferrothorn, they get hit really hard with hex especially if theyre statused. this can help in the long term with cleaning up with crawdaunt. it also hits corviknight really hard which is one of the main threats to ferrothorn and physical pult can’t really do anything to corv.

also crawdaunt also helps with the bisharp problem i had previously mentioned as it resists both of its stabs and can hit it back really hard with crabhammer. dracovish does not eat a +2 knock off and doesn’t really like taking a knock off in general so it shouldn’t be too much of a problem especially when u have ferrothorn to put it into knock off range.

idk how i feel about hippowdon over clef. clef is the teams main way of recovery and can keep your ferrothorn/crawdaunt alive or get crawdaunt in for free on things that like to come in on clef, for example if trick room is up crawdaunt can be teleported into vs rotom heat / cinderace.

Interesting. Ok I will take that into account.
 
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