Hello guys, welcome to my first SuMo OU RMT. When I first built this team, I wanted to build around the Ash-Greninja and Tapu Koko core since both of their typings compliment each other near-perfectly, as well as the fact that I wanted to build around Ash-Greninja especially since it's one of the more interesting mons released this gen. Without any further delay, let's get this show on the road.
Ability: Battle Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- U-turn
- Water Shuriken
Ash-Greninja, as stated earlier, was one of the 'mons I was interested in from the very beginning, and boy, do I have no regrets in using him. Thanks to Battle Bond, Greninja serves as a great revenge killer as the opponent is forced to either sack a weakened 'mon, or take a strong Hydro Pump on the switch in. If they decide to go with the former, Greninja turns into Ash-Greninja, where it's offenses becomes godlike, sporting 153 base Special Attack. For comparaison, this is only 1 point off from regular Mewtwo's base Special Attack. This often makes opponents try to stop Greninja from activating it's Ash-forme, which sometimes makes me net a free U-Turn so that I can regain momentum for the team and switch accordingly to counter the opposing Pokemon. Dark Pulse is also a great STAB move that hits Psychics and Ghosts, and Water Shuriken is a priority move that is 60 BP after Battle Bond activates, making it one of the strongest in the game, only behind Extreme Speed. EVs and nature are very standard for a fast special sweeper, allowing it to hit hard while being as fast as possible. Choice Specs is chosen to maximize Greninja's power and even further it's role as a revenge killer.
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Brave Bird
The second part of the main Ash-Greninja and Koko core, Tapu Koko is not a disappointment by any means. With Electric Terrain up thanks to Electric Surge, Tapu Koko's Thunderbolt hits very hard. Dazzling Gleam is chosen as a secondary STAB move as Tapu Koko does not get Moonblast. U-Turn is chosen for momentum and creates a nice little psuedo VoltTurn core with Ash-Greninja. Brave Bird allows Tapu Koko to not be totally walled by Lightning Rod Alolan Marowak and Mega Venusaur. EVs are chosen to give Tapu Koko amazing Special Attack while still 2HKOing the aforementioned Mega Venusaur and Alolan Marowak after Stealth Rock damage. Life Orb boosts Tapu Koko's attack power by alot, but at the cost of a bit of HP per turn.
Previously:
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Toxic
- Lava Plume
- Stealth Rock
Blessed with a great defensive typing as well as access to Stealth Rock, it's a no-brainer why Heatran is one of the best Pokemon in the metagame. Taunt cripples opposing leads as well as just generally stally Pokemon. Toxic cripples walls easily. Lava Plume, thanks to it's 30% burn chance, is an absolute god-send against physical attackers. EVs are to make it as specially bulky as possible.
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Scarfed Excadrill is used on my team as a revenge killer, as well as a late-game sweeper when all of it's checks are removed. It can also Rapid Spin, though it does not appreciate being stuck in it. Earthquake is used as STAB, Iron Head is useful for the flinch chance, and Rock Slide hits Flying-types. Pretty straight-forward. EVs are again, standard and Mold Breaker hits Levitate users like Bronzong.
Ability: Beast Boost
EVs: 104 HP / 252 Atk / 152 SpD
Adamant Nature
- Roost
- Lunge
- Hammer Arm
- Thunder Punch
Buzzwole is used as a bulky attacker on my team and it's working really well. Thanks to Beast Boost, every time Buzzwole nets a kill, it's Attack raises, making it a very potent wallbreaker. Roost is used as good, reliable recovery. Lunge is a good STAB move that pressures switch-ins thanks to the Attack drop. Hammer Arm is the main Fighting-type STAB, hitting troublesome Steel-types and Rock-types, as well as hitting Chansey. Finally, Thunder Punch hits bulky Waters and Celesteela. EVs are chosen to avoid the 2HKO from Life Orb Pheromosa while still having a lot of Special Defense and maximum Attack, and Leftovers are used to replenish HP per turn.
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Finally, Rotom-Wash is the final addition to the team. Sporting a great typing when coupled with Levitate as well as great bulk, it's no surprise that it was one of the main Pokemon used in ORAS. Volt Switch is for momentum and to add to the GrenKoko VoltTurn core. Hydro Pump hits Fire and Ground-types, Will-O-Wisp cripples physical attackers and Thunder Wave prevents certain sweepers from doing their jobs, such as Mega Charizard X.
I hope you enjoyed my first Sun and Moon OU RMT! I would like to know how I can make this team better. If you'd like to test it on the OU ladder, an importable version is down below. Thank you!
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- U-turn
- Water Shuriken
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Brave Bird
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Toxic
- Lava Plume
- Stealth Rock
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 104 HP / 252 Atk / 152 SpD
Adamant Nature
- Roost
- Lunge
- Hammer Arm
- Thunder Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Ability: Battle Bond
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- U-turn
- Water Shuriken
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Brave Bird
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Toxic
- Lava Plume
- Stealth Rock
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 104 HP / 252 Atk / 152 SpD
Adamant Nature
- Roost
- Lunge
- Hammer Arm
- Thunder Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
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