I'm kinda new to the SS OU Metagame. I didnt care for it much until I found a team I liked, and now I want to hear Smogon's thoughts on it.
Biggest checks I've run into are slowbro and togekiss. Not sure how that'll overlap with outside perceptions of the team.
Toby (Amoonguss) (M) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 172 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Spore
- Giga Drain
- Sludge Bomb
The tried and true counter to physical mons that lack crazy power. I can always switch this guy into Zeraora or Surging Strikes, then surprise people with sludge bomb and foul play on switches.
aquafina (Barraskewda) @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flip Turn
- Waterfall
- Psychic Fangs
- Close Combat
Barraskewda is my attempt at a counter to Cinderace and Excadrill leads. Some teams are super weak to fast Flip Turn spam, so I'm always trying to seize on those opportunities. He can be a reliable breaker with liquidation and CC too.
bunbun (Diggersby) @ Iapapa Berry
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Body Slam
- Fire Punch
- Earthquake
- Agility
I like Diggersby both as a ghost immunty for Alolan Wak and Aegislash as well as a 50/50 where I either murk the opponent's mon or go for agility. Fire punch is wonderful for Ferrothorn and Amoonguss, and Earthquake is a nice way to break strong defensive mons weak to it like Toxapex.
bonehead (Mandibuzz) (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Brave Bird
- Defog
- Roost
- U-turn
I initially had Corviknight here until I realized Mandibuzz did it better. The biggest plus over Corv imo was not dealing with a fire weakness, as Cinderace is a huge ass threat. I feel like it's still missing something
moo (Mew) @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Will-O-Wisp
- Taunt
- Knock Off
Red Card is such a cool tech to stop momentum. I like leading with Mew when no one lead seems to fit, as I can taunt Kommo O or Ferrothorn trying to set up. I feel like this set is also missing something.
Melinda (Clefable) (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Flamethrower
- Soft-Boiled
My pride and joy. Clef is a beautiful status absorber that can calm mind in the face of most special mons and seize on many openings. I've been hearing that Calm Mind Clef isnt as useful on higher ladder but I wouldnt know why. The combo of calm mind and flamethrower to hit steel mons can actually 6-0 teams
Lmk what yall think
Biggest checks I've run into are slowbro and togekiss. Not sure how that'll overlap with outside perceptions of the team.
Toby (Amoonguss) (M) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 172 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Spore
- Giga Drain
- Sludge Bomb
The tried and true counter to physical mons that lack crazy power. I can always switch this guy into Zeraora or Surging Strikes, then surprise people with sludge bomb and foul play on switches.
aquafina (Barraskewda) @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flip Turn
- Waterfall
- Psychic Fangs
- Close Combat
Barraskewda is my attempt at a counter to Cinderace and Excadrill leads. Some teams are super weak to fast Flip Turn spam, so I'm always trying to seize on those opportunities. He can be a reliable breaker with liquidation and CC too.
bunbun (Diggersby) @ Iapapa Berry
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Body Slam
- Fire Punch
- Earthquake
- Agility
I like Diggersby both as a ghost immunty for Alolan Wak and Aegislash as well as a 50/50 where I either murk the opponent's mon or go for agility. Fire punch is wonderful for Ferrothorn and Amoonguss, and Earthquake is a nice way to break strong defensive mons weak to it like Toxapex.
bonehead (Mandibuzz) (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Brave Bird
- Defog
- Roost
- U-turn
I initially had Corviknight here until I realized Mandibuzz did it better. The biggest plus over Corv imo was not dealing with a fire weakness, as Cinderace is a huge ass threat. I feel like it's still missing something
moo (Mew) @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Will-O-Wisp
- Taunt
- Knock Off
Red Card is such a cool tech to stop momentum. I like leading with Mew when no one lead seems to fit, as I can taunt Kommo O or Ferrothorn trying to set up. I feel like this set is also missing something.
Melinda (Clefable) (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Flamethrower
- Soft-Boiled
My pride and joy. Clef is a beautiful status absorber that can calm mind in the face of most special mons and seize on many openings. I've been hearing that Calm Mind Clef isnt as useful on higher ladder but I wouldnt know why. The combo of calm mind and flamethrower to hit steel mons can actually 6-0 teams
Lmk what yall think