Hey guys, this is my first ever RMT so excuse the probably crappy formatting.
I've been playing Showdown ever since late 2016 but I've never gotten out of the 1600's. I think this is mainly due to me just being a bad player, but I think I have decent knowledge of the meta game and I understand how everything works. I usually just steal RMT or sample teams, but they never really seem to get me past or even to 1600's like I said before. Recently, I have started to build more of my own teams and now I can at least consistently get to the 1600's. This is the type of team that I usually find the most success with, a sort of bulkier balanced offense or whatever you call this. I'm currently sitting around 1550 but I'm still rising with it and I seem to have a really good win rate with it.
The TeamClefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Cosmic Power
- Stored Power
- Moonblast
I wanted to build around Cosmic Power Clefable because I know there have been many times I just get swept late game by other people using it. It is the most annoying thing and it really just makes you want to click x when there is a +6 def +6 sp. def Clefable sitting in front of you. The good thing about this set is that is also works as a regular switch-in throughout the game to special attackers. You can switch this in on Scarf Keldeo, Latios and Latias, Ash Greninja not locked into Hyrdo Pump, Zapdos, just to name a few. Pretty much anytime you need to sponge up an unboosted special attack, Clefable is good switch in and then soft boiled the damage off. If it is near the end of the game, you can switch in Clefable on a special attack and start boosting up. If most of Clefs Counters and Checks are gone, you can pretty much just sweep. It can also sometimes just muscle past some of its checks like AV Magearna, which I have done multiple times. I chose Moonblast over other moves because it allows Clefable to still consistently beat the things it checks, it also allows you to bluff other sets so they don't expect Cosmic Power when it comes out. It also beats the dark types that Stored Power can't hit. Stored Power is what you will mostly be using though because it hits like a truck once you get up a bunch of boosts. I chose Cosmic Power over Calm Mind because I felt like it fit the role I needed more because it gave it the ability to beat physical attackers as well and serve as a shaky check to them to. It is meant to be played pretty passively, you usually aren't making any aggressive plays with Clefable, especially because it naturally just kills any momentum you may have had. That is mainly why you only use as an switch in and late-game sweeper. You should avoid bringing in Clefable unless you absolutely need to or you are sure it can clean up.
Zapdos @ Rocky Helmet
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Hidden Power [Ice]
- Roost
Zapdos is another mon that is a pain to deal with for most pokemon in this tier. It is pretty much a counter to Tapu + Hawlucha Cores. It also serves as a great switch-in to Kartana, which is a pain for any team to deal with. I chose Rocky Helmet because I wanted to start racking up damage on those pokemon as soon as possible so they can be killed later by my Scarf Garchomp. It also can beat defensive Landorus, Mega Medicham, Mega Mawile, Magnezone, Garchomp, Celesteela, Toxapex, and pretty much half the mon in OU. It's typing and ability making it very hard to deal with defensively. Heat Wave, Thunderbolt, and HP ice are unresisted in the tier and can get important chip off for the Scarf Garchomp I have, and the other more offensive members of my team. Roost is obviously good because lets Zapdos have longevity and remain a consistent check throughout the game. The EV are just your noob Max Max in defense and HP because it want to make it as physically bulky as possible so as to make sure it always works as a check to the things it has a type advantage on. I gave it modest nature though because I feel like its attacks weren't hitting as hard as I would have liked so I gave it that extra little boost to special attack. I also opted for zero speed for the sake of having maxed out defense, but that could be subject to change because sometimes a little more speed would come in handy versus certain mons.
Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 19 Atk
- Substitute
- Swords Dance
- Sacred Sword
- Leaf Blade
I wanted to use a speed boosting Kartana set because it allows it to break past the things that people think would usually revenge kill it. I usually save Kartana for late game until all it's counters or offensive checks are gone, like Ash Greninja, Scarf Greninja, CB Weavile, Choice Scarf Latios and the like. You switch it in on something like Tapu Bulu or some other physical attacker with no move to hit it. Then you set up a Substitute, and if possible a Swords Dance. Than you can nuke whatever comes in with a All Out Pommeling and get that beautiful speed boost. If you got a swords dance off, than the game if pretty much over. Since you aren't investing anything in Attack so you can get the speed boost, you can get a nice boost in bulk that allows you to take more hits than you would expect. I opted for Leaf Blade, and Sacred Sword coverage because it hits the most things of any two move combinations it could get. I occasionally use it as a switch in throughout the game, but you should generally keep it healthy so it is prepared for a late game sweep and so it can still set up a substitute, one of the most important parts of this set. The Sub allows you to set up potentially multiple swords dances and also lets you avoid priority attacks that could kill you.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Roost
- Knock Off
Mega Scizor is the best Mega in my opinion. It has arguable the best type combination, a great ability, great stats, and a great movepool. I though a swords dance set would work well here because it allows it to keep up pressure on the opponent and create yet another late game sweeping opportunity. Roost allows Scizor to not get slowly worn down throughout the course of the game because I use it as a switch-in a lot of fairy, psychic, grass, etc. attacks. Knock off is cripple the initial switch when they switch out, and it also allows it to hit things that resist bullet punch if it is set up with swords dance and going for a sweep. With just one swords dance boost, it can OHKO a huge portion of the tier. There isn't too much to say here. It is just a great switch into attacks that is resists and than it can potentially set up swords dances and take a huge chuck out of or kill a lot of prominent threats to the team.
Calcs
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Tapu Koko: 274-324 (97.5 - 115.3%) -- 81.3% chance to OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 4 Def Hoopa-Unbound: 360-424 (119.6 - 140.8%) -- guaranteed OHKO
+2 252+ Atk Scizor-Mega Knock Off (97.5 BP) vs. 252 HP / 28 Def Tangrowth: 208-245 (51.4 - 60.6%) -- guaranteed 2HKO if you use bullet punch after
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Kyurem-Black: 480-566 (122.7 - 144.7%) -- guaranteed OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Clefable: 422-498 (107.1 - 126.3%) -- guaranteed OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Volcarona: 169-200 (54.3 - 64.3%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 8 Def Tapu Fini: 211-249 (61.5 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Poison Jab
- Stealth Rock
The team needed a Scarfer, especially one that could beat Volcarona, It also needed a stealth rock setter, and a electric immunity, so Scarf Chomp fits all of those needs. I usually use this as the lead so it can set up rocks, this also allows you to possibly bluff a non scarf set when you set up rocks. If they lead Koko, you can occasionally catch them off guard and OHKO them with an earthquake. Earthquake is the obvious STAB move to to hit hard. Rock slide is to consistently OHKO Volcarona without the risky accuracy of Stone Edge, it also allows you to flinch things if you really need it. Poison Jab is for grass types like Bulu and fairies like Clefable and Mega Altaria. Poison Jab could change to Fire blast though so you can catch Ferrothorns, Scizors, and Kartanas on the switch. Overall it is just a good Choice Scarf user that can kill a +1 Volcarona, which otherwise completely runs through this team no matter the set.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Defog
Rotom-W is the hazard removal for the team. Most of the team doesn't appreciate hazards chipping them every time they switch in so I added defog to make sure that isn't as big of an issue. The team would also appreciate a bulky water to consistently take strong fire attacks from things like Heatran, Charizard X, and others, and then be able to hit them back with Hydro Pump. Rotom also gives us a good check to most Koko sets, because switching in Garchomp is dangerous if they predict it and HP ice or Dazzling Gleam. It also isn't a total momentum killer when it defogs because it can switch out with volt switch after while getting some chip on whatever comes in assuming it isn't Zygarde. Pain Split is to help it stay healthy during throughout the course of the battle, admittedly, it isn't that consistent, but at least it gives it some form of recovery outside of leftovers. Overall Pain Split seems to be more useful than Will-o-Wisp because it gives it the longevity that works better for the team.
Treat list
Zygarde kinda runs through this team because there are no strong ice attacks to hit it. If it starts setting up, I just go to Clefable and set up with it and hope it doesn't have Iron tail.
Volcarona, if Garchomp is gone, it just wins straight up, you have make sure you keep Garchomp at least somewhat healthy until Volcarona is gone.
Stall, This team doesn't really have any way of breaking stall and it will just be a long boring and frustrating loss, I usually just click x if I see stall.
Zapdos is very annoying for this team to beat, you just have to keep it somewhat chipped so Garchomp rock slide can kill it, or just kill it late game with Clefable.
Conclusion
I have been having pretty good success with this team, but I'm open to potential improvements to it. Even the two things I built this team around, the Cosmic Power Clef and Speed boosting Kartana, I'm open to for change or replacement. I'm hoping this team can help me get out of the 1600's, my seemingly impossible to beat peak. Also if possible leave some suggestions on how to play this team and what I need to keep in mind while playing it.
Shoutout to ThunderBlunder777 and Pokeaimmd for making great Youtube Videos and helping me learn the game.
Importable
https://pokepast.es/9e9587dcfad8d019
I've been playing Showdown ever since late 2016 but I've never gotten out of the 1600's. I think this is mainly due to me just being a bad player, but I think I have decent knowledge of the meta game and I understand how everything works. I usually just steal RMT or sample teams, but they never really seem to get me past or even to 1600's like I said before. Recently, I have started to build more of my own teams and now I can at least consistently get to the 1600's. This is the type of team that I usually find the most success with, a sort of bulkier balanced offense or whatever you call this. I'm currently sitting around 1550 but I'm still rising with it and I seem to have a really good win rate with it.
The Team
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Cosmic Power
- Stored Power
- Moonblast

I wanted to build around Cosmic Power Clefable because I know there have been many times I just get swept late game by other people using it. It is the most annoying thing and it really just makes you want to click x when there is a +6 def +6 sp. def Clefable sitting in front of you. The good thing about this set is that is also works as a regular switch-in throughout the game to special attackers. You can switch this in on Scarf Keldeo, Latios and Latias, Ash Greninja not locked into Hyrdo Pump, Zapdos, just to name a few. Pretty much anytime you need to sponge up an unboosted special attack, Clefable is good switch in and then soft boiled the damage off. If it is near the end of the game, you can switch in Clefable on a special attack and start boosting up. If most of Clefs Counters and Checks are gone, you can pretty much just sweep. It can also sometimes just muscle past some of its checks like AV Magearna, which I have done multiple times. I chose Moonblast over other moves because it allows Clefable to still consistently beat the things it checks, it also allows you to bluff other sets so they don't expect Cosmic Power when it comes out. It also beats the dark types that Stored Power can't hit. Stored Power is what you will mostly be using though because it hits like a truck once you get up a bunch of boosts. I chose Cosmic Power over Calm Mind because I felt like it fit the role I needed more because it gave it the ability to beat physical attackers as well and serve as a shaky check to them to. It is meant to be played pretty passively, you usually aren't making any aggressive plays with Clefable, especially because it naturally just kills any momentum you may have had. That is mainly why you only use as an switch in and late-game sweeper. You should avoid bringing in Clefable unless you absolutely need to or you are sure it can clean up.
Zapdos @ Rocky Helmet
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Hidden Power [Ice]
- Roost

Zapdos is another mon that is a pain to deal with for most pokemon in this tier. It is pretty much a counter to Tapu + Hawlucha Cores. It also serves as a great switch-in to Kartana, which is a pain for any team to deal with. I chose Rocky Helmet because I wanted to start racking up damage on those pokemon as soon as possible so they can be killed later by my Scarf Garchomp. It also can beat defensive Landorus, Mega Medicham, Mega Mawile, Magnezone, Garchomp, Celesteela, Toxapex, and pretty much half the mon in OU. It's typing and ability making it very hard to deal with defensively. Heat Wave, Thunderbolt, and HP ice are unresisted in the tier and can get important chip off for the Scarf Garchomp I have, and the other more offensive members of my team. Roost is obviously good because lets Zapdos have longevity and remain a consistent check throughout the game. The EV are just your noob Max Max in defense and HP because it want to make it as physically bulky as possible so as to make sure it always works as a check to the things it has a type advantage on. I gave it modest nature though because I feel like its attacks weren't hitting as hard as I would have liked so I gave it that extra little boost to special attack. I also opted for zero speed for the sake of having maxed out defense, but that could be subject to change because sometimes a little more speed would come in handy versus certain mons.
Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 19 Atk
- Substitute
- Swords Dance
- Sacred Sword
- Leaf Blade

I wanted to use a speed boosting Kartana set because it allows it to break past the things that people think would usually revenge kill it. I usually save Kartana for late game until all it's counters or offensive checks are gone, like Ash Greninja, Scarf Greninja, CB Weavile, Choice Scarf Latios and the like. You switch it in on something like Tapu Bulu or some other physical attacker with no move to hit it. Then you set up a Substitute, and if possible a Swords Dance. Than you can nuke whatever comes in with a All Out Pommeling and get that beautiful speed boost. If you got a swords dance off, than the game if pretty much over. Since you aren't investing anything in Attack so you can get the speed boost, you can get a nice boost in bulk that allows you to take more hits than you would expect. I opted for Leaf Blade, and Sacred Sword coverage because it hits the most things of any two move combinations it could get. I occasionally use it as a switch in throughout the game, but you should generally keep it healthy so it is prepared for a late game sweep and so it can still set up a substitute, one of the most important parts of this set. The Sub allows you to set up potentially multiple swords dances and also lets you avoid priority attacks that could kill you.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Roost
- Knock Off

Mega Scizor is the best Mega in my opinion. It has arguable the best type combination, a great ability, great stats, and a great movepool. I though a swords dance set would work well here because it allows it to keep up pressure on the opponent and create yet another late game sweeping opportunity. Roost allows Scizor to not get slowly worn down throughout the course of the game because I use it as a switch-in a lot of fairy, psychic, grass, etc. attacks. Knock off is cripple the initial switch when they switch out, and it also allows it to hit things that resist bullet punch if it is set up with swords dance and going for a sweep. With just one swords dance boost, it can OHKO a huge portion of the tier. There isn't too much to say here. It is just a great switch into attacks that is resists and than it can potentially set up swords dances and take a huge chuck out of or kill a lot of prominent threats to the team.
Calcs
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Tapu Koko: 274-324 (97.5 - 115.3%) -- 81.3% chance to OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 4 Def Hoopa-Unbound: 360-424 (119.6 - 140.8%) -- guaranteed OHKO
+2 252+ Atk Scizor-Mega Knock Off (97.5 BP) vs. 252 HP / 28 Def Tangrowth: 208-245 (51.4 - 60.6%) -- guaranteed 2HKO if you use bullet punch after
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Kyurem-Black: 480-566 (122.7 - 144.7%) -- guaranteed OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Clefable: 422-498 (107.1 - 126.3%) -- guaranteed OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Volcarona: 169-200 (54.3 - 64.3%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 8 Def Tapu Fini: 211-249 (61.5 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Poison Jab
- Stealth Rock

The team needed a Scarfer, especially one that could beat Volcarona, It also needed a stealth rock setter, and a electric immunity, so Scarf Chomp fits all of those needs. I usually use this as the lead so it can set up rocks, this also allows you to possibly bluff a non scarf set when you set up rocks. If they lead Koko, you can occasionally catch them off guard and OHKO them with an earthquake. Earthquake is the obvious STAB move to to hit hard. Rock slide is to consistently OHKO Volcarona without the risky accuracy of Stone Edge, it also allows you to flinch things if you really need it. Poison Jab is for grass types like Bulu and fairies like Clefable and Mega Altaria. Poison Jab could change to Fire blast though so you can catch Ferrothorns, Scizors, and Kartanas on the switch. Overall it is just a good Choice Scarf user that can kill a +1 Volcarona, which otherwise completely runs through this team no matter the set.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Defog

Rotom-W is the hazard removal for the team. Most of the team doesn't appreciate hazards chipping them every time they switch in so I added defog to make sure that isn't as big of an issue. The team would also appreciate a bulky water to consistently take strong fire attacks from things like Heatran, Charizard X, and others, and then be able to hit them back with Hydro Pump. Rotom also gives us a good check to most Koko sets, because switching in Garchomp is dangerous if they predict it and HP ice or Dazzling Gleam. It also isn't a total momentum killer when it defogs because it can switch out with volt switch after while getting some chip on whatever comes in assuming it isn't Zygarde. Pain Split is to help it stay healthy during throughout the course of the battle, admittedly, it isn't that consistent, but at least it gives it some form of recovery outside of leftovers. Overall Pain Split seems to be more useful than Will-o-Wisp because it gives it the longevity that works better for the team.
Treat list
Zygarde kinda runs through this team because there are no strong ice attacks to hit it. If it starts setting up, I just go to Clefable and set up with it and hope it doesn't have Iron tail.
Volcarona, if Garchomp is gone, it just wins straight up, you have make sure you keep Garchomp at least somewhat healthy until Volcarona is gone.
Stall, This team doesn't really have any way of breaking stall and it will just be a long boring and frustrating loss, I usually just click x if I see stall.
Zapdos is very annoying for this team to beat, you just have to keep it somewhat chipped so Garchomp rock slide can kill it, or just kill it late game with Clefable.
Conclusion
I have been having pretty good success with this team, but I'm open to potential improvements to it. Even the two things I built this team around, the Cosmic Power Clef and Speed boosting Kartana, I'm open to for change or replacement. I'm hoping this team can help me get out of the 1600's, my seemingly impossible to beat peak. Also if possible leave some suggestions on how to play this team and what I need to keep in mind while playing it.
Shoutout to ThunderBlunder777 and Pokeaimmd for making great Youtube Videos and helping me learn the game.
Importable
https://pokepast.es/9e9587dcfad8d019
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