SM OU First RMT - Speed Boosting Kartana + Cosmic Power Clef

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 Team
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Cosmic Power
- Stored Power
- Moonblast

clefable.gif

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.gif

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
latest

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
scizor-mega.gif

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
garchomp-f.gif

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-wash.gif

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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Hey New Urbanism, welcome to Smogon :) That's also around the same time that I started playing Showdown too :D

First off, I'd change the Clefable set to this:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Cosmic Power / Knock Off
- Calm Mind
- Moonblast
I changed it from SpDef to Def in order to beat things like Zygarde, which as you noticed kinda runs through your team. I also got rid of Stored Power for Calm Mind. This is because I don't think Stored Power and Moonblast are necessary to have together. I slashed Knock Off next to Cosmic Power to better your matchup to stall. Chansey does not appreciate its Eviolite getting knocked, nor do other fat mons like having their Leftovers removed.

We gotta think what would stop a Clef sweep. Two things come to mind. Toxapex and Heatran. Both of these are beaten by Gliscor. Here's the set that beats them both. I feel like we can remove Rotom and use Gliscor as the Defogger.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Earthquake
- Toxic / Knock Off / Swords Dance
- Defog
- Roost
This is EV'd to have just enough speed to outspeed max speed Timid Heatran and live a Magma convincingly well. 4 SpA Heatran Magma Storm vs. 244 HP / 152 SpD Gliscor: 144-169 (40.9 - 48%) -- guaranteed 3HKO after Poison Heal and trapping damage
252 SpA Heatran Magma Storm vs. 244 HP / 152 SpD Gliscor: 172-204 (48.8 - 57.9%) -- 96.1% chance to 2HKO after Poison Heal and trapping damage.
Just watch out for switching in on a Inferno Overdrive Heatran, as this attack has the chance to OHKO this Gliscor (100% of the time if Stealth Rocks are up).
Toxic is to slowly weaken opposing Landorus-Therian so that Kartana can sweep more easily. We have other ways of beating Lando though, so I slashed some alternatives.

Looking at the team, Tapu Lele and Greninja have a field day Psychicing and Hydro Pumping respectively. As a response to this, I suggest using an Assault Vest Magearna as a kind of blanket check to Special Attackers such as these. I was thinking about an Assault Vest Tapu Bulu, as that would help Clef and Kartana, but it would hinder Garchomp and, more importantly, would mean that Gliscor wouldn't be able to counter Heatran.
Here's the set:
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Iron Head
- Hidden Power [Fire]
- Fleur Cannon
Iron Head is for things like Calm Mind Magearna. HP Fire is for Ferrothorn/Scizor/Kartana. Not much need for Ice Beam. If you predict a Lando/Zygarde switch in just Fleur Cannon it.

If you're going for the Speed boosting Kartana, then the Attack IVs should be 19.
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 personally think that Sitrus Berry is a good item for this, but Fightinium Z works too. If you're not 100% about using Timid Kartana, I think that Scarf Kartana works better here and we can make Garchomp the Z user.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Swords Dance
- Stealth Rock
- Earthquake

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Smart Strike
- Sacred Sword
- Leaf Blade
This breaks Landorus for Kartana while also being the Stealth Rocks user and an Electric immunity. I also made Zapdos leftovers instead of Rocky Helmet because it's going to need residual recovery in order to check teams with Pinsir + Hawlucha or Hawlucha + Tapu Bulu or Kartana + Pinsir and things like that.

Here's the importable version of the team: http://pokepast.es/cd5fdc19c40462a2
I hope you enjoy! If there are any questions about the team, feel free to ask me :)
 
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Hey Diophantine, thanks for the rate, I like the idea of switching Scizor for Magearna and switching out Rotom for Gliscor. I found that Rotom wasn't taking the hits I wanted it to and it couldn't consistently defog. I think I'll keep those changes. Scizor was inconsistent, sometimes really good and getting a BP sweep, and sometimes just doing nothing. I feel like AV Magearna will be a lot more consistent.

I don't really understand the Knock Off on Clef part though. If we want Clef to be a sweeper / win con than shouldn't we at least have one other coverage move that appreciates the calm mind boosts? I get that Knock Off helps punish stall, but if that become a problem we could just change Gliscor to a stall breaker set and put defog on Kartana. Also, now that Garchomp isn't choice scarf you have to be really careful around Volcarona and heavily pressure it.

Overall though, I really like the changes and I'll test around with them them and see what works best.
 
Hey Diophantine, thanks for the rate, I like the idea of switching Scizor for Magearna and switching out Rotom for Gliscor. I found that Rotom wasn't taking the hits I wanted it to and it couldn't consistently defog. I think I'll keep those changes. Scizor was inconsistent, sometimes really good and getting a BP sweep, and sometimes just doing nothing. I feel like AV Magearna will be a lot more consistent.

I don't really understand the Knock Off on Clef part though. If we want Clef to be a sweeper / win con than shouldn't we at least have one other coverage move that appreciates the calm mind boosts? I get that Knock Off helps punish stall, but if that become a problem we could just change Gliscor to a stall breaker set and put defog on Kartana. Also, now that Garchomp isn't choice scarf you have to be really careful around Volcarona and heavily pressure it.

Overall though, I really like the changes and I'll test around with them them and see what works best.

For exmple, say you lead Clef as a counter measure to their obvious Sableye lead. You Moonblast/CM on the Protect to scare them out and then Knock the Chansey when it comes in. You could run HP Ground or something I guess, but there's not much point if we have Gliscor to deal with things like Toxapex and Heatran. I guess we could run the Stallbreaker Gliscor set, though by forgoing Toxic, it leaves us a little more Lando weak. Then again, we have Dragonium-Z Garchomp to break it, so this could be an option if you wish.

We can give Kartana Aerial Ace in order to revenge kill +1 Volcarona if you want.
 
Alrighty. Time to warm up my fingers for the long rundown im about to give you on why timid kartana is complete dogcrap.
no.1 Kartana has 181 base atk. By using timid kartana, you reduce its atk to 347 atk. WHY ARE YOU DOING THIS. There are so many better options, like Pinsir-Mega, Gyarados-Mega, yet you insist on using timid kartana. "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." YOUR REASON IS RIGHT HERE. Kartana can only function as two things: a wall breaker and a cleaner/revenge killer/sweeper. The SD set allows it to wall break, and do stuff like this
+2 252 Atk Kartana Bloom Doom (175 BP) vs. 248 HP / 240+ Def Zapdos: 297-349 (77.5 - 91.1%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
There are very few mons that can wall break and sweep at the same time, and those that do have the appropriate countermeasures. Mgyara is limited to its movepool, and is often times walled by grasses. Lucha and pinsir are almost completely walled by zapdos and can be stopped by mimikyu, etc. Kartana's SD set is almost unwallable, but making it timid completely throws away both your damage, and your ability to revenge kill. Scarf Kartana is a much better option if you want speed control, and late game is still extremely scary for your opponent, far scarier than timid kart.

Now onto the rest of the team
1: Scarf Garchomp is very bad right now, a much better option would be scarf landorus-therian. I dont understand why you're using scarf rocks, when you have a clefable. Anyways, run Scarf lando, provides momentum with u turn, stronger earthquakes, and also a better movepool.
2. If you run both kart and zor, you're asking to be magnezone food. Swap out zor for a better wall breaker, a proper wall breaker should be used in this case. Heatran, hoopa-u, mmawile, mmedi
3. Volcarona food? swap out rotom for toxapex/mantine, both are able to wall volc well, but pex loses to psychium.
4. Make zapdos defensive, and put defog on it, you might even wanna chuck toxic on it to deal with the opposing zapdos
5. Don't run scarf rocks, run rocks on clef and use the set mentioned by Diophantine, except replace knock/cosmic power/calm mind with rocks. As long as clef is healthy, this allows you to beat all zygarde sets bar steelium/groundium
6. specs koko munches your team, so youll need a fix for that. You might have to change kart to bulu for wall breaking.
 
Hey New_Urbanism! That is a pretty decent looking team, although I would make some general changes, that would improve the match-up against some of the threats you mentioned above.

Additonal weaknesses to your team:
  • Charizard-Y is an extremely dangerous Pokémon for you to deal with, since it has a couple of switch-ins,. Once it is in, it wrecks havoc on your team by pretty much getting a kill, or chipping down your scarfer, that being Garchomp.
  • Mega-Mawile with Fire Fang could pose as a huge threat to your team as well, given that you have no switch-ins for it, whatsoever.
How can you improve the team? :

Toxapex > Rotom-Wash: This improves your stall match-up a bit, with it just being a long-living Pokémon and also being able to toxic some Pokémon or set Toxic-Spikes to annoy other members of the opposing team.

Zygarde > Garchomp: The core of Zygarde + Toxapex should be enough to cover almost any set of Volcarona. Zygarde also is able to annoy stall a little more with the Substitute/Toxic/Dragon Dance/Thousand Arrows set, forcing clef in most of the time, which you can then Toxic and force it to Heal Bell.

Tapu Bulu > Kartana: I do not know about running timid Kartana on a proclaimed "stall-breaker". Yes, it is a stall-breaker, but timid does not break stall. Tapu Bulu gives u another suprise answer to stuff like Volcarona or Zapdos with Stone Edge too.

Leftovers > Rocky Helmet; Zapdos: I still do not get why someone would run Rocky Helmet over Leftovers on their Zapdos', when Leftovers is a lot less situational, makes it live longer, makes it take more, and many more reasons. I would also recommend to change Hidden Power [Ice] to Defog, since you need a hazard-removal on your team, now that Rotom-Wash is gone.

Stealth Rock Clefable > Cosmic-/Stored Power Clefable: You need Stealth Rocks on your team, so I went with Clefable since it is one of the most consistent Stealth Rockers in OU right now. It gets guaranteed rocks versus stall and can knock the stalls' removals.

*That with a couple of spread changes I am going to include in the full team:


Hope I helped you out somewhat ^^
 
Thanks for all the responses and suggestions to the team. I don't really mind the theme of the team being completely abandoned because to be fair, neither of the two things I built around were being as effective as I wanted them to. Especially the Speed boosting Kartana. I took all of your suggestions into consideration and have changed the team multiple times, but currently I'm testing with this version of the team https://pokepast.es/9fe937ca2c7f1d89
I've played a few games and it has a pretty good win rate.
I appreciate all your guys help and it really helps out, especially on my first RMT.
 
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