SS OU first semi competitive team

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire

this is meant to be a bulky special sweeper as my team had a weakness to fighting,
the idea is to set up with calm mind and regain health with draining kiss, psyshock is to hit blissey
and mystical fire is to hit steel types


445-0.png
275.png

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Outrage
- Stealth Rock
this is my stealth rocks setter but can still pose an offensive threat, the focus sash always me to almost always get up stealth rock


768-0.png

Golisopod @ Heavy-Duty Boots
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Liquidation
- Spikes
- Knock Off
a secondary hazard setter and mainly picked because i wanted a water type without needing to have it be super bulky


861-0.png
270.png

Grimmsnarl (M) @ Life Orb
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- False Surrender
- Power Whip
- False Surrender
basically a physical version of my hatterene with prankster letting me always use bulk up first


462-0.png
640.png

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Body Press
- Thunderbolt
- Volt Switch
my bulky switch in for both special(assualt vest) and physical attackers, using body press ad magnet bull to trap steel types


248-0.png
287.png

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Ice Beam
- Earthquake
- Crunch
- Rock Blast
my offensive and fast attacker with ice beam to hit physical walls
 
Good first try, but I have quite a few things to analyze/suggest

First off, the choice of hatterene. You want to use it as a setup sweeper, and to check fighting types, but both of these roles are flawed. As a setup sweeper, it's relatively slow and not that bulky, especially without investment past max hp. For hatt to sweep, it needs common pokemon like heatran and melmetal removed. Magnezone appears to help with melmetal, but an assault vest set takes a considerable amount of volt switches to wear it into body press range and you don't have anything to really volt switch into. Hatt also is not a good fighting check. Consider this calc of the most common fighting type in OU.

- 252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Hatterene on a critical hit: 288-342 (90.5 - 107.5%) -- approx. 31.3% chance to OHKO

Hatt is able to switch into fighting moves yes, but it has no reliable recovery and cannot survive coverage moves from fighting types safely at all. If you guess wrong against urshifu one time, which with the lack of consistant water resist is very hard to avoid, you can no longer check it.

Second, the choice of golisopod. It is the sole water resist on this team, the knock off user, and provides spikes. As a water resist, it is very short term. Consider this calc, against barraskewda, a common rain sweeper.

- 252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 0 Def Golisopod in Rain: 123-146 (34.7 - 41.2%) -- guaranteed 3HKO

Golisopod can come in and threaten it with first impression once, but after that, the second time will activate emergency exit so it cannot attack and has to switch. It cannot come in a third time. You do have tyranitar to help keep the rain off, but it's hard to do that safely without a backup or bulkier water resist. Offensively, it has problems breaking opposing water resists, and has no way to prevent the birds of the tier from using defog to remove the spikes that it lays down.

Grimmsnarl is next. As a setup pokemon, grimmsnarl has some major problems. It's very slow, fairly easy to revenge, and not immediately threatening. There is also an error on this rmt where it has the move false surrender twice, and I will assume it has fairy/dark/grass as coverage. The common steels of the tier do not take much from grimmsnarl's dark stab, and immediately threaten it in return. Again, zone seems to alleviate that issue, but assault vest zone struggles to trap ferrothorn, heatran, and melmetal which all threaten grimmsnarl. The fast fairies of the tier like tapu koko also threaten to revenge it from fairly high hp.

These 3 mons I would suggest replacing with alternatives. My first thoughts are to replace hatterene with clefable and golisopod with ferrothorn. Clefable does better into the fighting types of the tier, has reliable recovery, ignore entry hazards which is important since you don't have defog or rapid spin, and provides support for the other pokemon here.

Ferrothorn keeps spikes, while being a more consistant water resist with recovery. This also dissuades urshifu from clicking surging strikes because of iron barbs, making it easier to play around. It also gives you a defensive steel to help with opposing fairies and frees up magnezone to run a more effective trapping set.

Next, the team is looking fairly slow (scarf tyranitar is not consistant speed control and I will suggest changes for that later). To remedy this, I would replace grimmsnarl with choice scarf tapu lele, or heavy duty boots tapu koko. Both provide fast revenge killing, while lele abuses the removal of steels by zone better but koko can use boots to be unaffected by opposing rocks and spikes because the team aims to stack hazards as opposed to removing them.

Finally, set changes:
With garchomp, focus sash is an inconsistant item. Any status, chip from pivot moves, or entry hazards break focus sash. This means that unless you lead garchomp every game, the sash will likely be useless. Garchomp is not a consistant lead for many reasons, but the most obvious example is weavile. Triple axel hits 3 times and ignores focus sash, instantly removing garchomp. It's also one of the most common pokemon in the meta. Outrage is a very high risk low reward move. Assuming that they don't just switch into a steel or a fairy, even if you do KO an opponent with it, you are locked in and therefore garchomp can be revenge killed for free. This is a huge problem, especially when you rely on garchomp as an electric immunity. I would use a stealth rock garchomp set. Steath rocks, earthquake, toxic, and protect or aqua tail. Aqua tail allows it to safely deal with air balloon heatran. I would make the item leftovers to keep chomp healthy throughout the game.

Now that we have ferrothorn as a steel with good spdef, magnezone can be more offensive. I would suggest a fast magnet rise set to deal with melmetal. With a set of magnet rise, iron defense, body press, and thunderbolt/volt switch, it can consistantly remove opposing ferrothorn and melmetal while still hitting corviknight fairly hard. The item here can be air balloon or chople berry. I would suggest air balloon due to the team's lack of a ground immunity, and so that it can more safely come in on earthquake melmetal.

Last I would make tyranitar choice band. With steels out of the way, banded tyranitar is an incredibly strong breaker. With a set of stone edge, assurance, ice punch, and crunch, it can do huge damage to defensive teams and open holes for teammates. This improves the matchup against defensive teams that are good at removing hazards.

With that, my personal final revision: https://pokepast.es/b1a405af8f257567
Hope I could be of assistance.
 
thanks so much for the response! it was really helpful to see why certain Pokémon don't work so well on my team, one thing is ferrothorn and clefable seem really defensive when id like to go for a very offensive team mainly because i find playing defensive kind of boring, also toxic on garchomp seems odd as normally isn't it a wallbreaker. thanks so much for taking the time to respond
 
Back
Top