SS OU First team to get me past 1600

Hey, I've been playing Showdown a lot recently and getting some decent results. My Elo rating just broke the 1600 barrier (first time for me).

Now, for the team. I think I originally had the intention to use Gengar, and then started building from that. I have some issues against Excadrill, and once Tyranitar is down, Volcarona shuts me down as well. Here it goes:

gengar.png

Gengar @ Black Sludge
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Shadow Ball
- Dazzling Gleam

I've been having fun with Gengar for a while now. You don't see it very often, and a lot of teams aren't prepared for it, so it has won me many battles. Dazzling Gleam over Focus Blast because it's more accurate and still deadly against Urshifu, and because Bulletproof Kommo-o makes that Gengar set useless. Also hits Mandibuzz harder. It's worse against Tyranitar, but he still gets a good dent.

clefable.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Knock Off

Your typical Clefable. I can't seem to not use it, such is the assurance it provides against Urshifu, Dragapult, Zeraora, etc. I would like to listen to some feedback regarding Stealh Rock, though. I also have it on Ttar, I'm thinking of dropping one of them. What do you think would be best? Put something like Heal Bell on Clefable and keep it on Tyranitar?

amoonguss.png

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Toxic

This is my answer to Rillaboom mostly. Also checks Zeraora, and is overall very useful. It's my best match up against Excadrill, but not very reliable.

tyranitar.png

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Blast
- Stealth Rock
- Thunder Wave
- Rest

First time I'm using Tyranitar and I'm fully appreciating it's special walling capabilities, namely against that pesky Kyurem and other dragons. I've been wanting to experiment a little with this though, try out some variants. I've thought of Curse, Thunder/Fire Punch. Or maybe just stick to this and put Heal Bell on Clefable instead of SR, so I can awake TTar after Rest. Any thoughts?

excadrill.png

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

My spinner and cleaner. Also my nemesis. I added him to my team after adding TTar, taking advantage of Sand Rush and because I needed hazard removal. I could switch him for Corviknight or Skarmory to be able to counter other Excadrill. Not too sure what the impact would be on my attacking power though. Opinions?

rotom-heat.png

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Trick
- Will-O-Wisp

I had some other 'mon before, I put Rotom in because Ferrothorn was plaguing me, and he's also helpful against Rillaboom. I don't remember why I put Choice Scarf, but it's proving to be useful. Sometimes it surprise revenge kills some foes, and other times cripples them with Trick. Damage from Stealth Rock is quite bothersome, though.

So here it is, I hope my descriptions aren't too short, but I seriously don't have too much to say about some 'mons. I'm not too good with team building principles, I just try some stuff out, get my ass whooped and then adjust accordingly. Some input would be appreciated. Thanks.
 
Hi there, I’m here to analyse your team and give you some suggestions to improve it.

First, I think we should look at the biggest threats for the team so that it would be easier to find how to improve it.


Regarding the offensive threats:

Excadrill:


:excadrill:

Your team struggles to find a switch in to Moldbreaker Excadrill as it can come freely on Tyranitar, Clefable or Rotom-Heat (to revenge kill after a drop or predicting a volt switch). As Moldbreaker ignores Levitate, you have no ground resist and your only chance is to go Amoonguss. However, Amoonguss will take a lot of damages on offensive Excadrill and if you have already used Spore, you won’t be able to threaten Excadrill much.

252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 4 Def Tyranitar: 308-366 (76.2 - 90.5%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Mold Breaker Excadrill Earthquake vs. 248 HP / 168+ Def Amoonguss: 166-196 (38.5 - 45.4%) -- guaranteed 3HKO after Black Sludge recovery

252 Atk Excadrill Iron Head vs. 252 HP / 252+ Def Clefable: 236-282 (59.8 - 71.5%) -- guaranteed 2HKO after Leftovers recovery


Volcarona:

:volcarona:

You talked about it, but I don’t think it’s that much of a problem. Sure, you need to keep your Tyranitar alive as without him Volcarona just has to Quiver dance once to sweep the rest of your team. However, if Tyranitar is still here, Volcarona can’t do much. The worst-case scenario is that the Volcarona player always clicks Bug buzz without Quiver dancing to weaken your Ttar. But most of the time, people just mindlessly click Quiver dance and let their Volcarona die to Ttar (because +1 Bug buzz won’t kill you). Note that you can also bait Volcarona with Rotom-heat because if you manage to trick him a Scarf, it would be way less problematic.

+1 252 SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Tyranitar in Sand: 218-258 (53.9 - 63.8%) -- guaranteed 2HKO after Leftovers recovery


Kyurem:

:kyurem:

The issue with Kyurem is that it has Focus blast. You basically have to win 50/50 as Ttar won’t survive a Focus blast. Rotom Heat can’t come on a Draco meteor and Clefable/Amoonguss get destroyed by Ice beam. The strategy here is to avoid free Kyurem switchs. It’s really hard to have a safe Kyurem switch in (even Blissey struggles to do so) but the Kyurem player still has to click the right moves to win so you can play around it.

252+ SpA Choice Specs Kyurem Focus Blast vs. 252 HP / 252+ SpD Tyranitar in Sand: 416-492 (102.9 - 121.7%) -- guaranteed OHKO

252+ SpA Choice Specs Kyurem Draco Meteor vs. 0 HP / 0 SpD Rotom-Heat: 331-390 (137.3 - 161.8%) -- guaranteed OHKO

252+ SpA Choice Specs Kyurem Ice Beam vs. 252 HP / 4 SpD Clefable: 262-310 (66.4 - 78.6%) -- guaranteed 2HKO after Leftovers recovery


Primarina:

:primarina:

Primarina has two common sets, the first being specs and the second is Sub Calm mind. Specs Primarina deals way too much damage to Ttar with Hydro pump and can kill Amoonguss with Psychic after Rocks. So as with Kyurem, you basically have to avoid giving him a free switch in and to win 50/50. As for the Sub CM version, you won’t be able to prevent Primarina from sweeping your team if it comes on the right mon as you don’t have sludge wave on Gengar who is the only mon really threatning him.

252+ SpA Choice Specs Primarina Hydro Pump vs. 252 HP / 252+ SpD Tyranitar in Sand: 278-330 (68.8 - 81.6%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Primarina Psychic vs. 248 HP / 92 SpD Amoonguss: 340-402 (78.8 - 93.2%) -- guaranteed 2HKO after Black Sludge recovery


+2 252 SpA Gengar Shadow Ball vs. +1 248 HP / 44+ SpD Primarina: 135-160 (37.1 - 44%) -- 100% chance to 3HKO after Leftovers recovery

+1 40 SpA Primarina Scald vs. 0 HP / 4 SpD Gengar: 205-243 (78.5 - 93.1%) -- guaranteed 2HKO after Black Sludge recovery


Rillaboom:

:rillaboom:

Rillaboom can be a problem with it’s Grassy seed Acrobatics set. I don’t think it’s that much of a problem because this set is very uncommon but if you face it, you must prevent him from clicking Swords dance.

+2 252+ Atk Rillaboom Acrobatics (110 BP) vs. 248 HP / 168+ Def Amoonguss: 506-596 (117.4 - 138.2%) -- guaranteed OHKO

+2 252+ Atk Rillaboom Grassy Glide vs. 0 HP / 0 Def Gengar in Grassy Terrain: 240-282 (91.9 - 108%) -- 50% chance to OHKO

+2 252+ Atk Rillaboom Grassy Glide vs. 0 HP / 0 Def Excadrill in Grassy Terrain: 480-565 (132.9 - 156.5%) -- guaranteed OHKO

+2 252+ Atk Rillaboom Grassy Glide vs. 0 HP / 0 Def Rotom-Heat in Grassy Terrain: 150-177 (62.2 - 73.4%) -- guaranteed 2HKO


Defensive threats:

Gengar is really good against defensive mons so there won’t be much things here.


Blissey:

:blissey:

Most Blissey sets won’t touch Gengar. (I’ve seen some CM Flamethrower Blissey but it’s extremely rare) However your own Gengar can’t do much as Dazzling Gleam won’t even 2KHO at +6. Your Excadrill can threaten Blissey but some cores like Hippowdon + Blissey can be annoying to deal with.

+6 252 SpA Gengar Dazzling Gleam vs. 252 HP / 4 SpD Blissey: 268-316 (37.5 - 44.2%) -- guaranteed 3HKO


Hippowdon

:Hippowdon:

Special defensive Hippo is hard to deal with for both Excadrill and Gengar. Rotom may be able to annoy him with Trick or Will o wisp however and Amoonguss can deal good damage with Giga drain.

252 Atk Excadrill Earthquake vs. 252 HP / 0+ Def Hippowdon: 133-157 (31.6 - 37.3%) -- 86.8% chance to 3HKO

252 Atk Excadrill Earthquake vs. 252 HP / 0+ Def Hippowdon: 133-157 (31.6 - 37.3

252 SpA Rotom-Heat Overheat vs. 252 HP / 252 SpD Hippowdon: 178-210 (42.3 - 50%) -- 0.4% chance to 2HKO%) -- 86.8% chance to 3HKO

252 SpA Gengar Shadow Ball vs. 252 HP / 252 SpD Hippowdon: 127-151 (30.2 - 35.9%) -- 37.7% chance to 3HKO


Mandibuzz

:mandibuzz:

Even if Mandibuzz is manageable, it can be annoying because it comes pretty easily on Excadrill and threaten you with foul play. Moreover, Gengar can’t kill him with +2 Dazzling Gleam and Rotom doesn’t do much with volt switch. It’s also a Spore immunity but you can play around it as you run Toxic on Amoonguss.

+2 252 SpA Gengar Dazzling Gleam vs. 248 HP / 44 SpD Mandibuzz: 348-410 (82.2 - 96.9%) -- guaranteed 2HKO

+2 252 Atk Excadrill Iron Head vs. 248 HP / 160+ Def Mandibuzz: 202-238 (47.7 - 56.2%) -- 84% chance to 2HKO

+2 252 Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Excadrill: 480-565 (132.9 - 156.5%) -- guaranteed OHKO

252 SpA Rotom-Heat Volt Switch vs. 248 HP / 44 SpD Mandibuzz: 198-234 (46.8 - 55.3%) -- 62.9% chance to 2HKO



Now regarding how to improve the team, here are the suggestions I would make:


Major changes:


:amoonguss: -- > :mandibuzz:

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 160 Def / 44 SpD / 56 Spe
Impish Nature
- Roost
- Defog
- Foul Play
- U-turn

Mandibuzz gives you a ground immunity and is able to deal with all Excadrill and Rillaboom sets. You won’t wall Zeraora unlike Amoonguss but as you already have a defensive Clefable that’s not an issue. Mandibuzz brings more utility than Amoonguss as it has Defog to remove hazards without risking losing your Excadrill. U-turn is also great to safely pivot to Excadrill once you’ve setup up Sand and thanks to Overcoat, you won’t take the sand cheap damages.


Minor changes:

:gengar:

Change Dazzling gleam for Sludge wave. Sludge wave is Gengar stronger stab dealing almost as much damage as Dazzling gleam on Mandibuzz. Sludge wave can’t OHKO Urshifu but as you have Clefable it’s not a huge problem. Overall Sludge wave will threaten more mons. Another option is Focus blast for Ttar but I think that Sludge wave is a better choice as missing a Focus blast can cost you your Gengar.

Gengar @ Black Sludge
Ability: Cursed Body
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Substitute
- Shadow Ball
- Sludge Wave


:clefable:

As you said it, Stealth rock are not really useful on Clef when you already have them on Ttar. Clef can run lots of moves instead. Heal bell could be interesting to heal Ttar and potential Poison on Mandibuzz. Another interesting option would be to use Sticky barb Trick Clef instead of Knock off to annoy defensive mons that may prevent Excadrill from sweeping like Corviknight.

Clefable @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Trick
- Heal Bell


:excadrill:

I don’t think replacing Excadrill is a good idea as it is your main win condition and set up sweeper. Toxic over Rapid spin is a good option for Mandibuzz but the speed boost from Rapid spin allows you to keep the pressure even when sandstorm stops so I would keep Rapid spin. However, I think that you should rather give him an Adamant nature as you’re already fast enough in sandstorm and having more kill power may help sweeping.

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin


:rotom-heat:

I think the main issue with your current Rotom set is that you cannot come when rocks are up to threaten things like Corviknight as you will take 25% of your life without being able to recover HP. That’s why I think that a set with Boots and Pain split can be way more efficient. I chose Nasty plot to make it more threatening but you could also consider a pivot Rotom with Volt switch and Will-o-wisp.

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Discharge
- Pain Split


Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 160 Def / 44 SpD / 56 Spe
Impish Nature
- Roost
- Defog
- Foul Play
- U-turn

Gengar @ Black Sludge
Ability: Cursed Body
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Substitute
- Shadow Ball
- Sludge Wave

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Rock Blast
- Thunder Wave
- Stealth Rock

Clefable @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Trick
- Heal Bell

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Discharge
- Pain Split

Hope this was helpful.
 
Hey, sorry for the late answer, I was a bit busy irl.

You are completely right pointing out that the team without Amoonguss lacks a water resist. Moreover I feel that Urshifu-Rapid-Strike is way more common then what I thought.

To answer this issue, I think they are two solutions:

First you could replace Mandibuzz with a grass type. Amoonguss is great because it resists both stabs of Urshifu-r and is not weak to U-turn. Another candidate here can be Tangrowth. Its main asset is that it walls pretty well Excadrill (who is for some reason almost on every team on the ladd) while being bulkier that Amoonguss on the physical side. Removing Mandibuzz means that you lose Defog so I think you should change the set of Rotom-H replacing Nasty plot with Defog and Discharge with Volt-switch. As for Tangrowth set, you can run the same moves than Amoonguss (with Sleep powder instead of Spore) and maybe Knock-off instead of Toxic. I also suggest you to run them with Rocky Helmet as it's a great item to passively weaken things like Urshifu.

The other solution would be to keep Mandibuzz and to find a Water resist able to threaten Excadrill counters like Corviknight, Mandibuzz or Tang/Amoonguss to replace Rotom. However I can't find a mon doing this job so I would suggest going for the first option.

Have a nice day.
 
How about rotom mow instead of Rotom heat? It can put in some work against flying types, and maybe trick a scarf onto grass types or something. Thats just a suggestion for the 2nd option DoomDesires pointed out
 
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