SS OU Forget the meta!! Remember the Lapras!!

First things first, this team was made to take care of two major 'mons in the current meta: Dracovish and Clefable. In addition, I really wanted to use Lapras, and because Lapras had Water Absorb, I decided to build a team out of it. There are no hazard setters on this team so have fun playing offensively!

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Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Flare Blitz
- Morning Sun
- Will-O-Wisp
- Teleport

Arcanine is here not only for the teleport, but also as a physical wall. With intimidate, it can easily wall both Zeraora, Conk, and Dragapult. Clefable also gets walled, which is a plus. Plus, max defense means that it can live an Excadrill life orb earthquake, granted it has intimidate on it. Because of this, it is my go to lead whenever they have an Excadrill or a physical threat. I can't count the amount of times where I lead 'Nine against 'Drill and lived the Earthquake to completely hinder the Excadrill with a burn.
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Lapras @ Choice Specs
Ability: Water Absorb
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Hydro Pump
- Thunderbolt
- Psychic

Lapras is here for one reason: Dracovish. I like Lapras over Seismatoad because Lapras can actually threaten the toad. In addition, Lapras pairs well Mandibuzz in case of any Psychic Fangs predictions when switching in. However, it can easily tank a scarfed Dracovish's Psychic Fangs with it only taking 1/3 of it's health. Lapras also threatens Seism with its specs Freeze-Dry. Also, when Fishious Rend is locked on you, it is sometimes better to just Hydro Pump to get some major chip on the Freeze-Dry counter.
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Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 72 Def / 188 SpD
Careful Nature
- U-turn
- Knock Off
- Defog
- Roost

Mandibuzz is here for the great chemistry with Lapras, ground Immunity, and Dragapult wall. It is a pretty standard Special Defense build. I chose Knock-off over Foul Play for the better utility.
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Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

Keldeo is the main threat of this team. Specs Pump or Secret Sword is definitely going to put a dent into any 'mon. Icy Wind is here for enemy Dragapult's.

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Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Darts
- Steel Wing
- Hex
- U-turn

It is always reassuring to know that you are most definitely faster than the enemy Pokemon. Such is the reason for Scarfed Dragapult. The reason it is Physical and not Special Attack is because I hate missing Draco Meteor's on opposing Dragons.

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Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

Excadrill is here for the electric immunity and hazard removal. Mold Breaker is great for the recent increase of Rotom-H being used as the ground immunity for teams. Also, Excadrill can even threaten to sweep if you are able to set it up with both it's stat-boosting moves. I like to set up on Corviknight when I know it doesn't have Body Press.

Thank you for viewing this team. This is my first post, so I really appreciate it.

Remember this one thing: Always wisp Dracovish with Arcanine turn 1.​
 
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Lapras is an interesting choice, but having 3 Pokemon locked in with choice seems almost like a hindrance. Maybe switch Keldeo to become the scarfer and make Dragapult life orb. Life orb would be able to make steel wing hit harder on clefable switching in (not an ohko). Scarf Keldeo outspeeds almost everything and can face drill 1v1 with sand rush up. It seems almost redundant to run two water type specs pokemon.

It's not a bad team, but having half the team locked into a move and 1/3rd of the team being the same type and item (2 water types both with choice specs + ice type coverage) seems like you're limiting your team's flexibility.



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Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind


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Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Darts
- Steel Wing
- Hex
- U-turn
 
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