Non-Pokébank OU Grabbing the Bulu by the Horns (Balanced OU)

So this is not the first team I've built so far for the new Meta, however this is one of my new favorite teams focusing around a core of Tapu Bulu/Celesteela/Alolan Marowak.


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Bolin (Tapu Bulu) @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower

Tapu Bulu possibly has the worst typing among the four Guardian Deities, but it's ability makes it a Monster. Bulu, in this team, acts as a late game cleaner with Sword's Dance boosting it's Atk sky high. Horn Leech combined with Leftovers, and the Grassy Terrain's recovery, along with natural bulk makes Bulu fairly hard to take down outside of any Poison move ever. Horn Leech is also the main STAB option, especially since Bulu unfortunately does not get any reliable Physical Fairy STAB *COUGHPLAYROUGHCOUGH*. However, on this set, Horn Leech is really all you need is Horn Leech. Stone Edge provides useful coverage against potential Switch-ins, and Superpower is once again, decent coverage. The EV spread makes Bulu a nice bulky attacker that can absorb quite a few hits, which is always nice.


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Undying (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Flamethrower
- Heavy Slam
- Toxic

Choosing a Pokemon to pair with Bulu was fairly difficult. Finding a Pokemon that can cover the plethora of weaknesses Grass/Fairy has. While it does not cover everything, Celesteela does help cover many of Bulu's weaknesses, and Bulu even helps cover Celesteela's Electric Weakness (Though we will get to the real answer next). Celesteela is the physical wall of the team, and this set seems pretty basic from what I've seen. Leech Seed is Celesteela's best form of recovery, while Flamethrower provides a nice coverage move to hit opposing Steel types, as well as Grass types. Heavy Slam is the STAB move of choice, and considering how heavy Celesteela is, it does a lot to opposing Tapus. Finally, we have Toxic, to wear down opposing walls. The EV Spread and Nature allow Celesteela to be a good wall without sacrificing any offensive ability, no matter how small they are. Speed isn't exactly important for Celesteela, so the negative Speed Nature is no issue.


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Vengance (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Shadow Bone
- Bonemerang
- Rock Slide

Meet what seems to be everyone's answer to the newly buffed Electric Type, Alolan Marowak. It's hard to see a Team that ISN'T running Marowak, but it's easy to see why. Lightning Rod gives Marowak an immunity to another one of the most popular new Pokemon, Tapu Koko. Being a Fire Type also gives Marowak a resistance to Koko's other STAB, but that's just a secondary perk. Marowak, Celesteela, and Bulu are the core of this Team, covering each other's weaknesses very well, and Marowak itself is quite an offensive threat with the Thick Club, which thankfully still gives Marowak the Atk boost. Flare Blitz and Shadow Bone are Marowak's best STAB choices, both being very powerful. Bonemerang is here over EQ as it allows Marowak to get past Sashes, Subs, Mimikyu's Disguise, and Sturdy, while Rock Slide is here honestly, just for the lack of a last move. Considering that this is a Bulky Offensive set, I am thinking of Will-O-Wisp to hit switch-ins on.


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Obi-Wan (Alakazam) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Dazzling Gleam
- Focus Blast

Mega Alakazam acts as a Special Sweeper, either as for Mid or Late game. It's Speed Stat is a god send for this team, and it's Trace Ability can be helpful. Psyshock is the STAB of choice here, and I've always preferred it over Psychic for the ability to hit on the Defensive side. Shadow Ball is a nice coverage move for Ghost types, and Dazzling Gleam is great for Dragon and Dark types. Focus Miss is the final move to hit Steel types, while also for Bulkier Dark types that Dazzling Gleam won't be able to take down.


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Zeus (Xurkitree) @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Energy Ball
- Hidden Power [Ice]

Xurkitree is one of my favorite Ultra Beasts. It'd design is admittedly a little odd, but it is clever and I find really unique. With an insane base 173 Special Attack, Xurkitree acts as a perfect scarfer, with Volt Switch allowing it to pivot for the team. Thunderbolt is the main STAB move here. When I'm not Volt Switching, I'll most likely be revenge killing and getting a Beast Boost on Xurkitree's Special Attack stat, only making it more dangerous. Energy Ball hits Ground Types nicely, and the last slot has HP Ice, however as I am running Energy Ball, and this is Pre-bank, I think that maybe HP Ground may be a better option to take out Marowak Switch-ins. Thoughts on this would be greatly appreciated.


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Cujo (Lycanroc) @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Accelerock
- Crunch
- Taunt

Admittedly, Midday form is my least favorite of the two Lycanroc forms, but Midday form is far better for this anti-lead set. With a great Base Speed Stat, Lycanroc almost always leads the team and either sets up Stealth Rock, or if the opponent leads with an obvious hazard setter, Taunt to shut them down. Accelerock is a great move, as Rock Priority is a fantastic thing to have, and while it isn't the strongest STAB move, I did want to have room for Crunch, to have some anti-Ghost and Psychic type coverage. Being frail as anything, there is no point in making Lycanroc bulky, so max attack and speed allows it to outspeed many leads, and hit hard.
 
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