SS OU Grassy Seed Magearna - Peak 1778

INTRODUCTION

Hi guys, it's OPPQRST with my first SS OU RMT. I mostly play Showdown as a study break from school so I wanted to build a team that caused games to go relatively quickly. The team has evolved some since its inception, so I will try to showcase that here. I guess it fits mostly in the hyper offense spectrum - which is new to me as a player as I traditionally play bulky offense or semi-stall.

TEAM BUILDING PROCESS

I wanted to start off with an offensive core that would generate momentum from turn 1. I went with Cinderace and Rillaboom and decided to build outward from there. Once their new abilities dropped, I wanted to maximize their potential - especially Cinderace with Libero.

Distracted with studying, I got very lazy and threw in 3 set-up sweepers all equipped with grassy seeds. (I'll explain their sets below)
  • Volcarona - standard
  • Magearna - double dance
  • Clefable - calm mind
To finalize the initial iteration of the team, I wanted a fast rocker that could prevent opposing Volcarona from sweeping. I went with Lycanroc-Dusk.

So the first draft of the team was:

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Pyro Ball
- Gunk Shot
- Sucker Punch

Magearna @ Grassy Seed
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Stored Power
- Draining Kiss

Volcarona @ Grassy Seed
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz

Clefable @ Grassy Seed
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Flamethrower
- Moonblast

Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Accelerock
- Close Combat
- Swords Dance

I played with this exact variation from the start of testing to ~1500 and didn't lose until my first game after reaching 1500 ELO. Then lost my next 3 games due to running into teams with multiple phasers/hazers (looking at you Hippodown & Pex), Volc taking too much rocks damage, etc.

Going back to the drawing board (I'll spare you the details of swapping in/out mons) - I ended up with the final version of the team (explained below) that got me to 1778. I realized the best grassy seed user of the 3 was Magearna, Volc really struggled without HDB (duh), and setting up Clef became too much of a bitch.

THE (CURRENT) TEAM

rillaboom.gif

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Grassy Glide
- Wood Hammer
- Knock Off

Rillaboom provides the much needed grassy terrain support for passive recovery to mons that don't have it, as well as to bolster Magearna for when it tries to set up and get rolling. U-turn is necessary to generate momentum. Wood Hammer hits like a brick if I am not concerned about Rilla's longevity. Grassy glide is one of the best priority moves in the game imo and with a Choice Band nets some needed KO's after some u-turn/rocks chip. Grassy Glide can also revenge kill weakened mons. I had tried sets without Choice Band, but the power drop was too steep of a cost.

cinderace.gif

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Zen Headbutt/Gunk Shot
- Sucker Punch

Cinderace w/ Libero hits hard enough with its standard EV spread. HDB are virtually mandatory on this thing as I am constantly switching in and out throughout a battle. I slashed Zen Headbutt & Gunk Shot depending on if you want to cover fairies or hit Pex. I think the Pex coverage is needed as this team can struggle if Mag & Volc arent able to set up before Pex comes in and hazes away any stat boosts. I keep sucker punch for speed control as I do not have a scarfer. Although it can be obvious, I like to save Sucker Punch for when I really need it.

volcarona.gif

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Roost

The first thing y'all will probably notice is the EV spread on Volc. Tbh it was suggested by Teambuilder once I added roost over Bug Buzz and I just kinda ran with it. The Def EVs help handle opposing Cinderace (assuming normal EV spread), you can continue to boost and roost off the pyro ball damage until it loses its PP which has allowed me to boost high enough to end the game then and there if the opponent doesn't have another Volc check/counter. You can also run the standard Atk/Spe EV spread, however, I like the bulkier variant. I know the EVs can be further optimized once I run some Calcs. Volc pairs well with Magearna as they both can heavily pressure unprepared teams and wear down common checks.

magearna.gif

Magearna @ Grassy Seed
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Stored Power
- Draining Kiss
- Calm Mind

My main wincon, until its inevitable ban. This thing can 1v1 Chansey due to the longevity Draining Kiss provides (assuming you don't get para-Haxed to death). The extra Def boost that the grassy seed gives provides extra power to Stored Power after a Shift Gear boost and can be enough to shrug off a Cinderace Pyro Ball and 2HKO with Stored Power, further snowballing and becoming borderline unstoppable. The EVs are set up to provide max power & speed after a Shift Gear so that Stored Power is a viable attack. Also, don't underestimate grassy seed + grassy terrain - Magearna can shrug off EQs like they're nothing.

clefable.gif

Clefable (F) @ Choice Scarf
Ability: Magic Guard
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Trick
- Soft-Boiled

I saw this set in one of the WCOP forums and decided to try it. At first glance, it appeared to solve my problem of Hippodown & Pex being annoying as hell by tricking a scarf on them. Once rid of the scarf, Clef can set up rocks and continue to annoy the opposing team by tricking around their items (just be careful not to take an Assault Vest by accident or your fun and games are over). I think the EVs are to maximize all-around bulk, but I'm honestly not sure as I copied this set directly from a WCOP forum post (I think the one about Analytic's team).

rotom-heat.gif

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Pain Split
- Discharge
- Overheat

Rotom is the newest member of the team, it provides another ground resist and can come in on Cinderace and opposing Volcarona if I make a mistake and try to paralyze with discharge. Honestly, the 6th slot of the team has been super variable as I have experimented with multiple mons (SD + 3 attacks Lycanroc-Dusk, Grassy Seed Hawlucha, DD Gyarados, etc.). The 6th slot doesn't seem to matter as much as the general goal of this team is to sweep with Volc or Magearna once the opposing checks are worn down a bit. However, NP Rotom can dent some mons and further threaten Toxapex which I seem to suck at playing against so that was the majority of my limited reasoning behind including it.

CONCLUSION

Honestly, I didn't expect this team to be good... at all. I am not a good player by any means and think I am just exploiting Magearna being semi-broken in the current meta. If any of you have better suggestions for the 6th slot or for the team in general, I'm all ears. I'll try to be as responsive as I can but I'm getting pretty busy with school again.

Tbh I should have done some calcs cause I'm sure the Volc, Magearna, and Rotom sets can be optimized; however, with school, I didn't really have time and I figured it out mostly through trial and error. Luckily once Mag is set-up it is super hard to stop.

HOW TO USE:

Early game: I generally pivot around with Rilla & Cinderace as they cover each other's checks pretty well. The chip damage U-turn provides is definitely necessary for the long run once Volc or Mag tries to sweep. If there is an opportunity to get Clef in against an opposing Hippodown/Ferro/Pex I take the opportunity to cripple a wall with trick. Then make sure rocks get up - as their chip damage is also not to be underestimated when trying to stack Soul Heart bootst.

Mid Game: Evaluate the opposing sets, especially those who have a scarf, because this team doesn't have a scarfer to revenge kill. However, due to the constant pressure provided by U-turning, generally, the opposing team won't have an opportunity for anything to set up. Try to weaken checks to Magearna as much as possible & keep Rillaboom healthy enough to set up terrain after rocks damage.

End Game: All of us have been victimized by Magearna at this point, should be self-explanatory.

PROBLEMS:

Hippodown + Whirlwind - generally I try to trick with clef and then wear down over time. However, in the hands of a skilled player, it can be very annoying as it prevents Volc & Magearna from setting up.

Toxic Spam - I only have one status absorber in Clef. Mag is resistant to toxic; however, bringing her in too early can ruin future opportunities to sweep as she doesn't have any sort of initial firepower.

Toxapex - Haze sucks. I generally try to trick with Clef or keep it at bay with Rotom-H (try to prevent Rotom-H from getting worn down with toxic)

Volcarona - Can be played around with Sucker Punch & Pyro Ball. Still can 6-0 this team if you make a mistake with Cinderace's sucker punch.

Cinderace - Due to its ability and movepool variability, it can be hard to play against - especially if the opponent is aggressive. Sometimes ill switch Volc in on a U-turn and try to buy a Flame Body burn.

Magearna - Due to its variability of sets it can be hard to read. I try to trick with Clef and then can use it as set-up bait.

THANKS FOR READING

Proof of Peak:
Screen Shot 2020-07-21 at 1.42.07 PM.png
 
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