SS OU Gyarados Rachi Balance (Ft. The Yellow Color)

Hey guys HTCL again with another version of paraspam. I had posted a few paraspams back in gen 7 with mega shark and mega lopunny but those are all out of date after gen 8 thanos'ed half the mons in existence. This one features the standard clef ferro rotom-h defensive core in combination with a hex dragapult, scarf rachi, and dd gyara as offensive threats.

TEAM BREAKDOWN

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Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Draco Meteor
- Thunder Wave
- Hex

This set is very similar to the standard wisp hex set. The only real difference is that instead of wisp I have twave. It allows you to hit incineroar and cinderace who are otherwise immune to wisp as well as the occasional torkoal. It’s also very nice vs venusaur because you can slow it down unlike wisp which really doesn’t do much vs venu. Downside is however you can’t hit grounds. So mons like drill and hippo as well as toad are going to be a nuisance. However because twave is very uncommon on pult, grounds shouldn’t be their go to answer to pult allowing you to hit something with an unexpected twave due to the added surprise factor.

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

Now this set is very interesting. I first started off with the standard NP rotom set. But then I found myself not really clicking nasty plot that much. I don’t know if it’s just me or if nasty plot rotom doesn’t really fit on this team. So I ended up slotting defog over NP and discharge over volt because the para change on discharge is really nice and sometimes you don't want your only electric move to also forcibly switch you out. Toxic as the final move lets you hit incoming seismitoads or hippowdons.

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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Body Press
- Knock Off
- Thunder Wave

This ferro set is not much different from the standard set either. I just had to drop leech seed to fit in twave which honestly isn’t as big of a deal as people make it out to be. Even when I had leech seed I very rarely found myself clicking it. Most of the time clicking press for damage or knock to remove the item of whatever was coming in was the better play. I also put a rocky helmet over leftovers as my team doesn’t have a water immunity and therefore loses to dracovish. (ban this please) This lets me basically throw out my ferrothorn to dracovish and trade it 1 for 1 which isn’t the worst trade honestly.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Stealth Rock

This clef set is very reminiscent of the clefs of old. Back before teleport. Back when things were simpler and clef could just click rocks and then click a 100% accurate twave and reduce the speed on any mon switching in by 75%. But basically I had to fit rocks on the team while also fitting twave on clef so I ended up dropping the whole “teleport/wish/tect” package and just running this gen 6 set instead.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Body Slam
- U-turn
- Healing Wish

This is my speed control for certain pokemon that either can’t be para’ed or I have yet to para. Iron head is stab and flinching. Body slam for para on any helmet hippos that try to come in on me. Uturn for pivoting and healing wish as a last ditch option when my rachi is about to die. I was debating putting fire punch over body slam to hit ferro but I think hitting hippo is more important so I ended up sticking with body slam.

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Gyarados @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Wave
- Waterfall
- Power Whip

The final pokemon and the only set up sweeper on the team. After spreading a few paras to your opponents defensive mons, gyara becomes a much bigger threat than he would normally be. Boots are very nice because they let you come in multiple times without taking damage. On the first few switchins you don’t even have to start setting up immediately. You could just throw off a few attacks or even a twave. Catching your opponent’s corviknight or toxapex. After these defensive mons are para’ed however, is where gyara’s true power begins to show. In combination with para, waterfall’s 20% flinch chance let gyara para flinch his way through mons that he normally would never be able to beat. Also the last move is power whip instead of earthquake because otherwise your are walled by seismitoad who is also immune to twave which is really bad.

THREATS

Anything that's immune to twave can be a threat. XD

Excadrill isn’t that bad because with body press ferro + gyara you can deal with it pretty well. Especially since sd drills are usually not mold breaker which means rotom can deal with them as well.

Hippowdon can also be a threat but you just have to either toxic it with rotom or blast through it with dd gyara. The other members of the team can’t really do that much to hippo.

Hatterene can also be a threat because the only way you can para it is with discharge rotom. But after you do para it with rotom, hex dragapult is usually enough to deal with it as well as iron head scarf rachi.


Seismitoad isn’t really a threat at all honestly, clef and ferro just come in and sit on it all game for free. If you can get a toxic with rotom on it that's extremely key to beating it in the long run.

Zeraora. Now this thing is a massive threat. Usually if it’s life orb you just have to switch around and let it slowly kill itself. Rocky helmet ferro can help with this. If it's bulk up then you just have to go rotom and toxic it. There's not really much else you can do. Maybe moonblast it a few times with clef to get it in iron head range. Or you could just flinch it down with rachi. But you would need a lot of flinches.

Toxtricity. Also an extreme threat although less common than zeraora. I usually just pivot around like dragapult on boomburst. Rachi on sludge wave. But the biggest key is to rack up some hazards so that it can slowly get worn down into dragapult range. Because it's also part poison so immune to toxic and not affected by iron barbs or rocky helmet. Hazards are basically the only way to weaken this thing so you better start getting up your layers.

Pokepaste for those who enjoy causing suffering to their opponents.

https://pokepast.es/01c19a6eb5dcaacd
 
Hi! This is a pretty solid team you got there, but here are some changes I propose for your team.

Major Changes:

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Hydreigon is a better choice for your team instead of Dragapult. Hydreigon is able to check the Ghost-types that can check Dragapult, such as Aegislash and Gengar. Fire Blast helps against Excadrill, and since most defensive Ground-types invest in Physical Defense, Hydreigon will be able to handle them. It will also allow you to check opposing Dragapult, so I recommend you use this set:


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- U-turn
- Fire Blast

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Seismitoad is a far better Dracovish counter. In fact, Seismitoad totally disregards Dracovish’s Fishious Rend.


Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earth Power
- Scald
 
hey,

super cool team concept. i think your team is super solid for the most part. i think you did a decent job of explaining the threats to the team. i do think you might be going slightly overboard with the twave though -- when i've run twave spam, i've found that usually 3 mons is enough to spam twave, and with them, you have enough to spread paras across the team; when including it on more mons, it sort of has diminishing returns, with their opposing mons often already parad.

clefable.png
i'd recommend knock on clef over thunder wave. knock off's just a great move, and i think its often very beneficial to have at least one mon with it, especially when clef is so good at running it. just being able to remove leftovers from pokemon like ferrothorn and toxapex is super nice in the long term, since it enables gyarados to be able to eventually blast pass them. with a number of other paralysis spreaders twave shouldnt be a huge loss.

jirachi.png
i'd also suggest you run trick on rachi over body slam. trick enables you to cripple hippo, pex, corvin, and ferro in one attack. it's also a nice emergency panic button when u run into. of course, unlike body slam, you can't click it super freely (not vs stuff like zera teams), but i think its still superior to body slam, especially when some of ur main slam targets like hippo don't care THAT much about para in the first place. also, it functions as a nice panic button vs. sets like acid armor reuni which would otherwise be very problematic.

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i'd recommend you go split on rotom > defog. even with spikes, losing defog does somewhat suck, but with you having just 1 mon which is affected by tspikes and spikes of ur own, so i think u are fairly ok. on the other hand, keeping rotom alive for zera is super nice. you can also get away with a little more bulk on your rotom to take hits from smthing like zera better (though knocks gonna always suck); personally with this team, i think creeping adamant dracovish is all you need to do really. this bulk enables u take a +2 bish sucker from full.

dragapult.png
i think you can run a timid nature on dragapult over hasty since you really arent trying to do damage with uturn and just being able to take a hippo eq better is reason enough to run timid.

optional change

gyarados.png
an optional change would be to convert gyara into a sub set with sub dd waterfall and bounce. with this set, you still easily beat seismitoad while u can spread paras through the lower but still decent 30% of bounce. this means u can sub on toxapex so u dont have to risk poison/burns. that said, this obviously does make it a little harder to spread paras overall, and it also makes smthing like sub cm primarina much more annoying.

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Draco Meteor
- Thunder Wave
- Hex

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 88 Def / 168 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Overheat
- Discharge
- Toxic

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Body Press
- Knock Off
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Knock Off
- Moonblast
- Soft-Boiled
- Stealth Rock

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Trick
- U-turn
- Healing Wish

Gyarados @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Wave / Substitute
- Waterfall
- Power Whip / Bounce
 
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