Hey all! Been trying to play OU more this month, played some Stall before but decided it'd be good to play sth different for a while.
Settled on Bulky Offense because it just seems like a fairly "balanced" type of team that still is reasonably aggressive compared to balance. Ultimately I feel like the team I ended up with is somewhere in between the two styles however, and probably depends on the final 6th mon to push it definitively into one of the two directions.
For now I think its more of a balance team I guess. But enough of this, here is the team:
Paste: https://pokepast.es/5528b4dcf9519218
Samuel Rott (Samurott-Hisui) @ Focus Sash
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Ceaseless Edge
- Razor Shell
- Aqua Jet
- Taunt
Hamurott always felt like a mon designed to be lead with basically every game, getting up Spikes very consistently (unless you miss Edge...) even against Hat. Obviously you cannot brain off lead into every team, but for the most part thats what this is to do. Sash only makes sense for the lead as well, Adamant for max damage on Edge and Jet. Pretty standard set overall, Taunt to shut down slower mons from getting hazards up themselves instead of Knock as a personal preference.
Landrew O'Russ (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
- Earth Power
- U-turn
- Taunt
- Stealth Rock
Standard Helmet Lando. Sets Rocks, punishes Spins with chip damage. Outspeeds max Speed Gambit thanks to the 4 Speed. Overall I think the Hamu-Lando-T combo is a fairly successful hazard core and shouldn't need any further explaination.
Sinissa Tcha (Sinistcha) @ Leftovers
Ability: Heatproof
Tera Type: Water
EVs: 156 HP / 252 Def / 4 SpA / 96 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Shadow Ball
- Calm Mind
- Strength Sap
Sinistcha is the primary spin blocker of the team, can always switch into Tusk to block as it takes below 50 from Ice Spinner and can then heal back to full with Sap. Generally an incredibly obnoxious mon to deal with, that can also just win with CM sometimes.
Greata Tuskberg (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Grass
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Bulk Up
- High Horsepower
- Ice Spinner
Speaking of Tusk, here is our own. Thought Bulk Up would be decent here. Since I wanted Speed boost I decided to dump the points into SpDef, as Bulk Up would then fix my Def, making Tusk generally hard to take out. Since I did not want to decrease my Defenses I went with Horsepower over Headlong, with Bulk Ups ATK boosts I felt like I'd still do more than enough damage despite the lower BP on the move. No EQ because of Grassy Terrain being a thing and I didn't want to be forced to Spinner first to get rid of it.
Kyle Ngambito (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Kowtow Cleave
- Swords Dance
- Low Kick
The dedicated lategame cleaner who also brings a load of useful resistances to the team. I went with Jolly max Speed to always get the KO, or at least Speed tie, on opposing Gambit. Black Glasses are meant to give me the missing power from not using Adamant back. Generally feels very strong, but I guess thats Gambit for you huh.
Skee le Dirge (Skeledirge) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 4 SpA / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Torch Song
- Hex
- Will-O-Wisp
- Slack Off
The (for now) final mon on the team. I wanted a Fire type for this slot and initially had Iron Moth here. However, I realized that I didn't really have a good Fire resist on the team aside from Hamu, who would take damage early on in most games. Moth is sadly not really the greatest hit taker, so I decided to look for other options. I had my eyes on Moltres as well, but went with Dirge for now. Speed allows it to outspeed uninvested Corv as well as Corvs who went 252/252/4 with the 4 being in Speed or just mons that speedcreep uninvested Corv. Tera Fairy Wisp to stop Roaring Moon. If Moon ends up getting the hammer I might try out Moltres, but for now I'm rolling with Dirge.
Anyways thats the team. As mentioned I think its somewhere between Balance and Bulky Offense, leaning more towards Balance atm. Any suggestions regarding the team in general are more than welcome, as well as ideas for an alternative 6th mon instead of Dirge. I feel like the other 5 work very well together already, but if you can think of a better option for any of those do let me know as well.
Thanks for taking time ^^
Settled on Bulky Offense because it just seems like a fairly "balanced" type of team that still is reasonably aggressive compared to balance. Ultimately I feel like the team I ended up with is somewhere in between the two styles however, and probably depends on the final 6th mon to push it definitively into one of the two directions.
For now I think its more of a balance team I guess. But enough of this, here is the team:
Paste: https://pokepast.es/5528b4dcf9519218
Samuel Rott (Samurott-Hisui) @ Focus Sash
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Ceaseless Edge
- Razor Shell
- Aqua Jet
- Taunt
Hamurott always felt like a mon designed to be lead with basically every game, getting up Spikes very consistently (unless you miss Edge...) even against Hat. Obviously you cannot brain off lead into every team, but for the most part thats what this is to do. Sash only makes sense for the lead as well, Adamant for max damage on Edge and Jet. Pretty standard set overall, Taunt to shut down slower mons from getting hazards up themselves instead of Knock as a personal preference.
Landrew O'Russ (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
- Earth Power
- U-turn
- Taunt
- Stealth Rock
Standard Helmet Lando. Sets Rocks, punishes Spins with chip damage. Outspeeds max Speed Gambit thanks to the 4 Speed. Overall I think the Hamu-Lando-T combo is a fairly successful hazard core and shouldn't need any further explaination.
Sinissa Tcha (Sinistcha) @ Leftovers
Ability: Heatproof
Tera Type: Water
EVs: 156 HP / 252 Def / 4 SpA / 96 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Shadow Ball
- Calm Mind
- Strength Sap
Sinistcha is the primary spin blocker of the team, can always switch into Tusk to block as it takes below 50 from Ice Spinner and can then heal back to full with Sap. Generally an incredibly obnoxious mon to deal with, that can also just win with CM sometimes.
Greata Tuskberg (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Grass
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Bulk Up
- High Horsepower
- Ice Spinner
Speaking of Tusk, here is our own. Thought Bulk Up would be decent here. Since I wanted Speed boost I decided to dump the points into SpDef, as Bulk Up would then fix my Def, making Tusk generally hard to take out. Since I did not want to decrease my Defenses I went with Horsepower over Headlong, with Bulk Ups ATK boosts I felt like I'd still do more than enough damage despite the lower BP on the move. No EQ because of Grassy Terrain being a thing and I didn't want to be forced to Spinner first to get rid of it.
Kyle Ngambito (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Kowtow Cleave
- Swords Dance
- Low Kick
The dedicated lategame cleaner who also brings a load of useful resistances to the team. I went with Jolly max Speed to always get the KO, or at least Speed tie, on opposing Gambit. Black Glasses are meant to give me the missing power from not using Adamant back. Generally feels very strong, but I guess thats Gambit for you huh.
Skee le Dirge (Skeledirge) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 4 SpA / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Torch Song
- Hex
- Will-O-Wisp
- Slack Off
The (for now) final mon on the team. I wanted a Fire type for this slot and initially had Iron Moth here. However, I realized that I didn't really have a good Fire resist on the team aside from Hamu, who would take damage early on in most games. Moth is sadly not really the greatest hit taker, so I decided to look for other options. I had my eyes on Moltres as well, but went with Dirge for now. Speed allows it to outspeed uninvested Corv as well as Corvs who went 252/252/4 with the 4 being in Speed or just mons that speedcreep uninvested Corv. Tera Fairy Wisp to stop Roaring Moon. If Moon ends up getting the hammer I might try out Moltres, but for now I'm rolling with Dirge.
Anyways thats the team. As mentioned I think its somewhere between Balance and Bulky Offense, leaning more towards Balance atm. Any suggestions regarding the team in general are more than welcome, as well as ideas for an alternative 6th mon instead of Dirge. I feel like the other 5 work very well together already, but if you can think of a better option for any of those do let me know as well.
Thanks for taking time ^^