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SS OU I'm kinda new to completive but i built this after playing for a while, I was wanting some help make it better

Rillaboom
Ability: Grassy Surge
Shiny: Yes
EVs: 252 Atk / 252 Spe
Admant Nature
- Grassy Glide
- Earthquake
- Hammer Arm
- Acrobatics
Rilaboom is not too important but it does have some perks to it. Grasses surge can help heal Pokémon a bit, and with grassy glide, it will always have at least one good priority move. Hammer arm is there for ice types, acrobatics is for bug types, and earthquake is there for steel and fire types. It also adds a another attacker on my team. Attack Evs are obvious as it only has attack moves and speed is there so it hits first

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Fiery Dance
- Giga Drain
- Quiver Dance
Volcarona is my Spa, not including my swampert since its more of a checker for some types. It has a good Spa stat. Fiery dance is their because it has a chance to boost Spa and psychic is their because none of my other Pokémon, giga drain is to help against rock/ground/water weakness. It has heavy duty boots due to weakness to stealth rock.

Grimmsnarl @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Play Rough
- Darkest Lariat
- Fire Punch
- Shadow Claw
Grimmsnarl is kinda like swampert, but for different types. I don't really have coverage over dragon or ghost types at all, so grimmsnarl helps with that. I have fire punch to cover over steel and bug types. Also i ws i need of some sort of fairy type so i thought having grimmsnarl is a good idea. 252 attack EVs since it only knows physical moves and a 252 speed EVS to help with speed.

Urshifu-Rapid-Strike @ Expert Belt
Ability: Unseen Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fire Punch
- Close Combat
- Surging Strikes
- Thunder Punch
Urshifu is my assault unit. All attacking moves, fire punch to cover grass and bug types, thunder punch to cover flying and water types. Since all the moves cover most types, I gave it an expert belt to boost them even more. Close combat is there for big damage and so are surging strikes. Attack EVs for quite obvious reasons and spped so that it gets the first hit since its not that bulky.

Skarmory @ Rocky Helmet
Ability: Keen Eye
Shiny: Yes
EVs: 252 Def / 252 SpD
- Roost
- Iron Defense
- Drill Peck
- Spikes
This is my set up Pokémon and my wall. Roost and iron defense to help stay on the battle field for longer. Spikes to set up damage for Pokémon coming in. I've added def EVs to help boost its already good Def stat and spd to help with its quite low speed stat. The reason for rocky helmet is because since it can act as a wall, rocky helmet should help with chip damage. Drill peck is their just for damage.

Swampert @ Assault Vest
Ability: Damp
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Ice Beam
- Sludge Wave
- Earthquake
Swampert is their to switch in for a electric move and a check for Pokémon that my team struggles with, for example landorus, clefairy and other fairy types. Surf and earthquake are mainly because it is a water ground type, ice beam for flying/dragon/grass types and sludge wave is for fairy/grass types. Assult vest is there since it doesn't know any status moves. Spa evs are there since it only has Spa moves (except earthquake) and Spe since its quite slow.
 
This is a nice team, with good typing that allows your team to resist most moves. One thing you should consider is using moves like u-turn and flip turn with your mons. Instead of having a full spread of moves and always trying to predict what mon they will switch in, it can be better to use u-turn and flip turn to switch to your mon that is the counter. It can be a little tricky in practice but it will help you to play better and win more games.
My suggestions would be,
Rillaboom
Switch acrobatics for U-turn
Urshifu
Switch fire punch for U-turn
Swampert
Switch sludge wave for flip turn.


Also I think swampert has a much better attack than Spa, I would suggest investing in attack evs and using only physical moves rather than Spa if you want him to do more damage, but honestly I feel as if he does best with tanky evs,
Full hp and either def or spd, since you have skarmy I would suggest invest SPD evs into him. Just some thoughts.

Edit: also try Body press instead of Drill Peck on Skarmory. Since Body Press scales off defense and not attack and works well with iron defense.
 
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I'd maybe go with High Horse Power over Earthquake for Rillaboom, because if I'm not mistaken, Earthquake loses power on Grassy Terrain but High Horsepower doesn't, so in the long run HH will do more damage
 
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