ORAS OU Krawdaunt Kleanup Krew

> Krawdaunt Kleanup Krew <

crawdaunt.gif
kyurem-black.gif
dragalge.gif
blastoise-mega.gif
sylveon.gif
landorus-therian.gif


Introduction

I felt like building a team around Crawdaunt and Kyurem-B and really liked the end result. Now I'm just looking to optimize it and get feedback on how to better deal with its threats (mainly just Megagross T_T)

The first thing about this team is that it's pretty slow. Kyurem-B is the fastest pokemon on the team, with a passable base 95 speed stat and accordingly does a lot of work against the slower pokemon of the tier, breaking the bulky ones in half. When it is forced out by a faster and more dangerous threat, four offensive pivots with decent bulk are used to soak a hit and hit back until Kyurem-B can safely switch in to pick off slower, bulky pokemon again. The goal is to weaken the faster threats so Crawdaunt can mop them up without having to worry about speed, although if things go really well sometimes Crawdaunt doesn't even have to come out.

The Krew
(Cute Nicknames Coming Soon)


crawdaunt.gif

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

The janitor of the team. This thing does absurd amounts of damage to anything that doesn't resist it, and still deals a nice chunk to things that do. Aqua Jet kills squishy 'mons like Mega-Garde, Mega-Zam, and Gengar from 50-60%. Knock Off has great utility and benefits from Adaptability, Crabhammer for big damage against 'mons Crawdaunt isn't afraid of, and Swords Dance for when the opponent can't deal with you anymore. Perhaps best of all, Crawdaunt has no idea what the meaning of stall is. As long as it avoids getting burned, common stallmons like Mega-Bro, Chansey, and Ferrothorn are just fodder, especially at +2

kyurem-black.gif

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 252 SpA / 240 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Hidden Power [Fire]

The powerhouse of the team. The amazing coverage moves that Kyurem-B has access to allows me to punch holes through the opponent's team early on. Kyurem-B doesn't recognize any other pokemon besides Mega-Bro and Chansey as a tank. Since many people have predictable leads, I often find myself leading with it and getting a kill or two within the first 5 turns. With a little prediction, I can easily eliminate 'mons like Rotom-W, Heatran, Lando-T, and Azumarill. HP Fire deals with Ferrothorn and Scizor, although I have to watch out for Banded Scizor's Bullet Punch, and I don't want to switch into Knock Off, Superpower, or Bullet Punch. Standard EV's, except I took a few out from Atk to speed creep opposing Kyurem-B if I need to keep Sylveon healthy.

dragalge.gif

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Draco Meteor
- Sludge Wave
- Focus Blast
- Scald

Since Adaptability is a cool ability, I checked to see if I could add a viable second user to the team. Dragalge has pretty nice SpDef even when uninvested, and a decent defensive typing against 'mons like Keldeo, Zard Y, Serperior, Gengar, and Breloom. It also acts as a soft check for fairies with its powerful STAB Sludge Wave. Draco Meteor deals major damage to non-steel types, and Focus Blast is there if I need Dragalge to take care of the steel-types itself. I used to run Toxic Spikes, but I wasn't finding enough use for it so I replaced it with Scald for the sweet burn chance. It also lets me break potential Gengar subs without having to reduce my SpAtk by 2 every time. Black Sludge is there to extend its longevity. Choice Specs is not needed as I only need Dragalge to deal solid damage to the pokemon it is supposed to check, not obliterate them.

blastoise-mega.gif

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Dark Pulse
- Aura Sphere

Next up on the Team-building list was hazard control. I needed something that could take a hit, and I still hadn't used up my Mega slot yet, so I decided on Mega-Blastoise. Scald is more reliable than Hydro Pump, and offers more utility than Water Pulse with the burn chance. Dark Pulse deals nasty damage to any would-be spin-blockers and 2HKO's Lati when it switchs in on the expected Scald or Aura Sphere. It also hits many pokemon neutrally, which usually allows me to safely spam it when it's unclear whether Scald or Aura Sphere is the better play. Last of all, Aura Sphere lets me threaten things like Bisharp, Weavile, and Mega-Gyarados as long as it doesn't have too many DD's up.

sylveon.gif

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Hyper Voice
- Heal Bell

Blastoise has well-rounded, all-purpose bulk, but it doesn't do well against powerful nuke attacks, especially with its lack of recovery. I needed something that could shake off attacks. Sylveon was my choice for tanking special attacks. Even with minimal investment, it eats up any special attack, Wishes the damage off, and hits back hard with Hyper Voice. Also gives me a switch-in to Draco Meteor and makes sure I don't lose to Outrage spam. Wish support is great in general, Protect guarantees a successful Wish, and Heal Bell keeps the team healthy. However, I really, really wish (haha) that I could exchange Protect or Heal Bell out with Baton Pass to keep momentum up, bring something in safely, and pass Wishes better. If I were to replace one, which one would be recommended?

landorus-therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge

Last is the pokemon that ties this team together and keeps it from collapsing. Stealth Rock support, U-turn for momentum, Intimidate to handle physical attackers better, EdgeQuake coverage with base 140 Atk. This thing is in the top of OU usage for a reason. Landorus-T prevents monsters like Zard X, Talonflame, and Staraptor from 6-0ing this team. Like Sylveon, Blastoise, and Dragalge to an extent, it's used as an offensive pivot, coming in on a good matchup to take the hit and either retaliating or switching out on their switch to put them in a worse matchup.

Threats
Mega-Metagross:
If I don't keep Lando-T and Blastoise healthy it just rips through the rest of the team. I feel like this team does have the tools to play around it; it's just that there's a small mind game on whether or not they choose to switch out or stay in. I had a traumatic experience where my Clef was able to 1v1 a CM Mega-Bro into range of one more moonblast at turn 70 and instead of switching out to Chansey for the hundredth time, he stayed in, scald burned my Scizor switch, and slacked off ;_;. I don't take this game seriously enough to be paranoid every single turn, but since one wrong move against this monster can mean gg for this team, my paranoia suddenly skyrockets and I always end up EQing/Dark Pulsing on the really, really obvious switch. Of course, it could be a combination of me being bad and not actually having the tools to deal with it like I think I do. Along with any other recommendations, I do have three ideas on how to fix this that I would appreciate opinions on.

1. Replace Dragalge with Toxicroak for access to Sucker Punch in exchange for garbage defenses. Probably the worst option.

2. Use Scarf Lando-T. This will give my team at least one fast pokemon, and let me U-turn on MegaGross without the fear of choking and losing another 30% or worse if it's packing Ice Punch. Scarf also encourages the opponent to switch, which eliminates a lot of the (over)prediction. However, unless scarf rocks is a thing, I'll need to replace a 'mon for a new rocker. I also don't know how much the missing bulk compares to the added speed and power to take on the threats it was previously supposed to tank. For example, EQ now OHKO's DD Zard X, but Flare Blitz is a 2HKO and Jolly can outspeed the scarf at +1.

3. Replace Sylveon with Clefable for Thunder Wave so my team has some speed control. Not entirely sure how I'd fit it on a cleric moveset, but it's an option. I think I'd really miss the power from Sylveon though.

If none of these changes are actually needed and I'm just bad, please say so :p

On a sidenote, if the opponent is really bad and not running Hammer Arm or Power Up Punch, Crawdaunt lives every other attack and OHKO's with Knock Off.

Azumarill: Even though Kyurem-B OHKO's it, if it's locked into Play Rough I usually have to sack something to get the free switch since I don't have a hard counter to fairies. Crawdaunt also outspeeds it and does at least 40% with Knock Off. If it's not CB, Dragalge only takes 70% from Play Rough and does anywhere from 50-90% depending on the variant.


I'll add some more threats later as well as your suggested additions.

Conclusion
This was my first attempt at RMT, so sorry if there are any inconsistencies. Also, sorry the MegaGross part was longer than it needed to be, but it's one of the main reasons I decided to post this in RMT. Anyways, thanks for reading, I'm looking forward to your feedback and thoughts!

Code:
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 252 SpA / 240 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Hidden Power [Fire]

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Draco Meteor
- Sludge Wave
- Focus Blast
- Scald

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Dark Pulse
- Aura Sphere

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Hyper Voice
- Heal Bell

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
 
Last edited by a moderator:
Yo nice team with 4 wall breakers but it looks like any hyper offence team will toss you because of your lack of speed so I have a few suggestions to hopefully cover this

  • Change Kyu-B to a scarf set so you can outspeed some important threats like Weavile/Keld/ and scarf Lando-T so you don't just autolose to them. Naive so you don't take more from priority and the Speed EVs to outspeed scarf lando by 1 point.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 32 Atk / 252 SpA / 224 Spe
Naive Nature

  • Next I would suggest changing Dragalge to Latios in order to be a defogger while still being able to nuke people with Dracos and the much higher speed tier will come in handy when facing offence. Being a defogger also frees up your mega slot allowing you to pick something else that benefits the team more.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog

  • If you were planning on changing your mega I would swap Sylveon for unaware cm clef since it gives your team a win condition while also giving you a pokemon with more utility as it can stop set up sweepers and act as a cleric. But if you weren't planning on changing Blastoise I would change Sylveon to a Wish passer Clefable with unaware since it just provides more utility and the extra power of Sylveon doesn't really come into play much due to the rest of your team doing lots of damage.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Moonlight/Wish
- Calm Mind/Flamethrower

Cool team and sorry for messy formatting (on phone lol)
 
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