SS OU Lead Mew Heracross

So I originally made this team as a joke, as I was trying to make teams with all of the returning pokemon. But after a few battles, I realized that I was getting a lot of success, so I thought I might post it here. Anyway, let's get into the team.

Mew @ Rocky Helmet
Ability: Synchronize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Stealth Rock
- Encore
- Knock Off

Mew is my dedicated lead. It's speed lets it get up rocks reliably and encore pokemon like zeraora or magearna that might try to set up. Knock Off is also great, getting rid of items and letting mew dish out somewhat reliable damage. And, if all else fails, mew goes boom, doing lots of damage and letting you bring in a pokemon for free. Explosion and encore also allow mew to have utility outside of a lead.

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Megahorn
- Knock Off

I would have thought that in this hostile of a meta, something like heracross simply wouldn't be able to do work. But, wouldn't you know it, it really is valuable to the team. It's really easy to send in heracross off of a slower volt switch or u-turn to finish something and then get a moxie boost. That happening in mid to late game usually lets heracross sweep depending on the move choice and support with things like rocks and sleep powder.

Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 8 Atk / 252 SpA / 248 Spe
Modest Nature
- Explosion
- Volt Switch
- Thunderbolt
- Flash Cannon

Magnezone is a really amazing partner for heracross because it keeps it and other teammates from worrying about skarmory, corviknight, togekiss, toxapex or other things that can keep the team from working. Having air balloon instead of a choice item actually helps zone a lot. I originally had specs, but I found that air balloon lets it stay in and do lots of damage to hippo or chip to excadrill.

Tangrowth @ Leftovers
Ability: Regenerator
EVs: 252 HP / 228 Def / 28 SpD
Impish Nature
- Sleep Powder
- Leech Seed
- Knock Off
- Seed Bomb

I was so hyped to see tangrowth back. And everything I thought would happen happened, especially on this team. Sleep powder gives me a choice of what pokemon I want to hinder and drain with leech seed, and if it switches, I guarantee at least 2 turns of sleep when it comes back in. I have seed bomb over earthquake so I can more reliably deal with hippo and slowbro. Leech seed obviously is great, especially with sleep powder, as it can provoke switches into something that will be leeched. And knock off is knock off. Also, I can't give an exact calc because urshifu isn't in the calculator yet, but I can give my word that a banded wicked blow does less than 50% to tangrowth.

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- U-turn
- Roost
- Defog

I'm running spdef corviknigt basically just because I already have tangrowth, but the spdef does really pay off. A specs shadow ball from specially offensive dragapult does only about 35% to spdef corviknight. Defog also works great, especially because it can use it extremely reliably against klefki (or maybe shuckle lel). Slow u-turn means that I can give heracross and marowak free switches, and roost is nice recovery on an opponent's switch.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poltergeist
- Knock Off
- Fire Punch
- Earthquake

And finally, Marowak. Alolan marowak is great in this meta, both offensively and defensively. Lighting rod makes it so that it completely hard walls rotom heat and zeraora. Running speed instead of bulk lets marowak outspeed other marowak (which typically run hp investment) and cm magearna. I switched the standard bonemerang for eq just because I hate having to have to rely on 90 accuracy, (even though it's not that bad) in exchange for not doing damage it your opponent has a sub up. Poltergeist is definitely a huge improvement for marowak, giving just so much sheer power.

Now there are some problems with this team. for one, it's pretty slow. This can hinder it if some of the bulkier mons have already been ko'ed. 2, it does not like volcarona at all. That's why it is key that mew gets up rocks or heracross can kill it with stone edge before it can quiver dance.

That's basically it, I've had lots of success with this team and definitely try it out for yourself if you want to, and please leave some constructive criticism to help me improve as a player.
 
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