SS OU Looking for some feedback

The objective of my team is to use pressure my opponent using sticky webs so that slower wall breakers and sweepers can throw out some hard-hitting attacks safely.

Orbeetle @ Heavy-Duty Boots
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
IVs: 0 Spe
- Sticky Web
- U-turn
- Psychic
- Mirror Coat/Magic Coat

Orbeetle is my Sticky Web user of choice mainly because of it being a bulky slow pivot to soak up damage and switch into my frailer mons and more often than not it helps me to switch in Pokemon that's not Mimikyu safely. I put the item Heavy-duty boots too help out with switching into hazards due to its stealth rock weakness because as a bulky Pokemon that spends turns getting damaged for setting up and for being a slow U-Turn user stealth rocks makes this role harder because it loses 25% health every time it switches in. I've chosen the move Mirror Coat because it takes advantage of its bulk turning it into a powerful attack that people don't expect getting me free KOs. I've found that people often put out special attackers such as Pelipper, Salazzle, Gengar, Special Dragapult, etc. The other move Magic Coat bounces back status; when experimenting with this move I found that it was better when I lead off with Orbettle and it becomes somewhat less relevant later on in matches. More often than not I get a Stealth Rock and sticky webs up on the first two turns using Magic Coat and sometimes I can bounce back the move Toxic and other status conditions onto the opposing side.

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

Clefable is my special wall and Stealth Rock setter bocking out attacks and sending Moonblasts to enemy Dragon, Dark, and Fighting types pressuring them. Soft-Boiled, Leftovers and Magic Guard keep its health high making it stick around throughout the battle. I've chosen Knock Off for its last move slot I found it helpful because it can remove other opposing bulky Pokemon's recovery items like Leftovers on Pokemon like Clefable, Seismatoad, Toxapex, etc. At times Steel type Pokemon come in onto the Clefable and they pressure it out and I might have to sack something off including Clefable because of the fact that half of my team has a Steel-type weakness. This weakness doesn't help me especially if there's an opposing Bisharp that prevents me from setting up my Sticky Webs until I knock it. I'm heavily considering if I should maybe put some other status move that can cripple tanks or a Fire-type attack instead of Knock Off to predict the Steel switch-in.

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Bulk Up
- Close Combat
- Knock Off

This Pokemon's role is to outspeed and KO pokemon that aren't affected by hazards and to be a fail-safe speedy Pokemon if my opponent defogs. I'm considering running a Focus Sash set if a Hydreigon with Choice Scarf KO's me with like Draco Meteor or something. This Pokemon has pretty good coverage moves like Knock Off for the ghosts, Plasma Fist for the Water and Flying types, Close Combat for the Steel-typed Pokemon I'm weak to, and I decided Bulk Up would be a great choice for setting up on Corviknight to KO it easier and then maybe KO some other Pokemon as a cherry on top.

Tsareena (F) @ Leftovers
Ability: Queenly Majesty
EVs: 152 HP / 4 Atk / 100 Def / 252 SpD
Careful Nature
- Rapid Spin
- U-turn
- Seed Bomb
- Toxic

I wanted some form of hazard control just so that my Pokemon don't get whittled down quickly. Tsareena has unexpected bulk and so it has a role as a slow U-Turn user and hazard remover. I could use any Pokemon that's way better bulkier or has more offensive pressure that can remove hazards other like Rotom-Heat, Corviknight, or even Excadrill but I wanted a Rapid Spin user because it doesn't remove hazards on the other side which can screw over my attempt at dealing affective damage resorting to using Mimikyu to switch in safely which I don't approve because it makes things a lot easier for the endgame when I save its Disguise. Tsareena also has Toxic to cripple opposing Pokemon whittling them down which can make things easier for clean up.

Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Earth Power
- Draco Meteor

This thing is strong with its high Special Attacking prowess. Having the item Choice Specs, a Special Attack increasing nature, and having maximum EV's and IV's in the stat it often OHKO's or 2HKO's a lot of the time. It has the moves Ice Beam for a powerful STAB, Freeze Dry for Water-Types, Earth Power for Steels, Rocks, and Fires, and lastly Draco Meteor for the extra firepower if needed. This Pokemon is powerful and can do a lot of work before it faints if used correctly.

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Wood Hammer
- Shadow Sneak
- Play Rough

This Pokemon doesn't deal have the most damage output but in the endgame, it can deal just enough to janitor the remaining Pokemon. I often like saving it for the endgame keeping it until then. There are times where I like to switch it out to KO some threats if I outspeed or if I know my Disguise isn't going to be broken. I have the moves Swords Dance to janitor, Wood Hammer for a powerful Grass-type coverage, Shadow Sneak for priority, and Play Rough for Fairy STAB. Although Shadow Claw is preferred I still think Shadow Sneak is a lot better because it can assure kills due to its priority and it's helpful in a lot of scenarios but Shadow Claw is better in other scenarios as well so there's that.
 
Last edited by a moderator:
I'm locking your RMT for the time being as the forum rules require that you provide at least 3 lines of descriptions for each Pokemon to explain their roles. Please read the rules carefully and take a look at Team Showcase to see the level of detail we require. PM me with updated descriptions and I'll be happy to unlock this.

unlocked
 
Last edited:
This is definitely a HO team at its core but feels like it is trying to be a balanced team. With HO teams it's important to focus more on immunities of the team rather than walls. Switch ins come rarely, so much of the team is required to revenge kill targets. I agree with Clefable pick, but I would recommend using a wish pass set for longevity.
This is what I reccomend.
:Clefable:
Clefable (F) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect

Tsareena is also almost entirely redundant. Though it does get access to queenly majesty and rapid spin, it is fodder to most strong hits including neutral hits. If you feel like you need a spinner you would be much better off with using MB Excadrill. You can run a number of sets, although on HO I would honestly run scarf, AV, sash, air balloon, or leftovers. I personally run sash, just to keep him alive, but with rocks that become difficult, so you may do whatever you would like with it.
This is the set I would recommend
:Excadrill:
Excadrill (M) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
 
This is definitely a HO team at its core but feels like it is trying to be a balanced team. With HO teams it's important to focus more on immunities of the team rather than walls. Switch ins come rarely, so much of the team is required to revenge kill targets. I agree with Clefable pick, but I would recommend using a wish pass set for longevity.
This is what I reccomend.
:Clefable:
Clefable (F) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect

Tsareena is also almost entirely redundant. Though it does get access to queenly majesty and rapid spin, it is fodder to most strong hits including neutral hits. If you feel like you need a spinner you would be much better off with using MB Excadrill. You can run a number of sets, although on HO I would honestly run scarf, AV, sash, air balloon, or leftovers. I personally run sash, just to keep him alive, but with rocks that become difficult, so you may do whatever you would like with it.
This is the set I would recommend
:Excadrill:
Excadrill (M) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance

Thanks for the feedback I just tested out your suggestions a bit and you were right about the Clefable seeing as it provided more opportunities for my other pokemon to come in and also recover the health of the offensive pokemon to pressure my opponents into spots where they have to sack something off. It even recovered health of my Orbeetle as well allowing it to set up Sticky Webs more often so that it stays on the field a lot longer.

Excadrill is also way better than Tsareena because it provided some presense on the field when it's next to a pokemon weak to its STABs. Also I found that and Air Balloon set works very well for me as I can counter other Excadrills going for a KO or a free Rapid Spin. I also found it a bit hard to get off Swords Dance (unless if I don't need to use Rapid Spin) and when I do pokemon like Corviknight, Scarf Hydreigon, or Clear Body Dragapult for example outspeed it and also sash users hard counter it. So I found Stealth Rocks to be more useful instead of SD because of those reasons. It also helps me take care of sash Defiant Bisharp as well so I can set up my Sticky Webs. But doing nice damage to Ferrothorn and bulky Rotoms that stick around with the help of Swords Dance is really helpful too but I think my other team members can do that as well.
 
Back
Top