SM OU Low Effort RMT - Hoopa kills shit

Here's a hella fun team I've been laddering with lately, so I figured I'd share it. The structure's super simple: Hoopa-U destroys shit and I have 4 VoltTurners to bring it in safely. I'm not really one for long-winded introductions so let's just get on with it.




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Riki (Hoopa-Unbound) @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Zen Headbutt

So this thing. Hyperspace Fury is arguably one of the best moves in the whole OU tier tbch. It destroys the ever-prevalent balance by breaking through Celesteela/Heatran/Ferrothorn's protects and is basically unresisted except by Magearna, Tapu Fini, and Clef (Koko and Gren don't count as resists lol). With choice band this thing hits like a goddamn truck. Furthermore, this thing's huge special bulk is actually super helpful, letting it check a lot of special attackers as a last resort, such as MZam, non-Gleam Koko, and especially Heatran. Zen Headbutt is cool to kill Pex and 2HKO Clef. Fire Punch might catch a magearna sometimes, but other than that there's no real reason to click it - Ferrothorn gets 2HKO'd by Fury anyway and you don't usually want to be locked into Fire Punch. Gunk is mostly filler but I guess it might be worth the risk to try to hit Fini extra hard.


Dunban (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog

This thing's an absolute beast tbh. Slow af U-Turn is wonderful, strong priority destroys stuff like Mimikyu if it's had its disguise busted, and can actually be a semidecent wincon very late game if necessary. Defog is nice but not even super necessary on this team since nothing's really weak to rocks; mostly it stops spike stacking. The biggest thing this thing does is give a hard out to Kartana and provide additional support to Magearna for checking Psychics like Lele.

Reyn (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- U-turn

Seminormal Rocks Lando. Rock Slide is because I'm weak af to Mega Pinsir and HP Ice doesn't do enough. Zygarde can definitely still be a problem though. Other than that, there really isn't much to see here. Everyone knows what Lando does. I'm running 1 point less speed than most Landos just for the benefit of a slow U-turn in case I need it.

Sharla (Gengar) (F) @ Fightinium Z
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Taunt
- Focus Blast

Here's the other big breaker of the team. Gengar is way stronger than its stats would imply. Spoopy Z might be better because Neverending Nightmare is a god but I really don't like missing Focus Blasts vs Ttars so I switched it over to Fightinium. This thing also counters basically all variants of Chansey, which my team doesn't really like much due to my lack of setup.

Shulk (Greninja) (M) @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 72 HP / 176 Atk / 80 SpA / 180 Spe
Hasty Nature
- Rock Slide
- U-turn
- Ice Beam
- Grass Knot


And this bad boy right here is the main wincon of the team. The HP investment lets it live lead Lando's Earthquake so I can lead this vs it and take it out with Ice Beam. The speed is still enough to outspeed most relevant threats like Mega Zam so I don't miss it too much. Rock Slide takes care of Volc and can sometimes sweep teams (especially if I'm in a really bad spot and need to flinch a mon to death). I opted to run Grass Knot over Spikes, because even though my team forces a ton of switches, Rain is a huge huge issue, and most players will stay in with their Swampert vs this because they think I'm only gonna Water Shuriken or something. Other than that, this thing cleans up lategame super well.

Melia (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 228 SpD / 32 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch

Finally, we have the last bit of glue holding the team together. Having two steels lets one take pressure off the other. I'll use this thing to check Gren, Lele, and maybe Mega Zam if necessary. Volt Switch can push me into Hoopa to knock something down, and Flower Cannon stops this thing from being complete setup fodder. HP Fire is my best out to Mega Scizor on the team, who can be a big threat with the Curse set.



Threats: ALL FIRE TYPES. Holy shit. My team doesn't have a fire resist, and I rely on Hoopa to be a Tran switchin. My counterplay to Zard Y is to lead Gren and hope they don't switch as I Rock Slide. Rain is also a big problem, even though Hoopa can do a huge chunk to Pelliper Turn 1 and doesn't die to U-Turn.


Other than that, the team is super solid. It absolutely decimates Balance, can hold its own versus offense, breaks BO pretty easily, and what kind of stall can beat Taunt Gengar?

REPLAYS:
https://replay.pokemonshowdown.com/gen7ou-805434246 vs Bulky Offense AKA Hyperspace Fury and win
https://replay.pokemonshowdown.com/gen7ou-803449479 vs Balance AKA Hyperspace Fury and win
https://replay.pokemonshowdown.com/gen7ou-800306053 vs Chansey Offense AKA Hyperspace Fury and win

I didn't save any vs Stall rip, but it's basically Hyperspace Fury and win

Importable:
Riki (Hoopa-Unbound) @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Zen Headbutt

Dunban (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog

Reyn (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- U-turn

Sharla (Gengar) (F) @ Fightinium Z
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Taunt
- Focus Blast

Shulk (Greninja) (M) @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 72 HP / 176 Atk / 80 SpA / 180 Spe
Hasty Nature
- Rock Slide
- U-turn
- Ice Beam
- Grass Knot

Melia (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 228 SpD / 32 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
 
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