SS OU Low Ladder Primarina Balance

Toxapex @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Knock Off
- Haze
- Toxic
- Recover

Specially defensive Toxapex helps me deal with opposing Primarina and Volcarona. Haze stops those pokemon and others like Rillaboom or Dragapult from setting up, and Knock Off helps with pokemon that really benefit from their items like Mandibuzz. Toxic lets me cripple pokemon that I otherwise struggle to do damage to like Tangrowth. I also like it as a pivot to see what my opponent will do against one of my pokemon, then switch out and recover.

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 244 HP / 16 Atk / 188 SpD / 60 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance

Rhyperior is a bulky attacker that can set up Stealth Rocks, and then use Smack Down against pokemon like Corviknight, Mandibuzz, or Skarmory that might try to defog. Swords Dance is useful for increasing Rhyperiors damage output for bulkier pokemon, and Earthquake is just a strong stab. Leftovers is very useful for recovery, and Solid Rock helps against Rillaboom, Urshifu, and Zeraora.

Corviknight @ Rocky Helmet
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- U-turn
- Iron Head

Corviknight is a defogger and pivot. I can switch it in on an incoming Grassy Glide from Rillaboom and deal damage back to it with my rocky helmet. Roost is very useful for staying healthy which is necessary in some matchups, while U-Turn lets me switch out while still dealing damage. Iron head is just my attacking move. I found that it tends to be more useful than Brave Bird or Body Press.

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Close Combat
- Knock Off

Zeraora is a strong physical attacker that also functions as my speed control. Plasma Fists hits Corviknight and Toxapex for a lot of damage, and Close Combat hits other pokemon like Excadrill and Magnezone. The combination of a very fast Volt Switch and Heavy Duty Boots let me switch in and out freely. Knock off functions as coverage and cripples defoggers.

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 40 SpA / 44 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Draining Kiss

Primarina is a bulky special attacker that can set up Calm Minds and sweep. It is slow, but Substitute can negate that. Scald trades the additional damage that Surf offers for a chance to burn physical attackers, which really helps Primarina as it is mostly specially bulky. Leftovers gives me consistent recovery, while Draining kiss gives me additional recovery as well as secondary stab that hits Urshifu, Hydreigon, Kommo-o, and Crawdaunt.

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- Sucker Punch

Urshifu is a physical sweeper. It can do a lot of damage with Choice Band, and Wicked Blow and Close Combat are very strong stab attacks. Iron Head functions as coverage that hits fairy types, and Sucker Punch is very useful as a strong stab priority. A Jolly nature can potentially allow me to outspeed opposing Urshifu-S with an Adamant Nature and hit them for super effective damage.
 
Yo welk on rmt
i think that the team u've used was built in wc or some comp, btw i'm here to help u.

This team is weak to:
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is a very good option to check SpecsKyurem n Magnezone (if is Sub Iron Def can be checked by Rhyperior).
Can be a very good pivot with Teleport, helping Urshifu n Zeraora.

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needs Brave Bird > U-Turn because Rillaboom can be very annoying specially if is SD, the only check that u have is Corvi but u haven't stuff to hit with important damage, u can chip something only with U-Turn.
Also if isn't SpDef u can run Body Press > Iron Head to have 100% wall to Excadrill or Tyrantitar (wich are common used atm).
For these reason if u haven't U-Turn is better :shed shell: to avoit Magnet Pull.

With Blissey u can use :choice band:
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to increise the beautiful offensive power that u have.
Stone Edge is the STAB with Earthquake whick inflict much damage, also i think that Heavy Slam can be fine vs cm users like Clefable n Hatterenee, Heath Crash is to hit Fire types.

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can be better with the :life orb: + Adamant nature to inflict as much damage as possible and not get blocked by the item.


>>>The Team <<<
Optional:
D-kiss on Primarina helps to recover hp but ik that Moonblast could work vs the others Primarina.
Consideration:
The building process foresees a slight weakness in Zeraora, as it is very difficult not to be able to play without Ferrothorn, Tang or Amoonguss without losing in the relative weaknesses.
In any case, it is manageable with the speed tie granted by your Zeraora + Urshifu's Stab priority
 
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Toxapex @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Knock Off
- Haze
- Toxic
- Recover

Specially defensive Toxapex helps me deal with opposing Primarina and Volcarona. Haze stops those pokemon and others like Rillaboom or Dragapult from setting up, and Knock Off helps with pokemon that really benefit from their items like Mandibuzz. Toxic lets me cripple pokemon that I otherwise struggle to do damage to like Tangrowth. I also like it as a pivot to see what my opponent will do against one of my pokemon, then switch out and recover.

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 244 HP / 16 Atk / 188 SpD / 60 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance

Rhyperior is a bulky attacker that can set up Stealth Rocks, and then use Smack Down against pokemon like Corviknight, Mandibuzz, or Skarmory that might try to defog. Swords Dance is useful for increasing Rhyperiors damage output for bulkier pokemon, and Earthquake is just a strong stab. Leftovers is very useful for recovery, and Solid Rock helps against Rillaboom, Urshifu, and Zeraora.

Corviknight @ Rocky Helmet
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- U-turn
- Iron Head

Corviknight is a defogger and pivot. I can switch it in on an incoming Grassy Glide from Rillaboom and deal damage back to it with my rocky helmet. Roost is very useful for staying healthy which is necessary in some matchups, while U-Turn lets me switch out while still dealing damage. Iron head is just my attacking move. I found that it tends to be more useful than Brave Bird or Body Press.

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Close Combat
- Knock Off

Zeraora is a strong physical attacker that also functions as my speed control. Plasma Fists hits Corviknight and Toxapex for a lot of damage, and Close Combat hits other pokemon like Excadrill and Magnezone. The combination of a very fast Volt Switch and Heavy Duty Boots let me switch in and out freely. Knock off functions as coverage and cripples defoggers.

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 40 SpA / 44 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Draining Kiss

Primarina is a bulky special attacker that can set up Calm Minds and sweep. It is slow, but Substitute can negate that. Scald trades the additional damage that Surf offers for a chance to burn physical attackers, which really helps Primarina as it is mostly specially bulky. Leftovers gives me consistent recovery, while Draining kiss gives me additional recovery as well as secondary stab that hits Urshifu, Hydreigon, Kommo-o, and Crawdaunt.

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- Sucker Punch

Urshifu is a physical sweeper. It can do a lot of damage with Choice Band, and Wicked Blow and Close Combat are very strong stab attacks. Iron Head functions as coverage that hits fairy types, and Sucker Punch is very useful as a strong stab priority. A Jolly nature can potentially allow me to outspeed opposing Urshifu-S with an Adamant Nature and hit them for super effective damage.
this team definitely looks a lot like some of the builds i've been seeing around olt, but it has some notable flaws afaict. like stepc pointed out, your team is super weak to rillazone. i'd definitely make the corvi shed shell so it doesn't get trapped by zone.

additionally, i think the team has enough offensive power without rhyperior. i'd replace toxapex with blissey, which also stops non-safeguard volc, while its safeguard sets get totally beaten down by primarina. it beats opposing prim much better than pex, which usually just gets pp stalled, since it can utilize seismic toss to always break primarina's subs since mermaid can't hit 400 hp. blissey helps your team out a lot with special juggernauts like reuniclus, zone, and kyurem.

:blissey:
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Teleport
- Seismic Toss
- Soft-Boiled
- Thunder Wave

meanwhile, urshifu is a complete menace to this team. primarina helps, yes, but realistically that spread is getting 2hko'd by its attacks after just a bit of chip. replacing rhyperior with rocks clefable allows you to check it much better.

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

you still have corv for rillaboom and excadrill, which doesn't get trapped with a shed shell. i would go body press > u-turn to actually beat excadrill while also having iron head to pressure clef. you don't super need u-turn, especially if you replace iron head with u-turn on banded urshifu, which is always great in this meta. it can u-turn on mons like clef, hippo, and amoonguss and go into mons that make progress. zeraora unfortunately doesn't synergize that well with urshifu offensively in my experience, and prim should be reserved mostly for lategame.

not really a super experienced player either tho take it w a grain of salt
 
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