Katakiri
Listen, Brendan...
Zoroark RMT/Research Study
(Peaked 1836 (-9) with a 18 Win Streak alone)
This is a RMT stemming from my looking into how the hell Zoroark works in OU. The team is essentially the end result of everything but I've summarized everything I've learned in the hide tag below just to keep it slightly out of the way of the actual RMT.
(Peaked 1836 (-9) with a 18 Win Streak alone)
This is a RMT stemming from my looking into how the hell Zoroark works in OU. The team is essentially the end result of everything but I've summarized everything I've learned in the hide tag below just to keep it slightly out of the way of the actual RMT.
Back in late BW1, the OU forum was working on a Community Create-A-Team project focusing on Zoroark. However, the project was eventually cancelled due to mid-construction flaws we overlooked that slowed the project to a halt and caused most users to quickly lose interest in it. With that experience in tow, I recently set out to define and answer various things about Zoroark and why it is so hard to team-build around:
What are Zoroark’s best traits in OU?
What impact does Zoroark have on the teambuilding process and what issues does it cause?
What viable sets can Zoroark apply in OU and which sets are non-viable?
Where does Zoroark fit into the flow of a match? (i.e. early game, mid-game, late game, a combination?)
How does Zoroark function against different types of teams?
What are Zoroark’s best traits in OU?
- After a lot of testing, I’ve found that Zoroark’s best asset to any given OU team is its STAB Sucker Punch, even more so than Illusion but partially due to it as well. To be more specific, Zoroark’s best traits in order of most important to least important are: STAB Sucker Punch, great Attack/Special Attack stats (too close to call), Illusion, Coverage, and Speed.
- Zoroark has the unique niche of being the fastest mixed attacker with STAB Base 80 priority, which only Cacturne and Houndoom can compete for.
- It can work as a flat-out Special Attacker but many faster OU Pokemon limit its effectiveness.
- Illusion is still the reason why Zoroark has any business in OU even if Sucker Punch is slightly more valuable in practice.
- Netting surprise KOs is its specialty and it thankfully has all the tools to do so on most sets.
What impact does Zoroark have on the teambuilding process and what issues does it cause?
- Zoroark is frail with very few resistances which make it extremely hard to get into the match in the first place. That makes Volt Switch or U-Turn support necessary to use Zoroark to its full potential. With that alone, Zoroark is to be labeled as a Pokémon that needs support but Illusion opens up new problems as using it requires Zoroark to at the very least have a teammate neutral to Stealth Rock that takes Sandstorm damage that it can disguise itself as on-switch. That seems simple enough but the Pokémon can’t be the team’s VoltTurn user either since that Pokémon is the primary way Zoroark will get into the match.
- In short: To use Zoroark to its full potential, it requires one teammate with a specific typing for taking Stealth Rock and Sandstorm damage on-switch for Zoroark’s Illusion then another different teammate with Volt Switch or U-Turn to get Zoroark into the battle safely.
- As a priority user, Zoroark loves hazards. While Spikes aren’t entirely needed, Stealth Rock is.
What viable sets can Zoroark apply in OU and which sets are non-viable?
- Mixed Attacking sets are the best sets Zoroark could ask for; this includes his Swords Dance set as well. Zoroark’s biggest draws over other Sucker Punchers is his Illusion, Speed, and high Special Attack to break walls.
- Choice Scarf has plenty of merit with Zoroark out-pacing every single Physical +1 Dragon while now having Trick to cripple stall, Volcarona, and Calm Minders.
- As I said, Swords Dance is a very good option for Zoroark. Sucker Punch is absolutely deadly after a Swords Dance and Flamethrower threatens Skarmory and Forretress. The set is heavily dependent on Illusion to get the free turn to Swords Dance. Spikes support is needed to make the set work to it's full potential since a +2 Sucker Punch will do about 60~80% to some resistant Pokemon like Toxicroak who takes 74.03% - 87.01% from it which can be a clean OHKO with some Hazards.
- Choice Specs is where we get into riskier territory. Zoroark still has great Speed on it's own but the Pokemon it can out-speed and KO are a little more limited without priority. It's still a great set though for Illusion abuse.
- Nasty Plot is by far Zoroark’s worst viable tactic. Something as frail as Zoroark has no business trying to set up and sweep without some form of priority or protection with Terrakion, Keldeo, Gengar, Tornadus, and a plethora of Scarf Pokémon looming right above it on top of a weakness to priority. Even Pokémon weak to Dark like Gengar and Alakazam have absolutely no issue revenge KOing Zoroark. But even with that said, Nasty Plot shines against Stall teams as they generally won’t carry something extremely fast that can revenge Zoroark easily but that’s about its only redeeming factor.
- I said Nasty Plot was its worst viable tactic, but now we’re into non-viable territory. Choice Band is completely non-viable. For as good as Sucker Punch is, being locked into it is complete suicide. Not only will Zoroark pay for it, its whole team will pay. You could not run Sucker Punch but Sucker Punch is the only real reason to use Zoroark’s physical attack and if it can’t use that, then there are plenty of better physical Pokémon to use like Terrakion and Weavile.
Where does Zoroark fit into the flow of a match? (i.e. early game, mid-game, late game, a combination?)
- Most Zoroark (Mixed, Scarf, & Specs) are like assassins most of the time, showing up once or twice a battle to completely tilt the playing field by removing key threats from the opponent’s team. This is not only how Zoroark should play but how it is forced to play due to how frail it is.
- Zoroark is best used late mid-game and late game to pick-off weakened Pokémon.
- Leading with Zoroark can very rarely pay off but will more often get Zoroark KOed turn one and even teams running Scarf Zoroark with U-Turn should probably have better lead options. Keeping it hidden until you need it is the best way to go.
How does Zoroark function against different types of teams?
- Unfortunately, Zoroark doesn’t have a lot of flexibility in what it can do no matter what kind of team it’s facing. With the exception of Choice Zoroark Tricking against Stall teams, each Zoroark set will play essentially the same against any team. It will come in on switch priority and KO something or set up then KO something.
This team has a lot going on and is in fact meant to be extremely frightening in team preview because I want this team’s mind games to start even before turn 1. There’s a VoltTurn core, dual priority users (or so you'd think), a potential Moxie sweeper, a Zoroark of all things, and not a single Pokémon with less than base 105 offenses. I could lead with any one of these Pokémon and possibly take out one of my opponent’s due to them all potentially being heavy-hitters, each with a completely different list of counters...and any one of them could be Zoroark, just to top it off. Unlike most offensive teams, there’s no Deoxys-D or Forretress acting as a “free kill” just to get hazards up; every kill my opponent gets has to be earned and this team is not going to make it easy as this is an offense team with resistances that cover each other and the whole board.
The team is the final result of a few months of trial and error while figuring out Zoroark. The ladder peak is just a single account run to see how long I could go without a loss using it. It’s just to show the team’s effectiveness in OU. I may try for a real peak some time, but I’m more interested in testing teams than climbing the ladder.
Zoroark is fast, powerful, and can strike before you even know it’s there. This team is built around Zoroark but it is never meant to be the star. It always works in the background, manipulating the tide of battle with single blows. This is largely due to Sucker Punch being able to shave off 56~79% of any given sweeper's HP on a neutral hit. It's like a Scizor in that regard but my opponent will never know when the powerful sneak attack is coming. This has a volatile effect on a battle and can pretty easily flip momentum in my favor.
The set I'm running is a little unorthodox as I'm not running the typical max speed Zoroark. I'm only running enough speed to beat the neutral base 100s and the rest of the EVs are balanced between Attack and Special Attack. This is mostly due to the fact that STAB Sucker Punch makes Speed rather trivial as I KO most Pokemon I choose to hit. The Special Attack still lets Zoroark OHKO CB Tyranitar with Focus Blast and have a chance to OHKO Offensive Heatran after Stealth Rock. Dark Pulse gives Zoroark a good second STAB just in case it gets burned but it's also good for wall breaking. Flamethrower is always helpful for taking on unsuspecting Scizor, Forretress, and Jirachi. But for all this to work, Zoroark needs a few disguises to help it lure in prey. I've hand-picked a couple of Zoroark's best partners to help out with that.
These two are Zoroark's favorite disguises but they also form a rather potent offensive core.
Brutality is the best word to describe Choice Band Heracross. With threats like Kyurem-Black roaming OU, Heracross might not seem like such a big problem but Heracross has 5 resistances and only 3 weaknesses and, to top it off, Heracross does not take recoil or stay trapped by his own attack. Ghost-types and Physical Walls are the only things that can switch into Heracross with even remote reliability and with Heracross’ typing resisting itself, this makes Heracross one of the most perfect partners Zoroark could ask for. Zoroark easily removes any and all Heracross checks and Heracross is happy to return the favor. On top of that, Latios, Rotom-W, and Scizor check or counter most Heracross switch-ins too which makes Heracross able to last the entire match, getting in for free via Rotom’s Volt Switch or Scizor’s U-Turn and firing off attacks that 2HKO resistant Pokémon.
Heracross, aside from smashing things, can scare off a few common threats; namely Breloom and Ferrothorn. Sleep Talk and Hera's Grass and Fighting resistance should explain Breloom. If my opponent doesn’t have a heavily-invested Physical Wall that resists both STAB attacks, Ferrothorn is just a free 2HKO on whatever switches into Close Combat or Megahorn. (Megahorn does 75%~ to standard Ferrothorn iirc) In fact, Heracross is often my lead just because his typing makes it hard for most of OU to take him on. For example, Politoed is a completely safe match-up for Heracross. Scarf and Defensive Politoed can't OHKO Heracross and Specs Politoed can't out-speed yet Heracross Close Combat or Megahorn will OHKO non-defensive spreads. (Defensive Toed's Scald can't OHKO even after a CC Defense drop.)
Latios is more commonly thought to be paired with Garchomp for a Double Dragon offensive core, but this couldn’t be farther from the truth. Latios’ partner is actually Heracross. With Heracross turning Ferrothorn into a liability for my opponent, Latios need not waste a move slot on Hidden Power Fire. In turn, Latios will switch in on the Special Attackers that may threaten Heracross while still keeping immense offensive pressure on my opponent.
With that said, Latios' set is very standard aside from the EVs which ensure Scarf Keldeo's Hydro Pump in Rain can't 2HKO Latios without Stealth Rock, which is normally a feat reserved for Latias but Latios can do it too while still being far more powerful than his sister. He has near-perfect Dragon/Water coverage with Psyshock to break walls and Trick to cripple set-up and stall. Latios is generally my first answer to Sun teams but will generally stay back against Sand if Tyranitar is lurking about. Rain is generally no threat to this team (especially with Tornadus-T banned) so Latios is just left to clean up whatever Heracross left behind...generally generally generally. I know it's a habit. =]
Mamoswine is the first member of my support core, getting up Stealth Rock while maintaining an intimidating presence. It's my 2nd priority user that helps take down Dragons who can otherwise be a pain to deal with as well as Chlorophyll sweepers. Chople is a very mean little item on Mamoswine as it reduces his weaknesses to just Grass-types, who fear Ice, and Water-types. Without one-off moves like Grass Knot, Mamoswine has nothing to fear from Thundurus-T or Infernape and can even take on Lead Terrakion while still having enough HP to function late-game.
Rotom-Wash is an extremely important part of the team with its nice bulk and handful of resistances. It obviously pairs up with Scizor to make a VoltTurn core and this is very necessary to give Zoroark as many opportunities as it needs to switch-in for free. The Special bulk saves me a lot of headaches since it lets Rotom take a hit from just about anything and retaliate with a Thunder Wave; this is especially nice against Volcarona who can't even KO with Giga Drain and Keldeo when I don't want Latios to come out just yet due to a Tyranitar or Scizor.
Speaking of Scizor, a Scarf variant rounds off the team. It seems like a bit of role reversal with my Banded Heracross but deception is the game I like to play. So many Pokemon switch-in or stay in on Heracross expecting Scarf just to be OHKOed and the same goes for Scizor. Whenever Scizor is within KO range of a Lati@s and just have to laugh because it never fails to KO them first. Scarf is to get ensure I never have an issue with Gengar, Lati@s, Alakazam, or Starmie. I keep Bullet Punch just for set-up sweepers and it pairs up extremely well with Zoroark's Sucker Punch to take down just about any speedy threat. It's resistances of course are just what I needed; a Normal and Dragon resist to round off my team's resistances.
Threats:
Abomasnow:
Alakazam:
Azelf:
Azumarill:
Breloom:
Celebi:
Cloyster:
Conkeldurr:
Darmanitan:
Deoxys-D:
Dragonite:
Dugtrio:
Empoleon:
Espeon:
Garchomp:
Gengar:
Gorebyss:
Gothitelle:
Gyarados:
Haxorus:
Heatran:
Hydreigon:
Infernape:
Jirachi:
Keldeo:
Kingdra:
Kyurem:
Kyurem-B:
Landorus:
Landorus-T:
Latias:
Latios:
Lucario:
Magnezone:
Mamoswine:
Meloetta:
Metagross:
Mew:
Mienshao:
Ninetales:
Politoed:
Reuniclus:
Rotom-C:
Rotom-W:
Salamence:
Scizor:
Scrafty:
Sharpedo:
Smeargle:
Starmie:
Stoutland:
Terrakion:
Thundurus-T:
Tornadus:
Tornadus-T:
Toxicroak:
Tyranitar:
Venusaur:
Victini:
Virizion:
Volcarona:
Amoonguss:
Blissey:
Bronzong:
Celebi:
Chansey:
Cloyster:
Cresselia:
Empoleon:
Espeon:
Ferrothorn:
Forretress:
Gastrodon:
Gliscor:
Gyarados:
Heatran:
Hippowdon:
Jellicent:
Jirachi:
Latias:
Mew:
Ninetales:
Politoed:
Porygon2:
Quagsire:
-Rotom-H:
Rotom-W:
Sableye:
Skarmory:
Slowbro:
Starmie:
Tangrowth:
Tentacruel:
Tyranitar:
Vaporeon:
Venusaur:
Wobbuffet:
Xatu:
Triple Priority kind of takes down most threats even if they somehow find time to set up. So with the exception of Priority Sweepers like SD Scizor, nothing's going to "sweep" the team but some Pokemon like Terrakion can try to pick them off one-by-one.
A few replays from the streak: (OLD VERSION)
Sand 1 http://www.pokemonshowdown.com/replay/oucurrent7703921
Sand 2 http://www.pokemonshowdown.com/replay/oucurrent7851129
Sun http://www.pokemonshowdown.com/replay/oucurrent7851428
Weather-less http://www.pokemonshowdown.com/replay/oucurrent7904785
I forgot to grab a Rain replay but that might actually speak to how non-threatening Rain is to this team.
The team is the final result of a few months of trial and error while figuring out Zoroark. The ladder peak is just a single account run to see how long I could go without a loss using it. It’s just to show the team’s effectiveness in OU. I may try for a real peak some time, but I’m more interested in testing teams than climbing the ladder.
Zoroark is fast, powerful, and can strike before you even know it’s there. This team is built around Zoroark but it is never meant to be the star. It always works in the background, manipulating the tide of battle with single blows. This is largely due to Sucker Punch being able to shave off 56~79% of any given sweeper's HP on a neutral hit. It's like a Scizor in that regard but my opponent will never know when the powerful sneak attack is coming. This has a volatile effect on a battle and can pretty easily flip momentum in my favor.
The set I'm running is a little unorthodox as I'm not running the typical max speed Zoroark. I'm only running enough speed to beat the neutral base 100s and the rest of the EVs are balanced between Attack and Special Attack. This is mostly due to the fact that STAB Sucker Punch makes Speed rather trivial as I KO most Pokemon I choose to hit. The Special Attack still lets Zoroark OHKO CB Tyranitar with Focus Blast and have a chance to OHKO Offensive Heatran after Stealth Rock. Dark Pulse gives Zoroark a good second STAB just in case it gets burned but it's also good for wall breaking. Flamethrower is always helpful for taking on unsuspecting Scizor, Forretress, and Jirachi. But for all this to work, Zoroark needs a few disguises to help it lure in prey. I've hand-picked a couple of Zoroark's best partners to help out with that.
These two are Zoroark's favorite disguises but they also form a rather potent offensive core.
Brutality is the best word to describe Choice Band Heracross. With threats like Kyurem-Black roaming OU, Heracross might not seem like such a big problem but Heracross has 5 resistances and only 3 weaknesses and, to top it off, Heracross does not take recoil or stay trapped by his own attack. Ghost-types and Physical Walls are the only things that can switch into Heracross with even remote reliability and with Heracross’ typing resisting itself, this makes Heracross one of the most perfect partners Zoroark could ask for. Zoroark easily removes any and all Heracross checks and Heracross is happy to return the favor. On top of that, Latios, Rotom-W, and Scizor check or counter most Heracross switch-ins too which makes Heracross able to last the entire match, getting in for free via Rotom’s Volt Switch or Scizor’s U-Turn and firing off attacks that 2HKO resistant Pokémon.
Heracross, aside from smashing things, can scare off a few common threats; namely Breloom and Ferrothorn. Sleep Talk and Hera's Grass and Fighting resistance should explain Breloom. If my opponent doesn’t have a heavily-invested Physical Wall that resists both STAB attacks, Ferrothorn is just a free 2HKO on whatever switches into Close Combat or Megahorn. (Megahorn does 75%~ to standard Ferrothorn iirc) In fact, Heracross is often my lead just because his typing makes it hard for most of OU to take him on. For example, Politoed is a completely safe match-up for Heracross. Scarf and Defensive Politoed can't OHKO Heracross and Specs Politoed can't out-speed yet Heracross Close Combat or Megahorn will OHKO non-defensive spreads. (Defensive Toed's Scald can't OHKO even after a CC Defense drop.)
Latios is more commonly thought to be paired with Garchomp for a Double Dragon offensive core, but this couldn’t be farther from the truth. Latios’ partner is actually Heracross. With Heracross turning Ferrothorn into a liability for my opponent, Latios need not waste a move slot on Hidden Power Fire. In turn, Latios will switch in on the Special Attackers that may threaten Heracross while still keeping immense offensive pressure on my opponent.
With that said, Latios' set is very standard aside from the EVs which ensure Scarf Keldeo's Hydro Pump in Rain can't 2HKO Latios without Stealth Rock, which is normally a feat reserved for Latias but Latios can do it too while still being far more powerful than his sister. He has near-perfect Dragon/Water coverage with Psyshock to break walls and Trick to cripple set-up and stall. Latios is generally my first answer to Sun teams but will generally stay back against Sand if Tyranitar is lurking about. Rain is generally no threat to this team (especially with Tornadus-T banned) so Latios is just left to clean up whatever Heracross left behind...generally generally generally. I know it's a habit. =]
Mamoswine is the first member of my support core, getting up Stealth Rock while maintaining an intimidating presence. It's my 2nd priority user that helps take down Dragons who can otherwise be a pain to deal with as well as Chlorophyll sweepers. Chople is a very mean little item on Mamoswine as it reduces his weaknesses to just Grass-types, who fear Ice, and Water-types. Without one-off moves like Grass Knot, Mamoswine has nothing to fear from Thundurus-T or Infernape and can even take on Lead Terrakion while still having enough HP to function late-game.
Rotom-Wash is an extremely important part of the team with its nice bulk and handful of resistances. It obviously pairs up with Scizor to make a VoltTurn core and this is very necessary to give Zoroark as many opportunities as it needs to switch-in for free. The Special bulk saves me a lot of headaches since it lets Rotom take a hit from just about anything and retaliate with a Thunder Wave; this is especially nice against Volcarona who can't even KO with Giga Drain and Keldeo when I don't want Latios to come out just yet due to a Tyranitar or Scizor.
Speaking of Scizor, a Scarf variant rounds off the team. It seems like a bit of role reversal with my Banded Heracross but deception is the game I like to play. So many Pokemon switch-in or stay in on Heracross expecting Scarf just to be OHKOed and the same goes for Scizor. Whenever Scizor is within KO range of a Lati@s and just have to laugh because it never fails to KO them first. Scarf is to get ensure I never have an issue with Gengar, Lati@s, Alakazam, or Starmie. I keep Bullet Punch just for set-up sweepers and it pairs up extremely well with Zoroark's Sucker Punch to take down just about any speedy threat. It's resistances of course are just what I needed; a Normal and Dragon resist to round off my team's resistances.
Threats:
- Mixed Attacker - Scizor can handle it.
- Choice Scarf - Scizor would be first response but I have something to take a hit no matter what it locks into.
- Focus Sash - Scizor's got it.
- Offensive Calm Mind - Scizor.
- Lead - Scizor
- Dual Screens - Scizor
- Nasty Plot - Scizor
- Choice Band - Scizor
- Choice Band - Rotom-W or Latios can take a hit and KO it.
- Physical Attacker - Heracross and Latios
- Choice Band / Choice Scarf - Heracross and Latios
- Bulk Up - Heracross and Latios
- Sub Punch - Heracross and Latios
- Tinkerbell - Scizor or Garchomp if I smell T-Wave
- Nasty Plot Sweeper - ^ + Latios
- Choice Specs / Choice Scarf - ^
- Shell Smash - Rotom-W if I'm not locked into something that hurts it.
- Bulk Up - Latios
- Flame Orb + 3 Attacks - Heracross or Latios
- Choice Scarf / Band - Rotom-W or Latios
- Life Orb - ^
- Fast Spiker - Heracross or Garchomp
- Dragon Dance - Get SR up, make it Outrage on Garchomp or hit it with Scizor, Sucker Punch. Not super reliable though.
- Choice Band - ^
- Mixed - ^
- Parashuffler - Break it's Sub with Rotom then Garchomp the hell out of it.
- Rain Abuse - Rotom-W
- Focus Sash - Not even a threat
- Choice Band - lol
- Agility - Rotom-W
- Choice Specs - Rotom-W
- Baton Pass - Scizor
- Dual Screens - Scizor
- Swords Dance - Scout with Scizor and take out with Latios
- Choice Band - Latios
- Choice Scarf - Scizor then Zoroark Sucker Punch
- Substitute + Disable / Pain Split - Rotom-W Volt Switch then Pursuit with Scizor. Nothing Gengar can do about it. Free kill.
- SmashPass - Hit the switch-in with whatever I can then finish with Sucker Punch.
- Shell Smash Sweeper - Rotom-W
- Choice Scarf / Specs - Come back when you can take a hit from anything on this team and KO back. Please do. I'd love to see it.
- Offensive / Bulky Dragon Dance - Rotom-W or Latios. Sucker Punch if it actually KO's something.
- Choice Band - ^
- Choice Scarf - ^
- Choice Scarf / Choice Band - U-Turn with Scizor and Sucker Punch if it KO's something.
- Dragon Dance - ^
- Swords Dance - ^
- Choice Scarf / Specs - Rotom-W or Latios
- Air Balloon - ^
- Mixed Attacker - Dance around it by luring in attacks with Scizor and Garchomp/Latios and KO it with either one.
- Choice Specs / Scarf - ^
- Substitute - Break the sub with Scizor then KO it with a Dragon.
- Expert Belt - Same as mixed.
- Choice Band / Choice Scarf - Rotom-W & Latios.
- Mixed Attacker - ^
- Nasty Plot / Swords Dance booster - ^
- Substitute + Calm Mind / Substitute + 3 Attacks -
- Wish + Calm Mind -
- Expert Belt -
- Choice Scarf -
- Choice Scarf / Specs -
- Calm Mind -
- Choice Specs -
- Rain Dance -
- Dragon Dance -
- Choice -
- Substitute + 3 Attacks -
- Substitute + Roost -
- Substitute
- Substitute + Dragon Tail
- Choice Band
- Mixed
- Choice Scarf
- Rock Polish / Swords Dance -
- Special Attacker-
- Choice Scarf -
- Substitute + 3 Attacks -
- Stealth Rock -
- Swords Dance / Rock Polish -
- Substitute + 3 Attacks
- Gravity -
- Choice Scarf -
- Life Orb -
- Choice Specs / Scarf -
- Calm Mind -
- Life Orb / Expert Belt -
- Choice Scarf / Specs -
- Calm Mind -
- Swords Dance -
- Substitute -
- Choice Scarf / Specs -
- Physical Attacker -
- Focus Sash + Endeavor -
- Relic Song Mixed Attacker -
- Calm Mind + 3 Attacks / Substitute -
- Stealth Rock -
- Choice Scarf / Band -
- Agility -
- Stealth Rock
- Baton Pass
- Nasty Plot
- All-Out Attacker -
- Choice Scarf / Band -
- Special Attacker -
- Choice Specs / Scarf -
- 3 Attacks -
- Offensive Trick Room-
- Calm Mind -
- Support -
- Choice Scarf / Specs -
- Support -
- Choice Scarf / Specs -
- Dragon Dance -
- Mixed -
- Choice Scarf / Band -
- Choice Band -
- Swords Dance -
- Bulky Swords Dance -
- Dragon Dance -
- Bulk Up -
- Speed Boost -
- Hazard Lead -
- Baton Pass -
- Life Orb -
- Choice Specs -
- Choice Band -
- Non Choice -
- Substitute + Swords Dance / Salac Berry -
- Choice Band / Choice Scarf-
- Double Dance -
- Nasty Plot -
- Agility -
- Choice Scarf -
- Tailwind
- Standard -
- Choice Specs -
- Swords Dance -
- Bulk Up -
- SubPunch -
- Choice Band -
- Choice Scarf -
- MixTar -
- Growth -
- Choice Band / Scarf -
- Special Attacker -
- Calm Mind -
- Swords Dance -
- Offensive Quiver Dance -
- Bulky Quiver Dance / Roost -
- Chesto Rest -
- Substitute -
Standard OU Defensive Threats
- Standard -
- Support -
- Tank -
- Physically Defensive -
- Specially Defensive -
- Support -
- Utility -
- Support -
- Calm Mind -
- Specially Defensive -
- Calm Mind -
- Standard -
- Physically Defensive -
- Specially Defensive -
- Tank -
- Substitute + Protect -
- Britscor Stallbreaker -
- Swords Dance
- Bulky Support -
- Resttalk -
- Specially Defensive -
- Physical Tank -
- Specially Defensive -
- Utility Counter -
- Specially Defensive -
- Support -
- Reflect / Refresh + Calm Mind
- Stallbreaker -
- Specially Defensive -
- Defensive -
- Defensive -
- Physically Defensive -
- Support -
- Choice Scarf -
- Support -
- Prankster -
- Physically Defensive -
- Specially Defensive -
- Tank -
- Rapid Spin -
- Defensive -
- Substitute + Toxic -
- Protect -
- Specially Defensive -
- Rest Hydration -
- Wish Support -
- SubSeed -
- Max Speed -
- Bulky -
- Standard -
Triple Priority kind of takes down most threats even if they somehow find time to set up. So with the exception of Priority Sweepers like SD Scizor, nothing's going to "sweep" the team but some Pokemon like Terrakion can try to pick them off one-by-one.
A few replays from the streak: (OLD VERSION)
Sand 1 http://www.pokemonshowdown.com/replay/oucurrent7703921
Sand 2 http://www.pokemonshowdown.com/replay/oucurrent7851129
Sun http://www.pokemonshowdown.com/replay/oucurrent7851428
Weather-less http://www.pokemonshowdown.com/replay/oucurrent7904785
I forgot to grab a Rain replay but that might actually speak to how non-threatening Rain is to this team.
Clawz (Latios) (M) @ Choice Specs
Trait: Levitate
EVs: 204 SAtk / 52 SDef / 252 Spd
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Trick
Jackle (Heracross) (M) @ Choice Band
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Megahorn
- Rock Slide
- Sleep Talk
Shleep (Mamoswine) (F) @ Chople Berry
Trait: Thick Fat
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Icicle Crash
Donbalon (Rotom-Wash) @ Leftovers
Trait: Levitate
EVs: 248 HP / 28 SAtk / 232 SDef
Calm Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Reala (Zoroark) (M) @ Life Orb
Trait: Illusion
EVs: 200 Atk / 92 SAtk / 216 Spd
Naughty Nature
- Dark Pulse
- Focus Blast
- Flamethrower
- Sucker Punch
Goodle (Scizor) (M) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Trait: Levitate
EVs: 204 SAtk / 52 SDef / 252 Spd
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Trick
Jackle (Heracross) (M) @ Choice Band
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Megahorn
- Rock Slide
- Sleep Talk
Shleep (Mamoswine) (F) @ Chople Berry
Trait: Thick Fat
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Icicle Crash
Donbalon (Rotom-Wash) @ Leftovers
Trait: Levitate
EVs: 248 HP / 28 SAtk / 232 SDef
Calm Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Reala (Zoroark) (M) @ Life Orb
Trait: Illusion
EVs: 200 Atk / 92 SAtk / 216 Spd
Naughty Nature
- Dark Pulse
- Focus Blast
- Flamethrower
- Sucker Punch
Goodle (Scizor) (M) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit