SS OU Mamoswine+Hydreigon bulky offense

Hi, thanks for reading this post. This is my first RMT, I've been playing Smogon for a long time but this is my first team I feel confident enough about to post on here. Please bear with any noob things I might say!

The pastebin is here: https://pokepast.es/922f99222b6be84d

Let's get into it: I wanted to build a team around Mamoswine, as I think it's really powerful and a lot of fun to use. Hydreigon is also another mon I like a lot, and it's finally gotten a chance to shine in OU. After a lot of trial and error, I came up with this combination of mons. Without further ado,

hydreigon.gif

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Flamethrower
- Flash Cannon​

Hydreigon hits hard with a Life Orb, and if you manage to get a Nasty Plot off then anything it outspeeds is more or less gone. I prefer Nasty Plot+3 attacks w/ Life Orb to Sub+Nasty Plot w/ Leftovers, because the extra damage output really helps, and getting both a Sub and a Nasty Plot off isn't always easy, especially against faster teams. Flash Cannon is the most used move: After a Nasty Plot, any fairy type not named Sylveon is pretty much toast. Flamethrower hits Ferrothorn hard, and OHKOs Corviknight after a Nasty Plot, while Dark Pulse is for everything else. I've tried swapping out Flamethrower/Dark Pulse for Draco Meteor, but find that Flamethrower is more useful, while the SpAtk drop from Draco Meteor makes Dark Pulse better for sweeping.

mamoswine.gif

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stone Edge​

The star of the show (ideally). This thing hits like a monster if it gets the chance: Banded Earthquake has a 94% chance to OHKO Pex after rocks, 2HKOs Pyukumuku, Seismitoad and defensive Clefable, 2HKOs SpDef Ferrothorn after rocks...the list goes on. Stone Edge OHKOs Rotom-H and 2HKOs Rotom-W on the switch. I like to use this thing exactly as described above, to whack things as hard as I can so that Rotom-W and Hydreigon have an easier time picking them off. Right now, it's my main answer to Dragapult: after getting a T-Wave off w/ Rotom or getting some chip, I bring in Mamo and Icicle Crash (or Ice Shard if I have enough chip). The hard part is getting it in; I think a slow VoltTurn user would help here, but haven't tried it out yet.

rotom-wash.gif

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 248 HP / 44 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Thunder Wave​

Revenge killer+pivot+utility. T-Wave is really useful for crippling Dragapult and Scarf Dracovish, while Trick makes a lot of walls and utility mons setup fodder. Volt Switch is for pivoting on its checks and bringing in Mamo/Hydreigon. Hydro Pump is reserved for the end, when my opponent has run out of mons to switch into. The given EV spread lets it outspeed +1 Gyarados and OHKO with Volt Switch. This thing right now ends up being a pseudo-defensive check for a lot of mons, which it unfortunately doesn't have the bulk to do consistently.

seismitoad.gif

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic​

The best Stealth Rocker in the game, my resident wall and my counter to Dracovish. This thing or Rotom is usually my lead, as it has an amazing matchup against Excadrill and most Defoggers. Toxic is for crippling opposing fat mons, Scald for fishing burns on Corviknight and EQ for pretty much anything else. You have to be a little careful using it since a lot of people run Power Whip/Grass Knot/Giga Drain for coverage, but if they don't have it then it's pretty hard to take down.

clefable.gif

Clefable @ Life Orb
Ability: Magic Guard
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunderbolt
- Moonlight​

This thing is too good to not use. Everyone knows this set, it's been the bane of many peoples' existence. Thunderbolt 2HKOs Toxapex, Flamethrower 2HKOs Ferrothorn, Moonblast is for everything else. It's a check to physical and special Dragapult, T-Tar, Mandibuzz, Grimmsnarl, Conkeldurr not carrying Poison Jab, Corviknight not carrying Iron Head, the list goes on. I've considered using Stealth Rock instead of Moonlight to maybe replace Seismitoad with possibly Hawlucha/Kommo-o, but the Toad is too good to pass up on, so I've kept it as it is for now.

corviknight.png

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 32 Def / 136 SpD / 88 Spe
Careful Nature
- Brave Bird
- Substitute
- Bulk Up
- Roost​
The latest addition to this team. I've tried different mons and sets here, including Excadrill, Aegislash and the defensive Defog Corviknight set. This set seems to offer the right balance of bulk and offensive pressure that this team needed, along with patching a lot of holes that I had with Excadrill and Aegislash. It acts as a pivot and switch in to Moonblasts/Dazzling Gleams from Clefable and Togekiss, as well as being a hard counter to Hawlucha and Excadrill.

Right now, I struggle mainly with faster teams, especially the ones that use Cinderace or Dragapult. Cinderace OHKOes Hydreigon, Mamoswine and Corviknight, and easily puts a heavy dent in Clefable. Specs Dragapult easily overwhelms this team if Rotom is gone or doesn't have its Scarf (through Trick/Knock Off). I think what this team really needs is a solid defensive check to these mons, and a better revenge killer (Volt Switch from a Rotom without a lot of investment isn't very strong, and Ice Shard from Mamo really isn't either.) I'd love to hear any suggestions that people have on these two fronts, or just in general. Thanks a lot!
 
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Right, a couple of things from the go:

Your team has no hazard removal, and hence teams carrying Spikes/Toxic Spikes can really hurt Toad and Mamoswine, and you auto-lose to Webs if Rotom goes down.
For this I suggest changing your Corviknight to the following:
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 32 Def / 136 SpD / 88 Spe
Careful Nature
- Defog
- U-turn
- Iron Head
- Roost
Defog gives you the best hazard remover in the tier. U-turn makes a VoltTurn core with Rotom and helps gain momentum. Iron Head is for hitting Fairies that otherwise annoy your team, since Hydreigon's Flash Cannon does not OHKO reliably.
+2 252 SpA Life Orb Hydreigon Flash Cannon vs. 252 HP / 252+ SpD Clefable: 341-403 (86.5 - 102.2%) -- 12.5% chance to OHKO after Leftovers recovery
+2 252 SpA Life Orb Hydreigon Flash Cannon vs. 252 HP / 252+ SpD Sylveon: 265-315 (67.2 - 79.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

As for Hydreigon itself, while Draco Meteor is not the most reliable STAB, it is important as it lets you blow past bulky walls with minor chip without having to boost up.
252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 0 SpD Rotom-Wash: 253-300 (83.2 - 98.6%) -- 75% chance to OHKO after Stealth Rock
252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 4 SpD Seismitoad: 339-399 (81.8 - 96.3%) -- 18.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Hydreigon Draco Meteor over 2 turns vs. 252 HP / 4 SpD Toxapex: 298-352 (98 - 115.7%) -- guaranteed KO in 2 turns after Stealth Rock and Black Sludge recovery (this one is key as due to Pex having Haze it walls you until the Life Orb recoil kills you unless you have Draco Meteor to punish it.)
That's why Hydreigon has 4MSS, as its ideal set looks like this:
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Draco Meteor
- Dark Pulse
- Flamethrower/Flash Cannon
While it wants to run both Flamethrower and Flash Cannon, it can't find space and has to choose one or the other. I recommend Flamethrower, as while it is possible to remedy your team to beat Fairies for Hydreigon, I don't really see a means with the structure you have to beat Ferrothorn and Corviknight besides Clef, which can't come in on either.

My next suggestion is to change Mamoswine from Choice Band to Choice Scarf. While you lose on firepower, Mamoswine actually sits at a perfect speed tier with a Scarf where it is faster than Jolly Dragapult. It can also OHKO it with ease, not something most scarfers can say ATM. You still 2-shot Pex, SpeDef Clef, and badly hurt Rotoms on the switch. Having Mamo break holes for Hydreigon is very nice, as there is few defensive switch-ins for Mamo's STABs, and while Banded helps that, Mamo is just too good a scarfer to not use it, and it lets it clean once its resists are gone.

Rotom-W is a difficult scarfer to use ATM, due to Toad being everywhere and actually gaining heath by switching into it. While it makes a great Tricker, it needs careful handling and prediction to use correctly. But it works well enough with Hydreigon and Corviknight to be worth keeping, so I suggest the following changes:
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 248 HP / 44 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Substitute/Dark Pulse
- Trick
- Discharge
This set looks a little counter-intuitive, but the idea is prioritise Tricking and Volt Switching early, then use Substitute and Discharge to chip away at opposing Hydreigons, for instance, while fishing for paralysis. Having a water STAB is not needed for Rotom-W, as few Ground mons besides Toad will switch into it anyway, and they can't do a lot to you even if they know your set. If the idea of being walled by Ground mons is truly unbearable, Dark Pulse works instead of Substitute. I'd like someone to second this (or advise against) if possible to make sure this is a fit for the team.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Toxic/Protect
Small change here, you gain some speed and more power against physically defensive mons, which are common ATM. Although Toxic on Toad isn't great as most of its switch-ins don't care about it, there isn't a lot else Toad has. Protect can scout choiced mons and Tricks.

Finally, to deal with those irritating Fairies and other special attackers, I'd like to swap out your Clefable for a different Fairy:
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Mystical Fire/Calm Mind
- Calm Mind/Protect
While not having Protect is risky and a mono-attacking set isn't ideal, these at least let you set up and sweep with Sylveon similarly to what Corviknight does. Wish passing helps Toad and Rotom-W massively due to their lack of reliable recovery. The Def Evs and nature allow it to always live Dragapult's +1 Phantom Force after rocks:
+1 252+ Atk Life Orb Dragapult Phantom Force vs. 252 HP / 212+ Def Sylveon: 292-344 (74.1 - 87.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
The rest is dumped into HP to pass big Wishes and SpD so you can check as many special mons as possible. Sylveon is used here over Clef to provide a more solid check to most special attackers and a way to bypass Subs, as well as Sylveon being able to Calm Mind more effectively thanks to Pixilate Hyper Voice's power.
Hopefully this helps! I'd like someone else to weigh in on this though.
 
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