So firstly... the team! I tried to copy/paste from Pokepaste so I really hope all the pics paste as well! Haha. Link to the actual team is here too (https://pokepast.es/732367aba0506151).
Currently at 1742 on the ladder AND RISING (...hopefully)
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Will-O-Wisp **(Super Fang)**
- Soft-Boiled
- Knock Off
The first member of the team! Mew is one of my top 3 favorite Pokemon, and with this in mind I just knew that it could still be viable in OU! Mew stacks Spikes, burns physical threats like Lando, Chomp, Kartana, Swamperts, etc... Knocks boots off the birds and recovery off the Pex's/Clefables. And Soft-boiled is mandatory recovery. I think Mew is underrated -- it can do a shitload of things, but lead Mew is where I think it shines. I had rocks at first, but I was able to sneak Rocks on swampert (just like the scarf krooks that run rocks) and Mew is surprisingly effective at setting up a few layers. With the full PhysDef spread, this Mew does NOT need to function as a suicide lead! Keep it alive -- it will pester your opponent for far longer than either of you might realize. Other options on here instead of Wisp that i've messed around with are Taunt and Magic Coat but I've grown to love Wisp most.
**Edit: I have changed WoW to Super Fang to hit basically anything on the switch for 50% and...it has overperformed!**
Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Sucker Punch
- Close Combat
- U-turn
Urshifu is here because it's broken and should be sent to Ubers. I believe Band is its most effective set, and while I've heard from everyone and their mother (mostly blunder and pokeaim, who i watch on youtube) that U-Turn is bad on Shifu, I feel that I don't need Poison Jab (because I handle fini and clef very well) and this team adores the added momentum.
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 44 HP / 252 Atk / 212 Def
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Wave / Rock Slide
- Toxic
Protective Pads Melmetal is a THUG. This thing comes in on whatever physical attacker you want to make your opponent question the legitimacy of. If they have a Zapdos/Moltres, you hard read this shit out of them, click Toxic, watch it miss, and rage. Just kidding -- although you wouldn't believe how much a 90% accuracy move ACTUALLY misses. I was running T-Wave for the longest time, and just switched to Rock Slide just to test it out to actually do damage to the birds. Protective Pads helps vs the birds, and really just lets you spam DIB even more. Love this double-status Melmetal set -- it really makes him even more of a menace than every Mel already is. EQ is for the Tran / Pex switchins, although with the prevalence of Boom i've been strongly considering switching to High Horsepower. I just HATE using moves under 100% accuracy and try to avoid them whenever possible because I am truly not a lucky person.
Dragapult @ Choice Scarf
Ability: Infiltrator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Thunder Wave
Our scarfer. Outspeeds literally everything (including max speed Regieleki). I'm sure there's actually a more optimal EV spread, but the purpose of this thing is really to just outspeed everything and either KO or paralyze them even if they have a sub up (looking at you, you little purple horse asshole). Super walled by mandibuzz, but then again every Pult set is. U-Turn because again this team (and I in general) loves keeping momentum. I'm clicking Shadow Ball 90% of the time, because even things that think they avoid the 2HKO start panicking when they see "____'s Sp.Def fell!" For whatever reason, that 20% drop seems more like 75% in most of my matches. I'm not complaining.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 228 Def / 32 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Volt Switch
- Hurricane
Physically defensive Zapdos is just so good this gen. Volt keeps momentum again (although I've tested discharge and l-o-v-e it). Hurricane hits harder than you would think on something with only 32 ev's invested into sp atk, and people forget that if they got defogged it basically always hits. Pretty standard set here which walls the plethora of Rillaboom, Kartana, Lando-T, Krook, Cinderace, Swampert, and more running around -- as close to a "blanket" physical check as possible (if you're not running slowbro). Love this mon!
Swampert @ Choice Band
Ability: Torrent
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Flip Turn
- Earthquake
- Liquidation
- Stealth Rock / Focus Punch
My surprise rocker / momentum gainer / Toxapex SLAYER. This thing hits hard AF and can take a hit or three before going down. Hot take: If Swampert got slack off, I think it would be an S-Tier mon in OU. I was running Focus Punch on this thing for the longest time (can attribute quite a few wins to that) to hammer the fuck out of the obvious Ferrothorn switch in. I switched to rocks as I got further up the ladder because I've actually been seeing way less Ferro's up here. Flip turn for momentum, and then other stabs to just dish out as much damage as possible with the band. I didnt see the need for Ice Punch, but feel free to run it for Chomp / Zapdos.
Currently at 1742 on the ladder AND RISING (...hopefully)
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Will-O-Wisp **(Super Fang)**
- Soft-Boiled
- Knock Off
The first member of the team! Mew is one of my top 3 favorite Pokemon, and with this in mind I just knew that it could still be viable in OU! Mew stacks Spikes, burns physical threats like Lando, Chomp, Kartana, Swamperts, etc... Knocks boots off the birds and recovery off the Pex's/Clefables. And Soft-boiled is mandatory recovery. I think Mew is underrated -- it can do a shitload of things, but lead Mew is where I think it shines. I had rocks at first, but I was able to sneak Rocks on swampert (just like the scarf krooks that run rocks) and Mew is surprisingly effective at setting up a few layers. With the full PhysDef spread, this Mew does NOT need to function as a suicide lead! Keep it alive -- it will pester your opponent for far longer than either of you might realize. Other options on here instead of Wisp that i've messed around with are Taunt and Magic Coat but I've grown to love Wisp most.
**Edit: I have changed WoW to Super Fang to hit basically anything on the switch for 50% and...it has overperformed!**
Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Sucker Punch
- Close Combat
- U-turn
Urshifu is here because it's broken and should be sent to Ubers. I believe Band is its most effective set, and while I've heard from everyone and their mother (mostly blunder and pokeaim, who i watch on youtube) that U-Turn is bad on Shifu, I feel that I don't need Poison Jab (because I handle fini and clef very well) and this team adores the added momentum.
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 44 HP / 252 Atk / 212 Def
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Wave / Rock Slide
- Toxic
Protective Pads Melmetal is a THUG. This thing comes in on whatever physical attacker you want to make your opponent question the legitimacy of. If they have a Zapdos/Moltres, you hard read this shit out of them, click Toxic, watch it miss, and rage. Just kidding -- although you wouldn't believe how much a 90% accuracy move ACTUALLY misses. I was running T-Wave for the longest time, and just switched to Rock Slide just to test it out to actually do damage to the birds. Protective Pads helps vs the birds, and really just lets you spam DIB even more. Love this double-status Melmetal set -- it really makes him even more of a menace than every Mel already is. EQ is for the Tran / Pex switchins, although with the prevalence of Boom i've been strongly considering switching to High Horsepower. I just HATE using moves under 100% accuracy and try to avoid them whenever possible because I am truly not a lucky person.
Dragapult @ Choice Scarf
Ability: Infiltrator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Thunder Wave
Our scarfer. Outspeeds literally everything (including max speed Regieleki). I'm sure there's actually a more optimal EV spread, but the purpose of this thing is really to just outspeed everything and either KO or paralyze them even if they have a sub up (looking at you, you little purple horse asshole). Super walled by mandibuzz, but then again every Pult set is. U-Turn because again this team (and I in general) loves keeping momentum. I'm clicking Shadow Ball 90% of the time, because even things that think they avoid the 2HKO start panicking when they see "____'s Sp.Def fell!" For whatever reason, that 20% drop seems more like 75% in most of my matches. I'm not complaining.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 228 Def / 32 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Volt Switch
- Hurricane
Physically defensive Zapdos is just so good this gen. Volt keeps momentum again (although I've tested discharge and l-o-v-e it). Hurricane hits harder than you would think on something with only 32 ev's invested into sp atk, and people forget that if they got defogged it basically always hits. Pretty standard set here which walls the plethora of Rillaboom, Kartana, Lando-T, Krook, Cinderace, Swampert, and more running around -- as close to a "blanket" physical check as possible (if you're not running slowbro). Love this mon!
Swampert @ Choice Band
Ability: Torrent
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Flip Turn
- Earthquake
- Liquidation
- Stealth Rock / Focus Punch
My surprise rocker / momentum gainer / Toxapex SLAYER. This thing hits hard AF and can take a hit or three before going down. Hot take: If Swampert got slack off, I think it would be an S-Tier mon in OU. I was running Focus Punch on this thing for the longest time (can attribute quite a few wins to that) to hammer the fuck out of the obvious Ferrothorn switch in. I switched to rocks as I got further up the ladder because I've actually been seeing way less Ferro's up here. Flip turn for momentum, and then other stabs to just dish out as much damage as possible with the band. I didnt see the need for Ice Punch, but feel free to run it for Chomp / Zapdos.
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