SS OU Mew, Grimmsnarl and Hawlucha dual-shield (Please give me feedback. I would love help.)

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So, I want to start off by saying I'm not that good. Sometimes I make extremely dumb decisions in battle. But I am very proud of this team, I'm asking for help in slightly changing the moves and possibly finding a better fitting pokemon to replace Seismitoad. I'd love some help so please rate this.

P.S. I know I don't have defog, don't judge me I didn't know where to put it. If someone can figure out how to configure this team so it can still easily counter everything a ground type does and still has the ability to fight a fire type, that would be absolutely amazing. (preferably by switching Seismitoad.)


P.S.S (Thanks in advance to anyone either viewing or helping me.)

P.S.S.S I will leave the Pokepaste at the bottom of my post.

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The Team


Mew.png

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz


Most of you guys probably recognize this Mew build. Yup, suicide Mew. I've been using this guy to secure Stealth Rock and Spikes. At the beginning of the match, I know there is always a possibility of their first pokemon having Defog but if it doesn't I can flare blitz away any pesky Rotom or other defoggers. I have Taunt on him so others rock setters won't be able to set up or Defog and just have to attack me (Mew can take some hard hits.) I know Flare Blitz damages myself as well, but that's fine because I want this Mew to setup possibly take out a pokemon and then die. (Btw, this is a Specially Defensive Lead)

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Dragapult.png

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn


Dragapult doesn't have an extremely important purpose and I almost never actually need to send him out but... he is still extremely effective at dealing with anyone and everyone. I gave him Will-O-Wisp so that he can burn the opponent causing Hex's damage to be doubled. Because the opponent is burned Spell tag activates and makes ghost type moves 1.2 times more effective. This combination makes that attack do 158 damage PLUS burn damage. I have Draco Meteor on there because it's insanely powerful. And U-turn is there for me to switch quickly and tank damage with my Seismitoad. (My build is a Fast special sweeper and I haven't really found anything that counters him other than a Dynamax ice type.)

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861-0.png
Grimmsnarl.png

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Fire Punch
- Spirit Break


My Grimmsnarl is a little similar to my Mew in the way I set him up. I have been using him for Dual Shields so that my Hawlucha can have full freedom to sweep and I don't have to be worried and have roost. I usually wait for Mew to die and then toss in Grimmsnarl. Grimsnarl's ability Prankster allows you to boost the priority of status moves like Reflect and Light Screen. After I get down my shields I tend to spirit break them until Grimsnarl dies. He's not necessarily a suicide because he usually survives. I have Light Clay as his item because of Reflect and Light Screen lasting longer. (My build for Grimsnarl is a bulky physical sweeper)

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Hawlucha.png

Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack


My Hawlucha is arguably the most important member of the team. He absolutely destroys with extremely powerful moves. I have a Power Herb because it lets you use two-turn moves in one turn (single use.) allowing me to sky attack first (Grimmsnarl's shields are up so I don't die.) After I sky attack the Power Herb breaks. Activating my ability Unburden. Unburden doubles my speed when I have no item (And Acrobatics damage gets doubled.) With this extreme speed, protection and damage. I can absolutely shred the enemy team. However, Hawlucha is still extremely vulnerable to Toxtricity's overdrive and nuzzle so you have to take Toxtricty down fast. (My Hawlucha build is a Fast Physical Sweeper.)

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Seismitoad.gif

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off


My Seismitoad is the only member of my team that is super effective against fire types. I have water absorb and leftovers to heal myself and tank out damage. My seismitoad has Stealth Rock (Just in case I haven't already killed their defoggers. (Which I probably will because of Hawlucha and possibly Dragapult)) I also have Earth Power and Scald as my SpA moves. The combination of these should be quite powerful against most pokemon that are a threat to Seismitoad. I don't have anything in particular on Seismitoad that defeats grass types which are my main concern with him. Seismitoad is the pokemon on the team that I think could be removed, I'm asking for help in adding another ground type here which can take his role. Particularly one that has the ability to use a water type move (Or giving a different pokemon a water type move.) My Seismitoad is a Bulky Special Sweeper.

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Machamp.png

Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch

My Machamp is extremely powerful and hard to kill. I think we all know what the Machamp build is so I won't go over it in-depth. The Flame Orb activates Guts and Facade. Guts multiplies my damage output by 1.5 and when I use Facade it gets doubled effectively letting me do 210 damage in one hit. I also have Knock-off to counter pesky ghost and psychic types that could otherwise kill me. I decided on bullet punch because it's a priority move and it DESTROYS fairy types.

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Threats

1. Toxtricity is extremely powerful and if he gets overdrive off he can kill Hawlucha
1589426828225.png


2. I don't have many moves that counter fire types. So any fire type could be quite effective.

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off

Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch
 
hey man cool team i really like the idea of screens + setup in this meta. overall solid team and you utilize screens very well but i have some few minor tweaks.

:dragapult: firstly i would suggest changing dragapult to the substitute dragon dance set. sub dd greatly benefits from screens as you can take a lot more hits with your substitute in tact, allowing you to get off a free dragon dance on things you would not be able to. one really good example is venusaur which can be very threatening. sub dd allows you to abuse venusaur as you can getup substitutes and dragon dances allowing you to potentially sweep after a couple dragon dances.

:machamp: --> :conkeldurr: another thing i would change, is replacing machamp with conkeldurr. while machamp does have a bit more speed, you aren't outspeeding things like modest max speed aegislash and still getting one shotted. conkeldurr hits harder than machamp, and that little boost in attack can let you ohko threats like clefable, which machamp cannot do if clef is at 100%. conkeldurr also has a bit more bulk so generally, the bulk and strength of conkeldurr is much more viable than the extra speed machamp has.

:seismitoad: --> :bisharp: finally, seismitoad really does not fit on this team. as this team is hyper offense oriented and very reliant on screens, something that abuses the use of defog is really beneficial. you do not need to worry about your fire type weakness as you have dragapult which with the new set i've given can easily abuse fire types such as cinderace and rotom-heat. bringing bisharp in on potential defogs is very good as you get a +2 boost in attack and allows you to really hit things such as corviknight hard doing 71-85% at +2. this can make people less inclined to defog and allows you to keep your screens and hazards on the field. bisharp also helps with opposing dragapult. you also will not miss the extra rocks setter.

Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Substitute

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Facade
 
Last edited:
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Substitute

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Facade
Wow dude, thanks so much for the advice! One question though. Would I still play this the same? By that I mean should I still suicide Mew into Grimmsnarl?
 
Wow dude, thanks so much for the advice! One question though. Would I still play this the same? By that I mean should I still suicide Mew into Grimmsnarl?
yea for sure the updated teams plays almost identical to your original, just a few tweaks to help you win more :)
 
hey man cool team i really like the idea of screens + setup in this meta. overall solid team and you utilize screens very well but i have some few minor tweaks.

:dragapult: firstly i would suggest changing dragapult to the substitute dragon dance set. sub dd greatly benefits from screens as you can take a lot more hits with your substitute in tact, allowing you to get off a free dragon dance on things you would not be able to. one really good example is venusaur which can be very threatening. sub dd allows you to abuse venusaur as you can getup substitutes and dragon dances allowing you to potentially sweep after a couple dragon dances.

:machamp: --> :conkeldurr: another thing i would change, is replacing machamp with conkeldurr. while machamp does have a bit more speed, you aren't outspeeding things like modest max speed aegislash and still getting one shotted. conkeldurr hits harder than machamp, and that little boost in attack can let you ohko threats like clefable, which machamp cannot do if clef is at 100%. conkeldurr also has a bit more bulk so generally, the bulk and strength of conkeldurr is much more viable than the extra speed machamp has.

:seismitoad: --> :bisharp: finally, seismitoad really does not fit on this team. as this team is hyper offense oriented and very reliant on screens, something that abuses the use of defog is really beneficial. you do not need to worry about your fire type weakness as you have dragapult which with the new set i've given can easily abuse fire types such as cinderace and rotom-heat. bringing bisharp in on potential defogs is very good as you get a +2 boost in attack and allows you to really hit things such as corviknight hard doing 71-85% at +2. this can make people less inclined to defog and allows you to keep your screens and hazards on the field. bisharp also helps with opposing dragapult. you also will not miss the extra rocks setter.

Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Substitute

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Facade
Also, I really don't know how to play substitute. Anyone willing to explain>
 
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