Hey everyone! I'm Vermillior and it's my first time posting a team here. I've been playing the OU tier casually since late ORAS. I'd say I reached decent building skills for ORAS but feel a bit lost in this new metagame, so any help is greatly appreciated!
So on to the team...
The main idea I had in mind for the team was creating a Bulky Offense team with Metagross as it's centre, and I thought the best way to use that mon was to have a solid VoltTurn core with some defensive pivots to maximize its potential. Having that in mind, I started building with Metagross + Koko because I wanted to try tihs Tapu, since I had not used it before, and I also thought they formed quite a good offensive core.
Great gig in the sky (Tapu Koko) @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- U-turn
Tapu Koko was Metagross's favourite partner while testing this team. It provided the team such a big momentum swing, letting me have control for most of the game, which opened up the offensive members of the team to break the enemy's mons. The set is a pretty standard one. Didn't want to use Life Orb since I really dislike how volatile Koko becomes with it and also did not want to use Roost. Early game I just click Volt Switch or U-turn if the enemy has a electric immunty, and can also function as a late game cleaner if its checks are removed. The Electric STABs proved to be really good when needing to break through some mons that otherwise become a defensive problem for the team (namely Celesteela and Toxapex).
Time (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Ice Punch
Metagross was the other part of the core. I already enjoyed this mons playstyle in ORAS and now that it's absolutely busted I thought "why not". Metagross acts as the main wallbreaker on the team, and fulfills its duty exceptionally well. As the heavy hitter on the VoltTurn core, I tend to play conservatively with it, bring it in safely. However, it can also come in on some resisted attacks if necessary, and can become a late game sweeper.
The most notable thing about the set is the move choice. Mash and Zen were obvious choices since the team benefited from being able to deal heavy damage to Fairy and Poison types. EQ's main purpose was to improve the matchup against opposing Metagross and surprising some Electric types. Ice Punch has proven to be a move worth using, being able to catch on the switch some mons that are 4x weak to it, like Lando or Garchomp. T-Punch didn't seem necessary having Koko, and I also didn't need Hammer Arm.
Us and Them (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 208 Def / 24 SpD / 24 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn
Lando completed the VoltTurn core that I intended to build the team around. It seemed like a great fit, being able to come in on some physical attacks and pivoting out into another mon. It's also the team's rocker and performs that task very well.
About the set, I decided to sacrifize Stone Edge in favour of HP Ice to improve the matchup against opposing Landos, mainly SD+RP variants which prove to be hard to deal with, plus can also surprise some mons when they think they can come in for free on Lando. EVs are the standard ones, with a small increase to its speed to be able to speed creep Finis running 68 Speed.
Breathe in the air (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 176 Def / 16 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
Fini seemed like another great addition to the defensive aspect of the team. I chose Fini for its incredibly reliable Defog support, as well as for its overall great bulk and exceptional defensive typing. It also helps the team deal with bulkier teams through Taunt + Nature's Madness.
Standard support set and standard spread to maximize bulk apart from the 68 Speed EVs to outpace the most common Defensive Lando spread.
Eclipse (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Poison Jab
- Outrage
Scarf Garchomp was the first glue to the team. The main purpose of adding him was to take care of weakened Tapus while also helping against some of the more offensive mons. Can also act as a late game cleaner with Outrage spam if it's needed.
Comfortably Numb (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Will-O-Wisp
- Shadow Bone
- Earthquake
- Fire Punch
The final mon of the team was Marowak-Alola. Marowak takes care of Pheromosas, who otherwise prove to be a major nuisance if the enemy player uses it correctly, as it can remove my momentum of the game and deal heavy damage to every mon on my team, depending on what moves they're packing. It also deals some respectable damage, which sometimes is greatly appreciated. Wisp is there to surprise some mons that may think Marowak is a free switch-in, significantly hindering their usefulness.
Thanks for taking a look at the team! :) Every suggestion and constructive criticism is much appreciated!!
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