SS OU My first gen 8 complete team

I have been struggling in the current meta because i still don't understand the meta so far. Though after testing over and over and i think i have finally made a some what viable team.(probably not though).

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Power Whip
- Leech Seed
- Knock Off
----> To start it off Ferrothorn is your basic lead pokemon who set up spikes because Seismitoad is already setting stealth-rocks. It also helps deal with a ground weakness this team has plus it is a useful grass resist for the team. Ferrothorn also uses knock off to cripple opposing pokemon then leech seed can be used to either keep you alive longer doubled with leftovers or to force switches on the opposing side. Also it helps deal with pokemon like Seismitoad.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic
----> Next Seismitoad is here to help deal with a fire weakness of Ferrothorn and to also be water immunity for the teams water weakness. It also works as the second hazard setter of the team and can pressure opponents with toxic and its high physical bulk. Scald can also cripple physical attackers and earthquake deals with deal with steel types.

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature
- Rest
- Flamethrower
- Earthquake
- Crunch
----> Then Tyranitar sets up sandstorm to do some form of chip damage to the opposing team. also rest allows it to stay alive for much longer. Flamethrower also helps deal with again grass types plus with such a bulky set Tyranitar can be used as a defensive wall of some sort. Lastly crunch is just stab and deals with pokemon such as Dragapult.

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Rock Slide
- Earthquake
- Iron Head
----> Excadrill plays a important role on the team serving as a fairy counter and hazard removal. Excadrill can also be used as a late game sweeper with the speed boost from rapid spin. Then with its high attack it can be a decent wallbreaker. Also Excadrill is one of my favorite pokemon same for T-tar.

Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Psychic Fangs
- Outrage
- Crunch
- Fishious Rend
-----> Dracovish acts as the teams damage and also ground and fire type coverage but without giving to many weakness the team can't handle. With choice scarf it can deal the double damage with fishious rend and also out speed other offensive threats. Psychic fangs also helps cover the teams enormous fighting weakness. And choice scarf also allows Dracovish to take out choice banded Dracovish in battle.

Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Psychic
- Sleep Talk
- Mystical Fire
----> Lastly Hatterene covers the bad fighting weakness and builds a decent fairy, dragon, steel core. rest and sleep talk plus Def/spD with HP investment makes for a very long lasting pokemon. Then with sleep talk Hatterene can still keep a offensive presence. Then Mystical fire deals with the great grass weakness of this team. Also Hatterene acts as a great fighting resist for the team

And there you have it I hope this team can be seen as somewhat viable and I am very open to change because I know there are a few problems but I don't know how to fix it. So any feedback would be appreciated thanks.
 
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Hey rellc_lordgodslayer76kile, for your first real team in SS OU this has a pretty solid framework. Some of the sets however do need a bit of tweaking to be fully viable and consistent, as well as help maximize the offensive and defensive synergy of your team. My rate will mainly be focused on this, while still trying to keep the original premise of your team in tact.

First things first, your team's speed control is Scarf Dracovish, which sits is a pretty middling speed tier for a revenge killer. Excadrill can also act as a revenge killer if it keeps its Focus Sash in tact, but if your opponent leads with their own Sash Excadrill against you then you can't Magic Bounce opposing Stealth Rock away to keep your Focus Sash. At best you can lead with your Sash Excadrill against opposing ones to try to keep hazards away, but then you'll likely end up losing your Sash in the process which defeats the purpose. Considering you already have Tyranitar and Excadrill on the same team, I suggest you run Sand Rush Excadrill > Mold Breaker Excadrill. This gives you a solid revenge killer as well as a potential sweeper late game. Also, for future reference, you should always run Jolly Nature on Excadrill since due to it being very common. You always want to at least speed tie with opposing Excadrill if worse comes to worse. You can click here to view a Pokepaste of the two most common Mold Breaker Excadrill sets if you wanted to use them later on a separate team.

To help Excadrill, as well as Dracovish, have an easier time breaking through teams you should run Choice Band Tyranitar. This will allow you to break through common switch-ins like Corviknight, Seismitoad, Toxapex, and Ferrothorn which can otherwise handle your two most offensive mons with relative ease. A set of Crunch, Stone Edge, Earthquake, and Fire Punch gives you EdgeQuake coverage, dual STAB, and a way to hit all of the aforementioned mons while also having perfect neutral coverage.

252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 252+ Def Seismitoad: 190-225 (45.8 - 54.3%) -- 5.9% chance to 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 252+ Def Seismitoad: 190-225 (45.8 - 54.3%) -- 54.3% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- 37.1% chance to 2HKO after Leftovers recovery


252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Corviknight: 192-226 (48 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Corviknight: 192-226 (48 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 252+ Def Toxapex: 196-232 (64.4 - 76.3%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Toxapex: 147-174 (48.3 - 57.2%) -- 91.8% chance to 2HKO after sandstorm damage and Black Sludge recovery

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery

With a spread of 144 HP / 252 Atk / 112 Spe you can outspeed Seismitoad that have a neutral speed nature and no EVs, but if you'd prefer to keep more bulk you can alternatively run 200 HP / 252 Atk / 56 Spe which allows you to outspeed uninvested Corviknight. The sets are here if you wanted to give both a shot and see which you prefer.

The biggest issue I see with your team defensively is your lack of a Ground resist or immunity. This is very common in SS OU since the only real Ground immunities against Mold Breaker Excadrill in the tier are Mandibuzz and Corviknight. While Seismitoad and Ferrothorn are both generally solid answers to common Earthquake and Earth Power users, you're still left susceptible to +2 Excadrill late game. The same applies to a +2 Bisharp once Seismitoad takes a bit of damage since it doesn't have access to reliable recovery. If Bisharp switches into Mystical Fire from Hatterene or gets off a Swords Dance on Ferrothorn you can easily be swept if Dracovish has taken any chip damage at all. To remedy both these issues I suggest running Body Press Corviknight > Seismitoad. Ferrothorn already checks opposing Dracovish pretty well and can still get up Stealth Rock for you, and with Excadrill you still have an Electric immunity. Corviknight also helps with Conkeldurr which took advantage of your three Fighting weaks, and put heavy pressure on your Hatterene and Seismitoad. The same applies to Obstagoon which virtually did the same. With Bulk Up you can also help mitigate your weakness to opposing Bulk Up Corviknight (though I personally prefer a fast Taunt + Bulk Up set for that but Body Press has too much utility on this build to forgo).

Lastly, I suggest using Defensive Clefable > Hatterene to handle Dragapult, Hydreigon, and Kommo-o better. Hydreigon could have actually used your Hatterene as setup fodder since you didn't have a Fairy move, and you'd be forced to lock yourself into Outrage with Dracovish to revenge kill it, which works against you if they simply switch out. Clefable checking Dragapult also helps Tyranitar preserve its health while also not risk getting burned by sets carrying Will-O-Wisp. Wish Support also grants you more mileage for Tyranitar, Excadrill, and Dracovish if you choose to play aggressively with them. Aromatherapy is preferred over Thunder Wave on Clefable on this team since Tyranitar will be your main pivot into Rotom-H and risks getting burned or paralyzed. Also, for future reference, here is a Pokepaste with more common Hatterene sets you can try out on other teams.

:ss/tyranitar: :ss/excadrill: :ss/dracovish: :ss/ferrothorn: :ss/corviknight: :ss/clefable:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Crunch
- Stone Edge
- Earthquake
- Fire Punch

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rapid Spin

Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fishious Rend
- Psychic Fangs
- Crunch

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Moonblast
- Aromatherapy
- Protect

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Bulk Up
- Brave Bird
- Body Press
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Power Whip
- Stealth Rock
- Leech Seed / Spikes

The final team is honestly not the best against opposing Bulk Up Corviknight, especially if it's Taunt, since it can become a game of crits and PP stalling, and Rotom-Heat is can also be problematic since it can find a lot of opportunities to come in and whittle down your Tyranitar. Cinderace with High Jump Kick, while rare, is still also pretty hard to play around since you have to toss your Dracovish in a lot and take unnecessary hits.

I made an alternate version of the team that attempts to corrects these issues but loses offensive presence in the process due to Dracovish being swapped out for Scarf Rotom-W. This allows you to form a double Thunder Wave core with Clefable and Rotom-W, which is nice for paralyzing stuff like Dragapult, Hydreigon, Corviknight, Cinderace, and others that try to pivot into these two. Having them paralyzed gives Tyranitar more freedom in wallbreaking, and makes Excadrill not as reliant on Sand. Scarf Rotom-W being able to paralyze Clangorous Soul Kommo-o also makes Clefable's life easier. You can try out both and see which you prefer.

:ss/tyranitar: :ss/excadrill: :ss/rotom-wash: :ss/ferrothorn: :ss/corviknight: :ss/clefable:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Crunch
- Stone Edge
- Earthquake
- Fire Punch

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rapid Spin

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Defog
- Body Press
- Brave Bird
- Roost

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Hydro Pump
- Volt Switch
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Moonblast
- Thunder Wave
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Power Whip
- Stealth Rock
- Leech Seed

Hope this was helpful!
 
Hey rellc_lordgodslayer76kile, for your first real team in SS OU this has a pretty solid framework. Some of the sets however do need a bit of tweaking to be fully viable and consistent, as well as help maximize the offensive and defensive synergy of your team. My rate will mainly be focused on this, while still trying to keep the original premise of your team in tact.

First things first, your team's speed control is Scarf Dracovish, which sits is a pretty middling speed tier for a revenge killer. Excadrill can also act as a revenge killer if it keeps its Focus Sash in tact, but if your opponent leads with their own Sash Excadrill against you then you can't Magic Bounce opposing Stealth Rock away to keep your Focus Sash. At best you can lead with your Sash Excadrill against opposing ones to try to keep hazards away, but then you'll likely end up losing your Sash in the process which defeats the purpose. Considering you already have Tyranitar and Excadrill on the same team, I suggest you run Sand Rush Excadrill > Mold Breaker Excadrill. This gives you a solid revenge killer as well as a potential sweeper late game. Also, for future reference, you should always run Jolly Nature on Excadrill since due to it being very common. You always want to at least speed tie with opposing Excadrill if worse comes to worse. You can click here to view a Pokepaste of the two most common Mold Breaker Excadrill sets if you wanted to use them later on a separate team.

To help Excadrill, as well as Dracovish, have an easier time breaking through teams you should run Choice Band Tyranitar. This will allow you to break through common switch-ins like Corviknight, Seismitoad, Toxapex, and Ferrothorn which can otherwise handle your two most offensive mons with relative ease. A set of Crunch, Stone Edge, Earthquake, and Fire Punch gives you EdgeQuake coverage, dual STAB, and a way to hit all of the aforementioned mons while also having perfect neutral coverage.

252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 252+ Def Seismitoad: 190-225 (45.8 - 54.3%) -- 5.9% chance to 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 252+ Def Seismitoad: 190-225 (45.8 - 54.3%) -- 54.3% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- 37.1% chance to 2HKO after Leftovers recovery


252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Corviknight: 192-226 (48 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Corviknight: 192-226 (48 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 252+ Def Toxapex: 196-232 (64.4 - 76.3%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Toxapex: 147-174 (48.3 - 57.2%) -- 91.8% chance to 2HKO after sandstorm damage and Black Sludge recovery

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery

With a spread of 144 HP / 252 Atk / 112 Spe you can outspeed Seismitoad that have a neutral speed nature and no EVs, but if you'd prefer to keep more bulk you can alternatively run 200 HP / 252 Atk / 56 Spe which allows you to outspeed uninvested Corviknight. The sets are here if you wanted to give both a shot and see which you prefer.

The biggest issue I see with your team defensively is your lack of a Ground resist or immunity. This is very common in SS OU since the only real Ground immunities against Mold Breaker Excadrill in the tier are Mandibuzz and Corviknight. While Seismitoad and Ferrothorn are both generally solid answers to common Earthquake and Earth Power users, you're still left susceptible to +2 Excadrill late game. The same applies to a +2 Bisharp once Seismitoad takes a bit of damage since it doesn't have access to reliable recovery. If Bisharp switches into Mystical Fire from Hatterene or gets off a Swords Dance on Ferrothorn you can easily be swept if Dracovish has taken any chip damage at all. To remedy both these issues I suggest running Body Press Corviknight > Seismitoad. Ferrothorn already checks opposing Dracovish pretty well and can still get up Stealth Rock for you, and with Excadrill you still have an Electric immunity. Corviknight also helps with Conkeldurr which took advantage of your three Fighting weaks, and put heavy pressure on your Hatterene and Seismitoad. The same applies to Obstagoon which virtually did the same. With Bulk Up you can also help mitigate your weakness to opposing Bulk Up Corviknight (though I personally prefer a fast Taunt + Bulk Up set for that but Body Press has too much utility on this build to forgo).

Lastly, I suggest using Defensive Clefable > Hatterene to handle Dragapult, Hydreigon, and Kommo-o better. Hydreigon could have actually used your Hatterene as setup fodder since you didn't have a Fairy move, and you'd be forced to lock yourself into Outrage with Dracovish to revenge kill it, which works against you if they simply switch out. Clefable checking Dragapult also helps Tyranitar preserve its health while also not risk getting burned by sets carrying Will-O-Wisp. Wish Support also grants you more mileage for Tyranitar, Excadrill, and Dracovish if you choose to play aggressively with them. Aromatherapy is preferred over Thunder Wave on Clefable on this team since Tyranitar will be your main pivot into Rotom-H and risks getting burned or paralyzed. Also, for future reference, here is a Pokepaste with more common Hatterene sets you can try out on other teams.

:ss/tyranitar: :ss/excadrill: :ss/dracovish: :ss/ferrothorn: :ss/corviknight: :ss/clefable:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Crunch
- Stone Edge
- Earthquake
- Fire Punch

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rapid Spin

Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fishious Rend
- Psychic Fangs
- Crunch

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Moonblast
- Aromatherapy
- Protect

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Bulk Up
- Brave Bird
- Body Press
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Power Whip
- Stealth Rock
- Leech Seed / Spikes

The final team is honestly not the best against opposing Bulk Up Corviknight, especially if it's Taunt, since it can become a game of crits and PP stalling, and Rotom-Heat is can also be problematic since it can find a lot of opportunities to come in and whittle down your Tyranitar. Cinderace with High Jump Kick, while rare, is still also pretty hard to play around since you have to toss your Dracovish in a lot and take unnecessary hits.

I made an alternate version of the team that attempts to corrects these issues but loses offensive presence in the process due to Dracovish being swapped out for Scarf Rotom-W. This allows you to form a double Thunder Wave core with Clefable and Rotom-W, which is nice for paralyzing stuff like Dragapult, Hydreigon, Corviknight, Cinderace, and others that try to pivot into these two. Having them paralyzed gives Tyranitar more freedom in wallbreaking, and makes Excadrill not as reliant on Sand. Scarf Rotom-W being able to paralyze Clangorous Soul Kommo-o also makes Clefable's life easier. You can try out both and see which you prefer.

:ss/tyranitar: :ss/excadrill: :ss/rotom-wash: :ss/ferrothorn: :ss/corviknight: :ss/clefable:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Crunch
- Stone Edge
- Earthquake
- Fire Punch

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rapid Spin

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Defog
- Body Press
- Brave Bird
- Roost

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Hydro Pump
- Volt Switch
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Moonblast
- Thunder Wave
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Power Whip
- Stealth Rock
- Leech Seed

Hope this was helpful!
thank you this was so much help as you see I am still new to competitive pokemon and am some what struggling but thanks to this I learned alot and can not wait to apply this new information
 

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