Surgo
goes to eleven
Thought I'd get back into Pokemon and put together an OU team one night when I couldn't fall asleep. So far it's performed surprisingly okay given how fast it went together. I wanted to build around the setup cores of Zygarde and Mega Mawile. After that I wanted something to pivot for fire and burns so I added Heatran (though it proved to be surprisingly bad at this because everything has focus blast nowadays). I noticed that we were all sandstorm immune and I needed a strong immediate hitter so CBTar went in. At this point a solid ground STAB would really mess with me so in went Landorus-T to solve my ground weaknesses. Finally I had a weakness to water and especially scald and special to a lesser extent, so in went Tangrowth to act as a water resist and overall special sponge. Then it was off to the races.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Naive Nature
- Earthquake
- Hidden Power [Ice]
- U-turn
- Rock Slide
Way too good. Lets you run a massive ground weak team for little downside. Originally I ran defog in the last slot, but I found that the team was otherwise entirely destroyed by Mega Pinsir so rock slide was way more valuable.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Knock Off
- Earthquake
I'm not completely sold on the set, but it's hard to deny that the mon itself patches a number of holes. Where I'm dissatisfied is with Knock Off. With most teams having both a mega and a Z, I'm strongly considering replacing the slot with Toxic. This will help me a lot with mons that I otherwise have trouble with.
Mawile-Mega @ Mawilite
Ability: Hyper Cutter
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Thunder Punch
Really strong core, not a lot to say about it. Considering dropping Hyper Cutter for Intimidate because in practice I've never seen Landorus or Salamence switch in on non-evolved Mawile and Intimidate has really strong utility.
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Thousand Arrows
- Dragon Tail
This might be an unusual choice of moves. I don't quite see the usefulness of double-dance with coil. I like dragon tail over extremespeed because it lets me win over Scizor, especially curse Scizor. I can also play prediction games with Salamence. I do end up having a very tough time with Greninja on the team overall, but that's the trade-off you make.
Z-moves are just stupidly good on speed-boosting sweepers.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 8 HP / 252 Atk / 44 SpD / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake
Standard hole puncher. Sandstorm residual damage is incredible now that leftovers isn't on every mon anymore. Pursuit traps are still very strong. Earthquake has actually not been used too much now that steel no longer resists dark, so I'm considering replacing it with ice beam or ice punch so I can hurt Gliscor switch-ins better, though it does ironically leave me weaker overall to Mega Mawile.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Stealth Rock
Rock setter, general wear-downer with toxic. With max speed I'm always willing to use earth power vs other Heatran. Magma Storm accuracy has made me want to cry on occasion but the utility it brings to the table is just too strong to miss out on.
Well, I haven't hit the high ranks or anything yet (just spammed a bunch of games to go from 1000 to 1400 yesterday) and I'm sure there's some holes I'm missing due to not understanding modern pokemon. Theoretically I think my biggest weakness is protean Greninja. The life orb version is very challenging but the choice scarf version, thankfully rare, can potentially just destroy this team completely.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Naive Nature
- Earthquake
- Hidden Power [Ice]
- U-turn
- Rock Slide
Way too good. Lets you run a massive ground weak team for little downside. Originally I ran defog in the last slot, but I found that the team was otherwise entirely destroyed by Mega Pinsir so rock slide was way more valuable.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Knock Off
- Earthquake
I'm not completely sold on the set, but it's hard to deny that the mon itself patches a number of holes. Where I'm dissatisfied is with Knock Off. With most teams having both a mega and a Z, I'm strongly considering replacing the slot with Toxic. This will help me a lot with mons that I otherwise have trouble with.
Mawile-Mega @ Mawilite
Ability: Hyper Cutter
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Thunder Punch
Really strong core, not a lot to say about it. Considering dropping Hyper Cutter for Intimidate because in practice I've never seen Landorus or Salamence switch in on non-evolved Mawile and Intimidate has really strong utility.
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Thousand Arrows
- Dragon Tail
This might be an unusual choice of moves. I don't quite see the usefulness of double-dance with coil. I like dragon tail over extremespeed because it lets me win over Scizor, especially curse Scizor. I can also play prediction games with Salamence. I do end up having a very tough time with Greninja on the team overall, but that's the trade-off you make.
Z-moves are just stupidly good on speed-boosting sweepers.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 8 HP / 252 Atk / 44 SpD / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake
Standard hole puncher. Sandstorm residual damage is incredible now that leftovers isn't on every mon anymore. Pursuit traps are still very strong. Earthquake has actually not been used too much now that steel no longer resists dark, so I'm considering replacing it with ice beam or ice punch so I can hurt Gliscor switch-ins better, though it does ironically leave me weaker overall to Mega Mawile.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Stealth Rock
Rock setter, general wear-downer with toxic. With max speed I'm always willing to use earth power vs other Heatran. Magma Storm accuracy has made me want to cry on occasion but the utility it brings to the table is just too strong to miss out on.
Well, I haven't hit the high ranks or anything yet (just spammed a bunch of games to go from 1000 to 1400 yesterday) and I'm sure there's some holes I'm missing due to not understanding modern pokemon. Theoretically I think my biggest weakness is protean Greninja. The life orb version is very challenging but the choice scarf version, thankfully rare, can potentially just destroy this team completely.