SS OU My take on an offensive team (Flygon/Dragapult double dragon endgame)

xatu.jpg
Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Roost
- Heat Wave
- Thunder Wave​

Xatu's job on this team is to provide antihazard/antistatus while also giving slow swaps to get more squishy mons in (specifically Dragapult). Teleport's -6 priority means that Xatu will always take the hit before pivoting, and this provides a greater chance for my breakers to do their job. The fact that your opponent cannot status Xatu, or put status down in its face makes for an excellent bait-and-switch type pivot, especially after a Mandibuzz pivot: Mandibuzz comes in on something it checks to get a free Defog on the swap, and then swaps/U-turns in Xatu when their hazard setter/stallbreaker (especially since Mandi is Toxic bait) tries to re-establish momentum, often getting a Seismitoad to Toxic itself, or lay Rocks for my team instead. The IVs are to prevent it from taking unnecessary damage from Foul Play or the uncommon confusion, and the EVs allow it to come in on more things it checks, such as only being 3HKOed by Excadrill's Iron Head or Ferro's Gyro Ball, and allow it to sometimes survive Scarfed Adamant Dracovish's Fishious Rend (if barely, though a Paralyzed Dracovish struggles to deal 80% to Xatu Banded, so proper prediction can help to mitigate this threat). The Rocky Helmet serves to chip out Pokemon that it swaps in on that lack recovery, such as the aforementioned Ferrothorn's Gyro Ball, or Excadrill's Iron Head. This set runs one offensive move, Heat Wave, to help to deal with problematic Steel Types, and to offer a slight check to any Ice types that might show up (though with Darmanitan gone, it's just the occasional Eiscue and Arctovish. Defensive Xatu forms a strong defensive pivoting core with Mandibuzz, though common weaknesses are worth looking out for (even if nobody runs Ice coverage).

flygon.jpg
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Dragon Claw
- Rock Slide​

Flygon's role is to be a lategame sweeper and early game offensive pivot. There's not a lot that Flygon can't scare out on the swap, especially before they know the set that you're running. With moves like Fire Blast, Outrage/Draco Meteor, Crunch, Thunder Punch, Fire Punch, and Superpower also being moves a Flygon could be running, your opponent will likely be forced to swap into something that can safely evaluate a Flygon. However, Scarf U-turn turns that safe move into momentum for your team, answering their Rotom-H with a Seismitoad and getting Rocks for free, for instance. Lategame, after those pesky Fairy Types have been removed, you can look to sweep with a move of your choice. The utter lack of Ice Types and Ice coverage (Ice Fang users aside) make this set safer than it would otherwise appear, and a great lategame choice (until Garchomp steals its spot again).
mandibuzz.jpg
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Roost
- Defog
- U-turn​

Mandibuzz is, in my opinion, the best all-around hazard removal provider in OU. Heavy-Duty Boots get Buzz in for free, and its job is simple: come in on something you check, collect your free Defog, and Turn back out. Knock Off allows you to keep momentum when they don't swap out, and removing Seismitoad's Leftovers to limit how often it can come in on your hazards can change a game by itself. Roost keeps Buzz healthy, and allows it to facetank more hits when swapping in. I prefer a SpDef invested Mandibuzz to form a clean defensive pivot-type core with Xatu, and with max SpDef, Buzz can survive absurd super effective hits and pivot to a check (this Mandibuzz lives max investment Modest Specs Sylveon's Hyper voice 56% of the time!)
seismitoad.jpg
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic​
Seismitoad is my Rocks setter of choice. It can come in on almost anything, and get Rocks without fear. Rocks are pretty important for this team, which intends to force as many swaps as possible. It also serves as a very serviceable defensive wall for things Xatu can't wall, and especially the Electric type coverage that Xatu/Mandibuzz baits in. There's not much to say about this set in particular, I feel like everyone and their mother is running Seismitoad right now.

clefable.jpg
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Wish
- Protect​

Cleric Support! One major weakness of my team as a whole is that it lacks passive recovery, and many of them (especially Dragapult as we will see soon) will be worn down by excessive pivoting if Mandibuzz fails to properly address entry hazards. This is where Clefable comes in. Magic Guard means that it, like Xatu, doesn't care at all about switching in to status, and it can switch in on the aforementioned unremoved hazards without fear, and get a Wish going to let the team keep cycling. It's also tanky on both sides, which means it doesn't require a lot to be able to swap in on anything, and even if it does run into something it doesn't want to tank for too long, Xatu's slow swaps will provide an escort in a pinch. Moonblast prevents it from being Taunt bait, and can help score kills. Even with no investment, Moonblast always OHKOs Hydreigon (ofc), and will always 2HKO all but the tankiest (252 HP/252 SpDef gives an 80% chance) Grimmsnarl. Protect allows Clefable to scout, and to provide its own burst recovery with Wish+Protect. Now, you might be wondering "Why is rojo running so much status? 3 out of his first 5 Pokemon are running a status of some kind, when he could probably just run coverage in those slots." This is a valid concern, but I give status a lot of weight as it is one of my win conditions, thanks to my last Pokemon:
dragapult.jpg
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Hex
- Will-O-Wisp
- Draco Meteor​
This set is frankly my favorite thing about this gen. I made a post about it in the Dragapult thread, but I'll just paste it here:

This is pretty common as a set, and I think it is the best way to run Drag. You can use it early game as a pivot, looking to force swaps, status the swap with your status of choice, and turn out before they can act. This supportive playstyle can allow for offensive mons to have an easier time hunting for KOs or setting up, and can allow defensive mons to ignore what would previously check them. Later on in the game, when any potential checks have been scouted/cleared, you can use Drag as a sweeper or a nuke. VoltTurn it in on a statused opponent, and Hex will do disgusting amounts of damage, scoring OHKOs on problematic mons like Dracovish (and a chance to OHKO Seismitoad if burned). On the swap after securing the KO, Drag has the unique privilege of being able to see if it can go for ANOTHER OHKO (with statused Hex or just Draco Meteor) because it can U-turn out, and it's so blindingly fast that it can do so ahead of many revenge killers. For Example, Timid Dragapult outspeeds Jolly Barraskewda (and OHKOs it anyway), non-scarf Jolly Dugtrio (also can OHKO) and Jolly Excadrill (which it can't OHKO unless it's statused). Being able to always go 2 for 1 with proper play (if not more with a well-timed U-Turn to save it for later) is a very powerful tool, and when used well Dragapult can carry games solo. Even the Pokemon that outspeed it can rarely threaten the OHKO in return, with the exception of Scarfed Haxorus' Outrage/Scarf Flygon's Outrage (and sometimes Dragon Claw)/Scarf Hydreigon's Dark Pulse or Draco Meteor (as far as I know). The only real weakness of this set is that using life orb means that you will slowly take chip damage pivoting in and out, *especially* if you lack proper hazard removal on your team. Drag requires hazards to be removed for it to do it's job, and it would also greatly appreciate cleric support. A slow swap to bring it in safely also doesn't hurt. For this reason, I like to run a core of Dragapult + Mandibuzz with Clefable support. This core almost guarantees status will spread for free, and you have all three major statuses to pick form (Twave on Clef, Wisp on Drag, and Tox on Buzz). It's a pretty good balanced core (though the rest of your team will have to have an answer for Fairy Types like other Clefable, and the occasional Flying Type move from a Gyarados).




Thank you for rating my set! I appreciate any constructive criticism you can provide. I'm not the highest on the ladder (peaking at ~1300 rn but I'm still kinda new) and looking to improve.
 

chimp

Go Bananas
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Huh. This team really made me realize just how Ice went from being the most pertinent offensive type to look out for to being virtually non-exsistant in the metagame. Your team has a massive Ice-weakness- with 4 weaknesses and no resists- but after combing through OU, I realized there isn't really anything that carries relevant Ice coverage or threatening Ice STAB. I suppose it's a hard type to get working in this meta without the absurd power Darmanitan had.

That is, of course, not to say that Ice coverage doesn't exist and that you'll never run in to it. Because you will, and when you do face a Mamoswine or Weavile, or even, to a lesser extent, Ice Fang Gyarados, they're be able to chew right through your team.

:Seismitoad:252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 252+ Def Seismitoad: 203-239 (49 - 57.7%) -- 55.1% chance to 2HKO after Leftovers recovery

:Clefable:252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 160 Def Clefable: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

:Dragapult:252 Atk Mamoswine Ice Shard vs. 4 HP / 0 Def Dragapult: 168-198 (52.8 - 62.2%) -- guaranteed 2HKO

:Xatu:252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 252+ Def Xatu: 359-424 (107.4 - 126.9%) -- guaranteed OHKO

:Flygon:252+ Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 0 Def Flygon: 452-536 (150.1 - 178%) -- guaranteed OHKO

:Mandibuzz:252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 4 Def Mandibuzz: 377-447 (88.9 - 105.4%) -- 37.5% chance to OHKO

Obvious, a Dragon HO is going to have it's problem with Ice, though I feel you'd want to prep for it, atleast somewhat. Mamo itself is difficult to really prep for defensively thanks to it's great coverage, but I would perhaps suggest swapping :Mandibuzz:Mandibuzz with :Corviknight:Corviknight.

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 76+ Def Corviknight: 161-191 (40.2 - 47.7%) -- guaranteed 3HKO

You lose a source of Knock Off, which stinks, but you gain the ability to stall out Mamoswine as it is slowly chipped away by LO. In addition, I made this Corviknight Mirror Armor to give you a better match-up against Trick Room Hatterene, who is also a big threat to your team. If you really want to keep Mandibuzz, this set could also feasibly replace Xatu.

Help this helps! Flygon seems like a cool Mon to use so it's nice to see it get some love!
 
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Huh. This team really made me realize just how Ice went from being the most pertinent offensive type to look out for to being virtually non-exsistant in the metagame. Your team has a massive Ice-weakness- with 4 weaknesses and no resists- but after combing through OU, I realized there isn't really anything that carries relevant Ice coverage or threatening Ice STAB. I suppose it's a hard type to get working in this meta without the absurd power Darmanitan had.

That is, of course, not to say that Ice coverage doesn't exist and that you'll never run in to it. Because you will, and when you do face a Mamoswine or Weavile, or even, to a lesser extent, Ice Fang Gyarados, they're be able to chew right through your team.

:Seismitoad:252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 252+ Def Seismitoad: 203-239 (49 - 57.7%) -- 55.1% chance to 2HKO after Leftovers recovery

:Clefable:252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 160 Def Clefable: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

:Dragapult:252 SpA Choice Specs Dragapult Draco Meteor vs. 0 HP / 4 SpD Mamoswine: 399-469 (110.5 - 129.9%) -- guaranteed OHKO

:Xatu:252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 252+ Def Xatu: 359-424 (107.4 - 126.9%) -- guaranteed OHKO

:Flygon:252+ Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 0 Def Flygon: 452-536 (150.1 - 178%) -- guaranteed OHKO

:Mandibuzz:252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 4 Def Mandibuzz: 377-447 (88.9 - 105.4%) -- 37.5% chance to OHKO

Obvious, a Dragon HO is going to have it's problem with Ice, though I feel you'd want to prep for it, atleast somewhat. Mamo itself is difficult to really prep for defensively thanks to it's great coverage, but I would perhaps suggest swapping :Mandibuzz:Mandibuzz with :Corviknight:Corviknight.

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

252+ Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 76+ Def Corviknight: 161-191 (40.2 - 47.7%) -- guaranteed 3HKO

You lose a source of Knock Off, which stinks, but you gain the ability to stall out Mamoswine as it is slowly chipped away by LO. In addition, I made this Corviknight Mirror Armor to give you a better match-up against Trick Room Hatterene, who is also a big threat to your team. If you really want to keep Mandibuzz, this set could also feasibly replace Xatu.

Help this helps! Flygon seems like a cool Mon to use so it's nice to see it get some love!
This makes a lot of sense! I don't think I've run into any Ice coverage once since Darm was banned, but it's probably more common higher up where people build to counter the meta more. I'll try that Corvi build on the ladder. Thanks!
 

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