Gen 7 Need Help on a Gen 7 OU Team

Hello! I am fairly new to the OU scene and am having trouble figuring out metas and good teams. I always have trouble taking out stall teams. Any advice on those?

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Play Rough
- Iron Head
- Thunder Punch

M-Mawile is my first win condition, with a massive attack stat it can take out many threats with its play rough. Thunder punch is there for type coverage. Sucker punch is used to take out any low HP mons easily since it has such a high ATK. I always have trouple running into fire types, and Whenever i swap into Rotom-W he cant really take the hits.

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 180 HP / 252 Def / 76 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
- U-turn

Landorus- T is my rock setter, i usually lead with him. U-turn is so i can swap into a counter pokemon for their lead, and HP-Ice is to take out any opposing Landorus-T leads. With this new wave of stall teams, i cant find a way to beat the M-Sableye teams when they bounce back rocks.

Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fly
- Earthquake
- Outrage
- Dragon Dance

This is my Second Win condition. Z-Fly is to KO weaker mons and get an early moxie bonus. Dragon Dance is self explanitory, to lead into sweeps. EQ is for Heatran, and Outrage is to sweep the last few pokemon. I always have problems with HP-Ice becuase i never know who has it. Ice Beam murders my team as well.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 148 Def / 108 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Hydro Pump
- Will-O-Wisp

This is my defogger. He is meant to will- o - wisp potential sweeper and enemy win conditions. Volt switch is to set up counters to enemy swaps. I still have no counter for Stall teams

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Substitute
- Protect

Last but not least is my Heatran. He is used to defeat ice, fire, fairy, and grass types. He is a staller, and i could use some help figuring out a better moveset for him.

Magearna @ Choice Scarf
Ability: Soul-Heart
EVs: 128 Def / 128 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Ice Beam
- Fleur Cannon

Magearna @ speed scarf has the Bolt/Beam coverage, and a nasty fluer cannon that can take out any weaker opponents. The scarf lets it outspeed most of its class to get the voltswitch off and preform the volt/turn combo. Magearna is another tank on the team as a safe swap in to absorb solid hits from sweeping mons and dragons.
 
At first glance, this is quite a wonky team. I'll go over your issues as you mention them.

You say you can't switch in to Fires all too well, but I don't really see why since you have a Lando, Rotom-W, and a Heatran.

You shouldn't really have that much trouble against stall, considering you have a Mega Mawile (the only real roadblock you have on stall teams are Gliscor and Skarmory, both of which Rotom can deal with).

The only real "counter" to stall I can think of is Mega Diancie, who still has trouble with some stall staples like Chansey and Skarm. You don't beat stall by slapping on an easy counter, you beat stall by using your head and playing smart.

You have four Ice resists. I don't get how it's so hard to switch into a stray Ice Beam (try brushing up on the meta as well to pinpoint the premiere HP Ice users).

Other than that, you've brushed up most of the team's weaknesses rather well, seeing as half of your team is weak to Ground and the other half is immune to it.

Now that that's done with, there are some glaring issues with the build:

You have pretty much no switch-in to Fighting-types once Landorus goes down. Ice Punch Mega Medicham, Lopunny, and Gallade will run you over once the cloud lion is gone (Gallade especially after an SD), especially since Mence is adamant (exemplified further by the lack of true speed control). Garchomp poses some problems as well.

You get ripped apart by Ash-Greninja, who you should know is the premiere Specs user in the tier. Your matchup against Protean variants are a bit shoddy as well.

Your win cons both share too many walls (Skarm, Celesteela, Gliscor).

Since your own Scarfer is Magearna of all things, any other well played Scarfer with a semi-decent speed tier will have an easy time cleaning up, especially since you don't have enough priority.

So now actually taking a look at the team itself:

First question: what are these EV spreads? Your Scarfer has split defenses and seemingly random division of Def and SpD on your pivots. Max HP Mega Mawile isn't good at all also, and Iron Head is a mostly useless move on it that's overshadowed by other things like Fire Fang and Swords Dance. Mence also can't afford to be adamant in this metagame (it isn't viable at all, in fact), if it doesn't want to be revenged.

Here are some fixes:

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Sucker Punch
- Fire Fang/Swords Dance

The original Mega Mawile set allows you to outspeed no speed Skarmory and anything slower (you need to actually outspeed the wall you want to be hitting, it's why no speed Mega Mawile is so bad), plus the bonus bulk to switch into things like Weavile and Tapu Bulu. I snuck in an extra 4 EVs in speed to speed-creep opposing Mega Mawile running the original set. Last slot is your choice. Personally, I like running my Mawiles with Fire Fang to demolish Ferrothorn (who walled you before) and Mega Scizor on the switch, while Thunder Punch can hit other things like Toxapex, Skarmory, and Celesteela. Either that or you can continue to run SD to try and sweep with Sucker Punch late-game. Ice Punch is another fringe option if you like being cheeky and catching Landorus and Gliscor on their switch-in, but I don't really recommend it.

What is this Lando spread?

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 244 Def / 16 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

Much better.

To reiterate what the team is weak to: Fighting-types, Garchomp, Greninja, Mega Charizard X, stall, and (what you think) Fires, Ices, and Dragons.

Tapu Fini deals with pretty much all of these:

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald/Nature's Madness
- Moonblast
- Taunt
- Defog

Nature's Madness + Moonblast + Taunt is my favorite combination for throttling most stall teams, since you can even 1v1 Chansey and Toxapex because of Misty Terrain. The EV spread is just what I usually run, but you can follow the Smogon spread if you wish. Fini hard counters Ash-Greninja and can more or less switch into Proteans as well, so long as they don't carry Gunk Shot (which is easily scouted for). Also provides a nice soft check to DD Mega Zard X, who you were really weak to before, while handling rain well.

If you want Magearna to fulfill the role of a tank better, then replace that old-school Choice Scarf for the newly fashionable Assault Vest:

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Iron Head
- Fleur Cannon
- Hidden Power [Fire]/Ice Beam
- Volt Switch

AV Magearna is seriously tough to break through on the special side. The threats this set counters goes on and on: Lele, Koko, Alakazam, Fini, Gengar, Greninja, Hydreigon, Gardevoir, other Magearnas the list goes on. Iron Head may seem weird at first but is used to beat Calm Mind users like Clefable and opposing setup Magearnas. HP Fire is mainly for Ferrothorn, but I personally like Ice Beam more for railing Landorus and Garchomp trying to block your Volt Switch. The set works surprsingly well with Mawile, despite having the exact same typing, being able to take on the various special attackers on the tier that prey on Mawile's weak special defense, then Volt Switching out to bring Mawile back in to start clapping more cheeks.

Mence bad, don't use.

If you want a win condition, then choose one of the many viable Scarfers in the tier: Kartana and Blacephalon can start a devastating snowball effect down the weakened team once Beast Boost kicks in; Protean Greninja can revenge kill many setup threats like Volcarona, Mega Gyarados, and Mega Charizard X with the right moves; Garchomp is an unexpected pick than deals with Mega Diance, Zard X, and Volcarona. (I like Greninja on this particular team, but in the end it's your choice)

I'll leave the sets here for you to pick:

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off/Defog

Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Hidden Power [Ground]
- Trick

Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Low Kick/Gunk Shot
- Ice Beam
- Rock Slide/Spikes
- U-turn

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Naive Nature
- Outrage/Dragon Claw
- Earthquake
- Stone Edge
- Poison Jab/Fire Blast/Dragon Claw

For the last slot try ditching Heatran for another breaker, since Heatran didn't really contribute anything anyway.

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Freeze Shock

Kyurem Black finds itself relevant in OU by virtue of strong BoltBeam coverage and a kill button in Z-Freeze Shock. Kyurem synergizes well with Mawile, absolutely obliterating any bulky Ground-types with its STAB, and can use Subzero Slammer to absolutely merk would-be counters like Ferrothorn. Teravolt Earth Power also chunks Rotom-Wash, and doesn't fear Will-O-Wisp is Fini's terrain is in the picture, as well as ending Heatran, who Mawile tends to struggle with. Who doesn't just want to click the Icium Z button and watch something on the other team get evaporated.

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Sucker Punch
- Fire Fang/Swords Dance

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 244 Def / 16 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Freeze Shock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Iron Head
- Fleur Cannon
- Hidden Power [Fire]/Ice Beam
- Volt Switch

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald/Nature's Madness
- Moonblast
- Taunt
- Defog

Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Low Kick/Gunk Shot
- Ice Beam
- Rock Slide/Spikes
- U-turn

Hope I could help.
 
Back
Top