SM OU Need some help with my offense team

Hi, I have been trying to make a successful team for OU, but after many failed attempts, I believe I have come up with a good, if not at least semi-decent one. I would really like your tips on how to improve it!
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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Sludge Bomb

Tangrowth may seem a little odd on an offensive team, but it provides the team with a valuable check to many threats like Ash-Greninja, Garchomp, Scarf Lando-T, and Mega Diancie, all of which could possibly steamroll my team. I chose Sludge Bomb to dissuade Tapu Bulu and Koko from switching in on any member of my team. It has been an effective tank, but I feel it may be a bit too passive for my team.
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Heatran @ Firium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Taunt

Heatran is next. This has really great type synergy with Tangrowth, as it can take on the Fire-types that threaten Tangrowth, as well as the Steel-types who shrug off its attacks. Heatran is mainly used to trap those annoying 'mons on stall like Mega Sableye, Toxapex, and even Chansey due to Taunt + Toxic. Heatran is one of this team's most valuable members for the massive utility it brings, but I will remove it if it is necessary.
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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
- Roost

Kyurem-Black is the main wallbreaker of the team. Its amazing coverage in Fusion Bolt and HP Fire allow it to hit Pokemon like Celesteela and Ferrothorn hard. I chose this over Earth Power because the main Pokemon it hits hard, Magnezone, can be easily dispatched by Heatran and Lando-T, which I'll get to later. Plus, Ferrothorn is more of a bigger thorn for my team, but if you feel Earth Power is necessary, then I'll remove it.
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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

Choice Scarf Lando-T. Need I say more? Well, I have to, so here goes. This is part of my VoltTurn pivot on my team and a great form of speed control. Intimidate helps me check physically offensive Pokemon easier for my team. I chose Stone Edge to OHKO or 2HKO many threats like Tornadus-T, Mega Pinsir, and Mega Charizard X.
Defog is used to provide a form of hazard control.

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Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Defog

The second part of my VoltTurn core, Tapu Koko, with the help of Shuca Berry, allows it to retaliate and OHKO many Ground-types that could threaten my team like opposing Lando-T, Gliscor and Garchomp. Ever since Zygarde's ban, this thing has gotten a lot better at its role. I chose Defog to act as another form of hazard control for my main sweeper.

volcarona.gif


Volcarona @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Hidden Power [Ground]

My sweeper and ultimate wincon of the team. QD + Buginium Z nukes a lot of stuff that would impede my whole team, and HP Ground means that not even Tran can switch in. Unfortunately, it leaves me helpless against Pex, but that's what Koko is for. I needed two Defoggers because that 4x SR weakness means that once it takes damage, it will instantly fall to many attacks, so I needed two Defoggers to be safe.

Thank you for taking the time to review my team and please list improvements for the team to benefit it more.
Here is my team in importable format:
https://pokepast.es/1ffad0d6216b9f45
 
Greetings! I have some suggestions for your team.

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Buginium Z
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Iapapa Berry

I don't think it is worth running two Z-crystals on the team. Since Volcarona has a pretty bad stall match-up I think the best option is to keep the crystal on Heatran so that it can break those teams more easily. Volc can do well without a nuke imo and a pinch berry helps setting up and gives you protection against Water Shuriken.

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Toxic --> Stealth Rock
If you lack rocks I feel forced to suggest them (this saves me from a public execution), even though I think a team can work without them.

Then comes a more personal suggestion.
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Firium Z
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Steelium Z

Steelium-Z Tran is harder to wall, since it expands the target range of Firium-Z. This gives you better chances of reaching Pex, which is often guarded by a bulky dragon, like Latios or Garchomp. Also, Flash Cannon exerts more pressure on Sableye (I've seen it outplay Firium-Z Tran).

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HP Ice --> Earthquake / Giga Drain -->Energy Ball
This team has several means for checking Heatran, but switching in could be a nightmare. So you can at least try to minimize its chances of entering for free, thats why I added EQ. If you don't want to lose much damage output against ground types I recommend Energy Ball over Giga Drain, it also can OHKO Greninja from full (81,3% chance) while Giga Drain cannot.

Lando and Koko are fine and provide amazing speed, damage and hazard control for Volc, while also providing juicy free switch-ins to Heatran with their volt-turn support.

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At this point I saw the team having problems with physical attackers in general. I'll list my visions:
  • No safe switch in to Medi.
  • Zard-X clicking DD and Sweeping (look how insane that thing is: 252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. 0 HP / 68 Def Landorus-Therian: 258-304 (80.8 - 95.2%) -- 50% chance to OHKO after Stealth Rock).
  • Power-Up Punch Lopunny like a hot knife cutting through butter.
  • Excadrill under sand out of control.
  • Swampert under rain proving that the skill-less cheese is better.
Etc. Now, Kyurem is an amazing breaker, even more alongside Koko, but my approach to the team (around Volc) leaves no room for it; you already have enough offensive power and I find better to take advantage of your lack of a Mega to solve those problems, eliminate some of the team's overall hazard weakness and be able to better pivot around threats in general.

Thunder Wave Mega Bro walls the vast majority of physical attackers in the tier, and has enough bulk to live a hit and cripple the rest of them (most of those are weak to fire tho, and you have firespam). It also forms a beautiful water-grass regen core with Tangrowth prior to mega evolving and, like Tangrowth, it isn's passive at all because it has good Sp. Attack and moves and can easily spread status.

The team:

Bye,
and enjoy how people don't prepare for Volc.
 
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Thanks, Slave of Passion, for establishing the weak points on my team. I do agree two Z-crystals was stupid on my end :P
All of these changes seem reasonable, except maybe Steelium Tran over Firium. I do appreciate its lure capabilities, but Firium against Mega Sableye will probably be more useful. Nevertheless, the other changes seem reasonable, and I will implement them as soon as I can.
 
I just made a little ideal experiment from turn 1. This is for the embarrassing scenario in which your opponent actually relies on Sableye to deal with Tran. The only way to lose is having bad luck with the Magmas or getting outplayed with Protects and PP stalled, given that during the stall you got no stat drop (in this case Sableye played corsevatively). Firium-Z also needs a stat drop or impossible luck to do it. So, when I say that Flash Cannon exerts more pressure on Sableye is because you have more PPs and STAB damage to stall Recovers and fish for drops, while also being more able to save enough Magmas for anything else you need to trap. And not to mention that it can't really switch into a Magma from neither set.
 
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