SS OU Offensive balance dual core

Is my team good for meta

  • Definitely good for high elo

    Votes: 0 0.0%

  • Total voters
    7
So I thought of a team when I started to build heatran and garchomp. Gradually, this team came out to me. So, I hope someone can tell me what could be improved or how good my team would be in the meta.

My team

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Scorching Sands
- Eruption
- Flash Cannon

So he is my fire type in my fire/water/grass (FWG) core and also my steel type in my fairy/dragon/steel (FDS) core. I gave it magma storm for stall users, scorching sand for Pokémon that have flash fire and those who resist my fire moves and flash cannon for stab steel type move. Eruption is here for raw power. His role will be a bulky special attacker. (Hence the max HP and SpAtk)

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Ice Punch

Urshifu would be my water type in my fire in FWG core. I gave it choice band for more power for my surging strikes, ice punch for flying type like Lando-T and Grass type and close combat for raw power. Aqua jet will be used for rare occasions like revenge killing.
Urshifu will be my clean up tool most of the time.


Rillaboom @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Darkest Lariat

Rillaboom is my grass type for my FWG core. Grassy Glide will be my priority stab move in my Grassy terrain which his ability does. High horsepower for fire types.
High horsepower over Earthquake as Earthquake power gets reduced by Grassy terrain while High horsepower does not.
U turn for slow switching in.
Darkest Lariat for pesky ghost and psychic types or those resist all of my attacks.
Assault vest for more bulk on special moves and move flexibility. To be better as my special wall (a bit offense too)


Garchomp @ White Herb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Rock Slide

Starring my main sweeper Garchomp who is my dragon type in my FDS core.
White herb for scale shot's defense drop.
Scale shot to increase speed and stab dragon multi-hit move which is useful for focus sash users like glass cannons (Dragapault).
Earthquake for pure power
Rock slide for those cheeky flying type switch ins.
Choice scarf not used as I wanted Sword dance and some speed and choice to change moves.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Thunderbolt
- Grass Knot

Tapu Koko is my fairy type in my FDS core. I made use of its speed and boosted up special attack via choice specs for damage. He is mainly used as a glass cannon.
Volt switch for fast switch
Dazzling gleam for fairy stab
Thunderbolt for painful electric damage (Thunder was not used as I feel it is inconsistent)
Grass knot was heaven sent for the stupid ground type (usually very heavy). It is used to counter one specific team (sandstorm setter in sand teams)

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Haze
- Baneful Bunker
- Scald

This was the final slot that was bugging me as I don't know what should I put as my sixth Pokémon. So, I decided to have a physical wall with me that can spread burn/poison around the team and allows me for safe switchs.
Haze for sweepers and baton pass teams (not so common but still good enough to mention)
Baneful bunker as a protect and poison the physical attackers.
Scald for burn
Recover for survivability.

That is all my friends. Thank for reading my team showcase and hope you have a nice day ahead.
 
Last edited:
So I thought of a team when I started to build heatran and garchomp. Gradually, this team came out to me. So, I hope someone can tell me what could be improved or how good my team would be in the meta.

My team

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Scorching Sands
- Eruption
- Flash Cannon

So he is my fire type in my fire/water/grass (FWG) core and also my steel type in my fairy/dragon/steel (FDS) core. I gave it magma storm for stall users, scorching sand for Pokémon that have flash fire and those who resist my fire moves and flash cannon for stab steel type move. Eruption is here for raw power. His role will be a bulky special attacker. (Hence the max HP and SpAtk)

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Ice Punch

Urshifu would be my water type in my fire in FWG core. I gave it choice band for more power for my surging strikes, ice punch for flying type like Lando-T and Grass type and close combat for raw power. Aqua jet will be used for rare occasions like revenge killing.
Urshifu will be my clean up tool most of the time.


Rillaboom @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Darkest Lariat

Rillaboom is my grass type for my FWG core. Grassy Glide will be my priority stab move in my Grassy terrain which his ability does. High horsepower for fire types.
High horsepower over Earthquake as Earthquake power gets reduced by Grassy terrain while High horsepower does not.
U turn for slow switching in.
Darkest Lariat for pesky ghost and psychic types or those resist all of my attacks.
Assault vest for more bulk on special moves and move flexibility. To be better as my special wall (a bit offense too)


Garchomp @ White Herb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Rock Slide

Starring my main sweeper Garchomp who is my dragon type in my FDS core.
White herb for scale shot's defense drop.
Scale shot to increase speed and stab dragon multi-hit move which is useful for focus sash users like glass cannons (Dragapault).
Earthquake for pure power
Rock slide for those cheeky flying type switch ins.
Choice scarf not used as I wanted Sword dance and some speed and choice to change moves.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Thunderbolt
- Grass Knot

Tapu Koko is my fairy type in my FDS core. I made use of its speed and boosted up special attack via choice specs for damage. He is mainly used as a glass cannon.
Volt switch for fast switch
Dazzling gleam for fairy stab
Thunderbolt for painful electric damage (Thunder was not used as I feel it is inconsistent)
Grass knot was heaven sent for the stupid ground type (usually very heavy). It is used to counter one specific team (sandstorm setter in sand teams)

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Haze
- Baneful Bunker
- Scald

This was the final slot that was bugging me as I don't know what should I put as my sixth Pokémon. So, I decided to have a physical wall with me that can spread burn/poison around the team and allows me for safe switchs.
Haze for sweepers and baton pass teams (not so common but still good enough to mention)
Baneful bunker as a protect and poison the physical attackers.
Scald for burn
Recover for survivability.

That is all my friends. Thank for reading my team showcase and hope you have a nice day ahead.

Ok, this isn't a terrible team, like really it can get you to the middle ladder, but there are some improvements that can be made (don't worry I wont destroy you with facts or how garbage it looks).


First off you have a great role for Heatran, it does help to put away pesky walls and absolutely destroy them. Yet with that the moves there like eruption and magma story are super niche, not terrible but you'll RARELY use them, trust me. So I replaced scorching sands with earth power and magma storm with flamethrower or heatwave, and for some utility since its bulk, it can set up stealth rocks so when Garchomp does the sweep it can help lots.

Second, Urshifu is an OK physical sweeper, don't get me wrong, but you don't lots of checks (Besides Heatran) for the pesky Corviknights, or any physical walls. This is where I replaced him for a Magnezone. Its a good special wall and a check to the ever common Corvinknight. It is assult vested, or you can put leftovers as well.

Third, Rillaboom is an AMAZING choice, no doubt but personally I found his bulky variant to be much more superior. It carries acrobatics and drain punch, with the addition to bulk up for the extra "oomf" and I also added the grassy seed for that reason. True that there are more checks to the monkey, but when monke thicc its hard to hurt him.

Fourth, I was intrigued when you put a white herb, I am sure it was for scale shot from lowering its defences, but Garchomp has good physical bulk nonetheless, and its rough skin ability to help. So you can add either a life orb or a lum berry to that set, and I put in fire fang instead of stone edge because if you set up and a bulky wall (Lets say Corvinkight), can absolutely wall it, but when having swords dance up you can 2HKO a Corviknight. No wall wants to switch in to a setting up Garchomp. don't worry about scale shots decease for its defenses, just put it at the right time.

Fifth, Tapu Koko is alright but people sleep on the fact that choice spec tapu fini is SOOOOO strong. It can mow down teams and doesn't even set up. This is my recommendation because Fini Covers more than Koko. You can keep koko if you'd like tho, its fine.

Sixth, Toxapex is fine, or put another wall like Corviknight.
 

Attachments

Ok, this isn't a terrible team, like really it can get you to the middle ladder, but there are some improvements that can be made (don't worry I wont destroy you with facts or how garbage it looks).


First off you have a great role for Heatran, it does help to put away pesky walls and absolutely destroy them. Yet with that the moves there like eruption and magma story are super niche, not terrible but you'll RARELY use them, trust me. So I replaced scorching sands with earth power and magma storm with flamethrower or heatwave, and for some utility since its bulk, it can set up stealth rocks so when Garchomp does the sweep it can help lots.

Second, Urshifu is an OK physical sweeper, don't get me wrong, but you don't lots of checks (Besides Heatran) for the pesky Corviknights, or any physical walls. This is where I replaced him for a Magnezone. Its a good special wall and a check to the ever common Corvinknight. It is assult vested, or you can put leftovers as well.

Third, Rillaboom is an AMAZING choice, no doubt but personally I found his bulky variant to be much more superior. It carries acrobatics and drain punch, with the addition to bulk up for the extra "oomf" and I also added the grassy seed for that reason. True that there are more checks to the monkey, but when monke thicc its hard to hurt him.

Fourth, I was intrigued when you put a white herb, I am sure it was for scale shot from lowering its defences, but Garchomp has good physical bulk nonetheless, and its rough skin ability to help. So you can add either a life orb or a lum berry to that set, and I put in fire fang instead of stone edge because if you set up and a bulky wall (Lets say Corvinkight), can absolutely wall it, but when having swords dance up you can 2HKO a Corviknight. No wall wants to switch in to a setting up Garchomp. don't worry about scale shots decease for its defenses, just put it at the right time.

Fifth, Tapu Koko is alright but people sleep on the fact that choice spec tapu fini is SOOOOO strong. It can mow down teams and doesn't even set up. This is my recommendation because Fini Covers more than Koko. You can keep koko if you'd like tho, its fine.

Sixth, Toxapex is fine, or put another wall like Corviknight.

Thank you so much for the recommendations. I will try with this modified team.
 
So I thought of a team when I started to build heatran and garchomp. Gradually, this team came out to me. So, I hope someone can tell me what could be improved or how good my team would be in the meta.

My team

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Scorching Sands
- Eruption
- Flash Cannon

So he is my fire type in my fire/water/grass (FWG) core and also my steel type in my fairy/dragon/steel (FDS) core. I gave it magma storm for stall users, scorching sand for Pokémon that have flash fire and those who resist my fire moves and flash cannon for stab steel type move. Eruption is here for raw power. His role will be a bulky special attacker. (Hence the max HP and SpAtk)

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- Ice Punch

Urshifu would be my water type in my fire in FWG core. I gave it choice band for more power for my surging strikes, ice punch for flying type like Lando-T and Grass type and close combat for raw power. Aqua jet will be used for rare occasions like revenge killing.
Urshifu will be my clean up tool most of the time.


Rillaboom @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Darkest Lariat

Rillaboom is my grass type for my FWG core. Grassy Glide will be my priority stab move in my Grassy terrain which his ability does. High horsepower for fire types.
High horsepower over Earthquake as Earthquake power gets reduced by Grassy terrain while High horsepower does not.
U turn for slow switching in.
Darkest Lariat for pesky ghost and psychic types or those resist all of my attacks.
Assault vest for more bulk on special moves and move flexibility. To be better as my special wall (a bit offense too)


Garchomp @ White Herb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Rock Slide

Starring my main sweeper Garchomp who is my dragon type in my FDS core.
White herb for scale shot's defense drop.
Scale shot to increase speed and stab dragon multi-hit move which is useful for focus sash users like glass cannons (Dragapault).
Earthquake for pure power
Rock slide for those cheeky flying type switch ins.
Choice scarf not used as I wanted Sword dance and some speed and choice to change moves.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Thunderbolt
- Grass Knot

Tapu Koko is my fairy type in my FDS core. I made use of its speed and boosted up special attack via choice specs for damage. He is mainly used as a glass cannon.
Volt switch for fast switch
Dazzling gleam for fairy stab
Thunderbolt for painful electric damage (Thunder was not used as I feel it is inconsistent)
Grass knot was heaven sent for the stupid ground type (usually very heavy). It is used to counter one specific team (sandstorm setter in sand teams)

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Haze
- Baneful Bunker
- Scald

This was the final slot that was bugging me as I don't know what should I put as my sixth Pokémon. So, I decided to have a physical wall with me that can spread burn/poison around the team and allows me for safe switchs.
Haze for sweepers and baton pass teams (not so common but still good enough to mention)
Baneful bunker as a protect and poison the physical attackers.
Scald for burn
Recover for survivability.

That is all my friends. Thank for reading my team showcase and hope you have a nice day ahead.
Hello there!
I played around a bit with your team and can say it's decent, but could be improved. :Urshifu:+:Rillaboom:+:Garchomp:means that opposing physical walls will quickly get overwhelmed opening plenty of opportunities to sweep.
The team is pretty weak to ground and ice type moves ( technically water resists it but freeze-dry exists ) and some of your sets are kind of weird.
Also you don't have hazard or hazard removal.

Major changes
- :Corviknight:>:toxapex: You get a ground immunity, access to defog and a much needed slow pivot. You'll need to play more aggressively against:urshifu:, but grounds become more manageable.

Minor changes
-
:garchomp: makes better use of leftovers ( yache berry can be useful too) rather than white herb. Also in the last slot fire fang or even stealth rocks are generally preferred over rock slide, but if you really want to kill the birds (which you should be weakening with:rillaboom:and:urshifu:) I'd recommend you to use stone edge for the extra power
- :heatran: is your main spdef wall and, as such, I suggest you try this set instead:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 232 SpD / 24 Spe
Calm Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
With this not only you take hits better but also you can trap and kill:toxapex:and:blissey:and in general wreck havoc through stall.
-:Rillaboom: usually has an offensive role with a sword dance set fitting best here.
-On :Urshifu: U-turn is much more valuable than ice punch.
-Last but not least:tapu Koko:specs set is a powerful breaker but you might want to consider a pivot set.
Corviknight (M) @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Defog
- Roost
- Body Press

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 232 SpD / 24 Spe
Calm Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Superpower

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost
Here is the updated team, hope my suggestion will be helpful and you'll have fun playing.
 
Would also like to point out in response to BittahMadman's comments:

Magma Storm Tran is literally broken.

Storm is not "rarely used" in the slightest; it was on literally 81% of Tran sets at top ladder last month (source; also an image down below) and shows no signs of slowing down. As the above comment states, SpDef Tran with Storm + Taunt + Toxic allows it to 1v1 several mons that would otherwise beat it handily, namely Johto Slowking, Blissey, and Toxapex. Willingness to help is great, but please don't use that time to spread misinformation as you will leave the teambuilder worse off.
tranmoves.png



Also AV Zone is worthless because you literally outright lose to Physdef Body Press Ferro (a mon you're supposed to trap) without Iron Defense :/
 
Would also like to point out in response to BittahMadman's comments:

Magma Storm Tran is literally broken.

Storm is not "rarely used" in the slightest; it was on literally 81% of Tran sets at top ladder last month (source; also an image down below) and shows no signs of slowing down. As the above comment states, SpDef Tran with Storm + Taunt + Toxic allows it to 1v1 several mons that would otherwise beat it handily, namely Johto Slowking, Blissey, and Toxapex. Willingness to help is great, but please don't use that time to spread misinformation as you will leave the teambuilder worse off.
View attachment 372259


Also AV Zone is worthless because you literally outright lose to Physdef Body Press Ferro (a mon you're supposed to trap) without Iron Defense :/
AV zone is good for heatran but other than that yeah it’s pretty bad
 
AV zone is good for heatran but other than that yeah it’s pretty bad

It's not even good for Heatran :(

0 SpA Heatran Magma Storm vs. 0 HP / 0 SpD Assault Vest Magnezone: 198-234 (70.4 - 83.2%) -- guaranteed 2HKO after trapping damage
0 SpA Heatran Earth Power vs. 0 HP / 0 SpD Assault Vest Magnezone: 240-284 (85.4 - 101%) -- 6.3% chance to OHKO

252+ Def Magnezone Body Press vs. 252 HP / 0 Def Heatran: 168-198 (43.5 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

The Zone spread posted in that comment is also slower than 24 Speed Tran, you are literally not beating it unless you BPress it on a switch or something :blobshrug:
 
It's not even good for Heatran :(

0 SpA Heatran Magma Storm vs. 0 HP / 0 SpD Assault Vest Magnezone: 198-234 (70.4 - 83.2%) -- guaranteed 2HKO after trapping damage
0 SpA Heatran Earth Power vs. 0 HP / 0 SpD Assault Vest Magnezone: 240-284 (85.4 - 101%) -- 6.3% chance to OHKO

252+ Def Magnezone Body Press vs. 252 HP / 0 Def Heatran: 168-198 (43.5 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

The Zone spread posted in that comment is also slower than 24 Speed Tran, you are literally not beating it unless you BPress it on a switch or something :blobshrug:
AV mirror coat is the way to go for trapping heatran, though it’s niche. Honestly though I like pairing it with CM clefable who’s walled by heatran
 
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