SS OU OU Balanced w/ Arcanine + Amoongus defensive pivot core

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Defensive Pivot
Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 128 Def / 116 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Teleport
- Morning Sun
- Toxic
This is a little set that I built that's similar to the standard defensive UU set, only w/ significant sp.def investment instead of dumping everything into phys def. I think for OU it's ideal to run a good amount of sp. def investment for Arcanine because it's an excellent counter to Magearna, particularly the specs set which is probably the most overwhelming rn in the meta. With this EV set up, you can outspeed ANY non-scarfed or boosted Magearna, and also tank it's attacks, like volt switches and Fleur cannons. Sp. def investment is nice because although Arcane obviously resists Fleur Cannons, a specs FC from Mag will still do massive damage (50%) if you're not running any sp.def investment. Also it allows you to 1v1 scarfed Hydreigon (Nasty Plot set is more threatening) as you can recover off the damage w/ morning sun after the first Draco, and after just one Draco you'll be able to recover more than you lose afterwards due to the sp. atk drops. from that point you can toxic of course to stall it out.
Imo the first three moves are mandatory for this set, but for the last one you can decide b/w Will-o-Wisp and Toxic. I find toxic to be much better in OU, as most of the mons that will switch into Arcanine are generally more threatened by a Toxic than a will-o-wisp (e.g. Hippowdown, Rotom-H, Cinderace, Marowak).
Overall, I think this mon is so underrated for OU. It may get outclassed by Incineroar in UU, but for OU I think Arcanine is much better. The huge thing is by not having that dark typing, it isn't as threatened by the myriad of mons this meta w/ access to close combat, as well as granting the amazing resistance to fairy attacks (Magearna in particular). Also teleport gives you significantly more momentum than Parting Shot due to it's -6 priority meaning you always do the switching last, and Arcanine also gets reliable recovery in Morning Sun (tho Morning Sun is not the best recovery move due to it's low PP and variability in weather).


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Early/mid game wallbreaker/ revenge killer
Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Plasma Fists
- Knock Off
- Play Rough
- Close Combat

Banded Zeraora is still amazing. I run adamant instead of jolly because w/ adamant I can always OHKO Toxapex w/ a Plasma Fists. I was getting annoyed before because I initially ran Jolly, and a couple times I would get the prediction right and go for a Plasma Fists on a Pex coming in (my opponent knew I was choice locked and predicted I'd go for CC), and Pex would live it and just regen off the damage and end up beating me at the end game after Zeraora would be worn down. Also even w/ Adamant nature you're still outspeeding the entire non-boosted meta game with the exception of a max speed Dragapult, and you even outspeed some scarfed mons like Magearna. Perhaps it would be better to run jolly so I can always outspeed Pult and hit it w/ a knock-off, but tbf I haven't found opponent Pults to be a huge problem to this team, and I'd prefer the addition of raw power over outspeeding just a single mon. Also, speed control isn't that important for Zerora since I already have max speed Pult on the team and Azu w/ priority stab.

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Hazard Control/ Defensive Wall
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 244 HP / 136 Def / 32 SpD / 96 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Mandibuzz is always a solid addition to any team, and it feels like damn near a necessity to run w/ Urshifu in the meta game. This is a pretty standard set, the EVs are there so that it can always outspeed Aegislash and Marowak. I've ran Knock-off in the past in place of Foul Play, and I really think Foul Play is the better option. Perhaps you can take out U-turn for Toxic, tho Mandibuzz's slow u-turns are awesome for momentum.

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Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 216 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Toxic
Another pretty standard set here w/ Amoongus, and it serves to be another Urshifu "check" for my team to go along w/ Mandi. I like to run a lot of phys def so that it can properly tank the CCs and wicked blows... rocky helmet is really nice because every time Urshifu will go for an attack it will severely hurt it, and Amoongus can spore then switch out to regen, or just switch out immediately and go into Mandibuzz on the wicked blow, since it can only take so many wicked blows. Overall, Amoongus and Arcanine have really nice synergy w/ each other as defensive pivots, as not only do their typings compliment each other, but Arcanine's access to intimidate and teleport really helps form a nice partnership w/ Amoongus.


dragapult.gif

Early/Mid game cleaner/sweeper
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn
Standard specs set, nothing special here. Ghost stab is so amazing in the Current OU meta game, as shadow ball almost always seems free. I like to use this Dragapult as a revenge killer/early game cleaner. You can actually drop U-turn for sucker punch, as your opponent will not be expecting it and the priority can be very nice against other Dragapults. However I'd say the first 3 attacks are mandatory


azumarill.gif

Late game cleaner/sweeper
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off

Super standard Azu set. I like to save Azu for the late game, after Pult and Zeraora have done considerable damage as wallbreakers, and Amoongus + Arcanine have worn down potential Azu counters w/ toxic, sleep, or rocky helm damage.

Overall I've been having decent success w/ this team, tho I am still in the lower ladders. One potential downside is that I don't have any hazards; I was thinking about dropping amoongus for Ferrothorn for this very reason, but honestly Amoongus' spore and rocky helm + regen ability combo is way too good for this team that I've done fine w/o it. Plus it seems like every other mon this gen is running HDB anyways, and prominent mons like Mandibuzz and Corviknight can almost always get a defogg off whenever.
One mon I always have to look out for w/ this team is banded Rillaboom, as it can do immense damage and nullify Azu's sweeping potential. Whenever I am going up against a Rillaboom, I'm always conservative w/ Arcanine. This is when the Arcanine + amoongus duo in particular comes in handy, as Rillaboom can take significant recoil damage from rocky helm, and both Arcanine + amoongus can toxic it. I often like to switch in Arcanine first to get the intimidate off, then toxic or teleport into Amoongus or another mon depending on my opponent's play. Knock-off is a concern tho, as even w/ intimidate it can do about 65-70% to Arcanine. But afterwards you can get grassy terrain recovery and morning sun off the damage, as the subsequent knock won't do nearly as much
Nasty Plot Hydreigon has also been a significant threat to this team. If I don't get the prediction right and my opponent goes for a nasty plot on the arcanine switch, I will have to lose Arcanine, tho I can use Pult to revenge kill.
 
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