OU involving RU

Breloom@ Focus Sash
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance

The Psychotic Killer

Breloom is a typical lead for me, same as it was back in Gen V, and so nothing's changed since then. Focus Sash is there to survive the first hit, so I can spore, before setting up with Swords Dance. Bullet Seed is the bread and butter of the set, and typically my first move if I know I can both outspeed and OHKO or put them in range of it with Mach Punch, usually Pokemon like Politoed and Cloyster. It's also a decent move for anything I outspeed. Mach Punch is the other attacking move, and what I use for anything I can't outspeed. Swords Dance is the main source of power, as Breloom is able to take out Aegislash with two Dances.
Breloom, unfortunately, has been struggling with Talonflame and Trevenaut, due to its inability to hit them hard or at all sometimes. Breloom, if I do keep it back, works well alongside Volcarona for rock types and any water types.


Aegislash@ Leftovers
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- King's Shield
- Sacred Sword
- Swords Dance
- Shadow Claw

The Ghost

There because Aegislash made me fall in love all over again. It has my best, and pretty much only, shot at walling. King's shield is basic stalling move, and gives it time to heal enough to take an earthquake and possibly KO back. Swords Dance is for setting up, although I've considered dropping it, and the two attacking moves are pretty standard. I know I don't have shadow sneak, but I have other priority.
The other part of Aegislash's role is walling Talonflame. If I predict correctly, and it doesn't have SD, then I can make it all but a non-threat and take it out.


Durant@ Focus Sash
Ability: Hustle
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Hone Claws
- Iron Head
- X-Scissor
- Stone Edge

The Glassiest of the Glass Cannons

Every day Durant is hustling, and it's hustling very well with a jolly base 109 speed. Focus sash is there because of its awful special bulk, and because I have zero trust in my accuracy luck, so I need to be able to get off Hone Claws. Hone Claws, with Hustle, provide a massive attack boost, and let Durant kill things more often. Iron Head is the go-to move, because of its flinch chance and also takes out fairies, and X-Scissor is the other STAB move. Stone Edge is essentially a filler move, until I can get Superpower, but it does nicely for the random Charizard and, if I have enough luck, works as a nice FU to Talonflame.
Durant may look like an inferior Scizor at first glance, but it has high enough speed to outrun +0 base 100s and Garchomp. It also speed ties with Heolisk and beats the rare Pyroar. This is my fairy killer, as it can take an aqua jet, so it provides needed support for Garchomp.


Garchomp@ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Outrage
- Earthquake
- Fire Fang
- Stone Edge

The Revenge Killer

Garchomp is awesome. Now that we've gotten that out of the way, I'd like to introduce you to my Garchomp. With its scarf, it's able to outspeed anything that's forgone one, and many things that have their own scarf. Outrage is for the sheer destructive power, and punishes anyone without a fairy or steel type. Earthquake is to kill Aegislash, due to avoiding the attack drop, as well as the secondary go to if I don't want to be suckered by a switch. Fire Fang helps deal with steel types and kills Scizor, and Stone Edge rounds out EdgeQuake as well as another way to deal with Talonflame.


Volcarona@ Focus Sash
Ability: Flame Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Hidden Power [Electric] (?)

The Sweeper

A new addition after Pyroar didn't work out, Volcarona is fairly standard. Modest might be replaced by timid, after one fiasco where a scarfed Excadrill managed to outspeed it, but for now it's the same. Quiver is set up with Sash, so it can sweep. Firey Dance and Bug Buzz are the STABs, while Electric is to help deal with Talonflame and Azumarill. Unfortunately, they both make Volcarona's life a living hell.
Volcarona manages to work with Garchomp to take out ice types that ruin its day, while also eliminating dark types that try to use STAB moves on Aegislash. Although less common, it also manages to check Azumarill's grass weakness.

Azumarill@ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Double-Edge/Play Rough
- Superpower
- Waterfall

The Muscle

Azumarill is still standard, but has the utility of being something to KILL THAT F***ING TALONFLAME. Banded Aqua Jet is the same as last gen, while Play Rough is a second STAB with more power to go with Waterfall. Superpower is coverage. Honestly, Azumarill's new and mostly unneeded, however it works well in tandem with Garchomp against other dragons, and helps counter Volcarona's rock weakness. Azumarill ends up really being my check to weaknesses.


Overall, it's been testing fairly strong on Showdown, but is nowhere near perfect. Talonflame is a major problem. The main thing that ends up throwing people off is Durant, as it's a rare sight.
 
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