SM OU OU team looks good on paper but doesn't do very well. New to Showdown, please help!

So the basic idea of this team, which is my first OU team (I'm mainly an Ubers player), is that I have this pivot Regenerator core with Thundurus-T, Tangrowth, and Toxapex, and then I have Heatran as a good hazard setter and Mega Mawile for good offense and Magearna for good defense. Here are the details:

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 248 HP / 28 Def / 224 SpA / 8 SpD
Modest Nature
- Calm Mind
- Pain Split
- Fleur Cannon
- Thunderbolt

Twinkle Tackle is here so that I can do some neutral damage without boosts. I'm using Smogon suggested EV's for all my Pokemon, let's just get that out of the way here. Fleur Cannon for high damage STAB, Thunderbolt is great coverage, and Pain Split always seems very useful and makes Magearna a better defensive Mon. I can never seem to get Calm Mind really going tho, I don't know why.

Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

One of my better performing mons. The Helmet here gets really good chip damage, this guy's part of the Regenerator-pivot core and probably the most efficient part of it, Hurricane does huge damage, Knock Off can hurt defensive Pokemon hard but I never seem to get the chance to use it for some unknown reason. Defog is obvious.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Sludge Bomb

This guy has surprising damage output. The vest helps him live through non-STAB ice beam and even STAB Draco Meteor a lot but doesn't seem to have much other usage. Regenerator seems to work pretty well here. Giga drain has surprisingly strong neutral damage. Hidden power ice has been known to OHKO some Garchomps after rock/chip damage. Sludge bomb adds really good neutral coverage on paper but doesn't seem to come up much, IDK why. Knock off is kind of the same here as on Thundo.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
- Lava Plume
- Earth Power
- Stealth Rock
- Taunt

A defensive set with the leftovers and the EV setup. Two special attacks in ground and fire seems pretty good but I can never seem to find good targets for them. Functions great as a dedicated lead thanks to Taunt and SR tho. I always seem to get him killed in the first couple of turns for no good reason, and I can't tell if it's because I'm using him wrong or because I'm just bad at the game. Any advice on how to use this Mon better or if I even need him would be greatly appreciated.

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Sucker Punch
- Brick Break

Probably my favorite Pokemon on the team. Any move that hits super effectively, neutral Play Rough, and sometimes even other neutral attacks almost always OHKO, and most any attack, even a few resisted ones, do huge damage. Intimidate gives me a viable switch into boosted Garchomp if he's locked into Outrage or I'm reading not a ground move. Excellent coverage, plus Sucker Punch is just a really fun move to use, especially when I can get hard reads. My one problem with this Mon is it's pretty slow, and I dont really know any good way to mitigate that. All my opponent has to do in send in a fast attacker with a strong Fire or Ground move and I have to switch out.

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Haze
- Recover
- Toxic

Doesn't die ever, unless I'm forced to use him poorly (which happens way too much for my liking) or I switch him into a ground type like an idiot. I've heard shed shell makes this a good Mon to deal with opposing Heatran, but that never seems to happen. Also he's slow, so some setup sweepers, specifically Garchomp, can OHKO him before he can Haze. I do like all the status potential he has and think he's a great defensive Mon, but I don't know whether he fits into this team, although another strong Regenerator seems hard to cut.


So yeah, that's my team. My record with it isn't very good and though I feel it has a lot of potential, I can't seem to win with it very much and am wondering what needs fixing. Any advice would be much appreciated, thank you!
 
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3 days, almost 200 views, and like 15 slots down the list on the forum screen, here we are. Bumping. I really do need help with this, and I don't know why my teams never seem to get rated, but I hope there is someone willing to help me.
 
3 days, almost 200 views, and like 15 slots down the list on the forum screen, here we are. Bumping. I really do need help with this, and I don't know why my teams never seem to get rated, but I hope there is someone willing to help me.
Greetings, your team contains good ideas and is very workable, maybe what is holding you back are misconceptions like "Heatran is a dedicated lead" or "AV doesn't have much usage on Tangrowth" anyway, when you play and read more you will have a better understanding of the format.

Looking at the team I can list some major problems:
  • The team is excessively slow —Tornadus is the only member that is over 100 base speed.
  • Heatran easily dismantles the team because there is no real counter play to it —Brick Break as a lure isn't that good and even though Shed Shell Pex can pivot into it you have nothing to abuse the scape from Magma Storm and force it out.
  • There is no Ground type (the majority consider this mandatory on any team).
  • Attackers like Charizard-X and Steelium-Z Excadrill can easily sweep the team.
  • Kyurem and Kyurem-Black can be a pain to deal with.
I'm not pretty inspired today to say that I will perfect the team but I'll try to give you some ideas that could allow you to build a better version of the team by yourself.

I would like to divide the team in two parts: Fire-Water-Grass defensive core (which I like in this team) and offensive core. This team has a bulky offensive orientation, with Regenarator mons not losing so much momentum, so in order to solve the problems above we must reach a balance between fast offensive mons and slow defensive mons, in which your defensive core guards against as much as possible while the offensive core breaks opposing teams and is able to revenge kill anything that you can't defensively cover.

You can't go wrong with Fire-Water-Grass, it is just so nice. I have some alternative options that help solving some problems:
Note: I use bulkier Tran, don't ask me why cuz I don't really know :P.
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This alternative with physically defensive Tangrowth offers you a Ground type, a decent Heatran answer and chances to anulate dangerous physical attackers with Sleep Powder and better Pivor around Kyurems with Gastro + Heatran. They all pack status to punish and cripple Zard-X and other set-up attackers, so with some good offensive checks you should be fine.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Stealth Rock
- Toxic

Tangrowth @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Sleep Powder

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Scald
- Toxic
- Recover
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This core is nasty, dude. Use it if you hate losing. A more phyically defensive Pex can do well against physical attackers yet retains is ability to handle non Psy-Z Volcarona. Grassy terrain gives them more recovery and weakens Earthquake for them. Excadrill is still a problem, so offensive checks like Garchomp (also helps against opposing Tran) paired with offensive lures for Tyranitar can help. Mega Medicham is also a problem, so you maybe would like to keep Torn.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Stealth Rock
- Toxic

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Horn Leech
- Superpower
- Swords Dance
- Protect
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This is a personal favorite, Slowbro (with mega if you like) can handle most physical attackers (including Zard-X, Drill and Medi) and can pivot into Heatran in a pinch. Amoonguss does well here since it absorbs Toxic Spikes for Slowbro and can dissuade set-up mons with Spore. The Kyurems are still a problem but offensive pressure is better against them.
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Stealth Rock
- Toxic

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psychic
- Thunder Wave
- Slack Off

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Earthquake

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 56 Def / 204 SpD
Calm Nature
IVs: 1 Atk
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Spore

I think that you could try some generic offensive cores —generic means that they are tested and are good (Resource), just keep the speed in mind.

Conserving Mega Mawile I would go with something like this using Swords Dance + Sucker Punch to be able to better pressure faster threats:

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Mawilite
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Choice Scarf
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Fightinium Z
or
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Mawilite
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Rockium Z
641-s.png
Metronome

Ground types and good speed will let you keep more offensive threats in check.

But maybe using Medicham over Mawile could be a good idea:

(click me)
I made this team for myself: Scarf Lando provides power, key inmunities, speed control and Knock Off to disarm the opposing Scarf Lando (this helps the other two inmensely); Double priority Medi provides wallbreaking power, 100 base speed and extra counter play for offensive teams; SD Kartana offers even more speed and gives a hand to Medi against stall. It is not perfect (loses to offensive Volcarona under misty terrain —thats so much lol) but I have tested it and its pretty solid. If you try it you should see what I pointed before: if something like, let's say, Kyurem-Black or Lele gets out of defensive control you will always have an offensive exit.

Similar teams (for inspiration):
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(Post)
This team by Jordy saves Magearna as a win condition and uses Lando + Mega Zam to control speed and help dismantling teams. Alakazam has the added feature of being able to switch into most Heatrans, because it traces Flash Fire.
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Talah used this on week 5 of SPL, this one has Stored Power Latias as a wincon and uses Z Lando as the main breaker while Scarf Greninja offers speed control.
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Obii used this one on week 8 of SPL, is pretty similar to Jordy's but explores Hydreigon.

I'm not sure if I can help more. If you really want learn more OU you should frequently read posts in the subforum —mainly on the Metagame Discussion and the Viability Rankings—, so you get more and more involved (and play a lot in hell on the ladder, of course).
Bye.
 
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