SM OU OU team wich need to improve

Hey, this is my first post on the forum and it's in order to present my new OU team. Usually I pick teams which are already created but I decide to finally make my own.


161630


Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike

Not very original but I wanted a mon which can deal a lot of damage to my opponent team. Choice scarf is here to outspeed most of the ou metagame. As this set hits super effectively a lot of mons kart can Ohko after stealth rock many mons. Furthermore it become stronger a after each kill thanks beast boost. His high defensive stat allow me in some situations to place him but I try not to hardswitch too many times. Knock off is a great move which can deal with chansey, celesteela, assault vest megearna... Sacred sword threaten all steel types which can be annoying : other non scarf kart, or ferrothorn. The high crit ratio of leaf blade is game changer and smart strike is a stab to hit popular fairy types.


161636


Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Dark Pulse
- Water Shuriken

As kart can be wall by strong physical defensive mons it's important to have a special sweeper. Choice specs allows been to make an insane amount of damage even before transformation. Stab hydro pump can remove annoying fire types for kartana. Dark pulse is a very good stab especially when fairy types are removed from the game by kartana. Spikes are here to cheap away the other team and to guarantee some Ohko. I rarely use water shuriken before transformation if I'm not sure to ko, but late game after tranformation it's very devastating.


161637



Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance

Garchomp fits very well on this team. Due to electric weakness of gren, pex and tornadus I needed a ground type. I also need a stealth rock user so garchomp was the best solution. As garchomp forces switches, I can easily set up a sword dance. Continental crush is very good to remove two commons defogger tornadus and Zapdos. Earthquake is a very powerful stab hitting steel types and dealing with pex. Rough skin is very good in order to cheap away and make opposing threat in range of my other sweeper.


161639


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

I needed a mon to switch into strong special sweeper, and wall them. Black sludge recovery and regenerative give to toxapex an insane staying power. As greninja already run spikes I use toxic on pex which forces other wallbreaker to switch after few turns. Haze prevents other mon to set up on toxapex and then destroy my team. With the 30% chance of burning scald enable toxapex to deal with strong physical mons. As I have 3 other sweepers I just want toxapex to burn/poison other moms and not deal dammages.


161640


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

Every team needs a defogger mine is tornadus. He provides momentum with u-turn and is a second knock-off user for the team. Rocky helemet is here to cheap away, again in order to enable my wallbreakers to Ohko. I don't use hurricane that much because it misses too often and doesn't deal a lot of damage except in some situations. He is just a pivot and an utility no in my team.


161642


Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt
- High Jump Kick
- Ice Punch

Finally the mega. As kartana and greninha are both late game sweeper I need someone to make damage early game. I just love fakeout because I can do free damage. I run ice punch because otherwise I couldn't deal with Dragon types and the very common landorus. High jump kick is an incredibly powerful stab and Zen headbut can be very powerful too if I hit super effective. Usually I try to bring medicham on steel types in order to force the switch, then a takeout to do free damages and if the opponent mon isn't a threat to pex I bring him to poison.


Thank you for listening and sorry for my bad English. I'm waiting for your feedbacks, thanks.
 

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I like your team, however, I'd like to point out that if you want your hurricane to succeed, you need rain. so I suggest using a pokemon with the ability drizzle like politoed or pilepper.
 
Yes I agree maybe you could switch out Toxapex for politoed, and put everything to sleep then switch into something else because greninja can do a lot with hydro pump in rain, and maybe you can add a mega swampert to add on to the whole water offense.
 
I like your team, however, I'd like to point out that if you want your hurricane to succeed, you need rain. so I suggest using a pokemon with the ability drizzle like politoed or pilepper.
Yes I agree maybe you could switch out Toxapex for politoed, and put everything to sleep then switch into something else because greninja can do a lot with hydro pump in rain, and maybe you can add a mega swampert to add on to the whole water offense.
Tornadus-T is used as a pivot and a Defogger on this team. Its main purpose is not to sweep. The whole idea of his team isn't Rain either, so I don't think those changes are really that good.

Besides, Politoed is inferior to Pelipper as a rain setter.
 
I agree with above, rain is definitely not what this team needs. And swapping out Pex for Pelliper, or even worse Politoed, means opposing Ash-Greninja wins at team preview. When the hydro resist is Kartana, you know something's wrong. Along that train of thought, Dark Pulse from ash ninja, even before it changes forms, will put a lot of pressure on this team. Pex has to stay at full health otherwise a single flinch will end the game.

Therefore there are 2 changes I recommend making to your team:

Firstly, I suggest using pivot Tapu Koko over pivot Torn on this team. This dissuades the Dark Pulse from ash ninja, as well as giving you a more reliable switch to an opposing koko than Garchomp, which gets 2hko'd by hp ice. You'll still have the U-turn utility, but will also have a stab move in Thunderbolt that is a lot more reassuring to use than Hurricane, as well as giving you another way to pressure an opposing Toxapex for your own ash ninja. Roost and leftovers gives Koko longevity, moreso than Torn's regen, and its higher speed tier is a godsend against opposing Greninja.

However, this change will take away your only ground resist, exposing your team heavily to Lando-T and Excadrill. This leads me to my second recommendation.

I suggest swapping out garchomp in favor of Landorus-T. This way, you deal with Excadrill and opposing Lando much more reliably, making the sand match-up a little more favorable for you, as well as giving you a safer Lando switch than Tornadus, which can not switch in reliably for fear of Continental Crush/Stone Edge. With Leftovers it comes in on rocks more often, and becomes a much more reliably switch-in to Kartana. The extra bulk goes a long way in this regard, too. As a stealth rocker, Landorus gets them up much more easily and consistnely than Garchomp, especially considering how much more often Landorus can switch into an opponent's attack. The benefit of having U-turn is also a huge advantage, forming a nice core between landorus and Koko.

With these changes applied, your team has great match-up against most play-styles, and a solid answer to most of the relevant threats to watch out for in the tier. When patching up one hole, another always opens up, but that's kept to a minimum here. The only thing to really watch out for is Choice Band Kartana, which spams Leaf Blade freely every turn. Working around this might require clever switches between Landorus (which takes Leaf Blade safely) and your Scarf Kartana, or slow U-turn with Landorus into your Ash-Greninja, which freely clicks any move against non-scarf Kart. This is the primary reason why I recommended Leftovers on Landorus instead of Rocky Helmet/Z-move, always preventing a 2hko from full. Additionally band kart is rare and is typically on very offensive teams, so you and your opponent will just be sacking mons 1 for 1 as your gren and their kart race to the finish, after which your scarf kart cleans. All in theory, obviously, but yeah, the band kart can be a problem. Outside of that though, these changes will clean your team up quite nicely!

So yeah, anyway, I hope this helped!


sets:

Landorus-Therian
Impish Nature
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
- Stealth Rock
- Earthquake
- Hidden Power Ice
- U-turn

Tapu Koko @ Leftovers
Timid Nature
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
- Thunderbolt
- Defog
- Roost
- U-turn
 
It would help if you outlined the difficulties you're having with the team. It looks solid, so we don't really know what you're losing to and what needs improving.
 
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