The Team:
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Overheat
- Pain Split
Rotom-Heat is on this team to provide a couple of key roles. It provides an important Flying, Fire, Steel and Electric resist but can act as an emergency check to Fairy and Ground if another member on my team who's meant to handle that can't for some reason. The flying resist is especially important to Buzzwole. Rotom-Heat also provides as my teams only way to remove hazards. Rotom-Heat acts as an offensive check to many of the flying and steel types in the tier. Wish's from Umbreon become very important in making sure Rotom-Heat can do all this throughout the course of a game. Volt-Switch is great for keeping up momentum since there are very few electric immunities that are ok with switching into an overheat. It's also worth noting that Rotom-Heat can safely switch into Volcarona and provide a safe slow volt-switch into Urshifu-Rapid-Strike which I then can use to take down Volcarona with choice band aqua jet.
Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- U-turn
- Grassy Glide
- Knock Off
- Superpower
Rillaboom has two roles here. Its main role is to counter rain and water types since my team is otherwise very weak to that. It also acts as a revenge killer for faster threats. Leftovers is meant to synergize with its max HP EV's to let it provide a tank role as well but I'm considering removing this for something else like choice band. Providing momentum with u-turn is also really nice to have.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell
Umbreon acts as my teams a catch-all special wall. It can freely switch into very dangerous threats such as Nidoking, Kyurem and Magnezone thanks to its 95/110/130 bulk. It pairs very well with Galarian-Slowking to check what it can't check like Dragapult, Hydregion and powerful psychic moves like choice specs psyshock from Tapu Lele. Being able to provide relatively safe switch-ins with wish is a big deal for maintaining momentum. If a mon gets chipped liked Buzzwole to a point where it can no longer switch in and heal up in front of what its supposed to counter, wish helps a lot there. Wish is just great in general for making sure chip isn't too big of deal which is a big concern for Urshifu-Rapid-Strike thanks to every defensive wall running rocky helmet these days. Heal-Bell is just a nice bonus meaning that any status really isn't that big of a deal. Umbreon also gets opportunities to either wish or heal bell in front of more passive pokemon like Corviknight, Clefable and any other walls.
Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Drain Punch
- Ice Punch
- Taunt
Buzzwole acts as my teams catch-all physical wall. It of course is competing with Corviknight for this role but his traits of being able to not be trapped by Magnezone, its, dark and fighting resist and ability to offensively threaten most of what he counters makes up for what Corviknight has. Buzzwole is able to counter just about any physical attacker in the tier with ease and threaten it back with Drain Punch and Ice Punch. Its only real problems come from physical flying and fire type attacks but Rotom-Heat helps a lot with that. Taunt allows Buzzwole to shut down status attempts like trying to boost in its face or set up rocks. Taunt is a nice utility to just throw out if they have a good switch in for both Ice Punch and Drain Punch like Clefable. Rocky helmet means it can punish u-turn and very importantly punish surging strikes from Urshifu-Rapid-Strike.
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Surf
- Future Sight
Galarian-Slowking acts as a powerful special tank. It provides my team with an extremely important fairy counter. It's able to wallbreak against most walls such as Toxapex, Corviknight, Ferrothorn, and Slowbro. It can check just about any dangerous special attacker that doesn't have super-effective coverage for it and threaten it out. For the ones that do Umbreon is always a switch into it. Future-Sight support is also very helpful for Urshifu-Rapid-Strike in letting it mindlessly throw off Close Combats.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Surging Strikes
- U-turn
- Aqua Jet
Urshifu-Rapid-Strike is the main breaker on my team able to threaten to KO or 2 hit KO almost any pokemon with its powerful attacks. Even max HP max defense Corviknight can't take 2 close combats from this thing. Adamant is really nice to have because it means that Close Combat is a guaranteed OHKO against any Ferrothorn set from full which is great because a lot of players using Ferrothorn love to try and predict surging-strikes and get a ton of chip damage against Urshifu. U-turn is great for maintaining momentum against the few pokemon who can switch into it like Toxapex or Buzzwole. Aqua jet is very important for revenge killing since it's actually decently strong with an adamant nature and a choice band.
Threat List:
Heatran can be very dangerous thanks to Magma-Storm trapping. There are ways of playing around this though. Switching into Rotom-Heat and volt-switching into Urshifu is generally safe but it risk a toxic but that luckily isn't a big deal thanks to Umbreon. Switching into Galarian-Slowking and surfing allows me to 1v1 it generally but it leaves me very weak or the Heatran is left very weak and I'm left KO'd in the worst-case scenario.
Dragonite is probably the biggest threat to this team. Not much can deal a ton of damage to it and Buzzwole can't wall it. If it's multi-scale breaks trying to get in it becomes a lot easier to beat. Rotom-Heat is generally the best switch in assuming I managed to break it's multiscale with a read from another member of my team predicting it to dragon dance. I really need to rely on reads in order to beat it but it's very doable.
Victini is extremely challenging to switch into thanks to V-Create. Rotom-Heat is generally my best switch in but that only works from full health. The best way to deal with this thing is just to make sure it can never switch in safely since almost every member on my team threatens to do serious damage to it. Urshifu's aqua jet is very helpful in taking it down after some chip.
Hawlucha is very difficult to stop from snowballing thanks to acrobatics meaning Buzzwole can't wall it. Rotom-Heat is generally the best check getting off a volt-switch into Urshifu-Rapid-Strike who can KO with a choice band adamant aqua jet if the volt switch doesn't kill. In order for my Rotom-Heat to get in that position without letting Hawlucha swords dance generally means I have to sack a mon.
Dracozolt rare to run into but is pretty scary to deal with since I have no electric immunity. There's a decent bit of counterplay, however. Dracozolt is mostly run on sand teams which the rest of my team handles very well which helps a lot. Rillaboom can switch into its bolt beaks nicely most of the time and threaten it with knock off. Rotom-Heat can switch into it but only from full and can't threaten it too much outside of pain-split. Mixed variants are a decent bit harder to deal with and mostly come down to reads and trying to get rid of sand. I also end up having to rely on Grassy Glide and Aqua Jet a decent bit.
Since I have no electric immunity this thing becomes a problem. It's a bad pokemon in OU though so it's rare to run into.
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Overheat
- Pain Split
Rotom-Heat is on this team to provide a couple of key roles. It provides an important Flying, Fire, Steel and Electric resist but can act as an emergency check to Fairy and Ground if another member on my team who's meant to handle that can't for some reason. The flying resist is especially important to Buzzwole. Rotom-Heat also provides as my teams only way to remove hazards. Rotom-Heat acts as an offensive check to many of the flying and steel types in the tier. Wish's from Umbreon become very important in making sure Rotom-Heat can do all this throughout the course of a game. Volt-Switch is great for keeping up momentum since there are very few electric immunities that are ok with switching into an overheat. It's also worth noting that Rotom-Heat can safely switch into Volcarona and provide a safe slow volt-switch into Urshifu-Rapid-Strike which I then can use to take down Volcarona with choice band aqua jet.
Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- U-turn
- Grassy Glide
- Knock Off
- Superpower
Rillaboom has two roles here. Its main role is to counter rain and water types since my team is otherwise very weak to that. It also acts as a revenge killer for faster threats. Leftovers is meant to synergize with its max HP EV's to let it provide a tank role as well but I'm considering removing this for something else like choice band. Providing momentum with u-turn is also really nice to have.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell
Umbreon acts as my teams a catch-all special wall. It can freely switch into very dangerous threats such as Nidoking, Kyurem and Magnezone thanks to its 95/110/130 bulk. It pairs very well with Galarian-Slowking to check what it can't check like Dragapult, Hydregion and powerful psychic moves like choice specs psyshock from Tapu Lele. Being able to provide relatively safe switch-ins with wish is a big deal for maintaining momentum. If a mon gets chipped liked Buzzwole to a point where it can no longer switch in and heal up in front of what its supposed to counter, wish helps a lot there. Wish is just great in general for making sure chip isn't too big of deal which is a big concern for Urshifu-Rapid-Strike thanks to every defensive wall running rocky helmet these days. Heal-Bell is just a nice bonus meaning that any status really isn't that big of a deal. Umbreon also gets opportunities to either wish or heal bell in front of more passive pokemon like Corviknight, Clefable and any other walls.
Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Drain Punch
- Ice Punch
- Taunt
Buzzwole acts as my teams catch-all physical wall. It of course is competing with Corviknight for this role but his traits of being able to not be trapped by Magnezone, its, dark and fighting resist and ability to offensively threaten most of what he counters makes up for what Corviknight has. Buzzwole is able to counter just about any physical attacker in the tier with ease and threaten it back with Drain Punch and Ice Punch. Its only real problems come from physical flying and fire type attacks but Rotom-Heat helps a lot with that. Taunt allows Buzzwole to shut down status attempts like trying to boost in its face or set up rocks. Taunt is a nice utility to just throw out if they have a good switch in for both Ice Punch and Drain Punch like Clefable. Rocky helmet means it can punish u-turn and very importantly punish surging strikes from Urshifu-Rapid-Strike.
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Surf
- Future Sight
Galarian-Slowking acts as a powerful special tank. It provides my team with an extremely important fairy counter. It's able to wallbreak against most walls such as Toxapex, Corviknight, Ferrothorn, and Slowbro. It can check just about any dangerous special attacker that doesn't have super-effective coverage for it and threaten it out. For the ones that do Umbreon is always a switch into it. Future-Sight support is also very helpful for Urshifu-Rapid-Strike in letting it mindlessly throw off Close Combats.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Surging Strikes
- U-turn
- Aqua Jet
Urshifu-Rapid-Strike is the main breaker on my team able to threaten to KO or 2 hit KO almost any pokemon with its powerful attacks. Even max HP max defense Corviknight can't take 2 close combats from this thing. Adamant is really nice to have because it means that Close Combat is a guaranteed OHKO against any Ferrothorn set from full which is great because a lot of players using Ferrothorn love to try and predict surging-strikes and get a ton of chip damage against Urshifu. U-turn is great for maintaining momentum against the few pokemon who can switch into it like Toxapex or Buzzwole. Aqua jet is very important for revenge killing since it's actually decently strong with an adamant nature and a choice band.
Threat List:
Heatran can be very dangerous thanks to Magma-Storm trapping. There are ways of playing around this though. Switching into Rotom-Heat and volt-switching into Urshifu is generally safe but it risk a toxic but that luckily isn't a big deal thanks to Umbreon. Switching into Galarian-Slowking and surfing allows me to 1v1 it generally but it leaves me very weak or the Heatran is left very weak and I'm left KO'd in the worst-case scenario.
Dragonite is probably the biggest threat to this team. Not much can deal a ton of damage to it and Buzzwole can't wall it. If it's multi-scale breaks trying to get in it becomes a lot easier to beat. Rotom-Heat is generally the best switch in assuming I managed to break it's multiscale with a read from another member of my team predicting it to dragon dance. I really need to rely on reads in order to beat it but it's very doable.
Victini is extremely challenging to switch into thanks to V-Create. Rotom-Heat is generally my best switch in but that only works from full health. The best way to deal with this thing is just to make sure it can never switch in safely since almost every member on my team threatens to do serious damage to it. Urshifu's aqua jet is very helpful in taking it down after some chip.
Hawlucha is very difficult to stop from snowballing thanks to acrobatics meaning Buzzwole can't wall it. Rotom-Heat is generally the best check getting off a volt-switch into Urshifu-Rapid-Strike who can KO with a choice band adamant aqua jet if the volt switch doesn't kill. In order for my Rotom-Heat to get in that position without letting Hawlucha swords dance generally means I have to sack a mon.
Dracozolt rare to run into but is pretty scary to deal with since I have no electric immunity. There's a decent bit of counterplay, however. Dracozolt is mostly run on sand teams which the rest of my team handles very well which helps a lot. Rillaboom can switch into its bolt beaks nicely most of the time and threaten it with knock off. Rotom-Heat can switch into it but only from full and can't threaten it too much outside of pain-split. Mixed variants are a decent bit harder to deal with and mostly come down to reads and trying to get rid of sand. I also end up having to rely on Grassy Glide and Aqua Jet a decent bit.
Since I have no electric immunity this thing becomes a problem. It's a bad pokemon in OU though so it's rare to run into.
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