Introduction
So this is actually the first DLC2 team I've built ever since the initial quickbans. And after some input from the Smogon Discord raters Devin and Aurodian, I feel like we've created something truly mortifying. Hope you enjoy the team and/or the breakdown. :3
The Team
YaBoi (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Leech Seed
- Iron Defense
As you may have noticed, the team lacks a "proper" ground resist. However with the help of Iron Defense, Ferrothorn can mend that out quite smoothly. Thanks to it's outstanding natural bulk, it can set up in a wide variety of situations, allowing you to check the likes of Excadrill, Zygarde, and even Melmetal if you play your cards right, while also having the potential to sweep unprepared or unsuspecting opponents. Ferrothorn has been chosen as the rocker for the team over Heatran or Clefable, as their respective roles require all 4 move slots. Speaking of:
Ban magearna (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 228 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Earth Power
Heatran remains one of my favorite OU mons with it's defensive capabilities yet devastating breaking potential. This set in particular allows you to break down a wide array of defensive cores that are popular in the current meta.Keep in mind that this set runs less speed than the current standard Heatran set, making it harder to 1v1 opposing defensive Heatrans, but the extra bulk is much appreciated for taking on the likes of Spectrier or Magearna and also trapping some of the bulky waters like Slowbro and Pex. Toxic is especially useful for breaking down your opponent's defensive backbone.
Fun.jpeg (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Teleport
So we don't straight up lose to Urshifu-S or Pheromosa, here's everyone'sleast favorite pink blob. Magic Guard + Teleport make it an extremely safe defensive sponge, that can provide you a solid defensive backbone while helping your team to get safe switches. The extra support from Wish can be a massive stress relief for the bulkier team mates, allowing them to be played somewhat aggressively. As one of the most oppressive forces pre-DLC2, it should not need much more of an explanation.
Balanced.zip (Zygarde) @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Glare
- Outrage
- Thousand Arrows
Zygarde is back and has the tier quivering in fear. Thousand Arrows remains an oppressively strong and spammable STAB-move while Extreme Speed can effectively shut down weakened sweepers. This used to be a SpDef Sub-Coil set, but the increase of Nidoking's popularity, made a banded set more lucrative, as it is another offensive check to it. SpDef is still a fantastic alternative however, and can certainly be run should you prefer it. Glare is kept on the banded set over the likes of iron tail, as it remains a crippling status move that can benefit your remaining team, especially Spectrier. Outrage could potentially be subbed out, as I've found myself using it very rarely.
BasedBoots (Pheromosa) @ Heavy-Duty Boots
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Close Combat
- Triple Axel
- Toxic
Pheromosa has been an absolute blast to use. It's high speed and offensive prowess make it a very difficult Pokemon to check effectively. Boots, just like with many other high speed threats, has proven to be a very useful addition for it, making it extremely difficult for your opponent to get any form of chip damage on it. This is key, as it's typing allows it to resist Sucker Punches from Urshifu and Cinderace. To compensate the lack of a Life Orb adamant is run, as I've made the experience that the extra attack has been far more useful than the extra speed, the later only helping you vs opposing Pheromosa's and Dragapult. Jolly is certainly a viable option tho. Close Combat is also a nice addition, removing the risk that HJK brought with it. Triple Axel is another neat new tool, as it helps you muscle past a subbed Zygarde/ Nidoking or the likes of Tornadous-T. It's not risk free and Ice Beam is a great alternative, should you prefer it, just be sure to match your nature accordingly. Toxic is great for catching Zapdos, Moltres and Buzzwhole who are becoming ever more popular defensive Pokemon. It can also serve to foil banded Sucker Punches in a pinch. Rapid Spin can certainly also be run, not only to remove hazards but to boost your speed, increasing your sweeping potential.
Movepool.exe (Spectrier) @ Choice Scarf
Ability: Grim Neigh
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Mud Shot
- Hex
Lastly we have Spectrier, here to serve as the team's form of speed control. As a ghost it has the added benefit of being immune to Exteme Speed. Shadow ball is a great STAB to throw out relentlessly, with most teams rarely having more than one ghost resist. Wisp can be great to weaken Mandibuzz or Urshifu that may be tempted to come in on you. Mud shot is a niche tech to bonk Heatran or to enable a Pheromosa/ Zygarde sweep by lowering your opponent's speed. Haze our Foul Play could be interesting alternatives to play around with. Hex can be a deadly means to clean up late game, as the team has plenty of status moves that can and will be used throughout the match.
Conclusion + Importable
This team has become one of my favorites to use, due to how effective and downright oppressive it can be. It's not without flaw, however. Nidoking can be a massive issue, especially if your opponent has good means of bringing it in safely. Furthermore Rain can be a hassle to deal with, if they have a Specs Zapdos or Volcanion. Urshifu-Rapid strike is also something worth keeping an eye out for.
I don't think those weaknesses can be mended without changing the team fundamentally or opening new glaring weaknesses. But I suppose the Meta has arrived at a stage where there is no single team without it's share of weaknesses.
Thanks for reading and have fun!
PS: Further suggestions or feedback of any kind is more than welcome :)
https://pokepast.es/82ee7dec52e8f51f
So this is actually the first DLC2 team I've built ever since the initial quickbans. And after some input from the Smogon Discord raters Devin and Aurodian, I feel like we've created something truly mortifying. Hope you enjoy the team and/or the breakdown. :3






The Team

YaBoi (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Leech Seed
- Iron Defense
As you may have noticed, the team lacks a "proper" ground resist. However with the help of Iron Defense, Ferrothorn can mend that out quite smoothly. Thanks to it's outstanding natural bulk, it can set up in a wide variety of situations, allowing you to check the likes of Excadrill, Zygarde, and even Melmetal if you play your cards right, while also having the potential to sweep unprepared or unsuspecting opponents. Ferrothorn has been chosen as the rocker for the team over Heatran or Clefable, as their respective roles require all 4 move slots. Speaking of:

Ban magearna (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 228 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Earth Power
Heatran remains one of my favorite OU mons with it's defensive capabilities yet devastating breaking potential. This set in particular allows you to break down a wide array of defensive cores that are popular in the current meta.Keep in mind that this set runs less speed than the current standard Heatran set, making it harder to 1v1 opposing defensive Heatrans, but the extra bulk is much appreciated for taking on the likes of Spectrier or Magearna and also trapping some of the bulky waters like Slowbro and Pex. Toxic is especially useful for breaking down your opponent's defensive backbone.

Fun.jpeg (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Teleport
So we don't straight up lose to Urshifu-S or Pheromosa, here's everyone's

Balanced.zip (Zygarde) @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Glare
- Outrage
- Thousand Arrows
Zygarde is back and has the tier quivering in fear. Thousand Arrows remains an oppressively strong and spammable STAB-move while Extreme Speed can effectively shut down weakened sweepers. This used to be a SpDef Sub-Coil set, but the increase of Nidoking's popularity, made a banded set more lucrative, as it is another offensive check to it. SpDef is still a fantastic alternative however, and can certainly be run should you prefer it. Glare is kept on the banded set over the likes of iron tail, as it remains a crippling status move that can benefit your remaining team, especially Spectrier. Outrage could potentially be subbed out, as I've found myself using it very rarely.

BasedBoots (Pheromosa) @ Heavy-Duty Boots
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Close Combat
- Triple Axel
- Toxic
Pheromosa has been an absolute blast to use. It's high speed and offensive prowess make it a very difficult Pokemon to check effectively. Boots, just like with many other high speed threats, has proven to be a very useful addition for it, making it extremely difficult for your opponent to get any form of chip damage on it. This is key, as it's typing allows it to resist Sucker Punches from Urshifu and Cinderace. To compensate the lack of a Life Orb adamant is run, as I've made the experience that the extra attack has been far more useful than the extra speed, the later only helping you vs opposing Pheromosa's and Dragapult. Jolly is certainly a viable option tho. Close Combat is also a nice addition, removing the risk that HJK brought with it. Triple Axel is another neat new tool, as it helps you muscle past a subbed Zygarde/ Nidoking or the likes of Tornadous-T. It's not risk free and Ice Beam is a great alternative, should you prefer it, just be sure to match your nature accordingly. Toxic is great for catching Zapdos, Moltres and Buzzwhole who are becoming ever more popular defensive Pokemon. It can also serve to foil banded Sucker Punches in a pinch. Rapid Spin can certainly also be run, not only to remove hazards but to boost your speed, increasing your sweeping potential.

Movepool.exe (Spectrier) @ Choice Scarf
Ability: Grim Neigh
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Mud Shot
- Hex
Lastly we have Spectrier, here to serve as the team's form of speed control. As a ghost it has the added benefit of being immune to Exteme Speed. Shadow ball is a great STAB to throw out relentlessly, with most teams rarely having more than one ghost resist. Wisp can be great to weaken Mandibuzz or Urshifu that may be tempted to come in on you. Mud shot is a niche tech to bonk Heatran or to enable a Pheromosa/ Zygarde sweep by lowering your opponent's speed. Haze our Foul Play could be interesting alternatives to play around with. Hex can be a deadly means to clean up late game, as the team has plenty of status moves that can and will be used throughout the match.
Conclusion + Importable
This team has become one of my favorites to use, due to how effective and downright oppressive it can be. It's not without flaw, however. Nidoking can be a massive issue, especially if your opponent has good means of bringing it in safely. Furthermore Rain can be a hassle to deal with, if they have a Specs Zapdos or Volcanion. Urshifu-Rapid strike is also something worth keeping an eye out for.
I don't think those weaknesses can be mended without changing the team fundamentally or opening new glaring weaknesses. But I suppose the Meta has arrived at a stage where there is no single team without it's share of weaknesses.
Thanks for reading and have fun!
PS: Further suggestions or feedback of any kind is more than welcome :)
https://pokepast.es/82ee7dec52e8f51f
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