SM OU Rate me plz- I built this mostly around Scizor

https://pokepast.es/0a315c6661e874c7

I built this team mostly around Scizor but i mean each of them obviously has their own purpose.

Scizor (mega):
1. I chose this pokemon mainly because it looks cool and I knew that it would be good because of STAB Bullet Punch and Technician. I so far have been using this against physical pokemon like Tyranitar or also to break stallbreakers that use toxic or other such variants (spikes, Baneful Bunker, etc) due to its steel typing. The ability to also be able to maintain priority despite facing paralysis or Trick Room also contributed to the selection of this Pokemon, especially because it is also capable of having Roost on its side to maintain a healthy amount of bulk against physical attackers of really any type.
2. With the physical stats it possesses, I use Scizor to deal with fast+frail attackers and some trap setters, late mostly seeing usage against opponents such as Weavile, the majority of the Tapu's except for Fini (damn water typing) and Koko (electric), Mimikyu (it of course will have to consider Disguise but the typical move typing that Mim uses doesn't usually do much damage to Scizor), but most importantly is used against teams that include Clefable and, even more importantly than that, Mega Diancie. It tends to be brought in early against stall teams where it will have time to Swords Dance, but tends to appear during mid/endgame in more offensive teams as a revenge killer where there may not be enough time to boost. Scizor is capable of maintaining its health against physical opponents with recovery.
3. Roost is obviously used to recover health whenever Scizor has the chance to. I will typically use it by switching Scizor into a Fairy or other disadvantageous type due to the fact that they will be pressured to switch out and take advantage of that pressure. Knock off, while too powerful to be considered for Technician, is useful against nearly every opponent (assuming non Z-crystals and mega stones). Scizor can boost its attack against stallers to break said stall (which will usually use toxic-something Scizor is immune to) using Swords Dance. I will also use it whenever I predict a switchout. Bullet Punch is the bread and butter of the moveset, due to having base 60 power due to Technician and being amped up further with STAB, making it quite dangerous if Swords Dance had been used previously due to my EV of 252 ATK (leaving it at a pretty decent 399 without boosting). I have been thinking about changing out knock off in preference for U-turn in case of running across pokemon like Tangrowth, where it could be switched into my Victini or maybe Kyurem-B. Should I do this?

Kyurem-B:
1. I chose this hunk because it has one of the highest Attack BS's in the OU tier and below, only being outranked by Kartana in the terms of non-mega evolved Pokemon (obviously I couldn't do another mega evo because, you know... that's how it works). Additionally I doubted this Pokemon as its speed BS is rather mediocre. However, I decided to give this one a try because, like Scizor, it looks pretty rad, particularly when shiny. As time continued, I found that it was also a viable choice in function as well due to the fact that not much can stand in its way as long as its first power-herbed Freeze Shock hits.
2. Kyurem-B functions as a wall-breaker to the extreme, having a base 140-power STAB physical move with a 20% chance to paralyze should something somehow survive the attack. Kyurem's 289 Speed allows it to outspeed nearly all tanks, while its HP leaves it capable of surviving a non-supereffective attack of either physical or special nature should it find itself against a non-tank. I also use Kyurem-B as a surprise attacker due to the fact that, with only 4 EV's into SpA, Kyurem has 277 SpA, which allows it to OHKO enemies it would typically be at a disadvantage against such as Heatran.
3. Freeze Shock, combined with a Power Herb, is practically an assured OHKO regardless of circumstances unless a 4x resistance is encountered. It doesn't see that much extra use outside of that first blow. Fusion Bolt is another powerful move and can check flying and water types very well. Earth Power is specifically designed to be used against Heatran, which is nearly omnipresent in OU. Ice Beam is included for Landorus-T and Gliscor, as the 4x weakness and 100% accuracy is another OHKO that bypasses the disadvantage of Intimidate (for Landorus).

Tornadus-T:
1. Tornadus was chosen as I was looking for a Defog user and something that is fast. Tornadus struck both marks perfectly. Regenerator does also contribute to my selection as well as I can recover by switching from ice types and replacing with Victini, Scizor, or Greninja. The special attack of Tornadus is also enough of a threat to KO most neutral and almost all advantageous type matchups of pokemon when z-flying is used.
2. Tornadus sees use pre-emptively against suspected Stealth rock runners that aren't likely to also carry stone edge as well. That being said, i can also choose to risk going against rock types with focus blast if the time should come that that is needed. The sheer flying type option is also cool for teams with grass types.
3. Hurricane is Tornadus' primary offensive move due to STAB and the Z-move. It sees heavy use against rain teams for obvious reasons. Focus Blast is used in emergencies against pokemon such as tyranitar or other fighting-weak pokemon, but usually this move will not see heavy use in early game. Knock off is on the docket to potentially rid of in favor of something like Taunt, but still the ability to remove items is nice. Defog does what defog does: removes hazards, and also makes hurricane more likely to hit to boot.

Victini:
1. I chose this pokemon due to its balanced stats and its access to V-create, a ludicrously powerful move that gains STAB. I also believe that Victini's typing fits in well in my team.
2. Victini sees use against in a variety of situations as all of its moves act as coverage, but sometimes sees use as a pivot due to U-turn or a threat with V-create. Lastly, Victini also has well-balanced stats, which usually allows it to survive non super effective attacks from anything faster than itself. A choice band is used to boost Victini's otherwise literally average attack as well as high investment into Attack EV's along with Speed and a Speed-boosting nature.
3. V-create is used as a nearly-constant OHKO attack that at least very heavily dents anything in its way. If Victini finds itself going against something slower than it but at a type disadvantage against, U-turn will be used. Fusion Bolt is used against Flying types or slower water types like Pelliper. Zen Headbutt is an alternate STAB that gives a chance to flinch to faster opponents.

Ash-Greninja:
1. This pokemon was chosen due to its speed and its sweeping capabilities once it knocks out an opponent. It's high speed also allows it to function as a good revenge killer. The choice specs serve to heighten the potential for a sweep, as my build gives Greninja a SpA of over 600 once Battle Bond activates.
2. Greninja sees late-game use as a revenge killer-turning sweeper upon a revenge kill. It usually depends on Scizor to have eliminated Fairy types, Tornadus for fighting, and Kyurem for any Grass types that aren't Ferrothorn. If those requirements are met and one of them fall, its Greninja time, baby.
3. Water Shuriken is a STAB-boosted priority move similar to Bullet Punch, except it runs a slight risk of power due to chaining. Surf is a safer choice of damage but lacks the priority that WS can provide, which is worth considering as some of the OU and below categories are faster than Greninja is. Dark Pulse is yet another STAB move that can flinch and is used against any psychics that are encountered. What should I replace spikes with? It's kind of a placeholder.

Serperior:
1. As I had encountered it numerous times and with little success due to the Contrary ability, Serperior was a very quick choice for this team as it is fast and hits harder and harder the more that the already-powerful Leaf Storm is used. Serperior also has proven itself to have a good amount of utility with Glare and Substitute.
2. Serperior sees use as a sweeper that begins as a revenge killer due to its above-average speed. I have also sacrificed some of the SpA EV's and instead funneled it into some SpD in exchange for greater survivability, knowing that SpA will grow over time with the Contrary ability.
3. Substitute is used against lower-attacking opponents where the sub will last for multiple turns. Leaf storm, with the use of Contrary, boosts SpA and is generally a hard-hitting attack that is Serperior's primary attack. Hidden Power Fire gives coverage to ice, steel, and other grass types. Glare is used to slow anything that happens to be faster than the snake is, and also helps prevent moves from being performed occasionally.


Thank you for any help you can provide!
 
i feel like z-fight might be the better option on Tornadus to deal better with heatran that beats ur sciz, but at the end u also have gren for tren so if u want to keep flynium thats fine 2, i just personly prefer running it on ur team,i tried it out was pretty fun to use :]
 
i feel like z-fight might be the better option on Tornadus to deal better with heatran that beats ur sciz, but at the end u also have gren for tren so if u want to keep flynium thats fine 2, i just personly prefer running it on ur team,i tried it out was pretty fun to use :]
Thank ya. I see your point. I might try out the z-fight.
 
Hi, I really like your team overall but I have a few suggestions. First of all, you really need a Stealth Rock user. You have several good options such as replacing Victini with SR Heatran to retain your FWG core, replacing Kyurem-B with SR Clefable to allow you to check grounds and Ash Gren's Dark Pulse, or fitting an SR Lando-T somewhere on the team.

Some minor changes are that seeing as you have Knock Off on both Torn-T and M-Scizor, I would suggest changing Knock Off on Scizor to U-Turn. You have some pretty frail breakers that really appreciate having a U-Turn mon to get them in, plus lots of common switchins to Sciz such as Pex, Zapdos, Heatran, etc allow you to get into a good position with Victini or Gren. Another suggestion would be to change Freeze Shock to Roost on Kyurem-B and replace Power Herb with Life Orb. PH is generally quite inconsistent and situational, plus your team appreciates having a check to Greninja that can heal itself. Lastly, I think you should consider a Rocky Helmet max hp/max speed set for Torn-T if you find yourself having problems with Kartana.
 
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