SS OU Rate my team : my first time being 1400

https://pokepast.es/ff7f649fd974a7e3
nidoking.png

King (Nidoking) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Ice Beam
- Flamethrower

the main breaker of the team, being able to 2HKO everything with the right move is amazing.
i forewnt subsitute because , taking out ferrothorn for urshifu is amazing, most of my endgames
are just putting him into a positionn to sweep
Skarmory.png

Chunky (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Brave Bird
- Spikes
- Whirlwind
- Roost

Being able to ignore Garchomp, and Landorus is amazing, against most lando teams this is my go to lead,
being able to have a steel type to ignore toxics is nice , however i would love to fit defog on this team.
spikes over stealth rock because i im not too concerned with hitting flyers, and it does way more to the urshifus.
i feel like siking on a dead turn is alot more productive use of time

Blissey.png

Big (Blissey) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Soft-Boiled
- Thunder Wave
- Teleport

My main nidoking/spectrier answer, ive been toying with shadow ball, or seismic toss, i like touching spectrier,
but toss is more consistent damage on everything else at the cost of getting walled by spectrier
Thunder Wave is really good at limiting faster offensive threats on the switch. and teleport of course to bring in
either NIdoking or Urshifu
rillaboom.png

boOm (Rillaboom) @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Wood Hammer
- Grassy Glide
- High Horsepower

an excellent late game cleaner, and my way to control terrain and an amazing and welcome offensive threat.
i find that aside from nidoking, Rillaboom ends up forcing the most switches on the team allowing me to double into
other members. i think going adamant might be worth it as i never seem to care too much for it outspeeding things.
urshifu-rapid-strike.jpg

Crit + (Urshifu-Rapid-Strike) @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Aqua Jet
- Poison Jab
surging strikes is an amazing move , i love forcing a switch. doing thirty percent to phys def tapu fini
and toxapex always feels great wearing them down for rillaboom to finish them off , the two make a nice pair
Tangrowth.png

Tangy (Tangrowth) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Sleep Powder

i really like tangrowth, i feel like the value he provides being able to wall most of physical rain is amazing
however i fell like of all the team members this slot is definitely the most expendable , regenerator, has
won me many games, by allowing tangrowth to scout how much damage physical attackers are doing.​

heres my team , this is the first time a team ive made has gotten me to 1400 and im really proud of it as its my first time being at 1400. id like to try phys def togekiss over Tangrowth, but that makes me way weaker to rotom wash, swampert, and rain in general , any opinions are welcome, id like to keep climbing with this team


https://replay.pokemonshowdown.com/gen8ou-1248665907
i do really bad against TR
 
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Just regarding some moveset changes, I'd put Thunder Punch>P Jab on Shifu Rapid because it still hits fairies very hard with Surging unless it's Fini which gets hit by T Punch regardless. I'd change High Horsepower on Rillaboom to U Turn because I feel like it's always nice to have momentum. One issue here is you have two mono grasses which sure they do different things, won't patch up any defensive holes in this team. I feel like Clefable>Tang would be nice as it helps ease the Shifu-SS matchup a little. For the Clefable I'd run Stealth Rocks/Moonblast/Softboiled/T Wave or Wish or Teleport or Knock Off. I'd also get rid of Skarmory here as you lack any form of hazard removal. I'd personally put Moltres with 252HP/68Def/36SpA/152Spe with a Bold Nature. The Speed makes it so it outspeeds max speed non timid heatran while the special attack ensures a 2HKO on non lefties corv (228 SpD Careful Nature) as well as improving the Scorching Sands roll against Heatran as 0 SpA makes it so Scorching Sands doesn't 2HKO after rocks+protect+attack+protect. The rest of the EVs are dumped into HP and Defence. I'd run Scorching Sands/Roost/Defog/Flamethrower. I opted for Flame>Mystical here due to Corv calc as I said above. I would also strongly consider using Single Strike Urshifu here>Rapid Strike but up to you. You're also Double Band which I'm not a fan of so I'd make Shifu Rapid possibly Leftovers with Bulk Up/T Punch/CC/Surging.

Hope this helps, good luck!
 
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