SS OU Regular Kyurem is destryoing them all, not just the male, but the female and the lc too!

Hello There, I am SilkScarfGroudon and I am bringing you a new OU team for you to judge and Improve

And now this is where the fun begins


The Team
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Movesets, IVs and EVs



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Kyurem @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Icicle Spear
- Dragon Claw
- Substitute

With Kyurem-B banned from OU everyone thought the suffering would go away, right? WRONG! Shis sub dd Kyurem set is very similar to dragapult's Dragon Dance sets, but it has even more power. At first glance this set may look like it is completely walled by Corviknght, you would be right if +2 252+ Atk Kyurem Icicle Spear (3 hits) vs. 252 HP / 76+ Def Corviknight: 219-261 (54.7 - 65.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery. Even with only two attacks in Icicle Spear and Dragon Claw it still can be a massive threat and Haze Toxapex, Conkeldurr and Aegislash are almost always the only chance of the opponent, and they can't switch in completely safely.

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Conkeldurr @ Flame Orb
Ability: Guts
EVs: 244 HP / 252 Atk / 4 SpD / 8 Spe
Adamant Nature
- Drain Punch
- Earthquake/Facade
- Knock Off
- Mach Punch

And Conkeldurr is always a pokemon that you should at least think about when you're building a team for OU and it is on 1/3 of my serious teams because it is just super powerful and it is basically unstopabble. Drain Punch is here to recover hp from both the oponents attacks and the burn, Earthquake is just the regular Damage Move and can be useful to do damage things that would like to come in on a Drain Punch such a Toxapex and facade lets you take a huge chunk of HP from things Togekiss and Clefabe, knock off is used to deal with ghosts trying to switch in on Conkeldurr or removing the item from a Clefable or a Grimmsnarl and last but not least is Mach Punch for a powerful priority to finish weakened foes. And that 8 EVs in speed? They are to get the jump on Conkeldurrs with no speed investment and Conkeldurrs with 4 EVs in speed.

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 124 Def / 128 SpD
Impish Nature
- Leech Seed
- Knock Off
- Power Whip
- Stealth Rock

Ferrothorn is probably one of the best, if not the best hazard setter in OU having access to both Spikes and Stealth Rock. With this spread ferrothorn ia able to take lower Base Power stabless fire moves at least once, like Hatterene's and Sylveon's Mystical Fire, since ferrothorn is switching on them a lot. Leech Seed is perfect to take advantage of something locked in a move that isn't a threat to Ferrothorn and Toxapex, Knock Off is great for removing the item from something, it can be a leftovers or a black sludege, even a Choice Band, Scarf or Specs, Power Whip is great to kill Seismitoad, something Ferrothorn is always switching in and Stealth Rock is just my preferred hazard.

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Necrozma @ Weakness Policy
Ability: Prism Armor
EVs: 28 HP / 252 SpA / 4 SpD / 224 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Heat Wave
- Stored Power
- Power Gem

Necrozma is something you need to take care of in OU, it is something dangerous that nobody sees coming, mainly this set. This spread makes possible for Necrozma to live a Shadow Ball from Specs Pult while it uses Autotomize and activates the Weakness Policy, making Stored Power 140 BP, in other, words a KO machine, and if Stored Power does not KO Necrozma still has Power Gem to hit Mandibuzz and Fire types and Heat Wave so Corviknight needs to think twice before getting in the field. Yes, Power Gem isn't a 1HKO in Mandibuzz, but Necrozma will take o huge chunk out of its HP and will KO a thing and a half before going down.

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Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Earthquake
- Stone Edge
- Iron Head

Terrakion is another fighting type that is super powerful in OU and Seismitoad is the only thing that can switch in safely on any attack that Terrakion has. Jolly normally would be prefered for extra speed but Adamant's power is so destructive that losing it would make Terrakion almost useless for this team that is made almost entirely out of extremelly powerful offensive pokemon. Close Combat is probably the strongest Fighting Move it can use and ia very spammable, Earthquake helps to deal with Toxapex and is also very spammable, stone edge is not as spammable because of its 80% accuracy but is helps a lot with rotom heat and mandibuzz, iron head is great for dealing with the fairies and has a nasty flinch chance

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Sylveon @ Leftovers
Ability: Pixilate
EVs: 196 HP / 232 SpA / 80 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Mystical Fire

Sylveon is a great check to Fighting types, the most threathening types to my team and a type that I love using. This spread makes Sylveon have a good Special Defense Stat while not giving up too much in HP and Special Attack, Wish and Protect are in the set to help maximize recovery and Hyper Voice and Mystical fire are the only two attacks Sylveon really needs anyway, Hyper Voice for a powerful and spammable stab and Mystical Fire to hit other things and lower the special attack of the opponent.



And that is it. I hope you liked my team and as aways sorry for anything mispronounced, I am not fluent in english yet but I'm getting there.

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got ya
 

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I like this team a lot, im gonna give it go but personally I dont think sylveon as at all worth using over clef, so im personally gonna sub in the standard SpDef clef:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Moonblast
- Teleport
- Protect
- Wish

I really dig the negative priority switch in with teleport and think clefs walling ability is just superior. But thats just my opinion I like the team overall though and will report back with my success :D
 
I like this team a lot, im gonna give it go but personally I dont think sylveon as at all worth using over clef, so im personally gonna sub in the standard SpDef clef:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Moonblast
- Teleport
- Protect
- Wish

I really dig the negative priority switch in with teleport and think clefs walling ability is just superior. But thats just my opinion I like the team overall though and will report back with my success :D
I would like clefs healing abilities would be nice, but I think sylveon is better at least for me, it is more ofensive and has a good defense, it is better suited for my play style, but feel free to make any changes
 
Heyyo! Nice team you've got here! Necrozma is such a cool and underrated mon to work with and I have quite a fair bit of fun with it in OU. I ran a different set tho but yours is pretty interesting! Lemme see if I can work some small changes for you to make your team better.

First, I am not too sure I understand the Ferro's EV spread. With how you already have a specially oriented defensive mon on your team in the form of Sylveon, I recommend you change to the spread of 252 HP / 88 Def / 168 SpD with an Impish nature to give it a more physically defensive presence which allows you to check like Dracovish to a certain degree since you don't have a proper Vish check.

Next, I understand that your aim is to run sub DD, however, since you seem to bait in stuff like Toxapex (removing it will be beneficial to your other members putting in work) and just water types in general, I recommend running Naive nature + Freeze Dry on Kyurem, running the item Heavy Duty Boots. This is pretty good to ensure that you don't just auto lose to rain and helps keep your streak up and running. It's not a guaranteed 2HKO but it ensures that Tox is either forced to run or heal up, giving you another chance to either go into something else or DD into dragon claw

4 SpA Kyurem Freeze-Dry vs. 252 HP / 4 SpD Toxapex: 140-168 (46 - 55.2%) -- 9.4% chance to 2HKO after Black Sludge recovery

I agree LionHeartz420 that Clef might be a more suitable option here. This is because, due to your team structure, you shouldn't have an issue dealing with opposing fighting if you swap to Clef and Clef has the added benefit of giving you momentum gaining options since baton pass is banned. However, it seems that you seem to be attached to Sylv so I won't suggest much here to you other than a small change to it's EV spread. I think 252 HP / 112 SpD / 144 Spe with a Calm Nature is more effective at it's job. The speed EVs allow you to outpace max speed adamant Conkeldurr as well as 88 speed Corviknight so you can bust out that sweet Mystical Fire.

Scarf Terrakion isn't very worth using in this metagame. Simply because there are a lot of things that can abuse Terrak being locked into a non-boosted attack. (i.e - Earthquake). Personally, I think that if you really need a scarfer, a better option for your team would be to run Scarf Hydreigon. The reason behind this is simply because 1. it gives you much needed momentum in the form of U-Turn. 2. It gives you a typing core backbone in the form of Dragon Fairy Steel. With this, I am sure that you will be able to turn games into your favor more easily as you can turn games around and u-turn into your sweepers or wall if necessary. You can run Defog if you'd like over U-turn if you feel that you want an offensive defogger because you don't have hazard control at all.

Hope you enjoy the small changes here and there that should help improve your team. Have fun and enjoy!
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Leech Seed
- Knock Off
- Power Whip
- Stealth Rock

Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Icicle Spear
- Dragon Dance
- Freeze-Dry
- Dragon Claw / Iron Head

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 112 SpD / 144 Spe
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Calm Mind

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- U-turn / Defog
- Draco Meteor
- Dark Pulse / Flamethrower
- Flash Cannon
 
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