SM OU RMOUT - Electric Terrain Hawlucha with offensive threats

Hi whoever is reading this,

So um... I'm pretty trash at OU, peaked around 1500. This is my first post, so This team has gone the farthest out of any that I've made so far, and think it has potential. However, this team is losing to defensive teams every single time and also to those running Landorus-Therian all the time. Would very much appreciate all the help I could get in improving it.
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Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Hidden Power [Ice]
- Thunderbolt
- Volt Switch

Tapu Koko is normally what I start with, to set up the Electric Terrain for the Hawlucha. Volt Switch is a must-have, as I've put Choice Specs on it for hard-hitting STAB, and I added the Hidden Power Ice to catch the Lando-T. Dazzling Gleam is nice against early Mega-Garchomps and Mega-Sableye. Thunderbolt is added for more damage than Volt Switch, if Koko survives until the end - (for some reason it always does). 0 Atk IVs because I figured I didn't need it. Maxed SpA and Spe EVs are to deal maximum damage the fastest, and 4 SpD is to be able to take opposing Koko's Volt Switch and Lele's Psychic. Timid Nature because I already have the Specs.

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Hawlucha @ Electric Seed
Ability: Unburden
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Swords Dance
- Acrobatics
- Throat Chop

After I volt switch with Tapu Koko, in comes the Hawlucha unless they're running Koko as well, or some other counter to Hawlucha. The unburden comes in big here, giving a speed boost, while I swords dance if they have something like Chansey or Mega-Lopunny. Drain Punch is to restore health, that's why I took it over High Jump Kick, and it OHKOs a lot of Pokemon; swords danced Hawlucha often sweeps the whole other team. Throat Chop is for the menaces to Hawlucha like Mew and post-Normalium Z Victini. Went for the Adamant Nature since I already get the speed boost with Unburden, and 4 SpD since I already have the Electric Seed boosting Defense.

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Greninja-Ash @ Lax Incense
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Gunk Shot
- Dark Pulse
- Ice Beam
- Water Shuriken

I opted for Greninja-Ash instead of Normal Greninja for the extra damage, and since this is meant to be a priority Greninja, with the Water Shuriken, it doesn't matter if they know I have Battle Bond or not. Went for a hasty nature because I need the attack for Gunk Shot, and if Greninja gets hit, its Defense and SpD stats are so low it's probably going to die anyways. Which leads me to my next tidbit, the reason for running Lax Incense - you can't take damage if you don't get hit. I'd tried Specs, Scarf, and Life Orb before, but none of them seemed to work, as the opponent would just switch out and I'd be stuck with a Gunk Shot against Lando-T or something. Gunk Shot is used to counter all the Tapus, Dark Pulse is for the STAB, Ice Beam is to counter Lando-T and Gliscor, and Water Shuriken is for the STAB and Priority, which works even better once Greninja-Ash is Battle Bonded.

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Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Sacred Sword
- Leaf Blade
- X-Scissor

Kartana is my revenge killer, as its huge Attack stat deals massive damage, even if the move it uses is not super effective. Smart Strike and Leaf Blade are its STAB weapons, and if 2 of the opponent's Pokemon are kiled, giving Kartana 2x attack, Leaf Blade can rip through even defensive Lando-T. Sacred Sword is what Kartana primarily uses, as it will come in to revenge against Pokemon like Greninja, other Kartanas, Magnezone, Mega-Tyranitar, the list goes on and on. X-Scissor is good against psychic types like Mew and other grass types like Tapu Bulu. Jolly Nature was used so it can outspeed other non-Jolly Kartanas, and since the Attack stat is so high already, using Adamant or another attack boosting nature would just be overkill. Scarf is to outspeed most of the meta. 4 SpD is to hopefully tank a weak Fire move, though if Kartana gets hit its pretty much dead anyways.

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Mimikyu @ Life Orb
Ability: Disguise
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Swords Dance
- Play Rough
- Drain Punch

Mimikyu right here is usually my last Pokemon to be alive, and can often 1v3 if I messed up early game. The Disguise provides an opportunity for Mimikyu to Swords Dance, and I opted for Life Orb instead of other alternatives such as Mimikium Z (I probably messed up on the spelling) and Band, as 99% of the time it uses Shadow Sneak. The reason I don't use Band is in the situation that they have a Dark type, in which case I definitely need the Drain Punch to 1) Kill the dark type and 2) Heal the damage that Mimikyu has taken from Life Orb. Play Rough is good for Stab Damage, and has higher attack damage than Shadow Claw. The 4 SpD is used to survive the steel moves that may come from Magearnas that Mimikyu cannot one shot. Jolly nature is to outspeed other Mimikyus, if it comes to that.

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Volcarona @ Buginium Z
Ability: Flame Body
Shiny: Yes
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
- Quiver Dance
- Flamethrower
- Bug Buzz
- Roost

Volcarona is a fantastic sweeper, if I find a moment to set up with Quiver Dance, then the opponent's already lost, and indeed, they often do concede after 2 quiver dances. Roost is used to recover from the unfortunate Stealth Rock, which is 4x damage to Volcarona, and Flamethrower + Bug Buzz are 2 great STAB moves that when one or the other is used, few Pokemon are completely resistant to. For those few Pokemon, I have the Savage Spin-Out to deal with them. Volcarona is designed to set up and tank a few hits beforehands, hence why I have max HP and some defense on it, with a little bit of speed to outspeed most steel types that would fall prey to Flamethrower but might at the same time have a counter to Volcarona. The timid nature is to boost that speed a bit more, while getting rid of Volcarona's attack, which is irrelevant anyways.

So I hope that you all enjoyed reading that (though you probably didn't.)

Again, this is my first RMT, so it would be great if you could give feedback on how to create better RMTs in addition to the advice to improve my team.

Thanks,
Me
 

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tapukoko.gif

Koko looks good.


hawlucha.gif

Hawlucha doesn't need that much speed. I'd recommend using the spread used in the Smogon analysis of 96 HP / 252 Atk / 36 SpD / 124 Spe. The speed outspeeds Jolly Sand Rush Excadrill, while the bulk allows Hawlucha to eat Clefable's Moonblast and 2HKO in return with Acrobatics. Throat Chop should be replaced High Jump Kick. Mew and Victini are hit plenty hard by Acrobatics, while HJK provides much more power than Drain Punch. Besides, you already have Greninja and Volcarona to take care of Psychics. Drain Punch can be replaced with Roost for more reliable recovery, but that's up to you.



greninja-ash.gif

Water Shuriken is not sufficient Water STAB. Replace Ice Beam with Hydro Pump. Gunk Shot should be replaced with Spikes. Ash Greninja forces a lot of switches, because your opponent doesn't want to let it transform. Spikes is a good neutral move to use on those forced switches, and it also helps punish the opponent for switching. Finally, Lax Incense is a terrible item that only works one in ten times. Definitely replace with Choice Specs. Being choice-locked into Spikes isn't the worst thing in the world, as it can be used multiple times in a row without failing, and Gren is typically a hit and run Pokemon anyway.


kartana.gif

X-Scissor is useless besides dealing with Tangrowth, which is already abused by Lucha and Volc. Replace it with Knock Off, which hits Zapdos fairly hard and has utility in removing items.



mimikyu.gif

Replace Drain Punch with Shadow Claw, as Dark types are already hit hard by Play Rough. Alternatively, replace Mimikyu with something entirely different like Mega Mawile or something, because Mimikyu is pretty bad.



volcarona.gif

Looks good.
 
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