SS OU Rmt and correct it please

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

The star of the team, for it's ability to acquire a victory. Banded V-create has little switch ins, the main ones being Heatran, Toxapex, Slowbro, and other bulky water types with defence investment. Bolt Strike acts as a coverage move to threaten these bulky water types, as well as doing decent damage against Heatran and other mons without the speed drop. Trick is mostly used to cripple setup mons, especially defensive ones such as Iron Defence Corviknight and Cosmic Power Clefable/Mew. U-turn is an in-between choice to go for if you don't want to commit to either V-create or Bolt Strike, but you could probably run Glaciate instead if you wanted a more reliable way to punish Landorus-T switching in. Also note that once Victini uses V-Create it becomes a sitting duck, necessitating a strong defensive presence on the team for switching into revenge killers. Finally, for some reason Victini can survive a Foul Play, so you can use that to your advantage.

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 12 HP / 32 Def / 212 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

Tapu Koko similarly like Rillaboom is able to form an effective VoltTurn core and lure in things like Ferrothorn, Tangrowth, and Landorus-T for Victini, more on this later, and synergies just as well with Victini and able to pressure against Bulky Water Types. With Tapu Koko gives you a form of speed outside of Landorus-T, and is able to overwhelm each others checks notably Heatran and Landorus-T like you stated, and has an added bonus in boosting the damage of Bolt Strike with Electric Terrain is up making it break through Slowbro and Slowking with ease. The EV spread on Tapu Koko lets you avoid 2HKO from Zeraora after rocks in case you lose your boots, this in conjunction with Landorus-T gradually improves the matchup against Zeraora, and Tapu Koko is also being able to pressure against Skarmory and Corviknight a lot better without having to over rely on your Victini as well. Shoutouts to SLDR for this cool spread.

:ss/landorus-therian:
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 72 Def / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Toxic

The resident speedy boi of the team. The speed allows Lando to act as a fast pivot early-game and a win condition late-game. 184 speed allows Lando to outspeed Modest Scarf-Kyurem, slow U-turn against other Scarf-Landos and also have some defence investment, but I'm not sure how useful this really is. U-turn allows Lando to be a fast pivot, fitting with the Volt-Turn theme of this team, and Earthquake needs no explanation. Stone Edge allows Lando to hit Earthquake immune mons as well as significantly damage Kyurem. Stone Edge also provides an alternate way for Lando to be a win condition in specific situations. Toxic is used to for chip damage on opposing Landos and an emergency way to deal with setup sweepers, most notably Dragonite. You might notice a lack of Stealth Rocks on this Lando, or on the rest of the team for that matter. I chose to not run Stealth Rocks because opposing Stealth Rocks became crippling for Victini and Assault Vest Magearna when it was still on the team, as well as Dragonite if it got knocked off. Because of this, it was important to constantly defog to prevent Stealth Rocks from doing any serious damage. As a side effect, when I was able to put up my own Stealth Rocks, they never stayed up for long. However, with Heavy-Duty Boots Blissey replacing Magearna, I think Stealth Rocks may be a viable option over Stone Edge or Toxic. I also think that Scarf-Dragapult could be a good option over Scarf-Lando, which I haven't tested. This is because it's a speedy boi able to outspeed and kill many things that Scarf-Lando can't, such as Timid Scarf-Kyurem and +1 speed Garchomp, as well as a somewhat reliable way to deal with substitute. However, you would lose the defensive utility that Lando has, specifically against Kartana and boosting mons, as well as lose Lando's ability to threaten Heatran and Earthquake's raw power

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Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 248 HP / 52 Atk / 56 Def / 152 Spe
Adamant Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Roost
The stock standard DD Dragonite. Dragonite provides the team with a reliable win condition as well as a check to Kartana, Rillaboom and Heatran. Dragon Dance allows Dragonite to set up for a sweep, or to increase it's breaking ability. Dual Wingbeat is the main damage dealing move, and is also the primary way for this team to deal with Substitute. Earthquake is for coverage and avoiding Rocky Helmet damage. Roost allows Dragonite to keep healthy with Multiscale while checking the aforementioned mons. One issue that Dragonite faces is that Kartana and Rillaboom, for which this mon is basically the dedicated switch in, love to use Knock-Off to get rid of Boots. When this happens, Dragonite becomes crippled as a defensive mon by Stealth Rocks as Multiscale stops being useful, increasing the importance of keeping Stealth Rocks off the field. Another thing to note is that similarly to Rillaboom, Dragonite can act as bait for mons such as Corviknight and Ferrothorn, allowing you to double into Victini and pick up a kill.

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Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Soft-Boiled
- Stealth Rock (may be toxic?)
- Seismic Toss

As mentioned before, Blissey is the replacement for Assault-Vest Mag, which I used as a slow pivot and special sponge which could also deal damage with Fleur Cannon. However, with Magearna banned, Blissey was the obvious choice to fill the gaping special sponge hole. Because Blissey is the newest addition to the team, I am not fully confident with Blissey's role and moveset, but here is what I currently use. Teleport fits into the Volt-Turn theme of the team, Soft-Boiled allows Blissey to stay healthy in front of special attackers and Toxic and Seismic Toss allow Blissey to deal damage. It might be a good idea to run some other move like Stealth Rocks instead of doubling up on Toxic and Seismic Toss. Another thing to note about Blissey is that I'm pretty sure it would get screwed by Sub-DD Dragapult, even though I haven't encountered any yet after replacing Magearna with Blissey. Another reason to run Scarf-Dragapult I suppose.
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Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- ?(i don't want body press)
- U-turn
- Roost
- Defog
Replacing with mixed defensive Corviknight improves your team with so many things notably being able to check Kartana, Rillaboom, opposing Landorus-T, Tapu Lele, Weavile, and Bisharp, and you are able to punish Urshifu-R from clicking Surging Strikes due to Rocky Helmet. Corviknight acts as your main defogger for your team and is able to do it consistently with reliable keeping itself healthy with Roost. While Rocky Helmet is able to punish Urshifu-R, with Dragonite it will lessen being overwhelmed against Urshifu-R though Future Sight support is always something to lookout for, and in most cases Corviknight's item doesn't last long from getting Knocked Off, but you also do get a Knock Off. The EV spread on Corviknight avoids getting 2HKO from Choice Specs Tapu Lele's Psychic after rocks and can stomach a Shadow Ball from Dragapult.
 
Inazuma (Tapu Koko) @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Grass Knot

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Roost
- Bulk Up
- Power Trip
- Brave Bird

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Agility
- Outrage
- Dual Wingbeat
- Earthquake

And Toxic on Blissey
 
Inazuma (Tapu Koko) @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Grass Knot

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Roost
- Bulk Up
- Power Trip
- Brave Bird

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Agility
- Outrage
- Dual Wingbeat
- Earthquake

And Toxic on Blissey
https://pokepast.es/405bc8f3b5d1d35a
I've redone the command a bit, please take a look
 
Inazuma (Tapu Koko) @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Grass Knot

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Roost
- Bulk Up
- Power Trip
- Brave Bird

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Agility
- Outrage
- Dual Wingbeat
- Earthquake

And Toxic on Blissey
You should explain the changes you made. For example, why did you make Corviknight a Bulk Up+Power Trip set despite the team having no other defogger? Why not Dragon Dance and HDB on Dragonite? Why take Roost off of Koko?

And what i can do with body press?

If you really don't want Body Press on Corviknight, try out Brave Bird. Body Press and Brave Bird are Corviknight's best two moves for that slot, and there isn't really more alternatives.
 
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