Hey guys
I recently made this team that's basically just abusing 6 top tier OU threats - they all found themselves in top 20 usage for last month and fit together quite nicely. Been having good success with the team so I thought I'd share it, and see if anyone had any suggestions on making it better. I'm 15-5 in testing so far, with the losses all due to my own misplays.. although I recently made a new account so I am quite low on the ladder.. xD
I started building this team the same way anyone else who builds an OU team should; need something for Dracovish. Honestly didn't feel like using the Toad or the slug again so I tried getting a little creative
Kyurem @ Leftovers
Ability: Pressure
EVs: 160 HP / 252 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Earth Power
- Freeze-Dry
- Substitute
Kyurem, in my opinion, is in such a fantastic place in the meta with Melmetal banished to Ubers. Good bulk, high SpA and solid speed tier - not to mention having access to Freeze Dry. With everyone and their mother running Dracovish and/or most of its counters, this is super nice. All of them take 4x damage from it and Toad and Slug can only live if fully invested in SpD, which most aren't as they are there to deal with Dracovish - and even those are rolls.
252 SpA Kyurem Freeze-Dry vs. 4 HP / 0 SpD Dracovish: 552-652 (171.4 - 202.4%) -- guaranteed OHKO
252 SpA Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Quagsire: 436-516 (110.6 - 130.9%) -- guaranteed OHKO
252 SpA Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Seismitoad: 400-472 (96.6 - 114%) -- 75% chance to OHKO
252 SpA Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Gastrodon: 376-448 (88.2 - 105.1%) -- 31.3% chance to OHKO
96 Speed with Timid is just so that you can outrun Jolly Banded Dracovish and one shot it with a freeze dry. If the Dracovish is scarfed, the HP EVs are enough that you are never 2HKO and Scarf Outrage only has a 6.3% chance of OHKO at full - unless they have hazards of course.
252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 160 HP / 0 Def Kyurem: 194-228 (45 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Dracovish Outrage vs. 160 HP / 0 Def Kyurem: 366-432 (84.9 - 100.2%) -- 6.3% chance to OHKO
Sub/Roost are nice as Kyurem often forces switches and has good natural bulk allowing it to take hits and roost up - also helps completely wall common walls such as Ferro and pex, as you can sub up and they can't break it in one hit, unless Ferro is running Gyro ball
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Haze
Ok an actual Dracovish counter - sorta. Usually to be used to gauge whether banded or scarf so you can play the Kyurem appropriately. Scarfed can be taken care of well with pex in case Kyurem is damaged or the opponent rolls the OHKO with outrage - as psychic fangs cannot 2HKO from full barring crit. If it is banded unfortunately pex turns into a sac as it is potentially 2HKO and nothing else wants to take it.
252+ Atk Strong Jaw Dracovish Psychic Fangs vs. 252 HP / 252+ Def Toxapex: 126-150 (41.4 - 49.3%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Choice Band Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Toxapex: 141-167 (46.3 - 54.9%) -- 10.9% chance to 2HKO after Black Sludge recovery
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Poison Jab
- Drain Punch
- Knock Off
- Mach Punch
Underrated although seems to be picking up in usage recently. Packs a huge punch with guts - and has the bulk to live most hits and recover back up with Drain Punch. Poison Jab is there because this team struggles against Clef - high chance of OHKO from full as long as Guts is activated already, and can live a Moonblast from defensive Clef, which is more of an issue and more common than offensive. Find a time to either U-turn or Tele into it to activate guts, Mach punch is very strong once guts is active. Drain punch + Mach punch a classic and still potent combo
252+ Atk Guts Conkeldurr Poison Jab vs. 252 HP / 4 Def Clefable: 392-462 (99.4 - 117.2%) -- 93.8% chance to OHKO
0 SpA Clefable Moonblast vs. 252 HP / 4 SpD Conkeldurr: 276-326 (66.6 - 78.7%) -- guaranteed 2HKO after burn damage
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
Well it's SSOU post Home, so run Clef w Teleport. It's just that good - almost 42% usage last month. Teleport is so strong with neg priority allowing guaranteed wish passes as well as good momentum, especially if the opponent is using U-turn or Volt Switch. Honestly I feel like this pokemon, along with Dracovish, are a bit constraining on the meta. This is the pokemon that makes this team so strong, with the ability to come in on common special threats in the tier such as Dragapult and Hydreigon and wish pass freely via Teleport to keep the other team members healthy. Magic guard makes actually killing this mon difficult as it can freely switch on hazards and things such as poison and leech seed have no effect at all
One thing is Clef is the only member of this team that can use rocks, which would be great for this team to help with some of the rolls however wish+protect+teleport is too strong and if Moonblast is replaced with rocks Clef becomes complete taunt bait/set up fodder
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Roost
- Iron Head
- Defog
- U-turn
Our other SSOU staple - great bulk and utility, Pressure with Roost to stall out. Iron head is there again because of weakness to Clef, although Brave Bird can be substituted. Not 100% sure on what the EVs are for specifically but this seems to be the generally agreed upon set. Helps cover weaknesses that Clef can't handle such as Steel moves and Poison moves. U-turn is very nice as Corvi can force switches since opponents do not want to be pressure stalled and can help you get Conk/Kyurem in on good match ups
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot
- Close Combat
- Knock Off
Lastly is Zeraora - its speed and good movepool are fantastic. Able to outspeed Dragapult unless scarfed and almost guaranteed OHKO with knock off. Is our way of dealing with Corviknight with plasma fists, 25% to OHKO on standard Corviknight- the set above. Grass knot to bop those toads. Zeraora suffers a bit from 4 move syndrome, Play Rough is an option if you're having issues with Kommo-o but I like Knock off and Grass knot since Knock has better utility, accuracy and has higher chance to OHKO Dragapult and Grass knot is nice for those ground/waters without having to rely on Kyurem alone
252 Atk Life Orb Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 315-372 (99.3 - 117.3%) -- 93.8% chance to OHKO
252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 48 Def Corviknight: 351-416 (87.7 - 104%) -- 25% chance to OHKO
4 SpA Life Orb Zeraora Grass Knot (80 BP) vs. 252 HP / 4 SpD Seismitoad: 385-458 (92.9 - 110.6%) -- 62.5% chance to OHKO
So there's the team, took me a few hours to build and make final tweaks, and by no means is it perfect. I've found that it's a bit weak to Clef and Terrakion which in this meta is obviously an issue but it's not so bad that you lose at preview. So if anyone's got any suggestions or feedback it's welcomed and appreciated!
I recently made this team that's basically just abusing 6 top tier OU threats - they all found themselves in top 20 usage for last month and fit together quite nicely. Been having good success with the team so I thought I'd share it, and see if anyone had any suggestions on making it better. I'm 15-5 in testing so far, with the losses all due to my own misplays.. although I recently made a new account so I am quite low on the ladder.. xD
I started building this team the same way anyone else who builds an OU team should; need something for Dracovish. Honestly didn't feel like using the Toad or the slug again so I tried getting a little creative
Kyurem @ Leftovers
Ability: Pressure
EVs: 160 HP / 252 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Earth Power
- Freeze-Dry
- Substitute
Kyurem, in my opinion, is in such a fantastic place in the meta with Melmetal banished to Ubers. Good bulk, high SpA and solid speed tier - not to mention having access to Freeze Dry. With everyone and their mother running Dracovish and/or most of its counters, this is super nice. All of them take 4x damage from it and Toad and Slug can only live if fully invested in SpD, which most aren't as they are there to deal with Dracovish - and even those are rolls.
252 SpA Kyurem Freeze-Dry vs. 4 HP / 0 SpD Dracovish: 552-652 (171.4 - 202.4%) -- guaranteed OHKO
252 SpA Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Quagsire: 436-516 (110.6 - 130.9%) -- guaranteed OHKO
252 SpA Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Seismitoad: 400-472 (96.6 - 114%) -- 75% chance to OHKO
252 SpA Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Gastrodon: 376-448 (88.2 - 105.1%) -- 31.3% chance to OHKO
96 Speed with Timid is just so that you can outrun Jolly Banded Dracovish and one shot it with a freeze dry. If the Dracovish is scarfed, the HP EVs are enough that you are never 2HKO and Scarf Outrage only has a 6.3% chance of OHKO at full - unless they have hazards of course.
252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 160 HP / 0 Def Kyurem: 194-228 (45 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Dracovish Outrage vs. 160 HP / 0 Def Kyurem: 366-432 (84.9 - 100.2%) -- 6.3% chance to OHKO
Sub/Roost are nice as Kyurem often forces switches and has good natural bulk allowing it to take hits and roost up - also helps completely wall common walls such as Ferro and pex, as you can sub up and they can't break it in one hit, unless Ferro is running Gyro ball
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Haze
Ok an actual Dracovish counter - sorta. Usually to be used to gauge whether banded or scarf so you can play the Kyurem appropriately. Scarfed can be taken care of well with pex in case Kyurem is damaged or the opponent rolls the OHKO with outrage - as psychic fangs cannot 2HKO from full barring crit. If it is banded unfortunately pex turns into a sac as it is potentially 2HKO and nothing else wants to take it.
252+ Atk Strong Jaw Dracovish Psychic Fangs vs. 252 HP / 252+ Def Toxapex: 126-150 (41.4 - 49.3%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Choice Band Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Toxapex: 141-167 (46.3 - 54.9%) -- 10.9% chance to 2HKO after Black Sludge recovery
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Poison Jab
- Drain Punch
- Knock Off
- Mach Punch
Underrated although seems to be picking up in usage recently. Packs a huge punch with guts - and has the bulk to live most hits and recover back up with Drain Punch. Poison Jab is there because this team struggles against Clef - high chance of OHKO from full as long as Guts is activated already, and can live a Moonblast from defensive Clef, which is more of an issue and more common than offensive. Find a time to either U-turn or Tele into it to activate guts, Mach punch is very strong once guts is active. Drain punch + Mach punch a classic and still potent combo
252+ Atk Guts Conkeldurr Poison Jab vs. 252 HP / 4 Def Clefable: 392-462 (99.4 - 117.2%) -- 93.8% chance to OHKO
0 SpA Clefable Moonblast vs. 252 HP / 4 SpD Conkeldurr: 276-326 (66.6 - 78.7%) -- guaranteed 2HKO after burn damage
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
Well it's SSOU post Home, so run Clef w Teleport. It's just that good - almost 42% usage last month. Teleport is so strong with neg priority allowing guaranteed wish passes as well as good momentum, especially if the opponent is using U-turn or Volt Switch. Honestly I feel like this pokemon, along with Dracovish, are a bit constraining on the meta. This is the pokemon that makes this team so strong, with the ability to come in on common special threats in the tier such as Dragapult and Hydreigon and wish pass freely via Teleport to keep the other team members healthy. Magic guard makes actually killing this mon difficult as it can freely switch on hazards and things such as poison and leech seed have no effect at all
One thing is Clef is the only member of this team that can use rocks, which would be great for this team to help with some of the rolls however wish+protect+teleport is too strong and if Moonblast is replaced with rocks Clef becomes complete taunt bait/set up fodder
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Roost
- Iron Head
- Defog
- U-turn
Our other SSOU staple - great bulk and utility, Pressure with Roost to stall out. Iron head is there again because of weakness to Clef, although Brave Bird can be substituted. Not 100% sure on what the EVs are for specifically but this seems to be the generally agreed upon set. Helps cover weaknesses that Clef can't handle such as Steel moves and Poison moves. U-turn is very nice as Corvi can force switches since opponents do not want to be pressure stalled and can help you get Conk/Kyurem in on good match ups
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot
- Close Combat
- Knock Off
Lastly is Zeraora - its speed and good movepool are fantastic. Able to outspeed Dragapult unless scarfed and almost guaranteed OHKO with knock off. Is our way of dealing with Corviknight with plasma fists, 25% to OHKO on standard Corviknight- the set above. Grass knot to bop those toads. Zeraora suffers a bit from 4 move syndrome, Play Rough is an option if you're having issues with Kommo-o but I like Knock off and Grass knot since Knock has better utility, accuracy and has higher chance to OHKO Dragapult and Grass knot is nice for those ground/waters without having to rely on Kyurem alone
252 Atk Life Orb Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 315-372 (99.3 - 117.3%) -- 93.8% chance to OHKO
252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 48 Def Corviknight: 351-416 (87.7 - 104%) -- 25% chance to OHKO
4 SpA Life Orb Zeraora Grass Knot (80 BP) vs. 252 HP / 4 SpD Seismitoad: 385-458 (92.9 - 110.6%) -- 62.5% chance to OHKO
So there's the team, took me a few hours to build and make final tweaks, and by no means is it perfect. I've found that it's a bit weak to Clef and Terrakion which in this meta is obviously an issue but it's not so bad that you lose at preview. So if anyone's got any suggestions or feedback it's welcomed and appreciated!