SS OU RMT SSOU

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!
 
sub + roost kyurem is very bad, considering it cannot beat 99% of the fat mons that it's supposed to beat (clefable, rotom-heat, corviknight, etc). i'd rather just run specs kyurem because of its incredible breaking potential and lack of a real check in this tier. modest specs kyurem 2hkos clefable if it is knocked (and has a 30% roll to 2hko if not), and iirc 2hkos all corvs if they are knocked (with a 40% chance to 2hko if not).
Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 252 SpD / 252 Spe
Modest Nature
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power

poison jab conkeldurr is very bad, and loses out on another very important coverage move that it can run over poison jab - either facade or earthquake, depending on if you want to deal with toxapex or just have another strong attack that you can click to hit a weakened clefable or just as a mid-ground play.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Facade
- Drain Punch
- Knock Off
- Mach Punch

unfortunately, toxapex isn't a true dracovish check without one move - baneful bunker, which enables toxapex to stall for 6% black sludge recovery and poison the dracovish. without it, dracovish guaranteed 2hkos toxapex after stealth rock damage, and runs through the rest of your team easily. you have to be very careful with toxapex's black sludge and be sure to not let it get knocked off if you don't want to lose to band dracovish.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Haze
- Baneful Bunker

lastly, this change doesn't matter as much as the others, but can still be very useful. the way teleport and u-turn work is that if both mons click one of these two moves, the faster mon pivots out first, and the slower mon gets to turn out on the mon that comes in, giving them an advantage because they can counter the opponent's pivot of choice and cancel their momentum. because of this, it's beneficial for clefable and corviknight to lose some speed IVs so that they can beat other clefables or corviknights running teleport and u-turn respectively.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 28 Spe
- Wish
- Protect
- Teleport
- Moonblast

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
IVs: 29 Spe
- Roost
- Iron Head
- Defog
- U-turn
 
Thanks for the recommendations, I have tried out the changes and am happy to report great successes.

One thing I'm wondering is if there is a specific reason for the IVs dropped on Clef and Corvi spicificallu to 28 and 29 IVs instead of just dropping to 30 for each. If it's only for the mirror wouldn't you want to maximize speed in other matchups or are there other things that you want to outslow for momentum by hitting those IVs?
 
it's mainly for other mons that are dropping ivs as well. most turn corvs opt to go for 30 ivs (unless they're brave bird, in which case they usually creep conkeldurr by adding a couple speed evs), so it's optimal to outspeed the 30iv corvs by going 29 ivs.
for clefable, it's very similar. ideally, you would run 7 speed ivs to outspeed hippowdon and get the slowest teleport possible, but i'd rather not risk a random speedy conk or hippo, so by creeping the other clefs at 30 and 29 ivs, 28 ivs sounded like a nice place to be
 
One day people will realize LO chips Zera way too quickly and stop using it...one day...

i'd rather not risk a random speedy conk or hippo

Don't spread misinformation please! Speedy Conk is not "random" in the slightest; rather, max Speed Conk is the gold standard this generation. In fact, a large part of the reason for running it as such is so you CAN outspeed Clef. That investment would force Clef to run an awful lot of Speed -- 136 EVs, to be exact -- to outpace it, which severely limits Clef's defensive capabilities and for that reason is never run (which obviously works out for Conk even better). Conk is especially bullshit powerful with max Speed if you have Thunder Wave support, since it outspeeds anything slower than Modest Dragapult if they're paralyzed, but it's still incredibly potent without it.

For that reason, there's no need to run so much speed on Clef. All standard Conk will be faster regardless, so you might as well go slow. 7 Speed IVs is enough to outspeed Hippo (fast Hippo WOULD be random and a risk, but it's so unlikely that you have no reason to prep yourself for it) and creep any Clef that potentially go down to 6.

I agree with the other comments, but I felt the need to correct this one.
 
One day people will realize LO chips Zera way too quickly and stop using it...one day...



Don't spread misinformation please! Speedy Conk is not "random" in the slightest; rather, max Speed Conk is the gold standard this generation. In fact, a large part of the reason for running it as such is so you CAN outspeed Clef. That investment would force Clef to run an awful lot of Speed -- 136 EVs, to be exact -- to outpace it, which severely limits Clef's defensive capabilities and for that reason is never run (which obviously works out for Conk even better). Conk is especially bullshit powerful with max Speed if you have Thunder Wave support, since it outspeeds anything slower than Modest Dragapult if they're paralyzed, but it's still incredibly potent without it.

For that reason, there's no need to run so much speed on Clef. All standard Conk will be faster regardless, so you might as well go slow. 7 Speed IVs is enough to outspeed Hippo (fast Hippo WOULD be random and a risk, but it's so unlikely that you have no reason to prep yourself for it) and creep any Clef that potentially go down to 6.

I agree with the other comments, but I felt the need to correct this one.
i'm not spreading misinformation, i'm just aware that most conks are either 0 spe or max spe. i don't want to risk losing to one that's somewhere in the middle. there is a picture of all the used spreads below.
1589026064363.png
 
Yo hongfetti welcome to RMT,

I think that is really good the idea of building on Zeraora and Conkeldurr, it is an excellent offensive core and I believe that more or less you have also chosen the relative checks well, he also hoped that with my improvements you can take advantage of the excellent potential of the team.

The first thing I notice is that you don't have a decent setter that can put you in danger, for this reason I think that Clefable can become the one.
  • ~
    Clefable @ Leftovers
    Ability: Magic Guard
    EVs: 252 HP / 4 Def / 252 SpD
    Calm Nature
    - Moonblast
    - Soft-Boiled
    - Stealth Rock
    - Flamethrower
Utility set is the best option for u to provide a lot of synergy to the team, 252 SpD is to check Dragapult n SpecsKyurem, also i think that Flamethrower could be very interesting to not give more preassure on Conk to switch in on Ferrothorn n not give free switch in to Steel types as Aegislash n Excadrill,

The second choice that I think needs to be changed is the Corvi spread, known that you are still weak in Conkeldurr and you cannot guarantee 3HKO on Toxa especially if you are in mindgame, for this reason I recommend a useful set to revenge it and resist its violent attacks.
  • ~
    Corviknight @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 252 Def / 4 SpD
    Impish Nature
    - Iron Head
    - Defog
    - Roost
    -
    Body Press

Brave Bird is the solution I was telling you about, Body Press n Maximum Defense investment alongside an Impish nature allows Corviknight to check physically stuff like Excadrill, Bisharp n Mamo.

Now let's move on to Zeraora, as I think that the Bulk Up set can confer much more utility to the team, increases reach as a wallbreaker and gives the team a much more offensive stance.

  • ~
    Zeraora @ Leftovers
    Ability: Volt Absorb
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Bulk Up
    - Plasma Fists
    - Close Combat
    - Knock Off

With this set you would be discovered only against defensive walls like Kommo-o and Seismitoad which atm and thanks to my changes become manageable both with Clef and with Corvi (even if Seismitoad should have Liquidation and Eq, as it has increased in usage).


I think that currently I can give you a good offensive core without losing potential vs Rotom-H, the change that I propose is Hydreigon > Kyurem.
  • ~
    Hydreigon @ Life Orb
    Ability: Levitate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Roost
    - Draco Meteor
    - Flash Cannon
    - Flamethrower

the reason for this choice is that you have more chances of winning the 1vs1 against Rotom-H thx Roost since your Clefable does not have a Wish, but at the same time dealing great damage to Toxapex, Kommo-o, Hippo n Seismi.

Finally, I recommend giving Facade to Conkeldurr for a better chance of killing Toxapex and Clefable n Sylveon. Another recommendation concerns Toxapex as Baneful Bunker is the best option to poison Dracovish and recover a minimum of hp and scout possible locked choices.

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~~~~~~ The Team ~~~~~~​
 
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