SS OU Rock 'N Roll Gen 8

Hi welcome to my very first gen 8 rmt. Gen 8 has brought us an intresting meta with it's restrictive pokemon and many powerful pokemon like corvinknight that also have great desgins as a bonus. With this team i hoped to build something that I can enjoy using that also packs the nessary punch to handle the meta. I started off the team with one of the many new Galar pokemon and one thats both an evolution of an old line but also from a regional form which was neat. Without further adue the team.





Obstagoon


Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Close Combat
- Bulk Up

Sporting a look straight out of Kiss, obstagoon has evolved from a lilone that has adapted to the harsh conditions in the galar region. The result is obstagoon a pokemon with finely balanced stats across the board with no real stands outs, but with guts obstagoons otherwise passable attack stat is doubled. Thanks to Pretty solid overall defences for a wall breaker and solid coverage in her stab and close combat, obstagoon is able to plow holes in the enemy team to either sweep himself or make like easier. The set is straight forward, flae orb allows obstagoon to boost it's attack by inflicting a burn that does a slight amount of damage each turn but also protects obstagoon from other nasty status conditions, namely paralysis. The eves max out attack and speed to allow obstagoon to hit as hard as possible while outspeeding many walls/tanks in the metagame with a decent base 95 and this is further augmented by an adamant nature to max out attack. The moves are standard enbough, knock off allows obstagoon to have a strong enbough dark stab and dispence with enemy pokemon items, facade becomes a terifying base 140 normal stab with burn up and close combat allows obstagoon to hit the likes of steel types that are weak to it or tank his other moves, and finally bulk up allows obstagoon to further his attack and solid defence to further sweep for the team.

Toxtricity


Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Boomburst
- Overdrive
- Volt Switch
- Sludge Wave

Sporting a great offensive typing as well as killer punrock look, toxtricity is able to abuse his ablity -punk rock- to boost sound moves by 30% which includes his own exclusive move overdrive which he gets stab and a boost from punk rock. The set is a straight forward choice band set, with punk rock the obvious choice ability for reasons outlined earlier. The eves maximise special attack and speed to outpace and maximise damage against walls/tanks with a timid nature to keep speed as high as possible as toxtricity is rather on the slower side. Boomburst is a powerful normal type attack base 140 that is further boosted by punk rock making it a powerful coverage move, overdrive is stab electric which tox. again gets a 30% boost to it's otherwise lack luster base 80 damage, volt switch allows the specs set to quickly switch out when needed, and the set is rounded off with stab poison sludge wave.


Corviknight


Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Defog
- Roost
- U-turn

So skarmory got the axe on this gens pokedex so what are we to do for our steel/flying types? We introducing corvinknight the gigantic metal raven knight that has a great stat spread across the board for what it is, decent mixed bulk, passable attack for a wall and solid Hp. Corvinkights typing provide an invaluable assent to the team being able to switch in on those pesky ground moves that plauge toxtricity, poison/ steel moves that bug clefable all day ect. the set is going for a defog set, mainly as a way of supporting the team through slow u-turns, sponging hits, and keeping SR and spikes away with defog. The ability pressure is chosen to wittle down moves with low pp on oposing pokemon such as stone edge which corvinknight thanks to reliable recovery in roost and stellar typing acess at with being able to sponge hits and heal up beign able to abuse PP loss more frequently. The evs allow corviknight to patch up it's weaker but still decent special defence, while maximising hp to give overall solid mixed bulk and a careful nature to further maximise it's special defence. The move set is straight forward, brave bird evn with an okayish base attack is still able to deal out solid damage with stab behind it as well as it's high base 120 damage, defog rids the field of hazards and allows the team to avoid being wittled down by Sr and spikes, roost is solid reliable recovery and gives corviknight solid staying power and finaly a slow u-turn allows corviknight to pass to it's team mates taking the the hit it's self or passing on a predicted switch.


Dracopult


Ability: Infiltrator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn

Dracopult is hands down the best pokemon in the tier atm and there is no supprise to why. sportting a dragon/ghost typing he avoids the ushall clause that a pseudo legandary has a 4x weakness. Indeed dracopult has many ressitances and few weaknesses, with the absence of pursuit as a move being a huge boon to dracopult this generation. The set for the team thats been chosen is the choice specs set, with toxtricity sporting a specs set and the team aprechiating a faster cleaner it seemed like a natural pick. Infiltrator allows dracopult to bypass substitutes which is great for the team should a boosting pokemon take advantage and set up after the sub on the switch. The eves allow dracopult to maximise it's stellar speed and decent special attack, and to further this a modest nature was chosen as dracopult with a scarf outspeeds the majority of pokemon after a boost and it's special attacks leaves something to be desired, so the higher special attack is more apprechiated than speed with a timid nature. The move sewt takes full advantage of dracopults fantastic special movepool, shadow ball is reliable ghost stab, fire blast destroys steel types like ferrothorn, draco meteor hits like a truck to finnish weakened pokemon off and U-turn allows for a speed escape on a predicted switch for a more favourable matchup.

Keldeo


Ability: Justified
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword

Being one of the older generation pokemon not found in mainland galar region, keldeo has been allowed in to cause havok in overused once more. With a great typing in water/fighting that provides great coverage in it's stab alone backed up with high special attack and speed along side a fairly decent bulk for a sweeper. The set is a standard sub calm mind set of old. With water/fighting keldeo hits a large majority of the meta neutral or better with it's stab alone allowing ofr a sub calm mind set to set up and boost it's way through teams. Leftovers is chosen to recover hp lost mainly by creating substitutes and is generally nice passive recovery on something that lacks recover as a move. Eves give keldeo max special attack with the rest in speciald defence to provide as much damage from keldeo as possible as well as outspeed pokemon slower than 346 speed thanks in part to timid providing max speed possible. The move set is very standard with subsitute to protect from damage and status conditions, scald to provide water stab that has a chance to burn, secret sword as fightign stab that hits on the physical side allwoing keldeo to effectively attack on either defence and calm mind to boost special attack and special defence.

Clefable


Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunder Wave

Since the introduction of the fairy type, clefable has been given that extra push it needed to bring it's asects to the ou metagame in a dominate way. With a movepool as expansive as kanto region it's self and decent stats overall clefable has got a finely tuned balance of everything to make a dominate threat in the meta. With it's fairy typing now giving it immunity to drAgon, clefable acts a nice special wall and support to deal with the likes of enemy dracopult. The choice of item is simple, leftovers provides aditional passive recovery to our pink friend allowing it to recover slowly so it does not need to used softboiled all the the time. The eves maximis clefables ability to take special hits which is invaluable with threats like the prievously mentioned dracopult about and the calm nature maximises the ability to take special hits even further. The move set allows clefable to paralyise enemy pokemon to pick off would be faster threats, stealth rock to provide some passive damage to pokemon switching in, softboiled to heal up clefable and moon blast is a strong fairy stab that has great coverage on it's own.
 
Overall the team is really good. Great job! Only a couple minor things I would suggest trying.

1. Obstagoon -> incinaroar

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Knock Off
- Flare Blitz
- Parting Shot

Goon has been pretty good but has been prone to getting worn down easily and lacks the drain punch that conk has. Incinaroar hits really hard as well and is much bulkier as well as provides a ton of utility in priority, knock off, and parting shot and provides intimidate support. The main drawback is that incinaroar is much slower however a lot of the threats that goon switches in on (ghosts, psychics) are already faster than him and so are his switch ins (fighting types) so this isn't much of a drawback.

2. With incinaroar being bulkier, I would swap cleff from thunder wave back to wish protect to keep him healthy.

Again, great team dude
 
Firstly, I would disagree with the Incineroar change. They don't even perform the same role. Incineroar is a defensive pivot, Obstagoon is a wallbreaker. Their damage output is not even on the same planet. (Also Fake Out is kinda a weak move in singles since it's bad if your opponent switches. Incineroar has much better options in singles.) Not to mention Goon hardly has low speed (Base 95, the same as Garm!).
252+ Atk Guts Obstagoon Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 109-129 (35.8 - 42.4%) -- guaranteed 3HKO
252+ Atk Incineroar Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 85-102 (27.9 - 33.5%) -- 0.1% chance to 3HKO
252+ Atk Incineroar Flare Blitz vs. 252 HP / 252+ Def Clefable: 174-205 (44.1 - 52%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Clefable: 256-303 (64.9 - 76.9%) -- guaranteed 2HKO after Leftovers recovery
Although yes I agree with Wish passing, Obstagoon appreciates it a lot when it's trying to stick around. Though caviat: Guts Pokemon inevitably have a low life expectancy and you should never expect them to last the game. It's just a question of how many opponents they take with them.

Right, so Toxitricity. It's a powerful Pokemon on paper with Specs. But it usually performs far better in theory than in practice. The reason for this is basically every team has a Steel, a Ghost and a Ground on it. Which means every time you click a move, there is a good chance of does nothing and your opponent gets a free turn, especially in the cases of Excadrill and Aegislash, two Pokemon you really do not want to let in for free. Not to mention it's very prone to Dugtrio trapping. So...
Toxtricity @ Shed Shell
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Boomburst
- Overdrive
- Taunt
- Nuzzle
The freedom to switch up moves should help you a ton. Let's be real, you won't be clicking anything but the first two moves in most games (Boomburst annihilates most Fairies already, 252+ SpA Punk Rock Toxtricity Boomburst vs. 252 HP / 4 SpD Clefable: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Leftovers recovery) so the last two moves look into its surprising support movepool, with Taunt to help break down bulkier walls and Nuzzle to paralyze the opposition. Shed Shell lets you escape Dugtrio's wrath.

Minor change to Corviknight: Brave Bird --> Iron Head. Your team needs a reliable Fairy check defensively, and it still has a very respectable damage output.

Ok, so Scarf Dragapult... It's garbage. No getting around it, Scarfing a Pokemon who unruns several scarfers unboosted and has a pretty lame SpA unboosted is a waste. Here's a few examples of how pathetic its damage is:
252+ SpA Dragapult Fire Blast vs. 252 HP / 252+ SpD Corviknight: 176-208 (44 - 52%) -- 69.5% chance to 2HKO after Stealth Rock and Leftovers recovery (it gets PP stalled lol)
252+ SpA Dragapult Fire Blast vs. 252 HP / 232+ SpD Ferrothorn: 292-344 (82.9 - 97.7%) -- 25% chance to OHKO after Stealth Rock and Leftovers recovery (... Why is this not a 100% OHKO?)
252+ SpA Dragapult Shadow Ball vs. 252 HP / 4 SpD Aegislash-Shield: 180-212 (55.5 - 65.4%) -- guaranteed 2HKO after Stealth Rock (ofc, Aegi OHKOs in reply.)
252+ SpA Dragapult Draco Meteor vs. 236 HP / 0 SpD Rotom-Heat: 198-234 (66 - 78%) -- guaranteed 2HKO
252+ SpA Dragapult Draco Meteor vs. 252 HP / 4 SpD Seismitoad: 264-312 (63.7 - 75.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (how in the name of God does it fail to KO this garbage)
252+ SpA Dragapult Draco Meteor vs. 0 HP / 4 SpD Obstagoon: 247-292 (75.5 - 89.2%) -- 56.3% chance to OHKO after Stealth Rock and burn damage (you know how I said Goon was a bit squishy? Yeah, never mind...)
So either change Dragapult to Specs (and basically get a pesudo-scarfer for free) or use Scarf Hydriegon, whose base 125 SpA is much better suited for the job:
Hydreigon @ Choice Scarf
Timid Nature
Ability: Levitate
EVs: 252 Spe / 252 SpA / 4 SpD
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast
This hits considerably harder without losing out on a decent speed tier. The only things you miss out on are weather mons and faster Shell Shell Smashers (you beat Adamant Cloyster, the most common one).

Other than that, Keldeo is fine and switch Clef over to Wish passing (which Keldeo also apprecates.)
Best of luck!
 
Firstly, I would disagree with the Incineroar change. They don't even perform the same role. Incineroar is a defensive pivot, Obstagoon is a wallbreaker. Their damage output is not even on the same planet. (Also Fake Out is kinda a weak move in singles since it's bad if your opponent switches. Incineroar has much better options in singles.) Not to mention Goon hardly has low speed (Base 95, the same as Garm!).
252+ Atk Guts Obstagoon Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 109-129 (35.8 - 42.4%) -- guaranteed 3HKO
252+ Atk Incineroar Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 85-102 (27.9 - 33.5%) -- 0.1% chance to 3HKO
252+ Atk Incineroar Flare Blitz vs. 252 HP / 252+ Def Clefable: 174-205 (44.1 - 52%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Clefable: 256-303 (64.9 - 76.9%) -- guaranteed 2HKO after Leftovers recovery
Although yes I agree with Wish passing, Obstagoon appreciates it a lot when it's trying to stick around. Though caviat: Guts Pokemon inevitably have a low life expectancy and you should never expect them to last the game. It's just a question of how many opponents they take with them.
Yes, they are different roles. That said, although his attack power isn't as strong as guts boosted facade, base 115 isn't low either. For the mons that you mentioned (clef and pex), those are delt with by specs toxtricity already who also does not take much damage from them. As for fake out, I am not sure when it ever was bad in singles? Fake out deals with time dependent advantages such as weather, trick room, and terrain, hawlucha, and guts breakers. all of these you really would prefer them switching out. Sure it's not a guaranteed 2hko on bold clef, but it is against spd which is more common right now. Also I called incineroar's speed low, not goon.


Ok, so Scarf Dragapult... It's garbage. No getting around it, Scarfing a Pokemon who unruns several scarfers unboosted and has a pretty lame SpA unboosted is a waste.
I actually liked this pult in practice mainly because it beats weather abusers that aren't barraskewda, scarf hydregon, and scarf gengar, and non scarf pult
 
Yes, they are different roles. That said, although his attack power isn't as strong as guts boosted facade, base 115 isn't low either.
And this team needs a physical wallbreaker much more than it needs another pivot. Base 115 is low enough that it cannot replace Goon's use in the role, leaving the whole team walled to hell by special walls that resist/are immune to Secret Sword.
For the mons that you mentioned (clef and pex), those are delt with by specs toxtricity already who also does not take much damage from them.
I was using them as examples to show the difference in damage output. If you prefer, I can post calcs for the rest of OU to show just how vast the gap is between them, and how Incineroar's extra coverage does not help him much.
As for fake out, I am not sure when it ever was bad in singles?
When not being used by Mega Lopunny. Who uses it for Fake Out into Quick Attack to revenge kill more things, and nothing likes switching into Mega Lop, so Fake Out being wasted on the switch is not important.
Fake out deals with time dependent advantages such as weather,
True, but this is a situational matchup whose abusers have many, many ways to kill Incineroar with Water or Ground coverage.
trick room, and terrain
Neither of which is viable in OU. In the slightest.
How is Hawlucha time dependent??? And Incineroar has no business getting anywhere near Hawlucha. Also, Hawlucha is very easy to beat since it takes two turns to set up. Just attack it and it won't get to setup. Plus it gets walled by Corviknight.
guts breakers
Again, Incineroar has no business doing anything around these other than Parting Shotting the hell out.
Overall, run Taunt, run Earthquake or coverage, run U-turn, run Swords Dance, run Toxic or Will-O-Wisp, run anything else that actually uses Incineroar's deep movepool. Leave Fake Out in doubles. In singles it's nothing more than a filler move unless you have a very specific use for it.
I actually liked this pult in practice mainly because it beats weather abusers that aren't barraskewda, scarf hydregon, and scarf gengar, and non scarf pult
I'm going to ignore the last three because this team already has adequate replies to them or they lose to Scarf Hydreigon also.
Instead, I'm going to look at weather, which is claimed to be Scarf Dragapult's best matchup. While it can do well here, it's hardly perfect...
Sun
I'm going to assume you sacced something so that Dragapult can come in safely in all cases.
252+ SpA Dragapult Draco Meteor vs. 0 HP / 0 SpD Venusaur: 195-229 (64.7 - 76%) -- guaranteed 2HKO
252+ SpA Dragapult Fire Blast vs. 0 HP / 0 SpD Venusaur in Sun: 330-390 (109.6 - 129.5%) -- guaranteed OHKO (note however that it misses the KO without Sun XD)
So Dragapult forces out Venusaur. But if there's several turns of Sun left, what happens is you force out one abuser...
252+ SpA Dragapult Fire Blast vs. 0 HP / 4 SpD Charizard in Sun: 94-111 (31.6 - 37.3%) -- 86.5% chance to 3HKO
...And force in another. So you have an awkward 50/50 with Draco Meteor on the switch-in or Fire Blast on the stay in.
(Though 252+ SpA Dragapult Draco Meteor vs. 0 HP / 4 SpD Charizard: 222-262 (74.7 - 88.2%) -- guaranteed 2HKO Garbage!)
Or worse, the opponent just sets Sun again:
252+ SpA Dragapult Fire Blast vs. 0 HP / 4 SpD Ninetales in Sun: 82-96 (28.5 - 33.4%) -- 0.1% chance to 3HKO
252+ SpA Dragapult Draco Meteor over 2 turns vs. 0 HP / 4 SpD Ninetales: 292-344 (101.7 - 119.8%) -- guaranteed KO in 2 turns (while it does KO, it makes you setup fodder with -4 Spa, or they just switch out of the second one.)
252+ SpA Dragapult Draco Meteor over 2 turns vs. 248 HP / 252+ SpD Torkoal: 263-312 (76.6 - 90.9%) -- not a KO (rip)
Clearly great in this one matchup that is a situational matchup already.
Rain
I'm going to ignore the slow wallbreakers like Dracovish, since Specs outclasses Scarf heavily dealing with them.
252+ SpA Dragapult Draco Meteor over 2 turns vs. 0 HP / 0 SpD Mantine: 218-259 (70 - 83.2%) -- not a KO (never mind)
252+ SpA Dragapult Draco Meteor over 2 turns vs. 0 HP / 4 SpD Seismitoad: 369-434 (105.1 - 123.6%) -- guaranteed KO in 2 turns
The second one looks good but...
4 Atk Life Orb Seismitoad Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 221-263 (69.7 - 82.9%) -- guaranteed 2HKO (ouch)
So you lose your Scarf then get outsped and die.
Barraskewda is hopeless like you say and no-one even uses that. Any others?
Sand
From the Speed tiers:
604:excadrill:Excadrill88Positive31252+2

574:Dragapult:Dragapult142Neutral31252+1
Never mind.
I hope this makes it clear why I recommended the things I did.
 
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