Introduction
Hey all, it's been a long time since I've posted in RMT, but I've finally built a relatively unique and creative OU team with a reasonable peak, meaning that competent players will be able to use it much better than me!
I've loved Stakataka ever since it came out, with its pretty unique blend of horrible typing and speed, but useful movepool, attack, and ability. It's ability to snowball through teams is similar to Kartana's, but in different conditions, and without folding over to any (non 4x weak) attack. I wanted to build around it and make the most of it's pluses, and reduce its disadvantages as much as possible.
The Team and Building process
Stacklord (Stakataka) @ Life Orb
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Trick Room
- Gyro Ball
- Superpower
- Stone Edge
As one of the slowest 'mons in the tier, Staka is the slowest lord of the dance, and one of the most interesting ultra beasts in my opinion. With a stupendously slothlike 31 speed stat, anything with 186 speed or faster (uninvested Mega Scizor and above) is getting hit with a 150BP LO gyro ball. I chose Life Orb for the extra power on gyro ball and superpower, permitting things like the following:
"But it's 4x weak to earthquake and fighting moves!" I hear you say.... well, yes, but... that's what it's pals are for:
Grasslord (Tapu Bulu) @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 60 Atk / 56 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Nature's Madness
- Superpower
- Wood Hammer
Grasslord sets up the terrain for Staka, while also resisting its weaknesses to ground, fighting and water - the defensive synergy they share is perfect typewise, apart from Grasslord's fire and steel weaknesses. Grasslord takes care of specs Greninja, Tapu Koko, and most Tapu Lele sets, and brings in 'mons like Zapdos and AV Mag (if no focus blast) that Staka can set up on. Finally, it's also slow enough to tear apart offensive teams under TR, and helps with the team's rain matchup. Nature's madness is preferred to stone edge, as Lando-T can normally take care of Pinsir and Volcarona. It takes care of Hippo, Swampert, Gastrodon and over slow grounds that take nothing from Staka's stab moves.
PaperLord (Kartana) @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike
Kartana is one of the most fearsome cleaners in the tier under grassy terrain, which pushes its leaf blade into stratospheric levels. One of the most straightforward sets in OU, the only explanation needed is Smart Strike for Clef when grassy terrain isn't up; I had defog before but I didn't like giving a free setup opportunity to the opponent.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 208 Def / 28 SpD / 24 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Fly
This used to be leftovers defensive Lando before, but I kept getting destroyed by Hawlucha hazard stacking teams, against which I had to switch Grasslord into Koko every single time to not let Lucha set up. The change also helps remove Tang, Venusaur, and Amoongus for Staka/Kartana, and makes Lando a threat even in the grassy terrain.
Aquaman the Lord (Araquanid) @ Metronome
Ability: Water Bubble
Shiny: Yes
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Substitute
- Liquidation
- Toxic
- Spider Web
Looking at the team, I had no real switch in to the ever-present heatran. Without HP Ice, I also had nothing to take care of Landorus, and with Grassy Terrain up I would have to risk Bulu getting burned to beat Toxapex. Enter the LORD Aquaman, which subs up on Toxapex, traps it, and beats it down. Toxic helps against the Tang matchup, while Sticky Web would actively hinder Staka, making Spider Web a great choice; it also helps against Tox-Tang stall, which can switch constantly inbetween Tox and Tang until you run out of pp - if you Spider Web Tox on the switch, you can set up on it. With the stated EVs, Aquaman hits 180 speed, outspeeding Clefable, Mantine, Skarmory, and Alomomola, while still only giving Tox a 10% chance to 3HKO its sub. What this usually means is that Toxapex will be removed, Aquaman will be behind a sub, and will be able to unleash a 170BP liquidation on whatever tries to break it.
+2 252+ Atk Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Tangrowth: 168-198 (41.5 - 49%) -- 78.9% chance to 2HKO after Stealth Rock (+2 to simulate metronome 6th hit)
Lord Gaiden (Greninja) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Water Shuriken
- Hydro Pump
- Dark Pulse
So on the list of mons that really appreciate the removal of Toxapex, Ash Gren is probably at the top. U-turn over spikes to u-turn on the incoming Toxapex into Aquaman to facilitate its removal. Not much else to say! Gaiden also reaaally appreciates Lando's help in removing fat grasses.
Threat list
The team can get through most matchups, but the following are really annoying:
-A well-played Scizor's really annoying for the team. At +1, Staka muscles through it, and I rely on hazards and water moves to wear it down.
-Rain is a difficult matchup if Pelliper has hurricane, as I rely pretty heavily on Grasslord to deal with rain, and Swampert walls Staka.
Hey all, it's been a long time since I've posted in RMT, but I've finally built a relatively unique and creative OU team with a reasonable peak, meaning that competent players will be able to use it much better than me!






I've loved Stakataka ever since it came out, with its pretty unique blend of horrible typing and speed, but useful movepool, attack, and ability. It's ability to snowball through teams is similar to Kartana's, but in different conditions, and without folding over to any (non 4x weak) attack. I wanted to build around it and make the most of it's pluses, and reduce its disadvantages as much as possible.
The Team and Building process

Stacklord (Stakataka) @ Life Orb
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Trick Room
- Gyro Ball
- Superpower
- Stone Edge
As one of the slowest 'mons in the tier, Staka is the slowest lord of the dance, and one of the most interesting ultra beasts in my opinion. With a stupendously slothlike 31 speed stat, anything with 186 speed or faster (uninvested Mega Scizor and above) is getting hit with a 150BP LO gyro ball. I chose Life Orb for the extra power on gyro ball and superpower, permitting things like the following:
-1 252+ Atk Life Orb Stakataka Gyro Ball (150 BP) vs. 252 HP / 240+ Def Landorus-Therian: 175-208 (45.8 - 54.4%) -- 98% chance to 2HKO after Stealth Rock and Leftovers recovery
-1 252+ Atk Stakataka Gyro Ball (150 BP) vs. 252 HP / 240+ Def Landorus-Therian: 135-160 (35.3 - 41.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Stakataka Gyro Ball (150 BP) vs. 0 HP / 0 Def Greninja: 235-277 (82.4 - 97.1%) -- 68.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Stakataka Superpower vs. 252 HP / 48 Def Ferrothorn: 278-328 (78.9 - 93.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Stakataka Superpower vs. 4 HP / 0 Def Kartana: 289-341 (111.1 - 131.1%) -- guaranteed OHKO
-1 252+ Atk Stakataka Gyro Ball (150 BP) vs. 252 HP / 240+ Def Landorus-Therian: 135-160 (35.3 - 41.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Stakataka Gyro Ball (150 BP) vs. 0 HP / 0 Def Greninja: 235-277 (82.4 - 97.1%) -- 68.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Stakataka Superpower vs. 252 HP / 48 Def Ferrothorn: 278-328 (78.9 - 93.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Stakataka Superpower vs. 4 HP / 0 Def Kartana: 289-341 (111.1 - 131.1%) -- guaranteed OHKO
"But it's 4x weak to earthquake and fighting moves!" I hear you say.... well, yes, but... that's what it's pals are for:
0 Atk Landorus-Therian Earthquake vs. 252 HP / 0- Def Stakataka in Grassy Terrain: 172-208 (53.4 - 64.5%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Excadrill Earthquake vs. 252 HP / 0- Def Stakataka in Grassy Terrain: 204-240 (63.3 - 74.5%) -- guaranteed 2HKO after Grassy Terrain recovery
-1 60+ Atk Tapu Bulu Superpower vs. 252 HP / 0- Def Stakataka: 204-240 (63.3 - 74.5%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Excadrill Earthquake vs. 252 HP / 0- Def Stakataka in Grassy Terrain: 204-240 (63.3 - 74.5%) -- guaranteed 2HKO after Grassy Terrain recovery
-1 60+ Atk Tapu Bulu Superpower vs. 252 HP / 0- Def Stakataka: 204-240 (63.3 - 74.5%) -- guaranteed 2HKO after Grassy Terrain recovery

Grasslord (Tapu Bulu) @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 60 Atk / 56 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Nature's Madness
- Superpower
- Wood Hammer
Grasslord sets up the terrain for Staka, while also resisting its weaknesses to ground, fighting and water - the defensive synergy they share is perfect typewise, apart from Grasslord's fire and steel weaknesses. Grasslord takes care of specs Greninja, Tapu Koko, and most Tapu Lele sets, and brings in 'mons like Zapdos and AV Mag (if no focus blast) that Staka can set up on. Finally, it's also slow enough to tear apart offensive teams under TR, and helps with the team's rain matchup. Nature's madness is preferred to stone edge, as Lando-T can normally take care of Pinsir and Volcarona. It takes care of Hippo, Swampert, Gastrodon and over slow grounds that take nothing from Staka's stab moves.

PaperLord (Kartana) @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike
Kartana is one of the most fearsome cleaners in the tier under grassy terrain, which pushes its leaf blade into stratospheric levels. One of the most straightforward sets in OU, the only explanation needed is Smart Strike for Clef when grassy terrain isn't up; I had defog before but I didn't like giving a free setup opportunity to the opponent.

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 208 Def / 28 SpD / 24 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Fly
This used to be leftovers defensive Lando before, but I kept getting destroyed by Hawlucha hazard stacking teams, against which I had to switch Grasslord into Koko every single time to not let Lucha set up. The change also helps remove Tang, Venusaur, and Amoongus for Staka/Kartana, and makes Lando a threat even in the grassy terrain.

Aquaman the Lord (Araquanid) @ Metronome
Ability: Water Bubble
Shiny: Yes
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Substitute
- Liquidation
- Toxic
- Spider Web
Looking at the team, I had no real switch in to the ever-present heatran. Without HP Ice, I also had nothing to take care of Landorus, and with Grassy Terrain up I would have to risk Bulu getting burned to beat Toxapex. Enter the LORD Aquaman, which subs up on Toxapex, traps it, and beats it down. Toxic helps against the Tang matchup, while Sticky Web would actively hinder Staka, making Spider Web a great choice; it also helps against Tox-Tang stall, which can switch constantly inbetween Tox and Tang until you run out of pp - if you Spider Web Tox on the switch, you can set up on it. With the stated EVs, Aquaman hits 180 speed, outspeeding Clefable, Mantine, Skarmory, and Alomomola, while still only giving Tox a 10% chance to 3HKO its sub. What this usually means is that Toxapex will be removed, Aquaman will be behind a sub, and will be able to unleash a 170BP liquidation on whatever tries to break it.
+2 252+ Atk Water Bubble Araquanid Liquidation vs. 252 HP / 0 Def Tangrowth: 168-198 (41.5 - 49%) -- 78.9% chance to 2HKO after Stealth Rock (+2 to simulate metronome 6th hit)

Lord Gaiden (Greninja) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Water Shuriken
- Hydro Pump
- Dark Pulse
So on the list of mons that really appreciate the removal of Toxapex, Ash Gren is probably at the top. U-turn over spikes to u-turn on the incoming Toxapex into Aquaman to facilitate its removal. Not much else to say! Gaiden also reaaally appreciates Lando's help in removing fat grasses.
Threat list
The team can get through most matchups, but the following are really annoying:

-A well-played Scizor's really annoying for the team. At +1, Staka muscles through it, and I rely on hazards and water moves to wear it down.



-Rain is a difficult matchup if Pelliper has hurricane, as I rely pretty heavily on Grasslord to deal with rain, and Swampert walls Staka.
Replays
https://replay.pokemonshowdown.com/gen7ou-709434690 Star-Lord weakens Ferro, Aquaman wreaks havoc
http://replay.pokemonshowdown.com/gen7ou-706790870 Star-Lord removes Ferro, Staka weakens team for a PaperLord sweep
http://replay.pokemonshowdown.com/gen7ou-705646742 Defensive Z-Fly Lando does what it does against Hawlucha
https://replay.pokemonshowdown.com/gen7ou-705629817 Aqualord removes Toxapex and, with a sub up, removes Skarm
https://replay.pokemonshowdown.com/gen7ou-702355213 Staka wrecks in grassy terrain and defensive Z-Fly Lando does what it does against Hawlucha
http://replay.pokemonshowdown.com/gen7ou-708548684 Aqualord wreaks havoc against a stall team
http://replay.pokemonshowdown.com/gen7ou-703334610 Aqualord breaks Zapdos for Paperlord to clean
Importable
This team is one of the funnest I've made, and it's a joy to use!**Staka to OU**
https://pokepast.es/833f66c6c379572d
Any suggestions to better the team/optimize spreads would be much appreciated!
This team is one of the funnest I've made, and it's a joy to use!**Staka to OU**
https://pokepast.es/833f66c6c379572d
Any suggestions to better the team/optimize spreads would be much appreciated!
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