SM OU scarf ape HO/BO

Hey guys, I'm a new user but have been around on showdown for a while. I thought I'd share this team and this being my first RMT any feedback would be appreciated (especially the more qualified and experienced of you). I wanted to build a team and incorporate infernape as it is a mon I have never really used before and the scarf set seems to be viable in a meta plagued by mons like mag and volc which ape can revenge kill quite nicely. Its niche seems to justify giving it a shot, so I did, and here's the squad.

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Landorus-T

So with dugtrio usage sky high at the moment, alongside its extremely rock weak partner Zard-Y, I figured a solid rocker who has comfortable time switching into a good chunk of the meta would be a valuable asset to the team. Intimidate helping it check Mlop and other physically offensive threats such as CB zygarde proves almost always useful, this mon always provides plenty of utility, despite not being the most defensively inclined mon overall. Also functions as an effective ground and electric immunity, although beware hp ice Mmane and koko.

Landorus-Therian @ Rocky helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 20 SpD / 24 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power Ice
- U-turn

Set Details:
Basically the standard lando-t set, with a couple more speed evs to speed creep opposing speed creeping Landos. Rocks for the aforementioned utility and pressuring opposing teams, allowing for easier ohkos and assisting in late game cleaning ape, lati etc. U turn to snatch momentum, EQ for obvious reasons and hp to hit opposing lando, chomp and zygarde. We know this mon and what it does, and why it proves to be a staple on many SM OU teams.


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Latios

Although webs are becoming less common, a recent spike in Veil usage (courtesy of builders such as Njnp) and the omnipresent stealth rock coupled with spikes gren makes defog a necessity in the current metagame. As this tends to be a more offensively inclined build I didnt wanna use Fini, and honestly im not a huge fan of that mon at the moment either,so latios seemed to fit the build as an offensive defogger better than anything else imo. With weavile gon from the meta and pursiut scizor a 1 in a million encounter, this eon has only one threat to worry about when in comes to being trapped. Not only that, its usage has begun to increase as it takes on zard-Y and duggy, as well as it doing exactly what it always did exceptionally well, and drops dracos everywhere. Although fini and lele subdue its ability to do this, it stil brings a frightening offensive presence

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power Fire
- Defog

I opted for a soul dew variant as i feel the extra damage from life orb doesn't justify its usage as soul dew gets the same kills majority of the time and without reliable recovery the LO recoil greatly decreases its longevity and decreases its effectiveness as a defogger. Psyshock may be used over psychic although i do not recommend it, as this team has no real problem with special walls such as chansey due to Mawile being able to break it easily, and the extra damage from psychic often comes in clutch. It also allows latios to better handle mons like bold clef and tapu koko, with a chance to ohko the latter after rocks with psychic.

252 SpA Soul Dew Latios Psychic vs. 0 HP / 4 SpD Tapu Koko: 223-264 (79.3 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock

Hp fire comes in handy to remove mons like ferrothorn and bisharp. Based on the standard sets, life orb boast no advantage over soul dew, both providing safe 2hkos. Although not the same can not be said for mega scizor, its usage is on the decline and it can not switch into a psychic anyway.

252 SpA Latios Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
VS
252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



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Mega Mawile
Another monster that needs no introduction. With the 2 previous memebers unable to break man fat mons, this team needed a way to reliably break walls such as chansey etc. With an unbelievably high attack stat, the former uber does its job perfectly. If it can find an opportunity to set up it is free to wreak havoc on a surprisingly large number of unprepared teams

Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Sucker Punch
- Thunder Punch
- Swords Dance

Set Details:
Rather than a 4 attacks set with fire fang, I chose to run SD as a means of crushing Mawile's counters with brute force. At +2 a resisted play rough 2hkos ferrothorn easily. Fire fang felt redundant with lati running hp fire to catch mons quad weak to it off guard. Knock off is definitely a viable option that can be run over thunder punch or SD and I do use it sometimes, although i prefer to run thunderpunch as this team lacks Koko and zapdos and it is a surefire way to obliterate mons brought in on an expected play rough like toxapex, skarm or celesteela. That being said mixed wall standard pex is 2hkod by play rough on the switch anyway(a good majority of the time and 100% after rocks) as is offensive lando if it cant get its intimidate off due to hyper cutter. Knock provides more utility, however Tpunch helps on an Sd set where supposed counters can be problematic, and is a more reliable way to remove mantine. At +2 tpunch will 2hko skarm (sturdy) or 1hko after rocks whereas after removing an item, knock will fail to 2hko. Typically u will have to play around counter.

+2 252+ Atk Huge Power Mawile-Mega Play Rough vs. 252 HP / 192+ Def Toxapex: 153-181 (50.3 - 59.5%) -- 82.4% chance to 2HKO after Black Sludge recovery
Rocks
+2 252+ Atk Huge Power Mawile-Mega Knock Off (97.5 BP) vs. 252 HP / 192+ Def Toxapex: 221-261 (72.6 - 85.8%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Tpunch vs knock (skarmory)
+2 252+ Atk Huge Power Mawile-Mega Thunder Punch vs. 248 HP / 252+ Def Skarmory: 350-414 (105.1 - 124.3%) -- guaranteed OHKO

+2 252+ Atk Huge Power Mawile-Mega Knock Off vs. 248 HP / 252+ Def Skarmory: 152-179 (45.6 - 53.7%) -- guaranteed 2HKO after Stealth Rock



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Rotom-Wash

Remeber this mon from every single ORAS OU team ever built? Well after having its career ended by thousand arrows, its back, and significantly less effective. This is definitely the mon I am definitely the most keen on switching up, although the utility in Wisp proves very uselful, and is a decent special pivot, it is completely run over by the likes of lele, like the rest of the team. It also struggles with bulu for obvious reasons, and of course the power creep means this mon just isnt as effective of a tank as it once was, despite beating pinsir, fini, pex, non stab magearna, non bloom tran, lando, dug and many more. Nevertheless, it still functions as a decent pivot, and keeps up momentum relatively well where it can. I feel as though this mon works much better on the physical side, but I dunno, thats why I'm here for your advice.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 200 Spdef / 60 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

So typical rotom spread, except it is more so invested into special bulk. The speed on it is for CB tar which seems to be creeping back into the meta as both a partner and check to Zard-Y, and also to outspeed defensive landorus. Pain split and leftovers are the best combination to increase the longevity of this mon, over a gen6 style wisp wave, the other moves are all really self explanatory. Wisp for physical threats, volt switch for momentum and pump for damage. Much like landorus, we know this mon and what it does. One of its biggest selling points this gen being taking on almost all landorus sets, is one of the primary reasons I have it on this team, although I feel there could be a better pivot like tang in it place, although that too opens more holes.


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Infernape

Ahhh, its here. The monkey is here. So the recent release and then subsequent banning of a certain ghost brought my attention to the ability of fighting types such as this boi to clean late game. Although it lacks the versatility, the busted stats typing and moves (lmao spectral thief more like instant win move) of marshadow, the way the meta has swayed at the moment has created an opening for infernape to have somewhat of an influence as a late game sweeper/revenge killer when eqipped with a choice scarf. I wanted to see what it could do, so this

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Rock Slide

Set Details:
Aight baby, hol up, this shit just got heated as fuuuuck. If u were to ask me the 2 most threatening set up sweepers in the metagame right now, I would definitely say magearna and volcarona. And the biggest wall breaking threat? Zard Y of course. The best Z move user? hard to say, but groundium duggy aint far off. And what do all of these have in common u may ask? Well infernape revenge kills all of these mons. ALL of them. Its very good speed tier allows it to outspeed all of the aforementioned mons after a boost, as well as nihilego, garchomp, Mlop, Mmane, Mzam, Ash and reg nonscarf gren, nonscarf koko, scarf lele and many more (as well as tying with keldeo). On top of that, decent offensive stats and and impressive move pool allow infernape to fill a niche roll as a revenge killer. Flare blitz and CC for stab, u turn to keep up momentum and rock slide to take out +1 volc and zard. preferred over stone edge for accuracy reasons.
Even though it's got a tail, it still goes apeshit on offense, and as an unexpected threat can completely wreck house. Watchout nigo, we coming for ya crown.


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Hoopa-U

So I needed something that hits stall hard (because mawile wasn't enough?). Something that hits REALLY hard on the special side. Even though dug, like many others is the bane of its existance, we still up in this bitch with a BST higher than John Lennon when the beetles wrote yellow submarine. So Hoopa is my breaker of choice. Specs give it an immediate source of power, dark pulse creating holes in opposing teams. Its best brought in using one of the u turn or volt switch users and proceeding to overwhelm opposing defensive cores and punching holes in fatter teams unable to retaliate.

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Thunderbolt

Set Details:
Dual stab. Psyhock to hit physical walls. Max speed and spatk are self explanatory. Thunderbolt for mantine and spdef celesteela, even they struggle to take special hits from this. Focus blast hits TTAr and steels that deal with psyshock etc. Focus blast may even ohko mega mawile from full. Essentially, overwhelming power breaks team down and allows latios to come in more freely and drop dracos, or ape to clean up late game.

Threatlist:
Lele-runs over the team if specs, wear it down and revenge kill at 65% with ape
Zard-Y- without ape to revenge kill, this thing slaughters the whole team, lati can only switch into Fire Blast once
Zygarde-dont let it set up


Peak
1700+
Peaked close to 1800 but didnt SS so here this is

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Also this team lacks a ghost resist and a z move user

Anyway guys thanks for reading my RMT any feedback, advice or improvements would be appreciated :]
 
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