A while back, I posted in the OU Metagame Disucssion about how much I was enjoying Scarf
and ID/BP
. In that post, I was going to say "obviously, don't run them together", and then I thought, why not?
Fighting is a really strong offensive type in the current metagame, and these two `mons do completely different things. Flamigo's Scrappy helps mitigate the threat of ghosts, while Iron Hands phases and is just a nightmare to kill with defensive investment. Then I thought, why not go all out and throw
into the mix.
I'm enjoying the results so far, but could definitely use advice on EV tweaks or a couple of `mon replacements.
@ Choice Scarf
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Facade
Scarf Flamigo just hits things. 90 Speed is pretty good for a scarfer in this meta, with Chi Yu being the only common scarf `mon that beats it. Brave Bird hits most of the things that resist CC, and U-Turn lets you scout and pivot. I lead this pretty much any time I don't see a Glimmora on the other team. Scrappy also makes it an underrated Tera Sweeper, as it can find some good opportunities to just clean house if you haven't over-expended your CC PP.
@ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 252 Def / 252 SpD / 4 Spe
Impish Nature
- Iron Defense
- Body Press
- Thunder Punch
- Whirlwind
At +2 Def, this thing solos Adamant Band Great Tusk (not that that's a thing people run) even without clicking over to Tera Flying. It laughs in the face of Kinggambit, Dragonite, and physical setup sweepers in general, between its bulk and its ability to whirlwind them out after setting up side by side. Thunder Punch is handy coverage to have in moments where you can't set up, and Iron Hands hits 316 attack uninvested, so it still hurts things it needs to in the case where you've got no choice but to smack a Gholdengo, Ape, or Pult.
SpD investment makes it much bulkier in that side. In a pinch. It can survive anything Chi-Yu throws at it short of Specs Overheat, making it a reasonably emergency check to scarf chi-yu.
@ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Close Combat
- Earthquake
Offensive glue. Knock, Spin, ground STAB, and some more fighting coverage just to round it out. I originally ran AV Treads here, but Tusk's added punch really does help.
@ Air Balloon
Ability: Good as Gold
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Shadow Ball
- Make It Rain
When your'e running three fighting types, you need something to help out with Psychic and Fairy `mons. Enter Gholdengo. Bulky Air Balloon is my preferred set, though I can see how Scarf Trick might help some of my MUs against bulkier teams, where I tend to struggle.
Chien-Pao @ Heavy-Duty Boots
Ability: Sword of Ruin
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Crunch
- Ice Shard
- Sacred Sword
Secondary Speed control and wall breaking. Ice Shard over Sucker for consistency and to help against dragons, specifically. Tera Poison flips the MU against Fighting, Fairy, and Bug, gives me an emergency way to clear Tspikes, and only really costs me a Ground weakness, which is covered reasonably well by two immunities.
@ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 168 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Protect
I needed a pivot that could help me scout Chi-Yu, and para support helps this team's so-so speed a lot. Also helps chunk opposing Donphan froms and Ting Lu and offers some support against Dondozo.
Replays:
https://replay.pokemonshowdown.com/gen9ou-1755480147-v49e5hlofhohehw635zhgm63dbtdfj4pw
Got my butt kicked through 13 turns but managed to wear down the other team enough for Tera Flamigo to break it open and Iron Hands to seal the deal.
https://replay.pokemonshowdown.com/gen9ou-1755446195-2okx66skmboby84u9ghqp5u5twsfdftpw
In an unfamiliar MU against rain, Washtom has just enough bulk to TWave Floatzel, Flamigo keeps pressure up, and Iron Hands brings it home again.
https://replay.pokemonshowdown.com/gen9ou-1755434191-y5jmoaa6wha0iljs0szckoxg17e7d6npw
Tera Poison
saves my bacon.
https://replay.pokemonshowdown.com/gen9ou-1755395171
Without SpD investment on Iron Hands, I lose this one at the end. Draco Meteor goes from being a guaranteed 2HKO to not even being a guaranteed 3HKO.
On the other hand, here's me getting absolutely roasted going against a Fat team:
https://replay.pokemonshowdown.com/gen9ou-1755225899-05kf7hzdblgaja5j0yf458pk5fksqnhpw
Major threats are Hatt, Dirge, Garganacl, and, to a lesser extent, Dondozo. Oh, and Fire Tuaros. That thing is a demon against this team, lol. Gholdengo is carrying too much of the weight in those MUs. Hazzard support would probably help, but I don't know what to drop to get it. Replacing Tusk with Chomp could be an option, but then I need another tweak to get some removal in.
Thoughts appreciated!


Fighting is a really strong offensive type in the current metagame, and these two `mons do completely different things. Flamigo's Scrappy helps mitigate the threat of ghosts, while Iron Hands phases and is just a nightmare to kill with defensive investment. Then I thought, why not go all out and throw

I'm enjoying the results so far, but could definitely use advice on EV tweaks or a couple of `mon replacements.

Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Facade
Scarf Flamigo just hits things. 90 Speed is pretty good for a scarfer in this meta, with Chi Yu being the only common scarf `mon that beats it. Brave Bird hits most of the things that resist CC, and U-Turn lets you scout and pivot. I lead this pretty much any time I don't see a Glimmora on the other team. Scrappy also makes it an underrated Tera Sweeper, as it can find some good opportunities to just clean house if you haven't over-expended your CC PP.

Ability: Quark Drive
Tera Type: Flying
EVs: 252 Def / 252 SpD / 4 Spe
Impish Nature
- Iron Defense
- Body Press
- Thunder Punch
- Whirlwind
At +2 Def, this thing solos Adamant Band Great Tusk (not that that's a thing people run) even without clicking over to Tera Flying. It laughs in the face of Kinggambit, Dragonite, and physical setup sweepers in general, between its bulk and its ability to whirlwind them out after setting up side by side. Thunder Punch is handy coverage to have in moments where you can't set up, and Iron Hands hits 316 attack uninvested, so it still hurts things it needs to in the case where you've got no choice but to smack a Gholdengo, Ape, or Pult.
SpD investment makes it much bulkier in that side. In a pinch. It can survive anything Chi-Yu throws at it short of Specs Overheat, making it a reasonably emergency check to scarf chi-yu.

Ability: Protosynthesis
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Close Combat
- Earthquake
Offensive glue. Knock, Spin, ground STAB, and some more fighting coverage just to round it out. I originally ran AV Treads here, but Tusk's added punch really does help.

Ability: Good as Gold
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Shadow Ball
- Make It Rain
When your'e running three fighting types, you need something to help out with Psychic and Fairy `mons. Enter Gholdengo. Bulky Air Balloon is my preferred set, though I can see how Scarf Trick might help some of my MUs against bulkier teams, where I tend to struggle.
Chien-Pao @ Heavy-Duty Boots
Ability: Sword of Ruin
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Crunch
- Ice Shard
- Sacred Sword
Secondary Speed control and wall breaking. Ice Shard over Sucker for consistency and to help against dragons, specifically. Tera Poison flips the MU against Fighting, Fairy, and Bug, gives me an emergency way to clear Tspikes, and only really costs me a Ground weakness, which is covered reasonably well by two immunities.

Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 168 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Protect
I needed a pivot that could help me scout Chi-Yu, and para support helps this team's so-so speed a lot. Also helps chunk opposing Donphan froms and Ting Lu and offers some support against Dondozo.
Replays:
https://replay.pokemonshowdown.com/gen9ou-1755480147-v49e5hlofhohehw635zhgm63dbtdfj4pw
Got my butt kicked through 13 turns but managed to wear down the other team enough for Tera Flamigo to break it open and Iron Hands to seal the deal.
https://replay.pokemonshowdown.com/gen9ou-1755446195-2okx66skmboby84u9ghqp5u5twsfdftpw
In an unfamiliar MU against rain, Washtom has just enough bulk to TWave Floatzel, Flamigo keeps pressure up, and Iron Hands brings it home again.
https://replay.pokemonshowdown.com/gen9ou-1755434191-y5jmoaa6wha0iljs0szckoxg17e7d6npw
Tera Poison

https://replay.pokemonshowdown.com/gen9ou-1755395171
Without SpD investment on Iron Hands, I lose this one at the end. Draco Meteor goes from being a guaranteed 2HKO to not even being a guaranteed 3HKO.
On the other hand, here's me getting absolutely roasted going against a Fat team:
https://replay.pokemonshowdown.com/gen9ou-1755225899-05kf7hzdblgaja5j0yf458pk5fksqnhpw
Major threats are Hatt, Dirge, Garganacl, and, to a lesser extent, Dondozo. Oh, and Fire Tuaros. That thing is a demon against this team, lol. Gholdengo is carrying too much of the weight in those MUs. Hazzard support would probably help, but I don't know what to drop to get it. Replacing Tusk with Chomp could be an option, but then I need another tweak to get some removal in.
Thoughts appreciated!