SS OU Slowbro + Chansey Teleport Offense (1800+ on ladder)

Hi everyone! This is my first RMT, and first time playing OU with intent in... quite some time. I already have a few thoughts for edits once the second DLC is out since the team has lots of weaknesses, but for now it's doing quite well as I was able to crack top 150 on the ladder. Would really appreciate some constructive feedback!

:cinderace: :urshifu-ss: :slowbro: :chansey: :magearna: :dragapult:

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- U-turn
- Pyro Ball
- Sucker Punch

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- U-turn

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Slack Off
- Scald
- Thunder Wave
- Teleport

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Soft-Boiled
- Seismic Toss
- Toxic
- Teleport

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 72 Def / 184 Spe
Bold Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Stored Power
- Draining Kiss

Dragapult @ Leftovers
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Dragon Darts
- Phantom Force

Team-building logic:

Teleport Clefable pre-DLC was the most hilarious thing to me. Guaranteed momentum from something so resilient? Godlike. Then post-DLC we got teleport on Chansey and Slowbro, which meant I could now click teleport twice as often by using that as my team's defensive backbone. Once I had my two teleporters, I wanted to add two offensive pivots. Cinderace and Urshifu-SS seemed like ideal picks with a good blend of speed, power, and coverage. From there, I needed two final mons to pivot into that could significantly progress the game state. Enter SG + CM Magerana and Sub+DD Dragapult. I'll get to the remaining details in the sets, but... yeah, pretty brainless approach tbh. What can I say, I like mashing buttons :mehowth:


Set Details:
:cinderace: @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- U-turn
- Pyro Ball
- Sucker Punch

The moves on this mon are very clearly meant to patch up the holes in my team. Pyro Ball and U-turn are essential given the role I wanted it to play as a pivot, same goes for HDB. Court Change was chosen because I have 0 hazard control otherwise, and Sucker Punch because I needed some semblance of speed control but didn't want to put it on banded Urshifu. Max speed just to be safe, since there's some threatening niche stuff between 105 and 118. It'll be nice to outspeed Zarude when that comes out as well. Sometimes I feel like adding bulk would be nice, but nothing has a clear benchmark that makes sense, so I've kept it as-is.

I find myself wishing it hit just a little bit harder, and would strongly consider dropping Court Change for Gunk Shot if I had some proper hazard removal.
:urshifu-ss: @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- U-turn

I like forcing 50-50s, although it doesn't feel like I'm doing so when Toxapex exists... Jolly to outspeed +Spe Pokemon in the base 84-96 range like Rotoms, Excadrill, Kyurem, Rillaboom, etc. and hit them with CC. Iron Head because Weezing-Galar is ugly, and I'm not using this to handle Water/Fairy types anyways. Plus no immunities mean it'll at least do something if they switch in a steel type, and a 30% flinch chance is better vs Clefable than a poison chance if I'm feeling gutsy.

This thing -almost- hits walls hard enough, so I might make it Adamant. Tbh feels like one of the weaker members on my team, because of how crucial it is for me to get the right reads once it's in vs a proper defensive backbone. Still does a fine job of punching holes and countering other Urshifu locked into Wicked Blow though.
:slowbro: @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Slack Off
- Scald
- Thunder Wave
- Teleport

Nothing special here. Rocky Helmet chip comes in super handy for my attacking mons, both vs defensive mons u-turning out and offensive mons that don't die to one raw hit from full. 70% of the time I'm clicking Teleport, and most of the other 30% is Scald if I think they're predicting me to use Teleport or I want to fish for a burn. Thunder Wave is my least-used move on this set, but is nice on occasion vs Clefable and faster mons I'd like Urshifu to outspeed. Might be better to replace it with Yawn or Future Sight?

All-in-all, one of the stars of the team. Essential for sustaining and maintaining momentum, while RH chip allows for progress vs physical attackers.
:chansey: (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Soft-Boiled
- Seismic Toss
- Toxic
- Teleport

Nothing special here either. Toxic to stall out setup mons like Volcarona without sub and hit greedy Mandibuzz/Hippowdon that stay in. Stupid levels of bulk. Mostly used for teleport to get other mons in safely and maintain pressure, just like Slowbro. Often times, this is the mon I let absorb Trick or Knock Off, because it rarely ever changes what I can wall. Thanks to all the pivoting on my team, I have more freedom to click moves besides Soft-Boiled since it's easier to come in on a special attacker that can't KO and heal up later. This is good for countering aggressive switches and furthering the chip damage that my offensive mons appreciate so much.

Another invaluable member of my team, without it I have no counterplay for the top specially-offensive threats in the metagame.
:magearna: @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 72 Def / 184 Spe
Bold Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Stored Power
- Draining Kiss

Speed EVs are to outspeed Zeraora after one Shift Gear. Rest is dumped into HP and Def to help tank things during setup, which has come in very handy tbh. It makes it a bit tougher to outstall some mons, which would be remedied with less HP and more SpA, but the way I use it is as more of a cleaner. This set can't do much against Toxapex / Mantine with haze, and also does poorly vs Chansey due to the low SpA investment. But, the defense EVs let me live an Adamant Cinderace Pyro Ball from full which is handy if it tries to revenge me (Stored Power after one setup move + Soul Heart does ~60%). It also helps me tank hits from Hippowdon and Zeraora which I can sorta beat 1v1 (especially if they switch in on a CM), as well as switching into Urshifu a tad more freely on a predicted Wicked Blow.

I keep wondering if I should make this a scarf/specs set for more pivoting and less uselessness in the early game. While not bad by any means, it's my only special attacker, and idk if I'm getting the appropriate amount of mileage out of it. Unsure about what team support benefits different sets + the other way around, too.
:dragapult: @ Leftovers
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Dragon Darts
- Phantom Force

This set is so good, and probably puts in the most work on my team. Pretty straightforward spread, Adamant because I'm outspeeding everything I want to outspeed regardless, except for the quite rare Jolly Barraskewda / Talonflame / Weavile. In the early game I use it to scout some sets and stall some PP, but most good teams are tough to set up against due to Haze Toxapex / Mandibuzz / Hippowdon / Clefable. Fortunately, the ability to sub on a switch + click Phantom Force to only lose a net 7% is very helpful for scouting in the early game and putting on chip to force recovery moves.

At +1/+1 it outspeeds and OHKOs so many things with Dragon Darts: Zeraora, Alakazam, Gengar, Kingdra in rain, Cinderace (watch out for Sucker Punch), Volcarona (can eat a hit to set up), etc etc. If Magerna switches in when I have a sub up, I click Phantom Force to chunk a good third of their health if they stay in + hopefully waste some Fleur Cannon PP. For Mandibuzz I click darts to pressure them into roosting. If I get in on Chansey, Slowbro, and most Torkoal + Pelipper, it's a free sub + setup opportunity. Unaware Clef is annoying, but if you're behind a sub and it has some chip it becomes a 50-50 of whether they'll Wish or Moonblast so you can dodge with Phantom Force and keep forcing recovery or a switch if they don't want to risk getting 2HKO'd or slapped around by Wicked Blow.

What an amazing mon, really. I strongly encourage everyone gives it a shot, especially when paired with other mons that pressure its counters.


Threats:

:toxapex: since I have no electric or psychic coverage... I have to go for parahax or hope my opponent allowed it to get overloaded. Toxic Spikes variants are especially bad, even moreso if it also has Knock Off to remove boots on Cinderace / break Dragapult's sub. Seriously troublesome.

:clefable: does everything, and I struggle a lot to both scout it and break it. Twave cripples everything on my team besides Chansey, Knock Off and Trick cripple everything on my team, Unaware physdef variants aren't 2HKO'd by anything, I don't have a great way to deter Wish passing, cleric support ruins progress from Toxic, etc etc.

:magnezone: can be annoying, because I don't have a safe way of scouting if it is choiced (can vortex my defensive core when paired with a strong u-turner) or Iron Defense + Body Press (exceedingly tough to break through once it sets up, especially if it has sub). If I lose momentum against it, something probably will die.

:rillaboom: is similar to Magnezone in that I suffer greatly if it has momentum against me. Cinderace needs to be at full to avoid a OHKO from +2 LO Grassy Glide and can't OHKO Grassy Seed variants, Slowbro can't do much RH chip since it's weak to grass and Knock Off + doesn't get much out of Twave, and Chansey is almost forced to stay in and toxic while risking death to Drain Punch. The mental gymnastics for this team to switch around Rillaboom and stall out terrain isn't worth it.

:hippowdon: walls everything bar Slowbro, and I either need to status it, have a free setup turn (+ them somehow not having Whirlwind), or sack something for another mon to finish the job. Kinda similar story for :mandibuzz: except that's a bit easier to pressure due to Slowbro's Rocky Helmet.

:zeraora: is fast and has knock off, which nothing on this team likes taking. I also don't have a real electric resist. But it never steamrolls out of control, just annoying.

:dragapult: (especially sub+DD) wrecks me if Magearna goes down, and scouting its set is a bit of a pain, but it's usually manageable. Might force a sack though.


Main Questions / Options:

What's the trade-off of running Adamant > Jolly on Cinderace or Urshifu?

What's the trade-off of dropping Twave on Slowbro for Yawn or Future Sight?

Does Scizor make any sense, for U-turn / priority / Knock Off / Defog etc? Idk how to avoid overloading it...

What other options do I have for hazards / hazard control without sacrificing momentum or offensive presence besides maybe Excadrill > Magearna?

Unrelated to the current meta, but Lando-T / Torn-T / Zarude all look like great additions to this team once the new DLC comes out. Won't theorymon past that though.
 
Hi there

I actually took on and beat this team by the skin of my teeth early on today on showdown. Whether it was you or somebody testing your team I have no idea, but it was an exact copy and paste of this team.

I am no expert, so take what I say with a pinch of salt.

first of all, your team is really good, it has a great balance of attack and defence and frankly I really like it, and it’s forced me to make a small adjustment to my team.

one thing I don’t understand is that you say you can’t 2hko bold unaware Clefable, iron head on urshifu (which can lure bold Clefable out) does exactly that, it actually has the same damage roll as poison jab, however, I get that iron head is better for weezing, but in my experience it’s nowhere near as common as tangrowth, (my tangrowth caused your team a lot of problems) so poison here would still allow you to 2HKO Clefable, but it also gives you chance of a 2HKO against relaxed 252/252 tangrowth at 100% HP. (Mine was sassy, as are a lot of them, so it’s an easy 2hko on them)

In my battle against this team, the biggest thing I was personally worried about was your Chansey having aromatherapy, which it doesn’t, which made it easy for my Clefable to spread paralysis’s across your team, made easier by the fact that your team doesn’t deal with bold Clefable so well. I feel like teleport on chansey puts you at risk of a knock off which is obviously crippling against chansey and is something I planned to take advantage of, and did eventually manage to. Your not using teleport to pass wishes on a chansey (it’s not even legal to do so), so while being able to pivot out with teleport and get your attackers in is awesome, I feel it can be somewhat underwhelming without wish support, especially when status cripples your entire team. Teleporting into a paralysed Cinderace is not exactly ideal for example.

I understand a Teleporting defensive pivoting Core is at the heart of this team, but I would consider aromatherapy over teleport on chansey because of how vulnerable you are to status, or maybe think about changing toxic for it. Replacing toxic For it however has the down side of making chansey even more passive than it already is.

Anyway just my 2c, and as I say I am no expert.
 
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Hi there

I actually took on and beat this team by the skin of my teeth early on today on showdown. Whether it was you or somebody testing your team I have no idea, but it was an exact copy and paste of this team.

I am no expert, so take what I say with a pinch of salt.

first of all, your team is really good, it has a great balance of attack and defence and frankly I really like it, and it’s forced me to make a small adjustment to my team.

one thing I don’t understand is that you say you can’t 2hko bold unaware Clefable, iron head on urshifu (which can lure bold Clefable out) does exactly that, it actually has the same damage roll as poison jab, however, I get that iron head is better for weezing, but in my experience it’s nowhere near as common as tangrowth, (my tangrowth caused your team a lot of problems) so poison here would still allow you to 2HKO Clefable, but it also gives you chance of a 2HKO against relaxed 252/252 tangrowth at 100% HP. (Mine was sassy, as are a lot of them, so it’s an easy 2hko on them)

In my battle against this team, the biggest thing I was personally worried about was your Chansey having aromatherapy, which it doesn’t, which made it easy for my Clefable to spread paralysis’s across your team, made easier by the fact that your team doesn’t deal with bold Clefable so well. I feel like teleport on chansey puts you at risk of a knock off which is obviously crippling against chansey and is something I planned to take advantage of, and did eventually manage to. Your not using teleport to pass wishes on a chansey (it’s not even legal to do so), so while being able to pivot out with teleport and get your attackers in is awesome, I feel it can be somewhat underwhelming without wish support, especially when status cripples your entire team. Teleporting into a paralysed Cinderace is not exactly ideal for example.

I understand a Teleporting defensive pivoting Core is at the heart of this team, but I would consider aromatherapy over teleport on chansey because of how vulnerable you are to status, or maybe think about changing toxic for it. Replacing toxic For it however has the down side of making chansey even more passive than it already is.

Anyway just my 2c, and as I say I am no expert.
I feel like it isn't easy for Clefable and other Pokemon to status the whole team since Chansey is also well known for being a status absorber since it has the ability Natural Cure which allows it to absorb any stauts and then switch out. I would definitely not run Aromatherapy on this occasion since its not a stall team so if you desperately need your mons to get their status removed then you just aren't playing correctly. Also I believe that if Chansey is a pivot, then it is suboptimal and should be replaced as by using it as a pivot chansey can be more prone to knock off. For this reason I would suggest replacing Chansey with a Blissey with the same set. Blissey is less prone to becoming useless after Knock off and can also run Heavy-Duty-Boots to come in effectively more often. I also believe that Slowbro should definitely run Future Sight over Thunder wave as it pressures toxapex. So the sets should look like this :blissey:
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Teleport
This is the correct set for Blissey and should replace your Chansey.
:slowbro:
Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off
- Teleport
Also run adamant over jolly on cinderace as everything in the speed tier above Ada Cinder and below Jolly Cinder Isn't used or is bad. keep Urshifu Jolly as it will be able to speed tie with other Urshifu and out-speed Modest Volcarona , Excadrill and Rotom-Heat and Kyurem.
 
Thanks for the feedback y'all!

Brembo that may have been me if you're in Europe :bloblul: and you're right that Urshifu can 2HKO physically-defensive Clefable with Iron Head, but it's such a big commitment to go for... I rarely feel like I'm in a position where I can throw it out without leaving myself overly vulnerable :/ I think status is annoying, but like sufys said, Chansey is my go-to absorber, and having Slowbro get statused isn't too bad either since it's already slow and rarely stays in for long. Like you alluded to, it's more of a team weakness to Bold Clefable that makes paralysis tough to manage :P

sufys12 I was just thinking about making the Blissey switch for the same reasons, good call. Also a great point about Future Sight pressuring Toxapex, which is a huge chore for my team to break through atm. Gonna give Adamant Cinderace a shot as well, like you said there's very little usage of things in between those speed tiers that come up in standard builds.
 
Your team is pretty weak to hydreigon, you can consider 200 hp 56 spdef on blissey. That is for +4 hydreigon so it doesn’t ohko you
 
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