Resource SM OU Sample Teams

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Finchinator

-OUTL
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OU Leader

approved by the OU Moderator Team | ORAS one by starry blanket | banner by dk
The main goal of this thread is to archive teams that do an exemplary job showcasing certain playstyles / archetypes that are prominent in the current metagame. This can help beginner and intermediate level players get acclimated to the metagame and just be a general tool to those in need of teams.

I'm going to be actively looking for teams to archive and I'm going to actively be filtering out teams that are no longer as effective as they used to be. I'll be consulting a variety of people when making these decisions to ensure high quality teams are added. Moreover, I would appreciate it if everyone handled this thread seriously and with respect as it should be used as a genuine resource.

In addition to that, this thread will definitely be used to add teams, of course. For those interested in submitting a team, the guidelines are simple:
  • provide an import of your team
  • provide an explanation of your team
  • provide replays / some other form of success with the team
Ideally, your post should look something like this. Finally, if you would like a less selective, but larger in quantity supply of teams posted by members of the OU community, feel free to check out the OU Bazar.
 
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Finchinator

-OUTL
is a Tournament Directoris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Top Dedicated Tournament Hostis a Senior Staff Member Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Championis the defending OU Circuit Championis a Two-Time Former Old Generation Tournament Circuit Champion
OU Leader

Tapu Koko + Kyurem-Black Bulky Offense by Finchinator
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Hidden Power [Fire]
- Thunderbolt

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Freeze Shock
- Fusion Bolt
- Hidden Power [Fire]
- Ice Beam

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Thunder Wave

Venusaur-Mega (M) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 164 Def / 96 SpD
Sassy Nature
- Giga Drain
- Sludge Bomb
- Earthquake
- Synthesis

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 4 SpA / 40 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Protect

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 16 Spe
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch


Excadrill Hyper Offense by Gondra
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Toxic
- Earthquake
- Rapid Spin

Victini @ Normalium Z
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Searing Shot
- Stored Power
- Focus Blast

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Hidden Power [Fire]
- Psyshock

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Aerial Ace

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Taunt

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak


Zapdos Rain Offense by TDK
Zapdos @ Electrium Z
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hidden Power [Ice]
- Heat Wave
- Roost

Swampert-Mega (M) @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch

Pelipper (M) @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Hurricane
- Knock Off
- U-turn

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Surf
- Defog

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 148 Def / 108 SpD
Impish Nature
- Stealth Rock
- Spikes
- Knock Off
- Power Whip

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- Ice Beam


Trick Room Offense by NJNP and Imsosorrylol
Uxie @ Red Card
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Skill Swap
- Stealth Rock
- Memento
- Trick Room

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Thousand Arrows
- Iron Tail
- Outrage
- Extreme Speed

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Thunderbolt
- Trick Room

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 25 Spe
- Shadow Bone
- Flare Blitz
- Bonemerang
- Swords Dance

Cresselia @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Moonlight
- Trick Room
- Lunar Dance

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Knock Off
- Sucker Punch


SD Kartana Offense by Finchinator
Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 8 HP / 188 Atk / 60 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Substitute

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Encore
- Power-Up Punch

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 4 SpA / 40 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Spikes
- Water Shuriken

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 16 Spe
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick
 
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So the team is a balance team more so biased to being offensive. The team is named after the goddess Carly Rae Jepson and the holy voice that is E•Mo•Tion V. I Didn't Just Come Here to Dance.The team has 4 prio moves to make up the lack of speed it has.

Medicham hits most teams super hard and has bullet punch over thunder punch to surprise your opponent and get kills (i.e. you bp a mawile on sucker punch and either kill it off if its at low hp or make sucker fail).

Mimikyu is the lele check being able to ohko it with it's z move or deal damage to volcarona so that medi or zyagrde can kill it off.

Lando sets up rocks and can slow u turn on other lando and other pokemon into medicham or hoopa u and get a kill.

Hoopa U hits hard and is the stallbreaker of the group. Leading it up against pelliper basically gives you a free kill with dark pulse and with stall, if they dont z tectonic rage with duggy, psyshock+dark pulse 2hkos everything.

Ferro is there for spikes and double attacks let it switch into kingdra or mega swampert and ohko swampert and 2hko kingdra.

And Zygarde just spams thousand arrows (a move that has little to no disadvantage). Outrage is there just to 2hkos tangrowth.. E-speed lets it kill of greninja and other mons low at hp. And glare is there since this team is fairly slow and a last case measure in case a mon is too much to handle.

Carly Rae (Medicham-Mega) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Ice Punch

Joe (Mimikyu) (M) @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Shadow Claw
- Swords Dance
- Play Rough

Tino (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 236 HP / 252 Atk / 24 SpD
Adamant Nature
IVs: 30 Spe
- U-turn
- Knock Off
- Stealth Rock
- Earthquake

E•Mo•Tion (Hoopa-Unbound) @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Hidden Power [Fire]
- Focus Blast

Try not to feel it (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

More than a friend (Zygarde) @ Choice Band
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Glare

 
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Metal Sonic

Resurgence
is a Tutor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
I'd like to submit my team here:



Original RMT post: http://www.smogon.com/forums/threads/a-speedy-victory-peaked-1762.3607592/

Belly Drum Azumarill Victini Offense
Scarf Victini, despite being only ranked C- in the Threatlist (I'll dispute that later when I have time), is a huge threat in the SM OU metagame thanks to the fact that it can sweep/clean almost all teams due to the prevalent lack of Fire resists in this meta. With Bolt Strike, it is able to delete the common Water-types that resist its main STAB. It is easy to have Scarf Victini switched-in to deal major damage to the opponent's team. It also functions as a great revenge killer against Greninja, the Tapus, and others.

Serperior is another one-turn sweeper that can decimate unprepared teams (without a Grass resist) (and are slower than Base 117 speed)

Nihilego for mandatory Hazards support and also Toxic Spikes removal

Mega Garchomp, another off-meta sweeper that capitalizes on the predominance of Zygarde in the meta -- too many Zygarde counters fail to counter Mega Garchomp's +2 Fire Fang. They all die.

Magearna is the only truly Overused Pokemon on my team. Trick Room helps with Team Speed Support (helpful for Azumarill and Garchomp) in the event that Magearna dies prematurely.

Azumarill is another unrated threat on the Threatlist that can easily set up and sweep thanks to this Generation's Z-Belly Drum. There are very few Water resists in SM OU.

Either the opponent has a lack of Fire Resists or Water Resists. Consequently, use Victini or Azumarill as the appropriate win condition depending on the opponent's weaknesses.



Importable:
Code:
Super Sonic (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- V-create
- Bolt Strike
- U-turn
- Grass Knot

FinalHazard (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Substitute

Wisp (Nihilego) @ Focus Sash
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Hidden Power [Ice]
- Toxic Spikes

Perfect Chaos (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Dragon Claw

Omega (Magearna) @ Expert Belt
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Aura Sphere
- Thunderbolt

Sonic (Azumarill) @ Normalium Z
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
OU tournament quarter finals|Victini win condition: https://replay.pokemonshowdown.com/gen7ou-591095554
OU tournament semi-finals|Azumarill win condition: https://replay.pokemonshowdown.com/gen7ou-591103009
OU tournament finals: https://replay.pokemonshowdown.com/gen7ou-591107523
 
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Natural Talent

Don't die trying to live..
is a Tiering Contributor Alumnus
Pinsir Offense



I wanted to make a solid team around mega pinsir. Things i see that reall give pinsir a problem are steels, rock types and landorus. I have a fun Keldeo set being Calm Mind Normalium Z with Hyper beam to break a lot of core to help Pinsir or can clen up after pinsir has done damage. Not to mention it can weaken man mons for Garchomp to clean in the end. Celesteela is Autotomize Aguav Berry to be a clutch sweeper than many won't expect. While Mew and Chansey is a good defensive core, in which Mew's will-o-wisp's can hinder most physical attackers that threaten Chansey. With Mew being hazard control and Chansey being my means for Stealth Rock and i carry wish just in case i find an opportunity to get in one of my weakened pokemon. Overall this teams works fairly well for me by apply offensive pressure to the opponent's team while have chansey as a good pivot and switch in to specially offensive threats.

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Will-O-Wisp
- Soft-Boiled
- Defog

Celesteela @ Aguav Berry
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Air Slash
- Fire Blast
- Giga Drain

Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Earthquake
- Quick Attack

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Rock Tomb

Keldeo-Resolute @ Normalium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hydro Pump
- Hyper Beam
- Secret Sword

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Wish
- Stealth Rock
- Soft-Boiled



Mega Abomasnow Balance



Mega Abomasnow, straight power. When played right and teamed with the right support it's a problem for a lot of teams. The Dugtrio set I chose is to trap and defeat pokemon than can safely come in on abomasnow and celesteela such as Heatran and Chansey, while also being a pretty good revenge killer. Primarina, a soft check to most Zygarde sets and can come in on most fighters while being my status absorber. Garchomp is my scarfer of choice and has the ability to clean up late game. Chansey is my rocker and my Magearna and Ash Greninja check. The team is rather slow so strong fast mons really give this team a problem such as Taunt Tapu Koko, Mega Pinsir and Keldeo being that Primarina is really my only check to most set up sweepers and can be weakened easily even with rest talk. So you'll usually have to apply more pressure on your opponent's team

Warning: This team is severely weak to Breeloom but oh well.


Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Screech
- Earthquake
- Sucker Punch
- Substitute

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 144 HP / 68 Atk / 252 SpA / 44 Spe
Mild Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard

Celesteela @ Aguav Berry
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Air Slash
- Fire Blast
- Giga Drain

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Rock Tomb

Primarina @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Sleep Talk
- Rest

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

 
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Finchinator I suggest that you change the dugtrio in the SPL stall team from focus sash to groundium z and give it earthquake / screech / reversal / substitute. This set has proven to be much more effective at stopping things then normal sash. Examples include Mega-Mawile, Mega-Medicham, Magearna, Charizard X, Kartana, Chansey (beats it if toxiced on the switch in), Clefable, Tapu Lele, Hoopa-U, and others. I also suggest that the NJNP webs team should be replaced by the version with Thundurus-Incarnate instead of Celesteela. Many people claim that that version is better and should therefore be updated in this post. Thanks, have a nice day :)
 

Posho

local gaymer weeb
is a Tiering Contributoris the Smogon Tour Season 23 Championis a Past SCL Champion
..............................................................................................................................................

...............................................................................................................................................


DESCRIPTION: This is the team I was gonna bring against Ben Gay in Smogon Tour finals, it's nothing too innovative aside from the Landorus-T set which I considered could work really nicely against stall or even offense if he tried shifting his usual play-style, the team quite takes advantage of the Gravity, for example you've got Mew's will-o-wisp, Mawile's play rough and fire fang, Greninja's hydro pump which all are non accurate moves and gravity kind of helps with that regard and lastly Scarf Garchomp's earthquake which can be quite deadly for offense. The team is not only based on Gravity, that's only one of the ways you can make this team work, you've also got hazard stacking plus some strong sweepers to cause big damage to your opponent and such. Quite a solid team, just be careful with mons such as Gengar or Zard Y.

IMPORTABLE: click here :)

giving s/o to abr and gtm as they helped me with the spreads
 
I'd like to submit my rain team:

unnamed (4).png images (6).jpg unnamed (3).png images (5).jpg unnamed (1).png unnamed (2).png

Description:

Pelipper leads the game with it's ability Drizzle and item Damp Rock. Specially Defensive Pelipper with rain support can deal with many Fire types such as Mega Charizard Y, Volcarona, and Mega Camerupt. Mega Scizor supports the team with it's amazing typing Bug/Steel which is only weak to fire and can be covered by Rain support and Water Pokemon support. Seismitoad has amazing coverage as a Stealth Rock user. Seismitoad can access great speed with the help of rain, Can set up Stealth rock and can beat common Hazard setters and Removers like Landorus-T and Tapu Fini. Seismitoad can work as an Early sweeper. Kingdra sweeps and wall breaks during Mid to late game. Kingdra is pretty weak to Water-Types, Grass-types and Special walls such as Chansey. Z-Wild Charge Tapu Koko can lure Chansey because most people believes that Tapu koko in rain has Thunder so we can fool them with this set. Killing Chansey in stall by Tapu koko can help Kingdra wallbreak more easily. Tapu koko can escape from Dugtrio by U-Turn unless the opposing dugtrio is scarf. Finally, Thundurus-Therain can deal with common Grass-Types that disturbs Rain teams like this.

Importable:

https://pastebin.com/SM9rpWBt
 

Attachments

STALL TEAMS (No Arena Trap)

Ditto + Kyurem Stall
chansey.gif
zapdos.gif
scizor-mega.gif
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kyurem.gif
toxapex.gif


Now here is a team that I posted in the SM OU bazaar about 2 months ago. The team did originally have Dugtrio, but its main purpose was to trap Hoopa and Mega-Medicham. The team had a bunch of weaknesses though, mainly to stuff like specs Tapu Lele, and Fairium Z Tapu Koko, and Psychicium Z Volcarona in particular. Chansey solves most of the issues that the team had. For the team itself, it was built around the Double Defog core of Mega-Scizor + Zapdos. Kyurem does a great job of shutting down stall threats like Heatran and Landorus-Therian. Kyurem + Toxapex forms the second Defensive Backbone of the team, each doing a good job of beating most set up sweepers and solving issues like Zygarde and Alolan-Marowak. Chansey + Toxapex + Zapdos is the final Defensive Core of the team, walling most of the meta with occasional help from Kyurem and Scizor. The team's main weakness is Mega-Medicham / Mega-Gallade. Ditto can try to Revenge kill them but they can really put dents into this team. Play carefully around these two so that you can get off an Seismic Toss or Bullet Punch every few times they come in.


Importable:

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk
- Transform

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 176 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Heat Wave
- Defog

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn

Toxapex @ Leftovers
Ability: Regenerator
EVs: 252 HP / 236 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Heal Bell
- Toxic
- Soft-Boiled
- Seismic Toss

Kyurem @ Leftovers
Ability: Pressure
EVs: 252 HP / 120 Def / 136 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Roost


Mega-Sableye + Double Water Stall

sableye-mega.gif
toxapex.gif
chansey.gif
clefable.gif
quagsire.gif
zapdos.gif


This team is really cool to use, as it basically wins almost every matchup that i can think of. This team's only weaknesses are Tapu Lele, and Tapu Bulu. Grassium Z Tapu Bulu can run through this team, which is why Zapdos is Def instead of SpD. Tapu Lele is a bit harder to deal with. You have to predict with Sableye and Chansey in order to beat it. Other then those two threats, the team functions really well. Clefable is there to ensure wins during the stall matchup, and can also sweep teams late game in some situations. The team lacks rocks because I feel like Heal Bell is more important, but you can always choose to alter the sets to your liking.

Importable:

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 160 Def / 100 SpD
Careful Nature
- Protect
- Will-O-Wisp
- Recover
- Knock Off

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog

Toxapex @ Leftovers
Ability: Regenerator
EVs: 252 HP / 236 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Heal Bell
- Toxic
- Soft-Boiled
- Seismic Toss

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Soft-Boiled


Thats it. Have a nice day :)
 

Attachments

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Volt-Turn/Priority Hyper Offense - click me for the import :]
magearna.gif
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lopunny-mega.gif
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Summary -

(CLICK ABOVE FOR THE IMPORT!) Hey guys, so I've been asked a lot recently to share this team, and I thought it might be useful to this thread. I don't particularly pride myself on team building but I think every now and then I squeeze out a solid team. I went 42-3 on the OU Suspect Ladder (for Dugtrio) with this team, and ended up peaking #1 with it so considering that plus all the random requests recently brings me here!

When it comes down to it, as you can see, it really is just simple offense. I don't even remember how I ended up building this team and specific reasons why I have certain things on here (you'll see if you keep reading), but I can definitely explain why it works so well now. The very subtle tricks this team has up its sleeves are the beauty of it, as is true with any solid team I guess.

The general goal of this team is to get up stealth rocks, with Landorus, obviously one of the best rock setters, and take advantage of how amazing Landorus works with Magearna on offensive teams. Defensive helmet Landorus is able to take hits as well as deal them, providing strong earthquakes, stealth rocks, AND u-turn, and even HP ice to damage opposing Lando-T's for Lopunny. After rocks are up and momentum is gained from Magearna/Landorus' respective volt switch and U-turn, Heatran and Latios are what I usually use most to surprise people or just hit really hard. The reason I have Heatran and Latios being the I guess bulky-ish offensive core here is because they will help clear the way for Gren and Lop in the end, who will usually end up sweeping with shuriken, or lopunny just cleaning up due to its speed and power with high jump kick.

I want to talk about each pokemon on this team briefly, because if I didn't I really wouldn't be doing it justice to explain why this team is so fun to use and works great. I also will have a brief overview of the drawbacks of this team, as there are a few (like with all teams).




Magearna
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Magearna has the very important role of sponging hits for this team. Obviously, it is offense, so I have practically nothing to take heavy hits. The reason Magearna is here is because it does a great job checking as many things as it can being just one Pokemon. Fairy/Steel is amazing typing, and on TOP of being able to take a hit if I needed to from Keldeo, Greninja, Koko, Diancie, Kyurem, etc, it can hit incredibly hard with Fleur Cannon. Magearna is great for coming in, checking something, and then if the opponent expects you to U-turn, you click Fleur, and usually just ohko a ground type that comes in like Landorus, or Zygarde. Excadrill can sometimes be hit with hp fire on a switch. Magearna is truly the glue here.


Landorus-T
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You all know Landorus-T, an absolutely dominant poke in OU for a long time now. It works amazingly well with Magearna, as Mag is checked by things like Excadrill, Zygarde (assuming you dont catch it with fleur), and many others, which Landorus-T can appropriately come in and intimidate. Then when they switch out again, you have a choice of setting up rocks, or U-Turning out to keep momentum. Honestly Landorus-T hardly needs an explanation here on offense. This thing plus Magearna are the two mons on this team that can take hits pretty well, as everything else is 100% dedicated to hitting hard. Lando-T + Magearna u-turning and volt switching for momentum allows more fragile team members to come in and get kills. The Speed EV's are mostly to outrun opposing defensive Landorus running the standard spread.


Heatran
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Now we really get into the HEAT of the team. Now I really get a lot of hate for this but to me people just don't want to admit that this thing is good for some reason, because it literally gets a kill with bloom doom just about every battle. Yes, this is bloom doom Heatran. It's fully offensive. This also works great with Landorus-T, because offensive Z-move landorus is so common as well, that people assume Tran has rocks instead. Especially if you can bluff that Landorus-T is Z-Move, you're absolutely gonna catch a Tapu Fini, Hippowdon, Tyranitar, Rotom-W, Gastrodon, Swampert, and a million other things you can grab with a bloom doom. It's full speed allows you to outspeed bisharp, mawile, tapu bulu, slow variants of landorus, and more. Taunt + Magma Storm allows you to trap Clefable, Chansey, TOXAPEX (which is a huge problem for this team), Celesteela, Scizor, and more. It's very helpful vs. stall and the surprise factor of bloom doom is really perfect for this team.


Latios
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Latios is the other surprise factor on this team. You might think okay what can a Latios really do to surprise me? Well, for one, most people think oh okay it has defog, its the only defogger. Nope, no defog here. Oh okay well its just scarf with psyshock and draco right? No scarf here either. This is Life Orb, thunderbolt, with roost. First of all, life orb allows draco to get ohkos on a few mons that scarf and even soul dew wouldnt get, and thunderbolt is the ultimate tech of this set. It hits celesteela, and toxapex, both of which are absolute annoyances to the team. Yeah psyshock hits Pex too, but T-bolt allows you to have 1 more overarching coverage move that hits both of them, as well as neutral chip damage on other targets like Jirachi or something in between.


Mega Lopunny
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Most people prefer to have Medicham, or Alakazam in their mega slot for offense or of course Zard Y or Diancie even or anything like that. The reason I wanted to use Lopunny is because of stab fake out and I know that's a petty reason okay but like I said, the goal of this team was to wear down the opponent with the amazing core of magearna and landorus, get rocks up, and then sweep with priority and speed that comes with Lopunny and Greninja. Lopunny also has a strong stab with Return, and of course High Jump Kick. Lopunny also somewhat catches people off with its power, for example, if you catch an AV Tangrowth on a switch with a HJK, that is literally a 2hko, its not even a switch-in (if its weakened a little). Lopunny in combination with the last Pokemon on the team are very deadly, and usually slept on because people don't realize they're about to be swept by water shuriken.


Ash-Greninja
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This is the Pokemon that the team is essentially built around. Basically having a 60BP stab priority move is excellent, and it being a water type is even more useful with all of the Landorus, Excadrill, TTar, and other stuff weak to water running around. On top of that, Dark Pulse and Hydro Pump hit hard as stab moves, in case priority isn't needed to win. Specs Hydro Pump destroys almost everything that isnt fully invested in special defense or resisted. Once the opponent is hit a few extra times than expected, from Heatran, Latios, and Lopunny, Greninja can just clean up the game with water shuriken.




Drawbacks/Weaknesses to this team :,( -

One of the biggest drawbacks (and this is going to sound stupid but really it is a problem) is that you're gonna be missing moves a lot. Magma Storm, as we all know, has like 5% accuracy. In all honesty you WILL miss it like half of the time. But that's okay, because if it had 100% accuracy that move would be so stupid. Only use magma storm when you really want to trap something or need super effective damage, especially since it's only 8 PP.

In terms of weaknesses, Rain is a huge problem, in fact you quite frankly just lose if someone brings rain. Obviously it's possible to play around it (cough cough catching swampert with a bloom doom), and if your opponent like sacks their Pelipper turn one you can win, but it's very difficult.

Stall can be a problem if you aren't careful with Heatran. Heatran destroys stall, but if you let it get weak before it can take out and trap pex, chansey, clefable, or whatever then you're only gonna get 1 kill with it and then lose. On top of that, there is no hazard removal, so stall is beatable but you have to play really well and be careful.

In terms of individual Pokemon this team is weak to, Scarf Tapu Lele, Sand Rush Excadrill, Zygarde, Charizard-Y, and fatty mons like Pex and Celesteela (unless you play carefully with heatran and latios).

Honestly, this team does have some terrible matchups like with rain and stall, but even with those two matchups, you can still beat them. I'd argue this team has at least SOME kind of defense to almost everything, all though it is run thin. I feel like it rewards risky and aggressive play a lot, so I like it.



Here are a few solid games I got on the ladder with this team (some examples of water shuriken) -

http://replay.pokemonshowdown.com/gen7ou-609726966 (on the ladder vs. Mob Barley)

http://replay.pokemonshowdown.com/gen7ou-609735714 (also on the ladder vs. Shunz)

http://replay.pokemonshowdown.com/gen7ou-603109550 (vs. Blalib)



Thank you for reading! Good luck :) TEAM IMPORT ONE MORE TIME - click here
 
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Trick Room Offense by NJNP and Imsosorrylol
Uxie @ Red Card
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Skill Swap
- Stealth Rock
- Memento
- Trick Room

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Thousand Arrows
- Iron Tail
- Outrage
- Extreme Speed

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Thunderbolt
- Trick Room

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 25 Spe
- Shadow Bone
- Flare Blitz
- Bonemerang
- Swords Dance

Cresselia @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Moonlight
- Trick Room
- Lunar Dance

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Knock Off
- Sucker Punch
Can someone explain me why there's a CB Zygarde at a TR team?
 
I'm having a bit of success with this team, and i just wanted it posted on here to see how it can help other teams! Hope you like this!
VoltTurn Balanced
Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Close Combat
- Swords Dance

Tapu Koko @ Choice Specs
Ability: Electric Surge
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]

Marowak-Alola @ Thick Club
Ability: Rock Head
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Shadow Bone
- Flare Blitz
- Swords Dance
- Bonemerang

Umbreon @ Leftovers
Ability: Synchronize
Happiness: 0
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Heal Bell
- Foul Play

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpA
Naughty Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn

Latios @ Choice Scarf
Ability: Levitate
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick


So this team is just like a normal balanced one, but with a twist. The point of this team is to get Landorus set up with Stealth Rocks, and switch in something offensive with U-Turn and sweep! This team includes the awesome Mega Pinsir, the speedy and strong Tapu Koko, the spooky flame pokemon Marowak-Alola (i kinda feel sad for the normal version of Marowak), the unexpected Umbreon, of course the all-too-popular Landorus-T, and finally the great Scarfer Latios.

Pinsir-Mega
Mega Pinsir is one of the best bug-type sweeper in the game, with great attack and great speed, 1 Swords Dance can just get this 'mon rockin'! The even better thing about Mega Pinsir is that its ability Aerilate makes its normal-type moves 1.2x power and turn them into flying-type moves, this 'mon can destroy anything that's not fire-type. Let's move on.

Tapu Koko
Tapu Koko is a really great Specs user because of its speed and special attack stats, making Tapu Koko common in teams. Tapu Koko's typing makes him overpowered, since Fairy and Electric is something you don't see everyday. Its STAB electric-type moves and electric terrain makes Tapu Koko's electric type moves puts massive holes in other teams, and Tapu Koko is a great VoltTurn member. Tapu Koko also covers Landorus-T and Marowak-Alola from Water types.

Marowak-Alola
Marowak Alola is really awesome. With its Thick Club item and Rock Head ability, spam STAB Flare Blitz and you'll be fine! Marowak-Alola covers Landorus-T and possibly Mega Pinsir (since Pinsir has Close-Combat) from ice-types. Marowak-Alola also gets rid of Grass and Steel walls like Celesteela, Skarmory, and Ferrothron, which Tapu Koko and Mega Pinsir finds hard to deal with.

Umbreon
Time to get to the weird fact, why did i put Umbreon in my team when its supposed to be in RU? Umbreon is a completely unexpected pokemon to pop out of nowhere, and with its great Special Defence and Defence stats, Umbreon counts as a great wall. Umbreon has usage of wish and heal bell, which i find really useful to the team, especially when Marowak-A or Mega Pinsir is burned. Umbreon completely destroys Mew which is another annoying Will-O-Wisp user i find on the ladder. Hope this isn't actually too weird for you dear reader.

Landorus-T
I mean, do we actually have to get to this point? Its obvious why Landorus-T is so good! Well i am going to do it anyways for the entertainment of you dear reader. Landorus-T plays defensive on my team with Stealth Rocks which i find really useful against others. Landorus-T's Rocky Helmet deals quite some damage to Physical Attackers, and U-Turn makes Landorus-T a VoltTurn core with Tapu Koko. HP Ice deals with ground and rock types easily, since they are a big threat to Mega Pinsir, Tapu Koko, and Marowak-A. Intimidate makes Landorus a much better Physical Defender as well. I think Landorus-T Defence is better than offence.

Latios / Keldeo
Wonder why i put / Keldeo up there? Because i used to use this team with Keldeo instead of Latios. Later on in the ladder, i decided that i really need a good defogger, so here Latios is. Even though i replaced Keldo with Latios, i still find Keldeo quite useful for getting rid of Ground and Rock threats. Now onto Latios. Latios has great Special Attack and Speed, that makes him a great scarfed defogger that puts holes in other's teams in the process because of Psyshock and Draco Meteor. Latio's STAB Draco Meteor OHKOes Dragon types when they're weakened by Tapu Koko, and Psyshock just gets rid of sweepers that doesn't mind their defence.


Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Icy Wind
- Scald
- Secret Sword
- Stone Edge
Haha put Keldeo Resolute or not i don't care but i personally think Keldeo Resolute is way more handsome.


Even though i think this team is the best one i've ever made, the best teams all have weaknesses right? So i am going to show them to you to make sure you take caution.
1. Specs Koko
Specs Koko completely destroys this team, especially when it has HP Ice. HP Ice OHKOes Landorus, Mega-Pinsir gets destroyed by its normal thunderbolt / volt switch, Marowak-A, Umbreon, and Latios gets destroyed by Dazzling Gleam. So the only thing standing in its way is my own Specs Koko.
2. Volcarona
Volcarona's Bug Buzz and Fiery Dance destroys half of this team, since Latios / M-Pinsir / Umbreon are all weak against it. Once Volcarona has one or two Quiver Dances successfully delivered, Specs Koko wouldn't be able to OHKO it (i think?). The only thing standing in it's way are Landorus-T and Marowak-A, since Quiver Dance doesn't boost Defence.
 
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could we get a small explanation of the mons with spreads that deviate from the norm, like the venu spread? maybe some tips on using a team (for example, using sd kartana to eat many bulky mons for lopunny)?
 


U-Turn Offense
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Hidden Power [Ice]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Defog
- U-turn
- Bullet Punch
- Roost

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Earth Power

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt

Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Ice Beam
- Gunk Shot

This team gives me fairly success on the ladder and is relatively easy and fun to use due to its very fast pace. The idea of this team is to break down as many walls early game as possible and sweep using either Tapu Koko or Greninja. It is very dynamic due to plethora users of U-turn, which gives you the required momentum and constantly pressure your opponent. The downside is that most members are relatively frail with 2 main damage dealers are weak to Rock (Kyurem-B and Victini). Moreover, team really has no safe switch-in to the like of Choice Specs Greninja and Choice Specs Keldeo. Choice Scarf Keldeo may be harmful too if team is already severely weakened.
There are several variation to the sets of Tapu Koko and Greninja. You can opt for Choice Specs Tapu Koko + Choice Scarf Greninja like the importable, go for Zap Plate Koko + Taunt if you want to pressure more to stall, or instead go for Choice Scarf Tapu Koko + Choice Specs Greninja if you think and addition of priority (Water Shuriken) is required for the team and the need of killing Scarf Keldeo is important.
 
Just a request to change the Rain team by TDK to the Hawlucha one by NJNP. It just seems like a more mainstream team and is basically already a sample team. Also I notice that there are no balance teams. I suggest adding one since Balance is such a big playstyle right now. Perhaps a Celesteela + Toxapex team?
 
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Pinsir + Volcarona HO



Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Earthquake
- Quick Attack

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Defog

Volcarona @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Hidden Power [Ground]

Jirachi @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Psychic
- Hidden Power [Ground]
- Healing Wish

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Gravity
- Hidden Power [Ice]


I felt like doing one last laddering session before sm ended and made this in 5 minutes. The thought process is as follows...
  • Volcarona is my one of my favorite mons and I just love using it in general and I have a knack for making it work on the ladder even though it tends to be unreliable.
  • Pinsir is an obscenely strong wallbreaker and also very easy to use so I paired with volcarona, now I have 1 obscenely strong physical breaker and 1 very threatening special sweeper/breaker.
  • Tapu fini and excadrill were added because I'm running 2 quad weak to stealth rock mons so I figured I might as well have that double hazard removal support. They also have decent defensive synergy with each other and the misty terrain support really helps out volcarona.
  • Jirachi is used as a lure to ohko lando-t with icy wind and severely damage toxapex and heatran with psychic + hp ground. Healing wish is also very nice to bring back pinsir/volcarona.
  • Landorus-t with earth plate helps to break celesteela/skarmory and the gravity support helps pinsir sometimes to use eq on celesteela/skarmory.
The team looks really funky but I have answers to 2 very common high priority offensive threats in tapu lele and koko with jirachi and excadrill.

On the downside though, the team does have a fair share of weaknesses.
  • Highly irritated by zapdos.
  • Slow scarfer in excadrill which leaves the team vulnerable to scarf kartana. The team is also very weak to any variant of kartana.
  • Very easily pressured by stealth rock since it runs pinsir and volcarona.
I collected these replays from a 2 hour laddering session, laddering to 1870 elo.

winning against a zapdos team - http://replay.pokemonshowdown.com/gen7ou-656951372
terrorizing a team with volcarona - http://replay.pokemonshowdown.com/gen7ou-656967999
winning against trick room - http://replay.pokemonshowdown.com/gen7ou-656990441
terrorizing a team with volcarona 2 - http://replay.pokemonshowdown.com/gen7ou-656993278
winning against wish killer team - http://replay.pokemonshowdown.com/gen7ou-656995532


Bonus replays of luck just not being in my favor, I could have won these 2 games with some luck and be at ~1930 elo perhaps.

missing fire blast with volcarona who would have swept and losing instead - http://replay.pokemonshowdown.com/gen7ou-656959081
not getting a possible quick attack roll with mega pinsir on hawlucha on the same guy lol - http://replay.pokemonshowdown.com/gen7ou-656991568


To those reading this, hope you all like this team! :toast:
 
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