SS OU Specs Kyurem BO 1400+

Hey guys! After a while of getting used to the Gen 8 meta, I've finally created a team I'm pretty happy with. I built it around specs Kyurem, as it is new to the meta and I wanted to try it out.

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Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry

This is the star of the show. Specs Kyurem packs a huge punch, especially with Freeze-Dry against common water types like Gyrados, Seismetoad, and Pex. He is bulky enough to survive hits from mons like Dragapult, and then answer with a Draco Meteor. However, Kyurem is weak to steel types and fire types, both of which we've been seeing a lot of recently with sun teams and the like.


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Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Brave Bird
- Defog
- Roost

Corviknight is my answer to Kyurem's steel-type vulnerability. It can punish steel-types through Body Press, and Brave Bird can be useful against mons like Conkeldurr as well. It is also my defogger, as hazards can do a lot of damage to Kyurem and Zeraora.

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Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power

Seismitoad is my primary defensive wall on the team, able to switch in to a lot of mons, especially fire-types. It is also my rocks setter, and usually my lead pokemon if I don't have another plan in mind. It has Water Absorb to deal with pokemon like Dracovish, which would otherwise outspeed Kyurem when he uses Freeze-Dry. I made sure to put a few EV points into SpD, that way it doesn't get one-shotted by mons like Dragapult.

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Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Play Rough

Zeraora has proven to be a major force in the current OU metagame, and is my physical sweeper on the team. Plasma Fists is the primary STAB move, able to deal with mons like Corviknight, Dracovish, and Togekiss. CC will deal with any steel types (specifically Excadrill, who will switch in on Zeraora most of the time). I put Play Rough in the fourth move slot, but I don't really know if there's a better move that could go there.


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Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind

Clefable can be a powerhouse of a special sweeper once it gets a Calm Mind up, and it is able to switch into a lot of Pokemon that would otherwise threaten my team
(notably Hydregion or Kommo-o). Flamethrower is a steel-type punisher, and soft-boiled is there to keep Clef alive.

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Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- Iron Head

Cinderace seves sort of a dual function. It is a pivot/utility with U-Turn and Court Change, but it can also wreck some havoc with Pyro Ball. Iron Head is there mainly because people don't seem to expect it from Cinderace, and will switch in fairies against it.

Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Brave Bird
- Defog
- Roost

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Play Rough

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind

Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- Iron Head

I'd love your suggestions on how to improve the team!
 
i dont like max phys def corv cus it is legit not worth it. max spdef is way better simply beacuse the mons taht are walled by corv in the physical side struggle breaking it w/o setup moves like sd anyways. iron head on cinderace is pointless, you dont gain anything by running it over sucker punch/hjk
 
I've been playing with your team a while, i'am in 1400-1500. I made some changes like cinderace hjk instead of iron head, clefa leftovers instead of life orb and im not sure about this but corvi iron head instead of defog
 
Hey, I really like your team!
One of the few teams I get massive wins with in ladder. I´m a low ladder player and for me this works great.
Especially because noone expects Kyurem because its really rare and so the least amount of players know what its capable of. Most players think, their Dracovish outspeeds Kyurem and thenI just 1shot them with Freeze-Dry :D

It´s so awesome. Keep it up mate!

I will think about some changes if I find something which is not so good imo.
 
Honestly this is a pretty solid team simply in terms of the Pokemon selected. That said there are a few smaller changes I'd like to make to help the team gain more momentum throughout the game. Centering a team around Choice Specs Kyurem is really solid right now as true switch ins just don't exist, so this team version should hopefully allow it into the game more often.

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The first more major change I want to make is changing Clefable from a Life Orb set to Wish/Port. This change will help keep Seismitoad healthy who is currently relying solely on Lefties. Teleport this generation also acts a slow pivot move making Wish passing to frailer mons like Kyurem and Zeraora more of a possibility. Aside from passing Wishes, teleport just helps get your threats like Kyurem in the game safely. Also went with a SpDef set to help with mons like Dragapult and Flash Cannon Hydreigon.

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Next I want to swap Brave Bird for U-turn on Corviknight. This will help with that slow pivot core. I chose to preserve Body Press over Brave Bird to help deal with Excadrill, since Corviknight is more or less you're only reliable answer, especially vs Sand. Since even with Wish relying on Seismitoad continuously is a struggle. The EV spread was also made more SpDef to help with Pult. Although,since max Spdef Clef is also on team you can play with a more Physdef spread if bisharp becomes a problem. It shouldn't be to much of a problem, but just something to keep in mind.

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Iron Head really isn't all that necessary here. Personally I like to run HJK to help put more immediate pressure on mons like Hydreigon and Terrakion, but Sucker Punch is another option if you're one of those people who simply refuse to run HJK due to the crash damage.

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Finally I really do not like Life Orb on Zeraora right now, it simply gets worn down way to fast. The best options right now that I have seen are Expert Belt and Leftovers. Personally I would suggest running Leftovers with Bulk Up > Play Rough. Bulk is a really cool option right now that helps Zeraora break Clefable allowing it to deal with some of the fatter Clef/Pex/Corv teams that are seemingly everywhere. Another option for Zeraora that I think could work really well here is Grass Knot to break past Seismitoad a little better. I would definitely test it out, and if you go this route try out Expert Belt instead of Lefties. Both options could work here in all honesty, just test them out and see which one you prefer.

Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Body Press
- Defog
- Roost
- U-turn

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Bulk Up

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Teleport

Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Court Change
- High Jump Kick
 
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