SM OU Specs Latios + Z Hyperbeam Keldeo

Hello everyone, welcome to my RMT! Here I have an offensive team I built around Choice Specs Latios.
My thought process was really simple: Latios looks cool. Latios is blue. Latios is a dragon. I want Latios.
Basically, I just wanted a team where I could use one of my favorite mons of all time in Latios. That's about it lol.

Here's the team at a quick glance-
latios.gif
tapukoko.gif
jirachi.gif
scizor-mega.gif
keldeo-resolute.gif
garchomp.gif


An in-depth view-

1. Latios

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Ice Beam

Like I said, I tried building this team around Latios. I really wanted to nuke a lot of things with a strong Draco Meteor, so I decided to use the Choice Specs set. Specs Lati is an incredibly hard hitting wallbreaker, with Draco hitting the majority of the tier for 80%+ damage, save for fairy and steel types. Psyshock over Psychic so I don't get walled by Chansey and other Specially Defensive mons. HP Fire is a nice option to have as it can it steel types hard upon switch in, though this does require some amount of prediction.
252 SpA Choice Specs Latios Hidden Power Fire vs. 248 HP / 128 SpD Scizor-Mega: 348-412 (101.4 - 120.1%) -- guaranteed OHKO
252 SpA Choice Specs Latios Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 300-356 (85.2 - 101.1%) -- 12.5% chance to OHKO
252 SpA Choice Specs Latios Hidden Power Fire vs. 252 HP / 252+ SpD Celesteela: 140-166 (35.1 - 41.7%) -- 82.9% chance to 3HKO after Leftovers recovery
As you can see, HP Fire nails its common switch-ins for very good damage, and stops your opponent from gaining momentum.
Ice Beam is used to KO Garchomp and Zygarde without having to lose special attack, while also being a solid answer to the multitude of ground types running around the tier such as Lando-T and Duggy (although both do take a solid hit from Psyshock).

2. Tapu Koko

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Tapu Koko is an excellent partner to Latios due to its ability to bring Latios in against a better matchup with Volt Switch or U-Turn. It also shares similar checks to Latios and together the two of them can wear them down. Additionally Koko also appreciates Lati's ability to punch holes in opposing teams so that it can clean up late game with Thunderbolt.
Volt Switch is an excellent move to create momentum for the team, while also dealing good damage to mons that do not resist it, with Electric Surge. U-Turn allows Koko to create momentum and avoid being trapped by Dugtrio. Thunderbolt is Koko's main way to hit opposing teams, and most importantly it removes Celesteela from the field so that Lati has an easier time doing its job.
252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 252+ SpD Celesteela in Electric Terrain: 335-398 (84.1 - 100%) -- 6.3% chance to OHKO
HP Ice forms pseudo-BoltBeam coverage and hits many of the flying and ground types present in the tier.

3. Jirachi

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

I needed some bulk on this team, as well as an answer to Fairy types, so I went with Specially Defensive Jirachi. It is a good partner alongside Lati because it can handle Fairy types, as well as pass Wishes back to Lati, keeping it healthy.
Body Slam and Iron Head are the classic and notorious ParaFlinch combo that can take advantage of Jirachi's amazing ability in Serene Grace. Spreading paralysis to electric and ground types is beneficial to the whole team, while WishProtect ensures that Rachi stays on the field for long periods of time.

4. Scizor-Mega

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

I went with a bulky Scizor that can stay on the field for a long time and beat many physical attackers with its stellar defensive typing. A slow U-Turn allows me to bring in my offensive pokemon without them taking too much damage, while also hitting hard. An uninvested attack of base 150 hits 336, which is still very threatening when paired with solid priority move in Bullet Punch + Technician. Swords Dance on top of that allows Scizor to hit a staggering 672 attack, without sacrificing any bulk, which no other pokemon can do. Roost allows it to stay healthy and beat Lando-T and Zygarde which are constant threats in OU. Bullet Punch allows Scizor to revenge kill many threats such as MegaZam, Clefable, Kyurem-B, Mimikyu and Tapu Bulu, while U-Turn lets it beat Tapu Lele if its not carrying HP Fire and Tangrowth, both of which are problems for Latios. Scizor is also a good answer to CB Tyranitar, and Mega Tyranitar without Fire Punch.

5. Keldeo

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

Keldeo is an excellent sweeper with Calm Mind, as it has the ability to force a lot of switches. Breakneck Blitz hits 200 BP with Hyper Beam and allows it to blow away common answers like Tapu Fini and Clefable.
252 SpA Keldeo Breakneck Blitz (200 BP) vs. 252 HP / 0 SpD Tapu Fini: 173-204 (50.2 - 59.3%) -- 78.5% chance to 2HKO after Leftovers recovery.
Keldeo also beats Tyranitar which can otherwise wall and trap Latios with pursuit. Its ability to break through Lando-T and Ferrothorn are greatly appreciated by both Koko and Lati.
Hydro Pump hits alot of the tier very hard, especially all the Fire types that wall Scizor and Jirachi, while Secret Sword can decimate the steel types that annoy Lati and Koko.

6. Garchomp

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail

ScarfChomp is an excellent revenge killer with Ground/Dragon STAB moves. Once fairy and flying types are removed by Scizor and Tapu Koko respectively, Garchomp can go ham on the opposing team with strong earthquakes and outrages. I chose Garchomp as my scarfer because I wanted something that can outspeed base 100s at +1 such as Salamence and Volcarona. EQ and Outrage are just the strongest STAB moves that Chomp gets access to, while Stone Edge allows Chomp to revenge kill Volcarona and Mega-Pinsir, while denting Celesteela hard as well. Aqua Tail is my preferred move in its final slot as it hits Lando-T hard upon switch in, which would otherwise wall this set.


So that's my team. I feel like my team has good synergy together. That being said, I do feel like some mons fill the same role multiple times, and that I have no hazard setter, or form of hazard control. Hope you can give me some inputs in those regards.
Thanks for your time, and sorry if this was a little too long.



Importable:​
Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Ice Beam

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

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

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Stone Edge
- Aqua Tail
 
Last edited:
Hi.

Your team is pretty solid in general with a rather good defensive backbone while boasting good offensive prowess. However, you're notably weak to several big threats in the tier, including both variants of Greninja and Zygarde. You also lack Rocks, which is very important in competitive play, and even more so for your team which can force many switches. This isn't hard to solve, however, and here are my suggestions:

keldeo-resolute.png
Scarf > Z-Stone
While I really like other variants of Keldeo, Scarf Keldeo is important in your team as it is a better Greninja and Ash-Gren check since it outspeeds and does not risk getting hit again, which is critical since it allows you to switch into twice. Since Gren gets free switch-ins after you faint something with Latios, you want to be able to check it with Keldeo as many times as possible, or else you will have to sack something. If you're wondering why it has Stone Edge on it, it is to help revenge kill Volcarona, since it absolutely demolishes your team if it sets up (which is very possible), unless it is holding a Charti Berry.

zygarde.png
DD + Z-Outrage > Scarf
garchomp.png

Since you already have a Scarfer in Keldeo, you can afford to move your Z-Stone to Garchomp and make it your set-up sweeper instead. However, I think Zygarde would be a better candidate for that as unlike Garchomp, it is able to boost its Speed with Dragon Dance, making it a more reliable Set-up Sweeper. It also comes with the added benefit of being able to mindlessly spam Thousand Arrows.

jirachi.png
Stealth Rock > WishTect; 56 Spe > 32 Spe
Rachi is, without a doubt, the best candidate for Rocks in your team. This set is taken from SmogDex, which I think is better, since with Stealth Rock, it is less optimal to fit WishTect in. Healing Wish is a nice way to give an important mon a second chance to shine, while U-Turn synergises well with the already-existing VoltTurn core between MZor and Koko. Quoting the analysis, the 56 Speed EVs "allows Jirachi to most notably outspeed Adamant Tapu Bulu and threaten it with Iron Head while also outpacing the likes of Magnezone, which it can then pivot out of, and Tyranitar".

scizor-mega.png
Utility (with more PhysDef) > Bulky SD
I feel that the Utility set is more important for your team since it currently has no form of hazard removal and this set invests more in MZor's PhysDef, effectively allowing you to check Band Zygarde more reliably. Also, MZor needs Rocks gone to consistently switch into Band Zyg.

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Magnet > LO; Taunt > Volt Switch
Koko still functions effectively with a Magnet; in fact, it is much more effective with a Magnet as it hates LO recoil since it is already really frail and occasionally needs to take some hits. Taunt is a really nice move to fit into it as it can stop predicted utility moves and fares well against Stall, which is really important if you want to achieve success on ladder.

Here is your new team:
Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Ice Beam

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Healing Wish

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

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Hydro Pump
- Secret Sword
- Stone Edge
- Scald

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Dragon Dance
Hope I helped, thanks for reading, and have a nice day! n_n
 
Thanks for your input!
I'll go ahead and try these changes out right now, though I'm a little skeptical of the Koko moveset. I generally prefer LO for more damage, but I'll give Magnet a shot.
 
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