SS OU SS OU Balance

First post here so there might be a few problems. English is also not my first language so there may be some errors. Any correction, both for the team and my presentation will be appreciated.

I am a relatively new player and was playing gen 7 OU for the time being since my knowledge on gen 8 OU was limited. After some research and watching replays of other players, I have started gen 8 OU.

The Team :-

Gigalith @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Explosion

Cinderace @ Choice Band
Ability: Libero
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- Gunk Shot
- U-turn
- High Jump Kick

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Foul Play

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Shadow Ball

The team members :-

Gigalith @
Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Explosion

The suicide lead of the team. His job is to set up rocks which he will always be able to do unless the other player leads with the DIB Melmetal. (Only mentioning this because it has happened to me). It also has Custap berry which can be played around but in my experience, people have been surprised by it and have often lost their lead or switch in to a priority explosion. (Unless the switch or lead or Landorus - T). EdgeQuake provides it enough damaging capability for a suicide setter. I have also been in matches where Gigalith survives and doesn't need to use Explosion, which gives me a shot at another Stealth rock mid game. But the situation is more unlikely.

Rotom - Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Rotom Wash is an asset to the team as he can spread status to cripple physical sweepers, can bring in a Pokemon safely with a slow volt switch, and has the ability to switch in many hits that would otherwise dent my team. Hydro Pump is STAB, Volt Switch is STAB and also gains momentum, Will - O - Wisp is for unsuspecting ground type (mainly setup sweeping Garchomp) who come in to block a volt switch. Pain Split is it's recovery option and has helped me more times than I care to describe, as it tanks many hits that would leave it at 15 - 20 % and a well timed Pain Split can reliably help it recover. The EV's might be the problem as I didn't do calls for them and I would appreciate help for them.

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

As my only source of hazard is a suicide lead, punishing Defoggers is mandatory. Bisharp can get a +2 on the defog and Knock off means there are no safe switches as no one wants to lose their items. It can also clean late game if Sucker punch resists are taken care of or are outspeeded. Sword Dance can be used if the defogger tried to switch on a sucker punch, making the next attack hit extremely hard. Knock Off gets high damage output if an item is present and cripples them by removing their AVs or leftovers. Urshifu is a great check as he 4x resists sucker punch and KO's cleanly with Close Combat. Which leads to the next team member.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Shadow Ball

Tapu Lele can switch in on any priority or fighting type move that will hurt the other members of the team. Lele is scarfed so he can function as a revenge killer while also cleaning up late game with locked onto the right move. Psyshock is STAB and helps it deal with Blissey/Chansey and hits hard generally in Psychic terrain. Moonblast is fairy STAB and can remove nearly any dragon and forces a lot of switches. Focus Blast is to not get walled by Heatran and Ferrothorn. Shadow Ball was filler really and I would be extremely grateful if anyone can tell me what I should use instead.

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Foul Play

The defogger of the team, Mandibuzz has high bulk and a good typing to resist attacks and the invaluable Ground immunity. Defog is defog, Roost is for recovery. Toxic is to spread status and stall with roost in dire situations, while Foul Play is the damaging move and also hits other physical attackers hard. Some examples being Scarf Kartana who would be hard to deal with otherwise. Smart Strike has a 0.4 % chance to 2HKO at +1 while Foul Play has a 50 % chance to OHKO (87.5 % if Gigalith's stealth rocks are still up).

Cinderace @ Choice Band
Ability: Libero
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- Gunk Shot
- U-turn
- High Jump Kick

Cinderace is the star of this team as he hits extremely hard with all STAB moves being boosted by a Choice Band. Banded Pyro Ball has 2HKO'ed Landorus - T at -1 meaning he can't switch in an cripple him with a -1, without dying in the process. Pyro Ball is main fire STAB, Gunk Shot is for fairies, namely Tapu Fini who likes to switch in expecting a Pyro Ball on their Ferrothorn. High Jump Kick is for Heatran who also conviently might look for a switch in on a Pyro Ball. U turn is for momentum and has helped me out a lot.

Threat list :-

Scarf Kartana -
While Mandibuzz does check him, he is still destructive and can rack up a KO and switch out on an expected Foul Play. While we do have Sucker Punch on Bisharp, It still needs to weakened before. Switching in on Gigalith is a thing he definitely enjoy.

Spinners :- I don't have a spin blocker and this might lead to hazards getting removed safely. I was going to use Hex Dragapult as I already try to spread status, but didn't know what to replace it with.

I'm actually not good at identifying threats to my teams. Which often leads me to learn that the hard way and get sweeped. That is a major reason why I went for RMT. I really need to find out what hurts this team.

Any help is appreciated. Thanks in advance.
 
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