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OU SS OU Teambuilding Competition - Week 17 : Garchomp

Blacephalon Bulky Offense Ft. Rillaboom







I built this team around Choice Specs Blacephalon Because It’s one of those Pokémon that can completely take over games if you give it the right support — Specs-boosted Flamethrower and Shadow Ball are insane, and Trick just makes defensive cores crumble.

To make it shine, I paired it with Future Sight Slowbro, which has amazing synergy with Blacephalon. Together they put a lot of pressure on common pivots like Toxapex, Tornadus-T and Heatran. (trick can also be used against chansey and tyranitar which is somewhat useful but doesn't exactly put pressure on them) Once those are weakened, Rillaboom comes in as the team’s physical breaker and cleaner. The SD + Drain Punch set helps it outlast bulkier teams while still threatening offensive ones with Grassy Glide priority.

The backbone of the team is pretty classic but really solid. Heatran handles special attackers and traps stuff like Corviknight or Clefable with Magma Storm + Taunt, Garchomp sets up Rocks and spreads Toxic, and Tornadus-T keeps hazards off and keeps momentum flowing with U-turn. Everything ties together really well — it’s the kind of team where you’re constantly making progress without ever feeling like you have to sit back.

Overall, it’s a bulky offense that plays fast without being fragile. You’ve got Blacephalon nuking holes early, Rillaboom cleaning late, and a defensive trio that can handle pretty much anything in etween, Just a small detail, this team doesn't have safe switches for ghost types, so be careful against dragapult specs and enemy blacephalon specs. (It's my first rtm so sorry for any mistakes or anything like that)
 
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Double Ghost Grassy Terrain
I'm aware that this is a known structure, but when talking about this team over on the SwSh discord, someone brought up a really unorthodox Blace set that's worked out really well in practice.

The set in question is Specs Blace with only 20 SpA EVs. With this spread, you get a speed boost from Beast Boost, which can really throw offensive teams that rely on naturally fast mons (Torn, Pult, Weavile) to answer Specs Blace in for a loop. Plus, with not investing as many EVs into SpA, you can instead invest in defense, which can help Blace live some weaker physical attacks, like a grassy terrain-nerfed Lando EQ, or a +2 Rillaboom Grassy Glide. Heck, you even have a coin flip chance of living a banded Urshifu Aqua Jet from full. Psychic is chosen over a second fire move because it lets you OHKO Urshifu and it's your best source of damage vs Pex. You can definitely feel the lower power compared to regular specs Blace, but you still hit quite a bit harder than modest scarf Blace and its access to Trick means it can still put in work vs bulkier structures.

As for the rest of the team, I paired Blace with Pult since having a second specs Ghost type allows them to overwhelm their shared checks. Rillaboom is also a great partner for Blace as it weakens EQ for it and grants it passive recovery, allowing it to stay healthy enough to put that extra bulk to use. You can probably run bulky SD Rilla instead, but personally, I prefer CB Rilla for the more immediate power.

The rest of the roster serves to round out the team defensively. SpDef Lando with Knock Off allows me to have a good switch-in for my opponent's specs ghost types and Defog keeps rocks off for Blace. SpDef Rotom provides a good switch-in to Heatran, Volcanion, and Nidoking, with Toxic being run over Wisp because without it, Gastrodon is kind of an issue. Physdef Heatran ensures the team doesn't auto-lose to Weavile, and also helps against Melm and other Rillas. Despite not being specially defensive, it can still switch into Clef and scarf Lele quite well, so Heavy Slam is run to better threaten those mons.
 
Blacephalon Substitute 3 Attacks Balance

so, this team is a quite uncommon set in blacephalon substitute + 3 attacks, substitute is a personal favorite option, being able to hold off a hit and status on some passive walls like clefable, makes so that its a solid option, and even is an option against bisharp, seeing as it is unexpected.
while on that about priority, scarf tapu lele is in the team for two things, speed control, and to support blacephalon and kartana (we'll get onto that later) to break some common walls with future sight, also helping Blacephalon psychic 2hko Pex under psychic terrain, and saving it from Urshifu aqua jet.
As for kartana, it is the main physical attacker and wallbreaker with future sight support, it also has knock off for solid progress option, banded +1 kartana is simply very strong, and can tear holes in defense cores easily after one kill, and even if it doesnt sweep, the aforementioned holes in the defensive core open up blacephalon or lele for cleaning.
As for the resident defensive core in this team:
Spdef clefable is here to soak up undesired status such as burn and toxic easily with magic guard, stealth rock + twave support, and a consistent answer against specs pult. that can make progress on switch-in with rocks.
slowbro is the physical wall tasked with taking some relevant pokemon, mainly garchomp, dragonite, urshifu rapid. it has teleport for keeping momentum up, scald for solid stab + burns, while also having toxic to scare off/cripple some mons that can't really take that status.
The last pokemon is the typical spdef landorus-t, being here for defog, item removal with knock, and just the other solid things landorus adds to a team, such as a being an electric immunity, intimidate user and slow pivots on some threats.
Overall it's a solid team with a knack for tearing holes in defensive cores, which can spiral out fast, it tends to struggle with rain, but otherwise most of the matchups against offense are winnable, it's also pretty flexible in its gameplan, as lele, blacephalon and kartana are mons that can put up work both in early game and late game cleaning.
 
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Thank you very much everyone for the submissions. As usual, vote for the team by naming the builder and you cant vote for yourself. Voting will end on the 21st of October at 10am +5.5
 
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Looks like we dont have many Kommo-o fans eh, understandable anyways, Next up,

WEEK 17: Garchomp

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Garchomp is the best pokemon in SS OU. It has two excellent sets, with Swords Dance being one of, if not the biggest threats in the tier, being able to run a lot of items like leftovers, resist berries and life orb. Whereas, the specially defensive variant is an extremely valuable defensive piece, checking pokemon ranging from volcarona to blacephalon to zapdos to even tapu koko and many more, while being a good stealth rocker and spreading toxic. If you are creative like our OU Tier Leader Finchinator you might even find use for niche items like Choice Scarf. Lets see what you can do with this all-time OU great in arguably its best generation.


Deadline for Submissions is on the 1st of November at 10pm +5.5


 
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ROSELI CHOMP + DRAGAPULT SPECS OFFENSE



This team revolves around Roseli Berry Garchomp, which flips the script on usual Fairy-type answers by tanking a hit and firing back hard. With Swords Dance + Scale Shot, it turns into a deadly late-game cleaner that can easily snowball once its checks are softened up.

To help open those paths, Heatran brings early-game pressure with Magma Storm and Eruption under Air Balloon, setting Rocks and trapping common switch-ins like Corviknight and Clefable. It keeps momentum high and punishes passive play right from turn one.

Dragapult takes care of the special breaking side with Choice Specs, shredding bulkier cores and keeping teams from pivoting freely. It also scares off faster threats that could stop Garchomp from sweeping.

Rillaboom adds priority with Grassy Glide and helps the team’s offensive flow, providing grassy terrain recovery while softening up bulky Waters with Knock Off or simply overwhelming them with SD.

Weavile gives another layer of late-game pressure; between Triple Axel and Ice Shard, it can revenge kill or outright sweep once the field is cleared. Its Life Orb + SD set means you’re never short on offensive presence.

Hatterene rounds the team out as a defensive pivot and utility piece, using Magic Bounce to keep hazards off and Nuzzle to cripple faster threats. Healing Wish is a clutch option that lets you bring back a weakened sweeper for another go.

Altogether, this is a Offense with a strong emphasis on keeping the pressure up you’re constantly forcing reactions, spreading chip damage, and creating windows for Garchomp to go wild.
 
SUPER FISH

:ss/garchomp::ss/kartana::ss/terrakion::ss/volcarona::ss/dragapult::ss/bisharp:

This is SUPER FISH. A strange collection of extremely fishy sets that all try to find a random matchup they win. We have Stomping Tantrum Garchomp, which is a fish for Clefable, as Scale Shot failing on a Fairy type doubles Stomping Tantrum's BP. We have Endure + Salac Berry Kartana, which can cheese its way through Tornadus-T. We have lead Terrakion, which is to anti-lead Mew HO. We have Substitute + Leftovers Volcarona, an absolutely demonic set that beats a lot of its standard checks and hard punishes the opponent for misplaying (U-turning or Toxicing with Landorus-T, Toxicing with Heatran, etc.). We have Weakness Policy Dragon Dance Dragapult, which is a great finisher. Finally, we have a pretty standard Bisharp. Every team needs a Ghost-resistance after all, and Bisharp helps deal with Unaware Clefable more than stuff like Greedvile and Crawdaunt.
 
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:ss/hatterene: :ss/ninetales-alola: :ss/volcarona: :ss/dragapult: :ss/garchomp: :ss/heatran:

Okay so absolutely nothing is going to follow-up "SUPER FISH" because that team is absolutely glorious. Stomping Tantrum Garchomp is insane and I would not have thought of that, kudos and congratulations sir. That aside, I decided to participate because I like Garchomp and hate building with Kommo-O. The team I am submitting is referred to as HattTrick, nothing special just braindead hyper offense. You use Hatterene and Ninetales-Alola to keep hazards off and get screens up respectively. Hatterene is a progress-making machine between Mystical Fire, Nuzzle, Future Sight, and Healing Wish. Some people use Eject Button or Red Card, I think Rocky Helmet is nice because you punish the multi-contact moves from Weavile and Urshifu. Ninetales-Alola exists somewhat unusually for lack of Hypnosis or Hail, instead using Grudge to punish Heatran or Melmetal. Speaking of which, physically defensive Heatran with Roar fits well here. You keep Dragonite under wraps and without Taunt you can phase other setup sweepers. Dragapult and Garchomp are self-explanatory. Volcarona uses Swarm + Leftovers to cheese its usual checks, Fiery Dance helps.
 
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This team has a balanced offensive core with Garchomp and Kartana. Garchomp runs an Eject Pack set with Scale Shot, letting it boost Speed and instantly pivot out after the Defense drop. This makes it great for keeping momentum and setting Stealth Rocks early. Swords Dance helps it pressure defensive teams, while Earthquake is the main STAB to hit everything hard.

Kartana works as the team’s Speed control with Choice Scarf, revenge killing threats like Tapu Koko, Weavile, and Dragapult that could otherwise be dangerous for Garchomp. It also acts as a late-game cleaner with Beast Boost once the opposing team is weakened.

Slowbro brings defensive stability, checking physical attackers and providing Future Sight support for Garchomp and Kartana to break through bulky targets. Teleport lets it safely bring in the breakers, keeping the offensive flow going.

Tapu Lele and Blacephalon form a strong Psychic spam core. Lele sets Psychic Terrain and uses Calm Mind with Twisted Spoon to hit extremely hard with Psyshock and Moonblast. Thunderbolt helps it break through bulky Waters like Toxapex and Slowking. Blacephalon abuses the terrain with Expanding Force, which becomes insanely strong under Lele’s Psychic Surge. Behind a Substitute, it becomes really hard to stop and can snowball with Beast Boost.

Finally, Tornadus-Therian gives the team some much-needed pivoting and special bulk with Assault Vest. It handles Grass-types and Steel-types with Hurricane and Heat Wave, removes items with Knock Off, and keeps momentum with U-turn.
 
:ss/garchomp::ss/dragapult::ss/tornadus-therian::ss/heatran::ss/weavile::ss/cobalion:

:pmd/garchomp::pmd/dragapult::pmd/tornadus-therian::pmd/heatran::pmd/weavile::pmd/cobalion:

This team was build by Slowpoke Fan to help my struggling ass. Just a simple BO with cb weavile and specs dragapult bullying everyone to help garchomp sweep. Tornadus and heatran round out the team defensively covering some weaknesses and providing more utility. Cobalion was chosen here as the stealth rocker for its weavile checking ability and having a good speed tier.​
 
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Overview
This team is basically an offensive balance with an attacking feel, centered on constant pressure and pivots that maintain the pace. The idea is to create openings with Dragapult and Garchomp, use Slowking to maintain stability and Buzzwole for physical control — and in the end, Weavile or Chomp closes out the game depending on the matchup.

It's that time when you don't want to be constantly switching, but it's not suicidal either. He plays at a steady pace, forcing switches and punishing his opponents.

Garchomp

It's the main physical breaker, with Swords Dance + Scale Shot to become a destruction machine if given the space.
Fire Fang covers Corviknight, Ferrothorn, and even Kartana, so the guy has nowhere to run.
It's the "defense opener": it weakens everything that Weavile and Dragapult love to see low.

Dragapult

The Draco/Shadow Ball spammer, super important for maintaining pressure.
It's that monster that comes in on any neutral turn and makes the opponent think "okay, who am I going to lose now?".
In addition, the U-turn keeps the team's momentum going, comboing beautifully with Slowking, who loves to receive Teleport in the same way.
Flamethrower is coverage for Ferro,Corvikinght, and Steel types in general.

Blacephalon

The main revenge killer.
With the Scarf + Beast Boost, it enters after someone falls and starts the snowball.
Useful for controlling threats like Volcarona, Weavile, Kartana, Tapu Lele, and even the opposing Dragapult.
Trick is a great tech for locking down walls like Toxapex, Blissey, and Chansey, which normally stop the team.
Flamethrower and Fire Blast give you that choice between safe damage and burst damage.

Slowking
He's the defensive pivot and brains of the team.
He gets in on special hits, holds Tapu Lele, Heatran, and plays with Future Sight + Teleport to help the breakers.
Future Sight is the secret: when he uses it and exits with Teleport, Garchomp or Buzzwole comes in and forces the opponent to choose "who do I sacrifice?".
It's like an invisible "timer" for the opponent.
Slack Off for longevity and Scald for switch punishment.

Buzzwole
Here's the standard physical check—it holds Garchomp, Kartana, Rillaboom, Urshifu, etc.
But unlike the full defensive version, this one has offensive EVs, so it also applies pressure and isn't passive.
Close Combat + Ice Punch + EQ covers everything, and Roost keeps it alive.
It functions as the team's "strong arm," holding the physical front and delivering blows.

Weavile

The finisher.
After Garchomp and Dragapult have already weakened the enemy team, Weavile comes in, clicks Swords Dance, and finishes them off.
Knock Off is the most annoying move possible—it removes items, punishes everything.
Triple Axel destroys Flying-types, Ice Shard prioritizes revenge kills.
Boots guarantees longevity and avoids being stopped by hazard chips.
In some matchups, it can also open the game early, especially against teams without good Ice/Dark counters.

The team idea

The idea behind this team is to be a balanced offensive setup with constant pressure.
No spending 200 turns just switching: here, the game is about maintaining rhythm, forcing switches, and paving the way for the finisher.

The trio Dragapult + Garchomp + Weavile pressures both sides (physical and special), while Slowking and Buzzwole handle the defensive pressure.

The Scarf Blacephalon completes the package, providing speed control and punishing enemy setups.

It's the type of team that plays both aggressively and calculatedly, depending on the matchup.

You can go in fearlessly, but you still have cover and sustain to avoid being punished.

Offensive Cores

Garchomp is the brute physical breaker, coming in to click Swords Dance and create an opening. Fire Fang covers Corviknight/Ferrothorn, Scale Shot provides the speed boost, and Earthquake is the signature move.

Dragapult is the special spammer. Draco + Shadow Ball are almost impossible to switch, and U-turn maintains the momentum.

Weavile is the cleaner, waiting for the right moment to click SD and end the game. Ice Shard still prioritizes revenge kills.

Revenge and Pressure
Blacephalon is speed control and anti-sweep.

After someone is downed, it switches in, provides revenge, and can even snowball with Beast Boost.

Tricks are useful for disrupting walls like Blissey, Toxapex, or Chansey, which would otherwise lock down the rest of the team.

Defensive Backbone

Slowking is the brain of time — the pivot that holds special, spreads Future Sight and Teleport to safely bring the circuit breakers.
Regenerator + Boots = insane longevity.
Buzzwole covers the physical side, tanking Garchomp, Kartana, Urshifu, etc., and still returns the blow with Close Combat/Ice Punch and Earthquake for a Toxapex cover, for example.

Synergy and Gameplan
Future Sight + Buzzwole/Weavile = absurd pressure, the opponent is forced to lose something.
Dragapult + Blacephalon = special duo that covers each other and maintains the pace via pivot.
Garchop + Weavile = complementary physical duo — Chomp breaks Steel decks, Weavile cleans up afterward.
Slowking Teleport + breakers = safe entry for killers without needing to predict.

In general, the plan is:

Start the game maintaining the pace with Pult/Slowking.
Use Future Sight to prepare the ground.
Let Garchomp or Weavile enter to punish trades.
Blacephalon holds the late game or closes if there's an opening left.
 
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