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OU SS OU Teambuilding Competition - Week 18 : Kartana

ULTRA FISH
:ss/kartana::ss/blacephalon::ss/buzzwole::ss/nihilego::ss/celesteela::ss/landorus-therian:

This is ULTRA FISH. We have assembled the five strongest Ultra Beasts to form the fisherman's dream: a big HO. The team requires scarf Kartana, as sometimes you must be the fastest Pokemon on the field. The real heat of the team is Calm Mind + Flame Charge Blacephalon. Why run Jolly Blacephalon when you can hit harder this way? The people do not know. Air Balloon is good to give free turns when you need them. It also renders SpD Garchomp ineffective at checking Blacephalon. Buzzwole helps the team as a Knock Off switch-in and can weaken annoying Pokemon like Tornadus-T and Landorus-T with good prediction. Nihilego and Celesteela form the famous Beams synergy. One will break for the other, and they both benefit from the early damage that the other members inflict. I particularly like Thunder Nihilego as a way to cheese certain Pokemon like Heatran. Landorus-T is very necessary as the catch-all check to Heatran and other special attackers while also providing a bunch of utility the team likes. Resume Fish.
 
Kartana with phantom swords



Introduction

Even though the week’s theme is Kartana, the real heart of this team lies with Choice Specs Dragapult. The concept was to make Hex Dragapult the centerpiece, with layered Toxic support and defensive pressure that naturally opens paths for Kartana to sweep later on.

While Kartana acts as the physical breaker and late-game cleaner, Dragapult is what dictates tempo — forcing switches, spreading damage, and abusing status. The entire team revolves around this dual-offense idea, supported by pivots that constantly wear down the opponent through passive damage and clever positioning.

Team Building Process

The original idea was to build around Dragapult (Hex) + Keldeo (Specs + Toxic). On paper, the synergy was solid: Keldeo broke down Steels, Darks, and Tyranitar for Pult, while Dragapult punished everything Keldeo couldn’t muscle through.

However, in practice, the team was too frail and overly reliant on Keldeo for progress. The lack of long-term defensive presence made it crumble to prolonged pressure.

So, I decided to keep the Hex Dragapult concept but replace Keldeo with more durable, consistent partners — starting with Melmetal and Tapu Bulu.

Melmetal handled the Weavile–Lele–Clefable triangle effortlessly, while Bulu provided Grassy Terrain recovery and Toxic support, amplifying Dragapult’s Hex potential.

To round things out, SpD Garchomp was added as the glue: reliable rocks, Toxic spread, and Heatran insurance. Zapdos became the pivot that holds the structure together, and finally, Kartana serves as the late-game wincon that capitalizes on all the prior chip damage.

The Team

Melmetal @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
Protect
Double Iron Bash
High Horsepower
Thunder Wave

Melmetal anchors the team defensively while spreading paralysis for Dragapult’s Hex. Protect scouts and gives passive recovery, while Thunder Wave slows down offensive threats like Tornadus, Lele, or Volcarona. It’s also your primary Weavile check.

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Hex
Draco Meteor
U-turn
Shadow Ball

The real star. Specs Dragapult forces progress every turn — firing off huge Hexes on poisoned targets or pivoting with U-turn to maintain momentum. Draco Meteor nukes bulky targets, while Shadow Ball is the consistent option when you don’t want to rely on Hex.

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 228 Atk / 32 SpD
Adamant Nature
Swords Dance
Close Combat
Horn Leech
Toxic

Tapu Bulu’s main role is utility: Grassy Terrain helps the whole team’s longevity, and Toxic spreads the crucial status Hex relies on. At the same time, SD lets Bulu flip defensive matchups and chunk through common pivots like Corviknight and Zapdos.

Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
Stealth Rock
Earthquake
Toxic
Protect

The backbone. Garchomp provides hazards, status, and overall stability. Protect is extremely useful — scouting Choiced attackers, getting extra recovery under Grassy Terrain, and stalling out opposing Toxics. It also helps against Heatran and Electric-types.

Kartana @ Protective Pads
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
Swords Dance
Leaf Blade
Knock Off
Aerial Ace

The “thematic” star of the team. Protective Pads is key here — avoiding Iron Barbs, Static, or Helmet chip lets Kartana stay healthy for longer. It’s your cleaner and endgame piece, breaking through after the opponent’s defensive core has been worn down by status and rocks.

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 152 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
Hurricane
Volt Switch
Toxic
Roost

The perfect glue mon. Zapdos provides momentum, bulk, and more Toxic pressure. Volt Switch keeps tempo flowing for Dragapult and Kartana, while Hurricane keeps Rillaboom, Urshifu, and Corviknight honest. Static punishes physical attackers that try to pivot freely (note: If you find you're having trouble with hazard protection, you can remove Toxic from Zapdos and add Defog).
 
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