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OU SS OU Teambuilding Competition - Week 19 : Dhelmise

Next Round

  • Keldeo

    Votes: 4 25.0%
  • Dhelmise

    Votes: 8 50.0%
  • Moltres-Galar

    Votes: 4 25.0%

  • Total voters
    16
  • Poll closed .
Macaco Socialista wins this one(again), congratulations! Next up,

WEEK 19: Dhelmise
:ss/dhelmise:
1763238028983.png



Deadline for submissions is on the 22nd of November at 10pm +5.5
 
SLOW COOKED FISH
:ss/dhelmise::ss/clefable::ss/slowbro::ss/tornadus-therian::ss/heatran::ss/hippowdon:

The goal of SLOW COOKED FISH is to win with one of the teams two win conditions: Iron Defense Slowbro or Calm Mind Clefable. To aid in this, we have Assault Vest Dhelmise, which is a lure for both Dragapult and Heatran. It will live a Shadow Ball and it will live a Magma Storm. However, because that is inconsistent, we have checks to both in SpD Heatran with Protect for extra longevity and Hippowdon for Heatran. Tornadus ties the team together well, but I really want to talk about the sweepers. Iron Defense Slowbro can quickly get out of control if the opponent gives it turns, and it excels against hyper offense. The Clefable set is pretty funky too, with Kee Berry to boost its defense, making it much more difficult to kill at +1/+1 to both defenses.
 
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Dhelmise with moss anchor


Introduction

Although the initial idea was simply to build a balanced offensive squad, the true centerpiece of this team is Dhelmise. The entire structure was built around enabling it to function as a reliable hazard remover while also providing surprising breaking power and defensive value.

Because the team depends heavily on maintaining a clean field, Dhelmise's Rapid Spin support becomes the backbone everything else is designed to reduce pressure on it, keep hazards off, and open windows for late-game progress.

Heatran and Blaziken form the main offensive core, with Rotom-W and Tornadus-T providing the pivoting, chip damage, and defensive coverage needed to safely bring in your attackers. Rillaboom completes the structure with terrain support and priority pressure that patches up several matchups.


Team Building Process:

The starting point of the team was simple:
“Build around Dhelmise as the primary spinner, and ensure the team has absolutely no hazard issues.”

Since Dhelmise is your only removal, the team needed strong counterpressure, ways to punish hazard setters, and safe entry points for it. Heatran was added next as a proactive rocker that pressures common setters like Ferrothorn, Clefable, and Corvikinight.

Rotom-W and Tornadus-T became the natural defensive core pivoting, spreading chip, breaking Boots, and checking physical/offensive threats that would overwhelm the rest of the team. Rillaboom came afterward to give terrain recovery, Knock Off pressure, and priority to secure control against faster playstyles.

Finally, Blaziken was added as a late-game cleaner that abuses the chip damage generated by the entire structure. With Spin support and safe switch-ins provided by the pivots, it becomes far more consistent than it would be on most builds.


The Team:



Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Magma Storm
Earth Power
Nature Power
Stealth Rock


Heatran is the team’s rocker and main pressure-maker vs Steels and passive walls. Nature Power gives you consistent Electric coverage with Rotom-W’s support, letting Heatran catch bulky Waters and punish Toxapex or Slowbro on the switch. Air Balloon gives temporary Ground immunity that eases matchups vs Chomp, Lando-T, and opposing Heatran.


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
Hydro Pump
Volt Switch
Toxic
Pain Split


Rotom is the team’s glue: pivot, Water resist, and status spreader. Toxic is important for chipping down bulky structures, enabling Heatran and Blaziken to push through. Pain Split prevents it from being worn down too quickly and helps win long trades.


Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 96 Def / 160 Spe
Timid Nature
Hurricane
Knock Off
U-turn
Taunt


Torn-T keeps hazards off your side indirectly by shutting down setters with Taunt and removing Boots with Knock Off. Its pivoting is crucial to bring in your breakers safely, and the Regenerator recovery keeps it healthy throughout the match.


Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
Swords Dance
Grassy Glide
Knock Off
Drain Punch


Rillaboom provides terrain support, reliable priority, and Knock Off pressure. It also gives free switch-ins to Heatran and Blaziken by forcing pivots from bulky Grounds and Waters. After some chip, SD sets let it break cores that normally wall bulky offense structures.


Blaziken @ Leftovers
Ability: Speed Boost
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
Swords Dance
Blaze Kick
Close Combat
Protect


This is the team’s primary win condition. Blaziken thrives on the chip damage accumulated by Rotom, Torn-T, and Heatran. Protect racks up Speed Boosts while scouting Scarf users, and once boosted, it can break through weakened defensive cores with SD-boosted hits.


Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 36 Atk / 136 SpD / 84 Spe
Careful Nature
Rapid Spin
Poltergeist
Earthquake
Synthesis


The heart of the build. Dhelmise is the only hazard removal, so the entire team is tailored to support it.

Rapid Spin keeps Heatran and Blaziken alive.

Poltergeist hits surprisingly hard and punishes spinblockers.

Earthquake gives coverage vs Steels and opposing Heatran.

Synthesis ensures longevity and reliability in long games.


Without Dhelmise, the rest of the team would collapse under hazards so most of your lines of play revolve around positioning it safely.

Threats & Notes:

Weavile

Weavile
can be concerning for the team, especially if Rotom-W is worn down. Because of this, you may want to swap Heatran's set to a more defensive version:

Alternative Defensive Heatran Option:


Heatran @ Air Balloon
Ability: Flame Body
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Stealth Rock


This version helps punish Weavile, gives far more defensive utility, and improves matchups against Kartana, Rillaboom and physical pivots.
 
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:sm/dhelmise: :sm/keldeo-resolute: :sm/weavile: :sm/volcarona: :sm/garchomp: :ss/melmetal:
Choice Band Dhelmise
https://pokepast.es/0d207229de945650

FIrst off, a huge thanks to my guy EnderHerve for inspiring me to build around Choice Band Dhelmise. It's a really strong breaker that really only can be checked by Mandibuzz or something like a knocked Buzzwole or Zapdos. I added some faster threats like Keldeo, Weavile, and Volcarona, which all appreciate Dhelmise's ability to force heavy damage on the likes of the birds (Zap, Torn, Corv), physical tanks (Buzzwole, Melmetal, Ferrothorn), or supposed resists (looking at you, Heatran). Garchomp and Melmetal help manage the birds and other weirdos such as Clefable and Slowking-Galar. You may have noticed that there are no Ground immunities or dedicated Kartana checks. This looks pretty bad, but when I was testing this team, it usually came down to winning before the opponent does.

Dhelmise: This guy hits like an orbital strike. Banded Poltergeist 2HKOs pretty much any non-resist, and Power Whip hits just as hard if you can find a neutral target. Earthquake and Anchor Shot are used to hit knocked targets such as Heatran and Buzzwole.
Keldeo: Keldeo is like Urshifu if he didn't have to use Protective Pads. He does things like forcing out Grounds and Steels and emergency checking Weavile. I'm definitely biased towards using this mon, but the speed over Garchomp & Blacephalon and ability to OHKO Ferrothorn with Aura Sphere is really nice. He also brings in Dhelmise on a Flip Turn.
Weavile: Weavile applies fast pressure to targets such as Tornadus and revenges Garchomp. There's some anti-synergy with Weavile clicking Knock Off, but usually this guy isn't the one to apply pressure early on so it ends up working out.
Volcarona: The matchup moth is always waiting in the back for the opponent to give it a chance to work its magic. It dissuades Kartana & Weavile from clicking some of their STABs and can take the game away if checks such as Heatran and Landorus-T are forced to eat a Poltergeist from the GOAT.
Garchomp: Specially defensive Garchomp holds the line versus things such as Blacephalon, Tapu Koko, Volcarona, Heatran, opposing Landorus, Zapdos, etc. It can often trade hazards and Toxic something, which is quite nice for this team.
Melmetal: Melmetal is the dedicated resist to Tapu Lele, which would inhale this team otherwise. It's also a trade machine that can deny things like Garchomp from setting up and generally glues the team together.

Notes
The lack of a great answer to things like Landorus-T, Kartana, and SD Garchomp is probably this team's biggest flaw. This team could probably use a Tornadus or Landorus on it, but I wasn't able to flesh that out and test it. I do like how Dhelmise + Keldeo ended up doing in testing, so I'll see if this build has any further potential.
 
:sm/dhelmise: :sm/keldeo-resolute: :sm/weavile: :sm/volcarona: :sm/garchomp: :ss/melmetal:
Choice Band Dhelmise
https://pokepast.es/0d207229de945650

FIrst off, a huge thanks to my guy EnderHerve for inspiring me to build around Choice Band Dhelmise. It's a really strong breaker that really only can be checked by Mandibuzz or something like a knocked Buzzwole or Zapdos. I added some faster threats like Keldeo, Weavile, and Volcarona, which all appreciate Dhelmise's ability to force heavy damage on the likes of the birds (Zap, Torn, Corv), physical tanks (Buzzwole, Melmetal, Ferrothorn), or supposed resists (looking at you, Heatran). Garchomp and Melmetal help manage the birds and other weirdos such as Clefable and Slowking-Galar. You may have noticed that there are no Ground immunities or dedicated Kartana checks. This looks pretty bad, but when I was testing this team, it usually came down to winning before the opponent does.

Dhelmise: This guy hits like an orbital strike. Banded Poltergeist 2HKOs pretty much any non-resist, and Power Whip hits just as hard if you can find a neutral target. Earthquake and Anchor Shot are used to hit knocked targets such as Heatran and Buzzwole.
Keldeo: Keldeo is like Urshifu if he didn't have to use Protective Pads. He does things like forcing out Grounds and Steels and emergency checking Weavile. I'm definitely biased towards using this mon, but the speed over Garchomp & Blacephalon and ability to OHKO Ferrothorn with Aura Sphere is really nice. He also brings in Dhelmise on a Flip Turn.
Weavile: Weavile applies fast pressure to targets such as Tornadus and revenges Garchomp. There's some anti-synergy with Weavile clicking Knock Off, but usually this guy isn't the one to apply pressure early on so it ends up working out.
Volcarona: The matchup moth is always waiting in the back for the opponent to give it a chance to work its magic. It dissuades Kartana & Weavile from clicking some of their STABs and can take the game away if checks such as Heatran and Landorus-T are forced to eat a Poltergeist from the GOAT.
Garchomp: Specially defensive Garchomp holds the line versus things such as Blacephalon, Tapu Koko, Volcarona, Heatran, opposing Landorus, Zapdos, etc. It can often trade hazards and Toxic something, which is quite nice for this team.
Melmetal: Melmetal is the dedicated resist to Tapu Lele, which would inhale this team otherwise. It's also a trade machine that can deny things like Garchomp from setting up and generally glues the team together.

Notes
The lack of a great answer to things like Landorus-T, Kartana, and SD Garchomp is probably this team's biggest flaw. This team could probably use a Tornadus or Landorus on it, but I wasn't able to flesh that out and test it. I do like how Dhelmise + Keldeo ended up doing in testing, so I'll see if this build has any further potential.
You really managed to do what I wanted from the beginning, Keldeo + Dhelmise, many congratulations, man
 
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