SM OU Sub Punch Buzzwole & Z Wild Charge Koko

This is an old team. it wins pretty often but I think that's got more to do with volt turn being dumb and broken than the team itself.
Been thinkin about putting Tornadus T, probably would bump Koko if I did. What do yall think?

166613


Scarf Gren with rock slide to mess up zard, Pinsir and volcarona. ALWAYS male to bluff battle bond. gunk shot messes up fairies like Bulu, which battle bond struggles with. ice beam beats dragons and Lando, even with low investment (thanks protean) and u-turn is for momentum, and also it OHKOS mega Zam. Choice scarf makes this thing a crazy revenge killer. outspeeding every common scarfer, +2 magearna, +1 volcarona, You get it. Fast frog.

Transcendental (Greninja) (M) @ Choice Scarf
Ability: Protean
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Rock Slide
- U-turn

The pug is my hazard setter/remover because I couldn't make room for defog on any other mon and since I have zard, hazard control is mandatory. Nonetheless, this is clearly a support lando. rocks and defog are pretty much required on any self respecting OU team because every bit of chip damage matters. Knock off to be annoying and take chansey's eviolite, and all the leftovers. and EQ is Lando's best stab move, even with no investment, things are gonna hurt because of Lando's high base attack.

Pug (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Defog
- Stealth Rock
- Knock Off
- Earthquake

mega zard Y is a strong wallbreaker. Flamethrower is used over fire blast because 1.) no one likes missing a fire blast and 2.) Mega zard Y is so strong it puts big dents even in things that resist it like Keldeo and Greninja. eq is literally just for Heatran. doesn't always pick up the KO but phys def variants are rare. roost because I want this thing to stay spamming flamethrowers, and lastly solar beam is a strong coverage move, hitting rocks and waters hard which if you're keen, you'll notice those two types resist flamethrower.

FRAMBE (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 96 Atk / 160 SpA / 252 Spe
Hasty Nature
- Roost
- Flamethrower
- Earthquake
- Solar Beam

sub-punch Buzzwole! I love this big shredded insect. destroys chansey (which walls 4 of my mons) as it can't break my subs and I get a ton of health from leech life. ice punch hits flying types like landorus which otherwise would wall this set, and zapdos which usually doesn't run speed, in which case buzzy outspeeds. leech life is a powerful stab move which has the added benefit of recovering some of my health allowing me to keep setting up subs and punching things. focus punch does massive damage if the opponent makes the mistake of not attacking this beast, and sub because Buzzwole forces switches, allowing you to get a sub and therefore, a free focus punch. the given hp EVs allow your subs to not be broken by seismic toss/night shade, and at 405 hp, you live on 1 hp after setting up four subs.

strillep (Buzzwole) @ Leftovers
Ability: Beast Boost
EVs: 200 HP / 112 Atk / 196 Spe
Adamant Nature
- Leech Life
- Ice Punch
- Focus Punch
- Substitute

Pretty standard av mag, volt switching around and walling kyurem, most greninjas and tapu lele. 0 speed to outslow as much as possible to get the slow Volt switches, allowing whatever you want to come in for free, and 0 atk for confusion hax and foul play to damage you as little as possible. fleur cannon is strong stab, so is flash cannon, and ice beam drops some of magearna's answers, such as landorus-t. this set is walled by heatran though so if your opponent has one, be careful, and volt switch if you predict it to come in.

reemum (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 72 Def / 96 SpA / 92 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Volt Switch
- Flash Cannon
- Ice Beam

FInally, Tapu Koko. Z wild charge straight up OHKOS specially defensive heatran in terrain, and catches other special walls on the physical side. Most people expect a special tapu koko (for good reason) and this set aims to take advantage of pokemon like chansey and heatran which may expect to come in and get up rocks or whatever. HP ice is to maximize coverage, hitting ground and dragon types super effectively. Taunt is to stop anything from setting up stat boosts, stealth rocks or otherwise lame stuff like that. an u-turn over volt switch because nothing is immune to u-turn, not to mention this is a physical tapu koko anyway.

Tape Kok (Tapu Koko) @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Wild Charge
- Hidden Power [Ice]
- Taunt
- U-turn

Thanks if yall try to help me out. GLHF
 
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