SS OU Teleport Spam (Arc/Clef/Cloyster/Sig/Conk/Drag)

When 1/3 of your team uses Teleport (or 2/3 if you decide to use Xatu), your entire gameplan becomes a flowchart. Switching is no longer risky, you can put in a lot of calculus to make a long-winded series of switches and lose very little from it. This algorithmic style of play is made better with 1) Intimidate 2) Hazard control 3) Busted offensive Pokemon with few safe switch ins. This team capitalizes on all 3 of these things.

Cloyster @ Heavy-Duty Boots
Ability: Skill Link
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Teleport
- Spikes
- Life Dew
- Icicle Spear

My Dracovish answer. Max Def/HP ensures you are only 4HKO'd by Fisheous Rend. This gives you plenty of time to mess around with Life Dew and set up Spikes. Icicle Spear 2HKOs Dracovish for sure. Be careful of Kyurem, it can OHKO you with Choice Specs Earth Power. In fact, be scary of any strong special hit. A testament to Cloyster's remarkable tendency to just stay in, soak a chunky hit, and Teleport out to a more appropriate 'mon:

252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Cloyster: 84-99 (27.6 - 32.5%) -- guaranteed 4HKO
252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 252+ Def Cloyster: 204-240 (67.1 - 78.9%) -- guaranteed 2HKO
+2 252+ Atk Bisharp Iron Head vs. 252 HP / 252+ Def Cloyster: 132-156 (43.4 - 51.3%) -- 4.7% chance to 2HKO

It doesn't easily kill Dracovish due to uninvested attack, but it can set up Spikes with impunity and Life Dew away the Rends. I'm considering Explosion over Life Dew (and thus Overcoat over Skill Link), I would use Avalanche over Icicle Spear if I did so.

Don't feel too obligated to keep this thing around if it isn't checking anything relevant. Since most people (rightfully) fear Shell Smash, you can normally get away with surprise Spiking (and definitely surprise Teleporting).

Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Teleport
- Flare Blitz
- Will-O-Wisp
- Morning Sun

If I predict the switch into Dracovish, I can use Arcanine as a segway to double into Cloyster, accomodating an additional layer of Spikes. It is surprisingly bulky and able to Teleport into Pult/Conk against most physical attackers that can't hit it with STAB EQs. Because this team Teleports so much, I can often surprise kill with Flare Blitz against Ferrothorns or Corviknights who might've expected the Teleport. Will-O-Wisp is an absolutely vital debuff when they switch out Corviknight or Ferrothorn. The EVs are surprisingly physically bulky:

+3 252+ Atk Black Glasses Bisharp Sucker Punch vs. 252 HP / 252+ Def Arcanine: 304-358 (79.1 - 93.2%) -- guaranteed 2HKO ### If a +0 Bisharp is in against any of your 'Mons, it is very safe to Teleport because either a) they miss the Sucker Punch or b) even at +3 with Arcanine's Intimidate they are unable to kill and are instead killed by Flare Blitz. Not that this team worries too much about Bisharp anyway because of Conk. This is just a testament to Arcanine's physical bulk, he's min/maxed so not really designed for anything specific.


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Teleport
- Wish
- Moonblast
- Protect

Brain dead Kyurem answer. There will be games in which the right thing to do is never click Moonblast. Wish into Teleport into Cloyster in the right circumstances against physical attackers lured in by SpDef Clef can ensure many layers of Spikes. How the opponent chooses to deal with Clef is often the easiest read of the game, in that sense the fear of Clefable probably opens up more destruction than Clefable itself.

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Psychic
- Heat Wave
- Roost/Future Sight/Calm Mind

Future Sight is pure memes, it actually deals 50% to Clefable and if timed with a Conkeldurr attack it can guarantee a Facade + Future Sight kill on nearly anything. The set up is whacky and it will disappoint you more than it will help you though.

This thing is decent hazard control that deals with Toxapex. I had Xatu before but it never did anything, it's too difficult to switch it in to bounce things if it dies to everything. Sigilyph is why this team does not autolose to Conkeldurr, Toxapex, or Weezing, all 3 of which otherwise pose a big threat to my team.

252 SpA Life Orb Sigilyph Psychic vs. 0 HP / 4 SpD Conkeldurr: 463-546 (131.9 - 155.5%) -- guaranteed OHKO
252 SpA Life Orb Sigilyph Psychic vs. 252 HP / 4 SpD Toxapex: 242-283 (79.6 - 93%) -- 62.5% chance to OHKO after 2 layers of Spikes and Black Sludge recovery
252 SpA Life Orb Sigilyph Psychic vs. 252 HP / 4 SpD Weezing-Galar: 437-515 (130.8 - 154.1%) -- guaranteed OHKO

Calm Mind lets you 1v1 Wish SpDef Clef 100% of the time, especially if Arcanine and Cloyster have dealt with their physical attackers. That can be a very potent wincon. Actually, if they switch Clefable into Sigilyph, you can even pressure with Psychic and Future Sight (the latter of which discourages switching) and fish for SpDef drops. One is more consistent the other is more fun.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 6 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Facade

The GOAT. Facade wrecks 'Pex and Clefable and Mach Punch is the reason this team doesn't lose to SD Bisharp. Teleport almost always guarantees Flame Orb. Remember that Facade is stronger most of the time.

252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 4 Def Clefable: 341-402 (86.5 - 102%) -- 12.5% chance to OHKO after Leftovers recovery ## The lack of consistency on this is why I opted for Future Sight Sig##
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 252+ Def Seismitoad: 229-270 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery

Teleporting into Conkeldurr always gets you something good, whether it's a guaranteed Knock Off or a Facade.


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

Also brain dead. There are games in which this thing kills everything with Dracos after Teleporting in. 3 Layers of Spikes guarantees the kill on PhysDef Pex. Shadow Ball 2HKOs most relevant non-SpDef mons.

Importable: https://pastebin.com/btvcSg3d

Oh yeah, I kept mentioning Xatu. This is the batshit set I was using it was hot garbage. If anyone has a better suggestion lmk but I think Siggy is cool.

Xatu @ Heavy-Duty Boots
Ability: Magic Bounce
EVs: 252 Speed / 4 SpD / 252 HP
Timid Nature
IVs: 0 Atk
- Teleport
- Heat Wave
- Psychic
- Defog
 
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Hi, welcome to Smogon! I'm locking your RMT for the time being as the forum rules require that you provide at least 3 lines of descriptions for each Pokemon to explain their roles. Please read the rules carefully and take a look at Team Showcase to see the level of detail we require. PM me with updated descriptions and I'll be happy to unlock this.

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Hiya, nice team you got there, I personally love the concept of teleport and I even made a team around it the other day. Now I feel there are some problems with this team. Your biggest problems are the fact that you are pretty much unable to pivot around electrics and offensive Ghosts, Zeraora and Gengar especially completely beat your team from preview as you don't have much to play around them, so here are my suggestions.

Major Changes

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For this I ended up giving you Seismitoad for the excellent role compression it just gives your team. Cloyster, unless you're using it as a wincon, is pretty mediocre in most other aspects due to its bad defensive typing, Seismitoad not only gives you rocks and a way to not only switch into Dracovish but completely negate Fishious Rend, but it gives you a Rotom-H and Zeraora check that you desperately need considering that you are incredibly weak to those 2 Pokemon, outside of this it just pairs incredibly well with your team with the defensive utility it provides, whether its rocks or checking prominent Pokemon with Scald burns.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Toxic / Knock Off
- Earth Power
- Scald

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Sigilyth doesn't really provide much for your team, if anything it restricts your team because it just makes you more Ghost and Dark-type weak, I know you want to use it as a Defogger but there are better ones, one being Mandibuzz. I feel this is a perfect addition to your team, considering that Mandibuzz is a very bulky Pokemon you are pretty much able to check every single Ghost-type in the metagame and do it incredibly reliably, its also an incredible Defogger because of this, not only that but U-turn from Mandibuzz can give you so much more momentum.

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Foul Play
- Roost
- U-turn
- Defog

Minor Changes

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Arcanine is already a good enough physically defensive tank to take on most of the physical attackers in the tier, because of this I suggest you drop Will-O-Wisp and consider Toxic instead, the reason is for wearing down incredibly prominent Pokemon like Mandibuzz and Rotom-H as they are incredibly common and a nuisance to most teams, and Wisp doesn't do the job as well as Toxic does on that end.

Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Flare Blitz
- Teleport
- Morning Sun
- Toxic


^click for importable

Hope this helped!
 
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