SS OU TeleTine peak top 25 ladder (high 1900s)

Background: I wanted to make a team that abused some of the new sweepers and movesets that Home brought in a unique way. I run a lot of variations on screen HO (last RMT) and I think it's one of the best playstyles if you can find a good balance of sweepers that allow you to come in on any mon in the meta. When Home first came out I abused Wheezing-Galar with Misty Surge to prevent status on Melmetal and Kyu-B + my new Mew with great success (top ladder). After they were banned, Wheezing-Galar started to become a little bit too much dead weight without enough payoff. I figured I should just find a good Aromatherapy user that can pivot around and something that could actually check both Dracovish and the new big breaker threat of Darmanitan. Luckily two mons got the moveset additions that I needed to cover those.

Sets:
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Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Drain Punch

One of the new sweeper threats Home brought was Zeraora who replaced basically Dragapult as the "fast physical sweeper" and is a bit better at it I'd say. Bulk up behind screens is pretty killer as it counters checks to Zeraora like Kommo'o who fail to do enough damage with EQ against Drain Punch. Drain Punch is basically used for that purpose of longevity, I think it allows for a full clean sweep more often and doesn't give revenge killers opportunity.
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Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Moonblast
- Thunder Wave
- Teleport

Maybe unorthodox on HO but this Clef really sets up the big wincon of this team of Mew as well as serving as an emergency stop to counter setup sweepers. I debated with myself whether Wish or Twave was better or Magic Guard but without protect (which I can't have since I want Aromatherapy) I think Wish isn't secure enough and without that guarenteed longevity, I like using it as a quick counter in and out with only a few uses but with the benefit of Unaware if I need it.
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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Swords Dance
- Iron Head

Bisharp is one of the best mons now with Knock Off and that becomes even more apparent behind screens. It obviously serves as a Defog counter as well but it's really just nice to have another knock off spam, breaker, and priority user all packaged into one.
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Grimmsnarl @ Light Clay
Ability: Prankster
Happiness: 160
EVs: 252 HP / 68 Atk / 188 SpD
Careful Nature
- Taunt
- Reflect
- Light Screen
- Drain Punch

Grimmsnarl is obviously what makes the team functional and this is the usual set I have found most success with. Drain Punch catches Bisharps and Tyranitars off-guard as well as a small form of sustain. The Atk investment is to necessitate an OHKO (I forget at what health investment of Bisharp). It really depends whether or not this goes as a suicide lead or something I try to keep around depending on matchup, but I 99.999% of the time lead with it.

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Hurricane
- Roost
- Scald
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Mantine is way more effective than it has any right. It completely wins against rain, like 6-0 basically any team as its full Def investment gives it the survivability it needs on that end but even uninvested it can survive any opposing Mantine or Seismitoad. It even serves as a nice check to Specs Dragapult. Defog into Hurricane is actually pretty great, the classic Torn-T combo.
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Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
Happiness: 160
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Soft-Boiled
- Aura Sphere

Last but not least is Mew who in many ways is the star of the show. I've always liked running Mew as various forms of sweepers (double dance NP/Agi + 2 attack, DD + 3 attack, SD + 3 attack, etc) but Home giving it recovery enables this beautiful devil set that 6-0's nearly every team just by giving it some Aromatherapy and hazard removal support. 2 setup turns is nearly a guaranteed win, it is that ridiculous. Can't be revenged by Ditto and synch's up Toxic against it which with your Aromatherapy support basically guarantees you wins against stall.

Weaknesses: I think one of the most annoying Pokemon to run into atm which is one that I've always written off as trash is Hippowdon. Whirlwind is kinda a real cockblock for the team and it shits on Zeraora. I've gotta really outplay a lot in order to get rid of it. Another annoyance is Venusaur/sun teams in general as Torkoal is hard to get rid of at the start. You have to make the right call in the Light Screen/Taunt 50/50 or you could get chipped for a decent amount or have SR up for free or Yawn/Toxic in play. Even behind Reflect a scarf Darm is just too much in the sun. Another annoyance are stall teams with Unaware Clef + Mandibuzz. Really tricky, since Mew can kill off the Clef with full boosts but the Mandi can come in to waste PP as your Aura Sphere doesn't do enough. I've had Draining Kiss on it before but it just isn't threatening enough to Bisharp or Tyranitar without Aura Sphere. Opposing Bulk Up Zeraora can be annoying since it largely comes down to either speed ties or what I have in that can threaten. Choice Scarf Jirachi is a bitch with its luck or just tricking the scarf onto someone. Ferrothorn can live a while and wear down some members although it usually is dealt with in the long run.

Other stuff I've tried:

I've tried out Taunt/CM Keldeo to deal with Hippowdon but it itself doesn't have enough sweeping or breaking power. I've tried out SD Incineroar/Cinderace as counters to sun teams but they left me too weak to rain and weren't good enough outside that context.
 
Heyyos! Nice team you've got there! Congrats on your high ladder rating! I noticed that your team is a very unique variation of balance and I've noted that you've been having issues with Sun + Hippo so I actually have some small suggestions for you which I tried and worked pretty decently against the aforementioned issues that you have.

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Considering that your team is already very cohesive in nature and Bisharp is able to clean up against HO, Bisharp's priority is good but I think a small change here can easily improve your Sun matchup and that is to run Iron Def Kommo-o instead. Interestingly enough, Kommo-o with Iron Def + Body press acts as a good wincon with offense and the lack of rocks is probably hindering you from achieving your goal and it's crucial that we rectify this issue! So running this Kommo-o is a twofold change that gives you a solid check to sun teams and access to rocks. Should you think that running rocks is absolutely unnecessary, you can opt to run taunt to allow you to win 1v1 vs Hippo or other rockers. The speed tier I recommend is to hit 244 speed (152 Spe EVs) as this allows you to notably outpace adamant bisharp, jolly tyranitar and other base 60 positive speed mons that might threaten you.
252 Atk Sheer Force Darmanitan Flare Blitz vs. 248 HP / 108+ Def Kommo-o in Sun: 139-164 (39.3 - 46.4%) -- guaranteed 3HKO after Leftovers recovery
4 SpA Torkoal Lava Plume vs. 248 HP / 0 SpD Kommo-o in Sun: 54-65 (15.2 - 18.4%) -- possible 8HKO after Leftovers recovery
252+ SpA Life Orb Venusaur Giga Drain vs. 248 HP / 0 SpD Kommo-o: 70-83 (19.8 - 23.5%) -- possible 6HKO after Leftovers recovery

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Just some food for thought, personally, I think that having some semblance of recovery on Clefable can be pivotal in ensuring you win games against teams that have a way of stacking up hazards and pressuring your Mantine from coming in (i.e - via Zeraora) so running Moonlight over Thunder Wave might be an option for you to consider. I understand that you have both Mew and Clef on your team and their roles are actually reversible (CM Stored Power Sweeper as well as Cleric role can be played well by both mons.) If you wish to run a more stable CM Stored Power user, I think running Clef as the stored power user is better since Moonblast is able to cover what Stored Power cannot, Magic Guard prevents statuses from being a worry so you don't need to mandate a status heal and Mew gets access to Heal Bell as well.

Overall, your team is a very unique take on Screens HO (actually honestly, it feels more like a Screens Balanced Offense team) and it was fun to play test with the team. Hope you enjoy the changes and thoughts about your team and stay safe amidst the pandemic. /cheers/
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 108 Def / 152 Spe
Impish Nature
- Stealth Rock / Taunt
- Earthquake
- Body Press
- Iron Defense
 
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