The Good Old SkarmBliss OU

THE GOOD OLD SKARMBLISS

Hello and welcome to my RMT! I’m showing you a bulky offense team that I am using just for fun, but it has good synergy and is simple to get working. It’s based on a CB Dnite and his sheer power, as well as entry hazard control. As I proceeded the teambuilding, I introduced the old-school banned partnership consisting on Skarmory and Blissey, a hard-to-break core that proved to be really effective in today’s metagame. Hope you enjoy this!

At a glance:​
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Team Making

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Firstly, I introduced Dragonite, a really versatile Pokémon that hurts a lot with a CB.

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Then I thought about the Pokémon that could make Dragonite’s sweep easier. Entry hazards are the way to weaken the foe’s team, so I added Skarmory as the Spikes placer. It also has a Dragon resistance and provides some utility.

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I wanted a spinblocker that could provide some more defensive presence and I chose Jellicent, with a weird set consisting of two status inducing moves.

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I lacked a Special wall and a SR placer, and I find Blissey as the perfect addition to the team, because it sports these features and some other tricks that prove crucial for the team success.

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I needed a Rapid Spinner, as the team relies on switches more than other teams. Donphan works well as a tank that hits surprisingly hard and won the spot among the other teammembers.

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Since the team was a bit slow and lacks momentum, I added Jirachi as my Scarfer, one of the most reliable nowadays.

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The team worked decently, but I noticed how it lacked offensive presence if Dragonite died and that the team was slow as hell, so I decided to get rid of Jellicent in favour of a more offensive spinblocker that could provide some utility, and I replaced it with Mismagius.

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Then I realized that I lacked a way to reliably counter burn-spammers, so I got rid of Donphan and replaced it with Starmie, a somehow more functional member for the team.

In-depth sets (I might lie on EV spread):

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Dragonite (F) @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Outrage
- Fire Punch
- Earthquake

One cannot stress how strong this Pokémon is under the right circumstances. It’s the star of the show in every scenario, as it acts well in a plethora of different roles. Firstly, it’s my winning condition: his coverage is his strength in a lot of different situations and it can count on Paralysis support from Mismagius and sweep once faster Pokémons are out of the way. Secondly, it has a good time acting as a wallbreaker: spamming Outrage at the due time is the way to win the game, as no switch-in endures the hit and lives enough to claim it.
However, ExtremeSpeed is the most versatile move in this set. Once entry hazards are placed and resistances to Normal and physically defensive walls are weakened, nothing can stop Dnite’s rampage. +2 priority is what makes the move so threatening: no revenge killer and no priority user can stand in this mighty dragoon’s way if I lock him in Espeed. Plus, I can use Dragonite as an alternative revenge killer with this move.
As Dragonite is the most reliable winning condition in this team, I usually play really conservatively with it. I use it before the sweep only if strictly necessary and I want him as healthy as possible, so I try so spin SR before sending him out.​

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Skarmory (F) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Spikes
- Roost
- Brave Bird
- Whirlwind

The Spikes placer in the team, with straightforward set and EVs. It works magnificently and is one of the most important members of the crew, as it takes on physical Dragons and uses them as setup fodder for Spikes. It’s a bit weak vs. Taunt, but can work well against Taunters, Espeon and Xatu lacking Fire moves thanks to Brave Bird. I don’t feel Lefties necessaries because Roost is a very reliable recovery and Brave Bird doesn’t have that much of recoil. Shed Shell, au contraire, is a much more useful item that catches the opponent’s Magnezone, Wobbufett and Gothitelle off guard, and can grant me the game simply because the opponent is relying on a DragMag strategy to win. The final move in this set, Whirlwind, is my only phasing move in the team and proves to be crucial against set-up sweepers like Double Dance Haxorus, Fighting Bulk Uppers, SD Garchomp and so on.​

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Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Wish
- Protect
- Seismic Toss

My SR placer. It’s fairly easy to come in free into Special Attackers and place rocks; the team gains a lot more momentum by giving the role to the pink blob. I gave her this spread so that she can work as a pseudo-Chansey with lefties, as the HP value is already gigantic. Wish+Protect is my saving grace: Bliss can refresh herself and the teammembers reliably enough to continue the onslaught. Her HP value is something that a lot of Wishers could only dream for: all the Pokes in my team are more often than not fully revived and a well placed Wish grants me a lot of nice free switch-in, all without investing a single EV in her HP value. She works exceptionally well with Skarmory, thanks to Sturdy and his poor HP value (compared to Blissey), provided there’s no hazards on my field. She can also fully revive Dragonite or basically give him a free switch-in, thanks to Multiscale. Seismic Toss helps me with Taunt users and does consistent damage to anything bar Ghosts.​

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Mismagius (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 224 SDef / 32 Spd
Calm Nature (+SDef, -Atk)
- Destiny Bond
- Thunder Wave
- Taunt
- Shadow Ball

Mismagius really needs some love! This set is great to eliminate at least one member of the opposing team and does particularly great blocking and eliminating the opposing rapid spinner. Destiny Bond is the crux of this set: combined with Taunt and Thunder Wave, a combination that no other Ghost-type in OU can sport, it beats the most common spinners one-on-one, working like a suicide spinblocker. Plus, it can spread paralysis with TWave to ease the lategame for Dragonite. This feature is what convinced me to use Mismagius: CB Dragonite isn’t especially fast, so the spookymon must be played cautiously if I see potential Speed threats in Team Preview.
The spread lets her survive special attacks coming from the most common spinners while outspeeding Heatran with 252 Speed EVs and a neutral nature, which is not something important but can help with standard TormenTran or Modest SpecsTran.
The following is a list of how I can deal with common spinners in OU and, to an extent, with all spinners that cannot OHKO with a physical move and/or immune to TWave: Starmie cannot OHKO if not wielding a Choice Specs and Psyshock (but in this case it’s not a spinner) and can be taken down with either Shadow Ball or Destiny Bond, depending on the situation; Donphan cannot use EQ thanks to Levitate and Destiny Bond spamming is enough to shut it down; Tentacruel can be paralyzed and Taunted to make it nearly useless (watch out for Scald burns, though); Forretress is Destiny Bond’s victim if using Gyro Ball trying to take Mismagius down.
It’s my secondary special wall and does an excellent work countering Scarf Keldeo, a threat that would otherwise demolish my team. She’s a good response to standard RP Landorus-I too, as she’s immune to his STAB Earth Power and Focus Blast and the coverage move usually hasn’t enough power to prove dangerous.​

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Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt

This set is so basic that I’m not going to describe it in depth, but I’d like to point out some synergies this awesome Pokémon has with the rest of the team. First of all, Rapid Spin is somehow vital for this team to work: Toxic Spikes wear down Blissey, Stealth Rocks are generally painful and so are multiple layers of Spikes, but Starmie can take care of these problems and also pose some offensive pressure, which is just what the team needs most. Blissey is a good partner because Life Orb racks up quickly and Wish support can refill Starmie’s health completely. Skarmory shares the Electric weakness, but can take all the other super-effective attacks that Starmie can’t afford.
BoltBeam+Hydro Pump break through some of the bulkiest physical threats in the meta with Life Orb’s aid and max SpAtk, thus providing Dragonite a way to sweep lategame. Speaking of Dragonite, Starmie is one of his best partners mainly for two reasons:
1)It spins Stealth Rocks. Enough said.
2)It outspeeds and kills a plethora of threats that give Dragonite a lot of headaches in multiple ways. Provided that most of the following threats aren’t wielding a Scarf, it takes care of Garchomp, Mamoswine, Skarmory, Thundurus-T, Landorus-T, Landorus-I, opposing Dragonite if SR are on the field, Hippowdon, Donphan, Keldeo… this just a selection of the most used threats in the metagame, but you can see how important is the echinoderm’s role.​

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Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Ice Punch
- U-turn
- Trick

The sticky thing that holds the team together. More often than not, it’s a really expendable team member, but if I can play it correctly it can make the necessary holes in the opponent’s strategy to grant me success. It doesn’t scream power, but it adds some desired speed to the team and can give the team a lot of momentum, either with a well-timed U-turn or a TrickScarf on the opponent’s walls. Moreover, it’s naturally bulky and my secondary Steel-type: although it can’t reach the Specially Defensive set’s prowess, he can sponge some hits and retaliate back. He’s usually the to-go Pokémon when I don’t really know what to do in tricky situations, but he can also act as a solid lead, courtesy of his good Speed and U-turn for the scouting.
The most important thing to remember using this set is “DON’T WASTE THE SCARF”! If Dragons are on the field, I surely don’t want to cripple walls, but to revenge kill those threats first or at least get a heavy hit on them, so that Dragonite can finish the job later with ESpeed. TrickScarf is cool and all, but only at the due moment. For example, if Skarmory and Starmie tragically die SD Garchomp has free field to do whatever he wants to the team, unless it has some previous damage AND ScarfRachi still has the Scarf. It can speed tie with Scarf MoxieMence or DDMence at +1, outspeed the rare but dangerous Scarf Mamoswine, obliterate Kyurem-B and Dragonite if SR are on the field… Useful in early-mid game and even as a winning condition if resistances to Steel are somehow eliminated and Rachi still has his Scarf: Iron Head has some infuriating value!​

Common threats:

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Agility Thundurus-T: This isn’t totally a dangerous threat, but things change if it gets to +2 Speed and Blissey is down. In that case, I sack something to get some damage from his Life Orb recoil and hope Dragonite can OHKO with ESpeed.

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Scarf Keldeo: Really dangerous, but it can be walled and paralyzed by Mismagius. Otherwise, there’s no real safe switch-in, maybe Dnite if it has some damage or Blissey if it’s locked in Hydro Pump.

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Mixed Venusaur: if it gets a good switch-in, it could set up effortlessly. Mismagius must TWave him, then it’s much more manageable.

Previous Team Members:

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Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Recover
- Toxic
- Ice Beam

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Donphan (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Rapid Spin
- Ice Shard
- Earthquake
- Fire Fang

Importable

Code:
Dragonite (F) @ Choice Band
Trait: Multiscale
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Outrage
- Fire Punch
- Earthquake

Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 228 Def / 28 Spd
Impish Nature (+Def, -SAtk)
- Spikes
- Roost
- Brave Bird
- Whirlwind

Mismagius (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 224 SDef / 32 Spd
Calm Nature (+SDef, -Atk)
- Destiny Bond
- Thunder Wave
- Taunt
- Shadow Ball

Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Wish
- Protect
- Seismic Toss

Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt

Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Iron Head
- Ice Punch
- U-turn
- Trick

And that’s it. Feel free to use it and rate it, I appreciate suggestions and constructive criticism to improve the team. Bye!
 
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