SM OU Trying to make fat gyarados work

gyara.png
clef.png
drill.png
Tang.jpg
tornadus.png
koko.png



I made this team partially as an excuse to run this joke gyarados set, but its turned out not to be complete garbage (holds up decently until late 1300s). Some of the mons perform well and some poorly, but I think I'll go into that more in individual descriptions. Currently the thin that seems to be this team's downfall is the inabillity to put on physical pressure outside the steel and ground typings. This is a problem in several cases but is particularly pronounced against calm mind mega latis, which also take advantage of a psychic weakness. Here are the sets:

gyara.png

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 236 HP / 20 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Earthquake
- Thunder Wave

Surprisingly, this fat support gyara set is one of the better performing mons on this team, though I do acknowledge that there may be better uses of a mega slot. The EVs are exactly what is needed to live specs bolt from tapu koko in terrain, which is what I assumed the realistic worst case scenario is for a special hit. It does a glorious job of spreading status, and tends not to die in the lategame. even uninvested, eq is a respectable hit, and a big punish for anything weak to ground. I also occasionally leave gyara unmega'd if intimidate feels more useful than the extra bulk in a matchup. I would sooner remove all of the other mons from this team than this gyara. It doesnt feel like a complete throw and is pretty fun.

clef.png

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Flamethrower
- Wish
- Moonblast

Clefable is the rocks setter on this team and has been pretty disappointing. It gets up rocks and sometimes survives for a bit, but I suspect there may be better options for a rocker. Its a full defensive set with wish for passing and flamethrower to give this team much needed fire coverage. I dont know what to say besides, im not sure I know how to use clef effectively. I may want to replace this.
drill.png

Excadrill @ Expert Belt
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance

Excadrill is half of my hazard removal and a good wallbreaker. It is also 70% of this team's physical damage. I honestly cant complain about how this mon has worked out. With good predictions it can deal a lot of damage to threats throughout the game.

tornadus.png

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Hurricane
- Defog
- U-turn
- Taunt

Ive been using tornadus mainly as hazard removal and a way to get rid of things that threaten the rest of my team but either cant OHKO torn, or cant outspeed and survive a z-hurricane. Im considering replacing this mon with a different veryfast mon, maybe some sort of scarfer. The issue with this is that losing such a fast defogger could hurt me.

Tang.jpg

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Rash Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Fire]

I dont think I need to describe what tangrowth does, do I? Its job is to be fat, hit hardish, remove items, and not die. Has been working out ok. Between tang and gyarados, I can switch in to a lot of threats
koko.png

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Nature's Madness

My other fast mon. Koko is my win con in a lot of games, and is specs because damage is nice, and in the lategame, my opponent's threats are often paralyzed, also use it to put on pressure and u-turn. hp ice is for things that are 4x weak to ice (lando and zygarde most commonly), and natures madness needs to be replaced imo, I just don't know what with.

SOME THINGS I AM CONSIDERING:
-Potentially replacing torn with a z-bug scolipede to deal with psychic types and add some physical power to this team
-Maybe running lando in the place of clef as a hazard setter + remover
-As mentioned above, putting a scarfer on the team feels like it could pay off.

Thanks.
 

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I would replace nature's madness with dazzling gleam, and if you wanted to put lando on the squad, I would replace torn and make lando scarf defog. Not sure about clef though, maybe just changing wish with soft-boiled.
 
Oh boy, lot to unpack here. I’ll be highlighting changes I’ve made in bold.

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 236 HP / 20 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Thunder Wave

I’m sure you have your reasons for your EV spread and I’m not gonna try and pretend to be an expert on fat Gyarados, cuz I’m not. That said, you specifically mentioned trouble with the Latis. Why not run Crunch on your Mega Gyarados? Even with this little Atk investment, it’s still a 2HKO on Mega Latias and almost always OHKO Mega Latios with rocks.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Soft Boiled
- Flamethrower
- Wish
- Moonblast

I’ve moved rocks to make your Clefable a better team player, being able to Wish pass to teammates in need while still keeping itself healthy.

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Stealth Rock

I see absolutely no reason to put Expert Belt on Excadrill, considering it already does pretty great damage. Sash Drill gives you a dedicated lead which can deal great damage after setting hazards. Mold Breaker also makes it a better rocker than Clef, since it doesn’t care about Magic Bounce. Since we already have Defog on Torn, I’ve put SD>Rapid Spin to give us an additional late game cleaner. I also made Drill Jolly for that extra bit of speed.

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid
Nature
- Hurricane
- Defog
- U-turn
- Taunt

Tornadus still gives us great hazard control and utility with Taunt. However, if we’re gonna run Fly Z, we want to nuke as hard as possible. Therefore, I’ve shifted EVs into special attack. Timid is also a much better nature than Hasty, since we still want to take hits as best as possible so we can come back healthy with Regenerator.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature

- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Ice]

I’m not really sure why you’re running max special attack Tangrowth, or HP Fire. HP Ice lets it check Lando and Zygarde much better, and it can still dish out massive damage to those two without any SpA investment. The extra SpDef makes Tang a much better wall overall.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam

Despite playing a bit into ground immunities, Volt Switch is a far better pivot move on Koko than U-Turn is, dealing tons more damage in electric terrain (not to mention with Koko’s superior SpA stat and investment). Also, Nature’s Madness is quite frankly a terrible move on a choice set, since it’s the opposite of spammable - you will never kill a single pokemon locking yourself into Nature’s Madness. Therefore, I’ve replaced it with Dazzling Gleam, which is still a powerful Fairy type STAB move which doesn’t decrease in value while facing the same mon. I’ve kept HP Ice as a way to catch Landorus or Zygarde on the switch, though you could also potentially run HP Fire for more fire coverage.

Here is the importable with my changes:
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 236 HP / 20 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Flamethrower
- Wish
- Moonblast

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Stealth Rock

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Defog
- U-turn
- Taunt

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Ice]

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
 
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