SS OU Uh, hello, I'm new in Showdown and I'd like if someone can tell me if my OU team is good or not. I'd like suggestions too. :)

Garchomp (F) @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Fire Fang

I use this Pokémon usually in late-game, after removing threats. So, I don't have so much to say about Garchomp, besides weakening the team and guaranteeing my victory, so I use it especially in late-game.


Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Heal Bell
- Knock Off

A cleric on my team, I'm in doubt if I change Knock Off to a something against Steel types or Wish, but I think the opponent will end up defeating my weak Pokémon, especially if I have Stealth Rock already set in my zone, but I think is cool removing itens when the opponent switch another Pokémon and removing some Dragon types.

Slowking (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off
- Teleport

Slowking is on team to pressure possible sweeps or buffs with Future Sight or maybe defensive which Toxapex. I'm thinking to change to a Blissey because Slowking has a weakness to Dark type, and I'm very careful before put Slowking.

Dragapult (F) @ Choice Specs
Ability: Infiltrator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- Phantom Force
- Thunder
- Flamethrower

A Choice Specs to clean possible threats so I can put Garchomp and Melmetal safely, I'm thinking to change Thunder, since is not a guaranteed move, but it's powerful to kill Toxapex and Flying, like Corviknight. Btw, maybe Thunderbolt is safer.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 160 Def / 4 SpD / 92 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off

I usually put this Pokémon early to put Stealth Rock to targets take damage, and U-turn (if the target is a threat to I put other Pokémon safely) or Knock Off to remove itens. Earthquake to kill Heatran and Pokémon which are weak to Ground types.

Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch

And Melmetal, I put usually late-game, after cleanning and I possibly put it in middle. I chose Melmetal to kill Toxapex faster which it can be a big problem to my team. Because is low, faster threats can kill it first, so I'm very careful before put Melmetal.

Well, I think my team is weak againt Fairy types and Dragon, even with Melmetal, and
there is always a Fire or Fighting type, sometimes Ground types but I can deal it with Slowking, which is can be a threat to Melmetal, and is can be koed fast because is low, so I put it late-game, like I said before.
 
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First of all, test the team. Secondly, the forum rules require a certain amount of description for RMT posts; team pastes aren't allowed. Team looks fine though. Just play with it.
 
Hi, welcome to Smogon! I am locking your RMT for the time being as the forum rules require that you provide at least three lines of descriptions for each Pokemon to explain their roles. Please read the rules carefully and look at Team Showcase to see the detail we require. PM me with updated descriptions, and I will be happy to unlock this.

Why did you choose this mon
What do the EV spreads do and why do you have it
What are all 4 moves for
 
Garchomp (F) @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Earthquake
- Fire Fang

I use this Pokémon usually in late-game, after removing threats. So, I don't have so much to say about Garchomp, besides weakening the team and guaranteeing my victory, so I use it especially in late-game.


Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Heal Bell
- Knock Off

A cleric on my team, I'm in doubt if I change Knock Off to a something against Steel types or Wish, but I think the opponent will end up defeating my weak Pokémon, especially if I have Stealth Rock already set in my zone, but I think is cool removing itens when the opponent switch another Pokémon and removing some Dragon types.

Slowking (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off
- Teleport

Slowking is on team to pressure possible sweeps or buffs with Future Sight or maybe defensive which Toxapex. I'm thinking to change to a Blissey because Slowking has a weakness to Dark type, and I'm very careful before put Slowking.

Dragapult (F) @ Choice Specs
Ability: Infiltrator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- Phantom Force
- Thunder
- Flamethrower

A Choice Specs to clean possible threats so I can put Garchomp and Melmetal safely, I'm thinking to change Thunder, since is not a guaranteed move, but it's powerful to kill Toxapex and Flying, like Corviknight. Btw, maybe Thunderbolt is safer.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 160 Def / 4 SpD / 92 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off

I usually put this Pokémon early to put Stealth Rock to targets take damage, and U-turn (if the target is a threat to I put other Pokémon safely) or Knock Off to remove itens. Earthquake to kill Heatran and Pokémon which are weak to Ground types.

Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch

And Melmetal, I put usually late-game, after cleanning and I possibly put it in middle. I chose Melmetal to kill Toxapex faster which it can be a big problem to my team. Because is low, faster threats can kill it first, so I'm very careful before put Melmetal.

Well, I think my team is weak againt Fairy types and Dragon, even with Melmetal, and
there is always a Fire or Fighting type, sometimes Ground types but I can deal it with Slowking, which is can be a threat to Melmetal, and is can be koed fast because is low, so I put it late-game, like I said before.
The team looks solid overall, I think it can be improved a bit by adjusting some sets.

Minor changes
1.:Dragapult: idk how effective your set is but the standard specs set works really well as a breaker and if needed as a cleaner.
Furthermore U-turn lets you keep momentum, as you can pivot to a physical attacker when they switch. You can choose the coverage move you find most useful, hydro pump hits Heatran and ground types pretty hard.

2.You want some spdef investment on:Slowking: otherwise you're pretty weak on the special side.
With 152 EVs in Def you always live 2 hit from barraskewda in the rain. Even though rain isn't that common it can be useful.
3.Some spdef investment is useful on :landorus-therian: too: it helps to deal with tapu Koko and volcarona, that can threaten your team.
4.Protective pads:melmetal: is really fun to play, I'd suggest trying thunder wave > earthquake and superpower > ice punch, to deal with steel types like:Heatran: and:ferrothorn: while paralyzing slows down some Mons meaning you can abuse dib's 51% chance of flinching.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Flamethrower/Thunderbolt/Hydro pump

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Future Sight
- Slack Off
- Teleport

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 16 Def / 152 SpD / 88 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Toxic/Knock off
- U-turn

Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Superpower
- Thunder Wave
Threats
Every team has some weaknesses, I'll highlight the ones that stand out to me.
1.:urshifu: surging strikes can be tanked by slowking, but it doesn't like taking a U-turn. Clef takes every move well bar surging strikes. Be particularly wary if paired with:Dragapult:as they'll quickly overload clef.
2.:Kartana:on paper can break through the team easily, but actually it's either choice locked or lacks steel or fighting move in the SD set, thus melmetal or clef can take care of it.
3.:Kyurem:this thing is relies on prediction, as slowking takes everything bar freeze dry, which melmetal can take decently.

One last suggestion
If you find yourself struggling too much against these threats, you can try:Corviknight:>:garchomp: you'll lose some firepower, but your team will be more solid overall. Furthermore you'll gain a slow pivot and reliable defogger. It can take a hit from Kyurem and with rocky helmet heavily punishes urshifu and Kartana. Here's the spread:
Corviknight (M) @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- U-turn
- Defog
- Roost
- Body Press
The team doesn't become flawless though::zeraora:can sweep if Lando faints,:Kartana: becomes a problem, if Heatran or magnezone trap and kill Corviknight and there are other threats that don't come to my mind rn.
Conclusion
Here are the final results:
:garchomp::Clefable::slowking::Dragapult::melmetal::landorus-therian:
The second version is basically a team I built a couple weeks ago:
:Clefable::slowking::Dragapult::melmetal::landorus-therian::Corviknight:(paste in the sprites)
I hope my suggestion will help you and you'll have a good time with the team.
 
The team looks solid overall, I think it can be improved a bit by adjusting some sets.

Minor changes
1.:Dragapult: idk how effective your set is but the standard specs set works really well as a breaker and if needed as a cleaner.
Furthermore U-turn lets you keep momentum, as you can pivot to a physical attacker when they switch. You can choose the coverage move you find most useful, hydro pump hits Heatran and ground types pretty hard.

2.You want some spdef investment on:Slowking: otherwise you're pretty weak on the special side.
With 152 EVs in Def you always live 2 hit from barraskewda in the rain. Even though rain isn't that common it can be useful.
3.Some spdef investment is useful on :landorus-therian: too: it helps to deal with tapu Koko and volcarona, that can threaten your team.
4.Protective pads:melmetal: is really fun to play, I'd suggest trying thunder wave > earthquake and superpower > ice punch, to deal with steel types like:Heatran: and:ferrothorn: while paralyzing slows down some Mons meaning you can abuse dib's 51% chance of flinching.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Flamethrower/Thunderbolt/Hydro pump

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Future Sight
- Slack Off
- Teleport

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 16 Def / 152 SpD / 88 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Toxic/Knock off
- U-turn

Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Superpower
- Thunder Wave
Threats
Every team has some weaknesses, I'll highlight the ones that stand out to me.
1.:urshifu: surging strikes can be tanked by slowking, but it doesn't like taking a U-turn. Clef takes every move well bar surging strikes. Be particularly wary if paired with:Dragapult:as they'll quickly overload clef.
2.:Kartana:on paper can break through the team easily, but actually it's either choice locked or lacks steel or fighting move in the SD set, thus melmetal or clef can take care of it.
3.:Kyurem:this thing is relies on prediction, as slowking takes everything bar freeze dry, which melmetal can take decently.

One last suggestion
If you find yourself struggling too much against these threats, you can try:Corviknight:>:garchomp: you'll lose some firepower, but your team will be more solid overall. Furthermore you'll gain a slow pivot and reliable defogger. It can take a hit from Kyurem and with rocky helmet heavily punishes urshifu and Kartana. Here's the spread:
Corviknight (M) @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- U-turn
- Defog
- Roost
- Body Press
The team doesn't become flawless though::zeraora:can sweep if Lando faints,:Kartana: becomes a problem, if Heatran or magnezone trap and kill Corviknight and there are other threats that don't come to my mind rn.
Conclusion
Here are the final results:
:garchomp::Clefable::slowking::Dragapult::melmetal::landorus-therian:
The second version is basically a team I built a couple weeks ago:
:Clefable::slowking::Dragapult::melmetal::landorus-therian::Corviknight:(paste in the sprites)
I hope my suggestion will help you and you'll have a good time with the team.
Thank you very much!
 
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