SS OU Veil Offense

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Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hail
- Freeze-Dry
- Aurora Veil
- Hypnosis

As standard as it gets here. Job is very self-explanatory, just set screens whenever you need. I like freeze dry on this team since it kinda gets walled by Quag. But you can replace it w/ moonblast or blizzard. Hail is there just so that you can set it late game if you need it for veil. or if your opponent is also a weather setter. Since Ninetails is fast, most weather setters will be able to get their weather off due to being slower, assuming you guys both switched in at same time. Many people say that Grimmsnarl is a better screen setter due to having prankster and doesn't require weather but I like Ninetails better because it can set it in one turn, at the same time, so you are arguably getting more screen time w/ ninetails.

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Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Steel Wing
- Dragon Darts
- Fire Blast

Dragapult is always great to have on a screen team. Some people use Pult as the screen setter but imho it's offensive prowress is too good to not take full advantage of it. I like to use Dragapult on this team as an early/middle game sweeper. I basically try to get a dragon dance off early and do as much damage possible. I run Lonely nature (max attack min def) because imho w/ the role that Pult plays on this team, and with screens up, you really wanna give it as much power as possible. Since it's already so fast even at neutral speed w/ one DD to make you +1 speed you already outspeed a majority of scarfers in the metagame. So at that point you really want power, and it's okay to trade off on a bit of speed for that, as Pult's biggest weakness seems to be priority anyways (particularly sucker punch). Also max atk investment is important b/c Pult's physical movepool is actually quite mediocre for a dragon type (minus dragon darts of course). Steel wing is good for Clef and Weezing, while fire blast is ideal for Ferrothorn and Corviknight. You can run Psychic fangs instead of steel wing, but against toxapex you mainly wanna click dragon darts anyways, as psychic fangs doesn't do THAT much more damage, so imho it's better to just have that steel coverage so that a Clef doesn't get in the way of your sweep.

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

Standard suicide lead Drill here. Hazards are amazing to have on any screens offense team of course. It's still worth dedicating a suicide lead just to get those rocks up imo because despite the number of mons running HDB rn, I've found that the chip still makes a huge difference. Also pressuring your opponent to defog will be good for one of your teammates which I'll get into after Drill. But basically you essentially always wanna lead off w/ this set, as Drill's role on this team doesn't really benefit much from screens, so you wanna save you screen turns for the mons that can really optimize from it. EQ and iron head are obviously obvious choices, but the last slot is where you can really choose. Rapid spin is nice of course if you're going up against another hazard setting lead, but from my experience toxic is much better. This team isn't really designed to be doing a lot of pivoting/switching, so the fact that your opponent has hazards up isn't that big of a deal. However, getting a toxic off on a bulky mon (Hippowdon is a perfect example, cuz otherwise Hippo is a lot of trouble for this team) is way better imo than spinning off hazards FOR this team specifically.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Bisharp is almost a must have option imo for screen offense. It keeps your opponent from wanting to defog away your screens, and makes the rocks that Drill provides that much better. Simply put, defiant is an amazing ability and Bisharp is the best user of that ability in the metagame. That's really how I use Bisharp; switch in when I think my opponent is going to defog, but I mainly like to be more conservative and use Bisharp as a late game sweeper. Life orb is preferred imo over Black Glasses because Bisharp really wants as much power as possible on this team. I like to use it more as a late game threat anyways so it's longevity isn't the most important thing, i'd rather hit as hard as possible. Adamant is the preferred nature so that it's stab sucker punch will hit like a truck to any mon that doesn't resist. Also keep in mind Bisharp's bulk isn't too bad under screens (base 100 defense isn't the worst), so it can usually get a swords dance off and from there it has that strong priority stab move. Be careful about switching into Corviknight's defog (although Mandibuzz seems to be the most common defogger rn) as if your opponent predicts and goes for body press you are dead. Perharps you can use Chopple Berry to prevent this, or Lum Berry if you're afraid of scald burns and will-o-wisp. But all in all, I think those are so situational that life orb is just the best option. Even tho Corviknight has the potential to ohko this mon, your opponent is still gonna have to play mindgames to get that prediction right, because they know that if they go for defog instead they can be screwed.

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Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Discharge
- Pain Split/Toxic/Shadow Ball

I figured I needed a ground immunity/resist for this team, as well as an answer to specs Magearna, which is absolutely tearing up the metagame rn. Rotom-heat seems to be the best of both worlds in that regard, as it can switch in on EQs (minus Excadrill's if it has mold breaker of course) as well as counter Magearna. 248 HP investment is ideal so that you can take hits from Magearna, as the extra power the EVs you would get from investing in Sp. Atk instead isn't worth it when doing the calcs. Even at this max hp investment, it still takes nearly half from specs Magearna's fleur cannon if there are no screens. Plus it gets nasty plot anyways, so I've found max hp investment to be ideal. I prefer discharge over volt-switch because like I said, this team isn't designed to do a whole lot of switching anyways. Plus once it sets up a nasty plot, if screens are up this Rotom can actually sweep w/ discharge + overheat (the 30% paralyze hax from discharge is REALLY nice). The last slot is really up to you, I prefer pain split for recovery, tho toxic can be better to make it harder to switch into as well as cripple walls. Shadow ball may be your choice if you want to really use this mon as a nasty plot sweeper, and is particularly good for Marowak.

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Krookodile @ Choice Scarf
Ability: Anger Point
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Close Combat

The last option for this team was a bit of a tough one. I looked at my team and realized I was heavily susceptible to Urshifu, especially if it's choice banded (probably the most popular set rn.) And of course you can run Mandibuzz or Clef (not even Clef if Urshifu has poison jab tho which a lot of them do lol), but this is screens offense after all and you don't want to necessarily run mons that are going to passively use up turns of aurora veil. So I figured Krook would be a nice addition, as it maintains offensive pressure while being a nice check to CB Urshifu (assuming you don't switch into a close combat of course). Basically when Urshifu goes for wicked blow, Krook will take almost half, but the anger point will trigger from the crit, basically giving Krook a "free" belly drum. Scarf is important because even w/ max speed investment and Jolly nature, Urshifu will outspeed if it's Jolly as well (which tends to be the case), and from that point another wicked blow can kill. Since this is scarfed, be careful about clicking EQ if your opponent has a ground immunity, as I said previously this team isn't designed to switch in and out a whole lot, so you don't want to be locked into EQ and be forced to switch. Honestly, that's Krook's main role on this team, to counter that single mon (speed control is nice too of course), and while you may think it's stupid to use an entire slot, given there's already a suicide lead on this team, for one pokmeon, Urshifu is just that prevalent and that powerful if it's unchecked. If you don't see an Urshifu on your opponent's team, feel free to be more liberal w/ this mon. I personally like running Adamant over Jolly because it's scarfed anyways, and it's role on this team isn't really as a normal scarfer. I simply had to put scarf on it so that it can counter Urshifu, so I'd rather run Adamant so that I can hit for max damage when my opponent does not have the one mon that Krook is supposed to counter.
 
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