SM OU Wolf in Sheep's Clothing

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landorus-therian.gif
keldeo-resolute.gif
hoopa-unbound.gif
heatran.gif
kyurem-black.gif


Introduction

Hello there. I have been playing VGC for quite some time but really never got into the OU tier. But, this year I just lost my fire for Pokemon a bit so I tried out some of the other tiers that I have not really played before, and I have been loving OU. the only problem is I have been stealing teams for quite some time, so I never really got the full experience. So I went ahead and made my first team and honestly, I like it, but I feel like it need some work. But enough with the introductions, lets get into the squad.


The Squad In-Depth
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Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Volt Switch
- Ice Beam

This mon from my time playing the tier is a monster. It eats up hits, it comes back and hits even harder. It is so versatile and can run so many sets. So I decided to base my team around a volt-turn core with this being one of the mons. I really just wanted to have a good offensive pivot that has good coverage to be able to hit a ton of things super effectively, and even if it isn't super effective, they will still get chinked pretty hard because of how much of a monster this thing is. And with duggy now being suspected it is going to be even better because it can't be trapped and killed.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

To add to the 2nd part of my volt-turn core I have another one of the best mons in the tier. Lando has always been a threat in pretty much all modes that he has been allowed in. He had good stats all around, access to good coverage, rocks, u-turn allowing him to take advantage of intimidate and practically cripple some physical attackers. I have been debating on what set to use for this mon, because I started using Flyinium Z, but I felt like I was just getting killed too much. Spread is pretty standard, as is the set. It allows me to pivot around with Magearna and like I said earlier fully use intimidate. I didn't use HP ice because usually I don't have problems with other Landorus but more so things like Charizard and Volcarona.

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Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Surf
- Secret Sword
- Hidden Power [Electric]
- Stone Edge

Scarf Keldeo is a big threat that I feel like a lot of people sleep on. It can ohko a lot of things in the meta that are big threats such as M-Lopunny, Both Greninja formes, Heatran, Char Y, Volcarona, and all sorts of other stuff. I wanted to add this mon because it is good to pivot into, it can revenge kill pretty well, and usually people don't really carry walls for it. The only real things that are super popular that off the top of my head that wall this think is Toxapex and Tangrowth. This is my main check to things like Lopunny and Gren so if this thing dies before they do I usually am in a bit of a pickle but I can play around it with Magearna. I run stone edge because usually things like Charizard Y with the sun and Volcarona in general can tank at least one hit from this thing so I can hit them with a surprise coverage move. HP Electric is to hit stuff like Pelipper.

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Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Fire Punch
- Gunk Shot

Hoopa-U I think is another breaker that a lot of people sleep on. The coverage that it gets is insane and it completely breaks through teams that aren't prepared for it. It has a monstrous attack stat of 160, and back that up with a choice band you are going to be hitting like a truck. I added this because I was weak to big walls like Tangrowth, Ferrothorn, Toxapex, etc. This is able to break through them super easily because of how much coverage it gets. The only issue with this is that it is pretty slow and it has a garbage defense stat, although it can eat up a few special hits. Coverage I am using is pretty standard, Hyperspace Fury is spammable and STAB, Drain Punch for steels, Fire Punch for Ferrothorn, other Grass types, and Skarm, and then Gunk Shot for Tapus.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 44 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Magma Storm
- Earth Power

As I get to these last 2 mons I was more and more unsure of them when I was adding them, but I feel like adding Heatran was a great addition. This thing is so tacky and allows me to trap and kill things that usually my team would struggle with. It helps with Magearna, Toxapex, big SpDef walls (because of toxic), and helps with bulky grasses. I am running a standard sub toxic set so I can sub on the switch when I pivot into him, and get off a free whatever before switching back out into something that can deal with whatever is switching in.

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
- Roost

This last slot I am very unsure of. I tinkered around with a few mons that didn't really work out for me, but I ended up deciding on this beast for now. It is a monster of offense, with a massive amount of attack and special attack behind its name, and a good amount of coverage behind it. It is able to just hit everything hard, nothing really wants to switch in on this things attacks. I have been seeing a problem though, I am very nervous to bring him in to do anything because usually there are hazards and I have no removal, and due to this thing not being the tankiest, he usually goes down before he is able to do anything because he is only base 95 which isn't the slowest, but also isn't the fastest. If a mon on the team was going to be replaced I probably would go with this first, but the only reason I haven't done it myself is because I honestly do not no where else to go with this slot.



Closing Thoughts
This team has been a ton of fun to play but I know that there are probably glaring weaknesses that are looking me right in the face that I have not seen yet, so please give any advice that you have to give because I hope that I can refine this team to a point that it might even be good at higher ratings of ladder that I have not been to yet. Thanks a bunch!

 
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Hey really solid team you've got going here. I also agree I think Kyurem black is something you should swap out as your team doesn't need another wallbreaker due to already having one plus a stallbreaker. Also your lack of hazard removal doesn't make it viable and your team could honestly favour from a defogger as spikes can be annoying as well as rocks for landorus and heatran.

Here are the weaknesses i see right now with this team: you don't have a switch in to tapu bulu because only heatran can come in to take the hit which is an issue because they run superpower meaning you have to risk the 50/50. I can also see zygarde being annoying as your landorus lacks recovery. You may also want a better ash greninja switch in because magearna can only take so many hydros due to it's lack of recovery. Another threat would by Z wild charge tapu koko which baits in magearna and heatran, plus your only real good switch in is landorus and Kyurem. Kyurem I plan to change and lando can easily be predicted and have to take a hp ice. You can definitely play around it but it is annoying. Last thing I see being an issue is rain teams with your best answer being assault vest magearna which isnt enough to beat swampert or kingdra. Keldeo can take advantage of the rain but it is still a difficult match up.

My suggestions:
  • First of all I want to recommend changing your keldeo set. Hydro Pump is keldeos hardest hitting move and I feel you lose a lot of power if you dont run it. I would suggest hydro pump > Hidden power electric. In rain you still do 41.7 - 49.5% to pelipper with hydro so it's a 2ohko after rocks. If you wanted hp electric using it over stone edge would be better but your more prone to volcarona though it isnt used much anymore. Also use scald > Surf mainly just for that chance to burn. I definitely think scald is better but the hydro over HP electric is up to you but it's pretty situational, I guess it hits mantine too. Test around and see what you prefer.
  • Next I want to suggest using Mega Venusaur > Kyurem because it eats up hits from tapu bulu as well as ash greninja. The only problem would be if you get haxed by dark pulse 3-4 times. It also walls koko unless it is the very rare brave bird set. It also drastically improves your rain team matchup and synergises well with the rest of your team.
  • Now with the addition of venusaur i have made you team medicham weak because landorus can't take two ice punch or Zen into ice punch which is an issue. For this reason i want to suggest using mew > Hoopa. Mew takes on landorus, lopunny, medicham and zygarde and can provide willowisp support on offensive threats. It has reliable recovery and Defog support something which is very important.
  • With These changes you now lose your wallbreakers which is why i suggest going back to the Flyinium z landorus set. mew checks everything landorus would expect zard x. Flyinium z lando destroys so much of the meta, bulky grass types, other lando and ferro. It also sets up rocks and still capable of forcing pinsir out. The pinsir weakness is something you'll need to play around more with. Though Mew can willowisp or lando revenge kill at decent HP.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Defog

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
- Fleur Cannon
- Flash Cannon
- Ice Beam
- Volt Switch

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- U-Turn / Gravity
- Stealth Rock

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Hydro Pump
- Secret Sword
- Stone Edge
- Scald

Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 44 Def / 252 Spe
Timid Nature
- Substitute
- Toxic
- Magma Storm
- Earth Power
Overall I think these changes should help you more defensively. I don't think ive created anymore weaknesses to your team other than mega pinsir being more of an issue but it's still beatable. I hope this RMT helped good luck in the future ^-^

Edit: there is another mew set which is bulkier but doesn't outspeed adamant zygarde or lando which is on smogon dex feel free to check that set out too.
 
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Hey man, thanks for the rate, definitely going to try these changes out, and hopefully it will feel a bit better to play. I felt really constrained before and I think this will stop some of that

Hey really solid team you've got going here. I also agree I think Kyurem black is something you should swap out as your team doesn't need another wallbreaker due to already having one plus a stallbreaker. Also your lack of hazard removal doesn't make it viable and your team could honestly favour from a defogger as spikes can be annoying as well as rocks for landorus and heatran.

Here are the weaknesses i see right now with this team: you don't have a switch in to tapu bulu because only heatran can come in to take the hit which is an issue because they run superpower meaning you have to risk the 50/50. I can also see zygarde being annoying as your landorus lacks recovery. You may also want a better ash greninja switch in because magearna can only take so many hydros due to it's lack of recovery. Another threat would by Z wild charge tapu koko which baits in magearna and heatran, plus your only real good switch in is landorus and Kyurem. Kyurem I plan to change and lando can easily be predicted and have to take a hp ice. You can definitely play around it but it is annoying. Last thing I see being an issue is rain teams with your best answer being assault vest magearna which isnt enough to beat swampert or kingdra. Keldeo can take advantage of the rain but it is still a difficult match up.

My suggestions:
  • First of all I want to recommend changing your keldeo set. Hydro Pump is keldeos hardest hitting move and I feel you lose a lot of power if you dont run it. I would suggest hydro pump > Hidden power electric. In rain you still do 41.7 - 49.5% to pelipper with hydro so it's a 2ohko after rocks. If you wanted hp electric using it over stone edge would be better but your more prone to volcarona though it isnt used much anymore. Also use scald > Surf mainly just for that chance to burn. I definitely think scald is better but the hydro over HP electric is up to you but it's pretty situational, I guess it hits mantine too. Test around and see what you prefer.
  • Next I want to suggest using Mega Venusaur > Kyurem because it eats up hits from tapu bulu as well as ash greninja. The only problem would be if you get haxed by dark pulse 3-4 times. It also walls koko unless it is the very rare brave bird set. It also drastically improves your rain team matchup and synergises well with the rest of your team.
  • Now with the addition of venusaur i have made you team medicham weak because landorus can't take two ice punch or Zen into ice punch which is an issue. For this reason i want to suggest using mew > Hoopa. Mew takes on landorus, lopunny, medicham and zygarde and can provide willowisp support on offensive threats. It has reliable recovery and Defog support something which is very important.
  • With These changes you now lose your wallbreakers which is why i suggest going back to the Flyinium z landorus set. mew checks everything landorus would expect zard x. Flyinium z lando destroys so much of the meta, bulky grass types, other lando and ferro. It also sets up rocks and still capable of forcing pinsir out. The pinsir weakness is something you'll need to play around more with. Though Mew can willowisp or lando revenge kill at decent HP.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Defog

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
- Fleur Cannon
- Flash Cannon
- Ice Beam
- Volt Switch

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- U-Turn / Gravity
- Stealth Rock

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Hydro Pump
- Secret Sword
- Stone Edge
- Scald

Heatran @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 44 Def / 252 Spe
Timid Nature
- Substitute
- Toxic
- Magma Storm
- Earth Power
Overall I think these changes should help you more defensively. I don't think ive created anymore weaknesses to your team other than mega pinsir being more of an issue but it's still beatable. I hope this RMT helped good luck in the future ^-^

Edit: there is another mew set which is bulkier but doesn't outspeed adamant zygarde or lando which is on smogon dex feel free to check that set out too.
 
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