SM OU Bad Company ft. imsosorrylol

talah

from the river to the sea
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Past SPL Champion

introduction:

This was actually conceived well over 2 months ago, probably closer to 3; Gliscor was just started to get hyped up so I tried to build something with it(you'll see the original form). I built something quite close to this version but still very different and certainly worse. I went with it to one of my best buddies , imsoforumbannedsorrylol, and he came up with the biggest change for the team and probably the biggest reason of its success. Since then we've tweaked it an absolute fuckload amount of times and will continue to do so until something drastic happens in the tier - this is a very versatile team and can adapt to almost any meta shift.

Since then it's been used in various high rounds of OST, including OST finals, used a couple times in OUPL, other copies of it have been seen on ladder etc, so we figured we should RMT it. I say we because me and sorry have basically cobuilt this at this point, the credit is his as much as mine.
the team:



original building process:


As said above, Gliscor is the focal point of this team; SD was(and continues to be) an extremely good set atm and while the meta has certainly adapted to it(to a degree at least), as seen through things such as Ice Beam M-Latios, Firium Z/Grassium Z Heatran and more, it's still extremely potent and the sheer amount of games it wins is astonishing.


Rocks Clef was added almost immediately - it's the most consistent Stealth Rocker in the tier, especially when used with Calm Mind (which was the original version).


Toxapex was the next addition - more specifically Payapa Toxapex, which was chosen a bit later down the road.


Originally a Torn-T, the Flyinium Z + Defog set, this was gonna be the team's main Kart switchin and was to form a double Regen core alongside Toxapex.


These 4 absolutely screamed Spikes - Ferrothorn was natural choice, alleviating some Gren pressure off Toxapex as well as switching into Koko and being a Steel.


I was conflicted as to the last mon - originally my main thought was CB Weavile; it can trap Lele and Medicham, 2 mons that were looking very troublesome as well as be a pseudo-breaker. However, this left me without a flying resist and a member with no actual defensive utility - it also left me a bit exposed to Heatran, even though at the time the only variants around were Leftovers. Thus, I decided ScarfTar could be a good fit - flying resist, trapper that outspeeds threats like Lele and Medicham but also has some defensive utility.

further building with sorry:


This is what I took to sorry for further inspection, and he suggested a change that really transformed the team: Mega Latias over Tornadus-T, thus making the team:


Mega Latias achieves a LOT that Tornadus-T doesn't - more specifically, it has consistent recovery, switches into Zygarde arguably better than Clefable does, switches into Kartana almost as well as Torn does but also alleviated the Mega Medicham matchup a lot. At the time, this was running Draco for Medicham and Kyurem-B but this wasn't needed, as I'll get into in a bit.

The first big change for the team was Wish > Calm Mind on Clefable. While we do have a seperate version that has CM Clef because it beats pretty much any stall if played with half a brain, the Wish version is our go-to one and the one that does well in most matchups. It helped Gliscor and Tyranitar switch into Heatran, helped with Tapu Lele, Mega Pinsir, etc etc, it just was too good to pass up.

The next big change was Latias going Surf > Draco Meteor - this was changed around the time Z Heatran started popping up everywhere, now being able to switch into every variant without fear. The Kyurem matchup isn't quite as good but it is still very much manageable, same with Medicham(latter more so though, this team doesn't have a bad Medi MU at all)

The last big change was Gyro Ball > Knock Off on Ferrothorn. While this might seem a bit counter-intuitive, considering the rest of the team, this change(which is fairly recent actually) allows us a much more comfortable matchup vs a lot of things: - Torn can no longer Defog on Ferrothorn, Lele can no longer CM up on Ferro's face, Zygarde can't DD in front of it, it does more damage to Medi, does more to Mega Latios etc.

a more in depth look:


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 68 SpD / 152 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade / Ice Fang
- Roost

I said what Gliscor does but I didn't say why it's so good at doing it. Well, for starters, it's one of the best Heatran switchins in the tier - it can switch into any non-z variant(asides the rare HP Ice Scarf which is very much scoutable anyway). Specifically, it absolutely abuses Leftovers Heatran(the most popular variant by a mile at the time) for free setup and to dismantle teams. Originally Knock Off in the 4th move slot, this was later changed for a better matchup against things like Tornadus and Zygarde. Both Facade and Ice Fang do that well and that's the first example of how flexible this team is; both of those moves are just as good and depend on your opponent and their habits. Besides Heatran, it can pivot into some Zygarde sets(like Choice Band and SubToxic), it can switch into CB Tyranitar's Stone Edge, it can beat Clefable 1v1, it can beat M-Scizor 1v1, it's a Ground type. Poison Heal means pivoting in it is free, as it negates Stealth Rock damage and it's not grounded, so it doesn't take any Spike damage. It's always going to be useful and it's always going to be able to put it amazing amounts of work. The EV spread outspeeds max speed Adamant Zygarde, allowing you to beat it 1v1 while the defense helps pivot into Mawile's Play Rough.

4 SpA Heatran Magma Storm vs. 244 HP / 68 SpD Gliscor: 157-186 (44.6 - 52.8%) -- 24.6% chance to 2HKO after Poison Heal and trapping damage
56 SpA Heatran Magma Storm vs. 244 HP / 68 SpD Gliscor: 165-195 (46.8 - 55.3%) -- 71.1% chance to 2HKO after Poison Heal and trapping damage
252 SpA Heatran Magma Storm vs. 244 HP / 68 SpD Gliscor: 190-225 (53.9 - 63.9%) -- guaranteed 2HKO after Poison Heal and trapping damage
252+ Atk Choice Band Zygarde Thousand Arrows vs. 244 HP / 44 Def Gliscor: 160-190 (45.4 - 53.9%) -- guaranteed 3HKO after Poison Heal
252+ Atk Choice Band Tyranitar Stone Edge vs. 244 HP / 44 Def Gliscor: 219-258 (62.2 - 73.2%) -- guaranteed 2HKO after Poison Heal
252+ Atk Choice Band Tyranitar Stone Edge vs. 244 HP / 44 Def Gliscor: 109-129 (30.9 - 36.6%) -- 22.9% chance to 4HKO after Poison Heal (on roost)
252+ Atk Huge Power Mawile-Mega Play Rough vs. 244 HP / 44 Def Gliscor: 220-261 (62.5 - 74.1%) -- guaranteed 2HKO after Poison Heal
0- SpA Landorus-Therian Hidden Power Ice vs. 244 HP / 68 SpD Gliscor: 188-224 (53.4 - 63.6%) -- 84.8% chance to 2HKO after Poison Heal



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

Even without CM, Clefable is still one of the most consistent Rockers in USM OU. Is Wish worth it? Well, yeah, in this team it is in most matchups it is. Even though you can no longer 1v1 Heatrans and sweep with this on its own, the defensive utility of Wish is unparalleled; it allows you to win most/all hazard wars, even though this team was great at winning them already. It adds a whole other layer of obnoxiousness and allows you to deal with would be threats much more easily; it basically allows you to make mistakes(albeit slight) and not be completely punished because of them, but also rewards outplaying, as you can put yourself in comfortable positions and get a lead or expand on a pre-existing one. That being said, CM is still perfectly usable and actually does better vs some styles, like Stall.

Clefable is this team's primary Hawlucha stop, it can pivot into Zygarde relatively safely, it can pivot into Medicham, Weavile, Lopunny and Magic Guard allows it to not be punished for it.

Another spread possible is using 252/200+/56, which allows you switch into Mega Latios from full safely, but it's not something imperative and the extra phys.def is just too useful.

252+ Atk Choice Band Zygarde Thousand Arrows vs. 252 HP / 252+ Def Clefable: 178-210 (45.1 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 252 HP / 252+ Def Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Clefable: 172-204 (43.6 - 51.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Lopunny-Mega Return vs. 252 HP / 252+ Def Clefable: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Leftovers recovery



Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover

Toxapex is the usual known douchebag - Regen allows it to pivot relatively safely into Greninja, it allows to scout a myriad of Pokemon such as Tornadus or Kartana, stops Scizor, stops CM Clef, stops CM Stored Power Latias, it can annoy teams with Scald burns, it can help with Lopunny. Payapa Berry allows it do even more however; it can now lure Lele, as Payapa allows it to eat a hit and Toxic back, lure Medicham, not be lured by things like Greninja; it can even do that on things like Alakazam and just generally gives you an extra cushion for those things. Lack of Toxic Spikes can be awkward at times but the extra safety is just so nice.

Oh it also allows you to not flop against Volcarona.

EV Spread eats a Medicham's HJK into Zen Headbutt from full but still does everything Pex usually does.

252 SpA Choice Specs Greninja Dark Pulse vs. 252 HP / 164+ SpD Toxapex: 100-118 (32.8 - 38.8%) -- guaranteed 3HKO after Stealth Rock
252 SpA Choice Specs Greninja Dark Pulse vs. 252 HP / 164+ SpD Toxapex: 100-118 (32.8 - 38.8%) -- 10.9% chance to 2HKO after Stealth Rock and 1 layer of Spikes (this is where wish Clefable really shines, being able pivot out and go back to full)
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 92 Def Toxapex: 114-135 (37.5 - 44.4%) -- guaranteed 3HKO
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 252 HP / 92 Def Payapa Berry Toxapex: 142-168 (46.7 - 55.2%) -- 69.1% chance to 2HKO
252 SpA Choice Specs Tapu Lele Psychic vs. 252 HP / 164+ SpD Payapa Berry Toxapex in Psychic Terrain: 198-234 (65.1 - 76.9%) -- guaranteed 2HKO
252 SpA Tapu Lele Shattered Psyche (175 BP) vs. 252 HP / 164+ SpD Payapa Berry Toxapex in Psychic Terrain: 255-301 (83.8 - 99%) -- guaranteed 2HKO
+1 252 SpA Volcarona Shattered Psyche (175 BP) vs. 252 HP / 164+ SpD Payapa Berry Toxapex: 175-206 (57.5 - 67.7%) -- guaranteed 2HKO



Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Hidden Power [Fire]
- Recover

This set isn't exactly something incredibly innovative or anything, but nonetheless it's a deviation. Originally, Draco was used over Surf because of Gliscor + Tyranitar, however we realized the Heatran MU being better was just much more welcome than slightly improving MUs like Medicham and Kyurem, MUs already good enough, as well as giving it a better chance of not being trapped by Tyranitar. Thus, it is now a Heatran switchin as well! Ice Beam allows it to counter SD Landorus, every Zygarde variant outside of DD Dragonium-Z(already covered), does damage to grasses like Tangrowth and Bulu, nails opposing Gliscors and is just spammable. HP Fire makes you able to damage Ferrothorn and Scizor, so you're not fodder for Spikes/setup, respectively. It also OHKOs Kart from full regardless of Health(even pesky Timid Kartanas, just in case although that wasn't rly a thought; just a cool after-effect). It does quite a bit to Weavile too, which would be annoying, but also does quite a bit to Mega Mawile, something that would be INSANELY annoying otherwise.

252+ Atk Choice Band Zygarde Thousand Arrows vs. 248 HP / 8 Def Latias-Mega: 171-202 (47.1 - 55.6%) -- 77.3% chance to 2HKO (does a lot but not enough)
252 Atk Kartana Knock Off vs. 248 HP / 8 Def Latias-Mega: 156-184 (42.9 - 50.6%) -- 2.3% chance to 2HKO
252 Atk Kartana Smart Strike vs. 248 HP / 8 Def Latias-Mega: 126-148 (34.7 - 40.7%) -- guaranteed 3HKO
0 Atk Gliscor Facade (140 BP) vs. 248 HP / 8 Def Latias-Mega: 82-97 (22.5 - 26.7%) -- 31.9% chance to 4HKO
252 SpA Heatran Corkscrew Crash (160 BP) vs. 248 HP / 0 SpD Latias-Mega: 184-217 (50.6 - 59.7%) -- guaranteed 2HKO

offensively:
0 SpA Latias-Mega Ice Beam vs. 4 HP / 0 SpD Zygarde: 360-428 (100.5 - 119.5%) -- guaranteed OHKO
0 SpA Latias-Mega Hidden Power Fire vs. 40 HP / 0 SpD Mawile-Mega: 122-144 (48.6 - 57.3%) -- 91% chance to 2HKO
0 SpA Latias-Mega Surf vs. 80 HP / 0 SpD Tyranitar in Sand: 116-138 (32.1 - 38.2%) -- 95.9% chance to 3HKO
0 SpA Latias-Mega Surf vs. 252 HP / 0 SpD Heatran: 166-196 (43 - 50.7%) -- guaranteed 3HKO after Leftovers recovery



Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Standard stuff. Best Spiker in the tier(for defensively oriented teams at least), the team's main Koko switchin, a Steel and another Ash Greninja switchin, taking weight off Toxapex's shoulders. The spread change is actually recent too, older than Gyro though. It allows it to eat 2 CB Zygarde Thousand Arrows after rocks, as well as a +1 Groundium Z from it. This change is actually fairly welcome, especially with Gyro - you actually annoy Zygarde now, quite a bit so too. The biggest gain from it, is of course, being able to Spike up on Tornadus-Ts. Previously, you didn't pose too much a threat to Torn; now, it's not safe at all and allows you a lot more breathing room with getting Spikes up.

252 SpA Choice Specs Greninja Dark Pulse vs. 252 HP / 164+ SpD Ferrothorn: 117-138 (33.2 - 39.2%) -- 9.6% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Tapu Koko Thunderbolt vs. 252 HP / 164+ SpD Ferrothorn in Electric Terrain: 93-110 (26.4 - 31.2%) -- 11.9% chance to 4HKO after Leftovers recovery
252+ Atk Choice Band Zygarde Thousand Arrows vs. 252 HP / 92 Def Ferrothorn: 148-175 (42 - 49.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Swampert-Mega Earthquake vs. 252 HP / 92 Def Ferrothorn: 147-174 (41.7 - 49.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Tapu Lele Psychic vs. 252 HP / 164+ SpD Ferrothorn in Psychic Terrain: 114-135 (32.3 - 38.3%) -- 2.4% chance to 3HKO after Leftovers recovery

offensively:
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Tapu Lele: 390-458 (138.7 - 162.9%) -- guaranteed OHKO
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Tornadus-Therian: 186-219 (62.2 - 73.2%) -- guaranteed 2HKO
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Zygarde: 130-154 (36.3 - 43%) -- guaranteed 3HKO



Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake / Fire Punch

This is kind of a controversial inclusion but I stand by it fully - it's just fantastic glue here. A solid Flying resist, another Fire Resist, can Pursuit trap very well still, but the main thing is the surprise factor it has(or had, I guess it's gonna be gone now, but even so). It allows you to pull off kills against Medicham and Lele or at the very least force 50/50s, it even Pursuits or just gets Latios/Latias to low health levels, which is really big for Gliscor - Gliscor hates the Lati twins cuz Ice Beam is something extremely common on them, especially Latios and Bandtar is the least safe Latios trapper. Fire Punch is a fine alternative and eases the Kartana + Pursuit matchup, but Kartana isn't as good as it used to be and Heatran + Pursuit is getting more traction, which EQ performs much better against. It also does way more to Mawile, something otherwise very annoying. The rest is self-explanatory, hopefully.

252 Atk Tyranitar Stone Edge vs. 0 HP / 0 Def Tapu Lele: 211-250 (75 - 88.9%) -- 12.5% chance to OHKO after Stealth Rock and sandstorm damage
252 Atk Tyranitar Pursuit vs. 0 HP / 0 Def Tapu Lele: 169-201 (60.1 - 71.5%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage (on switch)
252 Atk Pinsir-Mega Earthquake vs. 0 HP / 0 Def Tyranitar: 230-272 (67.4 - 79.7%) -- guaranteed 2HKO
252 Atk Tyranitar Stone Edge vs. 0 HP / 4 Def Pinsir-Mega: 576-676 (212.5 - 249.4%) -- guaranteed OHKO
252 Atk Tyranitar Pursuit vs. 0 HP / 4 Def Medicham-Mega: 153-181 (58.6 - 69.3%) -- guaranteed 2HKO after sandstorm damage (on switch)
252 Atk Tyranitar Earthquake vs. 40 HP / 0 Def Mawile-Mega: 184-218 (73.3 - 86.8%) -- guaranteed 2HKO


replays:



Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 68 SpD / 152 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Roost

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

Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Hidden Power [Fire]
- Recover

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake


this version has a basically unloseable stall MU: the combination of guaranteed rocks up thanks to CM Clefable allows SD Knock Off Gliscor to slowly dismantle Stall due to Unawares being PP stalled. This takes patience but is generally not hard at all to do so.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 68 SpD / 152 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Knock Off
- Roost

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Calm Mind
- Soft-Boiled

Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Hidden Power [Fire]
- Recover

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake


[19:18:46] %The Hallows.: this product was excellent & fulfilled my needs to a tee
[19:18:58] %The Hallows.: 10/10 would recommend to customers
, along with
(especially the latter) are very damn annoying and usually you'll need to get a Toxic on them through Toxapex. If Zam tries to stay regular to avoid being Toxic'd Latias should be able wall it. Lele isn't that much of an issue since Gyro Ball but it can still be a bitch to deal with. The combination of the 2 is what you should watch out for mainly and it's something you're gonna have to outplay.

, specifically banded while on paper not very good can pose a threat if running both Outrage and Iron Tail, since you're forced into guessing games - it's a threat and shouldn't be taken lightly.

is the 2nd biggest threat to the team - both AoA and SD need to be outplayed through Gliscor + Ferro, namely trying to get it in range of Gliscor's EQ through Iron Barbs damage. If it predicts correctly it is going to be obscenely irritating for you. Has to be outplayed.

, specifically the Life Orb variant is almost impossible to beat due to Magic Guard nullifying Toxic. You have to double around it cleverly. Gliscor and Ferro threaten it properly while Latias can force it to Recover - the rest aren't gonna do shit to it. This is probably the single biggest threat to the team and I'd say if it's played decently it forces a 70-30 MU at best.

other annoying shit includes but isn't limited to:

+
as well as
+


those 3 are all possible annoyances but not nearly at the level of the rest.

shoutouts:
EclipseW keep being awesome and don't let unfortunate ost keep you down
roudolf13 Mysterious M ty for giving me the chance to get in the scene, it's been an awesome year in a lot of ways
@ draco and @ den thanks for being awesome to fuck around with and talk
blunder we appreciate the support a lot man, more than you think; thx for the gyro input as well
sedertz starry blanket thx for help with writing this, it'd be ugly without ur beautiful input

tigers jaw u didn't help but u'd bitch at me for not shouting you out so here u go
Noveliss same with tj

there's a lot more shoutouts but I've been writing this for too long and I wanna study so there u have it

edit: added a threatlist section, ty patlop2307 for reminding me.​
 
Last edited:

Diophantine

Banned deucer.
Can't believe you didn't use this for the music

I really like this. The lay out is good and you have shown a great trail of thought that you have put into this. I particularly like the inclusion of the EVs on Pex and Gliscor which allow them to keep doing what they do while still living certain things. At first I was skeptical about not having CM on the Clef, but you have changed my mind; Wish is a very good choice here.

Only things I'd change are the slashed options. I'd put Facade over Ice Fang and Earthquake over Fire Punch. No new reasoning - you've said why these are good ideas. I am just saying which I would prefer/have used myself and find to be better in most cases.
 
M A X I M U M T A L A H I U S

Also, what putting defog on gliscor so that you have something to clear hazards? I remember the earlier set being something like knock/taunt/roost/eq, and sd seems like it is only there to break stall and such. Thoughts?
 

talah

from the river to the sea
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Past SPL Champion
M A X I M U M T A L A H I U S

Also, what putting defog on gliscor so that you have something to clear hazards? I remember the earlier set being something like knock/taunt/roost/eq, and sd seems like it is only there to break stall and such. Thoughts?
as I mentioned, this team shouldn't have any issue winning hazard wars - removing your own hazards defeats the purpose of it and replacing SD removes the team's main win con.
 
Really nice team, I don't think there is much else to say. What would have been nice, though, is the inclusion of weaknesses the team has. The team only has a very few weaknesses, but it would be nice to mention Fight Z Tapu Lele or so. I think it would be nice for people who take this team to actually know where they're at in terms of weaknesses. What do I have to play around?, How do I play around it?, etc.
 
I'm trying to get into OU and am really enjoying this team! However, mega venusaur seems like a huge problem! Whats the strategy for handling this? I can't even make a dent.
 

talah

from the river to the sea
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Past SPL Champion
I'm trying to get into OU and am really enjoying this team! However, mega venusaur seems like a huge problem! Whats the strategy for handling this? I can't even make a dent.
Venusaur is walled by at least 2 mons on the team - it's always walled by Toxapex (which you can use to burn it with) and it's either walled by Clefable or Gliscor, depending on the STAB it's using (they rarely use both and if they do they're still walled by Pex). If it's no Giga then it's setup fodder for Gliscor. If it's no Sludge, Clefable and Latias both PP stall it. Furthermore, Venu is incredibly prone to hazards, which are a huge focus of the team - it has very limited switchins due to the amount of Synthesis PP and the fact it's hit by Spikes. If that wasn't enough, you can very easily get Sand up, chip Venu further and limit the already limited recovery from Synthesis.

Rounding it up, Venu should never present an issue if you use the team as it's intended to; getting Hazards up and pressuring it with Gliscor/Pex/TTar.
 
So I also am having problems with Steel types. Celesteela and Excadrill and Skarmory. What is the game plan for those here? HP Fire from latias just doesn't do enough to kill them. I guess ferrothorn can handle excadrill?
 

talah

from the river to the sea
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Past SPL Champion
So I also am having problems with Steel types. Celesteela and Excadrill and Skarmory. What is the game plan for those here? HP Fire from latias just doesn't do enough to kill them. I guess ferrothorn can handle excadrill?
Celesteela is completely walled by Pex and just get PP stalled, it can do nothing back. Exca is dealt with through a combination of hazard chip + Gliscor. Skarmory is just free hazards for both Clef and Ferro and if it tries to whirlwind you it will run out of whirlwinds before it can cause any real damage
 

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