This team is an artist's interpretation of the advanced USM post Toxapex meta and can be viably used on the ladder, in tournaments, and in wifi battles.
The team is very recovery focused and aims squarely at teams relying on hazards and status to wear opposing teams down, as well as teams lacking enough sticking potential of their own, making it very good against a majority of teams and very reliable. It takes a lot of know-how to use properly and I wouldn't recommend it to inexperienced players who still need to learn the game and/or the meta. This team is tailored for experienced players trying to expand upon their experience with a seam-welded, meta-relevant team. It is quite customizable, being able to adapt to certain matchups and alter its strengths and weaknesses a bit, making it flexible and unpredictable.
Clefable was well known for its reliability and consistency ever since XY and it's really a beautiful thing to see how it blooms in the current meta. Magic Guard is a tremendously utile ability which makes it very difficult for most teams to wear Clefable down over time, it has a lot of great matchups and is a very reliable user of the move Stealth Rock. This set compresses hazard access and breaking ability into one set, which helps the team by opening up a move slot for Ferrothorn and in a stall matchup. Minimum Speed ensures that Ferrothorn can't force it out with Gyro Ball while not cutting into its effectiveness, as it rarely relies upon its speed. Having offensive Fairy type coverage also helps in getting rid of offensive threats, such as Mega Medicham, Mega Lopunny, Kommo-O, Ash-Greninja, and Kyurem-B.
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Psychic
- Draco Meteor
- Defog
Mega Latias has proven itself to be not only viable in OU, but a big part of its current meta. Being a Mega Pokemon and of Psychic typing always meant competing primarily with Mega Latios and Mega Alakazam, the former being not as consistent as itself and the latter outclassing it for a long time. However, that's changed and it shows why, as it brings far more to the table than being a big Psychic type beater, it has a multitude of flexibly applicable coverage options, immediate recovery and respectable natural bulk, access to Defog, and a multitude of defensive synergy, all of which Mega Alakazam lacks. This set lets it reliably check threats like Keldeo and Kommo-O, Draco Meteor is rarely seen on Mega Latias, but it can lure in Dragon types expecting a harmless set, proceeding to get rid of a major threat to the team. Also, Psychic into Draco Meteor lets it 2HKO specially defensive Kommo-O.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Earthquake
- Knock Off
- Swords Dance
Gliscor has been rising in popularity due to the fact that people started to notice just how good it was at sustaining itself all while packing both offensive and defensive utility, which not a lot of Pokemon can realistically do. Because it is immune to status due to it being poisoned at all times, it renders a lot of defensive Pokemon helpless, which leads to very straight forward gameplans, which you can abuse; it is very difficult to get rid of without access to super-effective moves. However, while it may be very bulky when properly invested, it is by no means slow and a base 95 Speed is nothing to be ashamed of. Knock Off was picked over Facade because it severely improves its early-game effectiveness and helps wearing down tough to crack foes considering how much likes to come in on Gliscor but doesn't want to get hit by Knock Off. Knock Off also grants neutral coverage in tandem with Earthquake, really helping to push trough an opposing last stand.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 68 Def / 188 SpD
Relaxed Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect
Celesteela compresses quite a lot of nieche defensive utility that Ferrothorn struggles to, helping to deal with heavy hitting Psychic types such as Tapu Lele and Mega Alakazam as it is neither weak to Fighting type coverage, nor 4x weak to Fire type coverage. It can also effectively check most Landorus-T variants, helping to get off pressure off of Gliscor, as it isn't weak to Hidden Power Ice. All that in addition to its glaring offensive presence opposing Fairy types like Clefable, the Tapus, and Mega Diancie helps dealing with many offensive cores and much defensive glue, and its Fire type coverage lets it completely body Pokemon like Mega Scizor, Ferrothorn, and Kartana. After Beast Boost it is even capable of wrestling down Magnezone.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
Magnezone is and has been great ever since the introduction of abilities in generation three (Magneton in gen3, you get it). Magnet Pull is a very dangerous ability, enabling it to achieve some pretty wacky stuff, it can kill non Choice Scarf Kartana and Choice Scarf Kartana locked into the wrong move, Mega Scizor has to rely upon its U-turn, Ferrothorn can't do much against it, and Skarmory and Celesteela get messed up by it, those are all dominating matchups against SM's premier threats. It can also abuse Volt Switch with its ability, ensuring damage on Heatran, Magearna, and Jirachi. Flash Cannon is also a pretty underestimated coverage move, netting neutral hits against Gliscor, Landorus-T, and Garchomp, all are Ground types kind of pressured to switch into its Volt Switches. It can even revenge kill an opposing choice-locked Magnezone with Hidden Power Fire.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 20 Def / 236 SpD
Careful Nature
- Spikes
- Power Whip
- Thunder Wave
- Leech Seed
Ferrothorn compresses crucial defensive utility, such as being a Water resist. It also helps checking Fairy types once Celesteela gets taken down or said Fairy type is capable of also dealing with Celesteela. It is also a good surefire check to Tapu Koko. Outsourcing Stealth Rocks onto Clefable means that the team has access to Spikes, which is simply magnificent as it makes wearing down grounded foes that much easier. Power Whip is the preferred coverage option as it allows it primarily to reliably hurt Rotom-W. Thunder Wave lets it optimally capitalize upon free turns, it cripples defensive Pokemon that can't afford losing turns to damage and offensive Pokemon relying upon their speed in order to evade damage, making Ferrothorn way more diversily threatening than one might assume.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt
Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Psyshock
- Reflect Type
- Calm Mind
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 20 Def / 236 SpD
Careful Nature
- Stealth Rock
- Power Whip
- Thunder Wave
- Leech Seed
As the team has no Z-move user, Magnezone makes up a fine candidate. Sacrificing the Choice Scarf and Volt Switch has its big downsides, you lose speed control and momentum, but gain power output.
Magnezone @ Electrium Z / Steelium Z
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
The team is very recovery focused and aims squarely at teams relying on hazards and status to wear opposing teams down, as well as teams lacking enough sticking potential of their own, making it very good against a majority of teams and very reliable. It takes a lot of know-how to use properly and I wouldn't recommend it to inexperienced players who still need to learn the game and/or the meta. This team is tailored for experienced players trying to expand upon their experience with a seam-welded, meta-relevant team. It is quite customizable, being able to adapt to certain matchups and alter its strengths and weaknesses a bit, making it flexible and unpredictable.
the team:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Moonblast
- Soft-Boiled
- Calm Mind
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Moonblast
- Soft-Boiled
- Calm Mind
Clefable was well known for its reliability and consistency ever since XY and it's really a beautiful thing to see how it blooms in the current meta. Magic Guard is a tremendously utile ability which makes it very difficult for most teams to wear Clefable down over time, it has a lot of great matchups and is a very reliable user of the move Stealth Rock. This set compresses hazard access and breaking ability into one set, which helps the team by opening up a move slot for Ferrothorn and in a stall matchup. Minimum Speed ensures that Ferrothorn can't force it out with Gyro Ball while not cutting into its effectiveness, as it rarely relies upon its speed. Having offensive Fairy type coverage also helps in getting rid of offensive threats, such as Mega Medicham, Mega Lopunny, Kommo-O, Ash-Greninja, and Kyurem-B.
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Psychic
- Draco Meteor
- Defog
Mega Latias has proven itself to be not only viable in OU, but a big part of its current meta. Being a Mega Pokemon and of Psychic typing always meant competing primarily with Mega Latios and Mega Alakazam, the former being not as consistent as itself and the latter outclassing it for a long time. However, that's changed and it shows why, as it brings far more to the table than being a big Psychic type beater, it has a multitude of flexibly applicable coverage options, immediate recovery and respectable natural bulk, access to Defog, and a multitude of defensive synergy, all of which Mega Alakazam lacks. This set lets it reliably check threats like Keldeo and Kommo-O, Draco Meteor is rarely seen on Mega Latias, but it can lure in Dragon types expecting a harmless set, proceeding to get rid of a major threat to the team. Also, Psychic into Draco Meteor lets it 2HKO specially defensive Kommo-O.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Earthquake
- Knock Off
- Swords Dance
Gliscor has been rising in popularity due to the fact that people started to notice just how good it was at sustaining itself all while packing both offensive and defensive utility, which not a lot of Pokemon can realistically do. Because it is immune to status due to it being poisoned at all times, it renders a lot of defensive Pokemon helpless, which leads to very straight forward gameplans, which you can abuse; it is very difficult to get rid of without access to super-effective moves. However, while it may be very bulky when properly invested, it is by no means slow and a base 95 Speed is nothing to be ashamed of. Knock Off was picked over Facade because it severely improves its early-game effectiveness and helps wearing down tough to crack foes considering how much likes to come in on Gliscor but doesn't want to get hit by Knock Off. Knock Off also grants neutral coverage in tandem with Earthquake, really helping to push trough an opposing last stand.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 68 Def / 188 SpD
Relaxed Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect
Celesteela compresses quite a lot of nieche defensive utility that Ferrothorn struggles to, helping to deal with heavy hitting Psychic types such as Tapu Lele and Mega Alakazam as it is neither weak to Fighting type coverage, nor 4x weak to Fire type coverage. It can also effectively check most Landorus-T variants, helping to get off pressure off of Gliscor, as it isn't weak to Hidden Power Ice. All that in addition to its glaring offensive presence opposing Fairy types like Clefable, the Tapus, and Mega Diancie helps dealing with many offensive cores and much defensive glue, and its Fire type coverage lets it completely body Pokemon like Mega Scizor, Ferrothorn, and Kartana. After Beast Boost it is even capable of wrestling down Magnezone.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
Magnezone is and has been great ever since the introduction of abilities in generation three (Magneton in gen3, you get it). Magnet Pull is a very dangerous ability, enabling it to achieve some pretty wacky stuff, it can kill non Choice Scarf Kartana and Choice Scarf Kartana locked into the wrong move, Mega Scizor has to rely upon its U-turn, Ferrothorn can't do much against it, and Skarmory and Celesteela get messed up by it, those are all dominating matchups against SM's premier threats. It can also abuse Volt Switch with its ability, ensuring damage on Heatran, Magearna, and Jirachi. Flash Cannon is also a pretty underestimated coverage move, netting neutral hits against Gliscor, Landorus-T, and Garchomp, all are Ground types kind of pressured to switch into its Volt Switches. It can even revenge kill an opposing choice-locked Magnezone with Hidden Power Fire.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 20 Def / 236 SpD
Careful Nature
- Spikes
- Power Whip
- Thunder Wave
- Leech Seed
Ferrothorn compresses crucial defensive utility, such as being a Water resist. It also helps checking Fairy types once Celesteela gets taken down or said Fairy type is capable of also dealing with Celesteela. It is also a good surefire check to Tapu Koko. Outsourcing Stealth Rocks onto Clefable means that the team has access to Spikes, which is simply magnificent as it makes wearing down grounded foes that much easier. Power Whip is the preferred coverage option as it allows it primarily to reliably hurt Rotom-W. Thunder Wave lets it optimally capitalize upon free turns, it cripples defensive Pokemon that can't afford losing turns to damage and offensive Pokemon relying upon their speed in order to evade damage, making Ferrothorn way more diversily threatening than one might assume.
adaptations and alterations:
; / /
Changing Clefable to Tapu Fini leads to some re-structuring in the team and severely improves the matchup against Ash-Greninja while losing the access to Spikes. It also worsens the endgame matchup against Clefable.; / /
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt
Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Psyshock
- Reflect Type
- Calm Mind
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 20 Def / 236 SpD
Careful Nature
- Stealth Rock
- Power Whip
- Thunder Wave
- Leech Seed
Magnezone @ Electrium Z / Steelium Z
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
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