Hey there!
So, after returning to OU after a fairly long hiatus (used to be Good Dogg, now Paintophobia), I'm struggling again. I managed to pull together this team, but I know it can be improved and I need help doing that. Anyway, here is the team!
TEAMBUILDING:
So I started with this core, as I thought it was a really cool idea. It uses the pure
Tapu Koko came next, it was an obvious choice as not only does it benefit from Medi being a Lando counter, but it also kills potential team weaknesses, such as bulky water types like Kingdra, Pelliper and the ever so occasional Fini. It also helps bring the core breakers in with U-Turn, and sets Hawlucha up for a sweep. Speaking of Hawlucha, the thing is a MONSTER. It really appreciates the breaking support of the team, and can easily sweep in most games.
Next up: Lando-T. I kinda wanted a rocker more than anything else, but with a Z-Fly set, it also helped beat bulky grass types, like Tang a problem if Lucha couldn't set up right away. It was also nice to have an intimidate ground immunity, and either way it takes hits better than Hawlucha can.
Lastly, this team needed two thing to round it off: A water resist, and bulk. Luckily for me, this came all in one with Ferro. Also has good hazard support, which Lucha appreciates. Its a good switch in for many things, and can also be used to weaken stally things, if nothing else. The team also really appreciates the fact that this gets knock off, like any other team does I guess.
THE TEAM:
Medicham-Mega @ Medichamite
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Zen Headbutt
- Ice Punch
Medicham is a great breaker, and this set is here to maximise that. It is just the standard set, max speed to make the most out of what it has, and attack for obvious reasons. High Jump Kick and Zen Headbutt are nice STAB moves, both have the cost of a little accuracy, but both are definately worth having. Ice Punch is for Landos and Chomps mainly, but is just nice coverage to have. Fake Out is pretty nice to have, it does nice chip and it can even help pick off kills, especially with a lot of hazards on the field.
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Toxic
Zygarde is another great breaker, slap on a band and its gonna put in work. Thousand Arrows is an IMMENSE move, it is incredibly good and limited only to this mon, all the more reason to use it. Outrage is nice STAB move, being locked into a it doesn't matter as you're banded anyway. Toxic to, well, toxic things - this guy's gonna live a hit from most stallmons. Extreme Speed is great as with band it can do huge amounts of damage, picking up easy kills. Adamant > Jolly to milk his attack to the max.
Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt
Koko's set is pretty self-explanatory here, max speed to outspeed nearly everything, Tbolt for a nice STAB move + it kills Pex and Cele, U-turn for a guaranteed pivot, HP Ice for Landy. Since it outspeeds most things, a taunt is nearly guaranteed every time you use it. Not really much else to say, really.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Stone Edge
Ahh, Hawlucha. Man I love this thing. Max attack is self-explanatory, 152 speed outspeeds +2 Lando T after unburden, rest in HP to help it nearly always get off a SD. I run Stone Edge and HJK > Drain Punch as I prefer the coverage and pure damage output that you get from them, rather than the health recovery. The loss of accuracy can be a little bit annoying, but overall is not really that bad, especially with a move like acrobatics on the side.
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Stealth Rock
- Gravity/U-turn
Standard offensive Lando-T, not really much to say about it. Gravity is cool to have, and is really great when you predict the switch to something like a Zapdos, but is not really needed here because of Thousand Arrows. It is, however, nice to have, but U-Turn is just as good an option to run, it helps bring Medi or Garde out. No HP Ice, which is a shame I guess, but this is not really needed as often I can just pull a Z-Fly against fellow Landos.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Power Whip
Ferrothorn. The bulk. Lives a +2 Drain Punch from Lucha, tanks most hits from Garde and Mega Mawile, like a +2 LO Garchomp EQ (only really useful if they're not running fire fang, but just putting it into context). 172 SpD lets it live a +1 Magearna HP Fire most of the time, and overall this mon is just incredibly bulky. Moveset needs no explanation, spikes for extra hazards, Gyro Ball for a lot of damage, Leech Seed for Leech Seeding, and Power Whip for the damage, alternatively you can run Knock in its place if you want.
To conclude, this team works quite well, but has many weaknesses, including:
- BIG ice weakness
- No hazard removal (I couldn't find any suitable defogger/spinner that can replace something in this team)
- Anything else you can find.
If you have ANY changes/suggestions for the team, please leave them down below. I will try out every one for sure.
Thank you all for reading and I'll leave you with an importable:
Medicham-Mega @ Medichamite
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Zen Headbutt
- Ice Punch
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Toxic
Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Stone Edge
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Stealth Rock
- Gravity
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Power Whip
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Zen Headbutt
- Ice Punch
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Toxic
Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Stone Edge
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Stealth Rock
- Gravity
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Power Whip
CHANGELOG:
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