Been lurking, stuck floating 1400-1500, actually had success that was consistent with a team. Decided I'm not lurking anymore. Without further ado:
Goliath Beetle (Heracross-Mega) (M) @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
The monster itself; A criminally powerful wallbreaker sitting on a stupendous base 185 atk, and pairs this with respectable defenses that allow for trading blows with a variety of OU threats.Substitute is taken over swords to get more mileage out of momentum gained against threats, allowing me to come in on people's weaviles, bisharps, etc. and punish switches by getting a free kill or damage from behind the wall. This and Azumarill were the core I built around.
Edit: I have no idea what's wrong with me. Why did I think substitute put in more work?? Testing put my wild theories to bed, where they belong.
Innocent Scum (Klefki) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Foul Play
- Magnet Rise
- Thunder Wave
Prankster T-Wave speaks for itself in terms of practical value, but I'll ramble anyway. Walls and neuters tons of major threats, and gives me an out to the vast majority of fairy/dragon/ice threats that click for major damage against the stars of my show. Notable threats, if you need names, are Lati twins, Mega Garde, and anything with a scarf besides the threats I turn Seismitoad's way (Scarf Lando, Driller, etc.) and/or body-bag with Azumarill. Critical considering the low speed of my big hitters.
Edit: Foul Play was added over Play Rough. Hits the Lati twins harder, punishes switch-in Excadrill, prevents mega scizor from setting up safely, and from becoming set-up fodder for priority physical mons in general.
Criminal Scum (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard
Weavile is an absolute monster that leverages Knock Off like an indiscriminate war-hammer, crushing switch-ins, destroying typical pursuit victims,and collecting the occasional Heatran, T-Tar, or Bisharp kill off of low kick. It's incredible speed also offers an important service alongside klefki to my team, giving me a mon that helps with my speed tier problems.
Edit: I've taken up Ice Shard here. Provides critical priority which lets me take on scarfed lando and put critical damage on set-up threats. More importantly, Seismitoad, Azu, an M-Hera mean I have just about zero need for coverage on things like Heatran, T-Tar, an Bisharp to begin with.
Slippy the Toad (Seismitoad) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Hidden Power [Fire]
- Earthquake
- Stealth Rock
Not necessarily a common selection in OU, but it really ties the team together nicely, walling all the physical threats that actually put screws to the crew. Takes the likes of Lando and Tflame and friends on really easily, and the ability to wall the typical Mega Manectric setand click knock off to collect items in situations where Weavile would be too obvious (Eviolite). Rocks was a utility I couldn't find space for, either.
Edit: This guy got a new and further improved move-set that functions a lot better in his roll. Earthquake, despite the nature, beats out Earth Power and allows me to Eradicate fast electrics and Heatrans, while being able to much better threaten Drills and Bisharps I face. Hidden Power Fire allows me to 1v1 Scizor variants of all shapes and sizes. In short, as a wall and fall-back pivot, this mon does a much better job now.
Pechikou (Azumarill) (M) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 172 HP / 252 Atk / 84 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Another slugger monster. Takes hits and makes returns on mons Heracross really can't, like Mega Garde, Mega Zard X, M Diancie, an several other threats. The priority doesn't hurt anything, either. Because of the way it cleaned up a lot of my major primary of mons I was concerned with using M Hera, they were the initial core that this was based on.
Edit: Banded scores some kills I need guaranteed. Simple as. I don't know why I went against my better judgment there, and you guys picked up on it immediately.
Joey (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Psyshock
- Draco Meteor
- Roost
Everyone else was in, and I only had a few final wants/desires. Hazard Clear? Check. Scary SpAtk button to click? Draco Check.Something to click on Scizor or Ferrothorn in passing? Check. A button to click on M Venusaur besides Pin Missile doesn't hurt either, and Levitate adds a ground resist.
Edit: Moved Hidden Power Fire over to Seismitoad, being that it can more liberally stay in against a Scizor, and still often scores the 2HKO (variant depending) regardless. More importantly, I realized how much I wanted Roost on this thing. Being a switch-in mon, and the fact that such a grounded team literally can't handle opposing spikes, so riding without Defog is not an option. I tried the previously suggested Skarmory set over Klefki only to be immediately disappointed. Losing priority on the Yellow color made dealing with set-up sweepers even more precarious, and Foul Play accomplishes far, far more than Iron Head. Not to mention being it made my Zard X match-up demonstrably worse, being that I lacked a reliable yellow color solution for the +1 and was put in a situation where I had to try to catch it with Azu or Lati with an aggressive double.
All in all, I feel like a made a BO/Balance team that doesn't suffer as harshly as most from speedier teams and revenge killers, and really covers its OU bases and gives M Hera plenty of time to shine. This felt like progress, so I figured I'd open it up to alternate opinions and see what more experience players would argue is weak here.
Fire away.
Goliath Beetle (Heracross-Mega) (M) @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
The monster itself; A criminally powerful wallbreaker sitting on a stupendous base 185 atk, and pairs this with respectable defenses that allow for trading blows with a variety of OU threats.
Edit: I have no idea what's wrong with me. Why did I think substitute put in more work?? Testing put my wild theories to bed, where they belong.
Innocent Scum (Klefki) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Foul Play
- Magnet Rise
- Thunder Wave
Prankster T-Wave speaks for itself in terms of practical value, but I'll ramble anyway. Walls and neuters tons of major threats, and gives me an out to the vast majority of fairy/dragon/ice threats that click for major damage against the stars of my show. Notable threats, if you need names, are Lati twins, Mega Garde, and anything with a scarf besides the threats I turn Seismitoad's way (Scarf Lando, Driller, etc.) and/or body-bag with Azumarill. Critical considering the low speed of my big hitters.
Edit: Foul Play was added over Play Rough. Hits the Lati twins harder, punishes switch-in Excadrill, prevents mega scizor from setting up safely, and from becoming set-up fodder for priority physical mons in general.
Criminal Scum (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard
Weavile is an absolute monster that leverages Knock Off like an indiscriminate war-hammer, crushing switch-ins, destroying typical pursuit victims,
Edit: I've taken up Ice Shard here. Provides critical priority which lets me take on scarfed lando and put critical damage on set-up threats. More importantly, Seismitoad, Azu, an M-Hera mean I have just about zero need for coverage on things like Heatran, T-Tar, an Bisharp to begin with.
Slippy the Toad (Seismitoad) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Hidden Power [Fire]
- Earthquake
- Stealth Rock
Not necessarily a common selection in OU, but it really ties the team together nicely, walling all the physical threats that actually put screws to the crew. Takes the likes of Lando and Tflame and friends on really easily, and the ability to wall the typical Mega Manectric set
Edit: This guy got a new and further improved move-set that functions a lot better in his roll. Earthquake, despite the nature, beats out Earth Power and allows me to Eradicate fast electrics and Heatrans, while being able to much better threaten Drills and Bisharps I face. Hidden Power Fire allows me to 1v1 Scizor variants of all shapes and sizes. In short, as a wall and fall-back pivot, this mon does a much better job now.
Pechikou (Azumarill) (M) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 172 HP / 252 Atk / 84 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Another slugger monster. Takes hits and makes returns on mons Heracross really can't, like Mega Garde, Mega Zard X, M Diancie, an several other threats. The priority doesn't hurt anything, either. Because of the way it cleaned up a lot of my major primary of mons I was concerned with using M Hera, they were the initial core that this was based on.
Edit: Banded scores some kills I need guaranteed. Simple as. I don't know why I went against my better judgment there, and you guys picked up on it immediately.
Joey (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Psyshock
- Draco Meteor
- Roost
Everyone else was in, and I only had a few final wants/desires. Hazard Clear? Check. Scary SpAtk button to click? Draco Check.
Edit: Moved Hidden Power Fire over to Seismitoad, being that it can more liberally stay in against a Scizor, and still often scores the 2HKO (variant depending) regardless. More importantly, I realized how much I wanted Roost on this thing. Being a switch-in mon, and the fact that such a grounded team literally can't handle opposing spikes, so riding without Defog is not an option. I tried the previously suggested Skarmory set over Klefki only to be immediately disappointed. Losing priority on the Yellow color made dealing with set-up sweepers even more precarious, and Foul Play accomplishes far, far more than Iron Head. Not to mention being it made my Zard X match-up demonstrably worse, being that I lacked a reliable yellow color solution for the +1 and was put in a situation where I had to try to catch it with Azu or Lati with an aggressive double.
All in all, I feel like a made a BO/Balance team that doesn't suffer as harshly as most from speedier teams and revenge killers, and really covers its OU bases and gives M Hera plenty of time to shine. This felt like progress, so I figured I'd open it up to alternate opinions and see what more experience players would argue is weak here.
Fire away.
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