OU - What's Their Last? - Round 6 (Submission Phase)

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apologies for being late, holidays came up n stuff etc etc, but congrats to Divine Retribution for winning this week! turns out the actual last mon was tapu bulu so unfortunately no 1 one gets the award lol,,

team graciously provided by TDK

Tyranitar-Mega (M) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Ice Punch
- Fire Punch

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 120 HP / 180 Atk / 208 Spe
Jolly Nature
- Stealth Rock
- Gravity
- Fly
- Earthquake

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Hydro Pump
- Dark Pulse
- Spikes

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Megahorn
- Superpower

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 28 Def / 232 SpD
Calm Nature
IVs: 0 Atk / 6 Spe
- Fleur Cannon
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

same rules apply and quick reminder that i am accepting teams so please submit :))
 
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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 Def / 112 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Psychic

Mew is able to check and burn Mega Medicham, Tapu Lele, Mega Mawile, Zygarde, and Landorus-T, and lure Toxapex for Mega Tyranitar
 

Gary

Can be abrasive at times (no joke)
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Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick

OR


Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Outside of Ash Greninja, the team has issues some speed control issues and shit like Zard-Y, Mega Medicham, and entry hazards can be very annoying for this team. Something like Spikes Ash Gren or Protean can rip this team apart with just a layer of Spikes and Stealth Rock up, because Bulu and Magearna will be heavily weakened and put in range of HP Fire/Specs Hydro. T-Spikes are also a major hassle for this team, because it limits Mega T-tar's ability to set up, as well as checking the likes of Volcarona. Ash Gren and Bulu also hate the extra residual from Poison and Bulu wont be able to spam Wood Hammer as efficiently without suiciding itself. Latios not only provides a more reliable check to Zard-Y as well as Fighting-types like Medi and Lopunny, but it also removes hazards and provides the team with better means of speed control aside from just Ash Gren. Last slot is always a crap shoot but Trick seems practical with this team already having two other Choice Pokemon so it would be nice to get rid of its Scarf if it doesn't end up needing it.

I know the rules state only one Pokemon can be chosen, but the two play so similarly they are basically the same Pokemon and are merely a preference in most cases whether or not a person wants power > utility. Latias is also a possibility for Healing Wish support because of the team's more offensive nature and how it could afford to be played more aggressively.
 
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Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower

this team doesn't seem to have too much of a defensive backbone so Celesteela fixes that up perfectly.If it's not celesteela, I would guess it's a choice scarfer but I'm only allowed to name one so celesteela
 

Indigo Plateau

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Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Defog/Aerial Ace

(Mega Heracross isn't as popular as it once was and so I feel
like Defog > Aerial Ace is better in the last spot, and a last second hazard removal can be clutch too)

I definitely think this team is too offensive oriented to run some defensive mon.

Looking at the team, it's more BO oriented with AV Magearna to help bring in mons such as Bulu and Ash-Greninja to hit hard right off the bat. As Gary stated, this team severely lacks speed control apart from Greninja's priority, so I definitely think a late game cleaner fits best. I kinda don't like Latios here - although its Defog is appreciated, it's a bit too momentum draining & can easily be used as Pursuit bait and/or setup fodder for opposing Shift Gear Magearnas, which proceed to destroy the team with some chip damage on Magearna. It also doesn't help with revenge killing Scarf Lele either.

As Latios and Greninja aren't options for scarf anymore, I figured Kartana fits nicely here. It's an underrated cleaner that seems to synergize extremely well with the rest of the team:

1) Gravity helps get rid of fatter steels like Skarmory and Celesteela, who would usually hold back Kartana from spamming its stabs.

2) Common mons usually used to check Kartana have to be played with more carefully, as they get pressured by the rest of the team. Some examples include:

-Tangrowth, which is usually switching in vs Ash-Gren.

-Mew, who has adapted its set to cripple mons such as Bulu, and also wants to burn Tar and Lando.

-Toxapex, who also switches in vs Ash-Gren and Tar.

-Zapdos, which is easily handled by Tar and also fears Bulu.

And so on.

3) Lastly, Bulu's grassy terrain helps out Kartana immensely by powering up Leaf Blade and enabling it to do things like 2hko Mew.

You obviously lose out on the ability to switch in vs things like Zard-Y, but it finds little opportunities to freely switch in vs the team in the first place. I feel like Kartana is just a better offensive fit + cleaner overall and a nice way to round out the team.
 
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6ft Torbjorn

formerly JoycapJoshST
Huh... this looks fun. Looking at this weeks' team - it lacks a scarfer, and seems a trifle annoyed by Dugtrio. Ergo:

shinygengar.gif

Gengar @ Choice Scarf
Ability: Cursed Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

I know what you guys are thinking: 'you just said the team gets harassed by Duggy - and you suggest a ground weak lol'. Yes, that is true - but considering Ghosts cannot be trapped by AT, I believe that ScarfGar is enough to cover options for the team that TDK has supplied for us today.

In the case of Dugtrio - Gengar is able to happily pressure any Dugtrio set that is not Scarf (given that we have spikes Gren, I don't doubt that it can set up spikes past MSab without much trouble thanks to the switches it can force). If it IS Scarf - it's more then likely not running Pursuit, which allows you free switches into Lando-T / Bulu. If it is, well... they cover that anyway.

ScarfGar is also able to assassinate things opposing Tapu Bulu's, Protean Greninjas (kinda); Mega Gallade and a few select others that could put the team in a pickle. Simply put: Scarf Gengar can supply a hit & run element to the team - and can use TrickScarf to cripple opposing support mons that may or may not give us problems (things like Chansey; Clefable; Amoongus etc.) giving MTar a form of setup fodder if needs must. There's probably more to it than this - but it's at least covers up speed control while supplying the team with 3/3 special to physical attackers.
 

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- U-Turn
- Taunt

Standard Koko does a few nice things for this team. Taunt is really nice as some counterplay, really ANY counterplay, vs shit like Vincune and Shift MaGearna; it also stops Defog, letting those Spikes do their job of hassling opposing Grass-types. Electric typing + high speed lets it check Mega Pinsir, which the team otherwise has very little for. SpD Celesteela, which is not a desirable matchup outside of Gravity, also fears Koko's Thunderbolt. Same with Zard Y, which vexes the team after Ttar drops to Focus Blast. Outspeeding all (Scarfless, non-transformed) Water-types and Tbolting them back is really cool because the team is otherwise loathe to take Scalds outside of Magearna, which should focus on taking on bigger hits and not accumulating chip damage. One of the only things Koko doesn't help with is Grass-types.

The team has two great options (Bulu and Gren) for capitalizing on a Ground-type switching into Tapu Koko and getting U-Turned out on. The fat SpD mons Koko lures in (Chansey, AV Magearna, Tyranitar, Nihilego, Alolawak, AV Magnezone) all have reliable answers that Koko can U-Turn into. Magearna's slow Volt Switch also sets up Koko's fast U-Turn nicely.
 
latias
I feel latias > latios because mega tar is something which can sorta check shit like special koko and latios early game, so the utility of healing wish allows you to check these mons better while preserving health for a late game sweep.
 
grats to Gary n DownAbove for winning this week! and DownAbove for getting the correct mon


Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 176 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Moonblast
- Protect
- Heal Bell

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 164 Def / 96 SpD
Sassy Nature
- Synthesis
- Earthquake
- Sludge Bomb
- Giga Drain

Mew @ Leftovers
Ability: Synchronize
EVs: 72 HP / 220 Def / 216 Spe
Timid Nature
- Stealth Rock
- Roost
- Knock Off
- Will-O-Wisp

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Haze
- Recover

same rules apply, and to all the people who submitted, your teams will be used eventually don't worry ~
 
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Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Counter
- Brave Bird
- Taunt / Tailwind

This set provides some more hazard stacking to the table via Spikes, which would wear down the opponents faster, which this defensive core is supposed to do.

Counter is used to take down some physical threats to this team, such as Garchomp, Kartana, and Landorus-T.

Brave Bird is standard, for if your facing a special attacker, or you need something to take down Grass-types with.

Taunt is used to break down opposing defensive/stall cores, usually shutting down their main strategy. Tailwind can also be used to allow Venusaur-M and Zapdos to gain better Speed and have a more offensive presence.
The EVs are set to maximize longetivity and outspeeding other uninvested base 70s.
 
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Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Earth Power
- Taunt

This Heatran set provides some actual offense and stallbreaking, which the team lacks otherwise. It also serves as a way to help with bulky waters without relying solely on Zapdos, and, similarly, it can do good damage to bulky grasses like Tangrowth, Amoonguss, and other Mega Venusaur. Groundium Z can also work if you need to get rid of opposing Toxapex that badly (in which case you should run HP Ice over Solar Beam), but Grassium Z is overall better considering the rest of the team.
 
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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Toxic

team is slow as hell even for a defensive build so here's scarf exca, also providing a volt switch immunity so u dont get walked over by elecs. toxic in last slot to help wear down fat shit. sorta lets u check lele too since the mew spread doesnt do that.
 
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