SS OU Blaziken Double Tapu offense - Peaked 1900+ ELO

I wanted to build a team around what I think is an underrated pokemon in SS OU, Blaziken. How could a pokemon that was Ubers 3 generations in a row not be OU in gen 8? It turns out that this was one of the best, most reliable teams I've ever built and I was able to climb to 1900 with it. I also find the team fun and rewarding to play.

Proof of peak:
peak.PNG


Without further ado, here's the team!
https://pokepast.es/26c6016ac673e817

blaziken.jpg
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Flare Blitz
- Close Combat
- Knock Off

The core of my team and a great and underrated sweeper. I think the LO 3 attacks + protect set is the best because it secures my team's matchup against hyper offense. Blaziken is quite powerful even without boosts due to its high base power moves and life orb. Protect is here to gain the initial speed boost against faster offensive threats like Dragapult and Tapu Lele. Knock off is somewhat unexpected on Blaziken, as most blaziken are on HO with SD and either protect or thunder punch. Many a player has stayed in with dragapult against a +1 speed Blaziken and have gotten ohkoed by knock off.
In the case of a bad matchup for Blaziken, don't hesitate to use it early to wallbreak and weaken the opponents team. Blaziken is naturally strong and trading your blaziken for 60% hp on a mon on their team can often be worth it.

1200px-788Tapu_Fini.png
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Nature's Madness
- Taunt
- Moonblast

The second mon on my team. I chose whirlpool fini because it synergizes well with Blaziken, luring in Blaziken counters like Toxapex and Slow twins. It also serves as a soft check to Dragapult, Urshifu-RS, and Weavile, both of which would otherwise run my team over. Whirlpool fini also synergizes well with Blaziken due to its ability to break fat teams. While blaziken is strong against offense, Fini is strong against balance.
When using fini, you can often sacrifice much of fini's health using whirlpool to trap a problematic pokemon for your team, guarenteeing you the trade in the process. While fini might die, you still have backup checks to most relevant threats in the tier. Fini's misty terrain also helps Blaziken and Garchomp avoid status.

1200px-786Tapu_Lele.png

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Psyshock
- Thunderbolt

The third mon on my team and the primary wallbreaker. Pretty broken. Due to the slow speed tiers of SS OU, specs Lele can sometimes even act as a win con as well. The moveset is the mandatory dual stabs + psyshock, with thunderbolt as the last slot. Thunderbolt is chosen because my team would otherwise struggle against corviknight. Steel types like Heatran and Ferrothorn are dealt with my the other members of my team, and can be worn down easily over the course of a game. Lele also helps Blaziken by protecting it from priority, although this is usually not very relevant. Mostly, this helps against the rare Bisharp or if Blaziken is low, Scizor.

250px-445Garchomp.png

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Stone Edge

Whenever I teambuild, the first threat that always comes to my mind is Heatran. Knowing that my fini doesn't have scald, I wanted a backup heatran check, so I chose tank chomp. Garchomp also serves many other functions on my team. With a rocky helmet and rough skin, Garchomp does ~87.5% recoil damage to urshifu-RS trying to surging strike, easing the matchup somewhat. It also server as a soft-check to volcarona. Most importantly, Garchomp spreads passive damage efficiently and easily with its helmet, stealth rock, and toxic. The rest of my team is focused around wearing down the opponent through heavy use of passive damage so that my main win cons Lele and Blaziken can clean up late game.


641-therian.png
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Defog
- Heat Wave
- Knock Off
- U-turn

Tornadus-T checks off 2 important boxes when teambuilding: Ground immunity and speed control. I chose bulky torn mostly to be able to improve the longevity of my team and also to spread passive damage. Knock is important for removing boots, as well as removing leftovers from otherwise annoying pokemon such as Lando-T, Heatran, and sometimes garchomp. It also servers as the defogger for my team and provides momentum with u-turn. You might notice that Torn has no flying move, and that is intentional. I like the reliability of heat wave to dispose of Kartana efficiently, as well as lure ferrothorns thinking that you have last move hurricane. It also helps against the rare excadrill and allows you to surprise corviknight when they inevitably go for the slow u-turn on you.

598Ferrothorn.png
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Spikes
- Leech Seed
- Body Press
- Power Whip

Ferrothorn rounds out the team. It provides even more passive damage, as well as shoring up the rain and hail matchups. Spikes are incredible for the team because it helps Lele wear down pesky steel types that resist its stabs. Body press and power whip are chosen as the attacking moves of choice mostly as a last resort option against various dangerous threats. Body press hits weavile for a OHKO and power whip threatens out bulky waters, especially fini, that might give this team a hard time. Ferrothorn is also useful against electrics, as this team gets worn down rather quickly against Zeraora and Koko, and power whip allows ferro to have a stronger attack against them. Often times, games are won because the opposing team is unable to break Ferrothorn in the endgame.

General Play Tips:
This team is about wearing down the opponent before they can break you. Play aggresively to lay entry hazards, spread toxic and knock off in order to limit strong breakers from the opposing team. This team does not have many sturdy walls against dangerous metagame breakers, so you have to out-offense other teams. Double switches to Blaziken and Lele are often key to winning games when you are in a sticky situation.
The breakers Blaziken and Lele are very good at breaking for each other. Often times, saccing one to get chip on a key wall for the other is the key to winning games.

Threat List:
:Blacephalon: Blacephalon: Outspeeds the majority of the team and Specs shadow ball is a 2hko on every member on the team except a full health fini, which cannot OKHO back. You must play aggresively to get up hazards and try to double switch to anticipate their blacephalon coming in.

:Tapu Koko: Tapu Koko: Outspeeds the entire team and has a good matchup against my team's form of speed control, Tornadus-therian. Has dazzling gleam to hit my ground type, and once garchomp is dead, is able to click volt switch with impunity. Against Koko, you must take advantage of its low power outside of terrain and try to keep Lele's health high, as it can survive any one hit. Also, if you're a baller, switch garchomp in on a predicted u-turn to get massive chip on Koko.

:Kyurem: Kyurem: Freeze dry is very effective against my team, as it 2hkos fini. Just get up hazards fast to try to limit its switch-in opportunities.

:Dragonite: Dragonite: Often found on HO teams, it is one member of HO that Blaziken struggles against. If it has the right coverage for garchomp (ice punch), it can be very hard to win after it has set up a Dragon Dance. You pretty much have to toxic it with garchomp and stall it out.

:Urshifu-Rapid-Strike: Urshifu-RS: Water+Fighting stabs are strong against my team. It is also resistant to stealth rock and outspeeds Lele by a tiny bit. You can often bluff hurricane with Torn to scare it out early game, and use helmet chomp and ferro to kill it with recoil. Fini is also a temporary stop to it.

:Garchomp: Offensive Garchomp: Scale Shot + SD garchomp can almost outspeed and OHKO my entire team once it has both boosts, especially if it has LO. Fortunately, most chomps nowadays are more tanky, Often, you must sac one of your fairy types to prevent the scale shot and try to revenge it with blaziken.

:Torkoal: :Pelipper: :Ninetales-Alola: Weather: Since my team is not very fast, and not very bulky, weather teams can often be problematic. Arctozolt is managable because of ferrothorn, but sun and rain can often overwhelm my team.
 
:SS/Blaziken: :SS/Tapu Fini: :SS/Tapu Lele: :SS/Garchomp: :SS/Tornadus-Therian: :SS/Ferrothorn:

Looks fun! but I have to say that there are a few issues. A lot of writing, time, and explanation that I don't have right now is needed to fully explain so I've left my thoughts:

:Garchomp:

1. Garchomp's set isn't optimal for its build, it requires more total bulk for its HP investment and being dedicated as a niche check seems odd and counter intuitive. In addition to this, mixed sets of offensive and defensive variants really doesn't make sense with the structure of this team in mind. I would run the minimal speed needed (unless you truly prefer/need something faster) which is 56+ for outspeeding timid max speed Tran, as most other threats aren't relevant. In addition to this, running 248 HP / 204 SpD maximizes your ability to do the same things that the previous set wanted to achieve quickly and more. It can stall out Volcarona with Protect > Stone Edge, which is the main threat, while effectively scouting your opponent and stopping other softer threats like Magnezone variants and Heatran in the most effective way possible (from what I see at least, I'm no technical EV Spread genius so feel free to correct me).

:Tapu Fini:

2. Fini's spread is also not optimal, max SpD doesn't really apply to it and it needs Def to best suit its role as the Weavile / Urshifu check and trapper. In addition to this, rocks deal more damage on HP amounts divisible by 4, which Fini has, and it is likely it will come in on a rocks turn as the resist. The minimal speed needed is typically 222, or 224, depending on what you prefer. 222 outspeeds 221 mons like Heatran and speed ties typical slower Landorus variants at 222, however, 223 variants of Landorus are very common, so the extra 4 speed can be used to outspeed these variants in order to stop rocks with taunt or get an early Whirlpool off to clear the way for Blaziken to sweep. Lastly, every leftover EV is shoved into Def to maximize remaining bulk VS Weavile and Urshifu.

:Tornadus-Therian:

3. Tornadus doesn't run Hasty or max speed, as typically both are useless with Knock-Off and U-Turn just being momentum and utility, and max speed only outspeeding other Tornadus. In order to avoid these issues and give it the bulk to take on niche interactions a spread of 248 HP, 56 Def, 40 SpD, and 164 Spe is the spread used.

40 SpD and 56 Def gives you the most favorable rolls VS Specs Lele and CB Urshifu-T after necessary HP and Spe investments.

252+ SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 40 SpD Tornadus-Therian in Psychic Terrain: 330-388 (91.4 - 107.4%) -- 43.8% chance to OHKO

252+ SpA Choice Specs Tapu Lele Psyshock vs. 248 HP / 56 Def Tornadus-Therian in Psychic Terrain: 313-370 (86.7 - 102.4%) -- 18.8% chance to OHKO

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 248 HP / 56 Def Tornadus-Therian on a critical hit: 309-369 (85.5 - 102.2%) -- approx. 6.3% chance to OHKO

If you are still afraid of Adamant Weavile, 4 Def can be given up for less favorable rolls in order to outspeed it.

If you dislike this set and prefer something more stable while sacrificing the potential to roll against Lele's Psychic, a spread of 252 HP / 88 Def / 168 Spe can be used to always 2HKO from Urshifu-R's CB Surging Strikes and Lele's Specs Psyshock.

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 248 HP / 88 Def Tornadus-Therian on a critical hit: 300-354 (83.1 - 98%) -- approx. 2HKO
252 SpA Choice Specs Tapu Lele Psyshock vs. 252 HP / 88 Def Tornadus-Therian in Psychic Terrain: 276-325 (76.4 - 90%) -- guaranteed 2HKO

:Tapu Lele:

4. Lele really doesn't need much explaining on its roles, but differences in their applications and synergy certainly do. Specs Lele typically appreciates momentum, which this team lacks, and speed, which this team also lacks. There isn't too much natural speed control and threats like Dragapult, Weavile, Zeraora, Koko, and various other speedsters wreck this team for that reason. Scarf Lele, however, offers this synergy and similar power, with the support of its defensive teammates. In addition to this it can RK various threats after a member has been claimed on an offensive turn VS a faster threat, making aforementioned fast mons less threatening. Lele also offers Future Fight, which keeps most offensive mons that would destroy this team without recovery out, and other managable mons in (which can also be trapped thanks to synergy with Fini).

:Ferrothorn:

5. There really isn't much to say about Ferrothorn, it simply needs to cover this team's behind well while setting up spikes and hazard stacking with Garchomp to break teams down. Although, slightly tweaking the set to 248 HP / 88 Def / 172 SpD manages EVs better, prevent more damage from rocks. Additionally, there can be occasional variation between Leftovers and Chople Berry. Leftovers provides passive recovery outside of Leech Seed and makes it significantly harder to wear down, while Chople is a nasty surprise for Magnezone and other Body Press mons and makes it can stay in on turns VS Urshifu using CC or Surging Strikes with the ladder of the two chipping it, and CC being punished for no longer being able to OHKO Ferrothorn, giving it an opportunity to kill Urshifu on the spot. Although, I consider this a soft check solution thanks to Power Whip's unreliable accuracy as always.



6. Blaziken can have a lot of variation, I personally think it benifits from many sets in this team and there isn't really one that defines its role. It can setup with SD, it can get in front of something with Protect and scout the turn while gaining speed, it can use EQ as a check to Toxapex switches that wear it down. It's items also vary greatly for this, from Life Orb or Choice Band to HDB. I'll leave the options below for anyone who wants to switch things up.

:Blaziken:

Blaziken @ Life Orb / Choice Band / Heavy-Duty Boots
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake / Protect / Swords Dance
- Flare Blitz
- Close Combat
- Knock Off / Earthquake

All of these options are fine with some being limited to a specific item or move and vise-versa. HDB compliments the team for being hazard stack while being geared toward options like Protect or Swords Dance, while Choice band promotes four attacks but forces it out often for switches. Life Orb can result in either, with a mixture of utility or boosting and power.

With the new changes, EQ is a more feasable option over Knock Off, although Knock Off is mostly unexpected. Between Future Sight, speed control, and defensive move scouting the need for Knock isn't as present anymore.

[P.S]

Knock Off, Body Press, and Power whip are interchangeable between each other depending on what you want and the item.

:Ferrothorn:

Ferrothorn @ Chople Berry / Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Careful Nature
- Leech Seed
- Power Whip / Knock Off / Body Press
- Spikes
- Body Press / Knock Off / Power Whip

Here is the paste!

https://pokepast.es/54a6eab658fe5db2

Things are certainly interchangeable with this team, so if you feel some options I may not have mentioned work better / better for you then others, go for it. Just remember why those changes are made! :)
 
Honestly I think if you’re not running SD on blaziken you’re squandering it’s sweeping and even wall breaking capabilities, if you don’t want to run go SD I would at least go banded
 
Blaziken should always have SD & both STABs. Charcoal or Fist Plate are good items, it powers up the nukes while avoiding that nasty recoil Blaziken hates. If one needs protect drop the coverage for it.
 
Thanks for the suggestions! I'll experiment with the ev spreads.

Regarding Blaziken, I really like protect + 3 attacks because I often do not find opportunities to SD. I also think it provides important speed control especially as my team has specs lele rn. Maybe scarf lele + sd blaziken is better but I have to try it out.

I like the new ev spreads except for garchomps. I feel like outspeeding and hitting kyurem with stone edge is too important and I am willing to sacrifice some bulk to achieve this goal. Otherwise kyurem clicks freeze dry 6 times and wins.
 
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