SS OU Double belly drum + cloyster ultra HO cancer [Peaked 1943]

Do you:
-think hyper offense isn't fast paced enough
-like winning (or losing) your games in under 15 turns
-like losing 6-0 to unaware clefable
-like missing 90% accurate moves and losing because of it
-like flinching people with kings rock cloyster

If you answered yes to all of the above, then keep reading frendo, cuz you might just like this team

cloyster.gif
kommo-o.gif
grimmsnarl.gif
ribombee.gif
dugtrio.gif
slurpuff.gif


Movesets

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Cancer incarnate. Turns pokemon into a luck-based game. People think of pex and aegislash as answers but one flinch is all it takes for this thing to sweep once set up. Adamant is taken over jolly for the increase in breaking power.
+2 252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Toxapex: 135-160 (44.4 - 52.6%) -- approx. 88.7% chance to 2HKO after Stealth Rock and Black Sludge recovery
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 4 Def Aegislash-Shield: 135-165 (51.7 - 63.2%) -- guaranteed 2HKO after Stealth Rock
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Seismitoad: 315-375 (76 - 90.5%) -- guaranteed 2HKO after Leftovers recovery
Importantly, adamant scores the ohko on venusaur in sun and scarf dragapult with ice shard when rocks are up, and lets you set up on hawlucha
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 0 Def Dragapult: 294-348 (92.7 - 109.7%) -- guaranteed OHKO after Stealth Rock
2 252+ Atk Cloyster Ice Shard vs. 0 HP / 0 Def Venusaur: 270-320 (89.7 - 106.3%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 4 Def Hawlucha: 290-344 (97.6 - 115.8%) -- 87.5% chance to OHKO
Under reflect, cloyster can safely break past most bisharps even if you don't flinch it, as icicle spear into ice shard has a high chance of killing with rocks up
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. -1 0 HP / 0 Def Cloyster through Reflect: 99-117 (41 - 48.5%) -- guaranteed 3HKO
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 4 Def Bisharp: 180-215 (66.4 - 79.3%) -- guaranteed 2HKO
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 4 Def Bisharp: 57-68 (21 - 25%) -- 0% chance to 4HKO
With reflect up, cloyster can set up safely against zeraora, which is pre neat
252 Atk Life Orb Zeraora Plasma Fists vs. 0 HP / 0 Def Cloyster through Reflect: 114-136 (47.3 - 56.4%) -- 82% chance to 2HKO
Cloyster also wins the lead matchup against sash lead drill, which the team does struggle against otherwise.

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Bulletproof is an amazing ability and affects a whole bunch of meta moves like shadow ball, gyro ball, pyro ball, weather ball/sludge bomb and rock-blast. This lets you set up on subtoxic aegislash, ferrothorn, cinderace and venusaur while forcing specs/scarf pult to lock itself into draco (giving you a free set-up after with slurpuff). Also in the event opposing ditto traces your +2/+2 cloyster you can hard switch into kommo-o on rock blast and take no damage.
Sub allows it to avoid scald burns when setting up on seismitoad, and also lets you get down to 25% for salac to activate.
Belly drum is self-explanatory.
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 252+ Def Seismitoad: 376-444 (90.8 - 107.2%) -- 81.3% chance to OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 48 Def Corviknight: 399-469 (99.7 - 117.2%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Kommo-o Earthquake vs. 252 HP / 4 Def Clefable: 498-587 (126.3 - 148.9%) -- guaranteed OHKO
With screens up it can also take on most corviknights and recover most of its health through drain punch
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 48 Def Corviknight: 399-469 (99.7 - 117.2%) -- 93.8% chance to OHKO after Leftovers recovery
0 Atk Corviknight Brave Bird vs. 4 HP / 0 Def Kommo-o through Reflect: 96-114 (32.8 - 39%) -- 99.7% chance to 3HKO
The main issue with this mon is that most times you won't have an opportunity to drain punch once at 25% (if the opponent has a ghost type or opponent sends in clefable), leaving you very vulnerable to getting revenged killed if reflect isn't up. It's also hard walled by air balloon aegislash and togekiss.
252+ Atk Choice Band Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Kommo-o: 94-112 (32.1 - 38.3%) -- 97.9% chance to 3HKO
252+ Atk Guts Conkeldurr Mach Punch vs. 4 HP / 0 Def Kommo-o: 94-112 (32.1 - 38.3%) -- 97.9% chance to 3HKO
It lives non band/LO aegislash's shadow sneak most of the time tho
252+ Atk Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Kommo-o: 63-75 (21.5 - 25.6%) -- 0.8% chance to 4HKO

Grimmsnarl (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 76 Atk / 108 Def / 68 SpD / 4 Spe
Adamant Nature
- Reflect
- Spirit Break
- Taunt
- Thunder Wave

Eject button grimmsnarl has honestly won me so many games as it lets you set up reflect and immediately pivot out into a sweeper. This keeps momentum on your side and lets the sweeper come in at full HP, assuming hazards aren't up. As an added bonus it also cancels opponents switching through u-turn and volt switch.
Taunt is there to stop defog and court change, while also whirlwind/haze/opposing taunt.
Thunder wave is critical on togekiss, scarf jirachi, scarf dragapult and is just nice insurance to have in case the opponent sets up.
Reflect is paramount for letting sweepers setup safely and mitigates damage from priority attacks
I was tossing up between light screen and spirit break in the last slot, and ended up going with spirit break so that its not completely useless against mandibuzz and hydreigon. The sp.atk lowering effect of spirit break also lets grimmsnarl potentially tank a hit from clefable and hatterene.
The defense EVS allow it live iron head for lead sash drill without reflect up,

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Light Screen
- Sticky Web
- Defog

Ribombee is here for role compression, as I needed some form of hazard removal and sticky web at the same time. Webs helps when facing faster threats like scarf dragapult (which outspeeds all the sweepers) and sand rush excadrill.
Defog is crucial as team relies on keeping hazard off your side of the field, as with rocks/spikes chip a lot of the mons can no longer set-up safely, and toxic spikes really hurts the longevity of the sweepers
Moonblast allows ribombee to maintain some offensive presence, 1hkoing cloyster (or knocking it down to sash) and doing about 20% chip to most aegislash sets.
Lightscreen completes the dual screens with grimmsnarl's reflect, and allows slurpuff to setup safely on sylveon, clefable and specs kyurem.
Focus sash is nice so ribombee can serve as a lead, or to get an emergency web's/defog/light screen off before it dies against a faster threat.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Earthquake
- Stealth Rock
- Sucker Punch

Trapping is pre uncompetitive, and im just abusing it as much as possible before it gets banned. Dugtrio is here to get rid of bisharp, pex (although max phys def toxapex might win the 1v1 if you get unlucky with rolls) cinderace and torkoal (which everyone loves to lead with against this team).
Memento serves as dual screens in one move, also allowing you to send in setup sweepers at full HP.
Sucker punch comes in handy occasionally, doing chip to aegislash, dragapult and some other faster threats.
Focus sash is mainly there so that I don't need to play any mindgames with bisharp's sucker punch.
Jolly over adamant so it can outspeed cinderace primarily.

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Belly Drum
- Drain Punch
- Protect

imo, people are sleeping on how menacing slurpuff is. It has a surprising amount of bulk, which gives it plenty of opportunity to set up especially under reflect/light screen. The evs allow it to outspeed choice scarf mons up to base 110 speed (mainly gengar, keldeo and terrakion).
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 12 HP / 0 Def Slurpuff through Reflect: 150-177 (48.7 - 57.4%) -- 94.1% chance to 2HKO
252+ Atk Guts Conkeldurr Mach Punch vs. 12 HP / 0 Def Slurpuff through Reflect: 32-38 (10.3 - 12.3%) -- possible 9HKO
252 Atk Life Orb Zeraora Plasma Fists vs. 12 HP / 0 Def Slurpuff through Reflect: 109-129 (35.3 - 41.8%) -- guaranteed 3HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 12 HP / 4 SpD Slurpuff: 205-243 (66.5 - 78.8%) -- guaranteed 2HKO
252+ SpA Life Orb Clefable Moonblast vs. 12 HP / 4 SpD Slurpuff through Light Screen: 113-133 (36.6 - 43.1%) -- guaranteed 3HKO
0 Atk Corviknight Iron Head vs. 12 HP / 0 Def Slurpuff through Reflect: 87-103 (28.2 - 33.4%) -- 0.1% chance to 3HKO
Play rough is a decent power stab (rip 90% accuracy tho), and at +6 kills most mons with ease
+6 252 Atk Slurpuff Play Rough vs. 252 HP / 252+ Def Seismitoad: 366-432 (88.4 - 104.3%) -- 62.5% chance to OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 0 Def Gengar: 321-378 (122.9 - 144.8%) -- guaranteed OHKO
+6 252 Atk Slurpuff Play Rough vs. 4 HP / 0 Def Toxtricity: 284-335 (97.2 - 114.7%) -- guaranteed OHKO after Stealth Rock
Drain punch hits steel types bar aegislash for decent damage, and the recovery also allows slurpuff to 1v1 iron head corviknight under reflect
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 48 Def Corviknight: 215-254 (53.7 - 63.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 252+ Def Ferrothorn: 282-332 (80.1 - 94.3%) -- 6.3% chance to OHKO after Stealth Rock and Leftovers recovery
Protect is the tech here for one mon only: aegislash. It let's slurpuff easily sweep through non kings-shield variants of aegislash, which tends to be most of them since people mostly run SD 3 attacks, specs or band.
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 4 Def Aegislash-Shield: 158-186 (60.5 - 71.2%) -- guaranteed 2HKO after Stealth Rock
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 4 Def Aegislash-Blade: 365-429 (139.8 - 164.3%) -- guaranteed OHKO
Unburden's speed boost is not copied by ditto, so slurpuff is the only mon that can safely set up against teams with ditto.
The main drawback with slurpuff is that it has no way of breaking through torkoal and toxapex, which is where dugtrio and kommo-o come in handy.

Aegislash: King's shield variants are particularly threatening is it stops slurpuff sweeps; air balloon hard walls kommo-o; band/life orb does too much damage with priority shadow sneak
Togekiss: t-wave this thing, otherwise it'll flinch everything to death
Unaware clefable/quagsire: GG just forfeit (luckily most people run magic guard on clef)
Dragapult: scarf is an issue as it outspeeds all the sweepers without webs up. Cloyster kills with ice shard once rocks are up.
Hatterene: magic guard bypasses taunt from grimmsnarl, so it can setup or go for trick room. Use spirit break to lower its sp.atk
Mimikyu: disguise allows it stop a kommo-o and slurpuff sweep, especially if they have red card
Excadrill in sand: get webs up asap
ladder2.png

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Grimmsnarl (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 76 Atk / 108 Def / 68 SpD / 4 Spe
Adamant Nature
- Reflect
- Spirit Break
- Taunt
- Thunder Wave

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Light Screen
- Sticky Web
- Defog

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Earthquake
- Stealth Rock
- Sucker Punch

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Belly Drum
- Drain Punch
- Protect


Aight that's it from me, this took way too long to type up. Honestly the team is pretty luck/match-up based. lmk if theres any changes ud suggest

TLDR: biggest meme team of all time/ban cloyster
 

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Last edited:
Do you:
-think hyper offense isn't fast paced enough
-like winning (or losing) your games in under 15 turns
-like losing 6-0 to unaware clefable
-like missing 90% accurate moves and losing because of it
-like flinching people with kings rock cloyster

If you answered yes to all of the above, then keep reading frendo, cuz you might just like this team

View attachment 226997View attachment 226998View attachment 227001View attachment 226999View attachment 227000View attachment 227002

Movesets

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Cancer incarnate. Turns pokemon into a luck-based game. People think of pex and aegislash as answers but one flinch is all it takes for this thing to sweep once set up. Adamant is taken over jolly for the increase in breaking power.
+2 252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Toxapex: 135-160 (44.4 - 52.6%) -- approx. 88.7% chance to 2HKO after Stealth Rock and Black Sludge recovery
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 4 Def Aegislash-Shield: 135-165 (51.7 - 63.2%) -- guaranteed 2HKO after Stealth Rock
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Seismitoad: 315-375 (76 - 90.5%) -- guaranteed 2HKO after Leftovers recovery
Importantly, adamant scores the ohko on venusaur in sun and scarf dragapult with ice shard when rocks are up, and lets you set up on hawlucha
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 0 Def Dragapult: 294-348 (92.7 - 109.7%) -- guaranteed OHKO after Stealth Rock
2 252+ Atk Cloyster Ice Shard vs. 0 HP / 0 Def Venusaur: 270-320 (89.7 - 106.3%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 4 Def Hawlucha: 290-344 (97.6 - 115.8%) -- 87.5% chance to OHKO
Under reflect, cloyster can safely break past most bisharps even if you don't flinch it, as icicle spear into ice shard has a high chance of killing with rocks up
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. -1 0 HP / 0 Def Cloyster through Reflect: 99-117 (41 - 48.5%) -- guaranteed 3HKO
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 4 Def Bisharp: 180-215 (66.4 - 79.3%) -- guaranteed 2HKO
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 4 Def Bisharp: 57-68 (21 - 25%) -- 0% chance to 4HKO
With reflect up, cloyster can set up safely against zeraora, which is pre neat
252 Atk Life Orb Zeraora Plasma Fists vs. 0 HP / 0 Def Cloyster through Reflect: 114-136 (47.3 - 56.4%) -- 82% chance to 2HKO
Cloyster also wins the lead matchup against sash lead drill, which the team does struggle against otherwise.

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Bulletproof is an amazing ability and affects a whole bunch of meta moves like shadow ball, gyro ball, pyro ball and rock-blast. This lets you set up on subtoxic aegislash, ferrothorn, cinderace, while forcing specs/scarf pult to lock itself into draco (giving you a free set-up after with slurpuff). Also in the event opposing ditto traces your +2/+2 cloyster you can hard switch into kommo-o on rock blast and take no damage.
Sub allows it to avoid scald burns when setting up on seismitoad, and also lets you get down to 25% for salac to activate.
Belly drum is self-explanatory.
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 252+ Def Seismitoad: 376-444 (90.8 - 107.2%) -- 81.3% chance to OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 48 Def Corviknight: 399-469 (99.7 - 117.2%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Kommo-o Earthquake vs. 252 HP / 4 Def Clefable: 498-587 (126.3 - 148.9%) -- guaranteed OHKO
With screens up it can also take on most corviknights and recover most of its health through drain punch
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 48 Def Corviknight: 399-469 (99.7 - 117.2%) -- 93.8% chance to OHKO after Leftovers recovery
0 Atk Corviknight Brave Bird vs. 4 HP / 0 Def Kommo-o through Reflect: 96-114 (32.8 - 39%) -- 99.7% chance to 3HKO
The main issue with this mon is that most times you won't have an opportunity to drain punch once at 25% (if the opponent has a ghost type or opponent sends in clefable), leaving you very vulnerable to getting revenged killed if reflect isn't up. It's also hard walled by air balloon aegislash and togekiss.
252+ Atk Choice Band Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Kommo-o: 94-112 (32.1 - 38.3%) -- 97.9% chance to 3HKO
252+ Atk Guts Conkeldurr Mach Punch vs. 4 HP / 0 Def Kommo-o: 94-112 (32.1 - 38.3%) -- 97.9% chance to 3HKO
It lives non band/LO aegislash's shadow sneak most of the time tho
252+ Atk Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Kommo-o: 63-75 (21.5 - 25.6%) -- 0.8% chance to 4HKO

Grimmsnarl (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 76 Atk / 108 Def / 68 SpD / 4 Spe
Adamant Nature
- Reflect
- Spirit Break
- Taunt
- Thunder Wave

Eject button grimmsnarl has honestly won me so many games as it lets you set up reflect and immediately pivot out into a sweeper. This keeps momentum on your side and lets the sweeper come in at full HP, assuming hazards aren't up. As an added bonus it also cancels opponents switching through u-turn and volt switch.
Taunt is there to stop defog and court change, while also whirlwind/haze/opposing taunt.
Thunder wave is critical on togekiss, scarf jirachi, scarf dragapult and is just nice insurance to have in case the opponent sets up.
Reflect is paramount for letting sweepers setup safely and mitigates damage from priority attacks
I was tossing up between light screen and spirit break in the last slot, and ended up going with spirit break so that its not completely useless against mandibuzz and hydreigon. The sp.atk lowering effect of spirit break also lets grimmsnarl potentially tank a hit from clefable and hatterene.
The defense EVS allow it live iron head for lead sash drill without reflect up,

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Light Screen
- Sticky Web
- Defog

Ribombee is here for role compression, as I needed some form of hazard removal and sticky web at the same time. Webs helps when facing faster threats like scarf dragapult (which outspeeds all the sweepers) and sand rush excadrill.
Defog is crucial as team relies on keeping hazard off your side of the field, as with rocks/spikes chip a lot of the mons can no longer set-up safely, and toxic spikes really hurts the longevity of the sweepers
Moonblast allows ribombee to maintain some offensive presence, 1hkoing cloyster (or knocking it down to sash) and doing about 20% chip to most aegislash sets.
Lightscreen completes the dual screens with grimmsnarl's reflect, and allows slurpuff to setup safely on sylveon, clefable and specs kyurem.
Focus sash is nice so ribombee can serve as a lead, or to get an emergency web's/defog/light screen off before it dies against a faster threat.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Earthquake
- Stealth Rock
- Sucker Punch

Trapping is pre uncompetitive, and im just abusing it as much as possible before it gets banned. Dugtrio is here to get rid of bisharp, pex (although max phys def toxapex might win the 1v1 if you get unlucky with rolls) cinderace and torkoal (which everyone loves to lead with against this team).
Memento serves as dual screens in one move, also allowing you to send in setup sweepers at full HP.
Sucker punch comes in handy occasionally, doing chip to aegislash, dragapult and some other faster threats.
Focus sash is mainly there so that I don't need to play any mindgames with bisharp's sucker punch.
Jolly over adamant so it can outspeed cinderace primarily.

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Belly Drum
- Drain Punch
- Protect

imo, people are sleeping on how menacing slurpuff is. It has a surprising amount of bulk, which gives it plenty of opportunity to set up especially under reflect/light screen. The evs allow it to outspeed choice scarf mons up to base 110 speed (mainly gengar, keldeo and terrakion).
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 12 HP / 0 Def Slurpuff through Reflect: 150-177 (48.7 - 57.4%) -- 94.1% chance to 2HKO
252+ Atk Guts Conkeldurr Mach Punch vs. 12 HP / 0 Def Slurpuff through Reflect: 32-38 (10.3 - 12.3%) -- possible 9HKO
252 Atk Life Orb Zeraora Plasma Fists vs. 12 HP / 0 Def Slurpuff through Reflect: 109-129 (35.3 - 41.8%) -- guaranteed 3HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 12 HP / 4 SpD Slurpuff: 205-243 (66.5 - 78.8%) -- guaranteed 2HKO
252+ SpA Life Orb Clefable Moonblast vs. 12 HP / 4 SpD Slurpuff through Light Screen: 113-133 (36.6 - 43.1%) -- guaranteed 3HKO
0 Atk Corviknight Iron Head vs. 12 HP / 0 Def Slurpuff through Reflect: 87-103 (28.2 - 33.4%) -- 0.1% chance to 3HKO
Play rough is a decent power stab (rip 90% accuracy tho), and at +6 kills most mons with ease
+6 252 Atk Slurpuff Play Rough vs. 252 HP / 252+ Def Seismitoad: 366-432 (88.4 - 104.3%) -- 62.5% chance to OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 0 Def Gengar: 321-378 (122.9 - 144.8%) -- guaranteed OHKO
+6 252 Atk Slurpuff Play Rough vs. 4 HP / 0 Def Toxtricity: 284-335 (97.2 - 114.7%) -- guaranteed OHKO after Stealth Rock
Drain punch hits steel types bar aegislash for decent damage, and the recovery also allows slurpuff to 1v1 iron head corviknight under reflect
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 48 Def Corviknight: 215-254 (53.7 - 63.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 252+ Def Ferrothorn: 282-332 (80.1 - 94.3%) -- 6.3% chance to OHKO after Stealth Rock and Leftovers recovery
Protect is the tech here for one mon only: aegislash. It let's slurpuff easily sweep through non kings-shield variants of aegislash, which tends to be most of them since people mostly run SD 3 attacks, specs or band.
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 4 Def Aegislash-Shield: 158-186 (60.5 - 71.2%) -- guaranteed 2HKO after Stealth Rock
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 4 Def Aegislash-Blade: 365-429 (139.8 - 164.3%) -- guaranteed OHKO
Unburden's speed boost is not copied by ditto, so slurpuff is the only mon that can safely set up against teams with ditto.
The main drawback with slurpuff is that it has no way of breaking through torkoal and toxapex, which is where dugtrio and kommo-o come in handy.

Aegislash: King's shield variants are particularly threatening is it stops slurpuff sweeps; air balloon hard walls kommo-o; band/life orb does too much damage with priority shadow sneak
Togekiss: t-wave this thing, otherwise it'll flinch everything to death
Unaware clefable/quagsire: GG just forfeit (luckily most people run magic guard on clef)
Dragapult: scarf is an issue as it outspeeds all the sweepers without webs up. Cloyster kills with ice shard once rocks are up.
Hatterene: magic guard bypasses taunt from grimmsnarl, so it can setup or go for trick room. Use spirit break to lower its sp.atk
Mimikyu: disguise allows it stop a kommo-o and slurpuff sweep, especially if they have red card
Excadrill in sand: get webs up asap

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Grimmsnarl (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 76 Atk / 108 Def / 68 SpD / 4 Spe
Adamant Nature
- Reflect
- Spirit Break
- Taunt
- Thunder Wave

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Light Screen
- Sticky Web
- Defog

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Earthquake
- Stealth Rock
- Sucker Punch

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Belly Drum
- Drain Punch
- Protect


Aight that's it from me, this took way too long to type up. Honestly the team is pretty luck/match-up based. lmk if theres any changes ud suggest

TLDR: biggest meme team of all time/ban cloyster

Hey, I tried your team out for 2 days now and I reached a new highest peak with 1402 (yes, im a newbie :D)
I like the team alot. Keep it up!

edit: highest peak 1550 xD (its working great for me, enemies are tilted)
 
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Fun team, thanks for sharing. I think I played you a little while ago. You said it was your team but I thought it was someone who copied it from here and was trying to take credit. I've seen your team several times on ladder now.
 
Fun team, thanks for sharing. I think I played you a little while ago. You said it was your team but I thought it was someone who copied it from here and was trying to take credit. I've seen your team several times on ladder now.
hahah nah that was me, glad you're enjoying the team!
 
Once Dugtrio gets banned what should I replace it with? I also love this team, even when I lose it’s fast.
Hey thanks for the feedback, unfortunately the team relies pretty heavily on duggy providing rocks/memento support and kind of falls apart without it. I've experimented a bit with excadrill (rocks SD EQ and Iron head) but the slower speed tier and lack of trapping really hurts :/
 
Used this team, and i'm currently climbing up for the suspect test and stand at 1700 i had to say a few things about this team.

1: i absolutely love it. a lot of the stuff catches the opponent off guard most of the time. i never new how much 90% accurate moves missed until i used this. i sauced it up a bit replacing slurpuff (i can't stand looking at this thing) with a gyarados, but i find the team still functions very good.

2: it absolutely obliterates lead rotom, which seems oh so popular. lead grimsnarl taunts it, then if rotom tries something like trick or wisp it can't. then you can reflect on the volt and bring out komo. if rotom volts on grimsnarl turn 1 then you still get your taunt off and go komo. once komo is out rotom can't wisp/trick it, fast rotoms can't do enough damage to stop the sub> drum ( most people volt switch here), and slow rotoms can't break the sub with volt. some teams missing mimikyu or conk and stuff get straight 6-0ed by +6 komo even with a sash mon.

anyway i'll be going back to the ladder to finish my run with this team, but I've already had very salty pms from using this team. great job!
 
Do you:
-think hyper offense isn't fast paced enough
-like winning (or losing) your games in under 15 turns
-like losing 6-0 to unaware clefable
-like missing 90% accurate moves and losing because of it
-like flinching people with kings rock cloyster

If you answered yes to all of the above, then keep reading frendo, cuz you might just like this team

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Movesets

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Cancer incarnate. Turns pokemon into a luck-based game. People think of pex and aegislash as answers but one flinch is all it takes for this thing to sweep once set up. Adamant is taken over jolly for the increase in breaking power.
+2 252+ Atk Cloyster Rock Blast (5 hits) vs. 252 HP / 252+ Def Toxapex: 135-160 (44.4 - 52.6%) -- approx. 88.7% chance to 2HKO after Stealth Rock and Black Sludge recovery
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 4 Def Aegislash-Shield: 135-165 (51.7 - 63.2%) -- guaranteed 2HKO after Stealth Rock
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 252 HP / 252+ Def Seismitoad: 315-375 (76 - 90.5%) -- guaranteed 2HKO after Leftovers recovery
Importantly, adamant scores the ohko on venusaur in sun and scarf dragapult with ice shard when rocks are up, and lets you set up on hawlucha
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 0 Def Dragapult: 294-348 (92.7 - 109.7%) -- guaranteed OHKO after Stealth Rock
2 252+ Atk Cloyster Ice Shard vs. 0 HP / 0 Def Venusaur: 270-320 (89.7 - 106.3%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 4 Def Hawlucha: 290-344 (97.6 - 115.8%) -- 87.5% chance to OHKO
Under reflect, cloyster can safely break past most bisharps even if you don't flinch it, as icicle spear into ice shard has a high chance of killing with rocks up
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. -1 0 HP / 0 Def Cloyster through Reflect: 99-117 (41 - 48.5%) -- guaranteed 3HKO
+2 252+ Atk Cloyster Icicle Spear (5 hits) vs. 0 HP / 4 Def Bisharp: 180-215 (66.4 - 79.3%) -- guaranteed 2HKO
+2 252+ Atk Cloyster Ice Shard vs. 0 HP / 4 Def Bisharp: 57-68 (21 - 25%) -- 0% chance to 4HKO
With reflect up, cloyster can set up safely against zeraora, which is pre neat
252 Atk Life Orb Zeraora Plasma Fists vs. 0 HP / 0 Def Cloyster through Reflect: 114-136 (47.3 - 56.4%) -- 82% chance to 2HKO
Cloyster also wins the lead matchup against sash lead drill, which the team does struggle against otherwise.

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Bulletproof is an amazing ability and affects a whole bunch of meta moves like shadow ball, gyro ball, pyro ball, weather ball/sludge bomb and rock-blast. This lets you set up on subtoxic aegislash, ferrothorn, cinderace and venusaur while forcing specs/scarf pult to lock itself into draco (giving you a free set-up after with slurpuff). Also in the event opposing ditto traces your +2/+2 cloyster you can hard switch into kommo-o on rock blast and take no damage.
Sub allows it to avoid scald burns when setting up on seismitoad, and also lets you get down to 25% for salac to activate.
Belly drum is self-explanatory.
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 252+ Def Seismitoad: 376-444 (90.8 - 107.2%) -- 81.3% chance to OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 48 Def Corviknight: 399-469 (99.7 - 117.2%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Kommo-o Earthquake vs. 252 HP / 4 Def Clefable: 498-587 (126.3 - 148.9%) -- guaranteed OHKO
With screens up it can also take on most corviknights and recover most of its health through drain punch
+6 252 Atk Kommo-o Drain Punch vs. 252 HP / 48 Def Corviknight: 399-469 (99.7 - 117.2%) -- 93.8% chance to OHKO after Leftovers recovery
0 Atk Corviknight Brave Bird vs. 4 HP / 0 Def Kommo-o through Reflect: 96-114 (32.8 - 39%) -- 99.7% chance to 3HKO
The main issue with this mon is that most times you won't have an opportunity to drain punch once at 25% (if the opponent has a ghost type or opponent sends in clefable), leaving you very vulnerable to getting revenged killed if reflect isn't up. It's also hard walled by air balloon aegislash and togekiss.
252+ Atk Choice Band Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Kommo-o: 94-112 (32.1 - 38.3%) -- 97.9% chance to 3HKO
252+ Atk Guts Conkeldurr Mach Punch vs. 4 HP / 0 Def Kommo-o: 94-112 (32.1 - 38.3%) -- 97.9% chance to 3HKO
It lives non band/LO aegislash's shadow sneak most of the time tho
252+ Atk Aegislash-Blade Shadow Sneak vs. 4 HP / 0 Def Kommo-o: 63-75 (21.5 - 25.6%) -- 0.8% chance to 4HKO

Grimmsnarl (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 76 Atk / 108 Def / 68 SpD / 4 Spe
Adamant Nature
- Reflect
- Spirit Break
- Taunt
- Thunder Wave

Eject button grimmsnarl has honestly won me so many games as it lets you set up reflect and immediately pivot out into a sweeper. This keeps momentum on your side and lets the sweeper come in at full HP, assuming hazards aren't up. As an added bonus it also cancels opponents switching through u-turn and volt switch.
Taunt is there to stop defog and court change, while also whirlwind/haze/opposing taunt.
Thunder wave is critical on togekiss, scarf jirachi, scarf dragapult and is just nice insurance to have in case the opponent sets up.
Reflect is paramount for letting sweepers setup safely and mitigates damage from priority attacks
I was tossing up between light screen and spirit break in the last slot, and ended up going with spirit break so that its not completely useless against mandibuzz and hydreigon. The sp.atk lowering effect of spirit break also lets grimmsnarl potentially tank a hit from clefable and hatterene.
The defense EVS allow it live iron head for lead sash drill without reflect up,

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Light Screen
- Sticky Web
- Defog

Ribombee is here for role compression, as I needed some form of hazard removal and sticky web at the same time. Webs helps when facing faster threats like scarf dragapult (which outspeeds all the sweepers) and sand rush excadrill.
Defog is crucial as team relies on keeping hazard off your side of the field, as with rocks/spikes chip a lot of the mons can no longer set-up safely, and toxic spikes really hurts the longevity of the sweepers
Moonblast allows ribombee to maintain some offensive presence, 1hkoing cloyster (or knocking it down to sash) and doing about 20% chip to most aegislash sets.
Lightscreen completes the dual screens with grimmsnarl's reflect, and allows slurpuff to setup safely on sylveon, clefable and specs kyurem.
Focus sash is nice so ribombee can serve as a lead, or to get an emergency web's/defog/light screen off before it dies against a faster threat.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Earthquake
- Stealth Rock
- Sucker Punch

Trapping is pre uncompetitive, and im just abusing it as much as possible before it gets banned. Dugtrio is here to get rid of bisharp, pex (although max phys def toxapex might win the 1v1 if you get unlucky with rolls) cinderace and torkoal (which everyone loves to lead with against this team).
Memento serves as dual screens in one move, also allowing you to send in setup sweepers at full HP.
Sucker punch comes in handy occasionally, doing chip to aegislash, dragapult and some other faster threats.
Focus sash is mainly there so that I don't need to play any mindgames with bisharp's sucker punch.
Jolly over adamant so it can outspeed cinderace primarily.

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Belly Drum
- Drain Punch
- Protect

imo, people are sleeping on how menacing slurpuff is. It has a surprising amount of bulk, which gives it plenty of opportunity to set up especially under reflect/light screen. The evs allow it to outspeed choice scarf mons up to base 110 speed (mainly gengar, keldeo and terrakion).
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 12 HP / 0 Def Slurpuff through Reflect: 150-177 (48.7 - 57.4%) -- 94.1% chance to 2HKO
252+ Atk Guts Conkeldurr Mach Punch vs. 12 HP / 0 Def Slurpuff through Reflect: 32-38 (10.3 - 12.3%) -- possible 9HKO
252 Atk Life Orb Zeraora Plasma Fists vs. 12 HP / 0 Def Slurpuff through Reflect: 109-129 (35.3 - 41.8%) -- guaranteed 3HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 12 HP / 4 SpD Slurpuff: 205-243 (66.5 - 78.8%) -- guaranteed 2HKO
252+ SpA Life Orb Clefable Moonblast vs. 12 HP / 4 SpD Slurpuff through Light Screen: 113-133 (36.6 - 43.1%) -- guaranteed 3HKO
0 Atk Corviknight Iron Head vs. 12 HP / 0 Def Slurpuff through Reflect: 87-103 (28.2 - 33.4%) -- 0.1% chance to 3HKO
Play rough is a decent power stab (rip 90% accuracy tho), and at +6 kills most mons with ease
+6 252 Atk Slurpuff Play Rough vs. 252 HP / 252+ Def Seismitoad: 366-432 (88.4 - 104.3%) -- 62.5% chance to OHKO after Stealth Rock and Leftovers recovery
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 0 Def Gengar: 321-378 (122.9 - 144.8%) -- guaranteed OHKO
+6 252 Atk Slurpuff Play Rough vs. 4 HP / 0 Def Toxtricity: 284-335 (97.2 - 114.7%) -- guaranteed OHKO after Stealth Rock
Drain punch hits steel types bar aegislash for decent damage, and the recovery also allows slurpuff to 1v1 iron head corviknight under reflect
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 48 Def Corviknight: 215-254 (53.7 - 63.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+6 252 Atk Slurpuff Drain Punch vs. 252 HP / 252+ Def Ferrothorn: 282-332 (80.1 - 94.3%) -- 6.3% chance to OHKO after Stealth Rock and Leftovers recovery
Protect is the tech here for one mon only: aegislash. It let's slurpuff easily sweep through non kings-shield variants of aegislash, which tends to be most of them since people mostly run SD 3 attacks, specs or band.
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 4 Def Aegislash-Shield: 158-186 (60.5 - 71.2%) -- guaranteed 2HKO after Stealth Rock
+6 252 Atk Slurpuff Play Rough vs. 0 HP / 4 Def Aegislash-Blade: 365-429 (139.8 - 164.3%) -- guaranteed OHKO
Unburden's speed boost is not copied by ditto, so slurpuff is the only mon that can safely set up against teams with ditto.
The main drawback with slurpuff is that it has no way of breaking through torkoal and toxapex, which is where dugtrio and kommo-o come in handy.

Aegislash: King's shield variants are particularly threatening is it stops slurpuff sweeps; air balloon hard walls kommo-o; band/life orb does too much damage with priority shadow sneak
Togekiss: t-wave this thing, otherwise it'll flinch everything to death
Unaware clefable/quagsire: GG just forfeit (luckily most people run magic guard on clef)
Dragapult: scarf is an issue as it outspeeds all the sweepers without webs up. Cloyster kills with ice shard once rocks are up.
Hatterene: magic guard bypasses taunt from grimmsnarl, so it can setup or go for trick room. Use spirit break to lower its sp.atk
Mimikyu: disguise allows it stop a kommo-o and slurpuff sweep, especially if they have red card
Excadrill in sand: get webs up asap

Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Earthquake

Grimmsnarl (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 76 Atk / 108 Def / 68 SpD / 4 Spe
Adamant Nature
- Reflect
- Spirit Break
- Taunt
- Thunder Wave

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Light Screen
- Sticky Web
- Defog

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Earthquake
- Stealth Rock
- Sucker Punch

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 4 SpD / 240 Spe
Jolly Nature
- Play Rough
- Belly Drum
- Drain Punch
- Protect


Aight that's it from me, this took way too long to type up. Honestly the team is pretty luck/match-up based. lmk if theres any changes ud suggest

TLDR: biggest meme team of all time/ban cloyster
Amazing team, Dugtrio+Slurpuff managed to take care of the opposing team easily:
https://replay.pokemonshowdown.com/gen8ou-1086220285
Keep it up with your team making!
Edit: https://replay.pokemonshowdown.com/gen8ou-1086226422
The team has a weakness against strange steam galarian weezing.
Can you add that to the threat list?
 
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Amazing team, Dugtrio+Slurpuff managed to take care of the opposing team easily:
https://replay.pokemonshowdown.com/gen8ou-1086220285
Keep it up with your team making!
Edit: https://replay.pokemonshowdown.com/gen8ou-1086226422
The team has a weakness against strange steam galarian weezing.
Can you add that to the threat list?
They said weaknesses that are used a lot, top 30 usage tier. Galarian-Weezing is not used enough to call it much of a threat also it is a passive Pokémon so you can play around the weakness effectively
 
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