SS OU Earth, Lightning, Ice - Weavile and Dracozolt Showcase [Peaked 1763]


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Earth Lightning Ice
weavile.gif
dracozolt.gif
slowking-galar.gif
tapufini.gif
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moltres.gif


Moltres be high af

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Introduction

BL Dons Weavile and Dracozolt have always been ridiculously underrated in my opinion. Whenever I've used them, I've had great success and I've always wondered why they aren't straight OU. So I've decided to build a team that's centered around them in order to prove my point.

I think this team has great potential. I've only re-started playing competitive Pokemon again 3 months ago after a 6 year hiatus, so I think a 1750+ peak speaks more for the effectiveness of the team, and the effectiveness of Zolt and Weavile in this current OU metagame, rather than my skill. I think a higher skilled player can bring this team to greater heights.

How the team works, and why use the two BL Dons

Dracozolt is literally the ultimate wincon. If your opponent has no more ground or grass types on the field, and I still have sand up, its time to say GG. Thus, the whole idea behind the team is centered around removing these threats and allowing Zolt to clean up. That should always be your game plan from the start.

252+ Atk Choice Band Dracozolt Bolt Beak (170 BP) vs. 252 HP / 252+ Def Clefable: 334-394 (84.7 - 100%) -- 6.3% chance to OHKO, 81.3% chance to OHKO after SR
252+ Atk Choice Band Dracozolt Bolt Beak (170 BP) vs. 252 HP / 0 Def Buzzwole: 286-337 (68.4 - 80.6%) -- guaranteed 2HKO
252+ Atk Choice Band Dracozolt Bolt Beak (170 BP) vs. 252 HP / 0 Def Heatran: 363-427 (94 - 110.6%) -- guaranteed OHKO after Stealth Rock
4 SpA Dracozolt Fire Blast vs. 252 HP / 4 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
4 SpA Dracozolt Draco Meteor vs. 252 HP / 0 SpD Landorus-Therian: 141-166 (36.9 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Dracozolt Bolt Beak (170 BP) vs. 252 HP / 0 Def Magearna: 339-399 (93.1 - 109.6%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Choice Band Dracozolt Bolt Beak (170 BP) vs. 0 HP / 4 Def Rillaboom: 207-243 (60.7 - 71.2%) -- guaranteed 2HKO

When Kyurem-B was banned, OU got a bit complacent with its Ice resists. Currently, the following Ice resists exist in OU: Barraskewda, Cinderace, Heatran, Magearna, Melmetal, Slowbro, Fini, Pex, Shifu-RS (9 mons, which I realize gets destroyed by Mamoswine lol. Future RMT Maybe?). As you can see, absolutely none of these appreciate Bolt Beak, and that's where the possible synergy comes from. While it's not that simple in practice, with proper prediction you can definitely give your opponent a headache.

These mons are somewhat frail, but they are blazing fast. Weavile is faster than Cinderace and Tornadus. Dracozolt in Sand is faster than,well, everything unboosted. In practice, games turn into a matter of bringing the Dons in, which can be done with proper prediction and sometimes, risky switching (This is why U-turn is preferred over Scorching Sands for Moltres).

The defensive mons are there to allow you to switch into whatever hits Zolt and Vile cannot take. Glowking + Hippo + Moltres is the defensive core, able to switch into anything in OU that doesn't rely on water STAB. Thats what Fini is for.

With that said, without further ado:

The team

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Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock​

Sand essential, plus a PhysDef wall. Also forms the first part of the defensive trio (quartet?). This is for the Cinderace, Garchomp, non-band Shifu, Excadrill, Lando-T, Swampert (Flip Turn does like 26%), Buzzwole, non-Band Melmetal,and Tyranitar running around in OU. While does its job decently well, beware of set-up sweepers like SD Chomp or Lando, or Bulk up Shifu. The best you can do is Toxic these, and they can gain significant ground if you leave your Hippo in. Some SpDef EVs are also welcome if you so please, to deal with Heatran, Mag,Zapdos,and Tornadus better but I feel like Glowking is already pretty ok at handling those so its important to do what Hippo specializes in. Also, with some skill, you can take advantage of your opponents' tendency to set up on Hippo by hard switching to the Dons when they set up, giving you a free turn.

Do note that this is your main switch into ground types, and if possible, focus on getting a Toxic off on them before setting up rocks. Remember, your priority is to clear the field for Dracozolt to Bolt Beak. Getting poison on Swampert or Lando goes a long way sometimes.

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Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Focus Punch/Low Kick
- Icicle Crash
- Knock Off​

BL Don number one here, and an absolute menace due to the lack of Ice resists in OU. Focus Punch nails absolutely everything else (Ferrothorn takes 81-96% from Focus Punch, Magearna takes a clean 60%, Heatran and Skewda is OHKOed, Shifu-RS takes 70%) and Icicle Crash is there because I hate missing/getting burned/getting Iron Barbed/Helmet/Rough Skinned from Triple Axel. However, feel free to opt for Low Kick as it nets all of the same 2HKO/OHKOs as Focus Punch (except for Magearna).

This is also the only ghost resist in the team, and this means that it is imperative to keep Stealth Rock away when the opponent has a Spectrier. While this can take a Sucker Punch from Urshifu, beware that it has a small chance of being KOed after 2 rounds of Stealth Rock. Really fun to double switch into this when your opponent switches into a ground type to counter Dracozolt, essentially giving Weav a free turn.

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Dracozolt @ Choice Band / Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Beak
- Dragon Claw Earthquake
- Fire Blast
- Draco Meteor​

BL Don number 2, and this will be your wincon in most games unless your opponent has too many ground types (See Tapu Fini). Your priority should be to get rid of these grounds before attempting a sweep. While a +Speed nature can be used to outspeed +2 Cloyster, +2 Polteagiest (got swept by one lol), Modest Kingdra in rain, and 0 Spe Regieleki,+Attack nature nets some important KOs, most notably on Bold Clefable and on Bold Blissey. Draco is important to hitLando-T on the switch and wear it down over the game, and Fire Blast is for Ferrothorn. Dragon Claw is for reliable STAB,and to hit Dragon-Types like Kommo-o which does like to switch in sometimes,and hit Specially Defensive Gastrodon or Swampert, which I'm beginning to see more and more on the ladder. Dragon Claw was quite rarely used for me so I swapped it for EQ as per AM's suggestion. EQ also nails incoming Nidoking

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Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 244 HP / 28 SpA / 236 SpD
Sassy Nature
IVs: 0 Spe
- Psychic
- Earthquake / Future Sight*
- Sludge Bomb
- Flamethrower​

The teams check to fairies, electrics, and literally anything with high special attack. Lele, Latios, Zapdos, you name it. Even Nidoking. I prefer fully SpDef Glowking because I think it doesn't really need the extra SpA to do net the 2HKOs and 3HKOs. 28 SpA gives you a 75% chance to OHKO Nidoking after Stealth Rock, while 244/236+ Assault Vest gives Nidoking only a 6.25% chance to 2HKO back, the chance of a crit. This means that with Rocks up Glowking is almost a Nidoking counter. 0 Speed IVs and a Sassy Nature makes you darn fast in Trick Room, while also allowing you to not be -Att nature for Earthquake. Speaking of Earthquake, it allows you to cleanly 2HKO 252HP Heatran, and do more damage to Assault Vest Magearna than Flamethrower.

Personally I've always found Future Sight overrated. As I'm running AV, I can't even run Teleport, and thus I think that Future Sight is not worth it. FS is simply too easy to predict against, personally, and it gives the opponent almost a free turn when its set up. Also, its hilarious how many people will leave their Nidoking in predicting FS when I Psychic them to oblivion. Psychic messes up Pex too.

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Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 160 Def / 100 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Draining Kiss
- Taunt
My rain check, Urshifu check, and stall check-ish. Also, if the opponent has too many ground types, trying to Calm Mind sweep with this thing is your next best bet. You can keep this in the back as a second wincon, but don't be afraid to use this as a 4th defensive Pokemon when need be. Serves as a good second check to Grounds and Dragons and whatnot. Misty Terrain gets you out of many hairy situations involving status+Hex spam from the opponent. 100 Speed hits 231 speed, which outspeed other mons trying to hit 230 speed, 1 point above Jolly Crawdawnt. The high speed number crucially Taunts opposing Fini before it Taunts you. Beats Power Whip-less Ferrothorn. Also beats Magic Guard Clef's Calm Mind wars 1v1 (but don't get caught up with it vs Unaware Clef. Just go to Hippo to Toxic or Zolt to OHKO). This mon is oftentimes the only thing that's preventing your opponent from clean sweeping you with a Barraskewda or Urshifu-SS/RS or something, so be careful in conserving it in games and don't use it to recklessly switch into everything.

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Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 104 Def / 96 SpD / 60 Spe
Bold Nature
- Mystical Fire
- U-turn / Scorching Sands*
- Roost
- Defog​

This is the "glue" mon of the team. I needed a Defogger, a check to Pheromosa at the time, and a check to grass-types (particularly Rillaboom and Kartana, which otherwise terrorises this team). U-turn is preferred as Heatran is handled pretty well by Glowking and Tyranitar and Swampert are handled by Fini/Hippo. The defense EVs ensure +2 Knock Offs never KO you, and Cinderace's Gunk Shots never 2HKO. 60 Speed EVs hits that magic 231 number, hilariously nailing Jolly Crawdawnt with U-Turn. 96 SpD EVs ensure only a 6.25% chance for +2 Timid Venusaur to OHKO you with Sludge Bomb. U-Turn also allows for pivoting in order to bring the dons in safely

Usually the most expendable member of the team, but sometimes this is the only thing preventing your team from getting swept by some mons, like Fini.

*See comments

Threatlist
I'll update this more as I get more rates.

Spectrier is a huge threat to this team. Make sure to keep Weavile at high HP or put Spec within Ice Shard range. Gloking is not 2HKOed by scarf and takes one Specs hit relatively well (tho is 2HKOed). Scarf outspeed Dracozolt in sand.

Right now set-up sweepers are still quite difficult to handle, especially SD Ground sweepers like Lando-T and LO Chomp. Calm Mind sweepers also have the potential to go out of control.

Barraskewda is especially difficult, as Fini gets easy beaten by repeated Flip Turns. Rain has the potential to ravage this team, sometimes even a well-played Fini gets overwhelmed.

Also, my defensive mons can't threaten Zapdos immediately, which is a pain.

Stall can go suck my ****

And so can Urshifu

Conclusion

I usually love anti-meta picks, and this team is no exception. I still love the sight of things dying to Bolt Beak. Happy Bolt Beaking.

Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Focus Punch
- Icicle Crash
- Knock Off

Dracozolt @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Beak
- Dragon Claw
- Fire Blast
- Draco Meteor

Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Psychic
- Earthquake
- Sludge Bomb
- Flamethrower

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 160 Def / 100 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Draining Kiss
- Taunt

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 104 Def / 96 SpD / 60 Spe
Bold Nature
- Mystical Fire
- U-turn
- Roost
- Defog
 
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Liking the concept around Weavile Dracozolt sand. It's a little less boring than your typical Sand builds I see all the time.

A synopsis of some changes though.

CB -> Heavy Duty Boots SD Weavile
CB and Dragon Claw-> Life Orb and Earthquake
Earthquake -> Future Sight on G-Slowking
U-Turn -> Scorching Sands on Moltres

You're putting a lot of pressure on Moltres right now to not only Defog but check Rillaboom at the same time by running Band on Weavile. Heavy Duty Boots mitigates the rock weakness, lets you come in on Tspikes if for whatever G-Slowking can't and SD provides you a late game condition to win if the opportunity presents itself. You would run the same spread with Knock Off, Icicle Crash, Ice Shard, Swords Dance. Think Triple Axel is better for things like Sub Nidoking and Sub Lando-T but I understand the concerns with missing, it's something to consider though.

Life Orb to me will always be superior on Dracozolt even at the cost of losing HP because Dracozolts are threatening with the ability to switch moves at convenience. You can run the same spread there's an dex analysis for it but considering that most CM mons are broken by Bolt Break maximizing attack is probably for the better. Bolt Break, Earthquake, Fire Blast, Draco is what I would run though Earthquake is nice to hit the omnipresent Heatran in the tier and Ttar a bit harder.

Personally I've always found Future Sight overrated.
I agree :bloblul: but I think this team benefits from the use of Future Sight in combination with Weavile. Future Sight helps you progress the game a bit against more defensively oriented builds. Majority of Weavile and Dracozolt checks are either weak to or can not reliable take a Future Sight in combination to their attacks. Considering your threat list mentions stall I would look into replacing Earthquake on G-Slowking for this.The matchup with Heatran a bit tougher but some of the changes above gives you a bit more freedom to deal with it as well as the next change. I also think AV Magearna isn't what you should be worried about more so the Trick Specs variants, which will require some play around anyways. Future Sight can help this a bit if it switches into Weavile to take that and the Future Sight that way you can Knock off the item.

Scorching Sand over U-Turn on Moltres simply for Heatran and passing around burns where you can for long term games. Stops your Moltres from being totally walled by non-balloon Heatran which is bad for very obvious reasons. Some run more speed for Modest Heatran with 152 speed to deter the Specs variants a bit so I would consider this an option as well. You laid out reasoning for EVs though so fine either way.

Unfortunately your matchup against Spectrier kind of remains the same and it's going to be tough to totally account for that and big 3 all at once. Luckily lot of SubCM variants only run speed up to 376 so Weavile can revenge kill if necessary and maintaining sand for Dracozolt to threaten non scarf variants will be important. I would be careful around Spectrier as it's a very common and strong threat. Otherwise good luck.
 
Liking the concept around Weavile Dracozolt sand. It's a little less boring than your typical Sand builds I see all the time.

Hello, appreciate the rate! Thanks for taking the time!

First, I can’t believe I completely forgot about Spectrier - got swept by that thing so many times I’ve no idea how I forgot lol. Putting that on the threatlist immediately.

Funnily enough, almost all the changes that you suggested were ones I started this team with (except Dracozolt LO and EQ). I'll try to explain my reasoning more clearly

CB -> Heavy Duty Boots SD Weavile ... Heavy Duty Boots mitigates the rock weakness, lets you come in on Tspikes if for whatever G-Slowking can't and SD provides you a late-game condition to win if the opportunity presents itself

During early testing, the issue I found with this set is that I end up wanting a more hit-and-run mon rather than a late-game sweeper when it comes to this team. Its purpose is to threaten what Dracozolt does not with strong Ice moves, rather than being a possible sweeper, which is the whole reason why I'm using Weavile in the first place. Also, even though it seems gimmicky, Focus Punch is actually an important part of the set - people are quite mindless when it comes to switching in their Ferrothorn, Magearna, Melmetal, and Heatran into this, and taking a huge chunk off them helps out a lot. But your argument for HDB applies well in practice too as Weavile does get easily worn down, but I would say that having a high HP % on Weavile doesn't matter too much unless your opponent runs 252+ Spe Spectrier or Urshifu.

CB and Dragon Claw-> Life Orb and Earthquake
Haven't tested LO but I 100% agree with Earthquake as I almost never click Dragon Claw anyway. I'll put this on the RMT. But the issue I see with this set is that it barely loses out on crucial KOs against Magearna, Clefable, and Blissey, while allowing stall to wear it down easier. But I'll definitely try this out, as LO increases the damage on Landorus-T and reduces the reliance on prediction.

Earthquake -> Future Sight on G-Slowking
U-Turn -> Scorching Sands on Moltres
These were the exact sets I was running during early testing. The biggest boon to Earthquake is that people switch in their Heatrans into Glowking - while people don't even keep their Trans in against Moltres as everyone expects Scorching Sands nowadays. Also, without U-Turn it becomes really hard to get in the Dons. Switching into Magma Storm Tran with a more PhysDef Moltres is quite hard, and so is Eruption Tran. The other issue with Future Sight is that many of Weavile's switch-ins have an overlapping Psychic resistance. Heatran, Ferrothorn, Melmetal, Magearna etc don't really care about Future Sight.
 
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So first, Pheramosa is in ubers which is banned. :)

Secondly, I think this is a pretty good team, but what happens when Hippowdown dies? This team is built around Dracozolt, so sand is its key. Is there an alternative?

Third, don't band Dracozolt. Life Orb is extremely better. Band makes it so that you have to put in some health, and then switch back in. This will cause chip damage against your defensive mons.

This brings me onto my next point. You will get chipped by sand.

This also applies to hail.

Which brings me onto my next point. How do you deal with opposing weather? Your team is kind of dependent on Dracozolt. You get one free turn on the switch, but this will chip your team.

You don't have to take my observations. I'm kind of new to Smogon so my observations are probably useless. I'll try this out though
 
Hey! I have tried this team out, and I must say, I am really liking Weavile. Its speed, typing, movepool, and stats make it such a unique threat in the OU since Pheromosa is gone. However, although I did like it, it doesn't mean I didn't have any criticisms. I noticed you said it has trouble with mons setting up in your face. I ended up using a HO team and destroyed a few matches from people using this team, certain it scarred them and they'll never play it again Really though, if you don't want stuff setting up in your face or if you don't want Urshifu to be so nasty, use Clef. It's the one-stop-shop counter to a lot of the meta rn.

Oh, speaking on why Urshifu is such a threat to this team. Well, it's a little obvious. You're using Fini to block a lot of threats, putting a lot of pressure on keeping it alive to deal with those setup threats. The rest of your mons don't exactly have much firepower to deal with those threats either, so you will only end up sacking morw. To fix this, trying restarting the core of the team to make it more viable by using Unaware Clef as a base. Maybe even using Aroma Clef with CM MB and SB, it is a set I run in my teams when I need something to block setup, and in return it can double setup back in their face. Also in general, Clef best OU mon.

Don't know what else to say really, have fun!
 
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