Earth Lightning Ice






Moltres be high af
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
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
Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock
The team

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.

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.

Dracozolt @ Choice Band / Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Beak
-
- 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.

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.

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

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
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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