SS OU First SSOU team! Mimikyu-Hydreigon BO, suggestions welcome

Is your favourite pokemon a Special or a Physical attackers?

  • Physical

    Votes: 9 90.0%
  • Special

    Votes: 0 0.0%
  • Mixed

    Votes: 1 10.0%
  • N/A

    Votes: 0 0.0%

  • Total voters
    10
At least, I believe it is bulky offense.
:mimikyu::hydreigon::reuniclus::garchomp::zapdos::heatran:
Importables
:mimikyu::hydreigon::reuniclus::garchomp::zapdos::tapu-fini:
Introduction + The Core
I prefer teambuilding massively to battling, though I know I'm not the best at either. I have some really basic knowledge on teambuilding, battling, and a dream. I've reached about the 1300s before staying there with this team. Most of the more defensive sets are smogon sets, since I'm not exactly that confident in my ability to make useful sets according to the team. Any changes to pokemon / sets besides the core below would be welcome!
:mimikyu::hydreigon:
Since Mimikyu is my favourite Pokémon, I thought to build a team around it. For some reason, I thought that Hydreigon would do well with it. And there, the Mimikyu-Hydreigon core was born, and due to pretentiousness I decided that it was a good idea to use it in OU. I still don't know why I thought that it would be good even after 3-4 hours of testing it out. Mimikyu had the typical LO SD set with Drain Punch instead of Shadow Claw (which I honestly haven't found myself wanting due to Dragapult being the only mon that I seemed to want ghost-type coverage for), and Hydreigon was scarfed with Flamethrower, Draco Meteor, Dark Pulse, and U-turn.
Actually, it wasn't that bad. Hydreigon with Flamethrower can deal with physically bulky steel types like Ferrothorn without rain, Corviknight (sometimes), and Skarm, while Mimikyu can take on special walls like Blissey. Hydreigon also can act as speed control with choice scarf for the offensive core, as Mimikyu does painfully suffer from choice lock. Hydreigon also resists ghost, which is helpful for Mimikyu. Mimikyu could help with dealing with fighting type attacks and other dragon types which may outspeed scarfed Hydreigon, which were two common weaknesses. Hydreigon provided U-turn as well, and could do some solid cleanup at the end of the game.
The Team
:mimikyu::hydreigon::reuniclus::garchomp::zapdos::heatran: <-- importable
:mimikyu: @ :life-orb:
Ability: Disguise
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shadow Sneak
- Swords Dance
- Drain Punch
- Play Rough
Mimikyu was my primary offensive Pokemon of choice for this team, being able to revenge kill Dragapult, Lele, etc. with Shadow Sneak, getting free SD opportunities with disguise, and a strong STAB with Play Rough. Drain Punch is there for longevity. Poltergeist would be lovely, but alas. Since Mimikyu doesn't outspeed what I usually want it to outspeed, Hydreigon became speed control while Mimikyu became a priority revenge killer / late game SDer. I never have it lead, and I only send it out after a Pokemon had just died to guarantee that the Disguise stays intact.

:hydreigon: @ :choice-scarf:
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower / Flash Cannon
- Dark Pulse
- Draco Meteor
- U-turn
Hydreigon was kind of an afterthought after I decided I would be building around Mimikyu, but it's definitely here! It didn't need Modest to hit as hard as I wanted it to, and so I made it Timid to add to the speed control. As mentioned earlier, it can hit physical walls hard, and it could lure them in because of its typing. It would also serve as a clean-up for late game most of the time. Flamethrower is there specifically because of Ferrothorn (which counters Mimikyu. I hate Iron Barbs so much), but I have used Flash Cannon when I was feeling particularly neraidaphobic. U-turn is there simply for ease of switching. I initially had it as Nasty Plot with defog, but Mimikyu was just too slow. I ended up making it act as speed control, being able to surprise KO opposing dragons and non-Scarf Kartana. It's surprisingly effective. Levitate helps with Heatran's weakness to ground.

:reuniclus: @ :leftovers:
Ability: Regenerator / Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Focus Blast
- Psychic
- Recover
Reuniclus would act as something to switch out. It was originally going to have a gimmicky set with Eject Button to scout out sets, but it gradually turned into just an offensive pivot with Calm Mind to threaten out Pokemon. Calm Mind is useful just for setting up against Special Attackers, and the defense is there to be able to threaten out fighting type pokemon and take less damage from most dark moves. I usually have Psychic since there aren't many situations where I found myself craving Psychock. Focus blast is there because it provides potential for predicting Pokemon like Weavile or Kartana. It's also my check to Glowbro. Recover is obvious. Knock off isn't the end of the world due to Regenerator, but it kind of is when you're Magic Guard.

:garchomp: @ :leftovers:
Ability: Rough Skin
EVs: 252 HP / 136 Def / 120 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Protect
Garchomp provides good defensive utility, acting physically defensive and bringing stealth rocks to the team. This is in fact a Smogon set (BOOOO!!) and I don't exactly want to reiterate too much, but this can threaten out steel types better than Hydreigon can and Rough Skin can really help in certain situations. I wanted a defensive pokemon, and this did fulfill the role. I also HATE using Landorus-T.

:zapdos: @ :heavy-duty-boots:
Ability: Static
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heat Wave
- Roost
- Defog
- Volt Switch
Zapdos. "Why is this so bulky??" was my first thought playing against it. This thing provides defogging and forces Water and Steel types to switch. I maxed the Special Defense due to a want for a more "Special" wall on my team, and I doubt that Physical Attackers would want to be making contact with this Pokemon. Volt Switch is there to be an easy switch from something and it also synergizes with U-Turn Hydreigon as well, and Static is used to punish contact moves. Flying type helps with Heatran's weakness of ground, and the Electric stab in Volt Switch aides in the matchup against Rain.
:heatran: @ :air-balloon:
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Protect
- Flash Cannon
- Earth Power
Heatran provides nice stall-breaking along with potential counter-leading with its Air Balloon. I chose it because it would provide more special bulk on my team, while providing another hard-hitting Pokemon with more coverage. It was also useful since Magma Storm combined with its monstrous Special attack stat could finish most things off if they didn't hit hard or shake the ground, and the immunity to toxic would protect it from being afflicted (besides Salazzle). Earth Power or Flash Cannon is there to chip more, and Protect is there just for an extra bit of damage.

:mimikyu::hydreigon::reuniclus::garchomp::zapdos::tapu-fini:
This is version two of the team, featuring Tapu Fini instead of Heatran. Heatran was removed due to furthering the bad matchup with Rain and Weavile, and replaced with Tapu Fini.
:tapu-fini: @ :choice-scarf:
Ability: Misty Surge
EVs: 252 HP / 116 SpD / 140 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Trick
Tapu Fini can provide a nice dual role of stall-breaking with scarf Trick with Taunt or hitting mons with its moves. Misty Terrain could also prevent status conditions on other Pokemon against more defensive matchups, and taunt was useful for that as well. A resistance to ice was also useful, especially considering that most of the team is weak to ice. Again, this set was pulled off of Smogon. I was shocked at how much Tapu Fini could actually do. Now if only it got recover...
Weaknesses
The ladder sure did a great job at humbling me!
:pelipper: + :ferrothorn: + :barraskewda: Whatever else is associated with rain. Please just stop. Please spare me. I don't know if it's because of my team or if I'm just bad, but I always lose against rain. Fini was added since the matchup of it VS barraskewda was better than Heatran.

:weavile: if playing :heatran: I love weavile, but I hated going up against it with my team. It can KO most of my pokemon with CC, Triple Axel, or Throat Chop. That's bad. If my mimikyu dies before being able to KO it I automatically lose. That's one of the reasons why Heatran got replaced with Fini in my second version of the team, but Weavile still threatens out most of my team.
:ninetales-alola: :mamoswine: (the ice type in general.) I know I shouldn't be saying this when I have a heatran on my team, but my team's still pretty weak to Ice even if Heatran is there. Tapu Fini is a somewhat superficial check to ice due to Freeze-Dry, and I can't really surprise KO Mamoswine with Hydreigon due to Ice Shard. There's also no way that an Ice type stays in or switches into Heatran.
:landorus-therian: The villain of OU (from my perspective). I hate this thing so much. I understand that it's not broken but every time I see it I grimace. I didn't have anything hitting it for supereffective damage before Fini.
:mew: + Cosmic power. I think it's mostly my fault but I tend to have trouble after one or two of them.

Thank you for making it this far into my RMT! This is the end of it, I hope you enjoyed reading. Feedback would be greatly appreciated, and if you want a laugh you could look at this old RMT of mine. :cherrim:
 
Hmm... the team looks alright. It's a good team for a first SS OU team. There are just some stuff I'd like to point out though:

First Glance Problems:
  • Mimikyu and Reuniclus are extremely niche 'mons who have almost no place in the OU metagame. If you want Ghosts, you have Blacephalon and Pult. If you want Fairies, you have the Guardian Deities, Clef, and A-Ninetales. If you want a Psychic, you have Lele, Mew, and others.
  • You have 3 'mons weak to Ice and only one Ice resist, which is Tran/Fini.
  • You have 2 'mons weak to Fairy, but only one Fairy resist, if it's the Heatran variant. Coverage in Hydreigon's Flash Cannon is not enough.
A Closer Look:
  • Air Balloon Heatran is good, but most of the time, it's as a Stealth Rocker, not as an all-out attacker. I actually just built a team with it, go check it out if you want :D
  • SpD Zap is kind of questionable. Zap is meant to be a physical wall, not a special one - this is backed up by its ability, Static, which can easily cripple physical attackers. Here's one tip I always remind myself when teambuilding: "Don't try to make the perfect 'mon. Rather than making it mediocre at everything, make it the best at one."
  • Rain shouldn't be too bad if you have Zapdos. Keep Zap out whenever they try to bring Pelipper in. If they do manage to bring it in anyway, Hurricane and Thunder have perfect accuracy in Rain, so I recommend switching Heat Wave and/or Volt Switch for one or both of the two. This lets you use their own Rain against them.
Useful Teambuilding Links:
Hope this helps!
 
Last edited:
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