Howdy. I read through the forum/RMT rules but this is my first post in a decade, so apologies if anything looks off
I've been spamming this team for the last week or so and had some good results. It's bulky offense featuring a ton of immunities and 3 non-OUs that take advantage of some early trends in the DLC 2 meta, like lead Deoxys-S and Paradox Beast sun. The initial thought process when building was just to use Golurk because he's awesome, but he can actually pull his own weight in OU. The whole team ended up being a blast to use. Try it out! https://pokepast.es/a3d4ebb9559f2b4d
Glimmora @ Choice Scarf
Ability: Toxic Debris
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Dazzling Gleam
- Stealth Rock
Pros
thug 1 (Golurk) @ Choice Band
Ability: No Guard
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Poltergeist
- High Horsepower
- Ice Punch
- Trick
Pros
thug 2 (Iron Hands) @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch
Pros
252 Atk Zamazenta Close Combat vs. 252 HP / 0 Def Iron Hands: 174-205 (33.9 - 40%)
+2 252+ Atk Iron Hands Drain Punch vs. +1 0 HP / 0 Def Zamazenta: 169-199 (52 - 61.2%)
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 0 Def Iron Hands: 452-533 (88.2 - 104.1%)
+1 252 Atk Protosynthesis Roaring Moon Earthquake vs. 252 HP / 0 Def Iron Hands: 418-494 (81.6 - 96.4%)
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 4 SpD Iron Hands: 433-511 (84.5 - 99.8%)
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 0 Def Iron Hands in Grassy Terrain: 382-450 (74.6 - 87.8%)
252 Atk Great Tusk Headlong Rush vs. 252 HP / 0 Def Iron Hands: 372-438 (72.6 - 85.5%)
The sample spread can survive some of these hits as well, but with Drain Punch + Leftovers recovery, every point of HP matters. Max Attack also increases Drain Punch's healing potential. Not to say the sample spread is bad or anything, but currently I choose to run max/max on this team for better stallbreaking and sweeping consistency
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Tera Blast
Pros
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 8 HP / 248 Atk / 252 Spe
Naive Nature
- Substitute
- Earthquake
- Smack Down
- Grass Knot
Pros
Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Fairy
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Sludge Wave
- Substitute
Pros
Anyways, that's Volcanion. He's not the flashiest guy on the block, but like Kingambit, he provides a needed defensive niche that no other pokemon in the game can replicate. Its pretty awesome when the other team loses all their Water resists though, and being plus into all weather is cool
Conclusion
This team isn't perfect, but its the best one I've ever made in terms of laddering success. When I lose, 90% of the time its because I misplayed and/or could have done something different. The other 10% is because I ran into Rotom-W. I haven't mentioned him at all so far, but that's because nothing on the team deals with it one on one. It burns everything slower than it, and hits everything faster super-effectively. Genuinely the best bet is to Sub with Landorus and pray for misses/pivot to Volcanion as you attempt to drain all Hydro Pump PP. Or sacrifice Golurk to Trick away its Leftovers. Either way, pretty awful stuff. Skeledirge and Rillaboom are also extremely tough to deal with, but Rotom is the final boss for this team. Not being able to remove hazards also stinks, but at least you have strong answers to all the common stackers like Ting-Lu, Gliscor, Skarm, etc,. All that aside, any suggestions and improvements to the team are welcome... except 'change Golurk to something else' :P
I've been spamming this team for the last week or so and had some good results. It's bulky offense featuring a ton of immunities and 3 non-OUs that take advantage of some early trends in the DLC 2 meta, like lead Deoxys-S and Paradox Beast sun. The initial thought process when building was just to use Golurk because he's awesome, but he can actually pull his own weight in OU. The whole team ended up being a blast to use. Try it out! https://pokepast.es/a3d4ebb9559f2b4d
Glimmora @ Choice Scarf
Ability: Toxic Debris
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Dazzling Gleam
- Stealth Rock
Pros
- Uncommon set/Surprise factor
- Hazard setter
- Speed control
- Decent defensive profile
- Absorbs T-Spike
- Fails to outspeed many Booster/+1 mons
- Often must choose between rocks or dealing damage
- Struggles to dent flying types
- Rarely OHKOs oppenents
thug 1 (Golurk) @ Choice Band
Ability: No Guard
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Poltergeist
- High Horsepower
- Ice Punch
- Trick
Pros
- Immediate power
- Decent bulk
- Three immunities
- Ghost resists are uncommon
- Trick utility + surprise factor
- It's Golurk
- Poltergeist cannot hit Booster mons
- Slow as dirt
- Mandates no Knock-Off for teammates
- Susceptible to Will-O-Wisp
thug 2 (Iron Hands) @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch
Pros
- Incredible bulk, power, and sustain
- Strong defensive typing
- Sweeper and Stallbreaker (no dirge pls)
- Not reliant on prediction
- Seriously its too angry to die
- Slow as bricks
- Susceptible to Will-O-Wisp
- Outsped and exploited by Iron Defense birds
- Vulnerable to Spikes/T-Spike
252 Atk Zamazenta Close Combat vs. 252 HP / 0 Def Iron Hands: 174-205 (33.9 - 40%)
+2 252+ Atk Iron Hands Drain Punch vs. +1 0 HP / 0 Def Zamazenta: 169-199 (52 - 61.2%)
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 0 Def Iron Hands: 452-533 (88.2 - 104.1%)
+1 252 Atk Protosynthesis Roaring Moon Earthquake vs. 252 HP / 0 Def Iron Hands: 418-494 (81.6 - 96.4%)
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 4 SpD Iron Hands: 433-511 (84.5 - 99.8%)
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 0 Def Iron Hands in Grassy Terrain: 382-450 (74.6 - 87.8%)
252 Atk Great Tusk Headlong Rush vs. 252 HP / 0 Def Iron Hands: 372-438 (72.6 - 85.5%)
The sample spread can survive some of these hits as well, but with Drain Punch + Leftovers recovery, every point of HP matters. Max Attack also increases Drain Punch's healing potential. Not to say the sample spread is bad or anything, but currently I choose to run max/max on this team for better stallbreaking and sweeping consistency
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Tera Blast
Pros
- It's Kingambit
- Great bulk
- Crucial defensive typing
- Can break early or late
- Beats dragons
- Slower than pond water
- Forces switches on Fairies, but struggles to threaten them
- Sucker Punch mindgames
- Needs Tera to really beat dragons
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Water
EVs: 8 HP / 248 Atk / 252 Spe
Naive Nature
- Substitute
- Earthquake
- Smack Down
- Grass Knot
Pros
- Huge attack
- Intimidate
- Substitute exploits Will-O-Wisp and Kingambit
- Spikes immunity
- Great defensive typing
- Surprises Great Tusk
- Not slow, but not fast either
- Questionable coverage
- Worn down by Stealth Rock/using Substitute
- Ice Spinner go brrrr
Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Fairy
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Sludge Wave
- Substitute
Pros
- Strong matchup vs Rain, Fairies, and Walking Wake
- Powerful STAB moves
- Steam Eruption burn chance
- Doesn't care about hazards
- Immune to Will-O-Wisp
- Substitute beats Kingambit
- Slow...
- Struggles to threaten Rain teams and Walking Wake after switching in
- Steam Eruption only has 8 PP
- Fathered by Toxapex
- Zero recovery outside Water Absorb
Anyways, that's Volcanion. He's not the flashiest guy on the block, but like Kingambit, he provides a needed defensive niche that no other pokemon in the game can replicate. Its pretty awesome when the other team loses all their Water resists though, and being plus into all weather is cool
Conclusion
This team isn't perfect, but its the best one I've ever made in terms of laddering success. When I lose, 90% of the time its because I misplayed and/or could have done something different. The other 10% is because I ran into Rotom-W. I haven't mentioned him at all so far, but that's because nothing on the team deals with it one on one. It burns everything slower than it, and hits everything faster super-effectively. Genuinely the best bet is to Sub with Landorus and pray for misses/pivot to Volcanion as you attempt to drain all Hydro Pump PP. Or sacrifice Golurk to Trick away its Leftovers. Either way, pretty awful stuff. Skeledirge and Rillaboom are also extremely tough to deal with, but Rotom is the final boss for this team. Not being able to remove hazards also stinks, but at least you have strong answers to all the common stackers like Ting-Lu, Gliscor, Skarm, etc,. All that aside, any suggestions and improvements to the team are welcome... except 'change Golurk to something else' :P
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