SS OU Hallowed be thy Helix (Omastar Rain)

Alright folks I've been a casual lurker for months now. I've messed around with (mostly) futile teambuilding efforts for a while after having discovered blunder's channel, and am still very new when it comes to understanding competitive mechanics and optimal stat spreads etc. That being said, early on in the DLC drop I sloppily threw a rain team together, centred on Eleki with a surprise douse Genesect to smash the ground switch-in. I had reasonable success with this team (1600) compared to my typical 12-1300 endeavours. With Sect getting the ban hammer, I've reluctantly since messed around with some fat bulky offense teams to little avail, and a fraction of the fun. Today, I decided to revisit the rain team and hastily threw together an adapted version. I needed a devoted rain special-attacker to bring in on the grounds. I decided to give helix fossil a whirl. I hastily, and I emphasize hastily, chucked together a team that seemed reasonable, centred around the same concept but with the addition of the helix. Honestly, expectations for success were low, much less expectations for feeling the need to post the team. However, I took to the ladder and promptly evaporated 8 teams in a row. 8-0. Which, as a low ladder scrub, is unheard of for me. So, largely fuelled by hype, I wanted to present the team and seek any feedback you might have. Let's dive into it.

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Pelipper @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 Spa
Modest Nature
- U-turn
- Defog
- Scald
- Hurricane

I'm not entirely sure what to say here to get this to amount to three lines of text. But here it is. It's pelipper. You've all seen it. You all know what it does and what it doesn't. I opted to invest in the physical bulk to plug up the team's overall weakness to pheromosa. It can eat hits from any mosa that isn't packing the (god forbid) shockwave tech. When that thing is inevitably banned, I can potentially re-allocate the ev's but for now this thing functions loosely as a physically bulky pivot, in addition to its typical rain and removal duties.

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Regieleki @ Choice Specs
Ability: Transistor
EVs: 252 SpA / 252 Spe / 4 HP
Modest Nature
- Thunder
- Rapid Spin
- Volt Switch
- Explosion

I present demon #1. The original star of the show when the crown tundra dropped. I opted right away to go with specs modest for the obscene power. After seeing it OHKO magearna with thunder I was hooked. Moreover, it can sponge a hit from timid eleki, and OHKO back if need be. If the opponent's ground is deleted at any point in the match, there is a good chance this is an automatic win-con. Thunder in the rain is just too satisfying to pass up on. The additional three moves are there to fill the slots; you might occasionally click rapid spin. In the (unlikely) event that the opponent forgot to bring a ground type, you can lead with this and click volt switch if you want. Of course, if the opponent is packing ground types, they'll nearly always switch into this thing, which brings us to demon #2.

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Omastar @ Power Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Meteor Beam
- Shell Smash
- Surf
- Ancient Power

Behold, demon #2. My preliminary findings have been that this thing can singlehandedly baptize unprepared teams. The meteor beam herb combo provides instant power and can allow an easy 2HKO of the switch-in. Moreover, if you successfully predict a switch and have the gall to click shell smash, then you almost certainly win instantly (barring an opposing rillaboom or urshifu). This packs the natural bulk to live, even at minus one, a sucker punch from ace. It'll get absolutely blown up by rilla, and most likely urshifu-s unless you can outplay the sucker. I opted for surf over hydro for the consistency. After days of running magma storm tran I just couldn't handle the gambles anymore. Ancient power provides a secondary stab, although I am very open to suggestions for a better move here. Helix's coverage is pretty heinous but +1 surf smashes most things in the rain.

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Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Surf
- Thunder
- Roost

This brings us to demon #3. I saw Joey and Blunder using a similar set, and it seemed to catch every opponent off-guard. The surprise factor, coupled with surprisingly deadly coverage yielded great results on the OG genesect team, making d-nite a fixture for this core. If dome is dead, compromised, or otherwise precluded from switching in on the ground, D-nite can easily jump in and wreak some havoc. I initially had invested in speed, however even with invested d-nite seemingly couldn't outspeed a single non-fat mon so I just chucked max HP on there. In summary, this thing can sponge hits and dish out surprisingly devastating hits back. Provides great chip in the early-middle stages of the game. Can sponge clutch hits from horse/lucha etc when you need it most. It also tends to bait in big celesteela, which you can fry with thunder.

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 HP / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

Onto the glue. This used to be its OP brethren packing the stealth rocks but I've of course had to adapt this as well. I think my team is better off with a scarfer anyways, for the typical early-game hijinx and possible late-game heroics. I flirted with the idea of running weather ball, instead of knock to catch opposing landos off guard. However this thing tends to operate pre-pelipper, outside of the rain, and knock seemed to provide much broader utility. Not a ton to be said about this thing though. It gets the rocks up. It knocks the occasional item. It flattens the occasional heatran. But, above all else: it comes in on opposing eleki's.

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Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 136 Atk / 120 SpD
Adamant Nature
- Earthquake
- Double Iron Bash
- Superpower
- Ice Punch

We finish up with glue mon #2. Truth be told, I didn't really know what to do for mon #6 and opted for big melmetal to soak up some hits and punch some holes in the early-game to open up the lane for helix and electric to do their work. The draymond green of the team, does the dirty work and makes life easier for the demons. I went with the standard AV moveset, which provides much-needed coverage. In terms of the EV spread, I randomly assigned a spread, which is both uninformed and very much subject to change. I have nightmares from Horse singlehandedly bodybagging some of my other teams, so this serves as a...semi-serviceable answer to scarf horse.

Early impressions:
-Ridiculously, ridiculously fun to play. If you can be tactical in the early-game and get your demons in safely, it's a blast watching them go to work
-Weaknesses: ferrothorn. This team has a hard time breaking through ferro. Your only hope is to chisel away at it with melmetal punches, eq's, etc etc. Also weak to mosa, as pelican being the sole check is not ideal. That said, most teams appear to be weak to mosa in some capacity. I'm sure there's countless other glaring weaknesses, but I simply haven't used it enough to identify these quite yet.

So anyways, I was so hyped with the early success of the squad that i felt the need to write this up. Any feedback would be hugely, hugely appreciated!
Thanks everyone.
 

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Last edited:
I like the idea of the team, and omastar is a decent cheese mon thanks to meteor beam + power herb.


Major changes:

You have a lot of ground weaknesses, and that annoy regieleki, so first:

:Kyurem-black: You should replace dragonite with kyurem black, is a check of rillaboom and beats a big part of the ground types, helping regieleki for sweep.

Kyurem-Black @ Heavy-Duty Boots
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Fusion Bolt
- Icicle Spear
- Substitute

Minor changes:

:Melmetal: Thunder punch is better than earthquake.

:Landorus-Therian: Leftovers on it, 200 evs in attack and 56 evs on hp

:Omastar: Ice beam is better than ancient power.

Hope you like the changes.
 
Edit
I like the idea of the team, and omastar is a decent cheese mon thanks to meteor beam + power herb.


Major changes:

You have a lot of ground weaknesses, and that annoy regieleki, so first:

:Kyurem-black: You should replace dragonite with kyurem black, is a check of rillaboom and beats a big part of the ground types, helping regieleki for sweep.

Kyurem-Black @ Heavy-Duty Boots
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Fusion Bolt
- Icicle Spear
- Substitute

Minor changes:

:Melmetal: Thunder punch is better than earthquake.

:Landorus-Therian: Leftovers on it.

:Omastar: Ice beam is better than ancient power.

Hope you like the changes.

Hey these look like great suggestions. I appreciate the feedback and I'll try out these changes. Cheers!
 
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