Hello, everyone! What is up?
The ladder is coming to an end. So, today, I'm posting this amazing team, filled with creativity and underrated and forgotten sets.
As always, I like to build around those grounds - innovative sets, mons that have seen better days etc. And also HO. This is the quintessential of HO creativity (or gimmick, some would say).
The team is based around classic CTC Altaria + hazard stacking with lead Skarmory.
Here is a proof of peak:
Now, that is outdated, as proven by these replays:
http://replay.pokemonshowdown.com/ou-429434690 (1808, v. stall).
http://replay.pokemonshowdown.com/ou-422682336 (1802 v. bulky offense).
I believe the highest I got with this team was 1840.
Anyways, to the team, shall we?
I like spikes cause it makes games faster. Since i wanted HO, Skarmory was the way to go as my lead.
Next, wallbreaking. The monster that has sheer force as its ability (Teravolt, actually, but hey).
Odd choice for a revenge killer: Scarf Gengar. Also works as a spin blocker.
To put everything together, I added the beast, the thing that can do everything, can fill any roll, and is a solid anti-meta mon.
Finally, a pivot, a nice mon for speed control purposes. That's right, Rotom-Wash.
Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Fire Blast
- Frustration
- Earthquake
Believe it or not, there was a time when this thing was considered S rank. Now, it is a mere BL. Yes, M-Altaria has seen better days. Good news is people don't mind checking it anymore, or they just expect the SpA set. No, we want DD max Speed Jolly Altaria, to punch holes on stuff. Fire blast is to hit Skarm, Ferrothorns, and crazy scizors that think they are too sweet to BP. Altaria hits hard after 1 DD and, oddly enough, is my main way to beat Heatran, with EQ. Also that Jolly nature helps me outspeeding up to base 140 speed stat mons, like M-Manectric and M-Lopunny, after 1 DD.
It is a good M-Sableye check as well, just watch out for pesky amoongus.
Skarmory @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Spikes
- Stealth Rock
- Taunt
HO calls for a lead. Well, you can't go wrong with lead Custap Skarmory, which is almost guaranteed rocks and spikes (1 layer), and can taunt slow SR setters like clef, opposing skarms, ferrothorns and so on. The set is standard, Brave Bird to punish Keldeos that don't get the burn and Heracross.
Taunt is also really useful v. stall if you can get rid of sableye.
Kyurem-Black @ Power Herb
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fusion Bolt
- Outrage
- Freeze Shock
Too bad Kyurem-B has no ice STAB physical move to take advantage of its god 170 base Atk stat, right? WRONG!
I honestly have never seen anyone running this set: Freeze Shock Kyurem-B. Yeah, the banded set is ok, but it lacks ice moves. With Freeze Shock, you can guarantee nothing will switch in for free on you. To put it simple, it is a 140 base attack STAB from a monster with 170 base atk stat. And it is an ice move, which is a very good offensive type. Also, power herb, for obvious reasons (for those who don't know, freeze shock is like solar beam). And it comes with a nice 30% freeze chance (and an awful 10% chance to miss... oh, well, better than a sharp stick in the eye).
To complete the set, Outrage to get a 2hko on pretty much anything that can take the freeze shock, Fusion bolt to hit Skarm, Slowbro and Azu and Iron Head, to punish crazy Clefs who think can switch in on the god KyuB.
I think Slowbro would be the best answer to KyuB, being able to switch into freeze shock, but even then, with hazards on the field, it becomes an easy prey.
Wallbreaker is this thing's second name.
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond
Frustration. At least for the opponent, when he/she attacks this thing with a +1 Zard when I DBond.
scarf Gengar is so underrated you can easily sludge wave an weavile and you have a chance to 1hko it after rocks.
Also, Dbond on Sableye as it knock Offs is so satisfying, opening a way to victory v. stall with hazards.
For those reasons, I love Scarf Gengar, getting kills on Scarf landos that think they can switch in and get the kill etc.
Besides DBond, 2 hard hitting STABs and focus blast if you're feelinglike losing to hax lucky.
Mew @ Expert Belt
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Vacuum Wave
- Energy Ball
Some innovation, I present you the best Mew set ever, ladies and gentlemen.
Arguably the best movepool in OU and in the game (bar Smeargle), I present the Weavile/Bisharp destroyer, Mew.
That's right, Mew has acces to Vacuum Wave, which, you heard it right, can guarantee 1hko those 2 threats after rocks.
252+ SpA Expert Belt Mew Vacuum Wave vs. 0 HP / 0 SpD Weavile: 221-264 (78.6 - 93.9%) -- guaranteed OHKO after Stealth Rock
252+ SpA Expert Belt Mew Vacuum Wave vs. 0 HP / 0 SpD Bisharp: 259-307 (95.5 - 113.2%) -- guaranteed OHKO after Stealth Rock
Expert Belt gives a nice touch, Ice beam goes without saying (or does it =]), Fire blast for pesky Scizors, Ferrothorns and Skarmories. If you want 1hko's, go mew. Lando, ferrothorn, Garchomp, you name it.
Energy ball hits hard Azu, Keldeo, Manaphy, Quag, Suicune (hard) and, most important, Rotom-W, so that Altaria can have a field day. Lat but not least, Mew is usually my lead v. Diancie, to energy ball it and get the kill with Vacuum Wave.
If you want, you can run Mild nature with life orb and put either EQ, to 1hko Heatran (that ALWAYS switch into Mew) or Sucker punch, to hit mostly Gengar (which my team does not handle well expect from my own Gengar), spinner Starmie and Torn-T (who likes to switch/stay in on Mew).
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Will-O-Wisp
Last, but not least, a glue for the team, a nice pivot, a Mon so that I don't lose turn 1 to Talonflame (and arguably the best counter to it - you heard it right, Heatran): dual status (stati?) Rotom-Wash. Cause Zard X can never try to set up on Rotom enough.
Rotom is great for twaving Clef (so KyuB's job get easier), Lati@s (that always switch in), Talonflame (it is actually so easy to beat Talonflame once it is Para) and stuff. It is also my second way of beating both Heatran and Diancie.
All in all, very good, the most standard thing this team has to offer (besides lead Skarm, I guess, but even so).
Gengar is the top threat to this team (luckily, it's not that common, nor it's subs set), nothing can switch into it. You can never let it get behind a subs, so make sure you never switch out v. gengar. KyuB is perhaps by best choice v. it, since the opponent needs to hit FBlast. My own gengar can revenge.
Talonflame is countered by Rotom-W and checked by KyuB, but it is still a threat one cannot ignore. SR ftw.
M-Metagross hits so hard and nothing on the team can 1hko it. Rotom is only a check (that can and will get flinched), since not even +1 Altaria can 1hKO it after Rocks. Gengar can revenge.
Zard Y can't do much to Altaria, but it still hits hard and Altaria is not doing anything back either, but stalling sun turns (not very effectivly). Zard X loses to Altaria 1x1 and gets Parad by Rotom. Both get revenged by Gengar, but they are worth a spot here. SR ftw.
I usually take care of Clef by Twaving it first and then Iron Head, or catching it on the switch. Gengar checks it and Altaria hits hard enough to kill once Clef is a little weakened.
As pointed, Banded Scizor can punch holes, if played right. if it BPs and I switch to Rotom, it is pretty much dead weight. If it goes for U-turn on Altaria or Mew (which happens 90% of the time), and I can manage to hit Fire Blast, bye-bye scizor. Still, late game banded Scizor can be a problem.
Similar to Scizor, scarf driller is a lategame threat. luckily, it has to worry about hazards, so it often locks itself into spinning on Gengar. Mew can withstand a hit and 1hko with fireblast, or just vacuum wave if it's weak enough.
Team overview
This near gimmick team has it all, and I managed to beat the most standard teams you see on the ladder, namely, stall, Shedinja stall, CTC Pinsir Dnite offense, Medicham-Rachi-Lando Bulky Offense and Lopunny-Sand-Amoongus.
The team is strong, has good synergy and pretyt much has it all: wincons, setup sweeper, surprising the opponent, hazards for a fast game and the only thing it lacks is a ground type to stop volt/turn cores.
That aside, it hits hard enough so that other mons don't set up with easy, Mew can deal with anything the team wouldn't otherwise be prepared for and, above all, it is really Really fun to play with this team.
So, yeah, be my guest to try it out, have fun and suggest improvements!
The ladder is coming to an end. So, today, I'm posting this amazing team, filled with creativity and underrated and forgotten sets.

As always, I like to build around those grounds - innovative sets, mons that have seen better days etc. And also HO. This is the quintessential of HO creativity (or gimmick, some would say).
The team is based around classic CTC Altaria + hazard stacking with lead Skarmory.
Here is a proof of peak:

Now, that is outdated, as proven by these replays:
http://replay.pokemonshowdown.com/ou-429434690 (1808, v. stall).
http://replay.pokemonshowdown.com/ou-422682336 (1802 v. bulky offense).
I believe the highest I got with this team was 1840.
Anyways, to the team, shall we?








I like spikes cause it makes games faster. Since i wanted HO, Skarmory was the way to go as my lead.



Next, wallbreaking. The monster that has sheer force as its ability (Teravolt, actually, but hey).




Odd choice for a revenge killer: Scarf Gengar. Also works as a spin blocker.





To put everything together, I added the beast, the thing that can do everything, can fill any roll, and is a solid anti-meta mon.






Finally, a pivot, a nice mon for speed control purposes. That's right, Rotom-Wash.

Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Fire Blast
- Frustration
- Earthquake
Believe it or not, there was a time when this thing was considered S rank. Now, it is a mere BL. Yes, M-Altaria has seen better days. Good news is people don't mind checking it anymore, or they just expect the SpA set. No, we want DD max Speed Jolly Altaria, to punch holes on stuff. Fire blast is to hit Skarm, Ferrothorns, and crazy scizors that think they are too sweet to BP. Altaria hits hard after 1 DD and, oddly enough, is my main way to beat Heatran, with EQ. Also that Jolly nature helps me outspeeding up to base 140 speed stat mons, like M-Manectric and M-Lopunny, after 1 DD.
It is a good M-Sableye check as well, just watch out for pesky amoongus.

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Spikes
- Stealth Rock
- Taunt
HO calls for a lead. Well, you can't go wrong with lead Custap Skarmory, which is almost guaranteed rocks and spikes (1 layer), and can taunt slow SR setters like clef, opposing skarms, ferrothorns and so on. The set is standard, Brave Bird to punish Keldeos that don't get the burn and Heracross.
Taunt is also really useful v. stall if you can get rid of sableye.

Kyurem-Black @ Power Herb
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fusion Bolt
- Outrage
- Freeze Shock
Too bad Kyurem-B has no ice STAB physical move to take advantage of its god 170 base Atk stat, right? WRONG!
I honestly have never seen anyone running this set: Freeze Shock Kyurem-B. Yeah, the banded set is ok, but it lacks ice moves. With Freeze Shock, you can guarantee nothing will switch in for free on you. To put it simple, it is a 140 base attack STAB from a monster with 170 base atk stat. And it is an ice move, which is a very good offensive type. Also, power herb, for obvious reasons (for those who don't know, freeze shock is like solar beam). And it comes with a nice 30% freeze chance (and an awful 10% chance to miss... oh, well, better than a sharp stick in the eye).
To complete the set, Outrage to get a 2hko on pretty much anything that can take the freeze shock, Fusion bolt to hit Skarm, Slowbro and Azu and Iron Head, to punish crazy Clefs who think can switch in on the god KyuB.
I think Slowbro would be the best answer to KyuB, being able to switch into freeze shock, but even then, with hazards on the field, it becomes an easy prey.
Wallbreaker is this thing's second name.

Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond
Frustration. At least for the opponent, when he/she attacks this thing with a +1 Zard when I DBond.
scarf Gengar is so underrated you can easily sludge wave an weavile and you have a chance to 1hko it after rocks.
Also, Dbond on Sableye as it knock Offs is so satisfying, opening a way to victory v. stall with hazards.
For those reasons, I love Scarf Gengar, getting kills on Scarf landos that think they can switch in and get the kill etc.
Besides DBond, 2 hard hitting STABs and focus blast if you're feeling

Mew @ Expert Belt
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Vacuum Wave
- Energy Ball
Some innovation, I present you the best Mew set ever, ladies and gentlemen.
Arguably the best movepool in OU and in the game (bar Smeargle), I present the Weavile/Bisharp destroyer, Mew.
That's right, Mew has acces to Vacuum Wave, which, you heard it right, can guarantee 1hko those 2 threats after rocks.
252+ SpA Expert Belt Mew Vacuum Wave vs. 0 HP / 0 SpD Weavile: 221-264 (78.6 - 93.9%) -- guaranteed OHKO after Stealth Rock
252+ SpA Expert Belt Mew Vacuum Wave vs. 0 HP / 0 SpD Bisharp: 259-307 (95.5 - 113.2%) -- guaranteed OHKO after Stealth Rock
Expert Belt gives a nice touch, Ice beam goes without saying (or does it =]), Fire blast for pesky Scizors, Ferrothorns and Skarmories. If you want 1hko's, go mew. Lando, ferrothorn, Garchomp, you name it.
Energy ball hits hard Azu, Keldeo, Manaphy, Quag, Suicune (hard) and, most important, Rotom-W, so that Altaria can have a field day. Lat but not least, Mew is usually my lead v. Diancie, to energy ball it and get the kill with Vacuum Wave.
If you want, you can run Mild nature with life orb and put either EQ, to 1hko Heatran (that ALWAYS switch into Mew) or Sucker punch, to hit mostly Gengar (which my team does not handle well expect from my own Gengar), spinner Starmie and Torn-T (who likes to switch/stay in on Mew).

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Will-O-Wisp
Last, but not least, a glue for the team, a nice pivot, a Mon so that I don't lose turn 1 to Talonflame (and arguably the best counter to it - you heard it right, Heatran): dual status (stati?) Rotom-Wash. Cause Zard X can never try to set up on Rotom enough.
Rotom is great for twaving Clef (so KyuB's job get easier), Lati@s (that always switch in), Talonflame (it is actually so easy to beat Talonflame once it is Para) and stuff. It is also my second way of beating both Heatran and Diancie.
All in all, very good, the most standard thing this team has to offer (besides lead Skarm, I guess, but even so).

Gengar is the top threat to this team (luckily, it's not that common, nor it's subs set), nothing can switch into it. You can never let it get behind a subs, so make sure you never switch out v. gengar. KyuB is perhaps by best choice v. it, since the opponent needs to hit FBlast. My own gengar can revenge.

Talonflame is countered by Rotom-W and checked by KyuB, but it is still a threat one cannot ignore. SR ftw.

M-Metagross hits so hard and nothing on the team can 1hko it. Rotom is only a check (that can and will get flinched), since not even +1 Altaria can 1hKO it after Rocks. Gengar can revenge.


Zard Y can't do much to Altaria, but it still hits hard and Altaria is not doing anything back either, but stalling sun turns (not very effectivly). Zard X loses to Altaria 1x1 and gets Parad by Rotom. Both get revenged by Gengar, but they are worth a spot here. SR ftw.

I usually take care of Clef by Twaving it first and then Iron Head, or catching it on the switch. Gengar checks it and Altaria hits hard enough to kill once Clef is a little weakened.

As pointed, Banded Scizor can punch holes, if played right. if it BPs and I switch to Rotom, it is pretty much dead weight. If it goes for U-turn on Altaria or Mew (which happens 90% of the time), and I can manage to hit Fire Blast, bye-bye scizor. Still, late game banded Scizor can be a problem.

Similar to Scizor, scarf driller is a lategame threat. luckily, it has to worry about hazards, so it often locks itself into spinning on Gengar. Mew can withstand a hit and 1hko with fireblast, or just vacuum wave if it's weak enough.
http://replay.pokemonshowdown.com/ou-429434690 (v. duggy/zapdos stall).
http://replay.pokemonshowdown.com/ou-422682336 (v. bulky offense).
http://replay.pokemonshowdown.com/ou-425398032 (v. talon stall).
http://replay.pokemonshowdown.com/ou-424723064 (v. stall - yep, that is my luck).
http://replay.pokemonshowdown.com/ou-422382752 (v. BP).
http://replay.pokemonshowdown.com/ou-422325704 (v. sand offense).
http://replay.pokemonshowdown.com/ou-422698155 (v. bulky offense).
http://replay.pokemonshowdown.com/ou-428825850 (v. ditto stall)
http://replay.pokemonshowdown.com/ou-425387709 (v. bulky offense).
http://replay.pokemonshowdown.com/ou-422682336 (v. bulky offense).
http://replay.pokemonshowdown.com/ou-425398032 (v. talon stall).
http://replay.pokemonshowdown.com/ou-424723064 (v. stall - yep, that is my luck).
http://replay.pokemonshowdown.com/ou-422382752 (v. BP).
http://replay.pokemonshowdown.com/ou-422325704 (v. sand offense).
http://replay.pokemonshowdown.com/ou-422698155 (v. bulky offense).
http://replay.pokemonshowdown.com/ou-428825850 (v. ditto stall)
http://replay.pokemonshowdown.com/ou-425387709 (v. bulky offense).
Team overview
This near gimmick team has it all, and I managed to beat the most standard teams you see on the ladder, namely, stall, Shedinja stall, CTC Pinsir Dnite offense, Medicham-Rachi-Lando Bulky Offense and Lopunny-Sand-Amoongus.
The team is strong, has good synergy and pretyt much has it all: wincons, setup sweeper, surprising the opponent, hazards for a fast game and the only thing it lacks is a ground type to stop volt/turn cores.
That aside, it hits hard enough so that other mons don't set up with easy, Mew can deal with anything the team wouldn't otherwise be prepared for and, above all, it is really Really fun to play with this team.
So, yeah, be my guest to try it out, have fun and suggest improvements!
Last edited: