SS OU Kartana & Urshifu Team

Kartana

Kartana @ Focus Sash / Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Tailwind / Knock Off
- Leaf Blade
- Smart Strike
- Sacred Sword

First up is Kartana. This is one of the pokemon this team is based around. Usually my lead, I use Kartana to put a lot of pressure on my opponent early game. I use Leaf Blade and Smart Strike as good STAB move and Sacred Sword for extra coverage. Tailwind because I found myself getting outsped a lot by foes like Dragapult, Weavile, and Scarf pokemon. Although I did try a Life Orb set with Knock Off and a Jolly nature. Focus Sash ensures I can get at least 1 Tailwind off.


Urshifu

Urshifu-Rapid-Strike (M) @ Choice Band / Life Orb
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- Fire Punch
- U-turn

Second, we have Urshifu. Urshifu is primarily used to solve all of Kartana's problems. Fire Type? Urshifu. Ferrothorn? Urshifu. Lando-T Intimidate on 1st turn? Urshifu. You get the point. Surging Strikes and Close Combat are great STAB and Fire Punch for Ferrothorn, which gives Kartana some trouble. I have tried a Life Orb instead of a Choice Band, but I find the extra damage to be more appealing.


Corviknight

Corviknight (M) @ Rocky Helmet
Ability: Mirror Armor
EVs: 252 HP / 168 Def / 88 SpD
Impish Nature
- Body Press
- Brave Bird
- Roost
- Defog

Corviknight is my main hazard control pokemon and overall defensive pivot. I switch him into foes like Urshifu using Surging Strikes or Weavile using Triple Axel, for the Rocky Helmet damage. Body Press and Brave Bird for offensive pressure, Roost for survivability, and Defog for hazards/screens. 88 special defense evs ensures a 3HKO form a Choice Specs Dragapult's Shadow Ball.


Heatran

Heatran (M) @ Leftovers / Air Balloon
Ability: Flash Fire
EVs: 252 HP / 232 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic

Heatran is back-up fire protection if I don't have Urshifu. It is also a Special wall and can pick off annoying matchups, like Corviknight, Zapdos, and sometimes even Slowbro. Magma Storm for trapping opponent, and damage. Earth Power for extra coverage, and filler damage while Toxic-stalling. Taunt is used to help pick off foes like Toxapex and setup mons. Toxic is used for extra residual damage while the foe is trapped with Magma Storm. 24 speed evs ensures Heatran is faster than an uninvested Toxapex, and the rest goes to bulk. Air Balloon could be used to resist ground-type attacks, but I find just switching to Lando-T or Corviknight better.


Landorus - Therian

Landorus-Therian (M) @ Power Herb / Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fly / Stone Edge
- Defog
- Earthquake
- U-turn

Landorus is my counter to Fighting types, as they threaten Kartana and Heatran. It is also backup hazard control if I don't have Corviknight. Earthquake for STAB damage and U-turn for pivoting. Fly is perhaps controversial on him, I don't use it very often, but sometimes it pays off to surprise opponents with an instant flying move. If not however, Stone Edge and Leftovers are another option.


Volcanion

Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Steam Eruption
- Flare Blitz
- Earthquake
- Sludge Wave

I chose Volcanion to sort-of tie up the loose ends of this team. I noticed how my flow kind of goes, Kartana has Heatran for its fire weakness, Heatran has Lando-T for its ground weakness, and then? I needed an ice-resister for Lando-T and a mon to sort-of loop it back to Kartana. It also has the bonus of covering Lando-T's water weakness. I use it as a Mixed Wallbreaker while having some defensive utility. Steam Eruption and Flare Blitz are good STAB damage. Earthquake and Sludge Wave for extra coverage.

pokepaste: https://pokepast.es/d418bab88dd9e5c7
 
No point in fire punch urshifu, close combat will OHKO anyways and it’s better to be locked into CC then fire punch. Normally I would suggest Aqua jet for priority and RKIng volcarona, but your team looks super weak to dragonite so ice punch would be a decent option
 
Hello OriDotExe,

I am here to rate your team and to make some changes. First of all, your team looks very weak to Tapu Koko and Zeraora from the first glance and I want to help you out woth that aspect. Your team also struggles with the necessary support given to enable Urshifu-R, Kartana, and Corviknight to play their roles out safely and in a perfect manner. Your team also needs some assist with the likes of specially defensive Landorus-T, as it can help against dangerous threats such as the aforementioned Tapu Koko and moreover it can help against Volcarona and Heatran and compensates that issue in itself.

Triple Steel is fine here and gives you wa ay to pressure Psychic- and Fairy-types like Clefable and Tapu Lele. Furthermore that team is well equipped now with answering a dangerous metagame threat in Weavile.

Now lets hop onto the changes.

Major Changes:

:dragapult: > :volcanion: Dragapult gives you a necessary option and Speed control to give yourself more of a safe way in the speed aspect. Dragapult can also bring you a third water resist and a complete Fighting-immunity along the way. Dragapult can also bring more momentum onto the table with having U-turn in its arsenal. Shadow Ball and Draco Meteor are its STAB moves of choice whereas Flamethrower helps in assisting Heatran to break through opposing Steel-types and it is also a way to hit Pokemon such as Tapu Bulu, Kartana, and Rillaboom in the case.

Minor Changes:

:Kartana: changed from the current Set to Swords Dance with Life Orb, as it grants your team more breaking power in hindsight, as Kartana in itself is very threatening with its great Speed tier alongside a great STAB move and coverage in Knock Off and Sacred Sword. Life Orb Kartana strikes really hard and it can be brought in with relative ease due to more minor changes I did, which I will explain now.

:Urshifu: I changed Fire Punch to Thunder Punch. Thunder Punch is the better way of hitting opposing Pokemon and is an all around move against Corviknight, Skarmory, Slowbro, Tapu Fini, and Primarina to catch them off guard. Thunder Punch can also deal a lot of damage to opposing Tornadus-T upon the switch. It gives you in general more than Fire Punch, as it hits a wider amount of Pokemon in the metagame safely.

:Corviknight: Mirror Armor won't do much, its basically a luck ability for Status drops. Pressure does more, as it enables Corviknight to stall out PP from Pokemon like Blissey therefore it has more breathing room against Blissey, as it can stall out Seismic Toss and Stealth Rock PP, which this team greatly appreciates. Furthermore it can stall out other Pokemons Stealth Rock attemps, such Pokemon would be Landorus-T and Hippowdon, which this team also can benefit from.

:Heatran: Changed the spread to the standard aapproach, 120 Speed Evs let you outpace opposing Heatran and it outpaces Iron Defense + Body Press Magnezone and it can hit it with Earth Power rather safely, so Magnezone has a harder time to attempt a Setup, as otherwise this team may struggle a bit with this specific Magnezone set.

:landorus-Therian: I changed the EV spread completely to a more specially defensive approach, since with Corviknight and Heatran you have enough room of checking Pokemon like Weavile, Rillaboom, Tapu Bulu, and Kartana. But this team benefits from a check to dangerous Pokemon such as Volcarona and opposing Heatran. So the specially defensive EV spread here is a Must and the way to go. Landorus-T also acts as your tealth Rocker and Corviknight as your Defogger and both are a great core overall with their great assets to check a plethora of Pokemon in the metagame. Toxic can be used to hit Pokemon like Zapdos and opposing Landorus-T to dismantle their longevity in the long run of the game.

Improved Team and Pokepaste for use: https://pokepast.es/73bc85c27b009080

Conclusion:
In general your team didn't look bad at first glance, structure-wise, it just needed the right tools to compensate its weaknesses and to boost its strength to accomplish well in the current metagame. The sets were a bit off, but with some small changes it was easily managable to fix that issue. I would also look always at the snygery of the team and try to avoid building up on major flaws like you had with your version before. Tapu Koko was a menace to the version before. It is always good to look at the weaknesses of cores and pokemon you want to build with and to compensate them with either softchecks or a general structure to avoid such major flaws. But in overall the team you had wasn't bad from the first sight.
I hope you liked these changes and I hope you have fun with trying the improved version out! :blobwizard:
 
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