Disclaimer: I am somewhat noobish. You don't have to point this out if you don't want to.
The idea of this team is to use Smeargle to Baton Pass a Shell Smash onto Kyurem-Black, which gives the 700 BST monster enough power to crush anything between its thighs.
Kyurem-Black @ White Herb
Ability: Teravolt
EVs: 252 Atk / 252 SAtk / 4 Spd
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Iron Head
Kyurem-B eats people. That's pretty much what inspires this whole team. I prefer this set to the substitute set for the extra coverage which can be vital mid-sweep. Fusion Bolt and Ice Beam are staples, and Iron Head will mess up any Fairies counting on their Dragon immunity for a switch-in; in fact, no Dragon STAB is run because the only key defensive type I'm now missing coverage on is Steel, which Earth Power helps out with, along with the occasional surprised Rotom-W or Gengar.
252+ SpA Teravolt Kyurem-B Ice Beam vs. 4 HP / 0 SpD Dragonite: 612-724 (188.8 - 223.4%) -- guaranteed OHKO
Smeagol (Smeargle) @ Focus Sash
Ability: Own Tempo
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Shell Smash
- Baton Pass
- Spore
- Foul Play
Shell Smash is the perfect boosting move for a mixed sweeper like Kyurem-B, and the idea is this: on the first turn, I use Shell Smash. If I take a hit that turn, I can Spore on the next turn with my boosted speed and Baton Pass as the opponent switches out. This is preferable to using Spore on the first turn and having to Baton Pass into an attack. If I don't take a hit, I can often get off another Shell Smash or two, which only makes Kyurem-B's job easier. Foul Play is a bit surprising, but it often pays off against Psychics, Ghosts, physical attackers or Taunt users who often expect an immediate switch out or Baton Pass. Espeon will often switch in on the first turn to Magic Bounce, and you can, in a pinch, 2HKO it with Foul Play. This isn't at all reliable, but it's just an example; Foul Play has helped me out in a tight spot more than once.
0- Atk Smeargle Foul Play vs. 4 HP / 0 Def Espeon: 132-156 (48.5 - 57.3%) -- 41% chance to 2HKO after Leftovers recovery
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Spd / 252 Atk / 4HP
Adamant Nature
- Swords Dance
- Frustration
- Earthquake
- Quick Attack
This team as it stands hates Fighting types. Both team members so far are weak to them and Kyurem-B has nothing better than neutral coverage; Bullet Punch in particular often takes its toll. The first Pokémon game I played was Diamond, which I beat mainly using my beloved Infernape; now I hate its guts, because when it is played as a lead it crushes my dreams. It will Fake Out Smeargle and then threaten to outspeed and KO before Smeargle can do anything. Pinsir is the answer, since it can switch in and use priority SE Quick Attack off its massive attack stat. SD gives sweeping potential, Frustration is essentially knockback-free STAB Brave Bird and I've found Earthquake to have better coverage than Focus Blast, especially on that pesky Aegislash...
252+ Atk Aerilate Mega Pinsir Quick Attack vs. 0 HP / 0 Def Infernape: 284-336 (96.9 - 114.6%) -- 81.3% chance to OHKO
Snape (Scolipede) @ Black Sludge
Ability: Speed Boost
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Megahorn
- Swords Dance
- Protect
- Baton Pass
This is a pretty standard Scolipede set, and its main purpose is to act as a backup Baton Passer. Mind games with Protect will often allow you to set up an SD and Baton Pass it onto Pinsir or Kyurem-B. Megahorn is powerful enough to put a dent in a lot of Taunt users, especially after a swords dance. HP and Speed investment allow you to take a few hits; 60/89/69 isn't a strong defensive build, but it could be worse.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 Spd / 252 HP / 4 SDef
Serious Nature
- Transform
A common response to Shell Smash Smeargle seems to be other setup sweepers switching in and trying to outboost him. This often fails, but on occasion you will find yourself a turn behind setting up against a monstrous sweeper. Sometimes the best thing to do here is switch out to Ditto, the most versatile counter-sweeper in the game. You've let an Azumarill use Belly Drum? No problem, just switch into Ditto, tank an Aqua Jet and KO with Play Rough. I've come back from being down 3 or 4 Pokémon before with a well-timed Ditto.
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 252 SDef / 4 Def
- Calm Mind
- Psyshock
- Rest
- Hidden Power [Fighting]
With Mega Gengar banned, this is probably the most dangerous Shadow Tagger in OU. If you can switch in on a Special Attacker who doesn't 2HKO you, you can nearly always get +6 from Calm Mind, dismiss your opponent, and attempt a sweep. Psyshock increases your chances of beating a rival Calm Mind user, Rest is the only recovery Gothitelle gets (the turns sleeping can be used to PP stall).
Thoughts? Ideas?
The idea of this team is to use Smeargle to Baton Pass a Shell Smash onto Kyurem-Black, which gives the 700 BST monster enough power to crush anything between its thighs.

Kyurem-Black @ White Herb
Ability: Teravolt
EVs: 252 Atk / 252 SAtk / 4 Spd
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Iron Head
Kyurem-B eats people. That's pretty much what inspires this whole team. I prefer this set to the substitute set for the extra coverage which can be vital mid-sweep. Fusion Bolt and Ice Beam are staples, and Iron Head will mess up any Fairies counting on their Dragon immunity for a switch-in; in fact, no Dragon STAB is run because the only key defensive type I'm now missing coverage on is Steel, which Earth Power helps out with, along with the occasional surprised Rotom-W or Gengar.
252+ SpA Teravolt Kyurem-B Ice Beam vs. 4 HP / 0 SpD Dragonite: 612-724 (188.8 - 223.4%) -- guaranteed OHKO

Smeagol (Smeargle) @ Focus Sash
Ability: Own Tempo
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Shell Smash
- Baton Pass
- Spore
- Foul Play
Shell Smash is the perfect boosting move for a mixed sweeper like Kyurem-B, and the idea is this: on the first turn, I use Shell Smash. If I take a hit that turn, I can Spore on the next turn with my boosted speed and Baton Pass as the opponent switches out. This is preferable to using Spore on the first turn and having to Baton Pass into an attack. If I don't take a hit, I can often get off another Shell Smash or two, which only makes Kyurem-B's job easier. Foul Play is a bit surprising, but it often pays off against Psychics, Ghosts, physical attackers or Taunt users who often expect an immediate switch out or Baton Pass. Espeon will often switch in on the first turn to Magic Bounce, and you can, in a pinch, 2HKO it with Foul Play. This isn't at all reliable, but it's just an example; Foul Play has helped me out in a tight spot more than once.
0- Atk Smeargle Foul Play vs. 4 HP / 0 Def Espeon: 132-156 (48.5 - 57.3%) -- 41% chance to 2HKO after Leftovers recovery

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Spd / 252 Atk / 4HP
Adamant Nature
- Swords Dance
- Frustration
- Earthquake
- Quick Attack
This team as it stands hates Fighting types. Both team members so far are weak to them and Kyurem-B has nothing better than neutral coverage; Bullet Punch in particular often takes its toll. The first Pokémon game I played was Diamond, which I beat mainly using my beloved Infernape; now I hate its guts, because when it is played as a lead it crushes my dreams. It will Fake Out Smeargle and then threaten to outspeed and KO before Smeargle can do anything. Pinsir is the answer, since it can switch in and use priority SE Quick Attack off its massive attack stat. SD gives sweeping potential, Frustration is essentially knockback-free STAB Brave Bird and I've found Earthquake to have better coverage than Focus Blast, especially on that pesky Aegislash...
252+ Atk Aerilate Mega Pinsir Quick Attack vs. 0 HP / 0 Def Infernape: 284-336 (96.9 - 114.6%) -- 81.3% chance to OHKO

Snape (Scolipede) @ Black Sludge
Ability: Speed Boost
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Megahorn
- Swords Dance
- Protect
- Baton Pass
This is a pretty standard Scolipede set, and its main purpose is to act as a backup Baton Passer. Mind games with Protect will often allow you to set up an SD and Baton Pass it onto Pinsir or Kyurem-B. Megahorn is powerful enough to put a dent in a lot of Taunt users, especially after a swords dance. HP and Speed investment allow you to take a few hits; 60/89/69 isn't a strong defensive build, but it could be worse.

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 Spd / 252 HP / 4 SDef
Serious Nature
- Transform
A common response to Shell Smash Smeargle seems to be other setup sweepers switching in and trying to outboost him. This often fails, but on occasion you will find yourself a turn behind setting up against a monstrous sweeper. Sometimes the best thing to do here is switch out to Ditto, the most versatile counter-sweeper in the game. You've let an Azumarill use Belly Drum? No problem, just switch into Ditto, tank an Aqua Jet and KO with Play Rough. I've come back from being down 3 or 4 Pokémon before with a well-timed Ditto.

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 252 SDef / 4 Def
- Calm Mind
- Psyshock
- Rest
- Hidden Power [Fighting]
With Mega Gengar banned, this is probably the most dangerous Shadow Tagger in OU. If you can switch in on a Special Attacker who doesn't 2HKO you, you can nearly always get +6 from Calm Mind, dismiss your opponent, and attempt a sweep. Psyshock increases your chances of beating a rival Calm Mind user, Rest is the only recovery Gothitelle gets (the turns sleeping can be used to PP stall).
Thoughts? Ideas?
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