SS OU Obstagoon balance

Overview

This is a team I built after some attempts at making a consistent team which had answers to everything in the meta. My favourite playstyles have always been balance and bulky offense and after some laddering in the pre-ban meta with one of the sample teams (G-Darm - Clef - Corvi - Dragapult - Seismitoad - Ditto) I decided to turn it into my own. The goal I had was my name to show up on the ladder so that's where I peaked.
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Process

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This team was built around the core of Jellicent + Sylveon. After trying to find partners for them I found that I often lacked team slots to fulfill all roles (on one of the earlier versions, I thought I had made the perfect team until I realized I didn't have a SR setter lol). That was when I decided to change Jelli for Seismitoad, which gives me the role compression I needed to keep building.

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The obvious thing that Jelli checks and Seismitoad doesn't is G-Darmanitan. That's why the next mon I included is Rotom-H. The team right then was looking like every other team in the ladder, so I tried to think about something that helped me wear down opposing balance that most teams didn't have.

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When I looked at the list of things that got knock off this gen in OU well... They were Ferro and Mandibuzz. Both gave me some issues with overlapping roles, even more if I planned using Corviknight later; so I stopped building for the moment. A few days later, someone in the discussion thread said that they had been testing Obstagoon in OU and that it was great so I decided to try it. That also let me add a defogger in Corviknight.

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Finally, I realized I didn't have Darm so I added Darm to the last slot.

The team

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Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Obstruct
- Knock Off
- Facade
- Close Combat

I thought this was a meme until I tried it. All you have to do is to bring it safely and then it starts breaking. The set is the same I saw on the analysis: knock off and facade hit like a truck, and close combat for coverage vs steels and dark types if it can get you the KO. Obstruct is a great last move which lets me scout the choice-locked mons. The def drop is only useful in one situation but it comes up a lot of times: Mandibuzz switches in on the knock off, you obstruct on the u-turn and then you get a free facade on something (or a knock off on a ghost, which is the typical answer). The one thing I changed was the nature to Jolly since I felt the need to outspeed and KO Rotom with a little chip, (it also outspeeds Exca and ties with banded Darm in a pinch).
Nobody wants to take a hit from this thing, but it's best match-ups are:
Bisharp - outspeeds and KOes, resists sucker punch
Excadrill - if sash broken it outspeeds and KOes
Jellicent - KOes if not colbur, Jelli can't do much in return
Rotom - 252 Atk Guts Obstagoon Facade (140 BP) vs. 248 HP / 8 Def Rotom-Heat: 250-295 (82.5 - 97.3%) -- guaranteed 2HKO. This is especially important since we have scarf Darm
Seismitoad - 252 Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Seismitoad: 231-273 (55.7 - 65.9%) -- guaranteed 2HKO after Leftovers recovery. Seismitoad can't do much in return.
Toxapex - 252 Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Toxapex: 142-168 (46.7 - 55.2%) -- 11.7% chance to 2HKO after Black Sludge recovery. This isn't that straightforward but once you knock its item they can recover until you get the roll. Also, Pex can't do much in return.
Tyranitar - outspeeds and KOes
Corsola - it can't touch Goon but you can't kill it either (once it loses its eviolite it's a 2HKO from Darm tho)
Dragapult - you can scout and pivot around the choiced versions with Sylveon, and the sub-disable version can't touch you
The big flaw of this mon is that it gets worn down so quickly, I wish I had a cleric for it...

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Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Mystical Fire
- Wish
- Protect

I absolutely love Sylveon in this meta, where there are so many special attackers and no poison mons at all. Its role is to be a blanket check to any special attacker unless it has super effective coverage or can boost faster than Sylveon drops its stats. It can also eat a physical hit in a pinch to kill dragons behind a sub and acts as a wish passer for Obstagoon and Rotom mainly, although everyone in this team appreciates wishes. The set is copy pasted from the analysis and I find that it has an excellent synergy with the team: if Rotom has to check things like clefable, it wont be healthy enough to stop a Darm sweep; Sylveon can aleviate that preassure and keep it healthy with wishes.

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Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Toxic
- Protect

I find Seismitoad to be the best glue mon in the tier. You have a rocker, an electric inmunity, a water inmunity, a toxic spreader and a physical "blanket check" in one slot. Rocks are mandatory as well as scald, and I value more having toxic (nothing gets it this gen) and protect to scout than earthquake. You can switch on the Rotom forms and on waters all day and proceed to spam any move you feel like, it also checks things that are moderately strong like Excadrill, and takes a hit from G-Darm. It has problems, of course, being the biggest set up fodder on the team (I have lost so many matches trying to toxic only to be stopped by a random substitute) but I think this slot is pretty much mandatory.

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Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

This mon is nothing spectacular, but it fills a niche that is very valuable. It's a pivot that can take almost any hit in the game at least once thanks to it's decent stats and amazing typing, and provides the valuable hazard control this teams needs. The set is the standard one, I choose to run u-turn in order to bring my breakers safely and I often think of changing brave bird for taunt, but it's still useful for Conkeldurr and Hawlucha (Sylveon checks them but it can be overwhelmed). Corviknight is really passive and I often find myself doing nothing in front of things it checks like Excadrill; but it's still really useful and it always takes that very important hit it needs to through the match.

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Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Volt Switch
- Thunderbolt

Rotom-H is quite standard in this OU meta, but I find it to be the other superstar of this team. It can come in on so many attacks and get a free volt switch through the match until it's is time to nasty-plot up and break or sweep through 2 or 3 mons. The spread is the standard, with the correct amount of bulk and offense, and hits a very nice speed tier; I prefer to run thunderbolt over will'o'wisp in order to eventually break through things like Clefable or Pex and because I don't really need the status. Rotom checks every steel (except sash mold breaker Excadrill, which is very common), every fairy not named Hatterene and most important, Galarian-Darmanitan. Thanks to HBD and wish it's easy to keep it healthy through the game only to find that more than half the enemy team is super weak to it (still can never touch Toad or Gastro).

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Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn

This mon is broken. It shares common checks with Obstagoon and once they are gone it's hard to stop a sweep. The original sample team had band on it but I find scarf to be better (its speed tier is godlike, just check if that Dragapult is scarf and you are the fastest thing around). The set is completely standard, I put 4 evs on defense to better live sucker punches, shadow sneaks and resisted icicle crash from opposing Darm locked into it; but I don't know if it even helps. It's easy to wear down and can't take a hit, but if you get the perfect opportunity you can pass a wish to it and give it another life.

Threats

Hazards: this team can take a lot of offensive pressure, but every turn is so valuable that it's very hard to fit hazard removal into the equation. You can't prevent hazards from lead Excadrill or Mew, and I always trade rocks for toxic on the opposing Seismitoad. It's hard to bring Corvi in and not be forced to u-turn inmediately and if they have Bisharp you can forget about it. The bright side is that no one apart from Darm is weak to them but in general I find this the biggest problem.

Banded G-Darm: Rotom is no longer a switch-in to this and my only faster mon is my own Darm, I also lack priority. I usually have to sac something and try to revenge but I think this is the struggle of every team right now.

Set up: this team has trouble with substitute mons not checked by Sylveon (which aren't many luckily), and any mon boosting twice usually means gg. I also struggle a lot with Hatterene which Sylveon checks on paper but doesn't in reality and it comes to really ugly 50/50s.

Conclussion

Overall I am very satisfied with this team and although it has it flaws, I don't think it has any bad matchups and it always comes down to better player wins. I even think it can be a sample team since it uses really standard stuff with a cool addition called Obstagoon. I hope you liked the team, feel free to correct me or to add anything I may have missed and thank you for reading it. Also, this is my first post on the forum and I'm not a native speaker so please forgive any minor flaw :p

Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Obstruct
- Knock Off
- Facade
- Close Combat

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Mystical Fire
- Wish
- Protect

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Toxic
- Protect

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 76 Def / 180 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Volt Switch
- Thunderbolt

Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn
 
Obstagoon is wild. I've been counting down the minutes until people really start finding out how powerful it is. Normal + Dark + Fighting coverage is pretty great as well.

I hadn't considered running Obstruct before (parting shot seemed better) but the interaction with Mandibuzz you cited seems useful enough, and I've learned that any sort of scouting in this meta is very helpful.

I like the overall structure, but the only major change I might suggest would be to swap :Sylveon:Sylveon for :Clefable:Clefable. I know Clefable's standard set is LO, but a defensive set, similar to the one you are using Sylveon for, is still quite effective. While the trade-off is less natural bulk and the inability to hit through sub, but the advantage is that Clefable is immune to passive damage. You mentioned a big threat you've found with your team to be hazards, and Clefable can switch in day and night and not have to worry about them. In my experience using Sylveon, this is a very refreshing advantage. Sylveon tends to come in a lot, and that extra damage from hazards adds up. An immunity to poison/burn is quite good, too.

A Clefable set would something like:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Wish
- Protect

Hope this helps a bit! Good luck!
 
Obstagoon is wild. I've been counting down the minutes until people really start finding out how powerful it is. Normal + Dark + Fighting coverage is pretty great as well.

I hadn't considered running Obstruct before (parting shot seemed better) but the interaction with Mandibuzz you cited seems useful enough, and I've learned that any sort of scouting in this meta is very helpful.

I like the overall structure, but the only major change I might suggest would be to swap :Sylveon:Sylveon for :Clefable:Clefable. I know Clefable's standard set is LO, but a defensive set, similar to the one you are using Sylveon for, is still quite effective. While the trade-off is less natural bulk and the inability to hit through sub, but the advantage is that Clefable is immune to passive damage. You mentioned a big threat you've found with your team to be hazards, and Clefable can switch in day and night and not have to worry about them. In my experience using Sylveon, this is a very refreshing advantage. Sylveon tends to come in a lot, and that extra damage from hazards adds up. An immunity to poison/burn is quite good, too.

A Clefable set would something like:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Wish
- Protect

Hope this helps a bit! Good luck!

Thanks so much for the rating! I love Clefable and I think that ability makes it worth the lack of stats. Should I run a SpDef set and Mystical Fire to better fill the gap that Sylveon leaves? Or is bold better on the current meta?
 
This team seems weak to pex. I'd suggest tbolt on clef over flame thrower. You have goon and darn to cover ferro right now.
Rotom-Heat seems to be able to handle the Pex quite well:

+2 0 SpA Rotom-Heat Thunderbolt vs. 252 HP / 4 SpD Toxapex: 296-350 (97.3 - 115.1%) -- 81.3% chance to OHKO after Black Sludge recovery
0 SpA Toxapex Scald vs. 248 HP / 0 SpD Rotom-Heat: 102-120 (33.6 - 39.6%) -- guaranteed 3HKO

Darmanitan-Galar also handles it reasonably well:

252 Atk Darmanitan-Galar Gorrila Tactics Earthquake vs. 252 HP / 252+ Def Toxapex: 184-218 (60.5 - 71.7%) -- guaranteed 2HKO after Black Sludge recovery
0 SpA Toxapex Scald vs. 0 HP / 0 SpD Darmanitan-Galar: 84-100 (23.9 - 28.4%) -- 96.4% chance to 4HKO
 
First off, Parting Shot over Obstruct on Obstagoon could help keep up the huge momentum your team generates. Next, if you’re struggling with the lack of a revenge killer, switching to a choice scarf set on rotom could fill the hole, just swapping the HP EVs for SpA and Nasty Plot for Trick. Tricking a choice scarf onto the things you’d normally boost on does break the wall, just in a different way. It leaves you without a setup sweeper, but considering how much chip your team throws out just switching around I don’t think it would create too much of an issue. Lastly, Body Press on Corviknight over Brave Bird could help with pressuring Excadrill, which I feel is a thing Corv wants to be switching into really frequently. Brave Bird is nice as a generic stab move, but you mentioned not getting many chances to use it, and Body Press has the potential to nab you some surprise KOs on things like Hydreigon which are normally happy to switch in on you.
 
Thanks so much for the rating! I love Clefable and I think that ability makes it worth the lack of stats. Should I run a SpDef set and Mystical Fire to better fill the gap that Sylveon leaves? Or is bold better on the current meta?

I was debating whether or not to add some Sp.D but in the calcs I ran it didn't seem too necessary, as it can still tank special hits decently well. I will say it's always been my preference to have multiple specialized walls rather than one general one that tries to wall everything (usually gets worn down too quickly) so investing all in Sp.D could really maximize its ability to tank LO Clef and things like Dragapult. If you were to go that route then I would add more physical defensive investment to Corviknight. Also, no need to run Mystical Fire since Clefable gets Flamethrower.
 
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Thank you everyone for your responses. I'll try to adress each thing you've pointed out.

First of all, I've never had much problem in breaking through Toxapex, the most it can do to this team is lay t-spikes (which for sure are annoying).
Parting shot generates a lot of momentum, but I only see Obstagoon using it vs things that it outspeeds, it can't OHKO, and can KO it back. The three fairies (Sylveon, Clef, Hetterene) come to mind, and it would for sure help if I switch to PhysDef Clefable. Both moves seem very niche and it would depend on personal preference; I'll decide once I try both.
I don't think scarf Rotom fills the same role as the one I run: mine is switching repeatedly on attacks it resists to pivot around and Heavy Duty Boots or a more solid hazard control is required for that. Also, it doesn't quite hit the speed tier I would like for a revenge killer, which is avobe scarf Darm.
Body press seems like a good idea, I can definetly see running SpDef Clefable and a more physDef Corvi with body press.
Lastly, I know specialized walls are harder to wear down but on a team with Obstagoon which offers no defensive utility I feel role compression is really valuable.
 
First of all, I've never had much problem in breaking through Toxapex, the most it can do to this team is lay t-spikes (which for sure are annoying).

Gotcha, yeah I think you are fine against that type of pex along with the spD versions. Personally I don't really like those as much for the current meta. I've been running toxic phys def version which is what I'm more worried about for your build as it comes in on half your team and if it gets it's toxic off on darm or goon it can spam recover and really wear down one of those checks quickly before switching out and recovering off the damage done. The only threat it really needs to switch out on is your rotom heat so you need to be super careful with it if they have the phys def toxic pex.

The main problem is that even mons that 2hko it aren't enough if they get toxic'd on their way in since it's so easy to recover off the damage.
 
Here is the video! The team is really strong, but it does have some notable weaknesses. First of all, magic guard Clefable walls most of the Pokemon on this team. Furthermore, I really didn't have an answer to opposing Seismotoad. I think you need at least one steel type to help out with fairies, and you need a way to beat down bulkier mons. Overall I think this team is really great, but those are just the weak points I noticed. :)

 
Here is the video! The team is really strong, but it does have some notable weaknesses. First of all, magic guard Clefable walls most of the Pokemon on this team. Furthermore, I really didn't have an answer to opposing Seismotoad. I think you need at least one steel type to help out with fairies, and you need a way to beat down bulkier mons. Overall I think this team is really great, but those are just the weak points I noticed. :)


Wow I appreciate so much that someone not only rated it, but he even took the time to test it and I think it's a great form of feedback to watch somebody else using your team.
The clefable answer is Rotom and if you lose that you have to play a weird stall with Sylveon or put it on range of facade. Vs Seismitoad you trade toxics and it eventually dies. In general you have to make aggressive switches to put you in the best position vs bulk, generally Obstagoon does that. And finally from your video I've realized that Toxtricity eats this team lol (you still revenge it).
So yeah thanks for the video and keep the good work :]

On another topic, I'll continue reading the responses to this thread, but I think it's already made clear what this team does and what not so I probably won't answer again unless I'm given another good reason to. Thanks everyone who rated it.
 
Wow I appreciate so much that someone not only rated it, but he even took the time to test it and I think it's a great form of feedback to watch somebody else using your team.
The clefable answer is Rotom and if you lose that you have to play a weird stall with Sylveon or put it on range of facade. Vs Seismitoad you trade toxics and it eventually dies. In general you have to make aggressive switches to put you in the best position vs bulk, generally Obstagoon does that. And finally from your video I've realized that Toxtricity eats this team lol (you still revenge it).
So yeah thanks for the video and keep the good work :]

On another topic, I'll continue reading the responses to this thread, but I think it's already made clear what this team does and what not so I probably won't answer again unless I'm given another good reason to. Thanks everyone who rated it.
Ok that makes sense! I always forget that fire resists fairy for some reason. I think you're right about the aggressive switching too, especially against bulk. Glad I could give some useful feedback, and thanks for yours!
 
Honestly this is the most fun I had with a team. I peaked at around 1500 with it the only problems I've had was Bisharp and Toxtricity, but even then for Bisharp you just need to keep Obstagoon healthy and for Toxtricity you have Darm to force the switch out. Ive had games where I straight up swept with only Obstagoon this mon is a straight up monster. Too bad Darm got banned so he has to get replaced :((. But besides that this was a really well done team props to you man.
 
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