SS OU Obstagoon webs HO

Obstagoon is my favourite mon to use this gen, but on balance teams I've found that conk is just better. So I decided to run it on my first hyper offence team and it actually works quite well. I'm using webs to make up for goon's lack of speed. With heavy duty boots being everywhere I know webs teams can be slightly unreliable, but it's still possible to work around this. This team is inspired by one of wariomaster's webs HO teams that got him #1 on ladder. I do mean 'inspired' though because when you compare the teams they don't look that similar. Just thought I should mention him though.

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Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Bug Buzz
- Sticky Web
- Energy Ball

Galvantula is the webber for this team. Bug buzz allows it to take care of opposing lead mew. Thunder wards off swich ins trying to deal with webs early. Energy ball is more of a low ladder thing. I'm sure that as I go higher more people running toad will know not to stay in against galvantula. If people start to get smarter then I'll replace it with volt switch. Because of the strength of galvantula's moves I don't see why ribombee would be better as a webber. Oh yeah and sash is so that it's guaranteed to get webs up. LO thunder doesn't even ohko corv anyway.

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Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head

A potential alternative to lead galvantula. Getting up rocks is extremely important because some mons just don't get OHKOd by sucker punch or facade. It also serves as an additional fairy, Aegislash and rotom H check, should it not die at the beginning of the game. Fire type leads predicting galvantula get destroyed by drill since even if they're faster he has sash. Oh and spin is my only form of hazard removal. Drill seems to be a staple on HO teams and I can certainly see why.

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Dragapult @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn

Imma be completely honest here, I have no idea if hex dragapult is supposed to be on HO. I needed a spinblocker but aegi and gengar are weak to eq. Pult has speed and some nice resistances. U turn is u turn, you all know what it does. Draco is for immediate power while hex wisp is there to break down passive walls. Infiltrator has saved my ass too many times to count, but if an opponent court changes webs on to my side clear body would definitely be nice. If LO or specs or even DD are preferred here I'm happy to change it.

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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Swords Dance
- Knock Off
- Iron Head

This is my anti corv. It has LO because I'm sick of corvs taking 90 from +2 knock off only to OHKO me with body press. If I can get +4 then it wins the game. With webs I can go knock off instead of sucker punch to make an OHKO more likely. It's also my main check to ghosts and faries, and a good revenge killer too. Note that it doesn't deal with all defoggers. +2 iron head doesn't ohko mandibuzz, and it can't do anything against a conk running defog. Its damage output and priority sucker punch make up for that but those mons are still annoying.

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

+1 guts boosted facade breaks through most mons, and with webs up opponents will be hard pressed to find an answer. HDB, levitate, clear body pult and hippo can ruin this mon's sweep, but it still does its job decently which is wallbreaking. Its clear that obstagoon can only clean up a weakened team, or sweep one that's weak to webs, which it does very well. But in most matches, mid game it can chip or outright kill mons that could threaten bish's, kiss' or pult's sweep. I've noticed that it has access to taunt, which could be useful for dealing with mons like pex and thorn, but I've not tried it out. Taunt definitely sounds useful on a HO team but I can't think of a move that could be replaced without ruining goon's coverage.

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Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Flamethrower
- Dazzling Gleam

And lastly we have togekiss. Webs are a big help in making up for it's base 80 speed. If it gets up a nasty plot on a webs weak team that's GG. Kiss was added because wariomaster's team was weak to conk and Hydreigon. Kiss' natural bulk and HDB allow it to stay in for a while and take out quite a few mons. And against a weakened team kiss has no trouble cleaning up.

So that's the team. Any feedback or suggested changes would be appreciated, but I would like to remind any potential raters that this is supposed to be a webs HO team with obstagoon, so plz don't suggest removing goon even if it's probably the right thing to do.
 
opposing dracovish hits you too hard, you have no switch ins.

The thing is, HO isn't really ever going to have switch ins to Dracovish. The point is to keep up the offensive pressure and make it difficult for Dracovish to safely switch in, and Webs being down hurts Dracovish a lot anyway. Many times with HO, you need to sac if you find yourself in a bad spot against an opposing mon that's threatening, but then you bring out something threatening of your own and get momentum back. That's kind of just how HO works.
 
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IBZ - I like your team and I'm also a fan of Obstagoon. I agree with what you said about Conk usually outclassing Obstagoon so I think it's a good idea to look at HO. One suggestion I do have is to change your Dragapult set. Typically, if Pult is on HO, I normally see it running a Dragon Dance set. However, that set usually goes with screens from either Alolan-Ninetales or Grimmsnarl and it's hard to fit both screens and Webs on the same team. I don't think Pult with Hex really offers enough offensive pressure to work on HO. If you're looking for a ghost to spin-block, I think that Mimikyu or Chandelure with an Air Balloon (which I'll talk about a little later) could work. Mimikyu typically isn't as good of a mon as the other ghosts (Pult, Aegislash, Gengar) but I think it may fit better on Webs HO because it gives you another potential setup sweeper and late-game cleaner that really appreciates Webs. This is the standard Mimikyu set:
mimikyu.gif

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance​

I think that Adamant is probably better than Jolly because Adamant still outruns -1 Zeraora. Mimikyu gives you as good of a switch into Conk as you could get on HO as well, although getting your LO Knocked Off and your Disguise broken still hurts. Mimikyu also gives you more insurance against Scarf Hydreigon, especially if your disguise is still up. Essentially, Disguise gives you a one time “sac” without losing a mon and that helps against things like the aforementioned Dracovish, which Mimikyu then scares out/beats unless it’s Scarfed and Webs aren’t down. You have to remember though that Mold Breaker ignores Disguise so it’s not helpful against Drill (unless it’s Sand Rush). That unfortunately hurts Mimikyu because Drill is what you’re going to want to spin-block the most, and I get that's part of the reason why you went with Pult in the first place. If you do want to keep Dragapult, I think that Specs is probably better on Webs HO to provide more firepower. Here's the usual Specs Pult set:

dragapult.gif

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn​

You might be able to get away with running Modest on that Pult with Webs but I don't know if it improves any of the damage rolls enough to be worth it. One final option I can think of for a spin-blocker is Chandelure with an Air Balloon:

chandelure.gif

Chandelure @ Air Balloon
Ability: Flame Body/Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Fire Blast
- Overheat/Psychic/Energy Ball
- Overheat/Psychic/Energy Ball/maybe Memento?​

I actually like Air Balloon Chandelure as a potential pick and I think it may fit on your team better than Mimikyu or Dragapult. The only way that most Drills can hit it is with an Iron Head, and that's not doing much damage. They also would go for Earthquake the first time even if they predicted you trying to spin-block. If webs are down or if you still have your Air Balloon, Chandelure will threaten out/beat Drill. Flame Body is nice because you could force Drill to risk a 30% chance of getting burned if it does go for Iron Head to break the Air Balloon (Mold Breaker doesn't ignore the burn chance from Flame Body) and also is a way to punish U-turn if your Balloon is already gone. In general, you're going to need to sac a lot on HO anyway, so Flame Body gives you a chance to burn something like Zeraora or Dracovish while you sac. Flash Fire is also nice to absorb Fire attacks that may be aimed at your own Drill or Bisharp and makes Chandelure harder to switch into in the process. You need Timid as the nature to outrun every non-boosted mon in OU at -1. Shadow Ball and Fire Blast are pretty mandatory (I think the increased damage of Fire Blast is worth it over Flamethrower), but the final two moves are more flexible. Overheat is nice to have more of a nuke move and improves damage rolls over Fire Blast against things like Zeraora. Psychic hits Kommo-o that otherwise walls you, but Kommo-o can't do anything to Chandelure if you have your Balloon still anyway. Toxapex also gets 2HKOed by Psychic 92.6% of the time after Black Sludge recovery. Energy Ball is primarily for Toad and the less common Gastrodon. I could even see Memento being a decent option because it could give your Bisharp, Togekiss, and even Obstagoon opportunities to set up and sweep. Overall, I think I like the idea of Air Balloon Chandelure best as your spin-blocker, but I would try Mimikyu and Specs Pult as well and see what you like.

One other minor suggestion that I'm not entirely sure about, but I think that using Substitute over Dazzling Gleam could be better on Togekiss. Sub helps Togekiss demolish more defensive mons, but they might crumble under HO anyway. If you do add Mimikyu, I don't know how necessary having Fairy coverage would be on Togekiss either. So yeah, I'm not super confident in this suggestion, but I think using Sub on Togekiss to help you setup could offer more value than Dazzling Gleam. Leftovers are typically run with Sub Togekiss though but I understand wanting Boots on HO because you're not as worried with clearing hazards.

Also, I know that Steel Beam is common on Drill with HO teams so that you can essentially KO yourself if you're under 1/2 health and prevent things like Defoggers while gaining momentum by choosing your switch. Think of Steal Beam as almost like Memento but you need to be at under half health (Focus Sash helps with that) and instead of lowering the opposing mon's attack stats, you do some damage. The problem I could see with your team running Steal Beam over Iron Head though is that you don't always want to use Drill as a suicide lead when you also have Galvantula. So, I'm not sure if Steal Beam or Iron Head would overall be better for your Drill and I'm hesitant to "formally" suggest changing it, but I think it's at least worth considering.

Finally, as an aside, you need to be very careful of switching Bisharp into Corviknight trying to catch a Defog. It can be pretty predictable and Body Press often OHKOs Bisharp if they call it out. I'm sure you know that anyway but Chandelure adds another wrinkle to that interaction and makes it harder on your opponent because you could go Chandelure against Corviknight. You just need to weigh your options when you find yourself in that situation and see if it's worth risking Bisharp to punish a potential Defog, depending on how that game has played out. I think that Corviknight is really the main Defogger that you need to be worried about. Foul Play from Mandibuzz does 60.8-71.5% against +2 Bisharp, so you should still usually beat Mandibuzz. I've honestly never actually seen Conk run Defog and sure there are more niche Defoggers like Rotom-Heat running Defog that can give you trouble, but they're uncommon. A lot of the times, Bisharp can sweep with just +2 so I wouldn't worry too much about it getting to +4.
 
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Since you're running a Hyper Offense team, I think running Dragon Dance on Dragapult will give you more mileage. With Webs you get an opportunity to set up Dragon Dance on slowed mons. +1 Dragapult opens up a lot with Dragon Darts and Phantom Force, especially for breaking the CorviClefToad core. I also recommend running Sucker Punch for opposing Dragapults and other Ghosts. Overall, its a good team.
 
Since you're running a Hyper Offense team, I think running Dragon Dance on Dragapult will give you more mileage. With Webs you get an opportunity to set up Dragon Dance on slowed mons. +1 Dragapult opens up a lot with Dragon Darts and Phantom Force, especially for breaking the CorviClefToad core. I also recommend running Sucker Punch for opposing Dragapults and other Ghosts. Overall, its a good team.

I apologize if I'm misunderstanding your point and I'm not trying to shoot down your suggestion, but how do Webs help Dragapult set up? If Pult is using Dragon Dance, it's putting itself at risk of taking a hit that turn regardless of the opposing Pokemon's speed. Unless you mean that Pult can scare out things that would otherwise outrun it but have had their speeds lowered by webs and DD on the switch, but the only unboosted/non-Scarfed Pokemon in OU that outspeeds even Adamant/Lonely/Naughty Pult is Zeraora anyway. Some other Scarfed threats to Pult like Hydreigon or Togekiss are also unaffected by Webs due to having Levitate or being a Flying type, so they still outrun Pult even if Webs are down. Webs don't help Pult that much either even if it can get off a DD because it outruns everything at +1 except for opposing Choice Scarf Dragapult and Sand Rush Excadrill in the Sand regardless. DD Pult is mainly run on screens HO (commonly with either Aurora Veil from Alolan Ninetales or dual screens Grimmsnarl) so that way it can take a hit more easily to get a DD off and improve the likelihood it doesn't get picked off by priority moves. Most DD Pults also are either Lonely or Naughty with a Life Orb and use Dragon Dance, Dragon Darts, Steel Wing, and Fire Blast. Steel Wing is to hit Fairies without locking yourself into Phantom Force and allowing your opponent to switch around and Fire Blast is needed to OHKO physically defensive Ferrothorn (and the vast majority of Ferrothorns are physically defensive for Dracovish). Being able to OHKO Ferrothorn is big because it otherwise is likely to prematurely end Pult's potential sweep.

So overall, I don't think that DD Pult fits well on Webs HO and is more suited for screens HO.
 
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IBZ - I like your team and I'm also a fan of Obstagoon. I agree with what you said about Conk usually outclassing Obstagoon so I think it's a good idea to look at HO. One suggestion I do have is to change your Dragapult set. Typically, if Pult is on HO, I normally see it running a Dragon Dance set. However, that set usually goes with screens from either Alolan-Ninetales or Grimmsnarl and it's hard to fit both screens and Webs on the same team. I don't think Pult with Hex really offers enough offensive pressure to work on HO. If you're looking for a ghost to spin-block, I think that Mimikyu or Chandelure with an Air Balloon (which I'll talk about a little later) could work. Mimikyu typically isn't as good of a mon as the other ghosts (Pult, Aegislash, Gengar) but I think it may fit better on Webs HO because it gives you another potential setup sweeper and late-game cleaner that really appreciates Webs. This is the standard Mimikyu set:
mimikyu.gif

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance​

I think that Adamant is probably better than Jolly because Adamant still outruns -1 Zeraora. Mimikyu gives you as good of a switch into Conk as you could get on HO as well, although getting your LO Knocked Off and your Disguise broken still hurts. Mimikyu also gives you more insurance against Scarf Hydreigon, especially if your disguise is still up. Essentially, Disguise gives you a one time “sac” without losing a mon and that helps against things like the aforementioned Dracovish, which Mimikyu then scares out/beats unless it’s Scarfed and Webs aren’t down. You have to remember though that Mold Breaker ignores Disguise so it’s not helpful against Drill (unless it’s Sand Rush). That unfortunately hurts Mimikyu because Drill is what you’re going to want to spin-block the most, and I get that's part of the reason why you went with Pult in the first place. If you do want to keep Dragapult, I think that Specs is probably better on Webs HO to provide more firepower. Here's the usual Specs Pult set:

dragapult.gif

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn​

You might be able to get away with running Modest on that Pult with Webs but I don't know if it improves any of the damage rolls enough to be worth it. One final option I can think of for a spin-blocker is Chandelure with an Air Balloon:

chandelure.gif

Chandelure @ Air Balloon
Ability: Flame Body/Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Fire Blast
- Overheat/Psychic/Energy Ball
- Overheat/Psychic/Energy Ball/maybe Memento?​

I actually like Air Balloon Chandelure as a potential pick and I think it may fit on your team better than Mimikyu or Dragapult. The only way that most Drills can hit it is with an Iron Head, and that's not doing much damage. They also would go for Earthquake the first time even if they predicted you trying to spin-block. If webs are down or if you still have your Air Balloon, Chandelure will threaten out/beat Drill. Flame Body is nice because you could force Drill to risk a 30% chance of getting burned if it does go for Iron Head to break the Air Balloon (Mold Breaker doesn't ignore the burn chance from Flame Body) and also is a way to punish U-turn if your Balloon is already gone. In general, you're going to need to sac a lot on HO anyway, so Flame Body gives you a chance to burn something like Zeraora or Dracovish while you sac. Flash Fire is also nice to absorb Fire attacks that may be aimed at your own Drill or Bisharp and makes Chandelure harder to switch into in the process. You need Timid as the nature to outrun every non-boosted mon in OU at -1. Shadow Ball and Fire Blast are pretty mandatory (I think the increased damage of Fire Blast is worth it over Flamethrower), but the final two moves are more flexible. Overheat is nice to have more of a nuke move and improves damage rolls over Fire Blast against things like Zeraora. Psychic hits Kommo-o that otherwise walls you, but Kommo-o can't do anything to Chandelure if you have your Balloon still anyway. Toxapex also gets 2HKOed by Psychic 92.6% of the time after Black Sludge recovery. Energy Ball is primarily for Toad and the less common Gastrodon. I could even see Memento being a decent option because it could give your Bisharp, Togekiss, and even Obstagoon opportunities to set up and sweep. Overall, I think I like the idea of Air Balloon Chandelure best as your spin-blocker, but I would try Mimikyu and Specs Pult as well and see what you like.

One other minor suggestion that I'm not entirely sure about, but I think that using Substitute over Dazzling Gleam could be better on Togekiss. Sub helps Togekiss demolish more defensive mons, but they might crumble under HO anyway. If you do add Mimikyu, I don't know how necessary having Fairy coverage would be on Togekiss either. So yeah, I'm not super confident in this suggestion, but I think using Sub on Togekiss to help you setup could offer more value than Dazzling Gleam. Leftovers are typically run with Sub Togekiss though but I understand wanting Boots on HO because you're not as worried with clearing hazards.

Also, I know that Steel Beam is common on Drill with HO teams so that you can essentially KO yourself if you're under 1/2 health and prevent things like Defoggers while gaining momentum by choosing your switch. Think of Steal Beam as almost like Memento but you need to be at under half health (Focus Sash helps with that) and instead of lowering the opposing mon's attack stats, you do some damage. The problem I could see with your team running Steal Beam over Iron Head though is that you don't always want to use Drill as a suicide lead when you also have Galvantula. So, I'm not sure if Steal Beam or Iron Head would overall be better for your Drill and I'm hesitant to "formally" suggest changing it, but I think it's at least worth considering.

Finally, as an aside, you need to be very careful of switching Bisharp into Corviknight trying to catch a Defog. It can be pretty predictable and Body Press often OHKOs Bisharp if they call it out. I'm sure you know that anyway but Chandelure adds another wrinkle to that interaction and makes it harder on your opponent because you could go Chandelure against Corviknight. You just need to weigh your options when you find yourself in that situation and see if it's worth risking Bisharp to punish a potential Defog, depending on how that game has played out. I think that Corviknight is really the main Defogger that you need to be worried about. Foul Play from Mandibuzz does 60.8-71.5% against +2 Bisharp, so you should still usually beat Mandibuzz. I've honestly never actually seen Conk run Defog and sure there are more niche Defoggers like Rotom-Heat running Defog that can give you trouble, but they're uncommon. A lot of the times, Bisharp can sweep with just +2 so I wouldn't worry too much about it getting to +4.
Since my original post didn't have much detail, I'm going to add to it while responding to this rate

I decided to run mimikyu and saw a lot of success with it. I've peaked at 1674 on the ladder and I won an OU room tournament using this team. I largely attribute this success to mimikyu being on the team so ty.

After using the team more I've realised that having a spin blocker generally won't work anyway. Common spinners like drill and torkoal threaten most, if not all ghost types. I've found that taking out the spinners first then laying down hazards works best. Usually I bait them in by setting rocks first. In the best case scenario I kill their spinner, keep drill alive, and set up hazards.

I don't feel like sub on kiss is the right play. Although it helps against passive mons, those mons usually die earlier in the game. Gleam gives kiss the extra coverage it needs to be an excellent late game cleaner and it's saved me more times than I can remember.

Steel beam wouldn't work for the reason you already suggested. Drill won't always be my lead. And not only that but, in some games I want to keep drill alive. Steel beam would reduce drill's long term utility in favour of momentum, and I don't think that's right for this team

Playing around defog is always going to be an issue for HO unfortunately. +2 bisharp iron head/knock off doesn't even ohko defensive corv and buzz. On teams with strong defoggers like this I treat them like spinners. Kill the spinner then set up hazards. That's worked for me, although it is still difficult.

Lastly, since I'm seeing some people underrating goon, let me remind everyone that +1 goon 2hkos every defensive mon.

+1 252+ Atk Guts Obstagoon Knock Off (97.5 BP) vs. 252 HP / 252+ Def Corviknight: 211-250 (52.7 - 62.5%) -- guaranteed 2HKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Seismitoad: 379-447 (91.5 - 107.9%) -- 50% chance to OHKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Toxapex: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO after Black Sludge recovery
+1 252+ Atk Guts Obstagoon Close Combat vs. 252 HP / 252+ Def Ferrothorn: 298-352 (84.6 - 100%) -- 6.3% chance to OHKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Hippowdon: 280-331 (66.6 - 78.8%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Kommo-o: 271-319 (76.5 - 90.1%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Clefable: 384-453 (97.4 - 114.9%) -- 81.3% chance to OHKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Mandibuzz: 306-360 (72.1 - 84.9%) -- guaranteed 2HKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Arcanine: 364-429 (94.7 - 111.7%) -- 68.8% chance to OHKO

And let me remind you that a lot of these mons don't even run max defence, and will usually be taking rock damage as well, so these 2HKOs are more likely to be OHKOs

So ty for the rate, and if anyone else wants to share their opinions on my team feel free to do so.
 
Since my original post didn't have much detail, I'm going to add to it while responding to this rate

I decided to run mimikyu and saw a lot of success with it. I've peaked at 1674 on the ladder and I won an OU room tournament using this team. I largely attribute this success to mimikyu being on the team so ty.

After using the team more I've realised that having a spin blocker generally won't work anyway. Common spinners like drill and torkoal threaten most, if not all ghost types. I've found that taking out the spinners first then laying down hazards works best. Usually I bait them in by setting rocks first. In the best case scenario I kill their spinner, keep drill alive, and set up hazards.

I don't feel like sub on kiss is the right play. Although it helps against passive mons, those mons usually die earlier in the game. Gleam gives kiss the extra coverage it needs to be an excellent late game cleaner and it's saved me more times than I can remember.

Steel beam wouldn't work for the reason you already suggested. Drill won't always be my lead. And not only that but, in some games I want to keep drill alive. Steel beam would reduce drill's long term utility in favour of momentum, and I don't think that's right for this team

Playing around defog is always going to be an issue for HO unfortunately. +2 bisharp iron head/knock off doesn't even ohko defensive corv and buzz. On teams with strong defoggers like this I treat them like spinners. Kill the spinner then set up hazards. That's worked for me, although it is still difficult.

Lastly, since I'm seeing some people underrating goon, let me remind everyone that +1 goon 2hkos every defensive mon.

+1 252+ Atk Guts Obstagoon Knock Off (97.5 BP) vs. 252 HP / 252+ Def Corviknight: 211-250 (52.7 - 62.5%) -- guaranteed 2HKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Seismitoad: 379-447 (91.5 - 107.9%) -- 50% chance to OHKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Toxapex: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO after Black Sludge recovery
+1 252+ Atk Guts Obstagoon Close Combat vs. 252 HP / 252+ Def Ferrothorn: 298-352 (84.6 - 100%) -- 6.3% chance to OHKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Hippowdon: 280-331 (66.6 - 78.8%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Kommo-o: 271-319 (76.5 - 90.1%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Clefable: 384-453 (97.4 - 114.9%) -- 81.3% chance to OHKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Mandibuzz: 306-360 (72.1 - 84.9%) -- guaranteed 2HKO
+1 252+ Atk Guts Obstagoon Facade (140 BP) vs. 252 HP / 252+ Def Arcanine: 364-429 (94.7 - 111.7%) -- 68.8% chance to OHKO

And let me remind you that a lot of these mons don't even run max defence, and will usually be taking rock damage as well, so these 2HKOs are more likely to be OHKOs

So ty for the rate, and if anyone else wants to share their opinions on my team feel free to do so.

I'm glad you've had success with your team! And yeah, I think you make good points about spin-blocking and trying to catch Defogs often not really being worth it in this meta. I wasn't sure about Sub on Togekiss or Steal Beam on Excadrill, which is why although I thought they were worth mentioning, I was tentative about them; I get why those options wouldn't work as well for your team. So anyway, thanks for the write up and nice team!
 
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