SS OU OU Koko/Hawlucha Team

Foreword
This is a team I've made with the help of a friend as my foray into OU. I've lurked for a bit, watching OU matches on Showdown, watching competitive content, and the like to get some basic knowledge needed for a competitive setting, but there comes a time when you have to just get in there for yourself to learn more. I've had decent results with the team on ladder after building it, and after taking out some of the early flaws that became pretty clear, came up with this, and I'm hoping to get a few pairs of more experienced eyes that could help me spot flaws that I didn't. Anyways, I don't wanna spend too much time on this intro, let's just get into the team, yeah?

The Lads Themselves
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it's from bowser! (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 232 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Taunt
- Earth Power

Dear Pesky Plumbers
Heatran was chosen for its ability to trap and remove certain threats that would annoy the team, as well as being a good specially bulky mon to fall back on if needed. It can trap and/or threaten walls such as Corviknight with Magma Storm, Toxapex with Earth Power (as well as prevent Toxic Spikes via Taunt), although this is not always safe as it does come with Heatran taking SE damage of its own through Body Press or Scald, respectively. Toxic is useful for other walls which are not immune to being poisoned, as well as putting a timer on enemy mons, and Taunt keeps it from being total setup fodder. 28 Speed EVs is 4 more EVs than the main specially-defensive Heatran set, which allows it to strike opposing SpD Heatran with EP first. However, Heatran is not perfect - that 25% chance to miss on Magma Storm is aggravating as hell, and its quad Ground weakness means even coverage moves will kill it.

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fishing game (Slowbro) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight

It's a fishing game!
Slowbro was chosen as a physical tank & defensive pivot to fall back on, as well as for its nice synergy with Heatran - Heatran appreciates its useful Fighting and Water resistances and ability to stomach common Ground-type moves like Earthquake, and Slowbro appreciates Heatran's ability to shrug off Grass and Bug moves, as well as moves such as Freeze-Dry and ESPECIALLY U-Turn, which often takes off large chunks of Slowbro's health. The given spread is a simple 252/252/4 that maximizes its physical bulk as well as minimizing its Speed to ensure slow Teleports to safely bring in other team members, with HDB nullifying the residual chip damage from hazards as it pivots for the team. For moves, Scald spreads burn and is a good STAB option against Ground-types which threaten mons like Heatran and Koko. Slack Off is for recovery, Future Sight provides helpful chip damage to aid the sweepers, and Teleport is the pivot tool to safely bring in said heavy hitters like Kartana, Dragapult, and Hawlucha, the former in particular being an immediate threat to other Water-types which would threaten Heatran while the other two can threaten the Fighting-types that are also trouble for Heatran (although Hawlucha would need to have lost his item first). Slowbro is no godsend either, however - while it remains a wonderful slow Teleporter to safely bring in the cleanup crew, weaknesses to common moves like U-Turn and Knock Off can hurt its longevity in the long run.

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chicken man (Tapu Koko) @ Light Clay
Ability: Electric Surge
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Light Screen
- Reflect
- Thunderbolt

Chicken Invaders
Tapu Koko was chosen for its synergy with Hawlucha's Unburden, setting Electric Terrain and dual screens for Hawlucha to use its Electric Seed, get a Swords Dance, and begin tearing through the team like gift wrapping on Christmas morning. A screens set for Koko was chosen to provide support, as any offensive mon appreciates having screens to protect them. U-Turn gives some chip damage and pivots, usually into Hawlucha, although it can pivot into other hitters if Hawlucha is a poor option. Thunderbolt was chosen over Taunt in this case as typically I don't lead with Koko so as to preserve Hawlucha's Unburden boost, as well as providing damage against Flying-types, Toxapex, Tapu Fini, and other bulky Water-types. On the topic of Tapu Fini, it's definitely an issue. While it doesn't threaten Koko itself, Misty Terrain overrides Electric Terrain, which prevents Hawlucha from getting its Unburden boost, and prevents status, which can hurt Heatran's trapping ability and Dragapult's WoW/Hex.

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chicken man 2 (Hawlucha) @ Electric Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Close Combat
- Stone Edge

Chicken Invaders 2
The other half of Kokolucha. After its Unburden and Swords Dance boost, Hawlucha becomes an insane threat that hits like a freight train and moves at the speed of one too - and if brought in safely on Electric Terrain, becomes an immediate threat. It appreciates Koko's screens in order to get its Swords Dance safely, and possibly even another Swords Dance. Close Combat hits hard, and the defense drops are mitigated through Koko's screens. Acrobatics as well becomes an insane STAB move after Electric Seed is consumed. While Taunt is frequently ran on sets like these, I opted for Stone Edge in order to better deal with Flying-types, which aside from Koko's Thunderbolt, the team typically hits for neutral or worse. Once he's set up, Hawlucha is typically golden (save priority), but until then, he can be a tad on the dead weight side.

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airplane (Kartana) @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Smart Strike

Paper! Paper! Paper!
Kartana was chosen as a revenge killer/sweeper that can threaten Ground-types that give Heatran and Koko trouble, as well as bulky Water-types that would be risky to remove with Heatran. Choice Scarf was chosen over other items such as LO to better outspeed for revenge kills. Koko appreciates its ability to check Fini, but swapping into a Scald can be risky as being burned effectively neuters the origami warrior. Thus, he appreciates Slowbro's ability to shrug off Scald and his slow Teleport to bring him in safely. As far as team synergy, he also appreciates Heatran's special bulk and Fire-type immunity, and if Heatran isn't a safe choice, Slowbro can also swap into Kartana's weaknesses. While sweeping isn't his main job, he certainly can after a KO thanks to Beast Boost. However, from my experience on ladder this Kartana is better at threatening kills than actually scoring them, as his Scarf means he will likely be forced out if the opponent switches in to a resist that he can't 2HKO.

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swagapult (Dragapult) @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Draco Meteor
- U-turn
- Will-O-Wisp

diplocaulus is my favorite prehistoric animal
Dragapult was chosen due to having nice synergy with Hawlucha as an offensive pivot. A HDB set was chosen over a more common Choice Specs set to better suit him as a pivot over a wallbreaker set and avoid hazard damage. As Dragapult is sent in to threaten the opponent, he can nail a switch-in with a burn before hitting them with a 120 BP Hex, or U-Turn into Hawlucha, who can threaten Dark-type answers to Dragapult or set up on passive special walls like Blissey. Will-O-Wisp was chosen over the more accurate Thunder Wave due to the team having better answers to Fire-types that are immune to burn than Electric or Ground-types that are immune to Thunder Wave, namely Zeraora or Lando-T, both not wanting to find themselves burned. While he won't answer everything by himself, Heatran's ability to shrug off Fairy-type attacks that would otherwise severely hurt Dragapult is greatly appreciated as well as his ability to switch into Fire-types that would be immune to a WoW, and like the rest of the team, he appreciates a bulky Slowbro's slow Teleports to safely bring them onto the field.

Conclusion
Hopefully, I didn't ramble on for too long - I figured it would be better to give too much information than to give not enough information, since that would give better insights into the process that went behind the making of this team. And apologies in advance if there are any newbie oversights or mons that're outclassed, I'm still learning of course (and I'm more than happy to hear criticism to help with that). Anyways, thanks to those who've read this far and I hope you enjoy your day <3
 
Hello doctor waffle, while screens koko and sd hawlucha do make a great pair, this pair is for hyper offense teams, not more balanced teams like yours. Since, this is your main pair, I'll make your team a screens hyper offense team. Also, please put the paste in your future posts.

Major Changes

First off, heatran and slowbro don't work on hyper offense teams so that's who we are replacing. Hyper offense teams love a suicide lead to set rocks down and die, preferably taking an opponent with them and bringing in either koko or a sweeper. For this role there are quite a few options, but I decided to add good ol lando to this team.
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Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Explosion
- Swords Dance
- Earthquake
There is a reason this guy is the most used mon in the meta, and he's also the best suicide lead in the tier. Stealth rock is obvious, with explosion letting him act as a sorta pivot, dealing a lot of damage at the cost of his own life. Explosion can also prevent defog efforts from the opponent as well. Swords dance is used to power up explosion to monstrous levels if given the opportunity, and earthquake is used as basic and powerful stab. Focus sash is used to help secure rocks on the field, though you could use normal gem to give explosion a bit of extra power if you want.

The next change I made is adding volcarona as a special setup sweeper. A problem I both have seen and come across when building hyper offense teams is the relative lack of reliable special sweepers that can raise both their speed and special attack stats, which leads to physical walls like unaware quagsire and clefable being able to wall you. There are a few options, weakness policy latios/latias, gmoltres, and some blacephalon sets can do this, but they typically have to give up a coverage slot to run two boosting moves. Enter Volcarona, who with quiver dance, can increase its speed, special attack, and special defense in one turn.
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Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Psychic
- Giga Drain
Quiver dance is used to boost volc's offensive stats, fiery dance is used for its ability to let volc snowball, but flamethrower is also an option for its 10 extra base power. Psychic and Giga Drain are coverage moves, while bug buzz and roost can also be used, bug buzz doesn't hit enough imo, and roost drains momentum while giga drain helps heal you while also dealing damage. Heavy duty boots are used because ho teams lack hazard removal options.

Minor Changes

These changes are simply to the sets the Pokémon run, which will be changed to better fit screens hyper offense.

First off Koko will have the most basic change of just having thunderbolt switched out for taunt, which will just keep opponents from both gaining stat boosts and setting up hazards on him.

Next off lucha will have his ev spread changed around to this:
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Hawlucha @ Electric Seed
Ability: Unburden
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Taunt
- Swords Dance
This set grants lucha decent survivability, especially behind screens, while still out speeding sand rush excadrill in sand. taunt is used over stone edge to prevent pex from using haze and stall mons from spamming recovery, though stone edge and poison jab can hit targets like zapdos and koko respectively, though taunt is typically preferred over those options. Some other options include putting the excess evs into special bulk to tank a clefable moonblast, or only using 12 speed evs to outspeed regieleki after unburden activate and putting the rest into bulk.

Next up I changed kartana to a swords dance set as screens ho teams don't benefit from having choice locked mons as switching them out tends to drain their momentum.

Finally, I changed pult from a will-o-wisp hex pivot set to a dragon dance set to take advantage of koko's screens.
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Dragapult @ Lum Berry
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Phantom Force
- Steel Wing
Lum berry is used to avoid debilitating status effects, which ho teams are typically quite weak to. adamant is used over jolly because pult is naturally very fast and will most likely be the fastest mon on either team after a dragon dance. dragon darts is used for reliable stab, while phantom phorce is used to hit whatever darts doesn't hit for stab. Steel wing is currently acting a filler move that could be just about any move from pults move set really, tbolt/thunder , surf/hydro pump, flamethrower/fire blast, or maybe even acrobatics for if you lose your berry just to name a few. You could use weakness policy or power herb to either better take advantage of koko's screens, or have phantom force take one turn the first time. If you use these items, I would suggest possibly using a lum berry on Kartana to ease its setup. Also if you want to use a special attack in your last slot, use this ev spread:
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature

Anyways, here's the paste for the team I made, good luck.
https://pokepast.es/d8d0035a446c43c5
 
Pros: Your team is very balanced, and they have synergy. Koko + Lucha is a permanent staple of the tier. I like your playstyle, hunt things with dragapult, and when your foe is weak you unleash the Lucha.

Weaknesses: You auto-lose to rising voltage and eleki destroys you in general. You also lose to good hyper offense players, you'll be playing with your back against the wall most of the time. I can also see you struggling with Landorus very much. Slowbro doesn't last as long as you might think in the current metagame. The wallbreakers are VERY good, and switching out to proc regenerator is gonna cost you many times.

So what I would change is adding a ground type or volt absorber. Just run specs dragapult, it'll put in a lot more work for you. Shadow Ball in OU is ridiculously OP. (Hint: Modest Pult is fire). Maybe swap bro for corviknight. However, Landorus is an Electric resist + momentum. You also need a pivot breaker/wallbreaker, you need to mash chunks off opposing tanks and momentum users which I can't see you doing. One thing you could do is use Swords Dance Kartana instead. Play more violently and aggressively. Good luck.
 
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