SS OU Rejuv Ladder Squad Teams

Yo, I made this so that the Rejuv ladder group can go ahead and post teams here anytime, so when we ladder, we all know the teams we have. I'll start with the alien team that I made in memory of my home planet that Kenan gave me the set for and tested for me because I was too lazy. And because I like memes that work.

Beheeyem + Dragapult Double Specs


beheeyem.gif


Goggles (Beheeyem) (M) @ Choice Specs
Ability: Analytic
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Psychic/Psychock
- Thunderbolt
- Energy Ball
- Teleport

I'm going to put the mons in order of how I added them, starting off with the star of the show: Beheeyem. Our alien outspeeds and 2HKO's the defensive backbone of the meta with Psychic, Energy Ball, and Thunderbolt to function as the team's primary wallbreaker with Teleport in that last spot for spice. I like Psyshock over Psychic because the team as a whole ends up having a small issue with Clefable. Psyshock over Psychic really only takes away Bee's ability to OHKO Defensive Pex, and Defensive Kommo-o (Although, it gets really close).


Hippowdon.gif


Don (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 Att
Bold Nature
IVs: 0 Atk
- Earthquake
- Stealth Rock
- Slack Off
- Toxic/Whilrwind

The first main threat I thought of as a threat to Bee was Bisharp. Hippo is, in my humble opinion, the best Bisharp check. Along with consistently walling most physical attackers in the tier, Hippo gives the team a good Rocker and lead. Slack Off gives Hippo the edge over any other Rocker since the longevity that Slack Off provides is important for covering Bee throughout the game.

Clefable.gif


Bakery (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 30 Spe
- Moonblast
- Wish
- Protect
- Teleport

The other issue that Bee had is the overwhelming amount of strong Ghosts and Dragons. Clef covers the popular ones in Pult and Hydra. Even taking on stuff like Kyurem, Hat, Keldeo, etc. It really doesn't need an introduction other than 48% usage.


Dragapult.png


Trebuchet (Dragapult) (F) @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Thunderbolt/Flamethrower
- U-turn


Dragapult is the teams' revenge killer for the Nasty Plot variations of the mons that Clef cover. I picked Pult over Hydra or Gengar because of Infiltrator, seeing as most NP sets also carry sub. Revenging along with generally being offensively threatening to give Bee space was invaluable.
Ferrothorn.png

Free Hugs? (Ferrothorn) (M) @ Rocky Helmet/Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off/Power Whip
- Body Press
- Leech Seed
- Protect

After adding Pult, the team was once again Bisharp weak. I added Ferrothorn to help take some of the pressure off of Hippo. Since Hippo already had the Rocks, I made Ferro my personal favorite Leech/Protect scout/stall set. It gives the team as much of a Dracovish answer that it can, along with helping with the Crawdaunt weakness that's pretty hard not to see. Knock Off is interchangeable with Power Whip, but since both Bee and Pult can take care of Seis, I have Knock Off as the primary move.
Corviknight.gif

Dmitri (Corviknight) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
IVs: 30 Spe
Careful Nature
- Iron Head
- U-turn
- Defog
- Roost


Corviknight was the final member added to the squad. Allowing the team to threaten Clefable, along with proving our own Clef with support against Gengar and defog, Corvi also acts as a slow pivot against other Corviknight with the 30 Speed IV's to get Bee in safe to click a button and force a kill or big damage for Pult to clean was the general idea and Corvi fit every role I needed it to for the last spot.

https://pokepast.es/250c7fa3a3fbd208
 
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hey man cool team. beheeyem is a interesting pokemon to say the least but i feel like this team has some troubles optimizing what niches it has. one really glaring problem is the lack of a ghost resist. ghost types are very prominent in the current meta, and something like hex pult / specs aegislash are really troublesome for this team to switch into. seeing as beheeyem is completely checked by these mons being able to have a way to beat them is very important. bisharp is also a very threatening mon to this team as it can get a +2 from corviknights defog, and it also pretty much gets a kill or does a lot of damage every time it comes in.

:corviknight: --> :mandibuzz: | change corviknight to mandibuzz | mandibuzz is a great solution to fix these weaknesses. firstly, mandibuzz is probably the best switchin to ghost moves in the game as it can also u-turn out to retain momentum. it also keeps hazard support so you dont have to worry about that. one interesting thing about mandibuzz is with 180 speed investment you outspeed jolly aegislash and adamant bisharp which allows u to revenge kill them. getting a defog on vs bisharp is so important as you can do crazy amounts of damage with foul play after, and also eat a +2 iron head. to summarize mandibuzz gives you a reliable way to deal with those annoying ghost / darks like bisharp, dragapult, and aegislash which really helps take the pressure off of your psychic type.


:beheeyem: --> :sigilyph: | change beheyeem to sigilyph | a really cool niche psychic mon i found was kinda good is sigilyph. sigilyph is very interesting as it keeps the idea of clicking psyshock vs annoying mons like clef and toxapex, but it also gets access to heat wave. heat wave can help catch ferrothorn and corviknight. energy ball is also useful for things like seismitoad and hitting tyranitar decently. the speed sigilyph gets also puts it in a pretty good speed tier outspeeding the likes of excadrill, togekiss and even kyurem. while there are better options for this slot, keeping your idea of a really underused psychic mon i think sigilyph works better. it also does not mind losing roost as you can always wish pass with clefable. and with the removal of corviknight, sigilyph also helps this team deal with clefable a bit better.


Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 80 Def / 180 Spe
Bold Nature
- U-turn
- Foul Play
- Roost
- Defog

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Heat Wave
- Energy Ball
 
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Rocky helmet on hippo might be better, since u already have slack off by default, and when it switches in, the sand storm causes more damage too.
 
forgot to mention but also consider running spikes > protect on ferrothorn. spikes provides a lot more utility than protect does as entry hazards in this gen serve a lot more purpose than the extra 12% recovery from leech. ferrothorns health is not that much of a worry because you can always wishport it with clefable.
 
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