Hi there! Looking for some advice on this team I built. Been playing competitive on and off this gen, and I am just getting back into it after taking a break. Not quite sure how the meta is currently, so if you have any advice to better this team that would be awesome. It is an offensive focus team, and has some of my favorite mons from this gen. Seems to be working fairly well so far, but any improvement is improvement nonetheless. Thanks!
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- Drain Punch
- Swords Dance
One of the two set up sweepers I built this team around. Rillaboom seems to be a menace in OU, as Grassy Surge Grass Glide is just a deadly combo, especially after a swords dance. Counters a large portion of the meta, and it just a fun mon to use!
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Zen Headbutt
- Aqua Jet
Banded Urshifu-Rapid-Strike hits like a truck, while pairing nicely with rillaboom and even adding to a fire/water/grass core. Gets rid of fire types that could potentially counter Rillaboom such as Volcarona and Alolan Marowak, or even Rotom-Heat in some cases. Close Combat rips open steel types and other prominent OU threats, while zen headbutt covers pex. Aqua jet comes in handy in the end game, and overall is just nice to have.
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn
Mandibuzz is the physical pivot, coming in on physical moves that other mons cannot handle and either foul playing for good damage or u-turning out. Defog gets rid of hazards (obviously) and roost is there for viable recovery.
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Bullet Punch
- U-turn
- Roost
- Knock Off
Scizor is the special pivot, having the same role as mandibuzz on the opposite side of the offensive spectrum. It takes most special hits that aren't flamethrower, but even in some cases can take a flamethrower as a last resort. It can roost off the damage it has taken, and u-turn out into the other offensive mons to put pressure on the opponent. Knock Off is just an essential move to have, and bullet punch proves useful in the end game and with the technician boost hits hard anyways.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Grass Knot
- Aura Sphere
I'm using a special zeraora to pivot around as opposed to the physical set because I already have a lot of physical pressure on this team, and often surprises the opponent. I find myself even using it as a lead often, providing pressure on the first turn with a fast, strong attack or just volt switching out on an unfavorable match-up. It also pivots with volt switch throughout the game as well, which is necessary to gain a more favorable match-up. Grass knot 2-KOs meta relevant mons such as hippowdown, and with a correct prediction can even turn the tide of the match. Aura sphere is just good coverage. Overall, it is just a fast, hard-hitting, momentum shifter that fits well on the team.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Bug Buzz
- Psychic
- Quiver Dance
The other set-up sweeper for the team. Finalizes the offensive fire/water/grass core. Depending on the match-up, it can either set up an end game for rillaboom or sweep itself. After a quiver dance, volcarona can destroy the majority of the meta. Nothing more needs to be said.
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- Drain Punch
- Swords Dance
One of the two set up sweepers I built this team around. Rillaboom seems to be a menace in OU, as Grassy Surge Grass Glide is just a deadly combo, especially after a swords dance. Counters a large portion of the meta, and it just a fun mon to use!
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Zen Headbutt
- Aqua Jet
Banded Urshifu-Rapid-Strike hits like a truck, while pairing nicely with rillaboom and even adding to a fire/water/grass core. Gets rid of fire types that could potentially counter Rillaboom such as Volcarona and Alolan Marowak, or even Rotom-Heat in some cases. Close Combat rips open steel types and other prominent OU threats, while zen headbutt covers pex. Aqua jet comes in handy in the end game, and overall is just nice to have.
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn
Mandibuzz is the physical pivot, coming in on physical moves that other mons cannot handle and either foul playing for good damage or u-turning out. Defog gets rid of hazards (obviously) and roost is there for viable recovery.
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Bullet Punch
- U-turn
- Roost
- Knock Off
Scizor is the special pivot, having the same role as mandibuzz on the opposite side of the offensive spectrum. It takes most special hits that aren't flamethrower, but even in some cases can take a flamethrower as a last resort. It can roost off the damage it has taken, and u-turn out into the other offensive mons to put pressure on the opponent. Knock Off is just an essential move to have, and bullet punch proves useful in the end game and with the technician boost hits hard anyways.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Grass Knot
- Aura Sphere
I'm using a special zeraora to pivot around as opposed to the physical set because I already have a lot of physical pressure on this team, and often surprises the opponent. I find myself even using it as a lead often, providing pressure on the first turn with a fast, strong attack or just volt switching out on an unfavorable match-up. It also pivots with volt switch throughout the game as well, which is necessary to gain a more favorable match-up. Grass knot 2-KOs meta relevant mons such as hippowdown, and with a correct prediction can even turn the tide of the match. Aura sphere is just good coverage. Overall, it is just a fast, hard-hitting, momentum shifter that fits well on the team.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Bug Buzz
- Psychic
- Quiver Dance
The other set-up sweeper for the team. Finalizes the offensive fire/water/grass core. Depending on the match-up, it can either set up an end game for rillaboom or sweep itself. After a quiver dance, volcarona can destroy the majority of the meta. Nothing more needs to be said.