S H A R P n e s s






Introduction
Heyooo. I've never been a competitive battler until this summer (mostly looking from the outside in for the past few years) and after a few weeks of lurking around and messing around on Showdown, this is a Sharpedo build that I've been testing to some degree of consistent success. I'll continue updating the first post and archive the previous versions as we go!
Team Development

Sharpedo is my favorite 'mon! Most teams right now aren't able to deal with a late game M-Sharpedo after their members have been chipped down by the remaining members of this team. The list of mons that outspeed Sharpedo after one Speed Boost is quite short, and the only (common) things that outspeed after two Boosts are M-Diancie, Scolipede, and M-Alakazam, none of which have enough time to set up if you send out Sharpedo late and rack up speed on its own. Common knowledge, but she also benefits hugely from Psychic Terrain, which not only protects her from priority (the only reliable form of counter against M-Sharpedo) but boosts Psychic Fangs to the point where it outdamages what you'd expect to be Sharpedo's stronger STAB move, Crunch. All in all, she's a beaut'~


Shark + Lele is probably the most common M-Sharpedo core in OU. Most of the Leles I've seen when paired with M-Sharpedo are designed to smash through a wall through a Z-Move (which typically happens early in a game), but the Lele in this build is designed to come in mid-game and revenge kill with Scarf. This solves a really common issue I had where a wallbreaker Tapu would come in and set up Terrain too early, where Shark wouldn't be able to enjoy its full benefits.



Aaaaand to really reinforce just how good M-Shark is in Psychic Terrain, we go for a Mewnium-Z which fills in the wallbreaking that is now missing with Scarf Lele, but also benefits from a preset Psychic Terrain should you have to go for a revenge kill before Mew needs to come in.




Magnezone traps and removes Steel types, or at least severely dents them (re: SpD Celesteela) so that Shark can finish it off later with Crunch. Also carries Scarf to surprise and outspeed some Water-types that can get kind of tricky to deal with.





Physically tanky + Stealth Rock chip damage + completes the VoltTurn with Mangezone to let sweepers Shark, Lele, and Mew come in safely. Rocky Helmet over Leftovers to punish contact; we're ultimately trying to chip down the other team as much as possible to let Shark do its thing.






Spikes support, also helps remove Water-types (lookin' at you, Swampert) that can halt Sharpedo's attempt to sweep.
(Was playing with swapping Landorus and Ferrothorn out for Diggersby (Fire Punch) and Tapu Bulu (Grass). Also: Volt Switch/Fire Punch/Iron Tail/Plasma Fists Zeraora was a thought? Flash Cannon is more consistent for fairies, though).
In-Depth






Sharpedo @ Sharpedonite
Ability: Speed Boost
Nature: Jolly
EVs: 252 Atk | 4 SpD | 252 Spe
Moves: Protect | Crunch | Psychic Fangs | Ice Fang
The trick here is to sometimes grit your teeth and send it out early if you have to, especially if the opponent seems to know what you're trying to achieve, and you need to whip out the Ice Fang ASAP; the team has enough Choice Scarfers to endgame on those grounds if it really comes down to it. If you're really in a pinch, try to go for Protect twice in a row or spam Ice Fangs for the flinch/freeze possibility. Jolly over Adamant lets it outspeed Unburden Hawlucha, which is a pretty common sight to see.
Sometimes I really wish I had Liquidation/Waterfall over Ice Fang, but the prevalence of Ground/Dragon + this team's lack of Ice make it very necessary!






Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Nature: Timid
EVs: 252 SpA | 4 SpD | 252 Spe
Moves: Psychic | Moonblast | Hidden Power [Fire] | Focus Blast
As mentioned before, this is meant to be used as a revenge kill. It's pretty damn good at it; people usually expect a purely wallbreaking set off of Lele.






Mew @ Mewnium Z
Ability: Synchronize
Nature: Timid
EVs: 252 SpA | 4 SpD | 252 Spe
Moves: Psychic | Fire Blast | Nasty Plot | Rock Polish
The setup sweeper, and my god, is it good at it. A Nasty Plot- and Psychic Terrain-boosted Genesis Supernova will OHKO almost anything ever, even nuking some mons that resist it. Save it until after the Dark-types are dead, though! Fire Blast gives good coverage into a lot of the Steel-types that give this build a lot of trouble.






Magnezone @ Choice Scarf
Ability: Magnet Pull
Nature: Timid
EVs: 4 HP | 252 SpA | 252 Spe
Moves: Thunderbolt | Hidden Power [Fire] | Flash Cannon | Volt Switch
Magnezone + Shark is an underrated core that covers each of their weaknesses very well; saving Magnezone for a little later so you can Volt Shark into a resisted Fire might give you room to earn two Speed Boosts, especially if it's a HP Fire. Magnezone + Landorus-T completes the VoltTurn and also serves as good bait-and-switch for the ever-popular Heatran, which gives this build trouble.






Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Nature: Impish
EVs: 252 HP | 240 Def | 16 Spe
Moves: Stealth Rock | Earthquake | Hidden Power [Ice] | U-turn
Wowza! Landorus-T in OU! As said before, Rocky Helmet over Leftovers to get the maximum amount of chip damage possible.






Ferrothorn @ Leftovers
Ability: Iron Barbs
Nature: Sassy
EVs: 252 HP | 92 Def | 164 SpD
Moves: Spikes | Leech Seed | Power Whip | Gyro Ball
I used to do a Ferrothorn + Toxapex duo and whittle people down through stall tactics before trying to sweep with Sharpedo. It was too susceptible to being broken by pretty common 'mons like Charizard, so the team got revamped. But, Ferrothorn remained.
Conclusion
A threatlist would normally go here, but I'm new to the game still, so I'm not confident in making an accurate one. Feedback would be very appreciated! I'll update the main post as we go, if this gets any attention ^^"
Sharpedo-Mega (F) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Hidden Power [Fire]
- Focus Blast
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Fire Blast
- Nasty Plot
- Rock Polish
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Hidden Power [Fire]
- Focus Blast
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Fire Blast
- Nasty Plot
- Rock Polish
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball






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