Hey!
I've been playing alot of PU, but a friend asked me to help them learn OU so I wanted to get back into the tier. So far im hovering in the 1500s with this team but I'm having trouble dealing with setup sweepers and oddly Lele. (85% sure the Lele thing is me and not the team tho). Would really appreciate everyone here's input!
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 88 Def / 28 SpD / 144 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Air Slash
- Mystical Fire
Moltres is an interesting defoger that i've been waiting for a chance to use. Rillaboom seems to be extremely popular right now, flame body crippling it is pretty consistent, as from what I know it never runs protective pads. Melmetal/Kartana are also threatened by the bird and other physical attackers don't appreciate the burn chance. Now stealth rock weakness is annoying, the mons it threatens/resists tend to run knock. Im thinking of maybe adding another hazard clearing mon?I've been playing alot of PU, but a friend asked me to help them learn OU so I wanted to get back into the tier. So far im hovering in the 1500s with this team but I'm having trouble dealing with setup sweepers and oddly Lele. (85% sure the Lele thing is me and not the team tho). Would really appreciate everyone here's input!
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 88 Def / 28 SpD / 144 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Air Slash
- Mystical Fire
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Superpower
Gastrodon (M) @ Rocky Helmet
Ability: Storm Drain
EVs: 248 HP / 192 Def / 4 SpA / 64 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Clear Smog
- Recover
Hard counter to rain teams and water types in general. Ice beam over scald purely for coverage as the rest of my team doesn't have any ice moves. Gastro is the MVP half the time, rocky helmet chipping down moltres burnt offensive threats with consistent recovery is amazing. Clear smog is meant to mitigate my problem with setup, but so far its been so-so.
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Superpower
- Thunder Punch
- Toxic
Melmetal is my lead mon most of the time. It deals with utility clef and I can switch into lando leads pretty well. The protective pads set negates chip from double iron bash and lead toxic can put a timer on any zapdos switch in. Suicide leads are also easily dealt with by bash. From testing superpower seems kinda useless on it, im debating if I should put earthquake or even rock slide in that slot.
Couldn't find Fini plush :(
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Surf
- Draining Kiss
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Stealth Rock
- Teleport
The team seemed almost entirely physically defensive so the special wall that is blissey was added to the team. Its access to rocks also conveniently solved the problem of having to fit hazards onto one of the other mons movesets. A pivot also helps get the two big threats of boom and melmetal in without them having to take the hit. Natural cure keeps status off the more important mons aswell.
https://pokepast.es/59164505a70f7992
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