SS OU Team DumpyDeath (Dracozolt Core)

Screen Shot 2020-06-07 at 12.47.53 PM.png


Team Description:


:ferrothorn: Ferrothorn:

Classic Stall pkm. Thunder wave is for speed control since speed control is very important on this team. Ferro is also my counter to any ground types, cause he can wear them down easily. Ferro also checks Phantom Force Dragapult and Zerazora (just some threats to this team) cause they end up taking more damage due to helmet and barbs.

:clefable: Clefable:

The healer/rocker. Clefable is a great counter for any dragon types that threat our 2 sweepers. Stealth rock works great on her thanks to her bulk, and wish/switch in works great for every pkm on this team. I thought about giving teleport to Clefairy but I went for protect to give her an easier time when damaging, but im open to switch it.

:excadrill: Excadrill:

I knew I was gonna need a pkm to block hazards, cause sticky web destroys this team without it. I also didnt wanna use a defoger since that gets rid of my hazards as well. So my best choice was Excadrill, who also counters volt absorb / lightning rod pkm and fairy types. I am however debating between life orb, leftovers, or focus sash (to ensure that he can rapid spin after switching in).

:pincurchin: Pincurchin:

This pkm is fucking slept on. Pinchurchin is one of the most important mons on this team by far. Electric Surge and Terrain Extender allow Dracozolt to destroy everything, thunder wave gives great speed control at the start (especially with all the dragapults and cinderaces starting in battles), and I alternate between toxic spikes and spikes. If there is a posion type that gets rid of toxic spikes, I set up regular spikes. If there isnt one, I set up toxic spikes. This pkm also has a surprising amount of bulk, surving Dragapult's draco meteor, and Cinderace's pyro ball with about 35-40% remaining.

:hydreigon: Hydreigon:

Sweeper #2 of the team, and the ultimate speed demon. Choice scarf allows no one to outspeed him (at least, i havent seen him get outsped). Flamethrower is my main counter to ferrothorn, and U-turn for easy switch ins. Dark pulse and Draco meteor for STAB. This mon destroys other dragon type threats, and also easily cleans up any remaining pkm after our MVP is out.

:dracozolt: Dracozolt (or Dumpyzolt cause he's got a huge dumpy):

This mon is the heart and soul of the team, and is also super underrated. Bolt Beak + Electric Terrain OHKOs almost everything. Even Pkm that resist electric take huge damage or also get OHKOd. I went with choice scarf instead of band to ensure he outspeeds almost everything. Fire Fang is for any opposing ferrothorns, dragon claw is for any dragons and STAB, and earthquake to predict an electric type switch in. Earthquake also OHKOs an opposing excadrill. This team was built around Dracozolt so any threats to him is a threat to the team. I also went with dragon claw instead of outrage so I can switch in for his checks/counters, and plus i do not like confusion + hustle.

Changes im not sure about making:

1. Better item for excadrill
2. Teleport for protect on Clefable
3. Switch thunder wave and rocks with Ferrothorn and Clefable (Ferrothorn cant really make good use of thunder wave if he counters ground types unless they switch out)
 
Last edited:
Air balloon could help Excadrill if you don’t like orb. Especially since you don’t have a flying type (only levitate).

Also I would suggest swapping knock off with power whip or seed bomb with Ferrothorn since you dont have a lot to deal with seismatoad/gastrodon/ground types in general and you are running two electric types.
 
This team looks really cool. Right off the bat, I can see that you struggle against ground types like Hippowdon, and this team has a very poor matchup against sand in general, but particularly sand balances.

Major Changes:
Personally, I would not use Pincurchin but I don't want to compromise the identity of your team. With that in mind:
Hydreigon -> Kommo-o AND Ferrothorn -> Primarina
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 116 Def / 140 Spe
Impish Nature
- Stealth Rock
- Taunt
- Body Press
- Earthquake
Primarina @ Leftovers
Ability: Torrent
EVs: 252 HP / 64 SpA / 44 SpD / 148 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Moonblast
- Scald

Reasoning: You are quite weak to ground types. Primarina can set up on Seismitoad, force out Hippowdon and get up subs, and is generally very good at making progress. The given spread allows it to set up on Clef, Seismitoad, and a few special attackers I don't remember. It's so physically frail that it's basically pointless to run physical defense on it, so prefer special defense + speed for Seismitoad. It is walled by Toxapex, but the rest of your team absolutely annihilates Pex anyway so I don't see that as an issue. Ferrothorn currently doesn't really provide you with a lot of defensive utility. It can switch into ground types and wear them down, but isn't really offering much else, plus it has a tendency to get rapidly worn down itself. Kommo-o is better here for a few reasons: First, it can more reliably threaten out Excadrill. Ferrothorn gets chunked by Drill whereas Kommo-o can threaten to KO. Second, it can check Bisharp. As it stands, your team is quite weak to Bisharp, so you need a check to it. Without Body Press, Ferro can't do that. Third, Kommo-o can taunt. You're playing a team where you are getting up Toxic Spikes. Your opponent will want to defog them, and right now you have no way to prevent that. Your hazards just aren't staying up. Taunt Kommo-o is really great at keeping up rocks, but also switching into and taunting common defoggers like mandibuzz and non-Brave Bird Corviknight. With rocks on Kommo-o, you can take rocks off Clef, leaving clef room to run max SpDef Calm Teleport + Wish, which will prevent Kommo-o from getting worn down as easily and generally keep your threatening Pokemon healthy. Your team doesn't check Dragapult well so this will help switch into that.

Minor Changes:
1) Leftovers on drill. The longevity is crucial versus teams that get up hazards, and leftovers can add the ability to spin again in a pinch.
2) Discharge + twave is unnecessary. You already fish for para with Discharge, so drop Twave. Instead, put Recover. Pincurchin is an integral part of your team—it enables your main wallbreaker—so you want to make sure it stays healthy. You are using Terrain Extender, not passive recovery like Leftovers, so this is needed even more. There is a lot of grassy surge Rillaboom running around on the ladder right now as well because the bloom is still on the rose, so if you want to win a terrain war against it you need some longevity. I also changed the spread on Pincurchin, I'll include an importable at the bottom.
3) If you go with Kommo-o over Ferrothorn, make Clefable Teleport + wish. Clefable should also be max SpD calm.
4) Protect on Life Orb Excadril is nonsense. I think you should make it Leftovers anyway, but Swords Dance is the standard fourth move on most Mold Breaker sets. This will also synergize with Primarina and Dracozolt, because they remove things that wall Excadrill and it can function as a wincon in the late game.

Importable: https://pokepast.es/1ceb1722fbfb1494

Let me know what you think!
 
Back
Top