"Preface"
Back on here for round 2 of a RMT thread, and wanted to see what people thought of this Zarude team.
I heard discussions that Zarude will most likely be left behind for UU, and I don't agree. Since I don't agree, might as well try to make it work in OU. It genuinely has a solid niche in the OU meta. I'm hesitant to say it should be placed in OU, so I'll say it should be in UUBL. It has a speed tier of 339 with a Jolly nature, meaning it can completely counter all Urshifu forms, and OHKO with Close Combat, or Power Whip for Rapid-Strike Urshifu. I decided to give this mon a shot and see what it was all about. In the "pre-home" meta I ran solely Hyper Offense with a lot of success, but wanted to try a more Balanced Offensive approach. When I say "target list" what I mean is the mons I generally prioritize damage on, or will take on 1v1. With that said here's the team and thanks for reading! All input is welcome!
----------------------------------------------------------------------------------------------------------------------------------------------------------------Back on here for round 2 of a RMT thread, and wanted to see what people thought of this Zarude team.
I heard discussions that Zarude will most likely be left behind for UU, and I don't agree. Since I don't agree, might as well try to make it work in OU. It genuinely has a solid niche in the OU meta. I'm hesitant to say it should be placed in OU, so I'll say it should be in UUBL. It has a speed tier of 339 with a Jolly nature, meaning it can completely counter all Urshifu forms, and OHKO with Close Combat, or Power Whip for Rapid-Strike Urshifu. I decided to give this mon a shot and see what it was all about. In the "pre-home" meta I ran solely Hyper Offense with a lot of success, but wanted to try a more Balanced Offensive approach. When I say "target list" what I mean is the mons I generally prioritize damage on, or will take on 1v1. With that said here's the team and thanks for reading! All input is welcome!
Building Process
Zarude: When I saw this added, I really wanted to try it. The ability is pretty useless, but the stats really shine. Like I said above, 339 speed is very nice for this current meta, mixed with U-Turn and Close Combat coverage. Dual STAB in Darkest Lariat + Power Whip. It mainly struggles with Zeraora. It cant live a Close Combat and OHKO with Power Whip, but it's not a match up worth taking most of the time. Zarude's biggest weakness as a mon is no access to priority in Sucker Punch or Knock Off which is a real shame.
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Dragapult: Zarude gets absolutely maimed by Volcarona, I needed something that could switch in, and threaten. Dragapult's purpose is to keep a solid form of speed control, and threaten with Dragon Darts. It can also set up with Dragon Dance, if given the opportunity. I'm not a huge fan of Hex, as it never really gets fully utilized with Mandibuzz being everywhere. Wisp was nice to status other mons, but I never really found myself using it, as whenever a physically offensive threat came in, it could OHKO or cripple Dragapult. Crawdaunt, Urshifu, Knock Off Zeraora, Sand Rush Excadrill, Clefable were all common switch ins, and Wisp just isn't worth it. The team also desperately needed some form of out of sand speed control.
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Rotom-Fan: Since Mandibuzz/Corviknight are a problem for Zarude and Dragapult, I wanted to add something that could either threaten them, or gain momentum. Rotom-Fan can set up a Nasty Plot to force them out, then put down some serious work onto anything that wants to take a +2 Volt Switch or Air Slash. Amoonguss can be an issue for Zarude, so having a way to reliably counter it is helpful. Rotom is also my Defogger for the team. The other reason for this addition is another way to check Aqua Jet abusers, since Rotom-Fan resists and can force them out with Volt Switch.
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Clefable: Another defensive pivot to help threaten Mandibuzz out with Moonblast. Urshifu is everywhere, and Rotom-Fan tends to invite in Urshifu. Clefable was mainly added so that Urshifu doesn't walk all over this team, as Zarude doesn't appreciate Close Combat. Dragapult hates Wicked Blow/Sucker Punch. Essentially, all of my offensive mons hate Urshifu, and I needed a way to answer that. I also need a Fairy to take potential Dragon type attacks from other Dragons that would threaten Dragapult.
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Hippowdon: This team needed a Stealth Rocker, and I wanted to build a Sand Core. I also needed something bulky to spread Toxic, and reliably take lots of physical punishment. It really struggle against Rillaboom, but U-Turn from Zarude can put it into range of Volt-Switch from Rotom-Fan. Rotom-Fan can also force it out with Air Slash.
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Excadrill: Finally we have Excadrill. I wanted to build a sand core with Hippowdon, and there is no other option. Excadrill serves as the late game sweeper, or as a way to handle opposing Clefable/Zeraora that would otherwise give Zarude/Dragapult a harder time. Excadrill has really come in clutch during certain games, as once offensive checks to Excadrill are taken care of, this mon can solo the remainder of the team. The team is fast enough, but I wanted a much more reliable form of speed control for Zeraora. Zarude also hates Fairies, and Excadrill's Iron head can really help clear a path for Zarude.
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Zarude: When I saw this added, I really wanted to try it. The ability is pretty useless, but the stats really shine. Like I said above, 339 speed is very nice for this current meta, mixed with U-Turn and Close Combat coverage. Dual STAB in Darkest Lariat + Power Whip. It mainly struggles with Zeraora. It cant live a Close Combat and OHKO with Power Whip, but it's not a match up worth taking most of the time. Zarude's biggest weakness as a mon is no access to priority in Sucker Punch or Knock Off which is a real shame.

Dragapult: Zarude gets absolutely maimed by Volcarona, I needed something that could switch in, and threaten. Dragapult's purpose is to keep a solid form of speed control, and threaten with Dragon Darts. It can also set up with Dragon Dance, if given the opportunity. I'm not a huge fan of Hex, as it never really gets fully utilized with Mandibuzz being everywhere. Wisp was nice to status other mons, but I never really found myself using it, as whenever a physically offensive threat came in, it could OHKO or cripple Dragapult. Crawdaunt, Urshifu, Knock Off Zeraora, Sand Rush Excadrill, Clefable were all common switch ins, and Wisp just isn't worth it. The team also desperately needed some form of out of sand speed control.
Rotom-Fan: Since Mandibuzz/Corviknight are a problem for Zarude and Dragapult, I wanted to add something that could either threaten them, or gain momentum. Rotom-Fan can set up a Nasty Plot to force them out, then put down some serious work onto anything that wants to take a +2 Volt Switch or Air Slash. Amoonguss can be an issue for Zarude, so having a way to reliably counter it is helpful. Rotom is also my Defogger for the team. The other reason for this addition is another way to check Aqua Jet abusers, since Rotom-Fan resists and can force them out with Volt Switch.

Clefable: Another defensive pivot to help threaten Mandibuzz out with Moonblast. Urshifu is everywhere, and Rotom-Fan tends to invite in Urshifu. Clefable was mainly added so that Urshifu doesn't walk all over this team, as Zarude doesn't appreciate Close Combat. Dragapult hates Wicked Blow/Sucker Punch. Essentially, all of my offensive mons hate Urshifu, and I needed a way to answer that. I also need a Fairy to take potential Dragon type attacks from other Dragons that would threaten Dragapult.
Hippowdon: This team needed a Stealth Rocker, and I wanted to build a Sand Core. I also needed something bulky to spread Toxic, and reliably take lots of physical punishment. It really struggle against Rillaboom, but U-Turn from Zarude can put it into range of Volt-Switch from Rotom-Fan. Rotom-Fan can also force it out with Air Slash.
Excadrill: Finally we have Excadrill. I wanted to build a sand core with Hippowdon, and there is no other option. Excadrill serves as the late game sweeper, or as a way to handle opposing Clefable/Zeraora that would otherwise give Zarude/Dragapult a harder time. Excadrill has really come in clutch during certain games, as once offensive checks to Excadrill are taken care of, this mon can solo the remainder of the team. The team is fast enough, but I wanted a much more reliable form of speed control for Zeraora. Zarude also hates Fairies, and Excadrill's Iron head can really help clear a path for Zarude.
The Sauce

Zarude @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Power Whip
- Darkest Lariat
- Close Combat
Max Attack, Max Speed Jolly to completely counter Urshifu, and to seriously hurt Rillaboom with U-Turn (69.2 - 81.5%). Once Zarude U-Turns out on Rillaboom, the opponent is forced to be very careful with Rillaboom, as it will die to Rotom, Clefable, Dragapult, and Zarude. Choice Band is here to max out the attacking potential to ensure that Zarude can deliver maximum pain. The 4x weakness to Bug makes U-Turn a very unpleasant thing to face down. Close Combat OHKOs Magnezone, and can seriously hurt Ferrothorn in the process (62.5 - 73.8% -- guaranteed 2HKO). Zarude's main purpose is to be a fast offensive check to the mons that threaten Hippowdon and Excadrill, and it really does the job very well.
The target list for Zarude is: Azumarill, Crawdaunt, Rillaboom, Hippowdon, Magnezone, Ferrothorn, Slowbro, Toxapex, Porygon-Z, Blissey

Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- U-turn
I'm forgoing the commom mixed Hex+Wisp set since like I said before, Dragapult doesn't get many chances to properly use Wisp. I would rather put down as much damage as possible since this is my way to come in on Aqua Jet, and threaten with Dragon Darts. Setting up a Dragon Dance (if I'm lucky enough) will make Volcarona completely obsolete as it is OHKO'd and out-sped. Steel Wing is here to help cripple Fairy switch ins, then U-Turn for momentum. Like I said before, this team needed some form of non-sand rush speed control.
The target list for Dragapult is: Crawdaunt, Rillaboom, Volcarona, Alakazam, Alolan-Ninetails

Rotom-Fan@ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Volt Switch
- Defog
The weirder the choice, the better it is in my opinion. I chose Rotom-Fan over Rotom-Heat because I wanted to both pressure Rillaboom, AND not be annihilated by Aqua Jet spam. Air Slash completely chunks Rillaboom (66.8 - 79.1%), and Rotom-Fan resists both Grassy Glide + Drain Punch. I also didn't like how much of a problem Mold Breaker Excadrill was for Rotom-Heat. Now that I have a real immunity to Earthquake, it doesn't matter anymore.
The target list for Rotom-Fan is: Crawdaunt, Rillaboom, Azumarill, Ferrothorn, Toxapex, Togekiss, Mandibuzz, Corviknight, Amoonguss, Tangrwoth


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Knock Off
- Flamethrower
- Soft-Boiled
Defensive Pivot Clefable. It is here to be my answer to Urshifu Wicked Blow/Close Combat spam. It is also my answer to Scarf Hydreigon as that mon can be problematic for Daragpult's success. Knock Off for removing recovery items from opposing Clefable or defensive walls. Flamethrower to ensure no Steel type can come in for free, and Soft Boiled for longevity.
The target list for Clefable is: Ferrothorn, Rillaboom, Mandibuzz, Corviknight, Clefable, Rotom-Heat, Scizor, Hydreigon, Urshifu, Tangrowth, Hawlucha

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic
My sand setter and another defensive wall. It is here to spread Toxic onto opposing walls, and set up Stealth Rocks. Toxic > Whirlwind since setting walls or offensive threats on a timer is more useful than phasing. Water types give Hippowdon many issues, but the combination of Rotom-Fan and Zarude make up for that weakness. It's a standard OU defensive support Hippowdon set, so not much more to add. Set up Rocks, set up sand, Toxic everything, Earthquake opposing walls.
The target list for Hippowdon is: Blissey/Chansey, Mandibuzz, Excadrill
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
Finally Excadrill. The late game sweeper, and Zeraora counter when under sand. With ludicrous power and speed, Excadrill can put some serious pain onto the opposing team. Aqua Jet and Rillaboom are completely ruin all this mon's potential, but Rotom-Fan, Dragapult, and Zarude can help keep Excadrill safe to sweep. I chose Leftovers because I wanted to keep Excadrill as healthy as possible since Excadrill will be coming in, and out very often. The more health, the more time Excadrill can play in the sand. Life Orb has a nice bonus in power, but Swords Dance is more than enough, and the recoil hurts too much. Rapid spin to primarily help get additional "pinch" speed. What I mean by pinch speed is using rapid spin on your opponent's switch out to hopefully out speed whoever they bring in next. Earthquake > High Horsepower because I do not use Excadrill under Grassy Terrain, and High Horsepower missing lost me a game.
The target list for Excadrill is: Blissey/Chansey, Clefable, Zeraora, Volcarona, Togekiss, Hatterene, Dragapult, Gengar
Threats
Rillaboom is an absolute terror to this team. Priority STAB Grassy Glide shuts down my late game sweeper in Excadrill, and shuts down Hippowdon. I tried to build the team to completely shut down this mon in return. Grassy Terrain is very annoying for this team since Excadrill becomes neutered. Luckily U-Turn absolutely cripples this mon making it much less scary, and Rotom-Fan can completely stop it in its' tracks. Also, Rillaboom's design sucks.

Aqua Jet from these 2 terrors is no joke. Not letting Azumarill set up a Belly Drum is priority number 1, but the awful Whirlpool+Perish Song set is becoming more common. Crawdaunt is difficult to deal with as Clefable will take major pain, and Dragapult can't stay in. Sometimes Rotom-Fan needs to lose boots to deal with Crawdaunt which is usually something I'm okay with if that means Excadrill has an easier time setting up. Zarude completely denies these mons, but they are often paired with Rillaboom, so Power Whip isn't always as free.


Wicked Blow, Close Combat, Iron Head, Sucker Punch/U-Turn. These are things this team does not appreciate. It's massive power and decent speed tier makes playing it around it a little challenging. Luckily Zarude out speeds, and OHKOs with Close Combat. Scarf is a lot less common, but much harder to deal with. Clefable and Rotom-Fan do better against it, but everyone else suffers when it comes to Scarf sets.


Weather just makes everything harder for Excadrill. Sun is much harder as Venusaur is an absolute menace to pretty much everyone with the exception of Rotom-Fan or Clefable (if it doesn't have Sludge Bomb). Rain is alright as Zarude can almost OHKO every rain abuser in the game, but Kingdra can be tricky. The strategy against these teams is just deny weather as much as possible, and make sure Hippowdon out lives their weather setter.
End
Congratulations on making it down here! Thanks again for reading. An alternative I was looking into was replacing Clefable with a Defensive Togekiss to better work against Rillaboom and Venusaur.
Zarude is actually a very hard mon for opponents to play around as STAB Power Whip provides good support for Excadrill and Hippowdon. Its' biggest downfall is the 4x weakness to Bug, so U-Turn becomes much scarier to play against. I personally think it might be a little too strong for UU as the speed tier is really something else. I think Choice Band is the only viable way to use this mon, as the extra power truly makes it shine.
Open to any and all suggestions!
Team Paste: https://pokepast.es/c6fcbd52b249e2e3
Congratulations on making it down here! Thanks again for reading. An alternative I was looking into was replacing Clefable with a Defensive Togekiss to better work against Rillaboom and Venusaur.
Zarude is actually a very hard mon for opponents to play around as STAB Power Whip provides good support for Excadrill and Hippowdon. Its' biggest downfall is the 4x weakness to Bug, so U-Turn becomes much scarier to play against. I personally think it might be a little too strong for UU as the speed tier is really something else. I think Choice Band is the only viable way to use this mon, as the extra power truly makes it shine.
Open to any and all suggestions!
Team Paste: https://pokepast.es/c6fcbd52b249e2e3
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