Introduction**Hello, this is one of my first SM teams, and since I've been having some pretty good success with it I was convinved into making an RMT on it. Although the ladder is very unbalanced atm, this team still has ways of dealing with these Uber mons.Proof of peak: http://m.imgur.com/ih7uk8S ** The Team Araquanid @ Choice Band Ability: Water Bubble EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Liquidation - Leech Life - Poison Jab - Waterfall This beast is basically what I built my team around it's unique ability and design, really caught my attention from the start. I rarely find myself clicking anything besides liquidation, since nothing is comfortably switching into it other than bulky water types. This mon also has decent bulk which gives it the opportunity to switch into things and allows it to keep lando-i in check. Tapu Koko @ Life Orb Ability: Electric Surge EVs: 4 Atk / 252 SpA / 252 Spe Naive Nature - Thunderbolt - Dazzling Gleam - Volt Switch - U-turn Defintely a top tier threat. This mon is an amazing pivot as well as an efficient late game cleaner. I tend to lead with this mon when battling offense to get my momentum going. U-turn is great becase it allows me to get araquinid in for free on an expected marowak switch for example. Once my opponents team has been weakened I can comfortably start spamming tbolt. Heatran @ Leftovers Ability: Flash Fire EVs: 252 HP / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Lava Plume - Earth Power - Stealth Rock - Taunt Heatran serves as my stealth rocker and helps form my FGW core. I haven't seen much rotom-w as of late and toxic is useless against the common water type mons so I decided to go taunt over toxic. Since this is my primary lele switch in i went with max hp evs rather than an offensive variant. Venusaur-Mega @ Venusaurite Ability: Thick Fat EVs: 232 HP / 180 Def / 80 SpD / 16 Spe Bold Nature - Giga Drain - Sludge Bomb - Knock Off - Synthesis I actually disliked this mon last gen and felt it was a bit overrated, but Its definitely proven to be great mon as of late. I went with mixed bulk to counter as much as possible. It easily avoids 2hkos from the majority of the metagame and shrugs it of with synthesis. I initially considered hp fire on it, but knock off gives it a lot more utility overall. Mandibuzz @ Rocky Helmet Ability: Overcoat EVs: 248 HP / 244 Def / 16 Spe Impish Nature - Foul Play - U-turn - Roost - Defog I chose mandibuzz as my defogger because of its fantastic bulk. Although I miss the survivability lefties gives me, mega kanga is insanely broken and I have to weaken it somehow, and the chip damage on MegaMeta is also great. U-turn is to help support my volturn core and I wouldn't want a passive mon killing my momentum. Landorus-Therian @ Choice Scarf Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Earthquake - Stone Edge - U-turn - Superpower Landorus-t is still as good as ever. It serves as my speed control and is usually my lead. I found myself never using explosion or ever feeling the need for it, so I replaced it with superpower which has a good chance to ohko kartana which is neat. There's not much to say about this mon since everyone knows what it does at this point. ConclusionAny comments/suggestions are appreciated! Overall, I've been enjoying s/m and look forward to seeing the metagame balance out. Also wanna give a s/o to @lucianvega for this 10/10 title. Spoiler: Importable Araquanid @ Choice Band Ability: Water Bubble EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Liquidation - Leech Life - Poison Jab - Waterfall Tapu Koko @ Life Orb Ability: Electric Surge EVs: 4 Atk / 252 SpA / 252 Spe Naive Nature - Thunderbolt - Dazzling Gleam - Volt Switch - U-turn Heatran @ Leftovers Ability: Flash Fire EVs: 252 HP / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Lava Plume - Earth Power - Stealth Rock - Taunt Venusaur-Mega @ Venusaurite Ability: Thick Fat EVs: 232 HP / 180 Def / 80 SpD / 16 Spe Bold Nature - Giga Drain - Sludge Bomb - Knock Off - Synthesis Mandibuzz @ Rocky Helmet Ability: Overcoat EVs: 248 HP / 244 Def / 16 Spe Impish Nature - Foul Play - U-turn - Roost - Defog Landorus-Therian @ Choice Scarf Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Earthquake - Stone Edge - U-turn - Superpower
The team looks interesting! Is there a reason that Tapu Koko is Naive if it is only using its Attack to U-Turn on Marowak and other Volt Switch blockers? Running Timid might give you slightly more longevity. Just make sure that your importable is double spaced between Pokémon like this, or the teambuilder will reject it. Spoiler: Importable Araquanid @ Choice Band Ability: Water Bubble EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Liquidation - Leech Life - Poison Jab - Waterfall Tapu Koko @ Life Orb Ability: Electric Surge EVs: 4 Atk / 252 SpA / 252 Spe Naive Nature - Thunderbolt - Dazzling Gleam - Volt Switch - U-turn Heatran @ Leftovers Ability: Flash Fire EVs: 252 HP / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Lava Plume - Earth Power - Stealth Rock - Taunt Venusaur-Mega @ Venusaurite Ability: Thick Fat EVs: 232 HP / 180 Def / 80 SpD / 16 Spe Bold Nature - Giga Drain - Sludge Bomb - Knock Off - Synthesis Mandibuzz @ Rocky Helmet Ability: Overcoat EVs: 248 HP / 244 Def / 16 Spe Impish Nature - Foul Play - U-turn - Roost - Defog Landorus-Therian @ Choice Scarf Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Earthquake - Stone Edge - U-turn - Superpower
Cool team and gratz on your peak! Always nice to underrated mons doing well in OU and Araquanid sure packs a punch. This team features the common but effective core of Lando-T+Heatran+Mega Venusaur+Tapu Koko, and it surely works well. One minor nitpick for me is having Hidden Power Ice>Volt Switch on Tapu Koko because it helps you deal with stuff like Lando-I/Lando-T/Chomp as Dazzling gleam doesn't KO any of them. Also Timid is probably better instead of Naive, I don't think it's worth going -SpDef just to hit a stronger U-Turn. This team appears to be weak to CM Tapu Lele but that's the issue with most bulky builds.
Very cool team, sadly didn't face you :[ I'm unsure of how much Superpower is useful on Landorus had you have HP fire on Venusaur, but you decided Knock on it instead, any reason why? I would have switched Spower for Knock on Lando and added Hp fire on Venu, but that's your personal preferences. I agree that Hp ice Tapu Koko is also better than Volt Switch to hit Lando-T, just to not lose momentum considering you'll have to defog with mandibuzz everytime. Lastly I would only use Liquidation Leech Life and Sleep talk for Araquanid but maybe Jab has an utility for you outside hiting Fini that you hard wall with Venu and because of low atk it won't do that much to Fini Grats on peak, interesting team
Looks like a cool team even though I don't really know much about SM OU yet. One question: why liquidation and waterfall on Arabquanid? Is a flinch chance really worth a move slot? I know it's movepool doesn't really exist but idk maybe crunch to hit water absorb jellicent or something would be more useful? Edit: rip I remembered PO can't enter move accuracies properly so ignore everything I just said. Still a cool team though!
10/10 team. was funny seeing edna sneak a #1 while you werent online then rmt it. grats on peak scrub.
Aquarind is trash pls don't use it, it only got you #1 because SM OU is new on PO and everyone is dumb on the ladder right now :[ To clarify: I love you metamence, my dude, by that aquarind is trash :S It's a good good thing Tapu Koko + XY core (Heatran mandibuzz landorus mega venusayr) is enough to carry the fuck out of aquarind or this entire team would be shit :D
I like the team but I found some things 1) what can u do against Greninja? It 1 or 2hkos everything in your team. 2) Do you click x if you see a Charizard Y or a Pheromosa? 3) Also Tapu Lele is very annoying for you after Heatran is damaged. You find at least one of these 4 in almost every team, so I really cant call this team solid. It lacks too much. Gratz on your peak tho
Gren only 1hkos/2hkos my entire team after changing forms which I can easily avoid as long as I keep venusaur healthy. Pheromosa can be a bit annoying but once I figure out its set its not as hard to deal with. As for charizard it fails to 2hko araquanid without any prior damage (due to water bubble) and it can't reliably spam fire blast with the presence of heatran. The lele weakness is pretty much fucking inevitable for bulky teams unless you're running magearna, and luckily scarf seems to be the most common set anyway
I mean besides koko, zard x isn't comfortably setting up on anything especially if I can pressure it with sr, and worst case scenario I have mandibuzz which is EVd to take a flare blitz even after sr damage(unless adamant zard which then is outsped by my lando)