Pokémon Rate My Team
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Ferrothorn @ Leftovers
Ability: Iron Barbs
Tera Type: Water
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Spikes
- Leech Seed
- Gyro Ball

Ferrothorn is a great lead, Leftovers to survive, Iron Barbs to be annoying, then Leech seed for even more annoying, Spikes and stealth rocks is entry hazard, Gyro Ball for Actual Damage, Tera water to deal with anyone who tries to use fire types.

Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Toxic
- Haze
- Recover

Toxapex is big wall, Sludge for living, Scald for STAB, toxic fpr a stall war, haze to assist in killing setup sweepers, recover for recovery, Tera Dark is to counter any pesky psychic types.

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Fighting
EVs: 252 HP / 168 Def / 88 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- Body Press

Corviknight is my Defogger, Leftovers are yes, Defog to Defog, Roost healing, Brave Bird STAB, and body press to do massive damage, Tera fighting to further boost it.

Tapu Koko @ Choice Specs
Ability: Electric Surge
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]

Tapu Koko is THE sweeper, setting electric terrain allowing it to have 130 power on t-bolt, and also 90 power on Volt Switch, Dazzling Gleam STAB and hidden power ice to kill ground pokemon, Tera Fairy to boost dazzling gleam and remove ground weaknedss.

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn

Rillaboom with grassy surge makes sure I control terrain, Grassy Glide priority STAB. Wood Hammer STAB, Knock off to be annoying, and u-turn to pivot, Tera Grass makes Grassy Glide and Wood Hammer stronger.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Reversal

Ah yes, my secret sweeper, Mega Lopunny does big damage, High jump kick major damage, Return for STAB, Ice punch coverage, and Reversal when low, Tera Fighting removes the fighting weakness.

I got a few main questions

  1. Should I replace Lopunny for another good mega since lopunny is always making me lose after a missed high jump kick.

  2. Do I immediently mega or Try to get SOME use with scrappy?

  3. is my team good?

So uhm yea i guess.

by
edited by
I don't play National Dex OU, but if you want the little HP recovery on Toxapex, use Leftovers instead of Black Sludge. Should Toxapex use its Tera, the Black Sludge will end up hurting Toxapex instead of healing it.

2 Answers

3 votes

alright my return to rmt

Overall looks: Not bad, although may be too defensive. The only pivot moves you have are on choice locked offensive Pokemon, meaning it's REALLY hard to ease prediction when pivoting in strong attackers from your defensive mons. Notably, Corviknight almost always runs U-Turn simply because it can easily switch in its hard-hitting teammates without risking any damage on them. I'm also not sure about Defog + Hazards. In my experience, if you want to get rid of hazards while keeping up your own, you should use Rapid Spin mons, notably the Paradox Donphans. Ferrothorn's longevity is great, but it often can't force both Rocks and Spikes up throughout a whole game.

Alright individual mons

I'll start with the mega since you asked about it, so first, Mega Lopunny. Lopunny is no bad mega by any means, but it does have its hard matchups especially in this meta. MLop is one of the more versatile Megas, as it can function pretty well even without a lot of team support. However, Reversal and Ice Punch are quite...rare moves on modern MLop sets. Due to Lop's low bulk, you would never want to bank on it getting to low enough health for Reversal to actually be functional. Meanwhile, Lopunny's new move Triple Axel in Generation 8 found its way onto National Dex MLop sets, as it is a significant power boost to the measely 75 BP of Ice Punch.
With that being said,

Lopunny-Mega (M) @ Lopunnite
Ability: Scrappy
Happiness: 0
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- U-turn
- Fake Out

Most notably, U-Turn and Fake Out replace Reversal and Ice Punch. Reversal's removal is obvious, as I just explained its flaws. Even though Triple Axel Lop was considered a side-grade to U-Turn in Generation 8, I think U-Turn is more valuable now in a metagame where there are many more defensive checks to MLop. Alomomola is a common example, notably unphazed by MLop's attacks.

252 Atk Lopunny-Mega Close Combat vs. 252 HP / 252+ Def Alomomola: 169-199 (31.6 - 37.2%) -- 85.6% chance to 3HKO

Mola will proceed to eat another hit, Toxic, Protect for more damage, and switch out, healing 33% thanks to Regenerator. The same goes for other walls Toxapex and Corviknight, other defensive walls that can stuff hits and hit back with either Toxic or Brave Bird / Body Press, respectively. If you anticipate a wall switching in and click U-Turn, you can switch out to your powerful attacker of choice and threaten them out, notably racking up hazard damage in the process. As for the other minor adjustments, Frustration is to prevent Ditto from doing significant damage with the copied Frustration if they have max friendship, and Close Combat is a more alternative option compard to High Jump Kick. You usually want MLop to hit its STABs, especially against problematic, Fighting-weak mons like Chansey or Ferrothron.

Notes:
- If people see Lopunny in team preview they KNOW its MLop and they KNOW it can destroy them, by no means is MLop secret. In fact, many teams I play against actually lead it thanks to an early Fake Out and U-Turn providing both damage and scouting capabilities.
- The Tera type on a Mega doesn't matter since it can't Mega and Tera; it has to Mega.
- Scrappy is its Mega ability, not its base ability. Thus, you should always immediately Mega unless...I don't know, they obviously are going to Thunder Wave and you have Limber as the pre-mega ability.

Ferrothorn -> Landorus-T: Ok, so here is my reasoning. With Mega Lopunny as the centerpiece of the team, the rest of the team must be built with it in mind. Notably, hazards can also be important in facilitating a late-game MLop cleanup. The reason why Lando is the preferable Rocks setter over Ferro is because of the additional defensive counterplay against many mons. Lando provides both a Ground and an Electric immunity, with the Ground one being the most notable thanks to Choice Scarf Lando. Intimidate helps mitigate sweeping attempts from Dragonite and Gouging Fire, both of which are receiving pretty high usage rates lately. Finally, a pivot move in U-Turn helps bring in the team's other offensive mons.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Tera Type: Water
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Toxic

This is, again, the default Smogon set, so I'll go over it briefly. I already explained the significance of U-Turn and Rocks, and EQ is quite self-explanatory (I know what some of you are thinking atm; I'll address it later.) Toxic is used to provide an extra level of security against the aforementioned sweepers as well as defensive walls that don't appreciate status, the most notable being Alomomola. Even though Leftovers is the default item, Rocky Helmet allows Lando to chip down the physical sweepers along with mitigating their damage via Intimidate. Finally, Tera Water allows Lando to more comfortably check weather teams, notably Barraskewda and its huge Banded attacks.

Toxapex -> Galarian Slowking: Galarian Slowking is basically Specially Defensive Toxapex but with offensive pressure. Glowking's biggest strengths are Future Sight and Chilly Reception, allowing it to partner greatly with MLop. Future Sight can cripple physical walls like Toxapex and Moltres, while MLop can threaten out physically frailer mons.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Future Sight
- Sludge Bomb
- Chilly Reception
- Flamethrower / Ice Beam

Tera Water allows Glowking to be a better check to weather teams, especially Rain, as it usually abuses fast Swift Swimmers to overwhelm opponents. It can also stomach Zard Y's Fire Blast in a pinch. Because Lando is already Toxic, I opted to sub out Thunder Wave for Flamethrower. This notably hits Mega Scizor, who can use Glowking as setup fodder and boost past Lando's Intimidate. However, because I have little experience with Glowking, Ice Beam may be potentially better. This hits the Ground Flyings, or just Lando and Gliscor, as well as hitting other Grounds for decent damage. Glowking cannot hope to live many Ground hits, but with Tera Water and a proper reason it can use Ice Beam to finish off these threats, especially if already damaged.

Corviknight -> Samurott-Hisui: I feel like Lando and Glowking round out the team's defensive core, so Hisuian Samurott piles more on the offensive pressure. I did remove Spikes from the team by removing Ferrothorn, but Hisuian Samurott can fill that gap. Additionally, its Knock Off support can remove Rocky Helmet and Heavy Duty Boots. The former can cripple MLop and chip it away, while the latter removes a key item in defensive Pokemon's longetivity.

Samurott-Hisui @ Choice Scarf
Ability: Sharpness
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Dark
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Flip Turn / Sucker Punch

Choice Scarf Flip Turn adds another fast pivoter to the team. Ceaseless Edge adds on the hazard game with Spikes. Razor Shell and CEdge both act as great STABs thanks to Sharpness. Tera Dark stacks even more damage on the spammable Ceaseless Edge. If you want, you can forgo the additional pivoting move by slotting in Sucker Punch. This is an unconventional move, but it can be a useful last ditch effort against damaged sweepers that have already set up.

Tapu Koko -> Raging Bolt: As much as I love Specs Koko, it kind of fell off as an attacker. Rather, it support teams so chock full of Future Paradox mons that one is convinced the ChatGPT invasion is inevitable. Raging Bolt has always been a reliable partner to MLop thanks to its offensive pressure with Calm Mind. With its ability to switch moves as well as its Dragon STAB, it can reliably hit Alomomola even after it Teras to Dragon, its most common Tera type.

Raging Bolt @ Dragonium Z / Leftovers
Ability: Protosynthesis
EVs: 76 HP / 48 Def / 252 SpA / 132 Spe
IVs: 20 Atk
Tera Type: Fairy
Modest Nature
- Thunderclap
- Thunderbolt
- Calm Mind
- Draco Meteor

The moves are all standard, so I'll explain the others. Firstly, Calm Mind Raging Bolt specifically adds sweeping potential to the team. Up until now, the only mon that can actually "win" a game against a sufficiently chipped team is Mega Lopunny, and that simply isn't enough. Raging Bolt is especially powerful when you consider that Mega Lopunny can chip down Special walls early game, most notably Chansey and Clodsire. However, in the case that Mega Lopunny fails to chip them down enough (or you just like using late-game Lop), Bolt has Dragonium Z to break past Chansey and especially Clodsire. If not, you can opt to use Leftovers and Tera Fairy for a more midgame threat. This may not be the best at outright winning games, but it can leverage Fairy's good defensive profile as well as Leftovers recovery to be a big nuisance to your opponent. Lastly, this EV spread outspeeds uninvested Landorus (basically all defensive variants) as well as living a +2 Superpower from Ogerpon after Rocks. Don't take that from me, Smogon said that.

Ogerpon-W OR Rillaboom: I initially was dead set on Ogerpon being the better of the two, but after some consideration, I felt that Rillaboom had potential (definitely not because I just won a game using this exact Rilla set). First, I'll go over why Rilla fits in this modified team. Despite all of MLop, Bolt, and potentially Samu packing priority, STAB Grassy Glide is still very valuable. The real kicker is Wood Hammer, as it can break through quite literally any wall that isn't named Corviknight or Heatran. I have already explained the significant of Knock Off in helping MLop, and the same applies here. U-Turn has the same value as any other pivot move in the team. In short, I feel like Rilla's strong wallbreaking power can warrant a place on the team.

H O W E V E R

Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Water
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Power Whip
- Superpower / Play Rough

This classic Ogerpon set is the definition of "setup, click button, click button, click button, ggs i won shake my hand". The reason Play Rough is an option is due to Mega Lopunny already threatening a lot of mons using its Fighting STAB. However, I personally find that Ogerpon's access to Superpower allows it to threaten more mons in general. Regarding Ogerpon role on the team, it is used to threaten contact ability mons, such as Flame Body Moltres and Volcarona and Static Zapdos. These mons can severely punish Mega Lopunny, especially if it clicks U-Turn, allowing Zapdos in particular to be an annoyance for this team. Ogerpon's Ivy Cudgel bypasses these contact abilities, allowing it to threaten them without fear. Additionally, its great Speed stat allows it to switch in and sweep easily once the fast mons are dealt with via priority, the team's speedsters, or hazard damage.

(This is also what I meant at the Lando section; Rillaboom's Grassy Terrain may not be effect as it may not be on the team, meaning EQ will now be at full power)

by
Second minor part bc I surpassed character limit:

NOTABLE CHECKS/ISSUES/STUFF
 - Stall: EVERY TIME I build a team, it always ends up losing some way or another to stall. My main fear this time is the duo of Mega Sableye and Chansey shutting down the team's power output. Mega Sableye can deny Rocks (but it can't deny Spikes) and spread burns to the physical attackers, leaving only Raging Bolt. This allows Chansey to have free pickings on the crippled physical attackers and the special attacking Bolt. However, at +2 Special Attack, Bolt has pretty good odds of KOing Chansey with the combo of Thunderbolt and Z-Draco Meteor, although that does require the opponent to stay in.
 - Hazard Stackers (mostly Webs): One thing that I mentioned before but I didn't include is a hazard remover notably a Rapid Spinner. After some debate, I figured that this team packs enough offensive pressure to function without a hazard remover. It's hard to pile Spikes against this team, and Rocks don't affect the team significantly. Galarian Slowking can absorb Toxic Spikes. The real problem comes in Sticky Web teams. Even though the team has a lot of priority, especially if Rillaboom is used over Ogerpon, I still feel like most Webs teams are gonna have a really easy time against this team.
 - Screens Hyper Offense: I don't think these are that popular nowadays, but the issue is that this team is not that well equipped to handle multiple setup sweepers in succession. However, this is just a minor concern thanks to Lando + Glowking along with Lando's Toxic and the plethora of priority.

Aight that's that, if you have any questions/stuff/anything really feel free to comment, especially because I kinda changed your entire team on accident to fit Mega Lopunny XD

Hope this helped!
–1 vote
  1. Lopunny is not the best mega you could've chosen for the OU format. Mega Metagross would actually be a great choice for you considering you don't run any reliable steel type moves (gyro ball on ferrothorn can easily be countered by something faster than it, or just a regular ember), and although you have Toxapex, you don't have any damage dealing poison attacks.
    Mega Diancie could work even better considering your typings
  2. I think it's best to immediately mega cuz of the fact you get those extra stat boosts, and tbf scrappy doesn't help that much in the first place. Hitting ghost type moves could've been done with Rillaboom's Knock Off
  3. All in all, you have a mixed catergory of special / regular attackers, and have good set up moves, and in general this team is pretty decent. But I would personally suggest some things to keep in mind:
    • Counters for Garchomp? yes, you have tapu koko, but garchomp could run poison jab, which could have it in a tough situation
    • Landorus-T is going to be a problem, especially since your only special attacker (to counter intimidate) is an electric type, which Landorus-T is immune to.
    • You don't have anything to counter Belly Drum Clefable, or Azumaril (considering the tank and living Tapu Koko's hit)

I would personally change up the team to match the following:
Ferrothorn @ Focus Sash
Ability: Iron Barbs
Tera Type: Water
- Stealth Rock
- Power Whip
- Leech Seed
- Gyro Ball

Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Liquidation
- Poison Jab
- Recover
- Baneful Bunker

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Steel
EVs: 252 Attack / 252 Speed / 4 HP
Jolly Nature
- Ice Fang
- Dual Wingbeat
- EQ
- Tailwind

Tapu Koko @ Choice Specs
Ability: Electric Surge
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-Turn
- Acrobatics

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Rock
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Grassy Glide
- Fake Out
- Knock Off
- U-turn

Mega Scizor @ Scizorite
Ability: Technician
Tera Type: Rock
EVs: 252 Speed / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Bullet Punch
- U-Turn
- Aerial Ace

by
bro mega meta is in ubers
who tf runs poison jab garchomp (and koko outspeeds it)
who in their right mind runs belly drum clef, just look at the dam stats and tell me it
bro has hp ice on specs koko for a reason ok he has something for lando (also have you seen cb wood hammer rilla the calcs are insane)
why do you have attacking moves on pex
why do you have fake out on a cb mon
why do you have tailwind 3 atks gliscor
why tera rock on both rilla and sciz (like the msciz can even tera)
what is the purpose of aerial ace when dual wingbeat exists
why is there acro on the koko when you have no atk invest and -atk nature