Hello there, I'm SilkScarfGroudon and today I am bringing for you to rate and improve another OU team. But before we start I will say some major flaws I noticed with my team:
• The team suffers a lot with sub-DD dragapult, I need this in special to be fixed.• My team is terrible against trick room, while it doesn't bother that much it still a big flaw.
• If Obstagoon or Conkeldurr aren't already burned to absorb status or they are dead paralysis stop my team.
• My team gets obliterated by fairies.
Now let's get right into the team!
The Team
Movesets, EVs and IVs
The Team
Movesets, EVs and IVs
Hello There (Obstagoon) (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Obstruct
- Knock Off
- Close Combat
Before I start explaining everything, yes, this is a Star Wars reference, now with this out of the way let's go to the explanation. Well, this doesn't needs much explanation, this is the smogon set and really there is not much you would want to run besides this set, there is some sets with defiant and and a scarf set but this is the standard and the most powerful. Obstruct will punish anything that tries to touch it by lowering the attacker defense by a lot and then obstagoon can attack for massive damage with powerful Guts boosted attacks ready to blow a hole in te opponets team.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Earthquake
- Brutal Swing (Knock Off when it returns)
Conkeldurr is here as another Guts attacker but this time it is even more powerfull than the previous one.If conkeldurr is more powerful you must be asking why I have Obstagoon in the first place. While Obstagoon is weaker it has some advantages over conkeldurr like it's Speed and Special Defense, but Conkeldurr hits arder and can tank some hits that wouuld kill obstagoon, so both help each other. Conkeldurr has both Drain Punch to get HP again after the burn and attacks from other pokemon, Mach Punch gives it a needed priority, earthquake is a nice move to hit everything else and Brutal Swing can get some ghosts by surprise when they think they're switching in on a Drain Punch or q Mach Punch.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 244 HP / 252 Atk / 4 SpD / 8 Spe
Adamant Nature
- Toxic
- Liquidation
- Earthquake
- Power Whip
Seismitoad is now something you must run in every team to prevent you of being sweeped by Dracovish, yes, Dracovish fell in usage, but this is just a testament of the effectviness os Seismitoad in it's job. While this is not the standart set, I like to use Seismitoad totally physical nnow that it has a physical water attack, Seismitoad normally sets rocks and uses scald, my Seismitoad checks other seismitoads by being two points faster than them and KOing with Power Whip, Seismitoad also checks Mandibuzz by coming in and using Toxic on Mandibuzz, after the toxic Liquidation helps take mandibuzz faster.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Hydro Pump
- Shadow Ball
Specs Dragapult is the strongest Special Attacker in my team (not that it has much competition) and can blow a hole or two in the opponents team after falling because of it's paper thin defenses. Draco Meteor is the strongest attack in the set capable of OHKOing most tings that don't resist or are imune to it, Shadow Ball is a nice stab to spam, Flamethrower kills Ferrothorn and Hydro Pump can blow up most things. Dragapult is something needed on this team as it takes care of physical walls that may enter in the way of my team such as Hippowdon.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Earthquake
- Rapid Spin
Excadrill is an Ol' reliable Stealth Rocker and Hazard removal and also a check to some fairies, but this part it doesn't do that well because many fairies have a fire attack. Excadrill normally suicides itself in the start of the battle after laying down the stealth rocks and weakening an enemy with any of it's stabs. Mold Breaker helps Excadrill lay the Rocks down with ease, Earthquake and Iron head are a nice combo of attacks and rapid spin removes the enemy's hazards, if Excadrill didn't die in the start of the battle it can be saved for when it's needed again.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 56 HP / 252 SpA / 4 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunderbolt
- Moonlight
Clefable or any fairy type is another thing you must have in your team so you will not be blown up by any dragon. This is almost the standard life orb set but with a little twist in the EVs to prioritise Speed instead of bulk, yes, clefable isn't fast, but in this generation it's also not so slow and this EV spread retains a little bit of bulk. Clefable has Moonlight for recovery and three attacks that gives a perfect coverage to hit everything aat least neutrally and the life orbboost without the recoil just helps it even more.
So that is the team, I am pretty succeful with this team despite all it's flaws and I hope you can help me improve it, and as always sorry for any word mispelled.