Hey guys I'm back again with another team that I've been having some fun with on the ladder. This team has it struggles depending on match-up but can put in a surprising amount of work when played right. What do you guys think?
(Protean)
(Icium Z)
(Scarf)
Black Ice
https://pokepast.es/d1aef780f5308a75
Abmoasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 200 HP / 252 Atk / 56 SpA
Brave Nature
Moves: Ice Shard | Blizzard | Giga Drain | Earthquake
Abomasnow is definitely not a great mon for OU but has the surprise factor. It's ice stab is great for the current meta. It serves as a great check to Swampert in rain, changing the weather and O-koing with giga drain. Its typing helps it naturally check Tapu Koko and Ash Gren which are both annoying mons for any team to deal with. The 200 hp investment is for the additional bulk this mon needs since it gets easily worn down. I went for a more physical spread on this for max power on its ice shards and earthquakes which you will be clicking most often. Eq is manly for Heatrans and Magearnas that will 100% of the time switch in on this mon. It even underspeeds Mag in trick room and allows for some great damage to be done or a kill if it has enough damage off on it. You wouldnt believe how many people swich Heatrans in on this mon just to have it be O-koed. The hail it sets up helps to chip teams down in order to get some crucial kills. Overall this mon has a lot of utility to offer but at the same time can be very disappointing depending on the match up and how well it is played. Still fun to use regardless.
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 248 HP / 12 Atk / 132 Def / 116 Spe
Jolly Nature
Moves: Earthquake | Stealth Rock | U-turn | Explosion
Landorus plays the role of stealth rocker for this team and ground immunity. It is the usual lead that gets up stealth rock and then u turns out for momentum. It usually underspeeds other lead Landos, SD focus sash and Z move sets, and is able to get in another mon that has the advantage (Most times gren to get the Ash form off). I really like Iapapa on this mon. It allows for this mon to be played pretty haphazardly since you know you will basically be getting most of your hp back anyway. This is especially useful for Kartanas, Sd and scarf. Its a great switch in for most of the physical mons in OU. Explosion is great for preventing defog from mons like Zapdos and Fini.
Magnezone @ Steelium Z
Ability: Magnet Pull
EVs: 88 HP / 228 SpA / 192 Spe
Modest Nature
Moves: Thunderbolt | Flash Cannon | Hidden Power [Fire] | Substitute
The Trapper of the team. Used to trap and kill steel pokemon (Ferro, Sciz, choice locked Kart etc.) Sub is a great move for this mon because it almost always gets a free sub on ferro and mons that it forces out (namely Fini, Pex and non fighting move Torn). People will usually switch into their ground mons (Landorus and Garchomp) in order to break its sub. This allows for it to inflict massive damage or straight up kill a mon with the Z move. Make sure that any Trans are gone beforehand because it is a great check to this mon. Sub also helps with sucker punch mind games with Mawile.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
Moves: Moonblast | Defog | Taunt | Nature's Madness
Fini is the designated defogger and Fighting check for this team. Without this mon this team is incredibly weak to fighting type moves (Hawlucha). I chose to go with the extra bulky phys def set because I like to comfortably check +2 Luchas, Medichams, Loppunnys. Also serves as my main check to Ash gren and Keldeo. Taunt to prevent stealth rock and other set up and utility moves from slower mons like chansey pex and clef. Natures Madness is great for getting damage on mons this team has trouble breaking like the aforementioned chansey.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Moves: Leaf Blade | Smart Strike | Sacred Sword | Knock Off
This is the clean up mon and back up breaker for this team. Once it get going with beast boost it can steam roll through an opposing team. The scarf is so that it can outspeed most other scarfers, lando and lele, as well as other mons with naturally high speed tiers, Mega alakazam. Also great for dealing with some +1 set up mons like Gyarados, Victini, Kommo-o, and Volc (if already damaged or with attack boosts). Knock off is great utility for getting rid of items on skarm, chansey, celesteela, and other mons that annoy this team. Usually save this mon as a late game cleaner unless you have the opportunity to open a team up for Ash gren. Make sure to get rid of zapdos for this mon to do anything first.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Moves: Surf | Dark Pulse | Water Shuriken | Spikes
The other late game cleaner for this team. This mon is so standard that it doesnt really need any explanation but here we go. Has great utility with spikes for an extra layer of entry hazards on a forced switch. Specs is for the damage output, which is insane on this mon. Surf because i hate the accuracy of Hydro pump. Dark pulse for the flinches and mons that are immune to water stab. Water shuriken for priority on weakened and scarf mons. This mon is usually preserved for later in the game in case i see it as a win condition. Or it can be used to open up teams for the other members (kart) to sweep.
https://pokepast.es/d1aef780f5308a75
Abmoasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 200 HP / 252 Atk / 56 SpA
Brave Nature
Moves: Ice Shard | Blizzard | Giga Drain | Earthquake
Abomasnow is definitely not a great mon for OU but has the surprise factor. It's ice stab is great for the current meta. It serves as a great check to Swampert in rain, changing the weather and O-koing with giga drain. Its typing helps it naturally check Tapu Koko and Ash Gren which are both annoying mons for any team to deal with. The 200 hp investment is for the additional bulk this mon needs since it gets easily worn down. I went for a more physical spread on this for max power on its ice shards and earthquakes which you will be clicking most often. Eq is manly for Heatrans and Magearnas that will 100% of the time switch in on this mon. It even underspeeds Mag in trick room and allows for some great damage to be done or a kill if it has enough damage off on it. You wouldnt believe how many people swich Heatrans in on this mon just to have it be O-koed. The hail it sets up helps to chip teams down in order to get some crucial kills. Overall this mon has a lot of utility to offer but at the same time can be very disappointing depending on the match up and how well it is played. Still fun to use regardless.
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 248 HP / 12 Atk / 132 Def / 116 Spe
Jolly Nature
Moves: Earthquake | Stealth Rock | U-turn | Explosion
Landorus plays the role of stealth rocker for this team and ground immunity. It is the usual lead that gets up stealth rock and then u turns out for momentum. It usually underspeeds other lead Landos, SD focus sash and Z move sets, and is able to get in another mon that has the advantage (Most times gren to get the Ash form off). I really like Iapapa on this mon. It allows for this mon to be played pretty haphazardly since you know you will basically be getting most of your hp back anyway. This is especially useful for Kartanas, Sd and scarf. Its a great switch in for most of the physical mons in OU. Explosion is great for preventing defog from mons like Zapdos and Fini.
Magnezone @ Steelium Z
Ability: Magnet Pull
EVs: 88 HP / 228 SpA / 192 Spe
Modest Nature
Moves: Thunderbolt | Flash Cannon | Hidden Power [Fire] | Substitute
The Trapper of the team. Used to trap and kill steel pokemon (Ferro, Sciz, choice locked Kart etc.) Sub is a great move for this mon because it almost always gets a free sub on ferro and mons that it forces out (namely Fini, Pex and non fighting move Torn). People will usually switch into their ground mons (Landorus and Garchomp) in order to break its sub. This allows for it to inflict massive damage or straight up kill a mon with the Z move. Make sure that any Trans are gone beforehand because it is a great check to this mon. Sub also helps with sucker punch mind games with Mawile.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
Moves: Moonblast | Defog | Taunt | Nature's Madness
Fini is the designated defogger and Fighting check for this team. Without this mon this team is incredibly weak to fighting type moves (Hawlucha). I chose to go with the extra bulky phys def set because I like to comfortably check +2 Luchas, Medichams, Loppunnys. Also serves as my main check to Ash gren and Keldeo. Taunt to prevent stealth rock and other set up and utility moves from slower mons like chansey pex and clef. Natures Madness is great for getting damage on mons this team has trouble breaking like the aforementioned chansey.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Moves: Leaf Blade | Smart Strike | Sacred Sword | Knock Off
This is the clean up mon and back up breaker for this team. Once it get going with beast boost it can steam roll through an opposing team. The scarf is so that it can outspeed most other scarfers, lando and lele, as well as other mons with naturally high speed tiers, Mega alakazam. Also great for dealing with some +1 set up mons like Gyarados, Victini, Kommo-o, and Volc (if already damaged or with attack boosts). Knock off is great utility for getting rid of items on skarm, chansey, celesteela, and other mons that annoy this team. Usually save this mon as a late game cleaner unless you have the opportunity to open a team up for Ash gren. Make sure to get rid of zapdos for this mon to do anything first.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
Moves: Surf | Dark Pulse | Water Shuriken | Spikes
The other late game cleaner for this team. This mon is so standard that it doesnt really need any explanation but here we go. Has great utility with spikes for an extra layer of entry hazards on a forced switch. Specs is for the damage output, which is insane on this mon. Surf because i hate the accuracy of Hydro pump. Dark pulse for the flinches and mons that are immune to water stab. Water shuriken for priority on weakened and scarf mons. This mon is usually preserved for later in the game in case i see it as a win condition. Or it can be used to open up teams for the other members (kart) to sweep.
http://replay.pokemonshowdown.com/gen7ou-944769394
http://replay.pokemonshowdown.com/gen7ou-944767214
http://replay.pokemonshowdown.com/gen7ou-944763609
http://replay.pokemonshowdown.com/gen7ou-944028502
http://replay.pokemonshowdown.com/gen7ou-943719408
http://replay.pokemonshowdown.com/gen7ou-942810743
http://replay.pokemonshowdown.com/gen7ou-942806155
http://replay.pokemonshowdown.com/gen7ou-942804082
http://replay.pokemonshowdown.com/gen7ou-942803080
http://replay.pokemonshowdown.com/gen7ou-942738503
http://replay.pokemonshowdown.com/gen7ou-942440049
http://replay.pokemonshowdown.com/gen7ou-942302047
http://replay.pokemonshowdown.com/gen7ou-941902362
http://replay.pokemonshowdown.com/gen7ou-941900448
http://replay.pokemonshowdown.com/gen7ou-941377233
http://replay.pokemonshowdown.com/gen7ou-941214180
http://replay.pokemonshowdown.com/gen7ou-944767214
http://replay.pokemonshowdown.com/gen7ou-944763609
http://replay.pokemonshowdown.com/gen7ou-944028502
http://replay.pokemonshowdown.com/gen7ou-943719408
http://replay.pokemonshowdown.com/gen7ou-942810743
http://replay.pokemonshowdown.com/gen7ou-942806155
http://replay.pokemonshowdown.com/gen7ou-942804082
http://replay.pokemonshowdown.com/gen7ou-942803080
http://replay.pokemonshowdown.com/gen7ou-942738503
http://replay.pokemonshowdown.com/gen7ou-942440049
http://replay.pokemonshowdown.com/gen7ou-942302047
http://replay.pokemonshowdown.com/gen7ou-941902362
http://replay.pokemonshowdown.com/gen7ou-941900448
http://replay.pokemonshowdown.com/gen7ou-941377233
http://replay.pokemonshowdown.com/gen7ou-941214180
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