SM OU First Team! A Dual Waifu Core w/Charizard-X?

Hello everyone, and welcome to my first RMT! While I've only recently starting posting on the forums, I've been lurking here since gen 4 warstories were a thing and Garchomp got banned to Ubers. Anyway, with the way the OU meta today is quickly developing, I figured I would actually post a team here for once and see what the community thinks of it. Without further ado, let's jump right into this!


Roach Waifu (Pheromosa) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab

The first half of the waifu core, Pheromosa can function as both an offensive lead and a late-game cleaner if need be. It certainly has Pokemon that can beat it 1v1 (Toxapex, bulky ghosts, etc.) but I can usually find a way for its teammates to cover for it. If not, its frailness can allow me to sack it to safely bring something else in. It pairs well with the next team member, being able to bring it in safely thanks to U-Turn, with it blocking priority in return.


Cocoon Waifu (Tapu Lele) @ Assault Vest
Ability: Psychic Surge
EVs: 248 HP / 10 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Focus Blast
- Shadow Ball

The second half of the waifu core, I've been trying out AV Lele, as the special bulk it gets as a result can significantly extend its longevity. For example:

252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 0 SpD Assault Vest Tapu Lele in Electric Terrain: 138-164 (40.1 - 47.6%) -- guaranteed 3HKO

Since everyone seems to absolutely love/expect choice-locked Leles, the ability to switch moves while not showing Life Orb recoil allows me to bluff easily, only to surprise the opponent with a coverage move. Its ability in preventing priority has also helped me out with ensuring sweeps with both Pheromosa and the next mon on the team. While it may lack the raw firepower or speed of choiced sets, AV Tapu Lele seems to have a niche in breaking through many teams and catching opponents off guard.


Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 120 Def / 10 SpD / 132 Spe
Jolly Nature
- Dragon Dance
- Roost
- Fire Punch
- Earthquake

This is unique Zard-X set I've been trying out. The EVs allow it to survive any 2 hits from full from an unboosted Pheromosa pre-mega, all while outspeeding it at +1 if it doesn't have a speed boost:

252 Atk Life Orb Pheromosa High Jump Kick vs. 248 HP / 120 Def Charizard: 152-179 (42.3 - 49.8%) -- guaranteed 3HKO
4 SpA Life Orb Pheromosa Ice Beam vs. 248 HP / 10 SpD Charizard: 126-149 (35 - 41.5%) -- guaranteed 3HKO


Fire Punch over Flare Blitz for conserving HP, Roost for recovering health, and EQ to hit things like Heatran and various other fire resists. I was trying out Thunder Punch at one point as well to nail Tapu Fini, Pelipper, and Mantine, but I found myself fearing opposing Zard-Xs and ground types even more. Speaking of Mantine...


Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 10 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Defog
- Roost

With a Zard-X on my team, it became obvious that I needed a spinner/defogger if I was going to succeed at all with this team. Enter Mantine aka Sea Flap Flap, a bulky pivot and hazard remover this team desperately needs. Max HP and Defense shore up this Pokemon's physical frailness while still taking as little Stealth Rock damage as possible. I know that some people like to run Toxic over Haze or even Defog on their Mantines, however I find that clearing hazards as well as clearing stat boosts (like those UBs can acquire) to be almost necessary in today's meta. With Mantine cementing itself as a defensive pivot on my team, I wanted both a hazard setter and another pivot that complements Mantine.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 210 Def / 52 SpD
Sassy Nature
IVs: 0 Spe
- Protect
- Leech Seed
- Gyro Ball
- Stealth Rock

Ferrothorn became the next Pokemon on my team, as its weaknesses, resistances, and team role meshes all but perfectly with Mantine. I'm always fussing about with this mon's EVs, so if anyone can offer me a better set, I'd gladly appreciate it. The moveset allows me to set up hazards, deal damage while recovering with Leech Seed/Protect, and deal damage to threats like Tapu Koko/Lele. With this addition, I now also have both a Fire/Water/Grass and Dragon/Steel/Fairy core on my team.


Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 226 Atk / 32 SpA / 252 Spe
Naive Nature
- Wild Charge
- U-turn
- Hidden Power [Ice]
- Roost

A late addition, and formerly a Mimikyu with Swords Dance and a Z-move, thunder chicken here joins the team as a potential answer to stall teams, which with the addition of Toxapex and Dugtrio's Attack buff gives this team far too much trouble. To explain further what this set does, I ought to present some relevant calcs:

226 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 252+ Def Eviolite Chansey in Electric Terrain: 341-403 (48.4 - 57.2%) -- 94.1% chance to 2HKO
226 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 4 Def Mega Sableye in Electric Terrain: 212-251 (69.7 - 82.5%) -- guaranteed 2HKO
226 Atk Life Orb Tapu Koko Wild Charge vs. 248 HP / 236+ Def Skarmory in Electric Terrain: 299-354 (89.7 - 106.3%) -- 37.5% chance to OHKO
226 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 252+ Def Toxapex in Electric Terrain: 276-328 (90.7 - 107.8%) -- 50% chance to OHKO
226 Atk Life Orb Tapu Koko Wild Charge vs. 252 HP / 252+ Def Clefable in Electric Terrain: 227-269 (57.6 - 68.2%) -- guaranteed 2HKO after Leftovers recovery
32 SpA Life Orb Tapu Koko Hidden Power Ice vs. 248 HP / 0 SpD Landorus-T: 270-322 (70.8 - 84.5%) -- guaranteed 2HKO


Wild Charge + Roost allows Koko to keep hitting hard without worrying about losing too much health, though finding an appropriate time to recover health can be an issue sometimes. U-Turn is there over Volt Switch just so I can avoid being trapped by Dugtrio, which has been seeing more and more usage on stall. Honestly, this mon can easily be replaced with a better stallbreaker if there is one, though as far as I know the only one I could really use is Hoopa-U, which still gets trapped by Dugtrio. HP Ice and the SPAtk evs are there to help against Lando-T, which otherwise gives Zard trouble.

Physically bulky water types can have a field day with this team with Lele gone, particularly Seismitoad.
Genesect is a huge problem, though I think that's just me either overpredicting or underpredicting. I often think it's choiced, in which case Ferro can lead and scout with Protect, but on the off-chance it's Shift Gear/Rock Polish I can lose since I have nothing that can take a hit and revenge kill it back, nor do I have any priority on this team.
As mentioned before, stall can snack on this team for days, especially if Koko gets burned or I can't find a chance for it to Roost.


Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 120 Def / 10 SpD / 132 Spe
Jolly Nature
- Dragon Dance
- Roost
- Fire Punch
- Earthquake

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 10 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Defog
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 210 Def / 52 SpD
Sassy Nature
IVs: 0 Spe
- Protect
- Leech Seed
- Gyro Ball
- Stealth Rock

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 226 Atk / 32 SpA / 252 Spe
Naive Nature
- Wild Charge
- U-turn
- Hidden Power [Ice]
- Roost

Cocoon Waifu (Tapu Lele) @ Assault Vest
Ability: Psychic Surge
EVs: 248 HP / 10 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Focus Blast
- Shadow Ball

Roach Waifu (Pheromosa) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab


Any and all constructive criticism is welcome. Once the meta develops more this team will likely change/be replaced, but for now I want to see just how well it can do. Thanks in advance!
 
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