This is a pretty boring and standard team so I will be sure to keep it short. :)
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Greninja is a massive threat in USUM with a very high spak stat and access to water/dark coverage, spikes and priority. I'm using standard gren so nothing special. The main thing that stops it is special walls like av mag, chansey or tangrowth. This is what the next mon does.
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- Nature's Madness
- U-turn
Physical Koko is a great lure, because when paired with Gren people usually assume magnet or shuca and switch in their special walls. Z-Wild Charge Koko is able to lure chansey and magearna and with brave bird, also lure grass types. While bb doesn't kill grass types it does alot and with hazard support, makes them easily pressured. Electric terrain also removes other terrains, most notable psychic terrain so gren can use it's priority. Natures Madness allows Koko to damage walls like ferrothorn. I have found more use for this move than any other move. U-turn over volt switch because koko switch ins are usually ground and the momentum it provides is really nice and can allow me to bring in Gren on a ground type.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
Magearna is a solid check to special attackers like Gren or shift gear magearna, it's able to take a massive beating while still outputting solid damage. Fleur Cannon is a high base power move that punishes ground type switch ins. Iron head allows Magearna to beat calm mind Magearna and calm mind clef (that's what the speed is for). HP fire hits Ferrothorn, Scizor and Kart, common switch ins to magearna. Volt switch helps magearna provide momentum.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Smack Down
Defensive lando-t is the physical check for the team, providing rocks and a scarf lando-t check(it beat all of my team members so far). I am also running smack down on this set to be able to hit M-pinsir. HP ice is to hit Zygarde and lando-T. Earthquake is on every lando set so I hope I don't have to explain that. The speed also outspeeds Ttar.
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat
M-Pinsir is another huge threat in the tier, able to break through it's own checks with only one consistent check in zapdos, which is weakened by rocks. Hyper Cutter avoids intimidate, allowing Pinsir to 2HKO Lando at after Rocks. Frustration is an attempt to avoid ditto, and have a 100 base power move boosted by aerialate. Quick attack for priority, OHKOing Gren at +2. EQ or CC is up to preference, cc allows me to threaten celesteela, Rotom-W and Skarm, but EQ allows me to take on Mag and Mawile.
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick
Obviously M-pinsir needs hazard support, and finding a we forget that fitted the team was quite hard. I tried Mart for a bit but I didn't like it. Zapdos lost too much momentum, so I finally settled on scarf Latios. Scarf Latios also gave me a much needed check to +1 dragons and char y. Lati also lures defenive pokemon, like chansey, magearna and ferrothorn allowing me to trick them. Psyshock is to hit volcarona at +1 to put it in range of priority. Draco allows lati to be a very efficient revenge killer, by taking out +1 dragons like Char X, Dragonite, Salamence and Zygarde, while also being a good check to scarf kart (this team struggles with it).
So that's the team. Hope you enjoyed it, I know I have. Any suggestions are greatly appreciated thanks in advanced! :)
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Greninja is a massive threat in USUM with a very high spak stat and access to water/dark coverage, spikes and priority. I'm using standard gren so nothing special. The main thing that stops it is special walls like av mag, chansey or tangrowth. This is what the next mon does.
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- Nature's Madness
- U-turn
Physical Koko is a great lure, because when paired with Gren people usually assume magnet or shuca and switch in their special walls. Z-Wild Charge Koko is able to lure chansey and magearna and with brave bird, also lure grass types. While bb doesn't kill grass types it does alot and with hazard support, makes them easily pressured. Electric terrain also removes other terrains, most notable psychic terrain so gren can use it's priority. Natures Madness allows Koko to damage walls like ferrothorn. I have found more use for this move than any other move. U-turn over volt switch because koko switch ins are usually ground and the momentum it provides is really nice and can allow me to bring in Gren on a ground type.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
Magearna is a solid check to special attackers like Gren or shift gear magearna, it's able to take a massive beating while still outputting solid damage. Fleur Cannon is a high base power move that punishes ground type switch ins. Iron head allows Magearna to beat calm mind Magearna and calm mind clef (that's what the speed is for). HP fire hits Ferrothorn, Scizor and Kart, common switch ins to magearna. Volt switch helps magearna provide momentum.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Smack Down
Defensive lando-t is the physical check for the team, providing rocks and a scarf lando-t check(it beat all of my team members so far). I am also running smack down on this set to be able to hit M-pinsir. HP ice is to hit Zygarde and lando-T. Earthquake is on every lando set so I hope I don't have to explain that. The speed also outspeeds Ttar.
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat
M-Pinsir is another huge threat in the tier, able to break through it's own checks with only one consistent check in zapdos, which is weakened by rocks. Hyper Cutter avoids intimidate, allowing Pinsir to 2HKO Lando at after Rocks. Frustration is an attempt to avoid ditto, and have a 100 base power move boosted by aerialate. Quick attack for priority, OHKOing Gren at +2. EQ or CC is up to preference, cc allows me to threaten celesteela, Rotom-W and Skarm, but EQ allows me to take on Mag and Mawile.
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick
Obviously M-pinsir needs hazard support, and finding a we forget that fitted the team was quite hard. I tried Mart for a bit but I didn't like it. Zapdos lost too much momentum, so I finally settled on scarf Latios. Scarf Latios also gave me a much needed check to +1 dragons and char y. Lati also lures defenive pokemon, like chansey, magearna and ferrothorn allowing me to trick them. Psyshock is to hit volcarona at +1 to put it in range of priority. Draco allows lati to be a very efficient revenge killer, by taking out +1 dragons like Char X, Dragonite, Salamence and Zygarde, while also being a good check to scarf kart (this team struggles with it).
So that's the team. Hope you enjoyed it, I know I have. Any suggestions are greatly appreciated thanks in advanced! :)
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