Band
scatters things often
Some insight
I've been lurking on the forums for about 5 years now and finally decided to contribute and post something lol. Been playing since XY, always focused on UU. OU is too competitive and the lower tiers never really appealed to me like UU, even if I did dabble a bit on RU and NU. I came up with this team looking at the viability rankings and I saw that Skarmory and Slowking had pretty good synergy aside from the electric weakness, so I started the team from there.
The Team
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
IVs: 0 Atk
- Spikes
- Roost
- Body Press
- Defog
Fully physically defensive Skarmory set, focused on taking on mons like Krookodile, Cobalion, Gigalith , Obstagoon, Mimikyu, etc. Helm is there to help it rack up on the damage along with BPress. Spikes helps it put pressure on teams and helps Craw and Rachi to clean up late game. Defog helps to get rid of opposing hazards and Roost is really helpful to keep it going if Skarm loses the lefties.
Slowking (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Slack Off
- Scald
- Future Sight
Slowking gets to come in on basically any mon that isn't choice-locked on a super-effective move or that can hit too hard and either Teleport to bring in Crawdaunt against a slower foe for it to nab a kill or to get Shao in to keep the pressure on with a potential CC/U-Turn/Knock, the latter which threatens the ghosts that give Slow trouble, such as Chandy and Polteageist. Scald is helpful on getting some damage on mons like Cobalion and Incineroar on the switch-in while Future Sight also keeps the pressure on. Slack Off is very reliable recovery, helping to keep Slowking healthy on stall battles. The boots are essential for Slowking, as they allow it to come in on mons without having to worry about hazards and then Teleport. Even if it does get it's boots knocked off, regenerator helps it.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Scald
- Earthquake
This thing completely walls Rotom-W if it lacks Toxic. It's immune to T-Wave, Tbolt, Volt Switch, Hydro Pump and doesn't mind Will-o-Wisp. Once you toxic Rotom-W, it's just a matter of time before it switches out. If it defogs your rocks, just set them up again. Aside from walling Rotom-W, Toad can threaten Tentacruel, Doublade, Lucario, Cobalion, Mamo, Palossand and Rhyperior with a combo of Scald and EQ.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Aqua Jet
- Knock Off
- Liquidation
Crawdaunt just shreds everything that isn't immune to it's attacks or quad resists it. This set runs LO instead of CB because having the ability of hitting something on the switch-in and then using aqua jet is gives you more opportunities to pick things off. It either OHKOes or 2HKOes a lot of mons, and having the ability to switch hit something hard with Knock/Liquidation/CC and then pick it off with Aqua Jet is very good.
252+ Atk Life Orb Crawdaunt Close Combat vs. 252 HP / 252+ Def Blissey: 640-754 (89.6 - 105.6%) -- 37.5% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 4 Def Bronzong: 499-593 (147.6 - 175.4%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 212 HP / 0 Def Eviolite Doublade: 270-322 (86.5 - 103.2%) -- 25% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 0 Def Hatterene: 299-354 (94 - 111.3%) -- 62.5% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Palossand: 385-458 (102.9 - 122.4%) -- guaranteed OHKO
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Substitute
- Aura Sphere
Jirachi has the amazing ability to come in on -2 SpAtk mons like Draco Meteor Kyurem, Noivern and Dragalge or Leaf Storm Rotom-M and Roserade and just start setting up a Substitute or CM. Max Defense allows for very good physical bulk, and max speed lets it outspeed mons like CB Krook and Pangoro. Psyshock helps you get more damage on Blissey and Aura Sphere deals with dark and steel types.
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Knock Off
- Poison Jab
I can't tell you how many times Mienshao has saved my ass. This mon is blazing fast and threatens basically everything with a combination with CC/Knock/U-Turn. PJab is there to threaten fairies like Hatt, Weez-G and Sylveon, though I barely click it. Mienshao's main role is to come in after something in the team dies and to revenge kill it. Max Atk lets it 2HKO Krook, Cobalion, Pangoro, TTar, Lucario and Incineroar, all after Intimidate.
Threats
Rotom-Mow
Rotom-Mow threatens my defensive core and Crawdaunt with Volt Switch/Tbolt and Leaf Storm. Shao can come in after something died to hit it with a CC/U-Turn and do some big damage, but Rotom can just switch out. My best way to counter it is to bring in Rachi after a Leaf Storm and set up a Sub or CM, but still, big problem.
252 Atk Mienshao Close Combat vs. 0 HP / 4 Def Rotom-Mow: 180-213 (74.6 - 88.3%) -- 6.3% chance to OHKO after Stealth Rock
252 Atk Mienshao U-turn vs. 0 HP / 4 Def Rotom-Mow: 140-166 (58 - 68.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Chandelure
Kinda poses the same issue as Rotom. Threatens Skarm with Fire Blast/Flamethrower, and Slowking/Toad with Shadow/Energy Ball. Energy Ball 2KHOes Slowking even at full health and OHKOes Toad (duh). Shadow Ball 2KHOes Toad and OHKOes Slowking. Again, Shao can threaten it with Knock Off. You can see that I rely a lot on Shao's ability to come in after something dies and kill it back.
Flygon
With a scarf, outspeeds everyone but Shao, and can threaten with a fast U-Turn to an answer to the mon that's out.
Opposing Crawdaunt
Crawdaunt hits extremely hard with Knock Off and destroys Toad and Skarm, especially if it's running SD. If it gets an SD up, it OHKOes Shao and hurts Rachi really badly with Aqua Jet.
Final Thoughts
So, I hope my team gets looked on by you guys so I can get some feedback! Thinking about what threatens this team was honestly the hardest part, so I'd greatly appreciate some insight on that!
I've been lurking on the forums for about 5 years now and finally decided to contribute and post something lol. Been playing since XY, always focused on UU. OU is too competitive and the lower tiers never really appealed to me like UU, even if I did dabble a bit on RU and NU. I came up with this team looking at the viability rankings and I saw that Skarmory and Slowking had pretty good synergy aside from the electric weakness, so I started the team from there.
The Team
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
IVs: 0 Atk
- Spikes
- Roost
- Body Press
- Defog
Fully physically defensive Skarmory set, focused on taking on mons like Krookodile, Cobalion, Gigalith , Obstagoon, Mimikyu, etc. Helm is there to help it rack up on the damage along with BPress. Spikes helps it put pressure on teams and helps Craw and Rachi to clean up late game. Defog helps to get rid of opposing hazards and Roost is really helpful to keep it going if Skarm loses the lefties.
Slowking (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Slack Off
- Scald
- Future Sight
Slowking gets to come in on basically any mon that isn't choice-locked on a super-effective move or that can hit too hard and either Teleport to bring in Crawdaunt against a slower foe for it to nab a kill or to get Shao in to keep the pressure on with a potential CC/U-Turn/Knock, the latter which threatens the ghosts that give Slow trouble, such as Chandy and Polteageist. Scald is helpful on getting some damage on mons like Cobalion and Incineroar on the switch-in while Future Sight also keeps the pressure on. Slack Off is very reliable recovery, helping to keep Slowking healthy on stall battles. The boots are essential for Slowking, as they allow it to come in on mons without having to worry about hazards and then Teleport. Even if it does get it's boots knocked off, regenerator helps it.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Scald
- Earthquake
This thing completely walls Rotom-W if it lacks Toxic. It's immune to T-Wave, Tbolt, Volt Switch, Hydro Pump and doesn't mind Will-o-Wisp. Once you toxic Rotom-W, it's just a matter of time before it switches out. If it defogs your rocks, just set them up again. Aside from walling Rotom-W, Toad can threaten Tentacruel, Doublade, Lucario, Cobalion, Mamo, Palossand and Rhyperior with a combo of Scald and EQ.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Aqua Jet
- Knock Off
- Liquidation
Crawdaunt just shreds everything that isn't immune to it's attacks or quad resists it. This set runs LO instead of CB because having the ability of hitting something on the switch-in and then using aqua jet is gives you more opportunities to pick things off. It either OHKOes or 2HKOes a lot of mons, and having the ability to switch hit something hard with Knock/Liquidation/CC and then pick it off with Aqua Jet is very good.
252+ Atk Life Orb Crawdaunt Close Combat vs. 252 HP / 252+ Def Blissey: 640-754 (89.6 - 105.6%) -- 37.5% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 4 Def Bronzong: 499-593 (147.6 - 175.4%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 212 HP / 0 Def Eviolite Doublade: 270-322 (86.5 - 103.2%) -- 25% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 0 Def Hatterene: 299-354 (94 - 111.3%) -- 62.5% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Palossand: 385-458 (102.9 - 122.4%) -- guaranteed OHKO
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Substitute
- Aura Sphere
Jirachi has the amazing ability to come in on -2 SpAtk mons like Draco Meteor Kyurem, Noivern and Dragalge or Leaf Storm Rotom-M and Roserade and just start setting up a Substitute or CM. Max Defense allows for very good physical bulk, and max speed lets it outspeed mons like CB Krook and Pangoro. Psyshock helps you get more damage on Blissey and Aura Sphere deals with dark and steel types.
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Knock Off
- Poison Jab
I can't tell you how many times Mienshao has saved my ass. This mon is blazing fast and threatens basically everything with a combination with CC/Knock/U-Turn. PJab is there to threaten fairies like Hatt, Weez-G and Sylveon, though I barely click it. Mienshao's main role is to come in after something in the team dies and to revenge kill it. Max Atk lets it 2HKO Krook, Cobalion, Pangoro, TTar, Lucario and Incineroar, all after Intimidate.
Threats
Rotom-Mow
Rotom-Mow threatens my defensive core and Crawdaunt with Volt Switch/Tbolt and Leaf Storm. Shao can come in after something died to hit it with a CC/U-Turn and do some big damage, but Rotom can just switch out. My best way to counter it is to bring in Rachi after a Leaf Storm and set up a Sub or CM, but still, big problem.
252 Atk Mienshao Close Combat vs. 0 HP / 4 Def Rotom-Mow: 180-213 (74.6 - 88.3%) -- 6.3% chance to OHKO after Stealth Rock
252 Atk Mienshao U-turn vs. 0 HP / 4 Def Rotom-Mow: 140-166 (58 - 68.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Chandelure
Kinda poses the same issue as Rotom. Threatens Skarm with Fire Blast/Flamethrower, and Slowking/Toad with Shadow/Energy Ball. Energy Ball 2KHOes Slowking even at full health and OHKOes Toad (duh). Shadow Ball 2KHOes Toad and OHKOes Slowking. Again, Shao can threaten it with Knock Off. You can see that I rely a lot on Shao's ability to come in after something dies and kill it back.
Flygon
With a scarf, outspeeds everyone but Shao, and can threaten with a fast U-Turn to an answer to the mon that's out.
Opposing Crawdaunt
Crawdaunt hits extremely hard with Knock Off and destroys Toad and Skarm, especially if it's running SD. If it gets an SD up, it OHKOes Shao and hurts Rachi really badly with Aqua Jet.
Final Thoughts
So, I hope my team gets looked on by you guys so I can get some feedback! Thinking about what threatens this team was honestly the hardest part, so I'd greatly appreciate some insight on that!
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