Gen 8 OU is a land of Regenerator cores, Heavy-Duty Boots, and bulky balance teams. What, then, could be better than hyper offense? When the opponent is overwhelmed in the first ten turns, I don’t have to waste time with actual “skill” or “good plays”. It’s just what Smogon intended.
I chose Zeraora as the team’s centerpiece for a few reasons: it’s the fastest Pokemon in OU, it has enough raw power to clean up weakened teams, and it neuters Toxapex. I hate that guy. The rest of the team is designed to address Zeraora’s shortcomings and enable a sweep.
This team takes advantage of Landorus’ ability to learn Explosion to exploit Ground types. As most Gen 8 OU teams have one Ground type at maximum, crippling their defensive backbone early is often something players can’t recover from.
The team
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Volt Switch
Plasma Fists is a highly spammable move that allows Zeraora to muscle past the tier’s bulky Water types e.g. Slowbro and Toxapex. Similarly, Knock Off chunks defensive pivots that think they can come in on a Plasma Fists, such as Landorus-Therian and Tangrowth. Close Combat helps against Steel types like Kartana that otherwise sit on Zeraora for free.
Volt Switch was chosen as the best fourth move for a couple reasons: it forms a potent VoltTurn core with Victini, and Zeraora doesn’t need Toxic — the rest of the team is supposed to address Ground types instead.
Landorus-Therian (M) @ Normal Gem
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Explosion
Landorus-Therian is the crux of this team. One of Zeraora’s biggest weaknesses is its inability to deal with Ground types; I chose to address this by baiting said Ground types so they can be safely removed. This is accomplished with Normal Gem Explosion Lando: the item’s extra power secures the OHKO against Garchomp and helps neuter Hippowdon and opposing Landorus.
Lando is an effective lead thanks to Stealth Rock and its ability to counterpick Heatran and opposing Lando. With Swords Dance, it can threaten nearly every lead and punch a hole through a team that the opponent can’t recover from.
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Scale Shot
- Fire Fang
Of course, there are problems associated with nuking your Ground type just to remove the opponent’s, but most of these problems can be addressed by just adding another Ground type! Garchomp functions as a secondary wincon with Swords Dance and Scale Shot, and it’s able to snowball against deadweight like Ferrothorn.
Scale Shot lets Garchomp outspeed Pokemon like Blacephalon that would otherwise threaten the team. Fire Fang is used against the few Steel types that Zeraora doesn’t appreciate; namely, Skarmory and Ferrothorn.
Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Psychic
- Thunderbolt
Besides Ground types, Zeraora’s main problem is priority moves. Enter Tapu Lele: with Psychic Terrain, it blocks all priority moves (notably Weavile’s Ice Shard), which would otherwise stop Zeraora from sweeping.
Specs Lele is a special nuke that easily chunks most Pokemon. Psyshock handles Blissey and Slowking-Galar, while Psychic is stronger against most other opponents. Moonblast capitalises on Weavile’s uselessness and dents Tyranitar. I opted for Thunderbolt over Focus Blast because Zeraora’s Close Combat is much more reliable than Focus Miss can ever hope to be.
Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt
The rest of the team struggles against Rillaboom, so I brought on Victini to address it. V-Create does huge damage to everything not named Pelipper. Fortunately, Bolt Strike is an easy way to take care of the ever-present rain teams, especially when accompanied by Rillaboom’s Grassy Glide. U-turn forms a strong momentum core with Zeraora and does surprisingly high chip to fat defensive Pokemon like Slowbro.
Smogon recommends Glaciate, but I ignored this because I don’t need Victini to deal with Ground types. That said, Zen Headbutt hasn’t been particularly helpful — is there a better choice for this slot?
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
After getting my ass handed to me a couple times, I realised the team was more than a little weak against Scarfed Urshifu-Rapid. Surging Strikes 2HKOed everything on the team at worst, so I had to bring on Rillaboom to address it. Grassy Glide is greatly appreciated for speed control, while Wood Hammer is used for the pure serotonin I gain from watching Tapu Fini get obliterated from full HP.
Knock Off specifically removes Heavy-Duty Boots from Pokemon like Zapdos and Tornadus-Therian, which leaves them open to Stealth Rock chip later in the game. U-turn helps keep the pressure on people who think they can switch in their Grassy Glide resist for free.
Main problems
There are a few notable threats to this team, and I’d appreciate some feedback on addressing them.
- Scarfed Blacephalon lives Grassy Glide, outspeeds +1 Garchomp, and nukes everything after Beast Boost activates. I’m not sure how to safely remove this Pokemon.
- If Rillaboom gets too heavily chipped, Scarfed Urshifu-Rapid manages to take advantage of my team. Are there any other countermeasures I can use against this?
- I use Psychic Terrain to protect Zeraora and Grassy Terrain for Grassy Glide. This feels like an unnecessary conflict; should I remove Lele or Rillaboom? If so, how do I address the problems that crop up with that decision?
Thanks in advance for any help! This is easily one of my favourite teams — double Ground HO isn’t a common strategy and it’s super fun to pop the fattest Explosion known to mankind.
Pokepaste