Best Pokémon Teams for Gen 9 OU: Proven 6-Pokémon Lineups
Three proven Gen 9 OU teams with complete sets, EV spreads, and an explanation of why each works. Import them straight into Showdown or the Metamons team builder.
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The Metamons team builds the competitive team-builder and Pokédex behind this site. We play Smogon singles and VGC doubles across Gen 1–9 and cross-check every guide against live usage data before publishing.
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Tired of theory? Here are three complete Gen 9 OU teams you can import right now. Each one covers a different playstyle, includes full sets and EV spreads, and explains why the six Pokémon work together — not just which six to use.
Every team below can be imported directly into the Metamons team builder (select OU as the format) and exported to Pokémon Showdown in one click.
Team 1: Standard Bulky Offense (beginner-friendly)
This is the team to start with if you're new to OU. It's forgiving, consistent, and covers the meta's top threats without requiring perfect prediction.
The lineup
Great Tusk — Physical wall + hazard removal + offensive pressure
- Item: Leftovers
- Ability: Protosynthesis
- Nature: Impish
- EVs: 252 HP / 252 Def / 4 SpD
- Moves: Headlong Rush, Ice Spinner, Rapid Spin, Stealth Rock
Great Tusk sets Rocks, removes the opponent's hazards with Rapid Spin, and threatens Ground-weak Pokémon. The physical bulk lets it switch into most physical attackers at least twice.
Gholdengo — Special wallbreaker + spinblocker
- Item: Air Balloon
- Ability: Good as Gold
- Nature: Timid
- EVs: 252 SpA / 4 SpD / 252 Spe
- Moves: Shadow Ball, Make It Rain, Nasty Plot, Recover
Gholdengo blocks Rapid Spin (keeping your Rocks up), sets up with Nasty Plot on passive turns, and threatens every non-Dark-type in the tier. Air Balloon gives it a free switch into Ground moves aimed at Great Tusk.
Dragapult — Fast special sweeper
- Item: Choice Specs
- Ability: Infiltrator
- Nature: Timid
- EVs: 252 SpA / 4 SpD / 252 Spe
- Moves: Shadow Ball, Draco Meteor, Flamethrower, U-turn
Dragapult outspeeds nearly everything unboosted. Specs Draco Meteor OHKOs most neutral targets. U-turn keeps momentum against switches into Fairy- and Steel-types.
Kingambit — Late-game cleaner
- Item: Leftovers
- Ability: Supreme Overlord
- Nature: Adamant
- EVs: 252 HP / 252 Atk / 4 SpD
- Moves: Kowtow Cleave, Sucker Punch, Iron Head, Swords Dance
Kingambit is your win condition. Save it for the end game where Supreme Overlord stacks boosts for every fallen teammate. A +2 Sucker Punch from Kingambit with three Supreme Overlord boosts OHKOs most of the tier.
Toxapex — Special wall + status spreader
- Item: Black Sludge
- Ability: Regenerator
- Nature: Calm
- EVs: 252 HP / 4 Def / 252 SpD
- Moves: Scald, Toxic, Haze, Recover
Toxapex walls almost every special attacker and spreads Toxic. Haze resets setup sweepers. Regenerator means it heals just by switching out, which makes it the most durable special wall in OU.
Landorus-Therian — Pivot + Ground immunity
- Item: Choice Scarf
- Ability: Intimidate
- Nature: Jolly
- EVs: 252 Atk / 4 SpD / 252 Spe
- Moves: Earthquake, U-turn, Stone Edge, Knock Off
Scarf Landorus-T outspeeds most unboosted Pokémon and pivots with U-turn. Intimidate weakens physical attackers on entry. Earthquake is your Ground STAB, Stone Edge hits Flying-types, and Knock Off removes items.
Why this team works
Every slot has a clear job. Great Tusk and Toxapex form a physical/special wall core. Gholdengo and Dragapult break through walls. Kingambit cleans late game. Landorus pivots between them all. The team has hazard control, a Ghost resist (Dragapult), a Ground immunity (Landorus), and an answer to setup sweepers (Toxapex's Haze).
Team 2: Hyper Offense (aggressive)
This team wins fast or loses fast. Send hazards, apply pressure, and don't let the opponent breathe.
The lineup
Glimmora — Suicide lead
- Item: Focus Sash
- Ability: Toxic Debris
- Nature: Timid
- EVs: 4 Def / 252 SpA / 252 Spe
- Moves: Stealth Rock, Earth Power, Energy Ball, Mortal Spin
Glimmora sets Stealth Rock on turn one. Toxic Debris poisons physical attackers that hit it. Mortal Spin removes hazards if the opponent sets their own. After Glimmora goes down, you deploy your sweepers.
Roaring Moon — Physical sweeper
- Item: Booster Energy
- Ability: Protosynthesis
- Nature: Jolly
- EVs: 252 Atk / 4 SpD / 252 Spe
- Moves: Dragon Dance, Knock Off, Acrobatics, Earthquake
One Dragon Dance plus Protosynthesis boost makes Roaring Moon faster than everything. Knock Off removes items. Acrobatics hits Fighting-types for double damage after Booster Energy is consumed. Earthquake covers Steel-types.
Iron Valiant — Mixed wallbreaker
- Item: Booster Energy
- Ability: Quark Drive
- Nature: Naive
- EVs: 252 Atk / 4 SpA / 252 Spe
- Moves: Close Combat, Moonblast, Knock Off, Thunderbolt
Iron Valiant's mixed offenses mean no single wall handles it. Close Combat and Moonblast cover STAB. Knock Off removes Leftovers and Heavy-Duty Boots. Thunderbolt hits Toxapex and Corviknight.
Volcarona — Special setup sweeper
- Item: Heavy-Duty Boots
- Ability: Flame Body
- Nature: Timid
- EVs: 252 SpA / 4 SpD / 252 Spe
- Moves: Quiver Dance, Fiery Dance, Bug Buzz, Giga Drain
Volcarona sweeps after one Quiver Dance. Fiery Dance has a 50% chance to boost SpAtk each use. Giga Drain recovers HP against Water- and Ground-types. Heavy-Duty Boots ignores Stealth Rock so Volcarona can switch in freely.
Great Tusk — Offensive spinner
- Item: Booster Energy
- Ability: Protosynthesis
- Nature: Jolly
- EVs: 252 Atk / 4 SpD / 252 Spe
- Moves: Headlong Rush, Ice Spinner, Rapid Spin, Close Combat
Offensive Tusk is a different beast. Booster Energy on Attack makes Headlong Rush and Close Combat nearly unwallable. Rapid Spin gives it a Speed boost, turning it into a secondary sweeper.
Gholdengo — Spinblocker + revenge killer
- Item: Choice Scarf
- Ability: Good as Gold
- Nature: Timid
- EVs: 252 SpA / 4 SpD / 252 Spe
- Moves: Shadow Ball, Make It Rain, Trick, Thunderbolt
Scarf Gholdengo outspeeds boosted sweepers and revenges them. Trick cripples walls by locking them into one move with a Choice Scarf. Thunderbolt hits Corviknight and Water-types.
Why this team works
Glimmora guarantees Rocks. After it faints, you have five sweepers, each capable of taking six KOs with the right setup turn. The opponent has to answer Roaring Moon, Iron Valiant, Volcarona, and offensive Great Tusk in succession — most teams can't handle all four.
Team 3: Balance (bread-and-butter)
Balance teams win by grinding favorable trades. This one has tools for everything and rewards consistent play.
The lineup
Ferrothorn — Physical wall + hazard setter
- Item: Leftovers
- Ability: Iron Barbs
- Nature: Impish
- EVs: 252 HP / 252 Def / 4 SpD
- Moves: Stealth Rock, Leech Seed, Power Whip, Knock Off
Ferrothorn sets Rocks, seeds walls for passive recovery, and punishes physical contact with Iron Barbs. Power Whip threatens Water- and Ground-types.
Slowking-Galar — Special wall + pivot
- Item: Assault Vest
- Ability: Regenerator
- Nature: Calm
- EVs: 252 HP / 4 Def / 252 SpD
- Moves: Sludge Bomb, Psychic, Flamethrower, Chilly Reception
Assault Vest Slowking-Galar tanks any special hit and pivots with Chilly Reception, which switches out and sets snow. Regenerator restores HP on switch. Flamethrower covers Steel-types.
Dragapult — Fast pivot + cleaner
- Same set as Team 1 (Specs).
Zapdos — Defensive pivot
- Item: Heavy-Duty Boots
- Ability: Static
- Nature: Bold
- EVs: 248 HP / 252 Def / 8 Spe
- Moves: Hurricane, Volt Switch, Roost, Heat Wave
Zapdos punishes physical attackers with Static and pivots with Volt Switch. Hurricane threatens Grass- and Fighting-types. Roost keeps it alive through repeated switches.
Kingambit — Late-game cleaner
- Same set as Team 1 (Leftovers + Swords Dance).
Great Tusk — Hazard removal + offensive presence
- Same set as Team 1 (Defensive with Leftovers).
Why this team works
Three pivots (Landorus replaced by Zapdos for a bulkier profile) keep momentum through the entire game. Ferrothorn sets Rocks and walls physical attackers. Dragapult and Kingambit provide offensive pressure. Slowking-Galar and Zapdos handle special and physical threats respectively. The team has answers for everything in OU and wins by outlasting the opponent.
How to use these teams
- Import into the Metamons team builder. Select OU as the format and paste any team.
- Run the AI rater. The AI coach will flag meta-specific threats that have emerged since this guide was written.
- Export to Showdown. One click and you're ready to ladder.
- Iterate. After 10 games, identify which Pokémon on the opponent's team gave you the most trouble and adjust one slot.
Start with Team 1 (Bulky Offense). It's the most forgiving and will teach you the OU meta without punishing every misplay. Move to Team 2 when you want faster games and Team 3 when you're comfortable predicting your opponent's switches.