Project SV OU - The Next Best Thing (The Indigo Disk Edition) Round 12: Iron Valiant

Nashrock

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Time to vote!
Breaking Swipe Dragonite
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal/Poison
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Breaking Swipe
- Roost
- Dragon Dance
- Extreme Speed/Earthquake/Ice Spinner
StallNite
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Fire / Normal
EVs: 136 HP / 4 Atk / 140 Def / 136 SpD / 92 Spe
Adamant Nature
- Roost
- Wing Attack
- Extreme Speed
- Dragon Tail / Roar
thunder wave + roost
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Dragon Tail
- Earthquake
- Roost
- Thunder Wave
Choice Band
Dragonite @ Choice Band
Ability: Multiscale
EVs: 236 HP / 252 Atk / 20 Spe
Tera Type: Normal
Adamant Nature
- Extreme Speed
- Earthquake
- Ice Spinner
- Fire Punch / Thunder Punch
Weakness Policy Dnite
Dragonite @ Weakness Policy
Ability: Multiscale
Tera Type: Normal
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance/Roost
- Extreme Speed
- Earthquake
- Fire Punch/Roost
Mixed Dragonite
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 160 SpA / 96 Spe
Naughty Nature
- Hurricane
- Ice Beam / Flamethrower / Earthquake
- Extreme Speed
- Roost / Dragon Dance / Scale Shot
Paraflinch Dragonite
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Water
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Waterfall
- Earthquake
- Roost
- Thunder Wave
Choice Specs Dragonite
Dragonite @ Choice Specs
Ability: Multiscale
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor / Dragon Pulse
- Hydro Pump / Surf / Roost
- Thunder / Thunderbolt / Roost
DDLO Mixed Dnite
Dragonite @ Life Orb
Ability: Multiscale
Tera Type: Normal / Fairy
EVs: 224 Atk / 40 SpA / 244 Spe
Naive Nature
- Extreme Speed / Earthquake
- Ice Spinner
- Thunderbolt
- Dragon Dance

The deadline to vote is Wednesday April 24, 23:59 GMT -4!
 
reserving choice band ival

:iron-valiant: :choice-band:
Iron Valiant @ Choice Band
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Ice Punch
- Shadow Sneak / Trick

band wall breaker set. cc and knock hit most of the tier for at least neutral damage save for stuff like enam and prim. ice punch hits lando and clod while sneak is a good revenge kill move to compensate for the lack of booster energy; trick choice-locks walls and support mons like pex and glowking. ival has a surprising amount of physical coverage moves with stuff like poison jab, leaf blade, liquidation, and thunder punch that can also be used to fit team needs.
 
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:SV/iron valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Psychic
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psychic Terrain
- Expanding Force
- Moonblast
- Close Combat
I've used expanding force valiant on psychic terrain before, and this set somewhat replicates it in one slot. Valiant's main issue is that priority can absolutely destroy it, such as d-nite's e-speed, which this set somewhat fixes (though rilla still works against it). Due to it's naturally good defensive typing, valiant can set up psychic terrain somewhat easily and start using boosted expanding forces. It can even 2 hit ko ghold if it's just a little bit chipped.
252 SpA Tera Psychic Iron Valiant Expanding Force (120 BP) vs. 0 HP / 4 SpD Gholdengo in Psychic Terrain: 129-153 (40.9 - 48.5%) -- guaranteed 3HKO
 
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Mixed Agility Sweeper
:sv/iron valiant:

Iron Valiant @ Expert Belt / Booster Energy
Ability: Quark Drive
Tera Type: Steel / Fairy / Dark
EVs: 4 Atk / 252 SpA / 252 Spe
Naive / Rash Nature
- Agility
- Moonblast
- Close Combat
- Knock Off / Psyshock

With Agility, Iron Valiant can reach speeds even greater than what it could already achieve with Booster Energy, making it an incredibly threatening cleaner late-game, once its checks have been removed or heavily weakened.

Expert Belt provides a little extra power against opponents it can hit super-effectively (which, in OU, is fairly many), but Booster Energy is still worth considering. Since you're going to be boosting your Speed anyway, you're free to run a Special Attack boosting nature to get the Special Attack boost. Other options worth considering include Fairy Feather or Black Belt to power up STAB moves, or Protective Pads to protect Valiant from contact effects.
 
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Iron Valiant @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Liquidation
- Taunt

I really love Boots Val, good option on more balanced teams because it doesnt have to worry about losing its item after one switchin. Knock is obv great for long term in taking down fat teams, taunt allows it to 1v1 Skarm by knock/taunt 1st turn (knock is reasonable bc they probably dont want to click ID on a possible encore and then you can taunt turn 2 to get a free turn) and then CC twice. Liquidation can KO a slightly chipped Volc and Moth after tera fire to evade their strong attacks (sludge wave and fiery dance dont KO after tera). Edit: also tera fire helps evade flame body proc

:iron_moth:
132 SpA Iron Moth Sludge Wave vs. 0 HP / 4 SpD Tera Fire Iron Valiant: 228-268 (78.8 - 92.7%) -- guaranteed 2HKO
252 Atk Tera Fire Iron Valiant Liquidation vs. 0 HP / 124 Def Iron Moth: 236-278 (78.4 - 92.3%) -- guaranteed OHKO after Stealth Rock

:volcarona:
+2 252 SpA Volcarona Fiery Dance vs. 0 HP / 4 SpD Tera Fire Iron Valiant: 201-237 (69.5 - 82%) -- guaranteed 2HKO
252 Atk Tera Fire Iron Valiant Liquidation vs. 0 HP / 0 Def Volcarona: 264-312 (84.8 - 100.3%) -- 56.3% chance to OHKO

:skarmory:
160+ Def Skarmory Body Press vs. 0 HP / 0 Def Iron Valiant: 52-61 (17.9 - 21.1%) -- possible 5HKO
252 Atk Iron Valiant Knock Off (97.5 BP) vs. 252 HP / 160+ Def Skarmory: 64-76 (19.1 - 22.7%) -- 97.6% chance to 4HKO after Stealth Rock
252 Atk Iron Valiant Close Combat vs. 252 HP / 160+ Def Skarmory: 118-141 (35.3 - 42.2%) -- 25.8% chance to 2HKO after Stealth Rock
 
Bulky Disable Setup
:sv/iron valiant:
Iron Valiant @ Leftovers
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Disable
- Calm Mind
- Moonblast
- Psychic
So. Disable is good for disruption. Calm Mind is good if someone is disabled. Yeah, setup stonks goes brr.

(Also, just noticed that on the leaderboard everyone else's things are nice and detailed and well written (looking at that essay kd458) and my entries are always about 2-3 lines of absolutely casual things which basically say nothing apart from the obvious. :quagchamppogsire: )
 
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Agility cleaner Iron Valiant

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Close Combat
- Knock Off
- Spirit Break


Here we have a variation of a classical physical offensive set, but with Agility (instead Swords Dance) in order to outspeed many threats even though you run an Adamant nature (in order to get the boost to the Atk from the item). This way you can have an extra power buff if you outspeed the opponent's threats anyway with your fully EV'd base 116 Spe.

Close Combat + Spirit Break is the dual STAB combination, whereas Knock Off is for both power and utility.
Tera Fairy in order to fix the middling power of Spirit Break.
 
Iron Valiant @ Blunder Policy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Focus Blast
- Moonblast
- Shadow Ball

if you spam focus blast enough times eventually u will get a speed boost.. this will make it so smth like iron boulder, scarf darkrai, or booster valiant cant outrun it... once you get going it will be very hard to stop a boosted valiant
 

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