Resource SV UU Sample Teams

Lyssa

is a Community Contributoris a Top Tiering Contributor
DPL Champion
Hello! This thread serves to be a place for successful UU teams intended to help new players get acclimated to the metagame and different playstyles. The subtle differences in each tier can make UU seem overwhelming, even to seasoned veterans of other tiers. Here, you can post your own team for archiving for new UU players to use.

Posting Guidelines
  • Give a short explanation of the role that each member of your team plays, and how the team works.
  • Provide an importable.
  • You must have some experience with your team before posting. Don’t post a team you just made on the team builder and thought looked good. Providing replays is a good way to prove that you have used your team a fair bit and that it’s viable; it will also give us an idea of how to play with the team.
  • Your team must represent the current metagame.
Sample teams will be selected by myself and a collection of experienced UU players.

What Are We Looking For Right Now?

We are currently accepting submissions of any kind!

Current Sample Teams

Below are the current sample teams! Click the minisprites for the importables of the teams.

Hyper Offense

:Kommo-o::Greninja::Mew::Excadrill::Iron Crown::Mimikyu:
https://pokepast.es/f2ea0adc06eb510c
Spikes HO by avarice

:Comfey::Sandy Shocks::Kommo-o::Iron Crown::Azumarill::Ogerpon-Cornerstone:
https://pokepast.es/108948766767a1d7
Comfey HO by Mossy Sandwich

:Pelipper::Greninja::Quaquaval::Floatzel::Hydrapple::Excadrill:
https://pokepast.es/d26a1c58a95bf2b2
Rain by Lily

:Cetitan::Ninetales-Alola::Excadrill::Kommo-o::Tyranitar::Iron Crown:
https://pokepast.es/3c7c5e4c59d2c981
For fun cetitan crack by Lily

Bulky Offense and Offense

:Slowking::Rhyperior::Tornadus-Therian::Kommo-o::Scizor::Mandibuzz:
https://pokepast.es/485b4d10d4bc4b2f
Specs Kommo-o by Mimilucha

:Excadrill::Tornadus-Therian::Cobalion::Latios::Lokix::Hydrapple:
https://pokepast.es/e60fec4e1c66c2ac
Standard dual steel by spell

:Tyranitar::Excadrill::Slowking::Kommo-o::Tornadus-Therian::Zapdos:
https://pokepast.es/7e8ab266ed34385b
NP torn-t sand by Queen of Bean

:Tyranitar::Excadrill::Rotom-Wash::Tornadus-Therian::Hydrapple::Metagross:
https://pokepast.es/35447ba240361389
Band meta sand by Scalescale

:Slowking::Excadrill::Lokix::Hydrapple::Tornadus-Therian::Zapdos: / :Slowking::Zapdos::Hydrapple::Rhyperior::Metagross::Lokix:
https://pokepast.es/7c7952e26b39851e / https://pokepast.es/6f2c6890d655b59c
Specs hydrapple volturn by udongirl, and a second one by Pengui123

:Latios::Slowking::Rhyperior::Tinkaton::Mienshao::Zapdos:
https://pokepast.es/d29261d718aa3ae4
Standard latios team by Monky25

:Mamoswine::Cobalion::Slowking::Tornadus-Therian::Ogerpon::Sandy Shocks:
https://pokepast.es/8a57cff2a6d5ff99
Mamoger by ThatOneApple

:Tornadus-Therian::Rhyperior::Hydrapple::Slowking::Excadrill::Lokix:
https://pokepast.es/82b471fcfe8dccab
Hydrapple BO by ThatOneApple

Balance and fat

:Sandy Shocks::Tinkaton::Tornadus-Therian::Slowking::Hydrapple::Lokix: / :Sandy Shocks::Lokix::Tinkaton::Slowking::Tornadus-Therian::Mienshao:
https://pokepast.es/873760ab0d1c3e9f / https://pokepast.es/3a869d2c165c0f67
Hydrapple volturn balance by Lily, and a similar version with tornt wincon by Queen of Bean

:Mienshao::Tinkaton::Hydrapple::Zapdos::Mamoswine::Slowking:
https://pokepast.es/bb3ad605e58f336f
Mamo regen balance by Oblivion Wing

:Bellibolt::Lokix::Hippowdon::Arcanine-Hisui::Tornadus-Therian::Mandibuzz:
https://pokepast.es/3ae5d5099765b900
Bellibolt arcanine by Estarossa

-------------

:Grimmsnarl::Garchomp::Iron Crown::Moltres-Galar::Azumarill::Latios:
https://pokepast.es/4495dea6f695399e
Screens by Monky25

:Garchomp::Iron Crown::Ogerpon-Cornerstone::Ninetales-Alola::Moltres-Galar::Keldeo-Resolute:
https://pokepast.es/4ec533a560f2997e
Veil by Queen of Bean

:Ribombee::Manaphy::Iron Crown::Garchomp::Ogerpon-Cornerstone::Pecharunt:
https://pokepast.es/168541399c10d402
Manaphy webs by Twilight


https://pokepast.es/723bcf1efedd6c72
For Fun Mono Ice by Aislinn

:Garchomp::Latios::Kommo-o::Magnezone::Azumarill::Sandy Shocks:
https://pokepast.es/35cc7562c8268461
Dragmag by Twilight

:Tornadus-Therian::Rhyperior::Metagross::Mandibuzz::Keldeo-Resolute::Hydrapple:
https://pokepast.es/51c679e799079969
NP Torn + hydrapple by Queen of Bean

:Arcanine-Hisui::Rotom-Wash::Latios::Tinkaton::Tornadus-Therian::Garchomp:
https://pokepast.es/9cc0f09208469dcc
Arcanine BO by ThatOneApple

:Garchomp::Pecharunt::Zapdos::Tinkaton::Greninja::Arcanine-Hisui:
https://pokepast.es/5cf226d5ed86e4ed
Pecharunt + Greninja by Queen of Bean

:Garchomp::Metagross::Quaquaval::Arcanine-Hisui::Tornadus-Therian::Sinistcha-Masterpiece:
https://pokepast.es/b28e8f196a0b2792
Arcanine + Teapot by Queen of Bean

:Slowking::Terrakion::Zapdos::Tinkaton::Garchomp::Lokix:
https://pokepast.es/253a2d703dbf2434
Terrakion Sight by Queen of Bean

:Hydreigon::Arcanine-Hisui::Hippowdon::Rotom-Wash::Tornadus-Therian::Metagross:
https://pokepast.es/6cbb77cd899221a0
Sub NP Hydreigon + Sand by HydreigonTheChild


https://pokepast.es/55d77d386bb6cbb6
Raikou BO by Aislinn


https://pokepast.es/2317d50a7a6b39fe
Hydrapple Balance by Aislinn

:Pecharunt::Blissey::Quagsire::Tinkaton::Mandibuzz::Toxapex:
https://pokepast.es/cf4c155ddb1dcf38
Stall by Askov


https://pokepast.es/8342a30d2baddf58
Screens by Aislinn


https://pokepast.es/87ec39d0f7af20f2
Ceruledge Hazard Stack by Mossy Sandwich


https://pokepast.es/617858dec2ebacdf
Veil BigFatMantis


https://pokepast.es/92174a8f99dba7c7
Webs by Aislinn


https://pokepast.es/d374c4ae1499d537
Standard BO ft. Max Verstappen by hotpineapple


https://pokepast.es/b74e0459b78a8a0f
Standard BO by Rae


https://pokepast.es/949d86c58d5610cf
Latios Terrakion BO by Lyssa


https://pokepast.es/c106b01bcaa43685
Okidogi BO by Queen of Bean


https://pokepast.es/4fe94b33ddfc4a40
Enamorus Offense by Aislinn


https://pokepast.es/6a641845cb38bb50
Greninja Garganacl Balance by Moutemoute


https://pokepast.es/3fa0be457664b483
Garganacl Balance by Mossy Sandwich


https://pokepast.es/39619200125d1aba
Ursaluna Alomomola by Amane Misa


https://pokepast.es/60793ae7b862795a
Pawmot + Rotom-Mow Offense by Mossy Sandwich


https://pokepast.es/bb7c0877a5fd67b3
Semistall by Estarossa


https://pokepast.es/8ea63b87f8c875c1
Stall by Askov


https://pokepast.es/d49284eb994db2ed
Trapper Magnezone + Calm Mind Sylveon by avarice


https://pokepast.es/5116f6cd561238e6
Bulk Up Hariyama Balance by Totomon and Slip


https://pokepast.es/55bdbca9dd4c23bb
Switcheroo Grafaiai Balance by Estarossa


https://pokepast.es/7b4086ebdd6f2ba4
Nasty Plot Rotom-Heat Balance by avarice


https://pokepast.es/84da06b1c34680b9
Oricorio-Pom-Pom Rain by avarice


https://pokepast.es/a7951c61fe7a68a7
Gengar + Maushold Offense by Lily


https://pokepast.es/958cd2e1d2bb8c18
Stall by pokemonisfun


https://pokepast.es/ac1deb4476be8dc7
Psychic Terrain by Lily and KM


https://pokepast.es/51c7f2f0f38c9d3f
Screens Hyper Offense by Lily


https://pokepast.es/aac9898d29059a4f
Water Tauros Semi-Stall by Mossy Sandwich
 
Last edited:
Hello! I'd like to submit a sample team. This was already posted in the Bazaar, but after some more refining of the team, I've decided that it's strong and easy enough to use to potentially be a sample team. It got me to around 1520 on the ladder, which is the highest I've ever gotten, so it's pretty good.

Double Rapid Spin Bulky Offense
:gyarados: :sylveon: :cyclizar: :scizor: :sandy_shocks: :brambleghast:
https://pokepast.es/efa630a2919ded8a

The Synergy
The basic idea behind this team is to provide Rapid Spin support to two fantastic pokemon often limited by longevity: Choice Band Scizor and Leftovers Gyarados. Beyond that, the team stacks hazards and uses Knock Off to quickly wear down opposing defensive teams while also using the powerful cleaning skills of Scizor and Gyarados to clean up offensive teams.

:gyarados: + :scizor: --- Scizor baits in Steel types and Fire-types, which Gyarados sets up on barring a fast status move. Gyarados baits in bulky Water and Grass types that Scizor can u-turn off of for either a ton of damage or free momentum.

:sylveon: + :sandy_shocks: --- Sylveon baits in Steel and Poison types, which Sandy Shocks either knocks out or sets up hazards on. Sylveon sets up on many of the Pokemon that Sandy Shocks baits in when it's a 1v1, including but not limited to Gastrodon, Wo-Chien, Rotom-Heat, and Brambleghast. Sylveon's Wish Support lets Sandy Shocks get the most out of its often overlooked defensive utility.

:sylveon: + :scizor: / :gyarados: --- Sylveon fixes up the low longevity of these Pokemon, letting them wail away at defensive teams much easier. If a wish is passed to either of these two against an offensive team, the extra attacking turns given can often win you the match.

:cyclizar: + :scizor: --- Scizor beats the Ice and Fairy types that Cyclizar baits in and U-turns out of. Cyclizar resists the Fire-type attacks that Scizor hates. Cyclizar's Rapid Spin and Knock Off increase Scizor's longevity while also decreasing the opponent's, making Scizor's job quite a bit easier.

:scizor: + :sandy_shocks: --- Classic VoltTurn core. Sandy Shock's hazards wear down the opponent. Scizor baits in Flying and Fire types which Sandy Shocks beats, while Sandy Shocks baits in Grass types which Scizor beats.

:cyclizar: / :brambleghast: + :gyarados: / :scizor: --- The two rapid spinners chip away at the opponent (Cyclizar uses Knock Off, Brambleghast uses Spikes) while also letting Gyarados and Scizor survive much longer by removing hazards. Gyarados and Scizor can clean like nothing else when given the support of Cyclizar and Brambleghast.

Woah, that's a good team! Now, here's a more in-depth look on each set:

The Sets
:gyarados: Gyarados
Waterfall + Tera Blast Flying is Gyarados's best coverage, resisted by literally nothing. Taunt lets you set up on phazers, slow status users, encore users, you name it. Speed lets you outspeed Scream Tail, Maushold, Gengar, and more at +1. Max HP and Intimidate lets you take on physical attackers like Scizor and even Floatzel, if Stealth Rock isn't set up. The rest is put into attack for maximum power.

:sylveon: Sylveon
Standard Calm Mind set with slightly different EVs. The given EV spread lets you survive two Specs Greninja Hydro Pumps from full health, and this team otherwise has to predict a lot to get around Greninja.

:cyclizar: Cyclizar
Standard set, with a little EV optimization. 184+ speed lets you Scream Tail, Maushold, Gengar, and anything else at base 111 speed or less.

:scizor: Scizor
Choice Band gives this team a much needed powerful revenge killer. Facade lets you punish Talonflame and other burn spreaders. Other 3 moves are obvious. The EVs let you outspeed and U-turn on Tsareena, Wo-Chien, and anything else at base 70 speed or below.

:sandy_shocks: Sandy Shocks
Standard pivot set, except for Power Gem over Tera Blast or Thunderbolt. Rotom-Heat can be very difficult for this team to deal with, and Tera Rock Power Gem gives you a way to threaten if it switches in on a turn where you Earth Power or set up rocks. You don't even really need to tera, as Power Gem 2HKOs if your opponent has no HP investment and doesn't tera expecting Power Gem. The rest of the set is self-explanatory.

:brambleghast: Brambleghast
Regular physically defensive brambleghast set, not much going on over here. Checks Pawmot and other miscellaneous Fighting-types.

And that's the entire team! Here's a replay where it did pretty decently: https://replay.pokemonshowdown.com/gen9uu-1855587404. Ignoring me accidentally sacrificing my Gyarados to Foul Play, the team did quite well despite my opponent having good checks for every member.

And, finally, I'd like to thank pokemonisfun for giving me advice on some moveset changes. If he could be credited, that would be nice.
 
Greninja Hazard Stacking
:greninja::cyclizar::hippowdon::gastrodon-east::talonflame::scizor:
Greninja @ Expert Belt
Ability: Protean
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Surf
- Ice Beam
- Grass Knot / Toxic Spikes

Cyclizar @ Assault Vest
Ability: Regenerator
Tera Type: Ghost
EVs: 148 HP / 108 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Knock Off
- U-turn
- Draco Meteor

Hippowdon @ Rocky Helmet
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 100 Def / 148 SpD / 8 Spe
Careful Nature
- Stealth Rock
- Slack Off
- Roar
- Earthquake

Gastrodon (Gastrodon-East) @ Heavy-Duty Boots
Ability: Storm Drain
Tera Type: Ghost
EVs: 248 HP / 132 Def / 120 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Recover
- Earth Power
- Ice Beam

Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ghost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Roost
- Taunt
- Will-O-Wisp / U-turn
- Brave Bird

Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Fire
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Trailblaze

:greninja::cyclizar:
When we got the new shifts a week ago, I really wanted to try out our two new toys : Greninja and Cyclizar. In this team, Greninja acts as a great pivot which can pressure defensive cores based around Wo-Chien + Ground-type (Hippowdon, Gastrodon or Quagsire). With that in mind, I need teammates which could provide support to Greninja since it's not the most powerful special attacker, even with the Expert Belt. I decided to pair it with Cyclizar which can provides support with Rapid Spin but also Knock Off which is super useful to remove items such as Heavy-Duty Boots and Leftovers on defensive threats such as Wo-Chien, Scream Tail or Gastrodon. I opted for Grass Knot on Greninja but I think Toxic Spikes would be great too but I enjoy too much Grass Knot to dent Water-types and nuke Gastrodon / Quagsire.

:greninja::cyclizar::hippowdon::gastrodon-east:
Hippowdon + Gastrodon is a great core Entry Hazards stacking core in my opinion since they provide a lot of bulk to my team. They also complete each other well. Gastrodon acts as my premier answer to Rain teams abusers such as Floatzel. Hippowdon is great to keep in check things like Scizor thanks to the Rocky Helmet. I opted for Tera Rock on Hippowdon to have an emergency answer to powerful Flying-type Pokémon like Iron Jugulis or offensive Salamence if Gastrodon is too weakened. Tera Ghost on Gastrodon gives me a second potential Ghost-type (alongside Tera Ghost Cyclizar) which is really important since my team relies a lot on chip damages induced by Entry Hazards.

:greninja::cyclizar::hippowdon::gastrodon-east::talonflame:
I added Talonflame because it's an overall great Pokémon which provides more speed to the team and a good way to revenge kill weakened threats such as Greninja or Noivern. Taunt is great to shut down defensive threats. I enjoy a lot Will-O-Wisp as a way to get some chip damages but U-turn would be a viable option. Tera Ghost is the best Tera type for Talonflame imo even tho I can understand a Tera Water.

:greninja::cyclizar::hippowdon::gastrodon-east::talonflame::scizor:
Last but not least, I needed a good cleaner and Scizor is one of the best in this role. Like Greninja, it benefits a lot from Entry Hazards stacking. The spread allows it to outspeed Sandy Shock after a Trailblaze while still being slower than Tinkaton which prevents it to use Encore on a Sword Dance. Close Combat is the best filler for this set and provides overall great damages on Steel-types and other threats such as Tera Steel Samence, Wo-Chien (if not Tera Ghost / Tera already used). Tera Fire is too valuable to prevent burns and to handle a Fire-type attack if needed.

That's all folks, I hope you'll enjoy the team !
 
Hello friends!
I've made and thoroughly play-tested my yearly installation of hyper stall but i'm finally bored with it so now everyone can have fun with it!

I currently have a peak of 1647 using exclusively this team; I believe it could go further but laddering above 1600 is like banging your head against the wall so i'm not going to!

To properly use a stall team you have to understand the building philosophy behind it, so i'm going to break down each mon by which mons it is there to wall and why. A paste of each mon I believe it is notable of walling is below every mon.
Lets get started.
PeeCock (Quaquaval) @ Rocky Helmet
Ability: Moxie
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Rapid Spin
- Low Kick
- Aqua Step

Big Bird (Talonflame) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Ghost
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature
- Brave Bird
- Will-O-Wisp
- Defog
- Roost

marsh mellow (Blissey) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

E.T. (Sableye) @ Leftovers
Ability: Prankster
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Recover
- Encore
- Will-O-Wisp

Fred (Quagsire) @ Leftovers
Ability: Unaware
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Earthquake
- Spikes
- Recover

Frank's Cousin (Slowbro-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Shell Side Arm
- Psychic
- Slack Off
- Grass Knot
QuaQuaval (tera: Steel)

Perhaps the strangest, but most important of the team. Chiefly, hazard control is everything on a stall team in this generation. With toxic spikes spikes and free rocks going up everywhere, you either have to pray you hold onto all your hdb or remove them immediately. Fully defensive rapid spin quaquaval does just that. This set prevents hazards from: Kleavor, hisuian arcanine, hippowdon, donphan, tinkaton(sometimes), and forretress. In addition, when tera steeled, it prevents overqwil from setting up hazards, (but try to get it burned or it will be hard).
It also walls these offensive Pokemon:


Talonflame (Tera: Ghost, Fairy)

Talonflame is here for its traditional role, to hard wall scizor/ force it to tera, to defog when needed, and to spread burns to meowscarada, scizor, and other physical attackers through flame body. Speed evs to outspeed base 85s, rest into defense because more speed isnt needed and the bulk 100% is. Tera ghost to block rapid spins and get rid of stealth rock dmg once it is already knocked.
This pokemon doesn't actually wall much on its own, but its ability to spread burns to physical threats makes it invaluable. Also always switch it directly into tinkaton, you can spin later with quaquaval and you want it burned SOOOOO bad.
Walls these pokemon:



Blissey (Tera: Fairy)

This is a stall team so it needs its traditional wall to every special attacker in the tier. This mon isn't complicated to figure out, no extended explanation. Tera fairy to improve mu vs molt-g, hydreigon, armarouge.
Walls : Almost every special attacker

Quagsire (Tera: Poison)


Our unaware mon of choice is quagsire. With its ability to lay down spikes, its necesarry ability to provide chip damage with toxic, and its overall bulk and wallability of most physical setup mons, theres a reason this mon is a staple. I tera poison quagsire almost every game, many times on the first turn because it allows it to tank u turns, close combats, absorb tspikes, wall alolan muk and overqwil, and more. Dont put toxic spikes on this, toxic spikes suck.
Walls: Almost every physical setup mon

Sableye (Tera:Fairy)


A staple of my stall teams, I see sableye as an invaluable member. Sableye pairs with quagsire to create an impenetrable wall for setup pokemon. Pokemon like haxorus, gallade, quaquaval, iron leaves, regidrago, and more all have ways of beating quagsire, but when encored or prankster will o wisped become useless. This pokemon single handedly invalidates most screens teams, wastes other stall teams recovery pp with encore, blocks most rapid spinners efficiently, and can still tank some solid hits you wouldnt expect. Tera fairy allows you to wall dragon energy regidrago bar their own tera and allows you to survive haxorus outrage spam. It takes some getting used to, but this mon is incredible on stall.
This pokemon walls/helps with:


Slowbro-Galar(Tera: Electric)

The glue that holds this team together; with incredible defensive stats, regenerator, tspikes absorption, shell side arm to spread poison, a strong stab psychic, and grass knot to lure hippowdon and donphan, this mon walls such an incredible amount of pokemon its absurd. Try your hardest to never let this get knocked off, and abuse regenerator vs other stall teams to win the recovery pp war. Despite having no investment, this mon hits hard, dont be afraid to be offensive. Tera electric allows it to switch into one hit from tera flying zapdos-galar, then tera to tank another brave bird as you kill with psychic. Also helps v thundurus-t.
This mon walls:


Threats to this team:
Zapdos-Galar : Tera electric bro or try to burn with flame body talon.
Moltres-Galar: if its np rest, forfeit. If its rest sleeptalk, just dont attack it and pp stall it.
Cresselia: Try to poison it, if it teras poison, burn it and use sableye to encore it and pray.
Enamorous-Therian: Specifically the draining kiss earth power, try to pp stall with slowbro galar and blissey, good luck.
Psyspam: Polteagheist beats you, get over it. tera fairy on blissey and play well. Very hard mu.
Espeon: Stored power draining kiss espeon can not be beaten by this team.


Replays:
Stall v Stall: https://replay.pokemonshowdown.com/gen9uu-1911368785
Well played around zapdos threat https://replay.pokemonshowdown.com/gen9uu-1905604414
A classic showing of how this team works w/ quaquaval sweep: https://replay.pokemonshowdown.com/gen9uu-1911423092
 
Hello friends!
I've made and thoroughly play-tested my yearly installation of hyper stall but i'm finally bored with it so now everyone can have fun with it!

I currently have a peak of 1647 using exclusively this team; I believe it could go further but laddering above 1600 is like banging your head against the wall so i'm not going to!

To properly use a stall team you have to understand the building philosophy behind it, so i'm going to break down each mon by which mons it is there to wall and why. A paste of each mon I believe it is notable of walling is below every mon.
Lets get started.
PeeCock (Quaquaval) @ Rocky Helmet
Ability: Moxie
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Rapid Spin
- Low Kick
- Aqua Step

Big Bird (Talonflame) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Ghost
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature
- Brave Bird
- Will-O-Wisp
- Defog
- Roost

marsh mellow (Blissey) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

E.T. (Sableye) @ Leftovers
Ability: Prankster
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Recover
- Encore
- Will-O-Wisp

Fred (Quagsire) @ Leftovers
Ability: Unaware
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Earthquake
- Spikes
- Recover

Frank's Cousin (Slowbro-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Shell Side Arm
- Psychic
- Slack Off
- Grass Knot
QuaQuaval (tera: Steel)

Perhaps the strangest, but most important of the team. Chiefly, hazard control is everything on a stall team in this generation. With toxic spikes spikes and free rocks going up everywhere, you either have to pray you hold onto all your hdb or remove them immediately. Fully defensive rapid spin quaquaval does just that. This set prevents hazards from: Kleavor, hisuian arcanine, hippowdon, donphan, tinkaton(sometimes), and forretress. In addition, when tera steeled, it prevents overqwil from setting up hazards, (but try to get it burned or it will be hard).
It also walls these offensive Pokemon:


Talonflame (Tera: Ghost, Fairy)

Talonflame is here for its traditional role, to hard wall scizor/ force it to tera, to defog when needed, and to spread burns to meowscarada, scizor, and other physical attackers through flame body. Speed evs to outspeed base 85s, rest into defense because more speed isnt needed and the bulk 100% is. Tera ghost to block rapid spins and get rid of stealth rock dmg once it is already knocked.
This pokemon doesn't actually wall much on its own, but its ability to spread burns to physical threats makes it invaluable. Also always switch it directly into tinkaton, you can spin later with quaquaval and you want it burned SOOOOO bad.
Walls these pokemon:



Blissey (Tera: Fairy)

This is a stall team so it needs its traditional wall to every special attacker in the tier. This mon isn't complicated to figure out, no extended explanation. Tera fairy to improve mu vs molt-g, hydreigon, armarouge.
Walls : Almost every special attacker

Quagsire (Tera: Poison)


Our unaware mon of choice is quagsire. With its ability to lay down spikes, its necesarry ability to provide chip damage with toxic, and its overall bulk and wallability of most physical setup mons, theres a reason this mon is a staple. I tera poison quagsire almost every game, many times on the first turn because it allows it to tank u turns, close combats, absorb tspikes, wall alolan muk and overqwil, and more. Dont put toxic spikes on this, toxic spikes suck.
Walls: Almost every physical setup mon

Sableye (Tera:Fairy)


A staple of my stall teams, I see sableye as an invaluable member. Sableye pairs with quagsire to create an impenetrable wall for setup pokemon. Pokemon like haxorus, gallade, quaquaval, iron leaves, regidrago, and more all have ways of beating quagsire, but when encored or prankster will o wisped become useless. This pokemon single handedly invalidates most screens teams, wastes other stall teams recovery pp with encore, blocks most rapid spinners efficiently, and can still tank some solid hits you wouldnt expect. Tera fairy allows you to wall dragon energy regidrago bar their own tera and allows you to survive haxorus outrage spam. It takes some getting used to, but this mon is incredible on stall.
This pokemon walls/helps with:


Slowbro-Galar(Tera: Electric)

The glue that holds this team together; with incredible defensive stats, regenerator, tspikes absorption, shell side arm to spread poison, a strong stab psychic, and grass knot to lure hippowdon and donphan, this mon walls such an incredible amount of pokemon its absurd. Try your hardest to never let this get knocked off, and abuse regenerator vs other stall teams to win the recovery pp war. Despite having no investment, this mon hits hard, dont be afraid to be offensive. Tera electric allows it to switch into one hit from tera flying zapdos-galar, then tera to tank another brave bird as you kill with psychic. Also helps v thundurus-t.
This mon walls:


Threats to this team:
Zapdos-Galar : Tera electric bro or try to burn with flame body talon.
Moltres-Galar: if its np rest, forfeit. If its rest sleeptalk, just dont attack it and pp stall it.
Cresselia: Try to poison it, if it teras poison, burn it and use sableye to encore it and pray.
Enamorous-Therian: Specifically the draining kiss earth power, try to pp stall with slowbro galar and blissey, good luck.
Psyspam: Polteagheist beats you, get over it. tera fairy on blissey and play well. Very hard mu.
Espeon: Stored power draining kiss espeon can not be beaten by this team.


Replays:
Stall v Stall: https://replay.pokemonshowdown.com/gen9uu-1911368785
Well played around zapdos threat https://replay.pokemonshowdown.com/gen9uu-1905604414
A classic showing of how this team works w/ quaquaval sweep: https://replay.pokemonshowdown.com/gen9uu-1911423092
How are you dealing with Heavy-Duty Boots users ? I feel like not running Knock Off in SV is super tough, especially if you're playing teams that rely on Entry Hazards damages. I feel like Knock Off > Will-O-Wisp on Sableye would be better, especially with Flame Body + Will-O-Wisp on Talonflame. Kinda need it imo to pressure Pokémon that's pivot (which can shread the team otherwise imo).
 
How are you dealing with Heavy-Duty Boots users ? I feel like not running Knock Off in SV is super tough, especially if you're playing teams that rely on Entry Hazards damages. I feel like Knock Off > Will-O-Wisp on Sableye would be better, especially with Flame Body + Will-O-Wisp on Talonflame. Kinda need it imo to pressure Pokémon that's pivot (which can shread the team otherwise imo).
A valid concern, and I had quite a bit of difficulty formulating an explanation for it; but pivoting teams throughout my experience have never seemed to be a particularly large problem.

Here's my conceptualization as to why:
1. The best pivoters in the tier at the moment are meowscarada, scizor, greninja, thundurus-therian, and zapdos-G. Atleast in my opinion. Meowscarada and scizor are easily beaten in most cases by a combination of talonflame and quagsire, and rocky helmet quaquaval and flame body gives ample opportunity to get chip on u-turners. Greninja, while a very threatening mon, is rather consistently walled by bliss without real concern, and with tera fairy getting dark pulse flinched to death is mitigated aswell. You can argue that pivoting spikes greninja sets can then get free spikes, but with three hdb users myself and two forms of hazard removal, I havent found consistent issues with that line of play either. Now, ill concede that np thundurus-therian teams can get rather scary, but these teams seem to consistently run into a problem of they can only have one thundurus. They volt switch out, but then there options are generally u turners that can easily get burned or chipped to be a non-issue, until they eventually faint and thundurus is left out in the cold alone to be tera poison toxiced by quag, or encored into nasty plot, etc.

2. When facing a pivoting team the #1 concern is always chip damage; with shell side arm, 4/6 of the pokemon on this team are capable of spreading status, and quaquaval is capable of chipping with rocky helmet. In addition, while these are stall pokemon, all of them are individually capable of chipping pokemon for at least 30-40% when given a free turn. If a pivot pokemon makes a mistake, something on the team is getting chipped by slowbro or an eq from quag or a seismic toss or a foul play, etc. These teams that run hdb spam dont generally run a wish user, so that chip adds up fast. Even if they are running a wish user, all of our wish users provide an easy abuse for tera poison quag to spread status around, and its not like this is a bad tera for the pivot mu, its actually generally the preferred one as it gives another solid u turn resist and semi walls meowscarada.

3. I have considered knock off on sableye, but the issue there is that sableye very rarely gets free turns to attack without the mon in front of it already being burned. Sableyes role is to stop a host of physical setup sweepers that could otherwise beat quag, like haxorus, sub gyara, gallade, iron leaves, etc. When in game, this generally means switching in sableye on a 50/50 setup turn vs attack turn. When they attack, like for example with haxorus, this leaves sableye at about 50% health, but you have the prankster recover to make that turn fine, and they cant abuse that recover because of encore followup. Having wisp makes it so that when you switchin on the 50 where they attack, if they decide to attack again you can instead burn them first, and then wall them indefinitely for the rest of the game. Without wisp, sableye simply cannot work this way, your opponent will always just spam attacks when sableye is in, and it will never get a turn to do anything but recover. I have considered knock off over foul play, and honestly its a viable option, but given the limited # of attack opportunities for sableye, I generally like to get as much damage in as possible with that one attack.

Thanks for the concern moutemoute, let me know what you think. :-]
 
A valid concern, and I had quite a bit of difficulty formulating an explanation for it; but pivoting teams throughout my experience have never seemed to be a particularly large problem.

Here's my conceptualization as to why:
1. The best pivoters in the tier at the moment are meowscarada, scizor, greninja, thundurus-therian, and zapdos-G. Atleast in my opinion. Meowscarada and scizor are easily beaten in most cases by a combination of talonflame and quagsire, and rocky helmet quaquaval and flame body gives ample opportunity to get chip on u-turners. Greninja, while a very threatening mon, is rather consistently walled by bliss without real concern, and with tera fairy getting dark pulse flinched to death is mitigated aswell. You can argue that pivoting spikes greninja sets can then get free spikes, but with three hdb users myself and two forms of hazard removal, I havent found consistent issues with that line of play either. Now, ill concede that np thundurus-therian teams can get rather scary, but these teams seem to consistently run into a problem of they can only have one thundurus. They volt switch out, but then there options are generally u turners that can easily get burned or chipped to be a non-issue, until they eventually faint and thundurus is left out in the cold alone to be tera poison toxiced by quag, or encored into nasty plot, etc.

2. When facing a pivoting team the #1 concern is always chip damage; with shell side arm, 4/6 of the pokemon on this team are capable of spreading status, and quaquaval is capable of chipping with rocky helmet. In addition, while these are stall pokemon, all of them are individually capable of chipping pokemon for at least 30-40% when given a free turn. If a pivot pokemon makes a mistake, something on the team is getting chipped by slowbro or an eq from quag or a seismic toss or a foul play, etc. These teams that run hdb spam dont generally run a wish user, so that chip adds up fast. Even if they are running a wish user, all of our wish users provide an easy abuse for tera poison quag to spread status around, and its not like this is a bad tera for the pivot mu, its actually generally the preferred one as it gives another solid u turn resist and semi walls meowscarada.

3. I have considered knock off on sableye, but the issue there is that sableye very rarely gets free turns to attack without the mon in front of it already being burned. Sableyes role is to stop a host of physical setup sweepers that could otherwise beat quag, like haxorus, sub gyara, gallade, iron leaves, etc. When in game, this generally means switching in sableye on a 50/50 setup turn vs attack turn. When they attack, like for example with haxorus, this leaves sableye at about 50% health, but you have the prankster recover to make that turn fine, and they cant abuse that recover because of encore followup. Having wisp makes it so that when you switchin on the 50 where they attack, if they decide to attack again you can instead burn them first, and then wall them indefinitely for the rest of the game. Without wisp, sableye simply cannot work this way, your opponent will always just spam attacks when sableye is in, and it will never get a turn to do anything but recover. I have considered knock off over foul play, and honestly its a viable option, but given the limited # of attack opportunities for sableye, I generally like to get as much damage in as possible with that one attack.

Thanks for the concern moutemoute, let me know what you think. :-]
Great and well detailled answer overall to be honest. You're the one who has been using the team, thus know how it works in a real match and not on paper.
 
TIME TRAVELING TERROR
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1691099007499.png
1691099047574.png
1691099086167.png
1691099158295.png


https://pokepast.es/8e1c46737553af3c

This team is a throwback to ORAS OU sticky webs thus it's named TIME TRAVELING TERROR. Unfortunately power creep dropped these good old sticky web abusing mons down to UU and in the case of Hoopa , Thundurus and Bisharp down to RU. What is more , some of the original team's key members (Shuckle , Azumaril) are not available right now in the tier. However , I made sure to rebuild the team and take advantage of all of the new gimmicks , pokemon , items and moves introduced this generation.



1691098826109.png
Spidops is the Sticky Web setter - suicide lead for the team with Spikes to punish grounded teams + Taunt to block set-up and maybe even other suicide leads. It also has Circle Throw to again stop set-up + Focus Sash and Tera type Ghost to ensure that Sticky Web will go up and stay up. Max HP and Def allows it live all 10 hits from Maushold's Population Bomb at netural Atk and it also has Insomnia so it can't be put to sleep.


1691098902426.png
Hoopa is the the Scarfer of team and does excactly what it did back in ORAS with Shadow Ball + Psyshock as its spammable STABS , Focus Blast for Dark types and Trick to criple defensive mons that will swich in to tank a hit. Tera type Fighting is here to tank Dark type attacks and to give STAB to Focus Blast.


1691099007499.png
Bisharp is here take advantage of Sticky Web and the defensive boosts it gains from Eviolite to set-up with Swords Dance and spam its STABS (Night Slash , Iron Head) to obliterate anything standing in its path. It also has Sucker Punch to outspeed random Scarfers + Tera type Fairy to avoid getting OHKOed by Fighting type attacks and of course its ability Defiant to punish Defog attempts.


1691099047574.png
Thundurus-I is the team's special set-up sweeper however it is also here to outspeed and KO Flying types which aren't affected by Sticky Web with Focus Blast to KO Rock and Ice types that threaten it +Tera type Grass and Grass Knot to eliminate things like Quaqsire and other Ground types that may switch in.


1691099086167.png
Scizor is yet another set-up sweeper with SD , Bullet Punch to spam as its STAB + Close Combat to hit Steel types and Tera type Water Tera Blast to tank Fire type attacks and strike back with super effective STAB dmg. It also has Rocky Helmet to check Maushold which is pretty threatening to this team.


1691099158295.png
Zapdos-G is Azumaril's replacement because it has a good synergy with Bisharp having a resistance to Fighting and an immunity to Ground , that normally make Bisharp struggle , while Bisharp has resistancies to Ice and Flying and an immunity to Psychic that normally make Zapdos-G struggle. Other than that , Zapdos-G is another set-up sweeper this time with Bulk Up , as always it has Brave Bird and CC as its STABS + Trailblaze for mainly Quaqsire and also for it to set-up and lastly it also has Defiant to punish Defog attempts.



Replays:

https://replay.pokemonshowdown.com/gen9uu-1916305979

https://replay.pokemonshowdown.com/gen9uu-1916306532

https://replay.pokemonshowdown.com/gen9uu-1916314950
 

Lyssa

is a Community Contributoris a Top Tiering Contributor
DPL Champion
Hello, here is the long awaited update on Sample Teams. First thing first, me and Sage will be taking over as hosts, and we'd like to thank Lily and Estarossa for running previous interactions of this thread. Next, we're going to be introducing some major rework on how we're going to be collecting teams. You'll now be able to submit in 3 different ways:
  • The first and main one is going to be through a form that will be posted whenever we're looking to update our selection, and it's going to be posted both in here and in the UU discord. You're going to be asked to provide both an importable of your team and a small explanation of how the team works and the role each member of your team plays. This is most likely going to be posted at the start of each month after a first major vote happens, but might come a bit late depending on the situation we're facing. Once we move to back to a 3 month shift schedule, this is going to happen less frequently; we will post the form whenever we feel like we need an update.
  • Second one is going to be the usual good old post in this thread, if you'd like to showcase your team publically.
  • Last, if for one reason or another you are unable to post in this thread or use the form, feel free to send myself or Sage an importable of your team + a small description through Discord DMs (our Discords are mionda/sageatito).
And finally, the first Sample Teams update is going to happen after the first major vote happening in next month. Happy post.. submitting!
 

Lyssa

is a Community Contributoris a Top Tiering Contributor
DPL Champion
As promised, here is the first update for the month of October. Feel free to submit either through the form right below, in this thread or to us on discord (@mionda/sageatito). Current deadline is set for Sunday, October 15th, but could be extended if we were hurt by another huge vote in the meantime. Happy submitting!

form
 
https://pokepast.es/6904a8dc2d5d9197

:azumarill: :scizor: :grimmsnarl: :ogerpon: :iron treads: :haxorus:

This is a screens HO team that I've found success with. Iron Treads has a good matchup against opposing Lead Meowscarada, and is generally able to deny opposing hazards while securing one's own. Grimmsnarl's screens help enable the four main sweepers, each of which is capable of leveling an entire team by itself if it can set up. Belly Drum Azumarill needs no introduction; its explosive power at +6 shreds teams without a healthy Water-resist. Azumarill also crucially improves the team's matchup against Rain as it can 1v1 every rain abuser besides Thundurus-T (which this team can generally out offense anyway). SD Scizor is better than ever with the return of Knock Off to its movepool, as it can now pressure non-Tera Skeledirge, and even Tera Skeledirge hates losing its item. Ogerpon's high Attack, wide coverage, and amazing signature move Ivy Cudgel also make it a great asset. Defiant is good for punishing Intimidate and Defog, and Tera Grass grants a critical Speed boost that enables Ogerpon to turn the tables on scarfers. Swords Dance + Loaded Dice-boosted Scale Shot on Haxorus is absolutely deadly when supported with screens, as Mold Breaker ensures even Unaware users are torn apart by Scale Shot. Feel free to modify the team if you think it will improve it.

Here's a replay of the team in action in the finals of a UU Roomtour for TLT:
https://replay.pokemonshowdown.com/gen9uu-1963050676
 
Hello friends!
I've made and thoroughly play-tested my yearly installation of hyper stall but i'm finally bored with it so now everyone can have fun with it!

I currently have a peak of 1647 using exclusively this team; I believe it could go further but laddering above 1600 is like banging your head against the wall so i'm not going to!

To properly use a stall team you have to understand the building philosophy behind it, so i'm going to break down each mon by which mons it is there to wall and why. A paste of each mon I believe it is notable of walling is below every mon.
Lets get started.
PeeCock (Quaquaval) @ Rocky Helmet
Ability: Moxie
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Rapid Spin
- Low Kick
- Aqua Step

Big Bird (Talonflame) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Ghost
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature
- Brave Bird
- Will-O-Wisp
- Defog
- Roost

marsh mellow (Blissey) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

E.T. (Sableye) @ Leftovers
Ability: Prankster
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Recover
- Encore
- Will-O-Wisp

Fred (Quagsire) @ Leftovers
Ability: Unaware
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Earthquake
- Spikes
- Recover

Frank's Cousin (Slowbro-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Shell Side Arm
- Psychic
- Slack Off
- Grass Knot
QuaQuaval (tera: Steel)

Perhaps the strangest, but most important of the team. Chiefly, hazard control is everything on a stall team in this generation. With toxic spikes spikes and free rocks going up everywhere, you either have to pray you hold onto all your hdb or remove them immediately. Fully defensive rapid spin quaquaval does just that. This set prevents hazards from: Kleavor, hisuian arcanine, hippowdon, donphan, tinkaton(sometimes), and forretress. In addition, when tera steeled, it prevents overqwil from setting up hazards, (but try to get it burned or it will be hard).
It also walls these offensive Pokemon:


Talonflame (Tera: Ghost, Fairy)

Talonflame is here for its traditional role, to hard wall scizor/ force it to tera, to defog when needed, and to spread burns to meowscarada, scizor, and other physical attackers through flame body. Speed evs to outspeed base 85s, rest into defense because more speed isnt needed and the bulk 100% is. Tera ghost to block rapid spins and get rid of stealth rock dmg once it is already knocked.
This pokemon doesn't actually wall much on its own, but its ability to spread burns to physical threats makes it invaluable. Also always switch it directly into tinkaton, you can spin later with quaquaval and you want it burned SOOOOO bad.
Walls these pokemon:



Blissey (Tera: Fairy)

This is a stall team so it needs its traditional wall to every special attacker in the tier. This mon isn't complicated to figure out, no extended explanation. Tera fairy to improve mu vs molt-g, hydreigon, armarouge.
Walls : Almost every special attacker

Quagsire (Tera: Poison)


Our unaware mon of choice is quagsire. With its ability to lay down spikes, its necesarry ability to provide chip damage with toxic, and its overall bulk and wallability of most physical setup mons, theres a reason this mon is a staple. I tera poison quagsire almost every game, many times on the first turn because it allows it to tank u turns, close combats, absorb tspikes, wall alolan muk and overqwil, and more. Dont put toxic spikes on this, toxic spikes suck.
Walls: Almost every physical setup mon

Sableye (Tera:Fairy)


A staple of my stall teams, I see sableye as an invaluable member. Sableye pairs with quagsire to create an impenetrable wall for setup pokemon. Pokemon like haxorus, gallade, quaquaval, iron leaves, regidrago, and more all have ways of beating quagsire, but when encored or prankster will o wisped become useless. This pokemon single handedly invalidates most screens teams, wastes other stall teams recovery pp with encore, blocks most rapid spinners efficiently, and can still tank some solid hits you wouldnt expect. Tera fairy allows you to wall dragon energy regidrago bar their own tera and allows you to survive haxorus outrage spam. It takes some getting used to, but this mon is incredible on stall.
This pokemon walls/helps with:


Slowbro-Galar(Tera: Electric)

The glue that holds this team together; with incredible defensive stats, regenerator, tspikes absorption, shell side arm to spread poison, a strong stab psychic, and grass knot to lure hippowdon and donphan, this mon walls such an incredible amount of pokemon its absurd. Try your hardest to never let this get knocked off, and abuse regenerator vs other stall teams to win the recovery pp war. Despite having no investment, this mon hits hard, dont be afraid to be offensive. Tera electric allows it to switch into one hit from tera flying zapdos-galar, then tera to tank another brave bird as you kill with psychic. Also helps v thundurus-t.
This mon walls:


Threats to this team:
Zapdos-Galar : Tera electric bro or try to burn with flame body talon.
Moltres-Galar: if its np rest, forfeit. If its rest sleeptalk, just dont attack it and pp stall it.
Cresselia: Try to poison it, if it teras poison, burn it and use sableye to encore it and pray.
Enamorous-Therian: Specifically the draining kiss earth power, try to pp stall with slowbro galar and blissey, good luck.
Psyspam: Polteagheist beats you, get over it. tera fairy on blissey and play well. Very hard mu.
Espeon: Stored power draining kiss espeon can not be beaten by this team.


Replays:
Stall v Stall: https://replay.pokemonshowdown.com/gen9uu-1911368785
Well played around zapdos threat https://replay.pokemonshowdown.com/gen9uu-1905604414
A classic showing of how this team works w/ quaquaval sweep: https://replay.pokemonshowdown.com/gen9uu-1911423092
i feel insulted
 
https://pokepast.es/2b3bec29485860bc

:hydreigon: is on this team because I wanted to try it out, well its a standard :choice specs: set with FC > u-turn to hit fairies such as tera dirge, tera gastrodon, and be able to midground garg with its tera fairy as well. This team tries to support it as best as possible.

:gastrodon-east: spread allows it to live 4 hit scale shot and a eq at +2 which allows it to revenge kill or to get another hit in. This set is tera fairy to be able to scout hydreigon on what it wants to do as it can tank a specs dark pulse and fire back with an ice beam as well to boot. Tera fairy also gives it several good MU"s in being able to take on fighting attacks from iron hands, close combat zapdos-g, phys def kommo-o, breloom as it can allow you to get another attack in. This is almost the MVP of the team

:garganacl: use is mainly to either late game clean with tera water, or to be able to come early game and throw salt cure around chipping down foes like torn-t, amoonguss, donphan, treads, mandi, shocks, and other mons for a late game sweep. Tera water I like for ceruledge cc, SD scizor in which u can challenge it with ID, being able to take on DD mence, and more.

:skeledirge: is a funny pokemon because ive never seen a person use tera fairy + tera blast so far.. this allows it to check and not be setup fother for mence, hydreigon, kommo-o, have a way to threaten hoopa, quav, and zapdos-g that can otherwise nuke it. This spread also gives it a 2nd jumpoint and 8 speed allows it to duel itself better and outspeed pokemon trying to creep on it

:tornadus-therian: is a great pokemon! with knock off and u-turn it can force a lot of progress by removing things such as garg lefties, gastro's item, alo boots or helmet, heatran lefties, maybe mandibuzz's boots, rotom-w lefties or other pokemon who may try to switch into it. With its great speed and typing it allows me to pivot into meowscarada flower trick and see what i should do from there. This is also the fastest pokemon on the team aside from booster treads and I chose bleakwind storm > hurricane because it allows a speed drop on many crucicial pokemon like garchomp trying to boost, what about a scarfer like hydreigon, or maybe even slow down smth like torn-t, meow, gengar, scarf hoopa to be slower than hydreigon

:iron treads: is an amazing utility. This is literally excadrill and provides a lot for the team. It sets up rocks, can spin and be able to revenge kill a lot of pokemon thanks to :booster energy: (it used to be lefties but i think booster is better). I dont think knock is neccessary since I feel ice spinner is more useful on this slot to be able to KO chomp or threaten it to make sure its not free setup

REPLAYS:

https://replay.pokemonshowdown.com/gen9uu-1961960772-7tks6hapy4iqj28i6og6o7wjzyp0mvopw (lost to a misclick but either way it was a close game and a good showcase of the team)

https://replay.pokemonshowdown.com/gen9uu-1961958456-7ydoimju20qr43908ktufy4ydkhh40gpw (MU against HO)

https://replay.pokemonshowdown.com/gen9uu-1961569006-wn1ag1d83unmowl26zmi9haaedfvfoipw (showcases garg to be annoying asf and allows specs hydreigon to clean the game)

https://replay.pokemonshowdown.com/gen9uu-1961548897-306uaobcppav21wxy7qdmk9nsqets97pw (shows how dirge + garg go against a TR style team where they are able to soak up the boosted hits

https://replay.pokemonshowdown.com/gen9uu-1961537779-40jlkgkiwd3g5bg28pborkbiep0lzdhpw (shows how the team does vs rain)

https://replay.pokemonshowdown.com/gen9uu-1961963732-qw394ppqzzsqe355geylk23mx7f8ah6pw (a mirror MU cuz why not)
 
I submitted some stuff but this was when Garg was still here. I'm just going to follow up with an update on the older HO. I climbed back up to 1600s rather comfortably from losing to the menace Garg down to 1400.

old HO.png

This is something I had originally put together about two weeks ago now and while I did like how it played out and had success with it, Chandelure struggles into too many matchups so I decided to swap some stuff up. I had settled on the 6 early and most of my testing came down to what tera options I liked the most. I shall not go in-depth about Scizor or Azu, they are just some of the best staples on HO from typing to damage output etc.

Changes and thought process
>
: Infernape is something I had tested a bit but decided to give it another go. Nasty Plot Infernape is actually a very scary wall breaker with only a handful of things reliably switching into it. Skeledirge is the biggest issue, which you just cannot break. Fortunately, it isn't remotely as common as it used to be so I decided I didn't need to go out of my way to run Tera Blast. The faster Speed tier makes it hard to deal with and it has a good typing for HO to deal with Meow and Weavile. I went with Vacuum Wave to remove faster stuff like Meow, Weavile, Booster Treads, and Scarf Hydreigon without taking unnecessary damage/being KOd; however, the big downside is not being able to break Washtom reliably. Besides Skele, I think Tornadus-T is the biggest problem for this Infernape set so I liked Tera Electric the most. I think Fire and Grass are fine from testing though.

>
: Removing Chandelure just means I don't really need Spin as much so I just used Sandy. It is harder for teams to deal with and it gives the addition of Spikes. I'm pretty sure you could use Lead Meow and still get similar results. You lead with it in most games but you do need to judge the matchup sometimes.

>
: Meow still felt fine to me but Iron Leaves just provides way more offensive pressure for the team. I did kind of forget it existed back when I originally made the team. It feasts on certain structures relying on Gweez/Amoong + Bulky Water-type. It is a very standard set. I think I changed its tera typing 3-4 times. Fire is okay for a BP/FI resist and Wisp immunity but it doesn't actually help you break anything. I think the best options are Psychic and Fighting, Tera Fighting is important to break Mandibuzz better, gives a FI resist from Lokix, and gives you the resist to Foul Play to actually SD. Psychic helps break Skele and can change some damage calcs if you haven't got the SD off. I ran into so many Lokix and Mandi so I settled on Fighting. Both are good and just depend on the meta/prevalence of stuff to me.

>
: I was using Agility Thundurus-T and it was great but it gave too much momentum to Iron Hands and was too reliant on tera. Salamence offers that Ground immunity while still being that scary offensive threat. The set is standard, Lum just lets you DD on Amoong and Gweez. You could play around with this slot and use Jugulis of Goltres. I'm not a Goltres fan myself and Jugulis does have its advantages but it also has a degree of unreliability. I'm content with Mence here but just giving some room for exploration.

Threats
Annoying to break but you can beat it by forcing enough offensive pressure on it with one of the breakers and you either leave it low or force the tera. If its usage upticks there are some changes that can be made to make it easier.

I saw it so much and just like before it is the biggest threat to any HO. Tera Bug FI drops most stuff with minimal chip. There are many resists to the move and teras to handle it better but you still have to respect the damage output and keep rocks up if it isn't boots.

Rain is just faster than everything so you need to position well and use the many priority users well. Keep the Water resists healthy.

Team

Click for the import

Replays
https://replay.pokemonshowdown.com/gen9uu-1971134742-1p92uyhdrpgfplfkj9ki5y7ni2z6f9fpw - Example of teams Iron Leaves farms

https://replay.pokemonshowdown.com/gen9uu-1971154383-kcd13k90n6vv7ftntrv4bbvjtjeeiy1pw - The best example I have of Infernape being a threat, though misplay from an opponent thinking it was physical

https://replay.pokemonshowdown.com/gen9uu-1971176691-82mx1qaz7z4ys3xuh6va1zjx38aead6pw - Example of Tera Fight > Psychic on Leaves
 
NEW https://pokepast.es/04f88c76216c4e3c

Team Description:

This is the team Ive been rocking on ladder to reach 1600. This team is slither wing + volt turn which plays around the fact that slither wing kinda gets owned by weezing-g, protect, and many fighting resists on a team such as salamence + slowking allow you to play easily into it but this is why there are 5 other members on the team instead of just solo WING

:slither wing: The shining member of the team... slither wing provides great options to revenge opponents via first impression and also has a nuclear CC that can dent a lot of teams esp with rocks up and if you got a knock off or lured pokemon like salamence, noivern, or weezing-g. Tera fighting is to give the extra push needed against balance teams that rely on pure bulk or a more specially bulky wall like tera fairy slowking, clodsire, torn-t, noivern, and moltres.

Next member of the show is none other than :heatran:! Offensive heatran is a great mon on the team and pairs well with slither wing especially against pokemon like salamence, noivern, weezing-g, jirachi, and flying type moves such as brave bird from zapdos-g. Offensive heatran is a very big breaker on the team as with tera blast + fairy it can break past walls like salamence, quaquaval, mandibuzz, hydreigon, and can make you an excelent last resort into many pokemon like CB weavile clicking knock off, or banded meow, even things like mach punch from conk, etc.

The 3rd member is non other than :sandy shocks:! Sandy shocks is amazing on the team and just what you would want from such a pokemon! Sandy shocks can use its typing to bully pokemon like skeledirge, weezing-g, salamence (with tera blast), alomomola, and tera slowbro who want to counter slither wing and you can volt turn around forcing progress! Sandy shocks with rocks is an odd pokemon and I wished it can have spikes but this will do because it gets many opportunities and doesnt let spinners like cyclizar, iron treads, donphan, and quaq in freely and can even beat them if it predictions right with its tera.

4th member is booster energy :iron treads:, it helps the team with its speed control against HO teams whcih can be a pain sometimes but this helps us to come out on top by revenging big threads like DD mence, SD weavile, NP torn-t, NP thundy-t, booster sandy shocks, +1 quaq, and more. This allows us to have hazard removal and with knock and spinner it can threaten most pokemon and get enough turns to often spin, esp since it poses a very big threat to teams since its offensive and can apply a lot of pressure if they guess wrong and eat an EQ. With thundy-t and iron treads being our knock off users it allows the team to focus on keeping up pressure with hazard damage, and getting free turns from them not having their precious lefties or helmet to chip things like slither wing and iron treads trying to spin.

You cannot guess what the 5th member can be! It is :thundurus-therian: This member provides the 2nd electric type, the 2nd electric immunity, and our only ground immune pokemon on the team. With this we can continue to keep up a lot of pressure and with double electrics the goal is to overload the counters like amoonguss, clodsire, iron treads, sp. def hippo, gastrodon, and others. Thundy-t can also be a nuclear late game sweeper with tera blast flying allowing us to blow past counters or would be checks like meow, amoonguss, zarude, and sinistcha.

The final member of the team is :slowking:. Slowking allows the team to have a defensive pokemon to lean on when things get tough, when something like quaq comes in you want somebody you can rely on, somebody great like slowking who can eat those hits, setup future sight, and pivot out or just to pivot out to continue your pressure! Slowking scald can also be a great asset with chipping down things like alomomola, salamence, spreading burns onto pokemon who may not want to eat them (like rotom-w, amoonguss, torn-t, and the best outcome is if its a physical attacker like weavile, meow, hoopa, etc). Tera electric gives you counterplay against torn-t rain which is a huge thing that has taken ladder by storm and also helps counter thundy-t and torn-t with a single adjustment

Threat List:

:meowscarada: esp band cna be a pain but with that you can play around it with hazards, flame body heatran and you can even tera fairy as a last resort, other things like tera fairy slowking can be used to wall it in addition to heatran, booster treads cna be used to pressure it but in general its a hard mon to face but its very doable since every mon doesnt exactly let it in freely.

:breloom: its a pain becase wing is 1 point slower and jolly loom gets a spore off and starts firing off buttons... your best bet is to switch to heatran since bullet seed is pretty free -> CC or mach punch (often they dont care cc if they have spore) but then you can choose if you want to tera or just attack them since you live a mach punch regardless

:zarude: Esp tera fairy is annoying asf to play around. BU can setup on things like slowking, while with a tera it just turns the MU on its head and your counterplay is to not let it do that. Its an unpopular pokemon (at least on ladder) but you can pressure it with the use of forcing out their tera in some other place. Without tera this MU is very doable

:tornadus-therian: Very rough with specs on rain teams... but ive changed slowking to be tera electric to give a way out against such teams and regular torn-t can be pressured by the double electric core and if its focus blast then slowking, thundy-t, and sandy shocks can deal with it and if its grass knot or then heatran can pressure it

Replays:

https://replay.pokemonshowdown.com/gen9uu-1971424676 (tera fighting wing nukes scizor and by forcing out tera on clodsire this gives me the win con with CB wing late game)

https://replay.pokemonshowdown.com/gen9uu-1971417465 (flame body heatran use as a maushold counter + How i played around breloom)

https://replay.pokemonshowdown.com/gen9uu-1972820418-pv8l1gqfln03w6byypxigq5cv899yx6pw (shows how double electric can tear a team apart)

Struggles:

BU ursaluna with tera is a huge pain because of tera ice being needed to break through it and while tera fairy heatran can be used. often times its a pain to deal with esp if it finds setup or holds it - https://replay.pokemonshowdown.com/gen9uu-1974574875-dbkllzxz7cmoo3pn4viy82af46i5u1gpw

Rain has caused the adjustment of tera electric slowking on my team - https://replay.pokemonshowdown.com/gen9uu-1974565127-0erb0okwrc5g5e1f77qoasi0rbwnip3pw
and https://replay.pokemonshowdown.com/gen9uu-1974569429-rnska0zfumb0o9ikc4as7bfqol00f07pw crawdaunt rain is very very bad because slowking is the main counter and flip turns often can get it in which makes it very very hard to play
 
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sparrow

kacaw
is a Tiering Contributor Alumnus
Post Mola + Tran rises HO

As quick and dirty as you can get with HO. With the departure of Mola + Tran this 2 month old team is in the best place it can possibly be in the current meta. In the past, the team worked to overwhelm switch-ins, such as Alomomola, and was fearful of the rogue Heatran Flame Body, each of which no longer exist today. It also highlights a severely underrated set, that is, Choice Band Ogrepon. The goal here is to set-up a sweep with any of your 'mons but each member focuses on chipping away at bulkier builds that usually create problems with HO.

Sandy-Shocks - standard HO set with Terra Ghost to prevent spinners, booster-energy also means it's not relegated to being the lead every match, as it can threaten a sweep mid-late game.

Ogerpon - Defiant for defoggers' not much else to be said. I think Choice Band Ogerpon is very underrated, with Choice Band easily being its best set imho. Mid-game it can lure Pokemon such as Amoonguss, Okidogi, Weezing-Galar and hit them hard with Choice Banded Zen Headbutt. U-turn for momentum and Knock for the cheeky Sinistcha snipe on the switch-in. Ogerpon hits 525 Speed after tera-evolving, and, alongside STAB Ivy Cudgel it's very difficult to switch into. It's a great threat to rain builds and can do stupid shit like like 2HKO all but the bulkiest Torn-T sets.
252 Atk Choice Band Tera Grass Ogerpon-Teal-Tera Ivy Cudgel vs. 208 HP / 0 Def Tornadus-Therian: 186-219 (52.9 - 62.3%) -- guaranteed 2HKO
Mamoswine - Trailblaze is a great addition to its kit, what makes a 'mon with no switch-ins more threatening? the ability to out pace its soft checks. Of course, this is HO and in, my own standard, fashion priority spam requires the least brain cells to pull-off.

Scizor - Nothing really to note, other than tera Normal QA, and Dual Wing Beat. I chose both of these for the following: STAB QA for the late game sweep option and Dual Wing Beat hitting Chesnaught alongside Okidogi and the dealing decent damage to Iron-Hands with out dropping def stages. Removal of both Ches and Dogi set-up Ogerpon for a late game sweep.

Azumarill - standard, Ice Spinner for clearing Psychic Terrain is the most note worthy addition.

Hawlucha - Sky Attacks is there for the one-time nuke, it was really only there because I don't think Taunt or Sub was doing much on a team like this.

In summary, I think Pokemon, such as Scizor, Azumarill, Weavile and Offensive Grass-types have benefitted the most with tier shifts. I'd be interested to see what happens in the future around the likes of Weavile, Torn-T and Iron Hand, these three, being the meta defining threats imo.
 
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https://pokepast.es/955066dffbb6ec98 or https://pokepast.es/5349fd790e6b795f if you like trick gard more
(before something gets banned again from my samples)
1699142740597.png


Gardevoir is the star of the show! With Scarf it can steal swift swim from rain, it can copy regen to allow it to stay healthy throughout a game, or it can copy adaptability from bascu-F which makes it an amazing pokemon to take advantage of such teams. With tera fairy you can clean late game esp since most iron treads do not have the bulk to take repeated moonblast esp with their item being knocked off or taking previous chip. Focus Blast helps against iron treads with a bold prediction can allow you to take it out of the game right away or do crazy damage against h-arc, empoleon, goodra-h, ad more!

Gardevoir last slot is healing wish. Okidogi is the best recipient for it as you can be more aggro early game trying to spread toxic and then healing wish late game when everything is worn down.

(future me edit: Trick is a great last option if you feel that clicking healing wish isnt smth that happens often, this can help in last mon situations, help against the dreadful cress MU i missed, and give a fighting chance against Crit me not sweepers like cress, slowbro-g, and makes more pokemon setup fother)

1699143973778.png
















Torn-t is the next member of the team, and it does standard torn-t things after all this time. With AV it is able to be a great check and scout for many things special pokemon want to do against us. Smth like hydreigon, salamence, scarf gengar, scarf bascu-F, and more! We take their hits and retaliate with knock off or u-turn to bring in the other members of the team. This is the main pivot of the team and is the one who usually wears things down by the end of the game. Tera dragon gives me 3 things 1) An emergency water resist 2) A resist to volcanion's stabs since the team is very weak against it otherwise and 3) A way to deal with thundy-t and sandy shocks without getting deleted by other pokemon like iron treads.
1699144293292.png

Iron treads is the lando-t of UU... does a lot of things and you want it on your team. With iron treads you have rocks, spin, and a great steel type. Offensive treads applies a lot of pressure and can keep rocks up for the team thanks to ice spinner threatening things like hydreigon, torn-t, thundy-t, mandi, etc. Tera ground allows it to pressure the pokemon like amoonguss, slowking, quaq, sylveon, gastrodon, etc and to remove its weakness from opposing treads allowing it to riskless try to win the 50/50. It does treads things so nothing much to say

1699145806944.png

Mandibuzz is the 4th mon on the team. Mandibuzz provides a lot by being a great phys def stop to many like scizor, meowscarada, scarf hydreigon, bascu-f, and can lure in pokemon like rotom-w, slowking, torn-t, and more with toxic to help cripple them for late game... or u-turn on them into a teammate like torn-t or okidogi to pressure them with knock off + poisons and it doesnt care that much about scald or WoW because i can healing wish okidogi late game. Mandibuzz also helps check HO with its phys bulk and foul play. Tera steel is to be able ot be immune to poisons while also taking less damage from hurricane from torn-t esp in rain.​

1699146768630.png

Rotom-wash is a great pivot into torn-t and can check it pretty well and it is a good rain answer in annoying the crap out of pelipper + barra squads. Rotom-w is also able to wear down things with WoW such as pressuring amoonguss more, okidogi, and pokemon like meow who may try to be balsy and switch in.

Tera steel makes it the perfect answer to smth like ursaluna, ogerpon, DD mence, amoonguss, etc.

1699151253727.png


Okidogi is the 5th member of the team and is a great stallbreaker and counter to meow which this team likes. Okidogi has 2 diff playstyles on thi steam. The first one is to mash to get poisons like ur life depends on it and knock off items to be able to get a healing wish late game and clean up or to stay healthy throughout the game to make sure u can come in after everything has been worn down and go for the sweep

Why tera dragon? Why not smth else? Well tera dragon helps against meowscarda flower trick as it is one of the things that is annoying asf, being a great water resist as well esp since you can just pop it take a water move and retaliate back esp if you had a +1 boost. Tera electric made it weak to iron treads so i didnt like it and it just made it feel inconsistent. Tera fairy makes it super weak to scizor and amoonguss becomes a pain esp if you didnt wear it down fast enough and they get a sludge bomb poison It supports the team by taking advantage of pokemon like amoonguss after a spore, slowking whenever it tries to recover or you pivot it in for ex. torn-t vs breloom and slowking decides to switch in so you u-turn.​


How this team plays:

This team plays by having torn-t and okidogi using knock off throughout the game to wear down the checks and counters to prepare for late game. By mid game you usually have rocks up and are trying to open them up whlie they are trying to put a hole into your team to make sure their win con can win. You can usually stop this because torn-t, mandibuzz, and okidogi cover everything by this point so you shouldn't ever insta lose to smth. Another thing by this point is you should try to status or weaken several things to make sure your win con late game can go ham.

By late game your win con is usually either tera fairy scarf gard or BU tera dragon okidogi. This is because usually a fairy resist is smth like iron treads which doesnt like moonblast or god forbid u just nail it with a Focus blast and you can go ham. If its smth bulkier like AV treads of lefties then you usually want to either lure it in with knock off or hit it hard with smth like okidogi drain punch or torn-t heat wave. Okidogi as a late game win con happens if they have a bulkier structure or they have pokemon like amoonguss + iron treads + AV torn-t which make gardevoir not like this situation, with tera dragon you can setup on smth like amoonguss and make sure you dont die to iron treads or flower trick meow and gives you outs vs torn-t to. Okidogi against bulkier teams is amazing and esp if you give it a healing wish it can really be a miracle maker

Threats vs this team:

:arcanine-hisui: A good h-arc can really put in numbers against this team... but you can play around it by making sure you can never really give it free turns... the only thing that is free for it on this team is if its willing to eat a knock off from torn-t, or eating a toxic / foul play from mandibuzz and even then it has to 50/50 flare blitz / head smash

NP :tornadus-therian: This is a big threat but its usually managable esp if you get an early toxic off or a great knock off and you pressure it out with ur own AV torn-t or force it out with rotom-w and try to keep it low throughout the game. This is generally very achievable and is a more playable MU. But this is something you have to plan around to not be owned

tera :sinistcha: Are very dangerous pokemon that can come in late game and go ham esp if your iron treads is weakened or is eating sap and not doing much. You can play around it by making it eat a toxic early, or by trying to be in a situation where this isnt the matter. But yes sinistcha is prob the worst MU for such a team late game.

https://replay.pokemonshowdown.com/gen9uu-1983557203-k5b6up78ts0d73a56ixvr3v0hk3lmhrpw (playing around double dark types and how good prediction with gardevoir against iron treads leads to victory late game)

https://replay.pokemonshowdown.com/gen9uu-1983545461-9kf5b6j2m5fv3bl9x444c9l89xo3pqzpw (i won this due to good play using the iron treads and making it so hazards arent staying up against such a team and sweeping late game with BU okidogi as their special attacker got taken out of the game)

1699153001059.png


Made it to top 15 using this team
 
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Choice Specs Tornadus-T Rain HO

Rain teams are quite a staple since the DLC update in UU and with the rise of Alomomola, I feel like it has an even better place in the tier. This team may look similar to other Rain teams made by other user (5-6/6 same Pokémon) but I feel like it still needs to be shared with people due to its effectiveness. Pelipper is the Rain setter and act as a decent pivot into threats such as Quaquaval or Iron Treads. Tera Ground is an emergency Tera in order to block Volt Switch pressure for threats such as Thundurus-T and Sandy Shocks. However, you'll likely try to not Tera this Pokémon since the team has way better users of this mechanic. Assault Vest Iron Treads brings some bulk to the team alongside Amoonguss. The latter also provides momentum to the team thanks to the Eject Button. Choice Band Barraskewda and Choice Specs Tornadus-Therian are the main abuser of the Rain on the team. The first one is a strong breaker, pivot, wallbreaker and cleaner thanks to Flip Turn + Aqua Jet + Liquidation under Rain. Close Combat is overall it's best coverage to dent checks such as Goodra-Hisui or Empoleon. On the other hand, Choice Specs Tornadus-T is simply insane and able to OHKO / 2HKO most of the tier even without Tera Fly. Once Tera used on it, there is like 2-3 Pokémon which can handle 2 Tera Fly boosted Hurricane like the rare Chansey and Goodra-Hisui. Last but not least, Sandy Shocks brings some utility to the team by being a good Stealth Rock setter and pivot. Tera Blast + Tera Grass can catch out of guard checks like Gastrodon which can be annoying sometimes for the team.
Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Roost
- U-turn
- Surf
- Hurricane

Iron Treads @ Assault Vest
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Knock Off
- Volt Switch / Ice Spinner

Barraskewda @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flip Turn
- Liquidation
- Aqua Jet
- Close Combat

Tornadus-Therian @ Choice Specs
Ability: Regenerator
Tera Type: Flying
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off / Focus Blast
- Hurricane
- Weather Ball

Amoonguss @ Eject Button
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Grass Knot
- Sludge Bomb
- Clear Smog

Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Earth Power
- Tera Blast

Peak on ladder :

Capture d'écran 2023-11-07 010545.png


 
Booster Energy Spam HO



I am back with another hyper offense team this time I decided to create a Booster Energy HO. Booster Energy has been a rather important item within the UU tier and hopefully, this team helps showcase the potential of that. I shall explain the roles of each partner and near the end I'll also give some other potential options you can consider. I do want to preface that while many members of this team have Booster Energy (it being a one-time use), don't be afraid to send them in when needed. Iron Jugulis is the only one you really need to hold onto, particularly against opposing offense.


Treads is the suicide lead that you will send out first in a majority of games. The only time I usually don't do this is when I'm against other HO structures that may just auto-pilot to their own lead that can be setup fodder. I personally like using Steel Beam on my suicide lead Treads as a tool to get one of my breakers in safely. The EV spread with a Naive nature lets you OHKO Galarian Weezing, which is something that may think it is safe to lead with or switchin to Defog.


Iron Jugulis is the first main Booster abuser that gets a +1 Spe boost. This is incredibly useful against opposing HO to revenge kill something but also against the common fast metagame staples right now like Tornadus, Meowscarada, and Weavile. As I mentioned at the start this is the main mon where you ideally want to preserve its item because the Speed boost can be handy. It's a standard set though I think the last slot is extremely flexible. I settled on Protect mainly because of Lokix and you can scout defensive teras and Scarfers too. Taunt is fine to cripple defensive walls and Work Up can make it harder to wall defensively after a boost.


I will make this Pokemon rise out of RUBL hell. You can read my last post just above about the role this Pokemon usually fills on HO but it has a good defensive and offensive typing. It is difficult to switch into even at +1 and if it gets going with Trailblaze it can be hard to revenge if you use your tera well. I swapped between 4 different ones: Fighting, Electric, Psychic, and Fire. I used Electric for a good portion of it mainly for Tornadus-T while getting a resist to Bullet Punch but ended up settling on Fire. It helps with priority from Scizor, Weavile, and Mamoswine + prevents burns from Matcha, Gweez, and Skele. The latter isn't as important unless it has tera'd/is low. Again I think the tera is flexible here and can be adjusted depending on the meta.


I have been using Booster Energy Hands a LOT recently and it feels so damn good lol. It's the standard three attacks set but thanks to Quark Drive giving +1 Atk alongside Tera Fire you can actually remove Dirge. Tera Fire is also useful for Washtom, if it comes in as you SD and goes for Wisp then it just drops to Drain Punch after rocks. The EVs outspeed Dirge.


Offensive Empoleon is pretty cool and is actually annoying to pivot into without Washer or Slowking. Fairly standard Agility set imo with Grass Knot as the third to hit Gastrodon and Slowking. Using this alongside Tera Water is mostly just to remove the weakness to Ground and Fighting while powering Surf damage. Now I will list an alternative which is Tera Blast with Tera Grass to blow up Gastro and mainly Washer. The downside is being weak to Ice Shard. Now, Weavile is doable but opposing Mamoswine is dire so do not pop it if they have one if you choose to run this. I usually never sent Empoleon out early until the other breakers had opened up enough holes. If you use that other set it can break for itself far more efficiently but I just didn't feel it was necessary for this.


Mamoswine is just a powerful breaker that helps pressure common defensive cores as it is nigh impossible to completely wall. It can also be a late-game cleaner later on thanks to Trailblaze too. Giving priority in the back is also very useful to revenge dangerous setup threats and can potentially help conserve the Booster Energy consumption from Jugulis.

Peak:
Booster1700.png


Unfortunately, I started saving replays pretty late but here are two against HO. One of which is Psychic Terrain and other is the Infernape one I built before.

Replays:
https://replay.pokemonshowdown.com/gen9uu-1989166317-1comzl1szr1pp47udaairupvq5mgdfdpw - Vs Psychic Terrain. I honestly played this pretty badly with sacking Hands forgetting Terrain ended but it got to showcase Iron Leaves.

https://replay.pokemonshowdown.com/gen9uu-1989170732-qtit3f4ewnbdv3s52csberg8a8ui92fpw - Vs my Ape HO. I lead with Iron Leaves to take advantage of Shocks and claimed three predicting the defensive tera with Mence. I had Tera Electric on Leaves here but Fire would have achieved the same goal.

Threats:
: Mamoswine Ice Shard deals with Jugulis and Leaves if chipped and EQ blows up Hands. Tera is your friend if you need to play aggressively against it.

: Weavile is not remotely as hard to deal with compared to the power Mamoswine packs but I'll list it because it can be annoying and force teras. I think it is very doable though.
 

Sage

From the River To the Sea
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Apologies for the delays as we sort out the initial kinks of the new system, but here is our first (and last!) batch of DLC1 Sample Teams. Big thank you to everyone who contributed, both those accepted and rejected for the wealth of options we had to pick from. Click on sprites for imports!

Hyper Offense and Weather

Infernape + Iron Leaves HO by Twilight
:sandy-shocks: :infernape: :azumarill: :scizor: :salamence: :iron-leaves:

Rain by Moutemoute
:pelipper: :iron-treads: :barraskewda: :tornadus-therian: :amoonguss: :sandy-shocks:

Sun by Lily
:ninetales: :lilligant-hisui: :brute-bonnet: :sandy-shocks: :slither-wing: :arcanine-hisui:

Bulky Offense

SD Iron Hands Bulky Offense by Monky25
:iron-hands: :weavile: :slowking: :iron-treads: :tornadus-therian: :skeledirge:

CB Azumarill + Lokix Bulky Offense by Lyssa
:azumarill: :lokix: :iron-treads: :thundurus-therian: :zapdos-galar: :amoonguss:

SD Weavile + Skeledirge Bulky Offense by Queen of Bean
:weavile: :skeledirge: :quaquaval: :iron-treads: :tornadus-therian: :amoonguss:

CB Zapdos-Galar + Future Sight VoltTurn by Queen of Bean
:zapdos-galar: :slowking: :meowscarada: :iron-treads: :bellibolt: :gengar:

BU Okidogi + Gardevoir VoltTurn by HydreigonTheChild
:okidogi: :gardevoir: :tornadus-therian: :iron-treads: :rotom-wash: :mandibuzz:

Balance and Fats

Sinistcha + Sylveon Balance by Lily
:sinistcha: :sylveon: :okidogi: :hydreigon: :iron-treads: :slowking:

Cresselia + Gastro Fat by Sage and Queen of Bean
:cresselia: :gastrodon-east: :sinistcha: :okidogi: :iron-treads: :tornadus-therian:

CB Meowscarada Fat VoltTurn by Estarossa
:meowscarada: :slowking: :bellibolt: :fezandipiti: :iron-treads: :tornadus-therian:

Bonus Lily Teams: Use At Your Own Risk!

The Unburdeners
:weezing-galar: :grafaiai: :hawlucha: :iron-treads: :quaquaval: :salamence:

What the Sand Dog Doin'
:tyranitar: :houndstone: :tornadus-therian: :amoonguss: :sandy-shocks: :goodra-hisui:

Trash Viv Webs #9348
:vikavolt: :basculegion-f: :weavile: :ogerpon: :empoleon: :kleavor:
 
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Peak with some variation of this Balance team on the Gen 9 UU ladder was 1500 this month (which I throw so hard), and I won a Gen 9 UU Tournament today (11/17/2023), though in hindsight that may have just been sheer luck with Sandy-Lead Mirrors. I'm expecting this to be moved to the Bazaar, especially given the unconventional sets I'm using.

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Semi-standard Dragon Dance Tyranitar set (as shown [[here]] on site). Utilizing Rock Blast with Loaded Dice over Stone Edge due to the higher accuracy of Rock Blast and the comparable damage when four of the five hits connect; I'll admit I'm not savvy on the math for maximum damage or average/expected damage for multi-hit moves, but having only a 10% chance to miss feels more tolerable than a 20% chance to miss, and often breaking through Substitutes has been helpful. Also the EV spread allows Tyranitar to just outspeed Max Positive 110 and below at +1, with extra SpDef for Sand Stream buffing (a factor for switching in to Special Attackers and threatening them out/setting up).

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Almost verbatim the the standard Calm Mind Sinistcha set (as shown [[here]] on site). Only real difference is Tera-Ghost, and that is so it lose the Flying and Ice weakness, gain an effective Fire resistance with Heatproof, and still act as a spin blocker. Extra damage multiplier is just extra. Partners well with Tyranitar since Sinistcha resists Ground, Water, and Grass, and is immune to Fighting, while Tyranitar resists Dark, Ghost, and Flying; also Strength Sap and the threat of burn from Matcha Gotcha often entices special attackers to come in, which Tyranitar enjoys thanks to Sand Stream.

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Again almost verbatim standard Choice Band Scizor set (as shown [[here]] on site). EV spread is specifically so it can outspeed the standard 96 neutral Speed Sinistcha set (as shown and linked above), and possible one-move KO it with Dual Wingbeat. Speaking of, Dual Wingbeat is used over Close Combat specifically for Sinistcha as with Technician, the base power is comparable. However, not being 100% accurate does have its moments. Steel/Bug typing also provides the team so far with resistances to every type except for Rock, and also provides a Toxic immunity.

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(Based on Bulky Pivot set - Reference [[here]]) - Moltres is sort of like an anti-pivot with Flame Body to punish U-Turn. In fact, it's really just there to apply burn when possible. Tera Fighting provides the same key resistances as Tera Fairy would (Bug and Dark given its role as a U-Turn/Knock Off punish), does not give it a weakness to Steel which helps it against Scizor and Iron Treads, and it also gives it a resistance to Rock which helps it pivot in and out when Boots get Knock'd Off. Roar is used over U-Turn as an additional method of messing with pivots, as if they are switching to a Moltres check or counter when Moltres goes to Roar, that mon will get forced back out for a random one. Also doubles as an anti-boosting tool, which can often snowball this team in my experience.

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(Based on Booster Energy set - Reference [[here]]) - Effectively my suicide lead. With Max Positive Speed at +1 thanks to Booster Energy, it outspeeds everything in the Tier that isn't Choice Scarf or Booster Energy (Speed) Iron Treads, allowing to usually set up rocks safely when also using Tera Ice to get rid of its weaknesses to Ground, Ice, Water, and Grass. Speaking of, Tera Ice has also proven helpful for taking down multiple opposing mon before it goes down. Has a chance to outdo itself in the mirror since Earth Power isn't a guaranteed OHKO at full, and speed ties are what they are.

Screenshot 2023-11-17 130127.png


(Based on Defensive Pivot set - Reference [[here]]) - A more long-term pivot compared to Moltres, and the third source of Burn with Scald. Also acts a status sponge (specifically Burn and Paralysis, though in general regular Poisoned is something this team as a whole doesn't mind). Yawn over Future Sight and Thunder Wave to act as a pseudo-Roar; Yawn also partners well with Chilly Reception as it allows me to switch to another mon in response to how the opponent responds to Yawn.

Tyranitar @ Loaded Dice
Ability: Sand Stream
Tera Type: Flying
EVs: 252 Atk / 36 SpD / 220 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Rock Blast
- Earthquake

Sinistcha @ Leftovers
Ability: Heatproof
Tera Type: Ghost
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Matcha Gotcha
- Shadow Ball
- Strength Sap

Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Bullet Punch
- Dual Wingbeat
- Knock Off
- U-turn

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fighting
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Roost
- Roar

Sandy Shocks @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Tera Blast
- Earth Power
- Volt Switch

Slowking @ Rocky Helmet
Ability: Regenerator
Tera Type: Fighting
EVs: 252 HP / 200 Def / 56 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Yawn
- Slack Off
- Chilly Reception
 
We were talking yesterday with some council members (shoutout Amane Misa) about how versatile HO are in the current state of the metagame. Between Screens, Rains, Sun, Sticky Web or even Psychic/Electric Terrain HO, there is a lot of paths to explore. For this reason, I'd like to share a HO I recently made which has worked pretty nicely during the last few days. It's straightforward so I won't detailled too much...here we go !

Double Fire-Grass Speed Boost HO

Playing this team has been a blast, it's a no brainer (kinda). The concept is quite simple, everything on the speed is boosting its speed. Booster Energy Iron Treads is one of the greatest Suicide Lead in UU thanks to Stealth Rock + Rapid Spin. Earthquake and Knock Off are pretty great overall to dent opponent's lead. Tera Ghost is rarely used, because Iron Treads's teammates are way better user of it but it can still be useful in some rare match-up in order to prevent being KOed or win a 1v1 vs something like Sandy Shock, opponent's Iron Treads or Iron Hands. Then we have Double Dance Moltres-Galar which is really threatening. Tera Dark boost even further its Dark-type STAB. Sitrus Berry is the most common item on that Pokémon since it allows it to proc another Berserk boost. And then..we have the spice aka double Fire, double Grass-types. Flame Charge Arcanine-H is something I was talking about like a week ago on the UU Discord server and it's kinda fun not gonna lie. Being able to boost on a switch in or finish a weakened threats while getting a speed boost is something Arcanine-H appreciate. It also makes it quite tough to revenge kill if opponent is lacking a better Choice Scarf / Booster Energy user. Volcanion works in a pretty similar way, Tera Ground is used to block Volt Switch and can be used alongside Flame Charge to get a free boost in speed. Volcanion with +1 speed is actually pretty dangerous. I went Timid in order to outspeed threats such as Tornadus-T, Meowscarada and Weavile. Last but not least, our 2 Grass-types. Both Iron Leaves and Ogerpon can weaken each other checks and force foes such as Skelededirge on the field which then opens up a free switch most of the time for Arcanine-H or Volcanion (if it doens't run Earth Power). Tera Electric + Wild Charge on Iron Leaves is quite great to punish Mandibuzz which then open doors for Ogerpon and even without the Tera, it's some good chip. Last but not least, SD Encore Ogerpon is one of my favorite spice atm. Miracle Seed is used to almost ensure the OHKO on bulkess Tornadus-T after a Swords Dance and Tera used. Zen Headbutt is used to punish Amoonguss, Weezing-Galar or Okidogi. Encore is overall really great to punish passive plays such as healing moves or setup from opponent's threats. Thanks to Ogerpon speed boost when it uses Tera, it can Encore a shit ton of threats even after they used something like DD..so yeah I love that set and that Pokémon !
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Knock Off

Moltres-Galar @ Sitrus Berry
Ability: Berserk
Tera Type: Dark
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Agility
- Fiery Wrath
- Hurricane

Arcanine-Hisui @ Heavy-Duty Boots
Ability: Rock Head
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flame Charge
- Flare Blitz
- Head Smash
- Extreme Speed

Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flame Charge
- Flamethrower
- Steam Eruption
- Earth Power

Iron Leaves @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Psyblade
- Wild Charge
- Close Combat

Ogerpon (F) @ Miracle Seed
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Encore
- Ivy Cudgel
- Zen Headbutt
 
Hey everyone,


I've never posted in the Smogon forums but I recently peaked top 100 on the ladder with this BO team I made and I wanted to drop it in here because I think it's fairly easy to use and could be a decent sample team for the current meta. https://pokepast.es/bb8a5670acaf1115

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The basic idea of the team centers around Okidogi breaking for Quaquaval to sweep at the end aided by a Regenerator core to sponge hits and allow Dogi more time to break.

Leftovers Okidogi allows for additional longevity and gives Dogi passive recovery when sitting behind substitutes. Once behind a sub, Dogi no longer has to predict and can safely hit what's in front of it while being safe from burns from common switches like Dirge and Rotom-W. I find the Bulk Up set isn't as good due to how slow Dogi is and how much status is running around. With Toxic Chain, Knock Off, and 390 Attack, it cripples walls without boosts and sticks around thanks to the longevity added from Lefties + Sub. Giving it more chances to poison in the long run allows it to break while staying safe and provides another mon to take physical hits if Amoongus is getting worn down. Tera dragon allows for resistances to a lot of the fast offensive Fire/Water/Grass types that are its current most common revenge killers. It also provides the team a crucial emergency button against Belly Drum Azu, as it can sponge a +6 Aqua Jet and kill back with Gunk Shot (please hit).

The other mons on the team are pretty much staples of BO so I'm not going to over-explain. Amoongus sponges Water moves for the team in rain as well as Fighting types running around. Tornadus was originally AV, but without taunt the team struggled heavily into things like CM tera Poison Cress. Tera Fairy allows it to better check Specs Hydreigon or other strong Dragon types. Grass Knot is there because Gastrodon and Quagsire can be problematic for the team to break through and the team has enough else to threaten opposing Treads/Scizor. The Iron Treads set is also very standard, cramming all the utility I can out of this slot with Stealth Rock/Knock Off/Spin as well as using Air Balloon to give it more opportunities to spin and to allow free switches to wall things like Closdsire. Hydreigon pairs well defensively and offensively, giving the team Psychic and Ground immunities as well as a scarfer with a solid speed tier. Tera Dark Dark Pulse allows for it to be an additional cleaning option in the late game and U-turn gives the team some additional momentum.

This all sets up for Quack to come in and sweep at the end. SD lum seems to be the best set from my testing as it allows you to snowball the fastest. I experimented with Bulk Up but found it needed too many turns to get going and would often lose before it got out of control. Tera Electric provides good defensive and offensive utility, allowing it to flip the matchup on things like Torn and Pelipper with Bolt Beam + Step. There isn't much that resists this coverage and it often wins very easily at the end of games without needing to Swords Dance. Goodra-H can potentially be difficult to break but I find that without any great form of recovery, it struggles to stay healthy in the late game and becomes easy to pick off with a boosted Ice Spinner. It's also not very common at the moment so I don't feel it's relevant enough to warrant prep.

The scariest things for this team are CM tera Poison Cress and CM tera Poison Sin (lol). Mono Poison is tough for this team to deal with, ESPECIALLY with Levitate. Taunt Torn is crucial for keeping them in check but they can easily snowball out of control if you aren't mindful. Mamoswine can also be problematic as the team lacks a great Ice resistance, it often forces out a tera from Treads in order to check it.
 
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