Project SV OU Teambuilding Lab (Open)

Super interesting project, I'd like to ask for a team too!!

:sv/lokix:

Lokix has been my favorite Gen 9 Pokemon, & I spammed the heck out of it at the start of the Gen!! It was recently ranked D in Viability Rank (Ik that's still very underwhelming), so I think it is atleast usable in the current meta!!

Thus I'd like to request for a Lokix Volt-Turn Bulky Offense team!!!

:bloblul: :bloblul:
 
Hey there! Not sure if this the right place but I've kind of run into a wall with building a team around Choice Band Hoopa in a Balance team :(
:sv/hoopa-unbound:
Here's what I have right now but the last two slots have been a headache (maybe Zama?)
:hoopa-unbound::slowking-galar::kingambit::alomomola:

Link: https://pokepast.es/bc571d25d4301507
Interested to see what could be cooked up by more experienced team builders than me :)
 
Wo-Chien Balance? Wo-Chien isn't rated the best on the viability ranking, but i would be cool to see a balanced team where wo-chien can put in work.

IMG_5600.png

Wo-Chien is here!

Wo-Chien was a tough mon to build, especially on Balance, because of a pool of issues such as an awful defensive typing, vulnerability to Spikes, and no recovery. However when I found the right set and ran some testing, Wo-Chien proved its worth.

1: Despite its garbage typing, Wo-Chien has incredible 85/100/135 bulk + Tablets of Ruins heightening its physical defense to crazy levels. Said typing matches up well into mons like
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,
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,
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,
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,
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,
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, and even
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a troublesome matchup for many of these Balances that Wo-Chien fits on.

2: Wo-Chien is a strong defensive Tera abuser with Tera Poison, Ghost, or Water. Allowing it to check even more offensive threats like
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,
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,
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,
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,
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,
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, and properly switch into
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.

3: Wo-Chien provides progress making with Leech Seed which also helps Balance pivot around offensive threats by chipping them and healing its teammates. Knock Off is valuable for any team for its utility and is a decently strong STAB option on Wo-Chien. Ruination chips down all mons to 50%, and in conjunction with Leech Seed, forces them to burn Recovery pp.

So the goal with building Wo-Chien was to highlight its strengths and cover its weaknesses, starting off with a GWF core of Mola + Molt.

:sv/wo-chien: :sv/alomomola: :sv/moltres:

Along with Tusk for hazard removal, Gambit for speed control, and Glowking for Primarina.

:sv/great tusk: :sv/kingambit: :sv/slowking-galar:

However the structure presented a ton of issues. It was too slow and lacked offensive power outside of Kingambit and Future Sight. I tried circumventing these issues but I knew I had to start over. It just wasn’t gonna be consistent.

Starting from scratch, I kept the Wo-Chien + Mola core and Tusk, but I went with Garg who provided rocks and helped chip down teams further with Salt Cure. I also went with G-Weez as a Fairy resist and secondary hazard removal. It also aided Garg + Wo-Chien in wearing down defensive teams as Clef, Gliscor, and Regenerator walls can be chipped down. The last slot went to Scarfrai who had both offensive power and speed control.

:sv/weezing-galar: :sv/garganacl: :sv/darkrai:

The team was showing its strengths. It performed well into HO and Cinderace + Lando offensive teams. The Wo-Chien and Garg tagteam annoyed the shit out of aggressive builds while we were still able to overwhelm fat thanks to G-Weez’s contributions, but I was running into problems. No Freeze Dry resist meant Specs Kyurem was shredding something everytime it came in, and Sub-CM Prima instantly 6-0s us. So I went back to the lab and talked with the other builders. I proposed AV Crown and we agreed that Crown was the play, giving us an answer to both threats and some more offensive pushpower.

:sv/iron crown:

The team was becoming more consistent, but I ran into another issue. We had no Fighting resist since G-Weezing was taken out in favor of Crown. This was a death sentence into the Zama matchup. While we could Tera Mola or Wo-Chien out of it, with how commonly Ghold was paired with Zama, I need Tera Water Garg for that matchup. I decided to swap Crown for Gholdengo which is worse at checking Kyurem and not great into Primarina, but it gives us a Fighting immunity, a strudier Fairy resist, and keeps some offensive

:sv/gholdengo:

After some more testing, I found this version to be the most consistent. With that, the team was ready to be posted. Here’s a breakdown.

IMG_5594.png

Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Leech Seed
- Knock Off
- Ruination

Wo-Chien, the main star, is our Wogre check and deterrent for Tera’d Gambit. Since Gambit is likely to Tera in front of Tusk, Wo-Chien can pick off Tera Flying or Ghost variants with Foul Play since its bulky enough to tank almost anything from Gambit. Foul Play was necessary because without it, Wogre easily 6-0s this team. Leech Seed + Knock + Ruination allow me to make progress vs Balance and annoy offensive teams. Tera Poison was chosen as it perfectly complements its typing and Wo-Chien is fat enough on the physical side to shrug off Earthquakes or Headlong Rushes.

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Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 4 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect

Mola is the Wish Passer and slow pivot of the team. It’s also a secondary physical wall to Wo-Chien, letting us preserve its HP throughout the match. These two are a match made in heaven, Mola punishing U-Turns with Helmet and passing wishes to Wo-Chien. Tera Fairy was chosen to pivot around Specs Bolt who eviserates this team without it while being neutral to a wide range of mons.

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Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Stealth Rock
- Salt Cure
- Recover
- Protect

Garg is one of the best defensive mons in the tier and has a stunning performance in WCOP. Its natural bulk and Ghost resistance checks half the tier while Salt Cure is free chip into anything that isn’t Glowking or Clefable. On this team, Garg is also our rocker and Zapdos/Molt check. It packs the standard Tera Water which is perfect for checking Gholdengo, Darkrai, Enamorus, DD G-Fire, etc. It also creates a strong core with Wo-Chien as they both can force chip together.

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Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Ice Beam
- Trick

Scarfrai fit like a glove on this team, acting as a lead, a source of immediate offensive power, and speed control. It also serves as anti-cheese with Trick preventing us from being cheesed by mons like SP Latias. Trick Scarf in general has clutched alot of matches for me.

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Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 Atk / 92 Def / 164 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Knock Off
- Rapid Spin

Tusk is our dedicated spinner and source for more offensive pushpower. I originally had Helmet, but Boots was the way to go for hazard stack and Webs. Knock punishes Helmet Lando and Skarm. Tera Ice seems like an odd choice, but it has some unique applications such as OHKOing Tera Flying Moon and rkilling it since it eats a hit at full, OHKOing physically defensive Gliscor, can OHKO Rillaboom after rocks, as well as guarantee a 2HKO vs defensive Zapdos and Sinistcha.

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Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Shadow Ball
- Recover
- Make It Rain

Ghold is the final glue to hold the team together. It is our Freeze Dry switch in and dedicated Fairy resist. The original set was Nasty Plot + Dgleam, but I settled with T-Wave and Make it Rain for a couple reasons. We can already pressure Ting-Lu and Tera Water Garg with our core of Garg + Wo-Chien with some assistance from Darkrai. T-Wave is very broken on Ghold and meshes with the slower pace the team is going for. Since I already had responses to the Dragons and Dark types in the tier, I went with Make it Rain since it can break Primarina’s +1 Substitute and T-Wave it.

The team still has some tricky matchups like Calm Mind Primarina and Enamorus, but these matchups are doable with a well-timed Tera and pressure from rocks.

:sv/wo-chien: :sv/alomomola: :sv/garganacl: :sv/darkrai: :sv/great tusk: :sv/gholdengo:

https://pokepast.es/30320ca81de1a23f

I hope you enjoy Wo-Chien :)​
 
Swords dance gliscor? I feel Iike this set is really good right now but I struggle to find ways to deal with things like corv/dondozo so maybe something like a raging bolt would be a good pair.
I didn’t built it around Raging Bolt but this team still works.

ShieldPhoenix Here you go as well with your Dozo + Roaring Moon Request (I saw that you deleted your request but I already made the team lol…)
:pmd/dondozo: :pmd/roaring-moon: :pmd/gliscor: :pmd/skarmory: :pmd/serperior: :pmd/blissey:
https://pokepast.es/ad03afa8875c5750

The request was interesting because Roaring Moon and Dondozo don’t go well together at all; it was quite a challenge you posed here, lol. Since I had Dondozo, I had to go for a fat team, so I built a bulky set with Knock Off and pivoting to stack hazards.

:sv/dondozo:
Dondozo:
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Dondozo @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Liquidation
- Curse
- Rest
- Sleep Talk

A classic set here, its role is to counter all the major sweepers in the meta, such as Zamazenta, Gholdengo, and Roaring Moon. The Curse set naturally came to mind, with Waterfall as the Water STAB. Tera Fairy allows it to better handle Defensive Gouging Fire with Breaking Swipe that can actually get through Dozo if your opponent plays well. Tera Dark is also an option if you want to better handle Mixed Deo-S and other Stored Power users.

:sv/roaring-moon:
Roaring Moon:
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Roaring Moon @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Poison
EVs: 248 HP / 124 Atk / 24 SpD / 112 Spe
Careful Nature
- Dragon Dance
- Knock Off
- U-turn
- Roost

An Energy Booster set would have been incoherent here, so I thought of using its good HP and Special Defense stats to make a utility set with Knock Off and U-turn for pivoting. Dragon Dance can be swapped for Taunt if you don’t find yourself using it often, but I preferred to keep it. Roost provides longevity. The investment allows it to handle Heatran, Serperior, Gholdengo, Iron Treads, Glowking, Samurott, and non-Play Rough/U-turn Ogerpon. Tera Poison allows it to destroy Toxic Spikes as well as granting it a Fairy and Fighting resist, useful if you want to knock off Fairy types such as Clefable (usually Knock Off as well so you usually don’t want to risk Blissey but in general you just send Gliscor), Primarina or Enamorus, it can also surprises Meowscarada.

:sv/gliscor:
Gliscor:
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Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Normal
EVs: 232 HP / 252 SpD / 24 Spe
Careful Nature
- Swords Dance
- Earthquake
- Facade
- Protect
SD Gliscor compensates for the team's passivity. With Facade, it can handle certain matchups that would otherwise be quite difficult. Earthquake is its Ground STAB, with SpD investment to deal with Iron Moth, Iron Valiant, Gholdengo, and others. Tera Water helps against Sun MU because of Walking Wakes, notably. But in general Blissey handle it perfectly.

:sv/skarmory:
Skarmory:
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Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Ghost
EVs: 248 HP / 156 Def / 104 Spe
Impish Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Spikes
- Roost
A classic set for stacking hazards, it checks most Knock Off and Dark types in the meta, like Weavile, Kingambit, Samurott, etc. Iron Defense ensures it doesn't lose to Tera Kingambit in one-on-one, although it still loses to the full-speed Black Glasses set.
Tera Ghost prevents opposing spinners.

:sv/blissey:
Blissey:
IMG_1219.jpeg

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Soft-Boiled
- Seismic Toss

Blissey is our special check to all the major special attackers in the meta, such as Iron Moth, Walking Wake, Enamorus, Kyurem, Primarina, Raging Bolt, etc. It’s our Stealth Rock setter, able to come in frequently. With Calm Mind, it won't lose to the Pokémon mentioned. Tera Dark allows it to counter Stored Power/Psyshock users such as a few Cresselia, Hatterene, Iron Valiant, etc.

:sv/serperior:
Serperior:
IMG_1220.jpeg

Serperior @ Heavy-Duty Boots
Ability: Contrary
Tera Type: Steel
EVs: 248 HP / 28 SpA / 232 Spe
Timid Nature
- Leaf Storm
- Glare
- Knock Off
- Synthesis
Finally, Serperior is our check to Waterpon and our second utility Pokémon. With Glare and Knock Off, it can easily cripple the opposing team and facilitate our SD Gliscor’s job. Synthesis provides more longevity. Tera Steel is here mainly to surprise Dragonite and Kyurem to Paralyse them with Glare.

If you have any questions about the team, don’t hesitate to DM me! Have fun!
 
:SV/Landorus-Therian:
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Flying
EVs: 252 Atk / 4 SpA / 252 Spe OR EVs: 248 HP / 112 Atk / 148 Spe
Jolly Nature OR Adamant nature
- Substitute
- Swords Dance
- Earthquake
- Tera Blast

Was playing a bit of gen 7 and a really unique set I had fun with there was SD Flyinium Z Lando-T. This set was really awesome and felt very distinct from the similar SD Gliscor due to its higher initial power & breaking capabilities after setting up an SD. Boosted fly would straight up OHKO Gliscor iirc and blew past many of its other switch-ins like Torn-T and the like. While it doesn't have Z-Fly anymore, Lando-T does have Tera Blast Flying this gen and I am interested in seeing whether this set still has any potential as a breaker / wincon. Granted it does have some unique challenges this generation, namely the presence of strong unaware walls like Dozo, which can be challenging to get past, but I still feel there is potential here for an effective breaker.

Main issue rn is coming up with a build concept. The two ideas I have rn are either running this set on Webs or with para support from Pokemon like Ghold / Zapdos. The other challenge is running this mon as the dedicated Tera wincon, which may be restricting.
 
Hello! I'd like to request a team built around Okidogi. Apologies if I do not understand the format thus far, but here is the spread i've been using for it to pretty good results:

Okidogi @ Leftovers
Ability: Guard Dog
Tera Type: Fairy
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Bulk Up
- Drain Punch
- Knock Off
- Ice Punch

I was curious if there was alteratives more experienced team builders could come with, Icepunch I feel like could be changed to poison jab based on team comp but I have found reliability in it to check a lot of flying types around the tier. Or more accurately, make it very suitable for taking out Tusk/Gilscor/Lando. Here is the pokepaste for the team, to show you what i'm working with: https://pokepast.es/e152f08bcd7e868f

I'd be curious to see how others would build around Okidogi, as I feel like it handles so many top physical threats. Once SPA focused mons are out, it can really run away with games especially if a Zama gets cocky and stays in or tries to roar it out.
 
:weavile:

I'd like to request a team built around CB Weavile. I'm not sure if beat up can be viable in this gen, but it would be neat if you guys could make it work in the set.
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https://pokepast.es/26cd9aba1a1a166f

Weavile @ Choice Band
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick
The main star of the team, Choice Band Weavile, trades the entry hazard immunity of Heavy-Duty Boots to be a much more potent breaker, being able to overwhelm stuff with ease thanks to its incredible offensive stab and being a nuisance for how progressive Knock-Off is. Tera Fighting was a fun suggestion by Roller K. This lets you gain a Stealth Rock resist while also being nice to resist Sucker Punch and boosting its damage. This serves as your primary breaker that deals lots of damage, and you want to maintain hazards gone by making use of double hazard control or pressuring common hazard setters with it. Pretty straightforward forward mon with limited switch-ins thanks to Choice Band and a fun breaker.

:sv/cinderace: :sv/great tusk:

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Ice Spinner
- Rapid Spin

Cinderace and Great Tusk were the first things that came to mind when building around Choice Band Weavile, as the dominance of hazards can potentially limit Weavile, and we decided to deny having them up to make it thrive in matches. These mons cover a lot of important stuff; the former is good at bringing Weavile in safely while being a nuisance against stuff like Gholdengo, Skarmory, and Corviknight, and with Will-O-Wisp is nice to catch things like Zamazenta and Dragonite. Great Tusk serves as the team answer for things like Kingambit and opposing Cinderace, while also giving the team an Electric-type immunity for Raging Bolt's Thunderclap. Both of these men are secondary breakers that can wear down mons that could potentially be in range in Ice Shard for Weavile while mainly constantly preventing hazards from staying up.

:sv/slowking-galar:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Toxic

After ensuring a good way to deal with hazards, I knew I wanted Galarian Slowking in this. Future Sight makes it so Choice Band Weavile has very limited switching, making it difficult to deal with as most common Future Sight switch-ins dislike Knock Off or Low Kick. Galarian Slowking also has the bonus of bringing Weavile in with Chilly Reception and making good use of Snow. Tera Fairy was chosen as a means for the team to better deal with Special Kyurem, Raging Bolt, and still check Walking Wake. Toxic was preferred here due to helping in putting stuff like Raging Bolt and Kyurem on a timer can be more useful as those mons can be annoying for the team depending on the set. Galarian Slowking is your special defensive wall, checking Enamorus, Iron Valiant, Primarina, and Raging Bolt. If you honestly don't find Raging Bolt or Kyurem as annoying, you can use Thunder Wave as a means to make Weavile much more annoying to revenge kill.

:sv/primarina:
Primarina @ Leftovers
Ability: Liquid Voice
Tera Type: Ghost
EVs: 252 HP / 216 Def / 32 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic Noise
- Draining Kiss

The team needed something better for stuff like Zamazenta, Gouging Fire, and opposing Weavile, while also wanting more ease versus fat and Walking Wake. Bulky Primarina with Calm Mind provides all of this and serves as a fine wincon that can benefit from Weavile's ability to open wholes against Slowking-Galar, Amensia Clodsire, and the rare Amoonguss. In return, Primarina also deals with Dondozo, Skarmory, and Zamazenta, which would otherwise cause Weavile problems. Psychic Noise with Liquid Voice is essential as ur primary stab and a good way to be a nuisance against stall teams preventing mons from recovering, and they struggle dealing with it behind Substitute. Tera Ghost gives you a poison resist and Fighting immunity, which helps vs Poison Jab Clodsire and Seismic Toss Blissey, which lets you set up against them and beat them, especially if the latter lacks Shadow Ball. The given special defense avoids 2HKO from Tera Water sun-boosted Hydro Steam without rocks damage, speed helps in creeping Clefable and other Primarina, and the rest is dumped into defense to better deal with Gouging Fire and Zamazenta. A very useful mon that provides a lot of defensive and offensive utility for the entire team that can serve as a win-con or paves the way for Weavile to click buttons later.

:sv/corviknight:
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 136 Def / 120 SpD
Impish Nature
IVs: 29 Spe
- Brave Bird
- Body Press
- U-turn
- Roost

The last team to round it all out, Corviknight, completes the defensive backbones, providing two crucial stuff: a Steel and a Ground-type Immunity. Corviknight also gives the team a better matchup against Ogerpon-Wellspring, which would’ve been problematic for the rest of the team. Going mixed defense allows for Corviknight to be good at scouting moves or simply checking from the likes of Darkrai, Iron Valiant, Gliscor, and Rillaboom. 136 Defense EVs with Impish give you a jump, and the rest is dumped into defense to better take special attacks from Dakrai and Enamorus. Brave Bird and Body Press are the two main damaging moves; the former is good for stuff like non-ID Zamazenta, Ogerpon-Wellspring, popping Air Ballons, and Iron Valiant, while Body Press helps for things like Kingambit and Hisuian Samurott. Also, another pivot that is nice for the entire team all around.


Hope you enjoy the team! :choice band: :weavile:




 
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https://pokepast.es/26cd9aba1a1a166f

Weavile @ Choice Band
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick
The main star of the team, Choice Band Weavile, trades the entry hazard immunity of Heavy-Duty Boots to be a much more potent breaker, being able to overwhelm stuff with ease thanks to its incredible offensive stab and being a nuisance for how progressive Knock-Off is. Tera Fighting was a fun suggestion by Roller K. This lets you gain a Stealth Rock resist while also being nice to resist Sucker Punch and boosting its damage. This serves as your primary breaker that deals lots of damage, and you want to maintain hazards gone by making use of double hazard control or pressuring common hazard setters with it. Pretty straightforward forward mon with limited switch-ins thanks to Choice Band and a fun breaker.

:sv/cinderace: :sv/great tusk:

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Ice Spinner
- Rapid Spin

Cinderace and Great Tusk were the first things that came to mind when building around Choice Band Weavile, as the dominance of hazards can potentially limit Weavile, and we decided to deny having them up to make it thrive in matches. These mons cover a lot of important stuff; the former is good at bringing Weavile in safely while being a nuisance against stuff like Gholdengo, Skarmory, and Corviknight, and with Will-O-Wisp is nice to catch things like Zamazenta and Dragonite. Great Tusk serves as the team answer for things like Kingambit and opposing Cinderace, while also giving the team an Electric-type immunity for Raging Bolt's Thunderclap. Both of these men are secondary breakers that can wear down mons that could potentially be in range in Ice Shard for Weavile while mainly constantly preventing hazards from staying up.

:sv/slowking-galar:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Toxic

After ensuring a good way to deal with hazards, I knew I wanted Galarian Slowking in this. Future Sight makes it so Choice Band Weavile has very limited switching, making it difficult to deal with as most common Future Sight switch-ins dislike Knock Off or Low Kick. Galarian Slowking also has the bonus of bringing Weavile in with Chilly Reception and making good use of Snow. Tera Fairy was chosen as a means for the team to better deal with Special Kyurem, Raging Bolt, and still check Walking Wake. Toxic was preferred here due to helping in putting stuff like Raging Bolt and Kyurem on a timer can be more useful as those mons can be annoying for the team depending on the set. Galarian Slowking is your special defensive wall, checking Enamorus, Iron Valiant, Primarina, and Raging Bolt. If you honestly don't find Raging Bolt or Kyurem as annoying, you can use Thunder Wave as a means to make Weavile much more annoying to revenge kill.

:sv/primarina:
Primarina @ Leftovers
Ability: Liquid Voice
Tera Type: Ghost
EVs: 252 HP / 216 Def / 32 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic Noise
- Draining Kiss

The team needed something better for stuff like Zamazenta, Gouging Fire, and opposing Weavile, while also wanting more ease versus fat and Walking Wake. Bulky Primarina with Calm Mind provides all of this and serves as a fine wincon that can benefit from Weavile's ability to open wholes against Slowking-Galar, Amensia Clodsire, and the rare Amoonguss. In return, Primarina also deals with Dondozo, Skarmory, and Zamazenta, which would otherwise cause Weavile problems. Psychic Noise with Liquid Voice is essential as ur primary stab and a good way to be a nuisance against stall teams preventing mons from recovering, and they struggle dealing with it behind Substitute. Tera Ghost gives you a poison resist and Fighting immunity, which helps vs Poison Jab Clodsire and Seismic Toss Blissey, which lets you set up against them and beat them, especially if the latter lacks Shadow Ball. The given special defense avoids 2HKO from Tera Water sun-boosted Hydro Steam without rocks damage, speed helps in creeping Clefable and other Primarina, and the rest is dumped into defense to better deal with Gouging Fire and Zamazenta. A very useful mon that provides a lot of defensive and offensive utility for the entire team that can serve as a win-con or paves the way for Weavile to click buttons later.

:sv/corviknight:
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 136 Def / 120 SpD
Impish Nature
IVs: 29 Spe
- Brave Bird
- Body Press
- U-turn
- Roost

The last team to round it all out, Corviknight, completes the defensive backbones, providing two crucial stuff: a Steel and a Ground-type Immunity. Corviknight also gives the team a better matchup against Ogerpon-Wellspring, which would’ve been problematic for the rest of the team. Going mixed defense allows for Corviknight to be good at scouting moves or simply checking from the likes of Darkrai, Iron Valiant, Gliscor, and Rillaboom. 136 Defense EVs with Impish give you a jump, and the rest is dumped into defense to better take special attacks from Dakrai and Enamorus. Brave Bird and Body Press are the two main damaging moves; the former is good for stuff like non-ID Zamazenta, Ogerpon-Wellspring, popping Air Ballons, and Iron Valiant, while Body Press helps for things like Kingambit and Hisuian Samurott. Also, another pivot that is nice for the entire team all around.


Hope you enjoy the team! :choice band: :weavile:




Thanks for the team, looks fun!
 
Would love to see what you guys can do with specs Primarina, a set that I know I haven't really seen very much, but one I know can definitely be very strong
(Hopefully my request won't be an issue since ik the last team made has Prima on it)
Thank you guys! :)
 
Hey there! Not sure if this the right place but I've kind of run into a wall with building a team around Choice Band Hoopa in a Balance team :(
:sv/hoopa-unbound:
Here's what I have right now but the last two slots have been a headache (maybe Zama?)
:hoopa-unbound::slowking-galar::kingambit::alomomola:

Link: https://pokepast.es/bc571d25d4301507
Interested to see what could be cooked up by more experienced team builders than me :)
hoopa.png
tusk.png
gking.png
mola.png
serp.png
pult.png

https://pokepast.es/c8c4461f00fc458c
I don't blame you for feeling stuck running Choice Band Hoopa on Balance--both CB Hoopa and Balance are in a rough spot in the metagame.
Luckily, I have created a team that I believe brings out the best qualities of both CB Hoopa and Balance.

:choice-band: :sv/hoopa-unbound: :choice-band:
Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Poison
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hyperspace Fury
- Zen Headbutt
- Gunk Shot
- Drain Punch​

Truthfully, I had a hard time finding ways to make Hoopa work, and as a result, the team had to forego some qualities I rarely abandon when making teams. The ones I saw as most expendable in testing are the Kyurem matchup and a lack of Ground immunity. I made 4 iterations of the team, each with their own poor matchups (Ogerpon, Zamazenta, Darkrai, Raging Bolt, etc.), and I'm pretty happy that I patched most of those up with this version. Despite Hoopa-Unbound having 680 BST, it comes short of greatness in almost every way. Its only good attributes are its monstrous Attack and Special Attack as well as its respectable special bulk (which is a big reason why I tolerate not having a resistance to Freeze-Dry Kyurem). While I have not tested all forms of Hoopa as of recent, I would rank its sets as AV > Specs > Scarf = Band > Other (i.e. boots). AV brings out Hoopa's best attributes; a formidable mixed attacker that can function as a special wall. As a breaker, I prefer Choice Specs to Choice Band because the Special Attack is higher and Hoopa can punish special walls with Psyshock and/or Psychic Noise. I am tempted to say that Choice Scarf Hoopa is better than Choice Band because it keeps its strength and can be mixed, but it also can catch things off guard and serve as a revenge killer. CB Hoopa's best attribute is Hyperspace Fury, as it is very powerful and breaks through Protect, meaning Pokemon like Gliscor cannot safely scout what move you're going for. In general, Hoopa struggles from being OHKO'd by the weakest U-turn and its middling speed struggling to apply pressure, so the whole team is constructed to support Hoopa as best as possible; two Rocky Helmet users to punish pivoters, two very slow pivots to bring in Hoopa more safely, two paralysis users to slow down opponents for Hoopa, hazard removal, and Wish support. With all these combined, Hoopa is able to apply meaningful pressure in a majority of games. The only edits I made to your set are Zen Headbutt > Knock Off and Tera Poison > Tera Dark. Zen Headbutt is necessary to punish Zamazenta and Great Tusk, and I was rarely clicking Knock Off on Hoopa, most often opting for the stronger Hyperspace Fury (the defense drop does not matter as Hoopa already faints to most physical attacks). Tera Poison gives you an emergency resistance to Fairy, resistance to U-turn, and boosts the power of Gunk Shot, but you could easily switch this back to Tera Dark to guarantee some KOs with Hyperspace Fury; I did not use tera on Hoopa in most games, so it is not a big deal what you choose.

:rocky-helmet: :sv/great-tusk: :rocky-helmet:
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Rapid Spin
- Stealth Rock​

Great Tusk is great support for CB Hoopa and Balance. Because Alomomola is on the team, Great Tusk can afford to run Rocky Helmet to punish U-turn and physical attackers that threaten Hoopa. It also provides the team with hazards and hazard removal. Earthquake / Headlong Rush and Ice Spinner are pretty mandatory on Great Tusk, so that was easy for the last two moves. Tera Steel is nice in a pinch to resist Ice, Dragon, Grass, Fairy, etc. while being a solid absorber of many Knock Off users. Great Tusk reliably puts in work and fills a lot of much-needed roles for the team.

:heavy-duty-boots: :sv/slowking-galar: :heavy-duty-boots:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Sludge Bomb
- Thunder Wave
- Chilly Reception​

Since Galarian Slowking and Alomomola were on your original team, I won't dive too deeply into why they are great for CB Hoopa and Balance as I am sure you understand pretty well. Great special wall that provides slow pivoting to bring in Hoopa, a grounded Poison to absorb Glimmora's Toxic Spikes, Future Sight to deter Fighting-types from coming into Hoopa's Hyperspace Fury, and Thunder Wave to slow down opponents and improve the pressure CB Hoopa puts on the opponent. The only change I made was Tera Fairy > Tera Water to ease the Kyurem matchup in certain games and provide emergency resistances to Roaring Moon and Darkrai so Slowking can fire off a Thunder Wave.

:rocky-helmet: :sv/alomomola: :rocky-helmet:
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect​

The only change I made here was Rocky Helmet > Heavy-Duty Boots. This significantly eases up the late-game Zamazenta matchup where your Dragapult is dead, they are Substitute, and/or they are Tera Fire. For the same reason as Great Tusk, Alomomola can afford to give up boots in favor of helmet due to Great Tusk's removal, and Alomomola can serve as another way to punish U-turn users and physical attackers while providing more slow pivoting to CB Hoopa, Wish passing for the team, and a Regenerator core with Galarian Slowking.

:leftovers: :sv/serperior: :leftovers:
Serperior @ Leftovers
Ability: Contrary
Tera Type: Fire
EVs: 224 HP / 32 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Tera Blast
- Glare
- Synthesis
If you look at the first four Pokemon, they all get clobbered by Ogerpon-Wellspring. Also, the team has no Ground resistance and is very slow. Luckily, Serperior is here to save the day and patch up many of the team's holes. With HP investment and Synthesis, Serperior is able to check Ogerpon pretty well, though be wary of U-turn variants. Glare is a nasty dishonest move, but it is being used for a good cause--enabling CB Hoopa to put in more work. Leftovers sustains Serperior quite well in junction with Synthesis and full paralysis from Glare. It also provides the team a set-up sweeper with Leaf Storm and Tera Blast Fire. My EV spread is fairly arbitrary; the key thing is having plenty of HP to reliably check Ogerpon and eat up many hits (e.g. Serperior somehow has a 50% chance to live Tera Poison Darkrai's Sludge Bomb from full with this spread!) while a sprinkle of Special Attack investment puts on a bit more pressure offensively. Max speed is necessary to both outspeed Ogerpon and other base 110 speed Pokemon while also speed tying opposing Serperior if needed.

:heavy-duty-boots: :sv/dragapult: :heavy-duty-boots:
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- U-turn
- Will-O-Wisp​

To round out the team, I decided Dragapult would be best. Mixed Dragapult loves the paralysis spreading from Galarian Slowking and Serperior, and it provides additional status with Will-O-Wisp to bolster the defensive profile of the team and check Zamazenta. Dragapult is also a great fast pivot that can wear down opponents and bring in the slower, tankier Pokemon on the team. Tera Fairy is nice to provide a Dark resist and a Dragon immunity if needed. Defensively, Dragapult is good to spin block when needed and check some variants of Ogerpon-Wellspring.

I hope you enjoy the team! :hoopa-unbound: :choice-band:
 
Super interesting project, I'd like to ask for a team too!!

:sv/lokix:

Lokix has been my favorite Gen 9 Pokemon, & I spammed the heck out of it at the start of the Gen!! It was recently ranked D in Viability Rank (Ik that's still very underwhelming), so I think it is atleast usable in the current meta!!

Thus I'd like to request for a Lokix Volt-Turn Bulky Offense team!!!

:bloblul: :bloblul:
Hi, I like the idea of a Lokix BO team due to its Tinted Lens ability, so I'm going to propose a team that meets the expectations you mentioned.

I started with the Lokix + Moltres core because Lokix brings in all its checks to Moltres, which can handle them quite easily, allowing for safe pivoting thanks to Boots and Lokix's access to Knock Off. The rest is a classic BO setup, designed to gradually wear down the opposing team before they can defeat you. My sets are a bit classic too; I didn't try to "burn my kitchen" as you might have seen in my previous teams, but they get the job done.

:sv/lokix:
Lokix:
IMG_1226.jpeg

Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- U-turn
- Knock Off
- Axe Kick

At first, I considered the Choice Band set, but Stealth Rock is too prevalent in the tier, making it unreliable and often leaving it useless if locked into First Impression, giving the opponent a chance to set up, which could be fatal. First Impression prevents major Dark and Grass threats in the meta from setting up, like Darkrai or Waterpon, which can be very threatening to the team otherwise. Knock Off removes Rocky Helmets and Boots from potential Lando-T and Cinderace, etc., allowing for progress in the game. U-Turn enables pivoting while dealing significant chip damage thanks to Tinted Lens, and Axe Kick is a filler move that surprises some Steel-types like Heatran. Tera Ghost prevent spin and Dnite Extreme Speed.

:sv/moltres:
Moltres:
IMG_1228.jpeg

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Dragon
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Flamethrower
- U-turn
- Roost
- Roar

Classic Moltres set, it soaks up attacks from opposing Gambit, Zamazenta, etc., and possibly burns them, rendering them nearly useless. Moltres is also a key counter to offensive Lando-T in the meta and generally performs well against such teams. Roar prevents opposing setups like Gouging Fire, which is very threatening to the team otherwise, especially the Def set.

:sv/great-tusk:
Great Tusk:
IMG_1227.jpeg

Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Stealth Rock
- Rapid Spin

It's the spinner and rocker of the team, coming in on random U-turns or other moves to chip with RH. Ice Spinner prevents being torn apart by Gliscor. Otherwise, it's a classic set.

:sv/slowking-galar:
Slowking-Galar:
IMG_1229.jpeg

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Toxic
- Chilly Reception
- Sludge Bomb

Similarly, a classic set. Toxic prevents certain special threats like Raging Bolt from setting up but is mainly there to punish switch-ins. Future Sight pairs well with Lokix, creating huge openings against bulkier teams.

:sv/raging-bolt:
Raging Bolt:
IMG_1230.jpeg

Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Fairy
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 20 Atk
- Volt Switch
- Dragon Pulse
- Thunderclap
- Draco Meteor

Initially, I considered Ting-Lu, but the team became too passive and slow in making progress, which often didn't benefit us. So, I opted for Raging Bolt, which, in addition to switching in on Waterpon a couple of times, can grab a KO almost every time with Draco Meteor and even Volt Switch, creating huge openings to facilitate Lokix's job.

:sv/deoxys-speed:
Deoxys-Speed:
IMG_1231.jpeg

Deoxys-Speed @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Dark
EVs: 112 HP / 204 Atk / 132 SpA / 60 Spe
Naive Nature
- Psychic Noise
- Knock Off
- Thunder Wave
- Spikes

The team being VERY SLOW, TWave seemed necessary here, as fast as possible. I thought of the utility set for Deoxys-Speed, which paired well with the team, being able to spike and paralyze while also using Knock Off and preventing healing with Psychic Noise. It's the perfect Pokémon for making progress. Tera Dark maximizes Knock Off damage on Glowking, etc., while providing useful Dark and Ghost resistances, although without Low Kick, we might not often Tera.

I hope you enjoy this team! Don't hesitate to DM me if you have any questions, concerning sets, cores, etc (and insist if I don't respond because I probably just forgot, lol), and I hope it works well for you. I've done some tests, but I must say Lokix was a big gamble in the current meta; you'll need to pilot the team very well to make it work.
 
blaziken.gif


I am not sure what the limit is that one can post requests, but I’d like to see a team built around Blaziken. I like how snowball-y it can be but I’ve personally never been sure how to build around it. Any archetype is fine!

(I’m on vacation, so no fancy Mystery Dungeon Sprites unfort)
IMG_5648.png

https://pokepast.es/04d5bc43aa2e1d7a
I was a Blaziken hater. Frail, bad 4MSS, and picked off by priority and Boosters. Its speed tier is terrible, getting picked off by Glimm, Ghold, Samu, Tusk, and having to run Adamant for the power to crack through anything means Zama/Pult still outspeed you at +1, but using it myself humbled me, I didn’t know Blaziken had game. Here’s what I cooked up.

:sv/blaziken:

Blaziken (F) @ Black Belt
Ability: Speed Boost
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Knock Off
- Protect

Introducing Black Belt Tera Fighting Blaziken. Black Belt allows your Close Combats to hit with more immediate power without Terastilizing, with Tera you have a slim chance of 2HKOing Dondozo and easily 2HKO Clodsire. At +2, Tera Fighting Close Combat eviscerates even some of the sturdiest walls in the tier such as Alomomola, Tera Water Garg, and Tusk. You also OHKO Primarina with this.

+2 252+ Atk Black Belt Tera Fighting Blaziken Close Combat vs. 252 HP / 252+ Def Alomomola: 540-636 (101.1 - 119.1%) -- guaranteed OHKO

+2 252+ Atk Black Belt Tera Fighting Blaziken Close Combat vs. 252 HP / 252+ Def Tera Water Garganacl: 390-460 (96.5 - 113.8%) -- guaranteed OHKO after Stealth Rock

+2 252+ Atk Black Belt Tera Fighting Blaziken Close Combat vs. 252 HP / 244+ Def Primarina: 285-336 (78.2 - 92.3%) -- 37.5% chance to OHKO after Stealth Rock

+4 252+ Atk Black Belt Tera Fighting Blaziken Close Combat vs. 244 HP / 248+ Def Gliscor: 301-355 (85.5 - 100.8%) -- 87.5% chance to OHKO after Stealth Rock

252+ Atk Black Belt Tera Fighting Blaziken Close Combat vs. 252 HP / 252+ Def Dondozo: 214-252 (42.4 - 50%) -- 0.4% chance to 2HKO

252+ Atk Black Belt Tera Fighting Blaziken Close Combat vs. 248 HP / 8 Def Clodsire: 243-286 (52.4 - 61.7%) -- guaranteed 2HKO

IMG_5623.jpeg
Imo running Blaziken to break rather than try to 6-0 teams is the way to go. You don’t need to click SD, boosted CCs and Knock are generally good damage into everything. Condition a switch and then SD. You have set up opportunities on mons like Gambit, Cinderace,Weavile, Meow, and Darkrai. You can also 6-0 Sun with Blaze since Torkoal is free setup most of the time and do surprisingly well into Stall cause most stallers go Dozo.

https://replay.pokemonshowdown.com/gen9ou-2146231144 (earlier draft of the team)

https://replay.pokemonshowdown.com/gen9ou-2145966641?p2 (earlier draft of the team)

https://replay.pokemonshowdown.com/gen9ou-2145964285 (earlier draft of the team/blaze ohkoing mola)

:sv/slowking-galar:

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic Noise
- Chilly Reception
- Toxic
- Thunder Wave

More heat tech. Dual status Glowking. They see Toxic, they switch into their Steel. They see T-Wave they swap to their Ground, but with both you can flabbergast your opponent, spreading status like wildfire if they don’t have Gliscor or Garg. In that case, you have Psychic Noise which is an underrated option on Glowking that punishes defensive walls and synergizes perfectly with Chilly. You deny their recovery and pivot into a mon to threaten them out, and then repeat the cycle. Great for chipping walls while punishing Sub-Moth. Glowking serves as the slow pivot of the team that can switch into all the special breakers in the tier minus Darkrai.

:sv/kingambit:

Kingambit @ Air Balloon
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

Gambit loves seeing bulky physical walls get Oppenheimer’d by Blaziken, enabling a lategame clean. It provides the team with a Ghold switch-in and speed control. I went with Tera Fairy to block Specs Bolt’s Draco and is still a strong defensive typing with Gambit. Not much to say, its a Gambit.

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Weather Ball
- Roost

Dnite was my original Ground immune, but it had terrible marchups with the top Grounds and our team hated Tusk, our only counterplay was chipping it with our own Tusk or baiting it with SD Blaze. To make things easier, I went with Zapdos which forms a sound Voltturn with Glowking. It also can lure Gliscor/Lando/Bolt with Weather Ball under Sun. In general, Zapdos has good synergy with the rest of the team as we’ll see.

:sv/dragapult:

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn

Originally I had Primarina in this slot but I dropped it because it wasn’t needed, what the team needed was more speed and more power. Specs Dragapult gave us both. People underprep for Specs Pult and proceed to get bombared by Sballs. Tera Draco hits usual Pult checks like Gambit and Garg for huge chunks of damage. Tera Dragon also removes your Dark weakness.

252 SpA Choice Specs Tera Dragon Dragapult Draco Meteor over 2 turns vs. 252 HP / 204+ SpD Garganacl: 428-506 (105.9 - 125.2%) -- guaranteed KO in 2 turns after Leftovers recovery

252 SpA Choice Specs Tera Dragon Dragapult Draco Meteor vs. 212 HP / 0 SpD Kingambit: 203-239 (51.5 - 60.6%) -- 92.6% chance to 2HKO after Leftovers recovery

252 SpA Choice Specs Tera Dragon Dragapult Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 334-394 (64.9 - 76.6%) -- not a KO

252 SpA Choice Specs Tera Dragon Dragapult Draco Meteor vs. 252 HP / 0 SpD Zamazenta: 314-370 (80.9 - 95.3%) -- 56.3% chance to OHKO after 1 layer of Spikes

252 SpA Choice Specs Tera Dragon Dragapult Draco Meteor vs. 0 HP / 252 SpD Alomomola: 442-520 (93.8 - 110.4%) -- 62.5% chance to OHKO

252 SpA Choice Specs Dragapult Draco Meteor vs. 0 HP / 4 SpD Darkrai: 288-340 (102.4 - 120.9%) -- guaranteed OHKO

You can also run Pult as an anti-lead into Glimm and Tread, the latter you OHKO with Flamethrower. Unless you lead into Scarf Meow or Scarf Rai which you can threaten with a Blaziken lead anyways, you can U-Turn out of your bad matchups.

:sv/great tusk:

Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 Atk / 72 Def / 184 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Stealth Rock
- Rapid Spin

Finally we have Tusk for rocks and spinning. Tera Ice makes a 2nd appearence on my team to threaten KOs on Gliscor, Lando, Zapdos, and Pult while surviving a +1 Tera Flying Acro from Moon after I Tera + a layer of Spikes due to the EV spread. Helmet Tusk has good synergy with Specs Pult by punishing Gambit for clicking buttons.

Replays

vs no. 2 player on the ladder
https://replay.pokemonshowdown.com/gen9ou-2146279731

vs gold medal player
https://replay.pokemonshowdown.com/gen9ou-2146286272?p2

IMG_5655.gif

Have fun nuking Alomomola to the shadow realm​
 
Last edited:
:SV/Landorus-Therian:
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Flying
EVs: 252 Atk / 4 SpA / 252 Spe OR EVs: 248 HP / 112 Atk / 148 Spe
Jolly Nature OR Adamant nature
- Substitute
- Swords Dance
- Earthquake
- Tera Blast

Was playing a bit of gen 7 and a really unique set I had fun with there was SD Flyinium Z Lando-T. This set was really awesome and felt very distinct from the similar SD Gliscor due to its higher initial power & breaking capabilities after setting up an SD. Boosted fly would straight up OHKO Gliscor iirc and blew past many of its other switch-ins like Torn-T and the like. While it doesn't have Z-Fly anymore, Lando-T does have Tera Blast Flying this gen and I am interested in seeing whether this set still has any potential as a breaker / wincon. Granted it does have some unique challenges this generation, namely the presence of strong unaware walls like Dozo, which can be challenging to get past, but I still feel there is potential here for an effective breaker.

Main issue rn is coming up with a build concept. The two ideas I have rn are either running this set on Webs or with para support from Pokemon like Ghold / Zapdos. The other challenge is running this mon as the dedicated Tera wincon, which may be restricting.
lando.png
king.png
glim.png
pult.png
val.png
bolt.png

https://pokepast.es/f1e015c5c52fdb95
While SD Tera Blast Flying Lando-T is a worse version of SD Flyinium Z, it certainly has its matchups that it can put in major work and allows Landorus to relive its glory days of Gen 7 OU.

:leftovers: :sv/landorus-therian: :leftovers:
Landorus-Therian @ Leftovers
Ability: Intimidate
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Tera Blast
- Substitute
- Swords Dance​

I have to be honest, Tera Blast Flying just cannot compare to Z Fly. With this set specifically, being walled by all Flying-types and Levitate Pokemon makes things quite difficult in a lot of games. Luckily, Landorus is, well, Landorus; it provides the team great support with Intimidate, its typing is phenomenal, and it hits very hard with STAB Earthquake. I got plenty of mileage out of Earthquake, Substitute, and Swords Dance, but Tera Blast often felt like a dead move in testing, and when I used it in test games, it felt like I was not getting enough value out of my tera. Of the EV spreads you suggested, I felt that 252 Atk / 4 SpD / 252 Spe was much better due to Landorus' valuable speed which can increase the likelihood of sweeping; bulk would be nice in some games, but Landorus gets easily revenged by teams running Ice coverage (Darkrai, Kyurem, Great Tusk, etc.), so you might as well go all out and be an offensive threat. I wanted to stay true to your set as it is quite cool, but I highly suggest Stone Edge over one of Substitute or Tera Blast, as being forced to switch out or burn tera on Flying types is such a momentum kill for the fast-paced team. You could also experiment with Choice Scarf and Choice Band, as I believe those may get more mileage out of Tera Blast Flying. Unfortunately, Landorus got robbed of Rock Polish this generation, which would fix some issues and make SD Tera Blast Flying Lando a much scarier threat in certain games. Either way, Landorus cannot be bad, and it adds value to most games alone through Intimidate, its typing and bulk, and spamming Earthquake.

:black-glasses: :sv/kingambit: :black-glasses:
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Iron Head
- Swords Dance
Landorus form a strong core both offensively and defensively. Offensively, Landorus struggles with Flying-types, especially Skarmory and Corviknight. Kingambit forces them in and chunks them heavily with Kowtow Cleave, which is why I'm running Black Glasses. In general, the team needed a breaker, and Tera Dark Black Glasses Kingambit felt like the perfect fit. Offensively, Kingambit struggles with Fighting-types like Great Tusk and Zamazenta as well as opposing Kingambit, and Landorus can tera if needed to threaten the former two. Defensively, Landorus eats the Ground and Fighting attacks aimed toward Kingambit while Kingambit eats the Ice attacks aimed toward Landorus.

:focus-sash: :sv/glimmora: :focus-sash:
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Power Gem
- Earth Power
- Mortal Spin
- Stealth Rock​

As you can see, I decided to build Hyper Offense with Landorus. For most of my testing, this slot was Deoxys-Speed (the set will be attached below if you would like to try it out), but Glimmora fits the team's needs better. When comparing the two, Glimmora trades a lot of speed, anti-leading with Taunt, and item removal with Knock Off in exchange for providing the team a grounded Poison to absorb Toxic Spikes, a much-needed resistance to Fairy, Toxic Spikes to pressure the opponent, and pressuring the Flying types that pester Landorus. The main reason why I was able to change Deoxys for Glimmora is because I have two fast Pokemon in Dragapult and Iron Valiant as well as two priority attackers in Kingambit and Raging Bolt, so the speed felt unnecessary in most games. The set is as standard as it gets, but it is consistent and I feel it does more for the team than Deoxys did.
Deoxys-Speed @ Focus Sash
Ability: Pressure
Tera Type: Ghost
EVs: 252 Atk / 196 SpA / 60 Spe
Naive Nature
- Psycho Boost
- Knock Off
- Taunt
- Stealth Rock
:heavy-duty-boots: :sv/dragapult: :heavy-duty-boots:
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Thunder Wave
- Will-O-Wisp​

Dual status Dragapult is great support for the team. Not having to choose between one of Thunder Wave or Will-O-Wisp makes spreading status so easy, which enables the team to perform so much better and also allows Dragapult to be threatening with Hex. Heavy-Duty Boots is nice for Sticky Web and hazard stacking teams. With dual status Dragapult, I prefer to have Draco Meteor over Dragon Darts so you can be fully special deal a lot more damage with Hex. If you want more power, you could opt for Tera Ghost > Tera Fairy, but I like what Fairy offers defensively so you can spread a burn or paralysis in a pinch.

:booster-energy: :sv/iron-valiant: :booster-energy:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Encore
- Calm Mind​

Iron Valiant is the speedy sweeper of the team. As I already have two Swords Dance sweepers, I felt it was unnecessary to go with SD Valiant, and I don't like Mixed Valiant's inability to set up and sweep for a team like this, so I opted for Calm Mind. CM Valiant hits really hard with Moonblast, and Psyshock allows it to be a pseudo mixed attacker and threaten special walls like Blissey and Clodsire. Tera Steel pairs really well with Encore, as you can get free setup on incoming Fairy-, Poison-, Flying-, and Steel-type attacks and often overwhelm your checks; you also resist Grassy Glide and Extreme Speed which can be useful late-game. Encore is amazing support for the team if you play aggressively, as you can bring in Iron Valiant on healing moves, setup moves, or a resisted attack and give yourself or your teammates free setup opportunities. With this team specifically, Iron Valiant can easily come in and set up on Skarmory, making for a great synergy with Landorus and Kingambit.

:booster-energy: :sv/raging-bolt: :booster-energy:
Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 20 Atk
- Thunderclap
- Dragon Pulse
- Thunderbolt
- Calm Mind​

Raging Bolt felt like a great last addition to the team. It punishes Flying-types and bulky Water Pokemon, it is a sturdy Pokemon that can eat hits and take on Ogerpon-Wellspring, it is another breaker for the team with Booster Energy, and it provides the team with more priority. Due to how common speed-creeping Gliscors and opposing speedy Bolts are in the metagame, you are basically forced to run Timid and forego some power. Tera Flying is nice to account for offensive Landorus being the only switch-in to Ground attacks (which gets obliterated by Ice Spinner Great Tusk), so you can provide the team an additional Ground immunity and get free setup that way, but you can opt for the more standard Tera Fairy if you prefer the Dragon immunity and overall strong defensive typing (i.e. Tera Ghost > Tera Fairy on Dragapult and Tera Fairy > Tera Flying on Raging Bolt).

I hope you enjoy the team! :landorus-therian::flyinium-z:
 
latios.gif

Requesting a team with the following Latios set:

Latios (M) @ Choice Specs
Ability: Levitate
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Luster Purge / Psychic
- Draco Meteor
- Trick
- Surf / Ice Beam / Thunderbolt

Losing Mystical Fire really hurt latios this gen. However, I still think that it can be incredible potent, between its 130 base SpA and respectable base 110 speed. Psychic and Dragon STAB is pretty standard (Psychic can be used over Luster Purge if the extra PP is important. Surf is for things like Heatran, Iron Treads. Alternatively, Ice Beam/Tbolt are good too. I look forward to seeing what the builders can cook up! :)
 
:sv/dragapult:

Bulky Double Status Pult

Dragapult @ Heavy-Duty Boots
Ability: Cursed Body
Tera Type: Fairy
EVs: 220 HP / 64 Def / 224 Spe
Timid Nature
- Hex
- U-turn/Draco Meteor
- Will-O-Wisp
- Thunder Wave

I was brainstorming this set when trying to make a Balance team that doesn't get hosed by Wellspring and I thought instead of Pult being prediction reliant means to check Wellspring, try to tool it so no un-boosted hit Wellspring does can KO it can then do Pult things like T-Wave/Wisp to hit incoming switch-ins or U-turn away. With the following EV spread, it can live a Knock/Play rough from both Adamant or Jolly Wellspring while still retaining enough Speed to outrun Zamazenta and the rest of the un-boosted tier (sans Deoxys-Speed of course). This also has the added benefit of letting it check Zam more comfortably as if it does Tera Fire to dodge the Wisp, Crunch will only have a 0.4% chance to 2HKO outside of a Defense drop so you can paralyze Zam for another teammate while still keeping Pult around for later into the game. I mainly used this set alongside Alo for Wish support, but I would like to know if there's other partners/team styles this set could have a home in. If someone has any better ideas for the set in terms of EVs/Tera type, feel free to adjust it to better fit the team you're making.

Edit: I fudged the EV values when porting them from the damage calculator
 
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https://pokepast.es/c8c4461f00fc458c
I don't blame you for feeling stuck running Choice Band Hoopa on Balance--both CB Hoopa and Balance are in a rough spot in the metagame.
Luckily, I have created a team that I believe brings out the best qualities of both CB Hoopa and Balance.

:choice-band: :sv/hoopa-unbound: :choice-band:
Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Poison
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hyperspace Fury
- Zen Headbutt
- Gunk Shot
- Drain Punch​

Truthfully, I had a hard time finding ways to make Hoopa work, and as a result, the team had to forego some qualities I rarely abandon when making teams. The ones I saw as most expendable in testing are the Kyurem matchup and a lack of Ground immunity. I made 4 iterations of the team, each with their own poor matchups (Ogerpon, Zamazenta, Darkrai, Raging Bolt, etc.), and I'm pretty happy that I patched most of those up with this version. Despite Hoopa-Unbound having 680 BST, it comes short of greatness in almost every way. Its only good attributes are its monstrous Attack and Special Attack as well as its respectable special bulk (which is a big reason why I tolerate not having a resistance to Freeze-Dry Kyurem). While I have not tested all forms of Hoopa as of recent, I would rank its sets as AV > Specs > Scarf = Band > Other (i.e. boots). AV brings out Hoopa's best attributes; a formidable mixed attacker that can function as a special wall. As a breaker, I prefer Choice Specs to Choice Band because the Special Attack is higher and Hoopa can punish special walls with Psyshock and/or Psychic Noise. I am tempted to say that Choice Scarf Hoopa is better than Choice Band because it keeps its strength and can be mixed, but it also can catch things off guard and serve as a revenge killer. CB Hoopa's best attribute is Hyperspace Fury, as it is very powerful and breaks through Protect, meaning Pokemon like Gliscor cannot safely scout what move you're going for. In general, Hoopa struggles from being OHKO'd by the weakest U-turn and its middling speed struggling to apply pressure, so the whole team is constructed to support Hoopa as best as possible; two Rocky Helmet users to punish pivoters, two very slow pivots to bring in Hoopa more safely, two paralysis users to slow down opponents for Hoopa, hazard removal, and Wish support. With all these combined, Hoopa is able to apply meaningful pressure in a majority of games. The only edits I made to your set are Zen Headbutt > Knock Off and Tera Poison > Tera Dark. Zen Headbutt is necessary to punish Zamazenta and Great Tusk, and I was rarely clicking Knock Off on Hoopa, most often opting for the stronger Hyperspace Fury (the defense drop does not matter as Hoopa already faints to most physical attacks). Tera Poison gives you an emergency resistance to Fairy, resistance to U-turn, and boosts the power of Gunk Shot, but you could easily switch this back to Tera Dark to guarantee some KOs with Hyperspace Fury; I did not use tera on Hoopa in most games, so it is not a big deal what you choose.

:rocky-helmet: :sv/great-tusk: :rocky-helmet:
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Rapid Spin
- Stealth Rock​

Great Tusk is great support for CB Hoopa and Balance. Because Alomomola is on the team, Great Tusk can afford to run Rocky Helmet to punish U-turn and physical attackers that threaten Hoopa. It also provides the team with hazards and hazard removal. Earthquake / Headlong Rush and Ice Spinner are pretty mandatory on Great Tusk, so that was easy for the last two moves. Tera Steel is nice in a pinch to resist Ice, Dragon, Grass, Fairy, etc. while being a solid absorber of many Knock Off users. Great Tusk reliably puts in work and fills a lot of much-needed roles for the team.

:heavy-duty-boots: :sv/slowking-galar: :heavy-duty-boots:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Sludge Bomb
- Thunder Wave
- Chilly Reception​

Since Galarian Slowking and Alomomola were on your original team, I won't dive too deeply into why they are great for CB Hoopa and Balance as I am sure you understand pretty well. Great special wall that provides slow pivoting to bring in Hoopa, a grounded Poison to absorb Glimmora's Toxic Spikes, Future Sight to deter Fighting-types from coming into Hoopa's Hyperspace Fury, and Thunder Wave to slow down opponents and improve the pressure CB Hoopa puts on the opponent. The only change I made was Tera Fairy > Tera Water to ease the Kyurem matchup in certain games and provide emergency resistances to Roaring Moon and Darkrai so Slowking can fire off a Thunder Wave.

:rocky-helmet: :sv/alomomola: :rocky-helmet:
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect​

The only change I made here was Rocky Helmet > Heavy-Duty Boots. This significantly eases up the late-game Zamazenta matchup where your Dragapult is dead, they are Substitute, and/or they are Tera Fire. For the same reason as Great Tusk, Alomomola can afford to give up boots in favor of helmet due to Great Tusk's removal, and Alomomola can serve as another way to punish U-turn users and physical attackers while providing more slow pivoting to CB Hoopa, Wish passing for the team, and a Regenerator core with Galarian Slowking.

:leftovers: :sv/serperior: :leftovers:
Serperior @ Leftovers
Ability: Contrary
Tera Type: Fire
EVs: 224 HP / 32 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Tera Blast
- Glare
- Synthesis
If you look at the first four Pokemon, they all get clobbered by Ogerpon-Wellspring. Also, the team has no Ground resistance and is very slow. Luckily, Serperior is here to save the day and patch up many of the team's holes. With HP investment and Synthesis, Serperior is able to check Ogerpon pretty well, though be wary of U-turn variants. Glare is a nasty dishonest move, but it is being used for a good cause--enabling CB Hoopa to put in more work. Leftovers sustains Serperior quite well in junction with Synthesis and full paralysis from Glare. It also provides the team a set-up sweeper with Leaf Storm and Tera Blast Fire. My EV spread is fairly arbitrary; the key thing is having plenty of HP to reliably check Ogerpon and eat up many hits (e.g. Serperior somehow has a 50% chance to live Tera Poison Darkrai's Sludge Bomb from full with this spread!) while a sprinkle of Special Attack investment puts on a bit more pressure offensively. Max speed is necessary to both outspeed Ogerpon and other base 110 speed Pokemon while also speed tying opposing Serperior if needed.

:heavy-duty-boots: :sv/dragapult: :heavy-duty-boots:
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- U-turn
- Will-O-Wisp​

To round out the team, I decided Dragapult would be best. Mixed Dragapult loves the paralysis spreading from Galarian Slowking and Serperior, and it provides additional status with Will-O-Wisp to bolster the defensive profile of the team and check Zamazenta. Dragapult is also a great fast pivot that can wear down opponents and bring in the slower, tankier Pokemon on the team. Tera Fairy is nice to provide a Dark resist and a Dragon immunity if needed. Defensively, Dragapult is good to spin block when needed and check some variants of Ogerpon-Wellspring.

I hope you enjoy the team! :hoopa-unbound: :choice-band:
love this team it's so effective for the core purpose of the team. Can you provide the other version of the team you had?
 
I want help in building an Offense team with fast sweepers. My main pokemon I would like in this team are Deoxys-speed and Iron Boulder.

Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Ice Beam

Iron Boulder @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mighty Cleave
- Close Combat
- Earthquake
- Swords Dance

I have been experimenting with Araquanid for webs and mirror coat damage:

Araquanid @ Focus Sash
Ability: Water Bubble
Tera Type: Ghost
EVs: 248 HP / 192 SpD / 68 Spe
Careful Nature
- Liquidation
- Leech Life
- Mirror Coat
- Sticky Web

Any good recommendations for bulky pokemon are much appreciated.
 
Looking for insight building a balance/bulky offense team with articuno inspired by the monotype flying spdef set as an S tier staple over there. This mon is a freak vs water types and can scout and haze/uturn on every variant of darkrai and kyurem. Also ohkos waterpon from full. My instant thought was to pair with heatran/alomomola for all the fire/steel/glowking that constantly get let in by mono freeze dry. I think this guy has a legitimate niche easing fat's struggle vs rai+kyu.

articuno.gif


Articuno @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 176 SpD / 84 Spe
Calm Nature
- Freeze-Dry
- Roost
- U-turn
- Haze

84 speed outruns 0 speed gliscor cuz sd is a threat to most fat and knock is a death sentence

waterpon
252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 248 HP / 0 Def Articuno: 186-219 (48.5 - 57.1%) -- 91.8% chance to 2HKO
0 SpA Articuno Freeze-Dry vs. 0 HP / 4 SpD Ogerpon-Wellspring: 304-360 (100.9 - 119.6%) -- guaranteed OHKO

kyu specs
252 SpA Choice Specs Kyurem Ice Beam vs. 248 HP / 176+ SpD Articuno: 144-171 (37.5 - 44.6%) -- guaranteed 3HKO
mixed dd
88 SpA Never-Melt Ice Kyurem Freeze-Dry vs. 248 HP / 176+ SpD Tera Water Articuno: 158-188 (41.2 - 49%) -- guaranteed 3HKO
+1 168 Atk Never-Melt Ice Kyurem Icicle Spear (3 hits) vs. 248 HP / 0 Def Articuno in Snow: 144-171 (37.5 - 44.6%) -- approx. 3HKO

Rai
+2 252 SpA Darkrai Dark Pulse vs. 248 HP / 176+ SpD Articuno: 175-207 (45.6 - 54%) -- 45.3% chance to 2HKO

wake
244 SpA Choice Specs Walking Wake Flamethrower vs. 248 HP / 176+ SpD Articuno in Sun: 280-330 (73.1 - 86.1%) -- guaranteed 2HKO
0 SpA Articuno Freeze-Dry vs. 12 HP / 0 SpD Walking Wake: 336-400 (98.2 - 116.9%) -- 87.5% chance to OHKO

Rain (a bit shaky)
252+ Atk Choice Band Barraskewda Liquidation vs. 248 HP / 0 Def Articuno in Rain: 330-388 (86.1 - 101.3%) -- 12.5% chance to OHKO
0 SpA Articuno Freeze-Dry vs. 0 HP / 0 SpD Barraskewda: 252-296 (95.8 - 112.5%) -- 75% chance to OHKO
252+ SpA Protosynthesis Raging Bolt Thunder vs. 248 HP / 176+ SpD Articuno: 348-410 (90.8 - 107%) -- 43.8% chance to OHKO

prima
av
252+ SpA Primarina Moonblast vs. 248 HP / 176+ SpD Articuno: 109-129 (28.4 - 33.6%) -- 0.2% chance to 3HKO
0 SpA Articuno Freeze-Dry vs. 80 HP / 0 SpD Assault Vest Primarina: 86-104 (26.7 - 32.3%) -- guaranteed 4HKO
cm
+1 252+ SpA Primarina Moonblast vs. 248 HP / 176+ SpD Articuno: 163-193 (42.5 - 50.3%) -- 1.2% chance to 2HKO
0 SpA Articuno Freeze-Dry vs. 80 HP / 0 SpD Primarina: 128-152 (39.8 - 47.3%) -- guaranteed 3HKO after Leftovers recovery

gliscor/lando/chomp
0 SpA Articuno Freeze-Dry vs. 252 HP / 0 SpD Landorus-Therian: 348-412 (91 - 107.8%) -- 50% chance to OHKO
0 SpA Articuno Freeze-Dry vs. 244 HP / 228+ SpD Gliscor: 256-304 (72.7 - 86.3%) -- guaranteed 2HKO after Poison Heal
0 SpA Articuno Freeze-Dry vs. 252 HP / 0 SpD Garchomp: 336-396 (80 - 94.2%) -- 6.3% chance to OHKO after Stealth Rock

other
+1 252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 248 HP / 0 Def Articuno: 324-382 (84.5 - 99.7%) -- guaranteed 2HKO
4 Atk Iron Valiant Close Combat vs. 248 HP / 0 Def Articuno: 162-192 (42.2 - 50.1%) -- 0.4% chance to 2HKO

76 Atk Dragapult Dragon Darts (2 hits) vs. 248 HP / 0 Def Articuno: 134-162 (34.9 - 42.2%) -- approx. 3HKO
132 SpA Iron Moth Fiery Dance vs. 248 HP / 176+ SpD Articuno: 168-198 (43.8 - 51.6%) -- 8.6% chance to 2HKO
252 SpA Life Orb Deoxys-Speed Psycho Boost vs. 248 HP / 176+ SpD Articuno: 156-185 (40.7 - 48.3%) -- guaranteed 3HKO
+2 252 SpA Gholdengo Shadow Ball vs. 248 HP / 176+ SpD Articuno: 174-205 (45.4 - 53.5%) -- 37.1% chance to 2HKO
252+ SpA Protosynthesis Raging Bolt Thunderbolt vs. 248 HP / 176+ SpD Articuno: 288-338 (75.1 - 88.2%) -- guaranteed 2HKO
+1 4 Atk Protosynthesis Great Tusk Ice Spinner vs. 248 HP / 0 Def Articuno: 141-167 (36.8 - 43.6%) -- guaranteed 3HKO
Articuno @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 176 SpD / 84 Spe
Calm Nature
- Freeze-Dry
- Roost
- U-turn
- Haze

Heatran @ Air Balloon
Ability: Flame Body
Tera Type: Ghost/Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Will-O-Wisp

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Earthquake
- Protect
- Knock Off
- Spikes/Stealth Rock

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Protect
- Flip Turn
- Scald
 
latios.gif

Requesting a team with the following Latios set:

Latios (M) @ Choice Specs
Ability: Levitate
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Luster Purge / Psychic
- Draco Meteor
- Trick
- Surf / Ice Beam / Thunderbolt

Losing Mystical Fire really hurt latios this gen. However, I still think that it can be incredible potent, between its 130 base SpA and respectable base 110 speed. Psychic and Dragon STAB is pretty standard (Psychic can be used over Luster Purge if the extra PP is important. Surf is for things like Heatran, Iron Treads. Alternatively, Ice Beam/Tbolt are good too. I look forward to seeing what the builders can cook up! :)
latios.png
serp.png
ham.png
tusk.png
ghold.png
dogi.png

https://pokepast.es/e2a22dd724db69d4
Latios is a strong Pokemon in the metagame and definitely underexplored. It has a lot to offer on some teamstyles, and with Choice Specs specifically, Latios can be a potent breaker.

:choice-specs: :sv/latios: :choice-specs:
Latios @ Choice Specs
Ability: Levitate
Tera Type: Dragon
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Luster Purge
- Aura Sphere
- Trick​

Before diving into Choice Specs specifically, I want to talk about Latios in general and what it can provide in this metagame. 110 base Speed is really nice, as it speed-ties with Ogerpon and Iron Moth as well as outspeed Walking Wake, Enamorus, Iron Treads, Kyurem, and mid-speed Pokemon. Because of the solid speed and strong 130 base Special Attack, it has one of the most spammable Draco Meteor of the tier. It is also one of the few Spike-immune Pokemon not weak to Stealth Rock, which allows it to have freedom with its item while fulfilling the Ground immunity for a given team. Defensively, Latios works as well as it takes on Ogerpon decently (especially with being able to speedtie). Luster Purge being buffed to 95 BP this generation is really nice as well for breaking sets as it can make use of its signature move dropping the opponent's Special Defense 50% of the time. Since you mentioned PP, the low PP of Draco Meteor and Luster Purge is only noticeable and annoying when facing Corviknight, but Corv allows Gholdengo in for free and Latios can Trick it if need be. Let's dive into Choice Specs Latios, the true breaker set. Draco Meteor and Luster Purge are very strong, spammable STAB attacks, but they are both resisted by Steel types. While it no longer has Mystical Fire, it doesn't need it, as it can run Aura Sphere. This is especially valuable for Kingambit, as it is immune to Luster Purge and can really limit Choice Specs Latios, so being able to OHKO it on the switch is very valuable. Trick is nice utility to free up Latios in some games and disrupt set-up sweepers in a pinch. I wanted to keep to your suggested set, but I would recommend trying a different Tera type. Offensively, Tera Psychic and Tera Fighting are better than Tera Dragon in my opinion because Luster Purge is more spammable due to not dropping your Special Attack, and Tera Fighting can boost Aura Sphere's damage while providing you a resistance to Kingambit's Sucker Punch. Defensively, Tera Steel or Tera Poison work extremely well when paired with Levitate. For Tera Steel specifically, you flip Latios' weakness to Fairy, Ice, and Dragon, resist Stealth Rock to become very resilient to all entry hazards, and become immune to Toxic so you wall Gliscor. Also, instead of Trick, you could try Flip Turn and Recover. Overall, Latios is a strong Pokemon deserving of its current B Rank in the viability rankings.

:leftovers: :sv/serperior: :leftovers:
Serperior @ Leftovers
Ability: Contrary
Tera Type: Poison
EVs: 248 HP / 28 SpA / 232 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Glare
- Synthesis​

I decided an offensive hazard stacking team would help Latios shine and break more easily, and I liked Serperior to enable Latios and hazards to put in more work. Serperior is one of the few special attackers that run Knock Off, which allows it to knock the likes of Galarian Slowking, Clodsire, Blissey, and other Pokemon that physical knockers cannot successfully punish. Glare slows down opponents, which is crucial for this relatively slow team, and this enables Latios to be more of a threat. Bulky Serperior takes on Ogerpon-Wellspring very well, and with Synthesis + Leftovers, it can stay around throughout a game and spread paralysis like wildfire. Tera Poison has been really nice defensively in some games, particularly for Darkrai. Credit to leng loi for the optimized Serperior EVs; I tend to run max speed on Serperior, but it is not necessary on Serperior sets that do not have Tera Blast.

:choice-scarf: :sv/samurott-hisui: :choice-scarf:
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Knock Off
- Aqua Cutter
- Flip Turn​

Hisuian Samurott is a great offensive spiker that synergizes well with Knock Off Serperior. Choice Scarf catches a lot of ladder opponents off guard, as sometimes they will lead Dragapult against Samurott and stay in as they get OHKO'd by Ceaseless Edge and have to deal with the spike. Knock Off did not get used much in testing as you prefer to spam Ceaseless Edge, but against fat it is very important and makes winning those matchups a lot easier. I prefer Aqua Cutter over Razor Shell because of the 100% accuracy and, more importantly, no contact so you don't have to worry as much about Rocky Helmet, Flame Body, and Static. Flip Turn is a great midground move that forces more switches from the opponent, which works well with hazard stack. Alternatively, you can try Sacred Sword to snipe Kingambit, Darkrai, and Roaring Moon. Defensively, it helps the team against Gholdengo, which is problematic for Latios and Serperior. Originally I went with Tera Ghost, but I was not getting much use out of it. Heatranator suggested Tera Dark, and it has been putting in more work as Choice Scarf Ceaseless Edge can sweep late game.

:rocky-helmet: :sv/great-tusk: :rocky-helmet:
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock​

Great Tusk compresses many roles for the team. Ground type, rocker, hazard removal, knock absorber, Kingambit check, and so on. I opted for Rocky Helmet to rack up chip on opponents, which works nicely with hazards. Given the fast-paced nature of the team, Rocky Helmet feels more valuable than Leftovers, and in testing, Rocky Helmet has been really potent. Tera Steel allows Great Tusk to eat a variety of hits, though you can definitely toy with this Tera type (especially if you opt for Tera Steel on Latios).

:covert-cloak: :sv/gholdengo: :covert-cloak:
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover​

Defensive Gholdengo is a great spinblocker and potent set-up sweeper for the team. Covert Cloak eases the matchup against Garganacl and Zamazenta, though you can try out Leftovers, Rocky Helmet, resist berries, etc. if you aren't a big fan of the cloak. The EVs and Tera Fairy are standard for defensive sets, and Gholdengo consistently puts in work.

:assault-vest: :sv/okidogi: :assault-vest:
Okidogi @ Assault Vest
Ability: Toxic Chain
Tera Type: Water
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Close Combat
- Gunk Shot
- Knock Off
- Ice Punch​

Inspired by lax, AV Okidogi provides a lot for Bulky Offense teams in the current metagame and is a nice alternative to Galarian Slowking. It takes on Darkrai extremely well and soft checks Kyurem, Raging Bolt, and other potent special breakers. With Close Combat and Gunk Shot, Okidogi can make great use of its solid 128 base Attack and be strong offensively and defensively. Knock Off punishes Ghost-types that take on Okidogi's STAB attacks (especially Gholdengo) and take off items to enable hazards to put in more work. Ice Punch rounds out the the coverage to punish Landorus and Gliscor on the switch. Toxic Chain is great on this Okidogi set, as the 30% chance to badly poison targets can come in clutch (with Gunk Shot, the chance to inflict status becomes 51%!). 24 Speed EVs are to outspeed Adamant Kingambit / Ursaluna and Pokemon trying to speed creep (Skarmory, Heatran, Primarina, etc.). Tera Water felt the best in testing, as it is a solid defensive type in general and it eases the Sun matchup.

I hope you enjoy the team! :latios::choice-specs:
 
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https://pokepast.es/e2a22dd724db69d4
Latios is a strong Pokemon in the metagame and definitely underexplored. It has a lot to offer on some teamstyles, and with Choice Specs specifically, Latios can be a potent breaker.

:choice-specs: :sv/latios: :choice-specs:
Latios @ Choice Specs
Ability: Levitate
Tera Type: Dragon
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Luster Purge
- Aura Sphere
- Trick​

Before diving into Choice Specs specifically, I want to talk about Latios in general and what it can provide in this metagame. 110 base Speed is really nice, as it speed-ties with Ogerpon and Iron Moth as well as outspeed Walking Wake, Enamorus, Iron Treads, Kyurem, and mid-speed Pokemon. Because of the solid speed and strong 130 base Special Attack, it has one of the most spammable Draco Meteor of the tier. It is also one of the few Spike-immune Pokemon not weak to Stealth Rock, which allows it to have freedom with its item while fulfilling the Ground immunity for a given team. Defensively, Latios works as well as it takes on Ogerpon decently (especially with being able to speedtie). Luster Purge being buffed to 95 BP this generation is really nice as well for breaking sets as it can make use of its signature move dropping the opponent's Special Defense 50% of the time. Since you mentioned PP, the low PP of Draco Meteor and Luster Purge is only noticeable and annoying when facing Corviknight, but Corv allows Gholdengo in for free and Latios can Trick it if need be. Let's dive into Choice Specs Latios, the true breaker set. Draco Meteor and Luster Purge are very strong, spammable STAB attacks, but they are both resisted by Steel types. While it no longer has Mystical Fire, it doesn't need it, as it can run Aura Sphere. This is especially valuable for Kingambit, as it is immune to Luster Purge and can really limit Choice Specs Latios, so being able to OHKO it on the switch is very valuable. Trick is nice utility to free up Latios in some games and disrupt set-up sweepers in a pinch. I wanted to keep to your suggested set, but I would recommend trying a different Tera type. Offensively, Tera Psychic and Tera Fighting are better than Tera Dragon in my opinion because Luster Purge is more spammable due to not dropping your Special Attack, and Tera Fighting can boost Aura Sphere's damage while providing you a resistance to Kingambit's Sucker Punch. Defensively, Tera Steel or Tera Poison work extremely well when paired with Levitate. For Tera Steel specifically, you flip Latios' weakness to Fairy, Ice, and Dragon, resist Stealth Rock to become very resilient to all entry hazards, and become immune to Toxic so you wall Gliscor. Also, instead of Trick, you could try Flip Turn and Recover. Overall, Latios is a strong Pokemon deserving of its current B Rank in the viability rankings.

:leftovers: :sv/serperior: :leftovers:
Serperior @ Leftovers
Ability: Contrary
Tera Type: Poison
EVs: 248 HP / 28 SpA / 232 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Glare
- Synthesis​

I decided an offensive hazard stacking team would help Latios shine and break more easily, and I liked Serperior to enable Latios and hazards to put in more work. Serperior is one of the few special attackers that run Knock Off, which allows it to knock the likes of Galarian Slowking, Clodsire, Blissey, and other Pokemon that physical knockers cannot successfully punish. Glare slows down opponents, which is crucial for this relatively slow team, and this enables Latios to be more of a threat. Bulky Serperior takes on Ogerpon-Wellspring very well, and with Synthesis + Leftovers, it can stay around throughout a game and spread paralysis like wildfire. Tera Poison has been really nice defensively in some games, particularly for Darkrai. Credit to leng loi for the optimized Serperior EVs; I tend to run max speed on Serperior, but it is not necessary on Serperior sets that do not have Tera Blast.

:choice-scarf: :sv/samurott-hisui: :choice-scarf:
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Knock Off
- Aqua Cutter
- Flip Turn​

Hisuian Samurott is a great offensive spiker that synergizes well with Knock Off Serperior. Choice Scarf catches a lot of ladder opponents off guard, as sometimes they will lead Dragapult against Samurott and stay in as they get OHKO'd by Ceaseless Edge and have to deal with the spike. Knock Off did not get used much in testing as you prefer to spam Ceaseless Edge, but against fat it is very important and makes winning those matchups a lot easier. I prefer Aqua Cutter over Razor Shell because of the 100% accuracy and, more importantly, no contact so you don't have to worry as much about Rocky Helmet, Flame Body, and Static. Flip Turn is a great midground move that forces more switches from the opponent, which works well with hazard stack. Alternatively, you can try Sacred Sword to snipe Kingambit, Darkrai, and Roaring Moon. Defensively, it helps the team against Gholdengo, which is problematic for Latios and Serperior. Originally I went with Tera Ghost, but I was not getting much use out of it. Heatranator suggested Tera Dark, and it has been putting in more work as Choice Scarf Ceaseless Edge can sweep late game.

:rocky-helmet: :sv/great-tusk: :rocky-helmet:
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock​

Great Tusk compresses many roles for the team. Ground type, rocker, hazard removal, knock absorber, Kingambit check, and so on. I opted for Rocky Helmet to rack up chip on opponents, which works nicely with hazards. Given the fast-paced nature of the team, Rocky Helmet feels more valuable than Leftovers, and in testing, Rocky Helmet has been really potent. Tera Steel allows Great Tusk to eat a variety of hits, though you can definitely toy with this Tera type (especially if you opt for Tera Steel on Latios).

:covert-cloak: :sv/gholdengo: :covert-cloak:
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover​

Defensive Gholdengo is a great spinblocker and potent set-up sweeper for the team. Covert Cloak eases the matchup against Garganacl and Zamazenta, though you can try out Leftovers, Rocky Helmet, resist berries, etc. if you aren't a big fan of the cloak. The EVs and Tera Fairy are standard for defensive sets, and Gholdengo consistently puts in work.

:assault-vest: :sv/okidogi: :assault-vest:
Okidogi @ Assault Vest
Ability: Toxic Chain
Tera Type: Water
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Close Combat
- Gunk Shot
- Knock Off
- Ice Punch​

Inspired by lax, AV Okidogi provides a lot for Bulky Offense teams in the current metagame and is a nice alternative to Galarian Slowking. It takes on Darkrai extremely well and soft checks Kyurem, Raging Bolt, and other potent special breakers. With Close Combat and Gunk Shot, Okidogi can make great use of its solid 128 base Attack and be strong offensively and defensively. Knock Off punishes Ghost-types that take on Okidogi's STAB attacks (especially Gholdengo) and take off items to enable hazards to put in more work. Ice Punch rounds out the the coverage to punish Landorus and Gliscor on the switch. Toxic Chain is great on this Okidogi set, as the 30% chance to badly poison targets can come in clutch (with Gunk Shot, the chance to inflict status becomes 51%!). 24 Speed EVs are to outspeed Adamant Kingambit / Ursaluna and Pokemon trying to speed creep (Skarmory, Heatran, Primarina, etc.). Tera Water felt the best in testing, as it is a solid defensive type in general and it eases the Sun matchup.

I hope you enjoy the team! :latios::choice-specs:

Thank you so much! I appreciate you and the other builders showing your thought process. You always seem to take teams in a direction I never expected!
 
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