Project SV OU Teambuilding Lab (Open)

I played almost exclusively rain teams ever since I started using showdown (which was around gen 8). I messed around with this sick Bellibolt team someone posted a while back and I was wondering if someone could try building something similar? I always liked playing teams with a "gimmick" or built around an uncommon, but cool mon (Bellibolt) so if possible, maybe that could be done? Not sure what the central mon to build around would be though (I wasn't good enough to pull off that Bellibolt comp consistently...), maybe Kingdra...?
 
Requesting a simple balance team about Specs Kyurem and Slowking(galar). Might seem like a pretty simple core but I just can’t get it to work. Thank you
 

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Requesting a simple balance team about Specs Kyurem and Slowking(galar). Might seem like a pretty simple core but I just can’t get it to work. Thank you
not a team i made but this team has been spammed many times, you can easily change kyurem to specs and have it work good on here as well
https://pokepast.es/93531efd52f2982f

as well as this one made by blimax iirc, although this is a copy i believe the ev spreads are basically the same
https://pokepast.es/1ae7d2fd48d7fd3c

(iirc one of these was a sample team at one point, so to save the teambuilders a bit of time considering how many requests they have im posting this here)
 
I want a team around Iron Crown and these guys in the core if possible please. I can't figure out which mons i need to complete the team... thanks.


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:sv/dragonite:

Cringe people everywhere are eager to take tiering action on my goat g1 mon, its always the people get innovative, stop using just a few sets, people get frustrated and think xxx is broken cycle, but whatever lets just get into it.

:pmd/dragonite: :loaded dice: scale shot dd aragonite With tera fire and encore is probably my favorite mon to spam on the ladder, but I've mostly been playing the Ubers tier lately and really don't have much experience with team building in standard play as much, and just spamming webs is hella boring man. so I shall request a team built around this set aiming to maximize the chances for it to setup or break stuff that enables other mons. it can be offense or hyper offense but please for the love of races don't make it webs. could be hamu spikes offense or some wack HO with eject hatterene to facilitate it. oh yeah hatterene too, eject hatterene seems to be really nice at getting the turns you want, maybe add that in the team if it fits.
 
Requesting an offensive team with this Tornadus set or anything like it:
:sv/tornadus-therian:
Tornadus-Therian (M) @ Life Orb :life orb:
Ability: Regenerator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Taunt
- Hurricane
- Tera Blast

You definitely don't have to use just Tera Ghost, but it hits all the big targets. Tornadus really annoys Ting-Lu, that's the premise.​
Thank you for your patience. :heart:

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https://pokepast.es/1ad73d21202018ac

The goal with this team was to overwhelm the tier’s common special walls using the combination of LO NP Torn and Moth. With a team of 3 SR weak mons, I needed more hazard control than just Hatt. Treads is a perfect choice for the team, giving us a response to Zapdos, hazards, and Bolt. Zama and Moth provide speed control.

The Team
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Torn The Creator (Tornadus-Therian) @ Life Orb
Ability: Regenerator
Tera Type: Ground
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Nasty Plot
- Bleakwind Storm
- Tera Blast
- Taunt

Torn is the main star, and the team’s dedicated wallbreaker/stallbreaker. Taunt ofc shuts down Ting-Lu and Blissey who beat a majority of special attackers in SV OU, but it also prevents Mold Breaker Tinkaton from getting shit started. I was initially against the Tera Blast idea due to how valuable Tera is as a resource on the teams Torn tends to fit on, but on offense, Torn can get away with running it. Tera Ground has a few applications.

- Structures with Gking will swap into that if they suspect a NP Torn in team preview since it can usually take any hit at +2 and pivot safely into something that can threaten it. But LO Tera Blast Ground after a Nasty Plot is a clean 1HKO on non-AV Glowking. Even if the opponent suspects this and clicks Tera Water, their team lost a dedicated Tspike absorber, which I’ll get to later.

-Tera Blast Ground lets Torn hit checks like Garg, Gambit, Crown, and Raging Bolt while the Tera type itself also grants Torn an immunity to T-Wave and Electric moves from Zap/Bolt.

-Even unboosted, 80 BP Ground STAB is quite strong coming from Life Orb. Picking up kills vs lead matchups that Veil struggles with like Cinderace, Booster Treads, and Glimmora.

It might seem like this set is hard walled by Corv, but Corv takes a crapton from +2 Bleakwind and is denied Roost opportunities by Taunt.
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Iron Maiden (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy/Grass
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Whirlwind
- Toxic Spikes

Moth is our Tspike absorber, Fairy resist, and first form of speed control. Instead of the typical AoA or 3-Attacks Sub set, I built around a variant that has seen use in WCOP, Tspikes and/or Whirlwind. In matchups lacking Poison-types, especially the common Nite/Lu/Ghold teams, Tspikes are incredibly disruptive, especially against Ting-Lu. Naturally, Torn was a great choice to pair this set with, since it pressures all the common Poison types in the tier and is a safe switch to Ting-Lu. Whirlwind’s application is to deal with opposing Moth and to potentially get of Tspike poisons. Tera Fairy is standard for Gambit Sucker, but you can alternate to Grass, matching up better vs Ting-Lu and Wellspring.

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(model was too big for smogon forums lmao)
Led Zama (Zamazenta) @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire/Steel/Dark
EVs: 248 HP / 80 Def / 8 SpD / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Substitute

On a Veil team like this, Zama is AoA, but I find that to be a waste, because Ironpress is insane under Veil support. Now it’s setting up on things it has no business doing so. Zama is our team’s check to physical mons, our Dark resist, and additional speed control for Darkrai and Wellspring. Sub-Ironpress can dog on many Balance structures after Torn and friends finished pressuring them, and the natural support of Veil means it can Sub up vs things it has no business doing so.

:gholdengo: (offensive and defensive)
:zapdos: (with Tera)
:landorus_therian:
:hatterene: (lacking Psychic Noise)
:iron_crown: (with Tera)
:pecharunt:
:primarina: (with Tera Steel)
The Tera type is customizable depending on the matchup. Tera Fire is my preferred choice for Infiltrator Pult, Fairy Blast Gambit, and endgame Moltres. Tera Steel is an option to sub up on Volt Switch Zapdos without Veil thanks to the extra SpD EVs and sub on both G-Weez’s STABs. Tera Dark is another potential option to block Psychic Noise from Latios and Hatterene (which is beats under veil since Dkiss doesn’t break the Sub). Dark also gives you a better matchup into Scarf Ghold and Specs Pult who love clicking Sball vs this team due to our lack of a Ghost resist.

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Dr. Hatterdre (Hatterene) (F) @ Assault Vest
Ability: Magic Bounce
Tera Type: Water/Flying
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Modest Nature
- Psyshock/Psychic Noise
- Draining Kiss
- Mystical Fire/Psyshock/Psychic Noise
- Nuzzle

Hatterene is our first line of defense vs hazards and its a pretty damn good one. Its increased usage in the last two months is because of more than just Magic Bounce. Hatt is incredible at making progress with either CM or Nuzzle + Psychic Noise. I decided to opt for AV since this team needed some way to deal with special hits. Psyshock Mystical Fire is the standard, but I’ve been finding myself dropping Fire coverage for Psychic Noise. This team is already good at pressuring Ghold, and Corv is 1v1d by the combination of Nuzzle + Psychic Noise. I decided to add more speed EVs than the original spread Leng came up with since I find outspeeding Garg and Pex very important for Hatt.

Tera Water is the standard, but try out Flying which lets you 1v1 a majority of the Ground type hazard setters, especially Ting and defensive Gliscor.

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Rolling Treads (Iron Treads) @ Air Balloon/Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock/Volt Switch/Knock Off
- Earthquake
- Knock Off/Ice Spinner
- Rapid Spin

Treads, another mon that has been picking up in usage, was imo the right choice for a team with 3 rock weak mons. Its primary function is to spin and it’s damn good at it. Balloon Treads has been a favorite of mine, checking Dnite, opposing Treads, and SD Gliscor in one slot as long as Balloon remains intact. Veil doesn’t need to run Rocks, so you can swap it out for Volt Switch to snatch momentum or Knock Off for item removal. Max speed Jolly was for the mirror matchup.

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Nine Pilots (Ninetales-Alola) @ Light Clay
Ability: Snow Warning
Tera Type: Ghost
EVs: 248 HP / 92 Def / 168 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Encore
- Snowscape
- Freeze-Dry

Can’t have a Veil team without the fox with nine tales. Snowscape lets you re-setup Veil in front of opposing weathers. In addition, this Alolatales was intentionally spec’d to underspeed Kantonian Ninetales, so it can win the weather wars and set Veil successfully.

Difficult Matchups

:gholdengo: :dragapult: No Ghost resist means fast Ghosts like Scarf Ghold and Pult are a problem to deal with. In case of that, Tera Dark Zama may be preferrable.

:enamorus: :primarina: Fairies that can kill Moth are pretty scary for this team. Try trading with them using AV Hatt to score a Nuzzle, or keep Torn at full to trade with Enam.

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Enjoy the team :tornadus_therian:
 
Thank you for your patience. :heart:

View attachment 751466View attachment 751467View attachment 751468View attachment 751470View attachment 751471View attachment 751472
https://pokepast.es/1ad73d21202018ac

The goal with this team was to overwhelm the tier’s common special walls using the combination of LO NP Torn and Moth. With a team of 3 SR weak mons, I needed more hazard control than just Hatt. Treads is a perfect choice for the team, giving us a response to Zapdos, hazards, and Bolt. Zama and Moth provide speed control.

The Team
View attachment 751474
Torn The Creator (Tornadus-Therian) @ Life Orb
Ability: Regenerator
Tera Type: Ground
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Nasty Plot
- Bleakwind Storm
- Tera Blast
- Taunt

Torn is the main star, and the team’s dedicated wallbreaker/stallbreaker. Taunt ofc shuts down Ting-Lu and Blissey who beat a majority of special attackers in SV OU, but it also prevents Mold Breaker Tinkaton from getting shit started. I was initially against the Tera Blast idea due to how valuable Tera is as a resource on the teams Torn tends to fit on, but on offense, Torn can get away with running it. Tera Ground has a few applications.

- Structures with Gking will swap into that if they suspect a NP Torn in team preview since it can usually take any hit at +2 and pivot safely into something that can threaten it. But LO Tera Blast Ground after a Nasty Plot is a clean 1HKO on non-AV Glowking. Even if the opponent suspects this and clicks Tera Water, their team lost a dedicated Tspike absorber, which I’ll get to later.

-Tera Blast Ground lets Torn hit checks like Garg, Gambit, Crown, and Raging Bolt while the Tera type itself also grants Torn an immunity to T-Wave and Electric moves from Zap/Bolt.

-Even unboosted, 80 BP Ground STAB is quite strong coming from Life Orb. Picking up kills vs lead matchups that Veil struggles with like Cinderace, Booster Treads, and Glimmora.

It might seem like this set is hard walled by Corv, but Corv takes a crapton from +2 Bleakwind and is denied Roost opportunities by Taunt.
View attachment 751478
Iron Maiden (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy/Grass
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Whirlwind
- Toxic Spikes

Moth is our Tspike absorber, Fairy resist, and first form of speed control. Instead of the typical AoA or 3-Attacks Sub set, I built around a variant that has seen use in WCOP, Tspikes and/or Whirlwind. In matchups lacking Poison-types, especially the common Nite/Lu/Ghold teams, Tspikes are incredibly disruptive, especially against Ting-Lu. Naturally, Torn was a great choice to pair this set with, since it pressures all the common Poison types in the tier and is a safe switch to Ting-Lu. Whirlwind’s application is to deal with opposing Moth and to potentially get of Tspike poisons. Tera Fairy is standard for Gambit Sucker, but you can alternate to Grass, matching up better vs Ting-Lu and Wellspring.

View attachment 751468(model was too big for smogon forums lmao)
Led Zama (Zamazenta) @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire/Steel/Dark
EVs: 248 HP / 80 Def / 8 SpD / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Substitute

On a Veil team like this, Zama is AoA, but I find that to be a waste, because Ironpress is insane under Veil support. Now it’s setting up on things it has no business doing so. Zama is our team’s check to physical mons, our Dark resist, and additional speed control for Darkrai and Wellspring. Sub-Ironpress can dog on many Balance structures after Torn and friends finished pressuring them, and the natural support of Veil means it can Sub up vs things it has no business doing so.

:gholdengo: (offensive and defensive)
:zapdos: (with Tera)
:landorus_therian:
:hatterene: (lacking Psychic Noise)
:iron_crown: (with Tera)
:pecharunt:
:primarina: (with Tera Steel)
The Tera type is customizable depending on the matchup. Tera Fire is my preferred choice for Infiltrator Pult, Fairy Blast Gambit, and endgame Moltres. Tera Steel is an option to sub up on Volt Switch Zapdos without Veil thanks to the extra SpD EVs and sub on both G-Weez’s STABs. Tera Dark is another potential option to block Psychic Noise from Latios and Hatterene (which is beats under veil since Dkiss doesn’t break the Sub). Dark also gives you a better matchup into Scarf Ghold and Specs Pult who love clicking Sball vs this team due to our lack of a Ghost resist.

View attachment 751483
Dr. Hatterdre (Hatterene) (F) @ Assault Vest
Ability: Magic Bounce
Tera Type: Water/Flying
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Modest Nature
- Psyshock/Psychic Noise
- Draining Kiss
- Mystical Fire/Psyshock/Psychic Noise
- Nuzzle

Hatterene is our first line of defense vs hazards and its a pretty damn good one. Its increased usage in the last two months is because of more than just Magic Bounce. Hatt is incredible at making progress with either CM or Nuzzle + Psychic Noise. I decided to opt for AV since this team needed some way to deal with special hits. Psyshock Mystical Fire is the standard, but I’ve been finding myself dropping Fire coverage for Psychic Noise. This team is already good at pressuring Ghold, and Corv is 1v1d by the combination of Nuzzle + Psychic Noise. I decided to add more speed EVs than the original spread Leng came up with since I find outspeeding Garg and Pex very important for Hatt.

Tera Water is the standard, but try out Flying which lets you 1v1 a majority of the Ground type hazard setters, especially Ting and defensive Gliscor.

View attachment 751486
Rolling Treads (Iron Treads) @ Air Balloon/Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock/Volt Switch/Knock Off
- Earthquake
- Knock Off/Ice Spinner
- Rapid Spin

Treads, another mon that has been picking up in usage, was imo the right choice for a team with 3 rock weak mons. Its primary function is to spin and it’s damn good at it. Balloon Treads has been a favorite of mine, checking Dnite, opposing Treads, and SD Gliscor in one slot as long as Balloon remains intact. Veil doesn’t need to run Rocks, so you can swap it out for Volt Switch to snatch momentum or Knock Off for item removal. Max speed Jolly was for the mirror matchup.

View attachment 751487
Nine Pilots (Ninetales-Alola) @ Light Clay
Ability: Snow Warning
Tera Type: Ghost
EVs: 248 HP / 92 Def / 168 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Encore
- Snowscape
- Freeze-Dry

Can’t have a Veil team without the fox with nine tales. Snowscape lets you re-setup Veil in front of opposing weathers. In addition, this Alolatales was intentionally spec’d to underspeed Kantonian Ninetales, so it can win the weather wars and set Veil successfully.

Difficult Matchups

:gholdengo: :dragapult: No Ghost resist means fast Ghosts like Scarf Ghold and Pult are a problem to deal with. In case of that, Tera Dark Zama may be preferrable.

:enamorus: :primarina: Fairies that can kill Moth are pretty scary for this team. Try trading with them using AV Hatt to score a Nuzzle, or keep Torn at full to trade with Enam.

View attachment 751511
Enjoy the team :tornadus_therian:

Thank you so much! This looks incredible, my favorite bird stays on top. :toast:
 
Looking for a team centered around Unaware Boots Skeledirge. Ideally paired with Dondozo(can be Stall or Bulky Offense).

Have liked the idea of hazard and status stacking and wearing the opponent down. Current team I came up with

https://pokepast.es/82f8e7f74ffc9cfb

Have had mixed success with it(feel like I struggle with special mons).

Can use the above team as a base or completely start from scratch
 
Looking for a team centered around Unaware Boots Skeledirge. Ideally paired with Dondozo(can be Stall or Bulky Offense).

Have liked the idea of hazard and status stacking and wearing the opponent down. Current team I came up with

https://pokepast.es/82f8e7f74ffc9cfb

Have had mixed success with it(feel like I struggle with special mons).

Can use the above team as a base or completely start from scratch
this is a pretty standard hazard stack stall build. I tried building around dirge + dozo but the role overlap made the team really swingy. chose to focus on a physically defensive dirge with ting-lu, cm bliss, and haze pex to help answer special set up that dirge can't handle. lead with gliscor almost every game to get your toxic orb up before you need to tank a knock off. opted for 4 boots no hazard removal so you need to be very careful into knock off + hazard stack teams. not a ground breaking build, but as a dozo only believer this team has really changed my mind about skeledirge into the current meta.

https://pokepast.es/77000182b414e09a

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

the first manditory mon on any good stall team. shockingly bulky on both sides, great typing, status immunity, good switch into knock off, passive healing, he does so much for hazard focused stall. changed earthquake and u-turn for spikes so we can take samurott off the team and knock off to get rid of boots. crucial to keep alive, always protect into mons that might carry ice coverage. without a way to remove hazards blowing your tera on glis makes him prone to getting chipped by spikes so only tera him if there is no other option.

Clefable (M) @ Sticky Barb
Ability: Magic Guard
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Knock Off

the magic guard mon. good vacuum answer for garg or anything that wants to spread toxic. second designated knock off and status absorber. removed thunder wave because damaging status on other mons is crucial to make progress. switched from moonlight to wish protect to help keep your friends that struggle to heal (mostly just ting-lu but glis appreciates it too). knock over rocks, ting-lu has an easier time setting rocks and removing boots is usually going to be your win condition. sticky barb over leftovers lets you turn off gliscor passive healing or ruin a bulky physical attacker's day. top targets for barb are corv, dozo, tusk, garg and dnite.

Skeledirge (M) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Slack Off
- Will-O-Wisp
- Hex

the guy to build around. dirge over dozo lets you be annoying by spreading burn and threaten scaling damage. tera dragon hard walls almost all water ogerpon sets that keep most stall teams down. this is your primary counter for physical set up sweepers, full physical bulk makes sure you can almost always handle ogerpon, tusk, and gambit after tera. in testing I found I was using tera on dirge more than any other mon. any scary physical ice or dragon type (especially weavile) should be able to be answered by pex, but your bulk usually lets you take a hit and go for wisp. in the late game if you have spread status, hex after a torch song boost starts doing huge damage.

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

the second manditory mon on stall. there isn't much to be said, blissey won't die unless you mess up. tera dark if they have stored power cheese and you lose ting-lu. calm mind helps match special set up sweepers, shadow ball is to target gholdengo and special dragapult sets.

Toxapex @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 248 HP / 136 Def / 124 SpD
Impish Nature
IVs: 0 Atk
- Recover
- Toxic
- Infestation
- Haze

my current favorite mon on stall hands down. good bulk on both sides makes you a great switch into ambiguous situations eg. scouting a dragapult or kyurem. worst case into kyurem: 252 SpA Choice Specs Kyurem Freeze-Dry vs. 248 HP / 124 SpD Toxapex: 234-276 (77.2 - 91%) -- guaranteed 2HKO. switch to bliss, regen on the pivot. it will make your life hard but it's a lot better than losing bliss instantly to scale shot. Haze makes you a secondary setup answer for physical and special threats. Infestation + toxic ruins dragonite and ceruledge that normally would be a struggle. into the rest of your team.

Ting-Lu @ Heavy-Duty Boots
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Ruination

tried a few different options for the 6th slot and ended up settling with good ol ting-lu. insane special bulk lets you come in for free and set rocks over and over. whirlwind is your third line of defense against setup, and becomes a win condition if you manage to get boots off most of the enemy with clef and glis. ruination is an excellent way to make progress, especially into annoying bulky mons that you struggle to break or status, like corv and glowking.
 
I wanted to try to build a Webs HO team with Adamant Garchomp. I'm just getting back into competitive singles but haven't played seriously since maybe gen 5, and then only really dabbled in gen 6, so I'm basically new. I've never really played HO, let alone sticky webs HO and so that holds a lot of interest and novelty for me, especially the idea of forgoing speed on Garchomp in order to make him just hit harder and make up for it with speed control from webs.

Araquanid is the hot "new" sticky webber and I would like him to be the setter. Gigantic water spiderbro > Barry B Benson
Some other "new" stuff that I'd like to see integrated, but isn't strictly necessary, are Hisuian Samurott, Ceruledge, and/or Iron Moth. I've been dabbling with all of them and they're fun stuff.

A couple things I'd like to NOT see are Ogerpon and Enamorous. Am I shooting myself in the foot for denying their excellence? Yes. But also I just hate how they look.

If any of this would too greatly restrict making Adamant SD Chomp with webs work, then ignore it.

Thanks in advance if you take this up. I'm gonna keep smashing my head against a wall in the teambuilder and (very) low ladder
 
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