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SV OU Linear HO - Getting out of the 1300s

Intro

Hi there. I used to ladder quite high back in gen 6 OU, iirc my peak was a brief dip into top 100 - but I ended up disliking gen 7, and fell off the game over time. But nostalgia for the old exploits pulled me back now, and this is the first team I am now working on after an initial bout of studying up on gen 9 OU and the Pokémon that now exist.

Am definitely not in the shape I used to be in (only been back for 1-2 weeks), and still lack deep knowledge of gen 9 - hence why I'm here to get advice from my betters.

I took notes all throughout testing. So besides the per Pokémon descriptions, I will also copypaste my test rounds, adjustments over time and findings. The PokéPaste link shows the team the way it is now; initially, Ribombee had Tera Ghost, and Iron Boulder had Tera Ground and Earthquake instead of Close Combat.

Thank you very kindly in advance for any advice on making this team shine brighter!


The Team

PokéPaste

It's classic linear HO with systematic sacking, where a hazard-focused duo prepares the field for the lineup of purely offensive setup sweeping damage dealers. The way I built the team was to start with a good opener duo, and then I sequentially added sweepers that offensively synergized with what was already there (both with the team at large and on an individual basis among the sweepers, so that I can have a few different lines). It's generally working really well, but has a few match-ups that are disproportionately disastrous (summarized at the bottom of the Testing Logs section).

Ribombee hugely enables the team. Sticky Web enables especially Ceruledge and Primarina to hit first where they normally wouldn't be able to, but even Great Tusk and Garchomp appreciate it in a fair number of situations. Stun Spore complements Sticky Web versus Flying-types, Levitate users and Air Balloon holders, and also just adds a layer of cheesy parahax RNG in my favor. Skill Swap is there to make Hatterene feel very dumb, and Focus Sash does the obvious, ensuring Sticky Web goes up no matter what.

Great Tusk is fantastically versatile. Rapid Spin keeps especially Ceruledge safe, and the whole team appreciates Stealth Rock especially against bulky offense and VoltTurn teams. As well, it can sometimes catch opponents off-guard for it to pop a Rapid Spin, get a Speed boost, and suddenly act as something of a "mini sweeper" in combination with the Protosynthesis Attack boost. Obviously carries Booster Energy for obvious reasons.

Iron Boulder ended up on the team late in the initial building process, as a result of looking for a good match for what was already there. I'm very glad I did choose it. With Tera Fighting and Close Combat, it can set up on and OHKO a surprisingly vast range of things, while Booster Energy gives me an instant Quark Drive Speed boost that combines with Swords Dance for setting up very high offensive stats in an uncomplicated way.

Ceruledge pulls a lot of weight on the team. On one hand, it makes opponents shy away from hitting it with physical moves that aren't super-effective to avoid giving it a Speed boost from Weak Armor, resulting in opponents pushing themselves into wonky match-ups against it at times; on the other hand, even if the enemy team gives it few good opportunities to setup sweep, Shadow Sneak lets it act as an immediate revenge killer in a way the other team members can't.

Primarina can really mess enemy teams up in ways that surprised me at first. With the right holes already punched into the opposing team, Calm Mind's Special Defense boost combines with Leftovers and Substitute to make the value of the Special Attack boost effectively greater, and Tera Steel exaggerates it further into some match-ups. The investment into HP is there to let it take better advantage of the Substitute + Leftovers combination, while the existing amount of Speed EVs ensures better Sticky Web advantage and still lets it get the jump on any Kingambit without max Speed (forces them into resisted Sucker Punch if they want to hit Primarina twice).

Garchomp is probably the most "extreme" Pokémon on the team, in a certain way, since it's usually the one that's the hardest to fully set up (it takes two turns, and Scale Shot is dead into Fairy-types), but also often sweeps the hardest when that full setup does happen. Besides that, there's nothing complicated about it; despite what I just said, and besides Tera Fire sometimes making fun of Fairy-types, it's the most straightforwardly uncomplicated Pokémon on the whole team, I feel.


Testing Logs

TEST ROUND #1: Linear HO 1.0

Start Elo: ~1150
Wins: 13 (of which 4 close, 1 okay, 3 decisive, 5 one-sided)
Losses: 7 (of which 5 normal, 2 one-sided)
End Elo: 1271
65 % Win Rate

Initial Findings:
- No consistent loss reasons across different match-ups; losses feel like misplay or mind game fail
- All team members find frequent use; none feel like a liability
- Team feels intuitive to pilot; losses more or less never really feel like I couldn't have won
- Ribombee: Stun Spore super-useful; Glimmora issue; Tera Ghost unused; Tera Steel?
- Great Tusk: Extremely versatile; usually gets Rocks up; Tera Steel good defensive trap
- Ceruledge and Primarina: Stand out as highest value; Tera Steel Primarina saves games
- Garchomp: Swords Dance + Scale Shot setup usually sweeps; Tera Fire good trap vs Fairy-types
- Iron Boulder: Tera Ground mixed bag (bad vs a lot, but good vs Raging Bolt, etc.)

Adjustments Made:
- Ribombee: Tera Ghost -> Tera Steel

TEST ROUND #2: Linear HO 1.1
Start Elo: 1226 (tested other team, lost Elo)
Wins: 11 (of which 1 close, 1 okay, 2 normal, 3 decisive, 4 one-sided)
Losses: 9 (of which 1 close, 3 normal, 2 decisive, 3 one-sided)
End Elo: 1284
55 % Win Rate

Refined Findings & Changes:
- Team still feels great; W/L ratio change doesn't bother me yet (sample size, nuance)
- Trick Room with Ursaluna is a specific weakness (only priority is Ghost-type)
- Reacting to Gholdengo lead with switch to Great Tusk rarely goes answered well
- Ribombee: Tera Steel has exactly the desired effect, Glimmora becomes non-issue
- Primarina: Substitute lets it counter Kingambit and Raging Bolt quite cleanly
- Iron Boulder: Tera Ground still iffy; rarely use Earthquake; Tera Fighting Close Combat?

Adjustments Made:
- Iron Boulder: Tera Ground -> Tera Fighting; Earthquake -> Close Combat

TEST ROUND #3: Linear HO 1.2 (current)
Start Elo: 1284
Wins: 20 (of which 4 close, 2 okay, 5 normal, 4 decisive, 5 one-sided)
Losses: 20 (of which 5 close, 3 okay, 5 normal, 1 decisive, 6 one-sided)
End Elo: 1308
50 % Win Rate

Refined Findings & Changes:
- W/L ratio remained similar, but getting too low, decreasing as Elo increases
- Besides the specific issues, unsure if my play or team needs improvement to increase W/L ratio
- Rain so-so; Curse Dondozo quasi-impossible; Trick Room with Ursaluna bad; Raging Bolt? Vacuum Wave Iron Valiant?
- Iron Boulder: Tera Fighting and Close Combat both extremely useful; multiple sweeps

Definitive Identified Issues Remaining:
- Curse Dondozo (debilitating)
- Trick Room + Ursaluna (bad)
- Rain (so-so)
 
:ribombee: -> :araquanid:
The water spider is somehow a better web setter than ribombee. It mainly comes down to water bubble is a great ability and it has just enough bulk to survive most attacks. I recommend looking at the smogon article to get a better idea of how it works.
Araquanid @ Custap Berry
Ability: Water Bubble
EVs: 252 HP / 40 Def / 216 SpA
Tera Type: Ghost
Modest Nature
- Sticky Web
- Surf
- Endeavor
- Endure

:garchomp: -> :raging bolt:
Yep, this is mainly for the :dondozo: match up. However, as you said garchomp is the most inconsistent member. Now, raging bolt does make you even weaker to :ursaluna:

Raging Bolt @ Booster Energy
Ability: Protosynthesis
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 20 Atk
Tera Type: Fairy
Modest Nature
- Calm Mind
- Thunderclap
- Dragon Pulse
- Thunderbolt
:ceruledge:
Depending on how well you can get hazards off the field, I would suggest the focus sash set. Weak armor, focus sash, swords dance, bitter blade is a devastating combo.
I hope these suggestions help. Have fun learning the meta.
 
:ribombee: -> :araquanid:
The water spider is somehow a better web setter than ribombee. It mainly comes down to water bubble is a great ability and it has just enough bulk to survive most attacks. I recommend looking at the smogon article to get a better idea of how it works.
Araquanid @ Custap Berry
Ability: Water Bubble
EVs: 252 HP / 40 Def / 216 SpA
Tera Type: Ghost
Modest Nature
- Sticky Web
- Surf
- Endeavor
- Endure

:garchomp: -> :raging bolt:
Yep, this is mainly for the :dondozo: match up. However, as you said garchomp is the most inconsistent member. Now, raging bolt does make you even weaker to :ursaluna:

Raging Bolt @ Booster Energy
Ability: Protosynthesis
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 20 Atk
Tera Type: Fairy
Modest Nature
- Calm Mind
- Thunderclap
- Dragon Pulse
- Thunderbolt
:ceruledge:
Depending on how well you can get hazards off the field, I would suggest the focus sash set. Weak armor, focus sash, swords dance, bitter blade is a devastating combo.
I hope these suggestions help. Have fun learning the meta.
Intro

Hi there. I used to ladder quite high back in gen 6 OU, iirc my peak was a brief dip into top 100 - but I ended up disliking gen 7, and fell off the game over time. But nostalgia for the old exploits pulled me back now, and this is the first team I am now working on after an initial bout of studying up on gen 9 OU and the Pokémon that now exist.

Am definitely not in the shape I used to be in (only been back for 1-2 weeks), and still lack deep knowledge of gen 9 - hence why I'm here to get advice from my betters.

I took notes all throughout testing. So besides the per Pokémon descriptions, I will also copypaste my test rounds, adjustments over time and findings. The PokéPaste link shows the team the way it is now; initially, Ribombee had Tera Ghost, and Iron Boulder had Tera Ground and Earthquake instead of Close Combat.

Thank you very kindly in advance for any advice on making this team shine brighter!


The Team

PokéPaste

It's classic linear HO with systematic sacking, where a hazard-focused duo prepares the field for the lineup of purely offensive setup sweeping damage dealers. The way I built the team was to start with a good opener duo, and then I sequentially added sweepers that offensively synergized with what was already there (both with the team at large and on an individual basis among the sweepers, so that I can have a few different lines). It's generally working really well, but has a few match-ups that are disproportionately disastrous (summarized at the bottom of the Testing Logs section).

Ribombee hugely enables the team. Sticky Web enables especially Ceruledge and Primarina to hit first where they normally wouldn't be able to, but even Great Tusk and Garchomp appreciate it in a fair number of situations. Stun Spore complements Sticky Web versus Flying-types, Levitate users and Air Balloon holders, and also just adds a layer of cheesy parahax RNG in my favor. Skill Swap is there to make Hatterene feel very dumb, and Focus Sash does the obvious, ensuring Sticky Web goes up no matter what.

Great Tusk is fantastically versatile. Rapid Spin keeps especially Ceruledge safe, and the whole team appreciates Stealth Rock especially against bulky offense and VoltTurn teams. As well, it can sometimes catch opponents off-guard for it to pop a Rapid Spin, get a Speed boost, and suddenly act as something of a "mini sweeper" in combination with the Protosynthesis Attack boost. Obviously carries Booster Energy for obvious reasons.

Iron Boulder ended up on the team late in the initial building process, as a result of looking for a good match for what was already there. I'm very glad I did choose it. With Tera Fighting and Close Combat, it can set up on and OHKO a surprisingly vast range of things, while Booster Energy gives me an instant Quark Drive Speed boost that combines with Swords Dance for setting up very high offensive stats in an uncomplicated way.

Ceruledge pulls a lot of weight on the team. On one hand, it makes opponents shy away from hitting it with physical moves that aren't super-effective to avoid giving it a Speed boost from Weak Armor, resulting in opponents pushing themselves into wonky match-ups against it at times; on the other hand, even if the enemy team gives it few good opportunities to setup sweep, Shadow Sneak lets it act as an immediate revenge killer in a way the other team members can't.

Primarina can really mess enemy teams up in ways that surprised me at first. With the right holes already punched into the opposing team, Calm Mind's Special Defense boost combines with Leftovers and Substitute to make the value of the Special Attack boost effectively greater, and Tera Steel exaggerates it further into some match-ups. The investment into HP is there to let it take better advantage of the Substitute + Leftovers combination, while the existing amount of Speed EVs ensures better Sticky Web advantage and still lets it get the jump on any Kingambit without max Speed (forces them into resisted Sucker Punch if they want to hit Primarina twice).

Garchomp is probably the most "extreme" Pokémon on the team, in a certain way, since it's usually the one that's the hardest to fully set up (it takes two turns, and Scale Shot is dead into Fairy-types), but also often sweeps the hardest when that full setup does happen. Besides that, there's nothing complicated about it; despite what I just said, and besides Tera Fire sometimes making fun of Fairy-types, it's the most straightforwardly uncomplicated Pokémon on the whole team, I feel.


Testing Logs

TEST ROUND #1: Linear HO 1.0

Start Elo: ~1150
Wins: 13 (of which 4 close, 1 okay, 3 decisive, 5 one-sided)
Losses: 7 (of which 5 normal, 2 one-sided)
End Elo: 1271
65 % Win Rate

Initial Findings:
- No consistent loss reasons across different match-ups; losses feel like misplay or mind game fail
- All team members find frequent use; none feel like a liability
- Team feels intuitive to pilot; losses more or less never really feel like I couldn't have won
- Ribombee: Stun Spore super-useful; Glimmora issue; Tera Ghost unused; Tera Steel?
- Great Tusk: Extremely versatile; usually gets Rocks up; Tera Steel good defensive trap
- Ceruledge and Primarina: Stand out as highest value; Tera Steel Primarina saves games
- Garchomp: Swords Dance + Scale Shot setup usually sweeps; Tera Fire good trap vs Fairy-types
- Iron Boulder: Tera Ground mixed bag (bad vs a lot, but good vs Raging Bolt, etc.)

Adjustments Made:
- Ribombee: Tera Ghost -> Tera Steel

TEST ROUND #2: Linear HO 1.1
Start Elo: 1226 (tested other team, lost Elo)
Wins: 11 (of which 1 close, 1 okay, 2 normal, 3 decisive, 4 one-sided)
Losses: 9 (of which 1 close, 3 normal, 2 decisive, 3 one-sided)
End Elo: 1284
55 % Win Rate

Refined Findings & Changes:
- Team still feels great; W/L ratio change doesn't bother me yet (sample size, nuance)
- Trick Room with Ursaluna is a specific weakness (only priority is Ghost-type)
- Reacting to Gholdengo lead with switch to Great Tusk rarely goes answered well
- Ribombee: Tera Steel has exactly the desired effect, Glimmora becomes non-issue
- Primarina: Substitute lets it counter Kingambit and Raging Bolt quite cleanly
- Iron Boulder: Tera Ground still iffy; rarely use Earthquake; Tera Fighting Close Combat?

Adjustments Made:
- Iron Boulder: Tera Ground -> Tera Fighting; Earthquake -> Close Combat

TEST ROUND #3: Linear HO 1.2 (current)
Start Elo: 1284
Wins: 20 (of which 4 close, 2 okay, 5 normal, 4 decisive, 5 one-sided)
Losses: 20 (of which 5 close, 3 okay, 5 normal, 1 decisive, 6 one-sided)
End Elo: 1308
50 % Win Rate

Refined Findings & Changes:
- W/L ratio remained similar, but getting too low, decreasing as Elo increases
- Besides the specific issues, unsure if my play or team needs improvement to increase W/L ratio
- Rain so-so; Curse Dondozo quasi-impossible; Trick Room with Ursaluna bad; Raging Bolt? Vacuum Wave Iron Valiant?
- Iron Boulder: Tera Fighting and Close Combat both extremely useful; multiple sweeps

Definitive Identified Issues Remaining:
- Curse Dondozo (debilitating)
- Trick Room + Ursaluna (bad)
- Rain (so-so)
You kinda don't need booster speed on a sticky web ho team tbh also add air balloon np gholdengo to prevent hazard removal
 
Intro

Hi there. I used to ladder quite high back in gen 6 OU, iirc my peak was a brief dip into top 100 - but I ended up disliking gen 7, and fell off the game over time. But nostalgia for the old exploits pulled me back now, and this is the first team I am now working on after an initial bout of studying up on gen 9 OU and the Pokémon that now exist.

Am definitely not in the shape I used to be in (only been back for 1-2 weeks), and still lack deep knowledge of gen 9 - hence why I'm here to get advice from my betters.

I took notes all throughout testing. So besides the per Pokémon descriptions, I will also copypaste my test rounds, adjustments over time and findings. The PokéPaste link shows the team the way it is now; initially, Ribombee had Tera Ghost, and Iron Boulder had Tera Ground and Earthquake instead of Close Combat.

Thank you very kindly in advance for any advice on making this team shine brighter!


The Team

PokéPaste

It's classic linear HO with systematic sacking, where a hazard-focused duo prepares the field for the lineup of purely offensive setup sweeping damage dealers. The way I built the team was to start with a good opener duo, and then I sequentially added sweepers that offensively synergized with what was already there (both with the team at large and on an individual basis among the sweepers, so that I can have a few different lines). It's generally working really well, but has a few match-ups that are disproportionately disastrous (summarized at the bottom of the Testing Logs section).

Ribombee hugely enables the team. Sticky Web enables especially Ceruledge and Primarina to hit first where they normally wouldn't be able to, but even Great Tusk and Garchomp appreciate it in a fair number of situations. Stun Spore complements Sticky Web versus Flying-types, Levitate users and Air Balloon holders, and also just adds a layer of cheesy parahax RNG in my favor. Skill Swap is there to make Hatterene feel very dumb, and Focus Sash does the obvious, ensuring Sticky Web goes up no matter what.

Great Tusk is fantastically versatile. Rapid Spin keeps especially Ceruledge safe, and the whole team appreciates Stealth Rock especially against bulky offense and VoltTurn teams. As well, it can sometimes catch opponents off-guard for it to pop a Rapid Spin, get a Speed boost, and suddenly act as something of a "mini sweeper" in combination with the Protosynthesis Attack boost. Obviously carries Booster Energy for obvious reasons.

Iron Boulder ended up on the team late in the initial building process, as a result of looking for a good match for what was already there. I'm very glad I did choose it. With Tera Fighting and Close Combat, it can set up on and OHKO a surprisingly vast range of things, while Booster Energy gives me an instant Quark Drive Speed boost that combines with Swords Dance for setting up very high offensive stats in an uncomplicated way.

Ceruledge pulls a lot of weight on the team. On one hand, it makes opponents shy away from hitting it with physical moves that aren't super-effective to avoid giving it a Speed boost from Weak Armor, resulting in opponents pushing themselves into wonky match-ups against it at times; on the other hand, even if the enemy team gives it few good opportunities to setup sweep, Shadow Sneak lets it act as an immediate revenge killer in a way the other team members can't.

Primarina can really mess enemy teams up in ways that surprised me at first. With the right holes already punched into the opposing team, Calm Mind's Special Defense boost combines with Leftovers and Substitute to make the value of the Special Attack boost effectively greater, and Tera Steel exaggerates it further into some match-ups. The investment into HP is there to let it take better advantage of the Substitute + Leftovers combination, while the existing amount of Speed EVs ensures better Sticky Web advantage and still lets it get the jump on any Kingambit without max Speed (forces them into resisted Sucker Punch if they want to hit Primarina twice).

Garchomp is probably the most "extreme" Pokémon on the team, in a certain way, since it's usually the one that's the hardest to fully set up (it takes two turns, and Scale Shot is dead into Fairy-types), but also often sweeps the hardest when that full setup does happen. Besides that, there's nothing complicated about it; despite what I just said, and besides Tera Fire sometimes making fun of Fairy-types, it's the most straightforwardly uncomplicated Pokémon on the whole team, I feel.


Testing Logs

TEST ROUND #1: Linear HO 1.0

Start Elo: ~1150
Wins: 13 (of which 4 close, 1 okay, 3 decisive, 5 one-sided)
Losses: 7 (of which 5 normal, 2 one-sided)
End Elo: 1271
65 % Win Rate

Initial Findings:
- No consistent loss reasons across different match-ups; losses feel like misplay or mind game fail
- All team members find frequent use; none feel like a liability
- Team feels intuitive to pilot; losses more or less never really feel like I couldn't have won
- Ribombee: Stun Spore super-useful; Glimmora issue; Tera Ghost unused; Tera Steel?
- Great Tusk: Extremely versatile; usually gets Rocks up; Tera Steel good defensive trap
- Ceruledge and Primarina: Stand out as highest value; Tera Steel Primarina saves games
- Garchomp: Swords Dance + Scale Shot setup usually sweeps; Tera Fire good trap vs Fairy-types
- Iron Boulder: Tera Ground mixed bag (bad vs a lot, but good vs Raging Bolt, etc.)

Adjustments Made:
- Ribombee: Tera Ghost -> Tera Steel

TEST ROUND #2: Linear HO 1.1
Start Elo: 1226 (tested other team, lost Elo)
Wins: 11 (of which 1 close, 1 okay, 2 normal, 3 decisive, 4 one-sided)
Losses: 9 (of which 1 close, 3 normal, 2 decisive, 3 one-sided)
End Elo: 1284
55 % Win Rate

Refined Findings & Changes:
- Team still feels great; W/L ratio change doesn't bother me yet (sample size, nuance)
- Trick Room with Ursaluna is a specific weakness (only priority is Ghost-type)
- Reacting to Gholdengo lead with switch to Great Tusk rarely goes answered well
- Ribombee: Tera Steel has exactly the desired effect, Glimmora becomes non-issue
- Primarina: Substitute lets it counter Kingambit and Raging Bolt quite cleanly
- Iron Boulder: Tera Ground still iffy; rarely use Earthquake; Tera Fighting Close Combat?

Adjustments Made:
- Iron Boulder: Tera Ground -> Tera Fighting; Earthquake -> Close Combat

TEST ROUND #3: Linear HO 1.2 (current)
Start Elo: 1284
Wins: 20 (of which 4 close, 2 okay, 5 normal, 4 decisive, 5 one-sided)
Losses: 20 (of which 5 close, 3 okay, 5 normal, 1 decisive, 6 one-sided)
End Elo: 1308
50 % Win Rate

Refined Findings & Changes:
- W/L ratio remained similar, but getting too low, decreasing as Elo increases
- Besides the specific issues, unsure if my play or team needs improvement to increase W/L ratio
- Rain so-so; Curse Dondozo quasi-impossible; Trick Room with Ursaluna bad; Raging Bolt? Vacuum Wave Iron Valiant?
- Iron Boulder: Tera Fighting and Close Combat both extremely useful; multiple sweeps

Definitive Identified Issues Remaining:
- Curse Dondozo (debilitating)
- Trick Room + Ursaluna (bad)
- Rain (so-so)
The gxe is kinda low because of using something inconsistent its fine ho is a matchup fish anyone also Id suggest adding taunt ogerpon wellspring for anti stall tech
 
Intro

Hi there. I used to ladder quite high back in gen 6 OU, iirc my peak was a brief dip into top 100 - but I ended up disliking gen 7, and fell off the game over time. But nostalgia for the old exploits pulled me back now, and this is the first team I am now working on after an initial bout of studying up on gen 9 OU and the Pokémon that now exist.

Am definitely not in the shape I used to be in (only been back for 1-2 weeks), and still lack deep knowledge of gen 9 - hence why I'm here to get advice from my betters.

I took notes all throughout testing. So besides the per Pokémon descriptions, I will also copypaste my test rounds, adjustments over time and findings. The PokéPaste link shows the team the way it is now; initially, Ribombee had Tera Ghost, and Iron Boulder had Tera Ground and Earthquake instead of Close Combat.

Thank you very kindly in advance for any advice on making this team shine brighter!


The Team

PokéPaste

It's classic linear HO with systematic sacking, where a hazard-focused duo prepares the field for the lineup of purely offensive setup sweeping damage dealers. The way I built the team was to start with a good opener duo, and then I sequentially added sweepers that offensively synergized with what was already there (both with the team at large and on an individual basis among the sweepers, so that I can have a few different lines). It's generally working really well, but has a few match-ups that are disproportionately disastrous (summarized at the bottom of the Testing Logs section).

Ribombee hugely enables the team. Sticky Web enables especially Ceruledge and Primarina to hit first where they normally wouldn't be able to, but even Great Tusk and Garchomp appreciate it in a fair number of situations. Stun Spore complements Sticky Web versus Flying-types, Levitate users and Air Balloon holders, and also just adds a layer of cheesy parahax RNG in my favor. Skill Swap is there to make Hatterene feel very dumb, and Focus Sash does the obvious, ensuring Sticky Web goes up no matter what.

Great Tusk is fantastically versatile. Rapid Spin keeps especially Ceruledge safe, and the whole team appreciates Stealth Rock especially against bulky offense and VoltTurn teams. As well, it can sometimes catch opponents off-guard for it to pop a Rapid Spin, get a Speed boost, and suddenly act as something of a "mini sweeper" in combination with the Protosynthesis Attack boost. Obviously carries Booster Energy for obvious reasons.

Iron Boulder ended up on the team late in the initial building process, as a result of looking for a good match for what was already there. I'm very glad I did choose it. With Tera Fighting and Close Combat, it can set up on and OHKO a surprisingly vast range of things, while Booster Energy gives me an instant Quark Drive Speed boost that combines with Swords Dance for setting up very high offensive stats in an uncomplicated way.

Ceruledge pulls a lot of weight on the team. On one hand, it makes opponents shy away from hitting it with physical moves that aren't super-effective to avoid giving it a Speed boost from Weak Armor, resulting in opponents pushing themselves into wonky match-ups against it at times; on the other hand, even if the enemy team gives it few good opportunities to setup sweep, Shadow Sneak lets it act as an immediate revenge killer in a way the other team members can't.

Primarina can really mess enemy teams up in ways that surprised me at first. With the right holes already punched into the opposing team, Calm Mind's Special Defense boost combines with Leftovers and Substitute to make the value of the Special Attack boost effectively greater, and Tera Steel exaggerates it further into some match-ups. The investment into HP is there to let it take better advantage of the Substitute + Leftovers combination, while the existing amount of Speed EVs ensures better Sticky Web advantage and still lets it get the jump on any Kingambit without max Speed (forces them into resisted Sucker Punch if they want to hit Primarina twice).

Garchomp is probably the most "extreme" Pokémon on the team, in a certain way, since it's usually the one that's the hardest to fully set up (it takes two turns, and Scale Shot is dead into Fairy-types), but also often sweeps the hardest when that full setup does happen. Besides that, there's nothing complicated about it; despite what I just said, and besides Tera Fire sometimes making fun of Fairy-types, it's the most straightforwardly uncomplicated Pokémon on the whole team, I feel.


Testing Logs

TEST ROUND #1: Linear HO 1.0

Start Elo: ~1150
Wins: 13 (of which 4 close, 1 okay, 3 decisive, 5 one-sided)
Losses: 7 (of which 5 normal, 2 one-sided)
End Elo: 1271
65 % Win Rate

Initial Findings:
- No consistent loss reasons across different match-ups; losses feel like misplay or mind game fail
- All team members find frequent use; none feel like a liability
- Team feels intuitive to pilot; losses more or less never really feel like I couldn't have won
- Ribombee: Stun Spore super-useful; Glimmora issue; Tera Ghost unused; Tera Steel?
- Great Tusk: Extremely versatile; usually gets Rocks up; Tera Steel good defensive trap
- Ceruledge and Primarina: Stand out as highest value; Tera Steel Primarina saves games
- Garchomp: Swords Dance + Scale Shot setup usually sweeps; Tera Fire good trap vs Fairy-types
- Iron Boulder: Tera Ground mixed bag (bad vs a lot, but good vs Raging Bolt, etc.)

Adjustments Made:
- Ribombee: Tera Ghost -> Tera Steel

TEST ROUND #2: Linear HO 1.1
Start Elo: 1226 (tested other team, lost Elo)
Wins: 11 (of which 1 close, 1 okay, 2 normal, 3 decisive, 4 one-sided)
Losses: 9 (of which 1 close, 3 normal, 2 decisive, 3 one-sided)
End Elo: 1284
55 % Win Rate

Refined Findings & Changes:
- Team still feels great; W/L ratio change doesn't bother me yet (sample size, nuance)
- Trick Room with Ursaluna is a specific weakness (only priority is Ghost-type)
- Reacting to Gholdengo lead with switch to Great Tusk rarely goes answered well
- Ribombee: Tera Steel has exactly the desired effect, Glimmora becomes non-issue
- Primarina: Substitute lets it counter Kingambit and Raging Bolt quite cleanly
- Iron Boulder: Tera Ground still iffy; rarely use Earthquake; Tera Fighting Close Combat?

Adjustments Made:
- Iron Boulder: Tera Ground -> Tera Fighting; Earthquake -> Close Combat

TEST ROUND #3: Linear HO 1.2 (current)
Start Elo: 1284
Wins: 20 (of which 4 close, 2 okay, 5 normal, 4 decisive, 5 one-sided)
Losses: 20 (of which 5 close, 3 okay, 5 normal, 1 decisive, 6 one-sided)
End Elo: 1308
50 % Win Rate

Refined Findings & Changes:
- W/L ratio remained similar, but getting too low, decreasing as Elo increases
- Besides the specific issues, unsure if my play or team needs improvement to increase W/L ratio
- Rain so-so; Curse Dondozo quasi-impossible; Trick Room with Ursaluna bad; Raging Bolt? Vacuum Wave Iron Valiant?
- Iron Boulder: Tera Fighting and Close Combat both extremely useful; multiple sweeps

Definitive Identified Issues Remaining:
- Curse Dondozo (debilitating)
- Trick Room + Ursaluna (bad)
- Rain (so-so)
I don't really get Boulder on webs, at least a speed booster set. Why get the extra speed when anything that would outspeed you w/webs up (besides clear body / boots pult / boots Zama, Zama you never really beat anyway) would be slower anyway?
 
You kinda don't need booster speed on a sticky web ho team tbh also add air balloon np gholdengo to prevent hazard removal
I don't really get Boulder on webs, at least a speed booster set. Why get the extra speed when anything that would outspeed you w/webs up (besides clear body / boots pult / boots Zama, Zama you never really beat anyway) would be slower anyway?
Well, there isn't always a guarantee that Sticky Web will stay up properly, especially against teams with Defog instead of Rapid Spin (Corviknight being a prime example). Against those, an Iron Boulder without any Speed boost would be a liability. All the more if I do go with Araquanid instead of Ribombee, because then I can't answer Hatterene anymore. Right?
 
Well, there isn't always a guarantee that Sticky Web will stay up properly, especially against teams with Defog instead of Rapid Spin (Corviknight being a prime example). Against those, an Iron Boulder without any Speed boost would be a liability. All the more if I do go with Araquanid instead of Ribombee, because then I can't answer Hatterene anymore. Right?
216+ SpA Water Bubble Araquanid Surf vs. 252 HP / 0 SpD Hatterene: 168-198 (52.8 - 62.2%) -- guaranteed 2HKO

It shmokes hatt
Id honestly go with bolt / ghold in the last slot, and definitely go with a ground resist like woger or a flying mon over boulder here
 
:ribombee: -> :araquanid:
The water spider is somehow a better web setter than ribombee. It mainly comes down to water bubble is a great ability and it has just enough bulk to survive most attacks. I recommend looking at the smogon article to get a better idea of how it works.
Araquanid @ Custap Berry
Ability: Water Bubble
EVs: 252 HP / 40 Def / 216 SpA
Tera Type: Ghost
Modest Nature
- Sticky Web
- Surf
- Endeavor
- Endure

:garchomp: -> :raging bolt:
Yep, this is mainly for the :dondozo: match up. However, as you said garchomp is the most inconsistent member. Now, raging bolt does make you even weaker to :ursaluna:

Raging Bolt @ Booster Energy
Ability: Protosynthesis
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 20 Atk
Tera Type: Fairy
Modest Nature
- Calm Mind
- Thunderclap
- Dragon Pulse
- Thunderbolt
:ceruledge:
Depending on how well you can get hazards off the field, I would suggest the focus sash set. Weak armor, focus sash, swords dance, bitter blade is a devastating combo.
I hope these suggestions help. Have fun learning the meta.
Doesn't Raging Bolt have pretty lacking Synergy with Iron Boulder and Ceruledge? It's the main reason I haven't made the jump to it thus far, what's made me hesitant about it. (Though it does synergize extremely nicely with Primarina.) Unless I'm misjudging something.

As for Araquanid, I do see it - the only reason I've been hesitating is that Ribombee is my only consistent answer to Hatterene. Without Skill Swap, don't Hatterene teams just kind of deny Sticky Web for most of the match (until they choose to give up Hatterene)?

(Edit: I posted this literally at the same time as Scribe's new post! xD)
 
216+ SpA Water Bubble Araquanid Surf vs. 252 HP / 0 SpD Hatterene: 168-198 (52.8 - 62.2%) -- guaranteed 2HKO

It shmokes hatt
Id honestly go with bolt / ghold in the last slot, and definitely go with a ground resist like woger or a flying mon over boulder here
Ah, then I misjudged Araquanid a bit. That does change things. And yeah, I've been considering Moltres-G for example as it seems to fit with some other team members.

Oh, and I've been considering IronPress Zamazenta as an answer to TR Ursaluna? Landing one Facade against unboosted and one against boosted Zamazenta doesn't kill Zamazenta, and Zamazenta's Body Press cleanly OHKOs Ursaluna from there. Tera Ghost could also bait whiffed Facades as well, as an extra option. That's been on my mind.
 
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Ah, then I misjudged Araquanid a bit. That does change things. And yeah, I've been considering Moltres-G for example as it seems to fit with some other team members.
Molt is pretty good on webs, yea.
You can try something like:

Moltres-Galar @ Sitrus Berry
Ability: Berserk
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Tera Type: Fairy / Ghost
Modest Nature
- Nasty Plot
- Fiery Wrath
- Tera Blast / Hurricane / Taunt
- Agility

Imo, fairy blast is probs the best and most consistent for moltres, however if you end up not going with ghold you can use taunt to prevent fogs. Tho, honestly, if the opp fogs on molt you're getting like 3 boosts and it's probably game over by then anyway
Still good for stall matchup

While webs ARE customizable to make them have good or at least playable mus alot of the time, it is, in the end, mostly a matchup fish team style so if your team struggles into one or more things just make sure you have a way to deal with it
You're not going to be super good into everything with a team that so relies on setting a hazard and keeping it up
 
Molt is pretty good on webs, yea.
You can try something like:

Moltres-Galar @ Sitrus Berry
Ability: Berserk
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Tera Type: Fairy / Ghost
Modest Nature
- Nasty Plot
- Fiery Wrath
- Tera Blast / Hurricane / Taunt
- Agility

Imo, fairy blast is probs the best and most consistent for moltres, however if you end up not going with ghold you can use taunt to prevent fogs. Tho, honestly, if the opp fogs on molt you're getting like 3 boosts and it's probably game over by then anyway
Still good for stall matchup

While webs ARE customizable to make them have good or at least playable mus alot of the time, it is, in the end, mostly a matchup fish team style so if your team struggles into one or more things just make sure you have a way to deal with it
You're not going to be super good into everything with a team that so relies on setting a hazard and keeping it up
Yep, that looks exactly like what I've been considering!
What's your take on my Zamazenta idea? Though I must correct myself: Double Facade as described does kill, but Tera Ghost would indeed be the hard counter to TR Ursaluna; even if it's predicted, one Headlong Rush into unboosted and one into boosted Zamazenta doesn't kill it.
 
Yep, that looks exactly like what I've been considering!
What's your take on my Zamazenta idea? Though I must correct myself: Double Facade as described does kill, but Tera Ghost would indeed be the hard counter to TR Ursaluna; even if it's predicted, one Headlong Rush into unboosted and one into boosted Zamazenta doesn't kill it.
Oh oops I didn't see that ; Tera ghost isn't really used but you could try a set like Rest/ idef / body press / crunch with a chesto berry and either tera dark or fire depending on your team's needs
You can also go heavy slam with leftovers
Honestly it does kind of depend on the team composition which set you use (or even if you use it)
I can give some ideas if you wanna make the updated version and send it over in dms or here
 
Oh oops I didn't see that ; Tera ghost isn't really used but you could try a set like Rest/ idef / body press / crunch with a chesto berry and either tera dark or fire depending on your team's needs
You can also go heavy slam with leftovers
Honestly it does kind of depend on the team composition which set you use (or even if you use it)
I can give some ideas if you wanna make the updated version and send it over in dms or here
Yeah, I know Tera Ghost Zamazenta is uncommon - though not without precedent, it's actually mentioned as an alternative option on its Dex page - but on this specific team, it's a clean hard solution to one of the two literal largest roadblocks. So I feel I definitely want to test it to see if my gut saying "do it" is right or wrong; can always switch it up later if I'm wrong, all I lose is some time!
PokéPaste <- Here's my idea for an adjusted version of the team that I think I want to test. There's also the possibility of Iron Treads filling Great Tusk's role; it's just a thought for now.
 
Yeah, I know Tera Ghost Zamazenta is uncommon - though not without precedent, it's actually mentioned as an alternative option on its Dex page - but on this specific team, it's a clean hard solution to one of the two literal largest roadblocks. So I feel I definitely want to test it to see if my gut saying "do it" is right or wrong; can always switch it up later if I'm wrong, all I lose is some time!
PokéPaste <- Here's my idea for an adjusted version of the team that I think I want to test.
Looks really solid actually
If you want to just test Tera ghost za and if it works then keep it, if not then remove it
Alot of teams just take testing to perfect them
 
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