So I recently made this balance team and I've been having some success with it so far.
Below is a replay of the team's general gameplay:
https://replay.pokemonshowdown.com/gen9ou-1934836132
Molotov cocktail (Moltres) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost
serves as a really good check to a lot of the physical attackers in the metagame e.g.
,
and etc. It can also serve as a check to
since it resists Moonblast, Earth Power and Mystical Fire.
is also really good against
as it resists Magma Storm and so there have been times where you can just PP stall Heatran until it has no Magma Storms left.
252 SpA Choice Specs Enamorus Moonblast vs. 248 HP / 0 SpD Moltres: 137-162 (35.7 - 42.2%) -- guaranteed 3HKO
I rarely every Terastalise Moltres but I run Tera Fairy for Specs
. I run Flamethrower for STAB, Wisp to cripple physical attackers if they aren't already burned w/ Flame Body, U Turn to pivot and Roost for recovery. Moltres can struggle against Zapdos or Sandy Shocks but Slowking Galar and Rotom can handle these respectively.
Wash (Rotom-Wash) @ Choice Scarf
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Thunder Wave
Rotom is my main Lead for this team. I will typically Trick to cripple an opposing
or
or
. I run max HP evs for some sustain after the scarf is tricked and max speed to surprise opposing fast mons like
to potentially get a 1HKO if I still have my scarf. Volt Switch is for pivoting and Electric STAB, Hydro Pump is STAB and Thunder Wave is to hax opposing walls like
even further or to slow down a setting up
.
the G (Slowking-Galar) (F) @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Surf
- Future Sight
- Chilly Reception
- Sludge Bomb
is my main Special wall and very good against mons like Scarf
or
Tera Water because it's a good defensive type that removes the Ground and Dark weakness. Surf now becomes STAB which can help against mons like
and
. Future Sight and Chilly Reception are standard and Sludge Bomb is good against Tera Grass
and Fairy types like
or
. I run Leftovers since I want more sustainability as it will be switching in a lot. I could be advised to run boots instead however.
real one (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
OU Goat. This is a more Offensive build geared towards wearing down the opponents team and also clearing hazards. Headlong Rush and CC are strong STAB options, Knock Off is a good utility move against mons like
or
. Rapid Spin is to remove Hazards even though my team is not particularly weak to hazards unless
gets knocked off. I run Tera Steel to revenge kill Baxcalibur as I can live a +2 Glaive Rush or Icicle Spear and KO with CC if they haven't Tera'ed yet.
Val (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
This is my first late game finisher and often ends games early if brought in at the right moment and Encores the right target. I run Tera Steel defensively to resist the Fairy, Poison and Flying attacks that would usually OHKO and this gives an extra turn for setup. A lot of
s go for Dire Claw against you so that can often seal the game there by turning into Steel. Encore is a great utility move that can grant a free Calm Mind, Calm Mind is good to setup. Moonblast is Fairy STAB and Shadow Ball is to hit Gholdengo and also grants perfect neutral coverage if you don't run into
.
Gambino (Kingambit) (F) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
This is my secondary late game finisher with Tera Flying to resist the common ground attacks from
,
and
essentially giving you a free Swords Dance. I run leftovers since Kingambit is this team's only consistent answer to Specs
and also resists both of
STABS. Leftovers allows you to continuously switch in without getting chipped too much and since they're often forced to switch, you get two turns of Leftovers and also can chip their switch in.
Overall, I would say this team does struggle with
since
can't burn it but I don't feel like
really fits into this build that well. Any improvements or suggestions are greatly appreciated.
Below is a replay of the team's general gameplay:
https://replay.pokemonshowdown.com/gen9ou-1934836132
Molotov cocktail (Moltres) @ Heavy-Duty Boots

Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost







252 SpA Choice Specs Enamorus Moonblast vs. 248 HP / 0 SpD Moltres: 137-162 (35.7 - 42.2%) -- guaranteed 3HKO
I rarely every Terastalise Moltres but I run Tera Fairy for Specs

Wash (Rotom-Wash) @ Choice Scarf

Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Thunder Wave
Rotom is my main Lead for this team. I will typically Trick to cripple an opposing






the G (Slowking-Galar) (F) @ Leftovers

Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Surf
- Future Sight
- Chilly Reception
- Sludge Bomb








real one (Great Tusk) @ Heavy-Duty Boots

Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
OU Goat. This is a more Offensive build geared towards wearing down the opponents team and also clearing hazards. Headlong Rush and CC are strong STAB options, Knock Off is a good utility move against mons like



Val (Iron Valiant) @ Booster Energy

Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
This is my first late game finisher and often ends games early if brought in at the right moment and Encores the right target. I run Tera Steel defensively to resist the Fairy, Poison and Flying attacks that would usually OHKO and this gives an extra turn for setup. A lot of


Gambino (Kingambit) (F) @ Leftovers

Ability: Supreme Overlord
Tera Type: Flying
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
This is my secondary late game finisher with Tera Flying to resist the common ground attacks from





Overall, I would say this team does struggle with


