Project SV OU Teambuilding Lab (Open)

EDIT TO COMPLY, ITS BEEN AWHILE MY APOLOGIES

I'd like any and all who feel up for it to try their attempt at configuring their own ideas around this Veil Team, built around Tera Elec Cinderace, BU Ursaluna, and DD TTar: https://pokepast.es/9a7c4cd29cb9dacf

I've been working on toying with the idea for a bit now and It's been going pretty swell, not so much in the current Palafin climate but it was extremely fun before. The most immediate things that seem obvious is that Dozo or Stall can be difficult unless played very carefully, and that its heavily Phys biased. I'd only ask for TTar and Cinder Elec stay! You may configure it however you like otherwise!

Thank you! Take all the time you need!
 
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I'd like a team to be made around Kyurem+Primarina. I think this pair would work well together. Thank you!
:kyurem: :primarina:
 
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To further add with the message on top most of the teams were designed without Palafin in mind, be attentive of the teams provided during the suspect if you were to use them. Now then here are all request I tackled.

(click icons for team import)


:sv/iron valiant: :sv/primarina:
When asking for this core I already knew I wanted to make this into HO, these two complement each other Primarina is able to punch holes and help against annoying stuff like Corviknight, Moltres, and Dondozo, while Swords Dance Iron Valiant helps pressure Galarian Slowking and Iron Crown for Primarina. Both mons are good in enabling each other to win or to open up for the rest of your team to serve as win-con. Custap Berry on Primarina is really nice to secure one last before fainting or dish out lots of damage on something beefy. Tera Dark on Iron Valiant helps overwhelm Bulky Gholdengo and secure OHKO against Slowking-Galar with Knock Off.


:sv/zamazenta:
Zamazenta made sense as a the next partner, being able to help against a lot off offensive threat that would've been issue for the main offensive core, like Kingambit, Dragonite, and Darkrai. Similarly benefits the above duo creating opportunities to serve as a wincon as well as a good disruptor with Roar to prevent other set up heavy mons to wreck havoc or booster energy users. Crunch was used instead of Heavy Slam to alleviate reliance on Iron Valiant to overwhelm Galarian Slowking and Dragapult. Tera Fire ensures immunity to getting burned that would shutdown Zamazenta's effectiveness. The EV spread improves the damage to do better against Gholdengo and Galarian Slowking and maximizing its speed so it doesn't always go last against opposing Roar Zamazenta, and the rest is dumped into bulk to better take hits.


:sv/glimmora:
Glimmora here is for obligatory Stealth Rock Setter, though went with Mud Shot here for the nice ability to slow down speedier threats, like Iron Valiant and Darkrai. Red Card is good to take a hit and phase out other booster threats that would be problematic for HO match ups, just be mindful of clicking Mud Shot against Iron Crown, but pretty self explanatory mon.


:sv/dragonite: :sv/iron moth:
Rounding out the offensive squad we got Dragonite, the team lacked a ground-immunity while also let something like Gliscor and Landorus-T be very annoying outside of Primarina being able to deal with them, which Dragonite covers and more due to its typing letting it relief pressure against Wellspring-Ogerpon. Despite serving as yet another wincon Dragonite is really good at revenge killing thanks to Extreme Speed in case any of the phasers couldn't do anything against them and is further soldified when Tera Normal. Lastly to round up is Iron Moth which serves as a Toxic Spikes absorber, and can work more as a breaker or cleaner as much as the entire team overwhelms or severly weaken answers to Iron Moth like Blissey and Ting-Lu. Dazzling Gleam way picked here for its good coverage in pressuring Dragon-types and Zamazenta with its damage amplified with Tera Fairy while also good defensively to prevent getting revenge killed by Kingambit.






:sv/pecharunt:

Defensive pivot set for Pecharunt was something in mind though when incomparating this team, but I wanted to explore more potential of its offensive prowess but maintian a good defensive profile with proper support that can effectively make it a potent threat. Nasty Plot give it that boost it needs for Malignant Chain to hit harder dealing loads of damage towards anything that doesn't resist it or have bad Special Defenses. Hex benefits from the potential of getting statused while other teammates in the team are able to continue spread statuses to provide more opportunities to make good use of Hex. Recover allows for Pecharunt to remain healthy and enable to check Zamazenta and Ogerpon-Wellspring. The Max Speed EVs with Timid Nature makes it so that Pecharunt outspeeds Great Tusk, Bulky Gholdengo and Rillaboom, while the Special Attack investment helps it after a boost to deal massive damage to Bulky Gholdengo, Burned Kingambits, and Gliscor. Tera Grass is a super useful defensive Tera as it removes your Ground-weakness into a resistance improving its ability to annoy Great Tusk and Gliscor, while making you an incredible wall against Ogerpon-Wellspring.

:sv/darkrai:
Darkrai made sense as the next partner but went more of a utility Darkrai with Will-O-Wisp for the sole reason to catch Kingambit which is the best answer to Pecharunt. A crippled Kingambit makes it easier for the teammates to handle it while it now becomes vulnerable coming to boosted Hex from Pecharunt. Outside of that Darkrai still does what does best punching holes with its vast coverage options and offensive power.


:sv/zamazenta:
Same reasons it was picked for the team above.


:sv/scizor:
I wanted a Steel-type but also something that was a breaker and could help against Kyurem, while providing Knock Off support. Scizor fit all those criteria serving as as strong breaker and revenge killer conjunction with Bullet Punch and a decent pivot. While Knock Off is mainly used for its good utility, its a good coverage option when facing Ghost-types like opposing Pecharunt and Gholdengo. Close Combat completes its coverage options allowing it to hit Kingambit and Ting-Lu hard. The Speed EVs lets you outspeed max Speed Adamant Kingambit, while the bulk improves to take hits from Kyurem and Iron Valiant.


:sv/gliscor: :sv/primarina:
To round up the team is our defensive back bones, Gliscor provides an answer to myriad of threats due to its good bulk and typing help out with issues that the team struggle such as Raging Bolt, Iron Moth, and Iron Valiant. While serving as the team Stealth Rock setter its ability to spread status thanks to Toxic further helps Pecharunt have more statused user to make good use of Hex. Primarina is a good supportive pivot being able to disrupt defensive mons with Psychic Noise and Encore. Its decent bulk lets it help check Zamazenta, Hisuian Samurott, and Walking Wake and can further be an effective pivot by running Heavy-Duty Boots without being worn down by hazards every time it comes in. Liquid Voice was chosen to make Psychic Noise function as its main stab.




:sv/rillaboom: :sv/hawlucha:
Pretty self explanatory Grassy Terrain core, Rillaboom provides Grassy Terrain which is a huge boon for the entire team activating Grassy Seed and providing passive recovery as well. Despite its main role is to activate Grassy Surge, Rillaboom still act as a great breaker that can pivot for the team. Hawlucha EVs makes it take a Make it Rain Gholdengo, while the speed ensures it outspeeds Sand Rush Excadrill after Unburden activates

:sv/hatterene:
Hatterene benefits terrain allowing itself to set up and slowly recover to enable be a potent sweeper with Stored Power and Grassy Seed. While you mainly want to sweep with it, you can prevent hazards coming in thanks to Magic Bounce while also avoid get crippled by status effect moves or encored. Nuzzle was picked over Mystical Fire as a great support move to cripple speedier threats such as Kingambit, Gholdengo, and Iron Moth. if its clear that Hatterene won't win.

:sv/ursaluna:
The main star for this team, while normally any sane person would use standard Swords Dance Guts Ursaluna, I wanted to look past it since its breaking isn't as required compared to the rest of the team. That's when I realized Grassy Terrain teams generally struggled mainly get a pick or two while letting plethora of threats just be annoying nuisance. To combat this I wanted to make use of Ursaluna bulk with Bulletproof an Assault Vest to better deal against these threats which gives you a hard hitting tank able to take on Dragapult, Darkrai, Raging Bolt, and Iron Moth. Making good use of Grassy Terrain to passively heal back any damage taken due ot the lack of reliable reocvery enable this set to work effectively. Bulletproof is required in this set as the immunity to moves like Focus Blast and Energy Ball from Darkrai and Iron Moth want to be blocked, while you Tera Fairy further avoiding Sludge Bomb and Shadow Ball is especially useful making you hard wall Dakrai and Dragapult. Useful coverage options on Ursaluna help it deal against the threats it wants to do deal with, Fire Punch for Gholdengo, Avalanche to hit back Dragapult and Raging Bolt, and Heavy Slam for Iron Valiant, also Stomping Tantrum was used to not lower your defenses, while not being weakened by Grassy Terrain. Attack Investment with Adamant Nature ensures that Ursaluna can 2HKO Gholdengo with Fire Punch or Stomping Tantrum for Bulkier versions once Air Balloon is popped.

:sv/kyurem: :sv/iron moth:
SubTect Kyurem becomes an annoying threat that takes full advantage of Grassy Terrain and Leftovers to recover plenty of health while being hard to take down dwindling PP thanks to Pressure all while hiding behind Substitute and Protect. Kyurem greatly improves this team match up against Ogerpon-Wellspring, while also common Encore users that could be problematic for the team are greatly reduced. The EV spread prevents Blissey to break Substitute with Seismic Toss while taking better damage when coming in on hazards. Tera Poison was picked to further benefit its ability when taking advantage of Grassy Terrain while preventing itself getting placed on a timer by Toxic or Toxic Spikes, while making most of its weakness into a new resistance. Iron Moth reasonings similar to the first team, but decided for Tera Blast Ground to better deal with Slowking-Galar.





:sv/meowscarada:
When deciding what to do with Meowscarada, Choice Scarf was clear in mind serving itself as speed control able to revenge kill speedier threats like Roaring Moon and Deoxys-Speed. This set is pretty straight forward mainly going to spam U-Turn or Knock Off to remove items, while the rest of the team is able to make up for its frailty or punch holes later on so that Meowscarda can effectively sweep.


:sv/darkrai:
Decided Nasty Plot Darkrai was the best option serving more of a breaker for the team with its coverage options, breaking past the checks for the main offensive core. Focus Blast was preferred here as a way to hit Kingambit as the main offensive threats all struggle to deal with Kingambit later on. Sludge Bomb will always be required as its your best tool against Fairy-types like Iron Valiant and Clefable.

:sv/iron boulder:
Iron Boulder was hard to justify anything outside of HO, but did my best attempt to make it work in BO. Earthquake was preferred over Zen Headbutt as you hit a lot more important stuff like Kingambit, Gholdengo without Air Ballon, and Iron Crown. The slight difference from traditional Iron Boulder here is that this is Tera Blast Fairy last this give you the ability to hit Zen Headbutt target such as Zamazenta and Great Tusk, while also jabbing Dark-types like Roaring Moon, great bonus of resisting Kingambit's Sucker Punch that normally shuts down Iron Boulder with ease. You rarely wanna use this until it can effectively sweep to make good use of its Booster Energy Speed buff and rely on its allies to bring it in safely and pave the way to win.

:sv/slowking-galar: :sv/great tusk:
Standard Defensive core, though be mindful as the team struggles with Raging Bolt due to no Toxic on Slowking-Galar, since Thunder Wave was preferred due to the crippling opposing Darkrai which threatened this team immediately. Psyshock on this team was preferred due to not having as many things punishing Dark-types in this team. Great Tusk provides entry hazard setter and remover also able to punch holes with its raw power on its own to further support your main win cons to potentially clean. This defensive duo is good covering different parts as Slowking-Galar handles special threats like Iron Valiant, Walking Wake, and Primarina, while Great Tusk improves the teams match up against Kingambit.

:sv/moltres:
Moltres completes the defensive backbones as a good way to punish faster threats like Zamazenta, Iron Valiant, and Kingambit. Roar is a good tool to phase out Zamazenta and Iron Moth that would've easily give this team problem. U-Turn was picked over Will-O-Wisp as to generate momentum for the team and safely bringing in the main offensive core safely without fear of taking damage. Tera Grass was the proffered Tera option as the team struggled heavily against Ogerpon-Wellspring flipping the matchup against it.


Hope everyone your teams provided as the rest team finishes writing up their request, happy holidays and happy posting.:heart:
damn, that team looksss sooooo good. thanks a lot man
 
Hi teambuilding group, happy that this thread is open again. I'm basically gonna show stuff for the teambuilders to try to make a full team with.


First thing is my own rendition of scarf lando. I always hated how it was made into a tera hog, so i decided to add rocks just for some extra utility, since lando forces so many things out. With this spread, it survives both adamant wellspring's ivy cudgel, and +1 Adamant Roaring Moon's Knock Off and Tera Flying Acrobatics after stealth rocks. I'd like this to be built alongside a AV glowking, but this can be ignored.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ground
EVs: 192 Atk / 92 Def / 224 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 208 HP / 216 SpA / 84 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Flamethrower
- Sludge Bomb
- Ice Beam




Good luck with scarf lando team crafting.
 
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i’d love for a bulky offense/balance/whatever you wanna call it with hoopa-u as its breaker, whether it’d be av, hdb, choice band, etc, thank
you :)

EDIT:already one from june on here oops thank you all though :)
 
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Hey, I have always been a fan of Hazard Stack Bulky Offense, if possible including my favorite mon :azumarill: if not that's totally ok too, the main thing of the team besides hazard setting, I would like it to have stallbreakers. Thank you <3

Edit: NVM guys im sorry I just realized the very first request in here was someone who asked for a azumarill + gliscor hazard stack bulky offense team LOL my apologies, can I request something else if possible then? So you guys don't have to re-do a similar work already done...

The new idea of a team is either a Hazard Stack Bulky Balance or a Standard Bulky Balance (whichever is easier to create and synergize the pokemons). I would like the team to include one or two of the three pokemons; :keldeo:, :scizor:, :dragonite:, or :rotom-wash: . as for scizor and dnite if one of them get chosen, have them be somewhat tanky (Roost sets) not the common hyper offense sets. The last two things I am planning for the team, is having a solid wish passer to help keep momentum for some mons to be able to switch in by tanking a hit and get healed back from the wish. Lastly, might be the hardest part to add to a team like this, but having some form of breaking stall, like how some gliscors back then would run taunt to stall break, or psychic noise mons perhaps. Thank you in advance to all the builders for the awesome work they do!
 
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Requesting a team that makes the best of fezindipidiis attributes. A little cuage but I'd imagine a more bulky minded offensive team might favour him.
 
id like a maushold team :)
:maushold:
maus.png
sciz.png
lando.png
dnite.png
hatt.png
rotom.png

https://pokepast.es/bdcacd9ccc2ad1a3
With a nuclear 300 BP STAB attack, access to Dragon Dance that clears away hazards/substitutes, and solid speed, Maushold is the ultimate cheese Pokemon that can put in lots of work with proper support from its teammates.

:wide-lens: :sv/maushold-four: :wide-lens:
Maushold @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Population Bomb
- Bite
- Tidy Up
- Encore​

Maushold is very fun to use, but difficult to pull off against a strong team. Population Bomb is one of the strongest moves in the game; it is a 20 BP attack that can hit up to 10 times. Each hit is 90% accurate, and when it misses, it stops attacking, much like Triple Axel. The move is still strong, but relatively inconsistent as you have about a 34.8% chance of hitting all 10 times. With Wide Lens, however, you turn the 34.8% chance into a 90.4% chance; this is more consistent than common moves like Draco Meteor! Not only that, but Maushold has access to Technician, which boosts the damage of any move < 60 BP by 50%. Essentially, you have a 300 BP STAB attack with very little drawback. On top of this, you also have access to Tidy Up, which gives you +1 Attack, +1 Speed, and removes hazards and substitutes. On paper, this is overpowered, even with Maushold's measly 75 base Attack stat. The problem is that Population Bomb is Normal-type and makes contact with the opponent. Ghost-types are completely immune to Population Bomb, and you will faint if you attack Rocky Helmet users due to the number of times you make contact. Flame Body and Static are also quite effective at taking you down, as they are almost guaranteed to inflict burn or paralysis on Maushold, crippling the mouse family from sweeping. Maushold is also relatively frail, making priority moves difficult to handle. While Maushold has some tools to circumvent some of these problems, it needs a lot of support from its teammates to shine.

To help against Ghost-types, Bite is the best attack as Technician boosts it to 90 BP. Most of SV OU's Ghost-types take Maushold on comfortably, but Bite has a 30% flinch chance and can sometimes cheese through the pesky ghosts. Bite is also nice at scouting if an opponent has Rocky Helmet on an unexpected Pokemon (e.g. Hatterene). The last move is Encore, which is an amazing utility move that keeps Pokemon locked into their most recent move. This can let you or your teammates set up for free, it dissuades slower Pokemon from using a passive move, and it can cause mind games against Sucker Punch and Thunderclap. Tera Ghost gives you immunity to Fighting and Normal, which is especially useful against Zamazenta and Dragonite in a pinch. Tera Dark is another option here to boost the damage of Bite and gain a Dark resistance. Very small detail, but Maushold Four is marginally better than Maushold Three because it slightly affects the rolls of Heavy Slam while not affecting the rolls from Low Kick. Plus, more kids = more powerful (probably).

:metal-coat: :sv/scizor: :metal-coat:
Scizor @ Metal Coat
Ability: Technician
Tera Type: Fire
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Swords Dance​

Scizor is the perfect partner for Maushold. The most common Rocky Helmet users are Landorus, Corviknight, Great Tusk, and Skarmory, which Scizor baits in so it can use Knock Off. It also baits in Moltres and Zapdos, which can be knocked for Stealth Rock to put in work. The team is relatively slow, but Scizor has strong priority with Bullet Punch. Swords Dance lets it be a set-up sweeper, forcing the Rocky Helmet users to emergency check Scizor. The last move is Close Combat, which hits hard even without a boost and is a nice neutral attack. It is especially nice against Kingambit, as you force mind games between Close Combat and Bullet Punch late-game. Metal Coat is my preferred item on Scizor because you can bluff Choice Band and avoid Life Orb recoil. The EV spread maximizes Attack and lets you outspeed Adamant Kingambit, with the remaining EVs put into HP to improve Scizor's bulk. Tera Fire is for Moltres and random Will-O-Wisp, and it flips the Fire weakness.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 28 Def / 232 Spe
Naive Nature
- Earth Power
- Stone Edge
- U-turn
- Stealth Rock​

Landorus is great at doing everything for a team. Intimidate provides setup opportunities for the team. Rocky Helmet chips down physical attackers like Kingambit and Zamazenta, which Maushold struggles against. Earth Power + Stone Edge are optimal for this team. Earth Power is better than Earthquake because it hits Zamazenta, Pecharunt, and Glimmora better at the cost of losing power against Raging Bolt. It also hides Stone Edge better, which is here to hit Moltres and Zapdos, further opening Maushold and others to put in more work. Naive Nature is best here, as you still live Booster Energy Raging Bolt's Dragon Pulse after Stealth Rock and can hit it relatively hard with Earth Power (if it has not used tera or Calm Mind). Stealth Rock is strong even with Maushold, as the mouse family won't always use Tidy Up, and the extra chip makes a difference in many games. U-turn is preferred over Taunt because you have Hatterene for opposing hazards and disturbance between Encore Maushold and Trick Rotom. The EV spread lets me hit 303 Speed to underspeed other Landorus sets and get the slower U-turn while outspeeding Pecharunt.

:leftovers: :sv/dragonite: :leftovers:
Dragonite @ Leftovers
Ability: Multiscale
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tera Blast
- Rock Slide
- Earthquake
- Dragon Dance​

Dragonite is one of my favorite Pokemon right now, as I would argue it is one of the best abusers of tera in OU. Tera Blast Flying hits extremely hard, and due to Dragonite's set variety, it is not an obvious tera, so players may lose to the unpredictability. TB Flying also lets you snipe Zamazenta, which the team struggles against. Rock Slide is great for Zapdos and Moltres, which helps out Maushold and itself. It also serves to pop Air Balloon on Pokemon like Gholdengo and Pecharunt, and the 30% flinch chance can win games. Earthquake hits the Steel-types that Maushold struggles with and the other two moves cannot hit well. Leftovers is a great item on Dragonite, as the Leftovers recovery can turn more Pokemon into setup fodder and can put you back into Multiscale after weak chip attacks like U-turn. You can afford to forego Heavy-Duty Boots because you have Tidy Up Maushold and Magic Bounce Hatterene. Jolly lets you outspeed Dragapult and Zamazenta at +1 as well as Iron Valiant at +2; not to mention, it gives you the edge against opposing Dragonite.

:assault-vest: :sv/hatterene: :assault-vest:
Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Modest Nature
- Psychic Noise
- Draining Kiss
- Mystical Fire
- Nuzzle
Hatterene is the hazard control and specially defensive sponge of the team. Psychic Noise is strong into Gliscor and Garganacl while being strong utility in general that can bypass Substitute. Draining Kiss is preferred over Dazzling Gleam because you keep your Hatterene healthy, letting you tank more hits in a pinch. Mystical Fire gives you a strong attack into Steel-types like Gholdengo, and Nuzzle is amazing support that can stop a fast Pokemon from getting out of control. With Assault Vest, you eat many special hits and become very difficult to take down. Tera Water on AV Hatterene lets you beat Sun pretty reliably and serves as a strong defensive typing in general. The bulk lets it survive +1 Speed-bosting Iron Moth's Sludge Wave from full. 56 Speed EVs lets you outspeed opposing Hatterene that run 52 Speed EVs for Toxapex, and the rest is put into Special Attack.

:choice-scarf: :sv/rotom-wash: :choice-scarf:
Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Trick​

The last characteristics I wanted on the team were a Water-type and speed control. Since there are no naturally fast Water-types, I looked into Water-types that could use Choice Scarf well. I originally tried female Basculegion, as it hits hard with Adaptability and has a nice pivot move in Flip Turn. Unfortunately, it barely underspeeds Dragapult, which is pretty terrible for a Choice Scarf user. It also worsened my matchup with Kingambit. I did not want to use Hisuian Samurott, as that works poorly with Tidy Up. There are some solid options like Walking Wake, but I decided on Rotom Wash, which has been fantastic. Most Rotom sets in this generation are bulky, and people are not as used to Rotom's damage output, so Choice Scarf sets can be surprisingly strong. Water/Electric is amazing; offensively, the coverage is really difficult to take on, as Ground-types wanting to block Volt Switch cannot take on Hydro Pump, and Volt Switch chips down Grass- and Dragon-types. Defensively, Water/Electric with Levitate is only weak to Grass and resists Fire, Flying, Ice, Water, Steel, and Ground (immune). Trick is an amazing utility move to stop set-up sweepers in their tracks, disturb fat teams, and play mind games with Sucker Punch Kingambit in a pinch. The last utility move I opted for is Pain Split, as there are many Pokemon in OU with a high HP stat, and you can sustain Rotom quite well with Pain Split. Will-O-Wisp and Thunder Wave are other reasonable options if you do not like Pain Split. Tera Steel with Levitate helps you beat some of the tier's threats with ease (e.g. Kyurem, Gliscor) and provides an amazing defensive typing in general.

I hope you enjoy the team! :maushold-four:
 
Requesting a team with some of my favorite sets of various mons...

However, one mon stands out among all of them...

:sv/iron valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fire / Fighting / steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Knock Off / Ice Punch / Shadow Claw
- Spirit Break / Thunder Punch / whatever that fits

or this set if the one above cannot work...

:sv/iron valiant:


Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel / Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Shadow Ball
- Vacuum Wave / Thunderbolt / Whatever else

Build a team with them!

if its possible without hampering effectiveness... add these sets (or variants, could tweak the evs and nature and whatever) in... they are sheist

:bw/dragonite:
Dragonite @ Loaded Dice
Ability: Multiscale
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Scale Shot
- Earthquake
- Encore

:sv/kingambit:
Kingambit @ Lum Berry
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Tera Blast
- Swords Dance
- Kowtow Cleave
- Sucker Punch


and taunt roaring moon if fitting them in would not compromise efficiency and their optimality and whatnot.
 
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tysm!
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https://pokepast.es/bdcacd9ccc2ad1a3
With a nuclear 300 BP STAB attack, access to Dragon Dance that clears away hazards/substitutes, and solid speed, Maushold is the ultimate cheese Pokemon that can put in lots of work with proper support from its teammates.

:wide-lens: :sv/maushold-four: :wide-lens:
Maushold @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Population Bomb
- Bite
- Tidy Up
- Encore​

Maushold is very fun to use, but difficult to pull off against a strong team. Population Bomb is one of the strongest moves in the game; it is a 20 BP attack that can hit up to 10 times. Each hit is 90% accurate, and when it misses, it stops attacking, much like Triple Axel. The move is still strong, but relatively inconsistent as you have about a 34.8% chance of hitting all 10 times. With Wide Lens, however, you turn the 34.8% chance into a 90.4% chance; this is more consistent than common moves like Draco Meteor! Not only that, but Maushold has access to Technician, which boosts the damage of any move < 60 BP by 50%. Essentially, you have a 300 BP STAB attack with very little drawback. On top of this, you also have access to Tidy Up, which gives you +1 Attack, +1 Speed, and removes hazards and substitutes. On paper, this is overpowered, even with Maushold's measly 75 base Attack stat. The problem is that Population Bomb is Normal-type and makes contact with the opponent. Ghost-types are completely immune to Population Bomb, and you will faint if you attack Rocky Helmet users due to the number of times you make contact. Flame Body and Static are also quite effective at taking you down, as they are almost guaranteed to inflict burn or paralysis on Maushold, crippling the mouse family from sweeping. Maushold is also relatively frail, making priority moves difficult to handle. While Maushold has some tools to circumvent some of these problems, it needs a lot of support from its teammates to shine.

To help against Ghost-types, Bite is the best attack as Technician boosts it to 90 BP. Most of SV OU's Ghost-types take Maushold on comfortably, but Bite has a 30% flinch chance and can sometimes cheese through the pesky ghosts. Bite is also nice at scouting if an opponent has Rocky Helmet on an unexpected Pokemon (e.g. Hatterene). The last move is Encore, which is an amazing utility move that keeps Pokemon locked into their most recent move. This can let you or your teammates set up for free, it dissuades slower Pokemon from using a passive move, and it can cause mind games against Sucker Punch and Thunderclap. Tera Ghost gives you immunity to Fighting and Normal, which is especially useful against Zamazenta and Dragonite in a pinch. Tera Dark is another option here to boost the damage of Bite and gain a Dark resistance. Very small detail, but Maushold Four is marginally better than Maushold Three because it slightly affects the rolls of Heavy Slam while not affecting the rolls from Low Kick. Plus, more kids = more powerful (probably).

:metal-coat: :sv/scizor: :metal-coat:
Scizor @ Metal Coat
Ability: Technician
Tera Type: Fire
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Swords Dance​

Scizor is the perfect partner for Maushold. The most common Rocky Helmet users are Landorus, Corviknight, Great Tusk, and Skarmory, which Scizor baits in so it can use Knock Off. It also baits in Moltres and Zapdos, which can be knocked for Stealth Rock to put in work. The team is relatively slow, but Scizor has strong priority with Bullet Punch. Swords Dance lets it be a set-up sweeper, forcing the Rocky Helmet users to emergency check Scizor. The last move is Close Combat, which hits hard even without a boost and is a nice neutral attack. It is especially nice against Kingambit, as you force mind games between Close Combat and Bullet Punch late-game. Metal Coat is my preferred item on Scizor because you can bluff Choice Band and avoid Life Orb recoil. The EV spread maximizes Attack and lets you outspeed Adamant Kingambit, with the remaining EVs put into HP to improve Scizor's bulk. Tera Fire is for Moltres and random Will-O-Wisp, and it flips the Fire weakness.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 28 Def / 232 Spe
Naive Nature
- Earth Power
- Stone Edge
- U-turn
- Stealth Rock​

Landorus is great at doing everything for a team. Intimidate provides setup opportunities for the team. Rocky Helmet chips down physical attackers like Kingambit and Zamazenta, which Maushold struggles against. Earth Power + Stone Edge are optimal for this team. Earth Power is better than Earthquake because it hits Zamazenta, Pecharunt, and Glimmora better at the cost of losing power against Raging Bolt. It also hides Stone Edge better, which is here to hit Moltres and Zapdos, further opening Maushold and others to put in more work. Naive Nature is best here, as you still live Booster Energy Raging Bolt's Dragon Pulse after Stealth Rock and can hit it relatively hard with Earth Power (if it has not used tera or Calm Mind). Stealth Rock is strong even with Maushold, as the mouse family won't always use Tidy Up, and the extra chip makes a difference in many games. U-turn is preferred over Taunt because you have Hatterene for opposing hazards and disturbance between Encore Maushold and Trick Rotom. The EV spread lets me hit 303 Speed to underspeed other Landorus sets and get the slower U-turn while outspeeding Pecharunt.

:leftovers: :sv/dragonite: :leftovers:
Dragonite @ Leftovers
Ability: Multiscale
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tera Blast
- Rock Slide
- Earthquake
- Dragon Dance​

Dragonite is one of my favorite Pokemon right now, as I would argue it is one of the best abusers of tera in OU. Tera Blast Flying hits extremely hard, and due to Dragonite's set variety, it is not an obvious tera, so players may lose to the unpredictability. TB Flying also lets you snipe Zamazenta, which the team struggles against. Rock Slide is great for Zapdos and Moltres, which helps out Maushold and itself. It also serves to pop Air Balloon on Pokemon like Gholdengo and Pecharunt, and the 30% flinch chance can win games. Earthquake hits the Steel-types that Maushold struggles with and the other two moves cannot hit well. Leftovers is a great item on Dragonite, as the Leftovers recovery can turn more Pokemon into setup fodder and can put you back into Multiscale after weak chip attacks like U-turn. You can afford to forego Heavy-Duty Boots because you have Tidy Up Maushold and Magic Bounce Hatterene. Jolly lets you outspeed Dragapult and Zamazenta at +1 as well as Iron Valiant at +2; not to mention, it gives you the edge against opposing Dragonite.

:assault-vest: :sv/hatterene: :assault-vest:
Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Modest Nature
- Psychic Noise
- Draining Kiss
- Mystical Fire
- Nuzzle
Hatterene is the hazard control and specially defensive sponge of the team. Psychic Noise is strong into Gliscor and Garganacl while being strong utility in general that can bypass Substitute. Draining Kiss is preferred over Dazzling Gleam because you keep your Hatterene healthy, letting you tank more hits in a pinch. Mystical Fire gives you a strong attack into Steel-types like Gholdengo, and Nuzzle is amazing support that can stop a fast Pokemon from getting out of control. With Assault Vest, you eat many special hits and become very difficult to take down. Tera Water on AV Hatterene lets you beat Sun pretty reliably and serves as a strong defensive typing in general. The bulk lets it survive +1 Speed-bosting Iron Moth's Sludge Wave from full. 56 Speed EVs lets you outspeed opposing Hatterene that run 52 Speed EVs for Toxapex, and the rest is put into Special Attack.

:choice-scarf: :sv/rotom-wash: :choice-scarf:
Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Trick​

The last characteristics I wanted on the team were a Water-type and speed control. Since there are no naturally fast Water-types, I looked into Water-types that could use Choice Scarf well. I originally tried female Basculegion, as it hits hard with Adaptability and has a nice pivot move in Flip Turn. Unfortunately, it barely underspeeds Dragapult, which is pretty terrible for a Choice Scarf user. It also worsened my matchup with Kingambit. I did not want to use Hisuian Samurott, as that works poorly with Tidy Up. There are some solid options like Walking Wake, but I decided on Rotom Wash, which has been fantastic. Most Rotom sets in this generation are bulky, and people are not as used to Rotom's damage output, so Choice Scarf sets can be surprisingly strong. Water/Electric is amazing; offensively, the coverage is really difficult to take on, as Ground-types wanting to block Volt Switch cannot take on Hydro Pump, and Volt Switch chips down Grass- and Dragon-types. Defensively, Water/Electric with Levitate is only weak to Grass and resists Fire, Flying, Ice, Water, Steel, and Ground (immune). Trick is an amazing utility move to stop set-up sweepers in their tracks, disturb fat teams, and play mind games with Sucker Punch Kingambit in a pinch. The last utility move I opted for is Pain Split, as there are many Pokemon in OU with a high HP stat, and you can sustain Rotom quite well with Pain Split. Will-O-Wisp and Thunder Wave are other reasonable options if you do not like Pain Split. Tera Steel with Levitate helps you beat some of the tier's threats with ease (e.g. Kyurem, Gliscor) and provides an amazing defensive typing in general.

I hope you enjoy the team! :maushold-four:
 
View attachment 701880View attachment 701881View attachment 701882View attachment 701883View attachment 701884View attachment 701885
https://pokepast.es/bdcacd9ccc2ad1a3
With a nuclear 300 BP STAB attack, access to Dragon Dance that clears away hazards/substitutes, and solid speed, Maushold is the ultimate cheese Pokemon that can put in lots of work with proper support from its teammates.

:wide-lens: :sv/maushold-four: :wide-lens:
Maushold @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Population Bomb
- Bite
- Tidy Up
- Encore​

Maushold is very fun to use, but difficult to pull off against a strong team. Population Bomb is one of the strongest moves in the game; it is a 20 BP attack that can hit up to 10 times. Each hit is 90% accurate, and when it misses, it stops attacking, much like Triple Axel. The move is still strong, but relatively inconsistent as you have about a 34.8% chance of hitting all 10 times. With Wide Lens, however, you turn the 34.8% chance into a 90.4% chance; this is more consistent than common moves like Draco Meteor! Not only that, but Maushold has access to Technician, which boosts the damage of any move < 60 BP by 50%. Essentially, you have a 300 BP STAB attack with very little drawback. On top of this, you also have access to Tidy Up, which gives you +1 Attack, +1 Speed, and removes hazards and substitutes. On paper, this is overpowered, even with Maushold's measly 75 base Attack stat. The problem is that Population Bomb is Normal-type and makes contact with the opponent. Ghost-types are completely immune to Population Bomb, and you will faint if you attack Rocky Helmet users due to the number of times you make contact. Flame Body and Static are also quite effective at taking you down, as they are almost guaranteed to inflict burn or paralysis on Maushold, crippling the mouse family from sweeping. Maushold is also relatively frail, making priority moves difficult to handle. While Maushold has some tools to circumvent some of these problems, it needs a lot of support from its teammates to shine.

To help against Ghost-types, Bite is the best attack as Technician boosts it to 90 BP. Most of SV OU's Ghost-types take Maushold on comfortably, but Bite has a 30% flinch chance and can sometimes cheese through the pesky ghosts. Bite is also nice at scouting if an opponent has Rocky Helmet on an unexpected Pokemon (e.g. Hatterene). The last move is Encore, which is an amazing utility move that keeps Pokemon locked into their most recent move. This can let you or your teammates set up for free, it dissuades slower Pokemon from using a passive move, and it can cause mind games against Sucker Punch and Thunderclap. Tera Ghost gives you immunity to Fighting and Normal, which is especially useful against Zamazenta and Dragonite in a pinch. Tera Dark is another option here to boost the damage of Bite and gain a Dark resistance. Very small detail, but Maushold Four is marginally better than Maushold Three because it slightly affects the rolls of Heavy Slam while not affecting the rolls from Low Kick. Plus, more kids = more powerful (probably).

:metal-coat: :sv/scizor: :metal-coat:
Scizor @ Metal Coat
Ability: Technician
Tera Type: Fire
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Swords Dance​

Scizor is the perfect partner for Maushold. The most common Rocky Helmet users are Landorus, Corviknight, Great Tusk, and Skarmory, which Scizor baits in so it can use Knock Off. It also baits in Moltres and Zapdos, which can be knocked for Stealth Rock to put in work. The team is relatively slow, but Scizor has strong priority with Bullet Punch. Swords Dance lets it be a set-up sweeper, forcing the Rocky Helmet users to emergency check Scizor. The last move is Close Combat, which hits hard even without a boost and is a nice neutral attack. It is especially nice against Kingambit, as you force mind games between Close Combat and Bullet Punch late-game. Metal Coat is my preferred item on Scizor because you can bluff Choice Band and avoid Life Orb recoil. The EV spread maximizes Attack and lets you outspeed Adamant Kingambit, with the remaining EVs put into HP to improve Scizor's bulk. Tera Fire is for Moltres and random Will-O-Wisp, and it flips the Fire weakness.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 28 Def / 232 Spe
Naive Nature
- Earth Power
- Stone Edge
- U-turn
- Stealth Rock​

Landorus is great at doing everything for a team. Intimidate provides setup opportunities for the team. Rocky Helmet chips down physical attackers like Kingambit and Zamazenta, which Maushold struggles against. Earth Power + Stone Edge are optimal for this team. Earth Power is better than Earthquake because it hits Zamazenta, Pecharunt, and Glimmora better at the cost of losing power against Raging Bolt. It also hides Stone Edge better, which is here to hit Moltres and Zapdos, further opening Maushold and others to put in more work. Naive Nature is best here, as you still live Booster Energy Raging Bolt's Dragon Pulse after Stealth Rock and can hit it relatively hard with Earth Power (if it has not used tera or Calm Mind). Stealth Rock is strong even with Maushold, as the mouse family won't always use Tidy Up, and the extra chip makes a difference in many games. U-turn is preferred over Taunt because you have Hatterene for opposing hazards and disturbance between Encore Maushold and Trick Rotom. The EV spread lets me hit 303 Speed to underspeed other Landorus sets and get the slower U-turn while outspeeding Pecharunt.

:leftovers: :sv/dragonite: :leftovers:
Dragonite @ Leftovers
Ability: Multiscale
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tera Blast
- Rock Slide
- Earthquake
- Dragon Dance​

Dragonite is one of my favorite Pokemon right now, as I would argue it is one of the best abusers of tera in OU. Tera Blast Flying hits extremely hard, and due to Dragonite's set variety, it is not an obvious tera, so players may lose to the unpredictability. TB Flying also lets you snipe Zamazenta, which the team struggles against. Rock Slide is great for Zapdos and Moltres, which helps out Maushold and itself. It also serves to pop Air Balloon on Pokemon like Gholdengo and Pecharunt, and the 30% flinch chance can win games. Earthquake hits the Steel-types that Maushold struggles with and the other two moves cannot hit well. Leftovers is a great item on Dragonite, as the Leftovers recovery can turn more Pokemon into setup fodder and can put you back into Multiscale after weak chip attacks like U-turn. You can afford to forego Heavy-Duty Boots because you have Tidy Up Maushold and Magic Bounce Hatterene. Jolly lets you outspeed Dragapult and Zamazenta at +1 as well as Iron Valiant at +2; not to mention, it gives you the edge against opposing Dragonite.

:assault-vest: :sv/hatterene: :assault-vest:
Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Modest Nature
- Psychic Noise
- Draining Kiss
- Mystical Fire
- Nuzzle
Hatterene is the hazard control and specially defensive sponge of the team. Psychic Noise is strong into Gliscor and Garganacl while being strong utility in general that can bypass Substitute. Draining Kiss is preferred over Dazzling Gleam because you keep your Hatterene healthy, letting you tank more hits in a pinch. Mystical Fire gives you a strong attack into Steel-types like Gholdengo, and Nuzzle is amazing support that can stop a fast Pokemon from getting out of control. With Assault Vest, you eat many special hits and become very difficult to take down. Tera Water on AV Hatterene lets you beat Sun pretty reliably and serves as a strong defensive typing in general. The bulk lets it survive +1 Speed-bosting Iron Moth's Sludge Wave from full. 56 Speed EVs lets you outspeed opposing Hatterene that run 52 Speed EVs for Toxapex, and the rest is put into Special Attack.

:choice-scarf: :sv/rotom-wash: :choice-scarf:
Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Steel
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Trick​

The last characteristics I wanted on the team were a Water-type and speed control. Since there are no naturally fast Water-types, I looked into Water-types that could use Choice Scarf well. I originally tried female Basculegion, as it hits hard with Adaptability and has a nice pivot move in Flip Turn. Unfortunately, it barely underspeeds Dragapult, which is pretty terrible for a Choice Scarf user. It also worsened my matchup with Kingambit. I did not want to use Hisuian Samurott, as that works poorly with Tidy Up. There are some solid options like Walking Wake, but I decided on Rotom Wash, which has been fantastic. Most Rotom sets in this generation are bulky, and people are not as used to Rotom's damage output, so Choice Scarf sets can be surprisingly strong. Water/Electric is amazing; offensively, the coverage is really difficult to take on, as Ground-types wanting to block Volt Switch cannot take on Hydro Pump, and Volt Switch chips down Grass- and Dragon-types. Defensively, Water/Electric with Levitate is only weak to Grass and resists Fire, Flying, Ice, Water, Steel, and Ground (immune). Trick is an amazing utility move to stop set-up sweepers in their tracks, disturb fat teams, and play mind games with Sucker Punch Kingambit in a pinch. The last utility move I opted for is Pain Split, as there are many Pokemon in OU with a high HP stat, and you can sustain Rotom quite well with Pain Split. Will-O-Wisp and Thunder Wave are other reasonable options if you do not like Pain Split. Tera Steel with Levitate helps you beat some of the tier's threats with ease (e.g. Kyurem, Gliscor) and provides an amazing defensive typing in general.

I hope you enjoy the team! :maushold-four:
Gods this team is just a treat to use on the ladder, well done!
 
Hello, I was wondering if someone could make a team work around the immortal duo :Alomomola: and :Gliscor:? I've already built sets around them, but I'm struggling to figure out what hazard removal to add (Great Tusk seems like the only viable one to me, and idk if stacking the ground weakness is good). Anyways, I already have sets for the two, I'd like the Alomomola to stay AV if possible but the Gliscor set is flexible. I was thinking bulky offense, but any style would work. Thanks in advance!

Alomomola (F) @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 20 HP / 236 Def / 252 SpD
Sassy Nature
- Scald
- Mirror Coat
- Play Rough
- Flip Turn

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
- Earthquake
- Protect
- Spikes
- U-turn
 
EDIT TO COMPLY, ITS BEEN AWHILE MY APOLOGIES

I'd like any and all who feel up for it to try their attempt at configuring their own ideas around this Veil Team, built around Tera Elec Cinderace, BU Ursaluna, and DD TTar: https://pokepast.es/9a7c4cd29cb9dacf

I've been working on toying with the idea for a bit now and It's been going pretty swell, not so much in the current Palafin climate but it was extremely fun before. The most immediate things that seem obvious is that Dozo or Stall can be difficult unless played very carefully, and that its heavily Phys biased. I'd only ask for TTar and Cinder Elec stay! You may configure it however you like otherwise!

Thank you! Take all the time you need!
:pmd/ninetales alola: :pmd/cinderace: :pmd/tyranitar: :pmd/iron treads: :pmd/primarina: :pmd/latias:
https://pokepast.es/a0cc4b7ee4356f49
Your team was certainly interesting. I did my best to try to create a veil team using Tera Blast Electric Cinderace and DD Tyranitar though.

:light clay: :sv/ninetales alola: :light clay:
Ninetales-Alola @ Light Clay
Ability: Snow Warning
Shiny: Yes
Tera Type: Water
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Encore
- Freeze-Dry
- Moonblast
We start off with the setter, Ninetales Alola, which is the better screen setter right now with its ability to set up screens in one turn instead of two. There's not too much to talk about with this one, as it really is a standard set. Max hp means you can live more hits to get off veil, encore to stop opposing setup sweepers in there tracks, and tera water to resist steel and potentially get off a last minute veil.

:heavy duty boots: :sv/cinderace: :heavy duty boots:
Cinderace (F) @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Electric
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- Tera Blast
- Sucker Punch
- Swords Dance
Now onto the first mon you requested. Tera Blast Electric Cinderace was certainly an interesting idea, and it did shine in moments where something like Alomomola switched in, thinking it could take the hit, only to be obliterated by tera blast electric. I kept the exact same set that you gave, so I don't think that much needs to be explained. Do be warned about dragapult after you tera, as they can now burn you so you will probably need to SD again in order to be just as threatening.

:air balloon: :sv/tyranitar: :air balloon:
Tyranitar (F) @ Air Balloon
Ability: Sand Stream
Tera Type: Flying
EVs: 128 HP / 160 Atk / 220 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Knock Off
- Low Kick
We have the second pokemon that you requested. I decided to use a completely different set, as while I could see you were trying to do, it unfortunately didn't work out. I decided to go with a more standardised set. The item I decided on was air balloon, which allows tyranitar to get off an attack against Great Tusk and the various ground types. It also makes ttar insane into webs teams, as it can usually outspeed most of the opposing team, switch into the many special attackers they use, and deal heavy damage. Iron moth is an especially prevelant switch in that is used as setup fodder. Now, onto the coverage. Knock off is knock off, its a great stab move that can obliterate a lot of important mons while removing there items. Ice punch hits zapdos, gliscor, great tusk and raging bolt for super effective damage. Low kick obliterates kingambit and does well into the various steel types that may try to wall it. Tera flying gives ttar a fighting resistance and ground immunity, allowing it to potentially get off another dd. The specific ev spread means that ttar always lives a specs iron crown tachyon cutter from full, always OHKO's offensive gholdengo with knock off at neutral, and outspeeds base 110 mons after a DD. Big thanks to Roller K for helping with the ev spread.

:booster energy: :sv/iron treads: :booster energy:
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Steel Beam
- Rapid Spin
We needed some removal ofc, so iron treads was the choice, and it works pretty well. Treads is able to reliably keep up hazards on the opponents side, while also denying them on our own. Earth power was chosen over e-quake to help in the glimmora matchup a lot more, while also hitting pokemon such as great tusk harder. Steel beam can deal impressive damage to opposing pokemon despite treads underwhelming special attack, and can also prevent removal from corviknight or great tusk by killing itself. Stealth rocks and rapid spin idt need explaining. Tera ghost can give it a emergency fighting immunity, while much more importantly blocking rapid spin.

:leftovers: :sv/primarina: :leftovers:
Primarina @ Leftovers
Ability: Torrent
Tera Type: Ghost
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Moonblast
- Substitute
I soon realised that I needed special attackers, and you specifically stated how the team struggled against stall. Here comes primarina, which remedies both of these issues. This is the standard offensive set, though with tera ghost over tera steel in order to completely sit on mono-toss blissey, potentially breaking through it with enough crits/damage. Leftovers helps keep primarina healthy to contiue dishing out attacks, substitute can avoid annoying status that pokemon such as slowking galar and gliscor throw out. Surf and moonblast are good stab options, though psychic noise and liquid voice is an option over surf and torrent to help a lot more into blissey and stall, though it comes with a decent power loss.

:weakness policy: :sv/latias: :weakness policy:
Latias (F) @ Weakness Policy
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 184 Def / 72 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Agility
- Stored Power
- Draining Kiss
Finally, I needed another special sweeper, and preferably one that was very easy to clean endgames with. Latias was the choice for this team and it works pretty well. Weakness policy means latias can snowball much easier by taking a hit behind veil. Calm mind and agility means latias can become a lot faster and stronger in order to boost the power of stored power. Draining kiss does worse against gambit, but since the team already deals with gambit well, aura sphere is less needed. Draining kiss gives latias recovery and does much better into pokemon such as roaring moon (ohkos at +2 with rocks chip), ting lu and others. Tera Poison avoids toxic while still giving a fighting resistance. Speed evs means that at neutral you can outspeed tusk, meaning that you can OHKO tusk with stored power even without having to set up an agility.

I hope you enjoy the team. :cinderace: :tyranitar:
 
Requesting a team that makes the best of fezindipidiis attributes. A little cuage but I'd imagine a more bulky minded offensive team might favour him.
skibidi.png
pult.png
corv.png
tusk.png
garg.png
rilla.png

https://pokepast.es/d10eb8c1bb70ff4b
Thanks to its respectable bulk, good typing, and access to Toxic Chain, Fezandipiti finds a viable niche in SV OU as a specially defensive pivot for Bulky Offense teams.

:heavy-duty-boots: :sv/fezandipiti: :heavy-duty-boots:
Fezandipiti @ Heavy-Duty Boots
Ability: Toxic Chain
Tera Type: Dark
EVs: 248 HP / 152 Atk / 44 SpD / 64 Spe
Careful Nature
- Play Rough
- Beat Up
- U-turn
- Roost​

Fezandipiti is a unique bulky pivot. 88 HP / 125 Sp. Def. is excellent special bulk, and it has Roost to sustain health. Poison/Fairy works well against some of the tier's premier special attackers, such as Iron Valiant and Darkrai. Because of its bulk and recovery, strong special attackers won't reliably break through Fezandipiti with neutral attacks. Unfortunately, Fezandipiti falls short offensively for the tier. It has access to Swords Dance, Nasty Plot, Technician, and decent coverage, but base 91 Attack and 70 Special Attack are too weak. It is relegated to being a specially defensive Pokemon, but luckily, it has just enough tools to get by and carve a niche for itself. While 91 Attack is bad for an offensive Pokemon, it is respectable enough for something more defensive, especially when you pump some EVs in. Toxic Chain is the main reason why Fezandipiti is viable; every attack has a 30% chance to badly poison the target. The three attacks on the set make great use of this. Play Rough is a nice STAB option that hits Dark- and Dragon-types harder than people expect. Beat Up is great for two reasons: it hits common switch-ins like Galarian Slowking and Gholdengo pretty hard which forces them into awkward positions, and Beat Up hits the opponent up to 6 times if the full team is healthy, resulting in about an 88% chance to badly poison the target. In essence, Beat Up becomes a damaging Toxic that punishes common Toxic-immune Pokemon. Last on the set is U-turn, which is a great move in its own right to keep up momentum, but with Toxic Chain, it can break down switch-ins during longer games against bulkier teams. Heavy-Duty Boots allows Fezandipiti to be a reliable pivot for the team that can ignore hazards and rely less on removal. 64 Speed EVs allow Fezandipiti to outspeed Modest Raging Bolt. 44 Special Defense EVs and a Careful nature allow Fezandipiti to avoid the 2HKO from Choice Specs Kyurem's Ice Beam or the OHKO from Tera Ground Earth Power. Tera Dark boosts the damage of Beat Up in a pinch and works decently defensively.

:heavy-duty-boots: :sv/dragapult: :heavy-duty-boots:
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 60 Atk / 196 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn​

With the amount of poison we hope to spread with Fezandipiti, Hex Dragapult felt like the perfect partner to exploit the poisoned Pokemon. Along with their status synergy, Dragapult appreciates Fezandipiti's ability to take on Fairy and Dark attacks. They also form an amazing pivot core, as Dragapult can fast U-turn into one of the defensive Pokemon to tank a hit, and they can slow U-turn back into Dragapult to exert offensive pressure. The Attack EVs allow Dragapult to OHKO Roaring Moon and 2HKO Hisuian Samurott with Dragon Darts, with the rest being pumped into Special Attack to boost the power of Hex. Tera Fairy flips Dragapult's Dragon weakness into an immunity while also granting a Dark resistance to resist hits from Kingambit and Darkrai.

:rocky-helmet: :sv/corviknight: :rocky-helmet:
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Body Press
- Iron Defense
- U-turn
- Roost​

I wanted a physically defensive Flying pivot next to cover for Fezandipiti's Ground weakness, and Corviknight works best here. Steel/Flying is one of the best defensive typings, and it allows Corviknight to be the Knock Off absorber of the team. It also is one of the best answers to Gliscor, as Fezandipiti is completely walled by Gliscor and Dragapult cannot come in safely to threaten Gliscor without the slow pivoting from Corviknight. I often struggle to find the best moveset on Corviknight because every move serves a major purpose. Roost is a given, so I did not need to think of that. Iron Defense is necessary to take on Swords Dance Gliscor, and Body Press pairs nicely to make Corviknight more threatening offensively. U-turn was chosen here because the slow pivoting lets you gain momentum on Gliscor, Great Tusk, Kingambit, incoming Gholdengo, and others. Defog is not necessary here, as you see I opted for Great Tusk (primarily to open up the move slot). Due to Corviknight absorbing Knock Off in a majority of games, Rocky Helmet felt like the best item to accumulate chip damage on the opponent. Tera Dragon allows Corviknight to check foes like Cinderace and Wellspring Ogerpon while retaining its Grass resistance against foes like Rillaboom.

:heavy-duty-boots: :sv/great-tusk: :heavy-duty-boots:
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Stealth Rock​

Great Tusk offers the team removal, rocks, and a Ground-type. While the first three Pokemon are resilient to hazards, I am not fond of boots spam in the current meta as those teams tend to struggle in longer games. Great Tusk mostly serves to open up other members to put in more work; Corviknight does not need to slot in Defog for hazard removal, and Garganacl does not need to slot in Stealth Rock for hazards. Close Combat is chosen over Ice Spinner because in testing, I did not need to use Ice Spinner too much. The 4x Ice weak Pokemon (Gliscor, Landorus, Dragonite) are all handled quite well by Corviknight. Also, while the specially defensive Pokemon can check Darkrai and Kyurem decently well, they can still be scary, so I wanted an out. Close Combat allows me to knock out Kyurem and Dark-types, which helps the rest of the team be more threatening. Heavy-Duty Boots help me be resilient against hazard stacking or Sticky Web teams, and with Grassy Terrain support, Great Tusk becomes difficult to take down. The HP allows Great Tusk to guarantee surviving Booster Energy Raging Bolt's Dragon Pulse from full and having a very high chance to OHKO back with Headlong Rush. I have an optimized spread to guarantee both, but with support from Fezandipiti and Rillaboom, I felt keeping the higher HP would be more beneficial. Tera Steel flips the Ice and Fairy weaknesses, with Ice in particular being nice to take on Darkrai and Kyurem.

:leftovers: :sv/garganacl: :leftovers:
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Salt Cure
- Earthquake
- Curse
- Recover​

Garganacl can often be hard to fit on a team, especially Curse Garganacl, but it works so well here. None of the team relies on tera, so Garganacl can be the tera "captain" that can use tera often. The team has strong removal, which is mandatory for Garganacl teams in my opinion. The team is very weak against opposing Hex Dragapult and other threats like Iron Moth and Pecharunt, which Garganacl comfortably handles. My favorite part is how Salt Cure and Toxic Chain form a great passive damage core that keeps opponents chipped. 52 Defense EVs let Garganacl survive Wellspring Ogerpon's Power Whip and +1 Booster Energy Roaring Moon's Earthquake without Curse boosts. Tera Water lets it better handle Gholdengo and is a great defensive typing in general.

:choice-band: :sv/rillaboom: :choice-band:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn​

Rillaboom is one of the best partners for Curse Garganacl, and it also happens to fit the rest of the team's needs. The Grass typing helps a lot against Ogerpon, which the team is naturally weak to. Grassy Glide is amazing priority that helps against Hyper Offense teams. Wood Hammer allows Rillaboom to be an amazing breaker against fat teams. Knock Off removes items and hits Ghost-types like Gholdengo so you can open up Corviknight more. U-turn completes the pivot core of the team, giving you a second mid-speed pivot Pokemon. Tera Grass bolsters Rillaboom's ability to revenge kill and wallbreak.

I hope you enjoy the team! :fezandipiti:
 
Glad to see the lab reopen!

I would like to request a team involving Clangorous Soul Kommo-o. I noticed it got used a little in OUFL, so maybe there's something to it. In any case, I think it's a neat, versatile mon and want to try it out for myself.

Either special or physical variant is fine, or even mixed if that's a thing. I'm not a huge fan of hyper offense, so a regular or bulky offense team would be awesome.

Thank you! :kommo-o:
 
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:meowscarada:DOUBLE CATS!!!:weavile:

:gliscor:Build Process:great-tusk:


:meowscarada::weavile:
The duo. I wanted to take the best aspects of both so they can break for each other. Band Meow is easily my favorite iteration, I find it incredibly underrated!
:meowscarada::weavile::gliscor:
Testing many iterations made me realize that a Spiker Team is the best support for these kittens. Gliscor is a good check to many fairies and fighters in the tier, and it can pivot out to give the cats a safe entry.
:meowscarada::weavile::gliscor::great-tusk:
Obligatory rocker and removal. Fear of Kingambit and raw power are why I chose Tusk over Treads.
:meowscarada::weavile::gliscor::great-tusk::alomomola:
This team needed a lot to round out the roster. A water special sponge to check various threats and pivot out. Assault Vest Alomomola checks off a lot of these boxes.
:meowscarada::weavile::gliscor::great-tusk::alomomola::slowking-galar:
For a while, I really wanted Pecharunt for being an awesome check to Waterpon and spinblocking, but late into the building process I realized how weak I was to common darks and offensive cores. I needed something that could force progress and cripple offensive threats. Galarian Slowking is the way to go.

:alomomola:The Team:slowking-galar:

Loki (Meowscarada) (M) @ Choice Band
Ability: Protean
Shiny: Yes
Tera Type: Fire / Grass / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- Sucker Punch
- U-turn
Surprisingly awesome set and the focus of the team, it can break and it can clean up. Sucker Punch comes in clutch.
Tera Fire allows you to resist fairy and click against:moltres:risk free!
Tera Dark powers up Knock Off, securing kills on chipped targets such as:corviknight:

Bubbles (Weavile) (M) @ Heavy-Duty Boots
Ability: Pressure
Shiny: Yes
Tera Type: Ice / Ghost / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel / Icicle Crash
- Ice Shard
- Swords Dance

Swords Dance scares out many threats and you are able to kill with ice attacks or force a knock off.
Triple Axel gives you a lot more power especially with Tera Ice, but Icicle Crash is more consistent and can clutch flinches!
Tera Ghost gives you immunity to Body Press:corviknight:Extreme Speed:dragonite:Rapid Spin:great-tusk:
Similar to Meow, making Knock significantly stronger will always be cool but I prefer Ice or Ghost.

Friskies (Gliscor) @ Toxic Orb
Ability: Poison Heal
Tera Type: Ghost / Water
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Spikes
- Earthquake
- U-turn
- Protect

The Friskies that Gliscor throws on the field allow the cats to feast!
U-Turn is amazing for this team whether it's getting out safely or bringing the cats in safely.
Toxic may also be used to pressure offensive threats.
DEF EVs allow it to be a better spinblocker while SPDEF allows it to blanket check a larger variety of threats especially :raging-bolt:

Catnip (Great Tusk) @ Rocky Helmet / Heavy Duty Boots / Booster Energy (Speed EVs)
Ability: Protosynthesis
Tera Type: Steel / Other
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat / Knock Off / Ice Spinner
- Rapid Spin
- Stealth Rock

Tusk is our customizable offensive utility mon, many alternative options can be tried out.
Since we are running Weavile, Close Combat is a cool option to hit threats such as:ogerpon-wellspring::kyurem:harder.
Ice Spinner and Knock Off will always be amazing moves.
Steel will let it resist ice and fairy as well as give it a poison immunity.
I have also tried Fighting, Ghost, Ice, Grass. All of these options are worthy of experimenting with, but I found Steel to be the most consistent Tera.
Booster Speed is also an option for consistent rocks/spin. I haven't experimented with it, but I'm sure it would be cool.

Nine Lives (Alomomola) @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Flip Turn
- Scald
- Play Rough
- Mirror Coat

The incredible bulk of Alo allows it to sponge special threats with ease such as :iron-moth::walking-wake:
It is also good at sponging physical attackers, letting it flip out to better checks.
Play Rough gives it an easier time against:roaring-moon:and:iron-valiant:
Red Card + Acrobatics was considered for phasing and an easier match-up into:ogerpon-wellspring:but it was scrapped.
EVs can invest into DEF or HP but always invest into SPDEF.

Shopkeeper (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy / Poison / Water
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave / Toxic

This progress making machine gives it an easier time into bulkier teams and crippling offensive teams.
Thunder Wave cripples and hinders speed of fast threats, notably:darkrai:who threatens this team.
Toxic can be experimented to nerf setup sweepers and pressure bulkier teams.
Fairy removes Ghost weakness, flips Dark weakness and immune to Dragons. It lets you keep a resistance to fighting for:zamazenta:You will not overlap with Alomomola if you choose Fairy Tera.
If you want to use Toxic, I would opt for Poison. Your Sludge Bomb is now buffed and toxic is still guaranteed!

The Paste: Double Cats!!! Spiker Offense FINISHED

:ogerpon-wellspring:Strategy:kyurem:


:meowscarada:is the star of the team. It can start swinging early on.:weavile:can take advantage of bulkier teams early on by punishing passivity.:gliscor:should establish Spikes early on, some match-ups it is difficult to get up. Same with setting up:great-tusk:
Tusk has a hard time getting into the field, so I would experiment with Booster Speed.
This team needs to be aggressive to keep up. This team can struggle due to setup from Hyper Offense, so you need to establish Spikes early. This team is pretty adaptive, like a chameleon. It can be fast paced if it wants to be, it can be slow paced if it wants to be. This team has tools to deal with all sorts of styles, but the volatility of Hyper Offense leads to chaotic outcomes if you are not careful. Stall match-up is doable, but it takes too long for me to want to win lol

:kingambit:Bonus Team!:moltres:

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Band Meow Serious Team
Cats caught your tongue? Need something new?
Unfortunately, while Weavile has plenty of unique traits... The overpowered Kingambit is more consistent.
Since Weavile is gone, I have taken advantage of the fun Tera Ice Tusk set. Emergency:kyurem:check that destroys:landorus-therian::gliscor: and synergy with Chilly Reception if you use:slowking-galar:
Moltres is a very helpful glue for this team with it's flying type and pivot/phase potential. This team can afford to run Pecharunt since the team does not have as much pressure on it with Moltres and Kingambit. Galarian Slowking is still good here, it would give Ice Tusk a boost.

Go nuts with both versions and fine tune to your preferences! Enjoy the catspam!

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View attachment 704203View attachment 704204View attachment 704187View attachment 704190View attachment 704191View attachment 704192
:meowscarada:DOUBLE CATS!!!:weavile:

:gliscor:Build Process:great-tusk:


:meowscarada::weavile:
The duo. I wanted to take the best aspects of both so they can break for each other. Band Meow is easily my favorite iteration, I find it incredibly underrated!
:meowscarada::weavile::gliscor:
Testing many iterations made me realize that a Spiker Team is the best support for these kittens. Gliscor is a good check to many fairies and fighters in the tier, and it can pivot out to give the cats a safe entry.
:meowscarada::weavile::gliscor::great-tusk:
Obligatory rocker and removal. Fear of Kingambit and raw power are why I chose Tusk over Treads.
:meowscarada::weavile::gliscor::great-tusk::alomomola:
This team needed a lot to round out the roster. A water special sponge to check various threats and pivot out. Assault Vest Alomomola checks off a lot of these boxes.
:meowscarada::weavile::gliscor::great-tusk::alomomola::slowking-galar:
For a while, I really wanted Pecharunt for being an awesome check to Waterpon and spinblocking, but late into the building process I realized how weak I was to common darks and offensive cores. I needed something that could force progress and cripple offensive threats. Galarian Slowking is the way to go.

:alomomola:The Team:slowking-galar:

Loki (Meowscarada) (M) @ Choice Band
Ability: Protean
Shiny: Yes
Tera Type: Fire / Grass / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- Sucker Punch
- U-turn
Surprisingly awesome set and the focus of the team, it can break and it can clean up. Sucker Punch comes in clutch.
Tera Fire allows you to resist fairy and click against:moltres:risk free!
Tera Dark powers up Knock Off, securing kills on chipped targets such as:corviknight:

Bubbles (Weavile) (M) @ Heavy-Duty Boots
Ability: Pressure
Shiny: Yes
Tera Type: Ice / Ghost / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel / Icicle Crash
- Ice Shard
- Swords Dance

Swords Dance scares out many threats and you are able to kill with ice attacks or force a knock off.
Triple Axel gives you a lot more power especially with Tera Ice, but Icicle Crash is more consistent and can clutch flinches!
Tera Ghost gives you immunity to Body Press:corviknight:Extreme Speed:dragonite:Rapid Spin:great-tusk:
Similar to Meow, making Knock significantly stronger will always be cool but I prefer Ice or Ghost.

Friskies (Gliscor) @ Toxic Orb
Ability: Poison Heal
Tera Type: Ghost / Water
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Spikes
- Earthquake
- U-turn
- Protect

The Friskies that Gliscor throws on the field allow the cats to feast!
U-Turn is amazing for this team whether it's getting out safely or bringing the cats in safely.
Toxic may also be used to pressure offensive threats.
DEF EVs allow it to be a better spinblocker while SPDEF allows it to blanket check a larger variety of threats especially :raging-bolt:

Catnip (Great Tusk) @ Rocky Helmet / Heavy Duty Boots / Booster Energy (Speed EVs)
Ability: Protosynthesis
Tera Type: Steel / Other
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat / Knock Off / Ice Spinner
- Rapid Spin
- Stealth Rock

Tusk is our customizable offensive utility mon, many alternative options can be tried out.
Since we are running Weavile, Close Combat is a cool option to hit threats such as:ogerpon-wellspring::kyurem:harder.
Ice Spinner and Knock Off will always be amazing moves.
Steel will let it resist ice and fairy as well as give it a poison immunity.
I have also tried Fighting, Ghost, Ice, Grass. All of these options are worthy of experimenting with, but I found Steel to be the most consistent Tera.
Booster Speed is also an option for consistent rocks/spin. I haven't experimented with it, but I'm sure it would be cool.

Nine Lives (Alomomola) @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Flip Turn
- Scald
- Play Rough
- Mirror Coat

The incredible bulk of Alo allows it to sponge special threats with ease such as :iron-moth::walking-wake:
It is also good at sponging physical attackers, letting it flip out to better checks.
Play Rough gives it an easier time against:roaring-moon:and:iron-valiant:
Red Card + Acrobatics was considered for phasing and an easier match-up into:ogerpon-wellspring:but it was scrapped.
EVs can invest into DEF or HP but always invest into SPDEF.

Shopkeeper (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy / Poison / Water
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave / Toxic

This progress making machine gives it an easier time into bulkier teams and crippling offensive teams.
Thunder Wave cripples and hinders speed of fast threats, notably:darkrai:who threatens this team.
Toxic can be experimented to nerf setup sweepers and pressure bulkier teams.
Fairy removes Ghost weakness, flips Dark weakness and immune to Dragons. It lets you keep a resistance to fighting for:zamazenta:You will not overlap with Alomomola if you choose Fairy Tera.
If you want to use Toxic, I would opt for Poison. Your Sludge Bomb is now buffed and toxic is still guaranteed!

The Paste: Double Cats!!! Spiker Offense FINISHED

:ogerpon-wellspring:Strategy:kyurem:


:meowscarada:is the star of the team. It can start swinging early on.:weavile:can take advantage of bulkier teams early on by punishing passivity.:gliscor:should establish Spikes early on, some match-ups it is difficult to get up. Same with setting up:great-tusk:
Tusk has a hard time getting into the field, so I would experiment with Booster Speed.
This team needs to be aggressive to keep up. This team can struggle due to setup from Hyper Offense, so you need to establish Spikes early. This team is pretty adaptive, like a chameleon. It can be fast paced if it wants to be, it can be slow paced if it wants to be. This team has tools to deal with all sorts of styles, but the volatility of Hyper Offense leads to chaotic outcomes if you are not careful. Stall match-up is doable, but it takes too long for me to want to win lol

:kingambit:Bonus Team!:moltres:

View attachment 704200View attachment 704197View attachment 704198View attachment 704201View attachment 704202View attachment 704194
Band Meow Serious Team
Cats caught your tongue? Need something new?
Unfortunately, while Weavile has plenty of unique traits... The overpowered Kingambit is more consistent.
Since Weavile is gone, I have taken advantage of the fun Tera Ice Tusk set. Emergency:kyurem:check that destroys:landorus-therian::gliscor: and synergy with Chilly Reception if you use:slowking-galar:
Moltres is a very helpful glue for this team with it's flying type and pivot/phase potential. This team can afford to run Pecharunt since the team does not have as much pressure on it with Moltres and Kingambit. Galarian Slowking is still good here, it would give Ice Tusk a boost.

Go nuts with both versions and fine tune to your preferences! Enjoy the catspam!




View attachment 704203View attachment 704204View attachment 704187View attachment 704190View attachment 704191View attachment 704192
:meowscarada:DOUBLE CATS!!!:weavile:

:gliscor:Build Process:great-tusk:


:meowscarada::weavile:
The duo. I wanted to take the best aspects of both so they can break for each other. Band Meow is easily my favorite iteration, I find it incredibly underrated!
:meowscarada::weavile::gliscor:
Testing many iterations made me realize that a Spiker Team is the best support for these kittens. Gliscor is a good check to many fairies and fighters in the tier, and it can pivot out to give the cats a safe entry.
:meowscarada::weavile::gliscor::great-tusk:
Obligatory rocker and removal. Fear of Kingambit and raw power are why I chose Tusk over Treads.
:meowscarada::weavile::gliscor::great-tusk::alomomola:
This team needed a lot to round out the roster. A water special sponge to check various threats and pivot out. Assault Vest Alomomola checks off a lot of these boxes.
:meowscarada::weavile::gliscor::great-tusk::alomomola::slowking-galar:
For a while, I really wanted Pecharunt for being an awesome check to Waterpon and spinblocking, but late into the building process I realized how weak I was to common darks and offensive cores. I needed something that could force progress and cripple offensive threats. Galarian Slowking is the way to go.

:alomomola:The Team:slowking-galar:

Loki (Meowscarada) (M) @ Choice Band
Ability: Protean
Shiny: Yes
Tera Type: Fire / Grass / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- Sucker Punch
- U-turn
Surprisingly awesome set and the focus of the team, it can break and it can clean up. Sucker Punch comes in clutch.
Tera Fire allows you to resist fairy and click against:moltres:risk free!
Tera Dark powers up Knock Off, securing kills on chipped targets such as:corviknight:

Bubbles (Weavile) (M) @ Heavy-Duty Boots
Ability: Pressure
Shiny: Yes
Tera Type: Ice / Ghost / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel / Icicle Crash
- Ice Shard
- Swords Dance

Swords Dance scares out many threats and you are able to kill with ice attacks or force a knock off.
Triple Axel gives you a lot more power especially with Tera Ice, but Icicle Crash is more consistent and can clutch flinches!
Tera Ghost gives you immunity to Body Press:corviknight:Extreme Speed:dragonite:Rapid Spin:great-tusk:
Similar to Meow, making Knock significantly stronger will always be cool but I prefer Ice or Ghost.

Friskies (Gliscor) @ Toxic Orb
Ability: Poison Heal
Tera Type: Ghost / Water
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Spikes
- Earthquake
- U-turn
- Protect

The Friskies that Gliscor throws on the field allow the cats to feast!
U-Turn is amazing for this team whether it's getting out safely or bringing the cats in safely.
Toxic may also be used to pressure offensive threats.
DEF EVs allow it to be a better spinblocker while SPDEF allows it to blanket check a larger variety of threats especially :raging-bolt:

Catnip (Great Tusk) @ Rocky Helmet / Heavy Duty Boots / Booster Energy (Speed EVs)
Ability: Protosynthesis
Tera Type: Steel / Other
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat / Knock Off / Ice Spinner
- Rapid Spin
- Stealth Rock

Tusk is our customizable offensive utility mon, many alternative options can be tried out.
Since we are running Weavile, Close Combat is a cool option to hit threats such as:ogerpon-wellspring::kyurem:harder.
Ice Spinner and Knock Off will always be amazing moves.
Steel will let it resist ice and fairy as well as give it a poison immunity.
I have also tried Fighting, Ghost, Ice, Grass. All of these options are worthy of experimenting with, but I found Steel to be the most consistent Tera.
Booster Speed is also an option for consistent rocks/spin. I haven't experimented with it, but I'm sure it would be cool.

Nine Lives (Alomomola) @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Flip Turn
- Scald
- Play Rough
- Mirror Coat

The incredible bulk of Alo allows it to sponge special threats with ease such as :iron-moth::walking-wake:
It is also good at sponging physical attackers, letting it flip out to better checks.
Play Rough gives it an easier time against:roaring-moon:and:iron-valiant:
Red Card + Acrobatics was considered for phasing and an easier match-up into:ogerpon-wellspring:but it was scrapped.
EVs can invest into DEF or HP but always invest into SPDEF.

Shopkeeper (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy / Poison / Water
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave / Toxic

This progress making machine gives it an easier time into bulkier teams and crippling offensive teams.
Thunder Wave cripples and hinders speed of fast threats, notably:darkrai:who threatens this team.
Toxic can be experimented to nerf setup sweepers and pressure bulkier teams.
Fairy removes Ghost weakness, flips Dark weakness and immune to Dragons. It lets you keep a resistance to fighting for:zamazenta:You will not overlap with Alomomola if you choose Fairy Tera.
If you want to use Toxic, I would opt for Poison. Your Sludge Bomb is now buffed and toxic is still guaranteed!

The Paste: Double Cats!!! Spiker Offense FINISHED

:ogerpon-wellspring:Strategy:kyurem:


:meowscarada:is the star of the team. It can start swinging early on.:weavile:can take advantage of bulkier teams early on by punishing passivity.:gliscor:should establish Spikes early on, some match-ups it is difficult to get up. Same with setting up:great-tusk:
Tusk has a hard time getting into the field, so I would experiment with Booster Speed.
This team needs to be aggressive to keep up. This team can struggle due to setup from Hyper Offense, so you need to establish Spikes early. This team is pretty adaptive, like a chameleon. It can be fast paced if it wants to be, it can be slow paced if it wants to be. This team has tools to deal with all sorts of styles, but the volatility of Hyper Offense leads to chaotic outcomes if you are not careful. Stall match-up is doable, but it takes too long for me to want to win lol

:kingambit:Bonus Team!:moltres:

View attachment 704200View attachment 704197View attachment 704198View attachment 704201View attachment 704202View attachment 704194
Band Meow Serious Team
Cats caught your tongue? Need something new?
Unfortunately, while Weavile has plenty of unique traits... The overpowered Kingambit is more consistent.
Since Weavile is gone, I have taken advantage of the fun Tera Ice Tusk set. Emergency:kyurem:check that destroys:landorus-therian::gliscor: and synergy with Chilly Reception if you use:slowking-galar:
Moltres is a very helpful glue for this team with it's flying type and pivot/phase potential. This team can afford to run Pecharunt since the team does not have as much pressure on it with Moltres and Kingambit. Galarian Slowking is still good here, it would give Ice Tusk a boost.

Go nuts with both versions and fine tune to your preferences! Enjoy the catspam!


Havent tested out the double cats team yet, but the serious team is actually insanely good... :O
 
Rillaboom sprite from Scarlet & Violet Raging Bolt sprite from Scarlet & Violet

Could someone make a team with a core of these two? In theory, they fry each other's checks, but I every team I try to make ends up feeling like I'm missing something so I'd like someone with more experience to be able to bring the idea to life. I have a preference for standard offense or Bulky Offense, but I would be down to play an HO team if the vision dictates.
 
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I would like to discuss about a team involving Iron Leaves as it is not listed as an Uber but has huge damage potential via the move Solar Blade (120 dmg, 100% Accuracy). I'm thinking-

Ninetails with Drought and Heat Rock
Mega Houndoom with Solar Powered to boost off sunny weather
Rillaboom with Terrain Extender for Grassy Surge
Iron Leaves with Booster Energy to activate Quark Drive (+30% attack), +50% damage on Solar Blade from Grassy Surge and no charge up from Sunny Weather.
 
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