SV OU Arcanine-Hisui Bulky Offense (Peak #16, 1972)

:sv/Arcanine-Hisui: :sv/Great Tusk: :sv/Ogerpon-Wellspring: :sv/Kingambit: :sv/Dragapult: :sv/Hatterene:

Hi! This is my first RMT. I've played on and off since the release of SV and I've made a few teams that I would say were successful, mostly ranging from offense to balance. This team centered around :Arcanine-Hisui: helped me reach my peak rank and has been doing very well compared to other teams I've made in the past. I hope you have fun if you do decide to try it out!


:Arcanine-Hisui: is the star of this team and the other Pokemons were chosen to support it as much as possible. Since I went for the choice band set, the obvious problem comes from its weakness to Stealth Rock, making hazard control a necessity. :Great Tusk: and :Hatterene: fulfill this role quite well and help Arcanine-Hisui stay healthy. Arcanine-Hisui can have a hard time entering, so I wanted to add pivots that could force switches and bring it in safely. :Ogerpon-Wellspring: completes :Arcanine-Hisui: in its typing and is ran with a pivot set on this team, while :Dragapult: tends to bring in special wall that do not appreciate :Arcanine-Hisui: being brought in on them. Lastly, I wanted more priority and anti-offense that could deal with Ghost types, so :Kingambit: was a no-brainer. The team building process was done surprisingly quickly and these intuitive choices ended up working very well.

:sv/Arcanine-Hisui:
Arcanine-Hisui (F) @ Choice Band
Ability: Rock Head
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Flare Blitz
- Extreme Speed
- Close Combat​

:Choice Band: :Arcanine-Hisui: threatens many of the most popular defensive Pokemons with its incredibly powerful stabs. This includes :Alomomola:, :Gliscor:, :Great Tusk: and many more. Head Smash and Flare Blitz can create huge holes in the defense of the opponent, meanwhile Extreme Speed is great speed control and can easily clean games. Close Combat is chosen as coverage to hit Pokemons like :Heatran: or :Gargnacl: in niche cases. Tera Normal is chosen to boost Extreme Speed even further, allowing it to finish off opponents with ease. A Jolly nature is chosen to outspeed :Great Tusk: and :Pecharunt:.

:sv/Great Tusk:
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock​

A very classic :Great Tusk: set. The combination of Headlong Rush and Ice Spinner can threaten most Pokemons and Rapid Spin can remove hazards. :Great Tusk: is also a good physical wall that can deal with many physical attackers, especially :Kingambit: which can be a problem for the rest of the team. Stealth Rock is chosen as the last move since the rest of the team would rather not run it and hazards are a great way to break through bulky structures and can put frail Pokemons in range of the priority moves on this team. :Heavy-Duty Boots: are chosen to make :Great Tusk: better at its role of hazard remover, in particular it prevents Toxic Spikes from hitting it which could be an issue as this team does not have a poison type. Tera Steel is a great defensive type and gives the team another fairy resist if needed.

:sv/Ogerpon-Wellspring:
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- U-turn
- Knock Off
- Spikes​

For :Ogerpon-Wellspring:, we run a pivot set with U-turn and Spikes. Ivy Cudgel is one of the best physical stabs in the game as it is strong, accurate, non-contact and has a higher chance of critical hit, which can help it break many Pokemons that do not resist Water. The best Knock Off absorbers, like :Gliscor: and :Clefable:, do not enjoy being in the presence of :Ogerpon-Wellspring:, which makes it a superb Knock Off user. Note that while it does run Spikes, :Ogerpon-Wellspring: is not meant to put on all three layers for most games as it does not have reliable recovery on this team. Most of the time, one layer will be sufficient.

:sv/Kingambit:
Kingambit (F) @ Air Balloon
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head​

:Kingambit: is a fantastic setup sweeper that can take advantage of the many holes that the above Pokemons create in opposing teams. It runs its usual set that enables it to boost its attack and sweep teams mercilessly. It runs max speed EVs to outspeed many of the slower walls like :Corviknight: and to speed tie other :Kingambit: that can be problematic. :Air Ballon: is the object chosen to compensate for the lack of a ground immunity on this team. It can also completely wall some sets of :Gliscor: and :Clodsire:. Tera Ghost allows :Kingambit: to shed its crippling fighting weakness and to possibly beat Iron Defense + Body Press users like :Zamazenta:, :Corviknight: and :Skarmory:. It also has the added benefit of blocking Rapid Spin if needed.

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

:Choice Specs: :Dragapult: is the special breaker of the team. Few Pokemons are comfortable switching into it and the ones that do, like :Garganacl: and :Blissey:, risk being hit by U-turn and letting in one of the physical breakers on this team. We run the typical stabs and Flamethrower as coverage to hit steel types if needed. Infiltrator is chosen to better the matchup into teams using Screens or Substitute since Sticky Web teams already have a hard time dealing with the priority present on this team and :Hatterene:. Tera Dragon can boost Draco Meteor to do insane damage, capable of outright killing :Zamazenta: with minimal chip. It also removes the weakness to Dark and Ghost that can be problematic when dealing with :Kingambit: or :Ceruledge:.

:sv/Hatterene:
Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 140 SpA / 104 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Draining Kiss
- Mystical Fire
- Psychic Noise​

:Assault Vest: :Hatterene: is the special wall of this team and dissuades opponents from setting hazards, as they risk :Hatterene: switching in with Magic Bounce. The defensive EVs allow it to notably live two Ice Beam from :Kyurem: and two Thunderbolt from :Booster Energy: :Raging Bolt:. Draining Kiss gives it much needed recovery and can deal pretty serious damage to Pokemons that are weak to Fairy. Psyshock deals a lot more damage than Psychic against :Blissey:, :Clodsire: and :Slowking-Galar:. Psychic Noise blocks recovery from :Gliscor: and :Gargnacl: and hits hard on the special. Mystical Fire is great coverage for Steel types and can make switch-ins less threatening. The speed investment allows :Hatterene: to outspeed uninvested :Hatterene:, :Slowking-Galar: and :Amoonguss:. Tera Water is the best option, as it removes :Hatterene:'s weaknesses and make it much more capable of dealing with :Iron Moth: and :Walking Wake:. Note that you might have to double switch when using this :Hatterene: set to avoid letting Pokemons like :Heatran: enter for free.

:Kingambit: can be problematic since :Great Tusk: tends to get chipped to get rid of hazards. Try to keep :Great Tusk healthy:, even if that means taking hazard damage on the other Pokemons or getting :Hatterene: into some dangerous situations. Apart from that, there is a lack of Dark resist that can comfortably take a sucker punch and hit :Kingambit: back. However, if Kingambit is forced to Tera, our own :Kingambit: can most likely beat it or :Arcanine-Hisui: can finish it off with its priority.

Offensive :Landorus-Therian: can be a big issue, as the only real switch-in is :Kingambit: with :Air Balloon:. However, it has to run :Choice Scarf: to outspeed the rest of this team, otherwise :Ogerpon-Wellspring: and :Dragapult: can revenge kill it and even switch into it once if needed. Be sure to keep :Air Balloon: intact on :Kingambit: if you suspect they are running a :Choice Scarf: set.

:Samurott-Hisui: can bypass :Hatterene: and set hazards. Nothing is too comfortable switching into its stabs, but it should be scared of clicking Water moves because of our :Ogerpon-Wellspring:. With :Assault Vest: it can comfortably switch into :Dragapult: or revenge kill it, so be careful when fighting it.

:Heatran: can switch into :Hatterene: every time and does heavy damage to anything that comes in with :Magma Storm:. :Earth Power: threatens to OHKO :Arcanine-Hisui:, so it prefers not coming in, while :Dragapult: does not hit :Heatran: hard enough. However, :Heatran: is quite slow and is threatened by :Great Tusk:, :Ogerpon-Wellspring: and :Arcanine-Hisui:, so with double switches it can be played around. Using Tera on :Ogerpon-Wellspring: is also an option, but some :Heatran: sets run Will-O-Wisp, so beware.

Ghost types can switch into Extreme Speed from :Arcanine-Hisui: and do great damage to :Kingambit: when its forced to come in. The main Ghost type threats are :Dragapult:, :Gholdengo: and :Ceruledge:, but pivot :Dragapult: can be dealt with by :Hatterene:. :Ceruledge: can setup for free and has no foolproof switch-in. :Kingambit: can force :Ceruledge: to Tera out of its Ghost type and once Weak Armor drops :Ceruledge:'s defense, :Arcanine-Hisui: can easily take it out with its priority.


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