SV OU My first RMT, Advice or help appreciated. LOW 1400'S

First post ever, probably gonna get flagged because i forgot a rule or something.... So I recently picked up Pokémon Showdown again thanks to a buddy of mine. And while I've never been good, the last tike I played any format before gen 9 was gen 6. And when I say I have never been good, I struggled to break 1100~. I'm serious I am awful, I tend to get into my head and tilt hard. However I watched a video from blunder recently and it kinda gave me motivation to try and break my limits. And so I did and honestly it aint much but im very proud that I broke 1400. So without further ado, here is the team.


great-tusk.jpg

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Headlong Rush
- Ice Spinner

This feels standard, used in majority of teams, tusk is undeniably one of the best spinners and setters we got. Not much to talk about outside of keeping him healthy is EXTREMELY important to this team, at least compared to most. Since tusk is 1 of 2 of your bulky mons to risky switch in with. Tera typing has shifted alot however, I started with offensive typing in ground, but eventually decided water was best, I have also contemplated grass and fairy, but those never achieved much for me in the long run.

dondozo.jpg

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 184 HP / 252 Atk / 72 Def
Adamant Nature
- Rest
- Sleep Talk
- Liquidation
- Body Press

This dude has SAVED me games where I was on the backfoot. Unaware is such a good ability being paired with a bulky mons. I switch him in on gambit, valiant, zama, and other pokemon that either setup or just really hate a bulky water. He also can help burn those boosters on some mons that like to stay in. I have noticed alot of Iron Moths and Valiants running discharge/Thunderbolt, at least on my elo, so I opt for Tera Steel, but in 90% of my cases I just dont tera him. I used to have Tera water because it was a offensive typing for liquidation but decided he also needed to be defensive. The ev spread might look weird to some, but I wanted to make sure he got the most chip possible while being able to survive most hits, solely to get the most out his stay while on the field. The curse set was tempting at first but I disliked the chance of sleep talk just not working in my favor when I needed a Attacking move for chip so another mon can clean up, and that body press can also sneak up on a gambit who wasnt expecting a second attacking move. He can switch in on most things with ease, definitely a mainstay for the team.

iron-moth.jpg

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 121 HP / 135 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Energy Ball
- Fiery Dance
- Sludge Wave

This bugbot is hands down a mon that makes or breaks games. When switched in at a perfect time, he can clean 6-0 with no issue, the only exception to this is scarf users or mons that resist any of my 4 moves. I gave him more bulk than usual because I wanted to make sure he can take a sucker from gambit as well as a few moves (even if they are on rolls) from other mons. Moth is my speed control, unfortunately there are some times where he just falls flat because i played poorly or used him at a bad time. There are times where starting with him is optimal in comparison to the rest and I get mindgamed. I chose Energy Ball because ive seen alot of Waterpons switch in on me and Tera immediately because they think a Sludge Wave is coming. Energy Ball also gets rid of water threats and ground threats like dondozo, Tera Ground Primarina, tusk, and treads. Dazzling Gleam is a coverage I need for for some pokemon where Uturn with my other mons just isn't enough. Or fighting types. That's partially why I chose Tera Fairy for this, as it will make it WAY stronger, and the other reason is THEY ALWAYS SEND DRAGAPULT IN TO DRACO THIS THING. It's insanely free. I'm open to change for him, might be a better option for him that doesn't hinder me.

hydrapple.png


Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 248 HP / 252 SpA / 8 D
Modest Nature
- Tera Blast
- Fickle Beam
- Giga Drain
- Nasty Plot
So this was a little tricky, as I was stuck between dragapult or hydrapple when I was deciding. But I went with hydrapple for a couple reasons, 1 - hes just a little guy, 2 he hits like a truck on anything that switches in on him, 3 - Regenerator. Dragapult is a great mon and is in my top 5 favs, however there is a couple staples in this tier that decimate it, 1 being kingambit, a sucker punch from gambit decimated pult, and a kowtow from 5 fallen does around 45% giving hydrapple a chance to do some solid chip between giga drain and fickle beam. At least enough for another mon to clean up where needed. So I chose Tera Steel to utilize Tera Blast to its fullest. I have caught SOOO many people off by this and even stared down ice spinners from tusk just to Giga Drain them. This also helps counter Gweezing when my ground types aren't alive or fairy types when moth isnt around. Tera Steel works as both as a Defensive and Offensive typing making this hydrapple insanely strong.

landorus-therian.jpg

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Fire
EVs: 208 HP / 48 Def / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Earth Power
- U-turn

Another standard for the team, I like helmet on lando because he threatens ALOT of mons especially once they find out he has helmet. So the move set is nothing too special outside I wanted another setter in case one fainted. And taunt is a strong move when he outspeed a good chunk of setup sweepers barring valiant. Other faster setup sweepers dont wanna stay in on him and take a hit most of the time so hes relatively safe. Making him #2 of the mons I use to help my fight against setup sweepers. U-turn is just good pivot, not much to say. So I chose Tera fire because its another defensive typing, but mainly to avoid ice spinners from tusk, or any ice move from mons where I need lando to stay in the fight. Other than that, just another standard staple.

meowscarada.jpg

Meowscarada @ Choice Band
Ability: Protean
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flower Trick
- Knock Off
- Triple Axel

So the final mon, which id like to consider the glue as Meow can fit any role it wants. Between pivot, breaker, or simply just be a wall for a second. While not relatively bulky, this is my psychic protection. I chose Jolly Nature because I wanted to be faster than most pokemon I come across, only to be outsped by scarfed, zama, pult, Rai, and another Jolly Meow. Picking Jolly allows me to use choice band with little worry, since meow will hit like a truck no matter what due to Protean. The weird thing here is Tera bug, which is more of a offensive pick, solely because there are times where I need a resisted U-Turn to hit really hard to get the most chip so another mon can easily clean up, Meow can snatch a kill, or Meow can come back in and decimate at a later time. I find myself leading Meow alot when I dont know my best lead into a team that has alot of strong counters, so at least I can get a strong U-Turn out early. And most things that hit Meow hard, barely touch dozo, so there's a core there, same goes for moth.

So this team is actually a weird Meow, Dozo, Moth core, and I guess it works. I wish I was better to properly use this team, and im sure if someone else piloted it. They could do leagues better than I did.

The flaws I have noticed, special breakers like Crown, Rai, wake, bolt, and the like, can hurt this team, and I am sure I can resolve this if I buffed dozo's SpDef more and I swapped lando, but I cant see anything else filling landos role as optimally as he does. Another flaw is Rain teams, but i guess most people struggle because it requires you to think differently. And I struggled with that. Trick Room teams can be hit or Miss, most Trick room teams cant handle Tera Steel Hydrapple well, and in cases where you have to deal with ursa, you have cases with other mons that handle ursa well. Terrains haven't really been a threat as long as Meow is around, they are kinda scared to use Expanding force on psychic terrain because they waste a turn and risk a massive U-Turn. Haven't seen a electric terrain team yet so cant really comment on that, and im sure I would get molly whopped. And grassy terrain is not really terrifying, at least on paper because I have Meow and moth sitting backside just waiting to hit something hard.

Here's some replays.
My break into 1400, kinda felt unearned: https://replay.pokemonshowdown.com/gen9ou-2442819188?p2

A game I almost completely threw: https://replay.pokemonshowdown.com/gen9ou-2442792351?p2

Vs a interesting team that beat me the first time I faced it(forgot to save that one): https://replay.pokemonshowdown.com/gen9ou-2442783087

Rain makes me forget how to think: https://replay.pokemonshowdown.com/gen9ou-2442764287?p2

Just seeing a team with a strong core can make me overthink even when the path to win is obvious: https://replay.pokemonshowdown.com/gen9ou-2442755351?p2

Another case of a solid core can put this team in a bind: https://replay.pokemonshowdown.com/gen9ou-2442751807?p2


Sorry if this was long winded. But I have been on a high horse lately and im sure my next match will put me back in my place where I belong eventually tilting back to 1000's. But if you have any suggestions about the team, im open to suggestions. Or if you even want to try it please do, I would love to see when someone better pilots my team.

P.S. Need to apologize to Karen because I was unable to use my favorites to win, sorry cramorant your just not cut out for this right now.
 
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Hello fellow Cramorant enjoyer.

I really like the double Ground core and CB Meow is always cool to see, so I’m happy to help you out with the team.

-Lando + Tusk cores are great because of the ambiguity of what set these two are running. So running Rocks on both feels like a waste. Personally I’d go Scarf on Lando and make Tusk the rocker.

-I don’t think Dozo is a good fit on this team. It looks to be a Bulky Offense and Dozo is more of a Fat/Stall staple. Plus with Lando, Tusk, and Hydrapple, you’re not struggling that hard vs physical threats. I would swap Dozo out for Assault Vest Mola or Pecharunt. The former is a bulky Water with better special bulk to check things like Darkrai and Moth, while the later helps with Zama and Wellspring.

-Personally I’d go Gking over Moth. It helps with a lot of special breakers you struggle with and gives you a strong pivot to bring Meowscarada in.

-Tera Blast Steel Hydrapple is very neat tech, but I would run a more bulkier spread on Hydrapple. It benefits more from defense investment to tank Zama and Ice Spinners from Tusk/Treads more easily.

248HP/176DEF/16SPA/56SPD/12SPED

Stole this spread from Vk. 12 speed outruns Ting-Lu. With 56 SpD, you are guaranteed to survive Valiant’s Moonblast.

This is what the team looks like after some tweaks.

:great_tusk: :alomomola: :slowking_galar: :landorus_therian: :meowscarada: :hydrapple:
https://pokepast.es/f8fcb7187c9c03d5

You could change Tera Blast on Lando for Grass Knot or Psychic. Tblast Electric is shiest tech for hitting Corv/Mola/Dozo/Molt all in one. I don’t like using multiple Tera Blast users. The team did surprisingly well. Still weak to Kyurem though.

https://replay.pokemonshowdown.com/gen9ou-2443147975-wx2pk87xo0kc38ckgiyiva64d8uq3x5pw
 
Hello fellow Cramorant enjoyer.

I really like the double Ground core and CB Meow is always cool to see, so I’m happy to help you out with the team.

-Lando + Tusk cores are great because of the ambiguity of what set these two are running. So running Rocks on both feels like a waste. Personally I’d go Scarf on Lando and make Tusk the rocker.

-I don’t think Dozo is a good fit on this team. It looks to be a Bulky Offense and Dozo is more of a Fat/Stall staple. Plus with Lando, Tusk, and Hydrapple, you’re not struggling that hard vs physical threats. I would swap Dozo out for Assault Vest Mola or Pecharunt. The former is a bulky Water with better special bulk to check things like Darkrai and Moth, while the later helps with Zama and Wellspring.

-Personally I’d go Gking over Moth. It helps with a lot of special breakers you struggle with and gives you a strong pivot to bring Meowscarada in.

-Tera Blast Steel Hydrapple is very neat tech, but I would run a more bulkier spread on Hydrapple. It benefits more from defense investment to tank Zama and Ice Spinners from Tusk/Treads more easily.

248HP/176DEF/16SPA/56SPD/12SPED

Stole this spread from Vk. 12 speed outruns Ting-Lu. With 56 SpD, you are guaranteed to survive Valiant’s Moonblast.

This is what the team looks like after some tweaks.

:great_tusk: :alomomola: :slowking_galar: :landorus_therian: :meowscarada: :hydrapple:
https://pokepast.es/f8fcb7187c9c03d5

You could change Tera Blast on Lando for Grass Knot or Psychic. Tblast Electric is shiest tech for hitting Corv/Mola/Dozo/Molt all in one. I don’t like using multiple Tera Blast users. The team did surprisingly well. Still weak to Kyurem though.

https://replay.pokemonshowdown.com/gen9ou-2443147975-wx2pk87xo0kc38ckgiyiva64d8uq3x5pw
Thank you for the help and thank you for replying!

I do agree with the double rocks being bad, as im noticing now there are times where I would like to have 3rd attack on lando, also Tera Blast Electric is something I hadn't considered and covers some needed weaknesses, so that's really cool thank you. Also scarfing Lando becomes a way to handle speed so that works out well.

There was a world where i was thinking mola, but was worried about setup swingers like crown or a late special valiant that can sweep my time, but I think your right, dozo has his moments but his role isnt a good fit for this team outside of just being a wall. Ill definitely use the mola set, but i wanna also test runt, ive seen a few very interesting Pecharunt sets ive been meaning to try.
Saw a really interesting runt I dont quite remember the spread but it looked kinda like:
Pecharunt @ Black Sludge
Ability: Poison Puppeteer
Tera Type: Normal
EVs: 176 HP / 84 SpD / 248 Spe
Timid Nature
IVs: 0 Atk
- Malignant Chain
- Parting Shot
- Recover
- Shadow Ball
I thought this was a cool set because it can punish pickpocket tinkaton, dodge gholdengos shadowball and parting shot alot of fast mons like tusk, Hrott, Ghold, Dnite for a safe switch. But I need to do a lot of testing for that if Im honest.

I hadn't originally considered glowking cuz I wasnt sure if he would fit on the team, but this was when I was using Dozo, if Dozo comes off then Glowking has a clear spot, at least in my eyes. I agree glowking makes pivoting way better too.

For hydrapple, I really love the tera steel, its just a good typing for it and covers alot of ground. Does make him weaker to press and headlong rush, but I hope to be smarter about the timing for that. I hadn't considered a Defensive spread on hydrapple because I wanted to hit hard initially, praying on the switch, but i also didnt run every calc so that's on me. I do like that I can live a spinner on offensive tusk with the defensive spread tho.

I see the weakness to kyurem, even weavile can be a huge threat, and im thinking of swapping knock or triple Axel off of meow for play rough, since it hits those threats, and can threaten alot of other pokemon. This does however make opposing Lando and gliscors more of a threat if im not careful with my tusks hp.

I'll definitely be tinkering around more with this as well. Thank you so much for your help. Hope to reach the high ladders one day. Thanks alot!
 
You're on the right track. Not a full rate, but wanted to point out a minor detail on Iron Moth's EVs. Odd numbered EVs are always going to be inefficient for competitive play. Go for EVs: 124 Def / 132 SpA / 252 Spe as it's the standard spread to activate Speed for Protosynthesis.

Otherwise I do agree with the other rater feedback here. Full rate (possibly) coming later, but no guarantees on that. Congrats on breaking 1400 as that's a bigger milestone than it looks (alts decay only to 1400 and don't go below that).
 
You're on the right track. Not a full rate, but wanted to point out a minor detail on Iron Moth's EVs. Odd numbered EVs are always going to be inefficient for competitive play. Go for EVs: 124 Def / 132 SpA / 252 Spe as it's the standard spread to activate Speed for Protosynthesis.

Otherwise I do agree with the other rater feedback here. Full rate (possibly) coming later, but no guarantees on that. Congrats on breaking 1400 as that's a bigger milestone than it looks (alts decay only to 1400 and don't go below that).
Thanks for the kind words, I still am happy about breaking into 1400, and im constantly in a struggle of breaking out of 1400 and into 1500, been using the team that was tweaked by "658Greninja" and its been doing well, I only struggle at making reads in general. There are times I'll get in my head like, oh its a gliscor first turn. He is always gonna click protect, I should just get my rocks up and double into Gking, and he ends up clicking toxic or spikes and I start overthinking after that. But otherwise im actually having a blast against other teams, despite the annoying stall games ive had in between the occasional HO, Balance, BO, or cool gimmick team. My buddy has also been trying to help me in our matches to improve my predictions and decision making. Also, I didnt realize there was specifics for the EVs portion, I was only aware of odd numbered HP just in case for moves that half hp, and I think I hard focused on the speed being higher than the SpAtk and didnt think much after. Thank you for the info!
 
You are welcome! The thought analysis you are describing sounds like part of the learning process. Gen 9 is famous for having a brutal learning curve. I watched some of your replays and I'm not too worried about the team itself. Even the reads will come with pattern recognition and more reps. Humans are not computer opponents on Route 1 that will let you win if you say please ;).
 
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