Paste:
https://pokepast.es/3241d505b711109d
Introduction:
Hi, as a long time lurker, this is my first RMT. I want to preface this by saying I have basically not played this game in like a year. I am admittedly very rusty and my nerves were killing me, so I have not tried to push further on the ladder. Coming back into the game, I immediately started looking at the tier to see whether there were any patterns I could find with the tier's defensive options. It seemed to me that fire was a potent offensive type that wasn't particularly prepped for. Many of the tier's fire resists lacked reliable recovery or just didn't run it, like Samurott, Primarina, Ceruledge, Heatran, (most) tera'd Ogerpon-W, and all dragons barring some Dragonites and the odd Lati. This is also a veil team, so synthesis Ogerpon gets heavily nerfed under snow. Additionally, other fire resists usually leaned in a more physically defensive direction like Dondozo and Moltres. Heck, even the typical go-to special walls like Slowking-G and Ting-Lu didn't even actually resist fire. This made me take a look at fire types I could use, and I eventually settled on Oricorio.
DISCLAIMER!!!! This team may not be the best team ever. I may be totally ass as a player and a builder. However, nothing can inflict more psychological damage than the knowledge that you got swept by a ZU shitmon with the stats of an NFE and a movepool as shallow as Jolteon's. And for that, using the team is worth it.
Members:
Threats/Weaknesses:
This team does not have the longevity to survive in a drawn out battle. As such, stall and hazards/hazard stack in general are both scary if you get turns wrong. Electric kyurem might be able to pressure Dondozo into potentially tera'ing, which may open up an avenue for Hatterene to sweep later without having to deal with tera dark Blissey. It might be worth trying a mixed never-melt-ice set if you find yourself running into a lot of stall.
Garganacl is also an enormous threat, as everything hates salt cure. You'll likely have to trade one of your mons for crucial chip on it. Oricorio and Ninetales can try to keep it at low HP by using taunt, disable, or encore to stop it from recovering.
Seeing as our only fire resist is Oricorio, sun can be terrifying to face. Really, the best way I've found is to try to position yourself to boost to infinity with Oricorio. Oricorio can use both sun setters as setup fodder, and can often grab even more boosts as they switch into Hatterene or get taunted as they attempt to encore you with their own Ninetales. Though granted, as this is now a public RMT, the surprise cheese factor may be much less effective.
Cinderace is a difficult matchup for veil. Oricorio lives two pyro balls without veil, and tera'ing Zama or Hatt can set up on it even without veil.
Replays + Proof of Peak:
https://replay.pokemonshowdown.com/gen9ou-2443968939-ljn6o4clfgk9s2ri3cigdxqpa2rt6rbpw?p2
https://replay.pokemonshowdown.com/gen9ou-2442572939
https://replay.pokemonshowdown.com/gen9ou-2443966994-vi0alija0peghqrpha6oo72or7t0u5kpw?p2
https://replay.pokemonshowdown.com/gen9ou-2443958540-bs8qglg6ysc9p16aeqr6op2fojk3gdepw?p2
https://pokepast.es/3241d505b711109d
Introduction:
Hi, as a long time lurker, this is my first RMT. I want to preface this by saying I have basically not played this game in like a year. I am admittedly very rusty and my nerves were killing me, so I have not tried to push further on the ladder. Coming back into the game, I immediately started looking at the tier to see whether there were any patterns I could find with the tier's defensive options. It seemed to me that fire was a potent offensive type that wasn't particularly prepped for. Many of the tier's fire resists lacked reliable recovery or just didn't run it, like Samurott, Primarina, Ceruledge, Heatran, (most) tera'd Ogerpon-W, and all dragons barring some Dragonites and the odd Lati. This is also a veil team, so synthesis Ogerpon gets heavily nerfed under snow. Additionally, other fire resists usually leaned in a more physically defensive direction like Dondozo and Moltres. Heck, even the typical go-to special walls like Slowking-G and Ting-Lu didn't even actually resist fire. This made me take a look at fire types I could use, and I eventually settled on Oricorio.
DISCLAIMER!!!! This team may not be the best team ever. I may be totally ass as a player and a builder. However, nothing can inflict more psychological damage than the knowledge that you got swept by a ZU shitmon with the stats of an NFE and a movepool as shallow as Jolteon's. And for that, using the team is worth it.
Members:
Oricorio @ Leftovers/Covert Cloak
Ability: Dancer
Tera Type: Ground
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Revelation Dance
- Alluring Voice
- Quiver Dance
- Taunt
Oricorio functions as the team's only ground immunity, a bullet punch resist that doesn't instantly crumple to Scizor's CC, and a fire resist for the likes of Cinderace and Moltres. Scizor and Cinderace are two of the scariest threats for veil, so having a stopgap for those two is extremely valuable. I opted for maximum special attack, since Oricorio's base stats aren't that high and it needs all the power it can get to deal meaningful damage. The speed EVs allow you to outspeed Iron Moth after two QDs, along with outspeeding Zamazenta after one QD. Everything else went into HP to give Oricorio's meager bulk a higher chance to survive priority attacks and potentially setup. Dancer is Oricorio's only ability, and is pretty much useless in most scenarios. I guess you do kind of discourage Iron Moth from taking advantage of your fire/fairy coverage and boosting with fiery dance, but it's hard to find many practical use cases for this ability.
Oricorio may look terrible on paper, with an extremely shallow movepool, a usually useless ability, and an unusually low BST total. However, this thing can leverage its unique typing and movepool to find a surprising amount of setup opportunities. Quiver dance is the only way to make Oricorio anything of a threat, with revelation dance picked as the go-to STAB option. Revelation dance is a really interesting move as it copies your typing and basically functions like a better tera blast. Together with ground as my tera type, I can flip the matchup on stuff like Raging Bolt, Zapdos, stone edge Landorus-T, AV nuzzle hatterene, Garganacl (kind of), Heatran, Glimmora, Ceruledge, Iron Moth, and Slowking-G if I don't want risk a poison. It also allows me to kill stuff like four attack Zamazenta if they tera fire and try to stone edge me. I opted for alluring voice for coverage, as it offered me a valuable way to nail targets like Samurott, all the dragons, Tyranitar, and Ting-Lu with super effective damage. I also did not want to risk missing hurricane, especially in the sun matchup where Walking Wake could easily switch in and murder me. Taunt was picked for the final slot as it allows me to stop non-SD Gliscor, Clodsire, Moltres and Ting-Lu from forcing me out, and instead use them as surprise setup fodder. Taunt is also excellent for stuff like denying thunder wave from things like Slowking-G, cheeky Cinderaces trying to live an attack and court change (without forcing me to expend tera), and hazards from the aforementioned ground types along with other hazard setters like Torkoal. This team is very weak to hazards with three members who hate rocks, so any way of preventing them is nice.
The item choice is up to you. Leftovers works well with pushing Oricorio past the kill ranges for certain priority moves, giving it a little bit extra staying power in conjunction with veil, and ensuring Ting-Lu's ruination never KOs. Covert cloak is great to block AV Hatterene's nuzzle, Slowking-Gs and Iron Moths spamming sludge bomb/wave to fish for a poison, or Pecharunts who stay in and try to get a cheeky poison off. Combined with tera ground, it helps the team's matchup into Garganacl, which is an absolutely enormous threat to this team.
Ability: Dancer
Tera Type: Ground
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Revelation Dance
- Alluring Voice
- Quiver Dance
- Taunt
Oricorio functions as the team's only ground immunity, a bullet punch resist that doesn't instantly crumple to Scizor's CC, and a fire resist for the likes of Cinderace and Moltres. Scizor and Cinderace are two of the scariest threats for veil, so having a stopgap for those two is extremely valuable. I opted for maximum special attack, since Oricorio's base stats aren't that high and it needs all the power it can get to deal meaningful damage. The speed EVs allow you to outspeed Iron Moth after two QDs, along with outspeeding Zamazenta after one QD. Everything else went into HP to give Oricorio's meager bulk a higher chance to survive priority attacks and potentially setup. Dancer is Oricorio's only ability, and is pretty much useless in most scenarios. I guess you do kind of discourage Iron Moth from taking advantage of your fire/fairy coverage and boosting with fiery dance, but it's hard to find many practical use cases for this ability.
Oricorio may look terrible on paper, with an extremely shallow movepool, a usually useless ability, and an unusually low BST total. However, this thing can leverage its unique typing and movepool to find a surprising amount of setup opportunities. Quiver dance is the only way to make Oricorio anything of a threat, with revelation dance picked as the go-to STAB option. Revelation dance is a really interesting move as it copies your typing and basically functions like a better tera blast. Together with ground as my tera type, I can flip the matchup on stuff like Raging Bolt, Zapdos, stone edge Landorus-T, AV nuzzle hatterene, Garganacl (kind of), Heatran, Glimmora, Ceruledge, Iron Moth, and Slowking-G if I don't want risk a poison. It also allows me to kill stuff like four attack Zamazenta if they tera fire and try to stone edge me. I opted for alluring voice for coverage, as it offered me a valuable way to nail targets like Samurott, all the dragons, Tyranitar, and Ting-Lu with super effective damage. I also did not want to risk missing hurricane, especially in the sun matchup where Walking Wake could easily switch in and murder me. Taunt was picked for the final slot as it allows me to stop non-SD Gliscor, Clodsire, Moltres and Ting-Lu from forcing me out, and instead use them as surprise setup fodder. Taunt is also excellent for stuff like denying thunder wave from things like Slowking-G, cheeky Cinderaces trying to live an attack and court change (without forcing me to expend tera), and hazards from the aforementioned ground types along with other hazard setters like Torkoal. This team is very weak to hazards with three members who hate rocks, so any way of preventing them is nice.
The item choice is up to you. Leftovers works well with pushing Oricorio past the kill ranges for certain priority moves, giving it a little bit extra staying power in conjunction with veil, and ensuring Ting-Lu's ruination never KOs. Covert cloak is great to block AV Hatterene's nuzzle, Slowking-Gs and Iron Moths spamming sludge bomb/wave to fish for a poison, or Pecharunts who stay in and try to get a cheeky poison off. Combined with tera ground, it helps the team's matchup into Garganacl, which is an absolutely enormous threat to this team.
Ninetales-Alola @ Light Clay
Ability: Snow Warning
Tera Type: Ghost
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Encore
- Freeze-Dry
- Disable
Ninetales-A is our team's screen setter. Due to Oricorio's lackluster bulk, I knew I wanted screens to afford it more setup opportunities. Freeze dry is a stab move that allows it to scare things like Wogerpon in conjunction with the defense boost from snow. Encore is pretty standard to enable potential setup opportunities and reduce Ninetales's passivity. For the last moveslot, temporarily stops Garganacl from sitting on the field and spamming salt cure to infinity. Like I said, Garganacl is a massive threat, with the team having no comfortable salt cure switchins. Disable is also good for helping you keep up veil against Corviknight, who takes very little damage from freeze dry and can stall out your snow turns while defogging over and over. Together, encore and disable can offer setup opportunities for the rest of your team to abuse
Ability: Snow Warning
Tera Type: Ghost
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Encore
- Freeze-Dry
- Disable
Ninetales-A is our team's screen setter. Due to Oricorio's lackluster bulk, I knew I wanted screens to afford it more setup opportunities. Freeze dry is a stab move that allows it to scare things like Wogerpon in conjunction with the defense boost from snow. Encore is pretty standard to enable potential setup opportunities and reduce Ninetales's passivity. For the last moveslot, temporarily stops Garganacl from sitting on the field and spamming salt cure to infinity. Like I said, Garganacl is a massive threat, with the team having no comfortable salt cure switchins. Disable is also good for helping you keep up veil against Corviknight, who takes very little damage from freeze dry and can stall out your snow turns while defogging over and over. Together, encore and disable can offer setup opportunities for the rest of your team to abuse
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Electric
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Icicle Spear
- Tera Blast
- Scale Shot
With veil and the defense boost from snow, Kyurem is extremely bulky, allowing it to be a great answer to Ogerpon and giving it plenty of setup opportunities against the multitude of threats who cannot kill it. Tera electric allows Kyurem to resist steel moves like Scizor's bullet punch or Gholdengo's make it rain, along with blocking paralysis from pokemon like Hatterene, Slowking-G, Deoxys-S or Zapdos who may be forced to stay in on Kyurem to avoid automatically losing on the spot. Tera blast gives Kyurem the coveted boltbeam coverage, and performs extremely well against most of the tier's typical physical walls. Electric coverage gives you a way to hit Primarina and Steel types for neutral damage. Common OU walls like Corviknight, Moltres, Skarmory, Dondozo, Alomomola, and tera water Garganacl all get hit for super effective damage by a typing that is otherwise unseen on physical attackers in OU. To make things even better, physical walls that can resist electric like Landorus-T, Sinistcha, or Great Tusk all fear Kyurem's powerful icicle spear. Many teams are not prepared to deal with such a set, and Kyurem can sweep them with relative ease.
Ability: Pressure
Tera Type: Electric
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Icicle Spear
- Tera Blast
- Scale Shot
With veil and the defense boost from snow, Kyurem is extremely bulky, allowing it to be a great answer to Ogerpon and giving it plenty of setup opportunities against the multitude of threats who cannot kill it. Tera electric allows Kyurem to resist steel moves like Scizor's bullet punch or Gholdengo's make it rain, along with blocking paralysis from pokemon like Hatterene, Slowking-G, Deoxys-S or Zapdos who may be forced to stay in on Kyurem to avoid automatically losing on the spot. Tera blast gives Kyurem the coveted boltbeam coverage, and performs extremely well against most of the tier's typical physical walls. Electric coverage gives you a way to hit Primarina and Steel types for neutral damage. Common OU walls like Corviknight, Moltres, Skarmory, Dondozo, Alomomola, and tera water Garganacl all get hit for super effective damage by a typing that is otherwise unseen on physical attackers in OU. To make things even better, physical walls that can resist electric like Landorus-T, Sinistcha, or Great Tusk all fear Kyurem's powerful icicle spear. Many teams are not prepared to deal with such a set, and Kyurem can sweep them with relative ease.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Steel Beam
- Earth Power
- Rapid Spin
This is just a typical suicide lead Treads. Treads functions as the team's speed control together with Zamazenta. This is my team's electric immunity and helps cover threats like Raging Bolt and Zapdos who can take advantage of Oricorio and Zamazenta, respectively. It's also the only thing stopping Pecharunt from 6-0'ing my team. Since my team was so weak to hazards, I absolutely needed a spinner. I honestly do not like Great Tusk as a spinner, as it has always felt very unreliable in the face of OU's many strong spinblockers that have adapted to deal with Tusk. Treads's higher special bulk, resistance to Ghold's make it rain and Pult's draco meteor, neutrality to matcha-gatcha, and immunity to being poisoned by Pecharunt all make Treads much more reliable at actually achieving the spin. It also certainly helps that Treads is naturally faster than Pecharunt. Special treads allows me to hit Glimmora for super effective damage without setting up tspikes, as this team has no poison type to safely absorb it. Steel beam allows me to kill myself and deny a spin/defog, while also discouraging Tusk from switching in to spin away my rocks. Earth power and steal beam also nail Sinistcha and Pecharunt on their weaker defensive stat, with the former fearing a strong steel beam that could potentially threaten a Zamazenta sweep later (as you can't strength sap a dead Treads). Tera ghost is to block opposing rapid spins.
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Steel Beam
- Earth Power
- Rapid Spin
This is just a typical suicide lead Treads. Treads functions as the team's speed control together with Zamazenta. This is my team's electric immunity and helps cover threats like Raging Bolt and Zapdos who can take advantage of Oricorio and Zamazenta, respectively. It's also the only thing stopping Pecharunt from 6-0'ing my team. Since my team was so weak to hazards, I absolutely needed a spinner. I honestly do not like Great Tusk as a spinner, as it has always felt very unreliable in the face of OU's many strong spinblockers that have adapted to deal with Tusk. Treads's higher special bulk, resistance to Ghold's make it rain and Pult's draco meteor, neutrality to matcha-gatcha, and immunity to being poisoned by Pecharunt all make Treads much more reliable at actually achieving the spin. It also certainly helps that Treads is naturally faster than Pecharunt. Special treads allows me to hit Glimmora for super effective damage without setting up tspikes, as this team has no poison type to safely absorb it. Steel beam allows me to kill myself and deny a spin/defog, while also discouraging Tusk from switching in to spin away my rocks. Earth power and steal beam also nail Sinistcha and Pecharunt on their weaker defensive stat, with the former fearing a strong steel beam that could potentially threaten a Zamazenta sweep later (as you can't strength sap a dead Treads). Tera ghost is to block opposing rapid spins.
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Stored Power
- Mystical Fire
Hatterene is a great abuser of veil, as it propels Hatterene's bulk to astounding levels. Magic bounce is a fantastic ability, which makes Hatterene the team's secondary hazard control option and stops phazing attempts from the Moltres and Ting-Lu. As a fairy type, it also has the ability to check a variety of threats like Zamazenta and Dragonite. Tera water allows it to resist attacks like Cinderace's pyro ball and Scizor's bullet punch that are typically scary for veil teams to deal with. It also takes away Hatt's weakness to shadow ball, giving it an easier time surviving hits, especially against dragapult who can bypass screens. With calm mind and stored power, Hatterene can quickly spiral out of control under veil and break through many defensive cores with the combination of stored power and calm mind. Mystical fire is the typical coverage option to hit steel types like Iron Crown and Scizor.
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Stored Power
- Mystical Fire
Hatterene is a great abuser of veil, as it propels Hatterene's bulk to astounding levels. Magic bounce is a fantastic ability, which makes Hatterene the team's secondary hazard control option and stops phazing attempts from the Moltres and Ting-Lu. As a fairy type, it also has the ability to check a variety of threats like Zamazenta and Dragonite. Tera water allows it to resist attacks like Cinderace's pyro ball and Scizor's bullet punch that are typically scary for veil teams to deal with. It also takes away Hatt's weakness to shadow ball, giving it an easier time surviving hits, especially against dragapult who can bypass screens. With calm mind and stored power, Hatterene can quickly spiral out of control under veil and break through many defensive cores with the combination of stored power and calm mind. Mystical fire is the typical coverage option to hit steel types like Iron Crown and Scizor.
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar
Zamazenta is our main Kingambit Check, another speed control option, another Ogerpon check, and something that can revenge kill Darkrai. Zamazenta has tremendous synergy with Oricorio, as nearly every single answer to Zamazenta is turned into setup fodder for Oricorio. It's very easy to find setup opportunities by doubling out on a threat that Zama invites in. Enamorus, Iron Valiant, Weezing-G, Moltres, Lando-T, Sinistcha, are all walled by regular Oricorio, while unaware Clefable gets chipped down by taunt + revelation dance and cannot do that much damage in return with moonblast. Technically Lando-T can stone edge Oricorio and earth power Zamazenta, but running both on the same set seems pretty awkward. In most cases Lando can only beat one of the two. With tera, Oricorio can also handle Zamazenta answers like Zapdos, Slowking-G, Hatterene, Iron Moth, and most ghosts barring Dragapult. In return, Zamazenta can help against opposing Samurotts, tera'd Ogerpons, and pokemon that threaten strong priority like Dragonite or Kingambit. Tera fire is to give Zamazenta a burn immunity, which can potentially allow Zamazenta to set up on Alomomola, certain Weezing sets, completely wall Cinderace, and potentially beat Moltres 1v1. It also allows you resist fiery dance and moonblast from Iron Moth and Valient, letting you roar them out and stop a potential sweep.
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar
Zamazenta is our main Kingambit Check, another speed control option, another Ogerpon check, and something that can revenge kill Darkrai. Zamazenta has tremendous synergy with Oricorio, as nearly every single answer to Zamazenta is turned into setup fodder for Oricorio. It's very easy to find setup opportunities by doubling out on a threat that Zama invites in. Enamorus, Iron Valiant, Weezing-G, Moltres, Lando-T, Sinistcha, are all walled by regular Oricorio, while unaware Clefable gets chipped down by taunt + revelation dance and cannot do that much damage in return with moonblast. Technically Lando-T can stone edge Oricorio and earth power Zamazenta, but running both on the same set seems pretty awkward. In most cases Lando can only beat one of the two. With tera, Oricorio can also handle Zamazenta answers like Zapdos, Slowking-G, Hatterene, Iron Moth, and most ghosts barring Dragapult. In return, Zamazenta can help against opposing Samurotts, tera'd Ogerpons, and pokemon that threaten strong priority like Dragonite or Kingambit. Tera fire is to give Zamazenta a burn immunity, which can potentially allow Zamazenta to set up on Alomomola, certain Weezing sets, completely wall Cinderace, and potentially beat Moltres 1v1. It also allows you resist fiery dance and moonblast from Iron Moth and Valient, letting you roar them out and stop a potential sweep.
Threats/Weaknesses:
This team does not have the longevity to survive in a drawn out battle. As such, stall and hazards/hazard stack in general are both scary if you get turns wrong. Electric kyurem might be able to pressure Dondozo into potentially tera'ing, which may open up an avenue for Hatterene to sweep later without having to deal with tera dark Blissey. It might be worth trying a mixed never-melt-ice set if you find yourself running into a lot of stall.
Garganacl is also an enormous threat, as everything hates salt cure. You'll likely have to trade one of your mons for crucial chip on it. Oricorio and Ninetales can try to keep it at low HP by using taunt, disable, or encore to stop it from recovering.
Seeing as our only fire resist is Oricorio, sun can be terrifying to face. Really, the best way I've found is to try to position yourself to boost to infinity with Oricorio. Oricorio can use both sun setters as setup fodder, and can often grab even more boosts as they switch into Hatterene or get taunted as they attempt to encore you with their own Ninetales. Though granted, as this is now a public RMT, the surprise cheese factor may be much less effective.
Cinderace is a difficult matchup for veil. Oricorio lives two pyro balls without veil, and tera'ing Zama or Hatt can set up on it even without veil.
Replays + Proof of Peak:
https://replay.pokemonshowdown.com/gen9ou-2443968939-ljn6o4clfgk9s2ri3cigdxqpa2rt6rbpw?p2
https://replay.pokemonshowdown.com/gen9ou-2442572939
https://replay.pokemonshowdown.com/gen9ou-2443966994-vi0alija0peghqrpha6oo72or7t0u5kpw?p2
https://replay.pokemonshowdown.com/gen9ou-2443958540-bs8qglg6ysc9p16aeqr6op2fojk3gdepw?p2
Last edited:

