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SV OU CC Tusk + Specs Pult 2123 Elo Peak

What's up everyone, it's D Gym Teacher. Been a long time that I've posted something and even a longer time that I play Showdown. Players and especially veterans probably remember me (Lef Deppard, Jon Bovi, D Gym Teacher) grinding the gen6, 7 and gen8 natdex OU ladder with the OG elephant pokemon Donphan. I was ready to get back into action with my boy in gen9 but Donphan got lucky with one of the greatest OU mon of all time: Great Tusk. I've built a few teams with the popular proboscidean and I am proud to present to you the best one so far, one that reached an ELO peak of 2123 with 88.4 GXE. This is a balanced team revolving around 2 breakers / sweepers and 4 support mons. Without further ado, let's dive into it! (Pokepaste at the end).

Proof of peak:
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And here are some replays :)
https://replay.pokemonshowdown.com/gen9ou-2484597827-jo7k0i4u4m1w2snm58dvnrjy1br1al3pw?p2
Vs Coldsnow screens team.
https://replay.pokemonshowdown.com/gen9ou-2472694265-64d45okjbfhedlsmq6lhs4gdeetjf23pw?p2
VS Heileone CB Mamoswine team.
https://replay.pokemonshowdown.com/gen9ou-2489187125-abxpbwqo9rt9upg79vdc6nhjidw3mvvpw?p2
VS Grassy terrain balance.
https://replay.pokemonshowdown.com/gen9ou-2487552767-1ivwqbk9ncgkbt7fidkxrljkc97wya5pw?p2
VS Hoenn_Confirmed Skeledirge bulky offense.
https://replay.pokemonshowdown.com/gen9ou-2488831183-hsk903ngumwt3go9o82fo3stgco0slwpw
VS a Magnezone + Mismagius team... on 1964 ladder rating, the fight that I peaked! Shoutout to the player reaching top 30 with those 2 original picks!
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Loxodonta (Great Tusk) @ Leftovers / Heavyduty boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Ice Spinner
- Rapid Spin

My new favorite Pokemon, Great Tusk compresses a lot of roles on the team: spinner, gambit & raging bolt check and a potential win-con once everything is worn down. Max attack and speed for maximum power and the ability to outspeed Glimmora, Ghold, Rillaboom, Samurott, etc. I prefer leftovers for extra longetivity but HDB are also good for more reliable hazard removal (especially webs). Tera Steel sheds off a lot of its weaknesses to help it get a crucial spin off or an important kill. Close Combat is the secret ingredient: most players don't expect CC on Leftovers Tusk so they often leave their dark type (Ting lu, samurott, air balloon gambit, etc.) in front of it. Once the dark types are KOed or heavily damaged, it gives an opportunity for Pult to punch holes / clean the game with shadow ball. CC also baits Ogerpon-W: if Tusk spins on the switch-in, it has a good chance to KO with the following CC.

1764360647582.png

Alchemist (Slowking-Galar) (M) @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 140 SpA / 96 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Psyshock
- Flamethrower
- Ice Beam

Second we have Slowking-Galar with the AV. With it, Slowking can come in and deal with with many fairy type pokemon as well as different special attackers in the tier, especially the ones that are trying to boost like Iron Moth, Raging Bolt, CM Iron Valiant, Primarina, Hatterene, etc. In a pinch, it can trade with Gholdengo, Walking Wake and Darkrai thanks to tera water. 16 defense EVs let it survive HDB / Scarf Meowscarada's Knock Off as well as Ceaseless Edge from Jolly Samurott-Hisui at full HP. 96 Spdef EVs help it survive 2 Earth Powers from Specs Kyurem. 4 speed Evs are for the mirror matchup: 2 psyshocks on Spdef Glowking does between 70.2% to 83.6%. The rest is dumped into Special attack, with the Modest nature boosting its damage even further. Sludge Bomb for STAB, super effective damage vs fairies and 30% poison chance. Psyshock helps it vs Iron Moth, CM Iron Valiant, Keldeo, Glimmora, etc. Flamethrower and Ice Beam are excellent coverage options to damage the common Ground and Steel types in the tier if they switch in directly.

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Voyageur (Corviknight) (F) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Brave Bird
- Iron Defense
- U-turn
- Roost

The main physically defensive wall on the team thanks to it's excellent typing. Rocky helmet helps it chip down common U-turn pivots so that they get in range of Great Tusk's and Dragapult's attacks. Tera Dragon is good vs the rain matchup but imo it's mostly about 1 (broken) mon in this tier: Ogerpon Wellspring. 30 Speed IVs is to outslow opposing corviknight so that you get the slow pivot. The EVs max out it's physical bulk: you could go with 124 Speed EVs to outspeed Adamant Kingambito and Iron Defense before it attacks: however, the matchup vs Wellspring gets even more dangerous. Also, with Tusk and H-Samurott on the team, we have 2 decent checks to the chess piece. The moves are pretty straightforward: Brave Bird is great STAB and hits Iron Valiant, Wellspring and Great Tusk for super effective damage and prevents Corv from being too passive. ID helps it beat physical threats 1 vs 1 like SD Gliscor, HDB and ID Zamazenta (without roar), H-Samurott, Ogerpon Wellspring and Dragonite: watch out for Encore for the latter two mons. U-turn let's Corviknight pivot around and Roost keeps it healthy.
1764360707758.png

P!nk (Clefable) (F) @ Leftovers
Ability: Magic Guard
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Moonblast
- Knock Off / Thunderwave
- Stealth Rock
- Moonlight

The second physical wall as well as the ''Glue'' on the team, Clefable helps counter specific threats like Cinderace lacking Gunk Shot and Garganacl. Leftovers for longetivity, Tera water to help it vs different matchups (Sun, offensive Cinderace, SD Iron Valiant and DD Kyurem for example). The EVs maximize the tanking abilities of the Fairy pokemon on the physical side. Moonblast is great STAB, Knock Off to get rid of annoying items like Rocky helmet on Corviknight and leftovers are Garganacl, which helps in longer games. Thunderwave is another option to slowdown dangerous threats like Iron Moth and Ogerpon Wellspring that might use you as setup fodder, but the utility of Knock Off is hard to pass up imo. Clefable is the SR user on the squad for 2 reasons: Our Great Tusk can now use CC instead of SR on it's moveset while opposing Tusks (the most popular hazard removal option) do not want to spin in front of Clef. Moonlight keeps it healthy, just be careful with potential snow / sand that might half your healing (RIP Softboiled, you are truly missed).

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Jack (Samurott-Hisui) (M) @ Heavy-Duty Boots
Ability: Sharpness
Tera Type: Fire
EVs: 200 HP / 116 Atk / 192 Spe
Adamant Nature
- Aqua Cutter / Razor Shell
- Ceaseless Edge
- Knock Off / Encore / Sacred Sword
- Aqua Jet / Sucker Punch / Encore

Alright, now to the good stuff. I looove this starter pokemon, it can do a lot of things but not all at once (depending on the matchup, it's role is going to change). Samurott is our main ghost resist and a secondary Kingambit check, especially if we force tera ghost on it with Great Tusk. HDB is the preferred item since it prevents the otter from being worn down to quickly. I tried AV for a bit, but even with the boosted SpDef, hazard damage was kinda cancelling the added bulk. Tera fire protects it from burns from pokemon like Moltres, Dragapult and G-Weezing. It also flips a few of its weaknesses like fairy, bug and grass. 192 speed EVs reaches a 254 speed stat, which lets it outspeed Modest Heatran, Modest Raging Bolt and bulky Gholdengo (which usually runs between 60 and 196 speed EVs and a neutral nature). 200 HP lets it survive Freeze Dry from SubTect Kyurem on 15 out of 16 rolls. Adamant nature as well as the rest of the EVs help it boost its attacks: you also get a bonus point in attack, with 108 EVs hitting 306 attack and 112 EVs hitting 308 attack.

On to the moves: Aqua Cutter has a high crit chance and does no contact, while Razor Shell has a 50% defense drop and slightly more power. I prefer Aqua Cutter because it doesn't make contact and I hate missing at a crucial moment, but Razor Shell can be good to win vs defensive mons that try and stall you out. Ceasless Edge is awesome 90% of the time and helps support the team. Knock Off has great synergy with Spikes and gives you a 100% accurate dark STAB. Aqua Jet is nice priority (which my teams lacks): it is kinda weak vs neutral targets, so don't overestimate the move. Other options include Encore to lock in passive mons like Dondozo, Corviknight and Alomomola, Sacred Sword is a niche option to KO Kingambit and opposing H-Samurott, paving the way for Shadow ball bombing from Pult, and Sucker Punch is an alternative priority move: stronger but doesn't always work.


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Bull's-eye (Dragapult) (F) @ Choice Specs
Ability: Clear Body / Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Draco Meteor
- Shadow Ball
- Thunderbolt / Flamethrower / Will-o-Wisp
- U-turn

Lastly, the wallbreaker / cleaner of the team, Dragapult. Specs Pult is incredibly fast and brings firepower, which the team lacks. Clear Body is my preferred ability because it's a big F-you to web teams that do not have booster speed mons. Infiltrator is good vs screens and Substitute mons, however. IMO, if you choose Infiltrator as your ability, I suggest you put HDB on Tusk so that you have a better chance to spin the webs vs foes like Raging Bolt. Tera ghost makes Shadow Ball hit so hard, which can be crucial to net certain KOs during the match. Max Speed and Max special attack with a Timid nature makes it fast and furious. Modest nature can be considered for extra power, but losing the ability to speed tie the mirror matchup as well as Zamazenta is not worth it: the team really needs all the speed it can get. For the moveset, Draco Meteor let's it deal big damage early game, Shadow Ball is super spammable with it's 20% chance to lower Spdef being game changer at time. U-turn is for pivoting and gets nice chip damage on slower pokemons like Darkrai and Ogerpon Wellspring. Thunderbolt might seem odd, but deals good damage to specific threats like tera water Garganacl (a big counter to my team, especially with Curse) and Gliscor while still hitting Corviknight for super effective damage. If you want something for consistent, Flamethrower is for steel types that switch in to you like Kingambit and Iron Treads, while Will-o-Wisp cripples physical threats.

Dangerous threats and difficult matchups:

1-Ogerpon Wellspring

I hate this thing. Well, balance hates this thing. Corviknight kinda checks it, but a +2 tera water Ivy Cudgel nukes it + Brave Bird now deals neutral damage. Do not let it get into position to SD easily.

2-Screens
VS screen teams, you won't really be able to stop them from setting up their precious protection. What I usually do is lead with Clefable and Knock Off the screen setter (A-Ninetails, Deoxys-S, Dragapult, etc.). You really have to identify which party members have to check which treat on the opposing team, and then you trade one-for-one.

3-Iron Crown
With my team being kinda slow, Specs Crown can really punch holes into the team: using tera water on Glowking is usually the play, but if the opponent stacked multiple special attackers, things can get dicey. However, that's not the worst variant to face: booster speed Crown with CM is super dangerous, especially behind screens.

4-Specially oriented sun teams
Sun teams that stack Specs Walking Wake, Life Orb Raging Bolt and Growth Venusaur put a lot of pressure on Glowking. Play aggressive and trade intelligently. Dragapult can freely spam Shadow Balls on those structures, so try and abuse it before you get steamrolled.

5-Ghost Spam
H-Samurott being the only ghost resist on the team, be careful when facing a lot of ghost types: the water type starter can switch-in once or twice on shadow balls and poltergeists, so don't hesitate to attack often with Pult when given a chance or tera Glowking to ease the pressure on Samurott. Speaking of ghosts...

6-Ceruledge
That mon is very tricky to handle. You want to set hazards ASAP so that you break its potential Focus Sash. H-Samurott can deal with it, unless it reveals Close Combat. If things get out of hand, tera dragon Corviknight can flip its weakness to fire off huge damage to a -1 Ceruledge.

That's it for now, hope you guys have fun with the team! Nothing too fancy but I feel that these 6 can really work wonders in the OU metagame.
https://pokepast.es/676504574cc4f04f
 
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Congrats on the peak, I've played against you and this team multiple times this gen, always found this core extremely versatile and tough to beat. I've tried to run this team myself with different variations like CM Clef, Boots Glowking and AV Rott interchangeably and what sticks out to me is how these 6 complement each other so well even if you tinker around with the sets a bit. With that being said, you've found the right combination that obviously works the best and I'm definitely gonna be running this version myself. Great RMT!

(Would appreciate it if you have some replay/thoughts on how this team beats Weezing-G stalls, I've found hazard stacking with HRott not very reliable in that MU)
 
Congrats on the peak, I've played against you and this team multiple times this gen, always found this core extremely versatile and tough to beat. I've tried to run this team myself with different variations like CM Clef, Boots Glowking and AV Rott interchangeably and what sticks out to me is how these 6 complement each other so well even if you tinker around with the sets a bit. With that being said, you've found the right combination that obviously works the best and I'm definitely gonna be running this version myself. Great RMT!

(Would appreciate it if you have some replay/thoughts on how this team beats Weezing-G stalls, I've found hazard stacking with HRott not very reliable in that MU)
Appreciate man. I really do love this core because they give me a good shot vs all kinds of match-ups: no match up fishing bullshit.

Vs G-Weezing stall, I know exactly what team you're talking about. I'm not a player who saves my replays often (even though I should) but I found a couple of replays:
https://replay.pokemonshowdown.com/gen9ou-2413337625
https://replay.pokemonshowdown.com/gen9ou-2414468111?p2

Tips and tricks:
1-Lead Clefable and Knock Off turn one vs Gliscor. I've caught so many players trying to exchange Knock Offs on the first turn, if they lose their Toxic Orb b4 it activates, it's GG.

2-If they Protect turn one, DO NOT LET THEM KNOCK OFF THE LEFTOVERS OFF OF CLEFABLE. Switch out to Corviknight, U-Turn into Glowking to Ice Beam Gliscor.

3-Try and PP stall Gliscor with Corviknight.

4-Clef has to switch-in into Will-O-Wisp from G-Weezing: if it gets poisoned by Toxic (from Pex for example), it's GG.

5-Be very careful with Glowking's health: with hazards and burn damage, if you switch out second as G-Weezing comes in, you won't heal with Regenarator. With experience / vs experienced players like 143 forever, try and predict the G-Weezing switch-in and damage it with an attack (instead of switching out vs Gliscor, for example).

6-Use Knock Off with Samurott on the G-Weezing switch-in. At least it will lose its HDB. Tera fire can be useful if the poison type is around 40%: you tera as they Will-O-Wisp and you get an Aqua Cutter / Razor Shell off. The next turn they're in KO range. Once G-Weezing is down, the games gets way easier.

7-Turn 61: if you get Corviknight at around 70% health (or 80% with SR up), Great Tusk can surprise it with a powerful CC. Once the metal bird is gone, things get easier from there. That means you want to wait a bit before revealing Close Combat.

8-Blissey has TWave on this team. Don't let your other pokemon get paralyzed when Great Tusk is a free entry.

Playing vs Stall sucks, but it really isn't the worst matchup.
 
Appreciate man. I really do love this core because they give me a good shot vs all kinds of match-ups: no match up fishing bullshit.

Vs G-Weezing stall, I know exactly what team you're talking about. I'm not a player who saves my replays often (even though I should) but I found a couple of replays:
https://replay.pokemonshowdown.com/gen9ou-2413337625
https://replay.pokemonshowdown.com/gen9ou-2414468111?p2

Tips and tricks:
1-Lead Clefable and Knock Off turn one vs Gliscor. I've caught so many players trying to exchange Knock Offs on the first turn, if they lose their Toxic Orb b4 it activates, it's GG.

2-If they Protect turn one, DO NOT LET THEM KNOCK OFF THE LEFTOVERS OFF OF CLEFABLE. Switch out to Corviknight, U-Turn into Glowking to Ice Beam Gliscor.

3-Try and PP stall Gliscor with Corviknight.

4-Clef has to switch-in into Will-O-Wisp from G-Weezing: if it gets poisoned by Toxic (from Pex for example), it's GG.

5-Be very careful with Glowking's health: with hazards and burn damage, if you switch out second as G-Weezing comes in, you won't heal with Regenarator. With experience / vs experienced players like 143 forever, try and predict the G-Weezing switch-in and damage it with an attack (instead of switching out vs Gliscor, for example).

6-Use Knock Off with Samurott on the G-Weezing switch-in. At least it will lose its HDB. Tera fire can be useful if the poison type is around 40%: you tera as they Will-O-Wisp and you get an Aqua Cutter / Razor Shell off. The next turn they're in KO range. Once G-Weezing is down, the games gets way easier.

7-Turn 61: if you get Corviknight at around 70% health (or 80% with SR up), Great Tusk can surprise it with a powerful CC. Once the metal bird is gone, things get easier from there. That means you want to wait a bit before revealing Close Combat.

8-Blissey has TWave on this team. Don't let your other pokemon get paralyzed when Great Tusk is a free entry.

Playing vs Stall sucks, but it really isn't the worst matchup.
Appreciate the replays and the detailed explanation! Most of the points you made make complete sense, this is generally how I try to break those cores, except if I get any one of those crucial turns wrong - like getting knocked on clef/tusk, or toxiced on clef/hamu or even running low on psyshock PP I'm ready to forfeit lol. I suppose there is always the out of running sticky barb on clef or taunt on hamu if you really wanna improve the stall matchup, but being patient and getting all the turns right like you suggested would also work with a bit of fortune.
 
I've played you a ton on the ladder, congrats on the peak! Very refreshing to see a no nonsense team that can succeed even when you know exactly what is coming, feel like that's borderline impossible to find in SV
 
Grats on the peak G, been playing you for years on all of your alts lol, I especially remember lef deppard lmaooo. Anyways, team is great and we actually saw this style a good amount in the recent SCL here and it made me think of your team cuz the influence was clear lol - good luck w laddering and look forward to our future matches
 
Hey, great team. You probably don't know me, but I'd wager I've used your team the 2nd most of anyone on ladder. The true joy of it for me was how I could casually click 'load game' and the balance was good enough to get by a lot even if I had my brain off. There's a couple sets I'd recommend differently than the post here and I'll go over them:

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Bulk Up
- Ice Spinner
- Headlong Rush

It gives you a setup wincon and also a nice contend vs various annoying mons. Yes you have things for zama+corviknight but now you have this for endgames. Also, I liked poison better as a tera since you ofc resist some of the same elements steel helps with when changing from fighting/ground, but also doesnt make you fight weak which I think this team likes. I'd say the zama weakness of this team is a little understated in endgames, but I know your version of specs pult helps too. Which brings me toooo.....

Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- U-turn
- Tera Blast
- Quick Attack

the team generally doesn't have priority at all, and I can count on more than 1 hand the times you really enjoy having a it. I prefer QA here to sucker just so more reliable to /hit/ without relying on oppo. I don't think you necessarily need sucker for ghosts but ofc pult v pult tie for endgame is annoying. DDarts felt appreciable in certain spots to clean up/force kills without worrying about dropping yourself/accuracy. Better uturns are great for this team that just chips down really well between knock/slowk forcing damage/rh/hazards etc. tblast feels a little better esp since imo this team has quite the heatran weakness. also nice because it hits very hard physically when this team doesnt mind physical defensive boosters as much as special boosters - it has samu but otherwise can be pretty scuffed longterm.

I'd change slowking-galar to tera ice. You have a number of weapons for weather and slowking-galar is still decent into sun without tera. Meanwhile you REALLY like tera-ice for things like specs kyurem, sub kyurem, av kyurem. I've even had it stretch help vs dd kyurem in critical moments. Highly recommend this change but ofc up to you/ppl considering the team.

imo the ideal samurott set/tera for this team is:
Samurott-Hisui @ Heavy-Duty Boots
Ability: Sharpness
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Knock Off
- Encore

why do i say that? Tera poison samurott is extremely good vs stall. hard blocks pex, better vs corviknight bpress. you also have a boots mon to absorb tspikes so slowking isnt forced into hazards to handle it if spikes get a little out of hand. IMO the current version isnt as good vs stall as it should be, and this helped me really get over the hump vs players such as 143forever or anyone else who did play stall at a higher level. The set is also good vs stall, encore is mostly corvi+gliscor, although for gliscor it's usually just t1. The rest is obvious insofar as the stall mu although I think razor shell would be better into it. I admittedly prefer aqua cutter since a lot of people check this mon with zapdos and the team doesnt love zapdos already, it's even worse if this is para'd. You do generally have to risk knocking it, though.

I also found the team to be weak to ceruledge, though my evs tie jolly at least. I think you can swap encore for jet if you arent as worried about the stall mu, although I'd really keep the tera as is. However, I do think encore helped me vs gambit endgames quite a bit. With me worst case tying ceruledge here it felt better to keep encore cus it has saved me vs gambit often. With true balance teams, things can get messy as games progress and you lose pieces dedicated to stuff, so having extra insurance for what has proven problematic via testing was cool to me. Bonus encore for raging bolt/other guys like valiant if you predict well.

I could go on forever about how I personally found my way to play MUs with this team, but I think just covering the changes I made is cool. corvi/clef I wouldn't touch at all, although I think the knock on clef is imperative to forcing progress with it between knock/mb/rocks so I would keep it that set here. I peaked with this a while ago and I guess also technically during this OLT even though I don't recall using it as much as other teams. I don't think the team is perfect at all, but it's genuinely good and I think a hidden bonus is spamming it can help newer/lesser players get better at the game. Your differences do make a lot of sense to me and the biggest change I wish I tried was bulkier samu evs, since ofc shores up heatran weakness otherwise a bit. I never found crown to be too bad, but I get it.
 
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