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SV OU Help improving a Sylveon based team? could it work in an OU format?

I really like Sylveon. In fact, I love fairy types- a given considering my username. Now, Sylveon is rarely seen in OU (from my experience, I only saw one team with Sylveon) and I think the little guy can do great things if I gave him a chance. So, I tried to take advantage of the various normal type moves Sylveon has.


Here’s the team:
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my team building skills are subpar. i'm a new player, so there's a lot to learn and i'm sure this team has a lot of weaknesses.


Sylveon @ Fairy Feather
Ability: Pixilate
Tera Type: Ground
EVs: 252 HP / 126 Atk / 130 Def
Adamant Nature
- Flail
- Take Down
- Quick Attack
- Curse

Sylveon already has a good special defense. I want it to live as long as possible, since from experimenting with the team, I've noticed it tends to be frail and doesn’t live very long. Flail and Take Down are both moves that work together when used in tandem, but it’s risky considering Sylveon doesn’t have much bulk. Take down has recoil damage and 90 base power. Flail works better the lower your mon’s HP is. The plan was that Sylveon can set up a few curses to boost its attack and utilize its pixilate ability that turns normal moves into fairy type, but it doesn’t work as intended. I want to know if Sylveon can be viable in any way.

Weezing-Galar @ Terrain Extender
Ability: Misty Surge
Tera Type: Water
EVs: 128 HP / 200 SpA / 180 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Dark Pulse
- Toxic
- Taunt

Misty surge is so that Walking Wake gets dragon damage halved to it. that way it could hopefully tank at least one super effective hit and cover for one of it's weaknesses. Weezing on the team is used to get in toxic so that Gliscor gets venoshock boost, and clear smog in case another team gets ready to set up. I want to prevent a speedy Pokémon from any attack boosts so Sylveon has a better shot at living. Dark pulse is added to the set for reliable coverage due to it's 100% accuracy. Taunt seems a bit counterproductive since misty terrain stops status, but I don't think it effects healing moves, so it's there. but i'm sure there's a better move for it i'm not seeing.

Rotom-Wash @ Big Nugget
Ability: Levitate
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Volt Switch
- Hydro Pump
- Tera Blast

Trick Rotom is my one and only savior. it's fast, so it's the perfect trick user. it can pivot with volt switch and fire tera lets it have coverage most of the team can't reliably count for. I love this guy- probably one of the most solid team members I built. unless i'm up against a choice user, because then Rotom gets locked into one move, so the coverage becomes a little less reliable.

Gliscor @ Misty Seed
Ability: Hyper Cutter
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Venoshock
- Swords Dance
- Earthquake
- Agility

this one needs a lot of work, I can feel it. it's not the usual poison heal + toxic orb Gliscor, but I gave it a misty seed to cover for it's bad special defense, and earthquake for more coverage. Venoshock works with Weezing's toxic, but it's a setup that only works well in very specific circumstances. plus I think it's very easy to kill, so it doesn't even get to use swords dance before it goes down. shame.

Scizor
Ability: Technician
Tera Type: Flying
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Acrobatics
- Dual Wingbeat
- Thief
- Fury Cutter

Scizor is the perfect technician Pokémon because it has so many moves that are lower than 60 Base power. Dual wingbeat hits twice, thief works if I want to get rid of a pesky item- but it's a last resort since I try to stick to acrobatics with it's 100% accuracy and technician boost. fury cutter gets the technician boost, and power double, but another bug type move might work better for it.

and lastly,

Walking Wake @ Booster Energy
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Dragon Tail
- Dragon Dance
- Aqua Jet
- Fire Fang

Walking Wake is the speed of the team, along with Rotom. it has dragon tail to get a dangerous Pokémon off the field so I can switch out. Aqua jet goes first, and fire fang is fire type coverage in case I already used my tera and don't want to resort to rotom wash, or if he's already gone down. dragon dance of course for the power boost.
 
another sylveon fan! just a few suggestions as a fellow sylveon enthusiast, i tried to keep the spirit of the team though while making it meta viable (its still just a rough work in progress though, feel free to take whichever suggestions you wish):

:sylveon: :rotom-wash: :gliscor: :kingambit: :clefable: :gholdengo:

:sylveon: is traditionally not a great physical attacker, even though quick attack is a nice coverage move! i would suggest a spatk sylveon build with cm to help break through bulkier teams, with hyper voice + psyshock able to take care of most fat builds

:rotom-wash: trick washtom is actually fine, but you would rather run scarf over nugget. i decided on a more traditional physdef rotom with max hp to help generally switch into stuff and be annoying late game speading status (mainly speed control para)

:weezing-galar: ->:clefable: while weezing-galar is certainly an interesting pick with misty terrain to boost sylveon, it seems better on this structure to forgo hazard removal and build around mons that dont worry as much. clef here fits the bill being able to set stealth rocks, spread twave paralysis for our relatively slow team, and switch around through spikes and rocks

:scizor: ->:kingambit: unfortunately it seems we must use something more meta here, kingambit sucker punch allows you to close out games much better then its counterpart scizor bullet punch, after wearing down opposing teams with hazard damage tera dark sucker punch makes an easy dub. scizor is still a fine choice, but kingambit is a little more versatile in a lot of unexpected spots

:gliscor: here i stuck with a more traditional gliscor set with toxic orb and the sole knock off user on the team to remove pesky boots and decrease mons longevity. has spikes as well to stack some hazards, and earthquake as to not struggle too much into gholdengo

:walking wake: ->:gholdengo: walking wake seemed like a very interesting choice here with access to knock off and flip turn, being able to run boots. however, the team needed speed control and a way to keep rapid spin/defog from removing all our hard earned progress setting spikes. just a classic scarf ghold set.


hope this helps, keep :sylveon: gaming
 
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