DISCLAIMER: This is a (worse) adaptation of Joltinjoe's (very fun) Scarf Blissey team. His team has actually reached #2 on the OU ladder so credit goes to him, and I highly recommend trying his team out. My team is strictly worse, however I did make a few changes to accommodate one BIG, terrible difference, being Stored Power Exeggutor.
The Team:
Team Link: https://pokepast.es/b6fc714da3a38af6
Spore (Glimmora) @ Choice Scarf
Ability: Toxic Debris
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Mortal Spin
- Earth Power
- Toxic Spikes
The role of scarf
in this team is fairly compressed. It's a Toxic Spikes setter, to pressure Dark types and other bulky mons, particularly
and
. Power Gem and Earth Power are to revenge kill
and
,
at +1, unboosted
,
,
and a myriad of other threats. Being this team's sole form of hazard removal, so it's pretty imperative to keep
alive and eliminate opposing Steel types. Toxic Spikes is chosen over Sludge Bomb/Wave as
already carries Poison coverage, choosing to feign coverage instead and have a fast way to set TSpikes without Toxic Debris triggering.
Gwen is Immune (Gholdengo) @ Rocky Helmet
Ability: Good as Gold
Tera Type: Water
EVs: 252 HP / 196 Def / 60 Spe
IVs: 0 Atk
- Hex
- Thunder Wave
- Make It Rain
- Recover
Very standard defensive
set, forming the defensive core alongside
and
. Covers much of
and
weaknesses to strong Flying and Fighting types respectively, while providing speed control with Thunder Wave and dishing out strong neutral boosted Hexes. Make it Rain is strong coverage versus Fairy types, and Tera Water + Recover allows
to change its defensive profile and more reliably answer strong Fire types/coverage, as well as niche options like
. Also prevents hazard removal, so the team can more reliably answer the Dark types that wall
.
Blue Screen Bliss (Blissey) (F) @ Choice Scarf
Ability: Serene Grace
Tera Type: Grass
EVs: 252 Def / 168 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Flamethrower
- Soft-Boiled
- Trick
This is JoltinJoe's Choice Scarf
set, which you can read more about here. To summarise, Scarf
denies a lot of boosting, stall and anti-stall archetypes, blanket answers special attackers, and acts as a hax spreader, with 20% odds to freeze and burn opponents. It handles the many special threats that threaten the physically defensive core of
+
, but due to the lack of bulk investment/HDB that
regular
runs, is at risk of being chipped down.

HE STANDS (Slither Wing) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 HP / 28 Atk / 220 Def / 8 Spe
Impish Nature
- First Impression
- U-turn
- Morning Sun
- Will-O-Wisp
Another one of JoltinJoe's from the Scarf Blissey team (again see link here). To summarise, Slither Wing very comfortably answers
and fairly comfortably answers
, as well as threatening
and
with priority First Impression and/or Will-o-Wisp.
-40 Speed Who? (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Fairy
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Focus Blast
- Dark Pulse
- Sludge Bomb
- Ice Beam
The final member from JoltinJoe's team, explained in detail here. Carries Focus Blast to hit Dark types, HDB and Leftovers to spread status more easily/enable breakers. Dark Pulse is strong neutral coverage that hits the Ghost types that otherwise threaten this team, while Sludge Bomb + Ice Beam hits numerous Dragon/Fairy types for super-effective damage. Tera Fairy is for locked Outrage/strong Dragon or Dark attacks.
Big 'Xegg (Exeggutor) @ Starf Berry
Ability: Harvest
Tera Type: Poison
EVs: 244 HP / 144 Def / 120 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Protect
- Synthesis
- Stored Power
The first, worst, final addition,
functions as a late-game wincon, once Dark types and Knock off are both accounted for.
is unique as it received Stored Power in Gen 9, making it the only line to have access to both Harvest and Stored Power. With a Starf Berry equipped and some lucky Harvest rolls,
can hit a maximum 620 BP Stored Power, allowing it to one shot anything that isn't a Dark type, including quad resists. Tera Poison is to resist U-turn and Fairy types, as well as gain immunity to T-Spikes while losing weaknesses to Flying, Fire, Dark and Ghost types. Also doesn't get shredded by
's Salt Cure unlike Tera Steel, which would otherwise be problematic. However, this set falls flat against predicted Knock Offs and any remaining Dark types that can't be poisoned, as well as powerful neutral moves/coverage that threatens to outspeed and KO in spite of tera + defensive/speed boosts from Starf Berry.
244 HP EVs is for substitute threshold. 120 EVs in speed to outspeed base 110 mons at +2. The rest is put into def to tank common physical attacks against Egg before/after Tera (U-Turn, Kowtow, Earthquake/Headlong Rush, etc).
Usage tips:
is your primary tera candidate, as Grass/Psychic is a terrible typing and you need to be able to Substitute/Protect spam a few times without getting blown away.
should also not be switched in until you can be 100% certain that they have little to no way to prevent your sweep setup. Can also PP stall opposing Dark types in endgame, but this is very unlikely and only in a pinch as Synthesis/Protect/Substitute are all low PP options.
and
are secondary Tera candidates depending on wincon/opposing threats that need to be answered.
Keep
alive as it provides hazard removal, hazard setting and revenge killing. Threatens a lot of Fire types that can otherwise answer this team, so use carefully.
and
form a strong defensive core, and are the team's primary switch-ins. Each can be used to spread status and deny opposing wincons.
provide primary offensive pressure once the opposing team is worn down by the defensive core of
and
, which also provide some secondary offensive pressure.
Threats:
Much of what threatens JoltinJoe's original team still threatens this team, however there are some differences.
Tera Water
eases the matchup against opposing Water/Fire types
further aids versus Fire types such as
and
that Garganacl otherwise would have answered in a pinch.
Tera Fire
and
are enormous threats that this team struggles to reliably answer.
With only
to answer status and
to clear hazards this team is quite vulnerable to status and passive damage without careful play
Steel types like
and
are pretty annoying, unlike JoltinJoe's team this team has very little in the way to deny boosting setup/absorb status outside of
's Trick and
respectively (having forfeited encore and
though
can learn Whirlwind), these can all be answered to some extent but difficult. Corrosion
could also be explored here but still walled by
unless hit by Earth Power on predicted switch-in
rarely gets a chance to set up since so much counters it (Dark types, Knock Off, Taunt, Disable, Encore, multi-hit, substitute bypass, strong neutral/super-effective coverage, etc.) - using it exclusively late-game once all counters accounted for only.
The goal is to be able to sit at 25% HP or less and not have Substitute die in one shot, allowing
to reliably attain multiple boosts and snowball out of control.
Replays:
Big 'Xegg sweep: https://replay.pokemonshowdown.com/gen9ou-2502334346
Defensive core showcase: https://replay.pokemonshowdown.com/gen9ou-2502807073
vs. Sun (lucky crit mattered): https://replay.pokemonshowdown.com/gen9ou-2502340427
Battle of the low-tier Boosters: https://replay.pokemonshowdown.com/gen9ou-2502351964
The Team:
Team Link: https://pokepast.es/b6fc714da3a38af6
Spore (Glimmora) @ Choice Scarf
Ability: Toxic Debris
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Mortal Spin
- Earth Power
- Toxic Spikes
The role of scarf
Gwen is Immune (Gholdengo) @ Rocky Helmet
Ability: Good as Gold
Tera Type: Water
EVs: 252 HP / 196 Def / 60 Spe
IVs: 0 Atk
- Hex
- Thunder Wave
- Make It Rain
- Recover
Very standard defensive
Blue Screen Bliss (Blissey) (F) @ Choice Scarf
Ability: Serene Grace
Tera Type: Grass
EVs: 252 Def / 168 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Flamethrower
- Soft-Boiled
- Trick
This is JoltinJoe's Choice Scarf
regular
HE STANDS (Slither Wing) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 HP / 28 Atk / 220 Def / 8 Spe
Impish Nature
- First Impression
- U-turn
- Morning Sun
- Will-O-Wisp
Another one of JoltinJoe's from the Scarf Blissey team (again see link here). To summarise, Slither Wing very comfortably answers
-40 Speed Who? (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Fairy
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Focus Blast
- Dark Pulse
- Sludge Bomb
- Ice Beam
The final member from JoltinJoe's team, explained in detail here. Carries Focus Blast to hit Dark types, HDB and Leftovers to spread status more easily/enable breakers. Dark Pulse is strong neutral coverage that hits the Ghost types that otherwise threaten this team, while Sludge Bomb + Ice Beam hits numerous Dragon/Fairy types for super-effective damage. Tera Fairy is for locked Outrage/strong Dragon or Dark attacks.
Big 'Xegg (Exeggutor) @ Starf Berry
Ability: Harvest
Tera Type: Poison
EVs: 244 HP / 144 Def / 120 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Protect
- Synthesis
- Stored Power
The first, worst, final addition,
244 HP EVs is for substitute threshold. 120 EVs in speed to outspeed base 110 mons at +2. The rest is put into def to tank common physical attacks against Egg before/after Tera (U-Turn, Kowtow, Earthquake/Headlong Rush, etc).
Usage tips:
Keep
Threats:
Much of what threatens JoltinJoe's original team still threatens this team, however there are some differences.
Tera Water
Tera Fire
With only
Steel types like
The goal is to be able to sit at 25% HP or less and not have Substitute die in one shot, allowing
Replays:
Big 'Xegg sweep: https://replay.pokemonshowdown.com/gen9ou-2502334346
Defensive core showcase: https://replay.pokemonshowdown.com/gen9ou-2502807073
vs. Sun (lucky crit mattered): https://replay.pokemonshowdown.com/gen9ou-2502340427
Battle of the low-tier Boosters: https://replay.pokemonshowdown.com/gen9ou-2502351964
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