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SV OU Future Sight Balance with Hoopa-Unbound and Zamazenta

Future Sight Balance with Hoopa-Unbound and Zamazenta


Team Overview








This team is an offensive-balance build focused on early hazard pressure, strong pivoting, and overwhelming the opponent through Future Sight support and powerful wallbreakers. The gameplan revolves around setting hazards early with Glimmora, maintaining momentum with Zapdos and Galarian Slowking, and creating openings for Hoopa-Unbound or a late-game Zamazenta sweep.














Glimmora @ Power Herb








Ability: Toxic Debris


Tera Type: Ghost


EVs: 252 SpA / 4 SpD / 252 Spe


Nature: Modest





Glimmora is almost always the lead. Its role is to establish early pressure by setting Stealth Rock and activating Toxic Debris as soon as possible. Power Herb allows Glimmora to immediately use Meteor Beam, which can punish or remove common offensive leads such as Deoxys-Speed and Dragapult.





Mortal Spin provides extra utility by removing opposing hazards while poisoning grounded targets, while Earth Power prevents Steel- and Poison-types from switching in freely. Tera Ghost helps Glimmora avoid Rapid Spin and Fighting-type pressure when necessary.














Zapdos @ Heavy-Duty Boots








Ability: Static


Tera Type: Electric


EVs: 4 Def / 252 SpA / 252 Spe


Nature: Timid





Zapdos functions as an offensive pivot with solid defensive utility. Heavy-Duty Boots allow it to switch in consistently without worrying about hazards. Volt Switch helps maintain momentum and works very well alongside Future Sight support.





Zapdos also provides a crucial Ground immunity, checks Water-type attackers reliably, and can tank hits better than expected. Hurricane and Heat Wave give it strong offensive coverage, while Roost ensures long-term longevity.














Slowking-Galar @ Heavy-Duty Boots








Ability: Curious Medicine


Tera Type: Poison


EVs: 252 HP / 4 Def / 252 SpD


Nature: Sassy





Galarian Slowking acts as both a special tank and a pivot. The usual sequence is to switch in on a special attacker, click Future Sight, and then use Chilly Reception to safely bring in the most threatening wallbreaker for the situation.





This Future Sight + pivot combination puts enormous pressure on bulky teams. Sludge Bomb prevents Slowking from being passive, while Toxic punishes common switch-ins and helps wear down defensive answers throughout the match.














Great Tusk @ Booster Energy








Ability: Protosynthesis


Tera Type: Poison


EVs: 252 Atk / 4 Def / 252 Spe


Nature: Jolly





Great Tusk is the team’s main hazard remover and physical breaker. Its role is very straightforward: Ice Spinner handles Flying- and Dragon-types, Headlong Rush and Close Combat provide extremely strong STAB options, and Rapid Spin keeps hazards off the field while boosting Speed.





Booster Energy gives Great Tusk immediate offensive presence, especially when paired with Future Sight support.














Hoopa-Unbound @ Assault Vest








Ability: Magician


Tera Type: Poison


EVs: 252 HP / 76 Atk / 180 Def


Nature: Quiet





Hoopa-Unbound serves as the team’s primary wallbreaker. Assault Vest allows it to comfortably take special hits, while Knock Off removes important items and heavily pressures defensive cores.





Tera Poison is mainly used to surprise Fairy-types, allowing Hoopa to threaten them directly with Gunk Shot. Psychic Noise blocks recovery, and Drain Punch provides sustain while hitting Steel- and Dark-types.














Zamazenta @ Chesto Berry








Ability: Dauntless Shield


Tera Type: Fighting


EVs: 252 HP / 88 Def / 168 Spe


Nature: Jolly





Zamazenta is usually kept for the late game and often acts as the team’s main win condition. After setting up Iron Defense multiple times, Body Press becomes extremely difficult to switch into.





Rest combined with Chesto Berry gives Zamazenta a second chance to set up safely, while Crunch prevents Ghost-types from completely walling it. Once its checks are weakened, Zamazenta can easily clean the game.



Import:
Hoopa-Unbound @ Assault Vest
Ability: Magician
Tera Type: Poison
EVs: 252 HP / 76 Atk / 180 Def
Quiet Nature
- Knock Off
- Psychic Noise
- Drain Punch
- Gunk Shot

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Spinner
- Headlong Rush
- Close Combat
- Rapid Spin

Zamazenta @ Chesto Berry
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Body Press
- Crunch
- Rest
- Iron Defense

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Heat Wave
- Roost

Slowking-Galar @ Heavy-Duty Boots
Ability: Curious Medicine
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Chilly Reception
- Sludge Bomb
- Future Sight
- Toxic

Glimmora @ Power Herb
Ability: Toxic Debris
Shiny: Yes
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Meteor Beam
- Stealth Rock
- Mortal Spin
- Earth Power
 
Fun concept, I’ve been using a similar idea with Band Hoopa-U and Corvi instead of Zap. I will steal your Glimm idea tho, I’ve been using Wellspring and not having hazards does hurt
 
Fun concept, I’ve been using a similar idea with Band Hoopa-U and Corvi instead of Zap. I will steal your Glimm idea tho, I’ve been using Wellspring and not having hazards does hurt
Btw, I was talking with pinkacross about my team, and he said that the glimmora wasn’t going to be effective in high ladder
 
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