INTRO:
Welcome to the RMT! As a mainly balance player this is my first shot at HO recently. My main issue with most HO teams is that most of them don't have the same control that some balance teams do. I tried to replicate that feeling of controlling the tempo of the game. This team includes 4 priority mons in
and
. Our lead taunt
helps give us early momentum with eject pack. The
and
both also have encore to help reset any tempo your opponent has going for them, to move the battle back in your favor, and of course, the agency nicknames.
TEAMSHEET:
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-
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Proof Of Peak:
Building Process:
Was the base of the team. I knew I needed something that could click taunt and outspeed everything else, and who else but Deoxys could do that.
This is my favorite mon to throw on any HO team. Simple, fast, and busted.
Was originally going to be the teams sweeper, as I still didn't have one yet.
Was thrown on to add a volatile threat that my opponent has to respect and play around while disorienting them with encore and extreme speed.
Was intended to give this team a strong special attacker, since this team doesn't have any good ones without it.
Replaced
on this team. He is the main stallbreaker and can also be a perfect late game cleaner.
Detailed Breakdown:
1. Deoxys Speed

HIT N DIP (Deoxys-Speed) @ Eject Pack
Ability: Pressure
Tera Type: Fighting
EVs: 248 HP / 8 Atk / 252 Spe
Hasty Nature
- Stealth Rock
- Taunt
- Psycho Boost
- Superpower
Deoxys is almost always the lead to any matchup. Deo-S matches up great into most common leads, including
and opposing
(only if you win the taunt speed tie). It sets up vital rocks for the rest of the team to abuse with tons of setup sweepers that really appreciate sturdy/sash breaking.
and
both heavily rely on rocks in order to do enough damage to pick up most ohkos. Its last two moves are both extremely important to help deal enough damage to either ohko or threaten mons like
and
. The eject pack pairs well with its two attacking moves giving you the free pivot so that you can save it for just a sac, or something else further down the line. It mainly comes in to taunt sweepers such as
and
. Even without investment don't sleep on this mon's offensive stats as Psycho boost has a base 140 power which is big enough to deal notable chip to any non resist.
2. Iron Valiant

CRASH OUT (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 152 Atk / 104 SpA / 252 Spe
Naive Nature
- Moonblast
- Knock Off
- Encore
- Destiny Bond/Close Combat
God this
set is so damn funny. With the speed booster you can really just do anything you want. There aren't many threats too this valiant. With encore, it either matches up well into most the tier except for a few threats like
and
. This mon really never actually uses tera unless you want to ohko a
. Moonblast is incredibly spammy on this team and can work well. Watch out for any priority moves, since you need to really use the few turns with booster speed, and most games depend on how well you use your booster. If your opponent has a
, you can always assume they will go hard into it, so always try and knock it off on the switch which should 2hko it because of the EV spreads. Make sure you always keep your destiny bond close to the chest. It can stop most sweepers and booster mons, as long as you don't show that you have destiny bond. With encore, you can either force your opponent to kill you, and themselves or just force a switch. Fun ass set.
3. Kingambit

STAND ON BIZ (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Swords Dance
The best late game cleaner, and stall breaker this team has. The EVs are calced to speed creep any stall teams that have
and
. It also outspeeds slow
and
This set can 2hko a
if all allies are fainted, and just does regular gambit things. This mon helps to stick with the whole theme of it being focused on priority moves aswell. If anyone playing this team has an issue while using gambit just get the turns right then you don't have any issues. The rest of this team matches up amazingly into most of gambits threats, with
being checked by both encore users,
and
suffering from a similar fate. It's also the only real counter to
on this team. If you really hate Pech, you can just run defiant for fun, but it's not as strong into anything outside of webs.
4. Ceruledge

SHIESTY (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bitter Blade
- Shadow Sneak
- Close Combat
- Swords Dance
This mon is so damn cheesy. With taunt on
.
can keep the sash and hopefully clutch up for the win, or at least put a whole into your opponents team. This mon shares the same counters as
for the most part which can help wear them down, for
I choose a strange set for
I left poltergeist off this set because there is only other fighting move is
's superpower. it is also a direct coutner to
and
it also does more damage into
then its other options. CC also has a really good surprise factor and doesn't have to risk the Poltergeist miss chance.
5. Dragonite

BIG STEPPA (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Extreme Speed
- Encore
- Dragon Dance
To keep this team going Mach 10,
keeps flying. Using tera normal, it can encore mons like
and maybe
and turn them all into setup fodder. This mon gets threathened out by
like the 2 other physical sweepers on the team, but working together, they can chip them all down and take them out over time. This set also keeps the surprise factor up the whole time with encore. The guessing game that is
sets get's magnified further when a wrong move turns anything into setup fodder.
6. Raging Bolt

CATCH A FADE (Raging Bolt) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Thunderclap
- Calm Mind
is this teams special star. They can break any of the physical walls some of the other team members may struggle with. It rounds out the team with a 4th setup priority spamming sweeper (woohoo!) This mon has a pretty standard set, unlike some of the other team members. With a booster energy in Sp-Atk it can ohko and outspeed a lot of the slower mon that doesn't have speed investments, for example, slow
and
. The only real threats that this mon has to deal with are teams that can force tera on it. while threatening it after tera, (
and
teams). Defensively the only threats are
and
. Overall, this mon prevents the team from just being physical mons.
Threats
Toxic spikes are a fucking bitch to this team. 2/3 of this team take t-spikes and there is no absorbs. Power herb sets can also deal a ton of damage, but
can normally counter those sets
Not having a reliable ground switch in is awful. Especially when Ice spinner can hit one hit
Wish Fish is hella strong. Rocky helmet sets specifically are annoying for gambit, causing him to take a ton of damage, or risking a scald burn.
Basically, just read the choiced move correctly, or just destiny bond it. Either works fine but that's about it. Thunderclap is an amazing revenge killer too.
Replays:
Random replays I have saved from laddering.
https://replay.pokemonshowdown.com/gen9ou-2547225683
https://replay.pokemonshowdown.com/gen9ou-2547211345
https://replay.pokemonshowdown.com/gen9ou-2547211345
https://replay.pokemonshowdown.com/gen9ou-2546700126
https://replay.pokemonshowdown.com/gen9ou-2546666017 (versus omari p)
Conclusion
This team grabs control of the game, and doesn't let it go. With taunt, encore, and priority moves there are tons of strong options for controlling the game and not letting anything get out of control. Like most HO teams, it is extremely easy to use. I'm tired so that's all I'm writing. Have a good one y'all!
:sv/wochein:
Weakness policy
next
Welcome to the RMT! As a mainly balance player this is my first shot at HO recently. My main issue with most HO teams is that most of them don't have the same control that some balance teams do. I tried to replicate that feeling of controlling the tempo of the game. This team includes 4 priority mons in
TEAMSHEET:
Proof Of Peak:
Building Process:
Detailed Breakdown:
1. Deoxys Speed
HIT N DIP (Deoxys-Speed) @ Eject Pack
Ability: Pressure
Tera Type: Fighting
EVs: 248 HP / 8 Atk / 252 Spe
Hasty Nature
- Stealth Rock
- Taunt
- Psycho Boost
- Superpower
Deoxys is almost always the lead to any matchup. Deo-S matches up great into most common leads, including
2. Iron Valiant
CRASH OUT (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 152 Atk / 104 SpA / 252 Spe
Naive Nature
- Moonblast
- Knock Off
- Encore
- Destiny Bond/Close Combat
God this
3. Kingambit
STAND ON BIZ (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Swords Dance
The best late game cleaner, and stall breaker this team has. The EVs are calced to speed creep any stall teams that have
4. Ceruledge
SHIESTY (Ceruledge) @ Focus Sash
Ability: Weak Armor
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bitter Blade
- Shadow Sneak
- Close Combat
- Swords Dance
This mon is so damn cheesy. With taunt on
5. Dragonite
BIG STEPPA (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Extreme Speed
- Encore
- Dragon Dance
To keep this team going Mach 10,
6. Raging Bolt
CATCH A FADE (Raging Bolt) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Thunderclap
- Calm Mind
Threats
Replays:
Random replays I have saved from laddering.
https://replay.pokemonshowdown.com/gen9ou-2547225683
https://replay.pokemonshowdown.com/gen9ou-2547211345
https://replay.pokemonshowdown.com/gen9ou-2547211345
https://replay.pokemonshowdown.com/gen9ou-2546700126
https://replay.pokemonshowdown.com/gen9ou-2546666017 (versus omari p)
Conclusion
This team grabs control of the game, and doesn't let it go. With taunt, encore, and priority moves there are tons of strong options for controlling the game and not letting anything get out of control. Like most HO teams, it is extremely easy to use. I'm tired so that's all I'm writing. Have a good one y'all!
:sv/wochein:
Weakness policy