Hi yall, about last year or so I made a ogerpon-cornerstone webs team that did pretty decently on the ladder and I wanted to create another team that could do well on ladder. I liked the idea of “Lure Offense” where you use unique techs in order to lure certain mons and open up other team members for the sweep. It was a fun idea but only worked for bo1 because the team gets pretty inconsistent into bo3 when the opp knows your sets. This team works well on the ladder since its very anti offense vs most ladder players while still having outs to bulkier builds. I put a lot of thought into the teambuilding process and I hope to see yall use this. Without further ado, heres the team:
Teambuilding Process:
Hoopa-Unbound

Hoopa-Unbound @ Choice Scarf
Ability: Magician
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Psychic Noise
- Knock Off
- Drain Punch
- Trick
The greatest lure oat and the goat: Hoopa-Unbound. Scarf helps it lure a lot of mons that it otherwise wouldn’t be able to outspeed like fast pivot pech, zama, pult, specs val, etc. With scarf, it can open up a lot of team members and has good synergy with the rest of the team. Ex: luring pech and pult for zama late game clean. Its good special bulk makes it a blanket check to a lot of special attackers combined with good speed and offense makes it an exceptional revenge killer into HOs. Double stab + Trick are good into bulkier archetypes and are overall good stabs while drain punch acts as coverage. Tera fighting is not used much in practice, but it can be good vs gambit and samu-h.
Zamazenta

Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Heavy Slam
Pretty standard zama set with heavy slam over roar vs gweez and hatt to help chip them for zama. Zama synergizes well with Hoopa-u because aside from benefittng from what hoopa can lure, it is also a pretty good and consistent physdef wall since hoopa’s defense is like a french fry. Its good anti offense and a consistent wincon if u support it well in practice. Tera fire to block wisp attempts from molt or pult and is overall a good defensive tera.
Iron Moth

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Dazzling Gleam
- Toxic
Looks standard until you look closer and see the weird toxic, so why toxic over tspikes? Toxic is used to immediately status mons like av alo and ting lu which can be good for hoopa-u. It threatens wincons that use it as fodder such as ceru, dnite etc while not being a move thats deadweight to click into teams that have a poison type. Overall, a more consistent move because it fucks up what its usually beaten by rather than a hazard that is easy to remove, especially in a meta where removal is evident in a lot of teams. Moth was added to check val, pech and enam and is your only fairy resist so use it with caution vs teams with fairies. Double stabs + dgleam for pult is a pretty standard set with tera fairy used to power up dgleam for a ting lu chipped by hoopa-u and for a dnite that took toxic dmg.
Kyurem

Kyurem @ Assault Vest
Ability: Pressure
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Body Press
- Earth Power
Kyurem with an av is used to check sp atkers such as moth and rai while luring in some special attackers like dengo, val, etc. This set is rather interesting as its not any normal av kyurem set. Its fast and has body press but with no defense evs. Team needs fast kyurem to revenge kill lando since it can get quite annoying to the team, while also tying with other kyurems so I can potentially start playing my tusk more aggressively if it dies. Body press is used here to break bliss if it gets chipped while also hitting ttar which can open moth a lot. Max sp atk hits sp def corv and av alo pretty hard and is needed for overall nuke potential. Tera fairy is used for dragons like pult and bolt while also helping me vs enam and val and is a overall good defensive tera.
Dragonite

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Tera Blast
- Earthquake
- Extreme Speed
Dragonite is a flying type with consistent prio into anything thats not pult/scarf dengo. It helps overwhelm pech for zama and can switch into wellspring pretty well. Tera blast flying was chosen to hit zama, pech, and molt harder while also not being deadweight into tusk. If supported well, this can win games easily and is a consistent revenger. Boots because mono removal won’t be enough for non-boots and is better into sun and wellspring teams. Espeed isn’t very common on tb sets so people don’t expect it but it can catch opp’s off guard if you position yourself well. Adamant was chosen as the nature since everything jolly provides, scarf hoopa with a speed boosting nature can lure all those, allowing me to greed ada to hit pech and hatt harder for zama. One of the wincons of the team aside from zama, so position your team wisely to set this up.
Great Tusk

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Head Smash
- Rapid Spin
- Stealth Rock
Great Tusk does great things like setting rocks and spinning. It defensively overlaps with zama which is good if you wanna win with zama while using it’s defensive qualities as a whole. Head Smash is used to lure zap and molt while chipping down corv and hitting rare balloon ceruledges. Rocks is needed for every offense build and its just super good into bulkier builds while spin helps the hazard weak mons like kyu and moth. Tera steel is used for kyurem, fairies, and tb dnite and is a super good defensive tera in general.
Replays:
Vs Sun: https://replay.pokemonshowdown.com/gen9ou-2549410919-ft3avxjohm84nw71y38cyduxt82fifhpw
Vs Zarude + Double Ghost: https://replay.pokemonshowdown.com/gen9ou-2549439096
Vs Polt Screens: https://replay.pokemonshowdown.com/gen9ou-2549445000-fwyebsc5wo0wtlieqfxbj9a69feuq7epw
Vs Balance: https://replay.pokemonshowdown.com/gen9ou-2549448173-o64iduhqxntnxjba8uxaikk5xr3cygkpw
Vs Scarf Hoopa (peak game): https://replay.pokemonshowdown.com/gen9ou-2549451578
Vs Zama Screens (might be sz): https://replay.pokemonshowdown.com/gen9ou-2550106557-vhudr1x5s4bl06gs3xicp973gusfbd9pw
Vs Boulder Sun: https://replay.pokemonshowdown.com/gen9ou-2550166538-6wtca7hrr08cit5gjimi7gj9fptmqwqpw
Annoying Mons:
There are no insta-lose mus for this team but there are some annoying mus you need to be wary of.

No resistances vs dragon and ghost, if its banded use zama and tusk, try to lure with hoopa, moth can rkill, tera with kyu if needed for hex sets, if specs, hoopa can tank

One resist, rest are fairy weak, tera flying dnite and av tera kyu will bail you out most of the time, if up against enam, get ur plays right and don’t switch moth into ep, can also use tera fire zama since its hslam

Super annoying for tusk and dnite to the point where u can replace spin or sr with cc on tusk if ts really pisses you off, it can get free defog so try to pressure with kyu and moth and maybe trade hoopa to trick a scarf on it even if u die for it will open up dnite

Idef versions are the biggest annoyance to the team. Try to chip with hoopa if they don’t suspect scarf, moth can trade decently into this (try to get a toxic off if its not rest), pray dnite with tb can muscle through if tera is used on a diff mon
Bulkier builds are annoying for this team since I focused it on cteaming most offenses but there are still outs such as kyurem which is super good into fat and trick hoopa which can ruin some defensive mons. Tusk also has pretty good breaking power if used correctly so just play safe and preserve your threats.
Conclusion:
I am quite satisfied with the current state of SV OU and I hope to see more improvements from council since I genuinely find the meta enjoyable rn. Thats it from me, have fun using the team!
Take Care!
Teambuilding Process:
Hoopa-Unbound
Hoopa-Unbound @ Choice Scarf
Ability: Magician
Tera Type: Fighting
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Psychic Noise
- Knock Off
- Drain Punch
- Trick
The greatest lure oat and the goat: Hoopa-Unbound. Scarf helps it lure a lot of mons that it otherwise wouldn’t be able to outspeed like fast pivot pech, zama, pult, specs val, etc. With scarf, it can open up a lot of team members and has good synergy with the rest of the team. Ex: luring pech and pult for zama late game clean. Its good special bulk makes it a blanket check to a lot of special attackers combined with good speed and offense makes it an exceptional revenge killer into HOs. Double stab + Trick are good into bulkier archetypes and are overall good stabs while drain punch acts as coverage. Tera fighting is not used much in practice, but it can be good vs gambit and samu-h.
Zamazenta
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Heavy Slam
Pretty standard zama set with heavy slam over roar vs gweez and hatt to help chip them for zama. Zama synergizes well with Hoopa-u because aside from benefittng from what hoopa can lure, it is also a pretty good and consistent physdef wall since hoopa’s defense is like a french fry. Its good anti offense and a consistent wincon if u support it well in practice. Tera fire to block wisp attempts from molt or pult and is overall a good defensive tera.
Iron Moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Dazzling Gleam
- Toxic
Looks standard until you look closer and see the weird toxic, so why toxic over tspikes? Toxic is used to immediately status mons like av alo and ting lu which can be good for hoopa-u. It threatens wincons that use it as fodder such as ceru, dnite etc while not being a move thats deadweight to click into teams that have a poison type. Overall, a more consistent move because it fucks up what its usually beaten by rather than a hazard that is easy to remove, especially in a meta where removal is evident in a lot of teams. Moth was added to check val, pech and enam and is your only fairy resist so use it with caution vs teams with fairies. Double stabs + dgleam for pult is a pretty standard set with tera fairy used to power up dgleam for a ting lu chipped by hoopa-u and for a dnite that took toxic dmg.
Kyurem
Kyurem @ Assault Vest
Ability: Pressure
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Body Press
- Earth Power
Kyurem with an av is used to check sp atkers such as moth and rai while luring in some special attackers like dengo, val, etc. This set is rather interesting as its not any normal av kyurem set. Its fast and has body press but with no defense evs. Team needs fast kyurem to revenge kill lando since it can get quite annoying to the team, while also tying with other kyurems so I can potentially start playing my tusk more aggressively if it dies. Body press is used here to break bliss if it gets chipped while also hitting ttar which can open moth a lot. Max sp atk hits sp def corv and av alo pretty hard and is needed for overall nuke potential. Tera fairy is used for dragons like pult and bolt while also helping me vs enam and val and is a overall good defensive tera.
Dragonite
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Tera Blast
- Earthquake
- Extreme Speed
Dragonite is a flying type with consistent prio into anything thats not pult/scarf dengo. It helps overwhelm pech for zama and can switch into wellspring pretty well. Tera blast flying was chosen to hit zama, pech, and molt harder while also not being deadweight into tusk. If supported well, this can win games easily and is a consistent revenger. Boots because mono removal won’t be enough for non-boots and is better into sun and wellspring teams. Espeed isn’t very common on tb sets so people don’t expect it but it can catch opp’s off guard if you position yourself well. Adamant was chosen as the nature since everything jolly provides, scarf hoopa with a speed boosting nature can lure all those, allowing me to greed ada to hit pech and hatt harder for zama. One of the wincons of the team aside from zama, so position your team wisely to set this up.
Great Tusk
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Head Smash
- Rapid Spin
- Stealth Rock
Great Tusk does great things like setting rocks and spinning. It defensively overlaps with zama which is good if you wanna win with zama while using it’s defensive qualities as a whole. Head Smash is used to lure zap and molt while chipping down corv and hitting rare balloon ceruledges. Rocks is needed for every offense build and its just super good into bulkier builds while spin helps the hazard weak mons like kyu and moth. Tera steel is used for kyurem, fairies, and tb dnite and is a super good defensive tera in general.
Replays:
Vs Sun: https://replay.pokemonshowdown.com/gen9ou-2549410919-ft3avxjohm84nw71y38cyduxt82fifhpw
Vs Zarude + Double Ghost: https://replay.pokemonshowdown.com/gen9ou-2549439096
Vs Polt Screens: https://replay.pokemonshowdown.com/gen9ou-2549445000-fwyebsc5wo0wtlieqfxbj9a69feuq7epw
Vs Balance: https://replay.pokemonshowdown.com/gen9ou-2549448173-o64iduhqxntnxjba8uxaikk5xr3cygkpw
Vs Scarf Hoopa (peak game): https://replay.pokemonshowdown.com/gen9ou-2549451578
Vs Zama Screens (might be sz): https://replay.pokemonshowdown.com/gen9ou-2550106557-vhudr1x5s4bl06gs3xicp973gusfbd9pw
Vs Boulder Sun: https://replay.pokemonshowdown.com/gen9ou-2550166538-6wtca7hrr08cit5gjimi7gj9fptmqwqpw
Annoying Mons:
There are no insta-lose mus for this team but there are some annoying mus you need to be wary of.
No resistances vs dragon and ghost, if its banded use zama and tusk, try to lure with hoopa, moth can rkill, tera with kyu if needed for hex sets, if specs, hoopa can tank
One resist, rest are fairy weak, tera flying dnite and av tera kyu will bail you out most of the time, if up against enam, get ur plays right and don’t switch moth into ep, can also use tera fire zama since its hslam
Super annoying for tusk and dnite to the point where u can replace spin or sr with cc on tusk if ts really pisses you off, it can get free defog so try to pressure with kyu and moth and maybe trade hoopa to trick a scarf on it even if u die for it will open up dnite
Idef versions are the biggest annoyance to the team. Try to chip with hoopa if they don’t suspect scarf, moth can trade decently into this (try to get a toxic off if its not rest), pray dnite with tb can muscle through if tera is used on a diff mon
Bulkier builds are annoying for this team since I focused it on cteaming most offenses but there are still outs such as kyurem which is super good into fat and trick hoopa which can ruin some defensive mons. Tusk also has pretty good breaking power if used correctly so just play safe and preserve your threats.
Conclusion:
I am quite satisfied with the current state of SV OU and I hope to see more improvements from council since I genuinely find the meta enjoyable rn. Thats it from me, have fun using the team!
Take Care!