SV OU Rate my band tusk team

Is banded tusk underrated?


  • Total voters
    14
https://pokepast.es/3a706b6be5cf74b6

Intro
Great tusk is used wrong in the current metagame. Tusk is practically only used as a hazard remover, when its actually a great threat. Since all tusks are standard, using a band tusk is a great suprise factor. Picks up kos noone thinks is possible and lets you leverage great positioning with ease.

Now for the team as a whole, im kinda bad and really only wanted to praise the almighty tusk, but this kind of team suits me well. I play better with this mess than any pro team. Thus i wonder if its any good at a high level. If any good players read this im really intrested if my team is any good and also tusk.

If i wore to change anything it would maybe be swaping t-tar with darkrai and put rocks on heatran as the team lacks speed.


1772721474699.png

Hydrapple is a cornerstone of the team and really enables me to turn of my brain alongside alolamola. I dont have a ground imunity, but hydraple is such a boss that i dont need it. I found that it can function as a surprising breaker with steel. With its great bulk many mons cant touch it and it gets really valuable chip for the team. I really like its sort of hybrid function where it can just let me pivot along side mola or make valuable progress.

Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Fickle Beam
- Leaf Storm
- Nasty Plot
- Recover


1772721605512.png

Now the man himself. Honestly shocked there arent more banded tusks running around. It was popular (maybe) when gen 9 first came out and the metagame was fresh af. Scarf and banded sets quickly fizzled away after people realized bulky hazard sets and fast booster were the best (false btw). Band is the best still to this day, its just in a dormant state just waiting to be rediscovered. The only real wall is moltres and kinda zapdos. But that gets cleared by raging bolt.

Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Ice Spinner


1772721787068.png

Off topic this image is really funny. Heatran exists on this team. As of writing this i realize i got no clue why its on the squad.
It finishes the fire water grass core whislt also being a valuable steel type which is neat. Kinda dies fast, but the team is pretty
fast too, so i only need it to get some chip or just take some hits before tusk wipes the floor. When building the team it just felt like it fit in, and when playing it does good things it feels like. Even if that is to come in on corv and take 50 % to bodypress just to click magmastorm once. Feels good to have against slowking galar, pecharunt (i really dont like pecharunt), and threatens kyurem with flash cannon if i tera.

Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Fairy
EVs: 252 HP / 152 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Will-O-Wisp
- Flash Cannon


1772722224446.jpeg

Made this image myself. Really proud of myself, this is as much an work of art as great tusk (banded). Never does anything
because tusk is just that guy. Just here for when tusk takes his PTO. Nah but i actually really like having two goober offensive mons. When i play standard balance teams i struggle to make progress, its so easy to just have two choiced mons and just start clicking. Thats obviously a user error on my part and probably means its a subobtimal strat in many cases. Still feels like raging bolt serves a good role on the team because it can deal with tusks weaknesses (which btw tusk dont have).

Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Poison
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 20 Atk
- Draco Meteor
- Thunderbolt
- Dragon Pulse
- Thunderclap


1772722356554.png

Mola is really important like hydrapple. Pivots like a god, but is kinda scary to use with how passive it is. Dnite is always a threat so ive chosen to use a standard tickle set. Having a double regen core is very nice. Feels nice to me, but can be where my lack of skill really shows as a core like this might not punish bad plays and habits as much. Regardless you cant really go wrong with alolamola so long as you dont let mons set up infront of it.

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Tickle
- Wish
- Flip Turn
- Protect


1772722550910.png

T-tar finishes off the squad decently. It checks alot of common pokemon and can status them to incapasitate them.
Pokemon like darkrai, dragapult, pecharunt all threaten the team alot and ttar deals with them niceley whilst also
keeping up momentum with rocks and twave. Like i mentioned at the top ttar is the one member id probably swich
out first to test with something faster like darkrai or maybe even iron valient. I do like ttars ability to check alot of
ghost and dark types though. Can also punish many mons with surprise tera into twave or just attacking.

Tyranitar @ Heavy-Duty Boots
Ability: Sand Stream
Tera Type: Ghost
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Knock Off
- Stealth Rock
- Thunder Wave
- Stone Edge
 
Last edited:
I think this team is really cool. I wanted to make a band tusk team on sun once because...

252 Atk Choice Band Protosynthesis Tera Fighting Great Tusk Close Combat vs. 248 HP / 252+ Def Corviknight: 358-422 (89.7 - 105.7%) -- guaranteed OHKO after Stealth Rock

First thing I noticed is three ground weaks and absolutely zero way to deal with enamorus outside of the tera poison bait on Raging Bolt.
I also noticed that Ipress zama almost always 6-0s this team.

My immediate fix to that was :Moltres:, as it checks both those boxes for supporting the team, and can easily pivot into tusk into common switchins like Ttar, Glowking, Ting-lu, Gliscor, or Garganacl.

Anyway, I made a few small changes besides that.

:Hydrapple:
Just went Draco Meteor > Fickle Beam for more consistent damage. Everything else felt fine about the set.

:Great Tusk:
Tera fighting > Tera water. The extra damage really helps. You can also go with Tera ground, if you want.

:Raging Bolt:
Removed Dragon pulse, as its not really that useful with Draco there. Replaced it with Volt switch to help get tusk in safetly. I also made it Tera Dragon for stronger meteors. You can also go boots pivot with tera fairy if you find that better but I think specs will be a bit better here. If you opt for boots you could even make tusk another move > spin as removal wouldn't be super necessary.

:Alomomola:
Tera Ghost > Grass. You're never staying in on Woger anyway.

:Tyranitar:
Made it more specially defensive as it + Wish mola is a really good core to wall most threats.

https://pokepast.es/9e40ef5c995c168d <--- The paste
 
https://pokepast.es/3a706b6be5cf74b6

Intro
Great tusk is used wrong in the current metagame. Tusk is practically only used as a hazard remover, when its actually a great threat. Since all tusks are standard, using a band tusk is a great suprise factor. Picks up kos noone thinks is possible and lets you leverage great positioning with ease.

Now for the team as a whole, im kinda bad and really only wanted to praise the almighty tusk, but this kind of team suits me well. I play better with this mess than any pro team. Thus i wonder if its any good at a high level. If any good players read this im really intrested if my team is any good and also tusk.

If i wore to change anything it would maybe be swaping t-tar with darkrai and put rocks on heatran as the team lacks speed.


View attachment 813957
Hydrapple is a cornerstone of the team and really enables me to turn of my brain alongside alolamola. I dont have a ground imunity, but hydraple is such a boss that i dont need it. I found that it can function as a surprising breaker with steel. With its great bulk many mons cant touch it and it gets really valuable chip for the team. I really like its sort of hybrid function where it can just let me pivot along side mola or make valuable progress.

Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Fickle Beam
- Leaf Storm
- Nasty Plot
- Recover


View attachment 813958
Now the man himself. Honestly shocked there arent more banded tusks running around. It was popular (maybe) when gen 9 first came out and the metagame was fresh af. Scarf and banded sets quickly fizzled away after people realized bulky hazard sets and fast booster were the best (false btw). Band is the best still to this day, its just in a dormant state just waiting to be rediscovered. The only real wall is moltres and kinda zapdos. But that gets cleared by raging bolt.

Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Ice Spinner


View attachment 813959
Off topic this image is really funny. Heatran exists on this team. As of writing this i realize i got no clue why its on the squad.
It finishes the fire water grass core whislt also being a valuable steel type which is neat. Kinda dies fast, but the team is pretty
fast too, so i only need it to get some chip or just take some hits before tusk wipes the floor. When building the team it just felt like it fit in, and when playing it does good things it feels like. Even if that is to come in on corv and take 50 % to bodypress just to click magmastorm once. Feels good to have against slowking galar, pecharunt (i really dont like pecharunt), and threatens kyurem with flash cannon if i tera.

Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Fairy
EVs: 252 HP / 152 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Will-O-Wisp
- Flash Cannon


View attachment 813962
Made this image myself. Really proud of myself, this is as much an work of art as great tusk (banded). Never does anything
because tusk is just that guy. Just here for when tusk takes his PTO. Nah but i actually really like having two goober offensive mons. When i play standard balance teams i struggle to make progress, its so easy to just have two choiced mons and just start clicking. Thats obviously a user error on my part and probably means its a subobtimal strat in many cases. Still feels like raging bolt serves a good role on the team because it can deal with tusks weaknesses (which btw tusk dont have).

Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Poison
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 20 Atk
- Draco Meteor
- Thunderbolt
- Dragon Pulse
- Thunderclap


View attachment 813963
Mola is really important like hydrapple. Pivots like a god, but is kinda scary to use with how passive it is. Dnite is always a threat so ive chosen to use a standard tickle set. Having a double regen core is very nice. Feels nice to me, but can be where my lack of skill really shows as a core like this might not punish bad plays and habits as much. Regardless you cant really go wrong with alolamola so long as you dont let mons set up infront of it.

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Tickle
- Wish
- Flip Turn
- Protect


View attachment 813964
T-tar finishes off the squad decently. It checks alot of common pokemon and can status them to incapasitate them.
Pokemon like darkrai, dragapult, pecharunt all threaten the team alot and ttar deals with them niceley whilst also
keeping up momentum with rocks and twave. Like i mentioned at the top ttar is the one member id probably swich
out first to test with something faster like darkrai or maybe even iron valient. I do like ttars ability to check alot of
ghost and dark types though. Can also punish many mons with surprise tera into twave or just attacking.

Tyranitar @ Heavy-Duty Boots
Ability: Sand Stream
Tera Type: Ghost
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Knock Off
- Stealth Rock
- Thunder Wave
- Stone Edge
Ik about drapple but this team is really weak to wellspring and if drapple is gone wellspring demolishes this team
 
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