Hi! GamblingAddict here,
I'm still pretty new to ADV OU and have only been playing the tier for a couple of months after being introduced to it through Jimothy and BKC. When Spreek announced the competition was about building around a UU Pokémon or lower, I figured it was the perfect excuse to show off a team I've been experimenting with on ladder.
The team is built around lead Poliwrath, using a Thief + Hypnosis set that I think is heavily underappreciated, which is an idea I got from an Arctic youtube video featuring this set. Poliwrath has always been one of my favorite Pokémon design-wise, so I wanted to see if I could build something competitive around it. It's definitely not a perfect team, but it's been a lot of fun and has performed surprisingly well.
Team Building
The team started with lead Wrath, which has solid matchups into Tyranitar and bulky Water leads while also being able to steal leftovers and sleep although hypnosis is inaccurate can it still be useful on potential switchouts.
Forretress because Thief becomes much more threatening when Spikes are on the field, and Forretress gives the team both Spikes and Rapid Spin in one slot.
Wish Bliss, mainly because I wanted a reliable answer to Zapdos. Wish also gives Wrath a second life and helps keep the rest of the bulky core healthy throughout longer games.
To pressure defensive teams Boah Tar was chosen; it combines perfectly with Wrath stealing leftovers, with sandstorm for improved passive damage
I originally used a standard defensive Swampert, but later switched to Cursepert to give the team another potential win condition while still checking Tyranitar and Meta/Jirachi.
Finally, I wanted another special wallbreaker that appreciated Poliwrath's Water Absorb support, so I finished the team with Zard.
Poliwrath
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 240 Atk / 20 Spe
Adamant Nature
- Thief
- Brick Break
- Focus Punch
- Hypnosis
EV Spread
248 HP
Maximizes overall bulk while minimizing passive damage.
240 Attack + Adamant
Allows Brick Break and Focus Punch to hit as hard as possible.
20 Speed
Outspeeds most defensive Skarmory, letting Poliwrath finish it off later in the game before it can move.
Good Matchups
- Tyranitar
- Blissey
- Snorlax
- Swampert
- Milotic
- Suicune
Difficult Matchups
- Celebi
- Zapdos
- Gengar
- Salamence
Poliwrath is obviously the centerpiece of the team. I think it's a very underexplored Pokémon that has some genuinely useful traits in ADV OU(it shouldn't be RU in my opinion). Water Absorb gives it excellent matchups into Suicune and other bulky Waters while also checking Tyranitar, two Pokémon that are everywhere on the ladder.
The set is pretty straightforward. It's EV'd to hit as hard as possible while creeping defensive Skarm.
Against leads like Tyranitar and Suicune, I usually click thief immediately. Removing leftovers early is huge on a Spikes team, especially once Tyranitar gets Sand up. Ideally you'll also catch a switch-in like Gengar, Zapdos, Salamence or Moltress, all of which hate losing their recovery.
Hypnosis is another part of the set. Catching an incoming switch can completely change the pace of the game and creates opportunities to fire off Focus Punch later.
Against bad lead matchups, I usually don't try to force anything and simply switch out.
Forretress
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Hidden Power Ghost
- Explosion
I'm a huge Forretress believer. Having both Spikes and Rapid Spin in one slot is incredible, and Steel is arguably the best defensive typing in ADV.
The game plan is simple: get Spikes up, remove opposing Spikes whenever possible, and preserve Forretress until it's done its job.
Hidden Power Ghost mainly punishes Gengar and Celibi trying to switch in and block Rapid Spin. Once the opposing Spiker is gone and Forretress has fulfilled its role, I'm usually happy to click Explosion to remove an important defensive Pokémon and create momentum.
Blissey
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 236 SpA / 20 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Ice Beam
- Wish
I feel Wrath really needs either Bliss or Jolt to comfortably deal with Zap leads. I wasn't sure whether Calm Mind or Wish would be better, but I settled on Wish.
Wish gives Wrath a second life surprisingly often, while Ttar, Pert, and Forre all appreciate the extra recovery.
The EV spread maximizes physical bulk while still giving Ice Beam enough power to pressure Mence and Flygon.
I used to hate using Bliss, but after finally giving it a chance a couple of months ago I've completely converted.
Tyranitar
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 236 SpA / 24 Spe
Modest Nature
- Crunch
- Substitute
- Thunderbolt
- Focus Punch
Classic BoahTar.
I know SuitTar is probably the better fit here, but Boah is just more fun to use.
Since BoahTar is often leading in teams, people often don't expect the set. Behind Substitute it makes incredible progress against balanced and stall teams.
The biggest downside is Gengar often clicks Will-o-wisp into Wrath. It often switches into wisp, making Focus Punch much weaker against Blissey later in the game.
Tbolt mainly targets bulky waters and Skarm, while Crunch is usually my safest click against Gar andDol.
Boah also complements Wrath really well. Poliwrath steals Leftovers and spreads sleep early, while Tyranitar abuses Sand and Spikes to slowly overwhelm defensive teams.
Swampert
Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 136 Atk / 44 SpA / 44 SpD / 44 Spe
Brave Nature
- Curse
- Earthquake
- Rock Slide
- Hydro Pump
I originally used the standard defensive Roar Swampert, but after more games I felt the team lacked immediate firepower. I eventually switched to CursePert, which has felt much stronger in practice.
I borrowed the set from the giraffe's most recent team dump, and it has been working well.
Swampert remains the team's primary rock resist alongside Wrath while also checking Tyranitar, Metagross, and Jirachi.
Rock Slide is especially useful for hitting Hidden Power Ice Zapdos and Moltres, two Pokémon that can otherwise become annoying over longer games.
I've experimented with defensive Flygon in this slot, but it never felt as bulky or as threatening as Pert. Claydol is another possibility if you want a second spinner, while CB Flygon could give the team a stronger offensive presence.
Whether Cursepert or Defpert is actually better is still hard for me to say. I don't have a huge sample size with the team yet, so I'm still experimenting.
Charizard
Charizard @ Leftovers
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Fire Blast
- Hidden Power Grass
- Beat Up
- Dragon Claw/Roar
Last but definitely not least is Charizard, the team's primary special wallbreaker.
The original reason I added it was simply, I love Zard.
Fortunately it ended up fitting the team surprisingly well. Water Absorb Poliwrath creates interesting mind games, forcing opponents to think twice before freely clicking Surf or Hydro Pump. Even if Poliwrath never switches in, just representing Water Absorb can influence your opponent's decisions.
Charizard pressures many of the Pokémon Poliwrath struggles with, including Skarmory, Celebi, Metagross, and Jirachi. Hidden Power Grass punishes Swampert, while Fire Blast becomes incredibly difficult to switch into once Blaze is activated.
I've also tried Moltres here, but I usually preferred Charizard's extra speed and the added breaking power Blaze provides.
The EV spread is completely standard: maximize Speed and Special Attack. Beat Up is a fun piece of tech that can punish Bliss while Dragon Claw mainly provides reliable neutral coverage and a way to hit Salamence. One possible tweak I'd make to the set is replacing D Claw with Roar. It prevents Celebi from freely setting up and using Baton Pass, while also giving you another way to rack up Spikes damage.
General Game Plan
The game plan is fairly simple. Try to get Wrath in on bulky Waters or special walls like Blissey and Snorlax whenever possible, forcing progress through Thief, Hypnosis, and Focus Punch.
At the same time, use Forre to establish Spikes and remove opposing hazards. Once Sand is up and leftovers have been stolen, the passive damage starts to add up very quickly.
Wish from Bliss is another important part of the team. Keeping Wrath healthy with timely Wish passes often lets it come back later to steal another item, spread sleep, or force more progress.
The team doesn't usually win by sweeping immediately. Instead, it slowly chips away at the opponent through Spikes, Sand, and repeated switches until Ttar, CursePert/Wrath or Zard can finish the job. And shoutouts to Arctic for giving me the Poliwrath idea, it has been very fun to use.
Edit: the ThiefWrath obviously isn’t supposed to have Leftovers. I didn’t notice this when I shared the paste.