• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

Resource SV UU Sample Teams [Submissions Open]

Veil HO ft. Zoroark-Hisui

:Ninetales-Alola: :Conkeldurr: :Manaphy: :Weavile: :Bisharp: :Zoroark-Hisui:

The sample veil inspired me to make a slightly edited version of my own

:Ninetales-Alola: Stole it from the sample. Pretty standard with Snowscape to bring back snow if a pesky Hippowdon/Politoed switches in. Roar is also useful in stopping mons from using Ninetales as set-up fodder.

:Conkeldurr: My main gripe with the sample veil was the lack of mons able to switch in consistently (for an HO at least). Conkeldurr is able to fill this role nicely, while also benefiting immensely from veils support on the offensive side. I personally use Tera Ground to give me an electric immunity and to power up Earthquake.

:Manaphy: Powerful sweeper behind screens, not much explanation needed. Tera Poison can be run for the toxic immunity.

:Weavile: Standard SD set, Tera Ice allows it to overpower Skarmory/Fezandipiti after a +2.

:Bisharp: Latios check and a good punisher for mons that like to Tera Fairy (Dirge). It also punishes Defog attempts and Sinistcha, who can be a pain in the ass for other HO's. Tera Fire is ran for the burn immunity.

:Zoroark-Hisui: The mon that brings the funny shenanigans to the team. The tier lacks offensive Ghosts at the moment, and Illusion just adds a very fun (and chaotic) aspect to each game, keeping your opponent guessing and second guessing throughout the match if played right. Apart from that, Zoro-H has good coverage, good speed, and hits hard enough to justify its place.

Mons to look out for

Fighting Types

:Conkeldurr: :keldeo: When you run Weavile and Bisharp on the same team, fighting types are bound to be a pain in the ass. Although they aren't auto-losses, you do need to be much more careful against these mons (taking them out as fast as you can/your opponent lets you.)

Booster Slither

:Slither Wing: Probably the worst MU this team has. Making sure this mon doesn't get any free turns is crucial.

:Slowking: Not necessarily a weakness, but Tera Fairy Slowking can be a pain in the ass, extending games for longer than they should last for.


Thoughts

It's been a pretty fun team to pilot all things considered. I reached Top 15 on ladder with it, which is pretty good + the team feels solid enough to be able to win against multiple archetypes. The Tera types can be played around with too, as I just went with what I felt most confortable. Hope you guys enjoy!

Screenshot 2026-03-04 at 9.43.27 PM.png


:Cyndaquil:
 
Veil HO (Updated)

:Ninetales-Alola: :Conkeldurr: :Manaphy: :Weavile: :Excadrill: :Salamence:

Gonna keep this brief since I just posted a Veil team like a week ago:

:Ninetales-Alola: Same role

:Conkeldurr: Same role, great trade mon

:Manaphy: Standard Tail Glow Set

:Weavile: Standard SD Set

:Excadrill: Standard SD set, some bulk added for Latios

:Salamence: Took this from my HO, pretty flexible HO mon that adds defensive capabilities to the team. Flamethrower > Temper Flare to avoid Skarm helmet damage, and Tera Fire for Dirge.

As always, the Tera's for the mons (Manaphy/Weavile/Conk/Exca) can be changed to suit preferences. HF!

:Cyndaquil:


March 30 Edit
:Ninetales-Alola: :Conkeldurr: :Manaphy: :Bisharp: :Revavroom: :Thundurus-Therian:

https://pokepast.es/eb41a088799ba894

Best version of the team yet imo
 
Last edited:
I don't play mons anymore. But when I do, I use this team. It works.

Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Weather Ball
- Focus Blast

Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Close Combat
- Knock Off

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Future Sight
- Chilly Reception
- Slack Off

Infernape @ Focus Sash
Ability: Blaze
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Endeavor
- Vacuum Wave

Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 168 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Mamoswine @ Never-Melt Ice
Ability: Thick Fat
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Trailblaze
 
https://pokepast.es/2d847197d7582cca

:arcanine-hisui: clicks buttons and something dies

:serperior: speed control and occasional sweeper

:rotom-wash: nice defensive water type

:tinkaton: awesome utility and short term check to many things

:donphan: top 5 uu mons for me atm,so good at tanking sweepers and breakers alike

:hydreigon: farms bulky teams + stops the ghosts that might prevent harc or serp from clicking buttons

simple team but honestly one of my masterpieces
 
Veil HO (Updated)

:Ninetales-Alola: :Conkeldurr: :Manaphy: :Weavile: :Excadrill: :Salamence:

Gonna keep this brief since I just posted a Veil team like a week ago:

:Ninetales-Alola: Same role

:Conkeldurr: Same role, great trade mon

:Manaphy: Standard Tail Glow Set

:Weavile: Standard SD Set

:Excadrill: Standard SD set, some bulk added for Latios

:Salamence: Took this from my HO, pretty flexible HO mon that adds defensive capabilities to the team. Flamethrower > Temper Flare to avoid Skarm helmet damage, and Tera Fire for Dirge.

As always, the Tera's for the mons (Manaphy/Weavile/Conk/Exca) can be changed to suit preferences. HF!

:Cyndaquil:


March 30 Edit
:Ninetales-Alola: :Conkeldurr: :Manaphy: :Bisharp: :Revavroom: :Thundurus-Therian:

https://pokepast.es/eb41a088799ba894

Best version of the team yet imo
thanks for sharing, I really am excited to play any HO team with Manaphy. It put in insane work for me back in gen 8 National Dex.
 
Last edited:
Samples updated for post-uupl! Here are the new teams! Thanks to everyone who submitted and helped out. Please continue to post and DM me if necessary, we will continue to add samples as time passes.

Offense

:manaphy: :latios: :scizor: :donphan: :rotom-wash: :gardevoir:
Manaphy Volt Turn by Mossy Sandwich
https://pokepast.es/ca0c8649584bec73

:conkeldurr: :excadrill: :volcanion: :thundurus: :revavroom: :weavile:
Beat Up Offense by sky
https://pokepast.es/f870bc0ce200abe3

:keldeo: :latios: :excadrill: :lokix: :fezandipiti: :talonflame:
CB Lokix Offense by sky
https://pokepast.es/aa61e5795e01245e

:ninetales: :venusaur: :arcanine-hisui: :slither wing: :latios: :excadrill:
Sun by Xrn
https://pokepast.es/670e7b7665cb7c03

Balance/BO

:sinistcha: :toxapex: :lokix: :excadrill: :skarmory: :latios:
Sinistcha SkarmPex by vivalospride
https://pokepast.es/c7e8694bf2a90c15

:mandibuzz: :sinistcha: :sandy shocks: :latios: :tinkaton: :weavile:
Latios Volt Turn by vivalospride
https://pokepast.es/7b4d989bd7e6973e

:donphan: :thundurus: :metagross: :conkeldurr: :hydreigon: :fezandipiti:
Specs Hydreigon BO by spell
https://pokepast.es/44b5d65d33462ad3

:hydreigon: :serperior: :tinkaton: :sandy shocks: :mandibuzz: :basculegion-f:
Serperior BO by Lyssa
https://pokepast.es/d39e798f541b0125

:latios: :excadrill: :weavile: :skarmory: :conkeldurr: :slowking:
CM Latios Snow BO by Micciu
https://pokepast.es/7d808ac3d120ca57

:mandibuzz: :latios: :excadrill: :fezandipiti: :sinistcha: :keldeo:
Pivot Heavy BO by Micciu
https://pokepast.es/516c1fa17bf6b4ce

Fat/Stall

:clodsire: :skarmory: :weavile: :gastrodon: :blissey: :gardevoir:
Weavile Gardevoir Fat by Taka
https://pokepast.es/f77aa9030acf30bf

Thank you, enjoy B)
 
Last edited:
https://pokepast.es/2e1c0eb8ba0cf348
:lycanroc_dusk: :magnezone: :mandibuzz: :clodsire: :scizor: :latios:

This a super flexible team i have created, the primary plan is to weaken teams with lead :lycanroc_dusk: and trap potential :skarmory: with zone and sweep with scizor

I have played 150 or so games on ladder or ps tours with this team and im confident to say i won 95% of them, this team is good for the general public.

The only good counter to this team is
1) :hippowdon: but that can be weakened by gradual assault by trick :latios:
2) :conkeldurr:(:assault_vest:): i do tera my lycanroc to ghost to defeat conkeldurr, its worth it to use the gen9 gimmick or else get 3 mons get wiped from the team.

Common Interactions:
:tinkaton: -> :magnezone: removes her from the game
:conkeldurr: (:assault_vest:) you do need lycanrock with tera ghost and click psychic fangs
:serperior: mzone tanks any set without any trouble


BAD MU'S:
1) Spike Stack teams (if their spiker isnt skarm)
2) Hippo Fat teams
 
I recently hit rank #1 on the UU ladder using this stall team with a Hisuian Arcanine.

image_2026-05-17_103354204.png


Team Pokepaste

1779039408024.png
1779039419417.png
1779039437921.png
1779039447885.png
1779039457441.png
1779039471954.png



Just like any other stall, the goal of this team is to have as few defensive holes as possible. Ironically, games with this team were often quick, as hazards + moves like torch song, seismic toss, stone edge, and knock off can result in opponents ending up in a hopeless position very early on. With that in mind, let's get into each member of the team, the role they serve, and the overall "flow" of the team.

The "ThoughtfulSets" alt ended with a record of 52-7, but all seven of those losses were with a different six. I had tried a version with Hippowdon/Toxapex and a version with Clodsire/Toxapex before arriving at this team; along with refining the tera types, this iteration won ~25 - 30 games in a row to reach rank 1 on the ladder.


1779039720532.png

Mandibuzz @ Heavy-Duty Boots
Ability: Big Pecks
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Knock Off
- Toxic
- Roost
- Defog

The first member of the team is Mandibuzz. Mandibuzz will likely spend the least amount of turns on the field (other than maybe arcanine), with most games not needing you to even bring it out in the first place. Defog is reliable for removing hazards in the UU tier, and Mandibuzz is by far the best user of it on stall due to its access to Knock Off and Toxic as well as its massive bulk. Mandibuzz also serves as the team's only dark resist and only ghost resist. Mandibuzz is maxed out on physical defense in order to take hits from Pokémon like Slither Wing, Excadrill, Metagross, Zapdos-G, Conkeldurr, and more in order to take some weight off of Skarmory in the role of physical wall. I also often used it to absorb knock off in matchups where Skarmory's Rocky Helmet was more important than Mandibuzz's boots.


1779040040424.png

Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Ghost
EVs: 252 HP / 108 Def / 140 SpD / 8 Spe
Careful Nature
- Earthquake
- Toxic Spikes
- Poison Jab
- Recover

The second member of the team is Clodsire. Clodsire is extremely vital for dealing with water types since its water absorb ability gives it the only water resistance/immunity on the team. The lack of physical water types in the tier allows for Clodsire to run this ability and for my team to forgo something like a Toxapex that would normally be used on a stall. The hazard of choice on this set is Toxic Spikes since it is the only Pokémon that learns T-spikes on the team and since Arcanine-H and Skarmory carry Stealth Rock and spikes, respectively. I chose earthquake + poison jab so that I would not be walled by levitate/flying types with substitute since making progress into Pokémon like Hydreigon is more important since Clodsire is not unaware. The tera type of ghost is for calm mind substitute, Keldeo, since with leftovers it can possibly get out of hand dealing good damage with Sacred Sword throughout the game due to Clodsire's lower physical defense. This also allows for me to keep tera dark on Blissey for psychic noise/Psyshock/stored power sweepers.

Water absorb is also the only thing stopping the team from being completely destroyed by rotom-w spamming volt switch since it will eventually wear down Blissey.


1779040445603.png

Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Spikes
- Roost

The team's primary physical wall is Skarmory. Skarmory is a great Pokémon, and it has done the same thing for a long time. I elected to invest in max defense and max HP instead of dropping some defense for speed since it allows Skarmory to better take on important threats like Weavile, Mamoswine, Gyarados, etc. Skarmory is great at getting the spikes up and keeping them, using Rocky Helmet to punish rapid spinners like Donphan and Excadrill and dealing meaningful damage back with Body Press. Skarmory has a tera type of water in order to be an emergency Weavile counter or in case I need a physically defensive water type since the team has no water type.

1779040913571.png

Arcanine-Hisui @ Heavy-Duty Boots
Ability: Flash Fire
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stone Edge
- Will-O-Wisp
- Morning Sun
- Stealth Rock

Arcanine-H is definitely the most out-of-place mon on this team. When I was originally building this team, I lost a few games to Sun. This is because I was using Hippowdon and Toxapex or Clodsire and Toxapex. Even with max defense, Toxapex is easily 2HKOed by choice band Arcanine-H in the sun using tera-fire Flare Blitz. This set actually proved to be relatively common, to my surprise, so I set out to find a counter. I initially looked at fire resists, hoping one of them would be able to take on such a powerful attack, but none could, and any quad fire resist would get destroyed by Head Smash, so I resorted to checking Flash Fire users. Ironically, Arcanine and Arcanine-H are the only Flash Fire users with reliable recovery, so I chose Arcanine-H for its access to Stealth Rock and slightly higher physical bulk. Since the Fire/Rock type is weak to rock, I equipped it with Tera Ground to resist banded Head Smash. If I ever see a sun team, I pretty much lead Arcanine and Terastalize instantly since an opponent leading Ninetales won't be able to touch Arcanine through Flash Fire. This allows me to get the ground typing online to switch in later and get rocks up. Arcanine doesn't do that much in most other matchups but can be good for getting up rocks or burning some physical attackers or bulky walls.

1779041657098.png

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Calm Mind
- Soft-Boiled
- Shadow Ball

Blissey is the team's primary special wall. With the hazard burden being covered completely by the previous three team members, Blissey is able to run a set that lets it best do its job. Not having to run Stealth Rock allows me to use Seismic Toss, Shadow Ball, and Calm Mind in order to force out ghosts, maximize chip, and minimize Soft-Boiled PP usage. In a lot of matchups, boosted Blissey Shadow Balls to make significant progress behind whatever it is trying to force out, which can cause an opposing breaking core to collapse completely. Tera Dark is for Stored Power, Psyshock, and Psychic Noise since all three can lead to Blissey eventually dying, and if Blissey dies, you are going to lose.

1779041969254.png

Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 208 HP / 128 Def / 172 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Shadow Ball
- Will-O-Wisp
- Slack Off

Skeledirge is the sole unaware user on this team since Clodsire is running water absorb. This means I need to be using a mixed defense set in order to not get overwhelmed by certain boosting special attackers. Skeledirge is by far the most reliable user of Unaware in the tier since it's not passive and very difficult to outlast due to its good base special attack and Torch Song raising special attack further. The Tera Type of water is to act as an insurance policy against tail glow manaphy in rain since if blissey switches in on tail glow and the manaphy tail glows again to +6 on your Calm Mind, you take

+6 252 SpA Manaphy Surf vs. +1 4 HP / 252+ SpD Blissey in Rain: 286-337 (43.8 - 51.6%) -- 10.9% chance to 2HKO

Which is obviously dangerous since if they spam surf, you can very quickly run out of soft-boiled pp, and if they have ice beam, Clodsire will get destroyed. Skeledirge with Unaware tera water takes very little damage from all of Manaphy's attacks except Energy Ball, which skeledirge is EVed to survive two of:

252 SpA Manaphy Energy Ball vs. 208 HP / 172 SpD Unaware Tera Water Skeledirge: 170-200 (42.3 - 49.8%) -- guaranteed 3HKO

This does not necessarily win you the 1v1, but it allows you to scout, stall rain, and chip it in order to let Blissey kill it afterward. Since Manaphy is quite literally the only threatening Pokémon to the team on rain teams, this trade is very often worth it.

Replays

The first replay is against a rain team: https://replay.pokemonshowdown.com/gen9uu-2611887639

Since I used water skeledirge to force out Manaphy and let it take damage, Clodsire was able to pretty much solo the rest of their team.

The second replay is the replay where I hit rank 1 (and it is against the player who was rank 1 at the time): https://replay.pokemonshowdown.com/gen9uu-2611891841-46ye3m6smkys0nba1hxk68g0em3tjf0pw

In this matchup I used Tera Dark on Blissey to counter the Latios since my opponent used their Tera on Latios, so I knew it was the most threatening thing to break my team.

The third replay is against a stall team I have seen before on the UU sample thread: https://replay.pokemonshowdown.com/gen9uu-2611243542?p2

As you can see, this stall completely destroys that one since you can easily stall out heal bell PP and eventually break it with hazards and spinblock with Skeledirge.

The Fourth Replay is probably the closest I got to losing, facing a team with a very strong matchup into me where I had to make plays in order to survive: https://replay.pokemonshowdown.com/gen9uu-2611850933-0706js889pv9ida48s439cq3dg2m31spw?p2

Life orb Gallade, Toxtricity with psychic noise (or drain punch), and Arcanine-H are all strong breakers, so to beat a team with all 3 was very difficult.

The fifth and Final Replay is against a veil HO team where tera water skeledirge once again proves its worth allowing me to take down a very threatening tera fire bisharp: https://replay.pokemonshowdown.com/gen9uu-2611818746-dkddxuug12in3qtswlsk08kvc6gw93opw

The game was completely lost if Skeledirge had a tera type of fairy; instead, it got Bisharp out of the way and allowed for Blissey to win.

Thanks for reading the thread and showing interest in my team. I worked hard to make it as strong as possible and I hope you feel the same way.
 

Attachments

  • 1779039513499.png
    1779039513499.png
    15.8 KB · Views: 53
  • 1779040020218.png
    1779040020218.png
    15.8 KB · Views: 51
  • 1779040026829.png
    1779040026829.png
    15.8 KB · Views: 44
Last edited:
I recently hit rank #1 on the UU ladder using this stall team with a Hisuian Arcanine.

View attachment 833723

Team Pokepaste

View attachment 833724View attachment 833725View attachment 833726View attachment 833727View attachment 833728View attachment 833729


Just like any other stall, the goal of this team is to have as few defensive holes as possible. Ironically, games with this team were often quick, as hazards + moves like torch song, seismic toss, stone edge, and knock off can result in opponents ending up in a hopeless position very early on. With that in mind, let's get into each member of the team, the role they serve, and the overall "flow" of the team.

The "ThoughtfulSets" alt ended with a record of 52-7, but all seven of those losses were with a different six. I had tried a version with Hippowdon/Toxapex and a version with Clodsire/Toxapex before arriving at this team; along with refining the tera types, this iteration won ~25 - 30 games in a row to reach rank 1 on the ladder.


View attachment 833732
Mandibuzz @ Heavy-Duty Boots
Ability: Big Pecks
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Knock Off
- Toxic
- Roost
- Defog

The first member of the team is Mandibuzz. Mandibuzz will likely spend the least amount of turns on the field (other than maybe arcanine), with most games not needing you to even bring it out in the first place. Defog is reliable for removing hazards in the UU tier, and Mandibuzz is by far the best user of it on stall due to its access to Knock Off and Toxic as well as its massive bulk. Mandibuzz also serves as the team's only dark resist and only ghost resist. Mandibuzz is maxed out on physical defense in order to take hits from Pokémon like Slither Wing, Excadrill, Metagross, Zapdos-G, Conkeldurr, and more in order to take some weight off of Skarmory in the role of physical wall. I also often used it to absorb knock off in matchups where Skarmory's Rocky Helmet was more important than Mandibuzz's boots.


View attachment 833736
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Ghost
EVs: 252 HP / 108 Def / 140 SpD / 8 Spe
Careful Nature
- Earthquake
- Toxic Spikes
- Poison Jab
- Recover

The second member of the team is Clodsire. Clodsire is extremely vital for dealing with water types since its water absorb ability gives it the only water resistance/immunity on the team. The lack of physical water types in the tier allows for Clodsire to run this ability and for my team to forgo something like a Toxapex that would normally be used on a stall. The hazard of choice on this set is Toxic Spikes since it is the only Pokémon that learns T-spikes on the team and since Arcanine-H and Skarmory carry Stealth Rock and spikes, respectively. I chose earthquake + poison jab so that I would not be walled by levitate/flying types with substitute since making progress into Pokémon like Hydreigon is more important since Clodsire is not unaware. The tera type of ghost is for calm mind substitute, Keldeo, since with leftovers it can possibly get out of hand dealing good damage with Sacred Sword throughout the game due to Clodsire's lower physical defense. This also allows for me to keep tera dark on Blissey for psychic noise/Psyshock/stored power sweepers.

Water absorb is also the only thing stopping the team from being completely destroyed by rotom-w spamming volt switch since it will eventually wear down Blissey.


View attachment 833737
Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Spikes
- Roost

The team's primary physical wall is Skarmory. Skarmory is a great Pokémon, and it has done the same thing for a long time. I elected to invest in max defense and max HP instead of dropping some defense for speed since it allows Skarmory to better take on important threats like Weavile, Mamoswine, Gyarados, etc. Skarmory is great at getting the spikes up and keeping them, using Rocky Helmet to punish rapid spinners like Donphan and Excadrill and dealing meaningful damage back with Body Press. Skarmory has a tera type of water in order to be an emergency Weavile counter or in case I need a physically defensive water type since the team has no water type.

View attachment 833740
Arcanine-Hisui @ Heavy-Duty Boots
Ability: Flash Fire
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stone Edge
- Will-O-Wisp
- Morning Sun
- Stealth Rock

Arcanine-H is definitely the most out-of-place mon on this team. When I was originally building this team, I lost a few games to Sun. This is because I was using Hippowdon and Toxapex or Clodsire and Toxapex. Even with max defense, Toxapex is easily 2HKOed by choice band Arcanine-H in the sun using tera-fire Flare Blitz. This set actually proved to be relatively common, to my surprise, so I set out to find a counter. I initially looked at fire resists, hoping one of them would be able to take on such a powerful attack, but none could, and any quad fire resist would get destroyed by Head Smash, so I resorted to checking Flash Fire users. Ironically, Arcanine and Arcanine-H are the only Flash Fire users with reliable recovery, so I chose Arcanine-H for its access to Stealth Rock and slightly higher physical bulk. Since the Fire/Rock type is weak to ground, I equipped it with Tera Ground to resist banded Head Smash. If I ever see a sun team, I pretty much lead Arcanine and Terastalize instantly since an opponent leading Ninetales won't be able to touch Arcanine through Flash Fire. This allows me to get the ground typing online to switch in later and get rocks up. Arcanine doesn't do that much in most other matchups but can be good for getting up rocks or burning some physical attackers or bulky walls.

View attachment 833743
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Calm Mind
- Soft-Boiled
- Shadow Ball

Blissey is the team's primary special wall. With the hazard burden being covered completely by the previous three team members, Blissey is able to run a set that lets it best do its job. Not having to run Stealth Rock allows me to use Seismic Toss, Shadow Ball, and Calm Mind in order to force out ghosts, maximize chip, and minimize Soft-Boiled PP usage. In a lot of matchups, boosted Blissey Shadow Balls to make significant progress behind whatever it is trying to force out, which can cause an opposing breaking core to collapse completely. Tera Dark is for Stored Power, Psyshock, and Psychic Noise since all three can lead to Blissey eventually dying, and if Blissey dies, you are going to lose.

View attachment 833744
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 208 HP / 128 Def / 172 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Shadow Ball
- Will-O-Wisp
- Slack Off

Skeledirge is the sole unaware user on this team since Clodsire is running water absorb. This means I need to be using a mixed defense set in order to not get overwhelmed by certain boosting special attackers. Skeledirge is by far the most reliable user of Unaware in the tier since it's not passive and very difficult to outlast due to its good base special attack and Torch Song raising special attack further. The Tera Type of water is to act as an insurance policy against tail glow manaphy in rain since if blissey switches in on tail glow and the manaphy tail glows again to +6 on your Calm Mind, you take

+6 252 SpA Manaphy Surf vs. +1 4 HP / 252+ SpD Blissey in Rain: 286-337 (43.8 - 51.6%) -- 10.9% chance to 2HKO

Which is obviously dangerous since if they spam surf, you can very quickly run out of soft-boiled pp, and if they have ice beam, Clodsire will get destroyed. Skeledirge with Unaware tera water takes very little damage from all of Manaphy's attacks except Energy Ball, which skeledirge is EVed to survive two of:

252 SpA Manaphy Energy Ball vs. 208 HP / 172 SpD Unaware Tera Water Skeledirge: 170-200 (42.3 - 49.8%) -- guaranteed 3HKO

This does not necessarily win you the 1v1, but it allows you to scout, stall rain, and chip it in order to let Blissey kill it afterward. Since Manaphy is quite literally the only threatening Pokémon to the team on rain teams, this trade is very often worth it.

Replays

The first replay is against a rain team: https://replay.pokemonshowdown.com/gen9uu-2611887639

Since I used water skeledirge to force out Manaphy and let it take damage, Clodsire was able to pretty much solo the rest of their team.

The second replay is the replay where I hit rank 1 (and it is against the player who was rank 1 at the time): https://replay.pokemonshowdown.com/gen9uu-2611891841-46ye3m6smkys0nba1hxk68g0em3tjf0pw

In this matchup I used Tera Dark on Blissey to counter the Latios since my opponent used their Tera on Latios, so I knew it was the most threatening thing to break my team.

The third replay is against a stall team I have seen before on the UU sample thread: https://replay.pokemonshowdown.com/gen9uu-2611243542?p2

As you can see, this stall completely destroys that one since you can easily stall out heal bell PP and eventually break it with hazards and spinblock with Skeledirge.

The Fourth Replay is probably the closest I got to losing, facing a team with a very strong matchup into me where I had to make plays in order to survive: https://replay.pokemonshowdown.com/gen9uu-2611850933-0706js889pv9ida48s439cq3dg2m31spw?p2

Life orb Gallade, Toxtricity with psychic noise (or drain punch), and Arcanine-H are all strong breakers, so to beat a team with all 3 was very difficult.

The fifth and Final Replay is against a veil HO team where tera water skeledirge once again proves its worth allowing me to take down a very threatening tera fire bisharp: https://replay.pokemonshowdown.com/gen9uu-2611818746-dkddxuug12in3qtswlsk08kvc6gw93opw

The game was completely lost if Skeledirge had a tera type of fairy; instead, it got Bisharp out of the way and allowed for Blissey to win.

Thanks for reading the thread and showing interest in my team. I worked hard to make it as strong as possible and I hope you feel the same way.
Pretty sure my teams above beats you unless you predict every switchin
 
Updated Veil HO
:Ninetales-Alola: :Thundurus: :Krookodile: :Bisharp: :Manaphy: :Slither Wing:

It's been about two months or so since I posted the last veil, so I think it's time to give an update, especially with UUPL having come and gone. I'll admit I stole the template of this team from Taka whose Veil team I really enjoyed using (until the Tera Blast ban).

:Ninetales-Alola: Standard set, Snowscape gives you the chance to outplay other weather teams (Sun/Rain/Sand)

:Thundurus: The bulk investment under veil gives Thundurus a decent amount of chances to set up a sub, apart from owning non-Poison Jab Clodsire. Thunderbolt/Dark Pulse is good coverage for the meta as well, not to mention its great typing and speed tier.

:Krookodile: IMO one of the all stars of the team. Krook is able to check Arcanine-Hisui reliably, which can otherwise wreck havoc on the team. Apart from that, its utility (Taunt/Knock/Rocks/Intimidate) comes in handy in every single game, ensuring that it will always get value. (Especially against mons like Mandibuzz and Skarmory, which it's able to guarantee some sort of chip against) One of your most important mons in the stall match-up.

:Bisharp: Another Veil Staple, being absurdly bulky under it while hitting hard and having good prio. Does well as a Latios and Weavile check, a Psyfangs/Defog punish, and as a late game cleaner. I run Tera Fire for burn avoidance, although you can experiment with other teras such as fairy and ghost as well.

:Manaphy: Click Tail Glow, kick ass. Nothing much else needs to be said tbh, this mon given a free turn can take over games. I normally run Tera Poison for the toxic immunity and fighting resist, but it's also customisable (Steel for the better Latios MU, Electric if you hate T-Wave Thundurus-I)

:Slither Wing: Rounds out the team nicely, having big snowball potential while being able to use Conkeldurr as set up fodder (considering the two dark types on the squad). once again I'm sometimes tempted to run Tera Elec but the burn immunity and flame charge power boost is probably too important to pass up on this mon


Mons to look out for:

:Tinkaton: Mostly annoying, Krook can handle it decently though
:Gardevoir: No Fairy resist means that this mon can be a pain sometimes.
:Clodsire: I just don't like this mon lol, that's why it's here (and might as well add stall in general, but MU is doable)
Weather Teams (:Ninetales: :Hippowdon: :Politoed:) : Just outplaying in general, making sure you control the weather and take out their setter before they take out yours.
:Thundurus: :Serperior: :Slowking: : I just hate para (hence the temptation to run more Tera Elecs on this squad sometimes)


Overall I've been happy with the performance of this team on the ladder, which has allowed me to reach top 10 on ladder more than once. Happy laddering!


:Cyndaquil:
 
Last edited:
Tyranitar D-Dance + Excadrill Sand Rush

Screenshot 2026-08-14 at 9.23.31 AM.png


Roles:

Tyranitar — potential sweeper with D-dance + sand setter
Excadrill — sweeper
Rotom-W — bulky pivot + specially defensive wall
Latios — wall breaker + late game cleaner
Heatran —wall breaker
Scizor — defensive pivot + hazard removal + utility


ttar.jpeg


Tyranitar
Ability: Sand Stream
Item: Smooth Rock
Tera Type: Ghost
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Knock Off
- Ice Punch
- Dragon Dance

Tyranitar's primary role is to setup sand for it's partner, Excadrill. Tera type Ghost is to avoid fighting type moves when sweeping with dragon dance, especially priority type moves like Mach Punch or Vaccum Wave from Keldeo. Sand Stream obviously and Smooth Rock to maximise the amount of sand turns Tyranitar can set up. Earthquake for a strong spammable move, Knock Off for STAB and utility if it's not sweeping, Ice Punch to cover things like Hydrapple, Iron Jugulis, Hydreigon and Mandibuzz who otherwise resist or are immune to our other attacking options. Maximum investment in attack and speed to maximise sweeping potential or you can run something slightly bulkier like a specially defensive set though I prefer this d-dance set or you can do choice band if you don't want to run d-dance and still want something offensive. If you do run choice band, use Rotom-W and Scizor more as slow pivots to get Tyranitar in safely.


1786672103037.png


Excadrill
Ability: Sand Rush
Item: Air Balloon
Tera Type: Dragon
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Excadrill acts as the team's primary sweeper and Tyranitar's main partner. Like most sweepers, aim to weaken or knock out the opposing teams checks to Excadrill before setting up sand with Tyranitar, then either sacrifice Tyranitar or switch Excadrill in. Afterwards if you have the opportunity, click Swords Dance and pick the according attack option, if you don't have the opportunity to Swords Dance, deal as much damage as you can as Excadrill then send in Latios to clean up anyone else. I heavily recommend keeping Latios alive until the very end and attempt to keep them healthy and saving the tera if you see a Weavile. Tera type Dragon gets rid of Excadrill's common weaknesses like fire and water, making him neutral to fighting, Air Balloon makes you immune to ground attacks, making it easy for Excadrill to switch in if the opponent is locked into a ground move or if you predict. Maximum investment in attack and speed, sand rush doubles Excadrill's speed to 550, making him way faster than any unboosted mon in the tier. Earthquake is a very strong spammable STAB option, Iron Head as secondary STAB is also very solid and the flinch chance can be clutch, Rock Slide hits things like Mandibuzz, Iron Jug etc. Swords Dance is basically there to make you unstoppable and a very easy win con if achieved.

1786672810753.png


Rotom-Wash
Ability: Levitate
Item: Ability Shield
Tera Type: Electric
Nature: Sassy
EVs: 248 HP / 84 Def / 176 SpD
- Volt Switch
- Hydro Pump
- Pain Split
- Thunder Wave

I've posted on this forum before, March 3rd 2026, this Rotom-W uses the same set as the one I used/posted about with a similar role as well. Tera Type Electric essentially gives Rotom NO WEAKNESSES as Tera Electric gets rid of the grass type weakness, levitate gets rid of the ground weakness, mold-breaker isn't a issue as it's item: Ability Shield essentially nullifies mold-breaker and any mold-breaker user who tries a ground type attack. Alternatively you could give Rotom leftovers which could help with it's recovery but you can really catch a lot of Excadrill's off guard expecting to OHKO Rotom with a Hydro Pump (if and when it lands). Not going to go too in depth on the spread, investment in HP and a bigger focus on SpD than Def. Volt Switch obv for the pivoting, Hydro Pump for secondary STAB making it not too passive, Pain Split for recovery and Thunder Wave for utility.

1786783582271.png


Heatran
Ability: Flash Fire
Item: Leftovers / Air Balloon
Tera Type: Ghost
Nature: Timid / Modest
EVs: 4 HP / 252 Spe / 252 Spa
- Magma Storm / Lava Plume
- Earth Power
- Dark Pulse
- Taunt

Seeing as how Heatran is a recent addition to the tier along with Tyranitar, I wanted to utilise it's Flash Fire ability. While Arcanine-Hisui also has Flash Fire, most of its attacking options would be unviable without Rock Head. It allows for Rotom to stay healthier and increase it's longevity by switching into Fire type attacks meant for Scizor and Excadrill that Rotom would have to take. Heatran is primarily a wall-breaker meant to switch into fire type attacks with strong attacks coming from a 130 Spa stat. Leftovers increases Heatran's longevity seeing how it has no recovery options and Air Balloon allows it to safely switch into Excadrill and force a switch or kill with Magma Storm/Earth Power. Max investment into special attack and speed as a offensive Heatran, Timid nature allows Heatran to outspeed utility Excadrill and a unboosted Slither Wing while a Modest nature allows it to 2HKO Skeledrige with Earth Power and potentially 2HKO assualt vest Tornadus-T with Magma Storm. Tera Ghost gives you immunity to Close Combat from Slither Wing, Coballion and Galarian Zapdos. Magma Storm as Heatran's primary STAB attack or Lava Plume if you want something more consistent, Earth Power as a cruical coverage for opposing Heatran's and Skeledrige, Dark Pulse to hit Latios and Slowking, Taunt to stop recovery attempts from Skeledirge, Gastrodon.

1786782480567.png


Latios
Ability: Levitate
Item: Soul Dew
Tera Type: Steel
Nature: Timid
EVs: 4 HP / 252 Spe / 252 Spa
- Draco Meteor
- Luster Purge
- Surf
- Recover / Aura Sphere / Shadow Ball / Flip Turn

Latios acts as either a cleaner or a wall-breaker, like I said before I heavily recommend keeping Latios alive over anyone else on the team besides maybe Excadrill or Tyranitar as it has the ability to clean up any remaining mons on your opponent's team if Excadrill or Tyranitar fail to sweep. It's also a great wall-breaker with Draco Meteor and Luster Purge as a very spammable strong STAB boosted option along with excellent coverage. Soul Dew boosts Luster Purge and Draco Meteor or you can put Choice Specs on Latios in which case I'd put Flip Turn in the fourth slot. Tera Steel covers Weavile, Mamoswine and other Latios from winning a 1v1 against you if you can predict when they'll hit you with a super-effective attack. Tera Dragon to further boost Draco Meteor though I rarely end up using it. Draco Meteor as your big nuke button, Luster Purge as your strong spammable STAB attack, Surf to hit Heatran, Excadrill and Tyranitar who otherwise resist Luster Purge and Draco Meteor, the fourth slot can honestly be anything you want. Recover is great for Latios longevity, Aura Sphere hits Coballion, Weavile, Shadow Ball hits Slowking which is a major problem for Latios along with Sinistcha and Metagross. I personally use Shadow Ball and like I said Flip Turn only if you run choice specs.

1786784772215.png


Scizor
Ability: Technician
Item: Heavy Duty Boots
Tera Type: Fire
Nature: Impish / Adamant
EVs: 192 HP / 88 Atk / 228 Def
- Bullet Punch
- U-turn
- Knock Off / Close Combat
- Defog

Scizor is your defensive pivot, utility and hazard removal since Excadrill doesn't want to waste a turn/move by Rapid Spinning. Technician is the obv ability. Heavy Duty Boots to block hazards. Bullet Punch as priority STAB for things like Weavile who is a cruical target as it means Latios doesn't have to waste tera if it's in a end-game 1v1 duel with Weavile and instead can be used for another member, hits Fezandipiti for decent if it's already been weakened and is clutch for opposing Tyranitar trying to sweep with d-dance though its not very common. U-turn obv to form the Volt-turn core with Rotom, Knock Off if you want more utility but Close Combat allows it to tag Heatran, Coballion, the former being possible if you use tera. Defog is your hazard removal. The EV spread leans into Scizor already decent physical bulk of 100 while investing in HP and some attack, but another EV spread which could also work is 136 Speed, 120 HP and 252 Attack, the 136 speed allows it to outspeed Azumarill but honestly I don't see much use since it'll most likely Aqua Jet you anyways. Impish Nature for more defence but Adamant is also another option.

Tips:
- The way you primarily win is either through sweeping with Excadrill in sand, Tyranitar dragon dancing or doing as much damage as you can with a boosted Tyranitar or Excadrill then cleaning with Latios.
- Unless it is a very good circumstance, do not sacrifice Latios or Tyranitar as Tyranitar is required for Excadrill to sweep and Latios can clean up late-game. A example would be if Latios has a chance to take out a major check for Excadrill and Tyranitar but will get revenge-killed, it would be worth sacrificing Latios since either Excadrill or Tyranitar can clean up late game.
- Save Tyranitar as a back-up option as if Excadrill fails to sweep, Tyranitar can finish by dragon dancing. Again this is situational as if you confidently KNOW Excadrill can sweep the rest of the opposing team, it's worth letting Tyranitar die so you can bring in Excadrill safely rather than risking a switch and the opponent hitting Excadrill with something super-effective on the way in.
- Scizor is also worth keeping alive as it has Bullet Punch to threaten Weavile who is super annoying if you plan to clean up with Latios along with U-turn to pivot

Final Notes:
This is my second time posting on this forum, the whole reason why I built this team was that I wanted to use the new additions to the tier which were Heatran and Tyranitar. I haven't played much recently since I'm in Sophomore year now and studying and all dat but the times I've used this team it's been mixed, sometimes I sweep effortlessly with either Excadrill and Tyranitar and other times it's much harder to sweep since the strategy is predictable. Anyways all feedback regardless is appreciated, pls feel free to comment as I'm still relatively new to team-building and posting here.

Thank you! :D
 
Hey there again, UU community! Today I'll talk about a team I've tried a bunch, and that works really well in high ladder

The team is the following Specs Greninja offense:
[1787234943475.png1787234946805.png1787234960739.png1787235051644.png1787235060796.png1787235082985.png]

Here's a breakdown on the team:
- Donphan
1787235157924.png

Donphan's showing to be better and better in the tier as time passes. It's one of the two bulky Ground types who have Rapid Spin, being more on the physical wall side, compared to Excadrill
1787235241796.png
's more specially defensive sets. This set uses Donphan's best tools: Earthquake for overall huge damage against the multiple Ground-weak Pokémon's in the tier, such as the aftermentioned mole
1787235347626.png
, H-Arcanine
1787235356412.png
, Tinkaton
1787235362446.png
, Clodsire
1787235370755.png
, Skeledirge
1787235379647.png
, Fezandipiti
1787235390474.png
, and many many more common 'mons; Stealth Rock for hazards, reducing the switch-in capabilities of threats like Choice Band H-Arcanine
1787235356412.png
or Nasty Plot Thundurus-T
1787235448933.png
, while crippling stuff like Choice Scarf G-Zapdos
1787235513413.png
or Choice Specs / Soul Dew Latios
1787235545163.png
overtime; Knock Off amplifies even further the power of Stealth Rocks, getting rid of the Heavy-Duty Boots on Pokémon's such as Mandibuzz
1787235599830.png
, Talonflame
1787235608676.png
or Skeledirge
1787235379647.png
, making them less reliable defensive Pokémon's, in addition to hitting super-effectively threats like Latios
1787235545163.png
, Slowking
1787235689033.png
or Sinistcha
1787235668593.png
; and Rapid Spin, having a better hazard control over teams with hazard stackers such as Skarmory
1787235714298.png
, Clodsire
1787235370755.png
or Mew
1787235745794.png
, and enabling speed boosts to outspeed opponents such as Azumarill
1787235773125.png
or, thanks to the 16 EVs on speed, non-speed Rotom-W
1787235797304.png
. Other moves that are reliable would be Ice Spinner for hitting Hydrapple
1787237488622.png
, or Head Smash for some firepower against Mandibuzz
1787235599830.png
and Talonflame
1787235608676.png
. Rocky Helmet also makes it better at blocking and crippling physical attackers like G-Zapdos
1787235513413.png
, Lokix
1787235872490.png
or H-Arcanine
1787235356412.png
, while making opposing spinners (
1787235241796.png
/
1787235901795.png
) have a less easier time getting rid of your own rocks, though you could run Heavy-Duty Boots for keeping Sturdy intact. Tera Water lets Donphan endure hits that would otherwise KO it, like Surf from Greninja
1787235973312.png
or Triple Axel from Weavile
1787235986928.png
, while still being a roadblock for Excadrill
1787235347626.png
and H-Arcanine
1787235356412.png


- Greninja
1787235973312.png

This set is not that much seen on Greninja for high ladder, but Protean with Choice Specs is a really strong set with some respectable breaking power, let alone taking in account Greninja's sky-high speed. Only being outsped by Weavile
1787235986928.png
and some Scarfers (
1787235513413.png
/
1787236269880.png
/
1787236222190.png
/
1787236256000.png
), it outspeeds and threatens most of the meta. Surf is its highest damage option, dealing surprisingly high damage on special walls like Tinkaton
1787236321806.png
or Fezandipiti
1787235390474.png
, while obliterating defensive Pokémons like Skeledirge
1787235379647.png
, Excadrill
1787235347626.png
or Talonflame
1787235608676.png
; Dark Pulse lets it hit super-effectively resists to Surf such as Latios
1787235545163.png
, Sinistcha
1787235668593.png
or Slowking
1787235689033.png
; Ice Beam deals amazing damage against Thundurus-T
1787235448933.png
, Clodsire
1787235370755.png
, Mandibuzz
1787235599830.png
and Hydreigon
1787236269880.png
, while still hitting Latios
1787235545163.png
and Sinistcha
1787235668593.png
; and Water Shuriken is a surprising priority option, letting it revenge-KO threats like Weavile
1787235986928.png
, G-Zapdos
1787235513413.png
, Speed-Booster Sandy Shocks
1787236579188.png
or Revavroom
1787236551203.png
, while still breaking Donphan
1787235901795.png
's Sturdy. Sludge Wave and Extrasensory are other options to hit for super-effective damage otherwise threats like Azumarill
1787235773125.png
or Keldeo
1787236645002.png
and Toxapex
1787237170993.png
, whereas U-Turn enables pivoting around. Tera Water makes Surf and Water Shuriken deal even more damage, appreciated against the aftermentioned special walls (
1787236321806.png
/
1787235390474.png
)

- Salamence
1787236733205.png

Salamence's role in this team is more as a semi-physical wall. Thanks to Intimidate and the HP investment, it can do a great job at blocking physical Pokémon's such as Excadrill
1787235347626.png
, Scizor
1787236835290.png
, Revavroom
1787236551203.png
, Slither Wing
1787237066760.png
, Conkeldurr
1787236860644.png
, Metagross
1787237315447.png
or Lokix
1787235872490.png
. Its speed investment also lets it outspeed specially defensive Excadrill
1787235347626.png
. Its moveset consists of Draco Meteor, simply a very high-damage option to hit Pokémon's such as Latios
1787235545163.png
, Hydreigon
1787236269880.png
or Thundurus-T
1787235448933.png
; Hurricane, dealing some great Flying type damage against Conkeldurr
1787236860644.png
, Keldeo
1787236645002.png
, Sinistcha
1787235668593.png
, Slither Wing
1787237066760.png
or G-Zapdos
1787235513413.png
; Flamethrower, to hit the tier's Steel types (
1787235347626.png
/
1787236835290.png
/
1787236321806.png
/
1787236551203.png
/
1787235714298.png
), and Roost, for reliable recovery. Other options on the moveset would be Earthquake or Hydro Pump for targeting specifically Heatran
1787237627992.png
, while still hitting some key targets like Excadrill
1787235347626.png
or Tinkaton
1787236321806.png
. Tera Steel makes it resist otherwise OHKO's from Pokémon's like Latios
1787235545163.png
, Hydreigon
1787236269880.png
or Gardevoir
1787236222190.png
, while giving it an immunity to Toxic from Mandibuzz
1787235599830.png
or Toxapex
1787237170993.png


- Scizor
1787236835290.png

A really strong pivot in the tier, this time Scizor uses an usual item: the Assault Vest. This makes it even better at switching into Pokémon's like Latios
1787235545163.png
, Fezandipiti
1787235390474.png
, Iron Jugulis
1787237405292.png
, Sinistcha
1787235668593.png
or Greninja
1787235973312.png
while still being great defensively against Weavile
1787235986928.png
, Metagross
1787237306730.png
or Lokix
1787235872490.png
. Additionally, with 12 speed EVs, it outspeeds Skeledirge
1787235379647.png
, being able to pivot in front of it, while still being a slow pivot to bring the team's breakers in. Its set conisists of Bullet Punch, a great revenge-KOing option against the tier's sweepers such as Weavile
1787235986928.png
, Iron Jugulis
1787237405292.png
or Latios
1787235545163.png
, while hitting for super-effective damage Fezandipiti
1787235390474.png
and Mamoswine
1787237445190.png
; U-Turn, a great pivoting option, hitting Lokix
1787235872490.png
, Hydrapple
1787237488622.png
and Slowking
1787235689033.png
; Knock Off, hitting Sinistcha
1787235668593.png
, Skeledirge
1787235379647.png
, Thundurus-T
1787235448933.png
and Clodsire
1787235370755.png
for solid damage while getting rid of their items, as well as simply being a great midground option, and Close Combat, a surprise for Pokémon's like Tyranitar
1787237610734.png
, Heatran
1787237627992.png
, Cobalion
1787237651309.png
, Excadrill
1787235347626.png
and Skarmory
1787235714298.png
. Other options would be Bug Bite for some reliable damage into Latios
1787235545163.png
, Hydreigon
1787236269880.png
, Hydrapple
1787237488622.png
and Slowking
1787235689033.png
, or even Dual Wingbeat to obliterate Araquanid
1787240297873.png
, if you really hate webs. Tera Steel powers up Bullet Punch, as well as getting rid of the x4 Fire type weakness

- Fezandipiti
1787235390474.png

There's little to say about this amazing Pokémon. Its defensive profile is quite good against some strong Pokémon's in the tier, like the Dark types (
1787235986928.png
/
1787235872490.png
/
1787237610734.png
/
1787235973312.png
/
1787237405292.png
/
1787236269880.png
), the Fighting types (
1787236860644.png
/
1787236645002.png
/
1787237066760.png
/
1787235513413.png
/
1787237651309.png
), and some defensive Pokémons like Sinistcha
1787235668593.png
, Skarmory
1787235714298.png
, Mandibuzz
1787235599830.png
and Hydrapple
1787237488622.png
. Additionally, its ability to spread bad poison is amazing, crippling Pokémon's like Skeledirge
1787235379647.png
or Slowking
1787235689033.png
. Its moveset is simple: Moonblast for strong Fairy damage for the Fighting types (
1787236860644.png
/
1787236645002.png
/
1787237066760.png
/
1787235513413.png
), the Dark types (
1787235986928.png
/
1787235872490.png
/
1787237610734.png
/
1787235973312.png
/
1787237405292.png
/
1787236269880.png
) and the Dragon types (
1787235545163.png
/
1787236269880.png
/
1787237488622.png
); Heat Wave to cover the Steel types (
1787235347626.png
/
1787236835290.png
/
1787237651309.png
/
1787236321806.png
/
1787236551203.png
/
1787235714298.png
); U-Turn for pivoting into Pokémon's that give a bad matchup, and fishing for a Badly Poison, and Roost for reliable recovery. You could also run Taunt to block hazard setters such as Skarmory
1787235714298.png
or Clodsire
1787235370755.png
. Tera Water makes it stronger against Excadrill
1787235347626.png
and Donphan
1787235901795.png
, taking neutral damage from their Ground attacks, while resisting threatening Water attacks from Keldeo
1787236645002.png
, Greninja
1787235973312.png
or Azumarill
1787235773125.png


- Hisuian Arcanine
1787235356412.png

Lastly, H-Arcanine is a really strong physical attacker, capable of breaking through bulkier structures. It has a very good matchup against stall staples like Skeledirge
1787235379647.png
, Mandibuzz
1787235599830.png
or Skarmory
1787235714298.png
. Its moves are Flare Blitz, to obliterate the Steel types (
1787235347626.png
/
1787236835290.png
/
1787237651309.png
/
1787236321806.png
/
1787236551203.png
/
1787235714298.png
); Head Smash, to break through Skeledirge
1787235379647.png
as Mandibuzz
1787235599830.png
, as well as doing strong neutral damage against Slowking
1787235689033.png
and Rotom-W
1787235797304.png
; Extreme Speed, to revenge-KO versus fast offensive Pokémon's like Latios
1787235545163.png
, Weavile
1787235986928.png
, G-Zapdos
1787235513413.png
, Hydreigon
1787236269880.png
or Thundurus-T
1787235448933.png
, in addition to outspeeding Adamant Lokix
1787235872490.png
's First Impression, and Morning Sun as a way of recovery. Nevertheless, that last slot is quite customizable; Stealth Rock makes H-Arcanine be a secondary setter on the team; Will-O Wisp lets it neutralize some physical attackers on the tier, like Lokix
1787235872490.png
, Tyranitar
1787237610734.png
or Scizor
1787236835290.png
; Double Edge compliments with Rock Head, giving H-Arcanine reliable neutral damage against Pokémon's like Latios
1787235545163.png
, Hydreigon
1787236269880.png
, Slowking
1787235689033.png
and Rotom-W
1787235797304.png
without the risk of missing; Close Combat lets it hit Heatran
1787237627992.png
for super-effective damage, and even Howl gives it some sweeping potential. Tera Normal boosts Extreme Speed, while making Excadrill
1787235347626.png
and Donphan
1787235901795.png
's Ground attacks neutral

Here are some replays:
- VS Sand
- VS Offense 1
- VS Offense 2

Some cons of the team:
- There's not a very good matchup against offensive threats like Heatran
1787237627992.png
or Sandy Shocks
1787236579188.png

- Toxapex
1787237170993.png
and Clodsire
1787235370755.png
are difficult to switch in and play around

Hope this team is good for you! Thanks for reading!
Have a great day! ❤
 
Last edited:
Updated Veil (August 2026)

:Ninetales-Alola: :Thundurus-Therian: :Krookodile: :Bisharp: :Gyarados: :Slither Wing:

Updated version of veil I've been using quite a bit post-manaphy ban. I'll just give a description of the new mons in the team, every other team-member has the same role as before in this post.

:Gyarados: With Manaphy gone, I had to look for a new water sweeper. I recalled an old set by Cynde, and decided to give it a go on this team. Safe to say it's done pretty well. It's typing allows it to have a good MU against Keldeo, which had been an issue for my team. Scale Shot pairs well with Moxie, giving Gyarados huge snowball potential. Tera Dragon is run to increase its power. Taunt is for Water Absorb Clodsire and phazers (ex: Skarmory) who would otherwise stop you.

:Thundurus-Therian: Good old Thundurus-T set, with Dark Pulse and Tera Steel to better be able to handle Latios. I run it over Incarnate to mitigate the elec/volt switch issues the team would have otherwise.

As always, the paste has Tera suggestions in case you want to experiment with different tera typings and to keep your opponent guessing.
Happy Laddering!
:Cyndaquil:
 
Hello UU! I want to submit a Sand Hazard stack team (i'd say that it's probably either Bulky Offence or Balance when it comes to the playstyle) that has been quite succesful for me:
:excadrill::tyranitar::skarmory::sinistcha::latios::keldeo: (importable team)

:SV/excadrill:
Excadrill @ Leftovers
Ability: Sand Rush
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Excadrill is here to remove hazards and be a setup sweeper that can easily sweep more offensive teams thanks to its fantastic speed in the Sand. Rapid Spin is also very important removal since none of my Pokemon have Heavy-Duty Boots (even though I do have 2 Pokemon immune to Spikes). I chose Leftovers for extra longevity, which is especially important if it wants to Rapid Spin, Tera Ghost is nice to block Rapid Spin in an emergency and gain a Fighting-type immunity.

:SV/Tyranitar:
Tyranitar @ Leftovers
Ability: Sand Stream
Tera Type: Ghost
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Stealth Rock
- Dragon Tail
- Knock Off
- Stone Edge

Tyranitar is my main entry-hazard setter, thanks to its very good special bulk. With the Sand, entry hazards, Dragon Tail chip, it can heavily passively chip down many Pokemon in the tier. I chose Dragon Tail because while it does miss, Dragon Tail does a bit of chip damage which is more than appreciated for the team and like stated above, can really do a lot of chip with other factors involved. Stone Edge was chosen as my 4th move because I was already good into Ground weak Pokemon like Heatran, Tinkaton, Excadrill, etc. since most lose to the combination of Excadrill/Keldeo and I valued being able to directly threaten Thundurus and Alolan Ninetales, not to mention it also threatens the main Defog Pokemon Mandibuzz and Talonflame.

:SV/Skarmory:
Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Body Press
- Brave Bird
- Roost

Since this a hazard stack team, I needed a Spikes setter and Skarmory was the perfect choice for the role. Its fantastic physical bulk, recovery, and ability to check threats like Excadrill and Lokix were all very appreciated for the team. Brave Bird was the move I selected because I can already force switches with Tyranitar (so no Whirlwind), and I never felt like I needed Iron Defence, not to mention Brave Bird threatening Lokix and Conkeldurr is just too important for the team to give up.

:SV/Sinistcha:
Sinistcha @ Leftovers
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Calm Mind
- Strength Sap
- Shadow Ball

Sinistcha is basically the only good Rapid Spin blocker in UU, as it reliably beats both Excadrill and Donphan (while other Ghost types like Skeledirge are weak to them), which is super nice for a hazard stack team. Sinistcha was also a nice backup sweeper, though generally I use this Pokemon as one that can stall and outlive threats. I didn't go with the Stun Spore/Hex combination in the UU analysis because relying on Stun Spore is not something I liked, at all. And I personally value Matcha's healing and Shadow Ball's consistent damage far more.

:SV/Latios:
Latios @ Soul Dew
Ability: Levitate
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psychic Noise
- Recover
Originally I had Thundurus-Therian on the team as a pivot that can do decent damage, but I found that Clodsire/Skarmory cores were really difficult to break and you needed to make multiple predictions to consistently get through them, and Psychic Noise Latios was the perfect one for the job thanks to Psychic Noise preventing them from recovering and forcing Clodsire to Tera Dark and open itself up to Keldeo's Secret Sword. And Latios still provided another Ground immunity and traded its ability to threaten Water-types for a Water-type resist. Tera Steel is chosen to have an immunity to the Sand chip and resist Dragon- and Fairy-type attacks. I chose CM because 3a Latios was just not feeling that great, and the extra special bulk from Calm Mind along with resisting Keldeo's main STAB moves was really valuable, not to mention it can also slowly break through teams with Psychic Noise especially with hazard and sand chip.

:SV/Keldeo:
Keldeo @ Choice Specs
Ability: Justified
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Icy Wind
- Vacuum Wave

Keldeo is my wallbreaker of choice, with the combination of Surf, Secret Sword, and Icy Wind as coverage there are only a few switch ins that can reliably deal with Keldeo (though Slowking and Toxapex can still create problems). It was also a nice revenge killer thanks to its solid speed tier, priority in Vacuum Wave, and insane damage output with Tera Water Surf. Specs was chosen over other items since its extra damage output was really nice and the lack of pivots really isn't a problem because Keldeo can still switch in freely into common Pokemon like Tyranitar, Heatran, and Weavile and its bulk is still not bad in the slightest.

Anyway, as for weaknesses, here are some of them:

:Lokix: You NEED to preserve Skarmory for this Pokemon as long as possible. Without Skarmory, Lokix can KO basically everything on the team with Tera Bug First Impression (especially with CB). My advice for it besides using Skarmory is to set up hazards as soon as possible so by the time this Pokemon comes in, it gets heavily chipped.

:Slither Wing: It mostly creates problems in Sun, but its a very powerful attacker than can threaten most Pokemon on the team with Keldeo and Skarmory as exceptions. My advice is to get in Sinistcha and spam Strength Sap and then click Shadow Ball, if the Slither didn't boost its speed Keldeo or Latios can come in and easily kill it. You want to be careful with CB Slither Wing as First Impression can easily revenge kill against Latios and in the Sun it can easily deal with Sinistcha and Keldeo, so Skarmory becomes more valuable in the matchup to force it to Flare Blitz and deal lots of chip against it.

:Rotom-wash: Wouldn't say its bad but its also a very weird matchup, on one hand Latios and Sinistcha both beat it but Rotom-W can freely use Volt Switch, and Excadrill unfortunately can't switch in or deal with it due to the combination of Hydro Pump + Levitate + quad steel resist. Tyranitar is surprisingly valuable since it can click Knock Off and remove Leftovers and set up Stealth Rock to chip it when it comes in, not to mention with its great special bulk it can live 2 Hydro Pumps pretty easily, and obviously both Latios and Sinistcha can easily deal with it in the later stages of the game.

Ladder achievements: Its a team that played a massive role in getting me qualified for both the Manaphy suspect and Ninetales suspect test (though in the Ninetales suspect I used other teams as well that 100% helped, and I used the Thundurus-T version for the suspect tests)
And I got top 60 in the UU ladder, not to mention someone else also used my team to qualify for the Ninetales suspect test.
(Manaphy suspect)
1788014343861.png

1788014289863.png

1788014302483.png

Also, MTS-289 qualified for the Ninetales suspect test with a very similar version of this team, source is here


Also as a side note, this is the first time i'm submitting a UU team to be a sample. I think I followed all of the guidelines but if there's anything I can improve, please do let me know so I can get it done.
 
Last edited:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine:

Electric Terrain HO
Inspiration from LRB's Electric Terrain


This is a team I've used a lot and has had a lot of tournament success. Its an electric terrain with its only viable setter (:pincurchin:), it abuses the fact that Hawlucha is still a pokemon that's only not considered banworthy due to the lack of a good setter but can still decimate entire teams on its own. Then adds two abusers of Electric Terrain (:Iron Leaves: :Iron Jugulis:) and 2 breakers (:Tinkaton: :Mamoswine:) that cover the team's weaknesses.



:SV/Pincurchin:

Pincurchin is here to setup electric terrain and take some hits, you mostly dont want to use Pincurchin as a lead because its very passive and this team can battle this by having enough momentum to end the game in the duration of 2 or 3 electric terrains. So you commonly just use another mon as a lead and click Pincurchin when you feel it can enter safe (or you want to tank a luster), Pincurchin doesnt have much options to use as a movepool, spikes is there to be able to click something on mons that cant do anything against it like Skarmory, Slowking and Fezandipiti, Scald can be used if you expect a ground type to switch in (although its almost always better to do a double), Memento is the only pivot move that Pincurchin learns and its there so that they cant stall your electric terrain turns and you can setup with Hawlucha, Tinkaton or Iron Leaves the next turn (Be careful about wasting electric terrain though!), Thunder Wave is cheap memento that you can use on the mons setting up on your face.

:SV/Hawlucha:

Hawlucha is a cheap mon and everyone knows it, hell, feel free to use whatever set you want on it with this team. Any set from hawlucha can get you a 6-0 in the right conditions, This hawlucha is weirder in that it has tera flying but +2 Acrobatics Tera Flying can kill any mon teraing in your face to wall the Acro/CC at +2 (mostly Sinistcha). But you can use whatever you want since Hawlucha will always be a Hawlucha. Be careful about not wasting Electric Terrain before you can get it in, Hawlucha is also a good lategame mon so dont use it too early.

:SV/Tinkaton:

Tinkaton SD actually covers a lot of MUs! 315 speed is a respectable benchmark in this meta and most mons cant ohko Tinkaton so you can use it as a revenge killer or to 6-0 teams that are too Latios dependant or Sand Dependant which in turn makes them weaker to Tinkaton. Bulldoze at +2 also ohkos heatran and unless they have the pokepaste a lot of people dont expect it so that's also cool. Gigaton/Play Rough/Bulldoze has a good mu into most teams that dont have a Skarmory, and this team already has too many mons that Skarmory has to wall so it will most likely already be worn out when you get the Tinkaton in.

:SV/Iron Jugulis:

This is actually a funny set! Choice Specs Quark Drive Spa Iron Jugulis hits like a nuke, there arent many mons that can enter on this without having to rely on predict (to not say none). So you can get it on a free turn and kill a pokemon if you can hit the Hurricanes/Focus Blast, speaking of, Focus Blast is there for midgrounds and for Heatran, when you want to click Hurricane into the fighting type but dont want Tyranitar/The Steel or Electric Type Immune to Ground entering so you just click Focus Blast and get the OHKO/2HKO.

:SV/Iron Leaves:

Most players underestimate Iron Leaves because its an Iron Leaves, but Grass/Psychic is actually not that bad of a typing to setup with, you can enter on a Ground Type or similar, force them to switch and instead click Swords Dance, which most of the time is just a OHKO to any mon (+2 Psyblade on eterrain can even kill a latios!), its weaknesses is mostly the Priority mons in Lokix/Scizor, but you can play around it if you play careful enough and can even click Tera Fighting if you want to get rid of Lokix, Leaves also baits Skarmory in and clicks Wild Charge to get it out of the game.

:SV/Mamoswine:

Mamoswine covers a lot of things in this team, it can setup hazards with rocks, can revenge kill with Ice Shard and can beat stall with Icicle Crash Never Melt Ice Tera Ice, that's the trinity of things you want to do when you have Mamoswine on the field. Its also a good lategame cleaner due to how hard it hits and Ground/Ice is a bs typing. (Rotom Wash gets worn out by trying to wall the annoying threat in Tinkaton!) Mamoswine its simply a good mon in this team that can do a lot of things.

:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs PDT :Greninja: :Ribombee: :Sinistcha: :Latios: :Zapdos Galar: :Excadrill:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs StepC :Ninetales Alola: :Mew: :Slither Wing: :Revavroom: :Krookodile: :Latios:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs Seraphz :Excadrill: :Tyranitar: :Sinistcha: :Heatran: :Rotom-Wash: :Gardevoir:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs FoulplayG :Lokix: :Latios: :Azumarill: :Thundurus: :Excadrill: :Cobalion:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs Olivia :Jirachi: :Latios: :Mandibuzz: :Skarmory: :Keldeo: :Excadrill:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: Ladder Peak 1617 :Keldeo: :Cobalion: :Lokix: :Sandy Shocks: :Excadrill: :Latios:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: Vs Ladder Stall :Skarmory: :Blissey: :Clodsire: :Mandibuzz: :Toxapex: :Hydrapple:

Ladder Peak: Second on Ladder with 89% GXE
1789161284835.png
 
Last edited:
Lead Donphan HO

:Donphan: :Iron Jugulis: :Keldeo: :Thundurus-Therian: :Heatran: :Serperior:

I just wanted to share a team I've been using for a few weeks on ladder. I haven't had much success with lead hyperoffense teams for the most part, but this team was one of the exceptions for me.


:Donphan: Standard HO lead

:Iron Jugulis: Great to regain momentum in-game, with access to solid STABs and Taunt. Tera Ground helps vs Thundurus Therian and Incarnate, while powering up Earth Power.

:Keldeo: The Weav/Gren/Heatran check on the team, running a standard CM set (Taunt > Sub is an option)

:Thundurus-Therian: Double Dance is as good as ever imo, and the team needs its volt blocker.

:Heatran: Flame Charge Heatran outspeeds the non-scarfed tier, which is nice to catch players off guard. Dragon Pulse, alongside Draco Plate and Tera Dragon, gives Heatran a powerful neutral STAB option, flipping the script on mons such as Keldeo, Latios, or Hydreigon to name a few. Personally however, I would hold off on Tera'ing Heatran for the most part unless it 100% has the MU. (Flame Body > Flash Fire btw to prioritize punishing Weavile and Lokix)

:Serperior: Mon should be A- at minimum, the utility it brings to any team with spammable glare and knock is crazy (especially on HO which appreciates free turns greatly). And that's not to mention its own potential sweeping potential in leaf storm.


Mons to look out for:

:Azumarill: Not that many good switches to this mon
:Mamoswine: Same deal
 
★ Psychic Terrain HO (ft. scream tail) ★

:indeedee: - :armarouge: - :hawlucha: - :scream tail: - :greninja: - :excadrill:

★ Team Description ★


:sv/indeedee:
Indeedee is the Psychic Terrain setter for our team. Expanding Force from Indeedee is very strong, while Dazzling Gleam allows us to hit Dark-types such as Hydreigon, Lokix, and Iron Jugulis. Encore allows us to stop setup Pokémon. Healing Wish is not clicked in most games, but it can be used to heal Greninja, which gets weakened over time due to Life Orb recoil. Terrain Extender allows Indeedee to keep Psychic Terrain active for 8 turns instead of 5.

:sv/armarouge:
Armor Cannon allows Armarouge to hit Steel-types such as Metagross, Excadrill, and Tinkaton, which resist our Psychic-type attacks. Expanding Force, boosted by Psychic Terrain, is also very strong. Aura Sphere allows us to hit Tyranitar and Heatran, especially with Flash Fire ability. Endure pairs really well with Armarouge's ability, Weak Armor, which provides a Speed boost and allows us to activate the Weakness Policy Special Attack boost.

:sv/hawlucha:
Close Combat allows Hawlucha to hit Steel-types for super-effective damage. Acrobatics, paired with Psychic Seed and Hawlucha's ability Unburden, gives us a powerful Flying-type attack that can be clicked repeatedly. Swords Dance gives Hawlucha an Attack boost. Taunt paired with Tera Fire allows us to get past Skeledirge and set up on Tinkaton.

:sv/scream tail:
Boomburst from Scream Tail, paired with Tera Normal, is very strong and has no drawbacks. Focus Blast allows us to hit Steel-types such as Excadrill and Heatran. Expanding Force, powered by Psychic Terrain, is also very strong. Calm Mind allows us to boost both Special Attack and Special Defense, and it is very easy to set up given Scream Tail's great natural defenses and our HP investment. 36 Speed EVs allow Scream Tail to receive a Speed boost from Protosynthesis when holding Booster Energy.

:sv/greninja:
Surf and Dark Pulse are the best STAB moves that Greninja gets and allow us to hit almost everything except Keldeo and Azumarill. Sludge Wave is mainly used for Azumarill and also allows us to hit Hydrapple. Extrasensory, boosted by Psychic Terrain, allows us to get past Keldeo, Fezandipiti, Water Absorb Clodsire, and Toxapex.

:sv/excadrill:
Excadrill is the rapid spinner of our team. Excadrill can also set hazards with stealth rock. Earthquake and Iron Head are the best stab moves for excadrill.

★ Closing Thoughts ★

I love both jigglypuff and scream tail so much. It is generally assumed that scream tail is not good given its low offenses but powerful moves like focus blast, expanding force and boomburst paired with scream tail's ability to setup multiple times given its great natural defenses is often ignored. Scream tail provides great defense utility for the team and i think its very good in psychic terrain. i wrote the above analysis keeping in mind the beginners
 
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine:

Electric Terrain HO
Inspiration from LRB's Electric Terrain


This is a team I've used a lot and has had a lot of tournament success. Its an electric terrain with its only viable setter (:pincurchin:), it abuses the fact that Hawlucha is still a pokemon that's only not considered banworthy due to the lack of a good setter but can still decimate entire teams on its own. Then adds two abusers of Electric Terrain (:Iron Leaves: :Iron Jugulis:) and 2 breakers (:Tinkaton: :Mamoswine:) that cover the team's weaknesses.



:SV/Pincurchin:

Pincurchin is here to setup electric terrain and take some hits, you mostly dont want to use Pincurchin as a lead because its very passive and this team can battle this by having enough momentum to end the game in the duration of 2 or 3 electric terrains. So you commonly just use another mon as a lead and click Pincurchin when you feel it can enter safe (or you want to tank a luster), Pincurchin doesnt have much options to use as a movepool, spikes is there to be able to click something on mons that cant do anything against it like Skarmory, Slowking and Fezandipiti, Scald can be used if you expect a ground type to switch in (although its almost always better to do a double), Memento is the only pivot move that Pincurchin learns and its there so that they cant stall your electric terrain turns and you can setup with Hawlucha, Tinkaton or Iron Leaves the next turn (Be careful about wasting electric terrain though!), Thunder Wave is cheap memento that you can use on the mons setting up on your face.

:SV/Hawlucha:

Hawlucha is a cheap mon and everyone knows it, hell, feel free to use whatever set you want on it with this team. Any set from hawlucha can get you a 6-0 in the right conditions, This hawlucha is weirder in that it has tera flying but +2 Acrobatics Tera Flying can kill any mon teraing in your face to wall the Acro/CC at +2 (mostly Sinistcha). But you can use whatever you want since Hawlucha will always be a Hawlucha. Be careful about not wasting Electric Terrain before you can get it in, Hawlucha is also a good lategame mon so dont use it too early.

:SV/Tinkaton:

Tinkaton SD actually covers a lot of MUs! 315 speed is a respectable benchmark in this meta and most mons cant ohko Tinkaton so you can use it as a revenge killer or to 6-0 teams that are too Latios dependant or Sand Dependant which in turn makes them weaker to Tinkaton. Bulldoze at +2 also ohkos heatran and unless they have the pokepaste a lot of people dont expect it so that's also cool. Gigaton/Play Rough/Bulldoze has a good mu into most teams that dont have a Skarmory, and this team already has too many mons that Skarmory has to wall so it will most likely already be worn out when you get the Tinkaton in.

:SV/Iron Jugulis:

This is actually a funny set! Choice Specs Quark Drive Spa Iron Jugulis hits like a nuke, there arent many mons that can enter on this without having to rely on predict (to not say none). So you can get it on a free turn and kill a pokemon if you can hit the Hurricanes/Focus Blast, speaking of, Focus Blast is there for midgrounds and for Heatran, when you want to click Hurricane into the fighting type but dont want Tyranitar/The Steel or Electric Type Immune to Ground entering so you just click Focus Blast and get the OHKO/2HKO.

:SV/Iron Leaves:

Most players underestimate Iron Leaves because its an Iron Leaves, but Grass/Psychic is actually not that bad of a typing to setup with, you can enter on a Ground Type or similar, force them to switch and instead click Swords Dance, which most of the time is just a OHKO to any mon (+2 Psyblade on eterrain can even kill a latios!), its weaknesses is mostly the Priority mons in Lokix/Scizor, but you can play around it if you play careful enough and can even click Tera Fighting if you want to get rid of Lokix, Leaves also baits Skarmory in and clicks Wild Charge to get it out of the game.

:SV/Mamoswine:

Mamoswine covers a lot of things in this team, it can setup hazards with rocks, can revenge kill with Ice Shard and can beat stall with Icicle Crash Never Melt Ice Tera Ice, that's the trinity of things you want to do when you have Mamoswine on the field. Its also a good lategame cleaner due to how hard it hits and Ground/Ice is a bs typing. (Rotom Wash gets worn out by trying to wall the annoying threat in Tinkaton!) Mamoswine its simply a good mon in this team that can do a lot of things.

:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs PDT :Greninja: :Ribombee: :Sinistcha: :Latios: :Zapdos Galar: :Excadrill:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs StepC :Ninetales Alola: :Mew: :Slither Wing: :Revavroom: :Krookodile: :Latios:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs Seraphz :Excadrill: :Tyranitar: :Sinistcha: :Heatran: :Rotom-Wash: :Gardevoir:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs FoulplayG :Lokix: :Latios: :Azumarill: :Thundurus: :Excadrill: :Cobalion:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: W vs Olivia :Jirachi: :Latios: :Mandibuzz: :Skarmory: :Keldeo: :Excadrill:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: Ladder Peak 1617 :Keldeo: :Cobalion: :Lokix: :Sandy Shocks: :Excadrill: :Latios:
:Pincurchin: :Hawlucha: :Tinkaton: :Iron Jugulis: :Iron Leaves: :Mamoswine: Vs Ladder Stall :Skarmory: :Blissey: :Clodsire: :Mandibuzz: :Toxapex: :Hydrapple:

Ladder Peak: Second on Ladder with 89% GXE
View attachment 862353
Very cool! And sick sets. Looks like it plays alot differently than the one I made. Completely different team tbh with swine>pert and sp. Atk booster Jugulis and speed booster Leaves
 
:latios: :skarmory: :basculegion-f: :zapdos-galar: :heatran: :gastrodon:

BO featuring CM Latios and Basculegion that i had some success with lately on ladder and playing some friendlies with solid players. Honestly the main idea was a more offensively oriented spikes BO to support CM Lati sweeps, but those 6 ended up favoring games where Heatran and Basculegion clicking buttons would carry more than Lati lol.

Latios was the main wincon but as I said above it felt a bit slow in get going so feel free to try some other set like CM Psyshock with Tera Steel or Trick Specs with Psyshock to help with the stall matchup.

Skarm + Basc is the spikes + spinblock core, with Basculegion giving the team a more offensive direction than your classic Skarm Sinistcha spikestack teams. I always felt like Scarf Basc just falls short in accomplishing stuff, being in the middle of the road of being either a good revenge killer or doing significant damage with Scarf, but Specs sets makes better use of its strenghts imo even if you have to give up another slot to cover speed control.

Basc has been pretty good at getting opportunities to get on the field through Zapdos u-turns and then mindlessly click a STAB button and seeing something drop. Originially I had Timid Basc so I could be a bit safer into spinblocking Exca if needed but I felt like it barely came into play in practice so I just greeded out on Modest, but feel free to try Timid as well. It also has some nice synergy with Gastro giving you the option to mix it up with more agressive turns vs stuff like Heatran/Keldeo/Revavroom. I wasn't high on Ice Beam on Basculegion at first but it gives you a nice easy button to avoid mind games specifically vs some fatter builds with something like Water Absorb Clod + Spdef Mandi.

While Gapdos has never been an amazing pokemon for me, it does give this team exactly what it needs for this slot: Revenge Killer, Strength Sap/Defog punish, momentum generator for basc, Knocker that baits in Fezandipiti/Slowking, something that can help mixing up my switches/midgrounds vs stuff like exca/serp/slither/conk/kix, revenging CM Latios with some chip, while still having enough offensive pressure to make use of those traits mentioned.

Heatran is just your basic solid Pokemon into like 90% of the matchups, you're always gonna get some value from it either through its defensive typing, taunt + magma being really annoying for lots of fatter teams or tera + magma punishing a strong breaker that could get out of control for the rest of the team (assuming you do hit magma ig). Dragon Pulse was chosen to cover Hydreigon and Tera Dragon Serp matchups, but Dark Pulse or even Protect also can work fine on that slot.

For the last slot I originally had rocks Krook to be a bit more solid into stuff like CB Ttar/CB Harc and disrupting Defog Mandi and having some offensive pressure, but the team ended up having issues with some Pokemon like Thundurus, Gren, some Heatrans, Jugulis and even Rotom-Wash getting momentum fairly easily. While Gastro isn't perfect at all into some of those, it did give one less entry point for something like Jugulis, and in practice i felt like it wasn't hard to limit CB Ttar/CB Harc breaking because of how prone they are to hazards/chip which something like Thund is way harder to punish. Having Gastro also means that Heatran either needs to be played perfectly to get past it or it needs to tera, which opens up Latios clicking its moves without needing Surf/Aura Sphere. Ice Beam was chosen on Gastro to be able to pop Heatran/Revavroom baloon and hits Jugulis/Thund harder, making it able to stick more damage into them without needing to rely on poison chance.

Eventually I'm gonna drop other teams that I've been testing atm, but this one easily felt like a super solid team into what I've been seeing so far in the meta.
 
Last edited:
Back
Top