SV Ubers 呪いの王 — SV Ubers Elo Record (Peak #1, 1978 Elo, 94.3% GXE)


呪いの王.png
KoraiNormal.pngMolaShinyNormal.pngLunaNormal.pngShinyGalarianWeezingNormal.pngTTarNormal.pngAmoongussNormal.png
(click sprites for pokepaste :)

『竈 ∙ 開』


Hello and welcome to my RMT qwq

I first had the idea to make this team back in July of last year when I wanted to try to build a fun Bulky Balance team around Scarf Korai, Mola and Future Sight. During the Mirai meta I managed to reach 1868 Elo despite a massive threat to Balance teams in Life Orb Mirai being extremely popular, and after it got banned I thought I would try to make a run for Elo Record (starting from around mid 1600s to the previous Elo Record 1954 by Fardin ) and RMT it so hopefully more people would try out Balance in this Webs and HO infested tier (which I'll be taking a break from, this was way too exhausting); and while it took me a couple months, I can finally present my favorite team I’ve built during my one year of playing Ubers :3

1978 - SV Ubers Elo Record.png
Hounds of Fate.png

:koraidon: :alomomola: :lunala:
The first time I peaked Ubers was using a KoraiMola Balance with Specs Kyogre as a breaker and the other Mons to support with Hazards, Removal and Pivoting; I figured I should just try the same thing here except that my breaking tool would be FSight. Scarf Korai is excellent speed control as it outspeeds the entire unboosted Meta and would be my main tool against offensive teams, while Mola can easily switch into many physical threats or passive walls and Flip Turn out to Korai or another teammate to apply pressure, as well as WishPass in longer games which just keeps the team functional. Next was FSight and it was something I've been wanting to try on a serious team for a while. Since I only really played AG and Ubers before, I've never seen it in use, but when I did I was fascinated by how brutally it would destroy defensive cores when paired with teammates that could abuse it; sure their Dondozo or Dachsbun might wall Korai forever, but it can't afford to have to take an FSight on the same turn, and vice versa for special walls which will get pressured by Korai. I wanted the FSight user to have some bulk, reliable recovery for longer games, and STAB on the move as well as at least have decent Special Attack so that the FSight would do a good chunk to SpDef Gliscor which was pretty popular when I built the team. I ended up deciding on Lunala as the user (I did consider Mewtwo for its access to Knock Off as another way to create FSight pins) because of its superior bulk to the other users, and with Teleport it could set up the FSight then safely pivot to whichever Mon would be best suited to create a pin (I did eventually try out different moves over it however), while with Shadow Shield it could also contribute in the offense matchup by trading HP off a potential threat to the rest of the team.

:koraidon: :alomomola: :lunala: :weezing-galar:
Next I wanted hazard removal, Scarf Korai is extremely important in the HO matchup and I can't afford it to be slowed down by Sticky Webs, not to mention it's extremely vulnerable to chip damage in drawn out games and I would need to bring it in often to pressure special walls and abuse FSight. On the Specs Ogre Balance that I mentioned earlier I had Corviknight as a Defogger, but back then Webs was far less dominant and Corviknight can't really keep off Webs against a Ribombee because they will just repeatedly set them up each time you Defog (and yes, for some reason Webs is the only entry hazard that doesn't have its PP affected by Pressure so Defog will run out of PP before it). Iron Treads seemed like an option as it also doubled as a fake Mirai check, but Arceus-Ghost webs had just started popping up, so if you spammed spin repeatedly into Bee you would just eventually outspeed it, it gets the Webs up and switches to Ghosty and now you're fucked (unless you're willing so waste a slot on Iron Head so you could KO Bee once you're faster but I didn't want to do that. Also I just hate Iron Treads :) So what I needed was a Mon that could put Bee on a timer and spam Defog to ensure it stays off and preferably also do something else for the team... enter Galarian Weezing. With its Poison-Fairy typing, access to Defog and Toxic it matched up very well into Ribombee, and (assuming no Stun Spore paralysis bs) would keep off the Webs to let Korai function effectively. Neutralizing Gas was really more of a bonus that let it contribute in other ways to the team like punishing a Gliscor that's been sitting on the field for a while or denying opposing Korai its Orichalcum Pulse Attack boost so Weezing could check it better.

:koraidon: :alomomola: :lunala: :weezing-galar: :tyranitar: ( :gliscor: )
Since I originally built the team in the Mirai meta, I had Gliscor as my mandatory Ground type of the team. Aside from its Electric immunity it also provided Stealth Rocks and Knock Off which is another great way to abuse FSight, importantly it lets me threaten Ho-oh which would otherwise be able to handle FSight if I only had Korai to make pins (not comfortably as it would take well over 50% from the combined attacks, but with good switches to Regen back up it would be very annoying to break). After Mirai's ban I sticked to Gliscor for a while but eventually when people figured out the new premier special attacker in offensive Eternatus, it became clear that Gliscor wasn't pulling its weight on the team and I could probably get more value out of the slot by replacing it. Now what led me to stumble upon TTar was actually not Etern or Lunala or any other special threat that would pressure Gliscor, it was Ekiller. I had been using Tera Steel Lunala as my main Ekiller check so far and of course it's not great that you have to Tera something just to be able to handle a matchup. Around late October I had just suffered a pretty crushing loss to Ekiller and during my exams that afternoon I was just brainstorming for mons that could work and it just appeared to me.

TTarChange1.png
TTarChange2.png

It can get up my Rocks, create FSight pins with Knock, check Sub Tera Flying Ho-oh&Ekiller, and helping with LOrb Etern was valuable too. Now of course Sand is anti-synergy with Lunala's Shadow Shield and Moonlight but in practice it mattered alot less than you would think. In offense matchups I often just set up the sun again before Luna was needed just because I rely so heavily on Korai to apply pressure, and in more drawn out games where I use TTar to threaten Knock a lot, Shadow Shield matters much less because the Mons you set up FSight on aren't really threatening you anyway. As long as you keep in mind that you don't want Luna in when Sand is up, it's not hard to avoid those bad positions.

:koraidon: :alomomola: :lunala: :weezing-galar: :tyranitar: :amoonguss:
Now so far there is still a massive defensive hole in my team as I have no real special wall yet. The Mirai meta context matters here as in any other scenario I would have just mindlessly chosen Blissey and gotten it over with, however the most common pivot Mirai set would completely destroy it with U-Turn to chip you down and Taunt to deny healing. The Mon I chose would have to matchup well into pivot Mirai so I don't get eaten alive, not to mention the other special threats like Kyogre and Calm Mind Arceus running around. I'm not sure what clicked in my mind in that moment, but when I tried to think of something that annoys both Kyogre and Mirai, I had a vivid image from when just started Ubers and was trying to peak with my Specs Ogre Balance and I ran into someone on ladder (I think their name was like OwlInDaylight or something similar) using an Amoonguss and it took barely 50% from my Modest Specs Kyogre's Ice Beam, I calced it later and it was for sure Assault Vest max SpDef. After running some calcs with the set, I realized it was exactly what I needed.
AmoongussChange.png

Mirai's Draco would do 44% max and I could safely switch out to SpDef Gliscor on the next turn for Regen, and it tanked Kyogre Ice Beam like nothing else. The real cherry on top though was Clear Smog so that I can even stop CM Arcs and Ogre from getting out of hand. After Mirai's ban I did consider Blissey in this slot, but Amoonguss had grown on me and Blissey can be easily stalled out of Soft-Boiled PP by CM Boots Ogre using hit-and-run tactics, forcing you to waste a Soft-Boiled everytime you come in to check it. Amoonguss is just too perfect here.

And just like that the team was completed, now I'll explain the individual Sets :3




THE TEAM




呪いの王.gif

『龍鱗 ∙ 反発 ∙ 番いの流星』

:koraidon:
伏魔御廚子 (Koraidon) @ Choice Scarf :choice-scarf:
Ability: Orichalcum Pulse
Tera Type: Fire
EVs: 56 HP / 252 Atk / 64 Def / 136 Spe
Adamant Nature
- Low Kick
- Flare Blitz
- U-turn
- Outrage

Roles: Speed Control, Revenge Killer, Endgame Cleaner, FSight Abuser

Used to offensively check: :koraidon:(Non-Scarfed):zacian-crowned::kyogre::kingambit::necrozma-dusk-mane::calyrex-ice::arceus-ground: (offensive):arceus-ghost:(offensive):arceus-flying:(offensive):deoxys-attack::kyurem-black::rayquaza::mewtwo::clodsire::skarmory::corviknight::blissey::tyranitar::garganacl:

In a Meta as offensive and volatile as SV Ubers, Scarf Korai is the most important member of the team. The set is pretty standard with Low Kick for a spammable STAB move, Flare Blitz which is effectively STAB and hits Fairies, U-Turn to pivot, and Outrage can 2HKO checks like Ho-oh and Skeledirge, as well as being needed to clean up certain endgames. This EV spread is my personal favorite for Adamant Scarf Korai and you maybe have seen it on 8truc 's pre-Mirai ban peaking Kingambit HO because I passed it to him. As for the choice of Ada instead of Jolly, on a Bulky Balance like this where I'm relying on Korai so heavily for the Offense MU, there is basically no chance I'm going to risk the entire game on a potential speed tie with the opposing Scarf Korai; and if I'm not ever going to be going for the tie anyway then I can just go with Ada for more power while not missing on any crucial speed benchmarks. With Adamant and max attack investment Korai hits extremely hard and can clean up endgames easier than Jolly would, the speed lets you outrun +1 max speed Adamant Arc, 56 in HP let’s you always survive a Dynamax Cannon from defensive Etern and avoid a 2HKO from defensive Arceus-Ground's Judgment, and with the defense EVs as well you can live Brave Bird from defensive Ho-oh even after Rocks and almost always live +2 Tera Normal Extreme Speed from Ekiller. Of course a Jolly spread with just 252 252 wouldn't change how you play it and definitely could help in some cases such as leading vs a Scarf Bee, however you won't be able to tell whether its Scarfed or Sashed from preview and if it's Sashed and you lose your only speed control, you basically just lost, so I personally still prefer Ada. Tera Fire boosts Flare Blitz to nuclear levels and often you can Tera Fire Flare Blitz into a resist like opposing Korai once they are chipped so that you're covering for a potential Tera as well.
And I can't stress this enough: Korai is your main wincon vs HO so please do not play it too recklessly, make sure you scout for potential Teras before clicking and familiarize yourself with with ranges Korai can KO things from.

Korai Calcs:
252+ Atk Orichalcum Pulse Koraidon Outrage vs. 248 HP / 252+ Def Ho-Oh: 228-268 (54.9 - 64.5%) -- guaranteed 2HKO
252+ Atk Orichalcum Pulse Koraidon Low Kick (120 BP) vs. 0 HP / 0 Def Tera Fire Zacian-Crowned: 262-309 (80.6 - 95%) -- guaranteed 2HKO
252+ Atk Orichalcum Pulse Tera Fire Koraidon Flare Blitz vs. 0 HP / 4 Def Koraidon in Sun: 195-230 (57.1 - 67.4%) -- guaranteed 2HKO
252+ Atk Orichalcum Pulse Tera Fire Koraidon Flare Blitz vs. 248 HP / 0 Def Arceus-Flying in Sun: 379-447 (85.5 - 100.9%) -- 6.3% chance to OHKO

0 SpA Eternatus Dynamax Cannon vs. 56 HP / 0 SpD Koraidon: 300-354 (84.5 - 99.7%) -- guaranteed 2HKO
0 Atk Ho-Oh Brave Bird vs. 56 HP / 64 Def Koraidon: 270-320 (76 - 90.1%) -- guaranteed 2HKO
+2 252+ Atk Tera Normal Arceus Extreme Speed vs. 56 HP / 64 Def Koraidon: 304-358 (85.6 - 100.8%) -- 6.3% chance to OHKO
+3 252 Atk Zacian-Crowned Close Combat vs. 56 HP / 64 Def Tera Fire Koraidon: 304-358 (85.6 - 100.8%) -- 6.3% chance to OHKO


TrueLove.png

“I want to have a connection with someone. I want to be needed by someone. I want the confidence to feel like it’s okay to live.”

:alomomola:
真贋相愛 (Alomomola) (F) @ Heavy-Duty Boots :heavy-duty-boots:
Ability: Regenerator
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Protect
- Chilling Water

Roles: Defensive Wall/Pivot, Wish Passer, Knock Off Absorber

Checks: :koraidon:(Scarf/SD if you Tera):zacian-crowned::necrozma-dusk-mane:(defensive DD&offensive without Photon Geyser):calyrex-ice::arceus-ground:(DD):Ho-oh::landorus-therian::giratina-origin:(physical):groudon::gliscor::skarmory::corviknight::tyranitar::alomomola::dondozo::blissey::garganacl::clefable:

Mola is the primary defensive answer to most physical threats and most of the time you'll be switching it in just to Flip Turn out to another teammate (usually Korai) to keep applying pressure. Wish+Protect+Flip Turn lets Mola recieve or pass its Wishes, and I chose Chilling Water over my personal favorite Play Rough (or Scald for the fake people that use it, seriously that move is a scam if you're trying to win consistently) because I need a way out against defensive DD NDM and Taunt Bulk Up Korai, and Weezing is handling the SD Korai MU anyway so I may as well try to cover other MUs. Against DD NDM especially it has been great, you'll just keep removing their Attack boost and they aren't doing anything back with Knock or Sunsteel Strike (and of course if it's revealed to be Knock+Photon Geyser then TTar walls), just keep track of PP usage because Chilling Water and DD both have 32 PP so you want to make sure only to match their DDs, no more. Chilling Water can also be used sacrificially in cases where you dont mind losing Mola but need to make sure they can't DD up, usually this is against Groundy. The EVs are just for the physical bulk and min speed for as slow of a Flip Turn as possible. I originally had Tera Rock for Sub Tera Flying Ho-oh but I changed it to Fairy after adding TTar and there were a lot of games where I wouldve won if I had it as an option to deny opposing Korai Scale Shot after Weezing was KO'd early.
And while Korai is the one thing holding the team together against an HO team, Mola is the same but for bulkier teams, you get so many free entry points against Mons like NDM, Ho-oh, Lando, Physical Gira-o, Gliscor (depending on the set, but if you have to let something get Toxic'd, Mola is one of the safer options), TTar, Dondozo etc. and you can just Flip Turn out for a free switch to put on some pressure. And WishPassing is also almost like a defensive counterpart to FSight; while FSight let's you break with a Mon that normally wouldn't be able to, Wish lets you heal up mons that you normally can't and keep them functional throughout the whole game.

Mola Calcs:
252 Atk Orichalcum Pulse Koraidon Outrage vs. 252 HP / 252+ Def Alomomola: 223-264 (41.7 - 49.4%) -- guaranteed 3HKO
+3 252 Atk Zacian-Crowned Wild Charge vs. 252 HP / 252+ Def Alomomola: 452-534 (84.6 - 100%) -- 6.3% chance to OHKO
+1 252+ Atk Earth Plate Arceus-Ground Earthquake vs. 252 HP / 252+ Def Alomomola: 255-300 (47.7 - 56.1%) -- 85.9% chance to 2HKO


ChimeraShadowGarden.jpg

"With this treasure I summon..."
:lunala:
嵌合暗翳庭 (Lunala) @ Heavy-Duty Boots :heavy-duty-boots:
Ability: Shadow Shield
Shiny: Yes
Tera Type: Grass
EVs: 128 HP / 24 Def / 252 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Focus Blast / Teleport / Psyshock
- Moonlight
- Future Sight

Roles: FSight User, Defensive Wall, Emergency check for any out-of-hand threat

Checks most things with Shadow Shield intact, but mainly: :necrozma-dusk-mane:(offensive without Sunsteel Strike):calyrex-ice::kingambit:(after Tera):arceus:(non-Shadow Claw):arceus-ground:(DD,after Tera):eternatus:(without LOrb):flutter-mane:(after Tera):deoxys-attack:(after Tera):rayquaza::mewtwo::groudon::landorus-therian::alomomola::skarmory::corviknight::dondozo::blissey::garganacl:

Lunala performs best in long drawn out games where its strong FSight will be the main way to break through, but thanks to Shadow Shield it can check something at least once in the offense MU or scout out the move of something like Choice Band Korai. Boots let you preserve Shadow Shield even when hazards go up, Moongeist Beam is your big STAB move that you can click to trade damage onto something and being able to 2HKO most immediate threats, FSight the star of the show and can be used to break any defensive core with the correct play, and the last move is where you can customize a bit. Initially I chose Teleport for the pivoting option, but eventually I realized I wasn't really clicking it that much so after I dropped Gliscor I tried out Psyshock to hit Clodsire which seemed like it would be annoying. Eventually I switched to Focus Blast due to the team's general weakness to Gambit (HUGE thanks to Crossia for the suggestion that I didn't even consider, I guess I complained about Gambit a lot :3) and it's been working well so far (but the other 2 options can be great too, so I suggest you try them all out and see which you prefer). I originally had Tera Steel for the Toxic immunity and to check Kyurem-Black, but after adding TTar and making it Tera Steel too, I changed Luna to Tera Grass to 1v1 standard DD Groundy. Luna is also very solid against offensive Etern after you Knock Off the LOrb. The EV spread is just Modest max Special Attack, enough speed to outrun some fast Gliscor as well as offensive DD NDM, and the rest maximizes physical bulk. However don't be fooled into thinking you can use Luna recklessly, because of all the Special Attack I have, it can feel pretty frail once the Shadow Shield is broken, and again as long as you keep in mind to not have sand up when you'll need Luna to check something then you should be able to maneuver yourself to not get into that position.

Luna Calcs:
252+ SpA Lunala Moongeist Beam vs. 0 HP / 4 SpD Zacian-Crowned: 165-195 (50.7 - 60%) -- guaranteed 2HKO
252+ SpA Lunala Moongeist Beam vs. 0 HP / 0 SpD Kyurem-Black: 204-241 (52.1 - 61.6%) -- guaranteed 2HKO
252+ SpA Lunala Moongeist Beam vs. 132 HP / 0 SpD Arceus-Ground: 160-189 (38.6 - 45.6%) -- guaranteed 3HKO
252+ SpA Lunala Moongeist Beam vs. 0 HP / 0 SpD Rayquaza: 204-241 (58.1 - 68.6%) -- guaranteed 2HKO

+1 252 Atk Life Orb Tera Flying Rayquaza Dragon Ascent vs. 128 HP / 24 Def Shadow Shield Lunala: 303-357 (67.7 - 79.8%) -- guaranteed 2HKO
252+ SpA Eternatus Dynamax Cannon vs. 128 HP / 0 SpD Lunala: 184-217 (41.1 - 48.5%) -- guaranteed 3HKO
252 Atk Choice Band Orichalcum Pulse Koraidon Flare Blitz vs. 128 HP / 24 Def Shadow Shield Lunala in Sun: 216-255 (48.3 - 57%) -- 91.8% chance to 2HKO
252 Atk Orichalcum Pulse Koraidon Flare Blitz vs. 128 HP / 24 Def Shadow Shield Lunala in Sun: 144-170 (32.2 - 38%) -- 96% chance to 3HKO
+1 252 Atk Zacian-Crowned Behemoth Blade vs. 128 HP / 24 Def Shadow Shield Lunala: 146-172 (32.6 - 38.4%) -- 98.9% chance to 3HKO
(Showing without Shadow Shield Calcs because Luna will have to 1v1 the Groundy, not just trade for damage)
+1 252+ Atk Earth Plate Arceus-Ground Earthquake vs. 128 HP / 24 Def Tera Grass Lunala: 163-192 (36.4 - 42.9%) -- guaranteed 3HKO
+1 252+ Atk Arceus-Ground Stone Edge vs. 128 HP / 24 Def Tera Grass Lunala: 182-215 (40.7 - 48%) -- guaranteed 3HKO


JacobsLadder.png

"O' Light. O' all-purifying light. Erase his sin, guilt, and sorrow. And guide him."
:weezing-galar:

邪去悔の梯子 (Weezing-Galar) (F) @ Heavy-Duty Boots :heavy-duty-boots:
Ability: Neutralizing Gas
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Toxic
- Pain Split
- Defog

Roles: Hazards Remover, Defensive Wall

Checks: :koraidon::gliscor::alomomola::blissey::tyranitar::garganacl::clefable:

With Neutralizing Gas to get rid of opposing Korai's Orichalcum Pulse Attack boost Weezing becomes a great check to SD sets as you live even +2 Adamant Flare Blitz from them and with your Fairy typing you deny their Scale Shot boost, so even if they Tera Fire to KO you, you can safely revenge with your own Korai and if they switch out they'll take 25% upon entry from Rocks and kill themselves with recoil if you just Tera Fairy Mola. Like most of the other defensive Mons I have Boots on Weezing just so that the team can still fuction if hazards stay up for a while. Dazzling Gleam over Strange Steam is purely because I have way too much trauma losing games from missing Sacred Fire from Ho-oh so if I have a perfect accuracy option like DGleam you bet I'm choosing that instead of the slightly stronger option. Toxic let's you put Ribombee on a timer so you can keep webs off and Pain Split is just a healing option in case you can't go through the hassle of WishPassing and losing turns. For the EVs I just went 252 252 as that is literally exactly enough to take the +2 Ada Flare Blitz I mentioned and the last 4 I put in speed because Weezing is actually same speed as Grimmsnarl, and since Grimm won't ever invest in speed because Prankster, you will always outspeed them and can ensure that they get 1 screen up at most by just clicking DGleam and Defog. Tera Water is just to take tank Flare Blitzes or Behemoth Blades in a pinch and get off some chip or a Defog.
Another thing to note is that I don't suggest leading Weezing into Bee, usually you'll want to lead Mola (if you don't know its item or know it's Scarfed) or Korai (if you know it's sashed) to get some chip off and make sure you dont get tricked a Scarf.

Weezing Calcs:
0 SpA Neutralizing Gas Weezing-Galar Dazzling Gleam vs. 0 HP / 4 SpD Koraidon: 304-360 (89.1 - 105.5%) -- 25% chance to OHKO

+2 252+ Atk Koraidon Flare Blitz vs. 252 HP / 252+ Def Neutralizing Gas Weezing-Galar in Sun: 281-331 (84.1 - 99.1%) -- guaranteed 2HKO
0 Atk Gliscor Earthquake vs. 252 HP / 252+ Def Neutralizing Gas Weezing-Galar: 134-158 (40.1 - 47.3%) -- guaranteed 3HKO


DeadlySentencing.jpg

"Even if I'm the only one, I want to keep my eyes open."
:tyranitar:
誅伏賜死 (Tyranitar) (F) @ Heavy-Duty Boots :heavy-duty-boots:
Ability: Sand Stream
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 128 Def / 120 SpD / 12 Spe
Careful Nature
- Knock Off
- Stealth Rock
- Roar
- Rest

Roles: Defensive Wall, Rocker&Knocker, Fsight Abuser

Checks: :eternatus::ho-oh::arceus::lunala::arceus-ghost::arceus-flying::kyurem-black:(after Tera):flutter-mane:(after Tera):giratina-origin::blissey:

TTar is mainly here for Eternatus, Ho-oh, non-Focus Blast Lunala, and Ekiller as well as its Rocking and Knocking duties. While I probably should be using Dragon Tail over Roar so that I can Phaze without fear of Taunt, Roar let's you play the FSight Lottery against mons with Protect so I had to try it out >:) For the EVs I just went 12 speed to creep other TTars that have popped up on stalls so that you can get the faster Roar, enough defense to live 2 Earthquakes from Gliscor (because while I personally don't think EQ is a good move on Glisc as most mons that answer you don't care about the chip, against my team a generic Toxic, Spikes, EQ, Protect set can be annoying so I want to be able to stall as many turns as possible for more Toxic damage when I switch to Weezing) and rest is dumped in SpDef. Tera Steel helps when you're at low health against Etern and also lets you deal with Fairyceus in case you really need Rocks up or they are using the bad Tera Steel instead of Poison on their Demon set and Amoonguss can't deal with it. Against Balances you'll be relying on TTar for progress quite a bit so just keep that in mind.

TTar Calcs:
0 Atk Gliscor Earthquake vs. 248 HP / 128 Def Tyranitar: 168-200 (41.6 - 49.6%) -- guaranteed 3HKO
0 SpA Eternatus Dynamax Cannon vs. 248 HP / 120+ SpD Tyranitar in Sand: 81-96 (20 - 23.8%) -- guaranteed 5HKO
252+ SpA Life Orb Eternatus Dynamax Cannon vs. 248 HP / 120+ SpD Tyranitar in Sand: 136-161 (33.7 - 39.9%) -- guaranteed 3HKO
252+ Atk Tera Flying Ho-Oh Brave Bird vs. 248 HP / 128 Def Tyranitar: 118-139 (29.2 - 34.4%) -- 5.5% chance to 3HKO


Hanami.png

"Thou shalt become a sage... through death."
:amoonguss:
朶頤光海 (Amoonguss) (F) @ Assault Vest :assault-vest:
Ability: Regenerator
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Clear Smog
- Grass Knot
- Sludge Bomb
- Foul Play

Roles: Defensive Wall, OTR Punisher

Checks: :kyogre::arceus-fairy::arceus-ground:(CM):arceus-water::arceus-flying:(after Tera):arceus-ghost::lunala:(after Tera if Psyshock):necrozma-dusk-mane:(OTR, offensively checks under TR):calyrex-ice:(offensively checks under TR):flutter-mane:(after Tera if Psyshock):alomomola::dondozo::garganacl::clefable:

With AV Amoonguss's bulk is comparable to max SpDef Ho-oh (and if you've ever seen that used you should know how crazy this is) and its amazing defensive typing let's it check the special attackers of the tier very well like Choiced Kyogre, CM Kyogre, CM Arcs, and non-Psyshock Lunala (and even Psyshock ones lose if you Tera, though you also have TTar for that). You do substantial damage to Ogre and Groundy with Grass Knot and can fish for Sludge Bomb poisons on Arceus-Fairy, all while erasing their stat boosts with Clear Smog and in a pinch you can always just switch out to Shadow Shield Lunala for some free Regen. Because of Amoonguss's low speed, it can also be used as a way to punish OTR mons or Hard TR teams by outspeeding them in their own element and hitting them hard with a Foul Play. The EVs are just to get as much Special Defense of course and Tera Steel helps against Psyshock (and Ekiller if TTar got KO'd early) while not making you weak to Fairy like Tera Dark would. Amoonguss will be put under alot of pressure if there are multiple special threats so you'll need to make some good Regen switches and hopefully just overpower them with Korai before it becomes too dire.

Amoonguss Calcs:
0 SpA Amoonguss Grass Knot (120 BP) vs. 240 HP / 0 SpD Kyogre: 168-200 (41.8 - 49.8%) -- guaranteed 3HKO
+2 252+ Atk Amoonguss Foul Play vs. 248 HP / 0 Def Calyrex-Ice: 382-450 (94.7 - 111.6%) -- 68.8% chance to OHKO
0- Atk 0 IVs Amoonguss Foul Play vs. 56 HP / 0 Def Shadow Shield Lunala: 134-158 (31.2 - 36.8%) -- 68.8% chance to 3HKO

176+ SpA Kyogre Ice Beam vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 128-152 (29.6 - 35.2%) -- 17.1% chance to 3HKO
+1 176+ SpA Kyogre Ice Beam vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 192-226 (44.5 - 52.4%) -- 17.6% chance to 2HKO
252+ SpA Choice Specs Kyogre Ice Beam vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 200-236 (46.4 - 54.7%) -- 59% chance to 2HKO
0 SpA Earth Plate Arceus-Ground Judgment vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 84-100 (19.4 - 23.2%) -- possible 5HKO
252+ SpA Lunala Moongeist Beam vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 103-123 (23.8 - 28.5%) -- 96.4% chance to 4HKO


LEADS&LINES
If you play Bulkier teams a lot then you can prob skip this, but if you don't then I'll list out some common stuff to do

Generally can't go wrong with Korai lead if you're unsure.

:ribombee:
Against Ribombee whose item you don't know you'll want to lead Mola and Flip to Weezing to keep it safe from potential Trick Scarf, if you know it's Sashed then lead Korai for some more U-Turn Chip and go to Weezing.
Your general gameplan vs HO is always to use your defensive pieces to check and trade off health from their offensive threats, revenge with Scarf Korai and to set up an endgame for Scarf Korai. Above all else you want to deny opposing Korai to get Scale Shot Boosts, and in the Webs MU ensure you keep the Webs off to guarantee that your Korai can actually revenge KO and clean up.

:deoxys-speed:
Lead Luna to KO and still threaten damage on what they bring in after, or TTar and force them into a 50/50 on whether to Taunt or get Hazards.
Your general gameplan vs HO is always to use your defensive pieces to check and trade off health from their offensive threats, revenge with Scarf Korai and to set up an endgame for Scarf Korai. Above all else you want to deny opposing Korai to get Scale Shot Boosts to guarantee that your Korai can actually revenge KO and clean up, and vs Deo-S you want to still try to Defog away the Hazards later if possible because Scarf Korai coming in on a Spike a couple times could lead to risks against a potential Gambit endgame which is common on Deo-S teams, but nowhere need as pressing as needing to Defog away the Webs and you can let the Hazards stay up sometimes because it is still managable.

:glimmora:
Luna if you don't think you'll mind the poison, or Korai U-Turn to Amoonguss and Grass Knot spam but you'll have to try and Defog later.
Your general gameplan vs HO is always to use your defensive pieces to check and trade off health from their offensive threats, revenge with Scarf Korai and to set up an endgame for Scarf Korai. Above all else you want to deny opposing Korai to get Scale Shot Boosts to guarantee that your Korai can actually revenge KO and clean up, and vs Glimm its pretty much the same deal as vs Deo-S except that the lead can be more annoying because of Mortal Spin. The important thing however though is that TSpikes are easily soaked up so at most Korai will have to deal with Spikes.

BO/Balance
Against both you can lead Korai or Mola, sometimes I even lead Amoonguss to try to catch a Fairyceus/Ogre counter-lead, not like if you get the lead wrong you're in a horrible position anyway.
Balance especially has a hard time breaking this team so if you just answer their threats accordingly, get up your Rocks, Defog if they have Spike stackers, and eventually they will crack under the pressure of TTar's Knock Off/Roar and Luna's FSight.

Stall
Against Stall I usually lead TTar into the Gliscor and Roar on the Protect so they'll have to find a turn to come in and get the Toxic Orb activated safely, and they better have a secondary Knock absorber if they want to keep all their Boots.
This MU is basically unlosable as Galarian Weezing can easily punish and Defog on standard Stall Gliscor that doesn't use EQ as well as Rocks Blissey/TTar, so Hazards are managable even if some of your Boots get Knocked in the long run. From there it's just a matter of getting in Luna in safely and setting up FSights to create pins and breaking through with Korai and TTar.

The defensive answers to threats are:

Scarf :koraidon:
Mola will always check it and can Flip Turn out if they didn't U-Turn, if they click Close Combat or Outrage you can just switch to Weezing to not risk a Crit and get free Regen.

SD :koraidon:
Weezing and KO them or force a Tera and revenge with Korai. I sometimes also go Mola right after switching Weezing in on the SD to get more Flare Blitz recoil and potentially bait the Tera Fire.

Banded :koraidon:
Dance around it with Mola, Luna and Weezing, nothing impossible.

Taunt Bulk Up :koraidon:
The moment BU is revealed, go hard Mola and spam Chilling Water until sun runs out; once the sun is over, Flip to Luna and pick it off.

:zacian-crowned:
Mola on the likely SD, live the +3 Wild Charge and Flip to Korai.

Specs :kyogre:
Amoonguss to scout the move, then switch for regen. To Korai if Water move, TTar/Mola if Ice Beam.

CM :kyogre:
Amoonguss, neutralize the boost and get your chip. Don't bother trying to 1v1 it, but once it's in Korai range you can hard switch to it even on an Ice Beam as long as it's unboosted.

CM :arceus-fairy:
Amoonguss will always beat this and you can try to catch a switch with a potential Sludge Bomb Poison. For the rare Tera Steel IDCM ones you'll have to sack something then go TTar to Tera and Roar, and after that they have a Fairyceus weak to Korai.

CM :arceus-ground: / :arceus-ghost:/ :arceus-flying: / :arceus-electric:
The harder CM forms to deal with. Amoonguss does decent damage to Groundy and you can use Luna as a Pivot for some Regen. If it clicks Tera Poison then you can do the funny thing of setting up an FSight and Clear Smog away their SpDef boost to get some huge damage.
Ghosty is usually on Webs and is either defensive CM which loses to TTar, or fully offensive and is easily brought into Korai range.
Flyceus will be checked by TTar and give you Rocks if it’s IDCM but Taunt CM ones will force you to Tera Amoonguss. It’s usually using an offensive EV spread however so Korai can offensively check it too.
Eleceus is checked by both TTar and Amoonguss pretty easily and it’s another Arc that is usually offensive and can be kept in check with Korai.

:lunala:
Lunala is dangerous when you don’t know its coverage. It’s always going to have Moongeist Beam + CM/Meteor Beam + 2 of Moonlight/Psyshock/Focus Blast/Moonblast. TTar checks any non-Focus Blast variants and Amoonguss checks any non-Psyshock variants; try to scout out the set by baiting a move into one of them and switching, then use the according mon to deal with it once the set is revealed. If worse comes to worst you can always Tera Amoonguss to check it no matter what.

:kingambit:With Tera
Mola and slow Flip to Korai or Lunala and Tera, or just hard to Lunala if you preemtively Tera'd it earlier in the game already. If you are using Focus Blast on Luna then just go for it, and even if not, you want to hit 2 Moongeist Beams so that it's in Korai Low Kick range even if they Tera Fire.

DD :arceus-ground:
Tera Lunala and 1v1 it.

LOrb :eternatus:
Knock it off and Luna Checks it.

Ekiller/BUkiller :arceus:
TTar for SD ones, if they reveal EQ then it's most likely not Shadow Claw so Luna will manage.
Mola once BU is revealed and spam Chilling Water, they will be forced to reveal their set to preserve ESpeed PP and then either TTar or Luna will beat it directly.

Sub Tera Flying :ho-oh:
TTar and you can even get Rocks up.

:deoxys-attack:
Tera Luna and just Moonlight to full everytime you come in to check it, they'll wear themselves down with LOrb recoil and Rocks.

DD :kyurem-black:
Tera Steel TTar and you can even get Rocks before Roaring.

DD/SD :rayquaza:
Luna to trade off some HP, with the Dragon Ascent defense drop you'll do around 75% which leaves it in Korai Low Kick range.

Defensive DD :necrozma-dusk-mane:
Mola and neutralize the DDs with Chilling Water, just be aware of PP.

OTR :necrozma-dusk-mane:
Luna always beats the usual Photon EQ ones, and Amoonguss checks any set once TR is set up.

OTR :calyrex-ice:
Mola and full HP Luna deal with it before TR and Amoonguss beats it after TR.

THREATLIST
Trailblaze :zacian-crowned:/ Psychic Noise:ribombee:+:zacian-crowned:
Extremely reliant on Korai to deal with Zac by outspeeding so anything that messes that up is an issue. Only ran into the Psychic Noise Bee thing once but it was an absolute disaster. You'll be forced to Tera Fire Korai to deal with the Zac and most likely die to recoil, at which point you've lost your speed control and need to hope the rest of the team trades well into theirs.

Substitute:zacian-crowned:
Very annoying, will need to sack Lunala just to ensure Korai can threaten a revenge KO and they could always switch. Or you just Tera Fire Korai I guess but you'll be very low and weak to Rocks now.

:calyrex-ice:If Luna's Shadow Shield is broken
Basically if they know Amoonguss will punish their TR, they can just not set it up, and you're stuck in against the Caly-I with your Mola not doing any significant damage but too scared to pivot to anything else because you're faster with Flip Turn. If Luna is at full then you just go to it to live the +2 Glacial Lance with Shadow Shield but if its broken already then you'll have to sack something to bring in Korai and threaten them.

Tera Steel Iron Head:koraidon:, especially if Substitute
This set has been popping up more and more recently in UWL so I thought I should mention it; the main difference between dealing with this set and Tera Fire Flare Blitz is that you can't force recoil with Weezing and Tera Fairy Mola and Tera Steel let's them keep their Rocks resistance, you will basically always lose Weezing because you can't realistically tell this set apart from standard SD Scale Shot sets on preview. If they are Sub then Tera Steel TTar can help a bit and roar them out, if Low Kick then they can't Sub up so you can try to out offense with Korai and Luna while using Weezing and Tera Mola to deny speed boosts.

Water Absorb:clodsire:
Clod stops Mola from Flip Turning into your progress makers safely and passing Wishes to them which can complicate the breaking process alot. I do have plenty of replays linked where I beat bulky Clod teams but it is still a notable annoyance.

Crit&Parahax
So many of my losses were to these, all I can suggest is that if you identify something you'll need to deal with a threat (like Amoonguss for a TR threat or Mola for DD NDM) try to let something else take the TWave, usually Lunala.

REPLAYS






ACKNOWLEDGEMENTS
Jujutsu Kaisen has been my favorite manga that I read this year and it heavily influenced this team and the nicknames I chose. The idea of a World Cutting Slash that cannot be defended against is what really inspired me to try to make FSight work in Ubers as the pins it creates can feel just as impossble to guard against; the concept of an attack that cuts through existence and the world itself is very beautiful and I just wanted to bring it into this tier that I play. Gege Akutami has truly made something special I highly recommend you give JJK a read! :3
Special Thanks to Crossia for all the emotional support, and all my friends on Discord who don't really play Mons anymore but listened to my rants about the team and believed in me, I couldn't have done it without them qwq
 
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Lunala still checks ndm even with substeel, sunsteel does not bypass shadow shield just so u know btw.
yes i know, however +1 sunsteel will still 2hko after breaking shadow shield with the first hit while moongeist won't ko back. it's much safer to just go mola first to scout out the set and only going to luna after comfirming it's offensive photon since luna might still be needed for something else
 
By the way, is Sub Ho-Oh a bad matchup for you? Because I have had a game where I could just force out tyranitar as it goes for rest with koraidon, and a 0 sleep turn tyranitar switching in on a tera flying Ho-Oh doesn't win at all, and if tyranitar goes down, everything else does too.
 
By the way, is Sub Ho-Oh a bad matchup for you? Because I have had a game where I could just force out tyranitar as it goes for rest with koraidon, and a 0 sleep turn tyranitar switching in on a tera flying Ho-Oh doesn't win at all, and if tyranitar goes down, everything else does too.
as long as you make sure rocks stay up and also use luna to pivot around the ho-oh when ttar is vulnerable then its fine, try to get ttar in on recovers so you can burn sleep turns and wish up with mola when you can
 
really like the team! one thing im not too sure about is when i'm supposed to send ttar out in a game. I usually feel like i need luna's shadow shield up, but I also need rocks up. are hazards important for this team?
 
really like the team! one thing im not too sure about is when i'm supposed to send ttar out in a game. I usually feel like i need luna's shadow shield up, but I also need rocks up. are hazards important for this team?
i'd say rocks aren't absolutely needed to win many mus but they do help. against ho i just try to get them when im checking an etern or ekiller, and against balance you'll have alot of chances to get them against ho-oh or defensive etern. as for keeping shadow shield intact, it also took me a while to get used to how to play ttar and lunala together but usually i found that i dont have to keep it shadow shield in too many mus, and the mus where i have to keep it intact (such as against ray or gambit+groundy+etern) ttar will only be checking 1 or maybe 2 things so once it's done its job you can just sack it off and spam roar to not allow setup, and sand is only 5 turns anyway and korai can reset weather too so i got used to using them together after a while
Inspired.png
 
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