SV OU (1917, #45 on ladder) Shockmoth: An OU Frosmoth + Alolan Raichu + Pawmot + Pincurchin Mono Electric team

Introduction

https://pokepast.es/8467e6c07c69436b

To start, I never had the desire to play this game competitively on the ladder. I didn't enjoy what I viewed to be rather limited teambuilding in the format in terms of mon variety, and I always threw together teams with mons that had fun qualities to work with as opposed to using mons within the tier. However, that changed when I happened to throw together the earliest iteration of this team (It was originally made just to be a mono electric team, where I only used tera on :Frosmoth: for it to be mono electric) and it started doing decently on ladder. With some tweaking it was performing so well for what it was that from that point on, I was determined to tweak this team to make an optimized variation of it. Eventually, it was doing well enough that I made it my goal to hit top 100 exclusively with it. Flash forward to yesterday, where I hit that goal and beyond, I can proudly say that this ragtag team I made can do well against a large portion of OU teams if you play smart. This team thrives off of playing off of safe plays from your opponent since many players resort to them upon playing the team for the first time, as it is extremely off meta. This is my first time showcasing a team if you have any questions about anything I may have forgotten to mention feel free to ask!

The Team
:pincurchin: :rotom_wash: :Pawmot: :raichu-alola: :iron-hands: :frosmoth:

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:Pincurchin: is a necessary evil for electric terrain teams unfortunately. Manual terrain setters just can't keep up against HO and in emergency situations, this mon will get terrain up where others won't. However, this mon still provides a surprising amount of use despite being the worst mon on the team outside of terrain setting. Against webs leads like :Ribombee: and :Araquanid: it can shoot off a free Discharge during the webs turn, and if Moonblast lowers your Sp. Atk before the second one comes out, you can Sucker Punch to get a kill on what would other be a free Moonblast. It's useful for stuff like :Dragapult:, :deoxys_speed: and :iron_crown: leads as well due to Sucker Punch, which is extremely important for :Dragapult: leads in particular due to the fact that one of this teams biggest weaknesses is dealing with mixed attackers due to this teams defensive cores. Thunder Wave is mostly consistent para for speed control against stuff like :Clefable: which lets :iron_hands: outspeed it, whilst discharge gives you an option to roll for para while doing decent damage if they don't have a ground type in the back. Memento lets you pivot lategame to get in safely against mons like :Kingambit: or :Dragonite: when terrain isn't necessary. Tera Dark to up the damage of sucker punch in emergency situations as well as gaining a useful psychic immunity for :Iron_Crown: if needed, however I very rarely used this in matches. In fact, I used about every single tera on the other mons equally excluding :Pincurchin: by the time I hit 1900+

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:Rotom_wash: is the glue that holds this whole team together. With it's presence making every single mon reconsider throwing out what would otherwise be a free earthquake into the team as well as consistently baiting physical attackers to switch out to set up screens, this mon does it all. It beats nearly every single :landorus: build that isn't running Smack Down and forces the scarf variants to not use EQ freely and instead opt for U-turn or Stone Edge. It's the teams designated answer against :gliscor:, :great_tusk:, :iron_treads: or :landorus: and partially :ting_lu:. If you read them to stay in for rocks setup, 252+ Sp. Atk Hydro Pump will reliably one shot any of them that aren't :gliscor: and :ting_lu: with it still one shotting a good amount of :gliscor: variants and it can also be a lategame wincon for any mons that take neutral damage from Hydro Pump. Using screens over Will-O is more favorable for this team, as it covers :Frosmoth: lack of physical bulk and :Iron_Hands: decently lackluster special bulk to play for lategame wincons or to make early game progress with :Iron_Hands:. It also covers for Tera Fire :Great_Tusk: or :Dragonite: sets, which would otherwise make throwing out Will-O a risky option, and considering how often physical mons will switch out when faced with :Rotom_Wash:, screens gives a guaranteed damage reduction even on a switch out, albeit for a 7 turn window. The slight speed investment is so it can outspeed paralyzed :Dragapult: to set up a Light Screen/Reflect depending on the set. While the special bulk is interchangeable with some physical bulk, I ended up using this spec set for an emergency answer for :Iron_Valiant:, because if you lose access to :pincurchin: after exhausting tera, that mon can 6-0 the team. Tera Poison changes the singular grass weakness into a resist, gives you a poison immunity into stall teams, lets you resist :Zamazenta: :Iron_Valiant: and :Pecharunt: as well as only having a singular weakness in Psychic.

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:Pawmot: is the most support centered mon on the team, with the least amount of offensive capabilities. The set is entirely designed around countering any :Kingambit: that isn't Tera Fairy, with the Encore/Mach Punch combo shutting down any attempt at SD/Sucker. This mon pairs extremely well with :Frosmoth:, since it baits in Gambit fairly often once set up. It dual resists both of :kingambit: stab options and can get a free revival unless your opponent reads the initial switch in and swaps out to a mon that beats :Pawmot:. Mach Punch is good for emergency priority as well, and with Revival being an option, most people will sack their faster low hp mons just due to that. Nuzzle is good for :dragonite: as it breaks multiscale and lets you outspeed to encore dragon dance if they went for it, as well as :Zamazenta: since many will go for ID infront of it, which lets you outspeed it to encore while also tanking a 1.5x def Body Press or a non band CC if they opt for that. I opted for Volt Absorb over Iron Fist/Natural Cure to catch obvious Volt Switches from :Rotom-Wash: and :Zapdos:. Revival Blessing is an extremely rare option that lets this team sack crucial mons for good positioning, while also letting you choose a win condition that suits whatever situation you find yourself in lategame. :Rotom_Wash: screens support pairs extremely well with this mon as well, as it not only allows you to tank hits to use Revival Blessing twice where you otherwise wouldn't be able to, but is also beneficial to keep alive mons such as :Frosmoth: and :Iron_Hands: who get brought back at only 50% HP. Tera Ghost is mostly for emergency :Zamazenta: speed control, and lets the nuzzle into encore combo cover both CC and Body Press on top of ID, but it also has uses for stuff like Tera Normal Espeed :Dragonite: or :Maushold:

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:Raichu_Alola: is the first of this teams three offensive powerhouses, and is the de facto speed control. This mon is what will make or break games, and is the most read heavy mon by far on the team. It's the hardest mon on the team to switch in as well, as you need to be very careful with what options your opponent is going to go for before sending it in. A few openings are :Zamazenta: infront of :iron-hands: that is confirmed to be leftovers, as they will generally just go for ID, or Speed Quark :Iron-Valiant: as they will most likely go for Moonblast, which :Raichu-Alola: can tank one of. All of that being said this mon is extremely strong, especially if the enemy is in a position without ground types. It outspeeds and one shots :iron-valiant: with terrain boosted Volt Switch & Psychic even if they tera it into neutral damage, one shots most :dragapult: with Alluring (Alluring is also really strong against teams who have both :great-tusk: and :darkrai: as they will try to switch into one or the other to predict a Volt or a Psychic), one shots :pecharunt: & most :great-tusk: with Psychic, two shots :landorus: with Psychic if they attempt to switch it in, one shots :kingambit: and most :iron-treads: with Focus Blast (which is a very common switch in), and a bunch more. If you can successfully eliminate your opponents ground types, you can confirm lategame wins with Volt Switch spam. As much as I would prefer to run Life Orb over Specs for the choice, this mon loses out on way too many crucial one shots without specs and it is crucial this mon either forces a switch, Volt Switch pivots out, or takes a kill when it is on the field. Tera Fairy is mainly there for sun teams to one shot :walking-wake: and hit :raging-bolt: for great damage, as well as it being a safer option than Volt Switch against those teams for :great-tusk: switch ins.

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:iron-hands: is the wallbreaker on this team, and is how this team manages to beat stall. It is also the teams only switch in for physical threats, so screens support is important. I opted for Supercell over Wild Charge/Thunder Punch due to the lack of recoil while also maintaining an extremely high damage output on terrain. On terrain Supercell one shots most :slowking-galar: builds if they stay in, and can't reliably one shot hands, so SD is relatively free. If they have a ground type in the back such as :Landorus: and :slowking-galar: isn't full health, Ice Punch is pretty free to throw out as item ambiguity will make them scared of band being a possibility. Quick Claw, while generally not worth it on most mons, is actually extremely strong on this set/team in particular. :Iron-hands: extreme bulk, combined with screens and Revival support means that :Iron-Hands: generally is at least on the field for 5 turns, which can result in saving some HP against stuff like :Ogerpon-Wellspring:, which will attempt to get chip while sacking itself. On top of that, there is a good amount of situations where low hp :iron-hands: is going to be sacked when faced with mons such as Quark SpA :Iron-Valiant: or :Dragapult: to get in stuff like :Raichu-Alola: safely and while only having a 20% chance to proc, it gives huge momentum when it does activate and one shot them with Supercell/Ice Punch respectively. If SD is setup, you can also throw out Drain Punch while sacking for a chance to take out :Ogerpon-Wellspring: and :Cinderace:and recover HP from them as well in a scenario that is otherwise guarenteed death. SD also lets it be a wallbreaker against mons who would otherwise completely wall the team such as Tera Fairy :Garganacl:. Tera Flying is paired with SD on terrain to take out threats like :Great-Tusk: or :Landorus: which gives :Raichu-Alola: a lot more freedom to Volt Switch Spam as well as lets Supercell be a free option to go for outside of the 5% miss chance, as well as lets it dodge stuff like :dragonite: EQ. With it's bulk, having the ability to just take neutral damage from moves to take out stuff like :Hoopa-Unbound: & :iron-valiant: if you're at full health is also extremely huge for it, with even more utility for tanking hits from :Rillaboom: to take it out to eliminate the need to fight for terrain.

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:frosmoth:is the hazard removal, special wall and a win condition depending on if the team your facing has priority in the back. Ice Scales forces respect from any non super effective damaging move, and can be sent in freely against :Serperior:,:Sinistcha:, non specs :Raging-bolt: and subtect :kyurem:. 252+ speed lets it outspeed and one shot most :Cinderace: builds with Tera Blast Elec on terrain after 1 quiver dance, and outspeed :Dragapult: after 2. It's a great hazard removal option, with the downside of removing the terrain every time, so if they can get rocks back up rather freely on stuff like :Garganacl: switching into :Frosmoth:, it's better off to switch in :iron-hands: than defogging to keep making momentum. Boltbeam coverage with Tera lets it run defog without losing out on much with it's offensive utility, and on a mon as specially bulky like this finds at least a couple openings a game to remove webs/spikes/rocks, especially with the required HDB that are on :Frosmoth: sets. One of my favorite mons to switch it into is non scarf :Gholdengo:, as Tera Elec QD is rather free infront of it and lets you throw out a free Ice Beam into them to cover switching if they don't go for Nasty Plot and instead opt for something like Make it Rain. While I run Tera Elec on this for terrain boosted Tera Blast and to give Frosmoth only 1 weakness with a steel/elec resist, Tera Ground also fits well on this. Similar to what Terastalizing :iron-hands: does, turning it's many weaknesses into neutral damage at worst lets it be extremely versatile in the special mons it walls. It lets it even take out threats such as :Heatran:, :walking-wake:, :iron-moth: :raging-bolt:, :iron-crown:,:primarina:, and a bunch of other special attack based mons.

Counters
The biggest one to note is unaware :Quagsire:, as it walls the entirety of this team. You need to outplay them a lot to make progress against it, and if I know I'm playing against stall I change up a few things about the team to make it play better against that teams archetype (I replace tera blast with giga drain for :quagsire: on Frosmoth, Focus Blast for Wish on :Alolan-Raichu:, change Mach Punch for CC on :Pawmot: and change :Iron-hands: Tera type to Poison.) :Hoopa-unbound: is a big one too, as you need to either sack at least one mon (I thunder wave it using:pincurchin: generally so:Iron-Hands: can outspeed or safely tank a dark move from the scarf set) Screens support can also help against that mon, and lets :Iron-Hands: deal with it more reliably. Teams with multiple bulky ground types that aren't 4x weak to ice such as ones like :great-tusk: and :ting-lu: can be difficult to break through as well, and require good positioning but generally aren't unwinnable, and I usually commit to Tera Flying :Iron-Hands: to break through them more consistently. :dragonite: or any other setup priority user can be extremely strong as well if :Rotom-Wash: can't tank one to set up reflect for :iron-hands: or :pawmot:, or if :Iron-hands: is too weak to tank said hits. If :Dragonite: hits the field, I always try to send in :Rotom-Wash: to get off an immediate Reflect to avoid situations where I immediately lose. Cosmic Power is probably one of the more annoying ones, as this team has no way to consistently deal with it. If I see Cosmic Power :clefable: or :deoxys-defense:, I'm nuzzling it with :pawmot: then sending in :Iron-hands: to Supercell. There is probably a few more tricky mons to deal with, but generally these are the more egregious of them.

Replays
(The mon next to the replay is the win condition that won the game, nearly all if not all of the replays that aren't in the section that says otherwise were probably won without quick claw being a factor)

Vs Offense
https://replay.pokemonshowdown.com/gen9ou-2402269717-33cgavgintmt4ex4du103x8amca48nwpw :frosmoth:

https://replay.pokemonshowdown.com/gen9ou-2357197202-swvhe992ng718lrihtxjfdv2fr8plikpw
:raichu-alola:& :Pawmot:

https://replay.pokemonshowdown.com/gen9ou-2402116927-08w35n945pw8sw5cgwwkgf9g0f8402kpw :iron-hands:

Vs Bulky Offense
https://replay.pokemonshowdown.com/gen9ou-2402689897-9qeg5w4uk4pw796gxny72edgdo9elsjpw?p2 :iron-hands:

https://replay.pokemonshowdown.com/gen9ou-2402682334-ywv3k4s29nmk0d0wfm8fu5sm4hi7nbfpw :iron-hands:

https://replay.pokemonshowdown.com/gen9ou-2402273932-dl6gdod6gdyckdv7fu4isw8dg4hjuydpw?p2 :Frosmoth:

https://replay.pokemonshowdown.com/gen9ou-2397665411-2bxk6fdfkc1qlcqh9w580er0v6eqkaepw
:raichu-alola:

https://replay.pokemonshowdown.com/gen9ou-2379720751-8yblg75jwbkda0nx4h22srurxw7ey2vpw
:iron-hands:

https://replay.pokemonshowdown.com/gen9ou-2397642659-qepc94n5wkchnclv17ht8fsh2j8ijcypw?p2 :iron-hands:

https://replay.pokemonshowdown.com/gen9ou-2398280576-p864pfl25av50s5t1jg5it1gr69j8hxpw
:iron-hands:

https://replay.pokemonshowdown.com/gen9ou-2380332601-auafkw1sqp7wdbtkvbcxxo0lsof111npw
:frosmoth:

https://replay.pokemonshowdown.com/gen9ou-2380335686-95fi5su05pv5ut0rj74hu06ad658nftpw
:rotom-wash:

https://replay.pokemonshowdown.com/gen9ou-2380724755-r3ktqluy4u5h2ubxyl0u9nsnvi6cikopw
:rotom-wash: & :raichu-alola:

https://replay.pokemonshowdown.com/gen9ou-2397305741-bok5oqae9vs7dajej5njxamy2bjhb9jpw
:raichu-alola:

https://replay.pokemonshowdown.com/gen9ou-2401350458-ybt5jhrnp4116v4l3bqwjy1lr35wsnapw
:iron-hands: (small quick claw cheese but I'm pretty sure headlong wasn't coming out, we played before and the opponent knew I was tera fly, it was why they went for knock off with :lokix:. Once :lokix:/:Great-Tusk: was gone the game was pretty much over)

Vs Stall
https://replay.pokemonshowdown.com/gen9ou-2357177669-4mxt9radr10qyroi08nfc6wbvy8phfcpw
:iron-hands:

https://replay.pokemonshowdown.com/gen9ou-2379723352-shfnd2wkdrbgdhakwoqh0mvq45kqluqpw
:iron-hands: (had some claw cheese but with revival in the back+tera exhausted I think this was a winning game regardless)

Replays with too absurd quick claw momentum or only gamestates won from quick claw (every other replay where it activated had an out in some shape or form regardless of its activation)

https://replay.pokemonshowdown.com/gen9ou-2401571209-82vopajpxd4lixr5g2bvlmtkqduhoi4pw?p2 (so many procs I honestly have no clue how the match would've played out without )

https://replay.pokemonshowdown.com/gen9ou-2380279625-t9tcec5vn9tci54habiqs7l0k7eq6btpw (this one wasn't especially egregious since I still would have probably won without and it was a single proc but the forfeit from claw is a good showcase of the mental warfare aspect of it)

https://replay.pokemonshowdown.com/gen9ou-2343705595-2gce4a3862uci7ugivsi7ebd6ou0y7npw (played this not as good as I needed to but claw + freeze saved me)

Ladder Videos (will add more later)
Blunder piloted this team and went 6-0 around the 1800s, only winning 1 of them solely due to luck. Outside of some general luck, this video is a pretty solid example of how to position/pilot this team into bulky offense/offense.
 

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Introduction

To start, I never had the desire to play this game competitively on the ladder. I didn't enjoy what I viewed to be rather limited teambuilding in the format in terms of mon variety, and I always threw together teams with mons that had fun qualities to work with as opposed to using mons within the tier. However, that changed when I happened to throw together the earliest iteration of this team (It was originally made just to be a mono electric team, where I only used tera on :Frosmoth: for it to be mono electric) and it started doing decently on ladder. With some tweaking it was performing so well for what it was that from that point on, I was determined to tweak this team to make an optimized variation of it. Eventually, it was doing well enough that I made it my goal to hit top 100 exclusively with it. Flash forward to yesterday, where I hit that goal and beyond, I can proudly say that this ragtag team I made can do well against a large portion of OU teams if you play smart. This team thrives off of playing off of safe plays from your opponent since many players resort to them upon playing the team for the first time, as it is extremely off meta. This is my first time showcasing a team if you have any questions about anything I may have forgotten to mention feel free to ask!

The Team
:pincurchin: :rotom_wash: :Pawmot: :raichu-alola: :iron-hands: :frosmoth:

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:Pincurchin: is a necessary evil for electric terrain teams unfortunately. Manual terrain setters just can't keep up against HO and in emergency situations, this mon will get terrain up where others won't. However, this mon still provides a surprising amount of use despite being the worst mon on the team outside of terrain setting. Against webs leads like :Ribombee: and :Araquanid: it can shoot off a free Discharge during the webs turn, and if Moonblast lowers your Sp. Atk before the second one comes out, you can Sucker Punch to get a kill on what would other be a free Moonblast. It's useful for stuff like :Dragapult:, :deoxys_speed: and :iron_crown: leads as well due to Sucker Punch, which is extremely important for :Dragapult: leads in particular due to the fact that one of this teams biggest weaknesses is dealing with mixed attackers due to this teams defensive cores. Thunder Wave is mostly consistent para for speed control against stuff like :Clefable: which lets :iron_hands: outspeed it, whilst discharge gives you an option to roll for para while doing decent damage if they don't have a ground type in the back. Memento lets you pivot lategame to get in safely against mons like :Kingambit: or :Dragonite: when terrain isn't necessary. Tera Dark to up the damage of sucker punch in emergency situations as well as gaining a useful psychic immunity for :Iron_Crown: if needed, however I very rarely used this in matches. In fact, I used about every single tera on the other mons equally excluding :Pincurchin: by the time I hit 1900+

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:Rotom_wash: is the glue that holds this whole team together. With it's presence making every single mon reconsider throwing out what would otherwise be a free earthquake into the team as well as consistently baiting physical attackers to switch out to set up screens, this mon does it all. It beats nearly every single :landorus: build that isn't running Smack Down and forces the scarf variants to not use EQ freely and instead opt for U-turn or Stone Edge. It's the teams designated answer against :gliscor:, :great_tusk:, :iron_treads: or :landorus: and partially :ting_lu:. If you read them to stay in for rocks setup, 252+ Sp. Atk Hydro Pump will reliably one shot any of them that aren't :gliscor: and :ting_lu: with it still one shotting a good amount of :gliscor: variants and it can also be a lategame wincon for any mons that take neutral damage from Hydro Pump. Using screens over Will-O is more favorable for this team, as it covers :Frosmoth: lack of physical bulk and :Iron_Hands: decently lackluster special bulk to play for lategame wincons or to make early game progress with :Iron_Hands:. It also covers for Tera Fire :Great_Tusk: or :Dragonite: sets, which would otherwise make throwing out Will-O a risky option, and considering how often physical mons will switch out when faced with :Rotom_Wash:, screens gives a guaranteed damage reduction even on a switch out, albeit for a 7 turn window. The slight speed investment is so it can outspeed paralyzed :Dragapult: to set up a Light Screen/Reflect depending on the set. While the special bulk is interchangeable with some physical bulk, I ended up using this spec set for an emergency answer for :Iron_Valiant:, because if you lose access to :pincurchin: after exhausting tera, that mon can 6-0 the team. Tera Poison changes the singular grass weakness into a resist, gives you a poison immunity into stall teams, lets you resist :Zamazenta: :Iron_Valiant: and :Pecharunt: as well as only having a singular weakness in Psychic.

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:Pawmot: is the most support centered mon on the team, with the least amount of offensive capabilities. The set is entirely designed around countering any :Kingambit: that isn't Tera Fairy, with the Encore/Mach Punch combo shutting down any attempt at SD/Sucker. This mon pairs extremely well with :Frosmoth:, since it baits in Gambit fairly often once set up. It dual resists both of :kingambit: stab options and can get a free revival unless your opponent reads the initial switch in and swaps out to a mon that beats :Pawmot:. Mach Punch is good for emergency priority as well, and with Revival being an option, most people will sack their faster low hp mons just due to that. Nuzzle is good for :dragonite: as it breaks multiscale and lets you outspeed to encore dragon dance if they went for it, as well as :Zamazenta: since many will go for ID infront of it, which lets you outspeed it to encore while also tanking a 1.5x def Body Press or a non band CC if they opt for that. I opted for Volt Absorb over Iron Fist/Natural Cure to catch obvious Volt Switches from :Rotom-Wash: and :Zapdos:. Revival Blessing is an extremely rare option that lets this team sack crucial mons for good positioning, while also letting you choose a win condition that suits whatever situation you find yourself in lategame. :Rotom_Wash: screens support pairs extremely well with this mon as well, as it not only allows you to tank hits to use Revival Blessing twice where you otherwise wouldn't be able to, but is also beneficial to keep alive mons such as :Frosmoth: and :Iron_Hands: who get brought back at only 50% HP. Tera Ghost is mostly for emergency :Zamazenta: speed control, and lets the nuzzle into encore combo cover both CC and Body Press on top of ID, but it also has uses for stuff like Tera Normal Espeed :Dragonite: or :Maushold:

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:Raichu_Alola: is the first of this teams three offensive powerhouses, and is the de facto speed control. This mon is what will make or break games, and is the most read heavy mon by far on the team. It's the hardest mon on the team to switch in as well, as you need to be very careful with what options your opponent is going to go for before sending it in. A few openings are :Zamazenta: infront of :iron-hands: that is confirmed to be leftovers, as they will generally just go for ID, or Speed Quark :Iron-Valiant: as they will most likely go for Moonblast, which :Raichu-Alola: can tank one of. All of that being said this mon is extremely strong, especially if the enemy is in a position without ground types. It outspeeds and one shots :iron-valiant: with terrain boosted Volt Switch & Psychic even if they tera it into neutral damage, one shots most :dragapult: with Alluring (Alluring is also really strong against teams who have both :great-tusk: and :darkrai: as they will try to switch into one or the other to predict a Volt or a Psychic), one shots :pecharunt: & most :great-tusk: with Psychic, two shots :landorus: with Psychic if they attempt to switch it in, one shots :kingambit: and most :iron-treads: with Focus Blast (which is a very common switch in), and a bunch more. If you can successfully eliminate your opponents ground types, you can confirm lategame wins with Volt Switch spam. As much as I would prefer to run Life Orb over Specs for the choice, this mon loses out on way too many crucial one shots without specs and it is crucial this mon either forces a switch, Volt Switch pivots out, or takes a kill when it is on the field. Tera Fairy is mainly there for sun teams to one shot :walking-wake: and hit :raging-bolt: for great damage, as well as it being a safer option than Volt Switch against those teams for :great-tusk: switch ins.

View attachment 738312

:iron-hands: is the wallbreaker on this team, and is how this team manages to beat stall. It is also the teams only switch in for physical threats, so screens support is important. I opted for Supercell over Wild Charge/Thunder Punch due to the lack of recoil while also maintaining an extremely high damage output on terrain. On terrain Supercell one shots most :slowking-galar: builds if they stay in, and can't reliably one shot hands, so SD is relatively free. If they have a ground type in the back such as :Landorus: and :slowking-galar: isn't full health, Ice Punch is pretty free to throw out as item ambiguity will make them scared of band being a possibility. Quick Claw, while generally not worth it on most mons, is actually extremely strong on this set/team in particular. :Iron-hands: extreme bulk, combined with screens and Revival support means that :Iron-Hands: generally is at least on the field for 5 turns, which can result in saving some HP against stuff like :Ogerpon-Wellspring:, which will attempt to get chip while sacking itself. On top of that, there is a good amount of situations where low hp :iron-hands: is going to be sacked when faced with mons such as Quark SpA :Iron-Valiant: or :Dragapult: to get in stuff like :Raichu-Alola: safely and while only having a 20% chance to proc, it gives huge momentum when it does activate and one shot them with Supercell/Ice Punch respectively. If SD is setup, you can also throw out Drain Punch while sacking for a chance to take out :Ogerpon-Wellspring: and :Cinderace:and recover HP from them as well in a scenario that is otherwise guarenteed death. SD also lets it be a wallbreaker against mons who would otherwise completely wall the team such as Tera Fairy :Garganacl:. Tera Flying is paired with SD on terrain to take out threats like :Great-Tusk: or :Landorus: which gives :Raichu-Alola: a lot more freedom to Volt Switch Spam as well as lets Supercell be a free option to go for outside of the 5% miss chance, as well as lets it dodge stuff like :dragonite: EQ. With it's bulk, having the ability to just take neutral damage from moves to take out stuff like :Hoopa-Unbound: & :iron-valiant: if you're at full health is also extremely huge for it, with even more utility for tanking hits from :Rillaboom: to take it out to eliminate the need to fight for terrain.

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:frosmoth:is the hazard removal, special wall and a win condition depending on if the team your facing has priority in the back. Ice Scales forces respect from any non super effective damaging move, and can be sent in freely against :Serperior:,:Sinistcha:, non specs :Raging-bolt: and subtect :kyurem:. 252+ speed lets it outspeed and one shot most :Cinderace: builds with Tera Blast Elec on terrain after 1 quiver dance, and outspeed :Dragapult: after 2. It's a great hazard removal option, with the downside of removing the terrain every time, so if they can get rocks back up rather freely on stuff like :Garganacl: switching into :Frosmoth:, it's better off to switch in :iron-hands: than defogging to keep making momentum. Boltbeam coverage with Tera lets it run defog without losing out on much with it's offensive utility, and on a mon as specially bulky like this finds at least a couple openings a game to remove webs/spikes/rocks, especially with the required HDB that are on :Frosmoth: sets. One of my favorite mons to switch it into is non scarf :Gholdengo:, as Tera Elec QD is rather free infront of it and lets you throw out a free Ice Beam into them to cover switching if they don't go for Nasty Plot and instead opt for something like Make it Rain. While I run Tera Elec on this for terrain boosted Tera Blast and to give Frosmoth only 1 weakness with a steel/elec resist, Tera Ground also fits well on this. Similar to what Terastalizing :iron-hands: does, turning it's many weaknesses into neutral damage at worst lets it be extremely versatile in the special mons it walls. It lets it even take out threats such as :Heatran:, :walking-wake:, :iron-moth: :raging-bolt:, :iron-crown:,:primarina:, and a bunch of other special attack based mons.

Counters
The biggest one to note is unaware :Quagsire:, as it walls the entirety of this team. You need to outplay them a lot to make progress against it, and if I know I'm playing against stall I change up a few things about the team to make it play better against that teams archetype (I replace tera blast with giga drain for :quagsire: on Frosmoth, Focus Blast for Wish on :Alolan-Raichu:, change Mach Punch for CC on :Pawmot: and change :Iron-hands: Tera type to Poison.) :Hoopa-unbound: is a big one too, as you need to either sack at least one mon (I chip at it with :pincurchin: sucker punch) and/or commit to Terastalizing :Iron-Hands: to tank a hit. Screens support can also help against that mon, and lets :Iron-Hands: deal with it more reliably. Teams with multiple bulky ground types that aren't 4x weak to ice such as ones like :great-tusk: and :ting-lu: can be difficult to break through as well, and require good positioning but generally aren't unwinnable, and I usually commit to Tera Flying :Iron-Hands: to break through them more consistently. :dragonite: or any other setup priority user can be extremely strong as well if :Rotom-Wash: can't tank one to set up reflect for :iron-hands: or :pawmot:, or if :Iron-hands: is too weak to tank said hits. If :Dragonite: hits the field, I always try to send in :Rotom-Wash: to get off an immediate Reflect to avoid situations where I immediately lose. Cosmic Power is probably one of the more annoying ones, as this team has no way to consistently deal with it. If I see Cosmic Power :clefable: or :deoxys-defense:, I'm nuzzling it with :pawmot: then sending in :Iron-hands: to Supercell. There is probably a few more tricky mons to deal with, but generally these are the more egregious of them.

Thank you for the read! I was going to post some replays of this team beating top ladder players, but unfortunately I do not have the time as of writing this post. I'll try to post some later in the replies.
I think if you don’t have replays yet, you should take screenshots of your ladder elos first. Also congrats for your 2-year efforts, I fought you twice before.
 
Congrats on the peak, it's always cheering to see RMTs with such cool concepts.
Pretty sure the EV spreads of Pincurchin and Rotom are not the best. For PMs with low to medium HP and relatively high Def/Spd, investing in HP is usually the approach to achieve maximum bulk on both side.
 
Congrat my friend, now you and me are the two strongest frosmoth players in the tier with two completely different sets. It is nice to see it on a really offensive team, I always know it can be on those.

And I do remeber fighting your team twice, we once ended up with two moth facing each other and mine won because it is a bulky moth.
 
Congrats on the peak, it's always cheering to see RMTs with such cool concepts.
Pretty sure the EV spreads of Pincurchin and Rotom are not the best. For PMs with low to medium HP and relatively high Def/Spd, investing in HP is usually the approach to achieve maximum bulk on both side.
Appreciate the congrats! Also thank you for bringing that to me attention, I didn't realize I messed up the EVs there.
 
And can I ask why the spd evs is 80
So I just tried to keep the sp def as high as possible to wall as many threats as I could originally, then just slowly invested enough spd into spa so I could one shot :cinderace: after one quiver dance with tera blast on terrain consistently as well as be a better offensive threat as a whole
 
So I just tried to keep the sp def as high as possible to wall as many threats as I could originally, then just slowly invested enough spd into spa so I could one shot :cinderace: after one quiver dance with tera blast on terrain consistently as well as be a better offensive threat as a whole
You should increase HP, the calc for damage is spdef x HP, having the x2 on spdef don't make it any difference. (2 x spdef) x HP = 2 x spdef x HP = 2 x (spdef x HP) (as HP is lower, investing in it will increase spdef x HP more than increase in spdef
 
Finally got around to adding replays to this RMT with proper labeling and replaced the pokepaste with a version that has better EV optimization since I ended up hitting a new peak with the team. Looking to rewrite this whole RMT in the future to make it a more cohesive piece of writing since it's missing a lot of the thought processes behind this teams building process and the gameplans in actual matches
 
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