SV OU 40 SPF Sunscreen

I’ve been having fun with this dual screens + sun team. Normally I’m around 1300’s-1400’s but with this team I’ve been able to climb to mid-1500’s so I’ve had relatively good success with it. Full-disclosure that I’m still fairly new to singles and generally struggle with team building so these are basically all sample sets.

Team Report

Dragapult @ Light Clay
Ability: Cursed Body
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Curse
- Dragon Darts
  • I started this team off with dual screen dragapult. The main role of this mon is obviously setting up screens. Curse allows a means of wall breaking and stopping set up mons from getting out of control. Dragon Darts is a simple damaging move to take advantage of pult’s high base attack.

Cresselia (F) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Moonlight
  • This cress was added to be the main screen abuser. Phys def calm mind to tank hits as best as possible. Tera poison to stop toxic and take advantage of the levitate ability. I’d say in around half my battles i end up using my Tera on cress and playing for the calm mind win con. Often times it can be as simple as focusing the battle around eliminating the 1 or 2 cresselia threats on the other team and playing patient from there.

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Facade
- Headlong Rush
- Fire Punch
  • Ursaluna came to mind for me as another fantastic screen abuser and wall breaker. Additionally it switches in nicely on non-toxic statuses that could threaten cresselia, like paralysis and sleep. Switching it in at the right time can often just force my opponent to lose a Pokémon. Again this is a sample set, so I’m not 100% sure on the EV spread. However i will say i rarely end up using swords dance as i don’t find myself in positions to set up. It could just be me not playing that condition properly but it’s worth mentioning that I’m questioning that move slot. I’m sure it’s designed for trick room which i don’t have.

Enamorus (F) @ Choice Specs
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Earth Power
- Mystical Fire
- Psychic
  • Specs enamorus is fantastic at being a fast special threat, as the team this far lacks fast offense (pult isn’t an offensive build). As will be seen in the rest of this write up, the team only has 2 physical attackers, one being dragapult which doesn’t always use its attacks anyway. For this reason I’ve considered physical or mixed encore iron valiant in this slot, tho enamorus has pulled it’s weight for me thus far and so i don’t quite want to swap it out yet. Encore val would also help against setup sweep/stall tho ursaluna and cress can play that role decently well already.

Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Yawn
  • I wanted a fire or steel type in this slot originally, as my team lacked a fairy switch in. Heatran was considered originally for that role as well as having stealth rock, which my team lacked so far. Eventually i decided on Torkoal, for having rocks, rapid spin, being a fire type, and of course the benefit of sun. Sun synergies well with the rest of the team as it allows cress to heal substantially more with moonlight, dampens water moves that could threaten ursaluna, and activates protosynthesis (see last pokemon). Yawn is also great for two reasons. First it’s good against stall & setup sweep, and second because it forces a switch from the opponent, which can allow a turn to get ursaluna in for free, spin hazards, or get up rocks.


Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse
  • Walking Wake feels like the glue that holds the team together. It’s obviously natural to pair it with Torkoal, but the speed booting specs set let’s it overwhelm teams that can’t prepare for it and eliminate threats to cress and ursaluna. Protosynthesis in the sun also gives the team just enough extra speed so that i don’t even feel like my opponent is constantly striking first. This slot does however add a fairy weakness, which i already don’t switch into easily.

A few threats/problems stand out to this team. Azumaril threatens just about everything on the team except cresselia, who can’t hit back without getting a few calm minds off first which don’t boost physical defense anyway. Kingambit can get out of hand if not handled properly or if key components like torkoal are KO’d early. Psychic terrain has also given me issues as well, tho I don’t know if that’s due to the team or my lack of experience against beating those strategies.

I’m curious about set modifications and Pokémon substitutions (like enamorus vs valiant) or maybe tera changes to deal with threats. And of course anything that stands out to more experienced players as I’m still new to team building for singles and the OU mega in general. Thank you!
 
Hey, your HO team looks really cool, there is a problem, and that it needs too many turns to set up, while also having choice locked mons. While the idea of Sun + HO is cool, I'm gonna take the team into a more HO path instead of a sun path

Big changes:

:Torkoal: ------> :Iron Moth:

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fiery Dance
- Sludge Wave
- Energy Ball

Torkoal is too much of a passive mon to use in a HO team, so I'm changing it to another nuclear fire type, this set allows you to get boost on speed, sub when you see an incoming glowking and fiery dance until he turns water, and then you tera grass energy ball him, with no boost you 2shot him

Small changes:

I'm changing the walking wake set to a booster energy set

Walking Wake @ Booster Energy
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Surf
- Dragon Pulse
- Agility

This allows you to have a LO boost, boost your speed, sub and start clicking buttons until either you die or you win, so you can still use wake

I'm also changing the enamorus set

Enamorus @ Heavy-Duty Boots
Ability: Cute Charm
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Moonblast
- Earth Power
- Mystical Fire

the reason why I'm changing the choice lock sets, It's because being locked in a move can potentially result in serious momentum loss, so boosting with moves is the key play, with cm and great coverage, enamorus destroys most teams

And that's all, I hope you like these changes and find it easier to ladder with
 
Nice team! I'm noticing a mix of 2-3 playstyles which I think is really cool. I am noticing screens and sun but I think this team could be really good in Trick Room too. (I'm going to convert this to trick room)

Big Changes:

Swap :dragapult: for :hatterene:. Screens and sun are too much to setup making you loose sun/screens turns while trying to set the other up. Your team looks to be on the slower side, so I would say to convert to trick room. Hattrene will be a trick room setter as well as support (hazard controll). It also adds some more structure to your defensive core. Let me give you a quick rundown of the set. Trick Room of course is on this set as that's the main idea of it. Healing Wish allows you to heal a mon up to full and pivot. For example, If you need sun up one more time but there are hazards, you can use healing wish and heal :torkoal: back to full minus hazards. Psychic is for stab so make sure that Hattrene isn't too passive and Mystical Fire is for hitting things that resist Psychic like Steels. It will hit harder in the sun too. I know that its a drast_ic change, Screens for TR, but I think that this direction would be better for the team

Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Steel
EVs: 248 HP / 116 Def / 144 SpA
Bold Nature
IVs: 0 Atk
- Trick Room
- Healing Wish
- Dazzling Gleam
- Psychic

Make :cresselia: more of a support role. Because we are now going down a Trick Room route, we should use Cresselia as a setter. Trick Room is a must on this set, Lunar Dance is for healing your sweepers, thunder wave is to punish switches eg :kingambit: coming in for free. Moonlight is for recovery and massive health recovery in sun.

Cresselia @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Trick Room
- Lunar Dance
- Thunder Wave
- Moonlight

Make :torkoal: more offensive. This makes it not as passive, and while trick-room is up, you will be able to do some damage. Eruption is for massive fire damage, Earth Power is coverage for things like :heatran:, Rapid Spin is if you really need to remove hazards, like :samurott-hisui:'s spikes and Ancient Power is for hitting flying types like :moltres:.

Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 136 Def / 124 SpA
Modest Nature
- Eruption
- Earth Power
- Rapid Spin
- Ancient Power

Swap :walking-wake:'s current set for a booster set. It functions in and out if trick room as its 317 speed is still slow enough to outspeed the faster threats like :enamorus: and :dragapult: in trick room. Even out of it, you can use Agility to threaten a sweep. The only new moves on this set is Substitute and Agility. Sub is for scouting tera's, if you think that they might tera you can scout if you are faster also for outplaying :kingambit:'s sucker punch. Agility allows wake to outspeed things out of Trick Room allowing it to continue the sweep.

Walking Wake @ Booster Energy
Ability: Protosynthesis
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Steam
- Dragon Pulse
- Substitute
- Agility

Small Changes:

Swap :Choice-specs: for :choice-scarf: on :enamorus:. It doesn't matter how strong you hit if you are frail and not very fast. Scarf will be your main form speed control outside of Trick Room. Swap Tera fairy on :enamorus: for Tera ground. Ground gives more power to Earth Power and also is able to take a electric type hit and is able to resist Stealth Rock. Swap Psychic on :enamorus: for healing wish. You are able to sacrifice your low heath/full if you just need to heal one of your teammates back up. With scarf you will be able to pull it off better. We now have Psychic on :Hatterene:.

Thats All! I know that this is a very different direction of the team, but I believe that the idea of Trick Room + Sun works pretty well. Go get em! :boi:
 
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