SV OU Alfredo - Hazard Stack Hyper Offense

Hello, I am a long time mon player returning from a long break. I'm presenting the my first real attempt at team building in years. The goal of the team is to spam as many hazards as you can while using Gholdengo and Great tusk to secure the win on the hazard war. I have no doubt that this team Has MANY holes and I would love feedback as I am just now getting back into the game and I am very outdated ; Thank you!


God Is Perfect
(Garchomp) @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Earthquake
- Spikes
- Stealth Rock
- Dragon Tail

I find this mon to be absolutely perfect when it comes to the job of a nice hazard setter on a hyper offence team. Sporting spikes and stealth rock already makes him very valuable alone but this beast of a mon gets rough skin making for a mean rocky helmet combo and a HUGE attack stat meaning while he is a utility mon on this team he is still MORE than capable of punching holes in good matchups. Lastly, I opted for dragon tail for the phasing ability and its dual usage in the way it can force out more hazard damage or phase out someone attempting to setup on your depending on your situation.

1985
(Dragonite) @ Lum Berry
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Dragon Claw

Dragonite embodies an old school G , been in the game longer than most of these young mons have been alive and still at the top. I wanted a strong vanilla Dragon Dance sweeper to take advantage of all these hazards. I opted for lum because there are so many will-o-wisp and T-wave users running around at the moment. Terra E speed makes this mon's sweep pressure so oppressive not to mention he makes for a decent revenge killer and cleaner just because of the Stab E-speed option. EQ is historically one of the best coverage moves ever and it has not changed in my opinion , smashes holes in thing that would otherwise wall dnite very hard. and to end things off I went with Dragon claw just as a simple stab option in the case that I cant or do not want to tera with Dnite.

Baby $hit
Baby $hit (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Knock Off
- Close Combat
- Rapid Spin

To Great Tusk these hazards truly are baby shit, this mon's stat spread is absolutely insane and it makes things very easy for him to spin in my opinion. The amount of offensive pressure this mon brings makes it very difficult to confidently stop him from spinning , especially because the most standard spin blocker at the moment is gholdengo and great tusk SMASHES that mon provided he does not sport an air balloon. Outside of spinning this mon's very strong ground and fighting moves help soften up things very nicely for lategame not to mention in some cases the spin speedboost can allow this mon to genuinely sweep.

Frank Lucas
(Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Kowtow Cleave

Kingambit is nothing short of a Kingpin , an absolute lategame monster and dispatcher of souls. His role on this team is primarily to come in lategame procing his ability ideally at 4+ stacks but in some cases he can come in earlier. I went for lefties because this mon is decently bulky and you can really get a good amount of hp back as people try to play around your supremely strong sucker punches. Swords Dance is a must on this mon and can truly end a game in one click. Iron head is nice stab as well as coverage alongside suckerpunch. Lastly Kowtow Cleave is just very luxurious to have as a dark option you can click if the enemy is dancing around your sucker punch.


Skinny Suge
Annihilape @ Leftovers
Ability: Defiant
Tera Type: Fire
EVs: 248 HP / 28 SpD / 232 Spe
Jolly Nature
- Bulk Up
- Rage Fist
- Drain Punch
- Taunt

Skinny Suge , the money man himself ; an absolute star and NECESSITY to this team. His spin/defog blocking abilities are honestly disgusting not to mention his monster special attack stat coupled with MAKE IT RAIN. Shadow ball is another nice option to spam and sometimes clean with late game. Trick can really help to throw off stall or otherwise sticky situations and focus blast punches holes in things that would otherwise drunk on gholdengo.



All Glass
(Iron Valiant) @ Choice Specs
Ability: Quark Drive
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Aura Sphere
- Shadow Ball

Finally , All Glass. The Glass cannon wallbreaker I felt this team needed. Especially with the special power this team is otherwise lacking. Specs moon blast and focus blast outright obliterates many things that give this team problems. Psychic and shadowball are nice coverage but arent as spammable thus will usually be reserved for hard read plays.


As I said at the beginning of this RMT I am returning from a long time away from Pokémon and my teambuilding has suffered very much so I would love and appreciate any feedback , critiques , or suggestions.

Thank you - Darius





 
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Hey, welcome to gen9. Hope you have been having fun. Just a couple notes that might help

Psyshock > Psychic on Valiant: Since clicking this move is ahard read, might as well make it count. The main target is Clodsire. If it's SpDef then Psyshock really puts the hurt on it while Psychic might not 2HKO

252 SpA Choice Specs Iron Valiant Psyshock vs. 252 HP / 0 Def Clodsire: 374-440 (80.6 - 94.8%)
252 SpA Choice Specs Iron Valiant Psychic vs. 252 HP / 252+ SpD Clodsire: 202-238 (43.5 - 51.2%)

if it's Physdef then both 2HKO and put it at around the samge range.

252 SpA Choice Specs Iron Valiant Psyshock vs. 252 HP / 252+ Def Clodsire: 244-288 (52.5 - 62%)
252 SpA Choice Specs Iron Valiant Psychic vs. 252 HP / 0 SpD Clodsire: 278-328 (59.9 - 70.6%)

The other common target is Iron Moth which Psyshock blows up, while Psychic is a roll

252 SpA Choice Specs Iron Valiant Psyshock vs. 0 HP / 0 Def Iron Moth: 374-440 (124.2 - 146.1%)
252 SpA Choice Specs Iron Valiant Psychic vs. 0 HP / 0 SpD Iron Moth: 258-304 (85.7 - 100.9%)

Try something that can deal with Chien-Pao on lead: Chien-Pao is a really common lead vs structures like this. Your team has no safe way of dealing with it reliably besides for leading with Gambit, tera right away and hope they stay in. The other option is Tera Ghost on Garchomp; however if they happen to be Icicle Crash and flinch you then there goes your Garchomp, your tera and your hazards. Something you can try is Annihilape > Gholdengo. Improves your mu vs fat teams, it's way less scared of blocking Spin and helps vs Chien Pao leads. With this change you can maybe try Scarf Great Tusk to preseve speed control.

Maybe try some speed on Kingambit: As is you are also very weak to Skerelidge and Will-O-Wisp in general. While Great Tusk can help a bit vs it, the truth is that this pokemon just gets a free Will-O vs everything else (except ofc Gholdengo locked into Shadow Ball). 140 Speed EVs on Kingambit would allow you to outspeed Skerelidge, but also Corviknight which might be nice.

These are just overall observations since this team follows similar structures, but it's still to keep in mind the weaknesses said structures have. A similar team from earlier in the generation is CTCs and CBBs Scarf Bundle, Scarf Gholdengo team, so maybe check it out.
 
Thank you so much for the reply. I am having fun with the gen so far , just going thru some learning pains rn . I definitely noticed my issue with lead chien. I will 100% give a test run using all of your suggestions.
 
Try something that can deal with Chien-Pao on lead: Chien-Pao is a really common lead vs structures like this. Your team has no safe way of dealing with it reliably besides for leading with Gambit, tera right away and hope they stay in. The other option is Tera Ghost on Garchomp; however if they happen to be Icicle Crash and flinch you then there goes your Garchomp, your tera and your hazards. Something you can try is Annihilape > Gholdengo. Improves your mu vs fat teams, it's way less scared of blocking Spin and helps vs Chien Pao leads. With this change you can maybe try Scarf Great Tusk to preseve speed control.

I deff agree I need something to help with chien lead but I feel im not understanding something. How does Anni help with chien lead , gets obliterated by crunch to the point im never comfortable clicking him :(
 
A standard bulky Annihilape looks similar to this

Annihilape @ Leftovers
Ability: Defiant
Tera Type: Fire
EVs: 248 HP / 28 SpD / 232 Spe
Jolly Nature
- Bulk Up
- Rage Fist
- Drain Punch
- Taunt

Sometimes more SpDef instead of Speed but almost always Max HP. It lives even a Banded Tera Dark Crunch and you threaten with Drain Punch. By attacking you they are also boosting Rage Fist. Thus in a lead mu with Ape vs Chien Pao, the latter will almost always switch out. There are ofc some edge cases like if the Chien Pao is Tera Ghost Banded but that's just how it goes this gen :I . The only way to totally ensure you take on Chien Pao is with ultra defensive stuff like Dondozo.
 
oh okay I understand , thanks for the set btw. and yea tera was my main concern but I can see what you mean ; not much I can do without sacrificing alot of offence.
 
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