Background
Before coming back to OU last month, I mostly played Monotype on and off just for fun. I don’t even remember what convinced me to queue OU again, but once I did, I defaulted to my usual approach: find the most obnoxious Pokémon possible and build around that.
Most SV OU games are decided by early momentum, aggressive positioning, and forcing progress as fast as possible. This team was built with the opposite philosophy: win by removing options, time, and patience.
The goal isn’t to sweep. The goal is to make every turn more fun than the last — at least for one of us, and eventually neither. This build fully commits to attrition:
⸻
Team Building Process
Version 1 – The Idea
From the start, the core idea was Infestation + Baneful Bunker Toxapex. This early version helped me learn the metagame but leaned too heavily into Boots and played too passively instead of passive-aggressively. As a result, some games dragged on without actually going anywhere, including for me. Also, Dondozo without Leftovers simply left a bad taste in my mouth.
Even so, it was consistent enough to hover around the 1800–1900 range, which was acceptable.
Version 2 – Pressure & Denial
Galarian Weezing was added to help against Gholdengo-heavy fat builds and Boots stacking. It eased that matchup significantly and was EV’d to outspeed Adamant Kingambit.
With double Defog support, it also became easier to strip Boots from my own Pokémon like Dondozo and Toxapex, both of which function noticeably better with Leftovers. This version stabilized well and pushed the team to 2000, while also making games more pleasant, relatively speaking.
Final Version
At this point, the team was refined around one simple goal: make progress inevitable, even if it takes a while. This version consistently performed at high ladder and ultimately peaked #1 on the SV OU ladder.
⸻
The Team
take your time (Toxapex)
@ Leftovers
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 224 Def / 20 SpD / 12 Spe
Careful Nature
This is the emotional core of the team. Infestation removes the opponent’s ability to pivot freely, while Baneful Bunker forces chip, poison rolls, and awkward sequencing. Games tend to slow down immediately once this hits the field.
Tera Steel flips several otherwise uncomfortable matchups and removes the Psychic weakness when absolutely necessary.
Poison Jab, along with the small Speed investment, allows Pex to handle threats like Hatterene more cleanly and improves its matchup into Waterpon, Iron Valiant, and other common attackers — all while reminding opponents that “predictions” don’t matter here, and neither does optimism.
⸻
per my last turn (Corviknight)
@ Leftovers
Ability: Pressure
Tera Type: Ice
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
Pressure + Protect is the entire point. This Corviknight isn’t here to threaten, it’s here to wait. Brave Bird prevents it from becoming completely passive, while Defog ensures the team doesn’t lose to hazard overload.
Earlier versions ran more Speed with Substitute over Brave Bird, which drained PP even faster and completely shut down Kingambit, but Brave Bird proved more consistent overall.
Tera Ice looks questionable, and mostly is. I rarely Tera Corviknight, but it prevents getting run over by Specs Kyurem in niche situations, which is reason enough for it to exist.
⸻
that’s not enough (Dondozo)
@ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
This is the “no” button. Curse lets Dondozo shift from a pure wall into inevitability. Once boosts start stacking, opponents are forced to crit, haze, or leave. Yes, it doesn’t beat Waterpon directly, but Waterpon doesn’t beat it either. Eventually someone has to switch, or the game ends via crits.
Tera Dragon removes Electric and Grass weaknesses while still resisting Water, giving Dondozo absurd longevity in extended games and making the endgame feel inevitable.
⸻
that’s unfortunate (Clefable)
@ Sticky Barb
Ability: Magic Guard
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
Sticky Barb Clefable exists to punish contact and complacency. Magic Guard ignores recoil, while Knock Off strips Boots and Leftovers across the board.
I rarely Tera Clefable, but Tera Grass helps against Rillaboom builds and improves a few awkward defensive matchups.
⸻
interesting choice (Gliscor)
@ Toxic Orb
Ability: Poison Heal
Tera Type: Dark
EVs: 244 HP / 12 Def / 252 Spe
Jolly Nature
SubProtect Gliscor is built to burn turns — literally and mentally. Between Poison Heal, Substitute, and Protect, many opponents eventually stop clicking optimal moves and start clicking something, which is usually worse.
Knock Off and Toxic ensure nothing stays comfortable. Tera Dark helps stall out Psychic Noise shenanigans. Max Speed is mandatory; subbing first is what makes this set viable and, unfortunately, effective.
⸻
did you calc that? (Clodsire)
@ Heavy-Duty Boots
Ability: Unaware
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
Boots let Clodsire ignore hazard wars entirely. Unaware shuts down special setup, while Spikes ensure every forced switch turns into progress.
Tera Steel patches key weaknesses and lets Clodsire stay in far longer than expected. Poison Jab prevents Substitute Enamorus and Iron Moth from attacking freely behind Sub, while the high PP and poison chance fit the team’s overall game plan perfectly.
⸻
Threats & Matchups
Overall, this has been a fun team to use — and I’m sure just as fun to play against, assuming you enjoy long games, limited options, and learning new definitions of the word progress.
While I feel I’ve mostly maxed out this team’s potential, I’m sure there’s still room to make it even more enjoyable. Happy to hear any feedback or suggestions.
⸻
Proof of Peak
⸻
PokePaste
https://pokepast.es/b657abe2c2ce5c2f
Before coming back to OU last month, I mostly played Monotype on and off just for fun. I don’t even remember what convinced me to queue OU again, but once I did, I defaulted to my usual approach: find the most obnoxious Pokémon possible and build around that.
Most SV OU games are decided by early momentum, aggressive positioning, and forcing progress as fast as possible. This team was built with the opposite philosophy: win by removing options, time, and patience.
The goal isn’t to sweep. The goal is to make every turn more fun than the last — at least for one of us, and eventually neither. This build fully commits to attrition:
- passive damage over raw power
- item denial over clean trades
- PP pressure and trapping over prediction wars
⸻
Team Building Process
Version 1 – The Idea
From the start, the core idea was Infestation + Baneful Bunker Toxapex. This early version helped me learn the metagame but leaned too heavily into Boots and played too passively instead of passive-aggressively. As a result, some games dragged on without actually going anywhere, including for me. Also, Dondozo without Leftovers simply left a bad taste in my mouth.
Even so, it was consistent enough to hover around the 1800–1900 range, which was acceptable.
Version 2 – Pressure & Denial
Galarian Weezing was added to help against Gholdengo-heavy fat builds and Boots stacking. It eased that matchup significantly and was EV’d to outspeed Adamant Kingambit.
With double Defog support, it also became easier to strip Boots from my own Pokémon like Dondozo and Toxapex, both of which function noticeably better with Leftovers. This version stabilized well and pushed the team to 2000, while also making games more pleasant, relatively speaking.
Final Version
At this point, the team was refined around one simple goal: make progress inevitable, even if it takes a while. This version consistently performed at high ladder and ultimately peaked #1 on the SV OU ladder.
⸻
The Team
take your time (Toxapex)
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 224 Def / 20 SpD / 12 Spe
Careful Nature
- Infestation
- Baneful Bunker
- Poison Jab
- Recover
This is the emotional core of the team. Infestation removes the opponent’s ability to pivot freely, while Baneful Bunker forces chip, poison rolls, and awkward sequencing. Games tend to slow down immediately once this hits the field.
Tera Steel flips several otherwise uncomfortable matchups and removes the Psychic weakness when absolutely necessary.
Poison Jab, along with the small Speed investment, allows Pex to handle threats like Hatterene more cleanly and improves its matchup into Waterpon, Iron Valiant, and other common attackers — all while reminding opponents that “predictions” don’t matter here, and neither does optimism.
⸻
per my last turn (Corviknight)
Ability: Pressure
Tera Type: Ice
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Protect
- Brave Bird
- Roost
- Defog
Pressure + Protect is the entire point. This Corviknight isn’t here to threaten, it’s here to wait. Brave Bird prevents it from becoming completely passive, while Defog ensures the team doesn’t lose to hazard overload.
Earlier versions ran more Speed with Substitute over Brave Bird, which drained PP even faster and completely shut down Kingambit, but Brave Bird proved more consistent overall.
Tera Ice looks questionable, and mostly is. I rarely Tera Corviknight, but it prevents getting run over by Specs Kyurem in niche situations, which is reason enough for it to exist.
⸻
that’s not enough (Dondozo)
Ability: Unaware
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Curse
- Waterfall
- Rest
- Sleep Talk
This is the “no” button. Curse lets Dondozo shift from a pure wall into inevitability. Once boosts start stacking, opponents are forced to crit, haze, or leave. Yes, it doesn’t beat Waterpon directly, but Waterpon doesn’t beat it either. Eventually someone has to switch, or the game ends via crits.
Tera Dragon removes Electric and Grass weaknesses while still resisting Water, giving Dondozo absurd longevity in extended games and making the endgame feel inevitable.
⸻
that’s unfortunate (Clefable)
Ability: Magic Guard
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Knock Off
- Moonblast
- Moonlight
- Stealth Rock
Sticky Barb Clefable exists to punish contact and complacency. Magic Guard ignores recoil, while Knock Off strips Boots and Leftovers across the board.
I rarely Tera Clefable, but Tera Grass helps against Rillaboom builds and improves a few awkward defensive matchups.
⸻
interesting choice (Gliscor)
Ability: Poison Heal
Tera Type: Dark
EVs: 244 HP / 12 Def / 252 Spe
Jolly Nature
- Protect
- Substitute
- Knock Off
- Toxic
SubProtect Gliscor is built to burn turns — literally and mentally. Between Poison Heal, Substitute, and Protect, many opponents eventually stop clicking optimal moves and start clicking something, which is usually worse.
Knock Off and Toxic ensure nothing stays comfortable. Tera Dark helps stall out Psychic Noise shenanigans. Max Speed is mandatory; subbing first is what makes this set viable and, unfortunately, effective.
⸻
did you calc that? (Clodsire)
Ability: Unaware
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Poison Jab
- Earthquake
- Recover
- Spikes
Boots let Clodsire ignore hazard wars entirely. Unaware shuts down special setup, while Spikes ensure every forced switch turns into progress.
Tera Steel patches key weaknesses and lets Clodsire stay in far longer than expected. Poison Jab prevents Substitute Enamorus and Iron Moth from attacking freely behind Sub, while the high PP and poison chance fit the team’s overall game plan perfectly.
⸻
Threats & Matchups
- Gholdengo Boots-heavy hazard stack: Always annoying, but manageable
- Kyurem: Especially if it gets lucky with freezes
- Impatience: Easily the most common losing condition
- Running out of time while playing on mobile
Overall, this has been a fun team to use — and I’m sure just as fun to play against, assuming you enjoy long games, limited options, and learning new definitions of the word progress.
While I feel I’ve mostly maxed out this team’s potential, I’m sure there’s still room to make it even more enjoyable. Happy to hear any feedback or suggestions.
⸻
Proof of Peak
⸻
PokePaste
https://pokepast.es/b657abe2c2ce5c2f
Last edited:






