The first three Pokemon are the defensive half, which are my own choosing. The last three are almost-all taken from a featured SV OU RMT where the player's full team was Dragapult/Iron Valiant/Mscarada/Volcarona/Kingambit/Baxcalibur. Using that team as well as this version I'm able to reach 1500 and stay for a while.
(Rotom-Wash) @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Defensive 'mon 1/3. Handles Dragonite and Pelipper. Covers Garganacl's weaknesses.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Salt Cure
- Explosion
- Recover
Defensive 'mon 2/3. Opposing Pokémon with Substitute are a problem for signature move Garganacl. I want to remove the Sub and myself for better positioning, so I added Explosion as I was never using that moveslot otherwise. Because of decisions like this, my playstyle is treating this team like a pure HO team that looks like a balanced team in the outside. Nature/EVs is at a point where I squeeze one extra point of Defense, and I do so because nothing on the defensive core is a pure counter to Mscarada, and I guess even if it does kill me I then assume its Choiced and use that info on the next turn. I don't mind being attacked by it just to get one huge hit off and then have switch initiative.
Stop Dog Attacks (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
Dondozo is the Pokemon with the least direction on the team, yet somehow, it works. It softens the blows from physical attackers that have set up just enough to make them switch so I can do the sweeping later myself. I have not used Rest/Sleep Talk ONCE or at least not that I can recall it mattering. I used Tera Grass only exactly one time against Amoonguss when it didn't matter. This Pokemon can be improved, especially in the last two moves. Maybe a Tera Blast? The motivation to not use RestTalk is that it's preferable for my own Pokémon to die to give myself switch initiative instead of risking losing a turn later. Finally, having two Water types means Ting-Lu can't even Whirlwind me into something preferable for it.
Dragapult @ Light Clay
Ability: Cursed Body
Tera Type: Dragon
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Dragon Darts
- Curse
Offense 1/3.
Curse is a great problem solver and self-removal move for good positioning. Moves, item, and ability are all the same as in the original featured HO team.
8 Def lessens the damage from opposing Dragon Darts, and dropping to 248 HP costs nothing as this is an odd number and super-effective Dragon Darts will do even-numbered damage.
Ra Phoenix Mode (Volcarona) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ground
EVs: 112 Def / 136 SpA / 8 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Tera Blast
- Flamethrower
- Giga Drain
Offense 2/3. After some playing around with my defensive core, Dragapult's screens and Volcarona Quiver Dance are most sufficient to sweep entire teams.
Tera GROUND is taken from the original featured HO RMT with Dpult-Volcarona-Kgambit. It goes through Clodsire. It often isn't sufficient for Sp.Def / Roar Skeledirge, but I have three whole Defensive mons to handle this issue. Nickname references an Egyptian God card from Yu-Gi-Oh, and is appropriate due to how many opposing monsters this Ra and the that Ra destroy.
Revolve B Sector (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 200 HP / 252 Atk / 28 Def / 28 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Sucker Punch
Offense 3/3.
Kingambit was formerly Tera FIRE on the HO team it is from, for avoiding Will-o-Wisp and to beat Fire-types. EVs outspeed the slowest Kingambit, and HP is a multiple of 8 (minus 1). Nickname is a Field Spell Card from Yu-Gi-Oh.
On paper Dragonite is a threat yet somehow I typically beat it, usually with Kingambit.
(Rotom-Wash) @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Defensive 'mon 1/3. Handles Dragonite and Pelipper. Covers Garganacl's weaknesses.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Salt Cure
- Explosion
- Recover
Defensive 'mon 2/3. Opposing Pokémon with Substitute are a problem for signature move Garganacl. I want to remove the Sub and myself for better positioning, so I added Explosion as I was never using that moveslot otherwise. Because of decisions like this, my playstyle is treating this team like a pure HO team that looks like a balanced team in the outside. Nature/EVs is at a point where I squeeze one extra point of Defense, and I do so because nothing on the defensive core is a pure counter to Mscarada, and I guess even if it does kill me I then assume its Choiced and use that info on the next turn. I don't mind being attacked by it just to get one huge hit off and then have switch initiative.
Stop Dog Attacks (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
Dondozo is the Pokemon with the least direction on the team, yet somehow, it works. It softens the blows from physical attackers that have set up just enough to make them switch so I can do the sweeping later myself. I have not used Rest/Sleep Talk ONCE or at least not that I can recall it mattering. I used Tera Grass only exactly one time against Amoonguss when it didn't matter. This Pokemon can be improved, especially in the last two moves. Maybe a Tera Blast? The motivation to not use RestTalk is that it's preferable for my own Pokémon to die to give myself switch initiative instead of risking losing a turn later. Finally, having two Water types means Ting-Lu can't even Whirlwind me into something preferable for it.
Dragapult @ Light Clay
Ability: Cursed Body
Tera Type: Dragon
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Dragon Darts
- Curse
Offense 1/3.
Curse is a great problem solver and self-removal move for good positioning. Moves, item, and ability are all the same as in the original featured HO team.
8 Def lessens the damage from opposing Dragon Darts, and dropping to 248 HP costs nothing as this is an odd number and super-effective Dragon Darts will do even-numbered damage.
Ra Phoenix Mode (Volcarona) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ground
EVs: 112 Def / 136 SpA / 8 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Tera Blast
- Flamethrower
- Giga Drain
Offense 2/3. After some playing around with my defensive core, Dragapult's screens and Volcarona Quiver Dance are most sufficient to sweep entire teams.
Tera GROUND is taken from the original featured HO RMT with Dpult-Volcarona-Kgambit. It goes through Clodsire. It often isn't sufficient for Sp.Def / Roar Skeledirge, but I have three whole Defensive mons to handle this issue. Nickname references an Egyptian God card from Yu-Gi-Oh, and is appropriate due to how many opposing monsters this Ra and the that Ra destroy.
Revolve B Sector (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 200 HP / 252 Atk / 28 Def / 28 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Sucker Punch
Offense 3/3.
Kingambit was formerly Tera FIRE on the HO team it is from, for avoiding Will-o-Wisp and to beat Fire-types. EVs outspeed the slowest Kingambit, and HP is a multiple of 8 (minus 1). Nickname is a Field Spell Card from Yu-Gi-Oh.
On paper Dragonite is a threat yet somehow I typically beat it, usually with Kingambit.