SV OU Blitzing Stars-OU Offense/Bulky Offense Team

mcribs

I'd like some of that sourdough you got
is a Pre-Contributor
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Link to Art- Blitzing Stars
https://pokepast.es/2faaceee7c78d495

Hi people. Wanted to show a team I've been making. This team got me back to the 1600s, and I want some recommendations, changes, or improvements. It may be sorta basic, but it's cool in my heart.:psyglad:(This is the first thread I've ever made, so any feedback on how to make this stuff would also be nice :boi:)

Kick To Heaven (
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) @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Flying
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change

This is a Bulky Pivot Cinderace, which is useful to court change, deal decent damage, and burn opponents. Pyro Ball is useful for solid damage against opponents and not being completely passive. U-turn is for pivoting and deals nice chip damage, which is useful for KOing an opponent with another teammate. Will-O-Wisp is nice for burning things with its nice speed tier, and having a better MU against opposing Kingambit. Court Change is used for hazard control, and alleviates the amount of chip on teammates. 32 Attack EVs are used for KOing Offensive Gholdengo with Pyro Ball, max speed is useful for speed creeping Roaring Moon and outspeeding other potent threats and using Will-O-Wisp, with the rest going into HP, letting it better take hits. Tera Flying is used for getting rid of its ground weakness, letting it better check Great Tusk or Iron treads, and either burning them or Court Change hazards to their side.

Tusk Buster (
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)(F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Swords Dance
- Power Whip
- Knock Off

SD Ogerpon-Wellspring is utilized for its defense breaking with it's high BP moves, and solid MU against stall or balance. Ivy Cudgel and Power Whip are used to break teams wide open for other teammates to capitalize on, which alongside SD, is capable of sweeping a team by itself if given the right time to set up. Knock off is used because it's the only one that can use the move:eeveehide:, but it's also useful to leave a massive mark on teams with removing Leftovers or Rocky Helmet. Tera Water is the only tera I can use, but it helps with breaking Skarmory or Corviknight, which can be a nuisance for the rest of the team.

Lord's Gambit (
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)@ Air Balloon
Ability: Supreme Overlord
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Low Kick
- Iron Head

Big man Kingambit is here to kick some opponents ass, and it will sweep a team in the late game with its Supreme Overlord(Dope name BTW). Low kick is used against other Kingambit, but is also useful for Roaring Moon, and still deals heavy damage to Raging Bolt. Sucker Punch and Iron Head are used to have coverage against Fairies, Ghosts, and being to sweep with Swords Dance at the late game. Jolly is used to outspeed Adamant Kingambit, and opponents that usually expect Adamant get hit hard with Jolly. Air Balloon is used to have more set up opportunities against things like Gliscor, Clodsire or Lando-T. Tera Fire synergizes well with Air Balloon, as the Burn immunity is great alongside a temporary Ground Immunity as well.

Draconic Anomaly (
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) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Thunder Wave
- U-turn

The Standard Pivot Dragapult, used for its status spreading, and being capable of checking threats like Zamazenta or giving teammates easier time to KO opponents with Thunder Wave. Using Dragon Darts to not be walled by special tanks like Clodsire or Blissey. Thunder Wave is generally better for the team against mons like Darkrai or Roaring Moon. Tera Fairy is used for opposing Dragons like Raging Bolt and resisting Sucker Punch from Kingambit. Boots is used to be able to spread status easier without chip from hazards.

Great Mustache (
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) @ Rocky Helmet
Ability: Intimidate
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- U-turn
- Taunt

The Fast Pivot Lando-T is used to set Stealth Rock up, use taunt against other hazard setters and preventing recovery, and Earth Power to hit Gouging Fire and Great Tusk with higher damage. U-turn is used to pivot, and still deal high damage even with a Timid nature. Rocky Helmet applies chip to spinners like Iron Treads and Great Tusk as well as sweepers like Zamazenta or Kingambit. Tera Steel is used for the Fairy resist, the toxic immunity, Ice resist, and a Stealth Rock resist, alongside a psychic resist(Psychic Terrain is very annoying for my team:psyangry:).

Opera's Best (
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) @ Assault Vest
Ability: Torrent
Tera Type: Grass
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Moonblast
- Surf
- Flip Turn
- Psychic Noise

AV Primarina is used for tank special hits, firing back with high damage, and pivot and disrupt healing. Psychic Noise is used to disrupt healing attempts from Blissey or Clefable, as well as neat Psychic damage. Flip Turn is used to pivot in and out of battle, and help with the switch-ins it commonly has. Tera Grass is used against Raging Bolt, giving it another chance to KO with Moonblast incase it still lives, and resisting both Ogerpon-Wellspring STABs, and Moonblast it into oblivion. The EV spread is used to outspeed Adamant Kingambit, and 80 HP EVs are used to survive Raging Bolt Protosynthises Boosted Thunderbolt from full.

Other Options I've used
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-Big tank against physical sweepers, and immediate threat with BP and ID. Tera Steel is great for the new resistances
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- Nice special tank, status with toxic or thunder wave, and pivot with Chilly Reception. Also Future Sight is nice to use to apply pressure and create situations in the team's favor. Tera Dark for the Ghost resist, which helps with the MU with Specs Dragapult or Gholdengo.
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- Personal Favorite of mine. Loved that it can tank hits and hit back hard with Hurricane and flamethrower, as well as pivot with U-turn and recovery with roost. Boots are mandatory(Pebbles hurt the big bird). Tera Grass for the Ogerpon-Wellspring resist, which can be very dangerous with Hurricane misses. I used to use a specially defensive set, but in most scenarios, it's better to use physically defensive.
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- Nice rocker, or can be a knock off user. Either way, Rapid Spin is great to use. Bulk up is also nice to sweep unprepared teams. Rocky Helmet, Covert Cloak(beats Garg) or Boots can be used. Tera Ground or Poison can be used either for more power on Headlong Rush, or a emergency check to Fairy types.
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- Cool Metal Horse, pivots with Volt switch, deals with HO leads with Tachyon Cutter, and is strong and bulky even with AV. Psychic Noise or Future Sight is used for preventing recovery, or delayed powerful damage. Tera Fighting is used to have Focus Blast deal massive damage, while also having a Dark resist from Kingambit.
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- Great hazard stacker with Ceaseless Edge. Flip turn, Knock Off and Razor shell are great for breaking fat teams. Scarf is my main set for revenge killing, but Heavy Duty Boots are great to be in and out of the field without hazard damage. Tera Ghost or Fire is great for either the immunity to rapid spin and getting a solid hit on Great Tusk, or a Fairy resistance and a burn immunity.
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- Bulky spinblocker, revenge killer with scarf, or status spreader with Thunder Wave and hex. Dazzling Gleam, Make it Rain, or Focus Blast all have their unique traits on each set. Scarf or Air balloon is really nice. Tera Fairy is great for the solid defensive type, and the Dark resist.
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- Specs Moonblast is very powerful. Vacuum Wave, Psyshock, and Shadow Ball all chunk any mon with decent damage if not an OHKO. Tera Ghost or Fairy can be used to power up one of its moves.
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-Fun to use as a special tank, and can fire back hard with Magma Storm and Earth Power. Great Support with Rocks, Taunt, and Will-O-Wisp. Tera Grass is used to get rid of its most important weaknesses, and have a fire immunity still with Flash Fire.
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-Great as a spikes setter, able to tank physical attacks and stack hazards or protect stall with toxic. Tera Water is great for a solid defensive type, but usually you don't tera unless you really have to.
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-Amazing Specs user, which lets it break through slower teams with ease with its coverage of Ice Beam, Freeze Dry, Draco Meteor, and Earth Power. Hazard control is needed with it to have it repeatedly bludgeon the opponent with its power. Tera Ice jacks up its power to astronomical heights, and gets rid of the Dragon and Fairy weakness.
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-Surprisingly both bulky and powerful with its longevity and ability to neuter physical threats with Strength Sap and Matcha Gotcha burns. Tera Poison is standard, but Tera Normal can be used to be immune to the status spreading ghosts, which can't damage it when it tera.
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-Great AV user, able to keep itself healthy with Regenerator, and have great damage with its moves. Giga Drain helps with recovery, Earth Power for Heatran or other Steel types, Draco Meteor for good damage output, and either Fickle Beam or Dragon Tail depending on the scenario. Tera Water is used to resist Ice, and a Steel resist.

Threats
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-Very annoying with Salt Cure and protect, often have to sustain high damage on my team to have a chance to break it. Both Tera Water and Fairy can be muscled through with strong hits, but Iron Defense is terrifying without a crit.
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- Fast and Threatening with Psycho Boost, Superpower, Ice Beam, and Knock Off. Keeping Primarina healthy can be a issue when other threats have to be managed. Tera Fighting resists Sucker Punch, making Kingambit crumple with fighting coverage.
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- Cosmic Power/ Calm Mind is very irritating to fight against. Gambit needs a crit or lucky flinches to beat. Tera Steel and Water can have different answers, but as long as you can taunt the Clefable, it should be ok.
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- Very scary against my team. Have to burn a tera or have mind games with Thunderclap to have a shot at beating it. Tera Fairy is relatively fine, but Tera Flying is really scary, since nothing can hit flying types super effectively. Choice Specs can break through Primarina, which can be really detrimental.
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- I hate this bird thing, with unburden, encore, and SD, it drives me up the wall. Burn this thing immediately, and send it to the deepest layers of hell. Nothing resists the combo of CC and Acrobatics. The only mon that can have a chance on my team is Landorus, but it can't really hurt it back. The different Teras can augment the power to even more heights.
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-One of the biggest mons to account for. With the amount of item variety, it can at least get something into low health. Scarf beats Dragapult that expects it to be slower than it. Life Orb is terrifying since Primarina does not want to take a Tera Poison Sludge Bomb from it, especially if it's a Nasty Plot set. Expert Belt can still threaten Primarina greatly as well as Ogerpon-Wellspring but doesn't have any recoil damage. Even Focus Sash is scary sometimes without Paralysis.
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-The speed boost makes it a terrifying threat, with the coverage it has, it can just break the team. Primarina has to pray that the Moth doesn't have a +1, otherwise it gets wiped. Dragapult can help check it, but it doesn't like taking its hits, especially if it has Dazzling Gleam. Cinderace just can't do anything back. Much of my team can beat it, but a +1 or a coverage option can just make my team fold.
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-Nearly all sets are relatively easy to beat. Specs can chipped with hazards, Boots are still slow and can be outsped with dragapult. Mixed DD and Fully DD isn't too difficult with Air balloon Kingambit. The set that is the most difficult is the Sub Protect set(To the people who use this set, I hope you step on a lego). With Pressure and Substitute, it makes a relatively easy MU into a nightmare.

If you checked this thread, I'd like to say thanks for bothering to check my post! I'd love feedback and criticism for my team. Have fun using this team if you'd like! :quagchamppogsire:
 

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Last edited:
Hey, I think the team is simple and solid, no gimmicks or anything, but there are some details I wanna discuss

On :kingambit: while there's a use for the no kowtow combo, I just can't recommend it because it's reliable damage, ghost types will just status you without issue, id replace low kick since you have lando and ace as gambit checks

on :ogerpon-wellspring:, I would go with horn leech over power whip for the healing

on :landorus-therian:, I think tera water is still better overall for things like ice moves and gouging fire

and yeah, not much to add here, solid team and I hope you like these changes
 
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