SV OU CHOICE DRAGONITE + CHOICE DRAGAPULT - [Top 100]

Introduction:
Hello, a couple days ago I built this team and it performed very well for my standards, so I decided to make this RMT. As the title might suggest, it features Choice Band Dragonite and Choice Specs Dragapult. The initial idea was to build around Dragonite, but during the process I thought Dragapult would be a good fit.

Importable:
https://pokepast.es/d19980ca69a06baf

Team Description:
dragonite.png

Dragonite (F) @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Ice Spinner​

Dragonite is one of the main breakers and revenge killers of the team. There's not too much stuff to outspeed to justify Jolly, especially on a breaker, so I went for Adamant. Unfortunately, Outrage isn't a very safe move to click before you remove or weaken some checks, but you can't pass up the power it provides. The only things stopping this thing from destroying everyhing with Outrage are Fairies and the metal birds, who need to be chipped a bit before you can click the funny button. Extreme Speed is the only priority of the team, and with Tera Normal it can be used to prevent enemy threats from getting out of hand or to clean up late game. Earthquake is used mainly for Steels or as a strong neutral move if you need more power than E-Speed but don't want to use Tera. Ice Spinner is the last move of choice to snipe Gliscor, Lando and Tusk who think they're safe in front of an unboosted Dnite. Fire Punch over Ice Spinner is definitely an option for Skarm/Corv, but I found it not worth using most of the time.

primarina.png

Primarina @ Heavy-Duty Boots
Ability: Torrent
Tera Type: Steel
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Surf
- Moonblast
- Encore
- Flip Turn​

Primarina serves as a switch in to a lot of special attackers that the team otherwise would struggle to handle, supports with Encore and is also capable of doing serious damage with Special Attack investment. Initially in this slot I was using a Hatterene to bounce the hazards for Dragonite, but the team was weak to a lot of common stuff that Primarina can switch into better, such as Walking Wake and Darkrai. The speed investment makes it hit 200 to outspeed Adamant Kingambit and the rest went into HP. I was going to use AV, but I liked Encore too much. Surf and Moonblast are the main STABs, Flip Turn allows to gain momentum. Tera Steel is to resist a Poison move in a pinch.

corviknight.png

Corviknight (F) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn​

Corviknight is meant to take the physical hits and defog the hazards off for Dnite. I opted for Brave Bird over Body Press to turn the Iron Valiant and Ogerpon matchups, since I thought I had enough checks for Gambit already. Roost for recovery and U-Turn to pivot. Rocky Helmet allows to punish U-Turns, Flip Turns and chips physical threats that have already set up to bring them in range of E-Speed. Tera Dragon makes up for the lack of a true Ogerpon-W counter, since you don't want to be switching Dragonite into it.

greattusk.png

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Knock Off
- Ice Spinner
- Rapid Spin​

Great Tusk is chosen over other Grounds thanks to its ability to spin to support Dragonite. I went Boots to make the spinning job easier and the offensive spread allows it to smack a lot of opponents. Headlong Rush for STAB, Knock Off support is always a useful tool to make progress, Ice Spinner is useful to 1v1 Landorus, Gliscor, opposing Tusk and occasionally snipe Dragapult trying to block the spin. Of course, Rapid Spin itself at last to remove hazards. Tera Steel is useful to resist stuff like Rillaboom Grassy Glide, Roaring Moon Acrobatics, Dragonite E-Speed.

heatran.png

Heatran @ Leftovers
Ability: Flame Body
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt​

Heatran is the main special wall of the team. Leftovers give it some much needed longevity and are essential especially in the stall matchup, where Heatran is relied upon to trap opposing walls allowing the breakers to do their job. Magma Storm is a strong STAB and the main trapping tool, Earth Power is a more reliable attack and gives some much needed coverage, as it allows to respond better to Raging Bolt and to wear down a lot of trapped opponents faster (Slowking-G, Toxapex, Clodsire). I preferred to run Rocks on Heatran not to overload Tusk, and Taunt last is to prevent trapped opponents from healing/statusing and general utility. Tera Ghost is meant to stay in on Zamazenta in a pinch and avoid Seismic Toss from Blissey. Having Flame Body over Flash Fire is useful to punish U-Turners, choice locked Rillabooms or to just throw into a physical attacker to fish for the burn when you don't need Heatran anymore. Most people don't risk throwing Fire moves into the possible Flash Fire; if you manage to hide it, losing the Fire immunity isn't really a big deal.

dragapult.png

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Flamethrower
- U-turn​

The team lacked speed and I wanted a special attacker, so Dragapult was the obvious choice. I went for Specs instead of the more common Boots set because I thought I needed immediate power on the special side as well as the physical, plus I wanted to take advantage of all the removal I packed on the team. The set is pretty standard, Shadow Ball and Draco Meteor as STABs, U-Turn for pivoting and Flamethrower as additional coverage and to maybe catch Kingambits switching in. Tera Ghost gives some needed extra power to Shadow Ball, allowing Dragapult to break or clean up much more easily.

Weaknesses:
Walking Wake: in sun with Specs it absolutely destroys everything on the team, so you have to position well and know when to sacrifice. Tera Normal Dnite does a lot, but can't switch in after Multiscale is broken; Rocks are also essential to bring it into range. Alternatively, Heatran can Tera and take a hit or trap something else to stall sun turns. Outside of sun, it's much less scary as Primarina can switch in safely and Dragapult outspeeds.
Garganacl: usually breaking Garg is very hard, especially after Tera, since Heatran is not able to trap and remove it from full. Usually trading into it is fine, as most balance structures that rely on it crumble to the main breakers after. Primarina can hit hard and with encore it can lock Garg into Recover, Protect or Rocks while threatening with Surf. This interaction usually forces the opposing Tera.

Replays:
Vs Lilligant-H Sun
Vs Sun 2
Vs Specs Latios Bulky Offense
Vs Bellibolt Bulky Offense
Vs LO Iron Valiant Bulky Offense

Proof of Peak:
peak1860.png

Thanks for reading, any advice is appreciated.
 
Last edited:
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