Hi!
For a few months I've been running one team, and I think it is quite decent. It has strong matchup against many threats, despite the fact that half of pokemons are from UU. Enjoy!
Basic gameplay:
Sets:
Enamorus @ Leftovers
Ability: Contrary
Tera Type: Ground
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Superpower
- Moonblast
- Earth Power
- Substitute
A true star of the show! Despite Conkeldurr being team mascot, this mon won me the most games! I used to play CM Enamorus but then I realized "for what do I need CM for?". Funny thing about Enamorus is that U-turn is 4x resisted, so it doesnt break sub. If you tera ground on their volt switch you got another turn to deal massive damage. If you are at +1 def (after superpower) Alomomola doesnt break sub with flip turn! Against some teams this feels like cheating.
And Superpower. Perfect coverage move for Enamorus. Destroys Blissey, Kingambit and also provides defensive boost.
Average Enamorus win.
And another one.
Conkeldurr @ Assault Vest
Ability: Guts
Tera Type: Steel
EVs: 252 HP / 68 Atk / 76 Def / 112 SpD
Careful Nature
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Team mascot. Wont have any flashy sweeps but has another role. It is massive, bulky blob that not much likes to switch in. Kinda like Ferrothron in previous gens.
But instead of Leech seed it has drain punch. It is the glue that holds team together and provides crucial knock off or damage against key threads that otherwise could be a problem like Kyurem, Iron Crown or Darkrai.
In a world of Great Tusks, Zamazentas or even Iron Hands you might wonder "What does Conkeldurr bring that those don't?"
Guts + Knock off + Drain Punch + Mach Punch
When statused it has 475 attack with full bulk investment. No investing into HP, because after centrain point of base stat, I believe it is better to invest in defences instead. Especially when your main way of recovery is drain punch. So if have high HP you will heal smaller % of your health with that.
Konck off support against screens, weather or boots relient mons (like Moltres, Zaptos) is amazing.
Conkeldurr takes 3.5 kills by virtue of being fat
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Shiny: Yes
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Tera Blast
- Extreme Speed
- Earthquake
- Dragon Dance
Ladder goober. My secondary revenge killer with priority, just afer conkeldur. Usually I play balance switching game for like ~20 turns and then realize "Oh, if I get dragonite on this mon, I just DD and win!" Even +1 tera blast flying OHKO Tusk and Zamazenta. Sometimes you need 2 DD but more for speed than for damage. Insane mon, won me so many games out of nowhere.
Dragonite comeback from 1-6
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Steel
EVs: 224 HP / 184 Def / 100 SpD
Impish Nature
- Earthquake
- Recover
- Toxic
- Stealth Rock
Fatpink brown blob. Again, I invested more in defence than HP, because I think it is better value on high HP mons. I used to play Slowking-G in this slot, but then I had tougher matchup against Palfin, Raging Bolt, Ogerpon-Wellspring, Gholdenego, Skeledirge, rain... And also I don't need to run double hazards on Skarm. Set up rocks, toxic, be fat. Not much to be said more against this mon.
Skarmory @ Leftovers
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost
Despite Corvinight being usually prefered due to U-turn, there is still few things that old reliable Skarm has over. Like spikes. Or sturdy, which can come in had suprisingly often, when you need to whirlwind key threat!
I used to play Gen6 so I use a bit old school set of Spdef Skarm, which still takes many physical hits just well enough to be mixed wall. But most importat use is stacking up hazard damages, burn off boosters! I usually use it in kind of Hyper offence fashion, where I prioritize whirlwinding/damage on key threats rather than preserving skarm.
Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Iron Defense
- Shadow Ball
- Strength Sap
IDef Sinistcha. Third and final win condition. This set can beat every phisical attacker, even Kingambit! Of course you sometimes get crit in process, but you are more likely to burn them before that happens ;). Somehow it can go over slow sweep.
Wall 1
Wall 2
Weakness:
Replays:
https://replay.pokemonshowdown.com/gen9ou-2280976263-5q9sgpl7d1qb8l2y1cycbhkb5nw330opw
https://replay.pokemonshowdown.com/gen9ou-2274981692?p2
https://replay.pokemonshowdown.com/gen9ou-2280955484?p2
https://replay.pokemonshowdown.com/gen9ou-2274445474-gpc21bxpuhfyk3u1mdfuamd1fdfqy2wpw
Let me know what do you think in post below!
For a few months I've been running one team, and I think it is quite decent. It has strong matchup against many threats, despite the fact that half of pokemons are from UU. Enjoy!
Basic gameplay:
- Set up hazards with skarm and clod
- Knock off boots and other items with conk
- Apply enormous pressure with Enamorus
- If the opening is there set up with Dragonite
- If only physical attackers are left - beat them all with Sinistcha
Sets:

Enamorus @ Leftovers
Ability: Contrary
Tera Type: Ground
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Superpower
- Moonblast
- Earth Power
- Substitute
A true star of the show! Despite Conkeldurr being team mascot, this mon won me the most games! I used to play CM Enamorus but then I realized "for what do I need CM for?". Funny thing about Enamorus is that U-turn is 4x resisted, so it doesnt break sub. If you tera ground on their volt switch you got another turn to deal massive damage. If you are at +1 def (after superpower) Alomomola doesnt break sub with flip turn! Against some teams this feels like cheating.
And Superpower. Perfect coverage move for Enamorus. Destroys Blissey, Kingambit and also provides defensive boost.
Average Enamorus win.
And another one.

Conkeldurr @ Assault Vest
Ability: Guts
Tera Type: Steel
EVs: 252 HP / 68 Atk / 76 Def / 112 SpD
Careful Nature
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch
Team mascot. Wont have any flashy sweeps but has another role. It is massive, bulky blob that not much likes to switch in. Kinda like Ferrothron in previous gens.
But instead of Leech seed it has drain punch. It is the glue that holds team together and provides crucial knock off or damage against key threads that otherwise could be a problem like Kyurem, Iron Crown or Darkrai.
In a world of Great Tusks, Zamazentas or even Iron Hands you might wonder "What does Conkeldurr bring that those don't?"
Guts + Knock off + Drain Punch + Mach Punch
When statused it has 475 attack with full bulk investment. No investing into HP, because after centrain point of base stat, I believe it is better to invest in defences instead. Especially when your main way of recovery is drain punch. So if have high HP you will heal smaller % of your health with that.
Konck off support against screens, weather or boots relient mons (like Moltres, Zaptos) is amazing.
Conkeldurr takes 3.5 kills by virtue of being fat

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Shiny: Yes
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Tera Blast
- Extreme Speed
- Earthquake
- Dragon Dance
Ladder goober. My secondary revenge killer with priority, just afer conkeldur. Usually I play balance switching game for like ~20 turns and then realize "Oh, if I get dragonite on this mon, I just DD and win!" Even +1 tera blast flying OHKO Tusk and Zamazenta. Sometimes you need 2 DD but more for speed than for damage. Insane mon, won me so many games out of nowhere.
Dragonite comeback from 1-6

Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Steel
EVs: 224 HP / 184 Def / 100 SpD
Impish Nature
- Earthquake
- Recover
- Toxic
- Stealth Rock
Fat

Skarmory @ Leftovers
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost
Despite Corvinight being usually prefered due to U-turn, there is still few things that old reliable Skarm has over. Like spikes. Or sturdy, which can come in had suprisingly often, when you need to whirlwind key threat!
I used to play Gen6 so I use a bit old school set of Spdef Skarm, which still takes many physical hits just well enough to be mixed wall. But most importat use is stacking up hazard damages, burn off boosters! I usually use it in kind of Hyper offence fashion, where I prioritize whirlwinding/damage on key threats rather than preserving skarm.

Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Iron Defense
- Shadow Ball
- Strength Sap
IDef Sinistcha. Third and final win condition. This set can beat every phisical attacker, even Kingambit! Of course you sometimes get crit in process, but you are more likely to burn them before that happens ;). Somehow it can go over slow sweep.
Wall 1
Wall 2
Weakness:
- No voltturn
- Fastest mon is 311
- Only one real breaker, so when playing agaist fat teams you need to be careful
- Iron Crown - my mild enamorus is slower, and all my spdef mons (skarm, clod, conk) have tough time switching in
- Kyurem - my only check is conk and there is constant need of guessing which set is kyurem running
- Darkrai - conk can counter it, but if well played it get torn down by hazards and chip
Replays:
https://replay.pokemonshowdown.com/gen9ou-2280976263-5q9sgpl7d1qb8l2y1cycbhkb5nw330opw
https://replay.pokemonshowdown.com/gen9ou-2274981692?p2
https://replay.pokemonshowdown.com/gen9ou-2280955484?p2
https://replay.pokemonshowdown.com/gen9ou-2274445474-gpc21bxpuhfyk3u1mdfuamd1fdfqy2wpw
Let me know what do you think in post below!
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