SV OU Copers Fake Stall

I've always enjoyed teams with odd or surprising moveset that can catch people off guard. I found that this team was doing pretty good up to around the 1300-1400 range, but having issues after that.

:Blissey:

The main pokemon is offensive Blissey. She can sneak 1-2 shot kills on a lot of pokemon and also trick lock opposing stall mon. Wrecks Alomomola, Dondozo, (SpA) Dragapult, Gholdengo. Gliscor. Landorus-T, Moltres, Raging Bolt with bolt beam + shadow ball.

Also have had some good surprise tera ghost wins vs Corviknight, Skarmory & Zamazenta. I've found Clodsire, Garganacl, Slowking-Galar are tough so adding Trick works really well into them.

Physical threats are still really tough so if there's no great super effective move vs some of them Blissey needs to rely on a luck roll via Serene Grace. Which has happened some times. Still Clefable, Hatterene, Iron Valiant, Kinggambit, Primarina, Rillaboom, since they can set up on her or just kill her.

:Blissey: :Quagsire: :Clefable:

Because Blissey can get setup on, I added in an unaware duo or SpD Clefable and PhysD Quagsire. Clef can reverse setup on mons trying to take the advantage with calm mind. Quagsire can toxic them or setup rocks. It is also good because it makes the team look like a stall team.

:Blissey: :Quagsire: :Clefable: :Moltres:

Still having a tough time vs grass stabs and fighting stabs, I chose to add in Moltres. Moltres checks a lot of mons in this tier and thanks to boots it comes in safe. Heatran can be annoying. Kinggambit is annoying. Tusk is annoying. Iron Moth, Cinderace, Meowscarada, Rillaboom & Weevile have a tough time against Moltres too.

:Blissey: :Quagsire: :Clefable: :Moltres: :Great Tusk:

Now I wanted to have a spinner and another fake stall mon. Great Tusk was an obvious choice. As its always hard to tell if he's gonna be offensive of defensive. On my team ofc he appears to be defensive. I chose to give tusk Knock Off to deal with a lot of pesky Tusk switch-in-mons on balloons or Moltres (with boots). I also gave him the surprise attack, JOOOOOOHN CEEEEEENA!, Supercell Slam, to defeat defensive water and flying types.

:Blissey: :Clodsire: :Quagsire: :Clefable: :Moltres: :Great Tusk:

Finally to complete the unaware core I added in Clodsire! The clod is great because its a second SpD mon. It covers a lot of mons. It gets spikes and a surprisingly strong earthquake. And to be even more tricky I actually put WATER ABSORB. Onto Clodsire. This also helps cover my current water type weakness.

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Help:

I am mainly looking for move set changes or perhaps to swap 1 mon to aid with tough matchups or for another nice trick idea. I mostly like to minimally keep Blissey, Clodsire & Quadsire as the GOATs

Perhaps also strategy suggestions.

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Paste:

Who? (Blissey) @ Choice Specs
Ability: Serene Grace
Tera Type: Ghost
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Ice Beam
- Thunderbolt
- Trick

Yuuuun Moolah$ (Clodsire) (M) @ Leftovers
Ability: Water Absorb
Tera Type: Flying
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Recover
- Earthquake
- Rest

Clemythic (Clefable) (F) @ Leftovers
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonlight
- Moonblast

Quag in the Bag (Quagsire) (F) @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Liquidation
- Toxic
- Recover

Cares... (Moltres) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Water
EVs: 204 HP / 224 Def / 80 SpA
Bold Nature
IVs: 0 Atk
- Flamethrower
- Scorching Sands
- Roost
- Will-O-Wisp

William H. Taft (Great Tusk) @ Assault Vest
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Supercell Slam
- Knock Off
 
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Hello, I see it has been a minute but didn't want to let this one go.
I tried it out for a few games and unfortunately I really just don't think the concept works very well.
Here's some reasons why I think so:

- Physical attackers are going to be a lot of trouble for you. Specifically water types or anything else that can hit Moltres hard. For example Ogerpon-Wellspring OHKOs or 2HKOs your whole team. Clodsire can maybe switch into Ivy Cudgel with water absorb except it's not really doing anything back, and it can always take about 80% from Power Whip if you get predicted. Moltres can try to switch in on Power Whip but planks to Cudgel, and even if it switches in on Knock Off and catches a burn then it loses boots and has a lot of trouble. Another example would be Samurott-Hisui which can 2HKO clefable (which you probably want for later game), and nothing wants to switch in on Razor Shell.
- Great tusk is not a very good Assault Vest user as it still loses hard to special attackers like Kyurem, and the niche of surviving a Raging Bolt draco meteor and KOing back isnt very relevant here with Clodsire on the team. Additionally, it wants to deal some damage with Knock and Supercell but this EV spread is so slow it doesn't even outspeed many things WITH a rapid spin boost.
- Blissey can definitely do some damage with Specs but the investment really isn't worth it as you end up dying to a lot more things than you would otherwise (which is important since blissey is so slow). Additionally hazards become a huge issue for it with no boots, making it a not so strong very slow attacker that takes too much damage to be useful.

Overall the things I think are salvageable from the team are Clodsire (standard set ofc), Calm Mind Clefable (an option that's getting more popular right now, though most sets use Magic Guard), and Moltres (relatively standard set). I would look for a sample team or other RMT with those pokemon and see what you can do with that.
 
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