Hello, this would be my 3rd official RMT in here. And, today I'v brought a bit of a wacky team idea that seems to function as I got it to 1500 pretty easily. The main synergy involves using copycat after opposing rocks, screens, status, recovery, and most notably your own chilly reception. As you all know, a glowking v glowking is usually a speed tie on the pivot that aims to underspeed the other, and with sammy on a slightly bulky, slightly fast set can just negate that whole issue by copying the chilly afterwards. As I've noticed, it gains almost game winning momentum vs stall, semi-stall, and most cinderace cores. In the case of stall, you usually go to your breaker against the specific pokemon in front of you. For semi-stall its usually a similar situation, but you gain the ability to pick off key pokemon with espeed and booster on tusk. For most of the cinderace cores you deal 50% or more to their pivot pokemon pretty easily, which is usually debilitating.
Pokemon 1.
Samurott-Hisui @ Rocky Helmet
Ability: Sharpness
Tera Type: Ghost
EVs: 124 HP / 252 Atk / 80 Def / 52 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Sacred Sword
- Copycat
As you can tell, this set has some weird evs and a lack of priority. For the evs, it is designed to beat kingambit, dragonite, and all opposing sammys.
252 Atk Sharpness Samurott-Hisui Razor Shell vs. 124 HP / 80 Def Samurott-Hisui: 88-104 (25 - 29.5%) -- guaranteed 4HKO
They outspeed, lose sash, and then this happens.
252+ Atk Sharpness Samurott-Hisui Sacred Sword vs. 0 HP / 0 Def Samurott-Hisui: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
If they have sword themselves, this happens
252 Atk Sharpness Samurott-Hisui Sacred Sword vs. 124 HP / 80 Def Samurott-Hisui: 282-334 (80.1 - 94.8%) -- guaranteed 2HKO
Lose sash due to helm
252+ Atk Sharpness Samurott-Hisui Sacred Sword vs. 0 HP / 0 Def Samurott-Hisui: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
And, if they decide to just ceaseless you sacred and are only down a spike. (Which you'll probably get up yourself pretty quickly considering you have an h-rot in play lol).
2nd mon.
Slowking @ Colbur Berry
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 116 Def / 144 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Surf
- Slack Off
Slowking here proved better than glowking for this team as it more effectively walls walking wake, as putting it into e-speed range can prove difficult. And, this is pretty much a tweaked colbur set anyways so it doesn't really change much on what it does. Chilly spam, and fsight on free turns for more pressure against iron vals.
252 SpA Iron Valiant Thunderbolt vs. 248 HP / 144+ SpD Slowking: 136-162 (34.6 - 41.2%) -- guaranteed 3HKO
This is the most val can do, so you fsight in front of it and then slack->chilly/slack (Depending on opposing team composition/reads.)
Overall, great pokemon for chipping, eating hits and then leaving, and not dying ever.
3rd mon.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Thunderbolt
- Volt Switch
The average offensive zapdos set, its good, has great synergy against hrotts, pivots quickly, and puts reliable pressure on most pokemon in the meta. The reason it is tera electric and not steel/fairy is because I enjoy the extra damage it can do to glowking, but you almost never tera zap lol. Also, keep in mind zap functions almost identically to hrott as a spinblocker/punisher for great tusk, as it can para the tusk and turn it into setup fodder, or just straight up kill the tusk with hurricane before it re-sets rocks.
4th mon.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Fire Punch
Classic fire punch dnite espeed. This time I chose fire punch over ice spinner as opposing dnite are hardly ever a problem for this team, and tera almost always comes to this guy so opposing spinners aren't feared at all. The main purpose for dnite being here is to pick off fragile threats, and break through corv. Dnite is still an amazing pokemon in this meta, and even an A tier threat all things considered. Also, copy chilly into espeed dnite can just blow through teams lol. Its really funny to watch a player chilly into something and then just deny them their momentum + possibly getting to +1. Doing this almost guarantees some form of advantage as literally no team can wall the combination of a pivot hrott+zap+dnite.
5th mon.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Close Combat
- Ice Spinner
Booster bulk up is kinda broken lol. Usually, I just use it as a sweeper+late game wall. Watch out for zapdos and stuff tho, because getting para'd/burned can just mean your sweep is over. But, you can also bring tusk in on opposing tusk, bu a few times and sweep.
Here's the zapdos calcs btw
Offensive
4 Atk Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 168-198 (52.3 - 61.6%) -- guaranteed 2HKO
+1 4 Atk Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 250-296 (77.8 - 92.2%) -- guaranteed 2HKO
+1 4 Atk Tera Ice Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 374-444 (116.5 - 138.3%) -- guaranteed OHKO
Defensive
4 Atk Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 148-176 (38.5 - 45.8%) -- guaranteed 3HKO
+1 4 Atk Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO
+1 4 Atk Tera Ice Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 332-392 (86.4 - 102%) -- 18.8% chance to OHKO
I'm not going to cover tera, as if you're burning booster energy on your tusk and they still have tera available, you're taking a large risk. Also, if they tera steel you can try to predict with cc or headlong.
Last mon
Cresselia (F) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Moonlight
Cm cress. As you all know, this mon isn't the greatest in the meta, but I feel that it works well on this specific team personally. It walls iron val, along with a few other special attackers such as iron moth, gholdengo (post tera), and zapdos. Great niche on this team as a special wall + potential sweeper. It also walls clod which can be a slight problem (the reason I replaced val with it).
Overall, the team is a bit wacky but entirely functional. Give any tips you want to in the reply section, or dm me on discord at yugiohboi333.
Ending note, if you're questioning where my hazard control is, I've tried it and there's really no point as gholdengo exists. Plus, I have 3 mons that are immune lol. But, my hazard control is forcing them to use hazard control. I've used copycat on rocks a lot, spikes a bit, and have the ability to set spikes with sammy anyways. Its a bit odd, but when used correctly the team puts so much pressure on the opponent that they're usually forced to use defog. (Tusk gets sniped incredibly easily with this team) And plus, the mons here function almost the exact same way under hazards so they generally aren't a problem unless you get hit with like 3 spikes, rocks, and a tspike lol.
EDIT : Put most recent replay + pokepaste
https://replay.pokemonshowdown.com/gen9ou-1933662110
https://pokepast.es/69e9e35bbf1f147c
Pokemon 1.
Samurott-Hisui @ Rocky Helmet
Ability: Sharpness
Tera Type: Ghost
EVs: 124 HP / 252 Atk / 80 Def / 52 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Sacred Sword
- Copycat
As you can tell, this set has some weird evs and a lack of priority. For the evs, it is designed to beat kingambit, dragonite, and all opposing sammys.
252 Atk Sharpness Samurott-Hisui Razor Shell vs. 124 HP / 80 Def Samurott-Hisui: 88-104 (25 - 29.5%) -- guaranteed 4HKO
They outspeed, lose sash, and then this happens.
252+ Atk Sharpness Samurott-Hisui Sacred Sword vs. 0 HP / 0 Def Samurott-Hisui: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
If they have sword themselves, this happens
252 Atk Sharpness Samurott-Hisui Sacred Sword vs. 124 HP / 80 Def Samurott-Hisui: 282-334 (80.1 - 94.8%) -- guaranteed 2HKO
Lose sash due to helm
252+ Atk Sharpness Samurott-Hisui Sacred Sword vs. 0 HP / 0 Def Samurott-Hisui: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
And, if they decide to just ceaseless you sacred and are only down a spike. (Which you'll probably get up yourself pretty quickly considering you have an h-rot in play lol).
2nd mon.
Slowking @ Colbur Berry
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 116 Def / 144 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Surf
- Slack Off
Slowking here proved better than glowking for this team as it more effectively walls walking wake, as putting it into e-speed range can prove difficult. And, this is pretty much a tweaked colbur set anyways so it doesn't really change much on what it does. Chilly spam, and fsight on free turns for more pressure against iron vals.
252 SpA Iron Valiant Thunderbolt vs. 248 HP / 144+ SpD Slowking: 136-162 (34.6 - 41.2%) -- guaranteed 3HKO
This is the most val can do, so you fsight in front of it and then slack->chilly/slack (Depending on opposing team composition/reads.)
Overall, great pokemon for chipping, eating hits and then leaving, and not dying ever.
3rd mon.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Thunderbolt
- Volt Switch
The average offensive zapdos set, its good, has great synergy against hrotts, pivots quickly, and puts reliable pressure on most pokemon in the meta. The reason it is tera electric and not steel/fairy is because I enjoy the extra damage it can do to glowking, but you almost never tera zap lol. Also, keep in mind zap functions almost identically to hrott as a spinblocker/punisher for great tusk, as it can para the tusk and turn it into setup fodder, or just straight up kill the tusk with hurricane before it re-sets rocks.
4th mon.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Fire Punch
Classic fire punch dnite espeed. This time I chose fire punch over ice spinner as opposing dnite are hardly ever a problem for this team, and tera almost always comes to this guy so opposing spinners aren't feared at all. The main purpose for dnite being here is to pick off fragile threats, and break through corv. Dnite is still an amazing pokemon in this meta, and even an A tier threat all things considered. Also, copy chilly into espeed dnite can just blow through teams lol. Its really funny to watch a player chilly into something and then just deny them their momentum + possibly getting to +1. Doing this almost guarantees some form of advantage as literally no team can wall the combination of a pivot hrott+zap+dnite.
5th mon.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Close Combat
- Ice Spinner
Booster bulk up is kinda broken lol. Usually, I just use it as a sweeper+late game wall. Watch out for zapdos and stuff tho, because getting para'd/burned can just mean your sweep is over. But, you can also bring tusk in on opposing tusk, bu a few times and sweep.
Here's the zapdos calcs btw
Offensive
4 Atk Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 168-198 (52.3 - 61.6%) -- guaranteed 2HKO
+1 4 Atk Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 250-296 (77.8 - 92.2%) -- guaranteed 2HKO
+1 4 Atk Tera Ice Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 374-444 (116.5 - 138.3%) -- guaranteed OHKO
Defensive
4 Atk Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 148-176 (38.5 - 45.8%) -- guaranteed 3HKO
+1 4 Atk Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO
+1 4 Atk Tera Ice Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 332-392 (86.4 - 102%) -- 18.8% chance to OHKO
I'm not going to cover tera, as if you're burning booster energy on your tusk and they still have tera available, you're taking a large risk. Also, if they tera steel you can try to predict with cc or headlong.
Last mon
Cresselia (F) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Moonlight
Cm cress. As you all know, this mon isn't the greatest in the meta, but I feel that it works well on this specific team personally. It walls iron val, along with a few other special attackers such as iron moth, gholdengo (post tera), and zapdos. Great niche on this team as a special wall + potential sweeper. It also walls clod which can be a slight problem (the reason I replaced val with it).
Overall, the team is a bit wacky but entirely functional. Give any tips you want to in the reply section, or dm me on discord at yugiohboi333.
Ending note, if you're questioning where my hazard control is, I've tried it and there's really no point as gholdengo exists. Plus, I have 3 mons that are immune lol. But, my hazard control is forcing them to use hazard control. I've used copycat on rocks a lot, spikes a bit, and have the ability to set spikes with sammy anyways. Its a bit odd, but when used correctly the team puts so much pressure on the opponent that they're usually forced to use defog. (Tusk gets sniped incredibly easily with this team) And plus, the mons here function almost the exact same way under hazards so they generally aren't a problem unless you get hit with like 3 spikes, rocks, and a tspike lol.
EDIT : Put most recent replay + pokepaste
https://replay.pokemonshowdown.com/gen9ou-1933662110
https://pokepast.es/69e9e35bbf1f147c
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