SV OU Dolphin Webs (44-10 Voting Reqs)

What is your favorite Palafin set?


  • Total voters
    46

Roller K

For His Glory
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OUPL Champion
DOLPHIN WEBS
Palafin Webs.png



:sv/araquanid: :sv/palafin-hero: :sv/raging-bolt: :sv/gholdengo: :sv/kyurem: :sv/landorus-therian:

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TABLE OF CONTENTS
1. Importable Pokepaste
2. Proof of Peak
3. Team Introduction & Building Process
4. Individual Roles of Team Members
5. Bad Matchups & Counterplay
6. Replay Section
7. Closing Thoughts


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1. Importable of Pokepaste
https://pokepast.es/3d9d679dbad7d4b3


Nickname Version: https://pokepast.es/8f93d2af32f1d7f9

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2. Proof of Peak

Screenshot 2024-12-23 at 6.11.14 PM.png


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3. Team Introduction & Building Process

As soon as Palafin was unleashed for the suspect, I knew I wanted to build a team centered around Rain or Sticky Web. I decided on webs because Araquanid is a sturdy check to Palafin and would not boost the power of opposing Palafin.

:araquanid: :palafin-hero:

Next, I wanted a web abuser who could take on Electric attacks for the first tw
o Pokemon as well as a spin blocker. Raging Bolt fits perfectly here offensively and defensively, as it can form a priority core with Palafin to lessen the need for webs staying up and allow for Water-Electric offensive coverage while 4x resisting Electric attacks. Pecharunt felt like a solid pick here because it could use Parting Shot to bring in Palafin safely to activate its Hero Form.

:araquanid: :palafin-hero: :raging-bolt: :pecharunt:

I quickly realized Kyurem shredded me to pieces, and Pecharunt was not effective enough at getting Palafin activations. Gholdengo became the preferred spin blocker that could block Defog and Mortal Spin while tanking hits with ease. It could also fire off powerful attacks and be a webs sweeper with Nasty Plot.

:araquanid: :palafin-hero: :raging-bolt: :gholdengo:

I decided my last two Pokemon needed to be web abusers that could provide missing coverage. I settled on Kyurem and Iron Moth, as Kyurem and Iron Moth hit Grass-types that resist Water and Electric while being able to snowball with Dragon Dance and Fiery Dance, respectively.

:araquanid: :palafin-hero: :raging-bolt: :gholdengo: :kyurem: :iron-moth:

Iron Moth was good in some games, but it was not pulling its weight as much as other members. Also, hazards were destroying me and I was lacking Stealth Rock. Landorus filled the rest of the team's needs exceptionally with Intimidate to enable my setup sweepers, Rocky Helmet to chip down physical attackers and put them in range of my attacks, Taunt to stop opposing hazard setters or disturb opposing setup sweepers, Stealth Rock to break sashes and rack up chip, U-turn to chip down and bring in other Pokemon, and Earthquake to hit opponents hard.

:araquanid: :palafin-hero: :raging-bolt: :gholdengo: :kyurem: :landorus-therian:

I made optimizations to the sets throughout testing, but I was happy with these 6.

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4. Individual Roles of Team Members

:custap-berry: :sv/araquanid: :custap-berry:
Araquanid @ Custap Berry
Ability: Water Bubble
Tera Type: Ghost
EVs: 248 HP / 140 Def / 112 SpD / 8 Spe
Calm Nature
- Surf
- Lunge
- Endeavor
- Sticky Web​

Araquanid is emerging as the premier Sticky Web setter in OU, surpassing Ribombee thanks to its bulk and versatility, especially in the presence of Palafin. Ribombee's appeal comes from its speed, enabling it to set webs before being Taunted or KO'd (due to Focus Sash) while also spreading Stun Spore. However, it struggles against common threats like Dragonite, Air Balloon Gholdengo, Iron Crown, and Iron Moth, which exploit Ribombee's one-dimensional nature. Additionally, Cinderace disrupts webs with Court Change, while Heavy-Duty Boots Great Tusk can clear them and take on Gholdengo. Araquanid, with its 68 / 92 / 132 bulk and Water/Bug typing, overcomes these problems quite well. Its longevity and Water Bubble-boosted attacks allow it to chip opponents while resisting common moves. Araquanid counters Palafin, handles Hatterene and Cinderace effectively, and doesn’t rely solely on Sticky Web to have an impact, making it a more versatile and reliable option than Ribombee.

As for my Araquanid set, I found these moves and EVs to be most effective for my team and in the current meta. I originally had Liquidation on the set, but my friend Waci and I tested the team and he suggested Surf to improve the Glimmora matchup. Surf does more to Great Tusk, Landorus, and Hatterene while avoiding contact with Glimmora and Rocky Helmet, so I went with Surf over Liquidation and Calm over Careful since the damage output of Lunge is not too important. Lunge is here primarily to take on Wellspring Ogerpon, but it is also great at providing more setup opportunities for the team and scouting sets from physical attackers (i.e. Choice Band vs. Bulk Up on Palafin). Endeavor works well at putting an opponent in range of Jet Punch, Thunderclap, or other faster attacks. I forget where I got the EV spread from, but it works well. 248 HP allows you to come in an extra time on Stealth Rock and get off a 1 HP Endeavor with Custap Berry. 112 Special Defense with a Calm nature guarantees you live a Booster Energy Modest Raging Bolt's Thunderbolt from full. 8 Speed allows you to outpace opposing Araquanid and the rest of the EVs are pumped into physical defense to better take on physical attackers. Tera Ghost blocks Rapid Spin in a pinch, but I never had to use it.

:life-orb: :sv/palafin-hero: :life-orb:
Palafin @ Life Orb
Ability: Zero to Hero
Tera Type: Ground / Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jet Punch
- Ice Punch
- Close Combat
- Bulk Up​

Palafin is a beast, and Life Orb Palafin is an underexplored set on Sticky Web teams, as I personally think it is the best set. The three attacks are all important: Jet Punch is the reason why you use Palafin in the first place, Ice Punch hits the Grass- and Dragon-types that resist Jet Punch, and Close Combat is its strongest attack that handles Water-types, Kyurem, and Kingambit while being a strong attack into opponents that do not resist Fighting. Most sets I see fall into the category of all-out attacker and bulky setup sweeper, the two most common of these being Choice Band and specially defensive Bulk Up + Drain Punch, respectively. While both sets are great in their own right, being locked into one move is exploitable, and not having immediate power limits Palafin's ability to revenge kill opponents. Bulk Up felt like the best fourth move to include on the set as it allows me to set up on a switch and snowball in some games. My original set included Lum Berry to help out against Heavy-Duty Boots Dragapult and Darkrai packing Will-O-Wisp, but it never really came into play. I also thought of Punching Glove + Drain Punch, but +0 and +1 Drain Punch fail to OHKO Kyurem and Ogerpon, respectively, even after Stealth Rock.

Through trial and error, I realized Life Orb would be the best solution to Palafin's problems: Due to the fast-paced nature of Hyper Offense, you don't want to switch out and lose momentum, plus Palafin needed a way to hit hard immediately so it did not rely on Bulk Up to get KOs. Life Orb has many relevant calcs (listed below) that make its 30% damage boost worth the 10% recoil. Because of Life Orb minimizing longevity, I went with zero bulk to ensure you do not underspeed opposing Adamant Palafin while outspeeding -1 Dragapult and anything slower. Palafin's tera type is the most flexible part of the team. I did my suspect run with Tera Ground to become immune to Raging Bolt's Thunderclap and take it out with +1 Ice Punch. Tera Electric would serve a similar purpose, as Thunderclap won't do too much damage, you retain your paralysis immunity, you take on Zapdos more comfortably, and you lose your weakness to Rillaboom's Grassy Glide and Kyurem's Freeze-Dry. You can try Fairy, Steel, and Grass as other defensive tera types, Fighting for extra power while resisting Dark attacks, and even Tera Fire to gain a burn immunity. The only common Palafin tera type I discourage is Tera Water, as you gain a lot more from changing your type defensively than marginally boosting the damage from Jet Punch on this set.

This list is not exhaustive, but it provides common scenarios with OU Pokemon where the Life Orb damage boost completely flips some interactions in your favor.

:raging-bolt:
+1 252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 4 Def Raging Bolt: 340-400 (86.9 - 102.3%) -- 18.8% chance to OHKO
+1 252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 4 Def Raging Bolt: 442-520 (113 - 132.9%) -- guaranteed OHKO
With Tera Ground specifically, you can safely go for Bulk Up as Raging Bolt uses Thunderclap and KO it the next turn safely. Even if they predict tera and go for Dragon Pulse, you knock it out and have 1-3 more Life Orb hits with a +1 Palafin (depending on rolls).

:kyurem:
252+ Atk Palafin-Hero Close Combat vs. 0 HP / 0 Def Kyurem: 366-432 (93.6 - 110.4%) -- 62.5% chance to OHKO
252+ Atk Life Orb Palafin-Hero Close Combat vs. 0 HP / 0 Def Kyurem: 476-562 (121.7 - 143.7%) -- guaranteed OHKO

:dragapult:
+1 252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Dragapult: 119-141 (37.5 - 44.4%) -- guaranteed 3HKO
+1 252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Dragapult: 155-183 (48.8 - 57.7%) -- 95.3% chance to 2HKO
252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 0 Def Dragapult: 266-314 (83.9 - 99%) -- guaranteed 2HKO
252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 0 Def Dragapult: 346-408 (109.1 - 128.7%) -- guaranteed OHKO

:palafin-hero:
+1 252+ Atk Palafin-Hero Close Combat vs. 0 HP / 4 Def Palafin-Hero: 257-303 (75.3 - 88.8%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Close Combat vs. 0 HP / 4 Def Palafin-Hero: 334-394 (97.9 - 115.5%) -- 87.5% chance to OHKO

:ogerpon-wellspring:
252+ Atk Palafin-Hero Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 194-229 (64.4 - 76%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 252-298 (83.7 - 99%) -- 75% chance to OHKO after Stealth Rock

:great-tusk:
+1 252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 4 Def Great Tusk: 300-354 (80.8 - 95.4%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 4 Def Great Tusk: 390-460 (105.1 - 123.9%) -- guaranteed OHKO

:iron-treads:
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Iron Treads: 218-258 (67.9 - 80.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Iron Treads: 283-335 (88.1 - 104.3%) -- 43.8% chance to OHKO after Stealth Rock

:ting-lu:
+1 252+ Atk Palafin-Hero Close Combat vs. 252 HP / 4 Def Ting-Lu: 414-488 (80.5 - 94.9%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Close Combat vs. 252 HP / 4 Def Ting-Lu: 538-634 (104.6 - 123.3%) -- guaranteed OHKO

:moltres:
+1 252+ Atk Palafin-Hero Jet Punch vs. 248 HP / 248+ Def Moltres: 294-348 (76.7 - 90.8%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Jet Punch vs. 248 HP / 248+ Def Moltres: 382-452 (99.7 - 118%) -- 93.8% chance to OHKO

:zapdos:
+1 252+ Atk Palafin-Hero Ice Punch vs. 248 HP / 244+ Def Zapdos: 254-300 (66.3 - 78.3%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Ice Punch vs. 248 HP / 244+ Def Zapdos: 330-390 (86.1 - 101.8%) -- 12.5% chance to OHKO

:gholdengo:
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Gholdengo: 132-156 (41.9 - 49.5%) -- guaranteed 3HKO
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Gholdengo: 172-203 (54.6 - 64.4%) -- guaranteed 2HKO

:enamorus:
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Enamorus: 169-199 (58.4 - 68.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Enamorus: 220-259 (76.1 - 89.6%) -- guaranteed OHKO after Stealth Rock

:cinderace: (Bulky)
252+ Atk Palafin-Hero Jet Punch vs. 224 HP / 0 Def Cinderace: 320-378 (89.6 - 105.8%) -- 31.3% chance to OHKO
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 224 HP / 0 Def Cinderace: 416-491 (116.5 - 137.5%) -- guaranteed OHKO

:roaring-moon: (Ice Punch so you cover tera)
252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 0 Def Roaring Moon: 278-328 (79.2 - 93.4%) -- guaranteed 2HKO
252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 0 Def Roaring Moon: 361-426 (102.8 - 121.3%) -- guaranteed OHKO

:dragonite:
252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 218-258 (67.4 - 79.8%) -- guaranteed 2HKO
252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 283-335 (87.6 - 103.7%) -- 25% chance to OHKO

:iron-moth: (Tera)
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 124 Def Tera Fairy Iron Moth: 159-187 (52.8 - 62.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 124 Def Tera Fairy Iron Moth: 207-243 (68.7 - 80.7%) -- 50% chance to OHKO after Stealth Rock
:booster-energy: :sv/raging-bolt: :booster-energy:
Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 20 Atk
- Thunderclap
- Dragon Pulse
- Thunderbolt
- Calm Mind​

Raging Bolt is the perfect partner for Palafin, especially on webs teams. Together, they form a nasty priority core with Jet Punch and Thunderclap, which lessens the need for Sticky Web to be up. Defensively, Raging Bolt takes on the Electric and Grass attacks that Palafin struggles with, while Palafin takes on the Ice attacks Raging Bolt struggles with (besides Freeze-Dry). Offensively, Water + Electric coverage work well together, and they can force awkward teras given the amount of pressure they put on the opponent. Palafin can force Pokemon to use Tera Water/Dragon or Ground-types to tera, which opens up Raging Bolt a lot more. Raging Bolt can force Pokemon to use Tera Ground or Water-/Dragon-types to tera, which opens up Palafin a lot more. My set is standard, with Tera Ghost being the preferred tera type to block Rapid Spin and lose its weaknesses. You can try Tera Fairy or Bug, but I highly recommend Tera Ghost on Sticky Web teams since removing webs can kill a lot of momentum.

:air-balloon: :sv/gholdengo: :air-balloon:
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain / Psyshock
- Shadow Ball
- Dazzling Gleam
- Nasty Plot​

Gholdengo is the team's spin blocker and another potent abuser of Sticky Web. As mentioned earlier, Gholdengo is necessary here to check Kyurem, who would otherwise tear the team apart if webs aren't up. I briefly tested Eject Button because I could get hit with Great Tusk's Ice Spinner and switch Palafin back in to put on pressure, but it did not work well so I opted for the standard Air Balloon. For the first half of my suspect run, I used Psyshock to help the stall matchup, but you have enough outs with Tera Ghost Raging Bolt, Endeavor Araquanid, and Nasty Plot Gholdengo in general. Make it Rain allows you to OHKO Kyurem and bring Glimmora down to its Focus Sash so it can die to Stealth Rock or Rocky Helmet when trying to spin on Landorus, and those matchups are a lot more common than stall, plus it dishes out more damage against more targets. If you struggle with stall, keep Psyshock, otherwise use Make it Rain. Tera Fairy boosts the damage of Dazzling Gleam and gives a resistance to Dark-type attacks like Knock Off Roaring Moon and Sucker Punch Kingambit. Offensive Gholdengo is better than defensive because you want to make the most of webs support, and Araquanid can usually set webs up again if Gholdengo goes down.

:loaded-dice: :sv/kyurem: :loaded-dice:
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Electric / Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Spear
- Scale Shot
- Tera Blast
- Dragon Dance​

Dragon Dance BoltBeam Kyurem is very hit-or-miss, but that is fine on Hyper Offense where it can crush some matchups. Kyurem does not rely on Sticky Web support, but it definitely appreciates its presence. Defensively, Kyurem is super bulky along with the rest of the team, which helps it survive a plethora of attacks and set up or attack. Offensively, Ice coverage hits the Grass- and Dragon-types that resist Water + Electric, which can open up Palafin and Raging Bolt. My first iteration of the team had mixed Kyurem with Freeze-Dry + Never-Melt Ice over Scale Shot + Loaded Dice, but I disliked the inconsistent damage output from Icicle Spear and did not get enough value out of Freeze-Dry, so I went fully physical. Tera Blast Electric provides BoltBeam coverage, which is one of the best combinations offensively. Tera Electric also makes Kyurem neutral to most attacks which allows the bulk to shine, it gives Kyurem paralysis immunity, and it removes the Stealth Rock weakness. Scale Shot is pretty valuable here despite the defense drop and high amount of priority currently in the metagame, as Kyurem was often a check to opposing Kyurem since they tend to lack a Dragon move, and you can Scale Shot to potentially OHKO while boosting your speed to outpace Dragapult and other fast Pokemon that may be packing Heavy-Duty Boots. I will briefly mention Tera Fire, as it would help improve the matchups against Kingambit and Gholdengo while gaining a burn immunity, but I think Tera Electric is more consistent, especially with the presence of Palafin.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water / Steel
EVs: 252 HP / 4 Def / 252 Spe
Jolly / Timid Nature
- Earthquake / Earth Power
- U-turn
- Taunt
- Stealth Rock​

Landorus fills the rest of the team's needs; Ground and Electric immunities, Intimidate support to enable the team's sweepers, Stealth Rock, Taunt to stop opposing hazard setters and disturb set-up sweepers, U-turn for safe pivoting, and Rocky Helmet to rack up chip and put things in range of Jet Punch, Thunderclap, or a faster attack. The amount of roles Landorus fills and the level of support it provides generation after generation never fails to amaze me. I did my suspect run with Earthquake to hit Raging Bolt and others harder, but Earth Power is an equally valuable move to help against Glimmora and Zamazenta, so they are interchangeable in my opinion. Tera Water is here as an emergency rain answer and Palafin check, but I did not have to use it as Raging Bolt is naturally pretty good into both. You could try Tera Steel to flip the Ice weakness and help slightly against Meowscarada, but Water is probably more helpful in more scenarios.

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5. Bad Matchups & Counterplay

:glimmora: Toxic Spikes :toxapex:
If the opponent gets up Toxic Spikes, you are in a rough position. There is no grounded Poison-type on the team to absorb Toxic Spikes, so once they are up, they will stay and hit four of the team members. Life Orb Palafin hates dealing with Poison damage on top of Life Orb recoil, Raging Bolt cannot sweep as well and is more vulnerable to Thunderclap mind games, and Kyurem struggles to get going when poisoned. Glimmora must be handled tactfully; if you are going to use a physical move on it, make sure Sticky Web is up and your physical attacker is poised to break or sweep. I did not face Toxapex during my suspect run, but Gholdengo can probably use it as setup fodder and put on major pressure for stall teams.

:kingambit: Dark Types :roaring-moon:
The team has no Dark resist and only one resist in Tera Fairy Gholdengo. I was lucky enough to not face Dark spam, but I can see it being very difficult for this team to overcome. Gholdengo is pretty great at handling Dark-types except for Kingambit. You have counterplay with Jet Punch, Thunderclap, and Landorus, but Kingambit can come in freely on Kyurem and Gholdengo to fire off a strong attack or set up and threaten the team. This is why I suggest Tera Fighting Palafin or Tera Fire Kyurem, as both can handle Kingambit more comfortably. Focus Blast Gholdengo can work, but you are praying they do not Sucker Punch, so I am not a fan.

:heavy-duty-boots: Heavy-Duty Boots :heavy-duty-boots:
All forms of Sticky Web teams struggle against teams that use multiple Heavy-Duty Boots. I still want to mention it because this team is especially affected; the team has no Knock Off users to remove boots, and the fastest Pokemon naturally is Kyurem at 317, which is slow even for a webs team. Whenever I faced opposing Kyurem or Palafin with Heavy-Duty Boots, I struggled a lot, and frail Pokemon like Dragapult pose more of a threat if it is Heavy-Duty Boots or Clear Body. If you want to improve this, consider running your own Heavy-Duty Boots Palafin with a Jolly Nature; since you are no longer a potent sweeper, you will probably want to go for Flip Turn over Bulk Up, which makes Palafin less useful on Sticky Web but much better into these matchups.

:gliscor: Hazard Stack :ting-lu:
The team also lacks a Heavy-Duty Boots user, and if you let the opponent stack hazards, you will likely lose. You have to overwhelm them before they overwhelm you. The aforementioned Heavy-Duty Boots Palafin could work here too, though not as effectively.

:kyurem: Kyurem :kyurem:
Four of the Pokemon are weak to Freeze-Dry, and the one resistance is weak to Earth Power once its Air Balloon has been popped. Usually, you can handle it well with either Sticky Web and Stealth Rock, but be wary of Heavy-Duty Boots and opposing DD Electric Kyurem, as both are very difficult to handle.

:ninetales-alola: Screens :grimmsnarl:
Alolan Ninetales outspeeds the entire team and only has to worry about Gholdengo taking it out behind screens. I only recall one game where I played a competent person with Alolan Ninetales, and it is difficult even with Sticky Web and Stealth Rock up. The replay is below, but I think leading Gholdengo is mandatory in the screens matchup to force a switch or take out Ninetales (or Grimmsnarl).

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6. Replay Section

All replays are from laddering with my suspect alt during the Palafin suspect test:

Tera Ground Palafin beating Raging Bolt
Tera Electric Kyurem dancing against Serperior
Maneuvering around late-game HDB Kyurem
Poor start into late-game webs into reverse sweep
Tera Electric Kyurem shenanigans
No webs needed to succeed
Getting destroyed by Sun
Palafin using Dragonite as setup fodder
Raging Bolt 1v5 reverse sweep
Showcasing team's weakness to screens + Kingambit
Playing around Fairy Kingambit...all to lose a 50/50 war
Handling Zamazenta with Landorus + Gholdengo
Tera Electric Palafin beating Sand
Winning the Sticky Web war
Dismantling Bronzong Stall with Gholdengo + Ghost Raging Bolt
:bellipog: BABY PALAFIN SWEEP :bellipog:

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7. Closing Thoughts

I will provide my thoughts about Palafin in the qualified discussion once I build and test out more teams.

Regarding this team, I have so many strong checks to Palafin that the dolphin is not a concern, though some sets like Heavy-Duty Boots are problematic. Palafin needs to be led in a vast majority of matchups, as I struggled a lot when I had to find an opportunity later in the game to activate Hero Form. Having sturdy pivots like Araquanid and Landorus who can also set up hazards made activating Palafin a breeze, even against players who knew they could lead against Palafin and cause problems. A big part of the lead game is recognizing if anything immediately sweeps you and anti-leading the threat (10%), otherwise lead Palafin and pivot (90%). Our own Palafin is very powerful and destroys some matchups, but I would say the MVP is Raging Bolt.

Araquanid / Palafin / Raging Bolt / Gholdengo form a potent Sticky Web core, and the last two slots are pretty flexible. Kyurem is the most expendable member of the team, as there are many web abusers that can help in different matchups, though Kyurem is the most consistent. Landorus is harder to switch out as it is one of the best role condensers in the game, but it can be done. This RMT's main purpose is to show off the Pala Bolt Sticky Web core, as I believe it is very optimized, and spark some discussion for the current Palafin suspect test.

The team's performance is nothing crazy, but Sticky Web teams in general are fishing for good matchups. I personally do not like laddering often, but using something silly like this and watching Palafin get reverse sweeps was a great time. I did my best to optimize this team, but there will always be poor matchups for gimmick teams like Sticky Web. I have not tested the team on high ladder, as my peak is in the high 1700s. If anyone uses the team and can reach a higher peak (i.e. 1800 and beyond), please let me know here. I would love to hear your opinion of the team, what you like about the team, how it can be improved, and your thoughts on the RMT in general. I hope I did a good job of presenting the team and my ideas to you.

Thank you for reading, and good luck with using this team!
 

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Nice
DOLPHIN WEBS
View attachment 698300



:sv/araquanid: :sv/palafin-hero: :sv/raging-bolt: :sv/gholdengo: :sv/kyurem: :sv/landorus-therian:

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TABLE OF CONTENTS
1. Importable Pokepaste
2. Proof of Peak
3. Team Introduction & Building Process
4. Individual Roles of Team Members
5. Bad Matchups & Counterplay
6. Replay Section
7. Closing Thoughts


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1. Importable of Pokepaste
https://pokepast.es/3d9d679dbad7d4b3


Nickname Version: https://pokepast.es/8f93d2af32f1d7f9

========================================================

2. Proof of Peak

View attachment 698344

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3. Team Introduction & Building Process

As soon as Palafin was unleashed for the suspect, I knew I wanted to build a team centered around Rain or Sticky Web. I decided on webs because Araquanid is a sturdy check to Palafin and would not boost the power of opposing Palafin.

:araquanid: :palafin-hero:

Next, I wanted a web abuser who could take on Electric attacks for the first tw
o Pokemon as well as a spin blocker. Raging Bolt fits perfectly here offensively and defensively, as it can form a priority core with Palafin to lessen the need for webs staying up and allow for Water-Electric offensive coverage while 4x resisting Electric attacks. Pecharunt felt like a solid pick here because it could use Parting Shot to bring in Palafin safely to activate its Hero Form.

:araquanid: :palafin-hero: :raging-bolt: :pecharunt:

I quickly realized Kyurem shredded me to pieces, and Pecharunt was not effective enough at getting Palafin activations. Gholdengo became the preferred spin blocker that could block Defog and Mortal Spin while tanking hits with ease. It could also fire off powerful attacks and be a webs sweeper with Nasty Plot.

:araquanid: :palafin-hero: :raging-bolt: :gholdengo:

I decided my last two Pokemon needed to be web abusers that could provide missing coverage. I settled on Kyurem and Iron Moth, as Kyurem and Iron Moth hit Grass-types that resist Water and Electric while being able to snowball with Dragon Dance and Fiery Dance, respectively.

:araquanid: :palafin-hero: :raging-bolt: :gholdengo: :kyurem: :iron-moth:

Iron Moth was good in some games, but it was not pulling its weight as much as other members. Also, hazards were destroying me and I was lacking Stealth Rock. Landorus filled the rest of the team's needs exceptionally with Intimidate to enable my setup sweepers, Rocky Helmet to chip down physical attackers and put them in range of my attacks, Taunt to stop opposing hazard setters or disturb opposing setup sweepers, Stealth Rock to break sashes and rack up chip, U-turn to chip down and bring in other Pokemon, and Earthquake to hit opponents hard.

:araquanid: :palafin-hero: :raging-bolt: :gholdengo: :kyurem: :landorus-therian:

I made optimizations to the sets throughout testing, but I was happy with these 6.

========================================================


4. Individual Roles of Team Members

:custap-berry: :sv/araquanid: :custap-berry:
Araquanid @ Custap Berry
Ability: Water Bubble
Tera Type: Ghost
EVs: 248 HP / 140 Def / 112 SpD / 8 Spe
Calm Nature
- Surf
- Lunge
- Endeavor
- Sticky Web​

Araquanid is emerging as the premier Sticky Web setter in OU, surpassing Ribombee thanks to its bulk and versatility, especially in the presence of Palafin. Ribombee's appeal comes from its speed, enabling it to set webs before being Taunted or KO'd (due to Focus Sash) while also spreading Stun Spore. However, it struggles against common threats like Dragonite, Air Balloon Gholdengo, Iron Crown, and Iron Moth, which exploit Ribombee's one-dimensional nature. Additionally, Cinderace disrupts webs with Court Change, while Heavy-Duty Boots Great Tusk can clear them and take on Gholdengo. Araquanid, with its 68 / 92 / 132 bulk and Water/Bug typing, overcomes these problems quite well. Its longevity and Water Bubble-boosted attacks allow it to chip opponents while resisting common moves. Araquanid counters Palafin, handles Hatterene and Cinderace effectively, and doesn’t rely solely on Sticky Web to have an impact, making it a more versatile and reliable option than Ribombee.

As for my Araquanid set, I found these moves and EVs to be most effective for my team and in the current meta. I originally had Liquidation on the set, but my friend Waci and I tested the team and he suggested Surf to improve the Glimmora matchup. Surf does more to Great Tusk, Landorus, and Hatterene while avoiding contact with Glimmora and Rocky Helmet, so I went with Surf over Liquidation and Calm over Careful since the damage output of Lunge is not too important. Lunge is here primarily to take on Wellspring Ogerpon, but it is also great at providing more setup opportunities for the team and scouting sets from physical attackers (i.e. Choice Band vs. Bulk Up on Palafin). Endeavor works well at putting an opponent in range of Jet Punch, Thunderclap, or other faster attacks. I forget where I got the EV spread from, but it works well. 248 HP allows you to come in an extra time on Stealth Rock and get off a 1 HP Endeavor with Custap Berry. 112 Special Defense with a Calm nature guarantees you live a Booster Energy Modest Raging Bolt's Thunderbolt from full. 8 Speed allows you to outpace opposing Araquanid and the rest of the EVs are pumped into physical defense to better take on physical attackers. Tera Ghost blocks Rapid Spin in a pinch, but I never had to use it.

:life-orb: :sv/palafin-hero: :life-orb:
Palafin @ Life Orb
Ability: Zero to Hero
Tera Type: Ground / Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jet Punch
- Ice Punch
- Close Combat
- Bulk Up​

Palafin is a beast, and Life Orb Palafin is an underexplored set on Sticky Web teams, as I personally think it is the best set. The three attacks are all important: Jet Punch is the reason why you use Palafin in the first place, Ice Punch hits the Grass- and Dragon-types that resist Jet Punch, and Close Combat is its strongest attack that handles Water-types, Kyurem, and Kingambit while being a strong attack into opponents that do not resist Fighting. Most sets I see fall into the category of all-out attacker and bulky setup sweeper, the two most common of these being Choice Band and specially defensive Bulk Up + Drain Punch, respectively. While both sets are great in their own right, being locked into one move is exploitable, and not having immediate power limits Palafin's ability to revenge kill opponents. Bulk Up felt like the best fourth move to include on the set as it allows me to set up on a switch and snowball in some games. My original set included Lum Berry to help out against Heavy-Duty Boots Dragapult and Darkrai packing Will-O-Wisp, but it never really came into play. I also thought of Punching Glove + Drain Punch, but +0 and +1 Drain Punch fail to OHKO Kyurem and Ogerpon, respectively, even after Stealth Rock.

Through trial and error, I realized Life Orb would be the best solution to Palafin's problems: Due to the fast-paced nature of Hyper Offense, you don't want to switch out and lose momentum, plus Palafin needed a way to hit hard immediately so it did not rely on Bulk Up to get KOs. Life Orb has many relevant calcs (listed below) that make its 30% damage boost worth the 10% recoil. Because of Life Orb minimizing longevity, I went with zero bulk to ensure you do not underspeed opposing Adamant Palafin while outspeeding -1 Dragapult and anything slower. Palafin's tera type is the most flexible part of the team. I did my suspect run with Tera Ground to become immune to Raging Bolt's Thunderclap and take it out with +1 Ice Punch. Tera Electric would serve a similar purpose, as Thunderclap won't do too much damage, you retain your paralysis immunity, you take on Zapdos more comfortably, and you lose your weakness to Rillaboom's Grassy Glide and Kyurem's Freeze-Dry. You can try Fairy, Steel, and Grass as other defensive tera types, Fighting for extra power while resisting Dark attacks, and even Tera Fire to gain a burn immunity. The only common Palafin tera type I discourage is Tera Water, as you gain a lot more from changing your type defensively than marginally boosting the damage from Jet Punch on this set.

This list is not exhaustive, but it provides common scenarios with OU Pokemon where the Life Orb damage boost completely flips some interactions in your favor.

:raging-bolt:
+1 252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 4 Def Raging Bolt: 340-400 (86.9 - 102.3%) -- 18.8% chance to OHKO
+1 252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 4 Def Raging Bolt: 442-520 (113 - 132.9%) -- guaranteed OHKO
With Tera Ground specifically, you can safely go for Bulk Up as Raging Bolt uses Thunderclap and KO it the next turn safely. Even if they predict tera and go for Dragon Pulse, you knock it out and have 1-3 more Life Orb hits with a +1 Palafin (depending on rolls).

:kyurem:
252+ Atk Palafin-Hero Close Combat vs. 0 HP / 0 Def Kyurem: 366-432 (93.6 - 110.4%) -- 62.5% chance to OHKO
252+ Atk Life Orb Palafin-Hero Close Combat vs. 0 HP / 0 Def Kyurem: 476-562 (121.7 - 143.7%) -- guaranteed OHKO

:dragapult:
+1 252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Dragapult: 119-141 (37.5 - 44.4%) -- guaranteed 3HKO
+1 252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Dragapult: 155-183 (48.8 - 57.7%) -- 95.3% chance to 2HKO
252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 0 Def Dragapult: 266-314 (83.9 - 99%) -- guaranteed 2HKO
252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 0 Def Dragapult: 346-408 (109.1 - 128.7%) -- guaranteed OHKO

:palafin-hero:
+1 252+ Atk Palafin-Hero Close Combat vs. 0 HP / 4 Def Palafin-Hero: 257-303 (75.3 - 88.8%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Close Combat vs. 0 HP / 4 Def Palafin-Hero: 334-394 (97.9 - 115.5%) -- 87.5% chance to OHKO

:ogerpon-wellspring:
252+ Atk Palafin-Hero Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 194-229 (64.4 - 76%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 252-298 (83.7 - 99%) -- 75% chance to OHKO after Stealth Rock

:great-tusk:
+1 252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 4 Def Great Tusk: 300-354 (80.8 - 95.4%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 4 Def Great Tusk: 390-460 (105.1 - 123.9%) -- guaranteed OHKO

:iron-treads:
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Iron Treads: 218-258 (67.9 - 80.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Iron Treads: 283-335 (88.1 - 104.3%) -- 43.8% chance to OHKO after Stealth Rock

:ting-lu:
+1 252+ Atk Palafin-Hero Close Combat vs. 252 HP / 4 Def Ting-Lu: 414-488 (80.5 - 94.9%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Close Combat vs. 252 HP / 4 Def Ting-Lu: 538-634 (104.6 - 123.3%) -- guaranteed OHKO

:moltres:
+1 252+ Atk Palafin-Hero Jet Punch vs. 248 HP / 248+ Def Moltres: 294-348 (76.7 - 90.8%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Jet Punch vs. 248 HP / 248+ Def Moltres: 382-452 (99.7 - 118%) -- 93.8% chance to OHKO

:zapdos:
+1 252+ Atk Palafin-Hero Ice Punch vs. 248 HP / 244+ Def Zapdos: 254-300 (66.3 - 78.3%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Palafin-Hero Ice Punch vs. 248 HP / 244+ Def Zapdos: 330-390 (86.1 - 101.8%) -- 12.5% chance to OHKO

:gholdengo:
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Gholdengo: 132-156 (41.9 - 49.5%) -- guaranteed 3HKO
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Gholdengo: 172-203 (54.6 - 64.4%) -- guaranteed 2HKO

:enamorus:
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 0 Def Enamorus: 169-199 (58.4 - 68.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 0 Def Enamorus: 220-259 (76.1 - 89.6%) -- guaranteed OHKO after Stealth Rock

:cinderace: (Bulky)
252+ Atk Palafin-Hero Jet Punch vs. 224 HP / 0 Def Cinderace: 320-378 (89.6 - 105.8%) -- 31.3% chance to OHKO
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 224 HP / 0 Def Cinderace: 416-491 (116.5 - 137.5%) -- guaranteed OHKO

:roaring-moon: (Ice Punch so you cover tera)
252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 0 Def Roaring Moon: 278-328 (79.2 - 93.4%) -- guaranteed 2HKO
252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 0 Def Roaring Moon: 361-426 (102.8 - 121.3%) -- guaranteed OHKO

:dragonite:
252+ Atk Palafin-Hero Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 218-258 (67.4 - 79.8%) -- guaranteed 2HKO
252+ Atk Life Orb Palafin-Hero Ice Punch vs. 0 HP / 4 Def Multiscale Dragonite: 283-335 (87.6 - 103.7%) -- 25% chance to OHKO

:iron-moth: (Tera)
252+ Atk Palafin-Hero Jet Punch vs. 0 HP / 124 Def Tera Fairy Iron Moth: 159-187 (52.8 - 62.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Palafin-Hero Jet Punch vs. 0 HP / 124 Def Tera Fairy Iron Moth: 207-243 (68.7 - 80.7%) -- 50% chance to OHKO after Stealth Rock
:booster-energy: :sv/raging-bolt: :booster-energy:
Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 20 Atk
- Thunderclap
- Dragon Pulse
- Thunderbolt
- Calm Mind​

Raging Bolt is the perfect partner for Palafin, especially on webs teams. Together, they form a nasty priority core with Jet Punch and Thunderclap, which lessens the need for Sticky Web to be up. Defensively, Raging Bolt takes on the Electric and Grass attacks that Palafin struggles with, while Palafin takes on the Ice attacks Raging Bolt struggles with (besides Freeze-Dry). Offensively, Water + Electric coverage work well together, and they can force awkward teras given the amount of pressure they put on the opponent. Palafin can force Pokemon to use Tera Water/Dragon or Ground-types to tera, which opens up Raging Bolt a lot more. Raging Bolt can force Pokemon to use Tera Ground or Water-/Dragon-types to tera, which opens up Palafin a lot more. My set is standard, with Tera Ghost being the preferred tera type to block Rapid Spin and lose its weaknesses. You can try Tera Fairy or Bug, but I highly recommend Tera Ghost on Sticky Web teams since removing webs can kill a lot of momentum.

:air-balloon: :sv/gholdengo: :air-balloon:
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain / Psyshock
- Shadow Ball
- Dazzling Gleam
- Nasty Plot​

Gholdengo is the team's spin blocker and another potent abuser of Sticky Web. As mentioned earlier, Gholdengo is necessary here to check Kyurem, who would otherwise tear the team apart if webs aren't up. I briefly tested Eject Button because I could get hit with Great Tusk's Ice Spinner and switch Palafin back in to put on pressure, but it did not work well so I opted for the standard Air Balloon. For the first half of my suspect run, I used Psyshock to help the stall matchup, but you have enough outs with Tera Ghost Raging Bolt, Endeavor Araquanid, and Nasty Plot Gholdengo in general. Make it Rain allows you to OHKO Kyurem and bring Glimmora down to its Focus Sash so it can die to Stealth Rock or Rocky Helmet when trying to spin on Landorus, and those matchups are a lot more common than stall, plus it dishes out more damage against more targets. If you struggle with stall, keep Psyshock, otherwise use Make it Rain. Tera Fairy boosts the damage of Dazzling Gleam and gives a resistance to Dark-type attacks like Knock Off Roaring Moon and Sucker Punch Kingambit. Offensive Gholdengo is better than defensive because you want to make the most of webs support, and Araquanid can usually set webs up again if Gholdengo goes down.

:loaded-dice: :sv/kyurem: :loaded-dice:
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Electric / Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Spear
- Scale Shot
- Tera Blast
- Dragon Dance​

Dragon Dance BoltBeam Kyurem is very hit-or-miss, but that is fine on Hyper Offense where it can crush some matchups. Kyurem does not rely on Sticky Web support, but it definitely appreciates its presence. Defensively, Kyurem is super bulky along with the rest of the team, which helps it survive a plethora of attacks and set up or attack. Offensively, Ice coverage hits the Grass- and Dragon-types that resist Water + Electric, which can open up Palafin and Raging Bolt. My first iteration of the team had mixed Kyurem with Freeze-Dry + Never-Melt Ice over Scale Shot + Loaded Dice, but I disliked the inconsistent damage output from Icicle Spear and did not get enough value out of Freeze-Dry, so I went fully physical. Tera Blast Electric provides BoltBeam coverage, which is one of the best combinations offensively. Tera Electric also makes Kyurem neutral to most attacks which allows the bulk to shine, it gives Kyurem paralysis immunity, and it removes the Stealth Rock weakness. Scale Shot is pretty valuable here despite the defense drop and high amount of priority currently in the metagame, as Kyurem was often a check to opposing Kyurem since they tend to lack a Dragon move, and you can Scale Shot to potentially OHKO while boosting your speed to outpace Dragapult and other fast Pokemon that may be packing Heavy-Duty Boots. I will briefly mention Tera Fire, as it would help improve the matchups against Kingambit and Gholdengo while gaining a burn immunity, but I think Tera Electric is more consistent, especially with the presence of Palafin.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water / Steel
EVs: 252 HP / 4 Def / 252 Spe
Jolly / Timid Nature
- Earthquake / Earth Power
- U-turn
- Taunt
- Stealth Rock​

Landorus fills the rest of the team's needs; Ground and Electric immunities, Intimidate support to enable the team's sweepers, Stealth Rock, Taunt to stop opposing hazard setters and disturb set-up sweepers, U-turn for safe pivoting, and Rocky Helmet to rack up chip and put things in range of Jet Punch, Thunderclap, or a faster attack. The amount of roles Landorus fills and the level of support it provides generation after generation never fails to amaze me. I did my suspect run with Earthquake to hit Raging Bolt and others harder, but Earth Power is an equally valuable move to help against Glimmora and Zamazenta, so they are interchangeable in my opinion. Tera Water is here as an emergency rain answer and Palafin check, but I did not have to use it as Raging Bolt is naturally pretty good into both. You could try Tera Steel to flip the Ice weakness and help slightly against Meowscarada, but Water is probably more helpful in more scenarios.

========================================================

5. Bad Matchups & Counterplay

:glimmora: Toxic Spikes :toxapex:
If the opponent gets up Toxic Spikes, you are in a rough position. There is no grounded Poison-type on the team to absorb Toxic Spikes, so once they are up, they will stay and hit four of the team members. Life Orb Palafin hates dealing with Poison damage on top of Life Orb recoil, Raging Bolt cannot sweep as well and is more vulnerable to Thunderclap mind games, and Kyurem struggles to get going when poisoned. Glimmora must be handled tactfully; if you are going to use a physical move on it, make sure Sticky Web is up and your physical attacker is poised to break or sweep. I did not face Toxapex during my suspect run, but Gholdengo can probably use it as setup fodder and put on major pressure for stall teams.

:kingambit: Dark Types :roaring-moon:
The team has no Dark resist and only one resist in Tera Fairy Gholdengo. I was lucky enough to not face Dark spam, but I can see it being very difficult for this team to overcome. Gholdengo is pretty great at handling Dark-types except for Kingambit. You have counterplay with Jet Punch, Thunderclap, and Landorus, but Kingambit can come in freely on Kyurem and Gholdengo to fire off a strong attack or set up and threaten the team. This is why I suggest Tera Fighting Palafin or Tera Fire Kyurem, as both can handle Kingambit more comfortably. Focus Blast Gholdengo can work, but you are praying they do not Sucker Punch, so I am not a fan.

:heavy-duty-boots: Heavy-Duty Boots :heavy-duty-boots:
All forms of Sticky Web teams struggle against teams that use multiple Heavy-Duty Boots. I still want to mention it because this team is especially affected; the team has no Knock Off users to remove boots, and the fastest Pokemon naturally is Kyurem at 317, which is slow even for a webs team. Whenever I faced opposing Kyurem or Palafin with Heavy-Duty Boots, I struggled a lot, and frail Pokemon like Dragapult pose more of a threat if it is Heavy-Duty Boots or Clear Body. If you want to improve this, consider running your own Heavy-Duty Boots Palafin with a Jolly Nature; since you are no longer a potent sweeper, you will probably want to go for Flip Turn over Bulk Up, which makes Palafin less useful on Sticky Web but much better into these matchups.

:gliscor: Hazard Stack :ting-lu:
The team also lacks a Heavy-Duty Boots user, and if you let the opponent stack hazards, you will likely lose. You have to overwhelm them before they overwhelm you. The aforementioned Heavy-Duty Boots Palafin could work here too, though not as effectively.

:kyurem: Kyurem :kyurem:
Four of the Pokemon are weak to Freeze-Dry, and the one resistance is weak to Earth Power once its Air Balloon has been popped. Usually, you can handle it well with either Sticky Web and Stealth Rock, but be wary of Heavy-Duty Boots and opposing DD Electric Kyurem, as both are very difficult to handle.

:ninetales-alola: Screens :grimmsnarl:
Alolan Ninetales outspeeds the entire team and only has to worry about Gholdengo taking it out behind screens. I only recall one game where I played a competent person with Alolan Ninetales, and it is difficult even with Sticky Web and Stealth Rock up. The replay is below, but I think leading Gholdengo is mandatory in the screens matchup to force a switch or take out Ninetales (or Grimmsnarl).

========================================================

6. Replay Section

All replays are from laddering with my suspect alt during the Palafin suspect test:

Tera Ground Palafin beating Raging Bolt
Tera Electric Kyurem dancing against Serperior
Maneuvering around late-game HDB Kyurem
Poor start into late-game webs into reverse sweep
Tera Electric Kyurem shenanigans
No webs needed to succeed
Getting destroyed by Sun
Palafin using Dragonite as setup fodder
Raging Bolt 1v5 reverse sweep
Showcasing team's weakness to screens + Kingambit
Playing around Fairy Kingambit...all to lose a 50/50 war
Handling Zamazenta with Landorus + Gholdengo
Tera Electric Palafin beating Sand
Winning the Sticky Web war
Dismantling Bronzong Stall with Gholdengo + Ghost Raging Bolt
:bellipog: BABY PALAFIN SWEEP :bellipog:

========================================================

7. Closing Thoughts

I will provide my thoughts about Palafin in the qualified discussion once I build and test out more teams.

Regarding this team, I have so many strong checks to Palafin that the dolphin is not a concern, though some sets like Heavy-Duty Boots are problematic. Palafin needs to be led in a vast majority of matchups, as I struggled a lot when I had to find an opportunity later in the game to activate Hero Form. Having sturdy pivots like Araquanid and Landorus who can also set up hazards made activating Palafin a breeze, even against players who knew they could lead against Palafin and cause problems. A big part of the lead game is recognizing if anything immediately sweeps you and anti-leading the threat (10%), otherwise lead Palafin and pivot (90%). Our own Palafin is very powerful and destroys some matchups, but I would say the MVP is Raging Bolt.

Araquanid / Palafin / Raging Bolt / Gholdengo form a potent Sticky Web core, and the last two slots are pretty flexible. Kyurem is the most expendable member of the team, as there are many web abusers that can help in different matchups, though Kyurem is the most consistent. Landorus is harder to switch out as it is one of the best role condensers in the game, but it can be done. This RMT's main purpose is to show off the Pala Bolt Sticky Web core, as I believe it is very optimized, and spark some discussion for the current Palafin suspect test.

The team's performance is nothing crazy, but Sticky Web teams in general are fishing for good matchups. I personally do not like laddering often, but using something silly like this and watching Palafin get reverse sweeps was a great time. I did my best to optimize this team, but there will always be poor matchups for gimmick teams like Sticky Web. I have not tested the team on high ladder, as my peak is in the high 1700s. If anyone uses the team and can reach a higher peak (i.e. 1800 and beyond), please let me know here. I would love to hear your opinion of the team, what you like about the team, how it can be improved, and your thoughts on the RMT in general. I hope I did a good job of presenting the team and my ideas to you.

Thank you for reading, and good luck with using this team!
 
Did a little testing for you, I would recommend having something for Contrary Serperior. This team will go through hell trying to get rid of it.
 
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