SV OU Double banded dragon balance- peaked 1527

What's the best Mon to run CB at the moment?


  • Total voters
    15
:sv/dragonite: Double Banded :sv/dragapult:
Dragon Balance!


:Sv/dragonite: :sv/slowking: :sv/corviknight: :sv/iron moth: :sv/toxapex::sv/dragapult:



Intro

Hello everybody! It's poke nerd with another one sooner than I expected. Today, I'm not showcasing anything particularly gimmicky, just a solid team (by my standards) that I did well with. I hope you enjoy my latest and greatest team yet, and now let's get on with it!

Paste: https://pokepast.es/3899b829960f9d0e



:Iron hands: :unown question: :unown question: :unown question: :unown question: :unown question:

Fun fact: this team actually started with banded hands.

:Dragonite: :unown question: :unown question: :unown question: :unown question: :unown question:

I then realised that banded d nite would work much better, with strong priority and decent bulk with multiscale.

:Dragonite: :corviknight: :slowking: :unown question: :unown question: :unown question:

I added both a special and physical pivoting wall to deal with most of the tier's threats, and get d-nite in safely, and corv's removal helped.


:Dragonite: :corviknight: :slowking: :iron moth: :unown question: :unown question:

Iron moth gave us a solid and threatening special attacker, and an answer to fairies.


:Dragonite: :corviknight: :slowking: :iron moth: :Gholdengo: :unown question:

Next Gholdengo gave us a wincon that had good bulk and recovery, and was a soft check to a lotta Mons.


:Dragonite: :corviknight: :slowking: :iron moth: :Gholdengo: :dragapult:

Lastly, I added pult as a reliable form of speed control , and another hard physical hitter with tera STAB d-darts.

:Gholdengo: ---> :assault vest: :toxapex:

I decided to change ghold to PEX, as it walled valiant better, beat bulky fires, and helped versus ghosts.


The Team


:Choice band: :Sv/dragonite: :choice band:
Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 192 HP / 252 Atk / 4 Def / 60 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

D nite is our main breaker. It's e-speeds are also great and revenge killing and cleaning teams that lack a ghost. Outrage is a great move to click early game, softening their defenses for the others to clean. EQ is pretty standard, and hits a variety of Mons hard, and fire punch hits balloon :gholdengo:, :corviknight: :amoonguss: etc.

I'm running mainly bulk on this. 60 EVs in speed means it outspeeds bulky :Gholdengo:, :rotom wash:,:ceruledge: and :great tusk:


:Rocky helmet: :Sv/corviknight: :rocky helmet:
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog


Corv's role is the same as any corv's role. To remove hazards, take hits, and pivot. Normally I'd run lefties, but lately I've been liking helmet. It's great at punishing u turners, and makes this thing a bit less passive. The rocky helmet chip helps in late game cleaning with :dragonite:'s e-speeds. It's typing helps the team greatly, since steel has good synergy with d nite.


:Heavy duty boots: :Sv/slowking: :heavy duty boots:
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Surf
- Thunder Wave



Defensive pivot number 2. This time for the special attackers! It's great at dealing with sun teams, and it's my lead most of the time Vs them. It's great at just sponging hits from most Mons ( especially wake) and pivoting out, healing most of it's damage with regen. Future sight synergises quite well with :dragonite:, especially versus tusk and any bulky poisons.


:Choice specs: :Sv/Iron moth: :choice specs:
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Energy Ball
- U-turn
- Sludge Wave


Our main special attacker. It's overheats are a great way to chip away at the opponent's walls, along with sludge wave for a similar reason, but sludge wave is more spamable. Energy ball is good for the likes of garg and tusk, and u turn is just to pivot out.

You could run fiery dance somewhere here, but you won't get much out of it. Tera grass is great for boosting the power of energy ball, and resisting ground and water.

Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Agility
- Psychic
- Sludge Wave


This set gives us some more flexibility and speed control, thanks to 1LDK for the suggestion!
:Assault vest: :Sv/toxapex: :assault vest:
Toxapex @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Surf
- Sludge Bomb
- Infestation
- Acid Spray

Pex here solves all of our problems with physical fire types ghost types and valiant, and still maintains some offensive pressure. Acid spray and infestation work great together in taking out the opponent's team who doubt PEX, since it's still fairly new, most people won't expect it, especially any :hatterene: users.



:Choice band: :Sv/dragapult: :choice band:
Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Dragon
EVs: 44 HP / 244 Atk / 212 Spe
Jolly Nature
- U-turn
- Dragon Darts
- Phantom Force
- Sucker Punch


Pult is great for strong speed control and pivoting. D-darts hits insanely hard, 2 or 3 hit KOing most non resists. Tera dragon over tera ghost blast, since we'd be clicking darts so much it didn't really matter, and phantom force still hits hard. Sucker is great for other pults and sweepers that have boosted their speed like moon or d-nite. This amount of speed means you can still outspeed +1 adamant Bax, and there's a decent chance that you'll live shard.

+1 252+ Atk Baxcalibur Ice Shard vs. 44 HP / 0 Def Dragapult: 296-350 (90.2 - 106.7%) -- 37.5% chance to OHKO


Threats
:sv/dragapult: :heavy duty boots:
I've personally found support pult very annoying, since it'll spread burns or chip quite easily, but it's more annoying than anything else, and :toxapex: can beat it.

:Sv/rotom wash:
our only resist to volt is :dragapult:, who hates to get statused by both. The best thing or do is very PEX, or let :slowking: eat the volts then pivot out itself.

:Sv/breloom: :focus sash:
banded is manageable, but sash or dice + spore is difficult to beat. The best thing to do is bait it to spore something, then try to KO with corv, but that doesn't work Vs tera fire...

:Sv/hydreigon:
another Mon that's only troublesome with one set, this time being the np set. You've got to make sure they don't set up a sub and tera steel on :dragapult:'s d darts, or it'll be a tough late game.


Replays


Edit: fixed replays and changed moth set
Outro

That's about it. I'm really happy with how this team worked out, and I hope you enjoy using this team! I know it's not perfect, but I hope you can all help. Thanks in advance!


 
Last edited:
I think this is a cool team, but there's 1 thing I would change, the Iron Moth set, we have 3 choice locked users, and that makes it too prediction reliant
I think we can make it speedy so that we get some control

1)
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
- Fiery Dance
- Energy Ball
- Dazzling Gleam
- Psychic

The booster speed set, with 4 attacks, is one thing

2)
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Energy Ball
- Dazzling Gleam
- Agility

Booster special attack and agility, so you get SpA boost, Agility and possible stacking with Fiery Dance

3)
Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Fiery Dance
- Psychic
- Agility

This has HDB, so you have free entry, agility and fish with fiery dance, I think one of these 3 would do the trick, but If were me I would go with the 3rd
 
I was considering this, and it's definitely a good choice, especially the last one since booster moth sucks lmao, thanks for the reply I'll definitely try this out
 
I like the team, truthfully. I was actually about to make a couple of suggestions on some move-slot changes only but then my two brain cells started to work and I thought of something that might bring a little more synergy to the team. You know me, take it or leave it but try it out nonetheless ;)

:slowking: --> :Hatterene:

Slowking is nice as a slow pivot, but that's all it really does for your team. It doesn't take care of your threats and, unlike hatt, it doesn't help with your lack of hazard issue. I think Hatt would fit in nicely here because it does take care of your threats, adds some status conditions of its own, but most importantly its ability will help with the fact that you have no one who can set up hazards. With corv and defog I get that you're more so trying to keep hazards off the field, but this meta seriously thrives on them.

The Hatt (Hatterene) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Nuzzle
- Psyshock

Hatt can also act as a late-game wincon too if you manage to get up a couple of calm minds.

Everything else is a tweak to a mon that you already have. I don't think a lot of what I am going to say is super necessary but I do think it'll help.

:iron moth:
overheat --> firey dance

You are already doing massive damage with a STAB fire move. The drop from overheat doesn't seem worth it when you could gain a potential boost with firey dance and keep on hitting hard.

Other than that the team looks good for hyper-offensive. I personally don't like hyper offensive and the meta always leans towards bulkier teams as time goes on, so I had to stop myself with a lot of suggestions I would want to make (because mos of them steer you away from hyper-offensive). But if you want me to send you a paste of what I would do personally, just shoot me a message.

But, again, I like the team, and if it's putting in work for you who am I to say anything?
I hope you are getting sun and drinking water :mad:
 
I like the team, truthfully. I was actually about to make a couple of suggestions on some move-slot changes only but then my two brain cells started to work and I thought of something that might bring a little more synergy to the team. You know me, take it or leave it but try it out nonetheless ;)

:slowking: --> :Hatterene:

Slowking is nice as a slow pivot, but that's all it really does for your team. It doesn't take care of your threats and, unlike hatt, it doesn't help with your lack of hazard issue. I think Hatt would fit in nicely here because it does take care of your threats, adds some status conditions of its own, but most importantly its ability will help with the fact that you have no one who can set up hazards. With corv and defog I get that you're more so trying to keep hazards off the field, but this meta seriously thrives on them.

The Hatt (Hatterene) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Nuzzle
- Psyshock

Hatt can also act as a late-game wincon too if you manage to get up a couple of calm minds.

Everything else is a tweak to a mon that you already have. I don't think a lot of what I am going to say is super necessary but I do think it'll help.

:iron moth:
overheat --> firey dance

You are already doing massive damage with a STAB fire move. The drop from overheat doesn't seem worth it when you could gain a potential boost with firey dance and keep on hitting hard.

Other than that the team looks good for hyper-offensive. I personally don't like hyper offensive and the meta always leans towards bulkier teams as time goes on, so I had to stop myself with a lot of suggestions I would want to make (because mos of them steer you away from hyper-offensive). But if you want me to send you a paste of what I would do personally, just shoot me a message.

But, again, I like the team, and if it's putting in work for you who am I to say anything?
I hope you are getting sun and drinking water :mad:
I've already decided to change moth's set to boots agility, but I'm not sure about hatt. I'll try it out and come back to you :mad:

PS: I got my sun and water this time :boi:
 
hazard stack completely destroys this team, ur only counterplay to hazards is corviknight which can't even defog because of gholdengo lmao.
not to mention dnite and moth taking 25% each time they switch in as well as losing multi scale which is a big deal
ur team also gets 6-0d by offensive kingambit and tera dark so here's some things I would personally do

:iron moth: -> :volcarona:
this lets you play the iron valiant matchup a lot better as well as fairies in general. whilst overheat moth does a lot of dmg its almost a one of thing and is hard to pull off unless you get a good pivot in which is hard considering moth is outsped by many threats. I think this set will do well
Code:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Psychic / Grass
EVs: 248 HP / 108 SpA / 152 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Substitute / Morning Sun
- Fiery Dance
- Psychic
This is not only good vs balance but beats AV pex and clodsires with strong psychics whilst tanking hits from valiant and stuff. with both sub and quiver it is a lot easier to mind game vs kingambit

:toxapex: -> :great tusk:
helps with hazard control a lot more with spin and threatens gholdengo with powerful EQs and knockoffs so you can remove items for utility as well as checking kingambit at the same time. you can also set rocks up which is VERY IMPORTANT in the current meta. rocks are everything its residual chip and that 5-10% dmg stacks up over time hard and enables pult and dnite to get better KOs. Volc will be the fairy answer

finally on :corviknight: body press > uturn
helps with the kingambit matchup as well as pressuring ting lu and other darks. whilst u do lose momentum I believe that it will be better for the team overall since u already have chilling reception on slowing + u turn on pult and strong priority
 
hazard stack completely destroys this team, ur only counterplay to hazards is corviknight which can't even defog because of gholdengo lmao.
not to mention dnite and moth taking 25% each time they switch in as well as losing multi scale which is a big deal
ur team also gets 6-0d by offensive kingambit and tera dark so here's some things I would personally do

:iron moth: -> :volcarona:
this lets you play the iron valiant matchup a lot better as well as fairies in general. whilst overheat moth does a lot of dmg its almost a one of thing and is hard to pull off unless you get a good pivot in which is hard considering moth is outsped by many threats. I think this set will do well
Code:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Psychic / Grass
EVs: 248 HP / 108 SpA / 152 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Substitute / Morning Sun
- Fiery Dance
- Psychic
This is not only good vs balance but beats AV pex and clodsires with strong psychics whilst tanking hits from valiant and stuff. with both sub and quiver it is a lot easier to mind game vs kingambit

:toxapex: -> :great tusk:
helps with hazard control a lot more with spin and threatens gholdengo with powerful EQs and knockoffs so you can remove items for utility as well as checking kingambit at the same time. you can also set rocks up which is VERY IMPORTANT in the current meta. rocks are everything its residual chip and that 5-10% dmg stacks up over time hard and enables pult and dnite to get better KOs. Volc will be the fairy answer

finally on :corviknight: body press > uturn
helps with the kingambit matchup as well as pressuring ting lu and other darks. whilst u do lose momentum I believe that it will be better for the team overall since u already have chilling reception on slowing + u turn on pult and strong priority
I second the changes of this team
 
Back
Top