SV OU DRAGAPULT HEX / BRELOOM BO

This is a team I made, it is not the first team I made but it doesn't mean that I'm a pro, I'm still very bad at this, and it is the first team I ever creat to be somewhat viable at wher I stand on the ladder (+1200 elo), All criticism is welcome, you can offer to change some mons (exept Breloom, Breloom stays)


The Team:

:Breloom:
Breloom @ Focus Sash
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb

Breloom is the GOAT of the team, I gave him Rock Tomb to snipe the :volcarona: and other rock weak mons, and Spore + Focus Sash to be able to Spore without being scared of his speed, if you add this to tera grass stab1.5 Bullet Seed and mach punch, it can clear out most teams, and let :Dragapult: to finish them off.
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:Great-Tusk:
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin

Great Tusk is one of my two hazard remover, he has EV invested in attack rather than defence 'caus of his great coverage, he's here ton put in some great(lol) damage to the enemy team and Knock-Off Leftovers from the likes on :garganacl: and :corviknight:.
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:Dragapult:
Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Draco Meteor
- Shadow Ball
- Hex

Dragapult is my Late game sweeper, with flamethrower for the coverage against steel and Ice types and hex for a great synergie with :Clodsire:'s Toxic Spikes an :Breloom:'s Spore, aswell as being able to pack a punch with Draco Meteor.
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:Gholdengo: Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Thunderbolt
- Nasty Plot
- Recover


He is mainly here to stop Rapid Spins and Defogs alike, he can also 2HKO :Corviknight: with Thunderbolt, wich is used also for coverage but mainly to surprise the opponent and get rid quickly of their :Corviknight:.
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:Corviknight:
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird
- Defog
- Roost
- U-turn

He is my 2nd hazard remover, with :Great Tusk:, he is also a defensive wall and/or pivot depending on the situation, I gave him Rocky Helmet to scrap some damage will I still can.
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:Clodsire:
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 28 SpA / 228 SpD
IVs: 0 Atk
- Stealth Rock
- Toxic Spikes
- Sludge Bomb
- Recover

Clodsire is the hazard setter and special wall of the team, Toxic Spicks and Sludge Bomb armonize well with :Dragapult:'s Hex, he has recover to stall out if I need him to, and Black Sludge to punish Trick.
 
I almost want to swap out Clod for Tox to give your team better resistances and have a nice pivot mon with regenerator. That way you can still set up hazards and do a generally better job of spreading poison.

Toxapex @ Black Sludge/ Leftovers
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Toxic
- Baneful Bunker
- Haze/ Chilling water

Haze is also good if you're worried about set-up sweepers but I would say chilling water is a better bet to weaken incoming physical attacks.

:breloom:
Swap focus sash for either a choice band (and then spore for bulldoze) or loaded dice (even better). Sash can just be broken so easily and on Breloom I would focus on getting hits and sending him in when he can do work rather than being suicidal just to get off a spore or two. If you're that worried about getting off spore then use Amoongus.

I mean, if you're going to use spore then couple it with swords dance but that would mean getting rid of rock tomb. All in all, either isn't a bad option (since a +2 technician mach punch does DAMAGE) but it's up to you since you do have options but loaded dice is probably the best item overall.

:dragapult:
I would use both hex and shadow ball. Shadow ball is nice but since you're throwing so many options to cause status I would keep hex and swap shadow ball out for uturn to be able to pivot more (I would also then change you're nature so you're not -ATK).

Also, I've always found ghost tera type to be more potent especially if you're going to focus on using hex.

Other than that the team looks not bad at all.

~
I hope this helps somewhat or at least gives you some ideas. Have fun! :mad:
 
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