SV OU Drain, Salt, and Flame: Hazard Stack [Peak 1808]

Whats up chat! I've been climbing and winning in the high ladder for a while with this team and after some adjustments this is a balance hazard stacking team with some unfamiliar faces that has been owning.

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le paste:



The Team:


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Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Earthquake
- Whirlwind
- Ruination

Your main special sponge and hazard(spikes) setter. Although this is a hazard stack team, don't expect to just suicide lead it, set up spikes as it's a necessary check to a lot of HO threats(ghold,moth,bolt especially). Also go for plenty of ruinations as its allows a +ev move that can seriously chip mons down. Setting up 1 spike is not always worth the 1 turn.


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Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Matcha Gotcha
- Shadow Ball
- Strength Sap

A spin-blocker and potential win-con. This team only has two setup mons and in some matchups when you don't have the freedom to setup hazards or they have full boots, so a setup sweeper is necessary. Its main job most of the time is to just spin-block against tusk. But its amazing typing allows it to wall common threats like tusk,OGer,za, Ursa. Again be tactical with switching it in and make sure to allow regen its hp to the fullest or at least do some massive damage. I opted for no-speed evs as outspeeding gambit is kind of useless and you wall max-speed ursa anyways.

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Stealth Rock
- Salt Cure
- Recover
- Protect

Another powerful wall and your rocks setter. Insanely bulky and can punish like 70% of ou mons with salt-cure. Your main tera-hog as tera-water garg just shuts down so many pokemon and allows it to beat it in 1v1s. The most common tera-use is against gholdengo as you shut it down completely and neutral attacks should generally are dealt with through recovers. Against webs-araq-teams I always insta lead garg and tera-water salt cure, and rocks right after.


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Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Roar
- Will-O-Wisp
- Roost

Your main physical-check and punish contact attackers. Flamethrower is a vital special stab as it does a surprising amount of damage to neutrals and can always cause some chip. I opted for roar instead of u-turn as there isn't any pivoting core and a lot of the switching you should do is just doubling or making good midgrounds. Roar allows you to rack up additional hazard damage and is a necessary check against potential setup.


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Okidogi @ Leftovers
Ability: Toxic Chain
Tera Type: Grass
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Poison Jab


Highly underrated mon that walls plenty of common threats like za, rai, gambit. Its combination of bulk and coverage allows it to also just 1v1 lots of neutral threats as well like Oger and Primarina. I opted for jab instead of ice punch as in most cases I like having a STAB status spreading move and also being able to ko valiant, Oger, and prim. Ice Punch I find only necessary if you face a lot of Gliscor.

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Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Low Kick
- Roost
- Extreme Speed
- Dragon Tail

Lastly Dnite is a emergency check to a lot of dangerous sweepers and its typing is quite useful against ogerpon and whatnot. I opted for low kick to absoulely nuke gambits and destroy other dark types.


Threats:
-Magic Guard Clef: Usually on opposing hazard stack teams, knock off and moonblast, this team has no switch-ins for and only okidogi can threaten it
-Gliscor(Most sets): Eq+toxic can be annoying as your only check is tera-water garg, sd knock-off and eq forces in moltres and will get your boots knocked, sd knock facade can be dealt with by garg, I recommend try setuping hazards and try your best to keep gliscor low(usually moltres flame and garg-cure) and kill the other mons

-Specs Kyurem+ Cinderace: The main answer to kyurem is usually hazards but if they have cinderace they can complete negate that and pivot it in. Try your best to get in a fair trade and eliminate asap
-Knock Ogerpon: If they SD once on one of your passive mons, SD Knock always forces progress for them and if your dnite's boots are knocked that can be annoying against rocks
-Zapdos: It walls most of the mons here and can pivot out into something more dangerous



Thanks for reading, LMK what changes you would make to improve this team!
 
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