SV OU Fat Balance Hex Spam

The general idea of this team is to spread statuses and then use dirge and pult to spam away hex. This is my first RMT and team I've made, so suggestions are appreciated!

Toxapex @ Black Sludge
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 36 Def / 220 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Recover
- Surf
- Toxic Spikes

Pex is mainly for setting tspikes and soaking damage from special attackers. Since this isn't AV pex, it doesn't do much else lol. I usually lead this mon to get one layer of tspikes up.

Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 40 Def / 188 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Torch Song
- Hex
- Slack Off

Dirge helps against setup sweepers and curse garg. I tried using wisp on dirge instead of substitute, but it made the matchup against curse garg much more difficult. I do want to fit wisp somewhere on the team, so any recommendations for that would be great. Moveset is pretty self-explanatory.

Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 224 Def / 32 SpD
Bold Nature
- Nuzzle
- Draining Kiss
- Psychic
- Calm Mind

Standard hatt set. Helpful for denying rocks that can hurt dirge and nuzzle for additional status spread.

Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Knock Off
- Rapid Spin

Every team needs a tusk. This thing just does so many things in one mon. The glue of the team.

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Dragon
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- U-turn
- Roost
- Brave Bird
- Defog

TBH this is the mon I'm most unsure about. It seems kind of redundant when I have tusk and hatt for hazard removal, but I wanted another fat mon that could be used to pivot into pult.

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- Hex
- U-turn

Sweeper of the team. Once all the opposing mons are statused, brainlessly spam hex to win.


Team is pretty straightforward and I've gotten a decent amount of wins with it even though I'm not the best player. Thanks for reading!

Threat List:
SD/DD Bax: I find that bax is extremely dangerous and can sweep easily if dirge takes too much damage early.
Gholdengo: particularly recover + NP ghold is difficult for this team. Hex without status isn't strong enough to OHKO ghold, and your best answer is usually dirge.

Pokepaste: https://pokepast.es/d8d36b4e3a330e6f
 
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So as far as RMTs go, try to add a little more substance to your reasoning behind the mons you choose. It really helps people get an idea of what each mons goal is and why you picked them. Not only for someone who wants to try out your team but also for people who might have suggestions.

Off the bat, your team is pretty weak to ghost-type moves.

What I would suggest (and it fits with your theme) is to replace Hatt with Ting-Lu

:Hatterene: --> :ting-lu:
Ting-Lu does exactly what you're looking for and frees up Tusk to have more of a physical presence which you're lacking. Hatt, currently, doesn't really do much. It's nice to bounce back some hazards, but with toxic spikes being your main method of status, I don't see how nuzzle can get a chance to shine.

The Ting (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Earthquake

Now you have several hazard options and another solid SPD mon.

Everything else I have to say are little tweaks that would seem to work better overall.

:toxapex:
The Toxa (Toxapex) @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water
- Toxic spikes
- Baneful Bunker
- Haze/ sludge bomb

Chilling water helps you shrug off physical mons, toxic spikes are your hazards, baneful bunker is for more leftovers regen while also allowing you to spread more status conditions, and the final move is up to you. I prefer haze so you can have an additional way to stop set-up sweepers but sludge bomb can work too for additional damage/ poison chances.

I wouldn't throw away pex because they have a great ability to gain back HP and are a solid defensive option. Not to mention if your hazards get removed you'll want pex to put them back on the field.

:great tusk:
With Ting-Lu in play, we are going to pivot Corv into being a defensive beast allowing Tusk to have more of a physical offensive presence which you are lacking.

Great Tosk (Great Tusk) @ Leftovers
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Knock Off
- Close Combat

This tusk does a very similar thing to the last (I.E. removes hazards), but now with leftovers, you can live a bit longer and dish out some actual damage.

:corviknight:
This mon is one of the best defensive mons in the game. You have several good Spd options, so I think we should utilize Corv to its full potential.

Corviknight @ rocky helmet/ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- U-turn
- Roost
- Body Press/ defog

I personally prefer helmet/ press to leftovers/ defog. Helmet supports your defensive side while leftovers can become unnecessary with roost. And defog is good but since you're wanting to set up hazards you should prioritize longevity with rapid spin and tusk over defog which removes your hazards too. Body press on Corv is just great with its high defensive stat.

I hope this helps. If not, oh well I tried.
GG and get those dubs :mad:
 
So as far as RMTs go, try to add a little more substance to your reasoning behind the mons you choose. It really helps people get an idea of what each mons goal is and why you picked them. Not only for someone who wants to try out your team but also for people who might have suggestions.

Off the bat, your team is pretty weak to ghost-type moves.

What I would suggest (and it fits with your theme) is to replace Hatt with Ting-Lu

:Hatterene: --> :ting-lu:
Ting-Lu does exactly what you're looking for and frees up Tusk to have more of a physical presence which you're lacking. Hatt, currently, doesn't really do much. It's nice to bounce back some hazards, but with toxic spikes being your main method of status, I don't see how nuzzle can get a chance to shine.

The Ting (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Earthquake

Now you have several hazard options and another solid SPD mon.

Everything else I have to say are little tweaks that would seem to work better overall.

:toxapex:
The Toxa (Toxapex) @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water
- Toxic spikes
- Baneful Bunker
- Haze/ sludge bomb

Chilling water helps you shrug off physical mons, toxic spikes are your hazards, baneful bunker is for more leftovers regen while also allowing you to spread more status conditions, and the final move is up to you. I prefer haze so you can have an additional way to stop set-up sweepers but sludge bomb can work too for additional damage/ poison chances.

I wouldn't throw away pex because they have a great ability to gain back HP and are a solid defensive option. Not to mention if your hazards get removed you'll want pex to put them back on the field.

:great tusk:
With Ting-Lu in play, we are going to pivot Corv into being a defensive beast allowing Tusk to have more of a physical offensive presence which you are lacking.

Great Tosk (Great Tusk) @ Leftovers
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Knock Off
- Close Combat

This tusk does a very similar thing to the last (I.E. removes hazards), but now with leftovers, you can live a bit longer and dish out some actual damage.

:corviknight:
This mon is one of the best defensive mons in the game. You have several good Spd options, so I think we should utilize Corv to its full potential.

Corviknight @ rocky helmet/ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- U-turn
- Roost
- Body Press/ defog

I personally prefer helmet/ press to leftovers/ defog. Helmet supports your defensive side while leftovers can become unnecessary with roost. And defog is good but since you're wanting to set up hazards you should prioritize longevity with rapid spin and tusk over defog which removes your hazards too. Body press on Corv is just great with its high defensive stat.

I hope this helps. If not, oh well I tried.
GG and get those dubs :mad:

Since he's using :corviknight: as his main physical wall, I'd also consider putting Iron Defense over Brave Bird here, which I've been seeing a lot of on high ladder the past week or two. This allows :corviknight: to act as a slow pivot, physical wall, and even a win condition if he can clear opposing special mons. Since :corviknight: is insanely physically bulky after one Iron Defense, he could also consider making this a very SpDef variant for ultimate wallage.

I guess the question is if there's anything significant he'd be missing damage on via Brave Bird that he couldn't handle with IronPress.
 
Since he's using :corviknight: as his main physical wall, I'd also consider putting Iron Defense over Brave Bird here, which I've been seeing a lot of on high ladder the past week or two. This allows :corviknight: to act as a slow pivot, physical wall, and even a win condition if he can clear opposing special mons. Since :corviknight: is insanely physically bulky after one Iron Defense, he could also consider making this a very SpDef variant for ultimate wallage.

I guess the question is if there's anything significant he'd be missing damage on via Brave Bird that he couldn't handle with IronPress.
I can second this although the last point can be tested through practice.
 
Since he's using :corviknight: as his main physical wall, I'd also consider putting Iron Defense over Brave Bird here, which I've been seeing a lot of on high ladder the past week or two. This allows :corviknight: to act as a slow pivot, physical wall, and even a win condition if he can clear opposing special mons. Since :corviknight: is insanely physically bulky after one Iron Defense, he could also consider making this a very SpDef variant for ultimate wallage.

I guess the question is if there's anything significant he'd be missing damage on via Brave Bird that he couldn't handle with IronPress.
This sounds very interesting and I'd def try this out. What EV spread would u recommend?
 
So as far as RMTs go, try to add a little more substance to your reasoning behind the mons you choose. It really helps people get an idea of what each mons goal is and why you picked them. Not only for someone who wants to try out your team but also for people who might have suggestions.

Off the bat, your team is pretty weak to ghost-type moves.

What I would suggest (and it fits with your theme) is to replace Hatt with Ting-Lu

:Hatterene: --> :ting-lu:
Ting-Lu does exactly what you're looking for and frees up Tusk to have more of a physical presence which you're lacking. Hatt, currently, doesn't really do much. It's nice to bounce back some hazards, but with toxic spikes being your main method of status, I don't see how nuzzle can get a chance to shine.

The Ting (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Earthquake

Now you have several hazard options and another solid SPD mon.

Everything else I have to say are little tweaks that would seem to work better overall.

:toxapex:
The Toxa (Toxapex) @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water
- Toxic spikes
- Baneful Bunker
- Haze/ sludge bomb

Chilling water helps you shrug off physical mons, toxic spikes are your hazards, baneful bunker is for more leftovers regen while also allowing you to spread more status conditions, and the final move is up to you. I prefer haze so you can have an additional way to stop set-up sweepers but sludge bomb can work too for additional damage/ poison chances.

I wouldn't throw away pex because they have a great ability to gain back HP and are a solid defensive option. Not to mention if your hazards get removed you'll want pex to put them back on the field.

:great tusk:
With Ting-Lu in play, we are going to pivot Corv into being a defensive beast allowing Tusk to have more of a physical offensive presence which you are lacking.

Great Tosk (Great Tusk) @ Leftovers
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Knock Off
- Close Combat

This tusk does a very similar thing to the last (I.E. removes hazards), but now with leftovers, you can live a bit longer and dish out some actual damage.

:corviknight:
This mon is one of the best defensive mons in the game. You have several good Spd options, so I think we should utilize Corv to its full potential.

Corviknight @ rocky helmet/ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- U-turn
- Roost
- Body Press/ defog

I personally prefer helmet/ press to leftovers/ defog. Helmet supports your defensive side while leftovers can become unnecessary with roost. And defog is good but since you're wanting to set up hazards you should prioritize longevity with rapid spin and tusk over defog which removes your hazards too. Body press on Corv is just great with its high defensive stat.

I hope this helps. If not, oh well I tried.
GG and get those dubs :mad:
Thanks for the detailed reply! I'll definitely try to add more detail to my RMT. I tested out these changes, and I like them alot more, save for tusk. I ended going with a bulk up variant. Max HP + Atk felt a little awkward, so I ended up going with a bulk up variant which retained bulk but still had the potential to setup once and start breaking. Here's the updated team: https://pokepast.es/30dbbcecf128d938
 
This sounds very interesting and I'd def try this out. What EV spread would u recommend?

I actually haven't gotten to use this set myself, but I imagine it would be something like this:

:corviknight: @ Covert Cloak
Ability: Pressure
Tera Type: Fighting
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Iron Defense
- Body Press
- U-turn
- Roost

Leftovers ofc would be preferable over Covert Cloak if possible, but that just depends if Minecraft Donkey Kong (:garganacl:) can be handled by the rest of your team. For ability, Pressure if you're Covert Cloak (since Mirror Armor's coverage is a subset of Covert Cloak's coverage), if you're Leftovers its your preference. I tend to prefer Mirror Armor since Shadow Ball drops can be career-ending, but then again you now have Ting-Lu for this.

Speaking of which, now that I look at your team post-changes, you are quite SBall weak outside of Ting-Lu. If the deer is downed, you might be forced to win a speed tie to continue playing. I'd playtest :toxapex: as Tera Dark just to give you a better matchup against SBall while retaining a good Tera Type, especially since :corviknight:, :great tusk:, and :ting-lu: are all solid Earthquake switch-ins.

Thanks for the detailed reply! I'll definitely try to add more detail to my RMT. I tested out these changes, and I like them alot more, save for tusk. I ended going with a bulk up variant. Max HP + Atk felt a little awkward, so I ended up going with a bulk up variant which retained bulk but still had the potential to setup once and start breaking. Here's the updated team: https://pokepast.es/30dbbcecf128d938

If you're running Bulk Up :great tusk:, I'd recommend a SpDef spread as well for similar reasons as :corviknight:-- BUT if you playtest and like the IronPress :corviknight:, then you MAY want to utilize the offensive :great tusk: that Motor Hawk was suggesting, as you now have multiple setup sweepers and little raw offensive prowess.
 
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