Hey y'all! As the title says, I'm getting back into competitive pokemon after a while and I'm still quite new to the SV metagame. I made a team to play on the ladder and it's gotten to 1500+ elo so far, which is alright but I think it can do better. Any improvements and tips would be greatly appreciated (I'm especially a little fuzzy on tera types):
Roaring Moon @ Choice Band
Ability: Protosynthesis
Shiny: Yes
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Knock Off
- Earthquake
- U-turn
I started off my team building process with Roaring Moon, who I wanted to be a wallbreaker. I went with dragon claw since I didn't want to lock myself into outrage against a potential steel or fairy type, but now I'm starting to think that outrage may be better. Knock off and earthquake are standard for softening walls and hitting steel types. U-turn is for pivoting out of terrible matchups. Tera steel is for removing Roaring Moon's 4x fairy weakness as well as for adding additional resists.
Gholdengo @ Leftovers
Ability: Good as Gold
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Recover
- Make It Rain
I decided to go with Gholdengo as a pairing to Roaring Moon since it covers it's weaknesses to fairy, fighting, and dragon and is a good defensive mon to pivot into. I went with a standard bulky thunder wave hex set since I needed it to sustain hits while also helping my mons with speed control. Tera fairy is for the dark types that can threaten it.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Encore
- Moonblast
- Aura Sphere
To complete the dragon, steel, and fairy core, I went with Iron Valiant to function as a sweeper that can capitalize on Roaring Moon's wallbreaking. I went with a special attacking calm mind set to add more special offense to my team. Encore is for trapping mons into certain moves so that I can set up and sweep, such as sucker punch or a non-effective move. I decided to go with moonblast and aura sphere as stab. Tera dark is for becoming immune to psychic attacks and removing weaknesses to steel and flying, though tera steel may be a better choice.
Glimmora @ Leftovers
Ability: Toxic Debris
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 4 Spa / 252 Def
Bold Nature
- Mortal Spin
- Earth Power
- Spikes
- Power Gem
Glimmora is simply meant to both add and remove hazards for my team. Mortal spin is for removing hazards as well as spreading toxic damage. Earth power is for hitting steel types such as Iron Threads that can attempt to block mortal spin or hit Glimmora with a super effective move. Spikes is my main hazard of choice. Lastly, power gem is for hitting flying types or pokemon weak to rock. Glimmora pairs up well with my Gholdengo as its toxic debris and mortal spin can help power up Gholdengo's hex. Tera flying is for avoiding the 4x weakness to ground.
Goodra-Hisui @ Leftovers
Ability: Gooey
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Acid Armor
- Body Press
- Draco Meteor
- Heavy Slam
I originally had Blissey in this slot, but I decided to replace it with Hisuian Goodra and it's been doing pretty well. Acid armor is for turning Goodra into both a defensive and specially defensive tank, and body press is meant to capitalize on that increased bulk. Draco meteor is my choice of dragon stab as it can hit less specially defensive mons like Great Tusk that may want to switch in. Finally, heavy slam is my choice of steel stab to hit fairy types. Tera flying is for avoiding that ground weakness as well as turning a fighting type weakness into a resistance.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Roost
- Fire Blast
- U-turn
- Hurricane
Finally, Moltres is my choice of a defensive tank to pair up with Hisuian Goodra. Roost is of course for healing itself against offensive threats. I chose fire blast and hurricane as stabs for Moltres, though perhaps I could replace hurricane with something better. Finally, U-turn is for pivoting out of bad matchups and keeping up momentum. Tera steel is for removing the 4x rock weakness as well as adding additional resistances.
One thing I've noticed is that my team has a very poor matchup to Gliscor, which isn't too great to have. Gliscor can either toxic my pokemon, hit super effectively with earthquake, or tank my hits. Gholdengo can hit Gliscor very hard with a hex, but it's not a definitive answer to Gliscor. Moreover, there is no electric immunity on this team, but I'm not sure if that required. This team's been doing well but is a bit flawed, so I'm hoping y'all can provide some insight on how to improve it because I'm not sure how.
Roaring Moon @ Choice Band
Ability: Protosynthesis
Shiny: Yes
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Knock Off
- Earthquake
- U-turn
I started off my team building process with Roaring Moon, who I wanted to be a wallbreaker. I went with dragon claw since I didn't want to lock myself into outrage against a potential steel or fairy type, but now I'm starting to think that outrage may be better. Knock off and earthquake are standard for softening walls and hitting steel types. U-turn is for pivoting out of terrible matchups. Tera steel is for removing Roaring Moon's 4x fairy weakness as well as for adding additional resists.
Gholdengo @ Leftovers
Ability: Good as Gold
Shiny: Yes
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Recover
- Make It Rain
I decided to go with Gholdengo as a pairing to Roaring Moon since it covers it's weaknesses to fairy, fighting, and dragon and is a good defensive mon to pivot into. I went with a standard bulky thunder wave hex set since I needed it to sustain hits while also helping my mons with speed control. Tera fairy is for the dark types that can threaten it.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Encore
- Moonblast
- Aura Sphere
To complete the dragon, steel, and fairy core, I went with Iron Valiant to function as a sweeper that can capitalize on Roaring Moon's wallbreaking. I went with a special attacking calm mind set to add more special offense to my team. Encore is for trapping mons into certain moves so that I can set up and sweep, such as sucker punch or a non-effective move. I decided to go with moonblast and aura sphere as stab. Tera dark is for becoming immune to psychic attacks and removing weaknesses to steel and flying, though tera steel may be a better choice.
Glimmora @ Leftovers
Ability: Toxic Debris
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 4 Spa / 252 Def
Bold Nature
- Mortal Spin
- Earth Power
- Spikes
- Power Gem
Glimmora is simply meant to both add and remove hazards for my team. Mortal spin is for removing hazards as well as spreading toxic damage. Earth power is for hitting steel types such as Iron Threads that can attempt to block mortal spin or hit Glimmora with a super effective move. Spikes is my main hazard of choice. Lastly, power gem is for hitting flying types or pokemon weak to rock. Glimmora pairs up well with my Gholdengo as its toxic debris and mortal spin can help power up Gholdengo's hex. Tera flying is for avoiding the 4x weakness to ground.
Goodra-Hisui @ Leftovers
Ability: Gooey
Shiny: Yes
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Acid Armor
- Body Press
- Draco Meteor
- Heavy Slam
I originally had Blissey in this slot, but I decided to replace it with Hisuian Goodra and it's been doing pretty well. Acid armor is for turning Goodra into both a defensive and specially defensive tank, and body press is meant to capitalize on that increased bulk. Draco meteor is my choice of dragon stab as it can hit less specially defensive mons like Great Tusk that may want to switch in. Finally, heavy slam is my choice of steel stab to hit fairy types. Tera flying is for avoiding that ground weakness as well as turning a fighting type weakness into a resistance.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Roost
- Fire Blast
- U-turn
- Hurricane
Finally, Moltres is my choice of a defensive tank to pair up with Hisuian Goodra. Roost is of course for healing itself against offensive threats. I chose fire blast and hurricane as stabs for Moltres, though perhaps I could replace hurricane with something better. Finally, U-turn is for pivoting out of bad matchups and keeping up momentum. Tera steel is for removing the 4x rock weakness as well as adding additional resistances.
One thing I've noticed is that my team has a very poor matchup to Gliscor, which isn't too great to have. Gliscor can either toxic my pokemon, hit super effectively with earthquake, or tank my hits. Gholdengo can hit Gliscor very hard with a hex, but it's not a definitive answer to Gliscor. Moreover, there is no electric immunity on this team, but I'm not sure if that required. This team's been doing well but is a bit flawed, so I'm hoping y'all can provide some insight on how to improve it because I'm not sure how.
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