SV OU Future Sight HO

The team:

:Great Tusk: :Iron Valiant: :Slowking: :Baxcalibur: :Iron Moth: :Meowscarada:

https://pokepast.es/dfacf193a4114ce8

With this team, I've taken elements that've gotten me value on different teams and put them together. I've had a winning record for a good number of games, and everyone seems to synergize with each other. The idea of this team is to use future sight in conjuction with specs Valiant and band Bax to obliterate defensive cores, as a result it excels against stall. Meowscarada and Tusk provide hazard control, with a drizzle of more offensive pressure. Finally, we have Booster Energy Moth as a tactical insertion to either sweep for game or break through as an X-factor in tough situations.

The mons:

Great Tusk @ Eject Pack
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Stealth Rock
- Rapid Spin
0984Great_Tusk.png
This Pokemon is meant to be the shadow lead. Most of the time you will lead Meowscarada. If it fails to keep hazards off with taunt, then Tusk can turn into a dangerous win condition/breaker that takes many players by surprise, after getting off a rapid spin. In general, this is a brilliant Pokemon for the team because it does 3 duties competently; Complete hazard control, offensive pressure by either retaining momentum with eject pack, or setting up to sweep with rapid spin. And finally, it can also be used as a physical wall at times.

252 Atk Great Tusk Headlong Rush vs. 252 HP / 172+ Def Amoonguss: 195-229 (45.1 - 53%) -- guaranteed 2HKO
252 Atk Great Tusk Headlong Rush vs. 248 HP / 0 Def Toxapex: 276-326 (91 - 107.5%) -- guaranteed OHKO after Stealth Rock
252 Atk Meowscarada Flower Trick vs. 248 HP / 4 Def Great Tusk on a critical hit: 242-288 (55.8 - 66.5%) -- guaranteed 2HKO
252 Atk Great Tusk Close Combat vs. 0 HP / 0 Def Meowscarada: 528-624 (180.2 - 212.9%) -- guaranteed OHKO

Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Shadow Ball
- Thunderbolt
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Valiant's appeal comes with its ambiguity. It can successfully run many different sets, leaving the opponent guessing as to what your game plan is. In a team like this the opponent may expect Moth and Valiant to have their roles reversed, the former as a specs breaker and the latter as a booster energy sweeper. But this setup works very well for the general backbone of the team, as specs moonblast is very potent and unresisted by many Pokemon. This, in junction with a future sight impending pretty much checks most of the metagame. A common switch in would be Amoongus, but instead the opponent will most likely choose a sack, or at the very least take big chip. Shadow Ball is chosen over Psyshock due to future sight's coverage, and for Gholdengo, Ceruledge and Skeledirge. Focus Blast over Aura Sphere nukes annoying mons like Garganacl and AV Gambit. The fighting coverage is for steel types in general, though.

252 SpA Choice Specs Iron Valiant Shadow Ball vs. 248 HP / 252+ SpD Skeledirge: 214-254 (52 - 61.8%) -- guaranteed 2HKO
252 SpA Choice Specs Iron Valiant Shadow Ball vs. 252 HP / 244+ SpD Ceruledge: 180-212 (50.8 - 59.8%) -- guaranteed 2HKO
252 SpA Choice Specs Iron Valiant Focus Blast vs. 252 HP / 100 SpD Garganacl: 542-642 (134.1 - 158.9%) -- guaranteed OHKO

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Surf
- Future Sight
- Slack Off
- Chilly Reception

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A much needed pressure relief valve for the team. A very bulky Pokemon, able to take pretty much all special attacks. It can also be used as a lead for mix, if the Tusk or Meow lead seems telegraphic to the opponent. It is also our answer to Walking Wake, sunny or rainy. It also provides weather control and safe switch-ins with chilly reception. In terms of offense, this Pokemon gives the Wallbreakers the extra oomph with base 120 Future Sight, impending once Slowking has been replaced. More Sp. Atk could be invested, but the wallbreakers don't need much more power, and the team could use every Sp. Def EV it gets. Tera Water is used to lose psychic weaknesses and boost Surf's power in a pinch.

244 SpA Choice Specs Walking Wake Hydro Steam vs. 248 HP / 252+ SpD Slowking in Sun: 96-113 (24.4 - 28.7%) -- 55.2% chance to 3HKO
8 SpA Skeledirge Hex (65 BP) vs. 248 HP / 252+ SpD Slowking: 104-126 (26.4 - 32%) -- guaranteed 3HKO
132 SpA Iron Moth Energy Ball vs. 248 HP / 252+ SpD Slowking: 130-154 (33 - 39.1%) -- guaranteed 3HKO

Baxcalibur @ Choice Band
Ability: Thermal Exchange
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Earthquake
- Glaive Rush
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Baxcalibur is the 2nd wallbreaker of the team. Ice Shard provides a much needed priority move for rampant scarfers, dancers or boosters. The choice band really helps in these losing scenarios. Adamant over Jolly nature is another option for this team, as some moves may not get the kills that you're hoping for. However, the speed helps us destroy annoying Pokemon like Gholdengo, Glimmora, Ceruledge, Dragonite and Rotom before they have a chance to do their shenanigans. Tera Ground is used over Ice to grab guaranteed KO's on Toxapex, Torkoal, and Gambit, and lose fairy weakness against Iron Valiant and kill it in return. Sometimes, Bax can also be a good lead, as it matches up well against some teams' leads.

252 Atk Choice Band Baxcalibur Icicle Crash vs. 248 HP / 8 Def Corviknight: 214-253 (53.6 - 63.4%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Baxcalibur Ice Shard vs. 0 HP / 0 Def Dragapult: 270-320 (85.1 - 100.9%) -- 87.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Tera Ground Baxcalibur Earthquake vs. 248 HP / 252+ Def Torkoal: 302-356 (88 - 103.7%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Tera Ground Baxcalibur Earthquake vs. 0 HP / 4 Def Kingambit: 452-534 (132.5 - 156.5%) -- guaranteed OHKO
252 Atk Choice Band Tera Ground Baxcalibur Earthquake vs. 0 HP / 4 Def Iron Valiant: 288-340 (99.6 - 117.6%) -- 93.8% chance to OHKO

Iron Moth @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Fairy
EVs: 120 Def / 132 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Fiery Dance
- Dazzling Gleam
- Psychic
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Iron Moth has proven to be my most reliable offensive threat this generation thus far. With its incredible coverage, access to Sp. Atk boosting move in Fiery Dance, a tera type that covers its weakness and provides STAB boost, a super clean base 110 speed that is further boosted by Booster Energy, Iron Moth is a nightmare for the opponent. You should bring this Pokemon in when opportune and just click fiery dance (Ex. when Gholdengo has just got a KO on you). Let the opponent predict and switch out to their chosen counter. If you're able to get the Sp. Atk boost, Moth can destroy its so called counters such as Rotom-Wash, Ting-Lu, Slowking and Toxapex. I've killed some Water Absorb Clodsire against complacent opponents this way, so try and scout for it with Slowking. You can tera fairy if you know or suspect the opponent has earthquake. To continue with Iron Moth's rampage, once the opponent's defensive counter has been dealt with, you may likely deal with potential offensive checks like Dragapult. If you've whittled your opponents HP down little bit throughout the game, Iron Moth can easily be a checkmate once it comes in.

132 SpA Tera Fairy Iron Moth Dazzling Gleam vs. 0 HP / 4 SpD Dragapult: 320-380 (100.9 - 119.8%) -- guaranteed OHKO
+1 132 SpA Quark Drive Iron Moth Energy Ball vs. 252 HP / 0 SpD Rotom-Wash: 350-414 (115.1 - 136.1%) -- guaranteed OHKO
+1 132 SpA Quark Drive Tera Fairy Iron Moth Dazzling Gleam vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 308-366 (59.9 - 71.2%) -- guaranteed 2HKO after Leftovers recovery
+1 132 SpA Quark Drive Iron Moth Energy Ball vs. 248 HP / 252+ SpD Slowking: 250-296 (63.6 - 75.3%) -- guaranteed 2HKO
+1 132 SpA Quark Drive Iron Moth Psychic vs. 248 HP / 8 SpD Assault Vest Toxapex: 182-216 (60 - 71.2%) -- guaranteed 2HKO
+1 132 SpA Quark Drive Iron Moth Psychic vs. 248 HP / 252+ SpD Clodsire: 268-316 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery

Meowscarada @ Focus Sash
Ability: Protean
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Leaf Storm
- Taunt
- Knock Off
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In most cases, Meowscarada will be the best lead you have. Sash lets us survive any hit, while the 4 moves put pressure on the opponent. A special set is used over physical to get OHKO on Great Tusk and get big chip on Garchomp without taking rough skin or helmet dmg. In other situations, taunt can be used to prevent opposing hazards, spike(s) is laid down, and then knock off will remove potential HDB's or Lefties to make life easier. It may also be in your benefit to keep Meow alive for speed control/cleaning later on. If you're on 1% from sash, just remember to remove hazards before coming in.

252 SpA Meowscarada Leaf Storm vs. 252 HP / 4 SpD Great Tusk: 510-602 (117.5 - 138.7%) -- guaranteed OHKO
252 SpA Meowscarada Leaf Storm vs. 252 HP / 0 SpD Garchomp: 178-210 (42.3 - 50%) -- 0.4% chance to 2HKO

Notable Counters

:Volcarona:
Volcarona is a massive threat to this team, and admittedly, I have lost most of the times I have faced it. Ideally, you want to knock off its boots, or pinch it between a future sight and a hard place before it sets up. Iron Moth can 1v1 Volcarona, but if it switches in once Volc has already set up, it can be very hard, especially if the Volc has Psychic. Same can be said for Slowking, but it gets especially blown up by Tera Grass Giga Drain. To rub salt on the wound, Volc gets all its HP back. However once you've baited the Tera Grass, Baxcalibur can grab a KO with Ice Shard. All in all, if you've suffocated the rest of the opponents team, you should have enough resources to survive a Volc onslaught and win the game.

:Dragonite:

Dragonite could become a problem if Baxcalibur is within E-Speed range so keep it healthy. Otherwise you're sitting pretty most of the time. If they tera normal, then Great Tusk can check it with CC.

:Hatterene:
Hatterene is worth mentioning, because it can really get out of control if you don't deal with it. Luckily, this is where Baxcalibur and Iron Valiant make their money. Even Great Tusk may get in on this. However, you don't want a +1 Hat to hit a Draining Kiss on any of them because it negates everything. It's the move you need to play around.

Replay
https://replay.pokemonshowdown.com/gen9ou-1857021679-laud8p2igkc085zq7bibt888jrdtktspw

A good example of how to use resources to escape from a tough situation, and use future sight in conjunction with a wallbreaker.
 
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Great team.

Why focus miss over aura hit/ close combat?

Also, have you tried Thunderwave instead of slack-off for Slowking? I've always found it redundant with regenerator.
And Tera Dragon might be interesting on Slowking as a Volcarona counter
 
Great team.

Why focus miss over aura hit/ close combat?

Also, have you tried Thunderwave instead of slack-off for Slowking? I've always found it redundant with regenerator.
And Tera Dragon might be interesting on Slowking as a Volcarona counter

Thanks. Aura Sphere doesn't actually guarantee a kill on Garganacl, and I hate that Pokemon so it must die lol. Besides that its fine to run whatever you want, most of the time you will click Moonblast anyways.

As for Slowking, yeah I rock with both your points and I'll give it a try.
 
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