Hello! I am a relatively inexperienced player looking for some guidance for laddering in SV OU. So far, I have been effectively hardstuck around 1200 rating with a win loss of about 42- 35, which is quite a lot of testing to still be low ladder. I figured I'd post here to iron out the wrinkles this team definitely has to put my focus solely on improving my playstyle. Without further ado, these are the team members:
Garchomp @ Leftovers
Ability: Rough Skin
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Tail
- Spikes
- Stealth Rock
I chose Garchomp because of its access to both spikes and rocks paired with its crazy attack stat to threaten walls like Garganacl and Clodsire. These traits make it good both at the beginning and middle game. I typically lead off with it to get up the hazards early and will only switch out if faced with an eminent OHKO or opposing hazards (due to the fact I have no defog/spin). Max speed with jolly nature helps me outspeed mainly Iron Treads and Iron Moth. Dragon tail in tandem with tera steel is also insanely useful mid or late game to phase out some threatening setup mons, but is very prone to missing in make or break moments.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Fighting
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Tera Blast
- Nasty Plot
Gholdengo is a very natural choice on hazard stack teams. I am running covert cloak to switch into and threaten out Garganacl which has given me many setup opportunities. This is also one of my main stallbreaking options. Tera fighting is mainly to deal with Kingambit but it has also saved me from many an earthquake from the likes of Baxcallibur. I opted for tera blast over focus blast because of getting screwed over by the miss many times.
Rotom-Wash @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Tera Blast
- Will-O-Wisp
- Volt Switch
Rotom switches in on a lot of the tier's special attackers and can gain momentum against them with volt switch or damage with hydro pump. Will-O-Wisp can allow it to also switch into some physical moves if I catch a physical attacker on the switch. Tera steel and tera blast help me more effectively deal with Baxcallibur as long as I am above 56% HP. Heavy Duty Boots is essential because Rotom switches in a lot.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Acrobatics
- Earthquake
- Dragon Dance
I find that Roaring Moon and Iron Moth work very well as an offensive core because they cover each other's weaknesses. Roaring Moon can easily clear Clodsire and Toxapex and get decent damage on Garganacl if necessary. I chose to run setup on this because the main opportunities I get to bring this in are on passive walls like the aforementioned Clodsire and the occasional Hatterene if I choose to tera.
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Flamethrower
- Sludge Wave
- Tera Blast
- U-turn
Iron Moth has surprisingly high special defense which allows it to come in on attackers Zoroark and Iron Valiant or walls like Corviknight or Orthworm. Its main job is to clear out Roaring Moon stoppers like Great Tusk or Corviknight. Tera grass helps deal more with Garganacl and can put a stop to surprise offensive Great Tusk. Overall, the high special attack can punish switches and slowly chip away at the opponent's unrelated defensive threats to possibly win with Hatterene or Gholdengo.
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
I found Hatterene to be very useful on the team for making the opponent think twice about clicking rocks in front of my Garchomp. 52 speed outspeeds the tier's defensive poison types which Hatterene loves to calm mind in front of. Given the opportunity, Hatterene can easily switch gears and become a threatening bulky offensive threat with tera water to further solidify this. However, it is very prone to being broken down by Zoroark and sometimes Meowscarada.
The main problems I have been having are definitely stallbreaking and letting in setup threats like Baxcallibur or Dragonite. Another big issue is that my only reliable Kingambit counter is saving tera for Gholdengo in the late game and tera blasting it. Unfortunately, I do not have any replays saved with this team at the moment, but I will try to get some upon request. Anyways, thank you for taking the time to read this post. Have a good day!
Garchomp @ Leftovers
Ability: Rough Skin
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Tail
- Spikes
- Stealth Rock
I chose Garchomp because of its access to both spikes and rocks paired with its crazy attack stat to threaten walls like Garganacl and Clodsire. These traits make it good both at the beginning and middle game. I typically lead off with it to get up the hazards early and will only switch out if faced with an eminent OHKO or opposing hazards (due to the fact I have no defog/spin). Max speed with jolly nature helps me outspeed mainly Iron Treads and Iron Moth. Dragon tail in tandem with tera steel is also insanely useful mid or late game to phase out some threatening setup mons, but is very prone to missing in make or break moments.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Fighting
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Tera Blast
- Nasty Plot
Gholdengo is a very natural choice on hazard stack teams. I am running covert cloak to switch into and threaten out Garganacl which has given me many setup opportunities. This is also one of my main stallbreaking options. Tera fighting is mainly to deal with Kingambit but it has also saved me from many an earthquake from the likes of Baxcallibur. I opted for tera blast over focus blast because of getting screwed over by the miss many times.
Rotom-Wash @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Tera Blast
- Will-O-Wisp
- Volt Switch
Rotom switches in on a lot of the tier's special attackers and can gain momentum against them with volt switch or damage with hydro pump. Will-O-Wisp can allow it to also switch into some physical moves if I catch a physical attacker on the switch. Tera steel and tera blast help me more effectively deal with Baxcallibur as long as I am above 56% HP. Heavy Duty Boots is essential because Rotom switches in a lot.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Acrobatics
- Earthquake
- Dragon Dance
I find that Roaring Moon and Iron Moth work very well as an offensive core because they cover each other's weaknesses. Roaring Moon can easily clear Clodsire and Toxapex and get decent damage on Garganacl if necessary. I chose to run setup on this because the main opportunities I get to bring this in are on passive walls like the aforementioned Clodsire and the occasional Hatterene if I choose to tera.
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Flamethrower
- Sludge Wave
- Tera Blast
- U-turn
Iron Moth has surprisingly high special defense which allows it to come in on attackers Zoroark and Iron Valiant or walls like Corviknight or Orthworm. Its main job is to clear out Roaring Moon stoppers like Great Tusk or Corviknight. Tera grass helps deal more with Garganacl and can put a stop to surprise offensive Great Tusk. Overall, the high special attack can punish switches and slowly chip away at the opponent's unrelated defensive threats to possibly win with Hatterene or Gholdengo.
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
I found Hatterene to be very useful on the team for making the opponent think twice about clicking rocks in front of my Garchomp. 52 speed outspeeds the tier's defensive poison types which Hatterene loves to calm mind in front of. Given the opportunity, Hatterene can easily switch gears and become a threatening bulky offensive threat with tera water to further solidify this. However, it is very prone to being broken down by Zoroark and sometimes Meowscarada.
The main problems I have been having are definitely stallbreaking and letting in setup threats like Baxcallibur or Dragonite. Another big issue is that my only reliable Kingambit counter is saving tera for Gholdengo in the late game and tera blasting it. Unfortunately, I do not have any replays saved with this team at the moment, but I will try to get some upon request. Anyways, thank you for taking the time to read this post. Have a good day!