SV OU Gliscor + Dragapult Bulky Offense [1500]

Hello Everyone and welcome to my RMT. The idea of this team stems from a Post in the 'Great Cores' SV OU Forums. The suggested Core consists of Gliscor and Dragapult with the purpose of chipping the opposing Team enough to clean it up with Shadow Balls - and its been working great. So Credit where its due, heres the link to the post:

https://www.smogon.com/forums/threads/sv-ou-great-cores.3723774/page-2#post-9800280

I'd love to get some feedback on this team! Here's the paste: https://pokepast.es/8802ff3126e71f38

The full Team looks as followed:


gliscor.gif

Gliscor (M) @ :Toxic Orb:
Ability: Poison Heal
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Spikes
- Knock Off
- Toxic
- Protect

Role / General Tips
: Gliscor's job is to cripple the oppsing team as much as possible. It does this by setting up spikes, getting rid of items and poisoning bulky threats. The main goal is to get off as many of your high impact moves as you can. The combination of Poision Heal and Protect is supposed to help with that by getting you out of 2HKOs like :Glimmora: Power Gem or :Great tusk: Ice Spinner. Be mindful of using your Protect against setup sweepers, as Gliscor, while bulky, will have a hard time against any boosted mon in the tier.
Item: Toxic Orb is the obvious choice for Gliscor as it just gives so much sustain through Poison Heal.
Tera Type: Water is the best choice to click more of your moves by turning Gliscors only weaknesses into resists.
Moves: Spikes are very good on Gliscor as it can stay on the field quite a while. I've also decided against u-turn to simply fit the rest of the moves it carries. toxic should be a staple on every defensive gliscor set as it cripples so many mons like the aforementioned :great tusk: or other defensive mons like :zapdos:, :rillaboom:, :ting lu:. Knock Off is great against any leftovers or heavy-duty boots.
EVs & Nature: Full PhysDef Gliscor has the most longevity and is a pretty standard set. 30 Speed IVs to underspeed opposing :Gliscor:, so that when you predict a u-turn (if they are sr/eq/toxic/u-turn for example), you get a free spike, knock or toxic on another mon.
Other Options: The moves on this mon are very versatile. Many things can work depending on your playstyle. instead of this sitting duck set you might want to opt for a pivot set with stealth rock and u-turn.


dragapult.gif

Dragapult (F) @ :Choice Specs:
Ability: Infiltrator
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn

Role / General Tips
: For another staple pick we have Choice Specs Dragapult. Its main purpose as mentioned in the intro ist to pick up where Gliscors lets off. With its high speed and stab shadow balls its able to profit a lot from the chip damage of gliscor and potentially clean up an opposing team when its checks have been dealt with. If you can get Dragapult in while having hazards up, you're in a good spot.
Item: Our item of choice is choice specs (hehe). it amplifies the damage of our moves a lot which results in a lot of 2HKOS with shadow ball.
Tera Type: Tera Ghost is chosen for the same reasons we use choice specs - it makes shadow ball hit super hard.
Moves: draco meteor and shadow ball are the main breaking moves, while shadow ball is much more spammable. I recommend using Draco for high physdef mons, which you can OHKO right now and would be annoying later on. Flamethrower is the Coverage move of choice but i've been thinking about swapping it out for thunderbolt. This very much depends on what youre playing against.
Flamethrower for :Amoonguss:, :Kingambit: (on predict, they OHKO with sucker punch), :ninetales-alola: and :rillaboom:.
Thunderbolt for :alomomola:, :manaphy:, :dondozo:, :ogerpon wellspring: and the very common water tera on many mons
EVs & Nature: Nature is modest for max power. Going timid is an option, but theres not very much to gain here modest :gholdengo: :choice scarf: or 252ev jolly :zamazenta:.
Other Options: The original post i referenced for this team had hex on Dragapult for even more potential with gliscors Toxic. Going hex would require more support from its teammates i believe, like :zapdos: or :rotom-wash:.


corviknight.gif


Corviknight (M) @ :Rocky Helmet:
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Brave Bird
- Defog
- Roost
- U-turn

Role / General Tips
: Corviknight is the physical wall of the team. it fullfills this role nicely as it can check mons like :zamazenta:, :sneasler:, :great tusk:, :rillaboom: .It can also take a moonblast or close combat from :iron valiant: and OHKO with brave bird. You'll notice it wants to come in on similar mons to :gliscor: and while thats true, its better at forcing these mons out. Otherwise it does very standard Corviknight thins. It defogs when needed and roosts to stay annoying.
Item: we use Rocky Helmet to get Chip Damage on enemy u-turn.
Tera Type: Tera Dragon is quite useful on corv as it gets rid of its electric and fire weaknesses. It also gives an emergency switch against opposing :ogerpon wellspring: as it now resists those stabs aswell.
Moves: brave bird has more use cases than bodypress in most games and the rest of the moves feel mandatory. While defog isnt the most reliable way to get rid of hazards, it comes in handy often enough.
EVs & Nature: 30 speed IVs to underspeed opposing :Corviknight: to u-turn after its moved.
Other Options: if you're feeling spicy go for a iron defense + body press set, but i dont know wether thats good. Sometimes i feel like Corviknight has enough staying power to pull it off.


heatran.gif

Heatran (F) @ :Air Balloon:
Ability: Flash Fire
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Earth Power
- Taunt / Protect

Role / General Tips
: Even though heatran is still a pretty good mon and role compression. in this team it serves as the primary special wall. It fully walls :iron moth:, deals quite well with calm mind :iron valiant: and can also take quite a few hits from the likes of :gholdengo:, :dragapult: and :enamorus:. Every time the opponent has to deal with it, you are presented with a lot of options. Stealth Rock, Magma Storm and taunt are great, wether any of these mons stay in or switch. Heatran can be very tough to deal with, as its kinda cheating with the combination of :air balloon:, tera grass and its ability flash fire. With its good bulk it can take on a lot coverage earthquakes and deal a lot of damage back with magma storm, that is IF they already removed the :air balloon:. It can also work as another emergy answer to :ogerpon-wellspring: as tera grass resists both stabs and knock off damage is reduced after air balloon is gone.
Item: air balloon because of 11 fucking ground types.
Tera Type: as explained, tera grass in combination with flash fire makes for a nice type combination
Moves: Stealth Rock is good because heatran
EVs & Nature: it has max spD to fullfill its role in the team. Its special attack is nothing to scoff at and magma storm will deal a surprising amount of damage to many mons.
Other Options: you could swap taunt for protect to get even more chip damage with magma storm, but taunt has been really nice to stop recovery from :zapdos: or :toxapex: or preventing things to set up.


128px-Pok%C3%A9monsprite_1017a_Schillernd_KAPU.gif


Ogerpon-Wellspring @ :Wellspring Mask:
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Power Whip
- Ivy Cudgel
- Knock Off
- Swords Dance

Role / General Tips
: Ogerpon is one of the breakers of the team and has no problem to come in very early in the match. its stab combination hits many mons quite hard and knock off can cripple :zapdos:, :toxapex: and anything else that walls this and wears :heavy duty boots: or :leftovers:. Bring it in, throw some punches and try to check whatever comes in with :corviknight: or :heatran:. When getting low, i often use this mon as a sacrifice and get one more strong hit off, as its speed tier, while great, isnt enough to sweep a team.
Item: The items gives us Water Absorb which makes this mon weirdly defensive. it can switch in on opposing :ogerpon-wellspring: after they used their terra and you predict the ivy cudgel, with the same logic applying to :manaphy:.
Tera Type: with the special defense boost, which doesnt expire on switch, it can help out heatran to deal with mons that threaten it.-
Moves: very standard moveset as explained. as we are quite well prepared for fighting types, we dont really need the coverage of play rough here.
EVs & Nature: we are going fully offensive on this set. with jolly nature we outspeed everything below 110 base speed.
Other Options: A Consideration would be swapping Power Whip for Horn Leech. What stopped me from actually using it, is that clicking a grass type move early is often not very profitable, so that id rather have the raw 120bp instead of the healing.


zamazenta.gif

Zamazenta @ :Leftovers:
Ability: Dauntless Shield
Tera Type: Steel
EVs: 248 HP / 92 Def / 168 Spe
Jolly Nature
- Body Press
- Heavy Slam
- Stone Edge
- Iron Defense

Role / General Tips
: Zamanenta is the second setup sweeper on the team and while :ogerpon wellspreing: wants to come in early, this mon wants to come in as late as possible. The first reason for this is its ability dauntless shield, which gives a +1 def boost, that fades when switching out. The other reason is that this mon, while quite strong, gets walled off quite easily. to prevent this we have stone edge for coverage, but you still need to be careful when facing these mons: :gholdengo:, :gliscor:, :zapdos: (its barely a 2HKO with stone edge), :corviknight:, :choice scarf: :enamourus: and :booster energy: :iron valiant: and :clefable:. If these mons are gone or chipped enough (which this team does quite well) zamanenta can turn into a monster. It has barely any problems swapping into already set up mons like non-tera flying :roaring moon:, :sneasler:, :great tusk: or :kingambit:. If this mon deals with kingambit and takes another mon out on its way there, it did its job.
Item: leftovers gives this mon some form of recovery. You're often pretty free to get an iron defense of and when the opponent swaps out you get the heal for free.
Tera Type: Tera Steel has been chosen to turn zamazentas flying and fairy weaknesses into resists. Other options could be tera fire against will-o-wisp or even tera poison to prevent it from getting toxic'd. Tera Steel tends to be the most reliable option.
Moves: the base set contains body press and iron defense to fullfill its role. Heavy Slam is a nice coverage move against fairies and goes well with the tera type. Stone has aims to cover any flying type wanting to come in or tera-flying on mons like :sneasler:, :roaring moon: and :kingambit:.
EVs & Nature: we use 168 speed EVs with jolly nature to outspeed most every offense threat at base, the highest being modest :dragapult:, :meowscarada: and :greninja:.
Other Options: You could go substitute on this instead of stone edge but status hasnt been much of a problem for me. tera steel deals with poison and as body press is the main damage move, burn isnt THAT scary.



To conclude this RMT i want to give some general tips and lay out the gameplan:

If it hasnt become obvious by now, the gameplan is to setup hazards, get chip damage with toxic from :gliscor:, rocky helmet from :corviknight and magma storm from :heatran:. Try to get these mons in against their respective victims. Use :ogerpon wellspring: to force progress and break the opposing team open, also use :dragapult: for this, but be careful as you want to use it later and it has no recovery.
Keep getting your mons into favorable positions and bring out :dragapult: or :zamazenta: when their checks have been dealt with. Often times you can win with :ogerpon wellspring: or dragapult, with zamazenta just sitting in the back. if you realise zamanenta isnt gonna win the game, dont be afraid to bring it in early to force something like :booster energy: :iron valiant:.

some minor things:

- deal with knock offs through gliscor and heatran
- Corviknight is gliscors bouncer, dont risk gliscor taking a heavy hit where corv would only take 30%
- let the tusk spin, get in corv to chip it. its also never worth to go for spinblock with dragapult just to die to knock off
- assess what you need your technical moves for (knock off, taunt, toxic) -> if there are a lot of boots, dont spam spikes yet, knock off first.




if you made it this far, thank you very much for reading!!! This was my first RMT-Post and im probably not qualified for it, but the Team really pulled its weight since i built it from the Post mentioned and i really want to put it to the test. So dont hold back on criticism, im very open for suggestions.
 
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You don't need to be qualified in any way to look for suggestions in the RMT forum! You made this look great, so good job! I think this team has very conceptual and deep problems though, so I won't be holding back with the criticism.

The real issue here is Gliscor. Great mon, but honestly quite unhealthy in how it forces opposing teams to adapt to it, as well as force its teammates to adapt to it. What I mean by this is that YOUR Gliscor gives OPPOSING Gliscor free turns. So whenever you decide to click spikes with your gliscor, you must also be ready for opposing gliscor to set spikes. Many players aren't aware of this meta dynamic, so I don't blame you for how your team ended up.

Back to your team: how is it handling spikes? You have multiple team members like Dragapult, Zamazenta, and Ogerpon-Wellspring that are vulnerable to spikes. Corviknight can defog, but not only can defog easily be blocked by gholdengo, you are also removing your own hazards, and thus the hazard game of this team is just inherently weak. If you fight an opposing gliscor+gholdengo hstack, you have a quite awful matchup, and given how strong gliscor hstack is, this is quite bad and thus the team needs a big overhaul to solve this.

One way to do this is to try hazard-proofing your team, make it a "Superman" team (bc it floats! or whatever). Throw boots on pult+zama minimum, while corv and gliscor can keep their items as their typing is naturally resilient to hazards (neutral to rocks+immunity to spikes). The issue is that it's not easy to keep Heatran's balloon intact, especially vs bulkier teams that are gonna be spamming hazards to make progress, and Waterpon cannot hold boots either. Superman teams don't have too much flexibility bc the list of pokemon that can afford to hold boots or are naturally hazard resilient is quite small, and I wouldn't recommend trying to make one unless you know the meta very well, so I think we should hold off on this route for now.

The other way to do this is to simply go Great Tusk>Gliscor and make this less of a hstack team, more of a general offense. I usually try to avoid replacing the mons which the team was built around, but for all the reasons above, I think its gotta be done. A simple offensive rocks tusk can provide some real hazard control and give us a solid foundation for the rest of the team.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Rapid Spin
- Stealth Rock

With Tusk on the team, I think Zamazenta is quite redundant, and it's also very clear that the team lacks a ghost resist. With Corviknight letting in Gholdengo basically for free, it's important to have a ghost resist that can also beat down Gholdengo comfortably, and there's basically 1 mon that satisfies both of those conditions...Kingambit>Zamazenta. I know, I know, certified gen9 moment, but that's how the meta is.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Low Kick

The kingambit set can be changed to what you think suits the team best in practice, but I think having this Kingambit set makes it possible for you to break down opposing fat teams in tandem with Waterpon pressuring opposing dondozo.

Lastly, I'm a little concerned about 3 steel types, and relying on dragapult as the sole fighting resist might not be good. I also think heatran is best when used in tandem with Grassy Terrain, and it's a very flimsy answer to Enamorus/Iron Valiant. Enamorus can just Moonblast into Earth Power as Heatran tries to switch in, and Ival just has Close Combat or Cm+Aura Sphere. So for all the reasons above, I think Slowking-Galar>Heatran would be better here, providing a sturdier fairy resist, a regen tank, and another fighting resist.

Slowking-Galar @ Colbur Berry
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Chilly Reception
- Thunder Wave

With the hazard control you have, I think you can afford to go colbur and thus tank some knock offs+paralyze threats like Iron Valiant in return. This also provides a way for you to scout Draco Meteor / Hydro Steam from pokemon like Walking Wake, so you don't risk your Waterpon getting OHKO'd.

Here's a pokepaste with all my edits: https://pokepast.es/3110323e5a4b4962
Hopefully the team works out better, good luck!
 
Thank you very much for this extensive feedback! Im currently playing with your changes (there really are a lot q.q) and its working pretty well. i think ive learned a lot and ill try to keep the concepts you explained in mind when building another team. again, tysm
 
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