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 (M) @
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
Power Gem or
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
or other defensive mons like
,
,
. 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
, 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 (F) @
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
,
(on predict, they OHKO with sucker punch),
and
.
Thunderbolt for
,
,
,
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
or 252ev jolly
.
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
or
.
Corviknight (M) @
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
,
,
,
.It can also take a moonblast or close combat from
and OHKO with brave bird. You'll notice it wants to come in on similar mons to
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
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
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 (F) @
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
, deals quite well with calm mind
and can also take quite a few hits from the likes of
,
and
. 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
, 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
. It can also work as another emergy answer to
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
or
or preventing things to set up.
Ogerpon-Wellspring @
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
,
and anything else that walls this and wears
or
. Bring it in, throw some punches and try to check whatever comes in with
or
. 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
after they used their terra and you predict the ivy cudgel, with the same logic applying to
.
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 @
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:
,
,
(its barely a 2HKO with stone edge),
,
:enamourus: and
and
. 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
,
,
or
. 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
,
and
.
EVs & Nature: we use 168 speed EVs with jolly nature to outspeed most every offense threat at base, the highest being modest
,
and
.
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
, rocky helmet from :corviknight and magma storm from
. Try to get these mons in against their respective victims. Use
to force progress and break the opposing team open, also use
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
or
when their checks have been dealt with. Often times you can win with
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
.
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.
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 (M) @

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


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




EVs & Nature: Full PhysDef Gliscor has the most longevity and is a pretty standard set. 30 Speed IVs to underspeed opposing

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 (F) @

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




Thunderbolt for




EVs & Nature: Nature is modest for max power. Going timid is an option, but theres not very much to gain here modest



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



Corviknight (M) @

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






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

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

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 (F) @

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








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



Ogerpon-Wellspring @

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






Item: The items gives us Water Absorb which makes this mon weirdly defensive. it can switch in on opposing


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 @

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:












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



EVs & Nature: we use 168 speed EVs with jolly nature to outspeed most every offense threat at base, the highest being modest



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




Keep getting your mons into favorable positions and bring out





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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