For the past month, I have been trying my hand at teambuilding in SV OU as it’s difficult to find good teams that aren’t well known through RMT without connections. I hate stall and hyper offense, finding them braindead but still enjoy clicking high power attacks for definitive progress. Iterations of this team have gotten me the most success out of all the teams I’ve built with it peaking around 1800 so far. I am mostly trying get some advice to improve consistency while solving some of the fundamental issues this team has, but I also acknowledge that my core may just be completely unsupportable…
Paste: https://pokepast.es/0577fdf238ed658c
Issues I’d love help with (even 1 or 2 would do wonders for this team)
-hazards (without a spinblocker, even just rocks would be amazing)
-knock off absorber
-do I replace ogerpon…? (he can’t run boots)
-priority needs to be squeezed on somehow
-hazard control
-setup mon (a singular swords dance or nasty plot guy would help this team to break bulkier teams without playing perfect momentum)
-ground type

Kyurem @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Substitute
The main breaker of this team, boots allows kyurem to enter again and again without worrying about any hazards. Early game pressure will usually allow you to force a switch, allowing sub to go up on a potential wall or weak pivot in snow taking advantage of the defense boost. Blizzard has some nice calcs on Ting-Lu and still puts nice pressure on Gking with tera ice, as well as blowing up most birds in a clean 2hko. Earth power for coverage obviously. Sub can also scout for tera and allow you to win surprising 1v1’s such as on chipped kingambit.

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Ivy Cudgel
- Synthesis
- U-turn
This mon is dumb broken, requiring teams to include some pretty niche mons in order to stop it from breaking temporarily. Depending on preview, tera water can be used on a special attacker to flip the matchup into a full subsequent break, with enemies no longer able to apply subsequent offensive pressure on woger and walls being worn down rapidly afterwards. Water absorb is pretty useful to stop annoying pivot mons from flip turning such as keldeo and primarina, gaining you momentum instead. This team is pretty weak with no band or specs mons, so keeping up momentum is crucial, and being able to stop a wish pivot flip turn from alo can save games. Not gonna lie though I haven’t found the perfect set for this mon yet, previous versions of the team had worse speed control so I ran trailblaze, and synthesis is pretty necessary with no hazard control. It also allows Woger to serve as a secondary special check when Gking gets worn down, slowly gaining a net 10-20% on most players expecting to get a kill.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Dark
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Psychic Noise
Decently standard Gking, with noise to help beat sub moth and fat zama as well as surprise denying heals from fat mons you frequently 1v1. Due to your slow speed, this can usually only happen once, so taking advantage of momentum once it happens is crucial to break, so I usually only do it on chipped mons after conditioning the enemy to expect a chilly reception. Once revealed, the move is spammable to an extent though, especially if you get a poison. Clicking future sight is pretty matchup depending ngl, as sacrificing momentum can be devastating with so few switch ins. Most iterations of the team had thunder wave or toxic instead, with kyurem and woger really appreciating a cheeky t-wave and toxic being useful on variants with an encore mon. Tera dark because the team is super ghost/dark weak, making you wish that you had a ting lu most games… but I just can’t bring myself to let go of this guy due to how broken chilly reception is for momentum and those dang weather matchups, as well as the fact the team is kinda built around the kyurem.

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- U-turn
- Will-O-Wisp
- Roar
- Roost
This Moltres set is honestly way too greedy and role compressed, but it barely scrapes by due to fire support from Cinderace. It has to be played very careful depending on matchup, usually needing around 60% hp to counter guys such as kingambit or dnite. NEVER sack it if these guys are alive, even if you end up with it at 1% you have to find a way to maneuver it in on a slow pivot it outspeeds to get a roost off. U-turn for momentum, wisp for burn, roar for greedy setups and tera fairy to squeeze a roar off rarely. Being so vulnerable to basically everything in the game from knock, woger, stone edge etc this mon can not really come in for free and must be scouted for appropriately.

Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 Atk / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Encore
- Destiny Bond
Not gonna lie, this mon needs to be replaced asap. Earlier variants ran booster energy mixed with knock over destiny bond, or swords dance double attack, but this team is just so vulnerable to dragapult/darkrai it needs something that can consistently out speed them. Oftentimes you simply have to double out every time this mon gets brought in as this set is walled by half the tier. Destiny bond can force value and save games, same with a scarf encore that nobody really expects. There’s not much more to say about this, definitely the weakest link of this team so far though.

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Court Change
- U-turn
- Sucker Punch
Here we go again with another greedy set. This team needs priority. I used to run a banded scizor with defog instead, and that actually got me to my highest peak but it felt so horrible to play with. Testing with cinderace instead has gotten some good results, though, giving much better lead matchups into the common 300-350 speed tier mons that we love u-turning on. Most people don’t expect sucker punch, and pyro ball is damn strong. Court change is honestly usually only clicked once unless you’re facing screens, and even then it’s only a temporary solution as this team has no spin blocker. I just haven’t been able to find a better solution except just running zero hazard control at all, which is hard on a mono boots ish team when you don’t have a helmet corviknight to absorb knock. A bulky cinderace with wisp theoretically allows corvi, but at the cost of priority the team really just can’t handle that either.
PLEASE HELP ME I HAVE LIKE 20 DRAFTS OF THIS TEAM LOL
Paste: https://pokepast.es/0577fdf238ed658c
Issues I’d love help with (even 1 or 2 would do wonders for this team)
-hazards (without a spinblocker, even just rocks would be amazing)
-knock off absorber
-do I replace ogerpon…? (he can’t run boots)
-priority needs to be squeezed on somehow
-hazard control
-setup mon (a singular swords dance or nasty plot guy would help this team to break bulkier teams without playing perfect momentum)
-ground type

Kyurem @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Substitute
The main breaker of this team, boots allows kyurem to enter again and again without worrying about any hazards. Early game pressure will usually allow you to force a switch, allowing sub to go up on a potential wall or weak pivot in snow taking advantage of the defense boost. Blizzard has some nice calcs on Ting-Lu and still puts nice pressure on Gking with tera ice, as well as blowing up most birds in a clean 2hko. Earth power for coverage obviously. Sub can also scout for tera and allow you to win surprising 1v1’s such as on chipped kingambit.

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Ivy Cudgel
- Synthesis
- U-turn
This mon is dumb broken, requiring teams to include some pretty niche mons in order to stop it from breaking temporarily. Depending on preview, tera water can be used on a special attacker to flip the matchup into a full subsequent break, with enemies no longer able to apply subsequent offensive pressure on woger and walls being worn down rapidly afterwards. Water absorb is pretty useful to stop annoying pivot mons from flip turning such as keldeo and primarina, gaining you momentum instead. This team is pretty weak with no band or specs mons, so keeping up momentum is crucial, and being able to stop a wish pivot flip turn from alo can save games. Not gonna lie though I haven’t found the perfect set for this mon yet, previous versions of the team had worse speed control so I ran trailblaze, and synthesis is pretty necessary with no hazard control. It also allows Woger to serve as a secondary special check when Gking gets worn down, slowly gaining a net 10-20% on most players expecting to get a kill.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Dark
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Psychic Noise
Decently standard Gking, with noise to help beat sub moth and fat zama as well as surprise denying heals from fat mons you frequently 1v1. Due to your slow speed, this can usually only happen once, so taking advantage of momentum once it happens is crucial to break, so I usually only do it on chipped mons after conditioning the enemy to expect a chilly reception. Once revealed, the move is spammable to an extent though, especially if you get a poison. Clicking future sight is pretty matchup depending ngl, as sacrificing momentum can be devastating with so few switch ins. Most iterations of the team had thunder wave or toxic instead, with kyurem and woger really appreciating a cheeky t-wave and toxic being useful on variants with an encore mon. Tera dark because the team is super ghost/dark weak, making you wish that you had a ting lu most games… but I just can’t bring myself to let go of this guy due to how broken chilly reception is for momentum and those dang weather matchups, as well as the fact the team is kinda built around the kyurem.

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- U-turn
- Will-O-Wisp
- Roar
- Roost
This Moltres set is honestly way too greedy and role compressed, but it barely scrapes by due to fire support from Cinderace. It has to be played very careful depending on matchup, usually needing around 60% hp to counter guys such as kingambit or dnite. NEVER sack it if these guys are alive, even if you end up with it at 1% you have to find a way to maneuver it in on a slow pivot it outspeeds to get a roost off. U-turn for momentum, wisp for burn, roar for greedy setups and tera fairy to squeeze a roar off rarely. Being so vulnerable to basically everything in the game from knock, woger, stone edge etc this mon can not really come in for free and must be scouted for appropriately.

Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 Atk / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Encore
- Destiny Bond
Not gonna lie, this mon needs to be replaced asap. Earlier variants ran booster energy mixed with knock over destiny bond, or swords dance double attack, but this team is just so vulnerable to dragapult/darkrai it needs something that can consistently out speed them. Oftentimes you simply have to double out every time this mon gets brought in as this set is walled by half the tier. Destiny bond can force value and save games, same with a scarf encore that nobody really expects. There’s not much more to say about this, definitely the weakest link of this team so far though.

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Court Change
- U-turn
- Sucker Punch
Here we go again with another greedy set. This team needs priority. I used to run a banded scizor with defog instead, and that actually got me to my highest peak but it felt so horrible to play with. Testing with cinderace instead has gotten some good results, though, giving much better lead matchups into the common 300-350 speed tier mons that we love u-turning on. Most people don’t expect sucker punch, and pyro ball is damn strong. Court change is honestly usually only clicked once unless you’re facing screens, and even then it’s only a temporary solution as this team has no spin blocker. I just haven’t been able to find a better solution except just running zero hazard control at all, which is hard on a mono boots ish team when you don’t have a helmet corviknight to absorb knock. A bulky cinderace with wisp theoretically allows corvi, but at the cost of priority the team really just can’t handle that either.
PLEASE HELP ME I HAVE LIKE 20 DRAFTS OF THIS TEAM LOL
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