This team is based on the Zamazenta + AV Hoopa Core in the SV cores forum. I feel like something is missing as it feels like I'm prone to just getting wrecked by setup sweepers or HO.
The Team:
Zamazenta @ Choice Band
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Heavy Slam
- Stone Edge
Zamazenta's job is a fast attacker that can outspeed many offensive threats in OU and OHKO them with any of the given moves. With Dauntless Shield, Zamazenta can also switch in on some physical threats early. The issue with Zamazenta is that I've often found it to be too prediction-reliant. I've been able to make some good predictions with it, but it's not a sustainable strategy and can backfire if I get a prediction wrong.
Hoopa-Unbound @ Assault Vest
Ability: Magician
Tera Type: Fighting
EVs: 120 Atk / 252 SpA / 136 Spe
Mild Nature
- Knock Off
- Drain Punch
- Psychic
- Thunderbolt
Hoopa-U is a wallbreaker that can switch in on some special attackers and punish hard with its powerful attacking stats and good coverage. It absolutely destroys Galarian Slowking, and can 2HKO most non-psychic resists in the metagame with Psychic. It also can use Knock off for strong utility. However, it cannot break Ting-Lu, and any faster physical attacker will beat it 1v1.
The remainder of the team is designed to facilitate Zamazenta and Hoopa-U.
Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Cinderace is one of the pokemon I'm considering changing. It does have good strength in Pyro Ball and my only hazard removal in Court Change. The bulky set allows it to switch in on some things but it is still weak to common attacking types and will get absolutely bashed by any strong or boosted attacker. My team isn't the best at taking hits, so U-turning doesn't help all that much if they make the correct prediction. U-turn can be good if they switch a defensive mon in, then Zamazenta or Hoopa-U gets to come in for free. Willo is good for physical attackers, but it seems like every physical attacker in OU has Earthquake so while getting the burn is nice it often comes with trading Cinderace. Another potential pivot I could run in this slot is Moltres; it has Fire coverage plus Flame Body and Roost, allowing it more switch-in opportunities and reliable recovery. Defog too!
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ghost
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Spikes
- Dragon Tail
Garchomp is the physical tank, with rocks, spikes, and a phasing move, it often gets used early. The Rocky Helmet + Rough Skin combo also dents physical attackers without good recovery (such as Great Tusk). However, such attackers like Great Tusk often carry Ice coverage, which means Garchomp needs to Terain order to survive a hit, and often Garchomp doesn't deal back enough damage with Earthquake and loses the 1v1 as it often gets chipped down early. Dragon tail is good if I predict a setup move or just to mess with the other team's momentum, but if the opposing pokemon carries any Ice move it's basically over for Garchomp. Tera Ghost is used to block spins but often what happens is Garchomp gets worn down and KO'd and Great Tusk then comes in and spins anyway. (Yes, this is the recommended sample set from Smogon)
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave
The EVs are the same as the sample Smogon set, I was thinking of adding more in SpD but we already have AV Hoopa. Glowking's job is basically to fire of a Future Sight, then Chilly Reception out to gain momentum and give Zamazenta or Hoopa a chance to come in and deal damage. Future Sight also synergizes well with Zamazenta as a Dark-type coming in to blank the Future Sight will get hit hard by Close Combat. Though, I've had more success pivoting out to Hoopa and then clicking Drain Punch on the potential Dark-type that comes in.
Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Close Combat
- Thief
Rounding out the team we have pivot set Scizor. I was thinking of going Choice Band, but wanted more flexibility. However the band may be better for Scizor's role. Scizor's job is speed control: to hit Baxcalibur and fast fairy types such as Enamorus and Iron Valiant with Bullet Punch. If their Steel-weak pokemon Terastallize, then I'm in for some trouble, but usually Close Combat can hit these pokemon going Tera Steel. My own Tera Steel is to make Bullet Punch stronger. I tried Azumarill in this slot for Aqua Jet, but it didn't work. (Plus it is not as good against the Fairy types my team struggles to beat)
So that's the team! I've found I lose to HO the most; against psychic spam and rain I just lose; against other HO teams I'm often put in a bad spot where a pokemon can set up and then I lose. Any advice would be greatly appreciated. Thank you for reading!
The Team:
Zamazenta @ Choice Band
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Heavy Slam
- Stone Edge
Zamazenta's job is a fast attacker that can outspeed many offensive threats in OU and OHKO them with any of the given moves. With Dauntless Shield, Zamazenta can also switch in on some physical threats early. The issue with Zamazenta is that I've often found it to be too prediction-reliant. I've been able to make some good predictions with it, but it's not a sustainable strategy and can backfire if I get a prediction wrong.


Hoopa-Unbound @ Assault Vest
Ability: Magician
Tera Type: Fighting
EVs: 120 Atk / 252 SpA / 136 Spe
Mild Nature
- Knock Off
- Drain Punch
- Psychic
- Thunderbolt
Hoopa-U is a wallbreaker that can switch in on some special attackers and punish hard with its powerful attacking stats and good coverage. It absolutely destroys Galarian Slowking, and can 2HKO most non-psychic resists in the metagame with Psychic. It also can use Knock off for strong utility. However, it cannot break Ting-Lu, and any faster physical attacker will beat it 1v1.
The remainder of the team is designed to facilitate Zamazenta and Hoopa-U.


Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Cinderace is one of the pokemon I'm considering changing. It does have good strength in Pyro Ball and my only hazard removal in Court Change. The bulky set allows it to switch in on some things but it is still weak to common attacking types and will get absolutely bashed by any strong or boosted attacker. My team isn't the best at taking hits, so U-turning doesn't help all that much if they make the correct prediction. U-turn can be good if they switch a defensive mon in, then Zamazenta or Hoopa-U gets to come in for free. Willo is good for physical attackers, but it seems like every physical attacker in OU has Earthquake so while getting the burn is nice it often comes with trading Cinderace. Another potential pivot I could run in this slot is Moltres; it has Fire coverage plus Flame Body and Roost, allowing it more switch-in opportunities and reliable recovery. Defog too!


Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ghost
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Spikes
- Dragon Tail
Garchomp is the physical tank, with rocks, spikes, and a phasing move, it often gets used early. The Rocky Helmet + Rough Skin combo also dents physical attackers without good recovery (such as Great Tusk). However, such attackers like Great Tusk often carry Ice coverage, which means Garchomp needs to Terain order to survive a hit, and often Garchomp doesn't deal back enough damage with Earthquake and loses the 1v1 as it often gets chipped down early. Dragon tail is good if I predict a setup move or just to mess with the other team's momentum, but if the opposing pokemon carries any Ice move it's basically over for Garchomp. Tera Ghost is used to block spins but often what happens is Garchomp gets worn down and KO'd and Great Tusk then comes in and spins anyway. (Yes, this is the recommended sample set from Smogon)


Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave
The EVs are the same as the sample Smogon set, I was thinking of adding more in SpD but we already have AV Hoopa. Glowking's job is basically to fire of a Future Sight, then Chilly Reception out to gain momentum and give Zamazenta or Hoopa a chance to come in and deal damage. Future Sight also synergizes well with Zamazenta as a Dark-type coming in to blank the Future Sight will get hit hard by Close Combat. Though, I've had more success pivoting out to Hoopa and then clicking Drain Punch on the potential Dark-type that comes in.


Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Close Combat
- Thief
Rounding out the team we have pivot set Scizor. I was thinking of going Choice Band, but wanted more flexibility. However the band may be better for Scizor's role. Scizor's job is speed control: to hit Baxcalibur and fast fairy types such as Enamorus and Iron Valiant with Bullet Punch. If their Steel-weak pokemon Terastallize, then I'm in for some trouble, but usually Close Combat can hit these pokemon going Tera Steel. My own Tera Steel is to make Bullet Punch stronger. I tried Azumarill in this slot for Aqua Jet, but it didn't work. (Plus it is not as good against the Fairy types my team struggles to beat)
So that's the team! I've found I lose to HO the most; against psychic spam and rain I just lose; against other HO teams I'm often put in a bad spot where a pokemon can set up and then I lose. Any advice would be greatly appreciated. Thank you for reading!