Hey everybody
Been playing competitive casually for years but only in the last few months I've gotten really into it, finally using not just the pokemon whose designs are my favorite. I think I've become relatively okay at it, I would say I'm a 5/10 (1 being knowing the type chart, 10 being winning tournaments) and gen 9 OU has definetely been my best showing, reaching a peak elo of about 1670, before I had a bad day which turned into a worse one when I lost like 8 battles in a row. Since then I've stayed around 1500-1550. I feel like I've gotten a good grip on the metagame, knowing well what the OU pokemon do and most of their sets (and in that sense off-meta picks are sometimes even harder for me to deal with), but I still struggle at teambuilding, and specifically, at detecting to which archetype (of which I learned recently) a team belongs to. With the exception of HO and Stall that are very obvious, I have a lot of trouble figuring out to which archetype a team belongs, including my own team. So if you guys could help me by telling me to which archetype it does belong and tips in general for analyzing team structure for that purpose, that would be really great.
Also any tips for improving the team are also welcomed. I feel its actually quite solid, but I've noticed I particularly struggle against the Zapdos, Dragonite, Iron Crown and Kyurem matchups (even though that last one I feel has to do more with that pokemon sheer versatility lol). I know its impossible to build a team good against everything, that's kind of how the game works, but still.
I was recommended replacing knock off on great tusk with ice spinner, but knock is really nice into Corviknight, Zapdos, Dragapult and Moltres who all like to come into Great Tusk and into the stall matchup, and is just really nice utility.
Okay Tusk (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Headlong Rush
- Knock Off
Trans rights (Primarina) (F) @ Assault Vest
Ability: Torrent
Tera Type: Ground
EVs: 252 HP / 4 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Draining Kiss
- Moonblast
- Flip Turn
- Surf
Monke (Rillaboom) (F) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 252 Spe
Adamant Nature
- High Horsepower // Knock off
- Grassy Glide
- U-turn
- Wood Hammer
Second plane (Dragapult) (F) @ Choice Specs
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Draco Meteor
- Shadow Ball
- Fire Blast
Shriek (Corviknight) (F) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Roost
- U-turn
- Iron Defense
- Body Press
Bayonetta (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Sludge Bomb
- Ice Beam
Thanks :D
Been playing competitive casually for years but only in the last few months I've gotten really into it, finally using not just the pokemon whose designs are my favorite. I think I've become relatively okay at it, I would say I'm a 5/10 (1 being knowing the type chart, 10 being winning tournaments) and gen 9 OU has definetely been my best showing, reaching a peak elo of about 1670, before I had a bad day which turned into a worse one when I lost like 8 battles in a row. Since then I've stayed around 1500-1550. I feel like I've gotten a good grip on the metagame, knowing well what the OU pokemon do and most of their sets (and in that sense off-meta picks are sometimes even harder for me to deal with), but I still struggle at teambuilding, and specifically, at detecting to which archetype (of which I learned recently) a team belongs to. With the exception of HO and Stall that are very obvious, I have a lot of trouble figuring out to which archetype a team belongs, including my own team. So if you guys could help me by telling me to which archetype it does belong and tips in general for analyzing team structure for that purpose, that would be really great.
Also any tips for improving the team are also welcomed. I feel its actually quite solid, but I've noticed I particularly struggle against the Zapdos, Dragonite, Iron Crown and Kyurem matchups (even though that last one I feel has to do more with that pokemon sheer versatility lol). I know its impossible to build a team good against everything, that's kind of how the game works, but still.
I was recommended replacing knock off on great tusk with ice spinner, but knock is really nice into Corviknight, Zapdos, Dragapult and Moltres who all like to come into Great Tusk and into the stall matchup, and is just really nice utility.
Okay Tusk (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Headlong Rush
- Knock Off
Trans rights (Primarina) (F) @ Assault Vest
Ability: Torrent
Tera Type: Ground
EVs: 252 HP / 4 SpA / 252 SpD
Quiet Nature
IVs: 0 Spe
- Draining Kiss
- Moonblast
- Flip Turn
- Surf
Monke (Rillaboom) (F) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 252 Spe
Adamant Nature
- High Horsepower // Knock off
- Grassy Glide
- U-turn
- Wood Hammer
Second plane (Dragapult) (F) @ Choice Specs
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Draco Meteor
- Shadow Ball
- Fire Blast
Shriek (Corviknight) (F) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Roost
- U-turn
- Iron Defense
- Body Press
Bayonetta (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Sludge Bomb
- Ice Beam
Thanks :D