SV OU Hyper offensive? I Need some tips

sup bros, first post. I don't know many terms so if i use them wrong or too much please bear with me

Just wanted some help with this team as I'm stuck in low ladder. (1300>)
i usually play this team in national dex, but figured it's just as good in ou

My playstyle in general revolves around ending games in as little amount of turns as possible, whether being losing or winning
I have some replays of both but they're archaic iterations of the team, and it's in nat-dex so it's not really reliable.

I wanted to this team to be based on the element of surprise, so zoroark-hisui and a common setup pokemon, or anything thats weak to fighting so i can illusion it while having a weakness policy wildcard.
i'm using some low tiered heavy hitters but that's all there is to 'em



Latias @ Weakness Policy -> surprise + for stored power
Ability: Levitate
Tera Type: Dragon
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stored Power
- Agility
- Ice Beam
- Dragon Pulse

Latias is there to either bounce directly from zoroark, or be a wildcard.
I attempted switching latias with latios for the extra dmg, but to no avail as latios gets ko'd instantly.
Its won me some games but its really risky for me as i rely too heavily on weakness policy and weak super effective moves.
it really does catch people off guard but it's not very efficient to rely on it.


Zoroark-Hisui (F) @ Focus Sash -> to setup nasty plot or get some chip damage on a faster mon
Ability: Illusion
Tera Type: Normal
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Focus Blast
- Hyper Voice

the staple of my team, i use zoroark to setup on samurott checks.
It's a neat surprise that clears MANY pokemon, especially ones incredibly strong ones like archauldon and toxapex.
I would love tips on illusion synergies but i really don't want to change this pokemon if at all possible.

Samurott-Hisui (M) @ Choice Scarf -> surprise against setup sweepers or other things
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Knock Off
- Aqua Jet

Honestly I don't think i use him as efficiently as i should. he's just there for the illusion gamble, whether im gonna setup spikes or a sweep
he's either a suicide mon so i can go to a better pokemon for the current situation or a surprise choice scarf hazard on confident opponents.
I've thought about switching him to a utility ogerpon-cornerstone (which has made this slot more useful) but doesnt really synergize in my eyes.

Iron Hands @ Leftovers -> dunno if i should switch this with a berry or make him an assault vest mon.
Ability: Quark Drive
Tera Type: Electric
EVs: 252 HP / 252 Atk
Adamant Nature
- Supercell Slam -> honestly, i use this to force out protect pokemon thinking they can get a cheeky protect
- Ice Punch
- Drain Punch
- Earthquake

iron hands is my go to revenge killer or just tank mon
he does INSANE damage and is really reliable.
chose him to be a beefy mon that can protect my weaker dudes or to clear big baddies.
he seems to be efficient but he usually dies in 2-3 hits unless its super effective, wondering if i should respec his evs or rewire his whole playstyle.

Cinderace @ Heavy-Duty Boots
Ability: Libero
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick -> thinking about changing this, need advice on which move to swap it with
- U-turn
- Court Change

love this little defense specialist rabbit.
he's a REALLY good mon incase i dont setup hazards or just in general.
i can't really explain much 'cept that he's a good pivot

Inteleon (M) @ Razor Claw -> critical chance 1+
Ability: Sniper -> crit dmg ++
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Snipe Shot -> critical chance 1+
- Mud Shot -> against faster mons, if i even survive that is.
- Ice Beam -> for whatever reason, it just doesn't do enough damage EVEN if it's super effective.
- Vacuum Wave -> didn't see a use for using u-turn as it barely does damage.

BOOM HEADSHOT!
Chose him specifically for his critical niche, which pays off big time, even against 1/2x typing.
he plays well as a zoroark clone but waters not really an offensive type, so his damage is down the drain on non stab moves.
hes reliable ONLY on his snipe shot, which sweeps: i still don't want to change this as a mon, but would love advice.

overall, my team lacks a defensive mon or a beast that bounces from the zoroark beginning that meshes it together for the perfect momentum trampoline party (or maybe ive been using my mons wrong)
Also, this team has a very high probability of losing to a defensive status setup and dragapult.

thanks if you read this far
 
Its won me some games but its really risky for me as i rely too heavily on weakness policy and weak super effective moves.

Latias @ Leftovers
Ability: Levitate
Tera Type: Poison / Steel
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Agility
- Stored Power
- Aura Sphere

This is another Latias set that basicaly does wut your Latias does, but it forsakes WeakPolicy for Calm mind and a swtch to leftovers so you can set up better (credits to Pinkacross)

Your missing EVs on Iron Hands

inteleon can be switched for something like Iron Valiant for Dragapult because tbh Inteleon isn't that good and it dies to prioity pretty quickly
 
Congrats on the first post and welcome to Smogon!

I tried making a few changes to the team structure and ladder with it, there's a few main issues that come out to me:

1. Inteleon is bad

I tend to not really describe mons like this, a lot of Pokemon have niches and can be very good in an OU environment, even if they're in the lower tiers.
Inteleon however is not it, the Critical Hits are cool and all, but Inteleon simply just folds to anything that resists water and simply just cannot break through. The influx of new dragon types with the DLC make Inteleon's life extra hard, Archaludon, Raging Bolt and Kyurem as well as mons like Primarina and Serperior all give it an incredibly hard time.

I think you're probably good limiting yourself to one offensive water type, Samurott-H is a great one already with some versatility for setting up spikes.

2. Fairy Resist is Cinderace

Fairies kinda plow through your team, wether it's scarf Enamorus, Iron Valiant, or even just like, a Primarina. They can break your team very easily. Tera Poison Latias helps a lot here, but you don't want to have to rely on Teraing it every battle against a very common type.

3. Lack of Removal / Toxic Spikes

Glimmora is a super common lead right now, and Tspikes are just horrendous for you to deal with, the only immune mons are Latias and Cinderace, but the rest of your team absolutely hate getting poisoned. Your only way of removing them is with Cinderace, which is very awkward for you to position into, and giving your opponent a bunch of free turns of setup.

Before going into the mon change, here's a few basic changes to some mons I'd recommend:

:latias:

Latias @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 96 Def / 160 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Recover
- Aura Sphere

Weakness Policy Latias is funny and has a great surprise factor, it's just not very consistent. This latias set can especially destroy early ladder, it's only weak to Psychic after Tera, and once you get a few CM's in, you'll find out that you can sweep quite easily.
Speed is to outspeed Samurott-H, with the rest poured in HP and defense.

:iron_hands:

Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Wild Charge
- Ice Punch
- Drain Punch
- Swords Dance

Your Iron Hands set just doesn't have a ton of breaking power, you'll find that with the Booster Energy boost + Swords Dance, there is quite literally nothing that can tank it easily, bar Skeledirge or Tera Dondozo. Removed Earthquake as it's the coverage you need the least, while removing Supercell Charge because hitting it into a ground type suuuuuuucks. Tera Flying is to gain a ground immunity.

The change from HP -> SpDef is very impactful, it allows you to tank moves from the likes of Specs Kyurem and Specs Dragapult a lot better, being able to revenge kill both, while also being a ton bulkier on the special side than if you just ran full HP.

:samurott-hisui:

Samurott-Hisui (M) @ Choice Scarf
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Sacred Sword
- Flip Turn

I kind of like scarf samurott actually, however I flipped two moves around. Being stuck with water/dark coverage can be a bit exploitable, so I removed Knock Off for Sacred Sword, as you're generally going to be using Ceaseless Edge as your dark move of choice. Sacred Sword can hit the plethora of dark types and steel types super effectively. Flip Turn is a great pivoting move on Scarf Samurott-H if you want to ease prediction.

:zoroark-hisui:

Zoroark-Hisui (F) @ Life Orb
Ability: Illusion
Tera Type: Dark
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Focus Blast
- Grass Knot / Psychic

Your focus sash is usually not going to amount to much on Zoroark, you have very few means of hazard removal, so you will frequently just have no item most of the time. Running Life Orb bolsters your breaking power, while still being able to setup and swap moves. I removed Hyper Voice since it's fairly redundant, it doesn't hit anything for super effective damage, while Shadow Ball and Focus Blast are essentially perfect coverage together. Grass Knot or Psychic is up to preferance, but I personally prefer Grass Knot.

The New Mon:

:inteleon: -> :toxapex:

:sv/toxapex:
Toxapex @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 52 Def / 208 SpD
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Haze
- Toxic

You mentioned having a very hard time against both setup sweepers and Dragapult, Toxapex gives you an out against both of them, as well as covering your fairy weakness and absorbs Toxic Spikes. Toxic is quite good in the current meta, while you can haze off any boosts your opponent tries getting.

Try this team out for size!: https://pokepast.es/af15db5de6767ae8

Let me know if there's any changes you don't like or if there's anything you'd want clarification on.
 
Congrats on the first post and welcome to Smogon!

I tried making a few changes to the team structure and ladder with it, there's a few main issues that come out to me:

1. Inteleon is bad

I tend to not really describe mons like this, a lot of Pokemon have niches and can be very good in an OU environment, even if they're in the lower tiers.
Inteleon however is not it, the Critical Hits are cool and all, but Inteleon simply just folds to anything that resists water and simply just cannot break through. The influx of new dragon types with the DLC make Inteleon's life extra hard, Archaludon, Raging Bolt and Kyurem as well as mons like Primarina and Serperior all give it an incredibly hard time.

I think you're probably good limiting yourself to one offensive water type, Samurott-H is a great one already with some versatility for setting up spikes.

2. Fairy Resist is Cinderace

Fairies kinda plow through your team, wether it's scarf Enamorus, Iron Valiant, or even just like, a Primarina. They can break your team very easily. Tera Poison Latias helps a lot here, but you don't want to have to rely on Teraing it every battle against a very common type.

3. Lack of Removal / Toxic Spikes

Glimmora is a super common lead right now, and Tspikes are just horrendous for you to deal with, the only immune mons are Latias and Cinderace, but the rest of your team absolutely hate getting poisoned. Your only way of removing them is with Cinderace, which is very awkward for you to position into, and giving your opponent a bunch of free turns of setup.

Before going into the mon change, here's a few basic changes to some mons I'd recommend:

:latias:

Latias @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 96 Def / 160 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Recover
- Aura Sphere

Weakness Policy Latias is funny and has a great surprise factor, it's just not very consistent. This latias set can especially destroy early ladder, it's only weak to Psychic after Tera, and once you get a few CM's in, you'll find out that you can sweep quite easily.
Speed is to outspeed Samurott-H, with the rest poured in HP and defense.

:iron_hands:

Iron Hands @ Booster Energy
Ability: Quark Drive
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Wild Charge
- Ice Punch
- Drain Punch
- Swords Dance

Your Iron Hands set just doesn't have a ton of breaking power, you'll find that with the Booster Energy boost + Swords Dance, there is quite literally nothing that can tank it easily, bar Skeledirge or Tera Dondozo. Removed Earthquake as it's the coverage you need the least, while removing Supercell Charge because hitting it into a ground type suuuuuuucks. Tera Flying is to gain a ground immunity.

The change from HP -> SpDef is very impactful, it allows you to tank moves from the likes of Specs Kyurem and Specs Dragapult a lot better, being able to revenge kill both, while also being a ton bulkier on the special side than if you just ran full HP.

:samurott-hisui:

Samurott-Hisui (M) @ Choice Scarf
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Sacred Sword
- Flip Turn

I kind of like scarf samurott actually, however I flipped two moves around. Being stuck with water/dark coverage can be a bit exploitable, so I removed Knock Off for Sacred Sword, as you're generally going to be using Ceaseless Edge as your dark move of choice. Sacred Sword can hit the plethora of dark types and steel types super effectively. Flip Turn is a great pivoting move on Scarf Samurott-H if you want to ease prediction.

:zoroark-hisui:

Zoroark-Hisui (F) @ Life Orb
Ability: Illusion
Tera Type: Dark
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Focus Blast
- Grass Knot / Psychic

Your focus sash is usually not going to amount to much on Zoroark, you have very few means of hazard removal, so you will frequently just have no item most of the time. Running Life Orb bolsters your breaking power, while still being able to setup and swap moves. I removed Hyper Voice since it's fairly redundant, it doesn't hit anything for super effective damage, while Shadow Ball and Focus Blast are essentially perfect coverage together. Grass Knot or Psychic is up to preferance, but I personally prefer Grass Knot.

The New Mon:

:inteleon: -> :toxapex:

:sv/toxapex:
Toxapex @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 52 Def / 208 SpD
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Haze
- Toxic

You mentioned having a very hard time against both setup sweepers and Dragapult, Toxapex gives you an out against both of them, as well as covering your fairy weakness and absorbs Toxic Spikes. Toxic is quite good in the current meta, while you can haze off any boosts your opponent tries getting.

Try this team out for size!: https://pokepast.es/af15db5de6767ae8

Let me know if there's any changes you don't like or if there's anything you'd want clarification on.
Thank you and rotommachine both for the help, i took both suggestions and played around with them

i've used the team you gave me ehmcee and it's a lot more effective than before, even with so little changes!

with a minor tweak i added to zoroark which is keeping the focus sash and adding sludge wave.
i failed to mention that i want zoroark to be a suicide lead that gets as much damage as possible before dying. i rarely switch him out if ever
also i don't have a fear for hazards as i usually court change them

i tried playing with toxapex but i didn't like it. tried switching surf with acid spray, playing with evs, and it still didn't click with me. thinking about switching it with magmortar, got any other suggestions?
i also tried playing with iron valiant but i didn't get used to it yet

again, thanks for the help
 
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