SV OU Indomitable Will-Bulky Wellspring Bulky Offense(1890+ ELO/Top 45)

mcribs

I GOT ONE MORE IN ME
is a Pre-Contributor
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Hi everyone. Finished laddering with this team, and have gotten close to higher ELO than I have in a while,from around the 1400s to the 1700s and into the 1800s, nearly entering the 1900s
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The Last Ronin (
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) @ Assault Vest
Ability: Sharpness
Tera Type: Poison
EVs: 168 HP / 140 Atk / 116 SpD / 84 Spe
Adamant Nature
- Ceaseless Edge
- Razor Shell
- Sucker Punch
- Knock Off

The updated AV SAMU. Managed to fine tweak it to do survive some stuff, like preventing a 2hko from Speed Boosting Specs Sun Boosted Tera Water
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Hydro Steam, while still surviving Specs
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Focus Blast. Still basically the same as before, as there isn't much of a need to tweak it. You could opt to add Flip Turn, but honestly it isn't needed with how pivot heavy the team is. I still think tera poison is probably the best for this guy, as the assurance vs something like
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or
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, as well as a nifty fighting resist and Toxic absorber.

Goofy Goober (
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) (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 248 HP / 76 Atk / 24 SpD / 160 Spe
Jolly Nature
- Ivy Cudgel
- Synthesis
- U-turn
- Knock Off

The main mon I wanted to build around, and one of the most versatile members on the team. Since you hit hard enough with Ivy Cudgel, you can realistically fit anything for sustain. So I decided Synthesis would work, as not only do you have a better MU vs sun, but also can outlast opponents in some scenarios. I decided to make it be able to outspeed
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as well as 2hko it with Ivy Cudgel, which may seem pretty niche with Knock Off but it does significantly help with attacking especially with tera water. The rest I put in bulk, which allows it to survive some absurb shit even without the potential Spdef boost. It is a additional piece against special attacks which is heavily appreciated on the team.
+2 252 SpA Gholdengo Shadow Ball vs. 248 HP / 24 SpD Ogerpon-Wellspring: 268-316 (73.8 - 87%) -- guaranteed 2HKO after Stealth Rock
132 SpA Iron Moth Sludge Wave vs. 248 HP / 24 SpD Ogerpon-Wellspring: 306-362 (84.2 - 99.7%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 248 HP / 24 SpD Ogerpon-Wellspring: 268-316 (73.8 - 87%) -- guaranteed 2HKO after Stealth Rock
132 SpA Iron Moth Sludge Wave vs. +1 248 HP / 24 SpD Tera Water Ogerpon-Wellspring-Tera: 102-121 (28 - 33.3%) -- 0.1% chance to 3HKO
252+ SpA Primarina Moonblast vs. +1 248 HP / 24 SpD Tera Water Ogerpon-Wellspring-Tera: 112-133 (30.8 - 36.6%) -- 66.9% chance to 3HKO
252+ SpA Choice Specs Kyurem Freeze-Dry vs. +1 248 HP / 24 SpD Tera Water Ogerpon-Wellspring-Tera: 254-302 (69.9 - 83.1%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Tera Fairy Enamorus Moonblast vs. +1 248 HP / 24 SpD Tera Water Ogerpon-Wellspring-Tera: 238-280 (65.5 - 77.1%) -- guaranteed 2HKO after Stealth Rock

Alchemical (
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) @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Calm Mind
- Psyshock

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is here for extra speed control, a dark and fighting resist vs mons like
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and
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, and a sweeper with CM. This used to be a mixed set with Knock Off and Encore, but I ended up in way worse situations vs
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and
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, so I decided to do something about it with
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, adding Thunderbolt for coverage vs
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and
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, as well as Psyshock vs mons like
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,
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,
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and
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. This makes it so the stall MU isn't complete hell. Tera Electric is an underrated tera, as not only do you obtain a paralysis immunity, but also a steel resist vs
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and
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, which comes in handy when trying to set up.


Draconic Entity (
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) @ Choice Specs
Ability: Infiltrator / Clear Body
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn

Specs
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has fallen to the wayside over time, as the boots pivot set is far more useful in status spreading. But we don't need that so we go all in on instant power. Something I do like about this set is that it can chunk
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and
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, and always finds chances to enter with its secondary spinblocking duty vs
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, which is a bit of a pain to keep hazards up on. You can really go any ability depending on what you want. Infiltrator is nice vs substitute and veil, but
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does a decent job with Roar, so you don't have to use Infiltrator. Clear Body is good vs the webs teams that have been everywhere, so you can use that as well. Not the most flashy member, but it holds the team together against the crazy mons in the tier.


Treading All Over (
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) @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Ghost
EVs: 248 HP / 68 SpD / 192 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Volt Switch

You can't really go without some sort of hazard control these days, and
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was the best compression for this team, as I needed a steel type, a ground type, a rocks setter and remover, and a check to
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, so I had to fit the guy in. Since we didn't need the booster speed with our
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doing that job, I opted to go into its capable defensive properties, namely, the
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beating properties and a semi reliable check to things like
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and
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. With this,
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can remain on the field for the long term, setting up and removing hazards. Since we had enough Knock Off users, I opted for Volt Switch, which is super underrated on
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in general. Having the chance to pivot in and out of the field is something that is needed to not remain passive. Sure,
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and
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beat the combo of EQ and Volt Switch, but
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don't run EQ nearly as much as before to threaten
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, and
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is still affected by the rocks it sets up, meaning it can get chipped to an uncomfortable degree. I run enough speed for
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, and put the rest in bulk for
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, with tera ghost to block potential spins from
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or opposing
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. Boots is used to have a shot vs webs and be able to spin without hazard chip, but leftovers could be used for some extra longevity. Super solid and fun mon to use.


Ra (
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) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- U-turn
- Roar
- Roost

You can't really go wrong with
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, as it provides a
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,
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,
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and
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check all into one fiery package. I decided that Roar and U-turn were the more optimal options, as the pivoting and phasing are needed to get rid of a booster energy or something. Pretty standard EVs for outspeeding Jolly
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, and tera grass was used for the
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MU but also to take a hit from
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in a pinch. Overall, this guy makes sure physical attackers aren't wiping me.


I think that should be it from me. Have fun with Valentines day(I know you all are single like me)
 
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Looks cool! But why Boots on Treads, just asking? Feels like it could function well enough with Lefties in a similar role and it doesn't really mind hazards unless you've got 2-3 layers of Spikes+ rocks on your side
 
Looks cool! But why Boots on Treads, just asking? Feels like it could function well enough with Lefties in a similar role and it doesn't really mind hazards unless you've got 2-3 layers of Spikes+ rocks on your side
While you do have great resistances to rocks, spikes, and toxic spikes, with the addition of webs being a mainstream playstyle, boots is much more needed in order to properly spin. You could run lefties if youre confident that you can beat araquinid before it sets webs
 
While you do have great resistances to rocks, spikes, and toxic spikes, with the addition of webs being a mainstream playstyle, boots is much more needed in order to properly spin. You could run lefties if youre confident that you can beat araquinid before it sets webs
you can try air balloon as well
 
Nice team, only thing I've really struggled with was garg other than that this is cool
Garg is definitely a hard mu yeah. Its best to force it to be predictable and make it recover after a strong attack like draco meteor for something else to handle. I dont really see garg but it can be a challenge if you don't get things in safely. Try and bluff that wellspring can actually kill it with something.
 
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you can try air balloon as well
ive experimented with balloon as well but boots tend to be a better option overall when ive used it. Mostly because of how temporary balloon is, which makes spinning very difficult if you misplay. boots are just useful overall, but i'd say you should go into a more offensive treads if you want to run balloon
 
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