Lialiabeast
Yaya
Hello everyone, I am Lialiabeast and I have posted some RMT teams before (DPP OU), but this is my first time posting SV OU. That is because, I haven't been into SV at all, and that kinda changed this month, so after a few games with borrowed teams I wanted to start building my own teams. The one I am presenting is literally my first team that I built in this tier, and I only did a few changes, so considering that and the peak, I think that it is a pretty decent team at the very least. Quick shoutout to awyp for encouraging me to always post in this subforum. Without further ado, I give you:
LIALIABLINDERS
(click for team paste)
Teambuilding Process
PROOF OF PEAK
(please do not pay attention to GXE since it's the main acc and not an alt)
TEAM DETAILS
Moves / EVs / Tera
Tommy (Serperior) @ Leftovers
Ability: Contrary
Shiny: Yes
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leaf Storm
- Tera Blast
- Glare
Description
Serperior, right now, has a great role thanks to its great Speed and ability to open holes with Contrary + Leaf Storm. Pretty straightforward set for the leader of the gang. Substitute allows Serperior to take advantage of obvious switches forced by Leaf Storm, and also take advantage of more passive Water-types such as Toxapex. Obviously, Leaf Storm + Contrary is the main reason why this mon can be a beast, as already mentioned above. Glare is there to support the other breakers like Hatte and Gouging. The spread is a simple fast special attacker, and my choice of Tera type is Ground. Honestly, the Tera is kinda optional, as you can go with Fire for opposing Grass types, you can go with Ice for foes like Dragonite, but personally I went with Tera Ground. This is mostly because I wanted to catch foes like Heatran (that can be a threat to the team), opposing Gouging Fire, and Slowking-Galar by surpise. Originally, I had Tera fire as it is shown in one of the replays below.
+2 252 SpA Tera Ground Serperior Tera Blast (80 BP) vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 186-218 (47.2 - 55.3%) -- 69.5% chance to 2HKO
Moves / EVs / Tera
Arthur (Gouging Fire) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 168 Atk / 88 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Flare Blitz
- Morning Sun
Description
Moves / EVs / Tera
John (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Fighting
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Low Kick
- Sucker Punch
- Iron Head
Description
Kingambit is the only member of the team that can break thought fat walls that possibly check Serperior and Gouging Fire. These walls can be Clefable, Garganacl etc. However, the main reason is that Kingambit can stop opposing sweepers by clicking Sucker Punch, sweepers like Roaring Moon which has a hard time removing gambit even with Earthquake. In addition, due to the fact that the team already got powerful hitters that, at the very least, chip the opposing 6, it makes it easier for late game Kingambit at 4 or 5 to clean and remove even bulky targets like Landorus-T. Since Kingambit is basically our only Ghost + Dark resist, I decided to go with a bit of a bulky set, investing in HP, but also (shoutout awyp) investing in Speed in order to outspeed opposing bulky gambits, Clefable, and Blissey. This much bulk can still allow you to take on attacks like Moonblast from Specs Valiant, Moonblast (and even Earth Power) from Specs Enamorous, and Earthquake from Roaring Moon (not at +1 tho so be careful, but can still take from banded). Tera Fight is to break fat walls with Low Kick such as Dondonzo, and also having an answer vs opposing Kingambits. I already explained why Sucker Punch is important here, and Iron Head is there to threaten the problematic Fairy types.
Moves / EVs / Tera
Polly (Hatterene) (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
Description
Probably my favorite mon in the tier right now to use, and for a good reason. Its role is that of a special bulky sweeper and a really good defensive presence that helps the team by pivoting into threats such as Dragonite without losing momentum, and that is why I went for the standard physical defensive spread. Thanks to its bulk, it can set up on nearly everything that switches into, and many times the game ended that way after I got at like +2 Calm Mind and so on. The other moves are pretty standard and there is nothing too crazy about them. Draining Kiss is for recovering and at +2 it can be pretty damn hurtful for the opponent, Psyshock is to beat special walls after you set up, and also 1v1ing the troublesome Volcarona, and lastly Mysical Fire is for coverage against Steel types. Tera Water is obviously the answer to Steel types, and if you can find a good chance setting up against the likes of Gholdengo, then the opponent is pretty much in trouble.
Moves / EVs / Tera
Johnny Dogs (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Mortal Spin
- Earth Power
- Power Gem
Description
Glimmora acts as the main lead of the team, as it is probably the most common lead in the tier and for good reason in my opinion. It can set rocks or spikes, it can remove hazards with Mortal Spin, it can chip opposing leads with it's decent special attack, and most importantly it sets tspikes with its ability. For this reason, Glimmora is a really useful teammate for our main core Serperior + Gouging Fire, and that is because even at +1 or +2, these 2 don't guarantee OHKO in certain mus, so entry hazard chip is really appreciated. Glimmora is also able to absorb opposing Tspikes thanks to its Poison typing, and that's another bonus point to our favorite purple ball. Typical max SpA and Speed spread in order to do as much chip as possible before it goes down. Power Gem is a great STAB move that can even threaten Samurott-Hisui, and Earth Power targets opposing Steel types like Excadrill. Spikes is the hazard that Glimmora sets up in this team, as I already mentioned that I decided to have a different member for Stealth Rock, but if you ask me, I believe that Stealth Rock is always better than spikes in case Glimmora is your only setter.
Moves / EVs / Tera
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Grass Knot
Description
Here comes the Stealth Rock setter of the team, and our precious Ground type. I decided to go with standard Defensive Landorus with Rocky Helmet as last member, because I wanted a second mon other than Hatte that can act as a reliable pivot thanks to Intimidate, and pretty much it is the only mon that I can safely bring in against opposing Kingambit. Its immunity to Spikes + Tspikes and also resistance to Stealth Rock helps making the pivoting even more often. Landorus-T is also a good partner to Serperior and Gouging Fire due to the fact that it can remove Heatran, without wasting your Tera (talking about the Tera Ground tech on Serperior), it can remove Slowking-Galar, and it can remove annoying Garganacl. That's why I decided to stick with Grass Knot, in case a Garganacl or even a Dondozo tries to Tera on me and start setting up Curse, and that is exactly why it's also a great partner for Kingambit making its "cleaning" job easier in late game. Last but not least, Landorus-T is able to threaten Cinderace and making it think twice before clicking Court Change. Earthquake is its STAB move, and U-Turn generates momentum and bringing teammates safely in. I also kept the 4 Speed, because I found it pretty useful the fact that we outspeed Jolly Kingambit. Taunt is an alternative (I had both versions in seperate pastes) in order to not allow Unaware mons like Clefable to setup with Cosmic Power.
REPLAYS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
(^ hitting peak game)
THREATS
I am not really sure if these are really threats, but at the very least they are the most annoying foes that I faced while laddering. However, I still believe that are ways of dealing with them, so let's just say that these are the most likely to lose to if you are not careful.
Other versions that worked as welll
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