Hello everyone. I'm a casual player that want to climb in the ladder. I was trying to make a team for OU, something original and viable, i came to make this team and, with some practice, I think it's decent. However, i need some suggestions and feedback of this forum. Any help is appreciated and, of course, will help me in this try to be a good player.
Here is the team!
Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Play Rough
- Knock Off
- U-turn
First of all, we have Meowscarada. I feel that of all the gen 9 starters, it is the least used and the one that hides the greatest potential within Singles. I've decided to use it as a Pivot, with U-Turn and Choice Scarf to pressure two of the most common Pokemon in the current meta: Tusk and Rotom-W. I usually start with it, using Play Rough as coverage, being able to take out faster threats like Dragapult or Chien Pao surprisingly. With Knock Off, it can help remove boots and choice items, making it a constant threat. The game plan is to help it switch in at opportune moments, whether it's to apply a deadly Knock Off or Flower Trick against suitable foes.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Fiery Dance
- Sludge Wave
- Energy Ball
Since Meowscarada can suffer against Fairy type, Steel type and Bug type, the next member of the team is Iron Moth. For its set, I've decided to run a sweeper variant, utilizing the substantial boost to special attack that its ability offers. In turn, I've given it Agility to outspeed various threats like Chien Pao and Rotom-W Scarf. Its teracrystallization is Grass, this not only kills its prominent weaknesses to Psychic type, Ground type and Water type, it also powers up energy ball, which ensures a KO against the latter two. Making it an ideal option to accompany Meowscarada in order to solve its weaknesses a bit.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 148 Def / 104 SpD
Impish Nature
- Iron Defense
- Body Press
- Salt Cure
- Recover
Having already a physical attacker and a special one, it is time to introduce one of the walls. I have had many mishaps when facing Cinderace, Toxapex and various Corviknight variants, my best answer has been Garganacl. I have decided to make it a physical wall, with the iron defense variant to withstand attacks from Chien Pao, Lokix and Dragonite. It's also capable of out-stalling Toxapex, and the idea of being immune to all the status effects it throws makes it an excellent switch when I'm feeling in a bind. Many times it has rescued me games by becoming an endgame wall unable to overcome, at the moment it begins to accumulate defense, it can be considered practically unkillable.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Normal
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Chilly Reception
- Future Sight
- Slack Off
Now comes the special wall, after an internal conflict, I have decided on Slowking. It is capable of resisting attacks from Hatterene, Amoonguss, and to some extent, Iron Valiant. My reason for choosing him is his incredible Pivot ability, with Regenerator, boots, Chilling Reception and Future Sight, he becomes ideal to leave the field prepared for the arrival of Pokemon like Iron Moth and Meowscarada, at the same time that he can pressure or force switch thanks to FutureSight. With Surf, it can take down some pretty annoying fire-types, and Slack Off is another recovery ability should it need it. With normal Tera, it can become immune to threats like Gholdengo and Dragapult.
I still have doubts about his permanence in the team, but he has fulfilled his function very well and I hope to be able to keep him in case changes must be applied.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Shadow Ball
- Make It Rain
Researching and testing, I have seen that it had too many problems against some fairy-types and of course, Garganacl. To counter that tough stone, I've decided to bring in Gholdengo with a Nasty Plot + Recover variant. Paired with Covert Cloak, it becomes the best check to pressure Garganacl, and hopefully remove it entirely. I've wanted to prioritize survivability and bulk. Using the Flying tera, I can remove Ghold's weakness to ground. While Recover can keep it healthy throughout the match for a potential late-game sweep, it's also an excellent check to Iron Valiant that threatens to take down my entire team so much.
Great Tusk @ Focus Sash
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 180 Def / 76 Spe
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Close Combat
Last but not least, I needed someone who could put rocks in and be my spinner. Great Tusk has been the almost immediate decision. Thanks to its incredible natural bulk and access to amazing support and offense abilities, I decided to use it with a defensive set, capable of setting up Stealth Rock and removing Hazards from my field so my attackers could switch in safely. Normally, I tend to run it as a physical attacker with earthquake and close combat, but I sacrificed a bit of that offensive ability to make it resilient. The Phantom Tera brought him to be able to face opposing Great Tusk, in turn giving him resistance to special attacks that could kill him quickly. Although normally, you will never get to terastalize it, once it fulfills its function, it is easily a sacrifice unless the game requires its presence.
Some of the team's threats are:
Dondozo: Not only does it become annoying with Unaware, but it can also take down your entire team if the terastal has been spent and you don't have Gholdengo to stop it.
Dragonite: Dragon Dance with Normal Tera is very annoying to face, your best cards will be Garganacl and pray that he has no luck getting crits. Beyond that, it's very problematic for the team in general, and if it manages to set up strong enough, it's game over.
Skeleridge: Its variant with Will-O-Wisp, Hex, and Torch Song, along with Unaware, are a danger to the entire team. The best alternative is to remove it with Great Tusk or force it to constantly switch on rocks. However, the moment it gets out of control, you can forfeit the match.
That was it. I would like to receive some feedback to improve the computer and, in turn, suggestions to eliminate the most common threats on the computer. I'll keep an eye out and welcome any feedback as long as it helps me. Thanks for the attention!
Here is the team!
Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Play Rough
- Knock Off
- U-turn
First of all, we have Meowscarada. I feel that of all the gen 9 starters, it is the least used and the one that hides the greatest potential within Singles. I've decided to use it as a Pivot, with U-Turn and Choice Scarf to pressure two of the most common Pokemon in the current meta: Tusk and Rotom-W. I usually start with it, using Play Rough as coverage, being able to take out faster threats like Dragapult or Chien Pao surprisingly. With Knock Off, it can help remove boots and choice items, making it a constant threat. The game plan is to help it switch in at opportune moments, whether it's to apply a deadly Knock Off or Flower Trick against suitable foes.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Fiery Dance
- Sludge Wave
- Energy Ball
Since Meowscarada can suffer against Fairy type, Steel type and Bug type, the next member of the team is Iron Moth. For its set, I've decided to run a sweeper variant, utilizing the substantial boost to special attack that its ability offers. In turn, I've given it Agility to outspeed various threats like Chien Pao and Rotom-W Scarf. Its teracrystallization is Grass, this not only kills its prominent weaknesses to Psychic type, Ground type and Water type, it also powers up energy ball, which ensures a KO against the latter two. Making it an ideal option to accompany Meowscarada in order to solve its weaknesses a bit.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 148 Def / 104 SpD
Impish Nature
- Iron Defense
- Body Press
- Salt Cure
- Recover
Having already a physical attacker and a special one, it is time to introduce one of the walls. I have had many mishaps when facing Cinderace, Toxapex and various Corviknight variants, my best answer has been Garganacl. I have decided to make it a physical wall, with the iron defense variant to withstand attacks from Chien Pao, Lokix and Dragonite. It's also capable of out-stalling Toxapex, and the idea of being immune to all the status effects it throws makes it an excellent switch when I'm feeling in a bind. Many times it has rescued me games by becoming an endgame wall unable to overcome, at the moment it begins to accumulate defense, it can be considered practically unkillable.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Normal
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Chilly Reception
- Future Sight
- Slack Off
Now comes the special wall, after an internal conflict, I have decided on Slowking. It is capable of resisting attacks from Hatterene, Amoonguss, and to some extent, Iron Valiant. My reason for choosing him is his incredible Pivot ability, with Regenerator, boots, Chilling Reception and Future Sight, he becomes ideal to leave the field prepared for the arrival of Pokemon like Iron Moth and Meowscarada, at the same time that he can pressure or force switch thanks to FutureSight. With Surf, it can take down some pretty annoying fire-types, and Slack Off is another recovery ability should it need it. With normal Tera, it can become immune to threats like Gholdengo and Dragapult.
I still have doubts about his permanence in the team, but he has fulfilled his function very well and I hope to be able to keep him in case changes must be applied.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Recover
- Shadow Ball
- Make It Rain
Researching and testing, I have seen that it had too many problems against some fairy-types and of course, Garganacl. To counter that tough stone, I've decided to bring in Gholdengo with a Nasty Plot + Recover variant. Paired with Covert Cloak, it becomes the best check to pressure Garganacl, and hopefully remove it entirely. I've wanted to prioritize survivability and bulk. Using the Flying tera, I can remove Ghold's weakness to ground. While Recover can keep it healthy throughout the match for a potential late-game sweep, it's also an excellent check to Iron Valiant that threatens to take down my entire team so much.
Great Tusk @ Focus Sash
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 180 Def / 76 Spe
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Close Combat
Last but not least, I needed someone who could put rocks in and be my spinner. Great Tusk has been the almost immediate decision. Thanks to its incredible natural bulk and access to amazing support and offense abilities, I decided to use it with a defensive set, capable of setting up Stealth Rock and removing Hazards from my field so my attackers could switch in safely. Normally, I tend to run it as a physical attacker with earthquake and close combat, but I sacrificed a bit of that offensive ability to make it resilient. The Phantom Tera brought him to be able to face opposing Great Tusk, in turn giving him resistance to special attacks that could kill him quickly. Although normally, you will never get to terastalize it, once it fulfills its function, it is easily a sacrifice unless the game requires its presence.
Some of the team's threats are:
Dondozo: Not only does it become annoying with Unaware, but it can also take down your entire team if the terastal has been spent and you don't have Gholdengo to stop it.
Dragonite: Dragon Dance with Normal Tera is very annoying to face, your best cards will be Garganacl and pray that he has no luck getting crits. Beyond that, it's very problematic for the team in general, and if it manages to set up strong enough, it's game over.
Skeleridge: Its variant with Will-O-Wisp, Hex, and Torch Song, along with Unaware, are a danger to the entire team. The best alternative is to remove it with Great Tusk or force it to constantly switch on rocks. However, the moment it gets out of control, you can forfeit the match.
That was it. I would like to receive some feedback to improve the computer and, in turn, suggestions to eliminate the most common threats on the computer. I'll keep an eye out and welcome any feedback as long as it helps me. Thanks for the attention!