Hi there!
Made my first team for SV now that the DLC pokemon are available- last time I got into making OU teams was back when USM came out lol, so I'm definitely pretty out of practice.
My team is a bulky offensive team built around some of my favorite new gen 9 pokemon (Clodsire & Gholdengo especially lol)! Highest I've reached with it is only around 1400 though- since there are a handful of pokemon my team just doesn't have answers for (basculegion, serperior, garganacl, defensive Great Tusk etc.)
Anyway- Here's the team! Advice SUPER appreciated. Like I said, I'm new to the format so I've got a lot of work to do haha
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Recover
- Toxic
My beautiful special wall... probably my favorite gen 9 pokemon, so I was pretty happy to see it was in the tier. Mainly serves as a tank - setting up toxic & rocks against common special attacking threats (Raging bolt, Walking Wake, etc.) Covers the territory that Dondozo can't. Water absorb lets it switch in reliably against threats like primarina and empoleon, and tera flying helps avoid lethal damage from Great Tusk EQ. Gets countered extremely hard by corviknight though w/o any options to hit (outside of getting an EQ off if they use roost)
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 252 HP / 252 SpD
Careful Nature
- Sleep Talk
- Liquidation
- Body Press
- Rest
My less beautiful physical wall... switched from a curse set to rest, since I was finding it difficult to keep it at reliably high HP throughout the game. Previously ran avalanche, which was massively useful against dragon types like dragonite and raging bolt- but again, its use was pretty limited so I opted for the more defensive rest set. Can pretty reliably wall anything besides grass + lightning, which tera dragon helps to take care of (at the cost of weakness against the dragon types it would otherwise be strong against.)
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Protect
- Knock Off
- Spikes
- Earthquake
Honestly kind of the team GOAT, doesn't do much damage but absolutely excellent for scouting & pivoting. Almost always my opener, since I can get a free turn w/ protect to set up toxic orb, and see what my opponent is up to. Really only struggles against special setup openers (since I'm not running unaware on clodsire special set up is pretty dangerous for me...). Knock off is great utility, and makes a reliable 2hko against deoxys speed. Spikes are great if I'm able to lay them down at the start, but otherwise I'm usually able to get them down part way through the game due to how bulky gliscor is and how reliable poison heal is.
Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Make It Rain
- Hex
- Recover
- Thunder Wave
Another physical tank! And helpful for keeping my hazards up (with the notable exception of great tusk who completely bodies gholdengo). Don't usually end up in a position to use tera w/ Gholdengo, but flying helps eliminate those ground threats. Thunder wave excellent to get off on any fast threat, and hex does major damage despite the low investment in SPA. Make it Rain is useful if I don't have the opportunity or ability to get thunder wave off, and recover helps shrug off any damage that i might take on switch in or setting up thunder wave.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Giga Drain
My late game win condition- getting one quiver dance up in the right situation is usuall a win. Tera grass helps to survive aqua jets, and w/ giga drain can really help volcarona stay on the field. When not set up can still be a threat against slower pokemon w/ high super effective damage from bug buzz or fiery dance. Really struggles against opponents who resist the attacks though, and is pretty hard walled by skeledirge, heatran, and dragonite (among others...). Even with quiver dance going, some of these mons are really just a death sentence for it.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Bulk Up
- Close Combat
My hazard remover and occasional late game sweeper. Protosynthesis gives a speed boost which helps it switch in and revenge kill. In late game if there's fewer specially offensive threats on the table it makes for an excellent trump card- getting a bulk up off will makes it pretty difficult to kill (especially when paired with tera steel), and headlong rush & close combat let me maximize my damage at the expense of my defenses (which tend to be less important considering just how fast this thing is and how hard it can hit.
Made my first team for SV now that the DLC pokemon are available- last time I got into making OU teams was back when USM came out lol, so I'm definitely pretty out of practice.
My team is a bulky offensive team built around some of my favorite new gen 9 pokemon (Clodsire & Gholdengo especially lol)! Highest I've reached with it is only around 1400 though- since there are a handful of pokemon my team just doesn't have answers for (basculegion, serperior, garganacl, defensive Great Tusk etc.)
Anyway- Here's the team! Advice SUPER appreciated. Like I said, I'm new to the format so I've got a lot of work to do haha
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Recover
- Toxic
My beautiful special wall... probably my favorite gen 9 pokemon, so I was pretty happy to see it was in the tier. Mainly serves as a tank - setting up toxic & rocks against common special attacking threats (Raging bolt, Walking Wake, etc.) Covers the territory that Dondozo can't. Water absorb lets it switch in reliably against threats like primarina and empoleon, and tera flying helps avoid lethal damage from Great Tusk EQ. Gets countered extremely hard by corviknight though w/o any options to hit (outside of getting an EQ off if they use roost)
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Dragon
EVs: 252 HP / 252 SpD
Careful Nature
- Sleep Talk
- Liquidation
- Body Press
- Rest
My less beautiful physical wall... switched from a curse set to rest, since I was finding it difficult to keep it at reliably high HP throughout the game. Previously ran avalanche, which was massively useful against dragon types like dragonite and raging bolt- but again, its use was pretty limited so I opted for the more defensive rest set. Can pretty reliably wall anything besides grass + lightning, which tera dragon helps to take care of (at the cost of weakness against the dragon types it would otherwise be strong against.)
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Protect
- Knock Off
- Spikes
- Earthquake
Honestly kind of the team GOAT, doesn't do much damage but absolutely excellent for scouting & pivoting. Almost always my opener, since I can get a free turn w/ protect to set up toxic orb, and see what my opponent is up to. Really only struggles against special setup openers (since I'm not running unaware on clodsire special set up is pretty dangerous for me...). Knock off is great utility, and makes a reliable 2hko against deoxys speed. Spikes are great if I'm able to lay them down at the start, but otherwise I'm usually able to get them down part way through the game due to how bulky gliscor is and how reliable poison heal is.
Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Make It Rain
- Hex
- Recover
- Thunder Wave
Another physical tank! And helpful for keeping my hazards up (with the notable exception of great tusk who completely bodies gholdengo). Don't usually end up in a position to use tera w/ Gholdengo, but flying helps eliminate those ground threats. Thunder wave excellent to get off on any fast threat, and hex does major damage despite the low investment in SPA. Make it Rain is useful if I don't have the opportunity or ability to get thunder wave off, and recover helps shrug off any damage that i might take on switch in or setting up thunder wave.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Giga Drain
My late game win condition- getting one quiver dance up in the right situation is usuall a win. Tera grass helps to survive aqua jets, and w/ giga drain can really help volcarona stay on the field. When not set up can still be a threat against slower pokemon w/ high super effective damage from bug buzz or fiery dance. Really struggles against opponents who resist the attacks though, and is pretty hard walled by skeledirge, heatran, and dragonite (among others...). Even with quiver dance going, some of these mons are really just a death sentence for it.
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Bulk Up
- Close Combat
My hazard remover and occasional late game sweeper. Protosynthesis gives a speed boost which helps it switch in and revenge kill. In late game if there's fewer specially offensive threats on the table it makes for an excellent trump card- getting a bulk up off will makes it pretty difficult to kill (especially when paired with tera steel), and headlong rush & close combat let me maximize my damage at the expense of my defenses (which tend to be less important considering just how fast this thing is and how hard it can hit.
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