I'm somewhat inexperienced with competitive and I wanted to try and teambuild. My goals for this team was to wear down the opposing Pokemon with Toxic and hazards, and use the new Shed Tail move to set up a sweeper. The team consists of a dedicated lead of Glimmora, a defensive core of Clodsire and Corviknight, and an offensive core of Dondozo and Gholdengo with Cyclizar providing Substitute. I'm not quite sure how teambuilding works and this is my first team for SV, so I'd love to hear ways to improve it.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Mortal Spin
- Hyper Beam
Glimmora is my dedicated lead. It's meant to set up as many hazards as possible. At the very least, it's able to get Stealth Rock up and use Hyper Beam to deal damage or Mortal Spin to clear hazards on my side. I chose Hyper Beam over Explosion because of Glimmora's poor attack stat. Toxic Debris is there just in case. If it's possible, I try to set up a layer of Spikes, but Glimmora lacks the longevity to do so. I gave it a speed boosting nature to make sure it outspeeds slower Pokemon. I don't know if any other leads would be better.
Corviknight @ Leftovers
Tera Type: Flying
Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Impish Nature
- Body Press
- Brave Bird
- Roost
- U-Turn
Corviknight is my physical wall that resists Clodsire's weakness to Ground and Psychic. Leftovers reduces Brave Bird's recoil and helps it stay alive longer. Body Press is for coverage and Brave Bird gives STAB. I chose U-Turn over Defog to keep my hazards up. It's a very basic Pokemon with a very basic moveset, but it's one that complements Clodsire, I think. Flying Tera gives it 2x power on Brave Bird, but I don't use it often.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Steel
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Earthquake
- Toxic
- Recover
Clodsire is the other half of my team's defensive core. It's Electric resistance covers Corviknight's weakness. Its Spikes are another hazard option, and Toxic handles many threats the rest of the team can't. Recover is there for obvious reasons and Earthquake handles Electric types, which my team has difficulty with. Its main goal is to wear down the opposing team with Toxic and Spikes and switch in to take Water and Electric moves. I find that Water Absorb works better than Unaware, especially because Dondozo already has it.
Cyclizar @ Choice Scarf
Ability: Regenerator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Shed Tail
- Knock Off
- Power Whip
- Draco Meteor
Choice Scarf Cyclizar outspeeds Choice Specs Dragapult, and a Draco Meteor OHKOs it. Because Cyclizar switches out often, Draco Meteor was chosen over Dragon Claw. Knock Off and Power Whip are coverage, hitting Ghost, Psychic, Water, Rock and Ground Pokemon. Shed Tail provides a reliable switch in for Gholdengo. Fairy covers its Dragon and Fighting weaknesses.
Gholdengo @ Life Orb
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 248 SpA / 8 SpD
Calm Nature
IVs: 0 Atk
- Thunder
- Shadow Ball
- Nasty Plot
- Recover
Gholdengo's moveset is pretty straightforward. Boosted Thunder handles Flying types such as Corviknight, as well as Water types. I chose it over Make it Rain for coverage. Shadow Ball handles Ghost and Psychic types, and it's very strong after Tera. Life Orb further increases its offensive potential. Sending it in after using Shed Tail guarantees that it can use Nasty Plot and be safe while doing so. It outspeeds a lot of other Pokemon and blocks Rapid/Mortal Spin and Defog. It's a strong special sweeper, and it, alongside Dondozo, are my main offensive Pokemon.
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Curse
- Rest
- Sleep Talk
- Liquidation
Dondozo is an Unaware wall that sets up with Curse. Resttalk is its recovery. Steel Tera makes it resist Grass moves like Energy Ball and makes it neutral to Electric. I wasn't entirely sure about what item it should have, so I gave it Leftovers. Unlike Gholdengo, Dondozo doesn't need Shed Tail and is able to switch into several threats on its own. I use it late game after hazards have been set and the opponent's down a good few Pokemon, or when they're setting up their own sweepers. This is the Pokemon that I Tera the most because Steel resists all of Water's weaknesses.
Please let me know if there's any issues with the team or any advice/suggestions you have.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Mortal Spin
- Hyper Beam
Glimmora is my dedicated lead. It's meant to set up as many hazards as possible. At the very least, it's able to get Stealth Rock up and use Hyper Beam to deal damage or Mortal Spin to clear hazards on my side. I chose Hyper Beam over Explosion because of Glimmora's poor attack stat. Toxic Debris is there just in case. If it's possible, I try to set up a layer of Spikes, but Glimmora lacks the longevity to do so. I gave it a speed boosting nature to make sure it outspeeds slower Pokemon. I don't know if any other leads would be better.
Corviknight @ Leftovers
Tera Type: Flying
Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Impish Nature
- Body Press
- Brave Bird
- Roost
- U-Turn
Corviknight is my physical wall that resists Clodsire's weakness to Ground and Psychic. Leftovers reduces Brave Bird's recoil and helps it stay alive longer. Body Press is for coverage and Brave Bird gives STAB. I chose U-Turn over Defog to keep my hazards up. It's a very basic Pokemon with a very basic moveset, but it's one that complements Clodsire, I think. Flying Tera gives it 2x power on Brave Bird, but I don't use it often.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Steel
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Earthquake
- Toxic
- Recover
Clodsire is the other half of my team's defensive core. It's Electric resistance covers Corviknight's weakness. Its Spikes are another hazard option, and Toxic handles many threats the rest of the team can't. Recover is there for obvious reasons and Earthquake handles Electric types, which my team has difficulty with. Its main goal is to wear down the opposing team with Toxic and Spikes and switch in to take Water and Electric moves. I find that Water Absorb works better than Unaware, especially because Dondozo already has it.
Cyclizar @ Choice Scarf
Ability: Regenerator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Shed Tail
- Knock Off
- Power Whip
- Draco Meteor
Choice Scarf Cyclizar outspeeds Choice Specs Dragapult, and a Draco Meteor OHKOs it. Because Cyclizar switches out often, Draco Meteor was chosen over Dragon Claw. Knock Off and Power Whip are coverage, hitting Ghost, Psychic, Water, Rock and Ground Pokemon. Shed Tail provides a reliable switch in for Gholdengo. Fairy covers its Dragon and Fighting weaknesses.
Gholdengo @ Life Orb
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 248 SpA / 8 SpD
Calm Nature
IVs: 0 Atk
- Thunder
- Shadow Ball
- Nasty Plot
- Recover
Gholdengo's moveset is pretty straightforward. Boosted Thunder handles Flying types such as Corviknight, as well as Water types. I chose it over Make it Rain for coverage. Shadow Ball handles Ghost and Psychic types, and it's very strong after Tera. Life Orb further increases its offensive potential. Sending it in after using Shed Tail guarantees that it can use Nasty Plot and be safe while doing so. It outspeeds a lot of other Pokemon and blocks Rapid/Mortal Spin and Defog. It's a strong special sweeper, and it, alongside Dondozo, are my main offensive Pokemon.
Dondozo @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Curse
- Rest
- Sleep Talk
- Liquidation
Dondozo is an Unaware wall that sets up with Curse. Resttalk is its recovery. Steel Tera makes it resist Grass moves like Energy Ball and makes it neutral to Electric. I wasn't entirely sure about what item it should have, so I gave it Leftovers. Unlike Gholdengo, Dondozo doesn't need Shed Tail and is able to switch into several threats on its own. I use it late game after hazards have been set and the opponent's down a good few Pokemon, or when they're setting up their own sweepers. This is the Pokemon that I Tera the most because Steel resists all of Water's weaknesses.
Please let me know if there's any issues with the team or any advice/suggestions you have.
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