SV OU New to SV OU: Baxcalibur + Garganacl + Qwilfish

Hi, I am new to SV OU, I have played older gens but haven't done much with the current gen yet.

I built and have been testing a new team which I think my be the first team that (potentially) may not be fundamentally flawed... LOL. Looking for any pointers and feedback -- still a few abilities/items so might be unaware of some corner cases but I think I am covering atleast the majority of the bases with this iteration:

1st team member:

Baxcalibur (M) @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Glaive Rush
- Earthquake
- Icicle Spear
- Dragon Dance

The main goal of this team is to set up Baxcalibur to sweep late to mid game. This seems to be fairly standard so not much to explain here; at +1 outspeeds and kills a lot of threats and bulky mons, has enough bulk to take a few neutral hits and can find time to even get up to +2 which is basically just winning in most situations. Tera Dragon specifically to actually resist fire moves and boost Glaive Rush which can sometimes muscle through Dondozo if harzards and earlier chip + a little luck from rest talk, although ideally the unaware mons are dealt with before setting up.

2nd team member:

Ting-Lu @ Rocky Helmet
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 76 SpD / 180 Spe
Impish Nature
IVs: 0 Atk
- Ruination
- Stealth Rock
- Memento
- Spikes

Unlike the Baxcalibur set, Ting-Lu is a bit non-standard. 180 Speed EVs is enough to hit base 67 speed tier uninvestted (i.e Corviknight), the rest invested in bulk. Ghost Tera type is Ghost but I don't think I have ever tera'ed with this, so mostly irrelevant, but thinking is for spin blocking. The point of this set it to set up hazards and Memento, giving the rest of the team an easy opertunity to set up -- mainly Baxaclibur, but added in other set up mons to also benifit. This is not a lead -- generally used as a pivot and setting up hazards given the chance (but it's primary purpose is to Memento). Runiation to not be set up fodder and to break subs or chip. This should not be used to deal with other hazard set up mons, the way this plays is it comes in after set up mons have been dealt with; for example, it is not ment to deal with steath rock Lando/Garchomp/Samurott-Hisui, either Runiation against these or switch out for something else to deal with them. This is a pivot that can sometimes get hazards up, and when the time is right mid-game, Memento's to set up a sweep.

The thought process behind this was that there needed to be something on the team that can repeatedly come in and take hits, but I did not want something passive like the regular Ting-Lu wall. Generally I don't usually get spikes up, only stealth rock then memento or pivot.

3rd team member:

Scizor (F) @ Leftovers
Ability: Technician
Tera Type: Steel
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Bullet Punch
- Defog
- Swords Dance
- U-turn

Another slightly weird set. This is the defog mon and how the team will deal with hazards (hence why Ting-Lu can't hazard spam to later). 180 Speed EVs is enough for defensive Rotom-Wash which this can't do much to; getting burned by Rotom is bad, so want enough speed to be able to U-turn out. Swords Dance + U-turn looks stupid but there are a lot of opertunities to get an easy +2, and when something that does wall this comes in it can still get decent chip. This is also a late game win condition + way of dealing with low HP set up sweepers with priority speed control. Basically this is the defogger and what prevents the team from immediatly losing to things like Iron Valiant, Sneasler, or opposing Baxcalibur when they start to get out of control; also deals with some hazard leads like Glimmora or lowering Samurott-Hisui to sash and switching out -- anti-lead/thing that saves team from being completly swept by set up mons.

4th team member:

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Salt Cure
- Recover
- Body Press
- Iron Defense

Part wall, part set up sweeper. After Baxcalibur, the second most common win condition which can generally win without having to Tera. Good pivot on the physical side, can set up once any strong special hitters removed. Other than special mons, only other major threats are Dondozo or opposing Garganci with Covet Cloak. Tera Fairy seems to work decently and resits a lot of the set up mons that would be good vs rock, but could potentially see switching to something else like Water. Also a little unsure about full invenstment into physical bulk. Have tried playing around with making slightly more special since it does not deal super well on that side, but have not found the right mix that helps with special mons while not giving up to much physical bulk while unboosted. Originally had curse on this, but changed to Iron Defense for faster set up and did not like being slower than the few things Garganaci actually does outspeed - Salt Cure basically only used for passive damage.

5th team member:

Gholdengo @ Red Card
Ability: Good as Gold
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Recover
- Make It Rain
- Nasty Plot

Early on durining team building, was getting easily sweapt by set up mons like Sneasler, so made this Red Card generally for emergency situations, but found it work well with allowing set up opertunities. Basically a pivot with a lot of resits/immunities that can then get good chip + bonus walls Coviknight and prevents defog and rapid spin for when Ting-Lu can get hazards up. Can sometimes set up to get off big damage and with Red Card and hazards up to ocasionally break walls that normally deal with it by getting hazard chip plus 2 hits at +2/+1. Not really a win condition by itself but if all else fails, can sometimes finish the job; generally used for chip + wall breaking bulkier teams. Last move is Recover, which I don't know if I like or not. Recovering vs stall and bulk teams is nice, but found myself rarely being able to recover. Potentially might be better with thunderbolt since the team has ways to deal with Dondozo, but it takes some doing + would be good vs Coviknight + coverage in general. There are not that many situations where thunderbolt would be useful in is very useful when they do come up -- I am stuck between choosing between the two, although in either case both would rarely actually be used.

6th team member:

This is an odd pick with probably the most over engineering and contrived EV spread and moveset so some history and explination required:

As stated before, the goal of this team is to set up and sweep with Baxcalibur or any other the other weird bulky set up pivot things. To achive this, I would have to force as many situations where I could set up as possible; this was also not just a one shot set up attempt and needed to be repeatable since basically everything can set up and win in different scenarios or atleast do some significant wall breaking.

The first pick for this spot was this stupid thing:

Grafaiai @ Air Balloon / Heavy-Duty Boots
Ability: Prankster
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Encore
- Toxic
- Parting Shot

This thing can be super anoying and force a lot of switches with encore, then spread toxic for chip or parting shot to make the rest of the pivots even bulkier, but found this to be lack luster. Even with full investment in defense and HP, this still can't take any hits and has no recovery so it generally just came in and died. Started running Air Balloon for Great Tusk + Lando but still didn't help much. If hazards were up and was not running heavy duty boots would take hazard chip and after only a few switch-ins would be low enough where basically anything kills it. I do think this is a good mon that could maybe work even on some OU teams with its odd typing + Prankster priority status moves to be anoying, but I could not make it work.

Then I tried a few different version of this:

Electrode-Hisui @ Rocky Helmet
Ability: Aftermath
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Chloroblast / Foul Play
- Taunt
- Leech Seed / Thunder Wave
- Volt Switch

The idea being similar to Grafaiai, which was to pivot and then be anoying with status moves or volt switch to force situations where other team members had an easy time setting up. Rocky Helment + Aftermath was decent chip, Choloblast also hit decently hard + allowed to suicide so it did not become set up fodder. Also was a partial answer to Dondozo, still fast enough to outspeed some sweepers at +1 giving much needed speed control, but again, this was just too frail and lack luster and gave to many openings to be set up on. It was not all bad, and I actually did pretty well with both this and when using Grafaiai but seemed like I was plateauing and there were teams that this did not give enough of an edge to break through.

I also tried a few other things like Dondozo, Rotom-Wash, Amoonguss, but these all seemed very passive and didn't really fill the hole that was needed for this slot. I did also try the more obvious Toxapex but again, seemed too passive and took hits but could not do much in return.

Major threats that the team struggled with at this point were: Dondozo, Iron Valiant, Sneasler, Kingamit, and Quaquaval (and to a lesser extend Great Tusk and Offensive Lando), and I needed 1 mon to help deal with them all.

And that mon evidently seemed to be this weird Qwilfish thing:

Qwilfish @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 170 Def / 88 Spe
Impish Nature
- Liquidation
- Destiny Bond
- Taunt
- Agility

Qwilfish is actually a pretty cool mon and one of my favorites in lower tiers so happy that it seemed to fill this hole the team had. Qwilfish is pretty bulk and water+poision resists a lot naturally + intimidate give it even better physical bulk in addition to allowing the other mons to be able to set up on -1 attack mons. This checks Dondozo with Taunt forcing it to switch out to take repeated Rocky Helmet chip while doing minimal to Qwilfish which resist both Liquidation and Body Press. It also resits Sneasler's daul stabs and can take a few neutral hits even at +1; same for Quaquaval, Kingamit, and physical Iron Valiant. Qwilfish is even just bulky enough to take exactly one -1 ground move from Garchomp, Lando, or Great Tusks from almost full health, which leads to some interesting opertunities for things that could normally just destory it.

With 88 speed EVs, at +2 speed, outspeeds scarfed Adamant Garchomp or Modest Sandy Shocks (102/101 base speed, neutral nature) and +1 base 87 +speed nature (DD Baxcalibur, +1 Great Tusks). Additionally outspeeds Modest Scarf Zapdos which would be an easy solution for this mon. Somehow, can also check Adamant Scarf Lando-T with this speed and defense investment:

For scarf Adamant Lando-T: 456 at +2 vs 421 Adamant with scarf (+1)
1693888275948.png

Which means, even after steath rock, Qwilfish and switch in to get the intimidate then agility to outspeed and Liquidation if low, or Destiny Bond.

For Great Tusk (252 Adamant for calc, but most likely Jolly + less Att investment and more bulk) -- +2 Qwilfish will outspeed even with Jolly + Protosynthesis speed boost
1693888679415.png


And Scarf Adamant Garchomp (unlikely but for sake of calc)
1693888931791.png


Obviously Qwilfish is not the main way of dealing with these, but the fact that it can when played correctly is amusing...

Anyway, for the actual calcs for things it wants to deal with -

A slightly out of hand Sneasler:
1693889107109.png


If for some reason you let Quaqiaval get to +6:
1693889208540.png


Scary late game Kingambit -- still 50% chance to live in worst case scenario + outspeeds and can Destiny Bond
1693889279949.png


Physical Iron Valiant -- +2 outspeeds +1 Jolly; can live a few and even just Liquidation kill if already low (If BP Scizor did not kill...)
1693889430769.png


So Qwilfish is EVed to be a very situational mon that fills a specific role on the team, and can even sometimes deal with things that would normally easily counter it. It may already be obvious, but let me explain how this set plays:

Normally the first thing is to get +2 speed with Agility to get the required speed control; this is generally easy to do because you normally switch in on a resited move at -1 which forces the oppenent to switch. If they bring in a wall or hazard mon, you can taunt, forcing another switch or taking very little and doing chip with Rocky Helment; natuarally this works better if some hazards from Ting-Lu have been set up. This will also prevent things from getting easy set up on you.

If this triggers a switch and they bring in something like Zapdos, Sandy Shocks, Garchomp, or special Iron Valiant, you still outspeed and can Destiny Bond. I was afraid this might be a bit gimicky, but even if you reveal Destiny Bond early or they know the set, this can still be anoying if you get into a situation where you are +2 and forcing switches, you can keep taunting, forcing them to trade 1-1 or keep switching and taking hazard chip. This is the most common use case for this mon -- the Agility then Taunt/Destiny Bond loop. If things eventually get weak and can be taken out with Liquidation, that is an option, but I found myself rarely using any actual attacks.

This could potentially add another status move like Toxic Spikes, but then you don't have a way to deal with things like a weakend Heavy Duty Boots Cinderace or picking off weakened mons which you will outspeed at +2. Liquidation is fairly weak with and a lot of defensive mons will also have Rocky Helmet, so it really is not the greatest move here. You could consider reversal for King Gambit but seems too situational to be useful.

Qwilfish gets a lot of good utility moves and some potential options are: Chilling Water (100% lowers attack), Haze, Spikes, Toxic Spikes, Thunder Wave, Toxic, Barb Barrage (physical venoshock with 50% poison chance), even Swords Dance, Icy Wind, Reversal -- clasic case of 4 move syndrome but I could potentially see a better moveset or final move slot over Liquidation.

I am amazed that this stupid Qwilfish set somehow works and seeminly fills multiple holes the rest of the team has. Bascially, it is anyoying and forces switches and can trade 1-1 with bigger threats when played right, otherwise, a good pivot to take even boosted moves from some common threats that are otherwise strong vs this team.

Overall, the idea of the team is there are a lot of pivots to force switches which opens up the ability to boost and break or just sweep. Ting-Lu mementom into a boosting mon normally mid game and can sweep up from there -- if that is not enough there are other boosting mons in the back that are either very hard to kill or have the needed priorty to finish off weakend threats.

Team link: https://pokepast.es/f03c65297b5e39a4
 
Wonderful Presentation for your first post! This team seems well thought out and doesn't seem like you just cobbled something together. This team has a bad matchup into Court Change and Hazard stacking teams as you have frail hazard removal and Scizor matches up terribly into :cinderace:.

Big Changes:

Sad moment, but swap :Qwilfish: for :dondozo:. Its way better in a defensive role as it has recovery and is able to wall things like :kingambit: without going one for one and is able to keep setup sweepers like :baxcalibur: and :sneasler: in check. I would suggest the curse set so that Dondozo can consistently force out the attackers by threatening a sweep. On the standard set, they run max spd evs as we are going to be setting up. I run max defence evs so that Dondozo can still wall things even if not setup. Curse on this set is a must as that allows Dondozo to setup on checks. Rest is for longetivity and can be used as a status sponge. Sleep Talk ensures that you are not too passive for the two turns that you are asleep. Waterfall over Liquidation as it has more PP. You can use Liquidation for more power and a defence drop chance, but I prefer Waterfall for longer games.

Dondozo @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Curse
- Sleep Talk
- Rest
- Waterfall

Swap :garganacl:'s set for a standard one. Because we are running Dondozo, we don't need double defence setup. Just a basic set that can now Salt Cure stall with Protect too. You can run Earthquake over Steath Rocks if you don't like two setters (:ting-lu: and :garganacl:) and want a way to hit steels that might be Covert Cloaked and more coverage.

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 140 Def / 116 SpD
Impish Nature
- Stealth Rock
- Salt Cure
- Protect
- Recover

Swap :ting-lu:'s set for a standard set. You don't need the speed evs and dedicating a whole moveslot to just pivoting is bad as you could be running another move that can do more (eg. Whirlwind). The standard gives more bulk and can consistently check offensive mons like :dragapult: while disrupting the other team with hazards and phasing to get more hazard chip. Spikes and Steath Rocks is for chip, Whirlwind is for phasing as it can force out sweepers and you can use it to predict switches (eg they switch into Great Tusk but you force it out and get chip on another pokemon. This can also be used for matchup fishing.) Earthquake for coverage and is able to do massive damage to :slowking-galar: and :gholdengo:. If you want more momentum, you can run Eject Button on Ting-Lu to get you teammates in for free as Ting-Lu is very bulky and can take the pivoting hit.

Ting-Lu @ Eject Button
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Earthquake
- Whirlwind
- Stealth Rock

Small Changes/Notes:

Swap :Loaded-dice: on :baxcalibur: for :heavy-duty-boots:. Just more longevity as the extra heath allows Baxcalibur to live hits it normally wouldn't. Swap Icicle Spear for Icicle Crash, we don't have Loaded Dice anymore. Lastly, Swap Tera on Baxcalibur for Fairy. Its used for defensive purposes like taking hits from :iron-valiant: as it outspeeds you with booster even at +1. You won't be able to break :dondozo: as easily, but Garganacl deals with it consistently.

Swap Tera on :Gholdengo: for Fairy. Resists dark and is a solid defensive type in general. Also, Make Gholdengo :covert-cloak: as we now have Dondozo to deal with Sneasler/Setup mons.

Yes, you should keep Recover on :Gholdengo:. If you are having trouble on when to recover, let me give you some pointers. Switchin Gholdengo on defensive mons. For example, :Amoonguss: is always a free switchin. It can't really scratch you unless it has Foul Play but you can just heal that back with Recover. If you really want Thunderbolt, you can run it over Shadow Ball.
If you keep on having problems with Hazards, I would suggest swapping :ting-lu: for :great-tusk: and make :scizor: :choice-band:. Hazards are really tough in general to deal with, but with dlc coming soon the metagame will change vastly.

Thats all! Hope this helps. Go get em! :boi:
 
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