This team is really really really annoying. I decided that if I can't stand pokemon like Great Tusk, Gholdengo, and Garganacl, that I might as well take advantage of them. The basis of this team is to annoy the hell out of opponents and force switches like crazy. This team will either destroy the opponent or be a scrappy bloodbath. A lot of people have forfeit after just the team preview. So without further ado, here is my OU Surrender:
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Salt Cure
- Recover
- Iron Defense
- Body Press
Garganacl is terrible. Terribly OP. His Salt Cure crushes Volcarona, steel types and water types. The latter two are often some of his only checks. As one of the most even walls, he can check the likes of Greninja, Meowscarada, Gholdengo (sans Covert Cloak), and Corviknight. His EVs are focused into special defense to survive rain boosted Hydro Pumps from Greninja without Tera, and the HP is to maximize Leftovers recovery. Recover is to keep it alive long-term, and Iron Defense + Body Press is a scary combo. Tera Fairy for it's incredible defensive prowess, however rarely does Graganacl Tera. It's best to switch into ghost or special attacks and then set up Iron Defense when they bring out a physical sweeper. Clear Smog and Haze from Amoongus and Toxapex are annoying, and makes them even harder to kill. With Regenerator, both of them become that much more difficult to break.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Recover
- Shadow Ball
Gholdengo, Gholdengo, Gholdengo. He truly is as Good as Gold. His ridiculous ability to protect himself from everything that could cripple him is excellent. With Covert Cloak he becomes the best check for Garganacl in the metagame. Nasty Plot helps to soften the blow from Make it Rain, and also to power up Shadow Balls. Recover serves the same purpose as it does on Garganacl: keep him alive longer. Make it Rain is the mandatory steel stab, and Shadow Ball is his best bet for Ghost. I've tried a Trick+Scarf set but it is way to gimmicky and not reliable enough. Another set I tried utilized Thunder Wave and Hex, but it was too easily walled. The EV spread is very basic, as what it wants to do is wallbreak and be as fast as possible. Volcarona, Iron Moth, and Skeledirge especially prove to be taxing to stay in on. Tera Steel is to boost Make it Rain, but it is a last resort.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Dragon Claw
- Acrobatics
Roaring Moon. The number of switches forced by this mon is incredible. Adamant over Jolly for the higher damage output, and because as a Dragon Dance set, the added speed is unnecessary. Like I said this is a Drgaon Dance set, where the plan is to set up, and then sweep. If you sense a fairy, fighting, or bug move, then Tera Flying and set up. Crunch is an important stab move that ohko's Gholdengo, and other ghost and psychic type mons. Dragon Claw is another strong stab move. It hits Dragonite super effectively and many other mons that would attempt to check him. Acrobatics is insanely strong after Tera, Dragon Dance, and the Booster Energy getting used up. This monster can clean sweep after just one boost, although this only really works against A. An unprepared team and B. A certain team. Toxic and Salt Cure will end his sweep, and it is not preferable to switch out, as the more damage you can deal the better, even if it only is a little and you die after the turn is over.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Moonblast
- Energy Ball
- Thunderbolt
Iron Valiant truly is a knight in shining armor (wouldn't it be like neon armor or something?). I chose the special set to give me a special attacker which at the time, I had only a couple of. Focus Blast is a strong stab move, but the unreliability makes it a reluctant choice. Timid + Booster Energy allows her to outspeed everything, which is extremely useful I'm situations where I would otherwise be revenge killed. Moonblast is mandatory for any set that's not a dedicated physical attacker. Energy Ball serves to hit Rotom-Wash on the turn it Volt Switch's and punish it on the switch. Thunderbolt is to ko Pelipper and to damage water types when I don't want to reveal Energy Ball (and vice versa). I've found that it is easily revenge killed by priority, especially if it's been chipped. Another thing is that this mon can kill lots of threats but is entirely walled by too many mons. I'm thinking about running Psyshock so it's not completely walled by Clodsire. Tera Electric is unexpected and turns Thunderbolt into a devastating killer. Like Roaring Moon, you don't want to switch her out, because you lose the Quark Drive boost, which hinders its sweeping potential.
Rotom-Wash @ Choice Specs
Ability: Levitate
Tera Type: Electric
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Hydro Pump
- Shadow Ball
Rotom-Wash has found itself in OU once again, and has remained a staple since it's humble beginnings DPP. With Choicr Specs it halves any unresisted mon with Volt Switch and can pivot out to gain momentum. Hydro Pump is it's strongest stab move and is great at ohkoing if not severely damaging non-resistant mons. Shadow Ball is a great coverage move that allows it to have a decent chance of ohkoing Dragapult while still having a surprise factor. Speed and Timid are to keep it as fast as possible and Special Attack is to make it stronger. Generally used as my lead, I'll either trick if if it's a wall or Volt Switch if it's not ground. Trick can cripple many common leads like Grimmsnarl, Glimmora, and Garchomp even though they outspeed by making them either switch or think very carefully about what their next move is.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Close Combat
- Knock Off
Great Tusk might just be one of the most common and powerful Rapid Spin users. It's offensive prowess is almost on par with the amount of role compression it can bring to a team. I'm contemplating adding Stealth Rock and/or Ice Spinner for the coverage. Rapid Spin is hazard control and turns it into a formidable sweeper. Headlong Rush gives it an intense ground stab. Close Combat is just the fighting type version of Headlong Rush. Knock Off provides utility along with a strong move against ghost and psychic type mons. Amoongus is incredibly annoying because of it's ability to spore him and not die to Headlong Rush. I chose to run Heavy Duty Boots over Leftovers and Assault Vest because of it's (and my team's) weakness to hazardstack and Toxic Spikes. The EVs on him are basic and self-explanatory. Tera Water allows it to take a +3 Dragonite's Ice Spinner and KO it back.
This team is full of set-up sweepers and doesn't appreciate Clear Smog and Haze. Amoongus is a common wall and with access to Clear Smog is harder to break than I would like to admit. Another issue is the passivity I have against Dragonite. A lot of the time it can set up in my face while I desperately claw away at it's health. By the time I die, all I need is one hit and it dies, but it's espeed kills everything. Another issue is steel types, because they can KO Garganacl because both it's base type and Tera Type are weak to steel. It's best bet then is to save the Tera and salt cure to try to cripple it so a teammate can revenge kill.
The passivity of this team in the face of some mons, and the complete walking by others makes this team a real shot in the dark as to whether or not you can win. I went +300 elo after around an hour of plays, but it's not perfect. Any advice would be much appreciated so I can try to work my way up the ladder. Thanks for reading!
Here's the Pokepaste:
https://pokepast.es/b888881b6dc99d4d
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Salt Cure
- Recover
- Iron Defense
- Body Press
Garganacl is terrible. Terribly OP. His Salt Cure crushes Volcarona, steel types and water types. The latter two are often some of his only checks. As one of the most even walls, he can check the likes of Greninja, Meowscarada, Gholdengo (sans Covert Cloak), and Corviknight. His EVs are focused into special defense to survive rain boosted Hydro Pumps from Greninja without Tera, and the HP is to maximize Leftovers recovery. Recover is to keep it alive long-term, and Iron Defense + Body Press is a scary combo. Tera Fairy for it's incredible defensive prowess, however rarely does Graganacl Tera. It's best to switch into ghost or special attacks and then set up Iron Defense when they bring out a physical sweeper. Clear Smog and Haze from Amoongus and Toxapex are annoying, and makes them even harder to kill. With Regenerator, both of them become that much more difficult to break.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Recover
- Shadow Ball
Gholdengo, Gholdengo, Gholdengo. He truly is as Good as Gold. His ridiculous ability to protect himself from everything that could cripple him is excellent. With Covert Cloak he becomes the best check for Garganacl in the metagame. Nasty Plot helps to soften the blow from Make it Rain, and also to power up Shadow Balls. Recover serves the same purpose as it does on Garganacl: keep him alive longer. Make it Rain is the mandatory steel stab, and Shadow Ball is his best bet for Ghost. I've tried a Trick+Scarf set but it is way to gimmicky and not reliable enough. Another set I tried utilized Thunder Wave and Hex, but it was too easily walled. The EV spread is very basic, as what it wants to do is wallbreak and be as fast as possible. Volcarona, Iron Moth, and Skeledirge especially prove to be taxing to stay in on. Tera Steel is to boost Make it Rain, but it is a last resort.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Dragon Claw
- Acrobatics
Roaring Moon. The number of switches forced by this mon is incredible. Adamant over Jolly for the higher damage output, and because as a Dragon Dance set, the added speed is unnecessary. Like I said this is a Drgaon Dance set, where the plan is to set up, and then sweep. If you sense a fairy, fighting, or bug move, then Tera Flying and set up. Crunch is an important stab move that ohko's Gholdengo, and other ghost and psychic type mons. Dragon Claw is another strong stab move. It hits Dragonite super effectively and many other mons that would attempt to check him. Acrobatics is insanely strong after Tera, Dragon Dance, and the Booster Energy getting used up. This monster can clean sweep after just one boost, although this only really works against A. An unprepared team and B. A certain team. Toxic and Salt Cure will end his sweep, and it is not preferable to switch out, as the more damage you can deal the better, even if it only is a little and you die after the turn is over.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Moonblast
- Energy Ball
- Thunderbolt
Iron Valiant truly is a knight in shining armor (wouldn't it be like neon armor or something?). I chose the special set to give me a special attacker which at the time, I had only a couple of. Focus Blast is a strong stab move, but the unreliability makes it a reluctant choice. Timid + Booster Energy allows her to outspeed everything, which is extremely useful I'm situations where I would otherwise be revenge killed. Moonblast is mandatory for any set that's not a dedicated physical attacker. Energy Ball serves to hit Rotom-Wash on the turn it Volt Switch's and punish it on the switch. Thunderbolt is to ko Pelipper and to damage water types when I don't want to reveal Energy Ball (and vice versa). I've found that it is easily revenge killed by priority, especially if it's been chipped. Another thing is that this mon can kill lots of threats but is entirely walled by too many mons. I'm thinking about running Psyshock so it's not completely walled by Clodsire. Tera Electric is unexpected and turns Thunderbolt into a devastating killer. Like Roaring Moon, you don't want to switch her out, because you lose the Quark Drive boost, which hinders its sweeping potential.
Rotom-Wash @ Choice Specs
Ability: Levitate
Tera Type: Electric
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Hydro Pump
- Shadow Ball
Rotom-Wash has found itself in OU once again, and has remained a staple since it's humble beginnings DPP. With Choicr Specs it halves any unresisted mon with Volt Switch and can pivot out to gain momentum. Hydro Pump is it's strongest stab move and is great at ohkoing if not severely damaging non-resistant mons. Shadow Ball is a great coverage move that allows it to have a decent chance of ohkoing Dragapult while still having a surprise factor. Speed and Timid are to keep it as fast as possible and Special Attack is to make it stronger. Generally used as my lead, I'll either trick if if it's a wall or Volt Switch if it's not ground. Trick can cripple many common leads like Grimmsnarl, Glimmora, and Garchomp even though they outspeed by making them either switch or think very carefully about what their next move is.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Close Combat
- Knock Off
Great Tusk might just be one of the most common and powerful Rapid Spin users. It's offensive prowess is almost on par with the amount of role compression it can bring to a team. I'm contemplating adding Stealth Rock and/or Ice Spinner for the coverage. Rapid Spin is hazard control and turns it into a formidable sweeper. Headlong Rush gives it an intense ground stab. Close Combat is just the fighting type version of Headlong Rush. Knock Off provides utility along with a strong move against ghost and psychic type mons. Amoongus is incredibly annoying because of it's ability to spore him and not die to Headlong Rush. I chose to run Heavy Duty Boots over Leftovers and Assault Vest because of it's (and my team's) weakness to hazardstack and Toxic Spikes. The EVs on him are basic and self-explanatory. Tera Water allows it to take a +3 Dragonite's Ice Spinner and KO it back.
This team is full of set-up sweepers and doesn't appreciate Clear Smog and Haze. Amoongus is a common wall and with access to Clear Smog is harder to break than I would like to admit. Another issue is the passivity I have against Dragonite. A lot of the time it can set up in my face while I desperately claw away at it's health. By the time I die, all I need is one hit and it dies, but it's espeed kills everything. Another issue is steel types, because they can KO Garganacl because both it's base type and Tera Type are weak to steel. It's best bet then is to save the Tera and salt cure to try to cripple it so a teammate can revenge kill.
The passivity of this team in the face of some mons, and the complete walking by others makes this team a real shot in the dark as to whether or not you can win. I went +300 elo after around an hour of plays, but it's not perfect. Any advice would be much appreciated so I can try to work my way up the ladder. Thanks for reading!
Here's the Pokepaste:
https://pokepast.es/b888881b6dc99d4d
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