Team:
https://pokepast.es/dd8ed23f53d26e19
![:sv/rillaboom:](/dex/media/sprites/xy/rillaboom.gif.m.1718075871)
Introduction:
Hello! So basically, this is the first team I have tried to make for the current meta. This is a bulky offense team, as stated in the title. Iron hands and Moltres provide a defensive core. Great Tusk provides role compression by both removing hazards and setting Stealth Rocks. Rillaboom switches into Earthquakes, sets Grassy Terrain for longevity, and wall breaks. Rillaboom and Dragonite provide a strong dual priority core. Gholdengo is a switch in to common Body Press users and a form of speed control.
Team Roles:
![:sv/iron-hands:](/dex/media/sprites/xy/iron-hands.gif.m.1718075871)
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Grass
EVs: 12 HP / 236 Atk / 148 Def / 108 SpD / 4 Spe
Adamant Nature
- Fake Out
- Drain Punch
- Wild Charge
- Ice Punch
Description:
I will admit, I do not remember what these EVs do, and scaling up from level 50 to 100 likely threw of calculations a bit, as this was originally a VGC set. In this team, Iron Hands is meant to switch in on special attackers and then punch holes the the opposing team. Fake out, while not very strong, usually has enough damage to chip opposing Pokemon into guaranteed 2HKO or 1HKO ranges. Drain Punch serves allows you to damage opponents while giving healing, allowing you to win otherwise disadvantages 1v1s. Wild Charge is a strong stab move 2HKOing a majority of the metagame. Ice Punch provides coverage on pokemon like Gliscor, Landorus, and Garchomp. Tera Grass allows you to more comfortably tank Ground type attacks. With Assault Vest, Iron Hands is able to comfortably switch into most special attackers and either beat them or force them out. It also guarantees high damage on most switch ins. Iron Hands can effectively check special attackers while accelerating the game.
![:sv/great-tusk:](/dex/media/sprites/xy/great-tusk.gif.m.1718075871)
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Headlong Rush
- Close Combat
Description:
Great Tusk provides role compression, hence why it was chosen over other hazard removers. It can consistently remove hazards while also setting Stealth Rocks to help chip down enemies. In addition, it is not afraid of Gholdengo if it doesn't have an active air balloon. Tera Ground allows Great tusk to effectively punch holes with Headlong Rush. Even without Tera, it can beat damage opposing Galarian Slowking, who other wise is a rather bothersome pivot. Close Combat is a second stab option. Heavy Duty Boots increases its longevity so it does not get chipped down by the same hazards it is meant to remove.
![:sv/dragonite:](/dex/media/sprites/xy/dragonite.gif.m.1718075871)
Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Extreme Speed
- Dragon Claw
- Ice Spinner
- Fire Punch
Description:
Dragonite is an effective revenge killer and attacker. Tera Normal Choice Band Extreme Speed revenge kills basically any non-Steel or Ghost type from surprisingly high ranges. Dragon Claw is a strong stab option without locking me into Outrage. Ice Spinner lets me OHKO ice weak pokemon. Fire Punch lets me beat common steel types. Dragonite is an important backbone to the team. Its ability to revenge kill faster threats stops my team from falling apart. In addition, multi-scale allows it to check common set sweepers, notably being able to switch in on boosted Roaring Moon and win the 1v1. While this Dragonite isn't great into stall, it can also clean up late game with its strong attacks and being faster than most stall pokemon.
![:sv/moltres:](/dex/media/sprites/xy/moltres.gif.m.1718075871)
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost
Description:
Moltes is the physical wall of the team. Will-O-Wisp halving damage physical damage allows it to tank even super effective attacks. This provides an easier time for Iron Hands as well, as physical threats now struggle much more against it. Flamethrower is a consistent stab option to hit opponents. Roost recovers HP. U-Turn is ran in order to provide slow-ish pivoting to my allies. While my team does have hazard removal, Heavy Duty Boots is still ran as to relieve strain on Great Tusk. Moltres forms a strong defensive core with Iron Hands.
![:sv/gholdengo:](/dex/media/sprites/xy/gholdengo.gif.m.1718075871)
Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Make It Rain
- Shadow Ball
- Recover
Description:
Trick-Scarf Gholdengo eases the match up into stall and Body Press users. Make It Rain and Shadow ball are strong stab moves that hit decently hard into most of the metagame. With a bit of chip, Shadow Ball also has a high chance to OHKO opposing Gholdengo. Trick allows Gholdengo to cripple stall Pokemon and set-up sweepers by forcing them to lock into certain moves. Recover may seem like an awkward option, but it allows Gholdengo to keep its HP up once Choice Scarf has been tricked off. While holding Scarf, Gholdengo is able to outspeed a majority of the unboosted metagame, allowing Gholdengo to revenge kill mid-game and clean up late game.
![:sv/rillaboom:](/dex/media/sprites/xy/rillaboom.gif.m.1718075871)
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 112 HP / 252 Atk / 4 SpD / 140 Spe
Adamant Nature
- Wood Hammer
- Grassy Glide
- Knock Off
- U-turn
Description:
Choice Band Rillaboom is a phenomenal wallbreaker. Wood Hammer can OHKO a variety of frailer threats and force out bulkier ones. Rillaboom really helps save the matchup into stall due to Wood Hammers high damage output. 140 speed EVs allows Rillaboom to hit 241 speed, enough to outspeed max speed Primarina. Adamant nature is used maximize damage output. With Tera Grass, Grassy Glide can OHKO Ogerpon-Wellspring 83.1% of the time. Knock Off can be used to cripple opposing Pokemon on predicted switches. U-Turn can be used on predicted switches too in order to pivot a teammate with a better matchup in. The Grassy Terrain provides recovery to the entire team too, as the team lacks reliable recovery on most of the team.
Flaws:
1. The largest problem this team seems to have is Stall. Unless you can make series of hard predictions, you tend to struggle to breakthrough.
2. My team has not way whatsoever to beat any Gliscor running Substitute and Protect. I can't wall it and have a hard time killing it too.
3. My team struggles a lot against opposing Moltres and Talonflame, as they can spread burns with relative ease.
3. Powerful breakers like Kyreum and Hoop-U are really scary.
This team also tends to get worn down over time, but that has not been much of a problem so far. In addition, suprisingly, I have had no problems with running three Choice-locked Pokemon. I would really appreciate help identifying any other problems, fixing existing problems, and finding better EVs for my team. I apologize for any mistakes made while writing this post. Thank you in advance for the help!
Edits:
5/24/2024 - Edit 1: https://pokepast.es/77a442cce3c4579b - Peak 1500
I tried out some of the changes recommended by Hittite Jumpscare. Ice Spinner is nice for popping Air Balloon on Gholdengo and is nice coverage. Hopefully this also makes Gliscor a bit easier to handle as well. I moved 4 HP EVs to Speed on Dragonite. I am trying Tera Ground on Moltres, though I don't usually click Tera on this Pokemon. I am trying Tera Fire in Iron Hands to help against burn status. I welcome more potential edits!
5/26/2024 - Edit 2: https://pokepast.es/307b77366e8df36b - Peak 1530
I took some changes recommended by 658Greninja and compiled them on the previous edits. Heavy Slam on Iron Hands has been nice against Tera Fairy Pokemon that would otherwise have had the chance to run away with the game. Having a stronger choice to hit Enamorus and Iron Valiant. It will hopefully help against stall, as they run Clefable. I do miss breaking sashes and chipping with Fake Out, but the change is likely worth it. Moving Attack EVs to Speed on Iron Hands to outspeed Clef and Corviknight has been worth it so far, as I barely miss the extra damage, and it means I have an easier time against the two Pokemon. Tera Fire Iron Hands also helps with burn spreaders and resists Fairy. Speed EVs on Rillaboom outspeeding Raging Bolt means I have a much easier time revenge killing it. Tera Water on Moltres helps against Water types and removes some weaknesses. Please tell me if you have any more ideas for potential edits! I still need to try out VicBossMG's alternative series of suggested edits next though.
5/27/2024 - Edit 3: https://pokepast.es/c0fd38146e8630b7 - Peak 1621
I tested all of VicBossMG's suggestions, other than the Dragonite set. I decided to replace Iron Hands with Kingambit. Triple priority on a team is likely overkill most of the time, but it has been really helpful. I changed Tera Ground to Tera Steel on Great Tusk, though I have yet to click Tera. I moved 36 Speed EVs on Gholdengo to HP, just improve my bulk at tad bit. It does mean I lose to opposing Scarf Gholdengo more often than not, but I am one of the few people that seem to run it. I will play around with this team some more, and I might adopt some more suggestions from VicBossMG later on. Thank you to everyone to has given me suggestions so far! I really appreciate you all choosing to use your time to help me! I really never thought I would be in the 1600s in SV OU.
https://pokepast.es/dd8ed23f53d26e19
![:sv/iron-hands:](/dex/media/sprites/xy/iron-hands.gif.m.1718075871)
![:sv/great-tusk:](/dex/media/sprites/xy/great-tusk.gif.m.1718075871)
![:sv/dragonite:](/dex/media/sprites/xy/dragonite.gif.m.1718075871)
![:sv/moltres:](/dex/media/sprites/xy/moltres.gif.m.1718075871)
![:sv/gholdengo:](/dex/media/sprites/xy/gholdengo.gif.m.1718075871)
![:sv/rillaboom:](/dex/media/sprites/xy/rillaboom.gif.m.1718075871)
Introduction:
Hello! So basically, this is the first team I have tried to make for the current meta. This is a bulky offense team, as stated in the title. Iron hands and Moltres provide a defensive core. Great Tusk provides role compression by both removing hazards and setting Stealth Rocks. Rillaboom switches into Earthquakes, sets Grassy Terrain for longevity, and wall breaks. Rillaboom and Dragonite provide a strong dual priority core. Gholdengo is a switch in to common Body Press users and a form of speed control.
Team Roles:
![:sv/iron-hands:](/dex/media/sprites/xy/iron-hands.gif.m.1718075871)
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Grass
EVs: 12 HP / 236 Atk / 148 Def / 108 SpD / 4 Spe
Adamant Nature
- Fake Out
- Drain Punch
- Wild Charge
- Ice Punch
Description:
I will admit, I do not remember what these EVs do, and scaling up from level 50 to 100 likely threw of calculations a bit, as this was originally a VGC set. In this team, Iron Hands is meant to switch in on special attackers and then punch holes the the opposing team. Fake out, while not very strong, usually has enough damage to chip opposing Pokemon into guaranteed 2HKO or 1HKO ranges. Drain Punch serves allows you to damage opponents while giving healing, allowing you to win otherwise disadvantages 1v1s. Wild Charge is a strong stab move 2HKOing a majority of the metagame. Ice Punch provides coverage on pokemon like Gliscor, Landorus, and Garchomp. Tera Grass allows you to more comfortably tank Ground type attacks. With Assault Vest, Iron Hands is able to comfortably switch into most special attackers and either beat them or force them out. It also guarantees high damage on most switch ins. Iron Hands can effectively check special attackers while accelerating the game.
![:sv/great-tusk:](/dex/media/sprites/xy/great-tusk.gif.m.1718075871)
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Headlong Rush
- Close Combat
Description:
Great Tusk provides role compression, hence why it was chosen over other hazard removers. It can consistently remove hazards while also setting Stealth Rocks to help chip down enemies. In addition, it is not afraid of Gholdengo if it doesn't have an active air balloon. Tera Ground allows Great tusk to effectively punch holes with Headlong Rush. Even without Tera, it can beat damage opposing Galarian Slowking, who other wise is a rather bothersome pivot. Close Combat is a second stab option. Heavy Duty Boots increases its longevity so it does not get chipped down by the same hazards it is meant to remove.
![:sv/dragonite:](/dex/media/sprites/xy/dragonite.gif.m.1718075871)
Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Extreme Speed
- Dragon Claw
- Ice Spinner
- Fire Punch
Description:
Dragonite is an effective revenge killer and attacker. Tera Normal Choice Band Extreme Speed revenge kills basically any non-Steel or Ghost type from surprisingly high ranges. Dragon Claw is a strong stab option without locking me into Outrage. Ice Spinner lets me OHKO ice weak pokemon. Fire Punch lets me beat common steel types. Dragonite is an important backbone to the team. Its ability to revenge kill faster threats stops my team from falling apart. In addition, multi-scale allows it to check common set sweepers, notably being able to switch in on boosted Roaring Moon and win the 1v1. While this Dragonite isn't great into stall, it can also clean up late game with its strong attacks and being faster than most stall pokemon.
![:sv/moltres:](/dex/media/sprites/xy/moltres.gif.m.1718075871)
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost
Description:
Moltes is the physical wall of the team. Will-O-Wisp halving damage physical damage allows it to tank even super effective attacks. This provides an easier time for Iron Hands as well, as physical threats now struggle much more against it. Flamethrower is a consistent stab option to hit opponents. Roost recovers HP. U-Turn is ran in order to provide slow-ish pivoting to my allies. While my team does have hazard removal, Heavy Duty Boots is still ran as to relieve strain on Great Tusk. Moltres forms a strong defensive core with Iron Hands.
![:sv/gholdengo:](/dex/media/sprites/xy/gholdengo.gif.m.1718075871)
Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Make It Rain
- Shadow Ball
- Recover
Description:
Trick-Scarf Gholdengo eases the match up into stall and Body Press users. Make It Rain and Shadow ball are strong stab moves that hit decently hard into most of the metagame. With a bit of chip, Shadow Ball also has a high chance to OHKO opposing Gholdengo. Trick allows Gholdengo to cripple stall Pokemon and set-up sweepers by forcing them to lock into certain moves. Recover may seem like an awkward option, but it allows Gholdengo to keep its HP up once Choice Scarf has been tricked off. While holding Scarf, Gholdengo is able to outspeed a majority of the unboosted metagame, allowing Gholdengo to revenge kill mid-game and clean up late game.
![:sv/rillaboom:](/dex/media/sprites/xy/rillaboom.gif.m.1718075871)
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 112 HP / 252 Atk / 4 SpD / 140 Spe
Adamant Nature
- Wood Hammer
- Grassy Glide
- Knock Off
- U-turn
Description:
Choice Band Rillaboom is a phenomenal wallbreaker. Wood Hammer can OHKO a variety of frailer threats and force out bulkier ones. Rillaboom really helps save the matchup into stall due to Wood Hammers high damage output. 140 speed EVs allows Rillaboom to hit 241 speed, enough to outspeed max speed Primarina. Adamant nature is used maximize damage output. With Tera Grass, Grassy Glide can OHKO Ogerpon-Wellspring 83.1% of the time. Knock Off can be used to cripple opposing Pokemon on predicted switches. U-Turn can be used on predicted switches too in order to pivot a teammate with a better matchup in. The Grassy Terrain provides recovery to the entire team too, as the team lacks reliable recovery on most of the team.
Flaws:
1. The largest problem this team seems to have is Stall. Unless you can make series of hard predictions, you tend to struggle to breakthrough.
2. My team has not way whatsoever to beat any Gliscor running Substitute and Protect. I can't wall it and have a hard time killing it too.
3. My team struggles a lot against opposing Moltres and Talonflame, as they can spread burns with relative ease.
3. Powerful breakers like Kyreum and Hoop-U are really scary.
This team also tends to get worn down over time, but that has not been much of a problem so far. In addition, suprisingly, I have had no problems with running three Choice-locked Pokemon. I would really appreciate help identifying any other problems, fixing existing problems, and finding better EVs for my team. I apologize for any mistakes made while writing this post. Thank you in advance for the help!
Edits:
5/24/2024 - Edit 1: https://pokepast.es/77a442cce3c4579b - Peak 1500
I tried out some of the changes recommended by Hittite Jumpscare. Ice Spinner is nice for popping Air Balloon on Gholdengo and is nice coverage. Hopefully this also makes Gliscor a bit easier to handle as well. I moved 4 HP EVs to Speed on Dragonite. I am trying Tera Ground on Moltres, though I don't usually click Tera on this Pokemon. I am trying Tera Fire in Iron Hands to help against burn status. I welcome more potential edits!
5/26/2024 - Edit 2: https://pokepast.es/307b77366e8df36b - Peak 1530
I took some changes recommended by 658Greninja and compiled them on the previous edits. Heavy Slam on Iron Hands has been nice against Tera Fairy Pokemon that would otherwise have had the chance to run away with the game. Having a stronger choice to hit Enamorus and Iron Valiant. It will hopefully help against stall, as they run Clefable. I do miss breaking sashes and chipping with Fake Out, but the change is likely worth it. Moving Attack EVs to Speed on Iron Hands to outspeed Clef and Corviknight has been worth it so far, as I barely miss the extra damage, and it means I have an easier time against the two Pokemon. Tera Fire Iron Hands also helps with burn spreaders and resists Fairy. Speed EVs on Rillaboom outspeeding Raging Bolt means I have a much easier time revenge killing it. Tera Water on Moltres helps against Water types and removes some weaknesses. Please tell me if you have any more ideas for potential edits! I still need to try out VicBossMG's alternative series of suggested edits next though.
5/27/2024 - Edit 3: https://pokepast.es/c0fd38146e8630b7 - Peak 1621
I tested all of VicBossMG's suggestions, other than the Dragonite set. I decided to replace Iron Hands with Kingambit. Triple priority on a team is likely overkill most of the time, but it has been really helpful. I changed Tera Ground to Tera Steel on Great Tusk, though I have yet to click Tera. I moved 36 Speed EVs on Gholdengo to HP, just improve my bulk at tad bit. It does mean I lose to opposing Scarf Gholdengo more often than not, but I am one of the few people that seem to run it. I will play around with this team some more, and I might adopt some more suggestions from VicBossMG later on. Thank you to everyone to has given me suggestions so far! I really appreciate you all choosing to use your time to help me! I really never thought I would be in the 1600s in SV OU.
Last edited: