SV OU [PEAK 1967, RANK #11] walkenheimer gives OU the sloppenheimer?!! (ft. lokix)

“When I came to you with those Hydro Steams,
we thought we might start a pivot chain that
would destroy the ranked ladder...


I believe we did."

- Walking Wake, probably

:sv/ninetales: :sv/walking wake: :sv/hatterene: :sv/landorus-therian: :sv/lokix: :sv/raging bolt:

https://pokepast.es/5ed27cc583303092

Peak from a few days ago.
Screenshot 2024-11-03 at 9.50.03 PM.png
Screenshot 2024-11-03 at 9.48.27 PM.png
Screenshot 2024-11-03 at 4.21.59 PM.png


Currently rated 1951. This screenshot was taken on day of publication... I guess technically this team peaked Rank 9? That feels kind of fraudulent, though, so I didn't include it in the title.
Screenshot 2024-11-05 at 7.08.46 PM.png

Hello, everyone!

I’d like to begin with an introduction. My name is Cape Canaveral, and the Showdown account that I’ve been using most these days is CONNORE INDUSTRIES.

I’ve been playing competitive Pokemon since late Gen 7, but it wasn’t in ladder, it was in Draft Leagues. Those of you from the draft scene may recognize me as zhai. Recently, I decided to grind some ladder and explore this dimension of mons I hadn't really touched till then.

I have a lot to learn, and I’m still quite an inconsistent player (I'm ngl im probably gonna fall to like 1800 after I stop playing this team), but I feel I’m making good progress overall. This is my first RMT. I hope you enjoy, and give it a shot on ladder!

The idea from this team came from a BKC video about passive damage (rocks, sand, toxic, etc.) and how they interact with Pokemon.


I thought, huh. That makes a lot of sense. In my experience, accumulating chip and preventing it from entering for free is normally how players deal with :Walking Wake:, one of the strongest breakers in the format, so I decided I’d put the ideas in the video into practice and try to mitigate those weaknesses.

When I was new to the ladder scene building my own teams felt unapproachable because it was hard to get anything concrete on the first try. The purpose of this section is to show people like me back then that yeah, teams are really damn hard to get right, but it’s an obstacle that’s pretty common. (At least, I think so. I don’t know what it’s like for players who are even better than I am.)



I started with this six.

:torkoal: :walking_wake: :hatterene: :landorus-therian: :Kingambit: :Roaring Moon:

The idea…
- Use pivoting and :Eject Button: :Hatterene: to get in :Walking Wake: for free
- Taunt :Landorus-Therian: and :Hatterene: could be used to keep hazards off
- :air balloon: :Kingambit: and speed boosting :choice band: :Roaring Moon: could revenge stuff like DD :Roaring Moon:, DD :dragonite:, :iron valiant:, and :iron moth:.

This was really fun, but definitely not at all objectively good.

:torkoal: was a huge liability.
- Its hazard-related utility was so inconsistent.
- It’s passive into a lot of mons like :raging bolt:.

:eject button: :Hatterene: was too polarizing.
- Against bulky teams, it’d enable :Walking Wake: perfectly.
- In other matchups it wouldn’t get any value.
- Smart opponents would sometimes avoid proccing the button.



After that, I put :Eject Button: on :Torkoal: instead, and :Assault Vest: on :Hatterene:. This solved the problem of :Torkoal: being a liability and :Hatterene: barely not being able to check certain threats, like :iron moth: or :iron valiant:.

However, this made it hard to position against stall, because you have so few turns to work with. Also, this was awful into offensive teams with :Slowking galar: or :Alomomola: who can sponge a hit and pivot in a faster threat that can outspeed :walking Wake: like :darkrai:, :dragapult:, :zamazenta:, or :enamorus:. These teams were able to force :walking Wake: out for almost nothing in exchange, basically wasting my item.

One team in particular stuck out as a TERRIBLE matchup. It’s this damn quadruple choicelocked pivot spam team, Always Exhaust. Click on the icons for the link to that team's RMT.

:Dragapult: :Lokix: :Alomomola: :Great_Tusk: :Enamorus: :Iron Crown:

The vitriol that I felt for this team would not subside. In my dreams it appeared to mock me with its :assault vest: :Alomomola: for which I had limited counterplay. Every time I pressed the battle button, I feared the worst.
I peaked higher than it did tho BAHAHAHAHA
laughing-cat.gif

Anyway, in all seriousness, I think it's a good team. I got so frustrated playing it I almost gave up on my team entirely. I decided to go read the team report to see if I could tech in something to beat it, and I realized a solution to a lot of my problems had been First Impressioning me right in the face.



I dropped :Kingambit: for :Lokix:. :Kingambit: had numerous problems on this build.
- It strangely had little to no defensive utility, had to keep it healthy and :air balloon: intact for dragon dancers like :dragonite: or :roaring moon:.
- It just grinds momentum to a halt. Say you double it into :Slowking galar:, which sun teams entice in often. Most likely any attack it uses will thud into a :Great Tusk: or :Zamazenta:.
- It wasn’t a very reliable revenge killer due to common tricks like Substitute or Encore.
:Lokix: provides a more consistent revenge kill, improves the offense matchup, and fixes the problem of :Kingambit: sinking my momentum.



I decided to drop :Torkoal: for :Ninetales:.
- :Ninetales: has no hazard game, but the team has a :Hatterene: and a :Landorus-therian:.
- Healing Wish is a very powerful positional tool.
- Able to outspeed and Encore otherwise troublesome pokemon like :Raging Bolt: or :kinGambit:.
- Is more threatening than :Torkoal: because it’s much faster.



:Ninetales: :Walking_Wake: :Hatterene: :landorus-therian: :Lokix: :Roaring Moon:

I ended up with this. :Roaring Moon:’s pivoting was nice, but the problem was it wasn’t really doing anything with each U-turn. Also, it doesn’t really benefit from the progress that :Walking Wake: makes against special walls. I wanted a Protosynthesis mon, so the only choice was :Choice Scarf: :Raging Bolt:, which funnily enough deals more consistent damage than :Choice Band: :Roaring Moon:.

Finally, certain archetypes that were super passive and packed on Water resists + protect scouting even :Walking Wake: couldn’t break. I swapped :Assault Vest: :Hatterene: for :leftovers: CM. That was it.



:Ninetales: :Walking_Wake: :Hatterene: :landorus-therian: :Lokix: :Raging_Bolt:

For the record, there were even more bounces back and forth between various sets and teams than I depicted here that never really went anywhere. I swapped between :Torkoal: and :Ninetales: like 4 times, I swapped between :Heavy-duty Boots:, :choice Band:, and :Protective Pads: on :Roaring Moon:, I even tried out :Corviknight: for some reason, which was a very bad idea. To be honest, I wasted a lot of time playing without thinking deliberately about the team. If I could do it again, I'd have worked on multiple teams at once and played less ladder. Anyway, I hope I've shown that building a good team (at least, I think it is) takes a lot of time and thought.

I feel there's nothing particularly unique about the actual sets of the Pokemon. Rather, what's interesting is the combination of it all. Thus, these sections talk only superficially about their roles and any unconventional choices I might've made on them. If anything you should probably only read the section on Walking Wake.

:sv/ninetales: :heat rock:
The Chariot (Ninetales) (F) @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Healing Wish
- Encore
- Will-O-Wisp

:Ninetales: is the sun setter for :walking Wake:, and can heal up one of your big threats for round two. It can Encore some threats like :raging bolt: or :kingambit:. As I said in the teambuilding process section, due to these tools it is much more active than :Torkoal:, the more conventional Sun setter. Its role is not terribly complicated. Most of the time it just doubles out.

:sv/walking wake: :choice specs:
Walkenheimer (Walking Wake) @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flip Turn
- Draco Meteor
- Hydro Steam
- Flamethrower / Knock Off

:Walking Wake: just OHKOs everything. Note that this :walking wake: is Special Attack booster.

Screenshot 2024-11-03 at 9.58.32 PM.png

(in reference to :chi-yu:)

Just so you get a feel for how strong this is;
252+ SpA Choice Specs Protosynthesis Tera Water :Walking Wake: Hydro Steam vs. 4 HP / 252+ SpD :Blissey: in Sun: 316-374 (48.4 - 57.3%) -- 94.1% chance to 2HKO
Enough said.

Now, I often see :Walking Wake: running Speed Booster. This is very understandable, because it makes it much harder to play against with offense. However, :Walking Wake: will often be the single strongest hit on any given sun team, and I'd rather exploit that strength as much as I can. Many other sun abusers this gen perform exceptionally well into offensive teams anyway, like :Raging Bolt: and :Great Tusk:.

Flip Turn is a move for certain matchups. Suppose you’re playing against :assault vest: :Alomomola: with a lot of fast attackers; probably clicking a real attack into that won’t be very useful, because it’ll sponge it then pivot into one of those attackers. Not really an ideal situation. Flip Turn allows you to keep the ball in your court.

You can run Knock Off over Flamethrower. It's not very useful generally, because it's often faster to just attack, but against :assault vest: :alomomola:, :slowking galar:, or :primarina: it can be nice sometimes. Flamethrower often makes it a lot easier to play into :ogerpon-wellspring:.

More information about how to play its Tera is in the general use section.

:sv/hatterene: :leftovers:
Evil Woman (Hatterene) @ Leftovers
Ability: Magic Bounce
Tera Type: Fire
EVs: 252 HP / 140 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Draining Kiss
- Psyshock
- Mystical Fire
- Calm Mind

:Hatterene: is to bounce hazards. It was picked because it is the only OU-viable magic bouncer this generation. It can also help you check :Zamazenta: and break passive teams with CM. Mystical Fire is needed because otherwise interactions with :Iron Treads: get very, very awkward. I am actually not sure these stats or this Tera are optimal. I don’t think any changes to :Hatterene: would be very impactful, though.

:sv/landorus-therian: :rocky helmet:
Caravan (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- U-turn
- Earth Power
- Stealth Rock
- Taunt

:landorus-therian: is a catch all physical check. It also alleviates some of the weight on :Hatterene: by Taunting hazard setters. I was happy with my decision to use this guy over the more standard ground-type on Sun, :Great Tusk:; :Landorus-therian: offers many things :Great Tusk: cannot, like pivoting, squares off better against :Zamazenta:, and taunt. The set itself is the completely standard fast utility set that I’m sure we’ve all run into a hundred times, so I won’t elaborate further.

Edit Dec 26 2024: Ghost Tera might be good in cases where you really want rocks down.

:sv/lokix: :choice band:
Glimpse (Lokix) (F) @ Choice Band
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- First Impression
- Leech Life
- Knock Off

:Lokix: is a pivot and was put on this team for its incredible matchups into offensive teams. As I said, I got the idea from the Always Exhaust RMT, and it definitely performs as advertised. I was shocked how effective :Lokix: is even against fatter teams. It’s even quite good into :Gliscor: with its powerful Leech Life, a huge problem for the team before its inclusion. Who knew? I’m running an identical set to the :Lokix: there. It fits like a glove because it punishes threats to sun like :slowking galar: and it appreciates the hazard denial on the team.

:sv/raging bolt: :choice scarf:
Canio (Raging Bolt) @ Choice Scarf
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Volt Switch
- Draco Meteor
- Dragon Pulse
- Weather Ball

:choice Scarf: :Raging Bolt: is a bulky, fast mon that takes advantage of the special nukes that :Walking Wake: tosses out to pivot very freely and clean games in some situations. Being :choice scarf: was so :Lokix: didn't have to revenge kill literally everything faster than Wake. Volt Switch and Draco Meteor are mandatory. However, your last two moves could be any combination of Dragon Pulse, Thunderclap, Weather Ball, and Thunderbolt. I think Dragon Pulse and Weather Ball are the best, but I’m not sure. I'm currently experimenting with Thunderclap and Weather Ball. You don't click them very often. Probably you could also change the Tera type on this to something more defensive, but I like Dragon because it's useful into :gliscor: in some endgames.

If you plan to load up the team, I strongly recommend reading the following sections.

Try to keep :walking Wake: healthy by using your pivoting to get it in or use doubling. Some combination of the two can also be very effective, i.e. doubling in one of your pivots to force a switch and get in :walking Wake:. This is a very important tactic when you’re playing against :Slowking galar:, to prevent it from getting free weather reversals. This is actually very important, as the presence of :Walking Wake: on the field can dissuade some offense that would otherwise be very effective against the team. After :Walking wake: punches some holes, :lokix: and :raging bolt: get opened up really fast.

I don’t want to discuss anything in absolutes because Pokemon is a situational game but generally you don’t want to pop Tera on :Hatterene: or :Ninetales:. Normally you don’t use Tera on :walking Wake: with the intention to break, as it’s simply not necessary. Water is more of a defensive tera on Walking Wake, and if you play it well you can stop a lot of opposing offense from ever even starting. The three main exceptions to this are if you are playing stall, you are playing a very bulky pivot, or your opponent does some crazy shit like pop a resist Tera, like with :gliscor:, because they're super desperate to get Hazards down. At that point, just take your kill and then play it out. Trading your Tera and a spike for their Tera and a kill is not too bad.

Here are my Tera statistics in case anyone was wondering.
Screenshot 2024-11-05 at 7.49.27 PM.png

Note: "No Tera" matches generally came from games where the opponent forfeited early after making a big mistake, or if the matchup was just completely uncompetitive for them (e.g. stall).

The team is build to deny hazards with Bounce :hatterene: and Taunt :landorus-therian:. You might be wondering, what about :samurott-hisui:? Against a lead :Samurott hisui:, you can go :Raging Bolt: and Volt Switch into :Landorus-therian:, so the helmet damage just kills it. Smarter Samurott players will use it later when you're not in position to make this kind of play, but generally by then it'll be quite late so the hazards are not so impactful. Something similar can be done with :Araquanid: and :Ribombee: on webs teams. Taunt :Landorus-therian: is pretty solid into the more passive rocks setters. Your hazard denial might end up taking a lot of damage trying to stop the hazards (think :ting-lu: Ruination or just :great tusk: Headlong Rush) so be careful if you need them to check threats like :dragonite: or :zamazenta:.

I would say the worst archetypes to let get hazards on you in descending order are as follows. These are generally in order of how long the games will be.
1. Pivot spam
Pivot spam is the hardest to pin down, and it chips a lot of stuff making hazards very dangerous.

2. Hyper offense (webs)
Webs HO makes it very difficult to buy time for :lokix:, and enables threats that :lokix: cannot so easily revenge like NP :gholdengo:.

3. Balance
Balance teams' hazard setters tend to not do very much damage into your hazard denial methods, but if you're the first to blink and too many hazards get down, then you can run out of time quickly. You can also lose against these teams due to late hazards if your offense has gotten low.

4. Stall
5. Hyper offense
Stall and hyper offense do not take very long at all because of :walking Wake: and :Lokix: respectively.

Although I consider this team fairly easy to play, you have to be well versed in slowing down during critical moments and taking some calculated risks. Get used to making aggressive midgrounds too after conditioning your opponent.

:Zamazenta: is kind of a shaky matchup. Depending on how fast you can drown through the opposing team, your :Hatterene: and :landorus-therian: can sometimes be worn down and it will clean the game.

:dragonite: is also problematic, because your main revenge killer is :lokix: which is countered hard by Extreme Speed. A lot on your team can handle it alright, but something needs to stay healthy, whether that be :raging bolt: or :hatterene: or :landorus-therian:.

:Dragapult: is very difficult to deal with. It does a lot of damage into everything on the team. It's generally very limited in what it can do because of how much offensive pressure you’re exerting, but it’s very slippery because you can't catch up to it and it can just U-turn into anything. I'm honestly not sure how I haven't lost to it more.

:Enamorus: is also very hard to fight, for similar reasons as :dragaPult:. Fairy-Ground coverage tears unbelievably fast at this team. The main idea is to blow through the rest of the team as fast as possible, keep your attackers healthy, then use Tera to beat the :Enamorus:.
252 SpA :Enamorus: Moonblast vs. 0 HP / 0 SpD Tera Water :Walking Wake:: 186-220 (54.8 - 64.8%) -- guaranteed 2HKO
This mon is also the reason why I've been trying Thunderclap on :Raging Bolt:. Often :enamorus: is running :choice scarf: and thus if your opponent tries to use it to clean when it's the last mon left, you can Thunderclap to close it out if :lokix: is dead or :enamorus: is not in First Impression range.

I hate this fuckass Mold Breaker guy. :tinkaton: is so annoying because it completely bypasses both your hazard deniers with Mold Breaker and 315 speed respectively. You have to try and keep momentum against it and prevent it from setting Rocks too early in the game.

Sun teams are very dangerous mainly because of opposing :Walking Wake:, :Great tusk:. It's actually in your best interest to keep sun turned off at all times, because your :Raging Bolt: is very, very good into the field when there's no speed boosters to play against. Be very careful with your Tera in these matchups as you might need it to save yourself from a scare with :great tusk: especially. Be wary of stuff like Tera Fairy when you're playing your :raging bolt:; You don't want to just throw off a Draco and thud into a Fairy Tera, losing one of your most important assets.

Here are my worst winrates after the team was mostly finished.
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After I finished the team, I fluctuated up and down a bit before climbing from 1722 to 1967 with a 14 game winstreak. The peak prior to that was 1859, rank 69 (sheeeesh). I have nearly every replay that I played, but naturally most of them are not as high elo. If you would still like to see them, just let me know and I'll put them here too.

3-0 WIN Replay against :Raging Bolt: :Kingambit: :Deoxys-Speed: :Roaring Moon: :Araquanid: :Gholdengo:
Admittedly, I played poorly this game. Turn 1 I thought that my opponent would try to switch to something else or Knock my :raging bolt:, because :Hatterene: is an otherwise completely free switch, but I suppose I overthought. The purpose of this replay is to showcase how against these Hyper Offense builds, sacking Rocks is fine because :Lokix: only needs to come in once or twice. The only exception would be against :Dragonite:, where you need to save more HP on :hatterene: and :landorus-therian:. You're clearly the one at an advantage in these sorts of matchups, and the opponent needs to make some crazy plays in order to win.
https://replay.pokemonshowdown.com/gen9ou-2237455896-2vswbkvno470p6mwtjk1j08xv34i0zypw

1-0 WIN Replay against :Ribombee: :Raging Bolt: :Gholdengo: :Enamorus: :Iron Moth: :Kingambit:
A game against a different Webs Hyper Offense team where :Lokix: clutches. This convinced me to try out Weather Ball :raging bolt:.
https://replay.pokemonshowdown.com/gen9ou-2236676755-tw6lotxraeu6yj3ij4zmzhwsdmo1aompw

3-0 WIN Replay against :Alomomola: :Gholdengo: :Dragonite: :Ogerpon: :Ting-Lu: :Darkrai:
First, I actually want to give a shoutout to my opponent's team. It's really, really cool. This is a pretty good replay that showcases just how rewarding keeping your attackers very healthy and doubling can be. :raging bolt: and :walking wake: have great natural bulk that reward play like this a lot when it's possible. It's also a replay where I handled Dragonite well.
https://replay.pokemonshowdown.com/gen9ou-2236648012-sjxqd41zv268p9y99dbqwuxyildn9aopw

6-0 WIN Replay against :Ting-Lu: :Great Tusk: :Ogerpon-Wellspring: :Iron Crown: :Sinistcha: :Iron Valiant:
This isn't particularly illustrative of anything, but I thought it was really funny.
https://replay.pokemonshowdown.com/gen9ou-2236646514-toog74jgdnw7h57vt8hjk3a14yljlfbpw

6-0 WIN Replay against :Blissey: :Clefable: :Gliscor: :Ting-Lu: :Dondozo: :Amoonguss:
To be honest, probably doubling in :walking Wake: right away is a little risky. If Specs gets knocked, the game becomes way harder, but that's only because otherwise it's so damn easy into Stall already. I didn't save a replay where I did the exact same play from turns 1-3 and OHKOed a :gliscor: that Tera Watered.
https://replay.pokemonshowdown.com/gen9ou-2236645770-juj3gpizeichscjq2l46irlibs9w42mpw

I'm not shy about making mistakes; here are some replays where I threw. I should have lost all of these games.
2-0 WIN Replay against :Moltres: :Kingambit: :Tinkaton: :Gliscor: :Keldeo-Resolute: :Meowscarada:
There is literally no way I should have won this game. Because the opposing team is so fat and getting through it takes so long, not simply popping Tera and killing :Gliscor: was a big mistake. Stopping the hazards at one spike and taking :Gliscor: probably would've easily won the game, as without Tera and Protect scouting it becomes impossible for these teams to switch into :walking Wake:.
https://replay.pokemonshowdown.com/gen9ou-2236990647-6bl1u0ybvootkut5ne62dxdm6f56z8jpw

4-0 WIN Replay against :Ting-Lu: :Samurott-Hisui: :Gliscor: :Fezandipiti: :Sinistcha: :Zamazenta:
In this one I sack too much HP on my :Zamazenta: checks for little to no reason and somehow get bailed because he's using the worst set imaginable against my team.
https://replay.pokemonshowdown.com/gen9ou-2236757249-8monpb0wctw71oda024u2z1rxxpxbifpw

0-2 LOSS Replay against :Lokix: :Alomomola: :Great_Tusk: :Enamorus: :Iron Crown: :Pecharunt:
Here's a replay where I lost to pivot spam. It's kind of hilarious that this is how I lost my peak, and it's because I didn't do the thing my whole team was built around (deny hazards). The spirit of Always Exhaust really came back to kick me in the teeth one last time. Anyway, a good showcase of why you cannot let opposing pivot teams get up hazards.
https://replay.pokemonshowdown.com/gen9ou-2236973896-r7cpcsacy0x91kjqfdh8pi50zaflwwxpw

0-2 LOSS Replay against :Hydreigon: :Kingambit: :Samurott-Hisui: :Zamazenta: :Pecharunt: :Landorus-Therian:
CAPE CANAVERAL reportedly caught NOT CALCING meteor damage
My honest reaction to not getting the kill:
Screenshot 2024-11-04 at 11.34.45 PM.png

Yeah, do not make the same mistake that I did. Dragon Tera is generally something you pop once you're pretty sure it'll win you the game. You wouldn't really even pop it into Ting-Lu because the damage increase is kind of unimpactful.
https://replay.pokemonshowdown.com/gen9ou-2236977962-a6zwm6m1x2lhvxdua30zr4ph6sfgldvpw

These are some things I wish I could really impress upon my past self. Hell, I'm still working on these right now. I hope me saying these don't come across as pretentious.
  • Being good at Pokemon, and video games in general, is cool, but only if you're good at everything else, too.
  • The amount of time you spend thinking about the game should be greater than the amount of time you spend playing, at least if you are seriously trying to rank up or improve.
  • Before you click the Battle button, seriously consider if it is a good decision to play the game you are about to play. Take many factors into account like your desire to play, mood, energy, and team.
  • Sometimes you need a change in perspective to move forward; this team would never have been complete without Always Exhaust. I would highly recommend exploring as many teams as possible and trying to build around lots of different ideas at once if time allows for it.
  • You're more (or perhaps less sometimes) than just your elo number, although it certainly does represent something about you.

Shoutout to Pinkacross on YT for great educational content about teambuilding. I have to attribute some of the Raging Bolt idea to him as well.

I've mentioned Always Exhaust so many times at this point I might as well say thanks to ghostlike. Without being shat on by it this team would not have been possible.

Thank you for reading this RMT. I hope you liked it. Let me know if you have any suggestions to make the team better! I'd also be happy to hear any feedback about my writing. I'm new to the forum, so I don't really know how everything works, but I'll do my best to read and respond to people.

A big thank you to Pickles. You’ll always be my goat.
 
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you have no idea how happy I am that people are finally discovering leech life lokix.

Now if only gamefreak gave it megahorn...

edit: you just don't see the vision!
 
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Huh. Had no idea it could do that.
I think those are its ribs...

you have no idea how happy I am that people are finally discovering leech life lokix.

Now if only gamefreak gave it megahorn...
Again, most credit for that set goes to ghostlike :blobthumbsup:
I'm actually not sure how much Megahorn would be used, because you have to fit U-turn, FP, and Knock, plus the longevity of Leech is just so incredible. Just popping tera and clapping walls would be hilarious tho
 
This is an excellent squad. I would keep your current version and consider my comments as additional options for experimentation. Lokix is a focal point for your build and I get why it's there. Since this is a Sun team, I would suggest at least trying a Specially Defensive Slither Wing set. The right spread can still take out Ogerpon-Wellspring and Darkrai with First Impression, handle Zamazenta and Great Tusk better with Will-o-Wisp, and have some utility against Dragonite with a good Tera. Here's my theorymon set:

Slither Wing @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 168 HP / 252 SpD / 88 Spe
Adamant Nature
- First Impression
- Close Combat
- Morning Sun / U-Turn
- Will-o-Wisp / U-Turn

I guess you could run Tera Blast if you really wanted to, but I'd stick with these moves first.

Calculations:

0+ Atk Slither Wing Close Combat vs. 0 HP / 0 Def Darkrai: 402-474 (143 - 168.6%) -- guaranteed OHKO
0+ Atk Slither Wing First Impression vs. 0 HP / 0 Def Ogerpon-Wellspring: 320-378 (106.3 - 125.5%) -- guaranteed OHKO
0+ Atk Slither Wing First Impression vs. 0 HP / 0 Def Deoxys-Speed: 302-356 (125.3 - 147.7%) -- guaranteed OHKO
0+ Atk Slither Wing Close Combat vs. 0 HP / 0 Def Kyurem: 402-474 (102.8 - 121.2%) -- guaranteed OHKO
0+ Atk Slither Wing First Impression vs. 0 HP / 0 Def Roaring Moon: 366-432 (104.2 - 123%) -- guaranteed OHKO
0+ Atk Slither Wing Close Combat vs. 0 HP / 4 Def Tera Dark Kingambit: 314-372 (92 - 109%) -- 56.3% chance to OHKO
0+ Atk Slither Wing Close Combat vs. 252 HP / 4 Def Ting-Lu: 306-360 (59.5 - 70%) -- guaranteed 2HKO after Leftovers recovery

+3 88 Def Zamazenta Body Press vs. 248 HP / 8 Def Slither Wing: 157-186 (42 - 49.8%) -- guaranteed 3HKO
+1 4 Atk Great Tusk Headlong Rush vs. 248 HP / 8 Def Slither Wing: 147-174 (39.4 - 46.6%) -- guaranteed 3HKO
252 SpA Choice Specs Dragapult Draco Meteor over 2 turns vs. 248 HP / 164 SpD Slither Wing: 328-387 (87.9 - 103.7%) -- 25% chance to 2HKO
+2 252 SpA Darkrai Ice Beam vs. 248 HP / 164 SpD Slither Wing: 166-196 (44.5 - 52.5%) -- 21.5% chance to 2HKO

Another fun toy to play with is Roar Great Tusk. I used that set on a Sun team with Hatterene and was pleased with its ability to take out many of the big threats on your threat list. It's designed in particular to stop Zamazenta and Dragonite, and both are issues for Sun squads like this. Tera Ghost is to stop Body Press and opposing Rapid Spin. I would first try the set I suggest in place of your own Hatterene. I'll drop my AV Hatterene set and spread I used on my own sun squad as a bonus. I went Tera Steel for Kyurem protection - it's not a terrible idea on this squad either depending on how much you like STAB sun Mystical Fire.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ghost
EVs: 248 HP / 224 Def / 36 Spe
Impish Nature
- Headlong Rush
- Ice Spinner
- Roar
- Rapid Spin

Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Steel
EVs: 240 HP / 128 SpA / 88 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Psyshock
- Mystical Fire
- Future Sight

EV spread notes: Tusk hits 219 speed for Jolly Gambit, rest in Defense to take body blows from Zamazenta and Dragonite. Hatterene's EV spread is designed to take two Specs Ice Beams from Timid Kyurem, outspeed Pex and Blissey, and allocate the rest in Special Attack. Tera Steel also helps against Glowking in a pinch if necessary.

Tera Fairy on Walking Wake is an option, but like my other suggestions, I get the reasoning behind Tera Water and would probably stick with that. It's a good choice for winning Sun mirror matches and provides better defensive utility. Would I give up a chance for a clean 2HKO Blissey under the right conditions? Probably not, but your mileage may vary. Tera Fairy is also standard on Raging Bolt and could increase your Tera Win Percentage since you kept that as a metric. I didn't realize it was Tera Dragon until further examination.

I agree with your results on experimenting with Torkoal. Ironically, it has some pieces to give stall headaches. Stall has some very common cores with Dondozo, Blissey, and Corviknight. A combination of a Fire special attack, a Grass special attack, and a Fighting physical attack would break it, but very few Pokemon have this type of coverage without resorting to Tera. Torkoal has that coverage with your fire move of choice, Body Press, and Solar Beam. Here's that concoction:

Torkoal (F) @ Heat Rock
Ability: Drought
Tera Type: Grass
EVs: 248 HP / 108 Def / 152 SpA
Bold Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Body Press
- Stealth Rock / Rapid Spin

The set does have 4MSS, but you'll probably need only one or the other depending on what other hazard options you mix and match it with. For EVs, it's enough Special Attack to OHKO Gambit with Flamethrower, enough Defense to 2HKO Blissey with Body Press, and with Tera Grass, you can handle Garganacl with Solar Beam.

I would experiment with anything you find interesting here. I respect the current team not to push any changes you are uncomfortable with as the current results have been solid. It feels like you are at a "Suggestions for Further Research" phase with this team and I tailored my rate accordingly.
 
This is an excellent squad. I would keep your current version and consider my comments as additional options for experimentation. Lokix is a focal point for your build and I get why it's there. Since this is a Sun team, I would suggest at least trying a Specially Defensive Slither Wing set. The right spread can still take out Ogerpon-Wellspring and Darkrai with First Impression, handle Zamazenta and Great Tusk better with Will-o-Wisp, and have some utility against Dragonite with a good Tera. Here's my theorymon set:

Slither Wing @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 168 HP / 252 SpD / 88 Spe
Adamant Nature
- First Impression
- Close Combat
- Morning Sun / U-Turn
- Will-o-Wisp / U-Turn

I guess you could run Tera Blast if you really wanted to, but I'd stick with these moves first.

Calculations:

0+ Atk Slither Wing Close Combat vs. 0 HP / 0 Def Darkrai: 402-474 (143 - 168.6%) -- guaranteed OHKO
0+ Atk Slither Wing First Impression vs. 0 HP / 0 Def Ogerpon-Wellspring: 320-378 (106.3 - 125.5%) -- guaranteed OHKO
0+ Atk Slither Wing First Impression vs. 0 HP / 0 Def Deoxys-Speed: 302-356 (125.3 - 147.7%) -- guaranteed OHKO
0+ Atk Slither Wing Close Combat vs. 0 HP / 0 Def Kyurem: 402-474 (102.8 - 121.2%) -- guaranteed OHKO
0+ Atk Slither Wing First Impression vs. 0 HP / 0 Def Roaring Moon: 366-432 (104.2 - 123%) -- guaranteed OHKO
0+ Atk Slither Wing Close Combat vs. 0 HP / 4 Def Tera Dark Kingambit: 314-372 (92 - 109%) -- 56.3% chance to OHKO
0+ Atk Slither Wing Close Combat vs. 252 HP / 4 Def Ting-Lu: 306-360 (59.5 - 70%) -- guaranteed 2HKO after Leftovers recovery

+3 88 Def Zamazenta Body Press vs. 248 HP / 8 Def Slither Wing: 157-186 (42 - 49.8%) -- guaranteed 3HKO
+1 4 Atk Great Tusk Headlong Rush vs. 248 HP / 8 Def Slither Wing: 147-174 (39.4 - 46.6%) -- guaranteed 3HKO
252 SpA Choice Specs Dragapult Draco Meteor over 2 turns vs. 248 HP / 164 SpD Slither Wing: 328-387 (87.9 - 103.7%) -- 25% chance to 2HKO
+2 252 SpA Darkrai Ice Beam vs. 248 HP / 164 SpD Slither Wing: 166-196 (44.5 - 52.5%) -- 21.5% chance to 2HKO

Another fun toy to play with is Roar Great Tusk. I used that set on a Sun team with Hatterene and was pleased with its ability to take out many of the big threats on your threat list. It's designed in particular to stop Zamazenta and Dragonite, and both are issues for Sun squads like this. Tera Ghost is to stop Body Press and opposing Rapid Spin. I would first try the set I suggest in place of your own Hatterene. I'll drop my AV Hatterene set and spread I used on my own sun squad as a bonus. I went Tera Steel for Kyurem protection - it's not a terrible idea on this squad either depending on how much you like STAB sun Mystical Fire.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ghost
EVs: 248 HP / 224 Def / 36 Spe
Impish Nature
- Headlong Rush
- Ice Spinner
- Roar
- Rapid Spin

Hatterene @ Assault Vest
Ability: Magic Bounce
Tera Type: Steel
EVs: 240 HP / 128 SpA / 88 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Psyshock
- Mystical Fire
- Future Sight

EV spread notes: Tusk hits 219 speed for Jolly Gambit, rest in Defense to take body blows from Zamazenta and Dragonite. Hatterene's EV spread is designed to take two Specs Ice Beams from Timid Kyurem, outspeed Pex and Blissey, and allocate the rest in Special Attack. Tera Steel also helps against Glowking in a pinch if necessary.

Tera Fairy on Walking Wake is an option, but like my other suggestions, I get the reasoning behind Tera Water and would probably stick with that. It's a good choice for winning Sun mirror matches and provides better defensive utility. Would I give up a chance for a clean 2HKO Blissey under the right conditions? Probably not, but your mileage may vary. Tera Fairy is also standard on Raging Bolt and could increase your Tera Win Percentage since you kept that as a metric. I didn't realize it was Tera Dragon until further examination.

I agree with your results on experimenting with Torkoal. Ironically, it has some pieces to give stall headaches. Stall has some very common cores with Dondozo, Blissey, and Corviknight. A combination of a Fire special attack, a Grass special attack, and a Fighting physical attack would break it, but very few Pokemon have this type of coverage without resorting to Tera. Torkoal has that coverage with your fire move of choice, Body Press, and Solar Beam. Here's that concoction:

Torkoal (F) @ Heat Rock
Ability: Drought
Tera Type: Grass
EVs: 248 HP / 108 Def / 152 SpA
Bold Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Body Press
- Stealth Rock / Rapid Spin

The set does have 4MSS, but you'll probably need only one or the other depending on what other hazard options you mix and match it with. For EVs, it's enough Special Attack to OHKO Gambit with Flamethrower, enough Defense to 2HKO Blissey with Body Press, and with Tera Grass, you can handle Garganacl with Solar Beam.

I would experiment with anything you find interesting here. I respect the current team not to push any changes you are uncomfortable with as the current results have been solid. It feels like you are at a "Suggestions for Further Research" phase with this team and I tailored my rate accordingly.
Thanks for your feedback! I'm hesitant to try Slither Wing on this team, because a big part of the reason why Lokix is so effective is that it's able to exploit Galarian Slowking. However, I do like this Hatterene and Tusk; I think that it could make for some pretty interesting team variants if the rest of the team was adapted to fit them a bit. I'm currently taking a break from sun to learn some new archetypes, but I think the next time I revisit the team or the archetype I'll give those a shot.

Team looks fun, but the title is atrocious and you should feel atrocious

Also pinging OceanicGamer for the Lokix
nah trust bro title is straight fire haha x)
 
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