SV OU Peaked 1637 but I think I can go higher. How can I improve this team to get there?


Paste: https://pokepast.es/3b24154406c2273c

I made this team purely because in blunder in his recent BL Knights hydreigon video said that Skarmory, Ting-lu, and glowking are really easy to ladder with. Turns out he was right. I've hit my highest ladder peak post Magearna ban with this team but I think I can go higher I just need help improving this squad. I made this team in like 5 minutes just taking 3 different cores from the OU Good Cores Thread and slapping them together. Help me make some edits to the squad.

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Ruination
- Whirlwind

Ting-lu sets up rocks for the team and is also a great mon for preventing special sweepers from doing their thing. It straight up walls so many terrifying special threats in the tier. It is great against mons like Iron valiant, Raging Bolt, and Iron Moth. Its defensive presence is crucial for this squad, and I would like to keep it, skarm, and glowking on the team if possible just because that is the core I was originally trying to build around because of how well they synergize together. Earthwuake and ruination are standard attacks with whirlwind being used to phase out set-up mons and booster mons.

Skarmory (F) @ Rocky Helmet
Ability: Sturdy
Tera Type: Fighting
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Spikes
- Roost

Skarm is a great physical wall and can help hazard stack to apply pressure on opponent switches. Iron defense allows you to out bulk sweepers boosting their attack stat. Rocky helmet punishes physical attacks, uturn & flip turn, and is also the team's best means of punishing opposing rapid spin when removing hazards. Tera fighting is to boost body press damage and also gives some good resistances, largely against king gambit and preventing it from sweepeing at the end of a game.

Kyurem @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Freeze-Dry
- Earth Power
- Scale Shot

Kyurem is a breaker for this team. Ice beam and freeze dry are the two most common clicks as they allow it to power through a host of different mons. Scaleshot is good for taking advantage of opportunities to boost speed, as well as it is pretty good for blissey (still doesn't 2hko though). Heavy-duty boots are the item of choice because being able to switch up moves is really nice and this team doesn't have hazard removal.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Chilly Reception
- Thunder Wave

This this on the OU good cores thread was listed next to kyurem because they synergize well. I chose t-wave over slack off because regenerator has been enough for recovery so far, and I like being able to keep up offensive momentum. Tera water is largely for walking wake as that is the only real answer I have for that mon on this team. chilly reception pairs well with Kyurem, you can pivot and kyurem gets a defense boost. This mon is a really good defensive pivot for this team.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kowtow Cleave
- Swords Dance
- Sucker Punch
- Low Kick

Gambit is the president of the tier for a reason. It is the team's priority option, can count as a defensive check for several different mons, and can be a great late game sweeper with the boosts it gets from its ability. Low kick is for opposing gambits and can also be useful for kyurem, heatran, and ursaluna, all of which the team struggles with otherwise. Fast gambit I think works well with this team. The item is to give a damage boost to sucker punch and kowtow kleave, the extra damage is definitely nice but I am open to changing things. Tera dark has also been useful sometimes but I could see that being changed.

Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Acrobatics
- Taunt

Roaring moon is a great wall breaker for this team. knock off and acrobatics are what it largely uses to break down opposing teams, dragon dance is nice for sweeping. taunt is really nice for opponents when they try to either apply a status effect to this mon or phase it out if it is looking to sweep. This mon is also a great revenge killer for ogerpon-wellspring. This mon suffers from longevity as booster energy is a consumable item but it's breaking power is so good and really opens doors for this squad.

Weaknesses:

:Ogerpon-Wellspring: If this mon is running play rough it is garunteed a KO on something. If not kyurem can switch in. best I can do is try to revenge kill it with kyurem or roaring moon, but if the opponent has a switch in I often lose these matchups

:torkoal: :pelipper: :pincurchin: weather and electric terrain are all tricky matchups for this team because of the instant pressure their sweepers have, my walls like slowking and skarm can easily get overwhelmed and nothing on my team really outspeeds, so I have to try and revenge with gambit.

:Great Tusk: Knock off + rapid spin tusk gets to spin for free against my team because skarmory loses it's rocky helmet. These matchups are often really tough.

:Weavile: It's stab combo is great into my team

Physical attackers in general are stronger into my team than special attackers because skarmory can get overwhelmed and pressured and I often need to save it for certain threats.

Knock off in general is a bit tricky because I don't have a dedicated absorber for knock

Important note: Due to the pacing of the team I have no hazard removal and I don't think I really need one. I have 4 boots mons and Roaring moon doesn't really care about hazards given how limited it's switch-ins are to begin with. Ting-lu is the only one that kinda cares but even then its not necessarily weak to hazards and can apply pressure with its own hazards. I don't think this team needs removal. Feel free to change that though if you make changes to the squad that would require hazard removal.
 
ngl this team looks super Zama weak even though you have skar you can lose to roar zama, I think moltres would be more consistent for you plus it gives you an extra kingambit counter
 
ngl this team looks super Zama weak even though you have skar you can lose to roar zama, I think moltres would be more consistent for you plus it gives you an extra kingambit counter
I appreciate the feedback. Just a little confused why moltres over skarmory would be an extra gambit counter considering that skarm is my main gambit counter. Or are you saying to replace something else?

Also from playing with the team I don’t think it is zamazenta weak. I could be mistake but I have yet to run into a zamazenta that gave me trouble even with roar. Even after a couple iron defenses, body press from zamazenta does pitiful damage to slowking and I can get it with future sight + sludge
 
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No problem, by just looking at your team structure you have 4 mons that mon that are weak to zama. Slowking can take care of Zama most times and I guess skar does too.

The main reason I said moltres over skar is bc of the burn threat on physical attackers, U-turn for momentum and Zama can't 1v1 moltres most times unless it's tera fire.

But if you haven't had much problems with Zama, I guess skar is good for the team with both hazards on your team. If you keep skarm I think you should change tera on Ting lu to ghost to spin block with your dual hazards. Also change skarm tera to drag for ogerpon threat
 
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Boots Kyu really lacks power without hazard support, since it has less pp stalling potential than sub text with lefties, so you really need a spin blocker to keep hazards on the field. Coincidentally, this also means you get another Zama check for your team. I would replace Moon with a boot pivot Dragapult or a balloon Ghold.
 
Hi there really cool team I would suggest some small changes

I honestly feel kyurem can be mixed dd here. I really like this set because it destroys the common :ting lu: ,:zapdos:, :slowking galar: structures running around. Tera ice seems fine

Kyurem @ Never-Melt Ice/Heavy duty boots
Ability: Pressure
EVs: 168 Atk / 88 SpA / 252 Spe
Tera Type: Ice
Hasty Nature
- Dragon Dance
- Icicle Spear
- Freeze-Dry
- Earth Power

2. Second change is a bit bigger but I think :dragapult: With boots is a better fit than :roaring moon: here this gives you a nice fast pivot that can spread status and also helps your matchup vs :zamazenta: which you are very weak to.

3. Last change is to make :ting lu: tera ghost this allows you to deny any rapid spin attempts from things like :great tusk: in a pinch. (If Pult can’t do it)

Those are the changes I suggest here’s new paste https://pokepast.es/449f288a467ae4c3 happy laddering !
 
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