Hey guys
This is my first Gen 9 OU team that has actually been put together with some thought and has actuallty given me some moderate success. In honesty you are not going to find anything earth shattering here, but still I would really appreciate some feedback, as I do feel there is room for improvement.
Pokepast:
Gen 9 OU (pokepast.es)
The idea here was to go for something failry balanced. I have always favoured safe switchins as opposed to aggressive plays, so I wanted a solid defensive structure to the team.
Skarmory (M) @ Rocky Helmet
Ability: Sturdy
Tera Type: Fighting
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Body Press
- Iron Defense
- Spikes
- Roost
I Haven't used Skarmory since Gen 5 and I honestly don't know why. I was very much a Corviknight fan last generatrion. It provides a very good range of resists and immunities, and sets up spikes. Whirlwind wasn't needed as I am running unaware Clefable. Skarm checks a bunch of Physical attackers, most importantly Kingambit. EV's are standard, running 96 speed to outrun adamant Gambit. Iron Defence and Body Press are very impressive when used together. Tera Fighting is used to bolster its attack.
Skarm is my favourite Pokemon on this team, actually made me stop using Gliscor who is another favourite of mine.
Clefable (M) @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Stealth Rock
Clefable became a favourite of mine in Gen 8, and I still love using it today. The purpose here is to shut down boosters like Roaring Moon and Gouging Fire. I have opted for wish/protect over moonlight as I already have knock off support and I find the extra turn of leftovers recovery to come in useful on a number of occasions. Wish can then be used as team support in a pinch. Stealth rock is used to support Skarmorys spikes.
I have toyed with the idea of running heavy duty boots as it usually masks the fact that it is Unaware as oppoised to Magic Guard, however I am finding leftovers recovery so useful currently. Tera Steel is used in for the poison immunity as well as an emergency check to Gambit if Skarm and tusk goes down (Overkill I know)
Slowking-Galar (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Sludge Bomb
- Future Sight
- Chilly Reception
- Thunder Wave
Slowking was a pokemon I only recently started using. As with everything else, it's a standard set. It's purpose is essentially to take the special hits that Skarmory can't take as well as provide a safe switch in for Weaville and Dragapult. Thunder Wave is used to cripple attackers who would otherwise setup on him, and to give Dragapult's Hex more of a kick. Future sight allows it to keep up momentum for the team and make opponants really think about what to leave in.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin
Tusk was picked because He provided spin support as well as knock off support and general offensive pressure. In honesty, this is the one pokemon I dont fell like I utilise enough. 4/6 Team members have heavy duty boots, and I am considering changing Clefable to Heavy Duty Boots, and Skarmory avoids spikes and toxic spikes anyway. The more I play, the less I feel like hazard control is an issue this generation, but every time I start to get confident in that, I come accross a knock off heavy team.
I went Jolly over a defensive Impish Nature as I thought between Skarm/Clef/Slow I have a solid defensive backbone, I didn't feel the need for an additional physical defensive wall. Tusk with max speed and attack investment is pretty threatening.
Tusk always makes an impact, but I do feel this slot could be better utilised.
Weavile (M) @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Swords Dance
Weaville provides great wall breaking to the team, threatning with knock off or a swords dance. Slowking is able to bring Weavile, It is able to put holes in defensive cores and cause teams all kinds of problems. Knock off gets rid of boots, Ice shard provides some insurance against roaring moon, and tripple axel provides great stopping power. If this thing gets a swords dance off it becomes a very scary pokemon. It benefits from Spike and Stealth Rock set up from Clef and Skarm and also synergises pretty well with my next poke.
Dragapult (M) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn
Again another standard set, but it works well. I have swapped this for choice specs in the past which has much better instant power, but I seem to like the boots pivot approach. Between Dragapult and Weaville, the team has plenty of speed control. Will O Wisp is super useful to cripple attackers while avoiding sucker punch, darts can break focus sash and hex hits hard when the opponant is statused. Again this thing appreciates hazard support.
So that it, Any feedback, suggestions or comments are appreciated. I am no top tier player which will be evident by the largely standard sets I am using. I do enjoy playing with this team though. I would love to get Cinderace onto this team, but court change utility doesnt really suit when I get plenty of hazards down myself.
I do feel like Tusk's place could be better utilised.
I do struggle to deal with Iron Moth using substitute with fiery dance.
Enamorus is also very difficult to switch in to and stop. The team has 3 weaknesses to fairy type (tusk being one of them)
Gholdengo is a pain and so is Heatran
Thanks for reading
This is my first Gen 9 OU team that has actually been put together with some thought and has actuallty given me some moderate success. In honesty you are not going to find anything earth shattering here, but still I would really appreciate some feedback, as I do feel there is room for improvement.
Pokepast:
Gen 9 OU (pokepast.es)
The idea here was to go for something failry balanced. I have always favoured safe switchins as opposed to aggressive plays, so I wanted a solid defensive structure to the team.
Skarmory (M) @ Rocky Helmet
Ability: Sturdy
Tera Type: Fighting
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Body Press
- Iron Defense
- Spikes
- Roost
I Haven't used Skarmory since Gen 5 and I honestly don't know why. I was very much a Corviknight fan last generatrion. It provides a very good range of resists and immunities, and sets up spikes. Whirlwind wasn't needed as I am running unaware Clefable. Skarm checks a bunch of Physical attackers, most importantly Kingambit. EV's are standard, running 96 speed to outrun adamant Gambit. Iron Defence and Body Press are very impressive when used together. Tera Fighting is used to bolster its attack.
Skarm is my favourite Pokemon on this team, actually made me stop using Gliscor who is another favourite of mine.
Clefable (M) @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Stealth Rock
Clefable became a favourite of mine in Gen 8, and I still love using it today. The purpose here is to shut down boosters like Roaring Moon and Gouging Fire. I have opted for wish/protect over moonlight as I already have knock off support and I find the extra turn of leftovers recovery to come in useful on a number of occasions. Wish can then be used as team support in a pinch. Stealth rock is used to support Skarmorys spikes.
I have toyed with the idea of running heavy duty boots as it usually masks the fact that it is Unaware as oppoised to Magic Guard, however I am finding leftovers recovery so useful currently. Tera Steel is used in for the poison immunity as well as an emergency check to Gambit if Skarm and tusk goes down (Overkill I know)
Slowking-Galar (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Sludge Bomb
- Future Sight
- Chilly Reception
- Thunder Wave
Slowking was a pokemon I only recently started using. As with everything else, it's a standard set. It's purpose is essentially to take the special hits that Skarmory can't take as well as provide a safe switch in for Weaville and Dragapult. Thunder Wave is used to cripple attackers who would otherwise setup on him, and to give Dragapult's Hex more of a kick. Future sight allows it to keep up momentum for the team and make opponants really think about what to leave in.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin
Tusk was picked because He provided spin support as well as knock off support and general offensive pressure. In honesty, this is the one pokemon I dont fell like I utilise enough. 4/6 Team members have heavy duty boots, and I am considering changing Clefable to Heavy Duty Boots, and Skarmory avoids spikes and toxic spikes anyway. The more I play, the less I feel like hazard control is an issue this generation, but every time I start to get confident in that, I come accross a knock off heavy team.
I went Jolly over a defensive Impish Nature as I thought between Skarm/Clef/Slow I have a solid defensive backbone, I didn't feel the need for an additional physical defensive wall. Tusk with max speed and attack investment is pretty threatening.
Tusk always makes an impact, but I do feel this slot could be better utilised.
Weavile (M) @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Swords Dance
Weaville provides great wall breaking to the team, threatning with knock off or a swords dance. Slowking is able to bring Weavile, It is able to put holes in defensive cores and cause teams all kinds of problems. Knock off gets rid of boots, Ice shard provides some insurance against roaring moon, and tripple axel provides great stopping power. If this thing gets a swords dance off it becomes a very scary pokemon. It benefits from Spike and Stealth Rock set up from Clef and Skarm and also synergises pretty well with my next poke.
Dragapult (M) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn
Again another standard set, but it works well. I have swapped this for choice specs in the past which has much better instant power, but I seem to like the boots pivot approach. Between Dragapult and Weaville, the team has plenty of speed control. Will O Wisp is super useful to cripple attackers while avoiding sucker punch, darts can break focus sash and hex hits hard when the opponant is statused. Again this thing appreciates hazard support.
So that it, Any feedback, suggestions or comments are appreciated. I am no top tier player which will be evident by the largely standard sets I am using. I do enjoy playing with this team though. I would love to get Cinderace onto this team, but court change utility doesnt really suit when I get plenty of hazards down myself.
I do feel like Tusk's place could be better utilised.
I do struggle to deal with Iron Moth using substitute with fiery dance.
Enamorus is also very difficult to switch in to and stop. The team has 3 weaknesses to fairy type (tusk being one of them)
Gholdengo is a pain and so is Heatran
Thanks for reading
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