SV OU Rate my 1st team (im going insane help)

Hi, I've been playing gen 9 OU for a while and went on try teambuilding. With heavy influence from the role compendium and the viability ranks, I created this amalgam, please help me improve it

pokepaste here


:gholdengo:
Fool's Ghold (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Recover
- dazzling gleam

I've decided to go with kind of an offensive stats team, so I chose to run the default hex build for gholdengo. As a ghost and steel type gholdengo is immune to the main hazard removal moves (rapid and mortal spin) also good as gold is essential to counter defog, making it essentially impossible to remove hazards with him on the field. Leftovers are not needed since he has recover, so air ballon was my choice since it makes him immune to hazards (except stealth rock) and immune to ground moves.


:Kingambit:
Kingamble (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head

One of the issues of this team is trick room, wich can really affect the other sweepers, but kingambit's sucker punch has priority, making it easier to sweep while on trick room, I chose the set with max damage output, because I use it as an endgame pokemon, to really threat my opponents weakened team, and with help from hazards I think it's an incredible mon.


:dragapult:
deez nuts (Dragapult) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn

As I mentioned before, I really like the idea of a hex status team, and because gholdengo already has thunder wave, I prefer to run will-o-wisp (also to slow down my opponents phisical threats), u-turn helps it pivot around and dragon darts makes it easier to break subistitutes, tera fairy to cover his dragon weakness and take no damage instead, wich it can take advantage to setup the will-o-wisp.


:glimmora:
posion (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Toxic Spikes
- Earth Power

The main hazard setter and lead of the team, toxic debris helps setting up toxic spikes and focus sash so it can properly set said dpikes, also Im running toxic spikes instead of earthquake because i really want the poison for hex to work better, and toxic debris doesent trigger on non phisical moves, earth power is there so it can do the slightest of damage.


:zamazenta:
zaza (Zamazenta) @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar

Since hex doesn't hit normal types, I figured iron defense + body press zamazenta would do the trick, also roar is great to spread hazard damage and (hopefully) poison the other team mons, It's a pretty standard set, with tera steel to avoid being poisoned (how ironic) and stuff.


:samurott-hisui:
zoro (Samurott-Hisui) @ Heavy-Duty Boots
Ability: Sharpness
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Encore

last but not least, my secondary hazard setter, with ceasless edge to , you know, set hazards, and some great utility with encore and knock off, it can (sometimes) safely set up spikes and do super effective STAB damage to 5 types.


So that closes it, I hope some of you can help me improve this team, thank you for your time!
 
Yo, cool team, you're not wrong to think about using any of these mons but I have some suggestions.

I do think having a ground type is important for almost every team. Raging bolt is a huge threat and you're going to want something to be immune to thunderclap and kill it when it's weakened. That's why I suggest Lando-T > Kingambit. It's not often that I suggest replacing kingambit on a team, but you already have a steel type in ghold and dark in samurott-h, and Lando-T forms a common hazard core with both of these mons that is quite popular and common, for good reason.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Earthquake
- Taunt
- Stealth Rock
- U-turn

This is a more standard set that would work here. If you're feeling a little more offensive,

Landorus-Therian @ Earth Plate
Ability: Intimidate
Tera Type: Ice
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Earthquake
- Tera Blast
- U-turn
- Stealth Rock

This set is also very strong and will help quickly eliminate opposing gliscor and lando-t that give you too much trouble

One of the main obstacles for any hex-centric team is garganacl, who is both immune to status and resists ghost. Our ghosts unfortunately give garg a lot of free turns, so our best bet is to make sure it doesn't make too much progress against us. So I suggest Slowking-G > Glimmora here. This gives us a regen pivot to tank salt cures, lando-t can set rocks to make up for a lack of glimmora, and we can give the team some more longevity vs other fat teams so that the team has time to get up layers and apply pressure. To ensure that we cover garg well, I'd suggest going with a tera grass+grass knot set so that you can hit any tera water gargs that try to curse+eq past you.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Grass Knot
- Chilly Reception

Glowking has a lot of options, you could try to drop Future Sight for Psyshock to have an easier time vs Iron Moth, but I think this is the best set for the team. Sludge Bomb stab is wanted to hit fairies since gholdengo lacks Make it Rain, and Future Sight pairs really well with zamazenta and samurott-H to force progress.

You'll notice that by removing kingambit+glimmora and replacing them with Lando-T+Boots glowking, almost the entire team is hazardproof except for leftovers Zamazenta. I think this is best for team styles that focus on hazards, as it's very difficult to both get up layers against your opponent and keep them off your side. By focusing on getting them up and having your team be relatively hazardproof, I think it'll be more efficient overall.

Here's the final pastebin with all my edits. Enjoy!
 
Yo, cool team, you're not wrong to think about using any of these mons but I have some suggestions.

I do think having a ground type is important for almost every team. Raging bolt is a huge threat and you're going to want something to be immune to thunderclap and kill it when it's weakened. That's why I suggest Lando-T > Kingambit. It's not often that I suggest replacing kingambit on a team, but you already have a steel type in ghold and dark in samurott-h, and Lando-T forms a common hazard core with both of these mons that is quite popular and common, for good reason.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Earthquake
- Taunt
- Stealth Rock
- U-turn

This is a more standard set that would work here. If you're feeling a little more offensive,

Landorus-Therian @ Earth Plate
Ability: Intimidate
Tera Type: Ice
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Earthquake
- Tera Blast
- U-turn
- Stealth Rock

This set is also very strong and will help quickly eliminate opposing gliscor and lando-t that give you too much trouble

One of the main obstacles for any hex-centric team is garganacl, who is both immune to status and resists ghost. Our ghosts unfortunately give garg a lot of free turns, so our best bet is to make sure it doesn't make too much progress against us. So I suggest Slowking-G > Glimmora here. This gives us a regen pivot to tank salt cures, lando-t can set rocks to make up for a lack of glimmora, and we can give the team some more longevity vs other fat teams so that the team has time to get up layers and apply pressure. To ensure that we cover garg well, I'd suggest going with a tera grass+grass knot set so that you can hit any tera water gargs that try to curse+eq past you.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Sludge Bomb
- Future Sight
- Grass Knot
- Chilly Reception

Glowking has a lot of options, you could try to drop Future Sight for Psyshock to have an easier time vs Iron Moth, but I think this is the best set for the team. Sludge Bomb stab is wanted to hit fairies since gholdengo lacks Make it Rain, and Future Sight pairs really well with zamazenta and samurott-H to force progress.

You'll notice that by removing kingambit+glimmora and replacing them with Lando-T+Boots glowking, almost the entire team is hazardproof except for leftovers Zamazenta. I think this is best for team styles that focus on hazards, as it's very difficult to both get up layers against your opponent and keep them off your side. By focusing on getting them up and having your team be relatively hazardproof, I think it'll be more efficient overall.

Here's the final pastebin with all my edits. Enjoy!

Hey man, really apreciate the help! I'll soon update the post with the implemented edits
 
Thanks for the team, Mate !
Hi, I've been playing gen 9 OU for a while and went on try teambuilding. With heavy influence from the role compendium and the viability ranks, I created this amalgam, please help me improve it

pokepaste here


:gholdengo:
Fool's Ghold (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Recover
- dazzling gleam

I've decided to go with kind of an offensive stats team, so I chose to run the default hex build for gholdengo. As a ghost and steel type gholdengo is immune to the main hazard removal moves (rapid and mortal spin) also good as gold is essential to counter defog, making it essentially impossible to remove hazards with him on the field. Leftovers are not needed since he has recover, so air ballon was my choice since it makes him immune to hazards (except stealth rock) and immune to ground moves.


:Kingambit:
Kingamble (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head

One of the issues of this team is trick room, wich can really affect the other sweepers, but kingambit's sucker punch has priority, making it easier to sweep while on trick room, I chose the set with max damage output, because I use it as an endgame pokemon, to really threat my opponents weakened team, and with help from hazards I think it's an incredible mon.


:dragapult:
deez nuts (Dragapult) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn

As I mentioned before, I really like the idea of a hex status team, and because gholdengo already has thunder wave, I prefer to run will-o-wisp (also to slow down my opponents phisical threats), u-turn helps it pivot around and dragon darts makes it easier to break subistitutes, tera fairy to cover his dragon weakness and take no damage instead, wich it can take advantage to setup the will-o-wisp.


:glimmora:
posion (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Toxic Spikes
- Earth Power

The main hazard setter and lead of the team, toxic debris helps setting up toxic spikes and focus sash so it can properly set said dpikes, also Im running toxic spikes instead of earthquake because i really want the poison for hex to work better, and toxic debris doesent trigger on non phisical moves, earth power is there so it can do the slightest of damage.


:zamazenta:
zaza (Zamazenta) @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar

Since hex doesn't hit normal types, I figured iron defense + body press zamazenta would do the trick, also roar is great to spread hazard damage and (hopefully) poison the other team mons, It's a pretty standard set, with tera steel to avoid being poisoned (how ironic) and stuff.


:samurott-hisui:
zoro (Samurott-Hisui) @ Heavy-Duty Boots
Ability: Sharpness
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Encore

last but not least, my secondary hazard setter, with ceasless edge to , you know, set hazards, and some great utility with encore and knock off, it can (sometimes) safely set up spikes and do super effective STAB damage to 5 types.


So that closes it, I hope some of you can help me improve this team, thank you for your time!
 
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