Hi! I am pretty decent at random battles and reached 2000 elo multiple times, but have only a few times managed to reach 1500 elo in OU. I like building my own (unique) teams but needless to say they aren't very good. This is my latest one with 6 quark drive mons, I feel like it's decent but could be improved, curious what your thoughts are.
Iron Treads @ Terrain Extender
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Electric Terrain
- Rapid Spin
- Earthquake
- Volt Switch
Terrain setter #1. Usually puts in a lot of work, it's decently bulky but not that much because of the speed investment. That has helped me a lot of times to get the electric terrain up though. Good spinner and steel type and electric immunity.
Iron Jugulis @ Terrain Extender
Ability: Quark Drive
Tera Type: Fairy
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Taunt
- U-turn
- Electric Terrain
Terrain setter #2. Used to be Pawmot but he wasn't pulling his weight. Jug is better for sure. Usually my lead because taunt prevents hazards from going up.
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Thunder Punch
- Ice Punch
- Fake Out
Man this guy is bulky and strong! Probably my favourite member of the team, helped me out of a bad spot a lot of times. Despite his weak base power moves I've never felt the need to switch to close combat/wild charge. Fake Out is new and I haven't tested with much, used to be rock tomb but never needed it for Volc or anyone else.
Iron Leaves @ Leftovers
Ability: Quark Drive
Tera Type: Psychic
EVs: 88 HP / 160 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Psyblade
- Swords Dance
- Night Slash
Usually my Great Tusk switch-in. Used to have Taunt instead of Night Slash but I wanted to be able to hit Goldengo. Now I want to also hit Corv though! Give me more moveslots! Speed boost makes it faster than most scarfers and after an SD it still hits like a truck. Pretty bulky too so getting an SD off is usually not difficult. Used to have a life orb but I definetily prefer it's longevity with leftovers. But maybe an electric seed could be interesting..
Iron Moth @ Air Balloon
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Psychic
- Toxic Spikes
This is the set I probably am the least sure about. Air balloon has won me quite a few games, especially ones where great tusk seemed to be set up to sweep. T-spikes is because I couldn't fit hazards on anyone else and has been okay, Psychic is nice coverage for Pex, Tusk, Glim etc.
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Aura Sphere
- Shadow Ball
- Trick
Very fast and strong, not sure about the set though. I don't like having to hit focus blasts so the first two moves I'm pretty sure about, the last two almost never get clicked. Shadow ball is nice for Gholdengo but doesn't ko it from full, tricking basically means saccing Valiant because it's not bulky enough to survive it's opponents move... Trick has been nice a couple times against stall though. Maybe I should run thunderbolt instead of Trick.
Here's the pokepaste: https://pokepast.es/3c623c6b1fb039dc
Bonus replay of me struggling in the 1200's: https://replay.pokemonshowdown.com/gen9ou-1841953734
Iron Treads @ Terrain Extender
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Electric Terrain
- Rapid Spin
- Earthquake
- Volt Switch
Terrain setter #1. Usually puts in a lot of work, it's decently bulky but not that much because of the speed investment. That has helped me a lot of times to get the electric terrain up though. Good spinner and steel type and electric immunity.
Iron Jugulis @ Terrain Extender
Ability: Quark Drive
Tera Type: Fairy
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Taunt
- U-turn
- Electric Terrain
Terrain setter #2. Used to be Pawmot but he wasn't pulling his weight. Jug is better for sure. Usually my lead because taunt prevents hazards from going up.
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Ice
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Thunder Punch
- Ice Punch
- Fake Out
Man this guy is bulky and strong! Probably my favourite member of the team, helped me out of a bad spot a lot of times. Despite his weak base power moves I've never felt the need to switch to close combat/wild charge. Fake Out is new and I haven't tested with much, used to be rock tomb but never needed it for Volc or anyone else.
Iron Leaves @ Leftovers
Ability: Quark Drive
Tera Type: Psychic
EVs: 88 HP / 160 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Psyblade
- Swords Dance
- Night Slash
Usually my Great Tusk switch-in. Used to have Taunt instead of Night Slash but I wanted to be able to hit Goldengo. Now I want to also hit Corv though! Give me more moveslots! Speed boost makes it faster than most scarfers and after an SD it still hits like a truck. Pretty bulky too so getting an SD off is usually not difficult. Used to have a life orb but I definetily prefer it's longevity with leftovers. But maybe an electric seed could be interesting..
Iron Moth @ Air Balloon
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Psychic
- Toxic Spikes
This is the set I probably am the least sure about. Air balloon has won me quite a few games, especially ones where great tusk seemed to be set up to sweep. T-spikes is because I couldn't fit hazards on anyone else and has been okay, Psychic is nice coverage for Pex, Tusk, Glim etc.
Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Aura Sphere
- Shadow Ball
- Trick
Very fast and strong, not sure about the set though. I don't like having to hit focus blasts so the first two moves I'm pretty sure about, the last two almost never get clicked. Shadow ball is nice for Gholdengo but doesn't ko it from full, tricking basically means saccing Valiant because it's not bulky enough to survive it's opponents move... Trick has been nice a couple times against stall though. Maybe I should run thunderbolt instead of Trick.
Here's the pokepaste: https://pokepast.es/3c623c6b1fb039dc
Bonus replay of me struggling in the 1200's: https://replay.pokemonshowdown.com/gen9ou-1841953734