SS UU Roundabout -- Silvally Volturn


images (13).jpeg

~ROUNDABOUT~

silvally (1).pngtyranitar.pngrotom-mow.png
slowking.pngpalossand.pngheracross.png
With the DLC drops last month, the metagame was in utter chaos as OU staples like Tyranitar and Skarmory were freed. Eventually, once the dust settled and after some bans the metagame started to stabilize, with people discovering threats the metagame had to offer each passing day. What this team aims to do is to play around menances such as Terakion and Jirachi, while supporting breakers to wreak havoc with momentum.

silvally (1).png
First of all, we start with the star of the show, Silvally Steel! It brings a lot of role compression while acting as a decent check to Scarf Rachi.
silvally (1).pngtyranitar.pngpalossand.png
Secondly, the core of Ttar and Palossand helps Silvally deal with fire and fighting types, respectively.
silvally (1).pngtyranitar.pngpalossand.pngrotom-mow.pngslowking.pngAdditionaly, water types heavily pressured the core, so Rotom C and Slowking gives the big boys more breathing space, while also complementing Silvally's parting shot with volt switch and teleport.
silvally (1).pngtyranitar.pngpalossand.pngrotom-mow.pngslowking.pngheracross.png
Lastly, all the team needs is a breaker that can abuse the pivot moves, which Heracross achieves spendidly, hitting heavy damage left and right
Silvally-Steel @ Steel Memory
Ability: RKS System
EVs: 252 HP / 172 Def / 24 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Defog
- Toxic
- Parting Shot
poke_capture_0773_008_uk_n_00000000_f_n.png
Silvally is the main centerpiece of the team, it's what makes this whole show work. I've actually submitted this set for Victim of the week, which you can check out in this link (https://www.smogon.com/forums/threads/victim-of-the-week.3660425/page-7#post-8532173) but the reason for me to use a mon that I'm pretty sure isn't on the VR is it being immune to trick, which is being spammed on ladder to combat Bliss+Skar.


This uniqe trait allows it to pressure trick users even when it's not on the field. Use this to your advantage and switch in on a predicted trick.
Its role as a
defoger that dosen't drain momentum is shared by few while also not caring about what scarf jirachi does to it, which is a scary mon to face, and if you predict the u-turn that's just free momentum with parting shot.

Packing in its immemse movepool is flamethrower to smite steel types and toxic to cripple defensive walls. DEF evs are to avoid getting 3hko'd by iron head and speed investmemt is to outspeed jolly incineroar. Overall it's a great glue mon.

252 Atk Jirachi Fire Punch vs. 252 HP / 172+ Def Silvally-Steel: 110-130 (27.9 - 32.9%) -- guaranteed 4HKO
0 SpA Silvally-Steel Flamethrower vs. 0 HP / 4 SpD Jirachi: 124-148 (36.3 - 43.4%) -- guaranteed 3HKO
252+ Def Skarmory Body Press vs. 252 HP / 172+ Def Silvally-Steel: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO
0 SpA Silvally-Steel Flamethrower vs. 252 HP / 4 SpD Skarmory: 166-196 (49.7 - 58.6%) -- 99.6% chance to 2HKO

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Stone Edge
- Crunch
- Fire Blast
poke_capture_0248_000_mf_n_00000000_f_n.png
Oh, how the mighty have fallen. That being said, Tyranitar fills in a weirdly specific niche of "Mixed offensive rocker so it can hit Skarmory while scaring other hazard removers, as well as beefy SPEDEF under sand". Yeah nothing too weird.


Set up rocks agaisnt mons that are scared of it, such as slowking and once they're up you can go ham and click buttons. You have to make use of that 600 BST somehow.

The ev spread reflects this, with a simple, yet effective 252/4/252 as even an univested
fire blast 2hko's skarmory on the switch in, which is the reason it runs chople berry, allowing it to tank body press better. Stone edge and crunch is used for STAB. However, it is prone to common physical attackers due to a horrendous defensive typing, which is covered by the next teamate who pairs well with it.

0 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Skarmory: 202-238 (60.4 - 71.2%) -- guaranteed 2HKO
252+ Def Skarmory Body Press vs. 252 HP / 4 Def Chople Berry Tyranitar: 186-220 (46 - 54.4%) -- 55.1% chance to 2HKO

Palossand @ Colbur Berry
Ability: Sand Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Scorching Sands
- Toxic
- Shore Up
poke_capture_0770_000_mf_n_00000000_f_n.png
A true blessing the tier recieved from the drops, as it's truly the only thing that halts fighting types from plowing through the team. As mentioned it really appreciates the extra health gained from using shore up thanks to sandstream.


This newfound longevity allows it to check physical attackers that abuse Tyranitar, one of them being Krookodile via colber berry. It has other ways to fend of the mentioned mons, such as its newfound acces to ground type scald to burn them.

That dosen't mean it has no use outside of that role, as shadow ball can at least chip slowking and grass types switching in, which is something I guess. Most of the it's better of clicking toxic though. Going for a 252/252 ev spread works fine for it as well.

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Nasty Plot
- Trick
poke_capture_0479_005_uk_n_00000000_f_n.png
Hahaha trick goes vrooom. Seriously though, its contribution to the team is god stakingly high. Being my main speed control is one of the many roles it can fit, the ability to pivot along while being able to smack immunities is an efficient combo, but the main justification for filling a slot is shutting down walls by making them choice locked.

You could also
trick a mon setting up but it's risky, as the opponent may opt to attack, sweeping your team. Nasty plot is to ensure that Rotom can still exert offensive pressure once it tricks its scarf away. From here on I don't think I have to go over the ev's in depth anymore, it's pretty simple to understand what they achieve.

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 22 Spe
- Future Sight
- Psyshock
- Scald
- Teleport
poke_capture_0199_000_mf_n_00000000_f_n.png
All hail the new KING. Slowking completes the Volturn core with teleport, along with it's impressive special bulk and its ability regenerator, allowing it to regain any chip damage it recieved throughout the match making for a solid mon. HDB was slapped on to further reduce chip from hazards like spikes or stealth rock.

This mon is all about support, from being able to bring in teamates safely, to the move
future sight, a devastating weapon forcing the oponent to either switch into a resist/immunity or sack a mon, creating a situation that can be abused by the last team member.

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off
poke_capture_0214_000_md_n_00000000_f_n.png

It's big boy time. It capitalizes on being able to switch in freely, which allows it to safely activate flame orb. Galarian Weezing is a bit of a roadbloack, so plan ahead if you see it on team preview to ensure you beat the competition with its unresisted attacks

While I oftentimes miss the immidiate speed Mienshao brought or the raw power Terakion had, Heracross' ability to switch moves while still achieving KOs and to avoid type stacking justifies his slot on the team well.
poke_capture_0639_000_uk_n_00000000_f_n.pngpoke_capture_0620_000_mf_n_00000000_f_n.png
Fighting types can easily dismantle my defensive core if Palossand gets weakened, Rotom tricks away its choice scarf, making it unable to revenge kill them or if they decide to run coverage like Megahorn to nail Slowking. Make sure to keep Palossand healthy via shore up and don't play too recklessly agaisnt them.
poke_capture_0123_000_md_n_00000000_f_n.png
Scyther can be a pain to face, as it can just U-turn out of resists like Silvally and Palossand and bring a scary breaker safely on the field. It's also difficult to remove its boots as the only knock of user gets smacked by dual wing beat. However, it gets less threatening once all the big hitters are worn down, as even at +2 it cant do much agaisnt Silvally+ Palossand.
poke_capture_0121_000_uk_n_00000000_f_n.png
This bastard here can spin pretty easily as my spinblocker is weak to its nuclear hydropumps, which is even scarier when you factor in analyctic, denting anything that dares to switch in. Not even Slowking is safe, due to its access to thunderbolt. Honestly the only option is to try to take a hit and pivot to Rotom and nuke it.
poke_capture_0700_000_mf_n_00000000_f_n.png
This fat pink blob (not you Blissey) just keeps using wish to keep its teamates healthy. Try to switch in Heracross safely once its chipped, as a guts boosted facade still stings, or try to trick a choice item with Rotom if the extra speed is no longer needed.
poke_capture_0778_000_mf_n_00000000_f_n.png
Anything that isn't stall struggles with it
~CONCULSION~
It's kinda funny that the team archetype this team struggles the most agaisnt is another volturn + wallbreaker lol. Really anything that's fast and hits hard pressures this team. Luckily a sturdy defensive backbone can check these threarts, along with pivots to bring in a breaker. I hope you all enjoyed my team, along with the fun set I made. Please point out anything needing improvements with my formating or sets, as this is my first time making one of these.
Shoutouts to Lilburr for introducing me to the Ttar + Palo core and inspiring me to experiment with a few uncommon mons, my Silvally is still not quite as a banger as the Todgemaru you came up with tho.



Edit: Changed the colour of the text for Silvally Steel's explanation to make it easier to read

 
Last edited:
yahallo!

Before I get on to the team myself, I would recommend taking it easy on the colors - the Steelvally entry especially is pretty tough to read.

Being something of an OU player myself, I am no stranger to the idea of Teleporting into a strong breaker mon. I like the idea of this team, but there are some issues holding it back.

In general, the squad is very easily overrun by breakers due to the overall low speed. It's very difficult to manage Dark-types such as Crawdaunt, Close Combat Obstagoon, and Krookodile since nothing except Heracross really switches in to Knock, and generally you want to keep Heracross's health pretty high since without it, you have no way of actually damaging any of those threats. There's a lot of threats in UU so it's pretty difficult to cover them in one team without going full stall but I'll try to improve the matchup against some of the key threats.

Major Changes:
:Silvally-Steel:(Steel) -> :Silvally-Fairy:(Fairy)
I know this team is centered around SteelVally but in all honesty, I don't think it really works in the current meta. I tested this team out a bit since I'm not familiar with Rotom-C, and I was pretty disappointed with what I got from SteelVally. A lot of rockers (Rhyperior, Krookodile, Lycanroc-D, Tyranitar, the occasional Terrakion) aren't threatened by SteelVally. It's actually the other way around - if SteelVally takes any attack from those mons, it's either knocked out or its utility as a Defogger and Scolipede check (and believe me, this team needs more of those) is totally compromised. Flamethrower just bounces off of TTar. Even against Skarmory, which SteelVally can 2HKO with Flamethrower, Body Press chunks it for 45 and now you can't bring it in on Skarmory again to Defog.

I mentioned earlier that this team has trouble dealing with Dark-types both offensively and defensively. I think this change is a step in both dimensions.
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 24 HP / 252 Def / 232 Spe
Jolly / Naive Nature
- Multi-Attack
- Parting Shot
- Toxic / Flamethrower
- Defog
The EVs are to always outspeed Jolly Krookodile and then the rest is dumped into Physical bulk. Quick rundown against some of the threats listed above (assuming not running crazy amounts of bulk):
- Intimidate Krook: outsped and always 2HKO'd
- Crawdaunt: outsped and always OHKO'd
- Tyranitar: outsped and always 2HKO'd
- Pangoro: outsped and always OHKO'd
- Scolipede: can take 1 LO Adamant Poison Jab from full and then do ~64 back with Flamethrower if Jolly. If you think you'll need more, you can switch the nature to Naive to push that up to ~70.
- Skarmory: Jolly Flamethrower is a guaranteed 3HKO after Leftovers, Naive has a good chance of 2HKOing
I would strongly recommend Toxic because FairyVally can get the Toxic off on non-Steel type Physical walls switching in and then pivot out, or otherwise just Parting Shot out. Toxic with Silvally's speed tier is especially useful for getting status on sweepers that are tough to stop, like Necrozma. Flamethrower just seems redundant, especially considering the Skarm lure on TTar.


:Palossand: -> :Doublade:
Removing SteelVally gets rid of the only Steel-type and the Fairies look pretty scary. Keeping in mind the eased Krookodile matchup, I decided to go for Doublade. There's a similar synergy in terms of dealing with Physical threats to TTar (read: Terrakion) with the advantage of being able to threaten Sylveon (not locked into Specs Mystical Fire, be sure to scout for this), Gardevoir, etc. I didn't think the Jirachi matchup is too bad even with SteelVally removed, but Doublade obviously helps there too. You'll need to be a little careful with pivoting Doublade around, since it doesn't get access to recovery, but it helps improve the overly passive nature of this team.
Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Close Combat
- Shadow Sneak
Doublade's Attack is pretty good so you can afford to take some of the Attack EVs out and invest them into Sp.Def or PhysDef without missing out on too many kills (even with only 156 EVs in Attack, you almost always take out Sp.Def Sylveon and Gardevoir with Iron Head into Shadow Sneak) but I didn't find that the added bulk translated into anything appreciable.

Iron Head into Shadow Sneak does very good damage on Scolipede so there's additional counterplay to one of the tier's premier threats too.


Minor Changes:
:Slowking:
Slack Off > Psyshock
Psyshock is handy for CM Keldeo, but I've found that it's possible to maneuver around it with Future Sight, Teleport, and Scarf Rotom-C Volt Switch/Leaf Storm. Slack Off eases some of the burden on Slowking on pivoting in and out, since it's definitely the best pivot on this team (and also in the tier).


Threatlist:
Obstagoon is still really threatening. You'll have to navigate some tough 50/50s with Facade vs Knock Off with Doublade and FairyVally, respectively. A minor change you can make is taking out the HP EVs on Silvally and dumping them back into Speed to tie with Obstagoon, but I've never been a fan of depending on speed ties. Thankfully, Rotom-C does a great job forcing it out so if you keep hazards up, Obstagoon will get worn down in no time.


Since I'm new to rating, I tested out the new team on one of my laddering accounts to make sure it was up to snuff and I went 7-4, starting at around 1550 and ending up around 1620. I think it's pretty solid as it is but do feel free to ask about anything. Terrakion and Scolipede are up for a ban so I don't know how relevant this rate will be in a couple days, but either way, I hope you have fun!

Importable (click on the sprites): :Slowking: :Heracross: :Silvally: :Tyranitar: :Rotom-Mow: :Doublade:
 
Last edited:
I appreciate the fact that you took the time to help improve my team Wigglytuff, and that the team was found to be usable on ladder, as I actually faced someone using the team (the improved version ofc). :psyglad:
Hopefully this will start the point of me being more active in UU, as the community has been pretty great so far. With that being said, is it prefered to use the 3d models over the home icons? I can't seem to find a reliable website for that if so.
 
I appreciate the fact that you took the time to help improve my team Wigglytuff, and that the team was found to be usable on ladder, as I actually faced someone using the team (the improved version ofc). :psyglad:
Hopefully this will start the point of me being more active in UU, as the community has been pretty great so far. With that being said, is it prefered to use the 3d models over the home icons? I can't seem to find a reliable website for that if so.
No problem, glad to be of help!

I'm not sure what you mean by "3d models" but I used the sprites in my post because it's very convenient to insert them. You type :Pokemon:, with the name of a Pokemon in between the colons. For example, :Blissey: = :Blissey:. It's a quick way of getting sprites on the page without having to copy/paste images outside.
 
Back
Top