~ROUNDABOUT~






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.

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.



Secondly, the core of Ttar and Palossand helps Silvally deal with fire and fighting types, respectively.











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
Ability: RKS System
EVs: 252 HP / 172 Def / 24 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Defog
- Toxic
- Parting Shot

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
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
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Stone Edge
- Crunch
- Fire Blast

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
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
Ability: Sand Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Scorching Sands
- Toxic
- Shore Up

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
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Nasty Plot
- Trick

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
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 22 Spe
- Future Sight
- Psyshock
- Scald
- Teleport

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
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off

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.


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.

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.

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.

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.
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
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