SV OU Shock Factor OU Garganacl/Sawsbuck/Skuntank Core (Low Peak, would like some suggestions/adivce)

I don't have a fancy graphic to post for this team so I guess I'll just get straight into talking about it, but theirs's a few things I want to clarify about this team and it's playstyle.

1.) It is intentionally chosen, and I'd prefer when possible to try and keep these mons with the exception(s) of
1721051816665.png
&
586.png
being mons I'm looking to replace, reworking everyone else, especially
1721051861226.png
.

2.) By no means at all will you ever convince me to remove
1721052199816.png
from my team. The Goat (image:
1721052209424.png
) disrespect will not be tolerated.


3.) I like to play subversion tactics and my only goal rating wise, is to break some of my favourite mons' into the top 500 (roughly 1700 elo.), so where possible, as evident by the team, I like to use off-meta or lower ranked Pokémon in conjunction with odd move sets (besides
1721052188236.png
) to bank on misplays combined with bad assumptions. The same weird picks & sets in
1721052168267.png
,
534.png
, with
1721052316934.png
's help, allow for this team to come out of nowhere to disrupt their entire team.
A common occurrence is
1721052414630.png
taking out 2-3 Pokémon with Horn Leech or High Horsepower, likely from a "what the hell could this
1721052411197.png
do?"
mindset, when it's packing Choice Band and Chlorophyll over Sap Sipper/Serene Grace, giving it 489 Atk and 496 Spd, letting it out speed and OHKO potential switch-ins like
1721052582026.png
,
1721052678170.png
,
1721052608476.png
1721052716345.png
,
1721052770219.png
,
1721053364070.png
and getting 2HKO's on
1721052627370.png
,
1721052635234.png
,
1721052657414.png
,
1721053334541.png
,
1721056034869.png
and
1721052786914.png
. A hyper-niche interaction was (-1 Spd)
1721053386755.png
OHKO'ing +1 Def +1 Atk
1721053428146.png
with High Horsepower after a Roost.

This team tends to go down two paths, deciding what role certain Mons will fill/fall into.
1721055313798.png
stealth rock lead is my go to, salt curing until a counter comes in.
at which point, if it's a setup mon akin to
1721055374362.png
, i will send in
1721055402192.png
.
1721055444168.png
is meant to look like another hazard setter, which it partially is. The secondary, more evil purpose is to setup Sunny Day early and let
1721055518217.png
carve a hole in the teams core early, sacking it when the sun goes down most of the time.
1721088984956.png
is like a random grenade being thrown into a Bunker, as Scarf'd
1721089002667.png
is the only viable usage he had in any gen.
1721089012580.png
can also remove potential walls left in the endgame like
1721089032467.png
,
1721089037881.png
and
1721089064236.png
.
A combination of
1721055635216.png
,
1721055639151.png
and
534.png
is the other Route I tend to follow, chipping away and Stalling as this route typically comes with one or both Hazards having been successfully played.
1721055756903.png
sometimes being a cleanup artist when my Def or SpD Wall's fall with it's insane Scarfed 492 Speed, and Base 120 Attack.

I win maybe 6/10 matches, barely more than I lose, which is why I thought I'd make a forum post (this is my first one) asking for help. As this is the first team comprised of mostly just, mons i like, that's made it past 1300.

Team Time

Revenge-Killer/Cleanup Staraptor

staraptor.gif

Staraptor @ Choice Scarf
Ability: Reckless
Shiny: Yes
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat

- U-turn

398.png
is mainly used to revenge kill whatever is responsible for the death of
1721045471537.png
.
The perk about
398.png
besides his cool design, is that if your opponent has never dipped his toes into the PU Tier, they'll be blissfully ignorant to his brutality as a revenge killer/cleanup artist with the Reckless Ability combined with Double-edge, Close Combat, & Brave Bird for triple 120 base power STAB, aided by Staraptor's rather decent 120 base attack.
I find the culprit behind his murder to usually be
1721045550960.png
, an opposing
1721045599528.png
,
1721045771600.png
, or occasionally
1721045802465.png
if it has EQ. Staraptor outspeeds everyone here with a choice scarf, including Dragapult, having 429 speed (8>) while scarfed. Tera-Fighting allows Staraptor to OHKO
1721045914617.png
, with Brave Bird + STAB + Reckless, this allows it to OHKO both
1721045952991.png
&
1721045958814.png
. (Double-Edge also takes out
1721046876877.png
, or
1721046886610.png
if Tera Ground)
Max speed EV's is a requirement as the only purpose for
398.png
is to avenge
1721046902194.png
, or force a switch if your opponent thinks
398.png
will OHKO. You'll notice I didn't mention
1721046376442.png
and we'll get to him in the difficulties part.

Offensive Support/Hazard Removing Conkeldurr

conkeldurr.gif


Conkeldurr @ Leftovers
Ability: Iron Fist
Shiny: Yes
Tera Type: Steel
EVs: 176 HP / 252 Atk / 80 SpD
Careful Nature
- Brick Break
- Poison Jab
- Ice Punch
- Defog

534.png
is my hazard remover, screen destroyer, and partial Wall Breaker.
534.png
inadvertently tends to make the opponent switch, which I guess is nice, as it allows for Defog to go off without problem. Sometimes,
534.png
isn't needed for clearing Hazards as this team runs 2 of it's own.
The playstyle I use with this team goes down two routes. If my own Hazards go up , I resort to a Offensive Support playstyle, using
534.png
as a Pivot to tank physical attackers with his natural bulk, as well as Special Attackers with added HP and an assault vest esque boost to SpD. (Not certain it helps)
534.png
is setup to take out
1721047658096.png
with a 4x Ice Punch. Ice Punch also acts as
1721047708752.png
coverage since
534.png
can typically tank Shadow Ball, Dragon Darts and Phantom Force to then OHKO with Ice Punch.
Poison Jab is meant to be coverage for
1721048042295.png
,
534.png
physical bulk letting it tank a single Ivy Cudgel given it's not Tera Typed, to then OHKO. (this guy only OHKO's).
I've considered Guts, to have some counter-play to
1721048381263.png
and
1721048391339.png
, the former I could switch in after Toxic Debris to avoid Toxic and force a switch,
534.png
could also turn into a Thunder Wave absorber with Guts, switching into
1721048519748.png
, the 80 SpD being enough to cling on 3%-7% from Psycho Boost.


Wall/Defensive Support Clodsire

clodsire.png


Clodsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Bug
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Recover
- Amnesia
- Toxic

1721048952613.png
is brought for counter-play to any of the Booster Energy Pokemon, along with some stat boosters like
1721048644798.png
, and
1721048747535.png
.
I find
1721049053626.png
rarely getting much usage when I play offensive, besides coming out to Wall
1721049086294.png
,
1721049097314.png
,
1721049105666.png
and
1721049123396.png
, or to remove the toxic spikes from Toxic Debris.
When playing defensive, I tend to let this thing slowly die as a Pivot when my Hazards are up, or Stall out the good matchups it has, with Amnesia and Recover for some sustain in the few cases
1721049245896.png
becomes important.
I chose Tera Bug due to the extremely common Earth Power/Earthquake/Headlong Rush threats in
1721049564214.png
,
1721049574340.png
, and
1721049586771.png
. Tera Bug besides being an unexpected pick, get's rid of it's Psychic Weakness.
I have yet to Tera Type
1721049638172.png
in over 40 battles.

Lead/Wall Breaker Garganacl

garganacl.png

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Recover
- Protect
- Salt Cure
- Stealth Rock

1721049949519.png
is my usual Lead,
1721050564633.png
being my backup lead to slow down the pace of an Offensive start with Scary Face lol, allowing for
534.png
or
586.png
(not under the sun) to out speed and damage or OHKO something(Curse Sets), or force a switch.
1721050636346.png
usually uses Stealth Rocks first, but I'll reverse the order and immediately Salt Cure if the opponent leads
1721050711307.png
,
1721050815138.png
, or
1721050823930.png
.
If
1721050853245.png
gets up 2 layers, or even 1 sometimes, of Toxic Spikes,
1721050847477.png
's great bulk with added investments let's it utilize Leftovers and Protect to recover quickly from non-boosted/non-super effective attacks, Recover being a good option into Tera Fairy in the case of an offensive switch into something like
1721050964636.png
or
1721050972082.png
, sometimes
1721051036660.png
. If Stealth Rocks, and Toxic Spikes go up, I can usually wrap the game up by taking out Rapid Spin users like
1721051129101.png
&
1721051155851.png
with an OHKO from
398.png
's STAB + Reckless Brave Bird, or Defog user's like
1721051241340.png
,
1721051279985.png
, and
1721051290524.png
with a mixture of STAB + Tera Fighting CC for
1721051426599.png
, and STAB Double-Edge for
1721051441268.png
&
1721051446436.png
. That isn't common however, the usual route being
1721051468602.png
adding Salt Cure, and stalling.
Only one complaint, this guy takes my Tera 98% of the time, Tera Fairy letting him survive and set up rocks or Salt Cure to force a switch on
1721051533658.png
,
1721051538996.png
,
1721051577111.png
,
1721051592056.png
,
1721051602056.png
, and
1721051629970.png
from experience. (Maybe I rely on him too much.)

Sawsbuck Enabler/Defensive Support/Pivot/Semi Wall/Stat Boost Ruiner/Does it all Chad Skuntank

skuntank.gif

Skuntank @ Rocky Helmet
Ability: Aftermath
Shiny: Yes
Tera Type: Flying
EVs: 168 HP / 252 Def / 88 SpA
Bold Nature
IVs: 0 Atk
- Sunny Day
- Venoshock
- Toxic Spikes
- Scary Face

Where do I even start with this hunk of pure testosterone.
1721053699740.png
has the Ability Aftermath combined with the Rocky Helmet for a load of positive interactions in this meta including:
1721090422186.png
,
1721090509171.png
,
1721090529081.png
,
1721090537241.png
,
1721090542601.png
,
1721090550208.png
,
1721090560625.png
,
1721090433024.png
teams,
1721090656162.png
teams (
1721090672577.png
can OHKO with High Horsepower, lack of sun makes it mid in Trick Room)
1721090444805.png
teams (
1721090467649.png
out speeds under the sun),
1721090592414.png
teams (if
1721090604169.png
can get up Sunny Day), and more specifically,
1721053796621.png
regretting ever being given Dragon Dance,
1721053938007.png
has to switch or it KO's from attacking while
1721053989737.png
does not (7 hits survives on 11ish% with a Tidy Up), Knock Off users tend (2 exclusions) to have no sustain leading to the opponent being hesitant later in the match to Knock Off
1721054070298.png
if they are a crucial role and need to maintain HP,
1721054133874.png
being even scarier when in KO range, taking 44% of the opponents HP if they make contact and trigger Aftermath.
Great Defensive Typing and Natural Bulk let the Goat
1721054197848.png
tank a lot of hit's specially, the added 252 Def letting
1721054258098.png
survive STAB Earthquakes/Earth Powers and especially a
1721054234886.png
Headlong Rush on 8% if caught lacking, and
1721088321253.png
is still needed for Hazard Control.
Speaking of
1721054339450.png
, besides propping up
1721054446738.png
,
1721054404561.png
is the main answer to
1721054437850.png
which may seem odd, but it's proven successful for me more often than not, the most common scenario being, Stealth Rocks with contact damage leaves it in range for a revenge kill from it's partner in crime
1721054510737.png
or
398.png
.
1721054549655.png
works so well against
1721054565342.png
due to my opponents never considering i'd sack him if it meant a mutual KO. (Mainly due to
1721088366605.png
usually being my opponents only form of Hazard Control)
In cases Great Tusk isn't KO'd, besides the obvious I lost,
1721088513153.png
being able to survive a Headlong Rush let's me Scary Face during it, (40% gone from contact). as well as Sunny Day now that i'm faster. Scary Face ensures
1721054697514.png
can out speed and do his job finishing
1721054716199.png
afterwards, Sun or Not.
I focus on
1721054726686.png
so much because my lead being stealth rock from
1721054744808.png
tends to warrant a
1721054752071.png
switch-in.
In the most common scenario, I swap into
1721054787567.png
to make contact off Rapid Spin, the following Headlong Rush putting Great Tusk in OHKO range, or potentially becoming a mutual KO through Rocky Helmet + Aftermath + Stealth Rocks (+ a Venoshock if
1721054880354.png
has no speed investment).

Offensive Support/Sweeper Sawsbuck
sawsbuck-winter.gif

Sawsbuck-Winter @ Choice Band
Ability: Chlorophyll
Shiny: Yes
Tera Type: Dragon
EVs: 224 Atk / 96 Def / 96 SpD / 92 Spe
Adamant Nature
- Horn Leech
- High Horsepower
- Play Rough
- Double-Edge

1721091703392.png
is my main form of Disruption but can also have a secondary use in Sweeping under the right circumstances.
I could be using the term Disruption wrong, but
1721091815446.png
is a good check to some Dragon Types like
1721091871976.png
, and the rare
1721091943113.png
.
1721091961967.png
is given extra Spd Def EV's to help it survive hits from
1721092007119.png
,
1721092022885.png
,
1721092050407.png
(Dual Wingbeat), and in terms of why
1721092088041.png
?
I simply like
1721092097719.png
, it has good base Spd (95), good base Attack (100) and can be a niche switch-in into
1721092081615.png
.
1721092171514.png
is given Horn Leech for sustain, as well as Stab (97.5 base Power), with specific coverage in High Horsepower, Play Rough and Double-Edge to take out
1721092230177.png
,
1721092244358.png
,
1721092254775.png
,
1721092270526.png
,
1721092277631.png
(Double-Edge, Horn Leech 2HKO's),
1721092412240.png
,
1721092300336.png
,
1721092306230.png
,
1721092311686.png
and other threats/supports.
Without the Sun,
1721092340161.png
becomes rather useless, only able to be useful against slower support's if the core has been disrupted by
1721092415271.png
or
1721092420239.png
.

Difficulties and Challenges from Gameplay

This team suffers immensely from setup teams, as one wrong move let's any in that format to plow through my team no issues, with the exception of maybe
1721092778357.png
picking up a KO.
1721092860401.png
has actually been able to grant me some reverse sweeps with
1721092878116.png
, it's natural bulk letting it tank hits from Booster Energy
1721092923174.png
or a
1721092932486.png
Headlong Rush, getting up Sunny Day, or Scary Facing the opponents Setup
1721092951826.png
, Tera-Water
1721092996968.png
, or for a no-sun
1721093020433.png
to finish off
1721093029639.png
.
1721093042424.png
Toxic Spikes and Aftermath/Rocky Helmet is great for stalling out a potential setup, as the opponent will worry about Hazards and contact damage, so while I have some counter-play to setup/hazard teams, my Gxe would probably be 50 against other hazard teams, not great.
1721092790993.png
is a Tera hog, I find myself usually Terastalizing
1721092803735.png
, somewhat commonly on turn one, which i'm unsure is a problem with him being a lead, or me being bad at choosing who to lead.

This was my first forum post I hope the formatting was proper, and something I didn't think to do was save replays, but i"m also unsure of how to get replay links as seen in other posts, critique, feedback and any help you feel like offering is much appreciated, thank you.

(Only peaked at 1487 Elo, now at 1302 Elo)
 

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Last edited:
ok i get the point of this team is supposed to be shitmons only, and i respect it. but there generally tends to be a limit to the amount of shitmons in a team to around ~1-2 so that the team can still function as a whole. many of your selected mons have no cohesion with eachother and have roles just slapped upon them, for example, your only removal being defog conkeldurr, which to put it bluntly, is the worst removal mon i have seen in the history of pokemon.
to be honest it is both impressive and appalling to see how a team that autoloses to so many things actually made it to nearly 1500, good job on your part honestly.

as for improving this team, i certainly think it is very difficult to make a very solid OU team (and reach mid ladder) with mons like sawsbuck and skuntank, but there are certainly mons that can drastically improve the team.

my biggest suggestion for this team is to pivot it from being a mashup of defensive and offensive mons and to make it into a hazard-stack balance. garg and clod are easily carrying your team thus far so it makes sense to try and capitalize on those two. if you really wish to keep skuntank (competitively speaking that thing is horrendous garbage and outclassed by clod in basically every capacity) then the amount of slots you have left is certainly constrained

I would recommend replacing your CB Chlorophyll Sawsbuck (im sorry that was going to get 0 sweeps and i cant fathom how you are meant to get it in off of skuntank without sacking the skuntank) with an SD Gliscor.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
- Swords Dance
- Facade
- Knock Off
- Protect
(i took off of the smogon dex, you can tinker with the spreads but i would not recommend it at all, chinese ev's are cool but they tend to be less useful than one would imagine)
SD Gliscor is a very efficient sweeper, and is able to clean up many games with its large bulk allowing it to tank and dish out incredible amounts of damage in one package. tera water is for kyurem and ogerpon-w, but you could also consider changing the tera to other options like normal
also Knock is really important as its a knock off user in the team which is really, really important for any hazard stack

SD Gliscor also is able to capitalize off of the next mon that will be added
Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Roost
- Spikes
(again stolen from smog dex, would also not recommend tinkering here)
Skarm is here for the all important role of being our spiker, allowing for Mr. Scorpio to break bulkier structures, and provide as the neccessary gambit check since this will be replacing Conkeldurr

ok last replacement i prommy, but we are replacing the scarf staraptor with another speed control goat

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp/Thunder Wave
- U-turn
(thank you smog dex i will never forget what you have done for me)
as much as i love my cb pult sets, boots status pult is far and away the best set here since we have no removal and pult gets demolished by hazards
The Real GOAT of OU here has something to say. pult checks all of the dragons, and can serve as a way to weaken teams via status for gliscor and also be a check to major threats like ogerpon, kyurem, and slower dnite variants


Ok now that im done butchering the original lineup, its time to move onto the changes on the mons i kept
Skuntank @ Rocky Helmet
Ability: Aftermath
Shiny: Yes
Tera Type: Dragon
EVs: 168 HP / 252 Def / 88 SpA
Bold Nature
- Knock Off
- Endure
- Toxic Spikes
- Poison Jab
as much as i loathe to keep this here, its still always best to play with your favorites, after all this is a childrens game with no benefit to playing outside of fun
idk what the evs you put are for, but im keeping them since i cant be asked to cook skuntank evs and im assuming that the only skuntank fan in the universe would have cooked a half decent ev spread.

taking a bit of inspiration from the pain in the ass rocky helmet chomp set, i decided to put endure on this since i couldnt figure out what the last slot was and i thought it would be funny. as for the rest of the moves, i think they are pretty self explanatory, knock is to get rid of boots and not be as passive, and pjab is just stab, hits ogerpon hard enough, and fairies, such as hatterene who otherwise would wall you.

as for the other two, garg and clod, just make them tera water. the reason you havent clicked tera on clod in 40 games is probably because bug tera is not real outside of tera bug jaw lock roaring moon which is funny as fuck even if it isnt good in the slightest

water on garg since i just prefer water over fairy here, and all the threats you mentioned tera helping on are helped more by water (except meow)

as for threats, there are still a lot since skuntank is still on the team and volcarona, the perfect skuntank replacement, has been banished to the shadow realm, and to be fair, i am not the greatest balance builder of all time, im sure there are improvements you can make

Meowscarada/Weavile: skarm usually has this pretty well, but be wary of getting too chipped and being in double knock range, also if the weavile is tera ghost you cry, but you can probably deal with it using tera clod

Primarina: ah my goat, this mon is so goated, but unfortunately it does sort of cook this team if it is psychic noise sub cm
ways to fix this are by changing the ability to water absorb on clod or replacing it with glowking, though even that can still be beaten by a well played prim, but that can be said about like 85% of teams

Roaring Moon: if this has taunt, then you are probably going to be annoyed, and you probably have to play the chip game, and try and rack up chip skuntank and just play from there


theres definitely a lot more threats out there but i couldnt think of any in the past 20 seconds, and its certainly a far cry better than what you had before

sorry for butchering your team, but heres the paste
https://pokepast.es/03d5b25205ce88e4

took a bit of inspiration from Pinkacross's Volc Garg Hazard Stack
 
ok i get the point of this team is supposed to be shitmons only, and i respect it. but there generally tends to be a limit to the amount of shitmons in a team to around ~1-2 so that the team can still function as a whole. many of your selected mons have no cohesion with eachother and have roles just slapped upon them, for example, your only removal being defog conkeldurr, which to put it bluntly, is the worst removal mon i have seen in the history of pokemon.
to be honest it is both impressive and appalling to see how a team that autoloses to so many things actually made it to nearly 1500, good job on your part honestly.

as for improving this team, i certainly think it is very difficult to make a very solid OU team (and reach mid ladder) with mons like sawsbuck and skuntank, but there are certainly mons that can drastically improve the team.

my biggest suggestion for this team is to pivot it from being a mashup of defensive and offensive mons and to make it into a hazard-stack balance. garg and clod are easily carrying your team thus far so it makes sense to try and capitalize on those two. if you really wish to keep skuntank (competitively speaking that thing is horrendous garbage and outclassed by clod in basically every capacity) then the amount of slots you have left is certainly constrained

I would recommend replacing your CB Chlorophyll Sawsbuck (im sorry that was going to get 0 sweeps and i cant fathom how you are meant to get it in off of skuntank without sacking the skuntank) with an SD Gliscor.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
- Swords Dance
- Facade
- Knock Off
- Protect
(i took off of the smogon dex, you can tinker with the spreads but i would not recommend it at all, chinese ev's are cool but they tend to be less useful than one would imagine)
SD Gliscor is a very efficient sweeper, and is able to clean up many games with its large bulk allowing it to tank and dish out incredible amounts of damage in one package. tera water is for kyurem and ogerpon-w, but you could also consider changing the tera to other options like normal
also Knock is really important as its a knock off user in the team which is really, really important for any hazard stack

SD Gliscor also is able to capitalize off of the next mon that will be added
Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Roost
- Spikes
(again stolen from smog dex, would also not recommend tinkering here)
Skarm is here for the all important role of being our spiker, allowing for Mr. Scorpio to break bulkier structures, and provide as the neccessary gambit check since this will be replacing Conkeldurr

ok last replacement i prommy, but we are replacing the scarf staraptor with another speed control goat

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp/Thunder Wave
- U-turn
(thank you smog dex i will never forget what you have done for me)
as much as i love my cb pult sets, boots status pult is far and away the best set here since we have no removal and pult gets demolished by hazards
The Real GOAT of OU here has something to say. pult checks all of the dragons, and can serve as a way to weaken teams via status for gliscor and also be a check to major threats like ogerpon, kyurem, and slower dnite variants


Ok now that im done butchering the original lineup, its time to move onto the changes on the mons i kept
Skuntank @ Rocky Helmet
Ability: Aftermath
Shiny: Yes
Tera Type: Dragon
EVs: 168 HP / 252 Def / 88 SpA
Bold Nature
- Knock Off
- Endure
- Toxic Spikes
- Poison Jab
as much as i loathe to keep this here, its still always best to play with your favorites, after all this is a childrens game with no benefit to playing outside of fun
idk what the evs you put are for, but im keeping them since i cant be asked to cook skuntank evs and im assuming that the only skuntank fan in the universe would have cooked a half decent ev spread.

taking a bit of inspiration from the pain in the ass rocky helmet chomp set, i decided to put endure on this since i couldnt figure out what the last slot was and i thought it would be funny. as for the rest of the moves, i think they are pretty self explanatory, knock is to get rid of boots and not be as passive, and pjab is just stab, hits ogerpon hard enough, and fairies, such as hatterene who otherwise would wall you.

as for the other two, garg and clod, just make them tera water. the reason you havent clicked tera on clod in 40 games is probably because bug tera is not real outside of tera bug jaw lock roaring moon which is funny as fuck even if it isnt good in the slightest

water on garg since i just prefer water over fairy here, and all the threats you mentioned tera helping on are helped more by water (except meow)

as for threats, there are still a lot since skuntank is still on the team and volcarona, the perfect skuntank replacement, has been banished to the shadow realm, and to be fair, i am not the greatest balance builder of all time, im sure there are improvements you can make

Meowscarada/Weavile: skarm usually has this pretty well, but be wary of getting too chipped and being in double knock range, also if the weavile is tera ghost you cry, but you can probably deal with it using tera clod

Primarina: ah my goat, this mon is so goated, but unfortunately it does sort of cook this team if it is psychic noise sub cm
ways to fix this are by changing the ability to water absorb on clod or replacing it with glowking, though even that can still be beaten by a well played prim, but that can be said about like 85% of teams

Roaring Moon: if this has taunt, then you are probably going to be annoyed, and you probably have to play the chip game, and try and rack up chip skuntank and just play from there


theres definitely a lot more threats out there but i couldnt think of any in the past 20 seconds, and its certainly a far cry better than what you had before

sorry for butchering your team, but heres the paste
https://pokepast.es/03d5b25205ce88e4

took a bit of inspiration from Pinkacross's Volc Garg Hazard Stack
I Appreciate you taking the time to write out this reply and I started laughing when you discussed Conkeldurr (not because you're wrong, i just didn't expect you to be so blunt hahaha)
When I started playing ladder battles I noticed most of my favourites fall into the category of shitmon, including my beloved
1721108072864.png
:(

1721108884182.png
could switch in after
1721108867556.png
uses Sunny Day pretty safely most times because whatever was out to counter
1721108848698.png
,
1721108886821.png
usually resisted, but like you guessed this thing I don't think ever got a sweep, at best 3 KO's which got surpassed by a game where Tera Fighting
1721108951906.png
cleaned up 4OHKO's lmao
1721108739278.png
Ev's were intended to let it take 2 hits before it dies, hopefully allowing Aftermath to KO, the random SpA being when double T-Spikes go up for Venoshock (hyper niche i think i was high when i made this team)

I'll be taking this team as you made it since I have no contentions with anything you said, and as was probably evident, I really only care about keeping the Goat (
1721108113771.png
) which you managed to do while improving literally every other aspect.

As for making it to nearly 1500, I have
1721108220715.png
and unironically
1721108209615.png
to thank,
1721108225968.png
because salt cure + hazards + defensive playstyle walls and KO's anything not setup by attrition , with
1721108267636.png
being a good switch in to physical attackers to finish em off.
I really wish I screen snipped my Elo, and like you said autoloses were common, almost always if I didn't lead
1721108327953.png

as for why
1721108340169.png
was a big part, probably because it's a hard stop to anything
1721108373544.png
wants to do, or
1721108386443.png


anyways, Thanks alot :D
 

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I Appreciate you taking the time to write out this reply and I started laughing when you discussed Conkeldurr (not because you're wrong, i just didn't expect you to be so blunt hahaha)
When I started playing ladder battles I noticed most of my favourites fall into the category of shitmon, including my beloved View attachment 648798 :(

I'll be taking this team as you made it since I have no contentions with anything you said, and as was probably evident, I really only care about keeping the Goat (View attachment 648799) which you managed to do while improving literally every other aspect.

As for making it to nearly 1500, I have View attachment 648801 and unironically View attachment 648800 to thank, View attachment 648803 because salt cure + hazards + defensive playstyle walls and KO's anything not setup by attrition , with View attachment 648804 being a good switch in to physical attackers to finish em off.
I really wish I screen snipped my Elo, and like you said autoloses were common, almost always if I didn't lead View attachment 648808
as for why View attachment 648810 was a big part, probably because it's a hard stop to anything View attachment 648811 wants to do, or View attachment 648812

anyways, Thanks alot :D
np, as much as i hate skuntank you seem to have figured out a way to use it so gl with that

as for glim answers, generally people are idiots and throw away their glimmoras for no reason, so its not much of a threat so long as you have removal that can deal with it like a glowking or boots tusk. wake is often pretty hard to deal with, so tera water garg should be able to handle it pretty nicely.
i hope you enjoy the team, feel free to pm me if you have any questions.

also torterra is actually good if played well, people suck at dealing with shell smash loaded dice
but if you want the REAL noob killer, just try the Custap CM Primarina tech. That farms
 
np, as much as i hate skuntank you seem to have figured out a way to use it so gl with that

as for glim answers, generally people are idiots and throw away their glimmoras for no reason, so its not much of a threat so long as you have removal that can deal with it like a glowking or boots tusk. wake is often pretty hard to deal with, so tera water garg should be able to handle it pretty nicely.
i hope you enjoy the team, feel free to pm me if you have any questions.

also torterra is actually good if played well, people suck at dealing with shell smash loaded dice
but if you want the REAL noob killer, just try the Custap CM Primarina tech. That farms

I've managed to get roughly a dozen games in with this team and i'm 9-3 with it. The
1721176811367.png
with endure has already proven useful, and was actually able to kill both glimmora and a +2 atk gliscor if i used it properly. It also puts Walking Wake in range of Dragon Darts, even if
1721176870209.png
dies, so
1721176872755.png
is serving his purpose like an absolute chad once again. if instead of Maushold my opponent is running Cinccino, or for some reason Maushold can't kill just like Cincinno's Tail Whip,
1721177451055.png
can simply endure and secure the KO, or it will force a switch.

My absolute favourite iteraction is switching Skuntank into a Population Bomb Maushold, making it commit suicide essentially, which I actually remembered to screen snip.
1721176967040.png

there's also times I can get the opponent frustrated like this:
1721177822896.png


(Boomer is Great Tusk) endure clutch.
of course I cropped it before the KO, but it goes down 2 routes: Maushold uses Tidy Up, getting +1 Atk, which Kills
1721177005562.png
but also itself. If Maushold doesn't have a Tidy Up used,
1721177110453.png
survives on 8-14% HP while Maushold still dies lol. Whenever I do come across Maushold he's either a disruptive lead or a clean up sweeper/minor hazard control, which gives
1721177064310.png
another important responsibility to remove that he oh so happily fufills.

I want to paste my current Torterra set just to get your opinion if that's okay, if so, it's below:
Torren (Torterra) @ Salac Berry
Ability: Overgrow
Tera Type: Steel
EVs: 200 Atk / 92 SpD / 216 Spe
Adamant Nature
- Headlong Rush
- Tera Blast
- Wood Hammer
- Shell Smash
The idea is he has just enough speed EV's to outspeed even scarf'd Dragapult in the ideal circumstances, being,+3 speed from a Shell Smash and Salac Berry. I occasionally switch out Wood Hammer for Seed Bomb because with +2 atk Torterra is killing absolutely everything that doesn't resist his attacks, Tera Steel being Fairy and Garganacl Coverage.
Salac Berry combining with Overgrow let's even a Seed Bomb Torterra OHKO Landorus-T and other bulkier supports like Clefable.​
 

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