Project SV National Dex Heat

:zangoose:National Dex Heat:arctozolt:
Welcome to the National Dex Heat thread! This thread will be used to share your effective and creative sets or teams for National Dex OU. Here are some guidelines to acknowledge before posting.
What is "heat"?
Heat can be a non-standard/underused pokemon, a standard pokemon with a creative movepool or a non-standard team / archetype that can successfully be used within the vicinity of Natdex.​

What is not "heat"?
Gimmicks that only value comes from shock factor or complete matchup fishing is not heat. I will advise you to change your post or delete it.
Posting Guidelines
  • Provide valid detail of what your heat accomplishes
  • Replays are encouraged​
  • Feel free to add constructive and thoughtful criticism
  • As always treat others with respect
Happy Posting!


In Limbo
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National Dex Leader
Gholdengo @ Chople Berry
Ability: Good as Gold
Tera Type: Steel
EVs: 248 HP / 52 SpA / 128 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Recover
- Nasty Plot

Mega Lopunny never sees this one coming, before or after the tera :psywoke:

Self-explanatory but this also lets you tera without losing your Iron Valiant check


is a Pre-Contributor
Cresselia @ Leftovers
Ability: Levitate
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Moonlight

surprisingly decent wincon, poison tera avoids Toxic and gives you a really nasty defensive typing w/ levitate. 12 speed gets u above uninvested washtom.


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Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison / Steel
EVs: 248 HP / 132 SpD / 128 Spe
Jolly Nature
- Sand Tomb
- Taunt
- Ruination
- Protect

traps fat stuff while being semi consistent and can tera to deal with hands / ferro / pex and get the coveted tox immune
Goodra @ Assault Vest
Ability: Gooey
Tera Type: Dragon
EVs: 248 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Hidden Power [Ground]
- Thunderbolt
- Ice Beam
- Flamethrower

Tbolt kills pelliper to get rid of constant rain, Fthrower OHKO M-Scizor and 2HKO Ferro, Ice Beam OHKO Lando T. Gooey acts as a sort of punishment for using a physical contact move while special moves get eaten no difficulty. HP Ground over DPulse to beat Heatran (I rly wish Goodra had access to Earth Power)


Bono My Tires are Deceased
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Pelipper @ Choice Specs
Ability: Drizzle
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Weather Ball
- Hurricane
- Hydro Pump
- U-turn

Specs Pelipper is really underrated right now in my opinion, it's basically the reason partial rain is viable at all and should be explored more as its own standalone breaker, although it does require significant support in that role. The payoff is worth it though, as the meta is just not equipped to switch into this at all. The only viable resist to this STAB Combo is Rotom-Wash, which Peli can just U-turn out of and Phys Def sets are 2HKOd by Weather Ball. It also works well with rain breakers as Hydro Pump drowns every other weather setter. If you really want to have fun you can Tera Water, at which point Physically Defensive Toxapex and Physically Defensive Ferrothorn are cleanly 2HKOd by Hydro Pump, as are the pink blobs if you happen to run into those. Hell, even Specially Defensive Ferrothorn is in severe danger of being 2HKOd by Hydro Pump after any chip at all. Just about every other Water resist dies to Hurricane unless you run into SpDef Gastro which gets 2HKOd if it has taken any chip. Also you check Tusk and Heatran which gives you legitimate opportunities to break against a lot of teams. Fun set, more people should use it.
Diancie-Mega @ Diancite
Ability: Magic Bounce
Tera Type: Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Encore
- Protect
Cheeses on hazard setters and setup sweepers like spikes clod and garchomp and encore them after baiting them to set hazards or setting up


In Limbo
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National Dex Leader
Kommo-o @ Punching Glove
Ability: Bulletproof
Tera Type: Electric
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Drain Punch
- Thunder Punch
- Ice Punch
- Dragon Dance

Is this heat? I'm not sure but I really like this set. Also I have some replays :bellipog:


Bono My Tires are Deceased
is a Contributor to Smogon
Kommo-o @ Throat Spray
Ability: Bulletproof
Tera Type: Normal
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Clangorous Soul
- Boomburst
- Close Combat
- Dragon Pulse / Flamethrower

Funny/Cheesy sweeper, really simple get screens up, ideally shed tail, use Clangorous Soul, Tera, and then start blasting, you eviscerate a ton of stuff with Boomburst. CC is powerful and hits Rocks/Steels. Dragon Pulse hits Pult and Ape, Flamethrower hits Ghold and MSciz (although MSciz is super threatened by Boomburst), use whichever one your team needs to pressure more.

+2 252 SpA Tera Normal Kommo-o Boomburst vs. 0 HP / 0 SpD Zamazenta: 339-399 (104.3 - 122.7%) -- guaranteed OHKO
+2 252 SpA Tera Normal Kommo-o Boomburst vs. 252 HP / 48 SpD Toxapex: 271-319 (89.1 - 104.9%) -- 31.3% chance to OHKO
+2 252 SpA Tera Normal Kommo-o Boomburst vs. 252 HP / 252+ SpD Hippowdon: 337-397 (80.2 - 94.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Tera Normal Kommo-o Boomburst vs. 252 HP / 0 SpD Tornadus-Therian: 415-490 (114.6 - 135.3%) -- guaranteed OHKO
+2 252 SpA Tera Normal Kommo-o Boomburst vs. 252 HP / 180+ SpD Scizor-Mega: 145-171 (42.1 - 49.7%) -- 91.4% chance to 2HKO after Steath Rock


formerly noobiste
I had this idea when building a cress team:
Clefable @ Red Card
Ability: Magic Guard
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Soft-Boiled
- Confide
- Knock Off
with red card you make sneasler go away and with confide you pp stall cm cress
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hi.naming is hard

disoriented birds
is a Tiering Contributor
real Rotom-Wash (Rotom-Heat) @ Leftovers
Ability: Levitate
Shiny: Yes
Tera Type: Water
EVs: 248 HP / 64 SpA / 152 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Substitute
- Nasty Plot
- Overheat
"Heat" kek. Orginally was made for the meme but it actually worked decently. The great typing allows the mon to sub on many popular mons rn like zapdos, tran, koko, rilla, yard, etc and set up in their face cuz they can't hurt u. Rock sure is annoying so hatt or decent hazard control would be appreciated. Tera Water is rather a filler tera type here, steel and dragon could all work. 44 spe outspe uninvested lando. Spd investment is favoured to check yard/koko better(w-ball still does around 30% so be careful). 204+ def could be used to guarantee uninvested salt cure doesn't break sub before tera.
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i dont have cord access do not talk to me there
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Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Hyper Voice
- Mystical Fire
- Teleport

Gholdengo, AV Torn, and AV Kingambit found stunned when Gardevoir teleports right infront of them! Cool tech that lets you go into Kingambit/Strong wallbreaker/Kingambit check when you'd like Gardevoir to shine after its switch-in is dealt with - Team with it - Replay of the set in action, Garde Teleports into Gambit to Pursuit AV Torn that contributes to Garde sweeping lategame
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Celesteela @ Power Herb
Ability: Beast Boost
Tera Type: Dragon
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Flash Cannon
- Meteor Beam
- Fire Blast
- Air Slash

This set goes crazy on TR. To use it best get it in on a weak mon or a mon that gets OHKOed by boosted Meteor Beam, then sweep. Celesteela's incredible also helps to make sure even outside of trick room it can put a SERIOUS dent in the opponent's team. Other ideas for Celesteela are a Autonomize + Meteor Beam / Autonomize + Weakness Policy, but I haven't tried those yet.


NOT a Natdex OU tier leader
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National Dex Leader
:hawlucha: Mold Breaker Defog Hawlucha :hawlucha:
Hawlucha @ Covert Cloak
Ability: Mold Breaker
Tera Type: Water
EVs: 252 HP / 248 Def / 8 Spe
Jolly Nature
- Roost
- Defog
- Toxic
- Close Combat

Enough speed for H-Samurott (and great tusk), rest in physical bulk. Toxic hits Garg, while cloak neuters salt cure and prevents razor shell def drops.

In my opinion, one of the main problems with stall in the metagame is how hard it can be to justify over fat balance builds. Fat balance tend to fit speed control (M-Lopunny being the most common one) and generally more win conditions than the stall builds I've seen/built until now, which is a very significant upside as it provides more outs to win the game to the player. On the other hand, I just didn't see what upsides stall could provide over fat: sure, you get sturdier answers to the individual threats of the metagame (as stall basically is aiming to be as sturdy defensively as possible), but in practice fat balance is better off against the metagame as a whole because of the ways out provided by its win conditions and access to speed control. For example, Garganacl and Mega-Lopunny form a common core on fat which can be challenging to keep in check long term for a lot of teams, and can easily secure the win at the end of the game.

In other words, in my opinion the main challenge you will face while building a stall team is trying to not just be a worse fat balance: a good stall team would be able to do something you can't do with fat balance. Personally, the first thing that comes to my mind is Mega Sableye:

The main selling point for M-Sab currently is being able to deny spikes from Ferrothorn, Ting-Lu, Skarm and defensive Garchomp, thanks to magic bounce. Of course, the Recover nerf give it a harder time to do its job, and it can also be annoyed by Ruination from Ting-Lu , however after some testing it still felt quite reliable at doing so to me - at least for long enough to let you the time to lock the game in your favour. It also is a good mon on its own, knock + will-o-wisp being able to make consistent progress. So in a nutshell, one thing you could achieve with stall that you couldn't with fat balance is denying spikes. The problem is that if you rely exclusively on Mega-Sableye to do that, you will lose to Samurott-Hisui + Gholdengo builds, as ceaseless edge bypasses magic bounce, and considering how common this core is starting to be you will have to take account of it.

The only thing you really have to remove spikes against this core is Hawlucha (I guess qd defog volc might work too?? As it still walls a tera'd Gholdengo, although you def don't want it to dance around your defog + H-Samurott can just switch back into you), hence why I am making this post. Hawlucha's niche is pretty much being the best security M-Sab builds have against H-Samurott. It isn't 100% foolproof, as a well played h-samurott can sometimes be pushed in situations where you are forced to roost after taking a ceaseless edge, but even then you'll generally be able to prevent it from getting more than one layer. Hawlucha also gets some extra utility from covert cloak, which allows it to check Garganacl in combination of Mold Breaker toxic while not being vulnerable to razor shell defense drops.

The team
:sv/sableye-mega: :sv/hawlucha: :sv/chansey: :sv/volcarona: :sv/ting-lu: :sv/dondozo:
click the sprites to get the paste - s/o hidin for helping me building this

Chansey is the most obvious choice for a team attempting to deny spikes as much as possible. Volcarona is the Gholdengo answer, Ting Lu brings spikes and just rounds up the team nicely with dondozo. I didn't play that much with the team yet, but so far it seemed quite promising to me, and honestly i think the concept itself might be viable.

The set is quite standard, I don't think there is much you can change: you really need each of its moves, and the spread helps relieve pressure on your recover PPs vs spikers. I thought about running 204 EVs in speed to outspeed Ting-Lu and not be forced to click recover immediately if you switch into Ruination but that would cut a lot into your bulk and I don't think this is worth.

I don't think you have any flexibility with the set.

Tera dragon helps with rain and zard-y (so you get to preserve your soft boiled PPs better, and get more opportunities to click your other moves), but could be changed for something else. Aromatherapy is possible considering you have two rest users, but this mean you will need to move stealth rocks on Ting-Lu. I think you need Toxic, otherwise you'll lose to Zard-Y, even with Tera.

The EVs can be whatever as long as you have spdef invest and speed for Ghold. The Tera and the coverage move can probably be customised asw.

HP invest in big hp stat mons do not matter much (math reasons), so you can freely move the HP EVs in physdef or even in atk if you want to. I forgot why I wanted Throat Chop on it, but either way it is probably going to be the most flexible move slot if you want to try anything else on it. You can try Protect over Rest.

Unlike Ting-Lu, I think this mon needs its HP invest, as otherwise Sneasler and Baxc have a chance to 3HKO you after a bit of chip. Tera Elec is here because I'm scared of NP Torn-T, but other Teras are probably possible.

I think something with tspikes pex could be an other route to take, to put a bit more pressure on Samu-H, although I'm unsure what combination of 6 mons it would be.
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I have a weird lead I like to use on a lot of teams.

Cloyster @ Focus Sash
Ability: Skill Link
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Spikes
- Icicle Spear
- Explosion

This moveset should not work, but it just does. It functions as a suicide lead or a setup sweeper (or both!) depending on how well the opposing team can handle it. You shell smash turn 1 and decide what will get you the most value from there.

Is their answer to it slow and passive? Set up a couple spikes.

Is their answer to it neutral to ice? Well no, that's not an answer to it then, but it's still dead.

Is their answer to it their main ice resist? Explode on it.

The biggest issue with this is steel types but it can get past that at least sometimes. For example, Ferrothorn is a 2HKO from +2 Icicle spear. In the cases that you can't (Heatran and Gholdengo), just set spikes until you die. Nasty plot Gholdengo is the biggest counter to this set, but otherwise it can almost always get value. You can always set up, icicle spear a couple of things, and then explode after if needed.

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