SV OU SV OU Rapid Offense Team

:gliscor: :iron_valiant: :dragapult: :zapdos: :kingambit: :great_tusk:
Pokepaste

Basically brand new to pokemon showdown after not playing since about the first Sun and Moon games. This team is adapted from a gliscor + double ghost team I found on the forums. The general conceit is stacking the team with fast pokemon that can take out their relevant match ups before the opponent has time to do any setup. I've been doing alright with this team so far, my main issue right now being the vulnerability to Ice a lot of these guys have, which makes pokemon like :kyurem: a bit tough to deal with, especially if its been paired with :slowking_galar:'s Chilly Reception.

:sv/gliscor:
Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
Tera Type: Water
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Spikes
- Protect
- Earthquake
- Toxic
Exactly what you would expect from a gliscor, nothing special going on here. Protect to scout, heal, stall, and prevent knock-off and other moves that would prevent toxic orb from doing its thing. This move really does it all and it's baffling to me when people don't run it. Spikes to set up to get solid chip damage in throughout the game. Protect also comes in here as a common opener if I suspect the opponent has sent out a mon to counter Gliscor before the Spikes can get sent out. Toxic because of course and Earthquake as Gliscor's main source of direct damage. Gliscor also serves to protect :Zapdos: as a somewhat bulky wall with defensive IV's. Then of course Tera Water if I'm committed to setting up in the face of something that would otherwise counter Gliscor, though this comes at the price of losing the immunity to electric damage.

:sv/iron_valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 120 Atk / 136 SpA / 252 Spe
Naive Nature
- Moonblast
- Thunderbolt
- Knock Off
- Encore
Iron Valiant is the first of the faster sweepers. Between Moonblast and Thunderbolt, it is able to easily take care of common Dragon threats such as :Roaring_Moon: and bulky Water types such as :Ogerpon_Wellspring:. Knock Off of course takes care of Heavy Duty Boots users that otherwise would be unbothered by Gliscor's Spikes. It also helps deal with fairy types that get sent out in response to counter it, along with the Tera: Steel. Encore of course helps to prevent the opponent from setting up and to lock mons like :kingambit: into moves like Sucker Punch, allowing my :kingambit: or :great_tusk: to set up in their face or force a switch.

:sv/Dragapult:
B-2 (Dragapult) @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn
Dragapult is a strong special breaker that gets pulled out as needed. Tera-ghost Shadow Ball does heavy lifting on its own, and Dragapult is able to outpseed other Ghost threats to often OHKO. Draco Meteor stops nearly everything but Fairies in its tracks. Fire Blast helps with type coverage against opponents like :Kingambit: that would otherwise threaten it, though Sucker Punch remains a threat. U-turn allows Dragpult to act as a pivot though Choice Specs means its used rarely. Heavy SpA and Spe EV's for obvious reasons.

:sv/Zapdos:

AA-j (Zapdos) @ Heavy-Duty Boots
Ability: Static
Tera Type: Ice
EVs: 248 HP / 104 Def / 156 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hurricane
- Discharge
Zapdos is another tankier mon that is able to absorb hits for more fragile mons like :iron_valiant:. Roost helps give it longevity while also giving it a turn to ignore its Ice weakness and tank a hit. Discharge and Volt Switch for solid Electric damage, and Hurricane for incredible damage against mons like :Great_Tusk: that may be swapped in against it. The accuracy on Hurricane definitely hurts sometimes though and it makes trying to rely on it a bit of a gamble. I have to wonder if :Iron_Valiant:'s type coverage somewhat makes Zapdos irrelevant here but I'm not sure.

:sv/Kingambit:

Samurai Jack (Kingambit) (M) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Low Kick
Kingambit's reputation proceeds him. One of the best mon's in OU, bringing him out in the late game and pulling off some set up with SD makes Kingambit a monster. I opted for Black Glasses to give it additional damage against bulky mons like :Skarmory: that it may otherwise struggle against. SP and Kowtow provide a strong 1-2 combo of Dark type damage that is not often resisted, though giving up Iron Head does mean it gets walled by Fairy types. Low Kick is nice type coverage and is essential when going against other :kingambit:. The Speed EV's also allow it to outspeed opposing Kingambit, and it doesn't mind a Sucker Punch if the opposing Kingambit opts for that.

:sv/Great_Tusk:

The Pain Train (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin
Rounding out the ultra speedy team is :great_tusk:. Bulk Up + Headlong Rush allow it to run through nearly anything that isn't a Flying type. Ice Spinner of course covers that gap and provides meaningful type coverage. Rapid Spin provides much needed utility to eliminate stage hazards to free up the rest of the team from all needing boots. The boost to speed compounded with Booster Energy is also very much appreciated, allowing it to then Headlong into everything.

Again this whole team is very much slapped together based on what I felt I was lacking in previous iterations but it still needs plenty of work.
 
Last edited:
:gliscor: :iron_valiant: :dragapult: :zapdos: :kingambit: :great_tusk:
Pokepaste

Basically brand new to pokemon showdown after not playing since about the first Sun and Moon games. This team is adapted from a gliscor + double ghost team I found on the forums. The general conceit is stacking the team with fast pokemon that can take out their relevant match ups before the opponent has time to do any setup. I've been doing alright with this team so far, my main issue right now being the vulnerability to Ice a lot of these guys have, which makes pokemon like :kyurem: a bit tough to deal with, especially if its been paired with :slowking_galar:'s Chilly Reception.

:sv/gliscor:
Gliscor (F) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
Tera Type: Water
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Spikes
- Protect
- Earthquake
- Toxic
Exactly what you would expect from a gliscor, nothing special going on here. Protect to scout, heal, stall, and prevent knock-off and other moves that would prevent toxic orb from doing its thing. This move really does it all and it's baffling to me when people don't run it. Spikes to set up to get solid chip damage in throughout the game. Protect also comes in here as a common opener if I suspect the opponent has sent out a mon to counter Gliscor before the Spikes can get sent out. Toxic because of course and Earthquake as Gliscor's main source of direct damage. Gliscor also serves to protect :Zapdos: as a somewhat bulky wall with defensive IV's. Then of course Tera Water if I'm committed to setting up in the face of something that would otherwise counter Gliscor, though this comes at the price of losing the immunity to electric damage.

:sv/iron_valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 120 Atk / 136 SpA / 252 Spe
Naive Nature
- Moonblast
- Thunderbolt
- Knock Off
- Encore
Iron Valiant is the first of the faster sweepers. Between Moonblast and Thunderbolt, it is able to easily take care of common Dragon threats such as :Roaring_Moon: and bulky Water types such as :Ogerpon_Wellspring:. Knock Off of course takes care of Heavy Duty Boots users that otherwise would be unbothered by Gliscor's Spikes. It also helps deal with fairy types that get sent out in response to counter it, along with the Tera: Steel. Encore of course helps to prevent the opponent from setting up and to lock mons like :kingambit: into moves like Sucker Punch, allowing my :kingambit: or :great_tusk: to set up in their face or force a switch.

:sv/Dragapult:
B-2 (Dragapult) @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn
Dragapult is a strong special breaker that gets pulled out as needed. Tera-ghost Shadow Ball does heavy lifting on its own, and Dragapult is able to outpseed other Ghost threats to often OHKO. Draco Meteor stops nearly everything but Fairies in its tracks. Fire Blast helps with type coverage against opponents like :Kingambit: that would otherwise threaten it, though Sucker Punch remains a threat. U-turn allows Dragpult to act as a pivot though Choice Specs mean its used rarely. Heavy SpA and Spe EV's for obvious reasons.

:sv/Zapdos:

AA-j (Zapdos) @ Heavy-Duty Boots
Ability: Static
Tera Type: Ice
EVs: 248 HP / 104 Def / 156 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hurricane
- Discharge
Zapdos is another tankier mon that is able to absorb hits for more fragile mons like :iron_valiant:. Roost helps give it longevity while also giving it a turn to ignore its Ice weakness and tank a hit. Discharge and Volt Switch for solid Electric damage, and Hurricane for incredible damage against mons like :Great_Tusk: that may be swapped in against it. The accuracy on Hurricane definitely hurts sometimes though and it makes trying to rely on it a bit of a gamble. I have to wonder if :Iron_Valiant:'s type coverage somewhat makes Zapdos irrelevant here but I'm not sure.

:sv/Kingambit:

Samurai Jack (Kingambit) (M) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Low Kick
Kingambit's reputation proceeds him. One of the best mon's in OU, bringing him out in the late game and pulling off some set up with SD makes Kingambit a monster. I opted for Black Glasses to give it additional damage against bulky mons like :Skarmory: that it may otherwise struggle against. SP and Kowtow provide a strong 1-2 combo of Dark type damage that is not often resisted, though giving up Iron Head does mean it gets walled by Fairy types. Low Kick is nice type coverage and is essential when going against other :kingambit:. The Speed EV's also allow it to outspeed opposing Kingambit, and it doesn't mind a Sucker Punch if the opposing Kingambit opts for that.

:sv/Great_Tusk:

The Pain Train (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin
Rounding out the ultra speedy team is :great_tusk:. Bulk Up + Headlong Rush allow it to run through nearly anything that isn't a Flying type. Ice Spinner of course covers that gap and provides meaningful type coverage. Rapid Spin provides much needed utility to eliminate stage hazards to free up the rest of the team from all needing boots. The boost to speed compounded with Booster Energy is also very much appreciated, allowing it to then Headlong into everything.

Again this whole team is very much slapped together based on what I felt I was lacking in previous iterations but it still needs plenty of work.
This team has been confiscated by me
 
Welcome to the forums and nice team! I like the way you keep up the pressure with speed while having switch ins for a lot of things.

To me Zapdos is your main weak link. With Gliscor as your main physical wall, you need something to take ice type attacks and special hits in general, and Zapdos doesn't quite cut it in this role. I would suggest changing to a cousin of his.
:sv/Moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 248 SpD / 12 Spe
Tera Type: Fairy
Calm Nature
- Flamethrower
- Will-O-Wisp/U-turn
- Hurricane
- Roost

Specially defensive moltres is one of the better switch in's to Kyurem, with boots variants having only a 2/3 chance to 3hko with ice beam, letting moltres roost off the damage or respond with attacks. Flame body helps cover things like opposing rapid spin, knock off, and u-turns from things like Landorus, Tusk, and Deoxys, who otherwise do some damage to your team especially with ice type coverage. Hurricane does a respectable 40% back to Kyurem which definitely hurts a pokemon with no recovery, and Will-o wisp can punish switch ins like Ting-Lu and Slowking-Galar. Alternatively U-turn can be used to pair with Dragapult so you retain the two pivoting pokemon.

If you like, you can adjust this EV spread to be a bit more offensive, but Moltres already does respectable damage to most of the things it can hit, and other sturdier walls won't notice much of a difference.

Other smaller changes
:Iron Valiant: consider letting Valiant hold a different item. Booster is always good as an emergency speed check, but since he is not setup and is your only pokemon with knock off, something like Boots or even quirkier options like Mirror Herb, Custap Berry, or Expert Belt could work. Also you already have speed booster on Tusk. You could also change your EVs to the standard max Special Attack Naive set with booster so you get booster SpA instead of speed. This would be more effective for wallbreaking.

:Dragapult: Consider swapping abilities to Clear Body. You don't have an amazing lead matchup vs webs and clear body Dragapult will really make them struggle to contain it, which can probably help open up opportunities to spin. I would also consider swapping tera types here to Fairy just to have one last resort vs Kingambit sucker punch if your tusk gets weakened. This is especially relevant vs tera dark variants that can shrug off earthquakes from Gliscor while setting up. (Speaking of which)

:Kingambit: Swap to tera dark here. Since you don't have iron head, tera flying isn't going to give you much of an advantage vs Tusk. Tera Dark boosts your two strongest moves a ton and lets you really put the pressure on Stall teams, while still helping you get a bit more of a setup chance vs Ground types like Gliscor or fire types like Heatran.

Updated paste -> :Gliscor::Iron Valiant::Dragapult::Moltres::Kingambit::Great Tusk:
 
Welcome to the forums and nice team! I like the way you keep up the pressure with speed while having switch ins for a lot of things.

To me Zapdos is your main weak link. With Gliscor as your main physical wall, you need something to take ice type attacks and special hits in general, and Zapdos doesn't quite cut it in this role. I would suggest changing to a cousin of his.
:sv/Moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 248 SpD / 12 Spe
Tera Type: Fairy
Calm Nature
- Flamethrower
- Will-O-Wisp/U-turn
- Hurricane
- Roost

Specially defensive moltres is one of the better switch in's to Kyurem, with boots variants having only a 2/3 chance to 3hko with ice beam, letting moltres roost off the damage or respond with attacks. Flame body helps cover things like opposing rapid spin, knock off, and u-turns from things like Landorus, Tusk, and Deoxys, who otherwise do some damage to your team especially with ice type coverage. Hurricane does a respectable 40% back to Kyurem which definitely hurts a pokemon with no recovery, and Will-o wisp can punish switch ins like Ting-Lu and Slowking-Galar. Alternatively U-turn can be used to pair with Dragapult so you retain the two pivoting pokemon.

If you like, you can adjust this EV spread to be a bit more offensive, but Moltres already does respectable damage to most of the things it can hit, and other sturdier walls won't notice much of a difference.

Other smaller changes
:Iron Valiant: consider letting Valiant hold a different item. Booster is always good as an emergency speed check, but since he is not setup and is your only pokemon with knock off, something like Boots or even quirkier options like Mirror Herb, Custap Berry, or Expert Belt could work. Also you already have speed booster on Tusk. You could also change your EVs to the standard max Special Attack Naive set with booster so you get booster SpA instead of speed. This would be more effective for wallbreaking.

:Dragapult: Consider swapping abilities to Clear Body. You don't have an amazing lead matchup vs webs and clear body Dragapult will really make them struggle to contain it, which can probably help open up opportunities to spin. I would also consider swapping tera types here to Fairy just to have one last resort vs Kingambit sucker punch if your tusk gets weakened. This is especially relevant vs tera dark variants that can shrug off earthquakes from Gliscor while setting up. (Speaking of which)

:Kingambit: Swap to tera dark here. Since you don't have iron head, tera flying isn't going to give you much of an advantage vs Tusk. Tera Dark boosts your two strongest moves a ton and lets you really put the pressure on Stall teams, while still helping you get a bit more of a setup chance vs Ground types like Gliscor or fire types like Heatran.

Updated paste -> :Gliscor::Iron Valiant::Dragapult::Moltres::Kingambit::Great Tusk:

- I will for sure check out Moltres! Zapdos definitely felt like the least important to the team so far.
- I really like the idea of Mirror Herb :iron_valiant: with the SpA IVs, would definitely help against things like :skarmory: that currently are only somewhat bothered by :iron_valiant:'s thunderbolt.
- I hadn't considered Clear Body but that would absolutely help with webs! Infiltrator gets some use against double screen :grimmsnarl: teams but one Sticky Web :galvantula: definitely is more of a nuisance to this team.
- The idea with Tera Flying was a sort of emergency air balloon to allow it to ignore ground type moves when setting up but you're right that Tera Dark would help with the same thing while also making it much more of an offensive threat. I do wonder about swapping Kowtow with Iron Head would be preferable though, as currently the team doesn't do any super effective damage to mono-type fairies like :clefable:.

Thank you so much for your feedback!
 
Ok for sure swapping Kowtow for Iron Head. Currently this team is abysmal at dealing with Fairies. and that's by far its biggest flaw right now
 
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