Resource SV OU Simple Questions, Simple Answers Thread

What type of pokemon apreciate grassy terrain or you would put on a grassy terrain ho / offence
The first place to start is pokemon that can shore up Rillaboom's various weaknesses (the type matchups + the vulnerability to status + the struggles against certain physical walls), since they're the only viable setter in OU and the metagame isn't super favorable towards them right now. In addition to the regular weaknesses, you also have to worry about ice spinner removing terrain, which is especially a big deal given how common tusk is, so an answer to the ice spinner + headlong rush/earthquake combo is a must. If you pair it with hawlucha, you also need something that can handle the things that prevent a hawlucha sweep (unaware walls, zapdos, ghold, phasing moves, bolt).

Any grounded damage dealer that has the bulk to benefit from the healing (eg darkrai, zama, bolt) is a potential gterrain abuser, but especially pokemon that are weak to ground but could otherwise beat most ground types. For example, Gholdengo goes from being shut down by most ground types to being able to set up on gliscor and ting lu, and potentially 1v1 physical landorus if it sets up beforehand.

You also have pokemon that benefit from grassy seed as an option. This especially includes unburden and stored power users, but theoretically any bulky sweeper could work for this.

I've also seen some people experiment with grassy glide on non-rillaboom mons (mostly just the various ogerpons), but I can't speak to this myself.
 
How does Haxorus exactly "break" stall? I keep seeing various memes and claims thrown around like it's some a-priori knowledge/fact it runs over most stalls, but....how/what does it do exactly? And with what set in particular? Hell, what DOES it even set up on safely without losing too much hp/getting statused in the process? And most concerningly of all...even at +2, it can still mostly muster 2hkos vs physical walls anyway:

+2 252 Atk Haxorus Close Combat vs. 248 HP / 252+ Def Corviknight: 199-235 (49.8 - 58.8%) -- 74.2% chance to 2HKO after Leftovers recovery
(god forbid they're iron defense too lmao)
+2 252 Atk Haxorus Iron Head vs. 252 HP / 240+ Def Neutralizing Gas Weezing-Galar: 246-290 (73.6 - 86.8%) -- guaranteed 2HKO
(this does ohko if you tera steel, but that's still quite committal, and if they call this and preemptively tera themselves to avoid the kill...)
+2 252 Atk Mold Breaker Haxorus Scale Shot (5 hits) vs. 252 HP / 252+ Def Dondozo: 290-350 (57.5 - 69.4%) -- guaranteed 2HKO
(the legendary calc everyone's on the lookout for. decent (if you land enough hits....in the first place), but you better pray you're not low enough to be picked off by body press (32.7 - 38.9%) or god forbid max power avalanche (64.8 - 76.4%) (at least its own unaware works against it here to ignore your defense drops, ig....))
+2 252 Atk Haxorus Scale Shot (5 hits) vs. 252 HP / 4 Def Pecharunt: 300-360 (78.9 - 94.7%) -- guaranteed 2HKO
(pecha on stall for sure runs more defense than this, but if a boost isn't even enough vs this....oh and if they have foul play, not even tera steel to avoid the malignant chain rng/massive chunk of dmg will save you)
+2 252 Atk Haxorus Scale Shot (5 hits) vs. 244 HP / 36 Def Gliscor: 360-425 (102.2 - 120.7%) -- guaranteed OHKO
(FINALLY smth good here...if you land enough hits, again. even then, better pray it's not physdef to land that toxic/knock on you!)

Is there something I'm missing here? Also, while the mon's matchup vs most playstyles is perhaps not regarded as highly/importantly, it's worth noting that the above coverage leaves you walled by gholdengo (at least even the bulkier variants take 46.2 - 55.5% with max hits, so that's something I suppose...and even if you had eq for it, you'd need to pop the balloon on the switch first anyway).
 
How does Haxorus exactly "break" stall? I keep seeing various memes and claims thrown around like it's some a-priori knowledge/fact it runs over most stalls, but....how/what does it do exactly? And with what set in particular? Hell, what DOES it even set up on safely without losing too much hp/getting statused in the process? And most concerningly of all...even at +2, it can still mostly muster 2hkos vs physical walls anyway:

+2 252 Atk Haxorus Close Combat vs. 248 HP / 252+ Def Corviknight: 199-235 (49.8 - 58.8%) -- 74.2% chance to 2HKO after Leftovers recovery
(god forbid they're iron defense too lmao)
+2 252 Atk Haxorus Iron Head vs. 252 HP / 240+ Def Neutralizing Gas Weezing-Galar: 246-290 (73.6 - 86.8%) -- guaranteed 2HKO
(this does ohko if you tera steel, but that's still quite committal, and if they call this and preemptively tera themselves to avoid the kill...)
+2 252 Atk Mold Breaker Haxorus Scale Shot (5 hits) vs. 252 HP / 252+ Def Dondozo: 290-350 (57.5 - 69.4%) -- guaranteed 2HKO
(the legendary calc everyone's on the lookout for. decent (if you land enough hits....in the first place), but you better pray you're not low enough to be picked off by body press (32.7 - 38.9%) or god forbid max power avalanche (64.8 - 76.4%) (at least its own unaware works against it here to ignore your defense drops, ig....))
+2 252 Atk Haxorus Scale Shot (5 hits) vs. 252 HP / 4 Def Pecharunt: 300-360 (78.9 - 94.7%) -- guaranteed 2HKO
(pecha on stall for sure runs more defense than this, but if a boost isn't even enough vs this....oh and if they have foul play, not even tera steel to avoid the malignant chain rng/massive chunk of dmg will save you)
+2 252 Atk Haxorus Scale Shot (5 hits) vs. 244 HP / 36 Def Gliscor: 360-425 (102.2 - 120.7%) -- guaranteed OHKO
(FINALLY smth good here...if you land enough hits, again. even then, better pray it's not physdef to land that toxic/knock on you!)

Is there something I'm missing here? Also, while the mon's matchup vs most playstyles is perhaps not regarded as highly/importantly, it's worth noting that the above coverage leaves you walled by gholdengo (at least even the bulkier variants take 46.2 - 55.5% with max hits, so that's something I suppose...and even if you had eq for it, you'd need to pop the balloon on the switch first anyway).
The main stall breaking Haxorus set is this
Haxorus @ Loaded Dice
Ability: Mold Breaker
Tera Type: Electric / Steel (non Tblast)
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Tera Blast / Close Combat / Iron Head

With the Tera Blast set in specific you definitely do beat stall, as you Tblast on dozo/corv and threaten the OHKO at +2. With Adamant the +2 Earthquake always OHKO's weezing from full as well.
+2 252+ Atk Haxorus Earthquake vs. 252 HP / 240+ Def Neutralizing Gas Weezing-Galar: 336-396 (100.5 - 118.5%) -- guaranteed OHKO
And Toxapex Blissey are pretty self explainable at +2, and Spdef Gliscor is nuked to +2 Scale Shot. However Haxorus is best used vs stall as a late game win condition rather than trying to auto win. Even without Tera Blast Electric breaker or without Adamant Haxorus can reliably beat stall. The amount of progress your team has to make to get Haxorus in a winning position is quite marginal. Knocking off the Corviknight leftovers for example, or using a Kingambit or Weavile to force Dondozo into rest during the midgame for Haxorus to break it easily later are a few key examples. So long as Dondozo is asleep and Corv isn't at 100% which is rare for a defogger to be at, Haxorus can straight up win and most viable teams can do atleast those requirements (usually far more than that).
 
I swear, this isn't me beating a dead :Ponyta:. I just never expected Dragonite to be the next one on the chopping block. It's as I said, the lower levels of elo aren't as creative with mainstream Pokemon like Dragonote and Kingambit. I (was, it's been a few months since I've played last). Dnite seems to have trouble vs Balance, and I'm not seeing too much set variety. I'm serious when I say Vileplume was usually enough to shut it down so long as it lacked Hurricane, and the overall skill level meant even Tera Fire...Punch wasn't too much of an issue.

I bring this up to ask, is it Tera that's truly putting him over the edge? Is it like it was predicted, we keep Tera, but lose on mons that it makes OP? Again, this isn't a rallying call against Tera, rather a question for my own understanding.

Incidentally, I don't mind losing mons due to Tera. I'm getting used to the mechanics and I'm more of the ban-happier members here (everything is too strong or fast). And I figure it was more to it for Nite, such as insane move pool. But (if I understand correctly) if it was on the edge before, Tera is what put it over?
 
I swear, this isn't me beating a dead :Ponyta:. I just never expected Dragonite to be the next one on the chopping block. It's as I said, the lower levels of elo aren't as creative with mainstream Pokemon like Dragonote and Kingambit. I (was, it's been a few months since I've played last). Dnite seems to have trouble vs Balance, and I'm not seeing too much set variety. I'm serious when I say Vileplume was usually enough to shut it down so long as it lacked Hurricane, and the overall skill level meant even Tera Fire...Punch wasn't too much of an issue.

I bring this up to ask, is it Tera that's truly putting him over the edge? Is it like it was predicted, we keep Tera, but lose on mons that it makes OP? Again, this isn't a rallying call against Tera, rather a question for my own understanding.

Incidentally, I don't mind losing mons due to Tera. I'm getting used to the mechanics and I'm more of the ban-happier members here (everything is too strong or fast). And I figure it was more to it for Nite, such as insane move pool. But (if I understand correctly) if it was on the edge before, Tera is what put it over?
Firstly Dragonite isn't getting banned anytime soon. There's merely speculation on Dragonite in the tier and whether it should be suspect tested, there's no discussion on a hard ban on Dragonite. In addition Finchinator is against suspect testing or banning Dragonite as per this post (this isn't an end all be all but its noteworthy).

Second in regards to you asking if Tera is why people are discussing Dragonite, from an objective sense yes as Dragonite cannot win matchups against several Pokemon without the offensive and more importantly defensive utility Tera provides. Base Dragonite's Dragon/Flying isn't great in a tier with Ice coverage everywhere and good selection of Fairies, which is why Dragonite is often Tera'd over other most other Pokemon. If I recall correctly Dragonite was the most Tera'd Pokemon in SPL, which goes to show its reliance on Tera and it's value as a Tera abuser.
 
Last edited:
After trying gen 9 OU on and off and trying to like it for nearly a year, I finally stumbled upon a team style I liked: weather. Both rain and sun, actually, but sun seem a loooot more consistent, so I'm rolling with that now and I'm having a lot of fun.

I have a question in regards to the sun setters, though. What's the determining factor between picking Ninetales or Torkoal, usually? I know both are viable and have different attributes, but from how I'm thinking about the archetype right now, Torkoal would usually make the most sense since it provides hazard control and has the bulk to switch into things more often. What type of teams / situations would usually prefer Ninetales over it?

Here's my current team, for the record: https://pokepast.es/ffcf3154db2c4b96
Torkoal feels like a very good fit here, an extra rapid spinner and rocks are very nice to have here.
 
After trying gen 9 OU on and off and trying to like it for nearly a year, I finally stumbled upon a team style I liked: weather. Both rain and sun, actually, but sun seem a loooot more consistent, so I'm rolling with that now and I'm having a lot of fun.

I have a question in regards to the sun setters, though. What's the determining factor between picking Ninetales or Torkoal, usually? I know both are viable and have different attributes, but from how I'm thinking about the archetype right now, Torkoal would usually make the most sense since it provides hazard control and has the bulk to switch into things more often. What type of teams / situations would usually prefer Ninetales over it?

Here's my current team, for the record: https://pokepast.es/ffcf3154db2c4b96
Torkoal feels like a very good fit here, an extra rapid spinner and rocks are very nice to have here.
Ninetales is typically used over Torkoal because of Encore and Healing Wish utility and speed, and that's seen as better than Torkoals Rapid Spin for a few reasons. First Sun already is pretty good at denying Stealth Rocks with Hatterene and Rapid Spin from Great Tusk. Hatterene is expected to take hits or even die early so you can play with it more aggressively against Stealth Rockers unlike maybe Bulky Offense where you may need Hatterene for the long term. For Great Tusk it usually gets spin blocked by Pecharunt, Sinistcha, and is annoyed by Balloon Gholdengo but with the Sun Protosynthesis boost and Temper Flare / Headlong Rush You win all of those matchups. In addition Torkoal Rapid Spin is pretty sub-par, it cannot threaten Dragapult or Sinistcha (Heatproof) or Pecharunt well and more often than not it just take 40% in the process and it can't safely get it again without a sacrifice. Lastly Sun is VERY offensive, and the more offensive your team is the more difficult it is for the opponent to find free turns to set up Stealth Rocks. At higher levels of play it's just very unlikely for Stealth Rocks to be set up against Sun due to all of these factors so Ninetales is used.

As for the benefits of Ninetales it's not as redundant as Torkoal removal, despite Hatterene also using Healing Wish usually. This is because Having 2 Healing Wish Pokemon means you can still heal two Pokemon, as opposed to having a move that you rarely will use on Torkoal unless you misplay vs hazards which shouldn't happen on Sun really. It is incredibly annoying for Hatterene to Healing Wish up 1 guy that's a problem for you, you outplay that Pokemon and they Healing Wish it again with Ninetales lol. Healing Wish can also give your opponent incredible momentum, as it's an 'unreactable' option so to speak. If your opponent expects a switch out but they Healing Wish into a Growth Venusaur then that can literally end your game. As for Encore it's just a great move, prevents defensive setup from getting out of control from stuff like Tera-Water Curse Garganacl that would otherwise bother sun teams. Speed is also another factor, Torkoal often has to switch against Pokemon like Great Tusk because Torkoal isn't fast enough to get the Will-O-Wisp off but Ninetales is and can get way more Wisp much more safely. Ninetales utility is just better, and while it's not as bulky as Torkoal physically defensively that's mitigated by fast Will-O-Wisp.
 
How does the meta look like right now?
What are some trendy sets/pokemon being spammed?
Are BO teams being used the most, or some other archetype?
What should I use to destroy ladder from around 1600-1900?
 
How does the meta look like right now?
What are some trendy sets/pokemon being spammed?
Are BO teams being used the most, or some other archetype?
What should I use to destroy ladder from around 1600-1900?
>Nite is Top 3
>BO/Balance have become the more popular archetype
>Mid Ladder uses a ton of offense while High Ladder can fluctuate between Offense/Balance/BO/Stall/Webs/Sun.
>Double Hazard Removal Stall is what I found to be the easiest (and most degenerate) way of getting ELO, but wait until you reach high ladder cuz the 1600s love their anti-stall tech.
 
>Nite is Top 3
>BO/Balance have become the more popular archetype
>Mid Ladder uses a ton of offense while High Ladder can fluctuate between Offense/Balance/BO/Stall/Webs/Sun.
>Double Hazard Removal Stall is what I found to be the easiest (and most degenerate) way of getting ELO, but wait until you reach high ladder cuz the 1600s love their anti-stall tech.
alright, thanks a ton dude
 
Why isn't Iron Treads run as an attacker like Great Tusk even though it has a better typing?
Great Tusk has a decently higher attack stat than Iron Treads (131 Tusk>112 Treads). Great Tusk also has higher base power moves like Headlong Rush 120 BP over Iron Treads Earthquake 100 BP. This extends to the other secondary STAB with Great Tusk having 120 BP Close combat over Iron Treads 80 BP Iron Head.

It also doesn't help that Ground Steel is worse offensively as you can't hit Corviknight at all, while Great Tusk with Protosynthesis attack and Close Combat can do a lot of damage to Corviknight. Speaking of Protosynthesis, Sun is far better than Electric Terrain so by virtue of that Great Tusk is more commonly seen using Protosynthesis attack. Stacking up all these positives together Great Tusk does significantly more damage overall than iron treads, and Great Tusk is able to abuse it's ability more easily. The only time you'll see attack booster Iron Treads is only on Sticky Web teams.
 
This might be a weird question, and one that's probably not very relevant for me since I'm fairly casual and have no plans of ever trying to play pokemon in tournaments, but I'm wondering if there are differences in how people would rate the strength of different team archetypes in tournament compared to how they would rate them as ladder teams.

Part of the reason I'm asking is that I made a single adjustment to the sun team I was talking about earlier: I added Speed Booster Iron Moth, and that change catapulted me up 200 ELO in roughly an hour. And I'm not sure that's just because the team itself is better, but because IM is a mon that lets me punish seemingly small positional errors incredibly hard; if I get it on the field safely in the sun and my opponent doesn't have a dedicated answer, I usually win the game right then and there, or at worst take out like two mons and let the rest of my team clean up. From my experience with other competitive games, this type of "very easy for the opponent to make game losing mistakes against"-strategy is often very strong below the highest levels of play, so I'd expect it to be somewhat less valuable in tournaments than on low-mid ladder. But that does make it a strong tool for ladder climbing, it would seem.
Also, I see a lot of people say stall is a weak archetype, but someone just suggested using stall as their preferred method of ladder climbing in this thread. So either the difference isn't that big and is evened out by stall supposedly being quite easy to use/hard to make mistakes with, or that archetype does better in an environment where you can't prepare for it as well?

Not sure if I formulated this well, I'm just curious on how much attention I should pay to the discourse around archetype power when I'm just messing around on low-mid (hopefully soon to be mid-high) ladder, since it seems like a lot of the discussion is rooted in how well said teams perform in tournaments?
 
This might be a weird question, and one that's probably not very relevant for me since I'm fairly casual and have no plans of ever trying to play pokemon in tournaments, but I'm wondering if there are differences in how people would rate the strength of different team archetypes in tournament compared to how they would rate them as ladder teams.

Part of the reason I'm asking is that I made a single adjustment to the sun team I was talking about earlier: I added Speed Booster Iron Moth, and that change catapulted me up 200 ELO in roughly an hour. And I'm not sure that's just because the team itself is better, but because IM is a mon that lets me punish seemingly small positional errors incredibly hard; if I get it on the field safely in the sun and my opponent doesn't have a dedicated answer, I usually win the game right then and there, or at worst take out like two mons and let the rest of my team clean up. From my experience with other competitive games, this type of "very easy for the opponent to make game losing mistakes against"-strategy is often very strong below the highest levels of play, so I'd expect it to be somewhat less valuable in tournaments than on low-mid ladder. But that does make it a strong tool for ladder climbing, it would seem.
Also, I see a lot of people say stall is a weak archetype, but someone just suggested using stall as their preferred method of ladder climbing in this thread. So either the difference isn't that big and is evened out by stall supposedly being quite easy to use/hard to make mistakes with, or that archetype does better in an environment where you can't prepare for it as well?

Not sure if I formulated this well, I'm just curious on how much attention I should pay to the discourse around archetype power when I'm just messing around on low-mid (hopefully soon to be mid-high) ladder, since it seems like a lot of the discussion is rooted in how well said teams perform in tournaments?
Below 1900's, I'd say the playstyle you are playing doesn't really matter for the reasons of: People on ladder are generally not playing at their best (not calcing, using timer to think, not forming in depth gameplans at team preview, testing teams or sets are some examples), and the playing skill of course is not all that. You can use any playstyle even niche Sub-playstyles like Trick Room and do fine from 1000-1900, where 1900's + you'll start to see "some" resistance if you are playing one of the less viable playstyles. I wouldn't worry about the viability of the archetype you use on ladder, just use other peoples teams that have done well on ladder and you'll be able to focus on your play more specifically for improving.

In regards to what makes a team better on ladder or tournament, it's a complex question but the only consistent point I can make 100% is that defensive teams are 'buffed' in tournament play and 'nerfed' on ladder. Defensive teams like hard Stall, semi-stall or Fat balance are always gonna have matchups they struggle against as defensively answering the entire OU metagame is simply not possible. On top of that the nature of defensive teams lends to those archetypes being more difficult to force progress with, especially in worse matchups. A bad matchup with Offense for example you usually will have an out through some offensive setup situation, or offensive Tera to force progress and this can get you the edge in a battle even in a bad matchup. However what can lets say Hard Stall do in a bad matchup? There's no immediate power, there's no gimmick or high variance offensive option you can do to throw someone off, there's little to no ways to consistently keep momentum, and getting lucky rarely helps stall because it struggles to capitalize off hax (and often can't get situations for hax to happen unlike offensive teams which it happens way more). In addition the reverse is more likely, the offensive opponent has more situations to get lucky against defensive teams like critical hits or secondary effects from moves like Ice Beam and this is made even worse with how long games with defensive teams are.

I know it looks like I'm going off on a random tangent but the whole point is Stall and other very fat teams will do worse than offensive teams over a long period of games. Because defensive teams lack as many outs in bad matchups, and because defensive teams are more prone to luck and are more likely to have outright loss matchups then it's not going to be as consistent as the offensive team that even when in bad matchups can get some luck or cheese here and there. This also extends to the topic of player skill, a player who is better than you is more likely to win against you if you bring a defensive team and vice versa for an offensive team. In a long period of time the better player is more likely to make better plays more often and that should win them the game. If that's still confusing then just imagine trying to outplay Leng Loi or Storm Zone for 150 turns, you see why that's not a good idea right lol. Now on the inverse imagine a Hyper Offense team where games go from 15-35 turns, this means against better players you only need to get 10+ turns correct and that's way more possible. Not only are defensive teams more inconsistent across large periods of matches but you are more likely to lose against better players. And with Ladder being a collective of everything in OU, something stall or other defensive teams can't consistently cover for, and with Ladder having a fair bit of alted top players it's pretty clear that offensive teams are favored on ladder and that's largely why stall, Semi stall and fat balances in 1800+ is the minority of teams (this goes for most Current gen OU's, not just SV).

However in a tournament setting defensive teams become far better, because instead of covering for the overall entire metagame, you only have your opponent's scout (the teams they've brought before in games / commonly use). Due to this, defensive teams can ignore trying to cover certain threats and instead invest in answering other Pokemon that their opponent is more likely to bring. If your opponent never uses Darkrai in their past 10 games but always uses Kyurem, then covering NP Darkrai is useless and you can tech more defensive Kyurem answers. Defensive teams are actually fairly good in a setting like this where the opponent is very unlikely to use certain Pokemon, so teams like Stall are much less spread thin. We see this actually in SPL where Nat brings the most Kyurem weak stall team you can possible think of but their opponent's scout likely had 0 Kyurem so that risk is negligible. This definitely helped them nab this SPL win, as it was a close game even when ignoring covering Kyurem one of the most threatening Pokemon to stall.
1746399648770.png


In addition the issue of defensive teams being worse against better players, can be ignored as you can just not use Stall or Fat structures if your opponent is far better. Yet if you are far better you can use this to your advantage, making consistently better plays than your worse opponent over the course of a long game giving you the edge. Also the issue of luck is minimized too as it's just one match, while if you use stall for 20 games on the ladder then you're bound to get haxed quite a bit. As for offensive teams it's largely the same on ladder, and in tournament however it's important to note that surprise factor in sets on offensive teams is favored in Tournament compared to Ladder. This is because on ladder you are likely to face players multiple time so that 1 surprise Tera or surprise move won't work again and instead is likely to become a hinderance. This is opposite for tournament where since it's 1 game you only need your gimmick to work that 1 time. Sorry for the long answer but the topic is very complex so can't be helped.
 
Hello,

Since I am neither a good player nor a good builder, I'd like to know what the sensible sets for these six on this structure are.

1746894087396.png


This team seems pretty cool, and I think it was #1 in usage on Smogon Tour.

If I had to guess, I'd put these sets on:

https://pokepast.es/a1b268ada9909775


I've got a few more questions:

- Should Ting be double hazards, or does it make more sense to put rocks on Clef or Glis?

- Does set-Up on Clef and Glis even make sense, or should both be run with more of a utility focus? --> If CM on Clef, should I put flamethrower as the last move?

- Does set-up on Corvi make sense, or is it better to go Defog and U-Turn? --> If Defog, should Weavile be CB or LO?


Please educate me on whether or not these sets make sense on the structure.


Thanks in advance!
 
How do I find gen 9 ou tournaments to play in? I want raw gen 9 ou without twists


These posts have dates for OU circuit and Official tournaments respectively, not all officials are Gen 9 OU but its the most represented tier among the officials.
 
Hello,

Since I am neither a good player nor a good builder, I'd like to know what the sensible sets for these six on this structure are.

View attachment 739590

This team seems pretty cool, and I think it was #1 in usage on Smogon Tour.

If I had to guess, I'd put these sets on:

https://pokepast.es/a1b268ada9909775


I've got a few more questions:

- Should Ting be double hazards, or does it make more sense to put rocks on Clef or Glis?

- Does set-Up on Clef and Glis even make sense, or should both be run with more of a utility focus? --> If CM on Clef, should I put flamethrower as the last move?

- Does set-up on Corvi make sense, or is it better to go Defog and U-Turn? --> If Defog, should Weavile be CB or LO?


Please educate me on whether or not these sets make sense on the structure.


Thanks in advance!
Hi there, I have a little advice for you with this team.

Here's my tweaked version of the team, and I'll explain the changes.

https://pokepast.es/0b08ddad278f9b4a

:ting-lu: While double hazards is nice, I think this team only needs spikes to function, so no need to slot stealth rock anywhere else. Besides, I think Whirlwind would be much more useful in phazing would-be threats, like Moth and such.

:clefable: I think CM Clef works pretty well on this team, dealing with would be threats like CM IVal and IDef Corv with Flamethrower. Make sure you only set-up when the time is right, so most times raw attacks would be ideal. Clef can still pack a punch with uninvested 85 Sp. Atk.

:corviknight: You don't really need removal, with two boots Pokemon, two flying types neutral to stealth rock, and Magic Guard Clefable, so the only Pokemon that would be threatened would be Ting-Lu. Hopefully it's not an issue. If it is, you could possibly run a RestTalk Boots Ting set, though imo that's not really viable. IronPress Corv is great here as the only check to Gambit, which would otherwise be very scary. 120 speed EVs helps Corv outspeed 252 adamant speed ev Gambit. U-Turn's here instead of BBird because you need pivoting.

:gliscor: :corviknight: Just a quick note, since you have no removal, then these are your Knock Off absorbers, since removing boots from Weavile and Dnite would suck.

:enamorus: All possible Pokemon should be female to avoid the possible CM Cute Charm Enam.

:zamazenta: I think the most threatening Pokemon to this team is Zamazenta. IronPress blocks all your Pokemon, and if Zam has Heavy Slam for coverage, then Clef is toast. Banded isn't much better too. However, if it's a Zam without Heavy Slam, Clefable is your best answer to it. If it does, then keep Ting healthy and use Tera Ghost and Whirlwind Zam out. Ting and Clef would be important in removing Zam.

:ting-lu: :gliscor: For Ting, 248 HP helps against hazards. For Gliscor, 244 HP maximises Poison Heal recovery. (You also forgot to give Glisc Poison Heal, that would've been bad)

So I hope this helps! I'm not terribly good, but I try to offer advice wherever I can. Also, I think the RMT forum would be better for this kind of stuff. Cheers!
 
Hi there, I have a little advice for you with this team.

Here's my tweaked version of the team, and I'll explain the changes.

https://pokepast.es/0b08ddad278f9b4a

:ting-lu: While double hazards is nice, I think this team only needs spikes to function, so no need to slot stealth rock anywhere else. Besides, I think Whirlwind would be much more useful in phazing would-be threats, like Moth and such.

:clefable: I think CM Clef works pretty well on this team, dealing with would be threats like CM IVal and IDef Corv with Flamethrower. Make sure you only set-up when the time is right, so most times raw attacks would be ideal. Clef can still pack a punch with uninvested 85 Sp. Atk.

:corviknight: You don't really need removal, with two boots Pokemon, two flying types neutral to stealth rock, and Magic Guard Clefable, so the only Pokemon that would be threatened would be Ting-Lu. Hopefully it's not an issue. If it is, you could possibly run a RestTalk Boots Ting set, though imo that's not really viable. IronPress Corv is great here as the only check to Gambit, which would otherwise be very scary. 120 speed EVs helps Corv outspeed 252 adamant speed ev Gambit. U-Turn's here instead of BBird because you need pivoting.

:gliscor: :corviknight: Just a quick note, since you have no removal, then these are your Knock Off absorbers, since removing boots from Weavile and Dnite would suck.

:enamorus: All possible Pokemon should be female to avoid the possible CM Cute Charm Enam.

:zamazenta: I think the most threatening Pokemon to this team is Zamazenta. IronPress blocks all your Pokemon, and if Zam has Heavy Slam for coverage, then Clef is toast. Banded isn't much better too. However, if it's a Zam without Heavy Slam, Clefable is your best answer to it. If it does, then keep Ting healthy and use Tera Ghost and Whirlwind Zam out. Ting and Clef would be important in removing Zam.

:ting-lu: :gliscor: For Ting, 248 HP helps against hazards. For Gliscor, 244 HP maximises Poison Heal recovery. (You also forgot to give Glisc Poison Heal, that would've been bad)

So I hope this helps! I'm not terribly good, but I try to offer advice wherever I can. Also, I think the RMT forum would be better for this kind of stuff. Cheers!
Thank you very much for your detailed answer :)!
 
What are you supposed to do against Walking Wake in sun?
I put Assault Vest Primarina on my team specifically to counter that pokemon on that team, but Hydro Stream still two-shots it through 400 Sp. Def and resistance.
Is it just mandatory for every team to have something with water absorb?
https://pokepast.es/42fc071abbded3a6
Minor update:
I did try tweaking the list to include Wellspring so I would have an answer for Walking Wake.
Walking Wake still outspeeds and one-shots with Draco Meteor.
I feel like I have to be missing something here.
 
What are you supposed to do against Walking Wake in sun?
I put Assault Vest Primarina on my team specifically to counter that pokemon on that team, but Hydro Stream still two-shots it through 400 Sp. Def and resistance.
Is it just mandatory for every team to have something with water absorb?
https://pokepast.es/42fc071abbded3a6
Typically, you can't really wall Sun Walking Wake on Balance effectively, its basically impossible. What you want to do is limit its turns to wallbreak as much as possible. Try to make sure it cannot get in as easily by pressuring it offensively with either hazards or damage, if they have Ninetales this might be more difficult, but it will still be possible.

Pokemon such as Tera Water Glowking (best answer possible since it can reset the weather), Tera Water Ting Lu (can trade really well into it and set up hazards, which Sun teams hate) and Tera Water Garganacl (which can pp stall with protect+recover) are the best defensive answers, but they can get overwhelmed eventually.

Try making Garganacl Tera Water on this team, that will help a lot with the Walking Wake MU. If you are scared of Electric types after that, either Tera Grass or Dragon are also good on Garg but ofc have bigger downsides (grass means you are chunked heavily by U-turn's while Dragon means Draco Meteor will wreck you).
 
Are there any decent teams that use Azumarill?

Mainly not Screens cheese with belly drum, etc. I was thinking of trying it out but I was curious if there's any team comps with it that aren't just cheesy and play to its strengths as a bulk water type that hits hard.
 
Are there any decent teams that use Azumarill?

Mainly not Screens cheese with belly drum, etc. I was thinking of trying it out but I was curious if there's any team comps with it that aren't just cheesy and play to its strengths as a bulk water type that hits hard.
There's no recent Azumarill teams really ever atleast since the post DLC era, but I spent some good 30 mins on a Choice Band Azumarill Balance team: https://pokepast.es/6b1853fe6a61ed87 it's not perfect but the general idea is u have a decent defensive structure and an AV azumarill that can spread knock off on things like corviknight for banded meow to for example 2 hit KO with Triple Axel. There's issues with getting things in safely since only Meow has a pivot move, but u can try u-turn bb corv over skarm too but you kinda need av glowking to have a passable sub kyurem MU sadly. Azumarill is definitely tricky to build with but hopefully this is your liking and you can branch off from this idea.
 
Back
Top