Resource SV OU Simple Questions, Simple Answers Thread

For the Sun Walking Wake team, may I ask why :hatterene:'s there?
Dedicated Sun teams have never liked dealing with hazards, even with the advent of HDB. Magic Bounce Hat is good at denying hazards in most cases. It has some other utility but that's the main thing afaik

Edit: That team is outdated (pre-HOME) anyway, if I'm looking at the right one. Sun is still usable but less viable than it was right after Walking Wake released. For reference Torkoal is B- on the current VR and the dedicated Sun abusers that still exist are mostly in the B-C ranks.
 
I'm trying to make Amarouge work in OU (also note how do I get the sprite?), any advice on how to do so, and what partners would fit well?

Trying what feels like a very high variance/matchup set, but I think it might be just trying to work something that frankly isn't very good in OU (or more likely, I'm not very good).

:ss/(Armarouge):

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Endure
- Armor Cannon
 
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I'm trying to make Amarouge work in OU (also note how do I get the sprite?), any advice on how to do so, and what partners would fit well?

Trying what feels like a very high variance/matchup set, but I think it might be just trying to work something that frankly isn't very good in OU (or more likely, I'm not very good).
:ss/armarouge:
Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Endure
- Armor Cannon
:ss/(pokemon):
there ya go :D
 
Hi, I'm new here, what do people mean by "Momentum?" Like when people say that "moves like U-turn, Volt Switch, and Teleport gain momentum, what do they mean by this? Thanks in advance!
 
Hi, I'm new here, what do people mean by "Momentum?" Like when people say that "moves like U-turn, Volt Switch, and Teleport gain momentum, what do they mean by this? Thanks in advance!

In this case, it's almost literally the dictionary definition - keeping the pressure on on turns where you're pivoting.

When you successfully press U-Turn or Volt Switch, you're dealing 70 BP more damage with a switch-out turn than you would if you had to hard-swap (e: Also, as artificialdeath posted, if the mon is fast, you're also getting a chance to swap in a resist / immunity, such as u-turn into a Ground type against Thunderbolt). Likewise, Chilly Reception (and Teleport) ensure that the opponent hits you before the switch, preserving the health of the mon that's coming in to hopefully counter your opponent's attack.

Other things that keep up momentum are stuff like Regenerator (healing and pivoting on the same turn), as well as things like Baton Pass and Shed Tail, which are banned because they're far too good at generating it!
 
Hi, I'm new here, what do people mean by "Momentum?" Like when people say that "moves like U-turn, Volt Switch, and Teleport gain momentum, what do they mean by this? Thanks in advance!
It's kinda hard to actually explain, but I guess one way to put it would be the pressure (typically offensive pressure) you are currently putting on your opponent. If you have a fast pokemon like say Crobat (dexited and never OU viable but the first example to come to mind) using U-turn you get to deal damage and switch to something that gives you a favorable matchup against the opponent's mon, forcing them to switch out. Conversely defensive mons like Blissey without Teleport, Dondozo, and Clod are usually considered momentum sinks because they are slow and can force you to either manually switch or sack that mon if faced with a bad matchup. Obviously if they have Regenerator or a pivoting move this doesn't apply as much as they can either heal or pivot out into something. Maybe I missed the mark so someone can feel free to correct me here if so.
 
What mon breaks the Corviknight + Garganacl + Toxapex core?

Iron Hands can break all three, granted they don't tera. Substitute Walking Wake also does great here, if the pex isn't AV. That being said, usually you wouldn't rely on just one mon to crack a three mon defensive core like this, but on an offensive core of your own.
 
aah, I see.
(also slight question, is there a specific way to use the funny quick claw team or do I just go Grimm and morb all over them-)

It's tough to explain everything you have have to keep in mind when playing the team, but here's a few pointers:
1. Almost always lead grimm, except if you predict a counterlead (eg, a pokemon that leads really well against grimm in the opposing team, something like gholdengo, gambit, etc). In that case you can try to counterlead (for example if you predict gambit; with iron hands) and set your screens later to avoid giving momentum or getting your grimm chipped very hard from the start of the match.
2. Avoid going to a mon that gets blocked by any member of the opposing team. For example, slowbro-galar has a tough time against kingambit, even if it gets +2, or going to iron hands if they have a skeledirge. Going to a mon like this means that even after setting up you'll have to switch out which loses you precious screens turn. Obviously there are games where you won't have the choice, but you can try to predict and double switch on the pokemon you think will come in to counter you.
3. DON'T RELY ON GETTING PROCS. If your full health mon is standing against something that can OHKO it if you don't immediately get a qc proc, there's a very good chance you can make a better play by switching, even if a proc would save you. Of course, if the mon was already very low and couldn't come back in later anyways, you can go for it (unless it's a game where you need to conserve sacs).
4. Be careful when using tera. The team being very offensive does not have a solid defensive backbone, and just relies on the mons all being very tanky, especially under screens. A good example of how you can get fucked is teraing Enamorus into a water type early against a team with a landorus-t, because you make earthquake completely free against you by forfeiting your only ground immune mon when you have 3 ground weak teammates.

That's about it for the basics, good luck :)
 
I'm assuming I far away from it but I saw people in the OU forum talking about requirements for voting and I was wondering what they were?
 
I'm assuming I far away from it but I saw people in the OU forum talking about requirements for voting and I was wondering what they were?

Whatever the next voting is, it usually follows these requirements in the OU ladder for games required and GXE needed:


GXEminimum games
8050
80.249
80.448
80.647
80.846
8145
81.244
81.443
81.642
81.841
8240
82.239
82.438
82.637
82.836
8335
83.234
83.433
83.632
83.831
8430
 
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