SV OU Singles (First Time) Not really based on any pokemon

THis is my first time doing this, I usually play random battles on showdown, so i'm not that great at building teams. If any feedback is given i would read gladly.

Meowscarada @ Focus Sash
Ability: Overgrow
Tera Type: Rock
EVs: 252 HP / 252 Spe / 4 Atk.
Jolly Nature
- Spikes
- U-turn
- Knock Off
- Sucker Punch

Meowscarada lead to set up spikes, holding focus sash to get at least one set of spikes up.
U-turn to pivot out of Meowscarada to switch into another pokemon to start setting up or just keep it healthy, as this Meowscarada is also Knock Off, which provides valuable utility for my team, and somewhat of a revenge killer with Sucker Punch. Max Speed with Jolly Nature makes sure Meowscarada is as fast as possible without use of a Choice item, Max Hp to give it as much bulk as possible without defense investments, and the 4 Atk is just to do slightly more damage to its physical attack. Rock Tera Type is just a random Tera Type: Tera Grass or Dark seemed too obvious. Rock resists flying and fire, which is an added benefit with this Tear Type.

Iron Treads @ Booster Energy
Ability: Quark Drive
EVs: 202 Atk / 54 HP / 252 Spe
Tera Type: Flying
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Rapid Spin

Iron Treads is a Rapid Spinner, with Booster Energy and Jolly Nature to boost its 109 speed stat. IT’s another mon with Knock Off, with Tera Flying to dodge Ground type attacks, such as Garchomp’s Earthquake. Earthquake and Iron Head are its main STAB moves, but provide coverage that counter all Flying type weaknesses.

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 152 SpD / 104 Def
Tera Type: Steel
Timid Nature
- Haze
- Scald
- Protect
- Toxic

The main Tank of this team: EV spread makes it as bulky as possible. I didn’t want to go with the RegenVest Toxapex set, because it can’t use Haze or Protect or Toxic. Regenerator to keep it healthy when it switches out. Scald is used to fish for burns on opposing physical attackers. Toxic and Protect to stall out and wear down Pokemon that can be poisoned. Haze clears all boosts that pokemon hit Toxapex With, such as Donsugiri, Swords dance sets of Baxcalibur or Ceruledge.Tera Steel is the best defensive type, prevents it from being poisoned. It’s still weak to ground attacks from pokemon like Garchomp or Great Tusk.

Gholdengo @ CHoice Specs
Ability: Good as Gold
EVs: 100 SpA / 70 Def / 70 SpD / 16 Spe / 252 HP
Tera Type: Steel
Modest Nature
- Make it Rain
- Shadow Ball
- Steel Beam
- Trick

Main purpose is to dish as much Make It Rains as possible while being bulky to survive as long as possible.. Tera Steel to boost Make it Rain damage. Shadow Ball is Gholdengo’s other STAB move, which hits Pokemon that are resistant to Make it Rain. Trick who unsuspecting pokemon who start setting up on Gholdengo who it comes in. The EV Spread is random, if somebody can recommend one i will be glad to use it.

Roaring Moon @ Choice Band
Ability: Protosynthesis
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Steel
Adamant Nature
- Iron Head
- Crunch
- Earthquake
- U-turn

Not much to say about this set. CHoice Band Roaring Moon as a fast and hard hitting mon that can tear holes in teams. Tera Steel to negate its Fairy and Ice Weakness. All Moves are Used to deal as much damage as possible, U turn can switch Roaring Moon out if you need it if it’s not locked in yet, and Max Speed and ATk to sweep.

Kingambit @ Leftovers
Ability: Defiant
EVs: 212 HP / 252 Atk / 44 Spe
Tera Type: Fairy
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Low Kick / Substitute / Sucker Punch

Regular KIngambit set, moveset is straightforward, Ev SPread makes it so it outspeeds other Kingambit. Low Kick to Counter other Kingambit. I also used Substitute to make it a good set up pokemon, I kind of alternate between them. Tera Fairy to resist Fighting.
 
Right now Meowscarada seems really odd. When Meowscarada is a lead it tends to run a set of leaf storm / spikes / knock off / U-turn. Max HP is OK but if you intend to be reduced to sash anyways, you may as well maximise one of your offences. As it stands your Meowscarada cannot threaten Great Tusk at all, and sucker punch seems out of place on a hazard lead - it doesn't need to be revenge killing with sucker punch (Meow's speed tier doesn't really need sucker punch in any case, and it tends to only be seen as a fringe option on band, where attack power is maximised). On the contrary, no investment leaf storm always OHKOs Tusk in overgrow range - overgrow on sash Meow is the right idea!

0 SpA Overgrow Meowscarada Leaf Storm vs. 248 HP / 0 SpD Great Tusk: 584-690 (134.8 - 159.3%) -- guaranteed OHKO

Meow is also your lead and so with a sash there's no real reason for a random, unpredictable tera type. Should you ever wish to tera this type of Meowscarada, it should only really be for some more damage in a pinch, so dark or grass is definitely best. Which of those two you pick is at your liberty.

Your Treads is completely fine - I would personally prefer to run Tusk, and Tusk does always beat Treads unless it's severely weakened, but Treads is perfectly fine as a spinner and utility Mon w/ knock. Ice spinner may be a nice catch in lieu of iron head as this threatens Lando-T, whose usage will more than likely be on the rise, and Garchomp (Although Garchomp is FALLING OFF at the moment!)

I don't have many issues with Gholdengo but replace steel beam with focus blast or tera blast fighting if the accuracy feels too shaky. You could also run scarf as the team currently lacks some speed control - and you can still cripple walls like Dondozo and Garganacl with trick, of course. The spread should also just be 252 SpAtk / 4 SpDef / 252 Spe, timid nature. No question.

Banded Moon is OK but it tends to be seen on sun teams; Moon could alternatively function as a solid wincon with dragon dance instead. Booster energy attack and acrobatics with dragon dance, tera flying, crunch and earthquake is a potent set that sets up on Tusk and threatens from there. Whether you're band or not, you're still getting walled by Dondozo. Adamant nature is also fine but Moon does appreciate the speed tier it has when it uses jolly nature, notably allowing it to outspeed Wake. Protosynthesis speed allows you to outspeed Wake under all circumstances (Achieved by capping your attack at 369), but the extra power from protosynthesis attack doesn't go amiss as it allows you to snag KOs more easily.

Kingambit would benefit from running sucker punch, and supreme overlord is generally considered to be the better ability because you always get mileage out of it - defiant requires chance drops from your opponent or one of intimidate, webs, or defog, none of which are really present this Gen (Defog on Corv, of course, but spin is often preferred removal).

Leftovers are totally fine but black glasses are also a consideration as this buffs kowtow cleave and sucker punch - and Kingambit only tends to need to use STABs. Granted I do completely understand the use of low kick, but it shouldn't come at the cost of sucker punch. Also, tera flying or tera fire are probably better tera types - the former punishes Tusk better, the latter allows you the more niche option of dodging burn.

Home some of these suggestions are helpful. :)
 
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~Since you are running a HO team I am going to look at your team through that lense FYI~

I'll be quick with this since Cepha gave a good rundown.

:iron treads:-->:great tusk:
Right off the bat, I would replace Treads with Tusk. Not only does Tusk do what Treads does but better, but it also helps with some of your weaknesses and acts as a solid physical attacker. Especially after a +1 from rapid spin.

The Tusk (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- headlonging rush
- Close Combat
- Rapid Spin
- knock off/ Stealth Rock

Leftovers are for longevity but you can also go boots to ignore things like t spikes and webs. If you're not worried about these things (you also have pex to get rid of t spikes after all) then I would go with leftovers since you don't take much damage from stealth rocks/ regular spikes anyway.

Next, we need to get you off the ground (or, at least, should).

:roaring moon:-->:Tornadus-Therian:

Roaring moon is a heavy hitter, yes, but it doesn't add much other than that. Another special attacker would really do you some good to balance out your HO team.

Tornadus-Therian @ life orb
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Bleakwind Storm
- Heat wave
- Knock Off/ psychic/ grass knot

This allows you some longevity and pivot-ability while still hitting hard. Plus you can set up if you choose to for the potential sweep and have a plethora of options that you're not locked into. If doesn't hit as hard as roaring moon, granted, but you don't get punished for bouncing around looking for a set-up opportunity.

Everything else is little tweaks that Cepha may have gone over but allow me to rehash if I happen to repeat them...

:meowscarada:
I agree with the Meow take:

Meowscarada @ Focus Sash
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Tera Type: Ghost
Naive Nature
- Spikes
- Taunt
- Knock Off
- Leaf Storm

:toxapex:
I don't get this set. You're running HO yet you want to throw a bulky tox in the mix to... what...? Kill your momentum? I would strongly suggest choosing an AV set (or better yet a CR slowking). Regardless you need to change your tox set.

First, tox can't run scald (literally) so I would swap that over with chilling water so you're able to weaken and survive physical attacks. Haze and toxic are fine, but if you want to use protect you may as well run baneful bunker since it's just better protect...

Also, why are you running a timid nature? IMO that should be calm with a fairy or grass tera type for better weakness coverage. This set might help you.:

Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water
- Baneful Bunker
- Toxic
- Haze

Leftovers are so when you tera you don't hurt yourself, and with this spread, you are more bulky than the spread you're currently using (even after chilling water makes physical attacks hurt less/ not at all....).

:gholdengo:
You can't have it both ways and you're spreading your mon thin.

First, make your spread simple to dish out as much damage as possible (252hp/ 252spatk/ 4spe with a modest nature). Next, if you want to continue living then give yourself tera flying to get off the ground and swap steel beem for a better move. I would suggest either nasty plot or (even better) recover. That way, once you trick off your specs, you can gain back HP and keep on firing off Rains.

(Side note: I would personally use a bulky HP/ SPATK spread with a balloon, Rain, Shadow ball, Nasty Plot, and Recover. That way you can ensure that you stay alive longer and ensure that you keep dishing out strong attacks but I digress).

:kingambit:
Please don't run defiant, I beg of you. This mon has one of the most busted signature abilities in the game and if you want to win you will run it and eat for free. (Oh, and sucker punch is for sure what you should be running alongside tera flying to get off the ground or tera fire to shrug off will-o-wisps).

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SO YEAH, that's all I got for ya. Someone should stop me because I say that I am going to make this short and quick but I never do... :) Oops
If you have any questions or need help let me know and I will do my best. Make sure to win for me :mad:
 
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