Project SV OU Teambuilding Lab (Open)

Hello! I'd like to request a team built around Okidogi. Apologies if I do not understand the format thus far, but here is the spread i've been using for it to pretty good results:

Okidogi @ Leftovers
Ability: Guard Dog
Tera Type: Fairy
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Bulk Up
- Drain Punch
- Knock Off
- Ice Punch

I was curious if there was alteratives more experienced team builders could come with, Icepunch I feel like could be changed to poison jab based on team comp but I have found reliability in it to check a lot of flying types around the tier. Or more accurately, make it very suitable for taking out Tusk/Gilscor/Lando. Here is the pokepaste for the team, to show you what i'm working with: https://pokepast.es/e152f08bcd7e868f

I'd be curious to see how others would build around Okidogi, as I feel like it handles so many top physical threats. Once SPA focused mons are out, it can really run away with games especially if a Zama gets cocky and stays in or tries to roar it out.

IMG_5747.jpeg

https://pokepast.es/cc5fe10f80528e3b
Excellent choice! Okidogi is delivered from your’s truly. Imo it should be ranked in the VR as it checks some top threats like Zama and Darkrai while being a threatening wincon. I made several teams and drafts with Okidogi. While I had a few that were promising, this Hyper Offense stuck out as the most consistent (and fun). Time for a breakdown.

:sv/darkrai:
Darkrai @ Focus Sash
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Will-O-Wisp
- Taunt

I found Darkrai to synergize best with the team, specifically this set. Sash Rai is a great lead that can threaten physical walls out and rack up some early damage. It also punishes Dozo for clicking Rest. The tech here is Wisp and Taunt. Wisp is a fantastic mid ground that punishes Zama/Clod/Ting/Gambit switch ins, as well as crippling Tera Water Wigre. Taunt serves a couple purposes. To prevent Ting-Lu leads from getting hazards, chipping walls like Garg, and preventing Ribombee from getting Webs up. With Taunt Rai + Treads, we can keep hazards off our side of the field for Gouging Fire. Rai has great synergy with Okidogi, punishing physical walls and having that ensured switch-in to Zama via Dogi.

:sv/iron valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Ice Punch

Traditional physical offense tends to have roadblocks in Landorus and Gliscor, but Ice Punch Valiant is sick tech that cleanly OHKOs both at +2 while threatening KOs into Enamrous, Dragonite, and Tera Flying Roaring Moon. This also does 68% to Zapdos at minimum. Iron Valiant opens up the endgame for our sweepers, especially Dogi who appreciates the removal of the Ground/Flyers. I had a different Tera type in mind when building. Tera Fighting, which can straight up OHKO most Primarinas at +2 and Corviknight, but Tera Ghost was more consistent since I was having trouble with the Dnite matchup. Plus, it wasn’t like the team couldn’t overwhelm Corv.

:sv/gouging fire:
Gouging Fire @ Booster Energy
Ability: Protosynthesis
Tera Type: Ground
EVs: 148 HP / 208 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Earthquake
- Dragon Tail/Morning Sun

Booster G-Fire is one of my favorite mons to use on offense. It just fires off massive damage while having bulk that rivals Garganacl. Gouging Fire’s role on this team is as a Wisp sponge, a wallbreaker, and an emergency rkiller due to being tanky. It also uses non-Tickle/Chilling Water Mola as setup fodder, and if it is that, Iron Valiant sets up on it. The spread lets G-Fire outspeed Darkrai after a DD and the 148 HP lets G-Fire eat a +2 SO boosted Sucker at full which doesn’t come often but can lead to winning close games like this one.

https://replay.pokemonshowdown.com/gen9ou-2149279284

Tera Ground gives us a nice defensive typing while turning EQ into STAB, cleanly one shotting Dragapult. It also lets G-Fire set up on T-Wave Zapdos. The 4th slot is up to you, Morning Sun to continue stacking DD boosts, or my favorite, Dragon Tail which 1v1s Roar Molt, Ting-Lu, BU Tusk (with Tera), and dents Dnite hard. Shout outs to Tysonslayer for that.

:sv/iron treads:

Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Earth Power
- Stealth Rock
- Steel Beam

With G-Fire and Sash Rai, I wanted hazard removal and also rocks. Booster Treads was able to provide both. I didn’t go crazy with this, just the standard set with Tera Ghost to block spin. However having both Rai and Treads makes leading feel flexible, having 2-3 possible HO leads is a recipe for a lot of successful HO teams.

:sv/roaring moon:
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Acrobatics
- Earthquake

Roaring Moon is a fixture on these physically-oriented offensive teams, Being able to wear down even sturdy physical walls with Knock Off and a strong Acrobatics. My team was very capable of crippling Dozo, so I opted for EQ to smack Gambit, Tinkaton, bulky G-Fire, and pre-Tera Garg.

:sv/okidogi:
Okidogi @ Leftovers
Ability: Guard Dog
Tera Type: Fairy
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Poison Jab
- Knock Off

This originally wasn’t an Okidogi team, but it fit so nicely on this build. Not only does it give us the Zama check all physical offense teams need, but also a needed check to most Valiants. While not a Fairy resist, Moonblast is a 4HKO into Okidogi. Shout outs to seasoned SV OU builder Leng Loi, for suggesting special bulk on Dogi. While worse into Gambit, Okidogi benefits more from special investment, bettering its matchup into Kyurem, Raging Bolt, and Gholdengo. Roller K suggested Tera Fairy which gives us that strong neutral typing for Tusk/Lando while not leaving us vulnerable to Kyurem. Its partners, Ice Punch Val, G-Fire, and Moon all open up a clean for Dogi due to overwhelming their shared checks which is why all these mons together wrap up the entire team.

Replays:

https://replay.pokemonshowdown.com/gen9ou-2149526686?p2

https://replay.pokemonshowdown.com/gen9ou-2149530500?p2

A special thanks to the builders at the lab who’ve cooked up some spicy stuff for their contributions to the teambuilding process.

:okidogi: Spread the word of the Okidogi Nation
 
Excellent choice! Okidogi is delivered from your’s truly. Imo it should be ranked in the VR as it checks some top threats like Zama and Darkrai while being a threatening wincon. I made several teams and drafts with Okidogi. While I had a few that were promising, this Hyper Offense stuck out as the most consistent (and fun). Time for a breakdown.
Thank you (and anyone who assisted!) so much for the absolutely fucking insane team comp. I CANNOT wait to get home and break this out cuz it looks very fun to play. Okidogi agenda is continuing my friends.

Edit: After finally getting to try the team for a couple of hours, I definitely feel very out of it LOL. I'm not used to having so many intricate answers to things on one team like this, it feels surreal to have an answer to most situations so effortlessly. Am definitely the biggest fan of dragon tail Gouging fire, i've won so many matches today due to clicking it unexpectedly and forcing the enemy to scramble. I'm gonna grind this one out till I'm most used to it!
 
Last edited:
Deoxys-Speed @ Life Orb/Expert belt
1719688688846.png

Ability: Pressure
EVs: 4 SpD / 252 SpA / 252 Spe
Tera Type: Fighting
Timid Nature
- Psycho Boost
- Focus Blast
- Shadow Ball
- Ice Beam

Samurott-Hisui @ Assault Vest
1719690002173.png

Ability: Sharpness
EVs: 172 HP / 252 Atk / 84 Spe
Tera Type: Poison
Adamant Nature
- Ceaseless Edge
- Razor Shell
- Aqua Jet
- Knock Off

Looking for a bulky offensive team around using deoyxs-s as a way of speed control and cleaning up the weakened chewed up remains of the enemy team after the rest of the team (with hazards thanks to samurott-h and a rock setter) have left them with very little health ripe for being plucked off by deoyxs decent special attack and great coverage. With doeyxs-s focus I'm also adding sammurott-h in as a very reliable bulky hazard setter that pairs rather nicely with the speed freak. Setting up spikes constantly, pivoting out for deoyxs-s or other team mates to finish off the job it's hazards make easier for.
 
Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Close Combat

I have wanted to build a BO/Pivoting team around CB Scizor, but do not feel like I have the expertise to know how to proceed!

Moveset and EVs can be changed, I would just love to feature Scizor in a pivot-based team, maybe with some Volt Switchers/Flip Turners.
 
Could someone please make a team with hisuian zoroark and zamazenta pretty please. I love playing with them but my teams are generally pretty ass
 
Would love to see what you guys can do with specs Primarina, a set that I know I haven't really seen very much, but one I know can definitely be very strong
(Hopefully my request won't be an issue since ik the last team made has Prima on it)
Thank you guys! :)
Sorry for the delay, but your team is ready and it was a super fun. Hope you enjoy! :)

Normal.png
Normal.png
Normal.png
Normal.png
Normal.png
Normal.png

https://pokepast.es/7d6a7f27eef6ca97

:sv/primarina:
Primarina @ Choice Specs
Ability: Torrent
Tera Type: Water
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Hydro Pump
- Moonblast
- Flip Turn
- Psychic Noise
The main star of the team here, Choice Specs Primarina is a very potent breaker with very limited switch-ins with its high special attack being boosted more now. Hydro Pump is preffered over Surf due to the power it provides being able to OHKO stuff like Kingambit and Gholdengo, while 2HKO Galarian Slowking. Flip Turn is nice as it lets it still serve as an offensive pivot especially in unfavorable match-ups. Psychic Noise is a nice coverage hitting Clodsire and the rare Amoonguss, while also good in preventing passive mons from recovering like Dondozo, Skarmory, and Alomomola, super useful if Ogerpon-W Grass-Stab is Horn Leech. Torrent with Tera Water helps maximize the damage output of Primarina's Hydro Pump as would be resist will be taken loads of damage coming in denying stuff from coming in such as some dragons, 2HKO Blissey, and OHKO non Assault Vest Galarian Slowking. The EV spread lets you outspeed Adamant max Speed Kingambit as well as maximing its Special Attack the rest is dumped into HP for better taking hits in the few mons it can check.

:sv/kingambit:
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
I decided a strong win-con would be nice that benefits from Primarina's wallbreaking prowess. Kingambit fits incredibly well as it provides an answer to Dragapult and Gholdengo, while also taking of answers being removed or weaken like Zamazenta, Skarmory, and Moltres. In return Kingambit can take on answers to Primarina like Galarian Slowking and Blissey. Tera Flying is really good in letting it be more oppresive against Landorus-T and Ting-Lu and give it useful resistance switching up any unfavorable match up.

:sv/cinderace:
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Gunk Shot
- Court Change
Cinderace serves as another offensive pivot that forms a decent pivoting core with Primarina but also functions as hazard control. Being able to remove hazard as it beneficial for both Primarina and Kingambit, especially the former as its lack of recovery can hinder the amount of times it can come in to be an effective breaker. Gunk Shot is a good midground in hitting Ogerpon-W, opposing Primarina, and Clefable, as Sucker Punch is not as needed the targets it hits are covered with Kingambit.

:sv/zamazenta:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 64 HP / 56 Atk / 136 Def / 252 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar
The team was looking rather weak to Dakrai and Kingambit which are covered effectively by Zamazenta. As another potential wincondition it can easily win games with removed walls that Primarina after a few Iron Defense, but it still provides defensive use in checking Kingambit, Dragonite, and Weavile. Crunch is picked over Heavy Slam as it doens't make Zamazenta completely walled by Dragapult, Gholdengo, and Galarian Slowking. Roar is a nice move in the last slot as means to phase out booster energy users like Iron Valiant and Roaring Moon, as well as set up mons like Dragonite and Kingambit. Tera Fire was chosen here which gives it an immunity to common wisp users like Dragapult and Moltres, and give it a Fairy resist. The EV spread gives it a few offense to better deal damage against Gholdengo and Galarian Slowking and maximizing its speed so it doesn't always go last against opposing Roar Zamazenta, and the rest is dumped into bulk to better take hits.

:sv/landorus-Therian:
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 240 HP / 16 Def / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- U-turn
- Taunt
A rocker as well as a Ground-type was needed here which Landorus-T provided all of this and completes the pivoting core with Primarina and Cinderace. It's ability to check Zamazenta and Gouging Fire are extremely beneficial for the team which was looking weak against it as the sole answer to them was Primarina. Landorus-T also functions as a Ground and Electric-type immunity for the team as threats like Great Tusk, Gliscor, and Raging Bolt would've been able to click their respective stabs freely. Max Speed lets it outspeed Great Tusk and Glimmora the latter is an important target to outspeed as you can prevent hazards from getting up with Taunt, and remove it with Earth Power without activating Toxic Debris.

:sv/goodra-hisui:
Goodra-Hisui (F) @ Assault Vest
Ability: Sap Sipper
Tera Type: Fairy
EVs: 176 HP / 208 Def / 92 SpA / 32 Spe
Quiet Nature
- Draco Meteor
- Flamethrower
- Heavy Slam
- Knock Off
As the team was near completion I lacked Knock Off and also looked weak against Kyurem, at first was considering Tinkaton, but then realized Ogerpon-Wellspring would've been annoying to deal with even tho it hardly safely comes in. Hisuian Goodra provides everything I was looking for here providing a lot of defensive utility for the team. Draco Meteor is a powerful stab being a good nuke against Kyurem and Raging Bolt, while hitting decent damage to Ogerpon-Wellspring. Flamethrower is a reliable, yet weaker coverage which hits Gholdengo, Kingambit, and Rillaboom. Heavy Slam may be an unorthodox move option compared to Flash Cannon, as you mainly deal more damage against Primarina which Flash Cannon misses out on, and still beat Clefable and Iron Valiant reliably. Knock Off gives Hisuian Goodra good utility as you are able to Knock Off plethora of mons like Blissey, Dondozo, Clodsire from defensive mons, while offensive mons like Meowscarada, Dragonite, and Kyurem. Sap Sipper is the preffered ability as the Grass-immunity is useful to better check Rillaboom and Ogerpon-Wellspring especially, but Gooey is another option if decreasing the speed of physical attackers like Weavile, Dragonite, and Ogerpon-Wellspring is preffered. The given ev spread with Quiet nature allows for Hisuian Goodra outspeed Blissey allowing for Knock Off and not weakening the damage of Heavy Slam, while the bulk is invested to better take hits from Ogerpon-Wellspring, with everything else dumped into Special Attack to give it an offensive pressence.

 
Could I please have a team built around Moltres and Iron Crown? These Pokemon just rose to OU so I wonder if they could fit on a team together.

:bw/moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost

:sv/iron-crown:
Iron Crown @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Future Sight
- Focus Blast
- Volt Switch
 
Sorry for the delay, but your team is ready and it was a super fun. Hope you enjoy! :)

Normal.png
Normal.png
Normal.png
Normal.png
Normal.png
Normal.png

https://pokepast.es/7d6a7f27eef6ca97

:sv/primarina:
Primarina @ Choice Specs
Ability: Torrent
Tera Type: Water
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Hydro Pump
- Moonblast
- Flip Turn
- Psychic Noise
The main star of the team here, Choice Specs Primarina is a very potent breaker with very limited switch-ins with its high special attack being boosted more now. Hydro Pump is preffered over Surf due to the power it provides being able to OHKO stuff like Kingambit and Gholdengo, while 2HKO Galarian Slowking. Flip Turn is nice as it lets it still serve as an offensive pivot especially in unfavorable match-ups. Psychic Noise is a nice coverage hitting Clodsire and the rare Amoonguss, while also good in preventing passive mons from recovering like Dondozo, Skarmory, and Alomomola, super useful if Ogerpon-W Grass-Stab is Horn Leech. Torrent with Tera Water helps maximize the damage output of Primarina's Hydro Pump as would be resist will be taken loads of damage coming in denying stuff from coming in such as some dragons, 2HKO Blissey, and OHKO non Assault Vest Galarian Slowking. The EV spread lets you outspeed Adamant max Speed Kingambit as well as maximing its Special Attack the rest is dumped into HP for better taking hits in the few mons it can check.

:sv/kingambit:
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
I decided a strong win-con would be nice that benefits from Primarina's wallbreaking prowess. Kingambit fits incredibly well as it provides an answer to Dragapult and Gholdengo, while also taking of answers being removed or weaken like Zamazenta, Skarmory, and Moltres. In return Kingambit can take on answers to Primarina like Galarian Slowking and Blissey. Tera Flying is really good in letting it be more oppresive against Landorus-T and Ting-Lu and give it useful resistance switching up any unfavorable match up.

:sv/cinderace:
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Gunk Shot
- Court Change
Cinderace serves as another offensive pivot that forms a decent pivoting core with Primarina but also functions as hazard control. Being able to remove hazard as it beneficial for both Primarina and Kingambit, especially the former as its lack of recovery can hinder the amount of times it can come in to be an effective breaker. Gunk Shot is a good midground in hitting Ogerpon-W, opposing Primarina, and Clefable, as Sucker Punch is not as needed the targets it hits are covered with Kingambit.

:sv/zamazenta:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 64 HP / 56 Atk / 136 Def / 252 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar
The team was looking rather weak to Dakrai and Kingambit which are covered effectively by Zamazenta. As another potential wincondition it can easily win games with removed walls that Primarina after a few Iron Defense, but it still provides defensive use in checking Kingambit, Dragonite, and Weavile. Crunch is picked over Heavy Slam as it doens't make Zamazenta completely walled by Dragapult, Gholdengo, and Galarian Slowking. Roar is a nice move in the last slot as means to phase out booster energy users like Iron Valiant and Roaring Moon, as well as set up mons like Dragonite and Kingambit. Tera Fire was chosen here which gives it an immunity to common wisp users like Dragapult and Moltres, and give it a Fairy resist. The EV spread gives it a few offense to better deal damage against Gholdengo and Galarian Slowking and maximizing its speed so it doesn't always go last against opposing Roar Zamazenta, and the rest is dumped into bulk to better take hits.

:sv/landorus-Therian:
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 240 HP / 16 Def / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- U-turn
- Taunt
A rocker as well as a Ground-type was needed here which Landorus-T provided all of this and completes the pivoting core with Primarina and Cinderace. It's ability to check Zamazenta and Gouging Fire are extremely beneficial for the team which was looking weak against it as the sole answer to them was Primarina. Landorus-T also functions as a Ground and Electric-type immunity for the team as threats like Great Tusk, Gliscor, and Raging Bolt would've been able to click their respective stabs freely. Max Speed lets it outspeed Great Tusk and Glimmora the latter is an important target to outspeed as you can prevent hazards from getting up with Taunt, and remove it with Earth Power without activating Toxic Debris.

:sv/goodra-hisui:
Goodra-Hisui (F) @ Assault Vest
Ability: Sap Sipper
Tera Type: Fairy
EVs: 176 HP / 208 Def / 92 SpA / 32 Spe
Quiet Nature
- Draco Meteor
- Flamethrower
- Heavy Slam
- Knock Off
As the team was near completion I lacked Knock Off and also looked weak against Kyurem, at first was considering Tinkaton, but then realized Ogerpon-Wellspring would've been annoying to deal with even tho it hardly safely comes in. Hisuian Goodra provides everything I was looking for here providing a lot of defensive utility for the team. Draco Meteor is a powerful stab being a good nuke against Kyurem and Raging Bolt, while hitting decent damage to Ogerpon-Wellspring. Flamethrower is a reliable, yet weaker coverage which hits Gholdengo, Kingambit, and Rillaboom. Heavy Slam may be an unorthodox move option compared to Flash Cannon, as you mainly deal more damage against Primarina which Flash Cannon misses out on, and still beat Clefable and Iron Valiant reliably. Knock Off gives Hisuian Goodra good utility as you are able to Knock Off plethora of mons like Blissey, Dondozo, Clodsire from defensive mons, while offensive mons like Meowscarada, Dragonite, and Kyurem. Sap Sipper is the preffered ability as the Grass-immunity is useful to better check Rillaboom and Ogerpon-Wellspring especially, but Gooey is another option if decreasing the speed of physical attackers like Weavile, Dragonite, and Ogerpon-Wellspring is preffered. The given ev spread with Quiet nature allows for Hisuian Goodra outspeed Blissey allowing for Knock Off and not weakening the damage of Heavy Slam, while the bulk is invested to better take hits from Ogerpon-Wellspring, with everything else dumped into Special Attack to give it an offensive pressence.

Thank you very much! Team looks really cool, and the effort of going through the trouble to make it is appreciated. :)
 
:sv/dragapult:

Bulky Double Status Pult

Dragapult @ Heavy-Duty Boots
Ability: Cursed Body
Tera Type: Fairy
EVs: 220 HP / 64 Def / 224 Spe
Timid Nature
- Hex
- U-turn/Draco Meteor
- Will-O-Wisp
- Thunder Wave

I was brainstorming this set when trying to make a Balance team that doesn't get hosed by Wellspring and I thought instead of Pult being prediction reliant means to check Wellspring, try to tool it so no un-boosted hit Wellspring does can KO it can then do Pult things like T-Wave/Wisp to hit incoming switch-ins or U-turn away. With the following EV spread, it can live a Knock/Play rough from both Adamant or Jolly Wellspring while still retaining enough Speed to outrun Zamazenta and the rest of the un-boosted tier (sans Deoxys-Speed of course). This also has the added benefit of letting it check Zam more comfortably as if it does Tera Fire to dodge the Wisp, Crunch will only have a 0.4% chance to 2HKO outside of a Defense drop so you can paralyze Zam for another teammate while still keeping Pult around for later into the game. I mainly used this set alongside Alo for Wish support, but I would like to know if there's other partners/team styles this set could have a home in. If someone has any better ideas for the set in terms of EVs/Tera type, feel free to adjust it to better fit the team you're making.

Edit: I fudged the EV values when porting them from the damage calculator

Apologies for the wait but Pult is finally here.
Firstly, I just want to say that I am not a fan of the bulky Pult spread. I find it too passive and the bulk investment not worth it for Pult’s natural fraility. Pult needs all the power it can get from investment. So I went with a more standard spread, however you are free to change the Pult spread if you like. With that out of the way, let’s get into the team.

Pult is a mon that you can plug in on any team, so I plugged it in to one of my favorite cores as of late, Kanto Bird/Samu/Tinka. With Zapdos to dismay Tusk from spinning, Tinkaton to switch into Weavile/Meow/Kyurem/Darkrai and form a hazard stack/Encore core with Samu. It also meant Pult didn’t have to switch into Tusk to spin, Zapdos can punish with Static. The amount of T-Wave spam makes Pult even more deadly in the lategame.

:sv/dragapult:

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk
- Dragon Darts
- Hex
- Will-O-Wisp
- Thunder Wave

Double Status makes Pult an incredibly annoying mon in the early-to-late game. I decided to go full out with the SpA investment since the standard spread is for 3HKOing Blissey, but Stall is also kinda shit rn and this team doesn’t struggle to break it at all. Tera Steel allows me to blank Fairies while being a better midground into Kingambit than Tera Fairy. It’s also nice for Gholdengo.

:sv/zapdos:

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Grass
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Weather Ball
- Roost

Pult + Zapdos is an iconic pairing dating back to Gen 8. Zapdos deals with a ton of physical threats such as Tusk, Moon, Zama, Valiant, Landorus, Cinderace, etc. It’s also a broken pivot that can spam Volt Switch on teams lacking Gliscor/Ting-Lu/Clodsire. This Zapdos has a secret, Weather Ball which thanks to Glowking activating Snow, becomes a 100 BP Ice type nuke that easily one-shots Lando/Gliscor while chunking incoming Raging Bolts. Speaking of which, this Zapdos was given enough speed EVs to outpace Modest Bolt. Tera Grass Zapdos is my only stalwart to Waterpon, so you will be expected to Terastilize Zapdos vs that matchup. You will be using Zapdos alot to pivot into Samu on stuff like Glowking to generate progress.

:sv/samurott-hisui:

Samurott-Hisui @ Heavy-Duty Boots
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Knock Off
- Encore

Samurott is the team’s wallbreaker, spike setter, and answer to Kingambit/Gholdengo. With spikes, Pult and Zapdos become harder to deal with as most of their checks are vulnerable to them. Tera Ghost is a nice way to spinblock in an emergency and 1v1 Body Press Skarm/Corv. I settled with Aqua Cutter for the non-contact nature and 100% accuracy.

:sv/tinkaton:

Tinkaton @ Air Balloon
Ability: Pickpocket
Tera Type: Dragon/Flying/Water/Ghost
EVs: 252 HP / 152 SpD / 104 Spe
Careful Nature
- Gigaton Hammer
- Stealth Rock
- Encore
- Thunder Wave

Very underrated mon that I’ve been running as a bulky Steel that checks Darkrai, Deo-S, and Raging Bolt while clicking rocks, Encore, or T-Wave. We can also use Tinkaton to steal Boots from greedy pivots mashing U-Turn. It’s also a semi-Knock absorber which synergizes well with Zapdos who’s a prime Knock target. The EVs maximize Tinkaton’s solid special bulk as much as possible while speed creeping Bolt. You can decide on whatever Tera you want, but Tera Dragon can randomly save you from Wogre. It’s not a mon you often Tera.

:sv/slowking-galar:

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Toxic

As a 2nd pivot, Primarina check, and special wall, we have Glowking. The set is pretty standard but it helps with Pult’s main bad matchups, Clefable and Garganacl. It can also Toxic Ting-Lu in a pinch. Tera Water is pretty self-explanatory, lets you reliably switch into Darkrai, removes your Ground and Dark weakness, and switches into Wake. Glowking also eases the pressure Tinkaton has with switching into Kyurem.

:sv/gliscor:

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water/Normal
EVs: 244 HP / 52 Def / 204 SpD / 8 Spe
Impish Nature
- Swords Dance
- Earthquake
- Knock Off/Facade
- Protect

Here’s the MVP. Gliscor is our bulky Ground, status sponge, and wallbreaker. This can pretty much trade itself to take out 2-3 mons against offense, especially with Tera. I decided on a mixed spread that lets me tank special hits while eating hits from Ice Spinner Tusk or Kingambit. It eats a +2 max SO boosted Sucker at full which can be key to the Kingambit endgame. The original draft had Facade + Knock, but I decided on EQ + Knock because my Gouging Fire matchup wasn’t looking too hot. That along with Tera Water means I can lock down this MU. It also does much more to pre-Tera Garganacl. Corv/Skarm is a non-issue with Zapdos to punish it, Pult to switch into Body Press, and Samu to pressure it. With how less common they are rn, Gliscor can run away with games vs Balance while doing work into faster paced teams. You can also try Facade with Tera Normal over Knock Off which OHKOs Wogre after a boost, though that does mean Balloon Ghold comes in on you for free. Broken mon.

How to deal with Ogerpon-W

So the biggest matchup you will have to worry about is Ogerpon-W. Fortunately there are work arounds. 4/6 members of the team do not give Wogre free switch ins and can cripple with status. Samurott can pressure with Spikes. So the main way Wogre is getting in is through forcing out Samu or Gliscor. Nothing on this team wants to eat a hit, the only mon not 2HKOd is Zapdos who can threaten with Hurricane or with chip via Volt Switch. However Tera Water Wogre will 2HKO, or OHKO after a Swords Dance. If that happens, Tera immediately with Zapdos and Volt Switch into Pult who threatens out with a burn. If you don’t care about losing a Knock Off user, you can go Tera Normal + Facade on Gliscor to one-shot it after a boost. Most teams on the ladder these days aren’t super bulky so you could get away with it. The general gameplan is to play aggressively with pivoting and blocking out the possible chances of Wogre coming in, using Tera as a safety net in case Wogre goes crazy.

Overall this is a fun team I’ve found consistent success with.

I hope you enjoy it :dragapult:
IMG_6001.gif
 
Apologies for the wait but Pult is finally here.
Firstly, I just want to say that I am not a fan of the bulky Pult spread. I find it too passive and the bulk investment not worth it for Pult’s natural fraility. Pult needs all the power it can get from investment. So I went with a more standard spread, however you are free to change the Pult spread if you like. With that out of the way, let’s get into the team.

Pult is a mon that you can plug in on any team, so I plugged it in to one of my favorite cores as of late, Kanto Bird/Samu/Tinka. With Zapdos to dismay Tusk from spinning, Tinkaton to switch into Weavile/Meow/Kyurem/Darkrai and form a hazard stack/Encore core with Samu. It also meant Pult didn’t have to switch into Tusk to spin, Zapdos can punish with Static. The amount of T-Wave spam makes Pult even more deadly in the lategame.

:sv/dragapult:

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk
- Dragon Darts
- Hex
- Will-O-Wisp
- Thunder Wave

Double Status makes Pult an incredibly annoying mon in the early-to-late game. I decided to go full out with the SpA investment since the standard spread is for 3HKOing Blissey, but Stall is also kinda shit rn and this team doesn’t struggle to break it at all. Tera Steel allows me to blank Fairies while being a better midground into Kingambit than Tera Fairy. It’s also nice for Gholdengo.

:sv/zapdos:

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Grass
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Weather Ball
- Roost

Pult + Zapdos is an iconic pairing dating back to Gen 8. Zapdos deals with a ton of physical threats such as Tusk, Moon, Zama, Valiant, Landorus, Cinderace, etc. It’s also a broken pivot that can spam Volt Switch on teams lacking Gliscor/Ting-Lu/Clodsire. This Zapdos has a secret, Weather Ball which thanks to Glowking activating Snow, becomes a 100 BP Ice type nuke that easily one-shots Lando/Gliscor while chunking incoming Raging Bolts. Speaking of which, this Zapdos was given enough speed EVs to outpace Modest Bolt. Tera Grass Zapdos is my only stalwart to Waterpon, so you will be expected to Terastilize Zapdos vs that matchup. You will be using Zapdos alot to pivot into Samu on stuff like Glowking to generate progress.

:sv/samurott-hisui:

Samurott-Hisui @ Heavy-Duty Boots
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Knock Off
- Encore

Samurott is the team’s wallbreaker, spike setter, and answer to Kingambit/Gholdengo. With spikes, Pult and Zapdos become harder to deal with as most of their checks are vulnerable to them. Tera Ghost is a nice way to spinblock in an emergency and 1v1 Body Press Skarm/Corv. I settled with Aqua Cutter for the non-contact nature and 100% accuracy.

:sv/tinkaton:

Tinkaton @ Air Balloon
Ability: Pickpocket
Tera Type: Dragon/Flying/Water/Ghost
EVs: 252 HP / 152 SpD / 104 Spe
Careful Nature
- Gigaton Hammer
- Stealth Rock
- Encore
- Thunder Wave

Very underrated mon that I’ve been running as a bulky Steel that checks Darkrai, Deo-S, and Raging Bolt while clicking rocks, Encore, or T-Wave. We can also use Tinkaton to steal Boots from greedy pivots mashing U-Turn. It’s also a semi-Knock absorber which synergizes well with Zapdos who’s a prime Knock target. The EVs maximize Tinkaton’s solid special bulk as much as possible while speed creeping Bolt. You can decide on whatever Tera you want, but Tera Dragon can randomly save you from Wogre. It’s not a mon you often Tera.

:sv/slowking-galar:

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Toxic

As a 2nd pivot, Primarina check, and special wall, we have Glowking. The set is pretty standard but it helps with Pult’s main bad matchups, Clefable and Garganacl. It can also Toxic Ting-Lu in a pinch. Tera Water is pretty self-explanatory, lets you reliably switch into Darkrai, removes your Ground and Dark weakness, and switches into Wake. Glowking also eases the pressure Tinkaton has with switching into Kyurem.

:sv/gliscor:

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water/Normal
EVs: 244 HP / 52 Def / 204 SpD / 8 Spe
Impish Nature
- Swords Dance
- Earthquake
- Knock Off/Facade
- Protect

Here’s the MVP. Gliscor is our bulky Ground, status sponge, and wallbreaker. This can pretty much trade itself to take out 2-3 mons against offense, especially with Tera. I decided on a mixed spread that lets me tank special hits while eating hits from Ice Spinner Tusk or Kingambit. It eats a +2 max SO boosted Sucker at full which can be key to the Kingambit endgame. The original draft had Facade + Knock, but I decided on EQ + Knock because my Gouging Fire matchup wasn’t looking too hot. That along with Tera Water means I can lock down this MU. It also does much more to pre-Tera Garganacl. Corv/Skarm is a non-issue with Zapdos to punish it, Pult to switch into Body Press, and Samu to pressure it. With how less common they are rn, Gliscor can run away with games vs Balance while doing work into faster paced teams. You can also try Facade with Tera Normal over Knock Off which OHKOs Wogre after a boost, though that does mean Balloon Ghold comes in on you for free. Broken mon.

How to deal with Ogerpon-W

So the biggest matchup you will have to worry about is Ogerpon-W. Fortunately there are work arounds. 4/6 members of the team do not give Wogre free switch ins and can cripple with status. Samurott can pressure with Spikes. So the main way Wogre is getting in is through forcing out Samu or Gliscor. Nothing on this team wants to eat a hit, the only mon not 2HKOd is Zapdos who can threaten with Hurricane or with chip via Volt Switch. However Tera Water Wogre will 2HKO, or OHKO after a Swords Dance. If that happens, Tera immediately with Zapdos and Volt Switch into Pult who threatens out with a burn. If you don’t care about losing a Knock Off user, you can go Tera Normal + Facade on Gliscor to one-shot it after a boost. Most teams on the ladder these days aren’t super bulky so you could get away with it. The general gameplan is to play aggressively with pivoting and blocking out the possible chances of Wogre coming in, using Tera as a safety net in case Wogre goes crazy.

Overall this is a fun team I’ve found consistent success with.

I hope you enjoy it :dragapult:
View attachment 646520

Thanks alot. I guess I was thinking too small in regards to Pult's MU with Wellspring. Turns out instead of roiding yourself to eat a hit, let your teammates help make Wogre feel unwelcome to hit the field in the first place.
 
This is gonna be a weird request!!

So recently I was scrolling through some heat sets (in NBT), & found a rather interesting one!! Expanding Force Iron Valiant. I seriously didn't know Valiant gets that, & it could lead to some potentially nasty play!! The set used Psychic Terrain as a move, but the builder may use Psychic Surge Pokemon instead (idk I'm not sure which direction this team goes)!! Any changes in the below set is fine for me too (except Expanding Force :p)!!

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Psychic
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psychic Terrain
- Expanding Force
- Moonblast
- Close Combat

This was the set, created by Heatranator (won the Week 12 Next Best Thing)!!

So here goes my request:
A Team using Expanding Force Iron Valiant

:sv/iron Valiant:

Thanks in advanced :D
 
Last edited:
I know they are not in the "Overused Viability Ranking" but i love bug type Pokemon and if you could build me a team aroud one of my favorite (Yanmega or Heracross) so he can shine a little, i'll be happy about it.
Thanks.
Edit* : if you really want a OU Viability Ranking Pokemon, "Iron Moth" will do. Its a bug like pokemon and i like it too.
 
Last edited:
Good day!
I've always loved water Pokemon and like the idea of a rain team. I have built my own, but don't feel any synergy from it. However, two mons that I think work super well together are:

:Primarina: and :pelipper:.

I'm looking for someone's to build a team including these two.
The sets I've been using are the standard rain setter set and AV Prima, but those don't have to remain!
Looking forward to a wonderful team.
Cheers!
 
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Clear Smog

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse

Hatterene (F) @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
- Healing Wish
- Psychic
- Dazzling Gleam
- Nuzzle

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

Do you guys have any suggestions for the next two pokemon?

Also, which pokemon should I lead with?
 
Deoxys-Speed @ Life Orb/Expert belt
View attachment 644010
Ability: Pressure
EVs: 4 SpD / 252 SpA / 252 Spe
Tera Type: Fighting
Timid Nature
- Psycho Boost
- Focus Blast
- Shadow Ball
- Ice Beam

Samurott-Hisui @ Assault Vest
View attachment 644015
Ability: Sharpness
EVs: 172 HP / 252 Atk / 84 Spe
Tera Type: Poison
Adamant Nature
- Ceaseless Edge
- Razor Shell
- Aqua Jet
- Knock Off

Looking for a bulky offensive team around using deoyxs-s as a way of speed control and cleaning up the weakened chewed up remains of the enemy team after the rest of the team (with hazards thanks to samurott-h and a rock setter) have left them with very little health ripe for being plucked off by deoyxs decent special attack and great coverage. With doeyxs-s focus I'm also adding sammurott-h in as a very reliable bulky hazard setter that pairs rather nicely with the speed freak. Setting up spikes constantly, pivoting out for deoyxs-s or other team mates to finish off the job it's hazards make easier for.
deo.png
ham.png
tusk.png
zap.png
gking.png
rilla.png

https://pokepast.es/8f44ceaf5d388da1
After lots and lots and LOTS of trial and error, I finally came up with a Bulky Offense that makes good use of Deoxys-Speed and Hisuian Samurott while providing them plenty of support to function effectively.
Feel free to test the other versions of the team; the Pokepastes are at the bottom of this spoiler.
Screenshot 2024-07-20 003124.png

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11

:life-orb: :sv/deoxys-speed: :life-orb:
Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 200 SpA / 56 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Ice Beam​

I deliberated between Nasty Plot Deoxys and Mixed Attacker Deoxys. While I tend to prefer the former, it works much better on Offense and Hyper Offense as Deoxys is a Pokemon who is easily forced out by priority and realistically only has one chance to set up. On Bulky Offense, mixed attacking is more effective. However, through testing I found out just how weak Deoxys is. Even with phenomenal coverage, high base power on its moves, and investing heavily in both attack and special attack, Deoxys desperately needs a Life Orb to do any noteworthy damage. Due to its frailty and poor typing, it also needs good pivots and Pokemon that can force switches so you can potentially double Deoxys in. It needs hazard support to get OHKOs, which Samurott luckily provides. It needs hazard removal so hazards + Life Orb do not become too overwhelming. Even if you were to invest fully into speed, it cannot take on the fast threats commonly found on Hyper Offense and will want those fast threats eliminated or paralyzed. I say all this because all the Pokemon on the team are based around supporting Deoxys so the fight isn't a 5v6, as an unsupported Deoxys is often deadweight. In many ways, this Deoxys set is much like Hoopa Unbound; a mixed attacker with a special Psychic attack, a physical Fighting attack, Knock Off, and a coverage move. Deoxys has much better speed, a stronger Psychic attack, Ice Beam to hit Gliscor, and greater set unpredictability in exchange for much worse bulk (especially compared to AV sets) and weaker offenses. Neither are particularly good, but both are able to absolutely demolish fat teams. The Deoxys set is fairly standard; I opted for more attack than special attack since Knock Off is Deoxys' most spammable move and it can catch Galarian Slowking off guard, the speed is to outpace +1 Great Tusk, and Tera Fighting gives a resistance to Kingambit's Sucker Punch while boosting the damage of Superpower.

:choice-scarf: :sv/samurott-hisui: :choice-scarf:
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Sacred Sword​

I tested many variants of Hisuian Samurott: Bulky AV, Fast AV, Black Glasses + Swords Dance, Heavy-Duty Boots, Focus Sash, Flip Turn, Aqua Cutter vs. Razor Shell, Sucker Punch vs. Aqua Jet, and more. I'll focus mainly on the AV sets since that is what you requested. While Bulky AV is pretty nice, not having max speed is a much bigger deal than I thought. Its typing is good, but 90 HP / 65 Sp. Def is not cutting it in OU. Hisuian Samurott only reliably checks Gholdengo with this set, and even then, it can fall apart to Focus Blast or Tera Fairy Dazzling Gleam. Other special users it should take on either wear it down with pivot moves (Dragapult, Iron Crown) or overpower it (Walking Wake in the sun). Hazards also hurt too much for this set. If you go max speed, at least you are more threatening, but AV does not do much of anything to bolster its uninvested mediocre bulk. To briefly touch on the other items, SD is cool but difficult to make work with this core, Heavy-Duty Boots spam sucks with this core as Deoxys is too weak and both are too frail; Flip Turn is valid but I opted for Sacred Sword; Razor Shell is better when Rillaboom can heal up the damage taken by Rocky Helmet; Sucker Punch is better than Aqua Jet, but this set does not need either. Choice Scarf is most effective when paired with Deoxys because you cannot afford to put another form of speed control on the team without becoming too frail and missing out defensively on this Bulky Offense team. Choice Scarf Samurott can catch opponents off guard and increase the likelihood that you get a Spike up against them. Knock Off gives you a consistent attack when going for an important KO as well as removing boots against fatter teams that can normally outlast this squad. Sacred Sword is the only niche part of this set, but Kingambit is very threatening for this team and being able to OHKO while resisting Sucker Punch is very valuable to open up Deoxys and Galarian Slowking. Sacred Sword also hits Darkrai and Kyurem hard while going through stat boosts in a pinch (e.g. Garganacl, Zamazenta). Tera Dark boosts the damage of Ceaseless Edge and Knock Off, but it is not clicked much.

:rocky-helmet: :sv/great-tusk: :rocky-helmet:
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock​

Great Tusk filled many needed roles for the team. Ground type, rocker, hazard removal, knock absorber, Kingambit check, and so on. I opted for Rocky Helmet to rack up chip on opponents, which works nicely with hazards. Rocky Helmet is more valuable than Leftovers on this team since Rillaboom provides Great Tusk recovery when needed. Tera Steel allows Great Tusk to eat a variety of hits, mainly Dragon, Ice, and Fairy since the team lacks a Dragon resistance and Ice / Fairy moves are often fired into Great Tusk.

:heavy-duty-boots: :sv/zapdos: :heavy-duty-boots:
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Thunder Wave
- Roost​

The Kantonian bird provides this team a lot of value. I wanted a spin blocker, but putting a Ghost type with a Psychic type makes the team so vulnerable to Dark and Ghost attacks, especially since Samurott is frail, Great Tusk only takes on physical Dark-types, and opposing Great Tusk can greatly threaten pretty much all Ghost-types (barring Sinistcha). When I tried Moltres on Version 7, it felt pretty solid as Great Tusk hates getting burned, but Zapdos is more relisient against Knock Off and suits this team's needs better. As I mentioned before, Hyper Offense outspeeds Deoxys, and paralysis helps against those fast threats. Not only does Zapdos have Static to punish physical attackers, but Zapdos spreads paralysis like wildfire with Thunder Wave. Hurricane and Volt Switch hit really hard even when uninvested, with the latter providing pivoting into the team's other threats (i.e. Deoxys). Samurott, Great Tusk, and Rillaboom also greatly admire the speed drop from paralysis. The only Pokemon in the meta that wall Zapdos are Ting-Lu, Raging Bolt, and specially defensive Gliscor; everything else has to fear Zapdos and its para + confusion shenanigans. Zapdos was originally Tera Fairy to provide a Dragon immunity and help against Dark attacks (e.g. Roaring Moon Knock Off, Kingambit Kowtow Cleave), but Heatranator suggested Tera Steel and it's been better at flipping its weaknesses and taking on DD Kyurem, which normally obliterates this team.

:assault-vest: :sv/slowking-galar: :assault-vest:
Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 40 Def / 140 SpA / 80 SpD
Modest Nature
IVs: 0 Atk
- Psychic Noise
- Sludge Bomb
- Flamethrower
- Surf​

AV Galarian Slowking patched up a lot of what the team was vulnerable to. I steered clear of Slowking for many of the versions because I hated having two Psychic-types making me very vulnerable to Dark and Ghost. Version 9 is most similar to this final version, and it has dual status Slowking. While having Toxic is really nice for Raging Bolt, it did not make the matchup any easier, and no AV made Slowking too vulnerable to strong special attackers. AV allows Slowking to eat up so many special hits (pretty much negating its Ghost weakness since Shadow Ball is the move of choice for 90% of Ghosts), and it can afford to forego Heavy-Duty Boots since it has support from Great Tusk to remove hazards and Rillaboom to heal off some damage (and provide an Earthquake neutrality). Not having Chilly Reception to bring in Deoxys sucks in theory, but in practice I tend to like the extra power and coverage that this set has. I got these EVs from someone on ladder, and it's basically the standard spread with a bit more defense over special defense. The moves are mostly standard, but I have Psychic Noise over the more common Psyshock because it is really nice to bypass Substitute and stop opponents from benefitting off Grassy Terrain's healing.

:choice-band: :sv/rillaboom: :choice-band:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn​

Rillaboom's set is as standard as it gets, but it's important to discuss what it provides for the team. The healing from Grassy Terrain is so important for Deoxys so Life Orb is negated as well as providing Great Tusk healing so it can run Rocky Helmet over Leftovers. CB Rillaboom is a phenomal breaker and form of priority for the team. It is a third Knock Off user that enables hazards to be really effective. It is a strong pivot since it forces so many switches. Defensively, it takes on Ogerpon Wellspring quite well and pesters Zapdos' common checks (Ting-Lu, Gliscor). It rounds out the team nicely.

I hope you enjoy the team! :deoxys-speed::samurott-hisui:
 
comfey.gif


Comfey @ Leftovers
Ability: Triage
Tera Type: Steel / Poison / Ground
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Stored Power / Tera Blast
- Calm Mind
- Synthesis

It kind of baffles me that Comfey is even ranked. I can see it has some merit with its priority healing moves, but it’s not particularly powerful. I’d love to see a builder take a stab at building a team around the lei. CM is the first set that came to mind, but I’d be open to seeing anything the builders cook up. Thanks!
 
Could someone please make a team with hisuian zoroark and zamazenta pretty please. I love playing with them but my teams are generally pretty ass
hroark.png
zama.png
gking.png
lando.png
ace.png
wogre.png

https://pokepast.es/d9f51c38c1244bb5
Despite a seemingly flawed synergy between Hisuian Zoroark's Illusion and Zamazenta's Dauntless Shield, the fox and the dog work surprisingly well together in practice to form a powerful offense.

:choice-scarf: :sv/zoroark-hisui: :choice-scarf:
Zoroark-Hisui @ Choice Scarf
Ability: Illusion
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bitter Malice
- Hyper Voice
- Focus Blast
- Trick​

I was really surprised to find out Hisuian Zoroark is UR on the viability rankings and has been for a while. This is not the best Pokemon by any means, but it is certainly on par with others in the D Tier.

Zoroark's flaws stem from its high skill floor, centralization on a team, and competition in the metagame. Zoroark is not beginner-friendly at all, as you have to be very strategic with how you make use of Illusion. I went 12-0 in a draft league where I picked up Hisuian Zoroark, so I have a lot of experience using it and knowing how to build with it, but even I do not fully understand how Pokemon shift around in the team order. At the start of the game, you need to choose a good lead as well as your initial illusion in the sixth slot. Due to Hisuian Zoroark's horrible 55/60/60 bulk, you need hazard control, hazard setting, slow pivoting, and Pokemon that force switches that Zoroark can punish. For this reason, Zoroark thrives on physical-oriented offense teams as you can bait in physically defensive walls and chunk them with your special moves. You also want to avoid Pokemon that have abilities that activate on entry, as that destroys your illusion. You also want Pokemon that bait Normal, Fighting, and Ghost attacks to make use of Zoroark's amazing immunities. Finally, for its flaws, the other Ghost-types in the tier generally offer more for your team.

Once you become experienced with Hisuian Zoroark, build a strong team that Zoroark can fit on well, and find a niche for the fox, it becomes really strong. The set is pretty non-negotiable, as Choice Scarf is the best niche Zoroark has. Choice Specs works fine, but Dragapult is generally a lot better for that role. Focus Sash + Nasty Plot requires near-perfect play to sweep late game, and if you don't use it late-game, you will not reliably get more than one kill against a competent player with a competent team. Choice Scarf Zoroark is different than and in many ways is better than Choice Scarf Gholdengo; 350 Speed is solid on its own, and 525 Speed lets you speed tie Iron Moth, outpace speed-boosting Walking Wake, Choice Scarf Enamorus, speed-boosting Iron Treads, Deoxys-Speed, and other mid-speed threats that Gholdengo cannot outpace at +1 (Iron Crown / Kyurem / Gouging Fire / Great Tusk / Hisuian Samurott). After looking at Hisuian Zoroark's moves, while it has phenomenal coverage, it is way too hard to pull off anything in OU other than the listed moves. Bitter Malice is so good, and I liked it a lot more than Shadow Ball in testing. It is 6.25% weaker (75 vs. 80 BP), but it has a 100% chance to drop the opponent's Attack. We have seen the power of Breaking Swipe Gouging Fire, the set that almost got it banned due to how hard it was to break with the constant attack drops, and that's a move with a measly 60 BP. Shadow Ball that guaranteed drops Attack is insane, and it allows Zoroark to live neutral physical hits when it normally wouldn't with its poor bulk. It can then fire off another attack and pick up more kills. Even if Zoroark faints, the attack drop can let your teammates live, get off setup, force switches, or even secure the win late-game. Hyper Voice is the stronger STAB attack that bypasses Substitute, and some teams become vulnerable to Hyper Voice once their Ghost drops or their Steel is greatly weakened. Focus Blast is necessary for Kingambit among other Dark-, Steel-, and Normal-types that take on Zoroark's STABs. Trick rounds off the set nicely to stop setup sweepers or disturb fat teams. Tera Ghost boosts the power of Bitter Malice and keeps its immunity to Extreme Speed.

:leftovers: :sv/zamazenta: :leftovers:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 248 HP / 40 Atk / 48 Def / 172 Spe
Jolly Nature
- Body Press
- Crunch
- Heavy Slam
- Iron Defense​

Zamazenta has a double-edged synergy with Hisuian Zoroark. Zoroark loves that Zamazenta handles Dark-type attacks and forces switches into physically defensive Pokemon, but Dauntless Shield prevents Zoroark from disguising as Zamazenta until the ability has been used up. Luckily, Zamazenta is so amazing on its own and enjoys Zoroark's monumental speed and ability to weaken Zamazenta's checks. I opted for 3A ID Zamazenta to hit everything and make use of Tera Steel. Steel is necessary to give the team a Dragon resist, and in general it's an amazing type defensively and offensively when paired with Heavy Slam. The speed EVs are just to outspeed +1 Adamant Dragonite and Zamazenta just barely speed creeping, the others are to balance out bulk and offense.

:heavy-duty-boots: :sv/slowking-galar: :heavy-duty-boots:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Sludge Bomb
- Thunder Wave
- Chilly Reception​

When playing in the aforementioned draft league, I paired Hisuian Zoroark with Amoonguss, and they worked so well together because of Regenerator + Illusion. On this team, Galarian Slowking can tank a hit, heal up with Regenerator, and once Zoroark finally comes in at full, it keeps the illusion so well. Slowking also provides slow pivoting into Hisuian Zoroark, making it much easier to bring onto the field. Other than that, Galarian Slowking is as basic as basic gets with this set; Future Sight forcing awkward situations, Thunder Wave slowing down opponents for the team, and Chilly Reception enabling faster Pokemon to be brought in safely while dismantling weather teams are what make it shine.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Taunt
- Stealth Rock​

While this is yet another poor synergy with Hisuian Zoroark since Intimidate destroys any possibility of hiding Illusion, Landorus provides so much for the team that I could not avoid using it. Ground immune, Electric immune, hazard setter, Intimidate support, mid-speed pivot, Raging Bolt check, Taunt support, and solid bulk compresses a lot of roles the team needed. Again, the set is pretty standard, but I'll touch upon its more unique features. Raging Bolt is a big problem for this team, so Earthquake felt mandatory to really beat down Calm Mind sets. This also works well with Hisuian Zoroark since I mentioned earlier how Zoroark works well of physically-oriented offense teams. Tera Grass is primarily for Ogerpon Wellspring, which the team has no defensive answer to once Dauntless Shield has been used up. As a side note, Intimidate pairs nicely with Bitter Malice to really bother physical attackers.

:heavy-duty-boots: :sv/cinderace: :heavy-duty-boots:
Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Low Kick
- U-turn
- Court Change​

Cinderace is a strong attacker, hazard controller, and fast pivot that punishes the Dark-, Steel-, and Normal-types that bother Hisuian Zoroark. Offensive Cinderace felt best to dish out great damage and chunk things down for the rest of the team. After considering options for the coverage move, Low Kick felt best in testing and punished annoying Pokemon like Heatran, Ting-Lu, and other Dark-types when I did not want to switch out with U-turn. Court Change is really valuable support for the team. Cinderace is also a great Illusion to have since you force out Zoroark's common switch-ins.

:wellspring-mask: :sv/ogerpon-wellspring: :wellspring-mask:
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ivy Cudgel
- Power Whip
- Swords Dance
- Encore​

Ogerpon Wellspring rounds out the team nicely. Encore is solid support, Water Absorb is great, Ivy Cudgel is really spammable, Power Whip hits hard, and Swords Dance lets Ogerpon pummel through stall. I originally had Play Rough over Swords Dance to hit Dragons, but the Gliscor matchup became too difficult since Gliscor eats an unboosted Ivy Cudgel and can wear you down with Toxic. Feel free to try out both and see what you like best; Play Rough is better into more matchups, but Swords Dance is more necessary for those poorer matchups. If I were to guess, Ogerpon Wellspring is likely my most common Illusion because it takes the same amount of hazard damage as Hisuian Zoroark and it forces so many switches while heavily punishing those who do not scout if it is the illusion or the real deal.

I hope you enjoy the team! :zoroark-hisui::zamazenta:
 
1722056855685.png

Thundurus-Therian @ Choice Specs
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tera Blast
- Thunderbolt
- Volt Switch
- Grass Knot

Hello!, I'm curious if anyone can build a team around specs thundurus-t, i think this mon could hit hella hard but I'm not that great builder to make it work in a team. Thank you in advance :P
 
View attachment 649782View attachment 649783View attachment 649784View attachment 649785View attachment 649786View attachment 649787
https://pokepast.es/8f44ceaf5d388da1
After lots and lots and LOTS of trial and error, I finally came up with a Bulky Offense that makes good use of Deoxys-Speed and Hisuian Samurott while providing them plenty of support to function effectively.
Feel free to test the other versions of the team; the Pokepastes are at the bottom of this spoiler.
View attachment 649788
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11

:life-orb: :sv/deoxys-speed: :life-orb:
Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 200 SpA / 56 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Ice Beam​

I deliberated between Nasty Plot Deoxys and Mixed Attacker Deoxys. While I tend to prefer the former, it works much better on Offense and Hyper Offense as Deoxys is a Pokemon who is easily forced out by priority and realistically only has one chance to set up. On Bulky Offense, mixed attacking is more effective. However, through testing I found out just how weak Deoxys is. Even with phenomenal coverage, high base power on its moves, and investing heavily in both attack and special attack, Deoxys desperately needs a Life Orb to do any noteworthy damage. Due to its frailty and poor typing, it also needs good pivots and Pokemon that can force switches so you can potentially double Deoxys in. It needs hazard support to get OHKOs, which Samurott luckily provides. It needs hazard removal so hazards + Life Orb do not become too overwhelming. Even if you were to invest fully into speed, it cannot take on the fast threats commonly found on Hyper Offense and will want those fast threats eliminated or paralyzed. I say all this because all the Pokemon on the team are based around supporting Deoxys so the fight isn't a 5v6, as an unsupported Deoxys is often deadweight. In many ways, this Deoxys set is much like Hoopa Unbound; a mixed attacker with a special Psychic attack, a physical Fighting attack, Knock Off, and a coverage move. Deoxys has much better speed, a stronger Psychic attack, Ice Beam to hit Gliscor, and greater set unpredictability in exchange for much worse bulk (especially compared to AV sets) and weaker offenses. Neither are particularly good, but both are able to absolutely demolish fat teams. The Deoxys set is fairly standard; I opted for more attack than special attack since Knock Off is Deoxys' most spammable move and it can catch Galarian Slowking off guard, the speed is to outpace +1 Great Tusk, and Tera Fighting gives a resistance to Kingambit's Sucker Punch while boosting the damage of Superpower.

:choice-scarf: :sv/samurott-hisui: :choice-scarf:
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Sacred Sword​

I tested many variants of Hisuian Samurott: Bulky AV, Fast AV, Black Glasses + Swords Dance, Heavy-Duty Boots, Focus Sash, Flip Turn, Aqua Cutter vs. Razor Shell, Sucker Punch vs. Aqua Jet, and more. I'll focus mainly on the AV sets since that is what you requested. While Bulky AV is pretty nice, not having max speed is a much bigger deal than I thought. Its typing is good, but 90 HP / 65 Sp. Def is not cutting it in OU. Hisuian Samurott only reliably checks Gholdengo with this set, and even then, it can fall apart to Focus Blast or Tera Fairy Dazzling Gleam. Other special users it should take on either wear it down with pivot moves (Dragapult, Iron Crown) or overpower it (Walking Wake in the sun). Hazards also hurt too much for this set. If you go max speed, at least you are more threatening, but AV does not do much of anything to bolster its uninvested mediocre bulk. To briefly touch on the other items, SD is cool but difficult to make work with this core, Heavy-Duty Boots spam sucks with this core as Deoxys is too weak and both are too frail; Flip Turn is valid but I opted for Sacred Sword; Razor Shell is better when Rillaboom can heal up the damage taken by Rocky Helmet; Sucker Punch is better than Aqua Jet, but this set does not need either. Choice Scarf is most effective when paired with Deoxys because you cannot afford to put another form of speed control on the team without becoming too frail and missing out defensively on this Bulky Offense team. Choice Scarf Samurott can catch opponents off guard and increase the likelihood that you get a Spike up against them. Knock Off gives you a consistent attack when going for an important KO as well as removing boots against fatter teams that can normally outlast this squad. Sacred Sword is the only niche part of this set, but Kingambit is very threatening for this team and being able to OHKO while resisting Sucker Punch is very valuable to open up Deoxys and Galarian Slowking. Sacred Sword also hits Darkrai and Kyurem hard while going through stat boosts in a pinch (e.g. Garganacl, Zamazenta). Tera Dark boosts the damage of Ceaseless Edge and Knock Off, but it is not clicked much.

:rocky-helmet: :sv/great-tusk: :rocky-helmet:
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock​

Great Tusk filled many needed roles for the team. Ground type, rocker, hazard removal, knock absorber, Kingambit check, and so on. I opted for Rocky Helmet to rack up chip on opponents, which works nicely with hazards. Rocky Helmet is more valuable than Leftovers on this team since Rillaboom provides Great Tusk recovery when needed. Tera Steel allows Great Tusk to eat a variety of hits, mainly Dragon, Ice, and Fairy since the team lacks a Dragon resistance and Ice / Fairy moves are often fired into Great Tusk.

:heavy-duty-boots: :sv/zapdos: :heavy-duty-boots:
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Thunder Wave
- Roost​

The Kantonian bird provides this team a lot of value. I wanted a spin blocker, but putting a Ghost type with a Psychic type makes the team so vulnerable to Dark and Ghost attacks, especially since Samurott is frail, Great Tusk only takes on physical Dark-types, and opposing Great Tusk can greatly threaten pretty much all Ghost-types (barring Sinistcha). When I tried Moltres on Version 7, it felt pretty solid as Great Tusk hates getting burned, but Zapdos is more relisient against Knock Off and suits this team's needs better. As I mentioned before, Hyper Offense outspeeds Deoxys, and paralysis helps against those fast threats. Not only does Zapdos have Static to punish physical attackers, but Zapdos spreads paralysis like wildfire with Thunder Wave. Hurricane and Volt Switch hit really hard even when uninvested, with the latter providing pivoting into the team's other threats (i.e. Deoxys). Samurott, Great Tusk, and Rillaboom also greatly admire the speed drop from paralysis. The only Pokemon in the meta that wall Zapdos are Ting-Lu, Raging Bolt, and specially defensive Gliscor; everything else has to fear Zapdos and its para + confusion shenanigans. Zapdos was originally Tera Fairy to provide a Dragon immunity and help against Dark attacks (e.g. Roaring Moon Knock Off, Kingambit Kowtow Cleave), but Heatranator suggested Tera Steel and it's been better at flipping its weaknesses and taking on DD Kyurem, which normally obliterates this team.

:assault-vest: :sv/slowking-galar: :assault-vest:
Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 40 Def / 140 SpA / 80 SpD
Modest Nature
IVs: 0 Atk
- Psychic Noise
- Sludge Bomb
- Flamethrower
- Surf​

AV Galarian Slowking patched up a lot of what the team was vulnerable to. I steered clear of Slowking for many of the versions because I hated having two Psychic-types making me very vulnerable to Dark and Ghost. Version 9 is most similar to this final version, and it has dual status Slowking. While having Toxic is really nice for Raging Bolt, it did not make the matchup any easier, and no AV made Slowking too vulnerable to strong special attackers. AV allows Slowking to eat up so many special hits (pretty much negating its Ghost weakness since Shadow Ball is the move of choice for 90% of Ghosts), and it can afford to forego Heavy-Duty Boots since it has support from Great Tusk to remove hazards and Rillaboom to heal off some damage (and provide an Earthquake neutrality). Not having Chilly Reception to bring in Deoxys sucks in theory, but in practice I tend to like the extra power and coverage that this set has. I got these EVs from someone on ladder, and it's basically the standard spread with a bit more defense over special defense. The moves are mostly standard, but I have Psychic Noise over the more common Psyshock because it is really nice to bypass Substitute and stop opponents from benefitting off Grassy Terrain's healing.

:choice-band: :sv/rillaboom: :choice-band:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn​

Rillaboom's set is as standard as it gets, but it's important to discuss what it provides for the team. The healing from Grassy Terrain is so important for Deoxys so Life Orb is negated as well as providing Great Tusk healing so it can run Rocky Helmet over Leftovers. CB Rillaboom is a phenomal breaker and form of priority for the team. It is a third Knock Off user that enables hazards to be really effective. It is a strong pivot since it forces so many switches. Defensively, it takes on Ogerpon Wellspring quite well and pesters Zapdos' common checks (Ting-Lu, Gliscor). It rounds out the team nicely.

I hope you enjoy the team! :deoxys-speed::samurott-hisui:

Thanks for your help, enjoying the team a great bit especially it's now fully made for WiFi battles too!
2024072322060900-1A552196CBAEC7F073BF13D42EA6C787.jpg
 
I've been trying to build a balance/bulky offensive around a double AV crown and hrott core but ive been struggling, some help would be appreciated

Iron Crown @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Future Sight
- Focus Blast
- Volt Switch

Samurott-Hisui @ Assault Vest
Ability: Sharpness
Tera Type: Poison
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Ceaseless Edge
- Razor Shell
- Sucker Punch
- Flip Turn
 
View attachment 651665
Thundurus-Therian @ Choice Specs
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tera Blast
- Thunderbolt
- Volt Switch
- Grass Knot

Hello!, I'm curious if anyone can build a team around specs thundurus-t, i think this mon could hit hella hard but I'm not that great builder to make it work in a team. Thank you in advance :P

We’ve been busy with other projects and OLT, but we’re here to provide. After some tweaks made to the team, I had a lot of fun with it. Specs Thundy is support reliant, but it messes with a bunch of slower builds while being an emergency check to Raging Bolt and Zapdos.

:sv/thundurus_therian:
Not Raging Bolt (Thundurus-Therian) @ Choice Specs
Ability: Volt Absorb
Tera Type: Flying
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Tera Blast
- Thunderbolt
- Weather Ball

The highlight of the team. Thundy serves as the battering ram vs Balances. I find Modest to be unviable in this meta with the presence of Fast Lando, Kyurem, and Crown, besides, its overkill since Thundurus can still achieve insane calcs with Specs + Tera Flying Blast. Tbolt is consistent damage into sturdy Flying resists like Garg and AV Crown, 2HKOing them after rocks. I opted for Weather Ball since with Glowking setting Snow, I can threaten Ground types and Grass/Dragon types without needed to Tera, it notably can 2HKO Ting-Lu after a bit of chip. What I learned while playtesting the team is that Thundy’s high speed and decent defensive typing makes it not a bad lead into offensive teams. It can trade with 1-2 mons before dying which is fine where Thundy’s extra power isn’t needed. Just a tip.

:sv/cinderace:
Pyronaldo (Cinderace) (F) @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Flying/Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Sucker Punch/Will-O-Wisp
- Court Change

For hazard control and pivoting, Cinderace was the perfect partner for Thundurus. A majority of the mons Cinderace invites in, are food for Thundy, especially bulky Waters like Prima, Dozo, Pex, and Mola. Blaze over Libero so I can U-Turn on Moltres teams without fearing burn and so I can Sucker Pult safely in a pinch. You can choose either Wisp or Sucker, whatever works for you. Tera Flying was chosen to Wisp Ground types safely and keep its Grass resistance, but Fire is also a good Tera on Cinder.

:sv/great_tusk:
Great Pump (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 248 HP / 4 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Stealth Rock
- Rapid Spin

I needed three things. Rocks. Spin, and Speed Control. Booster Speed Tusk provides all three. Tera Ice is nice tech for Kyurem, OHKOing Gliscor and Lando, as well as helping with Roaring Moon.

:sv/kingambit:
Queengambit (Kingambit) (F) @ Leftovers
Ability: Supreme Overlord
Tera Type: Dark
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

Kingambit is both the Ghost resist, bulky Steel, wincon, and Sucker Punch clicker. Tera Dark is anti-Stall tech that also messes with Sun. What else is there to say other than it’s a Kingambit.

:sv/sinistcha:
Stirfry (Sinistcha) @ Rocky Helmet
Ability: Heatproof
Tera Type: Fairy
EVs: 252 HP / 180 Def / 76 SpA
Bold Nature
IVs: 0 Atk
- Stun Spore/Calm Mind
- Matcha Gotcha
- Shadow Ball
- Strength Sap

Seeing as I struggle vs physical threats like Wogre, G-Fire, and Tusk. Another major threat was Zamazenta. I thought of adding Alomomola, but not only does it not help with Wogre, but it was already looking too similar to Pinkacross’ Thundy Balance from a year ago. Instead, I opted for Sinistcha which can function as a check to these threats and pose a threat with Matcha burns, Calm Mind clean ups, or Stun Spore. Tera Fairy allowed me to cover my G-Fire matchup nicely. The reason for the SpA EVs is to always break Zamazenta’s Sub with Matcha or Sball. Rocky Helmet punishes the plethora of contact moves in the tier, aiding its role as a physical wall.

:sv/slowking_galar:
King Bach (Slowking-Galar) (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 84 Def / 176 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Chilly Reception
- Psyshock
- Thunder Wave

As the special wall and slow pivot of the team, Glowking plays a crucial role. Future Sight wasn’t necessary because my team can already break Balance with Cinder + Thundy + Gambit, so I went with Psyshock to improve my Moth matchup and Ice Beam to hit Gliscors. The EV spread lets Glowking survive an Adamant Ceaseless Edge from Samu at full. Ofc you shouldn’t do this, but if you don’t have a good play, it can come in clutch.

The team has a few hiccups. Without a good Fire resist, Cinderace is very annoying and AoA Darkrai can mess this team up, but if you play aggressively, it has no notable unwinnable matchup.

Hope you enjoy the team :) :thundurus_therian:
 
Back
Top