Project SV OU Teambuilding Lab (Open)

Approved by kd458
ou-teambuilding-lab-png.635651

Art Banner by Lunaflare

Welcome all to the Gen 9 OU teambuilding lab project that serves to help inexperienced teambuilders by providing custom-made teams for anyone who requests one. Users can request any Pokemon and core they desire, which will be provided by a group of experienced teambuilders in the tier. You will receive information on the thought process of building from the builders, and users are free to ask any questions and concerns by reaching out to the builders. If you are an aspiring or dedicated team builder and would like to contribute to building teams in this project, feel free to apply with the form below to be considered part of the team. The form will remain active throughout the project for anyone wanting to join later.

:poke ball: Teambuilding Lab Application :poke ball:
:premier ball: Rules:
  • Any requested Pokemon to be built around must be currently ranked in the Overused Viability Ranking.
  • Only ask for requests in the thread. Do not post your teams in the thread if you aren’t a listed team member above. Any questions or concerns the builders may have can be addressed by contacting builders.
  • Many teams will be requested; some are much easier to do than others. Be patient with the builders, as they will eventually have your team ready. If there are any concerns regarding how long it is taking, feel free to reach out to any listed team member so they can provide the status of your requested team.
  • Players are only allowed to request one team at a time. Be mindful of the current log and team archive below, as the Pokemon you want to build around has already been asked or completed. The only way to request an already-built Pokemon is if there’s a drastic metagame change.
  • This thread will be locked once we get a handful of teams so as not to overwhelm builders. Don’t bombard us with messages about where the teams are; we are still working on many different teams, so be patient, as your team may be the one getting worked on.
  • We won’t accept any request for any Pokemon undergoing suspect testing; you may do so after the suspect is finished if it remains.

Iron Hands Grassy Terrain
Comfey
SD Waterpon BO Fix: (https://pokepast.es/33d8e258ae8b4e91)
Iron Hands BO
Meowscarada + H-Samurott
Sinistcha Hazard Stack
Ting-Lu + Darkrai Balance
Kyurem + Primarina
Maushold
Scarf Landorus-T + AV Slowking Galar
Kyurem (Restricted)
Hoopa-U
Hazard Stack Balance (include keldeo, scizor, dragonite, rotom-w: one or two of these three mons)
Fezandipiti
 
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Team Archives
:slowking-galar: :zamazenta: :landorus-therian: :kingambit: :dragapult: :ogerpon-wellspring:
Slowking Galar + AoA Zamazenta Bulky Offense by 658Greninja

:azumarill: :gliscor: :rillaboom: :heatran: :darkrai: :dragapult:
Azumarill + Gliscor Hazard Stack Bulky Offense by Roller K

:sinistcha: :walking wake: :slowking-galar: :tinkaton: :gliscor: :zamazenta:
Sinistcha + Knock Off Walking Wake Bulky Offense by Roller K

:reuniclus: :darkrai: :tinkaton: :gliscor: :zamazenta: :alomomola:
Calm Mind Reuniclus + Darkrai Hazard Stack by 658Greninja

:cinderace: :landorus-therian: :hatterene: :darkrai: :kyurem: :iron valiant:
Swords Dance Cinderace + Double Rocky Helmet Hyper Offense by FFK

:meowscarada: :volcanion: :dragapult: :great tusk: :tinkaton: :moltres:
Choice Scarf Meowscarada + Trapper Volcanion Bulky Offense by Venuesaur

:arcanine-hisui: :ribombee: :roaring moon: :gholdengo: :enamorus: :great tusk:
Hisuian Arcanine + Webs Hyper Offense by Roller K

:wo-chien: :alomomola: :garganacl: :darkrai: :great tusk::gholdengo:
Wo-Chien Balance by 658Greninja

:dondozo: :roaring moon: :gliscor: :skarmory: :blissey: :serperior:
Dondozo + Roaring Moon + SD Gliscor Fat by FFK

:weavile: :cinderace: :great tusk: :slowking-galar: :primarina: :corviknight:
Choice Band Weavile Double Hazard Removal Bulky Offense by Tysonslayer

:hoopa-unbound: :great tusk: :slowking-galar: :alomomola: :serperior: :dragapult:
Choice Band Hoopa-Unbound Balance by Roller K

:lokix: :great tusk: :moltres: :slowking-galar: :raging bolt: :deoxys-speed:
Lokix VoltTurn Bulky Offense by FFK

:blaziken: :slowking-galar: :kingambit: :zapdos: :dragapult: :great tusk:
Swords Dance Blaziken + Double Stauts Galarian Slowking Bulky Offense by 658Greninja

:landorus-therian: :kingambit: :glimmora: :dragapult: :iron valiant: :raging bolt:
Swords Dance Flying Tera Blast Landorus-T Offense by Roller K

:latios: :serperior: :samurott-hisui: :great tusk: :gholdengo: :okidogi:
Choice Specs Latios Offense by Roller K

:primarina: :kingambit: :cinderace: :zamazenta: :landorus-therian: :goodra-hisui:
Specs Primarina Offense by Tysonslayer

:dragapult: :zapdos: :samurott-hisui: :tinkaton: :slowking-galar: :gliscor:
Dual Status Pult + Weather Ball Zap Bulky Offense by 658Greninja

:deoxys-speed: :samurott-hisui: :great tusk: :zapdos: :slowking-galar: :rillaboom:
Deoxys Speed + Hisuian-Samurott Bulky Offense by Roller K

:zoroark_hisui: :zamazenta: :slowking_galar: :landorus_therian: :cinderace: :ogerpon_wellspring:
Hisuian-Zoroark + Zamazenta Offense by Roller K

:thundurus_therian: :cinderace: :great_tusk: :kingambit: :sinistcha: :slowking_galar:
Specs Thundurus + Tera Dark Gambit Bulky Offense by 658Greninja

:iron_valiant: :iron_moth: :kingambit: :dragapult: :ogerpon_wellspring: :landorus_therian:
Expanding Force Iron Valiant by Roller K

:iron_moth: :corviknight: :ting_lu: :sinistcha: :raging_bolt: :weavile:
Iron Moth Bulky Offense by Roller K

:deoxys_speed: :iron_boulder: :scizor: :glimmora: :ogerpon_wellspring: :roaring_moon:
Deoxys-Speed + Iron Boulder Offense by leng loi

:darkrai: :gholdengo: :iron_valiant: :landorus_therian: :latios: :zamazenta:
NP Tera Fighting Darkrai + Soul Dew Latios Offense by 658Greninja

:ambipom: :samurott_hisui: :landorus_therian: :iron_moth: :iron_valiant: :zamazenta:
Fake Out Ambipom Offense by Roller K

:iron valiant: :primarina: :zamazenta: :glimmora: :dragonite: :iron moth:
Fairy Spam Hyper Offense by Tysonslayer

:pecharunt: :darkrai: :zamazenta: :scizor: :gliscor: :primarina:
CB Scizor + NP Pecharunt Bulky Offense by Tysonslayer

:rillaboom: :hawlucha: :hatterene: :ursaluna: :kyurem: :iron moth:
AV Ursaluna Grassy Terrain Offense by Tysonslayer

:meowscarada: :darkrai: :iron boulder: :slowking-galar: :great tusk: :moltres:
Meowrai Boulder Bulky Offense by Tysonslayer

:torkoal: :hatterene: :great tusk: :walking wake: :venusaur: :raging bolt:
Praise the Sun by 658Greninja

:iron crown: :samurott-hisui: :great tusk: :rillaboom: :zapdos: :iron moth:
Double AV Iron Crown + Hisuian Samurott Bulky Offense by Roller K

:moltres: :iron crown: :primarina: :ting-lu: :okidogi: :meowscarada:
Moltres + Iron Crown Bulky Offense by Roller K

:garganacl: :gliscor: :blissey: :alomomola: :ogerpon: :deoxys-speed:
Curse Garganacl Balance by Roller K

:primarina: :pelipper: :raging bolt: :barraskewda: :iron treads: :zamazenta:
Pelipper + Primarina Rain by Roller K

:suicune: :kyurem: :sinistcha: :gliscor: :quaquaval: :tinkaton:
Suicune + Kyurem Pressure Semi-Stall by Roller K

:dondozo: :chansey: :clodsire: :weezing_galar: :corviknight: :hydrapple:
G-Weezing Dual Hazard Removal Semi-Stall
by 658Greninja

 
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Hello team, good luck with the project.

I see Zamazenta as a bit of an outlier because ID + BP can net some wins without thinking too much about it, although there is limited counterplay for this specific set.
I would like to ask for something different that overrides common answers like Unaware mon, Haze Pex or Gholdengo.
Btw, here my concept.
:Slowking_Galar: Chilly Reception + Future Sight, another 2 free moves, as well as Tera and EVs.
:Zamazenta: I want to see something like Choice Band: CC, Crunch, Edge, Ice Fang or whatever it takes. If necessary, I accept AoA Tera Stellar Boots or whatever.
Thanks in advance.
Two S- mon, I don't think it's a big problem to do something with this core, but I'm dry of creativity and looking forward to some change in the tier.
 
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azumarill.gif
gliscor.gif



Azumarill is not a particularly great mon in OU (hence its C-rank in the VR), but it can run through teams if given the chance. It’s especially satisfying to dumpster opponents with this smiley rabbit-thing.

I chose to pair Azu up with Gliscor for this request, since I think they synergize well with each other. Azu threatens Weavile/Corv, and Gliscor pressures Clod and Dozo/Mola with EQ and Toxic, respectively. Plus, I think Azu shines best on hazard stack.

I look forward to seeing what the builders can come up with, should they choose to build this team! :)
 
Hello team, good luck with the project.

I see Zamazenta as a bit of an outlier because IB + BP can net some wins without thinking too much about it, although there is limited counterplay for this specific set.
I would like to ask for something different that overrides common answers like Unaware mon, Haze Pex or Gholdengo.
Btw, here my concept.
:Slowking_Galar: Chilly Reception + Future Sight, another 2 free moves, as well as Tera and EVs.
:Zamazenta: I want to see something like Choice Band: CC, Crunch, Edge, Ice Fang or whatever it takes. If necessary, I accept AoA Tera Stellar Boots or whatever.
Thanks in advance.
Two S- mon, I don't think it's a big problem to do something with this core, but I'm dry of creativity and looking forward to some change in the tier.

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https://pokepast.es/414e860056bef86e

Not a very flashy build, but its an effective team that makes use of some of the best mons the tier has to offer.

:sv/slowking-galar:
• This Glowking is pretty standard. Future Sight/Chilly/Sludge/Toxic. Tera Fairy over Water allows me to pivot around Dracos from Specs Bolt, Wake, and random Outrages from CB Dnite.

:sv/zamazenta:
• Stellar is bad on Zama, it gets more value out of defensive Teras like Steel or Fire. AoA Zama was pretty tough to build since matchups with Gambit, Wogre, and opposing Zama becomes tough but it can put in work with CC/Heavy Slam/Crunch/Stone Edge. Stone Edge was chosen in response to the rise of Molt/Zapdos usage and Tera Fire to punish Pult who’s a nuisance this team (and most teams tbh) .

:sv/landorus-therian:
• This Lando is standard. Gking + Lando is a classic voltturn core and makes most of my teams flow better. 128 Speed outruns Raging Bolts. Lando helps with a bunch of matchups like Roaring Moon or Gouging Fire.

:sv/kingambit:
• Tera Fairy Blast Gambit is something I see surprisingly little of, but it can lure some of the mons that can switch into AoA Zama like bulky Tusk or opposing Zamas. Fairy is just great into a lot of the Dragons we have roaming around. Gambit was the perfect glue on this team, providing speed control, a Ghost resist, and Kyurem check in one slot.

:sv/dragapult:
• Pult not only gives us more speed, but eases problematic matchups I had while building. Its also another pivot that can bait in Gambit for Zama or chain pivoting with Lando or Gking. Tera Ghost for absolutely jacked Hexes after spreading burns in the early-to-mid game. 2nd best mon in the tier imo.

:sv/ogerpon-wellspring:
• The last slot and the breaker of the team. Samu was originally on this build since Zama and Pult take huge advantage of Spikes, but I was running into problems like Tusk and CM Tera Steel Enam. Knock is deadly on Wogre since it’s a good midground into most stuff, smacks Sinistcha, and allows it to output more pressure with item removal. It gives us the crucial raw power the team needs to feel complete.
 
I would like to request a team with Sinistcha and knock off Walking Wake. I've been really enjoying using Sinistcha lately as I think it's the best rapid spin blocker in the tier which really helps with hazard stacking. Knock off wake is a cool and underutilized concept that could help bait in mons like Blissey and knock off their boots. I think these two mons could make a great hazard stacking core but If whoever is making the team has another idea in mind like a balance team then by all means go for it.
 
azumarill.gif
gliscor.gif



Azumarill is not a particularly great mon in OU (hence its C-rank in the VR), but it can run through teams if given the chance. It’s especially satisfying to dumpster opponents with this smiley rabbit-thing.

I chose to pair Azu up with Gliscor for this request, since I think they synergize well with each other. Azu threatens Weavile/Corv, and Gliscor pressures Clod and Dozo/Mola with EQ and Toxic, respectively. Plus, I think Azu shines best on hazard stack.

I look forward to seeing what the builders can come up with, should they choose to build this team! :)
azu.png
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rilla.png
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pult.png

https://pokepast.es/79f5745efbecc503

After several versions of trying to make the Azumarill + Gliscor core work, I found this Bulky Offense to be most consistent.

:choice-band: :sv/azumarill: :choice-band:
Azumarill @ Choice Band
Ability: Huge Power
Tera Type: Water
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Aqua Jet
- Liquidation
- Play Rough
- Knock Off
Ever since the release of Primarina, Azumarill has struggled to find a place in the metagame, hence its C Rank in OU while Primarina sits comfortably in the A Rank. Primarina has way more tools in its arsenal: stronger special defense, more reliable setup in Calm Mind, Draining Kiss to keep Primarina healthy throughout a game and chip away at its switch-ins, Psychic Noise to prevent the opponent from healing and dismantle fat (which pairs nicely with Liquid Voice), stronger STAB moves with Moonblast and Surf, 60 Speed allowing it to speed creep Kingambit on faster sets, slow pivoting with Flip Turn, and so on. So that raises the question: what niche can Azumarill fill? Well, there's 3, but only 1 is consistent.
  1. Whirlpool + Perish Song: Our team briefly discussed it, as it would be able to trap the likes of Dondozo and other bulky waters. In turn, it would open up something like SD Gliscor. However, the meta is far too strong for Azumarill to stay alive for Perish Song's duration, and there are so many viable Pokemon with pivot moves that would blank this Azumarill set.​
  2. Belly Drum: On the right team it could work, but Gliscor does not make for a good partner. Belly Drum sets would work better on Screens HO, as Azumarill needs the extra bulk to safely get the Belly Drum off. In general, this set still struggles because of Ogerpon-Wellspring blocking its Aqua Jet and threatening to OHKO.​
  3. Choice Band: The best niche that Azumarill can carve itself with the presence of Primarina. While Aqua Jet itself is quite weak, it does enough damage with Choice Band Azumarill's 654 Attack. Ogerpon-Wellspring is no longer a safe switch-in, as Play Rough is a guaranteed OHKO. Both its STAB moves are very spammable, and Azumarill now has access to Knock Off, which pairs really well with hazard stacking from Gliscor while also being a great midground move.​
Azumarill enjoys the extra bulk over speed, as it can live many strong attacks in a pinch and fire off a strong attack in response (e.g. +1 Acrobatics from Attack Booster Roaring Moon). 16 Speed EVs can help against uninvested Kingambit, Ursaluna, and other base 50 speed Pokemon. Tera Water is great offensively and defensively, as it boosts your damage of Aqua Jet and Liquidation while retaining a strong Water typing defensively.

:toxic-orb: :sv/gliscor: :toxic-orb:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
IVs: 29 Spe
- High Horsepower
- U-turn
- Spikes
- Protect​

Gliscor is the physically defensive pivot of the team. Spikes and Protect were going to be on the set no matter what, as you requested Spikes to be paired with Gliscor and Protect is necessary to keep Gliscor healthy throughout the game while being a great Choice-locked scouter. I tested many variations of the other two moves, and I settled on High Horsepower and U-turn. High Horsepower is nearly as powerful as Earthquake while not being reduced in damage by Grassy Terrain from Rillaboom. It hits hard and is fairly reliable; I originally had Knock Off but it made Gliscor too passive and easy to set up on. U-turn helps bring in Azumarill, Darkrai, and Dragapult more safely. 244 HP EVs maximize the amount of health Gliscor recovers from Poison Heal, and 16 Special Defense EVs allow Gliscor to survive both a Choice Specs Enamorus's Moonblast and Life Orb Deoxys-S's Psycho Boost from full health. 29 Speed IVs is my special flavor on U-turn Gliscor sets; it allows you to get a slow U-turn on opposing Gliscor while still outspeeding Jolly Kingambit and Pokemon trying to speed creep. Tera Water is nice for weather matchups to make sure you aren't dependent solely on Azumarill and Rillaboom. If you aren't requiring Spikes on Gliscor, try Toxic instead as it eases some matchups.

: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
When I initially saw your suggested core, Rillaboom popped into my mind, and I wasn't too sure why at first. After all, it heals up the damage your opponent takes from hazards, which seems like a poor synergy. I tested several versions of the team with bulky Assault Vest Rillaboom, but it felt inconsistent and the team felt too slow. I tried without Rillaboom, and it felt even worse. Eventually, I realized the reasons why Rillaboom works so well with Azumarill and Gliscor. As I mentioned before, one of Azumarill's biggest threats is Ogerpon-Wellspring, and the ogre also threatens Gliscor. Rillaboom is one of the strongest checks to Ogerpon-Wellspring, as it can come in and eat a hit while threatening back with Grassy Glide for huge damage and, more commonly, U-turn to potentially OHKO while punishing an opponent's switch and generating momentum. With Choice Band Rillaboom specifically, it forms a nasty priority core with CB Azumarill Aqua Jet + CB Rillaboom Grassy Glide. This combination is valuable late-game, as in an ideal game, your hazards are up and at least one of Azumarill and Rillaboom are alive. The chip accumulated throughout a game allows for Aqua Jet / Grassy Glide cleaning up the opponent's team. Additionally, U-turn brings in the team's threats more easily, Knock Off hits hard and removes items to help with the hazard stack, and Wood Hammer is a phenomenal breaking tool. Tera Grass maximizes both priority damage and breaking damage depending on the matchup.

:air-balloon: :sv/heatran: :air-balloon:
Heatran @ Air Balloon
Ability: Flame Body
Tera Type: Ghost
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock​

Heatran rounds out the team nicely. It is a specially defensive Stealth Rock user that rounds out the Fire-Water-Grass core and helps against some of the team's biggest threats in Kyurem, Enamorus, Dragapult, Gholdengo, and so on. Air Balloon is really nice as a one-time guaranteed switch-in Kyurem and Enamorus, both of which you threaten out and set up Stealth Rock on to punish them later. Tera Ghost is nice as an emergency spinblock and Fighting immunity. Taunt helps take out Galarian Slowking if you land a Magma Storm on it switching in, and in general Taunt is nice to stop setup. 52 Speed EVs put Heatran at 203 Speed, which will outspeed Adamant Kingambit / Ursaluna / etc. while increasing your odds of outspeeding Skarmory (much like Zamazenta, Skarmory have been hitting speeds more than the suggested 200 Speed to outspeed and win the 1v1 against opposing Skarmory, so you want to try to get the jump on them. 203 Speed was the most I was comfortable going, as its Special Defense is still able to hit the jump point of 330). As for its ability, I think both are great, but Flame Body probably has more use as it can punish contact physical attackers like Roaring Moon in a pinch. Flash Fire is really only important for the most common Iron Moth set (Fiery Dance, Sludge Wave, Tera Blast Ground, Substitute) as you are immune to all attacks with an Air Balloon intact, but you can revenge kill Tera Ground Moth with Rillaboom or Azumarill. Other Fire-type Pokemon that can be walled like Ceruledge aren't common enough to warrant Flash Fire, and the damage boost is not a big deal. Feel free to use either ability, I think both are fine.

:heavy-duty-boots: :sv/darkrai: :heavy-duty-boots:
Darkrai @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Poison
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Focus Blast
- Nasty Plot​

Pretty standard Darkrai here. Heavy-Duty Boots is pretty necessary for opposing hazard stack teams as well as Glimmora's Toxic Spikes which would otherwise shred this team apart. Nasty Plot allows Darkrai to be a set-up win condition for the team. Sludge Bomb and Focus Blast are the preferred coverage moves for the team, as Sludge Bomb hits Grass- and Fairy-types while Focus Blast hits Dark- and Steel-types. Tera Poison gives Darkrai a resistance to Fairy and Fighting, boosts the power of Sludge Bomb, and allows the team to absorb Toxic Spikes if needed. The EV spread allows Darkrai to hit hard while making better use of its solid defenses.

:heavy-duty-boots: :sv/dragapult: :heavy-duty-boots:
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- U-turn
- Will-O-Wisp​

There's not too much to explain here; Boots Pivot Dragapult is amazing. Speed control and fast pivot for the team, amazing STAB types, ability to cripple physical attackers with Will-O-Wisp, Infiltrator to attack through Substitute and Screens, Heavy-Duty Boots to allow longevity and ease of being brought in during the game, and mixed offenses to make it more difficult to switch into. Tera Fairy helps greatly against the Dragon and Dark attacks that dominate the tier.

I hope you enjoy the team! :azumarill: :gliscor:
 
:SV/Reuniclus:
The GOAT (Reuniclus) @ Life Orb / Leftovers
Ability: Magic Guard
Tera Type: Fairy
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Focus Blast
- Psychic Noise
- Knock Off / Calm Mind
- Recover

I've wanted to build with Reun for a while cause I thought it would be really good in a hazard metagame which also features a fair bit of fat mons + passive damage Pokemon like Garganacl. While it can be ok, I have been struggling to cover for some its holes when trying to build a few teams with it.

I built this not too long ago (shoutout to quacc for help) and while it could perform decently well, it struggled too much into Bolt + Woger and relied on spdef dozo cheese sweeping most of the time. Rarely showed Reun's strengths all too well aside from a few cases, where it could be an effective Kingambit lure early game. I'd like a build that's more consistent vs most of the metagame, specifically Woger. It doesn't need to be balance necessarily, but I would like an H-Stack concept.
 
As a Real Meow Poster, I would like to throw my hat in the ring for a team idea as I've been having a hard time to cover the bases I want when using the cat while not feeling like kneecapping myself elsewhere. Weavile is fun, but having a pivot that outspeeds unboosted Moon, Gren, Cinderace, IVal, and Ogerpon is really nice compression.

I'm open to about any teamstyle, though I would prefer to not lean too hard into fat balance if at all possible. Hazard stack and Volt Turn seem like the two most workable ideas to make the Meow shine. If at all possible, Expert Belt or a similarly offense skewed item like Life Orb would be preferred as Choice locking is really annoying when dealing with certain threats, and Boots does limit its breaking/crippling potential. If removal is something which is too hard to fit, Boots is more than fine. Usually I forego Flower Trick for Low Kick, but I have a feeling this only works so well for Gambits at my part of the latter (1500ish) and that higher up, they'll just kill with sucker on even low amounts of chip. I've also thought of replacing that slot for Thunderpunch, as it punishes basically all three of the "free" Meow switchins of the birds and 'mola, but electric coverage isn't terribly hard to slot elsewhere and Meow struggles to do everything it wants with its four moves as it is.

Edit: Not sure if a Pokemon being doubled up on counted if a different core partner (or none) was selected. If the prior Volcanion/Meow request is what takes Meow's spot, I simply ask that the meal be delicious...
 
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:weavile:

I'd like to request a team built around CB Weavile. I'm not sure if beat up can be viable in this gen, but it would be neat if you guys could make it work in the set.
 
I was looking at Swords Dance Cinderace recently. It seems awkward, but no one would expect it. Ogerpon-Wellspring seems like a nice teammate to threaten defensive waters, but there maybe a better way. SD Cinderace may just be trash, but who knows? Not me, not yet.
 
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https://pokepast.es/79f5745efbecc503

After several versions of trying to make the Azumarill + Gliscor core work, I found this Bulky Offense to be most consistent.

:choice-band: :sv/azumarill: :choice-band:
Azumarill @ Choice Band
Ability: Huge Power
Tera Type: Water
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Aqua Jet
- Liquidation
- Play Rough
- Knock Off
Ever since the release of Primarina, Azumarill has struggled to find a place in the metagame, hence its C Rank in OU while Primarina sits comfortably in the A Rank. Primarina has way more tools in its arsenal: stronger special defense, more reliable setup in Calm Mind, Draining Kiss to keep Primarina healthy throughout a game and chip away at its switch-ins, Psychic Noise to prevent the opponent from healing and dismantle fat (which pairs nicely with Liquid Voice), stronger STAB moves with Moonblast and Surf, 60 Speed allowing it to speed creep Kingambit on faster sets, slow pivoting with Flip Turn, and so on. So that raises the question: what niche can Azumarill fill? Well, there's 3, but only 1 is consistent.
  1. Whirlpool + Perish Song: Our team briefly discussed it, as it would be able to trap the likes of Dondozo and other bulky waters. In turn, it would open up something like SD Gliscor. However, the meta is far too strong for Azumarill to stay alive for Perish Song's duration, and there are so many viable Pokemon with pivot moves that would blank this Azumarill set.​
  2. Belly Drum: On the right team it could work, but Gliscor does not make for a good partner. Belly Drum sets would work better on Screens HO, as Azumarill needs the extra bulk to safely get the Belly Drum off. In general, this set still struggles because of Ogerpon-Wellspring blocking its Aqua Jet and threatening to OHKO.​
  3. Choice Band: The best niche that Azumarill can carve itself with the presence of Primarina. While Aqua Jet itself is quite weak, it does enough damage with Choice Band Azumarill's 654 Attack. Ogerpon-Wellspring is no longer a safe switch-in, as Play Rough is a guaranteed OHKO. Both its STAB moves are very spammable, and Azumarill now has access to Knock Off, which pairs really well with hazard stacking from Gliscor while also being a great midground move.​
Azumarill enjoys the extra bulk over speed, as it can live many strong attacks in a pinch and fire off a strong attack in response (e.g. +1 Acrobatics from Attack Booster Roaring Moon). 16 Speed EVs can help against uninvested Kingambit, Ursaluna, and other base 50 speed Pokemon. Tera Water is great offensively and defensively, as it boosts your damage of Aqua Jet and Liquidation while retaining a strong Water typing defensively.

:toxic-orb: :sv/gliscor: :toxic-orb:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 248 Def / 16 SpD
Impish Nature
IVs: 29 Spe
- High Horsepower
- U-turn
- Spikes
- Protect​

Gliscor is the physically defensive pivot of the team. Spikes and Protect were going to be on the set no matter what, as you requested Spikes to be paired with Gliscor and Protect is necessary to keep Gliscor healthy throughout the game while being a great Choice-locked scouter. I tested many variations of the other two moves, and I settled on High Horsepower and U-turn. High Horsepower is nearly as powerful as Earthquake while not being reduced in damage by Grassy Terrain from Rillaboom. It hits hard and is fairly reliable; I originally had Knock Off but it made Gliscor too passive and easy to set up on. U-turn helps bring in Azumarill, Darkrai, and Dragapult more safely. 244 HP EVs maximize the amount of health Gliscor recovers from Poison Heal, and 16 Special Defense EVs allow Gliscor to survive both a Choice Specs Enamorus's Moonblast and Life Orb Deoxys-S's Psycho Boost from full health. 29 Speed IVs is my special flavor on U-turn Gliscor sets; it allows you to get a slow U-turn on opposing Gliscor while still outspeeding Jolly Kingambit and Pokemon trying to speed creep. Tera Water is nice for weather matchups to make sure you aren't dependent solely on Azumarill and Rillaboom. If you aren't requiring Spikes on Gliscor, try Toxic instead as it eases some matchups.

: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
When I initially saw your suggested core, Rillaboom popped into my mind, and I wasn't too sure why at first. After all, it heals up the damage your opponent takes from hazards, which seems like a poor synergy. I tested several versions of the team with bulky Assault Vest Rillaboom, but it felt inconsistent and the team felt too slow. I tried without Rillaboom, and it felt even worse. Eventually, I realized the reasons why Rillaboom works so well with Azumarill and Gliscor. As I mentioned before, one of Azumarill's biggest threats is Ogerpon-Wellspring, and the ogre also threatens Gliscor. Rillaboom is one of the strongest checks to Ogerpon-Wellspring, as it can come in and eat a hit while threatening back with Grassy Glide for huge damage and, more commonly, U-turn to potentially OHKO while punishing an opponent's switch and generating momentum. With Choice Band Rillaboom specifically, it forms a nasty priority core with CB Azumarill Aqua Jet + CB Rillaboom Grassy Glide. This combination is valuable late-game, as in an ideal game, your hazards are up and at least one of Azumarill and Rillaboom are alive. The chip accumulated throughout a game allows for Aqua Jet / Grassy Glide cleaning up the opponent's team. Additionally, U-turn brings in the team's threats more easily, Knock Off hits hard and removes items to help with the hazard stack, and Wood Hammer is a phenomenal breaking tool. Tera Grass maximizes both priority damage and breaking damage depending on the matchup.

:air-balloon: :sv/heatran: :air-balloon:
Heatran @ Air Balloon
Ability: Flame Body
Tera Type: Ghost
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock​

Heatran rounds out the team nicely. It is a specially defensive Stealth Rock user that rounds out the Fire-Water-Grass core and helps against some of the team's biggest threats in Kyurem, Enamorus, Dragapult, Gholdengo, and so on. Air Balloon is really nice as a one-time guaranteed switch-in Kyurem and Enamorus, both of which you threaten out and set up Stealth Rock on to punish them later. Tera Ghost is nice as an emergency spinblock and Fighting immunity. Taunt helps take out Galarian Slowking if you land a Magma Storm on it switching in, and in general Taunt is nice to stop setup. 52 Speed EVs put Heatran at 203 Speed, which will outspeed Adamant Kingambit / Ursaluna / etc. while increasing your odds of outspeeding Skarmory (much like Zamazenta, Skarmory have been hitting speeds more than the suggested 200 Speed to outspeed and win the 1v1 against opposing Skarmory, so you want to try to get the jump on them. 203 Speed was the most I was comfortable going, as its Special Defense is still able to hit the jump point of 330). As for its ability, I think both are great, but Flame Body probably has more use as it can punish contact physical attackers like Roaring Moon in a pinch. Flash Fire is really only important for the most common Iron Moth set (Fiery Dance, Sludge Wave, Tera Blast Ground, Substitute) as you are immune to all attacks with an Air Balloon intact, but you can revenge kill Tera Ground Moth with Rillaboom or Azumarill. Other Fire-type Pokemon that can be walled like Ceruledge aren't common enough to warrant Flash Fire, and the damage boost is not a big deal. Feel free to use either ability, I think both are fine.

:heavy-duty-boots: :sv/darkrai: :heavy-duty-boots:
Darkrai @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Poison
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Focus Blast
- Nasty Plot​

Pretty standard Darkrai here. Heavy-Duty Boots is pretty necessary for opposing hazard stack teams as well as Glimmora's Toxic Spikes which would otherwise shred this team apart. Nasty Plot allows Darkrai to be a set-up win condition for the team. Sludge Bomb and Focus Blast are the preferred coverage moves for the team, as Sludge Bomb hits Grass- and Fairy-types while Focus Blast hits Dark- and Steel-types. Tera Poison gives Darkrai a resistance to Fairy and Fighting, boosts the power of Sludge Bomb, and allows the team to absorb Toxic Spikes if needed. The EV spread allows Darkrai to hit hard while making better use of its solid defenses.

:heavy-duty-boots: :sv/dragapult: :heavy-duty-boots:
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- U-turn
- Will-O-Wisp​

There's not too much to explain here; Boots Pivot Dragapult is amazing. Speed control and fast pivot for the team, amazing STAB types, ability to cripple physical attackers with Will-O-Wisp, Infiltrator to attack through Substitute and Screens, Heavy-Duty Boots to allow longevity and ease of being brought in during the game, and mixed offenses to make it more difficult to switch into. Tera Fairy helps greatly against the Dragon and Dark attacks that dominate the tier.

I hope you enjoy the team! :azumarill: :gliscor:

Thank you so much!! I really appreciate that you went in-depth with your thought process, as well as with the technical aspects of the team like the EVs and IVs. I can’t wait to use this team!
 
I would like to request a team with Sinistcha and knock off Walking Wake. I've been really enjoying using Sinistcha lately as I think it's the best rapid spin blocker in the tier which really helps with hazard stacking. Knock off wake is a cool and underutilized concept that could help bait in mons like Blissey and knock off their boots. I think these two mons could make a great hazard stacking core but If whoever is making the team has another idea in mind like a balance team then by all means go for it.
cha.png
wake.png
gking.png
tink.png
scor.png
zama.png

https://pokepast.es/3a72258fd747b965

With the right support, Sinistcha and Knock Off Walking Wake can form a unique synergy on hazard stacking teams.

:heavy-duty-boots: :sv/sinistcha: :heavy-duty-boots:
Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Poison
EVs: 240 HP / 168 Def / 100 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Shadow Ball
- Calm Mind
- Strength Sap​

The classic Sinistcha set. Heavy-Duty Boots allow Sinistcha to come in safely and eat attacks from the likes of Great Tusk and Ogerpon-Wellspring. You are right that Sinistcha is the premier form of spin blocking, as most Great Tusk cannot 2HKO Sinistcha from full (only cases are Adamant with Knock Off into Ice Spinner, Attack booster, or Choice Band), and Sinistcha can freely click Strength Sap to get back to full health and lower the opponent's attack. In some games, it can be a threatening set-up sweeper with Calm Mind, and Tera Poison works well to avoid Toxic stopping the sweep and changing the Pokemon that can take it on. Matcha Gotcha being a fusion of Giga Drain and Scald makes for a nuisance for the opponent, as Sinistcha can stay healthy throughout a game while chunking the opponent and potentially landing a burn to cripple physical attackers. Shadow Ball rounds out the set nicely as a similarly spammable attack that annoys many of the common switch-ins to Grass attacks (mainly Gholdengo and Dragapult). It should be noted that it is also an amazing check to Zamazenta, as it can reliably come in and beat all sets except Substitute variants. The only deviation from the standard Sinistcha set is my EV spread; 4 extra EVs is nice for Pokemon who hit exactly 200 Speed and try to speed creep Kingambit, and 240 HP / 168 Def instead of 252 HP / 156 Def slightly improves its physical bulk as it hits a jump point with 168 EVs (the more important defense for Sinistcha) while also increasing the percentage gain Sinistcha gets from Strength Sap and Matcha Gotcha in exchange for slightly worse special bulk.

:heavy-duty-boots: :sv/walking-wake: :heavy-duty-boots:
Walking Wake @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Draco Meteor
- Knock Off
- Flip Turn​

I tried a while ago to make Knock Off Walking Wake work and could never figure it out, but this set when paired with Sinistcha works like a charm. Hydro Pump + Draco Meteor force many switches, not only because they are strong STAB moves coming off Walking Wake's solid Special Attack, but more importantly, they bluff a Choice item early-game. When testing the team, I had games where I would lead with Walking Wake, click a Hydro Pump on a resist (e.g. Kyurem), hard switch out as they switch out, eventually bring Walking Wake back in, repeat the scenario as they brought in Kyurem, and take it out with a Draco Meteor because they assumed I was Choice Scarf. Beyond bluffing a Choice item, Knock Off removes Heavy-Duty Boots on specially defensive Pokemon, something that very few Pokemon can do successfully, and Flip Turn allows for safe pivoting while chipping down the opposing team. Heavy-Duty Boots allows you to bring in Walking Wake more often and freely click your moves. Tera Water boosts the damage of Hydro Pump for sweeps against some teams while retaining a great defensive typing paired with its naturally solid bulk. There are a couple ways the Walking Wake set can be tweaked based on personal preference. Scald > Hydro Pump hits consistently and can be great at fishing for burns, but it loses its immediate power and ability to bluff a Choice item. 244 SpA would give you a Speed boost against opposing Sun teams, and this would probably be better for the Scald variant as you're usually clicking Draco Meteor in Sun anyways and do not care for the extra 8 Special Attack EVs in most games. Again, whatever feels best for you; Hydro Pump missing in key moments makes you wish you had reliable Scald :psycry:

:heavy-duty-boots: :sv/slowking-galar: :heavy-duty-boots:
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Sludge Bomb
- Toxic
- Chilly Reception
Standard pivoting Galarian Slowking. Eats many hits, heals off with Regenerator, slow pivot with Chilly Reception, absorbs Toxic Spikes, puts pressure with Future Sight, avoids being too passive with Sludge Bomb; it would be harder to name what it doesn't do for a team. Tera Fairy checks Kyurem and Raging Bolt more reliably, and Tera Water didn't feel too necessary with Walking Wake and Tera Water Gliscor handling weather matchups well enough. Toxic allows you to cripple the aforementioned Pokemon and adds on to the residual damage from hazards, though you could argue for Thunder Wave if you want Walking Wake and Zamazenta to outspeed more Pokemon late-game.

:air-balloon: :sv/tinkaton: :air-balloon:
Tinkaton @ Air Balloon
Ability: Pickpocket
Tera Type: Dark
EVs: 252 HP / 24 Atk / 232 Spe
Jolly Nature
- Gigaton Hammer
- Knock Off
- Stealth Rock
- Encore​

Tinkaton has been taking off recently in SV OU--and for good reason. It has a reliable niche as a fast Steel-type Stealth Rock anti-lead that checks many of the metagame's current threats. 232 Speed EVs allows it to outspeed Landorus-Therian. You can bring it in safely once on Ground-type attacks and Encore them into the resisted, immune, or status move: Stealth Rock / Ground move from Landorus, any non-Rapid Spin move from Great Tusk, Ruination / Spikes from Ting-Lu, you name it. Air Balloon + Pickpocket is an especially punishing combination, as you bring Tinkaton in on a contact move (e.g. U-turn), your Air Balloon is popped, and Pickpocket immediately steals the opponent's item. This cool interaction in junction with Knock Off makes Tinkaton a phenomenal item remover, which synergizes well with hazard stack. Tinkaton also eases the Kyurem / Enamorus matchup and gets a free switch-in to both while maintaining its resistance to Ice moves throughout a game, which the team would otherwise struggle against. Tera Dark allows the team to have a Ghost resistance in a pinch (which it currently lacks) and boosts the damage of Knock Off. In general, Steel/Fairy with 88/75/105 bulk is very respectable when invested into, and Tinkaton is a great support for the team.

:toxic-orb: :sv/gliscor: :toxic-orb:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 36 Def / 220 SpD / 8 Spe
Jolly Nature
- Earthquake
- Toxic
- Spikes
- Protect​

Gliscor fits most of the team's remaining needs well: it is a Ground- and Flying-type that sets up Spikes and absorbs Knock Off. Specially Defensive Gliscor can eat most neutral hits and slowly heal back to full with Protect + Poison Heal. Earthquake is a reliable attack that hits hard and keeps Gliscor from being too passive, and Toxic allows for more residual damage to its switch-ins. The speed is for Modest Raging Bolt which is very threatening for the team; Gliscor can come in as Raging Bolt goes for Calm Mind, and it can fire off a strong Earthquake (or a Toxic if Raging Bolt has used Tera) to greatly threaten. The 36 Defense EVs on the specially bulky EV spread allow Gliscor to comfortably survive Ogerpon-Wellspring's Ivy Cudgel from full health. Tera Water helps greatly into weather matchups and is an overall sturdy defensive typing that removes Gliscor's weaknesses.

:leftovers: :sv/zamazenta: :leftovers:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 64 Def / 192 Spe
Jolly Nature
- Body Press
- Crunch
- Iron Defense
- Roar​

Zamazenta rounds out the team very nicely. It provides great speed control for the team, checks Kingambit among other prominent attackers, is a win condition with Iron Defense + Body Press, and checks opposing set-up sweepers with Roar (which works extremely well for this team to rack up hazard damage). Crunch helps against Gholdengo and Dragapult, and Tera Fire gives a Fairy resistance while being resiliant against Will-O-Wisp Dragapult. 192 Speed EVs hits a jump point and outpaces base 130 Speed Pokemon, but if you're worried about the mirror Zamazenta matchup, you can go for max speed to get off the faster Roar. It doesn't seem too necessary though as you have Sinistcha.

I hope you enjoy the team! :sinistcha: :walking-wake:
 
:SV/Reuniclus:
The GOAT (Reuniclus) @ Life Orb / Leftovers
Ability: Magic Guard
Tera Type: Fairy
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Focus Blast
- Psychic Noise
- Knock Off / Calm Mind
- Recover

I've wanted to build with Reun for a while cause I thought it would be really good in a hazard metagame which also features a fair bit of fat mons + passive damage Pokemon like Garganacl. While it can be ok, I have been struggling to cover for some its holes when trying to build a few teams with it.

I built this not too long ago (shoutout to quacc for help) and while it could perform decently well, it struggled too much into Bolt + Woger and relied on spdef dozo cheese sweeping most of the time. Rarely showed Reun's strengths all too well aside from a few cases, where it could be an effective Kingambit lure early game. I'd like a build that's more consistent vs most of the metagame, specifically Woger. It doesn't need to be balance necessarily, but I would like an H-Stack concept.

You’re in for a treat.

Reuniclus was a tyrant in the BW OU metagame. Its claim to fame was its fantastic bulk and immunity to all passive damage like Spikes and Sand which populated the tier. It was so dominant with Spikes that the BW council dropped Drill to try and obtain it, yet they failed as even in modern BW, players still call for a ban to this li’l mitochondria. After BW it would fall off, but it still retained a small niche and in the case of USUM, became a solid pick on or against Balance teams. Reuniclus in Gen 9 has had it rough with Dark types around every corner including the number 1 mon in the tier Kingambit. The nerf to Recover’s PP didn’t help either. However as you will see with this build, Reuniclus can still do its thing. Believe it or not, Gen 9 also brought positives for Reuniclus.

1. With increased distribution of Spikes and Defog being removed from a lot of mons, Spikes are the best they’ve been since Gen 5.

2. Terastilization gives Reuniclus the option to shed its unfavorable typing for something like Electric.

3. Psychic Noise lets Reuniclus hit through Subs and deny recovery from a plethora of defensive staples.

4. Reuniclus takes advantage of tier’s defensive staples like Gliscor, Garganacl, and Gking. Despite what ppl might tell you, Balance is still rly good rn, in WCOP it currently has an even 50/50 score vs HO and has dominated Cinder/Lando Offenses and BOs. It also checks Zama which is really nice.


Reuniclus was certainly a challenge to build since Gking was not easy to splash on it, which left me open to problematic matchups like Kyurem, Sun, and Fairies, but I made it work, here’s how.


IMG_5464.png

Reuniclus @ Life Orb
Ability: Magic Guard
Tera Type: Electric
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic Noise
- Thunder
- Recover

I really liked Life Orb for more immediate power. Reuniclus is our wincon and fat killer. Even in this power crept meta, Reuniclus’ bulk is still good and capable of eating hits like Samu’s Ceaseless Edge. While Focus Miss is usually the way to go, I decided on Thunder. It hits the same targets as Focus Miss (besides Ting-Lu but we’ll get to that) while smacking Gholdengo, Corviknight, and Roar Moltres. It’s also a good midground due to Reuniclus smacking most Grounds with Psychic Noise and nothing liking to switch into Thunder with its 30% para chance. Tera Electric gives Reun an immunity to paralysis while boosting Thunder to obscene levels, to the point you can potentially OHKO Gambit and Ghold with +1 Thunder. Plus it can check Zapdos with this.

IMG_4588.png

Darkrai @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Poison
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Bomb
- Ice Beam
- Knock Off

When teambuilding, you first need to ask yourself, “What does X lose to?” and “What can beat or cripple those mons X loses to?”. There were two options I considered, Reun + Pult as Pult can burn Ting-Lu and Gambit while spinblocking hazards or Reun + Rai. When asked this, the builders yearned for Reun + Rai. It was more Balance destruction that also had Knock Off which was huge for crippling those Reun checks with Spikes.

IMG_5466.png

Tinkaton (F) @ Air Balloon
Ability: Pickpocket
Tera Type: Water
EVs: 252 HP / 152 SpD / 104 Spe
Jolly Nature
- Gigaton Hammer
- Thunder Wave
- Encore
- Stealth Rock

I was struggling for like an hour trying to cover everything in the builder. I needed rocks, a Kyurem check, a Moon check, a Fairy resist, a Darkrai check, and a Steel. The team was gonna flop, until I realized, Tinkaton literally solves these problems and now you know why I hold this mon to high regard. It also perfectly synergizes with Rai and Reun. Since they cover Balance so well, I don’t need to worry about Tinkaton’s passivity vs those teams and thus I can just focus on securing my team defensively. I decided to invest in bulk. Originally I had a +SpD nature on this, but I noticed a wave of Raging Bolts running Timid to try and win the speed tie vs other Bolts, as well as outrun Gliscors. Thus this Tinkaton is running Jolly with 104 Speed EVs to guarantee we outspeed Raging Bolt. Encore and the Fairy resistance also helps play around CM Prim who gives the team trouble.

IMG_4578.png

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Ghost/Water
EVs: 244 HP / 136 Def / 128 SpD
Impish Nature
- Earthquake
- Spikes
- Protect
- Toxic

Since we needed both a Spiker and a Ground, Gliscor was a natural fit. It also greatly appreciates Tinkaton’s ability to check the things Gliscor hates like Weavile, Meow, Darkrai, and Deo-S. I decided to go for a more mixed spread which gives our team a way to pivot around Pult, Clef, Valiant, etc. 136 Def lets Gliscor live a Bulk Up boosted Ice Spinner from 252 Atk Jolly Tusk at full. I’ve tested this team with Tera Ghost since the team lacked a spinblocker, but if the Sun matchup is giving you trouble then try Tera Water.

IMG_4639.png

Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
Tera Type: Electric
EVs: 104 HP / 252 Atk / 152 Spe
Jolly Nature
- Close Combat
- Heavy Slam
- Crunch
- Wild Charge

The team needed some extra speed and a response to Wogre and Gambit. Making a 2nd appearence on my teams, its AoA Zama, this time I added something a li’l bit spicy. Wild Charge and Tera Electric. I was noticing that our Primarina matchup was kinda shit, but Wild Charge in conjunction with Tera gave us an option to lure and/or rkill it. Zama doesn’t need max Speed since this one doesn’t beat other Zamas so I spec’d into more bulk and 152 Speed which keeps us faster than Rai/Weavile.

IMG_5469.png

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 4 Atk / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect

I noticed the team still didn’t have a slow pivot and I wasn’t gonna be able to fit Glowking. I also realized that Heatran and offensive Waters (minus Wogre) were gonna make this mince meat, and so the glue to hold the whole team together was Alomomola. The team benefits from Wish support and pivoting, especially since Tinkaton lacks reliable recovery. Wish support also helps keep Zama afloat for the Wogre matchup. Mola also helped with the SD Gliscor matchup, as I can bring in Darkrai safely to threaten with Ice Beam.

I found the team to be solid. The Roaring Moon and Wogre matchup can be a li’l tough, same with Primarina, but the amount of strong offensive/defensive options we have can circumvent them.

Most of the games I lost were close games and others where the team performed well. I had a replay where Reuniclus made a 1800+ player running a Garg/Molt/Kyu forfeit but I couldn’t find it. Instead, watch as Reuniclus haxxes Kyurem and causes a forfeit.

https://replay.pokemonshowdown.com/gen9ou-2141559349?p2

:sv/reuniclus: :sv/darkrai: :sv/tinkaton: :sv/gliscor: :sv/zamazenta: :sv/alomomola:
https://pokepast.es/1751d2002d91ee68

Have fun :)
IMG_5472.gif
 
I've always loved Custap CM Prima ever since I saw it on that one sample months ago, and have spammed that absolute tyrant on ladder every time I play, so i'm extremely curious as to how top players could build around it. I was thinking SD Val would be a very nice pairing being able to lure and kill GKings or clean up weakened GKings after primarina has wrought its nasty hydro pumps/surfs upon the enemy team.
 
Approved by kd458
ou-teambuilding-lab-png.635651

Art Banner by Lunaflare

Welcome all to the Gen 9 OU teambuilding lab project that serves to help inexperienced teambuilders by providing custom-made teams for anyone who requests one. Users can request any Pokemon and core they desire, which will be provided by a group of experienced teambuilders in the tier. You will receive information on the thought process of building from the builders, and users are free to ask any questions and concerns by reaching out to the builders. If you are an aspiring or dedicated team builder and would like to contribute to building teams in this project, feel free to apply with the form below to be considered part of the team. The form will remain active throughout the project for anyone wanting to join later.

:poke ball: Teambuilding Lab Application :poke ball:
:premier ball: Rules:
  • Any requested Pokemon to be built around must be currently ranked in the Overused Viability Ranking.
  • Only ask for requests in the thread. Do not post your teams in the thread if you aren’t a listed team member above. Any questions or concerns the builders may have can be addressed by contacting builders.
  • Many teams will be requested; some are much easier to do than others. Be patient with the builders, as they will eventually have your team ready. If there are any concerns regarding how long it is taking, feel free to reach out to any listed team member so they can provide the status of your requested team.
  • Players are only allowed to request one team at a time. Be mindful of the current log and team archive below, as the Pokemon you want to build around has already been asked or completed. The only way to request an already-built Pokemon is if there’s a drastic metagame change.
  • This thread will be locked once we get a handful of teams so as not to overwhelm builders. Don’t bombard us with messages about where the teams are; we are still working on many different teams, so be patient, as your team may be the one getting worked on.
  • We won’t accept any request for any Pokemon undergoing suspect testing; you may do so after the suspect is finished if it remains.

Volcanion + Meowscarada
Choice Band Weavile
Swords Dance Cinderace
Custap CM Primarina + SD Iron Valiant
Hisuian Arcanine Webs
Wo-Chien Balance? Wo-Chien isn't rated the best on the viability ranking, but i would be cool to see a balanced team where wo-chien can put in work.
 
I was looking at Swords Dance Cinderace recently. It seems awkward, but no one would expect it. Ogerpon-Wellspring seems like a nice teammate to threaten defensive waters, but there maybe a better way. SD Cinderace may just be trash, but who knows? Not me, not yet.
:pmd/cinderace: :pmd/hatterene: :pmd/landorus-therian: :pmd/darkrai: :pmd/kyurem: :pmd/iron-valiant:
https://pokepast.es/1229ace2db8570e4

Hi, SD Ace is a good idea in itself, and it can be quite surprising in the current meta. So, I propose a team that includes other original sets to maximize the surprise effect and catch the conventional checks of this team off guard. I went with an offense based on double Rocky Helmet (Lando-T + Hatt).

:sv/cinderace:
Cinderace @ Focus Sash
Ability: Blaze
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Pyro Ball
- Reversal
- Sucker Punch

Let's start with the requested set, SD Ace. I immediately knew that Sash + Reversal was the best possible variant. Reversal, having 200 BP if it has 1 HP left, can create huge openings early game. Pyro Ball was mandatory for the Fire STAB, which is becoming increasingly rare on physical attackers. Sucker Punch provides priority and surprises Dragapult, which poses a significant threat to the team. It's also our only Fairy resist, so be careful not to break its sash too quickly, especially in matchups against typical balance teams where it could prove very useful.

:sv/hatterene: :sv/landorus-therian:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Grass
EVs: 232 HP / 20 Def / 252 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Taunt
- U-turn
Hatterene @ Rocky Helmet
Ability: Magic Bounce
Tera Type: Steel
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
- Psychic Noise
- Draining Kiss
- Nuzzle
- Healing Wish

I quickly realized I needed another form of hazard control since we don't have Court Change on Ace. I thought of the core Cind + Hatt, which seemed quite good. So, I went with dual RH (Hatt + Lando-T), which has been working very well for me lately, having reached top 10 several times with this core. I added them simultaneously to the team to complete the less offensive part of the team.
Hatt: Psychic Noise to annoy Gliscor and get through subs, it also helps against Iron Moth if you still have Tera, because he might scout for Tera and sub (but generally you just Tera Steel + Psychic Noise if it’s your last tool against it). Draining Kiss gives longevity, Nuzzle to para Glowking and all. HWish can actually clutch some games paired with Kyurem.
Lando: Classic set, while outspeeding Glimmora and Great Tusk, it can set rocks and pivot or Taunt the opposing mon. Tera Grass helps against Waterpon.

:sv/darkrai:
Darkrai @ Roseli Berry
Ability: Bad Dreams
Tera Type: Poison
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Focus Blast
- Sludge Bomb
I then tackled the offensive core of the team. Given the team, I wanted to go for NP Krai. Roseli Berry helps deal with Enamorus and some Iron Valiant. Classic set apart from that, to make huge openings in general because "Darkrai isn’t even top 5 dark in OU" (you know…). Focus Blast for Steel and dark etc.


:sv/kyurem:
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Electric
EVs: 56 HP / 252 Atk / 4 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Icicle Spear
- Tera Blast

Next up is Kyurem. I chose the DD Sub variant with Loaded Dice and Tera Blast Electric to better handle Moltres, Dozo, Alom etc. Coupled with Sub, it's a really good sweeper able to win some matchups by itself. I don't have much else to say except that it's Kyurem, after all... I mean…
https://replay.pokemonshowdown.com/gen9ou-2142148502 Common Kyurem sweep in the 1900s

:sv/iron-valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 96 Atk / 160 SpA / 252 Spe
Naive Nature
- Destiny Bond
- Moonblast
- Knock Off
- Close Combat

Finally, Iron Valiant synergizes well with the team, providing a pivot and a mixed attacker, able to chip in usefully. Destiny Bond allows it to get rid of common checks if needed, like Hatterene for example. It’s a basic set here.

Hope you’ll have fun with the team, don’t hesitate to ask any questions in DMs since I didn’t explain every aspect of the sets of the team !
 
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I am not sure what the limit is that one can post requests, but I’d like to see a team built around Blaziken. I like how snowball-y it can be but I’ve personally never been sure how to build around it. Any archetype is fine!
 
I would like to see what you can do with Volcan ion and Meowscarada. Thank you

As a Real Meow Poster, I would like to throw my hat in the ring for a team idea as I've been having a hard time to cover the bases I want when using the cat while not feeling like kneecapping myself elsewhere. Weavile is fun, but having a pivot that outspeeds unboosted Moon, Gren, Cinderace, IVal, and Ogerpon is really nice compression.

I'm open to about any teamstyle, though I would prefer to not lean too hard into fat balance if at all possible. Hazard stack and Volt Turn seem like the two most workable ideas to make the Meow shine. If at all possible, Expert Belt or a similarly offense skewed item like Life Orb would be preferred as Choice locking is really annoying when dealing with certain threats, and Boots does limit its breaking/crippling potential. If removal is something which is too hard to fit, Boots is more than fine. Usually I forego Flower Trick for Low Kick, but I have a feeling this only works so well for Gambits at my part of the latter (1500ish) and that higher up, they'll just kill with sucker on even low amounts of chip. I've also thought of replacing that slot for Thunderpunch, as it punishes basically all three of the "free" Meow switchins of the birds and 'mola, but electric coverage isn't terribly hard to slot elsewhere and Meow struggles to do everything it wants with its four moves as it is.

Edit: Not sure if a Pokemon being doubled up on counted if a different core partner (or none) was selected. If the prior Volcanion/Meow request is what takes Meow's spot, I simply ask that the meal be delicious...
Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off / Trick
- Flower Trick
- Triple Axel
- U-turn

Wanted to go scarf meow for this core because of Volcanion's strength as a breaker; I figured that if Tusk could fit on the team that Scarf would make up for Volcanion's poor offense mu. Scarf Meow is actually a very solid revenge killer, surprisingly so; Outspeeding Booster Val, Tusk and Moth, +1 Moon, Zama and Pult is really nice. Movepool is standard; trick can replace knock off because Tinkaton is on the team but the Moth mu prefers knock on Meow. Flower trick is really good for Bulk Up Tusk, Nacl, and ID Zama.

Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Ghost / Ground / Poison
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Fire Spin / Earth Power / Sludge Bomb
- Taunt

Volcanion is the breaker of the team. EVs are mainly to outspeed Gliscor. Movepool is customizable in the third slot; Fire spin + tera ghost makes Volcanion a great fatbreaker and allows it to get chip on resists, making it a great trapper with taunt. You can also replace this with either Earth Power for Bolt and Gking or Sludge Bomb for fairies and Waterpon. It has nice defensive utility with a 4x steel, fire and ice resist alongside Water absorb. It can also hard switch-into Primarina, which is really nice.

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn

I wanted a naturally fast option next that wasn't relying on choiced items, and Pult is the obvious answer. It's Pult; it spreads status, pivots, and deals good damage with a fantastic speed tier while also having great defensive utility as a ghost type. I threw this on without thinking but it's Pult so it always put in work.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin

Because I was running Scarf Meow, I felt that Tusk was really good here, and I ended up using this set. I considered Rocks, but rocks Tusk feels very much like a last resort and I wanted something that could maximize its defensive utility. I settled on BU Tusk; it provided a good wincon for the team with BU + rapid spin as well as the mandatory ground. I went max HP and Speed to maximize its bulk while being able to force out Glimmora and Gholdengo.


Tinkaton (F) @ Air Balloon
Ability: Pickpocket
Tera Type: Water
EVs: 252 HP / 24 Atk / 232 Spe
Jolly Nature
- Stealth Rock
- Gigaton Hammer
- Knock Off
- Encore

Off-meta pick idea I got from FFK. At this point for the team to work, it needs a steel type, a flying type and a rocker, which is difficult to fill. Tinkaton ended up pairing really well with Tusk; it has a nice speed tier, it can set up rocks, click stab for big-ish damage or knock off for utility. It can also encore to take advantage of passive plays or setting up from the opponent, which is extremely useful. Air balloon is cool with pickpocket because it can punish contact really hard. Pairs really nicely with Tusk because it lets it run Bulk Up.



Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Dragon
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Roar / Hurricane
- Roost

Final mon; I needed a flying type and wanted a sturdy fairy and fire resist and settled for Molt. It actually ended up being quite good; Molt takes advantage of teams relying on ground types to punish fires, and most fairies/fighting types just dont prep for it. I went physically defensive, although going specially defensive to take advantage of its steel resist for Gholdengo is also a good option. Wisp is for burn, Roar can phaze, although Hurricane is an option for a secondary stab with big damage and potential confusion.

Bonus: Roller K also made his version of this team - https://pokepast.es/ac543e85ea2294d7
 
Hello, I've been looking for some Garganacl balance teams, something where the garganacl can shine and be annoying, not relegated just to stealth rock duty. I have a team with the following set I like, and would like the same moveset. I feel like Heavy Slam can be a nice surprise vs Clefable and other Fairy-types, but maybe eq could be better
garganacl.png

Garganacl (F) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 248 HP / 16 Def / 144 SpD / 16 Spe
Impish Nature
- Curse
- Salt Cure
- Heavy Slam
- Recover
 
Can y’all build me some HARCANINE with webs support.
arc.png
bee.png
moon.png
ghold.png
enam.png
tusk.png

https://pokepast.es/16c40c982629b99d
Oh yeah, we can.

:heavy-duty-boots: :sv/arcanine-hisui: :heavy-duty-boots:
Arcanine-Hisui @ Heavy-Duty Boots
Ability: Rock Head
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Head Smash
- Extreme Speed
- Stealth Rock​

Hisuian Arcanine is heavily underrated in the SV OU metagame as D Rank in viability. The combination of Fire and Rock is resisted defensively by ZERO Pokemon in OU; not even Terastalization can fix that. While Arcanine's base 115 Attack and base 90 Speed leaves much to be desired on paper, it is not nearly as bad as it seems in practice. GameFreak really cared for Hisuian Arcanine and gave it Rock Head, Flare Blitz, and Head Smash; this more than makes up for its averaging Attack stat, as it can fire off 120 BP and 150 BP STAB attacks with no extra drawback (of course, Head Smash can miss, but it's still essentially a 50% stronger Stone Edge). Also, 90 Speed is barely enough to make Hisuian Arcanine viable. It outspeeds Great Tusk, Glimmora, Hisuian Samurott, and Gholdengo, the common Pokemon that dominate the mid-speed range, and threatens them all with strong attacks. If that's all that Hisuian Arcanine did, I would still put it higher than D Rank... but there's more. Because of its immense offensive presence, it forces many switches, and this makes it a premier offensive rocker. It is free to get up Stealth Rock against most opponents, and this pairs really nicely with the team to get chip on opponents. It is one of the few Pokemon that does really well against mixed Dragapult, as it can absorb Will-O-Wisp and takes Dragapult's hits pretty comfortably due to its surprisingly solid bulk of 95/80/80. Heavy-Duty Boots allows Arcanine to make better use of this natural bulk and come in more easily throughout a game, plus it can click Stealth Rock more freely. I'm not a huge fan of Choice Band as there are many other Choiced breakers in the tier, so I would recommend boots personally. Lastly for Arcanine's unique tools, it has Extreme Speed to pick off speedy threats if you cannot get Sticky Web up or if they are boots spam. I like Tera Fire the most because it removes the many weaknesses that Rock has while strengthening your most spammable attack and retaining an immunity to burn, though you can make it Tera Normal to boost the power of Extreme Speed or Tera Flying / Grass / Fairy to reduce weaknesses and ease some matchups.

:focus-sash: :sv/ribombee: :focus-sash:
Ribombee @ Focus Sash
Ability: Shield Dust
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic Noise
- Stun Spore
- Sticky Web​

Ribombee needs no introduction. It is the best user of Sticky Web thanks to its great speed and solid support moves. On this particular set, I wanted a lead that better takes on Glimmora, as my team has no absorber of Toxic Spikes. Tera Steel blocks Mortal Spin so you can keep Sticky Web up, and Psychic Noise is a guaranteed 2HKO on offensive Glimmora. Psychic Noise in general is a nice coverage move that chunks Poison-types and prevents healing, which can be useful as something switches into Moonblast and tries to heal off the damage. Stun Spore provides the team even more speed control and can give your team more opportunities to set up and win with a well-timed full paralysis. Just note that you don't always have to lead Ribombee either; Ribombee forces opponents to lead a certain way, and you can easily exploit that with a different lead.

:booster-energy: :sv/roaring-moon: :booster-energy:
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Brick Break
- Dragon Dance​

In my opinion, Roaring Moon is mandatory on Sticky Web teams. It offers way too much value; great speed tier that can thrive with or without webs up, STAB Knock Off to hit extremely hard and remove opponent's Heavy-Duty Boots to allow Sticky Web to be more annoying, Tera Flying Acrobatics to be a premier breaker, and Dragon Dance if the attack boost is needed. I went with Brick Break last, as Choice Scarf / Heavy-Duty Boots Darkrai and Kingambit can both cause trouble for the team, plus it's unexpected and handles the Screens matchup (since you're using webs cheese, you want to handle any opposing cheese). Brick Break isn't mandatory though, feel free to try Earthquake, Taunt, Roost, and so on.

:covert-cloak: :sv/gholdengo: :covert-cloak:
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover​

Gholdengo is another mandatory bring on Sticky Web teams, though you could maybe argue for Sinistcha or Shuca Berry / Air Balloon Pecharunt. Gholdengo continues to be the best form of removal blocking in the tier while also punishing fat teams that do not care about webs and making good use of webs itself. Due to Air Balloon's inconsistency and the team's poor matchup against Garganacl, I decided a defensive EV spread with Covert Cloak would be best. 60 Speed EVs allows Gholdengo to outspeed Jolly Kingambit and uninvested Landorus. Covert Cloak allows Gholdengo to beat Garganacl and Iron Defense Zamazenta, as Salt Cure won't hurt Gholdengo and Zamazenta's Crunch won't be able to drop Gholdengo's defense. Tera Fairy is great defensively, as it helps out a lot against the Dark-types in the tier.

:fairy-feather: :sv/enamorus: :fairy-feather:
Enamorus @ Fairy Feather
Ability: Contrary
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Mystical Fire
- Healing Wish​

When I make Sticky Web teams, I tend to like having one of Enamorus or Serperior for the Cinderace, Hatterene, and Sticky Web matchups. Cinderace is usually a nightmare for web teams since it threatens Court Change to slow down your team, and dealing with opposing Sticky Web whether from Magic Bounce sending yours back or from an opposing web user can be quite annoying. However, if they do this and you have Serperior or terastallized Enamorus, you get a free Speed boost and turn the tides. While I think both are great picks here and are pretty interchangeable, I like that Enamorus is immune to Ground and can deter Ground-types from mindlessly spamming Earthquake / Earth Power / Headlong Rush into the team, which is quite free against Hisuian Arcanine and Gholdengo. It makes the Ogerpon-Wellspring matchup more challenging, but it can never have Heavy-Duty Boots, which makes Ogerpon more manageable, plus Roaring Moon is a soft check that gets to fire off a free Acrobatics when it comes in on the ogre. With Fairy Feather + Modest nature, you bluff being Choice Specs and can catch things off guard; plus, Moonblast becomes even more spammable. Mystical Fire and Healing Wish are the two moves I decided on, as Mystical Fire hits Skarmory + Corviknight for good damage while weaking special attackers to enable more setup, and Healing Wish can revive one of your many threats in a pinch. Tera Fairy allows Enamorus to become grounded if needed for the Contrary speed boost, it takes less from Stealth Rock so it can be brought in more often, Moonblast becomes very overwhelming for some teams, and it retains the great Fairy typing to resist Sucker Punch. This set can be tweaked to your liking, as sometimes being Modest is annoying (e.g. Heavy-Duty Boots Kyurem and opposing Enamorus). You could go with Choice Specs, Heavy-Duty Boots, Expert Belt, a resist berry, Tera Ground (maybe with Soft Sand), Tera Steel, or even replace it entirely for Serperior.

:booster-energy: :sv/great-tusk: :booster-energy:
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Bulk Up
- Taunt​

I came up with this set a couple days ago and couldn't figure out how to fit it on a team easily, but Sticky Web may be the perfect team for it. On most Speed Booster Great Tusk sets, you want Rapid Spin because hazards are a problem for Hyper Offense and Great Tusk's speed is not the best even with the boost. Of course, Bulk Up is pretty necessary to make good use of the one-time speed boost and Great Tusk's great bulk. This leaves only two moveslots left, and they are often two attacking moves to make use of Bulk Up. Given the popularity of Landorus and Gliscor, it is very difficult to deviate from Headlong Rush / Earthquake + Ice Spinner as the attacking moves, though you could maybe argue for Knock Off in one of those slots. With the rise of Iron Defense Roar Zamazenta, this Great Tusk set is not as reliable as it was a few months ago because Zamazenta can freely come in, set up with you, use Roar to send you out. Not even Tera Ghost could reliably beat the dog because of Roar. Well, if you could somehow find a team where Rapid Spin isn't necessary, you could replace it with Taunt. And as a metagame innovator, I did just that. Tera Ghost Bulk Up Great Tusk with Taunt absolutely destroys Zamazenta, not to mention it acts as a backup spinblocker for the team. Nobody expects it, and you auto win some games because very few Pokemon outspeed Booster Tusk with Sticky Web up. If this set takes off, I'm taking all the credit.

I hope you enjoy the team! :arcanine-hisui: :ribombee:
 
Swords dance gliscor? I feel Iike this set is really good right now but I struggle to find ways to deal with things like corv/dondozo so maybe something like a raging bolt would be a good pair.
 
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