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Resource SV UU Sample Teams [Submissions Open]

since HO samples is small and mostly outdated

:ogerpon-cornerstone: :polteageist: :greninja: :heatran: :lokix: :thundurus-therian:
https://pokepast.es/ba1de4eb96dd7125

got reqs with this and also used it in scl (it lost) but regardless I think it is a pretty straight forward team and a good HO. Qualifies for what I believe a sample team should look like/be I suppose.

Generally lead rockpon or tran, click hazards and profit. Use Taunt and thund/rockpon vs fatter teams and slam greninja buttons and FI into frailer teams.

With teapot there is almost always a way to win

EDITED FOR POST OKIDOGI
 
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https://pokepast.es/31eaebf3ab88f41e

:weavile: :skarmory: :tornadus-therian: :slowking: :excadrill: :okidogi: <- Assuming Dogi is not banned

i got reqs with this... this team utilizes spikes + weavile to get progress early game, with double switches into weavile to predict slowking, torn-t, serp, hydrapple, etc are nice it allows you to spam knock and force progress

Rotom-w is a big pain for weavile so you often have to double switch around and esp with drill you can go back and forth and accumulate rocks dmg, it requires some good play but getting drill in to get rocks / spin or 50/50 eq it is smth u like to be in a situation. Dirge is 100% the biggest threat to this team esp tera dirge, but if you can get dogi in and force a tera poison then it will be much easier in the future or not really give dirge opporutnities to come in on skarm such as by doubling to weavile, drill, or torn-t to go knock it off. Torn-t is slower than serp which allows you to u-turn into smth else.... this i feel is better because you are able to get a slow u-turn on sub serp, leech seed serp loses, and this allows you to also invest in more bulk vs a mon you dont really need to outspeed

Vs lead mew you can prob go torn-t and limit it to rocks + spikes which you can spin away later (esp since the team isnt as worried about spikes), or try with weavile (depends on the MU)

SD ghost weavile clutches a lot of MU's up, esp vs ones like scarf dogi, vacuum wave keld, allows you to beat other low kick weavile, etc. Dogi gets a lot of wins by just being such a good mon, esp since weavile knocks a lot of helmets off it means that dogi ability to force progress is much easier

https://pokepast.es/30bc33613cd453ff

:rhyperior: :okidogi: :zarude-dada: :slowking: :skarmory: :excadrill: <- Assuming Dogi is not banned

While my building for a while has been the same (since ive been toying with weavile and zarude, use hoopa pls). This team does a lot to... more so this team likes to take advantage of SD drill to cleave through bulkier MU's that zarude may not like. with mons like phys def heatran, dogi, pickpocket tink being lured in it allows exca to come in and click buttons

T wave slowking is an excellent partner for rhyperior as common pokemon up to 200 speed are usually the ones who are most common to take a t wave, smth like hydrapple, dirge, skarmory, dogi, tink, and more are quite common and this allows it to click buttons into them. I chose rocks rhyperior on this team as it allows me to keep my drill in better health and also leave my slowking less likely to eat a knock off which can allow it to stay healthy throughout a game.

The other members are fairly standard but skarmory is also here to set spikes up, smth like zarude really appreciates spike support and esp scarf dogi when many of its checks are opposing dogi, pex, and to rack up more chip when you use knock off on mons who may have wanted to take a cc instead.

Scarf dogi is the speed control of choice as it pairs up well with zarude or rhyperior who can double in and take advantage of mons like torn-t, pecharunt, opposing dogi, pex, and dirge which this team can heavily take advantage off and esp with SD Drill more likely to be in good healht it allows a sweep to be made late game

Edit: A more recent change is weavile -> zarude, thi sgives me a better MU into more status MU's like pex, mew, serp, and also boots pivot gives me a lot of longetivity esp into rotom-w who generally can annoy this team esp with rhyperior, skarm, and exca and a non sp. def slowking

another edit: well shit, i made these forgetting dogi will get banned

_____________________________

Updated team #2 https://pokepast.es/99c67886d60754c8

:gardevoir: :excadrill: :rotom-wash: :zarude: :skarmory: :rhyperior:

:gardevoir: > :okidogi:

:rotom-wash: > :slowking:

Problems it solves if dogi goes?

1. Gard is pretty good at abusing skarm as a steel, while zarude + exca abuse non exca teams... this is pretty good synergy as gard into less popular slowking, tink having no recovery often times, and having trick for BS mons like CM cress, poltea, comfey, etc

2. Rotom-W > Slowking makes it so heatran is less annoying but also makes my team have a better torn-t + spikes MU as torn-t would rack up a crap ton of dmg on slowking and I would need to make skarm reads to force the torn-t to go away

new submission cuz mods may fry my ass for making a 2nd post for no reason

https://pokepast.es/fe8dd1b4480c792b

:skarmory: :hoopa-unbound: :tornadus-therian: :hydrapple: :excadrill: :gastrodon-east:

sooo.... this team focuses on hoopa-u breaking power and uses mons like gastrodon, skarmory, and torn-t to get hoopa in a scenario to sweep late game.

Hydrapple is a core focus of the breaking power esp early on.. it chunks mons like tinkaton very well with leaf storm, and skarmory takes like 70% from draco (and rocks) which would force a roost early on. With hydrapple you can definitely bait out early tera to wall it easier like on slowking, rotom-w, latios, and more

Taunt torn-t is a focus on this team as it 1. helps in the shit hazard stack MU i would have otherwise esp when it bullies serperior so well and poltea, cm comfey, sd quaq, and makes it so even if it may die trying it can deny setup 2. helps against the annoying mandibuzz, slowking, rotom-w who may try to pain split denies rocks from mons like tink, coba, drill, heatran and status from seprerior, slowking, and more. Boots torn-t is quite often a star on this team, its quite nice

Gastrodon + Skarmory make up a hazard stack core and make up a core I like of covering for each other quite well.. they are often able to shit on hazard removal options while gastrodon is able to wall rotom-w for free and spam sludge bomb afterwards or spew out hazards of its own alongside skarmory

SD Drill is often a late game cleaner, with SD + spin + bulk it can quite often get a turn against mons like torn-t and get going esp when hydrappple and hoopa have put holes into the opponents

Hoopa does hoopa things, but a better explanation would be that it takes advantage of the fact that so many mons are grounded that with spikes and rocks it can really dmg opponents esp with mons like hydrapple or torn t who may force progress on mons they share checks with each other and esp those 2 can make sure they are damaged late game
 
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:Mew::Lokix::Revavroom::polteageist::thundurus-therian::quaquaval:
I've already shared this team but I figured I'd submit it for samples

Mew's your lead for hazards and can safely set them using colbur berry .SD Kix adds priority and helps versus hoopa. Revavroom sets up on problem mons like scizor and ogerpon. Polteageist is here as a spinblocker who can still sweep through teams. Thundy-T puts a ton of pressure on bulkier teams and can punch holes for other teammates. Quaq can set-up on weavile and greninja and is just a super good sweeper in general. Not particularly unique by HO standards, but it works pretty well and hopefully y'all can have fun laddering with it!
 
:Politoed::Barraskewda::Kingdra::Tornadus-Therian::Hydrapple::Sandy Shocks:

Throwing a change-up of a team in here (not really, it's rain), but its something. Rain honestly isn't unviable, but as usual it really depends on match-up. When it has the match-up though, it is one of the most fun teams I've piloted this month:

:Politoed: Rain setter + Encore to help control mons trying to set up in its face. The coverage moves are actually not that bad too, but you don't really want to be clicking attacks with it.

:Barraskewda: Rain staple, CB + Rain + Tera Water does large amounts of damage to anything that isn't named Hydrapple (unsurprisingly) Psychic Fangs is chosen as the 4th slot to give you a fighting chance against Stall/Water Absorb Clodsire (which otherwise are a big pain in the ass to deal with)

:Kingdra: Another choiced Rain sweepers, with enough fire power in Draco Meteor + Weather Ball + Hurricane.

:Tornadus-Therian: Another choiced attacker, this time taking advantage of rain to spam STAB Hurricanes with a guaranteed hit rate. It also has access to Weather Ball and Focus Blast, if you need to get rid of specific mons (ex: T-tar with Focus Blast)

:Hydrapple: The Eject Button mon on the team to help the main breakers on the team get in safely. It also helps solidify the team against Sand teams, especially Excadrill.

:Sandy Shocks: Hazard Setter on the team for the most part, Tera Grass for the ground resist is nice, but you will rarely be clicking that unless the opportunity is too good to pass up/you have to.

The main rain breakers on the team (Barra, Kingdra, and Torn) all have pivot moves to make predictions safer and to keep momentum. Calcing is also useful to determine when you can start freely clicking on your opponent's team with one of them. Against sand teams, keeping control of weather is crucial, although it's easier said than done for sure. Hazards can be a pain long term, the Lokix match-up can be tricky if the team has taken quite a bit of chip, and the Stall matchup is sad in my experience (although it could just be my skill issue)

All in all, Rain is still a flawed team archetype in current UU. However, its not completely unuseable and its fun if you are looking to try out something different in your laddering. Hope some of yall have fun with it!


(PS: Against Quaquaval, both Kingdra (tera or no tera) and Tera'd Hydrapple are solid choices against it, if you ever have trouble with it. You can also try playing around with different tera's and ev's on some of the mons, which is something I haven't done yet.)
 
Okidogi is banned, that just means I never had a proper chance to build with it... Nevertheless I wanted to share this team, because I like the idea of pushing new ideas and energy into the metagame. Otherwise I might get bored and not come back for another 6-12 months - sorry for being unreliable old room staff pals.

One concept I was thinking about was fighting spam - the idea of slowly but surely overwhelming common switch-ins to a teams fighting types.

Scarf-dogi seemed like a fantastic option for this, forcing knock + poison early game seemed too easy. The idea of Okidogi forcing progress early-to-mid-game can be overwhelming when you have more than one fighting type to deal with - allowing its user to play a little more reckless.

In my mind, the viability of this idea became stronger with the departure of Zapdos from the tier. Offensive fighting-type switch-ins tend to be threatened by coverage and defensively oriented answers dislike losing held items.

Funnily enough I settled on a build without Okidogi.



The build ended as what I'd consider an adequate answer to meta HO builds whilst not being flat out 6-0'd by stall.
The team consists of two Taunt users, two stall breakers, and Screens!

The team concept revolves around forcing progress with Conkeldurr behind screens and cleaning up late game with two sweepers that are difficult for HO teams to deal with. Aggressive play is favoured, however, Screens provide insurance and allow one to play less 'risky'. With the added support I also felt more comfortable running Close Combat on Conkeldurr allowing, cool shit like, the 2HKO on AV Torn-T with CC + Mach Punch after SR.

252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 0 Def Tornadus-Therian: 204-241 (56.3 - 66.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Guts Conkeldurr Mach Punch vs. 252 HP / 0 Def Tornadus-Therian: 68-81 (18.7 - 22.3%) -- guaranteed 4HKO after Stealth Rock

A quick primer for the curious few: this team plays like HO. Don't try to switch around defensively (too much) otherwise you'll be left with limited opportunity to set-up.

  • Latios with max HP gives more opportunities to set-up screens - after Tera-Dragon you're still able to secure the 2HKO on Skeledirge without any SpA invest.
  • Heatran can run Protect when it's not relegated to being the Hazard setter; allowing choice scouting + extra leftover healing. With the departure of Okidogi, I think we will see more of it (by virtue of being splashable) keep it on your radar.
  • EVs on Conkeldurr are for 8 speed Skarmory, also allowing it to outpace paralysed 110s such as Latios.
  • Hawlucha is almost max speed for the following reason: anti-offence. Power Herb + Sky Attack is also one of the only ways to run it outside of Terrain. (Also love that this set seems to trigger a lot of you - if it works is it bad?)
    • EDIT: I've been running Sub + Sitrus Berry > Sky Attack recently - it's been quite good at abusing Screens + Memento from Latios. In this case, Tera Steel is preferred.

I took the team for a whirl on ladder and had a positive session - started 1200 and cruised to 1500s in about an hour. During the ladder session a tour popped up in the tours room, here's the journey to winning overall:

 
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Taunt Torn Bulky Offense

:Tornadus-Therian::Cobalion::Donphan::Sinistcha::Azumarill::Hoopa-Unbound:

I decided to take a jab at making something that wasn't Hyper-Offense (for once). I also felt like experimenting with Azumarill, since I feel that mon has been one of the major beneficiaries of the Okidogi ban.

:Tornadus-Therian: Taunt Torn is honestly its best set at the moment. It's always able to contribute in games, whether its to stop HO mons from going too crazy, or if its to stop fatter teams from recovering or setting up hazards/status. There's no real reason not to use Torn-T in general at the moment.

:Cobalion: Needed a Weav/Lokix/Sciz check, and this mon checks all the boxes. I opted for Taunt > Thunder-Wave on Cobalion to give me more flexibility on leads (so that I wouldn't have to rely on Torn to lead against HO for example, etc).

:Donphan: I went Donphan > Exca since I didn't want to stack another Steel Type on the team. Besides that, I've found it to be a pretty reliable spinner, and having a guaranteed Sturdy has bailed me out in a few scenarios. I chose Ice Shard > Ice Spinner to give my team extra priority options.

:Sinistcha: The spinblocker on the team, its great MU against the spinners of the format (Exca/Donphan) is really appreciated (as well as its good MU into Keldeo) . Other than that, it still does Sinistcha things if put in the right situation, especially if Tera is still available (Poison is chosen to avoid Toxic)

:Azumarill: Without Okidogi in the tier, Azumarill is no longer stuck in the cellar. Its good MU's into Quaquaval and Weavile make it pretty useful at the moment (as well as Keldeo and Greninja, although you do have to be careful of the occasional Sludge Wave). Its breaking power is as good as ever with Band, and I opted for a Jolly set in order to outspeed the 200 benchmark (specifically, 205 to outspeed all Hydrapples, although I don't know if thats common enough). It also gives the team strong priority, and a good defensive typing to switch into hits ocassionally (From the aforementioned mons like Quaq and Weavile to Heatran, at least once)

:Hoopa-Unbound: Basically the BS patrol of the team, this mon is just a breaking machine + a really nice special defensive sponge in a pinch. On this team in particular, it solidifies the MU against Latios, and it helps break down fatter teams with the help of Tera Dark STAB Hyperspace Fury.

Replays:
(Against Offense/HO)
https://replay.pokemonshowdown.com/gen9uu-2245912119-zz0uyqenwzdj6fc82j56kt7onb8fomspw
https://replay.pokemonshowdown.com/gen9uu-2246713104-cp4rs03dfsvkrb23sukqeudmdj7ew1npw
https://replay.pokemonshowdown.com/gen9uu-2245915272-gq1p52duy1wkyyyqi1bjl2rxkh4w7rypw

(Against Fat)
https://replay.pokemonshowdown.com/gen9uu-2246708657

Overall, the team has felt pretty solid overall to pilot. You can switch Drain Punch for Brick Break on Hoopa-U to better deal with ladder Screen HO's, and I didn't really experiment too much with Tera's, so that can be another point of improvement. The Heatran MU is slightly awkward in my experience (since Torn-T runs Knock Off > Focus Blast) , but its not that big of a concern at all (and if it does become a big concern, you can always make the change). I'm probably glossing over other stuff atm, but meh, I'll edit stuff in if I ever do remember anything else. Hope yall have fun with the team!
 
Goro Yagami urged me to put a team that I had posted to the bazaar into this thread as well, as they felt that the team should have greater visibility in this thread and that more non-HO options should be posted in this thread.

:pmd/blissey::pmd/skarmory::pmd/clodsire::pmd/tornadus-therian::pmd/lokix::pmd/slowking:

This is a semi-stall team that I built early following the drops of Blissey, Skarmory, Clodsire, Weavile, and Heatran. Skarmory felt like a really good defensive piece that held off a bunch of physical threats, especially with Iron Defense and Body Press. Calm Mind Blissey is used to give the team a wincon and to let it deal with Ghost-type Calm Minders like Sinistcha. Clodsire sets Rocks and deals with most setup sweepers; I have considered Water Absorb to let it better deal with Water-types. Taunt Tornadus-T additionally denies setup from attackers while also denying status and giving me a way to play against other defensive teams. Substitute Lokix was chosen becaus it exploits Protect and forced switches; Goro Yagami also pointed out that it was useful against Strength Sap Sinistcha. Slowking is the last because I realized that I was really weak to Water-types, especially Keldeo, without Water Absorb Clodsire. Three attacks let Slowking remain flexible into a ton of the metagame. Two Knock Off users let me push the entry hazard damage into a bunch of opposing teams.

Other notes are that it's really soft into Hoopa-U and probably would have been decent into Okidogi (though I didn't really see much Dogi when I laddered in the week after shifts).
 
UU Psy Terrain

:Indeedee::Polteageist-Antique::Weavile::Quaquaval::Hawlucha::Cinccino:

I based the team off of one built by Runo that was used a lot a couple of weeks ago to a lot of success. (If I'm wrong, blame UUcord but that's who it was attributed to):
:Excadrill::Weavile::Polteageist-Antique::Quaquaval::Hawlucha::Indeedee:


The team I made basically changed some sets, which I'll explain:

:Indeedee: Made it bulky instead of specially offensive, I don't know which one is more optimal, but you wont be clicking much with Indeedee anyways.

:Polteageist-Antique: Tera Fairy Tera Blast Polteageist is a nice counter-pick considering the prominence of KM Pot. It destroys counters to KM Pot such as Zarude/Mandibuzz/Hoopa-U, who have felt a little too comfortable switching into Polteageist recently.

:Quaquaval: I chose Taunt > Coverage to better mess with mons like Toxapex/Slowking, who like to click status moves to mess with Weavile, as well as to prevent Pecharunt from trying to heal to full on a 1v1 with it. Overall tho, its up to personal preference (ex: Dealing with Hydrapple is sometimes a pain, so Triple Axel can be an option, or you can run Knock like the other paste has it to hit Slowking.)

:Hawlucha: 128 speed EV's are all it needs really, as its able to outspeed Jolly Excadrill in Sand. Taunt > Encore to own fat mons such as Clodsire, Toxapex, and non-Brave Bird Skarmory.

:Cinccino: The new mon in the mix, I've experimenting with the slot over the past day or so, and I've really liked what it provides to the team. It's a more reliable hazard remover than Exca/Donphan (as it doesn't rely on Rapid Spin and put itself at risk to Rocky Helmet damage), and is much less passive than the two. The speed is also nice, as it outspeeds AV Torn. All I really need it to do is keep hazards off, and it has done that job surprisingly well (and if it nabs a KO or two in the process, that's a bonus, albeit rare)

Example Replay: https://replay.pokemonshowdown.com/gen9uu-2248061170-9j2c7svmoefdqdf6wvpwtxbv31dwc3fpw

(Indeedee --> Cinccino is usually the way I play the first two turns, although of course, that varies depending on the match-up and opponent)

Overall, the team has proven to be fun to use (after a lot of time experimenting with various mons and feeling frustrated). The old team should still be good to use in the current meta, so that's an option too if you so choose. Have fun laddering!
 
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Hi UU!

A month back or so, during the Weavile suspect, I made a post on a team I'd been using to great success featuring defensive Quaval, a mon that originally sounded awful but was actually a pretty functional check to Weav and that also worked against the rest of the metagame. Well, fast forward to November, we're having a Hoopa-Unbound suspect test, and do you know what checks Hoopa-U? Grimmsnarl!!! Haha, great joke right?
It wasn't a joke.

Here's the team.

1732483978858.png

Here's the paste too.

Now, you might be wondering: so this is a weird bulky screens team, with Booster Sandy, NP Torn, some weird ID Press Coba... Nope. No screens. Just pure max HP max SpDef Grimmsnarl. And hear me out, it sounds crazy, but its strengths are way more evident and logical than they seem at first glance. I'll try to explain the reasoning behind the team, while explaining the role of each pokemon.

Why the heck is Grimmsnarl on your screen:
First, let's tackle the elephant in the room before explaining the remainder mons and their synergies. The concept of a Dark+Fairy typing being really strong into the tier should come to no surprise; sadly, this combination is exclusive to Grimmsnarl, a pretty mediocre mon albeit with some nice tools at its disposal. The idea of trying some Grimmsnarl cooking was lurking around in my mind for a while, as one of those pesky intrusive thoughts you can't help but have sometimes, but it never came across until the day I tried to build an Azelf team- which got me some decent results but truly sucked hard-. Grimmsnarl, unlike Azelf, was pulling its weight on that team, so I decided to give it a more serious try. And guess what, it got me some really impressive results. With this team, I both achieved my highest elo yet by some margin and matched my highest ladder ranking, #2 with 1712 elo.
So then: what does Grimm bring to the table? Well, it might sound crazy, but a max HP max SpDef mon with access to two moves that drop SpA actually beats most special attackers. It doesn't have the highest stats (95/65/75 bulk is barely passable), but with boots it has just enough longevity to be functional, not as a stand-alone special wall, specially since the lack of recovery really hurts it, but as a nice pair with AV Torn.
Its natural typing makes it one of the best possible switch-ins to two of the most fierce breakers in the tier: Hoopa-U and Latios. Of course, Hoopa can deal up to 44.5% with Drain Punch, and Latios also gets close to 40% with some coverage moves, but punishing them for clicking their stabs (252+ Atk Hoopa-Unbound Hyperspace Fury vs. 248 HP / 4 Def Grimmsnarl: 74-87 (18.8 - 22.1%) -- possible 5HKO) and being able to pivot is already massive. Moreover, it isn't dead weight in other MUs. Not only does it bring fast pivoting w/ Prankster PS and Sucker Punch priority, which are always valuable, it also matches up possitively into Hydrapple and Battle Bond Greninja, and you can sometimes 1v1 things like Sandy Shocks, Thundy-T or even Weavile in a pinch (specially factoring in Tera Steel). Nonetheless, Grimmsnarl's other stellar MU is HO. It beats some Comfeys 1v1 even without tera, and has them completely beat if it chooses to use tera steel, eats offensive and defensive Polteageist (even if Cursed Body can get scary), and gets the job done against Iron Jugulis and NP Torn.
Finally, let's dig into its moveset. Parting Shot and Spirit Break are no brainers, since they're absolutely required to pivot around and beat things you're supposed to beat, plus fairy being a pretty good neutral STAB that hits decently hard from 120 base attack, even if uninvested. Sucker Punch not only provides nice utility with priority, but also can have some decent surpise factor. Something like Lash Out or Throat Chop can also be considered as a more reliable Dark STAB, though. Finally, Drain Punch complements Fairy STAB decently well, making it less of a fodder into steel types or common tera Steels, while also OHKO-ing Weavile if needed. Here's some calcs:
0 Atk Grimmsnarl Drain Punch vs. 0 HP / 4 Def Excadrill: 190-224 (52.6 - 62%) -- 98.8% chance to 2HKO after Leftovers recovery (you actually have a shot to kill with Drain Punch into Sucker Punch)
0 Atk Grimmsnarl Drain Punch vs. 0 HP / 0 Def Heatran: 122-144 (37.7 - 44.5%) -- guaranteed 3HKO
0 Atk Grimmsnarl Drain Punch vs. 252 HP / 96+ Def Heatran: 102-120 (26.4 - 31%) -- 7.8% chance to 4HKO after Leftovers recovery
0 Atk Grimmsnarl Spirit Break vs. 252 HP / 92 Def Hydrapple: 162-192 (38.9 - 46.1%) -- guaranteed 3HKO
0 Atk Grimmsnarl Sucker Punch vs. 252 HP / 0 Def Tornadus-Therian: 106-126 (29.2 - 34.8%) -- 8.1% chance to 3HKO (You can act as a Torn-T switch-in if needed, can swtich quite a few times and sucker chips it down significantly with rocks up. If it raw switches. then Parting Shot pivots out and gets you in a nice position too).

Scarf Quaquaval
On second note, I'll talk about the other black sheep of the team, and also my personal MVP. Scarf Quaval has seen some play, but it is far from being its main set. It benefits hugely from the surprise factor, since adamant scarf Quaval outspeeds the whole tier (including adamant scarf Hoopa) and takes advantage of the threat of its SD set, requiring immediate reaction, to catch switch-ins off guard, being by pivoting on them or by outspeeding a supposed offensive check and immediately snowballing. This set is no sweeper, but can be way more dangerous as a lategame cleaner, and you'll often find it being your best wincon in many MUs. It also provides great speed control together with Torn, a secondary check to Weav and Gren, pivoting and knock support. Overall, I'd advise anyone using this team to keep the scarf info hidden as long as possible; for example, if you're facing a Torn-T, hard switch rather than going for the faster U-Turn. That makes it way more effective at earning surprise KOs. Tera Water is pretty straighforward, strenghthening its best move.

Rest of the team

The other members of the squad are far more tried and true, so I'll give them only brief explanations.

Sandy Shocks is the main way of making early and mid-game progress, pivoting out of its checks, stacking spikes repeatedly and having tera ice as a double edged sword, where you become almost unstoppable offensively but also pretty frail defensively. It's a tempting click, but I'd advise to think it twice before doing it mindlessly, specially since this team struggles a lot to make progress if Shocks ever goes down early. You'd much rather let the bulkier teammates take hits in its place and then pivot in safely, but it can take some strong hits too in a pinch. For instance, it can be a nice check to Torn, Thundy, Coba, Dirge or Pecha.

Torn-T is, as mentioned previously, a complementary special wall to Grimm. It does Torn things, knocks everything, pivots, provides speed control and naturally checks half of the tier while healing with regen. The best mon in the tier. It can get overwhelmed with rocks up and, since the team lacks removal, it realy needs to share some of its defensive pressure with other teammates, specially Grimm.

Coba is here for rocks, checking the otherwise scary Lokix and Scizor, being a decent Weav, Zarude and Cornerpon answer and overall making for a solid pivot and complementing the teams defensive structure. Tera Ghost can act as a spin blocker if needed, but actually I've only used it as a means to be immune to Weavile's Low Kick or Cornerpon's Superpower in a pinch.

Hydrapple is, imo, one of the best mons in UU. It really benefits from its great synergy with Torn-T, making for an excellent regen core, and in this team is both the defensive glue to most unfavorable MUs (Exca, Shocks, Washer etc.) and the most potent breaker. NP defensive sets struggle to break through Torn, so rocks up or having it knocked off is pretty much a requirement, but it's easy to have one or both of those conditions checked, and, once you do, this is hardly answerable both offensively and defensively. I like to go with Tera Fairy over steel to keep it as a decent Exca check.

Tips and observations
This team has some significant weaknesses, even if they can be played around in battle. First of all, having Quaval as the only fire resist isn't fun, and can make the Heatran and Dirge situation really tough. Gameplan against Heatran is usually knocking it off and letting hazard chip accumulate; overall, even if switching into it is really hard, every mon has at least a move that can significatively cripple it, and it isn't really going for OHKO's on anything except Coba. Dirge on the other hand can be tougher, specially factoring Tera Fairy. Usually, your best bet is positioning the team in such a way it doesn't get a chance to come in without taking significant chip and preserving Sandy Shocks as a means of pressuring it. Also, Quaval's scarf can be essential into Greninja and Weavile MUs, and, as was mentioned before, losing Sandy Shocks early game can leave you with a team that's too passive to ever get a position for Quaval to sweep. Traiblaze Jolly Mamo is also in theory a pretty big threat but I've never faced one and also personally refuse to acknowledge that as a real mon.

On the other hand, lack of removal can also be an issue in some matchups, since the team relies so hardly on pivoting. My personal experience has been avoiding losing boots on Shocks and Hydra, mainly by using Grimm as a knock absorber, and trying to play more agressively to make up for the loss of longevity. Overall, hazards of your own can really help soften this kind of MUs, since Exca can't spin without getting hit back for significant damage (you can play aggresively to pressure it and prevent the free spin), and it can only remove once or maybe twice, and Donphan, while being more reliable, also has limited longevity.

Finally, the usage of tera really depends on the matchup. The most potent one is Sandy Shocks, but it also comes with a great downside. In MUs where you need to go on the offensive, Hydra also tends to be high value, allowing you to maybe 1v1 a Torn after a NP or survive key hits and strike back. Quaval tera is more of a lategame move, but can also be decisive in the right situation. Nonetheless, there are many matchups where you'd rather play deffensively and use a reactive tera, usually on Hydrapple or Grimmsnarl, in order to live hits and beat threats 1v1.


Replays
Finally, here are some replays to get a grasp on the team. I tried to select some that not only showcase the team itself, but specially ones that feature Grimmsnarl or Quaval performing. They aren't against specially high ranked opponents but I didn't really face many high elo foes, and the ones I've got are private replays for some reason.
Elo peak:
https://replay.pokemonshowdown.com/gen9uu-2246468380?p2
Against the one Bramble team that beat Joey and Rabia on vid:
https://replay.pokemonshowdown.com/gen9uu-2245770296?p2
Losing to sand but Grimm ballin:
https://replay.pokemonshowdown.com/gen9uu-2242710209
Grimmsnarl actually won this 1v1 even without the miss:
https://replay.pokemonshowdown.com/gen9uu-2245578536?p2
My best Quaval clean:
https://replay.pokemonshowdown.com/gen9uu-2241737120?p2
Yet another Quaval:
https://replay.pokemonshowdown.com/gen9uu-2244770030?p2
Facing HO:
https://replay.pokemonshowdown.com/gen9uu-2242575351?p2
Pickpocket interaction being crazy:
https://replay.pokemonshowdown.com/gen9uu-2242585811?p2
 
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The teams need to be updated as most of them have the now banned Okidogi. Crazy 5/6 of the BO teams had him in it
 
Triple Steel+Sand Bulky Offense
:metagross: :tyranitar: :excadrill: :hydrapple: :rotom-wash: :skarmory:
This team has had a couple iterations, but I was able to break 1500 so I figured it's good enough to post. We want to use Metagross, Ttar, and Hydrapple as strong attackers to soften up opposing teams and create late game scenarios for Excadrill. Watch out for HO and keep Skarm healthy in case of SD Lokix is the best advice I can give. Otherwise the natural bulk means this team is easy to pick up and quite forgiving to mistakes.

:metagross: Metagross can switch into a lot of things and hit back hard. Defensive tera fairy is to help create some breathing room against dark and fighting types. We run 4 attacks since we can't really afford to give up coverage and bullet punch is the only priority on the team.

:tyranitar: Band Ttar clicks knock off without thinking since even dark resists get chunked and lose their items. Since this is an offensive set you need to play conservatively or else risk running out of sand for excadrill later.

:excadrill: Speaking of, Excadrill does it all. Most games its a late game wincon, but its also able to bully ground and electric types in the early game. In slower games use the balloon to wall clodsire or sandy shocks.

:hydrapple: Hydrapple is able to come in safely on so many things and heal back up with regenerator. Make sure to keep it around if the opposing team has a Rotom-W as it completely shuts down Excadrill and we don't really have another answer. Tera poison provides another fighting resist and gets rid of our weakness to ice.

:rotom-wash: Our own Rotom helps deal with water types like Keldeo, Greninja, and Azumarill. Will-o-wisp is free to spread around and the chip adds up with sand. Watch out for opposing excadrills with mold breaker.

:skarmory: Skarm is a one size fits all answer to any other physical attacker. 232 defense lives a +2 tera dark lokix after rocks which otherwise runs us over without recourse. We don't usually have time to set spikes and rocks so we just run rocks here and try to be annoying as possible. Brave bird and body press do decent damage so don't be afraid to call out special attackers with tera dragon.
 
Hiya guys, VERY sorry about the absence of updated samples teams we've had. Now that shifts have happened we want to open up sample submissions again so we can get some new samples up ASAP. If you have anything you want to submit, post it in this thread or pm it to me on discord (queenofbean).
 
https://pokepast.es/ea8ce81c356861da No ladder peak because I am FAR to lazy for that shit or an RMT so like i'm gonna make a mini thing here :D I ran into this team with Dogi over Mein while laddering for Dogi reqs it seemed solid so after Dogis ban I decided to revamp it! (Might add more off a reasoning but cant be asked rn)

:tornadus-therian:
Tornadus-Therian: Av Torn-T has proven it self as the best glue mon in the entire teir you could run Focus Blast over Heat Wave for Heatran, but I hate missing.

:Excadrill:
Excadrill: Due to Drills insane hp stat you get more value out of running max spdef in my experince, max speed is chosen for 1v1s and making your self more threatening with Swords Dance. Air Balloon provides an immunity to spikes and ground moves however leftovers could be chosen if you value the longevity more. Providing Rapid Spin to clear hazards lets it fit perfectly onto this team with Swords Dance for a late game cleaner.

:Heatran:
Heatran: Heatran provides the fire aspect of this teams defensive fire, water, grass core and provides Stealth Rock I forgot what this spread is for but it lives literally everything, Flame Body can also be used as bail out option into something that otherwise might fuck you over, feel free to tweak evs to your liking. Protect is an option over Taunt.

:Zarude:
Zarude: The grass part of the fwg core this mon is stupid good the spdef is to help eat hits from Gren and Latios, with Swords Dance and Jungle Healing this thing can be a menace for defensive teams to try to stop. With it boasting an abusrdly strong 120 base power Power Whip along side a sizeable Knock Off that helps to remove items like heavy duty boots. Heavy duty boots could be used over leftovers but the passive healing is increably nice to help suplement Jungle Healings underwhelming 25% healing.

:Rotom-Wash:
Rotom-Wash: The water end of this teams fwg core boasting an impressive defensive profile with Will-O-Wisp and great bulk the speed is for Azumaril. Spdef investment could be run to help with Keldeo.

:Mienshao:
Mienshao: Finally the spice of this team Adamant nature lets you still outpace Excadrill with an obscene 309 speed stat, Regenerator helping to heal off smaller hits or chip from Rocky Helmet or Spikes. Choice scarf lets it function as an excellent revenge killer with Terra Fighting to further bolster your Close Combat to help clean. Triple Axel is chosen to help break Hydrapple, another option for this slot is Posion Jab which should be run with Terra Steel allowing you to greatly improve the Comfey match up.
 
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https://pokepast.es/93c21f8230b7cb3d fuck it, i have tested this team quite enough over the few days

:pmd/deoxys-speed:

This team is built around this mon or at least supporting it. A very interesting partner I found to it is taunt volcanion. But the focus right now is on deo-s. Deo-s is a mon who just can mow down offense and with these 4 moves you can easily just find opportunities to hit everything. T bolt snipes mandi, phys def slowking, sp. def skarmory, torn-t, etc. With life orb you can really punch holes especially after something like tinkaton or scizor has been dealt with which is not very hard. Stat spread outspeeds exca at +1, hits as hard as possible with its special moves, with rest in attack investment to hurt steels with superpower.

:pmd/volcanion:

This is a pretty underated mon, this takes advantage of mons like skarmory, bulky heatran, hydrapple and in general fat teams like slowking who you completely wall. With tera fairy + water absorb you also can deal with quaquaval who has been a pain in the ass in the last few weeks while putting a ton of pressure on the newly trending sand teams who really dont want to switch around it especially if its a dirge variant as keldeo does not want to eat sand + burns.

:pmd/zarude-dada:

the next member in line. This is quite an interesting pick and if works quite well. With this team we have a team that is kinda food into stuff like rotom-w, thundy-t, and because its LO deo-s we need a backup plan so zarude is a HO bully especially against mew leads which this takes good advantage of. Zarude also helps us deal with status from foes like toxapex, bulky ttar, and slowking who volcanion does not want to hard switch into (cuz t wave). Knock off also provides plenty of support esp against stuff like av torn-t, mandi's boots, sciz boots, and tinkaton's leftovers who you do want to remove from to allow deo-s to go ham late game.

:pmd/tornadus-therian:

Tornadus-therian does provide quite a big of support, with its help this team is able to take on stuff like hydrapple, BB gren,and with it commonly luring in rotom, sp. def skarm, tink, pex, fez.. you can take advantage of it by bringing in the main breakers of the team. It is a very good glue pokemon on the team as it is able to take hits, remove items which can assist the other members, and pivot out to them as commonly tornadus-therian's counters are food for the other members. It also compliments volcanion well as vs keldeo you can take on secret swords quite well while volcanion can take on the water moves and you can force these situations where you often times can come out with an advantage

:pmd/excadrill:

The rocker of the team, the spread is to give it more sp. def bulk especially against stuff like latios, poltea, comfey, and living special hits in general more easily. The exca is the rocker of choice compared to heatran, coba, or others is the fact that exca fits quite well and while anti lokix counterplay can always be nice with coba i already have skarmory, torn-t, and volcanion to deal with it. Exca also helps take off pressure from deo-s as stealth rocks now cut less into its health and make it so you can fire off more attacks and more psycho boosts to chunk your opponent.

:pmd/skarmory:

This sp. def skarm spread allows us to take on the most common variant of av torn-t, and setup spikes which is a great boon for the rest of the breakers which allows them to take less turns positioning themselves into place. With spikes up you can easily wear tink down blazing fast and put exca into superpower range which would otherwise force you out. Skarmory also helps against the common u-turn that woul threaten deo-s and would achieve a good job at chipping down lokix with helmet and shooting out spikes to chip attackers like keldeo, conk, CB sciz, cornerstone, etc
 

click sprites for import

This is a Rain HO which was built by my buddy Mimilucha with some adjustments by me. The whole purpose was to abuse Choice Specs Tornadus-T and Choice Band Barraskewda which are breaking for each others checks such as Slowking, Hydrapple, Clodsire, Tyranitar or Keldeo. The IVs on Politoed are mandatory on Politoed to be slower than 0 speed Tyranitar, thus setting up the Rain after it puts its own Sand. Triple Water STAB on Barraskewda because you click those almost 100% of the time under Rain. Psychic Fangs is there to punish Water Absorb Clodsire. Ice Fang is understandable for Hydrapple but since the team has Tornadus-T, I felt Psychic Fangs was better. Specs Torn-T just nukes a ton of stuff too thanks to Hurricane. Focus Blast is mainly there to punish stuff like Tyranitar, Excadrill or Heatran (if no Rain up because otherwise Weather Ball is the safe play). Mimilucha was playing Excadrill on the original team but I feel like Forretress is a decent addition and a sitegrade to Excadrill in this team since it provides momentum with Volt Switch and is a better switch-in that Excadrill to stuff such as Tyranitar, Weavile etc..Hydrapple + Eject Button is nice to get some momentum. The spread is quite strange but really great tbh. It allows you to OHKO AV Tornadus-T after Stealth Rock and a Nasty Plot (basically if it switchs on Hydrapple when you're using NP). Last but not least, pivot Lokix brings even more Momentum to the team as well as a great revenge killer vs priorities / if Rain isn't up. Knock Off is also super valuable since the team doesn't have another user of that move. Is the team perfect ? Nah. But it's pretty straightforward and simple to use and that's why I'm submitting it for sample.
 
Mew Lead HO
:Mew::Quaquaval::Lokix::Polteageist::Thundurus::Latios:

Pretty standard Mew HO, with the Quaq/Lokix/Polteageist trio being as good as ever. Thundurus-I has a good MU against Excadrill, and has the coverage to hit the majority of the metagame. I picked it over Thundurus-T in order to outspeed Ogerpon-C (and any other 350 bst mons like Latios).

Speaking of Latios, I wanted to experiment with a bulkier CM Latios set, especially with Hoopa-U no longer being in the picture. It has a good match-up against Heatran, which the team appreciates. It can take a Adamant Lokix First Impression from full, while also being able to 1hko SD Excadrill at +1 with Surf.
 
Hiya guys, thanks for all the submissions. Here are the new sample teams!

Hyper offense

More post Polteagiest HO coming soon (tm)

:politoed: :basculegion: :sandy shocks: :lokix: :tornadus-therian: :greninja:
https://pokepast.es/35dc661551388c70 Rain by Corperate n

Offense
:lokix: :zarude-dada: :tornadus-therian: :thundurus-therian: :slowking: :cobalion:

https://pokepast.es/61f7a2aa806a445b Double dark offense by Queen of Bean
:greninja: :fezandipiti: :cobalion: :zarude: :thundurus-therian: :slowking:
https://pokepast.es/533b31cd8e68c77b Specs Greninja offense by Queen of Bean

Bulky offense
:metagross: :rotom-wash: :tornadus-therian: :clodsire: :zarude: :cobalion:

https://pokepast.es/e73ffd49da843f06 Choice band Metagross by Queen of Bean
:mienshao: :heatran: :excadrill: :tornadus-therian: :rotom-wash: :zarude:
https://pokepast.es/ea8ce81c356861da Scarf Mienshao BO by choicebadkyurem
:conkeldurr: :tyranitar: :excadrill: :tornadus-therian: :rotom-wash: :salamence:
https://pokepast.es/062f29a1827d883b Conkeldurr sand by Mossy Sandwich
:keldeo: :excadrill: :tyranitar: :skeledirge: :hydrapple: :tornadus-therian:
https://pokepast.es/78221b9f6f64a945 Standard sand by everyone

Balance and stall
:mandibuzz: :skeledirge: :zarude: :slowking: :tornadus-therian: :excadrill:

https://pokepast.es/2c8d72001871ba02 Mandibuzz balance by umbry
:cramorant: :chansey: :clodsire: :skarmory: :sinistcha: :umbreon:
https://pokepast.es/04a42984c63108b0 Cramorant stall by Estarossa (for fun, but also good)

You guys can still submit teams in this thread and my dm's if you like, I can edit them in if they are good enough. Sorry again for the wait, it should'nt happen again. I'll be taking over the thread for now and ill add these teams to the OP when Lily moves it over to me. Thanks Lyssa for your work running this since the start of the gen :3
 
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Here is another stall team I believe would also be great as a sample. https://pokepast.es/d7187cdfb974ed95

For the first time in a while, I've genuinely felt like I can wall my opponent's team without making a 50/50 play for 3 turns to determine if I lose instantly (shoutouts to the bans).

The team is based on a Skeledirge and Clodsire defensive core I noticed was left out of the current samples. It's a solid core that has seen usage in UUWC between Estorossa, Frankjosh, and myself. In terms of the ladder, been able to handle the 1600s without much prediction required and might get a proper RMT in the future if I decide to keep laddering with it.

One aspect I love about this team is its adaptable team composition. For instance, the team doesn't necessarily have a hard pivot for tera ice Sandy Shocks, outside of your terrestrialization, so you could always change the Jirachi for a Scream Tail with wish support if you are fighting many on the ladder (keep in mind this can affect your Tornadus-Therian match up). Another example is its lack of a status absorber for Serperior or Rotom-Wash so you could change the Chestnaught into a Hydrapple, Zarude, or even a toxic orb Breloom. You could also consider swapping out the Mandibuzz for an Altaria/Cramorant while changing the Jirachi to an Umbreon or the Chesnaught to a Zarude if Heatran is bothersome. Remember, if you are running spike stack, I highly advise that you run the move Knock Off somewhere on the team. Otherwise, your progress with the team could be severely limited.

Happy stalling!
 
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Been about a month since sample updates (all of the teams in samples are still great btw), and with UUPL on the horizon, I figured that I would share a team incase people were looking to practice to up their draft odds.

The Starting Line:
:serperior: :tinkaton: :skeledirge: :salamence: :krookodile: :quaquaval:

This team is pretty cool (in my UNBIAS opinion). There is a lot of little tech options that can make this team a lot of fun to ladder with.

Serperior is the standard set which works well on a team that only has 1 flying resist normally (excluding skeledirge unfortunately). Mandibuzz, skarmory, and tornadus suddenly have to be a lot more careful staying in on a team like this. It also breaks through toxapex well which can be an issue for this team every now and again.

Tinkaton is our rockstar glue for holding everything together. I have made the dark move optional on tinkaton as I think both knock and foul play bring something positive to the team in their respective manner.

Skeledirge is our 2nd fairy type (tera this mon its op af) which will allow you to sit on half the tier if you play your cards right. Tera poison is also an option here too as this team does not have many ways to deal with toxic, but generally ground types annoy me so I usually lean towards fairy.

Salamence has been getting more steam recently, but is still a bit underrated imo. It's really good glue for half the tier and still has the damage to threaten most teams. Tera water is great for trading too.

Krookodile is a surprisingly great scarfer right now. A lot of the dark resists can be easily weakened enough after a knock where I find myself being able to click 1 move to knock out 3 pokemon at the end of battles a lot. Foul play is also very cool tech for a lot of the HO mons running around right now. You can outspeed bulky polt and you can pressure it down due to the 2x attack boost polt gets from shell smash.

Last is the controversial Quaquaval. A lot of people talk about the offensive set, but I think the defensive set is very strong as well. Aqua step can run away with games if the opponent isn't careful while Quaquaval's typing allows you to put a blanket check to a lot of the annoying pivot mons circling around in the tier at the moment. I personally enjoy trading spin + chip on physical attackers that allow my skeledirge or serperior to come in and take advantage.

Anyways don't run into SBS this team instantly loses. Your stall match up isn't too great, but with some well timed glare + hex or good positioning it is definitely doable. I attached the current peak of this team below as I do not feel like trying to close the elo gap on a slow moving ladder.

Screenshot_20250205_172703_Chrome.jpg
 
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When I start using a good sample team, You guys ban polteageist T.T
1000036176.jpg
I wanted to recreate the team on my switch. Who would be the best substitute for polteageist in the first HO sample?? Maybe sinistcha?
 
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