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HydreiGross Bash Team

:metagross: :hydreigon::tornadus-therian::slowking::tinkaton::Hippowdon:

The team is made of two extremely potent mons in metagross and hydreigon to break through anything and an excellent defensive core that facilitate momentum by switching out instantly.
In a way, there are 3 cores to the team, the offensive one (hydrogross), defensive utility one (hippo + tinkaton), and regen core (slowking+torn). The regen core allows the offensive one to switch in numerous times in the battle to pick up KOs while the defensive core can take a bunch of hits from the most dangerous meta mons of this gen.

  • :metagross: : Tera Steel Metagross can break through almost any mon. With a moveset of Heavy Slam/Psychic Fangs/Bullet Punch/Knock off, no mons can safely switch in. Even hard checks such as moltres cant switch in fear of a knock. Psychic Fangs also gives utility vs the screen teams by potentially breaking them (though most those teams have a dark type). You can switch knock to boom for extra oomf!
  • :hydreigon: : He may have fallen off because of Latios but for me he's always been an amazing special breaker and fits very well with the teams I tend to build. Tera Dragon Dracos just nuke anything. He struggles vs fat fairy but with access to earth power and flash cannon/u-turn, he can pressure them quite decently.
  • :tornadus-therian: : His role on the team is to switch in as a soft check and provide momentum by u-turning out into the wall breakers. IMO Taunt + 3 attks is his best moveset. You can switch knock for heat wave / focus blast, but its not really a move you need to click often.
  • :slowking: : The second part of the regen core, hes meant to take on heavy hits from mons he counters and then switch out with chilly reception. I dont like future sight as it loses momentum. But you can take it instead of t-wave or slack off.
  • :tinkaton: : Typically the sack of the team, he is meant to take some hits, give some back and cripple the opposing team with t-wave spam. he can also act as a safety net to set up mons by encoring them. You can switch t-wave with swords dance as Slowking already has it.
  • :hippowdon: : This guy just takes all the physical hits and sets up rocks. He may be fat but he rarely loses momentum. Just set up rocks and whirlwind potential sweepers out.

Weakenesses to the team:
  1. As you can see in the pic below, the team covers well vs a lot except for ghost as Hydreigon is the only resistance to it. Thankfully, there arent that many threatening ghost types in this gen and the ones that exist hydreigon counters them very well. One change that can be done is switching Slowking tera from fairy to dark.
  2. Offensively, breaking through fat normal types could be an issue but for all purposes metagross should break through any of them. You could add hammer arm for some normal coverage. Same thing for water types.
  3. Individually, mons like mamoswine are hard to deal with. To counter that, you could just switch the tera types. For instance, hippo water tera counters mamoswine. Hydrapple is another tough mon to deal with. But there numerous switchs on the team that counter his move set. Just play around him.
Finally, here are some replays vs current meta teams including some decently ranked players. I wished I saved the game vs the 1600 guy. Won once and lost another time.
I played these quite fast without doing calcs but you can see how the team can handle offense. It also does quite well vs balance. My replays i downloaded them to my PC instead of uploading them online, sadly.
But overall, I think this is well built team, the core 5 (without Tinkaton) has done super well this entire gen.
 

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Here is some UU psychic terrain offensive team!
Pokepast: https://pokepast.es/abc094d26ac95d08

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Indeede-M.
This mon sets the terrain on the field. Also, with timid nature and scarf, it can outspeed a lot of threads, including even some scarfers, and send a strong expanding force that it can expand further with tera psychic. Shadow ball is there to beat some psychics and ghosties while dazzling gleam cooks nice with dark types. Hyper voice is there just to chip Lokix
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a bit, who is annoyed for the negated prio

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Iron Crown
Its damage output is also so good with specs + expanding force under terrain. Out of it, tachyon cutter hurts a lot and focus miss is always a nice coverage to have. Volt switch is always a nice way to chip the opponent and switch out... except if you're battling a ground type

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Hawlucha
An always reliable fast thread with the psychic seed + unburden combo. Thanks to the spdef boost in the psychic seed, it can resist perfectly a tbolt from a scarf Rotom-W
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and setup. With SD paired with strong af stabs in acrobatics and CC, it hits like a truck while covering almost every mon in the tier with neutral or super effective dmg. Also, encore helps a lot against setup mons like some lati
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sets, offensive happle
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or exca
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or even hazard setters like shocks
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, pon
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and ttar
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Mamoswine
At first, I thought it was a strange mon to be in the tier with all the powercreep around. I was wrong. It hits so hard with its STAB's in EQ and icicle crash. Also, ice shard for prio when terrain is off is always a reliable chip dmg, stronger with the never-melt ice. Trailbalze is the coverage mamo always wanted: a grass type physical move that can hit super effective water types like Rotom-W
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, Azu
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or Manaphy
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AND that boosts its speed. With this plus tera grass, mamo becomes a reliable thread against a lot of mons in the tier

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Lokix
A strange choice for a psychic terrain team, you'd say. Well, its demonic dmg output with u-turn and knock makes it a better choice that the other bug pivot in the tier, Scizor
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. Tinted lens makes it hit harder mons such as Azu
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, Lucha
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or Tinka
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. By the way, when terrain goes off, Lokix shines the most with its rugged first impressions and sucker punches

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Latios
Last but not least, this old reliable mon is here to show its nice niche in the meta. Its draco meteors and luster purges hit very solid and get even more boosted by its item... the LO. Yeah, there's absolutely no reason to use the soul dew over the LO, even more with its coverage option in tbolt, which hits toughly water mons like the water ones mentioned before and some flyers like Torn-T
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or Mandi
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. Recover helps its longevity for hitting hard and timid nature lets it outspeed everything except 4 mons in the tier (except scarfers)


Hope this works well for y'all!
 
I'm pretty tired rn but I just got reqs with HO and since the current HO samples are all outdated, I felt like I might as well share it.
:mew::comfey::greninja::quaquaval::scizor::excadrill:
It's not perfect, but I find it worked fine enough aside from some specific matchups where you need hazards but can't set them up because of a fast taunt user or Mew being unable to get things down for some reason. This team generally doesn't have too hard a time dealing with other offensive teams as Comfey and Scizor both have priority to keep offensive mons in check while Greninja and Quaquaval can snowball quickly. Weather teams can be a bit rough though. Breaking through certain cores can be a bit tough, especially when playing against bulky Hydrapple, Mandibuzz, Toxapex or anything along the lines of a very bulky mon that's not weak to Quaquaval. For these teams, Taunt Comfey will generally provide some nice pressure. There are a few things you could change though. I honestly found Mew Taunt to be a bit disappointing as Exca could always remove hazards and an attacking moves could get you out of certain situations. Quaquaval's item could also be changed to Muscle Band or Lum Berry to help into matchups like Slowking, Torn or Zap. The Excadrill slot was the one I was least confident in, so swapping it for something different could be worth considering, though removal is obviously nice. Anyway I don't feel like going too in-depth or re-reading this since it's like 4am, just have fun with it.
 
https://pokepast.es/18a136cb69ea2f54

:hydrapple: :okidogi: :greninja: :zapdos: :rhyperior: :metagross:

This team is pretty nice and does fairly well. Using specs gren you are often able to break past the opponents allows you to have a good plan late game once you get going esp with dogi toxic chain, NP hydrapple, and knock off from dogi and meta. While gren the only mon above 100 base speed is worrying it is fine when you can often take their hits and nuke them back in return with the strong moves that the team packs. This team plays the longer game until you can position gren for a sweep by spamming dark pulse or surf.

What about games where gren is walled? well that is where spikes and its teammates come in... often times there are very rare scenarios where gren cant contribute smth and with spikes it allows mons like pex, av dogi, tera water dirge, tinkaton, etc to be less long term answers esp when other members of the team may deal with them. Hydrapple and Okidogi can often times break through or weaken opposing mons just by being a big threat... for ex. hydrapple may be able to weaken torn-t badly with a +2 fickle beam (esp if it gets the 2x power) or dogi using psychic fangs on pex many times to burn it out of recovers.

this team can struggle to play the long game vs hazard stack or vs smth like tera BU okidogi but u should come out of it alive at least and okidogi usually has to burn tera to really thretaen stuff on the team while i still have psychic fangs dogi, dragon tail rhyperior, specs gren

Btw, ive seen some more def av dogi... i like this offensive dogi since it still allows u to have a breaker who can jsut apply a crap ton of pressure against teams and force not very good situations for the opponent, close combat is pretty darn good at mowing through stuff like tera steel hydrapple, cobalion, rhyperior, scizor, and tera steel on a lot of mons
 
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Here is some HO webs UU team with Crawdaunt!
Pokepaste: https://pokepast.es/19c01b613f1c761e

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Crawdaunt
This mon sets the core of the team. Its wallbreaking potential is awesome, 1 or 2HKOing with Crabhammer or Knock Off threats like Ursaluna
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, Skeledirge
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, H-Arcanine
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, Rhyperior
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, Excadrill
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, Tyranitar
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, Slowking
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, Mamoswine
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and the list goes on. Also, it does huge chip damage with its priority STAB Aqua Jet to common mons like Sandy Shocks
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, Ribombee
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and Ogerpon-C
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Mamoswine
A strong wallbreaker with ice + ground STAB, letting it face stall mons such as Pex
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, Skeledirge
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, Hydrapple
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and all the flyers in the tier. Also, tera-grass trailblaze is the best coverage ever, cuz it then destroys water-type threads like Rotom-W
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, Azu
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or Manaphy
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AND boosting its speed

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Lokix
The best revenge killer in the tier thanks to First Impression, making it able to destroy grass, dark and psychic mons (Ogerpon-C
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, Tyranitar
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or Slowking
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p.e.) in the tier, even itself. Silver powder boosts even further that power, but no Heavy-Dutty Boots makes it quite fragile... if it wasn't for Leech Life. This with U-Turn for pivot and Sucker Punch for gambit-like mindgames makes it a staple of the team

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Donphan
A mon outclassed in almost every way by Excadrill
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but who shines better in this team. Its bulk lets it face against the mole and beat it almost always, while also is a better spin-blocker counter against Skeledirge
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or Pecharunt
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with both its STAB EQ's and its Knocks. Last but not least, priority Ice Shard lets it face some mons when Mamo is down

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Zapdos
Its static ability + physical bulk makes it one of the safest mons to switch in against physical attackers like Ursa
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, Lokix
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or Azu
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and even para the non-ground types in contact. Also, HDB makes it one great fast pivot with U-Turn or Volt Switch while also hitting hard with moves such as Hurricane, Discharge or Heat Wave

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Ribombee
The usual lead of the team with Sticky Web and Stun Spore can let this team have a nice speed control. Moonblast also makes it deal OK damage to mons like Lokix
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or Greninja
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. U-Turn is especially useful against bad lead matchups like spinners or bad situations like a Serperior on the opposing team. However, you can run Psychic Noise to catch Pex
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out of guard and tera


Hope this works well for y'all!
 
Providing a sample team for others to try out. Click the sprites for the import.

:SS/Cobalion: :SS/Hoopa-Unbound: :SS/Scizor: :SS/Rotom-Wash: :SS/Rhyperior: :SS/Serperior:

:Enamorus-Therian: :Hoopa-Unbound: :Scizor: :Rotom-Wash: :Rhyperior: :Zarude:
The team originally started around Enam + Hoopa-U as an offensive core. Both are heavy hitters that can threaten each other's checks. Scizor is something I have rarely had much success with but I liked it here as a Steel-type to bring these mons in + priority. Washer formed a VoltTurn core and is my glue against Greninja, Cobalion, etc. Rhyperior again another glue that provides a lot of defensive utility and Stealth Rock. I didn't have much of a goal with the last slot, Zarude kinda just helped vs Gren, Serperior, and Excadrill so I tried it for a bit.

:Cobalion: > :Enamorus-Therian:
I found out pretty quickly that I had nothing to pivot into Rockpon. While it was fine to revenge kill, it could essentially claim each time it came in on my slower stuff. So I defaulted to Cobalion to help while retaining a good matchup vs Hoopa-U and Lokix. It also just helped up the average Speed of the team too.

:Serperior: > :Zarude:
Zarude was fine but Serperior having a greater Speed tier was appreciated and it helped stop the team from being so physical damage heavy. Glare is also a broken move so yeah.

I decided to run a Cobalion set here with Stone Edge to pressure Zapdos, Thundurus-T, and Tornadus-T. Thanks to adding Serperior I felt fine dropping Thunder Wave as both Pokemon end up targeting the same stuff anyway. With Rhyperior having Stealth Rock I was also free to run whatever I wanted in the last slot. I settled on Taunt as it greatly helps against the hazards HO (I have no removal after all) and there are some use cases to prevent recovery from Zapdos, Slowking, etc. You could easily run whatever you prefer in this slot: Zen Headbutt can threaten Dogi or Swords Dance makes it a larger threat in general. Hoopa-U is just a basic Choice Scarf set, nothing special here. Scizor again is a standard set. Rotom-W is a more mixed spread EV'd to better deal with Greninja. I decided to run Ability Shield because this team does kind of hate Excadrill if it gets to spam Earthquake, so it was just a safety net for me. Rhyperior is standard here too, I'm just running enough Speed hoping to creep most Hydrapple with minor Speed investment but you could go slower or faster, whatever suits you best. Finally, we have Serperior where I just opted to run a three Attack set. I liked Tera Ground the most on this build to break through Pecharunt and Okidogi while maintaining coverage for Steel-types. If you want you can use Synthesis > Dragon Pulse but I just never ended up using it a whole lot and preferred pressuring Latios and Hydrapple.

:Greninja: I mean this Pokemon has very few answers anyway but it is still something you should limit getting too many free turns. I have three defensive teras that can be used to remove it in most cases too.

:Okidogi: I do not have a fighting resist so yeah play aggressively against it. Washer can always Wisp and Rhyperior is bulky enough to trade with it. Scizor and Coba both pivot on it to get Hoopa-U in and Serperior has the Tera Ground lure.

:Quaquaval: Same reason as Dogi but less scary. Easier to trade into and punish. Tera Fairy on Washer can be used if necessary.
I laddered a bit more this morning. Luna is still live so it is in one of these replays and I was trying a different tera on Serperior in that one.
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https://replay.pokemonshowdown.com/gen9uu-2165853386-2rad26sgp08xflncmbxwgn55omkjh7ipw?p2
https://replay.pokemonshowdown.com/gen9uu-2165857013-sf8ukn6gk32pws2n1aw2jsyz6itzqnbpw
 
I will post a sample from me as well.

Dream of Choice (pokepast.es)

:tyranitar: :hydrapple: This team was constructed with the sole purpose of running a core of two choice attackers that are top of the line in both durability and attack. ttar without sand abuser is currently not very common, but it works fine if built well. I hate running max speed on slow pokemon, so it would be reasonable to share EVs to HP, especially now that ursaluna is gone.
:sandy shocks: I chose sandy shocks because ttar is very compatible with pivot with volt immunity, and I could have chosen thundurus therian, but I chose sandy shocks because it is more powerful with the other three. I could have chosen any tera but for now, I have chosen fairy, which is an excellent type.
EDITED: I modified it because without water tera, azu was heavy and fairy was useful in few situations.
:tornadus-therian: I chose it because I needed a fast pokemon. Taunt is a strong move.
:scizor: I wanted it because priority is very important in this metagame. lokix and azu were other options, but in the end it was scizor because I wanted a steel type.
:okidogi: The av dogi, which has become a common set when I have noticed, enters last, serving as a blanket check for lokix, greninja, and others, and is an excellent glue for the team by spreading toxic.

There are no outstanding weaknesses, but there are many slow mons in the team. Since this is a team that fights by reducing the number of opponents early, be careful not to be too concerned with landing ttar and apple safely.
 
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Lead H-Arc HO (Featuring Scarf Hoopa-U)
:Arcanine-Hisui::Greninja::Comfey::Revavroom::Skeledirge::Hoopa-Unbound:

I haven't been the biggest fan of Mew being the primary HO lead for the past month or two, so I set out to build a team that featured Arcanine-Hisui as a lead (and that felt decently good to pilot)

:Arcanine-Hisui: One of the benefits that Arcanine-Hisui has over Mew as a lead is the immediate threat that it poses to your opponent. Arcanine-Hisui feasts on having free turns to click buttons, which is an opportunity that an HO Lead set always provides. It has multiple options at the start:

1. It can click one of Head Smash/Flare Blitz to cripple most mons in front of it
2. It can click Stealth Rocks, like a normal lead would (helps if you are up against :Ogerpon-Cornerstone: or :Tornadus-Therian: (especially if you suspect its Assault Vest)

Extreme Speed helps in nabbing KO's against mons like :Ogerpon-Cornerstone: or :Sandy Shocks: that take H-Arc's initial attacks, as well as ensuring damage on mons that outspeed it. All in all, its a nice change of pace from your typical Mew leads that stack up hazards, but doesn't really do much else for the team.

:Greninja: HO Staple. I opt to run Protect over a coverage move to deal with :Lokix:.

:Comfey: Another HO Staple. For now, I run a Tera Fire Tera Blast set to punish steels such as :Tinkaton:, :Metagross:, :Scizor:. Grass Knot is a relic from Ursaluna being in the tier, but its an option if you want to KO :Rhyperior: from full, or :Hippowdon: at +1. Triage is honestly so broken sometimes lol.

:Revavroom: A mon that has seen rising usage in HO, Revavroom is a pretty neat option overall. Apart from quad-resisting First Impression from :Lokix:, its STAB's in Gunk Shot and Iron Head are solid against the majority of the metagame. High Horsepower gives it the ability to hit steels (and :Okidogi:) as well. I opt for Tera Ground to boost its power.

:Skeledirge: A recommendation I should have listened to prior to a certain battle, Skeledirge can snowball quickly due to Torch Song. It can also act as an emergency check to rampant threats with its ability + Tera. I chose to run with Tera Water for mons such as :Keldeo-Resolute: and :Quaquaval:, and Alluring Voice allows Skeledirge to hit those threats super-effectively in return.

:Hoopa-Unbound: An interesting pick, but one I've been enjoying so far, Hoopa-U just hits hard, plain and simple. I've found it to be invaluable in late-game situations, where it can just start clicking Hyperspace Fury at will. Its good special defense also allows me to use it as an emergency switch-in to mons such as :Greninja: or :Latios:.


:Rhyperior: A pain in the ass I've run into while using lead H-Arc, as it bodies it. In that case, I normally make sure I have hazards set up, and just spam Flare Blitz, just getting any chip in and potentially getting a lucky burn, so that the rest of my teammates can have an easier time.

:Quaquaval: Quaquaval takes considerable damage from H-Arc, but you always have to be careful around it to make sure it doesn't completely snowball (this is where :Skeledirge: comes in handy).

252+ Atk Arcanine-Hisui Flare Blitz vs. 0 HP / 0 Def Quaquaval: 118-140 (37.9 - 45%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Arcanine-Hisui Extreme Speed vs. 0 HP / 0 Def Quaquaval: 106-125 (34 - 40.1%) -- 39.8% chance to 3HKO after Leftovers recovery

:Mew: Against opposing Mew leads, I've always favored going for the attack first above all else (As Mew carries Taunt + the mon has Red Card anyways)

252+ Atk Arcanine-Hisui Head Smash vs. 252 HP / 96 Def Mew: 223-264 (55.1 - 65.3%) -- guaranteed 2HKO
252+ Atk Arcanine-Hisui Flare Blitz vs. 252 HP / 96 Def Mew: 178-211 (44 - 52.2%) -- 16.8% chance to 2HKO
(I personally don't agree with that Mew EV spread, but its the sample so eh)

I've preferred maximizing the damage that H-Arc can deal to the opposing team (not being afraid to trade with other mons ), but overall, each situation is different, so exceptions can come up from time to time.

252+ Atk Arcanine-Hisui Flare Blitz vs. 0 HP / 0 Def Sandy Shocks: 204-240 (65.5 - 77.1%) -- guaranteed 2HKO
252+ Atk Arcanine-Hisui Extreme Speed vs. 0 HP / 0 Def Sandy Shocks: 90-107 (28.9 - 34.4%) -- 3.6% chance to 3HKO

252+ Atk Arcanine-Hisui Head Smash vs. 0 HP / 0 Def Ogerpon-Cornerstone: 285-336 (94.6 - 111.6%) -- 68.8% chance to OHKO
252+ Atk Arcanine-Hisui Extreme Speed vs. 0 HP / 0 Def Ogerpon-Cornerstone: 51-60 (16.9 - 19.9%) -- guaranteed 6HKO

252+ Atk Arcanine-Hisui Flare Blitz vs. 252 HP / 0 Def Okidogi: 175-207 (46 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery

252+ Atk Arcanine-Hisui Head Smash vs. 252 HP / 252+ Def Slowking: 205-243 (52 - 61.6%) -- guaranteed 2HKO


Final Thoughts

I've enjoyed this team a lot! It's worked out pretty well considering I slapped some mons together at the start. Some changes that could be made could include Brick Break > Drain Punch on Hoopa-U if screens ever become too prevalent (and changing its nature to +Speed), or changing up the Comfey set.

With this team I've managed to hit my ladder peak for SV, which I'm happy about. Hopefully yall can enjoy using this team!
 
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Here is some balance Rachi team!
Pokepaste: https://pokepast.es/efd70918fd8ee625

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Jirachi
The principal mon of the team, almost everything is around him. His annoying potential with Scarf + Serene Grace +Iron Head is his principal option. The rest of the ser is U-Turn for bad lead matchups, like Donphan
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; Healing Wish for utility and Fire Punch for steel types like Exca
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or Cobalion
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and to bother Lokix
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with some burns. You can run Zen Headbutt for fighters like Keldeo
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or Okidogi
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or Body Slam for some paras, preventing Torn-T
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from being a danger

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Greninja
Rachi's biggest weakness are ground types, so a special sweeper like Ninja is a great help. Its specs set makes it 2HKO Zapdos
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or Torn-T
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with either Hydro Pump or Ice Beam, even OHKOing some non-spdef invested variants. Also, destroys the ground threats in the tier such as Exca
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or Donphan
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and also half of the stall format (Skele
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, Happle
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, Slowking
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and Pecha
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). U-Turn is to surprise KO opposing Ninjas
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and winning some Lokix
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mindgames

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Cobalion
The best Lokix
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counter in the tier, quad resisting both its STABs and getting atk boosted with every Knock, countering with Sacred Sword. Rocks are good for threatening AV Torn-T
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, Lefties Zapdos
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and Silver Powder Lokix
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while also breaking sashes and sturdies. T-Wave is pretty nice to annoy the opponent and Volt Switch makes it a useful pivot. Also, its high speed makes it outspeed both Exca
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and Pecha
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, KOing or paraing it respectively

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Hydrapple
This mf is bulky and strong af, enduring hits from and KOing back offensive Cobalion
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, Keldeo
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, Sandy
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, H-Arca
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or Exca
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. I don't have much else to say, just one time I beat a Lokix with this guy without even teraing

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Mamoswine
As I said in some of my other posts, this guy's snowball potential is awesome. Also, one new thing I learnt is that with only one Trailblaze it outspeeds the entire format except of scarfers. This three types are a great offensive trio, plus Thick Fat makes it resist a H-Arca
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Flare Blitz, a Skele
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+1 and even +2 Torch Song and a Protean Ninja
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Ice Beam after tera grass while KOing back with EQ

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Rotom-W
We end with a bulky pivot, this time with its investiment in spdef to be the one of perfect Torn-T
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counters. Its unreliability in Lefties or Boots makes it a nice mon to recieve Knocks, and resists both Bleakwind and Heat Wave. Its double spread in T-Wave and Will-o makes it annoying for almost every mon, while also hitting like a truck with Hydro Pump, destroying Donphan
1723197623235.png
, Sandy
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, Exca
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and Skele
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afterrocks with some huge 2HKOs


Hope this works well for y'all!
 
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"Hyper-offense", or just a mixed of strong pokemons.
(https://pokepast.es/9a14ef5fbe3f7dd2)

(I'm french, so pardon in advance my poor english.)

I've been playing quite a while on the UU ladder (as Poirepi2), and this team has proven to be really performant (it has beaten lots of meta-archetypes). I'm currently top 100 on the ladder without playing everyday. It has a nice surprise effect as almost all mons are max-speed and max-offense, and is quite enjoyable to play since you basically click buttons. It is also quite flexible, has room for changes and improvements.

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You generally lead Donphan, unless the opponent has any steal types, ttar/drill core. You often manage to keep rocks off your field, while not necessarily putting yours (which is not mandatory to take the kills you otherwise need), thus the Tera-ghost in case you absolutely need to keep your SR. Max attack is simply amazing, getting lots of surprise kills, and, after a rapid spin, you reach 327 speed which allows you to outspeed a good part of the offensive threats in this metagame. Knock is basically for Latios. Rocky Helmet is nice to get cheap on Lokix (very hard matchup, but the bug is broken and needs to be banned), scizor, jirachi and so on.

1723565772989.png

Ogerpon-Cornerstone is a BEAST, and I'm surprised to see so few of them on High-ladder. Once you kill the painful steel-type (Cobalion, Jirachi, Tinkaton), it basically wins the game. I run dual-stab + SD and Encore, for flexibility and the surprise effect on SR/heal/slower setups. When it works, you have a free SD and thus a free kill.

1723565743793.png

Zapdos is the only real defensive tool for this team, and i've been switching around defensive/offensive variants, as they both have their merits. But this mon is mandatory for Lokix, Rotom, most Drills, Quaval etc. U-turn is way better than Volt Switch in this team, as your goal is to lure the ground types to enable Keldeo and/or Oger. Plus, it's sometimes a free-kill on non-scarf Hoopa-Unbound. Lots of speed even on defensive ones to reach 316 and outspeed Tinkaton (and avoid the Encore-lock).

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Max speed banded-Scizor is great. It really helps you early-game to get some surprise damage, and late-game to clean. Close Combat is a nice option to get some huge damage on the obvious Cobalion switch-in, but it can be replaced with a non-banded option + SD. Tera-Steel BP has a good chance to OKHO Latios after SR. Knock Off is essentially for Zapdos switch-ins. I run max-speed because I'm lazy thinking otherwise, but I believe some bulk to improve Lokix-matchups could be great.

1723565758074.png

Scarf Keldeo is SO underrated. Yes, you struggle immensly against the (rare) Slowking, and your matchup isnt great against Hydrapple, but when you kill those threats, it just deals so much free damage. It has an amazing matchup against the fearsome Greninja even as a defensive option (with its natural bulk). Deals with Ogerpon-C, Scizor, Dirge, and even Torn once you tera-water it. Flip Turn is essential to gain momentum on this team.

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Haxorus, finally, is the "surprise" of the team, because it doesn't have a great place in this current metagame. It is kind of hard to manoeuvre, but it can litteraly sweeps some archetypes, especially the ones relying on Levitate as their ground immunities, or on Dirge to prevent setups. Tera-steel helps a lot against all the fairies (and Iron-Head with Oger-C), while EQ is basically free to click once you kill the physically-defensive mon. You can also use it to break some balance-cores with just Scale-shot, because on average, it deals 40-50ish% to most defensive mons.

=> As you can maybe tell, the "key" to manoeuvre this team is cheap, free and surprise damage, while keeping momentum. You need to build progressive damage for one of your sweeper to clean everything.

Two (big) caveant (to stay grammaticaly correct in latine) : Latios and Lokix.
They are juste cancer to deal with, especially the latter. You need to win the killing-war to have a shot, and even then, it's tough if the opponent is aware of that. Rocky Helmet cheap helps, priority with Scizor helps too. To win this exchange, you can pressure against banded-Lokix with SD Haxorus/Oger (basically free SD) if the opposite team is slower.

Some replays against "high"-ladder opponents :
- Against Mimilucha (1613) : https://replay.pokemonshowdown.com/gen9uu-2177354558-eqjtuwwzl8p9shl5i3i5120ih8kbjncpw
- Against Stads (1559) : https://replay.pokemonshowdown.com/gen9uu-2179339170
- Against Foulplaytothetops (1619) : https://replay.pokemonshowdown.com/gen9uu-2172587207?p2

Enjoy :)
 
This team has peaked 1,2, and 3 simultaneously. With the shifts coming soon it's probably gonna be irrelevant but still good for the next month or so.

Peak proof:
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Screenshot 2024-09-08 at 7.56.19 AM.png

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Peak elo was around 1780. This is post decay.

Team link: https://pokepast.es/3bd30f0dcc5c42db

I've gotten in the habit of finding some sort of HO that sticks once in a while. It was the antidote to what I consider the biggest problem with the tier and that's the strength of volt turn. The pace of HO prevents those teams of getting into their volt turn groove and you can usually set them on the back foot or force trades as you prefer. And it ended up being effective against a lot of what people are running on ladder at least. A lot of protect was needed as a result too (lokix is really dumb btw).

Notes:
- Donphan is the tiers best spinner (not a better mon than drill, just a better spinner)
- Ogerpon's set is very flexible, I've switched between sd tantrum cudgel shield / zen superpower cudgel shield. Just keep shield.
- Scizor is tera fire because you beat dirge 1v1
- Okidogi has no attack because the spdef makes an extra bulk up cosier against likes of torn so it's easy to make up for the drop in EV investment.
- Gren of course can be ice beam > shuriken, but this makes it impossible for lokix to check you and prevents scizor from chipping you too.
- As far as possible, keep your Tera available for Dogi to convert for a win

I will now go touch grass
 
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stall by me and askov
https://pokepast.es/9f226f3cf7ff79b2
a lot of the stuff is basically just my old stall, cyc evs allow it to take a 252 exca eq while creeping 350s and maximizing special bulk, poison dirge is for dogi and pech, tier has seen a shift away from fsight slowking allowing a slashed haze on pex (+ hazepex is kinda just good), lugg tera fight increases damage and is a good all-around neutral/resistant typing vs most stuff it can take on
 
https://pokepast.es/e396fa449bd63359

First time I post here. I played a lot of gen 9uu lately and eventually started to use some mons whose glory is behind them since a long time.
This team peformed pretty well with tentacruel who s able to take 2 dp from lo gren, threatens azumarill and provides the utility of knock off (which isnt done by a lot of spinners in the metagame); liquide ooze comes in cluch sometimes too for leech life lokix or horn leech ogerpon or the more rare sinistcha. Also it isnt scared of tornadus-T and can remove it's av or boots.
Scarf Hydreigon, on the other hand, used to be a stample in gen 7 and while not as good anymore it still threatens to 2hko a lot of things with dp ( usually after rocks tho ) : sandy shocks, excadrill, ogerpon, metagross, deals with peacharunt, skeledirge etc and fire blast helps to pick up the cobaliums, weakens the forgelina and ohko scizor; it ouspeeds non scarf latios and ohko it with dm pre-setup.
The rest of the team is pretty classic.

Seems to work pretty well for me, thats why I wanted to share it here.
 

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New meta means new samples soon hopefully. a bit more diversity on the ladder would be nice so posting this. I thought Zapdos departing would free the tier from the clutches of volt turn, but rotom / torn have taken its place (or maybe they never left). This early metagame seems to have shifted heavily to spike stacking volt turn BOs, or sand (in my laddering experience). I wish balance was better, but unfortunately it gets punished super hard rn. That presents a definite advantage for HO teams, especially SD Lokix. It punishes you for trying to pivot around it, and often results it winning the game on the spot. But you have to set up aggressively.

The team peaked #1 and was made in collaboration with the master himself watfor Mahmudkipz https://pokepast.es/2b747fd4d7b0cf92

Screenshot 2024-10-04 at 5.33.39 PM.png

Notes
- Scizor set improves its match up into Skarm / Rotom greatly.
- If you see skeledirge / pex, don't burn through quack quickly.
- if you see a lead that could ohko mew before it can get even one hazard up, think of alternatives (especially true if this is greninja)
- Weavile tera is for wisps / tran or dirge or whatever. upper hand beats sciz / lokix / keld
- i used to run f-imp on lokix but after trying what Lily used in scl i can say this set is absolutely sick with protect. but it needs jolly obviously
- demon sinischa was a great idea by watfor. makes it so much easier to boost alongside scizor / drill and have more peace of mind.


Let's get some more offence on ladder!
 
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:mew: :revavroom: :comfey: :lokix: :serperior: :polteageist:

After quite a bit of trial and error (plus learning about a certain mon getting Temper Flare), I've found an HO team that feels consistent enough for ladder. Peaked at #75, I could probably go higher, but I hate laddering, so that's where I'll stop for now:

:mew: Staple HO lead, nothing else needs to be said

:Revavroom: I'm ngl I thought this mon was finished once Skarm entered the tier, until UU discord reminded me that it gets Temper Flare. Now? I think its as good as ever tbh, its great coverage giving it so many options against the rest of the tier.

:Comfey: Taunt > Giga Drain nowadays, with the appearance of clodsire + Whirlwind Skarm (which it can 1v1 if the Skarm is Body Press), and Tera Ground Tera Blast is as important as ever with Heatran now in the mix as well. Blissey being in the tier is a pain (thankfully its relatively rare) , but apart from that, it still does Comfey things and can steal wins if given the chance

:Lokix: SD Lokix has been a revelation to me recently. After an SD boost, alongside Black Glasses, its damage output becomes hilarious against the entire format (not to mention after Tera)

+2 252+ Atk Black Glasses Tinted Lens Lokix Sucker Punch vs. 0 HP / 0 Def Quaquaval: 306-360 (98.3 - 115.7%) -- 87.5% chance to OHKO
+2 252+ Atk Black Glasses Tera Dark Lokix Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 270-318 (80.8 - 95.2%) -- guaranteed 2HKO
+2 252+ Atk Black Glasses Lokix Knock Off (97.5 BP) vs. 252 HP / 4 Def Heatran: 336-396 (87 - 102.5%) -- 18.8% chance to OHKO
+2 252+ Atk Black Glasses Tinted Lens Tera Dark Lokix Sucker Punch vs. 0 HP / 0 Def Cobalion: 272-322 (84.2 - 99.6%) -- guaranteed 2HKO after Leftovers recovery

With hazard support, this mon is 1 click away from potentially 1hko'ing the rest of the opponent's team. I run Protect to help deal against other Lokix's, but you can also run Leech Life to gain much more longetivity, or First Impression to fuck with opponents assuming SD Lokix does not run it (besides, FI is a solid move in general)

:Serperior: Acts as the screen setter with snowball potential, although with Heatran in the format, that potential is decreased quite a bit. It still sets up screens relatively consistently tho, spreading para is nice, and in games where Heatran is heaviliy chipped or nonexistent, it can still threaten to sweep.

:Polteageist: The spinblocker on the team, and like Comfey, it can just take over games if you aren't careful. I ev'd it to outspeed Weavile after a Shell Smash boost, but adding a little more speed to outspeed Scarf Hoopa-U is also an option if you so choose.

I hope this team allows yall to rec havoc in UU ladder, so have fun!
 
Rare sighting of Slip dropping off a sample team on the forums. Hello! I have been having a lot of fun with this meta and I bring you a magneton team for samples.

:magneton: :weavile: :hydrapple: :tornadus-therian: :excadrill: :toxapex: <-- Click Me!

The team itself is pretty straight forward. Use magneton to trap bulky steels that Weavile, Hydrapple, and Torn don't particularly like. Then you just play regen game or out offense your opponent being up 6-5. I have found that it is usually beneficial to just tera the mag for exca or heatran to get the kill, as the team has enough options without tera to bring out the win after being up a mon.

Quick individual explanations:
:magneton: As stated above, trapper and scarfer. Speed is to outspeed Weavile (you could go higher to outspeed adamant scarf hoopa, but ladder is usually too afraid of lokix so I personally never see this mon when laddering). The def investment makes it so body press from skarmory only has a 6% chance of killing (trading health is usually more than fine). Other than that it does what you expect.

:weavile: New addition and main sweeper for the team. Without steels like sciz to revenge kill you or block early sweeps, you get a lot more chances to do so. Just a standards SD set in general. Ice shard for tera'd ogerpons or quick general grabs vs scarfers (hoopa). Not much to say here except try to go ham with it. You could probably put low kick if you want, but the team having no prio has felt bad in my personal experience.

:hydrapple: Additional breaker for the team. I felt like there wasn't enough damage options with me role compressing excadrill. I needed AV torn for the likes of lati and opposing torn, so hydrapple is best suited. Just spam your options and you will probably do enough to something in this meta to open up a hole for your team.

:tornadus-therian: As explained above, torn-t is the AV regen mon for special attackers + a pivot. Team relies a lot on getting your guys in (and knock off is great for slowly making the opponent struggle), so it seemed like a no brainer to go with it.

:excadrill: Role compression goat. Rocker, outspeeds the defensive heatrans running around to threaten revenge kills, and generally just helps torn on the spdef side. It is just a good mon and gives me rocks idk what else to say lol

:toxapex: I'm p big on pex rn tbh. Teams like this where you can use eject button on it makes pex feel so nice. It is still doing its normal pex things to prevent your opponent from sweeping and stalling them out with toxic, but it also takes a surprising amount of hits. You can make it a bit more phys def on this team too tbh just be careful of greninja. Overall has been great glue for the fighting types that threaten this team and being able to pivot without worry so mag can do its thing.

Anyways here is the peak of this team ggs. Hopefully will be posting more samples soon :^)
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Proof it is mine incase there are any haters in the chat
1728944579665.png
 
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:Weezing-Galar::Hawlucha::Revavroom::Polteageist::Comfey::Sandy Shocks:

Back again with an HO team with a slightly different twist than before (aka Hawlucha + Misty Terrain) Peaked at #67, but can definitely go higher.

:Weezing-Galar: I just stole the set from a SBS Misty Terrain team post from a while ago (as I was trying to see what people ran with it), and it hasn't really disappointed. Misty Terrain preventing status is very helpful in general, as many mons rely on status to keep threats from snowballing. Memento is good for giving an opportunity for a teammate to set up, Taunt is helpful to stop mons like Sinistcha from setting up in its face (or to prevent defog/slack-off), and Clear Smog further prevents mons from Okidogi/Comfey/Zarude from using it as set up. Overheat is to punish common steel types such as Sciz/Coba/Tink/Rev, while also hitting Weavile for good damage.

:Hawlucha: Hawlucha's main problem isn't that its bad, its just that its so hard to find a place for it on teams. When it can find that place however like it does here, it becomes a very good sweeper. CC + Acrobatics is a great STAB Combo to hit the majority of the metagame with, and Taunt has come in clutch multiple times whether to stop mons like Pex from hazing it, or Skarmory from phazing it with Whirlwind or outlasting it by clicking Iron Defense (It's actually able to set up on Skarm relatively easily with Taunt if the Skarm runs Body Press). Furthermore, Tera Elec allows it to use mons like Torn-T as set up fodder, and with the combination of Misty Seed + Misty Terrain, its able to set up on Rotom-Wash without fear. The 128 speed EV's allow it to outspeed Sand Rush Exca.

:Revavroom: :Polteageist: :Comfey: Solid HO trio, nothing much needs to be said (I explained their roles on another team in a previous post)

:Sandy Shocks: I didn't want to have a passive hazard setter/lead like mew, so Shocks was the way I decided to go. It does the job decently enough.

---

Overall I think the team has performed consistently enough. I've experimented with other mons like :Quaquaval: and :Sinistcha: in a prior team, which also worked okay, even though I decided to go in a different direction later: https://pokepast.es/f61fa94c00df7970

Newer team with Quaquaval: https://pokepast.es/ec8875b6c60976d1
(Although this team is not optimized, mons like Quaquaval are primed to take advantage of not having to worry about status)

Hopefully someone is able to optimize Misty Terrain teams even more in the future. That's all from me, have fun laddering!

Updated Teams for November 2024:
https://pokepast.es/69dd2615795f5744 (
https://pokepast.es/3ddba741921d308f

Basically went Lokix > Comfey, and the pastes differ when it comes to Lokix and Sandy Shocks sets. Also polteageist runs tera blast > stored power to more easily power through zarude and mandibuzz.
 
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Hello UU, since we're in the middle of the Weavile suspect test, I wanted to share a team I've built after the recent drops and that naturally fairs well against the weasel, using a surprisingly handful tech: Defensive Quaquaval. This team did surprisingly well on the ladder and got me my highest elo yet (1691). This is a repost from the Team Bazaar chat but got advised to post it here too.

I'll first write about the process of building the team, and then proceed to explain how it works in battle and show replays. Heres the paste:

https://pokepast.es/fa518244447d0527

1729619331299.png



1 - The Teambuilding
The original goal of the team was building around spikes Skarmory, since it was a nice new addition to the meta and it showed a lot of pottential, considering the removal situation and the fact that Skarm easily 1v1s Exca. Furthermore, the main merit of using Skarm doesn't even revolve around the offensive pressure of spikes, since it's also naturally an excellent check to many of the tiers main physical attackers, such as the aforementioned Exca, Lokix, Scizor, and more, and its raw bulk allows it to do well even against strong neutral hits such as Dogi's cc and Mamo's Icicle Crash. On the contrary, it has the great downside of being sometimes too much of a momentum sink and usually being overwhelmed throughout battles by the plethora of threats it's tasked with checking.

In that regard, my main concern was around the physical mons it couldn't check or that, if Skarm ever gets overwhelmed, would run over most teams. On that note, things like Weavile, Cornerpon and Quaval looked particularlly threatening, so my first intuition was to add on a Lokix to the team; it's not that deep, it just does lokix things, capitalizes hugely on the hazard pressure with knock + pivoting and revenge kills everything not running protect. On second thought tho, I also wanted a second physically oriented wall that helped to relieve pressure on Skarm while checking H-Arc, that otherwise looked pretty threatening, and that's where the Quaval idea started. And that's how it became the MVP of the team.

At first, defensive quaval looked awful. I tried developing other versions of the team and completely discarded this one, since the mere idea of it sounds abysmal. But as the alternatives started showing flaws, I was convinced to give it an opportunity and... it worked. It's a nice mid-term between offensive and defensive qualities, it checks a lot of dangerous stuff like the standart Gren set, H-Arc, Weavile, Heatran, Mamo and Scizor decently well, allowing for Skarmory to preserve its health if the match-up requires it, while providing rapid spin support, reliable recovery and actually packing quite a punch lategame with the aqua step + moxie snowball potential. U-turn on the last slot also helps massively to turn it from a sitting (dancing) duck into a momentum generator in unfavorable matchups.

The rest of the team was quite simple: since the structure allowed for it, I wanted to go the bulky balance route, capitalizing on hazard damage + lokix to make progress and playing the long game. Torn-T felt like a no brainer there, giving me nice speed control, a 2nd knock off user, extra pivot and a nice blanket check for a lot of the tier. Also, it's crucial in checking Keldeo and Lati, since my dedicated special wall, Clod, is weak to both. Speaking about Clod, it provides SR and, despite being a bit of a momentum sink in many games, it patches up and otherwise damming weakness to bulky setup sweepers like Dogi, Sinistcha and Pecharunt, while also being a ground type in a team plagued with electric-weak mons. Finally, Latios on the last slot helps with the electric weakness while also being a really strong breaker, that helps in forcing faster progress or cleaning up weakened opponents. I run Psyshock over Flip Turn since 1) if you ever get Lati in, you'd much rather get off a big hit and then hard switch into one of your fat mons that pivot out, you don't have much offensive pressure anyways and 2) it makes the stall MU much more playable when you can pressure Blissey like that.

2- How it works in battle

Rather than extensively explaining how to pilot this team, I'd like to give some tips about its functioning and common scenarios that it faces:
- The Hazard War: As expected of a bulky hazard build, you'll have to hold your own playing long games. Stacking hazards of your own tends to be quite easy, since Skarmory gets a lot of switch-in opportunities during most games and even pivots like Lokix like taking some turns to knock off your helmet before starting to pressure you with U-Turn. Also, having a Clodsire and none of the mons being particularly forced to switch by the most common volt-turn cores means that you can more often that not avoid the vortex and buy yourself some turns to slow the pace. Also, there are many match-ups where Clodsire won't be necessary for the deffensive structure, so even if it struggles to switch in in fast paced games it's pretty ok with sacrificing itself early game just to get up rocks, depending on the opponent. Just keep in mind that having it around is vital against foes like Thundy, Serp or the aforementioned setup sweepers. Also, it's pretty easy to wear down and outlast the tier's two main spinners, Excadrill and Donphan, since they lack recovery and don't make much offensive progress.
On the contrary, this team actually hates opposing hazards. Spikes are ok for the most part, since they only hit Quaval and Clod if it ever gets knocked, but be mindful that rocks chip can stack up quickly and you'd rather try to spin them before Torn and Skarm get too low- on that note, running boots on Quaval is a possible improvement, even if i prefer lefties for winning the Heatran 1v1 and accumulating passive healing-. The issue comes when the opponent has a dedicated spinblocker, since quaval is absolutely helpless against the lights of Pecha, Sinistcha or really any bulky tera ghost. In those matchups it's where U-Turn becomes the most vital, since Quaval tends to get switch-in opportunities against the common heatran/weavile/skarm featured in opposing hazard stack teams, and can pivot out on the spinblocker to get Lati in. From then, you'll have to try and win quicker that your usual gameplan, using specs Latios to offensively pressure your opponent exploiting the easy entry point it gets against the aforementioned blockers.

- Terastalizing: This team doesn't have any mon that loves clicking tera, so there will be games where you don't even use it at all, but there are some noteworthy scenarios i wanted to mention. First, Skarm + Lati + Tera Dark Clod is basically autowin against Psyterrain, so in those matchups you'll probably want to save tera for Clod. Alternatively, Quaval has enough speed IVs to outpace Lati and Cornerpon at +1, which can save your ass against many Ogerpons that manage to break through Skarm if paired with tera grass. It seems a bit prediction reliant, but usually the Ogerpon user would rather take the tera and the damage than risking no tera + getting swept by offensive quaval. Also helps a lot against volt switch pressure if you happen to lose Clod. Finally, the most usual Tera user is Lokix 'cause, again, it does Lokix things.

- Scary MUs: Even if this team is deffensively solid and thus easy to pilot, it has some shaky matchups that require careful play. I mentioned before the situation against opposing hazard stack, so I won't repeat myself. Stall is also extremely tough, since the team has no way to stop defog or excessively pressure Mandi. Thankfully, stall is pretty uncommon and if you're careful enough with Latios you have potential to break the stall core long term. Finally, there are some mons that can be tough to deal with: specs Latios with rocks up can strongly pressure torn, so you may end up using skarmory as a latios check temporarily, scouting for Gren is also pretty useful since Grass Knot/Extrasensory can KO Quaval and mess your game plan (but also mean gren lacks either protect or ice beam, so Lokix and Torn will answer it), and finally the Hoopa match-up is generally pretty rough (but i feel like this applies to every team not packing Tinka tbh).

3- Some Replays
Clod Popping Off: https://replay.pokemonshowdown.com/gen9uu-2217093519
Quaval Cleaning HO: https://replay.pokemonshowdown.com/gen9uu-2216635765?p2
Against Psyterrain: https://replay.pokemonshowdown.com/gen9uu-2218616403-2up8cuk8rh7l85985vrv7a34nt2mh14pw
Elo peak: https://replay.pokemonshowdown.com/gen9uu-2218968576-4cbwug6ft0zrh2i19x1hpyozxu4cnq0pw?p2

I don't really know how much this team will keep up after the more than likely weavile ban, but I had some fun using it and I feel like it's a solid and easy to pilot option in the current meta.
 
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Consistent Team I've been using atm

tyranitar.png.m.1716648629
excadrill.png.m.1716648629
latios.png.m.1716648629


Considering HO has been pretty much solved for the moment, figured I'd try to make BO work. The team I am providing has been my most consistent which came in the form of sand BO.
Premise of the team as follows: punch holes with band ttar and specs keldeo; said breaking set up sweep with scarf latios or exca in sand.
Heatran and skarm function as the glue for the team, but serve necessary functions each, that is; hazard stack (for one), useful pivots with rocky helmet + flame body hax, and in the case of:
- skarm - a necessary phys wall that be chucked face first into most of the tiers physical threats
- tran - blanket stall breaker, switch-in to spam mons such as torn-t, lati, etc.

A couple of anecdotes before reasoning for mons and sets.
Sand chip + helmet from skarm is 22% HP - I find this very useful when adding in hazards: widening late game opportunity with specs vacuum wave (keldeo), scarf latios and excadrill.
The team isn't perfect; naming a couple of problematic situations if you don't play well (but not limited to): Thundy-t, aura sphere latios, fighting spam - come to mind for the moment.

  • ttar: speed is for timid max hydrapple, is nice for outpacing all forms of azumarill, retain bulk so it's not entirely useless for switching around.
  • latios: trick scarf is amazing to annoy bulkier builds when you know it's already faster than everything else. Flip Turn on switch-ins to Band Ttar.
  • keldeo: punch holes for latios 2hkos most of the tier; if not it's handled by ttar. most of mew ho builds struggle into specs keldeo lead as it can sweep from turn 1 clicking tera water surf.
  • exca: spins, sweeping options, steel type #1 on the team; I chose tera ghost for fighting match-up - pick what works for you.
  • skarm: originally ID but brave bird seemed necessary vs fighting spam and a non-useless move vs torn-t
  • heatran: speed evs are literally designed for ada mamo/dogi, this also manages the jolly scizor team which is rare but not uncommon thanks to the post above. I prefer bulk as it helps with fat mu: slowking, torn-t, pex, bliss come to mind. Note: trapping the mons directly supports keldeo/latios.
 
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I'm pretty tired rn but I just got reqs with HO and since the current HO samples are all outdated, I felt like I might as well share it.
:mew::comfey::greninja::quaquaval::scizor::excadrill:
It's not perfect, but I find it worked fine enough aside from some specific matchups where you need hazards but can't set them up because of a fast taunt user or Mew being unable to get things down for some reason. This team generally doesn't have too hard a time dealing with other offensive teams as Comfey and Scizor both have priority to keep offensive mons in check while Greninja and Quaquaval can snowball quickly. Weather teams can be a bit rough though. Breaking through certain cores can be a bit tough, especially when playing against bulky Hydrapple, Mandibuzz, Toxapex or anything along the lines of a very bulky mon that's not weak to Quaquaval. For these teams, Taunt Comfey will generally provide some nice pressure. There are a few things you could change though. I honestly found Mew Taunt to be a bit disappointing as Exca could always remove hazards and an attacking moves could get you out of certain situations. Quaquaval's item could also be changed to Muscle Band or Lum Berry to help into matchups like Slowking, Torn or Zap. The Excadrill slot was the one I was least confident in, so swapping it for something different could be worth considering, though removal is obviously nice. Anyway I don't feel like going too in-depth or re-reading this since it's like 4am, just have fun with it.
It just takes one (1) Manaphy to obliterate this team
 
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