SV RU The Cruel Pillars

Good Morning, Smogon! After almost a month of work, a crash-out over the attempt to utilizie Deoxys-defense :deoxys-defense: and maybe 20 iterations, finally the team is here!!!

---The Team---

:sv/krookodile:
K-rooké (Krookodile) @ Rocky Helmet
Ability: Intimidate
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Taunt

"Somedays, you don't have a choice but maybe that was just for the better."​
Krookodile came pretty late into the team development but it fit in like a jigsaw puzzle piece, with its most important attribute being the ability to cripple Registeel with knock and taunt and 1v1ing it with tera which would otherwise cause a huge problem to the team due to having no special attackers.
Due to its good speed Taunt is able to prevent common spikers and some rockers from getting their hazards on and prevent some pokemon from spreading potentially problematic status at the team.
I opted for rocky helmet to accumulate extra chip and help win the registeel 1v1 in the case it has already set-up beyond range with iron defense.


:sv/mew:
Anaomly#151 (Mew) @ Rocky Helmet
Ability: Synchronize
Tera Type: Fairy
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Spikes
- Will-O-Wisp
- U-turn
- Knock Off
Mew is the spiker of choice for the team, due to its good bulk combined with access to U-turn for the necessary momentum and Knock off which rhe team severely aporeciates.
Wisp is added as the last slot to beat pokemon such as bisharp, which the 16 spe ivs are here to outspeed and to generally avoid becoming setup fodder for any pokemon that tries to exploit its relative passivity.



:sv/Zapdos-Galar:
GapdoZ (Zapdos-Galar) @ Choice Scarf
Ability: Defiant
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- Knock Off
- U-turn

Zapdos is the speed control of the team, it is able to outspeed a multitude of threats and threaten them back with fatal damage amplified by the hazards putting many of them in the OHKO range for this monster.
The combination of Knock off + U-turn heavily enables the team through knocking boots off and gaining quick momentum.


:sv/bisharp:
Pawniac (Bisharp) (M) @ Eviolite
Ability: Defiant
Tera Type: Flying
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Throat Chop

Now we have arrived to the sauce of the team: The sweepers!
Bisharp is completely and utterly unwallable at +2 with hazards on the field, it offers good defensive value with its typing and good bulk for the midgame and is also able to revenge kill many sweepers if they got out of hand using its sucker punch.


:sv/lilligant:
Minish (Lilligant-Hisui) @ Wide Lens
Ability: Hustle
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Victory Dance
- Leaf Blade
- Close Combat
- Ice Spinner


Hilligant was chosen as the second sweeper of the team due to being one of the few dragon-dancers that are not tera hogs, as many of the team members like to consume tera at different matchups and a tera hog would be a hinderance, and it is also unwallable with hazard support.
It has nice synergy with Bisharp as it's able to sweep in many of the matchups where it would be difficult for Bisharp to do so.
The set is standard and leaf blade + ice spinner were chosen over bullet seed + triple axel to maximize consistency.


:sv/Mimikyu:
Perque (Mimikyu) @ Life Orb
Ability: Disguise
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Wood Hammer
- Shadow Sneak

Every Hazard Stack team needs a ghost, and behind this mask is ours.
Mimikyu is able to fill alot of the team's flaws: with +2 Wood hammer flatenning Slowbro, Gastrodon and Quagsire which would otherwise be a trouble for our sweepers to go through and OHKOing non-boots Mamoswine while putting boots variants in sneak range.
Drain Punch allows it to threaten big damage on cyclizar while keeping itself healthy to block one more spin, which comes in clutch more often than you think.
Shadow Sneak is its priority, most important to stop Gengar and Armarouge from running away with one too many casualities and is useful to pick off any weakened foe generallly such as the aforementioned Mamoswine.
Mimikyu should only tera in the case it sees a potential to blow a really big hole in the opposing team, in which case tera fighting was opted for to power up drain punch.


---BAD MATCHUPS---

:sv/Mamoswine:
The team frankly has no switches into mamoswine, you HAVE to outspeed and kill it with cc from hilli, cc from zapdos, drain punch from mimi can put it in sucker punch range or OHKO non-boots variants with wood hammer, mew can also cripple it with wisp.


:sv/zapdos-galar:
Scarf Zapdos gets to u-turn quite freely on the team but the team doesn't mind that much, even mew but you will have to exploit its choice lock in your favor if it tries to progress by clicking another move.
Your own zapdos will speedtie it and kill it but that's unreliable unless u consume tera to survive in the case of a speedtie loss.


:sv/registeel:
This is the single worst matchup for the team due to having no special attackers so it can wall the team while clicking iron-defense to sweep.
You will have to act fast in this matchup: get krookodile in, taunt, knock and trade.
If you misplayed and let it boost way too much, krookodile will have to exhaust tera and use its helmet + former strategy to 1v1 it.
:sv/talonflame:
GET. IT. KNOCKED.
Talonflame exploits the nature of the team to wisp everything and cripple them out.
Your main measure against it is simply exploiting its huge vulnerability to rocks to put on half health so it is way easier to deal with.
Krookodile can both knock it and taunt it from spreading burns and defogging the rocks away, hilligant can beat it after exhausting tera or put it in mimikyu shadow sneak range. Bisharp can trade with it even if burnt at +2.


---General advice for using the team---
Focus on the first 7 turns, if you can get your hazards up and the necessary knocks off, you won.​
 
Last edited:
Back
Top