The Dark Three
EDIT: As stated in the comments below, this team hurts from the lack of ground resists/phys fighting resists. I'll likely update with a new RMT when Pecharunt releases as I look to integrate it as well. For now, do consider replacing Scizor with Corv as shown below OR replace Volcarona with Choice Scarf Landorus-T/Spikes Gliscor! Thanks for looking through this RMT!
[Team name inspired by the Dead Three in Baldur's Gate III :)]
Introduction






Once again with the dawn of a new DLC, I looked to build a new team around my favourite Pokémon: the mythical Pokémon: Hoopa-Unbound
. Not only was there a plethora of new Pokémon from the DLC, but there were also drops from Ubers to play around with. One that specifically caught my eye was yet another mythical Pokémon: Darkrai
, as I liked its design, but it never seemed to find much use in Ubers. Now, with its drop to OU, I decided to try to make it work alongside Hoopa, and thus my teambuilding process began...
Teambuilding Process

The base of this team and my favourite Pokémon. While it may be still languishing in UU, I believe it still brings good value in an OU team with its Assault Vest variant allowing it to soak up special attacks with ease, and retaliate with its mixed attacking prowess to wallbreak and target whichever of its opponent's defences are weaker.


The first new Pokémon I decided to incorporate was not even from the DLC, but a drop from Ubers: Darkrai. While Hoopa acts mostly as the team's mixed wallbreaker, Darkrai is the pure special attacker with speed to outrun many threats in the tier, which complements the slower Hoopa in securing knockouts.



With the special attacking side covered, who better to go to than the old king of OU as my main physical attacker? Kingambit doubles up as the tier's most infamous late game sweeper and a form of speed control, with its priority Sucker Punch. It was also here that the name of the team was born - with three Dark types, it reminded me of the Dark/Dead Three in Baldur's Gate III.




With the core trio of the Dark Three set, the first thing that came to mind was something that would be able to tank physical hits. Luckily, the DLC brought exactly that in the form of Archaludon with its 130 base Def and Stamina ability. Theoretically, this should tank the physical hits while Hoopa takes the special hits that it can't handle and vice-versa.





My next thought was for something with hazard clear. Usually this would be Great Tusk, but then my team would have a triple weakness to Fairy, and this is exacerbated by Archaludon not being able to come in on special Fairy threats like Enamorus
or Iron Val
, making it a quad weakness technically. I then considered Cinderace, but with a triple weakness to Ground already, that seemed ill-advised. Hence, I decided on yet another UU mon, Scizor, which could Defog and threaten Fairy types.






Now with the team almost complete, I looked to patch up as much weaknesses as possible. Specifically, I was looking for something that didn't exacerbate any weaknesses, while also acting as a setup sweeper. I also thought something which could take special hits would be nice. To be honest, this slot is still pretty variable, and I've tested other options like Max HP+Max SpDef Calm Mind Latias or Max HP+Max SpDef Calm Mind Suicune. However, I also tried Volcarona and based on limited testing, it seemed more threatening + resists Fairy which complements the other two special attackers (Hoopa and Darkrai) better as both are weak to fairy.
The Team

Hoopa-Unbound @ Assault Vest
Ability: Magician
Tera Type: Fighting
EVs: 120 Atk / 252 SpA / 136 Spe
Mild Nature
- Psychic
- Knock Off
- Thunderbolt
- Drain Punch
Hoopa-Unbound is one of my favourite Pokemon, but its poor 80 Speed and 60 Defence, combined with 4x weakness to U-turn, shackles this monstrous wallbreaker to UU. However, it still hits incredibly hard both physically and specially even without boosts due to its base 160 Atk and 170 SpAtk, and can tank special hits incredibly well with 130 SpD + Assault Vest.
The role that Hoopa plays on the team is to check special threats, while also doubling as a wallbreaker capable of taking on both physical and special walls by targeting their weaker defence stat by utilising a mixed attacker set. I find that most people are unsure on Hoopa's set due to it not usually being used, and this can be utilised to its advantage. For example, people often assume it is Choice Band/Specs/Scarf due to those being the more popular sets in the past, and also are unsure if Hoopa is Special or Physical Attack oriented. This has allowed me to land significant damage/knockouts on mons like Meowscarada/Ting-Lu which come in to absorb a Psychic but instead get hit with Drain Punch.
Psychic is its standard STAB attack which does at least 50% health on most neutral targets, weakening them for lategame. Additionally, it decimates mons like Toxapex
or tera poison walls like Cresselia
and Latias
, and unsuspecting Fighting types like Great Tusk/Zamazenta that switch in upon assuming that Hoopa is Choice locked into Knock Off. Knock Off is another standard Hoopa STAB attack, and is a good way of forcing progress by taking off opponent's items, and deals with pesky Ghost types like Gholdengo
, Dragapult
or Skeledirge
. Drain Punch is tied in to Tera Fighting, as this combo allows it to deal with Kingambit
, in return for keeping its weakness to fairy types. Tera Fighting Hoopa can tank a 252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch, and OHKO Kingambit in return with Drain Punch. Most of the time, Kingambit doesn't tera in front of Hoopa as it naturally resists Psychic/Dark. Additionally, Tera Fighting allows Hoopa-U to resist Bug, thus protecting it from U-turn pivots like Corviknight
and threaten them back instead. Thunderbolt is the final move, to deal with bulky Flying or bulky Water types like Corviknight
, Skarmory
and Dondozo
. Water is also a common defensive tera type, especially on mons like Gliscor, Garganacl and Great Tusk, so Thunderbolt was chosen to hit those super-effective to round off Hoopa's arsenal.
Some 50-50s it has is against Walking Wake
and Iron Valiant
depending on their sets, specifically having trouble with Choice Specs Wake under Sun, or phys/mixed Iron Valiant. However, outside of these, it stomps on Iron Val with Psychic after eating a Moonblast and 2HKOs Walking Wake.
Usually, Hoopa-U is one of my choices for leads, the other being Scizor. Typically, if I see a Pelipper
, Torkoal
or Glimmora
, I would lead with Hoopa-U, for reasons that I elaborate on in the Against Leads spoiler below.
Overall, its dual STABs of Psychic and Knock Off, with Fighting and Electric coverage make it very hard to switch into, especially since people may be unsure if it is Choice locked and similarly if Hoopa is physical or special. I find its unpredictability and sheer attacking power a great benefit to the team as this usually allows it to KO one or more major threats and leave weakened targets for the cleaners like Kingambit
Scizor
and Darkrai
to mop up.

Typically, Pelipper carries U-turn, which I notice makes people try to pivot it out on Hoopa, as it would OHKO. However, Thunderbolt catches a fair few off-guard and rids Rain teams of their setter, essentially winning the game. However, I doubt this play would work beyond the 1400s where this team currently resides :(.

Usually, the goal is to Knock Off Heat Rock turn 1 so Sun would last shorter, but if they keep Torkoal in, a follow-up turn 2 Psychic to KO the tortoise tends to catch them off guard.

Typically, I try not to trigger Toxic Debris, so I turn 1 Psychic to trigger Sash and turn 2 Psychic to KO, usually eating a Mortal Spin in the process. However, this often leads to people believing Hoopa-U is choice locked into Psychic, so a well-placed Drain Punch could KO the Dark type that follows-up.

Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Ice Beam
- Sludge Bomb
- Focus Blast
Dropping down into OU from Ubers, Darkrai hasn't really made as big a splash as anticipated, as compared to some of the new DLC mons like Iron Boulder
or Gouging Fire
. However, I believe it still holds a place in the metagame as a fast lategame cleaner, capable of revenge killing weakened threats left by Hoopa, Volc and Gambit. As such, I chose a Choice Scarf set, rather than a Nasty Plot Sweeper, as I believe wallbreaking and sweeping could be handled by Hoopa-U and Volcarona.
But here, I faced my first dilemma with this mon. Simply put, Darkrai lacks power even with its 135 base SpA, when it is Timid, as it is incapable of OHKOing Gholdengo
, even if it has 0 investment and HP and SpD. On the other hand, if I went Modest to OHKO Gholdengo, I-Val
and I-Boulder
can outrun it with Booster Energy. I still remain unsure, but eventually went with Modest for the extra power in the endgame, and key calcs on Gholdengo and Tusk which I elaborated on in the spoiler.
Its moves are standard, with Dark Pulse for its singular STAB which hits popular ghost types like Dragapult
and Gholdengo
, Ice Beam to hit popular Ground types like Great Tusk
, Lando-T
and Gliscor
, while also hitting Dragon types like Raging Bolt
, Dragonite
and Hydrapple
. Sludge Bomb is used for Fairy types like I-Val
, Hatterene
, Clefable
, Primarina
and Enamorus
. Tera Poison helps to give a much needed boost to Sludge Bomb, and turns the Primarina matchup into a winnable one, while also turning its weaknesses of Fairy and Fighting into resists. In the final slot, I used Focus Blast as Kingambit otherwise completely walls Darkrai, and I believed the other members on this team like Hoopa-U should be able to chip down fatter teams for Trick to be less valuable. As an added benefit, it hits other Darkrais for SE damage, with its only downside being the 70% accuracy :/.
Darkrai's role in this team is as the late game cleaner/revenge killer, and is interchangeable with Kingambit to be kept in the back, freeing the other to come out and threaten in the midgame/mop up threats leftover.

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 Speed
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch
Welcome back, ol'50-50 mindgames reliable :) The last member of The Dark Three core is none other than Kingambit, former tyrant of OU. I understand the DLC may have made Kingambit more manageable, but it is without a doubt still effective in its role on this team as a late-game cleaner alongside Darkrai, while also being the team’s premier (and only) physical set-up sweeper, capable of wallbreaking alongside Hoopa-U.
This is a typical Bulky Swords Dance set (exactly the same as the one in my old Ogre-Demon-King RMT), with Full HP investment to tank as many hits as possible, and max Atk Adamant to maximise its damage to all targets, even those with resists. 4 EVs in Speed is simply to outspeed 0 Speed invested Kingambits (as rare as they are right now). Leftovers is there for passive recovery, and allows it to recover significant amounts of health during the Sucker Punch mind games, keeping it alive just a little bit longer.
Swords Dance to boost attack and set-up, which in the late game can mean a death sentence for the opponent when combined with Supreme Overlord. Sucker Punch is the classic Kingambit special that created the well known 50-50 mind games in the endgame. Kowtow Cleave is its alternative high damage attack, should you want to gamble that the opponent is going for a non-attacking move. Iron Head instead of Low Kick to hit fairies like Clefable
, Iron Valiant
, Hatterene
and Enamorus
and Tera Fairy also tends to be common tera type for walls like Skele
and Garg
. As an added plus, it hits Great Tusk
for neutral damage, and more importantly is one of the two options this team has of dealing with Primarina
in a vacuum. Without Low Kick, countering opposing Kingambits would be left to other members on the team, namely Archaludon
, Hoopa
and Volcarona
Finally, Tera Flying turns its major weaknesses of Fighting and Ground into a resist/immunity and allows it one free Swords Dance (unless opponent predicts Tera Flying which is risky as it could be tera dark or fairy as well), which sets it up to deal massive damage, usually OHKOing almost anything that doesn’t resist its STABs if Supreme Overlord is around 3. However, I am considering changing Tera Type to Fairy, as Raging Bolt's Thunderclap threatens a Kingambit late game sweep if I am forced to Tera Flying beforehand.

Archaludon @ Leftovers
Ability: Stamina
Tera Type: Fighting
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Stealth Rock
- Dragon Tail
- Flash Cannon
- Body Press
This is the only actual new mon from the DLC that I incorporated into this team, and while I played around with Assault Vest sets, the importance of Leftovers recovery in combination with Stamina boosts in this team soon became evident. I then stumbled upon the set in LandorusTBeatsGreatTusk's Miku Gang RMT, and thus far it seems to be serving the team well, even without Rillaboom support (although it has benefitted more than once from opponent Rillabooms coming in to set Grassy Terrain). Archaludon complements Hoopa-U well, taking the physical hits, while Hoopa helps to take the special hits. It can also switch in on the U-turns targeted at Hoopa to get a Stamina boost in return. In addition, its mentioned weaknesses to ghosts and poisons in Lando's RMT like Dragapult
, Glowking
and Gholdengo
, are absolutely savaged by Hoopa, Darkrai and Kingambit. My team also appreciates Archaludon's ability to wall off and threaten back big physical threats like Ogerpon-Wellspring
, Meowscarada
and Kingambit
and Archaludon should absolutely be saved for the first two.
Stealth Rock is the team's only source of hazards, but Archaludon often finds it easy to get rocks up with its incredible physical bulk. Rocks also often makes late game sweeps by Darkrai, Kingambit or Volcarona much easier to pull off. Dragon Tail was the move that I am contemplating changing to Roar, as its Bold nature meant Dragon Tail's damage was often negligible, and could be blocked by Fairies/Substitute. However, Dragon Tail does bring valuable chip damage to setup sweepers like Roaring Moon
and Gouging Fire
, so I'm still on the fence regarding this. Flash Cannon is Archaludon's main STAB move, chipping away at threats like Gliscor
and Great Tusk
, while hitting Fairy types like Iron Valiant, Enamorus, Clefable and Hatterene. Finally, Body Press off of its monstrous 130 base Def + Stamina Boosts does significant damage, especially to common Dark types like Meowscarada
and Kingambit
, as well as Ice types like Weavile
and DD Kyurem
. In addition, it is the move of choice against Ogerpon variants

, capable of 2HKOing with a Stamina boost, while even a SD boosted Ivy Cudgel needs 4 to 5 turns to KO Archaludon.
Tera Fighting boosts Body Press damage and allows for an OHKO on Kingambit with no Stamina boosts, however, I am contemplating Tera Flying due to my team's Fighting weakness and lack of Ground resists.

Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Defog
Scizor has been one of the most valuable members on this team, bringing a strong priority move, hazard clear and pivoting to bring in the other threats on the team. Not only is it a notorious Fairy killer, for which my team had little answer for before this, it is also a surprisingly good anti-lead for Ribombee and H-Samurott. The Lati twins have also been gaining in popularity, but U-turn shuts both of them down hard. 252 Atk is a given to maximise its attack, while 252 HP is to tank as many hits as possible (similar to Kingambit). The EV spread could probably be more optimised, but I’m not sure if it’s worth investing in Scizor’s Speed when it is already low at base 65. Heavy Duty Boots is to protect it against hazards and let it come in safely to Defog if needed.
U-turn allows Scizor to act as a bulky pivot, bringing in the other threats on the team safely. As an added bonus, it hits the currently popular Lati twins
and Darkrai
for SE damage, and all three can't really damage it in return. Technician boosted Bullet Punch is Scizor's pièce de résistance which is a great Fairy Killer, as well as a form of priority to revenge kill already weakened mons, or even get in some chip damage against sweepers. Defog is the team's only form of hazard control and Knock Off is to deal with Gholdengos trying to block hazard removal, as well as force progress. Knock Off has also caught a few lead Gliscors off-guard, removing their Toxic Orb and thus recovery.
Tera Steel is there simply to boost Bullet Punch damage, to possibly secure revenge kills or finish off weakened targets in the lategame.

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ground
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Tera Blast
Volcarona is yet another drop from Ubers that has made it into this team. Out of all the mons in this team, this is the one I'm most unsure about. However, on paper and on limited testing, this fiery moth seems to be a good addition. This team lacks a out and out setup sweeper, and Volcarona fits the bill as one of the more terrifying sweepers currently in OU. Other points in its favour include its special bulk, which is needed as backup to Hoopa-U, and its resistance to Fighting and Fairy, both of which are in short supply on my team. Of course, its physical bulk means even neutral physical hits would make it crumple like tissue, which is why prior to this I also tested out Suicune and Latias as Bulky Calm Mind Sweepers.
Nevertheless, this is the typical Quiver Dance Sweeper set, armed with Heavy Duty Boots to prevent rocks from removing half of its health, and Flame Body for the small chance that a physical attacker gets burned and nullified. Quiver Dance is a given on Volcarona, boosting its SpA and Speed to enable sweeps, while simultaneously making it even more specially bulky. Fiery Dance is its STAB perfect accuracy Fire move that also has a chance to boost Volcarona's SpA even further. This allows it to hit common steels like Gholdengo
, Corviknight
, Skarm
and Kingambit
, while Bug Buzz tackles Dark types like Ting-Lu
and Darkrai
as well as Psychics like the Lati Twins. However, I am contemplating Giga Drain to tackle Great Tusk :(. Tera Blast takes the final slot, and is meant to work in conjunction with Tera Ground which allows for Volcarona to hit the big new threats like Raging Bolt
, Gouging Fire
and Archaludon
for SE damage. I did contemplate Fairy Tera to assist in dealing with Zamazenta
and Dragonite
, but given that the former three are currently more popular due to people testing the new mons, I went with Tera Ground.
Threats
This team has one incredibly large threat that became evident to me as I brought this team to 1400, where it currently is:
Zamazenta (Fighting Types)

Who would have thought that a team filled with three Dark types would have trouble with fighting types :/ The main issue is that I have three mons weak to Fighting and three neutral, and two of the neutral mons are weak to physical attacks. Unfortunately, Fighting is heavily physical leaning, with moves like Close Combat and Body Press being extremely prevalent in the current meta. Probably the worst threat for this team to face is Zamazenta, which is bulky in Def and SpDef, while also being faster than all the mons on this team with the exception of Darkrai.
Other Fighting types like Iron Valiant
, Blaziken
and Great Tusk
are all able to be played around with this team, utilising mons like Darkrai, Hoopa and Scizor to exploit their weaker defence. However, Zamazenta's bulk proves incredibly difficult to handle, and usually involves Tera-ing either Archaludon or Kingambit to wall Zamazenta and slowly chip it down. For Archaludon, Flash Cannon can target Zamazenta's weaker SpDef, while Stamina and Leftovers helps to sustain it.
0 SpA Tera Fighting Archaludon Flash Cannon vs. 0 HP / 4 SpD Zamazenta: 93-109 (28.6 - 33.5%) -- 0.2% chance to 3HKO
252 Atk Choice Band Zamazenta Close Combat vs. 252 HP / 252+ Def Tera Fighting Archaludon: 166-196 (43.2 - 51%) -- guaranteed 3HKO after Leftovers recovery
Kingambit still has Iron Head to hit Zamazenta for neutral, and it helps if Zama's Dauntless Shield had been phazed out, but typically Zama will drag one or more mons to the grave with it.
Darkrai Tera Poison can also outspeed and 2HKO Zamazenta with Sludge Bomb if it Close Combats, or 3HKO without. This matchup, similar to Tera Flying Gambit and Tera Fighting Archaludon is a coin toss. Typically, before picking which of the three to tera, I would have to consider how it might affect my other mons matchups vs the other members of the opponent's team.
To a lesser extent, another threat would be:
Ground Types





The team has two ground weaknesses in the form of Archaludon and Kingambit, but no ground resistances. This makes it difficult to take moves like Earthquake or Headlong Rush (once again, more physical moves - special Earth Power is easily eaten by Hoopa). Luckily, Archaludon and Kingambit can tera out of ground weakness, making eating Earthquakes much more bearable. Typically, I'll try to find a way to pivot Darkrai in with Scizor to hit the ground types with an Ice Beam, since

and
all take monstrous damage from ice moves. On the other hand, Ting-Lu may be worth chipping down with U-Turn from Scizor, Body Press from Archaludon or even Drain Punch from Hoopa-U.
Conclusion
If you made it all the way to the end of this RMT, I would like to thank you for taking the time to read it :D This team is definitely still a work-in-progress, but I really hope to be able to make Darkrai and Hoopa-U work in a team together! As I still play in the 1400s, I hope to get some more learned opinions on this team, and am open to any suggestions for improving it. This has been: The Dark Three!
EDIT: As stated in the comments below, this team hurts from the lack of ground resists/phys fighting resists. I'll likely update with a new RMT when Pecharunt releases as I look to integrate it as well. For now, do consider replacing Scizor with Corv as shown below OR replace Volcarona with Choice Scarf Landorus-T/Spikes Gliscor! Thanks for looking through this RMT!
[Team name inspired by the Dead Three in Baldur's Gate III :)]
Introduction






Once again with the dawn of a new DLC, I looked to build a new team around my favourite Pokémon: the mythical Pokémon: Hoopa-Unbound


Teambuilding Process

The base of this team and my favourite Pokémon. While it may be still languishing in UU, I believe it still brings good value in an OU team with its Assault Vest variant allowing it to soak up special attacks with ease, and retaliate with its mixed attacking prowess to wallbreak and target whichever of its opponent's defences are weaker.


The first new Pokémon I decided to incorporate was not even from the DLC, but a drop from Ubers: Darkrai. While Hoopa acts mostly as the team's mixed wallbreaker, Darkrai is the pure special attacker with speed to outrun many threats in the tier, which complements the slower Hoopa in securing knockouts.



With the special attacking side covered, who better to go to than the old king of OU as my main physical attacker? Kingambit doubles up as the tier's most infamous late game sweeper and a form of speed control, with its priority Sucker Punch. It was also here that the name of the team was born - with three Dark types, it reminded me of the Dark/Dead Three in Baldur's Gate III.




With the core trio of the Dark Three set, the first thing that came to mind was something that would be able to tank physical hits. Luckily, the DLC brought exactly that in the form of Archaludon with its 130 base Def and Stamina ability. Theoretically, this should tank the physical hits while Hoopa takes the special hits that it can't handle and vice-versa.





My next thought was for something with hazard clear. Usually this would be Great Tusk, but then my team would have a triple weakness to Fairy, and this is exacerbated by Archaludon not being able to come in on special Fairy threats like Enamorus








Now with the team almost complete, I looked to patch up as much weaknesses as possible. Specifically, I was looking for something that didn't exacerbate any weaknesses, while also acting as a setup sweeper. I also thought something which could take special hits would be nice. To be honest, this slot is still pretty variable, and I've tested other options like Max HP+Max SpDef Calm Mind Latias or Max HP+Max SpDef Calm Mind Suicune. However, I also tried Volcarona and based on limited testing, it seemed more threatening + resists Fairy which complements the other two special attackers (Hoopa and Darkrai) better as both are weak to fairy.
The Team

Hoopa-Unbound @ Assault Vest
Ability: Magician
Tera Type: Fighting
EVs: 120 Atk / 252 SpA / 136 Spe
Mild Nature
- Psychic
- Knock Off
- Thunderbolt
- Drain Punch
Hoopa-Unbound is one of my favourite Pokemon, but its poor 80 Speed and 60 Defence, combined with 4x weakness to U-turn, shackles this monstrous wallbreaker to UU. However, it still hits incredibly hard both physically and specially even without boosts due to its base 160 Atk and 170 SpAtk, and can tank special hits incredibly well with 130 SpD + Assault Vest.
The role that Hoopa plays on the team is to check special threats, while also doubling as a wallbreaker capable of taking on both physical and special walls by targeting their weaker defence stat by utilising a mixed attacker set. I find that most people are unsure on Hoopa's set due to it not usually being used, and this can be utilised to its advantage. For example, people often assume it is Choice Band/Specs/Scarf due to those being the more popular sets in the past, and also are unsure if Hoopa is Special or Physical Attack oriented. This has allowed me to land significant damage/knockouts on mons like Meowscarada/Ting-Lu which come in to absorb a Psychic but instead get hit with Drain Punch.
Psychic is its standard STAB attack which does at least 50% health on most neutral targets, weakening them for lategame. Additionally, it decimates mons like Toxapex











Some 50-50s it has is against Walking Wake


Usually, Hoopa-U is one of my choices for leads, the other being Scizor. Typically, if I see a Pelipper



Overall, its dual STABs of Psychic and Knock Off, with Fighting and Electric coverage make it very hard to switch into, especially since people may be unsure if it is Choice locked and similarly if Hoopa is physical or special. I find its unpredictability and sheer attacking power a great benefit to the team as this usually allows it to KO one or more major threats and leave weakened targets for the cleaners like Kingambit




Typically, Pelipper carries U-turn, which I notice makes people try to pivot it out on Hoopa, as it would OHKO. However, Thunderbolt catches a fair few off-guard and rids Rain teams of their setter, essentially winning the game. However, I doubt this play would work beyond the 1400s where this team currently resides :(.

Usually, the goal is to Knock Off Heat Rock turn 1 so Sun would last shorter, but if they keep Torkoal in, a follow-up turn 2 Psychic to KO the tortoise tends to catch them off guard.

Typically, I try not to trigger Toxic Debris, so I turn 1 Psychic to trigger Sash and turn 2 Psychic to KO, usually eating a Mortal Spin in the process. However, this often leads to people believing Hoopa-U is choice locked into Psychic, so a well-placed Drain Punch could KO the Dark type that follows-up.
Vs Enamorus 
252 SpA Choice Specs Enamorus Moonblast vs. 8 HP / 0 SpD Assault Vest Hoopa-Unbound: 254-302 (83.8 - 99.6%) -- guaranteed 2HKO
252+ SpA Hoopa-Unbound Thunderbolt vs. 0 HP / 4 SpD Enamorus: 316-372 (109.3 - 128.7%) -- guaranteed OHKO
Could potentially invest 8 HP EVs solely to definitely survive a Choice Specs Moonblast from Enamorus, so that Hoopa can KO back with a Thunderbolt.
Vs Kingambit
252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 0 HP / 0- Def Tera Fighting Hoopa-Unbound: 163-192 (54.1 - 63.7%) -- guaranteed 2HKO
120 Atk Tera Fighting Hoopa-Unbound Drain Punch vs. 252 HP / 0 Def Kingambit: 420-496 (103.9 - 122.7%) -- guaranteed OHKO
Vs Gholdengo
+2 252+ SpA Gholdengo Make It Rain vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 234-276 (77.7 - 91.6%) -- guaranteed 2HKO
120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 0 HP / 0 Def Gholdengo: 356-422 (113 - 133.9%) -- guaranteed OHKO
Against Gholdengo, Hoopa U can eat a +2 Modest Gholdengo Make it Rain, while threatening an OHKO with Knock Off. Even if Gholdengo is Max HP rather than Speed, Hoopa would still 2HKO with Knock Off after taking +2 Modest Make it Rain.
Vs Iron Valiant
252 SpA Choice Specs Iron Valiant Moonblast vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 236-278 (78.4 - 92.3%) -- guaranteed 2HKO
252+ SpA Hoopa-Unbound Psychic vs. 0 HP / 0 SpD Iron Valiant: 596-704 (206.2 - 243.5%) -- guaranteed OHKO
Hoopa-U is able to eat a choice specs timid Moonblast from I-Val, while Hoopa's Psychic should OHKO it
Vs Walking Wake
244 SpA Choice Specs Walking Wake Hydro Steam vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound in Sun: 153-180 (50.8 - 59.8%) -- guaranteed 2HKO
252+ SpA Hoopa-Unbound Psychic vs. 12 HP / 0 SpD Walking Wake: 231-273 (67.5 - 79.8%) -- guaranteed 2HKO
Walking Wake should 2HKO it, but Hoopa should remove most of Wake's health to get cleaned up later. Outside of Choice Specs, Hoopa should be able to eat 2 hits and 2HKO Walking Wake
Vs Dondozo
252+ SpA Hoopa-Unbound Thunderbolt vs. 252 HP / 4 SpD Dondozo: 374-440 (74.2 - 87.3%) -- guaranteed 2HKO
It does have issues with SpD Dondozo, requiring a 3HKO with Thunderbolt, but dying in two turns to Liquidation.
Vs Toxapex
252+ SpA Hoopa-Unbound Psychic vs. 252 HP / 64 SpD Toxapex: 278-330 (91.4 - 108.5%) -- 50% chance to OHKO
Vs Skeledirge
120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 248 HP / 252 Def Skeledirge: 270-320 (65.6 - 77.8%) -- guaranteed 2HKO
Vs Latias
/Latios
120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 248 HP / 8 Def Latias: 372-438 (102.4 - 120.6%) -- guaranteed OHKO
120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 0 HP / 4 Def Latios: 408-482 (135.5 - 160.1%) -- guaranteed OHKO
Vs Kyurem
120 Atk Hoopa-Unbound Drain Punch vs. 0 HP / 0 Def Kyurem: 192-228 (49.1 - 58.3%) -- 98% chance to 2HKO (31.8 - 37.8% recovered per punch)
Only capable of beating Choice Specs SpA Kyurem, not Dragon Dance sets.
Vs Raging Bolt
252+ SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Raging Bolt: 219-258 (48.2 - 56.8%) -- 89.1% chance to 2HKO
252+ SpA Protosynthesis Raging Bolt Draco Meteor over 2 turns vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 253-299 (84 - 99.3%) -- not a KO
252+ SpA Protosynthesis Raging Bolt Thunderclap vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 91-108 (30.2 - 35.8%) -- 34.9% chance to 3HKO
252+ SpA Protosynthesis Raging Bolt Thunderbolt vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 117-138 (38.8 - 45.8%) -- guaranteed 3HKO
I'm not too sure about popular Raging Bolt sets right now, so these calcs are off of a 252 HP 252 SpA Modest Booster Energy SpA Raging Bolt. It seems to be a coin toss in favour of Hoopa, in hoping that Hoopa does 2HKO Raging Bolt, before it can land 2 Dracos/2 Thunderbolts and follow up with a Thunderclap.
Vs Archaludon
252+ SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Archaludon: 140-165 (36.4 - 42.9%) -- guaranteed 3HKO
It does some damage to Archaludon, but Body Press sets end Hoopa pretty easily. Can tank one body press/electroshot under rain.
Vs some Common Tera Mons

252+ SpA Hoopa-Unbound Thunderbolt vs. 252 HP / 100 SpD Tera Water Garganacl: 260-306 (64.3 - 75.7%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Hoopa-Unbound Thunderbolt vs. 252 HP / 252+ SpD Tera Water Gliscor: 228-270 (64.4 - 76.2%) -- guaranteed 2HKO after Poison Heal

0 Atk Tera Ghost Ting-Lu Earthquake vs. 0 HP / 0- Def Hoopa-Unbound: 196-232 (65.1 - 77%) -- guaranteed 2HKO

252 SpA Choice Specs Enamorus Moonblast vs. 8 HP / 0 SpD Assault Vest Hoopa-Unbound: 254-302 (83.8 - 99.6%) -- guaranteed 2HKO
252+ SpA Hoopa-Unbound Thunderbolt vs. 0 HP / 4 SpD Enamorus: 316-372 (109.3 - 128.7%) -- guaranteed OHKO
Could potentially invest 8 HP EVs solely to definitely survive a Choice Specs Moonblast from Enamorus, so that Hoopa can KO back with a Thunderbolt.
Vs Kingambit

252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 0 HP / 0- Def Tera Fighting Hoopa-Unbound: 163-192 (54.1 - 63.7%) -- guaranteed 2HKO
120 Atk Tera Fighting Hoopa-Unbound Drain Punch vs. 252 HP / 0 Def Kingambit: 420-496 (103.9 - 122.7%) -- guaranteed OHKO
Vs Gholdengo

+2 252+ SpA Gholdengo Make It Rain vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 234-276 (77.7 - 91.6%) -- guaranteed 2HKO
120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 0 HP / 0 Def Gholdengo: 356-422 (113 - 133.9%) -- guaranteed OHKO
Against Gholdengo, Hoopa U can eat a +2 Modest Gholdengo Make it Rain, while threatening an OHKO with Knock Off. Even if Gholdengo is Max HP rather than Speed, Hoopa would still 2HKO with Knock Off after taking +2 Modest Make it Rain.
Vs Iron Valiant

252 SpA Choice Specs Iron Valiant Moonblast vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 236-278 (78.4 - 92.3%) -- guaranteed 2HKO
252+ SpA Hoopa-Unbound Psychic vs. 0 HP / 0 SpD Iron Valiant: 596-704 (206.2 - 243.5%) -- guaranteed OHKO
Hoopa-U is able to eat a choice specs timid Moonblast from I-Val, while Hoopa's Psychic should OHKO it
Vs Walking Wake

244 SpA Choice Specs Walking Wake Hydro Steam vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound in Sun: 153-180 (50.8 - 59.8%) -- guaranteed 2HKO
252+ SpA Hoopa-Unbound Psychic vs. 12 HP / 0 SpD Walking Wake: 231-273 (67.5 - 79.8%) -- guaranteed 2HKO
Walking Wake should 2HKO it, but Hoopa should remove most of Wake's health to get cleaned up later. Outside of Choice Specs, Hoopa should be able to eat 2 hits and 2HKO Walking Wake
Vs Dondozo

252+ SpA Hoopa-Unbound Thunderbolt vs. 252 HP / 4 SpD Dondozo: 374-440 (74.2 - 87.3%) -- guaranteed 2HKO
It does have issues with SpD Dondozo, requiring a 3HKO with Thunderbolt, but dying in two turns to Liquidation.
Vs Toxapex

252+ SpA Hoopa-Unbound Psychic vs. 252 HP / 64 SpD Toxapex: 278-330 (91.4 - 108.5%) -- 50% chance to OHKO
Vs Skeledirge

120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 248 HP / 252 Def Skeledirge: 270-320 (65.6 - 77.8%) -- guaranteed 2HKO
Vs Latias


120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 248 HP / 8 Def Latias: 372-438 (102.4 - 120.6%) -- guaranteed OHKO
120 Atk Hoopa-Unbound Knock Off (97.5 BP) vs. 0 HP / 4 Def Latios: 408-482 (135.5 - 160.1%) -- guaranteed OHKO
Vs Kyurem

120 Atk Hoopa-Unbound Drain Punch vs. 0 HP / 0 Def Kyurem: 192-228 (49.1 - 58.3%) -- 98% chance to 2HKO (31.8 - 37.8% recovered per punch)
Only capable of beating Choice Specs SpA Kyurem, not Dragon Dance sets.
Vs Raging Bolt

252+ SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Raging Bolt: 219-258 (48.2 - 56.8%) -- 89.1% chance to 2HKO
252+ SpA Protosynthesis Raging Bolt Draco Meteor over 2 turns vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 253-299 (84 - 99.3%) -- not a KO
252+ SpA Protosynthesis Raging Bolt Thunderclap vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 91-108 (30.2 - 35.8%) -- 34.9% chance to 3HKO
252+ SpA Protosynthesis Raging Bolt Thunderbolt vs. 0 HP / 0 SpD Assault Vest Hoopa-Unbound: 117-138 (38.8 - 45.8%) -- guaranteed 3HKO
I'm not too sure about popular Raging Bolt sets right now, so these calcs are off of a 252 HP 252 SpA Modest Booster Energy SpA Raging Bolt. It seems to be a coin toss in favour of Hoopa, in hoping that Hoopa does 2HKO Raging Bolt, before it can land 2 Dracos/2 Thunderbolts and follow up with a Thunderclap.
Vs Archaludon

252+ SpA Hoopa-Unbound Psychic vs. 252 HP / 0 SpD Archaludon: 140-165 (36.4 - 42.9%) -- guaranteed 3HKO
It does some damage to Archaludon, but Body Press sets end Hoopa pretty easily. Can tank one body press/electroshot under rain.
Vs some Common Tera Mons

252+ SpA Hoopa-Unbound Thunderbolt vs. 252 HP / 100 SpD Tera Water Garganacl: 260-306 (64.3 - 75.7%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Hoopa-Unbound Thunderbolt vs. 252 HP / 252+ SpD Tera Water Gliscor: 228-270 (64.4 - 76.2%) -- guaranteed 2HKO after Poison Heal

0 Atk Tera Ghost Ting-Lu Earthquake vs. 0 HP / 0- Def Hoopa-Unbound: 196-232 (65.1 - 77%) -- guaranteed 2HKO

Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Ice Beam
- Sludge Bomb
- Focus Blast
Dropping down into OU from Ubers, Darkrai hasn't really made as big a splash as anticipated, as compared to some of the new DLC mons like Iron Boulder


But here, I faced my first dilemma with this mon. Simply put, Darkrai lacks power even with its 135 base SpA, when it is Timid, as it is incapable of OHKOing Gholdengo



Its moves are standard, with Dark Pulse for its singular STAB which hits popular ghost types like Dragapult













Darkrai's role in this team is as the late game cleaner/revenge killer, and is interchangeable with Kingambit to be kept in the back, freeing the other to come out and threaten in the midgame/mop up threats leftover.
Vs Gholdengo
252+ SpA Darkrai Dark Pulse vs. 0 HP / 4 SpD Gholdengo: 320-378 (101.5 - 120%) -- guaranteed OHKO
Modest Darkrai definitely OHKOs non-bulky Gholds but even it if it is bulky Ghold:
252+ SpA Darkrai Dark Pulse vs. 252 HP / 4 SpD Gholdengo: 320-378 (84.6 - 100%) -- 6.3% chance to OHKO
It has a small chance to OHKO, and if not, would 2HKO even SpD Ghold with leftovers.
Vs I-Val
and I-Boulder
Modest Darkrai gets dunked on by Iron Valiant and Boulder, but Timid also doesn't do enough damage to OHKO Boulder anyway. These two are better left to Kingambit or Scizor to deal with.
Vs Great Tusk
252+ SpA Darkrai Ice Beam vs. 0 HP / 0 SpD Great Tusk: 368-434 (99.1 - 116.9%) -- 93.8% chance to OHKO
Modest Darkrai almost guarantees the OHKO on Tusk, which commonly runs Atk and Speed investment nowadays (any bulk and Darkrai is pretty much screwed by Close Combat). On the other hand, Timid Darkrai has less than 50% chance to OHKO zero bulk Tusk, which is one of the reasons I was swayed to Modest.
Vs Raging Bolt
I'm actually unsure of what Raging Bolt sets are common now, but Darkrai doesn't seem to be able to really dent Bulky Raging Bolt, but can survive at least 2 hits in return. Perhaps Volcarona or Hoopa-U may be better in this case.
Vs Clefable
252 SpA Darkrai Sludge Bomb vs. 252 HP / 4 SpD Clefable: 220-260 (55.8 - 65.9%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 4 HP / 0 SpD Darkrai: 216-254 (76.5 - 90%) -- guaranteed 2HKO
Typically, Darkrai should survive a Moonblast, and be able to 2HKO Clefable in return.
Vs Hatterene
For Hatterene, I think the most common set nowadays is the Healing Wish Eject Button set. Sludge Bomb should 2HKO, especially since Hatterene gets forced out by Eject Button.
VS Primarina
This team struggles with Primarina, as Hoopa, Scizor, Archaludon and Volc are all incapable of dealing with this SpD Fairy without me sacrificing at least one of them to dent it. Kingambit can do so, but not without losing most of its health. Similarly, Darkrai can solo this Fairy, but it has to Tera Poison. (For these calcs I'm using the set from LandorusTBeatsGreatTusk's Miku Gang RMT as I'm unsure of what other sets may be popular right now.)
Turn 1:
252+ SpA Tera Poison Darkrai Sludge Bomb vs. 252 HP / 252+ SpD Assault Vest Primarina: 146-174 (40.1 - 47.8%) -- guaranteed 3HKO
0 SpA Primarina Moonblast vs. 0 HP / 4 SpD Tera Poison Darkrai: 67-80 (23.8 - 28.4%) -- 96.9% chance to 4HKO
Turn 2:
- Darkrai sludge bombs again -
0 SpA Primarina Psychic Noise vs. 0 HP / 4 SpD Tera Poison Darkrai: 144-170 (51.2 - 60.4%) -- guaranteed 2HKO
Turn 3:
Darkrai KOs Primarina
Theoretically, Darkrai should be able to land 3 Tera Poison Sludge Bombs to 3HKO this demon of a fairy type, while able to eat a Moonblast and Psychic Noise in return to survive at roughly 11%. LandorusTBeatsGreatTusk's set is Tera Fairy so it wouldn't be able to Tera out of this specific matchup either. (Alternatively, Kingambit could Iron Head it twice but also lose most of its health in return)

252+ SpA Darkrai Dark Pulse vs. 0 HP / 4 SpD Gholdengo: 320-378 (101.5 - 120%) -- guaranteed OHKO
Modest Darkrai definitely OHKOs non-bulky Gholds but even it if it is bulky Ghold:
252+ SpA Darkrai Dark Pulse vs. 252 HP / 4 SpD Gholdengo: 320-378 (84.6 - 100%) -- 6.3% chance to OHKO
It has a small chance to OHKO, and if not, would 2HKO even SpD Ghold with leftovers.
Vs I-Val


Modest Darkrai gets dunked on by Iron Valiant and Boulder, but Timid also doesn't do enough damage to OHKO Boulder anyway. These two are better left to Kingambit or Scizor to deal with.
Vs Great Tusk

252+ SpA Darkrai Ice Beam vs. 0 HP / 0 SpD Great Tusk: 368-434 (99.1 - 116.9%) -- 93.8% chance to OHKO
Modest Darkrai almost guarantees the OHKO on Tusk, which commonly runs Atk and Speed investment nowadays (any bulk and Darkrai is pretty much screwed by Close Combat). On the other hand, Timid Darkrai has less than 50% chance to OHKO zero bulk Tusk, which is one of the reasons I was swayed to Modest.
Vs Raging Bolt

I'm actually unsure of what Raging Bolt sets are common now, but Darkrai doesn't seem to be able to really dent Bulky Raging Bolt, but can survive at least 2 hits in return. Perhaps Volcarona or Hoopa-U may be better in this case.
Vs Clefable

252 SpA Darkrai Sludge Bomb vs. 252 HP / 4 SpD Clefable: 220-260 (55.8 - 65.9%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 4 HP / 0 SpD Darkrai: 216-254 (76.5 - 90%) -- guaranteed 2HKO
Typically, Darkrai should survive a Moonblast, and be able to 2HKO Clefable in return.
Vs Hatterene

For Hatterene, I think the most common set nowadays is the Healing Wish Eject Button set. Sludge Bomb should 2HKO, especially since Hatterene gets forced out by Eject Button.
VS Primarina

This team struggles with Primarina, as Hoopa, Scizor, Archaludon and Volc are all incapable of dealing with this SpD Fairy without me sacrificing at least one of them to dent it. Kingambit can do so, but not without losing most of its health. Similarly, Darkrai can solo this Fairy, but it has to Tera Poison. (For these calcs I'm using the set from LandorusTBeatsGreatTusk's Miku Gang RMT as I'm unsure of what other sets may be popular right now.)
Turn 1:
252+ SpA Tera Poison Darkrai Sludge Bomb vs. 252 HP / 252+ SpD Assault Vest Primarina: 146-174 (40.1 - 47.8%) -- guaranteed 3HKO
0 SpA Primarina Moonblast vs. 0 HP / 4 SpD Tera Poison Darkrai: 67-80 (23.8 - 28.4%) -- 96.9% chance to 4HKO
Turn 2:
- Darkrai sludge bombs again -
0 SpA Primarina Psychic Noise vs. 0 HP / 4 SpD Tera Poison Darkrai: 144-170 (51.2 - 60.4%) -- guaranteed 2HKO
Turn 3:
Darkrai KOs Primarina
Theoretically, Darkrai should be able to land 3 Tera Poison Sludge Bombs to 3HKO this demon of a fairy type, while able to eat a Moonblast and Psychic Noise in return to survive at roughly 11%. LandorusTBeatsGreatTusk's set is Tera Fairy so it wouldn't be able to Tera out of this specific matchup either. (Alternatively, Kingambit could Iron Head it twice but also lose most of its health in return)

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 Speed
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch
Welcome back, ol'
This is a typical Bulky Swords Dance set (exactly the same as the one in my old Ogre-Demon-King RMT), with Full HP investment to tank as many hits as possible, and max Atk Adamant to maximise its damage to all targets, even those with resists. 4 EVs in Speed is simply to outspeed 0 Speed invested Kingambits (as rare as they are right now). Leftovers is there for passive recovery, and allows it to recover significant amounts of health during the Sucker Punch mind games, keeping it alive just a little bit longer.
Swords Dance to boost attack and set-up, which in the late game can mean a death sentence for the opponent when combined with Supreme Overlord. Sucker Punch is the classic Kingambit special that created the well known 50-50 mind games in the endgame. Kowtow Cleave is its alternative high damage attack, should you want to gamble that the opponent is going for a non-attacking move. Iron Head instead of Low Kick to hit fairies like Clefable











Finally, Tera Flying turns its major weaknesses of Fighting and Ground into a resist/immunity and allows it one free Swords Dance (unless opponent predicts Tera Flying which is risky as it could be tera dark or fairy as well), which sets it up to deal massive damage, usually OHKOing almost anything that doesn’t resist its STABs if Supreme Overlord is around 3. However, I am considering changing Tera Type to Fairy, as Raging Bolt's Thunderclap threatens a Kingambit late game sweep if I am forced to Tera Flying beforehand.
Vs Hatterene
252+ Atk Supreme Overlord 3 allies fainted Kingambit Iron Head vs. 248 HP / 116+ Def Hatterene: 324-384 (102.2 - 121.1%) -- guaranteed OHKO
Hatterene can't really harm Kingambit outside of Nuzzle to paralyse it, but Kingambit just needs SO 3 or a Swords Dance to OHKO Hatterene.
Vs Clefable
0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Kingambit: 112-133 (27.7 - 32.9%) -- 81.9% chance to 4HKO after Leftovers recovery
+2 252+ Atk Kingambit Iron Head vs. 252 HP / 252+ Def Clefable: 518-612 (131.4 - 155.3%) -- guaranteed OHKO
Kingambit needs at least a Swords Dance to OHKO Clef, if not or if it's Unaware its always a 2HKO.
Vs Iron Valiant
Iron Val will typically OHKO Kingambit either with CC or Aura Sphere, so Tera-ing in front of it to land a Iron Head is necessary.
Vs Enamorus
252 SpA Choice Specs Enamorus Earth Power vs. 252 HP / 0 SpD Kingambit: 346-408 (85.6 - 100.9%) -- 6.3% chance to OHKO
Enamorus only has a small chance to OHKO, in return for a confirmed Iron Head OHKO, so it may be worth saving tera in this case.
Vs Tera Fairy Walls

4 SpA Skeledirge Torch Song vs. 252 HP / 0 SpD Kingambit: 216-254 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Skeledirge: 228-270 (55.3 - 65.5%) -- guaranteed 2HKO
Against non-tera Skele, you pretty much always want to Tera to avoid being 2HKOed by Torch Song, and 2HKO in return with Kowtow + Sucker Punch. For Tera Fairy Skele, Iron Head should 2HKO as well.
+2 252+ Atk Kingambit Iron Head vs. 252 HP / 4 Def Garganacl: 470-554 (116.3 - 137.1%) -- guaranteed OHKO
Against Garg, a Swords Dance is necessary, but Gambit needs to note that Salt Cure chip will be significant.
Vs Tusk
Against Tusk, Tera Flying is necessary to tank its STABs of Close Combat/Headlong Rush.
+2 252+ Atk Supreme Overlord 3 allies fainted Tera Flying Kingambit Iron Head vs. 252 HP / 252+ Def Great Tusk: 229-270 (52.7 - 62.2%) -- 98.8% chance to 2HKO after Leftovers recovery
For defensive Tusk, at least 2 Swords Dances are required to 2HKO with Iron Head, or 1 SD + SO 4. However, for the more common offensive Tusk,
+2 252+ Atk Tera Flying Kingambit Iron Head vs. 0 HP / 0 Def Great Tusk: 234-276 (63 - 74.3%) -- guaranteed 2HKO
a single Swords Dance is all that is required
Tusk typically will only land significant damage on Gambit in turn 2 with Ice Spinner
Vs Primarina
Gambit is one of two options that this team has to deal with Primarina, besides investing Tera into Darkrai
+2 252+ Atk Kingambit Iron Head vs. 252 HP / 0 Def Primarina: 378-445 (103.8 - 122.2%) -- guaranteed OHKO
4 SpA Primarina Moonblast vs. 252 HP / 0 SpD Kingambit: 144-169 (35.6 - 41.8%) -- 84.8% chance to 3HKO after Leftovers recovery
In a vacuum, Gambit should Swords Dance and Iron Head to OHKO, while taking at most 82% in return from Moonblast

252+ Atk Supreme Overlord 3 allies fainted Kingambit Iron Head vs. 248 HP / 116+ Def Hatterene: 324-384 (102.2 - 121.1%) -- guaranteed OHKO
Hatterene can't really harm Kingambit outside of Nuzzle to paralyse it, but Kingambit just needs SO 3 or a Swords Dance to OHKO Hatterene.
Vs Clefable

0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Kingambit: 112-133 (27.7 - 32.9%) -- 81.9% chance to 4HKO after Leftovers recovery
+2 252+ Atk Kingambit Iron Head vs. 252 HP / 252+ Def Clefable: 518-612 (131.4 - 155.3%) -- guaranteed OHKO
Kingambit needs at least a Swords Dance to OHKO Clef, if not or if it's Unaware its always a 2HKO.
Vs Iron Valiant

Iron Val will typically OHKO Kingambit either with CC or Aura Sphere, so Tera-ing in front of it to land a Iron Head is necessary.
Vs Enamorus

252 SpA Choice Specs Enamorus Earth Power vs. 252 HP / 0 SpD Kingambit: 346-408 (85.6 - 100.9%) -- 6.3% chance to OHKO
Enamorus only has a small chance to OHKO, in return for a confirmed Iron Head OHKO, so it may be worth saving tera in this case.
Vs Tera Fairy Walls


4 SpA Skeledirge Torch Song vs. 252 HP / 0 SpD Kingambit: 216-254 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Skeledirge: 228-270 (55.3 - 65.5%) -- guaranteed 2HKO
Against non-tera Skele, you pretty much always want to Tera to avoid being 2HKOed by Torch Song, and 2HKO in return with Kowtow + Sucker Punch. For Tera Fairy Skele, Iron Head should 2HKO as well.
+2 252+ Atk Kingambit Iron Head vs. 252 HP / 4 Def Garganacl: 470-554 (116.3 - 137.1%) -- guaranteed OHKO
Against Garg, a Swords Dance is necessary, but Gambit needs to note that Salt Cure chip will be significant.
Vs Tusk
Against Tusk, Tera Flying is necessary to tank its STABs of Close Combat/Headlong Rush.
+2 252+ Atk Supreme Overlord 3 allies fainted Tera Flying Kingambit Iron Head vs. 252 HP / 252+ Def Great Tusk: 229-270 (52.7 - 62.2%) -- 98.8% chance to 2HKO after Leftovers recovery
For defensive Tusk, at least 2 Swords Dances are required to 2HKO with Iron Head, or 1 SD + SO 4. However, for the more common offensive Tusk,
+2 252+ Atk Tera Flying Kingambit Iron Head vs. 0 HP / 0 Def Great Tusk: 234-276 (63 - 74.3%) -- guaranteed 2HKO
a single Swords Dance is all that is required
Tusk typically will only land significant damage on Gambit in turn 2 with Ice Spinner
Vs Primarina
Gambit is one of two options that this team has to deal with Primarina, besides investing Tera into Darkrai
+2 252+ Atk Kingambit Iron Head vs. 252 HP / 0 Def Primarina: 378-445 (103.8 - 122.2%) -- guaranteed OHKO
4 SpA Primarina Moonblast vs. 252 HP / 0 SpD Kingambit: 144-169 (35.6 - 41.8%) -- 84.8% chance to 3HKO after Leftovers recovery
In a vacuum, Gambit should Swords Dance and Iron Head to OHKO, while taking at most 82% in return from Moonblast

Archaludon @ Leftovers
Ability: Stamina
Tera Type: Fighting
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Stealth Rock
- Dragon Tail
- Flash Cannon
- Body Press
This is the only actual new mon from the DLC that I incorporated into this team, and while I played around with Assault Vest sets, the importance of Leftovers recovery in combination with Stamina boosts in this team soon became evident. I then stumbled upon the set in LandorusTBeatsGreatTusk's Miku Gang RMT, and thus far it seems to be serving the team well, even without Rillaboom support (although it has benefitted more than once from opponent Rillabooms coming in to set Grassy Terrain). Archaludon complements Hoopa-U well, taking the physical hits, while Hoopa helps to take the special hits. It can also switch in on the U-turns targeted at Hoopa to get a Stamina boost in return. In addition, its mentioned weaknesses to ghosts and poisons in Lando's RMT like Dragapult






Stealth Rock is the team's only source of hazards, but Archaludon often finds it easy to get rocks up with its incredible physical bulk. Rocks also often makes late game sweeps by Darkrai, Kingambit or Volcarona much easier to pull off. Dragon Tail was the move that I am contemplating changing to Roar, as its Bold nature meant Dragon Tail's damage was often negligible, and could be blocked by Fairies/Substitute. However, Dragon Tail does bring valuable chip damage to setup sweepers like Roaring Moon











Tera Fighting boosts Body Press damage and allows for an OHKO on Kingambit with no Stamina boosts, however, I am contemplating Tera Flying due to my team's Fighting weakness and lack of Ground resists.
Vs Ogerpon-Wellspring
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 252+ Def Archaludon: 111-131 (28.9 - 34.1%) -- 99.1% chance to 4HKO after Leftovers recovery
252+ Def Archaludon Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 111-131 (36.8 - 43.5%) -- guaranteed 3HKO
+1 252+ Def Archaludon Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 166-196 (55.1 - 65.1%) -- guaranteed 2HKO
After one Stamina boost, Archaludon 2HKOs Ogerpon Wellspring, while in return Ogerpon-W has to SD at least once to 4HKO this steel behemoth.
Vs Ogerpon-Cornerstone
252+ Def Archaludon Body Press vs. 0 HP / 0 Def Ogerpon-Cornerstone: 222-262 (73.7 - 87%) -- guaranteed 2HKO
252 Atk Cornerstone Mask Ogerpon-Cornerstone Low Kick (80 BP) vs. 252 HP / 252+ Def Archaludon: 120-142 (31.2 - 36.9%) -- guaranteed 4HKO after Leftovers recovery
Similar to WOgerpon, Ogerpon-Cornerstone gets 2HKOed by Archaludon
Vs Kingambit
252+ Def Archaludon Body Press vs. 252 HP / 0 Def Kingambit: 328-388 (81.1 - 96%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Supreme Overlord 5 allies fainted Kingambit Low Kick (80 BP) vs. 252 HP / 252+ Def Archaludon: 178-210 (46.3 - 54.6%) -- 6.6% chance to 2HKO after Leftovers recovery
Archaludon can 2HKO Kingambit with Body Press, or OHKO if it Teras. In return, Kingambit with Low Kick and SO 5 has to 3HKO Archaludon after its first Stamina boost.
Vs Meowscarada
Modest Darkrai OHKOs all Meowscaradas with the exception of Choice Scarf Meow, so that job would fall to Archaludon.
252 Atk Protean Meowscarada Play Rough vs. 252 HP / 252+ Def Archaludon: 79-94 (20.5 - 24.4%) -- possible 6HKO after Leftovers recovery
252+ Def Archaludon Body Press vs. 0 HP / 0 Def Meowscarada: 258-304 (88 - 103.7%) -- 25% chance to OHKO
With the addition of Stamina, Meowscarada is essentially never going to KO Archaludon.
Vs Roaring Moon
252+ Def Archaludon Body Press vs. 0 HP / 0 Def Roaring Moon: 254-300 (72.3 - 85.4%) -- guaranteed 2HKO
252 Atk Protosynthesis Roaring Moon Earthquake vs. 252 HP / 252+ Def Archaludon: 180-212 (46.8 - 55.2%) -- 11.7% chance to 2HKO after Leftovers recovery
Roaring Moon is actually capable of 2HKOing Archaludon with one DD, and if it Teras Flying, Archaludon typically has no way to win. Hence, if the opponent has not Tera-ed, Archaludon should phaze it out with Dragon Tail. If not, Body Press can 2HKO Moon before it can KO Archaludon.
Vs Gouging Fire
252 Atk Protosynthesis Gouging Fire Earthquake vs. 252 HP / 252+ Def Archaludon: 158-186 (41.1 - 48.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Protosynthesis Tera Ground Gouging Fire Earthquake vs. 252 HP / 252+ Def Archaludon: 236-278 (61.4 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
Similar to Moon, Archaludon should always Dragon Tail to phase Gouging Fire out, especially with the threat of Tera Ground and Dragon Dance + Booster Energy. To deal with Gouging Fire, typically some sort of combo with Archaludon and Volcarona Tera Ground would be needed.
Vs Gliscor
0 Atk Gliscor Earthquake vs. 252 HP / 252+ Def Archaludon: 126-150 (32.8 - 39%) -- 6.6% chance to 3HKO after Leftovers recovery
0 SpA Archaludon Flash Cannon vs. 244 HP / 12 SpD Gliscor: 130-154 (36.9 - 43.7%) -- 12.1% chance to 3HKO after Poison Heal
While the typical play would be to try and catch Gliscor with an Ice Beam from Darkrai, Archaludon can switch in or sit in front of Gliscor quite comfortably without fear of Toxic and try to 4HKO it, although this usually means three layers of Spikes would come up.
Vs Great Tusk
Tusk is pretty threatening with its STAB combo so if Archaludon does have to face it, it would have to Tera Fighting to 3HKO Tusk in return with Flash Cannon
Vs Kyurem
If Kyurem is Choice Specs, Hoopa is definitely more suited to deal with it. However, if Kyurem is Dragon Dance + Icicle Spear + Scale Shot + Stone Edge, it gets hard walled and 2HKOed by Body Press
Vs Weavile
252 Atk Weavile Icicle Crash vs. 252 HP / 252+ Def Tera Fighting Archaludon: 79-94 (20.5 - 24.4%) -- possible 6HKO after Leftovers recovery
252+ Def Tera Fighting Archaludon Body Press vs. 0 HP / 0 Def Weavile: 816-964 (290.3 - 343%) -- guaranteed OHKO
Eats any of Weavile's attacks and OHKOs the frail Ice attacker in return.

+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 252+ Def Archaludon: 111-131 (28.9 - 34.1%) -- 99.1% chance to 4HKO after Leftovers recovery
252+ Def Archaludon Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 111-131 (36.8 - 43.5%) -- guaranteed 3HKO
+1 252+ Def Archaludon Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 166-196 (55.1 - 65.1%) -- guaranteed 2HKO
After one Stamina boost, Archaludon 2HKOs Ogerpon Wellspring, while in return Ogerpon-W has to SD at least once to 4HKO this steel behemoth.
Vs Ogerpon-Cornerstone

252+ Def Archaludon Body Press vs. 0 HP / 0 Def Ogerpon-Cornerstone: 222-262 (73.7 - 87%) -- guaranteed 2HKO
252 Atk Cornerstone Mask Ogerpon-Cornerstone Low Kick (80 BP) vs. 252 HP / 252+ Def Archaludon: 120-142 (31.2 - 36.9%) -- guaranteed 4HKO after Leftovers recovery
Similar to WOgerpon, Ogerpon-Cornerstone gets 2HKOed by Archaludon
Vs Kingambit

252+ Def Archaludon Body Press vs. 252 HP / 0 Def Kingambit: 328-388 (81.1 - 96%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Supreme Overlord 5 allies fainted Kingambit Low Kick (80 BP) vs. 252 HP / 252+ Def Archaludon: 178-210 (46.3 - 54.6%) -- 6.6% chance to 2HKO after Leftovers recovery
Archaludon can 2HKO Kingambit with Body Press, or OHKO if it Teras. In return, Kingambit with Low Kick and SO 5 has to 3HKO Archaludon after its first Stamina boost.
Vs Meowscarada

Modest Darkrai OHKOs all Meowscaradas with the exception of Choice Scarf Meow, so that job would fall to Archaludon.
252 Atk Protean Meowscarada Play Rough vs. 252 HP / 252+ Def Archaludon: 79-94 (20.5 - 24.4%) -- possible 6HKO after Leftovers recovery
252+ Def Archaludon Body Press vs. 0 HP / 0 Def Meowscarada: 258-304 (88 - 103.7%) -- 25% chance to OHKO
With the addition of Stamina, Meowscarada is essentially never going to KO Archaludon.
Vs Roaring Moon

252+ Def Archaludon Body Press vs. 0 HP / 0 Def Roaring Moon: 254-300 (72.3 - 85.4%) -- guaranteed 2HKO
252 Atk Protosynthesis Roaring Moon Earthquake vs. 252 HP / 252+ Def Archaludon: 180-212 (46.8 - 55.2%) -- 11.7% chance to 2HKO after Leftovers recovery
Roaring Moon is actually capable of 2HKOing Archaludon with one DD, and if it Teras Flying, Archaludon typically has no way to win. Hence, if the opponent has not Tera-ed, Archaludon should phaze it out with Dragon Tail. If not, Body Press can 2HKO Moon before it can KO Archaludon.
Vs Gouging Fire

252 Atk Protosynthesis Gouging Fire Earthquake vs. 252 HP / 252+ Def Archaludon: 158-186 (41.1 - 48.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Protosynthesis Tera Ground Gouging Fire Earthquake vs. 252 HP / 252+ Def Archaludon: 236-278 (61.4 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
Similar to Moon, Archaludon should always Dragon Tail to phase Gouging Fire out, especially with the threat of Tera Ground and Dragon Dance + Booster Energy. To deal with Gouging Fire, typically some sort of combo with Archaludon and Volcarona Tera Ground would be needed.
Vs Gliscor

0 Atk Gliscor Earthquake vs. 252 HP / 252+ Def Archaludon: 126-150 (32.8 - 39%) -- 6.6% chance to 3HKO after Leftovers recovery
0 SpA Archaludon Flash Cannon vs. 244 HP / 12 SpD Gliscor: 130-154 (36.9 - 43.7%) -- 12.1% chance to 3HKO after Poison Heal
While the typical play would be to try and catch Gliscor with an Ice Beam from Darkrai, Archaludon can switch in or sit in front of Gliscor quite comfortably without fear of Toxic and try to 4HKO it, although this usually means three layers of Spikes would come up.
Vs Great Tusk

Tusk is pretty threatening with its STAB combo so if Archaludon does have to face it, it would have to Tera Fighting to 3HKO Tusk in return with Flash Cannon
Vs Kyurem

If Kyurem is Choice Specs, Hoopa is definitely more suited to deal with it. However, if Kyurem is Dragon Dance + Icicle Spear + Scale Shot + Stone Edge, it gets hard walled and 2HKOed by Body Press
Vs Weavile

252 Atk Weavile Icicle Crash vs. 252 HP / 252+ Def Tera Fighting Archaludon: 79-94 (20.5 - 24.4%) -- possible 6HKO after Leftovers recovery
252+ Def Tera Fighting Archaludon Body Press vs. 0 HP / 0 Def Weavile: 816-964 (290.3 - 343%) -- guaranteed OHKO
Eats any of Weavile's attacks and OHKOs the frail Ice attacker in return.

Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Defog
Scizor has been one of the most valuable members on this team, bringing a strong priority move, hazard clear and pivoting to bring in the other threats on the team. Not only is it a notorious Fairy killer, for which my team had little answer for before this, it is also a surprisingly good anti-lead for Ribombee and H-Samurott. The Lati twins have also been gaining in popularity, but U-turn shuts both of them down hard. 252 Atk is a given to maximise its attack, while 252 HP is to tank as many hits as possible (similar to Kingambit). The EV spread could probably be more optimised, but I’m not sure if it’s worth investing in Scizor’s Speed when it is already low at base 65. Heavy Duty Boots is to protect it against hazards and let it come in safely to Defog if needed.
U-turn allows Scizor to act as a bulky pivot, bringing in the other threats on the team safely. As an added bonus, it hits the currently popular Lati twins



Tera Steel is there simply to boost Bullet Punch damage, to possibly secure revenge kills or finish off weakened targets in the lategame.
Vs Latias/Latios

252+ Atk Scizor U-turn vs. 248 HP / 8 Def Latias: 272-324 (74.9 - 89.2%) -- guaranteed 2HKO
252+ Atk Scizor U-turn vs. 0 HP / 4 Def Latios: 302-356 (100.3 - 118.2%) -- guaranteed OHKO
Latias would be able to tank a U-turn, so hitting it with a Bullet Punch/Knock Off before U-turning may be better. Many people also assume Scizor is Choice Banded so you may be able to catch them off guard.
Vs Darkrai
252 SpA Darkrai Dark Pulse vs. 252 HP / 0 SpD Scizor: 162-192 (47 - 55.8%) -- 76.2% chance to 2HKO
252+ Atk Scizor U-turn vs. 0 HP / 0 Def Darkrai: 276-326 (98.2 - 116%) -- 87.5% chance to OHKO
Scizor has a high chance to OHKO Darkrai right off the bat, while Darkrai can only deal about half its health. Nevertheless, Darkrai is unlikely to stay in vs Scizor anyway.
Vs Iron Boulder
252+ Atk Technician Scizor Bullet Punch vs. 4 HP / 0 Def Iron Boulder: 260-308 (80.7 - 95.6%) -- guaranteed 2HKO
252 Atk Iron Boulder Mighty Cleave vs. 252 HP / 0 Def Scizor: 147-174 (42.7 - 50.5%) -- 1.2% chance to 2HKO
+2 252 Atk Iron Boulder Mighty Cleave vs. 252 HP / 0 Def Scizor: 294-346 (85.4 - 100.5%) -- 6.3% chance to OHKO
Against Boulder, the best course of action is to Bullet Punch twice, as even with 1 Swords Dance, Boulder fails to OHKO Scizor.
Vs Fairies
Enamorus
:
252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 0 Def Enamorus: 288-342 (99.6 - 118.3%) -- 93.8% chance to OHKO
Enamorus is unlikely to survive, but if it does, Mystical Fire is sure to end Scizor and the team loses the main Fairy counter and hazard control.
Vs Clefable
:
252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 188-224 (47.7 - 56.8%) -- 38.7% chance to 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Scizor: 59-70 (17.1 - 20.3%) -- possible 5HKO
Clef can tank around 3 hits from Scizor, but doesn't do much damage in return.
Vs Hatterene
252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 204+ Def Hatterene: 168-200 (52.8 - 62.8%) -- 99.6% chance to 2HKO after Leftovers recovery
Hatterene can tank 2 hits from Bullet Punch, but some sets pack Mystical Fire, so it may not be worth the risk.
Vs Iron Valiant
252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 4 Def Iron Valiant: 236-278 (81.6 - 96.1%) -- guaranteed 2HKO
Most Valiants lack moves to deal with Scizor effectively (unless they have Fire Punch), so this should be a safe 2HKO.


252+ Atk Scizor U-turn vs. 248 HP / 8 Def Latias: 272-324 (74.9 - 89.2%) -- guaranteed 2HKO
252+ Atk Scizor U-turn vs. 0 HP / 4 Def Latios: 302-356 (100.3 - 118.2%) -- guaranteed OHKO
Latias would be able to tank a U-turn, so hitting it with a Bullet Punch/Knock Off before U-turning may be better. Many people also assume Scizor is Choice Banded so you may be able to catch them off guard.
Vs Darkrai

252 SpA Darkrai Dark Pulse vs. 252 HP / 0 SpD Scizor: 162-192 (47 - 55.8%) -- 76.2% chance to 2HKO
252+ Atk Scizor U-turn vs. 0 HP / 0 Def Darkrai: 276-326 (98.2 - 116%) -- 87.5% chance to OHKO
Scizor has a high chance to OHKO Darkrai right off the bat, while Darkrai can only deal about half its health. Nevertheless, Darkrai is unlikely to stay in vs Scizor anyway.
Vs Iron Boulder

252+ Atk Technician Scizor Bullet Punch vs. 4 HP / 0 Def Iron Boulder: 260-308 (80.7 - 95.6%) -- guaranteed 2HKO
252 Atk Iron Boulder Mighty Cleave vs. 252 HP / 0 Def Scizor: 147-174 (42.7 - 50.5%) -- 1.2% chance to 2HKO
+2 252 Atk Iron Boulder Mighty Cleave vs. 252 HP / 0 Def Scizor: 294-346 (85.4 - 100.5%) -- 6.3% chance to OHKO
Against Boulder, the best course of action is to Bullet Punch twice, as even with 1 Swords Dance, Boulder fails to OHKO Scizor.
Vs Fairies
Enamorus

252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 0 Def Enamorus: 288-342 (99.6 - 118.3%) -- 93.8% chance to OHKO
Enamorus is unlikely to survive, but if it does, Mystical Fire is sure to end Scizor and the team loses the main Fairy counter and hazard control.
Vs Clefable

252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 188-224 (47.7 - 56.8%) -- 38.7% chance to 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Scizor: 59-70 (17.1 - 20.3%) -- possible 5HKO
Clef can tank around 3 hits from Scizor, but doesn't do much damage in return.
Vs Hatterene

252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 204+ Def Hatterene: 168-200 (52.8 - 62.8%) -- 99.6% chance to 2HKO after Leftovers recovery
Hatterene can tank 2 hits from Bullet Punch, but some sets pack Mystical Fire, so it may not be worth the risk.
Vs Iron Valiant

252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 4 Def Iron Valiant: 236-278 (81.6 - 96.1%) -- guaranteed 2HKO
Most Valiants lack moves to deal with Scizor effectively (unless they have Fire Punch), so this should be a safe 2HKO.

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ground
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Tera Blast
Volcarona is yet another drop from Ubers that has made it into this team. Out of all the mons in this team, this is the one I'm most unsure about. However, on paper and on limited testing, this fiery moth seems to be a good addition. This team lacks a out and out setup sweeper, and Volcarona fits the bill as one of the more terrifying sweepers currently in OU. Other points in its favour include its special bulk, which is needed as backup to Hoopa-U, and its resistance to Fighting and Fairy, both of which are in short supply on my team. Of course, its physical bulk means even neutral physical hits would make it crumple like tissue, which is why prior to this I also tested out Suicune and Latias as Bulky Calm Mind Sweepers.
Nevertheless, this is the typical Quiver Dance Sweeper set, armed with Heavy Duty Boots to prevent rocks from removing half of its health, and Flame Body for the small chance that a physical attacker gets burned and nullified. Quiver Dance is a given on Volcarona, boosting its SpA and Speed to enable sweeps, while simultaneously making it even more specially bulky. Fiery Dance is its STAB perfect accuracy Fire move that also has a chance to boost Volcarona's SpA even further. This allows it to hit common steels like Gholdengo











Vs Gholdengo
+1 252 SpA Volcarona Fiery Dance vs. 252 HP / 4 SpD Gholdengo: 434-512 (114.8 - 135.4%) -- guaranteed OHKO
Volc should be able to eat one hit from the string cheese man, and with one Quiver Dance, Volc should be able to OHKO Gholdengo with ease.
Vs Corviknight
+1 252 SpA Volcarona Fiery Dance vs. 248 HP / 8 SpD Corviknight: 458-540 (114.7 - 135.3%) -- guaranteed OHKO
Volc can OHKO Corv as well with one Quiver Dance, but cannot safely setup due to Corv's Brave Bird.
Vs Skarmory
252 SpA Volcarona Fiery Dance vs. 252 HP / 0 SpD Skarmory: 360-426 (107.7 - 127.5%) -- guaranteed OHKO
Skarm shouldn't be a problem as Volc doesn't need a boost to OHKO.
Vs Kingambit
+1 252 SpA Volcarona Fiery Dance vs. 252 HP / 0 SpD Kingambit: 462-546 (114.3 - 135.1%) -- guaranteed OHKO
A single Quiver boost should be enough to OHKO Gambit, but at SO-5, Gambit does have around a 30% chance to OHKO Volc with Sucker Punch.
Vs Ting-Lu
+1 252 SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 284-336 (55.2 - 65.3%) -- guaranteed 2HKO after Leftovers recovery
Once again, a single Quiver Dance boost is needed, but this time to 2HKO Ting-Lu. Keep in mind that Volc can't setup on Ting-Lu though, as it threatens a 2HKO with Earthquake.
Vs Darkrai
252 SpA Volcarona Bug Buzz vs. 0 HP / 4 SpD Darkrai: 330-390 (117.4 - 138.7%) -- guaranteed OHKO
Darkrai shouldn't be an issue at all.
Vs Enamorus
252 SpA Choice Specs Enamorus Earth Power vs. 0 HP / 4 SpD Volcarona: 145-171 (46.6 - 54.9%) -- 66% chance to 2HKO
252 SpA Choice Specs Enamorus Earth Power vs. +1 0 HP / 4 SpD Volcarona: 96-114 (30.8 - 36.6%) -- 68% chance to 3HKO
+1 252 SpA Volcarona Fiery Dance vs. 0 HP / 4 SpD Enamorus: 241-285 (83.3 - 98.6%) -- guaranteed 2HKO
Volc should be able to deal with Fairy types relatively easily, with the exception of mixed I-Val
Vs Raging Bolt
+1 252 SpA Tera Ground Volcarona Tera Blast (80 BP) vs. 252 HP / 0 SpD Raging Bolt: 444-524 (97.7 - 115.4%) -- 87.5% chance to OHKO
Has to Tera Ground to effectively deal with Bolt, rendering its Thunderclap/bolt useless and eating at least 3 Draco Meteors in response
Vs Gouging Fire
+1 252 SpA Tera Ground Volcarona Tera Blast (80 BP) vs. 4 HP / 0 SpD Gouging Fire: 428-506 (121.5 - 143.7%) -- guaranteed OHKO
252 Atk Protosynthesis Gouging Fire Heat Crash (120 BP) vs. 0 HP / 0 Def Tera Ground Volcarona: 331-391 (106.4 - 125.7%) -- guaranteed OHKO
Heat Crash OHKO's even without boost, so Volc can't setup on Gouging Fire either, although it can OHKO in return if it has already setup.
Vs Archaludon
252 SpA Tera Ground Volcarona Tera Blast (80 BP) vs. 252 HP / 0 SpD Archaludon: 384-452 (100 - 117.7%) -- guaranteed OHKO
If Archaludon has no special bulk, Volc can go straight for a Tera Ground Tera Blast, in case Archaludon phases it out with Dragon Tail/Roar.

+1 252 SpA Volcarona Fiery Dance vs. 252 HP / 4 SpD Gholdengo: 434-512 (114.8 - 135.4%) -- guaranteed OHKO
Volc should be able to eat one hit from the string cheese man, and with one Quiver Dance, Volc should be able to OHKO Gholdengo with ease.
Vs Corviknight

+1 252 SpA Volcarona Fiery Dance vs. 248 HP / 8 SpD Corviknight: 458-540 (114.7 - 135.3%) -- guaranteed OHKO
Volc can OHKO Corv as well with one Quiver Dance, but cannot safely setup due to Corv's Brave Bird.
Vs Skarmory

252 SpA Volcarona Fiery Dance vs. 252 HP / 0 SpD Skarmory: 360-426 (107.7 - 127.5%) -- guaranteed OHKO
Skarm shouldn't be a problem as Volc doesn't need a boost to OHKO.
Vs Kingambit

+1 252 SpA Volcarona Fiery Dance vs. 252 HP / 0 SpD Kingambit: 462-546 (114.3 - 135.1%) -- guaranteed OHKO
A single Quiver boost should be enough to OHKO Gambit, but at SO-5, Gambit does have around a 30% chance to OHKO Volc with Sucker Punch.
Vs Ting-Lu

+1 252 SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 284-336 (55.2 - 65.3%) -- guaranteed 2HKO after Leftovers recovery
Once again, a single Quiver Dance boost is needed, but this time to 2HKO Ting-Lu. Keep in mind that Volc can't setup on Ting-Lu though, as it threatens a 2HKO with Earthquake.
Vs Darkrai

252 SpA Volcarona Bug Buzz vs. 0 HP / 4 SpD Darkrai: 330-390 (117.4 - 138.7%) -- guaranteed OHKO
Darkrai shouldn't be an issue at all.
Vs Enamorus

252 SpA Choice Specs Enamorus Earth Power vs. 0 HP / 4 SpD Volcarona: 145-171 (46.6 - 54.9%) -- 66% chance to 2HKO
252 SpA Choice Specs Enamorus Earth Power vs. +1 0 HP / 4 SpD Volcarona: 96-114 (30.8 - 36.6%) -- 68% chance to 3HKO
+1 252 SpA Volcarona Fiery Dance vs. 0 HP / 4 SpD Enamorus: 241-285 (83.3 - 98.6%) -- guaranteed 2HKO
Volc should be able to deal with Fairy types relatively easily, with the exception of mixed I-Val

Vs Raging Bolt

+1 252 SpA Tera Ground Volcarona Tera Blast (80 BP) vs. 252 HP / 0 SpD Raging Bolt: 444-524 (97.7 - 115.4%) -- 87.5% chance to OHKO
Has to Tera Ground to effectively deal with Bolt, rendering its Thunderclap/bolt useless and eating at least 3 Draco Meteors in response
Vs Gouging Fire

+1 252 SpA Tera Ground Volcarona Tera Blast (80 BP) vs. 4 HP / 0 SpD Gouging Fire: 428-506 (121.5 - 143.7%) -- guaranteed OHKO
252 Atk Protosynthesis Gouging Fire Heat Crash (120 BP) vs. 0 HP / 0 Def Tera Ground Volcarona: 331-391 (106.4 - 125.7%) -- guaranteed OHKO
Heat Crash OHKO's even without boost, so Volc can't setup on Gouging Fire either, although it can OHKO in return if it has already setup.
Vs Archaludon

252 SpA Tera Ground Volcarona Tera Blast (80 BP) vs. 252 HP / 0 SpD Archaludon: 384-452 (100 - 117.7%) -- guaranteed OHKO
If Archaludon has no special bulk, Volc can go straight for a Tera Ground Tera Blast, in case Archaludon phases it out with Dragon Tail/Roar.
Threats
This team has one incredibly large threat that became evident to me as I brought this team to 1400, where it currently is:
Zamazenta (Fighting Types)

Who would have thought that a team filled with three Dark types would have trouble with fighting types :/ The main issue is that I have three mons weak to Fighting and three neutral, and two of the neutral mons are weak to physical attacks. Unfortunately, Fighting is heavily physical leaning, with moves like Close Combat and Body Press being extremely prevalent in the current meta. Probably the worst threat for this team to face is Zamazenta, which is bulky in Def and SpDef, while also being faster than all the mons on this team with the exception of Darkrai.
Other Fighting types like Iron Valiant



0 SpA Tera Fighting Archaludon Flash Cannon vs. 0 HP / 4 SpD Zamazenta: 93-109 (28.6 - 33.5%) -- 0.2% chance to 3HKO
252 Atk Choice Band Zamazenta Close Combat vs. 252 HP / 252+ Def Tera Fighting Archaludon: 166-196 (43.2 - 51%) -- guaranteed 3HKO after Leftovers recovery
Kingambit still has Iron Head to hit Zamazenta for neutral, and it helps if Zama's Dauntless Shield had been phazed out, but typically Zama will drag one or more mons to the grave with it.
Darkrai Tera Poison can also outspeed and 2HKO Zamazenta with Sludge Bomb if it Close Combats, or 3HKO without. This matchup, similar to Tera Flying Gambit and Tera Fighting Archaludon is a coin toss. Typically, before picking which of the three to tera, I would have to consider how it might affect my other mons matchups vs the other members of the opponent's team.
To a lesser extent, another threat would be:
Ground Types





The team has two ground weaknesses in the form of Archaludon and Kingambit, but no ground resistances. This makes it difficult to take moves like Earthquake or Headlong Rush (once again, more physical moves - special Earth Power is easily eaten by Hoopa). Luckily, Archaludon and Kingambit can tera out of ground weakness, making eating Earthquakes much more bearable. Typically, I'll try to find a way to pivot Darkrai in with Scizor to hit the ground types with an Ice Beam, since




Conclusion
If you made it all the way to the end of this RMT, I would like to thank you for taking the time to read it :D This team is definitely still a work-in-progress, but I really hope to be able to make Darkrai and Hoopa-U work in a team together! As I still play in the 1400s, I hope to get some more learned opinions on this team, and am open to any suggestions for improving it. This has been: The Dark Three!
Last edited: