Basically wanted to have a simple team structure, 1 Lead (trap setter), 2 defensive pivots, 2 fast offensive mons and a setup sweeper.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Stealth Rock
- Mortal Spin
- Power Gem
Rocks/T Debris setter and lead for the team. I didn't really gel with Great Tusk when I tried it, so this looked like the next best option. Decent offenses, +Spe makes it faster than non-speed boosting nature Great Tusk and Iron Treads (helps sometimes because it 2HKOs Iron Treads with Earth Power). Ghost Tera to block Rapid Spin. Power gem at least gives neutral against most mons, and Focus Sash is important because of Great Tusk and Iron Treads EQ.
Dragapult @ Choice Band
Ability: Infiltrator
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- U-turn
- Tera Blast
- Sucker Punch
1st fast offensive mon. Tera Ghost for ghost STAB. Choice band for heavy damage. Sucker Punch for priority. +Spe Nature to outspeed other Pults. I just really like Dragapult, and it fit what I wanted perfectly: a fast mon with decent offence. Honestly feel like this is the most replaceable mon of the team, but it does its job perfectly.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Tera Blast
2nd fast heavy hitter. Choice Scarf makes it exactly as fast as +Spe Dragapult, which people often don't run. As Pult the second fastest mon in OU (after Deoxys-Speed), I thought it would be better to make it +Atk nature instead of +Spe. Tera Ice because it covers all other resistances (except Water). Also helps in confusing most players cause they think its a trap setter, so they taunt (happens more times than I remember).
Slowking-Galar @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 248 Def / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Chilly Reception
- Sludge Bomb
- Thunder Wave
1st Pivot mon. Psyshock instead of Future Sight because FS to easy to handle with Kingambit, which is on basically every team. Sludge Bomb for Fairies. Didn't really think about the EV distribution between Def and SpDef, just wanted to make both of them equal. I am a bit unsure so as to whether or not I should invest in SpA or not, so I just gave it a +SpA nature. Unsure between Thunder Wave and Surf as 2 of my mons are already very fast, so speed control isn't as required I feel. Other alternative is using Surf, which helps to cover many of the deficiencies.
Kingambit @ Leftovers
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kowtow Cleave
- Iron Head
- Sucker Punch
- Swords Dance
Setup Sweeper, standard KG set. I think its needed for endgame cleanups, and this is the best setup mon currently. +Spe nature to outspeed other KG. I am unsure about running Leftovers or Black Glasses here, the extra bulk with Leftovers is nice but hasn't really come helped much. Also thinking about using Low Kick to win against other Kingambits.
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 6 Def / 252 SpD
Bold Nature
- Flip Turn
- Wish
- Protect
- Scald
2nd defensive pivot mon and the main healer. Makes it comparatively easier to take care of physical mons and give it a burn. Rocky Helmet for additional chip. Not sure to invest in Def or SpDef, current investment in SpDef is because that is its weak link. +Def to compensate for it. Standard Mola moveset, a healer is pretty important for my team because 3 of them are pretty frail, and having a bulky water type is honestly great for the team.
The problem I'm facing is that this team is too weak to physically defensive mons, especially Dondozo, Alomomola, Skarmory and Corvi. Want to have a SpA mon in here but I'm unsure on which one to replace, since they all have been V.V. useful till now. Any suggestions would be greatly appreciated.
PokePaste link: https://pokepast.es/8d9ece0b06936426
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Stealth Rock
- Mortal Spin
- Power Gem
Rocks/T Debris setter and lead for the team. I didn't really gel with Great Tusk when I tried it, so this looked like the next best option. Decent offenses, +Spe makes it faster than non-speed boosting nature Great Tusk and Iron Treads (helps sometimes because it 2HKOs Iron Treads with Earth Power). Ghost Tera to block Rapid Spin. Power gem at least gives neutral against most mons, and Focus Sash is important because of Great Tusk and Iron Treads EQ.


Dragapult @ Choice Band
Ability: Infiltrator
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- U-turn
- Tera Blast
- Sucker Punch
1st fast offensive mon. Tera Ghost for ghost STAB. Choice band for heavy damage. Sucker Punch for priority. +Spe Nature to outspeed other Pults. I just really like Dragapult, and it fit what I wanted perfectly: a fast mon with decent offence. Honestly feel like this is the most replaceable mon of the team, but it does its job perfectly.


Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Tera Blast
2nd fast heavy hitter. Choice Scarf makes it exactly as fast as +Spe Dragapult, which people often don't run. As Pult the second fastest mon in OU (after Deoxys-Speed), I thought it would be better to make it +Atk nature instead of +Spe. Tera Ice because it covers all other resistances (except Water). Also helps in confusing most players cause they think its a trap setter, so they taunt (happens more times than I remember).


Slowking-Galar @ Leftovers
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 248 Def / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Chilly Reception
- Sludge Bomb
- Thunder Wave
1st Pivot mon. Psyshock instead of Future Sight because FS to easy to handle with Kingambit, which is on basically every team. Sludge Bomb for Fairies. Didn't really think about the EV distribution between Def and SpDef, just wanted to make both of them equal. I am a bit unsure so as to whether or not I should invest in SpA or not, so I just gave it a +SpA nature. Unsure between Thunder Wave and Surf as 2 of my mons are already very fast, so speed control isn't as required I feel. Other alternative is using Surf, which helps to cover many of the deficiencies.


Kingambit @ Leftovers
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kowtow Cleave
- Iron Head
- Sucker Punch
- Swords Dance
Setup Sweeper, standard KG set. I think its needed for endgame cleanups, and this is the best setup mon currently. +Spe nature to outspeed other KG. I am unsure about running Leftovers or Black Glasses here, the extra bulk with Leftovers is nice but hasn't really come helped much. Also thinking about using Low Kick to win against other Kingambits.


Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 6 Def / 252 SpD
Bold Nature
- Flip Turn
- Wish
- Protect
- Scald
2nd defensive pivot mon and the main healer. Makes it comparatively easier to take care of physical mons and give it a burn. Rocky Helmet for additional chip. Not sure to invest in Def or SpDef, current investment in SpDef is because that is its weak link. +Def to compensate for it. Standard Mola moveset, a healer is pretty important for my team because 3 of them are pretty frail, and having a bulky water type is honestly great for the team.
The problem I'm facing is that this team is too weak to physically defensive mons, especially Dondozo, Alomomola, Skarmory and Corvi. Want to have a SpA mon in here but I'm unsure on which one to replace, since they all have been V.V. useful till now. Any suggestions would be greatly appreciated.
PokePaste link: https://pokepast.es/8d9ece0b06936426
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