Hey everyone, Birdbrain103 here. I normally don't post in this forum but I decided to give it a shot with my first ever RMT.
I used to be big into SS OU before coming back to SV OU temporarily before finally settling in SV NU. Even if I do sometimes leave I love coming back to this tier and making mons that are normally immediately disregarded work. Today we'll be covering the potency of
all the way in ZU inside of NU.
Origins:
I came across the idea of using
after jokingly suggesting an Assault Vest
in the SV NU discord server. The reception wasn't good but something caught my eye in someone suggesting
as an alternative ground type rapid spinner that can actually defeat the
menace. Not wasting much time, the next day I immediately began theorizing the potency, if any
had. After a couple revisions I finally ended up with this team.
As of writing this, the team is currently on a 26-4 Run overall at 1453 ELO, and went 11-0 after a small break and the addition of Protective Pads to
. As of right now I believe this is the best the team can perform without making a larger change like switch out a team member and I am satisfied to write about it as of now.
Toedscruel Priority Balance


is not exactly what one would think of an NU caliber Pokemon seeing its current tiering but it plays a crucial role on the team. For starters, it has a great match up into common
switch-ins such as
,
, and
. Leftovers are the item of choice here to maximize longetivity and max HP and special defensive investment make it a beast at taking not only Draco Meteors from
, but also up to super effective Fire Blasts or Hurricanes from top threats like
and
. This sheer bulk allow
to take one for the team and trade large amounts of health for a crucial toxic on top threats while bullying top steel types that Ambipom often lures in and pivots on. Additionally, the ability for
to roadblock opposing
gives your own
more freedom instead of having to trade huge chunks of health which happens in many tour games where two Duraludon are forced to click Draco Meteor on eachother. Finally, Toedscruel serves as natural synergy to
and
being able to punish a mutual threat in
by volt blocking it and forcing it out with threat of Toxic.

is among the most important members on the team and despite being frail it more than makes up for it with strong offense destroying priority and great utility moves. Protective pads are the item of choice as
would ruin its day otherwise with paralysis. Many games I have played have ended up with Ambipom as the only mon remaining when it comes to repeated uses of Fake Out to lock out games and in most matchups you definitely want to save it. Additionally, don't be afraid to unleash a tera ice boosted Triple Axel if needed given its great base power combined with technician, and the choice to tera it has definitely won me games. There is an option to opt for a tera type of normal and Double Hit to further boost its power but Triple Axel has been much appreciated in dealing with some setters
can't pressure such as
and threaten
hard.

This set may be the most standard
set ever but it always gets the job done on this team. Here it acts as a strong tank that can both dish out and deal damage against huge threats like
,
,
,
and many more. Roar allows
to disrupt the momentum of offensive teams trying to set up even if it has already used Draco Meteor and Stealth Rocks are a hazard you cannot go without. Tera Fairy is the tera of choice in giving an emergency fighting resistances against the many strong fighting types in the tier while giving a neutrality to ground against something like an endgame Dragon Dance
. Dragon Tail is also another option but Roar is just more consistent and doesn't have you roll the dice for a crucial phaze in the end game and allows you to phaze away Vaporeon from their healing. If you can, also a great recipient of receiving a wish from
given its amazing defensive profile that puts pressure on your opponents team and reverses their progress.

This set is also quite standard but
also gets the job done here quite well acting as secondary speed control complementing
and punishing the threat of tera steel in the end game to deal with
. Definitely be mindful of letting
take hits when over extending or trading down as the last thing you want is to lack a
or have a
that gets picked off by the smallest bit of priority, recoil, or Rocky Helmet. Roost is used as a 4th slot option when healing is necessariy. The most common scenario for this move to be used is after getting knocked off by
but it can also happen if you need
to eat a few hits from
. Tera Fighting is here to get an extra bit of power, much appreciated against teams in the end game. Also, you can leverage its 4x bug resistance on predicted u-turns to keep the momentum but this can be risky.

Here,
plays the role of both devastating, Adaptability boosted water damage and also strong priority while having great typing. Psychic Fangs is the 4th move of choice here to call out
and
. In many matchups this will be one of the most important members on the team unless your opponent is carrying strong water resists and immunities and even then you can leverage its good defensive typing to take hits and force in predictable answers your other members can take advantage of.
also appreciates the ability for
to lure in and toxic opposing
and
to open up it up late game. Finally, it is good to keep in mind a healthy
can trade into almost anything that doesn't resist water so if your opponent has a threat in the back such as a
or other slow wincon it is a good idea to have
in your back pocket just in case you need a Wave Crash to wrap up the game.

Finally,
ties the team together in being both a cleric and a win condition in itself with the standard set. Poison is the tera type of choice over steel in order to keep a fighting resist against the dreaded Flamigo while also giving a poison immunity. Sylveon's fairy typing and strong fairy damage can pressure many offense teams and act as a strong check to the dreaded dragon dance
,
, and many other threats while boasting a great special defense stat to take neutral hits from threats like
and
. While wishing is good it may not always be possible to pass it to a teammate if the opponent is exerting heavy pressure so do make good decisions on when and where to pass. Do note that trying to 1v1 a
is not advisable given the possibility of a devastating psyshock and psychic noise denying you of healing while they can heal.
Replays:
Thank you for reading, I didn't expect to find success in another rapid spinner in the rapid spin starved enviorment that is SV NU but I'm glad I did and I'll be looking forward to making RMTs in the future.
I used to be big into SS OU before coming back to SV OU temporarily before finally settling in SV NU. Even if I do sometimes leave I love coming back to this tier and making mons that are normally immediately disregarded work. Today we'll be covering the potency of
Origins:
I came across the idea of using
As of writing this, the team is currently on a 26-4 Run overall at 1453 ELO, and went 11-0 after a small break and the addition of Protective Pads to
Toedscruel Priority Balance
Toedscruel @ Leftovers
Ability: Mycelium Might
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Knock Off
- Toxic
- Earth Power
- Rapid Spin
Ability: Mycelium Might
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Knock Off
- Toxic
- Earth Power
- Rapid Spin
252 SpA Chandelure Fire Blast vs. 252 HP / 252+ SpD Toedscruel: 248-294 (68.1 - 80.7%) -- guaranteed 2HKO
252 SpA Articuno-Galar Hurricane vs. 252 HP / 252+ SpD Toedscruel: 222-264 (60.9 - 72.5%) -- guaranteed 2HKO
96+ SpA Duraludon Draco Meteor vs. 252 HP / 252+ SpD Toedscruel: 124-147 (34 - 40.3%) -- guaranteed 3HKO
252 SpA Articuno-Galar Hurricane vs. 252 HP / 252+ SpD Toedscruel: 222-264 (60.9 - 72.5%) -- guaranteed 2HKO
96+ SpA Duraludon Draco Meteor vs. 252 HP / 252+ SpD Toedscruel: 124-147 (34 - 40.3%) -- guaranteed 3HKO
Ambipom @ Protective Pads
Ability: Technician
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- U-turn
- Knock Off
- Triple Axel
Ability: Technician
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- U-turn
- Knock Off
- Triple Axel
Duraludon @ Eviolite
Ability: Heavy Metal
Tera Type: Fairy
EVs: 160 HP / 96 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Draco Meteor
- Roar
- Stealth Rock
Ability: Heavy Metal
Tera Type: Fairy
EVs: 160 HP / 96 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Draco Meteor
- Roar
- Stealth Rock
Flamigo @ Choice Scarf
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Roost
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Roost
Basculegion (M) @ Choice Band
Ability: Adaptability
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wave Crash
- Flip Turn
- Aqua Jet
- Psychic Fangs
Ability: Adaptability
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wave Crash
- Flip Turn
- Aqua Jet
- Psychic Fangs
Sylveon @ Leftovers
Ability: Pixilate
Tera Type: Poison
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Calm Mind
- Hyper Voice
Ability: Pixilate
Tera Type: Poison
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Calm Mind
- Hyper Voice
Replays:
Thank you for reading, I didn't expect to find success in another rapid spinner in the rapid spin starved enviorment that is SV NU but I'm glad I did and I'll be looking forward to making RMTs in the future.
Attachments
Last edited: