SV OU Total Eclipse of The Heart (Finally Hit 1500)

Total Eclipse of The Heart (Banded Moon Sun)


Table of Contents
1. Pokepaste
2. Team Introduction
3. Individual Roles
4. Counterplay and Counter-Counterplay
5. Replays

1. Pokepaste: Total Eclipse of The Heart

2. Team Introduction

Recently, I was on Smogon and looking at the OU discussion. I noticed something really interesting; banded Moon. Banded Moon isn't exactly new tech, but I already used booster acro dd moon on a veil team. I was intrigued by it and I wanted to build a sun team with it.

Moon hits really hard so I added Ceruledge on the team as a setup sweeper, Torkoal to set up sun, Tusk to remove hazards and do a lot of damage when boosted by attack, I also added moth because booster speed with sub makes it a really good mon especially when spamming fiery dances, last but definitely not least I decided to use healing wish hatt.

Initially, I wanted to make this my 200th post but I hit 1500 elo so I really wanted to share this team. Also, someone please understand why the RMT is called what it's called.


3. Individual Roles

:choice band::sv/roaring moon::choice band:

Roaring Moon @ Choice Band
Ability: Protosynthesis
Tera Type: Dark
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Outrage
- Earthquake
- U-turn


Roaring Moon pretty much deletes everything in sight. Only specific mons like valiant don't get destroyed by it, but it'll still take a lot from banded eq. Moon's main role is to wallbreak and to act as a revenge killer/check to certain mons when the sun is up. Roaring Moon is more or less a click button and brutally slaughter the opposing team. Outrage may not be the best idea but it does a helluva lot of damage.
220 Atk Choice Band Roaring Moon Earthquake vs. 0 HP / 0 Def Iron Valiant: 184-217 (63.6 - 75%) -- guaranteed 2HKO
220 Atk Choice Band Roaring Moon Outrage vs. 252 HP / 252+ Def Great Tusk: 180-213 (41.4 - 49%) -- guaranteed 3HKO after Leftovers recovery
220 Atk Choice Band Roaring Moon Knock Off (97.5 BP) vs. 252 HP / 204+ Def Hatterene: 190-225 (59.7 - 70.7%) -- guaranteed 2HKO
220 Atk Choice Band Roaring Moon Knock Off (97.5 BP) vs. 248 HP / 252+ Def Corviknight: 169-201 (42.3 - 50.3%) -- 1.2% chance to 2HKO
220 Atk Choice Band Roaring Moon Outrage vs. 252 HP / 252+ Def Dondozo: 198-234 (39.2 - 46.4%) -- guaranteed 3HKO
220 Atk Choice Band Roaring Moon Earthquake vs. 252 HP / 192+ Def Toxapex: 188-222 (61.8 - 73%) -- guaranteed 2HKO after Leftovers recovery
220 Atk Choice Band Roaring Moon Outrage vs. 252 HP / 172+ Def Amoonguss: 297-351 (68.7 - 81.2%) -- guaranteed 2HKO

:focus sash: :sv/ceruledge: :focus sash:
Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Shadow Sneak
- Poltergeist

Ceruledge is this team's main set up sweeper, it doesn't usually sweep, but it can badly cripple opposing teams. The new addition of poltergeist means that it has an extremely powerful ghost stab, far stronger than shadow claw could ever dream of being. Sun boosted bitter blade can chunk gliscors that think they can wall it. Unfortunately, roaring moon's knock off and ceruledge's poltergeist don't have amazing synergy so you'll have to be careful and play around those.
252 Atk Ceruledge Bitter Blade vs. 252 HP / 172+ Def Amoonguss in Sun: 422-498 (97.6 - 115.2%) -- 87.5% chance to OHKO
252 Atk Ceruledge Bitter Blade vs. 0 HP / 0 Def Iron Valiant in Sun: 237-279 (82 - 96.5%) -- 18.8% chance to OHKO after Stealth Rock
+2 252 Atk Ceruledge Bitter Blade vs. 0 HP / 124 Def Iron Moth in Sun: 271-319 (90 - 105.9%) -- 37.5% chance to OHKO
+2 252 Atk Ceruledge Shadow Sneak vs. 0 HP / 0 Def Gholdengo: 266-314 (84.4 - 99.6%) -- 37.5% chance to OHKO after Stealth Rock
252 Atk Tera Fire Ceruledge Bitter Blade vs. 248 HP / 252+ Def Corviknight in Sun: 400-472 (100.2 - 118.2%) -- guaranteed OHKO
+2 252 Atk Tera Fire Ceruledge Bitter Blade vs. 244 HP / 252+ Def Gliscor in Sun: 352-416 (100 - 118.1%) -- guaranteed OHKO

:heat rock: :sv/torkoal: :heat rock:

Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- Rapid Spin
- Lava Plume
- Yawn

Torkoal is the sun setter of the team and 140 defense is amazing. Rocks, spin, yawn, and lava plume is good utility. Torkoal doesn't have a lot to do other than set sun, rocks, maybe yawn, spin, or lava plume. Torkoal can wall many physical attackers with it's amazing bulk and you could consider using tera dragon to use it as an emergency waterpon check, but I don't think this team is extremely threatened by waterpon, with both tera grass moth and roaring moon.
0 Atk Gliscor Earthquake vs. 248 HP / 252+ Def Torkoal: 116-140 (33.8 - 40.8%) -- guaranteed 3HKO
0 Atk Great Tusk Earthquake vs. 248 HP / 252+ Def Torkoal: 156-186 (45.4 - 54.2%) -- 43.4% chance to 2HKO
252 Atk Protosynthesis Roaring Moon Earthquake vs. 248 HP / 252+ Def Torkoal: 170-200 (49.5 - 58.3%) -- 98.8% chance to 2HKO
252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 248 HP / 252+ Def Torkoal in Sun: 104-126 (30.3 - 36.7%) -- 53.7% chance to 3HKO
8 SpA Torkoal Lava Plume vs. 0 HP / 4 SpD Gholdengo in Sun: 246-290 (78 - 92%) -- guaranteed 2HKO

:booster energy: :sv/iron moth: :booster energy:

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
- Substitute
- Fiery Dance
- Sludge Wave
- Energy Ball

Iron Moth is on the rise! Invest in moth stocks now! Moth is possibly one of the best mons on the team. Tera grass is really good into ground types, especially with the boosted energy ball. Fiery dance in sun is incredibly strong and after a few spatk boosts moth can steamroll over opposing teams with booster speed. This can also act as an emergency waterpon answer (which is apparently relevant but not really a huge threat for this team).
+1 132 SpA Iron Moth Sludge Wave vs. 248 HP / 8 SpD Pelipper: 300-354 (92.8 - 109.5%) -- 56.3% chance to OHKO
+1 132 SpA Tera Grass Iron Moth Energy Ball vs. +1 0 HP / 4 SpD Tera Water Ogerpon-Wellspring-Tera: 296-350 (98.3 - 116.2%) -- 87.5% chance to OHKO
+1 132 SpA Tera Grass Iron Moth Fiery Dance vs. 0 HP / 4 SpD Ogerpon-Cornerstone in Sun: 295-348 (98 - 115.6%) -- 87.5% chance to OHKO
132 SpA Tera Grass Iron Moth Energy Ball vs. 252 HP / 4 SpD Dondozo: 404-476 (80.1 - 94.4%) -- guaranteed 2HKO
132 SpA Tera Grass Iron Moth Energy Ball vs. 252 HP / 252+ SpD Alomomola: 326-386 (61 - 72.2%) -- guaranteed 2HKO
+2 132 SpA Tera Grass Iron Moth Fiery Dance vs. 0 HP / 0 SpD Iron Moth in Sun: 176-207 (58.4 - 68.7%) -- guaranteed 2HKO

:heavy duty boots: :sv/great tusk: :heavy duty boots:

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Ice Spinner
- Rapid Spin

Imagine tusk's stubby feet wearing boots. Anyways, now for the important things, great tusk is a powerful attacker and also provides solid utility, with protosynthesis, gliscor can be ohko'd with rocks up, which is huge since normally gliscor would just toxic tusk and then switch into something like dozo to handle it better. Many other threats and walls can be massively chunked and outright ohko'd by the combination of rocks + protosynthesis. However, tusk usually get's sacked to bring in moth or moon safely or it just spins and doesn't do much else because at the moment, tusk is not in an amazing spot due to gliscor's popularity.
252 Atk Protosynthesis Great Tusk Ice Spinner vs. 244 HP / 252+ Def Gliscor: 284-336 (80.6 - 95.4%) -- 56.3% chance to OHKO after Stealth Rock
252 Atk Protosynthesis Tera Fighting Great Tusk Close Combat vs. 248 HP / 252+ Def Corviknight: 238-282 (59.6 - 70.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Protosynthesis Tera Fighting Great Tusk Close Combat vs. 252 HP / 252+ Def Dondozo: 224-264 (44.4 - 52.3%) -- 19.1% chance to 2HKO
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 192+ Def Toxapex: 284-336 (93.4 - 110.5%) -- guaranteed OHKO after Stealth Rock
252 Atk Tera Fighting Great Tusk Close Combat vs. 248 HP / 252+ Def Pelipper: 95-112 (29.4 - 34.6%) -- guaranteed 3HKO after Stealth Rock

:eject button: :sv/hatterene: :eject button:

Hatterene @ Eject Button
Ability: Magic Bounce
Tera Type: Water
EVs: 248 HP / 116 Def / 144 Spe
Bold Nature
- Healing Wish
- Psychic
- Dazzling Gleam
- Nuzzle

Hatterene is an amazing bulky pivot, often times, if there is a gholdengo on the opposing team, hatt can easily lure the ghold and punish it with nuzzle. Healing wish is also good to have late game because if one of the main breakers like roaring moon are low, just use healing wish and moon is back to full health without status. Psychic and dgleam are good stabs. Hatterene is usually used to pivot safely into the main threats like moth or moon, but hatt is also very useful late game with healing wish, as mentioned before. Also hatt is helpful against gliscor.
0 SpA Hatterene Psychic vs. 244 HP / 12 SpD Gliscor: 159-187 (45.1 - 53.1%) -- 32% chance to 2HKO after Stealth Rock and Poison Heal
0 SpA Hatterene Dazzling Gleam vs. 0 HP / 4 SpD Iron Valiant: 338-398 (116.9 - 137.7%) -- guaranteed OHKO
0 SpA Hatterene Psychic vs. 252 HP / 64 SpD Toxapex: 180-212 (59.2 - 69.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Gholdengo Shadow Ball vs. 248 HP / 0 SpD Hatterene: 260-308 (82 - 97.1%) -- guaranteed 2HKO
+1 252 Atk Protosynthesis Roaring Moon Knock Off (97.5 BP) vs. 248 HP / 116+ Def Hatterene: 273-322 (86.1 - 101.5%) -- 12.5% chance to OHKO
+2 252 Atk Garchomp Earthquake vs. 248 HP / 116+ Def Hatterene: 276-325 (87 - 102.5%) -- 18.8% chance to OHKO

4. Counterplay and Counter-Counterplay

:sv/pelipper:

This one is obvious because of the amount of waters that rain usually has. However, if you can weaken/ko the main rain sweeper/swift swim abuser, then moth can come in clean the rest of the team with a combination of tera grass energy ball, sludge wave, and maybe fiery dance. If pelipper is ko'd early, then torkoal can come in and deny the opposing team of rain.

:sv/roaring moon:
Post-bax ban, moon has begun to be more and more popular, not only that, but it's allegedly so broken that it deserves a suspect. I agree it's pretty broken because opposing roaring moons threaten this team the most. ALSO, I'M SO HAPPY THAT FLY ME TO THE MOON IS THE SUSPECT SONG!!!! WOOOOOOOOOOO!!!!!!!!!!!!!!! Anyways, back to the important stuff. Both band and dd moon threaten this team because there isn't a lot that can check it other than tusk for the banded set. dd + acro + booster moon can easily roll over this team if torkoal doesn't yawn or get a lava plume burn, in one game I lost because of 2 lava plumes not burning.


5. Replays (Ignore how I only have a few...)
Iron Moth cooks screens team, turn 9 forfeit.
:gholdengo: :gliscor: :ninetales-alola: :great tusk: :kingambit: :manaphy:
Iron Moth can't stop sweeping!
:rillaboom: :ceruledge: :azumarill: :enamorus: :iron moth: :toedscruel:
Moon and Hatt last minute clutch.
:rillaboom: :iron moth: :ceruledge: :sneasler: :great tusk: :jirachi:
Goat Tusk makes gambit cry.
:alomomola: :slowking-galar: :kingambit: :great tusk: :cinderace: :thundurus-therian:
Just watch this insanity...
:beartic: :pelipper: :ampharos: :poliwrath: :charizard: :toedscruel:

USE THIS TEAM BEFORE MOON INEVITABLY GET'S BANNED!!!

The End
 
If Moon does get the dreaded banhammer, what are you thinking of replacing it with? I've been trying to think of a strong and fast physical breaker that would synergize with sun offense. I've got nothing so far. None of the Chlorophyll Pokémon seem good enough.
 
This is a really cool sun team! Unfortunately, the most effective sun teams kind of all look the same right now, so my rate may sound pretty boring.
I think the biggest problem is all the fire types. Gen9 building needs you to cover lots of bases, and stacking weaknesses like that is quite punishing, even for HO builds like sun teams. Like you say, I think Poltergeist Ceruledge has pretty poor synergy with CB Knock Roaring Moon (especially since it's not a one-time sweeper like BE DD RM), so I think Ceruledge is pretty easy to replace w/something else.

I hate to be a total sheep but Walking Wake is WAY too good under sun to not use. Walking Wake > Ceruledge because when you hit U-turn with your CB Moon as your opponent switches into their Great Tusk/Gliscor, you want something that hits hard af to immediately force that bulky ground out. Iron Moth is the closest one that fills that role currently, and that is a pretty shaky prospect as Booster Energy only activates once and the opposition could decide to tera water/dragon their gliscor, live the fiery dance, ohko ur moth with eq, and give the rest of your team a very very hard time. In general, U-turn CB Moon-->Specs WW is a very difficult line of attack for basically every single team to contain, you gotta abuse it.

I also hate to totally fearmonger about gliscor but it is honestly one of sun's toughest matchups. With protect stalling out sun turns and scouting all your most threatening attackers, it it surprisingly annoying to play around, and I haven't even started whining about Spikes yet. Gliscor has positive matchups against both Torkoal and Great Tusk (although proto atk Ice Spinner is very nice), and even after hatt gets eject button'd out by eq, there's no solid mon to take advantage of gliscor, because while WW does force it out, it is protect scouted and its damage is contained. This may be a strange change to suggest, but I would give Air Balloon>Booster Energy a try on Iron Moth. This gives you a clean Gliscor abuser which not only is immune to toxic+eq but can also sub on protect and punish teams from there. I would also recommend Tera Blast Ground > Energy Ball to more independently punish teams to the fullest with this sub on gliscor.

Some minor adjustments:
Tera Steel > Tera Fighting on Great Tusk, the lineup of current nukes you've got don't need much help, I'd rather have an emergency defensive check for stuff like opposing RM or eat a moonblast or smth.
Flamethrower > Lava Plume on Torkoal is actually quite important for breaking dragapult's sub, which can otherwise be a menace to sun teams. Don't want to give it any free turns!
Iron Head > Outrage on Roaring Moon, imo it's quite important to actually revenge kill Iron Valiant cleanly, and I think Knock Off or U-turn are such solid progress makers that I rarely think Outrage is worth the moveslot.

Here's a pokepaste with my edits: https://pokepast.es/d4714d0c55ae3dfe
Hope the team works better, good luck!
 
I also hate to totally fearmonger about gliscor but it is honestly one of sun's toughest matchups. With protect stalling out sun turns and scouting all your most threatening attackers, it it surprisingly annoying to play around, and I haven't even started whining about Spikes yet. Gliscor has positive matchups against both Torkoal and Great Tusk (although proto atk Ice Spinner is very nice), and even after hatt gets eject button'd out by eq, there's no solid mon to take advantage of gliscor, because while WW does force it out, it is protect scouted and its damage is contained. This may be a strange change to suggest, but I would give Air Balloon>Booster Energy a try on Iron Moth. This gives you a clean Gliscor abuser which not only is immune to toxic+eq but can also sub on protect and punish teams from there. I would also recommend Tera Blast Ground > Energy Ball to more independently punish teams to the fullest with this sub on gliscor.
Yeah, I definitely had a hard time with gliscor, but idk if balloon moth is better or not. I might give it a try later, but booster matches up better into non-stall/balance. Aside from that, I think everything else looks good and I'll try it when I have some time. I really appreciate the help and feedback!
 
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