SV OU triple lead webs HO

This is probably a bad idea.
...I peaked, like, sub 1500, though that's more of a skill issue than anything.


The main idea in this team was to have a secondary lead in case my webs setter :galvantula: was countered - say, by :hatterene:, :cinderace:, :great_tusk: - that would be able to threaten opposing anti-leads with an immediate attack; the game plan afterwards to set up webs, weaken mons that threaten or wall :kyurem:, and then use :kyurem:'s power and bulk to sweep. Hazards stacking with three mons is really, really funny, though not quite viable.

Anyways - the team!
why did i do this

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Galvantula @ Focus Sash :Focus_Sash:
Ability: Compound Eyes
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Bug Buzz
- Thunder Wave
Our webs setter. I chose this over :ribombee: mostly for the better power with :thunder: and reliability with twave over stun spore. Not much to say here - the game plan is to throw webs out and leave. Thunder works great with compound eyes; thunder wave for a bit of momentum if they lead with a setup mon.
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Deoxys-Speed @ Focus Sash :Focus_Sash:
Ability: Pressure
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Superpower
- Taunt
- Psycho Boost
Mainly for opposing :great_tusk: leads. Rocks for the hazard stack, psycho boost for tusk and co., taunt for opposing leads (that aren't faster), and superpower for the :samurott_hisui: that, once every while, still lead into :galvantula: - though it hits most dark types in general. Once every while, a taunt -> superpower read wins against late-game :kingambit:. :focus_sash: is very nice to have (such as for the gambit case), though :life_orb: power would help against hitting dark types with a terrible attack stat. Knock off over rocks is probably better, as the team has no item removal at the moment, but because Deoxys dies so early into a game, I find that I get little value out of it - not sure if I should be aiming to keep it alive longer.
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Glimmora @ Power Herb :Power_Herb:
Ability: Toxic Debris
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mortal Spin
- Meteor Beam
- Sludge Wave
- Dazzling Gleam
The final lead. Used to set up tspikes and have immediate pressure with meteor beam; mortal spin is useful as a secondary spinner to let a slight bit of pressure off of :great_tusk:. I try to keep this alive for as long as possible - works as an alright special breaker, especially for things :gholdengo: can't hit. Dazzling gleam is chosen over earth power for better coverage against dark and dragon types; same idea for tera fairy, as I want to hit faster dragons like :dragapult: harder.

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Gholdengo @ Air Balloon :Air_Balloon:
Ability: Good as Gold
Tera Type: Water
EVs: 120 HP / 196 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Nasty Plot
- Recover
- Shadow Ball
Every hazards team needs this thing. Token spinblocker on the team; pretty standard attacking set - works as a special breaker, especially against fairies. Tera water works as a general defensive tera, resisting ground and fire; 120 HP EVs lets it live :darkrai:'s pulse and +atk :great_tusk:'s temper flare, while 192 speed lets it outspeed :zamazenta: with webs.
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Great Tusk @ Heavy-Duty Boots :Heavy_Duty_Boots:
Ability: Protosynthesis
Tera Type: Ground
EVs: 84 HP / 188 Atk / 238 Spe
Jolly Nature
- Rapid Spin
- Temper Flare
- Ice Spinner
- Headlong Rush
This guy serves as a spinner and utility mon that also happens to do some hefty damage to most mons with headlong.
Tusk is EV'd to live unboosted :gholdengo:'s rain and temper flare to 2HKO balloon :gholdengo: or OHKO on a spinblock. I don't like opposing Gholdengo much.
188 attack kills :iron_treads:; I threw the rest into speed. Unfortunately, the reduced does hurt a bit, as it can't kill defensive :landorus_therian:.

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Kyurem @ Loaded Dice :Loaded_Dice:
Ability: Pressure
Tera Type: Ground
EVs: 96 HP / 252 Atk / 48 SpA / 112 Spe
Adamant Nature
- Dragon Dance
- Icicle Spear
- Scale Shot
- Draco Meteor
The main physical breaker and sweeper. First three moves are the standard dice Kyurem set; icicle spear hits most things scale shot doesn't.
This is a set that I need a lot of help with. 96 HP allows Kyurem to live :enamorus:'s moonblast, :kingambit:'s +2 sucker, :dragapult:'s ddarts, and some other stuff I don't remember. 112 Speed was to outspeed :heavy_duty_boots: :meowscarada: and :cinderace: and unboosted :iron_valiant: at +1. I had 48 EVs left over, so I threw that into SpA and filled the last slot with draco. Maybe not the most optimal set, but I can't figure out how to get value out of webs, so there.


Threats:
There's... a lot of them.
It's pretty much 6-0'd by :walking_wake:, especially when paired with :hatterene:; I genuinely have no idea how to fix this.
Even after getting rid of wake, most sun teams still threaten this quite hard - :heavy_duty_boots: :great_tusk: in sun does 70-80% to :kyurem:.
Clear body :dragapult: poses a big threat as well - physical ddance and :choice_band: sets can be played around with sacs into tusk, and special :choice_specs:/:heavy_duty_boots: sets are pretty much dependent on my :deoxys_speed: to kill.
Walls such as unaware :clefable: and :clodsire: are annoying to deal with, albeit manageable; :gliscor: restricts play significantly, as hard switching :kyurem: risks a toxic and nothing else kills it.
:cinderace: is really annoying - there's not much counterplay I have, except switch :great_tusk: in early and hope you have enough momentum to win.
There's probably some others I can't think of right now.
Completely loses to most stall teams with a decent player - for example, there's no good way to break :dondozo: and :alomomola:, :garganacl: does significant damage on switch-in, :toxapex: nearly 6-0's this.

Help on improving this joke of a team would be very, very appreciated <3
 
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Hi as cool and innovative as this team is your really put yourself on the back foot as a hyper offense team running three leads. I think you should decide to commit to one.
Summary of each lead on your team

1. If you were to run only :glimmora: as your lead I wouldn’t run the meteor beam set. Its main goal is to get off rocks and maybe a toxic spike or two. You could run a rock polish meteor beam set but I personally wouldn’t recommend it. Glimmora can be favorable as a lead as it allows you to punish other HO with tspikes while also helping into teams that carry tspikes which was originally HO’s natural enemy. Glimmora also keeps stuff like :iron moth: from getting out of control into your offense team and sometimes forces it to tera ground.


Glimmora @ Focus Sash
Ability: Toxic Debris
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Ghost
Timid Nature
- Stealth Rock
- Mortal Spin
- Power Gem
- Earth Power

2. I’m just gonna get this out the way and say that :galvantula: is a terrible setter of webs it’s not really a bad mon in itself it’s just ou is really a harsh environment for it. Also don’t really do a good job deterring hazards or removing hazards. It’s always in :ribombee:’s shadow.

3. :deoxys speed: is a really cool lead. Used on certain hyper offense teams that like fast taunts. Matches well into :great tusk: who wants nothing to do with psycho boost.

I think you need to decide to commit to one lead and assess what they bring to the table to decide which is favorable for you and your team.

Other mons you could potentially add over the two leads would include things like :king gambit:, :darkrai: , :roaring moon:, :raging bolt: , :iron moth:, :dragonite: etc. this is a small list of what you could possibly add to your hyper offense team. I hope this insight was helpful and I will be here if you need me Goodluck.
 
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