First of all, why am I posting a RMT although i am not a good player nor have I reached any notible peak with this team. I am posting this because its the first time since using Pinkacross' genius Thundy-T balance team that I am feeling comfortable playing this gens OU Tier. I have not had any fun playing "normal" non-cheesy teams since DLC 1 came out. I don't really know what I could accomplish using this team more often. ATM I am in the mid 1300s with this team using an alt account, but I don't really have time to play any games at the moment, because I wrote and will be writing multiple exams which are important for my graduation. OK, that's it with me talking about how shit I am.
MamoGOAT (Mamoswine) (F) @ Assault Vest
Ability: Oblivious
Tera Type: Ghost
EVs: 248 Atk / 28 SpD / 232 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Earthquake
This thing is so good. Although it has a typing that isn't the best defensively it can act as an emergency check to many things. Tera Ghost is mainly for blocking Dnites Espeed and as an emergence spin blocker. I chose AV as an item to act as an offensive Raging Bolt/Heatran and Gliscor check. With full HP its also good against special Enamorus and to finish off no cc Great Tusks. This spread lives a 5 allies fainted Black Glasses boosted Sucker Punch and can heavily chip Gambit for remaining teammates. The speed is for outspeeding max. speed timid Heatran, it also outspeeds many of the slower Landos in the tier. The spdef is for living a proto special attack boosted draco meteor from Raging Bolt while koing with eq into shard or baiting tera. IMO Oblivious is better than Thick fat because I already have 2 fire resists and 2 teras to tera to an ice resist.
Dragapult (F) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Will-O-Wisp
- Dragon Darts
- Hex
- U-turn
I love Dragapult's versatility. First this was the Choice Band set from the Double Dragon Balance team from N ™, but i felt like this set gave my team a better defensive backbone. This set allows for crippling physical attackers (!still, Pult is not bulky), powering up its' own damage through wisp and pivoting without the risk of a choice lock getting exploited. Max. speed is a must have for Pult mirrors and Zamazenta, attack and special attack evs were copypasted from Calcdex' sample set and chosen over max. special attack to hit special sponges like Clodsire a bit harder. All in all, amazing utility mon and always a bit of a guessing game for the opponent which set it is.
Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Draco Meteor
- Earth Power
Like I said, there was a bit of an inspiration from Double Dragon Balance, I really liked the Dragapult Kyurem duo being able to punch holes through your opponent's fat mons. Choice Specs were chosen for immediate power, I think this is necessary because I have already weakened Pult and I need something for instant heavy damage. I really like the boots mixed DD set but i think on a team with no other AoA mons specs is just better overall. In the first version of the team I ran Blizzard over Meteor because I still had a CR Glowking on the team but later replaced it with the next mon. Against Raging Bolt always click Ice Beam (only if they still have tera), it is not worth it risking a tera fairy for a bit of extra damage.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Mystical Fire
- Psyshock
At first, this was a specially defensive Glowking with CR for Mamoswine's physical bulk and Kyurem's specs Blizzards, then it was an AV Hatterene, but I ultimately settled on CM max HP Hatt. Magic Bounce is useful to deny hazards, which are not liked by my team because I have only 1 boots mon and throw status moves like Toxics or T-Waves back. Hatterene can clear whole games if it gets 1 or 2 CMs and the right resists removed by its' teammates. CM is self explanatory, Draining Kiss was chosen for reliable amounts of recovery, Psyshock to break otherwise annoying special walls like Glowking, the pink Blobs or Clodsire while Mystical Fire is for hitting steels like Gholdengo or tera steel mons. I have 1 concern with Hatt and that is that I don't know whether tera steel or water is better, here I have opted for Water for the weather mu.
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Roost
- Spikes
I think that Skarmory fully outclasses Corviknight this gen, it has a better defense stat, can better end games against physical mons and provides better hazard support with the possibilities of Spikes, SR, Defog and Whirlwind. In my team it functions as the knock off absorber, a physical wall and a game ender. Tera Dragon to resist fire and water, have a slightly easier time on walling physical weather sweapers and generally dragon having many resists. ID Press is for ending games if the opponent has only physical attackers remaining and it's also slightly useful for burning pp against stall teams. Roost is just for reliable recovery and spikes to have a hazard to slowly whittle teams down.
Roaring Moon @ Clear Amulet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Earthquake/Taunt
- Iron Head
Originally this was a standard Booster Attack Acrobatics set but after being annoyed that Moon is itemless after switching out I got the idea of using tera steel Clear Amulet. Tera steel is useful for turning the matchups on Fairys and just being the generaly best defensive type. Clear Amulet is a really nice pick, you are not affected by webs nor by Lando's intimidate while having a permannt useful item. Jolly over Adamant to outspeed and OHKO Valiant after 1 DD and generally just have a better speed tier. Knock is Moon's best move, EQ is an amazing strong move and iron head becomes a powerful STAB weapon against Fairys. Taunt is another good option for a better mu against fatter teams. I also thought of using Lum Berry but think Amulet is better overall.
Threats:
Sun:
We have no special wall on this team, this means Walking Wake is going to take kills, you really need to position your dragons good and try to get off a DD with Moon. Remove Torkoal/Ninetails at all costs.
Rain:
Skewda + another rain sweaper are really threatning because most the time Skarm can't handle them alone, again try to get 1 or 2 DDs at the right time, try to enter the turn rain ends to get 1 DD on the Pelipper switch and 1 DD on Pelippers U-turn.
My knowledge is not good enough to identify clear, single threats, after the many times stopping and starting playing again but here are some mons I had problems with.
Kingambit after Skarm and Moon are gone:
If it gets an SD it's just a Sucker Punch guessing game at that moment.
The industry Raging Bolt set, thank god no one knows:
Although it lacks the power of the modest variant, after one CM and tera it can be a disaster if it's not stopped by Mamoswine.
Roar ID Press Zamazenta:
You must burn it with Pult, if it's the last mon and you kept Skarm relatively healthy it shouldn't be a problem. If it's in the midgame and it is tera fire and you mispredict you are done for.
Smaller Threat:
Webs:
Don't lose you web immune mons to early, Pult's pivoting and Moon's DDs are key for breaking Webs.
Thanks to:
Mamoswine: He is him.
Pinkacross: The Thundy-T balance team was one of the reasons I kept playing Smogon Singles and didn't quit playing competitive singles completly in favor of VGC and his Game Rage video showing me that I should see Pokemon as something relaxing and not a task waiting to be fulfilled. I put too much pressure on myself to do well at the game that I couldn't enjoy just playing a short round of OU while talking with friends or between two tasks at home. I just learned enjoying Pokemon without a damage calculator again.
The PS! servers for crashing: I came up with the idea of triple dragon offense while being able to think what I want to play instead of just thinking, I must play, I need a team I can win the most games with.
This was my first RMT ever and, I think, my first post on Smogon at all, I hope it's readable and thank you to the Pokemon Community. I've probably written way too much detailed shit, but whatever.
MamoGOAT (Mamoswine) (F) @ Assault Vest
Ability: Oblivious
Tera Type: Ghost
EVs: 248 Atk / 28 SpD / 232 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Earthquake
This thing is so good. Although it has a typing that isn't the best defensively it can act as an emergency check to many things. Tera Ghost is mainly for blocking Dnites Espeed and as an emergence spin blocker. I chose AV as an item to act as an offensive Raging Bolt/Heatran and Gliscor check. With full HP its also good against special Enamorus and to finish off no cc Great Tusks. This spread lives a 5 allies fainted Black Glasses boosted Sucker Punch and can heavily chip Gambit for remaining teammates. The speed is for outspeeding max. speed timid Heatran, it also outspeeds many of the slower Landos in the tier. The spdef is for living a proto special attack boosted draco meteor from Raging Bolt while koing with eq into shard or baiting tera. IMO Oblivious is better than Thick fat because I already have 2 fire resists and 2 teras to tera to an ice resist.
Dragapult (F) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Will-O-Wisp
- Dragon Darts
- Hex
- U-turn
I love Dragapult's versatility. First this was the Choice Band set from the Double Dragon Balance team from N ™, but i felt like this set gave my team a better defensive backbone. This set allows for crippling physical attackers (!still, Pult is not bulky), powering up its' own damage through wisp and pivoting without the risk of a choice lock getting exploited. Max. speed is a must have for Pult mirrors and Zamazenta, attack and special attack evs were copypasted from Calcdex' sample set and chosen over max. special attack to hit special sponges like Clodsire a bit harder. All in all, amazing utility mon and always a bit of a guessing game for the opponent which set it is.
Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Draco Meteor
- Earth Power
Like I said, there was a bit of an inspiration from Double Dragon Balance, I really liked the Dragapult Kyurem duo being able to punch holes through your opponent's fat mons. Choice Specs were chosen for immediate power, I think this is necessary because I have already weakened Pult and I need something for instant heavy damage. I really like the boots mixed DD set but i think on a team with no other AoA mons specs is just better overall. In the first version of the team I ran Blizzard over Meteor because I still had a CR Glowking on the team but later replaced it with the next mon. Against Raging Bolt always click Ice Beam (only if they still have tera), it is not worth it risking a tera fairy for a bit of extra damage.
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Mystical Fire
- Psyshock
At first, this was a specially defensive Glowking with CR for Mamoswine's physical bulk and Kyurem's specs Blizzards, then it was an AV Hatterene, but I ultimately settled on CM max HP Hatt. Magic Bounce is useful to deny hazards, which are not liked by my team because I have only 1 boots mon and throw status moves like Toxics or T-Waves back. Hatterene can clear whole games if it gets 1 or 2 CMs and the right resists removed by its' teammates. CM is self explanatory, Draining Kiss was chosen for reliable amounts of recovery, Psyshock to break otherwise annoying special walls like Glowking, the pink Blobs or Clodsire while Mystical Fire is for hitting steels like Gholdengo or tera steel mons. I have 1 concern with Hatt and that is that I don't know whether tera steel or water is better, here I have opted for Water for the weather mu.
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Roost
- Spikes
I think that Skarmory fully outclasses Corviknight this gen, it has a better defense stat, can better end games against physical mons and provides better hazard support with the possibilities of Spikes, SR, Defog and Whirlwind. In my team it functions as the knock off absorber, a physical wall and a game ender. Tera Dragon to resist fire and water, have a slightly easier time on walling physical weather sweapers and generally dragon having many resists. ID Press is for ending games if the opponent has only physical attackers remaining and it's also slightly useful for burning pp against stall teams. Roost is just for reliable recovery and spikes to have a hazard to slowly whittle teams down.
Roaring Moon @ Clear Amulet
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Earthquake/Taunt
- Iron Head
Originally this was a standard Booster Attack Acrobatics set but after being annoyed that Moon is itemless after switching out I got the idea of using tera steel Clear Amulet. Tera steel is useful for turning the matchups on Fairys and just being the generaly best defensive type. Clear Amulet is a really nice pick, you are not affected by webs nor by Lando's intimidate while having a permannt useful item. Jolly over Adamant to outspeed and OHKO Valiant after 1 DD and generally just have a better speed tier. Knock is Moon's best move, EQ is an amazing strong move and iron head becomes a powerful STAB weapon against Fairys. Taunt is another good option for a better mu against fatter teams. I also thought of using Lum Berry but think Amulet is better overall.
Threats:
Sun:
We have no special wall on this team, this means Walking Wake is going to take kills, you really need to position your dragons good and try to get off a DD with Moon. Remove Torkoal/Ninetails at all costs.
Rain:
Skewda + another rain sweaper are really threatning because most the time Skarm can't handle them alone, again try to get 1 or 2 DDs at the right time, try to enter the turn rain ends to get 1 DD on the Pelipper switch and 1 DD on Pelippers U-turn.
My knowledge is not good enough to identify clear, single threats, after the many times stopping and starting playing again but here are some mons I had problems with.
Kingambit after Skarm and Moon are gone:
If it gets an SD it's just a Sucker Punch guessing game at that moment.
The industry Raging Bolt set, thank god no one knows:
Although it lacks the power of the modest variant, after one CM and tera it can be a disaster if it's not stopped by Mamoswine.
Roar ID Press Zamazenta:
You must burn it with Pult, if it's the last mon and you kept Skarm relatively healthy it shouldn't be a problem. If it's in the midgame and it is tera fire and you mispredict you are done for.
Smaller Threat:
Webs:
Don't lose you web immune mons to early, Pult's pivoting and Moon's DDs are key for breaking Webs.
Thanks to:
Mamoswine: He is him.
Pinkacross: The Thundy-T balance team was one of the reasons I kept playing Smogon Singles and didn't quit playing competitive singles completly in favor of VGC and his Game Rage video showing me that I should see Pokemon as something relaxing and not a task waiting to be fulfilled. I put too much pressure on myself to do well at the game that I couldn't enjoy just playing a short round of OU while talking with friends or between two tasks at home. I just learned enjoying Pokemon without a damage calculator again.
The PS! servers for crashing: I came up with the idea of triple dragon offense while being able to think what I want to play instead of just thinking, I must play, I need a team I can win the most games with.
This was my first RMT ever and, I think, my first post on Smogon at all, I hope it's readable and thank you to the Pokemon Community. I've probably written way too much detailed shit, but whatever.