SV UU UU Conkeldurr Guts Tera Normal Facade

Just to defuse, I'm a beginner showdown player, I've started playing showdown yesterday because I was tired of nuzlockes and wanted to play with my goat slowking, therefore I choose UU. I'm sorry if my way of explaining is confusing I'm not really familiar with the terms.

TITO (Slowking) @ Assault Vest
Ability: Regenerator
Shiny: Yes
Tera Type: Fighting
EVs: 92 Def / 164 SpA / 252 SpD
Bold Nature
IVs: 0 Atk
- Fire Blast
- Scald
- Psychic
- Focus Blast

Firstly, Slowking, he serves as a pivot for special foes and he can punish threatening mons such as Hydrapple, Arcanine Hisui, Greninja, Incineroar. I didn't gave him nasty plot or chilly reception because I wanted him to become a special wall with the assault vest.

Hydrapple @ Leftovers
Ability: Regenerator
Shiny: Yes
Tera Type: Steel
EVs: 252 Def / 180 SpA / 76 Spe
IVs: 0 Atk
- Nasty Plot
- Fickle Beam
- Giga Drain
- Earth Power

Then, Hydrapple serves as a defense pivot too. He can deal a lot of damage if he manages to nasty plot once and proc fickle beam's side effect. I also gave him the leftovers because I really want him to stay alive for a long time. The only thing he fears are sneaky Ice beams tho :(

Thundurus-Therian @ Wise Glasses
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Tera Blast
- Volt Switch
- Nasty Plot

Thundurus Therian is a glass canon, he's meant to get chip damage on special tanks, such as slowking. Once the ennemy's team misses a counter for him, I can Nasty Plot and one shot everything. (ideally)

Sandy Shocks @ Booster Energy
Ability: Protosynthesis
Tera Type: Ghost
EVs: 104 HP / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Earth Power
- Thunderbolt

Sandy Shocks is a lead to my team, tough I'm kinda unsure if he's actually good against other popular UU leads, his polyvalent typing does the job for low ladder. His ghost tera can surprise incongruous leads.

Conkeldurr @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Facade
- Knock Off
- Mach Punch

Now here's the main threat of the team, there's not really anything to say here, it's easy to bait fairy attacks on this guy then you just click tera and wipe the floor with facade.

Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

Finally, Heatran, I don't really know if he's good but he look's like it.

I'm a very beginner please be kind, some sets were edited from actual smogon sets.
 
Probably the two biggest things I find with this team, is first the lack of speed control/a fast mon or scarfer, I feel like going choice scarf on thundurus could be beneficial otherwise faster threats like ogerpon-cornerstone, greninja and tornadus-t can quite easily tear through your team, and second is a lack of hazard control. Every mon on your team is weak to entry hazards and you have no way to remove or control them, going heavy duty boots on hydrapple, sandy shocks and heatran maybe (tho air balloon works fine), and potentially going something like excadrill over sandy shocks (preferably) or heatran to better deal with hazards with spin, or defog mandibuzz over either mon.

Other more minor problems are that on nasty plot thundurus-t, items like heavy duty boots or maybe sitrus berry are more effective, as well as volt switch on nasty plots sets being iffy over better coverage options like focus blast. Next, I think slowking would love to have future sight on this build, and preferably with heavy duty boots and chilly reception to pivot better as it functions fine as a raw special wall even without it, whilst future sight forms a potent offensive combination with conkeldurr, as when paired with fighting stabs like close combat (could be a better option then drain punch) it can tear through the common walls to conkeldurr, namely toxapex, whilst knock off can threaten the psychics and fighitng stab can threaten the steels and darks that want to switch into the future sight. Finally, heatran does not like solar beam at all, it would rather have stealth rocks, substitute or other options, the two turn charge makes it exploitable offensively and defensively. Further, the ev spread is better refined to be bulky to take hits, instead relying on Conkeldurr, Thundurus and Slowking as your breaking core, with hydrapple having addition pressure to sweep. It would be best used physically defensive as your team has some major issues with lokix (which is also helped by the addition of a defensive mandibuzz over sandy shocks). Other then that, the team looks good!
 
Probably the two biggest things I find with this team, is first the lack of speed control/a fast mon or scarfer, I feel like going choice scarf on thundurus could be beneficial otherwise faster threats like ogerpon-cornerstone, greninja and tornadus-t can quite easily tear through your team, and second is a lack of hazard control. Every mon on your team is weak to entry hazards and you have no way to remove or control them, going heavy duty boots on hydrapple, sandy shocks and heatran maybe (tho air balloon works fine), and potentially going something like excadrill over sandy shocks (preferably) or heatran to better deal with hazards with spin, or defog mandibuzz over either mon.

Other more minor problems are that on nasty plot thundurus-t, items like heavy duty boots or maybe sitrus berry are more effective, as well as volt switch on nasty plots sets being iffy over better coverage options like focus blast. Next, I think slowking would love to have future sight on this build, and preferably with heavy duty boots and chilly reception to pivot better as it functions fine as a raw special wall even without it, whilst future sight forms a potent offensive combination with conkeldurr, as when paired with fighting stabs like close combat (could be a better option then drain punch) it can tear through the common walls to conkeldurr, namely toxapex, whilst knock off can threaten the psychics and fighitng stab can threaten the steels and darks that want to switch into the future sight. Finally, heatran does not like solar beam at all, it would rather have stealth rocks, substitute or other options, the two turn charge makes it exploitable offensively and defensively. Further, the ev spread is better refined to be bulky to take hits, instead relying on Conkeldurr, Thundurus and Slowking as your breaking core, with hydrapple having addition pressure to sweep. It would be best used physically defensive as your team has some major issues with lokix (which is also helped by the addition of a defensive mandibuzz over sandy shocks). Other then that, the team looks good!
TYSM !!! I appreciate your feedback a lot and I'm kinda proud of my team not being that bad, tough I always forget about hazards and stuff. I tried editing my team according to your feedback :
TITO (Slowking) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Fighting
EVs: 92 Def / 164 SpA / 252 SpD
Bold Nature
IVs: 0 Atk
- Future Sight
- Scald
- Psychic
- Chilly Reception

Hydrapple @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
Tera Type: Steel
EVs: 108 HP / 252 Def / 148 SpA
IVs: 0 Atk
- Nasty Plot
- Fickle Beam
- Giga Drain
- Earth Power

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Tera Blast
- Volt Switch
- Focus Blast

Conkeldurr @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Facade
- Knock Off
- Mach Punch

Excadrill @ Air Balloon
Ability: Mold Breaker
Tera Type: Ground
EVs: 152 HP / 100 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Iron Head

Lokix @ Muscle Band
Ability: Tinted Lens
Shiny: Yes
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Knock Off
- Sucker Punch
- U-turn

I added lokix cuz I figured I had a free slot, and that guy could contribute to speed control.
 
TYSM !!! I appreciate your feedback a lot and I'm kinda proud of my team not being that bad, tough I always forget about hazards and stuff. I tried editing my team according to your feedback :
TITO (Slowking) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Fighting
EVs: 92 Def / 164 SpA / 252 SpD
Bold Nature
IVs: 0 Atk
- Future Sight
- Scald
- Psychic
- Chilly Reception

Hydrapple @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
Tera Type: Steel
EVs: 108 HP / 252 Def / 148 SpA
IVs: 0 Atk
- Nasty Plot
- Fickle Beam
- Giga Drain
- Earth Power

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Tera Blast
- Volt Switch
- Focus Blast

Conkeldurr @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Facade
- Knock Off
- Mach Punch

Excadrill @ Air Balloon
Ability: Mold Breaker
Tera Type: Ground
EVs: 152 HP / 100 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Iron Head

Lokix @ Muscle Band
Ability: Tinted Lens
Shiny: Yes
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Knock Off
- Sucker Punch
- U-turn

I added lokix cuz I figured I had a free slot, and that guy could contribute to speed control.
Looks a lot better! Lokix usually prefers heavy duty boots, and slowking could go with thunder wave or slack off over psychic, I'm not an expert on UU, but the team looks good too me. (if anyone is more knowledgeable on the ins and outs of the meta feel free to chime in)
 
I think some stuff i can suggest are AV slowking is just weird... maybe if it was the thing u built around maybe i would have kept it but it is kinda much worse than standard boots set. I see you changed it but T wave > Future sight can help flame orb conk act get opportunities

For the hydrapple set you should use this..

Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 136 SpA / 68 SpD / 52 Spe
IVs: 0 Atk
Tera Type: Fairy
Modest Nature
- Nasty Plot
- Draco Meteor
- Giga Drain
- Earth Power

THundurus-T is a poor scarfer due to its rock weakness and moves that are unideal to lock into, lokix without boots on a team that hasnt got very good removal isnt a very good recipe for success, alongside utility exca with no lefties.

https://pokepast.es/307eb2f483a2edf3 i tried to leave the team intact but i made hydrapple defensive cuz cornerstone is painful esp if it teras and u can at least tera steel and trade
 
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