SV OU Weed Cat Team (Bulky Offense)

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Weed Cat (Meowscarada) @ Heavy-Duty Boots
Ability: Protean
Shiny: Yes
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- U-turn
- Flower Trick

I chose Meowscarada as it was incredibly fast, and also had access to u-turn, as well as flower trick being an extremely useful STAB attack against bulkier mons that cannot take it out as easily. Meowscarada functions as the team's faster pivot.
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Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Earthquake

I use Ting-Lu as my primary methods of getting hazards up, as well as tanking hits and using whirlwind when I need to reposition.
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Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Recover
Nasty plot Gholdengo is what I use as my spin blocker, as well as a sweeper in certain cases. Tera fighting is useful defensively, which is important because it's otherwise sorta frail.
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Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Shiny: Yes
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
Not much to say about Great Tusk since everyone already knows how good it is. I use Great Tusk as an offensive wallbreaker and the dedicated spinner of the team, which works well with Gholdengo acting as a spin blocker.
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Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Protect
- Thunder Wave
Rotom here is useful as my team needed a wall, as well as having access to volt switch and thunder wave making it much easier to beat the speedier mons using paralyze.
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Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
Dragapult here is used as my main special attacker. I'm running the choice specs set as I needed a mon that could break through walls like Dondozo.

As for threats, I tend to lose to people who bring stall-ier teams, but I could just be getting outplayed.
 
Nice team, although you are currently fairly weak to Fairy and Ice.

Might I make some suggestions that may help you out? Take it or leave it, friend...

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Hard Suggestions
So you're weak to stall teams, eh? Not to mention we need to take care of that fairy and ice weakness... Try this out.

:ting-lu: --> :toxapex:
I really do like ting-lu, but I feel like on your team he's getting in the way. Pex does a couple of things:
1. Takes care of some of your weaknesses.
2. Remains as a good SpDef wall while also being able to spread toxic which will in turn relieve some of the issues facing stall teams.

Not to mention that the ability to recover when switching out is a super useful tool to have on a SpDef wall.

Ouchy (Toxapex) @ Black Sludge
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water/ toxic spikes
- Toxic/ Infestation
- Baneful Bunker
- Haze

:dragapult: --> :Dragonite:
This is a very soft "hard" suggestions. The switch will make sense as the rate progresses. It's not really necessary, but it's what I would do if I was in your shoes. Dragonite acts more as a wincon, gives you great priority with extreme speed, and adds more bulk. But again, I don't see this change as necessary as the first one.

SugeNite (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Dragon Dance
- Extreme Speed
- Earthquake

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Soft Suggestions
Everything else is a very soft suggestion. I'll try to rapid-fire them (If you would like more explanations let me know but I think you'll get the point...).

:meowscarada:
HDB --> Choice Band
Simply put this will help you break walls more easily and do disgusting damage while still being able to pivot well with Uturn.

:gholdengo:
Tera Fighting --> Tera Flying
I am simply more of a fan to get you off of the ground and to add another potential ground immunity in case rotom falls.

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Even Softer Suggestions
It's as the name suggests.

:great tusk:
With the changes we made it might be worth making Tusk a little bulkier as well. That way they can survive more hits and be able to spin away more hazards. You don't lose any power and a +1 rapid spin brings you back up to being a speedy monster. Also, giving Tusk rocks add two different mons with two ways to add hazards since we lost rocks swapping out Ting-Lu.


Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 252 Hp / 4 Spe
Adamant Nature
- Earthquake
- Close Combat/ Stealth Rocks
- Rapid Spin
- Stealth Rocks/ Knock Off

:rotom:

With Tusk as a bulkier set, it might be worth changing Rotom into a speed controller although Dragonite helps in that area with extreme speed. But as I said before, these suggestions are very soft-soft suggestions. A defensive rotom would still work very well.

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ANYWAY, that's all I've got. I hope it helps. Over all if you have fun who really cares... Right...? :mad:
 
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