Greetings fellow Smogonites! We’re a few months into the Indigo Disk DLC metagame, and tbh I haven’t been enjoying it very much. I feel that the problems present in pre-dlc SV have only been amplified by the sharp powercreep that came with the expanded dex. Wanting something fun to play, I drafted a rough outline for a weird psyspam build and improved upon it until I eventually hit a respectable post-dlc peak with it. This team was very fun to ladder with and it’s been consistent enough that I figured it was well worth an RMT. Without much else to say, let’s jump right in!
LINK TO POKEPASTE

The Coup (Cinderace) (F) @ Choice Scarf
Ability: Libero
Tera Type: Fire
EVs: 2 HP / 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- Court Change
- Low Kick
- U-turn
To start, Choice Scarf

is here to provide speed control outside of TR and reliable hazard control for the team. With Choice Scarf,

outspeeds speed booster

, +1

, non-scarf

, scarf

, +1

, and ties +1 jolly

. With its insane speed tier,

usually has no problem getting a Court Change off if need be, which is very important as this team is very hazard weak, and Hatterene can’t always reliably keep hazards off the field.

is also very useful versus lead

, as it can U-turn into Rocky Helmet

in order to prevent the very threatening unblockable spikes set by Ceaseless Edge. Low Kick is used over HJK because of the prevalence of Protect on all of the Pokemon fighting coverage seeks to hit such as

,

and sometimes

, all of which are heavy enough for Low Kick to hit 120 bp, just 10 less than HJK. Not having to fear missing or a ghost switchin is also a nice perk. Tera Fire is used in order to boost

’s breaking potential, especially under

’s sun, a useful attribute in certain MUs, particularly vs sand, which the team struggles with.

Sweet Myths (Hatterene) @ Rocky Helmet
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 2 SpD / 52 Spe
Bold Nature
IVs: 0 Atk
- Healing Wish
- Trick Room
- Psychic Noise
- Dazzling Gleam
Now the TR element gets introduced to the team in

. Magic Bounce is absolutely crucial on any form of psyspam to combat hazards, and

is by far the best candidate for the role in OU. In conjunction with

’s intimidate,

can live pretty much any attack and get a TR off, and can live at least 2 hits from many of the tier’s popular hazard setters such as

,

, and

. After getting a TR off,

can either kill itself with Healing Wish if it isn’t worth saving (ie. too low HP to set up another TR) into an abuser, switch into Eject Button

and eject out into an abuser, or if

’s Eject Button is already used up, you can just sack it. 52 speed is invested in order to outspeed 0 speed

and

, particularly for

since you can hit it with Psychic Noise outside of TR to prevent recovery. Usually

doesn’t require so much prep, but this team in particular can struggle with it a bit. Psychic Noise is also used to deal with

, especially in MUs where

’s attacks aren’t free such as vs stall. It also plays a role in dealing with sub

since if they sub against

as you TR, you can Encore it and go

, who can kill it through sub. Dazzling Gleam is standard on TR

, hitting dark types with a STAB boost. Tera water is used in order to survive a Hydro Steam from Walking Wake if need be, which is a nightmare for this team to switch into.

Heiruspecs (Indeedee) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 HP / 4 Def / 2 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Trick Room
- Expanding Force
- Healing Wish
For the psyspam element of the team we have

. The Psychic Terrain set by Psychic Surge is important to boost

’s Expanding Force as well as to protect it from being picked off by priority at low HP. This priority immunity also aids

who now doesnt have to fear

’s Sucker Punch as well as

whose Eruption can be weakened by priority under TR.

is used over

due to its access to Encore, an extremely useful move which is worth sacrificing extra bulk for. Encore, Expanding Force and Healing Wish are all standard moves on

, and TR rounds out the set instead of the traditional Dazzling Gleam in order to add another TR setter to support

outside of

. Tera fairy is used in the rare case where you need it to handle a given variant of Dragon Darts

, although

will rarely tera.

Jurassic 5 (Torkoal) (F) @ Choice Specs
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 2 Def / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Rapid Spin
- Earth Power
- Weather Ball

is the TR abuser of choice for this team, rounding out the trifecta of offensive archetypes present in this team. Choice Specs

is infamous for killing everything not named Heatran in TR, scoring impressive OHKOS on Pokemon such as

,

,

, full SpD

, and scoring an important 2HKO on full SpD

with tera fire Eruption. Outside of

the only Pokemon that can switch in on

’s Eruption is bulky

which takes around 40 and can heal off the damage with Morning Sun under

’s own sun. Earth Power kills

and hits bulky

for about 65, so if you make one good switch prediction then

’s Eruption becomes unwallable once again. Rapid Spin is used in the last slot in order to provide an emergency hazard removal option, which has saved me in a few games, and the 4th slot is filler anyways so Choice Specs

doesn’t lose out on much by running it.

Beat Assailant (Armarouge) (F) @ Focus Sash
Ability: Weak Armor
Tera Type: Psychic
EVs: 2 HP / 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Expanding Force
- Armor Cannon
- Destiny Bond
- Endure

is the dedicated Psychic Terrain abuser for this team, mainly chosen because of its capacity to abuse

’s sun.

’s Expanding Force hits like a truck in Psychic Terrain especially with tera psychic, OHKOing many key threats such as physdef

, unterad

, non-AV

,

,

,

and physdef

, as well as 2HKOing spdef

, spdef

, physdef

, and AV

.

’s Expanding Force is also the main way through which this team can deal with

, 2HKOing offensive

and 3HKOing SpDef after tera psychic. Armor Cannon is a very strong secondary STAB, already taking care of all of the OU steels bar

and getting solid chip on most OU darks. Under

’s sun this move becomes even stronger, OHKOing

and tera dark

, 2HKOing non-AV

and tera dark

, having a roll to 2HKO

and 3HKOing

after Leftovers recovery. Endure is used to patch the team’s weakness to mixed Scale Shot

and Dragon Darts

, as after enduring these attacks you’ll have enough speed thanks to Weak Armor in order to outspeed these two threats and kill them with Expanding Force. Destiny Bond is the 4th move of choice because of its ability to remove defensive answers it shares in common with other Pokemon on the team, primarily

. You can kill tera water

,

(IMPORTANT),

(sometimes),

and

, all of which make it harder for the rest of the team to make progress. You can also Destiny Bond vs

or low HP

if Psychic Terrain isn’t up for whatever reason, as their priority won’t activate on the Destiny Bond turn, and if they use their priority next turn Destiny Bond will still be active since

hasn’t attacked yet, meaning

either takes the opposing mon down with it or gets one free hit off, an interaction which has won me a few games while laddering with this team.

Jungle Brothers (Landorus-Therian) @ Eject Button
Ability: Intimidate
Tera Type: Poison
EVs: 252 HP / 4 Def / 2 SpD / 252 Spe
Timid Nature
- Earth Power
- U-turn
- Taunt
- Rock Tomb

is the final mon on the team.

’s main function is keeping up momentum, essential for such a fast-paced team. It will typically switch in after

sets up Psychic Terrain or TR is set and the setter needs to be kept alive without losing momentum, either dying to the incoming attack or surviving and ejecting out into an abuser. A fast set with Earth Power is used in order to improve the MU vs

whose Toxic Debris can prove to be very annoying as this team is very weak to Toxic Spikes. Taunt ensures

isn’t simply setup fodder, and it also helps prevent hazards from going up versus a slower hazard setter such as

or opposing

. It also ensures that low-HP mons looking to recover in order to withstand the next offensive onslaught don’t get a chance to heal up. Rock Tomb is used over the traditional Stealth Rock in order to prevent DD

and DD

from getting too fast to be rkilled, as well as to get good chip on both. You can also slow down offensive Rapid Spin

by clicking Rock Tomb until you die to Rapid Spin or get ejected out, then going into a mon capable of rkilling it. U-turn rounds out the set in order to keep up momentum even after Eject Button has been used up.

plays an important role in the

MU as well, as you can go hard into

on anything

does. If it attacks, you can Rock Tomb forever to make sure it can never outspeed Choice Scarf

, and if it DD’s, you can U-turn into

regardless of what it clicks on the second turn. At +1

can only kill

if it commits to tera flying, leaving it vulnerable to getting rkilled by

’s Expanding Force if its Focus Sash is still intact. Otherwise

can TR and healing wish into

who kills it after Rocky Helmet chip with tera fire Eruption or simply Dazzling Gleam if you don’t want to commit to tera fire Torkoal. If

ever switches out, it won’t be nearly as big of a threat now that its Booster Energy has been used up. Tera poison is used in the very rare scenario where you need to absorb Toxic Spikes from your side of the field, although I've never terad

in any of my games with the squad.
And that’s the team! I’ve been having a lot of fun with this squad on ladder and have been winning consistently enough to remain around the 1800-1900 section of the ladder for multiple days. I hope you guys find this squad as fun to use as I do! Thoughts? Feedback? Let me know in the replies! See you guys next time!
PROOF OF PEAK:
REPLAYS:
https://replay.pokemonshowdown.com/gen9ou-2143301341 vs stall
https://replay.pokemonshowdown.com/gen9ou-2140515708 vs

BO
https://replay.pokemonshowdown.com/gen9ou-2140449932 vs

offense
https://replay.pokemonshowdown.com/gen9ou-2140521830 vs

offense
https://replay.pokemonshowdown.com/gen9ou-2137452910 vs

BO
https://replay.pokemonshowdown.com/gen9ou-2137077184 vs

BO
https://replay.pokemonshowdown.com/gen9ou-2136762900?p2 vs

semi-TR
https://replay.pokemonshowdown.com/gen9ou-2136398888?p2 vs Choice Specs

BO
https://replay.pokemonshowdown.com/gen9ou-2136079602?p2 vs

offense
https://replay.pokemonshowdown.com/gen9ou-2135760772?p2 vs

fat
https://replay.pokemonshowdown.com/gen9ou-2135324416?p2 vs sub hex

BO
https://replay.pokemonshowdown.com/gen9ou-2135208292 vs

BO
https://replay.pokemonshowdown.com/gen9ou-2139235025 vs DD

HO
https://replay.pokemonshowdown.com/gen9ou-2138809465 vs

BO
https://replay.pokemonshowdown.com/gen9ou-2138566722 vs

HO
https://replay.pokemonshowdown.com/gen9ou-2137442350?p2 vs tera water AV

offense
https://replay.pokemonshowdown.com/gen9ou-2137298636 vs webs
https://replay.pokemonshowdown.com/gen9ou-2136779716 vs “the Stads team”
https://replay.pokemonshowdown.com/gen9ou-2136070998?p2 vs Focus Sash

offense
https://replay.pokemonshowdown.com/gen9ou-2135236722?p2 vs

BO
https://replay.pokemonshowdown.com/gen9ou-2134895212 vs

BO