Amoonguss Spikes (DLC1)
Analysis
Amoonguss @ Red Card
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Tera Type: Steel
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog
Amoonguss rose back up to OU recently, so I wanted to use it in the Teal Mask metagame. It matches up well against physical attackers like Ogerpon, Great Tusk and Rillaboom, while providing a semi-reliable switchin against special attackers as well. It's also very useful to have a sleeper to passively threaten offense and defense alike. Regenerator makes it a useful pivot for threats that its team can't otherwise deal with. Red card is my personal favorite item on Amoonguss, further boosting its disruption factor and giving it even more value as a pivot.
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Tera Type: Ghost
Careful Nature
- Spikes
- Earthquake
- Whirlwind
- Stealth Rock
Ting-Lu is a useful hazard-setter and fazer with great defensive value. Lu is able to set up hazards relatively easily to facilitate offense, while adding a good defensive profile to the team. It mostly acts as a glue, helping the other team keep its synergy on both offense and defense. Tera Ghost also gives it immunity to Rapid Spin, allowing it to sit on many Great Tusk sets and prevent the removal of its hazards.
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Water
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Power Whip
- Zen Headbutt
Ogerpon-Wellspring is one of the most potent offensive threats in the tier. Its high speed and attacking power make it a staple on offense and balance. Its SD boosted Ivy Cudgels and Power Whips can cut through most of the tier on their own, but Zen Headbutt can help it beat almost everything that can otherwise check it defensively, such as Amoonguss and Toxapex.
Gholdengo @ Choice Scarf
Ability: Good as Gold
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Fighting
Timid Nature
- Shadow Ball
- Make It Rain
- Trick
- Focus Blast
Scarf Gholdengo has long been a staple in Scarlet and Violet OU. It is very powerful on its own, of course, using its fast Shadow Ball to pick off weakened opponents, but it also blocks most hazard removal. If Gholdengo weren’t on this team, Corviknight could remove hazards as much as it wanted, but Ghold can easily switch in without consequence and prevent hazard removal.
Great Tusk @ Booster Energy
Ability: Protosynthesis
EVs: 252 HP / 4 Atk / 252 Spe
Tera Type: Fighting
Jolly Nature
- Bulk Up
- Headlong Rush
- Close Combat
- Rapid Spin
Great Tusk is one of the most useful Pokemon in OU. Its Rapid Spin provides easy hazard removal while being relatively difficult to punish due to Tusk’s capacity to offensively threaten the Ghost-types of OU. This offensive Bulk Up set can easily get out of hand and threaten a sweep.
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Tera Type: Water
Bold Nature
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
Hatterene is sometimes seen as a more fringe and inconsistent option for dealing with hazards, but I found it to be a very reliable Pokemon on its own. Magic Bounce is quite valuable, but Hatterene also has some offensive capabilities. I’ve even had a few Hatt sweeps with this team, something that many players don’t consider when building teams. Calm Mind Hatterene is an underrated sweeper and Magic Bouncer with a lot of potential.
Weaknesses
Cinderace
If Cinderace gets a free turn, it can be problematic. If you can’t position around Court Change, it’s usually worth it to allow Tusk to be burned in order to get a spin off. Assess the opponent’s team before considering this, though.
Dragonite
This team can be ruined by Dragonite if you let it set up. Try to go into your answer (Amoonguss, Hatt, etc.) before it gets a DD in order to check it more immediately.
Iron Moth
Iron Moth can get out of hand sometimes. Unfortunately, this team can’t do much against it. Your best bet is to sacrifice something to it and deal with it 1v1.
Analysis
Amoonguss @ Red Card
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Tera Type: Steel
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog
Amoonguss rose back up to OU recently, so I wanted to use it in the Teal Mask metagame. It matches up well against physical attackers like Ogerpon, Great Tusk and Rillaboom, while providing a semi-reliable switchin against special attackers as well. It's also very useful to have a sleeper to passively threaten offense and defense alike. Regenerator makes it a useful pivot for threats that its team can't otherwise deal with. Red card is my personal favorite item on Amoonguss, further boosting its disruption factor and giving it even more value as a pivot.
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Tera Type: Ghost
Careful Nature
- Spikes
- Earthquake
- Whirlwind
- Stealth Rock
Ting-Lu is a useful hazard-setter and fazer with great defensive value. Lu is able to set up hazards relatively easily to facilitate offense, while adding a good defensive profile to the team. It mostly acts as a glue, helping the other team keep its synergy on both offense and defense. Tera Ghost also gives it immunity to Rapid Spin, allowing it to sit on many Great Tusk sets and prevent the removal of its hazards.
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Water
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Power Whip
- Zen Headbutt
Ogerpon-Wellspring is one of the most potent offensive threats in the tier. Its high speed and attacking power make it a staple on offense and balance. Its SD boosted Ivy Cudgels and Power Whips can cut through most of the tier on their own, but Zen Headbutt can help it beat almost everything that can otherwise check it defensively, such as Amoonguss and Toxapex.
Gholdengo @ Choice Scarf
Ability: Good as Gold
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Fighting
Timid Nature
- Shadow Ball
- Make It Rain
- Trick
- Focus Blast
Scarf Gholdengo has long been a staple in Scarlet and Violet OU. It is very powerful on its own, of course, using its fast Shadow Ball to pick off weakened opponents, but it also blocks most hazard removal. If Gholdengo weren’t on this team, Corviknight could remove hazards as much as it wanted, but Ghold can easily switch in without consequence and prevent hazard removal.
Great Tusk @ Booster Energy
Ability: Protosynthesis
EVs: 252 HP / 4 Atk / 252 Spe
Tera Type: Fighting
Jolly Nature
- Bulk Up
- Headlong Rush
- Close Combat
- Rapid Spin
Great Tusk is one of the most useful Pokemon in OU. Its Rapid Spin provides easy hazard removal while being relatively difficult to punish due to Tusk’s capacity to offensively threaten the Ghost-types of OU. This offensive Bulk Up set can easily get out of hand and threaten a sweep.
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Tera Type: Water
Bold Nature
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
Hatterene is sometimes seen as a more fringe and inconsistent option for dealing with hazards, but I found it to be a very reliable Pokemon on its own. Magic Bounce is quite valuable, but Hatterene also has some offensive capabilities. I’ve even had a few Hatt sweeps with this team, something that many players don’t consider when building teams. Calm Mind Hatterene is an underrated sweeper and Magic Bouncer with a lot of potential.
Weaknesses
Cinderace
If Cinderace gets a free turn, it can be problematic. If you can’t position around Court Change, it’s usually worth it to allow Tusk to be burned in order to get a spin off. Assess the opponent’s team before considering this, though.
Dragonite
This team can be ruined by Dragonite if you let it set up. Try to go into your answer (Amoonguss, Hatt, etc.) before it gets a DD in order to check it more immediately.
Iron Moth
Iron Moth can get out of hand sometimes. Unfortunately, this team can’t do much against it. Your best bet is to sacrifice something to it and deal with it 1v1.
Attachments
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