SV OU BO Gholdengo + Raging Bolt

https://pokepast.es/f321b2671d6e2b2b

Hey everyone,

Recently got back into competitive after not playing since Gen 6. I've only ever created a handful of teams before so I'm still very inexperienced. I wanted to create a bulky offense team with a Gholdengo + Raging Bolt core. There's a lot of suboptimal choices so I'm open to replacing up to 2 or 3 Pokemon if need be, although I'd ideally like to keep the core two the same as I enjoy them. The main issues with my current team are it's weaknesses to Ground, Fairy, Ice and to a lesser extent Dark, Dragon and Water.

:sv/gholdengo:

Gholdengo
@ Choice Scarf
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Dazzling Gleam
- Focus Blast

This originally started as the standard revenge killer Trick set, however i didn't really enjoy using Trick as much as I expected (likely due to poor playing on my part). Focus Blast feels way too inconsistent for the threats I'm trying to use it on like Kingambit, so I swapped out Trick for Dazzling Gleam to be able to hit something like Kingambit consistently and also 2HKO H-Samurott, Darkrai, Weavile. Meowscarada if they are switched in predicting a Shadow Ball. I often struggle with Roaring Moon as well so having a 100% acc OHKO for it feels good. I've kept the Fighting Tera as is so a 5-ally Supreme Overlord Sucker Punch turns into a 3HKO instead of OHKO. I've also experimented with Nasty Plot Gholdengo on other teams and greatly enjoy that as well, however on this team I feel the speed control from Scarf is necessary to beat threats like Dragapult. Happy to consider changing the set if speed control/priority was added via another mon.

:sv/raging-bolt:

Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Thunderclap
- Dragon Pulse
- Thunderbolt

This is my main threat on the team. A good switch-in plus a single Calm Mind is usually enough to sweep 2-4 mons on the opposing team, and with good predictions it can OHKO a lot of pokemon that may cause trouble for it, like Gliscor and Landorus-T. Outside of that, Fairy Tera allows it to survive against opponents that would otherwise outspeed and kill it like Ogrepon-W with Play Rough, Dragonite, Great Tusk etc. I'm pretty happy with this mon as is and don't really see a need to change it as it's consistent damage puts in a lot of work for the team.

:sv/great-tusk:

Great Tusk
@ Booster Energy
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Ice Spinner
- Rapid Spin

Originally I chose this mon to mitigate the EQ weakness my team has, and I'm decently happy with it's performance. Hazard removal feels nice to have as I feel this helps keep Gholdengo and RB healthy, but I find I often am unable to get a good Rapid Spin off (pretty sure this is just a skill issue). I replaced Bulk Up with Close Combat after the millionth Focus Blast miss so I could have reliable Fighting STAB on the team, however I find that often Headlong Rush or Ice Spinner are needed instead so I'm going to change it back and see how it feels using Bulk Up before them. The item also helps with speed control for the team but honestly I'm pretty neutral on this pick. I've left the Tera as is but am open to changing it or even replacing this mon entirely.

:sv/ting-lu:

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Earthquake
- Whirlwind
- Ruination

Bit of an odd addition to the team, I wanted something to function as a mixed wall of sorts. Spikes + Whirlwind can occasionally deliver a lot of damage but most of the time my aim is to switch in to take a hit and then Spikes or Ruination. I also like having Whirlwind available in case my opponent starts setting up. This suffers against Ogerpon-W a lot as it gets outsped and OHKO'd after 1 SD, or will take 75% from an unboosted Ivy Cudgel/Power Whip. I've left it as Poison Tera for the occasions that it actually walls my opponent's team very well and they attempt to Toxic, however I very rarely use this Tera. I don't really have any qualms about replacing this mon.

:sv/slowking-galar:

Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 144 SpA / 96 SpD
Modest Nature
- Psyshock
- Sludge Bomb
- Flamethrower
- Surf

This pick exists because it's two typings that I don't have yet and also acts as a special wall. The damage it can output is pretty decent and can sometimes surprise people expecting the typical defensive pivot set. I feel like my team is quite threatened by Darkrai (Dark Pulse on Gholdengo, Ice Beam on half my team), so a Water Tera allows this to tank hits very well. The only time this really backfires for me is when Glowking is switched in *after* the Darkrai already has a Nasty Plot active. Regenerator allows me to keep this thing around for a long time and it's one of the more consistent members on the team. I wouldn't be against replacing this mon assuming the team picks up an equivalent.

:sv/rotom-wash:

Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Nasty Plot
- Will-O-Wisp

This might seem like a really odd pick for the team and it is. This is the newest member of my rotating sixth slot that I chose for three main reasons. I'm familiar with the Pokemon from using it in prior generations, it has an immunity to one of my team's biggest weaknesses (Ground) and the Water STAB seems really useful for a tier with so many Ground-type mons. Steel Tera is chosen to prevent being poisoned and Will-O-Wisp helps check some threats like Kingambit, Ogerpon-W, Dragonite, Great Tusk and Roaring Moon.

Team Adjustments

I thought it might be helpful to clarify the changes made to the team in one section. The sixth member of the team has changed numerous times and I thought adding in my thoughts during the process might illuminate some things. Just to note, I'm very open to the idea that the sixth member isn't the issue with the team and the entire team needs some restructuring.

:sv/darkrai:

Darkrai
@ Focus Sash
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Poison
Timid Nature
- Nasty Plot
- Dark Pulse
- Ice Beam
- Sludge Bomb

Originally this team used this Darkrai, however after some time I noted I didn't really enjoy using this mon and it most likely didn't fit for a BO team. Having Ice Beam and Dark STAB felt pretty good though.

:sv/ninetales-alola:

Ninetales-Alola
@ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Tera Type: Water
Timid Nature
- Aurora Veil
- Freeze-Dry
- Encore
- Moonblast

This replaced Darkrai and was definitely the most successful iteration of the team so far. I attribute this to Aurora Veil allowing my Raging Bolt to set-up more freely, as well as the Ice/Fairy typing. Immunity from Dragon moves made switching in quite easy, and would allow me to either threaten the opposing Dragon with Freeze-Dry/Moonblast and setup Aurora Veil. The set is Smogon's sample set with Snowscape changed to Moonblast for the strong Fairy STAB, however I can definitely see where Snowscape would've come in handy. I peaked in the mid 1400s with this team pretty easily, although my lack of competitive knowledge is definitely my larger problem at the moment. The main reason I changed this mon was that it was yet another mon on the team weak to Ground, and as I passed 1400 elo I wasn't getting the 'free' Aurora Veils I had relied on previously with lower-skilled players. My opponents were often punishing my Ground weakness much more effectively than before too. The Snow weather also didn't really benefit the rest of my team.

:sv/Rillaboom:

Rillaboom @ Terrain Extender
Ability: Grassy Surge
EVs: 204 HP / 252 Atk / 52 Spe
Tera Type: Grass
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Low Kick

I used this mon to replace Alolan Ninetales and almost immediately dropped from the 1400s to the 1100s. The reasoning behind this pick was the Grass typing alongside the Grassy Surge dampening EQs against the rest of the team. The Grassy Glide was useful for proper priority on the team, although I found the rest of the set somewhat lacking. I attribute this to my lack of knowledge/experience with the mon mainly, and was able to find some success with it on another team with the Choice Band variant. I found that the Grassy Surge didn't dampen the EQs as much as I expected, but the passive healing at the end of each turn was very helpful for the rest of the team.
 
Hi cool team there I could help with those changes if you’d like!

1. First change I will suggest is :moltres: > :rotom-wash: this Mon provides a more sturdy ground resist and can be be and infuriating mon for :great tusk: to face given the chance to burn. Moltres also provides an answer to physcal sets of :iron valiant: that :slowking-galar: tend to struggle with.


Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 248 Def / 12 Spe
Tera Type: Fairy
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost

2. Since your are going for a bulky offense team decided we should make it a bit more aggressive offensively and replace ting Lu with a more offensive dark what I had in mind was :kingambit: provides a solid ghost resist and help apply pressure offensively via future sight. I opted for black glasses to fully optimize its offensive potential. (If you find status annoying you can opt for lum berry as well)


Kingambit @ Black Glasses
Ability: Supreme Overlord
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Dark
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head


3. Now as for the smaller changes I think that you can make :raging bolt: a pivot set as I feel it’s more in line with the structure of your team it proves yet another pivot for offensive momentum
Raging Bolt @ Heavy-Duty Boots
Ability: Protosynthesis
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 20 Atk
Tera Type: Fairy
Modest Nature
- Thunderclap
- Volt Switch
- Dragon Pulse
- Taunt

4. I would suggest making :slowking-galar: boots as it would be less vulnerable to hazards and allow it to more consistently check stuff like :kyurem: and :raging bolt: I decided to go with toxic don’t can cripple stuff like :raging bolt:.
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 16 Def / 240 SpD
IVs: 0 Spe
Tera Type: Water
Sassy Nature
- Future Sight
- Chilly Reception
- Sludge Bomb
- Toxic

5. Another change I would suggest giving :great tuskboots instead to allow it to stay in the field longer.

6. Going trick over dazzling gleam on dengo.
I was fine with leaving dengo scarf as it was once if the things you wanted to build around and you needed speed control so yeah! Paste below I hope you enjoy these changes.

https://pokepast.es/088f12f9373ec450
 
Last edited:
Thank you very much for helping me out, I've been running your team for about 30-40 games or so now.

1. Moltres is by far the biggest equalizer. The amount of options I now have for switch-ins and managing certain threats adds a lot of stability to the team. I was considering tweaking the moveset but after a couple dozen games I think each move is just too important to replace. The fact that their speed isn't too great gives so much freedom since it typically can survive any one attack and pivot out. If it's unlucky enough to be hit by Knock Off it can feel crippled but at my current level I can sometimes make a good switch in and Roost to mitigate that.

2. I'm still a bit undecided on Kingambit after my matches. It's definitely a great addition and the Ghost resist has come in clutch, but I think my own inexperience with piloting the mon is causing them to be far less effective than they should be. As it is now, I usually try to bring it in after one or two mons have dropped and SD. I think I'll need to read up on it a bit more and then re-evaluate at a later stage, but right now I definitely must only be using it at like 50% of it's potential.

3. The RB changes were a bit hit and miss for me. For one, not having a one-time use item has allowed me to switch it in more often which is great. My main issue (that I'm pretty sure is just a skill issue again) is lacking a setup sweeper on the team. In the dozen or so matches I played with the set, I felt like I was lacking immediate damage on the team despite Gholdengo and RB being so strong. It felt like I was turning the mon into a pivot which feels like it puts more pressure on the other team members (Gholdy specifically) to output damage. WIth the prevalence of ground types in the tier it feels like I struggle to get a safe Volt Switch off.
After a dozen or so matches I swapped Taunt for Calm Mind. It feels like that's alleviated some of my issues but I definitely miss having a Taunt on the team in some matches. That said, having HDB on half of the team mitigates the worry for me.
My main playstyle now is to get a good switch in off of Moltres or Glowking and setup and rip through the enemy team. If the opponent switches in something threatening that I didn't account for I can usually get a +2 Volt Switch off and adjust which feels pretty good.

4. Glowking is the SpD pillar of the team to complement Moltres and I don't really have any complaints about switching the set. Not having any coverage took some getting used to but the enhanced pivoting makes up for it I feel. The only issue I have currently is that Future Sight feels worse to use than my previous set but I'm attributing that to my inexperience. Currently I'm using it on a mon that's weak to it (who inevitably switches out) or I clumsily attempt to force them to switch into a Dark type. Glowking feels so good as a whole though that using them in any form feels fine.

5. Same as RB, I do enjoy the freedom to switch in more now that I don't have a single-use item. Perhaps I haven't run into enough Toxic Spikes setters but I felt like GT never really took much damage from hazards, but taking 0 and avoiding the poison feels great as well.

6. I've kept Trick on my Gholdy set but it feels like a bit of a dead button for me. Outside of scarfed Gholdy and my Great Tusk I find my team struggling for speed control (I'm definitely underutilizing Thunderclap and Sucker Punch). This means in most matches I feel I have to keep the Scarf equipped to check certain threats or be able to revenge kill. Going forward I'm going to try and be a bit more aggressive with it but I feel a bit iffy on it.

I've included some replays where I felt like I piloted the team decently (whilst making a litany of mistakes) which I might review later once I've had more experience and hopefully can see where I've improved.

https://replay.pokemonshowdown.com/gen9ou-2192804907-d8cm2lsutoaokyaohfs2a4jt7gzkf3qpw
https://replay.pokemonshowdown.com/gen9ou-2192324634-nmwmifx79r0to1mp0yriw3ipj3jtzfdpw

In summary, this team is definitely a lot more stable and gives me a lot more options throughout a match. My turn counts now hang around the 25-40 mark whereas previous matches were decided in under 20 turns typically. The only change I've made is swapping Taunt with Calm Mind on RB.
 
Thank you very much for helping me out, I've been running your team for about 30-40 games or so now.

1. Moltres is by far the biggest equalizer. The amount of options I now have for switch-ins and managing certain threats adds a lot of stability to the team. I was considering tweaking the moveset but after a couple dozen games I think each move is just too important to replace. The fact that their speed isn't too great gives so much freedom since it typically can survive any one attack and pivot out. If it's unlucky enough to be hit by Knock Off it can feel crippled but at my current level I can sometimes make a good switch in and Roost to mitigate that.

2. I'm still a bit undecided on Kingambit after my matches. It's definitely a great addition and the Ghost resist has come in clutch, but I think my own inexperience with piloting the mon is causing them to be far less effective than they should be. As it is now, I usually try to bring it in after one or two mons have dropped and SD. I think I'll need to read up on it a bit more and then re-evaluate at a later stage, but right now I definitely must only be using it at like 50% of it's potential.

3. The RB changes were a bit hit and miss for me. For one, not having a one-time use item has allowed me to switch it in more often which is great. My main issue (that I'm pretty sure is just a skill issue again) is lacking a setup sweeper on the team. In the dozen or so matches I played with the set, I felt like I was lacking immediate damage on the team despite Gholdengo and RB being so strong. It felt like I was turning the mon into a pivot which feels like it puts more pressure on the other team members (Gholdy specifically) to output damage. WIth the prevalence of ground types in the tier it feels like I struggle to get a safe Volt Switch off.
After a dozen or so matches I swapped Taunt for Calm Mind. It feels like that's alleviated some of my issues but I definitely miss having a Taunt on the team in some matches. That said, having HDB on half of the team mitigates the worry for me.
My main playstyle now is to get a good switch in off of Moltres or Glowking and setup and rip through the enemy team. If the opponent switches in something threatening that I didn't account for I can usually get a +2 Volt Switch off and adjust which feels pretty good.

4. Glowking is the SpD pillar of the team to complement Moltres and I don't really have any complaints about switching the set. Not having any coverage took some getting used to but the enhanced pivoting makes up for it I feel. The only issue I have currently is that Future Sight feels worse to use than my previous set but I'm attributing that to my inexperience. Currently I'm using it on a mon that's weak to it (who inevitably switches out) or I clumsily attempt to force them to switch into a Dark type. Glowking feels so good as a whole though that using them in any form feels fine.

5. Same as RB, I do enjoy the freedom to switch in more now that I don't have a single-use item. Perhaps I haven't run into enough Toxic Spikes setters but I felt like GT never really took much damage from hazards, but taking 0 and avoiding the poison feels great as well.

6. I've kept Trick on my Gholdy set but it feels like a bit of a dead button for me. Outside of scarfed Gholdy and my Great Tusk I find my team struggling for speed control (I'm definitely underutilizing Thunderclap and Sucker Punch). This means in most matches I feel I have to keep the Scarf equipped to check certain threats or be able to revenge kill. Going forward I'm going to try and be a bit more aggressive with it but I feel a bit iffy on it.

I've included some replays where I felt like I piloted the team decently (whilst making a litany of mistakes) which I might review later once I've had more experience and hopefully can see where I've improved.

https://replay.pokemonshowdown.com/gen9ou-2192804907-d8cm2lsutoaokyaohfs2a4jt7gzkf3qpw
https://replay.pokemonshowdown.com/gen9ou-2192324634-nmwmifx79r0to1mp0yriw3ipj3jtzfdpw

In summary, this team is definitely a lot more stable and gives me a lot more options throughout a match. My turn counts now hang around the 25-40 mark whereas previous matches were decided in under 20 turns typically. The only change I've made is swapping Taunt with Calm Mind on RB.
Ye that’s fair also don’t worry about stacking boots too much hazards are very strong this gen. Also don’t be scared to make more aggressive plays keep going more playing will translate to success and you’ll learn the more you play.
 
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