Ninetales My Beloved
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Team: (Pokepaste)

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Team: (Pokepaste)
1. Teambuilding Process:

This team began with the idea of Snow + Baxcalibur. After watching Glowking and Baxcalibur put in work at the World Cup, I knew that an actual snow setter with would absolutely add to the defensive structure of this team. Thankfully, Alolan Ninetales gets some really good support moves to help set up the goobing that is Baxcalibur.

I added Glowking for its pressure as well as its pivoting with chilly reception just to make getting Baxcalibur in even easier behind that prolonged Aurora Veil that is inevitably set up by Ninetales. Glowking also being a really good special defense mon added to this teams bulk.

Tuskothy A.K.A. Great Tusk was added for defensive utility. I don't know what else to say about this mon. It fits literally everywhere and is just in general a great (hehe) mon to place onto a team. With stab Earthquakes, the original knocker and rapid spin, this mon literally does everything you want. Plus with stealth rocks, it truly adds to its utility nature. Even though Rillaboom is on this team, running Headlong Rush would be a bit odd.

I added Rillaboom for goob glide and because grassy terrain adds some defensive utility for going against earthquake and overall increasing the survivability of my team, while also being an amazing offensive mon. With Grassy Glide back, this mon can start 2hko'ing some mons but because of the nerf, does struggle to kill max hp max max speed torn in testing.

Cinderace was added for the defensive check against Kingambit that this team was lacking. Its Court Change + Willo is just too good to pass up and I didn't like the defensive weakness to electric that Moltres had compared to Cinderace.
2. Pokemon Descriptions
Azura ★ (Ninetales-Alola) @ Light Clay
Ability: Snow Warning
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Blizzard
- Hypnosis
- Aurora Veil
Role on Team: Ninetales is our Snow and Aurora Veil Setter. With light clay it improves the defensive capabilities of this team and helps its own survivability. This allows it to spam Hypnosis along with stab blizzards in most cases. Even if its special attack is 199, it can still hit some things pretty solidly. With tera steel, this allows it to snuff out even more survivability against things like Empoleon which I have seen a bunch of today. While it might not be able to threaten it offensively, it is still incredibly strong as a weather mon and with its Veil. This mons purpose is to set up Baxcalibur as well as helping Cinderace versus Kingambit and giving Rillaboom some extra defenses to spam Wood Hammer or Grassy Glide.
Baxcalibur @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Scale Shot
- Earthquake
- Swords Dance
Role on Team: What else is there to talk about. Baxcalibur is one of OU's best sweepers and with the addition of Scale Shot, this mon just gains another way of doing some really solid stab dragon damage without any drawback. With the addition of loaded dice in Generation 9, Baxcalibur gets two 100 base power moves as stab, but with this set, I saw that running shard wouldn't help as it just adds to the amount of things that can wall it. Earthquake lets Bax have some much needed coverage against Gholdengo and other steel types. Though this set does get destroyed by Orthworm if you happen to run into that.
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Toxic
- Chilly Reception
Role on Team: Glowking's role is to make pivoting a little easier for Baxcalibur. Having Chilly Reception to help against slower weather teams is very useful, but a notable struggle this team will have is going to be Ttars increasing usage due to knock off. Glowking is also a very good special defense tank and in conjunction with its poison typing, it allows it to take toxic spikes off the field. Glowking is also the premier duo with Baxcalibur as shown in the WCop and who am I to look at more options. Tera Dark is to help it handle the influx of psychic types and the ever present psychic or psyshock on Valiant. Also gives it the capability to live some knock offs in a scenario you really require it.
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 208 Def / 48 Spe
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Stealth Rock
Role on Team: Great Tusk is the best Spinner probably ever created. With its defensive utility, access to knock off and amazing offensive prowess, this mon is genuinely perfect and can fit on basically every team. This is Lando-T's least favorite cousin because he took the spotlight. Its typing allows it to take basically nothing from stealth rocks and leftovers again increases that defensive utility. The speed just allows this mon to outspeed most other fully defensive tusks. Also 208 with a impish nature allows Tusk to get an extra 2 points in defense when compared to 204. Tera Water allows it to soak in more damage and dodge some super-effective hits against these flip turn water types introduced.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Grassy Glide
- Knock Off
- U-turn
Role on Team: I couldn't help myself using this mon. It got grassy glide and my one track mind told me, "It's gonna be really good again." While glide did get nerfed to 55BP, this mon is so good at adding survivability with Grassy Terrain and making this mons stab even stronger. Meaning Wood Hammer in Grassy Terrain with Tera Grass is such a good nuke. Knock Off adds to it's offensive coverage for other Glowking or mons that aren't scared of any of the normal moves this mon runs. I did think about giving this tera fire tera blast for Corviknight and other steels, but just decided to extra buff it's already strong priority. Choice Band over Life Orb just to goob things that you'd think would survive two Wood Hammers or grassy glides.
Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
Role on Team: Cinderace is here to make Kingambit suffer a little. This mons access to will-o-wisp and court change definitely makes things easier for other teams that want to hazard stack, steal some screens against mons like Grimmsnarl, swap sticky webs and more. Pyro Ball also being a good fire stab move without contact makes it okay to hit into Tusk and U-turn just adds to this teams pivoting for Baxcalibur endgame. Heavy Duty Boots to add to this mons ability to swamp in and out and tera fire just to add to this mons ability to smack things with pyro ball.
>>>>That is all for this RMT. Hopefully y'all can help me become a better teambuilder, I still struggle. My peak is 1400 and I know that there's so much more to learn about this game.
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