SV OU Decidueye Hazard Stack

glowbrogang

Banned deucer.
Hello, this is one of my first times playing SV OU, and I saw :sv/Decidueye Decidueye :sv/Decidueye in the Metagame Discussion, so I was interested, and here are my thoughts, it talked about Decidueye being good with hazards and Great Tusk :great tusk: or Iron Treads :iron treads: so I decided to make a team using Decidueye.

The Paste:https://pokepast.es/edc9d5f680db5a2d :decidueye: :great tusk: :clodsire: :gholdengo: :hatterene: :toxapex:

:sv/Toxapex:
Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
- Surf
- Recover
- Toxic
- Haze
The reason I added this mon, was for a bulky mon to pivot into, though it hasn't been doing too much as it just gets chipped down by mons like kingambit, ting lu, etc. It just seems so underwhelming and even as a safe switch it doesn't work too well, as it takes too much damage, maybe I just don't know how to use it well, but it seems to either do very good, or very bad in games.

:sv/Decidueye:
Decidueye @ Leftovers
Ability: Long Reach
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spirit Shackle
- Roost
- Swords Dance
- Leaf Blade
Standard Decidueye set that was in the Metagame Discussion thread, and it looked nice as a start. It helps vs Tusk and many other things that are on Morkal's post on page 440 of SV OU Metagame Discussion.
0 Atk Decidueye Leaf Blade vs. 0 HP / 4 Def Great Tusk: 164-194 (44.2 - 52.2%) -- 14.5% chance to 2HKO
+2 0 Atk Decidueye Leaf Blade vs. 0 HP / 4 Def Great Tusk: 324-384 (87.3 - 103.5%) -- 25% chance to OHKO
0 Atk Decidueye Leaf Blade vs. 252 HP / 252+ Def Great Tusk: 122-146 (28.1 - 33.6%) -- 94.7% chance to 4HKO after Leftovers recovery
+2 0 Atk Decidueye Leaf Blade vs. 252 HP / 252+ Def Great Tusk: 246-290 (56.6 - 66.8%) -- guaranteed 2HKO after Leftovers recovery

:sv/Great Tusk:
Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Bulk Up
- Earthquake
- Knock Off
- Rapid Spin
The reason I added Tusk was for a spinner and a bulky mon too that can set up sometimes, it has been working well but struggles into stall, and vs other teams. Sometimes it feels lackluster but other times it's very nice because of its good bulk and I can tera to turn unfavorable situations, into favorable situations.

:sv/Clodsire:
Clodsire @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic
- Stealth Rock
- Recover
- Earthquake
This mon looked so good to add, but it just hasn't been pulling its weight, I feel like it just gets chunked, and dies right after because I can't get it in safely. It just takes so much from Kingambit and other threats, and with so much Rotom-wash, sometimes I can bluff being water absorb, but if they hydro it's over.

:sv/Gholdengo:
Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick
Gholdengo has been good, just every team has a Kingambit, and sometimes I do focus blast, just showdown doesn't register it, and other times they just go to their ghost after I focus blast. It also takes a lot of damage as I try to switch it in safely vs my opponents, it normally gets 1 or 2 big hits, but aside from that, it doesn't do much else.

:sv/Hatterene:
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
I added Hatterene to block hazards, and to help as a bulky wall, and just be a good setup mon, it's been okay to say the least. It has some matchups where it's good as a breaker, and some where it's good defensively.

Replays: 1: https://replay.pokemonshowdown.com/gen9ou-1864713960-puspdjr3fzfcgnalh3r35vtcnfpx477pw Vs Bulky Offense/HO kind of I think
2: https://replay.pokemonshowdown.com/gen9ou-1864721667-1h27gg1bqvknxsk3mn0ws9fblh31fs2pw Vs Bulky Offense
3: https://replay.pokemonshowdown.com/gen9ou-1864730106-t2hxfxm4ejxkruyzgm1n2mzl66gq737pw Vs some weird stall lol
4: https://replay.pokemonshowdown.com/gen9ou-1864736213-hbtmsidqe53g7rq6a5uzal5oz0h52ocpw Vs bulky offense with ting lu
5: https://replay.pokemonshowdown.com/gen9ou-1864741725-7c8ti5vpm8g2tiwbvct22gknv9k5qq6pw Vs Sun


Some Mons that are a problem: :sv/Ting lu:
Ting Lu is just so annoying because of it's bulk and this team cannot break it if Decidueye is low. Since it only does 30% and they rest up to heal, Hatterene doesn't do much either. 0 Atk Decidueye Leaf Blade vs. 252 HP / 4 Def Ting-Lu: 168-200 (32.6 - 38.9%) -- 6.5% chance to 3HKO after Leftovers recovery +3 0 SpA Hatterene Draining Kiss vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 218-260 (42.4 - 50.5%) -- guaranteed 3HKO after Leftovers recovery.


:sv/Torkoal:
Sun in general just has a good matchup as Clodsire gets chunked and Toxapex does too. Torkoal burns Great Tusk, Walking Wake just hydro steams all over this team, and many more bad things happen. Decidueye isn't good in the Sun matchup either 244 SpA Choice Specs Walking Wake Dragon Pulse vs. 252 HP / 64 SpD Toxapex: 142-168 (46.7 - 55.2%) -- 11.7% chance to 2HKO after Leftovers recovery while doing nothing back


:sv/Dondozo:
Stall just destroys this team whole, as there are no breakers even with gholdengo. 0 Atk Decidueye Leaf Blade vs. 252 HP / 252+ Def Dondozo: 134-162 (26.5 - 32.1%) -- guaranteed 4HKO 252+ SpA Choice Specs Gholdengo Shadow Ball vs. 252 HP / 4 SpD Dondozo: 309-364 (61.3 - 72.2%) -- guaranteed 2HKO and they just rest off, or switch out the damage.

:sv/Kingambit:
This mon just eats this team whole, doing massive damage and ko'ing most mons, some calcs are +2 252+ Atk Supreme Overlord 4 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 192+ Def Toxapex: 244-288 (80.2 - 94.7%) -- guaranteed 2HKO after Leftovers recovery +2 252+ Atk Supreme Overlord 2 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 192+ Def Toxapex: 208-246 (68.4 - 80.9%) -- guaranteed 2HKO after Leftovers recovery +2 252+ Atk Supreme Overlord 5 allies fainted Kingambit Kowtow Cleave vs. 248 HP / 8 Def Unaware Clodsire: 349-412 (75.3 - 88.9%) -- guaranteed 2HKO after Leftovers recovery while only doing 0 Atk Clodsire Earthquake vs. 0 HP / 4 Def Kingambit: 146-174 (42.8 - 51%) -- 2.7% chance to 2HKO back to it.
 
Last edited:
Long reach —> Overgrow on decidueye. It only really avoids rough skin, helmet, and flame body from volc, but volc outspeeds so why stay in to attack?
 
So I'm not great at rating teams as a whole, and I'm sure someone else will go more in-depth about changes to make, but here are some surface-level things that might help
1: Rocky Helmet on Pex to help with Gambit matchup, simple as that
2: If you're going to use Decidueye for trapping, it might help to give it a specialized Tera type so it can setup on things, such as Flying for Tusk or Fairy for CB Bax
3: Change Ghold's set to NP to help with stall, and consider adding Psyshock over Trick as stall is the main target for both and Psyshock discourages Clod and Pex who ignore/haze its boosts
 
So I'm not great at rating teams as a whole, and I'm sure someone else will go more in-depth about changes to make, but here are some surface-level things that might help
1: Rocky Helmet on Pex to help with Gambit matchup, simple as that
2: If you're going to use Decidueye for trapping, it might help to give it a specialized Tera type so it can setup on things, such as Flying for Tusk or Fairy for CB Bax
3: Change Ghold's set to NP to help with stall, and consider adding Psyshock over Trick as stall is the main target for both and Psyshock discourages Clod and Pex who ignore/haze its boosts
Okay, thank you, I was thinking about change the Tera to Fairy, but I forgot about it, I will also do the other things you said.
 
Long reach —> Overgrow on decidueye. It only really avoids rough skin, helmet, and flame body from volc, but volc outspeeds so why stay in to attack?
I don't know, Morkal who made the post said that Long Reach is better for Decidueye, but I will think about it, if it didn't trigger toxic debris from Glimmora, then I'd keep it.
 
So a couple of things...

The main reason that I can see why Gambit keeps eating your team is that you keep switching in mons/ using mons to take it on that should never stay in. Secondly, your team lacks some balance and has wayyy too many weaknesses for my liking. Let's fix that, kay?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hard Suggestions

As I said, we need to round out your team and get rid of some of your weaknesses. I am going to suggest some changes to the roster as well as set changes so take or leave what I have to say but try it out and you may find it works pretty well.

:clodsire: --> :corviknight:
We are going to end up turning Pex into your Spdef wall because I think Pex does a better job at that than a Def wall. The reason for the Clod --> Corv switch is because 1. It gives you a SOLID Def mon that can tank all sorts of hits (including Gambit) and 2. It gets you off the ground which is very much needed in this meta (IMO). Corv also opens up the option to pivot and now lets your Tusk run a more offensive set which we will get to in a bit.

Uh-Oh Stinky (Corviknight) @ Leftovers/ Rocky Helmet
Ability: Mirror Armor
Tera Type: Flying
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Brave Bird
- Body Press
- U-turn
- Roost

Very standard and very useful. You can go leftovers or Rocky Helmet here, but odds are you're going to want to use Corv as your knockoff taker so it doesn't matter all too much.

Secondly.

:gholdengo: --> :Iron moth:
This one might be a little controversial but I think it will help you out immensely. Currently, the way your team is now (Corv included) you still get beat down by fire and ghost moves. Moth doesn't necessarily protect you from these, but it does dissuade your opponent from using a ghost move or fire move for free. The main reason, though, for the Moth switch is that Moth acts as a very nice wall breaker and a serious damage threat since its moves are so versatile. Ghold is good, don't get me wrong. I just don't think it fits as well on the team you currently have (I.E. with Decidueye).

Shoop There It Is (Iron Moth) @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Fiery Dance
- Sludge Wave/ Psychic
- Discharge

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Soft Suggestions

Let's go down the list.

:toxapex:
I've already hinted at swapping Pex to a Spd set and I think you should do just that. Pex just (IMO) works better as a Spd wall especially since it gets chilling water. And with Corv in play, the switch to Spd is an easy one to make.

Ziggy (Toxapex) @ Leftovers
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water
- Toxic
- Baneful Bunker
- Haze

Chilling water is preferred to surf for the attack drop, while baneful bunker is preferred to recover for 1. scouting 2. toxic chance 3. recover + regenerator is redundant and with bunker, you can still gain back some HP.

:Decidueye:
Here's what I would do since (right now) Decidueye seems a little awkward.

Decidueye @ Choice Scarf
Ability: Long Reach
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Shackle
- Leaf Blade
- Knock Off
- U-turn

I think this is your best bet when it comes to this mon. Decidueye has stats that are too spread out and I think with the set you are currently using you open yourself up to be taken out by any mon that is faster than you. With long reach you get a very safe pivot option/ scouting option, decently strong hitting moves, a choice scarf adds some speed control to your team, and spirit shackle can really mess with your opponent when they realize they can no longer switch, giving you some really safe switch options. This suggestion is the one you can honestly take or leave depending on what you think is best because I am not a Decidueye expert by any means. I do, however, suggest that you (at the very least) use the set I suggested with leftovers and sucker punch instead of roost. That way you get some sort of priority for fast mons and still have the option to get a sword dance off and do damage.

:great tusk:
You already have good defensive mons in Corv and Pex, so I would say that swapping Tusk over to a more physical set is the right play.

The Tusk (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Close Combat/ knock off
- Rapid Spin
- Stealth Rock

Since Clod is gone, another rock setting is preferred and Tusk fits that bill very well. And, with this suggested set, one rapid spin turns you into a MONSTER while still being able to take hits and recover with leftovers. Not to mention Gambit gets eaten with this set.

:Hatterene:
Mystic Fire --> Nuzzle

Either works but getting a nuzzle off on a mon that thought they could switch in to you and set up can seriously turn the game. Plus nuzzle works on gholdengo.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ANYWAY, I hope this helps. Try it out, see how it works, and have some fun. Maybe it doesn't work and I am just dumb. Or maybe it does work and I am actually not dumb ;)
Drink some water, get some sun, eat more veggies. :mad:
 
So a couple of things...

The main reason that I can see why Gambit keeps eating your team is that you keep switching in mons/ using mons to take it on that should never stay in. Secondly, your team lacks some balance and has wayyy too many weaknesses for my liking. Let's fix that, kay?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hard Suggestions

As I said, we need to round out your team and get rid of some of your weaknesses. I am going to suggest some changes to the roster as well as set changes so take or leave what I have to say but try it out and you may find it works pretty well.

:clodsire: --> :corviknight:
We are going to end up turning Pex into your Spdef wall because I think Pex does a better job at that than a Def wall. The reason for the Clod --> Corv switch is because 1. It gives you a SOLID Def mon that can tank all sorts of hits (including Gambit) and 2. It gets you off the ground which is very much needed in this meta (IMO). Corv also opens up the option to pivot and now lets your Tusk run a more offensive set which we will get to in a bit.

Uh-Oh Stinky (Corviknight) @ Leftovers/ Rocky Helmet
Ability: Mirror Armor
Tera Type: Flying
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Brave Bird
- Body Press
- U-turn
- Roost

Very standard and very useful. You can go leftovers or Rocky Helmet here, but odds are you're going to want to use Corv as your knockoff taker so it doesn't matter all too much.

Secondly.

:gholdengo: --> :Iron moth:
This one might be a little controversial but I think it will help you out immensely. Currently, the way your team is now (Corv included) you still get beat down by fire and ghost moves. Moth doesn't necessarily protect you from these, but it does dissuade your opponent from using a ghost move or fire move for free. The main reason, though, for the Moth switch is that Moth acts as a very nice wall breaker and a serious damage threat since its moves are so versatile. Ghold is good, don't get me wrong. I just don't think it fits as well on the team you currently have (I.E. with Decidueye).

Shoop There It Is (Iron Moth) @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Fiery Dance
- Sludge Wave/ Psychic
- Discharge

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Soft Suggestions

Let's go down the list.

:toxapex:
I've already hinted at swapping Pex to a Spd set and I think you should do just that. Pex just (IMO) works better as a Spd wall especially since it gets chilling water. And with Corv in play, the switch to Spd is an easy one to make.

Ziggy (Toxapex) @ Leftovers
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilling Water
- Toxic
- Baneful Bunker
- Haze

Chilling water is preferred to surf for the attack drop, while baneful bunker is preferred to recover for 1. scouting 2. toxic chance 3. recover + regenerator is redundant and with bunker, you can still gain back some HP.

:Decidueye:
Here's what I would do since (right now) Decidueye seems a little awkward.

Decidueye @ Choice Scarf
Ability: Long Reach
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Shackle
- Leaf Blade
- Knock Off
- U-turn

I think this is your best bet when it comes to this mon. Decidueye has stats that are too spread out and I think with the set you are currently using you open yourself up to be taken out by any mon that is faster than you. With long reach you get a very safe pivot option/ scouting option, decently strong hitting moves, a choice scarf adds some speed control to your team, and spirit shackle can really mess with your opponent when they realize they can no longer switch, giving you some really safe switch options. This suggestion is the one you can honestly take or leave depending on what you think is best because I am not a Decidueye expert by any means. I do, however, suggest that you (at the very least) use the set I suggested with leftovers and sucker punch instead of roost. That way you get some sort of priority for fast mons and still have the option to get a sword dance off and do damage.

:great tusk:
You already have good defensive mons in Corv and Pex, so I would say that swapping Tusk over to a more physical set is the right play.

The Tusk (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Close Combat/ knock off
- Rapid Spin
- Stealth Rock

Since Clod is gone, another rock setting is preferred and Tusk fits that bill very well. And, with this suggested set, one rapid spin turns you into a MONSTER while still being able to take hits and recover with leftovers. Not to mention Gambit gets eaten with this set.

:Hatterene:
Mystic Fire --> Nuzzle

Either works but getting a nuzzle off on a mon that thought they could switch in to you and set up can seriously turn the game. Plus nuzzle works on gholdengo.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ANYWAY, I hope this helps. Try it out, see how it works, and have some fun. Maybe it doesn't work and I am just dumb. Or maybe it does work and I am actually not dumb ;)
Drink some water, get some sun, eat more veggies. :mad:

It looks like some good suggestions, I was thinking about running that Decidueye set, as a physical wall for Tusk, azu, etc. and do you need jolly too? I was also thinking about Corviknight too as I have no ground immunity, and my only resist is Decidueye, I don't know about adding moth for Gholdengo, though ill try it out, I'm quite new to SV OU though so I don't know how it will fare with me and my playstyle, I also feel like just full blown hazard stack would help more and run a more offensive Decidueye could work too, like spikes, rocks, another ghost to spinblock like Gholdengo (the reason I added it in the first place) I feel like replacing every mon except Toxapex, Decidueye and Gholdengo (switching to offensive Decidueye and helmet Toxapex and switching to nasty plot Gholdengo with psyshock for stall.) Switching the playstyle to forcing switches with the offensive firepower and good matchups and not allowing opponents to reliably recover up damage and getting chip with hazards but thank you!
 
Last edited:
It looks like some good suggestions, I was thinking about running that Decidueye set, as a physical wall for Tusk, azu, etc. and do you need jolly too? I was also thinking about Corviknight too as I have no ground immunity, and my only resist is Decidueye, I don't know about adding moth for Gholdengo, though ill try it out, I'm quite new to SV OU though so I don't know how it will fare with me and my playstyle, I also feel like just full blown hazard stack would help more and run a more offensive Decidueye could work too, like spikes, rocks, another ghost to spinblock like Gholdengo (the reason I added it in the first place) I feel like replacing every mon except Toxapex, Decidueye and Gholdengo (switching to offensive Decidueye and helmet Toxapex and switching to nasty plot Gholdengo with psyshock for stall.) Switching the playstyle to forcing switches with the offensive firepower and good matchups and not allowing opponents to reliably recover up damage and getting chip with hazards but thank you!
Jolly helps to outspeed Valiant, Meow, and Moon. Adamant could work too but speed on that set is more important than raw power.

And spin blocking is good and all until you realize the main spinner is Tusk and you do not want to keep ghold in on Tusk and risk getting KOd or risk them predicting the switch.

What I would say is to play around with the team to truly see if you like it or not before you go creating a completely different one. You really don't want to fall into the trap of creating new teams every time a previous team you created doesn't work out exactly as planned, trust me :)
 
Okay, thank you for the advice, I will make a team using your ideas, but I also will make one more heavily centered on spikestack with scarf decidueye, if you want to talk about this further we can talk on discord, mine is glowbro gang#9467. I will try to update you if the team does better or worse.
 
Back
Top