SV DOU Dimensional Drifters - A Recipe for Success (Peaked #45 on Ladder, 87.5% GXE)

"The place where I come from be another dimension"

Introduction :-

Hello, everyone! This is my first RMT post in SV DOU. Through this post, I present to you all a mighty team that has received a lot of success in the SV DOU Ladder. This team was built together by me and a great friend Shashank812009 sometime after the Archaludon ban. It took about 2 months to bring out the true potential of this team.

Ladder Proof :-
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Team Composition :-

:Grimmsnarl: - :Raging Bolt: - :Sinistcha: - :Iron Hands: - :Cresselia: - :Diancie:

Reasons for choosing this composition :-

After the Archaludon ban, one of the mons that has benefitted the most is Diancie. Diancie, a mon with immense physical and special bulk, but having only a meagre 50 base HP, has some tricks of its own. Our idea is to make Diancie boost its Defense and Special Defense stat and make it un-killable with healing from Sinistcha and Cresselia. Calm Mind helps Diancie boost its Special Attack and Special Defense, making it a threating offensive presence as well. Reflect and Light Screen takes this idea forward. With all these pieces in mind, we tried to execute our plan. Grimmsnarl, Cresselia, Sinistcha and Diancie filled up the first 4 slots of the team. Now, the next question that came to our minds was, what if we don't want to use Diancie and use any other sweeper in its place? Following this up, we added Iron Hands and Raging Bolt, 2 mons with huge HP stats. The healing from Cresselia and Sinistcha helped every sweeper on the team, not just Diancie. Also, Diancie's offensive move combination finds it hard to hit Steel types for good damage, but Iron Hands being a Fighting type solves that problem. Raging Bolt is also resistant to steel moves, so that is also an indirect solution. Diancie and Cresselia also form a good defensive core, since Levitate + Ally Switch from Cresselia helps Diancie find it easier to set up. This rounds up the reasoning for the composition.

Detailed Explanation of each set :-

:Grimmsnarl:
Scoundrel Djin (Grimmsnarl) @ Light Clay
Ability: Prankster
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Parting Shot
- Taunt

Grimmsnarl is the screen-setter of this team. Taunt helps it to somewhat counter one of the weaknesses of this team, that is Whirlwind/Roar. Tera Poison helps it to have an easier time against Fairy and Poison types. Parting Shot helps it to switch out somewhat safely.

:Raging Bolt:
Raging without Neck (Raging Bolt) @ Leftovers
Ability: Protosynthesis
Tera Type: Fairy
EVs: 123 HP / 110 Def / 143 SpA / 132 SpD
Modest Nature
IVs: 20 Atk
- Calm Mind
- Thunderclap
- Thunderbolt
- Dragon Pulse

Raging Bolt plays the role of a set-up sweeper on this team. With its immense bulk, combined with screens, this mon becomes literally un-killable with some boosts. Leftovers helps it to heal the little HP that it loses after taking a hit after boosting its bulk. Pairing Raging Bolt with Cresselia or Sinistcha is a good move, since both are good partners. Cresselia provides healing and ally switch support to negate Raging Bolt's ground weakness, and Sinistcha smacks the Ground types who are super effective against Raging Bolt. Raging Bolt can work both inside and outside of Trick Room, and Tera Fairy helps it to negate its Dragon weakness, and also gain a decent defensive typing.

:Sinistcha:
Dimensional Tea (Sinistcha) @ Leftovers
Ability: Hospitality
Tera Type: Water
EVs: 172 HP / 101 Def / 123 SpA / 112 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Matcha Gotcha
- Shadow Ball
- Trick Room

Sinistcha is one of the Trick Room Setters of this team, and it also supports its team with healing via its ability, Hospitality. Sinistcha is also kind of a sweeper itself, but its primary role is to set up Trick Room and also to provide healing with Hospitality. Tera Water helps it to negate its Ice and Fire weakness.

:Iron Hands:
Beer Biceps (Iron Hands) @ Clear Amulet
Ability: Quark Drive
Tera Type: Fairy
EVs: 132 HP / 132 Atk / 123 Def / 121 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Swords Dance
- Thunder Punch

Iron Hands is another sweeper of this team. Its goal is to set up atleast one Swords Dance, then proceed to deal heavy damage to opponents. Clear Amulet helps it to negate any stat drops from Incineroar or other Intimidate and Parting Shot users. Iron Hands functions well both inside and outside of Trick Room, and pairing it with Cresselia is ideal. Tera Ghost elliminates its primary weaknesses, and makes it immune to Fake Out.

:Cresselia:
Moonbeam (Cresselia) @ Mental Herb
Ability: Levitate
Tera Type: Fairy
EVs: 216 HP / 48 Def / 244 SpD
Sassy Nature
IVs: 0 Atk
- Light Screen
- Lunar Blessing
- Trick Room
- Ally Switch

Cresselia is the primary supporter of the team. Its goal is to heal team mates and also to set up trick room when required. Mental Herb helps to get around Taunt/Encore. Ally Switch helps to escape Taunts/Encores after Mental Herb is consumed, and also supports Raging Bolt, Iron Hands and Diancie negating their ground weakness due to Levitate. Light Screen is mainly for supporting Diancie, when Grimmsnarl's Light Screen fades. Tera Fairy helps to negate its primary weaknesses.

:Diancie:
Gem Dealer (Diancie) @ Leftovers
Ability: Clear Body
Tera Type: Grass
EVs: 236 HP / 16 Atk / 136 Def / 44 SpA / 76 SpD
Sassy Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Calm Mind

Diancie, the protagonist of this team, plays 2 roles. It acts as both a Trick Room Setter, but also as a Bulky Setup Sweeper. Leftovers helps Diancie to maintain its longevity. Diamond Storm helps to boost the Defense stat, while Calm Mind helps to boost Special Defense, whichever is required more depending on opponent's team composition. Moonblast is just a solid move to have for stab move preferences. Tera Grass makes Diancie immune to spore, and also negates its Water and Grass weaknesses.

This rounds up the individual explanations.

Weaknesses of this team :-
- Whirlwind/Roar since both moves block setup opportunities.
- Bulky Hazard Stack Teams (Not a hard-counter, but worth mentioning)
Replays of Usage :-

vs Alolan Ninetales + Kyurem Hail Team
vs Psy-Spam Armarouge Team
vs Justified Beat Up Terrakion Team
vs another version of Justified Beat Up
vs Trick Room
vs another version of Alolan Ninetales Hail
vs Sun Team
vs Sand Team
vs somewhat of a mix of Balance and Offense
vs Specs Politoed team

Paste :-
https://pokepast.es/4e2444ae81b0bf45
https://pokepast.es/6be4f83a05869aea (Without Nicknames)

Credits for team :-
Shashank812009 (Builder)
manishkumarlal (For Testing)
Zephyr Moonbeam (Builder)
Thank you everyone for checking out! Be sure to share your opinions on this. Ladder success results are also welcomed.
 
have you noticed any issues with fake out cycling/getting pinned rly easily bc none of your mons have tect?

love to see CM bolt + diancie together lowkey underrated breaking core rn
 
Hey, not sure if you were aware, but a lot of these ev spreads are inefficient. Generally, if you're investing a large amount of evs in bulk, you should always be maximizing hp first. This is less so the case for mons like hands and bolt somewhat with disproportionately higher hp stats, but it should be the first thing you go for when making spreads. Also, the 121/123 spreads are wasting evs, stat breakpoints are at multiples of 4 at level 100, so you gain an extra point doing 120/124.

I'm pretty sure there's an exact formula out there, but I recommend https://pokestudio.altervista.org/defevs.php to do it easily. For example, the sinistcha always wants 252 hp unless you go for an impractical bias. At 60% def bias, you get 252 hp/48+ def/120 spa/88 spdef. If you're benchmarking, you can tweak spreads further from there as a baseline. With 50% bias for Raging Bolt, you get 252 hp/48 def/140+ spa/68 spdef. These should give you more bulk overall than your original spreads.The same applies to hands, cress, and diancie.

On Diancie, you should consider Diamond Storm/Body Press/Trick Room/Protect, it's the standard set because you naturally set up your body press damage as you attack instead of needing to take turns off to Calm Mind. I really recommend it, especially because your team lacks Protect, which works well with lefties and sinistcha on top of the usual benefits.

On a more macro level, I think your Gholdengo matchup is really, really bad. You usually need strong checks on a diancie+sinistcha comp alone, but then you have grimm and cress on top of that. A well-played Ghold can Nasty Plot twice because it's completely unthreatened, then kill your entire team with just a little defensive support. Here's a Derby replay where ghold just wins after its answers get taken out early, because diancie+sinistcha is just that big of a liability.

Structurally, the easiest answer here would be to cut Grimm for Incineroar, who has a similar role in damage mitigation but with a much stronger Ghold matchup. It's also just a better pivot on sinistcha setup teams, as Fake Out+Intim makes it far more desirable to cycle in and out.

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 96 Def / 160 SpD
Tera Type: Water
Careful Nature
- Fake Out
- Flare Blitz
- Knock Off
- Parting Shot

Even with Incin, I still wouldn't be comfortable having such a weak Ghold matchup. If I were building it, I'd either cut Diancie for Guts Ursaluna (good synergy with cress+sinistcha), or switch to a full support sinistcha with Trick Room/Matcha Gotcha/Rage Powder/Life Dew, then cut Cress for something with a stronger matchup like lando-i or blood moon, but it's totally understandable to stick to your original design.
 
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