SV OU Garchomp Offense 1800s Peaked

Introduction
I've hovering around 1800s and put together a versatile team aiming for fast pace offense. The team went through various iterations before settling on these six, offering a mix of speed, bulk, and strategic utility.

poke-paste: garrchomp

The Team
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Garchomp @ Loaded Dice
Ability: Rough Skin
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
  • Scale Shot
  • Earthquake
  • Fire Fang
  • Swords Dance
Garchomp serves as a powerful physical sweeper with Loaded Dice ensuring Scale Shot hits multiple times, boosting its speed allowing to outpace plenty of mons that would normally revenge kill while also killing/dealing damage to the next. SD plus rest of moves allows it to basically boost damage to kill walls and just cause a shit ton of damage. Fire-fang is used to hit air-baloon ghold, corv, and skarm. after a sd it can 2hko skarm and corv. Tera-fire is used to boost fire-fangs damage, wall fairy spams and rilla's grassy glide plus immunitiy to wisp. Should bring kinda early after the leads if u see a good oppurtunity to setup and claims some kills or deal massive damage. Scale-shot really useful against sub-pokemon, d-nite.


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Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
  • Rapid Spin
  • Earth Power
  • Stealth Rock
  • Steel Beam
Iron Treads is our main hazard setter, with Rapid Spin clearing hazards and Stealth Rock setting them. Earth Power and Steel Beam provide strong special attacks, surprising opponents who expect a physical set. Really solid against glimm leads as there are no poison types to remove t-spikes. Spa treads allows it to deal damage to tusk as well, and suprise some fairy leads such as ninetails alola, grimmsnarl, bee. Treads is the lead 90% of the time mostly used to set-up rocks to chip down the enemy and get some chip. Also serves as raging bolt check, as this team is kinda weak to bolt. Tera-ghost for spin-block.

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Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 248 HP / 88 Def / 172 Spe
Jolly Nature

  • Iron Defense
  • Body Press
  • Crunch
  • Heavy Slam
Zamazenta acts as the team’s physical wall and setup sweeper. Iron Defense and Body Press form a potent combo, while Crunch and Heavy Slam offer coverage against Ghost and Fairy types, respectively. Usually want to use this as a late-game sweeper but sometimes it might be important to bring earlier so you dont sac all ur mons to physical sweepers. I've also been experimenting with roar tera-ghost za, to phase other sweepers espcially enemy za's, and za is like super common.

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Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk

  • Dark Pulse
  • Sludge Bomb
  • Trick
  • Ice Beam
Darkrai provides speed and offensive pressure. Choice Scarf allows it to outspeed basically everything, while Dark Pulse and Sludge Bomb offer strong STAB options. Trick can cripple walls and setup mons, and Ice Beam provides additional coverage. Tera-poison to boost sludge and resist fairies and fightings. Usually want to save use it late-game when a lot the walls are down and there are limited resistances. Can be a great late-game sweeper when most of their mons have tooken siginficant chip.

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Gholdengo
Gholdengo @ Air Balloon

Ability: Good as Gold
Tera Type: Fighting
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
IVs: 0 Atk

  • Nasty Plot
  • Shadow Ball
  • Recover
  • Focus Blast
Defensive Gholdengo serves as a bulky special sweeper plus hazard blocker. Nasty Plot boosts its Special Attack to high levels, while Shadow Ball and Focus Blast provide excellent coverage. Recover ensures it can stay healthy throughout the match. It can live gambits sucker and can ko with focus-blast, and often times with offense teams gambling the 70% to ensure u eliminate gambit is well worth it. Tera-fighting to resist darks and boost f-blast even more. Also just extremely useful defensive mon, and want to priortize keeping healthy.

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Primarina @ Leftovers
Ability: Torrent
Tera Type: Ghost
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk

  • Calm Mind
  • Surf
  • Moonblast
  • Substitute
Primarina is the team’s special wallbreaker. Calm Mind boosts its Special Attack and Special Defense, while Substitute allows it to set up safely espcially on switches. Surf and Moonblast provide strong STAB options. Also water-fairy typing very useful to check and trade with specific mons. Also a really solid lead into lots of leads such as sam-h, glimm, lando, treads, pelliper. Very solid bulk to live a lot of hits and deal massive damage back. This set also acts a stall-breaker to seismic-toss blissey with tera-ghost. Also tera-ghost allows it to resist glowkings sludge allowing u to setup/sub and claim a kill.

Potential Threats:
-Choice-band rillaboom can be really annoying and may force u to early zamazenta or sometimes worth it to tera-fire chomp and kill it.
-roaring-moon can basically ko everything on this team except za u probably have to tera.
-If u dont manage to hit glimmora with a physical attack and most likely ur treads is dead, it can cripple ur team and u might have to tera-poison darkrai and switch back-in just to make sure za and the rest are healthy
-HBD teams and Cinderace, as they completely nullify treads as it does like no damage, so basically is just sac fodder
-Ogerpon-w can be really annoying and kill a bunch

Final thoughts:
-I can probably reach like 1900s easily if i use special lando instead of treads and moon instead of chomp, but that removes the identity of the team and gives its upperhand as no-one expect chomp
 
Bumping this as I recall facing it a while back I think, cool team
Have you considered Adamant instead of Jolly for Garchomp? It hits 303 speed which still outspeeds Gholdengo and Great Tusk, so it only really misses out on max speed Kyurem which isn't really staying in on you anyway.
 
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