1. The Concept
After seeing some slander towards a mon that I think is easily at least top 10 if not better in the current SVOU metagame, I decided to build around























Link to Team
A game with Jamvad, playing vs CTC's


2. The Team
No Advance (Dragapult) @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
The star of the show, it's been said more than enough times that









Bank Account (Gholdengo) @ Covert Cloak
Ability: Good as Gold
Tera Type: Fairy
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Recover













Ball W/O Lu (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 200 HP / 92 Def / 216 SpD
Careful Nature
- Earthquake
- Spikes
- Stealth Rock
- Whirlwind
Now I gotta Ball Without Lu, Now I gotta Ball........ What more can be said about
















Treacherous Spins (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 120 HP / 128 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Rapid Spin
- Bulk Up

















Drain In Spore Out (Amoonguss) @ Red Card
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Spore
- Foul Play
With maximum Phys.Def investment,


















Central Cleave (Kingambit) @ Air Balloon
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Kowtow Cleave
- Iron Head
- Sucker Punch
- Swords Dance
Like a wise man once said. Let the Birds Fly. Setup


























3. Team Use
Dragapult is a great general lead and I've got into a bad habit of always staying in on the tie with opposing Pult at lead cus I'm like that. Ting Lu is a pretty consistent lead though into many teams where they won't immediately pressure you out and can often get up multiple layers of hazards in the first couple turns. Great Tusk can be a good lead into Glimmora or Samurott-H, 2HKOing the latter with EQ and preventing Ceaseless Edge, although Amoonguss is a pretty good counter lead to Samu if you're certain you won't need your Red Card later which is usually not the case. Dragapult needs to be positioned correctly to where it can safely click buttons and its HP is an important resource as Pult can often come in on neutral hits from full to force a mon out, while Gholdengo can sweep teams singlehandedly with Tera Fairy so this is a good resource to use, although saving it for Pult can be very nice for breaking power. Kingambit usually gets preserved as a late game cleaner that is especially potent if you keep Tera intact, while some of the Tusk-weak teams you see on the ladder can fold instantly to an unexpected Bulk Up. Just remember this is hazard stack and they should be kept up with maximum priority.
This is my second RMT where an entire section is needed for this, and it definitely won't be the last. Enamorus can be an issue offensively, and keeping rocks up for it is essential to wearing it down over time. Zapdos and Moltres however will often need Tusk to risk Static/Flame Body to knock their boots off and handle them long-term so that Dragapult can Shadow Ball through them later, although Tera Ghost Shadow Ball cleanly 2HKOs even Sp.Def Zapdos. Landorus-T is also a threat with Grass Knot for Tusk and no Ice Spinner, but knocking it off will wear it down greatly every time it switches in on a hit that Lando would normally eat and chip heal off.
4. Threats
The Moltres + Ting Lu defensive core can be hard to break for this team, and Knock Off is a major part of how you'll deal with them over a game. Be prepared to click U-Turn a lot with Dragapult too, as Garg, Lu and AV Samurott-H will often come in on it to try and take advantage of eating a hit; this means making the difficult call on whether to stay in on the threat and attack or to U-Turn out and potentially lose a mon due to mispredicting. Stall is another tough matchup, since you need to knock as much as possible and disrupt with Amoonguss. This can be achieved by going Tusk on the Pex, knocking their boots off as they stay in to Toxic and threatening them out so you can also Knock Off the Alo. This prevents them from infinitely Regen switching to stall out moves, and Amoonguss is very useful as disruption since they will typically need all their mons awake and capable to handle all of your threats while Blissey coming in to soak sleep is exploitable with double switches. However, this is still a tough matchup and will require getting a lot of turns right.
This team has no consistent switch ins to Walking Wake, Enamorus and Iron Moth, with the former often being bounced out by Amoonguss to stall sun turns. Picking your sacs is important and the matchup is definitely doable but the Vert Sun team with both Moth and Wake requires near perfect play and Lu must remain healthy for the Moth at all times. Sure you can eat a hit from Wake, but Lu is your only Moth answer aside from Pult who will die to Gleam if they get a single Sp.Atk raise, although Tera Ghost Pult will live even a Sun-boosted Fiery Dance and can kill after rocks with Draco. Limit these mons' switch ins with hazards and make the right calls with switches, don't let these mons get a free turn at all costs. Opposing Garganacl can also sweep if you let Gholdengo go down or lose its Covert Cloak to Knock Off, so playing around Tusk spinning must be done carefully. If they have a Bax, remember to keep your balloon intact on Kingambit too as this will always answer them unless they flinch with Crash, though you also have Sucker Punch for reducing the risk of this. Sp.Def Heatran can be hard to break, and if they have hazards up Lu is not a great switch in as it loses a ton of HP each time although it can use this as an opportunity to set hazards itself. Remember though that Tera Ghost Pult melts through this mon like butter if you have hazards up.
This team has no consistent switch ins to Walking Wake, Enamorus and Iron Moth, with the former often being bounced out by Amoonguss to stall sun turns. Picking your sacs is important and the matchup is definitely doable but the Vert Sun team with both Moth and Wake requires near perfect play and Lu must remain healthy for the Moth at all times. Sure you can eat a hit from Wake, but Lu is your only Moth answer aside from Pult who will die to Gleam if they get a single Sp.Atk raise, although Tera Ghost Pult will live even a Sun-boosted Fiery Dance and can kill after rocks with Draco. Limit these mons' switch ins with hazards and make the right calls with switches, don't let these mons get a free turn at all costs. Opposing Garganacl can also sweep if you let Gholdengo go down or lose its Covert Cloak to Knock Off, so playing around Tusk spinning must be done carefully. If they have a Bax, remember to keep your balloon intact on Kingambit too as this will always answer them unless they flinch with Crash, though you also have Sucker Punch for reducing the risk of this. Sp.Def Heatran can be hard to break, and if they have hazards up Lu is not a great switch in as it loses a ton of HP each time although it can use this as an opportunity to set hazards itself. Remember though that Tera Ghost Pult melts through this mon like butter if you have hazards up.
5. Final Note
Decided to write this team up and post it here before DLC1 rolls around, I was languishing in the 1600s after an atrocious run with

















Built this solo as usual and again pretty happy w/ the nicks, was stuck on a Gambit one for a while but I was listening to Split Decision, came to me in a vision for real...
Your Great Tusk Ran From The Kowtow Cleave Cus It Weren't Legitimate.
Shoutout me for making this joint, as well as the Agency cord and A1Gallade's cord for testing, talking mons and being cool places in general, open to any questions, comments or anything both here and on Discord as KyleJD.
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