SV OU Going Band for Band: Peaked #3, 2005 ELO

Band For Band

:sv/Dragapult: :sv/great tusk: :sv/Samurott-Hisui: :sv/Dragonite: :sv/Slowking-Galar: :sv/Ogerpon:/:sv/quaquaval:

Version 1 (Quaquaval): https://pokepast.es/ee5ef08c117476e6
Verson 2 (Ogerpon): https://pokepast.es/ca1d0f7e874f512e

Introduction

Hey there! I'm Lacks (not Lax, he's my dad). I've been playing competitive Pokemon since SS, but I've only recently started to be more active on Smogon. Something I did a few times back in SS was use a MonoBand team to hit top 10 on ladder (shoutouts to the Academy Discord). Now, with all the DLCs being out and the meta being mostly settled, I wanted to try it again in SV. I picked out the main five members of the team while trying to build for OUFL semis, but I decided to bring an actual team to my game. Then, during the week of the finals, I managed to complete the team and peak top 10 on a different alt with an ELO of 1930ish. While top 10 was good, I wanted to do better than I had previously and try to hit 2000 ELO with this team. Eventually, after multiple visits to the 1700s, I managed to do it. I really struggle with teambuilding, but a team of six Pokemon with the same item makes things doable I suppose. This will be my first RMT, though I hope to make more with actual viable teams in the future :]

Proof of Peak

SmartSelect_20250205_204023_Gallery.jpg
1738818152919.png


(Did not end up getting Palafin reqs on this alt lol)

Peak game: https://replay.pokemonshowdown.com/gen9ou-2289319793-3q45ltxb91rvsccf6tpg62cfeknqv90pw

Team Breakdown

:sv/dragapult: :Choice Band:

Dragapult @ Choice Band
Ability: Clear Body
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- Tera Blast
- U-turn
- Will-O-Wisp/Sucker Punch/Quick Attack

Dragapult was the first Pokemon I added to the team. As shown by the infamous Prime Pult, Choice Band Dragapult is an excellent set. Pult is the fastest unboosted Pokemon in the metagame, providing me a fast and strong U-turn. For a MonoBand team, pivoting is essential to lessen the burden of prediction. When in doubt, just click U-turn. Pult's strong U-turn also does good damage to walls like Ting-Lu, Dondozo, and Garganacl.

Dragon Darts is a strong, spammable STAB move, able to break through most walls given enough turns and spikes support from Samurott. Tera Blast Ghost 2HKOes most neutral targets that resist Dragon, notably hitting Fairies, Corviknight, and Skarmory hard. Tera Blast Ghost feels even more spammable than Specs Shadow Ball in most matchups, due to the former's higher power coming off of Dragapult's higher attacking stat. Losing the Ice weakness can also come in handy against Kyurem and Weaville.

For the last move, I chose Will-O-Wisp. While Banded Wisp might seem strange, it allows Dragapult to provide emergency utility versus Zamazenta, Kingambit, and occasionally Great Tusk. Wisp also allows Slowking to infinitely sit on Iron Defense Corviknight, which otherwise might be tough for this team to handle. Sucker Punch is an option to deal with opposing Dragapult, but being locked into Sucker can be easily exploited. Quick Attack is another viable priority option to more consistently pick off weakened threats in tandem with Dragonite's Extreme Speed and Samurott's Aqua Jet.

Clear Body was chosen as the ability to be immune to Landorus's Intimidate and the speed drop from Sticky Webs. Infiltrator is an option to destroy screens teams and help with Substitute Zamazenta, Tera Kyurem, Primarina, and Iron Moth. I find Clear Body more useful though.



:sv/great tusk: :choice band:

Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Ice Spinner
- Rapid Spin/Head Smash/Knock Off

Great Tusk was the next addition. When boosted by Choice Band, the combination of Headlong Rush, Close Combat, and Ice Spinner is extremely difficult to switch into, with only Moltres being able to safely wall it. Here's a pretty nice looking calc wall to illustrate the point:

252 Atk Choice Band Great Tusk Close Combat vs. 248 HP / 252+ Def Corviknight: 205-243 (51.3 - 60.9%) -- guaranteed 2HKO
252 Atk Choice Band Great Tusk Headlong Rush vs. 252 HP / 4 Def Pecharunt: 390-462 (102.6 - 121.5%) -- guaranteed OHKO
252 Atk Choice Band Great Tusk Ice Spinner vs. 244 HP / 36 Def Gliscor: 424-500 (120.4 - 142%) -- guaranteed OHKO
252 Atk Choice Band Great Tusk Headlong Rush vs. 252 HP / 252+ Def Alomomola: 246-291 (46 - 54.4%) -- 59% chance to 2HKO
252 Atk Choice Band Great Tusk Close Combat vs. 252 HP / 4 Def Ting-Lu: 488-576 (94.9 - 112%) -- 68.8% chance to OHKO
252 Atk Choice Band Great Tusk Headlong Rush vs. 80 HP / 0 Def Primarina: 379-447 (118 - 139.2%) -- guaranteed OHKO
252 Atk Choice Band Great Tusk Headlong Rush vs. 252 HP / 252+ Def Dondozo: 195-229 (38.6 - 45.4%) -- guaranteed 3HKO

The Gliscor interaction is notable, as some people will trade HP on Gliscor to click Toxic while expecting to live the Ice Spinner.

Rapid Spin was chosen as the last move since it helps alleviate hazard pressure. However, you really don't want to be forced to click Rapid Spin as it gives up a crucial turn, especially if you get spinblocked. As such, both Head Smash and Knock Off are viable alternatives. Head Smash deletes Zapdos and Moltres, while Knock Off can remove Rocky Helmet on Corviknight, Boots on Dondozo, and blow up offensive Air Balloon Gholdengo.

Great Tusk is a powerful wallbreaker, but also has important defensive utility into Pokemon like Ting-Lu, opposing Tusk, Garganacl, and Kingambit. Tera Steel was chosen to surprise fairies like Iron Valiant and Enamorus, while also forcing mind games against boosted Roaring Moon in a pinch.



:sv/samurott-hisui: :choice band:

Samurott-Hisui @ Choice Band
Ability: Sharpness
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Aqua Jet
- Knock Off

Hisuian Samurott provides a strong Knock Off, Water STAB, and most importantly, spikes via Ceaseless Edge. Ceaseless Edge is the only way to get hazards on this team, as it is one of the only moves that sets hazards while attacking (not using Kleavor here). Giving up a turn to set hazards manually would be detrimental, so Samurott's presence is necessary.

Spikes helps push damage for both Dragapult and Dragonite to clean up late game, while Knock Off removes Boots so the spikes can put in work. When Banded, there's no reason to run Razor Shell over Aqua Cutter aside from the defense drop, so I elected to go with Aqua Cutter because I dislike missing. Strong Water STAB is essential to pressure Moltres, Garganacl, Ting-Lu, and Tusk.

I initially had Sucker Punch as the last move, but being locked into Banded Sucker often went really badly. Losing the mind game against a set-up sweeper means I have to forfeit a Pokemon if my opponent has figured out that I'm Banded. As such, I went with Aqua Jet for the guaranteed priority damage. Water type priority does also help against Iron Moth and Cinderace, so it has its uses.

Tera Poison was chosen to flip the matchup versus Fairies like Iron Valiant and Enamorus, as the team has only one Fairy resist. It also helps into Pecharunt, since Malignant Chain does a lot otherwise. Honestly, I didn't click Tera often with this Pokemon, so other options like its STAB types to boost power might also work. Samurott's natural typing allows it to check Gambit, Gholdengo, and Weaville, although it's really a one time switch-in at most.



:sv/dragonite: :choice band:

Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Ice Spinner
- Fire Punch/Earthquake

Dragonite was picked next as it provided the easiest out into Hyper Offense, Weather, and Sticky Web teams. Banded Tera Normal Extreme Speed hits ludicrously hard, having good odds to OHKO most targets on offense after just one spike. For reference:

252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 124 Def Iron Moth: 279-328 (92.6 - 108.9%) -- guaranteed OHKO after 1 layer of Spikes
252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 0 Def Roaring Moon: 292-345 (83.1 - 98.2%) -- 68.8% chance to OHKO after 1 layer of Spikes
252+ Atk Choice Band Tera Normal Dragonite Extreme Speed vs. 0 HP / 0 Def Iron Valiant: 240-283 (83 - 97.9%) -- 68.8% chance to OHKO after 1 layer of Spikes

Anything that barely survives can get picked off by Samurott's Aqua Jet, while getting two layers of spikes often means you're set. Extreme Speed allows Dragonite to be an amazing cleaner once everything is chipped down. Additionally, with Multiscale (if Stealth Rock isn't up), Dragonite can act as a one time check to trade with nearly everything.

Outrage cleaves through most neutral targets, Moltres most importantly, while Ice Spinner is necessary for Gliscor and Landorus-T. Fire Punch was chosen over Earthquake to cover Corviknight and Balloon Gholdengo. However, Earthquake's coverage into both Raging Bolt and Kingambit in one moveslot is useful as well.

I EVed Dragonite to outspeed Modest Bolt, and put the remaining in HP. My thought process was that there was no point in trying for the Dragonite speed-tie, as opposing boosted Dragonite would always have the faster ESpeed. The extra HP has been useful on occasion, but max attack and speed is probably the better spread.



:sv/slowking-galar: :choice band:

Slowking-Galar @ Choice Band
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick
- Chilly Reception
- Sludge Bomb
- Future Sight

As one might expect, a team with six Choice Banded Pokemon would get unceremoniously 6-0ed by Iron Defense Zamazenta. Physically defensive Slowking-G provides a sturdy check to Zamazenta while gaining momentum with Chilly Reception. Trick is necessary to get rid of the Choice Band and have a more functional Slowking, while Future Sight helps break through bulky teams. Sludge Bomb is necessary to hit Fairies. Being the only fairy resist, Slowking's job includes checking Fairies like Iron Valiant, Enamorus, and Clefable. Slowking's good natural special bulk also allows it to be a catch all check to most special attackers.

While it might be tempting to always Trick immediately, saving Trick to catch threatening Pokemon like Curse Garg is extremely useful to neutralize it. Tricking Tusk and Lu isn't great, but has its benefits if you predict correctly. Tricking ID Zama screws it over even harder. Even while holding a Choice Band, Slowking can still act as a Chilly Reception bot, which is sometimes all that's needed.

Tera Fairy was chosen to help check Dragapult and Darkrai while maintaining the Fighting resistance for Zamazenta.



:sv/quaquaval: :choice band:

Quaquaval @ Choice Band
Ability: Moxie
Tera Type: Steel/Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Knock Off
- Triple Axel

For the last Pokemon, I didn't really know what to add. At first, I used Banded Quaquaval thanks to Quinn's reccomendation. With Aqua Step and Moxie, it can occasionally get funny sweeps, and having another strong STAB Close Combat to pressure Corviknight is also useful. Knock Off helps to hit Pecharunt and remove Boots. Triple Axel is the highlight of the set, allowing Quavo to snipe unsuspecting Dragonite, Hydrapple, and Raging Bolt, while also OHKOing Landorus-T and Gliscor. Quavo is also another Gambit check, which is always nice to have. Tera Steel allows Quaquaval to continue a sweep against Pokemon that would normally stop it, like Scarf Enam and Booster Val, while Tera Ghost provides an Extreme Speed immunity for Dragonite.

However, I really didn't like how freely max speed Lando could set Rocks against my team, so I decided to switch to Ogerpon for the rest of my climb.



:sv/ogerpon: :choice band:

Ogerpon (F) @ Choice Band
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Knock Off
- U-turn
- Low Kick/Superpower

With Defiant and the Choice Band boost, Ivy Cudgel sends Landorus packing (most of the time), denying it Stealth Rock by forcing it out or KOing it:

+1 252 Atk Choice Band Ogerpon Ivy Cudgel vs. 252 HP / 4 Def Landorus-Therian: 376-444 (98.4 - 116.2%) -- 87.5% chance to OHKO

The Speed Boost provided by Tera provides an additional form of speed control, allowing the team to more easily check things like Booster Tusk, Treads, Scarf Enamorus, AOA Zamazenta, and Dragapult. Terastalizing to OHKO a Dragapult with Banded Knock is not a bad way to start a game, as Boots Dragapult can be annoying for this team.

252 Atk Choice Band Ogerpon Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 380-448 (119.8 - 141.3%) -- guaranteed OHKO

U-turn provides another pivoting option, which is especially useful into Pecharunt. Low Kick OHKOes Gambit and hits other Steel types hard. Superpower is probably more viable since it has a consistently high base power on its first use, and you can't really spam either Fighting move with this Pokemon anyways.

It's with the Ogerpon version of the team that I managed to peak over 2000, and hit #3 on ladder.

Threatlist

:Dragapult:

Boots Dragapult is a pain for this team to deal with due to its speed, status spreading, and U-turn. You're forced to switch in Slowking on Wisp and eventually Tera once you get in Hex range. Oftentimes, it comes down to the speed-tie with your own Dragapult. The Ogerpon version of the team does help though, as Tera Ogerpon can outspeed and OHKO Pult.

:Zamazenta:

Sub Iron Defense Zamazenta is the only rough Zama matchup. Tera Steel instantly 6-0es unless they let it get tricked, while Tera Dark does a similar job by forcing too much damage on Slowking. Tera Fire is beatable with good luck and a timely Tera Fairy on Slowking.

:Pecharunt:

With it's massive 160 defense stat and nice speed tier, Pecharunt is very annoying for this team. You have to pressure with Tusk, Samurott, or blast it with Tera Ghost Dragapult. Unfortunately, Dragonite's Outrage bounces off. Samurott takes too much from Malignant Chain, so unless you commit Tera, you're not winning the 1v1. It helps that people will try to spinblock Tusk with Pecharunt, so you have more chances to KO it with Headlong with correct prediction. Future Sight + Chilly Reception setups can also help break through Pech.

:Gliscor:

Gliscor's Protect allows it to scout the move you lock into with any Pokemon, making it very annoying to deal with. The best way to deal with Gliscor is to catch it on the switch with an Ice Spinner or pressure it with strong neutral moves, like Dragapult and Samurott's STABs, Dragonite's Outrage, or Ogerpon's Ivy Cudgel. If you can somehow Trick it with Slowking, that's even better. Try to avoid predicting a switch while Gliscor is out, as Protect will let it then punish you with Toxic or hazards. After it clicks Protect, feel free to try and double to catch a switch.


:ting-lu: :landorus-therian: :great-tusk: :samurott-hisui:

Even with the anti-ground moves on the team, these guys will usually be able to come in and set hazards. If you let too many go up and can't win fast enough, you'll probably lose. Samurott is especially irritating, as it gets a free spike just by attacking. While Rapid Spin Tusk can help, having to click spin usually means you're in a worse position. Try to make plays that deny these Pokemon from coming in for free, limit their hazards, or catch them on the switch.

:Moltres:

Moltres can be really annoying to break through without Head Smash Tusk. While Slowking does check it, the obvious switch can be exploited by U-turn, especially if hazards are up. I usually try and use either Dragonite or Dragapult to push damage on it. It depends on which Pokemon is more valuable to win the game; I'll save the more valuable one. It helps that a fair number of people will try and keep Moltres in against Samurott to try and punish it with a burn, only to get blown up by Banded Aqua Cutter.

:Garganacl:

Unless you position carefully, Curse Garg can and will Tera and win. Get spikes up, knock it off, or best case, Trick it with Slowking.

Replays


Closing Thoughts

This team, for pretty obvious reasons, relies on good prediction to function well. If you predict correctly, things work out. If not, you're constantly on the back foot as you're forced to switch and take more damage. The fewer free turns you give your opponent, the better (but I guess this can be said for any team). Overall, I had a ton of fun using this team on ladder. The reaction when people found out that not one, not two, but all six Pokemon were Banded was very satisfying to watch. I'm happy I was able to achieve what I set out to do and hit 2000 ELO with this team. Big shoutouts to my fellow Slugmas for their belief in MonoBand. All this being said, I'm looking to improve as a player, and the way to do that is to build and consistently win with good teams. So for now, it's time to put this MonoBand team to rest and work on that.

Thanks for reading, I hope you guys have fun with the teams!
If anyone thinks of any improvements I could make (aside from changing the items), please let me know!​
 
Last edited:
Back
Top