SV OU Illusion Balance; It's all in your head.

Zora489

I COULD BE BANNED!
Hello, I'm Zora489 otherwise known as YugiohBoi333#9660 and I'm posting my Zoroark team that I made. Currently climbing ladder and it seemed super good as it seems to be able to counter almost anything if you outplay the opponent and don't miss your 90% moves.


The first Pokemon is the infamous Chain Chomp.

Garchomp @ Life Orb
Ability: Rough Skin
Tera Type: Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stealth Rock


Sporting a life orb in the item slot, this pokemon is generally your lead as it forces a lot of switches where it can set up rocks, and does immense damage to stall teams as it can 2hko dondozo, OHKO clodsire, and doesn't allow a skeledirge switch in (Unless they're committing to teraing it to fairy). It's main role on this team is to deal with stall pokemon, set up rocks, and outright beat great tusk, gholdengo, corviknight, and kingambit all while hitting almost everything in the meta-game hard. It also can bait in pokemon that would normally outspeed it like dragapult so Zoroark can OHKO. Don't be afraid to just keep swinging with garchomp as once it blows up a few things and sets up rocks you don't need it anymore.


The second Pokemon is the star of the show, Zoroark-Hisui.

Zoroark-Hisui @ Choice Scarf
Ability: Illusion
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Flamethrower
- Psychic
- Grass Knot

This pokemon is BUILT for revenge kills. I generally see things like sash, specs, or life orb on this pokemon but with testing, for me scarf is the best option that plays into Illusion and it's raw power. This pokemon outspeeds everything that isn't speed boosted or scarfed itself while OHKOing dragapult, Iron Valiant, great tusk, it has a 70% to OHKO non-bulky gholdengo, it does 71.4-81.4% to dondozo with grass knot, OHKOs boots kingambit with tera fire and a little bit of chip, and generally covers a ton of pokemon even while its illusion is down or known. This set isn't a "Oh haha you chose the wrong option against zoroark now I nasty plot and sweep your team". It's a revenge killing set that can score you a few early game KOs if your opponent decides to lead a garchomp counter into your zoroark disguised as garchomp. Some things worth mentioning : Psychic doesn't outright OHKO great tusk without a bit of chip, so grass knotting it may take a bit of setup/conditioning. You generally never want to lose your zoroark unless you have a very likely path to victory and there are only a few pokemon left.


The 3rd pokemon is calm mind hatterene.

Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire

This pokemon generally exists to set up against slower pokemon that can't do much damage to it, along with having nice bulk with a dragon immunity to use. It's on the team to have some sort of anti-volcarona/anti-stall/anti-h-stack. As you can setup pretty easily if your opponent lets you get it in and take over the game. Hatterene also fully blocks hazards and toxic threats from toxapex, and or clodsire. Be careful switching it in on a rotom wash, because yes you might get the wisp bounce but you could also get tricked and lose. DON'T SACK THIS MON. Hatterene's bulk is pretty much essential to not getting swept and not getting statused.

The 4th mon is choice specs iron valiant.

Iron Valiant @ Choice Specs
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Shadow Ball
- Trick

Pretty much a decently fast anti-dragon pokemon that can clean up pretty nicely along with breaking stall pokemon with trick. It does great damage to everything, and don't be afraid to tera it to get extra damage or remove damaged a corviknight from play. Iron val also synergizes with zoroark, as you can punish switches to a fairy resists with one of its stab moves. Overall pretty simple to understand. Me oogah boogah strong fairy BOOM.


The 5th pokemon is Ice Spinner dragonite.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Ice Spinner

D-nite is here to beat opposing dragonites, apply constant pressure of threat that dragonite can come in and get to +2 and sweep you, and allow you to have some speed control. I chose ice spinner over fire punch because of the amount of tera flying gholdengo trash cheese I see on ladder, and because it destroys random ground types and dragon types that seem to be running rampant in OU. Generally, you want to save tera for dragonite, but make sure to remove blockers like dondozo with hatterene/zoroark/garchomp before doing so.

The last pokemon on the team is booster energy iron treads.

Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Rapid Spin

This pokemon removes the team's weakness to lead iron valiant with iron head, brings a spinner pokemon onto the team so you don't have to be a swaglord and beat people with 0 hazard removal. And removes items all while being a fast sacrificable hard hitter. This is the simplest pokemon on the team as you will probably sacrifice it often to get a bit of momentum or chip on say dragonite before finishing it off.


Welp, we're at the end. Tell me how I can improve the team and if it's ass or not. I don't really play very much but I like team building and doing calcs.

Here's the pokepaste if you wanna play it : https://pokepast.es/6a575d595754dfbf

(P.S. please give me a team title idk what to call this :sob:
 
Hey, I think your team has a good core right there. But, like all teams, it also has flaws. You don't have a good way to safely switch without punishment from any move. That could end up being detrimental.

That being the case, I have some changes that could be more beneficial.
First replace Iron Threads with defensive Great Tusk.

This distant uncle from Lando's T does everything Iron Threads could do but is also able to eat attacks from sweepers like Cinderace and Baxcalibur if you run Tera Water. It also allows you to run Spikes on Garchomp to stack up more hazards.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 204 HP / 252 Def / 4 SpD / 48 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock


The next change is to replace Hatterene with Slowking

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Future Sight
- Chilly Reception
- Slack Off


With this set, you have an alternative to coming in safely and also catching Ghost-types off guard with Zoroark-H. With Chilly Reception, it allows you to stop Walking Wake teams in their tracks and also stop Iron Moth variants from destroying your team.

These are my little suggestions. I hope they help you.

Paste with the changes and some minimum adjustment.
https://pokepast.es/2b1f83596a8f4f90
 
Hey, I think your team has a good core right there. But, like all teams, it also has flaws. You don't have a good way to safely switch without punishment from any move. That could end up being detrimental.

That being the case, I have some changes that could be more beneficial.
First replace Iron Threads with defensive Great Tusk.

This distant uncle from Lando's T does everything Iron Threads could do but is also able to eat attacks from sweepers like Cinderace and Baxcalibur if you run Tera Water. It also allows you to run Spikes on Garchomp to stack up more hazards.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 204 HP / 252 Def / 4 SpD / 48 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock


The next change is to replace Hatterene with Slowking

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Future Sight
- Chilly Reception
- Slack Off


With this set, you have an alternative to coming in safely and also catching Ghost-types off guard with Zoroark-H. With Chilly Reception, it allows you to stop Walking Wake teams in their tracks and also stop Iron Moth variants from destroying your team.

These are my little suggestions. I hope they help you.

Paste with the changes and some minimum adjustment.
https://pokepast.es/2b1f83596a8f4f90

I agree aside from switching slowking for hatt. I would instead switch slowking (Or maybe clod?) in for garchomp. You have a stealth rock setting in tusk (now) and don't need four hard-hitting special mons when valiant, zoroark, and hatt do a better job than garchomp. Hatt still gives you some pivot and wincon action over chomp. And if you choose clod over slowking it'll help you absorb toxic spikes, but slowking is still (probably...) better for this specific team overall

For hatt swap psyshock for nuzzle.
For dnite swap ice spinner for roost/ encore.
(I would, at least)
 
I agree with replacing treads with tusk (I just put him on there as filler ngl), but I don't agree with switching hatterene for slowking. One main point of running treads was to counter specs iron valiant which busts holes in the team if you can't kill it before it teras. I'm considering clodsire with great tusk in the back and spikes on chomp. Thanks for the help!
 
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