Iron valiant + great tusk HO (peak 400)

The strategy for this team is simply pressuring my opponent with threats and dealing as much damage as possible on each turn. I use a physical + special core of iron valiant and great tusk, mainly because they're my favorite pokemon in gen 9.

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
- Focus Blast

Valiant is used to pressure opposing pokemon and deal tremendous damage on switch ins. Moonblast is the main stab move. pysshock is used for specially defensive pokemon. Shadow ball is used as a general stab move since ghost is neutral on every type except normal and dark. Focus blast is for steel and normal coverage.

Great Tusk @ Life Orb
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin

Great tusk is used for offensive utility. H rush and CC are used as stab moves and wallbreakage. Rapid spin is mainly used as a speed booster. Knock off is used for it's utility.

Cinderace @ Life Orb
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- Sucker Punch
- Zen Headbutt

Cinderace serves as the physical wallbreaker. Pyroball and HJ the main stab move,zen headbutt works as a counter to great tusk and sucker punch for priority.

Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

Dragonite has a more adaptive function in the team. he can be a wallbreaker with earthquake and firepunch, he can also be a late game sweeper with outrage and extreme speed. I switch between these roles depending on the situation.

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse

Wake is also used to threaten pokemon and damage switch ins, usually in the early game. Draco meteor does crazy damage even on pokemon who resist it. Flamethrower and hydro steam are used for stab and coverage

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

Kingambit is used as the set up sweeper in the team. Sucker punch has priority and deals heavy damage. Iron head is often used on slower fairy types. His HP bulk is good for tanking hits which can create more turns to setup.


That's everything I managed to come up with on the team. I'd appreciate any advice that could help make the team better.

NB. I intend on going all out on offence, any balance or defense recommendations will go against my team building philosophy

Some replays (I lost all of them)

https://replay.pokemonshowdown.com/gen9ou-1854406620

https://replay.pokemonshowdown.com/gen9ou-1854399551
 
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Assuming this isn't a meme team...

:walking wake: ---> :rotom-wash:

Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp

Wake doesn't do much besides open you up to even more fairy weaknesses. Rotom adds offensive pressure, ground immunity, will o wisp and trick crippling, and speed control.

Other than that it's little optimization tweaks for your team.

:iron valiant:
focus miss --> trick

Allows you to further cripple mons if needed. If you don't want to use trick, then swap focus miss for close combat. You have a good attack both physically and specially; close combat still gives you damage without the chance to miss and then get eaten. If you're going the close combat route, swap your nature over for Naive. Also, a ghost tera type gives you an additional STAB for better damage coverage.

:great tusk:
I would suggest swapping life orb over for HDB. You still get offensive pressure but can survive longer without life orb chip. And it lets you swap in without worrying about hazard damage.

:cinderace:/:dragonite:

If you give cinderace a choice band it'll let you pressure better offensively. Conversely, giving dragonite HDB keeps multiscale in play and opens up your options to run a ddance set. Choice band is good, but ddance can now turn dragonite into an additional late-game sweeper. I woudl say that this still falls under the hyper-offensive motif, and it allows you to play around with your mons a bit more. If I am wrong then feel free to ignore me.

Dragon Deez (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore/ roost/ outrage
- Dragon Dance
- Extreme Speed
- Earthquake

And finally :kingambit:

I don't understand the fairy tera type. Fire/ flying would be better to remove will o wisp/ ground fear. Or, if you don't care about either of those, then tera dark would give your sucker punch more damage.
Anyway, good luck. Drink water. Get those dubskees. :mad:
 
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