SV OU Kingambit + Greninja Bulky Offense

:kingambit: :greninja: :great_tusk: :iron_valiant: :corviknight: :slowking:
Hello Smogon!
My name's RoninTDL, and I've been keeping up with the Pokemon competitive scene for a while now. I've been enjoying the Gen 9 competitive scene for the time it's been active, and I've really wanted to get a good team going for this generation. This one team I've made has seen some mixed success, and I'd like some feedback on what could be changed.

The Team
:kingambit: :leftovers:
Nobunaga (Kingambit) (M) @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch

- Iron Head

Kingambit is the primary sweeper for the team. It sets up Swords Dance, does big damage, and can clean games under the right circumstances. Tera-Fire gives me a better matchup against the ever-present Volcarona and also blocks stray Will-O-Wisps. It also works quite well alongside the next member of the team...

:greninja: :choice_specs:
Goemon (Greninja) (M) @ Choice Specs
Ability: Protean
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam

- Grass Knot

Kingambit doesn't like Pokemon like Great Tusk and Dondozo preventing it from doing its thing. Choice Specs Greninja just so happens to bring down most, if not all, of the Pokemon Kingambit doesn't like to face. Kingambit, in turn, breaks down fatter Pokemon like Toxapex, as well as threatening the Pokemon Greninja is unable to outspeed such as Dragapult. As an added bonus, Greninja has a good matchup against prominent Pokemon in the tier, such as Gholdengo, Garganacl, Skeledirge, and Walking Wake. These first two Pokemon are indispensable, and the core of my team. If at all possible I would like to keep these two, at least.

:great_tusk: :heavy_duty_boots:
Atlas (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Rapid Spin

- Knock Off

The Gen 9 OU staple, one of the best mons in the tier, Great Tusk does a lot of things right. It provides hazards and hazard removal, as well as solid defensive utility against powerful Pokemon like Cinderace and opposing Kingambit. It also provides some item removal via Knock Off. There isn't much to say; it's an extremely valuable member of the team.

:iron_valiant: :choice_scarf:
Dimitri (Iron Valiant) @ Choice Scarf
Ability: Quark Drive
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Moonblast
- Knock Off

- Trick

Iron Valiant
is my main source of speed control and a somewhat reliable mixed revenge killer. It can take on fast Pokemon like Dragapult and Meowscarada in a pinch, as well as being able to revenge kill Kingambit without the fear of incoming Sucker Punches. Tera-Ghost expands its revenge killing options, allowing it to more easily take on Tera-Normal Extreme Speed Dragonite. Honestly though, in my experience Valiant has been the least helpful member of the team; changes to the set or the Pokemon itself would be welcome.

:corviknight: :leftovers:
Branwen (Corviknight) (M) @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost

- Defog

Corviknight is my secondary defensive wall, able to switch in on a wide variety of physical threats and taking some pressure off of Great Tusk while also being able to take on other Great Tusk. U-turn pivoting is nice, and the Defog is there because I'm bad at judging when to Rapid Spin (hazard game is hard on my brain lol). That said, with some advice on good Spin opportunities I'd be open to swapping the Defog slot on Corviknight, or the Pokemon entirely.

:slowking: :heavy_duty_boots:
Merlin (Slowking) (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Chilly Reception
- Surf
- Future Sight

- Slack Off

Let me preface this by saying I hate Walking Wake. Well, I don't hate Walking Wake, I just don't really like fighting it. It causes big problems for teambuilding and the answers to it are rather limited.
That's where Slowking comes in, as our team's special wall. It's not great at it, granted, having poor matchups against many common special attackers in the tier such as Gholdengo, Volcarona, and opposing Greninja, but it does provide some extra pivoting, Future Sight damage, and snow to dismantle weather teams. It's not the most consistent thing I have, but it has yet to fail me. Tera-Fairy lets us mess around against opposing Draco Meteors and also slightly improves the Specs Dragapult matchup.


Problematic Matchups For This Team
:orthworm: Specifically, Shed Tail. I can sometimes play around hyper offensive Shed Tail teams if I predict reeeeally well, but sometimes I just can't stop that Orthworm from coming in and giving me a bad time.

:dragapult: Dragapult can be revenge killed easily by one of either Kingambit or Iron Valiant, but switching in on a powerful move or status - especially before I know which set it is between Specs, Band, or Hex - is pretty goddamn annoying.

:volcarona: :soft_sand: This team has literally zero answers to Tera-Ground Volcarona, as Tera-Ground Volcarona utterly ruins the one answer I have for it. It pretty much effortlessly demolishes this setup.

And that's it! If there's any ideas for changes to be made for this team, I would greatly appreciate it. Thank you for reading!
 
yo cool team, glad to see some more slowking floating around ou. At first glance I don’t think there need to be any massive mon changes, mainly just set changes

firstly is :kingambit:, fairly normal set although I’m curious for what the speed evs are invested in for, if your having trouble with :soft sand: :volcarona: I would say you could consider switching your tera to flying, this also allows for the immunity of ground moves (which fire still gets hit by) and allows you to resist fighting moves

:kingambit:
Nobunaga (Kingambit) (M) @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire / Flying
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

:greninja:
honestly don’t see anything bad about this set, but with the changes i would recommend making to :iron valiant: (later in the post) I would probably change this to scarf and consider running u-turn for more momentum to get valiant in more often

:greninja:
Goemon (Greninja) (M) @ Choice Scarf
Ability: Protean
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam / U-turn
- Grass Knot / U-turn

:great tusk:
I mean man it’s defensive tusk what you want me to say lmao, anyways I would prob run lefties and change the tera to water although I understand the rationale against tspikes without a grounded poison type, also don’t really get grass on tusk as you still have to eat flying moves super effectively and while you have slowking tera water will immensely help you against rain, maybe run body press since you already have hazard removal and :kingambit: scares out :gholdengo:, but that one’s up to you

:great tusk:
Atlas (Great Tusk) @ Heavy-Duty Boots :
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Rapid Spin / Body Press
- Knock Off

:iron valiant:
since we now have speed control in the form of gren I would change this to specs and change up the move set a little bit to go full special wall breaker. though I understand if you want to keep knock since you have ways of dealing with :clodsire: although the removal of clod with psyshock would help :king gambit: set up sds late game.

:iron valiant:
Dimitri (Iron Valiant) @ Choice Specs
Ability: Quark Drive
Tera Type: Ghost / Fairy / Fighting
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Focus Blast / Aura Sphere
- Moonblast
- Knock Off / Psyshock / Shadow Ball
- Trick

:corviknight:
honestly despite your doubts you should keep corv, a ground immunity is always good and if you change rapid spin on :great tusk: hazard removal is needed, not much changes to the move set but with two waters and two steels type :garganacl: is going to be a living hell for this team if it gets off a safe salt cure, lefties can be nice but I would go covert cloak here, and maybe change the tera to fairy or ground, but that’s just speculation
:corviknight:
Branwen (Corviknight) (M) @ Covert Cloak
Ability: Pressure
Tera Type: Water / Fairy / Ground
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird / Body Press
- U-turn
- Roost
- Defog

:slowking:
ain’t got much to say about this lad, although I find tera water to be useful on this, but I get fairy to resist knocks choice is up to you

:slowking:
Merlin (Slowking) (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Chilly Reception
- Surf
- Future Sight
- Slack Off

anyways cool team, hope this helps and happy building :)
 
yo cool team, glad to see some more slowking floating around ou. At first glance I don’t think there need to be any massive mon changes, mainly just set changes

firstly is :kingambit:, fairly normal set although I’m curious for what the speed evs are invested in for, if your having trouble with :soft sand: :volcarona: I would say you could consider switching your tera to flying, this also allows for the immunity of ground moves (which fire still gets hit by) and allows you to resist fighting moves

:kingambit:
Nobunaga (Kingambit) (M) @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire / Flying
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

:greninja:
honestly don’t see anything bad about this set, but with the changes i would recommend making to :iron valiant: (later in the post) I would probably change this to scarf and consider running u-turn for more momentum to get valiant in more often

:greninja:
Goemon (Greninja) (M) @ Choice Scarf
Ability: Protean
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam / U-turn
- Grass Knot / U-turn

:great tusk:
I mean man it’s defensive tusk what you want me to say lmao, anyways I would prob run lefties and change the tera to water although I understand the rationale against tspikes without a grounded poison type, also don’t really get grass on tusk as you still have to eat flying moves super effectively and while you have slowking tera water will immensely help you against rain, maybe run body press since you already have hazard removal and :kingambit: scares out :gholdengo:, but that one’s up to you

:great tusk:
Atlas (Great Tusk) @ Heavy-Duty Boots :
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Rapid Spin / Body Press
- Knock Off

:iron valiant:
since we now have speed control in the form of gren I would change this to specs and change up the move set a little bit to go full special wall breaker. though I understand if you want to keep knock since you have ways of dealing with :clodsire: although the removal of clod with psyshock would help :king gambit: set up sds late game.

:iron valiant:
Dimitri (Iron Valiant) @ Choice Specs
Ability: Quark Drive
Tera Type: Ghost / Fairy / Fighting
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Focus Blast / Aura Sphere
- Moonblast
- Knock Off / Psyshock / Shadow Ball
- Trick

:corviknight:
honestly despite your doubts you should keep corv, a ground immunity is always good and if you change rapid spin on :great tusk: hazard removal is needed, not much changes to the move set but with two waters and two steels type :garganacl: is going to be a living hell for this team if it gets off a safe salt cure, lefties can be nice but I would go covert cloak here, and maybe change the tera to fairy or ground, but that’s just speculation
:corviknight:
Branwen (Corviknight) (M) @ Covert Cloak
Ability: Pressure
Tera Type: Water / Fairy / Ground
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird / Body Press
- U-turn
- Roost
- Defog

:slowking:
ain’t got much to say about this lad, although I find tera water to be useful on this, but I get fairy to resist knocks choice is up to you

:slowking:
Merlin (Slowking) (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Chilly Reception
- Surf
- Future Sight
- Slack Off

anyways cool team, hope this helps and happy building :)
Hey, thanks for the input!
The Kingambit EVs in particular are specifically outspeed both the standard Substitute and Will-O-Wisp variants of Skeledirge.
I'll mess around with the Choice Scarf Greninja, but out of curiosity what would you have changed if I had wanted to keep Specs on it?
 
Hey, thanks for the input!
The Kingambit EVs in particular are specifically outspeed both the standard Substitute and Will-O-Wisp variants of Skeledirge.
I'll mess around with the Choice Scarf Greninja, but out of curiosity what would you have changed if I had wanted to keep Specs on it?

ah ok, as for greninja probably the same changes I recommended about slotting ice beam/grass knot for u-turn but now honestly I’m thinking you could replace either of those moves for extra sensory if you’re having trouble with toxapex either way u-turn seems like a safe option for more momentum
 
People have already replied but I didn't read their posts. However, in an attempt to not repeat too much, I'll say my 2 cents quickly...

252 hp 252 atk on gambit. Trust me. I would also consider tera flying for better immunities. Tera fire is fine but too situational.

Swap hydro pump for surf. You're still doing massive damage and a single miss can cause you to lose greninja entirely.

For iron valient trade knock off for either thunderbolt or psyshock. Again, trust me.

Trade defog for body press and get better at predictions. It'll help you out more in the long run. Predictions are everything in this game and if you miss a prediction then it's a learning opportunity for next time to get better. :)


If you're having a serious time with orthworm then swap out your iron valiant for infiltrator special specs dragapult. It'll also give you good pivot action and strong moves so it might be worth looking into in general.

And if you're having too much trouble with volcarona, try this cloddy boi instead of slowking. They're a pretty hard counter

The Clod (Clodsire) @ Leftovers
Ability: Unaware
Shiny: Yes
Tera Type: Water/ Flying
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Stealth Rock
- Recover

Best of luck! I wish you many dubs ;)

EDIT:
I just read the reply and this is what I have to say to it...


U-turn on gren is fine but keep specs. Its better to have specs on your fast gren and scarf on your already powerful valiant...

Keep tusk rapid spin. A plus 1 to speed even if you're not removing hazards is just too good not to use...

Close combat beats out the other special moves or else you get WALLED by special mons...

Dont swap brave bird for body press

Yee.
 
People have already replied but I didn't read their posts. However, in an attempt to not repeat too much, I'll say my 2 cents quickly...

252 hp 252 atk on gambit. Trust me. I would also consider tera flying for better immunities. Tera fire is fine but too situational.

Swap hydro pump for surf. You're still doing massive damage and a single miss can cause you to lose greninja entirely.

For iron valient trade knock off for either thunderbolt or psyshock. Again, trust me.

Trade defog for body press and get better at predictions. It'll help you out more in the long run. Predictions are everything in this game and if you miss a prediction then it's a learning opportunity for next time to get better. :)


If you're having a serious time with orthworm then swap out your iron valiant for infiltrator special specs dragapult. It'll also give you good pivot action and strong moves so it might be worth looking into in general.

And if you're having too much trouble with volcarona, try this cloddy boi instead of slowking. They're a pretty hard counter

The Clod (Clodsire) @ Leftovers
Ability: Unaware
Shiny: Yes
Tera Type: Water/ Flying
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Stealth Rock
- Recover

Best of luck! I wish you many dubs ;)

EDIT:
I just read the reply and this is what I have to say to it...


U-turn on gren is fine but keep specs. Its better to have specs on your fast gren and scarf on your already powerful valiant...

Keep tusk rapid spin. A plus 1 to speed even if you're not removing hazards is just too good not to use...

Close combat beats out the other special moves or else you get WALLED by special mons...

Dont swap brave bird for body press

Yee.
Thanks for the input!
I'll play around with these options too and see which ones end up working out better.
 
If you hate fighting Walking Wake, AV Primarina is one of the best switchins IMO. Over Slowking ofc. I also would prefer doubling up on Fairy instead of Psychic. As mentioned b4, Clodsire is still probably better, and if you truely *DESPISE* Walking Wake, you could always slot Water Absorb to take a hit, even though unaware is better. Its way more offensive than special walls like Slowk and Clod, but if you only really need a water special switch to handle Walking Wake esq threats it does the job. It also doesn't get 2hkod by Draco like Slowk does in sun. I think It'd be a no-brainer if Primarina
was more of a wall than a bulky offense mon without the bulky offense stats since the typing is a perfect slot... but what can you do, Gen 7 starter stats are vomit inducing. Then again, this was more of a first instinct and not entirely thought out, and a bit of a necro too lol.

The set is just the regular set I think, Terra steel resists both Fairy weaknesses and grass, leaving it open to only electric. So even though you have good steel mons I still think its the play

Primarina @ Assault Vest
Ability: Torrent
EVs: 80 HP / 252 SpA / 176 Spe
Tera Type: Steel
Modest Nature
- Surf
- Moonblast
- Flip Turn
- Psychic Noise
 
Last edited:
Back
Top