SV PU Leave any webs?

Hello everyone! Usually I don't post my teams this way, mostly since having them be fun is usually enough for me. Recently though I've been starting to get into pu laddering, and I've been doing decently well with a little webs team I've made (I'm like, on the 1200s, which admittedly isn't that high but still acceptable enough I feel). Anyway, I figured that I'd give this rmt thing a try and get feedback from more qualified people!
:sv/leavanny: :sv/houndstone: :sv/heracross: :sv/inteleon: :sv/farigiraf: :sv/kilowattrel:

https://pokepast.es/ee90bcc36481d95c
:leavanny:
Leavanny here basically does the same kind of stuff ribombee does in ou, being setting up webs and fainting. Knock off provides some item removal once they've been knocked down to focus sash, which is useful for boots users who would otherwise not care for webs. Leaf blade and lunge are mostly filler, but they are decently strong physical attacks that could be useful if leavanny survives past the first two turns. Lunge lowering attack can also provide some setup opportunities for heracross and farigiraf against physical attackers. Tera ghost allows for an emergency spin block in case houndstone isn't available or can't switch in, but this is in extreme scenarios.

:houndstone:
Houndstone is the team's main spin blocker, as well as being a decent breaker in their own right. Poltergeist is the main attack, dealing hefty damage even to neutral targets. Shadow sneak is useful to pick off weakened faster mons such as agility galarcuno and kilowattrel. Play rough complements poltergeist pretty well, hitting dark types that can switch in on the ghost stab. Lastly, trick allows to cripple defensive mons that could otherwise be annoying to the team in general. Tera fairy provides a dark resistance if necessary, as well as being a good overall defensive type.

:heracross:
My boy....;-; Heracross is one of the biggest beneficiaries of webs, patching up their lower speed. Swords dance, alongside guts, provides an explosive breaking power. CC, megahorn and facade are standard strong moves. Lastly, tera normal allows to boost facade's power even further, as well as giving a flying neutrality in a pinch.

:inteleon:
Another great breaker, inteleon is capable of taking advantage of webs to use a power boosting nature. Hydro pump is a great general nuke, while snipe shot provides a more accurate water stab. Ice beam allows to nail grass and dragon types, as well as being guaranteed to eliminate gligar. Lastly, u-turn allows to take advantage of any switches they force.

:farigiraf:
Personally I think this guy is pretty underrated. Farigiraf is deceptively bulky, which allows them to nab a nasty plot boost and fire off pretty strong boosted attacks. Psychic and tera blast serve as standard stabs. From what I've seen the fourth slot was usually reserved for agility, but since webs already deal with the speed issue I decided to experiment with dgleam, which allows em to deal with spiritomb and sableye. Armor tail can stop priority moves, allowing the giraffe to set up all over the prankster mons. Lastly, tera fighting flips all of their weaknesses into resistances, as well as giving em fighting coverage through tera blast.

:kilowattrel:
Lastly, kilowattrel is a generally speedy attacker that doesn't need webs support. As well as dealing with all the birds in the tier that the team otherwise struggles with. Thunderbolt and hurricane are standard stabs, and volt switch can allow em to pivot on any given predicted switch. Tera rock and tera blast are actually a little adaptation I made in order to have a more favourable mirror matchup.

Main problem mons (from my experience)
:florges:
Not very immediately threatening, but thanks to the typing, bulk and recovery they're pretty likely to get multiple cm boosts and spiral out of control. Usually I resort to sending out farigiraf, try to boost alongside it and hope I get a psychic crit or sp def drop, but otherwise I'm doomed.

:staraptor:
Just flat out ignores webs and throws out nuclear power brave birds. The scarf set can outspeed even kilowattrel and smack em with reckless double edges (another reason why I made the tera rock adaptation). Houndstone can sort of stave em off temporarily with fluffy, but from my experience they're not a long term solution. That or bring in kilowattrel, assuming they don't have any prior chip yet and are absolutely sure they're choice locked on bb.

:toxtricity:
Like florges, not as immediately threatening or bulky, but still pretty terrifying if they manage to get a shift gear boost for free. Most are tera normal boomburst as well, so houndstone can't even revenge kill with shadow sneak. Again, they're not really that bulky, and if webs are already up they're not really a threat, but if given a turn it becomes a living nightmare.

Anyway, thanks to everyone who's read up until this point! Sry if it's a little clunky, I'm still kinda new to rmts. Feel free to give any comments/advice!
 
Hey yall! It's been like, half a year since I first put up this rmt, and lots of things have changed since. Many shifts ocurred, suspect tests and bans happened. As of right now, half of the original team is currently unavailable in the tier! However, I've also made changes and edits of my own, and the team is pretty unrecognizable too! Therefore, I'm glad to present:

:sv/leavanny: :sv/houndstone: :sv/sandslash-alola: :sv/tatsugiri-stretchy: :sv/delphox: :sv/rotom-mow:
https://pokepast.es/cab4103a9a4e70a0
Leave any webs 2.0! More leaves, more webs, more anies!
(I don't have any of those fancy super fitting songs to go with it so uh..... have some neat super mario odyssey ost idk)

:leavanny:
Leavanny's remained mostly the same this whole time. However, I have fiddled around with Pounce. While not as clickable as knock off, the speed drop is occasionally useful for facilitating revenge kills for the rest of the team before going down. It also helps against faster taunt suicide leads like froslass and lycanroc (as well as breaking their sashes in the process). That and, in practice, I often find knocking off left and right carelessly eventually leads to houndstone becoming incapable of spamming poltergeist.

:houndstone:
Pretty much has remained the exact same all the way through. Still prevents spinners from removing my webs as well as firing off strong poltergeists. I've also found that, thanks to fluffy's defense boost, they can actually function as an emergency switch in against physical threats and take them on. Don't really have much else to say, as I said they've remained the exact same.

:sandslash-alola:
My goat heracross finally got their stuff together and moved up again! While there really isn't a one-to-one replacement for them, sd alolan sandslash has worked pretty well! Moveset is pretty straightforward, with sd, stabs and eq. Steel stab in particular is fantastic for threatening out florges, whom is otherwise INCREDIBLY annoying. Eq is also useful in for threatening out bellibolt, fire mons and all steel types that aren't earth eater orthworm. Triple axel is chosen over icicle crash and ice spinner for maximum power, as well as destroying any potential subs. Tera ground is used to gain a neutrality to fire and fighting, as well as boosting the power of eq.

:tatsugiri-stretchy:
One of my favorite changes actually! I've found tatsugiri benefits a ton from webs, alleviating its awkward speed and lessening the need for a rapid spin boost to sweep. Fairly standard set here, with rapid spin crucially removing hazards and potentially spiralling into a late game cleaner. Tera steel is used to turn all of their weaknesses into resistances, as well as getting a generally great defensive typing. Though with that said, I've also experimented with Tera Dragon, mostly to turn the grass and electric neutralities into resistances, as well as granting a juicy draco meteor boost.

:delphox:
While farigiraf was lowkey fun, I semi frequently found them being outsped, even with webs up, and taking way more damage than I'd like. Therefore, I decided to try specs delphox. And yeah, they've been pretty good so far! Their typing allows em to safely come in on blaze tauros and hisuian decidueye and threaten them out with their stabs. Flamethrower is chosen in order to have more consistency compared to fire blast. Psychic is used over psyshock in order to deal more damage to threats like bulk up blaze tauros and curse arcanine. Scorching sands allows em to ohko any coalossals trying to switch in (it also has the same burn chance as scald, so even if coalossal isn't the one switching in there's a decent burn chance!). Focus blast is mostly filler, though it has been occasionally useful to nail boosting dudunsparces. Tera fire amps up flamethrower's power, which can actually pull some crazy numbers in conjunction with blaze!

:rotom-mow:
Finally, I rounded out the team with scarf mowtom! While not a direct kilowattrel replacement, the speed control is still very appreciated, especially against teams with particularly good hazard control. Electric stab in particular helps a lot with cramorant, who otherwise has no problems coming in and defogging away my webs. Trick alongside the choice scarf can actually open up a lot of opportunities for the rest of the team, depending on the the newly choice locked mon and which move they got locked into. Volt switch also allows em to pivot into expected switches, most notably capitalizing on the grass mons that mowtom draws in that most of the rest of the team doesn't really mind. Couldn't really think of a particular tera type for this fella, so I kinda just left it as tera electric, but I am willing to change it.

New (and old) problem mons:
:arcanine:
Yep, still super annoying. While lunge leavanny does somewhat stop them from getting to +6 and utterly destroying everything in their path, it's still pretty easy for em to find turns to setup and clean. Tatsugiri's susceptibility to boosted extreme speed, even with tera steel, certainly doesn't help matters.

:ambipom:
Thankfully not as common as arcanine, but still a nuisance. Thanks to the existence of their fast technician boosted triple axels, I can't really lead with leavanny immediatly and generally have to be more careful with em. And while houndstone and snowslash do somewhat prevent em from going nuts on the team, they certainly don't appreciate losing their items in the process in the process and losing firepower.

:tauros-paldea-blaze:
Kinda similar to arcanine actually, but trading recovery and broken extreme speed for fighting stab and the ability to boost their natural speed with trailblaze. Like the dog, they're also somewhat stopped by lunge leavanny from getting to +6 attack (and if it's one of the times I'm using pounce they also can't get to +6 speed! Definitely the least problematic of the three due to delphox existing, but still pretty devastating if they get their boosts going.

I still got a long way to go, but I feel like I've done better this time around! Any feedback is appreciated as always (as long as it's done respectfully ofc). So yeah,
:leavanny: Thanks :vikavolt: for :masquerain: reading, :spidops: everyone :ariados:!

(Man why did I write that last bit like that, what was I thinking...)
 
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