SV OU Ninetails + Hisuian Lilligant Sun Offense(?)

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

Pretty standard Choice Specs wall breaker/sun abuser, with Tera Fairy for various Dragon types and sometimes Kingambit. Protosynthesis Speed, since normal max speed (348) is too slow for many threats and I already have Specs anyway, so going for extra SpA is rather overkill. Hydro Pump is pretty much never used, but it's slightly more usable than Tera Blast. The HP EVs are so the final number is odd. This applies to the rest of the team, so I won't repeat it.


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Gouging Fire @ Leftovers
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Earthquake

My setup sweeper :3 Leftovers is nice for a setup Mon, especially one that uses a high recoil move. Tera Ground and Earthquake for better matchup against Raging Bolt and general strong coverage. Flare Blitz over Heat Crash because I'd rather have a consistent Fire STAB.


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Iron Valiant @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Steel
EVs: 48 Def / 252 SpA / 208 Spe
Naive Nature
- Destiny Bond
- Moonblast
- Shadow Ball
- Close Combat

Revenge killer / late game cleaner that can also eliminate troublesome targets with high speed + Destiny Bond. Close Combat over Aura Sphere for a better matchup against stall and Blissey. Speed is just a little bit faster than Ogrepon, so I could invest a little into Def to take priority better, though I'm not sure if it's not counterproductive with Destiny Bond.



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Ninetales @ Heat Rock
Ability: Drought
Shiny: Yes
Tera Type: Water
EVs: 64 HP / 252 Def / 8 SpD / 184 Spe
Timid Nature
IVs: 0 Atk
- Memento
- Flamethrower
- Foul Play
- Will-O-Wisp

Wall of text incoming

Initially this was meant to be team about Hisuian Lilligant, but after some testing, I figured out that Ninetails will be a better sun setter than Torkoal, adding yet another lower tier Mon to the team. Torkoal is very slow, and doesn't really threaten anything as a result. It doesn't benefit from access to Rapid Spin, since it can't run Heavy Duty Boots, because of Heat Rock being mandatory. It's only real advantages over Ninetails are Stealth Rock and high Def. On the other hand, Ninetails is fast enough to outspeed many common Mons, most importantly Great Tusk and Lando-T (the Spe EVs and nature are tuned specifically to outspeed the latter), and when it does, it can cripple them with Will-O-Wisp, making up for having less Def than Torkoal. Its high speed also makes it more threatening offensively, as Mons like Gholdengo do not enjoy getting outsped and taking a Sun boosted Flamethrower to the face. Flamethrower over Weather Ball because of Alolan Ninetails and Galarian Slowking. Foul Play is a surprise tool for punishing anything trying to setup in front of it, as well as countering Dragapult. Works especially nice with Will-O-Wisp, since many try to offset the burn by boosting, walking straight into a boosted Foul Play. Memento for momentum and giving setup opportunties for Gouging Fire. Using it over Healing Wish, because Ninetails is very often my lead. Tera Water because why not never even used it.



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Lilligant-Hisui @ Life Orb
Ability: Chlorophyll
Shiny: Yes
Tera Type: Steel
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Adamant Nature
- Close Combat
- Leaf Blade
- Solar Blade
- Ice Spinner

The main star of the team, a frail, but powerful sun abusing sweeper. Outspeeds basically everything under Sun and throws around Life Orb boosted Solar Blades and Close Combats, with Ice Spinner for Flying and Dragon types and Leaf Blade in case Sun is not up. Speed EVs set to have 301 speed for Great Tusk and leave some for a little extra bulk. Used to be Choice Band, but it was too inflexible, so I switched to Life Orb. Tera Steel to fix her awful defensive typing, but I rarely Tera her anyways.


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Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 4 HP / 252 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Rapid Spin
- Taunt
- Knock Off

Newest member of the team, recently replacing Hatterene as utility / hazard control. Skipped out on Stealth Rock because this team lacks any real way to keep them on the field (no Gholdengo, no ghost types) and there's a gorillion Heavy Duty Boots users running around anyway. Taunt and Knock Off are anti-stall tools, as well as helping with setup sweepers. EVs to make its defenses more balanced and to have the fastest Taunt possible (Protosynthesis Speed).
 
The team is kinda good but i think that it really has a problem when facing vs something like iron valiant since can 2hko all your team basically and outspeeds it always,so i would add iron moTh instead of iron valiant since can give you more value and has good spdef+ can use morning sun or be a powerful attacker too. I would also make great tusk phys def in order to handle kingambit and dnite easier(ice spinner feels necessary too,over knock probably).
And to conclude i think that the set you are running on gouging fire isnt that optimal,i’d go wiht a choice bad or a bulky set with morning sun and probably leave eq behing since its not that needed(breaking swipe sets ig can work too) but prolly choice band its the better option especially if paired with healing wish ninetales over memento.
Dropping one of the grass moves on liliggant and adding tera blast fire for extra damage ig is good too.
Hope you find this useful
 
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