SV OU [Peaked #3, 1973 elo] REUNICLUS DARKSPAM HO

serperiorr

formerly someidiot19
:sv/samurott-hisui: :sv/iron valiant: :sv/pecharunt: :sv/reuniclus: :sv/darkrai: :sv/kingambit:
REUNICLUS DARKSPAM (click for pokepaste)

Earlier this year I made a pretty successful reun team, to which Pinkacross suggested to use the same set but on a HO team. We were actually gonna collab and make a reun HO together, but I was dealing with shitty irl stuff so I was barely playing mons. Anyways I finally got around to building this reun HO - I think this team is super consistent for HO standards and has so many tools to deal with all types of playstyles. I crammed as much anti-offense and offense of my own with the cost of breaking team conventions. This team lacks a ground/electric immunity, lacks a rocker, and lacks removal. To that, I say fuck teambuilding conventions, all I need is samu-h and I'm set.

Peak elo (HOODBYGLARE):
Screenshot 2024-11-15 055829.png


:comfey: :samurott-hisui: :landorus-therian: :deoxys-speed: :iron moth: :iron valiant:
Yes this was originally a comfey team, I had no intention of using reun at first. NP Deo-S was a good pick on this squad but I found it too prediction-reliant. If reun mispredicts then it dies and you get gambit in on TR, so reun is more consistent imo. Comfey was ass and moth is too weak to rocks.

:samurott-hisui: :iron valiant: :pecharunt: :reuniclus: :darkrai: :kingambit:
I wanted to remake the team but focused more on Deo-S, then I realised that reun would actually be a better mon here since I'm not running removal, and it's better into garg which beats the other mons. The original version of this team had sash reun, which I changed while testing.

Also if you're wondering how this team can get away with breaking teambuilding conventions it's because 1. this is HO, so instead of building with resists/immunity in mind you should prioritise offense 2. spikes is the preferred hazard on this since our specialspam would rather chip ting-lu than stuff like corv, knocked moltres
:samurott-hisui: @ :focus sash:
Ability: Sharpness
Tera Type: Ghost
EVs: 232 Atk / 24 Def / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Taunt
- Aqua Jet

Role: This is the single best mon in gen 9 ou. Free progress with spikes that comes with chip if they decide to go to their tusk or lando. Usually your lead unless you face araq webs/weather in which darkrai is probably better.
Set Details: Taunt because we don't have a ghold to block defog, also helps w stall MU. Jet is for ace to put it into val's vacuum wave range. 24 def EVs to avoid getting OHKOd by CB pult.
Tera: Don't tera this, but ghost is probably best to spinblock.
Other Options: Technically you could drop aqua cutter in exchange for sucker or sacred sword.
:iron valiant: @ :booster energy:
Ability: Quark Drive
Tera Type: Ghost
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Vacuum Wave

Role: Functions as a breaker and cleaner. Ruins balance and also checks moon with vacuum wave.
Set Details: Spatk booster because this team already has so much speed control, and your gameplan vs fast threats like moth is to TR with reun to force them out and lose booster.
Tera: Allows you to beat glowking and ghold, 2 roadblocks for reun.
Other Options: LO is an option to prevent revealing if you're special.
:pecharunt: @ :shuca berry:
Ability: Poison Puppeteer
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Malignant Chain
- Tera Blast

Role: Mandatory spinblocker and helps you chip tusk for your gambit to win. Checks stuff HO struggles with that can't be outprioritied like dnite, sciz and first impression. This mon is amazing.
Set Details: Max speed so at worst you get a sball off tusk. We drop recover because the team has other ways around fat, like wallbreaking with darkrai/val. Instead terablast ground is ran to beat steels, and more importantly this team lacks a ground-type so it allows you to lure rbolt. I like shuca over balloon because it will never break until they attack you with a ground move, so you can go hard pecharunt on mons like dnite without losing your item.
Tera: Terablast ground coverage since we lack a ground.
Other Options: Recover could be used over terablast
:reuniclus: @ :life orb:
Ability: Magic Guard
Tera Type: Fighting
EVs: 252 HP / 32 Def / 124 SpA / 100 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic Noise
- Focus Blast
- Shadow Ball
- Trick Room

Role: Anti-HO, anti-fat, anti-stack, anti-garg in 1 slot. Allows you to reverse sweep them and more importantly alley oops into gambit under TR which is a huge threat. Suddenly their zama, val or tusk can't check gambit anymore since gambit will be faster. Really good cleaner after you break holes with val/darkrai. Reun is here to cover for HO's usual bad MUs, games where reun is mid usually your other guys are good.
Set Details: Psynoise is great into slow stuff and sub mons, 32 def to avoid 2hko from tera normal dnite, 100 spdef to avoid ohko from modest spatk booster +1 sludge wave.
Tera: Resists sucker and makes fblast extremely strong.
Other Options: Sash was the original item but imo LO is better since we already have so much priority for HO. Recover can be slotted over shadow ball if you want a better fat MU. 176 spdef could be ran to avoid OHKO from tera water walking wake in sun.
:darkrai: @ :black glasses:
Ability: Bad Dreams
Tera Type: Dark
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Ice Beam
- Knock Off
- Sucker Punch

Role: Mandatory knock mon on hstack. Breaker and fast mon to outspeed booster guys once they switch out after reun uses TR.
Set Details: EVs allow tera dark knock OHKOs spdef glowking. 3 Dark moves coz idgaf. Trust me, this is the best darkrai set oat. No need to predict all, just flinch them.
Tera: Makes your moves stronger and allows you to OHKO pult with sucker
Other Options: You can run sludge over ice beam, or run sludge over sucker and change it to tera poison ebelt. Be warned the team becomes 80% less cool when you drop sucker on this.
:kingambit: @ :weakness policy:
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 29 Spe
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch

Role: Abuser of reun's TR. We don't need more than 1 abuser because we only set TR once per game usually, maybe twice if you're lucky.
Set Details: WP is usually worse than glasses/lum/lefties in most games, but I have WP to punish grounds (especially ting-lu) since the team has 0 flying types. We don't need low kick since their gambit will probably be chipped by darkrai and spikes.
Tera: Make STABs STABier. Allows you to live fighting moves to proc WP, and also very funnily allows you to proc WP off of u-turn.
Other Options: Glasses, lum, shuca, balloon, lefties, boots are all usable.
:walking wake: :barraskewda: weather becomes a game of prediction and sacs, not that bad since we have so many priority mons but also not free.

:hatterene: this mon is pretty hard to switch into on the squad and can also outspeed gambit under TR

:comfey: you won't run into this, but comfey revenges like half the team. Luckily this mon sucks.

:scizor: Annoying since it probably forces tera val early.

:lokix: good into darkspam, this is also a mon you can just outplay since it relies on prediction.

:toxapex: :clefable: stall can be really hard depending on the team, but usually stall is not horrible, you kind of have to outplay tho since your knock off mon hates hazards.

:enamorus-therian: immune to spikes, fast under TR. Specs is really hard for this squad, but you won't ge 6-0d by this, just have to sac a few
HO/offense
:iron valiant: :ogerpon-wellspring: :landorus-therian: :roaring moon: :pecharunt: :hatterene:
:ceruledge: :ribombee: :iron moth: :dragonite: :roaring moon: :iron valiant:
:gholdengo: :iron valiant: :ribombee: :dragonite: :iron moth: :darkrai:
:araquanid: :iron treads: :gholdengo: :ogerpon-wellspring: :dragonite: :roaring moon:
:typhlosion-hisui: :great tusk: :torkoal: :walking wake: :hatterene: :meowscarada:
:great tusk: :zamazenta: :scizor: :iron moth: :raging bolt: :enamorus-therian:
:great tusk: :scizor: :zapdos: :iron valiant: :pecharunt: :iron boulder:
:landorus-therian: :kingambit: :samurott-hisui: :pecharunt: :zamazenta: :latios:

BO/Balance
:dragapult: :lokix: :alomomola: :great tusk: :enamorus: :iron crown:
:ursaluna: :ogerpon-wellspring: :clefable: :slowking-galar: :dragonite: :skarmory:
:raging bolt: :alomomola: :hatterene: :lokix: :great tusk: :heatran:
:alomomola: :gliscor: :ogerpon-wellspring: :zamazenta: :dragapult: :scizor:
:tornadus-therian: :weezing-galar: :cinderace: :ting-lu: :zamazenta: :alomomola:
:clodsire: :skarmory: :kingambit: :clefable: :kyurem: :zamazenta:
:kyurem: :corviknight: :ting-lu: :dondozo: :slowking-galar: :cinderace:

Semi-stall/Stall
idk which alt my stall Ws are on, but I've beaten stall with this team several times, trust. Will put replays here if I end up using this team more.
:sv/samurott-hisui: :sv/iron valiant: :sv/pecharunt: :sv/reuniclus: :sv/darkrai: :sv/kingambit:
 
I never post on this site but I had to after going on a near undefeated run with this team to almost 1800s. Super fun as well and usually ho is boring to me but the darkrai is so fun and I'm a huge fan of modest val. Has tools to beat everything imo and I faced multiple sun teams and tons of lokix. Didn't face other bad mu tho and most the guide list are fringe. Against lokix just outplay tbh ival and pech take no damage and force it out, against weather just chip everything and then beat them under trick room. Hatt gets hit by shadow ball half the team has and gambit bullies it. Faced stall and reun just eats it. My only loss was to stall but it was only cuz I missed a blast against gliscor (tera dark???). Opposing gambit is defo more of a threat than the guide alludes to especially tera fairy/ghost since it eats 2 or 3 attacks and ohkos everything on the team but your own who has to tera and beat it (if low kick) but good positioning is needed to stop sd. Thanks for the great team.
 
I never post on this site but I had to after going on a near undefeated run with this team to almost 1800s. Super fun as well and usually ho is boring to me but the darkrai is so fun and I'm a huge fan of modest val. Has tools to beat everything imo and I faced multiple sun teams and tons of lokix. Didn't face other bad mu tho and most the guide list are fringe. Against lokix just outplay tbh ival and pech take no damage and force it out, against weather just chip everything and then beat them under trick room. Hatt gets hit by shadow ball half the team has and gambit bullies it. Faced stall and reun just eats it. My only loss was to stall but it was only cuz I missed a blast against gliscor (tera dark???). Opposing gambit is defo more of a threat than the guide alludes to especially tera fairy/ghost since it eats 2 or 3 attacks and ohkos everything on the team but your own who has to tera and beat it (if low kick) but good positioning is needed to stop sd. Thanks for the great team.
hell yeah, really glad you enjoyed the team. I also am a HO hater ngl but gen 9 HO is really different to other gens, there are way more cool options.
 
after laddering for some time with it, the amount of times that tera dark black glasses darkrai hits an absolute lick with sucker punch or weakness policy gambit wins an otherwise completely unwinnable game is unreal. it might be tricky once people know exactly what is coming but holy cow this team is lovely, thank you for this heavenly gift
 
I tried this on the ladder but personally struggled with Alola Ninetails veils / screens teams. How would you recommend you play around veils/screens?
veil is annoying for most HO since it cuts into your initial power but you mostly have to survive 1 round of veil and reun can reverse sweep. Depending on their screens abusers it can be an easy MU to really hard. Also helps that screens is pretty uncommon.
 
As a new player, I do enjox some success with it. But I often feel that I lack some type coverage. Dark is really overrepresented, while types like fire are missing. I have nothing that is very effective against corkiknight for example, his screens just give me hell again and again. Not a single moves in my entire team that does 2HKO damage to him another problem is the bad matchup into sun teams. While trick room should work in theory, it is often hard to set up. Also Samurott has a bad matchuo into torkoal, because of sunny day halving its damage and torkoals high defense stats end up giving me a 5hko with aqua cutter. Feels abysmal. Overrepresented dark types also get me into situations, where I can not switch into a single mon, that doesn't doesnt 1HKO'ed. Effectively losing the match on the spot I feel. While many of my issues are probably just a skill issue, I wonder if some minor changes would make this comp more easy to play.
 
As a new player, I do enjox some success with it. But I often feel that I lack some type coverage. Dark is really overrepresented, while types like fire are missing. I have nothing that is very effective against corkiknight for example, his screens just give me hell again and again. Not a single moves in my entire team that does 2HKO damage to him another problem is the bad matchup into sun teams. While trick room should work in theory, it is often hard to set up. Also Samurott has a bad matchuo into torkoal, because of sunny day halving its damage and torkoals high defense stats end up giving me a 5hko with aqua cutter. Feels abysmal. Overrepresented dark types also get me into situations, where I can not switch into a single mon, that doesn't doesnt 1HKO'ed. Effectively losing the match on the spot I feel. While many of my issues are probably just a skill issue, I wonder if some minor changes would make this comp more easy to play.
I could be wrong but Idt this team is very hard to use, tho learning how to use HO is a learning curve on its own. It plays different than other playstyles in which saccing mons are part of your gameplan to force ur opp into a lose/lose situation. This team struggles to switch into mons because it isn't designed to switch into stuff, instead you as the HO player should play such that the opponent is switching into you. Don't be scared to attack even if ur mon doesn't end up killing, they will eventually run out of defensive answers to your dark types n put u in a position where something else cleans. Don't expect 1 mon to carry and sweep on its own, remember you have 5 more to clean later.

Hope this helps, I remember struggling too at first when using HO as a beginner but once you understand how HO works u'll find that it's the easiest playstyle to play.
 
Congrats for the peak ! You do think that Comfey is bad ? I enjoy using it but I m not as good as you are, off course
it has really bad stats, meaning too frail to get multiple kills (tera not worth on this) or too weak to break thru stuff like glowking or even gambit. Val is the better speed control fairy on the playstyle comfey fits on (HO)
 
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