





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):

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.

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
Peak elo (HOODBYGLARE):






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.






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


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.


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.


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


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.


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.


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.














