SV OU Psychic terrain Reversal Sneasler

Rating: 1500-1600.

Normal Psychic terrain team runs psychic seed Sneasler as an unburden sweeper. However, the problem with this sweeper is that Sneasler must be used on the switch in or it will lose unburden. It is also not strong enough to break through resist like Moltres or Zapdos even after a +2 from sd or even defensive Great tusk and Zamazenta. They can run Acrobatic to deal with these but then get completely walled by Gholdengo. And it is also significantly less useful if your indeedee somehow die early and you cannot set up a second Psychic terrain. This focus sash set does not have this problem but also demand significantly more team support than the standard set. The rest of the team is built around this threat.

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Sneasler @ Focus Sash
Ability: Unburden
Tera Type: Ghost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Dire Claw
- Reversal
- Shadow Claw
- Swords Dance

The main star of the team. 0 IVs on HP Def and SpD is to make it have a better chance to trigger sash on less powerful attacks. Don't worry if they dont trigger sash, as you do have healing wish to retry it later.

Try to keep all hazard off the field so that the sash is always online.

Which move to click?

Unless you have to do something else always click Sword dance when at full HP.
Exception: encore mons, unboosted Greninja, Ice shard Baxcalibur outside of Psychic terrain, and other cases:
Click Dire claw if you move first, Reversal if you move second. In this case, your sneasler cannot sweep since reversal won't do enough to break through resisted and some neutral mons. However, you can still use this to deal a good chunk of damage to the enemy's team.

Dire claw vs. Reversal (after sash):
Neutral reversal is stronger than super effective dire claw.
1/2 resisted Reversal is stronger than neutral dire claw.
Super effective dire claw is stronger than resisted reversal.

Dire claw should be your main attack if you have not trigger focus sash yet.

Shadow claw vs. Night slash
The reason shadow claw was chosen over night slash is because tera ghost is significantly better than tera dark for what I am trying to do. Outside of psy terrain, it help sneasler dodge extreme speed and mach punch and prevent Great Tusk to spin on it to break the sash.

Mons that need to be deal with before starting the sweep:
Zapdos: defensive will always survive a hit. Static can ruin the sweep. Offensive sets should die to reversal. If possible kill it before the sweep, but chipping it for 20~30% is sufficient.

Moltres: Same as zapdos but significantly more dangerous because flame body mean that a full HP moltres can potentially switch in and kill sneasler with burn.

Slowking-Galar: 1/4 resist reversal, Always click shadow claw and tera.

+2 252+ Atk Tera Ghost Sneasler Shadow Claw vs. 252 HP / 252+ Def Slowking-Galar: 420-494 (106.5 - 125.3%) -- guaranteed OHKO

Dragapult: Very dangerous, it can burn sneasler before sash is triggered, ruining the mon entirely. Always switch out unless you know which set it is running.

Gholdengo: Very dangerous, defensive set can survive non tera +2 shadow claw. Can Twave before sash is triggered, ruining the mon entirely. Always switch out unless you have +2, in which case tera shadow claw have a good chance of killing.
+2 252+ Atk Tera Ghost Sneasler Shadow Claw vs. 252 HP / 252+ Def Gholdengo: 374-444 (98.9 - 117.4%) -- 93.8% chance to OHKO
Can set up on scarf and nasty plots sets:
252 SpA Gholdengo Make It Rain vs. 0 HP / 0- SpD Sneasler: 318-375 (117.7 - 138.8%) -- guaranteed OHKO. Sash triggered, sword dance.
+2 252+ Atk Sneasler Shadow Claw vs. 0 HP / 0 Def Gholdengo: 350-414 (111.1 - 131.4%) -- guaranteed OHKO. You do lose to tera, so be careful when you try to do this.

Enamorus: Somewhat dangerous if not chipped. It will survive 1 +2 reversal but can also tera out of dire claw kill range. The correct move here is to tera shadow claw since most common teras does not resist ghost. If the set is more defensive then click reversal if they haven't tera and dire claw if they had. Even if reversal doesn't kill it should do a good amount of damage.
+2 252+ Atk Tera Ghost Sneasler Shadow Claw vs. 0 HP / 0 Def Enamorus: 337-397 (116.6 - 137.3%) -- guaranteed OHKO

King gambit: The main reason why I am running psychic terrain. It can obviously tera out of reversal but unless it tera ghost, it will take a lot of damage from reversal.

Dragonite: will survive one hit and revenge kill. It is actually easier to beat dragonite outside of psy terrain because you can tera ghost out of the extreme speed that most people would click and hit it again next turn for the 2HKO.

Dondozo: switch. You cannot break through dozo, but if you need damage reversal does 3HKO.

Clodsire: unaware can survive one hit. Water absorb will get OHKO.

Landorus: It cannot switch into you, but they can either intimidate pivot or revenge killing you since +1 reversal is not enough to OHKO. Rocky helmet also kill you. Always try to scout lando item and chip it down before going for sweep.

Garchomp: rough skin can and will ruin the entire set up. Switch out or trade.

Amoongus: Will survive a hit from full HP. Some chip is needed.

Skeledirge: Switch out. Shadow claw does not do enough to OHKO and they can always willo you.

And Rocky helmet mons will be able to ruin this set but most the time you can trade with them one for one. If possible, scout rocky on potential mons: Amoongus, Lando-T, Corviknight, Great Tusk and eliminate them first.


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Indeedee (M) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic/Psyshock
- Encore
- Healing Wish

Psychic or Psyshock is up to preference. I run psychic because it OHKO Great Tusk (DGleam does not without tera).
Core of the team. Try to keep this mon alive, but if necessary use it as a sac/tank a spore.

One of the 2 leads of the team. Set up Psychic terrain which is necessary to block Kingambit's sucker, greninja's shuriken, and other priority moves.
It is fast enough to encore on a lot of slower sweepers/hazard setters.


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Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Endure
- Destiny Bond/Energy ball
- Armor Cannon
- Expanding Force

Psychic terrain core. You can either run this set or the standard focus sash set. I like endure more because it can be used multiple times although they can start predicting it.
Dbond/Energy ball based on preference. I run destiny bond because it can be used to punish the opponent tera defensively against you. Also useful against kingambit since it make it so you always one hit or bring it down with you. Energy ball is useful in breaking through garga and dozo though.
Weakness policy can be devastating if you can trigger it, but not necessary since tera psychi expanding force also do a lot.

IMPORTANT: Booster Iron Valiant, Scarf Meowscarada, and swift swim Basculegion in rain still outspeed you even after 1 weak armor.


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Maushold-Four @ Wide Lens
Ability: Technician
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Tidy Up
- Encore
- Bite

Hazard remover. It's a fast mon that can tidy up on most spike/rock setters. Once set up, it can also be a very dangerous sweeper. Encore is can be used to create set up chances.

Lead this if they have Samurott-H. Unless Sam is scarfed, you can always population bomb to deny the spike (unless they tera ghost).

Also:
4 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Maushold: 220-259 (76.1 - 89.6%) -- guaranteed 2HKO

You can tera ghost on a tusk if they are defensive bulk up. Then you can either: Kill them if they used HLRush or encore locking them into CC or Bulk up.
Do not do this if you aren't sure if they are Max Attack or not or if they have knock off.


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Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Encore
- Destiny Bond

Essentially a support Valiant. Moonblast+Close combat surprisingly threaten a lot of mons. Encore ruin any set up sweeper. Dbond can be used to force a KO on many of Sneasler's checks.

It should be able to at least deal a lot of damage to many of Sneasler and Maushold's check: Lando-T, Garchomp, Zapdos, Dondozo, etc.

Tera steel can be used both defensively and offensively. You can tera out of poison type attack or dbond to bring them down with you (usually on Slowking Galar or Amoongus). Tera steel into a Moltres or Skeledirge can also make sure that flamethrower/torch song will OHKO you as you dbond them. (Yes, moltres is that important of a target)

This set also completely trivialize the Kingambit mini game outside of Psychic terrain as long as you have another mon alive:
- If you are switching valiant into gambit, you are always risking iron head, if possible, get Val in after a teammate dies (This teammate is not the teammate you need to be alive).
Assume that you switch valiant in after a teammate die and gambit's last move wasn't sucker punch (if it is just encore right here, if you switch in on non-iron head, just encore too).
Turn 1:
Click Dbond, 2 cases:
Iron head/Tera blast-> You die, dbond kill gambit, you have at least one more mon.
Sword dance or sucker->
Turn 2:
Encore lock them into the move.
Turn 3:
Close combat or moonblast them until they die.

Gambit tera does not matter as they either die with you or get encored to death.

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Hatterene @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Healing Wish
- Nuzzle
- Dazzling Gleam
- Psyshock

If you lead with Indeedee, you usually switch into Hatterene to either bounce hazard or proc Eject button to get a safe switch to the sweepers. Nuzzle is great at spreading para. Healing wish can be used but you can also just use Hatterene as a sac since it doesnt do much outside of nuzzling things.
With Psyshock, it can help with special defense Slowking Galar. Its typing is also good at eating dragon moves without risking the fragile Valiant.

Specially defensive because most of Sneasler's check are special mons: Moltres, Zapdos, Gholdengo.
Even without investment it should still survive 1 hit from most physical attackers.



Importable: https://pokepast.es/351a9367f010ee30
 
Quick rate, I think is team is pretty solid already. I notice that :iron-valiant: doesn't really fit on the team here. There is too much type overlap as well as its another thing that is weak to :Zapdos:. You can use Destiny Bond to go one for one, but then you will be sacking a whole mon and also there are other things that can deal with Zapdos without dying itself. I would suggest :booster-energy: :sandy-shocks: as it walls Zapdos and matches up well with the birds of the tier (molt+corv) and provides a way to weaken :slowking-galar: and its able to pick teams part with BoltBeam coverage, and is deceptively fast with Booster Energy so it also acts as speed control. Stealth Rocks for utility, Thunderbolt and Earth Power are dual stabs, and Tera Blast Ice is for the things that the others can't hit (:dragapult:).

Sandy Shocks @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Thunderbolt
- Stealth Rock
- Tera Blast

I think the Sneasler set is really inconsistent. I would suggest using the standard unburden seed it is far more consistent as it offers higher speed, and is able to launch off strong attacks (Close Combat) without setup (you did mention having problems with Ting-Lu). And is not ruined if hazards are up. Close Combat offers immediate damage and does not rely on loosing health. Dire Claw is strong stab and is sometimes hax through a bulker mon. Shadow Claw is for things like :slowking-galar: and :gholdengo:. Tera Ghost is to power up Shadow Claw and is immune to Extreme Speed and baits :kingambit: to go for Shadow Claw.

Sneasler @ Psychic Seed
Ability: Unburden
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Dire Claw
- Shadow Claw
 
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Quick rate, I think is team is pretty solid already. I notice that :iron-valiant: doesn't really fit on the team here. There is too much type overlap as well as its another thing that is weak to :Zapdos:. You can use Destiny Bond to go one for one, but then you will be sacking a whole mon and also there are other things that can deal with Zapdos without dying itself. I would suggest :booster-energy: :sandy-shocks: as it walls Zapdos and matches up well with the birds of the tier (molt+corv) and provides a way to weaken :slowking-galar: and its able to pick teams part with BoltBeam coverage, and is deceptively fast with Booster Energy so it also acts as speed control. Stealth Rocks for utility, Thunderbolt and Earth Power are dual stabs, and Tera Blast Ice is for the things that the others can't hit (:dragapult:).

Sandy Shocks @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Thunderbolt
- Stealth Rock
- Tera Blast

Interesting. I have never mess around with sandy around but you are right, it probably fit here. A big reason why I had valiant here is to ensure a good check against gambit, since this team does not have the ability to beat gambit outside of psychic terrain and can potentially lose even inside terrain since the only mon that can beat it without setting up is armarouge and gambit can tera out of the fire weakness and KO it back. Sneasler does not win outside of terrain because it would be at 1hp and die to sucker. Maus does not do enough to kill it even after 2 tidy up.

I think if I'm replacing Valiant with Sandy I would also replace Maus with Tusk for a better gambit counter, but then clearing hazard would be a bit harder since HSam, which already counter this team style very hard, can simply tera ghost/switch to Balloon Gholdengo on the spin and completely prevent me from clearing hazard.
 
Interesting. I have never mess around with sandy around but you are right, it probably fit here. A big reason why I had valiant here is to ensure a good check against gambit, since this team does not have the ability to beat gambit outside of psychic terrain and can potentially lose even inside terrain since the only mon that can beat it without setting up is armarouge and gambit can tera out of the fire weakness and KO it back. Sneasler does not win outside of terrain because it would be at 1hp and die to sucker. Maus does not do enough to kill it even after 2 tidy up.

I think if I'm replacing Valiant with Sandy I would also replace Maus with Tusk for a better gambit counter, but then clearing hazard would be a bit harder since HSam, which already counter this team style very hard, can simply tera ghost/switch to Balloon Gholdengo on the spin and completely prevent me from clearing hazard.
You can 100% shutdown :kingambit: out of terrain with getting killed by Sucker Punch, then Encore with :maushold:. If they don't sucker then great, you get free damage. Also, make sure to manage your terrain turns as 8 turns of terrain is enough to deal with Kingambit.

Calcs :kingambit: vs :sandy-shocks::

Max attack Fallen 5:
252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 48 HP / 0 Def Sandy Shocks: 199-235 (61.6 - 72.7%) -- guaranteed 2HKO

Max attack Fallen 5 + Tera dark:
252+ Atk Supreme Overlord 5 allies fainted Tera Dark Kingambit Sucker Punch vs. 48 HP / 0 Def Sandy Shocks: 266-314 (82.3 - 97.2%) -- guaranteed 2HKO

And again, if they kill then just encore with :maushold:
 
You can 100% shutdown :kingambit: out of terrain with getting killed by Sucker Punch, then Encore with :maushold:. If they don't sucker then great, you get free damage. Also, make sure to manage your terrain turns as 8 turns of terrain is enough to deal with Kingambit.

Calcs :kingambit: vs :sandy-shocks::

Max attack Fallen 5:
252+ Atk Supreme Overlord 5 allies fainted Kingambit Sucker Punch vs. 48 HP / 0 Def Sandy Shocks: 199-235 (61.6 - 72.7%) -- guaranteed 2HKO

Max attack Fallen 5 + Tera dark:
252+ Atk Supreme Overlord 5 allies fainted Tera Dark Kingambit Sucker Punch vs. 48 HP / 0 Def Sandy Shocks: 266-314 (82.3 - 97.2%) -- guaranteed 2HKO

And again, if they kill then just encore with :maushold:

I'm testing it right now, working well so far. I find a Ting lu to be quite a bit of a problem before Sneasler set up but so far Sandy deal with the rocky helmets much better than valiant, which was one of the biggest thing this team is weak to.
 
I think the Sneasler set is really inconsistent. I would suggest using the standard unburden seed it is far more consistent as it offers higher speed, and is able to launch off strong attacks (Close Combat) without setup (you did mention having problems with Ting-Lu). And is not ruined if hazards are up. Close Combat offers immediate damage and does not rely on loosing health. Dire Claw is strong stab and is sometimes hax through a bulker mon. Shadow Claw is for things like :slowking-galar: and :gholdengo:. Tera Ghost is to power up Shadow Claw and is immune to Extreme Speed and baits :kingambit: to go for Shadow Claw.

Sneasler @ Psychic Seed
Ability: Unburden
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Dire Claw
- Shadow Claw

It is more inconsistent, however, as mentioned in the post, once set up, this set is a lot harder to stop. An advantage of this set of this set over normal Psychi seed Sneasler is that you don't have to commit to it the moment you switch it in on a terrain. Both my set and your set have the same moves and tera type, but while yours is less reliant on getting my sash proc and clearing hazard, mine can be switch in multiple time to scare off fairy/steel types or spam dire claw and occasionally tank a few hits, as I can always switch back in later on a healing wish to set up the sweep. Sash also let it switch in on things like agility Wake and booster valiant without risking my Indeedee.

Reversal's advantage over Close combat is that it can hit through 1/2 resist (200/2 is 100, which is stronger than neutral dire claw), which means it can hit through fairies without having to worry about potential tera steel (and not having to tera ghost shadow claw) and hit 2HKO all the birds (or OHKO for Corvi) without having to predict with direclaw.

Beside Ting lu, Sneasler switch in is enough to scare away/force a tera on a lot of the fighting weak mons in the tier already, so if I can chip down ting lu to half, Sneasler can run him over even with tera poison.

And other problem with reversal is obviously Tera ghost on dark mons, but that would also be the case for normal Sneasler anyway. (Tera ghost King gambit pretty much ensure a stop unless you predicted the tera and click shadow claw, but this is unlikely).

I think one change I would make to my Sneasler set after reading your rate is that I would put it on Naive(+Spe, -Spd) instead of Naughty(+Atk, -SpD) since reversal alone is enough to break through most walls and winning the would be speed tie against other unburden sneasler/ Already outspeeding Valiant without energy, non-scarf Enamorus, and Cinderace threatens them a lot more before triggering sash, letting sneasler to spread dire claw a lot more often before starting to sweep. This change should make it a different mon from the standard Psychic sweeper and take advantage of the fact it would always survive one hit to revenge kill/sweep and it can come in multiple times.
 
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