Hi friends, I'm A! Long time PS veteran who tends to dip every now and then. I came back after a long hiatus once I got my account back and started playing Gen 9 OU again. Sadly, I came back to see my goats being incredibly washed. Clefable is in danger of falling to UU and is seen as very ineffective these days due to not making much progress, and Heatran is languishing in UU. I decided it was my mission to save my favorite mon of all time Clefable and let her stay in OU. Maybe Heatran can come back as well.
I've actually been sitting on this team for a year or so now and it was mostly the same for most of its lifespan until a few months I swapped out Corviknight for Zapdos, which proved to be more effective overall. Sadly voter fraud has caused Kyurem to remain unbanned, which is this team's eternal nemesis. I've made some adjustments to help against it, but it's still a huge problem. With a bit of luck and some skill, we managed to dodge most Kyurems in the ladder, or they've been physical sets who are unable to touch Heatran the GOAT. (DD Icicle Spear Scale Shot + Tera Elec/Fire, etc).
BEST GIRL (Clefable) (F) @ Leftovers // OTHERWORLDLY
Ability: Magic Guard
Tera Type: Fire
EVs: 252 HP / 236 Def / 16 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Moonlight
- Flamethrower
The absolute star of the show, we have CM Clefable! Calm Mind is definitely underrated in my opinion and I've racked up a lot of wins due to it. Flamethrower is greatly appreciated to chunk Gholdengo coming in or roast the likes of Corviknight, Iron Treads, Scizor, and Iron Crown. As much as possible I try to hold using Tera on Clef since the other Teras for this team are a lot more valuable, but you can absolutely use it to flip the matchup on say Gholdengo and get away with the win. It's also useful for Tera Steel Zama trying to kill you with Heavy Slam or to cope against Kyurem.
Slowking-Galar is honestly a treat to fight as long as it isn't Thunder Wave, because you can absolutely use it as setup fodder when it comes in and you CM on the switch. Magic Guard remains an incredible ability as Clefable remains completely unfazed by the likes of Salt Cure, Toxic Gliscor, Spikes, Stealth Rock, the works. You are often unchippable and can remain at high enough health to function properly and check a lot of things. While I don't always win with Clef, she can still pull her weight as an emergency blanket check to a dangerous mon for the team.
CRAB (Heatran) (M) @ Leftovers // DYSTOPIA
Ability: Flash Fire
Shiny: Yes
Tera Type: Ghost
EVs: 248 HP / 44 Def / 168 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Protect
- Will-O-Wisp
- Earth Power
FAMOUS UU Pokemon Heatran is honestly what anchors the entire team together and is an extremely underrated mon right now. While I do have to give up stall-breaking potential by dropping Taunt, Protect Heatran is absurd when supported by Rillaboom's Grassy Terrain, giving it unholy amounts of sustain all while it suffocates the opponent with its chip damage. Not only that, it's awesome for scouting offensive Teras like Iron Moth trying to snipe you with Ground Tera Blast. Flash Fire is instrumental for the team, making mons like Moth and most Cinderace into complete fodder instead of bowling my team over.
Magma Storm (when it hits) is still an incredible move that can often seal the fate of its opponents. Will-o-Wisp (when it hits) has been a clutch move to cripple the likes of Iron Press Zamazenta, Roaring Moon, Waterpon, Dragonite, and nearly every physical attacker when timed right. Most teams that don't have Gliscor or Galarking (even then it doesn't do much back??) have a hard time switching into the goat and often get their mons burned in the process. Earth Power rounds out Heatran's coverage. Tera Ghost has been a clutch defensive play and has resulted in a lot of wins. Taunt is a legitimate option over Wisp, but this team prefers crippling physical threats more.
The EVs are all over the place but the Defense investment has been clutch in tanking phys hits better and the speed is for Adamant Kingambit iirc. Dragapult is pretty annoying for the team but Heatran when paired with Grassy Terrain does the best against most versions.
BICYCLE (Zapdos) @ Heavy-Duty Boots // ANTIGRAVITY
Ability: Static
Shiny: Yes
Tera Type: Fairy
EVs: 240 HP / 52 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Roost
- Heat Wave
I opted for really fast Zapdos because both Kyurem and Gholdengo are annoying threats to the team. You can definitely go bulkier and just try to outspeed Ghol though, as I do miss the hit-taking capabilities at times. Zapdos is a consistent defensive Pokemon that puts up a lot of offensive pressure with just its attacking moves. Static is an unfair ability as always, punishing contact moves and often cheesing wins. Zap helps alleviate the pressure off my other defensive Pokemon when trying to handle the likes of offensive Zamazenta and Iron Valiant.
GAMER (Rillaboom) (M) @ Choice Band // TUNNELVISION
Ability: Grassy Surge
Tera Type: Grass
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
I opted to make Rillaboom tankier to help out with Wood Hammer recoil so you can brawl a bit better since you don't need the full speed investment. Rilla enables the Grassy Terrain sustain strategy for everyone and is generally a great breaker and revenge killer, while also stabilizing the non U-Turn Waterpon matchup. Not much to say here, but sometimes Tera Grass is used to muscle past annoying walls. Grassy Surge enables the entire team to its fullest, which is very nice.
COMEDY (Ogerpon-Wellspring) @ Wellspring Mask // DIE FOR YOU
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Play Rough
- Horn Leech
Waterpon is still a top tier threat and I've found that slotting in PR over Knock/Encore has made her so much better. PR slaying the likes of Dragapult, Dragonite, Kyurem is invaluable, especially for this team. Pon is a great offensive mon that can wallbreak when needed. I much prefer Horn Leech over Power Whip due to its reliability and when paired with Grassy terrain, Ogerpon is surprisingly difficult to take down. HL's recovery has been clutch against balance Dondozo structures who try to defeat Ogerpon by battle of attrition. Sometimes Tera Water can run away with the game after both Heatran and Zapdos have sufficiently chunked down and crippled the opponent's team.
MOO (Great Tusk) @ Rocky Helmet // SOMETHING WICKED
Ability: Protosynthesis
Tera Type: Poison
EVs: 200 HP / 88 Atk / 88 Def / 12 SpD / 120 Spe
Impish Nature
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock
I'm not gonna lie I don't know what the EVs do here, I was just tweaking it until I found something comfortable for Great Tusk. Tuskethy is good mon and he goes moo. Headlong Rush is used over Earthquake for extra firepower and to prevent Grassy Terrain anti-synergy. With terrain up, Tusk essentially has both Leftovers and Rocky Helmet which is a nice bonus. Helmet has definitely been instrumental in chipping down physical threats for say Rillaboom KO range.

BEST GIRL (Clefable) (F) @ Leftovers // OTHERWORLDLY
Ability: Magic Guard
Tera Type: Fire
EVs: 252 HP / 236 Def / 16 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Moonlight
- Flamethrower
The absolute star of the show, we have CM Clefable! Calm Mind is definitely underrated in my opinion and I've racked up a lot of wins due to it. Flamethrower is greatly appreciated to chunk Gholdengo coming in or roast the likes of Corviknight, Iron Treads, Scizor, and Iron Crown. As much as possible I try to hold using Tera on Clef since the other Teras for this team are a lot more valuable, but you can absolutely use it to flip the matchup on say Gholdengo and get away with the win. It's also useful for Tera Steel Zama trying to kill you with Heavy Slam or to cope against Kyurem.
Slowking-Galar is honestly a treat to fight as long as it isn't Thunder Wave, because you can absolutely use it as setup fodder when it comes in and you CM on the switch. Magic Guard remains an incredible ability as Clefable remains completely unfazed by the likes of Salt Cure, Toxic Gliscor, Spikes, Stealth Rock, the works. You are often unchippable and can remain at high enough health to function properly and check a lot of things. While I don't always win with Clef, she can still pull her weight as an emergency blanket check to a dangerous mon for the team.

CRAB (Heatran) (M) @ Leftovers // DYSTOPIA
Ability: Flash Fire
Shiny: Yes
Tera Type: Ghost
EVs: 248 HP / 44 Def / 168 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Protect
- Will-O-Wisp
- Earth Power
FAMOUS UU Pokemon Heatran is honestly what anchors the entire team together and is an extremely underrated mon right now. While I do have to give up stall-breaking potential by dropping Taunt, Protect Heatran is absurd when supported by Rillaboom's Grassy Terrain, giving it unholy amounts of sustain all while it suffocates the opponent with its chip damage. Not only that, it's awesome for scouting offensive Teras like Iron Moth trying to snipe you with Ground Tera Blast. Flash Fire is instrumental for the team, making mons like Moth and most Cinderace into complete fodder instead of bowling my team over.
Magma Storm (when it hits) is still an incredible move that can often seal the fate of its opponents. Will-o-Wisp (when it hits) has been a clutch move to cripple the likes of Iron Press Zamazenta, Roaring Moon, Waterpon, Dragonite, and nearly every physical attacker when timed right. Most teams that don't have Gliscor or Galarking (even then it doesn't do much back??) have a hard time switching into the goat and often get their mons burned in the process. Earth Power rounds out Heatran's coverage. Tera Ghost has been a clutch defensive play and has resulted in a lot of wins. Taunt is a legitimate option over Wisp, but this team prefers crippling physical threats more.
The EVs are all over the place but the Defense investment has been clutch in tanking phys hits better and the speed is for Adamant Kingambit iirc. Dragapult is pretty annoying for the team but Heatran when paired with Grassy Terrain does the best against most versions.

BICYCLE (Zapdos) @ Heavy-Duty Boots // ANTIGRAVITY
Ability: Static
Shiny: Yes
Tera Type: Fairy
EVs: 240 HP / 52 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Roost
- Heat Wave
I opted for really fast Zapdos because both Kyurem and Gholdengo are annoying threats to the team. You can definitely go bulkier and just try to outspeed Ghol though, as I do miss the hit-taking capabilities at times. Zapdos is a consistent defensive Pokemon that puts up a lot of offensive pressure with just its attacking moves. Static is an unfair ability as always, punishing contact moves and often cheesing wins. Zap helps alleviate the pressure off my other defensive Pokemon when trying to handle the likes of offensive Zamazenta and Iron Valiant.

GAMER (Rillaboom) (M) @ Choice Band // TUNNELVISION
Ability: Grassy Surge
Tera Type: Grass
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
I opted to make Rillaboom tankier to help out with Wood Hammer recoil so you can brawl a bit better since you don't need the full speed investment. Rilla enables the Grassy Terrain sustain strategy for everyone and is generally a great breaker and revenge killer, while also stabilizing the non U-Turn Waterpon matchup. Not much to say here, but sometimes Tera Grass is used to muscle past annoying walls. Grassy Surge enables the entire team to its fullest, which is very nice.

COMEDY (Ogerpon-Wellspring) @ Wellspring Mask // DIE FOR YOU
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Play Rough
- Horn Leech
Waterpon is still a top tier threat and I've found that slotting in PR over Knock/Encore has made her so much better. PR slaying the likes of Dragapult, Dragonite, Kyurem is invaluable, especially for this team. Pon is a great offensive mon that can wallbreak when needed. I much prefer Horn Leech over Power Whip due to its reliability and when paired with Grassy terrain, Ogerpon is surprisingly difficult to take down. HL's recovery has been clutch against balance Dondozo structures who try to defeat Ogerpon by battle of attrition. Sometimes Tera Water can run away with the game after both Heatran and Zapdos have sufficiently chunked down and crippled the opponent's team.

MOO (Great Tusk) @ Rocky Helmet // SOMETHING WICKED
Ability: Protosynthesis
Tera Type: Poison
EVs: 200 HP / 88 Atk / 88 Def / 12 SpD / 120 Spe
Impish Nature
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock
I'm not gonna lie I don't know what the EVs do here, I was just tweaking it until I found something comfortable for Great Tusk. Tuskethy is good mon and he goes moo. Headlong Rush is used over Earthquake for extra firepower and to prevent Grassy Terrain anti-synergy. With terrain up, Tusk essentially has both Leftovers and Rocky Helmet which is a nice bonus. Helmet has definitely been instrumental in chipping down physical threats for say Rillaboom KO range.
Shoutouts to OU Room and all the frens for believing in the climb! Please save Clefable from dropping to UU. That is all. Big shoutouts to my discord yugifriends at moominvalley who've been watching my progress. Happy moomin days, everybody!
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