SV OU RMT singles OU built around roaring moon

This is my first team build since gen 5 or so. Apologies if I’ve misunderstood some rules here.

Roaring moon @ booster energy
Protostnthesis
Adamant nature
Tera: flying
252 Atk 252 Speed 4 HP
Dragon dance
Iron head
EQ
Acrobatics

Team is built around roaring moon so he can come and sweep end game. The plan is for oppositions to take enough damage so 1 d.dance is enough to sweep. Iron head for fairy, acrobatics for powerful stab with Tera type. EQ for coverage. Tera flying nullifies fairy weakness. EV’s to maximize attack and speed with booster energy.

Amoonguss @ black sludge
Regenerator
Bold nature
Tera: poison
248 HP 172 Def 88 Sp.Def
Spore
Giga drain
Clear smog
Toxic

Pretty basic, regenerator, black sludge and giga drain helps keep health up. Spore/toxic fo shut down/put on timer. Clear smog in case opponent wants to set up. Picked Tera poison just for stab, likely won’t Tera Amoonguss. EV’s to provide a bit of bulk to both defenses.

Gholdengo @ choice scarf
Good as gold
Timid nature
Tera: steel
252 Speed 252 Sp.Atk 4 HP
Hex
Make it rain
Dazzling gleam
T-Bolt

I wanted a special attacker and went with choice scarf Gholdengo. Able to jump in and grab a KO before switching out again. Hex to work alongside spore/toxic/wow. Make it rain for fairies. I picked dazzling gleam because I don’t have much against dragons and T-bolt for bulky water types.

Rotom wash @ chesto berry
Levitate
Calm nature
Tera: Electric
252 HP 252 Sp.Def 4 Def
Will o wisp
Volt switch
Hydro pump
Rest

Invested EV’s in sp.Def as others on my team are defensively specced and just wanted to try it. Wow helps with physical attackers. Volt switch to pivot and hydro pump as stab. Rest chesto for longevity. Thinking of switching hydro pump out for something more accurate.

Great tusk @ leftovers
Protosynthesis
Impish nature
Tera: Ground
252 HP 252 Def 4 Sp.Def
Stealth rock
Rapid spin
Headlong rush
Knock off

I need a stealth rock setter and originally went with Garganacl but I just love the way great tusk looks. Originally thought about safety goggles but prefer reliable recovery. Rapid spin for hazards and knock off for ghosts that try to block rapid spin. Knock off can also catch item reliant enemies on the switch. Headlong rush for stab damage. This thing hits like a truck even without EV or nature investment.

Arcanine @ assault vest
Intimidate
Jolly nature
Tera:
252 HP 76 Atk 180 Speed
Flare blitz
Close combat
Play rough
Extreme speed

Assault vest and HP investment for bulk. I chose play rough over wild charge to get extra dragon coverage, close combat helps with rock/steel. Extreme speed as priority. Between arcanine, rotom w and amonguss I have a reasonable core.
 
Arcanine is an interesting defensive Mon, but isn't too reliable, especially without boots. I'd replace it with one of two things.
1. :Talonflame:
2. :Skeledirge:

Talonflame is nice as a hazard removal Mon and a Mon to spread burns and pivot, and skele is nice as a tankier unaware Mon that can force progress with torch song. Both can fit the roll well, skele is better in my opinion, but it's mostly up to personal preference.

Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off

Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Steel??? IDK
EVs: 252 HP / 252 Def / 4 Spa
Bold Nature
- Roost
- Defog
- U-turn
- Will-O-Wisp

Secondly, I'd go for grass knot over gigadrain on amoongus, with the sole purpose of hitting garg and dozo hard.

Just a side note: DO NOT SWAP OUT HYDRO PUMP ON ROTOM FOR ANOTHER MOVE(I mean seriously, don't). Hydro is a solid choice for rotom, it hits grounds hard, so it's even threatening as a defensive Mon. Resto chesto is quite interesting on rotom, I'd stick with it.

Those are the main things I'd change, other than that the team seems pretty solid.

I hope my advice helps you out, even though I'm not the best team rater, and wish you many wins in future games.
 
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