Proof of peak:
(yeah yeah I know my username is stupid, I got it when I was 15)
This is my first serious team I have built in gen 9. I am really bad at teambuilding, I can go to 1400 or so with good teams created by other RMT users.
I wanted to great an offensive team with access to bulky mons that can deal serious damage.
Let's go to the team members:


Sandy Shocks @ Choice Specs
Ability: Protosynthesis
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Earth Power
- Thunderbolt
- Power Gem
I built my team around Sandy. I struggled often against stall and the usually used walls in OU, Sandy Shocks with Choice Specs is able to beat the Unaware walls, Alomomola, has a good matchup against most Great Tusks and can beat Gambit under many circumstances. Their access to Volt Switch also makes me feel a bit like I am using U-Turn Lando-T, having a useful and strong Ground pivot. Power Gem is there to beat Dragonite, that's really about it, the coverage of Ground and Electric is good enough. Tera Flying is there to better the Great Tusk matchup, doesn't really do much more, I also almost never tera my Sandy tbh.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Dazzling Gleam
- Sludge Wave
- Earth Power
My lead, made very much to be an anti-lead. Stealth Rocks and Toxic Debris in conjunction is a great way to set hazards, Dazzling Gleam can heavily damage Tusk and Garchomp, Earth Power can beat the rare Iron Treads, Garganacl, Gholdengo and Kingambit. Sludge Wave is a just a STAB move, which can 2HKO Meowscarada and beat Hatterne. Tera Fairy is there to OHKO Great Tusk if I feel like that removing the opposing team's access to Rapid Spin is worth my tera. Focus Sash is there to either guarantee hazard setting or to ensure a 2HKO on slower Tusks.

Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Brick Break
- Bullet Punch
- U-turn
- Close Combat
My physically defensive backbone. I put Brick Break on Scizor because I am scared of HO teams with dual screens, I have honestly not needed it a single time. I think my team just naturally deals with most screen setters. However, it is immensely useful against Kingambit, as Brick Break is enough to OHKO Kingambit and Scizor doesn't get the defensive drops from it. Similarly, it does beat Meowscarada this way.
Anyways, I love Scizor and he slaps cheeks. U-Turn pivoting, being able to take a shitton of physical abuse, Bullet Punch as speed control with access to Tera Steel to make it much, much stronger allows me to do so much. Bullet Punch doesn't even beat anything specific, it's just so strong in conjunction with Choice Band, Technician and possibly tera boost. Maybe Iron Valiant, who gets extra clapped by BP. Close Combat comes very rarely into use, as I've said, Brick Break usually does enough. I am thinking about dropping this move tbh.

Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 88 HP / 252 SpA / 168 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Hex
- Torch Song
Another defensive backbone, made to be specially defensive. Substitute Skeledirge is able to spread WoW easily and snowball with Torch Song. When I see that the opponent has a corv, I try to make a sub against it usually. Lefties boost Skeledirge longevity. Not much more to say here now, plays very good against special attacking Iron Valiants, set up sweepers such Dragonite or Baxcalibur are stopped by it. Tera Fairy allows it to take a Kowtow Cleave or Sucker Punch by Kingambit and kill with Torch Song and makes it sit on Pult. It also takes up a Shadow Ball from Gholdengo and beat it with Torch Song.

Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Ice Spinner
- Belly Drum
My beloved. Super bulky, can usually get up a Belly Drum, Belly Drum combined with Tera Water and Aqua Jet just does so, so, SO much immediate damage. I try to switch it in on Tusk or Corv, getting up a BD is almost assured then. Ice Spinner is mostly there to beat the unusual Water Absorb Clodsire, also beats up bulky Chomps. This is the mon I most often tera, I just love the damage output and how it can just break through things with sheer strength. Dondozo stands in Azu's way heavily, so I have to get this guy out there before I can start tearing up shit with Azu.

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 116 Atk / 140 Spe
Adamant Nature
- Rapid Spin
- Taunt
- Dragon Tail
- Knock Off
Honestly, the weakest link in my team. I wanted there to be at the same a user of Knock Off, Taunt and Rapid Spin. Phazing moves can be really useful, especially when I have Toxic Spikes up and can switch in Skeledirge to spread damage with Hex. It's fine but I see so little use for this guy usually, despite being pretty good theoretically in terms of utility. When I want to get hazards off, I usually manage to do so and it can be pretty useful to Knock Off or phaze out certain threats. I think it struggles without any real damage output. Tera Steel is just there for weakness mitigation and defensive purposes, Heavy Duty Boots are there to improve hazard removal. Frankly I don't remember why I chose these EVs particularly, I don't even think I gave it these EVs to beat anything specific.
This is my first RMT. I haven't documented by teambuilding process and I honestly cannot gauge what is exactly a threat to this team and what isn't. I am basically just calling for some help here tbh, I hope this is alright.
Pokepaste: https://pokepast.es/ef847eb1642849aa
(yeah yeah I know my username is stupid, I got it when I was 15)
This is my first serious team I have built in gen 9. I am really bad at teambuilding, I can go to 1400 or so with good teams created by other RMT users.
I wanted to great an offensive team with access to bulky mons that can deal serious damage.
Let's go to the team members:







Sandy Shocks @ Choice Specs
Ability: Protosynthesis
Tera Type: Flying
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Earth Power
- Thunderbolt
- Power Gem
I built my team around Sandy. I struggled often against stall and the usually used walls in OU, Sandy Shocks with Choice Specs is able to beat the Unaware walls, Alomomola, has a good matchup against most Great Tusks and can beat Gambit under many circumstances. Their access to Volt Switch also makes me feel a bit like I am using U-Turn Lando-T, having a useful and strong Ground pivot. Power Gem is there to beat Dragonite, that's really about it, the coverage of Ground and Electric is good enough. Tera Flying is there to better the Great Tusk matchup, doesn't really do much more, I also almost never tera my Sandy tbh.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Dazzling Gleam
- Sludge Wave
- Earth Power
My lead, made very much to be an anti-lead. Stealth Rocks and Toxic Debris in conjunction is a great way to set hazards, Dazzling Gleam can heavily damage Tusk and Garchomp, Earth Power can beat the rare Iron Treads, Garganacl, Gholdengo and Kingambit. Sludge Wave is a just a STAB move, which can 2HKO Meowscarada and beat Hatterne. Tera Fairy is there to OHKO Great Tusk if I feel like that removing the opposing team's access to Rapid Spin is worth my tera. Focus Sash is there to either guarantee hazard setting or to ensure a 2HKO on slower Tusks.

Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Brick Break
- Bullet Punch
- U-turn
- Close Combat
My physically defensive backbone. I put Brick Break on Scizor because I am scared of HO teams with dual screens, I have honestly not needed it a single time. I think my team just naturally deals with most screen setters. However, it is immensely useful against Kingambit, as Brick Break is enough to OHKO Kingambit and Scizor doesn't get the defensive drops from it. Similarly, it does beat Meowscarada this way.
Anyways, I love Scizor and he slaps cheeks. U-Turn pivoting, being able to take a shitton of physical abuse, Bullet Punch as speed control with access to Tera Steel to make it much, much stronger allows me to do so much. Bullet Punch doesn't even beat anything specific, it's just so strong in conjunction with Choice Band, Technician and possibly tera boost. Maybe Iron Valiant, who gets extra clapped by BP. Close Combat comes very rarely into use, as I've said, Brick Break usually does enough. I am thinking about dropping this move tbh.

Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 88 HP / 252 SpA / 168 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Hex
- Torch Song
Another defensive backbone, made to be specially defensive. Substitute Skeledirge is able to spread WoW easily and snowball with Torch Song. When I see that the opponent has a corv, I try to make a sub against it usually. Lefties boost Skeledirge longevity. Not much more to say here now, plays very good against special attacking Iron Valiants, set up sweepers such Dragonite or Baxcalibur are stopped by it. Tera Fairy allows it to take a Kowtow Cleave or Sucker Punch by Kingambit and kill with Torch Song and makes it sit on Pult. It also takes up a Shadow Ball from Gholdengo and beat it with Torch Song.

Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Ice Spinner
- Belly Drum
My beloved. Super bulky, can usually get up a Belly Drum, Belly Drum combined with Tera Water and Aqua Jet just does so, so, SO much immediate damage. I try to switch it in on Tusk or Corv, getting up a BD is almost assured then. Ice Spinner is mostly there to beat the unusual Water Absorb Clodsire, also beats up bulky Chomps. This is the mon I most often tera, I just love the damage output and how it can just break through things with sheer strength. Dondozo stands in Azu's way heavily, so I have to get this guy out there before I can start tearing up shit with Azu.

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 116 Atk / 140 Spe
Adamant Nature
- Rapid Spin
- Taunt
- Dragon Tail
- Knock Off
Honestly, the weakest link in my team. I wanted there to be at the same a user of Knock Off, Taunt and Rapid Spin. Phazing moves can be really useful, especially when I have Toxic Spikes up and can switch in Skeledirge to spread damage with Hex. It's fine but I see so little use for this guy usually, despite being pretty good theoretically in terms of utility. When I want to get hazards off, I usually manage to do so and it can be pretty useful to Knock Off or phaze out certain threats. I think it struggles without any real damage output. Tera Steel is just there for weakness mitigation and defensive purposes, Heavy Duty Boots are there to improve hazard removal. Frankly I don't remember why I chose these EVs particularly, I don't even think I gave it these EVs to beat anything specific.
This is my first RMT. I haven't documented by teambuilding process and I honestly cannot gauge what is exactly a threat to this team and what isn't. I am basically just calling for some help here tbh, I hope this is alright.
Pokepaste: https://pokepast.es/ef847eb1642849aa