SV OU Sandy Shocks offense (Peak 1300)

Proof of peak:
peak.PNG


(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: :Glimmora: :Scizor: :Skeledirge: :Azumarill: :Cyclizar:

:Sandy Shocks:
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:
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:
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:
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:
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:
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
 
If you want a user of spin knock and taunt then tusk exists...

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock / Taunt

If you're using h-stack, ghold is always a top option. Running scarf means that it can cripple walls with trick to open opportunities with your setup Mons.

:Skeledirge: max SpA probably isn't needed here since you'll be gaining it so quickly with torch songs , so you can run max HP.


:Scizor: thief on this means you can hit ghold, but you should use ghold instead of this anyways.

:Glimmora: use spikes NOW spikes are useful, and I'd run energy ball and earth power / sludge bomb as attacking moves.

This is just a brief rate, but all of these changes I think are for the better ( moter hawk goat will give a better rate anyways:mad:)

PS: kinda biased BC of the use of sandy, but good team ,sandy to number 1 :tyke:
 
Alright so, cool team, using a mon you like as an anchor is always based, so im gonna keep Sandy on the overall composition, but the team kinda lacks direction between bulky and offense, so I'm gonna try and go full offense (personal opinion, im bad)

Big Changes

:Cyclizar: -------> :Great Tusk:
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 232 Atk / 24 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin

This is gonna let you have a more offensive take on the spin attempt while putting some pressure, you can put Earthquake instead of Headlong rush if you want, 24 SpD is to survive a Glimmora Energy Ball

:Skeledirge: ---------> :Kingambit:

Kingambit @ Heavy-Duty Boots
Ability: Supreme Overlord
Tera Type: Flying
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Kowtow Cleave
- Sucker Punch

Basic bitch gambit set, this gives you a grass resistance which your team needs BADLY, a grass resistance of some kind, meow goes hard on this team so uuuhh yeah


:Scizor: -------> :Dragonite:
Dragoran (Dragonite) (M) @ Covert Cloak / Leftovers / Heavy Duty Boots
Ability: Multiscale
Tera Type: Water
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Surf
- Thunderbolt / Thunder
- Roost

According to the RMT stuff, raters should change at most 3 mons, so I'm gonna use that rule to the fullest. Since we need a ground resist and a grass/water resistance, and another special attacker, I think this could all be packed up here, I stole this Dnite from "The Next Best thing" project, its a special attacker with bulk, you could make it max spa mas speed and chance roost for Draco meteor or fire blast, as for the items, go with boots I think, to preserve multiscale in hazards

Minor changes:

On :Sandy Shocks: go with timid for a better speed tier
On :Glimmora: go with tera grass or ghost and energy ball, this hits tusk and also dondozo in case of an emergency


Overall, I'm not sure if this is a better final product, I hope it helps somehow


bros where tf is Motor Goat, its been 5 minutes, and he hasn't given a 5-star review to the team
 
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So this team is lacking a bit of direction but that can be spruced up. So I'm going to keep Azu / Shocks / Glimm intact and go from there since I think there's some interesting potential there. I think Sandy Shocks is a very annoying mon to face right now. It's coverage single handedly dismantles a lot of fat teams using Corv / Garg stuff and it can set up Spikes on the switch. I suggest switching Shocks to the Pivot set with Volt Switch / Earth Power / Tera Blast / Spikes with Tera Fairy and Timid with Heavy Duty Boots. So now that we have Shocks to pressure passive mons, we can start adding Breakers and Cleaners. First, I'm going to replace Scizor for a Bulky Kingambit with Tera Flying and SD / Kowtwow / Sucker / Low Kick. This will be the lategame cleaner but also has good enough bulk to tank a few hits. Next I'm going to replace Skeledirge which doesn't really fit with a Choice Band Meowscarada which is another mon that can beat up common checks to Gambit. Meow also gives you a very important Ground-resist which is important against Tusk. Finally, as other people have suggested replace Cyclizar with Offensive Tusk. I recommend same EVs as 1LDK but I recommend Eject Pack.

So now we have a fairly strong offensive core that can heavily pressure teams with Gambit and Meow but also has Shocks to deal with Corv and friends. Finally, I'm going to suggest making Azu Assault Vest. AV Azu deals very well with a lot of meta right, its very hard to kill but has strong offensive power to kill stuff like Volc, Valiant etc.

TL;DR

Major changes:

:Scizor: -> Bulky SD:Kingambit:
:Skeledirge: -> Choice Band:Meowscarada:
:Cyclizar: -> Offensive Eject Pack:Great Tusk:

Minor changes:

:Sandy Shocks: -> Volt Switch / Earth Power / Tera Blast / Spikes with Tera Fairy and Timid with Heavy Duty Boots
:Azumarill: -> use the Assault Vest set

Heres the paste: https://pokepast.es/f67896dad44b6286. Good luck!
 
I'm not the best but I will give it a shot. Take or leave what I am about to suggest...

So you want a great offensive team with access to bulky mons that can deal serious damage, eh? Now, is that good offensive mons that also have good bulk? Or good offensive mons AND good bulky pivot mons? In any case, I agree that your team is a little all over the place. But, in an effort to not give you an entirely new team, I am going to suggest a singular mon change and then just some tweaks. I will, however, highly suggest that you watch some higher ELO games (1500+) and play around with several teams and mons to find a good fit with a good synergy that works for you. And then come back in a couple of weeks to showcase your new and improved team ;)

The singular change:

:glimmora: ----> :dragonite:
Puff (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore/ Roost
- Dragon Dance
- Extreme Speed
- Earthquake

Dragonite does a couple of things. First of all, it helps with the crazy ground weakness that you have. And secondly, it gives you access to a good mid/ end game wincon. Encore is better to use if you have more experience, so you can encore set-up moves and ddance to win. Where roost is probably better with less experience to allow you to keep your multiscale and pivot around if needed.

Dragonite gives you bulk, and power.

Now, I would say that you should fit Tusk somewhere in here, but the issue with Tusk is that I couldn't find a good place to put him on your team that kept your offensive bulk AND didn't make you susceptible to ice, grass, AND water (three very common types). And if I added Tusk, I would be changing up more mons on your team than I would want.

With all of that being said, there are some minor tweaks that we can make to help fill in the synergy gaps...

:sandy shocks:
I actually like Sandy Shocks how it is now. The spread and nature allow you to have a very nice special wall breaker in your back pocket. 301 speed is perfect for out-speeding most FAT mons so a choice scarf really isn't needed. Plus, you have Dragonite for speed control if you really need it.

:scizor:
Swap brick break for acrobatics. It might seem weird, but with all of the mons that get knock-off, acrobatics allows you to take advantage of a situation that would otherwise be disadvantageous. Or your can swap it out for thief in order to steal back an item and criple a different mon. Acrobatics is nice for Tusk, though.

:skeledirge:

Try this set on for size...
Joe Ligma (Skeledirge) @ Heavy-Duty Boots/ Leftovers
Ability: Unaware
EVs: 248 HP / 8 SpA / 252 SpD
Tera Type: Fairy
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off/ Substitute

This is a very similar set to the one you are using now. You can keep leftovers and substitute, but HDBs let you get in without having to worry about hazards if you need a quick spd switch, and slack-off allows you to gain back quick hp which is vital for a bulky wall. If any case, I do suggest you switch your EVs to the ones showcased in this set. You don't need spatk EVs since torch song does that for you, and 248hp/ 252spd now gives you that extra bulk.

:azumarill:
I would say keep Azu how it is, tbh. You don't need to swap anything on it, and if you are able to get up a belly drum then hot dog I won't stop you. I would suggest leaving Azu as an end-game win con, though. If you don't have to send it out early then don't.

:cyclizar:
If you can make this mon work then more power to ya! I do, however, think you're using this mon wrong. Let me explain. Cyclizar should never stay on the field for more than a couple of turns. Use cyclizar to harass your enemy and then GTFO. Swap back in to remove hazards and then GTFO. Take a hit, taunt an enemy, and then GTFO. If you need to sac a mon, cyclizar should be first. If you need a lead, cyclizar should be first. You have taunt to prevent hazards from being set up, you have regenerator to swap back in on full health. Cyclizar should be annoying to face, and you should play them as such.

I.C. Weener (Cyclizar) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- U-turn
- Taunt

This is just my opinion on the set you should use. It helps you prevent hazards (and remove hazards) and set-up mons, lets you remove as many items as possible and helps pivot to someone who can actually do damage.

Currently, you don't have a mon to set up hazards. But you did say bulky offensive so hazards aren't necessarily necessary (removing hazards is 100% necessary, though). I would throw on a mon that can set up rocks, but then you open yourself up to too many of the same weaknesses. So the next thing to do would be to swap two more mons but as I said, I don't want to do that (I am not trying to create a whole new team for you). You can't have it all, but I feel like what you have now will at least be able to get you a little further than where you were.

If you need more help, feel free to PM me. I don't mind working through more ideas.

BUT HEY, that's just my opinion, take it or leave it.
CIAO:mad:
 
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