SV OU Serp and Specs Kyurem

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Team Paste:https://pokepast.es/0007a2801021fc9e
Just looking for any suggestions as I have not seen any glaring weakness during play and test.


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Serperior (F) @ Leftovers
Ability: Contrary
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Tera Blast
- Glare
- Substitute

:Serperior: is what I originally started building the team around just wanting to use it. I took a set from an older generation and replaced Dragon Pulse with Tera Blast as they serve the same purpose of hitting for neutral damage on a large portion of the metagame. However, the added benefit of boosting with another move is available this time. Sub + glare is there to deal with numerous random switches like :Archaludon::Cinderace::Corviknight::Walking Wake: and grass resist in general. Providing for an added hindrance later in the game. Leftovers provide longevity to :Serperior: just because it can't afford to run things like giga drain or synthesis.

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Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Ice Beam
- Earth Power
- Draco Meteor

With :Serperior: on the squad, I wanted a way to both lure and KO :Heatran:, and a fun way to do this was through :Kyurem: as it can deal with Heatran. This team slot also brought a sense of immediate power and pressure with the STAB specs with what feels like no safe switch-ins with the raw power of Draco and Ice STAB. Timid is used over modest because otherwise, you miss out on so many crucial out speeds. On things like :Great Tusk::Landorus-Therian:Excadrill: and so many other things not running Jolly/Timid. Tera ground or fairy could be used instead of ice but I settled for stronger beams and freeze-dry.

IMG]https://play.pokemonshowdown.com/sprites/gen5/slowking-galar.png[/IMG]
Slowking (Slowking-Galar) (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk, 0 Spe
- Future Sight
- Sludge Bomb
- Chilly Reception
- Thunder Wave

Future sight for when it has nothing better to do and make sure that :Great Tusk: is not always a safe switch + overall chip damage setting up for the late game with :Dragapult: or :Serperior:

Sludge Bomb hits random fairies like :Enamorous: and :Azumarill: ensuring to be weakened for Dragapult late-game. Also several mons like tera fairy as a defensive option and sludge bomb help to guarantee more chip on those opponents such as :Garganacl: and :Skeledirge:

Chilly, provides momentum as otherwise :Slowking-Galar: gives up so much if not all of it. As a neat quirk this also allows you change weather summoned by :Torkoal: and :Pelipper: giving you a slightly better matchup into them even boosting our :Kyurem: in the process with a defense boost. 0 speed is ran to ensure going last in a mirror with other :Slowking-Galarian:

T-Wave is great for paralyzing most switch-ins but most importantly :Cinderace:,:Dragapult:,:Roaring Moon:, and :Volcarona: as Serp cannot safely glare any of these.

Ev’s and tera type are made to maximize bulk.


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Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Hex
- Thunder Wave
- Dragon Darts
- Substitute

The secondary star of the team. :Dragapult: is the last piece to the paralysis core with :Serperior: and :Slowking-Galar:
HDB is being run over leftovers as in practice it felt like leftovers were never doing much and HDB just felt more consistent even if leftovers sometimes provided more substitute opportunities to counter play all the sucker punch running around in the teir from :Meowscarada::Samurott-Hisui: and most importantly :Kingambit: with the team feels really weak to up this point.

Max speed is chosen to avoid a true form of speed control and rely on paralysis from the squad and for the mirror wiwth other :Dragapult: The attack EVs are strictly to tackle and OHKO :Roaring Moon: with Dragon Darts ,and the tera helps with this as it just overall nice to turn the dark weakness into a resist. The rest of the Evs are dumped into Sp. Atk just to maximize the hex damage.

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Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Knock Off

At this point, the team had no way of setting any hazards or removing any hazards. Luckily that is where :Great Tusk: came in allowing for both spin and rocks as some type of hazard was necessary for extra chip damage. Removal also felt necessary despite double boots on :Slowking-Galar: and :Dragapult: as our :Kyurem: was still rock-weak and I wanted to give it more opportunities to come in multiple times a game.

Leftovers was chosen on this set for longevity, and the 4 Speed Evs break the speed tie with opposing :Great Tusk: as it can make or break the difference for the hazard war; with the 4 Atk Evs enuring +Atk in the sun for the proto boost. The rest is dumped into bulk as the lack of physical defense can sometimes bait a more offensive set.

Knock allows for the removal of boots and other misc, targets providing a small amount of chip here and there.



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Kingambit (F) @ Air Balloon
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Low Kick
- Swords Dance

Last but not least the Gambit. They fit the role of having a secondary breaker and cleaner through the power of Sucker Punch. The Tera type and Low Kick are for opposing gambit and help in the matchup with Tusk. Speaking of Tusk, the team has no true Ground switch and the balloon helps with that.

As a final note in the building process, gambit just fit nicely needing more true direct answers to :Enamorus::Dragapult::Weavile::Iron Boulder::Gholdengo: and :Hatterene:
 
Very cool team. Kyurem definitely clutched a lot of the games I played. I'd recommend trying out Rocky Helmet on Tusk to see how you feel about it. I think the extra ability to punish physical attacks on a switch is really helpful for building pressure, and I'm not sure if Tusk really needs the extra Leftovers health. I also think it'd be cool to try experimenting with Serperior's tera. Stellar is really cool, and I appreciate the ability to get an 100% accurate, non-resisted boost, but you may also have fun with some extra coverage like Ground or Fire. Also, remember to make all your Pokemon female to counteract Enamorus' Cute Charm. Keep up the good work!
 
I made this specifically in mind with Tera stellar but love the recommendation either way, however Tera ground feels unnecessary (for this squad) Tera fire does have some niche uses tho. I’ll definitely give it a shot

As for the Rocky Helmet, 100% yes I was starting to use boots on it just becuase the chip heal wasn’t enough/didn’t feel beneficial
Helmet also partially helps in the :gouging fire: matchup
 
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