SV OU Specs Prima Moltres Balance

Paste: https://pokepast.es/cd36666e930cf867
Primarina @ :Choice Specs: :Primarina:
Ability: Liquid Voice
Tera Type: Water
EVs: 72 HP / 252 SpA / 4 SpD / 180 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Hydro Pump
- Hyper Voice
- Energy Ball

The star of the team, Primarina. It has very good natural dual typing of Water/Fairy so can essentially trade with most other mons in the metagame when needed. I chose Specs to increase its immediate power and capitalise on its very good dual STAB options that are very hard to wall outside of :Slowking Galar: or the rare :Blissey:. I chose 180 Spe as my benchmark to outspeed Skarmory and other mons when they get paralysed by my :Slowking Galar:. I ran into issues where Primarina was still slower than mons like Darkrai or Meowscarada after paralysis so I changed the speed to OHKO them after their speed is halved. Moonblast is regular STAB, Hydro Pump is 2HKO opposing :Slowking Galar: in a pinch or just force a tera. I chose to run Hyper Voice with Liquid Voice ability over Surf due to the prevalence of Substitute Zamazenta and other sub users. Energy Ball is to hit bulky Water types like Alomomola very hard or kill them after some chip damage.

Iron Treads @ :Leftovers: :Iron Treads:
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 68 Atk / 192 Spe
Jolly Nature
- Rapid Spin
- Ice Spinner
- Stealth Rock
- Earthquake

:Iron Treads: is a great partner for :Primarina: as it can check Primarina's most common answer, :Slowking Galar:. It can safely come in on a Thunder Wave, Toxic, Sludge Bomb, Ice Beam and doesn't care too much for Future Sight. It has Stealth Rocks to capitalise on its switch in opportunities, Rapid Spin to remove hazards for the team, Ice Spinner for :Landorus Therian: and :Gliscor: , and Earthquake as its STAB option. I may consider changing EQ to EArth Power as EQ has anti synergy with the Grassy Terrain provided by Rillaboom but it doesn't seem to be too big of an issue so far. I only run 192 Speed EVs with a Jolly nature since running max speed doesn't have many benefits and I prefer the extra EVs in attack and HP. It is EV'd to outspeed max speed :Iron Crown: and threaten back with an EQ.

Darkrai @ :Choice Scarf: :Darkrai:
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Dark Pulse
- Ice Beam
- Sludge Bomb

Darkrai serves as very good speed control and has serviceable coverage with Dark Pulse, Ice Beam and Sludge Bomb. Trick can be used to cripple potential setup sweepers or walls like :Clodsire:. It can often catch people off guard by scoring KOs on mons like :Dragapult: and low health :Zamazenta:. Tera Poison can be used to nuke Fairies like :Primarina: or :Clefable: and also to resist opposing priority from :Rillaboom:.


Slowking-Galar @ :Heavy-Duty Boots: :Slowking-Galar:
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave

:Slowking Galar: is my favourite mon in this format. It helps in so many matchups and especially thrives against opposing weather teams and likes to come in on their setters e.g. :Torkoal: or :Pelipper:. It serves as a great pivot to help bring :Primarina: in and checks many special attackers in the tier that would otherwise pester this team like :Enamorus: or :Primarina:. Thunder Wave serves as both speed control and a way of securing free turns against opposing setup sweepers or fast mons in general and this also helps :Primarina: to combat its slow speed as well. The other 3 moves are standard and Tera Water is just a general good tera type to get out of its Dark, Ghost and Ground weaknesses. It is also minimum speed to allow for a slow Chilly Reception.

Rillaboom @ :Life Orb: :Rillaboom:
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Grassy Glide
- Wood Hammer
- Knock Off

I decided to not opt for the standard :Choice Band: :Rillaboom: set as I wanted Rilla to act more as a hard hitting pivot. U Turn is great for pivoting on incoming switch ins like :Corviknight: to allow :Primarina: to come in, Grassy Glide for priority, Wood Hammer to act as a no nonsense nuke with Tera Grass and Knock Off is a great all purpose move. The Grassy Terrain also helps the team a lot and helps my :Primarina: 's matchup into opposing :Gouging Fire: that runs EQ, as well as helping :Iron Treads: and :Slowking Galar:.

Moltres @ :Heavy-Duty Boots: :Moltres:
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost

:Moltres: serves as the stalwart physical wall of the team. It checks almost the whole tier of physical threats such as :Great Tusk:, :Kingambit: and even :Iron Valiant: sets without Thunderbolt. Tera Fairy is a generally good tera type as it alleviates its Rock, Water and Electric weaknesses. Flamethrower is great STAB and helps pressure :Landorus Therian:, Wisp helps against all non fire type physical attackers , U Turn for pivoting and Roost for recovery.

Overall, this team has been performing decently well for me. Any suggestions to make the team better would be appreciated.
 
Tried this out on ladder for a bit, here are my thoughts
The team is weak to Kyurem and other fast offensive threats. Your defensive pieces are kind of passive which lets opposing offenses kind of run you over a bit. Primarina is strong and quite good into most of the meta so you have something good to build around.

:Darkrai: I don't think scarf darkrai does you any favours here. While it is definitely fast, being locked into one of its ultimately weak moves gives a lot of ground for your opponents to set up. Surprise kills on weaker stuff like Deoxys and Valiant isn't really worth that much when you have Rillaboom already. I would go for a nasty plot or focus blast or maybe knock + 3 attacks variant. This would help with stall.
:Primarina: Consider Psychic Noise > Hyper Voice. While it is lower power, you already have Hydro Pump for power and the added effect of preventing healing can be very useful.
:Moltres: I don't really see Tera Fairy being that good, mostly you are just turning your weaknesses neutral, which another type can help with. On moltres i usually like tera dragon as it is a good help against things like Ogerpon and opposing thunderbolt. Maybe consider Fire Spin over flamethrower for some added chip damage since flamethrower is pretty weak.
:Iron Treads: Let's be honest he just kind of sucks. Comes in on Slowking but it just chilly receptions away and you can't do anything due to being weak + not particularly fast. It can't really spin on opposing hazard users like Tusk, Skarmory, Ting-Lu. I would recommend switching this to Gliscor and going more into the boots variety of your team instead of relying on spin.
:Rillaboom: Life Orb is interesting but coming in and out too many times really limits your impact especially since your hazard removal is not that reliable. Either go with a more standard boots/leftovers variant or commit to staying in and sub in Swords Dance over Wood Hammer.

:Primarina::Gliscor::Darkrai::Slowking-Galar::Rillaboom::Moltres: <- Click for paste

EDIT: i would also make primarina tera ghost just for the odd immunity, it has enough power
 
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Damn thanks for your advice. Yeah I did eventually make moltres tera dragon due to losing to :Ogerpon Wellspring: too many times and admittedly :Iron Treads: has quite limited utility. So I'll definitely give your team a whirl.
 
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