SV OU Stall Team ft. Kingambit

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The thought process in making this team went something like this:
  1. I want to play Kingambit
  2. Every other team I made kept winning without Kingambit thanks to Roaring Moon, Iron Valiant, etc. or just forfeits.
  3. What if my team did no damage without Kingambit?
So I took defensive cores and made them into a team and now, after 50 or 60 or 90 turns, either Kingambit wins the game or they forfeit, no other option.

I'm also bad and can't handle higher risk teams that get crippled by one bad switch-in, read or hit, so defensive teams work better for me anyway. I just focus on staying alive, making sure they don't popoff and accumulating chip damage until they are in a position to get swept by Kingambit without too much guessing with Sucker Punch.

Really not sure what else can be said about a stall team with a dedicated sweeper, so here's the team.


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Dondozo @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Def
Careful Nature
- Liquidation
- Curse
- Rest
- Sleep Talk​
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Spikes
- Toxic Spikes
- Recover​

Defensive Unaware core, pretty sure everyone is used to seeing it by now.

Rest Talk Dondozo has probably won more games for me than Kingambit has. Whether it is by Ting-Lu's trapping or just being chipped to death, once the dedicated Dondozo answer is dead, that is basically a guaranteed forfeit. Even outside of being a Unaware physical wall, this thing is too bulky to have this set and then also Unaware. Anything that isn't a Grass or Electric physical attacker, special attacker that can 2HKO me or a Taunt user can be switched into and bullied out basically for free. I usually don't Tera Dondozo but Grass was my choice just to resist Grass and Electric, for things like Breloom and Pawmot while I get some Curses off.

Next to Dondozo, Clodsire honestly seems underwhelming. It does carry its own weight but it doesn't seem as oppressive when unanswered like Dondozo. Any time Clodsire comes in, I usually either heal up or press hazards, even if I know they are bringing in their Spinner in immediately. I also bring it in against any Gholdengo usually because it can most safely be tricked a Choice Scarf without it becoming a problem, while also giving Black Sludge in return.

Haze was part of the set when I got the core and I fully intended to replace it but I've got a lot of mileage out of it when it comes to PP stalling, so I've kept it around. If I were to switch it out, Yawn does come to mind but I don't really have ways to capitalize on it well. Toxic could help but with Toxic Spikes there is some overlap. Amnesia or Curse are options but I run no attacking moves so there's no point in setting up just to sit there and wait for them to switch out or run out of PP.
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Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Ruination
- Sand Tomb
- Taunt
- Stealth Rock​

Honestly really surprised by how annoying and effective this set is, especially when it catches people off-guard. Whether it is as a lead or a switch-in, thanks to Tera Ghost, you can usually trap and heavily damage if not kill at least one Pokemon a game. Often times, you don't even have to be picky with it because of how strong the defensive backbone of this team is. Most games, this is my Tera mon because of how many of Ting-Lu's answers don't actually handle its bulk efficiently once it becomes a Ghost type.

Probably my favorite thing Ting-Lu does is guarantee removal of Grimmsnarl, even with Spirit Break, because they usually expect to put up screens then switch out. While this team doesn't usually care about screens before Kingambit, Taunt can be a huge headache because it forces you to play much more carefully due to the loss of recovery moves on the Unaware pair. The removal of screens does provide some relief though because playing around screens with Kingambit isn't a fun game.
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Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Clear Smog
- Spore​

Went ahead and made the switch to physically defensive Amoonguss from Rotom. Gives me a safe switch-in for Meowscarada, Breloom, opposing Amoonguss and Dondozo. Its role in the team is pretty passive still because I mainly just switch it in for the above then either Spore or, if their team has a predictable switch-in for Amoonguss (like Gholdengo), immediately switch out to my counter. I don't usually Tera this, especially because its typing is too useful to lose it for one single Pokemon.
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Corviknight @ Covert Cloak
Ability: Pressure
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Body Press
- Defog
- Roost​

Replaced Iron Treads with Corviknight.

While Iron Treads did make it difficult for Gholdengo to switch-in as a spinblocker, Clodsire handles Gholdengo fairly well by itself. So switching to Corviknight does make clearing hazards a longer process, but this is stall so that is the name of the game. In return though, I got a switch in to the team's Ground-type troubles as well as a more reliable and reusable Garganacl answer. Ting-Lu trapping isn't consistent enough to be an actual answer because of Sand Tomb's accuracy, Tera Ghost Garganacl and them just switching out to instead of relying on their bulk. Covert Cloak deals with Salt Cure and Pressure decreases the longevity of Garganacl as well as defensive Pokemon in general. I also have a switch-in for Great Tusk and Iron Treads as well as another answer to opposing Kingambit, alongside Dondozo.
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Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Kowtow Cleave
- Sucker Punch
- Iron Head
- Swords Dance​

The only reason I'm trying to make a team for this gen. EVs are to outspeed uninvested Corviknight, though I usually need a +2 to kill physically defensive Corviknight if it hasn't been chipped enough, my entire team isn't dead and/or I don't have access to Tera Dark. The general gameplan is bring it in later in the game, when major defensive or offensive threats to it are chipped or removed and ideally when I can safely SD once, even if that means the entire team isn't dead yet. Sometimes it pops in earlier to deal with awkward stuff that I can't handle easily otherwise, like Hatterene or Gargarnacl. Even if they switch out in those cases, you can usually do a solid chunk of damage on something.​

Some Threats or Problems I've Dealt With
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- Chien-Pao is hard for this team to switch into and generally deal with. Dondozo without Curse boosts can't handle this well either. Kingambit can come in on a Choiced Chien-Pao after it takes something out, but that isn't really a solution.

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- Rain-boosted Water types generally but Pelipper specifically are pretty tought to deal with, especially if I lead wrong. After switching Rotom to Amoonguss, this is even more of a problem. Clodsire can't eat rain-boosted Surf or Hydro Pump but Amoonguss and even Dondozo don't like Hurricane, the latter because of the confusion risk.

There are probably more threats that I should list but with a team as defensive as this, I just feel like a lot of things can be played around as long as I don't have to deal with them as a turn 1 switch in when I led poorly.

Changelog
  • Removed as threat:
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    - now Uber
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    ->
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    - Replaced Rotom with Amoonguss to handle team weaknesses and provide more value
  • Removed as threat:
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    - Amoonguss switch addressed them
  • Added as threat:
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    - more problematic after adding Amoonguss
  • 990.png
    ->
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    - Replaced Iron Treads with Corviknight, Ground-type immunity, Garganacl answer, Pressure for PP stalling
  • Removed as threat:
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    - Corviknight provides a more reliable answer
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    - Switched to specially defensive from physically defensive
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    - Switched back

I know this is pretty standard as far as stall teambuilding goes but thanks in advance for any help!
 
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quite like the team, biggest thing ofc is ur ground and grass weaknesses limiting what you can do in certain mus, and would probably add tera grass skeledirge over clodsire, make dondozo spd to account for the loss of a special unaware wall, and make itreads corviknight to improve the ground mu
 
quite like the team, biggest thing ofc is ur ground and grass weaknesses limiting what you can do in certain mus, and would probably add tera grass skeledirge over clodsire, make dondozo spd to account for the loss of a special unaware wall, and make itreads corviknight to improve the ground mu

Thanks for the advice.

Covert Clock Corviknight has been on my mind for a bit, would make Garganacl so much easier and also help with Ground moves, as you noted. I'll definitely try that out.

Could you explain Tera Grass Skeledirge a bit?
 
Could you explain Tera Grass Skeledirge a bit?
sure, basically you have a pretty major ground weakness and while skeledirge doesnt exactly help with that, it also improves your grass matchup while giving you a status spreader and solid wincon, and tera grass lets you bait mons like great tusk before ohkoing with tera blast whod otherwise be problematic (this can also be used to snipe chien-pao or washtom)
 
sure, basically you have a pretty major ground weakness and while skeledirge doesnt exactly help with that, it also improves your grass matchup while giving you a status spreader and solid wincon, and tera grass lets you bait mons like great tusk before ohkoing with tera blast whod otherwise be problematic (this can also be used to snipe chien-pao or washtom)

Would it still be specially defensive with Unaware?

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Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Torch Song
- Hex
- Tera Blast
- Will-O-Wisp

Or is it meant to be another offensive option alongside Kingambit for the team?

EDIT: One thing I've immediately noticed when trying this set out over Clodsire is the loss of my easy Gholdengo switch-in. Regardless of set, I could click Clodsire pretty safely and even have it work heavily in my favor against Trick variants. With the loss of Iron Treads already, Gholdengo is a bit of a pain to deal with.

EDIT2: Corviknight switch is definitely locked in, the value it brings is greatly appreciated. Not really on board with the Skeledirge switch, though I'd be down to try a different set if that might help. Given that, it feels like switching Dondozo to special might be worth it still just because anything physical that could give it a threat would've pressured a switch out before anyway. I'm sure there are things that can give it a problem now that wouldn't have before, but overall the team isn't hurting for physical bulk at this point. I'd be interested in hearing more opinions on that.
 
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Would it still be specially defensive with Unaware?

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Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Torch Song
- Hex
- Tera Blast
- Will-O-Wisp
was still thinking moreso along the lines of physdef since that actually lives a neutral cb crunch from chien pao but up to u, might even be best to stick to clod if u want since corv should handle meow etc
 
was still thinking moreso along the lines of physdef since that actually lives a neutral cb crunch from chien pao but up to u, might even be best to stick to clod if u want since corv should handle meow etc

I'll keep playing around with it because Chien-Pao is quite annoying still. Corviknight switch is locked in though, huge improvement, thanks!
 
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I still believe garganacl can be a threat, idk how corvknight makes the issue any better esp since ID pressures the team a shit ton and salt cure forces a ton of switches esp with the lack of boots
 
I still believe garganacl can be a threat, idk how corvknight makes the issue any better esp since ID pressures the team a shit ton and salt cure forces a ton of switches esp with the lack of boots

Pretty accurate, I wouldn't say it is a threat, but that particular set is a major headache. Corviknight deals with Salt Cure and helps PP stall Recover but if it is an ID set, then I have to switch around a lot to actual get it to use Recover. Corviknight can't stay in on ID Body Press and Clodsire can come in and Haze but that isn't a switch I want to make predictable, so it falls on Amoonguss often. But Amoonguss isn't doing much after Clear Smog because Giga Drain doesn't do enough to force Garganacl out or even to keep up with recovery because it lacks Leftovers. Plus there are so many things that can switch on Amoonguss so that also isn't a great switch.

Another problem I've been having is a lack of a real Chien-Pao answer. If it is banded, then nothing wants to switch in and, depending on what it is locked into, not much can revenge kill. If it isn't banded, then I just flat out lack good answers to it if Dondozo hasn't set up.

Volcarona is another problem because Clodsire is the only real answer I have to it right now.

I'm thinking about swapping out Ting-Lu, just not sure for what. I do like the set and it does remove one Pokemon, but there are so many common things that don't mind switching into Ting-Lu that I don't actually get to choose what I trap. Plus the imperfect accuracy of Sand Tomb and Ruination does me no favors. Tera Ghost did work in the beginning but now it often feels like a waste of my Tera. At best, someone brings in Dondozo (even though I could possibly have Whirlwind?) or an opposing Ting-Lu, which I can remove unless I miss the Sand Tomb and they switch out or a missed Ruination gives them time to either Rest in the case of Dondozo or waste a turn of Sand Tomb.

Basically, I think Ting-Lu doesn't provide consistent, specific value anymore.
 
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ah fuck.....im a dumbass i thought u commeted this on my RMT... but yeah clodsire should be enough

but yeah corviknight def walls it esp with covert cloak

Also for chien pao I reccomend phys def dondozo. One of the best awnser to it
 
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