CRACKHEAD HO (click for pokepaste)
Hello all, I've been getting crazy Ws with this squad, unfortunately I'm bad so I couldn't get this squad to 2000s, still I think this is a good squad and pretty antimeta. It uses OU staples like sudowoodo
and mimikyu
+ other bozos. Have fun with this unserious (but actually good) team.
Also sidenote, whenever I try to build some heat it always devolves into trash HO, kind of sick of gen 9's meta or maybe I'm just destined to be a HO onetrick.


Also sidenote, whenever I try to build some heat it always devolves into trash HO, kind of sick of gen 9's meta or maybe I'm just destined to be a HO onetrick.

Technically this team goes all the way back a few weeks where I made this okidogi manaphy squad, but eventually I split up the ideas I had on that team into 2 different teams; this one and another team (also a great team but very standard).

That team was very MU-fishy and I kinda forgot about it until recently when I started working on the rain team which I laddered with to around 1950 elo, but I got bored running standard shit so I started working on this sudowoodo team cause fuck it. This team was so bad it had thunderblunder policy darkrai and I put mimikyu in to see if it would work.

I did not expect sudowoodo to actually work, but anyways I saw that this team had potential so I added the okidogi set I used in the original manaphy team and added a ghold to spinblock.







That team was very MU-fishy and I kinda forgot about it until recently when I started working on the rain team which I laddered with to around 1950 elo, but I got bored running standard shit so I started working on this sudowoodo team cause fuck it. This team was so bad it had thunderblunder policy darkrai and I put mimikyu in to see if it would work.






I did not expect sudowoodo to actually work, but anyways I saw that this team had potential so I added the okidogi set I used in the original manaphy team and added a ghold to spinblock.








Harvest Staff @ Custap Berry
Ability: Sturdy
Tera Type: Water
EVs: 128 Atk / 212 SpD / 168 Spe
Adamant Nature
- Stealth Rock
- Spikes
- Head Smash
- Endeavor
Role: Bitch I'm still in the cut, Sudoowodo!! This is the only mon with rocks + spikes + sturdy + endeavor (except carbink but we don't talk about carbink). Deo-S is a common lead to provide rocks + spikes, but it tends to be worse into fatter teams even with taunt, meanwhile sudowoodo can endeavor something like corv or if they don't attack you, just get your layers up. Deo-S can't get as many layers as easily since it'll just get attacked and killed. Sturdy also means you make up for having a base speed stat lower than toxapex by running custap. This team lacks a water resist, which sounds shit but sudowoodo can lure waters with custap endeavor, meaning that their water type cannot be played as aggressively. This mon "loses" to tusk but if they attack you they risk the endeavor and this team is built to overwhelm tusk. Opposing hazard setters can hazard up all over you but if they do that just get up all your layers.
TLDR sudowoodo gives role compression of being a great lead into fatter teams which allows this team to run more anti-offense measures and do better vs the meta.
Set Details: EV'd to live iron moth energy ball after rocks damage, and generally spdef is good to tank random hits midgame to get into custap range.
Tera: Allows you to cheekily live hits like walking wake or skewda's attacks.
Other Options: Helmet, ice punch, sucker i guess are options. Tera ghost or steel also probably usable.


Aorta @ Weakness Policy
Ability: Toxic Chain
Tera Type: Fire
EVs: 248 HP / 104 Atk / 156 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Knock Off
Role: Okidogi is your tspike absorber and solo's fat with sudowoodo's spike support. This is chosen as the tspike absorber because it offensively synergises with the other physical-leaning attackers more than something like iron moth. The rest of the team is for anti offense.
Set Details: OHKOs tusk at +2.5 if it attacks into your WP, speed to outspeed bulkier gouging fires and gambit.
Tera: Burn immunity and fairy check.
Other Options: You need ice punch or gliscor walls, I would only drop ice punch if you make ghold an antistall set. Guard dog is usable and I lost a game because I wasn't guard dog but toxic chain is good in its own right.


Midas Prime @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Thunder Wave
Role: Mandatory ghost + defog blocker since this team is otherwise weak to defog corv. Zama and fairies check. Slows down offense with twave. Special attacker but overlaps offensively with mimikyu. Shoutouts flutter mane coverage.
Set Details: You can probably run any ghold set, gleam is for bolt since this team is deceivingly bolt weak (mimikyu doesn't want to take thunderclaps).
Tera: Fairy is a good type.
Other Options: I've done subsalac which was ok, but air balloon is just too helpful for spinblocking. Scarf is an option or physdef hex but that's probably too passive for this team.


Affliction @ Life Orb
Ability: Disguise
Shiny: Yes
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Play Rough
- Shadow Sneak
Role: You know what, this mon is actually seriously good. It's the same shit from gen 7, has like 0 base attack (seriously, this mon has less attack than kartana), shadow claw is 70BP, how is this good? The answer is when you look at the gen 9 meta and you look at mimikyu, this mon abuses so many factors about this meta surprisingly well. It's a ghost type physical attacker that doesn't need tera ghost blast to attack, and unlike shitmon ceruledge, mimikyu has one of the best abilities of all time in disguise. Disguise is more than a free SD, it also synergises really well with your teammates since the opponent's mons that tend to attack into disguise (eg great tusk, fast booster guys) can just be attacked instead of going for the +2. These mons that mimikyu trade with are needed to check your gambit, okidogi, etc, which puts the opponent in a tough 50/50 where either they attack into disguise and lose a lot of HP, or let mimikyu get +2 for free. Also, it's a ghost type that spinblocks tusk. Sinistcha and to some extent pecha does this too, but those mons are very very passive. This is HO, so the single turn disguise spinblocking is more than enough. Also mimikyu provides PRIORITY, this is absolutely crucial on all offensive teams this gen.
Bonus points for mimikyu for being a ghost that beats dragonite (HO enemy #1) and always revenges pult. Also, you can run wack shit with mimikyu in the back since mimikyu checks every single mon to some extent with disguise + prio.
Basically, since we have sudowoodo and okidogi to deal with fat, mimikyu was chosen as a second spinblocker that is great into offense too. I have a high opinion on this mon, I think it's legit really good.
Set Details: Unfortunately you can't run greedy adamant since tusk, ghold, kyurem all outspeed. The rest is straightforward.
Tera: Stronger priority and also allows you to break through skarm/corv.
Other Options: Tera fairy is an option, drain punch was considered but fairy STAB is way better.


Grax @ Booster Energy
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin
Role: Very anticlimactic last 2 mons of tusk and gambit, but I needed something for bolt, a spinner (since sudowoodo has nothing to stop opposing hazards) and speed control.
Set Details: Standard tusk.
Tera: No water resist so I'm running grass tusk mainly for woger and rain but it also deals with grasses.
Other Options: Head smash sounds usable on this squad.


Murasama @ Air Balloon
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch
Role: Priority, ghost resist, cleaner that fits offensively with the other guys.
Set Details: Standard gambit, air balloon since ghold balloon tends to get popped early.
Tera: Stronger STAB.
Other Options: Use anything.
Encore woger
is kinda annoying, either lure it with sudowoodo or get hazards up and offensively pressure it.
Moltres
can be tough, you need to knock it with okidogi and you kinda need to be lucky around flame body.
Scizor
especially boots scizor is really annoying for this squad since it pops ghold's balloon early and revenges mimikyu.
Iron crown
is annoying since it forces ghold lead.
Manaphy
is very hard for this squad, fortunately this mon isn't very common but you need to use you disguise to get chip on this guy.
Cinderace
can be tough depending on their supporting cast since this is hazardstack.
Rain
because no water resist, save tera on tusk and save sturdy for skewda.
Sun
same reason + hatt is annoying, hope gambit and mimikyu can clean lategame.
A lot of getting around bad MUs with this squad is mimikyu's disguise, and also why I think this mon is so good is it makes the MU-fishness associated with HO a lot less severe.

Moltres

Scizor

Iron crown

Manaphy

Cinderace

Rain


Sun


A lot of getting around bad MUs with this squad is mimikyu's disguise, and also why I think this mon is so good is it makes the MU-fishness associated with HO a lot less severe.
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