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Project SV OU Teambuilding Lab (Open)

This is gonna be a weird request!!

So recently I was scrolling through some heat sets (in NBT), & found a rather interesting one!! Expanding Force Iron Valiant. I seriously didn't know Valiant gets that, & it could lead to some potentially nasty play!! The set used Psychic Terrain as a move, but the builder may use Psychic Surge Pokemon instead (idk I'm not sure which direction this team goes)!! Any changes in the below set is fine for me too (except Expanding Force :p)!!

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Psychic
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psychic Terrain
- Expanding Force
- Moonblast
- Close Combat

This was the set, created by Heatranator (won the Week 12 Next Best Thing)!!

So here goes my request:
A Team using Expanding Force Iron Valiant

:sv/iron Valiant:

Thanks in advanced :D
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https://pokepast.es/5b8c37db9c8080b1
While this may be the most unviable Iron Valiant set I've ever used, I still did my best to get it to work with this offense team.

:booster-energy: :sv/iron-valiant: :booster-energy:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Expanding Force
- Close Combat
- Knock Off
- Psychic Terrain
I tried to make Expanding Force Iron Valiant work on a full-out Psychic Terrain team, but those teams are too gimmicky and there are too many viable Dark-types for the archetype to be reliable. Then, I tried manual Psychic Terrain with Galarian Slowking and some Pokemon that enjoy the terrain but don't need it to do well... and it was still awful. I ultimately decided on a regular team with Iron Valiant setting up terrain for itself, that way I was not too dependent on the terrain but could set it up if need be to boost the power of Expanding Force. After lots of testing, this set put in the most work. I did my best to make Expanding Force shine, but it was in nearly every way inferior to Moonblast. Essentially, Iron Valiant has to give up a move slot and use up a turn to get terrain going, only for Expanding Force to only have two minor positives: very slightly stronger than STAB Moonblast, and able to hit Poison-types. The investment is not worth it at all; Iron Valiant thrives off its diverse movepool which Psychic Terrain inhibits, and it misses out on superior set-up, better coverage, and/or a support move. I liked physically-biased mixed attacking Iron Valiant because Expanding Force is usually difficult to use in most games, so you want to lean more into your physical attacks to bait special walls. For some fast Pokemon, Psychic Terrain would be quite nice to avoid being revenged by priority moves especially after defense drops from Close Combat, but Iron Valiant is quite resilient into those moves. The most notable users of priority are Sucker Punch Kingambit (which Valiant resists 4x), Grassy Glide Rillaboom (Rillaboom changes the terrain so Psychic Terrain is useless), Extreme Speed Dragonite (which you lose to Dragonite anyways since this set lacks Moonblast / Ice Punch / Encore), and Thunderclap Raging Bolt (can be nice, but you still want Moonblast). If Iron Valiant ran Moonblast, Expanding Force, and Psychic Terrain, you would only have room for one more coverage move, and you end up being blanked by either one set of viable mons or another set. You can try to make this set work, but I don't see any competent opponent letting that happen unfortunately. I tried!

:booster-energy: :sv/iron-moth: :booster-energy:
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
- Fiery Dance
- Sludge Wave
- Tera Blast
- Substitute​

Pretty standard Iron Moth. I included it as its next partner since Rillaboom destroys Psychic Terrain Iron Valiant, so I thought it would be nice to have a 4x resistant fast sweeper to put on pressure and punish Grassy Glide. I attempted to use 4-Attack Iron Moth since it didn't need to worry about priority thanks to Psychic Terrain, but in testing, Psychic Terrain was not clicked enough to argue that point, and Substitute felt more valuable. For that same reason, I did not include Psychic on this Iron Moth set, but you could try it over Tera Blast or Substitute. This current set tends to offer the most value, so I would stick with it.

:leftovers: :sv/kingambit: :leftovers:
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Iron Head
- Swords Dance​

You may be surprised to find Kingambit here, but I really liked its role on the team. Only in one game of testing did Psychic Terrain mess me up and prevent me from using Sucker Punch in an end game, but otherwise Psychic Terrain has not been problematic for Kingambit. Bulky Kingambit is nice to tank hits for the team, and Kingambit as a whole can help against tanky Pokemon that take on the previous two Pokemon. Tera Fairy is really nice to have defensively, though I felt Iron Head was better on the set than Tera Blast so the set isn't too one-dimensional pre-tera.

:focus-sash: :sv/dragapult: :focus-sash:
Dragapult @ Focus Sash
Ability: Infiltrator
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Thunder Wave
- Will-O-Wisp​

Dual status Dragapult has put in major work for the team. Being able to slow down some teams with Thunder Wave and reduce damage or rack up chip on other teams with Will-O-Wisp has been quite nice, and Focus Sash ensures Dragapult can either spread more status or do big damage with Hex before getting knocked out. For opposing HO, Focus Sash is a great way to make sure you always have a back-up check for a threat that gets out of hand. Max Special Attack allows Hex to do a lot of damage, and Dragon Darts performed better in testing than Draco Meteor did, even though there isn't Attack investment.

:wellspring-mask: :sv/ogerpon-wellspring: :wellspring-mask:
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ivy Cudgel
- Play Rough
- Swords Dance
- Encore​

Ogerpon provides the team disruption with Encore, the ability to handle Fire-types, a Water immunity, and a breaker who benefits from dual status Dragapult as it can outspeed fast threats when paralyzed or set up on physical attackers when burned. Play Rough offered the team the best coverage in testing; since Iron Valiant does not have Moonblast and Dragapult's Dragon Darts cannot always KO Dragon-types, Play Rough enables Ogerpon to help out against those strong Dragons. I tested with Power Whip and Knock Off as well, but neither felt quite as good for coverage.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Earth Power
- U-turn
- Taunt
- Stealth Rock​

Last on the team is Landorus. Lando offers the teams Intimidate, Stealth Rock, a little extra bulk, Ground and Electric immunities, and chip with Rocky Helmet. Tera Water ensures sun and rain aren't too overpowering, as between Landorus, Water Absorb Ogerpon, Focus Sash Dragapult, and Sucker Punch Kingambit, you have some answers.

I hope you enjoy the team! :iron-valiant::mind-plate:
 
Last edited:
Hello team, I've found some really good teams on this thread, so I've decided to request one of my own. In light of the recent suspect, here's my requested core:

:azumarill: & Gouging Fire (how tf do i paste 3d models here?) , specifically the Assault Vest & Booster Energy sets.


As an :azumarill: fan, I've always thought it would be nice to see it have some success in this tier. Its main selling point is that it's a Fairy type that can reliably deal with :slowking-galar: . With all the Dragons running amok, it can reliably deal with them all with :assaultvest: + Terastallization without being impeded too much by the supporting cast of :slowking-galar: and :ironcrown: . Gouging Fire helps deal with threats such as :rillaboom: , :meowscarada: , :ogerpon-wellspring: , :skarmory: & :corviknight: . Looking forward to see the teams built around this core!
 
someone build an Balance or BO with iron moth pls
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https://pokepast.es/7315169fadd7bc60
While Iron Moth usually shines on Hyper Offense due to its ability to snowball out of control with Speed Booster + Fiery Dance boosts, with the right team it can have a solid niche on Bulky Offense.

:heavy-duty-boots: :sv/iron-moth: :heavy-duty-boots:
Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Sludge Wave
- U-turn
- Toxic Spikes​

In the early days of SV OU, I tried to make boots Iron Moth work, but I was approaching Iron Moth wrong and not making good use of its strengths and flaws. In my opinion, Sludge Wave is the only flexible move on this set, and it's really hard to give up since it's 95 BP, STAB, and lets you hit Fire-types when no other coverage would be able to as well outside of Tera Blast, which you should not use on this set. On BO, Iron Moth can force switches and set up Toxic Spikes freely, which can be game-winning in certain matchups. The switch-ins are often Poison-types like Galarian Slowking or Glimmora because they fear a strong Fire or Poison attack, and Overheat does so much damage that risking you going for something else is often not worth it. Depending on the team, you could either set up Toxic Spikes and force something to get poisoned since their Poison-type is on the field already and cannot absorb Toxic Spikes, or you can U-turn and gain momentum. U-turn also pairs nicely with Overheat, as you can do a significant chunk to an opponent, get off the fast U-turn for a little extra chip, and keep up the momentum. For those reasons, I believe Overheat, U-turn, and Toxic Spikes are non-negotiable if you want Iron Moth to have a distinct role and not be outclassed on BO by another Pokemon. You could potentially forego Overheat if you want to try this set on Balance, but Iron Moth does not have enough longevity or speed for Balance in my opinion. As for the tera, in all my testing I had Tera Flying to gain an immunity to Ground and punish something like Great Tusk, but I never clicked tera once. I think Tera Fire has more merit since you can do crazy damage with Overheat on something like a weakened Galarian Slowking, but you shouldn't really use tera on this Pokemon as other members benefit a lot more.

:leftovers: :sv/corviknight: :leftovers:
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 252 HP / 136 Def / 120 Spe
Impish Nature
- Brave Bird
- Body Press
- U-turn
- Roost​

Corviknight is a great partner for Iron Moth on BO. I struggled a lot to find the perfect set for the team, but I settled on this. Due to having boots spam, Defog did not feel too important on the set. Slow pivoting with U-turn felt more useful since it allowed Iron Moth and Weavile safer entry onto the field. While Body Press is probably the least useful move on the set, it is necessary for Kingambit which the team struggles against. Brave Bird will be clicked more often, and it dishes out a surprising amount of damage. Paired with Leftovers and Roost, the recoil is never a big issue, and it allows Corviknight to have a bit of an offensive presence so it isn't too passive on BO. The Speed is for max speed Adamant Kingambit, and the rest is pumped into Defense to increase its defensive capability and Body Press damage. Tera Water helps against weather matchups.

:chesto-berry: :sv/ting-lu: :chesto-berry:
Ting-Lu @ Chesto Berry
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 200 HP / 48 Atk / 252 SpD / 8 Spe
Careful Nature
- Ruination
- Earthquake
- Stealth Rock
- Rest​

Chesto Berry Ting-Lu is great for the team and underused for how solid it is. You feel safer clicking Ruination and Earthquake relentlessly into the opponent's team, weakening them a lot. Stealth Rock felt better than Spikes in testing since it can be a bit difficult to get 3 layers up, and one layer of rocks tended to put in more work than 1-2 layers of spikes. With this set, you can freely absorb status and safely switch into Dragapult. In general, you can take on many hits with Ting-Lu and come back very threatening with a well-timed Rest. Missing out on Whirlwind is a bit of a bummer, but between two forms of priority, Taunt, and Stun Spore, it did not feel too necessary to deal with set-up sweepers. Tera Poison is nice into many special attackers and flips the weaknesses to Fairy and Fighting. 8 Speed EVs help you get off the fast Rest on opposing Ting-Lu that are uninvested. I put some Attack into the set since the HP is already very high and I like Earthquake to do more damage.

:heavy-duty-boots: :sv/sinistcha: :heavy-duty-boots:
Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Fairy
EVs: 248 HP / 80 Def / 168 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Matcha Gotcha
- Hex
- Stun Spore
- Strength Sap​

Sinistcha is epic, I've always been a fan of its role in SV OU and I'm happy it's been seeing more success. Beyond its unparalleled role as a spin blocker for Stealth Rock and Toxic Spikes, it is nasty at spreading status and checks many important threats in the metagame. With Tera Fairy, it can 1v1 any Gouging Fire set (once paralyzed) thanks to Heatproof. Naturally, it is one of the best checks to Ogerpon Wellspring, and it only loses to SD + Knock Off, and Raging Bolt can take on that variant. Strength Sap is the most overpowered healing move in the game, and against physical attackers it allows you to spread more paralysis with Stun Spore or pivot safely into something else on the team. I prefer the Stun Spore set over Calm Mind on this squad since a lot of the team is middling in speed and would appreciate the speed debuff, plus the chance of paralysis is always nice. The EV spread is my go-to for Stun Spore Sinistcha, and I've been using it since my team made it during the World Cup. You retain your good bulk while having an offensive presence with Matcha Gotcha and Hex. The speed can be increased to outspeed other fast threats when paralyzed, but on this team I prefer the extra bulk.

:heavy-duty-boots: :sv/raging-bolt: :heavy-duty-boots:
Raging Bolt @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 20 Atk
- Thunderclap
- Volt Switch
- Draco Meteor
- Taunt​

Raging Bolt provides the team another pivot, a strong and bulky attacker who can drop Draco Meteors pretty freely, great priority, and Taunt for set-up sweepers. I did not know until recently that Raging Bolt had Taunt, but it's honestly a nice utility option on boots sets and catches many off guard. It also works well with Thunderclap since you either guarantee you hit them or you force a switch, ultimately messing up fast sweepers. Even against fat, it can be problematic for Blissey or Clodsire since you deny them the chance to heal after a strong Draco Meteor chips them away. Tera Fairy gives you immunity to incoming Dragon attacks, but there is definitely room to toy around with the tera; STAB tera could be nice too or even something more niche could be cool.

:heavy-duty-boots: :sv/weavile: :heavy-duty-boots:
Weavile @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Triple Axel
- Swords Dance​

Weavile rounds off the team nicely. The speed tier is great, it is a strong set-up sweeper, Dark + Ice is very strong coverage, Ice Shard is good priority to have, and Knock Off removes items for either our hazards or to take out Leftovers. Tera Ice is pretty unparalleled, as it allows for stronger priority and more breaking potential with boosted Triple Axel. I tried to use Pickpocket to steal an item in a pinch, but I kept stealing Toxic Orb from Gliscor, so I would not recommend it personally.

I hope you enjoy the team! :iron-moth::heavy-duty-boots:
 
I want help in building an Offense team with fast sweepers. My main pokemon I would like in this team are Deoxys-speed and Iron Boulder.

Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Fighting
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Ice Beam

Iron Boulder @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mighty Cleave
- Close Combat
- Earthquake
- Swords Dance

I have been experimenting with Araquanid for webs and mirror coat damage:

Araquanid @ Focus Sash
Ability: Water Bubble
Tera Type: Ghost
EVs: 248 HP / 192 SpD / 68 Spe
Careful Nature
- Liquidation
- Leech Life
- Mirror Coat
- Sticky Web

Any good recommendations for bulky pokemon are much appreciated.
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https://pokepast.es/93eaf29688565d44
(built by leng loi)
With the lack of Pursuit trapping this generation and the glass cannon nature of Deoxys-Speed and Iron Boulder, the two Psychic-types work well together to create a potent offensive core on Hyper Offense.

:life-orb: :sv/deoxys-speed: :life-orb:
Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Dark
EVs: 152 HP / 252 SpA / 104 Spe
Timid Nature
IVs: 0 Atk
- Psycho Boost
- Dark Pulse
- Focus Blast
- Nasty Plot​

While your mixed Deoxys set you suggested is often very nice, Iron Boulder can take on that coverage and serve as the physical side of Deoxys, so to speak. Nasty Plot allows Deoxys to become a potent special sweeper with +2 Psycho Boost ripping apart fat teams. Focus Blast is a must to hit Kingambit, Blissey, and other Dark- and Steel-types that can handle Psycho Boost. Dark Pulse is chosen here as the other coverage move, as it is able to hit Gholdengo and Psychic-types that would resist the prior moves; plus, being able to flinch in a pinch is quite nice. Tera Dark complements this set well to boost Dark Pulse while giving a resistance to Kingambit's Sucker Punch and other Dark- and Ghost-type moves that the two Psychic-types hate dealing with. Life Orb makes sure that Deoxys can dish out a lot of damage and is not entirely reliant on Nasty Plot for good damage output.

:booster-energy: :sv/iron-boulder: :booster-energy:
Iron Boulder @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mighty Cleave
- Throat Chop
- Close Combat
- Swords Dance​

Iron Boulder provides impeccable speed control, outspeeding even the fastest (non-weather boosted) threats like +1 Iron Valiant and +1 Roaring Moon. Mighty Cleave is an amazing move to have, and it's very useful given the current Gouging Fire suspect test as well as pestering other Fire- and Flying-types. Again, we pair this set with Fighting and Dark coverage to handle the common checks to Iron Boulder, and Tera Dark is great offensively and defensively for the set for the same reasons as Tera Dark Deoxys. Just like Dark Pulse Deoxys, people do not expect Throat Chop Iron Boulder, so it can be quite clutch sometimes.

:choice-band: :sv/scizor: :choice-band:
Scizor @ Choice Band
Ability: Technician
Tera Type: Steel
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Bullet Punch
- Knock Off
- Close Combat
- U-turn​

Scizor is great at providing strong priority, a solid defensive typing, and most importantly, powerful pivoting. U-turn is so good for Deoxys and Iron Boulder so you can threaten Dark-types. With a Choice Band, you are immediately threatening, and with this coverage, you can threaten basically anything in the metagame with the right click. Tera Steel keeps a strong defensive typing while pushing Bullet Punch to new heights. 216 Speed EVs lets you hit 220 Speed, which makes sure you outspeed Pokemon trying to speed creep Jolly Kingambit. Knock Off and Close Combat are yet another Dark + Fighting offensive core to help out the prior Pokemon and stack offensive typing with the attacks.

:red-card: :sv/glimmora: :red-card:
Glimmora @ Red Card
Ability: Toxic Debris
Tera Type: Ghost
EVs: 248 HP / 88 Def / 128 SpD / 44 Spe
Bold Nature
- Sludge Wave
- Earth Power
- Stealth Rock
- Mortal Spin​

Glimmora is wonderful for HO as a grounded Poison, hazard setter, and hazard removal. leng loi utilized this bulky EV spread with Red Card Glimmora to work better defensively and ensure Red Card is proc'd when needed to phaze out the opponent if they set up too much. With Tera Ghost, it also becomes a pretty sturdy temporary spinblocker. The speed hits 219 with this investment for Jolly Kingambit so you can use Earth Power and tank a Sucker Punch if needed. Nobody expects bulky Glimmora, so it can be quite effective. Sludge Wave + Earth Power provide decent coverage into everything barring Air Balloon Steel-types, which Scizor can usually pivot in on and pop the balloon.

:wellspring-mask: :sv/ogerpon-wellspring: :wellspring-mask:
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Power Whip
- Play Rough
- U-turn​

Ogerpon Wellspring helps the weather matchup not be an auto-loss, as the two requested Pokemon are very fast but not fast enough for Barraskewda, Hisuian Lilligant, and other speed-boosting Pokemon. Since we have three set-up Pokemon in Deoxys, Iron Boulder, and Roaring Moon, it did not feel necessary to use Swords Dance, and Encore isn't too necessary here either as we make up for it with Red Card Glimmora and Taunt Roaring Moon. Alternatively, U-turn is preferred here to once again chunk down those Dark-types and open up opportunities for Deoxys, Iron Boulder, and even Roaring Moon pre-tera. Ivy Cudgel and Power Whip are great STAB attacks, and Play Rough gives you the ability to hit Dragon-types supereffectively, which the team wouldn't be able to do otherwise. The only Pokemon that effectively walls this coverage is Sinistcha, but the team is quite strong into Sinistcha thanks to all the Dark coverage, so it isn't a big deal.

:booster-energy: :sv/roaring-moon: :booster-energy:
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Taunt
- Dragon Dance​

Roaring Moon is not just a potent physical attacker; it also helps defensively thanks to its Dark typing being able to resist Dark and Ghost attacks. The goal against Kingambit is to catch it off guard with the first two Pokemon as they can tera and use their Fighting coverage to OHKO Kingambit. From there, this set is able to break through most teams, especially with the help of Taunt. Knock Off is also nicely paired with Glimmora's hazards. The set is pretty standard, but it gets the job done.

I hope you enjoy the team! :deoxys-speed::iron-boulder:
 
I've been watching the meta and haven't seen it yet the core that kicked ash's ass in sinnoh
We need a team with Darkrai and Latios
Wanna know how Tobias did it? Then check out this team.

When building around this core, I needed to decide what set to run for Darkrai and the kind of team I’ll be running these two on. I found that the duo works well on offensive teams with a solid defensive backbone, in this case it’s the classic Ghold/Zama/Lando core with an Iron Valiant to top it all off. Latios is a fun mon to mess with. Tera Steel dogs on many Balances and Kyurem while packing one of the strongest Dracos in OU only behind Proto Raging Bolt’s.

252+ SpA Soul Dew Latios Draco Meteor vs. 252 HP / 0 SpD Gholdengo: 151-178 (39.9 - 47%) -- guaranteed 3HKO

252+ SpA Protosynthesis Raging Bolt Draco Meteor vs. 252 HP / 0 SpD Gholdengo: 170-201 (44.9 - 53.1%) -- 30.5% chance to 2HKO

Here’s a rundown.

:sv/darkrai:
Darkrai @ Heavy-Duty Boots
Ability: Bad Dreams
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Sludge Bomb/Psyshock
- Nasty Plot

Here’s an unusual Darkrai set. I found that Ice Beam is unnecessary on NP since Lando and Gliscor are never staying in on Darkrai, so you just click NP anyways as they’re forced out. Tera Fighting on Darkrai serves a purpose. It allows Darkrai to one-shot Tinkaton, Ting-Lu, Tera Water Garg, SpD Corv, and Zama after rocks while cleanly 2-shotting Blissey with boosted Focus Blast into Dark Pulse.

+2 252 SpA Tera Fighting Darkrai Focus Blast vs. 4 HP / 252+ SpD Blissey: 470-554 (72 - 84.9%) -- guaranteed 2HKO

+2 252 SpA Tera Fighting Darkrai Focus Blast vs. 252 HP / 0 SpD Zamazenta: 357-421 (92 - 108.5%) -- 87.5% chance to OHKO after Stealth Rock

+2 252 SpA Tera Fighting Darkrai Focus Blast vs. 252 HP / 252+ SpD Corviknight: 322-381 (80.5 - 95.2%) -- 50% chance to OHKO after Stealth Rock

+2 252 SpA Tera Fighting Darkrai Focus Blast vs. 252 HP / 204+ SpD Tera Water Garganacl: 324-382 (80.1 - 94.5%) -- 50% chance to OHKO after Stealth Rock

+2 252 SpA Tera Fighting Darkrai Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 504-594 (98 - 115.5%) -- guaranteed OHKO after Stealth Rock

+2 252 SpA Tera Fighting Darkrai Focus Blast vs. 252 HP / 152+ SpD Tinkaton: 306-360 (81.8 - 96.2%) -- 18.8% chance to OHKO after Stealth Rock

Since Darkrai and Latios have similar checks, This Darkrai is capable of nuking them out of existence. Focus Blast also lets Latios forgo Aura Sphere for a different option. Alternatively you’re free to run Psyshock over Sludge Bomb to force a Tera on Blissey or Clodsire while hitting AV mons and the occasional Darkrai hard.

:sv/gholdengo:
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Recover
- Make It Rain

The thing Darkrai and Latios hate the most are Fairies. Either they outspeed and one-shot these two like Valiant, Enamrous, etc, or effortlessly tank their hits like AV Prima. Gholdengo is the exact Fairy resist we need while providing the team with a form of status spreading, a Zama check, and pivot into Kyurem while Latios hasn’t Tera’d yet.

:sv/iron_valiant:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Moonblast
- Knock Off
- Destiny Bond
- Encore

Valiant was the last mon I implemented onto the team. The team was very weak to Prima and I needed a way to lure and dispatch it. I also needed speed control alongside Zama, and I lacked Knock Off support. Iron Valiant was the answer to all three of my problems. Its main job is to bait out AV Primarina, either crippling it with Knock Off or taking it down with it via Destiny Bond. Into many offensive matchups, Valiant will be our response to checking Outrage G-Fire, Raging Bolt, Pult, and other faster threats. In defensive matchups, Valiant will be spamming Knock Off and Moonblast, sometimes taking down Glowking with Tera Dark Knock after it switches into a Moonblast, but Knocking it for big dmg tends to do enough for our wincons.

:sv/landorus_therian:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 128 Def / 128 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Taunt

Big Lando is a top 5 mon in viability and top 3 mon in usage. It does a bunch of things for this team such as being our rocker, pivot, defensive glue, disrupter, and Bolt check. I opted for EQ because it deals more to targets like Prima, Gking, and CM Bolt.

:sv/latios:
Latios (M) @ Soul Dew
Ability: Levitate
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Psychic Noise
- Calm Mind
- Recover

Now for the best Latios set. As established earlier, Latios is a destroyer of Fat teams and also switches into a bunch of things with Tera Steel, including the infamous Sub-Tect Kyurem. Latios serves as a bulky wincon next to Zamazenta with Calm Mind. Due to how many responses I have to Kingambit, I feel Aura Sphere is not needed, especially since Modest Draco with Soul Dew already does 40% minimum to bulky Kingambit, and with pressure from Darkrai + Helmet Lando + Ghold, its not hard to constantly pressure it.

Calm Mind is good on Latios because people forget how good its special bulk is. 80/110 is only a few points less than Primarina. So it’s very much capable of tanking Moonblasts, Shadow Balls, and Dark Pulses at +1 while retaliating with big dmg back. For reference, Primarina’s Moonblast doesn’t pick up the KO even after rocks.

252+ SpA Primarina Moonblast vs. +1 0 HP / 0 SpD Latios: 206-246 (68.4 - 81.7%) -- guaranteed 2HKO after Stealth Rock

And in return

+1 252+ SpA Soul Dew Latios Psychic Noise vs. 80 HP / 0 SpD Assault Vest Primarina: 144-169 (44.8 - 52.6%) -- guaranteed 2HKO after Stealth Rock

Calm Mind lets it beat several other things with or without Tera such as AV Gking, AV Crown, Bulky Dengo, Clef, and Hex Pult.

I might find ways of optimizing this set since I find it underrated, but it puts in work.

:sv/zamazenta:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 84 Def / 172 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar

There couldn’t be a more standard Zama set than this. Zamazenta’s role is to check the physical threats that Lando can’t take or is too weakened to do so like Waterpon, Ice Spinner Dnite, BU Tusk, DD Swipe G-Fire, etc. It also serves as a phazer and cleaner. With Darkrai, Latios, and Valiant putting pressure on stalwarts to Zama, I’m more likely to secure a sweep with it.

Here’s some replays vs high level players of me testing the team.

https://replay.pokemonshowdown.com/gen9ou-2186229236

(Latios put in work this game vs Vk
Draco is pretty much free here, doing nearly 70% to the Gking after Val removes its Knock, demonstrating their synergy with each other. I bluff not having Focus Blast in front of Gambit by pivoting into Lando, making Vk feel secure with switching into Darkrai with Gambit before getting Focus Blasted to oblivion. In the endgame, Latios Terastilizes and hardwalls both the SR Tusk and AV Gking before setting up Calm Minds.)

https://replay.pokemonshowdown.com/gen9ou-2186226470

(Warning, Salt Ahead! I get up a Nasty Plot with Darkrai and fish for a flinch vs Tinkaton, putting it in range of +2 Focus Blast. Without a Fairy or Steel type, Latios can now freely Tera and click Draco. I get a lucky crit on the Cinderace looking to Pyro Ball me, ending in a forfeit.)

https://replay.pokemonshowdown.com/gen9ou-2186214561?p2

(Pu1t brought a Boots Spam Balance. I lead Darkrai and set up a NP but miss the Tera Fighting Focus Miss that would’ve KOd the Ting-Lu. After Darkrai does 54% with Focus Blast thanks to Ting-Lu being Tera Water, I bring in Latios and click 2 CMs in front of the Glowking before Dracoing it out of existence. With Tera burnt and Glowking eradicated, A Zama sweep was free.)

https://replay.pokemonshowdown.com/gen9ou-2186222223-hqi7vargnxlvvvfm0rb4ebns2qvo5zppw

(Tera Steel Latios was free in this matchup, except that my opponent has an AV Hoopa, however my opponent Terastilizes it, meaning Psychic Noise was free. Eventually with efforts from Lando and a lucky crit with Psychic Noise, the Hoopa goes down. Even afterwards it was still an uphill battle with Encore Grasspon and preserving my Recover PP. +1 Draco gets the kill on Moltres even after Soul Dew is Knock’d, and eventually, a healthy Latios with Psychic Noise and no Dark type becomes too much for my opponent.)

You do have to watch out for certain matchups. Scarf Ghold and Specs Pult can be annoying due to the lack of a sturdy Ghost resist. Tspikes are trouble for Val and Zama, fortunately Latios and Darkrai are great leads into Glimmora while being immune to Tspikes themselves.

I had a lot of fun with this team and I hope you do too.

:darkrai: :latios:
IMG_6847.jpeg
 
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https://pokepast.es/7315169fadd7bc60
While Iron Moth usually shines on Hyper Offense due to its ability to snowball out of control with Speed Booster + Fiery Dance boosts, with the right team it can have a solid niche on Bulky Offense.

:heavy-duty-boots: :sv/iron-moth: :heavy-duty-boots:
Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Sludge Wave
- U-turn
- Toxic Spikes​

In the early days of SV OU, I tried to make boots Iron Moth work, but I was approaching Iron Moth wrong and not making good use of its strengths and flaws. In my opinion, Sludge Wave is the only flexible move on this set, and it's really hard to give up since it's 95 BP, STAB, and lets you hit Fire-types when no other coverage would be able to as well outside of Tera Blast, which you should not use on this set. On BO, Iron Moth can force switches and set up Toxic Spikes freely, which can be game-winning in certain matchups. The switch-ins are often Poison-types like Galarian Slowking or Glimmora because they fear a strong Fire or Poison attack, and Overheat does so much damage that risking you going for something else is often not worth it. Depending on the team, you could either set up Toxic Spikes and force something to get poisoned since their Poison-type is on the field already and cannot absorb Toxic Spikes, or you can U-turn and gain momentum. U-turn also pairs nicely with Overheat, as you can do a significant chunk to an opponent, get off the fast U-turn for a little extra chip, and keep up the momentum. For those reasons, I believe Overheat, U-turn, and Toxic Spikes are non-negotiable if you want Iron Moth to have a distinct role and not be outclassed on BO by another Pokemon. You could potentially forego Overheat if you want to try this set on Balance, but Iron Moth does not have enough longevity or speed for Balance in my opinion. As for the tera, in all my testing I had Tera Flying to gain an immunity to Ground and punish something like Great Tusk, but I never clicked tera once. I think Tera Fire has more merit since you can do crazy damage with Overheat on something like a weakened Galarian Slowking, but you shouldn't really use tera on this Pokemon as other members benefit a lot more.

:leftovers: :sv/corviknight: :leftovers:
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 252 HP / 136 Def / 120 Spe
Impish Nature
- Brave Bird
- Body Press
- U-turn
- Roost​

Corviknight is a great partner for Iron Moth on BO. I struggled a lot to find the perfect set for the team, but I settled on this. Due to having boots spam, Defog did not feel too important on the set. Slow pivoting with U-turn felt more useful since it allowed Iron Moth and Weavile safer entry onto the field. While Body Press is probably the least useful move on the set, it is necessary for Kingambit which the team struggles against. Brave Bird will be clicked more often, and it dishes out a surprising amount of damage. Paired with Leftovers and Roost, the recoil is never a big issue, and it allows Corviknight to have a bit of an offensive presence so it isn't too passive on BO. The Speed is for max speed Adamant Kingambit, and the rest is pumped into Defense to increase its defensive capability and Body Press damage. Tera Water helps against weather matchups.

:chesto-berry: :sv/ting-lu: :chesto-berry:
Ting-Lu @ Chesto Berry
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 200 HP / 48 Atk / 252 SpD / 8 Spe
Careful Nature
- Ruination
- Earthquake
- Stealth Rock
- Rest​

Chesto Berry Ting-Lu is great for the team and underused for how solid it is. You feel safer clicking Ruination and Earthquake relentlessly into the opponent's team, weakening them a lot. Stealth Rock felt better than Spikes in testing since it can be a bit difficult to get 3 layers up, and one layer of rocks tended to put in more work than 1-2 layers of spikes. With this set, you can freely absorb status and safely switch into Dragapult. In general, you can take on many hits with Ting-Lu and come back very threatening with a well-timed Rest. Missing out on Whirlwind is a bit of a bummer, but between two forms of priority, Taunt, and Stun Spore, it did not feel too necessary to deal with set-up sweepers. Tera Poison is nice into many special attackers and flips the weaknesses to Fairy and Fighting. 8 Speed EVs help you get off the fast Rest on opposing Ting-Lu that are uninvested. I put some Attack into the set since the HP is already very high and I like Earthquake to do more damage.

:heavy-duty-boots: :sv/sinistcha: :heavy-duty-boots:
Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Fairy
EVs: 248 HP / 80 Def / 168 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Matcha Gotcha
- Hex
- Stun Spore
- Strength Sap​

Sinistcha is epic, I've always been a fan of its role in SV OU and I'm happy it's been seeing more success. Beyond its unparalleled role as a spin blocker for Stealth Rock and Toxic Spikes, it is nasty at spreading status and checks many important threats in the metagame. With Tera Fairy, it can 1v1 any Gouging Fire set (once paralyzed) thanks to Heatproof. Naturally, it is one of the best checks to Ogerpon Wellspring, and it only loses to SD + Knock Off, and Raging Bolt can take on that variant. Strength Sap is the most overpowered healing move in the game, and against physical attackers it allows you to spread more paralysis with Stun Spore or pivot safely into something else on the team. I prefer the Stun Spore set over Calm Mind on this squad since a lot of the team is middling in speed and would appreciate the speed debuff, plus the chance of paralysis is always nice. The EV spread is my go-to for Stun Spore Sinistcha, and I've been using it since my team made it during the World Cup. You retain your good bulk while having an offensive presence with Matcha Gotcha and Hex. The speed can be increased to outspeed other fast threats when paralyzed, but on this team I prefer the extra bulk.

:heavy-duty-boots: :sv/raging-bolt: :heavy-duty-boots:
Raging Bolt @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 20 Atk
- Thunderclap
- Volt Switch
- Draco Meteor
- Taunt​

Raging Bolt provides the team another pivot, a strong and bulky attacker who can drop Draco Meteors pretty freely, great priority, and Taunt for set-up sweepers. I did not know until recently that Raging Bolt had Taunt, but it's honestly a nice utility option on boots sets and catches many off guard. It also works well with Thunderclap since you either guarantee you hit them or you force a switch, ultimately messing up fast sweepers. Even against fat, it can be problematic for Blissey or Clodsire since you deny them the chance to heal after a strong Draco Meteor chips them away. Tera Fairy gives you immunity to incoming Dragon attacks, but there is definitely room to toy around with the tera; STAB tera could be nice too or even something more niche could be cool.

:heavy-duty-boots: :sv/weavile: :heavy-duty-boots:
Weavile @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Triple Axel
- Swords Dance​

Weavile rounds off the team nicely. The speed tier is great, it is a strong set-up sweeper, Dark + Ice is very strong coverage, Ice Shard is good priority to have, and Knock Off removes items for either our hazards or to take out Leftovers. Tera Ice is pretty unparalleled, as it allows for stronger priority and more breaking potential with boosted Triple Axel. I tried to use Pickpocket to steal an item in a pinch, but I kept stealing Toxic Orb from Gliscor, so I would not recommend it personally.

I hope you enjoy the team! :iron-moth::heavy-duty-boots:
 
Hi, not sure if this has been requested yet, but I am not sure why ursaluna is used so less. It can snowball through every team, 2hkoing dondozo (DONDOZO FOR GODS SAKE!!) and yet I feel that its used really less. I wonder if its due to its middling speed, but would it be good on a webs team? I am not sure, because I have not seen it on ladder. Maybe something like twave spam/webs could be good with it? These are just ideas of course, I just want to see an ursaluna team (as long as its not stall, please no stall). Can I get some help here? :O

P.S. I am new on this site, so I do not know how to send images of pokemon, I do hope that won't be an issue :P
 
Hi, not sure if this has been requested yet, but I am not sure why ursaluna is used so less. It can snowball through every team, 2hkoing dondozo (DONDOZO FOR GODS SAKE!!) and yet I feel that its used really less. I wonder if its due to its middling speed, but would it be good on a webs team? I am not sure, because I have not seen it on ladder. Maybe something like twave spam/webs could be good with it? These are just ideas of course, I just want to see an ursaluna team (as long as its not stall, please no stall). Can I get some help here? :O

P.S. I am new on this site, so I do not know how to send images of pokemon, I do hope that won't be an issue :P
It's generally used on trick room.
 
Hi, requesting a :suicune: and :kyurem: pressure stall team, I know SubTect :kyurem: has been going around and I wonder if SubCM/Tect :Suicune: can work with it too.
 
In the absolute flux of requests (the builders here are awesome just woah like 4 requests when the thread was dead for a while) I shall toss my Meowscarada hat back in the ring after the advent of the Gouging Fire ban, of course only if the builders have the time amidst whatever other things, so no rush.

The "core request" so to speak, would be Meowscarada + H!Samurott. Meow definitely works best with hazards, and it feels like initiative is key with so many threats stacked about, so Samurott just became the obvious choice, and I've played around with the two in a team before with an AV set on Rott. I wouldn't wan't to restrict builders much more than the core, though I'd ask Meow not run a choice item as I really value being able to Knock or throw out a strong super effective and then U-Turn out with a (relatively) fast pivot. Quite literally everything else about the team would be fair game.
 
Yo could someone make me a kind of a balance team using at least two of these three pokemon dark rai meowscarada and iron boulder? Thank you:>
 
Can someone make a team (preferably balance or bulky offense) with Iron Boulder? I feel like it's very underrated in the meta as it can be paired with a Tusk/ Lando blanket check and abuse Tera to work around Kingambit & Scarf Darkrai/Meowscarada.
 
Could someone make a Sinistcha hazard stack team? I think it has good potential as a spin blocker while also helping out with the Ogerpon and Zamazenta matchups. I've tried making the team but I'm not a good enough builder to create a successful one. If you can, I think tspikes would also be fun to have on the team but I understand if it's too hard to fit. Thank you in advance amazing builders!
 
Could someone make a Sinistcha hazard stack team? I think it has good potential as a spin blocker while also helping out with the Ogerpon and Zamazenta matchups. I've tried making the team but I'm not a good enough builder to create a successful one. If you can, I think tspikes would also be fun to have on the team but I understand if it's too hard to fit. Thank you in advance amazing builders!
Not one of the builders or anything but Blunder's video on the Kyu suspect uses basically the type of team you're suggesting, though it lacks T Spikes. He literally told people to just steal it because it sorta autopilots and has seen success in tournaments. It's a sinistcha SD gliscor core.

 
Not one of the builders or anything but Blunder's video on the Kyu suspect uses basically the type of team you're suggesting, though it lacks T Spikes. He literally told people to just steal it because it sorta autopilots and has seen success in tournaments. It's a sinistcha SD gliscor core.

Thank you for this, I will check it out and see if I can edit it a bit to include tspikes
 
Hey all, I am looking to build a team around Darkrai and/or Ting Lu. I have been thinking of a way to incorporate either or on a team with little success. I would like something on the balance side. Any help would be greatly appreciated. Thank you in advance.
 
Could someone make a team built around Iron Boulder that's more in the vein of bulky offense/balance rather than the hyper offense/ offense its usually on?
 
Can I request a fun lil' team with at least 1 Fake Out user to get back into OU after hiatus?
ambipom.png
sam.png
lando.png
moth.png
valiant.png
zama.png

https://pokepast.es/269570e14d7083b1
After the ban of Sneasler, Ambipom is the best Fake Out user available in OU, and it serves as a decent revenge killer, anti-lead, and utility Pokemon for this Hyper Offense team.

:heavy-duty-boots: :sv/ambipom: :heavy-duty-boots:
Ambipom @ Heavy-Duty Boots
Ability: Technician
Tera Type: Normal
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Fake Out
- Knock Off
- Triple Axel
- U-turn​

There are several stronger Pokemon than Ambipom who learn Fake Out, such as Rillaboom, Iron Hands, and Weavile, but none of them want to run the move due to access to better priority or better coverage. Ambipom can get away with using Fake Out because it is STAB and gets boosted by Technician, turning the move into a 60 BP high-priority attack perfect for revenge killing opponents. Tera Normal will not be used much as other teras are much more valuable, but in a pinch, the extra damage can win some games on weakened, faster opposing Pokemon. If Fake Out was the only reason to use Ambipom, it would be pointless to use over something much stronger like Dragonite or Hisuian Arcanine with their access to Extreme Speed. However, Ambipom gets access to great moves. Knock Off lets it hit Ghost-types and removes items, making it a solid choice for teams with hazards. Triple Axel is boosted by Technician, making it a whopping 180 BP move if all 3 axels hit. Now that Kyurem is banned, having access to a strong Ice-type attack is helpful, and due to it being a multi-hit move, Ambipom becomes a great anti-lead into Focus Sash leads. Landorus gets OHKO'd even with Intimidate, Glimmora gets 2HKO'd, and Hisuian Samurott has a chance to faint to Fake Out, U-turn, and Rocky Helmet Landorus, meaning you can potentially deny them from getting a spike up. U-turn is a nice move to round out the set, as Fake Out + U-turn combined with Ambipom's good speed makes it an annoying pivot that can chip away at opponents. Also, it gives Ambipom to hit Dark-types hard as they are dominating OU. 240 speed EVs lets Ambipom outspeed Serperior. Heavy-Duty Boots worked the best for me in testing as you want your Fake Out pivot user to be resilient to hazards and come in on fast threats in a pinch. The best way I can describe Ambipom is a mediocre fusion of Dragonite and Meowscarada, but both those roles are strong enough that Ambipom does not feel like a dead weight on the team and can be quite nice in some games.

:focus-sash: :sv/samurott-hisui: :focus-sash:
Samurott-Hisui @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Aqua Cutter
- Aqua Jet
- Knock Off​

Hisuian Samurott felt like the perfect pairing with Ambipom. Ambipom is handled by Ghosts and Steels, and Hisuian Samurott handles OU's Ghosts and Steels effectively, both offensively and defensively. Samurott's ability to set up spikes pairs well with Ambipom so targets are weakened for Fake Out and Ambipom's Knock Off can help remove items when hazards need to be stacked against bulkier teams. As this is Hyper Offense, Focus Sash felt best here to ensure at least one spike gets up each game (barring bad luck). Aqua Cutter is preferred over Razor Shell so when you're taken down to your sash, you don't die to Rocky Helmet. Aqua Jet felt better here over Sucker Punch so you can get guaranteed damage off on weakened opponents and hit Ground-types harder. Knock Off is useful for bulkier teams to remove items. Tera Ghost is nice in a pinch to stop Rapid Spin.

:rocky-helmet: :sv/landorus-therian: :rocky-helmet:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Taunt
- Stealth Rock​

Landorus felt like the best rocker for this core. Beyond Landorus' amazing attributes that let it dominate OU every generation, it provides the first two Pokemon a Fighting resistance. Taunt is a great utility move to help out against set-up Pokemon or other hazard setters. For a while, Earthquake has been my preference over Earth Power because it handles Raging Bolt. This also lets me use Stone Edge, which is strong and unexpected in opponents. Moltres is used pretty frequently on teams, and Stone Edge blows it away so the rest of the team isn't walled by the bird. Zapdos also rose to OU, so Stone Edge checks it well. If an opponent like Kingambit uses Tera Flying, you have a way to threaten it. Other than that, Tera Water is nice for weather matchups and flipping its weaknesses.

:booster-energy: :sv/iron-moth: :booster-energy:
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
- Fiery Dance
- Sludge Wave
- Tera Blast
- Substitute​

Iron Moth helps deal with the Steels that annoy Ambipom as well as provides the team a much-needed Fairy resistance. The coverage move I decided to use was Ghost, as it hits Dragapult and Galarian Slowking while blocking Extreme Speed from Dragonite. Beyond that, Iron Moth's set is standard, and it is always valuable on HO.

:booster-energy: :sv/iron-valiant: :booster-energy:
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Break
- Close Combat
- Knock Off
- Swords Dance​

Iron Valiant gives the team another Knock Off user and booster sweeper. Spirit Break is strong for Darks and Dragons, and it lowers the Special Attack of opponents so that Iron Moth and Zamazenta can set up and sweep more easily. Close Combat is strong and hard to switch into, and Knock Off is good for Galarian Slowking and Gholdengo; if they predict Knock Off and use tera, then their tera is exhausted and you're in a solid position. Tera Dark boosts the damage further and keeps the Sucker Punch resistance for Kingambit, but Fairy is a solid alternative too. Not having Encore can be annoying at times, but Taunt Landorus and Roar Zamazenta make up for it.

:leftovers: :sv/zamazenta: :leftovers:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 64 Def / 192 Spe
Jolly Nature
- Body Press
- Crunch
- Iron Defense
- Roar​

Iron Defense Zamazenta rounds off the team well and helps against opposing Hyper Offense. Roar lets you phaze out Pokemon setting up and attempting to sweep, especially opposing Zamazenta. I usually like running max speed on my Roar sets to deal with opposing Roar Zamazentas, but the extra bulk felt a lot more useful in most matchups and Iron Moth with Iron Valiant can take on Zamazenta decently enough. Tera Fire gives Zamazenta a Fairy resistance and takes on Will-O-Wisp Pokemon like boots Dragapult much better.

I hope you enjoy the team! :ambipom:
 
To further add with the message on top most of the teams were designed without Palafin in mind, be attentive of the teams provided during the suspect if you were to use them. Now then here are all request I tackled.
I've always loved Custap CM Prima ever since I saw it on that one sample months ago, and have spammed that absolute tyrant on ladder every time I play, so i'm extremely curious as to how top players could build around it. I was thinking SD Val would be a very nice pairing being able to lure and kill GKings or clean up weakened GKings after primarina has wrought its nasty hydro pumps/surfs upon the enemy team.
(click icons for team import)


:sv/iron valiant: :sv/primarina:
When asking for this core I already knew I wanted to make this into HO, these two complement each other Primarina is able to punch holes and help against annoying stuff like Corviknight, Moltres, and Dondozo, while Swords Dance Iron Valiant helps pressure Galarian Slowking and Iron Crown for Primarina. Both mons are good in enabling each other to win or to open up for the rest of your team to serve as win-con. Custap Berry on Primarina is really nice to secure one last before fainting or dish out lots of damage on something beefy. Tera Dark on Iron Valiant helps overwhelm Bulky Gholdengo and secure OHKO against Slowking-Galar with Knock Off.


:sv/zamazenta:
Zamazenta made sense as a the next partner, being able to help against a lot off offensive threat that would've been issue for the main offensive core, like Kingambit, Dragonite, and Darkrai. Similarly benefits the above duo creating opportunities to serve as a wincon as well as a good disruptor with Roar to prevent other set up heavy mons to wreck havoc or booster energy users. Crunch was used instead of Heavy Slam to alleviate reliance on Iron Valiant to overwhelm Galarian Slowking and Dragapult. Tera Fire ensures immunity to getting burned that would shutdown Zamazenta's effectiveness. The EV spread improves the damage to do better against Gholdengo and Galarian Slowking and maximizing its speed so it doesn't always go last against opposing Roar Zamazenta, and the rest is dumped into bulk to better take hits.


:sv/glimmora:
Glimmora here is for obligatory Stealth Rock Setter, though went with Mud Shot here for the nice ability to slow down speedier threats, like Iron Valiant and Darkrai. Red Card is good to take a hit and phase out other booster threats that would be problematic for HO match ups, just be mindful of clicking Mud Shot against Iron Crown, but pretty self explanatory mon.


:sv/dragonite: :sv/iron moth:
Rounding out the offensive squad we got Dragonite, the team lacked a ground-immunity while also let something like Gliscor and Landorus-T be very annoying outside of Primarina being able to deal with them, which Dragonite covers and more due to its typing letting it relief pressure against Wellspring-Ogerpon. Despite serving as yet another wincon Dragonite is really good at revenge killing thanks to Extreme Speed in case any of the phasers couldn't do anything against them and is further soldified when Tera Normal. Lastly to round up is Iron Moth which serves as a Toxic Spikes absorber, and can work more as a breaker or cleaner as much as the entire team overwhelms or severly weaken answers to Iron Moth like Blissey and Ting-Lu. Dazzling Gleam way picked here for its good coverage in pressuring Dragon-types and Zamazenta with its damage amplified with Tera Fairy while also good defensively to prevent getting revenge killed by Kingambit.

I have wanted to build a BO/Pivoting team around CB Scizor, but do not feel like I have the expertise to know how to proceed!

Moveset and EVs can be changed, I would just love to feature Scizor in a pivot-based team, maybe with some Volt Switchers/Flip Turners.



:sv/pecharunt:

Defensive pivot set for Pecharunt was something in mind though when incomparating this team, but I wanted to explore more potential of its offensive prowess but maintian a good defensive profile with proper support that can effectively make it a potent threat. Nasty Plot give it that boost it needs for Malignant Chain to hit harder dealing loads of damage towards anything that doesn't resist it or have bad Special Defenses. Hex benefits from the potential of getting statused while other teammates in the team are able to continue spread statuses to provide more opportunities to make good use of Hex. Recover allows for Pecharunt to remain healthy and enable to check Zamazenta and Ogerpon-Wellspring. The Max Speed EVs with Timid Nature makes it so that Pecharunt outspeeds Great Tusk, Bulky Gholdengo and Rillaboom, while the Special Attack investment helps it after a boost to deal massive damage to Bulky Gholdengo, Burned Kingambits, and Gliscor. Tera Grass is a super useful defensive Tera as it removes your Ground-weakness into a resistance improving its ability to annoy Great Tusk and Gliscor, while making you an incredible wall against Ogerpon-Wellspring.

:sv/darkrai:
Darkrai made sense as the next partner but went more of a utility Darkrai with Will-O-Wisp for the sole reason to catch Kingambit which is the best answer to Pecharunt. A crippled Kingambit makes it easier for the teammates to handle it while it now becomes vulnerable coming to boosted Hex from Pecharunt. Outside of that Darkrai still does what does best punching holes with its vast coverage options and offensive power.


:sv/zamazenta:
Same reasons it was picked for the team above.


:sv/scizor:
I wanted a Steel-type but also something that was a breaker and could help against Kyurem, while providing Knock Off support. Scizor fit all those criteria serving as as strong breaker and revenge killer conjunction with Bullet Punch and a decent pivot. While Knock Off is mainly used for its good utility, its a good coverage option when facing Ghost-types like opposing Pecharunt and Gholdengo. Close Combat completes its coverage options allowing it to hit Kingambit and Ting-Lu hard. The Speed EVs lets you outspeed max Speed Adamant Kingambit, while the bulk improves to take hits from Kyurem and Iron Valiant.


:sv/gliscor: :sv/primarina:
To round up the team is our defensive back bones, Gliscor provides an answer to myriad of threats due to its good bulk and typing help out with issues that the team struggle such as Raging Bolt, Iron Moth, and Iron Valiant. While serving as the team Stealth Rock setter its ability to spread status thanks to Toxic further helps Pecharunt have more statused user to make good use of Hex. Primarina is a good supportive pivot being able to disrupt defensive mons with Psychic Noise and Encore. Its decent bulk lets it help check Zamazenta, Hisuian Samurott, and Walking Wake and can further be an effective pivot by running Heavy-Duty Boots without being worn down by hazards every time it comes in. Liquid Voice was chosen to make Psychic Noise function as its main stab.
Hi, not sure if this has been requested yet, but I am not sure why ursaluna is used so less. It can snowball through every team, 2hkoing dondozo (DONDOZO FOR GODS SAKE!!) and yet I feel that its used really less. I wonder if its due to its middling speed, but would it be good on a webs team? I am not sure, because I have not seen it on ladder. Maybe something like twave spam/webs could be good with it? These are just ideas of course, I just want to see an ursaluna team (as long as its not stall, please no stall). Can I get some help here? :O

P.S. I am new on this site, so I do not know how to send images of pokemon, I do hope that won't be an issue :P


:sv/rillaboom: :sv/hawlucha:
Pretty self explanatory Grassy Terrain core, Rillaboom provides Grassy Terrain which is a huge boon for the entire team activating Grassy Seed and providing passive recovery as well. Despite its main role is to activate Grassy Surge, Rillaboom still act as a great breaker that can pivot for the team. Hawlucha EVs makes it take a Make it Rain Gholdengo, while the speed ensures it outspeeds Sand Rush Excadrill after Unburden activates

:sv/hatterene:
Hatterene benefits terrain allowing itself to set up and slowly recover to enable be a potent sweeper with Stored Power and Grassy Seed. While you mainly want to sweep with it, you can prevent hazards coming in thanks to Magic Bounce while also avoid get crippled by status effect moves or encored. Nuzzle was picked over Mystical Fire as a great support move to cripple speedier threats such as Kingambit, Gholdengo, and Iron Moth. if its clear that Hatterene won't win.

:sv/ursaluna:
The main star for this team, while normally any sane person would use standard Swords Dance Guts Ursaluna, I wanted to look past it since its breaking isn't as required compared to the rest of the team. That's when I realized Grassy Terrain teams generally struggled mainly get a pick or two while letting plethora of threats just be annoying nuisance. To combat this I wanted to make use of Ursaluna bulk with Bulletproof an Assault Vest to better deal against these threats which gives you a hard hitting tank able to take on Dragapult, Darkrai, Raging Bolt, and Iron Moth. Making good use of Grassy Terrain to passively heal back any damage taken due ot the lack of reliable reocvery enable this set to work effectively. Bulletproof is required in this set as the immunity to moves like Focus Blast and Energy Ball from Darkrai and Iron Moth want to be blocked, while you Tera Fairy further avoiding Sludge Bomb and Shadow Ball is especially useful making you hard wall Dakrai and Dragapult. Useful coverage options on Ursaluna help it deal against the threats it wants to do deal with, Fire Punch for Gholdengo, Avalanche to hit back Dragapult and Raging Bolt, and Heavy Slam for Iron Valiant, also Stomping Tantrum was used to not lower your defenses, while not being weakened by Grassy Terrain. Attack Investment with Adamant Nature ensures that Ursaluna can 2HKO Gholdengo with Fire Punch or Stomping Tantrum for Bulkier versions once Air Balloon is popped.

:sv/kyurem: :sv/iron moth:
SubTect Kyurem becomes an annoying threat that takes full advantage of Grassy Terrain and Leftovers to recover plenty of health while being hard to take down dwindling PP thanks to Pressure all while hiding behind Substitute and Protect. Kyurem greatly improves this team match up against Ogerpon-Wellspring, while also common Encore users that could be problematic for the team are greatly reduced. The EV spread prevents Blissey to break Substitute with Seismic Toss while taking better damage when coming in on hazards. Tera Poison was picked to further benefit its ability when taking advantage of Grassy Terrain while preventing itself getting placed on a timer by Toxic or Toxic Spikes, while making most of its weakness into a new resistance. Iron Moth reasonings similar to the first team, but decided for Tera Blast Ground to better deal with Slowking-Galar.​
Yo could someone make me a kind of a balance team using at least two of these three pokemon dark rai meowscarada and iron boulder? Thank you:>
Can someone make a team (preferably balance or bulky offense) with Iron Boulder? I feel like it's very underrated in the meta as it can be paired with a Tusk/ Lando blanket check and abuse Tera to work around Kingambit & Scarf Darkrai/Meowscarada.



:sv/meowscarada:
When deciding what to do with Meowscarada, Choice Scarf was clear in mind serving itself as speed control able to revenge kill speedier threats like Roaring Moon and Deoxys-Speed. This set is pretty straight forward mainly going to spam U-Turn or Knock Off to remove items, while the rest of the team is able to make up for its frailty or punch holes later on so that Meowscarda can effectively sweep.


:sv/darkrai:
Decided Nasty Plot Darkrai was the best option serving more of a breaker for the team with its coverage options, breaking past the checks for the main offensive core. Focus Blast was preferred here as a way to hit Kingambit as the main offensive threats all struggle to deal with Kingambit later on. Sludge Bomb will always be required as its your best tool against Fairy-types like Iron Valiant and Clefable.

:sv/iron boulder:
Iron Boulder was hard to justify anything outside of HO, but did my best attempt to make it work in BO. Earthquake was preferred over Zen Headbutt as you hit a lot more important stuff like Kingambit, Gholdengo without Air Ballon, and Iron Crown. The slight difference from traditional Iron Boulder here is that this is Tera Blast Fairy last this give you the ability to hit Zen Headbutt target such as Zamazenta and Great Tusk, while also jabbing Dark-types like Roaring Moon, great bonus of resisting Kingambit's Sucker Punch that normally shuts down Iron Boulder with ease. You rarely wanna use this until it can effectively sweep to make good use of its Booster Energy Speed buff and rely on its allies to bring it in safely and pave the way to win.

:sv/slowking-galar: :sv/great tusk:
Standard Defensive core, though be mindful as the team struggles with Raging Bolt due to no Toxic on Slowking-Galar, since Thunder Wave was preferred due to the crippling opposing Darkrai which threatened this team immediately. Psyshock on this team was preferred due to not having as many things punishing Dark-types in this team. Great Tusk provides entry hazard setter and remover also able to punch holes with its raw power on its own to further support your main win cons to potentially clean. This defensive duo is good covering different parts as Slowking-Galar handles special threats like Iron Valiant, Walking Wake, and Primarina, while Great Tusk improves the teams match up against Kingambit.

:sv/moltres:
Moltres completes the defensive backbones as a good way to punish faster threats like Zamazenta, Iron Valiant, and Kingambit. Roar is a good tool to phase out Zamazenta and Iron Moth that would've easily give this team problem. U-Turn was picked over Will-O-Wisp as to generate momentum for the team and safely bringing in the main offensive core safely without fear of taking damage. Tera Grass was the proffered Tera option as the team struggled heavily against Ogerpon-Wellspring flipping the matchup against it.


Hope everyone your teams provided as the rest team finishes writing up their request, happy holidays and happy posting.:heart:
 
Torkoal @ Heat Rock
Ability: Drought
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Clear Smog

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse

Hatterene (F) @ Eject Button
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 124 Def / 132 Spe
Bold Nature
- Healing Wish
- Psychic
- Dazzling Gleam
- Nuzzle

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin

Do you guys have any suggestions for the next two pokemon?

Also, which pokemon should I lead with?
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Thank you for your patience. I decided on a fresh approach to the Sun core you presented.

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PRAISE THE SUN (A.K.A Tera Bug Raging Bolt Sun)
https://pokepast.es/99fc6fac341d17b3
Team Breakdown

:sv/torkoal:
Ralof (Torkoal) (M) @ Heat Rock
Ability: Drought
Tera Type: Fairy
EVs: 104 HP / 236 SpA / 168 SpD
Quiet Nature
- Overheat
- Rapid Spin
- Stealth Rock
- Earthquake

Decided on using Srn ’s Torkoal spread cause Torkoal becomes more consistent when its not passive vs shit like Gking. Overheat is nuke dmg. We can run Spin + SR for role compression. EQ smacks Glowking, Tran, and Raging Bolt on the switch. The added special bulk improves your matchup into Dragapult. Tera Fairy is a good neutral defensive typing and unlike Flying, it gives you a neutrality to SR.

:sv/hatterene:
Maven (Hatterene) @ Assault Vest
Ability: Magic Bounce
Tera Type: Flying
EVs: 252 HP / 164 SpA / 68 SpD / 24 Spe
Modest Nature
- Psyshock
- Mystical Fire
- Draining Kiss
- Nuzzle

AV Hatt is a solid response to hazards, Darkrai, Hex Pult, and can break some holes before dying. Mystical Fire does nuke damage to neutral targets and Gholdengo. Tera Flying lets you safely block hazard setting attempts from Ting-Lu and Lando.

:sv/great_tusk:
Esbern (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Taunt

Thanks to hazard control from Torkoal and Hatt, I can afford to run Taunt on BU Tera Fire Tusk which can mess with a ton of Tusk’s defensive checks like Zama, Molt, Mola, Corv, etc. Plus Ground types are 100% mandatory for teams cause of Raging Necc.

:sv/walking_wake:
Lydia (Walking Wake) @ Mystic Water
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
- Hydro Steam
- Draco Meteor
- Flamethrower
- Knock Off

Are you tired of Walking Wake running into a Wogre and feeling flabbergasted? I’d like to introduce you to Mystic Water Walking Wake which lets you bluff Specs and get a surprise kill on something like a Roaring Moon expecting to get a free DD up. Knock helps a ton with Boots Blissey, Gking, and AV Prima.

:sv/venusaur:
Aela (Venusaur) (F) @ Life Orb
Ability: Chlorophyll
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Growth
- Giga Drain
- Sludge Bomb
- Weather Ball

Meet the secret MVP of Sun teams, moreso than Wake. What checks Primarina/Wogre, provides speed control, wallbreaks, and abosrbs Tspikes? Venusaur ofc. Timid sounds like it misses out on damage, but imo its the optimal way to run Venusaur. You miss out on outpacing +1 Moon, Booster Val and Moth if you run Modest. Even without Modest, +2 Tera Fire Weather Ball is such an unreal atomic bomb. You have a 50/50 chance to OHKO Glowking, you have a high roll to 2HKO Blissey of all things. Thanks to that, I can run Sludge Bomb which OHKOs Moon at +2 after rocks and OHKOs physdef Molt which can comfortably rkill Venusaur. Its a great partner for Wake as it deals with most of its checks and punishes defensive Tera Water.

:sv/raging_bolt:
Dragonborn (Raging Bolt) @ Leftovers
Ability: Protosynthesis
Tera Type: Bug
EVs: 56 HP / 220 Def / 68 SpA / 164 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Thunderbolt
- Dragon Pulse
- Thunderclap

In my humble opinion, bulky Raging Bolt is an underrated set and Tera Bug is an underrated Tera for it. 56 HP and 220 Def EVs makes Bolt as bulky on the physical side as possible while having enough speed to outpace 0 speed Gliscor. This set aims to get as many boosts as possible rather than cleaning after a since CM. Tera Bug is usually a meme pick, but it synergizes well with Bolt. Often you Tera in front of Tusk and still take 60% from HLR, and running Tera Flying puts you at risk of getting Ice Spinner’d but Tera Bug turns Tusk into setup, and if you think about it, Bolt doesn’t mind the weaknesses Bug brings. +1 Tbolt and Clap one-shots all the relevant Fire types in the tier. Flyers get outspeed and OHKOd by Bolt. Rock is irrelevant in the tier besides Garg and the occassional Stone Edge from Lando and Zama. Bug also grants you both a useful Ground and Fighting immunity.

:raging_bolt:
Hope you enjoy the team. ;)
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Art credit:
 
It's time for a barrage of teams! Given how long this post will be, descriptions for each Pokemon will be in spoilers, so click them if you are interested in why I brought a certain Pokemon or what each set is meant to accomplish.
I've been trying to build a balance/bulky offensive around a double AV crown and hrott core but ive been struggling, some help would be appreciated​
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https://pokepast.es/bb32c47b3760e4e9
With the amount of strong special attackers in the tier, Assault Vest stacking is a viable way to catch opponents off guard, and the requested core of Iron Crown and Hisuian Samurott work well together to cover their weaknesses and pivot around for the rest of the team.

:assault-vest: :sv/iron-crown: :assault-vest:
Iron Crown @ Assault Vest
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Future Sight
- Psyshock
- Volt Switch
AV Iron Crown is a nice tanky pivot for the tier. It has fallen a bit in favor the past few months in favor of Choice Specs, but it still has a place and serves a different role. It is a great anti-lead with Tachyon Cutter, a sturdy check to Kyurem, a viable user of Future Sight which can force awkward situations for the opponent, and a nice mid-speed pivot with Volt Switch. Most Iron Crown sets usually run Focus Blast as the last move to hit Kingambit, but 658Greninja recommended I try Psyshock, which has put in more work overall. Psyshock pressures Galarian Slowking so you aren't entirely walled, it solidifies the stall matchup, and it notably hits Raging Bolt which is a big issue for this team even with Assault Vest spam. Tera Steel is amazing defensively and it boosts the power of Tachyon Cutter, making it a top choice for a tera type.

:assault-vest: :sv/samurott-hisui: :assault-vest:
Samurott-Hisui @ Assault Vest
Ability: Sharpness
Tera Type: Poison
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Ceaseless Edge
- Sucker Punch
- Razor Shell
- Flip Turn
Hisuian Samurott complements Iron Crown very well. Defensively, Samurott resists Fire, Ghost, and Dark for Crown, and Crown resists Grass and Fairy for Samurott. Offensively, both Pokemon are strong pivots that appreciate Samurott's ability to set up spikes, and AV Samurott in particular can be difficult for a lot of Future Sight resistances to take on while being resisted by Pokemon that hate to take Future Sight, allowing Samurott to get up free spikes or force sacks from the opponent if played well. Ceaseless Edge and Razor Shell are strong STAB moves, Flip Turn provides the team with slower pivoting, and Sucker Punch is strong priority that notably hits Wellspring Ogerpon. 84 Speed EVs let Hisuian Samurott outspeed uninvested Gliscor; the leftover EVs are put into HP to increase its overall bulk. Tera Poison is used to flip its weaknesses to Fighting, Fairy, and Grass so it can take attacks from Pokemon like Zamazenta, Iron Valiant, and Serperior.

:assault-vest: :sv/great-tusk: :assault-vest:
Great Tusk @ Assault Vest
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 96 SpD / 160 Spe
Adamant Nature
- Headlong Rush
- Ice Spinner
- Knock Off
- Rapid Spin
While this AV set was not requested, I thought it would be fun to stack another Assault Vest, and Great Tusk is a great choice for the team. For Assault Vest users to succeed in their role of eating more hits, hazards need to be kept off the field. The moveset is pretty standard, with Knock Off enabling Samurott's spikes to put in more work. 160 Speed EVs allow Great Tusk to outspeed Modest Raging Bolt, max Attack with Adamant makes Great Tusk an offensive threat, and the rest of the EVs are put into Special Defense to improve the effectiveness of Assault Vest As I mentioned before, Raging Bolt is problematic for the team, and with my EV investment, AV Great Tusk can live a Booster Energy Draco Meteor from Raging Bolt after Stealth Rock and OHKO back. Other important AV Great Tusk calcs are living Moonblast from Enamorus and Iron Valiant, Life Orb Ice Beam from Darkrai, Ice Beam from Kyurem, Hurricane from uninvested Zapdos, and even having a small chance to live a Psycho Boost from Deoxys Speed. Tera Water helps against weather matchups; with Sun in particular, Speed Booster Walking Wake Hydro Steam is a guaranteed 3HKO, and Attack Booster Great Tusk Headlong Rush OHKOs Walking Wake after a layer of spikes. Excellent work from Tusk.

:choice-band: :sv/rillaboom: :choice-band:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
To keep the Assault Vest users healthy and more effective at tanking hits, I decided to add Rillaboom for Grassy Terrain healing. This provides the team with a strong priority attacker, a strong breaker, another Knock Off user to get more use out of spikes, and another strong pivot. The set is as standard as Rillaboom gets so I'll leave it at that.

:heavy-duty-boots: :sv/zapdos: :heavy-duty-boots:
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Fairy
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Thunder Wave
- Roost
While having priority is nice, the team is very slow and weak to physical attackers once Great Tusk is worn out. Zapdos helps balance this out and check threats like Zamazenta. Thunder Wave and Static slightly patch up the speed issue that the team currently has. Volt Switch is yet another pivot move for the team. Tera Fairy is very useful for giving Zapdos a Dark resistance, allowing it to take hits from Roaring Moon's Knock Off and Kingambit's Kowtow Cleave, thus providing more chances for Static to activate. 16 Speed EVs allow Zapdos to outspeed neutral-natured base 70s like Volcanion.

:choice-specs: :sv/iron-moth: :choice-specs:
Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Grass
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Fiery Dance
- Sludge Wave
- Energy Ball
The team needed something fast that requires pivot support to bring it in safely, exerts massive offensive pressure to force switches and rack up spike damage, ideally absorbs Toxic Spikes, and can win the game against weakened teams. After testing, Choice Specs Iron Moth has been a perfect fit. Base 140 SpA with Choice Specs STAB Overheat is insanely difficult to switch into for teams without Blissey or some niche Assault Vest users, making Iron Moth a great breaker. Fiery Dance is accurate, spammable, and enables Iron Moth to potentially snowball late-game if fast threats are eliminated. Sludge Wave is another strong STAB attack that hits Fairies harder, and Energy Ball hits Water types that resist the Fire attacks. Tera Grass has felt best to be as it removes the Stealth Rock weakness, flips the Ground and Water weakness, takes on Wellspring Ogerpon better, and boosts the damage of Energy Ball to 2HKO Ting-Lu.

I hope you enjoy the team! :iron-crown: :samurott-hisui: :assault-vest:
Could I please have a team built around Moltres and Iron Crown? These Pokemon just rose to OU so I wonder if they could fit on a team together.​
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https://pokepast.es/5f04f8b5a4ae173a
At the time of the request, Moltres and Iron Crown had recently moved up to OU, and over time they have found solid roles in the tier. They have strong synergies that help them perform well on Bulky Offense teams.

:heavy-duty-boots: :sv/moltres: :heavy-duty-boots:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- U-turn
- Will-O-Wisp
- Roost
Moltres is OU due to its relevant typing in the metagame and ability to dish out burns easily. Moltres checks Zamazenta, Kingambit, Great Tusk, Iron Valiant, Enamorus, Rillaboom, and Dragonite, which are normally hard for teams to switch into. Flamethrower hits hard, so Moltres can force switches and spread burns. U-turn allows Moltres to pivot around and rack up chip on opponents. 12 Speed EVs allow Moltres to outspeed Jolly Kingambit. Tera Grass is important for Wellspring Ogerpon, which this team struggles a lot against.

:choice-specs: :sv/iron-crown: :choice-specs:
Iron Crown @ Choice Specs
Ability: Quark Drive
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 20 Atk
- Tachyon Cutter
- Psyshock
- Focus Blast
- Volt Switch
Choice Specs Iron Crown is my favorite set. It puts on so much pressure and can break teams well. Psyshock can be switched for Psychic Noise, but I like Psyshock's immediate impact on Pokemon like Blissey, plus Primarina is running Psychic Noise so it is not necessary here. Tera Steel powers up Tachyon Cutter to become very threatening while maintaining a strong defensive typing. Focus Blast is for Kingambit, and Volt Switch is a strong pivot move.

:assault-vest: :sv/primarina: :assault-vest:
Primarina @ Assault Vest
Ability: Torrent
Tera Type: Steel
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Surf
- Moonblast
- Psychic Noise
- Flip Turn
AV Primarina helps with the team's special bulk and notably helps the team take on Hisuian Samurott. It is a third pivot for the team with Flip Turn. Tera Steel flips the Poison and Grass weaknesses, making it more resilient against Kyurem, Iron Moth, Rillaboom, Pecharunt, and more. 176 Speed EVs let it outspeed Adamant Kingambit, max Special Attack lets Primarina have an immediate impact, and the rest of the EVs are put into HP to improve the bulk.

:leftovers: :sv/ting-lu: :leftovers:
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Ruination
- Earthquake
- Stealth Rock
- Whirlwind
Ting-Lu is another wall that pairs well with Primarina and Bulky Offense. Ting-Lu is the team's Ground-type that gets up hazards, chips down opponents with Ruination and Earthquake, and phazes set-up sweepers with Whirlwind. It also helps the matchup against Raging Bolt, which the team struggles a lot against. Tera Poison is used to help Ting-Lu better check Fairy- and Fighting-types.

:leftovers: :sv/okidogi: :leftovers:
Okidogi @ Leftovers
Ability: Guard Dog
Tera Type: Ghost
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Drain Punch
- Knock Off
- Ice Punch
- Bulk Up
Okidogi is the set-up sweeper of the team. Guard Dog is a great ability that prevents it from being phased out and gets an Attack boost from Intimidate. Drain Punch is the best STAB option that recovers health, Knock Off hits Ghost-types and removes items, and Ice Punch hits Dragons, Landorus, and Gliscor. 96 Speed EVs help Okidogi outspeed Jolly Kingambit and uninvested Landorus.

:heavy-duty-boots: :sv/meowscarada: :heavy-duty-boots:
Meowscarada @ Heavy-Duty Boots
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- Triple Axel
- U-turn
Meowscarada rounds out the team with speed control, fast pivoting, and soft-checking Ogerpon. Heavy-Duty Boots are important with the team's hazard weakness and web matchup (which is probably doomed anyway). The moveset is standard but works quite well.

I hope you enjoy the team! :moltres: :iron-crown:
Hello, I've been looking for some Garganacl balance teams, something where the garganacl can shine and be annoying, not relegated just to stealth rock duty. I have a team with the following set I like, and would like the same moveset. I feel like Heavy Slam can be a nice surprise vs Clefable and other Fairy-types, but maybe eq could be better
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https://pokepast.es/dae8c0da4e1b964b
Apologies for this team not coming sooner! The builder who originally took on this team lost interest in the project, so the request was stuck in limbo for a while. Fortunately for you, Garganacl is still a great Pokemon in OU, and I created a Curse set that fits well on Balance.

:leftovers: :sv/garganacl: :leftovers:
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Salt Cure
- Earthquake
- Curse
- Recover
Garganacl is the win condition of the team. Salt Cure is very annoying to switch into for teams lacking Clefable or Covert Cloak, and the amount of chip Garganacl can rack up throughout a game is impressive. With Curse, it can spiral out of control in some games and take out the opponent. The set here is standard, so I'll explain why this is preferred over your suggested set. Heavy Slam is only marginally more useful against Iron Valiant and Hatterene, neither of which you struggle against much, and Earthquake hits both of them hard enough. Earthquake hits the Steel-types that resist Salt Cure, and Salt Cure hits the Flying-types that are immune to Earthquake. In general, Earthquake is a spammable 100 BP attack, which is why many Pokemon with access to the move put it on their set. 52 Defense EVs let Garganacl survive Wellspring Ogerpon's Power Whip and +1 Protosynthesis-boosted Roaring Moon's Earthquake, and the rest is pumped into Special Defense to sponge more attacks while it curses up and boosts its Defense. Tera Water is the most consistent tera type as it checks Water- and Steel-types, allowing it to fire off Salt Cure and deal the 25% residual damage on those Pokemon.

:toxic-orb: :sv/gliscor: :toxic-orb:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Normal
EVs: 244 HP / 12 Atk / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Swords Dance
- Protect
Gliscor is a great tool for balance teams and complements Garganacl very well. Gliscor acts as an absorber of status moves and Knock Off, a trait only shared with Magic Guard users like Clefable. The typing is great on its own, providing the team with immunities to Ground and Electric attacks, and this works well with Garganacl who is weak to Ground and struggles to break them. Due to Garganacl's strong matchup into Corviknight and Skarmory as well as the rest of the team packing hazards, Gliscor can get away with this Swords Dance set. Max Speed makes this a lot more potent of a sweeper, as it speed ties with Kyurem and outspeeds many other common mid-speed Pokemon in the tier like Landorus, Great Tusk, Glimmora, Hisuian Samurott, and Gholdengo. Knock Off is necessary to remove boots for hazards to have an impact, and it hits Ghost-types so Facade can put in more work. Tera Normal allows Gliscor to be immune to Hex from Dragapult and Pecharunt, and it boosts the power of Facade so Gliscor can dish out meaningful damage after a Swords Dance.

:heavy-duty-boots: :sv/blissey: :heavy-duty-boots:
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 252 Def / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Calm Mind
- Soft-Boiled
- Stealth Rock
Blissey is the rocker and specially defensive wall of the team. While you may see Seismic Toss on stall teams, Shadow Ball is important here to hit Gholdengo, otherwise this team will fall apart quickly. Tera Dark helps against Future Sight and Psyshock from Galarian Slowking, Iron Crown, Hatterene, and Gholdengo.

:heavy-duty-boots: :sv/alomomola: :heavy-duty-boots:
Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect
Alomomola is the bulky Water-type physical wall and Regenerator pivot of the team that can pass off slow, high-HP Wishes to the rest of the team so they are not reliant on their 8 PP healing moves (or lack of healing in general). Tera Ghost is here to help against Zamazenta and block Rapid Spin so hazards can stay on the opponent's field.

:heavy-duty-boots: :sv/ogerpon: :heavy-duty-boots:
Ogerpon @ Heavy-Duty Boots
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Knock Off
- U-turn
- Encore
As you can see, the first four Pokemon are basically a stall core, so I needed to incorporate strong offensive options to make this a balance team. Teal Ogerpon works really well on balance teams since it can run Heavy-Duty Boots. Also, when it terastallizes, it gets a +1 Speed boost, making it a very fast Pokemon against offense teams that enjoys Defiant boosts from Landorus. Teal Ogerpon also checks Wellspring Ogerpon well, which is very important as Wellspring Ogerpon usually decimates balance teams like this. The moves on this set are standard, as they allow Ogerpon to remove items for hazards, fast pivot into the bulkier Pokemon, and Encore offensive threats.

:heavy-duty-boots: :sv/deoxys-speed: :heavy-duty-boots:
Deoxys-Speed @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Fighting
EVs: 252 Atk / 200 SpA / 56 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Spikes
Deoxys Speed rounds off the team. I debated for a while whether Deoxys or Ogerpon should run Spikes, but Encore is very useful utility against all types of team structures, and Deoxys forces more switches, making it a strong offensive spiker. The team also needed speed control to be a proper balance, and this spread allowed Deoxys to outspeed +1 Great Tusk, making it a strong option for the team. The three attacks hit most Pokemon very hard and offer mixed attacking capabilities. Tera Fighting is necessary for Kingambit so you resist Sucker Punch and don't rely on Alomomola to get a burn on Kingambit to avoid losing.

I hope you enjoy the team! :garganacl:
Good day!
I've always loved water Pokemon and like the idea of a rain team. I have built my own, but don't feel any synergy from it. However, two mons that I think work super well together are:

:Primarina: and :pelipper:.
peli.png
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skewda.png
treads.png
zama.png

https://pokepast.es/6435ff0df67db76c
While Primarina is not usually brought on rain teams, it works surprisingly well at dishing out damage and resisting important attacks.

:damp-rock: :sv/pelipper: :damp-rock:
Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 224 Def / 36 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- Knock Off
- U-turn
- Roost
Pelipper is the go-to rain setter with Drizzle. The physically defensive EV spread lets Pelipper easily handle physical threats like Hisuian Samurott and Zamazenta, running enough Special Defense EVs to guarantee taking on Enamorus's Moonblast after Stealth Rock. Minimum speed allows for Pelipper to get the slowest possible U-turn to bring in the rain sweepers. Hurricane hits Zamazenta, Great Tusk, Rillaboom, and Ogerpon. Knock Off removes the items from Pokemon like Galarian Slowking and Alomomola so other Pokemon on the team can overwhelm them more easily. Tera Ground is nice for Zapdos so you get the safe pivot against it while flipping the Stealth Rock weakness.

:custap-berry: :sv/primarina: :custap-berry:
Primarina @ Custap Berry
Ability: Torrent
Tera Type: Steel
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Surf
- Calm Mind
- Encore
Primarina is not used on rain teams, not because it is bad on rain but because there are usually other Pokemon that are faster and threaten more immediately. However, this offensive Calm Mind set is very scary to face. Moonblast and rain-boosted Surf can break through most Pokemon in the tier, and Calm Mind makes it difficult for special attackers to take Primarina down. The defensive typing is crucial for handling Kingambit, who is notorious for beating rain teams. Encore is a great utility move to lock Pokemon into passive moves or Sucker Punch. Custap Berry is what makes Primarina viable on rain; Primarina is bulky enough to eat hits, and when put into Custap Berry range, its mediocre speed is irrelevant as it can outpace any Pokemon and destroy them. Not to mention, Primarina will be in Torrent range, and when paired with the rain boost, Surf will annihilate the opposing Pokemon. Custap Encore is also really good at giving the rest of the team opportunities for setup. Tera Steel flips the weaknesses to Poison and Grass, making Primarina even more threatening as a set-up sweeper.

:booster-energy: :sv/raging-bolt: :booster-energy:
Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 20 Atk
- Thunderclap
- Dragon Pulse
- Thunder
- Calm Mind
This Raging Bolt set is so amazing. Thunder is viable since rain is here to make Thunder perfectly accurate, and the damage boost from Thunderbolt to Thunder is valuable. Tera Electric is underrated for Raging Bolt, as it is only weak to Ground attacks and it boosts the power of Thunderclap and Thunder. Staying vulnerable to Ground-types is tolerable as you still have Dragon Pulse to hit them on the switch and you are rain, which punishes all Ground Pokemon. Tera Electric Raging Bolt is an absolute menace who shreds through teams, and I was very happy with my innovation.

:choice-band: :sv/barraskewda: :choice-band:
Barraskewda @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Flip Turn
- Aqua Jet
- Close Combat
Barraskewda is Barraskewda. Nothing to explain here, it's pretty much mandatory on rain and is the fastest Pokemon available in the tier. You are bummed for one second if you face Ogerpon or Dondozo...until you realize you have Raging Bolt. Too epic.

:booster-energy: :sv/iron-treads: :booster-energy:
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Rapid Spin
- Stealth Rock
Iron Treads is the optimal hazard setter for rain teams. It is one of the best answers to opposing Raging Bolt, it is very fast so you can set up Stealth Rock before getting Taunted, and it removes hazards for your team. I opted for physical Iron Treads to handle Raging Bolt better and remove Rillaboom's Grassy Terrain with Ice Spinner while being an amazing attack combination of Ground + Ice. Tera Ghost blocks Rapid Spin so Stealth Rock can stay on the field.

:chesto-berry: :sv/zamazenta: :chesto-berry:
Zamazenta @ Chesto Berry
Ability: Dauntless Shield
Tera Type: Dark
EVs: 104 HP / 100 Atk / 136 Def / 168 Spe
Jolly Nature
- Body Press
- Crunch
- Iron Defense
- Rest
For the last Pokemon, I decided Zamazenta would be the best. Dauntless Shield provides the team with a one-time check to strong physical attackers, which is crucial in many games. Due to the fast-paced nature of the team, Leftovers did not feel optimal here, and while Roar is cool, it is not necessary as I have Encore Primarina for disturbance. I decided to settle on Resto Chesto Zamazenta. The EV spread is admittedly pretty random but serves a purpose; I wanted some immediate pressure with Body Press, some general bulk to improve Zamazenta's ability to take on special attacks, and enough Attack to beat Gholdengo with Crunch without needing tera. The Speed is to outspeed +1 Dragonite. Tera Dark boosts the damage of Crunch, though if you do not like Dark, Steel is a good option here too. Iron Defense Zamazenta is always great for Kingambit and offense as a whole, a supportive role that rain appreciates.

I hope you enjoy the team! :pelipper: :primarina:
Hi, requesting a :suicune: and :kyurem: pressure stall team, I know SubTect :kyurem: has been going around and I wonder if SubCM/Tect :Suicune: can work with it too.
suicune.png
kyu.png
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quavo.png
tink.png

https://pokepast.es/03208a75fa570b6e
Despite Pressure Stall not being too viable in SV OU due to the offensive nature of the tier, Protect will always be good to scout different techs, burn through weather turns, see what move a Choice-locked Pokemon clicks, and in this case, stall out certain moves. Suicune and Kyurem are threatening in their own right, and they work well together.

:leftovers: :sv/suicune: :leftovers:
Suicune @ Leftovers
Ability: Pressure
Tera Type: Fairy
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect
If the opponent does not have Wellspring Ogerpon, this set will have a field day. Having max Speed on this set is crucial for Gholdengo so you do not lose to fast Nasty Plot variants right away. Max HP is also very important for stall so you have 404 HP, allowing you to create 101 HP Substitutes that cannot be broken by Seismic Toss from Blissey. Calm Mind turns Suicune into a scary offensive threat very quickly, as it is very hard to take out the Substitute, and Protect + Leftovers heals the set with ease. Tera Fairy provides Suicune with an alternative defensive typing should it need to remove some weakness or gain some resistances.

:leftovers: :sv/kyurem: :leftovers:
Kyurem @ Leftovers
Ability: Pressure
Tera Type: Ground
EVs: 52 HP / 204 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Protect
Kyurem is used a lot more than Suicune and this set is somewhat common, so I won't explain too much. Freeze-Dry and Earth Power are the perfect two attacks to have and all Kyurem needs on a SubTect set. 52 HP EVs allow for the great 101 HP Substitutes against Blissey. Tera Ground boosts the power of Earth Power so Kyurem can break through Pokemon like Galarian Weezing, and it flips the Stealth Rock weakness. Kyurem pairs well with Suicune because it is pretty good at checking Wellspring Ogerpon sets that do not have Play Rough.

:heavy-duty-boots: :sv/sinistcha: :heavy-duty-boots:
Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Shadow Ball
- Calm Mind
- Strength Sap
If Wellspring Ogerpon ends up having Play Rough, no worries! Sinistcha will be able to take it on with ease. Max Defense ensures you block Rapid Spin from Great Tusk and threaten it back with Matcha Gotcha or Strength Sap. Calm Mind turns Sinistcha into a threat with its good coverage, ease of healing, and solid bulk. Tera Fairy flips the Dark weakness to help Sinistcha be more resilient against strong threats like Roaring Moon.

:toxic-orb: :sv/gliscor: :toxic-orb:
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Dark
EVs: 244 HP / 36 Def / 220 SpD / 8 Spe
Jolly Nature
- Earthquake
- Knock Off
- Spikes
- Protect
Gliscor is a fun addition to the team that offers a third and final Protect user. I thought about making this set SubTect as well, but the team would unfortunately be too passive, and Spikes go a lot further. Knock Off removes boots for the Spikes to put in more work. The team is pretty weak to Raging Bolt even with Tera Ground Kyurem, so my EV spread allows for as much special bulk as possible while outspeeding Modest Raging Bolt. 36 Defense EVs let Gliscor survive Wellspring Ogerpon's Ivy Cudgel from full health. Tera Dark boosts the damage of Knock Off while providing a resistance to Hex and an immunity to Future Sight. If you want to be more annoying while weakening your matchup to Kingambit and Gholdengo, you could drop Earthquake for Toxic and have fun with Toxic + 3 Protect users to tilt the opponent. I believe Earthquake is the more consistent option here, though.

:heavy-duty-boots: :sv/quaquaval: :heavy-duty-boots:
Quaquaval @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Rapid Spin
- Roost
Quaquaval, while pretty unorthodox, fits the team's needs well. Quaquaval has an amazing defensive typing, access to Rapid Spin and healing, and threatens offensively with Aqua Step and Moxie. Tera Ghost blocks opposing Rapid Spin in case Sinistcha goes down, and it blocks Extreme Speed from Dragonite and Body Press from Zamazenta in a pinch. As much as I want to fit Triple Axel on the set, all these moves are necessary. If you do not like Quaquaval on this team, it is probably the most replaceable, but it performed pretty well for me in test games.

:air-balloon: :sv/tinkaton: :air-balloon:
Tinkaton @ Air Balloon
Ability: Mold Breaker
Tera Type: Water
EVs: 248 HP / 28 Def / 232 Spe
Jolly Nature
- Gigaton Hammer
- Thunder Wave
- Encore
- Stealth Rock
Tinkaton is the rocker of the team that checks Kyurem and disturbs opponents with Thunder Wave and Encore. Tera Water helps against strong Water- and Fire-type threats. The Speed EVs outpace Jolly/Timid Landorus, and Mold Breaker is used over Pickpocket to paralyze and Encore Gholdengo and Garganacl while setting up Stealth Rock stress-free against teams with Hatterene. You could use Pickpocket if that feels better for you.

I hope you enjoy the team! :suicune: :kyurem:
 
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