Project SV ZU Teambuilding Competition

With the release of the second DLC, we got access to two main things: many new NFEs and the new Stellar Tera type.
Build a team featuring at least 2 new DLC NFEs and 1 Tera Stellar mon and post it in this thread with a brief description.
Deadline is Friday 22nd at 10pm GMT+1.
Have fun!
 
Ok I almost never played this tier but I came to ladder cuz of DLC dropping some NFEs that looked cool. I thought Tera Stellar was good, then I thought it was niche, and now I think its really mid. But theres some specific Pokemon that do take advantage of it.

:ditto: :combusken: :electabuzz: :vespiquen: :klawf: :ludicolo: - Tera Stellar Ditto + SD Chicken

So, if Im not wrong. Ditto should get the boost from Stellar Tera + STAB every time it copies a new type move. Regardless of what you turn into. This makes a really practical revenge killer. Combusken is broken so I thought anything that might want to revenge kill with priority I can just scout and copy. And E-buzz is awesome now with Knock Off, in addittion to its amazing speed tier. Vespiquen is good into the Psychics and Servines running around. Klawf as the Rocker, Tera Water to tank Sneasels Axel. Ludi as 6th is just a secondary wincon thats also broken, Rain dance doesnt really hinders Combusken cuz you can even burn a turn of rain with protect, which is really specific anyway.

This replay shows Ditto functioning, able to reverse sweep Combusken, Servine and Dugtrio thanks to Stellar Tera. Also a good showcase of E-buzz and chicken.
 
:servine: :Ditto: :Sneasel: :Metang: :Dusknoir: :Dachsbun:
tera stellar Ditto + cb Sneasel

I really liked the idea of AstilCodex to run tera stellar Ditto as a revenge killer and had been wanting to try servine for a bit so those were obvious picks for this.

:bw/Servine: Standard servine set that hates it lack of movepool but atleast knock helps a bit with stuff like h-sliggo.

:rb/Ditto: As Astil said before, great revenge killer with stellar.

:gs/Sneasel: Speed control and phy breaker. With taxel back, band hurts a LOT

:rs/Metang: I needed a rocker as well as an indeedee switchin. Ofc, tink is always there as a great option but the 2nfe req and a prio move albeit not that strong made me go metang instead.

:dp/Dusknoir: My spin-block and main prio, leech life is honestly funny but tbf it works. Love how switching in sneasels get kod to it

:sv/Dachsbun: This is what turns combusken into comBusted. Can protect to see if its running pjab or something. Its wish support can be handy too.

https://replay.pokemonshowdown.com/gen9zu-2015047268 (vs sinnabyss)
https://replay.pokemonshowdown.com/gen9zu-2014994336 (vs dsfer)
https://replay.pokemonshowdown.com/gen9zu-2014956459 (vs giove97)
 
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i built quite a few variations of this team (7, to be exact) before finally settling on the one below. i hope i picked the right one to submit!
:servine::combusken::tinkatuff::furret::chimecho::golduck:
:servine:
started with servine because it's both a new dlc nfe AND an excellent candidate for tera stellar thanks to contrary's interaction with tera blast. speed is for a positive nature base 75s and below and glare gives general utility, but can also be something like sub or knock off.

:servine::combusken:
needed my 2nd nfe, so i chose the broken combusken, which pairs nicely with servine--they hit from either side of the physical/special split, and handle each other's checks quite well. these two can both snowball on their own, but when paired together, they form a nasty offensive core. tera dark to blank indeedee and use it for setup fodder. acts as pseudo-speed control.

:servine::combusken::tinkatuff:
not a new nfe, but another nfe nonetheless! general utility and support mon, with play rough over knock because ive got it on other mons, and twave helps give the previous two more setup opportunities, and paraspam acts as psudeo-speed control too. random mixed defensive spread to better handle sneasel and leafeon, with speed for adamant max speed trevenant, which can be super frustrating to handle with harvest and sub and leech seed, and neutral nature max speed cacturne, which gets bopped by play rough.

:servine::combusken::tinkatuff::furret:
none of the above mons appreciate hazards, so i wanted removal. furret's a decent offensive utility pivot with tidy up, knock, and uturn, and acts as a tertiary wincon. could probably be tera ghost, but i went with fairy as a generally okay typing that also resists knock off and random sucker punch.

:servine::combusken::tinkatuff::furret::chimecho:
chime is underrated still, and it got a new toy in psychic noise, which acts as a heal block for two turns (doesnt stop pain split tho, so be warned). heal bell gives our nfe sweepers new life, knock is an option over gleam depending on team comp, instant recovery is v good. levitate is great, tera steel is also great, together they are very great.

:servine::combusken::tinkatuff::furret::chimecho::golduck:
i wanted a special attacker that was more immediately threatening and i landed on offensive pivot golduck. performs similarly to furret, spreading knock off and pivoting out thanks to its high speed tier. also acts a neat weather deterrant with cloud nine, though those archetypes arent all that common, but it can come in handy every once in a while. i like tera electric to resist faster electric-type attacks from electabuzz and to avoid paralysis from static, thunder wave, and glare, but tera ground could also work to grant a full immunity to the former, but you have to be wary of the latter.
 
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Today's drops gave us some very interesting mons for the tier, both offensive and defensive ones, but most of them have one thing in common: they possess the ground, rock, or dark type.
Build a team featuring at least 1 Rock type, 1 Ground type and 1 Dark type from the new drops and post it in this thread with a brief description.
Deadline is Friday 5th at 10pm GMT+1.
Have fun!
 
:golem-alola:-:haunter:-:dugtrio-alola:-:houndoom:-:persian:-:chimecho:

I've been having quite a bit of fun with this team. its been preforming pretty average for me, but ive only ever made one team that was above average, but that was abusing mirror herb falinks so im not sure if it counts.

Golem a is my suicide lead, and in 95% of lead matchups, it gets up rocks and booms. the only time i havent gotten off the boom is against belly drum bullet seed greedent, so i call that a win. I use golem a instead of regular golem to fake a galvanize explosion if i get to 1 health from endure as opposed to sturdy.

Haunter is a powerful scarfer that will happily spam whatever you ask it to, and it has tera fighting for sucker and to yeet the little weasel into next week. energy ball beats wiscash which otherwise sits on the team if you dont commit tera on doom

Speaking of houndoom, he's the main powerhouse of the team. fast, hits like a truck, flash fire is a great ability, and tera grass lets it slap stuff trying to eat its moves, as well as resist water moves as the team sorely lacks a water resist. a fantastic late game cleaner once you get rid of some of the faster opponents.

To round out the trio of attackers, we have alolan duggy, who can go for game ending sweeps if it gets a free substitute due to it having the power of sd and salac berry. it lacks the immediate power of regular choice band duggy, and has to run jolly because its slower, but it still puts in the work all the same. unfortunately, less common ground weak mons nowadays so its not as good as duggy was a month or so ago

I decided I needed a pivot and smthn to stop webs from going up, and taunt persian seemed like one of the easiest picks. with fake out to break sashes, and taunt to stifle any attempts to get hazards up, and uturn to gtfo is things get too spicy, persian is the perfect tool to give the team some much needed momentum.

Finally, it was noted by myself and others that the team was horribly ground and fighting weak, so chimecho was the only real choice. Unfortunately, its a rather passive mon, so I gave it yawn and an eject button to try to keep the momentum going strong even when it inevitably had to switch into a tauros
 
:naclstack::sableye::whiscash::combusken::servine::electabuzz:
i really wanted to build a balance team with naclstackl + sableye and thus this team was born!
:naclstack:
starting with nacl, salt cure + bp + recover were basically non-negotiable, and last i had to choose between iron defense and rocks. i ultimately went id because i figured that i'd want to run spdef. i opted for tera water and enough speed for an uninvested camerupt, which can otherwise give this squad some issues with its dual stab and its natural typing. tera dragon is also definitely an option to still answer camel's fire-type stab while also answering fire- and grass-type moves that are prevelant on sun teams, which is a strong archetype atm; dragon is also just a generally good type to have on a spdef mon, and removes both nacl's weaknesses to grass- and water-types

:naclstack::sableye:
sableye was next, and i made it standard physdef support. tera steel blanks fairy-type attacks and also blocks attempts to poison you to wear you down. steel is also just a great defensive typing as always. taunt is an option over encore if you want, as is going tera poison to achieve the aforementioned results while also providing the team with a toxic spike absorber can also be beneficial, considering the team's lack of hazard removal and two of the team's wincons relegated to eviolite

:naclstack::sableye::whiscash:
whicash was my chosen ground-type, fulfilling all three requirements for the prompt. cash carries rocks so that nacl can run id, and i also slotted spikes because of how strong hazards are in the current meta. i opted for a physically defensive spread because sableye is still a bit frail, even when fully defensive. physdef also helps when answering strong threats like combusken and sneasel. for its attacking moves, i chose ice beam + stab earth power just for the nice neutral coverage, but you could probably run surf over spikes, or maybe even something like stone edge to smack sneasel even harder on its weaker defense. tera ghost to block spin and to force busken to click flare blitz and take recoil, and 44 speed for uninvested quaxwell in the rare scenario where it comes in to try and spin but it's weakened enough for earth power to take it out

:naclstack::sableye::whiscash::combusken:
i had my defensive core, so now was the time for some offensive mons. busken is so strong rn and resists grass-types for nacl and cash, and gives the team an offensive wincon, as our first (idpress nacl) is bulky and defensive

:naclstack::sableye::whiscash::combusken::servine:
servine also adds a grass resist and supports itself and its teammates with glare, namely our nacl and busken. servine can also snowball on its own thanks to contrary leaf storm + tera stellar tera blast. tertiary wincon for the team, with speed for invested positive nature base 70s like scovillain out of sun and klawf, both of which can realistically give the team issues

:naclstack::sableye::whiscash::combusken::servine::electabuzz:
rounded out the team with electabuzz, which provides knock off support, a fast pivot, and a strong special attacker all in one, which was exactly what i needed in this last slot. i like boots here because i dont have hazard control on the team (sorry to the other nfes here sporting their eviolites proudly), and tera fly is for when i fear the ground-type attacks. ive been running psychic in the last slot since this dropped with dlc2 because it synergized well with electric stab, but with the new shifts, i can see tera water tera blast being an option to hit all of carbink, alolan duggy, the golem cousins, and naclstack, while hitting camel super effectively and maintaining the neutral hit on amphy + whiscash. now that i wrote that out, i think that might be the wave (no pun intended)

the team doesnt have "real" speed control, but ive found that prankster on sab, speed boost on busken, glare on servine, and buzz's natural speed tier have been enough so far
 
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