SV OU The Beginning of a Legend: A Gholdengo Unaware Team (1448 ELO)

CHAPTERS
1. THE TEAM
2. HOW TO USE THE TEAM
3. THINGS TO LOOK OUT FOR
4. CLOSING OUT

That aside, hello everyone. This will be a part 2 to my previous RMT (go check it out). Every pokemon was swapped except for Gholdengo and Dondozo in this iteration of the team. That being said, lets get into it.

1. THE TEAM
:air-balloon: :gholdengo:
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Dark -> Flying
EVs: 240 HP / 44 Def / 224 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Nasty Plot
- Recover -> Focus Blast

At the start of the team, I only saw :gholdengo: as a hard hazard stop. As I continued to play with it, I realized it was more valuable then a generic spin blocker. It was a genuine wincon if its counters are removed. Its the same :gholdengo: as last time - with the same bulky spread and speed investment. I swapped Tera Dark for Flying so it can still retain a Ground immunity and also gain a Fighting resistance and help against pesky :breloom:. I also swapped Recover for Focus Blast since it was dead weight against :kingambit: and :ting-lu:. A Choice Specs set with Trick might be better overall, but Air Balloon has definitely had its moments of glory.


:rocky-helmet: :dondozo:
Dondozo @ Rocky Helmet
Ability: Unaware
Tera Type: Grass
EVs: 248 HP / 136 Def / 124 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk

:dondozo: is an amazing pokemon. Unaware alongside 150/115/65 bulk and a great defensive type in Water make it an excellent defensive backbone vs the plethora of offensive sweepers such as Dragon Dance :dragonite: and :kingambit:. The moveset it has is a standard Rest Talk set. The bulk given allows it to live 2 Choice Specs Hydro Steam's in sun from :walking-wake: Protosyntheis boost and all with the rest put into its defense stat-which also makes Body Press stronger. The HP is optimized to take less damage from Salt Cure. Overall, :dondozo: is a solid pokemon, and a crucial defensive backbone for the metagame.


:choice scarf: :iron valiant:

Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Psychic
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Thunderbolt
- Close Combat
- Psyshock

Here's where the adaptations for the team come in. I swapped :iron moth: for :iron valiant: for a few reasons. Here lies a pokemon faster than :iron moth: and KO it, can OHKO :walking wake: with chip damage, and check :kingambit: nicely. The benefit of Choice Scarf is that it's permanent compared to Booster Energy. However, it also locks you into a move-which forces switches more often than it should. Naive is the preferred nature to have Close Combat at strong as possible in spite of only 4 attack EVs. Max special attack is to maximize the overall damage on its multiple special moves, with max speed typing with opposing Booster Energy :iron valiant:. Tera types aren't too much of an issue-so I chose Psychic to OHKO :iron moth: with Psyshock. In the end, I believe the swap from Moth to Valiant was well worth it.


:focus sash: :pawmot:

Pawmot @ Focus Sash
Ability: Natural Cure
Tera Type: Electric
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double Shock
- Close Combat
- Mach Punch
- Revival Blessing

Just when you thought it couldn't get any better, it got better. :pawmot: is perhaps the most crucial member of the team-completely changing the way the team functions. :pawmot: has 3 appealing traits: its speed, priority in Mach Punch, and the reason you'd ever want to use it: Revival Blessing. This move can make any lower tiered pokemon have some OU niche. It has 1 PP-but for good reason. It REVIVES A TEAMMATE and puts them at 50%. It's absolute bonkers and with its 105 speed, it gets the jump on the decently fast :iron leaves: and as such can get off the revive and not be hit by many Taunt users. Focus Sash allows it to live one hit vs a faster pokemon and get off a Revival Blessing before fainting. Close Combat and Tera Electric Double Shock give it deceptive power with STAB 120 BP moves as a late game cleaner.


:red card: :ting lu:
Ting-Lu @ Red Card
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 56 Atk / 200 SpD
Careful Nature
- Spikes
- Heavy Slam / Protect
- Earthquake
- Rest

:ting lu: is incredibly bulky. Using its bulk, it can get up its option of Stealth Rock or Spikes with minimal stress. This set opted for Heavy Slam + Rest instead of Stealth Rock + Whirlwind because Red Card was a decent enough one-time Whirlwind and Rest gave it longevity-especially since a lot of things can't 3HKO it. Heavy Slam also allowed it to deal significant damage to best most common Magic Bounce user, :hatterene:. It also has Tera Ghost to have a niche Rapid Spin stop. Not many teams are equipped to handle Spikes with or without rocks-with most solutions being types Flying types, Defog :corviknight:, the use of Heavy-Duty Boots, or forcing :ting lu: to Rest off damage taken. While all of these are common and used on almost every team, Protect :ting lu: is a niche way around removing the hazards-and even 1 layer of Spikes can be a game changer.


:leftovers: :corviknight:
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Water
EVs: 252 HP / 12 Atk / 156 Def / 88 SpD
Careful Nature
- Brave Bird
- U-turn
- Defog
- Roost

The team is rounded out with :corviknight:. It's the only viable Defog user in the tier that isn't gimmicky or niche and has access to reliable healing in Roost and pivoting with U-turn. Brave Bird gives it reliable STAB vs #1 Rapid Spin user :great tusk:. Tera Water also allows it to be 3HKOd by Choice Specs Hydro Steam from :walking wake: just like :dondozo:. It also rounds out the teams defensive core of :corviknight:, :dondozo:, :ting lu: and :gholdengo:. These 4 can endlessly pivot against many teams and have other teammates for things that stop it such as :iron moth:. It also gives :pawmot: 3 different mons to revive with access to a healing move. Pressure gives it the ability to 1v1 things like :walking wake: and other choice locked pokemon with Roost. Another incredible pokemon for any team.


2. HOW TO USE THE TEAM
It might sound weird that you don't understand a team, but its a pretty complex team for those who didn't build it. Every member of the team complements each other, and there's little in the way of general adjustments in terms of pokemon except for Pawmot.

- Mainly, you wanna lead Ting-Lu and get up at least 1 layer of Spikes. From there, you can use Spikes a 2nd or 3rd time and just chip the opponent. From there, if its not needed, you can swap into the according "counter". This is made easier if you opt to run Protect-allowing you to scout out a stray Rotom Trick or a hazard removal attempt.

- Even if Ting-Lu goes down, use Defog. Pawmot's survival is critical for the late game clean up.

- Iron Valiant is the teams only fast pokemon. Pawmot is also fast, but its not strong enough vs many teams to have an offensive presence until later in the game. Don't worry too much about the Choice Scarf because you can simply pivot out of the mon that resists the hit.

- This team invites in many common boosting sweepers. If you get "swept", go into Dondozo. Dondozo + Iron Valiant can beat pretty much any pokemon either through speed or bulk-especially with Spikes down before the mon switches in.


3. THINGS TO LOOK OUT FOR

:sv/iron moth:
This is a problem for this team. Iron Moth is fast and offensive with it hitting on Dondozo's frailer special defense side. Your best bet is to hope its not an Agility set and use Dondozo's tera type to stave off a weary Energy Ball coming its way.
:sv/slowking:
Only Pawmot can truly threaten it. It can pivot out into any of its teammates with ease and has Regenerator to heal off hits that are already not threatening to it.
:sv/garganacl:
This is annoying as hell. Salt Cure basically requires a tera from Dondozo to safely handle. However, tera dozo has been able to stave it off-so it's more so an annoyance really.
:sv/breloom:
Spore. Technician Bullet Seed. Not fun at all.
:sv/great tusk: :sv/meowscarada:
Knock off in general is also annoying as hell. The team doesn't like their items being removed-so it's not great that Knock Off is a common move in OU by means of Mewoscarada and Great Tusk. It doesn't help
:sv/rotom-wash:
I. HATE. THIS STUPID WASHING MACHINE. It can literally burn and paralyze and Volt Switch all over my team which 1) doesnt have any move to hit it for super effective damage and 2) really only has Gholdengo to somewhat handle it.


4. CLOSING OUT
current rank proof:
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important battles: https://replay.pokemonshowdown.com/gen9ou-1855134368-tdqoctihr3awh3b7vb7vv4uv312pxs4pw Fairy Glimmora + Slowking scary
https://replay.pokemonshowdown.com/gen9ou-1855839141-m22brag5f8q31rv3e25d0262fd3zkv1pw lots of annoying things here
https://replay.pokemonshowdown.com/gen9ou-1855846640-jj3w5r2nvfbefp94w5erc1z8xjd1eb8pw rank proof game

paste: https://pokepast.es/0006bc828ef9ffe8

And that's all I got. This is probably my most detailed RMT I've ever done. I would love to hear any feedback from the community. And with that being said, goodbye.
 
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So, I've already told you my thoughts but since you want them in writing here it is...

It's hard to give feedback to a team that is so specific in its spread and moves. You've clearly thought of the reasons why you want your specific spreads so all I can really do is give some suggestions to help with your threats. I don't want to suggest EV spreads or moves because if you are going to use the mons I suggest you are going to give them specific spreads anyway, you know?

I don't doubt that your team works/ will work. But, with that being said, here are those mons I was talking about to help with your skill threat issues. :toast:

:clodsire:
Now, this isn't perfect, but clod could help with moth, Slowking, and Rotom. Water absorb gets rid of most of your issues (surf, hydro pump, hydro steam), while tera dark helps get through psychic moves (future sight/ psychic)... Equake also helps into moth while toxic pairs nicely with Slowking and Rotom.

I'm a Cloddy boy (Clodsire) @ Leftovers
Ability: Water Absorb
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Stealth Rock
- Recover

Something else to consider...
:Breloom:
You know what they say, if you can't beat them, join them. Breloom helps with spore, taking out garg, Slowking, and Rotom, and mach punch also lets you clap Meowscarada. Bullet Seed also has the potential to take out Tusk if you can outspeed (so this should be taken into account early into the game). You'll also have to get lucky with a 5-hit on a 252hp 252def tusk with loaded dice or a 3/4 hit with choice band (+/- tera grass)...

Uh-Oh, Stinky (Breloom) @ Loaded Dice/ choice band
Ability: Technician
Tera Type: Fighting/ grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore/ rock tomb
- Swords Dance/ bulldoze
- Mach Punch
- Bullet Seed

Again, since you have such a niche spread and move set for your mons I will let you pick how these two will work best on your team (if you want to use them at all). What I will say is to give your Gholdengo covert cloak and recover back. That way you can recover/ set up on garg, stay out of the air if needed, and still do damage. Also, a simple 252hp/ 252spa spread might work better overall...

I also don't like your ting-lu set but that's just me. Try this one out and see how you like it. It allows you to get off a bunch of hazards, harass mons with whirlwind, and recover some hp with leftovers. If you want to keep heavy slam instead of whirlwind/ stealth rocks then I don't see why you couldn't make that work. But if you are going to go that route then ruination might be better for you overall so you can do damage to everything instead of just niche fairy types that won't OHKO you right away. But rest just leaves you open to having a mon set up on you IMO. I am not a fan unless you can pair it with sleep talk (which you can't) or a lum berry (which I don't suggest).

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock/ Ruination
- Spikes
- Whirlwind
- Earthquake

I am also impartial to tera flying Corv to keep it off the ground and also take away its steel weakness. You might find that it works better.
So there, there is your rate. I crawled out of my hole to suffer a headache from all of your colors, you heathen. I hope you're happy :mad:
 
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