SV OU The Dance of the Dragons - (Hoopa-Unbound x Kyurem Offense)

Disclaimer: None of the Dragons on this team actually run Dragon Dance :( I just chose this name due to the team having 3 dragons and just linked it to the Game of Thrones event :)

Open to all suggestions :) but hope to keep the Hoopa + Kyurem Core! Currently, I managed to climb to and ping around my usual 1400-1500s with the team, so I decided to post it for feedback.
Introduction
:sv/hoopa-unbound::sv/kyurem::sv/raging-bolt::sv/slowking-galar::sv/corviknight::sv/dragapult:
Link to Poképaste: https://pokepast.es/74314d608c425424

The idea for this team came about when I was scrolling the OU Metagame discussion and read 658Greninja's showcase of heat sets, where I saw the Choice Band Hoopa set. In my past few teams, I usually ran AV Hoopa, but then I became curious how hard Choice Band Hoopa could really hit, and thus I began the team building process.

Teambuilding Process
:hoopa-unbound:
The starting point of this team and its cornerstone, Hoopa-Unbound paired with Choice Band was to be the team's physical breaker.

:hoopa-unbound::kyurem:
Next up, I thought that I should add a special breaker to complement Hoopa-U and decided upon the infamous Choice Specs Kyurem.

:hoopa-unbound::kyurem::raging-bolt:
Having started off with a core of powerful choiced breakers, I looked for a setup sweeper to complete the offensive core, and decided upon Raging Bolt, which was not only capable of immediate power with Booster Energy but could also setup with Calm Mind AND also brought priority in the form of Thunderclap.

:hoopa-unbound::kyurem::raging-bolt::slowking-galar:
With the offensive core complete, I decided upon Glowking to be the team's first slow pivot, which could safely bring in Hoopa/Kyurem and even support them with Future Sight and in the case of Kyurem, provide a defense boost with snow. As an added bonus, it could absorb fairy attacks, which Hoopa, Kyurem and Bolt all appreciated.

:hoopa-unbound::kyurem::raging-bolt::slowking-galar::corviknight:
I then decided to look for hazard removal, and settled on Corviknight, which packed Defog, and helped the team in more ways than one. It was yet another fairy resist to assist Glowking, and also was the physically defensive mon that could absorb hits and Roost off the damage. With Rocky Helmet, it also acted as Hoopa's U-turn absorber, switching in to chip mons that would try to U-turn on Hoopa.

:hoopa-unbound::kyurem::raging-bolt::slowking-galar::corviknight::dragapult:
Finally, I decided I needed something speedy to help out this rather slow but bulky team, and eventually decided on Boots Pivot Dragapult as the team's speed control. A fast Will-O-Wisp was also meant to help out against some major metagame threats like Zamazenta and Kingambit, to neuter their offensive output and allow the others to safely come in.

The Team
db98jwk-b992b0ef-cb33-4228-90c5-2f26c9c61109.jpg

Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Knock Off
- Gunk Shot
- Drain Punch

Hoopa-Unbound is probably my favourite mon, but its weaknesses are well-known: poor Defense, Speed and a crippling 4x weakness to U-turn. But what it lacks in these areas, it makes up for with an amazing base 160 Attack, 170 Special Attack and a solid 130 Special Defense. However, the physical Hoopa stands out over its special option with stronger base power on its attacks and item removal/recovery. This is further amplified by Choice Band and an Adamant Nature, making sure Hoopa hits as hard as possible and almost certainly 2HKOs through any wall in its way. Should that fail, it carries Tera Dark to further boost its Hyperspace Fury/Knock Off. I have considered trying Tera Poison to boost its Gunk Shot damage and allow it to resist Fairy and Bug attacks.

Hyperspace Fury is Hoopa's standard high power Dark STAB, capable of punching through Protect and Substitute and ensuring 2HKOs that Knock Off may fail to confirm following item removal. Knock Off is a good option to force progress, through item removal, such as forcing the opponent to decide on sacking the mon in front of Hoopa or to lose the item on their switch-in. Gunk Shot is a monstrous 120 BP coverage move that OHKOs even physically defensive Hatterene or Clefable, and can be a good neutral option against dark resists. Drain Punch was chosen over Zen Headbutt so Hoopa would not be useless against the ever-present Kingambit, and would have something to hit bulky Dark Types like Ting-Lu, Tera Dark Blissey/Clod/Tox super-effectively, especially when they Tera to avoid Future Sight from Glowking.


a97c928345a30efe226f64d508165e8.jpg.jpg

Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power

Kyurem is probably one of the biggest threats in OU right now, and the Ice Dragon is this team's second member, brought in to supplement Hoopa's physical threat with an equally terrifying special one. Kyurem packs amazing coverage to threaten a majority of the metagame, and this is once again boosted by Choice Specs. I chose a Timid Nature to outrun key threats like Max Speed Lando-T and Non-Booster Speed Great Tusk, and threaten them with Ice Beam. Tera Ice was chosen to boost its Ice Beam and Freeze Dry damage to phenomenal levels, and this usually comes into play towards the end of games to clean up even if the target is neutral or resistant to Ice. I think besides Raging Bolt, this is probably my most common tera.

Ice Beam is Kyurem's standard Ice STAB, Freeze Dry is the typical coverage move that absolutely wrecks Bulky Waters like Dondozo and Tera Water Garganacl, while also ensuring KOs on otherwise neutral targets like Ogerpon-Wellspring or Pelipper. Earth Power is Kyurem's typical third move, rounding out its phenomenal coverage by allowing it to hit Steel and Fire types for super effective damage, such as Kingambit or Heatran. I chose Draco Meteor as the final move over something like Blizzard or Body Press to deal with Gouging Fire, which Earth Power fails to OHKO, while Offensive Gouging Fire can OHKO Kyurem with a single Flare Blitz. Hence, to take advantage of Kyurem's superior speed, a single Draco can seal the fate of G-Fire, which typically only Fairy types would want to switch into. Kyurem also often gets rid of the Ground Types that Raging Bolt detests, and the game is often won by one or the other after their checks are cleared.

tumblr_2371d62de538d07c1c4e9b04e92172b3_64cbb942_1280.jpg

Raging Bolt @ Booster Energy
Ability: Protosynthesis
Tera Type: Fairy
EVs: 64 HP / 28 Def / 252 SpA / 164 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Thunderclap
- Dragon Pulse
- Thunderbolt

Yet another major metagame threat right now is Raging Bolt, and the Thunder Dragon is this team's third member, and rounds off the team's offensive core. Raging Bolt was brought on as the setup sweeper, but also plays an important defensive role by eating Electric hits due to this team lacking a Ground Type. It can also take Steel hits like Bullet Punch from Scizor, which is typically aimed at Kyurem. The EV Spread is the standard Bolt spread, which maximises its insane base 137 SpA with a Modest Nature. I think the Speed EVs are to outrun Max Speed Kingambit, with the rest invested into bulk. Booster Energy further boosts its Special Attack profile, allowing it to have a 50% chance to OHKO non-bulky Tusk and confirm the OHKO on max HP Tusk after one Calm Mind. Tera Fairy flips most of the matchups on its head, allowing it to gain momentum by become immune to Dragon attacks and calm minding off of that. It also plays an important 50-50 role into opposing Raging Bolts and Kingambits, where they have to guess if Bolt is going to Tera Fairy. I would say this is my most common Tera, and can often swing games in my favour.

Calm Mind is the typical Bolt setup move, allowing it to become more steadily specially bulky, while also boosting its already sky high special attack. However, usually Bolt doesn't need/nor does it usually have the chance to get more than one SpA boost, before it can OHKO/2HKO threats like Zamazenta or Kingambit with the help of Booster Energy. Dragon Pulse is the standard Dragon STAB, which was chosen as it is more spammable than Draco Meteor, and Bolt rarely wants to switch out after coming in due to its Booster. Thunderclap is Bolt's unique priority, which with Booster Energy, can chip at or finish off setup sweepers/speed control which might outspeed the rest of the team, or simply allow Bolt to preserve its health by moving first against faster threats like Zama/Samurott-H/Ogerpon-W. Thunderbolt is Raging Bolt's slightly more powerful secondary STAB which can hit Steels/Fairies for neutral damage so it doesn't get walled, getting rid of especially Corviknight/Skarmory. I did consider Discharge over Thunderbolt in this slot for the additional 20% paralysis chance, but eventually settled on TBolt for the additional power.

rx0qqdl9vgr51.jpg

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave

With the trio of offensive threats complete, the time had come for defense and utility, and none fit in this role better than Galarian Slowking. As a slow defensive pivot, no item fit better than Heavy Duty Boots, to avoid hazards when switching in and out. Regenerator was the obvious choice of ability, as it allows GKing to take a hit, before pivoting out into one of the big three threats on the team, all while recovering its health. Galarian Slowking also acts as the team's main fairy resist, wearing them down with Sludge Bomb. Tera Water is a good generic defensive typing, but I rarely tera Glowking due to the unique defensive profile that its type brings, plus it is able to absorb Toxic Spikes to at least remove that should our hazard removal fall. The EV spread is a standard Special Defense pivot one, with 0 speed to ensure it pivots out last.

Chilly Reception is standard on Pivot Glowking, allowing it to take a hit from whatever is on the field and pivot into Hoopa-U/Kyurem/Raging Bolt, all of whom lack recovery and thus hate coming in and taking a hit. It also has the added benefit of setting snow for Kyurem, which benefits from the added defensive bulk, and disrupting opponent Sun or Rain. Sludge Bomb is Glowking's main STAB, capable of dealing significant damage to the Fairy types that it commonly swaps into. Future Sight is a common wallbreaking move on GKing, which supports the two main wallbreakers in the form of Hoopa-U (with its Hyperspace Fury hitting through Protect OR Drain Punch dealing significant damage to Dark Types which attempt to come in to absorb the Future Sight) or Kyurem, putting immense pressure on the defensive backbones of any team. Thunder Wave is the final move to slow down any setup sweeper that attempts to set up on Galarian Slowking, although I can't say I've clicked this move a lot.

1717607123551.png

Corviknight @ Rocky Helmet
Ability: Mirror Armor
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Brave Bird

Next up, I had hazard removal in my mind since Hoopa-U/Kyurem/Raging Bolt all lack recovery and hate taking chip when coming in. As a result, Corviknight was the first on my list, from a defensive point of view. Not only did it bring a Ground Immunity, which G-King and Raging Bolt appreciated, it complemented Galarian Slowking as a physically defensive slow pivot, compared to Glowking being a specially defensive slow pivot. As an added bonus, it resisted the Fairy attacks that the offensive core detests. I went with the typical physically defensive EV spread, with Tera Water being a good generic defensive typing, and allows it to absorb fire attacks, although I rarely Tera unless in emergency situations like against Rain or to eat a Ivy Cudgel from a +2 Atk Ogerpon-Wellspring. Rocky Helmet helps Corv to be less passive by chipping at physical attackers which hit it for additional damage, especially when Corviknight comes in to take U-turns for Hoopa-U. Mirror Armor was chosen over Pressure as I didn't feel it came in useful for the role that Corv played, and I thought reflecting stat drops could be helpful, especially when Corv would pivot out after into the wallbreakers.

Defog is the main reason why Corviknight was added to the team, clearing out any entry hazards that could potentially chip away at our team's health, or Sticky Webs that could slow our team down. Additionally, Defog clears away Screens/Veil, which I think is quite a detriment to Hoopa-U and Kyurem, which cannot boost past Screens. U-turn allows Corviknight to fulfil its role as a slow physically defensive pivot, allowing it to take a hit from whatever is on the field and pivot into Hoopa-U/Kyurem/Raging Bolt much like Glowking. Roost is Corviknight's form of recovery to heal off the damage it takes when pivoting and extends its longevity. Brave Bird is Corviknight's one and only STAB, but even off Corv's pitiful base attack, the 120BP move still does significant chip. This is true especially on targets like Iron Valiant or Ogerpon-Wellspring, whom Corv often finds itself pivoting in on.

dragapult_fanart__by_goagarts_ddnh05u-pre.jpg


Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn

Dragapult was a last-minute but invaluable addition to the squad, bringing speed control which the rest of the team doesn't really have. It also brings a fast Will-O-Wisp, which when paired with Infiltrator, guarantees that it neutralises any physical threat that attempts to run away with the game. Infiltrator also allows it to hit things like Sub Zama/Serp/Moth/Pults behind their Substitute and do significant chip to mons behind screens, should Corv be unable to remove it with Defog. It is my standard answer to Zamazenta, and to a certain extent, it weakens non-Lum Gambits enough to allow the other members on the team to deal with it. Heavy Duty Boots is standard on a pivot Dragapult, preventing it from taking hazard damage. Tera Fairy can be used to resist the common Dark attacks that come its way, like Kingambit's Sucker Punch or Zamazenta's Crunch, and completely invalidates Dragon type moves from opposing Dragons and allows it to retaliate with Dragon Darts.

Will-O-Wisp is probably the most valuable move on Dragapult, which thanks to Infiltrator passing through substitutes, negates Zamazenta pretty well. It also neuters non-Lum Gambits, weakening it to allow things like Raging Bolt to deal with it easier. Dragon Darts is its main STAB move, as Dragapult outspeeds most other Dragons and can safely finish them off with this. Hex pairs well with Will-O-Wisp and G-King's Thunder Wave, allowing Dragapult to hit specially hard as well against threats like Zamazenta. U-turn is to allow Dragapult to fast pivot out into usually Corv or Glowking, keeping momentum while doing damage.

Threats
Fairies

:sv/enamorus::sv/iron-valiant::sv/hatterene::sv/clefable::sv/primarina:

Given that the team has 3 Dragons + Hoopa-U, it pretty much goes without saying that Fairy types were a big issue I had when theorycrafting this team initially, and puts a lot of pressure on Glowking and Corv, which were able to absorb the Fairy type attacks, but not necessarily their coverage, like Iron Valiant's Knock Off/Fire Punch/Thunderbolt or Enamorus's Earth Power. However, I found that Hoopa-U's Gunk Shot pretty much OHKOs every single Fairy in OU right now, and nothing bar Steel Types really enjoy switching into a 120BP move fired off by a Choice Banded Adamant Hoopa-Unbound. Hence, in my experience Fairies should be dealt with easily if there is only one or two, by Glowking + a possible pivot into Hoopa's Gunk Shot. Although, a rarely seen combo of Enamorus and Iron Valiant would probably break my Fairy checks of Glowking into Hoopa-U. This is one reason why I'm considering changing Hoopa's Tera from Dark to Poison.

Roaring Moon
:sv/roaring-moon:

Roaring Moon with Booster Attack pretty much spells disaster for my team if it gets one DD off, as nothing can outspeed it after that, nor eat its combo of Acro/Earthquake/Knock Off. Either needs to be positioned around to: 1. not be given the chance to DD due to threat of KO from something like Dragapult or 2. slow it down with Glowking's Thunder Wave. If it really gets a DD off, Corv can come in to chip it with Rocky Helmet + Brave Bird and eat a hit while hopefully Moon teras to allow Raging Bolt to Thunderclap it after. If not, Bolt has to Tera to beat Moon.

Kingambit
:sv/kingambit:
Kingambit isn't exactly a humongous threat to the team, but the team doesn't have a Dark Resist unless Bolt teras, so +2 Supreme Overlord 5 Gambit is a bit of a threat. Usually, the plan is to Will-O-Wisp it with Dragapult and take it out with Raging Bolt. The Gambit also has to consider whether to click Sucker/Kowtow or Iron Head into a potentially Tera Fairy Raging Bolt, so that is another 50-50 to consider. Kyurem and Hoopa-U also pack coverage options for Gambit in the form of Earth Power and Drain Punch respectively in emergencies.

Great Tusk
:sv/great-tusk:

Great Tusk typically isn't a problem, because Kyurem outspeeds it and OHKOs it with Ice Beam. However, I have lost games to them clicking Rapid Spin and then outspending everything in my team and subsequently getting destroyed by Booster Attack and a combo of Close Combat/Headlong Rush/Ice Spinner. However, I think this is mostly misplays on my part, as Dragapult could come in to block Rapid Spin.

Replays

vs:glimmora::roaring-moon::iron-valiant::iron-moth::ogerpon-wellspring::kingambit: - Hyper Offense - Loss
This game was played at the end of a loss streak so I felt I made quite a few misplays like letting my glowking sit in front of iron moth's sub, and sacking Hoopa-U for nothing. I also didn't Defog with Corv in front of I-Val.
https://replay.pokemonshowdown.com/gen9ou-2136515185?p2

vs :great-tusk::dragapult::primarina::raging-bolt::rillaboom::moltres: - Bulky Offense
https://replay.pokemonshowdown.com/gen9ou-2136607437

vs :Mandibuzz::slowking-galar::mamoswine::kleavor::dondozo::gouging-fire: - Bulky Offense
https://replay.pokemonshowdown.com/gen9ou-2136517169

vs :iron-valiant::zamazenta::cinderace::greninja::dragapult::glimmora: - Hyper Offense
Hoopa gets rid of Valiant and Raging Bolt sweeps
https://replay.pokemonshowdown.com/gen9ou-2133341908

vs :clefable::garganacl::samurott-hisui::gholdengo::corviknight::rillaboom: - Balance
Hoopa came in clutch here to break Garganacl
https://replay.pokemonshowdown.com/gen9ou-2131268455?p2

vs :raging-bolt::kingambit::ogerpon-wellspring::heatran::enamorus::great-tusk: - Offense
https://replay.pokemonshowdown.com/gen9ou-2132630932
Conclusion
All in all, I enjoyed making and playing this team, and especially enjoy using the two powerful Choice users in Hoopa-U and Kyurem which can break down opposing defensive backbones easily with the help of the team's slow pivots. While it may be my own tilt plays that result in this team being stuck in the 1400-1500s :( , I do feel like I might be lacking things like hazards, dark resist and electric immunity which I believe Pinkacross did mention in his recent video here, which is typically seen as essential in good teams. Nevertheless, I am open to any changes, but hope to keep the duo of Hoopa-U and Kyurem! If you made it this far, thanks for reading my "The Dance of the Dragons" RMT :)​
 
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Hey! Really well-built and easy to read RMT.

Yeah, hazards are something you might want to look into asap. They are very necessary, especially in offensive teams it is very often what is needed to
1) punish enemies for switching into defensive answers. even if the switch-in is HDB, the enemy is already conceding Leftovers/AV for that. Also, it makes your Hoopa's Knock-Off more important, as a non-HDB switch-in on hazards isn't spammable anymore so you gain some advantage and pressure.
2) get that tiny bit of chip in. even if it's a single time, just SR dealing 6-25% damage is often what is necessary to break through a check.
3) hazards also force plays. Clearing hazards is often cumbersome so it can give you more opportunities to nuke them if you switch and pivot in a clever manner

Other than that, it really seems like your team is weak to the meta itself (Fairies, Gambit, RM, Tusk. They are literally everywhere) so you gotta fix those issues to climb a lil better. Moreover, you have no Ghost, Dark, and Ice resists, which reaaaaaally sucks considering those are really strong attacking types regardless, and to top it off your team seems really weak to priority and fast threats (some Valiant sets will cripple your team if given a single turn). Your team has a very well-defined gameplan so if I were you I'd just work on patching those problems and it'd be good to go. I'm a 1600s shitter so I won't be great on recommending specific swaps or sets, but here are some mon suggestions that can point you to some ideas.

I'm Kingambit hater #1, but if you managed to find a way to fit it in it'd be great. First, your team doesn't have a wincon other than "hit 'em really hard", so having a reliable endgame setup sweeper is great. It also happens to be resistant to Ghost, Dark, and Ice (and like half the type chart lmao).

I'd probably just swap Corv for Gliscor (again, those who know me are fully aware that is another Pokémon I despise from the bottom of my heart lol). You have to do some shuffling somewhere else to fit in hazard control and deal with your crippling Ice weakness, BUT it is a Ground/Electric immunity that does a similar phys wall job. It is very durable and can switch in repeatedly, it can set spikes, and it can help with Knock-Off, EQ, U-Turn, Toxic, whatever you need. Lando does something similar with SR. If you don't want to swap Corv anyways, I don't think you really need Brave Bird. You see, you're already chipping your enemy with Rocky Helmet (you really shouldn't be switching into special hits anyways), and chipping yourself isn't ideal because it is your only proper defensive response to physical attacks. Maybe Taunt to empower your U-Turn. It'd be very passive but the rest of your team is already VERY aggressive. Skarmory is another idea that maintains the M.O. and can set Spikes instead of using Brave Bird, maintaining the rest of the set very similar to Corvi's.

Another idea for hazard setting that is more active and loses less momentum: H-Samurott. Either suicide lead or find an early opportunity to ensure it deals some damage and get one or two layers of spikes up and the rest of your team will appreciate it very much.

Lastly, kind of just a random thought: maybe consider Bulky HDB Court Change Cinderace? It is a classic. It would be a sort of wonky Hazard Control/Setup - it would discourage your enemy from just mindlessly clicking spikes, and it is an Ice/Fairy resist with a really good movepool that can do whatever you need. Low kick, U-turn, Will-O-Wisp. Even Iron Head if you really want it? That sort of thing.

That's all I guess. Well, good luck :^)
 
Hey! Really well-built and easy to read RMT.

Yeah, hazards are something you might want to look into asap. They are very necessary, especially in offensive teams it is very often what is needed to
1) punish enemies for switching into defensive answers. even if the switch-in is HDB, the enemy is already conceding Leftovers/AV for that. Also, it makes your Hoopa's Knock-Off more important, as a non-HDB switch-in on hazards isn't spammable anymore so you gain some advantage and pressure.
2) get that tiny bit of chip in. even if it's a single time, just SR dealing 6-25% damage is often what is necessary to break through a check.
3) hazards also force plays. Clearing hazards is often cumbersome so it can give you more opportunities to nuke them if you switch and pivot in a clever manner

Other than that, it really seems like your team is weak to the meta itself (Fairies, Gambit, RM, Tusk. They are literally everywhere) so you gotta fix those issues to climb a lil better. Moreover, you have no Ghost, Dark, and Ice resists, which reaaaaaally sucks considering those are really strong attacking types regardless, and to top it off your team seems really weak to priority and fast threats (some Valiant sets will cripple your team if given a single turn). Your team has a very well-defined gameplan so if I were you I'd just work on patching those problems and it'd be good to go. I'm a 1600s shitter so I won't be great on recommending specific swaps or sets, but here are some mon suggestions that can point you to some ideas.

I'm Kingambit hater #1, but if you managed to find a way to fit it in it'd be great. First, your team doesn't have a wincon other than "hit 'em really hard", so having a reliable endgame setup sweeper is great. It also happens to be resistant to Ghost, Dark, and Ice (and like half the type chart lmao).

I'd probably just swap Corv for Gliscor (again, those who know me are fully aware that is another Pokémon I despise from the bottom of my heart lol). You have to do some shuffling somewhere else to fit in hazard control and deal with your crippling Ice weakness, BUT it is a Ground/Electric immunity that does a similar phys wall job. It is very durable and can switch in repeatedly, it can set spikes, and it can help with Knock-Off, EQ, U-Turn, Toxic, whatever you need. Lando does something similar with SR. If you don't want to swap Corv anyways, I don't think you really need Brave Bird. You see, you're already chipping your enemy with Rocky Helmet (you really shouldn't be switching into special hits anyways), and chipping yourself isn't ideal because it is your only proper defensive response to physical attacks. Maybe Taunt to empower your U-Turn. It'd be very passive but the rest of your team is already VERY aggressive. Skarmory is another idea that maintains the M.O. and can set Spikes instead of using Brave Bird, maintaining the rest of the set very similar to Corvi's.

Another idea for hazard setting that is more active and loses less momentum: H-Samurott. Either suicide lead or find an early opportunity to ensure it deals some damage and get one or two layers of spikes up and the rest of your team will appreciate it very much.

Lastly, kind of just a random thought: maybe consider Bulky HDB Court Change Cinderace? It is a classic. It would be a sort of wonky Hazard Control/Setup - it would discourage your enemy from just mindlessly clicking spikes, and it is an Ice/Fairy resist with a really good movepool that can do whatever you need. Low kick, U-turn, Will-O-Wisp. Even Iron Head if you really want it? That sort of thing.

That's all I guess. Well, good luck :^)

Thanks for taking a look at the team! I've tried to incorporate some changes to alleviate my team's weaknesses namely replacing Raging Bolt with a fairly standard Bulky Kingambit set:

:sv/Kingambit:
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

The goal of which as you mentioned was to bring in something that improves my team's resistance profile to Ghost, Dark, and Ice, while also doubling as the endgame setup sweeper like what Bolt used to do.

I also replaced Corviknight with Landorus-T:

:sv/landorus-therian:
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Stealth Rock
- Earth Power
- U-turn
- Taunt

Lando brings an electric and ground immunity, as well as hazards to the table. Taunt stops setup sweepers and hazards from things like Glimmora, while Intimidate + Rocky Helmet helps Lando to be a bit more defensive.

I was then unsure what to swap Dragapult with, but so I was looking at Cinderace as an option. However, I also was testing Scizor as another option (I know sounds crazy) but I remembered Scizor had Defog so:

:sv/scizor:
Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Defog
- Close Combat

The world's weirdest hazard clearer, but it brings another form of priority with Technician Bullet Punch which can threaten out things like Fairies and Kyurem + Close Combat OHKOs Roaring Moon and Kingambit. The only downside is the 4x Fire weakness in a team with no fire resist, but Scizor does bring a lot to the table on paper.

Kingambit and Lando seem good enough to be a lock-in for this team at this point, but the last slot is really up in the air for me right now :(
 
Thanks for taking a look at the team! I've tried to incorporate some changes to alleviate my team's weaknesses namely replacing Raging Bolt with a fairly standard Bulky Kingambit set:

:sv/Kingambit:
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

The goal of which as you mentioned was to bring in something that improves my team's resistance profile to Ghost, Dark, and Ice, while also doubling as the endgame setup sweeper like what Bolt used to do.

I also replaced Corviknight with Landorus-T:

:sv/landorus-therian:
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Stealth Rock
- Earth Power
- U-turn
- Taunt

Lando brings an electric and ground immunity, as well as hazards to the table. Taunt stops setup sweepers and hazards from things like Glimmora, while Intimidate + Rocky Helmet helps Lando to be a bit more defensive.

I was then unsure what to swap Dragapult with, but so I was looking at Cinderace as an option. However, I also was testing Scizor as another option (I know sounds crazy) but I remembered Scizor had Defog so:

:sv/scizor:
Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Defog
- Close Combat

The world's weirdest hazard clearer, but it brings another form of priority with Technician Bullet Punch which can threaten out things like Fairies and Kyurem + Close Combat OHKOs Roaring Moon and Kingambit. The only downside is the 4x Fire weakness in a team with no fire resist, but Scizor does bring a lot to the table on paper.

Kingambit and Lando seem good enough to be a lock-in for this team at this point, but the last slot is really up in the air for me right now :(

Looks good! Keep spamming ladder - eventually something will click and you'll know where to go from there. Keep HDB Bulky Ace in mind too - its job is similar to Dragapult (bulky-aggro pivot/burn spreader) but its typing doesn't compound your team's weaknesses to fairy. Court Change is a temporary solution to hazards but your team's raw power should be breaking through before they can reset and clear their own hazards. It won't be as great as speed control, but it is something to keep in mind.

Good luck! Keep me updated :)
 
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