SV OU The Flaming Moon~

Hello everyone! This is my first rmt. Ever since the introduction of generation 3, I have come across my favorite Pokemon of all time, that being salamence. Now years later, being introduced to the paradox counterparts I have come to know Roaring Moon as my favorite Pokemon. So, with that being said, I wanted to build a team based on my favorite Pokemon. So here is the team in detail:

Roaring Moon.jpg


I like Roaring Moon's brutality and the epic ferocious presence so I wanted to utilize its maximum potential. So, I knew I'd have to run sun support, so I decided to give it a choice band with terra dark for the maximum damage output possible. I originally used Terra Dragon Outrage, despite being powerful from another dimension, that locked into a move makes me super vulnerable. I decided Terra Dark Knock would be a consistent spamming wall breaker. The set is self-explanatory, Terra dark knock off for that nuking capabilities, Outrage for that secondary nuke option, Iron Head for those fairies, and finally U-turn for momentum initiative. I decided to go for Adamant max attack because as I mentioned before, I want to use Roaring Moon as its strongest:

Roaring Moon @ Choice Band
Ability: Protosynthesis
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Knock Off
- Iron Head
- U-turn

Next up, I want to opt for a Pokemon that pairs well with Roaring Moon and can also abuse the Sun just as well, Walking Wake immediately came to my mind with the standard specs set:
Walking.Wake.jpg

Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 8 HP / 244 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Steam
- Draco Meteor
- Flip Turn
- Flamethrower

I went for the speed variant mainly because I already went for Attack-boosting proto on Moon, so I'd need a speed demon to abuse under the sun while hitting hard. The sets are standard as it is, terra water being the nuking move, flamethrower to hit those bulky grass on switching. Flip turn for that momentum initiative once again.

Next up on the list would be the obvious choice, the SUN setter itself. Options are limited to only Ninetails or Torkoal. I picked Ninetails, over torkoal mainly because it has access to encore, healing-wish, memento and faster. Also, it looks so much cooler!
ninetails.png

Ninetales @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Memento
- Healing Wish
- Encore

This ninetails set is pretty interesting and allows the breakers to go oongaa-boonga without much worry. It comes in sets sun switches out. Have encore to lock the opponent and memento or healing wish to support the team depending on the situation. This pokemon can turn the tide of a battle on its own.

Now that I have my breakers and sun-setter, I saw that my team is vulnerable to several physical threats like King Gambit, and whatnot. That said, I decided to pick a Pokemon that could take advantage of the sun for its defensive prowess and can set stealth rocks. Great Tusk seems to fill in that role:
tuskkkk.jpg

Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Ground
EVs: 248 HP / 8 Atk / 192 Def / 60 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Ice Spinner

I went with defensive rocks tusk since it is a good answer for the majority of physical threats in the metagame, and act as a good physical tank for the team by giving me at least some hope of stopping King Gambit, Dragon Dance Gouging Fire, Hawlucha, Zamazenta, Roaring Moon, Dragonite, and many more. The spread is very standard once again, to utilize Tusk's maxing defensive physical bulk. The speed allows it to always outspeed max speed Jolly King Gambit and bit higher bench mark to outspeed other defensive tusks. Ice Spinner combined with Earthquake lets it have near-perfect coverage and allows it to hit the targets that I want to be handled as mentioned earlier. Rapid Spin for that Hazard Control and speed boosts and finally Tera Ground to handle those threats without much trouble.

For the fifth slot of this team, I felt like despite having great tusk as a physical tank and a rapid spinner I'd be still incapable of removing hazards against ghost types consistently (still hate Gholdengo) and weak to grass types like Ogrepon, Rillaboom so my thought process was to add a bulky defogging Pokemon. Corviknight is the one that came up to my mind, also the fact that it is my fairy resists for the team. Steel type of Corviknight allows my team to have a GREAT defensive-type synergy I've found. Also, it can U-turn out is an added appeal for my decision because of its pivoting role:
CORV.jpg

Corviknight (M) @ Rocky Helmet
Ability: Pressure
Tera Type: Ghost
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Iron Head
- Roost
- Defog
- U-turn

Pretty self-explanatory physical defensive Corviknight set. Comes in, tanks a hit, does chip damage with a rocky helmet if the opponent is physical and either defogs or U-turns out to my breaker or another member. Tera Ghost if Iron Defensive Zamazenta becomes out of hand.

Now for the final member of this team, honestly I am not certain about my decision. It is still in an experimental phase. By testing out the team so far, I can say that my team would appreciate bulky water resistance that can also act as the special tank pivot for the team. With that being said, I added Assault Vest Primarina for this role with Flip-turn:
Primarina.full.2195527.jpg

Primarina (M) @ Assault Vest
Ability: Torrent
Tera Type: Poison
EVs: 80 HP / 240 SpA / 128 SpD / 60 Spe
Modest Nature
- Sparkling Aria
- Draining Kiss
- Flip Turn
- Psychic Noise

It is my only special wall for the team and a slow pivot. For the spread details, 60-speed EVS is there to outspeed Corviknight non-invested. 80 HP is given to always avoid the 2hko from raging bolt. 128 in Sp. Def is there to maximize its special bulk as much as possible without sacrificing power. The rest is dumped to its special attack. Tera poison is picked since it is my iron moth stopper most of the time.

Importable pokepaste: https://pokepast.es/d8f43b6c34f93a5d


Threats: Webs hyperoffense with Gholdengo is a headache.

That is all for the team I made, I would appreciate any feedback since it is still in the experimental phase so please, feel free to comment on your ideas.

Thank you once again for reading my post.
Signing off~
 
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hello I’m only here to make minor changes (move sets, evs, ability’s, items ect just not changing pokemon)
I’m going to start with the fact that :Rotom-wash: will be a problem first of all your physical attackers (except for moon he can 1hko Rotom with outrage in the sun) just get burned and have no super effective hits against it so :primarina:, :great tusk:, :torkoal: and :corviknight: are useless against :rotom-wash: the reason why i didn’t include moon is because I did the calcs and outrage in the sun is a guaranteed 1Hko if you play correctly you can defeat it so I’m not going to change Any thing to help your team beat it I’m just letting you know the real problem is :iron valiant: basically you can’t outspeed iron Valiant can beat prim if the iron valiant is played properly you almost always have to sink a Tera against it the only changes I would make is giving primarina energy ball over surf (sun lowers water attacks It’s counter intuitive) and the last change would be corviknights set body press over defog and iron defence over iron head i can see why you want defog but your team isnt weak to rocks/spikes and you already have 2 spinners also sorry if this was abit rushed if you have any questions just ask me I gotta go I have tests
 
hello I’m only here to make minor changes (move sets, evs, ability’s, items ect just not changing pokemon)
I’m going to start with the fact that :Rotom-wash: will be a problem first of all your physical attackers (except for moon he can 1hko Rotom with outrage in the sun) just get burned and have no super effective hits against it so :primarina:, :great tusk:, :torkoal: and :corviknight: are useless against :rotom-wash: the reason why i didn’t include moon is because I did the calcs and outrage in the sun is a guaranteed 1Hko if you play correctly you can defeat it so I’m not going to change Any thing to help your team beat it I’m just letting you know the real problem is :iron valiant: basically you can’t outspeed iron Valiant can beat prim if the iron valiant is played properly you almost always have to sink a Tera against it the only changes I would make is giving primarina energy ball over surf (sun lowers water attacks It’s counter intuitive) and the last change would be corviknights set body press over defog and iron defence over iron head i can see why you want defog but your team isnt weak to rocks/spikes and you already have 2 spinners also sorry if this was abit rushed if you have any questions just ask me I gotta go I have tests
Hi, thank you for the suggestions, for rotom-w vs roaring moon, knock off under sun almost Ohkos, if terra dark it guaranteed OHKO. For Iron Valiant, yes it is a giant threat. That is the reason I am running Iron Head on corv to catch and hit them hard. Also do you think Iron Defense Body Press corv does me anything merit? I mean it still loses to things it is supposed to beat like dragonite, ogrepon etc because of encore.
 
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