SV OU Trailblaze Ursaluna Webs HO (Peaked PB @ 1752 #278)

:Ribombee: :gholdengo: :ursaluna: :rillaboom: :samurott-hisui: :iron moth:

This is my 3rd RMT and my most successful team to date, I’ve never been this high on ladder even using sample teams (not to say this team is necessarily better than the samples, but it’s certainly the team that has worked best for how I play and think). I wanted to build a webs team that did a better job against the usual hard matchups for webs (stall, :hatterene:, :cinderace:) without giving up the usual favorable matchups, to the best of my ability, and I wanted to make :ursaluna: work, and it turned out that both of those goals worked together pretty nicely, leading to this team. So without further ado, let’s get into the team!

Table of Contents:
1) Proof of Peak
2) Teambuilding Process
3) Sets and Roles
4) Threats and Counterplay
5) Implications of Gliscor Ban
6) Replays (empty for now)
7) Importable
8) Conclusion


1) Proof of Peak
IMG_7843.jpeg


2) Teambuilding Process
:ribombee: :gholdengo:
Webs makes these two borderline obligatory, there’s no better webs setter and no better denial of hazard removal than these two. Gholdengo also gets greater breaking and sweeping potential out of webs and thus acts as the primary special breaker.

:ribombee: :gholdengo: :rillaboom:
Rillaboom’s breaking potential is incredible in its own right, and webs compensates for its middling speed allowing it to launch off wood hammers more freely—you’ll have more turns where clicking wood hammer vs grassy glide is a guaranteed big hit with wood hammer rather than a 50/50. While dengo is balloon, rilla also helps compensate for dengo’s ground weakness after balloon is gone.

:ribombee: :gholdengo: :rillaboom: :ursaluna:
Jolly luna with trailblaze is a natural fit with the webs and grassy terrain support provided by the rest of the team. Its decent natural bulk actually gets to shine thanks to terrain recovery and a greater share of turns in which it goes first, and it still gets most of the OHKOs that adamant SD luna grabs. Also provides the team a ghost and electric immunity.

:ribombee: :gholdengo: :rillaboom: :ursaluna: :samurott-hisui:

Wanted more hazard pressure, and a proper physical sweeper for the team which hamu accomplishes with SD and prio. Can also check low-kick-less gambit in emergencies, although gambit often struggles to reel in the pressure your team outputs.

:ribombee: :gholdengo: :rillaboom: :ursaluna: :samurott-hisui: :iron moth:

Provides webs-nonreliant speed control, sweeping potential, and a useful defensive profile.

3) Sets and Roles
Ribombee @ Focus Sash
Ability: Shield Dust
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Moonblast / Skill Swap
- Stun Spore
- Psychic

The absolute standard webs set. Guarantees webs up on anything not named :hatterene:, can normally get a para off as well, and can 1v1 :glimmora: leads and pressure :iron moth: and :toxapex: thanks to psychic. I haven’t invented anything new here. Tera ghost allows it to spinblock to maintain webs if necessary. The smogon set suggests skill swap as an alternative to psychic (for :hatterene:), but honestly, I find myself clicking psychic a whole lot more than moonblast. Against a rapid spin lead like :great tusk: or :iron treads:, if you don’t want to tera, you can consider going for stun spore and then webbing and fishing for a para before spinblocking with :gholdengo:; however, I would only do this if webs aren’t that important to winning the game, and if webs and tera can both wait you can always hard switch in :rillaboom: or :samurott-hisui: (watch for :great tusk:’s close combat of course).

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast

Not sure how this mon is still allowed, but happy to take it the distance. With balloon, even offensively EV’d :gholdengo: does an amazing job of keeping hazards up. Importantly, webs also ensures that :gholdengo: outspeeds any :great tusk: not running boots, along with a wide array of other threats that would normally shut down a sweep with the threat of a revenge kill. Focus blast + tera fighting ensures that :kingambit: can’t shut down your sweep and has to tera or dodge which is depressingly consistent counterplay to survive. If it teras it will still drop to one of your +2 STABs, although it will be able to use a 2nd sucker punch. :ting-lu: also loses to focus blast especially alongside tera fighting, although with grassy terrain or an intact balloon you don’t even need to commit tera.

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

Come for the grassy glide, stay for the wood hammer. :rillaboom: is more tactical nuke than breaker, basically only not 2HKOing :corviknight: and :heatran:. Hell, with tera grass wood hammer it 1v1s PHYSDEF TERA DRAGON :dondozo: (lacking curse). The bulkiest physical wall ever to grace OU, with a resistant tera type. With webs, this tactical nuke also outspeeds anything below base 135 speed unless it flies or has boots, which its smaller tactical nuke in grassy glide can generally handle. :rillaboom: also acts as a team supporter, helping to provide a little longevity to offset your own lack of hazard removal, while also removing boots (and :corviknight:’s helmet when applicable) to ensure that your webs take effect on grounded mons. Even if it hits a rough matchup it can mix in uturns to maintain momentum and bring in winning matchups. Tera grass for extra power.

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trailblaze
- Headlong Rush
- Facade
- Fire Punch

More physical firepower, benefiting greatly from webs and grassy terrain. With trailblaze and webs, and with webs almost always causing booster speed mons to boost a different stat, boots, scarf, or ground immunity and base 100+ speed are necessary to outspeed :ursaluna: after a trailblaze. Additionally trailblaze into facade is a nearly guaranteed kill on :great tusk:, who is outsped even with boots after one trailblaze; this kill is guaranteed with terrain up. Meanwhile ice spinner isn’t even a 2HKO on :ursaluna:. Tera fairy allows :ursaluna: to handle clear body :dragapult:, as its ghost immunity makes a dragon attack extremely likely in response; with this turn you can either trailblaze again and outspeed at +2, or headlong rush for a kill. It also gives you a resistance to fighting and to sucker punch, keeping :kingambit: from revenge killing you. Fire punch covers revenge kill attempts from balloon :gholdengo: and allows you to 2HKO :corviknight:, which will often try to check you and which :rillaboom: really appreciates having weakened or killed.

Samurott-Hisui @ Black Glasses
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Razor Shell
- Ceaseless Edge
- Sucker Punch

Provides the team with spikes and a proper sweeper with great neutral coverage and strong priority. With black glasses, +2 ceaseless edge becomes extraordinarily powerful, and sucker punch can either keep a sweep going or allow you to revenge kill with :samurott-hisui:. As with many HO teams, your breakers and sweepers are somewhat interchangeable, where you can and often should use :samurott-hisui: early to get a spike or two up and either sacrifice it or bring it back in later to sweep. Tera dark for stronger ceaseless edges and suckers, pretty self explanatory. Can also come in handy to avoid a weakness to grassy glide from :rillaboom:.

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass / Dark
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Fiery Dance
- Sludge Wave
- Psychic

The other special sweeper of the team, as well as speed control that works regardless of whether or not the opposing mon is webbed. Webs does mean that it benefits more from 4 attacks worth of coverage than it does from substitute, as being forced out doesn’t necessarily mean it’s too slow to do its job when webs are on the field. It also appreciates the fact that :rillaboom: is liable to wear down :skeledirge: and :heatran: for it, although the latter in particular requires a lot of wearing down in order to sweep past. In exchange, it provides a second burn immunity and can swap into :cinderace:, :iron valiant:, :rillaboom: (kinda—despite a 4x resist, wood hammer barely misses 2HKO), :sneasler:, :clefable:, and opposing :iron moth:. Psychic gives it coverage for :toxapex:, :iron moth:, :great tusk:, :sneasler:, and :zamazenta:, while energy ball and tera grass allows you to power through :ting-lu: if it doesn’t expect tera and whirlwind you, :alomomola:, and :samurott-hisui: (especially AV). Tera grass also just sheds the ground and water weaknesses. Tera dark is an alternative that allows you immunity to psyshock and future sight and a resistance to sucker punch.

4) Threats and Counterplay

:heatran: can be an issue due to being strong against :iron moth: and :rillaboom: while lacking any real switch-ins, and being able to limit :ribombee: to 1 turn provided it lands magma storm. Generally I handle this by finding a sac and immediately going for trailblaze with :ursaluna: (in order to exploit a potential switch as well), then headlong rush it or facade if it tera’d expecting headlong rush. If it’s balloon, this tera read is a lot harder since it may stay in to magma storm you expecting to lose balloon to facade; in this case, facade is reasonably safe as it does a lot even to resistant heatran and you should be able to get a big hit off with :rillaboom: or :samurott-hisui: after :ursaluna: dies, but now you’re down 2 mons.

Curse tera dragon :dondozo: is dangerous enough that any time there’s a :dondozo: you should assume the worst and try to get ahead of its setup. :ursaluna: can legitimately switch into it even if it uses liquidation or body press and proceed to click facade as long as it hasn’t started to curse (switching in on the first curse is fine), while :gholdengo: can fish for spdef drops from shadow ball. Not so bad unless it has rest, in which case being wrong about physdef vs spdef curse is often a death sentence.

:cinderace: isn’t directly very threatening but this team has no boots and no hazard removal, so court change is a big deal. :cinderace: is also fast with boots on and thus is unbothered by webs. :rillaboom:’s wood hammer with tera grass oneshots it, absolutely worth using tera to do that if your webs are already up. If you need tera or are less sure that :cinderace: is gonna try to come in on you, click knock off instead and try to force them to at least choose between webs and spikes. Or just save your webs if they have a better swap for :rillaboom:.

:ogerpon-wellspring: is a serious issue IF it has u-turn; otherwise it can be checked by :rillaboom:. If it has u-turn you may have to make the scary read and go to :iron moth: on u-turn/power whip/horn leech.

5) Implications of Gliscor Ban

I made this team before the :gliscor: ban but I believe the ban has been and will continue to be beneficial for this team for a few reasons: because :corviknight: is less common without :gliscor: which :rillaboom: and :ursaluna: appreciate; because this team’s lack of hazard removal made dealing with :gliscor: spikes alongside any momentum sinks that were effective against this team really difficult to handle, especially since :gliscor: could lead into :ribombee: and force you to take 3 spikes or swap into it; because this team’s only answers to earthquake + toxic are :gholdengo: who is scared of knock off and :ursaluna: who would generally prefer to save its health and still needs to have activated its flame orb; because :gliscor:’s ban encourages the use of other ground types who have to be concerned of :ribombee:’s stun spore; and because :gliscor: encouraged boots spam and stall teams which often ignore webs.

6) Replays

I’ve never worried about saving replays for an RMT because I’ve never had this successful of a team. Will update this section soon.

7) Importable

https://pokepast.es/99f1e56ee50527dd

8) Conclusion

I’ve had a lot of fun with this team (and I normally don’t with HO), and I hope you guys do too and find it to be as effective as I have. Happy laddering!
 
Hey, seems like an interesting team with a twist, but I have a few ideas you can consider

On :Gholdengo: I simply cannot recommend enough the fat melter dengo

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Shadow Ball
- Nasty Plot
- Recover

Dazzling gleam still decently chunks gambit while smashes tera dragon donzo and survives dark moves and stuff

On :samurott-hisui: Going with Lum Berry over Black Glasses Should allow you to stay on Cinderace once and force him out or kill him outright, it also laughs at zapdos for a second, and going with jolly over adamant to outspeed the crowded section of samu mons, especially if you're going with sucker punch, to out prioritize rilla grassy on grassy terrain since both have same priority (and since you'll out speed, you'll be faster)

I like the tera dark idea on :iron moth:, but you should also consider ghost for dragonite, who often times has a tendency of Extreme Speed his way in and out

And Finally on :ursaluna:, I think going with Swords Dance over Fire Punch can help in punching and sweeping, you don't have to worry about balloons or corv, since it's already passive as shit, and you also have moth and dengo to exploit it

And that's it, I hope you consider some of these changes and have a nice day
 
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I'll also leave my opinions on this, just what I see could work better than 1LDK's suggestions.

Optimize the :gholdengo: set. When running Webs, you don't need to run as much speed. We can re-purpose these Evs into something more useful.

wessin (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Dark
EVs: 148 HP / 148 SpA / 212 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Focus Blast

This set provided has enough speed to outrun Weavile (383) under Webs. We aren't adding anymore speed for Pult because it often runs Clear Body, so its not worth it. Most Variants of non Boots Zamazenta don't run max speed, so we also don't need to worry about that. 148 SpA and a Modest nature gives us some firepower, and is able to OHKO Heatran and Empoleon (fell off now) with a +2 Focus Blast. The rest is for some bulk, notably to live a Shadow Ball from 252 SpA Gholdengo, and to live a Fiery Dance from Speed Booster Iron Moth. Tera Dark over fighting for a Ghost resist while still resisting Dark (for Dragapult).

Also, don't run Tera Dark on Iron Moth. If you want a Dark resist, run Tera Fairy + Dazzling Gleam on Iron Moth over Energy Ball.

Thats all! Hope it helps. Go get em! :boi:
 
Hey, seems like an interesting team with a twist, but I have a few ideas you can consider

On :Gholdengo: I simply cannot recommend enough the fat melter dengo

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Shadow Ball
- Nasty Plot
- Recover

Dazzling gleam still decently chunks gambit while smashes tera dragon donzo and survives dark moves and stuff

On :samurott-hisui: Going with Lum Berry over Black Glasses Should allow you to stay on Cinderace once and force him out or kill him outright, it also laughs at zapdos for a second, and going with jolly over adamant to outspeed the crowded section of samu mons, especially if you're going with sucker punch, to out prioritize rilla grassy on grassy terrain since both have same priority (and since you'll out speed, you'll be faster)

I like the tera dark idea on :iron moth:, but you should also consider ghost for dragonite, who often times has a tendency of Extreme Speed his way in and out

And Finally on :ursaluna:, I think going with Swords Dance over Fire Punch can help in punching and sweeping, you don't have to worry about balloons or corv, since it's already passive as shit, and you also have moth and dengo to exploit it

And that's it, I hope you consider some of these changes and have a nice day
Thanks for the suggestions!

Honestly, I know tera ghost on :iron moth: is pretty standard, but I figured without ghost tera blast covering :skeledirge: and :dragapult: it wasn’t worth it, and more importantly, somehow I’ve barely seen :dragonite:. I’m under no illusion that :dragonite: has become bad, I just think I’ve dodged it a lot. Will definitely try this one, just might be hard to evaluate if I don’t start seeing :dragonite:.

Definitely think you’re right on lum for :samurott-hisui:. Nice for :cinderace:, boots status :dragapult:, :zapdos:, :moltres:, etc. although I’m less worried about jolly since sucker goes before glide anyway as long as :rillaboom: is webbed.

Don’t really know what to expect from the :gholdengo: set, but willing to give it a try.

I will also try the :ursaluna: change but I will definitely endorse fire punch’s usefulness particularly for balloon :gholdengo:. It’s hard to get :ursaluna: back in and setup again and having to swap out for it is a pain, and fire punch gets rid of that headache. Still, I’m more than happy to try it for science!
 
I'll also leave my opinions on this, just what I see could work better than 1LDK's suggestions.

Optimize the :gholdengo: set. When running Webs, you don't need to run as much speed. We can re-purpose these Evs into something more useful.

wessin (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Dark
EVs: 148 HP / 148 SpA / 212 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Focus Blast

This set provided has enough speed to outrun Weavile (383) under Webs. We aren't adding anymore speed for Pult because it often runs Clear Body, so its not worth it. Most Variants of non Boots Zamazenta don't run max speed, so we also don't need to worry about that. 148 SpA and a Modest nature gives us some firepower, and is able to OHKO Heatran and Empoleon (fell off now) with a +2 Focus Blast. The rest is for some bulk, notably to live a Shadow Ball from 252 SpA Gholdengo, and to live a Fiery Dance from Speed Booster Iron Moth. Tera Dark over fighting for a Ghost resist while still resisting Dark (for Dragapult).

Also, don't run Tera Dark on Iron Moth. If you want a Dark resist, run Tera Fairy + Dazzling Gleam on Iron Moth over Energy Ball.

Thats all! Hope it helps. Go get em! :boi:
On EVs I think you’re absolutely right and I’ll try them out. My concern with tera dark is I already handle :dragapult: well between :ursaluna: and :samurott-hisui:, but :ting-lu: sinks massive amounts of momentum from my team (and sets a million unremovable hazards) if I don’t have the power boost on focus blast.

As for :iron moth:, future sight and psyshock are the primary motivations for tera dark, but I’ve found grass to be most effective thus far anyway. Honestly though, I might run gleam with or without tera fairy since it still hits :ting lu: and :samurott-hisui: (albeit not as hard especially without a terrain boost) while also getting :dragapult: and :dragonite:. Will add that to my list of changes to test.

Appreciate the suggestions!
 
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