SV OU Unburden Sneasler Offense ft. Ceruledge,Need help improving

The main idea of the team was focused around Unburden Sneasler cleaning up late game after a boost. Ceruledge with weak armor is there to cleave holes into teams to make cleaning up later easier.
Now, The team;
great-tusk.png

Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Knock Off
- Rapid Spin

Good old reliable ,stealth rock setter and also a part of the defensive backbone of the team. Checks most physical threats ,while providing great utility. Rocky Helmet to help rack up chip damage ,for the sweepers to clean up later on. It's bulk and physical defense has often ,stopped possible sweeps right in it's tracks. Rapid spin is also necessary for this team to function properly ,which Tusk provides reliably.


enamorus-therian.png


Enamorus-Therian @ Leftovers
Ability: Overcoat
Tera Type: Water
EVs: 248 HP / 224 Def / 36 Spe
Bold Nature
- Calm Mind
- Iron Defense
- Draining Kiss
- Earth Power

Forms the second part of the teams defensive backbone. Not only does thison provide defensive utility,if played rightly it becomes an winckn in itself. Once it's checks and counters are taken care of ,it becomes unkillable and sweeps teams on it's own. Tera water helps a lot in dealing with threats like Sneasler and Iron moth after a boost.


dragapult.png

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Shadow Ball

Reliable wall breaker and offensive pivot. Pult mostly punches holes into the opposing teams for the sweepers to clean up later on. It also forces switch ins constantly which helps break the opponents momentum.


sneasler.png

Sneasler @ Grassy Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Swords Dance
- Dire Claw
- Close Combat
The main star of the show. Sneasler after a sword dance and prior chip damage on the opponents is an amazing late game sweeper. Standard moveset ith Tera flying to take care of mons like Great Tusk. Does however struggle with Gholdengo and Corviknight,often fails to KO them and gets knocked out in return.


ceruledge.png

Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bitter Blade
- Poltergeist
- Shadow Sneak
- Swords Dance

The idea of Weak armor ceruledge started as a gimmick however, quickly it became an actual offensive threat. Played rightly, it often cleans up teams by itself. Poltergeist after a boost hits like truck as well.
I have been switching between Tera flying and Tera fairy ,and am not sure still which Tera type to go with,both have their benefits such as flying allowing it to set up on tusk and Tera fairy making Dark matchups easier.

rillaboom.png
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Grassy Glide
- U-turn
- High Horsepower
Last,but not the least Rillaboom is mainly here to set up the Grassy surge for Sneasler.It also provides useful utility eith knock off,generates momentum with U turn and provides priority with Grassy glide,which even after it's Nerf ,coming from Banded Rillaboom is a reliable way to pick off already weakened mons ,even those that resist it shch as Dragonite and Roaring moon.

The main problem of the team ,is Sneasler's unreliability as a sweeper. It's insanely frail and if it doesn't get a set up opportunity or I don't predict a Tera correctly ,it just becomes a burden for the team.

Gliscor is also a problem ,due it eating hits for days and ,I have nothing to switch into it's annoying toxic spam except Sneasler which again is too frail to take an attack and check it.

Another problem is Zapdos,this team has a weakness to flying types ,while Enamorus-Therian mostly checks these mons for the team ,Zapdos also hits it super effectively with Electric moves. It is also more of a problem due it's better bulk ,it doesn't go down easy and creates problem for the team. Static is just cherry on the top and hinders the team's momentum greatly.

Any help is appreciated!
 
Hey, seems like you're trying to make an HO team, the idea is good, and you have properly identified some treats, so I'm gonna help in what I can to help you


Big Changes:

:enamorus-therian: -----> :enamorus:

Enamorus @ Leftovers
Ability: Cute Charm
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Moonblast
- Calm Mind
- Substitute

enamorus incarnate is faster than therian, with tera ground, you can become inmune to electric, with sub and cm, you can eventually become a monster for teams to deal with


Small Changes:

On :rillaboom:. Change jolly to adamant and high horsepower for wood hammer, while the speed and luring sounds cool, having band difficults your prediction game, so instead going for damage is the best option

On :sneasler: even with adamant, you outspeed valiant with unburden buff, so going adamant is better

On :great tusk: going with a full offensive set will help keep the pace of the team while doing damage

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Poison
EVs: 232 Atk / 24 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Earthquake
- Knock Off
- Rapid Spin

Ice spinner + tera poison nails gliscor and rillaboom, tera posion helps with valiant, the former 2 handle your tera water, 24 spd allows you to survive 1 energy ball from glimmora


On :Dragapult: going with a sub set to abuse status can help in softening the team and praying on gliscor

Dragapult (F) @ Leftovers
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Substitute
- Will-O-Wisp
- Hex
- Dragon Darts

Burns will help towards chip damage and spamming hex, dragon darts are for blissey / physically weak mons, sub to easy prediction and abuse switches, tera fairy for opposing dragons

and that's it, I hope you like this more, any questions feel free to tell me
 
Hey, seems like you're trying to make an HO team, the idea is good, and you have properly identified some treats, so I'm gonna help in what I can to help you


Big Changes:

:enamorus-therian: -----> :enamorus:

Enamorus @ Leftovers
Ability: Cute Charm
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Moonblast
- Calm Mind
- Substitute

enamorus incarnate is faster than therian, with tera ground, you can become inmune to electric, with sub and cm, you can eventually become a monster for teams to deal with


Small Changes:

On :rillaboom:. Change jolly to adamant and high horsepower for wood hammer, while the speed and luring sounds cool, having band difficults your prediction game, so instead going for damage is the best option

On :sneasler: even with adamant, you outspeed valiant with unburden buff, so going adamant is better

On :great tusk: going with a full offensive set will help keep the pace of the team while doing damage

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Poison
EVs: 232 Atk / 24 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Earthquake
- Knock Off
- Rapid Spin

Ice spinner + tera poison nails gliscor and rillaboom, tera posion helps with valiant, the former 2 handle your tera water, 24 spd allows you to survive 1 energy ball from glimmora


On :Dragapult: going with a sub set to abuse status can help in softening the team and praying on gliscor

Dragapult (F) @ Leftovers
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Substitute
- Will-O-Wisp
- Hex
- Dragon Darts

Burns will help towards chip damage and spamming hex, dragon darts are for blissey / physically weak mons, sub to easy prediction and abuse switches, tera fairy for opposing dragons

and that's it, I hope you like this more, any questions feel free to tell me
Thank you ,I will try out the suggestions, these suggestions patch up a lot of problems I was having will try them out
 
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