SV OU Unburden Sneasler Team

I wanted to make a team around my favorite Pokemon Sneasler. To be completely honest, this is like, my third attempt at making a Sneasler Team but this one has brought me the farthest. I peaked at 1500 ELO with this team but I feel like it has the potential to go farther, so I would love some insight into how to make the team stronger.

Sneasler @ Grassy Seed
Ability: Unburden
Tera Type: Flying/Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Dire Claw
- Acrobatics/Shadow Claw

The captain of this team. Sneasler has been my favorite Pokemon since it was introduced, so I really want to take it to the top. It's on a standard EV spread. I usually run Tera Flying for potential sweeps with Acrobatics after Grassy Seed is consumed, but I have also run Tera Ghost to shut down Extreme Speed Dragonite and to deal massive damage to Gholdengo with Shadow Claw.

Manaphy @ Leftovers
Ability: Hydration
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Acid Armor
- Stored Power
- Take Heart
- Scald

I first looked into using this Pokemon after being traded a shiny one in Pokemon Scarlet. I immediately fell in love with it when I saw what it could do. Manaphy's role is to gain bulk, become very hard to kill, and to spiral out of control with Stored Power. It's honestly very easy to sweep with this Pokemon. It has 252 HP evs for bulk and 252 SpA evs to deal as much damage as possible after Take Heart boosts it's stats. After a few boosts, Stored Power takes out most things while Scald takes out whatever Stored Power can't hit.

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Wood Hammer
- Knock Off

I've come to the conclusion that Rillaboom is essential when building at team with Unburden Sneasler. Grassy Terrain in conjunction with Sneasler's Grassy Seed allows Sneasler to survive physical hits that it otherwise wouldn't. Grassy Terrain also allows Sneasler to survive an Earthquake from Great Tusk. I have Rillaboom on a Choice Band because it allows Wood Hammer to do very respectable damage to most damage, as well as allowing Grassy Glide to do around 80% to opposing Iron Valiants.

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Thunderbolt
- Moonblast

This slot was a no brainier for me. Iron Valiant is a very annoying Mon to deal with, as it casually outspeeds most opponents with Booster Energy and can slot easily into a lot of teams. I use Iron Valiant as a revenge killer or as a secondary Special Sweeper if Manaphy won't cut it. Tera Electric gets rid of all of it's weaknesses and the premier Ground Type, Great Tusk, goes down to a single Moonblast from Iron Valiant.

Grimmsnarl @ Light Clay
Ability: Prankster
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Taunt
- Reflect
- Light Screen
- Spirit Break

I initially put Grimmsnarl here on a whim but he surprisingly puts in a lot of work. Grimmsnarl is usually my lead mon. Prankster Taunt blocks hazards and setup. With how bulky my Grimmsnarl is, he is quite a chore to kill while screens are up and requires a lot of switch from the opponent to be taken down. Spirit Break is used specifically to weaken Gholdengo, as Grimmsnarl will survive at least 1 Make It Rain behind Light Screen.

Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off

Unaware Skeledirge treats mons that rely on boosts like they aren't even there. Dirge's role is to spread status with Will-O-Wisp, gains boosts with Torch Song and finally to deal good damage with Hex. Skeledirge is rather weak to hazards so Heavy-Duty Boots was an obvious choice for it's item slot. I chose Tera Fire as an offensive type and to avoid an OHKO from Gholdengo but I believe Tera Fairy maybe be more practical from a survivability standpoint.

I'd appreciate any feedback that helps me improve this team!
 
Importable

I made Sneasler Tera Dark with Night Slash and dropped the speed to 104 EVs to add on more bulk, extra speed is unnecessary and the extra bulk synergizes with grassy seed to give you much easier setup opportunities and survive more revenge killing attempts.

Rillaboom was changed to be 20 speed 236 HP. 20 evs hits 211 to outspeed defensive Great Tusk and 236 HP makes Rillaboom a better check to stuff like Ogerpon Wellspring and makes Wood Hammer more spammable while also increasing the amount of HP your terrain heals you by.

Manaphy had special attack evs diverted to speed and defense, making the setup easier.

Heatran was chosen over Skeledirge because it fits with the rest of the team better. Stealth Rock can be ran over Will-O-Wisp.

Hatterene was chosen over Iron Valiant because Grassy Seed Hatterene is a great terrain abuser, mystical fire can be run over nuzzle to hit mainly Gholdengo harder, you can also move like 8 evs from hp to speed for speed creep.

Grimmsnarl wasn't good here, so Great Tusk was chosen as a 6th member to form a core with Sneasler and add speed control. Tera Poison is a good defensive type especially with Grassy Terrain blocking, Headlong Rush is needed because Earthquake is weakened. Close Combat can be run over Rapid Spin.
 
Importable

I made Sneasler Tera Dark with Night Slash and dropped the speed to 104 EVs to add on more bulk, extra speed is unnecessary and the extra bulk synergizes with grassy seed to give you much easier setup opportunities and survive more revenge killing attempts.

Rillaboom was changed to be 20 speed 236 HP. 20 evs hits 211 to outspeed defensive Great Tusk and 236 HP makes Rillaboom a better check to stuff like Ogerpon Wellspring and makes Wood Hammer more spammable while also increasing the amount of HP your terrain heals you by.

Manaphy had special attack evs diverted to speed and defense, making the setup easier.

Heatran was chosen over Skeledirge because it fits with the rest of the team better. Stealth Rock can be ran over Will-O-Wisp.

Hatterene was chosen over Iron Valiant because Grassy Seed Hatterene is a great terrain abuser, mystical fire can be run over nuzzle to hit mainly Gholdengo harder, you can also move like 8 evs from hp to speed for speed creep.

Grimmsnarl wasn't good here, so Great Tusk was chosen as a 6th member to form a core with Sneasler and add speed control. Tera Poison is a good defensive type especially with Grassy Terrain blocking, Headlong Rush is needed because Earthquake is weakened. Close Combat can be run over Rapid Spin.
I'll take all of your excellent advice into account. Thank you so much for the help!
 
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