SV OU Walking Wake/Great Tusk sun team ft. a complete noob (peaked 1200)

Very new player here, this is the first team that I made completely by myself instead of just copying and modifying a pre-existing team online

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Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse

Main damage dealer for this team because Hydro Steam is absolutely stupid; realistically this is the mon I'm teraing most of the time to turn Hydro Steam into an even scarier nuke; I used to run Choice Scarf here but eventually switched to Specs for even more power since I felt like Walking Wake's speed is already okay, and that I'd rather have the power to OHKO even more stuff

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Great Tusk @ Choice Band
Ability: Protosynthesis
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Ice Spinner
- Rapid Spin

Physical attacker to complement Walking Wake; Headlong Rush and Close Combat are its bread-and-butter moves with Ice Spinner to deal with Flying types cause otherwise it can struggle a bit against those, and Rapid Spin actually doesn't see use often cause it's a Choice Band set + I already have Hatterene; might switch it out for something else but not sure what

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Torkoal @ Heat Rock
Ability: Drought
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Clear Smog
- Yawn
- Will-O-Wisp
- Body Press

This one's mainly just a utility/support, usually just sets sun for Walking Wake and Great Tusk and/or Yawns a dangerous mon out but Body Press can catch some people off-guard and OHKO stuff they didn't expect would die, is also the main physical bulk on the team(Great Tusk is okay too but most of the time I'd rather risk my Torkoal than risk my Great Tusk)

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Meowscarada @ Focus Sash
Ability: Overgrow
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Taunt
- Knock Off
- Leaf Storm

Fast kitty, not much to say either; It's the dedicated lead, Focus Sash into Overgrow-boosted Leaf Storm is a nice chunk of damage (though most of the time I'll just use the extra turn from Focus Sash to set up another Spikes layer anyways if it's not smth I can OHKO with Leaf Storm)
Honestly Meowscarada is my fav Pokemon in the entire team, I just like its design the most, too bad most of the time it just dies in like 5 turns

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Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Infestation
- Recover
- Toxic
- Haze

This used to be Rotom-Wash but changed to Toxapex instead because I wanted a more solid defensive pivot; Mainly for trapping and chipping down stuff that Walking Wake/Great Tusk can't deal with (90% of the time this means Iron Valiant), it works okay as a mixed wall but Torkoal's a better physical wall anyways so I just leaned fully towards special wall

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Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Psychic
- Dazzling Gleam
- Nuzzle
- Healing Wish

Magic Bounce is useful, Psychic/Fairy coverage is useful, Nuzzle is useful, Healing Wish is...kinda okay? I do use it somewhat often but not sure if it's worth losing Hatt; Nuzzle used to be Mystical Fire since I already had Thunder Wave on Rotom-Wash but Rotom-Wash has been banished into the shadow realms so Nuzzle is here instead, mainly to let Walking Wake/Great Tusk outspeed stuff they otherwise would get nuked by (cough cough Iron Valiant cough cough)


Some extra comments: This team feels really weak to Iron Valiant in particular; it outspeeds everything on my team without paralyze, Moonblast OHKOs both Wake and Tusk, and I don't think I have a reliable-enough answer to not think "oh crap" everytime I see one on the enemy team
 
Good team! With a little more practice, you'll get 3000+ ELO in NO time! Good players can win with crappy teams, so aim to get better, even if you lose a bunch of times in the process. :)

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Hard Changes

Swap meow for tera flying Moon. It's a good answer to iron valient and can act as a wincon for you. It also doesn't hurt to throw another sun abuser to the team, and another good physical attacker. Meow doesn't really do much, and once you get higher on the ladder you'll be swapping it out anyway.

Teletubby Eater (Roaring Moon) @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Acrobatics
- Iron Head/ Earthquake
- Crunch

This way you can save moon for the late game/ use him only if you really need to for valient and still have booster energy in the background if sun happens to be up.
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Soft Changes

All other changes I have are little tweaks. :)

Change up your wake spread to 244 SpA / 12 SpD / 252 Spe. With this spread, your protosynthesis boosts your speed instead of spatk so you can be both fast AND deadly.

For tusk swap that choice band for boots. Now you can pivot more easily and keep hazards off the field without having to solely rely on hatt. I would also swap tera fighting for steel to gain more resistance and swap ice spinner for knockoff to cripple mons on the switch but that's really up to you.

As for torkoal, swap out yawn for stealth rocks to give your team some hazards and then tera grass for water. I wouldn't use both wisp and yawn and wisp is objectively better. You can also look into swapping haze for lava plume too but, again, up to you. Keep in mind that when playing with a sun team you want to keep torkoal alive as long as you can. If you find it difficult to do so, change up your tusk spread to lean more defensively to help torkoal out. You can keep the same moves (for sure using knockoff in this case) just make sure you change out boots for leftovers in this case.

On pex I find it more useful to run baneful bunker instead of recover to scout moves and fish for potential poisons. Recover is fine, but with bunker + leftovers and regenerator, recover is redundant. Haze is fine too but, again, chilling water may be better. That way you can save yourself from physical moves while staying relatively special bulky still. Maybe pick either torkoal or pex to run haze and have the other run an attacking move. Or have neither run haze and just get good ;P (I kid, I kid).

And then all that's left is hatt. I prefer tera water, so hatt can more effectively act as a second wincon. Steel is fine, but water is better. And since I don't want to explain the rest I am just going to paste the set I think you should use.

Thicc UwU Latina (Hatterene) @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Draining Kiss
- Nuzzle
- Psyshock

Over all is just more reliable and winnable.
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All in all, you have a good team; it's mainly just optimization issues. Other than that, keep playing and you'll keep getting better. That's really what is boils down to. Trust me :)
You got this, get all of those dubskees. :mad:
 
hi, sun is a pretty cookie-cutter offense playstyle right now so im just going to optimize sets for you for the most part. ill be switching out lead meows because it doesnt really have a place on the playstyle as well as toxapex as i feel its out of place in such a momentum heavy playstyle.

Major Changes

:meowscarada: -> :roaring-moon:

swapping out the dark type for the dark type. roaring moon has kind of become a staple of sun at this point and for a good reason. im using cb with a speed boost spread for the breaking power as well as it matching up really nicely into offense due to the speed tier. getting the speed boost really helps in case you fuck up vs things like valiant, moth, and volc (or offensive threats in general) and let them get out of hand. its basically like half a band user and a scarf user on the same team. tera steel is to resist ice shard and fairy attacks. the typing is also very nice defensively attacking as pseudo ghost - water - fire resist. im using eq to hit gambit but you can try iron head for valiant and fairy garg here which is just as viable.

:toxapex: -> :corviknight:

putting a spdef corvi here for a few reasons. in general the team lacks a steel and a ground immune which corv adds which helps a lot. spdef, in particular, helps you pivot around valiant, ghold and pult which is nice to get your heavy hitters in. bb hits valiant, and the ghosts which makes it semi threatening to the general targets that you're switching spdef into. i have defog on this corv just because sun really really appreciates hazard removal. red card is the item i'm using as a fail-safe vs set up sweepers and other threats if you cant immediately force them out.

Minor Changes

:hatterene: current set-> eject button

this couldve gone in notes but i wanted to talk about it a tad bit more than just a brief mention. changing leftovers to eject button to help get in your hitters (wake and tusk) in safely. this helps you make progress early as it lets you pivot accordingly. this spread in conjunction with tera flying can be annoying for fatter teams to deal with as well as helping vs stuff like tusk in the late game if it manages to live that long. nuzzle is an option > mfire but on this set in particular it helps you keep momentum vs spa attackers since speed isnt a hugeee issue with how fast we are. you know what hatt does theres not much else to explain.

:great-tusk: cb -> bulk up

changing tusk to bulk up to be more reliable in general as well as being late-game machine in particular on sun. kingambit is annoying for this team in general so this helps fix that match up a lot. tera fire on bulk up sets helps you a lot vs fairies and meowscarada that might try to stop you from setting up, as well as being a nice backup vs moth and volc. the spdef on tusk in sun is nice since you want the most value out of tusk late game as possible, this spread in particular eats a gholdengo make it rain pretty comfortably without needing to tera. overall, having a defensive bulk up brings the team together defensively better.

notes
- optimized torkoal set to include rocks and generally being better
- vs garg you want to force tera then deal with accordingly, if you gets too out of hand use your red card

:torkoal::walking-wake::roaring-moon::hatterene::corviknight::great-tusk:
https://pokepast.es/2c3298247aa5a30e
 
hi, sun is a pretty cookie-cutter offense playstyle right now so im just going to optimize sets for you for the most part. ill be switching out lead meows because it doesnt really have a place on the playstyle as well as toxapex as i feel its out of place in such a momentum heavy playstyle.

Major Changes

:meowscarada: -> :roaring-moon:

swapping out the dark type for the dark type. roaring moon has kind of become a staple of sun at this point and for a good reason. im using cb with a speed boost spread for the breaking power as well as it matching up really nicely into offense due to the speed tier. getting the speed boost really helps in case you fuck up vs things like valiant, moth, and volc (or offensive threats in general) and let them get out of hand. its basically like half a band user and a scarf user on the same team. tera steel is to resist ice shard and fairy attacks. the typing is also very nice defensively attacking as pseudo ghost - water - fire resist. im using eq to hit gambit but you can try iron head for valiant and fairy garg here which is just as viable.

:toxapex: -> :corviknight:

putting a spdef corvi here for a few reasons. in general the team lacks a steel and a ground immune which corv adds which helps a lot. spdef, in particular, helps you pivot around valiant, ghold and pult which is nice to get your heavy hitters in. bb hits valiant, and the ghosts which makes it semi threatening to the general targets that you're switching spdef into. i have defog on this corv just because sun really really appreciates hazard removal. red card is the item i'm using as a fail-safe vs set up sweepers and other threats if you cant immediately force them out.

Minor Changes

:hatterene: current set-> eject button

this couldve gone in notes but i wanted to talk about it a tad bit more than just a brief mention. changing leftovers to eject button to help get in your hitters (wake and tusk) in safely. this helps you make progress early as it lets you pivot accordingly. this spread in conjunction with tera flying can be annoying for fatter teams to deal with as well as helping vs stuff like tusk in the late game if it manages to live that long. nuzzle is an option > mfire but on this set in particular it helps you keep momentum vs spa attackers since speed isnt a hugeee issue with how fast we are. you know what hatt does theres not much else to explain.

:great-tusk: cb -> bulk up

changing tusk to bulk up to be more reliable in general as well as being late-game machine in particular on sun. kingambit is annoying for this team in general so this helps fix that match up a lot. tera fire on bulk up sets helps you a lot vs fairies and meowscarada that might try to stop you from setting up, as well as being a nice backup vs moth and volc. the spdef on tusk in sun is nice since you want the most value out of tusk late game as possible, this spread in particular eats a gholdengo make it rain pretty comfortably without needing to tera. overall, having a defensive bulk up brings the team together defensively better.

notes
- optimized torkoal set to include rocks and generally being better
- vs garg you want to force tera then deal with accordingly, if you gets too out of hand use your red card

:torkoal::walking-wake::roaring-moon::hatterene::corviknight::great-tusk:
https://pokepast.es/2c3298247aa5a30e
72Spe hatterene?
 
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