SV OU Yet Another Webs Team

Alright, this time I thought I'd make an actual attempt at a team. Was watching some OU matches, and felt a bit of fun with watching Webs games, so I thought why not try it out myself? I've only made it to just under 1500 (1439 at the time of making this, had a little string of bad luck), so there's something not working right. Maybe it's just me, but I thought I'd post my team here in case someone sees something I don't.

:Ribombee:
Bumble (Ribombee) @ Focus Sash
Ability: Shield Dust
Tera Type: Bug
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stun Spore
- Sticky Web
- Moonblast
- U-turn

Just a standard :Ribombee: set. 99% of the time I am just clicking Sticky Web and then U-turn, with MAYBE the occasional Stun Spore. I see that most people put on Tera Ghost to block spin attempts, but maybe it's just because I'm lower in the ladder but I don't really see any Rapid Spins, mostly Defog or Mortal Spin. Considering putting Tera Steel on it instead, it'd help bring in fighting types for the Moonblast.

:Walking-Wake:
Primal Fear (Walking Wake) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Hydro Steam
- Dragon Pulse
- Flamethrower

This was the main set that caught my attention for Webs Offense in the first place. Suprisingly effective for catching :Ogerpon-Wellspring: when they switch expecting a Hydro Steam (252+ SpA Protosynthesis Walking Wake Dragon Pulse vs. 252 HP / 4 SpD Ogerpon-Wellspring: 199-235 (54.6 - 64.5% -- guaranteed 2HKO). Otherwise hitting an Agility on a switch lets me outspeed any HDB switch-ins. It's also fun to knock out :Iron-Valiant: that try to switch in (252+ SpA Protosynthesis Walking Wake Hydro Steam vs. 0 HP / 0- SpD Iron Valiant: 306-361 (105.8 - 124.9%) -- guaranteed OHKO) (OU Mixed set used in the calculator). Overall the most consistent member on the team, even without Webs up it takes at least 1 KO.

:Quaquaval:
Qualsa (Quaquaval) @ Life Orb
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Aqua Step
- Close Combat
- Rapid Spin

Surprisingly an effective abuser for Webs. In hindsight, maybe running HDB would be better. :Quaquaval:'s main purpose is to Spin away my opponent's hazards while keeping my Webs up. If timed right, an Aqua Step could be used instead of Rapid Spin for better damage and fear of a sweep beginning. Also considering switching Roost for Brave Bird.

:Gholdengo:
The Noodler (Gholdengo) @ Leftovers
Ability: Good as Gold
Tera Type: Flying
EVs: 252 SpA / 4SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Thunderbolt

What Web team wouldn't run this guy? His ability guarantees my opponent keeps their Web (except by :Cinderace:) . Went with the Leftovers Nasty Plot set over a Choice item for a little more longevity and annoyance. Thunderbolt is on here specifically for :Corviknight: that try to come in for the Defog against someone else. Other than that, it's just like any other non-Choice :Gholdengo: build.

:Ogerpon-Cornerstone:
Pon (Ogerpon-Cornerstone) (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Spiky Shield

What I would say is the best Ogerpon choice is for Webs. Sturdy lets you set up a Swords Dance for essentially free, and with the (hopefully) lowered speed, Horn Leech can heal a chunk of damage and KO the opponent for another Horn Leech on someone else to get another use of Sturdy. Thinking about going Adamant and switching the EVS in Spe into HP for a bigger HP pool, but it sounds more like a double-edged sword. Pretty fun to use, my more consistent physical attacker for the team.

:Dragonite:
Org (Dragonite)@ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Ice Spinner
- Extreme Speed

The last slot goes to :Dragonite:. Honestly, this last slot has switched around so much trying to find the final piece. The only thing I've been looking for was another physical attacker since I have :Ribombee:, :Walking-Wake:, and :Gholdengo: as special attackers, so I wanted to try and keep things balanced. This slot was originally :Arcanine-Hisui:, then :Roaring-Moon:, but in the end a mon that can also guarantee take a hit was what felt better. The Tera Ice is for Ice Spinner, since most :Dragonite: run Tera Normal for the boost on Extreme Speed, no one would be expecting the Ice move to hit hard. Earthquake is for steel types, mostly thinking about :Kingambit:. Considering replacing Extreme Speed for Roost, just for some longevity.

The main counter I run into is :Cinderace: with HDB and Court Change, then I have to play around my own webs. Still, having fun overall with this team. Any advice that could be given would be appreciated!
 
As a fellow sticky web enjoyer,
Run Psychic on Ribombee rather than U-turn, it's so fast already that U-turn doesn't really bring anything in safely and can be punished by rocky helmet users like Corv and deny your sash, and Psychic helps the MU against Glimm and Moth that otherwise ruin your day. Also run Tera Ghost to deny rapid spin, but you'll probably never tera it anyway.
Consider switching Wake to Moth:
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass / Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Energy Ball
- Substitute / Dazzling Gleam
It's just generally better into the meta. Wake's Agility is generally less useful on webs teams because you're already going to have the speed advantage against most things, and its weaker power level fails to OHKO some important stuff (Enam, Bulky Gambit, Manaphy, non-mixed Valiant). Fiery Dance's snowball effect can also be useful to clean up late-game. I've tried both Tera Fairy Dazzling Gleam and Tera Grass Energy Ball, and I think both are almost equally viable. I generally prefer Tera Grass, as Sub allows you to play the mindgames against Gambit, waste turns for sun/rain teams, and not have to predict incoming switches, but Tera Fairy almost guarantees the win against Gambit and does more against some relevant dragons. It really depends on your personal preference.

I'd also change Quav's Roost to SD with HDB. As it stands, Quav doesn't win against defensive Ghold, who just recovers and twaves you to prevent you from doing anything the rest of the match, while also blocking spin. Swords Dance allows it to win the matchup, as well as making it just more of a threat afterwards with +3/+1 offenses (if you get an Aqua Step).

I think Ogerpon is running Spiky Shield to have a roll to OHKO physically defensive Tusk at +2 with Horn Leech to deny rapid spin? That's the only use case I could find. I have no idea how often this actually comes up or if it has another use so I'll leave it as-is. Just know that it gets a lot of other utility and coverage options (spikes, play rough, superpower, encore, knock, synthesis) if you decide to switch.

NP Ghold should run Focus Blast over Tbolt, as its better coverage against dark-types Moon and Gambit while Corv can't do anything against Ghold anyway. You could also run Recover for better defensive utility.

Lastly, I know you addressed this in your post, but I really cannot think of a reason to use Tera Ice Dragonite. It's absolutely not worth giving up the insane potential of Tera Normal Extreme Speed. The only benefit i could see is the STAB on Ice moves lets you take on Gliscor and Tusk better, but in exchange you lose most of your revenge killing potential and defensive typing. Use Tera Normal.
 
As a fellow sticky web enjoyer,
Run Psychic on Ribombee rather than U-turn, it's so fast already that U-turn doesn't really bring anything in safely and can be punished by rocky helmet users like Corv and deny your sash, and Psychic helps the MU against Glimm and Moth that otherwise ruin your day. Also run Tera Ghost to deny rapid spin, but you'll probably never tera it anyway.
Consider switching Wake to Moth:
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass / Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Energy Ball
- Substitute / Dazzling Gleam
It's just generally better into the meta. Wake's Agility is generally less useful on webs teams because you're already going to have the speed advantage against most things, and its weaker power level fails to OHKO some important stuff (Enam, Bulky Gambit, Manaphy, non-mixed Valiant). Fiery Dance's snowball effect can also be useful to clean up late-game. I've tried both Tera Fairy Dazzling Gleam and Tera Grass Energy Ball, and I think both are almost equally viable. I generally prefer Tera Grass, as Sub allows you to play the mindgames against Gambit, waste turns for sun/rain teams, and not have to predict incoming switches, but Tera Fairy almost guarantees the win against Gambit and does more against some relevant dragons. It really depends on your personal preference.

I'd also change Quav's Roost to SD with HDB. As it stands, Quav doesn't win against defensive Ghold, who just recovers and twaves you to prevent you from doing anything the rest of the match, while also blocking spin. Swords Dance allows it to win the matchup, as well as making it just more of a threat afterwards with +3/+1 offenses (if you get an Aqua Step).

I think Ogerpon is running Spiky Shield to have a roll to OHKO physically defensive Tusk at +2 with Horn Leech to deny rapid spin? That's the only use case I could find. I have no idea how often this actually comes up or if it has another use so I'll leave it as-is. Just know that it gets a lot of other utility and coverage options (spikes, play rough, superpower, encore, knock, synthesis) if you decide to switch.

NP Ghold should run Focus Blast over Tbolt, as its better coverage against dark-types Moon and Gambit while Corv can't do anything against Ghold anyway. You could also run Recover for better defensive utility.

Lastly, I know you addressed this in your post, but I really cannot think of a reason to use Tera Ice Dragonite. It's absolutely not worth giving up the insane potential of Tera Normal Extreme Speed. The only benefit i could see is the STAB on Ice moves lets you take on Gliscor and Tusk better, but in exchange you lose most of your revenge killing potential and defensive typing. Use Tera Normal.

As someone learning the way of the web, I appreciate your input. If I may input my thoughts:

For :Ribombee: I see the usage in running Psychic over U-turn, it makes a lot more sense. U-turn was there mostly to keep :Ribombee: alive later in the match in case Webs needs to go up again or it can Stun Spore something with HDB.

As for changing :Walking-Wake: to :Iron-Moth: , that also makes sense to me. Thought I'd try out :Walking-Wake: cuz watching it sweep teams was what had me try out Webs in the first place. I can appreciate a good Tera Grass sub set.

:Quaquaval: was definitely a set that needed fine tuning. Would Tera Steel still be fine, or would something like Dragon or Fairy be better?

:Ogerpon-Cornerstone: has Spiky Shield mostly to chip physical attackers for a better chance for a kill, since it's the only mon on theteam close to being "defensive". A thought that crossed my mind was replacing Swords Dance with Encore as a scouting tool to get in one of the other setup mons.

The main worry about :Gholdengo: running Focus Blast as the shaky accuracy, though I will admit that Thunderbolt is a bit too much of a specialized tool. Was thinking of maybe just throwing on Thunder Wave would be a better option?

And lastly, :Dragonite: . I do see why people run Tera Normal, but in the few matches I brought Dragonite into, I haven't really had a chance to Extreme Speed. Mostly just keep clicking Earthquake or Ice Spinner. I would consider switching to Tera Ground or Fire to prevent being paralyzed/burned respectively, moreso Ground for extra Earthquake damage, but I just don't use the priority enough to switch to normal.

Thank you again for your input, it helps getting a different view on my team!
 
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