SV OU Chi-Yu at home : Specs Moth + Band Baxcalibur Balance (PEAKED 1851 #70)

Hi everyone ! It's been a long time, basically since the beginning of gen 9 I haven't really tried climbing the ladder because this metagame was too chaotic (still is in my opinion), like Garganacl still hovering in OU while Chien-Pao which was not even that broken imo got removed from OU. Right now, the meta being more balanced made it easier for me to understand the tier and build something with which I had fun climbing the ladder and was able to peak 1851 ELO #70 on the ladder. Any opinion or suggestion is always welcome. Without further ado, let me introduce to the team.


TEAM
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PokePaste : Chi-Yu at home (pokepast.es)




1- Proof of the peak
2- Teambuilding Process
3- The Pokémon
4- Threat List
5- Replays
6- Conclusion










1. Proof of peak


Top 70 on my alt (Im Arnold)
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2. Teambuilding Process


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At first, I wanted to build the team around Specs Iron Moth and Banded Baxcalibur because these two synergizes so well offensively : Baxcalibur being able to come on Iron Moth switch-ins (Ting-Lu, Clodsire and Slowking mainly) and nuke them, and Iron Moth being able to come on Baxcalibur switch-ins (Corviknight, Gholdengo and Tera Fairies mainly) and also nuke them.

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After that, I needed a hazard setter, which would greatly help this core to apply pressure on opposing teams. I also needed something that could that take special hits from the likes of Dragapult and Gholdengo, which are very popular in this metagame. That's why I went for Ting-Lu, which could do both.

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I also needed a check to the likes of Great Tusk, Meowscarada, Quaquaval, Breloom, Dondozo, etc. Amoongus was the perfect fit for that role, also being able to cripple opposing Pokémon with Spore.

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Next, I needed a spinner (because of the prominence of hazards in this metagame), and also a safe switch-in for Cinderace, Kingambit, Ting-Lu and opposing Tusks. That's why I chose Tusk, who could do both while also being able to serve as a late win condition in certain matchups.

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Finally, I needed a speed control given the speed tiers have drastically increased compared to gen 8 OU. Iron Valiant was very interesting, as it could outspeed Dragapult, OHKO it, and revenge kill some +1 Boosted Pokémon like Dragonite or Baxcalibur.












3. The Pokémon

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Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Close Combat
- Spirit Break
- Knock Off

- Trick

Iron Valiant, the speed control of the team. With Choice Scarf, Iron Valiant outspeeds and kills Dragapult and Meowscarada, which are very popular leads in this metagame. With its good Fighting/Fairy typing, Valiant can hit a lot of things effectively. Close Combat is used as the main Fighting Stab and it is Valiant's strongest physical Fighting move. With 120 BP, it hits hard anything that do not resist it and kills in most cases anything that is weak to it. Spirit Break is his main physical Fairy move ; being able to lower opposing Pokémon special attack stat like Gholdengo is not something to take for granted. Knock Off allows to remove the opposing Pokémon items and is its main move to hit Gholdengo. Trick helps crippling defensive Pokémon like Toxapex and Dondozo. Finally, Tera Type is Fighting to be able to power up Close Combat when it's necessary.


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Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 168 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Grass Knot
- Sludge Bomb

- Foul Play

Amoongus serves like I said earlier as a Tusk, Quaquaval, Meowscarada, Breloom, Dondozo, etc. switch-in. Rocky Helmet allows Amoongus to chip any Pokémon that touches it. Spore lets Amoongus cripple opposing an opposing with sleep status. Grass Knot is the main Grass Stab to hit Tusk and Garganacl. Sludge Bomb is the main Poison Stab to hit the likes of Hatterene and Iron Valiant and it can help crippling the opposing team with a 30 % chance to poison the target. Foul Play helps dealing with setup Pokémon as the more attack the opposing Pokémon got, the harder it hits. Finally, Regenerator allows Amoongus to heal 33% every time it switches out and Water Tera to surprise Fire type Pokémon. EVs are 252 HP, 168 Def and Bold nature for good defense while retaining a little bit of special bulk with an investment of 88 EVs in SpD.


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Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Close Combat
- Bulk Up
- Rapid Spin
- Earthquake


Great Tusk is the hazard removal of the team, it serves as a switch-in to Cinderace, Kingambit, Ting-Lu and a second switch-in to opposing Tusks. Leftovers helps it recover at the end of each turn as it has no reliable recovery otherwise. With its Fighting/Ground dual typing, this Pokémon can it pretty much hit anything effectively as very few Pokémon can deal with its type coverage. Close Combat is his main Fighting Stab and its strongest Fighting move physically. Bulk Up lets it setup and become a late win condition with Rapid Spin. Earthquake is the main Ground stab and is better for this set in my opinion than Headlong Rush because it doesn't lower defenses. Finally, EVs are 252 HP and 252 Def with Impish nature for maximum physical bulk and 4 SpD for some special bulk. Tera type is Water to help deal with Baxcalibur which is very problematic for this team otherwise and it can help tank attacks that would be deadly against his Fighting/Ground dual typing.


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Iron Moth @ Choice Specs
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Overheat
- Sludge Wave
- Energy Ball
- U-turn


The main element of the team, Iron Moth. I like to call this Chi-Yu at home, and you'll shortly understand why. With Choice Specs and Tera Fire, this Pokémon hits insanely hard on Overheat. It's pretty simple : anything that does not resist Fire type gets at least 2 HKO'd by Overheat and even the resists can take a lot of damage.
Overheat is the main Fire Blast Stab. Taking advantage of Choice Specs and Tera Fire, it allows Moth to punch holes in opposing teams. Sludge Wave is its strongest Poison Stab and it allows Moth to get rid of Fairies limiting Baxcalibur wallbreaking capabilities. Energy Ball allows Moth to 2HKO Garganacl and Slowking on the switch and U-Turn provides momentum and it helps to bring Baxcalibur in very easily on Moth's checks (Ting-Lu and Clodsire for example). Finally, Modest nature is for maximum damage output and Tera Fire for the nuke. This thing hits so hard on Overheat, it kinda reminds me of Chi-Yu. Calcs will blow your mind.


Calcs :
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 248 HP / 252+ SpD Clodsire : 354-418 (76.4 - 90.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Iron Moth Sludge Wave vs. 252 HP / 4 SpD Dondozo : 382-450 (75.7 - 89.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 248 HP / 252+ SpD Skeledirge : 213-251 (51.8 - 61%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 248 HP / 8 SpD Skeledirge : 309-364 (75.1 - 88.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu : 306-362 (59.5 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 0 HP / 4 SpD Dragapult : 311-366 (98.1 - 115.4%) -- 87.5% chance to OHKO
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 252 HP / 116 SpD Garganacl : 238-280 (58.9 - 69.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 252 HP / 4 SpD Garchomp : 281-331 (66.9 - 78.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fire Iron Moth Overheat vs. 252 HP / 4 SpD Rotom-Wash : 232-273 (76.3 - 89.8%) -- guaranteed 2HKO after Leftovers recovery


Now you understand better why I call this Chi-Yu at home.


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Baxcalibur (M) @ Choice Band
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Glaive Rush
- Icicle Crash
- Ice Shard

- Earthquake

Choice Band Baxcalibur is the main physical wallbreaker of the team. Its dual Dragon/Ice typing makes it in my opinion the best physical wallbreaker in the metagame, because Glaive Rush + Icicle Crash + Earthquake cannot be walled (look at the picture below) and this Pokémon cannot be burned thanks to his ability Thermal Exchange. Glaive Rush is its main Dragon Stab and the best physical Dragon move ever in my opinion. 120 BP physical Dragon move combined with its huge 145 Base Attack Stat and the power boost provided by Choice Band and Dragon Terastallization makes it deadly for opposing teams. Basically anything that does not resist it is most likely dead, and even the resists can take a lot of damage. Iron Moth being able to lure its checks (Clodsire, Ting-Lu and Slowking mainly) and get rid of Fairies helps Baxcalibur punch holes in the opposing team and vice-versa. That's why this core works so well. Icicle Crash is its main Ice Stab, flinch is always appreciated. Ice Shard is its main priority move : it helps to get rid of weakened faster Pokémon. Earthquake completing this moveset helps deal with Steel Pokémon that resist its dual Dragon/Ice typing. Adamant Nature for maximum power output and Tera Dragon to power up Glaive Rush. Just look at the calcs and you will realize how absurdly strong this Pokémon is.

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Calcs :
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Rotom-Wash : 320-378 (105.2 - 124.3%) -- guaranteed OHKO
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Garganacl : 280-330 (69.3 - 81.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Dondozo : 306-360 (60.7 - 71.4%) -- guaranteed 2HKO
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 248 HP / 252+ Def Skeledirge : 336-396 (81.7 - 96.3%) -- guaranteed 2HKO
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Great Tusk : 278-328 (64 - 75.5%) -- guaranteed 2HKO
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 248 HP / 252+ Def Corviknight : 163-192 (40.8 - 48.1%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 252 HP / 4 Def Ting-Lu : 384-452 (74.7 - 87.9%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tera Dragon Baxcalibur Glaive Rush vs. 252 HP / 252+ Def Toxapex : 248-294 (81.5 - 96.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tera Dragon Baxcalibur Icicle Crash vs. 248 HP / 252+ Def Corviknight : 172-204 (43.1 - 51.1%) -- 54.3% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tera Dragon Baxcalibur Earthquake vs. 112 HP / 0 Def Kingambit : 332-392 (89.9 - 106.2%) -- 37.5% chance to OHKO



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Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Ruination
- Earthquake
- Whirlwind


At last, we have Ting-Lu, the special punching bag of the team, the hazard setter and a solid check to Gholdengo, Dragapult, Iron Moth, etc. As this defensive Pokémon has no reliable recovery, leftovers helps increasing its longevity. Stealth Rock chips the opposing Pokémon everytime they come on the field. Ruination allows Ting-Lu to put mid-life Pokémon it can't damage with Earthquake, Earthquake is its main Ground Stab and it prevents Ting-Lu from being passive. Whirlwind allows Ting-Lu to get setup Pokémon out of the field. It's extremely helpful especially against Protosynthesis and Quark Drive Pokémon which can get the boost only one time over the course of a game. Vessel of Ruin reduces opposing Pokémon special attack, which helps Ting-Lu tank better. Finally, Tera type is Water to help against Dragon Dance/Swords Dance Baxcalibur when it's necessary and EVs are 252 HP, 4 Def and 252 SpD for maximum tanking ability on the special side.














4. Threat list

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Opposing Baxcaliburs are easily the biggest threat. In most cases, we have to sack a Pokémon then revenge kill it with Iron Valiant, but it can be complicated if it decides to Terastallize. The best course of action would be to Terastallize Amoongus/Ting-Lu/Great-Tusk depending on who's on the field to beat them. Opposing Choice Band Baxcaliburs completely rips this team apart. There's not much we can do about it, besides maybe try Corviknight/Dondozo instead of Ting-Lu/Amoongus which I have thought about but I don't know. You let me know if that's better. Against opposing Baxcaliburs, gameplan is basically kill them before they kill us.

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At the second place, we have Calm Mind Hatterene. It is also very threatening as there is no clear switch-in to it in the team. Often, we have to go directly to Iron Moth as it does OHKO it with Sludge Wave even at +1. Against it, you just need to watch out, maybe play around it, force it to use its Tera and just find a way to beat it as we have no reliable way to beat it consistently.

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Great Tusk generally isn't a problem, but Banded Tusk/Protosynthesis Tusk is because it 2 HKO's Amoongus and even our own Great Tusk takes a lot from Headlong Rush. Banded/Protosynthesis Tusk is unplayable, you'll have to make sacrifices, you'll have to kill them before they kill you. Unless we replace Ting-Lu/Amoongus core by Dondozo/Corviknight core, I don't really see what we can do but you let me know if that's a change I should consider making.

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Usually, Amoongus is a safe switch-in as Psyshock doesn't 2 HKO. But when it's Specs, you need to play around it because Amoongus get 2 HKO'd byPsyshock and Ting-Lu takes a lot from Moonblast. You just need to think about how to play around it. Otherwise, regular Iron Valiant and Band Iron Valiant are beaten by Amoongus.

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Walking-Wake coming at the fifth place. Do I even need to tell you how this 6-0s our team ? Our best course of action is playing around it with Ting-Lu/Amoongus/Baxcalibur. When it's choiced locked, it's usually easy to force out. But the gameplan against it is to kill them before they kill you once again.

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Theoretically, this Pokémon is also a huge threat to our team (it basically 6-0s the team), but I very rarely encounter it. I feel like it's not that much of a threat since I almost never see it.

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Finally, Kingambit. The more Pokémon you kill, the stronger it gets. It gets very scary late game with Swords Dance and Sucker Punch. Our best course of action usually is to trick with Iron Valiant, as it can beat Tusk with Terastallization. Once tricked, it becomes very easy to beat.














5. Replays

Feel free to check out some of the replays below to grab and understand the playstyle needed in order to use this team effectively.


Against Garganacl Balanced : [Gen 9] OU replay: Skrublax vs. 2(H2O) - Pokémon Showdown (pokemonshowdown.com)
Against Bulky Offense/Hazard Stack : [Gen 9] OU replay: 2(H2O) vs. torontosfinalboss - Pokémon Showdown (pokemonshowdown.com)
Against Clodsire + Rotom + Corviknight Balanced : [Gen 9] OU replay: 2(H2O) vs. pu1t - Pokémon Showdown (pokemonshowdown.com)
Against Slowking + Amoongus Balanced : [Gen 9] OU replay: Daniel Gaming 234 vs. 2(H2O) - Pokémon Showdown (pokemonshowdown.com)
Against Shed Tail Hyper Offense : [Gen 9] OU replay: 2(H2O) vs. Ciro Napoli - Pokémon Showdown (pokemonshowdown.com)
Against Garganacl + Gastrodon + Corviknight Fat : [Gen 9] OU replay: ArianaBlonde vs. 2(H2O) - Pokémon Showdown (pokemonshowdown.com)
Against Toxapex + Clodsire + Skeledirge Balanced : [Gen 9] OU replay: Im Arnold vs. wolatuszka - Pokémon Showdown (pokemonshowdown.com)
Against Hazard Stack HO : [Gen 9] OU replay: Ploutinue vs. Im Arnold - Pokémon Showdown (pokemonshowdown.com)
Against Corviknight + Skeledirge Balanced : [Gen 9] OU replay: Ploutinue vs. Im Arnold - Pokémon Showdown (pokemonshowdown.com)
Against Dondozo + Corviknight + Hatterene Fat : [Gen 9] OU replay: Im Arnold vs. Little Wizard - Pokémon Showdown (pokemonshowdown.com)
Against Stall # 1 : [Gen 9] OU replay: Hugme123 vs. Im Arnold - Pokémon Showdown (pokemonshowdown.com)
Against Stall # 2 : [Gen 9] OU replay: 2(H2O) vs. Ultra_rudy - Pokémon Showdown (pokemonshowdown.com)
Against Sticky Web HO : [Gen 9] OU replay: wiglett's revenge vs. Im Arnold - Pokémon Showdown (pokemonshowdown.com)
Against Walking-Wake Sun Offense : [Gen 9] OU replay: oufr 911 vs. 2(H2O) - Pokémon Showdown (pokemonshowdown.com)
Against Greninja Hazard Stack Offense : [Gen 9] OU replay: DonDadaMixtape vs. 2(H2O) - Pokémon Showdown (pokemonshowdown.com)
Game that made us peak to 1851 ELO : [Gen 9] OU replay: Im Arnold vs. Coach Jones 6fifth - Pokémon Showdown (pokemonshowdown.com)










6. Conclusion


Overall, this team generally matches up well against common Pokémon cores in OU. Banded Baxcalibur and Specs Iron Moth work so well, both being able to lure their respectives checks and each being to beat/force out the checks of the other. Moth being able to get rid of Fairies and Steels is so beneficial for Baxcalibur as it allows it to freely click Glaive Rush, which does a huge chunk of damage thanks to its high base Attack, Choice Band item and Tera Dragon. That being said, in the threats sections, I've enumerated some Pokémon that can be problematic for the team and I am not sure if I should replace Amoongus/Ting-Lu by Corviknight/Dondozo core, which would help dealing with some the threats listed above. So what do you guys think ? Give me your thoughts, opinions or suggestions on the team. All things considered, if you made is this far in the post, thank you, I really appreciate it ! See you next time !



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Attachments

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Not sure why this doesn't have more views or interactions, but I really like the team and reasoning. The biggest thing for me is how common the threat list mons are on the ladder. Really nervous about using it lol. I'm a tera fairy gambit user myself, so I may know how to mitigate it, therefore I might give the team a spin.
 
Hey there! Loving the core of moth and Bax,but one thing I spotted is the lack of fiery dance on :iron moth:. I know energy ball is good for coverage but listen to my reasoning...

1. Your choice locked so you'll probably be locked into something else when they come in.

2. Most of the grounds won't be OHKOed ( apart from :great tusk: who gets KOed by overheat anyways pretty sure) then you can say goodbye to your shiny new metal Moth with cool glasses.

3. Fiery dance will give you sweeping potential with fire STAB ( very useful) as the boosts will increase your already insane fire power.

4. Half the time you'll want to not be locked into grass moves ( horrible offensively)

Edit: have you tried tera water garg over something? It seems to help with a few of your threats, hatt in particular.


Now I know I'm not the best battler or rater, but I hope this advice helps.
 
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Exotic64

MDRRRRRRRR
is a Tiering Contributor
nice team, I can see you put a lot of effort into making this RMT and the team itself does not disappoint, but question; why AD valiant? I would use a scarf/booster valiant thats SpA since its attacks are a lot stronger and better into the current meta, which is full of stuff like tusk and volc and garg? it is unable to touch garg if it Teras, dondozo completely shuts it down, volcarona can burn you, great tusk gets 3HKOd* and you take tonnes of dmg. plus since you are locked into a move it ruins tempo hard so I don't see why AD would be better but indulge me :)

*:great tusk: (252 Atk Iron Valiant Spirit Break vs. 252 HP / 252+ Def Great Tusk: 146-174 (33.6 - 40%) -- 25.8% chance to 3HKO after Leftovers recovery)
 
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nice team, I can see you put a lot of effort into making this RMT and the team itself does not disappoint, but question; why AD valiant? I would this scarf/booster valiant thats SpA since its attacks are a lot stronger and better into the current meta, which is full of stuff like tusk and volc and garg? it is unable to touch garg if it Teras, dondozo completely shuts it down, volcarona can burn you, great tusk gets 3HKOd* and you take tonnes of dmg. plus since you are locked into a move it ruins tempo hard so I don't see why AD would be better but indulge me :)

*:great tusk: (252 Atk Iron Valiant Spirit Break vs. 252 HP / 252+ Def Great Tusk: 146-174 (33.6 - 40%) -- 25.8% chance to 3HKO after Leftovers recovery)
Yeah you’re right. The reason I chose AD Valiant was because I prefer Close Combat over Focus Blast/Aura Sphere. But after you mentioned things like Iron Defense Garg and Volc, then yeah I think it’s better. Guess I haven’t thought about it this way. I’ll make sure to modify the set. Thanks for the suggestion :)
 
Hey there! Loving the core of moth and Bax,but one thing I spotted is the lack of fiery dance on :iron moth:. I know energy ball is good for coverage but listen to my reasoning...

1. Your choice locked so you'll probably be locked into something else when they come in.

2. Most of the grounds won't be OHKOed ( apart from :great tusk: who gets KOed by overheat anyways pretty sure) then you can say goodbye to your shiny new metal Moth with cool glasses.

3. Fiery dance will give you sweeping potential with fire STAB ( very useful) as the boosts will increase your already insane fire power.

4. Half the time you'll want to not be locked into grass moves ( horrible offensively)

Edit: have you tried tera water garg over something? It seems to help with a few of your threats, hatt in particular.


Now I know I'm not the best battler or rater, but I hope this advice helps.
To be honest, the idea behind having Energy Ball on the moveset was to catch Garg on the switch (it’s mainly for Garg). And usually when using Choice Specs/Choice Banded mons the idea is hit and run. You wanna hit, punch holes in the opponent’s team, then switch out and come back later to do the same thing because the Pokémon the opponent is bringing in after you KO’d something in their team is most likely faster or can take the hit and kill you back. So that’s the reasoning behind having Overheat over Fiery Dance. Also because the sweeping potential of a Choice Specs Modest Moth that hits 319 speed can be very limited due the fact that there’s a lot of faster mons out there to revenge kill it. I think Booster Energy Moth is better suited for sweeping (it’s not locked and has access to Agility). But yeah being locked into minus 2 Overheat/E-Ball can be a pain in the ass as it can give free setup opportunity. I’ll try all of your suggestions and come back to you. Thanks for the feedback :)
 

MurderousMantyke

What sʇᴉɯᴉ⅂?
Bouncing off the previous Valiant point, I feel like a mixed CC + Moonblast set could work since you keep your best Stab moves and scarf/booster set isn't a breaker anyways.
 
I just hit 1888 with this team and it's honestly phenomenal. Ime the only real threats are wake if ting is not tera'd and glim shed tail offense where dealing with both hazards and shed tail at once becomes a nuisance. I'd recommend bumping up tusk to 31 speed ivs as the extra speed has helped with setting up or clinching a ko before getting ko'd.
 
why would it ever be a benefit to be 0 Speed IVs on Tusk expect in cc wars. Surely being faster than Glimora and the like is far more important than that and even if that was an issue I'm sure you could reduce the ivs only a small amount instead of to zero. Other than that loving the team but Hat feels very hit or miss if you can play around it or not.
 

hamiltonion

Nostalgic
is a Contributor to Smogonis a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Super nice team! I do think though, the meta has shifted a bit since and some changes would help the team remain optimal for the current meta. I think being Bax weak in the current meta is unviable considering it is like top 10 usage mon now. Both Ting-Lu and Amoonguss give Bax a tonne of opportunities to come in and set up. So I suggest replacing the Amoong-Lu core for AV Pex and Corviknight which still covers most offensive options while also giving you some more insurance against Tera Flying Gambit. Corv's slow U-Turns also will let you bring in Moth or Bax in safely. Changing Ting-Lu also means now Tusk needs to run SR over Bulk Up, which is fine imo. Finally, I recommend changing Bax to an DD Loaded Dice set since it still can set up and break while also acting as a secondary cleaner alongside Scarf Valiant. So here are the sets:

:Toxapex: :Corviknight: ---> :Ting-Lu: :Amoonguss:

Toxapex @ Assault Vest
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Surf
- Sludge Bomb
- Infestation
- Ice Beam

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Fighting
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
IVs: 0 Spe
- Body Press
- U-turn
- Brave Bird
- Roost

Stealth Rock ---> Bulk up on :Great Tusk:

:Baxcalibur:

Baxcalibur (M) @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Glaive Rush
- Icicle Spear
- Earthquake
 

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