Resource OU Underdogs - The Niche Heat Brigade

Bambi (Sawsbuck-Summer) @ Life Orb
Ability: Chlorophyll
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Lonely Nature
- Swords Dance
- Seed Bomb
- Body Slam
- Stomping Tantrum

I've been rocking this on an OU sun team and it's a really good cleaner, with sun up only plus speed nature choice scarf dragapult outspeeds it without a boost. It's damage is sometimes a little underwhelming, however with a good speed stat and swords dance it tends to be able to always pick up at least a couple kills with proper chip, even against bulkier mons. I experimented with Double Edge over Body Slam but it typically racked up too much damage on itself which limited it's ability to get kills like it needed to. But at +2 Sawsbuck can get a lot of damage off. It does struggle to find a place to set up but usually it has the bulk to take at least one hit.

Example Calcs:
+2 252 Atk Life Orb Sawsbuck Stomping Tantrum vs. 112 HP / 0 Def Kingambit: 304-359 (82.3 - 97.2%) -- guaranteed 2HKO

+2 252 Atk Life Orb Sawsbuck Body Slam vs. 0 HP / 0 Def Iron Valiant: 329-387 (113.8 - 133.9%) -- guaranteed OHKO

+2 252 Atk Life Orb Sawsbuck Body Slam vs. 252 HP / 252+ Def Hatterene: 224-265 (70.4 - 83.3%) -- guaranteed 2HKO after Leftovers recovery

+2 252 Atk Life Orb Sawsbuck Stomping Tantrum vs. 4 HP / 0 Def Dragapult: 225-265 (70.7 - 83.3%) -- guaranteed 2HKO

+2 252 Atk Life Orb Sawsbuck Seed Bomb vs. 252 HP / 252+ Def Garganacl: 338-400 (83.6 - 99%) -- guaranteed 2HKO after Leftovers recovery

+2 252 Atk Life Orb Sawsbuck Seed Bomb vs. 252 HP / 252+ Def Protosynthesis Great Tusk: 260-307 (59.9 - 70.7%) -- guaranteed 2HKO after Leftovers
After some testing of this set, I have a recommendation; Sun Sawsbuck might function better with a tinkered moveset and Tera typing -


Sawsbuck-Autumn @ Life Orb
Ability: Chlorophyll
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Play Rough
- Stomping Tantrum

The reason I've found it better with this specific set is due to a few notable factors -

#1 - with Tera Fairy + its natural Ghost immunity, it can become a Dragapult lure - Play Rough (with and without Tera's power boost) almost always stomps Dragapult as well

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 0 Def Dragapult: 296-351 (93.3 - 110.7%) -- 62.5% chance to OHKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 0 HP / 0 Def Dragapult: 445-525 (140.3 - 165.6%) -- guaranteed OHKO

Additionally, Play Rough hits some other notable threats super effectively, 2HKOing or sometimes OHKOing without Tera, and almost always OHKOing with Tera -

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 0 Def Baxcalibur: 250-296 (67.3 - 79.7%) -- guaranteed 2HKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 0 HP / 0 Def Baxcalibur: 374-445 (100.8 - 119.9%) -- guaranteed OHKO

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 0 Def Breloom: 281-333 (107.6 - 127.5%) -- guaranteed OHKO
252+ Atk Life Orb Sawsbuck Play Rough vs. 248 HP / 0 Def Cyclizar: 333-393 (97 - 114.5%) -- 81.3% chance to OHKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 248 HP / 0 Def Cyclizar: 499-588 (145.4 - 171.4%) -- guaranteed OHKO

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 122-144 (37.7 - 44.5%) -- guaranteed 3HKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 183-216 (56.6 - 66.8%) -- guaranteed 2HKO

252+ Atk Life Orb Sawsbuck Play Rough vs. 252 HP / 0 Def Garchomp: 244-289 (58 - 68.8%) -- guaranteed 2HKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 252 HP / 0 Def Garchomp: 367-432 (87.3 - 102.8%) -- 18.8% chance to OHKO

I could go on, but as you can see, Play Rough just works better than Body Slam, despite inherent STAB + the Para chance.

I also replaced Seed Bomb with Horn Leech because, frankly, losing 5 BP here doesn't really change many notable calculations (if any), and the recovery helping to make up for the constant drain of chip and LO damage is extremely beneficial overall.​
 
this gives me a fun idea for focus energy snipe shot sniper inteleon once home drops. can't really test it right now for obvious reasons, but calcs on rain teams look promising. it can hit really hard on some stuff that people might normally switch into inteleon:

252 SpA Sniper Inteleon Snipe Shot vs. 252 HP / 4 SpD Dondozo in Rain on a critical hit: 304-358 (60.3 - 71%) -- guaranteed 2HKO

252 SpA Sniper Inteleon Snipe Shot vs. 116 HP / 0 SpD Azumarill in Rain on a critical hit: 258-304 (69.7 - 82.1%) -- guaranteed 2HKO

252 SpA Sniper Inteleon Snipe Shot vs. 252 HP / 4 SpD Rotom-Wash in Rain on a critical hit: 202-238 (66.4 - 78.2%) -- guaranteed 2HKO after Leftovers recovery

azu and rotom-w are usually very comfortable switching into inteleon because its standard coverage is ice beam, dark pulse, and air slash, so this is a nice way to break through stuff inteleon would normally need to run tera blast for.

and these are without an item, so you can also slap life orb on it, which allows you to net some very desirable 2hkos for rain teams:

252 SpA Life Orb Sniper Inteleon Snipe Shot vs. 252 HP / 252+ SpD Tera Water Garganacl in Rain on a critical hit: 216-255 (53.4 - 63.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Sniper Inteleon Snipe Shot vs. 248 HP / 252+ SpD Slowking in Rain on a critical hit: 189-224 (48 - 56.9%) -- 91% chance to 2HKO (more than Dark Pulse)

252 SpA Life Orb Sniper Inteleon Snipe Shot vs. 0 HP / 4 SpD Roaring Moon in Rain on a critical hit: 279-328 (79.4 - 93.4%) -- guaranteed 2HKO (more than Ice Beam)

252 SpA Life Orb Sniper Inteleon Snipe Shot vs. 252 HP / 64 SpD Toxapex in Rain on a critical hit: 197-232 (64.8 - 76.3%) -- guaranteed 2HKO after Leftovers recovery
this is about to become relevant, let's go

…or not because inteleon fucking lost focus energy
 
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After some testing of this set, I have a recommendation; Sun Sawsbuck might function better with a tinkered moveset and Tera typing -


Sawsbuck-Autumn @ Life Orb
Ability: Chlorophyll
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Play Rough
- Stomping Tantrum

The reason I've found it better with this specific set is due to a few notable factors -

#1 - with Tera Fairy + its natural Ghost immunity, it can become a Dragapult lure - Play Rough (with and without Tera's power boost) almost always stomps Dragapult as well

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 0 Def Dragapult: 296-351 (93.3 - 110.7%) -- 62.5% chance to OHKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 0 HP / 0 Def Dragapult: 445-525 (140.3 - 165.6%) -- guaranteed OHKO

Additionally, Play Rough hits some other notable threats super effectively, 2HKOing or sometimes OHKOing without Tera, and almost always OHKOing with Tera -

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 0 Def Baxcalibur: 250-296 (67.3 - 79.7%) -- guaranteed 2HKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 0 HP / 0 Def Baxcalibur: 374-445 (100.8 - 119.9%) -- guaranteed OHKO

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 0 Def Breloom: 281-333 (107.6 - 127.5%) -- guaranteed OHKO
252+ Atk Life Orb Sawsbuck Play Rough vs. 248 HP / 0 Def Cyclizar: 333-393 (97 - 114.5%) -- 81.3% chance to OHKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 248 HP / 0 Def Cyclizar: 499-588 (145.4 - 171.4%) -- guaranteed OHKO

252+ Atk Life Orb Sawsbuck Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 122-144 (37.7 - 44.5%) -- guaranteed 3HKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 183-216 (56.6 - 66.8%) -- guaranteed 2HKO

252+ Atk Life Orb Sawsbuck Play Rough vs. 252 HP / 0 Def Garchomp: 244-289 (58 - 68.8%) -- guaranteed 2HKO
252+ Atk Life Orb Tera Fairy Sawsbuck Play Rough vs. 252 HP / 0 Def Garchomp: 367-432 (87.3 - 102.8%) -- 18.8% chance to OHKO

I could go on, but as you can see, Play Rough just works better than Body Slam, despite inherent STAB + the Para chance.

I also replaced Seed Bomb with Horn Leech because, frankly, losing 5 BP here doesn't really change many notable calculations (if any), and the recovery helping to make up for the constant drain of chip and LO damage is extremely beneficial overall.​
Sawsbuck is viable. I been screwing around with this. Walled by either Skeleridge / Dragapult or Corviknight. But whatevs. Try this:


Sawsbuck @ Life Orb
Ability: Chlorophyll
Tera Type: Fire / Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Double-Edge
- Tera Blast / Play Rough
- Swords Dance

Double Edge is key because it is a nuke. Calcs:

+2 252+ Atk Life Orb Tera Fire Sawsbuck Double-Edge vs. 252 HP / 192+ Def Toxapex: 259-305 (85.1 - 100.3%) -- 81.3% chance to OHKO after Stealth Rock

+2 252+ Atk Life Orb Tera Fire Sawsbuck Tera Blast vs. 248 HP / 252+ Def Corviknight in Sun: 655-772 (164.1 - 193.4%) -- guaranteed OHKO

252+ Atk Life Orb Tera Fire Sawsbuck Double-Edge vs. 0 HP / 0 Def Roaring Moon: 308-364 (87.7 - 103.7%) -- guaranteed OHKO after Stealth Rock

252+ Atk Life Orb Tera Fire Sawsbuck Double-Edge vs. 0 HP / 0 Def Iron Valiant: 255-302 (88.2 - 104.4%) -- 62.5% chance to OHKO after Stealth Rock
 
Sawsbuck is viable. I been screwing around with this. Walled by either Skeleridge / Dragapult or Corviknight. But whatevs. Try this:


Sawsbuck @ Life Orb
Ability: Chlorophyll
Tera Type: Fire / Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Double-Edge
- Tera Blast / Play Rough
- Swords Dance

Double Edge is key because it is a nuke. Calcs:

+2 252+ Atk Life Orb Tera Fire Sawsbuck Double-Edge vs. 252 HP / 192+ Def Toxapex: 259-305 (85.1 - 100.3%) -- 81.3% chance to OHKO after Stealth Rock

+2 252+ Atk Life Orb Tera Fire Sawsbuck Tera Blast vs. 248 HP / 252+ Def Corviknight in Sun: 655-772 (164.1 - 193.4%) -- guaranteed OHKO

252+ Atk Life Orb Tera Fire Sawsbuck Double-Edge vs. 0 HP / 0 Def Roaring Moon: 308-364 (87.7 - 103.7%) -- guaranteed OHKO after Stealth Rock

252+ Atk Life Orb Tera Fire Sawsbuck Double-Edge vs. 0 HP / 0 Def Iron Valiant: 255-302 (88.2 - 104.4%) -- 62.5% chance to OHKO after Stealth Rock
Double-Edge can really be quite nasty, thanks for posting the set! I'm gonna have to give this variant more of a go (specifically Tera-Fire)

Speaking of which, I'd like to share with you a couple new niche sets that I've been working in OU with as of late, they have a variety of different roles so I'll be posting some small explanations for each one of them.


Beartic @ Assault Vest / Heavy-Duty Boots
Ability: Swift Swim
Shiny: Yes
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Liquidation
- Earthquake / Close Combat
- Trailblaze / Aqua Jet

(I wrote a full dissertation about Beartic in the OU meta-discussion here, so I'll just summarize Beartic briefly)​

With the resurgence of Weather as of late, I've been running Beartic on several of my own teams - It hits like a truck with Base 130 Attack, has a wide movepool that crushes some of OU's most potent threats, and has a nice Speed boosting offensive move in Trailblaze that allows it to somewhat patch up its second biggest flaw. The item choice is dependent on your team build - if you have trouble with hazards, run HDB, if you don't have trouble, run Assault Vest.

STAB Icicle Crash is a menacing move that nails some of the biggest threats in OU for super effective damage with many being OHKOs -

252+ Atk Beartic Icicle Crash vs. 252 HP / 172+ Def Amoonguss: 302-356 (69.9 - 82.4%) -- guaranteed 2HKO
252+ Atk Beartic Icicle Crash vs. 0 HP / 0 Def Breloom: 368-434 (140.9 - 166.2%) -- guaranteed OHKO
252+ Atk Beartic Icicle Crash vs. 248 HP / 8 Def Clodsire: 458-540 (98.9 - 116.6%) -- 87.5% chance to OHKO

252+ Atk Beartic Icicle Crash vs. 252 HP / 4 Def Cyclizar: 432-510 (125.5 - 148.2%) -- guaranteed OHKO
252+ Atk Beartic Icicle Crash vs. 0 HP / 0 Def Dragapult: 390-458 (123 - 144.4%) -- guaranteed OHKO
252+ Atk Beartic Icicle Crash vs. 144 HP / 0 Def Multiscale Dragonite: 320-378 (89.1 - 105.2%) -- 31.3% chance to OHKO (Reminder, this is 100% HP bulky-nite with Multiscale still up)

252+ Atk Beartic Icicle Crash vs. 252 HP / 0 Def Garchomp: 640-756 (152.3 - 180%) -- guaranteed OHKO
252+ Atk Beartic Icicle Crash vs. 0 HP / 4 Def Great Tusk: 242-288 (65.2 - 77.6%) -- guaranteed 2HKO
252+ Atk Beartic Icicle Crash vs. 0 HP / 0 Def Hydreigon: 336-396 (103.3 - 121.8%) -- guaranteed OHKO

252+ Atk Beartic Icicle Crash vs. 0 HP / 0 Def Meowscarada: 408-482 (139.2 - 164.5%) -- guaranteed OHKO
252+ Atk Beartic Icicle Crash vs. 0 HP / 0 Def Roaring Moon: 408-480 (116.2 - 136.7%) -- guaranteed OHKO
252+ Atk Beartic Icicle Crash vs. 252 HP / 4 Def Ting-Lu: 254-300 (49.4 - 58.3%) -- 66.8% chance to 2HKO after Leftovers recovery​

Additionally, with Tera Water + Liquidation (especially in Rain), Beartic takes on an entirely new defensive profile and is able to smack Pokemon like Ceruledge, Cinderace, Armarouge, Garganacl, Iron Moth, Volcarona, and others around. The third slot is for a coverage move of your choice - personally, I prefer Earthquake so I have the ability to smack Gholdengo and others around, but I'd likely recommend Close Combat overall. The last slot is dependent on your specific team needs - If you want to simply boost up Beartic's speed, run Trailblaze - with the current investment, +1 Speed brings Beartic up to 298. If you'd instead like to run Aqua Jet for priority, I'd consider reallocating EVs


Froslass @ Choice Specs
Ability: Cursed Body
Tera Type: Fairy / Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Shadow Ball
- Tera Blast / Trick
- Thunderbolt / Tera Blast​

Froslass is one of my favorite Pokemon to use in OU right now for a few reasons - it's fast, with Specs it hits hard, and its offensive type synergy and coverage movepool is astounding. Base 110 speed is solid and outspeeds Walking Wake by one point along with a solid portion of the OU Meta. Ice Beam and Shadow Ball are your main STABS of choice and maim most of the OU Meta for super effective damage.

The last two slots are dependent on your Tera type - if you're running Tera Fairy; run Tera Blast and Thunderbolt so you can still handle Corviknight while also being able to lure and dispose of Dragapult. If you're running Tera Fire, run Trick with Tera Blast instead of Thunderbolt - that way you can still handle Corviknight while having additional utility to cripple a defensive Pokemon. Cursed Body is always a nice touch as well and can be very useful situationally.
 
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I've been experimenting using Noivern recently and it's been performing surprisingly well! I use Tera Normal Specs Boomburst set with Draco Meteor, Flamethrower, and U-turn on it and it's surprisingly hard to switch into. For example, Offensive and Physically Defensive Tusk gets OHKO'd and it can 2HKO Vest Pex with Boomburst as long as it's been chipped even a little bit:
252 SpA Choice Specs Tera Normal Noivern Boomburst vs. 248 HP / 8 SpD Assault Vest Toxapex: 136-162 (44.8 - 53.4%) -- 33.6% chance to 2HKO
Keep in mind that if rocks are up OR you choose to go 252+, it's cleanly 2HKO'd. It's also blisteringly fast, only being outsped by Dragapult (which obviously can't switch in) and Meowscarada (which speed ties but is weak to its U-turn). Its bulk isn't as terrible as you'd think, either, living stuff like Wake's Specs Hydro Steam under sun if not Tera'd yet (72.9-86.1%) and any of Volc's attacks on the Tera Grass set, especially as you can bluff Hurricane and force it out.
It can also slot on any of Super Fang, Defog, Roost, Taunt, or Hurricane depending on what your team needs, and with Frisk, it gives it a good bit of scouting utility too.
It needs some team support to remove rocks and deal with stuff like (<90%) Clodsire and revenge-killing Pult/Valiant but this isn't at all a problem unique to it and its good qualities are numerous. I suggest you try it out!

(also this is my first post if i did anything wrong please tell me)
 
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Glimmora @ Choice Specs
Ability: Toxic Debris
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb / Sludge Wave
- Energy Ball / Power Gem
- Dazzling Gleam

539 special attack after specs boost, useful as a lead to surprise KO GTusk and the dragons

252 SpA Choice Specs Tera Fairy Glimmora Dazzling Gleam vs. 252 HP / 252+ SpD Assault Vest Great Tusk: 276-326 (63.5 - 75.1%) -- guaranteed 2HKO (anything short of this has over 60% chance of getting OHKO'd)
252 SpA Choice Specs Tera Fairy Glimmora Dazzling Gleam vs. 0 HP / 4 SpD Roaring Moon: 780-916 (222.2 - 260.9%) -- guaranteed OHKO
252 SpA Choice Specs Tera Fairy Glimmora Dazzling Gleam vs. 0 HP / 4 SpD Hydreigon: 852-1008 (262.1 - 310.1%) -- guaranteed OHKO
252 SpA Choice Specs Tera Fairy Glimmora Dazzling Gleam vs. 144 HP / 0 SpD Multiscale Dragonite: 196-232 (54.5 - 64.6%) -- guaranteed 2HKO (breaking multiscale guarantees OHKO)

Specs Glimmora has one thing over Iron Moth (another mon with a huge special attack), being its superior coverage (and lack of rocks weakness). The fairy and ground coverage allows it to beat much more such as the aforementioned dragons and almost guarantees 2HKO on AV Pex, as well as beat Clodsire
252 SpA Choice Specs Glimmora Earth Power vs. 248 HP / 8 SpD Assault Vest Toxapex: 146-172 (48.1 - 56.7%) -- 86.7% chance to 2HKO
252 SpA Choice Specs Glimmora Earth Power vs. 248 HP / 252+ SpD Clodsire: 214-252 (46.2 - 54.4%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery

People always assume Glimmora is a suicide hazard stack lead, so when I surprise tera and OHKO their tusk they'll be playing at a huge disadvantage. I pair Glimmora with a webs setter so that it can get rid of opposing Tusk so webs stay up, while webs help specs glim with outspeeding opponents.


Sadly I can't provide replays as showdown's not responding to me so I can't play any battles
 
:sv/ceruledge:
Ceruledge @ Choice Band
Ability: Flash Fire
Tera Type: Grass
EVs: 176 HP / 252 Atk / 4 SpD / 76 Spe
Adamant Nature
- Solar Blade
- Bitter Blade
- Close Combat
- Shadow Sneak

You can adapt the speed EVs to your convenience but the bulk is really nice to check Volcarona, Iron Moth, Iron Valiant, Skeledirge and it can even take a Shadow Ball from Gholdengo unless it is specs. This particular set allows Sun teams a huge role compression and a hard hitter in one mon and it is in my opinion the best Ceruledge set to run on Sun. I peaked at 2024 Elo with this particular set on a Sun team and I can assure you that this Pokemon is no joke.

- Garganacl : 252+ Atk Choice Band Tera Grass Ceruledge Solar Blade vs. 252 HP / 252+ Def Garganacl: 390-462 (96.5 - 114.3%) -- 81.3% chance to OHKO
- Skeledirge : 252+ Atk Choice Band Flash Fire Ceruledge Bitter Blade vs. 248 HP / 252+ Def Skeledirge in Sun: 191-225 (46.4 - 54.7%) -- 64.5% chance to 2HKO
- Dondozo : 252+ Atk Choice Band Tera Grass Ceruledge Solar Blade vs. 252 HP / 252+ Def Dondozo: 426-504 (84.5 - 100%) -- 6.3% chance to OHKO
- Toxapex : 252+ Atk Choice Band Tera Grass Ceruledge Solar Blade vs. 252 HP / 252+ Def Toxapex: 175-207 (57.5 - 68%) -- guaranteed 2HKO after Leftovers recovery
- Ting-Lu : 252+ Atk Choice Band Ceruledge Bitter Blade vs. 252 HP / 0 Def Ting-Lu in Sun: 291-343 (56.6 - 66.7%) -- guaranteed 2HKO after Leftovers recovery
- Defensive Great Tusk : 252+ Atk Choice Band Tera Grass Ceruledge Solar Blade vs. 252 HP / 252+ Def Protosynthesis Great Tusk: 300-354 (69.1 - 81.5%) -- guaranteed 2HKO after Leftovers recovery
- Offensive Great Tusk : 252+ Atk Choice Band Ceruledge Bitter Blade vs. 0 HP / 4 Def Great Tusk in Sun: 280-330 (75.4 - 88.9%) -- guaranteed 2HKO
- Iron Moth : 252+ Atk Choice Band Flash Fire Ceruledge Bitter Blade vs. 0 HP / 124 Def Iron Moth in Sun: 334-393 (110.9 - 130.5%) -- guaranteed OHKO (45% recovered)

I can't provide replays right now as Showdown is down but you can find a bunch of replays in my RMT and see for yourself how wonderful this Ceruledge set is.
 
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Might as well post this here too:

In addition to Noivern, I've been experimenting in OU with another UU threat... Lokix!
:sv/Lokix: (he is going to steal your kneecaps)
The Set
Lokix's niche is a little different from what you might expect. Most people think of it as purely a revenge killer with strong priority, and it definitely is that, but it is a phenomenal U-turn user thanks to its strong priority and can dismantle some balanced teams with its priority plus its strong neutral hits. In order to maximize damage output, I personally use the Band set:
:sv/Lokix: @ Choice Band
Tera Type: Bug
0/252/0/0/4/252
Adamant nature
-First Impression
-U-Turn
-Sucker Punch
-Leech Life
First Impression is half of Lokix's niche already and is great for removing threats like Pult (109.1-128.7), bulky Volc (89.5-105.6), Azumarill (81.1-95.5), Cinderace (114.9 - 135.5), etc. etc. etc. Basically, anything that's not 4x resistant or Sizable Incisor you can revenge with only a little chip (and even these take around 40-50% each so over the course of a game they can't check it forever). Thanks to First Impression's +2 priority, it can revenge kill weakened +1 priority users like Tera Ice SD Bax, Breloom (although how DARE you kill the fungus boi), or Belly Drum Azumarill. U-turn is U-turn. Click it, deal damage, make progress, switch out, but made even better by the Band and Tera Bug multipliers that make its U-turn an actually threatening move. Leech Life is used for consistent bug STAB that gives it options for walls, as well as to combat its own Stealth Rock weakness with recovery. For an example of why this move is so vital, "The Pex" is guaranteed 2HKO'd by Leech Life and Dozo takes 31-37.3% and heals 27.9-33.2% which is your Rocks weakness gone, plus the damage is not as insignificant as it seems when Dozo's only recovery option is Rest. Ting-Lu, a common fixture on many balance teams, gets absolutely destroyed by it of course, as well as other less-common threats like Slowking and Sub NP Hydreigon. Lastly, Sucker Punch is for Gengar and Ghold in particular but can also be used as a form of priority that doesn't force you to switch out next turn for a choiced attacker.

Weaknesses
Lokix is somewhat reliant on Tera to get many of its KOs (Tera Flying Moon and Pult in particular) and having to dedicate your Tera before the game even starts is never good. It also struggles to revenge kill some prominent threats if they haven't been chipped enough, in particular Valiant and Moth. Its Stealth Rock weakness and inability to Tera out of its weaknesses can lead to it struggling to switch multiple times through a game, and with how shaky hazard removal is, it's not always something you can avoid.

The Game Plan and Team Options
Playing with Lokix is a game of switching: How many times Lokix can switch in and how many times the opponent can switch into something to check it. The team should be built with the goal of removing the threats that Lokix can't kill, like Valiant, and maximizing the amount of times Lokix can switch in. Hazard removal is of course a must, and I've found Talonflame to be effective with this as it doesn't fear Cinderace that come to revenge kill as opposed to Tusk which fears Will-o-Wisp. Pivots are also effective on such teams, such as Rotom-W, which can form a deadly VoltTurn core with the 'Kix. Lokix really enjoys hazard support that allows it to claim KOs on certain mons and limiting the amount of times checks can be checks. Mons like Chomp and Meow can help with this, the former having Rocks and a synergistic typing and the latter having Pivoting and Toxic Spikes. A spinblocker can be useful if you choose to use a less durable setter like Meow. Cinderace can also do the job with Court Change, as well as having semi-complementary typing. Magnezone is one of my favorite pokemon to pair with it as it removes Corv which is often the thing holding balance teams together against Lokix and really allows it to just go to town.

Other Sets
Lokix's other options aren't great. Throat Chop is an option to damage Dirge, Ceruledge, and Ghold, but these have a few problems each. Dirge is a very common Tera user, and it isn't OHKO'd by it even with its original type with Adamant Band and can just Will-o-Wisp and neuter it for the rest of the match. For Ceru, if it's running the Focus Sash set with SD OR it Teras you have the daunting task of trying to switch in a +2 Ceru and having to take 2 hits and then try and kill it all while hoping it doesn't recover more than 40% with Bitter Blade so First Impression can revenge it reliably (since you're probably not running Sucker Punch with Throat Chop.) Ghold you don't outspeed without Timid nature, massively compromising your RK power and switch forcing, and both the Scarf and Defensive set can cripple or kill it anyways. Timid also outspeeds Jolly offensive Tusk, but offensive Tusk is rareish and will usually have a Rapid Spin boost anyway. You're better off going for your priority in both circumstances. It could run a Swords Dance set with Tera Dark Sucker Punch, but this loses out on the reliable revenge killing it can do and Lokix is generally too frail to set up anyways. It can run Axe Kick to OHKO Gambit and 2HKO Garg but this has several problems. For one, both usually Tera into something not weak to fighting. Gambit can kill with its powerful priority if you're tera'd already because you're no longer using priority, and Garg will accomplish something with its free turn that's usually incredibly detrimental, either Stealth Rock or Salt Cure, although if you're lucky it'll go for Curse or Iron Defense and you'll force it to Tera to avoid the 2HKO next turn. Lastly, the 10% (read: 100%) miss chance and recoil can limit the amount of times Lokix can do its job with Rocks up. Essentially, a common theme with these coverage options is that they work, but only in the right circumstances and if they don't you're kinda just screwed.


Edit: Updated to be more accurate to my feelings after playing with Lokix more.
Reply
 
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So now that we've gotten confirmation that Pokemon Home is releasing on May 24th - I was thinking we have some discussion revolving around some of the more... underrepresented Pokemon returning to the meta and how they could potentially be utilized in OU.



Typhlosion-Hisui @ Choice Scarf
Ability: Blaze
Tera Type: Ghost / Fire / Psychic / Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Infernal Parade
- Extrasensory
- Flamethrower / Fire Blast

Typhlosion-Hisui is extremely interesting for several reasons - it has a heightened Special Attack of 119 at the cost of lowering its speed. This isn't necessarily a bad thing as Typhlosion was usually a scarf-user to begin with.

Eruption is more powerful than regular Typhlosion here, but what's really interesting is just how spammable Infernal Parade is. For those who don't know, Infernal Parade is a STAB special Ghost move with 60 BP that, like Scald, has a 30% chance to burn. The power may not be overwhelming, but the utility and unintentional pressure this can exude is downright terrifying. Ghost/Fire is a wonderful STAB combination (as we've seen with Ceruledge), Tera allows Typhlosion to potentially turn the tables on certain checks defensively or could simply be used to increase its power.

Also, Wyrdeer -
250px-0899Wyrdeer.png

Wyrdeer @ Leftovers
Ability: Intimidate
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 4 SpD or 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Psyshield Bash
- Earthquake
- Megahorn
- Trailblaze

Ghost Immunity, Fighting Neutrality, Intimidate to bolster its physical profile (or Sap Sipper if you wanted), a signature STAB move Psyshield Bashthat has a 100% chance to raise its Defense stat, fantastic coverage in Earthquake + Megahorn and Trailblaze to boost its lacking speed? Additionally, if you wanted to go the special route -

250px-0899Wyrdeer.png

Wyrdeer @ Leftovers
Ability: Intimidate
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpA or 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Earth Power
- Psychic / Psyshock
- Thunderbolt

I cannot stress enough how important Ghost immunity + unpredictability is right now and will continue to be throughout Pokemon Home. What underrated Hisuian mons are you excited to test upon Pokemon Home's drop?​
 
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Let's talk Choice Band Brambleghast.
Brambleghast @ Choice Band
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Power Whip
- Shadow Sneak
- Tera Blast
- Pounce
(Jolly is optimal, Adamant is more fun. Take your pick.)
This little tumbleweed clicks a lot of buttons and cooks a lot of defensive teams, for 3 reasons:
1) It's Power Whip is one of the strongest grass moves in the entire tier.
252 Atk Choice Band Brambleghast Power Whip vs. 0 HP / 0 Def Mew: 270-318 (79.1 - 93.2%) -- guaranteed 2HKO
252 Atk Choice Band Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Mew: 273-324 (80 - 95%) -- approx. 2HKO
Power Whip, on average, is about as strong as technician banded breloom Bullet Seed. Bullet Seed off of Breloom is a move to be feared, this Power Whip is no different. Grass resists on stall typically are stuff like Dirge, Talonflame, Gholdengo, and Corviknight, which are all solid Breloom answers barring coverage, but Brambleghast...
2) Slams typical grass resists after Tera Ghost Tera Blast.
Dirge? 252 Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 252+ Def Skeledirge: 348-412 (84.4 - 100%) -- 6.3% chance to OHKO
Gholdengo? 252 Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 252+ Def Gholdengo: 360-424 (95.2 - 112.1%) -- 68.8% chance to OHKO
Talonflame? 252 Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 204 Def Talonflame: 248-292 (68.8 - 81.1%) -- guaranteed 2HKO (Damage it doesn't wanna take, esp since it has to switch into Tusk and others)
Corv? 252+ Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 248 HP / 8 Def Corviknight: 250-296 (62.6 - 74.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (Physdef variants aren't real + die after rocks most of the time)
Amoonguss? 252+ Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 172+ Def Amoonguss: 260-306 (60.1 - 70.8%) -- guaranteed 2HKO after Stealth Rock
All of this is nice and all, but the best part of it is that...
3) No one sees it coming. Brambleghast typically runs utility in UU, and if an OU player sees it they'll probably assume its a utility set and switch in things carelessly, only for those things to die. It's great, a lot of fun, I highly recommend.
Random replay where I mess up Stall with it, in this game Talonflame is the only Power Whip resistance and I'm able to smash through it with Tera Blast, preventing it from switching in in the future.
https://replay.pokemonshowdown.com/gen9ou-1868386173
 
Let's talk Choice Band Brambleghast.
Brambleghast @ Choice Band
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Power Whip
- Shadow Sneak
- Tera Blast
- Pounce
(Jolly is optimal, Adamant is more fun. Take your pick.)
This little tumbleweed clicks a lot of buttons and cooks a lot of defensive teams, for 3 reasons:
1) It's Power Whip is one of the strongest grass moves in the entire tier.
252 Atk Choice Band Brambleghast Power Whip vs. 0 HP / 0 Def Mew: 270-318 (79.1 - 93.2%) -- guaranteed 2HKO
252 Atk Choice Band Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Mew: 273-324 (80 - 95%) -- approx. 2HKO
Power Whip, on average, is about as strong as technician banded breloom Bullet Seed. Bullet Seed off of Breloom is a move to be feared, this Power Whip is no different. Grass resists on stall typically are stuff like Dirge, Talonflame, Gholdengo, and Corviknight, which are all solid Breloom answers barring coverage, but Brambleghast...
2) Slams typical grass resists after Tera Ghost Tera Blast.
Dirge? 252 Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 252+ Def Skeledirge: 348-412 (84.4 - 100%) -- 6.3% chance to OHKO
Gholdengo? 252 Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 252+ Def Gholdengo: 360-424 (95.2 - 112.1%) -- 68.8% chance to OHKO
Talonflame? 252 Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 204 Def Talonflame: 248-292 (68.8 - 81.1%) -- guaranteed 2HKO (Damage it doesn't wanna take, esp since it has to switch into Tusk and others)
Corv? 252+ Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 248 HP / 8 Def Corviknight: 250-296 (62.6 - 74.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (Physdef variants aren't real + die after rocks most of the time)
Amoonguss? 252+ Atk Choice Band Tera Ghost Brambleghast Tera Blast vs. 252 HP / 172+ Def Amoonguss: 260-306 (60.1 - 70.8%) -- guaranteed 2HKO after Stealth Rock
All of this is nice and all, but the best part of it is that...
3) No one sees it coming. Brambleghast typically runs utility in UU, and if an OU player sees it they'll probably assume its a utility set and switch in things carelessly, only for those things to die. It's great, a lot of fun, I highly recommend.
Random replay where I mess up Stall with it, in this game Talonflame is the only Power Whip resistance and I'm able to smash through it with Tera Blast, preventing it from switching in in the future.
https://replay.pokemonshowdown.com/gen9ou-1868386173

This is heat indeed, but try to use it in Tailwind. I posted about this Mon some days ago:

https://www.smogon.com/forums/threads/sv-ou-metagame-discussion.3710915/page-447#post-9623675
 
This is heat indeed, but try to use it in Tailwind. I posted about this Mon some days ago:

https://www.smogon.com/forums/threads/sv-ou-metagame-discussion.3710915/page-447#post-9623675
The problem with Tailwind is that it's just too specific to actually get Brambleghast in under Tailwind in singles. It's power under Tailwind is unrivaled but its too hard to pull off, at least for me. And honestly I'd rather just run 252+/252 Kingambit under wind because that thing outspeeds Ace and it's stupid and I love it.
 
The problem with Tailwind is that it's just too specific to actually get Brambleghast in under Tailwind in singles. It's power under Tailwind is unrivaled but its too hard to pull off, at least for me. And honestly I'd rather just run 252+/252 Kingambit under wind because that thing outspeeds Ace and it's stupid and I love it.
I mean, if you use it without Tailwind, Dragapult its better outside of Power Whip. +1 power + Tera Ghost + Band is crazy. Using Tailwind is hard, but you can combine it with some Eject Buttons to get Brambleghast in. In fact, the fast Tailwind setter itself could have the Button, like Talonflame, Kilowattrel or Roaring Moon.
Slow ones (Murkrow and Corviknight) can use Tailwind and then slow U-Turn to allow the ghost in.
 
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal / Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Encore

Dragonite’s newfound access to encore has sadly flown under the radar. It synergizes so well with the combination of multiscale and a speed boosting move, allowing you to risk encoring into even a strong move and either continue to setup or switch into an appropriate response without having to predict at all. If you get runaway setup (which encore can help with) you get encore faster than absolutely anything in front of you. It offers you amazing loss prevention if you want to break with it early, and still allows you to beat corv, gets you the dozo, bulk up tusk, and tera steel hydreigon matchups. I honestly think it should become the standard.
 
Sneasler is definitely not a heat Mon. However, this set is pure flames:

Chuckster (Sneasler) @ Poison Barb
Ability: Unburden
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Fling
- Dire Claw
- Close Combat

It does the best of both abilities: spreads garuanteed poison from a not -too- shabby 70bp fling, which also gives you the Unburden boost.
 
A few sets, some of which have certainly already seen some use but may not be talked about much:

:dragapult:
Boomslang (Dragapult) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hex
- Will-O-Wisp
- Thunder Wave

Double status pult is vicious to deal with. With just 4 relevant exceptions (:garganacl:, :ursaluna:, :gholdengo:, and :rotom-heat:), you have a status option for anything as well as the insane speed to land it consistently, powering up your hex and making it easier for you to avoid crippling damage. Obviously this is a pretty simple variation on the dragon darts utility :dragapult: set, but I’d recommend giving it a try. Poison tera is for :iron valiant: and to avoid toxic.

:mimikyu:
Uno Reverse (Mimikyu) @ Red Card
Ability: Disguise
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Play Rough
- Drain Punch
- Shadow Sneak

:mimikyu: is already a niche choice that can more or less blanket check HO while threatening its own sweep thanks to disguise. Red card is an incredible synergy with its ability, allowing you to phaze out scary setup sweepers while setting yourself up. Bonus points if your initial switch-in is on a choiced user of a move you’re immune to, such as specs :dragapult: draco meteor or banded :zamazenta:, :zapdos-galar:, :great tusk:, :breloom:, or :sneasler: close combats, as they will be forced out without breaking disguise or activating your red card, but you can also swap into these threats reasonably safely anyway thanks to disguise—your payoff will just be lower if they actually hit you.

:gholdengo:
Duke of Hazards (Gholdengo) @ Light Clay / Covert Cloak / Heavy-Duty Boots / No Item
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Recover
- Make It Rain / Shadow Ball

This is NOT an HO :gholdengo: set, despite what screens may imply. Inspired by SupaGMoney’s stall team with dual screens :slowking:, in conjunction with :gholdengo:’s insane hazard removal management, this set is designed to grant :gholdengo: the necessary bulk to block hazard removal consistently in long games while also supporting the team’s other walls in handling the many heavy hitters the tier has to offer. Itemless :gholdengo: is the only item option requiring explanation; :gholdengo: has the physdef to switch into even banded :great tusk: knock off and avoid 2hko 98.8% of the time, if it foregoes an item. Tera ghost is also for great tusk allowing you to shed your ground weakness in order to avoid kills from :great tusk: headlong rushes and earthquakes (especially from booster energy tusk who can of course switch moves after knocking you on the switch), but bear in mind that you have to scout the :great tusk: set with someone else (even if it means losing some hazard progress and an item) in order to switch into it, as an immediate banded headlong rush will ohko you before you can tera. The rest of your team has to account for :cinderace: and :maushold: as both will ignore good as gold, and you will undoubtedly want an unaware wall (likely :dondozo:) to assist in dealing with the free turns you give up recovering and setting screens, but in exchange you severely limit your opponent’s hazard counterplay.

Edit: two things I didn’t even realize when posting this set: 1) Good As Gold prevents screen removal via Defog (and your typing via brick break, although that’s rarely relevant), and 2) Good As Gold also allows you to act as a trick absorber, which defensive teams sorely need. Obviously trick from something highly threatening to you like Hoopa-U cannot be safely absorbed, but it’s still super nice to have. And of course you’re immune to taunts and encores and such.


Beeg Snail (Goodra-Hisui) @ Leftovers
Ability: Sap Sipper / Battle Armor
Tera Type: Water / Fairy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Curse
- Iron Head / Heavy Slam
- Rest / Protect
- Dragon Tail

An incredibly impressive slow sweeper leveraging some of the best special bulk in the tier and a solid defensive typing in order to run away with games if given a couple turns to breathe. That same defensive typing complements it perfectly offensively as it can act as a phazer (thus denying opposing setup, very important for slower setup moves like curse) for all non-fairies with dragon tail while hitting fairies super effectively with STAB iron head or heavy slam (iron head is preferred to deal with tera fairy :baxcalibur: and :skeledirge:, but heavy slam will muscle through :enamorus:, :enamorus-therian:, :scream tail:, :azumarill:—which can’t switch in and belly drum against 2 heavy slams but can do this vs iron head—:iron valiant:, :hatterene:, and tera fairy :toxapex: and :rotom-wash:; while the list of targets for heavy slam is certainly longer, :skeledirge:, :baxcalibur:, :enamorus-therian:, and :azumarill: are the only particularly likely mons to actually force you out). Tera water synergizes nicely with sap sipper, but if you really hate your bulky setup sweepers getting crit you have shell armor and tera fairy as an alternative.
 
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Rabsca has been pretty fun as of late

250px-0954Rabsca.png

Rabsca @ Choice Specs
Ability: Synchronize
Tera Type: Ground
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Revival Blessing
- Trick Room
- Power Gem
- Earth Power​

Unique Trick Room + Revival Blessing Tech with Specs and Earth Power + Power Gem to launch nuclear special edgequake hits

252+ SpA Choice Specs Rabsca Earth Power vs. 0 HP / 0 SpD Kingambit: 340-400 (99.7 - 117.3%) -- 93.8% chance to OHKO
252+ SpA Choice Specs Rabsca Earth Power vs. 0 HP / 0 SpD Great Tusk: 246-290 (66.3 - 78.1%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Ground Rabsca Earth Power vs. 0 HP / 0 SpD Great Tusk: 369-435 (99.4 - 117.2%) -- 93.8% chance to OHKO

252+ SpA Choice Specs Rabsca Power Gem vs. 0 HP / 4 SpD Baxcalibur: 296-350 (79.7 - 94.3%) -- guaranteed 2HKO
252 Atk Baxcalibur Glaive Rush vs. 252 HP / 0 Def Rabsca: 244-288 (68.9 - 81.3%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 4 SpD Rabsca: 264-312 (74.5 - 88.1%) -- guaranteed 2HKO
 
Rabsca has been pretty fun as of late

View attachment 528516
Rabsca @ Choice Specs
Ability: Synchronize
Tera Type: Ground
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Revival Blessing
- Trick Room
- Power Gem
- Earth Power​

Unique Trick Room + Revival Blessing Tech with Specs and Earth Power + Power Gem to launch nuclear special edgequake hits

252+ SpA Choice Specs Rabsca Earth Power vs. 0 HP / 0 SpD Kingambit: 340-400 (99.7 - 117.3%) -- 93.8% chance to OHKO
252+ SpA Choice Specs Rabsca Earth Power vs. 0 HP / 0 SpD Great Tusk: 246-290 (66.3 - 78.1%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Ground Rabsca Earth Power vs. 0 HP / 0 SpD Great Tusk: 369-435 (99.4 - 117.2%) -- 93.8% chance to OHKO

252+ SpA Choice Specs Rabsca Power Gem vs. 0 HP / 4 SpD Baxcalibur: 296-350 (79.7 - 94.3%) -- guaranteed 2HKO
252 Atk Baxcalibur Glaive Rush vs. 252 HP / 0 Def Rabsca: 244-288 (68.9 - 81.3%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 4 SpD Rabsca: 264-312 (74.5 - 88.1%) -- guaranteed 2HKO
This looks super fun, Rabsca is definitely underrated imo, one of my fave Mon from this gen. When would you use TR on this set though? I can see it being useful on a set without specs, but here it feels like you're locking yourself in and have to switch
 
This looks super fun, Rabsca is definitely underrated imo, one of my fave Mon from this gen. When would you use TR on this set though? I can see it being useful on a set without specs, but here it feels like you're locking yourself in and have to switch
Rabsca is one of my favorites as well, super underrated. As for why Trick Room, it operates under the same principle as Revival Blessing here, you have an opportunity to capitalize on likely switch-ins to Rabsca. Your opponent won't know Rabsca is choice locked until either the item gets knocked or you hit their Pokemon for a damage threshold that only Specs would allow.

Generally, you'd want to use Rabsca as one of your first Pokemon out, as it's best at setting up Trick Room early game. Then rely on your secondary TR setter throughout the mid game and keep Rabsca alive long enough to either blow a hole in an opponent's core, or use Revival Blessing to bring back a Pokemon that can.
 
:Meowscarada: Non-response to Zamazenta
Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Flower Trick
- U-turn
- Spikes / Trick / Toxic Spikes


Insufficient gimmick to deal against Zama, but sometimes it works. Flower Trick ignores boost and Tera Ghost gives Body Press immunity.
Still interesting against Dragapult who insist on putting up walls turn 1 and think it's Sash.

:Sneasler: Fishing Poison
Sneasler @ Protective Pads
Ability: Poison Touch
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- U-turn
- Close Combat
- Dire Claw


Extra Poison fishing with Fake out (and U-Turn against slower ones), it's dirty but if it's against Zapdos it's fair.
Still interesting against Sash Samurott-Hisui, if you hate that too I recommend it. Also ates Trick Room turns.

https://replay.pokemonshowdown.com/gen9ou-1890821534-r99l8zxtklr7pk82fcqi65ktxrnd2hvpw
https://replay.pokemonshowdown.com/gen9ou-1886351204-vcsvdmbqlzqw871xdgb7lihcz715gxmpw
 
:electrode-hisui:
Electrode-Hisui @ Focus Sash/Terrain Extender
Ability: Aftermath
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Electric Terrain
- Chloroblast
- Volt Switch
Fuck Pincurchin, this is the best Electric Terrain lead imo. Taunt shuts down most opposing leads, it's almost guaranteed to get Terrain up since it's so fast, Volt Switch lets you pivot so you can set up terrain later in the match, but the main draw is Chloroblast. Not only does it hit hard, but if Electrode goes down to recoil you can bring your mon in safely next turn while the terrain is still up. If you want to use Alolan Raichu, or want to give your Quark Drive mons an extra boost, Hisuian Electrode is the way to go.

Speaking of which...
:raichu-alola:
Raichu-Alola (F) @ Electric Seed
Ability: Surge Surfer
Tera Type: Fairy
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Thunderbolt
- Stored Power
This is a sillier set, but it can still put in work. Seed lets you actually take a few hits that would otherwise KO you; for example, after you Terastallize, Great Tusk's Headlong Rush can't OHKO you without hazard chip, letting you outspeed next turn and OHKO with Draining Kiss. What's more, since you'll likely have Surge Surfer for at least your first turn out, you're practically guaranteed that first Calm Mind, which can save you from attacks like Enamorus or Specs Valiant's Moonblast or Specs Dragapult's Tera-boosted Shadow Ball. Even when Surge Surfer wears off and you no longer have doubled speed, your boosts still make you a very real threat (also you still outpace everything with a base speed below 105, so...).

Of course, it's not perfect. You need Electric Terrain up to get your Seed to activate, Meowscarada can just OHKO you with Flower Trick once Surge Surfer wears off, Draining Kiss is kinda ass before you Tera, and status conditons can be a pain. But once this set gets going, it's not exactly easy to stop. If you don't feel like Stored Power is worth it, Psyshock can also stop Clodsire and Blissey from walling you.
 
:meloetta:/:meloetta-pirouette:
Meloetta @ Life Orb
Ability: Serene Grace
Tera Type: Fighting
EVs: 84 Atk / 192 SpA / 232 Spe
Hasty Nature
- Relic Song
- Close Combat
- Ice Punch
- Psychic
Not sure if this falls under meme, since admittedly in a lot of games it gets sacc'd, but has won me many games off of surprise factor, and can take special hits remarkably well. 232 Spe invest hits 301, outspeeding most importantly non booster/scarf Tusk, which it comfortably OHKOes with psychic. 192 SpA is for the most common Amoonguss spread, which allows Melo to OHKO it 50% of the time. 84 Atk 2HKOes practically all fighting weak mons in the tier using Tera CC with rocks up, even in base form. It can also surprise OHKO Gambit, though bulkier variants do live most of the time. Relic Song is mostly a gimmick, but the boost to speed in pirouette form lets you outspeed the likes of even Meow, and makes CC's damage skyrocket, not to mention the 20% sleep chance thanks to Serene Grace, which has clutched up many a game. It also bypasses sub which has been extremely useful against the likes of sub CM Enam and others. Relic Song into Ice Punch also has decent rolls to KO many bulkier flying types, and even base form ice punch chunks the likes of Lando-T, Dnite and Chomp, along with that added 10% freeze chance. Calcs are below if interested.

192 SpA Life Orb Meloetta Psychic vs. 252 HP / 4 SpD Great Tusk: 595-704 (137 - 162.2%) -- guaranteed OHKO
192 SpA Life Orb Meloetta Psychic vs. 252 HP / 84 SpD Amoonguss: 398-468 (92.1 - 108.3%) -- 50% chance to OHKO
84 Atk Life Orb Meloetta Close Combat vs. 0 HP / 4 Def Kingambit: 343-406 (100.5 - 119%) -- guaranteed OHKO
84 Atk Life Orb Meloetta Close Combat vs. 252 HP / 0 Def Heatran: 190-226 (49.2 - 58.5%) -- 65.6% chance to 2HKO after Leftovers recovery
84 Atk Life Orb Tera Fighting Meloetta Close Combat vs. 252 HP / 156+ Def Garganacl: 195-229 (48.2 - 56.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
192 SpA Life Orb Meloetta Relic Song vs. 252 HP / 0 SpD Zapdos: 165-196 (42.9 - 51%) -- 3.1% chance to 2HKO, if LOWEST roll: 84 Atk Life Orb Meloetta-Pirouette Ice Punch vs. 252 HP / 104 Def Zapdos: 190-224 (49.4 - 58.3%) -- 12.5% chance to OHKO
-1 84 Atk Life Orb Meloetta Ice Punch vs. 252 HP / 0+ Def Landorus-Therian: 172-203 (45 - 53.1%) -- 21.1% chance to 2HKO

252 SpA Enamorus Moonblast vs. 0 HP / 0 SpD Meloetta: 129-153 (37.8 - 44.8%) -- guaranteed 3HKO
252 SpA Gholdengo Make It Rain vs. 0 HP / 0 SpD Meloetta: 162-192 (47.5 - 56.3%) -- 82.4% chance to 2HKO (not taking into account SpA drop)
252 SpA Choice Specs Typhlosion-Hisui Eruption (150 BP) vs. 0 HP / 0 SpD Meloetta: 279-328 (81.8 - 96.1%) -- guaranteed 2HKO
244 SpA Choice Specs Walking Wake Draco Meteor vs. 0 HP / 0 SpD Meloetta: 249-294 (73 - 86.2%) -- guaranteed 2HKO
 
THE NICHE HEAT BRIGADE

I've heard of the Yu-Gi-Oh! archetype Tri-Brigade, but what does the word mean?

View attachment 530210
Cool. Now within 3 days, I'll make some heat
Screw it I'll make it right now

Anti-Lead Pivot Hydreigon
1688043643874.png
BUT WHY HYDREIGON?

Good point. So overall, Hydreigon is alright in OU. It's not flashy or anything - it just exists and I won't be surprised if it does drop to UU (where it normally resides and is excellent in). However, HOME has flipped the meta upside down and made previous pokemon amazing while others just co-existed. Off the top of my head, nothing prior to HOME has really gotten better but that's only because I don't play much OU as of late - more so Freedom Cup. However, Freedom Cup has led me into using :iron jugulis: as a lead. Now, it may not seem like much but many factors allow it to thrive as an anti anti-lead. Firstly, it has Taunt - which can shut down any and all hazard attempts. Secondly, it has coverage like no one's business. Meaning aside from Taunt, you can honestly run any of Fire Blast, Focus Blast, Hurricane, Dark Pulse, Earth Power or Hydro Pump (and the weaker forms of said moves like Surf or Air Slash) as coverage against some leads like :glimmora:, :sandy shocks: or :palafin: . Third, it's a Flying-type. :iron jugulis: having a Flying-type make or breaks it in most cases. It's a great typing for a lead overall - being immune to Ground and Psychic attacks while neutral to Fighting allows it to stand up to a lead :landorus: that might anti-lead a more common one like :sandy shocks: as appose to :iron jugulis: and beat it in a 1v1. But the most important aspect of it is its speed tier. Being a lead with 108 speed is actually incredible as you get the jump on things like :iron treads: that might think they outspeed you. You could even run Booster Energy instead of a more obvious :focus sash: as an item to get the jump on a Quark Drive Speed boosting :iron treads: - but this is more niche than anything else and :focus sash: is a consistent tool to get damage or a Taunt on something annoying. The only issue with:iron jugulis: is going to do is trade 1-for-1 with something, but that's more than worth the investment to have minimal hazards on your end and allows teams to not suffocate in front of hazard stacking. Plus any form of damage on a lead is better than nothing and a 5v6 while you struggle to maintain hazards (assuming you don't have a Rapid Spin or Defog user - which many teams can't afford running). But this is a :hydreigon: post about OU, not an :iron jugulis: post about Freedom Cup.

So why did I mention it in the first place? Well, the same basic rules apply to :hydreigon:. Levitate is essentially a Flying-type without its downsides in terms of weaknesses and Stealth Rock dealing 1/4 instead of 1/8 like normally - meaning :iron jugulis: is even more tightened as a pure anti-lead that matches up well into other leads. Meanwhile, :hydreigon: is instead neutral to Stealth Rock and takes the normal 1/8 chip from it assuming you're not immune to it with :heavy duty boots:. It even has a neat Dragon-type with all of its resistances being relevant. Both even pack the ever amazing U-turn as a way to gain momentum. Now that we've gone over the basis for why I picked :hydreigon:, let's get into the moveset.

CHEFFED UP ANTI-LEAD PIVOT HYDREIGON
:hydreigon: :roseli berry:
Hydreigon @ Roseli Berry
Ability: Levitate
Tera Type: Ghost
EVs: 224 HP / 88 Def / 28 SpA / 168 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
-
Hydro Pump / Draco Meteor / Focus Blast / Dark Pulse
-
Flash Cannon / Draco Meteor / Focus Blast / Dark Pulse
-
Taunt / U-turn / Nasty Plot

This thing has gotten coverage for days. Every one of :hydreigon:'s special moves could be used potentially imo except for Fire Blast - which is just raw type overlapping. You could use any of the moves I listed and the weaker versions of them if you're afraid of missing your moves. Earth Power is the 1 move I recommend you always have, although it can be in place of any coverage I mentioned. Note that the speed allows it to outpace :great tusk:, but not max speed :landorus therian:. On the topic of moves, Earth Power provides nice coverage against much of the meta including: :kingambit:, :glimmora:, :sandy shocks:, :clodsire:, :cinderace: and overall being a solid neutral option. Hydro Pump hits the Ground-types :hydreigon: is immune to via its STAB - and its a consistent option if you wanna hit the ever common :great tusk: or :landorus therian:. If you value consistency, Surf is another alternative. Flash Cannon exists only for :iron valiant: or :enamorus: but it's well worth the effort. If :hydreigon: can get in on an :iron valiant: or :enamorus: safely and hit it with a Flash Cannon, with rocks up that has a chance to KO :iron valiant: and probably will KO an :enamorus: assuming it's not :heavy duty boots:. And even if you don't KO them, that's still a damage trade that could mean the difference between winning and losing that game. Focus Blast is an interesting option on :hydreigon:. All of its coverage moves cause some type overlap - so you really could feasibly run it and hit the things you need to. It deals with things like :kingambit: and :garganacl: effectively, and even has a chance to drop there special defense. It could be used, but Earth Power covers move options in terms of the meta. Draco Meteor needs no explaining. It's the strongest move :hydreigon: has, and its a beefy one.This set is bulk focused however, and it could be a nice tech option vs Dragon-types and Unaware users. If you were to run a STAB on this, Dark Pulse is better in multiple situations. It hits a lot of the Trick Room users and other Ghost / Psychic-types for some nice damage. After you mix and match its coverage options, you can use some support tools. Taunt, Nasty Plot and U-turn are good in there situations. Taunt ruins stall pokemon, and U-turn is the best pivot move in the game. And Nasty Plot allows :hydreigon: to make use of its excellent bulk and possibly sweep a team.

But there's 1 more matter to discuss: Why is it Tera Ghost?
Seeing as it doesn't really need to tera due to its bulk living the hits it needs to, Tera Ghost has 1 VERY niche use that just so happens to work extremely well for it: it can 1v1 :ursaluna:. :Ursaluna: is... very powerful. If it gets a switch-in with :flame orb: and Guts intact at high HP, something is going to get KO'd. Many teams can't brute force there way through a screens supported :ursaluna: either without a big chunk of their team at low HP or just killed outright. Enter Tera Ghost:hydreigon: - a mon that resists Crunch pre-tera, and is immune to :Ursaluna:'s Facade afterwards. Actually, it's immune to BOTH of its STAB's after a tera. :ursaluna: isn't a mon you want to have get no damage off. That's the only exploitable thing about it. A Tera Ghost Nasty Plot :hydreigon: can straight up OHKO an :ursaluna: with a Hydro Pump. It can also make it setup all over a :great tusk: trying to Close Combat it. Really, Tera Ghost Nasty Plot go together so well since people assume you'll turn into a Steel or Fairy-type as a :hydreigon:.

CHEFFED HYDREIGON OFFENSIVE CALCS
+2 28 SpA Hydreigon Hydro Pump vs. 248 HP / 8 SpD Ursaluna: 466-550 (100.6 - 118.7%) -- guaranteed OHKO
28 SpA Hydreigon Flash Cannon vs. 0 HP / 4 SpD Enamorus: 170-202 (58.8 - 69.8%) -- guaranteed 2HKO
28 SpA Hydreigon Flash Cannon vs. 0 HP / 0- SpD Iron Valiant: 240-284 (83 - 98.2%) -- 31.3% chance to OHKO after Stealth Rock
28 SpA Hydreigon Hydro Pump vs. 252 HP / 4 SpD Great Tusk: 324-382 (74.6 - 88%) -- guaranteed 2HKO after Leftovers recovery
+2 28 SpA Hydreigon Draco Meteor vs. 0 HP / 0 SpD Multiscale Dragonite: 348-409 (107.7 - 126.6%) -- guaranteed OHKO
28 SpA Hydreigon Earth Power vs. 248 HP / 0 SpD Torkoal: 214-254 (62.3 - 74%) -- guaranteed 2HKO
28 SpA Hydreigon Dark Pulse vs. 0 HP / 4 SpD Gholdengo: 230-272 (73 - 86.3%) -- guaranteed 2HKO
28 SpA Hydreigon Focus Blast vs. 248 HP / 8 SpD Kingambit: 484-572 (120 - 141.9%) -- guaranteed OHKO



CHEFFED HYDREIGON DEFENSIVE CALCS
+2 252+ Atk Supreme Overlord 5 allies fainted Kingambit Kowtow Cleave vs. 224 HP / 88 Def Hydreigon: 232-273 (60.8 - 71.6%) -- guaranteed 2HKO
252+ Atk Supreme Overlord 5 allies fainted Kingambit Iron Head vs. 224 HP / 88 Def Hydreigon: 220-259 (57.7 - 67.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Iron Valiant Moonblast vs. 224 HP / 0 SpD Roseli Berry Hydreigon: 320-380 (83.9 - 99.7%) -- guaranteed 2HKO
4 Atk Iron Valiant Close Combat vs. 224 HP / 88 Def Hydreigon: 320-380 (83.9 - 99.7%) -- guaranteed 2HKO
252 Atk Enamorus Superpower vs. 224 HP / 88 Def Hydreigon: 238-282 (62.4 - 74%) -- guaranteed 2HKO
252 Atk Enamorus Play Rough vs. 224 HP / 88 Def Roseli Berry Hydreigon: 270-318 (70.8 - 83.4%) -- guaranteed 2HKO
+2 252+ Atk Tera Normal Dragonite Extreme Speed vs. 224 HP / 88 Def Hydreigon: 291-343 (76.3 - 90%) -- guaranteed 2HKO
252+ Atk Guts Ursaluna Crunch vs. 224 HP / 88 Def Tera Ghost Hydreigon: 302-356 (79.2 - 93.4%) -- guaranteed 2HKO


That's all there is too it. Hydreigon and Iron Jugulis as leads are perfect for me. The fact that it can Nasty Plot as well to catch someone off guard is even better. Thanks for reading this. I've been working on it ever since I discovered Iron Jugulis as a lead a week ago. Not as long as some of the things made here, but it was a headache inducer for me. Really happy I made this. With all that being said, goodbye.
 
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