Pokémon Rate My Team
1 vote
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All i want to know is if it's at best decent, along with additional tips and recommendations.

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change/ High Jump Kick/ Sucker Punch

Pyro Ball is its main stab option, having good coverage while dealing a decent amount of damage to non-resistant foes. U-turn allows it to pivot out of otherwise risky/deadly matchups such as Great Tusk and Landorus-Therian. Will-O-Wisp gives it the ability to heavily cripple said checks, nerfing their power and technically putting them on a timer (depending on the opponents teammates). Court Change further adds on to that by swapping hazards and screens on both sides, which can get really annoying for your opponent. Alternatively, High Jump Kick and Sucker Punch can be swapped with Court Change for more power/coverage and/or give it a form of speed control. Tera Fire Allows it to further boost Pyro Ball's power.

Corviknight @ Leftovers/Rocky Helmet
Ability: Pressure
Tera Type: Water/Dragon
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- U-turn
- Roost
- Defog/ Iron Defense

Body Press is one of its most used moves, giving it strong coverage and access to good damage thanks to its high defense. U-turn is here for the same reason as cinderace, giving it the ability to pivot out of risky situations. Roost Increases its survivability, gaining half its health back and getting right of it's electric type weakness for that turn. Defog gives us another way of getting rid of unneeded hazards should they arrive, but it can be swapped for Iron Defense to further increase its survivability (on its physical side) and deal more damage with Body Press. Tera Water allows it to take water type moves from Walking Wake or Ogerpon Wellspring in a pinch, while tera dragon Allows it to cover against both fire and electric, something that tera water can't do.

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Dragon Darts
- Hex/ Shadow Ball
- Will-O-Wisp
- U-turn

Dragon Darts is a decently strong move mainly used for picking off weakened foes or for cutting subs and focus sashes. The Hex and Will-O-Wisp/Thunder Wave combo allows it to nerf the opponents physical power or nerf their speed and further benefit itself with boosted Hexes, but shadow ball can be used instead for its reliability. U-turn is here to pivot out from risky situations. Tera fairy allows it to dodge dragon, ice, fairy and dark type moves from Weavile, Zamazenta, Iron Valiant and Kyruem.

Clodsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Earthquake
- Recover
- Toxic
- Stealth Rock/ Spikes

Even for a Pokémon that has low physical power, thanks to Earthquakes coverage and naturally strong damage, it can hit a variety of the non resistant/boosted tier for no less than a quarter health (or at least I assume). Recover by itself is already annoying for any specially offensive/defensive Pokémon to deal with (Especially with Unaware), but Toxic on top of that allows it to potentially stall them out and put them on a timer. Whether you pick Stealth Rocks or spikes depends on preferences: A one reliable one use move that factors weaknesses and/or Resistances, or a 3 use move that (while technically strong) is unaffected by flying types (Technically it's not a 3 use move but to cut 25% you need to). Tera dark prevents it from being hit by Psychic or psyshock while also locking a prankster Pokémon's ability to taunt it.

Darkrai @ Life Orb
Ability: Bad Dreams
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Sludge Bomb
- Focus Blast
- Ice Beam

Dark Pulse is Darkrai's main reliable stab option while also having a chance to make opposing Pokémon flinch. Sludge Bomb allows it to hit fairy types like Enamorus and Iron Valiant. Focus Blast gives it strong coverage and hitting Garganacl and Kingambit. Ice beam Further boost its coverage hitting Dragon, Flying, and ground types for super effective damage. Tera poison is used to dodge fighting and fairy type moves in a pinch while boosting Sludge Bomb's damage.

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying/Dragon
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect

Scald and Flip Turn are its two main utility options. You can either fish for a burn (get it?), or swap out from risky situations. Wish and Protect gives it the ability to stall out other Pokémon (mainly physical attackers). Wish can also be used with Flip Turn to slow pivot out and heal another teammate upon switch in. Tera flying gives it and edge against ground and fighting type Pokémon like Great Tusk and Clodsire, while tera dragon, like Corviknight, allows to cover its weaknesses.

by
Hi! Great team! There’s not much needing to be changed here, but I’ll give a bit of advice.

1. The team looks like it needs a physical breaker on the team.  I think Clodsire is a bit of a momentum sink with the otherwise strong pivoting on the team. Swords Dance Gliscor could replace it, as it’s a solid progress maker while being a Knock Off absorber for your team and a Garg switch-in your team desperately needs.

Here’s a set:

Gliscor @ Toxic Orb  
Ability: Poison Heal  
Tera Type: Water / Normal
EVs: 244 HP / 36 Def / 228 SpD  
Careful Nature  
- Swords Dance  
- Earthquake / Crabhammer
- Facade  
- Protect

Normal Swords Dance stuff. Tera Water is a generally good Tera while Tera Normal boosts Facade and pressures Kyurem. Earthquake is fine. Crabhammer can be used to hit opposing Gliscor, which looks pretty painful by Knocking off all your Boots. You could also use the Spikes set, which pairs well with your pivot based team:

 Gliscor @ Toxic Orb  
Ability: Poison Heal  
Tera Type: Water  
EVs: 244 HP / 36 Def / 228 SpD  
Careful Nature  
- Earthquake  
- Spikes  
- Protect  
- Toxic / Knock Off

Alomomola can opt to use Tickle over Scald. This prevents it from overly relying on Scald’s burn chance and prevents Dragonite from outboosting the burn.

Dragapult is fine, but I don’t think it’s too necessary since Darkrai provides strong Speed control and Zamazenta has a lot on answers already. Maybe opt for Hex Gholdengo with the extra defensive utility:

Gholdengo @ Air Balloon / Covert Cloak
Ability: Good as Gold  
Tera Type: Fairy  
EVs: 252 HP / 196 Def / 60 Spe  
Bold Nature  
- Hex  
- Thunder Wave  
- Recover  
- Make It Rain

Standard set. Clovert Cloak for Garg.

Hope this helps! I don’t think you need to implement any of this if you don’t want to except the Clodsire change. Team is pretty solid as it is.
I honestly didn't notice that until you brought it up. That was a pretty good catch. Also I like the combination of Gliscor and Gholdengo. Gliscor is naturally good at setting down hazards, and having Gholdengo allows it to keep them up. Tbh I'm a bit wary of giving it knock off since I'm more used to using toxic but I'll give it a try. Thanks for the advice!! Here is what the team looks like now. https://pokepast.es/cf25089df1bcdf6b
Nice team

2 Answers

1 vote

Ok, I'm going to go off the team you posted after Anchor's suggestions.

Overall thoughts: The team itself looks fine, but it has some issues. Notably, Cinderace's Court Change does not synergize well with Gliscor's Spike stacking, and the team's offense is essentially limited to Cinderace (who's not that strong in it of itself, and you use it as a support) and Darkrai (whose choice lock and frailty makes it susceptable to being revenge killed). There's also the issue of stall, and while certain mons like Hex Gholdengo contribute towards the matchup, there are basically no mons that can pressure it or wallbreak reliably. Special attackers are also problematic, with Raging Bolt and Iron Moth threatening the majority of the team, especially if Gliscor goes down.

Cinderace: The Cinderace set is fine; however, I actually recommend keeping Court Change in this situation. One playstyle that your team may struggle against is Sticky Web Hyper Offense, which, while rare, can screw up your fastest mon in Darkrai. Cinderace's other moves, High Jump Kick and Sucker Punch, don't provide much utility on a game to game basis. High Jump Kick off of Cinderace's support-based EV spread doesn't accomplish much more than simply U-Turning out, and Sucker Punch's main ideal target, Dragapult, commonly runs dual status and can just paralyze Cinderace. Other common threats also have ways of bypassing Sucker Punch, such as Substitute Iron Moth and a lot of mons that resist Dark, like Iron Valiant and Zamazenta. Thus, just keep this current set; just make sure to use Court Change only when necessary so as to not get Spikes on your side of the field (usually that's against Webs teams, but you can make your own calls.)

However (spoiler alert), there is a chance Spikes Gliscor will be replaced by Swords Dance Gliscor later on, and SD Gliscor really likes Spikes support set for it. Obviously Cinderace can't achieve that, but another mon fills that role while offering similar utility to Cinderace: Ogerpon.

Ogerpon (F) @ Heavy-Duty Boots
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Grass
Jolly Nature
- Ivy Cudgel
- Spikes
- U-turn
- Encore

The reason this is base Ogerpon and not any of its masks is twofold. First, the other two masks generally have offensive purposes rather than defensive, as evidenced by their lack of ability to hold Boots and Ogerpon-Cornerstone's Sturdy getting trashed by hazards. Secondly, Ogerpon can grab a Speed boost upon terastilization and maintain it throughout the course of the game, even if it pivots out with U-Turn. Encore is to help against setup Pokemon like Dragonite and Kingambit, ensuring they don't have a free opportunity to set up. Heavy-Duty Boots strengthens Ogerpon's longevity, which is quite necessary as Ogerpon does not possess the greatest bulk.

Corviknight: See, this is where it gets tricky. Corviknight has Defog, but by using it, you are effectively removing all the hazards that Gliscor are setting. Even though this may be beneficial at times, I do not think it is a good idea on this team structure. To help with the issue with special attackers, I suggest Galarian Slowking, who has existent offensive pressure while being solid as a check to special attackers.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 16 Def / 240 SpD
IVs: 0 Spe
Tera Type: Water
Sassy Nature
- Future Sight
- Chilly Reception
- Sludge Bomb
- Toxic / Slack Off

Future Sight and Sludge Bomb are STABs, with Future Sight partnering with Chilly Reception as a method of pivoting out while still being present offensively. For the last move, the choice is between Toxic and Slack Off. Toxic helps against specially bulky walls that Glowking can't damage consistently, like Ting-Lu, allowing damage to rack up over time. Slack Off allows Glowking to sit on the field for longer. Personally, I recommend Toxic, as Glowking has its defensive teammates that can pivot in for Glowking, thus eliminating much need for Slack Off. Toxic can also chip Pokemon that other statuses may be more ineffective against, such as Raging Bolt, who is immune to paralysis and takes minimal damage from burn.

Darkrai: Scarf Darkrai is useful and provides good speed control; however, because of the defensive backbone of the team, Scarf doesn't provide as much value as on, for example, offensive teams. Darkrai can instead leverage its large Special Attack and use Life Orb. With Wish healing from Alomomola, Dakrai can take hazard damage and recoil from Life Orb more freely, and the team would appreciate its combination of Speed and immediate power against a Pokemon like Great Tusk, who can eat hits from many Pokemon and only fears Future Sight and Darkrai's moves.

Gliscor: With only Darkrai as a consistent source of offensive pressure, one option for Gliscor it to run Swords Dance. Notably, SD Gliscor is great against stall, being able to Knock Off the multitude of Heavy-Duty Boots that they usually run.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 36 Def / 228 SpD
Tera Type: Normal
Careful Nature
- Swords Dance
- Knock Off
- Facade
- Protect

I already hinted at this set with Ogerpon, but the premise is to use Tera Normal Facade to wallbreak and Knock Off all Boots in sight. This would allow the Spikes set by Ogerpon to deal massive damage to the opposing team over time, especially to Stall, allowing Facade to brute force them a lot easier. Protect is to extract as much health as possible from Poison Heal, and a specially bulky spread provides safer setup opportunity against Pokemon like Raging Bolt and Gholdengo.

However, a Spikes oriented set can also work alongside Cinderace. If you plan to use that, the set you are using is perfectly fine.

Gholdengo: The biggest aspect about Gholdengo that should be changes is the item. Specifically, Air Balloon allows Gholdengo to be a much more comfortable check to Dragonite, as none of Extreme Speed, Ice Spinner, and Earthquake can threaten Gholdengo with balloon intact, allowing Gholdengo to Thunder Wave. Gholdengo actually lives a +1 Earthquake from Dragonite, so it can still neutralize Dragonite even if balloon is popped.

Alomomola: Again, this set is fine.

POKEPASTES:
Cinderace & Spikes Gliscor: https://pokepast.es/51d4cbca3e5274ef
This team struggles a bit more with wallbreaking, so you have to try and use Toxic Glowking a lot more. Try partnering status moves with Gholdengo's Hex to generate enough power to break past walls. Darkrai's importance on this team is greater due, but don't rush Darkrai in against a healthy team and preserve it to clean up late game.
Ogerpon & SD Gliscor: https://pokepast.es/8c47e45dd866ce3b
This team is much better off offensively; however, be wary of Ogerpon's health. It is slower than Cinderace and thus can be outsped by more Pokemon, and it cannot offer Will-o-Wisp utility for physical attackers, thus making them more threatening. Focus on setting hazards and switching out if necessary to Alomomola in attempt to pass a wish.

Tips for using this team:
1. Alomomola is the main Pokemon you want to preserve. Due to its ability to pass Wishes along with its slow Flip Turn, you can basically revive a battered Pokemon. Thus, if a Pokemon like Darkrai is on low HP, yet it's really good against the other team, you can save it and pass a Wish to it later on.
2. If possible, preserve Gholdengo's balloon. This balloon is absolutely key for not only Dragonite, but also non-Knock Off Great Tusk and the Ground-Flyings, Landorus-T and Gliscor. Even though Gholdengo is unable to paralyze these Ground types, Make it Rain can do substantial damage as they have to waste a turn popping the balloon. Additionally, Gliscor often comes in statused thanks to Toxic Orb, and your own Gliscor can Toxic the other Grounds, allowing Gholdengo to boost Hex through a teammate's status. However, due to most Great Tusk and a good amount of Landorus and Gliscor being faster than Gholdengo, its balloon is crucial for its survival, especially if Tera has been used already.
3. In the current OU meta, offense is a very common playstyle and it is common for balance to be overwhelmed by offense. Try to use pivoting moves like U-Turn from Cinderace and Ogerpon and Chilly Reception from Glowking to generate opporunities for LO Darkrai and Gliscor. Against bulkier teams and stall, prioritize hazard stacking with Ogerpon or Gliscor and preserving Alomomola to consistently heal your team.

Lastly, I want to thank Tensa Zangetsu and Anchor9 for assisting me in editing this RMT, especially Tensa. The first edition of this was quite bad, but this rendition should make the team better in OU overall.

Hope I helped!

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edited by
- What are the extra 8 Def EVs on Darkrai helpful for? Wouldn't it be better to just speed tie with other Choice Scarf Darkrai?  
- How do you break Dondozo even with the updated team? Without Knock Off, Heavy-Duty Boots Dondozo gets multiple free opportunities to come on for free without fearing Spikes.
- This team is also very weak to Raging Bolt as it either outspeeds everything or can comfortably deal with faster mons, and Gliscor is 2HKOed by unboosted Dragon Pulse. You'll have to waste your Tera for that too.
- Using Tera Fairy on Gliscor also worsens the Iron Moth match-up, though it's only the Quark Drive SpA sets that give it trouble.
252+ SpA Quark Drive Iron Moth Fiery Dance vs. 244 HP / 228+ SpD Gliscor: 175-207 (49.7 - 58.8%) -- 16% chance to 2HKO after Poison Heal
+1 252+ SpA Quark Drive Iron Moth Fiery Dance vs. 244 HP / 228+ SpD Gliscor: 262-309 (74.4 - 87.7%) -- guaranteed 2HKO after Poison Heal

My main issue with this team would be that Gliscor has to take the brunt of most special attackers, and also that this isn't offensive enough to be called a "bulky offense"
Dondozo shouldn’t be too much of a problem due to Gholdengo pressuring it from Resting. Raging Bolt is a big weakness though. Best way to fix that would probably be offensive SD Gliscor or replacing Gliscor with Ting-Lu / also helps vs. Moth. I don’t think Darkrai needs Scarf due to the team’s strong defensive core and could opt for Life Orb or Choice Specs, as this team kinda needs a wallbreaker.
Good points, I'll edit my answer soon. I actually considered Ting-Lu over Gliscor, but I didn't commit to it for some reason.
Swords Dance on Gliscor has been changed to Sowrds Dance
how did you catch that bro XD
–1 vote

I would change a couple things if you want to keep your Pokemon.

For Cinderace I would keep court change and switch willow wisp into a stab move. Cinderace is a good sweeper so I would take advantage of that

For Corviknight I would keep defog rather than iron defense but make one of your moves a flying type stab. Whichever move you want to keep really depends on how you want to play with Corviknight.

For Dragapult I would change hex and willow wisp to shadow ball and dragon dance and change your held item to quick claw. Hear me out! since Dragapult is weak to its own types (dragon and ghost) which usually one shots other dragon and ghost types it would be useful to go first and get that first hit which might be what keeps Dragapult in the game. just my opinion though. This may not be the set for you and that's OK. Find whatever works best for you.

For Clodsire I would Change its ability to Water absorb so it doesn't have to deal with water types and change stealth rock into poison type move like sludge bomb so it can have a counter to its weakness to grass type moves.

I think Darkrai's set is great. If you're going for a Darkrai that sweeps, then keep your set but if you want a more bulky Darkrai then change life orb to assault vest.

For Alolamola I have just one thing. It may be better to go for an aqua ring? It heals continuessly even if you switch out and I think it heals status conditions. I think. Not 100% sure. add aqua ring and switch out heavy duty boots with left overs and you're gonna get a decent amount of health each turn rather than waiting a turn then getting back health. That's just the way I would do things with Alolamola.
Anyway I hope this helps a lot. If you like the way your team is now then ignore this but if you think you might have a easier time with opponents in other ways then use my technique or any one else who gives you advice. Love your team by the way.

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edited by