Hey everyone! Here's a balance team that I've been playing with recently, to prove that Garg belongs back in OU. I'm relatively new to competitive teambuilding, and would appreciate inputs especially on my EVs. So far my peak has been 1600.
Took some inspiration from this OU Sample Team ,for reference.
The Stay Salty Team:
Overall Strategy: Garganacl and Clefable are potential wincons with their respective setup moves. Corviknight and Gliscor serve as pivots and utility/hazard management, while Zamazenta and Scarf Rotom-W can revenge-kill and pick off mons which would otherwise prevent Garg or Clef from setting up.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
The set seems pretty standard: HP and SpD investment keeps it resistant to special attackers which it can switch into without discomfort, and then set up a Def boost with Curse. Salt Cure allows it to deal reliable chip damage and pressure out potential checks, while Earthquake is the primary damaging move. I trigger Tera Water often, since it eliminates common weaknesses like Water, Ground, and Fighting - this allows it to win the game single-handedly if the opponent doesn't have a strong grass/electric special attacker, or a mon that specifically checks it like Amoongus or Toxapex.
Potential Changes: A Body Press + Iron Defense set is also something I've considered, which may help it set up faster - but can't hit ghosts well since it loses the Atk boost on Salt Cure.
Clefable @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
Clefable has the inverse strategy of switching into physical attackers and then boosting SpD with Calm Mind. Wish and Protect give it reliable recovery with more PP than Moonlight, and also allows it to heal other team members who don't have their own recovery. Wish + Protect also allows it to PP-stall a single enemy move in a pinch. Tera Steel gives it resistances to Steel and Poison, but I find that it suffers a bit against common Fire types like Iron Moth.
Potential Changes: a different Tera like maybe Poison.
Corviknight @ Rocky Helmet
Ability: Mirror Armor
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
Corviknight runs a defensive utility set with Rocky Helmet, to switch in to physical attacks reliably. U-turn provides momentum, Roost gives longevity, and Brave Bird keeps it from being too passive. I've never used the Tera on this pokemon ever.
Potential Changes: adding some special bulk could be useful because special attackers shred through Corv otherwise. Heavy-duty Boots might also be more suited to the hazard removal role than Rocky Helmet.
Zamazenta @ Life Orb
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
This set is straight from the OU sample team, and functions fairly well. Close Combat is the primary STAB, Stone Edge catches flying types like Moltres/Zapdos and prevents getting statused by a contact move, Crunch provides coverage against Gholdengo, Dragapult, G-Slowking, etc. Substitute helps to predict switches and avoid status moves, helped by Zamazenta's high speed tier. Tera Fighting is used to power-up Close Combat and clean up more effectively.
Potential Changes: Life Orb gives Zamazenta a limited lifespan, and it often can't last as long as the rest of the team - maybe Leftovers or Black Belt is superior. Lack of setup can also make it passive if it can't immediately muscle through, so sacrificing Substitute/Crunch for Howl may be an option.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
Potential Changes: Wisp doesn't synergize well with Scarf, so there might be a better coverage move to add instead. Alternatively, Rotom could go more defensive and trade Scarf for Leftovers instead, swapping Trick for some other move.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
Potential Changes: SpD investment is intended to give it more rounded defenses, since Corv is already physically defensive - but makes it easy to kill with boosted physical attacks. Protect might also be better than U-turn to double the recovery chances of Poison Heal.
What the team struggles with:
1) Kingambit
Kingambit is one of the most common pokemon in the tier, and has been a problem for this team to handle. Zamazenta is usually the best counter, but is often weakened by the end of the match and can't handle a boosted Sucker Punch or Iron Head. a Kingambit Tera at the last minute to Fairy, Dark, or Flying usually screws up any response I have.
2) Stall
This might be partially due to me getting annoyed and forfeiting, but the team could handle stall better. It doesn't have a lot of immediate damage on tap, and set up from Garg or Clef is usually shot down by Unaware mons or Amoongus/Toxapex with their stat-reset moves. The few resources I have are to attempt a Trick with Rotom to cripple a critical mon, or Knock Off from Gliscor.
3) Strong Wallbreakers
Due to the overall low speed of the team, they often get overwhelmed by strong wallbreakers, especially with Tera. Examples include Ogerpon, Ursaluna Blood-Moon, Walking Wake, and Gholdengo.
Would love to hear your suggestions to improve things! Garg is the only pokemon I'm attached to here, the rest can potentially be replaced by better ones.
Took some inspiration from this OU Sample Team ,for reference.
The Stay Salty Team:
Overall Strategy: Garganacl and Clefable are potential wincons with their respective setup moves. Corviknight and Gliscor serve as pivots and utility/hazard management, while Zamazenta and Scarf Rotom-W can revenge-kill and pick off mons which would otherwise prevent Garg or Clef from setting up.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Salt Cure
- Curse
- Earthquake
The set seems pretty standard: HP and SpD investment keeps it resistant to special attackers which it can switch into without discomfort, and then set up a Def boost with Curse. Salt Cure allows it to deal reliable chip damage and pressure out potential checks, while Earthquake is the primary damaging move. I trigger Tera Water often, since it eliminates common weaknesses like Water, Ground, and Fighting - this allows it to win the game single-handedly if the opponent doesn't have a strong grass/electric special attacker, or a mon that specifically checks it like Amoongus or Toxapex.
Potential Changes: A Body Press + Iron Defense set is also something I've considered, which may help it set up faster - but can't hit ghosts well since it loses the Atk boost on Salt Cure.
Clefable @ Leftovers
Ability: Unaware
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Wish
- Protect
Clefable has the inverse strategy of switching into physical attackers and then boosting SpD with Calm Mind. Wish and Protect give it reliable recovery with more PP than Moonlight, and also allows it to heal other team members who don't have their own recovery. Wish + Protect also allows it to PP-stall a single enemy move in a pinch. Tera Steel gives it resistances to Steel and Poison, but I find that it suffers a bit against common Fire types like Iron Moth.
Potential Changes: a different Tera like maybe Poison.
Corviknight @ Rocky Helmet
Ability: Mirror Armor
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Defog
- Brave Bird
- Roost
Corviknight runs a defensive utility set with Rocky Helmet, to switch in to physical attacks reliably. U-turn provides momentum, Roost gives longevity, and Brave Bird keeps it from being too passive. I've never used the Tera on this pokemon ever.
Potential Changes: adding some special bulk could be useful because special attackers shred through Corv otherwise. Heavy-duty Boots might also be more suited to the hazard removal role than Rocky Helmet.
Zamazenta @ Life Orb
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Substitute
- Crunch
This set is straight from the OU sample team, and functions fairly well. Close Combat is the primary STAB, Stone Edge catches flying types like Moltres/Zapdos and prevents getting statused by a contact move, Crunch provides coverage against Gholdengo, Dragapult, G-Slowking, etc. Substitute helps to predict switches and avoid status moves, helped by Zamazenta's high speed tier. Tera Fighting is used to power-up Close Combat and clean up more effectively.
Potential Changes: Life Orb gives Zamazenta a limited lifespan, and it often can't last as long as the rest of the team - maybe Leftovers or Black Belt is superior. Lack of setup can also make it passive if it can't immediately muscle through, so sacrificing Substitute/Crunch for Howl may be an option.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Trick
Potential Changes: Wisp doesn't synergize well with Scarf, so there might be a better coverage move to add instead. Alternatively, Rotom could go more defensive and trade Scarf for Leftovers instead, swapping Trick for some other move.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Stealth Rock
- U-turn
- Earthquake
Potential Changes: SpD investment is intended to give it more rounded defenses, since Corv is already physically defensive - but makes it easy to kill with boosted physical attacks. Protect might also be better than U-turn to double the recovery chances of Poison Heal.
What the team struggles with:
1) Kingambit
Kingambit is one of the most common pokemon in the tier, and has been a problem for this team to handle. Zamazenta is usually the best counter, but is often weakened by the end of the match and can't handle a boosted Sucker Punch or Iron Head. a Kingambit Tera at the last minute to Fairy, Dark, or Flying usually screws up any response I have.
2) Stall
This might be partially due to me getting annoyed and forfeiting, but the team could handle stall better. It doesn't have a lot of immediate damage on tap, and set up from Garg or Clef is usually shot down by Unaware mons or Amoongus/Toxapex with their stat-reset moves. The few resources I have are to attempt a Trick with Rotom to cripple a critical mon, or Knock Off from Gliscor.
3) Strong Wallbreakers
Due to the overall low speed of the team, they often get overwhelmed by strong wallbreakers, especially with Tera. Examples include Ogerpon, Ursaluna Blood-Moon, Walking Wake, and Gholdengo.
Would love to hear your suggestions to improve things! Garg is the only pokemon I'm attached to here, the rest can potentially be replaced by better ones.