Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (2024)

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (1) Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (2) Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (3) Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (4) Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (5) Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (6)
Team Paste: https://pokepast.es/64951b482e2137d9

I already made a team including serperior and posted it on the RMT forum so I figured I might as well post it here. Big thanks to Roller K for making suggestions on improving my team.

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (7): Serperior serves as a great form of speed control by not only being a fast mon, but it can help cripple fast mons as well with Glare. Serperior also served as another ground resist. Leftovers synergizes well with substitute since it meant I could more reliably set up subs throughout the game. Tera Ground blast serprior was chosen over Fire since I had more than enough fire coverage on my team

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (8): Thunderclap is a great priority option that helps me finish of pokemon that would otherwise threaten Raging Bolt such as Iron Valiant and Enamorus. Calm Mind I've found to be the most successful set in my playtesting since it serves as a fantastic late game cleaner that is really hard to take down on the special side even with only one calm mind. Leftovers is here over booster energy because the extra healing is way better for the role I want raging bolt to fulfill for the team since I also want raging bolt to constantly come in throughout the game to sponge the myriad of fire,water,electric and grass moves in the tier. Leftovers also helps mitigate the drawback of having to play 50/50 with thunderclap since I will be healing away while the opponent is trying to outstall my thunderclap PP. Tera Fairy is great for avoiding one of Raging Bolt's biggest weaknesses: dragon. Fairy is also just a great all-around defensive typing. The 56 speed ev's are to outspeed max speed adamant kingambits

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (9): Since I was building a team around Raging Bolt I needed to cover its weaknesses and its biggest one IMO is its weakness to ground. I went searching through the OU tier for good ground resists/immunities when I stumbled across skarmory. Skarmory is an amazing defensive mon that I've found pairs extremely well with raging bolt since not only does it provide me with a much-needed ground immunity, but it can take advantage of said ground types by setting up spikes while they switch out. The EV spread and moveset should be pretty self explanatory

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (10): One of the things I do when I (rarely) teambuild is making sure I always have a dark and ghost resist mon. For this team slot, I was stuck between either choosing Ting-Lu or Kingambit. Ting-Lu served as a more consistent check to all the dark and ghost types running around as well as being a better partner with skarmory but Kingambit served as a valuable physically offensive presence to my team. Then I realized one of the weaknesses I needed to cover for raging bolt, ice. While Ting-Lu would serve as a great check to a lot of dark and ghost type mons running around the tier, the same couldn't be said for the ice types like weavile or especially kyurem. While Kingambit isn't a perfect counter to the ice types either, it still provided me with an ice type resist rather than a weakness which is why I decided on using kingambit in the end. The reason I opted for choice band is that it was recommended to me when it was pointed out that is that my team has a lack of immediate power. Everything needs to set up to apply pressure.

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (11): Since I'm running two steel types, I needed to cover up the two weaknesses these two steel types shared, Fire. While raging bolt could serve as a good fire resist, it wasn't good enough for me especially against one of the most fearsome fire types in the tier, Volcarona. This is where Skeledirge comes in. Specially defensive Skeledirge serves as a great check to Volcarona as it either walls Volcarona to hell in back or forces Volcarona to tera. Even if Volc does tera however, I can still tera my skeledirge and slack off the damage since tera blast doesn't two hit KO skeledirge most of the time even if it hits me with a super effective tera blast the first turn before I tera'd. Tera Fairy is the classic Dirge tera type and I saw no reason to change it especially since it got a cool move in alluring voice. Scorching sands is another great addition to skeledirge's movepool since it can punish physical attackers 30% of the time

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (12): I needed a form of hazard removal and since I already had skarmory which meant I couldn't run corviknight for defog that meant I was really only left with one other option. Temper Flare was a move I've always wanted to try on Great Tusk since it served as a way to finally punish Air Balloon Gholdengo which many teams rely on as their form of spin blocking. Since I wanted to outspeed and OHKO gholdengo with temper flare max speed and max attack seemed like the best option. HDB as the item allowed me to more reliably come in throughout the battle and spin away those hazards while Close Combat and EQ are just good coverage stab moves

Project - SV OU Teambuilding Competition (Indigo Disk Edition) Cycle 11: Volcarona! (2024)
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