SV OU The Paldean Express ~ Flamigo BO


Da Team
Da Biggest Bird (Flamigo) @ Choice Scarf
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Roost
- U-turn

Da Tusk (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Earthquake
- Ice Spinner
- Knock Off
- Rapid Spin

Da Moon (Roaring Moon) @ Choice Band
Ability: Protosynthesis
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Iron Head
- Earthquake
- U-turn

Da Rock (Garganacl) (M) @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 228 Def / 28 SpD
Impish Nature
- Stealth Rock
- Salt Cure
- Protect
- Recover

Da Moth (Iron Moth) @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Sludge Wave
- Fiery Dance
- Morning Sun

Da Claw (Scizor) (M) @ Leftovers
Ability: Technician
Tera Type: Electric
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Tera Blast
- Swords Dance


Da Summary
I was surprised to see upon laddering with it that the funny bird has a lot of anti-meta qualities. For starters, Flying/Fighting STAB + Scrappy has little to no resistances, and with a solid 115 atk stat, its hitting decently hard. It hits common targets like Tusk, Amoonguss, Ghold, Valiant, and Ting-Lu. Its 90 base speed is perfectly equipped at outspeeding the big duo in Ghold/Tusks. Its typing provides resistances to common fighting and dark type moves while having the valuable ground immunity. This lets Flamigo double as a check to non-Ice Spinner Tusk while giving it legitimate switch-in opportunities. I wanted to build a team that perfectly demonstrates its niche in SV OU and isn’t difficult to pilot, to show why the bird is the word.

Da Crew

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The star. Da bird is this team’s ground immune and speed control. It is the anti-offense mon with high powered stabs that hit everything hard. Takes advantage of Tusks, Ting-Lu, and Loom. It also packs U-Turn to escape bad mus like Dozo, Dirge, and Hatt. Tera Fighting is very spammable and has a small chance in 2HKOing Corv after rocks.

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Helmets and Boots are a problem for a team looking to spam U-Turn, here comes the Greatest Tusks that have ever Tusked for item and hazard removal. Ice Spinner is a nice middle ground with Pult/Tusk mindgames and ensures I have a Dnite check ready. Tera Steel covers the Pao mu and also stonewalls Corv lacking BP.

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Pao would’ve been an obvious pick for this role but Pao doesn’t carry the traits I want for the team. Something to lure in Tusks for Flamigo, something that is decently bulky and can pivot, enter Band Moon. Tera Dark Crunch is worse than Pao’s but its still packing 139 Atk. It helps the team break down physical walls like Dozo and Corv. Pairs nicely with Flamigo and Scizor to form an offensive voltturn core.

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The defensive glue of the team and the most annoying bastard in SV OU. It serves a few crucial roles. Sets rocks, status absorber, checks Pao, scouts with Protect, chips teams down with Salt Cure. Also helps with Dirge and Washtom, the latter of which is annoying for this team.

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Tera Fairy Garg is annoying and so is Hatt. I had many options like Dirge and Volcarona, but I prefer Iron Moth’s traits on this team. Forms a voltturn core with Flamigo/Scizor/Moon, absorbs Tspikes, checks Ghold and Valiant, lures in Clod, Pex, and Garg. Moth hits neutral targets decently hard cause even without boost, 140 SpA is still 140 SpA. Tera Grass is a nice emergency water resist cause Rotom-Wash is an A-Hole.

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The OG since Gen 4. Scizor does Scizor things. Pivots, clicks 60 BP priority, SD, has that amazing defensive typing for Valiant and other fairies. If Dirge or Dozo aren’t around, you just click BP on incoming Tusk or Corv and watch them get reverse uno’d. Originally had SD CC with Tera Steel, but I went with Tera Electric cause it screws over Pex, Talon, and Peli. Lefties over Boots helps in the longrun vs Valiant.

How to play•
To sum it up. You condition the opponent with U-Turns. If they stay, they risk losing a poke, if they switch then thats more chip dmg for you. Get up rocks, get rid of helmets, and keep hazards off. Break cores with chip damage + Band Moon. Every member plays a role in chipping down common staples and allows for diverse plays. It is important to keep up momentum with these kinds of teams, especially due to this one’s lack of longevity outside of stuff like Garg. The wincon boils down to either cleaning with Flamigo or SD Scizor. Speed evs are for Corv.

Da Threats

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Annoying but not unbeatable, if chipped enough by Garg, Tusks, and Flamigo early game, you can dispatch it, especially if they play recklessly with it. Keep rocks up and play it smart with Moon + Garg. This is def the mu where clicking Tera on either Garg or Moth is fine, if not recommended.

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Eats every hit from the team, if it is Covert Cloak thats a big f u to Garganacl. Get off a Knock on Pex so Garg can go crazy on it. Use Moon to put it at low health so it can’t mindlessly pivot on the team. You can also try luring and killing it early with SD Tera Electric Scizor.

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Floatzel gets in once and it gets a kill. Either kill Pelipper early or give Floatzel as little opportunities of coming in as possible. If it is that stupid Revival Blessing rain team, things become more complicated. Fuck Revival Blessing

Team in action•
https://replay.pokemonshowdown.com/gen9ou-1774724360-wkrw2550r7tiq5nds18ocrac83fc2dmpw
 

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