SV OU Tera Iron Moth HO (PEAKED 1905 #51 on the ladder)

Hello everyone, welcome to my second RMT this generation. Following MAVERICK SHOOTERS RMT post SD Baxcalibur HO Peaked #3(2029 ELO), I decided to do this RMT to make the RMT section alive again. So without further ado, let's get into the team composition.


TEAM
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1- Proof of the peak
2- Teambuilding Process
3- The Pokémon
4- Threat List
5- Replays
6- Conclusion
7- Importable

















1. Proof of peak



Peaked #51 on my account 2(H2O)

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2. Teambuilding Process


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At first, the main idea was to build a HO team. Naturally, the first Pokémon that came to my mind was Glimmora because it one of the best if not the premier hazard setter in generation 9. The next Pokémon that came to my mind was Gholdengo, because it is so easy to pair with Glimmora being able to block hazard removal.

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I needed setup sweepers. I really liked Booster Energy Tera Flying Roaring Moon in the current metagame so I picked it up.

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After that, I tried fitting it Quaquaval in the team but after trying it, I've come to the conclusion that Quaquaval struggles too much against common Pokémon like Toxapex, Amoongus and Corviknight especially when it's Rocky Helmet. It's also too slow to revenge kill the likes of Choice Scarf Meowscarada or Booster Energy/Choice Scarf Valiant, it's too weak offensively to OHKO Rotom, to beat reliably Skeledirge, fears the burn, etc.

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Baxcalibur looked like the perfect replacement, having better matchups against all of these Pokémon, being arguably the premier OU physical wallbreaker having no reliable switch-in in the current metagame, and it does not fear the burn.

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With all this physical firepower, we needed firepower on the special side to be able to hit the likes of Corviknight, Dondozo, Skeledirge that could otherwise cause problems to Baxcalibur and Roaring Moon. Iron Moth with Tera Ground could do the job, being able to lure and remove Skeledirge and even some of its checks like Toxapex and Clodsire.

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Finally, I needed a late game cleaner/speed control and also a Pokémon that resists Sucker Punch to make the Kingambit matchup less difficult, so I went for Iron Valiant.





















3. The Pokémon

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Venom (Glimmora) (M) @ Focus Sash
Ability: Toxic Debris
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Earth Power

- Dazzling Gleam

Glimmora is the hazard setter and usual lead of the team. With its Toxic Debris ability, it will spread toxic spikes whenever it gets hit physically, which can chip along with Stealth Rock and eventually help to wear down the opposing Pokémon whenever they come on the field. Sludge Wave is its main Poison stab, it nukes Hatterene on switch-in. Earth Power to hit other Glimmoras and Gholdengo, and Dazzling Gleam to hit the likes of Dragapult, Hydreigon and Great Tusk. Tera Fairy to surprise Banded Dragapult that clicks Dragon Darts. Not much to explain here, it's just a classic lead Glimmora set.


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Mav's Joint (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Moonblast
- Knock Off
- Close Combat


Like said earlier, Iron Valiant serves as a late game cleaner/speed control and a Kingambit "counter". With Booster Energy, it outspeeds pretty much the whole metagame except Scarf Meowscarada or Speed Booster Energy Roaring Moon which is not very common not gonna lie. Thunderbolt catches Corviknight on switch-in, Moonblast is its main special Fairy stab and it helps dealing with fat Pokémon such as Great Tusk, Dondozo, etc. Knock Off helps to get rid of opposing team items which is fantastic with Glimmora as a hazard setter. Finally, Close Combat on the physical side to hit steels as well as Blissey. It's a nice stab to have especially when running a mixed set considering Valiant reaches 296 Atk even without investment. Tera Fairy allows it to hit harder on Moonblast when it's necessary.


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Diablo (Roaring Moon) @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Crunch
- Acrobatics


Roaring Moon acts as a wallbreaker sweepers depending on the situation. With Booster Energy and Dragon Dance, this Pokémon at +1 is so threatening and will force the opponent to use Terastallization/make sacrifices. Earthquake to hit steels, Poison and Fire types, Crunch is its main physical Dark type stab and Acrobatics to hit Great Tusk and Amoongus and it can also act as a main physical Flying type stab once Terastallized. Flying Tera to boost Acrobatics, to avoid losing 1v1 against Great Tusk. Not much to say here either, very common set.


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Golden Joe (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Nasty Plot

- Psyshock

The hazard removal blocker of the the team. With its Ghost Typing combined with its Good as Gold ability, Gholdengo prevents Rapid Spin as well as Defog, which is crucial especially in a HO where you want to keep hazards up at all costs. Air Balloon helps dealing with Tusks easily as it can only be hit by Knock Off. Shadow Ball is its main Ghost type stab and Make It Rain is its main Steel type stab. Gholdengo with these two moves hits pretty much everything except Clodsire and Blissey, which can be dealt with Psyshock. Finally, Nasty Plost allows to outdamage fat Pokémon that keep healing such as Toxapex and Corviknight. Tera Steel to boost Make It Rain damage as well as lose Ghost weaknesses when necessary.


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Polyphemus (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Tera Blast

- Energy Ball

Iron Moth is the special breaker of the team and is here to allow Roaring Moon and Baxcalibur to do their job effectively. It can also act as a sweeper when the opposing team is on the slower side. Fiery Dance is the best Fire type stab for its purpose, boosting half of the time SpA by one stage. Sludge Wave is its main Poison type stab, Tera Blast (Ground type) to catch Skeledirge when it is expecting it the least. Finally, Energy Ball to hit Water type Pokémon and Garganacl.


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Bax (Baxcalibur) (M) @ Loaded Dice
Ability: Thermal Exchange
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Glaive Rush

- Earthquake

Baxcalibur serves as the second physical wallbreaker/sweeper of the team. Its dual Dragon/Ice typing offensively makes it the premier OU physical wallbreaker. This thing literally has no reliable switch-in. Dragon Dance allows it to boost its Attack and Speed, Icicle Spear combined with Loaded Dice guarantees at least a 100 BP Ice type stab, Glaive Rush is its main Dragon type stab which nukes neutral targets, and finally Earthquake to hit steels and Azumarill. Tera Fairy is to allow Baxcalibur to setup freely on Will-O-Wisp Dragapult, Great Tusk or Walking Wake that is locked into Draco Meteor. It also helps with the Kingambit matchup.






















4. Threat list

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Kingambit is easily the scariest Pokémon to face. In late game at +2, it can sweep the whole team if Iron Valiant is weakened/dead. Against it, try forcing your opponent to Terastallize before so it becomes easier to deal with and keep Iron Valiant and Roaring Moon as healthy as possible.

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In general, Ghost types can be a hassle to deal with. Roaring Moon eats Shadow Balls very easily, but more often than not you will have to make sacrifices when not in possession of the momentum. It's a HO, so most of the time you should have momentum and should not worry too much much about it.

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Walking Wake is a huge threat to the team. The team basically has no switch-in, but on the other side Wake will almost never click a Dragon type move unless Valiant is dead/Gholdengo is weakened so Roaring Moon should be able to live at least 2 Hydro Steams and force it out.

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Also a huge threat to the team. Banded set is manageable. DD set can be very scary, but Valiant can always revenge kill it at +1. However, do not let it dance more than 1 time because if you do, it's GG. Not sure if Gholdengo lives +2 Glaive Rush or maybe Baxcalibur can bait Glaive Rush and Tera Fairy, but most of the time it'll be game over.

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Opposing Valiants can cause problems as our speed control is also an Iron Valiant ; it forces the speed tie. Keep Iron Moth as healthy as possible, and for Psyshock variants, keep Gholdengo as healthy as possible.

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The devil in person (I despise this Pokémon). Regular Garganacl is not so much of a threat but just really annoying because of Salt Cure effect. Block/Curse Tera Water Garganacl is one of those matchups you can't really do something about unless you already know its set because if it traps a Pokémon that can't break it and starts to setup, it is game over. If you already know it's Curse Garganacl, you can make very aggressive play to prevent it from setting up.

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Ting-Lu either is not so much of a threat but rather just annoying because of its huge bulk and it can setup hazards which hurt the team a lot. If you face it, lead Baxcalibur to threaten it immediatly. Same goes for Spikes Meowscarada (if you know that it's the suicide lead set). Against Banded/Scarf sets, there is no switch-in (you will have to make sacrifices more often than not) but it's feasible. It's only normal as HO requires you to play aggressively, makes sacrifices, etc.




















5. Replays

Feel free to check out some of the replays below to learn/understand how to to play the team.


Against Garganacl/Ting-Lu/Amoongus Balance : [Gen 9] OU replay: 2(H2O) vs. RegigigasSkyForm , [Gen 9] OU replay: RegigigasSkyForm vs. 2(H2O)
Against MAVERICK SHOOTERS SD Baxcalibur HO : [Gen 9] OU replay: 2(H2O) vs. space wrench , [Gen 9] OU replay: raewind vs. 2(H2O)
Against Sun Balance : [Gen 9] OU replay: Prismxj9 vs. 2(H2O)
Against Corviknight/Garganacl/Ting-Lu Balance : [Gen 9] OU replay: 2(H2O) vs. FriedEland
Against Semi-Stall : [Gen 9] OU replay: xc777 vs. 2(H2O)
Against HO : [Gen 9] OU replay: AcrOne vs. 2(H2O)
Against Kingambit Offense : [Gen 9] OU replay: fossilized fossil vs. 2(H2O)
Against Dragapult/Meowscarada Offense : [Gen 9] OU replay: 2(H2O) vs. Nape Diaz
Against Hydreigon/Greninja Offense : [Gen 9] OU replay: JooshP vs. 2(H2O)
Against Bulky Offense : [Gen 9] OU replay: royalgala vs. 2(H2O)
Against Clodsire Balance : [Gen 9] OU replay: 2(H2O) vs. Saimasseuh v10
Against Sun Trick Room : [Gen 9] OU replay: 2(H2O) vs. Lhama 3
Against Rain : [Gen 9] OU replay: stevenstonesenior vs. 2(H2O)
Against Toxapex/Garganacl/Corviknight Balance (game that made us peak to 1907 ELO : [Gen 9] OU replay: PSV2 vs. 2(H2O)














6. Conclusion


Overall, this team works very well in the current metagame, being able to overwhelm offensively the opposing team, not giving it any time to breathe. Let me know your thoughts on this team and suggestions if you have some. That being said, thank you for making it this far in the post and I'm looking forward to seeing you next time !


















7. Importable


With nicknames : Tera Iron Moth HO
Without nicknames : Tera Iron Moth HO





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Last edited:

leng loi

Twinkaton!
is a Tiering Contributor
Great team, congrats. I have some experience with similar glimm HOs, peaking #2 so I hope this advice helps.

The first thing I would change is the Glimmora set. Modest Glimm is very helpful in breaking balance (esp Garg) which lets you save it for lategame against balance squads with grounded poisons like Pex/Amoongus. Here's the set I recommend:

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Power Gem
- Energy Ball
- Stealth Rock
- Earth Power

The second change is a little more major, but it's meant to address some of the issues you were facing. I want to swap Gholdengo for the most effective Steel on this team style: Kingambit. And to make up for the defensive holes made by losing Gholdengo, replace Baxcalibur with Wisp Volcarona. Kingambit gives you counterplay to Walking Wake, Baxcalibur, Volcarona (especially with tera fire), and stall (which I would say is another huge weakness for this team currently). Volc gives you a much more solid Valiant and Meow check and retains the ability to check non-tera fire Dnites. It also has synergy with your very cool tera ground moth by benefitting from breaking Dirge/Pex/Garg.

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Fire
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Kowtow Cleave
- Iron Head
- Sucker Punch
- Swords Dance

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 224 HP / 156 Def / 128 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Morning Sun
- Quiver Dance

The remaining changes are more optional but are meant to help with your stall matchup.

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Shadow Ball
- Close Combat
- Substitute

Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Acrobatics
- Taunt
- Roost

These are sets that I have had great success with on high ladder and, though I have less confidence in these changes, I think they will help with your stall matchup specifically but also with things like Dnite and Spikes setters/Garg.

Hope this helps! Team is great as is but the breaking core left a few holes that I think could be fixed.
 

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