Project Break This Team - Taking a break.

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PTF

girl
is a Tiering Contributor
Congratulations VeryPinkPancakes for deservingly winning this week of Break This Team with the deadly core of Bouffalant and Machoke. Thankyou also to Ranbu No Melody for allowing us to break his stall team!

This week we will break a balanced team made by 2xTheTap who has submitted it recently in the Sample Team thread.

Scarf Dodrio Balance


Leafeon @ Life Orb / Lum Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Aerial Ace / Double-Edge
- Leaf Blade
- Knock Off

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Frustration
- Brave Bird

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunder Wave
- Psychic
- Focus Blast

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Protect / Toxic
- Scald
- U-turn
- Defog

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 16 Def / 208 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Toxic / Protect
- Stone Edge
- Earthquake

I wanted to build a balance team that addressed a large portion of the meta's most prominent threats, so I ended up with this configuration as a result.

Leafeon functions as the team's primary Ground resist, secondary switchin to physical Water-types like Floatzel if Lumineon is down, Stallbreaker (especially if you use Lum over LO to get an extra hit on Geist-XL), a Monferno lure (+2 LO AA OHKOes any variant of Monferno, save for the rare physically defensive variant), and is used to break down Stealth Rockers like Stunfisk and Golem for Dodrio's sake.

I have a core of Golem + Lumineon + Grumpig handling threats central to the meta such as Adamant SD Monferno, Rotom-F, Dodrio, Stoutland, Floatzel, RP Regice, etc., with a faster offensive Colbur Grumpig using its Speed and item to help its teammates by hitting Machoke, Pawniard, and Adamant Arbok too.

12 Spe EVs allow Lumineon to outspeed Pawniard to burn it with Scald, and offensive Roselia by 1 point; this lets it U-Turn on offensive Roselia into Sap Sipper Zeb in order to take those predictable Leaf Storms / Giga Drains if necessary. Protect and Toxic should both be present on this team, so you can choose where to place each move (both easily fit on Golem and Lumineon). If you use Protect on Lumineon, it's also awesome for avoiding Golem's Explosion (albeit WP Sucker Punch is more common than Custap Explosion currently), while easing prediction against Rotom-F and other Scarfers like Simisage / Simipour.

Zebstrika helps complete that balance core by taking on Grass-types that would otherwise man-handle Golem + Lumineon (think Roselia, Jumpluff, etc.), checking Floatzel, and forming a momentum core with Lumineon's slower U-Turn with its faster Volt Switch that, in turn, allows you to pivot into Leafeon more easily for a sweep.

Scarf Dodrio cleans and is faster than the majority of the meta, just save for things like Agility Kingler, Scarf Modest Floatzel, and Scarf Simis. It functions as a secondary Sleep Absorb thanks to Early Bird (the first being Sap Sipper Zeb for Sleep Powders), and its Knock Off is useful for breaking down Eviolite users while its Pursuit is helpful for getting chip damage on other Grumpig and Roselia (and even weaker Pokemon like Kadabra and Cryogonal when your opponent is aware Dodrio is Scarfed). Lumineon's Defog is important for allowing Dodrio to come in multiple times, especially because Brave Bird recoil + SR damage can add up over time.

Finally, I slashed Protect for Golem to help with predicting which attacks Stoutland and Rotom-F will be using (Superpower or Frustration, and Electric STABs or Blizzard, respectively), and for extra turns of recovery via Leftovers. If you use Protect on Lumineon, you should use Toxic on Golem for hitting Grass-types like Gourgeist-XL, Gogoat, and Leafeon on the switch once SR has been set up. Golem's spread is unique, and 32 Atk EVs OHKO Pawniard 100% of the time with Earthquake, 16 EVs in Def + Impish give it a jump point in Defense (and that extra defense from Impish lets Golem avoid the 2HKO from Pawniard's Iron Head), 4 Speed outruns other neutral-natured, uninvested base 45s, while the rest of its EVs maximize HP and SpDef. Enjoy!
 

5gen

jumper
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Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Grass]
- U-turn

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock


Looking at this team, the only normal resist is Golem. This means Scarf Chatot (outspeeding team bar CS Dodrio) can pretty much click Boomburst without much worry and hit everything hard (HP Grass for Golem). Probo forms a Volt-Turn core alongside Chatot and provides the typing to wall Dodrio. Probopass also weakens the team through rocks, Volt Switch and Flash Cannon.
 
2 Scarves and an Ant Pit
(Dodrio + Raichu + Trapinch)



Though unorthodox, this core features Dual scarfers to outspeed the team's fast threats, but still effective coverage to break through the bulky stuff.

Opposing Scarf Dodrios threaten this team, as neither Grumpig, Leafeon nor Dodrio switch in to it well. Lumineon is 2hkoed after rocks too, so it really can't switch in to it either. ScarfChu has a lot of fun as well, outspeeding and KOing Dodrio and Lumineon, and weakening Grumpig. HP Ice hits Leafeon, Focus Blast hits Golem on switch ins. Now, the only stopping Dodrio and Raichu in its path and preventing Dodrio from spamming Brave Bird/Thunderbolt is Zebstrika and Golem. This is where Trapinch comes in. Trapinch can be brought in on a double switch, trap Zeb, and KO it easily, and can weaken, if not KO, Golem. Of course, Trapinch is very niche in the meta, but this is an instance where it can remove Bird Spam checks to allow birds and others to clean up.

Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Raichu @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Volt Switch

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Crunch
- Quick Attack
- Toxic
 

PTF

girl
is a Tiering Contributor
Two cores this week.

Core 1: 5gen Chatot + Probopass
Core 2: Slowbroth Dodrio + Raichu + Trapinch

Good luck to these two.
 

2xTheTap

YuGiOh main
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Voting for #1; though I'm surprised no one posted something with U-Turn Monferno! It effectively brings in Grumpig and weakens it significantly for partners that appreciate Grumpig's absence.

I purposely used Scarf Dodrio here with the idea in mind I needed something faster to revenge KO Scarf Chatot. I think it's the more potent threat here between the options above by a fair bit, given that Golem is the team's resist to Normal-type moves. I also built a second version with Probopass + Lightning Rod Zebstrika for the same reason (Chatot), though it is weaker to other threats (U-Turn Monferno, Jumpluff, and Aqua Tail Arbok, for example). Golem + Electrode is certainly another option over Probopass + LR Zeb / Golem + Sap Zeb to address Chatot, but then that leaves you open to Jumpluff, which isn't optimal either.

Here is that version of the team:


Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Stealth Rock
- Earth Power
- Power Gem

Leafeon @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Aerial Ace
- Leaf Blade
- Knock Off

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Frustration
- Brave Bird

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunder Wave
- Psychic
- Focus Blast

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Protect
- Scald
- U-turn
- Defog

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

Replay with Probopass variant of the team against Deej Dy:

http://replay.pokemonshowdown.com/pu-338816371
 
Last edited:

PTF

girl
is a Tiering Contributor
Congratulations to 5gen for submitting the winning core this week against 2xTheTap 'Dodrio Scarf Balance' which consists of Chatot and Probopass.

This week we feature our very own Prinplup Megazard with his sample team Athletic.

Raichu @ Life Orb
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Sucker Punch
- Substitute
- Knock Off

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Scald
- U-turn
- Defog
- Toxic

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- X-Scissor
- Aerial Ace
- Dig

Gabite @ Eviolite
Ability: Rough Skin
EVs: 248 HP / 180 Def / 80 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Dragon Claw

Grumpig @ Colbur Berry
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Psychic
- Taunt
- Focus Blast
- Shadow Ball

Built this squad around Raichu since it's got the unique ability to punish Golem, Stunfisk, Spdef dino, etc that other elecs can't do as well. Drifblim capitalizes on breaking to sweep teams and it's a cool mon in general with sucker being underrated. Lumineon provides the Defog support the rest of the team needs and a slow pivot which can take on waters and golem, all the perfect role compression here. Ninjask is the offensive revenge killer and secondary cleaner that helps chip most of Blimp's targets and get stuff in with a faster turn. Then Gabite and Grumpig round out the defensive core by providing rocks and checks to random physical things, Ice-types, Fire-types, etc. Doesn't switch into everything but has the offensive pressure to take on most stuff. If you read this far than speed for Stoutland on Grumpig is a fine option as well.
 
My core is Dusknoir + Zebstrika + Relicanth

+
+


Frankly, the team doesn't seem to be built with them in mind on any level, and due to volt switch and bulk, they form nice synergy for shuffling around and utterly dismantling the team.

Dusknoir @ Life Orb
Ability: Pressure
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Sneak
- Sucker Punch
- Earthquake
- Ice Punch

Ice punch OHKOs Ninjask, OHKOs Gabite 62.5% of the time w/o sr, and OHKOs Drifblim after sr.
Shadow Sneak does 50%+ to Ninjask, at least 19% to gabite, 60%+ to Drifblim, and is the strongest move to hit grumpig w/colbur at minimum 65%.
Sucker Punch does ~ 75% to Ninjask, at least 25% to gabite, at least 83% to Drifblim, and is the stronngest move to take out grumpig w/o its colbur at at least 86%.
Earthquake OHKOS Raichu, and is the most damaging move against lumineon at 32% minimum damage (almost guaranteed 3hko after sr and leftovers).

All of his attacks 2hko raichu, he wrecks the physical attackers, and hits lumi ok on the switch. The only issue is grumpig, who he can revenge.

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power Ice

Volt switch does minimum 29% to grumpig, putting it in revenge range of dusknoir with guaranteed revenge after sr. It also does minimum 74% to blim, and minimum 70% to lumineon. Ninjask dies to any non hp ice attack, and nearly dies from that. If it can get a lightning rod boost from raichu, overheat ohkos it after sr or a lo hit. Hp ice ohkos gabite.

Relicanth @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Head Smash
- Yawn
- Protect

Relicanth has amazing bulk, which allows it to reliably set sr a few times. It has access to yawn to force switches, particularly from lumineon and gabite. Head smash hits everything on the team not named gabite hard as it 2hkos everything but lumineon which is 3hkos, and gabite which it chips; plus gabite fails to 3hko reli with yawn+protect and leftovers recovery, and lumi can't even 5hko reli unless he's burned at some point.

All together, this team stands no chance. Everything is dented by 2 other mons on the core, and is easily defeated with the available moves.
 
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5gen

jumper
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Murkrow @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Brave Bird
- Sucker Punch
- Pursuit
- Taunt

Regice @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Rock Polish
- Ice Beam
- Thunderbolt
-Signal Beam


  • Murkrow: Takes care of Grumpig. Chose Adamant to hit harder because Jolly isn't necessary since it can't outspeed Ninja or Raichu. Nothing can switch into Murkrow's Brave Bird, Sucker Punch does a ton to Drif/Jask/Chu and Grumpig gets Pursuit trapped.
  • Regice: Ice types trouble this team somewhat since the only switch ins are Grumpig and Lumineon. Regice has the coverage to hit every mon on this team pretty hard, and after Murkrow weakens everything/beats Pig, RP can sweep.

Also I'm just wondering why the version with Stunfisk over Gabite wasn't used instead?
 

PTF

girl
is a Tiering Contributor
Giving this weeks win to Levohl. Thankyou Megazard for letting us use this team.

Sorry for the hiatus guys, been through a rough time. I will continue to pick up activity on the forums and in the PS chat.

While catching up on the hype train of Machoke's ban, I stumbled upon Teddeh team which employs the speed pass strategy in which he deems is broken.

Teddeh's Speed Pass Team
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Ninjask @ Leftovers
Ability: Speed Boost
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Substitute
- Baton Pass
- Defog

Bouffalant @ Leftovers
Ability: Soundproof
Happiness: 0
EVs: 216 HP / 16 Atk / 140 SpD / 136 Spe
Adamant Nature
- Substitute
- Earthquake
- Swords Dance
- Frustration

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Knock Off
- Fire Punch

Swoobat @ Kee Berry
Ability: Simple
EVs: 248 HP / 156 Def / 80 SpD / 24 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Signal Beam
- Stored Power

Servine @ Eviolite
Ability: Contrary
EVs: 248 HP / 184 SpA / 76 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Substitute
- Synthesis
- Hidden Power [Fire]

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Toxic
- Stealth Rock
 
I'm proposing a Lapras - Missy core...

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 252 Spe / 4 SpD
Modest Nature
IVs: 0 Atk
- Freeze Dry
- Hydro Pump
- Ice Beam
- Thunderbolt

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Taunt
- Nasty Plot - Will O Wisp

It is kinda easy to deal with this whole team spamming Specs STAB Freeze Dry, since it will hit 5/6 of the team for HUGE supereffective damage... And the only member (Bouffalant) that will not receive that much damage, will be completely blocked by Missy...

Misdreavus can also completely shut down speed passing Jask, and burn Maro and Bouf, or setupping on Prinplup and then dealing huge damage with TBolt... Tbolt also covers Jask, and Swoob, making them hard to switch in...

Sure, Servine and Prinplup can both handle a Freeze Dry but they will still be receiving huge damage... And if you manage to get a few hazards then you can expect a GG! :3

See ya!
 
Rennyjesus took one of my mons for my core in Misdreavus, but that's not gonna stop me from using it.

My core is Altaria + Misdreavus, employing a special niche strategy that completely stops this set up-spam heavy team: Haze.


Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast / Flamethrower
- Roost
- Haze

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Taunt
- Nasty Plot



So heres the thing with Teddeh's team I noticed. Haze Altaria checks 4/5 mons of the team and completely negates any speed pass even if behind a sub. It beats Ninjask cuz Ninjask doesn't even have an attacking move, it completely walls Servine because it doesn't carry HP Ice, it prevents Swoobat from setting up CM boosts with haze, thereby preventing Stored Power or Signal Beam to do anything, it beats Prinplup because it doesn't have recovery. It even checks Marowak because it doesn't run Stone Edge, so the best move to hit Alt is with Knock, which gets weaker if its item gets knocked off previously, and haze prevents it from setting up SD. On top of this, Haze negates stat drops from Draco, so altaria doesn't have to switch out to reset its power.

So the last threat is Bouffalant, which Missy completely walls and beats 1v1. In addition to this, Missy can lead vs Ninjask and taunt it to prevent it from passing speed.

Hope you guys like it, thanks for reading.
 

5gen

jumper
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Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Thunderbolt
- Blizzard

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 32 Def / 36 SpD / 176 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Substitute
- Knock Off


With this team, Ninjask is almost always the lead. This means Sub Frostom will always be able to sub up and continually break Ninja's Subs and with careful prediction, Wisp on the switch. Boltbeam is pretty difficult for Teddeh's team to handle using Bouffalant as the primary answer. This is where Drfiblim comes in. Able to hard wall it and apply offensive pressure through Knock Off/Acro. Substitute and WoW gives you leeway to play around the speedpass. All in all this core is hard for the team to wall and is able to cripple attackers through burns.
 
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