Resource Monotype Sample Teams

#1

Approved by Acast and Eien / Banner by Moosical

USUM Update is underway! Pending the results of the Naganadel Suspect!
Welcome to Monotype Sample Teams, your go-to resource to find Monotype sample teams!

The object of this project is to develop a selection of well-built, relevant sample teams for Gen 7 Monotype submitted by experienced players from the Monotype community. These "samples" will serve to introduce new players to the meta: showcasing how teams for different types and playstyles are built and acting as a solid foundation for their own team building.

If you're thinking of contributing, great! Please take a moment to read the following.

There will only be 1-3 sample teams for any given type, so we will exercise very high standards over which teams are approved. We will not feature teams using sub-optimal archetypes, such as Mega-Beedrill Poison or Stall Fairy. While niche tech sets and non-conventional builds (like those seen in RMTs) are not forbidden, submitted teams must be broadly effective and viable in the meta.

The teams showcased in this thread should be representative of the various, viable, relevant play-styles and archetypes present in the Monotype metagame.

Here are the guidelines for submissions:

1. Make sure submissions are in the [Gen 7 Monotype] format.
2. Provide both an importable for your team and a brief description. Don't use nicknames for your Pokemon.
3. Do not "slash" moves, abilities, or natures in your importable. If you want to mention alternative options, do so in the team description.
3. Please denote your team as Offensive, Balanced or Stall.
4. Accompanying sprites and art are appreciated, but not mandatory. Animated Sun/Moon sprites can be found here.
5. Replays are highly encouraged and are a great way to demonstrate that the team is effective in the metagame. Make sure your teams are tested.
6. This is not the RMT forum; this thread is not the place to seek feedback on undeveloped teams and concepts.
7. Don't Post Memes. They will be deleted.
8.
Finally, if you edit your submission based on feedback (or any reason), please make a note of it at the bottom of the post so I know to re-evaluate.

Here is a sample submission, courtesy of Eien.
Offensive Electric
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt
- U-turn

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Focus Blast
- Psychic

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 Def / 132 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Roost
- Defog

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Golem-Alola @ Leftovers
Ability: Galvanize
EVs: 248 HP / 56 SpD / 204 Spe
Calm Nature
- Stealth Rock
- Return
- Earthquake
- Stone Edge

Xurkitree @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Energy Ball
- Thunderbolt
This is a standard offensive Electric team built around the offensive core of Tapu Koko, Alola Raichu, and Xurkitree, utilizing Alola Golem as a Stealth Rock setter and Rotom-Wash and Zapdos as the team's defensive backbone.

Tapu Koko is the cornerstone of any electric team, supporting the whole team by setting Electric Terrain and acting as a potent offensive threat in it's own right. With blistering speed and U-turn, Koko acts as an excellent lead and pivot.

Alola Raichu
is a speedy special attacker and cleaner, able to outspeed the entire unboosted metagame and almost the entire boosted metagame while in Electric Terrain. Thunderbolt is your bread and butter Electric STAB. Psychic STAB helps break threats like Mega-Venusaur, while Focus Blast hits walls like Ferrothorn and Tyranitar.

Zapdos
is a strong blanket defensive pivot and ground immunity, while also offering hazard control. Zapdos is able to wall a wide breadth of physical and special threats, and offers valuable Fire-type coverage to threaten Pokemon like Ferrothorn and Excadrill.

Rotom-Wash
is another strong defensive pivot and ground immunity, with excellent typing and resists. Will-o-wisp utility and Water-type STAB are handy on any electric team.

Golem-Alola
is Electric's best Stealth Rock setter, and a strong physical attacker in it's own right.

Xurkitree
is an absurdly strong special attacker with tremendous raw power, who can clean slower teams with SpA boosts from Beast Boost. Energy Ball coverage is also appreciated to deal with Ground-type pokemon who otherwise hazard Electric teams.
UPDATE: We are also accepting suggestions and revisions for our sample teams! If you think one of our samples needs improvement, let us know! Read more here!
 
Last edited:
#2
Approved Samples Archive

Mega Scizor Offensive Bug - The Excadrill
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Pursuit

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Hidden Power [Ice]
- Energy Ball

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Rapid Spin
- Knock Off

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Liquidation
- Scald
- Leech Life
- Mirror Coat


Mega Pinsir Hyper Offense Bug - GoldenTorkoal
Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Pursuit

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Knock Off

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Energy Ball
- Hidden Power [Ice]

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Stone Edge
- Rapid Spin
- Stealth Rock
- Knock Off


Mega Heracross Hyper Offense Bug - Alpha-Harpreet
Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Swords Dance
- Pin Missile
- Close Combat

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fire Blast
- Hidden Power [Ground]

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Hidden Power [Ice]
- Energy Ball

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rapid Spin
- Stone Edge
- Knock Off
- Stealth Rock

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Ancient Power
- Protect
- Hidden Power [Ice]

Balance Dark - smub
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Foul Play
- Recover

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Roost
- Defog

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
- Stealth Rock
- Rock Slide
- Thunder Wave
- Fire Blast

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Poison Jab
- Knock Off
- Pursuit
- Rock Slide

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Extrasensory
- Ice Beam
- Gunk Shot
- Hydro Pump


Hyper Offense Dark
- Wanka
Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Taunt
- Stealth Rock

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- U-turn
- Gunk Shot

Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Hydreigon @ Expert Belt
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Superpower
- Taunt

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Ice Fang
- Psychic Fangs

Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Fire Punch
- Earthquake

Offensive Dragon
- Eien
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Fire Punch
- Extreme Speed

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Hidden Power [Steel]

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Focus Blast

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 108 Def / 148 Spe
Jolly Nature
- Dragon Dance
- Return
- Refresh
- Roost

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Roost
- Earth Power


Mega Latias Dragon
- Lostallhopedreams
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Recover
- Refresh

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Taunt
- Fire Blast

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power Steel
- Defog
- Draco Meteor
- Psychic

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Roost
- Earth Power

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 16 Def / 148 SpD / 92 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Toxic

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Fire Punch
- Superpower
- Outrage

Offensive Electric - smub
Golem-Alola @ Focus Sash
Ability: Galvanize
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Explosion
- Stone Edge
- Stealth Rock

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Dazzling Gleam
- Hidden Power [Ice]

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Grass Knot

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 144 SpD / 112 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]

Offensive Fairy - The Excadrill
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Moonblast
- Psychic
- Diamond Storm
- Hidden Power [Fire]

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play

Offensive Fighting
- Haakunite
Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

Cobalion @ Leftovers
Ability: Justified
EVs: 188 HP / 68 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Taunt
- Stealth Rock

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Knock Off

Mega Charizard Y Offensive Fire
- smub
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Defog

Marowak-Alola @ Thick Club
Ability: Lightningrod
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shadow Bone
- Earthquake
- Fire Punch
- Swords Dance

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Stone Edge
- U-turn

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Flash Cannon


Mega Charizard X Hyper Offensive Fire
- smub
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Earthquake

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Rapid Spin
- Stealth Rock
- Yawn

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Earthquake

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Flash Cannon

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bolt Strike
- V-create
- Zen Headbutt
- U-turn

Balance Flying
- Izaya
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Defog
- Iron Head
- Roost
- Whirlwind

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 184 SpD / 72 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Substitute
- Toxic
- Roost

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Defog
- Roost

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 208 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- Roost

Balance Ghost
- theuntalented
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Trick

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Toxic
- Recover
- Scald

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Leech Seed
- Synthesis

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Recover
- Knock Off

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Shadow Claw
- Play Rough

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 48 HP / 252 Atk / 4 Def / 204 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fire Punch
- Shadow Bone

Balance Grass
- Alpha-Harpreet
Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Toxic
- Recover

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Horn Leech
- Superpower

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed

Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Hidden Power [Fire]
- Earth Power

Offensive Ground
- Alpha-Harpreet
Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Gravity
- Earth Power
- Focus Blast
- Sludge Wave

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Sucker Punch
- Sludge Wave

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang

Offensive Ice
- smub
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 HP
- Stealth Rock
- Earthquake
- Endeavor
- Ice Shard

Sandslash-Alola @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Icicle Crash
- Iron Head
- Earthquake
- Rapid Spin

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Hidden Power [Fire]

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Fusion Bolt
- Roost
- Ice Beam
- Earth Power

Balance Normal - Seo.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Return
- High Jump Kick
- Encore

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Stealth Rock
- Seismic Toss
- Soft-Boiled

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Toxic
- Ice Beam
- Foul Play

Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- U-turn

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- Fire Punch

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Transform

Balance Poison
- SubMindRaikou
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Synthesis
- Sludge Bomb

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 156 Def / 104 Spe
Jolly Nature
- U-turn
- Defog
- Roost
- Brave Bird

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Stealth Rock
- Thunderbolt

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Earth Power
- Ice Beam
- Flamethrower

Hyper Offense Psychic
- smub
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Counter

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Nasty Plot
- Rock Polish

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Memento

Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Stealth Rock
- Taunt

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Swords Dance
- Zen Headbutt
- Knock Off


Mega Slowbro Balance Psychic
- Jo' Z
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Defog
- Trick
- Psychic

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock
- Slack Off

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 196 Def / 60 Spe
Impish Nature
- Stealth Rock
- Iron Head
- Thunder Wave
- U-turn

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 108 SpD / 148 Spe or 252 HP / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Roost
- Knock Off / Volt Switch
- Will-O-Wisp

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Trick
- Bolt Strike
- U-turn

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Counter
- Shadow Ball/Thunder Wave
- Psychic
- Focus Blast

Offensive Rock
- smub
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Hidden Power [Fire]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Pursuit

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Fire Punch
- Ice Punch

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Hidden Power [Ice]
- Grass Knot
- Thunderbolt

Balance Steel - Namranan
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Toxic

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Stealth Rock
- Whirlwind
- Roost
- Brave Bird

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 24 Atk / 232 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Stone Edge

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Power Whip
- Leech Seed
- Protect
- Spikes

Vincune Balance Water
- Eien
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Baneful Bunker

Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Greninja @ Groundium Z
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Extrasensory
- Dig
- Hidden Power [Electric]

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 160 Def / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Haze


Offensive Swift Swim Water
- smub

Pelipper @ Leftovers
Ability: Drizzle
EVs: 112 HP / 252 Def / 144 Spe
Bold Nature
- Hurricane
- U-turn
- Roost
- Defog

Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Sludge Wave
- Stealth Rock

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Draco Meteor
- Ice Beam

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Taunt
- Dragon Dance

Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Ice Beam
- Extrasensory
- Hydro Pump

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Electric]
 
Last edited:
#3
Offensive SS Water


Pelipper @ Eject Button
Ability: Drizzle
EVs: 248 HP / 120 Def / 140 Spe
Bold Nature
- Defog
- Hurricane
- U-turn
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Ice Beam
- Draco Meteor

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Dance
- Crunch
- Taunt

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Extrasensory
- Hidden Power [Fire]
- Dark Pulse

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Waterfall
- Stone Edge

Seismitoad @ Rindo Berry
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Earth Power
- Grass Knot
- Sludge Wave
I have been using this team for a while because I am a huge fan of SS teams. This team is HO and requires a lot of careful playing, and knowing the meta well. Some threats to be careful of are tapu bulu, mega venusaur, raichu-alola, ferrothorn, and tapu koko. This team does well against the whole of the meta, but Fairy and Grass prove to be challenging. Electric can be ok, just requires playing well.

- Pelipper is the backbone to the team. It's ability Drizzle is very important, and 3 other mons on this team depends on that rain. It is fairly standard apart from the item. Eject button is used so pelipper can come in on weak attacks, be forced to switch out, and not lose the team momentum early game. The ev's are tailored to outspeed 16 speed invested mega-venusaur, and the rest are in HP and defense.

- Kingdra is the main wall breaker for the team. Specs surf under rain hits tremendously hard, and it's typing allows it to live a lot of hits as well. Hydro pump for the extra power, surf for reliable and strong stab. Ice beam to hit grass types, and draco for everything else.

/
- For my mega I chose mega-gyarados. I wanted mega gyarados with taunt so that some balance and stall builds would be easier to handle. Namely mons like slowbro, toxapex, and the like. Gyarados' ability is also very useful, forcing switches due to the attack drop. Another option is to remove the mega stone, adding a flyinium z crystal, and changing crunch for bounce. This allows gyarados to be a better grass check and tapu bulu check in general.

- Greninja is specifically tailored to beat threats to this team. It's great speed and ability allow it to tear holes. Dark pulse for stab. Hidden power fire to hit ferrothorns and the like. Extrasensory for toxapex and mega venusaur. And lastly gunkshot to hit special walls like mantine, as well as fairy types.

- Kabutops is my rock setter, as well as wallbreaker with it's SD and rockium z. +2 Rockium Z destroys a ton of walls which can cause this team trouble. Toxapex, celesteela, mega venusaur, and more. Otherwise this is a pretty standard kabutops.


- Lastly I have seismitoad as my all out attacker. Max speed is in hopes that it outspeed adamant bulu to kill with sludge wave. Rindo berry is the unique part, but I find extremely useful. Electric teams are very common, and with that comes a lot of grass knots from the likes of tapu koko and alolan raichu. With rindo berry seismitoad lives one and KO's back with earth power. I didnt put stealth rocks on seismitoad because I wanted all 4 attacks, and because aqua jet isnt that good on kabutops without a LO.
This team has been through a few changes so some these replays dont have the exact team, but the SS theme is still there and a lot of the mons are the same. I'll update with more replays as I remember to save them.
http://replay.pokemonshowdown.com/gen7monotype-546875076 vs dragon
http://replay.pokemonshowdown.com/gen7monotype-527410781 vs fire
http://replay.pokemonshowdown.com/gen7monotype-551136207 vs grass
 
Last edited:
#4
Fighting Sample - Offensive (edited)
Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Close Combat

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

Kommo-o @ Life Orb
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Clanging Scales
- Focus Blast
- Flamethrower

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Iron Head
- Thunder Wave

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge

Those are dark days for Fighting. The type is by no means as good as it was in ORAS before all those Fairies took over. But it's still a type and it deserves its own sample. So let's get down to it.
Terrakion is the main set up sweeper of the team with its great attack stat and secondary Rock STAB, hitting Flying and Bug types super effectively. Rockium Z is great on this meta, especially for Fighting monos, being able to deal with troublesome walls for the type like Skarmory, Celesteela, Toxapex, Mega-Venusaur and so on.
Keldeo is Fighting's strongest special attacker and is a must on every fighting team. With Terrakion not running a Choice Scarf set, Keldeo is the main revenge killer of the team, with powerful moves like Hydro Pump, Scald and Secret Sword dealing with some fast threats to the type like Volcarona, Victini and Mega Charizard X. Icy Wind rounds out the coverage hitting notably Dragonite, Salamence and the Lati-twins.
Kommo-o works as a special wallbreaker for this team, since Keldeo is taking a revenge killer role. It especially threatens the Steel and Poison defensive cores with powerful Fire/Fighting coverage and its powerful Dragon STAB, Clanging Scales. A Modest Nature maximizes Kommo-o's damage output, while Autotomize gives it an option to sweep late game if given the chance.
Cobalion works as the defensive pivot with its great Steel typing (being neutral to Fairy, Flying and Psychic) and Stealth Rock setter of the team, with a great support movepool that includes Taunt and Thunder Wave, being able to stop sweepers and opposing hazard setters. Iron Head is a nice STAB that hits Fairy types.
Infernape is the physical wallbreaker of the team, putting a lot of pressure on Steel and Fairy teams with its STAB moves and good pivoting in U-turn, helping in generally hard matchups.
Heracross is the last member of the team, working as a secondary scarfer to help Keldeo, being a possible win condition versus Psychic and can work as a late game sweeper with its ability Moxie.


After discussing a bit with my friend StarBlim, i've decided to edit this team to make this as simple as possible for new players. Thanks, fam.
Edited it again, after Tyke 's suggestions.
 
Last edited:
#5
Balanced Psychic
Latios @ Waterium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Surf
- Hidden Power [Fighting]

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Stealth Rock
- Thunder Wave
- Wish
- Iron Head

Peace! (Victini) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Brick Break

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 64 HP / 252 SpA / 4 SpD / 188 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Dazzling Gleam

medi-CHAM @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Poison Jab
- Ice Punch

YoSupBro (Slowbro) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Toxic
- Slack Off


This is one of the many ways in which a balanced Psychic monotype team can be built. It utilises the offensive core of Victini, Medicham, Meloetta with the support of Jirachi, Slowbro, and Latios (helping getting rid of hazards as well as providing some offensive pressure).

Medicham
is the scarf user/cleaner of this team. Has access to ice/thunder punch for general coverage as well as Poison Jab to catch unsuspecting fairy type Pokemon.

Meloetta
annihilates something if it's given the chance to do so against slower, fatter mons. Essentially this Pokemon acts as one of the wallbreakers and a good ghost immunity.

Jirachi
sets rocks and is able to cripple and weaken potential threats to this team. Able to heal teammates and itself for longevity as well as tanking special attacks.

Latios
brings this team a form of hazard removal along with some offensive pressure with its STAB Draco or a 175 base water type attack to hit Heatrans on the switch in. HP fighting's there to potentially KO Bisharp if the opponent thinks Latios will be switched out and goes for a Swords Dance.

Victini
using choice band just hits ridiculously hard on mostly any opposing Pokemon, packing the U-turn for momentum if the switch is obvious.

Slowbro
physical sponge, defensive pivot and essential glue to this team. With Regenerator and Slack Off, it won't be easy for your opponent to take Slowbro down especially with its Rocky Helmet, helping weaken U-turners, Fake-outers, Nuzzlers and Rapid Spinners.

http://replay.pokemonshowdown.com/gen7monotype-554072978 vs Psychic (Thunder wave is the optimal move for Jirachi instead of protect)
http://replay.pokemonshowdown.com/gen7monotype-554771605 vs weird Sunny Day Steel (might get a better 'vs steel' replay)


 
Last edited:

Harpp

formerly Alpha-Harpreet
#6
Balanced Grass Team

Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Toxic
- Recover

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Horn Leech
- Superpower

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed

Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Hidden Power [Fire]
- Earth Power


This is a balanced grass team revolving around the standard grass core. I have rmt of this team as well. So on to the descriptions now:
Mega venusaur acts as all purpose grass wall and has the ability thick fat which reduces damage from fire and ice attacks. The evs used are for maximizing its ability to take physical hits. As for the moveset, leech seed acts as a pseudo recovery move that goes very well with the hazard shenanigans of the team. Leech seed makes venusaur mega harder to take down.Sludge bomb is a stab move with a nifty 30% chance to poison and really helps vs opposing grass,fairy and neutral targets. Hp fire is for steel types such as scizor,skarmory and ferrothorn. Synthesis is for recovery.
Ferrothorn on the team not only acts as a specially defensive Pokemon with max investment in sp.def that lets it sponge strong special moves but it is also one of the hazard stack user on the team with spikes.Ferrothorn on the team helps in tanking ice beams from the likes of kyurem-B and other strong special attackers. Spikes allows ferrothorn to punish switch ins. Leech seed acts as a pseudo recovery move that goes very well with spikes as spikes discourages switches and leech seed forces to switches. Protect is to help scout,recover health or stall with leech seed.Since ferrothorn is very slow,gyro ball is used as an attacking move which also helps in not making ferrothorn a total taunt bait. Gyro ball can hit faster neutral targets hard.As for the item leftovers is used for more recovery in conjunction with leech seed.
Cradily on the team is one of the checks to Charizard y and volcarona. Cradily with its amazing sp.def sponges special attacks for the team.Cradily is the Stealth rock user on the team as it can set up Stealth rock even in fire match ups. Rockslide is for Charizard Yand volcarona both of which are huge threats to mono grass teams. Toxic allows cradily to put opposing walls and set up sweepers on timer.Recover is used for sustain and leftovers as an item for some recovery. Cradily and Ferrothorn acts as a hazard stack core and combined with Mega Venusaur, the trio gradually wears down the opposing team. As for the ability on cradily, it has suction cups as it allows it to stop opposing phazers and racking residual damage to my team.
Tapu bulu helps to patch up with the problem of immediate speed with a choice scarf set while also being a check to threatening pokemon such as mega charizard y,volcarona and landorus I. Woodhammer is its main stab move that is boosted by grassy terrain and hits very hard thanks to a good attack stat at base 130. Superpower is used for heatran and ferrothorn mainly. Stone edge helps tapu bulu to take out Mega charizard Y,volcarona etc which are threatening to the team. Horn leech is the other stab move that also heals tapu bulu.
Breloom a staple on mono grass team is an amazing Pokemon as it has access to spore which lets it cripple opposing Pokemon,mach punch a technician boosted priority attack that helps vs steel,Normal,dark,Ice match ups.Mach punch is also a great move to clean late game and revenge kill when the opponents team is weakened. Rock tomb allows nice coverage, hitting fire and flying types such as Mega Charizard Y,Victini and Zapdos. Where as bullet seed is a very good multi strike move that is boosted by technician. Adamant nature is used for more power.
Celebi with nasty plot and life orb as an item puts a lot of offensive pressure on mono poison teams. With its good bulky,it gets decent set up opportunities. Celebi with the nasty plot set can also take put some fire types such as torkoal,charizard x and it is also a good answer to AV magearna. Psyhic is mainly for poison and fighting types, Hp fire is used for steel types such as ferrothorn,skarmory and scizor while earth power deals with pokemon such as torkoal,Alolan-Muk etc. Hp fire in combination with earth power makes steel match up a little easier. Celebi is a good status absorber for the team as well with its ability natural cure.


Edit: Implemented changes
 
Last edited:

decem

Banned deucer.
#7
BALANCED GHOST

*please delete this post if you do not want this team in the Sample Teams, as I already posted it in the Bazaar.



Gengar @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Leech Seed
- Foul Play

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Taunt
- Scald

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance


Replays:

 
#8


Balance Poison

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk / 30 SpA
- Leech Seed
- Synthesis
- Giga Drain
- Hidden Power [Fire]


Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 120 Atk / 136 SpD
Careful Nature
- Knock Off
- Gunk Shot
- Pursuit
- Brick Break

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 40 Atk / 220 Spe
Adamant Nature
- U-turn
- Roost
- Defog
- Brave Bird

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Slide
- Megahorn
- Earthquake

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Thunderbolt
- Hidden Power [Ice]


This is pretty standard Poison Balance which is why I think it would make a good sample team. Venusaur-Mega / Muk-A / Toxapex is the best defensive core Poison has and is amazingly effective in the metagame. Crobat offers hazard control and a very important ground immunity. Scolipede is the team's wincon and is the main way to win versus Psychic. Finally, Nihilego is the team's revenge killer and a nice Flying check that the team currently lacks. I'll go in depth into each team member:

Venusaur-Mega is an amazing Pokemon for Poison, giving great resistances to Water, Electric, and Grass, as well as a Ground neutrality and Thick Fat to reduce the damage of Fire and Ice-type attacks. 4 Spe is to outspeed other uninvested base 80s such as Mandibuzz, Goodra, and other Mega Venusaur (although most run Speed). Leech Seed could be replaced by Sleep Powder or Sludge Bomb, if you prefer. The next Pokemon is Muk-Alola, which is the team's dedicated special sponge and Psychic check. The moveset is pretty self-explanatory, allowing you to Pursuit trap threats and Brick Break allows you to hit Steel-types. Toxapex is the final member of the core, checking physical attackers and also set-up sweepers which threaten the team, especially because Scolipede is not running Protect. Crobat is the next member, and it provides speed and hazard control, as well as a very important Ground immunity. 220 Spe outspeeds max speed Lati@s. Crobat can also pivot into other teammates, which is helpful to the team. Scolipede is the team's win condition, with Swords Dance taking advantage of switches and Rock / Ground coverage helps vastly in Electric, Steel, and Fire matchups. Finally, Nihilego is the team's revenge killer, which is very important to take out threats such as Tapu Koko. Beast Boost can also allow Nihilego to act as a win condition, specifically against Fire, Flying, and Ice.

The team's basic game plan is to wear down the opposing team with M-Venu / Muk-A / Toxapex and switching in Crobat when necessary. Play very carefully because as with most Balance builds you can not afford to lose a certain Pokemon in specific matchups, such as Scolipede vs Psychic, or Mega Venusaur vs Ground.

Hope you like it!





 
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#9
Offensive Fighting
This team relies on the offensive core of inferape, breloom, keldeo, and terrakion. Hawlucha is used as a late-game sweeper option, and coballion sets up rocks and tanks hits that would otherwise hinder the team.
Infernape: A practical necessity on any offensive fighting team.
In this situation it is a taunt lead as well as a suicide lead with sash endeavor.
The Ev's are boosting both attack and special attack so that iron fist boosted mach punch can land kills on rather low mons.
0 IVs are on HP so that you can actually use your sash in case the hit barely won't kill you.
Breloom: In this situation, Breloom finds itself as a spore sweeper. Utilizing technician STAB mach punch is breloom's main goal, however it also supplies coverage for flying and bug in the form of technician-boosted rock tomb. It also makes use of bullet seed to break down subs and punish mons that are weak to grass, as it too is technician boosted. Focus sash makes sure that breloom puts someone to sleep guaranteed.
Keldeo: Being one of fighting's best special attackers, keldeo finds itself being a scarfed sweeper with a nuke option and a burn option in Hydro Pump and Scald. For coverage, it also has icy wind for dragon, ground and flying as well as secret sword for dark, ice, rock, and steel types.
Cobalion: As one of fighting's most conventional tanks, Coballion brings stealth rock into the mix, which can help against fire and bug type teams, just make sure you volt switch to one of your sweepers in order to avoid them getting removed. It also runs a mixed set but is focused on its STAB flash cannon.
Hawlucha: Hawlucha is a great lategame sweeper that can help you do well against other fighting teams. In its ability unburden, it can spam substitutes until it eats its sitrus berry, and eventually become a very hard-to-stop threat.
Terrakion: Terrakion provides better coverage for flying types in its STAB stone edge. It is also very fast, which means it can out speed scarf-togekiss and potentially kill it as well. Close combat, Earthquake, and iron head are all moves that are used for coverage. Do mind its ability justified, as this might activate after getting your scarf knocked off, it will boost your attack power by one stage and allow you to pretty much become a choice banded attacker.

Hell Harambe (Infernape) @ Focus Sash
Ability: Iron Fist
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
IVs: 0 HP
- Endeavor
- Fire Blast
- Mach Punch
- Taunt

BAMBOOZLED (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

My Little Pony (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Cobalion @ Leftovers
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Flash Cannon
- Volt Switch
- Stealth Rock

Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP
- Substitute
- High Jump Kick
- Acrobatics
- Swords Dance

Rock fisting (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Earthquake
- Iron Head

(I swear if you put this in team builder it will work.)
 
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#10
I just want to preface this post by saying how excited I was to see so many submissions in only the short time this thread's been up!

I'm glad the interest for this project is there, and at this rate I'm sure we'll have a robust catalog of Sample Teams to choose from in no time!
Offensive SS Water


Pelipper @ Eject Button
Ability: Drizzle
EVs: 248 HP / 120 Def / 140 Spe
Bold Nature
- Defog
- Hurricane
- U-turn
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Ice Beam
- Draco Meteor

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Dance
- Crunch
- Taunt

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Extrasensory
- Hidden Power [Fire]
- Dark Pulse

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Waterfall
- Stone Edge

Seismitoad @ Rindo Berry
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Earth Power
- Grass Knot
- Sludge Wave
I have been using this team for a while because I am a huge fan of SS teams. This team is HO and requires a lot of careful playing, and knowing the meta well. Some threats to be careful of are tapu bulu, mega venusaur, raichu-alola, ferrothorn, and tapu koko. This team does well against the whole of the meta, but Fairy and Grass prove to be challenging. Electric can be ok, just requires playing well.

- Pelipper is the backbone to the team. It's ability Drizzle is very important, and 3 other mons on this team depends on that rain. It is fairly standard apart from the item. Eject button is used so pelipper can come in on weak attacks, be forced to switch out, and not lose the team momentum early game. The ev's are tailored to outspeed 16 speed invested mega-venusaur, and the rest are in HP and defense.

- Kingdra is the main wall breaker for the team. Specs surf under rain hits tremendously hard, and it's typing allows it to live a lot of hits as well. Hydro pump for the extra power, surf for reliable and strong stab. Ice beam to hit grass types, and draco for everything else.

/
- For my mega I chose mega-gyarados. I wanted mega gyarados with taunt so that some balance and stall builds would be easier to handle. Namely mons like slowbro, toxapex, and the like. Gyarados' ability is also very useful, forcing switches due to the attack drop. Another option is to remove the mega stone, adding a flyinium z crystal, and changing crunch for bounce. This allows gyarados to be a better grass check and tapu bulu check in general.

- Greninja is specifically tailored to beat threats to this team. It's great speed and ability allow it to tear holes. Dark pulse for stab. Hidden power fire to hit ferrothorns and the like. Extrasensory for toxapex and mega venusaur. And lastly gunkshot to hit special walls like mantine, as well as fairy types.

- Kabutops is my rock setter, as well as wallbreaker with it's SD and rockium z. +2 Rockium Z destroys a ton of walls which can cause this team trouble. Toxapex, celesteela, mega venusaur, and more. Otherwise this is a pretty standard kabutops.


- Lastly I have seismitoad as my all out attacker. Max speed is in hopes that it outspeed adamant bulu to kill with sludge wave. Rindo berry is the unique part, but I find extremely useful. Electric teams are very common, and with that comes a lot of grass knots from the likes of tapu koko and alolan raichu. With rindo berry seismitoad lives one and KO's back with earth power. I didnt put stealth rocks on seismitoad because I wanted all 4 attacks, and because aqua jet isnt that good on kabutops without a LO.
This team has been through a few changes so some these replays dont have the exact team, but the SS theme is still there and a lot of the mons are the same. I'll update with more replays as I remember to save them.
http://replay.pokemonshowdown.com/gen7monotype-546875076 vs dragon
http://replay.pokemonshowdown.com/gen7monotype-527410781 vs fire
http://replay.pokemonshowdown.com/gen7monotype-551136207 vs grass
This is a cool team, but it has some problems.
  • Your team lacks any strong priority, which is Swift Swim's best check for threats like Mega-Alakazam and Alola-Raichu (outside Seismetoad, loosely, whose taken out with some chip). Band Azumarill or Aqua Jet Kabutops would do a lot to patch up these weaknesses
  • Mega-Gyarados is a solid balance breaker, but so is Tail Glow Manaphy, an excellent pokemon who I'd argue is a staple of Swift Swim Water. Manaphy would also free up a Mega-Slot to run Mega-Sharpedo
  • Finally many of your sets are quite unconventional, rindo berry 4 attacks Seismetoad is pretty interesting, though I don't follow what Grass Knot hits outside other Seismetoads. I don't see why you couldn't run Stealth Rocks here and give Kabutops the room to run Aqua Jet or Superpower. And even Kabutops is a somewhat niche pick on SS, let alone Stealth Rock Kabutops
I feel this team makes use of many niche sets and tech, and wouldn't be very beginner friendly. I don't doubt that it works, but I'm not sure it is representative of the play style or Swift Swim's best assets.

This team is rejected.

Fighting Sample - Offensive (edited)
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Hidden Power [Electric]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- X-Scissor

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Swords Dance
- Bullet Seed
- Mach Punch

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Iron Head
- Thunder Wave

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch

Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Knock Off
- Close Combat
- Stone Edge

Those are dark days for Fighting. The type is by no means as good as it was in ORAS before all those Fairies took over. But it's still a type and it deserves its own sample. So let's get down to it.
Keldeo is Fighting's strongest special wallbreaker and is a must on every fighting team. Choice Specs maximize its wallbreaking potential with powerful moves like Hydro Pump, Scald and Secret Sword, with Hidden Power Electric being more common this generation to hit mons like Toxapex and Mantine, who otherwise wall Keldeo to hell and back.
Terrakion is another staple on Fighting monos and for good reason, since it works as the main revenge killer with its great speed tier, attack stat and movepool and an equipped Choice Scarf, with its secondary Rock STAB giving it a powerful hit on Flying and Bug types, which resist Fighting, while having a nice neutrality to Flying moves.
Breloom works as a set up sweeper and has a great tool in Spore, potentially putting a check to Sleep, which an Offensive type like Fighting deeply appreciates, pressuring the opposition. Bullet Seed works great versus Water and Ground monos, while Mach Punch is a very powerful priority move, especially if backed by Swords Dance and Technician.
Cobalion works as the defensive pivot with its great Steel typing (being neutral to Fairy, Flying and Psychic) and Stealth Rock setter of the team, with a great support movepool that includes Taunt and Thunder Wave, being able to stop sweepers and opposing hazard setters. Iron Head is a nice STAB that hits Fairy types.
Infernape is the physical wallbreaker of the team, putting a lot of pressure on Steel and Fairy teams with its STAB moves and good pivoting in U-turn, helping in generally hard matchups.
Heracross is the last member of the team, working as a secondary scarfer to help Terrakion, being a possible win condition versus Psychic and a status absorber with its ability Guts, while also spreading Knock Off.


After discussing a bit with my friend StarBlim, i've decided to edit this team to make this as simple as possible for new players. Thnaks, fam
Your Fighting team looks pretty solid: some minor edits include:
  • Thunder Punch > Mach Punch on Infernape since you have it on Breloom already
  • Earthquake > Knock Off on Heracross
  • Not sure why we have X-scissor on Terrakion tbh
But my biggest suggestion is to find a way to fit Rockium Z Double Dance Terrakion onto the team; it's arguably the strongest win-con / sweeper available to the type.

At the same time, Terrakion is the best scarfer, so you may need to make some concessions such as running Scarf Keldeo to deal with threats Scarf-Terra checked like Volcarona, Salamence, Victini, and Mega-Charizard X. That would leave you lacking a Special Wallbreaker, however (though Keldeo isn't as good at that as it once was anyways), which might give you reason to use Kommo-O.

So I recognize adding Rockium-Z would require some serious restructuring of your team, but I feel is one of the most essential elements of Fighting this generation and should be represented in our sample.

So this team is rejected, pending reevaluation once you make these changes.


Balanced Psychic
Latios @ Waterium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Surf
- Hidden Power [Fighting]

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Stealth Rock
- Thunder Wave
- Wish
- Iron Head

Peace! (Victini) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Brick Break

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 64 HP / 252 SpA / 4 SpD / 188 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Dazzling Gleam

medi-CHAM @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Poison Jab
- Ice Punch

YoSupBro (Slowbro) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Toxic
- Slack Off


This is one of the many ways in which a balanced Psychic monotype team can be built. It utilises the offensive core of Victini, Medicham, Meloetta with the support of Jirachi, Slowbro, and Latios (helping getting rid of hazards as well as providing some offensive pressure).

Medicham
is the scarf user/cleaner of this team. Has access to ice/thunder punch for general coverage as well as Poison Jab to catch unsuspecting fairy type Pokemon.

Meloetta
annihilates something if it's given the chance to do so against slower, fatter mons. Essentially this Pokemon acts as one of the wallbreakers and a good ghost immunity.

Jirachi
sets rocks and is able to cripple and weaken potential threats to this team. Able to heal teammates and itself for longevity as well as tanking special attacks.

Latios
brings this team a form of hazard removal along with some offensive pressure with its STAB Draco or a 175 base water type attack to hit Heatrans on the switch in. HP fighting's there to potentially KO Bisharp if the opponent thinks Latios will be switched out and goes for a Swords Dance.

Victini
using choice band just hits ridiculously hard on mostly any opposing Pokemon, packing the U-turn for momentum if the switch is obvious.

Slowbro
physical sponge, defensive pivot and essential glue to this team. With Regenerator and Slack Off, it won't be easy for your opponent to take Slowbro down especially with its Rocky Helmet, helping weaken U-turners, Fake-outers, Nuzzlers and Rapid Spinners.
This team is bluntly unviable. Medicham is a very poor choice scarfer, or pokemon to use altogether. Your Latios set is also otherworldly, Surf + Hidden Power [Fighting] with Waterium-Z? I can't begin to grasp the reasoning behind that.

Also, don't use nicknames for your Pokemon.

This team is rejected.

Balanced Grass Team

Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Mirror Coat
- Recover

Tapu Bulu @ Rockium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Horn Leech
- Superpower

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Hidden Power [Ice]
- Trick

This is a balanced grass team revolving around the standard grass core. I have rmt of this team as well. So on to the descriptions now:
Mega venusaur acts as all purpose grass wall and has the ability thick fat which reduces damage from fire and ice attacks. The evs used are for maximizing its ability to take physical hits. As for the moveset, leech seed acts as a pseudo recovery move that goes very well with the hazard shenanigans of the team. Leech seed makes venusaur mega harder to take down.Sludge bomb is a stab move with a nifty 30% chance to poison and really helps vs opposing grass,fairy and neutral targets. Hp fire is for steel types such as scizor,skarmory and ferrothorn. Synthesis is for recovery.
Ferrothorn on the team not only acts as a specially defensive Pokemon with max investment in sp.def that lets it sponge strong special moves but it is also one of the hazard stack user on the team with spikes.Ferrothorn on the team helps in tanking ice beams from the likes of kyurem-B and other strong special attackers. Spikes allows ferrothorn to punish switch ins. Leech seed acts as a pseudo recovery move that goes very well with spikes as spikes discourages switches and leech seed forces to switches. Protect is to help scout,recover health or stall with leech seed.Since ferrothorn is very slow,gyro ball is used as an attacking move which also helps in not making ferrothorn a total taunt bait. Gyro ball can hit faster neutral targets hard.As for the item leftovers is used for more recovery in conjunction with leech seed.
Cradily on the team is one of the checks to charizard y and volcorona. Cradily with its amazing sp.def sponges special attacks for the team.Cradily is the Stealth rock user on the team as it can set up Stealth rock even in fire match ups. Rockslide is for charizard y and volcorona both of which are huge threats to mono grass teams. Mirror coat helps out in taking out heatran,magearna and such as a surprise. Without mirror coat cradily cant do much to those targets.Recover is used for sustain and leftovers as an item for some recovery.Cradily and ferrothorn acts as a hazard stack core and combined with mega venusaur, the trio gradually wears down the opposing team. As for the ability on cradily, it has suction cups as it allows it to stop opposing phazers and racking residual damage to my team.
Tapu bulu acts as a wall breaker with a sword dance set and rockium z. With a sword dance under its belt it can dent fattest of walls like celesteela,porygonz,skarmory,zapdos etc. stone edge with rockium z allows for a strong rock move that certainly helps in fire,flying and bug match ups. Horn leech is the stab move that also heals while superpower is mainly for heatran and ferrothorn.
Breloom a staple on mono grass team is an amazing Pokemon as it has access to spore which lets it cripple opposing Pokemon,mach punch a technician boosted priority attack that helps vs steel,Normal,dark,Ice match ups.Mach punch is also a great move to clean late game and revenge kill when the opponents team is weakened. Rock tomb Combined with focus sash allows breloom to take out volcorona,charizard y and mega pinsir 1v1. Where as bullet seed is a very good multi strike move that is boosted by technician. Adamant nature is used for more power.
A scarf user and a good pivot and scarf rotom-mow fills this role very well. Scarf rotom mow keeps momentum with volt switch while also checking threats like mega pinsir and other flying types. leaf storm is a strong stab move that can be used to take out neutral targets, while hp ice allows to hit pokemon like landorus,dragonite and garchomp harder, trick is to cripple a wall or set up sweeper.

This is an interesting Grass team, but I have some notes.

Mirror Coat Cradily seems like a pretty limited response to a scarce few threats like Celesteela, Heatran, Magearna and Nidoking. Toxic would be much more broadly effective. Storm Drain is also preferable to Suction Cups: Scald Immunity is more helpful than avoiding being phazed by Skarm / Hippo.

I also feel like your offensive core of Tapu Bulu / Rotom-Mow / Breloom has a lot of gaps in what it can check.

SD Rock-Z Bulu is cool, but is a somewhat niche set compared to Choice Scarf or Choice Band. Regardless the set should also be Jolly to avoid being outsped by common Zapdos spreads.

Rotom-Mow is also a somewhat subject choice. It's not really a great Mega-Zard Y check, especially without Thunderbolt, as Zard can roost off Volt Switch and pick up another kill. It's just weak in general.

252 SpA Rotom-Mow Volt Switch vs. 0 HP / 0 SpD Charizard-Mega-Y: 176-210 (59.2 - 70.7%) -- guaranteed 2HKO
252 SpA Rotom-Mow Thunderbolt vs. 0 HP / 0 SpD Charizard-Mega-Y: 224-266 (75.4 - 89.5%) -- guaranteed 2HKO
252 SpA Rotom-Mow Volt Switch vs. 0 HP / 4 SpD Pinsir-Mega: 216-254 (79.7 - 93.7%) -- guaranteed 2HKO
252 SpA Rotom-Mow Volt Switch vs. 252 HP / 252+ SpD Celesteela: 140-168 (35.1 - 42.2%) -- 86.8% chance to 3HKO after Leftovers recovery


I'd consider running Celebi or Serperior in it's stead, both of whom also benefit from Grassy Terrain boosts. Celebi will also make your team less vulnerable to Psyspam (Mew destroys your team).

Also you need to revise your descriptions a bit: Rock-Z Bulu is not going to help much in the Bug, Fire, Flying match ups when it's outsped and killed by everything. It's going to make more of an impact against Poison and Steel. I wouldn't refer to Breloom as your check for Charizard-Y or Mega-Pinsir when your team has a Scarf Rotom-Mow, either. There are also some general grammar and spelling issues.

Make some changes, and I'll reevaluate, but as of now this team is rejected.

BALANCED GHOST

*please delete this post if you do not want this team in the Sample Teams, as I already posted it in the Bazaar.



Gengar @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Leech Seed
- Foul Play

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Taunt
- Scald

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance

Replays:
I'll make the same suggestions I made on the Bazaar.
  • Alola-Wak will offer much, much more to your team than Golurk: Fire, Grass, Ice, Steel, Fairy resists are extremely valuable, and Marowak has tremendously more offensive presence. Golurk doesn't even have Ground STAB over Marowak: since with Thick Club Marowak actually hits just as hard with Bonemerang
  • You should also run 8 more speed EVs on Taunt Jellicent to outrun Celesteela
  • I'd also reccomend Seed Bomb on Gourgeist over Foul Play, since you have it on Mega-Sableye already. This will also improve Gourgeist's ability to manage Ground teams / threats
Your post also lacks a description explaining the team.

This team is rejected, but make these changes and I'll reevaluate.


Balance Poison
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk / 30 SpA
- Leech Seed
- Synthesis
- Giga Drain
- Hidden Power [Fire]


Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 120 Atk / 136 SpD
Careful Nature
- Knock Off
- Gunk Shot
- Pursuit
- Brick Break

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 40 Atk / 220 Spe
Adamant Nature
- U-turn
- Roost
- Defog
- Brave Bird

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Slide
- Megahorn
- Earthquake

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Thunderbolt
- Hidden Power [Ice]

This is pretty standard Poison Balance which is why I think it would make a good sample team. Venusaur-Mega / Muk-A / Toxapex is the best defensive core Poison has and is amazingly effective in the metagame. Crobat offers hazard control and a very important ground immunity. Scolipede is the team's wincon and is the main way to win versus Psychic. Finally, Nihilego is the team's revenge killer and a nice Flying check that the team currently lacks. I'll go in depth into each team member:

Venusaur-Mega is an amazing Pokemon for Poison, giving great resistances to Water, Electric, and Grass, as well as a Ground neutrality and Thick Fat to reduce the damage of Fire and Ice-type attacks. 4 Spe is to outspeed other uninvested base 80s such as Mandibuzz, Goodra, and other Mega Venusaur (although most run Speed). Leech Seed could be replaced by Sleep Powder or Sludge Bomb, if you prefer. The next Pokemon is Muk-Alola, which is the team's dedicated special sponge and Psychic check. The moveset is pretty self-explanatory, allowing you to Pursuit trap threats and Brick Break allows you to hit Steel-types. Toxapex is the final member of the core, checking physical attackers and also set-up sweepers which threaten the team, especially because Scolipede is not running Protect. Crobat is the next member, and it provides speed and hazard control, as well as a very important Ground immunity. 220 Spe outspeeds max speed Lati@s. Crobat can also pivot into other teammates, which is helpful to the team. Scolipede is the team's win condition, with Swords Dance taking advantage of switches and Rock / Ground coverage helps vastly in Electric, Steel, and Fire matchups. Finally, Nihilego is the team's revenge killer, which is very important to take out threats such as Tapu Koko. Beast Boost can also allow Nihilego to act as a win condition, specifically against Fire, Flying, and Ice.

The team's basic game plan is to wear down the opposing team with M-Venu / Muk-A / Toxapex and switching in Crobat when necessary. Play very carefully because as with most Balance builds you can not afford to lose a certain Pokemon in specific matchups, such as Scolipede vs Psychic, or Mega Venusaur vs Ground.

Hope you like it!

  • A Poison team without either of the Nidotwins is a problem; they offer extremely valuable coverage that helps in any match up, but especially against Flying, Steel, and Poison
  • Your team lacks Stealth Rock, which undermines your ability to wear down opposing teams and pressure types like Flying, Fire, Bug, or Dragon
  • Scolipede + Nihilego feels a bit redundant, since they're both there to act as speed control / cleaners. Especially since your Scolipede set seems designed to Sweep Fire, which Nihilego already does
  • Brick Break on Alola-Muk is sort of baffling, what does that hit? The only type that uses screens is Fairy, which Poison can already manage very well, especially since you have Defog Crobat anyways. Shadow Sneak or Fire Blast are much more broadly effective as a fourth move choice on Muk
  • Your Mega-Venusaur set needs to run some Speed Creep: either 16 speed to outrun max neutral Azumarill or 44 to speed creep other Mega-Venusaurs and common threats like Skarmory, Alola-Golem (jolly), and Mega-Scizor
  • I'd reccomend the last 44 EVs on Crobat to go into Defense with an Impish Nature to make it sturdier as your team's sole ground immunity. Idk that 44+ Atk is going to make a huge difference anyways
There are too many issues to approve this team, I don't feel it's representative of Balance Poison in this metagame.

This team is rejected.

Offensive Fighting
This team relies on the offensive core of inferape, breloom, keldeo, and terrakion. Hawlucha is used as a late-game sweeper option, and coballion sets up rocks and tanks hits that would otherwise hinder the team.
Infernape: A practical necessity on any offensive fighting team.
In this situation it is a taunt lead as well as a suicide lead with sash endeavor.
The Ev's are boosting both attack and special attack so that iron fist boosted mach punch can land kills on rather low mons.
0 IVs are on HP so that you can actually use your sash in case the hit barely won't kill you.
Breloom: In this situation, Breloom finds itself as a spore sweeper. Utilizing technician STAB mach punch is breloom's main goal, however it also supplies coverage for flying and bug in the form of technician-boosted rock tomb. It also makes use of bullet seed to break down subs and punish mons that are weak to grass, as it too is technician boosted. Focus sash makes sure that breloom puts someone to sleep guaranteed.
Keldeo: Being one of fighting's best special attackers, keldeo finds itself being a scarfed sweeper with a nuke option and a burn option in Hydro Pump and Scald. For coverage, it also has icy wind for dragon, ground and flying as well as secret sword for dark, ice, rock, and steel types.
Cobalion: As one of fighting's most conventional tanks, Coballion brings stealth rock into the mix, which can help against fire and bug type teams, just make sure you volt switch to one of your sweepers in order to avoid them getting removed. It also runs a mixed set but is focused on its STAB flash cannon.
Hawlucha: Hawlucha is a great lategame sweeper that can help you do well against other fighting teams. In its ability unburden, it can spam substitutes until it eats its sitrus berry, and eventually become a very hard-to-stop threat.
Terrakion: Terrakion provides better coverage for flying types in its STAB stone edge. It is also very fast, which means it can out speed scarf-togekiss and potentially kill it as well. Close combat, Earthquake, and iron head are all moves that are used for coverage. Do mind its ability justified, as this might activate after getting your scarf knocked off, it will boost your attack power by one stage and allow you to pretty much become a choice banded attacker.

Hell Harambe (Infernape) @ Focus Sash
Ability: Iron Fist
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
IVs: 0 HP
- Endeavor
- Fire Blast
- Mach Punch
- Taunt

BAMBOOZLED (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

My Little Pony (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Cobalion @ Leftovers
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Flash Cannon
- Volt Switch
- Stealth Rock

Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP
- Substitute
- High Jump Kick
- Acrobatics
- Swords Dance

Rock fisting (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Earthquake
- Iron Head

(I swear if you put this in team builder it will work.)
  • Anti-Lead Infernape feels like a waste, especially since you're running Cobalion, who has the much better typing and bulk for such a role. Especially if you aren't using Taunt and Stealth Rock on the same pokemon. Choice Band or Life Orb Infernape are going to be much more broadly effective IMO
  • Naive Cobalion is a mistake, you really don't want to compromise Cobalion's bulk in any way. I'd also argue Cobalion isn't worth running if you're going to use Infernape as your Taunt Lead
  • Choice Scarf Keldeo is painfully weak, and won't be able to threaten most teams without the boost from Choice Specs. And there's no reason to use it if you're already using Choice Scarf Terrakion. Specs Keldeo would also help patch up your team's lack of strong special attackers
  • I don't know how I feel about Hawlucha; it was a bit of a niche pick last gen and I don't think much has changed to make Hawlucha more effective this gen. I'd consider running something more broadly viable like Scarf Heracross, Band Buzzwole, or Kommo-O instead. Also, a minor optimization, but run 4 HP EVs to get an even value for Hawlucha instead of 30 HP IVs
I don't want to say that the makeup of your team is "unconventional" because, honestly, who knows what "conventional fighting" looks like these days? But it features some sub-optimal sets that make it unsuitable for newcomers that aren't broadly effective in the metagame.

Also please don't use nicknames in submissions.

This team is rejected.
Like I said in the OP, my standards for this thread are going to be pretty high: so please don't take any rejections personally or let them discourage you from submitting teams again.
 
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#11
Offensive Swift Swim Water

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Psychic
- Scald

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Waterfall
- Psychic Fangs

Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- U-turn
- Hurricane
- Defog
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Ice Beam
- Surf

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Hydro Pump
- Sludge Wave

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 164 Spe / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall


-Tail Glow + Z-Rain Dance makes it an insane wall breaker that overwhelms so many types. Furthermore, Hydration makes sure that it doesn't get crippled by status. Psychic allows it to check Mega-Venusaur who is a huge problem for water teams. Finally, it also provides a secondary source of rain for the team.
- Another strong late game sweeper that can simply tear through a wide array of weakened teams. For example, it dominates psychic teams who are normally difficult for ss once slowbro and any colbur holder are weakened.
- The rain setter for team and therefore one of it's most important parts. Leftovers are to give Pelipper more longevity. U-turn can help it slowly pivot into a swimmer. Other options: Pelipper can also run 168 Spe EVs in exchange of some bulk to outspeed threats like Mega-Venusaur. It could also be a scarf set.
- The principal swift swimmer. Overall, it's a great wallbreaker and special sweeper that can break down the opponent's team.
- It can set up stealth rocks to make the sweeping easier for it's teammates while also being able to break things in rain. Sludge wave allows it to hit immense threats like tapu bulu. Not to forget that it's a very important electric immunity.
- A very strong physical wallbreaker that gives essential coverage for swift swim teams. Superpower allows it to break through Normal's defensive core that otherwise walls the team and cripples it. Aqua Jet is a great priority move that helps vs pokemon like Alolan-Raichu that would otherwise destroy your team. It's 164 Speed EV's are to outspeed walls like Skarmory. Finally, it's fairy typing helps out in the dragon matchup.​


Edit: Implemented the changes and fixed the very obvious spelling mistakes (probably shouldn't make posts so late at night.)
 
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terrors

Fire and Blood
is a Contributor to Smogon
#12
7/7 rejects, nice

Balance Water


Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Stealth Rock
- Roar

Toxapex @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Haze
- Recover
- Scald

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Fire]
- Gunk Shot

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic
Mantine switches in on almost every special attacker without Electric STAB / coverage safely and can Defog away hazards or Toxic stall the foe depending on the situation. Roost gives it reliable recovery while Scald is the obligatory STAB Water move, notable for its ability to burn the foe.

Swampert, on the other hand forms a great defensive backbone for the team with Mantine due to its ability to switch into Electric-type moves and set up Stealth Rock. Roar allows it to shuffle the foe's team, and can rid the foe of momentum depending on what Pokemon is brought out. Furthermore, it lets Swampert get chip damage on whatever Pokemon is brought in through Stealth Rock damage.

Toxapex is one of the best defensive pivots in the entire game because of its ability Regenerator and excellent defenses on both ends of the spectrum. Toxic Spikes further boosts its utility, making it much easier for Sharpedo, Greninja, and Manaphy to clean up. Haze lets it take on set up sweepers while Recover provides reliable recovery.

Sharpedo remains the best Mega Evolution available to Water teams with its ability while non-mega, Speed Boost patching up its Speed and allowing it to make full use of its wallbreaking potential. Strong Jaw boosts Crunch, Psychic Fangs, and Ice Fang.

Greninja's versatility makes it very tough to fit in all of its moves in one movepool, but Hydro Pump, Ice Beam, Hidden Power Fire, and Gunk Shot lets it cover the widest amount of Pokemon and fixes most of this team's harder matchups.

Manaphy was my choice for the Z-Move user due to Tail Glow boosting its Special Attack, which when paired with a +1 Speed stat can demolish most teams. It can choose to act as a wallbreaker as well if the Speed boost is unecessary making it able to fire off a boosted Hydro Vortex.
:toast:
 
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#13

Swift Swim Water

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Psychic
- Scald

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Waterfall
- Ice Fang

Pelipper @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- U-turn
- Hurricane
- Defog
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Ice Beam
- Surf

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Hydro Pump
- Sludge Wave

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 164 Spe / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Knock Off
- Tail Glow + Z-Rain Dance makes it an insane wall breaker that overwhelms so many types. Furthermore, Hydration makes sure that it doesn't get crippled by status. Psychic allows it to check Mega-Venusaur who is a huge problem for water teams. Finally, it's also provides a secondary source of rain for the team.
- Another strong late game sweeper that can simply tear through a wide array of teams once they start getting weakened. For example, it dominates psychic teams who are normally difficult for ss once slowbro and any Colbur Berry holder are weakened.
- The rain setter for team and therefore one of it's most important parts. With Eject button it can bring safely get in a sweeper without losing a rain turn. Likewise, U-turn can help it slowly pivot into a swimmer. Other options: Pelipper can also run 168 Spe EVs in exchange of some bulk to outspeed threars like Mega-Venusaur. It could also be a scarf set.
- The principal swift swimmer. Overall, it's a great wallbreaker that can break down the opponent's team.
- It can set up stealth rocks to make the sweeping easier for it's teammates while also being able to break things in rain. Sludge wave allows it to hit immense threats like tapu bulu. Not to forget that it's a very important electric resist.
- A very strong physical wall breaker that gives essential coverage for swift swim teams. Superpower allows it to break through Normal's defensive core that otherwise walls the team and cripples it. Aqua Jet is a great priority move that helps vs pokemon like Alolan-Raichu that would otherwise simply run through the team. It's 164 Spe EV's are to outspeed walls like Skarmory. Finally, it's fairy typing helps out in the dragon matchup. Other option: Knock off can be dropped for Waterfall to have a stronger Water Stab to use on slow threats.​
Good team.

I'd just edit your description a bit: Seismetoad is an Electric immunity (not a resist), mention that Manaphy breaks balance, and denote Kingdra as a special sweeper. There are also some general spelling issues. Also Denote your team as Offensive i.e. Offensive Swift Swim Water.

Approved.

7/7 rejects, nice


Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Stealth Rock
- Roar

Toxapex @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Haze
- Recover
- Scald

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Fire]
- Gunk Shot

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic
Balanced Water

Mantine switches in on almost every special attacker without Electric STAB / coverage safely and can Defog away hazards or Toxic stall the foe depending on the situation. Roost gives it reliable recovery while Scald is the obligatory STAB Water move, notable for its ability to burn the foe.

Swampert, on the other hand forms a great defensive backbone for the team with Mantine due to its ability to switch into Electric-type moves and set up Stealth Rock. Roar allows it to shuffle the foe's team, and can rid the foe of momentum depending on what Pokemon is brought out. Furthermore, it lets Swampert get chip damage on whatever Pokemon is brought in through Stealth Rock damage.

Toxapex is one of the best defensive pivots in the entire game because of its ability Regenerator and excellent defenses on both ends of the spectrum. Toxic Spikes further boosts its utility, making it much easier for Sharpedo, Greninja, and Manaphy to clean up. Haze lets it take on set up sweepers while Recover provides reliable recovery.

Sharpedo remains the best Mega Evolution available to Water teams with its ability while non-mega, Speed Boost patching up its Speed and allowing it to make full use of its wallbreaking potential. Strong Jaw boosts Crunch, Psychic Fangs, and Ice Fang.

Greninja's versatility makes it very tough to fit in all of its moves in one movepool, but Hydro Pump, Ice Beam, Hidden Power Fire, and Gunk Shot lets it cover the widest amount of Pokemon and fixes most of this team's harder matchups.

Manaphy was my choice for the Z-Move user due to Tail Glow boosting its Special Attack, which when paired with a +1 Speed stat can demolish most teams. It can choose to act as a wallbreaker as well if the Speed boost is unecessary making it able to fire off a boosted Hydro Vortex.
:toast:
I'm not sure how I feel about Balance water without Lanturn, but otherwise the team is solid.

My only note is maybe using a SpD spread on Toxapex or Swampert to deal with Magearna and other threats that scare out Mantine with T-bolt.

Approved.

Fighting Sample - Offensive (edited)
Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Close Combat

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

Kommo-o @ Life Orb
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Clanging Scales
- Focus Blast
- Flamethrower

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Iron Head
- Thunder Wave

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge

Those are dark days for Fighting. The type is by no means as good as it was in ORAS before all those Fairies took over. But it's still a type and it deserves its own sample. So let's get down to it.
Terrakion is the main set up sweeper of the team with its great attack stat and secondary Rock STAB, hitting Flying and Bug types super effectively. Rockium Z is great on this meta, especially for Fighting monos, being able to deal with troublesome walls for the type like Skarmory, Celesteela, Toxapex, Mega-Venusaur and so on.
Keldeo is Fighting's strongest special attacker and is a must on every fighting team. With Terrakion not running a Choice Scarf set, Keldeo is the main revenge killer of the team, with powerful moves like Hydro Pump, Scald and Secret Sword dealing with some fast threats to the type like Volcarona, Victini and Mega Charizard X. Icy Wind rounds out the coverage hitting notably Dragonite, Salamence and the Lati-twins.
Kommo-o works as a special wallbreaker for this team, since Keldeo is taking a revenge killer role. It especially threatens the Steel and Poison defensive cores with powerful Fire/Fighting coverage and its powerful Dragon STAB, Clanging Scales. A Modest Nature maximizes Kommo-o's damage output, while Autotomize gives it an option to sweep late game if given the chance.
Cobalion works as the defensive pivot with its great Steel typing (being neutral to Fairy, Flying and Psychic) and Stealth Rock setter of the team, with a great support movepool that includes Taunt and Thunder Wave, being able to stop sweepers and opposing hazard setters. Iron Head is a nice STAB that hits Fairy types.
Infernape is the physical wallbreaker of the team, putting a lot of pressure on Steel and Fairy teams with its STAB moves and good pivoting in U-turn, helping in generally hard matchups.
Heracross is the last member of the team, working as a secondary scarfer to help Keldeo, being a possible win condition versus Psychic and can work as a late game sweeper with its ability Moxie.


After discussing a bit with my friend StarBlim, i've decided to edit this team to make this as simple as possible for new players. Thanks, fam.
Edited it again, after Tyke 's suggestions.
Looks good.

Approved.
 
#14
Balanced Normal


Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Soft-Boiled
- Seismic Toss

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Ice Beam
- Foul Play
- Recover

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Fire Punch
- Quick Attack

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psyshock
- Hyper Voice
- Shadow Ball

Staraptor @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- Close Combat

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Conversion
- Thunderbolt
- Ice Beam


- The first half of normal's amazing eviolite core. Chansey is able to switch-in on any special attack if it wasn't weakened before hand. Furthermore, it can set up rocks and cripple other walls with Toxic. Finally, Natural Cure allows it to absorb all the status moves aimed towards the team.
- The second half of the eviolite core. While Chansey eats the special attacks, Porygon2 takes the physical attacks. It can cripple immense threats like Keldeo and Terrakion with Thunder Wave. Finally, HP Fire helps the team pressure annoying steel types like scizor and ferrothorn.
Other Options: Replacing Foul Play by Hidden Power Fire and/or replacing Ice Beam by Thunderbolt
- A very powerful physical wallbreaker that has very few switch-ins. If the opponent is weakened enough, quick attack cleans up very nicely. Even before the end game, Diggersby comes in and is most likely inflicting an insane amount of damage on whatever tries switching in.
- A great special attacker with nice coverage. Normal has a very annoying matchup against Ghost, so having Shadow Ball really helps. It's other coverage moves like Energy Ball and Focus Blast help with the difficult matchups of water and steel.
- Another defensive Pokemon to assist Porygon2. It can live opposing fighting types attacks with Intimidate and then take them out with Brave Bird. It's also useful because it can Defog away all the entry hazards that can break down the team such as Toxic Spikes and Spikes.
- Once Porygon-Z sets up Z-Conversion, it's hard to stop for several types. It becomes a dominant special attacker that can almost just sweep types such as Flying, Water, Psychic. The type it coverts to is Ghost so that it becomes immune to the one type that hits normally super effectively. Also, Adaptability is to have a guaranteed boost on a move unlike Download that depends on when you switch-in.


Edit: Implemented changes suggested by Tyke.
 
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#15
Balanced Grass Team

Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Toxic
- Recover

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Stone Edge
- Horn Leech
- Superpower

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed

Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Giga Drain
- Earth Power


This is a balanced grass team revolving around the standard grass core. I have rmt of this team as well. So on to the descriptions now:
Mega venusaur acts as all purpose grass wall and has the ability thick fat which reduces damage from fire and ice attacks. The evs used are for maximizing its ability to take physical hits. As for the moveset, leech seed acts as a pseudo recovery move that goes very well with the hazard shenanigans of the team. Leech seed makes venusaur mega harder to take down.Sludge bomb is a stab move with a nifty 30% chance to poison and really helps vs opposing grass,fairy and neutral targets. Hp fire is for steel types such as scizor,skarmory and ferrothorn. Synthesis is for recovery.
Ferrothorn on the team not only acts as a specially defensive Pokemon with max investment in sp.def that lets it sponge strong special moves but it is also one of the hazard stack user on the team with spikes.Ferrothorn on the team helps in tanking ice beams from the likes of kyurem-B and other strong special attackers. Spikes allows ferrothorn to punish switch ins. Leech seed acts as a pseudo recovery move that goes very well with spikes as spikes discourages switches and leech seed forces to switches. Protect is to help scout,recover health or stall with leech seed.Since ferrothorn is very slow,gyro ball is used as an attacking move which also helps in not making ferrothorn a total taunt bait. Gyro ball can hit faster neutral targets hard.As for the item leftovers is used for more recovery in conjunction with leech seed.
Cradily on the team is one of the checks to Charizard y and volcarona. Cradily with its amazing sp.def sponges special attacks for the team.Cradily is the Stealth rock user on the team as it can set up Stealth rock even in fire match ups. Rockslide is for Charizard Yand volcarona both of which are huge threats to mono grass teams. Toxic allows cradily to put opposing walls and set up sweepers on timer.Recover is used for sustain and leftovers as an item for some recovery. Cradily and Ferrothorn acts as a hazard stack core and combined with Mega Venusaur, the trio gradually wears down the opposing team. As for the ability on cradily, it has suction cups as it allows it to stop opposing phazers and racking residual damage to my team.
Tapu bulu acts as a wall breaker with a choice banded set. Stone edge is mainly used for fire and flying types such as torkoal, zapdos,volcanion etc. Zen headbutt deals with poison types such as toxapex and mega venusaur. Horn leech is the stab move that also heals while superpower is mainly for heatran and ferrothorn. Jolly nature is used to outspeed common zapdos sets.
Breloom a staple on mono grass team is an amazing Pokemon as it has access to spore which lets it cripple opposing Pokemon,mach punch a technician boosted priority attack that helps vs steel,Normal,dark,Ice match ups.Mach punch is also a great move to clean late game and revenge kill when the opponents team is weakened. Rock tomb allows nice coverage, hitting fire and flying types such as Mega Charizard Y,Victini and Zapdos. Where as bullet seed is a very good multi strike move that is boosted by technician. Adamant nature is used for more power.
Celebi with nasty plot and groundium z puts a lot of offensive pressure on mono poison teams. With its good bulky,it gets decent set up opportunities. Celebi with the groundium z set can also nuke some fire types such as torkoal,charizard x and it is also a good answer to AV magearna. Psyhic is mainly for poison and fighting types, giga drain is the other stab move that also heals celebi and earth power in tandem with groundium z deals with aforementioned pokemon. Celebi is a good status absorber for the team as well with its ability natural cure.

Hey, when making edits to existing posts, please leave a note at the bottom of the post indicating the edit.

The team looks better, but still has problems.
  • You need some speed control. You're going to get broomed by Zard-Y, Lando-I, Greninja, and a whole bunch of threats you can't easily check defensively. I know your team originally had Scarf-Rotom Mow to act as speed control, but since you've replaced that with Celebi, I feel Scarf Tapu Bulu accomplishes this task much better and is a simply amazing blanket offensive check to threats in the meta. On a scarf set you will definitely need the extra power supplied by Wood Hammer, so I'd replace Zen Headbutt with that
  • Groundium-Z Celebi is a really cool set that I like, but I do feel that Life Orb is going to be more broadly effective and is more suitable for a sample. You may also want to consider Hidden Power [Fire] over Giga Drain, but that's more of a personal preference on my end to make the Steel matchup easier
  • Finally, your Mega Venusaur set has a couple oddities, there's no reason for 30 IVs on SpA or Spe
Make these changes and I'll re-evaluate, but as of now this team is rejected.

I took the edits into consideration, and I hope this team is much better as I have seen success with it.

Offensive Fighting (edited)
This is an edited version of my previous team, and switches a few things up from what I had before. Like before, it is still centered around the same sweepers, except now buzzwole helps with sweeping as well.

Infernape: Infernape is now a mixed sweeper that can also be a taunt lead. It has a little more focus on attack so that you can ko physical stallers like toxapex if they are low.

Keldeo: Keldeo is a very good special sweeper that now runs specs so it can KO other mons with a little more ease than before. Most notably it can now break tankchomp and OHKO gliscor and landorus with icy wind and scald.

Buzzwole: Buzzwole is now a bulky offensive mon that can take some physical attacks and revenge kill. Be careful when sending it in though, as it is built to be a meaty attacker and not a tank.

Breloom: Breloom is the same sash sweeper it has always been, this variant is a little more coverage based and can ko and slow down mons for the other faster sweepers to take care of. Rock tomb also helps it become a way of killing mons that would still out speed terrakion and slow them down, if it has sash.

Cobalion: A speedy rock setter that can take physical hits rather well. Don't abuse it too much as its typing allows it to be weak to ground and other fighting moves. It has two poke options in order to

Terrakion: A solid staple in this team, with its new choice scarf, it can outspeed mons that used to give it a problem. While it may have less power now, it can still deal with most of the threats to fighting a lot easier now.

Infernape @ Life Orb
Ability: Iron Fist
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
IVs: 0 HP
- Close Combat
- Fire Blast
- Thunder Punch
- Taunt

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Cobalion @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Flash Cannon
- Volt Switch
- Stealth Rock

Buzzwole @ Choice Band
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Superpower
- Earthquake
- Leech Life
- Stone Edge

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Earthquake
- Iron Head

Hope this is better
It's definitely a large improvement, though in the future please just edit the original post instead of making a new one. Here are my comments...
  • You definitely need Stone Edge on Scarf Terrakion. If you still want the reliability of Rock Slide, you can run that as your fourth move over Iron Head
  • I wouldn't use both Buzzwole and Breloom on the same team, since they're both primarily for Ground (and to a lesser extent, Water) matchups. If you do use Band Buzzwole, run Thunder Punch or Ice Punch over Stone Edge to dent Flying and Water / Ground types respectively, and run maximum speed
  • I'm still not sure why you're splitting lead "duties" between Cobalion and Infernape, running taunt on one and Stealth Rock on the other. Just use Cobalion as your catch-all lead with both, using a speedy support EV Spread (248 HP / 8 Def / 252 Spe)
  • You should have a Hidden Power on your Keldeo to eliminate some switch ins: Hidden Power [Psychic] will keep Toxapex and Mega-Venusaur from switching in, while Hidden Power [Electric] hits Toxapex and Mantine, coverage I'd argue is more valuable than Icy Wind. These kinds of lures are sub-optimal, but are necessary to break balanced teams like Poison if you're not going to use a Breaker like LO Kommo-O or Z-Move Terrakion
  • Mixed Infernape isn't that effective, you should just run Band with 4 attacks
All that said, idk that even with all the above changes I'd replace Czim's team as our Sample for Fighting, as I'm pretty comfortable with it. As such this team is rejected.

Feel free to contribute more though!

Balanced Normal


Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Soft-Boiled
- Seismic Toss

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Hidden Power [Fire]
- Foul Play
- Recover

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Earthquake
- Fire Punch
- Quick Attack

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Energy Ball
- Shadow Ball

Staraptor @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- Close Combat

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Conversion
- Thunderbolt
- Ice Beam


- The first half of normal's amazing eviolite core. Chansey is able to switch-in on any special attack if it wasn't weakened before hand. Furthermore, it can set up rocks and cripple other walls with Toxic. Finally, Natural Cure allows it to absorb all the status moves aimed towards the team.
- The second half of the eviolite core. While Chansey eats the special attacks, Porygon2 takes the physical attacks. It can cripple immense threats like Keldeo and Terrakion with Thunder Wave. Finally, HP Fire helps the team pressure annoying steel types like scizor and ferrothorn.
- A very powerful physical wallbreaker that has very few switch-ins. If the opponent is weakened enough, quick attack cleans up very nicely. Even before the end game, Diggersby comes in and is most likely inflicting an insane amount of damage on whatever tries switching in.
- A great special attacker with nice coverage. Normal has a very annoying matchup against Ghost, so having Shadow Ball really helps. It's other coverage moves like Energy Ball and Focus Blast help with the difficult matchups of water and steel.
- Another defensive Pokemon to assist Porygon2. It can live opposing fighting types attacks with Intimidate and then take them out with Brave Bird. It's also useful because it can Defog away all the entry hazards that can break down the team such as Toxic Spikes and Spikes.
- Once Porygon-Z sets up Z-Conversion, it's hard to stop for several types. It becomes a dominant special attacker that can almost just sweep types such as Flying, Water, Psychic. The type it coverts to is Ghost so that it becomes immune to the one type that hits normally super effectively. Also, Adaptability is to have a guaranteed boost on a move unlike Download that depends on when you switch-in.
Good framework, but I've got some small edits.
  • Leftovers > Rocky Helmet on Staraptor, the bird isn't bulky enough to pass up passive recovery
  • Hidden Power [Fire] + Foul Play is a bit redundant on Porygon2, as both are meant to deal with Mega-Scizor. Run Discharge or Ice Beam over one of them
  • Energy Ball is a strange choice on Specs Meloetta, since you don't need it to break either Water or Ground cores if on top of Psychic / Psyshock you run Thunderbolt or Hyper Voice, both of which are far more broadly effective
The team is approved, pending these changes.
 
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#16
Offensive Bug
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Hidden Power [Ice]
- Energy Ball

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Rock Blast
- Rapid Spin
- Knock Off

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Liquidation
- Scald
- Leech Life
- Mirror Coat


- Mega Scizor acts as a great sweeper with great natural bulk and great typing making it very easy for Mega-Scizor to setup Swords Dance. Scizor's access to Technician allows it to boost the power of its weaker stab attacks. Bullet Punch allows Scizor to clean through a variety of types including Rock, Ice and Fairy. Bug Bite allows Scizor to make Psychic and Dark matchups easier. Finally Superpower allows Scizor to take advantage of its fully offensive spread and catch a few annoying types and pokemon offguard such as Steel with Ferrothorn, Rock with Rhyperior and Ice with Alolan Sandslash.
- Volcarona is an absolute powerhouse and access to Firium Z Fire Blast many traditional checks get destroyed by its sheer amount of power. Bug Buzz can be run over Giga Drain to make Psychic and Dark matches easier but will make matchups against Ground and Water a bit more difficult. Finally Hidden Power [Ground] can be used to take out annoying pokemon such as Heatran under webs and Alolan Marowak and Scarfed Nihilego at+2.
- Heracross is an amazing lategame sweeper due to its access to Moxie, Choice Scarf, having extremely powerful stab attacks and being able to cover alot through Stone Edge and Earthquake that the rest of the team may need help picking off such as annoying Fire and Flying type pokemon. Heracross can easily clean through opposing weakened teams late game due to these traits.
- Galvantula is the teams sticky web setter and used as a lead to setup hazards and focus sash allows Galvantula to more easily get up webs. The team greatly benefits from the webs as the many sweepers such as Volcarona can outspeed Scarf Excadrill without a boost under webs and Heracross can outspeed Scarfed Victini in webs. Sticky web allows the team to take care of a few key threats that wouod otherwise be annoying to handle.
- Armaldo acts as the teams second hazard setter and hazard removal through access to Stealth Rock and Rapid Spin. Since the team already has a fantastic special wall in Araquanid I decided to make Armaldo physically defensive to better help the team deal with threats such as Excadrill, Victini and Charizard X. Rock Blast allows Armaldo to hit and pressure annoying flying types such as Zapdos especially its subtoxic set. Knock Off which allows Armaldo to remove certain critical items from the opposing team such as a Chansey's Eviolite, Ferrothorn's Leftovers or Victini's Choice Scarf.
- Araquanid forms the second part of the teams defensive core with Armaldo it being able to take virtually any Special attack and acting as the teams main check to Fire types and Will-o-Wisp due to its access to Water Bubble. Mirror Coat helps take out annoying special oriented attackers such as opposing Kingdra or Volcanion and is a good way to punish teammates of Volt Switch users. Leech Life allows Araquanid to gain back health and be more consistent through the match while Scald is merely on Araquanid to allow it to pass Burns around the opposing team. 52 Speed allows Araquanid to outspeed Adamant 252 Speed Azumarill after sticky web.


Edit: Added Tyke's changes
 
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#17
Stall Water


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Protect
- Perish Song

Alomomola @ Leftovers
Ability: Regenerator
EVs: 64 HP / 252 Def / 192 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Mirror Coat

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 232 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Iron Defense
- Slack Off

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald


The team started with the core of Lanturn / Toxapex / Azumarill which is essential for all Stall Water teams. Lanturn provides an extremely helpful Electric immunity to the team, a cleric to make sure the team does not get worn down by poison or other status, and a slow pivot to get counters to the opposing Pokemon in safely. Toxapex is the team's main physically defensive wall and can absorb Toxic Spikes for the team, which is very helpful. It also can set up its own Toxic Spikes which pressures the opponent's team and makes it easier to stall them out and get a free switch-in on a predicted Defog / Rapid Spin. Finally, Azumarill provides a crucial Grass immunity, being the main check for those types. Perish Song is also a very interesting utility to pressure set-up sweepers and other threats. Next, Alomomola was added to provide huge Wishes to the team and remove powerful Special Attackers with Mirror Coat (especially Freeze-Dry users, they can be extremely hard to win against without this). Mega Slowbro prevents this team from getting run over by Mega Medicham as well as being a bulky win condition for the team. Finally, Mantine is the last member of the team and has a helpful Ground immunity and Grass neutrality, and can also Defog away hazards for the team.

Lanturn's spread survives a +1 Xurxitree Energy Ball after Stealth Rock. Alomomola's spread survives Mega Charizard Y's Solar Beam as well as provided maximum physical bulk. Mantine creeps uninvested base 75s, importantly, Mega Scizor.


Whoo 100th post!

e: made Tyke 's changes

e2: made second batch of changes, Swampert > Quagsire but let me know if you would rather have Mega Slowbro

e3: made change

e4: DONE
 
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#18
Offensive Bug
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Hidden Power [Ice]
- Energy Ball

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Rapid Spin
- Knock Off

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 200 HP / 252 Atk / 4 Def / 52 Spe
Adamant Nature
- Liquidation
- Scald
- Leech Life
- Mirror Coat
- Mega Scizor acts as a great sweeper with access to a decent defense stats and all around good typing makes it very easy for Mega-Scizor to setup Swords Dance and take advantage of Techinician (Technician) with Bullet Punch and Bug Bite (run on sentence). Bullet Punch allows Scizor to clean through a variety of types including Rock, Ice and Fairy. Bug Bite allows Scizor to make Psychic and Dark matchups easier. Finally Superpower allows Scizor to take advantage of its fully offensive spread and catch a few annoying types and pokemon offguard such as Steel with Heatran and Ferrothorn, Rock with Rhyperior and Ice with Kyurem-Black and Alolan Sandslash.
- Volcarona is an absolute powerhouse and with access to Firium Z Fire Blast many traditional checks get destroyed by its sheer amount of power. Bug Buzz can be run over Giga Drain to make Psychic and Dark matches easier but will make matchups against Ground and Water a bit more difficult. (punctuate) Finally Hidden Power [Ground] can be used to take out annoying pokemon such as Heatran and Alolan Marowak and Scarfed Nihilego at+2.
- Heracross is an amazing lategame sweeper due to its access to Moxie, Choice Scarf, having extremely powerful stab attacks and being able to cover alot through Stone Edge and Earthquake that the rest of the team may need help picking off such as annoying Fire and Flying type pokemon. Heracross can easily clean through opposing weakened teams late game due to these traits.
- Galvantula is the teams sticky web setter and used as a lead to setup hazards and focus sash allows Galvantula to more easily get up webs. The team greatly benefits the team as the many sweepers such as Volcarona can outspeed Scarf Excadrill without a boosts uber (under) webs and Heracross can outspeed Scarfed Victini in webs allowing the Bug type to more easily take care of some bug threats (run on).
- Armaldo acts as the teams second hazard setter and hazard removal through access to Stealth Rock and Rapid Spin. Since the team already has a fantastic special wall in Araquanid I decided to make Armaldo physically defensive to better help the team deal with threats such as Excadrill, Victini and Charizard X. Stone Edge allows Armaldo to hit and pressure annoying flying types such as Zapdos while Knock Off allows Armaldo to remove certain critical items from the opposing team such as a Chansey's Eviolite, Ferrothorn's Leftovers or Victini's Choice Scarf.
- Araquanid forms the second part of the teams defensive core with Armaldo it being able to take virtually any Special attack and acting as the teams main check to Fire types and Will-o-Wisp due to its access to Water Bubble. Mirror Coat helps take out annoying special oriented attackers such as opposing Volcaronas or Volcanion. Leech Life allows Araquanid to gain back health and be more consistent through the match while Scald is merely on Araquanid to allow it to pass Burns around the opposing team. 52 Speed allows Araquanid to outspeed Adamant 252 Speed Azumarill after sticky web.
The team looks good.

Some small nitpicks about the Armaldo set: you should have 248 HP EVs on Armaldo to get an odd HP value and minimize hazard damage. You may want to consider Rock Slide or Rock Blast over Stone Edge on a defensive Armaldo, as Stone Edge will lose 100% of the time to Sub-Toxic Zapdos who can otherwise really mess your team up. This is a personal choice though.

Secondly, you need to revise your description a bit. There are a few spelling errors, and a lot of run on sentences that are somewhat difficult to understand. I've bolded them in the above quote.

There are also a few misleading or false statements. Superpower doesn't let Mega-Scizor beat Max Speed Heatran, the most common set, nor is it necessary to KO Kyurem-Black at +2 (if you aren't at +2 you'll be outsped anyways). Mirror Coat on Araquanid is not for opposing volcaronas, as those are already hit by Liquidation, but rather for special attackers that are not threatened by Water-type attacks such as Volcanion or Kingdra. It's also for guaranteeing trades with threats you can't OHKO such as Magnezone, Celesteela, or potentially Togekiss. It's also good for punishing Volt Switch.

The team is fine otherwise. Approved pending the minor Armaldo and Team description edits.

Stall Water


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald

Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Protect
- Perish Song

Alomomola @ Leftovers
Ability: Regenerator
EVs: 64 HP / 252 Def / 192 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Mirror Coat

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Earthquake
- Toxic
- Encore

Mantine @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Air Slash

The team started with the core of Lanturn / Toxapex / Azumarill which is essential for all Stall Water teams. Lanturn provides an extremely helpful Electric immunity to the team, a cleric to make sure the team does not get worn down by poison or other status, and a slow pivot to get counters to the opposing Pokemon in safely. Toxapex is the team's main physically defensive wall and can absorb Toxic Spikes for the team, which is very helpful. It also can set up its own Toxic Spikes which pressures the opponent's team and makes it easier to stall them out and get a free switch-in on a predicted Defog / Rapid Spin. Finally, Azumarill provides a crucial Grass immunity, being the main check for those types. Perish Song is also a very interesting utility to pressure set-up sweepers and other threats. Next, Alomomola was added to provide huge Wishes to the team and remove powerful Special Attackers with Mirror Coat (especially Freeze-Dry users, they can be extremely hard to win against without this). Quagsire provides a secondary Electric check which is mainly helpful for Kyurem-B's Teravolt Fusion Bolts which bypass Volt Absorb. It also checks set-up sweepers very well without having to take a large damage like Haze Toxapex would. Finally, Mantine is the last member of the team and has a helpful Ground immunity and Grass neutrality, and can also Defog away hazards for the team.

Lanturn's spread survives a +1 Xurxitree Energy Ball after Stealth Rock. Alomomola's spread survives Mega Charizard Y's Solar Beam as well as provided maximum physical bulk. Mantine creeps uninvested base 75s, importantly, Mega Scizor.


Whoo 100th post!
Congratz on the 100th post! Here are some thoughts on the team.
  • Make Toxapex Specially defensive (since Mantine, Alomomola, and Quagsire are all phys defense, SpD would serve as a better gluemon) and change it's item to Black Sludge
  • Make Azumarill physically defensive, as band bulu currently 2HKOs your spread. I checked the analysis, and it suggests SpD to deal with Mega-Zard Y and Manaphy, but Zard-Y is already walled by Mantine and Toxapex anyways and is basically a null threat against your team. Manaphy is dangerous but Azumarill is an extremely weak check to it anyways, only able to threaten it with Perish Song and give Manaphy 2 turns to attack or boost before switching out with no consequence. I don't think it's worth using this Azumarill spread to "manage" these threats.
  • Run Scald > Air Slash on Mantine. You're not beating Mega-Venusaur with Air Slash. You're beating it with Toxastall. This would also let it check Lando-I, who is otherwise a huge threat to your team with Rock Slide / Gravity.
Make these changes and I'll re-evaluate.
 
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#19
So I decided to share one of my many Dragon teams while simplifying the sets on it to make this team easier to use for other players. I decided not to go with total Hyper Offense (i.e. Focus Sash Garchomp or other Sashed lead + supportive Latias + 4 powerhouses) because I found it harder to use, largely due to increased vulnerability to offensive threats, and less effective than what I'm going to show you.
Offensive Dragon

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Fire Punch
- Extreme Speed

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Hidden Power [Fire]

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Ice Beam
- Fusion Bolt
- Roost

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Dragon Pulse
- Sludge Bomb
- Flamethrower
- Earthquake

This team features two wallbreakers to deal with opposing defense, two scarfers to pressure offensive teams, and two tanks to handle incoming hits without sacrificing something (at least most of the time). Lead with something that you feel pressures an opposing team the most. When in doubt, lead with the Choice Scarf Hydreigon, as it has U-turn to accumulate early-game momentum anyway. And now for more detailed info about team members:

Dragonite
Your physical wallbreaker. Outrage is the strongest STAB-boosted move in its arsenal and with Adamant nature it can 2HKO any wall without Dragon resistance in the metagame. Extreme Speed is a powerful priority move to check fast threats, while Fire Punch and Superpower together hit every Steel and Ice-type for good damage. Superpower has an added bonus of hitting bulky Normal-types even harder than Outrage, as well as being more spammable against Rock teams.
Iron Head could be used over one of coverage options for a more spammable attack against Fairy teams.

Latios
Your speed control, support and revenge killer, especially against dangerous opposing Dragon teams. Psychic and Draco Meteor are STAB attacks. Defog removes hazards that bother this team a plenty, although using it might be slightly awkward on a Choiced Latios. Hidden Power Fire deals moderate damage to Magearna, hits Alolan Sandslash in hail and is generally helpful against Steel-types who resist Latios' STAB combination.
Trick is a viable option over Hidden Power Fire to cripple walls and certain bulky set up sweepers, which also lets Latios switch moves against teams where its Speed is not very needed.

Kyurem-Black
Your powerhouse. Outrage is very powerful coming from the Attack-invested set: for instance, it can even solidly 2HKO standart Porygon2, the nuisance for Dragons, after Stealth Rock damage. Ice Beam is somewhat weak, but acts as a secondary STAB attack with good all-around coverage. Fusion Bolt is a safe and decently powerful physical attack that complements STAB coverage by hitting Water-types supereffectively and the most of Steel and Fairy-types for good damage. Roost deals with Life Orb recoil, hazard and sand damage, and is best used on predicted switches and Protects.

Hydreigon
Your another scarfer to help the team hold together, as well to deal with dangerous offensive Psychic builds. Dark Pulse and Draco Meteor are resisted only by Bisharp and Fairy-types, while Fire Blast roasts Steel, Bug and Ice-types, all of which tend to bother Dragon teams. U-turn is helpful for scouting, which lets your wallbreakers come in freely as your opponent tries to switch a wall or a response to Dragons in.
Flash Cannon could be used over Fire Blast to have better offensive presence against Fairy-types, as well as to OHKO Alolan Ninetales and do high damage to Mimikyu if its Disguise is down, if these are more of a concern for you.

Garchomp
Your physical tank and a Stealth Rock setter. Earthquake and Fire Blast target everything on Steel teams bar Air Balloon Heatran, while Dragon Tail combined with Stealth Rock does excellent job at wearing the opposing team down early or mid-game, not to mention Stealth Rock assists Latios and Hydreigon at cleaning weakened teams up.
Toxic is a decent option to put opposing walls and hazard setters on a timer, but fitting it in the set is not easy, as losing Dragon Tail's phazing utility or Fire Blast's coverage might be too much.

Goodra
Your special tank and a main Magearna check. The combined coverage of all the moves in the set is not resisted by anything, where Earthquake is mostly for Heatran, Assault Vest or Calm Mind Magearna and Nihilego.
Goodra can afford to drop its fourth move for a different attack depending on your needs. Good coverage alternatives are Thunderbolt, Ice Beam and Power Whip. Dragon Tail in combination with Draco Meteor over Dragon Pulse is a decent alternative as well. Gooey can be run over Sap Sipper to punish opposing scarfed or boosted Dragon-types with Outrage and to slow physical sweepers down, but they aren't a big deal for this team thanks to scarfed Latios and Hydreigon.


(Team edited 05.04.17, replays section edited 20.06.17, description edited 16.04.17)
 
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#20
Balanced Poison



Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Synthesis
- Sludge Bomb

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 156 Def / 104 Spe
Jolly Nature
- U-turn
- Defog
- Roost
- Brave Bird

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Ice]
- Thunderbolt

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Ice Beam
- Flamethrower

This generic balanced Poison team utilizes an outstanding defensive core of Mega Venusar and Toxapex, supported by Muk-Alola and Crobat who cover the types Psychic- and Ground-type weaknesses, and backed by excellent support from Nidoking and Nihilego.

Venusar provides Poison teams with an excellent switch-in to most physical attacks such as Choice Scarf Excadrill's Earthquake. Additionally, its bulky stats and defensive typing let it wall most Electric-, Ground-, Fairy-, and Water-types while also being an integral part of Poison's defensive core.

Toxapex is the other half of Poison's defensive core, being complemented well by Mega Venusaur who can take Electric- and Ground-type attacks while being neutral to Flying, and even without investment Toxapex can still tank special attacks easily. Toxic Spikes is chosen over Toxic because it helps wear down bulkier teams such as Normal, which would otherwise be difficult to beat.

Muk-Alola provides a valuable special sponge that can trap and remove Psychic-types with its immunity and Pursuit. Maximum Special Defense and an Assault Vest is chosen to take special attacks as easily as possible, letting it switch in and trap as many Psychic-types as it can. It greatly supports Toxapex and Venusaur by removing threats such as Raichu-Alola, leaving types without a way to break Mega Venusaur.

Crobat is another immunity, this time avoiding Ground-type moves with its half Flying-typing. With a Jolly nature and 104 Speed EVs it outspeeds Thundurus and everything slower than base 111, allowing it to move first. The remaining EVs are used to maximize defense, allowing it to safely Defog against physical attackers lacking a super effective move.

Nihilego is chosen as a Choice Scarf user, utilizing an excellent speed tier to outpace Choice Scarf base 100 Pokemon like Victini. Pseudo BoltBeam coverage allows it to pressure Flying, where otherwise Celesteela and Landorus could tank a Power Gem and KO Nihilego. Nihilego's Rock STAB allows it to sweep types weak to Rock such as Fire, and Poison's excellent defensive core give it many opportunities to deal damage.

Nidoking is another attacker that benefits from many openings provided by Poison's defensive core, dismantling opposing defensive cores with its outstanding coverage. Stealth Rocks also aids the team in wearing down the opposition when its defensive core forces switches, making it easier for Nihilego to clean.

changed for A Tykes recommendations
edited 4/11/17 per Eiens suggestions
 
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#21
Flying Sample - Balanced
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Stealth Rock
- Iron Head
- Whirlwind

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Toxic
- Defog

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Focus Blast

Landorus-T is used as a Scarfer on this team for speed control, checking Life Orb Tapu Koko, +1 Poygon-Z and some other threats like Scarf Xurkitree, being able to switch in on predicted Electric moves due to its immunity, generating momentum.
Zapdos
, Skarmory and Mantine are used as the main defensive core of any balanced Flying team, and for good reason, because they compliment each other very well. Skarmory is one of the best physical walls in the game, with a nice neutrality to Rock and Ice moves, that otherwise threaten your team, while also having access to an incredbile support movepool including the always needed Stealth Rock. Zapdos is used as the main specially defensive pivot, generating momentum with Volt Switch and removing hazards with Defog. Mantine, on the other hand, is used to check strong Fire and Water types that can break through Zapdos and Skarmory, like Volcarona, Mega Charizard Y and Kingdra, while also working as a backup defogger and status spreader.
Dragonite
is used as a physical wallbreaker with a Choice Band attached, while also being able to revenge kill weakened foes with its strong priority in Extremespeed. Its ability Multiscale also helps it remove threatening sweepers since it almost always can take a hit and remove them.
Mega Charizard Y
is used as the special wallbreaker with its amazing sp.atk stat and a sun boosted Fire Blast, pressuring several types like Steel, Fairy and Ice whenever it gets a free switch.


ps: i apparently cant get a mini lando-t for the desc :(
all fixed now ty The Excadrill
Edited with the changes Tyke recommended, but I never really missed the speed control tbh, dnite and the defensive core covered a wide array of the fast threats already. I dont also think changing Mantine's EVs are helpful for checking Nihilego, considering the only set that doesn't 2HKO sp.def mantine is the Scarf one. I'd rather keep the mixed bulk for utility. Sry about the SR evs btw, i completely overlooked those
 
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#22
Offensive Rock


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Sticky Web
- Stealth Rock
- Knock Off
- Encore

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Fire Punch
- Ice Punch

Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Toxic
- Recover
- Mirror Coat

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 136 Atk / 124 SpD
Sassy Nature
- Stone Edge
- Crunch
- Earthquake
- Flamethrower

Nihilego @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Thunderbolt
- Power Gem
- Hidden Power [Ice]


Shuckle: The essential sticky webs setter and one of the only things that allows Rock to have a chance against the pokemon known as Scarf Tapu Bulu. Sticky webs are there for obvious reasons, Stealth Rocks helps vs Fire, Flying and Dragon alongside the chipping of Terrakion/Nihilego checks, Encore is there to ensure that Shuckle isn't setup fodder and Knock Off is really good for knocking off Tapu Bulu's Scarf/Band and Excadrill's Choice Band, but Toxic is viable if you want to use it.

Terrakion: THE signature Rock wallbreaker, this pokemon allows the type to have the best shot it can against Steel. Choice band allows Terrakion to pull off crucial 2HKOs, including the likes of Skarmory, Toxapex, and Mega Venusaur with the appropiate coverage move. It is so powerful that after Sticky webs are down on the opponent's side and the appropiate checks have been weakened by its powerful STAB conbination, it can set up it's own sweep. Stone Edge, Close Combat and Earthquake are all mandatory, and the last slot can be used with Iron Head or X-scissor, but in the current metagame poison jab is generally better as it allows Terrakion to lure Tapu Bulu into staying in, giving Rock a chance at the Fairy and Grass matchups.

Rhyperior: Standard Rock rhyperior. The best rock-type Mega Scizor check this side of Alolan Golem, this pokemon helps in almost all matchups not called Water and Grass. Earthquake is the strongest STAB move and hits really hard at +2, Rock Slide is there as coverage on everything Earthquake doesn't hit, Ice punch is to snipe Landorus-I on the Excadrill switch out, alongside with hitting Garchomp and Gliscor hard, and obviously Fire Punch is there to check Mega Scizor, as Earthquake at +0 does not 2HKO while it sets up in your face. Max bulk with an Impish nature allows Rhyperior to survive a +4 Bullet Punch at full HP, which can prove essential in the Steel and Bug matchups.

Cradily: Cradily is here to act as the designated Scarf Landorus check, alongside with checking most Water types that threaten the team. Giga Drain is there to recover HP dealt by stray Earthquakes, Ice Punches and other coverage moves Water teams tend to throw at this thing, Toxic is there to wear down walls such as Slowbro, Mew on the switchin among others, Mirror Coat is necessary as it allows for Cradily to check Specs Keldeo, and it also allows it to beat Sludge Bomb Venusaur 1v1, as Synthesis can be effectively nitigated by Sand Stream from Tyranitar. Recover is the very important Recovery this thing needs to repeatedly check what it needs to throughout the match.

Tyranitar: The team's special switch-in and also check to most Psychic types, Focus Blast or not. The spread is the standard Monotype spread (which I'm yet to be credited for), which allows Tyranitar to survive a LO Sheer Force Focus Blast from Landorus-I even after Stealth Rocks. Stone Edge is great STAB that allows Tyranitar, if it hits enough, to 1v1 most Mega Venusaur variants through smart use of Sandstorm, since Synthesis doesn't heal enough. Crunch is there as way to hit annoying Psychic types like Latios, Alakazam and others, Earthquake is recommended on the last slot due to the popularity of Magearna on both Steel and Fairy teams, but if Psychic or Ground are issues other options can be picked instead, such as Pursuit and Ice Beam. Finally, Flamethrower is there to ensure Tyranitar is not a sitting duck against the likes of Skarmory, Ferrothorn and even Mega Scizor as it SDs.

Nihilego: Despite the popularity of the scarf set on Poison, Rock really appreciates the extra power given by LO, as it otherwise seriously lacks any sort of Special Attacking offensive presence. Thunderbolt is there to hit Skarmory, Mantine and Toxapex, while Hidden Power Ice is there to catch Landorus on the attempted switch in and deal massive damage to Garchomp. (It also allows the team to NOT auto-lose to Gliscor) Power Gem is better in more matchups, but the utility in Dazzling Gleam comes from the fact is allows Rock to have a chance against Fighting this generation, while also giving this team an effective check to Mega Sableye which would cause a lot of issues otherwise. Finally, Sludge Wave is mandatory STAB as it provides great neutral coverage to spam against weakened teams but most importantly allows for the team to have something to 1HKO Clefable, Tapu Bulu, Tapu Koko and other fairy types that are not Steel typed.
 
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#23
So I decided to share one of my many Dragon teams while simplifying the sets on it to make this team easier to use for other players. I decided not to go with total Hyper Offense (i.e. Focus Sash Garchomp or other Sashed lead + supportive Latias + 4 powerhouses) because I found it harder to use, largely due to increased vulnerability to offensive threats, and less effective than what I'm going to show you.
Bulky(?) Offensive Dragon
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Fire Punch
- Extreme Speed

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Trick

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Goodra @ Assault Vest
Ability: Gooey
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
- Draco Meteor
- Sludge Bomb
- Flamethrower
- Dragon Tail

This team features two wallbreakers to deal with opposing defense, two scarfers to pressure offensive teams, and two tanks to handle incoming hits without sacrificing something (at least most of the time). Lead with something that you feel pressures an opposing team the most. When in doubt, lead with the Choice Scarf Hydreigon, as it has U-turn to accumulate early-game momentum anyway. And now for more detailed info about team members:

Dragonite - your physical wallbreaker. Outrage is the strongest STAB-boosted move in its arsenal and with Adamant nature it can 2HKO any wall without Dragon resistance in the metagame. Extreme Speed is a powerful priority move to check fast threats, while Fire Punch and Superpower together hit every Steel and Ice-type for good damage. Superpower has an added bonus of hitting bulky Normal-types even harder than Outrage, as well as being more spammable against Rock teams.
Iron Head could be used over one of coverage options for a more spammable attack against Fairy teams.

Latios - your speed control, support and revenge killer, especially against dangerous opposing Dragon teams. Psyshock and Draco Meteor are STAB attacks for striking to both Physical and Special Defense. Defog removes hazards that bother Dragonite and Kyurem-Black, although using it might be slightly awkward on a Choiced Latios. Trick cripples walls and certain bulky set up sweepers, while letting Latios switch moves against teams where its Speed is not very needed.
Hidden Power Fire and Ice Beam are viable alternatives to Trick, with former hitting Alolan Sandslash in hail and weakening boosted Shift Gear Magearna, and latter being a safer option against opposing Dragon and Flying-types.

Kyurem-Black - your mixed (primarily special) wallbreaker. Ice Beam is its main and drawback-less STAB attack, while Fusion Bolt and Earth Power hit almost everything capable of taking Ice Beam. Roost deals with Life Orb recoil, hazard and sand damage, and is best used on predicted switches.
Kyurem-Black is not used as a glue on this team, so other sets can be tried. The best alternatives are physically invested Z-Freeze Shock set (which works in a similar manner to the given set) or the set consisting of Substitute, Roost, Ice Beam and Fusion Bolt with 56 EVs invested into HP to prevent Substitutes from being broken by a single Seismic Toss/Night Shade.

Hydreigon - your another scarfer to help the team hold together, as well to deal with dangerous offensive Psychic builds. Dark Pulse and Draco Meteor are resisted only by Bisharp and Fairy-types, while Flash Cannon lets Hydreigon have offensive presense against the latter, netting a sudden OHKO on Alolan Ninetales and revenge killing Mimikyu if its Disguise is down. U-turn is best for scouting, which lets your wallbreakers come in freely as your opponent tries to switch a wall or a response to Dragons in.
Fire Blast is a good alternative to Flash Cannon in terms of coverage. The nature can be changed to Speed+ one, but I opted for more power on this team as there's already scarfed Latios to deal with opposing fast scarfers.

Garchomp - your physical tank and a Stealth Rock setter. Earthquake and Fire Blast target everything on Steel teams bar Air Balloon Heatran, while Dragon Tail combined with Stealth Rock does excellent job at wearing the opposing team down early or mid-game, not to mention Stealth Rock assists Latios and Hydreigon at cleaning weakened teams up.

Goodra - your special tank and a main Magearna check. Dragon + Fire + Poison coverage is not resisted by anything bar Heatran, and Dragon Tail allows you wear opposing team even further (if Stealth Rock is still in play), as well as dealing with greedy set up sweepers trying to abuse the situation after Draco Meteor was used. The EV spread lets Goodra outspeed Speed-uninvested Tapu Fini (correct me on this one if I'm wrong) as well as Adamant Azumarill, Mandibuzz, Mega Venusaur and slow Heatran sets while being as much bulky and strong as possible.
If you want more coverage, options like Thunderbolt, Ice Beam, Earthquake and Power Whip over Dragon Tail are welcome depending on what you feel you struggle the most. In this case, replace Draco Meteor with Dragon Pulse, as otherwise you may lose way too much momentum once Draco Meteor is used. While Gooey lets Goodra punish the use of Outrage on it greatly and slow Mimikyu down, Sap Sipper can be used instead against Leech Seed/Spore users, especially Celesteela.

http://replay.pokemonshowdown.com/gen7monotype-556555118 - close match versus well played Ground.
The overall team composition looks good, but I have some notes about individual sets.
  • Flash Cannon isn't going to do crap on a scarf Hydreigon, so just run Fire Blast.
  • A minor optimization, but adjust your HP EVs to get an even value to minimize Stealth Rock damage, i.e. 248 EVs on Garchomp and 208/216 EVs on Goodra.
  • Psychic > Psyshock on scarf Latios. I'm also pretty dubious about Scarf Defog
  • Idk if I like the Goodra moveset, I'd prefer to fit Earthquake, Ice Beam or Thunderbolt over Dragon Tail. Earthquake would do a lot more to check Calm Mind or AV Magearna sets as well. I see Dragon Tail's appeal but that seems a bit niche.
  • Also this is personal preference, but Sap Sipper > Gooey on Goodra especially when you're running double Choice Scarves. I get it's for Outrage, but that's already pretty uncommon and Scarf-Latios will already check every relevant outrage user. Plus Celesteela is going to be hell for your team. I know you mention these as Other Options in your description, but make them the main set please.
Speaking of other options, while you can use the descriptions to bring up alternative movesets or EV spreads, refrain from using them to mention 2-3 completely different alternate sets. This is in reference to the Kyurem-Black description.

Make these changes and I'll re-evaluate.


Balanced Grass Team

Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Cradily (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Toxic
- Recover

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Horn Leech
- Superpower

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed

Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Hidden Power [Fire]
- Earth Power


This is a balanced grass team revolving around the standard grass core. I have rmt of this team as well. So on to the descriptions now:
Mega venusaur acts as all purpose grass wall and has the ability thick fat which reduces damage from fire and ice attacks. The evs used are for maximizing its ability to take physical hits. As for the moveset, leech seed acts as a pseudo recovery move that goes very well with the hazard shenanigans of the team. Leech seed makes venusaur mega harder to take down.Sludge bomb is a stab move with a nifty 30% chance to poison and really helps vs opposing grass,fairy and neutral targets. Hp fire is for steel types such as scizor,skarmory and ferrothorn. Synthesis is for recovery.
Ferrothorn on the team not only acts as a specially defensive Pokemon with max investment in sp.def that lets it sponge strong special moves but it is also one of the hazard stack user on the team with spikes.Ferrothorn on the team helps in tanking ice beams from the likes of kyurem-B and other strong special attackers. Spikes allows ferrothorn to punish switch ins. Leech seed acts as a pseudo recovery move that goes very well with spikes as spikes discourages switches and leech seed forces to switches. Protect is to help scout,recover health or stall with leech seed.Since ferrothorn is very slow,gyro ball is used as an attacking move which also helps in not making ferrothorn a total taunt bait. Gyro ball can hit faster neutral targets hard.As for the item leftovers is used for more recovery in conjunction with leech seed.
Cradily on the team is one of the checks to Charizard y and volcarona. Cradily with its amazing sp.def sponges special attacks for the team.Cradily is the Stealth rock user on the team as it can set up Stealth rock even in fire match ups. Rockslide is for Charizard Yand volcarona both of which are huge threats to mono grass teams. Toxic allows cradily to put opposing walls and set up sweepers on timer.Recover is used for sustain and leftovers as an item for some recovery. Cradily and Ferrothorn acts as a hazard stack core and combined with Mega Venusaur, the trio gradually wears down the opposing team. As for the ability on cradily, it has suction cups as it allows it to stop opposing phazers and racking residual damage to my team.
Tapu bulu helps to patch up with the problem of immediate speed with a choice scarf set while also being a check to threatening pokemon such as mega charizard y,volcarona and landorus I. Woodhammer is its main stab move that is boosted by grassy terrain and hits very hard thanks to a good attack stat at base 130. Superpower is used for heatran and ferrothorn mainly. Stone edge helps tapu bulu to take out Mega charizard Y,volcarona etc which are threatening to the team. Horn leech is the other stab move that also heals tapu bulu.
Breloom a staple on mono grass team is an amazing Pokemon as it has access to spore which lets it cripple opposing Pokemon,mach punch a technician boosted priority attack that helps vs steel,Normal,dark,Ice match ups.Mach punch is also a great move to clean late game and revenge kill when the opponents team is weakened. Rock tomb allows nice coverage, hitting fire and flying types such as Mega Charizard Y,Victini and Zapdos. Where as bullet seed is a very good multi strike move that is boosted by technician. Adamant nature is used for more power.
Celebi with nasty plot and life orb as an item puts a lot of offensive pressure on mono poison teams. With its good bulky,it gets decent set up opportunities. Celebi with the nasty plot set can also take put some fire types such as torkoal,charizard x and it is also a good answer to AV magearna. Psyhic is mainly for poison and fighting types, Hp fire is used for steel types such as ferrothorn,skarmory and scizor while earth power deals with pokemon such as torkoal,Alolan-Muk etc. Hp fire in combination with earth power makes steel match up a little easier. Celebi is a good status absorber for the team as well with its ability natural cure.


Edit: Implemented changes
Looks good.

Approved.


Offensive Rock


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Sticky Web
- Stealth Rock
- Knock Off
- Encore

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Fire Punch
- Ice Punch

Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Toxic
- Recover
- Mirror Coat

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 120 HP / 136 Atk / 252 SpD
Sassy Nature
- Stone Edge
- Crunch
- Earthquake
- Flamethrower

Nihilego @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Thunderbolt
- Power Gem
- Hidden Power [Ice]


Shuckle: The essential sticky webs setter and one of the only things that allows Rock to have a chance against the pokemon known as Scarf Tapu Bulu. Sticky webs are there for obvious reasons, Stealth Rocks helps vs Fire, Flying and Dragon alongside the chipping of Terrakion/Nihilego checks, Encore is there to ensure that Shuckle isn't setup fodder and Knock Off is really good for knocking off Tapu Bulu's Scarf/Band and Excadrill's Choice Band, but Toxic is viable if you want to use it.

Terrakion: THE signature Rock wallbreaker, this pokemon allows the type to have the best shot it can against Steel. Choice band allows Terrakion to pull off crucial 2HKOs, including the likes of Skarmory, Toxapex, and Mega Venusaur with the appropiate coverage move. It is so powerful that after Sticky webs are down on the opponent's side and the appropiate checks have been weakened by its powerful STAB conbination, it can set up it's own sweep. Stone Edge, Close Combat and Earthquake are all mandatory, and the last slot can be used with Iron Head or X-scissor, but in the current metagame poison jab is generally better as it allows Terrakion to lure Tapu Bulu into staying in, giving Rock a chance at the Fairy and Grass matchups.

Rhyperior: Standard Rock rhyperior. The best rock-type Mega Scizor check this side of Alolan Golem, this pokemon helps in almost all matchups not called Water and Grass. Earthquake is the strongest STAB move and hits really hard at +2, Rock Slide is there as coverage on everything Earthquake doesn't hit, Ice punch is to snipe Landorus-I on the Excadrill switch out, alongside with hitting Garchomp and Gliscor hard, and obviously Fire Punch is there to check Mega Scizor, as Earthquake at +0 does not 2HKO while it sets up in your face. Max bulk with an Impish nature allows Rhyperior to survive a +4 Bullet Punch at full HP, which can prove essential in the Steel and Bug matchups.

Cradily: Cradily is here to act as the designated Scarf Landorus check, alongside with checking most Water types that threaten the team. Giga Drain is there to recover HP dealt by stray Earthquakes, Ice Punches and other coverage moves Water teams tend to throw at this thing, Toxic is there to wear down walls such as Slowbro, Mew on the switchin among others, Mirror Coat is necessary as it allows for Cradily to check Specs Keldeo, and it also allows it to beat Sludge Bomb Venusaur 1v1, as Synthesis can be effectively nitigated by Sand Stream from Tyranitar. Recover is the very important Recovery this thing needs to repeatedly check what it needs to throughout the match.

Tyranitar: The team's special switch-in and also check to most Psychic types, Focus Blast or not. The spread is the standard Monotype spread (which I'm yet to be credited for), which allows Tyranitar to survive a LO Sheer Force Focus Blast from Landorus-I even after Stealth Rocks. Stone Edge is great STAB that allows Tyranitar, if it hits enough, to 1v1 most Mega Venusaur variants through smart use of Sandstorm, since Synthesis doesn't heal enough. Crunch is there as way to hit annoying Psychic types like Latios, Alakazam and others, Earthquake is recommended on the last slot due to the popularity of Magearna on both Steel and Fairy teams, but if Psychic or Ground are issues other options can be picked instead, such as Pursuit and Ice Beam. Finally, Flamethrower is there to ensure Tyranitar is not a sitting duck against the likes of Skarmory, Ferrothorn and even Mega Scizor as it SDs.

Nihilego: Despite the popularity of the scarf set on Poison, Rock really appreciates the extra power given by LO, as it otherwise seriously lacks any sort of Special Attacking offensive presence. Thunderbolt is there to hit Skarmory, Mantine and Toxapex, while Hidden Power Ice is there to catch Landorus on the attempted switch in and deal massive damage to Garchomp. (It also allows the team to NOT auto-lose to Gliscor) Power Gem is better in more matchups, but the utility in Dazzling Gleam comes from the fact is allows Rock to have a chance against Fighting this generation, while also giving this team an effective check to Mega Sableye which would cause a lot of issues otherwise. Finally, Sludge Wave is mandatory STAB as it provides great neutral coverage to spam against weakened teams but most importantly allows for the team to have something to 1HKO Clefable, Tapu Bulu, Tapu Koko and other fairy types that are not Steel typed.
Cooleo, one suggestion I have is to run 248 HP / 124+ SpD since it's bolsters your physical bulk by a greater margin than max SpD bolsters your SpD. Here are some calcs.

252 SpA Magnet Tapu Koko Thunderbolt vs. 120 HP / 252+ SpD Tyranitar: 103-123 (27.7 - 33.1%) -- guaranteed 4HKO
252 SpA Magnet Tapu Koko Thunderbolt vs. 248 HP / 124+ SpD Tyranitar: 115-136 (28.5 - 33.7%) -- 0.7% chance to 3HKO


That's a tiny difference. Meanwhile...

252 Atk Landorus-Therian Earthquake vs. 248 HP / 0 Def Tyranitar: 326-386 (80.8 - 95.7%) -- guaranteed 2HKO
252 Atk Landorus-Therian Earthquake vs. 120 HP / 0 Def Tyranitar: 326-386 (87.8 - 104%) -- 25% chance to OHKO


That's a pretty significant difference, which may make the difference between being checked and getting another kill. Credits to SirSkit for pointing this out to me. If there are any benchmarks that the max SpD spread hits to survive certain KOs, let me know.

Otherwise it's all good.

Approved.


Balanced Poison



Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 212 Def / 28 SpD / 16 Spe
Bold Nature
IVs: 1 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 164 Def / 96 Spe
Jolly Nature
- U-turn
- Defog
- Roost
- Brave Bird

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Ice]
- Thunderbolt

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Ice Beam
- Flamethrower

This generic balanced Poison team utilizes an outstanding defensive core of Mega Venusar and Toxapex, supported by Muk-Alola and Crobat who cover the types Psychic- and Ground-type weaknesses, and backed by excellent support from Nidoking and Nihilego.

Venusar provides Poison teams with an excellent switch-in to most physical attacks such as Choice Scarf Excadrill's Earthquake. Additionally, its bulky stats and defensive typing let it wall most Electric-, Ground-, Fairy-, and Water-types while also being an integral part of Poison's defensive core.

Toxapex is the other half of Poison's defensive core, being complemented well by Mega Venusaur who can take Electric- and Ground-type attacks while being neutral to Flying, and even without investment Toxapex can still tank special attacks easily. Toxic Spikes is chosen over Toxic because it helps wear down bulkier teams such as Normal, which would otherwise be difficult to beat.

Muk-Alola provides a valuable special sponge that can trap and remove Psychic-types with its immunity and Pursuit. Maximum Special Defense and an Assault Vest is chosen to take special attacks as easily as possible, letting it switch in and trap as many Psychic-types as it can. It greatly supports Toxapex and Venusaur by removing threats such as Raichu-Alola, leaving types without a way to break Mega Venusaur.

Crobat is another immunity, this time avoiding Ground-type moves with its half Flying-typing. With a Jolly nature and 96 Speed EVs it outspeeds base 110 Pokemon like Latios and Gengar, allowing it to U-Turn and switch into Muk-Alola. The remaining EVs are used to maximize defense, allowing it to safely Defog against physical attackers lacking a super effective move.

Nihilego is chosen as a Choice Scarf user, utilizing an excellent speed tier to outpace Choice Scarf base 100 Pokemon like Victini. Pseudo BoltBeam coverage allows it to pressure Flying, where otherwise Celesteela and Landorus could tank a Power Gem and KO Nihilego. Nihilego's Rock STAB allows it to sweep types weak to Rock such as Fire, and Poison's excellent defensive core give it many opportunities to deal damage.

Nidoking is another attacker that benefits from many openings provided by Poison's defensive core, dismantling opposing defensive cores with its outstanding coverage. Stealth Rocks also aids the team in wearing down the opposition when its defensive core forces switches, making it easier for Nihilego to clean.
Looks pretty solid, but some quickfire notes.
  • Leech Seed > Sludge Bomb on Mega-Venusaur.
  • 248 HP EVs on Mega-Saur and Toxapex to minimize hazard damage.
  • 0 Atk IVs on Mega-Venusaur and Nihilego.
This are just minor optimizations however and the team on the whole is good.

Approved, pending these changes.


Flying Sample - Balanced
Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Rock Polish
- Earthquake

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Stealth Rock
- Iron Head
- Whirlwind

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Toxic
- Defog

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Focus Blast
This team capitalizes on Landorus-T double dance set, which when paired with a Rockium Z, can demolish defensive cores with its nice Rock/Ground coverage. Landorus-T is a very powerful setup sweeper that has nice bulk and a nice ability in Intimidate. It also has a very helpful Ground typing, that gives you a immunity to threatening Electric attacks.
Zapdos
, Skarmory and Mantine are used as the main defensive core of any balanced Flying team, and for good reason, because they compliment each other very well. Skarmory is one of the best physical walls in the game, with a nice neutrality to Rock and Ice moves, that otherwise threaten your team, while also having access to an incredbile support movepool including the always needed Stealth Rock. Zapdos is used as the main specially defensive pivot, generating momentum with Volt Switch and removing hazards with Defog. Mantine, on the other hand, is used to check strong Fire and Water types that can break through Zapdos and Skarmory, like Volcarona, Mega Charizard Y and Kingdra, while also working as a backup defogger and status spreader.

Dragonite
is used as a physical wallbreaker with a Choice Band attached, while also being able to revenge kill weakened foes with its strong priority in Extremespeed. Its ability Multiscale also helps it remove threatening sweepers since it almost always can take a hit and remove them.

Mega Charizard Y
is used as the special wallbreaker with its amazing sp.atk stat and a sun boosted Fire Blast, pressuring several types like Steel, Fairy and Ice whenever it gets a free switch.


ps: i apparently cant get a mini lando-t for the desc :(
all fixed now ty The Excadrill
I'm not well versed in Flying enough to comment on your team's overall composition, but there are some rather glaring issues just from eye-balling it.

Your team is in desperate need of speed control.

Your fastest pokemon is Mega-Charizard Y. You're going to get broomed by Tapu Koko, Greninja, Landorus-I, and other fast strong attackers that your defensive core can't manage. Your responses are even limited for threats that Zard-Y can outspeed, such as Nidoking (4 attacks) or Kyurem-Black. Band Dragonite isn't enough to cover these threats, especially when it's so easy to take advantage of E-speed to set up / set hazards / pivot. Like I said, I'm not experienced enough with flying to suggest a "generic" solution, but I'd consider running scarf Lando-T which would also give you a sideways check to Porygon-Z, who otherwise 6-0s.

Some other small notes include adjusting your HP EVs to minimize SR damage on Mantine and Skarmory, using a specially defensive spread on Mantine to avoid a 2HKO from Power Gem Nihilego (assuming rocks aren't up), and considering running Jolly on Lando-T to outspeed and check Nidoking unboosted and (to a lesser extent) avoid getting outsped by scarf-greninja. I'd also argue Shed Shell is a bit of niche tech for Skarmory to utilize compared to leftovers.

This team is rejected, but make the above changes and I'll re-evaluate.
 
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#24
BALANCED ELECTRIC






Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Volt Switch
- Surf
- Focus Blast

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
- Thunderbolt

Magnezone @ Weakness Policy
Ability: Sturdy
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Grass]
- Mirror Coat
- Thunderbolt
- Flash Cannon

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 236 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Thundurus @ Choice Band
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Knock Off
- Thunder Wave


Raichu is for speed control and to not auto-lose to mega venu, grass knot is an option over surf/fb but i like the ko's that fb brings vs excadrill. Mainly using this mon to threaten faster mons and forces opponents to bring in walls.

Koko is basically ORAS specs raikou (see Shady's... err RMT). Tbolt and voltswitch literally dent everything that isnt immune, HP ice is for those cheeky enough to switch in landot's and gliscors, gleam is do actually scare dragon mono out of its wits.

Mag is the first of the standard-not standard sets. Sturdy is always good to get a free kill. WP is great because everyone is tempted to hp fire/cc/eq this thing and then you get a nice boost. HP grass is for those pesky gastro's and seis that prevent electric from volting around. Mirror coat is a niche set and another way to deal with volcarona (seriously it still works since oras). Great way to bluff scarf and then switch up moves.

Zapdos is your defensive crux of the team, since everyone loves speed creeping this ev spread is to take rockslides from scarf drill decently after lefties and to outspeed adamant/modest base 70's such as bisharp, breloom and volcanion; however with fighting and dark being not as good this gen (at least so far) I prefer just to go 8 defense and all in bulk. Trust me bulk has saved me more times than speed has. Discharge over voltswitch because you will be staying in to roost stall + para/ heat wave burn.


Rotom is your physdef wall and status spreader, its pretty standard with 8 for outspeeding crawdaunt although that is not as common anymore. makes it easier to deal with ground. Set is pretty basic and straight forward.


Thundo is how you dont get cocked in the butt by normal with banded super power, uturn is great for momentum on psychics, and knockoff deals with ghost and psychic as well + any annoying lati's. It is prankster twave rather than defiant to deal with sweeping volcarona and charizard x, or if your raichu is dead aka your only hope vs venusaur.


Unlike the popular Golem, Xurkitree team i see around, I am not a fan of golem because you lose to chansey because normal has ez switchins in diggersby and porygon 2. Even if you do predict the diggersby there is nothing you can do to ohko it and then you are basically forced to sack a mon to that monster, nothing ruins my day more than seeing a diggersby on ground mono. Thundurus actually allows you to have a presence vs normal and mag lets you tank hits from choiced meloettas if played right. Along with this notoriously spdef-y psychic mons get oneshotted by thundy minus slowbro, and mag provides a resist to their main stab while offering a bluff scarf or a mirror coat to the dome

Thundurus helps so much against steel because it makes scarf driller a bit more uneasy in clicking EQ because there is at least one more pokemon immune on the team. For the most part electric should never lose to steel with thundurus. Just play it smart and know that zapdos will only sometimes get 2hkoed by rockslide and adjust from there.

Idk if its just me but in ORAS it was always a priority for me to get rocks off the field, this is because the fact that i volted/uturned around so much it hurt my team a lot. While rocks is nice in theory to keep up pressure by volting out and then continuing the dreaded volt-turn cycle, there are not many types in mono where rocks are better for electric. To help with your volt spam you need to not be taking 12.5 every single time you come in. And then life orb mons, take nearly 1/4 of their health away just to come in and volt out. To me that is not really worth it. I feel that it is alot easier to get rocks up vs electric than electric can vs other types.

THREATS:
A well played tapu bulu: seriously someone who sacks bulu to superpower mag and then get ohkoed back is harmless, but when that bulu lives long it's going to be a rough ride for you

Diggersby: mentioned earlier but most of the time if it gets a free switch in, decide who to sack

Venu-Muk-maybe even pex: Yes you can throttle venu with psychic; however muk has pursuit and one wrong move and you're pursuit trapped. On the other side one prediction on muk vs venu and he's back to full health with synthesis.

Volcarona: if your opponent knows the mag lure set then better chip it with specs koko + twaving thundy. remember you can always get one move off on volcarona if its fire move is fiery dance.

Charx: decimates electric in ORAS, still decimates it (luckily not as much) in SM make sure it always comes in on something that will dent it, so its not tempted to Ddance in your face.

Hitting focus blast especially on a ferro cradily grass core: speaks for itself


Thanks for reading and comment with any questions/suggestions :)
 
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#25
Offensive Fairy

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Moonblast
- Soft-Boiled

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Thunder Wave
- Spikes

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Horn Leech
- Stone Edge

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Play Rough

Diancie @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Psychic

This offensive Fairy team utilizes its varied offensive tools in Tapu Koko, Tapu Bulu, Azumarill, and Magearna to offensively beat the majority of the metagame. Clefable and Klefki are added in order to help Fairy's main attackers defeat opposing teams.

Clefable provides this Fairy team with Stealth Rocks, while also functioning as a Scizor check with Babribi Berry and Fire Blast. Moonblast gives it a STAB attack to prevent it from being Taunt bait, and Soft Boiled offers recovery.

Klefki provides the team with Spikes support, Thunder Wave speed control, and screens support that lessens the damage taken for Klefki's teammates. If needed, Klefki can run Foul Play in order to damage setup sweepers.

Tapu Koko is one of the best offensive Pokemon, sporting an excellent speed tier, and a powerful STAB Thunderbolt boosted by Electric Terrain. Grass Knot is used to hit Pokemon that are immune to Thunderbolt like Swampert and Seismitoed, and HP Ice also hits Pokemon that are immune to Electric such as Gliscor and Landorus, who can easily take Grass Knots. Volt Switch takes advantage of Electric terrain and allows Tapu Koko to pivot while also dealing a lot of damage.

Tapu Bulu is another important part of Fairy, providing an Earthquake switch-in and giving Fairy the upper hand when facing Ground- and Water-type teams. Stone Edge and Superpower are chosen to hit Flying- and Steel-types and round out its coverage, allowing Tapu Bulu to contribute against every type.

Azumarill is the main star of the team, providing a deadly wincon against every type that does not naturally resist Aqua Jet. Normalium Z is used over Sitrus Berry to allow Azumarill to setup at any health, and against weaker opponents it can Belly Drum first then activate its Z-Crystal to regain all its health. Play Rough is a STAB that hits Pokemon that resist Aqua Jet, and Knock Off hits Pokemon like Skarmory and Ferrothorn who can otherwise survive and remove Azumarill with Whirlwind or Powerwhip.

Diancie adds another fast attacker to aid Tapu Koko to taking out the opposing team. Moonblast is STAB, and Diamond Storm is chosen over Power Gem in order to 2HKO Muk-Alola and for the occasional +2 defense boost. Psychic and Hidden Power Fire allow Mega Diancie to 2HKO the standard physically defensive Mega Venusaur and OHKO offensive Mega Scizor. Alternatively Earth Power can be used to deal with bulkier versions of Heatran that carry Leftovers instead of an Air Balloon, or Calm Mind or Rock Polish can be used to boost Diancie's excellent Special Attack or Speed, but these moves are generally less useful against the majority of teams.

Edited 4/6/17 per Tyke's suggestions
Edited 4/11/17 per Eien's suggestions
Edited 8/13/17 since Magearna got banned
 
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