Resource Monotype Sample Teams

#51
HYPER-OFFENSE ICE

The following is a sample of a hyper-offense Ice team. One set in particular is nonstandard for Ice teams, but I have found that it works well with a hyper-offensive style.

Without further ado...
NOT-SO-SOFT-SERVE



Lapras! The Water and Fire counters, Steel check, general semi-tank, and staple of any good Ice team. This Lapras comes armed with some snazzy Choice Specs to ensure maximum damage potential, as well as two of each STAB. Surf is reliable against non-resisters, and Ice Beam does the same but Ice-type. Freeze-Dry acts as the Water-type counter move, and Hydro Pump is used when you really just need to obliterate something.

Articuno! This little birdie and his majestic tail serve as a setup sweeper and one of the team's anti-Fighting and anti-Mega Venusaur methods. With respectable bulk and a reasonable Special Attack when coupled with a Life Orb, this thing can take care of most Fighting threats at +2 Speed from Agility, and sports an even 50/50 chance to OHKO Mega Venusaur with 232 HP / 252 SpD (which few teams run, anyhow). The cherry on top is Snow Cloak, which can be incredibly annoying to Focus Blasters, Stone Edgers, Fire Blasters, and more. This set is nonstandard, but it works wonders with a hyper-offense team.

Alolan Ninetales! Ninehails here is this team's setup man and a staple of any good hail team. Boasting both Snow Warning and Aurora Veil alongside a high Speed stat among non-sweeper leads, Ninehails can set up de facto dual screens for eight turns before switching out to one of the team's two hail sweepers. Either a Light Clay (standard) or an Icy Rock can be used to extend the duration of the damage reduction or the hail (for the hail sweepers), respectively. Also, Encore works wonders against known Stealth Rockers to snag a free switch.

Alolan Sandslash! Slush Rush (fun to say, isn't it?) makes Snowslash the primary sweeper (except against Fire teams). With neutral damage from both Rock and Steel moves, as well as moves of its own to take care of these threats, Snowslash is the catch-all counter and spends the most time on the field in an ideal scenario. Iron Head and Icicle Crash act as STABS, while Earthquake is an anti-Steel measure, and Tectonic Rage can 2HKO a max-Defense Toxapex (preceded or followed by standard Earthquake). Finally, since hazards are a massive threat to an Ice team, Snowslash takes on Avalugg's usual role as the Rapid Spinner of the team, especially given his neutral damage from Stealth Rock and the speed boost allowing at least a Rapid Spin before going down.

Mamoswine! Fire counter, Rock counter, Steel check, revenge killer, hazard setter, and tankety-tank. Stealth Rock makes Mamo a common lead, sharing the spot with Ninehails. STAB Earthquake can devastate offensive Steel, Fire, and Rock types, and STAB Ice Shard makes him a potent revenge killer as well. The Focus Sash and Endeavor can be a one-time counter to setup sweepers when followed by an Ice Shard, too.

Black Kyurem! The reason Ice teams still have a leg to stand on, everything about Choice Scarf Kyurem-B screams "wincon." Scarf Kyurem is a necessity for Ice teams as a formidable threat who can come in at any time and clean house against all but fellow Choice Scarfers and a few select Megas (Aerodactyl and Alakazam in particular). Black Kyurem is frequently used for late-game sweeps with Outrage, but if you have Pokemon to spare, he can be sent out early and recalled to ease the post-carnage confusion and pivot him right back in with a free switch. Ninehails works well for this, because late-game, he should be at low health, but can also get an Aurora Veil up against slower sweepers or walls. Kyurem comes armed to the teeth with STAB Outrage, Fusion Bolt, Ice Beam (countering Mega Venusaur with Teravolt), and Earth Power for maximum coverage. He is your ace in the hole. Use him wisely, and then sit back and watch the magic happen.


=== [gen7monotype] Not-So-Soft-Serve ===

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

Articuno @ Life Orb
Ability: Snow Cloak
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Ice Beam
- Hurricane
- Roost
- Agility

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

Sandslash-Alola @ Groundium Z
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Icicle Crash
- Earthquake
- Rapid Spin

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Endeavor
- Stealth Rock

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power

Just a nitpick, but why do you have 224 Speed EVs on Kyurem-Black? I get that you wanted the extra special attack investment, but that leaves you outsped by opposing Scarf Kyurem-Blacks, as well as Scarf Krookodile. And your Lapras needs Hidden Power Fire, since your team loses to Mega Scizor right now. Just a few suggestions that Tyke will probably go over when he evaluates the teams. Hope they help :)
 

AquaSierra

formerly EchoSierra
#52
Just a nitpick, but why do you have 224 Speed EVs on Kyurem-Black? I get that you wanted the extra special attack investment, but that leaves you outsped by opposing Scarf Kyurem-Blacks, as well as Scarf Krookodile. And your Lapras needs Hidden Power Fire, since your team loses to Mega Scizor right now. Just a few suggestions that Tyke will probably go over when he evaluates the teams. Hope they help :)
Jesus smub, why can't you just like my damn teams? /s

Kidding, of course. Thanks so much for the suggestions. I'll slap those on right now. I'm probably going to drop Hydro Pump, I guess...?

I'm pretty sure the Kyurem set I used is a set on the website, so opposing scarf KBs may actually have 224 speed EVs also.

I'm surprised you didn't say anything about the Articuno. Guess that's a good thing.
 
#53
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 / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk

Mantine @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 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
Looks good.

Just change Mantine's spread to 252 HP / 240 Def / 16 SpD with a Calm Nature and Slowbro-Mega to 248 HP / 232 Def / 28 SpD. Also I'd change Slowbro-M's set to Calm Mind / Iron Defense / Scald / Slack Off or Rest.

Make those small changes and Approved.


Balanced Ground Team:

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant 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
Naive Nature
- Rock Slide
- Earth Power
- Focus Blast
- Sludge Wave

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Sucker Punch
- Memento

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang
: Choice banded excadrill acts as a very good sweeper/cleaner on the team as it can take out opposing pokemon easily with sand rush and sand stream support. Choice band and adamant nature to make out the most of its physical prowess. Iron head is a stab move that helps a lot in fairy match up. Earthquake is the main stab move here hitting very hard with a choice banded boost and earthquake having a very good offensive coverage. Rockslide is for flying types such as Mega charizard y,Gyarados,zapdos and so on.Lastly rapid spin is to clear out hazards as excadrill forces switches.
: Hippowdown is a very good partner to excadrill,providing it with sand stream which makes it possible for excadrill to outspeed a large chunk of the metagame in sand. Hippowdown is a physical wall for the team with stealth rock support to pressure types such as flying and bug. Earthquake is used as an attacking move so that hippowdown is not a total taunt bait. Whirlwind is to phaze out potential set up sweepers and to rack up stealth rock damage. Slack off is used for sustain/recovery.Leftovers is used as an item for more longetivity.
: Seismitoad on the team is crucial as it has the ability water absorb which helps a lot vs water types/moves. Seismitoad is used here over gastrodon as it has more offensive presence. Assault vest set is used here to let it sponge special attacks for the team.As for the moves,scald is a stab move with a very good chance to burn the opponent, earthpower helps vs grounded steel types.Knock off is a great utility move that certainly helps in normal match ups and to cripple pokemon that are item reliant such as porygon2 and chansey. Lastly sludge wave helps vs threatening pokemon to ground such as azumarill and tapu bulu. 176 speed evs with a timid nature ensures that seismitoad outspeeds adamant banded tapu bulu and hit it first with sludge wave.
Landorus is the special wallbreaker in the team with its strong life orb and sheer force boosted attacks that makes it very hard pokemon to switch into.Rock slide is used here for flying types such as zapdos and Mega charizard y.Focus blast is mainly used here for ferrothorn and air balloon heatran. Sludge wave is used here for fairy types such as tapu bulu,tapu fini etc.
Dugtrio on the team with its great ability in arena trap allows it to trap and take out grounded threats to the team such as greninja and Raichu alola effectively. Dugtrio can also trap and kill/weakened pokemon such as chansey and make a way for landorus to wreck havoc. Earthquake is its main go to move for taking out threats. Reversal in combination with focus sash allows for a very strong fighting type attack as it reaches 200 base power once dugtrio is down at focus sash. Sucker punch allows it to revenge kill faster pokemon such as alolan raichu without losing its focus sash and memento helps in easier set up opportunity for a teammate such as swords dance garchomp. Memento can be used once dugtrio has done its job of trapping and taking out key threats for mono ground team.
: Swords dance garchomp rips apart defensive teams and gains upper hand easily. Earthquake is a reliable stab move that hits very hard after a sword dance boost. Dragon claw can be used as dragon stab as well however the damage is unimpressive, outrage is used to hit ridiculously hard and to wall break in combination with dragonium z as it reaches 190 base power move. Fire fang is used for steel types as after a boost it can blow throw most steel types.

EDIT:Updated with changes.
Approved.


This is Decem

Balanced Ghost

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

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Acid Armor
- Taunt
- Recover
- Scald

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Power Whip
- Shadow Claw
- Rapid Spin
- Anchor Shot

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: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fire Punch
- Shadow Bone
Standard ghost team. Gengar is a speedy attacker that can do serious damage and outspeed many threats with a Choice Scarf. Jellicent is our special wall which can eat a lot of special attacks, including dark pulses in occasions. Dhelmise provides hazard control, as well as a useful grass typing and steel STAB. As for Sableye, always try to lead with it and Mega Evolve it as
soon as possible, as ghost teams usually do not like layers of spikes and hazards. The mixed 112/144 EVs with careful ensures that Sableye does not get hammered by either Physical or Special hits after Mega Evolving. Mimikyu really helps against dark and is a great late game sweeper. Marowak helps as a hard check for electric types and a really nice wallbreaker that can set down rocks for the team. The 48 speed is to ensure that it outspeeds things like Alolan Muk before it knocks the Thick Club off and renders Marowak useless.
A couple changes;
  • Water Absorb > Cursed Body on Jellicent, as the immunity will come far more in handy than some clutch disables.
  • Toxic > Taunt or Acid Armor on Jellicent, IMO Taunt since you have Mega-Sableye to stallbreak and hazard Normal already.
  • Earthquake > Shadow Claw on Dhelmise, and I'd consider running 84 Speed to outrun Alola-Muk, Hippowdon, Toxapex, and Chansey.
  • 204 Speed on Marowak-A should be run to outspeed Skarmory.
Otherwise approved.


Offensive Ice


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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Ice Shard
- Roar
- Stealth Rock

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

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Stone Edge
- Icicle Crash

Kyurem-Black @ Babiri Berry
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Fusion Bolt
- Hidden Power [Fire]
- Ice Beam
- Earth Power

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Mirror Coat
- Rapid Spin
- Recover
Alolan Ninetales: Alolan Ninetales works as the hail setter for this team. With its great Speed tier and part Fairy typing, it can outspeed and take down many Fighting type threats like Mega Medicham, Keldeo,and Buzzwole. It provides fantastic support with Aurora Veil, giving the entire team better survivability, and with a Light Clay, these effects will last for 8 turns. Moonblast is a strong, reliable Fairy STAB. Freeze Dry is used over Blizzard in order to hit Water types such as Swampert, Mantine,and Toxapex. And for the final move, Nasty Plot or Encore are good options. Nasty Plot is an option that can allow it to set up and beat Calm Mind Mega-Sableye before it becomes a major issue, while also giving you more power against bulkier Water types such as the aforementioned Toxapex and Mantine, as well as Tapu Fini.However, Encore is used to disrupt opposing hazard leads/annoying walls.

Piloswine: Piloswine is our Stealth Rocker, and with the Eviolite, it also functions as a special sponge for the team. It can switch in reliably against threats like Nihilego and Heatran and remove them with Earthquake. Earthquake is Piloswine's most reliable Ground STAB. Ice Shard gives you a priority move that can be used to remove a weakened opponent. Stealth Rock helps out immensely in matchups like Fire and Bug, and Roar is used to phase out setup sweepers like Volcarona and Mew.

Weavile: Weavile is our fast physical sweeper. With a 125 base speed stat, it can outspeed lots of Psychic and Ghost type threats like Victini, Gengar, Mew, and Latios. Knock Off is our main Dark STAB that can remove the item from the opponent. Icicle Crash is our most powerful Ice STAB that also has a flinch chance. Ice Shard is good for a revenge kill against a faster threat, and Pursuit is used to remove threats that try to switch out such as the aforementioned Victini, Latios, and Gengar. Low Kick is an option that can be used over it in order to take down Heatran after Stealth Rock, as well as Tyranitar and Ferrothorn.

Mamoswine: Mamoswine serves as a powerful late-game cleaner with a Choice Scarf. Earthquake is its strongest and most reliable Ground STAB. Icicle Crash is its most powerful Ice STAB. Superpower allows you to tear through Chansey and Porygon2 once Weavile removes their Eviolites. And finally, Stone Edge allows it to take down Mega Charizard Y and Volcarona.

Kyurem-Black: Kyurem-Black is the designated Scizor check/Steel killer for the team. Fusion Bolt lets it hit Water types like Mantine and Tapu Fini. Hidden Power Fire lets it deal with Scizor, as well as Ferrothorn, Skarmory, and Forretress. Ice Beam is its most reliable Ice STAB, mainly to deal with Mega Venusaur, which is a major nuisance to the team. Lastly, Earth Power helps it beat Heatran and Magnezone.

Avalugg: Avalugg fills the very important role as a physical sponge/hazard remover for the team. It's your safest switch in against threatening Scarfers like Excadrill and Heracross. The Rocky Helmet lets you deal chip damage against these physical threats. Recover is essential, as it gives Avalugg a form of reliable sustain. Rapid spin is also a very important asset in removing hazards such as Stealth Rock and Sticky Web. Avalanche is a strong Ice STAB that allows it to chip down frail physical attackers even further. And finally, Mirror Coat is used to remove powerful special wallbreakers like Mega Charizard Y, Xurkitree, Volcarona, and Manaphy.
[/hide]
I feel like the team is lacking a Lapras or Walrein, even if you are running Babiri Kyurem-Black to soft check Mega Scizor. You could run either of those over Weavile.

Other than that, run 248 HP on Piloswine and Avalugg to minimize Stealth Rock damage.

Make those changes and I'll re-evaluate.


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

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Dragon Tail
- Toxic

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

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

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Stone Edge

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Reversal
- Memento
Landorus-Therian: Double Dance Landorus-Therian is the late-game sweeper for this team. With fantastic coverage in Earthquake+Stone Edge, not much will be able to resist it. The Rockium Z allows you to break through threats such as Skarmory, Celesteela, Mega Slowbro, and Gliscor after a +2.

Mega Steelix: Mega Steelix serves as our Stealth Rocker/solid physical tank. Toxic is used to slowly wear down opposing hazard setters like Swampert and Hippowdon. Dragon Tail is used for phasing and racking up damage on the opponent's team. Heavy Slam is your best Steel STAB, allowing you to counter threats such as Alolan Ninetales and Choice Scarf Tapu Bulu.

Nidoking: Nidoking functions as the special wallbreaker for the team. Earth Power is its best Ground STAB. Fire Blast is used over Flamethrower to net the 2HKO on specially defensive Celesteela and to guarantee the OHKO on Choice Band Tapu Bulu, while still dealing with Ferrothorn and Mega Scizor. Ice Beam allows you to take down bulky Garchomp, Dragonite, and Zapdos. Lastly, Thunderbolt is used to deal with Mantine, Pelipper, and Gyarados

Seismitoad: Seismitoad plays a crucial role as the Water immunity for the team. It also operates as a decent switch in to special attacks with its Assault Vest. 176 EV's with a Timid nature makes sure that you outspeed Adamant Tapu Bulu and OHKO with Sludge Wave. Sludge Wave also helps it check Azumarill and prevent it from setting up a Belly Drum safely. Scald is the preferred Water STAB thanks to its burn chance, and Earth Power is the preferred Ground STAB. The final move is Knock Off to help deal with Normal's Eviolite core more easily, as well as removing the passive recovery off of other walls in general.

Garchomp: Garchomp is our Scarfer and check towards threats such as Mega Charizard Y, Volcarona, and Kyurem Black. Outrage and Earthquake are the preferred STABs. Fire Blast allows it to hit Mega Scizor, Ferrothorn, and Skarmory. Stone Edge allows it to take on the previously mentioned Mega Charizard Y and Volcarona easily.

Dugtrio: Sash Dugtrio is very important for trapping and removing threats such as Greninja, Victini, and Alolan Raichu. Earthquake is the best Ground STAB it has access to. Reversal, when the Focus Sash is activated, lets it hit Ferrothorn for one final hit before dying to Iron Barbs, as well as removing Greninja in a single hit after it goes for Ice Beam. Memento can be used to cripple an opponent so that Landorus-Therian can be granted an opportunity to set up and sweep. Sucker Punch is used to deal some damage against faster revenge killers like Scarf Gengar, Latios,and Alolan Raichu.
Sludge Wave > Thunderbolt on Nidoking, since it'll get the same 2HKO on Mantine and is excellent STAB. I'd also run Earthquake over Toxic on Mega Steelix as well, since the reliable STAB is so helpful.

Other than that, looks good.

Approved
pending these changes.


Offensive Dark

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

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

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 176 Def / 80 Spe
Impish Nature
- Earthquake
- Knock Off
- Taunt
- Stealth Rock

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

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

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake
Mega Sharpedo: Mega Sharpedo is the late-game cleaner for the team. Protect is used to safely get the boost in Speed before Mega Evolving. Crunch is your best Dark STAB that also gets some added power thanks to Strong Jaw after Mega Evolving. Psychic Fangs, like Crunch, is also boosted by Strong Jaw and is its best coverage option for dealing with Mega Venusaur, Toxapex, and non-Scarf Keldeo. Waterfall is its best physical Water STAB that also has a flinch chance. However, Hydro Pump can be used over it with a Naive nature in order to 2HKO walls like Skarmory and Hippowdon.

Greninja: Greninja serves as the speed demon and revenge killer for the team. Hydro Pump lets it hit key threats such as Scarf Infernape, Terrakion, and Adamant Excadrill in the sand. Gunk Shot allows it to hit Fairies such as Tapu Koko, Tapu Fini, Azumarill, and Clefable, as well as 2HKOing Mega Charizard Y while also resisting the Solar Beam and/or Focus Blast that it tries to strike back with. Ice Beam can handle Ground and Dragon types like Landorus Incarnate, Landorus Therian, Garchomp, Dragonite, and Hydreigon. And for the last move, U-turn is used to pivot out into either Mandibuzz to soak up a hit, or to give momentum to your wallbreakers.

Krookodile: Krookodile is our Stealth Rocker as well as our switch in to Stone Edges and Volt Switches. 80 EV's in Speed allow it to outspeed Adamant base 70's such as Bisharp. Earthquake is your most reliable Ground STAB. Knock Off is your most reliable Dark STAB that can help deal with certain tanks by removing their passive recovery. Taunt is also extremely helpful against tankier pokemon, since it can stop them from going for status moves/hazards, leaving them vulnerable to your 2 main wallbreakers.

Mandibuzz: Mandibuzz is the main physical sponge for the team, offering a very important Fighting neutrality as well as hazard removal with Defog. Roost is essential for its reliable sustain. Foul Play is used to punish physical setup pokemon like Gyarados, Salamence, Mega Scizor, and Mega Pinsir. Finally, U-turn allows Mandibuzz to provide momentum for the team, especially after removing troublesome hazards.

Hydreigon: Hydreigon fills the role as our special wallbreaker. Dark Pulse is our reliable Dark STAB. Draco Meteor is the Dragon STAB over Dragon Pulse for the extra power, even if it isn't as spammable. Flamethrower helps to remove Ferrothorn, Scizor, Celesteela, and Skarmory. However, Fire Blast can be used over Flamethrower in order to guarantee the OHKO on Magearna from full, but at a cost of accuracy and reliability. And for the final move, Flash Cannon is used to hit certain Fairies like Clefable and Mimikyu. However, Earth Power can also be used to deal with Heatran, Nidoking, and Nihilego.

Tyranitar: Tyranitar operates as our physical wallbreaker. 204 EV's in Speed guarantee that it outspeeds all variants of bulky Mega Venusaur, as well as uninvested Rotom-Wash. Stone Edge is our most powerful Rock STAB. Crunch is your strongest and most spammable Dark STAB. Pursuit is used to trap pokemon such as Victini, Gengar, and Latios. And lastly, Earthquake is used to break through Toxapex and Magnezone. Alternatively, Fire Punch can also be used to hit Ferrothorn, Celesteela, and Skarmory
Gosh this team seems sorta familiar :O

Jokes aside, if you're going to go a bulky offensive route then I think you need some kind of special switch in, since as it stands you're going to be sacking pokemon everytime a Koko or Greninja comes in. Either SpD Tyranitar or Alola-Muk works well for this, but either of those means you need to drop something on your team to make room.

And a small nitpick, but make 200 HP / 4 Def on Tyranitar for an odd HP value to minimize hazard damage.

Make these changes and I'll re-evaluate.


Offensive Hazard Stack Team

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Taunt
- Icy Wind
- Destiny Bond

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Bone
- Earthquake
- Fire Punch
- Stealth Rock

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Will-O-Wisp
- Foul Play
- Recover

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

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Acid Armor
- Scald
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond
Overview
This team revolves around hazard stacking as the name suggests,and pressuring the opposing team offensively with Marowak-Alola and mimikyu. Froslass lead spikes set is used here to set spikes and pressure grounded pokemon.Marowak-Alola is the offensive stealth rock user of the team and an excellent wall breaker thanks to thick club,it also acts as a switch into tapu koko due to lightning rod.Mimikyu is the set up sweeper of the team and fairium z set is used.Gengar is the cleaner of the team thanks to its great speed and good special attack stat.Jellicent and Mega Sableye provide the team some defense by checking threats and acting as walls to sponge attacks.
NGL I haven't played with any ghost teams like this so I'm going to reserve judgement until I play around with the build more.

But at the outset, the Mega Sableye and Jellicent sets seem at odds with the H.O. nature of Froslass, and if this is offensive then you'll want to run at least 204 Speed on Alola Marowak to outrun Skarmory and other junk. Also Ghostium-Z > Fairium Z on Mimikyu.

I'll circle back to this submission and re-evaluate after some testing, but make the above changes in the meantime.


HYPER-OFFENSE ICE

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hidden Power [Fire]
- Freeze-Dry
- Ice Beam
- Surf

Articuno @ Life Orb
Ability: Snow Cloak
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Ice Beam
- Hurricane
- Roost
- Agility

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

Sandslash-Alola @ Groundium Z
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Icicle Crash
- Earthquake
- Rapid Spin

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Endeavor
- Stealth Rock

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power
Lapras! The Water and Fire counters, Steel and Mega Scizor counter, general semi-tank, and staple of any good Ice team. This Lapras comes armed with some snazzy Choice Specs to ensure maximum damage potential, as well as some nice STAB. Surf is reliable against non-resisters, and Ice Beam does the same but Ice-type. Freeze-Dry acts as the Water-type counter move, and HP Fire is used against those darn Mega Scizors.

Articuno! This little birdie and his majestic tail serve as a setup sweeper and one of the team's anti-Fighting and anti-Mega Venusaur methods. With respectable bulk and a reasonable Special Attack when coupled with a Life Orb, this thing can take care of most Fighting threats at +2 Speed from Agility, and sports an even 50/50 chance to OHKO Mega Venusaur with 232 HP / 252 SpD (which few teams run, anyhow). The cherry on top is Snow Cloak, which can be incredibly annoying to Focus Blasters, Stone Edgers, Fire Blasters, and more. This set is nonstandard, but it works wonders with a hyper-offense team.

Alolan Ninetales! Ninehails here is this team's setup man and a staple of any good hail team. Boasting both Snow Warning and Aurora Veil alongside a high Speed stat among non-sweeper leads, Ninehails can set up de facto dual screens for eight turns before switching out to one of the team's two hail sweepers. Either a Light Clay (standard) or an Icy Rock can be used to extend the duration of the damage reduction or the hail (for the hail sweepers), respectively. Also, Encore works wonders against known Stealth Rockers to snag a free switch.

Alolan Sandslash! Slush Rush (fun to say, isn't it?) makes Snowslash the primary sweeper (except against Fire teams). With neutral damage from both Rock and Steel moves, as well as moves of its own to take care of these threats, Snowslash is the catch-all counter and spends the most time on the field in an ideal scenario. Iron Head and Icicle Crash act as STABS, while Earthquake is an anti-Steel measure, and Tectonic Rage can 2HKO a max-Defense Toxapex (preceded or followed by standard Earthquake). Finally, since hazards are a massive threat to an Ice team, Snowslash takes on Avalugg's usual role as the Rapid Spinner of the team, especially given his neutral damage from Stealth Rock and the speed boost allowing at least a Rapid Spin before going down.

Mamoswine! Fire counter, Rock counter, Steel check, revenge killer, hazard setter, and tankety-tank. Stealth Rock makes Mamo a common lead, sharing the spot with Ninehails. STAB Earthquake can devastate offensive Steel, Fire, and Rock types, and STAB Ice Shard makes him a potent revenge killer as well. The Focus Sash and Endeavor can be a one-time counter to setup sweepers when followed by an Ice Shard, too.

Black Kyurem! The reason Ice teams still have a leg to stand on, everything about Choice Scarf Kyurem-B screams "wincon." Scarf Kyurem is a necessity for Ice teams as a formidable threat who can come in at any time and clean house against all but fellow Choice Scarfers and a few select Megas (Aerodactyl and Alakazam in particular). Black Kyurem is frequently used for late-game sweeps with Outrage, but if you have Pokemon to spare, he can be sent out early and recalled to ease the post-carnage confusion and pivot him right back in with a free switch. Ninehails works well for this, because late-game, he should be at low health, but can also get an Aurora Veil up against slower sweepers or walls. Kyurem comes armed to the teeth with STAB Outrage, Fusion Bolt, Ice Beam (countering Mega Venusaur with Teravolt), and Earth Power for maximum coverage. He is your ace in the hole. Use him wisely, and then sit back and watch the magic happen.
Alright, so there's a lot to unpack.
  • Life Orb > Choice Scarf for Kyurem-B, as Scarf Kyu-B + Alolan Sandslash is somewhat redundant, since they hit about the same speed tier for revenge killing. The Life Orb set offers your team a potent wallbreaker.
  • Jolly > Adamant on Alola Sandslash, as it hits a crucial speed tier for outrunning Base 100 scarves like Victini.
  • Life Orb > Groundium Z on Alolan Sandslash, as without Swords Dance any Z-move, let alone Z-Earthquake, is going to hit like a wet noodle off of Sandslash's mediocre 100 atk.
  • Hydro Pump > Ice Beam on Lapras as your strongest STAB attack, and Ice Beam really isn't doing anything that Surf or Freeze Dry don't already handle.
Finally, get rid of Life Orb Agility Articuno. That is hot garbage, frankly. Some alternatives for that teamslot include Waterium Z Cloyster or Life Orb Weavile.

Make these changes and I'll re-evaluate, but as of now this team is rejected.


OFFENSIVE ELECTRIC
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]

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

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

Xurkitree @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Energy Ball
- Tail Glow
- Hypnosis

Raichu-Alola @ Choice Specs
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Psychic
- Focus Blast
- Surf

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Metal Sound
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch
Tapu Koko! A staple of any Electric-type team, this speedy little guy can sweep late-game, but is mostly used to gain momentum with Volt Switch. He can also be used to revenge-kill (and often pivot right into another attacker). His most rewarding quality, however, is his ability, which sets up two out of this set's three sweepers with terrain, particularly Raichu.


Alolan Golem! Electric's best Stealth Rock setter will always have a place on this team as its dedicated (for the most part) lead and tankety-tank. Galvanize is extremely helpful, allowing for a base-110 STAB attack, which can do a good amount of damage to most leads. Additionally, since he usually comes in to set and then hops back out in favor of Tapu, he can be used late-game to clean up a lil.

Zapdos! Everybody hates tanks and everybody hates hazard removers, so Zapdos packs both into a flashy yellow thunderbird. He is primarily used to avoid ground-type attacks and prevent the primary sweepers getting killed, but he can take a few hits and return fire fairly well, especially on Electric Terrain. Roost keeps him healthy and also mitigates Flying weaknesses, because reading Roost isn't particularly common. The EVs given allow him to outspeed most common tanks, too.

Xurkitree! Imagine a slightly-skewed-in-your-favor coin flip, and if you win the toss, you automatically win the battle, more or less. That is Z-Hypnosis Xurkitree. Put the opponent to sleep and raise your speed, then use Tail Glow, then wreck house with +3 Thunderbolt and Energy Ball (for the Ground-types) while Beast Boost rewards you for each new victim. Xurk is also surprisingly bulky, and can take most mid-power attacks from non-setup-sweepers that Hypnosis misses. The drawback to this is Hypnosis's 60% accuracy rate, and the fact that he has to wait for Electric Terrain to end before he can set up. The second bit is easily worked around, but the first bit plus the chance of the opponent waking up on the Tail Glow turn puts this strategy's effectiveness at just above 50%. However, when it works, it's almost a guaranteed win. Except against Grass teams.

Alolan Raichu! Frail and slow, he doesn't amount to much at first-- but when switched in with Electric Terrain up, his blistering speed plus some snazzy Choice Specs let him sweep with ease. His moveset allows for maximum STAB and coverage. The only downside is he can have trouble wall breaking, because his Special Attack is low enough that Specs only make up the difference, not turn him into a god. The Electric Terrain helps too, though.

Magnezone! This guy isn't on a ton of Electric teams, but he can certainly get the job done as a bulky sweeper and slow pivot. He shares the main pivoting role along with Tapu Koko, where Koko pivots on switches and revenge kills, and Magnezone pivots on powerful non-Ground-type hits. However, his main role is that of a setup man and phazer due to Metal Sound. Although it's an unconventional phazing move, the -2 Special Defense can force switches quite often, because a Metal Sound followed by a slow pivot into Tapu Koko almost always seals the fate of all but the sturdiest walls, and turns any of the other offensive threats on this team into formidable wallbreakers. It also acts as a stallbreaker, because continued Metal Sounds can eventually make a staller crack under the threat of a switch and quick finish.
You have a strange trend of putting together mostly solid teams with one ridiculous, out-of-place meme set that undermines the whole thing, Metal Sound Magnezone in this case.

Metal Sound Magnezone is simply bad, just replace it with the standard Specs / Air Balloon Magnet Pull set with Hidden Power [Fire] and Flash Cannon for trapping Excadrill and Ferrothorn and 2HKOing Mega Venusaur.

There is also the pressing issue that your team lacks a Rotom-Wash, one of the basic staples of Electric teams. You'll need to drop either Xurkitree or Magnezone to fit it.

Some other small nitpicks include Life Orb > Choice Specs on Raichu-A or if you must run specs, Volt Switch > Surf or Focus Blast so that you can pivot out of threats like Alola Muk. Also I'd just change Zapdos to the standard SpD spread, 248 HP / 196+ SpD / 64 Spe.

This team is rejected.
 
#54
Balanced Dark


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- 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 @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Thunder Wave

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

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

Hydreigon: Hydreigon is our Choice Scarfer and best speed control option. Draco Meteor is the most powerful Dragon STAB at its disposal. Dark Pulse is the go-to Dark STAB. Flamethrower is important coverage in order to hit Steel types like Ferrothorn, Celesteela, and Mega Scizor. Finally, U-turn is used to provide momentum for the team.

Mega Sableye: Mega Sableye is a vital part of the team's defensive core, with its Fighting immunity and fantastic ability in Magic Bounce, which can reflect hazards right back at the opponent. Knock Off is used to remove items and make Normal's Eviolite core easier to deal with. Foul Play is used to deal with physical sweepers like Mega Pinsir, Mega Scizor, and Gyarados. Will-O-Wisp lets it cripple threatening physical attackers like Excadrill and Mamoswine. Lastly, Recover is essential for its sustain.

Mandibuzz: Mandibuzz is absolutely essential to just about any Dark team, and on this team, it serves as the hazard remover and secondary physical wall. Defog is needed for hazard removal. Roost is mandatory for sustain. Foul Play is important for handling physical setup sweepers such as Gyarados, Mega Scizor, and Mega Pinsir. Lastly, Toxic is used to wear down tanks that don't have reliable sustain, like Swampert, Armaldo, and Torkoal. However, Taunt can also be used to stop Mega Venusaur, Ferrothorn, and Celesteela from Leech Seeding. The 16 EVs in Speed are important to outspeed max Speed Azumarill and KO it with Foul Play as it tries to set up with Belly Drum.

Tyranitar: Tyranitar is one of our main special sponges, as well as the Stealth Rock setter. Rock Slide is used over Stone Edge due to being more consistent, and since Tyranitar isn't supposed to deal heavy damage, Stone Edge isn't needed. Thunder Wave helps to slow down special setup sweepers like Magearna and Mew. Earthquake is the coverage option used to deal with Heatran and Magnezone. However, Fire Blast can be ran in order to hit Skarmory and Ferrothorn.

Alolan Muk: Alolan Muk is our second special sponge, as well as our switch-in to Fairy types like Tapu Fini, Clefable, and Tapu Koko. Poison Jab is used as the Poison STAB over Gunk Shot due to its consistency and very large chance to poison alongside Poison Touch. Knock Off is helpful for removing items and making Chansey and Porygon2 easier to deal with. Pursuit is important for removing Psychic types and Ghost types like Alolan Raichu, Mega Alakazam, Meloetta, and Gengar. Lastly, Fire Blast is used to take on Ferrothorn and Forretress. But Shadow Sneak is another option to go with in order to revenge kill weakened threats.

Greninja: Greninja is the other form of speed control for the team. Hidden Power Fire is mainly to hit Magearna, but it also hits Ferrothorn and Mega Scizor. Ice Beam is important to hit Ground and Dragon types like Landorus, Garchomp, and Dragonite. Gunk Shot is for Fairies like Clefable, Azumarill, and Tapu Fini. Lastly, Hydro Pump is used as its most powerful attack, capable of hitting Fire types like Heatran and Victini, as well as Ground types that aren't threatened by Ice Beam such as Mamoswine and Mega Steelix. However, there could be many other potential options that can work. U-turn can be used to provide momentum to the team. Extrasensory lets you hit Fighting types like Keldeo and Terrakion, as well as Poison types like Mega Venusaur and Toxapex.



Edit: Implemented the changes
 
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#55
Offensive Fire (Mega Charizard X)








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
- Stone Edge

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

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Volt Switch
- Overheat

Mega Charizard X: Mega Charizard X is setup sweeper for the team. With the support offered by Torkoal and Rotom Heat, Mega Charizard X is able to completely wipe away balanced teams. Flare Blitz is the strongest Fire STAB it has access to, but be careful when using it at low health, since it racks up a lot of recoil. Fire Punch is an option over Flare Blitz to avoid the recoil problem, but comes at the cost of not being able to 2HKO Hippowdon and Mandibuzz. Dragon Claw is our most consistent Dragon STAB. Dragon Dance is needed in order to sweep late game. Lastly, Earthquake is the coverage option of choice to hit Heatran, Tapu Koko, and Toxapex. Thunder Punch is an alternative in order to hit Fairy types like Azumarill and Tapu Fini, but Earthquake hits more important targets.

Torkoal: Torkoal compresses lots of different roles for the team: hazard setter, hazard remover, physical sponge, and sun setter with Drought. The 248 EVs in HP minimizes the damage taken from Stealth Rock, which is very important for Torkoal. Heat Rock is used to increase the duration of the sun, but Leftovers is another option for passive sustain. Lava Plume is the Fire STAB of choice due to its nice burn chance. Stealth Rock is vital for just about any Monotype team. Rapid Spin is essential for removing Stealth Rock and other hazards. Lastly, Yawn is used to stop setup sweepers like Volcarona and Mew, as well as to give Mega Charizard X a better setup opportunity.

Volcarona: Volcarona functions as our special setup sweeper that takes great advantage of Rotom Heat's screens. The Firium Z is absolutely amazing for firing off an insanely powerful Inferno Overdrive, especially in sun. Quiver Dance is the mandatory setup move. Fire Blast is the Fire STAB used for its incredible immediate power that Fiery Dance doesn't have. Giga Drain is essential coverage in order to hit Water and Ground types like Swampert and Hippowdon. Lastly, Bug Buzz is used to target Dark types like Hydreigon, as well as bulky Psychic types, specifically the Lati twins.

Infernape: Infernape is our best form of speed control, as well as our check to fast threats like Nihilego, Greninja, and Mega Sharpedo after a +1. Flare Blitz is the best Fire STAB to have. Close Combat is the strongest Fighting STAB. U-turn offers momentum to the team, as well as forming a VoltTurn core with Rotom Heat. Lastly, Stone Edge is used to hit Flying types like Mega Charizard Y, Mantine, Salamence, and Gyarados.

Heatran: Heatran serves as a helpful stallbreaker and secondary check to Nihilego. Magma Storm, while it has terrible accuracy, is needed to trap hazard removers/hazard setters like Mandibuzz, Armaldo, and Shuckle. Taunt is used to shut down these tankier Pokemon to make sure they can't set up or remove hazards. Earth Power is needed to hit Nihilego, Toxapex, and Alolan Golem. Lastly, Flash Cannon is used as our Steel STAB, allowing it to hit Rock types that aren't threatened by Earth Power such as Mega Aerodactyl, Shuckle, and Cradily.

Rotom Heat: Rotom Heat is our switch-in to special attackers like Tapu Koko, Alolan Raichu, and Mega Charizard Y, as well as our screens setter. The 248 EVs in HP are to minimize Stealth Rock damage. Light Screen and Reflect makes the entire team take half from both physical and special attacks, and with the Light Clay, they have increased duration, giving Mega Charizard X a safer setup opportunity, as well as giving Torkoal better opportunities to put up Stealth Rock, remove Stealth Rock, or put something to sleep with Yawn. Volt Switch is important for providing momentum, and forming the VoltTurn core with Infernape. Lastly, since it doesn't have access to Flamethrower or any other reliable Fire type attacks, Overheat is the only option.



Edit: Implemented the changes

Edit: Implemented second set of changes
 
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Harpp

formerly Alpha-Harpreet
#56
Bulky Normal Team

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

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

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

Staraptor (F) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Brave Bird
- Close Combat
- Roost
- Defog

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Roost

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

Overview:
This is a bulky normal team revolving around the fat core of chansey+p2+staraptor and ditto. This core wears down teams easily as it can constantly check a lot of threats in monotype metagame. The team has a powerful wall breaker in diggersby as it has immense wallbreaking potential with a choice band set. Mega pidgeot on the other hand makes match ups such as fighting and steel a lot easier with its coverage and good speed.
: Thanks to huge power, Diggersby is a very good wall breaker capable of two hit knocking out the entire mmonotype metagame with appropriate moves. Choice banded diggersby on the team opens up walls with its normal and ground stab moves. Fire punch is used for pokemon like skarmory,celesteela and so on which are 2hko by it. Quick attack helps in picking off a weakened pokemon or in revenge killing/cleaning late game.
: Chansey provides invaluable support to the team by setting up stealth rock which helps in pressuring teams and gradually wearing them down,Sponging special hits thanks to its very good special bulk and absorbing status moves for the teams thanks to natural cure ability. Toxic allows chansey to put a wall or set up sweeper on a timer. Softboiled helps in sustaning and stalling with toxic. Most normal teams are weak to defensive set up sweepers such as calm mind slowbro mega and so toxic is very useful.Siemsic toss helps in not making chansey a total taunt bait.
: Porygon2 with eviolite has exceptional physical bulk, letting it to sponge most physical attackers for the team. Ice beam on the set helps vs flying,dragon and ground types taking out pokemon such as landorous,gliscor,dragonite and so on. Foul play deals with set up sweepers such as scizor which is threatening to the team. Thunder wave puts a stop to speedy mons and helps in spreading paralysis. Laslty recover is for sustain so that porygon2 can check threats consistently.
:Defensive staraptor with intimidate provides the team the ability to pivot and force out on physical attackers and to clear off hazards with defog. Brave bird hits decently hard even when uninvested and close combat is used to take out pokemon such as heatran,ferrothorn,excadrill etc. Roost for longevity. 16 speed evs allows it to outspeed base 70 neutral speed pokemon such as breloom.
:Porygon z on the team is a great late game sweeper as it uses the z conversion set which effectively gives it +1 in all of its stats and changes it typing to ghost, ghost is a great offensive typing and paired with thunderbolt and ice beam, it has great offensive coverage helping in matches such as psychic,flying,dragon,ghost and fighting.
: Mega pidgeot with its good speed and special attack helps in decimating fighting teams as it outspeed every pokemon on mono fighting teams bar scarf terrakion. As for the moveset,Hurricane does good damage to anything that is not a special wall. It also has nifty 30% chance to confuse the foe. Heatwave deals with steel types such as bisharp,ferrothorn etc. U-turn is to keep momentum and to do chip damage on potential switch ins. Roost is for longevity.


Edit: Updated with changes.
Edit: Updated
 
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#57
Offensive Psychic











Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Def
- Psychic
- Focus Blast
- Shadow Ball
- Counter

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

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 @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Surf

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

Meloetta @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- U-turn

Alakazam: Alakazam is our reliable blanket check to a numerous amount of physical threats like Bisharp, Mega Sharpedo, Alolan Muk, the list goes on and on. Psychic is the STAB of choice due to its solid damage. Psyshock can be an alternative to hit Pokemon like Chansey and Seismitoad harder. Focus Blast is vital coverage in order to hit Steel types like Excadrill and Heatran, as well as Dark types like Greninja and Hydreigon. Shadow Ball is used to hit opposing Psychic types like Victini and Latios harder, as well as hitting Ghost types like Alolan Marowak and Doublade. Lastly, Counter is the most important move, being able to check the aforementioned Alolan Muk, as well as threatening Scarfers like Garchomp and Salamence.

Victini: Victini is essential to any offensive Psychic team, and on this one, it serves as a Choice Banded physical wallbreaker. V-Create is Victini's best Fire STAB, but it'll usually only be used once whenever it comes out due to its side effect of cutting its defenses and Speed. Bolt Strike is important coverage for hitting Water types like Pelipper and Mantine, as well as Flying types like Mega Charizard Y. U-turn is for providing momentum to the team. Lastly, Trick is to cripple physical walls like Slowbro and Toxapex.

Mew: Mew is the setup wincon for the team. With Deoxys-Speed's screens, Mew can set up with Nasty Plot and Rock Polish and proceed to sweep. Psychic is needed in order to use Genesis Supernova with the Mewnium Z, which summons Psychic Terrain and gives Mew an immunity to Sucker Punches and Shadow Sneaks. Focus Blast is definitely the best coverage option, allowing it to hit Steel and Dark types like Heatran, Ferrothorn, Bisharp, and Hydreigon.

Latios: Latios is our special wallbreaker. 29 IVs in HP is used to minimize Life Orb damage. Draco Meteor is the strongest Dragon STAB. Psyshock is the STAB of choice due to hitting special walls like Mantine and Chansey much harder. But Psychic is still a nice option for hitting physical walls harder, like Torkoal and Swampert. Roost is used for reliable sustain, which is really good considering its decent natural special bulk and good defensive typing. Lastly, Surf is used to hit Fire and Ground types like Heatran, Excadrill, Landorus, and Hippowdon.

Deoxys-Speed: Deoxys-Speed is the Stealth Rocker and screens setter for the team. With Light Screen and Reflect, Deoxys Speed can grant Mew a safer setup opportunity. Taunt is used to stop opposing hazard setters like Cobalion and Hippowdon. However, Knock Off can also be used to remove Chansey and Porygon2's Eviolites.

Meloetta: Meloetta is our main form of speed control, as well as our switch in to Ghost type attacks. Psyshock is used to hit Chansey and Clefable for more damage. But Psychic can also be used to hit Buzzwole and Swampert harder. Focus Blast is essential for hitting Steel types like Heatran and Ferrothorn. Shadow Ball is important for hitting opposing Psychic types like Mega Alakazam and Mew, as well as Ghost types like Mimikyu and Alolan Marowak. Lastly, U-turn is for providing momentum to the team. However, Dazzling Gleam can also be used to hit Dark types like Mandibuzz and Mega Sableye.



Edit: Implemented the changes

Edit: Implemented second set of changes
 
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#58
Offensive Fire (Mega Charizard Y)







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

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

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 Y: Mega Charizard Y is one of our main special wallbreakers. It also serves as a helpful Ground immunity. Fire Blast is the main Fire STAB due to its incredible power. However, Flamethrower can be used instead for more consistency. Solar Beam allows it to target Water and Ground types like Swampert, Seismitoad, and Slowbro. Focus Blast is important for hitting Heatran, as well as Dark types like Hydreigon and Tyranitar. Lastly, Defog is used to remove Stealth Rock, which greatly hinders Mega Charizard Y.

Victini: Victini is our main physical wallbreaker. V-Create is an essential form of STAB, especially when boosted by Torkoal and Mega Charizard Y's Drought. Bolt Strike is essential coverage for hitting Water types like Mantine and Tapu Fini. U-turn is great for providing momentum to the team. Lastly, Trick is a nice item for crippling physical walls like Hippowdon and Porygon2.

Volcarona: Volcarona functions as our special setup sweeper. The Firium Z allows it to fire off an insanely powerful Inferno Overdrive, especially in sun. Quiver Dance is the mandatory setup move. Fire Blast is the Fire STAB used for its incredible immediate power that Fiery Dance doesn't have. Giga Drain is essential coverage in order to hit Water and Ground types like Swampert and Hippowdon. Lastly, Bug Buzz is used to target Dark types like Hydreigon, as well as bulky Psychic types, specifically the Lati twins.

Torkoal: Torkoal compresses lots of different roles for the team: hazard setter, hazard remover, physical sponge, and sun setter with Drought. The 248 EVs in HP minimizes the damage taken from Stealth Rock, which is very important for Torkoal. Heat Rock is used to increase the duration of the sun, but Leftovers is another option for passive sustain. Lava Plume is the Fire STAB of choice due to its nice burn chance. Stealth Rock is vital for just about any Monotype team. Rapid Spin is essential for removing Stealth Rock and other hazards. Lastly, Yawn is used to stop setup sweepers like Volcarona and Mew.

Infernape: Infernape is our main form of speed control. Flare Blitz is the best Fire STAB to have. Close Combat is the strongest Fighting STAB. Stone Edge is important for hitting Flying types like Mega Charizard Y, Mantine, Salamence, and Gyarados. Lastly, U-turn is to generate momentum for the team.

Heatran: Heatran serves as a helpful stallbreaker and secondary check to Nihilego. Magma Storm, while it has terrible accuracy, is needed to trap hazard removers/hazard setters like Mandibuzz, Armaldo, and Shuckle. Taunt is used to shut down these tankier Pokemon to make sure they can't set up or remove hazards. Earth Power is needed to hit Nihilego, Toxapex, and Alolan Golem. Lastly, Flash Cannon is used as our Steel STAB, allowing it to hit Rock types that aren't threatened by Earth Power such as Mega Aerodactyl, Shuckle, and Cradily.



Edit: Implemented the changes

Edit: Implemented second set of changes
 
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#59
Offensive Ice

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

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Ice Shard
- Roar
- Stealth Rock

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Hidden Power [Fire]

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Stone Edge
- Icicle Crash

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

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Mirror Coat
- Rapid Spin
- Recover
Alolan Ninetales works as the hail setter for this team. With its great Speed tier and part Fairy typing, it can outspeed and take down many Fighting type threats like Mega Medicham, Keldeo,and Buzzwole. It provides fantastic support with Aurora Veil, giving the entire team better survivability, and with a Light Clay, these effects will last for 8 turns. Moonblast is a strong, reliable Fairy STAB. Freeze Dry is used over Blizzard in order to hit Water types such as Swampert, Mantine,and Toxapex. And for the final move, Nasty Plot or Encore are good options. Nasty Plot is an option that can allow it to set up and beat Calm Mind Mega-Sableye before it becomes a major issue, while also giving you more power against bulkier Water types such as the aforementioned Toxapex and Mantine, as well as Tapu Fini.However, Encore is used to disrupt opposing hazard leads/annoying walls.

Piloswine is our Stealth Rocker, and with the Eviolite, it also functions as a special sponge for the team. It can switch in reliably against threats like Nihilego and Heatran and remove them with Earthquake. Earthquake is Piloswine's most reliable Ground STAB. Ice Shard gives you a priority move that can be used to remove a weakened opponent. Stealth Rock helps out immensely in matchups like Fire and Bug, and Roar is used to phase out setup sweepers like Volcarona and Mew.

Lapras is the special wallbreaker and designated Mega Scizor check for the team. Hydro Pump is its most powerful Water STAB, capable of 2HKOing Mega Sableye and Mew, as well as tearing through quite a lot of other neutral targets. Surf is ran alongside it for consistency when Hydro Pump's power isn't needed. Freeze Dry is the preferred Ice STAB, allowing it to break through Water types like Mantine and Toxapex. Lastly, Hidden Power Fire is extremely important for checking Mega Scizor, as well as removing Ferrothorn.

Mamoswine serves as a powerful late-game cleaner with a Choice Scarf. Earthquake is its strongest and most reliable Ground STAB. Icicle Crash is its most powerful Ice STAB. Superpower allows you to tear through Chansey and Porygon2 once Weavile removes their Eviolites. And finally, Stone Edge allows it to take down Mega Charizard Y and Volcarona.

Kyurem-Black is the main physical wallbreaker for the team. Fusion Bolt lets it hit Water types like Mantine and Tapu Fini. Outrage is its strongest STAB, capable of not only breaking through lots of special walls like Chansey, but it can also 2HKO physical walls like Porygon2 and Mandibuzz. Ice Beam is its most reliable Ice STAB, mainly to deal with Mega Venusaur, which is a major nuisance to the team. Lastly, Earth Power helps it beat Heatran and Magnezone.

Avalugg fills the very important role as a physical sponge/hazard remover for the team. It's your safest switch in against threatening Scarfers like Excadrill and Heracross. The Rocky Helmet lets you deal chip damage against these physical threats. Recover is essential, as it gives Avalugg a form of reliable sustain. Rapid spin is also a very important asset in removing hazards such as Stealth Rock and Sticky Web. Avalanche is a strong Ice STAB that allows it to chip down frail physical attackers even further. And finally, Mirror Coat is used to remove powerful special wallbreakers like Mega Charizard Y, Xurkitree, Volcarona, and Manaphy.

Edit: Implemented the changes
Approved and added to the Archive.


Offensive Sandless Ground

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

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Dragon Tail
- Earthquake

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

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

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Stone Edge

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Reversal
- Memento
Landorus-Therian is the late-game sweeper for this team utilizing the potent Double Dance set. With fantastic coverage in Earthquake+Stone Edge, not much will be able to resist it. The Rockium Z allows you to break through threats such as Skarmory, Celesteela, Mega Slowbro, and Gliscor after a +2.

Mega Steelix serves as our Stealth Rocker/solid physical tank. Toxic is used to slowly wear down opposing hazard setters like Swampert and Hippowdon. Dragon Tail is used for phasing and racking up damage on the opponent's team. Heavy Slam is your best Steel STAB, allowing you to counter threats such as Alolan Ninetales and Choice Scarf Tapu Bulu.

Nidoking functions as the special wallbreaker for the team. Earth Power is its best Ground STAB. Flamethrower is used to deal with Steel types like Mega Scizor, Ferrothorn, and Forretress. Ice Beam allows you to take down bulky Garchomp, Dragonite, and Zapdos. Lastly, Sludge Wave is used to remove Fairy types like Tapu Fini, Tapu Bulu, Clefable, and Azumarill.

Seismitoad plays a crucial role as the Water immunity for the team. It also operates as a decent switch in to special attacks with its Assault Vest. 176 EV's with a Timid nature makes sure that you outspeed Adamant Tapu Bulu and OHKO with Sludge Wave. Sludge Wave also helps it check Azumarill and prevent it from setting up a Belly Drum safely. Scald is the preferred Water STAB thanks to its burn chance, and Earth Power is the preferred Ground STAB. The final move is Knock Off to help deal with Normal's Eviolite core more easily, as well as removing the passive recovery off of other walls in general.

Garchomp is our Scarfer and check towards threats such as Mega Charizard Y, Volcarona, and Kyurem Black. Outrage and Earthquake are the preferred STABs. Fire Blast allows it to hit Mega Scizor, Ferrothorn, and Skarmory. Stone Edge allows it to take on the previously mentioned Mega Charizard Y and Volcarona easily.

Dugtrio with Focus Sash is very important for trapping and removing threats such as Greninja, Victini, and Alolan Raichu. Earthquake is the best Ground STAB it has access to. Reversal, when the Focus Sash is activated, lets it hit Ferrothorn for one final hit before dying to Iron Barbs, as well as removing Greninja in a single hit after it goes for Ice Beam. Memento can be used to cripple an opponent so that Landorus-Therian can be granted an opportunity to set up and sweep. Sucker Punch is used to deal some damage against faster revenge killers like Scarf Gengar, Latios,and Alolan Raichu.

Edit: Implemented the changes
Added to the Archive.


Offensive Dark

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

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

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 176 Def / 80 Spe
Impish Nature
- Earthquake
- Knock Off
- Taunt
- Stealth Rock

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

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

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Gunk Shot
- Knock Off
- Pursuit
- Fire Blast
Mega Sharpedo is the late-game cleaner for the team. Protect is used to safely get the boost in Speed before Mega Evolving. Crunch is your best Dark STAB that also gets some added power thanks to Strong Jaw after Mega Evolving. Psychic Fangs, like Crunch, is also boosted by Strong Jaw and is its best coverage option for dealing with Mega Venusaur, Toxapex, and non-Scarf Keldeo. Waterfall is its best physical Water STAB that also has a flinch chance. However, Hydro Pump can be used over it with a Naive nature in order to 2HKO walls like Skarmory and Hippowdon.

Greninja serves as the speed demon and revenge killer for the team. Hydro Pump lets it hit key threats such as Scarf Infernape, Terrakion, and Adamant Excadrill in the sand. Gunk Shot allows it to hit Fairies such as Tapu Koko, Tapu Fini, Azumarill, and Clefable, as well as 2HKOing Mega Charizard Y while also resisting the Solar Beam and/or Focus Blast that it tries to strike back with. Ice Beam can handle Ground and Dragon types like Landorus Incarnate, Landorus Therian, Garchomp, Dragonite, and Hydreigon. And for the last move, U-turn is used to pivot out into either Mandibuzz to soak up a hit, or to give momentum to your wallbreakers.

Krookodile is our Stealth Rocker as well as our switch in to Stone Edges and Volt Switches. 80 EV's in Speed allow it to outspeed Adamant base 70's such as Bisharp. Earthquake is your most reliable Ground STAB. Knock Off is your most reliable Dark STAB that can help deal with certain tanks by removing their passive recovery. Taunt is also extremely helpful against tankier pokemon, since it can stop them from going for status moves/hazards, leaving them vulnerable to your 2 main wallbreakers.

Mandibuzz is the main physical sponge for the team, offering a very important Fighting neutrality as well as hazard removal with Defog. Roost is essential for its reliable sustain. Foul Play is used to punish physical setup pokemon like Gyarados, Salamence, Mega Scizor, and Mega Pinsir. Finally, U-turn allows Mandibuzz to provide momentum for the team, especially after removing troublesome hazards.

Hydreigon fills the role as our special wallbreaker. Dark Pulse is our reliable Dark STAB. Draco Meteor is the Dragon STAB over Dragon Pulse for the extra power, even if it isn't as spammable. Flamethrower helps to remove Ferrothorn, Scizor, Celesteela, and Skarmory. However, Fire Blast can be used over Flamethrower in order to guarantee the OHKO on Magearna from full, but at a cost of accuracy and reliability. And for the final move, Flash Cannon is used to hit certain Fairies like Clefable and Mimikyu. However, Earth Power can also be used to deal with Heatran, Nidoking, and Nihilego.

Alolan Mukk is the special sponge for the team, capable of switching into most Fairy types like Clefable and Tapu Koko. Gunk Shot is the Poison STAB used over Poison Jab due to being able to always OHKO Tapu Koko, as well as guaranteeing the 2HKO on Clefable and Tapu Fini. Knock Off is Alolan Muk's best STAB, allowing it to remove items from tankier Pokemon like Swampert and Torkoal, as well as making Chansey and Porygon2 easier to handle. Pursuit is necessary in order to trap Alolan Raichu, which is an extreme threat to the team, as well as trapping many other Psychic types like Mega Alakazam, Latios, and Meloetta, while also trapping Gengar. Lastly, Fire Blast is used to make sure it isn't a sitting duck against Mega Scizor, Ferrothorn, Skarmory, and Forretress. However, Shadow Sneak can also be ran for priority, and to get off revenge kills if a sweeper is weakened enough.

Edit: Implemented changes
I'm still not comfortable with this build.

Bluntly put, this submission initially made use of a specific offensive core I rmt'd a month ago (Scarf Greninja, Specs / LO Hydreigon, Band Tyranitar), but that core only really works well with the balanced backbone provided by Mandibuzz, Krookadile (or potentially Bisharp), and Alola-Muk. The build really doesn't have room for Mega-Sharpedo, unfortunately, and you trying to fit it on is exposing the team to new weaknesses. Getting rid of Alola-Muk in your initial submission made the team far too susceptible to special wallbreakers like Tapu Koko or Greninja as well as Fairy-types, while getting rid of Tyranitar to fit it on in your revised submission cuts out the build's pivotal wallbreaker and undermines a large part of the squad's offensive pressure.

At this point, you might be asking why I didn't just post my dark team myself?

Honestly I'm not sure it' suitable for this thread to begin with. The team is pretty unconventional, as most Dark teams right now are either H.O. or Balance, and this build strikes a balance between them.

As of now the team is rejected.


Balanced Dark

Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Superpower

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Snarl
- Recover

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

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Thunder Wave

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Gunk Shot
- Knock Off
- Pursuit
- Fire Blast

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power [Fire]
- Ice Beam
- Gunk Shot
- U-turn
Krookodile is the late-game cleaner that also offers some defensive benefits such as an Electric immunity and Rock resist. Earthquake is the standard Ground STAB. Knock Off is the Dark STAB that can also remove items and make Chansey and Porygon2 easier to deal with. Stone Edge is used to hit Mega Charizard Y, Zapdos, and Mantine. Lastly, Superpower is for Chansey and Porygon2, as well as Ferrothorn, Hydreigon, and Air Balloon Pokemon like Heatran and Magnezone.

Mega Sableye is a vital part of the team's defensive core, with its Fighting immunity and fantastic ability in Magic Bounce, which can reflect hazards right back at the opponent. With Calm Mind and Snarl, as well as bouncing back any Thunder Wave, Toxic, or Will-O-Wisp that comes its way, Mega Sableye can serve as a threatening win condition. Calm Mind and Snarl are its main tools as a win condition. Will-O-Wisp lets it cripple threatening physical attackers like Excadrill and Mamoswine. Lastly, Recover is essential for its sustain.

Mandibuzz is absolutely essential to just about any Dark team, and on this team, it serves as the hazard remover and secondary physical wall. Defog is needed for hazard removal. Roost is mandatory for sustain. Foul Play is important for handling physical setup sweepers that Mega Sableye can't beat, such as Gyarados, Mega Scizor, and Mega Pinsir. Lastly, Toxic is used to wear down tanks that don't have reliable sustain, like Swampert, Armaldo, and Torkoal. However, Taunt can also be used to stop Mega Venusaur, Ferrothorn, and Celesteela from Leech Seeding. The 16 EVs in Speed are important to outspeed max Speed Azumarill and KO it with Foul Play as it tries to set up with Belly Drum.

Tyranitar is one of our main special sponges, as well as the Stealth Rock setter. Rock Slide is used over Stone Edge due to being more consistent, and since Tyranitar isn't supposed to deal heavy damage, Stone Edge isn't needed. Thunder Wave helps to slow down special setup sweepers like Magearna and Mew. Earthquake is the coverage option used to deal with Heatran and Magnezone. However, Fire Blast can be ran in order to hit Skarmory and Ferrothorn.

Alolan Muk is our second special sponge, as well as our switch-in to Fairy types like Tapu Fini, Clefable, and Tapu Koko. Gunk Shot is the Poison STAB used over Poison Jab in order to always OHKO Tapu Koko, as well as always 2HKOing Clefable and Tapu Fini. Knock Off is helpful for removing items and making Chansey and Porygon2 easier to deal with. Pursuit is important for removing Psychic types and Ghost types like Alolan Raichu, Mega Alakazam, Meloetta, and Gengar. Lastly, Fire Blast is used to take on Ferrothorn and Forretress. But Shadow Sneak is another option to go with in order to revenge kill weakened threats.

Greninja is the other cleaner for the team. Hidden Power Fire is mainly to hit Magearna, but it also hits Ferrothorn and Mega Scizor. Ice Beam is important to hit Ground and Dragon types like Landorus, Garchomp, and Dragonite. Gunk Shot is for Fairies like Clefable, Azumarill, and Tapu Fini. Lastly, U-turn is to give momentum to the team. However, there could be many other potential options that can work. Hydro Pump lets you hit Fire and Rock types like Torkoal, Infernape, and Nihilego. Extrasensory lets you hit Fighting types like Keldeo and Terrakion, as well as Poison types like Mega Venusaur and Toxapex.
I'll start with the small suggestions:
  • Change Tyranitar's EV spread to something more standard, either (252 HP / 80 Def / 56 SpA / 120 SpD, Relaxed) if you're using Fire Blast over Earthquake or (252 HP / 80 Def / 176 SpD, Relaxed)
  • Hydro Pump > U-turn on Greninja, as it's valuable STAB for Dark teams to have access to as well as Greninja's most powerful attack
  • Poison Jab > Gunk Shot on Muk-Alola since you aren't using any Attack EVs the extra power won't grab any KOs that offset Jab's reliability
Now for the big suggestions...

Scarf Hydreigon > Scarf Krookadile
as your team's speed control and revenge killer as the power of Draco Meteor and various coverage options Hydre has access to make it a more effective offensive check for threats in the metagame while U-turn offers a valued source of momentum.

Utility Mega-Sableye > Calm Mind Mega-Sableye
as it's a more broadly effective set in this metagame and Calm Mind isn't reliable or even effective against most high-end types.

Make these changes and I'll re-evaluate.


Offensive Fire (Mega Charizard X)

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

Volcanion @ Grassium Z
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Earth Power
- Solar Beam

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
- Hidden Power [Ice]

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Volt Switch
- Overheat
Mega Charizard X is setup sweeper for the team. With the support offered by Torkoal and Rotom Heat, Mega Charizard X is able to completely wipe away balanced teams. Flare Blitz is the strongest Fire STAB it has access to, but be careful when using it at low health, since it racks up a lot of recoil. Fire Punch is an option over Flare Blitz to avoid the recoil problem, but comes at the cost of not being able to 2HKO Hippowdon and Mandibuzz. Dragon Claw is our most consistent Dragon STAB. Dragon Dance is needed in order to sweep late game. Lastly, Earthquake is the coverage option of choice to hit Heatran, Tapu Koko, and Toxapex. Thunder Punch is an alternative in order to hit Fairy types like Azumarill and Tapu Fini, but Earthquake hits more important targets.

Torkoal compresses lots of different roles for the team: hazard setter, hazard remover, physical sponge, and sun setter with Drought. The 248 EVs in HP minimizes the damage taken from Stealth Rock, which is very important for Torkoal. Heat Rock is used to increase the duration of the sun, but Leftovers is another option for passive sustain. Lava Plume is the Fire STAB of choice due to its nice burn chance. Stealth Rock is vital for just about any Monotype team. Rapid Spin is essential for removing Stealth Rock and other hazards. Lastly, Yawn is used to stop setup sweepers like Volcarona and Mew, as well as to give Mega Charizard X a better setup opportunity.

Volcanion serves as our special wallbreaker and Water immunity. It also works as a nice counter towards Pokemon that can give Mega Charizard X a hard time sweeping like Azumarill, Tapu Fini, and Slowbro. Fire Blast is the strongest Fire STAB, but Flamethrower is an alternative due to having more accuracy. Steam Eruption is the undisputed best Water STAB to have on it, having great power as well as a good burn chance. Earth Power is used to hit opposing Volcanions, as well as Toxapex and Torkoal in sun. Lastly, Solar Beam takes advantage of the prolonged sun turns offered by Torkoal in order to hit Water types like Azumarill, Tapu Fini, Slowbro, and Rotom Wash. The Grassium Z is used in order to beat these Water types in case the sun goes away or if Torkoal goes down.

Infernape is our best form of speed control, as well as our check to fast threats like Nihilego, Greninja, and Mega Sharpedo after a +1. Flare Blitz is the best Fire STAB to have. Close Combat is the strongest Fighting STAB. U-turn offers momentum to the team, as well as forming a VoltTurn core with Rotom Heat. Lastly, Earthquake is to hit Tapu Koko, opposing Infernape, Nihilego, and Toxapex.

Heatran serves as a helpful stallbreaker and secondary check to Nihilego. Magma Storm, while it has terrible accuracy, is needed to trap hazard removers/hazard setters like Mandibuzz, Armaldo, and Shuckle. Taunt is used to shut down these tankier Pokemon to make sure they can't set up or remove hazards. Earth Power is needed to hit Nihilego, Toxapex, and Alolan Golem. Lastly, Hidden Power Ice is used in order to check many Ground and Dragon types like Landorus-Therian, Garchomp, Dragonite, and Salamence, but you have to be careful about keeping your Air Balloon intact.

Rotom Heat is our switch-in to special attackers like Tapu Koko, Alolan Raichu, and Mega Charizard Y, as well as our screens setter. The 248 EVs in HP are to minimize Stealth Rock damage. Light Screen and Reflect makes the entire team take half from both physical and special attacks, and with the Light Clay, they have increased duration, giving Mega Charizard X a safer setup opportunity, as well as giving Torkoal better opportunities to put up Stealth Rock, remove Stealth Rock, or put something to sleep with Yawn. Volt Switch is important for providing momentum, and forming the VoltTurn core with Infernape. Lastly, since it doesn't have access to Flamethrower or any other reliable Fire type attacks, Overheat is the only option.
Looks pretty good, but a few changes.

Flash Cannon > Hidden Power [Ice] on Heatran as the Steel STAB is more reliable and broadly handy than hitting Landorus or Garchomp in a vacuum.

Volcarona > Volcanion as it makes excellent use of Rotom-Heat's screens and Volcanion isn't necessary to check Azumarill if you're good at keeping Stealth Rocks off the field. Volcarona's access to Quiver Dance and Giga Drain ends up making much more of an impact against Water teams anyways.

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Charizard-Mega-X in Sun: 144-171 (48.4 - 57.5%) -- 94.9% chance to 2HKO
252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. 0 HP / 0 Def Azumarill in Sun: 231-272 (67.7 - 79.7%) -- guaranteed 2HKO


Either Z-Move or Lum Berry would work well on this team IMO.

Make these changes and it's approved.


Bulky Normal Team

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

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

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

Staraptor (F) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- U-turn
- Roost
- Defog

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- U-turn
This is a bulky normal team revolving around the fat core of chansey+p2+staraptor and ditto. This core wears down teams easily as it can constantly check a lot of threats in monotype metagame. The team has a powerful wall breaker in diggersby as it has immense wallbreaking potential with a choice band set. Mega pidgeot on the other hand makes match ups such as fighting and steel a lot easier with its coverage and good speed.

Diggersby is a very good wall breaker capable of two hit knocking out the entire mmonotype metagame with appropriate moves. Choice banded diggersby on the team opens up walls with its normal and ground stab moves. Fire punch is used for pokemon like skarmory,celesteela and so on which are 2hko by it. Quick attack helps in picking off a weakened pokemon or in revenge killing/cleaning late game.

Chansey provides invaluable support to the team by setting up stealth rock which helps in pressuring teams and gradually wearing them down,Sponging special hits thanks to its very good special bulk and absorbing status moves for the teams thanks to natural cure ability. Toxic allows chansey to put a wall or set up sweeper on a timer. Softboiled helps in sustaning and stalling with toxic. Most normal teams are weak to defensive set up sweepers such as calm mind slowbro mega and so toxic is very useful.Siemsic toss helps in not making chansey a total taunt bait.

Porygon2 with eviolite has exceptional physical bulk, letting it to sponge most physical attackers for the team. Ice beam on the set helps vs flying,dragon and ground types taking out pokemon such as landorous,gliscor,dragonite and so on. Foul play deals with set up sweepers such as scizor which is threatening to the team. Thunder wave puts a stop to speedy mons and helps in spreading paralysis. Laslty recover is for sustain so that porygon2 can check threats consistently.

Staraptor with intimidate provides the team with a defensive pivot who can force out on physical attackers and clear off hazards with defog. Brave bird hits decently hard even when uninvested and U-turn is for momentum and doing chip damage on potential switch ins. Roost for longevity. 16 speed evs allows it to outspeed base 70 neutral speed pokemon such as breloom.

Ditto on the team deters set up sweepers from setting up as ditto can simply transform,copy the boost and simply sweep their own team.Choice scarf is used to negate speed ties vs a set up sweepers and to outspeed and sweep easily. However ditto cannot beat defensive set up sweepers such as calm mind slowbro hence toxic is much appreciated on chansey to put a stop to defensive set up sweepers.

Mega pidgeot with its good speed and special attack helps in decimating fighting teams as it outspeed every pokemon on mono fighting teams bar scarf terrakion. As for the moveset,Hurricane does good damage to anything that is not a special wall. It also has nifty 30% chance to confuse the foe. Heatwave deals with steel types such as bisharp,ferrothorn etc. U-turn is to keep momentum and to do chip damage on potential switch ins. Hp ground deals with heatran specifically which otherwise walls this set.
A few small notes:
  • Adjust Staraptor's EVs to the standard spread, (240 HP / 252+ Def / 16 Spe, Impish)
  • Roost > Hidden Power [Ground] on Mega Pidgeot as hitting Heatran isn't that big of a deal. Chansey walls non-taunt variants anyways
  • 248 HP on Porygon2 to minimize hazard damage
Make these changes and it's approved.


Offensive Psychic

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Substitute

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

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

Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Stealth Rock
- Knock Off

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- U-turn
Mega Alakazam is one of our main forms of speed control, being able to remove weather/terrain sweepers that give the team a hard time, like Excadrill, Alolan Sandslash, and Alolan Raichu. Psychic is the STAB of choice due to its solid damage. Psyshock can be an alternative to hit Pokemon like Chansey and Seismitoad harder. Focus Blast is vital coverage in order to hit Steel types like Excadrill and Heatran, as well as Dark types like Greninja and Hydreigon. Shadow Ball is used to hit opposing Psychic types like Victini and Latios harder, as well as hitting Ghost types like Alolan Marowak and Doublade. Lastly, Substitute is used to beat Sucker Punch Pokemon like Bisharp.

Victini is essential to any offensive Psychic team, and on this one, it serves as a Choice Banded physical wallbreaker. V-Create is Victini's best Fire STAB, but it'll usually only be used once whenever it comes out due to its side effect of cutting its defenses and Speed. Bolt Strike is important coverage for hitting Water types like Pelipper and Mantine, as well as Flying types like Mega Charizard Y. U-turn is for providing momentum to the team. Lastly, Trick is to cripple physical walls like Slowbro and Toxapex.

Mew is the setup wincon for the team. With Deoxys-Speed's screens, Mew can set up with Nasty Plot and Rock Polish and proceed to sweep. Psychic is needed in order to use Genesis Supernova with the Mewnium Z, which summons Psychic Terrain and gives Mew an immunity to Sucker Punches and Shadow Sneaks. Focus Blast is definitely the best coverage option, allowing it to hit Steel and Dark types like Heatran, Ferrothorn, Bisharp, and Hydreigon.

Latios is our secondary form of speed control, as well as the hazard remover. Draco Meteor is the strongest Dragon STAB. Psyshock is used over Psychic in order to hit Pokemon like Chansey for decent damage. However, Psychic is still nice for its extra power and doing more to Pokemon like Swampert and Torkoal. Defog is needed for hazard removal. Lastly, Trick is used to cripple defensive Pokemon like Chansey, Porygon2, and Shuckle, as well as setup sweepers like Volcarona and Bisharp.

Deoxys-Speed is the Stealth Rocker and screens setter for the team. With Light Screen and Reflect, Deoxys Speed can grant Mew a safer setup opportunity. The last move is Knock Off in order to remove the Choice Scarves from Excadrill and Heracross, which are huge threats to the team, as well as removing Chansey and Porygon2's Eviolites. Alternatively, Taunt can also be used to stop opposing hazard setters like Cobalion and Hippowdon.

Meloetta is our main special tank with the Assault Vest, as well as our switch-in to Ghost types attacks. 184 Speed EVs with a Timid nature lets it outspeed Pokemon like Mamoswine and Gyarados. Psyshock is used to hit Chansey and Clefable for more damage. But Psychic can also be used to hit Buzzwole and Swampert harder. Focus Blast is essential for hitting Steel types like Heatran and Ferrothorn. Shadow Ball is important for hitting opposing Psychic types like Mega Alakazam and Mew, as well as Ghost types like Mimikyu and Alolan Marowak. Lastly, U-turn is for providing momentum to the team. However, Dazzling Gleam can also be used to hit Dark types like Mandibuzz and Mega Sableye.
Small notes mostly:
  • Choice Specs > Assault Vest on Meloetta, as the wallbreaker will be appreciated seeing as you're using Latios as speed control.
  • Psychic > Psyshock and Memento > Defog on Scarf Latios, since Psyshock doesn't break anything without Life Orb anyways and Memento creates excellent opportunities for Mew to set up. I'd also consider running a coverage move such as Thunderbolt or Ice Beam over Trick, since you already have Trick on Victini.
  • Taunt > Knock Off on Deoxys-S, as otherwise you can't shut down opposing leads and defoggers and keep set up sweepers from taking advantage of Deo-S.
Make these changes and I'll re-evaluate.


Offensive Fire (Mega Charizard Y)

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

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Bonemerang
- Swords Dance

Volcanion @ Grassium Z
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Earth Power
- Solar Beam

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
- 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
- Hidden Power [Ice]
Mega Charizard Y is one of our main special wallbreakers. It also serves as a helpful Ground immunity. Fire Blast is the main Fire STAB due to its incredible power. However, Flamethrower can be used instead for more consistency. Solar Beam allows it to target Water and Ground types like Swampert, Seismitoad, and Slowbro. Focus Blast is important for hitting Heatran, as well as Dark types like Hydreigon and Tyranitar. Lastly, Roost is used for helpful sustain, which goes along well with Mega Charizard Y's natural special bulk.

Alolan Marowak is the main physical wallbreaker for the team. It also makes a nice spinblocker to make sure hazards stay up against types like Fire, Bug, and Ice. 204 EVs in Speed allows it to outspeed Skarmory. Shadow Bone is the undisputed best Ghost STAB it has, coming with a nifty chance of a defense drop. Fire Punch is the Fire STAB due to its consistency. However, Flare Blitz can also be ran for the extra power, as well as the 2HKO on Mega Venusaur out of the sun, but at the cost of being worn down by recoil. Bonemerang is used over Earthquake due to being able to hit twice, breaking through Focus Sash Pokemon like Alolan Golem and Galvantula in a single move. Finally, Swords Dance is used to increase Alolan Marowak's damage output, helping it break through Pokemon like Chansey and Toxapex.

Volcanion serves as our special wallbreaker and Water immunity.Fire Blast is the strongest Fire STAB, but Flamethrower is an alternative due to having more accuracy. Steam Eruption is the undisputed best Water STAB to have on it, having great power as well as a good burn chance. Earth Power is used to hit opposing Volcanions, as well as Toxapex and Torkoal in sun. Lastly, Solar Beam takes advantage of the prolonged sun turns offered by Torkoal in order to hit Water types like Azumarill, Tapu Fini, Slowbro, and Rotom Wash. The Grassium Z is used in order to beat these Water types in case the sun goes away or if Torkoal goes down.

Torkoal compresses lots of different roles for the team: hazard setter, hazard remover, physical sponge, and sun setter with Drought. The 248 EVs in HP minimizes the damage taken from Stealth Rock, which is very important for Torkoal. Heat Rock is used to increase the duration of the sun, but Leftovers is another option for passive sustain. Lava Plume is the Fire STAB of choice due to its nice burn chance. Stealth Rock is vital for just about any Monotype team. Rapid Spin is essential for removing Stealth Rock and other hazards. Lastly, Yawn is used to stop setup sweepers like Volcarona and Mew.

Infernape is our best form of speed control, as well as our check to fast threats like Nihilego, Greninja, and Mega Sharpedo after a +1. Flare Blitz is the best Fire STAB to have. Close Combat is the strongest Fighting STAB. U-turn is nice for providing momentum to the team. Lastly, Earthquake is to hit Tapu Koko, opposing Infernape, Nihilego, and Toxapex.

Heatran serves as a helpful stallbreaker and secondary check to Nihilego. Magma Storm, while it has terrible accuracy, is needed to trap hazard removers/hazard setters like Mandibuzz, Armaldo, and Shuckle. Taunt is used to shut down these tankier Pokemon to make sure they can't set up or remove hazards. Earth Power is needed to hit Nihilego, Toxapex, and Alolan Golem. Lastly, Hidden Power Ice is used in order to check many Ground and Dragon types like Landorus-Therian, Garchomp, Dragonite, and Salamence, but you have to be careful about keeping your Air Balloon intact.
Don't think this is a good Zard-Y team tbh.

If you have Zard-Y it should have defog, and Alola-Marowak needs to run Max Speed (jolly) to outrun Azumarill and should probably run Flare Blitz, Flash Cannon > HP Ice on Heatran, and Volcanion's teamslot could be better utilized.

Alola-Marowak is sort of tech in itself, to be honest, as much as I like it on Fire, and probably isn't worth putting on a sample team.

This team is rejected.
 
#60
Offensive Fighting
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head

Keldeo-Resolute @ 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 HP / 4 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- Taunt

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

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

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

Terrakion: Terrakion is definitely the best Scarfer Fighting has access to. With its solid offensive movepool and typing, it can offensively pressure lots of different types. Stone Edge and Close Combat are the basic STAB moves. Earthquake is important coverage for hitting Electric types like Tapu Koko and Alolan Raichu, as well as Poison types like Toxapex and Nidoking. Lastly, Iron Head is used to target certain Fairies like Alolan Ninetales and Mimikyu. However, Rock Slide can be ran in its place for a more consistent Rock STAB.

Keldeo: Keldeo serves as one of our special wallbreakers with the Choice Specs. Hydro Pump is its most powerful Water STAB. Secret Sword is the best Fighting STAB used to hit specially defensive Pokemon like Chansey and Alolan Muk. Scald is used as a more consistent Water STAB, while also having a nice burn chance. Finally, Icy Wind is used to hit Dragon types that would otherwise wall it such as the Lati twins and Dragonite. However, Hidden Power Electric can be ran over it in order to hit troublesome Water types like Mantine and Slowbro.

Cobalion: Cobalion plays the very important role as our Stealth Rocker, as well as our check to Fairies like Mimikyu and Tapu Bulu. Iron Head is our basic STAB with a solid flinch chance. Taunt is used to stop opposing hazard setters, which is important considering the team's lack of hazard removal. Lastly, Thunder Wave is used to cripple certain setup sweepers like Volcarona and Mega Charizard X, while also giving the team some extra speed control. However, Volt Switch can be used over it to give the team some momentum.

Breloom: Breloom is one of our main revenge killers that also has some solid utility in Spore. Bullet Seed is the best Grass STAB it has, especially when boosted by Technician. Mach Punch is mandatory priority. Finally, Rock Tomb is to check Pokemon like Volcarona, Mega Charizard Y, Victini, and Mantine.

Heracross: Heracross is our other form of speed control, being especially helpful in the Psychic matchup due to its powerful Bug STAB in Megahorn. Close Combat is the standard Fighting STAB. Stone Edge is important for hitting Flying types like Zapdos and Mega Charizard Y. Finally, Earthquake is used to hit Electric and Poison types like Tapu Koko and Toxapex. But Knock Off is another option to hit Ghost types like Jellicent. Moxie is the ability used to make it do its job as a late-game cleaner easier. But Guts can be ran over it in order to switch into Scalds from Jellicent and Toxapex more freely and remove them with either Earthquake or Knock Off.

Kommo-o: Kommo-o is the other special wallbreaker for this team. It serves as a solid check to one of the team's biggest problems: Mega Venusaur, while also taking on Toxapex and Mega Sableye. With Autotomize, it can function as a solid late-game cleaner against types like Dragon and Steel. Clanging Scales is undoubtedly the best and most spammable Dragon STAB Kommo-o has. Focus Blast is the best Fighting STAB it has. Finally, Flamethrower serves as important coverage for hitting Mega Scizor, Magearna, and Doublade.

 
Last edited:
#61
Approved Samples



Offensive Fighting
- Czim

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
Offensive Fighting

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

Keldeo-Resolute @ 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 HP / 4 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- Taunt

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

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

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



Terrakion: Terrakion is definitely the best Scarfer Fighting has access to. With its solid offensive movepool and typing, it can offensively pressure lots of different types. Stone Edge and Close Combat are the basic STAB moves. Earthquake is important coverage for hitting Electric types like Tapu Koko and Alolan Raichu, as well as Poison types like Toxapex and Nidoking. Lastly, Iron Head is used to target certain Fairies like Alolan Ninetales and Mimikyu. However, Rock Slide can be ran in its place for a more consistent Rock STAB.

Keldeo: Keldeo serves as one of our special wallbreakers with the Choice Specs. Hydro Pump is its most powerful Water STAB. Secret Sword is the best Fighting STAB used to hit specially defensive Pokemon like Chansey and Alolan Muk. Scald is used as a more consistent Water STAB, while also having a nice burn chance. Finally, Icy Wind is used to hit Dragon types that would otherwise wall it such as the Lati twins and Dragonite. However, Hidden Power Electric can be ran over it in order to hit troublesome Water types like Mantine and Slowbro.

Cobalion: Cobalion plays the very important role as our Stealth Rocker, as well as our check to Fairies like Mimikyu and Tapu Bulu. Iron Head is our basic STAB with a solid flinch chance. Taunt is used to stop opposing hazard setters, which is important considering the team's lack of hazard removal. Lastly, Thunder Wave is used to cripple certain setup sweepers like Volcarona and Mega Charizard X, while also giving the team some extra speed control. However, Volt Switch can be used over it to give the team some momentum.

Breloom: Breloom is one of our main revenge killers that also has some solid utility in Spore. Bullet Seed is the best Grass STAB it has, especially when boosted by Technician. Mach Punch is mandatory priority. Finally, Rock Tomb is to check Pokemon like Volcarona, Mega Charizard Y, Victini, and Mantine.

Heracross: Heracross is our other form of speed control, being especially helpful in the Psychic matchup due to its powerful Bug STAB in Megahorn. Close Combat is the standard Fighting STAB. Stone Edge is important for hitting Flying types like Zapdos and Mega Charizard Y. Finally, Earthquake is used to hit Electric and Poison types like Tapu Koko and Toxapex. But Knock Off is another option to hit Ghost types like Jellicent. Moxie is the ability used to make it do its job as a late-game cleaner easier. But Guts can be ran over it in order to switch into Scalds from Jellicent and Toxapex more freely and remove them with either Earthquake or Knock Off.

Kommo-o: Kommo-o is the other special wallbreaker for this team. It serves as a solid check to one of the team's biggest problems: Mega Venusaur, while also taking on Toxapex and Mega Sableye. With Autotomize, it can function as a solid late-game cleaner against types like Dragon and Steel. Clanging Scales is undoubtedly the best and most spammable Dragon STAB Kommo-o has. Focus Blast is the best Fighting STAB it has. Finally, Flamethrower serves as important coverage for hitting Mega Scizor, Magearna, and Doublade.



Literally the exact same team with Breloom > Infernape and a different Terrak set (which isn't that different considering the original submission had Scarf Terrak) and Specs > Scarf Keldeo which I highly doubt warrants another sample
 
#62
Balanced Psychic

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

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

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

Latias @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Draco Meteor
- Healing Wish
- Defog

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 SpD / 112 Spe
Jolly Nature
- Will-O-Wisp
- Knock Off
- Roost
- Taunt

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- Toxic



Main mega of the team, really wanted to try out a more balanced build this gen. With kartana and ash gren gone from the tier, I saw a lot of potential in mega bro on psychic (also only other option is zam, which loves the ho build alot more). Regenerator is necessary to check physical attackers like victini and banded exadrill, to then pivot out or throw off an attack without having to waste time recovering. Using a mixed def spread to be able to take on the likes of scarf hydreigon and greninja if its item is knocked off. Slack off is for recovery. Scald is my main stab and can get burns. IRON DEF THE TECH. Iron def is awesome and catches a ton of teams off guard. Most teams try and beat slowbro by setting up. For example, SD Terrakion with rockium z nearly ohkos Mega slowbro after rocks, also iron def helps me versus the likes of zard x after a dragon dance. Calm mind is the main setup option boosting my special builk. With the mixed spread allowing it to take on the like of hydreigon, greninja if their items are knocked/scarf, and Charizard Y's Solarbeam



Revenge killer of the team and a staple on psychic. Max speed and max atk to hit as hard and be as fast as possible. U-turn gains momentum. Bolt strike hits bulky waters like tapu fini and can revenge kill gyarados, as well as ohkoing zard y. V-create is its hardest hitting stab and makes it the most effective revenge killer in the type. Blue flare is ran to help out vs the bug matchup so I don't have to lower my defenses and leaving myself more susceptible in the bug matchup. I'm not running naive to give Victini a better chance of living +1 Bug buzz after rocks in case your forced to healing wish directly into it.



Wallbreaker of the team and also a staple on psychic now that hoopa unbound is gone. Max speed, max spA to outspeed the likes of adamant mimikyu and mega gyarados before a dragon dance. Psychic hits really hard and is its strongest hitting attack. Focus blast hits ttar, hits heatran most of steel and most of dark that isnt sableye for a two hit ko or an ohko. Dazzling gleam is ran only for sableye as a way to pressure it before it can set up. Shadow ball is nice because i need a switchin to ghost type attacks that can actually threaten ghost back, and with the combination of the specs boost and shadow ball, it does a nice job at that.



Cleric/Support of the team and the preferred lati twin over latios. ONLY REASON TO RUN LATIAS IS FOR H WISH. Colbur berry is really nice to be able to take hits from the likes of life orb greninja and scarf hydreigon's dark pulse. Also nearly guarantees it a healing wish in most matchups. Max speed and max special attack to hit as hard and fast as possible. Thunderbolt is a nice neutral coverage option that also hits azumarill for super effective damage knocking it out after a belly drum. Draco is a decently hard hitting coverage option to take on the likes of hydreigon, greninja, and mega sharpedo.


THE GOD IS HERE. THE UNBREAKABLE SATAN LORD OF MONOTYPE. THE UNSPEAKABLE DESTRUCTION TO ALL BALANCE AND STALL. Stallbreaker mew was absolutely necessary on this team. With no ways of breaking down stall cores like chansey and toxapex + venusaur, as well as issues breaking down flying cores, I needed a set that could take all these cores down at once. And this is the set that does it. Leftovers is the preferred item to take on special attackers better. The speed is enough speed to outspeed jolly tapu bulu so I can live a woodhammer from any variant and burn it, outspeeds and burns mega gyarados before it can dragon dance, outspeeds most variants of def chomp, outspeeds adamant band kyurem, outspeeds most if not all variants of defog zapdos, and so much more things I can't name, and is generally a staple lead for the team. The rest of the evs were put into HP and spdef to increase it's overall bulk. Will o wisp is awesome to cripple physical attacks such as tapu bulu which cannot ever ohko me with banded woodhammer(after a will o wisp ofc!) and I tank a scarf woodhammer from full. I outspeed and wisp threats such as mega gyarados, bisharp, scizor and kyurem as well. Knock off is absolutely essential and has great synergy with mega slowbro. With the ev spread it can take hits like a specs shadow ball from gengar, specs hydreigon's dark pulse, as well as greninja's life orb dark pulse, getting rid of their item so slowbro can setup and break past them. Roost is for recovery. Taunt stops pokemon like chansey from recovering and can be used to prevent hazards and stop pokemon from setting up.



The rocker and the glue to the team. Jirachi is a reliable rocker outspeds tapu fini and most of fairy in general threatening bck with iron head and rocks. Colbur berry is the preferred item to allow it to live trong dark attacks like specs hydreigons dark pulse and jsut adds additional options to dealing with pokemon to threaten the team. Enough speed for neutral natured base 70s like bisharp, volcanion, and breloom, without significantly decreasing bulk. Rest of the ev's in spdef and hp, to make it as bulky specially as possible. Iron head is the main stab option and has chances to flinch especially along side thunder wave. Thunder wave and toxic are ran in conjunction. In team testing I found that I would always want either one status option or the other, and that u turn didnt give me much momentum and healing wish was better on latias. So I caved in and ran both options which is amazing being able to lure in the likes of mandibuzz, zapdos, and gastrodon while also having the speed control for threats like greninja. Stealth rocks cause yk best move in the game.


Mega Sharpedo: If your dark buffers get weakened this thing can get out of hand, even having a decent chance to OHKO Latias after stealth rock if adamant. This mon is even more threatening if paired with Tapu fini, as misty surge prevents you from thunder waving it. Also, if you face a sub variant you auto lose.

Volt Turn: As there is no electric immunity and as your spdef quote on quote walls do not have recovery, volt turn flying can be incredibly annoying. (Your u-turn check is slowbro, and volt switch check latias/jirachi, so the cycle continues endessly until you break it)

Charizard Y: Your main way of taking on stall flying cores is stallbreeaker mew, zard Y just comes in and gets off a free fire blast, which you have checks to in Tini and Latias but they have no recovery and latias cannot OHKO it back.

Flinches/Spdef Drops: As the main setup sweeper cannot be critted, it can be flinched by dark pulse spam even if it is ev'd to take on the common pulse spammers in the tier. Also there may be times where you may need to setup in the face of a meloetta or a gengar (assuming +1 has been acquired prior) spamming shadow ball and if enough drops occur you will lose the 1v1.

Tapu Fini: This thing isn't really fazed by mew, takes on victini, slowbro cannot setup on taunt variants, and it also beats Latias, while spamming natures madness weakening the entire team. This was the sole reason I had to run a jirachi, where a bronzong previously occupied.

Belly Drum Azumarill: Behind screens this thing sets up on the entire team. Your check to it, after set up, being Latias, which is incredibly useless in the matchup in general. Also breaks through mega bro even after an iron def.

Mimikyu: SD Mimikyu takes on the entire team with priority that revenges your main revenge killer, outspeeds meloetta, an gets multiple opportunities to set up. However, mega bro, with no rocks up, can set up an iron def on it after taking a +2 LO shadow claw and live the next one most of the time; though ghostium z it cannot take so you have to bait it out.

Mega Sableye: Calm mind variants are becoming increasingly unpopular in this metagame but allowing this to setup will be the death of you. as your best way of denting it is specs melo which it can potentially wall at +1, scarf Victini which does maybe around 65 with V create, and of course iron head flinches.

Muk: Can trap meloetta and knock off items vs the whole team. Curse variants are especially threatening, as your only check to it is setting up alongside with slowbro


 
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Harpp

formerly Alpha-Harpreet
#63
Offensive Flying Team:

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Tailwind
- Stone Edge

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

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

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

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

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Heat Wave
- Roost

This is a Ho flying mono team and here is a brief description on the team:
-Aerodactyl is the go-to lead on the team to set up rocks and taunt opposing hazard setters, it has tailwind to allow some early wall breaking by Mega Charizard Y and Banded Dragonite. Tailwind combined with these two wallbreakers can open up big holes early on in the opposing team.
-Mega Charizard Y is the special wall breaker on the team and it has a pretty standard set. Roost is used on Mega Charizard Y for more sustain however it can be replaced by tailwind.Dragonite is the physical wall breaker of the team sporting a choice band to increase its already strong attack stat. Extreme speed allows for some good cleaning or revenge killing late in the battle.
-Landorus T with double dance set is the set up sweeper or cleaner of the team. As with intimidate it forces switches against some physical attackers. Swords dance allows to dent defensive teams whereas rock polish helps more vs offensive teams. Rockium z in tandem with stone edge allows landorus-T to get past walls such as celesteela and skarmory easily.
-Thundurs Therain with choice scarf is speed control of the team with a choice scarf set as it has a very good special attack and volt absorb as an ability to switch into electric moves, It can also retain momentum with volt switch. Hp ice helps vs ground and dragon types like garchomp while focus blast is for steel types like heatran and ferrothorn.
- Since flying team is troubled by stealth rock, it needs a defog user so zapdos is on the team to provide utility with defog while also sponging special attacks thanks to its good special bulk.


Balanced Water Team:

Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 216 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Heal Bell
- Volt Switch

Gyarados @ Flyinium Z
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

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

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

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

This is a Balanced water team revolving around the core of lanturn and empoleon:
Empoleon: Empoleon on the team fills in crucial roles such as stealth rock user to pressure types such as flying,bug,fire etc. It has defog to clear off hazards and roar to stop set up sweepers and to rack up residual damage. Scald is a nice move on it that is used to fish for burn, it also helps in not making empoleon a total taunt bait.
Ev details: Max sp.def and Max Hp investment to take hits on special side better as it has part steel typing which makes grass type moves neutral on it.
lanturn: Lanturn on the team provides much needed electric immunity thanks to volt absorb. Volt switch helps in retaining momentum and bringing in a teammate safely. Toxic helps to wear down walls or put sweepers on a timer, scald to possibly burn opposing pokemon and get some chip damage,Heal bell helps lanturn to act as a cleric for the team. Removing status that can aid sweepers.
Ev details: 40 hp hits a hp number which maximizes leftovers recovery. 216 defense evs and 252+ sp.def evs for mixed bulk.
Gyarados: Gyarados is the set up sweeper of the team while also being one the of the checks to tapu bulu and mega venusaur with FlyiniumZ. Substitute to help it protect from status moves and make it harder to get revenge killed. Substitute allows Gyarados to set up on slow walls that have weaker damaging moves. Waterfall and bounce are the obligatory stab moves and dragon dance to boost its obvious speed and attack stat.
Ev details: 168 speed with jolly nature outspeeds adamant banded tapu bulu and jolly breloom, two big threats for mono water teams. Since it outspeed it can take out tapu bulu with flyiniumz. 252 atk evs and rest in hp to increase its bulk.
Sharpedo mega: Mega sharpedo is the cleaner of the team thanks to its pre mega ability in speed boost. I decided to drop water stab over ice fang, as ice fang deals with dragon and flying types much easier. Crunch hits very hard since it has strong jaw ability and lastly psychic fang is for mega venusaur and toxapex.
Ev details: standard sweeper ev spread.
keldeo: Keldeo is the wall breaker of the team sporting a choice specs to increase the power of its moves. Hydro pump is the main move for wall breaking as it 2hkos even sp.def zapdos on the switch.Scald can be used early game to spread burns or to clean late game.Secret sword helps vs ferrothorn and makes normal match up easier. Hp electric is for mantine and toxapex which can otherwise wall this set.
Ev details: standard ev spread
Greninja: Greninja is the speed control of the team with a choice scarf set as it can also outspeed and kill threats such as scarf bulu,tapu koko,scarf latios and so on. Extrasensory is for mega venusaur and toxapex as it 2hkos. Gunkshot is for tapu bulu and other fairy types. Ice beam helps vs dragon,flying and ground types.Hydro pump is more damaging move on the set.
Ev details: Standard ev spread
 
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#64
Balanced Ground

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Roar

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Poison Jab
- Outrage

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Spear
- Earthquake
- Superpower

Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Fire Blast
- Sludge Wave

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Toxic
- Scald
- Recover
- Earthquake

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Roost
- Knock Off
- Earthquake
- Swords Dance



Main mega of the team and who it was built around. Mega steelix is actually pretty solid on ground, being literally the best electric type check in the entire game. Max spdef and Max Hp allow it to check the likes of Tapu koko, Raichu, and even xurkitree after a tail glow. Earthquake is essential and used to check said electric types. Heavy slam hits fairies excessively hard, nearly ohkoing the likes of tapu bulu from full which you live even a banded woodhammer quite comfortably. Roar is essential preventing you from becoming setup fodder for the likes of dd Lando-I, conversion P-Z, Scizor and Magearna.


Revenge killer of the team. I needed revenge killer that can outspeed volcarona at +1, revenge kill tapu bulu, and kill Zard Y, which chomp does quite well. Earthquake is standard and should always be ran on chomp always. Outrage is necessary for the extra power to revenge kill pokemon eq cannot hit or where eq doesn't do enough. Poison jab ohkoes tapu bulu from full, which is nice for the team in general. Stone edge hits pokemon such zard y and volcarona that can become huge issues for ground if they set up.


Physical Wallbreaker of the team. The credits go to KGBanter for this set right here. Banded Mamoswine. Need I say more. This boy hits so hard and allows the team to break down stall cores, like flying and normal. Ice shard is a very hard hitting priority and is also nice for sweeping dragon. Icicle Spear is your main ice type stab, nothing more to say, it hits hard, even allowing it to 1v1 skarmory which it loses if it ever decides to brave bird or if you get 4-5 hits. The bonus of running spear over crash allows you to kill breloom through focus sash. Earthquake another staple that hits insanely hard off its 130 base attack. Superpower is ran in the last slot to aid in breaking down steel/normal defensive cores such as ferrothorn, and chansey.


Special Wallbreaker of the team. Nidoking is my main steelkiller and scizor check. Earth Power is self explanatory, hard hitting stab that hits the likes of magearna, heatran and magnezone. Ice beam hits lando t, zapdos and dragonite, aiding in breaking down Flying defensive cores. Fire Blast is absolutely necessary to check the likes of scizor and ferrothorn, and the niche of running Fire blast over flamethrower allows me to two hit ko AV variants and spdef variants. Sludge wave hits fairies incredibly hard OHKOing pokemon such as tapu koko, azumarill, and any variant of bulu that is not holding a choice scarf. Also Tbolt is an option you could technically run over earth power to hit mantine, gyarados, and pelipper, but gastrodon can take on gyarados and pelipper, and potentially toxic mantine. As well as, mamoswine having no switchins on flying.


Originally, I did have a lando t in this slot, as the team was in dire need of a late game wincon. After team testing, I found that i didn't actually have a spdef wall, so I chose Gliscor over it because it's able to fill both these rolls. The set is made to break down defensive cores. Swords dance allows it to break past the likes of mega venusaur, celesteela, and slowbro. Earthquake is it's most basic and hard hitting stab. Knock off gives it added utility and helps in the ghost matchup as this is my only way of breaking sableye. Roost is for recovery. The speed is enough for neutral natured base 70s like bisharp and volcanion and the rest in spdef and Hp to make it as bulky as possible on the specially defensive side.


Defensive wall of the team. Gastrodon is the glue that holds the team together. Max def is ran to check keldeo, a huge threat to the team. Scald is standard to try and fish for burns. Toxic to try and wittle the likes of mantine, and slowbro that you wall that gives the rest of the team issues. While earthquake can hit pokemon such as lanturn and muk harder, earth power is super nice for the bonus that it has a chance to kill no hp invested azumarill with a belly drum at +1. Recover to stay healthy.


 
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Harpp

formerly Alpha-Harpreet
#65
Balanced Dark Team

Houndoom-Mega @ Houndoominite
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 56 SpA / 120 SpD
Sassy Nature
- Thunder Wave
- Fire Blast
- Stone Edge
- Stealth Rock

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- Brave Bird

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 212 HP / 132 Atk / 44 Def / 120 SpD
Careful Nature
- Knock Off
- Poison Jab
- Pursuit
- Rock Slide

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

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

This is a balanced team I built around Mega Houndoom and tested it on ladder as well.
: Mega Houndoom Certainly helps vs fairy types as it is neutral to fairy type moves and it can check magearna with fire blast. It also has sludge bomb to take care of fairy types better. Mega Houndoom with its good speed and special attack takes up the role of special wall breaker as after a nasty plot boost it is very hard for a Pokemon to switch into.
: Tyranitar provides the team with utility support such as stealth rock and thunder wave to slow down threats such as magearna. It has fire blast to deal with steel types such as skarmory,celesteela and scizor. Stone edge helps out vs bug types like volcarona as tyranitar has good special bulk in sand letting it live one bugbuzz from +1 volcarona. Leftovers is used for more recovery.
: Mandibuzz on the team helps as a physical wall helping threats such as breloom and scizor with brave bird and foul play respectively. It has very good physical bulk and it is also the defog user of the team. Roost is used for longevity. 16 spe evs enable it to outspeed uninvested base 70 speed Pokemon.
: Muk-Alola on the team with its great special defense acts as a switch in to fairy type moves. It has poison jab to deal with fairy types and a nice 51% chance to poison foe thanks to its ability poison touch. Knock off and pursuit helps to remove items from item reliant Pokemon and trap and kill a foe respectively. Rock slide is used here as it allows it to be a secondary check to Mega Charizard Y and Volcarona.
:Greninja on the team acts as a speed control thanks to its great speed and choice scarf. It even outspeeds adamant excadrill in sand. It has ice beam to deal with flying and dragon types such as landorus,Hydreigon etc. Hydro pump hits neutral target hard as it has a high base power. Extrasensory is for poison and fighting types such as toxapex,Mega venusaur,Terrakion,buzzwole etc. Lastly gunkshot on the set deals with fairy types such as tapu koko,Tapu fini and so on.
: Bisharp is the physical attacker on the team and a good one. It has defiant in ability that lets it come on defog users and pressure teams. It has a standard set. Its steel stab moves certainly helps out vs slow fairy types such as magearna,clefable,Azumarill. Swords dance allows it to pressure teams offensively.
Threats
Fairy types]: Fairy types like magearna,tapu koko and azumarill pose an obvious threat to the team however all 3 of them are checked by the team. Magearna with boosted speed is checked by Mega houndoom. Bisharp also 2hkos magearna with iron head. Tyranitar can paralyze magearna and do some damage with fire blast and then other member can revenge kill. Tapu koko is handled by scarf greninja and Mandibuzz can use foul play on azumarill.
Fighting types: Fighting types like terrakion,breloom,keldeo are pretty big threats to the team. Terrakion is more deadly for the team if it has double dance set. Against keldeo it is a 50-50 between hydro pump and secret sword. However greninja with scarf can revenge kill both with extrasensory.

 
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Harpp

formerly Alpha-Harpreet
#66
Offensive Bug Team

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Bullet Seed
- 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
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Buzzwole @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Stone Edge
- Earthquake
- Superpower

This is a hyper offensive team built around Mega Heracross. Initially I had Yanmega on the team in place of buzzwole however after much testing the team on ladder, I found buzzwole better as a scarf user to patch up speed and deal with threats such as Mega Charizard Y.
The team has galvantula and armaldo to provide support in the form of hazards such as sticky web ,stealth rock and also hazard removal in armaldo.
: Mega Hercacross is the wall breaker of the team has it has a monstrous attack stat and a very good ability in skill link followed by a complimentary movepool to skill link,Mega heracross threatens slow and bulky builds and is very hard to switch into for the opponent. The set you see here is all out attacker set with close combat and pin missile being it main stab moves and rock blast provides coverage vs slower fire and flying types such as torkoal,celesteela,zapdos etc. Bullet seed deals with water and ground types.Adamant nature is used for more power.
: Volcarona is the special wall breaker and set up sweeper of the team. With firium z and quiver dance it can do massive damage to walls or pokemon that resists its move and break past them.Hp ground is for fire types such as heatran,Hp ground on volcarona helps to sweep steel teams.Giga drain is used for water,rock and ground types and it also heals.
: Galvantula is the sticky web user of the team, it has focus sash to ensure that it sets sticky webs. hp ice is used for pokemon such as garchomp,landorus etc. While energy ball on the set deals with bulky water types such as swampert,gastradon,seimitoad etc. Thunder is nice move to spam as its accuracy is boosted by compound eyes ability and has a nifty 30% chance to paralyze foe.
: Armaldo is the stealth rock setter and rapid spinner of the team. It is made specially bulky so that it lives one fire blast from Mega charizard Y in sun and can OHKO it with stone edge. Knock off is used for utility purpose.
: Banded scizor is used to hit hard right off the bat.Banded scizor especially helps vs rock types or to clean late game with banded bullet punch. Superpower on the set is for heatran,ferrothron etc. U-turn allows to regain momentum and to bring in a teammate safely. Knock off is used to cripple item reliant pokemon and can be used early in battle.Adamant nature is used for more power.
: The team desperately need a speed control and a check to threatening pokemon such as Mega charizard Y,Landorus etc and hence I added Scarf buzzwole to the team. With stone edge and ice punch it deals with pokemon such as Mega charizard Y,garchomp,dragonite and so on. Earthquake is used on the set to nail toxapex which gives bug teams a lot of trouble.Super power is its main stab move that mainly helps vs steel types.Buzzwole has moxie like ability and hence it is also a good late game cleaner of the team as it can outspeed more threats thanks to sticky web.

 
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#67
OFFENSIVE FIRE


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

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

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]

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

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 136 SpD / 124 Spe
Calm Nature
- Lava Plume
- Earth Power
- Toxic
- Taunt


This set focuses on the offensive prowess of Mega Charizard-Y, Volcarona, Victini, and Infernape. Torkoal sets up stealth rocks, functions as a rapid spinner, and serves as the team's defensive core, along with Heatran.

Torkoal plays a huge part in this team by filling the role of a rapid spinner, physical wall, with the ability to set up stealth rocks as well. Having a rapid spinner is especially important for fire teams, since stealth rocks can really cripple the whole team. STAB Lava Plume prevents him from being taunt bait. Yawn helps force switches and can cripple sweepers and wallbreakers. With his ability drought, the attacks of his whole team is heightened, while decreasing the potency of water moves. Torkoal also holds a heat Rock in order to increase the duration of the sunlight.

Victini is an effective wallbreaker with a lot of coverage. Its main STAB attack is V-Create. Victini can also cover a lot of threats with Bolt Strike, countering flying and water types such as Gyarados. Blue Flare functions as its secondary STAB, which can be used for late-game cleaning since it doesn't have stat drops like V-Create. The last moveslot is allotted for U-turn to help this bring teammates in and maintain momentum.

Volcarona, the main star of this team, functions mainly as a late game sweeper, or as a wallbreaker. It is able to dismantle teams with quiver dance boosted attacks. Fire Blast serves as Volcarona's main STAB attack; but it can be quite unreliable due its imperfect accuracy. One can opt to use Fiery Dance instead, which is more accurate, albeit packs much less of a punch. With Firium Z, Fire Blast becomes a one-time nuke, which helps get rid of bigger threats such as Landorus-T. Giga Drain hits water, ground, and rock types. The last moveslot can be allotted for a number of moves. Bug Buzz helps against Psychic and Dark Types. Hidden Power Ground hits the likes of heatran, which walls Volcarona. HP Ground also covers poison and electric types. Roost can also be used in order to increase Volcarona's longevity, but it decreases the amount of coverage it has.

Mega Charizard-Y functions as a potent wallbreaker and provides sunlight for the team. It covers a lot of threats, much like Volcarona. Fire Blast serves as it's main STAB move. Solarbeam hits water types, without needing to charge due to strong sunlight. Focus Blast hits Normal, Dark, Steel, and Rock types super effectively, if they wall the prior moves. Roost helps it stay in battle longer.

Infernape serves as a physical wallbreaker. Close Combat and Flare Blitz are its main STAB moves. Mach punch is a priority move used to revenge kill heavily weakened opponents, which would come in handy against opponents which would outspeed you. U-turn is used to scout for what the enemy decides to do. U-turn can be replaced by Stone Edge, Earthquake, or
Thunderpunch.

Heatran mainly serves as a special wall. In addition to that, it also boasts neutrality to stealth rocks which is good for fire teams. Lava Plume serves as its main STAB. Earth Power provides more coverage and hits the likes of Nihilego. Toxic spreads status to cripple enemies. Lastly, Taunt shuts down setup sweepers and stallers.


edit: took smub and Acast's suggestions into account and changed Victini and Infernape's sets. I also replaced Rotom-H with Heatran and found that it is more effective.
 
Last edited:

Acast

Classy af
is a Forum Moderator
Moderator
#68
OFFENSIVE FIRE


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

Victini @ Choice Scarf
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blue Flare
- Bolt Strike
- Psyshock
- Hidden Power [Steel]

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]

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

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

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Volt Switch
- Will-O-Wisp

This set focuses on the offensive prowess of Mega Charizard-Y, Volcarona, Victini, and Infernape. Torkoal sets up stealth rocks, functions as a rapid spinner, and serves as the team's defensive core, along with Rotom-H.

Torkoal plays a huge part in this team by filling the role of a rapid spinner, physical wall, with the ability to set up stealth rocks as well. Having a rapid spinner is especially important for fire teams, since stealth rocks can really cripple the whole team. STAB Lava Plume prevents him from being taunt bait. Yawn helps force switches and can cripple sweepers and wallbreakers. With his ability drought, the attacks of his whole team is heightened, while decreasing the potency of water moves. Torkoal also holds a heat Rock in order to increase the duration of the sunlight.

Victini is an effective wallbreaker with a lot of coverage. Its main STAB is Blue Flare. Victim I can also cover a lot of threats with Bolt Strike, countering flying and water types such as Gyarados. STAB Psyshock helps cover the likes of Mega Venusaur. The last moveslot is allotted for HP Steel to help this team fare better against fairy teams.

Infernape serves as a physical wallbreaker. Close Combat and Flare Blitz are its main STAB moves. Mach punch is a priority move used to revenge kill heavily weakened opponents, which would come in handy against opponents which would outspeed you. U-turn is used to scout for what the enemy decides to do. U-turn can be replaced by Stone Edge, Earthquake, or Thunderpunch.
Rotom-H mainly serves as a special wall, as a defensive pivot, while providing reflect and light screen support for the team. Reflect and Light Screen helps reduce the damage taken by the whole team, with its duration lengthened by Light Clay. Will-O-Wisp can help cripple enemies with a burn, and a slow Volt Switch allows it to safely bring in its teammates, such as Volcarona or Charizard.
Volcarona, the main star of this team, functions mainly as a late game sweeper, or as a wallbreaker. It is able to dismantle teams with quiver dance boosted attacks. Fire Blast serves as Volcarona's main STAB attack; but it can be quite unreliable due its imperfect accuracy. One can opt to use Fiery Dance instead, which is more accurate, albeit packs much less of a punch. With Firium Z, Fire Blast becomes a one-time nuke, which helps get rid of bigger threats such as Landorus-T. Giga Drain hits water, ground, and rock types. The last moveslot can be allotted for a number of moves. Bug Buzz helps against Psychic and Dark Types. Hidden Power Ground hits the likes of heatran, which walls Volcarona. HP Ground also covers poison and electric types. Roost can also be used in order to increase Volcarona's longevity, but it decreases the amount of coverage it has.

Mega Charizard-Y functions as a potent wallbreaker and provides sunlight for the team. It covers a lot of threats, much like Volcarona. Fire Blast serves as it's main STAB move. Solarbeam hits water types, without needing to charge due to strong sunlight. Focus Blast hits Normal, Dark, Steel, and Rock types super effectively, if they wall the prior moves. Roost helps it stay in battle longer.
How does your team deal with Nihilego? As far as I'm aware, Choice Scarf Infernape and/or specially defensive Heatran are mandatory on Fire teams just to make sure Scarf Nihilego doesn't sweep you.
The last moveslot is allotted for HP Steel to help this team fare better against fairy teams.
Why would a Fire team need more coverage to deal with Fairy teams? Fire already has a huge advantage. The only thing on Fairy teams that Fire struggles with is Azumarill, and HP Steel won't help against that.
 
#69
OFFENSIVE FIRE


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

Victini @ Choice Scarf
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blue Flare
- Bolt Strike
- Psyshock
- Hidden Power [Steel]

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]

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

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

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Volt Switch
- Will-O-Wisp

This set focuses on the offensive prowess of Mega Charizard-Y, Volcarona, Victini, and Infernape. Torkoal sets up stealth rocks, functions as a rapid spinner, and serves as the team's defensive core, along with Rotom-H.

Torkoal plays a huge part in this team by filling the role of a rapid spinner, physical wall, with the ability to set up stealth rocks as well. Having a rapid spinner is especially important for fire teams, since stealth rocks can really cripple the whole team. STAB Lava Plume prevents him from being taunt bait. Yawn helps force switches and can cripple sweepers and wallbreakers. With his ability drought, the attacks of his whole team is heightened, while decreasing the potency of water moves. Torkoal also holds a heat Rock in order to increase the duration of the sunlight.

Victini is an effective wallbreaker with a lot of coverage. Its main STAB is Blue Flare. Victim I can also cover a lot of threats with Bolt Strike, countering flying and water types such as Gyarados. STAB Psyshock helps cover the likes of Mega Venusaur. The last moveslot is allotted for HP Steel to help this team fare better against fairy teams.

Infernape serves as a physical wallbreaker. Close Combat and Flare Blitz are its main STAB moves. Mach punch is a priority move used to revenge kill heavily weakened opponents, which would come in handy against opponents which would outspeed you. U-turn is used to scout for what the enemy decides to do. U-turn can be replaced by Stone Edge, Earthquake, or Thunderpunch.
Rotom-H mainly serves as a special wall, as a defensive pivot, while providing reflect and light screen support for the team. Reflect and Light Screen helps reduce the damage taken by the whole team, with its duration lengthened by Light Clay. Will-O-Wisp can help cripple enemies with a burn, and a slow Volt Switch allows it to safely bring in its teammates, such as Volcarona or Charizard.
Volcarona, the main star of this team, functions mainly as a late game sweeper, or as a wallbreaker. It is able to dismantle teams with quiver dance boosted attacks. Fire Blast serves as Volcarona's main STAB attack; but it can be quite unreliable due its imperfect accuracy. One can opt to use Fiery Dance instead, which is more accurate, albeit packs much less of a punch. With Firium Z, Fire Blast becomes a one-time nuke, which helps get rid of bigger threats such as Landorus-T. Giga Drain hits water, ground, and rock types. The last moveslot can be allotted for a number of moves. Bug Buzz helps against Psychic and Dark Types. Hidden Power Ground hits the likes of heatran, which walls Volcarona. HP Ground also covers poison and electric types. Roost can also be used in order to increase Volcarona's longevity, but it decreases the amount of coverage it has.

Mega Charizard-Y functions as a potent wallbreaker and provides sunlight for the team. It covers a lot of threats, much like Volcarona. Fire Blast serves as it's main STAB move. Solarbeam hits water types, without needing to charge due to strong sunlight. Focus Blast hits Normal, Dark, Steel, and Rock types super effectively, if they wall the prior moves. Roost helps it stay in battle longer.

The only serious thing I'm confused about is the Victini. V-Create is way too important to pass up on Victini, since it's undeniably its most powerful Fire STAB. It's definitely more important than Psyshock, since Mega Venusaur still gets destroyed by V-Create, especially in sun. Hidden Power Steel is simply a terrible move option, since most Fairies will be taking more damage from your Fire STAB anyway, and it's simply a waste of a moveslot. U-turn is a much better replacement due to giving your team some more momentum alongside Infernape and Rotom-Heat. The set should look something like this:

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


And for a tiny suggestion, give Rotom Heat 248 HP EVs to minimize Stealth Rock damage.


In response to Acast, specially defensive Heatran isn't always needed to beat Nihilego. Offensive stallbreaking variants can also effectively check it.
 
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#71
Balanced Dark

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- 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 @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Thunder Wave

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

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

I'd consider Fire Blast > Thunder Wave, however, on Tyranitar. and Fire Blast > Flamethrower for the additional power on Scarf Hydreigon.


Offensive Fire (Mega Charizard X)
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 @ Lum Berry
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

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Volt Switch
- Overheat

Edit: Implemented the changes
Approved pending the following changes:
  • Firium Z > Lum Berry on Volcarona, since the burst damage is so incredible, especially in sun.
  • Stone Edge > Earthquake on Infernape, since it hits threats such as Dragon Dance Salamence and Gyarados. Earthquake isn't necessary to hit Nihilego, since Close Combat has a high chance to KO after even a single round of Stealth Rock, and the other given example of Toxapex takes nothing.

Bulky Normal Team

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

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

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

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

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Roost
Edit: Updated with changes.
Approved pending the following changes:
  • Porygon Z > Ditto, as it's Normal's premiere wincondition and works really well on Balanced and Bulky Offensive teams.
  • Close Combat > U-turn on Staraptor, since the fighting coverage is good.

Offensive Psychic
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Substitute

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

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 @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Memento
- Thunderbolt

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

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- U-turn

Edit: Implemented the changes
Approved pending the following changes.
  • Choice Scarf > Choice Specs on Meloetta.
  • Life Orb > Choice Scarf on Latios, as this set offers a potent wallbreaker while preserving Latios's excellent defensive utility.
  • Focus Sash Alakazam > Mega Alakazam, because it's blanket utility is too amazing to pass up.

Offensive Fire (Mega Charizard Y)

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

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

Volcarona @ Lum Berry
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 Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Earthquake
- Mach Punch

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

Edit: Implemented the changes
Approved pending the following changes:
  • Firium Z > Lum Berry on Volcarona, again.
  • Choice Scarf > Choice Band on Infernape to improve the matchup against Nihilego.
  • Choice Band > Choice Scarf on Victini to now serve as the teams wallbreaker.

Offensive Fighting​




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

Keldeo-Resolute @ 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 HP / 4 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- Taunt

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

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

Kommo-o @ Life Orb
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Clanging Scales
- Focus Blast
- Flamethrower
- Autotomize
Rejected, as this submission is not really better than the existing fighting sample, and doesn't differentiate itself enough to warrant inclusion.

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

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

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

Latias @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Draco Meteor
- Healing Wish
- Defog

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 144 SpD / 112 Spe
Jolly Nature
- Will-O-Wisp
- Knock Off
- Roost
- Taunt

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- Toxic
Rejected.

This team is way too passive outside of the Mega-bro win-condition. I really don't think Latias fits onto this team well. I'd consider maybe using Gothitelle to remove checks to Mega Slowbro or Victini (there's a really neat Mirror Coat set that screws with Magearna and Tapu Koko).

I think the team might work, but I don't think it's representative of the meta at all.


Offensive Flying Team:

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Tailwind
- Stone Edge

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

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

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

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

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Heat Wave
- Roost
Edit: Implemented the changes
Rejected.

I don't like this team, it doesn't have a strong balance of resists to manage threats and generate momentum.

You have poor speed control, and will be completely 6-0d by scarf Nihilego. Zapdos + Thundurus-T is seems very redundant. If you're going to use Zapdos, utilize an offensive set such as 3 Attacks Life Orb / Zap Plate. I'd reccomend considering Celesteela to check Nihilego and keep threats such as Greninja and Nihilego from getting kills every single time they're in.


Balanced Water Team:

Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 216 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Heal Bell
- Volt Switch

Gyarados @ Flyinium Z
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

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

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

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

This submission is different from the current Balance Water team, but I don't think the sets and overall build is worth posting as a sample.

Some small suggestions: I really don't like Scarf Greninja on Water, personally, especially if it isn't using U-turn. You should definitely be using Dark Pulse on it, as well. I also strongly dislike the Z-Move Gyarados spread, you should be using max speed Jolly so you can outrun Tapu Koko and Scarf Tapu Bulu at +1.


Balanced Ground

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Roar

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Poison Jab
- Outrage

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Icicle Crash
- Earthquake
- Superpower

Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Fire Blast
- Sludge Wave

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Toxic
- Scald
- Recover
- Earthquake

Landorus-Therian (M) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Earthquake
- Rock Polish
Rejected.

I just think the overall build is somewhat inoptimal: I think Landorus-I + SD Garchomp + Scarf Excadrill would work much better than Landorus-T + Scarf Garchomp + Nidoking as your team's offensive core.

Also this is Bulky offense btw: Gastro + Mega Steelix does not a balance team make.


Balanced Dark Team

Houndoom-Mega @ Houndoominite
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 56 SpA / 120 SpD
Sassy Nature
- Thunder Wave
- Fire Blast
- Stone Edge
- Stealth Rock

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- Brave Bird

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 212 HP / 132 Atk / 44 Def / 120 SpD
Careful Nature
- Knock Off
- Poison Jab
- Pursuit
- Rock Slide

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

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Rejected because it's also way too early to have a Mega Houndoom sample up IMO.

But other suggestions include: I don't like Bisharp on the team, and Scarf Greninja should really have U-turn. Extrasensory is not worth using, Fighting is essentially irrelevant.


Offensive Bug Team

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Bullet Seed
- 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
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Buzzwole @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Stone Edge
- Earthquake
- Superpower
Rejected right now because it's way too early to consider a Mega Heracross team: it's not even clear if the beetle will become meta.

However, some changes I'd suggest are:
  • Life Orb Scolipede > Choice Scarf Buzzwole as your team's speed control outside of webs, as it's far more flexible than Buzzwole which is also somewhat redundant on a Mega Heracross team.
  • Life Orb > Focus Sash on Galvantula, in my opinion. I'm not a huge fan of Focus Sash this generation, since it rarely feel's necessary to set webs and the additional offensive presence can dissuade opposing leads such as Garchomp.
  • Substitute or Swords Dance or Earthquake > Bullet Seed on Mega Heracross, since STABs are almost always enough to break down Water- and Ground-types and teams. Swords Dance or Earthquake will let you break Toxapex more easily, should you need it.

OFFENSIVE FIRE

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

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

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]

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

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 136 SpD / 124 Spe
Calm Nature
- Lava Plume
- Earth Power
- Toxic
- Taunt
edit: took smub and Acast's suggestions into account and changed Victini and Infernape's sets. I also replaced Rotom-H with Heatran and found that it is more effective.
This is almost identical to smub's submission here, so rejected.

---

Holy batman this took forever
 
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#72
Offensive Rock


Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Taunt
- Stealth Rock
- Tailwind

Omastar @ Air Balloon
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 4 Def / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Fire Punch

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

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

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Rock Slide
- Earthquake
- Fire Punch
- Ice Punch
Aerodactyl: Aerodactyl is our hazard lead as well as one of the team's best speed control options. Double-Edge is used to die to recoil from the Focus Sash before a Rapid Spin or Defog can come out. Taunt is used to stop opposing hazard leads like Galvantula and Torkoal. Finally, Tailwind is used to double the team's speed, which is very nice for our wallbreakers(Tyranitar and Nihilego) and our late-game sweeper(Omastar).

Omastar: Omastar is our main powerhouse against Ground, while also helping in the Steel matchup. With an Air Balloon, it can safely set up against choiced Ground types, specifically Excadrill and Garchomp. Modest is the preferred nature for more power, but a Timid nature can also be ran in order to outspeed Scarfers like Excadrill and Heracross with only 1 boost. Hydro Pump is the preferred Water STAB due to its large damage output, but Surf is another option for more consistency. Hidden Power Grass is used to hit Ground types that are immune to Water like Gastrodon and Seismitoad, as well as Swampert and Rotom-Wash. Hidden Power Fire can be a decent alternative if you want it to do more in the Steel matchup, allowing it to hit Ferrothorn and Mega Scizor. Ice Beam allows you to hit Dragon types like Garchomp, Dragonite, and Salamence. However, Earth Power can be ran over it if you want to actually do something against Toxapex and Volcanion, while also hitting Electric types like Tapu Koko and Xurkitree.

Tyranitar: Tyranitar is our main physical wallbreaker. Stone Edge and Crunch are the basic STAB moves. Fire Punch is important for hitting Mega Scizor, as well as Ferrothorn, Skarmory, and Celesteela. Finally, Earthquake is used to hit Tapu Koko and Toxapex. However, Pursuit can be an alternative for trapping Psychic and Ghost types like Latios and Gengar.

Terrakion: Terrakion is our other form of speed control with its Choice Scarf. Stone Edge and Close Combat are the basic STAB moves. Earthquake is extremely important for hitting Tapu Koko, Toxapex, and Magearna. Finally, Poison Jab is used to hit Fairy types like Clefable, Tapu Fini, Azumarill, and Tapu Bulu. But X-Scissor can be ran as a means of hitting Psychic types like Slowbro, Mew, and Latios.

Nihilego: Nihilego functions as our special sweeper/wallbreaker. Sludge Wave is the best Poison STAB it has access to. Thunderbolt is important for hitting Water types like Toxapex and Gyarados. Grass Knot hits Water types that are immune to Thunderbolt, like Swampert, Gastrodon, and Seismitoad. Finally, Hidden Power Ice is used as a means of hitting Landorus, Garchomp, and Gliscor. However, Power Gem is an option if you want a solid Rock STAB move.

Rhyperior: Rhyperior is our main blanket check towards the insane threat that is Mega Scizor, as well as Excadrill in sand. 248 EVs in HP are used to minimize hazard damage. Rock Slide and Earthquake are the basic STAB moves. Fire Punch is essential for hitting Mega Scizor, Ferrothorn, Skarmory, and Celesteela. Finally, Ice Punch is used to hit Garchomp, Landorus-Therian, and Gliscor.




 
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#73
Hyper Offense Ice

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: Thick Fat
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: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Hidden Power [Fire]

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

Weavile: Weavile is very solid as a revenge killer outside of hail and as a Pursuit trapper. Knock Off is the best and most spammable Dark STAB it has, being able to remove items and making Normal's Eviolite core easier to deal with. Icicle Crash is its most powerful Ice STAB. Ice Shard is used for priority to pick off faster threats like Aerodactyl and Crobat. Finally, Pursuit is used to trap Pokemon that it can naturally force out, like Victini and Alolan Marowak. However, Low Kick can also be used to hit Heatran and Tyranitar.

Alolan Ninetales: Alolan Ninetales is absolutely essential to just about any Ice team, and on this Ice team, it serves as the hail setter and check to Fighting types like Keldeo, Terrakion, and Buzzwole. The Light Clay is used to further the duration of Aurora Veil, but Icy Rock is a nice alternative to give Alolan Sandslash more sweeping turns. Freeze Dry is its preferred Ice STAB, hitting Water types like Swampert and Mantine. Moonblast is overall the best Fairy STAB. Aurora Veil is great for increasing the team's survivability, which is nice for giving our wallbreakers safer opportunities to switch in. Lastly, Encore is used to cripple hazard leads and setup sweepers. However, Blizzard can also be used as a more powerful Ice STAB which can OHKO Mega Pinsir and 2HKO Skarmory. Hidden Power Fire can also be nice for hitting Mega Scizor if it tries to set up.

Mamoswine: Mamoswine is our obligatory Stealth Rocker and decent blanket check to quite a few threats with Focus Sash and Endeavor+Ice Shard. Earthquake is overall the best STAB. Endeavor+Ice Shard works nicely to check a wide range of threats like Mega Charizard Y, Mega Scizor, and Heracross if your Sash is intact.

Alolan Sandslash: Alolan Sandslash is our main form of speed control as well as our hazard remover. A Jolly nature is ran in order to outspeed common Scarfers like Victini, Jirachi, Kyurem-Black, and Garchomp, as well as speed tying with Scarf Nihilego. Icicle Crash and Iron Head are its best STAB moves. Earthquake is essential coverage for hitting Heatran, Jirachi, and Victini. Finally, Rapid Spin is there for hazard removal.

Lapras: Lapras is our dedicated Mega Scizor check, as well as our special wallbreaker. Hydro Pump is incredibly powerful STAB. Surf is ran for consistency. Freeze Dry is the Ice STAB used to hit Water types like Toxapex, Mantine, and Tapu Fini. Finally, Hidden Power Fire is essential for checking Mega Scizor, as well as Ferrothorn.

Kyurem-Black: Kyurem-Black is our main physical wallbreaker. Outrage is its strongest STAB, capable of putting large dents into many neutral targets. Fusion Bolt is vital coverage for hitting Skarmory and Celesteela. Ice Beam is used mainly for Mega Venusaur, which can be a serious nuisance to the team. Finally, Earth Power is used to hit Heatran, Rotom Wash, and Tapu Koko.



Edit: Implemented the changes
 
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Harpp

formerly Alpha-Harpreet
#74
Balanced Psychic Team:

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 80 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Calm Mind
- Slack Off

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

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

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

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Thunder Wave
- Stealth Rock
- U-turn
- Iron Head

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Def
- Psychic
- Shadow Ball
- Focus Blast
- Counter

: Mega slowbro with its great bulk sponges physical attacks for the team as it as pre mega ability which is regenerator that allows it to pivot many times in the battle.Mega slowbro on this team is used as late game wincon when checks/counters are weakened or taken out. Calm mind boosts the modest special defensive of mega slowbro allowing it to become a sweeping tank. Scald and psyshock are its stab moves, psyshock allows it to deal with fat special walls such as chansey better. Slack off is for longevity.
: Victini with a choice band is the wall breaker of the team, as a choice banded boosted vcreate hits very hard and is difficult to wall for the opponent. Bolt strike is used for bulky water types such as toxapex.U-turn allows victini to keep up momentum while bringing in a teammate safely. Trick is used to cripple a set up sweeper or wall.
: Meloetta on the team provides with much appreciated immunity to ghost type moves, and is a wall breaker on the team with a choice specs set. Psyshock is used to deal with special walls or pokemon such as chansey,clefable,quiver dance volcarona. Hyper voice hits a lot of pokemon neutrally and has good coverage with focus blast which is used to deal with steel types such as ferrothorn and heatran. Lastly shadow ball is used to deal with ghost types and opposing psychic types better.
: Latios is the offensive defog user of the team, it also provides the team with a ground immunity that allows to it offensively pivot into some ground types. Draco meteor dishes out heavy damage as it is boosted by soul dew, psyshock is used to deal with special walls or with pokemon having higher special defense. Surf on the set is for heatran which otherwise walls the set,surf deals with excadrill,hippowdown as well.
: Jirachi on the team provides with support and utility moves such as stealth rock and thunder wave, stealth rock allows victini to wall break better while thunder wave slows down faster threats for the team. Iron head is used to para flinch the opponent in tandem with thunder wave. U-turn is for momentum. jirachi on the team sponges special attacks for the team. 16 spe evs ensures it outspeeds base 70 speed pokemon.
: Alakazam on the team acts as a blanket check to threatening physical attackers such as Mega Sharpedo,Mega Gyarados,excadrill etc with its sash counter set. Alakazam also has a good speed at base 120 that allows it to clean/revenge kill late game as well. Shadow ball is used for ghost types and opposing psychic types while focus blast is used for steel types like heatran and ferrothorn.

Edited Post: Changes implemented
 
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Megazard

I'll show you the life of the mind!
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BSS Tour Champion
#75
I know there's already a normal team and another accepted one but frankly there's the same serious issue with both of those teams that makes me want to submit this to call attention to the problem. The current sample's fastest mon is PZ (it might've been before pidge idk), and the submitted one is only accepted on the condition it removes Ditto, which opens it up to a wide variety of threats both because Mega Pidgeot is its only speed control and because a lot of setup sweepers become scarier. I don't think it's optimal for a Normal team to be so slow and weak, so while this might not exactly be the standard (no P2) it's had success in various tours and I'd feel like a hypocrite if I called out the Normal teams and then couldn't provide an example of what I feel is more optimal (not being so slow in the first place). If you don't want it accepted that's fine, but I'd at least take another look at the other Normal team.
Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn

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

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

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Transform

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

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