my team is not the right one, plz changeThanks to everyone who posted teams for our inaugural teambuilding competiton. We have three teams to vote on. If you plan to vote remember that we are employing a ranked voting format.
Our teams are:
Voting will be open until 05.00 GMT 14 Jan. Upon accouncing this weeks winner the next mon that we will build around will be announced. In the meantime please vote via the poll at the top of the thread so we can decide what next weeks mon will be. If you think a mon would be fun to build around just check the box. Feel free to pick as many or as little options as you'd like as there is no limit. Whichever mon receives the most votes will be what we build around next week!
- SD Groundceus Webs by WeirdHamster
- Rayquaza Balance by Bumboclaat
- Unfinished Webs by LordFernando
- DD Ray Balance by 09-10a
In the meantime if you are interested in more discussion regarding the tier please join NatDexUbers discord! Although we do currently have a list of about 20 mons we are always looking for suggestions. If you have a mon you'd like to be considered for the teambuilding competition do not hesistate to reach out to bumboclaat , ANinjaDude, or Runo.
My bad. It is fixedmy team is not the right one, plz change
First of all I wanted to thank bumboclaat for this thread.
I wanted to build for the previous rounds but didn't have much time to test the teams, and when I had more time for the Rayquaza submission I wasn't satisfied at all with my teams. Basically I focused on Rayquaza + Paraspam to mitigate Rayquaza's awful speed tier for an offensive pokemon, but the team was too fragile against the metagame.
I wanted to apply the same concept for Calyrex-I, but when testing the team it was actually much more self-sufficient than Rayquaza, and this thing can actually take hits, sometimes two, while retaliate with a devastating attack that only Necrozma-DM, Arceus-Water, defensive Kyogre and Dondozo can stomach (actually bumboclaat Arceus-Water is the best check among all of them, as Seed Bomb is unseen and it is actually immune to Trick). However, not having access to a strong priority move is definitely detrimental, especially against the likes of Yveltal, Marshadow or Arceus-Ground. Here's my take on Calyrex-I, I tried the team up to 1750's but it can still be improved.
Calyrex-Goat
So this team is a balanced team with a strong defensive backbone consisting of Ho-Oh, Groudon and Zygarde-C, while matching-up decently against HO with Arceus and Zacian-C while Calyrex-I takes care of stall (but still does work against offensive teams).
So I believe Trick and Aromatherapy are the best moves for Calyrex, even though 90% of the time I end up clicking Glacial Lance even against resists. Aromatherapy is for Rest Zygarde-C and poisoned PDon. Tera Steel works well but Tera Dark is also an option, especially against LO Knock Off Yveltal. Nothing much to say except Calyrex can lead against HO to nab that +1 right off the bat.Standard Ho-Oh, most reliable defogger otherwise this team is hazard-weak.Standard defensive Groudon, with a Heat Crash to heavily chip its switch-ins. I prefer Heat Crash over Overheat but the latter is an option. Rock Tomb is to prevent Mega Salamence from boosting its speed while hitting both Yveltal and Ho-Oh. A more offensive EV spread can be optional and this team can afford it.Speed control, especially useful against Yveltal and Marshadow. Behemoth Blade can be used over Play Rough but the Zygarde matchup becomes rough and you will need your own Zygarde to set-up alongside it.This team still lacked something against boosted threats and here comes Extremekiller. Taunt is mostly for Zygarde, you can 1v1 as long as you SD when it switches in. Earthquake is for defensive Necrozma-DM and Zacian-C. A faster spread makes Taunt even more useful but the loss of bulk is detrimental, and there's the option of running Lum Berry at the cost of extra power from Silk Scarf. Helps a ton versus offensive Eternatus as this team is kinda weak against it.Absorb almost all physical hits, my switch-in against Ho-Oh, Mega Salamence (I ran into Dragon Claw variants, and this set prevails thanks to Dragon Tail), Arceus-Ground (be careful of CM variants), opposing Zygarde-C. Beats the latter with Dragon Tail, unless it's Tera Fairy. A pain for stall as well. I never had to tera this thing once during the playtesting.
Cool team , i always feel hype when someone uses Band Calyrex Ice instead of Trick Room one .RNG has redeemed me. Now I know how it feels to troll... lol
Although I was trolled a lot myself. And it made me tilt hard. Nonetheless...
Sup lads! What if I tell you that Ice Rider is not just meant for Trick Room nor is it bound to just run Max HP Adamant?
Got that right. breezes past almost the entire unboosted metagame when given the right support!
Caly-I + Arceus-Flying Paraspam
Let's break it down:
So I was trolling in ladder when I encountered someone using Flyinium Z . I knew I just have to use it one of my teams. As it turns out, this thing learns Air Slash, and when combined with Paralysis... Well, you get the idea. It certainly ain't Togekiss or Jirachi levels of annoying but when push comes to shove, it can paraflinch everything to great effect. The spread is mainly just for striking a balance between power and bulk. Ironically, this will live a +1 252+ MMence Double-Edge from full. 96 to hit 300 which is a good benchmark. Taunt is the upgraded version of Refresh with the added benefit of disrupting and as well as Toxic . Flyinium Z allows for a one-time nuke vs and other threats that won't care much about taking even a +1 Air Slash.
Nothing much to say here. Swords Dance is used to capitalize on the paralysis thrown here and there. Standard SpDef Pdon to answer better. Also has the added benefit of forcing rocks in the face of Defog . 16 hits 220, enough to outspeed everything up to paralyzed .
This one sacrifices the annoyance of Toxic to spread paralysis on everything that isn't a Ground type. Most notably, it lures , one of the most annoying threats for this team especially the offensive variant. 240/56+ lives a +2 252+ Hidden Power [Rock] from full guaranteed. 16 hits 220. Tera Poison to ease the matchup vs Toxic Spikes and still check what it is supposed to.
Seriously, what's a paraspam without this monstrosity? Sits on nearly every physical attacker, Glares, Coils, and annoys. 56 hits 220 after transformation while 204 maximizes leftovers recovery. Tera Water to mess with as well as the occasional in a pinch else everything aside from the team's own dies.
Surprisingly, 252+ Jolly hits 218, 1 point faster than a paralyzed . This is HUGE. As such, this takes advantage of the paralysis spread by teammates to dominate the speed war and threaten most of the metagame with its Glacial Lance. Even if not adamant, it still stings. It also outpaces uninvest base 90's. 64 minimizes Stealth Rock damage while Tera Steel to serve as an emergency check to , , , and in a pinch.
Standard spread. Helps in checking , , , , , and others while having the ability to pivot with U-Turn. 18 Spe hits 221, creeping 16 Spe base 90's.
One must be proactive when playing with this team. As you can see, its defensive backbone is not that great, and speed control is lacking, as such, making sure that threats like and the like never sets up for free is key. Make sure to not be passive either. and manage HP before anything else especially vs teams with . Furthermore, playing around Wild Charge is highly recommended.
With that said, do you know what's more annoying than a boosted under Trick Room? Well, boosted facing down a paralyzed team! Even more so if you're staring down a +2 spamming Air Slash and flinching everything! Troll them, peeps!