PS NU Room Teambuilding Workshops

#1

Welcome to the information hub for any workshops hosted in the NeverUsed room on Pokemon Showdown. This thread will serve as an archive for all teams built during workshops, frequently asked questions about workshops, and discussion about teams made during workshops.

FAQ:

Q:
What are teambuilding workshops?
A: Workshops are events hosted in the PS NU room where one or more staff members gather together as many people as they can to build a team together, usually in a separate private room. Staff members moderate the room while everyone throws out suggestions and collaborates to build something cool.

Q: When can I join in on a workshop?
A: Workshops happen randomly at the discretion of the PS NU Room Staff. Try joining during our busy peak hours for the best chance at catching one.

Q: Can you schedule a workshop ahead of time?
A: We used to do scheduled workshops, but we often found that users hardly ever planned their week around showing up for a room event like this. We found that we got the same amount of participation by hosting them whenever we found ourselves both ready and eager to, which consequently makes them more fun. Scheduled workshops aren't out of the realm of possibilities, but they are unlikely to occur.

Q: I feel like my suggestions aren't being taken seriously during workshops, what can I do to change that?
A: Probably the most important thing you can do is to go with the flow. Workshops can get pretty hectic, and one of the worst things you can do is get impatient or upset because you don't have as much control over the team as you'd like. Workshops are best approached as a learning exercise for everyone involved as you get to trade and incorporate new ideas into your building process that you might not have had before.

Q: Can I host a workshop?
A: Sure, under certain circumstances! If you're a global voice or up, you can create the private room, but we'd prefer you get permission from an NU Staff member before you advertise it and get everyone involved. The reason for this is because these events are apart of the room just as much as anything else, so NU staff should be involved to some extent should the need arise.
 
#3
Spent some time today building some HOT SQUADS in a bit of a chaotic format for workshops. Basically how we approached this workshop was myself, quziel, and Hootie took suggestions from the chat, quickly built a framework for the team and passed it back to the user so they could make their own personal edits. Later on, whatever was left of the room got together and we made edits to the frameworks outselves to make some decent finalized teams. Here's what we came up with:

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Quick Attack
- Knock Off

Rotom-Mow @ Grassium Z
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Will-O-Wisp

Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 248 HP / 176 Def / 84 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Scald
- Recover
- Will-O-Wisp

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Roar

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- High Jump Kick
- Knock Off
- Rapid Spin

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower

Druddigon @ Leftovers
Ability: Mold Breaker
EVs: 228 HP / 156 Def / 100 SpD / 24 Spe
Careful Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Toxic

Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]

Drapion @ Choice Band
Ability: Battle Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake

Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- U-turn
- Encore

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Earthquake
- Outrage
- Superpower

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 140 Atk / 116 Def
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

Dodrio @ Fightinium Z
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Brave Bird
- Jump Kick

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Toxic
- Slack Off

Whimsicott @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Moonblast
- U-turn
- Psychic

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Protect

Emboar @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sleep Talk

Drapion @ Shuca Berry
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Earthquake
- Poison Jab

Charizard @ Firium Z
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sunny Day
- Fire Blast
- Solar Beam
- Air Slash

Hitmonlee @ Life Orb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Rapid Spin
- Close Combat
- Knock Off

Regirock @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Thunder Wave

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Moonblast

Absol @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Iron Tail
- Knock Off
- Pursuit

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
IVs: 0 Atk
- Slack Off
- Calm Mind
- Scald
- Psyshock

Turtonator @ Dragonium Z
Ability: Shell Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Dragon Pulse
- Draco Meteor
- Shell Smash

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Scald
- Ice Beam

Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Memento
- Giga Drain
- Moonblast
- U-turn

Hitmonlee @ Normal Gem
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Knock Off
- Rapid Spin
- Close Combat

Cofagrigus @ Colbur Berry
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Shadow Ball
- Nasty Plot
- Hidden Power [Fighting]
- Trick Room

Drapion @ Choice Band
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake

tl;dr cofag + drapion is the best core in sm nu.

Feel free to comment on your experiences with each of the teams if you end up trying them out! We haven't gotten any games with them yet, so it's pretty likely there will be some flaws that need worked out.
 

Rwby

@g change my smogon name to lalala memes :33
is a Pre-Contributor
#4
Just copying this over from the Bazaar thread n.n

So I decided to host the first ever SM NU workshop today, even though we don't have an official thread :3 Tbh it went pretty smoothly bar Shaneghoul and Blast being the biggest memers ever wonderful people. The team is by no means perfect and it's also going on the assumption that most of the mons currently being suspect will get banned, especially the dragons and Moltres.


Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Thunderbolt
- Trick

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 SpD / 68 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Scald
- Knock Off

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 192 Def / 64 Spe
Impish Nature
- Gunk Shot
- Spikes
- Toxic Spikes
- Focus Blast

Cryogonal @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Freeze-Dry
- Recover
- Rapid Spin

Houndoom @ Darkinium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Taunt
- Dark Pulse
- Fire Blast


Okay so erisia gave me this neat Volt-Turn core and to be honest it's actually an extremely solid offensive core that's able to abuse specific switch-ins and gain momentum very easily. So what we need next was a Stealth Rocker, and we thought that overall a more specially defensive Seismitoad would help versus Fire and Water types whilst also being a semi-decent switch-in to rockers like Steelix. Now someone, can't actually remember who, came up with making this a more hazard stack style team and, even though I was sceptical, we decided to add Garbodor to give Spikes/Toxic Spikes and also a blanket check to physical attackers, which is what the team really needed at this point. The last two slots were basically patching holes; originally we had decided on Hitmonlee but changed to Cryogonal when we realised how Ice weak we were, which also gave a second ground immunity and a soft check to special attackers. Lastly we needed a win condition/stall breaker so we decided on z dark move Houndoom with Taunt and Nasty plot, giving us both a Psychic and Fire immunity. This team also has no normal resist but I mean who really needs one when you have style?

I really enjoyed working on this team and would like to thank erisia Shaneghoul Garay oak Taskr Blast and quziel for helping to create this neat little team n_n

I'm looking forward to doing more of these with you guys and it'll be more frequent once we get a thread!

Here's the team in action by the way: http://replay.pokemonshowdown.com/gen7nubeta-589483715
 
#5
OK we haven't done one of these in a long time, so I decided to run a workshop today

Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Knock Off
- Low Kick

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Earthquake
- Pursuit

Druddigon @ Yache Berry
Ability: Mold Breaker
EVs: 228 HP / 156 Def / 100 SpD / 24 Spe
Careful Nature
- Stealth Rock
- Glare
- Dragon Tail
- Earthquake

Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Grass Knot
- Trick

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Psyshock
- Grass Knot
- U-turn
- Roost

Garbodor @ Poisonium Z
Ability: Aftermath
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Explosion
- Spikes
- Toxic Spikes

I basically just really wanted to make a team with Ambipom. Considering the entire tier uses Steelix as a normal resist, it seemed cool that ambipom could beat steelix usually with one prior switch in, or with spikes up. We went the normal spam route, too, considering Tauros and Ambipom wear down a lot of the same stuff together and can both reap the benefits of their shared checks. Drudd was picked because fuck Xatu and Emboar, and we decided to use Yache Berry as a neat way of keeping ourselves a bit less pressured from Vanilluxe. Xatu is for Steelix. At this point, we figured we were really weak to stuff like Agility Vikavolt and Smash Barbaracle, so we added a nice offensive check in Scarf Delphox. Delphox is also really nice because it's a softer Emboar and Vanilluxe check, too. Finally, we have a Garbodor which used to be a Skuntank, but I changed it considering the team was having problems with immediate offensive pressure. Poisonium Z Garb lures Xatu and helps set up Spikes for the rest of the team so there isn't as much need for more powerful hitters.

The team is still a bit untested, so feel free to try it out and leave any criticism in this thread!
 
#6
Sub Icium-Z Jynx

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(psst, sprites have the importable to team :0)

Hello! As you can see we haven't done one of these in a while, which is unfortunate, so i decided to try my first workshop to see how it goes. I basically chose Jynx for 2 reasons; 1 being that it was an extremely competent mon in oras, which has been very unexplored in sm, and the other being after having built around it myself and using other people's build around it, i thought it'd be interesting to see how others as a group build around it. As a group our first idea was to go with a sub + np variant, and someone suggested Icium Z alongside Ice Beam, which we all thought would be a cool idea. Then came the long, long, long, long, long, long lasted debate between users cyanize and Watchog as to whether or not Psyshock or Lovely Kiss should be used in the last slot, one argued that Kiss would be the better option, as +2 subzero slammer can deal with most of the stuff that Psyshock can, and that Kiss has a better mu overall, sleeping mons like incoming Phox, Pilo etc. Whereas one argues that Psyshock was just the much better option, allowing to beat mons like Cryo, Yama, Miltank, and Emboar much more safely. So the conclusion that we came to was it's just preference at the end of the day. We decided Qwil as the next mon, being one of the best Emboar switch-ins there is, and also providing hazards to aid Jynx in setting up. Another nice thing about Qwil is that Jynx synergieses really well it, letting in mons like Xatu, Vileplume etc in for Jynx, same goes for mons like Boar, Yama and such. Miltank was our rocker of choice, patching up some notable weak spots in Jynx + Qwil, such as Delphox, Guzzlord, and is able to deter Vika a bit. Also, Miltank was just a really nice glue for team so far, having a nice sp def presence was appreciated, additionally, tank + qwil can deter Sneasel for Jynx. Hitmonlee was out choice of hazard removal, while also being our scarfed mon for a few reasons; being the only mon available to offer role compression in speedy revenging and spinning, and being able to revenge mons that the team so far struggles immensely against, such as Houndoom, Virizion, Incineroar, and in some cases, Phox and Jynx. Delphox was our next mon, being another mon with respectable speed, being a good midgame breaker, allowing us to pressure foes opponents easier, and having good offensive synergy with our 2 offensive mons; Jynx and Hitmonlee. Patching up our Specs / lo Whimsi weakness as well as helping against other threats such as Emboar and Vika etc. Gourgeist-Super was our last mon of choice, being a reliable spinblocker and being a check to some mons that we were notably weak to, such as opposing Hitmonlees, Virizion, Mowtom, etc.

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Anyways, this was the most fun i've had building and with mons in a long time, huge, huge, huge, HUGE s/o to cyanize, Watchog, i like cute things, neomon, and rarekyle who doesn't have a forums account for making this as fun and as interesting as this was !

peace
 
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#7

Wigglytuff @ Life Orb
Ability: Competitive
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fake Tears
- Hyper Voice
- Dazzling Gleam
- Fire Blast

Fantastic alternative to Gourgeist 10/10 would recommend