All Gens ROA Sample Teams Thread V2

Typhlito

One Activer Dawg
is a Smogon Social Media Contributoris an Artistis a Community Contributor
#1
Approved by Jellicent
Taken over from Lord Ninjax
Help from Natural Talent

original thread with more teams! http://www.smogon.com/forums/threads/roa-sample-teams-thread.3522617/

(Art coming soon!)


RoA Sample Team Thread:

So I made this thread in the hope of helping new players have an easier time getting into old gens. Once this thread is filled with quality teams for every gen (and hopefully every tier as well), this can be used as a resource for anyone looking to try out something "new". This thread can also be used as a resource for people on Pokemon Showdown who does not have a team for certain tiers during a room tournament. So try posting different teams every now and then!

Rules:

If you'd like to submit a team, you must provide an importable of the team along with a brief explanation of how the team works, along with a short threat list for reference. Any teams that I or the RoA Mods approve will be archived.

If you like, make it look nice with some mini-sprites :]
http://www.serebii.net/pokedex-xy/

Last but not least, give credit to who made the team!

Anyways, happy posting, hope we can put down a few good teams!
 
Last edited:

Natural Talent

Don't die trying to live..
is a Tiering Contributor
#2
RBY Teams
RBY Teams Don't Really need a description since it's really straight forward

RBY OU

Bunch of teams - Disaster Area

Alakazam (M) @ (No Item)
- Psychic
- Seismic Toss
- Thunder Wave
- Recover

Chansey (F) @ (No Item)
- Soft-Boiled
- Thunder Wave
- Sing
- Seismic Toss

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Exeggutor (M) @ (No Item)
- Leech Seed
- Rest
- Psychic
- Stun Spore

Lapras (M) @ (No Item)
- Blizzard
- Body Slam
- Thunderbolt
- Confuse Ray

Rhydon (M) @ (No Item)
- Earthquake
- Rock Slide
- Body Slam
- Substitute


Hyper Beam Exeggutor + Agility Articuno

Starmie @ (No Item)
- Blizzard
- Psychic
- Recover
- Thunder Wave

Chansey (F) @ (No Item)
- Reflect
- Seismic Toss
- Soft-Boiled
- Thunder Wave

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Hyper Beam
- Earthquake

Exeggutor (M) @ (No Item)
- Hyper Beam
- Sleep Powder
- Psychic
- Explosion

Articuno @ (No Item)
- Blizzard
- Sky Attack
- Hyper Beam
- Agility

Rhydon (M) @ (No Item)
- Earthquake
- Rock Slide
- Body Slam
- Substitute


Amnesia Lax

Exeggutor (M) @ (No Item)
- Sleep Powder
- Psychic
- Explosion
- Mega Drain

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Starmie @ (No Item)
- Blizzard
- Psychic
- Recover
- Thunder Wave

Chansey (F) @ (No Item)
- Soft-Boiled
- Thunder Wave
- Reflect
- Seismic Toss

Snorlax (M) @ (No Item)
- Body Slam
- Ice Beam
- Amnesia
- Rest

Alakazam (M) @ (No Item)
- Psychic
- Reflect
- Thunder Wave
- Recover


Reflect Lax + Leech Seed Exeggutor

Alakazam (M) @ (No Item)
- Psychic
- Seismic Toss
- Thunder Wave
- Recover

Jynx (F) @ (No Item)
- Psychic
- Lovely Kiss
- Rest
- Blizzard

Snorlax (M) @ (No Item)
- Body Slam
- Reflect
- Earthquake
- Rest

Chansey (F) @ (No Item)
- Soft-Boiled
- Thunder Wave
- Reflect
- Seismic Toss

Exeggutor (M) @ (No Item)
- Leech Seed
- Rest
- Psychic
- Stun Spore

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam


FishLax + Counter Chansey

Jynx (F) @ (No Item)
- Psychic
- Lovely Kiss
- Rest
- Blizzard

Zapdos @ (No Item)
- Thunderbolt
- Agility
- Drill Peck
- Thunder Wave

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Snorlax (M) @ (No Item)
- Body Slam
- Earthquake
- Hyper Beam
- Self-Destruct

Exeggutor (M) @ (No Item)
- Psychic
- Sleep Powder
- Explosion
- Hyper Beam

Chansey (F) @ (No Item)
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Counter


CounterLax

Jynx (F) @ (No Item)
- Psychic
- Lovely Kiss
- Rest
- Blizzard

Zapdos @ (No Item)
- Thunderbolt
- Agility
- Drill Peck
- Thunder Wave

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Snorlax (M) @ (No Item)
- Body Slam
- Earthquake
- Counter
- Self-Destruct

Exeggutor (M) @ (No Item)
- Psychic
- Sleep Powder
- Explosion
- Stun Spore

Chansey (F) @ (No Item)
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Thunderbolt


Mega Kick Lax + Counter Chansey

Jynx (F) @ (No Item)
- Psychic
- Lovely Kiss
- Rest
- Blizzard

Starmie @ (No Item)
- Blizzard
- Thunderbolt
- Recover
- Thunder Wave

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Snorlax (M) @ (No Item)
- Mega Kick
- Earthquake
- Hyper Beam
- Self-Destruct

Exeggutor (M) @ (No Item)
- Psychic
- Sleep Powder
- Explosion
- Stun Spore

Chansey (F) @ (No Item)
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Counter


Amnesia Lax Team - Typhlito

Alakazam (M)
- Psychic
- Recover
- Thunder Wave
- Seismic Toss

Tauros
- Body Slam
- Hyper Beam
- Earthquake
- Blizzard

Chansey
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Counter

Exeggutor (M)
- Sleep Powder
- Psychic
- Explosion
- Egg Bomb

Snorlax (M)
- Reflect
- Amnesia
- Rest
- Ice Beam

Jolteon
- Thunderbolt
- Thunder Wave
- Pin Missile
- Double Kick


- Isa
Reflect Lax

Jynx (F) @ (No Item)
- Blizzard
- Psychic
- Lovely Kiss
- Rest

Starmie @ (No Item)
- Blizzard
- Recover
- Thunder Wave
- Thunderbolt

Chansey (F) @ (No Item)
- Soft-Boiled
- Thunder Wave
- Thunderbolt
- Ice Beam

Exeggutor (M) @ (No Item)
- Sleep Powder
- Stun Spore
- Psychic
- Explosion

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Snorlax (M) @ (No Item)
- Body Slam
- Earthquake
- Reflect
- Rest


- Fleggumfl
TankLax

Jynx
- Lovely Kiss
- Psychic
- Blizzard
- Rest

Tauros
- Body Slam
- Hyper Beam
- Blizzard
- Earthquake

Snorlax
- Amnesia
- Reflect
- Ice Beam
- Rest

Exeggutor
- Sleep Powder
- Explosion
- Psychic
- Stun Spore

Zapdos
- Drill Peck
- Thunder
- Thunderbolt
- Thunder Wave

Chansey
- Thunderbolt
- Ice Beam
- Soft-Boiled
- Thunder Wave


Bolt-Beam Chansey

Alakazam
- Thunder Wave
- Seismic Toss
- Psychic
- Recover

Zapdos
- Thunder
- Thunderbolt
- Drill Peck
- Thunder Wave

Snorlax
- Self-Destruct
- Body Slam
- Earthquake
- Hyper Beam

Tauros
- Body Slam
- Hyper Beam
- Blizzard
- Earthquake

Exeggutor
- Psychic
- Sleep Powder
- Hyper Beam
- Explosion

Chansey
- Thunder Wave
- Ice Beam
- Thunderbolt
- Soft-Boiled
 
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Natural Talent

Don't die trying to live..
is a Tiering Contributor
#3
GSC
Descriptions inside.

GSC OU



GSC BP!- Jorgen

Smeargle @ Lum Berry
-Spore
-Baton Pass
-Agility
-Spider Web

Snorlax @ Leftovers
-Mega Kick
-Earthquake
-Belly Drum
-Self-Destruct

Jolteon @ Leftovers
-Thunderbolt
-Hidden Power [Water]
-Agility
-Baton Pass

Marowak @ Thick Club
-Earthquake
-Rock Slide
-Hidden Power [Bug]
-Swords Dance

Machamp @ Lum Berry
-Cross Chop
-Rock Slide
-Hidden Power [Bug]
-Meditate

Scizor @ Lum Berry
-Hidden Power [Bug]
-Swords Dance
-Agility
-Baton Pass

Smeargle is the thing you lead to ensure you get off on the right foot. He uses ultimate Spider Web cheese which may or may not need to be banned; if you're playing on PO or it eventually gets legit banned, Substitute is generally the preferred move to dodge things like Sleep Powder and Explosion from Exeggutor.
The idea is to Agility on T1 if possible. If they lead a Phazer, you get Roared out, no harm no foul. If they don't Phaze for whatever reason, you Spore and win. Yeah, that's Mega Kick.
Snorlax's main role actually isn't to receive BP, but if it does, it's nice to have a STAB that can both OHKO Cloyster at +6 AND doesn't limit you to 3 KOs before you kill yourself (and if they spare their Phazing Raikou and Skarm, life could still be very hard for you). You aim is instead to get in, pose a threat, enough of one to goad Skarm into coming in as you drum, then blow up on it.
Jolt, the classic AgiPasser, is something of a weak link on the team imo, but he's immensely valuable for shooing off Cloysters and Skarms that otherwise would stay in to go for Booms and Phazes, respectively.
Wak is sort of your main Pass target, and the thing you're ultimately maneuvering to get a Speed boost to facilitate a sweep. Once he's +2/+2 basically nothing stops him. HP Bug is the preferred option, as the standard sequence versus standard offense ends with Agi-, but not SD-, boosted Marowak standing off versus Egg, and you want to threaten the OHKO there.
Machamp is another slightly weak link, but something I see as necessary for shooing away Laxen. MiracleBerry (Lum Berry on PS) is to handle LK Lax, although it's also nice for eating Thunder paras as Champ rarely OHKOs things the way Wak can, and it's also nice for preventing Sleep Powder from Egg.
HP Bug I like most as you need a BPer that can immediately shoo Egg; otherwise, he stays in and just makes your life hell. MiracleBerry is there to let you switch in on a Sleep Powder if need be; it also prevents, say, an LK Lax from ruining your plan.


GSC Offense - Mr. 378

Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Hidden Power [Ice]
- Rest
- Sleep Talk

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Body Slam
- Earthquake
- Fire Blast
- Self-Destruct

Steelix @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Earthquake
- Explosion
- Roar
- Curse

Cloyster @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Hidden Power [Electric]
- Explosion
- Spikes

Exeggutor @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Giga Drain
- Psychic
- Explosion
- Sleep Powder

Machamp @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Cross Chop
- Earthquake
- Hidden Power [Bug]
- Curse

My favorite version of the cookie cutter GSC offense. Zapdos + Snorlax + Exeggutor + Cloyster + Steelix + Sixth is a very powerful offensive teamstyle because of how much power it can have while maintaining the minimal defensive coverage needed to function well in the tier. The sixth pokemon is variable depending on what you want the team to try and do. Here I use Machamp because of how much brute offensive force it has while being supported well by the team due to having mons like Cloyster that can bait its checks and counters. It also gives the team a Tyranitar and Snorlax check which can usually be a problem for these kinds of teams. To help support the team I'm using 4 attack Snorlax with Body Slam to help lure in threats, bluff a defensive set, and spread paras while serving as a very effective wallbreaker. This version does have a few weaknesses but it is overall my favorite variant of this kind of team and if anyone wants to try using it experiment around a bit with it. There's a good amount of other options you have.


GSC Stall

Raikou @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunderbolt
- Reflect
- Roar
- Rest

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Return
- Lovely Kiss
- Belly Drum
- Rest

Skarmory @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Drill Peck
- Curse
- Whirlwind
- Rest

Miltank @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Body Slam
- Heal Bell
- Growl
- Milk Drink

Starmie @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Toxic
- Rapid Spin
- Recover

Suicune @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Ice Beam
- Rest
- Sleep Talk

On the other side of the coin we have standard stall. The team is a stall team optimized to counter and wall the threats in the metagame while maintaining a decent amount of ways to win the game. The members of the team are all fairly intuitive in what they do. Raikou is the special wall and secondary phaser, Snorlax the win condition and Stallbreaker, Skarmory the physical wall and primary phaser, Suicune the mixed wall and sleep absorber, Miltank the beller, growler, and possible secondary mixed wall and Starmie the spinner and an out to many 'tier 2' threats. Overall it s a pretty solid stall team that holds up in many different match ups. Once more there are a few different things that can be changed with the team if you want to try and do something else.



Nat's Teams

Nidoking @ Leftovers
- Earthquake
- Lovely Kiss
- Ice Beam
- Thunder

Skarmory @ Leftovers
- Whirlwind
- Drill Peck
- Rest
- Curse

Snorlax @ Leftovers
- Double-Edge
- Lovely Kiss
- Self-Destruct
- Fire Blast

Vaporeon @ Leftovers
- Surf
- Growth
- Rest
- Sleep Talk

Raikou @ Leftovers
- Thunder
- Roar
- Reflect
- Rest

Forretress @ Leftovers
- Spikes
- Hidden Power [Bug]
- Rapid Spin
- Explosion

I built a team supporting Growth Vaporeon. Lead Nidoking can sleep and therefore cripple non sleep talk Raikou and Zapdos. If they turn out to be sleep talk i have a boom lax to catch them and remove them for vaporeon to do some damage. Curse Skarm to check Lax, forretress for spikes and Raikou for support and it being an amazing mon.



Exeggutor @ Leftovers
- Psychic
- Giga Drain
- Sleep Powder
- Explosion

Forretress @ Leftovers
- Spikes
- Hidden Power [Bug]
- Rapid Spin
- Explosion

Suicune @ Leftovers
- Surf
- Toxic
- Roar
- Rest

Zapdos @ Leftovers
- Thunder
- Hidden Power [Ice]
- Rest
- Sleep Talk

Snorlax @ Leftovers
- Double-Edge
- Curse
- Rest
- Sleep Talk

Steelix @ Leftovers
- Earthquake
- Curse
- Roar
- Rock Slide

More balance team focusing on the double curse core of Lax and Steelix. Lead Exeggutor to get off an earlier sleep powder and save it for later to remove a threat with explosion. Rest Talk Zapdos has amazing offensive pressure and can beat Vaporeon which can beat lax if it's acid armor. Suicune is a cool phazer that checks other steelix's and Marowak. Lastly spikes forretress for hazard support.



GSC Ubers

- Mr. 378

Mewtwo @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Fire Blast
- Ice Beam
- Self-Destruct

Mew @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Earthquake
- Rock Slide
- Explosion
- Swords Dance

Lugia @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Serious Nature
- Aeroblast
- Whirlwind
- Curse
- Recover

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Double-Edge
- Curse
- Lovely Kiss
- Self-Destruct

Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Hidden Power Water
- Rest
- Sleep Talk

Steelix @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Explosion
- Curse
- Roar
- Rock Slide

GSC ubers is kind of a stally metagame because all of the ubers and other pokemon used in the tier are very bulky and have good recovery. This team is a very offensive team made to break the tiers bulky mons and get a rather quick win by wallbreaking through exploding. Explosion (and Selfdestruct) are great moves in the tier because Gengar and Misdreavus are nonentities and the few mons that resist the move can be broken pretty easily. Mewtwo is my lead because he can immediately threaten anything with it's coverage and threaten to selfdestruct for a one for one trade on virtually anything. Thunder is the most key move it has because it gets both Birds within Selfdestructs KO range. The other two hit more niche pokemon that I don't want coming in(Fire blast for steels and Ice Beam for Zapdos, though Submission is another option for TTar.) Mew is a simple but powerful wall breaker and potential cleaner, just SD up and hit things with the great Edgequake coverage and Explode when you get weak. Lugia is a great wall and another possible cleaner. Just Curse + WW until you eliminate your opponent's check and can get a good number of curses, then start hitting things with Aeroblast. It is also incredibly hard to actually kill because of it's amazing bulk plus recover. Snorlax is just a great physical attacker that can hit just about anything pretty hard and has an amazing move pool. The real draw to him is Lovely Kiss and it's ability to virtually eliminate one opposing mon from the game. Zapdos is a counter to an amazing number of things in the tier, most notably the birds. Hidden Power Water is here to patch a weakness to Rocks/Grounds. Steelix is here mainly to have a Lax switch in that has some good alternative uses to it. Being a boostable exploder is very useful and it can safely set up and trade with almost anything in the tier if need be.
That is the team. If there is one thing I would like to add it would be Celebi as belling is very useful for this team considering how common status can be in the tier. I didn't use it though because other than that it felt too out of place and passive to use. It is still an alright option.


GSC UU

-
Natural Talent


Nidoqueen @ Leftovers
Ability: Poison Point
- Earthquake
- Lovely Kiss
- Ice Beam
- Thunder

Dodrio @ Miracle Berry
Ability: Run Away
IVs: 24 Atk
- Return
- Hidden Power [Ground]
- Endure
- Flail

Electabuzz @ Leftovers
Ability: Static
IVs: 28 Atk / 28 Def
- Thunder
- Ice Punch
- Cross Chop
- Hidden Power [Grass]

Hypno @ Leftovers
Ability: Insomnia
- Psychic
- Light Screen
- Thunder Wave
- Ice Punch

Quagsire @ Leftovers
Ability: Damp
- Curse
- Earthquake
- Return
- Rest

Politoed @ Leftovers
Ability: Water Absorb
- Surf
- Growth
- Sleep Talk
- Rest



Kadabra @ Leftovers
Ability: Synchronize
- Psychic
- Thunder Punch
- Thunder Wave
- Recover

Victreebel @ Leftovers
Ability: Chlorophyll
- Giga Drain
- Swords Dance
- Sleep Powder
- Sludge Bomb

Quagsire @ Leftovers
Ability: Damp
- Curse
- Earthquake
- Return
- Rest

Chansey @ Leftovers
Ability: Natural Cure
- Heal Bell
- Soft-Boiled
- Ice Beam
- Toxic

Magneton @ Leftovers
Ability: Magnet Pull
IVs: 28 Atk / 28 Def
- Substitute
- Thunder Wave
- Thunderbolt
- Toxic

Politoed @ Leftovers
Ability: Water Absorb
IVs: 28 Atk
- Growth
- Ice Beam
- Surf
- Rest



Nidoqueen @ Leftovers
Ability: Poison Point
- Lovely Kiss
- Earthquake
- Ice Beam
- Thunder

Scyther @ Leftovers
Ability: Swarm
IVs: 26 Atk / 26 Def
- Wing Attack
- Swords Dance
- Hidden Power [Bug]
- Quick Attack

Blastoise @ Leftovers
- Rest
- Sleep Talk
- Ice Beam
- Surf

Vileplume @ Leftovers
Ability: Chlorophyll
- Giga Drain
- Leech Seed
- Sleep Powder
- Synthesis

Arcanine @ Leftovers
Ability: Intimidate
IVs: 28 Atk / 28 Def
- Fire Blast
- Extreme Speed
- Hidden Power [Grass]
- Crunch

Pineco @ Leftovers
Ability: Sturdy
- Spikes
- Self-Destruct
- Endure
- Toxic


GSC LC

- Natural Talent

Diglett @ Berry Juice
Level: 5
- Earthquake
- Hidden Power [Bug]
- Ancient Power
- Thief

Magby @ Berry Juice
Level: 5
- Fire Blast
- Hidden Power [Grass]
- Cross Chop
- Thief

Chinchou @ Berry Juice
Level: 5
- Thunder
- Hydro Pump
- Thunder Wave
- Ice Beam

Exeggcute @ Berry Juice
Level: 5
- Sleep Powder
- Giga Drain
- Explosion
- Psychic

Porygon @ Lum Berry
Level: 5
- Recover
- Sharpen
- Thunder Wave
- Tri Attack

Houndour @ Berry Juice
Level: 5
- Fire Blast
- Hidden Power [Grass]
- Crunch
- Pursuit

Standard team. Cool pursuit Houndour to take out Exeggcute and Gastly to make way for Machop and mono sharpen Porygon.


Staryu @ Lum Berry
Level: 5
- Recover
- Thunder Wave
- Rapid Spin
- Surf

Magby @ Berry Juice
Level: 5
- Cross Chop
- Thunder Punch
- Fire Blast
- Thief

Cubone @ Thick Club
Level: 5
- Earthquake
- Hidden Power [Bug]
- Swords Dance
- Rock Slide

Abra @ Berry Juice
Level: 5
- Psychic
- Ice Punch
- Encore
- Thief

Chansey @ Berry Juice
Level: 5
- Thunder Wave
- Body Slam
- Soft-Boiled
- Ice Beam

Machop @ Berry Juice
Level: 5
- Cross Chop
- Hidden Power [Bug]
- Earthquake
- Curse

Offense featuring SD Cubone. T - Wave everything and cubone and Machop have fun. Magby can beat sunny beam Houndour as well as chansey if it doesn't have Miracle Berry (Lum on PS) and doesn't switch into a sun boosted Fire Blast.


Gastly @ Berry Juice
Level: 5
EVs: 252 SpA / 4 SpD / 252 Spe
- Hypnosis
- Thunderbolt
- Giga Drain
- Thief

Houndour @ Berry Juice
Level: 5
- Sunny Day
- Solar Beam
- Fire Blast
- Crunch

Staryu @ Lum Berry
Level: 5
- Thunder Wave
- Rapid Spin
- Surf
- Recover

Machop @ Berry Juice
Level: 5
- Curse
- Cross Chop
- Hidden Power [Bug]
- Earthquake

Elekid @ Berry Juice
Level: 5
- Thunder
- Cross Chop
- Ice Punch
- Thief

Porygon @ Lum Berry
Level: 5
- Recover
- Sharpen
- Thunder Wave
- Tri Attack

Lead Gastly to sleep something since it outspeeds most leads. Sunny Beam Houndour that breaks walls while machop can be a solid win condition. Porygon and Staryu are good for T-Wave support While Elekid is speed control.
 
Last edited:

Typhlito

One Activer Dawg
is a Smogon Social Media Contributoris an Artistis a Community Contributor
#4
ADV OU

Sand Spikes Offensive - Typhlito


One of my favorite teams. Fast offensive spikes team that uses hazards and sand to wear down walls and break through with tar. Aero cleans up late game and pert/gengar takes care of salamence and flygon. Opposing spikers can be kinda annoying for this team since this team contains no spinner or trapper but if you keep they're team pressured, they will have a hard time setting them down.

Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Grass]
- Substitute
- Baton Pass

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power [Flying]

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Rest
- Sleep Talk
- Spikes
- Whirlwind

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 SpA
Relaxed Nature
- Earthquake
- Ice Beam
- Protect
- Toxic

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 16 HP / 200 Atk / 120 Def / 172 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]

Gengar @ Leftovers
Ability: Levitate
EVs: 172 HP / 148 SpA / 188 Spe
Timid Nature
- Hypnosis
- Ice Punch
- Giga Drain
- Thunderbolt


Double Trap Offensive - Typhlito

This team uses porygon and magneton to get rid of the two biggest walls to this team; skarmory and dugtrio. Once they are gone, the rest of the team will have a much easier time getting through many threats. One threat that does mess with this team tho is toxic flygon since it can toxic anything that it cant beat and while nailing everyone else.

Salamence @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Hidden Power [Flying]
- Brick Break

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Substitute
- Hidden Power [Grass]
- Toxic

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
- Ice Beam
- Earthquake
- Protect
- Toxic

Celebi @ Leftovers
Ability: Natural Cure
EVs: 72 Def / 252 SpA / 180 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Psychic
- Hidden Power [Fire]

Metagross @ Leftovers
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Agility
- Meteor Mash
- Earthquake
- Explosion

Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP / 148 Def / 108 SpA
Bold Nature
- Thunderbolt
- Ice Beam
- Toxic
- Recover


Summer Solace - Slurmz/Cowboy Dan

The team is standard bulky offensive with a twist. Hp Fire Claydol acts as a spikes deterrent from Forretress. Magneton helps prevent Skarmory from getting spikes, so we could prevent CurseLax from taking unnecessary damage. Roar Cune helped versus other set-up sweepers. Heal bell Celebi can cleric stuff and help team get a bit of recover via Leech Seed. Banded MixMence helps with physical attackers. Biggest weakness is probably taunt gyarados due to the team not having a solid answer to it once it sets up a dragon dance. Lax should handle if fine tho if its able to set up before it taunts.
BLOODLIP (Salamence) (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Brick Break
- Fire Blast
- Earthquake

DISCONNECTED (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Grass]
- Rest
- Toxic

MAELSTORM (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 92 HP / 128 Atk / 124 Def / 164 SpD
Adamant Nature
- Rest
- Shadow Ball
- Body Slam
- Curse

TIME BOMB (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP / 148 Def / 108 SpA
Relaxed Nature
- Earthquake
- Psychic
- Hidden Power [Fire]
- Rapid Spin

SEDUCTION (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
- Surf
- Roar
- Rest
- Calm Mind

WAKING DREAMS (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Heal Bell
- Leech Seed
- Hidden Power [Grass]
- Recover


Bulky Double Trap - Cowboy Dan

This is a fairly standard double trap team I built a while back. Basically Magneton and Dugtrio take out most of Curselax's counters so it can sweep. The rest of the stuff fills in holes. Bulky Celebi acts as your answer to opposing Lax as well as backing up lax in taking on electrics and Gengar. Swampert takes on a few of the main physical threats, namely tyranitar, salamence and aerodactyl. Salamence acts as an offensive pivot against opposing heracross, celebi, gyarados and others. It kinda sucks if you fail with mag but overall it's a decent team for new players to try.

Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Rest
- Sleep Talk
- Hidden Power [Fire]
- Thunderbolt

Dugtrio (F) @ Choice Band
Ability: Arena Trap
EVs: 8 HP / 228 Atk / 44 SpD / 228 Spe
Jolly Nature
IVs: 30 SpD / 30 Spe
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 100 SpA
Bold Nature
- Psychic
- Leech Seed
- Hidden Power [Grass]
- Recover

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Roar
- Protect

Snorlax (F) @ Leftovers
Ability: Immunity
EVs: 92 HP / 128 Atk / 124 Def / 164 SpD
Adamant Nature
- Return
- Shadow Ball
- Curse
- Rest


Sand Stall - DracoMalfoy

A good but old stall team that uses a combination of spikes, sand and walls to wear it down to the point where cm blissey can sweep. Tar helps get rid of gar and common switch ins like swampert and skarmory while perish song celebi prevents a curse lax from sweeping. This team does have a somewhat hard time if mag is able to beat fortress before it could set up spikes. Duggy can also be a pain since it can pick off a weakened celebi which allows curselax to set up easily. It has the tools to help prevent that from happening though.
Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 116 HP / 104 Atk / 32 Def / 104 Spd / 140 SAtk / 12 SDef
Naughty Nature (+Atk, -SDef)
- Flamethrower
- Hidden Power [Grass]
- Pursuit
- Rock Slide

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Earthquake
- Hidden Power [Bug]
- Rapid Spin
- Spikes

Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Flamethrower
- Hidden Power [Grass]
- Softboiled

Swampert (M) @ Leftovers
Trait: Torrent
EVs: 240 HP / 176 Def / 12 Spd / 24 SAtk / 56 SDef
Relaxed Nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Protect
- Toxic

Celebi @ Leftovers
Trait: Natural Cure
EVs: 240 HP / 176 Def / 44 Spd / 48 SAtk
Bold Nature (+Def, -Atk)
- Leech Seed
- Perish Song
- Psychic
- Recover

Gengar (M) @ Leftovers
Trait: Levitate
EVs: 252 HP / 100 Def / 80 Spd / 76 SDef
Timid Nature (+Spd, -Atk)
- Fire Punch
- Giga Drain
- Thunderbolt
- Will-O-Wisp


Calm Mind Spam - JabbaTheGriffin

A fairly standard but effective calm mind spam team. You try to break through teams by using calm mind to overpower walls while using dugtrio and ttar to beat their counters. Dugtrio can be somewhat of a pain since it can hit over half this team. CM blissey is also a problem if tyranitar is gone. However, this team is still able to work fine regardless.

Suicune @ Leftovers
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Hidden Power [Electric]
- Calm Mind

Celebi @ Leftovers
Trait: Natural Cure
EVs: 104 HP / 252 SAtk / 152 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Giga Drain
- Psychic
- Calm Mind

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psychic
- Ice Punch
- Hidden Power [Grass]

Dugtrio (M) @ Choice Band
Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]

Swampert (M) @ Leftovers
Trait: Torrent
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Protect
- Surf
- Earthquake
- Ice Beam


Aerodactyl TSS -M Dragon

A team I built in 2011, one of my main teams for a long time with great success in Smogon Tour, SPL, WCop and some PO tournaments, with an amazing W/L record. This team was also used by players like Bloo in tour. Spikes + CBTar + Gengar + Aerodactyl is very hard to stop in ADV.
TaintedWings (Skarmory) (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 228 SDef / 32 Spd
Careful Nature (+SDef, -SAtk)
- Toxic
- Taunt
- Spikes
- Whirlwind

Imperius (Aerodactyl) (M) @ Choice Band
Trait: Rock Head
EVs: 252 Atk / 4 Def / 252 Spd
IVs: 30 SAtk / 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Double-Edge
- Earthquake
- Hidden Power [Flying]
- Rock Slide

Dinamita (Tyranitar) (M) @ Choice Band
Trait: Sand Stream
EVs: 32 HP / 240 Atk / 236 Spd
IVs: 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Focus Punch
- Earthquake
- Hidden Power [Bug]
- Rock Slide

Lodoso (Swampert) (M) @ Leftovers
Trait: Torrent
EVs: 252 HP / 136 Def / 112 SAtk / 8 Spd
Relaxed Nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Protect
- Surf

Avalon (Gengar) (M) @ Leftovers
Trait: Levitate
EVs: 96 HP / 96 Def / 140 SAtk / 176 Spd
Timid Nature (+Spd, -Atk)
- Giga Drain
- Hypnosis
- Ice Punch
- Thunderbolt

JoyToy (Blissey) (F) @ Leftovers
Trait: Natural Cure
EVs: 20 HP / 252 Def / 236 SAtk
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Seismic Toss
- Soft-Boiled
- Flamethrower


ADV Ubers

Tear Shedder - Fireburn

Description inside...
So this is a Shedinja team. Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything/wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm/Forry switches to ensure that they are weakened/killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally. There is no Focus Sash in ADV so Lum is probably the next best thing barring "hax" items like Focus Band, Scope Lens, etc.

A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed - most people don't expect to see one in Ubers. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.

GROUNDON (Groudon) @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Thunder Wave

OBLIGATORY (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Shadow Ball
- Earthquake
- Sacred Fire
- Hidden Power [Rock]

ANTIBAGWORM (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 114 HP / 220 SpA / 172 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Toxic

BAGWORM (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

KYOGRE PLS (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Recover

SUP (Shedinja) @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Shadow Ball
- Hidden Power [Fighting]
- Protect
- Swords Dance


Omastar's Controversial Carnival - Minority Suspect

This is an older team that I made to have some fun with Omastar. It leans more towards Balance, but some sets are pretty offensive. Latias is led with as to not reveal anything about the team while it also threatens common Kyogre and Groudon leads. Some of the sets were strange for the time; Latias runs a stall breaker set, but with max defense to tank common ghost coverage in addition to suicide bombers. Blissey and Forretress provide support as a cleric and Spikes + spinner respectively. Kyogre is necessary for rain support, and serves as repellant for Groudon, Ho-Oh, Metagross, and some other threats. Omastar is typically ignored until later in the match when it can start breaking down threats or cleaning, and it doesn't really provide any defensive synergy outside of a Flying-resist and secondary Ho-Oh switch-in.
Purify~ (Latias) (F) @ Soul Dew
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Recover
- Dragon Claw

The Storming (Omastar) @ Mystic Water
Ability: Swift Swim
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Ice Beam
- Surf
- Hydro Pump

Broken Deluge (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Ice Beam
- Surf

Resident Dragon (Rayquaza) @ Choice Band
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Hidden Power [Ghost]
- Extreme Speed
- Earthquake
- Overheat

Floodgate (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Aromatherapy
- Seismic Toss

Extra Maintenance (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 28 Atk / 232 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion


Jumpluff Sun - shrang

A pretty similar looking team to a lot of the other Sun teams that have been making their way around, except with a few variations. Firstly, is the use of Jumpluff. Base 55 Attack is kind of shitty, but with Encore, Sleep Powder and 580 Speed, it's a really good cleaner late game. It also shits on the Exeggutors that seem to be pretty common with people stealing teams. Forretress has HP Fire instead of Bug so you can beat other Forres one on one so you can have an advantage of Spike stacking, while the Ho-oh set's something I've trying experimentally that's not too bad. Basically, you have 2 hard hitting Choice Banders in Groudon and Metagross (for sun and Lati checking), two annoyers in Jumpluff and Ho-oh, Forre for Spikes and Lati as glue. Latios could potentially be annoying but with Metagross and Ho-oh in the sun, it's usually dealt with without too many hiccups.
Groudon @ Choice Band
Ability: Drought
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Fire Blast

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Meteor Mash
- Rock Slide
- Explosion
- Hidden Power [Fire]

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Claw
- Recover
- Safeguard

Jumpluff @ Leftovers
Ability: Chlorophyll
EVs: 252 Atk / 120 Def / 136 Spe
Adamant Nature
- Encore
- Sleep Powder
- Swords Dance
- Hidden Power [Flying]

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Spikes
- Rapid Spin
- Explosion
- Hidden Power [Fire]

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 204 HP / 52 Def / 252 Spe
Timid Nature
- Substitute
- Sacred Fire
- Toxic
- Recover


ADV UU

Calm Mind BP - Spies

A team that uses a combination of cm pass, sun, and spikes to tear through teams. +1 ninetales and vileplume are very scary mons to deal with while tentacruel can help finish off weakened mons with its high speed and bulk. Flying mons with ground coverage can give the team some trouble if lunatone is taken down but overall, they shouldn't be much of a problem.
Kangaskhan (F) @ Leftovers
Trait: Early Bird
EVs: 160 HP / 252 Atk / 96 Spd
Adamant Nature (+Atk, -SAtk)
- Double-Edge
- Earthquake
- Shadow Ball
- Wish

Lunatone @ Leftovers
Trait: Levitate
EVs: 252 HP / 40 Def / 216 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Ice Beam
- Psychic
- Baton Pass

Omastar (M) @ Leftovers
Trait: Shell Armor
EVs: 252 HP / 136 Def / 114 SAtk / 8 Spd
Bold Nature (+Def, -Atk)
- Surf
- Hidden Power [Grass]
- Spikes
- Toxic

Ninetales (F) @ Leftovers
Trait: Flash Fire
EVs: 72 HP / 252 SAtk / 184 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Hidden Power [Grass]
- Roar
- Quick Attack

Vileplume (F) @ Leftovers
Trait: Chlorophyll
EVs: 116 HP / 248 SAtk / 144 Spd
Modest Nature (+SAtk, -Atk)
- Sunny Day
- SolarBeam
- Sleep Powder
- Hidden Power [Fire]

Tentacruel (M) @ Leftovers
Trait: Clear Body
EVs: 252 Atk / 72 SAtk / 184 Spd
Hasty Nature (+Spd, -Def)
- Swords Dance
- Hydro Pump
- Sludge Bomb
- Substitute


CM Duck - Oglemi/innovamania

A pretty standard UU offensive balance team with the goal to break with CM Lunatone and go to Duck and sweep through the opp. Defensive core of Muk/Cradily/Top covers almost all of the bases in the tier, Cradily itself being a major highlight of the team and stalling out some entire teams alone. No major weaknesses are present on the team but no real good matchups either, just requires really smart playing and catching the opponent off-guard with Duck.

Scyther @ Leftovers
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Hidden Power [Fighting]
- Aerial Ace
- Baton Pass

Golduck @ Leftovers
Ability: Damp
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Surf
- Ice Beam
- Substitute

Cradily @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 164 Atk / 92 SpD
Adamant Nature
- Rock Slide
- Earthquake
- Toxic
- Recover

Muk @ Choice Band
Ability: Sticky Hold
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Sludge Bomb
- Sleep Talk
- Hidden Power [Ghost]
- Explosion

Lunatone @ Leftovers
Ability: Levitate
EVs: 252 HP / 220 Def / 36 Spe
Modest Nature
- Ice Beam
- Calm Mind
- Psychic
- Hypnosis

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Bulk Up
- Brick Break
- Hidden Power [Ghost]
- Earthquake


Animal Offense - Oglemi

Typically Primeape doesn't see much use because Hitmonlee exists, but it shines here as part of a dual fast sweeper core with CB Kanga. Most teams are prepared for a physical onslaught because it's relatively easy to accomplish, but few are prepared for a fast booster like BU Ape, and with things softened by Kanga it can typically run through teams late in the game. The rest of the team is a defensive backbone for Ape to fall back on, featuring the uncommon fully defensive Gligar and Imprison Missy to limit the opponent's ability to counter sweep.

Misdreavus @ Leftovers
Ability: Levitate
EVs: 236 HP / 68 Def / 124 SpA / 80 SpD
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Imprison

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 SpA / 216 SpD
Modest Nature
- Thunder Wave
- Ice Beam
- Surf
- Protect

Primeape @ Leftovers
Ability: Vital Spirit
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Bulk Up
- Substitute
- Cross Chop
- Hidden Power [Ghost]

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Thunder Wave
- Psychic
- Wish
- Protect

Kangaskhan @ Choice Band
Ability: Early Bird
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Shadow Ball
- Focus Punch

Gligar @ Leftovers
Ability: Hyper Cutter
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Toxic
- Protect
- Counter


Rain Offense - Oglemi

This is probably the hardest tier to pull off a rain sweep just because sun is so much better and Hypno and other Twave users are fucking everywhere, but Gorebyss is a huge threat under rain, so it can be worth it in the end. Electrode really shouldn't be viewed as a support mon to Gore but as a sweeping buddy, and typically you won't need to use Rain Dance with it until it's about to die or not at all since Gore is usually bulky enough to set Rain Dance up itself and perform its own sweep. The rest of the team is dedicated to prevent an opposing Sun sweep and take on as many of the Electrics and Grassers as possible.

Fearow @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drill Peck
- Double-Edge
- Hidden Power [Ground]
- Baton Pass

Gorebyss @ Leftovers
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]

Electrode @ Leftovers
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Explosion
- Thunderbolt
- Hidden Power [Grass]
- Rain Dance

Clefable @ Leftovers
Ability: Cute Charm
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Thunder Wave
- Encore
- Soft-Boiled
- Seismic Toss

Vileplume @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Hidden Power [Ice]
- Synthesis
- Sleep Powder

Golem @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Explosion
- Earthquake
- Hidden Power [Rock]
- Double-Edge


Standard Balance - Oglemi

This is probably the most "vanilla" UU team I could come up with and showcases a bunch of standard mons that simply mesh well together offensively and defensively. Allows for a lot of counterplay and covers practically every base in the tier. Only downside is that it doesn't feature any Spikes at all, but they're not needed as much and Blastoise can typically keep Spikes off your side of the field. Offensive CM Pig is chosen for its ability to blow past Shedinja and usually win vs CM Hypno/Lunatone/whatever CM Lunatone is passing to too. Nidoking and Aggron are amazing together and Camerupt and Buzz are pretty potent attackers before bringing out Pig. The only downside is that the team is overall pretty slow and pretty SubPunch Kanga weak.

Camerupt @ Leftovers
Ability: Magma Armor
EVs: 28 HP / 188 Atk / 136 SpA / 156 SpD
Brave Nature
- Toxic
- Fire Blast
- Earthquake
- Explosion

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 148 Def / 68 SpA / 40 Spe
Bold Nature
- Surf
- Ice Beam
- Rapid Spin
- Protect

Electabuzz @ Leftovers
Ability: Static
EVs: 84 Atk / 208 SpA / 216 Spe
Hasty Nature
- Thunderbolt
- Ice Punch
- Cross Chop
- Substitute

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 200 HP / 220 SpA / 88 Spe
Modest Nature
- Calm Mind
- Psychic
- Hidden Power [Dark]
- Fire Punch

Aggron @ Choice Band
Ability: Rock Head
EVs: 140 HP / 252 Atk / 116 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Double-Edge
- Focus Punch

Nidoking @ Leftovers
Ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Ice Beam
- Megahorn
- Shadow Ball


Shark Attack! - Innovamania

The team is offensive team with some bulky mons to tank hits that don't lose momentum, (solrock can boom, and cradily has a hefty chunk of attack investment). The team leads with hitmonlee as it matches up well against a lot of common leads. It then has cradily to act as a sponge of most neutral hits. You could run eq over toxic if you wanted too. Solrock is just a good mon in general and this moveset is pretty standard, nuff said. Sharpedo is one of my favourite cleaners in adv uu and paired with SD Gligar not a lot can take on the two. The sharpedo moveset is also standard believe it or not as a +1 sharpedo outspeeds the entire unboosted meta. Electabuzz is on the team as another offensive presence as most peoples electabuzz checks are either grass types dented by gligar or specially defensive mons like hypno ravaged by sharpedo.
Jump Man (Hitmonlee) (M) @ Choice Band
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Hidden Power [Ghost]
- Mach Punch
- Earthquake

Chain Chomp (Sharpedo) @ Salac Berry
Ability: Rough Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Crunch
- Ice Beam
- Endure

Salute the Sun (Solrock) @ Leftovers
Ability: Levitate
EVs: 252 HP / 76 Atk / 176 Def / 4 Spe
Impish Nature
- Reflect
- Earthquake
- Rock Slide
- Explosion

Weed (Cradily) @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 192 Atk / 64 SpD
Adamant Nature
- Mirror Coat
- Toxic
- Recover
- Rock Slide

Buzz Off (Electabuzz) @ Leftovers
Ability: Static
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Hidden Power [Grass]
- Substitute

Hawlucha? (Gligar) @ Leftovers
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Flying]
- Iron Tail
- Swords Dance


Team Hentai - Innovamania

So this is a team that is built around sd tentacruel and boom electrode. Band fearow wears the opp down while cradily and hitmontop handles various threats. Omastar sets spikes.
Fearow @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Drill Peck
- Return
- Hidden Power [Ground]

Cradily @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 164 Atk / 92 SpD
Adamant Nature
- Rock Slide
- Earthquake
- Mirror Coat
- Recover

Tentacruel @ Leftovers
Ability: Clear Body
EVs: 232 Atk / 92 SpA / 184 Spe
Hasty Nature
- Hydro Pump
- Sludge Bomb
- Substitute
- Swords Dance

Electrode @ Leftovers
Ability: Static
EVs: 164 Atk / 168 SpA / 176 Spe
Hasty Nature
- Thunderbolt
- Substitute
- Hidden Power [Grass]
- Explosion

Omastar @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 200 Def / 56 SpA
Bold Nature
- Spikes
- Surf
- Ice Beam
- Protect

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Bulk Up
- Brick Break
- Hidden Power [Ghost]
- Earthquake


ADV NU

Spikes Offensive - Innovamania

This is a fairly standard spikes offensive team that uses magcargo over other rocks due to its handy fire typing and boom. It uses Seaking over hungtail due to its higher speed and being able to beat it 1v1 because of it. Sableye does give this team trouble with its best answer being toxic and wearing it down.
Pidgeot (M) @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Aerial Ace
- Toxic
- Hidden Power [Ground]

Hitmonchan @ Leftovers
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Sky Uppercut
- Hidden Power [Ghost]
- Rock Slide

Magcargo (M) @ Leftovers
Ability: Magma Armor
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Fire Blast
- Yawn
- Self-Destruct
- Rock Slide

Roselia (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Stun Spore
- Magical Leaf
- Leech Seed

Chimecho (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Psychic
- Reflect
- Hidden Power [Fire]

Seaking (F) @ Leftovers
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Rain Dance
- Hidden Power [Grass]


Toxic Stall - Cowboy Dan

This is my take on the 'standard' ADV NU stall archetype. The team plays by setting up spikes, toxicing stuff and potentially cleaning up with Hitmonchan. Hitmonchan acts as the team's rapid spinner while still keeping most of its offensive capabilities. Roselia is the team's spiker and cleric, Sableye blocks rapid spin and takes on opposing Hitmonchan and Chimecho. Mawile takes on birds and other choice banders locked into moves it resists while also having some good toxic targets and picking up tempo with baton pass and intimidate, Flareon takes on grasses and haunter and can pass wish, and Pelipper acts as a secondary Hitmonchan answer while also taking on fire types and giving me an EQ immunity. This team was more made for the ADV XU meta on Pokemon Perfect (basically smogon nu without huntail) but Huntail can still be played around thanks to most of its set up opportunities carrying toxic. If Huntail is an issue, pelipper can be replaced with dewgong but this makes it easy for CB ground types to just spam eq and pick off everything.

Hitmonchan @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Brick Break
- Hidden Power [Ghost]
- Toxic
- Rapid Spin

Flareon (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 52 Def / 56 SpA / 136 SpD / 12 Spe
Calm Nature
- Flamethrower
- Wish
- Protect
- Toxic

Mawile (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic
- Protect
- Hidden Power [Steel]
- Baton Pass

Sableye (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
- Recover
- Shadow Ball
- Toxic
- Seismic Toss

Roselia (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 188 Def / 60 SpD / 8 Spe
Bold Nature
- Spikes
- Aromatherapy
- Synthesis
- Hidden Power [Grass]

Pelipper (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Rest
- Sleep Talk
- Surf
- Toxic


Spiky Sunlight - Oglemi

My most consistent team, though probably a little outdated at this point. Kecleon and Relicanth are an absolutely amazing defensive core, Glalie + Hitmonchan provide perfect offensive pressure, Chimecho emergency checks basically the entire tier, and Bellossom performs the role of late-game sweeper admirably well. No major weaknesses are present on the team apart from a minor Huntail weakness, but Kecleon can outstall it, Chime tanks any one attack, and Bellossom can counter sweep. SD Mawile has a few opportunities to BP against this team, which can suck if they get it to a Chan, but apart from that this team fairs well against most other teams.

Glalie (F) @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 4 Atk / 252 Spe
Naive Nature
- Spikes
- Taunt
- Ice Beam
- Explosion

Hitmonchan (M) @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sky Uppercut
- Hidden Power [Ghost]
- Mach Punch
- Rock Slide

Relicanth @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Rock Slide
- Toxic
- Rest
- Sleep Talk

Kecleon (M) @ Leftovers
Ability: Color Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Toxic
- Body Slam
- Shadow Ball
- Icy Wind

Chimecho @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Psychic
- Protect
- Toxic
- Reflect

Bellossom (F) @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sleep Powder
- Sunny Day
- Solar Beam
- Hidden Power [Fire]


Flailing Monkey - Oglemi

I think this team proved pretty consistent for those that tried it in Corsola Cup, but it is really hard to pull off without something going wrong just because there's a huge risk factor to relying on Flail Vigo. Lead Seadra is incredible though and so hard to switch into early and late in the game, and is especially effective when paired with Murkrow and Flareon as an offensive core. Dewgong also shone a lot by being a great defensive pivot. In the end it all comes down to if you can get your opponent to play into Vigo though.

Seadra @ Petaya Berry
Ability: Poison Point
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Endure

Murkrow @ Choice Band
Ability: Insomnia
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Drill Peck
- Double-Edge
- Shadow Ball
- Hidden Power [Grass]

Flareon @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Baton Pass
- Overheat
- Hidden Power [Grass]

Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Ice Beam
- Toxic
- Rest
- Sleep Talk

Hitmonchan (M) @ Leftovers
Ability: Keen Eye
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Rapid Spin
- Sky Uppercut
- Hidden Power [Ghost]
- Toxic

Vigoroth @ Salac Berry
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Endure
- Earthquake
- Flail
- Shadow Ball


Backflow - Disaster Area

Description Inside...
The only one with a totally dull spread, and the only one really fitting for a lead. Basically, glalie isn't going to get >1 layer of spikes on you, and most of the team is EV'd to handle threats at that point or possibly worse. HP Ghost is for haunter. Flareon - I found out that this was an alternative Wish user instead of lickitung. Lileep - I'm proud to have discovered this little Gem. Walls virtually every purely physical attacker bar Hitmonchan, Machoke, and Mawile. It's EVd so that Jolly CB HP Fighting Raticate fails to 2HKO without a critical hit or spikes. Sableye's also pretty insane, and like Lileep, sorely underrated. Its typing gives it no weaknesses, and it has Recover. Furthermore it's normal immune. The HP+Specially Defensive EVs allow it to avoid the 2HKO from +1 Chimecho's Hidden Power Dark, whist the small amount of added Attack EVs guarantee a 3HKO on maximally physically defensive Chimecho (it's a 2HKO versus 252/0 variants fairly easily too). Chimeco is my set up sweeper and ground immunity. Dewgong, I mainly had this to stop dash lord Huntail and provide an anti-last-mon-mon with perish song, as well as help versus cro-sweepers (whiscash and chimecho are hardly problems, but being able to deal with Vigoroth is pretty vital since Sableye can't touch it).

TurnAround (Hitmonchan) (M) @ Leftovers
Trait: Keen Eye
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Sky Uppercut
- Mach Punch
- Hidden Power [Ghost]

Eliza (Flareon) (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 52 Def / 56 SAtk / 12 SDef / 136 Spd
Timid Nature
- Flamethrower
- Wish
- Toxic
- Protect

Lil' One (Lileep) (F) @ Leftovers
Trait: Suction Cups
EVs: 252 HP / 196 Def / 60 SDef
Bold Nature
- Recover
- Giga Drain
- Protect
- Toxic

Fable (Sableye) (F) @ Leftovers
Trait: Keen Eye
EVs: 252 HP / 8 Atk / 60 Def / 184 SDef / 4 Spd
Careful Nature
- Recover
- Toxic
- Protect
- Shadow Ball

Chime (Chimecho) (M) @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Psychic
- Heal Bell
- Protect
- Calm Mind

virtualboy (Dewgong) (M) @ Leftovers
Trait: Thick Fat
EVs: 252 HP / 156 Def / 100 SDef
Bold Nature
- Perish Song
- Sleep Talk
- Surf
- Rest


Super Serious Stall - Oglemi

Don't bring this team unless you're willing to potentially play a 200+ turn game against another stall team. It's fat, covers every major threat in the tier, and has low offensive presence outside of CM Sableye. However, it works beautifully against balance and offensive teams and allows for a ton of counterplay against the opponent. Just don't lose Swalot early as its Boom can prove to be invaluable for winning the stall vs stall matchup if played right.

Hitmonchan @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 120 Def / 136 Spe
Adamant Nature
- Rapid Spin
- Sky Uppercut
- Hidden Power [Ghost]
- Toxic

Swalot @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 84 Def / 172 SpD
Impish Nature
- Sludge Bomb
- Hidden Power [Ground]
- Counter
- Explosion

Sableye @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Recover
- Calm Mind
- Hidden Power [Dark]
- Substitute

Roselia @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Leech Seed
- Toxic
- Hidden Power [Grass]

Chimecho @ Leftovers
Ability: Levitate
EVs: 252 HP / 144 Def / 112 SpA
Modest Nature
- Heal Bell
- Toxic
- Protect
- Psychic

Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Ice Beam
- Perish Song
- Toxic
- Protect


Huntail Balance - Oglemi

A twist on Huntail balance by featuring a defensive core of Golbat/Noctowl/Piloswine. While initially it looks super Electric weak, Pilo typically doesn't have much problem eliminating Plusle and the team really only fears Surf Pikachu. Noctowl actually isn't even 2HKOed by Plusle either and absolutely shits on Grass-types, making it really hard for teams to countersweep with Bellossom or Tangela. Ideally SubPunchPass Mawile will get Piloswine in unharmed to wreak some havoc before bringing in Huntail late-game to sweep. This Huntail features HP investment to better tank other Huntail attacks and various other attacks in the tier like Mach Punch Chan.

Glalie @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 4 Atk / 252 Spe
Naive Nature
- Spikes
- Taunt
- Explosion
- Ice Beam

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 132 Atk / 124 Spe
Adamant Nature
- Substitute
- Focus Punch
- Baton Pass
- Hidden Power [Steel]

Golbat @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 112 Atk / 144 Spe
Naughty Nature
- Sludge Bomb
- Hidden Power [Flying]
- Giga Drain
- Protect

Huntail @ Leftovers
Ability: Swift Swim
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]

Piloswine @ Choice Band
Ability: Oblivious
EVs: 208 HP / 252 Atk / 48 Spe
Naughty Nature
- Earthquake
- Rock Slide
- Blizzard
- Double-Edge

Noctowl @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Toxic
- Hidden Power [Flying]
- Whirlwind
- Protect


DD Pupitar - Oglemi

My take on a team featuring a build up to a late-game DD Pupitar sweep. Metang and Octillery are both pretty uncommon but serve a purpose by crippling and opening a position for Pupitar to get in and setup DD safely to lead to a sweep. Unfortunately the team is pretty Hitmonchan weak on the whole, even with Haunter. Chimecho can make a decent replacement for either Haunter or Metang, but both have their merits in supporting a Pupitar sweep. Octillery ensures that the opponent reveals their Grasser early and either paralyzes it or blasts it away with Fire Blast and Kecleon prevents Huntail from running through the team.

Hitmonchan @ Leftovers
Ability: Keen Eye
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sky Uppercut
- Mach Punch
- Earthquake
- Toxic

Haunter @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Hidden Power [Fire]
- Psychic
- Thunderbolt

Metang @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Meteor Mash
- Toxic
- Reflect
- Explosion

Kecleon @ Leftovers
Ability: Color Change
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Return
- Shadow Ball
- Toxic
- Protect

Octillery @ Leftovers
Ability: Suction Cups
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Surf
- Fire Blast
- Hidden Power [Electric]
- Thunder Wave

Pupitar @ Leftovers
Ability: Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]


The Amazing Offensive Pelipper - Oglemi

Lead Venomoth is actually a huge perk to this team as it outspeeds nearly every other common lead and sleeps them with Sleep Powder and cripples another with Stun Spore early in the match, opening a lot of breathing room for the rest of the team early on in the match. Just notice that cuz it runs HP Fire that its Speed IV is knocked down to 30, meaning it auto loses the tie against other base 90s like Vigo and other Venomoth. SpD Lairon walls most of the Fliers in the tier as well as taking on the likes of Haunter and Chimecho quite handily. A sweeping core of Agility Pelipper and Sunny Day Bell is super unorthodox but is actually pretty effective, and under the sun Torkoal's Flamethrower hurts like a mofo.

Venomoth @ Leftovers
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sleep Powder
- Psychic
- Hidden Power [Fire]
- Stun Spore

Lairon @ Leftovers
Ability: Rock Head
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Hidden Power [Rock]
- Toxic
- Roar
- Protect

Hitmonchan @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sky Uppercut
- Mach Punch
- Hidden Power [Ghost]
- Earthquake

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Agility

Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Flamethrower
- Toxic
- Protect
- Explosion

Bellossom @ Leftovers
Ability: Chlorophyll
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]


SD Tropius - Oglemi

Actually featuring a dual sweeper core of DD Pupitar and SD Trop, this team shines against extremely bulky and low offense stall teams, as Tropius is bulky enough to set up against most other fat mons and run straight through them with SD-boosted Equake/HP Flying. Pupitar's role is to either wallbreak or late-game sweep depending on the flow of battle, and the rest of the team forms a great defensive core to fall back on.

Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Fire Blast
- Protect
- Toxic
- Explosion

Golbat @ Leftovers
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sludge Bomb
- Toxic
- Aerial Ace
- Hidden Power [Ground]

Mawile @ Leftovers
Ability: Intimidate
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Substitute
- Baton Pass
- Swords Dance
- Hidden Power [Steel]

Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Surf
- Toxic
- Rest
- Sleep Talk

Tropius @ Leftovers
Ability: Chlorophyll
EVs: 160 HP / 252 Atk / 96 Spe
Jolly Nature
- Swords Dance
- Hidden Power [Flying]
- Earthquake
- Synthesis

Pupitar @ Leftovers
Ability: Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]


CB Raticate - Oglemi

A pretty balanced and standard team, only uncommon set featured here being Lure Piloswine, which can easily tank and eliminate dangerous bulky walls like Wailord and Dewgong for Raticate to sweep more easily late-game. The big lure to using Raticate is that it outspeeds the whole tier unboosted, allowing it to come in against nearly anything and pick off the enemy one by one. Hitmonchan is great to pair with it to break up the opponent's team and force them to reveal their Ghost.

Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Fire Blast
- Toxic
- Protect
- Explosion

Piloswine @ Leftovers
Ability: Oblivious
EVs: 212 HP / 204 Atk / 92 SpA
Brave Nature
- Light Screen
- Earthquake
- Ice Beam
- Roar

Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Surf
- Ice Beam
- Hidden Power [Electric]
- Encore

Hitmonchan @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sky Uppercut
- Earthquake
- Hidden Power [Ghost]
- Mach Punch

Arbok @ Leftovers
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Sludge Bomb
- Earthquake
- Glare
- Protect

Raticate @ Choice Band
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Shadow Ball
- Hidden Power [Ground]
- Quick Attack


CB Kingler - Oglemi

A more offensive version of the team featured above, built around limiting the opponent's ability to counterplay rather than counterplaying the opponent. Lead Vigo is pretty neat as it Taunts Glalie to prevent Spikes from going down, is immune to sleep from Veno, and Endure+Flail fucks up Fire leads. Cacturne is featured here as a Spiker to limit the amount of times the opp can safely switch into Kingler, with the rest of the team providing a defensive backbone to get Kingler in and out safely. CB Kingler actually features two special attacks just because its movepool is that small, but they serve a purpose. Surf is Kingler's best move against Graveler, Sudowoodo, and is a good safety move in general despite Kingler's low SpA, and Blizzard 2 shots Tangela. Everything else gets pounded by Double-Edge and HP Ground.

Vigoroth @ Salac Berry
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Flail
- Earthquake
- Endure

Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Fire Blast
- Toxic
- Hidden Power [Water]
- Explosion

Mawile @ Leftovers
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Substitute
- Swords Dance
- Baton Pass
- Hidden Power [Steel]

Golbat @ Leftovers
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sludge Bomb
- Aerial Ace
- Hidden Power [Ground]
- Toxic

Kingler @ Choice Band
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Double-Edge
- Hidden Power [Ground]
- Surf
- Blizzard

Cacturne @ Leftovers
Ability: Sand Veil
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Needle Arm
- Hidden Power [Dark]
- Destiny Bond
 
Last edited by a moderator:

Typhlito

One Activer Dawg
is a Smogon Social Media Contributoris an Artistis a Community Contributor
#5
DPP OU

Band Nape Madness - Somalia

Description inside...
This team is responsible for the new-found rise of Choice Band Infernape which seen a decline after 2010. One thing to understand is priorities of the team, once you make your own teams you will be able to create those for yourself and play accordingly. However I see that when alot of new players take good teams for known players, they lack the intricate details to play it with success.

For instance, I always ALWAYS hydro lead Zapdos and Machamp as they are huge annoyances to the team. You got banded ape SOMALIA, why all the fuss when it can just demolish them with blitz? Well, hiding your key team members especially your sweepers for as long as possible allows you to put more pressure on the opponent, they will be on the back foot guessing and conserving appropriate answers to the potential "late game sweeper" depending on their interpretation of your team.

You generally want to postpone revealing Weavile as much as possible, Dragon Dance with kingdra to lure out either scarf Flygon that can revenge it in which you can beat it with weavile once it locks itself in Outrage. Possibly the only mon to outpace Infernape is gone and it can do some serious damage, furthermore the only other Pokemon that naturally outpace Ape are mostly ones that Weavile can dispose of such as Starmie, Gengar and Azelf. Breloom is very frail however timing makes things much easier. Bring it in the second you see a Swampert of Hippowdon both of which switch into Infernape's U-Turn. Once you spore them Stone Edge as most likely you'll see a Scarf Rotom-A / Gengar / Celebi or a Gyarados / Dragonite switch in to take the predicted Focus Punch once you've subbed. Team is quite known and meta has evolved, you can use this to learn but not recommended for tournies anymore due to people knowing it well.

DECADENCE (Empoleon) (M) @ Focus Sash
Ability: Torrent
EVs: 252 SpA / 36 SpD / 220 Spe
Mild Nature
- Hydro Pump
- Ice Beam
- Stealth Rock
- Grass Knot

DISTURBED (Breloom) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Spore
- Superpower
- Stone Edge

IF I SCARE YOU (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 120 HP / 136 SpA / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Trick / Hydro Pump
- Shadow Ball

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

MY SOUL (Weavile) (M) @ Expert Belt
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Pursuit
- Ice Shard
- Night Slash

HOPELESS (Kingdra) (M) @ Chesto Berry
Ability: Swift Swim
EVs: 144 HP / 160 Atk / 44 SpD / 160 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Outrage
- Rest


Obi Stall Revamp - August

Description inside...
So Hippowdon is still physically defensive I used the on site spread but I decided to run an eight ev speed creep in order to outspeed 4 speed hippowdons but 4 speed is fine too. This things is meant to be here so that the team has another answer to things such as a choice banded infernape. It can also act as a lategame check to things such as SD Lucario and Dragon Dance Tyranitar if at a good amount of health. Stealth Rock is essential on every team. Slack Off is my main form of recovery and is reliable too. Earthquake is for a nice stab that hits a lot of things except flying types. I decided that Ice Fang is best in the last spot due to it hitting things such as hitting stuff like dragonite and flygon for super effective is pretty important. Roar is an okay alternative if you are really threatened by another sweeper.

I also used the taunt skarmory spread as august was running a weird skarm set (banded scizor did 9% off a u-turn) I decided to use a spread with enough speed to outspeed things like 0 Speed gyarados and milotic. You can run less speed but I suggest at least running 197 speed to outspeed things like neutral 0 speed Dragonite and Mamoswine. Spikes is for more residual damage on the teams that lack a spinner and this also is nice for chipping offensive teams. Roost is the reliable recovery move that helps Skarmory heal itself. Whirlwind is to abuse hazards and phaze setup sweepers and rack up damage. Brave Bird is for a reliable STAB move.

Starmie is the primary spinner and acts as a check to Infernape, Reflect is so that you can take pursuit's better and also eases the rest of the team switching into physical attacks. Surf is the STAB of choice mainly because the game with this team will be more drawn out and the extra PP is appreciated. Recover is to give Starmie a way to heal itself the speed evs hit 285 because this team struggles with Mamoswine a bit.

Blissey forms the Skarmbliss core with Skarmory and it pretty much walls most of the special attackers in this tier. Toxic is to chip away at the health of some pokemon. Flamethrower is to hit steel types. Wish heals the team and helps Spiritomb especially. Protect is nice to scout what move a choice item user will use.

Spiritomb's spread allows it to come in on stuff like bold starmie and tank hydro pumps. Pursuit can trap things like the locked in choice scarf rotom-a formes and azelfs. Will-O-Wisp acts as a way to neuter physical threats that aren't immune to it and are threatening or annoying to this team. Hidden Power Ground is for coverage versus stuff like heatran. Hidden Power Fighting is a viable alternative though if you don't want to deal with shuca berry shenanigans.

Celebi sets up reflects and acts as a check to things such as Gyarados and Breloom. It can recover vs things like scarfed flygon. Hidden Power Fire is to lure in Scizor and also hit things such as Breloom and Roserade. It's a simple yet effective set.

This team doesn't require a lot of skill to play and that is why it is good for newbies, even if there are some bad matchups, so long as they learn what sees what in a battle and throw in a prediction here and there they can be successful with this team. I would say that this team would be good in stuff like early smogon tour rounds as it doesn't require a lot of skill to play with and with the recent discussion of the sand veil gliscor ban this team only gets better. (So does every other team) For serious tournament play you should probably use another team unless you notice a weakness vs stall in opponent's previous teams and you want to try to counter style them.

DAEDULUS (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 244 HP / 152 Def / 108 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- ice fang / roar

ICARUS (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Whirlwind
- Spikes
- Roost
- Brave Bird

MORPHEUS (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
- Surf
- Reflect
- Rapid Spin
- Recover

HELIOS (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Wish
- Protect
- Flamethrower
- Toxic

THURSDAY (Spiritomb) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP / 64 Def / 192 SpD
Sassy Nature
- Shadow Ball
- Will-O-Wisp
- Hidden Power [Ground]
- Pursuit

CELOBI (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 216 Def / 40 Spe
Bold Nature
- Grass Knot
- Recover
- Reflect
- Hidden Power [Fire]


Bleed - BKC

An exemplary stall team and while it was made two years ago, it is still very effective in the current metagame despite being well known. Before using this team I suggest reading this: http://www.smogon.com/forums/threads/dealing-with-leads-when-using-stall-w-i-p.3546363/
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Spikes
- Whirlwind
- Roost
- Brave Bird

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 84 Def / 176 SpD
Calm Nature
- Toxic Spikes
- Rest
- Leaf Storm
- Hidden Power [Fire]

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 240 HP / 24 Def / 92 SpA / 24 SpD / 128 Spe
Timid Nature
- Thunderbolt
- Trick
- Overheat
- Shadow Ball

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 176 Def / 12 SpA / 16 SpD / 56 Spe
Bold Nature
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Recover

Aerodactyl @ Leftovers
Ability: Pressure
EVs: 248 HP / 116 Def / 144 Spe
Jolly Nature
- Substitute
- Roost
- Taunt
- Rock Slide


Eagle- Jirachee

This a very good offensive team by Jirachee and probably the one I remember using the most as a beginner. With the lead matchup guide that he gives it gives the player a good idea on what to do with smeargle on the first turn.

Smeargle (M) @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- U-turn
- Spore

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

Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick

Tyranitar (F) @ Shuca Berry
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Ice Punch
- Dragon Dance

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Thunderbolt
- Hidden Power [Ground]
- Calm Mind

Gyarados (F) @ Leftovers
Ability: Intimidate
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Earthquake
- Dragon Dance


Wish Upon a Fish - Kokoloco

This is an offensive team that uses wish vaporeon as support. You want to send out rocks on turn one if possible and then pressure the opponent until you see an opening for sd lucario to sweep late game. Try not to reveal lucario too early if you can help it though.
Azelf @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 40 Atk / 216 Spe
Jolly Nature
- Taunt
- Stealth Rock
- U-turn
- Explosion

Heatran (F) @ Shuca Berry
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Taunt
- Hidden Power [Electric]

Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 48 HP / 232 Atk / 228 Spe
Adamant Nature
- U-turn
- Earthquake
- Outrage
- Thunder Punch

Vaporeon (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 220 Def / 24 SpD / 12 Spe
Bold Nature
- Surf
- Wish
- Protect
- Roar

Lucario (F) @ Life Orb
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Extreme Speed
- Swords Dance
- Crunch

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Thunder Wave
- Overheat



Bulky Scizor and Friends - EdwardElric15

Zapdos @ Magnet
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Heat Wave
- U-turn

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 16 HP / 112 SpA / 128 SpD / 252 Spe
Lonely Nature
- Stealth Rock
- Stone Edge
- Crunch
- Fire Blast

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Rapid Spin
- Surf
- Thunderbolt
- Recover

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 44 Atk / 216 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Superpower
- Seed Bomb
- Mach Punch

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earth Power
- Explosion
- Hidden Power [Ice]


Sand Semi-Stall - MDragon

Crobat @ Leftovers
Ability: Inner Focus
EVs: 232 HP / 56 Def / 76 SpD / 144 Spe
Jolly Nature
- Taunt
- Roost
- U-turn
- Brave Bird

Tyranitar @ Passho Berry
Ability: Sand Stream
EVs: 16 HP / 112 SpA / 128 SpD / 252 Spe
Lonely Nature
- Crunch
- Pursuit
- Fire Blast
- Stone Edge

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Ice Beam
- Protect

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Spikes
- Whirlwind
- Roost
- Brave Bird

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Recover

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Shadow Ball
- Trick
- Hidden Power [Ice]


DPP Ubers

Lucario & Friends - Faint

This team of mine was designed to overrun my opponent with hard hitters to eventually find a late game sweep with either Lucario or Rayquaza. Similarly to the Rayquaza + Salamence core that was used by some players during DPP, many teams are generally only capable of handing either Lucario or Rayquaza, but not both. Because the most problematic mons that can stop a +2 Extremespeed sweep are bulky steels like Choice Scarf Jirachi, I tacked on a dual steel resist in Dialga + Palkia to help with that. Dialga has the added benefit of being a Hasty nature to outspeed offensive Groudon and the like with ease. Outrage 2HKO's RestTalk Kyogre which is nice too. Giratina-O is just an all around excellent mon in DPP. It's a great revenge killer with Shadow Sneak, handles Groudon relatively well and destroys unsuspecting Scizor + Forry so long as the sun is up.
Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Shadow Ball
- Spikes
- Destiny Bond

Dialga @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Outrage
- Fire Blast
- Stealth Rock

Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Surf
- Thunder
- Draco Meteor

Giratina (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 248 Atk / 60 SpA / 200 Spe
Lonely Nature
- Shadow Sneak
- Hidden Power [Fire]
- Draco Meteor
- Dragon Claw

Lucario (M) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Crunch
- ExtremeSpeed

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Swords Dance
- ExtremeSpeed
- Dragon Claw
- Earthquake


Meteor Shower - reachzero

Instead of using the more common sash rayquaza, life orb lead rayquaza is able to 2HKO threats like Deoxys-S with Fire Blast + ExtremeSpeed and non specially defensive Groudon with Draco Meteor. Scizor + Dialga act as the team's primary resists while still keeping offensive pressure with fast, offensive Dialga and U-Turn Scizor. Palkia acts as his much needed scarfer and he mentioned he opted for Outrage as he hates relying on Thunder's accuracy, but it should be noted that Outrage also has the added benefit of OHKOing Latias, 2HKOing most Kyogre, and not being completely walled by Blissey.
Rayquaza @ Life Orb
Trait: Air Lock
EVs: 40 Atk / 252 SAtk / 216 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Brick Break / Outrage
- ExtremeSpeed
- Fire Blast

Dialga @ Life Orb
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Draco Meteor
- Flamethrower
- Outrage
- Stealth Rock

Scizor (F) @ Leftovers
Trait: Technician
EVs: 244 HP / 20 Atk / 76 Def / 168 SDef
Careful Nature (+SDef, -SAtk)
- Bullet Punch
- U-turn
- Superpower
- Roost

Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Spacial Rend
- Surf
- Fire Blast
- Outrage

Groudon @ Leftovers
Trait: Drought
EVs: 200 HP / 112 Atk / 108 Def / 88 Spd
Adamant Nature (+Atk, -SAtk)
- Thunder Wave
- Swords Dance
- Stone Edge
- Earthquake

Mewtwo @ Life Orb
Trait: Pressure
EVs: 24 Atk / 252 SAtk / 232 Spd
Hasty Nature (+Spd, -Def)
- Aura Sphere
- Ice Beam
- Selfdestruct
- Flamethrower


Shadows and Dust - Deep Thought

A team that uses lead mew to get quick momentum with taunt + u-turn. Just about every mon is a hard hitter but can potentially be taken advantaged of their locked moves. So taunt is important to keep status and hazards away.
Mew @ Lum Berry
Trait: Synchronize
EVs: 252 HP / 36 Atk / 220 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Stealth Rock
- Taunt
- U-turn

Scizor (M) @ Choice Band
Trait: Technician
EVs: 200 HP / 56 Atk / 252 SDef
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn

Kyogre @ Choice Specs
Trait: Drizzle
EVs: 220 HP / 252 SAtk / 36 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Surf
- Thunder
- Water Spout

Rayquaza @ Choice Band
Trait: Air Lock
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- ExtremeSpeed
- Outrage

Dialga @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Flamethrower
- Thunder

Mewtwo @ Leftovers
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Calm Mind
- Ice Beam
- Taunt


ReinkaΩs - BKC

Another nice BKC team that has plenty of wiggle room in terms of move changes to cover different threats. It uses hazards, sand, and roar to wear down the opposing team to the point where you could set up and sweep. Requires careful play around mixed Dialga and Palkia, especially the former! Garchomp can also be a prick if not handled carefully.
forbid light (Tyranitar) (M) @ Lum Berry
Trait: Sand Stream
EVs: 248 HP / 24 Atk / 12 Def / 16 SAtk / 164 SDef / 44 Spd
Adamant Nature (+Atk, -SAtk)
- Fire Blast
- Payback
- Stealth Rock
- Superpower

xeper-i-set (Forretress) (M) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Payback
- Protect
- Rapid Spin
- Spikes

black dragon (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 136 Atk / 60 Def / 36 SDef / 28 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Outrage
- Shadow Sneak
- Will-O-Wisp

maha kali (Latias) (F) @ Soul Dew
Trait: Levitate
EVs: 136 HP / 176 SAtk / 196 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Thunder

reinkaΩs (Kyogre) @ Leftovers
Trait: Drizzle
EVs: 248 HP / 228 Def / 32 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Rest
- Roar
- Surf

starless eon (Jirachi) @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch
- Iron Head
- Trick
- U-turn


Qwilfish + Ludicolo Balance - BKC

Early hazards with a defensive core that brings the pain itself to scout and clear a path for two sweepers which have polar opposite playstyles; the slower, bulkier route is the underrated CM ResTalk Giratina-O, while the more vicious route has the classic Scarf Kyogre destroying everything in sight. Dialga and Skarmory are an incredibly bulky and reliable hazard duo who feast on the faster revenge killers who take out lead Qwilfish (hopefully after he's laid down Toxic Spikes), who defeats Deoxys (and the occasional Froslass!) leads that trouble bulkier dudes. Ludicolo preys on the omnipresent whale and is fueled by my own if there isn't one on the other side to spread Leech Seed havoc that is the biggest pain in the dickhole when backed up by SubProtect and multiple hazards.
Qwilfish (M) @ Focus Sash
Trait: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Toxic Spikes
- Payback
- Aqua Jet
- Explosion

Dialga @ Leftovers
Trait: Pressure
EVs: 248 HP / 112 SAtk / 120 SDef / 28 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Dragon Pulse
- Flamethrower
- Roar

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 16 Def / 244 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Roost
- Toxic

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Dragon Pulse
- Rest
- Sleep Talk

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 64 HP / 252 SAtk / 192 Spd
Timid Nature (+Spd, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder

BRO FIST (Ludicolo) (M) @ Leftovers
Trait: Rain Dish
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Substitute
- Leech Seed
- Protect
- Ice Beam


Cloyster Offense - BKC

This is a simple but very dangerous offensive team. Similar to the Qwilfish team, the bulky Dialga gets up rocks against the faster dudes taking out Cloyster (after it's gotten both Spikes down, which it's very good at) for a fearsome one-two hazard punch. Lustrous Palkia is good for it's brutally strong Hydro Pumps fueled by its partner in crime, Scarf Kyogre, who gets tons of free switchins off U-turns from CBzor.
Cloyster (M) @ Focus Sash
Trait: Shell Armor
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Payback
- Ice Shard
- Spikes
- Toxic Spikes

Dialga @ Leftovers
Trait: Pressure
EVs: 248 HP / 16 SAtk / 204 SDef / 40 Spd
Modest Nature (+SAtk, -Atk)
- Dragon Pulse
- Thunder
- Roar
- Stealth Rock

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 244 Atk / 216 SAtk / 48 Spd
Rash Nature (+SAtk, -SDef)
- Shadow Sneak
- Earthquake
- Thunder
- Draco Meteor

Scizor (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 244 Atk / 16 SDef
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Pursuit
- Superpower

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Hydro Pump
- Thunder
- Fire Blast

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder


Scarf Dialga Stall - BKC

SpDef Kyogre might've been used a few times in DPP but by and large it's a BW invention. However it's a very handy tool for stall teams who have Darkrai among their worst nightmares (ha!), and is reinforced by the SpDef Jirachi, who also keeps Groudon and G-O healthy. The latter leads to prevent dumb guessing games against Deoxys leads and because it temporarily tricks the opponent into thinking they're playing offense. Stone Edge lures the rare(r) Ho-Oh, who is another thing stall does not like. Protect Forre makes another appearance, although with TS as the hazard this time. Dialga provides speed, an endgame cleaner and can drop some nukes on offense to ensure that G-O isn't the only thing capable of dishing out damage so the team isn't totally reliant on its defensive core.
Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 212 Atk / 140 SAtk / 156 Spd
Rash Nature (+SAtk, -SDef)
- Draco Meteor
- Shadow Sneak
- Stone Edge
- Hidden Power [Fire]

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 8 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Protect
- Toxic Spikes
- Rapid Spin
- Payback

Groudon @ Leftovers
Trait: Drought
EVs: 248 HP / 96 Def / 164 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Earthquake
- Dragon Claw
- Roar

Kyogre @ Leftovers
Trait: Drizzle
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Surf
- Roar
- Rest
- Sleep Talk

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Wish
- Protect
- Toxic
- Iron Head

Dialga @ Choice Scarf
Trait: Pressure
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Thunder


Froslass + Omastar Rain Offense - BKC

Froslass is the suicide hazard setter while omaster functions as a second hazard stacker as well as an offensive threat and check to some stuff. I then threw on some offensive CM guys and maxed out Latias' SpAtk makes for pleasant results, especially when barraging a Jirachi with rain-boosted Surf, which also smashes Heatran. A ScarfRachi of my own rounds off the squad with scouting, pivoting and revenge killing duties, as well as reviving a weakened CMer to continue the assault or finish the game.
Froslass (F) @ Focus Sash
Trait: Snow Cloak
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Taunt
- Icy Wind
- Shadow Ball

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Thunder
- Aura Sphere

Kyogre @ Lum Berry
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Thunder
- Ice Beam

Omastar (M) @ Focus Sash
Trait: Swift Swim
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Stealth Rock
- Toxic Spikes

Latias (F) @ Soul Dew
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Dragon Pulse
- Recover
- Surf
- Calm Mind

Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Ice Punch
- Healing Wish


Neuer Neuer - Iris

A team that can stall or go offensive depending on how the battle goes. Lead tentacruel gets out toxic spikes while giratina helps stop spinners. Once your opponent is worn down, you could switch to offensive and finish them off.
Manuel Neuer (Tentacruel) (F) @ Focus Sash
Ability: Clear Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Rapid Spin
- Toxic Spikes

Lil Quintin (Mewtwo) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Will-O-Wisp
- Recover
- Self-Destruct

Ozil (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 236 Atk / 212 SpA / 56 Spe
Mild Nature
- Draco Meteor
- Earthquake
- Thunder
- Shadow Sneak

Big Harsha (Dialga) @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Aura Sphere
- Outrage

Ciele (Ludicolo) (F) @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Substitute
- Protect
- Ice Beam

cbb (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 212 SpD / 40 Spe
Calm Nature
- Wish
- Stealth Rock
- Thunder Wave
- Iron Head


Another Iris Team - Iris

sash ray beats so many things including ttars, most deoxys, armaldos, twave-less groudons, forreys, giras, LO rays, forreys, tentas, etc. Dialga adds a lot of pressure with 3 attacks, really only being walled by heatran and blissey. 3 attacks will destroy most balance teams and twave adds utility to aid my last! That last is Ttar which is really the "gimmick" of the team that beats a lot of balance teams by itself.
fargo (Rayquaza) @ Focus Sash
Ability: Air Lock
EVs: 36 Atk / 252 SpA / 220 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Earthquake

osbornecox (Dialga) @ Leftovers
Ability: Pressure
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Thunder
- Thunder Wave

mccauley (Palkia) @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder

huxley (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Payback
- Grass Knot
- Stealth Rock
- Explosion

nietzsche (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Ice Punch

iris (Tyranitar) @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Earthquake
- Dragon Dance


Special HO - Jirachee

This team basically works by creating momentum from turn 1 and then it's really hard to stop it without something faster. Lum CM Ogre fucks with stall so bad it's not even funny. No spinblocker might seem counter intuitive with a Deoxys lead but HP Fire helps with that, as well as the very low amount of opportunities the opponent has to spin against it. Scizor's the only physical member for lack of a good special counterpart. Everything on the team hits as hard as possible to avoid giving free heals to defensive mons. Scarf Palkia mostly helps vs offense.
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Hidden Power [Fire]

is whale (Kyogre) @ Lum Berry
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Thunder
- Ice Beam
- Calm Mind

Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Spacial Rend
- Surf
- Thunder
- Outrage

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Surf
- Recover
- Calm Mind

Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Dark Void
- Focus Blast
- Nasty Plot


Deo-N Lead - Jirachee

Deo-N is kind of an odd lead but it does well against other Deoxys leads, especially the Speed forme. Rest of the team is pretty standard I guess, DD Groudon is an animal.
Deoxys @ Focus Sash
Ability: Pressure
EVs: 24 Atk / 112 Def / 136 SpA / 236 Spe
Rash Nature
- Stealth Rock
- Spikes
- Shadow Ball
- Extreme Speed

Maria (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 248 HP / 176 Atk / 36 Def / 32 SpD / 16 Spe
Adamant Nature
- Earthquake
- Outrage
- Shadow Sneak
- Will-O-Wisp

Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit

Groudon @ Leftovers
Ability: Drought
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Dragon Claw

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Extreme Speed

Palkia @ Haban Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Spacial Rend
- Fire Blast
- Thunder
- Outrage


Sand Offensive - Sweep

This team is built around garchomp which has an excellent base tier of 102, allowing it to outrun most dragons barring the Lati twins and Choice Scarf users. Once Salac Berry activates, even these dragons will get outrun and destroyed. The rest of the team is pretty much just preparing chomp for the sweep by getting rid of its counters.
Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Crunch
- Fire Blast
- Low Kick

Garchomp @ Salac Berry
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Substitute
- Swords Dance

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 240 SpD / 20 Spe
Careful Nature
- Iron Head
- Protect
- U-turn
- Wish

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 108 HP / 56 Atk / 252 SpA / 92 Spe
Mild Nature
- Hidden Power [Fire]
- Draco Meteor
- Shadow Sneak
- Outrage

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Shadow Ball

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Thunder
- Fire Blast


DPP UU

DD Altaria - Oglemi

Heavy bulky offense team built around clearing a sweep for an uncommon sweeper in DD Altaria. Tank attacks where you can to clear threats, keep SR off the field with Top, and use Sceptile and Scyther's ability to heavily pressure the opponent to your advantage. Top's set I would never recommend outside of this team, but it serves a role to prevent other priority users like Houndoom from ripping this team apart.

Scyther @ Lum Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Baton Pass
- Aerial Ace
- U-turn

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 140 HP / 252 Atk / 32 Def / 84 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Recover
- Surf
- Ice Beam
- Hidden Power [Grass]

Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast

Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]
- Giga Drain

Hitmontop @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Fake Out
- Stone Edge


Hail Stall - Oglemi

Built around creating the perfect conditions for Stallrein to outstall the opponent. Nidoqueen absorbs Tspikes and lays her own, Top spins, Chansey and Registeel take out the mons that would give Stallrein trouble.

Snover @ Focus Sash
Ability: Snow Warning
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
- Blizzard
- Leech Seed
- Energy Ball
- Ice Shard

Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
- Surf
- Toxic
- Protect
- Substitute

Nidoqueen @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Blizzard
- Toxic Spikes
- Stealth Rock
- Earth Power

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Close Combat
- Foresight
- Rapid Spin
- Stone Edge

Chansey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Aromatherapy
- Soft-Boiled
- Toxic
- Seismic Toss

Registeel @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Curse
- Iron Head
- Explosion
- Earthquake


VILLAGE CRUSHER!!! - Oglemi

Click buttons and win. Set up SR and Spikes with Oma, then bring out mons that beat the opponent until there's nothing left standing. Team is weak to Scarf Venu and other Swellow. Play hard and fast and leave little room for your opp to think.

Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Hidden Power [Grass]

Blaziken @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Superpower
- Hidden Power [Electric]
- Vacuum Wave

Alakazam @ Life Orb
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Psychic
- Shadow Ball
- Focus Blast

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick

Swellow @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- Quick Attack
- U-turn

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Protect
- Facade
- Close Combat
- Crunch


Double Fighter - Oglemi

Slightly less heavily offensive as prior team, but still lays it on thick. Use Toxicroak's ability to fuck up enemy Milotic to clear a path for a late-game sweep by Scarf Blaziken. Mesprit is there to shit on the bulky Psychics that give both Fighters issues, Tort+Milo is an amazing defensive core with Ambi lead to shift momentum to your side.

Ambipom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Taunt
- U-turn
- Return

Torterra @ Life Orb
Ability: Overgrow
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth Rock

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Substitute
- Focus Punch
- Sucker Punch
- Ice Punch

Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Psychic
- Thunderbolt
- Hidden Power [Ground]

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Calm Nature
IVs: 30 Atk / 30 SpA
- Surf
- Ice Beam
- Haze
- Recover

Blaziken @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Thunder Punch
- Stone Edge


Double Nasty Plot - Oglemi

NP Toxicroak is pretty underrated and the beautiful thing with both NPers is that they tend to shit on each other's counters pretty effectively, Toxi taking out enemy Milo and Doom shitting on Ghosts like Spiritomb pretty effectively. Specs Rotom is an awesome back up and immediate wallbreaker as well.

Alakazam @ Focus Sash
Ability: Inner Focus
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Psychic
- Counter
- Shadow Ball

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Rotom @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Surf
- Ice Beam
- Recover
- Toxic

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 100 Atk / 184 SpA / 224 Spe
Hasty Nature
- Sucker Punch
- Fire Blast
- Dark Pulse
- Nasty Plot

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Sludge Bomb
- Focus Blast
- Vacuum Wave


Rain Offense - Oglemi

Set up SR and rain early, trap enemy Registeel with Dugtrio, set up rain again and boom with your own Registeel (use Shadow Claw against the imminent Rotom/Mismagius switch-in) and sweep with SD Ludi/Kabu. Lead Electrode is gutter trash but late-game Electrode is fucking terrifying, don't save him for last though if you don't need to, Kabu and Ludi are infinitely better sweepers if you have rain up. Don't let Ludi or Kabu get paralyzed, save Duggy for every possible Twave user and get rid of them.

Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Stealth Rock
- Psychic
- Memento

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Waterfall
- Ice Punch

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Low Kick

Registeel @ Damp Rock
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rain Dance
- Explosion
- Shadow Claw
- Iron Head

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Pursuit
- Night Slash
- Stone Edge

Electrode @ Life Orb
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Thunder
- Hidden Power [Ice]
- Rain Dance
- Explosion


Standard Offense - Oglemi

Nothing special. Just get as much hazards up with your suicide lead omaster and pressure your opponent with your strong attacks.
Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Ice Beam

Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Facade
- Brave Bird
- U-turn

Venusaur @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Sleep Powder
- Sludge Bomb
- Synthesis

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Rapid Spin
- Stone Edge
- Aqua Jet

Houndoom @ Passho Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Beat Up

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick


Semi-Standard Stall - Oglemi

Admittedly not the best team, but it matches up well vs most standard offense and balance teams. It's a bit weak to heavy offense and heavy stall though, but not overly so. Just requires really smart playing all the way through.

Omastar @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Stealth Rock
- Surf
- Ice Beam

Mismagius @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Shadow Ball
- Thunderbolt

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Foresight
- Close Combat
- Stone Edge

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Calm Nature
- Surf
- Recover
- Toxic
- Ice Beam

Tangrowth @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 30 Atk / 30 Def
- Sleep Powder
- Leech Seed
- Earthquake
- Power Whip

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Soft-Boiled


Moltres Spikes Balance - Oglemi

Keep Spikes up and SR off your side of the field at all costs and sweep with Moltres once the opponent's Scarfer has been removed.

Qwilfish (F) @ Focus Sash
Ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Taunt
- Waterfall

Rhyperior (M) @ Leftovers
Ability: Solid Rock
EVs: 132 HP / 212 Atk / 164 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn

Mismagius (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Shadow Ball
- Pain Split

Spiritomb (F) @ Black Glasses
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Pursuit
- Sucker Punch
- Shadow Sneak
- Sleep Talk

Blastoise (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 28 Def / 224 SpD
Calm Nature
- Surf
- Foresight
- Roar
- Rapid Spin

Moltres @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Roost


DPP NU

Sexy Babes - Oglemi

Close to standard DPP NU balance featuring an unlikely defensive core in Probo and Happy Dino. Probo is actually a decent Fire check and can tank a Focus Blast from Charizard at full health and KO back with Power Gem. Meganium is very underrated as a physical wall but is crazy good. Lead Jynx is cool and wins a lot of matchups and Cham/Tauros/Mag is a killer offensive core with little in the way that can outmuscle it.

whore (Jynx) @ Focus Sash
Ability: Forewarn
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fake Out
- Lovely Kiss
- Ice Beam
- Psychic

slut (Medicham) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- Thunder Punch
- Ice Punch

stud (Tauros) @ Lum Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Rock Slide
- Pursuit

flamer (Magmortar) @ Expert Belt
Ability: Flame Body
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
- Fire Blast
- Hidden Power [Grass]
- Thunderbolt
- Focus Blast

pornstache (Probopass) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Stealth Rock
- Thunder Wave
- Power Gem
- Earth Power

prude (Meganium) @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Leech Seed
- Aromatherapy
- Synthesis
- Energy Ball


Very Happy Dino - Oglemi

A heavy offense team under the guise of a balance team. SubCM Drifblim and SD Meganium are both very underrated but super dangerous sweepers under the right conditions, and CB Dodrio is amazing in general.

Golem @ Focus Sash
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Sucker Punch

Meganium @ Leftovers
Ability: Overgrow
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Synthesis
- Seed Bomb
- Return

Slowking @ Choice Specs
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Surf
- Psychic
- Fire Blast
- Trick

Magmortar @ Expert Belt
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Hidden Power [Grass]

Drifblim @ Leftovers
Ability: Aftermath
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Shadow Ball
- Thunderbolt

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Return
- Quick Attack
- Pursuit


Standard Zard Offense - Oglemi

Skuntank + Zard is probably the best offensive core in the metagame and this team capitalizes on their offensive synergy. Slash is about as good as spinners get in the tier and I tried to not make it dead weight here. Scarf Gard protects the team from other late-game sweepers while Sunny Day Plume is an unexpected late-game sweeper once the opponent's Fire-type has been removed.

Floatzel @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Waterfall
- Baton Pass
- Ice Punch

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Trick
- Thunderbolt
- Focus Blast

Sandslash @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Stealth Rock
- Shadow Claw
- Earthquake

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Explosion

Charizard @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Fire Blast
- Hidden Power [Grass]
- Roost

Vileplume @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sunny Day
- Solar Beam
- Sludge Bomb
- Sleep Powder


Trick Room - Oglemi

Dedicated TR teams are almost impossible to use effectively in this tier, so this team goes half and half by being able to utilize TR fully, but also be able to function once TR runs out. P2 is probably the most durable and reliable TR setter in the tier, so don't just let it die if possible and bring it out after Slowking. Marowak should be able to function out of and in TR just fine if you can get dual screens up for it with Gard out of TR. Scarf Zard is the glue and an extremely unexpected presence on a TR team and can clean very effectively.

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Stone Edge

Slowking @ Life Orb
Ability: Own Tempo
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Surf
- Slack Off

Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP / 40 SpA / 216 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Recover
- Thunderbolt
- Ice Beam

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Substitute
- Earthquake
- Stone Edge
- Double-Edge

Gardevoir @ Light Clay
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Reflect
- Light Screen
- Memento
- Psychic

Charizard @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Focus Blast
- Hidden Power [Grass]


Hail Stall - Oglemi

One of the most dangerous playstyles of the tier, if not the most dangerous. Create the perfect conditions for Stallrein to stall out the opponent. Nidoqueen sets SR and Tspikes, Hypno walls Medicham and passes Wish to keep the team healthy, Licki provides cleric support and Chan spins.

Snover @ Focus Sash
Ability: Snow Warning
EVs: 252 Atk / 252 SpA / 4 Spe
Rash Nature
- Protect
- Blizzard
- Energy Ball
- Ice Shard

Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
- Protect
- Substitute
- Blizzard
- Toxic

Nidoqueen @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Toxic Spikes
- Earthquake
- Protect

Hitmonchan @ Leftovers
Ability: Iron Fist
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Foresight
- Close Combat
- Thunder Punch

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Toxic
- Seismic Toss

Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Blizzard
- Fire Blast
- Toxic


Rain Offense - Oglemi

Rain isn't as effective in NU as it is in UU without Ludi/Oma/Kabu available and Sun and Hail being much more effective in NU, but it's still perfectly doable. The team focuses around completing a Floatzel sweep, as it can continue the sweep outside of rain thanks to its insane Speed stat. Wallbreak what you can with Gore and keep the team healthy and rain up with Hypno. Probo's sole purpose on this team is to set SR and lure in other Waters and try and para them with Twave. You can opt for Boom on Probo too.

Electrode @ Focus Sash
Ability: Static
EVs: 72 Atk / 252 SpA / 184 Spe
Lonely Nature
- Taunt
- Rain Dance
- Explosion
- Hidden Power [Water]

Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Hidden Power [Grass]
- Ice Beam
- Shadow Ball

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Ice Punch
- Crunch

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 152 Def / 104 SpD
Bold Nature
- Rain Dance
- Baton Pass
- Seismic Toss
- Protect

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Earth Power
- Power Gem
- Thunder Wave

Lickilicky @ Damp Rock
Ability: Own Tempo
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rain Dance
- Explosion
- Earthquake
- Power Whip


Cradily Sand - Oglemi

The team is largely filler to try and get Cradily in safely and start a sweep. Slowking and Haunter should be able to combat any Fighters on the opponent's team, and from there Cacturne and Sandslash are there for fun to chip away at the opponent until it's safe to bring in Cradily and set up Curse.

BIG HIPPO (Hippopotas) @ Focus Sash
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Yawn
- Roar

Creeper (Cacturne) @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Spikes
- Substitute
- Leech Seed
- Dark Pulse

Creeper 2 (Cradily) @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Rock Slide
- Rest
- Sleep Talk

Counter (Slowking) @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Slack Off
- Toxic
- Surf
- Hidden Power [Ground]

Creeper 3 (Haunter) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ground]

Good Mon (Sandslash) @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 132 Atk / 124 Spe
Adamant Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Shadow Claw


DPP LC

Offensive Hail - Bughouse

This is an offensive team that features strong wall breakers like life orb elekid and boom gastly with bronzor being your rock setter. Set down rocks to break opposing sashes and sweep away.
Houndour @ Focus Sash
Ability: Flash Fire
Level: 5
EVs: 196 Atk / 196 SpA / 36 SpD / 76 Spe
Mild Nature
- Protect
- Overheat
- Sucker Punch
- Pursuit

Elekid @ Life Orb
Ability: Static
Level: 5
EVs: 252 Atk / 236 Spe
Jolly Nature
IVs: 0 HP
- Cross Chop
- Thunder Punch
- Ice Punch
- Quick Attack

Bronzor @ Oran Berry
Ability: Levitate
Level: 5
EVs: 220 HP / 8 Atk / 152 Def / 4 SpA / 68 SpD / 12 Spe
Relaxed Nature
- Psychic
- Earthquake
- Stealth Rock
- Hidden Power [Ice]

Gastly @ Oran Berry
Ability: Levitate
Level: 5
EVs: 36 HP / 76 Atk / 196 SpA / 196 Spe
Mild Nature
- Substitute
- Sludge Bomb
- Explosion
- Hypnosis

Mankey @ Choice Scarf
Ability: Vital Spirit
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Adamant Nature
- Close Combat
- U-turn
- Payback
- Ice Punch

Snover @ Oran Berry
Ability: Snow Warning
Level: 5
EVs: 196 HP / 184 Atk / 36 Def / 24 SpA / 40 Spe
Adamant Nature
- Blizzard
- Wood Hammer
- Ice Shard
- Hidden Power [Fire]
[/Hide]
 
Last edited:

Natural Talent

Don't die trying to live..
is a Tiering Contributor
#6
BW
Descriptions inside.
BW OU

Divide and conquer - Jirachee

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Encore
- Shadow Ball

Garchomp @ Choice Band
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Fire Fang
- Dual Chop

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Protect
- Spikes

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]

Jellicent (M) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Will-O-Wisp
- Taunt
- Recover

Tyranitar @ Expert Belt
Ability: Sand Stream
EVs: 144 Atk / 156 SpA / 208 Spe
Lonely Nature
- Crunch
- Fire Blast
- Superpower
- Stealth Rock

Alakazam is the team's main focus. It's just so easy to support, all it needs is Spikes and then the opponent is literally put on a timer. The star of the team, the one and only Choice Band Garchomp. I wanted something that could force pretty much any team's hand early in the match and there is absolutely nothing better than this. The first reason I chose this over an SD set or a Stealth Rock set was because CB Dual Chop can OHKO Sash Breloom leads which gives an enormous advantage against offenses like Smurf's. Ferro is just so good right now. The first thing I wanted after picking Zammer was Spikes, and there isn't much better at Spiking than Ferrothorn. Landorus is like an all-in-one package as a scarfer. Not only does it generate a lot of momentum, but it also poses a significant threat to offensive teams and can check a lot of dangerous things through typing. The only good Spinblocker in the tier. Jellicent really just shuts down bulky Starmie. Offensive ones are harder to block, but not as important since generally they are only seen on offenses that have a harder time with Alakazam and Landorus anyway. Bit of the biggest surprise on the team. MixTar is very unexpected in BW, and it's very effective. Not having Pursuit kinda blows since it's such a good move, but it can't really be fit on that set. Getting a Fire Blast off on a Breloom or Skarmory after setting up your rocks just gives you an incredible advantage. Superpower is a pretty clutch move, since it can bring a Heatran down to Focus Blast range for Alakazam, or just catch a Tyranitar off guard, making Jellicent's life easier.


Foetus In The Desert - Leftiez

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 180 Def / 60 SpD / 20 Spe
Impish Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost

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

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Psyshock
- Focus Blast
- Recover
- Calm Mind

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 168 HP / 88 Atk / 252 SpD
Adamant Nature
- Crunch
- Stealth Rock
- Pursuit
- Stone Edge

Latias (F) @ Leftovers
Ability: Levitate
EVs: 92 HP / 164 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Draco Meteor
- Surf
- Recover

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 136 HP / 176 SpA / 196 Spe
Timid Nature
- Fire Blast
- Toxic
- Hidden Power [Ice]
- Earth Power

First i had to chose my weather inducer, i choose sand because Rain are making some threat stronger like keldeo which can be annoying for reuniclus. Then i opted for Tyranitar instead of Hippowdon because i wanted something that can Trapp/Check Gothitelle/Gengar/Reuniclus which are really annoying for balanced Sand. As i said before i needed dual hazard if latias failed, but why i didnt use roserade or forretress ? Thats simple i wanted something can use spikes + heal so forretress couldnt be good, but i also wanted something that can come on reuniclus's check so skarmory was definitly better here. Latias is definitly one of the best pokemon in my team, indeed because she's the one that gives reuniclus the opportunity to clean.
When i choose to use Thunderwave i got 2 options, i could play offensive version or defensive version (with reflect type n shit). The based foetus, no one can beat it when it get on fire, Reuniclus bulky CM is probably one the best anti-metagame in BW, indeed it has many setup bait like Terrakion/foretress/starmie defensive/Ferrothorn/Skarmory/Toxicroak and can get a free calm mind easily. Then i noticed that my team had big issue against Rotom + Ttar because Rotom could scoot Latias with volt switch then send Tyranitar to trapp it. And i also wanted something that can check Jirachi CM and rain, so i opted for gastrodon. Finally i choose Heatran scarf, indeed heatran has a good place in my team because i needed something against dragmag like that i can outspeed or revenge kill thing like Salamence/Dragonite by taking one outrage then kill them with Hidden power Ice.



Excadrill Offense - Natural Talent


Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
- Surf

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

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 32 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 192 SpD / 64 Spe
Calm Nature
- Baton Pass
- Nasty Plot
- Giga Drain
- Recover


Sand Trick Room - Typhlito


Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Fire Blast
- Psyshock

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 76 HP / 182 Atk / 252 Spe
Naive Nature
- Rock Slide
- Crunch
- Low Kick
- Fire Blast

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Garchomp @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Outrage
- Earthquake
- Fire Blast

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Naive Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 176 HP / 60 Atk / 252 SpD / 20 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Swords Dance
- Rock Slide


Jirachee's Teams


BW Ubers

Rain Balance - Sweep

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 248 HP / 48 Def / 212 Spe
Bold Nature
- Judgment
- Stealth Rock
- Recover
- Ice Beam

Omastar @ Choice Specs
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Surf
- Ice Beam
- Earth Power

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Spikes
- Gyro Ball

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Dragon Tail
- Earthquake
- Shadow Sneak
- Outrage

Mewtwo @ Leftovers
Ability: Unnerve
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Will-O-Wisp
- Recover
- Taunt

Kyogre @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Scald
- Rest
- Sleep Talk
- Roar

(2-0 in URUC i guess LOL, didn't start SPL until 2014)

This team was built around Omastar+Arceus-Fighting, a very dangerous duo. Omastar can beat Ghostceus, Mewtwo, and Ho-Oh in a 1 on 1 situation while Fightceus (with significant physical defense investment) checks threats like Dragon Dance Rayquaza, Dialga, Ferrothorn and other Pokemon that threaten Oma. Specs Omastar serves as a sort of Perish Song user, as Hydro Pump hits so hard that even +1 Calm Mind Arceus with succumb to Hydro Pump after some prior damage. This team would be weak to a well-played Stall team, so I put a Stalltwo on it to Taunt and burn those teams to death. Giratina is all-out physically offensive to threaten the annoying Tentacruel and to ambush stuff with Outrage.

In general, Omastar works better with Calm Mind Arceus-Fighting, but this team couldn't fit SR on any other Pokemon (SR ferro is just awful). Once Ferrothorn gets one layer of spikes up, you have a great chance of winning since NOTHING switches into Specs Omastar in the rain barring Specially Defensive Kyogre at that point, and Giratina-O's shuffling becomes problematic as well.


Drain - Problems

ALIEN (Deoxys-Speed) @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Dark Pulse

HORSE (Arceus-Ghost) @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Judgment
- Focus Blast
- Calm Mind
- Recover

FISH (Kyogre) @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Water Spout
- Hydro Pump
- Thunder
- Ice Beam

FISH (Kingdra) (M) @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 8 Def / 252 SpA / 216 Spe
Modest Nature
- Hydro Pump
- Dragon Pulse
- Draco Meteor
- Substitute

INSECT (Genesect) @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Explosion

DICK (Rayquaza) @ Life Orb
Ability: Air Lock
EVs: 32 HP / 252 Atk / 8 Def / 216 Spe
Adamant Nature
- Dragon Claw
- V-create
- ExtremeSpeed
- Swords Dance

'Ladies and gentlemen i introduce to you the infamous teams which is 7-0 in tournaments, one of the best BW2 teams ever made.. Drain'

Okay so I have to write about it; A HO style team which was originally builts as a counter team for vs other known HO users which has been through alot of changes but this is my finished version which has been given out the most. Basically, you lead with Deox-s get up hazards while blocking the removal of hazards with Ghostceus which puts pressure on opposing teams to switch in. The team itself is full of stall breakers like Rey, specsKyorge and Ghostceus while its got things for HO teams also in Kingdra and Genesect, the team really keeps offensive pressure at a high as its built to pretty much have an answer for everything. It's honestly one of the most autopilot and easiest teams to use as its pretty much sacking and bringing threats in (theres obviously switch ins for most things but ye).


So many fuckin frens - Edgar

HSA (Dialga) @ Lum Berry
Ability: Pressure
Shiny: Yes
EVs: 240 HP / 12 SpA / 236 SpD / 20 Spe
Modest Nature
- Stealth Rock
- Draco Meteor
- Fire Blast
- Roar

Hugo (Giratina-Origin) @ Griseous Orb
Ability: Levitate
Shiny: Yes
EVs: 212 Atk / 252 Def / 44 Spe
Adamant Nature
- Dragon Tail
- Will-O-Wisp
- Magic Coat
- Shadow Sneak

Problems (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Roar
- Rest
- Sleep Talk

Jayde (Palkia) @ Lustrous Orb
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder

Joey (Kabutops) (M) @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Rapid Spin

New breed (Darkrai) @ Life Orb
Ability: Bad Dreams
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Dark Void
- Focus Blast
- Dark Pulse
- Sucker Punch

Well, the team is a rather "standard" Hyper Offense rain team, I started building the team around a Darkrai-Kabutops core, as they threaten each other's checks (Darkrai threatens Giratina-O, Ghosteus, Groudon, etc. While Kabutops threatens Genesect, Ho-Oh and Extremekiller), making it a lot easier to sweep with them. I'm not a big fan of Life Orb Nasty Plot Darkrai as I think Genesect being THE Scarfer makes it almost impossible to ever sweep with it so, instead of using Nasty Plot I decided to use the 4th moveslot for something that in my opinion, is very useful, Sucker Punch. I got the idea from my ol pal PROBLEMS. Although I came up with the EV spread (hehebwoi), anyways, EVs allow Darkrai to KO Life Orb Mewtwo after Stealth Rock and 1 Life Orb hit 100% of the time, which is excellent as Mewtwo is a rather common Darkrai check. Other team members are just support mons, Magic Coat Giratina-O for anti leading Deo-S as well as checking pokemon like Excadrill and Groudon, Dialga is a defensive pivot with great defensive as well offensive stats as well Stealth Rock user. Palkia is another rain abuser and it is also my Kyogre switch-in and Kyogre is my rain setter as well as my Extremekiller check, I have another version of this team where Kyogre's set is Choice Specs, it works but I prefer Defensive a lot more because that way Giratina-O isn't THAT pressured as it would need to check Extremekiller Arceus, Excadrill and Groudon if I don't use Defensive Kyogre.

Fun team to use, a few people have stolen it. :]


Mudslide - ZoroarkForever

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Water Spout
- Ice Beam
- Thunder

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 48 HP / 252 SpA / 24 SpD / 184 Spe
Timid Nature
- Draco Meteor
- Thunder
- Psyshock
- Roost

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 252 HP / 144 SpA / 12 SpD / 100 Spe
Timid Nature
- Judgment
- Ice Beam
- Thunder Wave
- Recover

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 64 Atk / 184 SpD / 8 Spe
Adamant Nature
- Payback
- Low Kick
- Pursuit
- Stealth Rock

Dialga @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Sleep Talk

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Low Kick
- Stone Edge
- Rapid Spin

This team is a balanced offensive team which has pretty good match-ups across the board, thanks to TTar. Against most teams, you want to use SpecsOgre and Latias to weaken the opposing team for an eventual Kabutops sweep late game. Arceus-Fighting is a general utility counter for a lot of threats (like Genesect, Dialga, Darkrai, Rayquaza, etc) and is great for spreading para around teams. The 12 SDef EVs make sure Fightceus will never be OHKO'd by Specs Omastar Hydro Pump at 100% HP. Dialga is the team's scarfer, secondary U-Turn sponge, and sleep absorber. Its main roles are checking for a lot of the fast and frail meta, such as Mewtwo and Darkrai, cleaning weakened teams, and revenge killing when needed. Latias is here to check Ogre/Grounds and break apart opposing cores with its powerful attacks. Generally, Latias is a key player in almost every match because it's effective against all types of teams. TTar is really the MVP of this team in so many match-ups tho. It effectively anti-leads Deo-A/S, checks Ghostceus, checks SmashPass, checks the Lati twins, and is one of the most consistent SR setters in the tier. Sand provides an extra weather to the team to help against Swift Swimmers, which can really be useful against teams like Drain and Hydro Spam. Dark STAB and chip damage from sand is really nice against Magic Sun too, where it can usually get rocks down for an easy win. SpecsOgre is the wrecking ball of the team, OHKO/2HKOing the majority of the tier. It's really nice against stall and has nice synergy with TTar, who can usually Pursuit trap some checks. I run Timid to outspeed offensive Groudon. Ogre also provides much needed rain support that allows Tops to function. Overall, this is a really solid team that has served me well. Definitely my favorite BW2 team.




BW UU

Big Scale Magic Show - PK Gaming

Rhyperior @ Leftovers
Trait: Solid Rock
EVs: 248 HP / 16 Atk / 244 SDef
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Dragon Tail

Qwilfish @ Leftovers
Trait: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Waterfall
- Haze
- Pain Split
- Spikes

Shaymin @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Seed Flare
- Psychic
- Synthesis
- Earth Power

Snorlax @ Choice Band
Trait: Thick Fat
EVs: 252 Atk / 252 SDef / 4 Spd
Adamant Nature
- Return
- Fire Punch
- Pursuit
- Earthquake

Zoroark @ Choice Specs
Trait: Illusion
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Dark Pulse
- Flamethrower
- Trick
- Focus Blast

Heracross @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge


BW RU

Few Teams by Natural Talent


Scolipede @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Megahorn
- Swords Dance

Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Psychic
- Stealth Rock
- Healing Wish

Misdreavus @ Eviolite
Ability: Levitate
EVs: 144 HP / 112 Def / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Shadow Ball
- Pain Split

Omastar @ Lum Berry
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]

Escavalier @ Leftovers
Ability: Overcoat
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Substitute
- Swords Dance
- Iron Head
- Megahorn

Uxie @ Leftovers
Ability: Levitate
EVs: 96 HP / 188 SpA / 224 Spe
Timid Nature
- Substitute
- Calm Mind
- Psychic
- Thunderbolt

Just some standard HO. Lead Scolipede to set up spikes and/or set up an sd and break some walls for my set up sweepers to have a fun time. Offensive Rocks Mesprit with Healing Wish to heal up a mon if they get weakened. Misdreavous is my spin-blocker and can cripple things with will-o-wisp to support my next 3 pokemon and to pile up in conjunction with hazard damage. Omastar is more or less the late game sweeper and can ceom in and clean up on a passive mon or something burned. Escavalier can break down alomomola along with slowking that usually can beat omastar in some scenarios. Last is Sub CM Uxie which sets up on most passive mons with Substitute. Psychic is for stab and Thunderbolt is to hit slowking and other pesky psychics along with spiritomb.


Gallade @ Leftovers
Ability: Justified
EVs: 240 HP / 212 SpD / 56 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Night Slash
- Substitute

Moltres @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- Hidden Power [Grass]
- Roost

Durant @ Choice Scarf
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- X-Scissor
- Superpower
- Stone Edge
- Iron Head

Rhydon @ Eviolite
Ability: Rock Head
EVs: 88 HP / 252 Atk / 84 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 168 Def / 92 SpD
Calm Nature
- Rapid Spin
- Ice Beam
- Recover
- Toxic

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Wish
- Protect
- Waterfall
- Toxic

More of a balance team. With Sub Bulk Up Gallade to more or less break stall. Moltres, to beat most of it's checks. Rhydon the standard rock setter. Cryogonal is here to take special attacks and for rapid spin. Alomomola is the back bone of this team It supports every mon with it's huge wishes it can pass and just walling most of the tier. Lastly, my late game cleaner and sometimes revenge killer, Durant. Really nice coverage and Swarm to not miss over the the power boost that some may like.


Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Foul Play
- Rest
- Sleep Talk

Rhydon @ Eviolite
Ability: Rock Head
EVs: 88 HP / 252 Atk / 84 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn

Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Superpower
- Baton Pass

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Sleep Talk
- Roar
- Dragon Tail

Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Giga Drain
- Sludge Bomb
- Spikes
- Rest

More or less spikes semi stall. Spikes in Roselia and Rocks in Rhydon paired up with spiritomb for spin-blocking. Druddigon can phaze mons out and make them take more hazards each time weakening them for Durant to clean up or to win with Calm Mind Slowking. Not much to say about this team since it's so straight forward.


Medicham @ Choice Band
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Psycho Cut
- Ice Punch
- Baton Pass

Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flamethrower
- Switcheroo

Archeops @ Flying Gem
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- U-turn
- Earthquake
- Stone Edge

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP / 152 SpD / 104 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Psychic
- U-turn
- Stealth Rock

Hitmonchan @ Leftovers
Ability: Iron Fist
EVs: 248 HP / 224 Def / 36 Spe
Impish Nature
- Rapid Spin
- Drain Punch
- Foresight
- Toxic

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Waterfall
- Toxic
- Wish
- Protect

Volt - turn with a bulky pivot in Alomomola. Banded Medicham decimates almost anything in it's path. If it predicts a switch into something it can't touch it can always baton pass and gain momentum. Manectric is a really nice scarfer as it has nice speed and can gain momentum constantly with volt switch. Offensive Archeops is a really nice mon when it's not in defeatist. Nice attack stat with decent stabs and access to u-turn and earthquake for steel types and qwilfish. Uxie can set up rocks and cripple things with u-turn. While hitmonchan is just here to spin.


Carmen, Broke with Expensive Taste - Atomicllamas

Carmen (Jynx) (F) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Lovely Kiss
- Nasty Plot
- Psychic

Born to Die (Haunter) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Thunderbolt
- Destiny Bond

National Anthem (Druddigon) @ Leftovers
Ability: Rough Skin
EVs: 196 HP / 252 SpD / 60 Spe
Careful Nature
- Dragon Tail
- Earthquake
- Dragon Claw
- Stealth Rock

Without You (Emboar) (M) @ Leftovers
Ability: Blaze
EVs: 240 HP / 248 Def / 20 Spe
Impish Nature
- Flare Blitz
- Hammer Arm
- Protect
- Will-O-Wisp

Radio (Sawsbuck) @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Horn Leech
- Baton Pass
- Double-Edge
- Nature Power

Gods and Monsters (Kabutops) @ Lum Berry
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Rapid Spin
- Swords Dance
- Stone Edge

Jynx is a highly underrated Pokemon in the BW2 RU meta game, as it is capable of taking on every variation of the most common Pokemon in the tier, often without prediction. Nasty Plot is extremely useful for my endgame match up againt stall teams, as Tomb and Clefable can be worn down pretty easily with the rest of my team, allowing for an easy Jynx sweep.ffensive Life Orb Haunter is also greatly underrated in the BW2 RU meta game, and it functions as one of the best partners possible for LO Jynx, as it is capable of utilizing Destiny Bond in order to take out Spiritomb that try to get clever with Pursuit. Haunter has pretty good coverage with its STAB moves, while Thunderbolt is nice for taking out Alomomola. Druddigon checks Moltres pretty well with the given spread, which also lets it set up SR reliably on a large portion of the meta game . Dragon Tail takes advantage of this spread even more, as it can give a lot of trouble to teams with the Electric-types that give this set more opportunities to shuffle the opponent's team with Stealth Rock up. Emboar is to check Threats such as Durant and Escavalier. Will-O-Wisp is useful for spreading burns to the opponent, while Protect gets Emboar extra leftovers recovery and can scout potentially choice locked opponents. Sawsbuck allows me to deal with the common Smeargle HO teams by limiting it to one layer of either SR or Spikes and preventing it from putting something to sleep, which spells death in Gen 5 RU. Scarf Sawsbuck is not the most common set for Sawsbuck, however it can take advantage of its nice base 95 speed and powerful STAB move in Double Edge to deal with big threats like Scarf Moltres and LO Galvantula. Baton Pass is really cool if the opponent has something that hard walls Sawsbuck, as it can use BP to gain momentum by dry passing to the appropriate mon that can deal with said wall. Nature Power in Gen 5 is EQ. Kabutops is also the Normal and Flying resist for this team which is necessary on pretty much every team and also provides hazard removal.


BBD (Spiritomb) @ Black Glasses
Ability: Pressure
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Shadow Sneak
- Sucker Punch
- Will-O-Wisp
- Pursuit

HMAR (Ferroseed) @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

212 (Medicham) @ Life Orb
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Thunder Punch
- Bullet Punch
- Psycho Cut

Wallace (Druddigon) @ Leftovers
Ability: Rough Skin
EVs: 172 HP / 252 Atk / 64 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Toxic
- Dragon Claw
- Earthquake

Soda (Rotom) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Thunderbolt
- Trick

Ice Princess (Cryogonal) @ Life Orb
Ability: Levitate
EVs: 64 HP / 252 SpA / 192 Spe
Timid Nature
- Ice Beam
- Hidden Power [Fire]
- Recover
- Rapid Spin

Spiritomb does quite a few things for this team, first off, its capable of spin blocking pretty much every Cryogonal set with the combo of Sucker Punch and Pursuit. Ferroseed was actually a pretty cool spiker in RU, as it deals with most variants of Druddigon (just gotta watch out for Sheer Force Flamethrower or band Fire Punch!), while setting up spikes consistently against a ton of threats. LO Medicham is the definition of a nuke, with two powerful STAB moves and coverage in Thunder Punch that is capable of hitting the majority of Psychic types in RU (Sigi, Slowking, etc.). High Jump Kick + Thunder Punch KOes Alomomola after SR (even if they protect for lefties recovery). Bulky Psychic-types like Uxie and Mesprit that don't take much from its moves are easily dealt with by switching to Tomber so it can Pursuit trap them. Toxic SR Druddigon, while much more common in XY RU, was still a pretty solid set in BW2 RU, capable of putting a lot of pressure on opposing balance teams with its powerful Attacks and statusing opposing walls. SR is obviously mandatory on every team especially this one as I have two ghosts capable of keeping them up against pretty much every Rapid Spinner. Choice Scarf Rotom-N is extremely good in BW2 RU due to its unique speed tier and extremely useful defensive typing (helped out by Levitate), which allows it to switch into and deal with most Durant, and revenge kill threats including Aerodactyl and Choice Scarf Moltres. Offensive LO Cryogonal is something that Afro Smash really brought to Smogon's BW2 RU meta game which differs from the classic SpD support set. Hidden Power Fire deals with the Steel-types that like to switch into Cryo while LO Ice Beam just hits really hard against anything that doesn't resist it. the Speed EVs outspeed positive natured Sigilyph while the remainder are thrown into HP to buff Cryo's solid SpD stat.


Rain Hyper Offensive - Typhlito


Great Ball (Electrode) @ Focus Sash
Ability: Aftermath
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Rain Dance
- Thunder
- Taunt
- Volt Switch

Toad (Poliwrath) (M) @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Waterfall
- Earthquake
- Ice Punch

Genesect (Kabutops) (F) @ Wave Incense
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Swords Dance
- Rapid Spin

KFC (Moltres) @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Fire Blast
- Hurricane
- Hidden Power [Grass]

Fairy Queen (Gardevoir) (F) @ Damp Rock
Ability: Trace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Healing Wish
- Rain Dance
- Thunderbolt
- Psychic

Amigo (Ludicolo) (M) @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Rain Dance


BW NU


BW LC
 
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#7
This is a nice variation of my iconic BW2 volcarona offense that I made for WCOP to play papai noel. A lot of the team's effectiveness stems from the surprise value of some of the sets. The original version of this team is everywhere and opponents can have preconceived notions of what the sets are, which can then put them in a bad spot real quick. This team makes good use of a couple of lures that can easily break the game open. There is also really good synergy between a lot of the mons, and you can force the opponents hand in order to set up on things like choice locked revenge killers. Volcarona and Dragonite are both very dangerous mons, and it is pivotal to control momentum with the squad so you can force openings to sweep with either of them.

http://replay.pokemonshowdown.com/smogtours-gen5ou-72656


Garchomp @ Dragon Gem
Ability: Rough Skin
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stealth Rock

Breloom @ Fighting Gem
Ability: Technician
Shiny: Yes
EVs: 112 HP / 252 Atk / 4 SpD / 140 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Focus Punch

Volcarona (M) @ Passho Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Fire Blast
- Bug Buzz
- Giga Drain
- Quiver Dance

Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed

Starmie @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Thunder
- Ice Beam
- Rapid Spin

Scizor @ Choice Scarf
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Aerial Ace
- Superpower



This is a team i made for R2 of WCOP, and it is really fun to play. Jolteon has an awesome niche on rain squads, because their biggest issue is losing momentum. A moveset of Thunder / Volt Switch / hp [ice] or [grass] / signal beam @ expert belt is great, as it lets you lure in problematic mons for rain like celebi and gastrodon, bluff a choice set, and nuke them with the appropriate coverage move. Volt switch lets you easily pick up momentum on swtich ins like tyranitar, allowing you to pivot out to politoed and get rain up again. With some hazards this very quickly wittles sand balance teams and gives you an edge in the weather war. This set works really well with specs tornadus and bulk up breloom, they have great offensive synergy to trouble cookie cutter sand builds. Jolteon allows you to really penalise your opponent for switching their amoongus [insert grass mon here] into jolteon, because it gives tornadus a free hurricane. Bulk up Loom gets free set up on ferrothorn and many other switch ins to jolteon.

http://replay.pokemonshowdown.com/smogtours-gen5ubers-75025


Politoed (M) @ Choice Scarf
Ability: Drizzle
Shiny: Yes
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Hypnosis
- Ice Beam
- Perish Song

Jolteon @ Expert Belt
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Hidden Power [Ice]
- Signal Beam
- Volt Switch

Gyarados (F) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 144 HP / 176 Atk / 188 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

Tornadus @ Choice Specs
Ability: Prankster
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Focus Blast
- Sleep Talk

Forretress (F) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 176 Def / 84 SpA
Bold Nature
- Stealth Rock
- Rapid Spin
- Volt Switch
- Hidden Power [Ice]

Breloom (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 236 HP / 84 Def / 160 SpD / 28 Spe
Careful Nature
- Spore
- Drain Punch
- Bulk Up
- Seed Bomb
 
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Jirachee

an insane thinker
is a Tournament Directoris a Forum Moderatoris a Tutor Alumnusis a Team Rater Alumnusis a Super Moderator Alumnusis a Community Contributor Alumnus
Moderator
#8

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Focus Blast
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Hidden Power [Ice]
- Shadow Ball

Landorus-T (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 112 Def / 148 Spe
Naive Nature
- Earthquake
- Hidden Power [Ice]
- U-turn
- Stealth Rock

Probably the most standard type of team at the moment. Get your hazards up and then Hydreigon will fuck shit up, it's pretty much impossible to switch into it. Alakazam cleans late game. Jellicent > Gastrodon is a viable alternative. Encore on Zam is possible if you replace Stone Edge with Ice Punch on Tyranitar. Skarm needs all that special bulk unless you want to be heavily pressured by other Zams.

Volcarona @ Passho Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Giga Drain
- Hidden Power [Ice]
- Quiver Dance

Keldeo (Keldeo-Resolute) @ Ghost Gem
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
- Calm Mind

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Swords Dance
- Stealth Rock

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Healing Wish
- U-turn

Dragonite @ Choice Band
Ability: Multiscale
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Extreme Speed

Volcarona is super threatening and this is its most dangerous set. HP Ghost Keldeo helps breaking things it struggles with so it has an easier time cleaning, while also breaking through Jellicent for Starmie to spin easily. Healing Wish ScarfRachi gives the team a Latios switch in while also giving you 2 Volcaronas.

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

Politoed @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Scald
- Encore

Tornadus (M) @ Choice Specs
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Rain Dance

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Protect
- Stealth Rock

Garchomp @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Swords Dance
- Aqua Tail

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 92 SpA / 164 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Psychic
- Substitute
- Calm Mind

Starmie and Tornadus in rain are threats to just about any team, but weatherless teams are in for a lot of trouble. Ferrothorn is meant to be played aggressively to get hazards up early so you can wear down a Tyranitar or some kind of Jirachi for Tornadus to have fun. Rapid Spin is completely option on Starmie and both Grass Knot and Recover are viable replacements.

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 16 Atk / 12 Def / 216 SpD / 16 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

Landorus-T (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

Dragonite @ Choice Band
Ability: Multiscale
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Outrage
- Earthquake
- Fire Punch
- Extreme Speed

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Stealth Rock

U-turn + Magnezone is danger. Starmie also really likes having Ferrothorn gone, and spin + mag gives sand balance a lot of trouble. Specs Magnezone 2hkoes ferro even in rain so it doesn't get 1 million layers and wear down your stuff and still end up being a dick.

derelict (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]

gephyrophobia (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Psychic
- Will-O-Wisp
- Soft-Boiled
- Taunt

chill out (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover

hang em high (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

sidewinder (Latios) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Trick

blood gulch (Tyranitar) @ Expert Belt
Ability: Sand Stream
EVs: 144 Atk / 156 SpA / 208 Spe
Lonely Nature
- Crunch
- Fire Blast
- Superpower
- Stealth Rock

Mew really likes abusing Spikes because it's great at giving trouble to slow teams. With Spikes up it's really hard to switch into Latios because it's just so damn strong. Dual Psychic can also be hard for some teams to handle. ChopleTar is an option on that team if you're insecure and like using bad sets

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Psyshock
- Focus Blast
- Recover
- Calm Mind

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind

Garchomp @ Choice Band
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Dual Chop
- Fire Fang

Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Will-O-Wisp
- Taunt
- Recover

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Crunch
- Pursuit
- Superpower

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 8 SpA / 248 SpD
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Toxic

At this point you're probably aware that Reuniclus just loves Spikes. CB Chomp is a great opener for those teams so they don't have a bad matchup against Sash Loom offenses. Jellicent + ScarfTar stops spinners. Heatran is nice so you don't get broken moth'd

Politoed @ Choice Scarf
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Encore

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunder
- Rapid Spin

Moltres @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Fire Blast
- U-turn
- Hidden Power [Grass]

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Aqua Tail
- Swords Dance

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Stealth Rock
- Leech Seed
- Protect

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Drain Punch
- Ice Punch
- Swords Dance

Probably obsolete but still cool. Moltres really improves the Rain's matchup against Sun and some threats like NP Celebi. It's really similar to the other Rain I posted so I won't go in too much detail

Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Zen Headbutt
- Protect

Politoed @ Choice Specs
Ability: Drizzle
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Surf

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 196 SpD / 64 Spe
Careful Nature
- Swords Dance
- Baton Pass
- Seed Bomb
- Recover

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Aqua Tail

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 56 Def / 204 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect

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

Very little is as scary as a +2 Atk Sharpedo in the Rain. Garchomp and Terrakion can also abuse the Atk boosts Celebi passes. Ferrothorn can use Spikes over Leech Seed too so you can wear down other Ferros more easily. Politoed is Specs so it can just hammer stuff that could try and phaze Celebi (ie Skarmory)
 
Last edited:

eren

je suis d'ailleurs
is a Tiering Contributor
#9
Fuck u, was gonna ask jellI literally as soon as u posted


BLOODLIP (Salamence) (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Brick Break
- Fire Blast
- Earthquake

DISCONNECTED (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Grass]
- Rest
- Toxic

MAELSTORM (Snorlax) (M) @ Leftovers
Ability: Thick Fat
EVs: 92 HP / 128 Atk / 124 Def / 164 SpD
Adamant Nature
- Rest
- Shadow Ball
- Body Slam
- Curse

TIME BOMB (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP / 148 Def / 108 SpA
Relaxed Nature
- Earthquake
- Psychic
- Hidden Power [Fire]
- Rapid Spin

SEDUCTION (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
- Surf
- Roar
- Rest
- Calm Mind

WAKING DREAMS (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Heal Bell
- Leech Seed
- Hidden Power [Grass]
- Recover
Pretty standard team i used to face undisputed week 1 of RoaPl that really won me the game, but me needing to go screwed it up :(. The team wased on a cool set, Hp Fire Claydol that acts a spikes deterrent from Forretress. Lax was added because undispited usually brings bulkier stuff and Lax feeds on bulkier team. Magnets was added to prevent Skarmory from getting spikes, so we could basically beat any relevant spiker which prevents our CurseLax (which has Shadow Ball because undisputed likes running gar as his Lax check) from taking uneccesary damage. RoarCune was added as our "mandatory" water which also helped versus other curselax who wish to set up, and also versus other set-up sweepers or strong physical attackers. Heal bell Celebi was added to cleric stuff and help team get a bit of recover via Leech Seed. Banded MixMence helps with physical attackers like Heracross, Banded Flygon is also an option here due to its ability to check CMer's such as Jirachi better. Pretty sure I wont use this again so thanks to Cowboy Dan for building w/ me. (Nicknames are based off Monstercat's 7th album, Solace.)


Will post more teams l8r
 
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Mr.378

Glass Soldier
is a Tiering Contributor Alumnus
#10
Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Hidden Power [Ice]
- Rest
- Sleep Talk

Snorlax @ Leftovers
Ability: Immunity
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Body Slam
- Earthquake
- Fire Blast
- Self-Destruct

Steelix @ Leftovers
Ability: Rock Head
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Earthquake
- Explosion
- Roar
- Curse

Cloyster @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Hidden Power [Electric]
- Explosion
- Spikes

Exeggutor @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Giga Drain
- Psychic
- Explosion
- Sleep Powder

Machamp @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Cross Chop
- Earthquake
- Hidden Power [Bug]
- Curse


My favorite version of the cookie cutter GSC offense. Zapdos + Snorlax + Exeggutor + Cloyster + Steelix + Sixth is a very powerful offensive teamstyle because of how much power it can have while maintaining the minimal defensive coverage needed to function well in the tier. The sixth pokemon is variable depending on what you want the team to try and do. Here I use Machamp because of how much brute offensive force it has while being supported well by the team due to having mons like Cloyster that can bait its checks and counters. It also gives the team a Tyranitar and Snorlax check which can usually be a problem for these kinds of teams. To help support the team I'm using 4 attack Snorlax with Body Slam to help lure in threats, bluff a defensive set, and spread paras while serving as a very effective wallbreaker. This version does have a few weaknesses but it is overall my favorite variant of this kind of team and if anyone wants to try using it experiment around a bit with it. There's a good amount of other options you have.


Raikou @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunderbolt
- Reflect
- Roar
- Rest

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Return
- Lovely Kiss
- Belly Drum
- Rest

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Drill Peck
- Curse
- Whirlwind
- Rest

Miltank @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Body Slam
- Heal Bell
- Growl
- Milk Drink

Starmie @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Toxic
- Rapid Spin
- Recover

Suicune @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Ice Beam
- Rest
- Sleep Talk


On the other side of the coin we have standard stall. The team is a stall team optimized to counter and wall the threats in the metagame while maintaining a decent amount of ways to win the game. The members of the team are all fairly intuitive in what they do. Raikou is the special wall and secondary phaser, Snorlax the win condition and Stallbreaker, Skarmory the physical wall and primary phaser, Suicune the mixed wall and sleep absorber, Miltank the beller, growler, and possible secondary mixed wall and Starmie the spinner and an out to many 'tier 2' threats. Overall it s a pretty solid stall team that holds up in many different match ups. Once more there are a few different things that can be changed with the team if you want to try and do something else.
 
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#12
Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Hidden Power [Ice]
- Rest
- Sleep Talk

Snorlax @ Leftovers
Ability: Immunity
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Body Slam
- Earthquake
- Fire Blast
- Self-Destruct

Steelix @ Leftovers
Ability: Rock Head
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Earthquake
- Explosion
- Roar
- Curse

Cloyster @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Hidden Power [Electric]
- Explosion
- Spikes

Exeggutor @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Giga Drain
- Psychic
- Explosion
- Sleep Powder

Machamp @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Cross Chop
- Earthquake
- Hidden Power [Bug]
- Curse


My favorite version of the cookie cutter GSC offense. Zapdos + Snorlax + Exeggutor + Cloyster + Steelix + Sixth is a very powerful offensive teamstyle because of how much power it can have while maintaining the minimal defensive coverage needed to function well in the tier. The sixth pokemon is variable depending on what you want the team to try and do. Here I use Machamp because of how much brute offensive force it has while being supported well by the team due to having mons like Cloyster that can bait its checks and counters. It also gives the team a Tyranitar and Snorlax check which can usually be a problem for these kinds of teams. To help support the team I'm using 4 attack Snorlax with Body Slam to help lure in threats, bluff a defensive set, and spread paras while serving as a very effective wallbreaker. This version does have a few weaknesses but it is overall my favorite variant of this kind of team and if anyone wants to try using it experiment around a bit with it. There's a good amount of other options you have.


Raikou @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunderbolt
- Hidden Power [Ice]
- Rest
- Sleep Talk

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Return
- Lovely Kiss
- Rest
- Belly Drum

Skarmory @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Drill Peck
- Curse
- Whirlwind
- Rest

Suicune @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Surf
- Toxic
- Roar
- Rest

Miltank @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Body Slam
- Heal Bell
- Growl
- Milk Drink

Forretress @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Hidden Power [Ghost]
- Toxic
- Rapid Spin
- Spikes


On the other side of the coin we have standard stall aka Triple S(Snorlax, Skarmory, Suicune/Starmie) Stall. The team is a stall team optimized to counter and wall the threats in the metagame while maintaining a decent amount of ways to win the game. The members of the team are all fairly intuitive in what they do. Raikou is the special wall and sleep absorber, Snorlax the Win condition and Stallbreaker, Skarmory the physical wall and primary phaser, Suicune the mixed wall and the other phaser, Miltank the beller, growler, and possible secondary mixed wall and Forretress the Spiker/Spinner. Overall it s a pretty solid stall team that holds up in many different match ups.
Seconding the stall, this is a very basic stall team "invented by" Veteran in Love way back and is probably one of the best stall archetypes/templates in this tier.
 
#14
Just gonna dump the somalia team from his pastebin really good for starters who are learning the dpp ou tier.

DECADENCE (Empoleon) (M) @ Focus Sash
Ability: Torrent
EVs: 252 SpA / 36 SpD / 220 Spe
Mild Nature
- Hydro Pump
- Ice Beam
- Stealth Rock
- Grass Knot

DISTURBED (Breloom) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Spore
- Superpower
- Stone Edge

IF I SCARE YOU (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 120 HP / 136 SpA / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Trick / Hydro Pump
- Shadow Ball

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

MY SOUL (Weavile) (M) @ Expert Belt
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Pursuit
- Ice Shard
- Night Slash

HOPELESS (Kingdra) (M) @ Chesto Berry
Ability: Swift Swim
EVs: 144 HP / 160 Atk / 44 SpD / 160 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Outrage
- Rest

This team is responsible for the new-found rise of Choice Band Infernape which seen a decline after 2010. One thing to understand is priorities of the team, once you make your own teams you will be able to create those for yourself and play accordingly. However I see that when alot of new players take good teams for known players, they lack the intricate details to play it with success.

For instance, I always ALWAYS hydro lead Zapdos and Machamp as they are huge annoyances to the team. You got banded ape SOMALIA, why all the fuss when it can just demolish them with blitz? Well, hiding your key team members especially your sweepers for as long as possible allows you to put more pressure on the opponent, they will be on the back foot guessing and conserving appropriate answers to the potential "late game sweeper" depending on their interpretation of your team.

You generally want to postpone revealing Weavile as much as possible, Dragon Dance with kingdra to lure out either scarf Flygon that can revenge it in which you can beat it with weavile once it locks itself in Outrage. Possibly the only mon to outpace Infernape is gone and it can do some serious damage, furthermore the only other Pokemon that naturally outpace Ape are mostly ones that Weavile can dispose of such as Starmie, Gengar and Azelf. Breloom is very frail however timing makes things much easier. Bring it in the second you see a Swampert of Hippowdon both of which switch into Infernape's U-Turn. Once you spore them Stone Edge as most likely you'll see a Scarf Rotom-A / Gengar / Celebi or a Gyarados / Dragonite switch in to take the predicted Focus Punch once you've subbed. Team is quite known and meta has evolved, you can use this to learn but not recommended for tournies anymore due to people knowing it well.


Also gonna be putting in a revamped version of obi stall made by August for last years world cup vs iconic. Probably not the exact same as his team ev spread wise and such but still very similar. I know its full stall but it still works in the current meta.

DAEDULUS (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 24 Atk / 192 Def / 40 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang / Roar

ICARUS (Skarmory) (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP / 200 Def / 42 SpD / 16 Spe
Impish Nature
- Whirlwind
- Spikes
- Roost
- Brave Bird

MORPHEUS (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
- Surf
- Reflect
- Rapid Spin
- Recover

HELIOS (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 40 SpA / 216 SpD
Calm Nature
- Wish
- Protect
- Flamethrower
- Toxic

THURSDAY (Spiritomb) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP / 100 Def / 158 SpD
Calm Nature
- Shadow Ball
- Rest/Pursuit
- Sleep Talk / Will-O-Wisp
- Hidden Power [Fighting]

CELOBI (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
- Grass Knot
- Recover
- Reflect
- Hidden Power [Fire]


Everthings role here is pretty defined but just to give you a quick over view of the team. Hippowdon acts as the first hazard setter with the mandatory stealth rocks. It acts as a check to things such as swords dance Infernape and DD tyranitar Ice fang helps with 2/3 dragons in the tier. Skarmory is the spiker and phazer of the team and soft checks many physical pokemon such as a scarfed flygon, dd gyarados and most variants of metagross. Blissey forms the infamous skarm bliss core and checks an absolute shit ton of special attackers in the tier. Starmie acts as a spinner and and another check to things such as sd infernape and heatran . Reflect helps it not get pursuit trapped so easily by things such as scizor and tyranitar. Celebi acts as another check to things such as DD Kingdra and DD Gyarados (Bar Life Orb DD Kingdra and Bounce gyara outside of reflect). HP Fire is good for luring in scizor who can cause some trouble for this team otherwise reflect also kind of helps celebi take pursuits and u-turns better. As for Spiritomb it is the spin blocker of this team. It can be replaced by a defensive rotom-a if you prefer but it doesn't get pursuit trapped like a lot of the other spinblockers. Which is essential to this team which with both starmie and celebi on it. You can make the movesets changes listed above but for the most part it works best this way. You can also make a switch to a faster starmie if you want.


Edit: Will add gsc ou teams.
 
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Typhlito

One Activer Dawg
is a Smogon Social Media Contributoris an Artistis a Community Contributor
#15
heres a couple teams for you to add nt.

BW OU

Sand Trick Room - Typhlito

This team was built around trick room slowking. Although this team is technically a trick room team, its able to function with or without it being set up. One pokemon that gives this team problems is expert belt keldeo outside of trick room since I would have to use up chomp's berry in order to hit it hard enough for tar to finish it off but if you have control of trick room, you'll do fine.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Scald
- Fire Blast
- Psyshock

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 76 HP / 182 Atk / 252 Spe
Naive Nature
- Rock Slide
- Crunch
- Low Kick
- Fire Blast

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Garchomp @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Outrage
- Earthquake
- Fire Blast

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Naive Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 176 HP / 60 Atk / 252 SpD / 20 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Swords Dance
- Rock Slide


BW RU

Rain Hyper Offensive - Typhlito

A rain hyper offensive team that needs momentum to work. Electrode is the usual lead to prevent lead hazard users from setting up. A combination of moltres, poliwrath and ludi is able to overwhelm other offensive teams however bulkier teams give this team issues since they tend to stall out rain turns.
Great Ball (Electrode) @ Focus Sash
Ability: Aftermath
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Rain Dance
- Thunder
- Taunt
- Volt Switch

Toad (Poliwrath) (M) @ Sitrus Berry
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Waterfall
- Earthquake
- Ice Punch

Genesect (Kabutops) (F) @ Wave Incense
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Swords Dance
- Rapid Spin

KFC (Moltres) @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Fire Blast
- Hurricane
- Hidden Power [Grass]

Fairy Queen (Gardevoir) (F) @ Damp Rock
Ability: Trace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Healing Wish
- Rain Dance
- Thunderbolt
- Psychic

Amigo (Ludicolo) (M) @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Rain Dance


RBY OU

Amnesia Lax Team - Typhlito

Alakazam (M)
Ability: Synchronize
- Psychic
- Recover
- Thunder Wave
- Seismic Toss

Tauros
Ability: Intimidate
- Body Slam
- Hyper Beam
- Earthquake
- Blizzard

Chansey
Ability: Natural Cure
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Counter

Exeggutor (M)
- Sleep Powder
- Psychic
- Explosion
- Egg Bomb

Snorlax (M)
Ability: Immunity
- Reflect
- Amnesia
- Rest
- Ice Beam

Jolteon
Ability: Volt Absorb
- Thunderbolt
- Thunder Wave
- Pin Missile
- Double Kick
 
#16
ADV OU

Bulky Double Trap


This is a fairly standard double trap team I built a while back. Basically Magneton and Dugtrio take out most of Curselax's counters so it can sweep. The rest of the stuff fills in holes. Bulky Celebi acts as your answer to opposing Lax as well as backing up lax in taking on electrics and Gengar. Swampert takes on a few of the main physical threats, namely tyranitar, salamence and aerodactyl. Salamence acts as an offensive pivot against opposing heracross, celebi, gyarados and others. It kinda sucks if you fail with mag but overall it's a decent team for new players to try.

Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Rest
- Sleep Talk
- Hidden Power [Fire]
- Thunderbolt

Dugtrio (F) @ Choice Band
Ability: Arena Trap
EVs: 8 HP / 228 Atk / 44 SpD / 228 Spe
Jolly Nature
IVs: 30 SpD / 30 Spe
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 100 SpA
Bold Nature
- Psychic
- Leech Seed
- Hidden Power [Grass]
- Recover

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 Def / 40 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Roar
- Protect

Snorlax (F) @ Leftovers
Ability: Immunity
EVs: 92 HP / 128 Atk / 124 Def / 164 SpD
Adamant Nature
- Return
- Shadow Ball
- Curse
- Rest


ADV NU

Stall


This is my take on the 'standard' ADV NU stall archetype. The team plays by setting up spikes, toxicing stuff and potentially cleaning up with Hitmonchan. Hitmonchan acts as the team's rapid spinner while still keeping most of its offensive capabilities. Roselia is the team's spiker and cleric, Sableye blocks rapid spin and takes on opposing Hitmonchan and Chimecho. Mawile takes on birds and other choice banders locked into moves it resists while also having some good toxic targets and picking up tempo with baton pass and intimidate, Flareon takes on grasses and haunter and can pass wish, and Pelipper acts as a secondary Hitmonchan answer while also taking on fire types and giving me an EQ immunity. This team was more made for the ADV XU meta on Pokemon Perfect (basically smogon nu without huntail) but Huntail can still be played around thanks to most of its set up opportunities carrying toxic. If Huntail is an issue, pelipper can be replaced with dewgong but this makes it easy for CB ground types to just spam eq and pick off everything.

Hitmonchan @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Brick Break
- Hidden Power [Ghost]
- Toxic
- Rapid Spin

Flareon (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 52 Def / 56 SpA / 136 SpD / 12 Spe
Calm Nature
- Flamethrower
- Wish
- Protect
- Toxic

Mawile (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Toxic
- Protect
- Hidden Power [Steel]
- Baton Pass

Sableye (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
- Recover
- Shadow Ball
- Toxic
- Seismic Toss

Roselia (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 188 Def / 60 SpD / 8 Spe
Bold Nature
- Spikes
- Aromatherapy
- Synthesis
- Hidden Power [Grass]

Pelipper (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Rest
- Sleep Talk
- Surf
- Toxic
 
Last edited:
#17
Typhlito was already ready to start this when he asked me......already got like 20 times more teams than I did.

But anyway I'm glad to see this open again, super mad props to Typhlito+Natural Talent+everyone else contributing. Will chip in some ADV/DPP Teams as soon as they've outlived their usefulness I can.
 

Oglemi

oh my gosh you found me
is a member of the Site Staffis a Super Moderatoris a Contributor to Smogonis a Tournament Director Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis an Administrator Alumnus
Secret Boss Mod
#18
Typhlito - http://www.smogon.com/forums/threads/3rd-gen-teams-archive.3469111/

My own teams:

DPP UU

DD Altaria - Oglemi



Heavy bulky offense team built around clearing a sweep for an uncommon sweeper in DD Altaria. Tank attacks where you can to clear threats, keep SR off the field with Top, and use Sceptile and Scyther's ability to heavily pressure the opponent to your advantage. Top's set I would never recommend outside of this team, but it serves a role to prevent other priority users like Houndoom from ripping this team apart.

Scyther @ Lum Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Baton Pass
- Aerial Ace
- U-turn

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 140 HP / 252 Atk / 32 Def / 84 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Recover
- Surf
- Ice Beam
- Hidden Power [Grass]

Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast

Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]
- Giga Drain

Hitmontop @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Fake Out
- Stone Edge


Hail Stall - Oglemi


Built around creating the perfect conditions for Stallrein to outstall the opponent. Nidoqueen absorbs Tspikes and lays her own, Top spins, Chansey and Registeel take out the mons that would give Stallrein trouble.

Snover @ Focus Sash
Ability: Snow Warning
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
- Blizzard
- Leech Seed
- Energy Ball
- Ice Shard

Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
- Surf
- Toxic
- Protect
- Substitute

Nidoqueen @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Blizzard
- Toxic Spikes
- Stealth Rock
- Earth Power

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Close Combat
- Foresight
- Rapid Spin
- Stone Edge

Chansey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Aromatherapy
- Soft-Boiled
- Toxic
- Seismic Toss

Registeel @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Curse
- Iron Head
- Explosion
- Earthquake


Double Normal - Oglemi


Click buttons and win. Set up SR and Spikes with Oma, then bring out mons that beat the opponent until there's nothing left standing. Team is weak to Scarf Venu and other Swellow. Play hard and fast and leave little room for your opp to think.

Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Hidden Power [Grass]

Blaziken @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Superpower
- Hidden Power [Electric]
- Vacuum Wave

Alakazam @ Life Orb
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Psychic
- Shadow Ball
- Focus Blast

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick

Swellow @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- Quick Attack
- U-turn

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Protect
- Facade
- Close Combat
- Crunch


Double Fighter - Oglemi


Slightly less heavily offensive as prior team, but still lays it on thick. Use Toxicroak's ability to fuck up enemy Milotic to clear a path for a late-game sweep by Scarf Blaziken. Mesprit is there to shit on the bulky Psychics that give both Fighters issues, Tort+Milo is an amazing defensive core with Ambi lead to shift momentum to your side.

Ambipom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Taunt
- U-turn
- Return

Torterra @ Life Orb
Ability: Overgrow
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth Rock

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Substitute
- Focus Punch
- Sucker Punch
- Ice Punch

Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Psychic
- Thunderbolt
- Hidden Power [Ground]

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Calm Nature
IVs: 30 Atk / 30 SpA
- Surf
- Ice Beam
- Haze
- Recover

Blaziken @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Thunder Punch
- Stone Edge


Double Nasty Plot - Oglemi


NP Toxicroak is pretty underrated and the beautiful thing with both NPers is that they tend to shit on each other's counters pretty effectively, Toxi taking out enemy Milo and Doom shitting on Ghosts like Spiritomb pretty effectively. Specs Rotom is an awesome back up and immediate wallbreaker as well.

Alakazam @ Focus Sash
Ability: Inner Focus
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Psychic
- Counter
- Shadow Ball

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Rotom @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Surf
- Ice Beam
- Recover
- Toxic

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 100 Atk / 184 SpA / 224 Spe
Hasty Nature
- Sucker Punch
- Fire Blast
- Dark Pulse
- Nasty Plot

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Sludge Bomb
- Focus Blast
- Vacuum Wave


Rain Offense - Oglemi


Set up SR and rain early, trap enemy Registeel with Dugtrio, set up rain again and boom with your own Registeel (use Shadow Claw against the imminent Rotom/Mismagius switch-in) and sweep with SD Ludi/Kabu. Lead Electrode is gutter trash but late-game Electrode is fucking terrifying, don't save him for last though if you don't need to, Kabu and Ludi are infinitely better sweepers if you have rain up. Don't let Ludi or Kabu get paralyzed, save Duggy for every possible Twave user and get rid of them.

Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Stealth Rock
- Psychic
- Memento

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Waterfall
- Ice Punch

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Low Kick

Registeel @ Damp Rock
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rain Dance
- Explosion
- Shadow Claw
- Iron Head

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Pursuit
- Night Slash
- Stone Edge

Electrode @ Life Orb
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Thunder
- Hidden Power [Ice]
- Rain Dance
- Explosion


Standard Offense - Oglemi


Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Ice Beam

Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Facade
- Brave Bird
- U-turn

Venusaur @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Sleep Powder
- Sludge Bomb
- Synthesis

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Rapid Spin
- Stone Edge
- Aqua Jet

Houndoom @ Passho Berry
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Beat Up

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick


Semi-Standard Stall - Oglemi


Admittedly not the best team, but it matches up well vs most standard offense and balance teams. It's a bit weak to heavy offense and heavy stall though, but not overly so. Just requires really smart playing all the way through.

Omastar @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Stealth Rock
- Surf
- Ice Beam

Mismagius @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Shadow Ball
- Thunderbolt

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Foresight
- Close Combat
- Stone Edge

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Calm Nature
- Surf
- Recover
- Toxic
- Ice Beam

Tangrowth @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 30 Atk / 30 Def
- Sleep Powder
- Leech Seed
- Earthquake
- Power Whip

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Soft-Boiled


Moltres Spikes Balance - Oglemi


Keep Spikes up and SR off your side of the field at all costs and sweep with Moltres once the opponent's Scarfer has been removed.

Qwilfish (F) @ Focus Sash
Ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Explosion
- Spikes
- Taunt
- Waterfall

Rhyperior (M) @ Leftovers
Ability: Solid Rock
EVs: 132 HP / 212 Atk / 164 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn

Mismagius (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
- Taunt
- Will-O-Wisp
- Shadow Ball
- Pain Split

Spiritomb (F) @ Black Glasses
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Pursuit
- Sucker Punch
- Shadow Sneak
- Sleep Talk

Blastoise (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 28 Def / 224 SpD
Calm Nature
- Surf
- Foresight
- Roar
- Rapid Spin

Moltres @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Roost
 

Oglemi

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Secret Boss Mod
#19
BW RU

Daenerys Stormborn V1 - Oglemi


Daenerys Stormborn V2 - Oglemi


Same concept for both teams, just slightly different methods. Dedicated lead Crustle sets Spikes and SR, Kabu spins and revenge kills as the glue, Rotom and Magneton remove Steel-types and deal major chip damage with Volt Switch. First team Fraxure breaks while Dragonair late-game sweeps, second team Zweilous breaks while Altaria late-game sweeps.

Dragonair @ Eviolite
Trait: Marvel Scale
EVs: 4 Spd / 252 HP / 252 SDef
Careful Nature
- Dragon Dance
- Outrage
- Rest
- Sleep Talk

Fraxure @ Eviolite
Trait: Mold Breaker
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Dragon Dance
- Outrage
- Low Kick
- Taunt

Magneton @ Choice Specs
Trait: Magnet Pull
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]

Crustle @ Custap Berry
Trait: Sturdy
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature
- Spikes
- Stealth Rock
- Rock Blast
- X-Scissor

Rotom @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shadow Ball
- Volt Switch
- Thunderbolt
- Trick

Kabutops @ Life Orb
Trait: Weak Armor
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Swords Dance
- Rapid Spin
- Aqua Jet
- Stone Edge

Zweilous @ Choice Scarf
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Outrage
- Superpower
- Fire Fang

Altaria @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 16 Atk / 176 SpD / 64 Spe
Careful Nature
- Dragon Dance
- Dragon Claw
- Safeguard
- Roost

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]

Crustle @ Custap Berry
Ability: Sturdy
EVs: 206 HP / 252 Atk / 50 Spe
Adamant Nature
- Spikes
- Stealth Rock
- Rock Blast
- X-Scissor

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Volt Switch
- Thunderbolt
- Trick

Kabutops @ Life Orb
Ability: Weak Armor
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Rapid Spin
- Aqua Jet
- Stone Edge


Choice Overload - Oglemi


Hit hard and take no prisoners. Tort and Bouff kinda switch typical roles here to take advantage of their typings when combined with the rest of the team, Bouff switching into shit for Lanturn and gaining that +1 and Tort breaking Water-types for Emboar to sweep later in the game.

Torterra @ Choice Band
Ability: Overgrow
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Superpower

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 204 HP / 96 Def / 208 SpD
Calm Nature
- Scald
- Volt Switch
- Thunder Wave
- Ice Beam

Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Earthquake
- Head Charge
- Stone Edge
- Substitute

Uxie @ Lum Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Stealth Rock
- Thunder Wave
- U-turn

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

Escavalier @ Choice Band
Ability: Overcoat
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Iron Head
- Megahorn
- Pursuit
- Return


Stall as Shit, variant of august stall - Oglemi


Stall until you find an opportunity to sweep with CM Tomb. As the name implies this team has almost zero offensive presence outside of a boosted Tomb, so it can get overrun by a lot of setup sweepers, but I think it went almost undefeated against other stall teams because of Pressure from Tomb and the team's relative immunity to Spikes and residual damage.

Qwilfish @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Taunt
- Pain Split
- Waterfall

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 220 Def / 36 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Thunder Wave
- Gyro Ball

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Seismic Toss
- Toxic

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Dragon Pulse
- Heal Bell
- Roost
- Toxic

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 168 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Haze
- Rapid Spin
- Ice Beam

Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Calm Mind
- Sleep Talk
- Dark Pulse


all my other bw ru teams are bw1 or gone for good :(
 
Last edited:

Oglemi

oh my gosh you found me
is a member of the Site Staffis a Super Moderatoris a Contributor to Smogonis a Tournament Director Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis an Administrator Alumnus
Secret Boss Mod
#20
DPP NU

Sexy Babes - Oglemi


Close to standard DPP NU balance featuring an unlikely defensive core in Probo and Happy Dino. Probo is actually a decent Fire check and can tank a Focus Blast from Charizard at full health and KO back with Power Gem. Meganium is very underrated as a physical wall but is crazy good. Lead Jynx is cool and wins a lot of matchups and Cham/Tauros/Mag is a killer offensive core with little in the way that can outmuscle it.

whore (Jynx) @ Focus Sash
Ability: Forewarn
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fake Out
- Lovely Kiss
- Ice Beam
- Psychic

slut (Medicham) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- Thunder Punch
- Ice Punch

stud (Tauros) @ Lum Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Rock Slide
- Pursuit

flamer (Magmortar) @ Expert Belt
Ability: Flame Body
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
- Fire Blast
- Hidden Power [Grass]
- Thunderbolt
- Focus Blast

pornstache (Probopass) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Stealth Rock
- Thunder Wave
- Power Gem
- Earth Power

prude (Meganium) @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Leech Seed
- Aromatherapy
- Synthesis
- Energy Ball


Very Happy Dino - Oglemi


A heavy offense team under the guise of a balance team. SubCM Drifblim and SD Meganium are both very underrated but super dangerous sweepers under the right conditions, and CB Dodrio is amazing in general.

Golem @ Focus Sash
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Sucker Punch

Meganium @ Leftovers
Ability: Overgrow
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Synthesis
- Seed Bomb
- Return

Slowking @ Choice Specs
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Surf
- Psychic
- Fire Blast
- Trick

Magmortar @ Expert Belt
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Hidden Power [Grass]

Drifblim @ Leftovers
Ability: Aftermath
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Shadow Ball
- Thunderbolt

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Return
- Quick Attack
- Pursuit


Slow Burn - Oglemi


Not a team for new beginners as it features a very uncommon set in SubRoost Zard and tank versions of Lapras/Regi/Plume. Pretty difficult to use effectively but the payoff can be huge if the opponent plays into Zard correctly.

Sneasel @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Taunt
- Ice Punch
- Counter

Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Close Combat
- Thunder Punch

Charizard @ Leftovers
Ability: Blaze
EVs: 248 HP / 4 SpA / 252 Spe
Timid Nature
- Substitute
- Roost
- Toxic
- Flamethrower

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Explosion
- Rock Slide
- Protect

Lapras @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 SpA / 56 SpD
Modest Nature
- Ice Beam
- Thunderbolt
- Heal Bell
- Hydro Pump

Vileplume @ Black Sludge
Ability: Chlorophyll
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Synthesis


Standard Zard Offense - Oglemi


Skuntank + Zard is probably the best offensive core in the metagame and this team capitalizes on their offensive synergy. Slash is about as good as spinners get in the tier and I tried to not make it dead weight here. Scarf Gard protects the team from other late-game sweepers while Sunny Day Plume is an unexpected late-game sweeper once the opponent's Fire-type has been removed.

Floatzel @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Waterfall
- Baton Pass
- Ice Punch

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Trick
- Thunderbolt
- Focus Blast

Sandslash @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Stealth Rock
- Shadow Claw
- Earthquake

Skuntank @ Black Glasses
Ability: Aftermath
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Explosion

Charizard @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Fire Blast
- Hidden Power [Grass]
- Roost

Vileplume @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sunny Day
- Solar Beam
- Sludge Bomb
- Sleep Powder


Trick Room - Oglemi


Dedicated TR teams are almost impossible to use effectively in this tier, so this team goes half and half by being able to utilize TR fully, but also be able to function once TR runs out. P2 is probably the most durable and reliable TR setter in the tier, so don't just let it die if possible and bring it out after Slowking. Marowak should be able to function out of and in TR just fine if you can get dual screens up for it with Gard out of TR. Scarf Zard is the glue and an extremely unexpected presence on a TR team and can clean very effectively.

Solrock @ Focus Sash
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Stone Edge

Slowking @ Life Orb
Ability: Own Tempo
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Surf
- Slack Off

Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP / 40 SpA / 216 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Recover
- Thunderbolt
- Ice Beam

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Substitute
- Earthquake
- Stone Edge
- Double-Edge

Gardevoir @ Light Clay
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Reflect
- Light Screen
- Memento
- Psychic

Charizard @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Focus Blast
- Hidden Power [Grass]


Hail Stall - Oglemi


One of the most dangerous playstyles of the tier, if not the most dangerous. Create the perfect conditions for Stallrein to stall out the opponent. Nidoqueen sets SR and Tspikes, Hypno walls Medicham and passes Wish to keep the team healthy, Licki provides cleric support and Chan spins.

Snover @ Focus Sash
Ability: Snow Warning
EVs: 252 Atk / 252 SpA / 4 Spe
Rash Nature
- Protect
- Blizzard
- Energy Ball
- Ice Shard

Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
- Protect
- Substitute
- Blizzard
- Toxic

Nidoqueen @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Toxic Spikes
- Earthquake
- Protect

Hitmonchan @ Leftovers
Ability: Iron Fist
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Foresight
- Close Combat
- Thunder Punch

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Toxic
- Seismic Toss

Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Blizzard
- Fire Blast
- Toxic


Rain Offense - Oglemi


Rain isn't as effective in NU as it is in UU without Ludi/Oma/Kabu available and Sun and Hail being much more effective in NU, but it's still perfectly doable. The team focuses around completing a Floatzel sweep, as it can continue the sweep outside of rain thanks to its insane Speed stat. Wallbreak what you can with Gore and keep the team healthy and rain up with Hypno. Probo's sole purpose on this team is to set SR and lure in other Waters and try and para them with Twave. You can opt for Boom on Probo too.

Electrode @ Focus Sash
Ability: Static
EVs: 72 Atk / 252 SpA / 184 Spe
Lonely Nature
- Taunt
- Rain Dance
- Explosion
- Hidden Power [Water]

Gorebyss @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Hidden Power [Grass]
- Ice Beam
- Shadow Ball

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Ice Punch
- Crunch

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 152 Def / 104 SpD
Bold Nature
- Rain Dance
- Baton Pass
- Seismic Toss
- Protect

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Earth Power
- Power Gem
- Thunder Wave

Lickilicky @ Damp Rock
Ability: Own Tempo
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rain Dance
- Explosion
- Earthquake
- Power Whip


Cradily Sand - Oglemi


The team is largely filler to try and get Cradily in safely and start a sweep. Slowking and Haunter should be able to combat any Fighters on the opponent's team, and from there Cacturne and Sandslash are there for fun to chip away at the opponent until it's safe to bring in Cradily and set up Curse.

BIG HIPPO (Hippopotas) @ Focus Sash
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Yawn
- Roar

Creeper (Cacturne) @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Spikes
- Substitute
- Leech Seed
- Dark Pulse

Creeper 2 (Cradily) @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Rock Slide
- Rest
- Sleep Talk

Counter (Slowking) @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Slack Off
- Toxic
- Surf
- Hidden Power [Ground]

Creeper 3 (Haunter) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ground]

Good Mon (Sandslash) @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 132 Atk / 124 Spe
Adamant Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Shadow Claw


Pig Fat Stall - Oglemi