Resource Ultra SM OU Bazaar


SERP AND BAREL



Well, this is a little team I like to call Serp and Barel. I'm having a lot of fun playing it and while I've only reached 1315 right now on the ladder, this team has gone 20-6 for me, which is by far the best I've ever personally done.

Death Incarnate (Bibarel) (M) @ Silk Scarf
Ability: Simple
EVs: 80 HP / 252 Atk / 4 Def / 172 Spe
Adamant Nature
- Swords Dance
- Quick Attack
- Aqua Jet
- Return

So, I'm in love with this derpy little hot mess. Once checks are removed, get him in safely, SD once, and start bopping things on the head. Functions well as a wall breaker early game, a sweeper if need be, and a good late game cleaner. It's seriously a blast to run him. credit to MilkyWay for this set. It's a blast

Death's Herald (Skarmory) (M) @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Taunt
- Stealth Rock
- Spikes
- Brave Bird

Skarm is a pain. This team is full of pains. Basically, lead with skarm, either immediately start setting hazards or taunt to prevent hazards and start setting up your own. Sturdy + Custap for that extra layer or even a prio brave bird. It's also fun when people think they can lead with LO Phero and expect this to switch only to get smashed by BB.

Death's Door (Serperior) (M) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Dragon Pulse
- Leaf Storm
- Substitute
- Hidden Power [Fire]

This guy is a beast. Find an opportunity early game or after his checks and counters are gone, set up substitute, and go to town. Singlehandedly decimates teams after getting set up. HP Fire just incase he gets going early and steels aren't all gone and also hits Bulu and Cele for more damage. Max speed because of his great speed tier, letting him occasionally sub stall pokes, like a Charizard-Y in one of the replays below. Also, it's fun to swap him in on defoggers ;o)

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

Is an explanation of Gene really even necessary? Flamethrower over Thunderbolt because otherwise HP Fire is my only answer to steels.

Sealer of Fates (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon

This Pokemon is such a douchebag lol. Being able to reliably remove checks and counters to Serp and Barel is awesome, taking on Celesteela, Scarf-locked Genesect, Kartana that lack sacred sword and even sacred sword variants when healthy enough, skarm, other magnezone,

Death's Vanguard (Sableye) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Recover
- Taunt
- Will-O-Wisp
Ghostly little pain in the freakin butt. Helps break stall while stalling on its own, neuters physical threats, and helps keep hazards on the field by a combo of taunt and spin blocking. Foul Play is to thump Alolan Marowak which I struggle with otherwise.

This team is super weak to both rain and Heatran, so that's annoying


Here are some replays of the team doing the thing!

http://replay.pokemonshowdown.com/gen7pokebankou-491141490

http://replay.pokemonshowdown.com/gen7pokebankou-491046052

http://replay.pokemonshowdown.com/gen7pokebankou-491123941

http://replay.pokemonshowdown.com/gen7pokebankou-490945977

http://replay.pokemonshowdown.com/gen7pokebankou-490949988

http://replay.pokemonshowdown.com/gen7pokebankou-490953592

http://replay.pokemonshowdown.com/gen7pokebankou-491001870

http://replay.pokemonshowdown.com/gen7pokebankou-491037004

EDIT: more replays of the team performing marvelously

http://replay.pokemonshowdown.com/gen7pokebankou-491187551

http://replay.pokemonshowdown.com/gen7pokebankou-491200529

http://replay.pokemonshowdown.com/gen7pokebankou-491225492

Slightly edited team, but Bibarel gets 6 kills

http://replay.pokemonshowdown.com/gen7pokebankou-492253315

Attached is proof of W-L and Elo, which, while not entirely impressive, is the best I've ever done.

Thanks!
 

Attachments

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bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus


Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 HP / 184 Atk / 72 Spe
Adamant Nature
- Substitute
- Coil
- Thousand Arrows
- Extreme Speed

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

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Rapid Spin
- Ice Beam

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

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

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


Welcome to mindless VoltTurn. I wanted to use SubCoil Zygarde because it sets up on stuff like Celesteela, Ferrothorn, and some other things. I originally had a spread with a lot of SpD but after testing, a speedier more offensive spread works better to put in more work against offense. Paired with Jirachi to protect against all the ridiculous fairies, standard from last gen to support the squad. Scarf Phero completes the VoltTurn core and provides a revenge killer for a ton of things, while also luring in mons like Alolan Marowak which Zygarde preys on. I wanted some more offensive setup mons, so Z Manaphy was the next choice. Psychic helps to break Toxapex and Mega Venusaur which are annoying. DD Zard X for more mindless setup madness, and shares a few similar checks with Zygarde to overload. Tapu Koko in the last slot for fat waters, more momentum and Taunt things like lead Skarmory or Chansey. Don't expect perfection, but enjoy.
 

Cheryl.

Celesteela is Life
How do you deal with Garchomp in Misty Terrain?
Usually I just pivot into Tapu Fini since she tanks Earthquake pretty well and is immune/resistant to Dragon STAB and potential Fire coverage, and can retaliate with a 2HKO with Moonblast. Genesect can revenge kill non-Scarf variants as well.
 

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Whirlwind
- Spikes
- Brave Bird

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

Zygarde-10% @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Stone Edge
- Outrage

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

Nihilego @ Air Balloon
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Power Gem
- Stealth Rock
- Sludge Bomb
A balanced/bulky team focused around a bulky core of Dhelmise and Mega Gyarados. They compliment each others weaknesses really well, and with Skarmory form a pretty solid core that's not easy to bust. Nihilego serves as a generally bulky offense special attacker and a good lead thanks to SR and a nice speed tier. The team's win condition is generally a DD sweep from Mega Gyarados, so many of the choices focus on preventing Gyara from being revenge killed and preventing other setup sweepers from denying Gyara his chance. Skarmory has Whirlwind to keep other setup sweepers in check, while both Hydreigon and Zygarde-10 are revenge killers. Hydreigon outspeeds unboosted Pheromosa and OHKOs with Flamethrower, and can also hit Tapu Koko pretty hard. The Zygarde-10 set is one I haven't seen before but it's been excellent. It can easily take on pokemon like Skarmory and Celesteela which would normally completely wall a mon with a similar movepool thanks to Thousand Arrows, and Extremespeed is powerful enough with a band to get some good revenge kills on fast and frail mons like Pheromosa, Koko and Weavile, especially after SR/spikes damage.
 
So I've build a bunch of teams so far but i think the first is the funniest one to play imo:



Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Charge Beam
- Hidden Power [Ice]
- Thunderbolt

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 4 SpA / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump
- Draco Meteor
- Scald
- Ice Beam

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 Spe
Careful Nature
- Leech Life
- Bulk Up
- Roost
- Taunt

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Stone Edge
- Stealth Rock


Bulky offense with specs Kingdra as a sweeper. Dugtrio and Magnezone as the trappers so you can get rid of heatran, tapu koko, celesteela and ferrothorn. Pelipper runs max special defense because special atackers are comon in gen 7 rather than physical ones (most kokos and ultra beasts are special atackers). Magnezone runs a substitute set because I think it's more efective than the choice specs or choice scarf one (because when you are in rain hp fire won't 2hko ferrothorn and i think that's a problem if he/she leech seeds). The main problem is if the oponent decides to use Leech Seed when i change into Magnezone. Ferrothorn has Chople Berry for Focus Blast users like Alakazam, It's worsk really well. For Buzz I took a wallbreaker set from smogon that I think It's really cool because you have taunt to stop any set up / healing or status moves and then you have roost and bulk up so you can stall your enemy and then win. The main problem of that team is that it can get walled by the Marowak+Mantine core (but you can run Toxic on ferrothorn for that).

Here's one replay: http://replay.pokemonshowdown.com/gen7pokebankou-491993479
Wallbreaking to death: http://replay.pokemonshowdown.com/gen7pokebankou-492088164



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

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Calm Mind

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

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam


So my second team is build arround mMetagross adn the main porpouse of the team is to sweep with it. Tyranitar is my lead with SR and has Chople Berry for Alakazam's Focus Blast. Dhelmise has a AV set so it can wall any special Tapu Koko. Landorus-T is a check to Tapu Koko and guives you speed control because of the scarf. Slowbro and Celfable make a good core for that team because Slowbro can take hits from steel moves that Clefable can't. T-wave is for speed control.

Replay for that team: http://replay.pokemonshowdown.com/gen7pokebankou-492069890
 
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So I've build a bunch of teams so far but i think the first is the funniest one to play imo:



Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Charge Beam
- Hidden Power [Ice]
- Thunderbolt

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 4 SpA / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Hurricane
- Scald
- Defog
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump
- Draco Meteor
- Scald
- Ice Beam

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 Spe
Careful Nature
- Leech Life
- Bulk Up
- Roost
- Taunt

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Stone Edge
- Stealth Rock


Bulky offense with specs Kingdra as a sweeper. Dugtrio and Magnezone as the trappers so you can get rid of heatran, tapu koko, celesteela and ferrothorn. Pelipper runs max special defense because special atackers are comon in gen 7 rather than physical ones (most kokos and ultra beasts are special atackers). Magnezone runs a substitute set because I think it's more efective than the choice specs or choice scarf one (because when you are in rain hp fire won't 2hko ferrothorn and i think that's a problem if he/she leech seeds). The main problem is if the oponent decides to use Leech Seed when i change into Magnezone. Ferrothorn has Chople Berry for Focus Blast users like Alakazam, It's worsk really well. For Buzz I took a wallbreaker set from smogon that I think It's really cool because you have taunt to stop any set up / healing or status moves and then you have roost and bulk up so you can stall your enemy and then win. The main problem of that team is that it can get walled by the Marowak+Mantine core (but you can run Toxic on ferrothorn for that).

Here's one replay: http://replay.pokemonshowdown.com/gen7pokebankou-491993479
Wallbreaking to death: http://replay.pokemonshowdown.com/gen7pokebankou-492088164



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

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Calm Mind

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

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam


So my second team is build arround mMetagross adn the main porpouse of the team is to sweep with it. Tyranitar is my lead with SR and has Chople Berry for Alakazam's Focus Blast. Dhelmise has a AV set so it can wall any special Tapu Koko. Landorus-T is a check to Tapu Koko and guives you speed control because of the scarf. Slowbro and Celfable make a good core for that team because Slowbro can take hits from steel moves that Clefable can't. T-wave is for speed control (remember that T-Wave doesn't work on Dark Types now).

Replay for that team: http://replay.pokemonshowdown.com/gen7pokebankou-492069890
T-wave still works on Dark types.
 

p2

Banned deucer.
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Knock Off
- Will-O-Wisp
- Recover

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

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

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Soft-Boiled
- Toxic

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

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Discharge
- Heat Wave
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Knock Off
- Will-O-Wisp
- Recover

Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald

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

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Soft-Boiled
- Stealth Rock

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

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


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

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

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

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Soft-Boiled
- Toxic

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

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Discharge
- Heat Wave
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Knock Off
- Will-O-Wisp
- Recover

Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald

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

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Soft-Boiled
- Stealth Rock

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

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


enjoy
Hey, mind sharing what the 24 SpD EVs on Skarm & the 108 Spe EVs on Zapdos do?

Also have you tried running Protect > Fake Out on Sab so you can mega vs Lele?

Edit: your quag in team 1 has 4 Atk EVs and the Quag in team 2 has 4 SpD ones, was that on purpose?
 
been having a bunch of fun running this team got up to 1550+ with it been getting very few losses


Golisopod @ Assault Vest
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- First Impression
- Liquidation
- Leech Life
- Sucker Punch

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Jolly Nature
- Protect
- Leech Seed
- Heavy Slam
- Toxic

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Ancient Power
- Magma Storm
- Taunt
- Stealth Rock

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Amnesia

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

Gengar @ Ghostium Z
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Destiny Bond
- Psychic
/////////////////

Any body wondering about the natures they match what my in game legends are.
Really been enjoying nuking people with ghostium z on gengar most people don't see it coming and lose their gengar checks to it. Golisopod has also really been pulling it's weight as well its aways pretty easy to tell what pokes they will switch into to avoid FI. Smart play of Goli really gives people the run around.
Gets 6-0'd by mega-gyara with substitute, especially if golisopod isn't 100%
 
Hey everyone, hope you are all well. Currently 62-3 on the ladder with the following masterful Trick Room team I created;

Marowak-Alola (F) @ Thick Club
Ability: Rock Head/Lightningrod
Shiny: Yes
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Earthquake
- Shadow Bone
- Swords Dance

Vikavolt (F) @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Thunderbolt
- Bug Buzz
- Hidden Power [Ice]
- Volt Switch

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Megahorn
- Superpower

Bronzong @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Gyro Ball

Audino (F) @ Chople Berry
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Trick Room
- Healing Wish
- Knock Off

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Flash Cannon
- Fleur Cannon
- Aura Sphere

My record disproves anyone dismissing Trick Room as a gimmick or unviable strategy - I actually think it's in the strongest position in the meta it has ever been. Alolan Marowak, whilst one of the biggest boons for Trick Room this generation is also ironically one of its greatest enemies. My opponents recognise this and without exception have led with it, which enables me to lead with physically defensive Audino, set up Trick Room and Knock Off the Thick Club.
Audino over Cresselia may look bizarre but it's a genius innovation by myself, so as not to stack Ghost and Dark type weaknesses with Bronzong, whilst maintaining the utility of Trick Room + Healing Wish. Regenerator allows it to set Trick Room multiple times and the maximum defense investment along with the ghost immunity has been crucial in allowing me to set up Trick Room against Alolan Marowak and Mimikyu, two primary threats to this team.

I'm under no illusions though that an intelligently played Alolan Marowak could ravage this team, therefore I'm interested to hear your suggestions to mitigate this. I have tested Drampa with lacklustre results but the difficulty is finding an adequate answer without having to run something subpar for a Trick Room team such as Tyranitar.
 
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Gets 6-0'd by mega-gyara with substitute, especially if golisopod isn't 100%
yeah sub mega gyarados is tricky and as always a pain to take out, But I learned my leason the first time I saw one and even though I might have to sack a poke to stop it havent lost to it since
 

Dread Arceus

total cockhead
gay dugtrio psychospam shit incoming:


Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]

Genesect @ Choice Band
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Blaze Kick
- Iron Head
- Extreme Speed

Hoopa-Unbound @ Darkinium Z
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Zen Headbutt
- Gunk Shot
- Snatch

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

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Shadow Bone
- Earthquake
- Flare Blitz

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 180 Def / 16 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Defog

Basically just fuckin spam high-power attacks until they lose. if that isn't enough, you have a Z-Snatch (+2 Speed) Hoopa-U who can set up off a Dugtrio Memento/Psychic-locked Tapu Lele, and appreciates Heatran and other Steel-types being killed off.
Strengths: Pretty much bends fat teams over and punishes every mistake the opponent makes super hard.
Weakness: Knock Off Mega Scizor is a huge pain in the ass. Gene beats it if it's not already locked in and Marowak can take 1 and OHKO, but it basically forces your Genesect to auto-lock U-turn to avoid getting set up on. Scarf Tapu Lele's also difficult but that's a given for any team not specifically designed to beat it. Do be aware that Hoopa-U isn't /quite/ as strong without LO, so don't expect to just lead Hoopa-U, click Z-Snatch, and win. Landorus-I wins too, but why bother preparing for it when you could simply ban it?

Modest is an option on Tapu Lele as I think it makes it more consistent, but you can't outspeed Pheromosa anymore. You can also run Surf on Tapu Fini > Scald, I just prefer Scald for burn chance on Tapus/Levitate/Flying shit coming in.
 
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Here's a team I like to affectionately call "Garbage Team". Currently has a record of 26-4, and the highest I've gotten is 1403 atm.



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Shadow Ball
- Thunderbolt

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

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Gunk Shot
- Hyperspace Fury
- Ice Punch

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam

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

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Hammer Arm
- Knock Off


So, basic VoltTurn spam with wallbreaker CB Hoopa-U with every team member having the potential to sweep mid- to late-game. Scarf Lele, Scarf Lando-T, Phero, and Specs Koko all make great revenge killers, with Lele being hard to revenge kill and having great synergy with Phero. Z-Rain Dance TG Mana makes a fantastic and fun set-up sweeper that hits ridiculously hard while having solid bulk that the team desperately needs. All-in-all, fun team, and I hate it and hate myself for using it.
 
Here's a team I like to affectionately call "Garbage Team". Currently has a record of 26-4, and the highest I've gotten is 1403 atm.



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Shadow Ball
- Thunderbolt

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

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Gunk Shot
- Hyperspace Fury
- Ice Punch

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam

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

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Hammer Arm
- Knock Off


So, basic VoltTurn spam with wallbreaker CB Hoopa-U with every team member having the potential to sweep mid- to late-game. Scarf Lele, Scarf Lando-T, Phero, and Specs Koko all make great revenge killers, with Lele being hard to revenge kill and having great synergy with Phero. Z-Rain Dance TG Mana makes a fantastic and fun set-up sweeper that hits ridiculously hard while having solid bulk that the team desperately needs. All-in-all, fun team, and I hate it and hate myself for using it.
4 Choice abusers and no hazard-setters? Would it not be better off running offensive Rock Setter Lando so you're more free with less choice-lock restrictions and hazard support to break sashes and generally wear opposing teams down? I don't doubt it's effective, those lot look disgusting, but it seems a little overboard.
 
4 Choice abusers and no hazard-setters? Would it not be better off running offensive Rock Setter Lando so you're more free with less choice-lock restrictions and hazard support to break sashes and generally wear opposing teams down? I don't doubt it's effective, those lot look disgusting, but it seems a little overboard.
I've considered rock lando, but scarf functions well as a decent pivot as well as netting me momentum since phero can't just switch in freely. I just realized I had four choice items. I swap so much while playing that it doesn't really come to mind because it's fairly hit and run. I'll try out offensive rocks and see how it fares. Thanks for the suggestion!

P.S. it is very disgusting. It's oh so disgusting. There have been several games that I misplayed badly and had no business winning and this lot just keeps so much pressure on with how good they each individually are that they swing games in my favor that I shouldn't be winning.
 
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Finally have a strong team for after the Landorus-I ban. Swapped gears from Hyper Offense to Bulky Offense.




Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab

The first Pokemon is my favorite of Gen 7, and a powerful force in the metagame, Pheromosa. She's an incredible momentum controller that can threaten a sweep at the drop of a hat should the Pokemon that wall her fall in battle. I really grew to dislike the Life Orb set as the recoil whittles her down a lot over time, but more importantly the fact that Pheromosa's greatest strength is her untouchability from her insane speed combined with access to a strong STAB U-Turn. Getting outsped by an unexpected scarfer really puts a damper on things, especially when Life Orb Pheromosa is outsped by Scarf Tapu Lele of all things, quite the popular set nowadays. I've been playing the Scarf Pheromosa set for quite some time now, and I'm noticing it's finally gaining some more traction with other users. With a Scarf, her speed becomes blisteringly high, and you don't ever have to worry about being outsped, save for the very rare things like Sand Rush Excadrill. A Naughty nature allows you to partially make up for the drop in damage without a Life Orb, and also provides Moxie boosts for easy cleanups of teams towards the end of the game. The moveset is very standard because they're the only viable moves she can run.


Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Thunderbolt
- Hidden Power [Fire]

The second Pokemon of my very strong offense core is none other than the cutest Tapu, Tapu Lele. With her unique ability, Psychic Surge, she exerts a heavy control on the battle with empowered Psychic-type attacks and the ability to render priority useless, a very useful side effect that Pheromosa just loves having. Choice Specs punches gigantic holes in teams and clears a way for teammates to sweep, outright denting even resists. Hidden Power Fire is chosen here because Steel-types tend to give several Pokemon on my team some trouble, and Thunderbolt pairs along with it. With Aegislash gone, there is no reason to go for Shadow Ball, as Terrain-boosted STAB Psychic would outdamage a super effective Shadow Ball anyway.


Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

This here is a Pokemon I wanted to include in my team because I previously haven't, and I really wanted to use it. There were many sets I could've run, and the Shift Gear Fairium Z set really appealed to me, but I didn't end up going with that for a couple of reasons, one of them you'll find out soon. Anyway, the Assault Vest set had some strong appeal to it, such as the ability to switch moves at will, further amplifying its already amazing bulk, and being able to pivot out of a Fleur Cannon drop with Volt Switch. It's typing is wonderful, and it serves as an amazing bulky offense threat that really helps keep my team together.


Garchomp (M) @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Stealth Rock

I figured some hazards would be nice, but Garchomp does the job better than all of the other candidates I could've added. This set specifically can pump out some serious damage, threatening a lot of other leads and hazard removers, as well as just launching the Devastating Drake in general to OHKO a threat even if I don't lead with it (which I actually tend to not do often, Ninetales, Magearna, and Pheromosa can all also lead). Originally I opted for Iron Head, but then later realized it's not really necessary in the big scheme of things, and Swords Dance can help get around walls as well. Additionally, Magearna's defensive typing covers all of Garchomp's weaknesses perfectly.


Ninetales-Alola (F) @ Light Clay
Ability: Snow Warning
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore

When building this team, I added the last two Pokemon at the same time considering the core they make. When analyzing the team, I was looking for a good Mega to fit in, and trying to consider what would fit best with the team's style. The entire team, sans Pheromosa, benefits immensely from the presence of Aurora Veil, turning strong offensive threats with useful natural bulk into absolute nightmares to try and take on. The set itself is pretty self-explanatory, with Freeze-Dry over Blizzard as a personal choice as Ninetales really isn't going to be sweeping by herself anyway, and Encore can create lots of opportunities for setting up against other support or defensive Pokemon.


Gyarados-Mega (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Earthquake
- Dragon Dance

Gyarados is one of the best Megas in OU right now, and for good reason. It's a very useful bulky Pokemon whose Intimidate pre-Mega is handy for blunting opposing attacks and giving Gyarados the chance to set up. Ninetales pairs wonderfully with Gyarados, who really loves being able to set up much more freely under Aurora Veil, and with Mold Breaker, can threaten a myriad of opposing teams with its raw power. I'm not really sure on what nature I should be running, as while Tapu Koko outspeeds Gyarados at +1, losing out on damage versus a lot of other Pokemon does hurt. I've been going with Adamant on the premise that Tapu Lele and Magearna do plenty to stop Koko, who hasn't been too much of an issue for me yet, but I may change it if Koko starts showing more.

Ninetales-Alola (F) @ Light Clay
Ability: Snow Warning
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore

Garchomp (M) @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Stealth Rock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

Gyarados-Mega (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Earthquake
- Dragon Dance

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Moonblast
- Thunderbolt
- Hidden Power [Fire]

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab


Overall, the team has been super fun to play, and is doing quite well for me at the moment. I still need to run more games with it, but so far it's shown to be very solid. Any tips and nitpicking are much appreciated, if you have any comments or suggestions.

Here's a replay displaying the team, here in which Aurora Veil is pivotal in adding extra bulk to Tapu Lele so that she could reliably check Tapu Bulu at an important point in the game.
 
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Mystletainn

thats a nice team, I already tried ninetales offense a bit and aurora veil is p good to setup stuff. u may try life orb lele to beat more defensive buildings, as u already should rkill stuff well with scarf phero + screens and gyarados and magearna's natural bulk (and eventually ninetales' encore)

psychic hp fire and moonblast are mandatory i guess, and id try tbolt in the last slot to hit harder celesteela, which seem p hard to deal with for your team, altho u can always use psyshock for chansey and maybe other things im forgetting. recoil may hurt in hail, though

oh btw ur phero lacks atk evs
 
Finally have a strong team for after the Landorus-I ban. Swapped gears from Hyper Offense to Bulky Offense.




Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab

The first Pokemon is my favorite of Gen 7, and a powerful force in the metagame, Pheromosa. She's an incredible momentum controller that can threaten a sweep at the drop of a hat should the Pokemon that wall her fall in battle. I really grew to dislike the Life Orb set as the recoil whittles her down a lot over time, but more importantly the fact that Pheromosa's greatest strength is her untouchability from her insane speed combined with access to a strong STAB U-Turn. Getting outsped by an unexpected scarfer really puts a damper on things, especially when Life Orb Pheromosa is outsped by Scarf Tapu Lele of all things, quite the popular set nowadays. I've been playing the Scarf Pheromosa set for quite some time now, and I'm noticing it's finally gaining some more traction with other users. With a Scarf, her speed becomes blisteringly high, and you don't ever have to worry about being outsped, save for the very rare things like Sand Rush Excadrill. A Naughty nature allows you to partially make up for the drop in damage without a Life Orb, and also provides Moxie boosts for easy cleanups of teams towards the end of the game. The moveset is very standard because they're the only viable moves she can run.


Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Thunderbolt
- Hidden Power [Fire]

The second Pokemon of my very strong offense core is none other than the cutest Tapu, Tapu Lele. With her unique ability, Psychic Surge, she exerts a heavy control on the battle with empowered Psychic-type attacks and the ability to render priority useless, a very useful side effect that Pheromosa just loves having. Ordinarily, I've been running Tapu Lele with the Choice Specs set for punching gigantic holes in teams, since in my Hyper Offense teams I've often had other fast Pokemon around to clean, but this time, Lele holds the Choice Scarf. I'll miss the raw power that Specs Psychic brought, but Scarf s still very threatening. Hidden Power Fire is chosen here because Steel-types tend to give several Pokemon on my team some trouble, and Thunderbolt pairs along with it. With Aegislash gone, there is no reason to go for Shadow Ball, as Terrain-boosted STAB Psychic would outdamage a super effective Shadow Ball anyway.


Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

This here is a Pokemon I wanted to include in my team because I previously haven't, and I really wanted to use it. There were many sets I could've run, and the Shift Gear Fairium Z set really appealed to me, but I didn't end up going with that for a couple of reasons, one of them you'll find out soon. Anyway, the Assault Vest set had some strong appeal to it, such as the ability to switch moves at will, further amplifying its already amazing bulk, and being able to pivot out of a Fleur Cannon drop with Volt Switch. It's typing is wonderful, and it serves as an amazing bulky offense threat that really helps keep my team together.


Garchomp (M) @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Stealth Rock

I figured some hazards would be nice, but Garchomp does the job better than all of the other candidates I could've added. This set specifically can pump out some serious damage, threatening a lot of other leads and hazard removers, as well as just launching the Devastating Drake in general to OHKO a threat even if I don't lead with it (which I actually tend to not do often, Ninetales, Magearna, and Pheromosa can all also lead). Originally I opted for Iron Head, but then later realized it's not really necessary in the big scheme of things, and Swords Dance can help get around walls as well. Additionally, Magearna's defensive typing covers all of Garchomp's weaknesses perfectly.


Ninetales-Alola (F) @ Light Clay
Ability: Snow Warning
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore

When building this team, I added the last two Pokemon at the same time considering the core they make. When analyzing the team, I was looking for a good Mega to fit in, and trying to consider what would fit best with the team's style. The entire team, sans Pheromosa, benefits immensely from the presence of Aurora Veil, turning strong offensive threats with useful natural bulk into absolute nightmares to try and take on. The set itself is pretty self-explanatory, with Freeze-Dry over Blizzard as a personal choice as Ninetales really isn't going to be sweeping by herself anyway, and Encore can create lots of opportunities for setting up against other support or defensive Pokemon.


Gyarados-Mega (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Earthquake
- Dragon Dance

Gyarados is one of the best Megas in OU right now, and for good reason. It's a very useful bulky Pokemon whose Intimidate pre-Mega is handy for blunting opposing attacks and giving Gyarados the chance to set up. Ninetales pairs wonderfully with Gyarados, who really loves being able to set up much more freely under Aurora Veil, and with Mold Breaker, can threaten a myriad of opposing teams with its raw power. I'm not really sure on what nature I should be running, as while Tapu Koko outspeeds Gyarados at +1, losing out on damage versus a lot of other Pokemon does hurt. I've been going with Adamant on the premise that Tapu Lele and Magearna do plenty to stop Koko, who hasn't been too much of an issue for me yet, but I may change it if Koko starts showing more.

Ninetales-Alola (F) @ Light Clay
Ability: Snow Warning
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore

Garchomp (M) @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Swords Dance
- Stealth Rock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

Gyarados-Mega (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Earthquake
- Dragon Dance

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Moonblast
- Thunderbolt
- Hidden Power [Fire]

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab


Overall, the team has been super fun to play, and is doing quite well for me at the moment. I still need to run more games with it, but so far it's shown to be very solid. Any tips and nitpicking are much appreciated, if you have any comments or suggestions.

Here's a replay displaying the team, here in which Aurora Veil is pivotal in adding extra bulk to Tapu Lele so that she could reliably check Tapu Bulu at an important point in the game.
This team looks really fun, well done.

Question though: Why 252 SpA. on Ninetales instead of 248 HP/8 SpA? Ninetales doesn't really do damage anyways, and the added bulk is instrumental in longer games. I find that a bulky spread on Ninetales lets me use Aurora Veil multiple times in a match.

EDIT: For example, in your replay, a bulky set would have allowed you to set up an Aurora Veil and tank the Flash Cannon from Magnezone; your spread makes that a 50% chance to get OHKO'd through the Aurora Veil. While technically you could just tweak the EVs to 104 HP to avoid the OHKO entirely, I honestly don't see what you're hitting that NEEDS to be hit.

In any case, I still prefer being able to set up Aurora Veil at least twice if a game if I need to; it lets you play with your more fragile stuff more liberally.
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
This team looks really fun, well done.

Question though: Why 252 SpA. on Ninetales instead of 248 HP/8 SpA? Ninetales doesn't really do damage anyways, and the added bulk is instrumental in longer games. I find that a bulky spread on Ninetales lets me use Aurora Veil multiple times in a match.
SpA is better because it doesn't hit like as much of a wet flannel vs. neutral targets and because Aurora Veil is still going up multiple times with it provided you don't play completely awfully.
 
SpA is better because it doesn't hit like as much of a wet flannel vs. neutral targets and because Aurora Veil is still going up multiple times with it provided you don't play completely awfully.
Yeah, I get that. I just don't really see the NEED for the power. Like whatever damage you put out with Ninetales against neutral targets is kinda negligible anyways because you're not gonna be leaving it in; Ninetales gets in, sets up Veil, then gets out. The only thing I see as maybe useful is OHKOing offensive Garchomp and Lando-T, but neither of them are gonna be staying in with 0 investment into SpA anyways (as they still get 2HKO'd and outsped unless scarfed...).
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Yeah, I get that. I just don't really see the NEED for the power. Like whatever damage you put out with Ninetales against neutral targets is kinda negligible anyways because you're not gonna be leaving it in; Ninetales gets in, sets up Veil, then gets out. The only thing I see as maybe useful is OHKOing offensive Garchomp and Lando-T, but neither of them are gonna be staying in with 0 investment into SpA anyways (as they still get 2HKO'd and outsped unless scarfed...).
I'm a sucker for looking at consistency (I overload offenses/defenses rather than going for benchmarks most of the time because benchmarks are so dependent on scenario and often stop working after a few turns anyway, making the overloaded stats more consistent) and quite frankly the reason why I am saying that max SpA is better is because, simply put, it is more consistent for its purpose than max HP.

When I use Alolan Ninetales I find myself actually clicking its attacking moves quite a lot--a lot more than people who are hyping up max HP seem to be saying they do fsr (seriously, you aren't just switching in, setting up and switching out again every single time; that is a completely perposterous claim)--and just generally I think that in the context of Ninetales the whole "no lost KOs" argument (which, for the record, is very, very false as there are a bunch of other random 2HKOs that you miss out on by running max HP; I just sifted through the first even semi-notable-ish examples that I could think of off of the top of my head earlier today here* and I can say with near certainty that if I kept calcing I would probably find more, granted I still think that the argument of whether or not you lose any is pretty bad in the case of Ninetales anyway and, like I said before, these are only semi-notable-ish targets upwards).

*In case you're wondering, I included Hippo here because Sand Stream prevents the setup of Aurora Veil, making the ability to net KOs and stuff like that on switch-in important so that it cannot do it consistently, whereas being able to net the promised KOs on things you force out is also an important consideration early game.

What the ability to not be completely passive on the field does is that it both fits better with the playstyle of offense (passivity kills momentum regardless of whether you have Aurora Veil to fall back on) and it gives me a lot more flexibility when using Ninetales; it means that I can keep Ninetales in longer at a time vs. certain Pokemon, making it less predictable, and it means that I can have some form of offensive presence when I'm on the field early/mid game; add to the fact that you are setting up Aurora Veil about the same number of times per game with both EV spreads before saccing off Ninetales for the final sweep--the types of teams you use A-Tales on typically need 2-3 per game tops (which max SpA achieves very, very easily)--and it just feels like really, really pointless to run over the SpA spread.

And then, of course, there are also the considerations of Hidden Power sets; while the team you are replying to runs Encore (so I guess it's not directly applicable here), teams which opt to use HP Fire or HP Ground need the investment to secure certain things:
  • HP Fire needs the investment to 2HKO SpD-oriented Mega Scizor, meaning that they can only come in one time and forcing them to not Roost, as well as giving a just-under-50% OHKO rate versus Genesect, meaning it can't use you for momentum.
  • HP Ground needs the investment to 2HKO max HP Tran
========
To cut a long story short, both Encore and Hidden Power variants just generally benefit more from max SpA than they do from max HP imho. Like, if the appeal of max HP is to set up Aurora Veil more times then it is completely pointless because in practice you end up setting it up just as many times anyway, and other arguments for the spread generally don't hold that much ground as far as I am concerned.

Edit: Holy fuck I wrote a lot more than I intended to; sorry if any of this comes across as condescending because I promise that it is not the intent.
 
I'm a sucker for looking at consistency (I overload offenses/defenses rather than going for benchmarks most of the time because benchmarks are so dependent on scenario and often stop working after a few turns anyway, making the overloaded stats more consistent) and quite frankly the reason why I am saying that max SpA is better is because, simply put, it is more consistent for its purpose than max HP.

When I use Alolan Ninetales I find myself actually clicking its attacking moves quite a lot--a lot more than people who are hyping up max HP seem to be saying they do fsr (seriously, you aren't just switching in, setting up and switching out again every single time; that is a completely perposterous claim)--and just generally I think that in the context of Ninetales the whole "no lost KOs" argument (which, for the record, is very, very false as there are a bunch of other random 2HKOs that you miss out on by running max HP; I just sifted through the first even semi-notable-ish examples that I could think of off of the top of my head earlier today here* and I can say with near certainty that if I kept calcing I would probably find more, granted I still think that the argument of whether or not you lose any is pretty bad in the case of Ninetales anyway and, like I said before, these are only semi-notable-ish targets upwards).

*In case you're wondering, I included Hippo here because Sand Stream prevents the setup of Aurora Veil, making the ability to net KOs and stuff like that on switch-in important so that it cannot do it consistently, whereas being able to net the promised KOs on things you force out is also an important consideration early game.

What the ability to not be completely passive on the field does is that it both fits better with the playstyle of offense (passivity kills momentum regardless of whether you have Aurora Veil to fall back on) and it gives me a lot more flexibility when using Ninetales; it means that I can keep Ninetales in longer at a time vs. certain Pokemon, making it less predictable, and it means that I can have some form of offensive presence when I'm on the field early/mid game; add to the fact that you are setting up Aurora Veil about the same number of times per game with both EV spreads before saccing off Ninetales for the final sweep--the types of teams you use A-Tales on typically need 2-3 per game tops (which max SpA achieves very, very easily)--and it just feels like really, really pointless to run over the SpA spread.

And then, of course, there are also the considerations of Hidden Power sets; while the team you are replying to runs Encore (so I guess it's not directly applicable here), teams which opt to use HP Fire or HP Ground need the investment to secure certain things:
  • HP Fire needs the investment to 2HKO SpD-oriented Mega Scizor, meaning that they can only come in one time and forcing them to not Roost, as well as giving a just-under-50% OHKO rate versus Genesect, meaning it can't use you for momentum.
  • HP Ground needs the investment to 2HKO max HP Tran
========
To cut a long story short, both Encore and Hidden Power variants just generally benefit more from max SpA than they do from max HP imho. Like, if the appeal of max HP is to set up Aurora Veil more times then it is completely pointless because in practice you end up setting it up just as many times anyway, and other arguments for the spread generally don't hold that much ground as far as I am concerned.

Edit: Holy fuck I wrote a lot more than I intended to; sorry if any of this comes across as condescending because I promise that it is not the intent.
So this is a good response to my argument; that's the point of these forums, to have debates like this. I'll concede that you don't want max bulk investment, but I will argue that you should fine tune your offenses to hit specific targets. Being able to survive certain hits is really important to me, especially with a utility mon.

I present a 104 HP/152 SpA/252 Spe Timid Nature spread. This lets you reliably avoid an OHKO from Magnezone behind Aurora Veil while still preserving some pretty cool offensive benchmarks.

To address your list:
  • 2HKO on Mega Gyarados (after hail is taken into consideration; don't forget that)
  • OHKO on regular Gyarados (43.8% chance, but that's still nearly a coin flip and reaaaallly isn't going to be important with the exception of like last turn low HP Ninetales situations)
  • 2HKO on SpDef Mantine (69.1% chance, but guaranteed with rocks down)
  • OHKO on offensive Garchomp
  • OHKO on defensive Lando-T (75% chance; guaranteed if Lando carries Rocky Helmet)
  • 2HKO on PDef Toxapex (48% chance with rocks; basically a coin flip)
  • 2HKO on PDef Hippowdon (81% chance with rocks)
  • 2HKO on Bisharp
  • 2HKO on Tapu Bulu (97% chance if Bulu 252 HP; guaranteed with rocks obviously)
Basically the only things you miss out on are Tyranitar, Suicune, and Mixed Hippowdon. To these, I will resort to my prior argument that Ninetales' teammates will EASILY be able to cover these; Mega Gyarados alone covers two.

Ultimately, I still think being able to tank certain hits is crucial and should not be overlooked.
 
Last edited:

Martin

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So this is a good response to my argument; that's the point of these forums, to have debates like this. I'll concede that you don't want max bulk investment, but I will argue that you should fine tune your offenses to hit specific targets. Being able to survive certain hits is really important to me, especially with a utility mon.

I present a 104 HP/154 SpA/252 Spe Timid Nature spread. This lets you reliably avoid an OHKO from Magnezone behind Aurora Veil while still preserving some pretty cool offensive benchmarks.

To address your list:
  • 2HKO on Mega Gyarados (after hail is taken into consideration; don't forget that)
  • OHKO on regular Gyarados (43.8% chance, but that's still nearly a coin flip and reaaaallly isn't going to be important with the exception of like last turn low HP Ninetales situations)
  • 2HKO on SpDef Mantine (69.1% chance, but guaranteed with rocks down)
  • OHKO on offensive Garchomp
  • OHKO on defensive Lando-T (75% chance; guaranteed if Lando carries Rocky Helmet)
  • 2HKO on PDef Toxapex (48% chance with rocks; basically a coin flip)
  • 2HKO on PDef Hippowdon (81% chance with rocks)
  • 2HKO on Bisharp
  • 2HKO on Tapu Bulu (97% chance if Bulu 252 HP; guaranteed with rocks obviously)
Basically the only things you miss out on are Tyranitar, Suicune, and Mixed Hippowdon. To these, I will resort to my prior argument that Ninetales' teammates will EASILY be able to cover these; Mega Gyarados alone covers two.

Ultimately, I still think being able to tank certain hits is crucial and should not be overlooked.
The benchmark you've listed doesn't work.

252 SpA Magnezone Flash Cannon vs. 104 HP / 0 SpD Ninetales-Alola through Light Screen: 343-407 (109.5 - 130%) -- guaranteed OHKO

(The Nugget Bridge damage calc doesn't have Aurora Veil in it, but Light Screen is functionally identical here so I've just used that.)

Even with a timid nature and no specs, Magnezone still nets the kill through Aurora Veil. Additionally, even if it did work, when are you realistically using this benchmark? You don't bring it out to set up on Magnezone unless you either intend to sac off Ninetales to set upa sweep or it is locked into either Thunderbolt (deals 55-65% with Specs under Aurora Veil with no HP investment) or HP Fire (49-58% under same conditions), and you don't realistically threaten it back without HP Ground.

The damage ranges for both spreads overlap, meaning that there is very little "real" difference in the amount of damage you are taking, and if I do calculations for Moonblast's overall power and compare it to the overall increases in bulk, I can see the following:

9.578544061% decrease in Moonblast's power
8.801410203% increase in overall bulk (9.059233449% increase in physical bulk; 8.599067907% increase in special bulk)

Mathematically speaking, you lose more than you gain through this. On its own this doesn't hold much ground, but when you add the practical data provided by the damage ranges when taking hits the point here is just strengthened. By my EVing philosophy, it is better to overload in one if the ranges on both the offensive and defensive sides of the calculation overlap--and damage calculations deem that overloading the offense is a more effective strategy than overloading the defense.

At the end of the day the differences in practical scenarios are extremely minor--I fully respect this, and going with one or the other is very rarely going to make much difference to the outcome. However, from an optimisation standpoint, all the math points towards it being more effective to overload, and unless you can find a benchmark which both a) works and b) serves a practical purpose for Ninetales, I would recommend sticking with the overloaded spread.
 

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