Underused Teambuilding Competition Week 19: Building! (Nihilego)

TSR

dead blue
is a Tiering Contributor
#1
Approved by Hikari
Shamelessly stolen adapted from the doubles teambuilding competition






Welcome to the UU Teambuilding Competiton! This will be weekly competition which you can join at any time. Each week, there will be a core, set, theme, or Pokemon posted, and then you will post an importable of a team featuring the given concept! This should look like a condensed RMT; a post will require an import and (brief) description of the teambuilding process to count. After a five days, the submissions will close and then you can cast your vote for the best team. The winner of the week will then get put into the hall of fame with their team on display for anyone to see!
Rules (read these first):

  1. Five (5) days of submission of teams and discussion. Post your entry on the thread, and be sure to use the following format:
    Code:
    <sprites>
    [hide=Importable][/hide]
    [hide=Description][/hide]
  2. Two (2) days of voting for the winning team
Submitting Teams: Please include the following when submitting your teams. Post your entry on the thread!
  • Optional but recommended: sprites. Setting to choose "sprites" in the sprites category in this sprite converter (http://fulllifegamer.bplaced.net/format.php) will help me TREMENDOUSLY.
  • Importable of your team in a hide tag
  • A brief description of your teambuilding process and how the team plays in another hide tag together. (Use 2 hidetags)
Note: If you're using sprites, place them outside of the hide tags!

Discussion and Changes: Feel free to discuss people's teams in this thread. People can make suggestions to other people's team but only to an extent. A full rate would be best left to the RMT subforum, and a big overhaul on a team by someone else would defeat the purpose of this thread. Small recommendations such as a nature change or slight EV tweaking are game, though.

Winning: If you win, then congratulations! You'll have your name and team featured on the UU Teambuilding Hall of Fame.

Copying Teams: Please don't. This ruins the concept of "competition". If you do copy someone's team, you will be automatically disqualified for the week. If you suspect someone of doing this, PM me. Hopefully this wont be an actual issue.

On Bandwagoning / Namevoting: Please don't do this either. Just vote for whatever team you think is the best. There's no need to vote for someone because they already have a lot of other votes. In addition: if you participated in the week, please do not ask for people to vote for you. There's no fun in the competition if you get a big number of votes from people that might not even post otherwise.

On Suggestions: If you have any suggestions for this thread, feel free to suggest them to me (through PM please). They will be considered, but no promises on whether they'll actually be implemented or not.

On Slashes: In play, you can only bring four moves; so in the case of this thread, please do not use slashes. The team should be reflective of your skill as a builder, and have choices that you feel comfortable with.

Tiers: A week is for SM UU unless stated otherwise. For variety's sake, I'll switch up the generation from time to time so you can show off your ADV, DPP, BW, and ORAS teams as well!

***

HALL OF FAME
Week 1: Celebi by Eyan (OUTDATED; though still useable, Celebi has fallen out of high viability. In addition, Mega Beedrill and Sceptile returning to UU means Aerodactyl can no longer viably run Adamant nature.)


Celebi @ Bluk Berry
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Natural Gift
- Sucker Punch

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

Cobalion @ Iron Plate
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wing Attack
- Stone Edge
- Earthquake
- Aqua Tail

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

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 228 SpD / 28 Spe
Calm Nature
- Scald
- Defog
- Knock Off
- Toxic

Okay, so I decided to try to be a little more unorthodox with my Celebi, so I went with an SD lure set. Right now, the most common initial switch-ins to Celebi are Latias or Scizor / Hydreigon and then scouting for Hidden Power Fire / Dazzling Gleam. The set I rolled with is designed to mess around with the former two, as +2 Sucker Punch OHKOes Latias after Stealth Rock (50% chance prior to that), and Natural Gift Fire (Watmel Berry is unreleased) allows Celebi to lure and KO Scizor. It also does a good amount to Metagross. I do lose out on Psychic-type STAB, which is a pain, but that's why I decided to run dual Psychic-types alongside Waterium Z Slowbro, which is nice to deal with Fighting-types that run Knock Off a lot, and it's also my main Scald switch-in, considering that SD Celebi doesn't exactly appreciate being burned by Scald, Natural Cure or not. It also acts as my Mega Aerodactyl check and doesn't get 2HKOed by Scarf Krook's Knock Off. There's probably more to it but that's what there is off the top of my head. Cobalion was the natural choice for me next because it checks the most annoying stuff to the team atm in Bisharp, Mega Sharpedo, and Scizor (granted offensive Scizor is still annoying). Iron Plate since I wanted to actually do some decent damage to things like Clefable, and I didn't really need something like Shuca Berry on this team so far. Mega Aerodactyl is the obligatory Flying-resistant Pokemon and Ground immunity. Earthquake helps to check Raikou and Aqua Tail helps to mitigate the Krookodile annoyance. At this stage, I had a few things I wanted to cover: Raikou and Clefable were still annoying + a Choice Scarf user wouldn't hurt, so I opted for Scarf Nidoking. With Cobalion and CM Slowbro in the back, the fact that Nidoking is significantly weaker without a Life Orb isn't as bothersome, and I can surprise Raikou to catch an OHKO after Stealth Rock or just a 2HKO after a Calm Mind. Hard switching into it is pretty interesting to see how they react; players tend to just stay in if they HP Ice the Nidoking on the switch. Some other neat stuff you catch with Nidoking here is fast Gliscor, non-Scarf Gengar, 2HKOing Latias if they switch into Ice Beam, and weakened Mega Aerodactyl. Empoleon was added last as a way to glue the team together, and a Defogger. It also doubles as my main switch-in to Latias and Scarf Gengar. Overall, the team really isn't meant to be played completely passively. It has options for pivoting between Slowbro and Empoleon, but to win with Celebi, you basically just need to get rid of Dark-types like Bisharp, Scarf Krook, and Mega Aerodactyl and Togekiss, chip down stuff like Metagross, etc. Find a way to get it in against something like a Keldeo's Secret Sword from there, and go to town. This team obviously isn't the most standard or consistent in a sense; it's used to take advantage of common trends and tendencies that people like to do with the current metagame.

alternative options for the team:
  • Waterium Z -> Leftovers on Slowbro and Iron Plate -> Steelium Z on Cobalion: Eases the Clefable matchup and bops stuff like Amoonguss for Celebi.
  • Aqua Tail -> Pursuit on Mega Aerodactyl: Pursuit traps Gengar for the most part. Some other cool options would be Crunch for Latias or Ice Fang to hit Latias, Hydreigon, Krookodile, Gliscor all in one, albeit weaker against 2 of them.
  • Sludge Wave / Earth Power -> Poison Jab / Earthquake on Nidoking: This really boils down to preference. Poison Jab ensures the 2HKO on Clefable no matter how much it sets up with Calm Mind, while Earthquake ensures the OHKO after Stealth Rock on Raikou no matter what. Earthquake is normally incredibly subpar on the Life Orb set, but without the whole Sheer Force + Life Orb = no recoil effect, it's not as big of a deal.


Week 2: Cofagrigus by Cynde (OUTDATED; extremely weak to certain September drops, namely Mega Gardevoir.)

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wing Attack
- Stone Edge
- Aqua Tail
- Pursuit

Snorlax @ Iapapa Berry
Ability: Gluttony
EVs: 160 HP / 200 Def / 148 SpD
Careful Nature
- Curse
- Recycle
- Facade
- Fire Punch

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

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Trick
- Draco Meteor

Primarina @ Choice Specs
Ability: Torrent
EVs: 28 Def / 228 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Hydro Pump
- Sparkling Aria


yes this is almost entirely dodmen's team. and yes, it was coincidence that the teams ended up being near identical. Bouff said to use Cofag vs Hogg so I built this around Cofag + Papalax (yes it should run Iapapa Berry and should be called Papalax). there isn't anything very interesting about this other than the snorlax which takes less than half from primarina attacks, pivots into latias and raikou with ease and even has a decent chance of taking less than half from jolly sharpedo attacks. in any case this snorlax set proved to be the mvp in that game. primarina has 28 def to take 0 atk +2 gliscor eq and sparkling aria > scald because it goes through subs. lati has trick to cripple clef and ice beam to nail gliscor. aero is there to pursuit ghosts like gengar so snorlax has an easier time. cobalion and primarina absorb the dark type attacks aimed at cofag and snorlax absorbs the ghost type ones.


Week 3: Swampert-Mega by col49 (OUTDATED; Swampert-Mega to OU)

Swampert @ Swampertite
Ability: Damp
EVs: 48 HP / 228 Atk / 12 Def / 4 SpD / 216 Spe
Adamant Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch

Azelf @ Focus Sash
Ability: Levitate
EVs: 4 Atk / 252 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Explosion
- Knock Off

Latias @ Electrium Z
Ability: Levitate
EVs: 244 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Dragon Pulse
- Psychic
- Thunder

Scizor @ Occa Berry
Ability: Technician
EVs: 88 HP / 224 Atk / 12 SpD / 184 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

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

Crobat
Ability: Infiltrator
EVs: 128 HP / 176 Atk / 20 SpD / 184 Spe
Jolly Nature
- Acrobatics
- Roost
- Taunt
- U-turn


sup buddies. i like m-pert a lot from an offensive team's standpoint b.c it serves as one of the most consistent pokemon to counterplay pursuit traps in the tier, a process so overwhelmingly common that i hate it has only really had arguably shuca dubdance cobalion to play off effectively. bearing that in mind, i fashioned an ho looking to facilitate pert in the most proficient manner i could, prompting the traditional revenge-killing angle on latias (while of course having it serve as a breaker in the process), and utilizing mid-game offensive outlets like cb ape and sd sciz in order to open up balances and offenses alike for it. crobat is a pokemon i've come to accept that, with the bump in speed in the meta and m-aero not necessarily being the mega for every team every time, is ok sometimes. being able to soft-check certain pokemon while keeping pressure via taunt is valuable, in addition to further baiting aero.


Week 4: Togekiss by A Cake Wearing A Hat (OUTDATED; Buzzwole banned)



Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Roost
- Heal Bell

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

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Water Pulse
- Dark Pulse
- Aura Sphere
- Rapid Spin

Latias (F) @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunder
- Calm Mind

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Roost
- Hammer Arm
- Poison Jab
- Earthquake


I decided to build around Nasty Plot Togekiss rather than T-wave Toge because I'm not evil. The first thing I did was add a Ground-type mon to deal with the Poison, Rock, Electric and Steel types that check Togekiss. I went with Scarf Krookodile as my pick because it's the best Ground-type i could think of to deal with Xurkitree. With Pursuit support and speed control checked off of my list early, I decided to then shift towards finding a solid check to Mamoswine and Weavile, so I went with Shuca Pivot Cobalion. This gives me a solid check to both as well as rocks and a way to gain momentum. I added Mega Blastoise for hazard removal, Water attacks, raw power, and more bulk. I went for CM Electrium Latias next as a win condition and way to pressure Water-types and Poison-types. I then tacked on Buzzwole at the end because my team was pretty weak to ice and I didn't want Cobalion to be the only one able to take hits from them. I went with Roost 3 Attacks since I don't really like SubPunch and I didn't need more setup in the form of Bulk Up. I could probably have also gone with a Choice Band set, but i decided not to. All in all, this is a bulky offense team with Togekiss+Krook as the main core.


Week 5: Buzzwole by Lord Esche (OUTDATED; Buzzwole banned)

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

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

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 24 Atk / 116 Def / 12 SpD / 104 Spe
Adamant Nature
- Ice Punch
- Earthquake
- Bulk Up
- Roost

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge

Latias @ Electrium Z
Ability: Levitate
EVs: 16 HP / 32 Def / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunder
- Calm Mind
- Recover

Sylveon @ Leftovers
Ability: Pixilate
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell

This team consists of the offensive core of AoA Mega Pidgeot and Z-Thunder Latias, backed up by the incredibly potent defensive core of Buzzwole, Sylveon and Empoleon, and completed by Choice Scarf Krookodile.
  • Z-Thunder Latias aims to remove Empoleon, the number one check to Mega Pidgeot in the tier by usage at the moment, after a single Calm Mind boost with Gigavolt Havoc. The spread always avoids the 2HKO from Choice Scarf Krookodile's Pursuit, as well as the OHKO from the occassional Crunch.

  • Stealth Rock + Defog on Empoleon, because I'm not insane enough to run Scarf rocks. Toxic to deal with Primarina and CM Latias better, even though Roar can also work in that spot, and Shuca Berry over Leftovers to help with Mega Aerodactyl, which can be a pain. Sylveon gets a good amount of opportunities to heal Empoleon with Wish, so it's not that big of a deal giving up passive recovery.

  • Bulk Up Buzzwole makes sure this team doesn't get swept by Mega Swampert, beats bulky SD Scizor 1v1, is a Mamoswine check, and so on and so on ... y'all know this 'mon is great. Ice Punch + Earthquake is my preferred coverage of choice on this team: Ice + Ground is incredible coverage (see Mamoswine) that hits a number of its supposed checks super-effectively. Losing out on both of Buzzwole's STAB might seem like a weird choice, but this thing isn't actually supposed to hit hard from he get-go. It is moreso tailored to succeed in its defensive role as well as a late-game sweeper. The spread takes 2 Rain Boosted Waterfalls from Mega Swampert after Stealth Rock and Leftovers recovery.

  • Choice Scarf Krookodile provides the team with an electric immunity, fast revenge killer and Pursuit trapper, while also offering support with Intimidate. It is supposed to help dealing with CM Raikou, Xurkitree and Mega Aerodactyl, all of which can annoy Mega Pidgeot.

  • Wish/Cleric Sylveon in the last spot, completing the defensive core and providing the team with a Dragon immunity, much more reliable Dark resist, Buzzwole switch-in (!!) and is overall a great utility 'mon (B- my ass LOL).

Changes I have considered/tested:
  • The team struggles versus stall, but that can be somewhat mitigated by opting for the Work Up + Refresh set on Pidgeot instead of the AoA variant.

  • CM BoltBeam on Latias lessens the need for Ice Punch on Buzzwole, therefore opening a slot for Lunge/Leech Life, which allows it to take on/pressure bulky Psychic types (Reuniclus for example is a problem). This, however, does come at the cost of a powerful STAB move, which leaves Latias with fewer options to successfully apply pressure in some situations.


Week 6: Hydreigon by A Cake Wearing A Hat (OUTDATED; Xurkitree banned, Hawlucha to OU)

Hugs (Xurkitree) @ Electrium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]

Riggan Thomson (Hawlucha) @ Sitrus Berry
Ability: Unburden
EVs: 28 HP / 248 Atk / 232 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- High Jump Kick
- Substitute

Rainbow Sherbet (Muk-Alola) @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Poison Jab
- Pursuit
- Shadow Sneak

Axolotl (Swampert) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

TM81 (Scizor) @ Iron Plate
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Swords Dance

ORAS (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn

So, for this team I started out with the idea of Xurk+Hawlucha as a core since Xurkitree wallbreaks and Hawlucha sweeps + counters Krookodile. In order to beat Latias and to give Hawlucha an easier time using High Jump Kick, I added pursuit support in the form of Alolan Muk. I then addressed my problems with Mega Aerodactyl and Mamoswine by adding Swampert and Scizor (Swampert also got stealth rocks out of the way). The scizor was originally bulky SD, but it really didn't perform up to par in the new meta so I changed it over to Choice Band, and then eventually I changed it over to offensive SD because I got screwed over too many times by Protect Sylveon. I then added the mon this week's all about, Hydreigon, to fill the role of a dragon, revenge killer, speed control, and generally just another special attacker since the only other one on my team was Xurkitree. So, there you have it. This is the team I've been using for almost a month now. Enjoy.


Week 7: Beedrill-Mega by Euphonos

Ullalim (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge

Gesu Bambino (Kommo-o) @ Choice Specs
Ability: Bulletproof
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Clanging Scales
- Focus Blast
- Flash Cannon
- Sleep Talk

Gift for the Child (Sylveon) @ Leftovers
Ability: Pixilate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice

King of Orient (Empoleon) (M) @ Leftovers
Ability: Torrent
EVs: 240 HP / 248 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Scald
- Roar

Nomad's Carol (Beedrill) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Poison Jab
- Knock Off
- Drill Run

O Dakilang Hiwaga (Moltres) @ Flyinium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Roost
- Hurricane
- Fire Blast


While Mega Beedrill isn't really the reason why I built this team (due to the late release of Beedrillite), the staples of the team are Choice Scarf Krookodile and Choice Specs Kommo-o. I was intrigued with Kommo-o's potential with Choice Specs along with its signature Clanging Scales, so I slapped that Pokemon, and Choice Scarf Krookodile became a staple in most UU teams at that time due to relatively fast Electric-types at that time (while players can give Krookodile a bit of freedom to choose other sets as they please; Mega Manectric and Raikou could be a possible threat for the team, given Empoleon, my designated Specially defensive Pokemon, is weak to its STAB moves, hence retaining the Choice Scarf on Krookodile).

The former team had SubSplit Gengar, and SubDD Gyarados; however, with those Pokemon departing due to their stellar potential in the higher tiers, I ended up getting Moltres and Mega Beedrill instead (which is fortunate given the release of Beedrillite). What sets both this Moltres and this Mega Beedrill apart from other conventional Moltres and Mega Beedrill sets is that I do not provide a positive Speed nature for them. In case of Mega Beedrill, while I may lose to outrunning other relatively fast Pokemon such as Mega Manectric, Mega Sceptile, and other fellow Mega Beedrill, I opted to give it an Adamant nature so as to maximize the damage output as much as possible. Moltres, on the other hand, has Agility in its repertoire; while it is quite slow prior to setting up due to its Modest nature, it can outrun even Mega Aerodactyl already with one Agility, which is already a good feat.

Finally, the former team had Necrozma and Scizor forming a defensive core. Now that Gyarados departed, we ultimately lacked a Bulky Water; therefore Empoleon fits the bill very well as my designated Specially defensive Pokemon while retaining its Steel typing which Scizor was assigned to. I was hoping Necrozma would be a good defensive Pokemon because of its unique set of traits such as Prism Armor and Stealth Rock that no other Psychic Pokemon would have; however, its viability has fallen to a point that I have to replace it and have Sylveon as my designated Physically Defensive Pokemon, which makes some sense because I need to take Dragon types fairly well too such that Empoleon's burden will lighten.

Note:
1) Dakilang Hiwaga ("Great Mystery / Magnum Mysterium" in Filipino) is actually the name of the Christmas album released by one of the Filipino all-male choirs.
2) This team satisfies the required secret ingredient for the first episode of Iron Chef; anyone stealing this will be subject to disqualification for that round.


Week 8: Altaria-Mega by Sun (OUTDATED; Weavile banned)


Alomomola @ Leftovers
Ability: Regenerator
EVs: 40 HP / 216 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Toxic

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Haze
- Scald
- Toxic Spikes
- Rapid Spin

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Seismic Toss
- Protect
- Iron Head

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Ice Beam

Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 248 HP / 112 SpD / 148 Spe
Jolly Nature
- Dragon Dance
- Cotton Guard
- Frustration
- Roost

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard


My first idea was to build around RegiMola +mega Altaria, this defensive core allows me to take a lot of common threats in the current metagame called weavile, mega manectric, mega Sharpedo and mega Gardevoir, after that, i needed a ground type, swampert was my choice, it checks cobalion, terrakion and scarf infernape pretty well also since this team was really weak to gliscor (i can't break that with alomomola) i've put ice beam as 4th slot on swampert. next one, i needed a hazard remover, tenta quickly comes to my mind, it provides tspikes which are amazing in combo with regimola, also tentacruel improves my match up against fightinium z cobalion and SD Scizor. At last, i feel the team was really weak to stuff like opposite mega altaria and i needed a wallbreaker able to force out mega gardevoir, weavile was my obvious choice, its the best pursuitter trapper in the tier, also my defensive backbone appreciates the support that weavile gives in this build.
the team is not perfect, DDD Malt could be replaced with a special heal bell version if you fell that status condition are hard to handle, a well played freeze dry Mamo eats this team like a Cake. (lol); MowTom could be annoying as well since it can pressure swampert and can volt freely on mega altaria; SD Scizor is a bit hard to handle, you should always take tentacruel healthy as possible with wish. that's it, hope you like that!


Week 9: Sharpedo-Mega by MewBby




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

Salazzle @ Poisonium Z
Ability: Oblivious
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Sludge Wave
- Hidden Power [Grass]

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Knock Off

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell

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


The main goal of the team is to wall-break with Nasty Plot Salazzle, a fairly slept-on Pokemon, and Bandzor for a late-game clean by Mega-Shark. I chose that offensive core because of the pressure they each exert on shared checks/counters, namely bulky Water-types. Obviously, the team then required a defensive backbone, and I opted for Swampert + Sylveon. Swampert is obvious - it sets up rocks and checks things like Scizor, Weavile, Infernape, etc. while also providing Roar utility. Sylveon was used in conjunction with Swampert since I don't want to autolose to Hydreigon. Lastly, I opted for Scarf Latias to provide Defog support, emergency Hydreigon check, and a solid revenge killer with access to Trick utility as well.


Week 10: Non-Choice Scarf Infernape by HarrisIsAwesome (OUTDATED; Gardevoir-Mega banned)


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

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 76 SpD / 188 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- U-turn
- Roost

Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Volt Switch
- Thunder Wave

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Flamethrower

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hyper Voice
- Calm Mind
- Taunt


Pretty much your standard volt-team (not like there are billions of these in UU anyways lol). Jokes aside, the team is built around the wallbreaking core of banded infernape + mega gardevoir. Rotom-Wash + Gliscor + Scizor Gave me a nice defensive back bone and some pivots into my heavy hiters. The rotom is a very intresting set that can hit certain mons like swampert hard, so ape and gard do their job of breaking that much easier. Scarf Hydra for speed control and such. You can test defensive rotom and z scizor if you want. i prefer this version tbh.


Week 11: Sticky Web by A Cake Wearing A Hat



Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sticky Web
- Encore
- Toxic
- Stealth Rock

Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Pursuit
- Knock Off
- Fire Blast
- Ice Beam

Mienshao @ Choice Band
Ability: Reckless
EVs: 240 Atk / 48 Def / 220 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Stone Edge
- U-turn

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

Cobalion @ Steelium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Close Combat
- Iron Head

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Substitute
- Protect


Okay i'm gonna be honest this is totally a preshifts team with Absol over Weavile. I had the great idea of building Adamant CB Mienshao + Pursuit user (in this case Absol) webs, and the main webber at the time was Shuckle. Shuckle's still there rather than smeargle because I enjoy getting both webs and rocks off and slow encore is really good. Mienshao is the star of the team, with literally one switchin (already Mega'd full health Latias) in the entire tier, and it basically comes in and clicks HJK until things die, which is often. Absol is the pursuit user of the team, capable of KOing Psychics and Ghosts (Or at least putting them into the range of an attack from Mienshao), and it's mixed to better deal with Klefki. Starmie is here to spin and also assist in this team's hyper offensive nature, because with Suicune on the team spinners are kinda nice to have. Steelium Double Dance Cobalion is honestly a staple on all of my webs teams, since it has a pretty favorable matchup versus a lot of the things that webs has trouble with, like Hydreigon, Latias (thanks Steelium), Gliscor (Steelium, again) and Mega Aero. I added vincune on at the end because that thing is another absolute monster under webs. My strategy with webs is to basically stack strong offensive mons and steelium DD coba until the opposing team dies, and this is a perfect example of that.


Week 12: Type Spam by askov


Terrakion @ Fightnium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Swords Dance
- Rock Polish

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Earthquake
- Ice Fang

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

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Scald
- Rest
- Sleep Talk

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Roost


I decided to build around DD Terrakion + Mega-Aerodactyl as my type spam core because it remembers a team I used back in BW days with Tyranitar + Terrakion. Rock type attacks are difficult to deal with because nowadays people use Scizor as their main Steel types, and Pokemon like Swampert can be easily worn down.

I chose Terrakion for its great wallbreaking ability with SD + Fightnium, being able to smash really fat Ground and Water types that walls Aerodactyl like Swampert and Hippowdon. Rock Polish is used on the last slot because its dual STAB gives him almost perfect neutral coverage, only missing Doublade and Nidos. Earthquake is a option if you fear them but Nidos can get overwhelmed and the team handles Doublade decently enough. Aerodactyl is the second member of the rock spam core because it outspeed the entire unboosted metagame with its high speed and can clean teams after opposing team's rocks resists are weakened/fainted.

Latias was the next choice to support the core because of its great resistances to Water, Ground and Fighting type attacks, which can beat the core. Next I added Defensive Primarina because the team was really Sharpedo weak and it also gives me another Water and Fightning resistance. It also helps the team to deal with Scarf Ape, which can deal a lot of damage to the team.

At this point, the team was really weak to Scizor spamming BP, so I added Magneton which can make Scizor think twice before spamming Bullet Punch. It also helps to deal with other Steel types like Klefki and Empoleon, which can annoy Latias. On the last slot, I was looking for a more solid Ground resist and something that could block Volt Switch, also needed a Stealth Rocks user, so Gliscor was the perfect choice. I chose to run Toxic on last slot because it could cripple bulky Pokemon that can tank hits from the core like Alomomola and Hippowdon.

Because the team lacked a Choice Scarf user, I decided to give it to Latias, which can help to revenge kill Shark at +1 if Primarina is weakened. It also provides a fast emergencial Defog or even a Healing Wish to bring back a teammate if needed.


Week 13: Grassium Z User by Highways




Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 128 HP / 128 Atk / 252 SpD
Adamant Nature
- Knock Off
- Poison Jab
- Pursuit
- Shadow Sneak

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 80 SpD / 184 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Roost

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

Starmie @ Grassium Z
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Hydro Pump
- Ice Beam
- Rapid Spin

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Stone Edge
- Knock Off


This is the team I built for Tricking'sGrand Slam Playoffs game against Lax. He didn't win because of a mistake, but the team still managed to put some work. I decided to build around Alolan Muk + Mega Manectric because people use Hidden Power Fire Mega Latias as an answer to Voltturn, and while it is kinda annoying, it doesn't even threaten A-Muk voltturn. Gliscor was my obvious Stealth Rocker here, and while Toxic is great to wear down Pokemon such as Mega Latias and Rotom-W on the switch, I decided to go for U-turn since this team needs the support it provides and because this team has a pretty decent matchup against these two Pokemon already. Scizor is another obvious choice on Mega Manectric voltturn, as it threatens many Pokemon Manectric fears. Starmie, the Z-Stone holder, has Grassium Z to lure Rotom-W, Seismitoad, and Gastrodon, with the Water/Ground-types being the most dangerous for Voltturn (Starmie even managed to lure Rotom-W, but it got trapped by A-Muk later on), and cleans hazards, which is very important for any kind of team. Lastly, Mienshao is a great revenge killer, and while Choice Band is way better and its Choice Scarf set faces competition with Infernape, I don't think it can be replaced by the ape because a.) Infernape's most spammable STAB is weaker and leaves it vulnerable to priority and b.) Mienshao has Knock Off, which can be very useful against opposing Gliscor. Hydreigon can be used to replace Mienshao if needed to, being able to pivot into Water-types and U-turn into Mega Manectric. Not only that, but it can also threaten more offensive teams that don't have a Fairy-type, giving this team the upper hand.

Obviously, this team has its weaknesses. The first of those you can notice is the stupid weakness to Choice Specs Hydreigon, which is absolutely fine since this team doesn't have a defensive Fairy-type, but you should play carefully around it (notice this team doesn't give it a single switch-in opportunity, unless it switches into Starmie and bluffs Choice Scarf). The team is also weak to Fighting-types if Gliscor is gone, mainly Infernape and opposing Mienshao. Lastly, the team is very weak to Reflect-type Latias, but all you should do is play safe against it; switch into A-Muk, Pursuit, and if it uses Reflect Type, then aggressively switch into Scizor, U-turn, and keep playing safe.

That's it, see ya later.


Week 14: Toxic Spikes Nidoking by SuperVegeta20



Many Men (Mamoswine) (M) @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 80 SpA / 176 Spe
Naive Nature
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

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

The Heart Part 1 (Scizor) (M) @ Fightinium Z
Ability: Technician
EVs: 248 HP / 180 Def / 80 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Superpower
- Roost

Method Man (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Scald
- Substitute

Protect Ya Neck (Sceptile) (M) @ Sceptilite
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain

Ms. Fat Booty (Latias) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Ice Beam
- Trick


So first off I wanna explain my nicknames, since I'm using this Scizor set, I decided to pay homage. Then I thought, hm, ima just name everything after classic hip hop songs, I tried to make em all kinda relate to the mon (nidok is kinda a stretch), but u know :].

Now to the team, since I've gotta use stupid ass tspikes Nidok, I've gotta have some assholes that can abuse these tspikes, such as vincune, and I originally had gliscor and nape, but then i realized I got 6-0d by Gliscor, so thats when mamo and lati came into play, scarf lati is to help the matchup vs. Gliscor and mmane voltturn, mamo also improves my matchup vs things like glisc, mscept, zydawg, and also helps my matchup vs stall and yes TSR I am literally using this spread just to please u cuz i missed out on a vote last time for no reason smfh. The scizor is here cuz i want it to be there, and it deals with threats can be annoying as balls like mamoswine. Mscept is there cuz its fast as hell, is always a good mon to have with hazard support and shit like that. :D.[/quote]


Week 15: Stall by Accelgor



Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Heal Bell
- Protect
- Fire Punch
- Play Rough

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

Alomomola @ Leftovers
Ability: Regenerator
EVs: 128 HP / 252 Def / 120 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Toxic
- Recover
- Scald
- Earthquake

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 76 Atk / 104 Def / 80 SpD
Adamant Nature
- Defog
- Roost
- Bullet Punch
- U-turn

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Roost
- Draco Meteor
- Dark Pulse

I strongly believe that the trio of Blissey, Alomomola, and Quagsire should be a firm staple of 99% of stall teams because of the tried-and-true security blanket all three can provide. That being said, the remaining three members of the team should generally cover hazard removal, hazards (which can be covered by Blissey to prevent teambuilding from becoming too constrained), a Steel type, a Fairy type, and of course, the threats that cannot be stopped by the aforementioned Blissey, Alomomola, or Quagsire.

Granbull provides this team with a cleric as Blissey cannot find room for either Heal Bell or Aromatherapy due to it having the responsibility to set up rocks. Intimidate in general just acts as a really convenient buffer to ease situations that would otherwise force riskier play, as it allows for it to better tackle some of the more physically imposing threats to stall, such as Heracross and Haxorus. I've opted to run Leftovers over Normalium-Z on this set, which also acts in conjunction with Protect, allowing for Granbull to both scout choiced users and for it to stick around for as long as possible. This also makes it less necessary for Granbull to be passed Wishes from Alomomola, which could prove to be useful especially when healing Granbull up might be an obvious play that could in turn be exploited. Fire Punch is probably the only other unorthodox move on the set, and it grants me an emergency button vs offensive Scizor, which could otherwise become potentially problematic.

Normally I'm not too big a fan of Defog Scizor, but it just so happened to mesh well enough with the rest of the members of the team while also offering me a stop to Mega Beedrill, some Latias sets, and most importantly, Togekiss. The Attack investment ensures that Scizor's Bullet Punch is a guaranteed 2HKO on Togekiss after Leftovers recovery, which can come in handy if rocks aren't up. The rest of the spread aims to maximize Scizor's overall bulk to help ensure it's longevity for the match.

Taunt Hydreigon rounds out the team, providing it with a nuisance to slower teams to help quicken games. It also helps halt other threats to stall such as Crawdaunt, Sub CM Chandelure, Taunt Gliscor, and Suicune. As with Granbull, I have decided to go with Leftovers instead of Draconium-Z or any other alternative to help Hydreigon 1v1 opposing mons with more ease. The set is fairly standard, but also one that has been passed up for other, more readily offensive Hydreigon sets. On stall teams however, this set is a boon in that it excels vs mostly all playstyles, and this particular trait helps to lessen the impact of a matchup advantage versus stall teams in general.


Week 16: USUM Defog Users by Hikari


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Defog
- Volt Switch
- Hydro Pump
- Pain Split

Moltres @ Flyinium Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Fire Blast
- Roost
- U-turn

Serperior @ Leftovers
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]

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

Altaria-Mega @ Altarianite
Ability: Pixilate
Happiness: 0
EVs: 252 HP / 80 Def / 176 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Heal Bell

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Slack Off


I wanted two things:

- Use Moltres
- Slap as many potential Defoggers as I could in one team, while making sure it isn't cheesy and works vs competent players

Moltres is the star of the team, hits pretty hard (Z-Hurricane is amazing) and it's surprisingly hard to check thanks to the combination of power and U-turn. Rotom-W has amazing synergy with Moltres, as it checks some Water-types that threaten it, removes rocks, and many of the things that don't mind Volt Switch are Moltres bait. Serperior is the backup Defogger, can pull off sweeps vs some teams once the rest of the team weakens the foe's team, and it really enjoys getting free switch ins thanks to Voltturn. Scizor is standard in teams like this, checks tons of shit, wrecks shit with U-turn and has solid offensive synergy with Moltres and Rotom-W. Mega Altaria patches a bunch of holes, provides Heal Bell support (Refresh is usually the preferred option, but the team isn't based around Altaria), and if you face one of the shitty teams that rely on Scizor to not get swept by this, they pretty much can't click U-turn once against anything because Moltres is Flame Body. I wanted a SR user, soft Aerodactyl check, hard Manetric / Raikou counter, and I didn't want to use Swampert because it's easier to chip down.

Team isn't anything amazing, but it has been extremely reliable vs good players so far. ftr I like my slow Volturners to punish the mirror matchup and I don't need to speed creep with them on this team.


Week 17: Kommo-o by Cynde (OUTDATED; Kommonium Z banned (most other setup sweepers will work in this slot))





Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 200 Atk / 56 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Poison Jab
- Drain Punch
- Clanging Scales

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Superpower
- Bullet Punch
- Quick Attack

Sandslash-Alola @ Light Clay
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aurora Veil
- Rapid Spin
- Icicle Crash
- Earthquake

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Gyro Ball
- Shadow Claw
- Shadow Sneak

Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Freeze-Dry
- Blizzard
- Encore

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Calm Mind
- Thunder
- Psychic / Psyshock


the origins of my team was actually pretty mindless. the thought process behind it was "lol kommo-o is pretty hard to kill once set up, you know what would make it even harder to kill? aurora veil". at that point i had three of the team members done. i like the dd set for z-mo because it's able to pressure fairies without needing to rely on clang. speaking of clang, the ev spread lets kommo-o guarantee the ko vs latias with clang. now for the fourth and fifth pokemon i obviously put a lot of thought into it and put two of the most dangerous set up pokemon in the tier in scizor and latias on the team. scizor here runs quick attack because it's great for chipping away at tenta / moltres / manectric / rotom wash which can be pretty irritating lol. latias runs the electrium set except with life orb and i've found it to still be pretty cool it's good for empoleons and shit that try to get rid of veil. i like psychic more than psyshock here because it's good for damaging physically bulky mons like rotom and gliscor without having to use draco but psyshock is fine to pressure blissey and shit. doublade is here as a scizor check and scolipede check. i love gyro ball here because it's great for checking scolipede and gliscor which is why i'd give it the nod over iron head. pak peaked like #1 and #12 in like one night and i've had success with it in random test games vs friends so i assume it works.



Week 18: Azumarill by Freeroamer



Serperior @ Normalium Z
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hyper Beam
- Hidden Power [Fire]
- Glare

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Rest

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

Scizor @ Choice Band
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 136 HP / 188 SpD / 184 Spe
Jolly Nature
- Earthquake
- Toxic
- Roost
- Stealth Rock

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn


A very standard Serperior offense, started out with the core of Serperior+Manectric as Manectric tends to draw in the bulky Grounds and Water/Grounds that can really give Serperior an opportunity to start motoring. The presence of Manectric is also what drives the Serperior set used here, while I'm a great lover of the subseed set, the ability to lure in and paralyze your standard scarf dragons / ape to allow Manectric even more potential to go in vs the common builds running around right now was too good to pass up. Gliscor is the set I like the most at the moment, able to catch Rotom's on the switch with Tox and then the second time around able to SR up and rack up damage with Tox, greatly limiting the opponents chances of keeping rocks off over the course of the game. Spread looks whack but it's the most efficient way to always live Manectric HP Ice and still be able to outspeed Rotoms, the first of which has come in handy ridiculously often and the second was something I needed after Pearl kicked my ass with Nidoking webs like 3-4 times. Scizor and Hydreigon fill in a lot of the holes the team had, providing momentum and priority while giving an option against some pokemon that troubled me at this point such as Aero and Manectric. Scizor spread outspeeds Adamant Azu while retaining some bulk. Last slot I wanted a secondary means of threatening fatter builds, Fighting resist and a secondary dragon response. This kinda left me with Togekiss or Azumarill, and seeing as I didn't have any removal on the team, I went for Azu which has been a great fit so far. I should probably use a spread with a bit more spdef but that's only a small change. This team requires you to take the initiative as it really doesn't have the bulk to be lasting over a longer game if it's played too passively. That said it's been really fun to use so hopefully other ppl enjoy it too!

Sadly I haven't been saving replays with this team, I did ladder up to #7 with a p decent record using only this on mister vain though!
 
Last edited:

TSR

dead blue
is a Tiering Contributor
#2
With that, lets get this underway! For the first week we'll be building around...



Celebi! Reintroduced to UU in the later stages of Generation 6, Celebi proves to be a potent sweeper with access to Nasty Plot and a myriad of useful coverage moves such as Dazzling Gleam, Shadow Ball, Earth Power, and its choice of Hidden Power. In addition, its ability Natural Cure makes it tough to wear down with passive damage and will usually be a massive pain for slower teams. The introduction of Z-moves in Sun and Moon also make Celebi's sweeping abilities even more deadly, though with the rise of threats like Scizor, Latias, and Choice Scarf Krookodile make it a little less effective in the SM UU metagame. Celebi's great 100 base stats across the board and access to a different slew of useful supportive options such as Leech Seed, Stealth Rock, U-turn and Healing Wish also allow it to take on non-sweeping roles effectively as well, allowing itself to fit a variety of useful roles on a team.

Submission deadline is Friday at 8 pm EDT!
 
#3


Celebi @ Colbur Berry
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Psychic
- Hidden Power [Fire]

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

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 240 Def / 20 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Rapid Spin
- Scald
- Toxic Spikes

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Healing Wish

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Aqua Tail
- Hone Claws

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost


A pretty standard team i built for this project. I started with Celebi and Krookodile, a classic core where krooko is supposted to trap Latias, the most common Celebi check. Meanwhile Celebi helps krookodile with his common checks, like Hippowdon or Clefable. Nothing to say about sets, i chose colbur celebi to beat krooko-bisharp after 1 NP and to prevent any possible mindgame between knock off and pursuit. I added tentacruel as a bulky water to check things such as scizor/primarina and other threats like cobalion; it also gives me a rapid spinner. I preferred sludge bomb instead an Acidspray/haze cause i don't think i actually need them here and i prefer to hit harder mons like keldeo and primarina. Then i chose clefable as dragon immunity and rocks setter. I went for a full defensive spread cause i wanted to check Aerodactyl and Sharpedo, and i chose healing wish to help aerodactyl and celebi, since they don't have an active recovery. Aerodactyl is my ground immunity and flying check. Since i was already using krooko as pursuitter, i decided to make it Hone Claws+3 Atks. As last member i picked up scizor. I was hesitant on which scizor set i should use, Offensive SD+3 atks or bulky. I opted for the bulky one cause i think it's better here. Basically the team should revolve around celebi and aerodactyl and how they can break through the defensive cores of the metagame.


I'm not really sure if a team like this one can fit in this project, but let's try. Sorry if my english is dogshit, working on it. Feel free to rate it if you want, i really want to improve myself as a builder.
 
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#4


Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Superpower
- Pursuit

Celebi @ Colbur Berry
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Psychic
- Hidden Power [Fire]

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Aqua Tail
- Taunt

Empoleon @ Shuca Berry
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Flash Cannon
- Ice Beam
- Defog

Cobalion @ Steelium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Close Combat
- Iron Head

Latias @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Roost


Basically started with Krook / Celebi. Krook breaks steels, opposing Psychics, and ghosts, while also being able to nab pursuits. Celebi just dismantles defensive teams, and is absolutely horrible for other teams to play sometimes. Taunt Mega Aerodactyl helps prevent suicide leads getting hazards up, and can kill annoying flying types that would stop Celebi Sweeping. Empoleon is a good fairy check, offensive can chunk things like Clefairy even at +1, and Shuca can dent some other annoying Ground Types. Steelium Z Cobalion to beat other annoying Faeries and put the hurt on Steel and Rock Types. CM Latias is just a second Wincon that can still sweep teams once steels have been removed.
 
#5


Celebi @ Psychium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Psychic
- Hidden Power [Fire]

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Pursuit

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 88 HP / 252 Atk / 168 Spe
Serious Nature
- Facade
- Drain Punch
- Knock Off
- Mach Punch


I got inspired to build a Celebi team earlier today after realizing that fire move Clefable deals relatively well with several Celebi checks people tend to use, such as Scizor, Hydreigon, and some Latias (Dragonium and non-cm variants). I then added Swampert as a solid fire resist, rocks setter, and Maero counter. Then, I added some speed control in Scarf Hydreigon, which deals with opposing psychic types and is a nice revenge killer with a good set of resistances. I then added AV pursuit Metagross as a solid answer to Clefable and Latias, and Conkeldurr for the additional Dark resist, source of priority, and wallbreaking capabilities. Psychium is on Celebi in order to provide a good nuke on it, and the speed on Clefable creeps things that creep things that creep Scizor because I'm paranoid. A solid bulky offense team where you have Conkeldurr and Celebi to deal with defensive cores, and Clefable, Swampert, Hydreigon, and Metagross to deal with most of the major offensive threats in the metagame.
 
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#6
[I'll add sprites when I get on my computer, sorry!]

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 88 Def / 148 SpD / 20 Spe
Bold Nature
- Stealth Rock
- Recover
- U-turn
- Psychic

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Facade
- Drain Punch
- Mach Punch
- Knock Off

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Aqua Tail
- Wing Attack

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- Defog
- Roost
- U-turn
- Bullet Punch

Salazzle @ Poisonium Z
Ability: Oblivious
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fire Blast
- Sludge Wave
- Nasty Plot

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 152 Def / 108 SpD
Sassy Nature
- Scald
- Earthquake
- Toxic
- Recover


With this team I didn't want to take the basic NP Celebi+Scarf Pursuit route. Instead I wanted to take advantage of Celebi's common switching and pivotong out with pursuit. I started with the basic defensive rocks celebi set which has been nice since it helps team with Keldeo and Cobalion. I am running psychic on celebi for Cobalion specifically it still does hit Keldeo too. Flame Orb Conk was added because most of Celebi's checks are Dark and Steel types such as Bisharp, Sharpedo, Hydreigon, Mega-Absol, Scizor, And Klefki all of which Conk can threaten to do massive damage with either Drain Punch/Mach Punch.
Next, I wanted something that could check offensive birds like Talonflame and also pursuit trap Latias, so Mega-Aerodactyl fit perfectly. My next Mon had to be something that could switch into latias and also defog to help with all the pivoting I'd be doing so scizor was the perfect choice it also helps with clefables lacking flamethrower. Gastrodon was added to sponge fire type moves that scizor would be taking and also checking Mega Aerodactyl, Raikou, and Krookodile. Towards the end I realized the final member had be able kill Scizor and threaten Clefable's. Salazzle was a neat choice being able to threaten more offensive teams and some BO you can usually sub verse clefable or scizor as they won't be staying in most of the time. Poisonium-Z is also cool as it can OHKO latias with a +2 Acid Downpour and some other offensive Mons.

Sorry for the rushed descriptions and not showing calcs I'm on mobile and can't do much.
 
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Eyan

the great one with wings of steel
is a Tutoris a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Battle Server Moderator
Moderator
#7

For TSR:

Celebi @ Bluk Berry
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Seed Bomb
- Natural Gift
- Sucker Punch

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

Cobalion @ Iron Plate
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wing Attack
- Stone Edge
- Earthquake
- Aqua Tail

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

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 228 SpD / 28 Spe
Calm Nature
- Scald
- Defog
- Knock Off
- Toxic

Okay, so I decided to try to be a little more unorthodox with my Celebi, so I went with an SD lure set. Right now, the most common initial switch-ins to Celebi are Latias or Scizor / Hydreigon and then scouting for Hidden Power Fire / Dazzling Gleam. The set I rolled with is designed to mess around with the former two, as +2 Sucker Punch OHKOes Latias after Stealth Rock (50% chance prior to that), and Natural Gift Fire (Watmel Berry is unreleased) allows Celebi to lure and KO Scizor. It also does a good amount to Metagross. I do lose out on Psychic-type STAB, which is a pain, but that's why I decided to run dual Psychic-types alongside Waterium Z Slowbro, which is nice to deal with Fighting-types that run Knock Off a lot, and it's also my main Scald switch-in, considering that SD Celebi doesn't exactly appreciate being burned by Scald, Natural Cure or not. It also acts as my Mega Aerodactyl check and doesn't get 2HKOed by Scarf Krook's Knock Off. There's probably more to it but that's what there is off the top of my head. Cobalion was the natural choice for me next because it checks the most annoying stuff to the team atm in Bisharp, Mega Sharpedo, and Scizor (granted offensive Scizor is still annoying). Iron Plate since I wanted to actually do some decent damage to things like Clefable, and I didn't really need something like Shuca Berry on this team so far. Mega Aerodactyl is the obligatory Flying-resistant Pokemon and Ground immunity. Earthquake helps to check Raikou and Aqua Tail helps to mitigate the Krookodile annoyance. At this stage, I had a few things I wanted to cover: Raikou and Clefable were still annoying + a Choice Scarf user wouldn't hurt, so I opted for Scarf Nidoking. With Cobalion and CM Slowbro in the back, the fact that Nidoking is significantly weaker without a Life Orb isn't as bothersome, and I can surprise Raikou to catch an OHKO after Stealth Rock or just a 2HKO after a Calm Mind. Hard switching into it is pretty interesting to see how they react; players tend to just stay in if they HP Ice the Nidoking on the switch. Some other neat stuff you catch with Nidoking here is fast Gliscor, non-Scarf Gengar, 2HKOing Latias if they switch into Ice Beam, and weakened Mega Aerodactyl. Empoleon was added last as a way to glue the team together, and a Defogger. It also doubles as my main switch-in to Latias and Scarf Gengar. Overall, the team really isn't meant to be played completely passively. It has options for pivoting between Slowbro and Empoleon, but to win with Celebi, you basically just need to get rid of Dark-types like Bisharp, Scarf Krook, and Mega Aerodactyl and Togekiss, chip down stuff like Metagross, etc. Find a way to get it in against something like a Keldeo's Secret Sword from there, and go to town. This team obviously isn't the most standard or consistent in a sense; it's used to take advantage of common trends and tendencies that people like to do with the current metagame.

alternative options for the team:
  • Waterium Z -> Leftovers on Slowbro and Iron Plate -> Steelium Z on Cobalion: Eases the Clefable matchup and bops stuff like Amoonguss for Celebi.
  • Aqua Tail -> Pursuit on Mega Aerodactyl: Pursuit traps Gengar for the most part. Some other cool options would be Crunch for Latias or Ice Fang to hit Latias, Hydreigon, Krookodile, Gliscor all in one, albeit weaker against 2 of them.
  • Sludge Wave / Earth Power -> Poison Jab / Earthquake on Nidoking: This really boils down to preference. Poison Jab ensures the 2HKO on Clefable no matter how much it sets up with Calm Mind, while Earthquake ensures the OHKO after Stealth Rock on Raikou no matter what. Earthquake is normally incredibly subpar on the Life Orb set, but without the whole Sheer Force + Life Orb = no recoil effect, it's not as big of a deal.
 
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TSR

dead blue
is a Tiering Contributor
#15
Voting time's up! Eyan wins the first week with 5 votes, congrats!
(For future reference, if there happens to be a tie, I'll break it myself to keep things simple.)



For week 2 we're gonna build with Cofagrigus! A niche pick in UU, Cofagrigus relives some of its former glory from the BW days with the the introduction of Z-moves, allowing it to be a decent Trick Room sweeper. It's massive defenses, Ghost typing, and unique ability also give it the ability to neuter many physically-oriented threats such as Conkeldurr, Cobalion, and Mega Aerodactyl. In addition to its classic Nasty Plot + Trick Room set, it also has access to useful moves like Will-O-Wisp, Haze, Toxic Spikes, and Pain Split, making it an uncommon but solid choice for some bulkier teams as well.

Deadline for sumbmission is once again Friday, 8 PM EDT (GMT -4)!
 

Cynde

winter ♥
is an official Team Rateris a Community Contributoris a Tiering Contributor
#16


http://replay.pokemonshowdown.com/smogtours-gen7uu-278787 vs Hogg

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wing Attack
- Stone Edge
- Aqua Tail
- Pursuit

Snorlax @ Iapapa Berry
Ability: Gluttony
EVs: 160 HP / 200 Def / 148 SpD
Careful Nature
- Curse
- Recycle
- Facade
- Fire Punch

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

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psychic
- Trick
- Draco Meteor

Primarina @ Choice Specs
Ability: Torrent
EVs: 28 Def / 228 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Hydro Pump
- Sparkling Aria

yes this is almost entirely dodmen's team. and yes, it was coincidence that the teams ended up being near identical. Bouff said to use Cofag vs Hogg so I built this around Cofag + Papalax (yes it should run Iapapa Berry and should be called Papalax). there isn't anything very interesting about this other than the snorlax which takes less than half from primarina attacks, pivots into latias and raikou with ease and even has a decent chance of taking less than half from jolly sharpedo attacks. in any case this snorlax set proved to be the mvp in that game. primarina has 28 def to take 0 atk +2 gliscor eq and sparkling aria > scald because it goes through subs. lati has trick to cripple clef and ice beam to nail gliscor. aero is there to pursuit ghosts like gengar so snorlax has an easier time. cobalion and primarina absorb the dark type attacks aimed at cofag and snorlax absorbs the ghost type ones.
 
#17
The team is solely for fun purposes, nothing serious ^^'.

Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Trick Room
- Memento
- Skill Swap

Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Nasty Plot
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Earthquake

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast

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

Cresselia @ Mind Plate
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Lunar Dance
- Trick Room
- Psychic
- Ice Beam

A pretty similar build featured in my Crawdaunt Trick Room team but instead of physically pressuring the opponent, this team aims to pressure the opponent more specially... oh, and this team is cooler because it has Rhyperior on it.

Anyway, a rather standard lead Uxie, Z-Shadow Ball Cofagrigus, Reuniclus and Cresselia all pressure the opponent really hard, Bisharp for defoggers and Rhyperior cleans late game. There is nothing special here that is worth mentioning, just beware of stall and have fun.
 

esche

AKA Wang Fire
is a Tiering Contributor
#18
Cofagrigus + Toxic Spikes



Cofagrigus (M) @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot
- Trick Room

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Taunt
- Stealth Rock

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Recover

Tentacruel (M) @ Black Sludge
Ability: Clear Body
EVs: 232 HP / 136 Def / 8 SpA / 36 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin

Aerodactyl-Mega (M) @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Aqua Tail
- Hone Claws

Krookodile (F) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
This is a pretty generic bulky offensive build that utilizes Toxic Spikes in order to wear down the opposing team for a successful Cofagrigus sweep. Stalling out Trick Room turns by switching around is punished by Toxic Spikes, while the remaining team is supposed to take care of grounded Poison types that can absorb layers, and Defog 'mons, which unlike Rapid Spin can't be stopped by Cofagrigus itself. Tentacruel is my T-Spikes setter of choice, also providing the team with a hazard removal option that isn't Defog, and dealing with CM Clefable. Three attacks Life Orb Latias w/ Psychic is a great breaker that deals with most Poison types and punishes teams that solely rely on Physdef Clefable to check Latias. Hone Claws Mega-Aerodactyl is the main breaker alongside Latias that profits prom Toxic Spikes itself, poisoning bulky Ground types like Swampert. It provides the team with a reliable answer to Gliscor, Togekiss, and Talonflame. Shuca Berry Cobalion was added as Rocker, Mega Aerodactyl check and switch-in to Dark type moves from Bisharp and Mega-Absol, both of which threaten Cofagrigus with STAB Sucker Punch, and can interrupt a sweep. Taunt is used to prevent Defog and healing moves from the likes of Mandibuzz, Scizor and Mew. Lastly, Choice Scarf Krookodile provides the team with a much needed Electric immunity and way to remove Latias, which is very much threatening to this team, from play.
 

TSR

dead blue
is a Tiering Contributor
#25
Voting over! Cynde wins with 4 votes, congrats!




For the third week, we'll be building with Mega Swampert. A very recent addition to SM UU, Swampert easily holds its spot among the top Pokemon in UU that it once held in ORAS, thanks to its great typing, offensive prowess, and defensive utility. Its high defensive stats allow it to take an impressive amount of punishment on either side of the spectrum. In conjunction with its sky-high Attack stat it can find itself being an effective tank with Stealth Rock or a Rain sweeper with its altered ability, Swift Swim.

Once again, submission deadline at Friday 8 pm EDT. (I'll try to be punctual this time u_u)