What's His Last? (Voting)

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Sobi

Banned deucer.
approved by scpinion and Dream Eater Gengar | OP taken from OU thread | Hosted alongside Misaka Mikoto
A long time ago, back when DPP was the current gen, and there was no team preview, the above question was often asked. You had to be prepared for anything in that last slot and use your deductive team building skills to figure out just what your opponent was saving in the back. Still today, we can use these skills to better build our own teams. When building, there will be times when you have 5 perfect Pokemon. Mons that fit together so well that you just can't seem to pick a final Pokemon. Or sometimes you have a crippling weakness to a major threat and can't think of a Pokemon that will cover it that fits the team. This project aims to let the community figure out what the best last Pokemon would be for a given team of five.

~ How this will work


Every Monday, I will post a team that is missing one Pokemon. You guys will then post suggestions for the final Pokemon (guidelines to posts below). Until Saturday, as well as posting their thoughts on the last Pokemon, users can kindly critique the sets of others, though this is not mandatory. Once the voting period starts (Saturday to Sunday), people will choose the last Pokemon that they think fits the rest of the team best (guidelines to voting below). At the end of the round, the Pokemon with the most votes will be the winner! The team will be archived in the Hall of Fame, and the user who suggested the set will have his or her name alongside the team. Think of this as a lesson in team building!

~ Guidelines / Rules


1: Standard Monotype forum + Smogon rules apply; that means no flaming or antagonizing please.

2: No one-liners please; ideally, your post should have 2-3 lines and it must contain a set.
2.1: Your post should explain the Pokemon's role in the team, why you chose it, and the moveset.
2.2: When providing feedback on others' sets, be kind!
3: Do not slash moves on your sets. If you have an alternative, eg: Hydro Pump over Scald, mention it in your explanation, but do not slash it.

4: You must only submit one nomination.

5: Do not change the team's members nor movesets.

6: If you'd like a team of yours to be featured, PM me and Misaka Mikoto with the importable and brief description so that we can feature it if we choose to do so.

7: Do not vote for your own nomination.

8: You are allowed to post the same Pokemon as someone else, however the set must be very different to theirs. Copying the exact same set but just changing the EVs or item is not "very different", and unless you change it, your post will not be counted.

9: Reservations are allowed; just please make sure you do them :x

10: Finally, have fun :)
 
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Sobi

Banned deucer.
~ [Week 1] Team


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

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Glaciate

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hyperspace Fury
- Fire Punch
- Gunk Shot
- Drain Punch

Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Psyshock
- Will-O-Wisp

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Energy Ball
- Psychic
- Focus Blast
- Shadow Ball
So here is an offensive team I made today, built around Hoopa-U and Gardevoir as my primary wallbreakers, and Choice Scarf Victini acting as the cleaner, forming an effective wallbreaker + late-game cleaner core. Starmie is there to support Victini since it doesn't like getting worn down by hazards. As an added bonus, it can help weaken Pokemon so that Victini can more easily finish off. Choice Scarf Victini provides my team with Speed control, which is very useful and a great way to take advantage of its great coverage. Choice Band Hoopa-U and Mega Gardevoir both pack a punch; Will-O-Wisp is chosen on Gardevoir to cripple physical attackers, giving Victini and Hoopa-U an easier time. Finally, Assault Vest Meloetta is added so that Gengar doesn't become a nasty problem, and so that special Ghost- and Fairy-types don't easily break through it. I remember it taking like 30% from Mega Diancie's Moonblast, showing how effective it is against special attackers. But the question is...

what's my last?
You may now post your ideas n_n (Also, just to clarify--you are allowed to post a Pokemon that has already been posted, just so long as it has a different set.)
 
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Confluxx [Old]

Banned deucer.

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

There are no hazard setters on the team and the build of it suggests it's a hyper offensive team which Azelf would fit perfectly as a fast hazard setter or to prevent hazards with Taunt and use Explosion right after to give one of the other Pokemon a free entry, something Deoxys-S can't do.
 
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Latios (F) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Draco Meteor
- Psyshock
- Trick

A not so standard Latios set, using tailwind over a coverage move. Latios acts pretty much the same using its STABs to weaken opposing teams. Choice scarf allows it to revenge kill faster threats that expect a life orb set such as Mega Gyarados or Mega Sharpedo (Which, due to the offensive nature of the team will hopefully only get 1 boost before Mega evolving).
252 SpA Latios Draco Meteor vs. 0 HP / 0 SpD Mega Sharpedo: 303-357 (107.8 - 127%) -- guaranteed OHKO
252 SpA Latios Draco Meteor vs. 0 HP / 0 SpD Mega Gyarados: 169-201 (51 - 60.7%) -- guaranteed 2HKO
Trick will also let it cripple any troublesome walls that like switching into Latios, however the main use of this set is to let the slightly slower pokemon become devastatingly fast by using tailwind. Hoopa U and Mega Gardevoir become faster than opposing enemy scarves and Victini will outspeed everything on bug even after the sticky webs speed decrease. Even Meloetta becomes decently fast, outspeeding max speed base 100s while still retaining all of its bulk.
 
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Bronzong @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Toxic

With the team lacking Stealth Rock, adding a reliable Stealth Rock setter seems like the best way to go. Psychic has a lot of good choices for this; however, Bronzong sets itself apart from Psychic's other Stealth Rock users because of the really useful Steel typing, and, unlike Jirachi, Levitate, which helps cover the major weakness to physical Ground-types, like Choice Scarf Landorus-T and Sand Rush Excadrill. Covering the slight weakness to Mega Diancie and some Dragons is a bonus.

The team looked like it was aiming for an offensive playstyle, with Pokemon like CB Hoopa-U and LO Starmie, so Bronzong helps provide defensive backbone to the team so Hoopa-U can have something to fall back to when the opponent tries to revenge kill. It isn't exactly the most passive thing around either, so Bronzong won't be sucking up momentum much.

Stealth Rock is the first part of the set and doesn't need much explaining. Gyro Ball is the reliable STAB and nails neutral targets for nice damage. Earthquake just hits what Gyro Ball doesn't, like Fire- and Steel-types. Toxic puts Defog Zapdos and other hazard removers on a timer, so Bronzong can just keep resetting until they either switch out or faint to Toxic. Alternatively, HP Fire can be used to 2HKO Scizor. I didn't want to make the team more Bisharp weak, so the EV spread gives Bronzong a decent chance to live +2 Adamant LO Bisharp's Knock Off with Colbur Berry and hit back with Earthquake, beating Bisharp if it decides to lead against Bronzong.
 
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Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat

This team is, as noted, quite offensive. It has Rapid Spin support from Starmie. Thus, an entry hazard stacking lead is optimal. We don't have to worry about Defogging our own hazards away, and the team absolutely loves having Stealth Rock. Any layers of Spikes would only be even more appreciated.

Deoxys-S is the best entry hazard stacking lead in the game. With Speed that even beats up to Choice Scarf Garchomp (and thus all base 100 Speed such as Victini/Jirachi), Deoxys-S is guaranteed to always get at least 1 entry hazard up every game if not at least 2. Further, it has access to Taunt, preventing the opponent from setting up their own entry hazards or Taunting Deoxys-S back. The last slot is Magic Coat, to further harass opposing entry hazard leads such as Shuckle, Skarmory, and Smeargle. You can also choose to use Skill Swap to set up entry hazards against even Mega Sableye or Mega Diancie, which is a perfectly viable strategy as well.

Deoxys-S is actually also bulkier than you think, so it's fully possible to get a second chance to set up entry hazards if the opponent does manage to get rid of them. Just don't count on it. With this offensive team that keeps high momentum with Choice Scarf Victini U-turn and constant pressure from heavy hitters with the two wallbreakers in Choice Band Hoopa-U and Mega Gardevoir, the opponent really will have very few chances to get rid of the entry hazards, making Deoxys-S the best choice.

Of course, there is the option of using a Dual Screens set on Deoxys-S as the lead: Stealth Rock, Reflect, Light Screen, Taunt. However, because this team is lacking in setup sweepers that would take full advantage of the screens, entry hazard stacking is far superior to screens for this specific team.
 

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

Jirachi helps out this team greatly, taking on a bunch of mons that threaten it while supporting the team. With U-turn, it puts in work against psychic and dark teams, forcing out common picks such as Hoopa-U and Alakazam while stealing momentum. Uturn also lets us bring in Hoopa-U and Gardevoir for free, which is something they greatly appreciate and formes a pivoting core with Victini. Iron head has the rediculous flinch chance to just shut down would-be sweepers, and fire punch helps out with the steel matchup if they take out Victini. Most important, however, is healing wish. Once Jirachi is damaged or no longer useful, iit can restore a teammate to full health.
 
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Metagross @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Meteor Mash
- Bullet Punch
- Earthquake

The team lacks stealth rock, which is basically essential on hyper offense teams. Weakness Policy Metagross can catch a lot of players off guard and net some KOs, while also having a good defensive typing. The bulk is so it can switch into Knock Offs and WP makes its attack high enough to make up for not investing.
 
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Seo.

Nice guys always finish last...

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Roost
- Stealth Rock
- Heal Bell

This team really lacks a hazard setter such as Mew, as well as a defensive pokemon in general. Mew is a reliable pokemon because it has access to many movepools, this one in particular provides the help that this team doesnt have yet. Roost provides reliable recovery since it heals half of its health. Will-O-Wisp is a utility move in which burns physical attackers and cripples them by decreasing their Attack by 50%, and heal bell is to provide loss of status that the opposing team has done to yours.
 
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Celebi @ Mental Herb
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Magic Coat
- U-turn
- Thunder Wave

Looking at the team, the immediate thought that came to my mind was the lack of Stealth Rock users / a lead. That limited the options greatly. Obviously, my first choices were Azelf and Deoxys but as they were already taken, I decided to use some heat to spice things up. Presenting you Mental Herb SR Celebi.

Mental Herb is something I thought of to beat faster leads with Taunt, such as Aerodactyl and Deoxys that completely shut down Celebi. It also sets up on Prankster Taunts through Non-Mega Sableye and Thundurus. I went for maximum speed EVs to make use of its great speed tier and maximum HP to survive as many hits as it can.

Stealth Rock is the main goal of the set. Thanks to Starmie's Rapid Spin we don't have to worry about defogging our own Rocks away. Magic Coat is another attempt to beat other leads once you have burnt through your Mental Herb. It prevents the opposing team from setting up SR / Spikes and bounces it back, which hinders teams without Defog / Rapid Spin greatly. It also bounces back status conditions such as Will O Wisp and Toxic which cripple Celebi quickly. U Turn provides momentum which is extremely necessary for Hyper Offensive teams like these and breaks possible lead sashes to make sure the 'mon coming in can take the kill. Once you have set up SR and made sure that the opposing team can not set up their own, U Turn into the check / counter to wear down the opposing team early game and make it harder for them to get rid of rocks. Thunder Wave slows down faster threats and makes it easier for wallbreakers like Banded Hoopa U and Mega Gardevoir to clean up.

Celebi may not fit into a Hyper Offensive team as easily as Azelf or Deoxys but its superior bulk and decent speed, as well as its ability to create momentum with U-Turn and Thunder Wave and its ability to bounce away opposing SR / Spikes definitely make it worth a try.
 
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Sobi

Banned deucer.
I'm going to close voting in about an hour, so get your votes in while it's possible!
 
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