Project RU Teambuilding Lab [Submissions Open]

Alternatively, can I request something centered around a:

Umbreon @ Leftovers
Ability: Inner Focus
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Wish
- Protect

Slowbro @ Covert Cloak
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psychic Noise
- Calm Mind
- Slack Off

So a very bulky Slowbro with an Umbreon to give additional healing with wish and switch and deal with threats with toxic stall.
Now what to do for Bisharp, I do not know, maybe an infernape?

Please help
 
Sorry but if viable means what I think it means can't you still make a team using it? I made an attempt and win about a third of games I play on ladder, and so I think it is at least a little viable.
If the Pokemon is not featured in the RU Viability Rankings then it's widely accepted that it's not worth using over another Pokemon and will therefore not be the subject of a team in this thread.
Your other submission works though, we will send you a team shortly!
 
Hey again! I really enjoyed the Espeon + Ninetales sun team the team made for me earlier. I’m back with another request, this time centered around Calm Mind Raikou with Tera Fairy + Tera Blast.



Core Concept:​


:bw/raikou:
Raikou :Heavy-Duty Boots: / :Leftovers:
Ability: Pressure
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
  • Calm Mind
  • Thunderbolt
  • Tera Blast
  • Substitute / Coverage

The idea is to use Calm Mind Raikou with Tera Fairy and Tera Blast as a surprise breaker and late-game cleaner. After Terastallizing, Raikou can effectively handle common RU Dark-types like :Umbreon:, :Krookodile:, and :Wo-Chien:, while also threatening Dragon-types such as :Cyclizar: and :Salamence:. The Electric/Fairy combo gives Raikou amazing offensive coverage in the tier, hitting a large portion of the meta for neutral or super-effective damage. Substitute helps it set up safely vs passive mons, but Volt Switch or Aura Sphere are viable too depending on team needs.




What I’m Looking For:​


A balance or bulky offense team that supports Raikou’s role as a setup sweeper and can deal with :Goodra-Hisui: since Raikou struggles vs it. I’m open to creative builds so this could go in a few different directions. Thanks in advance!
 
Alternatively, can I request something centered around a:

Umbreon @ Leftovers
Ability: Inner Focus
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Wish
- Protect

Slowbro @ Covert Cloak
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psychic Noise
- Calm Mind
- Slack Off

So a very bulky Slowbro with an Umbreon to give additional healing with wish and switch and deal with threats with toxic stall.
Now what to do for Bisharp, I do not know, maybe an infernape?

Please help
:umbreon: :slowbro: :mamoswine: :cyclizar: :zapdos-galar: :jirachi:
https://pokepast.es/0e6d25d35dd30888
A fairly standard balance. Slowbro + Umbreon forms a good defensive duo, but can be taken advantage of by the right mons. Therefore I added a jirachi as rocker with encore to give more safety into other cm users and bisharp. Mamoswine is there as a means of priority and the main breaker of the team. The team still lacked hazard and speed control, so I finished it with the most common spinner and the best choice scarf user in the tier, enjoy!
Requesting a SV team around Cresselia (CM) + CB Krook if possible?
:cresselia: :krookodile: :volcanion: :noivern: :registeel: :zapdos-galar:
https://pokepast.es/03fb73424cce3e8d
I started off with the core you requested in CM cress and CB krook. I went with a more offensive spread to be less passive. The speed is for Slither Wing. I went with thunder wave registeel as rocker, since both krookodile and cress appreciate when the opposing team is slowed down. Next I added Noivern as hazard control. With super fang it can chip down steels for cresselia. Since Noivern alone is mediocre speed control and having a strong u-turn into CB krook seemed good, Scarf gapdos was next. Lastly, since the team was quite annoyed by Weezing, Volcanion was the perfect fit to account for that and also pressure the steels more. Hope you enjoy!
 
Hello,

Could I request a basic either BO or HO team for ladder, preferably with a bulky volt-turn core, if bellibolt can work I would love that, and a swords dance mon as a wincon. Also something with strong priority maybe. Thanks!
 
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Hey again! I really enjoyed the Espeon + Ninetales sun team the team made for me earlier. I’m back with another request, this time centered around Calm Mind Raikou with Tera Fairy + Tera Blast.



Core Concept:​


:bw/raikou:
Raikou :Heavy-Duty Boots: / :Leftovers:
Ability: Pressure
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
  • Calm Mind
  • Thunderbolt
  • Tera Blast
  • Substitute / Coverage

The idea is to use Calm Mind Raikou with Tera Fairy and Tera Blast as a surprise breaker and late-game cleaner. After Terastallizing, Raikou can effectively handle common RU Dark-types like :Umbreon:, :Krookodile:, and :Wo-Chien:, while also threatening Dragon-types such as :Cyclizar: and :Salamence:. The Electric/Fairy combo gives Raikou amazing offensive coverage in the tier, hitting a large portion of the meta for neutral or super-effective damage. Substitute helps it set up safely vs passive mons, but Volt Switch or Aura Sphere are viable too depending on team needs.




What I’m Looking For:​


A balance or bulky offense team that supports Raikou’s role as a setup sweeper and can deal with :Goodra-Hisui: since Raikou struggles vs it. I’m open to creative builds so this could go in a few different directions. Thanks in advance!
:raikou::jirachi::krookodile::weezing-galar::volcanion::zapdos-galar:
Sorry for the late reply, but this is a pretty nice, standard BO team that sets up Raikou's win condition. The main thing that blocks raikou is gastrodon, so I went with taunt volcanion in order to chip gastrodon down and keep it from healing. Volc is also tera dark to help vs cm bro. Once gastrodon is low, a tera fairy tera blast or perhaps even a normal tera blast can handle it.
I ended up really liking pads gapdos a lot when paired with volc and raikou. Pads means you are generally less worried about helmet chip and losing your gapdos to a single 30% roll. Not being choice locked means you do a lot better vs hoodra and registeel and can just click u-turn freely to bring in volc and krook.
I've used sub raikou before and I like discharge a lot more than tbolt, so I changed your set a tiny bit. If you get the para, then that's a chance to fish for a free turn with sub.
After the core 3, gweez, raikou and scarf krook are just solid mons that fill the roles you need. Need a steel type and rocker, need hazard control since you are using lefties raikou, and you need a volt immune and a scarfer. Another build I tried that didn't really work but could be nice is CM jirachi+rocks krook. CM Jirachi is a mon I've experimented with a fair amount when I can't remove krook from the team but also need a steel.
 
Hello there,

I would love to make an RU hazard stack bulky offense team with maybe Gastrodon and definitely Gligar, but with the pervasive use of Gweezing, Talonflame, and Noivern all running defog, it doesn't work too well.

I know I need a psychic user like Gardevoir that can't be choice scarf for switches, and I can use Lycanroc's Accelerock against Noivern and Talonflame, which kills Talonflame but only kills noivern with a choice band, and only half of the time. I can never get Lycanroc or Gardevoir in in time because I am bad at predictions, and while I am switching them in they use defog and switch out the next turn or just ohko my Gardevoir because it's not scarfed.

If you could please make a team centered around spike stack and give me a little guide of when to switch out my spikers to predict the switch in to the defogger. Also please include a spin blocker and no Jirachi.

Thanks!
 
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Hello,

Could I request a basic either BO or HO team for ladder, preferably with a bulky volt-turn core, if bellibolt can work I would love that, and a swords dance mon as a wincon. Also something with strong priority maybe. Thanks!
Hi! Thank you for you request, here is the team I have for you:
:bellibolt::gligar::cyclizar::feraligatr::zapdos-galar::jirachi:

So I started working around Bellibolt to build some kind of pivot spam Bulky Offense and found that it worked quite well with another underrated defensive piece in RU being Gligar. Both complement each other pretty well typing wise and form a defensive VoltTurn core that gives dynamism to the team. Now that the core has hazard it also needs removal and a special check so naturally I went for Cyclizar which on top of all of this brings even more pivot. After that we have the offensive pieces, with first the Swords Dance wincon you requested in Feraligatr. Bisharp would've been an easy choice for such wincon but I wanted something more interesting, moreover Feraligatr's Water type is welcome in this composition to check opposing Fire and Water threats that our defensive core has trouble against like Armarouge or Gyarados. Zapdos is here for speed control which can clean after Feraligatr blew holes in the opposing team. Last, Calm Mind Jirachi is one of my favorite sets in the tier at the moment, it brings some special offensive pressure while offering the precious utility of a Steel-type which worked perfectly in this team.
The team is well-rounded and rather easy to use thanks to all the pivoting moves and Feraligatr being quite straightforward. I hope you like it!
 
Hello there,

I would love to make an RU hazard stack bulky offense team with maybe Gastrodon and definitely Gligar, but with the pervasive use of Gweezing, Talonflame, and Noivern all running defog, it doesn't work too well.

I know I need a psychic user like Gardevoir that can't be choice scarf for switches, and I can use Lycanroc's Accelerock against Noivern and Talonflame, which kills Talonflame but only kills noivern with a choice band, and only half of the time. I can never get Lycanroc or Gardevoir in in time because I am bad at predictions, and while I am switching them in they use defog and switch out the next turn or just ohko my Gardevoir because it's not scarfed.

If you could please make a team centered around spike stack and give me a little guide of when to switch out my spikers to predict the switch in to the defogger. Also please include a spin blocker and no Jirachi.

Thanks!


Hey, thanks for your submission, spikestack is always a fun concept to build around!

I built two different teams, one with Gligar and another featuring Gastrodon, since fitting both on the same team was a bit awkward. You can try both and see which one you like more:
Gligar https://pokepast.es/c8e2dc4df66bc6b4
Gastrodon https://pokepast.es/1f8239ed485243dc

As you may have noticed, none of these teams have Gardevoir or Lycanroc. You can use these mons if you want to, this is by no means a must. As I understand it, you seem to be under the impression that a spikestacking teams must have mons that can switch into removers and ko them. This is mistaken. For one thing, your opponent will not let you ko their Talonflame with your Lycanroc, or their Weezing with your Gardevoir, for free. Most of the time, when staring down a Lycanroc, they will swap their Talonflame for Hippowdon or Chesnaught, and save their Talonflame for later. Likewise, when facing a Gardevoir, they will usually switch their Weezing for Jirachi, Goodra-H, or Registeel. Of course, not all teams have these mons, but that is not the point here. The point is that your opponent is not just going to lie down and let you kill their remover, unless they are forced to do so. It is, therefore, not obvious that adding a Gardevoir or a Lycanroc will make your spikestack any better into teams with removal.

Furthermore, it is not always in your interest to predict the incoming remover and double to a mon that can threaten it. This line of thinking builds on a common misconception, namely that in order to put yourself in a winning position you need to "predict" your opponents and "make reads". I understand where this rationale comes from. Sometimes, you are forced into a position where you need to aggressively call out your opponent's move. However, most of the time, you do not want to rely on guessing what your opponent will do. In the long run, it is more reliable to make moves that put you into a decent position irrespective of what your opponent does. Again, you will sometimes be in a position where you have no choice to play guessing games, but this your option of last resort, not your immediate objective. Your game plan should not be to call every turn right. It should be to identify how you can win, what obstacles are in your way, and how you can overcome those obstacles to put yourself into a position where victory will be yours. In essence, give up on turn-based thinking and embrace long-term planning. This will not be easy, at first, and it takes lots of practice to learn, but ultimately it will make you into a much better player.

That being said, I do think you are onto something in assuming that a team should have ways of punishing removal. As such, I propose the following recipe for building spikestack teams:
- Use hazard setters beat the removers 1v1 (hence gastrodon has ice beam for noivern and cyclizar, for instance)
- Employ tools that enable you to punish rapid spinners such as Cyclizar (helmet, spinblockers, static, setting up, or killing them outright)
- Exploit mons that can punish defog (Defiant Zapdos-G/Bisharp, Competitive Empoleon)
- Ensure that you have means of disrupting mons that ignore hazards (knock, trick, etc, to deal with heavy duty boots, for instance)
- Do not build one dimensional teams. Your goal should not be to rely solely on hazards to win the game for you. Hazards help you whittle down your opponent's team by punishing switching, but you should not aim to sit there and let the hazards do the job for you. Getting up hazards can be a useful means to win, but doing so is not an end in itself. You should have other means of winning, too. Notice how, in the teams linked above, hazards play a supporting role as an instrument for weakening the checks of certain win cons - set-up mons which can win outright or scarf mons which can clean up once things have been weakened - hazards are not the focal point of the team.

Finally, keep in mind that there is no golden blueprint to follow. There are many different ways of going about building. This is not to say that building is unstructured - that people do things randomly - but rather that people have divergent preferences. So, when I propose this model for teambuilding, this is just a useful tool, a neat set of conjectures which simplify building, not the only way to approach building. If you have any further questions, feel free to ask. I am happy to respond to any and all inquiries :)
 
Hello!

Full disclosure, I've been away from Pokemon since Ultra Sun/Moon so I'm very much playing catch up on new Pokemon and mechanics. Also never attempted trying to make a competitive team so any feedback or guidance would be appreciated.

I've been going through the tier and trying to balance Pokemon I like and making a coherent, viable team.

Trying to build a bulky offense team using the following:

Swampert (physical wall and support with Roar)
Terrakion (physical wallbreaker)
Toxtricity (special wallbreaker)
Talonflame (support with Defog and/or U-turn pivot)
Jirachi (utility spreading Body Slam paralysis and setting up Stealth Rock)
Sylveon (rounding out some coverage versus Dragon/Dark/Fighting with Pixilate Hyper Voice and Wish support for Swampert and Terrakion)

Any feedback regarding particular movesets or substitutions would be appreciated.

Also not sure if Sylveon has fallen out of RU at this point since some of the earlier posts in the RU forums mention it? Wondering if in that case a Gardevoir would provide the coverage and support I need, though I think that would mean swapping Wish for a more "all-in" Healing Wish.
 
Hello!

Full disclosure, I've been away from Pokemon since Ultra Sun/Moon so I'm very much playing catch up on new Pokemon and mechanics. Also never attempted trying to make a competitive team so any feedback or guidance would be appreciated.

I've been going through the tier and trying to balance Pokemon I like and making a coherent, viable team.

Trying to build a bulky offense team using the following:

Swampert (physical wall and support with Roar)
Terrakion (physical wallbreaker)
Toxtricity (special wallbreaker)
Talonflame (support with Defog and/or U-turn pivot)
Jirachi (utility spreading Body Slam paralysis and setting up Stealth Rock)
Sylveon (rounding out some coverage versus Dragon/Dark/Fighting with Pixilate Hyper Voice and Wish support for Swampert and Terrakion)

Any feedback regarding particular movesets or substitutions would be appreciated.

Also not sure if Sylveon has fallen out of RU at this point since some of the earlier posts in the RU forums mention it? Wondering if in that case a Gardevoir would provide the coverage and support I need, though I think that would mean swapping Wish for a more "all-in" Healing Wish.
Hello!
Since the tier shifts are around the corner, it would be pretty pointless to provide you with a team or relevant building advices sadly. However I can pretty confidently confirm that Sylveon has indeed fallen out quite badly and is only a big matchup fish at the moment. Metagross and Blissey are also pretty likely to drop so the future doesn't look great for Sylveon either. Some other quick thoughts about your team would be that Swampert is a great choice for BO since it compresses pivot and hazard support (+ a good typing ofc) + Toxtricity and Terrakion are pretty bad breakers compared to other options like Armarouge and Mamoswine for instance. Feel free to come back after the coming meta settles a bit!

For everyone:
The teambuilding team will need some time to adjust to the potential metagame changes the coming shifts will bring so keep that in mind if you request teams in the nearest future!
 
Hi! I'd love to get some help building an especially fat Balance team or Semi-Stall team with a core like this in mind.

https://pokepast.es/85f41b692a64d4bb

I prefer to play with very defensively robust teams, and I'm looking to have the team revolve around this Breloom set. I'd like to take advantage of spreading Leech Seed/Toxic due to the lack of grass types in the tier, stalling and scouting with Protect on multiple fat mons to promote lots of switching from both players. It also acts as a reliable knock off and status absorber that matches up well against many pokemon that normally beat Slowbro, my favourite wall. I'd like at least one dedicated special wall that can contribute to the gameplan with something like Rocks or Toxic, such as Umbreon or Empoleon. Some help figuring out a more comprehensive spread for Breloom and it's gameplan would also be appreciated. I'm not married to any Slowbro or Hoodra set, and have put forth a selection of the things I was thinking about that i'd enjoy playing with, so feel free to adjust them to fit the needs of your design. Also totally willing to drop Hoodra from the roster if it leads to a stronger/more cohesive team.

Thanks in advance, you folks always do great work! ^^
 
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Hi! I'd love to get some help building an especially fat Balance team or Semi-Stall team with a core like this in mind.

https://pokepast.es/85f41b692a64d4bb

I prefer to play with very defensively robust teams, and I'm looking to have the team revolve around this Breloom set. I'd like to take advantage of spreading Leech Seed/Toxic due to the lack of grass types in the tier, stalling and scouting with Protect on multiple fat mons to promote lots of switching from both players. It also acts as a reliable knock off and status absorber that matches up well against many pokemon that normally beat Slowbro, my favourite wall. I'd like at least one dedicated special wall that can contribute to the gameplan with something like Rocks or Toxic, such as Umbreon or Empoleon. Some help figuring out a more comprehensive spread for Breloom and it's gameplan would also be appreciated. I'm not married to any Slowbro or Hoodra set, and have put forth a selection of the things I was thinking about that i'd enjoy playing with, so feel free to adjust them to fit the needs of your design. Also totally willing to drop Hoodra from the roster if it leads to a stronger/more cohesive team.

Thanks in advance, you folks always do great work! ^^

Hey!

I like the idea of this core, so I built a team around it for my suspect run. This is the team that I used: https://pokepast.es/e09178d82e46dbfa

Slowbro is the catch-all blanket check to all sorts of physical attackers. I'm using Future Sight here because it makes mons like Breloom, Mamo, and Muk even more threatening offensively. Foul Play is there for additional insurance into mons like DD Mence/Gyara. But note that this Bro set always loses 1v1 to opposing CM Slowbro and Taunt Fire Spin Volcanion, so be careful with how you pilot it.

To solve these issues I slapped on a Muk-Alola. It sits on CM Slowbro, deals with Volc reasonably well, and also happens to sit on Gengar and Suicune. It was originally Clear Smog but I changed it to Haze after having issues with Suicune. Between Haze Muk and Breloom you should be fine into Cune. Also, this is the team's general spdef spong which is there to soak up Draco meteors and the like - hence the tera fairy (which also has the added benefit of resisting fighting).

As you may have noticed I changed the Breloom. The reason for this is simple: Facade is far more effective at breaking than Toxic is. It is of great help into mons like Slowbro, Talonflame, Zapdos, Noivern, Reuniclus, and ironically even into fat waters like Gastrodon and Cune. I will refrain from posting a wall of calcs but oftentimes Drain Punch falls short. However, if you want to use your own Breloom set, I also made one with a more defensive spread and Toxic: https://pokepast.es/078248e6baa257b9 (on both teams, Breloom has speed for max speed Crawdaunt/Bisharp/Goodra-H and max hp for bulk, with the rest being dumped into attack or defense).

I stuck to your Goodra set. This is yet another mon which thrives with Future Sight support from Bro. The only mons that can withstand the combination of Future Sight plus Draco are mons like Jirachi, Registeel, Umbreon, and Empoleon, all of which hate taking a Knock Off. Opted for tera fairy on this mon, too, once again to resist fighting and to ignore dragon moves if need be.

Mamoswine is being used in a role that it does not love: as a rocker. Oftentimes, you will find yourself wanting to click offensive moves rather than getting up rocks with it, especially since EQ in conjunction with Future Sight is extremely difficult to switch into. Nevertheless, I gave it SR since you sometimes want them up - you will find yourself wanting to get them up versus incoming Slowbro, for instance. I opted to drop Knock Off on it since Muk and Goodra already have it and since priority is exceptionally valuable.

Talonflame rounds the team out by adding a ground immune, additional fighting resist, fairy resist, and removal. I went with Flare Blitz rather than Brave Bird since it is surprisingly good at making progress together with Future Sight (except for Bro, which you should U-Turn on into Muk or even Goodra if it is sufficiently low). Brave Bird is also fine, however, if you prefer that over Blitz. I would advise against using Wisp on Talon since U-turn is really useful for positioning purposes.

As an addendum, note that the team can still be optimized. I think there's room for improvements regarding tera types, in particular.

Hope you like the team!
 
Hey!

I like the idea of this core, so I built a team around it for my suspect run. This is the team that I used: https://pokepast.es/e09178d82e46dbfa

Slowbro is the catch-all blanket check to all sorts of physical attackers. I'm using Future Sight here because it makes mons like Breloom, Mamo, and Muk even more threatening offensively. Foul Play is there for additional insurance into mons like DD Mence/Gyara. But note that this Bro set always loses 1v1 to opposing CM Slowbro and Taunt Fire Spin Volcanion, so be careful with how you pilot it.

To solve these issues I slapped on a Muk-Alola. It sits on CM Slowbro, deals with Volc reasonably well, and also happens to sit on Gengar and Suicune. It was originally Clear Smog but I changed it to Haze after having issues with Suicune. Between Haze Muk and Breloom you should be fine into Cune. Also, this is the team's general spdef spong which is there to soak up Draco meteors and the like - hence the tera fairy (which also has the added benefit of resisting fighting).

As you may have noticed I changed the Breloom. The reason for this is simple: Facade is far more effective at breaking than Toxic is. It is of great help into mons like Slowbro, Talonflame, Zapdos, Noivern, Reuniclus, and ironically even into fat waters like Gastrodon and Cune. I will refrain from posting a wall of calcs but oftentimes Drain Punch falls short. However, if you want to use your own Breloom set, I also made one with a more defensive spread and Toxic: https://pokepast.es/078248e6baa257b9 (on both teams, Breloom has speed for max speed Crawdaunt/Bisharp/Goodra-H and max hp for bulk, with the rest being dumped into attack or defense).

I stuck to your Goodra set. This is yet another mon which thrives with Future Sight support from Bro. The only mons that can withstand the combination of Future Sight plus Draco are mons like Jirachi, Registeel, Umbreon, and Empoleon, all of which hate taking a Knock Off. Opted for tera fairy on this mon, too, once again to resist fighting and to ignore dragon moves if need be.

Mamoswine is being used in a role that it does not love: as a rocker. Oftentimes, you will find yourself wanting to click offensive moves rather than getting up rocks with it, especially since EQ in conjunction with Future Sight is extremely difficult to switch into. Nevertheless, I gave it SR since you sometimes want them up - you will find yourself wanting to get them up versus incoming Slowbro, for instance. I opted to drop Knock Off on it since Muk and Goodra already have it and since priority is exceptionally valuable.

Talonflame rounds the team out by adding a ground immune, additional fighting resist, fairy resist, and removal. I went with Flare Blitz rather than Brave Bird since it is surprisingly good at making progress together with Future Sight (except for Bro, which you should U-Turn on into Muk or even Goodra if it is sufficiently low). Brave Bird is also fine, however, if you prefer that over Blitz. I would advise against using Wisp on Talon since U-turn is really useful for positioning purposes.

As an addendum, note that the team can still be optimized. I think there's room for improvements regarding tera types, in particular.

Hope you like the team!

Just want to start off by graciously thanking you for the hard work! I super appreciate it, Breloom has been bouncing around my brain for the better part of 2 weeks, and I'm thrilled to hear you enjoyed the concept enough to try to get some reqs with it <3.

I took this out for a short spin on ladder, and really enjoyed using it. Made a few observations and had some thoughts about it, and I hope it wouldnt be too much trouble to ask a few questions about some of the details and choices. Mostly just stuff I ask out of curiosity.

As far as Muk goes, I was curious about the speed investment. I assume you're trying to creep some other base 50 mon thats already creeping a bit, or something slower thats trying to beat the base 50 benchmark, and was just interested to know what it might be in particular.

For Talonflame, I adjusted its evs 4hp->4def to not die in 2 switches to rocks after losing its boots and roosting up, is there any reason not to do this?

For Hoodra, would there ever be a reason to go for Gooey or Shell armour over SS? Or is the immunity to leech seed and spore moves too valuable despite their low usage in the tier?

In regards to teras (more thoughts than questions) - Fairy has felt perfectly serviceable on the walls and hoodra, but im a bit more unsure of Loom/Tflame. I've been super apprehensive to click tera steel on Loom, because doing so causes it to lose to a lot of the things its supposed to beat. In particular, I find myself staring down earthquake users in my future and clicking the switch button instead. I also havent clicked Tflame's tera yet, honestly, but im not sure something like tera water would be enough given its natural bulk, and tera ground still puts me in the losing to scald position. Mamo ground seems fine, though I dont have to reps quite yet to know what KOs it gets.

Also! I was wondering if maybe you had saved any replays from your games of the team in action. If so, i'd love to get a look just to see what's going on.

I swear I had more to ask, but this is all that comes to mind right this second x3. Just wanted to thank you again for your efforts, I'm really enjoying myself so far! :blobuwu:
 
Just want to start off by graciously thanking you for the hard work! I super appreciate it, Breloom has been bouncing around my brain for the better part of 2 weeks, and I'm thrilled to hear you enjoyed the concept enough to try to get some reqs with it <3.

I took this out for a short spin on ladder, and really enjoyed using it. Made a few observations and had some thoughts about it, and I hope it wouldnt be too much trouble to ask a few questions about some of the details and choices. Mostly just stuff I ask out of curiosity.

As far as Muk goes, I was curious about the speed investment. I assume you're trying to creep some other base 50 mon thats already creeping a bit, or something slower thats trying to beat the base 50 benchmark, and was just interested to know what it might be in particular.

For Talonflame, I adjusted its evs 4hp->4def to not die in 2 switches to rocks after losing its boots and roosting up, is there any reason not to do this?

For Hoodra, would there ever be a reason to go for Gooey or Shell armour over SS? Or is the immunity to leech seed and spore moves too valuable despite their low usage in the tier?

In regards to teras (more thoughts than questions) - Fairy has felt perfectly serviceable on the walls and hoodra, but im a bit more unsure of Loom/Tflame. I've been super apprehensive to click tera steel on Loom, because doing so causes it to lose to a lot of the things its supposed to beat. In particular, I find myself staring down earthquake users in my future and clicking the switch button instead. I also havent clicked Tflame's tera yet, honestly, but im not sure something like tera water would be enough given its natural bulk, and tera ground still puts me in the losing to scald position. Mamo ground seems fine, though I dont have to reps quite yet to know what KOs it gets.

Also! I was wondering if maybe you had saved any replays from your games of the team in action. If so, i'd love to get a look just to see what's going on.

I swear I had more to ask, but this is all that comes to mind right this second x3. Just wanted to thank you again for your efforts, I'm really enjoying myself so far! :blobuwu:

You're welcome!

First things first: run speed on your mons. I would recommend doing so on almost all mons across all metagames (unless you're using TR). The reason is simple: investing a few EVs into speed will not affect your bulk to a noticeable degree but it will come in handy to be faster than opposing mons in the same speed tier. In this instance, Muk has speed because it's useful to outspeed opposing Muk, Regi, Hippo, and Rhyp. Sure, you're not relying on being faster and you're not supposed to stay in on the grounds unless it's absolutely necessary. However, the speed evs come in handy when you're pressed for options. Granted, there's limits: if you need a lot of speed evs for it to matter, then it may be preferable to keep all your evs in other stats instead. For instance, I'm running a mixed Goodra with negative speed here because it already outspeeds all the slow stuff and I wanted to retain its bulk and offensive prowess. It would be possible to change the nature to Modest, drop Heavy Slam for Thunderbolt/Flamethrower, and run max speed to be faster than opposing Goodra and Crawdaunt, but I don't think it's worth it on this team.

Frankly, regarding Talon EVs and Goodra ability I have not given it much thought. In Talon's case, I usually let Bro take the Knock/Muk/Loom take the Knock. Alternatively, I might absorb the Knock with Talon and either tera it or use it as sack fodder, so I haven't thought about making its EVs odd to prevent SR from 2hkoing it post-knock. But sure, feel free to make it 248 hp and 8 def instead, it is probably marginally better. As for Goodra, I tend to avoid Gooey since giving Bish, Gapdos, or Empo a Defiant/Competitive boost can be awkward. Among these, giving Bisharp a boost can be particularly damaging. Frankly I think the mon is busted and would like it banned but in its presence one needs to respect it (hence the Blitz an Talon). Of course, you could run Shell Armor over Sap Sipper, but I'd rather have the option of absorbing a Leech Seed if need be. It's also useful for absorbing grass moves from Breloom/Lilligant-H post-tera. Again, this is not of major importance, but it's a tool that can be nifty at times.

I didn't save too many replays and most of them were with old versions of the team but I've got these:

Versus Rain
https://replay.pokemonshowdown.com/gen9ru-2413860850?p2

Different version of the team versus HO (this version is too weak to CM Bro so I dropped Krook for Muk) https://replay.pokemonshowdown.com/gen9ru-2414127950?p2

Different version of the team versus balance (I forgot SR so I swapped Entei for Mamo)
https://replay.pokemonshowdown.com/gen9ru-2413588205-k8q925mfe0ulcxd274w8ixotkdwxj4tpw
https://replay.pokemonshowdown.com/gen9ru-2414138750?p2

I would recommend looking at the balance versus balance games, in particular, even if the final version of the team is slightly different since you can see how Bro/Loom/Goodra/Muk is being piloted. As you can see in my game versus mimilcuha - by far my most capable opponent of these replays, who ironically happened to be using one of my old builds - tera steel came in handy on Breloom by enabling it to check Gardevoir, whereas Sap Sipper enabled Goodra to come in on Empo Grass Knot, get an attack boost, and proceed to steel most of its Roosts (since Knock did 50% more than usual). Furthermore, in the game versus sjonnen, observe how useful Future Sight is on Bro for making progress. I had to dance around Mamo a bit - such is life when you use balance - but the match up is playable (and it's a bit better with the revisions).
 
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You're welcome!

First things first: run speed on your mons. I would recommend doing so on almost all mons across all metagames (unless you're using TR). The reason is simple: investing a few EVs into speed will not affect your bulk to a noticeable degree but it will come in handy to be faster than opposing mons in the same speed tier. In this instance, Muk has speed because it's useful to outspeed opposing Muk, Regi, Hippo, and Rhyp. Sure, you're not relying on being faster and you're not supposed to stay in on the grounds unless it's absolutely necessary. However, the speed evs come in handy when you're pressed for options. Granted, there's limits: if you need a lot of speed evs for it to matter, then it may be preferable to keep all your evs in other stats instead. For instance, I'm running a mixed Goodra with negative speed here because it already outspeeds all the slow stuff and I wanted to retain its bulk and offensive prowess. It would be possible to change the nature to Modest, drop Heavy Slam for Thunderbolt/Flamethrower, and run max speed to be faster than opposing Goodra and Crawdaunt, but I don't think it's worth it on this team.

Frankly, regarding Talon EVs and Goodra ability I have not given it much thought. In Talon's case, I usually let Bro take the Knock/Muk/Loom take the Knock. Alternatively, I might absorb the Knock with Talon and either tera it or use it as sack fodder, so I haven't thought about making its EVs odd to prevent SR from 2hkoing it post-knock. But sure, feel free to make it 248 hp and 8 def instead, it is probably marginally better. As for Goodra, I tend to avoid Gooey since giving Bish, Gapdos, or Empo a Defiant/Competitive boost can be awkward. Among these, giving Bisharp a boost can be particularly damaging. Frankly I think the mon is busted and would like it banned but in its presence one needs to respect it (hence the Blitz an Talon). Of course, you could run Shell Armor over Sap Sipper, but I'd rather have the option of absorbing a Leech Seed if need be. It's also useful for absorbing grass moves from Breloom/Lilligant-H post-tera. Again, this is not of major importance, but it's a tool that can be nifty at times.

I didn't save too many replays and most of them were with old versions of the team but I've got these:

Versus Rain
https://replay.pokemonshowdown.com/gen9ru-2413860850?p2

Different version of the team versus HO (this version is too weak to CM Bro so I dropped Krook for Muk) https://replay.pokemonshowdown.com/gen9ru-2414127950?p2

Different version of the team versus balance (I forgot SR so I swapped Entei for Mamo)
https://replay.pokemonshowdown.com/gen9ru-2413588205-k8q925mfe0ulcxd274w8ixotkdwxj4tpw
https://replay.pokemonshowdown.com/gen9ru-2414138750?p2

I would recommend looking at the balance versus balance games, in particular, even if the final version of the team is slightly different since you can see how Bro/Loom/Goodra/Muk is being piloted. As you can see in my game versus mimilcuha - by far my most capable opponent of these replays, who ironically happened to be using one of my old builds - tera steel came in handy on Breloom by enabling it to check Gardevoir, whereas Sap Sipper enabled Goodra to come in on Empo Grass Knot, get an attack boost, and proceed to steel most of its Roosts (since Knock did 50% more than usual). Furthermore, in the game versus sjonnen, observe how useful Future Sight is on Bro for making progress. I had to dance around Mamo a bit - such is life when you use balance - but the match up is playable (and it's a bit better with the revisions).

Thanks again for your feedback and the replays! :3

I think I learned a lot watching the balance games especially. Need to play with more patience in my games. I've been having trouble knowing exactly how to use future sight, and I think this was good insight into going about setting up those crucial double hit turns. Also really appreciated the deeper explanation about speed tiers.
 
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