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Iron Chef: Smogon UU Edition - Teambuilding Competition, R10 - Cantata! (See p#595)

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Alright all, it is time for the reveal!



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Poison Rituals (Qwilfish) @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Pain Split
- Thunder Wave
- Waterfall

To Kill A Hooker (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Stone Edge
- Pursuit
- Earthquake

Neighborhood Sniper (Heliolisk) @ Choice Specs
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dragon Tail
- Thunderbolt
- Volt Switch
- Hyper Voice

Brainworms (Granbull) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Def / 176 SpD
Relaxed Nature
- Roar
- Play Rough
- Heal Bell
- Fire Blast

Sacred Terror (Salamence) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
IVs: 0 Atk
- Protect
- Toxic
- Wish
- Flamethrower

Lethal Brain (Empoleon) @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Roar
- Stealth Rock
- Scald
- Defog

In order to phaze effectively I needed to use entry hazards as such I add Qwilfish here who other than setting up spikes it has intimidate which is also good in order to force switches.
Considering that I already had an intimidate user I decided to add another: krookodile, who also gives me insurance against 'mons such as Cresselia, Slowking and Reuniclus.
At thi spoint I decide to add Heliolisk who is an excellent choice in order to gain momentum, and also quite good at breaking balanced or hyper offense teams, dragon tail is useful due to the phazing effect and also against Suicune.
Granbull takes Florge's place here, though Florges is technically better Granbull has intimidate and I wanted to keep the original idea when I started building the team, it is still able to check stuff such as Hydreigon.
Adding Granbull I did a triple intimidate core, so I decided to finish things by adding a fourth Intimidate user, defensive protect toxic Salamence, and Defog Empoleon in order to help me against opposing hazards, wishmence was necessary since Granbull isn't Florges , Empoleon works wonders against powerful stuff such as Mega Pidgeot or Aerodactyl without Earthquake, I didn't limit myself with only phazing moves, thanks to the "quadruple intimidate" many players will be forced to switch out easeing racking up damage.

Iron Chef Replays:

Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Spikes
- Destiny Bond
- Taunt
- Icy Wind

Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Spe
Jolly Nature
- Dragon Tail
- Roar
- Sleep Talk
- Rest

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

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

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Return
- Belly Drum

Swampert @ Swampertite
Ability: Damp
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Earthquake
- Rain Dance

Iron Chef Replays:

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rest
- Sleep Talk
- Scald
- Circle Throw

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Rapid Spin
- Toxic
- Volt Switch

Goodra @ Damp Rock
Ability: Hydration
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Rest
- Rain Dance
- Dragon Tail

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Waterfall
- Taunt
- Thunder Wave

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Body Slam
- Rest
- Sleep Talk
- Whirlwind

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Heal Bell

So, Shuffling is the game and this is the team. I've decided on a dedicated hazard stacking/shuffling team consisting of Circle Throw Poliwrath (great Gatr/Suicune check), Whirlwind Snorlax (great check to every special attacker while spreading paralysis) and Curse/D-Tail Goodra sweeper. The idea is to lay down hazards with Forry/Qwilfish and keep spreading paralysis and hazard damage. Umbreon is my cleric.

replay with LilOu-i lost. Turn 1 mis-predict (hoping for obvious Umbreon switch in +Trick on black sludge). Meh to that...Curse Goodra did pretty decent with just one boost on its belt.

http://replay.pokemonshowdown.com/uu-244827492
Iron Chef Replays:

this is my Iron chef team for Round 6

PROBLEMS (Salamence) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
- Defog
- Roost
- Dragon Tail
- Aerial Ace

DEEP CUTS (Swampert) @ Swampertite
Ability: Damp
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Scald
- Stealth Rock
- Earthquake
- Roar

BAD BLOOD (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Toxic
- Seismic Toss

MAD LOVE (Suicune) @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Sleep Talk
- Roar
- Rest

PROBLEM SOLVER (Forretress) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Toxic
- Spikes
- Rapid Spin
- Gyro Ball

Taylor Swift (Meloetta) @ Choice Specs
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Heal Bell
- Perish Song
- Trick
- Psychic


So this team is a triple phaze+ perish song core to f up all your set up sweepers. It's a stall team which uses 4 physical walls, Blissey, and a secondary special wall when Blissey is scared of trick. Toxic forry can hit spinblockers on the switch, Fatmence can phaze out threats and Suicune and swampert are just really fat. Specs on Meloetta is for that occasional power. Who needs originality when you have effectiveness.
Iron Chef Replays:

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Bold Nature
- Scald
- Wish
- Protect
- Baton Pass

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Volt Switch
- Gyro Ball
- Rapid Spin

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 88 Def / 168 SpD
Careful Nature
- Body Slam
- Rest
- Sleep Talk
- Whirlwind

Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Ice Beam
- Sludge Wave
- Earth Power
- Stealth Rock

Salamence @ Leftovers
Ability: Intimidate
EVs: 40 HP / 8 Spe
Bold Nature
- Dragon Tail
- Fire Blast
- Roost
- Toxic
Iron Chef Replays:

Tyrantrum @ Stone Plate
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Rock Polish
- Earthquake
- Head Smash

Double Dance Tyrantrum. Simple enough, though it gets hard stopped by ground types.

Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Substitute
- Roar
- Calm Mind
- Scald

Christo's roar Cune set that was used in SPL. Good at setting up in thing's faces if I sack something before.

Donphan @ Leftovers
Ability: Sturdy
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Ice Shard

Offensive Donphan, packing speed enough to kill off Empoleon and some slower threats like Dragalge and whatnot.

Krookodile @ Dread Plate
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Earthquake
- Knock Off

A fun Moxie Taunt set. It makes dealing with Mandibuzz a little easier, and can set up rocks too.

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Work Up
- Whirlwind
- Hurricane
- U-turn

Custom Bird Jesus set with Whirlwind. I used this set, and it puts in work if people want to try setting up with a special wall.

Delphox @ Life Orb
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Fire Blast
- Psyshock
- Grass Knot

Delphox. Oh, Delphox. It's a faster Moltres that has better coverage. That is all.
Iron Chef Replays:

]
Cruffsant (Mamoswine) (M) @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Knock Off
- Stealth Rock

Anjelly (Dragalge) (F) @ Draco Plate
Ability: Adaptability
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Toxic Spikes
- Draco Meteor
- Dragon Tail
- Sludge Wave

Tiaramisu (Cresselia) @ Leftovers
Ability: Levitate
EVs: 208 HP / 252 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonlight
- Psychic
- Ice Beam

Hootcake (Mandibuzz) @ Rocky Helmet
Ability: Overcoat
EVs: 224 HP / 224 SpD / 60 Spe
Careful Nature
- Taunt
- Roost
- Knock Off
- Whirlwind

Butlerusk (Blastoise) (M) @ Blastoisinite
Ability: Torrent
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Dark Pulse
- Dragon Tail

Chouxvalier (Heracross) (M) @ Salac Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP
- Substitute
- Swords Dance
- Earthquake
- Close Combat

rip Perish Song Mega Absol

Anyway, this team is more of a rehash of the team r0ady and I have made during the UU Teambuilding Workshop, with the good'ol Mamoswine, Mega Blastoise, and Heracross remaining intact. This time, the team's main attraction is Dragalge with Toxic Spikes to boot, so as when struck by Dragon Tails (by Dragalge and Mega Blastoise) and Whirlwinds (by Mandibuzz), opponents will start to panic. Cresselia, although it has Thunder Wave that would overlap the Toxic Spikes strategy, is still useful when there is a Poison-type lurking around to absorb Dragalge's Toxic Spikes. Although it is felt "slapped" that I put Dragon Tail on Mega Blastoise, it is still useful most especially against Suicune and other Calm Minders when they have already set up. Finally, Heracross serves as the ultimate opportunist of the team that can sweep Pokemon like a truck given the right time and conditions.

I nicknamed my team after the Madolche archetype in Yu-Gi-Oh.

Iron Chef Replays:

That's eight contestants willing to throw down on the dance floor this round. Who will take home the coveted Iron Chef Trophy? Judges, you have one week to judge! As always, anyone who judges this round will get to help choose the ingredient next round.
 
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Alright all, it is time for the reveal!

Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Spikes
- Destiny Bond
- Taunt
- Icy Wind

Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Spe
Jolly Nature
- Dragon Tail
- Roar
- Sleep Talk
- Rest

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

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

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Return
- Belly Drum

Swampert @ Swampertite
Ability: Damp
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Earthquake
- Rain Dance

Iron Chef Replays:
[/hide]

Hey guys sorry but I just made time for a description of my team. Been using it on ladder in room tours and it is really fun!

Description

Concept: So basically what i was going for with this team is a HO cleaner squad with 2 hazard layers, 3 cleaners, and one gimmick phazer! The team was centralized around getting hazards up letting Salamence shuffle and prevent defog/rapid spin, and have an appropriate cleaner do the rest. I chose some of the meta cleaners in the tier all physical since physical walls our easier to wear down in this age!

Individual Pokemon
Froslass is my lead hazard layer making sure i get some spikes up while keeping my opponent from setting up his. Standard DB suicide lead with icy wind which helps greatly with faster threats that want to come in at the start. Froslass works great for blocking rapid spin if you want to save it for later game and lead off with forry.
Salamence is my dedicated phazer with double phazer action! Rest Sleep talk along with intimidate provides great survivability! Roar and D tail have no negative priority when used with sleep talk which allows me to phaze before things get off an attack or rapid spin! Basically adds massive chip damage to everything making it really easy to sweep with something. Downside is having to go for the rest. This is also my scald switch in.
Second hazard setter that helps deal with some threats like Mamo and Sally. Standard momentum taker with rocks and Gyroball for Aero. REally helpful and has great synergy with the team.
This is my first and easiest sweeper. LO Sharpedo is a THREAT!!! Poison jab allows me to weeps against fairy types and Mega Abomo! Waterfall hits harder tham standard mega sharpedo which is really great in a meta where Rotom H and gligar are the defensive switch ins. Crunch hits hard on stuff like empoleon ferg and bluky psychic types. Speed boost is op!
Choiced dragons make the worst mistake of their lifes! Nothing special just standard because that is all i need. I thought of theif over return over but i have shapredo and swampert to get chandy.
Best cleaner is the tier! Helps break down bulky waters with EQ for more sweepers. Rain set up can help with sharpedo! Ice punch for hydra and shaymin.

The uniqueness that comes from this team relies within the composition. Really fun to use as applying great pressure with multiple chances to sweep. Allowing your opponent to not get an attack off with sleeptalk dtail is epic! Try it out for yourself and have fun! :]
 
Hogg, I asked you if I could retire from being judged for this round, y didn't u notice me? ;_;

Ah, I'm sorry. I remember you posing that, but when I was posting the teams I just went off what was in my inbox. I'll take you off the list of entries. My apologies!
 
Hey, all. I'm actually going to extend judging to Sunday, as I'll be away on Saturday and won't have access to a computer. Round 7 will still end on the following Saturday as usual unless people feel that isn't enough time to properly build.
 
I HAVE DESCENDED FROM THE HEAVENLY SKIES OF SMOGON TO GIVE THE ULTIMATE JUDGEMENT

In all seriousness idk how good my judging is, so bear with me

Originality:4/5
What interesting decisons you made indeed! D tail helio, wsh mence with flamethrower, and fire blast granbull, and scarf krook are nice, creative sets. Since some of them were only semi-creative, I gave four instead of five points.

Use of theme: 4/5
This was close between 3.5 and 4, but I ended up just giving it four anyway. While intimidate is a way of forcing mons out, a lot of its power comes from -1 mons attacking instead of +0. This means those two competing strategies counteract each other a bit. D-Tail seemed slapped on helio for suicune because it doesnt need it, considering it beats pretty much every cune 1v1 without dragon tail.

Effectiveness:7.5 (+2)/10
This team is very, very solid in general. However, it does have some problems. With so many intimidate mons, special attackers become a problem. And while you played very well against the likes of mega bird and reuni, if the opposing team can pressure wish mence, the mons above get free chip on everything, withering them down so they can steamroll everything. Once krook is down, volt turn destroys this team, and your team is generally mega bee weak. Im also not sure what fire blast hits on granbull, because eq does super effective damage to everything else bar forry. Definetly a solid team!
Total:17.5/20

Originality:2.5/5
I gave you an extra half point for the mini mence loophole lol. But literally, aside from double phaze mence and poison jab pedo, everything else is bog standard

Use of theme: 3/5
Your mence does give shuffling power for increased chip damage, but it seems really slapped on to a spike stacking offense team. So, some theme, but not a lot.

Effectiveness 7 (+1)/10
This HO team is effective in general. The huge thing is, it has no way to pressure hazard removers at all without losing huge momentum, which is kinda crucial. Mence is huge setup fodder for taunt mons, and takes away a lot of momentum for the team, and needs to sleep talk for any kind of pressure. I dont see much else wrong though. Solid team!

Total:13.5/20

Originality:3.5/5
Poliwrath and curse hydration goodra are two creative sets that fit well for this team. I guess whirlwind lax counts, but it seems more like a slash move than a creative set

Use of theme: 5/5
This is a textbook example of using the theme in your dish. Every mon is entirely dedicated to and part of shuffling mons, which is the theme. With the element of winning through passive entry hazard damage added, paired with a cleric to keep your team alive, this stall team is everything a theme could be on a team.

Effectiveness: 6.5 (-1)/10
While the team is a very solid team generally, it has no way to pressure or stop defoggers and spinners. While defoggers might just come with the territory, a ghost type can really help this team a lot. You're win con is kinda shaky (goodra) and unfortunately this team cannot get rid of fairies at all (but can still wall them, if that makes sense). Overall, very nice and interesting team
Total: 14/20

Originality:3/5
Meloetta set and aerial mence is cool stuff, but everything else is pretty standard as sets and stuff goes. So, some creativity, but not a ton.

Use of theme:3/5
This may seem pretty harsh, but the phazers on this team have roar built into their standard set, and dont provide anything for your team but general phazing. The overall identity would have been exactly the same with toxic pert and sub cm cune. Same goes with fat mence. In addition, why run perish song on melo if phazers are gonna switch them out anyway? Maybe its just me, but im confused about that. Ok I judged a bit too harsh there I think. Looking back, it does have some of the shuffling the ingredient required. I still think mega pert and cune with roar seem kinda slapped on willy nilly. Perish song melo forcing stuff out does still work, but its kinda unnecassary with all the phazing action.

Effectiveness: 8.5(+2)/10

Despite earlier criticisms, there is no doubt this team is effective, winning two games. However, this team still has its flaws. For example, mega bird switch ins are pretty limited, and has mence as its only fighting spam counter. And when that goes away, CC/HJK + Knock off have a field day with your team aka hera machamp and shao. In all, a dish with subtle, yet intense flavor!
Total:17.5/20

Originality:2/5
BP vap, whirlwind lax, and d tail+fire blast are what earned you these points. They honestly arent that creative to me, BP vap and dtail mence are not that unheard of, while whirliwind lax seems kinda slapped on there.
Use of theme: 4/5
The theme in this dish is definetly there, with stacking hazards and shuffling with lax and mence. However, its not completely revolving around the dish, which is not necessarily a bad thing, you just dont get as many points in this catergory. Seems to rely a bit too much on the turn core for my liking
Effectiveness: 8(+1)/10
This looks like a really effective balance team, but still has some noticeable flaws. Mence does a number on this team, as well as many other dragons. You absolutely need rocks pressure on the field to beat Volt turn. In summary, a spicy dish overall.
Total: 16/20

Originality: 3/5
As I judge the fine gentlemen who had success with linoone and regigigas, my high expecations were pleased with sub salac hera, knock off mandi, and dtail stoise. I couldve seen a bit more than just small slot switches on stoise and mandi
Use of theme: 4.5/5
The theme of poison spreading with phazing so hera can sweep is exactly what the dish asked for. However, you are correct that d tail on stoise slapped on, and cress interferes with the overall team goal.

Effectiveness:9 (+1) /10
I really dont see any problems with this team to be honest. I think really the only think watching out for is managing special hits so they dont overwhelm mandibuzz, other wise, as shown, mence and the like can clean sweep. I also think defensive reun might be good over cress so its not fodder for a ton of things. This means you can keep t spikes up easier.
Total: 17.5/20

Originality:5/5
There is a host of new things in this team. Some of these things are offensive donphan, delphox ,custom pidge set, moxie defensive krook, and double dance tyrantrum.
Use of theme: 1/5
Im not seeing the theme here. Roar and whirlwind help shuffle mons, but it doesnt help or impact the team in any way. Roar just helps xune set up, while pidge uses wwind for phazing, and that alone
Effectiveness: 7 (-1)/10
To me, this seems like a team with HO wallbreakers, balance setup sweepers, built like a BO team, and has 0 switchins for anything. But, crazily enough, this team does work quite well. The combo of sweepers is enough to destroy teams. Moxie on krook is p. Pointless tho, you should change that.

P.s brb trying cm delphox
Total:12/20
 
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Awesome! I'm about halfway done with judging and should have my scores up tomorrow, but I was thinking of extending the deadline even further if no one else judged. Now it looks like I won't have to! Thanks, daedalus1103!
 
Sorry, have been trying to get judging done the last couple days but exams came up and my draft got deleted twice for some reason when I was about halfway done lol, will try to get this done by tonight. I'll be editing this post for the actual judging. I also want to apologize to quite a few of the contestants since I rushed to get this finished so my judging might be sub-par.

Originality 4/5: Choice Scarf Intimidate Krookodile, Dragon Tail Choice Specs Heliolisk, WishMence, Fire Blast Granbull give you the points here.

Use Of Theme 5/5: This team utilizes the theme extremely effectively, having good hazard setters to abuse the phazing coupled with a quadruple Intimidate core which forces many switches, as well as reliable phazers. While it doesn't have a way to stop entry hazard removal, it has very consistent entry hazard setters that have good staying power.

Effectiveness 8/10: I cannot think of too many threats the team itself has, which is a great thing. This is mostly thanks to the quadruple Intimidate core which pretty much checks most, if not all, the physical attackers in the tier. The biggest threats are special wallbreakers, but even then you've got some good checks to them. Although the Nidos and Kyurem might represent a problem should they be given a free switch. A personal

Overall 17/20

Originality 2/5: Dual Phazing Mence and Poison Jab Sharpedo give you points here, although pretty much everything else is standard fare.

Use Of Theme 3/5: While the team is similar to the team before it in the sense it's about stacking hazards and having phazing in order to stack up damage, it differentiates itself by having a more offensive approach by having three powerful cleaners to be utilized after hazards have worn down the opponent. This only gets a three out of five, however, as it doesn't have a really good way to stop Defog aside from Froslass which is easily taken out since it doesn't have recovery, and is a suicide lead. Not to mention it only has one phazer.

Effectiveness 6/10: While the team has good premise, I'm not sold on it tbh. Forretress is quite the momentum sink, as well as Salamence considering it only has phazing moves. This was a problem, especially shown in the Iron Chef battle against Christo where his Toxicroak put in a bit too much work unnecessarily which was due to Salamence not being defensive which meant you couldn't risk Toxicroak just bopping with Gunk Shot. Anyhow, I like how the thing is setup but honestly also as shown in the Christo battle, Taunt Hydreigon is quite the threat. Wallbreakers faster than Mega Swampert also provide quite the threat tbh.

Overall 11/20

Originality 4/5: Whirlwind Snorlax, Curse Goodra, Toxic Forretress and RestTalk Poliwrath give you the points here.

Use Of Theme 4/5: While there is a lack of a method to prevent entry hazard removal in the team, it's offset by the solid entry hazard setters. The team takes a more defensive approach to the phazers + entry hazards composition seeing usage throughout the competition.

Effectiveness 5/10: While the team seems to have some good defensive backbone, it's quite weak to a lot of wallbreakers and setup sweepers. This includes Swords Dance Lucario and SubSD Feraligatr. Not to mention how Taunt users pretty much tear the team apart.

Overall 13/20

Originality 4/5: Toxic Overcoat Forretress, Defensive Mega Swampert, Aerial Ace Defensive Salamence, Choice Specs SpD Meloetta give this the points.

Use Of Theme 4/5: This team, as all stall teams, uses phazing to its best potential by having hazards, and phazing is crucial to ensuring setup sweepers don't wreck.

Effectiveness 8/10: Stall is stall, not much more to say that people don't generally know about stall. And it's not bad stall so yeah, 8/10.

Overall 16/20

Before I go ahead and judge, please have a description next time. It helps me judge more efficiently and gives me a good idea of what the chef was going for.

Originality 2/5: 48 EVs Fire Blast BulkMence, Whirlwind Snorlax give you points here.

Use Of Theme 3/5: The team has good defensive backbone coupled with hazard stacking and good phazers. Would be a 4 but the 48 EV'd Salamence is pulling me back lol due to its consistency in being able to phaze.

Effectiveness 6/10: I noticed a pretty big weakness to Dragon-types tbh, which LilOuOn also pointed out in your game against him. There's also a pretty decently big weakness to wallbreakers, especially Mamoswine, which 3HKOes pretty much the whole team. I can also see quite a few setup sweepers putting in quite the amount of work, like Lucario, especially since Salamence doesn't have many EVs for its bulk.

Overall 11/20

Originality 4/5: Whirlwind Pidgeot, Delphox, SubRoar Cune and Double Dance Tyrantrum give you the points here.

Use Of Theme 2/5: The team uses phazing in order to ensure opposing bulky setup sweepers don't have an easy time winning but honestly speaking outside of that phazing isn't too useful, especially considering Stealth Rock as the only entry hazard and when compared to other teams this doesn't use phazing to its full extent.

Effectiveness 5/10: I'm quite skeptical about the team tbh, especially considering it doesn't have any switch-ins for quite a few wallbreakers, especially Mega Blastoise. Non-Roost Pidgeot means its switch-ins are further limited so you can't put too much pressure on opposing teams with good checks and SR. The team also looks to have issues against a few sweepers, such as Dragon Dance Feraligatr, especially considering Suicune doesn't have Rest so it can be worn down fairly easily, and the team doesn't have a Choice Scarf user.

Overall 11/20

Originality 4/5: Rocky Helmet SpD Mandibuzz, Dragon Tail Blastoise, SubSalac Heracross and non-Icicle Crash Life Orb Mamoswine give this the points.

Use Of Theme 4/5: Unexpected phazers in Dragalge, Blastoise and Mandibuzz coupled with Toxic Spikes and the good offensive pressure gives this a good score.

Effectiveness 7/10: I'm liking the team since TSpikes usually wears down a lot of Pokemon that tend to give you trouble. I can see this team having trouble against quite a few wallbreakers though, especially Swords Dance Heracross since nothing on your team outspeeds, meaning you're forced to risk a Speed tie with your own Heracross. It can setup on Mandibuzz that switch-out etc. Not much else to say that hogg didn't in his rate.

Overall 15/20

Sorry for taking so long Hogg and to the competitors.
 
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You don't need to sign up, you just pm Hogg the 'dish' you make with a short analysis (like a rmt) and challenge a chef.
 
As promised: scores!
Decision Makers: 18
  • Originality: 4. You've got a cool quadruple Intimidate core, including Intimidate Scarf Krook. You've got Dragon Tail Heliolisk. You even have mixed Granbull. This looks like a solid balance team, but it's got a really unique team composition that puts this ahead of the pack.
  • Use of Theme: 5. Three ways to force switches, plus quadruple Intimidate core to further force 'mons out, and Spikes to take advantage of the shuffling.
  • Effectiveness: 9. 1/10 you get 6-0'd by competitive milotic In all seriousness, this is a really cool team that looks like it can handle most of the tier. You do have trouble with some major special wallbreakers - Specs Kyurem and mixed LO Salamence both look like they can do some serious damage to the team, as the only thing you have to really switch into either of them is Empoleon (who does not like switching into a potential Focus Blast or EQ). That said, you can play around both threats, and your wins against the Iron Chefs demonstrated how threatening this team is.
DaSpoofy: 11.5
  • Originality: 2.5. Most of this team is fairly standard, although Froslass is always cool, and that Salamence stands out.
  • Use of Theme: 2. I'm not really sure how well I can say this team fits the theme. You definitely qualify on the strength of Mence, and attempt to take advantage of those switches with Froslass' Spikes, but the shuffling seems out of place on what is otherwise a solid (if straightforward) Spike-stacking offense core. It's a cool idea, but I can't help but feel like you would have done better replacing Salamence with something like Tornadus or Scarf Memento Chandy.
  • Effectiveness: 7. You're a spike-stacking team with three really thatening sweepers in Slurpuff, Sharpedo and MegaPert; honestly, that alone means you'll probably do alright on the ladder. On the other hand, I feel like the team lacks cohesion - Forry and Mence really kill a lot of the momentum and offensive pressure that the rest of your team works so hard to maintain. There's the seed of a really good team here, but I think it needs some more work.
Patrick1088: 15
  • Originality: 4. Aah, I've always wanted to build around Circle Throw Poliwrath. It seems like a really cool answer to two of the most threatening 'mons in the tier, Suicune and Gatr. That Goodra set is also totally unique, and RestTalk Whirlwind Lax is basically nonexistant. Definitely some cool stuff here.
  • Use of Theme: 5. Yeah, your entire team is built around shuffling, no question there. You do everything you can to force switches and take advantage of that via hazards and general passive recovery.
  • Effectiveness: 6. While I think that Goodra is a cool idea, I really question its usefulness. Rain Dance Hydration is neat, but I'd probably rather see something else like Sleep Talk there. You have serious problems with stallbreakers, and strong fight.ing types will eat through your team once Qwilfish is worn down. Also, the team relies SO much on passive damage from hazards, without being able to apply enough offensive pressure to stop the opposing team from spinning or defogging. You can effectively stall a lot of threats, but you're really vulnerable.
Serperior for Uber: 15
  • Originality: 2. This seems... oddly familar :P Yeah, we've all seen this stall team on the ladder or in your hands for weeks now. No denying it's effective, but with the exception of the Meloetta set, it's really just a fairly standard stall core. I'm not going to penalize you too hard because it's your team, but I specifically dock teams that bear striking resemblances to common or notable UU teams.
  • Use of Theme: 4.5. Set-up sweepers are anathema to stall teams, so you have a myriad of ways to force them out. The only reason this isn't getting a full 5 is because you haven't really done anything new with phazing, but it's definitely a major part of your team.
  • Effectiveness: 8.5. No denying that this is one of the more consistent stall teams in the UU meta. That said, it has some issues to VoltTurn in general, and common cores such as Mowtom + Mienshao or Bee + Mag can really rip holes in it. It also has issues with what is probably the most common stallbreaker currently in the tier, LO Taunt Hydreigon. Both issues can potentially be played around, but it's still problematic.
North: 12.5
  • Originality: 2. A fairly standard looking balance team with a cute surprise in Whirlwind Lax. Other than that, fairly straightforward.
  • Use of Theme: 3. You definitely make use of the theme, rather than having it feel tacked on arbitrarily for the sake of the competition, but at the same time you don't necessarily do anything new or exciting with it, and it isn't central to your team's composition as a whole. So, solid, but not spectacular.
  • Effectiveness: 7.5. This is a fairly solid team. Your single biggest weakness is probably Mamoswine, who can even reliably pull off a 2HKO on Vaporeon if rocks are down - you pretty much have to keep Vap at 100% to even have a hope at switching it in on Mamo, and even then you only avoid the guaranteed 2HKO by protecting in between hits for Lefties recovery. Set-up sweepers that can break through Mence, such as Ice Punch Gatr or Haxorus/DD Mence, can also be problematic. It's a decent team, but probably needs some cleaning up.
North: 12.5
  • Originality: 2. A fairly standard looking balance team with a cute surprise in Whirlwind Lax. Other than that, fairly straightforward.
  • Use of Theme: 3. You definitely make use of the theme, rather than having it feel tacked on arbitrarily for the sake of the competition, but at the same time you don't necessarily do anything new or exciting with it, and it isn't central to your team's composition as a whole. So, solid, but not spectacular.
  • Effectiveness: 7.5. This is a fairly solid team. Your single biggest weakness is probably Mamoswine, who can even reliably pull off a 2HKO on Vaporeon if rocks are down - you pretty much have to keep Vap at 100% to even have a hope at switching it in on Mamo, and even then you only avoid the guaranteed 2HKO by protecting in between hits for Lefties recovery. Set-up sweepers that can break through Mence, such as Ice Punch Gatr or Haxorus/DD Mence, can also be problematic. It's a decent team, but probably needs some cleaning up.
Nightingales: 10.5
  • Originality: 4. That Pidgeot set is definitely unique. Delphox is also rarely seen in UU, as most people prefer Infernape or Moltres for a specially offensive Fire type. You also get some points for Moxie Taunt Krook. That said, this is probably the closest to a "standard" team I've seen you submit in six rounds of Iron Chef :P
  • Use of Theme: 2. I'm not really sold on that M-Pidgeot. The only special wall that might try to phaze you out (and hence gets pre-phazed by your faster Whirlwind) is Empoleon, who is just as likely to go for taking you out with Scald. Beyond that, Pidgeot just doesn't have the defenses or typing to phaze effectively. CM Roar Suicune is a great set, but I don't really feel like your team is making much use of the Secret Ingredient overall.
  • Effectiveness: 4.5. Honestly Delphox is pretty cool. You compared it to Moltres, but I think Infernape is a better comparison - it trades some speed, priority and immediate wallbreaking potential for a more interesting defensive typing, a different secondary STAB and solid special bulk after a CM. Overall I think most teams would do better with Ape, but Delphox can definitely work on the right team. That said, I think this team has some major issues. As above, Mamoswine just destroys you - Suicune is your only switch-in, but without Sleep Talk, Mamoswine can usually wear Suicune down. Mega-Blastoise also does a number on this team, able to hit every member incredibly hard. Strong Fighting types are also problematic, with your only Fighting resist being the physically frail Delphox (who is also weak to the most common Fighting coverage move, Knock Off). I would imagine this team will struggle against much of the tier.
Euphonos: 16.5
  • Originality: 3.5. That SubSalac Hera is incredibly cool, and Whirlwind is a nice option on Mandibuzz that a lot of people overlook. Dragon Tail Blastoise also is something I've never seen before (though Roar Blastoise isn't unheard of). This team didn't necessarily break new and exciting ground, but it has a lot of small changes that set it apart from your standard.
  • Use of Theme: 4.5. You combine T-Spikes with a lot of offensive pressure and some surprise phazing when opponents attempt to play around your big threats. In particular, DTail on Dragalge and Blastoise can be a nice way to work through their usual checks and counters, making them even harder to switch into. It's definitely a big part of your team, and a more unique take on shuffling than "spam Roar until things die."
  • Effectiveness: 8.5. I think this is one of the better teams this round, and a really good example of bulky offense. Almost every member of your team is able to offensively threaten most non-stall teams, and some of them (such as that Hera) can sweep outright. The few reliable switch-ins to things like Mamoswine, Dragalge and Mega-Blastoise get broken down by phazing and T-Spikes. Very cool. Your battles reflected this - you came very close to winning both battles, with Christo hinging on some key crits at the end. I see this team struggling against stall in general, though, as Mandibuzz alone can't break through most stall cores, and Blastoise without Aura Sphere also tends to struggle in those situations. Still, very nicely done overall.
 
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Damn. I'll have to be more creative next round.

You have to keep in mind that there's synergy between creativity and effectiveness. Therefore, while you try to be creative, make sure that it's still effective in the metagame, most especially in the long run when you attempt to use your teams in serious tours. =)
 
Just waiting on the last of Kreme's scores to close out this round.

EDIT: OK, all scores are in. This round is officially closed, and I'll post the results and round 7 on my lunch break.
 
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It's time for the final reveal! It was a close round, with two contestants with scores above 20 points, but in the end this round goes to Decision Makers, whose pair of victories led to him having an impressive final score of 21.5! Congrats, Decision Makers! Your trophy will soon be forthcoming. Taking the silver medal this round is Serperior for Uber with 20.17 points, while the bronze goes to Euphonos with 17.33 points - Euphonos has the second highest score by judges, but his loss to Iron Chef Christo the Gr8 meant he dropped down to third place.

Thanks to all who competed and judged! The final rankings are as follows:
  • 1. Decision Makers: 17.5+4 = 21.5
  • 2. Serperior for Uber: 16.17+4 = 20.17
  • 3. Euphonos: 16.33+1 = 17.33
  • 4. North: 13.17+1 = 14.17
  • 5. Patrick1088: 14.33-1 = 13.33
  • 6. DaSpoofy: 12+1 = 13
  • 7. Nightingales: 11.17-1 = 10.17
Now make sure your seats and tray tables are in their fully upright and locked position, because Round 7 is taking off!

This round's theme is...

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It's a Bird, It's a Plane!

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For round 7 on Iron Chef, our secret ingredient is the bravest bird of them all! For this round, contestants will be showing what they can do with some daring poultry dishes.

In order for your dish to qualify this round, you must have at least two Flying-type moves with a Base Power of 100 or greater. For the purposes of this competition, REGARDLESS OF THE RESULTS OF THE PIDGEOT SUSPECT, Mega-Pidgeot's Hurricane does NOT count toward fulfilling your requirements. This round, we're going to see how viable BirdSpam is without Bird Jesus to carry it.

Also, Acrobatics DOES qualify as a move with a Base Power of 100 or greater as long as the user is itemless or has a way of getting rid of its item (pinch berry, Fling, etc.).

What kind of birds are going to be hitting the barbecue? Will our Iron Chefs be able to stay grounded, or will our contestants manage to fly away with the win? Stay tuned for a soaring round of Iron Chef!
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You have just under one week to complete your dishes, PM them to the chairman, and challenge one of our four Iron Chefs on the thread. The deadline for teambuilding and challenges expires Sunday, July 19 at 11:59 PM GMT.
 
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