Project USM OU Teambuilding Competition - Tapu Koko

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RAIN




Ok, this is my first team building in USUM OU, but i think that could work good.

I start the team with Pelipper + Z-Hurricane Volcarona. I thought that combo could work really well in rain. I had thought about Pelipper Specs but I needed to remove rocks because of the Volcarona.

The team is easy to use. try to put rocks with the possibility of paralyzing fast things with Ferro. Winning the momentum with Koko also is specs and if they put rocks remove them with pelipper or Latios. Once we can easily get Swampert or Volcarona try to sweep the opponent. Swampert have Power-Up Punch therefore we can get much more with the rain. Finally Volcarona without fire attacks but still a great threat, with psychic for Toxapex but can be changed by Hidden Power Earth for Heatran.

Importable

(Sryy my english is awfull) xd
 

http://pokepast.es/c34168175a7b7c62

I made this team during the first few months of sm but i decided to revamp it for usum. originally it was sd kabutops with rockium z >mega pert with scarf rocks landorus-t and life orb tapu lele. pelipper is mandatory obviously, but the ev spread is designed to take a +2 hawlucha's acrobatics from full and hurricane has a very good chance to knock out hawlucha from full. mega pert is the other mandatory rain team member in my opinion. i put rocks on it because its a better setter than scarf lando t. lando t gave my team a ground immunity and helps gain momentum. lele is my main answer to stall and fatter teams and works well to break stuff like chansey and rotom-w while also taking advantage of celesteela with z thunder. KIngdra is the last rain sweeper and takes advantage of holes broken by Lele and Swampert late game, but it can also break walls itself. prety standard sets all around with hp elec to hit mantine. tangrowth is the glue to the team and helps with pivoting into kartana, ash gren, and tapu bulu. focus blast hits ferro and kart while also maintaining hp ice for zygarde. overall its a cool team and I like it a lot.
 
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http://pokepast.es/4f45cbbd33a1d4f8

I made this team during the first few months of sm but i decided to revamp it for usum. originally it was sd kabutops with rockium z >mega pert with scarf rocks landorus-t and life orb tapu lele. pelipper is mandatory obviously, but the ev spread is designed to take a +2 hawlucha's acrobatics from full and hurricane has a very good chance to knock out hawlucha from full. mega pert is the other mandatory rain team member in my opinion. i put rocks on it because its a better setter than scarf lando t. lando t gave my team a ground immunity and helps gain momentum. lele is my main answer to stall and fatter teams and works well to break stuff like chansey and rotom-w while also taking advantage of celesteela with z thunder. KIngdra is the last rain sweeper takes advantage of holes broken by Lele and Swampert late game, but it can also break walls itself. prety standard sets all around with hp elec to hit mantine. tangrowth is the glue to the team and helps with pivoting into kartana, ash gren, and tapu bulu. focus blast hits ferro and kart while also maintaining hp ice for zygarde. overall its a cool team and I like it a lot.
You've got the wrong Z crystal on lele. Were you planning on running Z-thunder but changed your mind?
 

Martin

A monoid in the category of endofunctors
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Edit: I thought it was 1 BL my bad; let me off for having a PU mon IMO

I happened to be messing around with a joke team earlier today that happened to actually work sometimes on mid ladder, and it qualifies for this so imma post it. Prior warning that it’s got some pretty jank shit on it.


Raichu-Alola @ Psychium Z
Ability: Surge Surfer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Psychic
- Focus Blast
- Nasty Plot

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Taunt
- U-turn / Volt Switch

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 32 Def / 228 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 128 HP / 252 Atk / 4 SpD / 124 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Roost
- Swords Dance

Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock

Dragonite @ Leftovers
Ability: Multiscale
EVs: 248 HP / 124 Def / 136 Spe
Jolly Nature
- Substitute
- Fly
- Dragon Dance
- Roost
I wanted to mess around with NP Alolan Raichu because it does a few cool things like beat a lot of traditional Elec stops (see: AV Bulu, MVenu/Amoonguss, Ferrothorn, Hippowdon etc.) while shutting down Lucha pretty efficiently either via its own Koko’s support or via its own partnered Koko. This team doesn’t struggle too much with Lucha really between speed creep on my own Lucha and it just not giving it many setup opportunities outside of my own Koko, but it can’t hurt to have it in the back anyway just in case, and it helps to just put a lot of speed control pressure onto the opponent between it beating all non-prio speed controllers minus Mega Alakazam’s Trace and its ability to set up on a solid portion of the meta with its Speed and offensive/defensive typing.

I decided to go with Screens Koko because I haven’t rlly had many opportunities to use it so far this gen, and honestly it’s extremely nasty in general and does a lot for this team so I’m glad I brought it. SUPER underrated set. It’s the most consistently pivotal ‘mon on the squad. Lucha is there ‘cuz why not run KokoLucha in a meta where there is literally no opportunity cost to running it. Got enough speed to outrun jolly Exca so that sand doesn’t troll me; also helps with opposing Lucha. Peli+Swamp ‘cuz I wanted to make it Raichu rain so that I could get away with running Thunder on Chu; generally makes this team a total beast to deal with for offensive teams due to the sheer volume of speed control. Ran the gen 6 FlyNite in the sixth slot because I wanted something that could annoy fatter teams while also shitting on Kartana. It’s another pretty underrated set and is imo the most dangerous DNite set in the current meta. There are a handful of weaknesses but that’s the nature of a kinda jank squad like this. It’s a lot of fun to piss around with in the sorta 1400-1700 region of the ladder,
Resubmitting this dogshit squad that does nothing past 1650
 
Well here’s something I threw together but never really used

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http://pokepast.es/84d6e155f0fe018e

At one point I remembered that Politoed gets whirlpool and perish song just like azumarill and sets rain too. While having the surprise trap is nice, there are a number of drawbacks. Unfortunately Politoed can’t fly so you have to run defog on koko. The loss of u-turn on the setter is also far from optimal. However, politoed’s trapping along with koko’s ability to bait with ssss can be nice. Pretty much the standard Koko-Lucha rain aside from that change.
 
Okay, can I ask you guys to please follow the post format in the OP? It honeslty takes a lot more time than it should to close votes.
  • Team A by Sas0

    • Pelipper @ Damp Rock
      Ability: Drizzle
      EVs: 248 HP / 32 Def / 228 SpD
      Bold Nature
      - Scald
      - U-turn
      - Roost
      - Defog

      Volcarona @ Flyinium Z
      Ability: Flame Body
      EVs: 252 SpA / 4 SpD / 252 Spe
      Timid Nature
      IVs: 0 Atk
      - Quiver Dance
      - Hurricane
      - Bug Buzz
      - Psychic

      Ferrothorn @ Leftovers
      Ability: Iron Barbs
      EVs: 252 HP / 48 Def / 208 SpD
      Careful Nature
      - Stealth Rock
      - Leech Seed
      - Power Whip
      - Thunder Wave

      Swampert @ Swampertite
      Ability: Damp
      EVs: 252 Atk / 4 Def / 252 Spe
      Adamant Nature
      - Waterfall
      - Earthquake
      - Ice Punch
      - Power-Up Punch

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

      Latios @ Soul Dew
      Ability: Levitate
      EVs: 252 SpA / 4 SpD / 252 Spe
      Timid Nature
      IVs: 0 Atk
      - Draco Meteor
      - Psyshock
      - Recover
      - Defog
      Ok, this is my first team building in USUM OU, but i think that could work good.

      I start the team with Pelipper + Z-Hurricane Volcarona. I thought that combo could work really well in rain. I had thought about Pelipper Specs but I needed to remove rocks because of the Volcarona.

      The team is easy to use. try to put rocks with the possibility of paralyzing fast things with Ferro. Winning the momentum with Koko also is specs and if they put rocks remove them with pelipper or Latios. Once we can easily get Swampert or Volcarona try to sweep the opponent. Swampert have Power-Up Punch therefore we can get much more with the rain. Finally Volcarona without fire attacks but still a great threat, with psychic for Toxapex but can be changed by Hidden Power Earth for Heatran.
  • Team B by matthewc20090

    • Pelipper (M) @ Damp Rock
      Ability: Drizzle
      EVs: 248 HP / 40 Def / 216 SpD
      Bold Nature
      IVs: 29 Spe
      - Defog
      - Roost
      - Hurricane
      - U-turn

      Swampert-Mega (M) @ Swampertite
      Ability: Swift Swim
      EVs: 252 Atk / 4 SpD / 252 Spe
      Adamant Nature
      - Waterfall
      - Ice Punch
      - Earthquake
      - Stealth Rock

      Landorus-Therian @ Choice Scarf
      Ability: Intimidate
      EVs: 4 HP / 252 Atk / 232 Spe
      Jolly Nature
      - Earthquake
      - Explosion
      - Stone Edge
      - U-turn

      Kingdra @ Choice Specs
      Ability: Swift Swim
      EVs: 4 Def / 252 SpA / 252 Spe
      Modest Nature
      IVs: 0 Atk
      - Hydro Pump
      - Surf
      - Hidden Power [Electric]
      - Draco Meteor

      Tapu Lele @ Electrium Z
      Ability: Psychic Surge
      EVs: 4 Def / 252 SpA / 252 Spe
      Modest Nature
      IVs: 0 Atk
      - Moonblast
      - Psyshock
      - Calm Mind
      - Thunder

      Tangrowth @ Assault Vest
      Ability: Regenerator
      EVs: 252 HP / 252 SpD / 4 Spe
      Sassy Nature
      - Giga Drain
      - Hidden Power [Ice]
      - Focus Blast
      - Knock Off
      I made this team during the first few months of sm but i decided to revamp it for usum. originally it was sd kabutops with rockium z >mega pert with scarf rocks landorus-t and life orb tapu lele. pelipper is mandatory obviously, but the ev spread is designed to take a +2 hawlucha's acrobatics from full and hurricane has a very good chance to knock out hawlucha from full. mega pert is the other mandatory rain team member in my opinion. i put rocks on it because its a better setter than scarf lando t. lando t gave my team a ground immunity and helps gain momentum. lele is my main answer to stall and fatter teams and works well to break stuff like chansey and rotom-w while also taking advantage of celesteela with z thunder. KIngdra is the last rain sweeper and takes advantage of holes broken by Lele and Swampert late game, but it can also break walls itself. prety standard sets all around with hp elec to hit mantine. tangrowth is the glue to the team and helps with pivoting into kartana, ash gren, and tapu bulu. focus blast hits ferro and kart while also maintaining hp ice for zygarde. overall its a cool team and I like it a lot.
  • Team C by S poi re

    • Ludicolo @ Life Orb
      Ability: Swift Swim
      EVs: 252 SpA / 4 SpD / 252 Spe
      Modest Nature
      IVs: 0 Atk
      - Giga Drain
      - Hydro Pump
      - Focus Blast
      - Surf

      Pelipper @ Damp Rock
      Ability: Drizzle
      EVs: 248 HP / 32 Def / 228 SpD
      Bold Nature
      - Scald
      - U-turn
      - Roost
      - Defog

      Scizor @ Scizorite
      Ability: Light Metal
      EVs: 248 HP / 64 Atk / 120 Def / 16 SpD / 60 Spe
      Adamant Nature
      - Swords Dance
      - Bullet Punch
      - U-turn
      - Roost

      Zapdos @ Electrium Z
      Ability: Pressure
      EVs: 252 SpA / 4 SpD / 252 Spe
      Timid Nature
      IVs: 0 Atk
      - Thunder
      - Hidden Power [Ice]
      - Heat Wave
      - Roost

      Kingdra @ Choice Specs
      Ability: Swift Swim
      EVs: 252 SpA / 4 SpD / 252 Spe
      Modest Nature
      IVs: 0 Atk
      - Hydro Pump
      - Surf
      - Ice Beam
      - Draco Meteor

      Ferrothorn @ Leftovers
      Ability: Iron Barbs
      EVs: 252 HP / 48 Def / 208 SpD
      Careful Nature
      - Stealth Rock
      - Leech Seed
      - Power Whip
      - Knock Off
      Fun team with ludicolo. The whole team is very classic with a core scizor + kingdra pelipper to bring strength to the team. Zapdos Z thunder is there to manage hawlucha which is very threatening for the rains. Ferro is here to check koko.It has just to spam volt switch to 6-0 this team. sorry for this short explanation.
  • Team D by Martin

    • Raichu-Alola @ Psychium Z
      Ability: Surge Surfer
      EVs: 4 Def / 252 SpA / 252 Spe
      Timid Nature
      IVs: 0 Atk
      - Thunder
      - Psychic
      - Focus Blast
      - Nasty Plot

      Tapu Koko @ Light Clay
      Ability: Electric Surge
      EVs: 252 HP / 4 SpD / 252 Spe
      Jolly Nature
      - Reflect
      - Light Screen
      - Taunt
      - U-turn / Volt Switch

      Pelipper @ Damp Rock
      Ability: Drizzle
      EVs: 248 HP / 32 Def / 228 SpD
      Bold Nature
      - Scald
      - U-turn
      - Roost
      - Defog

      Hawlucha @ Electric Seed
      Ability: Unburden
      EVs: 128 HP / 252 Atk / 4 SpD / 124 Spe
      Adamant Nature
      - High Jump Kick
      - Acrobatics
      - Roost
      - Swords Dance

      Swampert @ Swampertite
      Ability: Damp
      EVs: 252 Atk / 4 SpD / 252 Spe
      Adamant Nature
      - Waterfall
      - Earthquake
      - Ice Punch
      - Stealth Rock

      Dragonite @ Leftovers
      Ability: Multiscale
      EVs: 248 HP / 124 Def / 136 Spe
      Jolly Nature
      - Substitute
      - Fly
      - Dragon Dance
      - Roost
      I wanted to mess around with NP Alolan Raichu because it does a few cool things like beat a lot of traditional Elec stops (see: AV Bulu, MVenu/Amoonguss, Ferrothorn, Hippowdon etc.) while shutting down Lucha pretty efficiently either via its own Koko’s support or via its own partnered Koko. This team doesn’t struggle too much with Lucha really between speed creep on my own Lucha and it just not giving it many setup opportunities outside of my own Koko, but it can’t hurt to have it in the back anyway just in case, and it helps to just put a lot of speed control pressure onto the opponent between it beating all non-prio speed controllers minus Mega Alakazam’s Trace and its ability to set up on a solid portion of the meta with its Speed and offensive/defensive typing.

      I decided to go with Screens Koko because I haven’t rlly had many opportunities to use it so far this gen, and honestly it’s extremely nasty in general and does a lot for this team so I’m glad I brought it. SUPER underrated set. It’s the most consistently pivotal ‘mon on the squad. Lucha is there ‘cuz why not run KokoLucha in a meta where there is literally no opportunity cost to running it. Got enough speed to outrun jolly Exca so that sand doesn’t troll me; also helps with opposing Lucha. Peli+Swamp ‘cuz I wanted to make it Raichu rain so that I could get away with running Thunder on Chu; generally makes this team a total beast to deal with for offensive teams due to the sheer volume of speed control. Ran the gen 6 FlyNite in the sixth slot because I wanted something that could annoy fatter teams while also shitting on Kartana. It’s another pretty underrated set and is imo the most dangerous DNite set in the current meta. There are a handful of weaknesses but that’s the nature of a kinda jank squad like this. It’s a lot of fun to piss around with in the sorta 1400-1700 region of the ladder,
  • Team E by Prisoner952

    • Politoed @ Damp Rock
      Ability: Drizzle
      EVs: 248 HP / 252 Def / 8 SpD
      Bold Nature
      IVs: 0 Atk
      - Whirlpool
      - Perish Song
      - Rest
      - Scald

      Ferrothorn @ Chople Berry
      Ability: Iron Barbs
      EVs: 252 HP / 88 Def / 168 SpD
      Relaxed Nature
      IVs: 0 Spe
      - Gyro Ball
      - Knock Off
      - Power Whip
      - Spikes

      Swampert-Mega @ Swampertite
      Ability: Swift Swim
      EVs: 252 Atk / 4 SpD / 252 Spe
      Adamant Nature
      - Stealth Rock
      - Waterfall
      - Earthquake
      - Ice Punch

      Hawlucha @ Electric Seed
      Ability: Unburden
      EVs: 152 HP / 252 Atk / 8 SpD / 96 Spe
      Adamant Nature
      - Acrobatics
      - Swords Dance
      - High Jump Kick
      - Roost

      Tapu Koko @ Flyinium Z
      Ability: Electric Surge
      EVs: 232 Atk / 24 SpA / 252 Spe
      Naive Nature
      - Brave Bird
      - Defog
      - Thunder
      - Hidden Power [Ice]

      Kingdra @ Choice Specs
      Ability: Swift Swim
      EVs: 4 Def / 252 SpA / 252 Spe
      Modest Nature
      IVs: 0 Atk
      - Hydro Pump
      - Surf
      - Toxic
      - Draco Meteor
      At one point I remembered that Politoed gets whirlpool and perish song just like azumarill and sets rain too. While having the surprise trap is nice, there are a number of drawbacks. Unfortunately Politoed can’t fly so you have to run defog on koko. The loss of u-turn on the setter is also far from optimal. However, politoed’s trapping along with koko’s ability to bait with ssss can be nice. Pretty much the standard Koko-Lucha rain aside from that change.
 


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

Excadrill (M) @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 52 Def / 208 SpD
Impish Nature
- Earthquake
- Toxic
- Whirlwind
- Slack Off

Amoonguss
Ability: Regenerator
EVs: 248 HP / 52 Def / 208 SpD
Relaxed Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Spore

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 76 Def / 152 SpD / 32 Spe
Impish Nature
- Earthquake
- Facade
- Roost
- Dragon Dance


I started the team off with the core of magnezone + excadrill which I wanted to try out for a longer time now (as magnezone can remove one of steelium excadrill`s must common counters in form of celesteela) and added hippowdon in order to use excadrill to its fullest potential. I chose a jolly nature on exca because I wanted to outspeed heatran and espacially hoopa-u outside of the sand , espacially with the latter asserting pressure while testing. magnezone is equipped with a timid nature to outrun mawile and bisharp, who both pose potential threats to the team and trapping them best case. Hippowdon is ev´d to take on choice band tyranitar`s crunch aswell as mega-lopunny`s high jump kick while also withstanding life orb gengar`s shadow ball and choice specs tapu koko`s hidden power ice or dazzling gleam after rocks without getting 2hkoed. it runs this specific moveset for the reason of phazing pokemon like gyarados (though one should be careful not to stall out too many sandsturm turns) and more importantly to pressure the likes of tangrowth (which is a little nuisance to the main core and when used with the right team), landorus-t, tornadus-t which recently got a lot more attention and thereby usage(the same applies to mega latios), zapdos and rotom (though less common, another menace for excadrill in its attempt to sweep) and smooth rocks facilitates excadrill`s job via giving it the time to sweep a team late game. Speaking of sweeping, slashing SD in favor of rapid spin is an option, as it helps mega alt pre mega and spikes can be annoying, plus the latter can serve as an alternative win con but I generally prefer Swords Dance due to Excadrill beeing the main win con and the most likely to sweep (alt is more a way of dealing with remaining threats for the team but appreciates the possibility of sweeping, if the chance is given and to better pressure mew within the scope of its defensive capabilities) because altaria lacks the needed offensive presence and is to slow to do the job optimally. I added amoonguss, jirachi and altaria-mega as necassary pivots which cover many remaining weaknesses, like keldeo, tapu lele, alakazam, mawile-mega, partly hawlucha, mega charizard x/y, greninja, kyurem-b (it is still scary), victini, latios(mega), tapu bulu, kartana(!), heatran, mega gyarados, tornadus and magearna plus providing momentum and allowing me to pivot into the nearly never seen marowak in theory(mega altaria), as well as surviving a hit from medicham (mega altaria) and other sleeper threats like crawdaunt, dragonite (mega altaria) and blacephalon (mega altaria), as long as it is not specs blacephalon. I already shortly went over the reasoning for altaria`s moveset, jirachi is the standard pivot set carrying rocks in order to allow hippowdown not to be to passive and profiting from magnezones trapping abilities versus skarmory and celesteela and gives aforementioned momentum and can give excadrill a second chance for sweeping, if needed. The amoonguss set is a little bit more tricky because I required a mawile switch in and plus +2 knock off would just kill it otherwise I decided to run something more unconventional, meaning no item on amoonguss. optionally you can change the spread to full on physically defensive, which can also be usefull vs swamperts. the chosen spread is designed to take 2 specs dark pulses from greninja prior to swapping into its ash from, to give the team an secondary greninja option or an option versus greninja if altaria is not mega evolved. furthermore, the move choices are quite flexable, with stun spore, toxic, protect and stomping tantrum and foul play in it`s arsenal and the noteworthy sludge bomb, which is, the only move it has to break a substitute from a regular gyarados, for instance. I would recommend sticking with spore and hidden power fire though, as they help to mitigate the weakness versus scizor, if they are capable to remove magnezone plus it gives it mandatory coverage versus mawile, which it also needs spore for, to 1v1 it.(as only the combination of spore and hidden power fire in tandem allows amoonguss to 1v1 it with putting it to sleep and continuosly clicking hidden power fire versus it after chip). Keep in mind that you should change its nature to a relaxed nature, if you want to forego hidden power fire in favor of stomping tantrum. The team struggles a bit versus the aforementioned threats in form of mega-medicham and mega-mawile for example and espacially versus mamoswine. It is also noteworthy that it needs to be played aggressive sometimes, as many players will try to outpivot excadrill or rather the sandturns it has
 
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Finchinator

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Nidoking is a really scary wallbreaker and has been since late SM, when I used it in a tournament battle here. A month or so back, I decided to revamp the team I used in that battle and it became the team linked above -- I specifically liked the synergy it had with Magnezone and Pursuit Tyranitar. The idea behind the team is a pretty simple exploitation of Pursuit and Magnet Pull -- Pokemon such as Nidoking and Kartana both appreciate this support and Mega Tyranitar not only provides a strong Pursuit, but it is also easily sturdy enough to withstand attacks from common targets, set up Stealth Rock, and function as a strong defensive utility with a solid enough offensive presence to fit the team structure. In addition, Magnezone is capable of trapping opposing Kartana, Celesteela, Mega Scizor, and other arguably problematic defensive presences to the core members of the team.

Nidoking is primarily present on the build as a balance breaker and offensive pivot that can take advantage of Clefable, Toxapex, Heatran, Ferrothorn, and other common defensive pivots, often threatening balance teams and perhaps even getting a kill each time it gets in the battle safely. Kartana, the other Pokemon I mentioned in the first paragraph, also can help with breaking through defensive cores, but it is geared more towards being a win condition on this team, as well as a stallbreaker. Defog as the filler move on Kartana lets you run Toxic on Scarf Landorus-T, which lets you have a fighting chance against opposing Hawlucha and cripple opposing Zapdos, which is problematic to Kartana, and Mew, which is problematic to Nidoking. Additionally, Defog being present on the team prevents opposing Spikes from becoming too annoying if they have a setter that is not trapped by Magnezone (aka Greninja, who you cannot reliably Defog against, of course, but you should be able to pivot in afterwards easily enough depending upon the situation). The Tyranitar, as mentioned before, is intended to support the two aforementioned Pokemon with Pursuit while getting Stealth Rocks up and being a vital component of the defensive backbone. Speaking of the defensive backbone, AV Tangrowth and a fairly bulky Scarf Landorus-T round it out, complimenting each other and providing defensive counterplay to a vast majority of the metagame. Finally, Scarf Magnezone is present to trap some problematic Steel types, generate momentum, and just thwart opposing Kartana from clean-sweeping the team as it otherwise could if given a free turn. All things considered, this is a really fun team to play and it does relatively well.

Always lead Tyranitar vs Mega Sableye stall teams and click Stone Edge w/out mega evolving on the Protect turn 1 -- they always switch out, fearing Band Tar. Turn 2 you can Stealth Rock and mega evolve into the switch-in and then use the momentum from there to move forward. Later on, if they Defog, you still pressure Mega Sableye a ton with Stone Edge, so either taking it out or getting Stealth Rocks up again should no be impossible, but it is very easy to do it to start the game at least.

note: can use Crunch>Edge and then it applies the same way
 


the team was build around the core Pinsir + Kyurem black. I added Tapu koko who benefits very well from the core that eliminates bulky grass and lando, zygarde to allow tapu koko spam thundurbolt quietly. Then I added magnezone because scizor is hard to manage and trap threats like Celest and ferro that will allow a Pinsir of clean. Lando classic yache berry to better manage my MU vs Tapu koko and tapu fini for classic defog.
 

power

uh-oh, the game in trouble
Magnezone Fat Balance / Semi-Stall

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Haze
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Knock Off
- Earthquake
- Roost
- Defog
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Toxic
Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Spikes
- Hydro Pump
- Water Shuriken


Magnezone traps SD kartana and checks Pinsir for this team, as well as trapping other dangerous Pokemon like Ferrothorn for Ash-Gren and Celesteela for Mega Scizor. The core of Chansey + Toxapex + Gliscor + Mega Scizor is incredibly difficult for most teams to break especially since Magnezone traps SD Kartana, one of the few pokemon that can break it. Ash Greninja gives you another priority user and an important fast Pokemon. Toxic Spikes are also godly on toxapex if you're not worried about the rare Mega Charizard X. Medicham isnt a great matchup but is very much outplayable by toxicing it with pex as u live zen and then trading scizor for it. scarf zone and ash-gren also both outspeed too.
 
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