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A fun team I've been using for a while. I have really liked the defensive backbone of wish clefable + toxapex. AV rush exca has dual function of offensive special tank and hazard removal. Comes in on every Koko for free. Nice synergy with clef and speed control with sand. FAT VOLC is my favorite mon to use. It walls kartana, mmaw, Scizor, and can threaten to burn all physical attackers. Passho lets it set up when their are still gyara/Greninja/crawdaunt around. DD mega ttar is a very underrated cleaner and most teams don't have an answer after their lando is weakened. Volc is clearly walled by heatran, which is why we have waterium toxapex. It lure and KOs offensive Tran after rocks. Calm mind Lando is a meme, but it works on this team. I use it as anti-lead against opposing landos. Hit common lando switch ins with sludge and hp ice. Replacing with SD-boom or gravity would be good.
This is a team somewhat inspired by UB's M-Mawile + Flyinium Landorus team used in OLT.
Supersonic Skystrike catches Tornadus off guard to help keep up rocks, making Mawile's job easier. Rotom-W is the defogger, Heatran check and another part of the volturn core. Celesteela + Tangrowth form a defensive core, HP Fire + Grass Knot Tang helps against Kartana while still beating Zygarde. Scarf Greninja provides speed control + another way of bringing in Mawile.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Play Rough
- Fire Fang
- Thunder Punch
- Ice Punch
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 72 Atk / 48 Def / 140 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Fly
Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 72 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Volt Switch
- Hydro Pump
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Grass Knot
- Hidden Power [Fire]
- Earthquake
- Sludge Bomb
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower
M-Charizard Y + Weavile is a standard core used since ORAS. Weavile can trap/weaken most of Zard's answers. Gastrodon is the water resist + fire resist (Heatean answer) + volt immunity and just a great wall in general, Protect can let you scout for Z-moves such as Heatran's Bloom Doom, Greninja's Tectonic Rage/All-Out Pummeling etc. Mew is the rocker and the Zygarde check, it also checks M-Medicham and M-Lopunny. Tapu Koko is a fast defogger that can U-turn against bulky grass types to bring in Zard. Celesteela is the answer to M-Alakazam and Tapu Lele, a great defensive partner for Gastrodon.
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roost
- Solar Beam
- Focus Blast
Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
Timid Nature
- Thunderbolt
- Roost
- Defog
- U-turn
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower
The idea of this team is M-Mawile + Hydreigon offensive core + Para spam to help with their mediocre speed (or bad speed on Mawile's part). M-Mawile + Hydreigon is a great offensive core, Hydreigon beats Heatran (the one Mawile answer), and M-Mawile can break pretty much anything bulky that can beat Hydreigon such as Clefable, Ferrothorn, Celesteela, etc. Next I added slowbro with provides a fighting resist and a backup water + fire resist. Since Slowbro can beat Zygarde I can afford to run Ferrothorn as a bulky steel + rocker, both with T-wave for the para spam part of the team. Zapdos is used as a defogger and answer to Tapu Bulu and Kartana, It's also a M-Scizor answer (which is why I'm not using Tornadus), this adds another member to the para spam core. Scarf Landorus gives me a volt immunity and better speed for when T-wave isn't enough.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Knock Off
- Sucker Punch
Hydreigon @ Darkinium Z
Ability: Levitate
EVs: 152 SpA / 124 SpD / 232 Spe
Timid Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Roost
This is a team somewhat inspired by UB's M-Mawile + Flyinium Landorus team used in OLT.
Supersonic Skystrike catches Tornadus off guard to help keep up rocks, making Mawile's job easier. Rotom-W is the defogger, Heatran check and another part of the volturn core. Celesteela + Tangrowth form a defensive core, HP Fire + Grass Knot Tang helps against Kartana while still beating Zygarde. Scarf Greninja provides speed control + another way of bringing in Mawile.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Play Rough
- Fire Fang
- Thunder Punch
- Ice Punch
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 72 Atk / 48 Def / 140 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Fly
Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 72 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Volt Switch
- Hydro Pump
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Grass Knot
- Hidden Power [Fire]
- Earthquake
- Sludge Bomb
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower
M-Charizard Y + Weavile is a standard core used since ORAS. Weavile can trap/weaken most of Zard's answers. Gastrodon is the water resist + fire resist (Heatean answer) + volt immunity and just a great wall in general, Protect can let you scout for Z-moves such as Heatran's Bloom Doom, Greninja's Tectonic Rage/All-Out Pummeling etc. Mew is the rocker and the Zygarde check, it also checks M-Medicham and M-Lopunny. Tapu Koko is a fast defogger that can U-turn against bulky grass types to bring in Zard. Celesteela is the answer to M-Alakazam and Tapu Lele, a great defensive partner for Gastrodon.
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roost
- Solar Beam
- Focus Blast
Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard
The idea of this team is M-Mawile + Hydreigon offensive core + Para spam to help with their mediocre speed (or bad speed on Mawile's part). M-Mawile + Hydreigon is a great offensive core, Hydreigon beats Heatran (the one Mawile answer), and M-Mawile can break pretty much anything bulky that can beat Hydreigon such as Clefable, Ferrothorn, Celesteela, etc. Next I added slowbro with provides a fighting resist and a backup water + fire resist. Since Slowbro can beat Zygarde I can afford to run Ferrothorn as a bulky steel + rocker, both with T-wave for the para spam part of the team. Zapdos is used as a defogger and answer to Tapu Bulu and Kartana, It's also a M-Scizor answer (which is why I'm not using Tornadus), this adds another member to the para spam core. Scarf Landorus gives me a volt immunity and better speed for when T-wave isn't enough.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Knock Off
- Sucker Punch
Hydreigon @ Darkinium Z
Ability: Levitate
EVs: 152 SpA / 124 SpD / 232 Spe
Timid Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Roost
I love the hydreigon/maw team - just a question tho - is there any reasoning behind running Defog on zap over a hp ice and flash cannon on hydra over Defog as hydra can come in on tran and fog it's rocks and a hp ice zap is always super nice
I love the hydreigon/maw team - just a question tho - is there any reasoning behind running Defog on zap over a hp ice and flash cannon on hydra over Defog as hydra can come in on tran and fog it's rocks and a hp ice zap is always super nice
That's an option for sure, but with Ice Beam Slowbro + HP Ice Lando, Zygarde and Gliscor aren't really problematic, so I didn't need it. Zapdos can still fog on Heatran if it was paralyzed (probably by Ferrothorn) and is better at defogging vs Ferrothorn and Clefable (who Hydreigon can struggle against). Flash Cannon on Hydreigon is useful for hitting Tapu Bulu and Clefable (although it needs chip to 2HKO).
That's an option for sure, but with Ice Beam Slowbro + HP Ice Lando, Zygarde and Gliscor aren't really problematic, so I didn't need it. Zapdos can still fog on Heatran if it was paralyzed (probably by Ferrothorn) and is better at defogging vs Ferrothorn and Clefable (who Hydreigon can struggle against). Flash Cannon on Hydreigon is useful for hitting Tapu Bulu and Clefable (although it needs chip to 2HKO).
Hi guys, I built this Gyarados-M balance team a while ago and found it to work quite well, so I wanted to share.
Zapdos + Chansey make for an amazing defensive core. A lot of teams aren´t even prepared for Chansey at the moment, so sometimes you basically win at team preview.
Kommo-o doesn´t get a lot of love in the metagame, but with the support of steel type breakers he can be a potent sweeper - just don´t try to use him too early in the game.
Gyarados-M is rather good against a lot of common threats at the moment and its natural bulk allows it to set up consistently. Be sure to preserve it, since its the main means of offense on the team.
Magearnas job is to soften up fairy types for Kommo-o and chip away. It doesn´t have any means of recovery, so don´t switch it in too recklessly. But it´s not supposed to live forever.
Kartana should be preserved for the late game, where it can easily clean up with it´s beast boost. Next to Magearna it´s the second one that makes Kommo-o´s life a little easier against fairies.
Be careful around Medicham-M... Magearna can kill it in one hit with Fleur Cannon but Medicham-M has a (19%) chance to kill with HJK. Trying to paralyze it with Zapdos works well, but Ice Punch does too much damage to roost off long-term before it´s paralyzed. Lastly, Kartana can kill it with Leaf Blade after some prior damage (25% OHKO after rocks, so you´ll want more than that).
Mawile-Mega (F) @ Mawilite
Ability: Intimidate
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Focus Punch
- Thunder Punch
- Fire Fang
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 104 HP / 12 Def / 176 SpA / 216 Spe
Timid Nature
IVs: 30 Atk
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Roost
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Outrage
- Earthquake
- Swords Dance
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
This was my baby for the last week or so. Standard Kokolucha with Focus Punch Mega Mawile in for funsies. It got to 1931 on the ladder before people figured out I was running Focus Punch and tilted. It has a nice matchup vs stall which is always nice, too.
Shoutouts to a friend for working together on this team, it's super lit to use :]
DDance Zard-X Bulky Offense
<---- click me!
The relevant scarfers are Lando and Kartana... the metagame is infested with balance... if there was ever a time for Zard X to ddance up, it's now. Torn-T is added immediately to defog rocks and lure opposing Heatran (which can be setup fodder for Zard anyway, but still good to have) with a Fightinium Z set. Leech seed Bulu with TankChomp is a devilish core, getting free turns vs common Bulu measures and the nasty bonus of negating opposing Celesteela's leech recovery while keeing Garchomp healthy. Spdef protect Heatran actually heals up so well in the grassy terrain, using toxic + protect to lure Gastrodons, Rotoms, Zygardes, etc. and scout scarf Lando for virtually free. Ash Greninja capitalizes on all the pressure this team places on fat waters/grasses and will find opportunities to clean shop at the end when the team's gameplan is executed right.
The team has a fire/water/grass, a fairy/dragon/steel, and a water/grass/ground core so there's lots of clean type synergy too.
The OU metagame is absolutely ass with everyone spamming degenerate strategies including (but not limited to) para spam and praying for hax, so I abandoned laddering it with any dedication. Despite that, here are some good replays showcasing the power of the team against opposing competent squads!
this is something i made around a really interesting zygarde set i found on smogon. i realised a lot of ppl run teams super weak to this particular zygarde set.
first off i want to make it clear:
this team is definitely not a "good" team
it might be even a bit retarded
but it has been putting in work for me for some odd reason, though maybe not consistently
Medicham (F) @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower
Excadrill (M) @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin
now to explain sets!
medicham: standard set
hippowdon: i run toxic on it to poison tangrowth and tapu bulu mainly to help zygarde, followed by zapdos which is otherwise a pain
celesteela: i run max spd to better deal with ashgren coz my fini is special, also helps with tapu lele
fini: scarf fini... coz it gives a water type to prevent me getting swept by ashgren, answer to keldeo and hazard+speed control all in 1!!!!! also to how to with sd landot and garchomp, if hippo is in vs those, get rocks up vs them and then hard switch into fini and ice beam and ohko them, there is a very chance they will go for sd as any opponent who is thinking straight should know hippo is impossible to break through w/o an sd boost.
zygarde: its a must try set!!!!
excadrill: sd with spin pairs well with medicham and zygarde which pressure mainly landot, also hippo since it can land a toxic on landot. z steel to nuke bulu on some ppl who try to be cheeky and stay in and free up zygarde
here's some replays to show u all how fun this zygarde set really is, ofc theres some luck involved in sleep talk but for the fun, id say 100% worth :D please watch them all, u can see zygarde is amazing
here's some stuff I don't feel like using anymore, the terrakion one is kinda whack and u can run cb weavile on it cause of all the twave support, everything is p much self explanatory i have no crazy spreads on anything, enjoy
https://pokepast.es/ff520dfc29f82174
hello people today I will publish these three team that I started to buildiar with Porygon-Z, Mega-Absol and kommo-o these team I did with a friend who told me that I wanted to make teams and try them, these teams have their disadvantages as advantages, good I hope you like the teams and enjoy them.
Latias-Mega @ Latiasite
Ability: Levitate
EVs: 232 HP / 24 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Stored Power
- Reflect Type
Heatran @ Leftovers
Ability: Flash Fire
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Taunt
- Magma Storm
- Earth Power
The team is very intuitive and easy to use.
Calm Mind Latias with Toxic Spikes setters like Toxapex for the dark types, Heatran serves to trap the Toxapex, Chansey opponents. Taunt is necessary in order not to boost the defense statistic of Reuniclus.
Gliscor is the entrance to Heatran and checks it completely, unless it's Z.
ScarfMagnezone is for Meg Pinsir, and trap Kartana.
Finally I preferred Ice Beam on Clefable because of the SD Gliscor and Landorus that can threaten the team.
LATIAS is the star of the team. It can bait Magearna, BandTTar with Reflect Type. He enjoys the absence of Heatran because of Taunt, once trapppato and the usual threat Weavile.
hello beautiful ppl, im planning to quit mons again for a few months coz im bored. i do like to share my teams around so here is 1 before i disappear into oblivion. a friend wanted to try volcanion so i cooked up this abomoination of a team quickly for her. there is a hippo version with eq venusaur so i dont lose to heatran and the cheese hos ppl spam on ladder but i used this version to ladder from 1990-2000 elo (didnt take long at all...maybe half an hr max :DDD coz im the luckiest cunt around getting the best matchups ever + haxing the shit out of ppl = never losing)
description
volcanion is nice pick in ou game right now if u bump into standard bo type builds that run the standard landot/gliscor+ferro, bulu +tran, celesteela+pex+clef type crap its very good at tearing apart teams like these. pursuit trapper mandatory with volcanion to no get walled by latis so i have weavile. prefer weavile over ttar coz its faster and and can pursuit trap weakened tapu leles and medicham which this team hates. tornt used to defog rocks, me run focus blast over superpower because i dont give a fuck and willing to take the risk of missing. dont run fightinum z btw, its a shit pick imo and fly z is way useful in many more situations u want to nuke off something thats a prick in the match like say a swords dancing garchomp thats taken a bit of chip which is actually a threat to this team. venusaur+celesteela+gliscor/hippo added for defensive backbone or fatness. looking back at it, i probably could have run a more offensive mega like lopunny over venu with volcanion and changed hippo and steela to something but alas, too lazy.
now to explain y i have 2 versions with 2 diff ground types. hippo version for maybe mid ladder where ppl spamming ho so i can boot out zygarde/hawlucha with whirlwind and eq venusaur to not lose to tran. other version with gliscor i ran because these ho type teams were less common higher up on ladder and i didnt want to lose to any fatter stally builds so i switched to gliscor to wall most tran variants and the godly set which is growth mega venusaur to 6-0 any non pex stall teams.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Play Rough
- Aqua Jet
- Superpower
Bronzong @ Mental Herb
Ability: Heatproof
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Earthquake
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Power-Up Punch
- Trick Room
- Hyperspace Fury
- Zen Headbutt
Basic idea here is that alolum traps everything that walls abomasnow. Sub SD set lets you smash basically everything and namely set up on toxapex. Sub can also just ease predictions, which you'll have to make a lot of on a trick room team. Magnet pull often lets you spam play rough against most teams when weakened. Unfortunately, now that magnet pull golem is actually somewhat known, the team becomes significantly less usable. Bronzong can somewhat ease this weakness by baiting heatran with heatproof+EQ (most people will assume that you are levitate anyway and not hit ground moves). Bronzong should always be your lead unless they have gren, then lead with azumarill. Abomasnow takes significant damage from wood hammer recoil, especially against chansey, so it will usually need cresselia's lunar dance to keep it going. Seed bomb over wood hammer is an option, but you do really need the power. Hoopa is the OTR user that i've had the most success with, as you need a way to hit through subs, but it could be switched for magearna/necrozma/whatever should you prefer.
This team is mostly just for fun, and it can be ok if you play it right. I've mostly played it for fun around the 1600's.
Another fun team, but this one is by far better. Sharpedo can usually pick up multiple kills between crunch and destiny bond and stops defog and hazards with taunt. However, its main role is to bait fairies so that zygarde and kommo-o can sweep. Work-up Kommo-o is an excellent sweeper, being able to break through physical and special walls with a combination of drain punch and clanging scales/clangourous soulblaze. Poison jab is my coverage of choice in order not to lost to tapus or weakened clefable. Thunder punch or earthquake could also be used, but that significantly weakens the team to lele. Zygarde will usually be used to clean late game on a severely weakened team. Dragon tail is very useful against mons like curse scizor, who would destroy the team otherwise and helps with trick room as an added benefit. Safeguard on ninetales lets you bypass toxic spikes and I prefer to run Sp.atk and moonblast over hypnosis to help with zapdos and greninja.
This team has been a lot of fun to use and has climbed to mid 1700's a few times, however it tends to lose effectiveness at higher levels where players figure out that sharpedo is running destiny bond and don't throw away their fairies.
The idea for this team originally came from BanDisnDatnMe 's rmt, where he used a similar meowstic set that ran trick room instead of gravity. That gave me the idea to look for other utility moves that meowstic could utilite in its fourth slot. That give me the idea to use xurkitree with gravity (so that its hypnosis will have 100% accuracy). From there I discovered that it had excellent synergy with mawile, who could destroy most of its counters and knock off lando's scarf on the switch-in. I considered running another setup sweeper in the third slot, but I found that latias does the job better. Healing wish can keep mawile healthy and defog removes spikes. A scarfer is also appreciated on the rather slow and frail team. Xurkitree will, more often than not, be your finisher, but many teams flat-out lose to a boosted xurkitree.
Uxie @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Stealth Rock
- Trick Room
- Memento
Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Superpower
- Play Rough
- Aqua Jet
- Liquidation
This team was an adaption of one I found awhile ago in the bazaar, but I've been using it since then and have found it to be effective so I thought I'd share it here. The team itself is relatively straight forward: ursaring and camerupt are your breakers, with ursaring being able to break through camerupt's walls such as chansey or clefable; azumarill is a powerful TR abuser, but is used moreso as a pivot for greninja, blacephalon, or others; Uxie and Cresselia are your primary TR setters, as with most TR teams; and magearna is your OTR setter. Depending on what teams you are facing, the magearna set can be changed.
This team actually gave me a great deal of success, with multiple pushes to the 1700's and 1800's. When hyper offense is popular, TR tends to thrive.
And the best for last...
Clamperl @ Deep Sea Tooth
Ability: Shell Armor
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Surf
- Ice Beam
- Hidden Power [Fire]
- Shell Smash
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Knock Off
- Sucker Punch
- Play Rough
Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Stealth Rock
- U-turn
- Memento
- Trick Room
Stakataka @ Rockium Z
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Trick Room
- Gyro Ball
- Earthquake
- Stone Edge
One day, a while back, I was on the ladder around the 1400's and I ran into a man using a clamperl in OU. Subsequently, he showed me an item, the deepseatooth, that doubled clamperl's special attack. Of course, clamperl is far from viability, but I did really want to use it.
Clamperl's set is mostly straight forward: surf, HP fire, ice beam and shell smash to boost attack (the speed boost is negligible against almost any teams without ferro or pex). Alongside 3 other TR abusers who can break special walls for it, clamperl isn't half bad. Aside from that, there's not much else to say about the team.
While this team looks like a flat-out meme and shouldn't be taken too seriously, it did let me climb to the mid 1700's with ease not too long ago.
Hope you guys have fun with the teams and if you have any questions, feel free to ask. See y'all on the ladder!
description :
another attempt of mine to counteract fatter teamstyles by using a core of mega charizard y in conjunction with banded kart and a hone claws kyurem b. the general structure was supposed to be more geared towards bulky offense, hence some Pokemon are only left checked or have to be carefully played around, like rarer bisharps for instance. zard y checks scizor and scarf kart ( especially in combination with helmet lando) while kart gives the user of this team nice offensive pressure and a secundary, offensive defog option, which zard appreciates, it also alleviates some match ups versus swampert and mawile (by lifting some pressure of landos shoulders, as long as it isnt fire fang and even in that case, you can pivot, however you still want chip on maw, in order to do stuff with sacred sword) z wildcharge koko, tyranitar (as a soft pivot) and especially beeing a check to gyarados-mega and zygarde also comes in handy, as the fini is spdef and lando doesnt want to be forced in all the time and hasnt got recovery (passive). That is the case to punish uturn and stuff like kartana, mega-charizard-x and pinsira bit harder, which is espacially useful, if you`re running hp ice, so you can U-turn into Rachi, Zard or Fini. Lando also provides Rocks and Momentum Support of course, while handling tyranitar, the aforementioned pokemon, garchomp and stuff like lopunny/hoopa without ice punch and it pressures medicham in conjunction with the helmet, intimidate, and fini. nearly max defense helps versus lopunny, charizard-x, medicham, excadrill, opposing lando, zygarde and pmuch everything. fini deals with mega-gyarados, ash-greninja, volcarona (to an extent) , weavile , victini (to an extent) , mega alakazam and blacephalon (to an extent, preferably not specs blace) and hawlucha (although +2 acro is a roll, you can attempt to stop it from setting up (/in terrain) or try to intimidate it (also I think it is in fini´s favor) and also provides nice terrain/defog support enabling kyurem to break better. the speedcreep is for adamant crawdaunt and rotom without much speedinvestment. jirachi is a true blessing for this squad, as it checks mega-diancie, tapu lele/bulu, kyurem and magearna and even checks pinsir to an extent. It also offers momentum and paralysis support, which this team appreciates, as it is full of slower power houses and not only that - it also has the obligatory (healing) wish support which the two walls without recovery or at times even kart appreciate. body slam also patches the coverage a little bit, now it can hit fire type stuff like volc a little bit better or opposing zard y´s but here is zen/heart stamp too, if you´re paranoid about the pex MU. speaking of which, kyurem is supposed to push the pex MU under misty terrain and to be a check to koko (dazzling gleam is a bit annoying, but only specs would really run that, or z calm mind maybe, which are rare nowadays), also it helps vs stall. hone claws was a test of mine (I really like that option, espacially when you burned your z-move), ice beam could serve as a more reliable ice stab option. jolly is needed for the speedtie with lele, mimiyku etc. last but not least the core between kyurem-b and kartana really helps to wear down potencially annoying threats for rachi endgame, espacially steel types but also abuse bulky water types and wear down fire types (if zard y cant switch into them/ chip them) but they can also (situational) attempt to weaken the steel type checks for instance, just for themselves in order to do stuff later.
A team I've been tinkering with since I started playing again. I've been toying with different combinations of members for the team and asked for advice but no one gave me anything solid. It's a bit different from the more common stall builds because it uses volcarona to check certain mons that would give stall problems such as cm pain split magearna, mega mawile, kartana and the less common bisharp. It also outspeeds hoopa u which is great to have as hoopa is a notorious stallbreaker and can function as a decent wincon once the opponent's team is worn down.
Through word of mouth, I've been told lack of chansey on stall is concerning but I believe the team can adequately deal with the top tier such as tapu lele, zygarde, ash gren, tapu koko, tapu bulu, hawlucha, medicham, heatran etc. The team will have problems with stallbreaker keldeo (if the opponent misplays and 1 is able to land toxic on it, it will be a lot easier to deal with), hoopa u, tapu fini due to nature's madness as well as magnezone paired with something like cm tapu lele or mega pinsir. (clefable can be a secondary backup pinsir check but it is not ideal)
A good friend of mine unami got games with it and I'll use his replays as I think his a better player than I am and the replays might be of better quality.
In this 1, you'll see bisharp is checked by volcarona which otherwise can cause problems by breaking and opening holes for other members on his team to defeat ours.
Admittedly, he told me he had seen this team before and had a rough idea how to deal with it (that the thundurus was z fight and not z electric). and knew hippo was the best lead to counter thundurus and marowak. Otherwise, I think it's a decent replay showing the team can beat problematic mons for stall such as pinsir, thundurus-t and marowak.
Vs. sash leads landot and ashgren. Besides showing volc can check magearna and scizor, I think it also shows the team can win against a slightly unfavorable matchup which would be this 1 because it's hard to stop sr from going up vs. this team.
This guy had a magnezone which was able to remove steela from the game and some very interesting sets like toxic on zygarde which makes checking it with clef a lot harder but the team was still able to win, though it was quite tough.
I understand that Volcarona set is from the Smogon analysis, and it's meant to check Mega Mawile (among other things), but it fails to do that reliably. Max attack, adamant M Mawile (standard) has a good chance (not sure exactly how much, my app doesn't say) to 2HKO with thunder punch into sucker punch, and OHKO with sucker punch at +2 (they go for thunder punch or swords dance on your switch). Sure, you can try to outplay sucker punch, or bank on flame body, but that's a big gamble. Leftovers could patch that, but you'd take too much from knock off.
You'd have to trade some speed for defense, and I know this makes you slower than Hoopa, but Volcarona certainly isn't bulky enough to reliably switch into it anyway. There are few ways to deal with Hoopa on stall, but, if you could make room, you could try Magearna or Alolan Muk. Both require wish support, which you have, but Muk can switch AV for a figy berry, with gluttony and recycle.
I can't recall the details, but I run timid with enough EVs in speed to outspeed modest Heatran. I primarily wanted to outspeed adamant Mega Heracross so it can't revenge kill Volcarona before a boost. Modest Heatran isn't much faster, so it seems worth some extra EVs. If Heatran switches in on a predicted flamethrower, you can quiver dance to tank magma storm.
I put 248 EVs into HP, and dumped the rest in defence. Leftovers looks nice for recovery, but the z crystal is better, if only to reduce knock off damage.
An offensive team built around magearna; lum Berry > z-move to set up on mons that can only beat volc with status effects and because I wanted the z move on magearna. Hp ground > psychic for an extra se move for heatran / pex + other steeels. I chose magnezone next to grab those annoying ferrothorns, ceelesta + scizors. I added sub to get some extra damage in after trapping / koing. shed shell so mag doesnt get trapped by other mags, people like doing that for some reason plus i really need this guy can't have him locked. mega latias was next because it resist alot +a hazard remover + its bulky doesn't lose to heatran and is a good lure for all the mons we want to trap. The team is weak to volc too and I needed some speed control so scarf protean mixed ninja was next. Added sd iapapa lando-t for some rocks and great pressure early game. Not a world beater but fun to play, hf.
Here are four teams I’ve tryed to builf for some thread here on the forum, thought, none of them reach my own criteria of solidity since they are often really lacking speed controle or such issues.
Even tho, I’m still sharing them here cuz I believe one could have fun and a decent success with them on ladder.
The main Idea was that sub roost kyurem could benefit from toxic spikes to weir down his checks (bar celesteela and maybe to some extent zard, which is why I chose pex as the spiker since he checks both kinda of well enought), since tspikes were my gameplan for kyu to punch through teems, drill is here to spin and don’t remove my own tspikes. The 3 lasts mons are various combinations to checks threats, to try to provide speed control, ground immun and so-on.
I’m well aware those team are far from being the best thing you could do with The pex kyu core but just wanted to share those.
Hello people.
Today another team that brought me up to the peak of 1500+, a particular and fairly balanced team.
First offensive core in the team between Pelipper + Kingdra + MegaSceptile, the rain increases the speed of Kingdra and fire parry shots to Sceptile (which in turn gives lightning the other two). to defend from special attacks and to face the very infamous Ferrothorn I put an original Goodra that with his FirePunch the 2hko.
in support I put Celesteela with a surprise offensive zapdos. I hope the team you like it for its originality. Gg to all from your "lanciapatate".
My absolute favorite team of all time, it may not be perfect but it was not my main idea when I built it, it was just to have one cool ass team to play with, cuz what is mons if you don't play it for fun ?
I really wanted to build a Sand team, since Sand is probably my favorite playstyle since I first played mons, and I heard many times that Exca sand was a really cool pick rn, directly added M-Ttar as my sand setter, since AV/Band Ttar seemed really weird on these kind of builds, and Hippo is just waaay too passive, it gives me those nice Rocks too. Directly saw that M-Zam was a bitch since it traces Sand Rush and OHKO both Drill and Ttar, so I added a defensive Magearna, definitly a weird set, but I wanted a more reliable Psychic-type check than AV Magearna (I guess AV is a good option here just to not be straight 6-0ed by Ash-Greninja), Ice Beam is here for Gliscors, which can be annoying to deal with sometimes, I use Magearna over something like Celesteela on this team because Celesteela can actually drain all my momentum and it's not something I wanted. Looked at the first 3 mons and looked at fighting-types and I was like "yoo we need a counter out here" so I picked Tornadus-T, which gives me a dedicated Defogger and free's my 4th slot on Drill (Rock Slide > Spin), a Ground-immunity and I nice pivot that don't drain all the momentum like Mew or Clefable, and actually, this Torn don't touch Fighting-types at all since I can't fit Hurricane at all, Knock Off is just too useful, U-Turn to gain momentum is always good, I really wanted Defog and I need Heat Wave, or else all these Scizors and Ferrothorns are bitches to my team, but generally, shit like Medicham will switch out against Torn-T so it's whatever, the spread allows to always outspeed Magnezone while always living Band Kartana's Knock Off, with Rocky Helmet, it can chip mons such as Scarf Landorus-T which can be quite troublesome sometimes. Then I have the SPIDER, aka Banded Liquids, I do know that Banded Crawdaunt is an overall better choice than Araquanid, but there are many reasons that I use Araquanid over the crab, the first reason is Sticky Web, basically, it allows me to not be entirely 6-0ed by M-Lopunny, where Crawdaunt will basically die in those match-ups, second reason, it gives me some kind of "counterplay" to Z-Steel Heatran which is a huge problem otherwise, third reason, it gives me a resistance to broken Thousand Arrows, while Araquanid is not really a counter, it does help me to switch into Zygarde w/o rocks, where Crawdaunt would just die in one, fourth reason, the overall better bulk helps me a lot in Ash-Greninja match-ups etc, fifth reason, chips Rotom-W better cuz no one switch Rotom on Crawdaunt, sixth Banded Araquanid is the goat. Araquanid works really well with Magearna and Torn-T as pivots and can do some massive work thanks to Liquidation being broken. Then I wanted something that punishes Pex a lot, and I added LO Zam (best mon), I used it over something like Lele because of its better speed tier that helps me in SD Kart, Zards and Chomps match-up, and also does not care about T Spikes.
Now for the weak m-us, M-Lopunny is a pain in the ass to deal with generally, I just try to put webs early in the game to prevent it from being too fast etc. Another mon is Ash-Greninja, if u put AV Mag I guess it's okay but if you take this random spdef set, you're gonna be destroyed, just try to prevent Rocks as much as possible and try some mindgames with Araquanid/Magearna.
Just the team I enjoy the most, hope you like it! :]
A team I've been tinkering with since I started playing again. I've been toying with different combinations of members for the team and asked for advice but no one gave me anything solid. It's a bit different from the more common stall builds because it uses volcarona to check certain mons that would give stall problems such as cm pain split magearna, mega mawile, kartana and the less common bisharp. It also outspeeds hoopa u which is great to have as hoopa is a notorious stallbreaker and can function as a decent wincon once the opponent's team is worn down.
Through word of mouth, I've been told lack of chansey on stall is concerning but I believe the team can adequately deal with the top tier such as tapu lele, zygarde, ash gren, tapu koko, tapu bulu, hawlucha, medicham, heatran etc. The team will have problems with stallbreaker keldeo (if the opponent misplays and 1 is able to land toxic on it, it will be a lot easier to deal with), hoopa u, tapu fini due to nature's madness as well as magnezone paired with something like cm tapu lele or mega pinsir. (clefable can be a secondary backup pinsir check but it is not ideal)
A good friend of mine unami got games with it and I'll use his replays as I think his a better player than I am and the replays might be of better quality.
In this 1, you'll see bisharp is checked by volcarona which otherwise can cause problems by breaking and opening holes for other members on his team to defeat ours.
Admittedly, he told me he had seen this team before and had a rough idea how to deal with it (that the thundurus was z fight and not z electric). and knew hippo was the best lead to counter thundurus and marowak. Otherwise, I think it's a decent replay showing the team can beat problematic mons for stall such as pinsir, thundurus-t and marowak.
Vs. sash leads landot and ashgren. Besides showing volc can check magearna and scizor, I think it also shows the team can win against a slightly unfavorable matchup which would be this 1 because it's hard to stop sr from going up vs. this team.
This guy had a magnezone which was able to remove steela from the game and some very interesting sets like toxic on zygarde which makes checking it with clef a lot harder but the team was still able to win, though it was quite tough.
You honestly deserve a lot more credit for building this considering how many players have stolen this team and started spamming the ladder with it; I've seen different ev spreads of the team shared around in other circles too.
Feedback after personal use of the team for a bit:
-- It's a small nitpick, but Sableye should have 4 def 4 spe instead of all 8 evs invested into physical defense, otherwise you'll have to fight through awkward speedties with other Sableye, and most importantly, ferrothorn. It's not fun switching into a power whip crit only to lose the natural speedtie the next turn and endup losing Sableye as well.
-- I'm skeptical about using sand stream on this team; If I'm using Hippo based stalls/semistalls I'm usually adamant about using sand stream to chip opposing teams, but for this team you've built here I honestly found sand stream to be more nuisance than help: some examples of this were wish-tect clef having no passive net healing through lefties, and having sableye + volcarona chipped while having to stall out a toxapex abusing the sandstorm chip against my own team and adding onto it through scald and toxic shenanigans .
`-- This one just comes down to personal taste, but something worth considering is stomping tantrum over earthquake on Hippo: it works great in tandem with SR spamming a toxiced defogger since you have an option to one time nuke with a 50% stronger earthquake on their switchin, but obviously the most notable benefit is an un grassy-terrain nerfed ground stab to punish BO mons that rely on grass terrain for safety and regeneration.
Not much else to say other than that it's a team I've enjoyed using
You honestly deserve a lot more credit for building this considering how many players have stolen this team and started spamming the ladder with it; I've seen different ev spreads of the team shared around in other circles too.
Feedback after personal use of the team for a bit:
-- It's a small nitpick, but Sableye should have 4 def 4 spe instead of all 8 evs invested into physical defense, otherwise you'll have to fight through awkward speedties with other Sableye, and most importantly, ferrothorn. It's not fun switching into a power whip crit only to lose the natural speedtie the next turn and endup losing Sableye as well.
-- I'm skeptical about using sand stream on this team; If I'm using Hippo based stalls/semistalls I'm usually adamant about using sand stream to chip opposing teams, but for this team you've built here I honestly found sand stream to be more nuisance than help: some examples of this were wish-tect clef having no passive net healing through lefties, and having sableye + volcarona chipped while having to stall out a toxapex abusing the sandstorm chip against my own team and adding onto it through scald and toxic shenanigans .
`-- This one just comes down to personal taste, but something worth considering is stomping tantrum over earthquake on Hippo: it works great in tandem with SR spamming a toxiced defogger since you have an option to one time nuke with a 50% stronger earthquake on their switchin, but obviously the most notable benefit is an un grassy-terrain nerfed ground stab to punish BO mons that rely on grass terrain for safety and regeneration.
Not much else to say other than that it's a team I've enjoyed using
I've played 5793 games with this team on the alt band-aid fan(2000 elo peak) and I disagree with you on everything except speed creeping your Sableye. Stomping Tantrum is almost useless as it is very easy for anybody with a functioning brain to play around and once they do you now have a fairly shitty 70 bp move, it not being resisted by terrain doesn't matter when it comes to damaging/threatening big problems for the team like Pex. If you want a way to get kills through Grassy Terrain your best option is to go double Z-Move and give hippo groundium z so you can ohko Pex and other ground weak mons that can set up on or beat you 1v1 if not previously hit with toxic. Sandstorm is necessary to chip opposing MSab, Megas, Chansey, any nonsteel type in the game and defensive mons who you have wisped or knocked the lefties off of, without it your already fairly passive team loses any ability to pressure stall or really bulky balance teams that have a cleric and you just do nothing and die, without it the team cannot function.
An actual useful suggestion would be to change the Volcarona to this spread so that you can outspeed and revenge base 95s.
Hi, back from a hiatus. Saw that pretty cool Moltres + Avalugg team in the sample, and that refueled my desire to build something.
I ended up with that team and I'm rather satisfied; it is actually consistent (at least way more than what I've seen / built post Arena Trap's ban).
It doesn't lose to the common stallbreakers (aka Heatran, Tapu Lele, Mega Mawile, Hoopa-U, Sub Kartana, Sub Blace, Manaphy, CM Reuniclus, CM Clefable, Metronome Mamoswine, Manaphy, Serperior, Mega Charmina, etc.) who straightly destroy most stall teams.
It also has win conditions, especially in the stall vs stall match up.
Thought Process:
The key member of the team is Muk-Alola, a Pokemon that I always found underestimated in stall builds.
Its ability - Poison Touch - gives you a 30% chance to poison the opposing pokemon when using a contact move. It is basically Scald effect on every move. It's even better than that, because poison recoil is stronger than burn recoil.
On top of that, Muk-Alola has access to PURSUIT, which means you can poison every pokemon you want on the opposing team. Broken ? Actually for stall, yes definitely !
To capitalize on that, add some Hazard Control with Mega Sableye + Knock Off Spam + Taunt Gliscor and a good defensive synergie, and you've got my team pretty much.
Sets Explanation:
Pyukumuku:
Rest is needed for Sub Toxic Zygarde
Gliscor;
Spe investment makes it faster than Choice Band Zygarde
Knock Off is mainly to remove Choice Band from Zygarde / Tyranitar
Skarmory:
Already explained that set but I don't think people considered it seriously, yet it counters so much things
96 Spe makes it faster than Mega Mawile
Iron Defense + Counter makes it beat everything it needs to beat (Mega Mawile, Mega Pinsir, Landorus-T, Kartana, Gyarados, Metronome Mamoswine, etc.)
Importable:
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Toxic
- Recover
- Protect
This is what your gameplan should look like vs an other fat team:
Go Chansey to threaten the use of SR.
Your opponent will either switch on its Mega Sabeye or on its Defog user. Predict that and double on Muk.
Fish the poison with Pursuit.
Repeat that until you get the poison on the Defog user / Sableye.
Spam Knock Off.
Pressure with Stealth Rocks or use Gliscor once you've poisoned / knocked off everything and play around with Taunt.
Possible changes:
Some people might prefer to try Block / Recover / Rest / Spite on Pyukumuku.
This allows to put even more pressure on opposing Mega Sableye and win the game against stall once you've managed to poison it (with Muk) and PP stall its recover.
Defog > Taunt on Gliscor also is possible, giving the team great Hazard Control.
If you go for Defog on Gliscor, then you could even try Spikes > Defog on Skarmory, giving up some Hazard Control for a better offensive presence.
Thanks for reading and for using the team if you liked it.
Hey everyone! Here’s a team I recently made around Mega Pidgeot, a mega I believe is really slept on in the OU tier. Any feedback or suggestions are greatly appreciated
Choice scarf Weavile serves as a check to Mega Alakazam and Landorus-Therian, two Pokemon that give the team a lot of trouble. The choice between Low Kick or Poison Jab depends on if you want to punish Steel or Fairy types.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Volt Switch
- Iron Head
- Fleur Cannon
- Ice Beam
Assault Vest Magearna serves as the resident Special wall of the team, repeatedly switching in on dangerous threats such as Tapu Koko, Tapu Lele and Ash-Greninja.
Aerodactyl @ Focus Sash
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Fang / Stone Edge
- Taunt
- Stealth Rock
- Earthquake / Stone Edge
Aerodactyl acts as a suicide lead who will almost always get off a Taunt against other leads due to it's blistering base 130 speed and proceed to set up Stealth Rock.