Hi guys, I've been testing this team for 2/3 days and I really enjoy it, thought might as well share, I wanted to try BU obstagoon and I built this team around his "weaknesses" but tbh while playing sometimes I won't even play him and win.
I have a YT channel on which I posted a video with some gameplay and general gameplay thought process, I made a really long video explaining stuff etc but it didn't record due to an error so you have to stick with this shorter one sorry :/.
Proof of rank is the thumbnail of the vid,note I didn't use only this team and atm I dropped a little but will get back up soon after you give me some advice on the team.
Sugarbob and sugarbob4 are my alts.
Zeraora @ Assault Vest
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Blaze Kick
- Play Rough
Let's start with the threat, zeroara is the fastest usable pokemon and has AMAZING coverage, it's mainly to "lure" opposite zeroaras and prevent them from bothering corviknight, you know kommo-o perfectly walls them but the real problem is that they switch out, while my zeroara can do some really nice chip to them and put them in ko range w/rocks + constant bbirds.
Play rough gives nice coverage and I prefer it to knock off since I have clefable for dragapult.
Blaze kick is because for some reason people love switching ferro into zero, you can switch it for volt switchc to gain some nice momentum.
Close combat and plasma fists are self-explianatory, assault vest makes it more durable than leftovers and life orb.
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Body Press
- Iron Defense
- Earthquake
What to say about this mon, it's an absolute mad defensive mon, resists play rough from life orb zeroara... his purpose it to lead usually and set up the rocks, if the opposing team is particularly weak to it I may consider keeping it for the late game and try to sweep with it, always go for the chip and not for the rocks when you can.
Idefense and body press are an obvious combo, eq is there mainly for aegislash and works really well, it gives it nice coverage but if you don't like it you can put dragon tail or protect instead.
Clefable @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Trick
One word: BROKEN. Cripples a ton of stuff, you randomly unload sticky barb onto something, or you can do it strategically depending on the game plan.
Wish protect because I really like wish passing in this team, it's really useful considering I'm playing both conk and obstagoon which benefit from some health and are pretty bulky even if they're offensive mons, you can run softboiled and twave if you feel like there's no need for the wish passing but I really enjoy it's utility atm.
Try to save it for draga/hydreigon.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Earthquake
- Facade
An absolute mad pokemon, it 2hkos the whole tier, Close combat instead of drain punch since I have the wishpassing partner in clefable, it ohkos nearly everything.
Mach punch is the much needed priority considering I don't have a real revenge killer, EQ is for toxapex and facade for all the fairies that like switching in and it helps obstagoon a ton!
I this the main offensive combo is that either obstagoon lures stuff for conk or the other way around, their coverage really complements each other too!
Speed evs are to speedcreep the pokemon that outspeed mandi.
Corviknight @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Substitute
- Roost
The real win condition, this used to be the lure for stuff obstagoon couldn't handle but due to it's durability it's usually the other way around, you may need to pp stall a lot of bothering stuff, always use substitute when in doubt, it helps you scout your opponents but I would even consider faking being defensive for surprise purposes.
The set is pretty standard and the spread helps beat mandibuzz foul play(doesn't break the sub usually), you can run taunt/defog over sub if you feel like it better suits your game style.
Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Facade
- Fire Punch
- Bulk Up
Hits like a truck, has amazing coverage, works really well alongside conk and corvi, I guess it's the perfect mon on this team. I run bulk up instead of obstruct because A TON of people try to stall some turns to get burn chip on obsta but this is where BU comes handy.
It is an absolute mad stall destroyed/wall breaker(not that there is much going around anyway...), knock off and facade are the stabs and kill pretty much every offensive mon in the game, fire punch is mainly to "predict" opposing corviknights on the switch ins and comes in handy a ton of times, you can switch it for whatever you like tho because I rarely find myself using it.
Importable:
https://pastebin.com/RZ4BbvJY
I have a YT channel on which I posted a video with some gameplay and general gameplay thought process, I made a really long video explaining stuff etc but it didn't record due to an error so you have to stick with this shorter one sorry :/.
Proof of rank is the thumbnail of the vid,note I didn't use only this team and atm I dropped a little but will get back up soon after you give me some advice on the team.
Sugarbob and sugarbob4 are my alts.
Zeraora @ Assault Vest
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Blaze Kick
- Play Rough
Let's start with the threat, zeroara is the fastest usable pokemon and has AMAZING coverage, it's mainly to "lure" opposite zeroaras and prevent them from bothering corviknight, you know kommo-o perfectly walls them but the real problem is that they switch out, while my zeroara can do some really nice chip to them and put them in ko range w/rocks + constant bbirds.
Play rough gives nice coverage and I prefer it to knock off since I have clefable for dragapult.
Blaze kick is because for some reason people love switching ferro into zero, you can switch it for volt switchc to gain some nice momentum.
Close combat and plasma fists are self-explianatory, assault vest makes it more durable than leftovers and life orb.
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Body Press
- Iron Defense
- Earthquake
What to say about this mon, it's an absolute mad defensive mon, resists play rough from life orb zeroara... his purpose it to lead usually and set up the rocks, if the opposing team is particularly weak to it I may consider keeping it for the late game and try to sweep with it, always go for the chip and not for the rocks when you can.
Idefense and body press are an obvious combo, eq is there mainly for aegislash and works really well, it gives it nice coverage but if you don't like it you can put dragon tail or protect instead.
Clefable @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Trick
One word: BROKEN. Cripples a ton of stuff, you randomly unload sticky barb onto something, or you can do it strategically depending on the game plan.
Wish protect because I really like wish passing in this team, it's really useful considering I'm playing both conk and obstagoon which benefit from some health and are pretty bulky even if they're offensive mons, you can run softboiled and twave if you feel like there's no need for the wish passing but I really enjoy it's utility atm.
Try to save it for draga/hydreigon.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Earthquake
- Facade
An absolute mad pokemon, it 2hkos the whole tier, Close combat instead of drain punch since I have the wishpassing partner in clefable, it ohkos nearly everything.
Mach punch is the much needed priority considering I don't have a real revenge killer, EQ is for toxapex and facade for all the fairies that like switching in and it helps obstagoon a ton!
I this the main offensive combo is that either obstagoon lures stuff for conk or the other way around, their coverage really complements each other too!
Speed evs are to speedcreep the pokemon that outspeed mandi.
Corviknight @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Bulk Up
- Brave Bird
- Substitute
- Roost
The real win condition, this used to be the lure for stuff obstagoon couldn't handle but due to it's durability it's usually the other way around, you may need to pp stall a lot of bothering stuff, always use substitute when in doubt, it helps you scout your opponents but I would even consider faking being defensive for surprise purposes.
The set is pretty standard and the spread helps beat mandibuzz foul play(doesn't break the sub usually), you can run taunt/defog over sub if you feel like it better suits your game style.
Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Facade
- Fire Punch
- Bulk Up
Hits like a truck, has amazing coverage, works really well alongside conk and corvi, I guess it's the perfect mon on this team. I run bulk up instead of obstruct because A TON of people try to stall some turns to get burn chip on obsta but this is where BU comes handy.
It is an absolute mad stall destroyed/wall breaker(not that there is much going around anyway...), knock off and facade are the stabs and kill pretty much every offensive mon in the game, fire punch is mainly to "predict" opposing corviknights on the switch ins and comes in handy a ton of times, you can switch it for whatever you like tho because I rarely find myself using it.
Importable:
https://pastebin.com/RZ4BbvJY
Attachments
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