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This team is designed around letting set up Swords Dance and sweep. The double Steel core of makes you comfy versus various Fairy-types. provides a Ground immunity, and with Choice Specs, it handles walls that can annoy like , , and . provides speed control and utility thanks to Thunder Wave and U-turn, and it outspeeds and threatens and at +1. revenge kills faster sweepers such as rain-boosted and unburden-boosted
https://pokepast.es/f15c652bff99f139
This team is majorly shaped by three threats: Scizor, Zam, and steel in general (skarm, corvi, forrestress, archaludon)
Mamo- stealth rock essential for even a chance against bug. Ground STAB nice, oblivious to help set stealth rock.
Cloyster- suprisingly bulky, especially white herb variant over focus sash. Sweeper.
Kyurem- I still fight and die on AV Kyurem over sash or specs. Ice badly needs something to pivot to and Kyurem provides so much coverage. Kyurem is still the backbone of ice right now and the flexibility of AV and bulkiness allows you to check multiple mons that otherwise sweep your team. Since Kyurem is the only mon you can easily pivot to, you can't use scarf kyurem and then rotate him out for another mon.
Ninetales- obvious why. Never got good use out of encore because Ice is so precarious. Extrasensory is because fighting is a huge threat to ice right now, but honestly I guess encore could PP stall. Roar is also a good option.
Rotom- flying check and speed. Quite a useful mon that gets slept on, but I think it's a really great option with flying getting a lot of use.
Edit: Forgot about chien lolll. Boots chien bc that endgame flexibility is crucial and I'm unwilling to use aslash or avalugg for rapid spin. Band or sash chien are just not useful enough so this whole team revolves around not really needing hazard clear (bc frosslass isn't great either, ice just has no reliably resilient hazard clear. Aslash requires snow setup which reduces atales setups for sweepers). Weather is more of a factor in this post-bax reality too and you really need Atales as long as possible.
This is a Slush Rush Ice Mono using Piloswine and Avalugg as the bulk options. Getting straight to the point:
- Ninetales-A is pretty self explanatory, its Icy Rock to help extend Snow for Ice Body Avalugg and Slush Rush Cetitan.
- Kyurem is self explanatory as well, it holds Choice Specs using its powerful stabs and Earth Power for coverage. (Although I do think you could use Sub Lefties over Draco Specs as well.)
- Piloswine has mainly been the Volcarona check and a nice Spdef Blanket. Rock Tomb as the Volcarona check as well as being a boots Heatran check. (Piloswine outspeeds spdef variants after Rock Tomb.) As well as Roar for phasing.
- Chien Pao I've experimented with a few sets but Scarf so far as helped the most especially against Fighting because of Scarf Sneasler. Also useful for Scarf Gholdengos and speed ties with Scarf Flutters. Does very well against Dark too.
- Avalugg is a very useful physical blanket especially in snow + veil allowing it to tank just about any physical hit with ease. I decided to go with Iron Defense instead as it provides some leverage for it to be able to go toe to toe with Iron Press Zamazenta. And if Volcarona is down it can threaten Scizor. +6 212 Def Zamazenta Body Press vs. +6 252 HP / 252+ Def Avalugg in Snow: 72-86 (18.2 - 21.8%) -- possible 6HKO after Ice Body recovery
+6 8 Def Zamazenta Body Press vs. +6 252 HP / 252+ Def Avalugg: 92-110 (23.3 - 27.9%) -- 82.2% chance to 4HKO
- Lastly Cetitan who is the main physical attacker here where personally I use Adamant for damage since I already have Pao for speed. Icicle Crash and Equake hit really hard and Heavy Slam has been useful against Rock, Ice Mirrors, and against Fairy types reliably ohkoing Valiant and doing huge damage to Azumarill in case your Kyurem goes down early. 252+ Atk Choice Band Cetitan Heavy Slam (120 BP) vs. 4 HP / 0 Def Azumarill: 235-277 (68.7 - 80.9%) -- guaranteed 2HKO
252+ Atk Choice Band Cetitan Icicle Crash vs. 252 HP / 252+ Def Skarmory: 118-139 (35.3 - 41.6%) -- guaranteed 3HKO
Dragon (click sprites for team):
simple offense with physical/special breakers in pult + kyurem respectively, with healing wish from latias and defensive support from archaludon. gouging fire and raging bolt are setup sweepers and their EV spreads are the one provided in the smogon dex, but can be further edited for simplicity if needed.
Another variant with wisphex pult is worth considering as well:
Dragapult can also be made full spatk with draco meteor instead if that is preferred for the sample.
note: used for significant portion of 38-2 reqs run for ursaluna-bm suspect, didn't save replays though unfortunately
This team is designed around letting set up Swords Dance and sweep. The double Steel core of makes you comfy versus various Fairy-types. provides a Ground immunity, and with Choice Specs, it handles walls that can annoy like , , and . provides speed control and utility thanks to Thunder Wave and U-turn, and it outspeeds and threatens and at +1. revenge kills faster sweepers such as rain-boosted and unburden-boosted
https://pokepast.es/f15c652bff99f139
This team is majorly shaped by three threats: Scizor, Zam, and steel in general (skarm, corvi, forrestress, archaludon)
Mamo- stealth rock essential for even a chance against bug. Ground STAB nice, oblivious to help set stealth rock.
Cloyster- suprisingly bulky, especially white herb variant over focus sash. Sweeper.
Kyurem- I still fight and die on AV Kyurem over sash or specs. Ice badly needs something to pivot to and Kyurem provides so much coverage. Kyurem is still the backbone of ice right now and the flexibility of AV and bulkiness allows you to check multiple mons that otherwise sweep your team. Since Kyurem is the only mon you can easily pivot to, you can't use scarf kyurem and then rotate him out for another mon.
Ninetales- obvious why. Never got good use out of encore because Ice is so precarious. Extrasensory is because fighting is a huge threat to ice right now, but honestly I guess encore could PP stall. Roar is also a good option.
Rotom- flying check and speed. Quite a useful mon that gets slept on, but I think it's a really great option with flying getting a lot of use.
Edit: Forgot about chien lolll. Boots chien bc that endgame flexibility is crucial and I'm unwilling to use aslash or avalugg for rapid spin. Band or sash chien are just not useful enough so this whole team revolves around not really needing hazard clear (bc frosslass isn't great either, ice just has no reliably resilient hazard clear. Aslash requires snow setup which reduces atales setups for sweepers). Weather is more of a factor in this post-bax reality too and you really need Atales as long as possible.
Slush Rush abuser for fast utility in Rapid Spin and Knock Off for hazard and item removal, respectively. Iron Head for stab and coverage against those fairy godparents and Rock types, Earthquake to cover some of Ice’s weaknesses.
Chien Pao replacement with Triple Axel for a 120bp STAB ice move. Wide Lens for 97% acc. Knock Off for item removal, Shard for priority. Could use HDB but it’s a preference thing. Also, always use Pressure on Weavile.
Aurora Veil to make the team bulkier and pairs will with Snow Warning. Freeze Dry to hit Water types hard, Moonblast for Fighting and Dark types, Encore to catch someone lacking for doing the same thing over and over so you can use it to your advantage (or downfall). Max HP so you can get more turns out of Ninetales and Icy Rock to maximize Slush Rush uptime for Sandslash and the bulk for the team overall.
Your hazard setter and it helps absorb a few Fire moves for Ice. Earthquake for STAB against Fire, Rock, Poison, and Steel types. Smack Down to bring down those metal birds. The EVs allows you to make Body Press from Corviknight a 3HKO outside of Snow and a 3HKO from Skarmory’s Body Press while under Snow. Also avoids being OHKO’d by Ogerpon-Hearthflame to EQ and Ice Shard Hearthflame.
White Herb is better than Focus Sash because of what Snow does for Ice types. A massive 180 base Def to be further boosted by Snow allows it to setup Shell Smash against a large portion of the physical attack cast of mon in the tier. Icicle Spear for STAB and Rock Blast to cover Flying and Bug types. Ice Shard to avoid being revenge killed and to tag faster Choice Scarf mons like Latios, Dragapult, and Roaring Moon.
I was debating whether to put HDB or Specs on Kyurem, but I think Specs might edge out as better for this team. Hard hitting already as a special attacker, Choice Specs allows you to muscle past balanced teams and remove some of Ice’s threats to make room for Cloyster and Chien-Pao to close games.
Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 132 SpA / 124 SpD
Sassy Nature
- Future Sight
- Ice Beam
- Flamethrower
- Earthquake
Okidogi (M) @ Choice Scarf
Ability: Toxic Chain
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Ice Punch
- High Horsepower
Originally a bazaar team (See here for the original) it has since be refined for a proper sample. Overall this team is bulkier than the average Poison team with a few unothordox spreads that hopefully will make sense.
and are standard and fufill their normal roles as shown on their analysises. A Special Wall to fight Psychic- and Ghost-types and A Physical Wall to deal with Ground- and Water-types. Energy Ball is being ran to beat Bulk Up Landorus but its standard otherwise.
serves multiple utilities on this team. Notably it is our hazard setter running Spikes to provide pressure, it also benefits from out Poison spreading with Barb Barrage and provides a check to powerful physical attackers that Amoonguss and Galarian Weezing cannot such as Gallade, Ceruledge, and Iron Boulder with Intimidate also allowing for breathing room. Protect is being ran to get more recovery as we don't need TSpikes with 2 Contact Poison attackers and Barb Barrage.
EV spread is to hit the benchmark of Corviknight, which can prove an issue for this team otherwise, along with other threats such as Hisuian Goodra, Tyranitar, and Iron Hands. The HP EVs also serve to power up Painsplit making us more offensive that way. Standard Moveset otherwise.
EV Spread still allows it to tank special hits but gives it more fire power. Notably we 2HKO Offensive Gholdengo while still taking a +2 Shadow Ball, taking less than 50% from Specs Latios Draco and having a good chance to take an unboosted Life Orb Lando-I EP shoud we lose our vest. Standard Moveset otherwise.
Choice Scarf to outspeed targets like Lando-I and Chien-Pao, along with get kills on targets like Specs Dragapult and Specs Latios after minor chip. It also acts as our Gambit check (Even after Pao Chip or at -4 we live a Max supreme overlord boosted Sucker Punch) High Horse Power to hit Poison-types like Toxapex and Pecharunt for actual damage and Ghold once Balloon is gone.
Landorus (M) @ Life Orb
Ability: Sheer Force
Tera Type: Ground
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Focus Blast
- Rock Slide
- Stealth Rock
Offensive Flying team designed around giving the player many ways to make progress - direct damage, setting up, hazards, and even pp stalling. Went 38-2 for reqs with this team.
setup sweeper and status/knock off absorber. EV'd to live +2 Cudgel from Oger-H/C
physical wallbreaker
special wall. EV'd to live Band Dnite's Outrage. hits 219 speed.
physical wall. Covert Cloak is primarily used to avoid Chien-Pao flinches. Rocky Helmet is another option.
speed control
special wallbreaker. Rock Slide hits Flying types, but Psychic and Sludge Wave are other options.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Toxic
- Spikes
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Gravity
- Earth Power
- Thunderbolt
- Volt Switch
Physical wall, Sand setter, Hazard setter, Eject Button to keep momentum for a free switch to Excadrill (or Landorus).
Wallbreaker Choice Band user, dual stab for max damage, Rock Slide for perfect coverage (outside a random Torterra), Poison Jab pesky plants like the Ogerpon forms.
Special Wallbreaker and Gravity setter for the team. Earth Power + Psychic handles the Poison matchup so it doesn’t take as long to win. Also, Psychic covers Fighting types. Focus Blast covers Normal, Dark and Steel types.
The other Choice Band user that covers the Flying and Dragon matchup for the team. Dual stab and priority for cleanup. Knock Off for item removal and to cover Ghost and Psychic types.
Special wall and Spikes setter to hazard stack with Hippo. Good recovery and Poison Jab to do some damage and fish for Poison if not clicking Toxic.
Helps with the Water matchup and a good pivoter. Also, a second Gravity to help out the team.
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Gravity
- Earth Power
- Thunderbolt
- Volt Switch
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Toxic
- Spikes
Quagsire @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Body Press
- Recover
Fast spinner for the team. Ice Spinner to hit Ground/Flying types likes opposing Landorus or Gliscor. It’s also nice for some Dragon and Grass types too. Dual stab is nice, Boots to avoid hazard damage.
Special Wallbreaker and Gravity setter for the team. Earth Power + Psychic handles the Poison matchup so it doesn’t take as long to win. Also, Psychic covers Fighting types. Focus Blast covers Normal, Dark and Steel types.
The other Choice Band user that covers the Flying and Dragon matchup for the team. Dual stab and priority for cleanup. Knock Off for item removal and to cover Ghost and Psychic types.
Helps with the Water matchup and a good pivoter. Also, a second Gravity to help out the team.
Special wall and Spikes setter to hazard stack with Quagsire. Good recovery and Poison Jab to do some damage and fish for Poison if not clicking Toxic.
Physical wall and hazard setter. Unaware can deter mons like Kingambit, Dragonite, or Gouging Fire from setting up. Body Press hits Kingambit and other Steel and Dark types hard.
Serves as the prime sun setter and physical wall, will o wisp it's used to nullify strong attackers but can be exchanged with body press.
There is no much need for explanation since ogerpon is a beast but it's recommended to have horn leech instead of wood Hammer for better survivavility, also play rough it's more recommended to be able to hit dragons (as a bonus its ability nullifies flash fire for people who try to counter with .
Overall a nice bulky wall with a more than respectable special attack and bulk plus it's able to counter any attemps to beat your team with water attacks.
It's a fast revenge killer or a good first turn mon to use U-turn. (It can also be run with a choice scarf or choice band but I prefer to be able to change between moves to avoid being stuck on a move on switch. You can also change sucker punch for court change but if you do this it's better to remove stealth rock on )
One of the best special sweepers in the game. With only one mayor weakness: Rock (and sand). If you are worried about running into any rock teams it's recommended you switch for since it's more bulky and able to use will o wisp or yawn and it's quite bulky.
One of the best mons for fire teams. Nice bulk, incredible power, wide coverage of moves, different builds, benefits from sun, etc. There is currently very few reasons not to use it on fire teams
Other versions of this team have
is a nice scpecial attacker which can serve as a replacement for or as a second sun setter which can run a wide variety of coverage
is a strong sweeper which can be used in multiple ways thanks to its versatility like focus sash/with swords dance set or a weakness policy set, etc.
it's a strong atacker which can be used in a variety of ways with really good abilities and coverage.
A very good unaware bulky wall, with realiable recovery with slack off and it's able to shut down physical set up sweepers with will o wisp or yawn like gouging fire, dragonite, Ogerpon, Great Tusk, etc
Slush Rush abuser for fast utility in Rapid Spin and Knock Off for hazard and item removal, respectively. Iron Head for stab and coverage against those fairy godparents and Rock types, Earthquake to cover some of Ice’s weaknesses.
I mean what’s there to say about this thing? Its offensive capabilities are required on every Ice team. SD to put games away, Crunch to exorcise Ghosts and put Psychic types out of business, Sacred Sword because it’s the 5th Sword of Justice to cut Steel like he’s Zoro from One Piece and make Normal types Abnormal, Ice Shard because sometimes being fast isn’t fast enough. What is this mon, man?
Aurora Veil to make the team bulkier and pairs will with Snow Warning. Freeze Dry to hit Water types hard, Moonblast for Fighting and Dark types, Encore to catch someone lacking for doing the same thing over and over so you can use it to your advantage (or downfall). Max HP so you can get more turns out of Ninetales and Icy Rock to maximize Slush Rush uptime for Sandslash and the bulk for the team overall.
Your hazard setter and it helps absorb a few Fire moves for Ice. Earthquake for STAB against Fire, Rock, Poison, and Steel types. Smack Down to bring down those metal birds. The EVs allows you to make Body Press from Corviknight a 3HKO outside of Snow and a 3HKO from Skarmory’s Body Press while under Snow. Also avoids being OHKO’d by Ogerpon-Hearthflame to EQ and Ice Shard Hearthflame.
White Herb is better than Focus Sash because of what Snow does for Ice types. A massive 180 base Def to be further boosted by Snow allows it to setup Shell Smash against a large portion of the physical attack cast of mon in the tier. Icicle Spear for STAB and Rock Blast to cover Flying and Bug types. Ice Shard to avoid being revenge killed and to tag faster Choice Scarf mons like Latios, Dragapult, and Roaring Moon.
I was debating whether to put HDB or Specs on Kyurem, but I think Specs might edge out as better for this team. Hard hitting already as a special attacker, Choice Specs allows you to muscle past balanced teams and remove some of Ice’s threats to make room for Cloyster and Chien-Pao to close games.
Slowking-Galar @ Assault Vest
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 132 SpA / 124 SpD
Sassy Nature
- Future Sight
- Ice Beam
- Flamethrower
- Earthquake
Okidogi (M) @ Choice Scarf
Ability: Toxic Chain
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Ice Punch
- High Horsepower
Originally a bazaar team (See here for the original) it has since be refined for a proper sample. Overall this team is bulkier than the average Poison team with a few unothordox spreads that hopefully will make sense.
and are standard and fufill their normal roles as shown on their analysises. A Special Wall to fight Psychic- and Ghost-types and A Physical Wall to deal with Ground- and Water-types. Energy Ball is being ran to beat Bulk Up Landorus but its standard otherwise.
serves multiple utilities on this team. Notably it is our hazard setter running Spikes to provide pressure, it also benefits from out Poison spreading with Barb Barrage and provides a check to powerful physical attackers that Amoonguss and Galarian Weezing cannot such as Gallade, Ceruledge, and Iron Boulder with Intimidate also allowing for breathing room. Protect is being ran to get more recovery as we don't need TSpikes with 2 Contact Poison attackers and Barb Barrage.
EV spread is to hit the benchmark of Corviknight, which can prove an issue for this team otherwise, along with other threats such as Hisuian Goodra, Tyranitar, and Iron Hands. The HP EVs also serve to power up Painsplit making us more offensive that way. Standard Moveset otherwise.
EV Spread still allows it to tank special hits but gives it more fire power. Notably we 2HKO Offensive Gholdengo while still taking a +2 Shadow Ball, taking less than 50% from Specs Latios Draco and having a good chance to take an unboosted Life Orb Lando-I EP shoud we lose our vest. Standard Moveset otherwise.
Choice Scarf to outspeed targets like Lando-I and Chien-Pao, along with get kills on targets like Specs Dragapult and Specs Latios after minor chip. It also acts as our Gambit check (Even after Pao Chip or at -4 we live a Max supreme overlord boosted Sucker Punch) High Horse Power to hit Poison-types like Toxapex and Pecharunt for actual damage and Ghold once Balloon is gone.
Landorus (M) @ Life Orb
Ability: Sheer Force
Tera Type: Ground
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Focus Blast
- Rock Slide
- Stealth Rock
Offensive Flying team designed around giving the player many ways to make progress - direct damage, setting up, hazards, and even pp stalling. Went 38-2 for reqs with this team.
setup sweeper and status/knock off absorber. EV'd to live +2 Cudgel from Oger-H/C
physical wallbreaker
special wall. EV'd to live Band Dnite's Outrage. hits 219 speed.
physical wall. Covert Cloak is primarily used to avoid Chien-Pao flinches. Rocky Helmet is another option.
speed control
special wallbreaker. Rock Slide hits Flying types, but Psychic and Sludge Wave are other options.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Toxic
- Spikes
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Gravity
- Earth Power
- Thunderbolt
- Volt Switch
Physical wall, Sand setter, Hazard setter, Eject Button to keep momentum for a free switch to Excadrill (or Landorus).
Wallbreaker Choice Band user, dual stab for max damage, Rock Slide for perfect coverage (outside a random Torterra), Poison Jab pesky plants like the Ogerpon forms.
Special Wallbreaker and Gravity setter for the team. Earth Power + Psychic handles the Poison matchup so it doesn’t take as long to win. Also, Psychic covers Fighting types. Focus Blast covers Normal, Dark and Steel types.
The other Choice Band user that covers the Flying and Dragon matchup for the team. Dual stab and priority for cleanup. Knock Off for item removal and to cover Ghost and Psychic types.
Special wall and Spikes setter to hazard stack with Hippo. Good recovery and Poison Jab to do some damage and fish for Poison if not clicking Toxic.
Helps with the Water matchup and a good pivoter. Also, a second Gravity to help out the team.
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Gravity
- Earth Power
- Thunderbolt
- Volt Switch
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Toxic
- Spikes
Quagsire @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Body Press
- Recover
Fast spinner for the team. Ice Spinner to hit Ground/Flying types likes opposing Landorus or Gliscor. It’s also nice for some Dragon and Grass types too. Dual stab is nice, Boots to avoid hazard damage.
Special Wallbreaker and Gravity setter for the team. Earth Power + Psychic handles the Poison matchup so it doesn’t take as long to win. Also, Psychic covers Fighting types. Focus Blast covers Normal, Dark and Steel types.
The other Choice Band user that covers the Flying and Dragon matchup for the team. Dual stab and priority for cleanup. Knock Off for item removal and to cover Ghost and Psychic types.
Helps with the Water matchup and a good pivoter. Also, a second Gravity to help out the team.
Special wall and Spikes setter to hazard stack with Quagsire. Good recovery and Poison Jab to do some damage and fish for Poison if not clicking Toxic.
Physical wall and hazard setter. Unaware can deter mons like Kingambit, Dragonite, or Gouging Fire from setting up. Body Press hits Kingambit and other Steel and Dark types hard.
Serves as the prime sun setter and physical wall, will o wisp it's used to nullify strong attackers but can be exchanged with body press.
There is no much need for explanation since ogerpon is a beast but it's recommended to have horn leech instead of wood Hammer for better survivavility, also play rough it's more recommended to be able to hit dragons (as a bonus its ability nullifies flash fire for people who try to counter with .
Overall a nice bulky wall with a more than respectable special attack and bulk plus it's able to counter any attemps to beat your team with water attacks.
It's a fast revenge killer or a good first turn mon to use U-turn. (It can also be run with a choice scarf or choice band but I prefer to be able to change between moves to avoid being stuck on a move on switch. You can also change sucker punch for court change but if you do this it's better to remove stealth rock on )
One of the best special sweepers in the game. With only one mayor weakness: Rock (and sand). If you are worried about running into any rock teams it's recommended you switch for since it's more bulky and able to use will o wisp or yawn and it's quite bulky.
One of the best mons for fire teams. Nice bulk, incredible power, wide coverage of moves, different builds, benefits from sun, etc. There is currently very few reasons not to use it on fire teams
Other versions of this team have
is a nice scpecial attacker which can serve as a replacement for or as a second sun setter which can run a wide variety of coverage
is a strong sweeper which can be used in multiple ways thanks to its versatility like focus sash/with swords dance set or a weakness policy set, etc.
it's a strong atacker which can be used in a variety of ways with really good abilities and coverage.
A very good unaware bulky wall, with realiable recovery with slack off and it's able to shut down physical set up sweepers with will o wisp or yawn like gouging fire, dragonite, Ogerpon, Great Tusk, etc
Description:
- I chose Gallade instead of Iron Hands, because while I. Hands has good bulk, its attack falls short using careful nature, not to mention its moves like Ice, Drain Punch and Supercell Slam are not THAT reliable. With Gallade not only does the fighting type have a good special wall (with AV) with a great attack with moves boosted with Sharpness, but also a chance to beat Espathra(While it's in the tier) and priority with Shadow Sneak. It can also take Moonblastes from fairy types or shadow Ball from Dengo and pay the back with either Sharpness (x1.5) boosted Psycho Cut or Night Slash. It helps the fightig type to take on Greninja, Poison matchups and even Psychic or Fairy matchups.
- Mixed Expert Bell Iron Valiant is here to deal with switched out pokemon. While Choice Specs deals great damage to pokemon, the player can just predict the move and switch out. With Expert Belt however, it won't be locked in a single move anymore and it can surprise the opponent with its moves and power. Examples are if a player switche Corv. to Gliscor predicting Thunderbold. On the next turn Iron V. hits Gliscor with Ice punch, dealing a LOT of damage. or if a Mono-Dragon team switches to Goodra-Hisui for the Moonblast, instead Iron V. kills it with Close Combat. I dinn't give it Life Orb because losing HP is a huge disadvantage form a frail pokemon and Expert Bell boosts the attaks enought. I also 252 EV'd its Sp. Att. to finish off Zamazenta.
- While many pokemon in this team are basic, I chose CB Great Tusk (Crazy, right?), to give the team a Pokemon that causes big chunks of damage to the opponents (physical wallbreaker). CB Great Tusk can do suprising damage 2KOing Skarmory and Corviknight, KOing Archaludon and doing significant damage to Pokemon like Sinistcha, Primarina, Rotom-W or any other pokemon. It still can take hits from potent Pokemon like Ceruledge and Goughing fire in the sun. At last it can knock the opponents' items off while dealing good damage.
P.S: I also wanted to note that Sneasler has Switcheroo instead of Toxic Spikes, because switching items with stall pokemon like Sableye, Toxapex or Pecharunt can criple them.
A defensively oriented dark team based around the following reasoning: People usually find it hard to kill Ting-Lu quickly as it sets hazards, so they'll usually end up trading hazards and we both end up with a full stack of hazards on our fields. For this team, that's fine, as none of the 5 other members care about a full layer of spikes anyways due to HDB spam. Hydregion is Specs to help deal with Archaludon, and Mandibuzz is specially defensive with Toxic + Uturn + Bravebird to help deal with threats such as Archaludon, Keldeo, and Volcarona (both bulky and offensive). Kingambit is max speed with Low Kick to help beat Steel, and has a balloon to not get 6-0ed by Toxic Gliscor. Rest Muk-Alola is our way of dealing with Weezing-Galar as nothing else wants to switch into Wisp + Strange steam, and also helps win the long game against opposing Stall.
EDIT: current 1700+ (top 3 and climbing), team works on ladder confirmed
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Punch
- Drain Punch
- Heavy Slam
- Earthquake
Urshifu's scarf and maximised Atk. stat allows it to outspeed fast sweepers with super effective coverage, such as Flutter Mane. U-turn for quick switches, Surging Strikes for STAB wallbreaking and bypassing sturdy/focus sash and Multiscale, Close Combat for high damage fighting STAB, and Ice Punch against flying/dragon types.
Zamazenta has Iron Defense + Body press for high STAB damage and Defense, Crunch for Psychic & Ghost coverage, Heavy Slam + max. speed to counter fast fairy types (Flutter Mane again), and leftovers for passive recovery.
Infernape is a mixed set, consisting of Close Combat for powerful fighting STAB, Mach Punch boosted by Iron Fist, Overheat to deal with physically bulky pokemon such as Foretress or Houndstone, and Stone Edge to deal super effective damage to commonly used Bug and Flying type pokemon like Zapdos or Volcarona, with a life orb to boost overall damage.
Iron Valiant is the fast special attacker of the team. It has amazing coverage with Aura Sphere, Moonblast, Shadow ball and T-bolt, leaving not a single pokemon that resists all 4 moves (except Terapagos' Tera Shell) and an expert belt to boost supereffective damage, allowing it to even OHKO an Archaludon with max. Hp EV's.
Great Tusk is used for hazards removal, stealth rocks setup, Knock off and STAB Ground damage with Earthquake. This physically sturdy pokemon will eat hits for breakfast, lunch and dinner, while removing the opposing pokemon's item, setting up stealth rocks on your opponents' field and removing them on yours.
For Iron Hands, I decided to make it a specially bulky set with maximum Hp and Sp. Def. EV's, with Assault vest to top it off. It's the only member of this team that gets hit with neutral damage from flying type attacks such as Hurricane or Air Slash, and it has good coverage using Thunder Punch for STAB Electric type damage, Drain Punch for STAB Fighting and a little bit of recovery, Heavy Slam to deal with Fairy types and Earthquake for extra super effective coverage.
This team has brought me from 1000 Elo to 1450, though I've made some adjustments along the way (I used to run Band Gallade instead of Iron Hands). It isn't perfect by any means, but it goes a long way.
Note: Lately, I’ve noticed that this team struggles a lot against flying teams, especially Flying/Ground types and Scarf Enamorus. I’m currently looking for a way to fix this issue.
Update: I’m currently testing the team with Iron Hands’ Earthquake being replaced with Ice punch. Results and Replays to come.
: the lead, use it to set up stick then die or switch out thanks to eject bouton, it also have both stab to add some coverage and knock for utility :use it against bad matchup, aurora veil allow some survability and some room to set up serperior and sinistcha, earthquake can help against steel type and ice stab against flying pokemon who is always a solid threat against mono grass
:the win condition, it has a set up move and three coverage move who really help against a lot of bad matchup, scald and heatproof can solo win against some mono fire, shadow ball is always useful and a great stab and matcha gotcha is a good stab that give some sustain
:Ogerpon is a good switch in in a lot of situation, hit strong and quick with a good coverage who can defeat some annoying type like dragon or ghost types, again with two powerful stab which one give access to survability
:the queen, if sticky web and aurora veil is set up it almost always a good idea to just go to serperior and spam that contrary leaf storm, choice specs to do max damage since we wont be using any other attack but still with some coverage just to be sure
: An overall pretty okayish pokemon who reveal is potential with sticky web allowing it to pass a lot of pokemon and hit strong with life orb, technician giving us a very good priority move and airslash helping with match up like bug who can be dangerous and spore to gain time and give a free switch in in our frail team
A defensively oriented dark team based around the following reasoning: People usually find it hard to kill Ting-Lu quickly as it sets hazards, so they'll usually end up trading hazards and we both end up with a full stack of hazards on our fields. For this team, that's fine, as none of the 5 other members care about a full layer of spikes anyways due to HDB spam. Hydregion is Specs to help deal with Archaludon, and Mandibuzz is specially defensive with Toxic + Uturn + Bravebird to help deal with threats such as Archaludon, Keldeo, and Volcarona (both bulky and offensive). Kingambit is max speed with Low Kick to help beat Steel, and has a balloon to not get 6-0ed by Toxic Gliscor. Rest Muk-Alola is our way of dealing with Weezing-Galar as nothing else wants to switch into Wisp + Strange steam, and also helps win the long game against opposing Stall.
EDIT: current 1700+ (top 3 and climbing), team works on ladder confirmed
Description:
- I chose Gallade instead of Iron Hands, because while I. Hands has good bulk, its attack falls short using careful nature, not to mention its moves like Ice, Drain Punch and Supercell Slam are not THAT reliable. With Gallade not only does the fighting type have a good special wall (with AV) with a great attack with moves boosted with Sharpness, but also a chance to beat Espathra(While it's in the tier) and priority with Shadow Sneak. It can also take Moonblastes from fairy types or shadow Ball from Dengo and pay the back with either Sharpness (x1.5) boosted Psycho Cut or Night Slash. It helps the fightig type to take on Greninja, Poison matchups and even Psychic or Fairy matchups.
- Mixed Expert Bell Iron Valiant is here to deal with switched out pokemon. While Choice Specs deals great damage to pokemon, the player can just predict the move and switch out. With Expert Belt however, it won't be locked in a single move anymore and it can surprise the opponent with its moves and power. Examples are if a player switche Corv. to Gliscor predicting Thunderbold. On the next turn Iron V. hits Gliscor with Ice punch, dealing a LOT of damage. or if a Mono-Dragon team switches to Goodra-Hisui for the Moonblast, instead Iron V. kills it with Close Combat. I dinn't give it Life Orb because losing HP is a huge disadvantage form a frail pokemon and Expert Bell boosts the attaks enought. I also 252 EV'd its Sp. Att. to finish off Zamazenta.
- While many pokemon in this team are basic, I chose CB Great Tusk (Crazy, right?), to give the team a Pokemon that causes big chunks of damage to the opponents (physical wallbreaker). CB Great Tusk can do suprising damage 2KOing Skarmory and Corviknight, KOing Archaludon and doing significant damage to Pokemon like Sinistcha, Primarina, Rotom-W or any other pokemon. It still can take hits from potent Pokemon like Ceruledge and Goughing fire in the sun. At last it can knock the opponents' items off while dealing good damage.
P.S: I also wanted to note that Sneasler has Switcheroo instead of Toxic Spikes, because switching items with stall pokemon like Sableye, Toxapex or Pecharunt can criple them.
Slush Rush abuser for fast utility in Rapid Spin and Knock Off for hazard and item removal, respectively. Iron Head for stab and coverage against those fairy godparents and Rock types, Earthquake to cover some of Ice’s weaknesses.
Chien Pao replacement with Triple Axel for a 120bp STAB ice move. Wide Lens for 97% acc. Knock Off for item removal, Shard for priority. Could use HDB but it’s a preference thing. Also, always use Pressure on Weavile.
Aurora Veil to make the team bulkier and pairs will with Snow Warning. Freeze Dry to hit Water types hard, Moonblast for Fighting and Dark types, Encore to catch someone lacking for doing the same thing over and over so you can use it to your advantage (or downfall). Max HP so you can get more turns out of Ninetales and Icy Rock to maximize Slush Rush uptime for Sandslash and the bulk for the team overall.
Your hazard setter and it helps absorb a few Fire moves for Ice. Earthquake for STAB against Fire, Rock, Poison, and Steel types. Smack Down to bring down those metal birds. The EVs allows you to make Body Press from Corviknight a 3HKO outside of Snow and a 3HKO from Skarmory’s Body Press while under Snow. Also avoids being OHKO’d by Ogerpon-Hearthflame to EQ and Ice Shard Hearthflame.
White Herb is better than Focus Sash because of what Snow does for Ice types. A massive 180 base Def to be further boosted by Snow allows it to setup Shell Smash against a large portion of the physical attack cast of mon in the tier. Icicle Spear for STAB and Rock Blast to cover Flying and Bug types. Ice Shard to avoid being revenge killed and to tag faster Choice Scarf mons like Latios, Dragapult, and Roaring Moon.
I was debating whether to put HDB or Specs on Kyurem, but I think Specs might edge out as better for this team. Hard hitting already as a special attacker, Choice Specs allows you to muscle past balanced teams and remove some of Ice’s threats to make room for Cloyster and Chien-Pao to close games.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Knock Off
- Earthquake
- Stealth Rock
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Punch
- Drain Punch
- Heavy Slam
- Earthquake
Urshifu's scarf and maximised Atk. stat allows it to outspeed fast sweepers with super effective coverage, such as Flutter Mane. U-turn for quick switches, Surging Strikes for STAB wallbreaking and bypassing sturdy/focus sash and Multiscale, Close Combat for high damage fighting STAB, and Ice Punch against flying/dragon types.
Zamazenta has Iron Defense + Body press for high STAB damage and Defense, Crunch for Psychic & Ghost coverage, Heavy Slam + max. speed to counter fast fairy types (Flutter Mane again), and leftovers for passive recovery.
Infernape is a mixed set, consisting of Close Combat for powerful fighting STAB, Mach Punch boosted by Iron Fist, Overheat to deal with physically bulky pokemon such as Foretress or Houndstone, and Stone Edge to deal super effective damage to commonly used Bug and Flying type pokemon like Zapdos or Volcarona, with a life orb to boost overall damage.
Iron Valiant is the fast special attacker of the team. It has amazing coverage with Aura Sphere, Moonblast, Shadow ball and T-bolt, leaving not a single pokemon that resists all 4 moves (except Terapagos' Tera Shell) and an expert belt to boost supereffective damage, allowing it to even OHKO an Archaludon with max. Hp EV's.
Great Tusk is used for hazards removal, stealth rocks setup, Knock off and STAB Ground damage with Earthquake. This physically sturdy pokemon will eat hits for breakfast, lunch and dinner, while removing the opposing pokemon's item, setting up stealth rocks on your opponents' field and removing them on yours.
For Iron Hands, I decided to make it a specially bulky set with maximum Hp and Sp. Def. EV's, with Assault vest to top it off. It's the only member of this team that gets hit with neutral damage from flying type attacks such as Hurricane or Air Slash, and it has good coverage using Thunder Punch for STAB Electric type damage, Drain Punch for STAB Fighting and a little bit of recovery, Heavy Slam to deal with Fairy types and Earthquake for extra super effective coverage.
This team has brought me from 1000 Elo to 1450, though I've made some adjustments along the way (I used to run Band Gallade instead of Iron Hands). It isn't perfect by any means, but it goes a long way.
Note: Lately, I’ve noticed that this team struggles a lot against flying teams, especially Flying/Ground types and Scarf Enamorus. I’m currently looking for a way to fix this issue.
Update: I’m currently testing the team with Iron Hands’ Earthquake being replaced with Ice punch. Results and Replays to come.
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Poison Jab
- Spikes
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
- Gravity
- Earth Power
- Thunderbolt
- Volt Switch
Physical wall, Sand setter, Hazard setter, Eject Button to keep momentum for a free switch to Excadrill (or Landorus).
Wallbreaker Choice Band user, dual stab for max damage, Rock Slide for perfect coverage (outside a random Torterra), Poison Jab pesky plants like the Ogerpon forms.
Special Wallbreaker and Gravity setter for the team. Earth Power + Psychic handles the Poison matchup so it doesn’t take as long to win. Also, Psychic covers Fighting types. Focus Blast covers Normal, Dark and Steel types.
The other Choice Band user that covers the Flying and Dragon matchup for the team. Dual stab and priority for cleanup. Knock Off for item removal and to cover Ghost and Psychic types.
Special wall and Spikes setter to hazard stack with Hippo. Good recovery and Poison Jab to do some damage and fish for Poison.
Helps with the Water matchup and a good pivoter. Also, a second Gravity to help out the team. Take a few SpA EVs off for the Speed boost for Protosynthesis.
Iron Boulder - speed control, CC for Dark and Steel types, EQ to pair with Mighty Cleave for perfect coverage and to hit Alolan Muk, Fire, Steel, and Poison types.
Slowbro - Colbur Berry to survive Dark moves from things like Kingambit and Chien Pao to revenge kill with Body Press or setup Iron Defense on Roaring Moon. Scald for stab and burn spreading. Slack Off for recovery.
Espathra - Setup sweeper with Stored Power + CM for STAB nukes to snowball. Dazzling Gleam to cover Dark and Dragon types. Roost for longevity. Timid and 56 Spe EVs to outspeed base 135 Spe mons at +1. Rest of the EVs into bulk.
Slowking-Galar - special wall, EQ to hit Heatran, Flamethrower for Steel, Ice, and Grass types. Sludge Bomb for stab and Poison spread, Future Sight to force switches.
Deoxys-Speed - Wallbreaker set that hits Flying, Dragon, Steel, and Dark types hard
Hatterene - tanks physical hits to setup with CM, drain tanking with Draining Kiss, Psyshock to hit special walls harder, Trick Room because everything is too dang fast as is. Boots to avoid hazard damage although lefties can be used for more longevity.
Hatterene - tanks physical hits to setup with CM, drain tanking with Draining Kiss, Psyshock to hit special walls harder, Trick Room because everything is too dang fast as is. Boots to avoid hazard damage although lefties can be used for more longevity.
Iron Boulder - speed control, CC for Dark and Steel types, EQ to pair with Mighty Cleave for perfect coverage and to hit Alolan Muk, Fire, Steel, and Poison types.
Espathra - Stored Power abusing set with enough speed to outpace Chien Pao and Flutter Mane at +1. Dazzling Gleam to hit Dark and Dragon types, Roost for longevity, Boots to avoid hazard damage but lefties can be used for more longevity.
Hoopa-Unbound - speed control, Drain Punch for Dark and Steel types, Trick to cripple walls or a Sucker Punching Kingambit
Latios - setup sweeper set with Thunderbolt to hit Flying and Water types.
Both of the Steel/Flying types are quite often a momentum sink that can easily be abused, but the utility they provide in a ground immunity makes them basically always included in any given Steel team, already a constrained place with 3 other mons being practically autoincludes. By placing Air Balloon on 4 pokemon this issue of ground moves is mostly removed and so the birds can be replaced by something that gets much more value, namely Iron Crown, who shores up the fighting matchup much better than the birds, as well as being possibly the best choice scarf user on the type.
This team combines both the slower setup playstyles of Azumarill and Enamorus-T with complementary screens and wish support from Scream Tail. Contrastingly, for more immediate offensive pressure, Iron Valiant and Flutter Mane are used to fortify the team offensively. Ribombee assists the team with webs and paralysis, aiding both of the team's playstyles.
Apologies if this post is poorly made or the team sucks, I've just seen good success with it on ladder and wanted to share.