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ADV OU Secret Santa 2025

Oops didn't realize we were supposed to show our works to the public asw. Already sent mine in PMs haha

Bluecel special offense! Happy Christmas :D

@ spreek

Screenshot 2025-12-08 at 15.40.01.png
 
softshellcrabcakes Merry Christmas! Here’s your SD or CB ninjask team:
https://pokepast.es/d0018b00dbff8f35

The jask ev spread lives a super effective hit from timid starmie in sand, so you can switch it hard in and force starmie out once.

I actually gave a decent amount of thought to making ninjask work. I tried jask on magneton offense, but I concluded that mag + jask stacks too many frail mons. I can’t see CB jask outperforming aero ever. This leaves two options - thiefless jask on a mag balance, or thief jask on a magless offense. Balance teams tend to really hate stat pass celebi, and ninjask can actually sweep some dug stalls with the right coverage and play, so I could maybe see the balance route working, but I thought such a frail mon would fit more naturally on offense, so thief it is.

Laddering slop with a different team over the past few days, I found dugtrio to be really annoying. Mence was the only good punish to it on that team, but Mence doesn’t break very well because it needs to preserve its health for the late game. The +2 hp bug and hyper beam combo actually gives Ninjask a way to hit almost anything for good damage except for skarm and gengar. Those are probably the two mons that are most reliant on leftovers, though, so I think thief works out. The 3 moves and speed tier make jask a decent dug punish, but realistically it’s probably outclassed by dragonite as a supporting breaker for mence lol.

Thief isn’t much against skarm, but it at least ensures it can’t wall dd mence forever. Ninjask can use waters as setup fodder, and speed boost even lets it neutralize twave from blissey somewhat. Finally, it can revenge kill chipped offensive mons dd tar and slower, which relieves some defensive pressure on the team and actually gives it a role dragonite and other potential competing mons can’t do.

As for the rest of the team, the actual mons mons are pretty set in stone, but they can all run a billion different techs. Today I wanted lum raikou to help me pivot against gengar offense and hp ice to finish off celebi and flygon. Tomorrow, who knows? There probably isn’t a single “correct” assortment of coverage on tar, mence, and raikou that ensures this team can beat anything. That’s how HO goes sometimes.

This went 2-0 at ~1700 elo and I refuse to play it anymore lol. Merry Christmas all
 
Merry Christmas slamonBbq

https://pokepast.es/5231827e796e2bb8

:stantler: :charizard: :forretress: :swampert: :tyranitar: :celebi:

Christmas themed team

Went with johnald's :stantler: lead https://www.smogon.com/forums/threads/stanter-lead-1000-1750.3773165/

:charizard: is on the naughty list this year and Santa gave him Coal

The second red fella is :forretress: our cute little christmas tree ornament, it's fragile and might explode into a million spiky little pieces, be careful.

:tyranitar: makes a debut as the grinch who stole gengar's ability to run away, suittar here since we have spikes.

:celebi: is here as one of santa's elves, but instead of making toys, its making a variety of enemies stop what they're doing

:swampert: is here as Frosty the Snowman ⛄️, the kids love him, and by kids i mean team partners that fear ddtar
 
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Merry Christmas Matender

https://pokepast.es/1e5a5b5bbe6b7cd8

My prompt was a team using Rain Ludicolo and Snorlax. First thought was that if we're using weather clear, Curselax just makes sense as the set we'll be using for lax. Earthquake is used over rest, as another way to break through grounded steel types and beat Tyranitarso we can clear weather permanently. The Ludicolo set was something I first saw from a giraffe team. The defensive ludi allows for a very solid Metagross check on a team without pert nor skarm. This set also is a big nuisance for skarm tar bliss cores, as the core has no real way to break through the ludi.

Medicham lead was chosen to deal with Tyranitar leads that give the team issues normally, such as DDtar. SubFocusPunch medi can take advantage of the leech seed provided by Ludicolo and switches in against Seismic Toss users who want to break Ludi's sub.

The other half of the team consists of a core that I really enjoy. Referred to as the Steel Ball Run core (Steel Dol Kou) by Oof_Maxima, the core provides great utility and backline sweeping that the team appreciates. On a team with five grounded mons spin is crucial, and Claydol provides that as well as a greatly needed spikes/earthquake immunity. Seeing as we're using lax more of a breaker, Registeel is here to provide a special wall for the team as well as another rock resist. Finally, Raikou as our backline special sweeper, is taking advantage of weather clear by using the SubCM set with HP Ice to beat Flygon and Celebi and to prevent DDMence from setting up, which gave the team much trouble originally.

I hope you enjoy the team!
 
Merry Christmas demonstrations man !

TL;DR
Version 1: https://pokepast.es/96ffc42298ae042e
Version 2: https://pokepast.es/7d39adefdda45b81

The prompt was to build CM Pass with Sceptile with the caveat that Sceptile is not allowed to have Sub + Leech Seed. The first thing that comes to my mind when I think of CM Pass is Celebi, but Celebi + Sceptile feels really wrong. Instead, I had to call in some help from Monofolium to figure out what alternative CM Passers I could try. He told me that if it's not Monotype, then he doesn't want to be involved, but I managed to steal a set from him that might help anyway. Therefore, this is the Passer that I settled on...

lunatone.png

Lunatone @ Leftovers
Ability: Levitate
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Baton Pass
- Reflect
- Ice Beam

It's a travesty that, like Zapdos, Lunatone is not able to be shiny in conjunction with Baton Pass. Its blue eye is really cool. This is the same EV spread that Monofolium used in his video on Lunatone, but I swapped Hypnosis for Reflect. Hypnosis is cool and can definitely steal games with enough free turns, but Reflect allows for intermediate passing to Vaporeon, especially against common switch-ins like Metagross and Tyranitar. I stuck with Ice Beam to nab surprise KOs on Salamence (who can be a nightmare to switch into with this team otherwise) and Flygon players who think that they can just HP Bug down on Lunatone. The Speed investment is also to catch Def Suicune, which allows Lunatone to BP before getting hit with a Surf. Though, in actuality, the Speed is more so important for Metagross, who we can BP on as it Mashes. If you find some use for 8 EVs in bulk, you can certainly go down to 209 Speed, but I wasn't able to find anything super noteworthy. Psychic > Ice Beam is another option, but Sceptile will give us an opportunity to deal with Gengar.

sceptile.png

Sceptile @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 24 SpD / 232 Spe
Timid Nature
IVs: 30 Spe
- Leaf Blade
- Crunch
- Pursuit
- Hidden Power [Ice]

This is the Pokémon that the team is meant to be built around. Originally, I was using Leech 3 Atks (Leaf Blade, HP Ice, Thunder Punch), but that felt like I was just using a bad version of Raikou or Celebi. Rather, I'm leveraging Sceptile's access to Crunch and Pursuit to allow it to be a bad Tyranitar instead! In actuality, Sceptile switches into Gengar's T-Bolt pretty well. Not many players expect Crunch + Pursuit on Sceptile, so I find that they often stay in to Ice or Fire Punch (though mileage may vary as ELO increases). If they have Def or Utility Gar, the combo of T-Bolt and Ice Punch will always put Sceptile in Overgrow range. If they are Offensive, there is a chance they put you in sand range, which is not great. Though, this set is a pretty good CM recipient that is able to put a lot of pressure on Tyranitar, ice-weak Pokémon, and can win a 1v1 vs Celebi if it has the head start on CM boosts.

The EVs are mostly straight-forward. Max SpA is a must since Sceptile's STAB is comparatively weak. 232+ Spe is to outspeed Jolly DD Tar by 2. Why by 2? Because Dugtrio often likes to outspeed Jolly Tar by 1. If their Dug is faster, then thankfully Sceptile is guaranteed to live one HP Bug from full (barely). The rest of the EVs are placed into SpD since this allows Sceptile to live two Psychics from Utility Celebi in the sand, but also helps slightly with Gengar rolls. To note, Sceptile is unable to have both Leech Seed and Crunch on the same set, so if you want a Leech Seed variant, you will need to get creative with your coverage elsewhere.

Okay, so now we have the immutable pieces. How do we fill out the team to allow for a CM Pass win condition? Two Pokemon immediately came to mind.

vaporeon.png
zapdos.png


Vaporeon offers a modicum of defensive support thanks to its good defensive type and high HP. With 101 HP Substitutes, it can pass to a number of threats that could generate momentum to win the game. Or, they could reveal Blissey and nix our entire gameplan. Who's to say? Zapdos, on the other hand, is much more offensive and is commonly going to be the win condition by which this team builds towards. With access to BP and Substitute of its own, Zapdos is able to pass back to Lunatone for additional boosts or to Vaporeon to counter phazing attempts in the short term.

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 12 HP / 252 Def / 64 SpA / 180 Spe
Bold Nature
- Surf
- Substitute
- Baton Pass
- Roar

12 HP EVs are used to grant Vaporeon 101 HP Substitutes that survive Seismic Toss and Night Shade. 64 SpA EVs are used to guarantee an OHKO on Aerodactyl, but it also gives Vaporeon a small chance to OHKO 252 HP Tyranitar and very favorable odds to 2HKO 252 HP Metagross at +1. Vaporeon has max Def investment to improve its overall bulk, but it also makes Vaporeon a somewhat safe switch-in to physical threats like Metagross as well as gives us something to beat late-game Aero if Jirachi is not around to tank Rock Slides anymore. Originally, I had 136 Spe EVs to allow Vaporeon to outspeed Milotic to set a Substitute without fear of being Toxic'd, and then threw the rest in SpD. I decided rather to increase to 180 Speed EVs to give Vaporeon a strong chance to outspeed Defensive Suicune so that Suicune is unable to Roar Vaporeon out. Of course, this sometimes does not work as Def Suicune are likely speed creep upward to catch opposing Def Suicune nowadays, but I couldn't find much practical use for putting the leftover EVs in SpD or HP instead.

Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Grass]
- Substitute
- Baton Pass

I opted for max Speed because Charizard, Salamence, and Superachi are all threatening to sweep the team, so at the very least we have speed-tie outs if the position is dire. Zapdos pairs surprisingly nicely with Lunatone since Lunatone baits in the Waters and Metagross. A well-timed BP to Zapdos can win you a free Substitute or a KO.

Okay, so we have the BP core more or less handled. Now we need some glue pieces to reduce the number of instant-loss matchups---as there are unfortunately very many with this team. I figured that something that could switch into an Aerodactyl Rock Slide would be nice, so I opted for my favorite Pokemon, Jirachi.

jirachi.png

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 220 Def / 36 Spe
Impish Nature
- Body Slam
- Hidden Power [Fighting]
- Wish
- Protect

This set exists, as best as possible, stop Aerodactyl from 6-0ing the team. With this amount of defensive investment, Jirachi can live two EQs from Jolly Tyranitar, and takes no more than 80% from +1 Adamant Tar and only about 60% from CB Aero. For some reason, I ran into a legion of low ladder players that opted for non-CB variants of Aero. Needless to say that this Jirachi set can PP stall those types of Aero sets with minimal risk. Jirachi is also quite appreciated as a Normal resist to assisting in the elimination of Utility Lax (don't ask what we have to do to Curse Lax). The other notable blob in the tier, Blissey, is also a pain for the team. Non-Thunderbolt variants of Blissey can usually be punished by Vaporeon passing a Sub, but CM Blissey is a menace. I found that passing SpD boosts to Jirachi is helpful for handling that 1v1. Body Slam para and hope that you get enough full para turns or an HP Fighting crit before Blissey crits your Jirachi. If CM Bliss beats Rachi, your only way to win is to jump through your opponent's monitor and unplug their computer. I have an alternative moveset in case you decide to do something different with the last Pokemon.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Calm Mind
- Thunderbolt
- Hidden Power [Grass]
- Wish

HP Grass helps out with Swampert, who is a massive pain for this team, especially when paired with Blissey.

Finally, I figured that we needed a trapper to make this work. I went back and forth on whether I was more comfortable struggling vs Blissey or Skarmory. Ultimately, there wasn't a good answer, but I made two versions of the team, picking the trapper that I thought best-suited the Jirachi set.

magneton.png

Magneton @ Magnet
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass] (HP Fire is also possible)
- Toxic
- Thunder Wave

dugtrio.png

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 72 HP / 136 Atk / 72 SpD / 228 Spe
Jolly Nature
IVs: 30 SpD / 30 Spe
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Beat Up
The defensive investment allows Dug to do the following: live Modest Blissey Ice Beam, live Utility Celebi HP Grass, live unboosted Offensive Celebi Giga Drain, live unboosted non-Adamant Tyranitar Earthquake, and live two S-Tosses/Night Shades after 1 Spike. The speed is for Jolly DD Tyranitar, and the rest is thrown into Atk. Note that this Dugtrio fails to OHKO many trap targets without prior chip. An alternative spread would be 252 Atk / 112 Spe if you only want to outspeed +1 Adamant Tar. Though, you will be outsped by Starmie and Raikou if going this route.

All-in-all, I think this team is extremely flawed fun. Sometimes you can put your opponent in the spin cycle of switching around as you BP to the proper response. If you can stay a turn ahead of your opponent, you can snowball a victory. Though, there are some extremely painful matchups that are essentially instant loses, so I wouldn't expect to have much success with the team. My personal peak was 1514 using Version 1: https://replay.pokemonshowdown.com/gen3ou-2499227246-beb1tu62ob0q8bnu78cpvqsnfc8qkdhpw?p2 . If you want to see more replays, shoot me a DM!
 
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For dicerat8

Sure, this was somewhat fun to do. Off gar with no spikes was indeed a prompt. Obviously this somewhat went to "what if i calm mind pass to gengar" was kinda the first thing that floated around sooo :zapdos::gengar::celebi::tyranitar::swampert::metagross: is a team i had quite a bit of fun with toying around on ladder

1765742932352.png


Zapdos is the first member of this secret santa gift for you, zapdos is here because i find it pretty nice on special offense and i found it to be a nice pairing and a lead on this team. This also gives more deadly mons to pass CM and options. It definitely does feel good to be able to BP CM passes to zapdos or have gengar boom on blissey and have options to really run away with a game. Roar helps with info and to deal with setup sweepers like mence, or tyranitar but so far not really a problem.

1765743421756.png

Celebi is able to pass CM boosts and especially once blissey is gone can take full advantage of it or having the ability to setup all over swampert since gengar lacks hidden power grass on this team (as i wanted to punch through stuff like jirachi). As a result celebi is able to put in a lot of work. There were some stuff I thought but having CM pass + gengar is something i found interesting. Either way a gengar with a CM boost under it is quite interesting especially since its able to do stuff like smack stuff around and take special hits.​

1765743970128.png

Sub Salac Swampert was helpful to cripple blissey, nuke stuff out of the way, and take advantage of tyranitars and teams without as many water resists especially. End Pert was something I liked after toying around with a McMeghan team a while ago so i find it quite nice on CM pass. Also I found that I did not want to be squashed by tyranitar and just plopped this i. With many ways to pressure blissey I found it quite fun for zapdos or gar to get a late game sweep

1765744808083.png


Meta was quite nice fit, especially since I found CM teams just didnt like aero and meta can be a fine recipient for CM passes as the sp. def boost allows it to live Salamence Fire Blast, Moltres Flamethrower, and take better hits from Zapdos, Milotic, Starmie, etc. With agility it can also go in once a lot of stuff were weakened especially as a result from CM Pass, Gengar, Swampert, and Tyranitar.​

1765745028536.png


DD Tyranitar with Hidden Power Grass is an addition I liked. What better lure for swampert than a DD tyranitar with HP Grass especially once it gets CM passed for a Gengar that has no Grass Coverage. With this you can easily late game sweep and alongside meta take advantage of blissey, def rachi, and is able to match well into Snorlax as well as set Sand for Endeavor Swampert, and make damage stick better into opponents.

1765745186171.png

Offensive Gengar is the Pokemon you requested. This is how the team was build around anyway. With offensive gengar the team can have fun. Often times this can lure in Blissey, Snorlax, and Steels which is why Fire punch is for, after a CM pass this is quite threatening to Jirachi and Metagross. I was sometimes thinking of Modest Gengar or Rash which is something that can be toyed with but i felt satisfied with this. CM Pass -> Gengar can also be a great stop to Metagross, Snorlax, and Claydol who are eager to blow up and with its own explosion it can target Celebi, Snorlax, and Blissey.​


https://replay.pokemonshowdown.com/gen3ou-2499677348-iled5hl7jt4wikwfe9v9tggbr71b93opw?p2
https://replay.pokemonshowdown.com/gen3ou-2499674888-o0vqenftbsem60hmakf9v5j3n3u97ogpw?p2
https://replay.pokemonshowdown.com/gen3ou-2499672741-a8l8ydugqdst2ral0xhxn8tmhkhotsjpw?p2
https://replay.pokemonshowdown.com/gen3ou-2499669157-0hmerni293yyhthavkbdm7rn20i7k0ypw?p2
 
Ummbr

it's hard not to think of ursaring as an inferior machamp; offensive status absorber who also has base 130 attack, base 55 speed, 100-ish base power spammable stab. machamp resists rock, can actually hit things super effectively with its strongest attack, you get it. what makes ursaring different? you will see. initially i'd considered bulk up 3a ursa (which i do think has promise and could be worth exploring with mag support) but i found a cb ursa team i liked first so, here you go. it's fun.

:salamence: :ursaring: :skarmory: :magneton: :swampert: :blissey:

https://pokepast.es/c8c66f51bb3d0422

this team has 2 flying/steel/normal types and 2 choice banders, so it can feel a little extreme as a result. skarmmag establishes and controls spikes, the cb mons abuse them. wish bliss keeps the team healthy. this team rewards smart cb/wish reads and double switches, but you can turn your brain off entirely if your opponent lacks a normal immunity and has the bad fortune to status ursaring.

how do the normal resists take cb guts facade?

252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 248 HP / 0 Def Tyranitar: 237-279 (58.8 - 69.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 168 HP / 0 Def Metagross: 204-241 (59.4 - 70.2%) -- guaranteed 2HKO
252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 252 HP / 0 Def Skarmory: 192-226 (57.4 - 67.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 4 HP 30 IVs / 0 Def 30 IVs Aerodactyl: 367-432 (121.9 - 143.5%) -- guaranteed OHKO

the neutral physical switchins?

252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Milotic: 430-507 (109.1 - 128.6%) -- guaranteed OHKO
252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 240 HP / 252+ Def Suicune: 336-396 (83.7 - 98.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 248 HP / 216+ Def Swampert: 408-481 (101.2 - 119.3%) -- guaranteed OHKO
-1 252 Atk Choice Band Guts Ursaring Facade (140 BP) vs. 0 HP / 0 Def Salamence: 413-486 (124.7 - 146.8%) -- guaranteed OHKO

lol

other options:
you can run focus punch over facade, but tbh, if you're gonna do that, just run slaking, since it can't attack twice in a row anyway. mence, cursepert, and blissey are all status magnets so pivoting unrevealed ursa in can put you in Facade Mode pretty often. you could also run adamant if you want even more power, but creeping 252 ada tar and the mons that aim for around that benchmark with jolly is super nice. when it soaks para, the extra speed won't matter, so it's your call. rain dance on mag can work (sometimes you want your opp's sand up, but sometimes it's nice for blissey and the banders to stop taking chip). swampert could be surf tox ref/roar tect for some extra security into rock types. skarm could be toxic over peck since cbmence owns fighters (but the redundancy can be nice) or over tect if you feel solid enough into aero and the like.

beary christmas
 
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Here you go @Heyya_Forte

John Pork

:snorlax: :grumpig: :gengar: :zapdos: :dugtrio: :forretress:

You wanted a team around filthy pigs or piglike creatures that had to include Grumpig. Here it is. Grumpig is super hard to work with and I thought using it as a bait with trick would be pretty good. It has enough speed to out speed :tyranitar: if you have tricked one and I gave it HP Grass for any :tyranitar:s you may face along with any grounds like :swampert: and :claydol:. It could work as the lead BUT it just doesn't like the presence of a lead :tyranitar: that much.

Hope you enjoy it and Merry Christmas!
 
Here you go @Heyya_Forte

John Pork

:snorlax: :grumpig: :gengar: :zapdos: :dugtrio: :forretress:

You wanted a team around filthy pigs or piglike creatures that had to include Grumpig. Here it is. Grumpig is super hard to work with and I thought using it as a bait with trick would be pretty good. It has enough speed to out speed :tyranitar: if you have tricked one and I gave it HP Grass for any :tyranitar:s you may face along with any grounds like :swampert: and :claydol:. It could work as the lead BUT it just doesn't like the presence of a lead :tyranitar: that much.

Hope you enjoy it and Merry Christmas!
Forte
 
Merry Christmas Zpanther!

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Da team: Santa Claws Secret Santa

Quick lil write-up:
I was really excited to have gotten Z for this event! One of my favorite players and builders. The prompt was simply "Scizor", but I decided to do something a bit more special and also require something else, to be explained below.

:scizor:
Santa Claws (Scizor) @ Leftovers
Ability: Swarm
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Silver Wind
- Hidden Power [Rock]
- Agility
Scizor is a 'mon I've always wanted to try building with, but hesitated. It's got pretty servicable stats and typing, and access to both Swords Dance and Agility. Rest of the movepool... not that stellar. There's also the 'classic' Endure + Liechi + Reversal set. I wasn't opposed to using that set, but ended up settling on double Dance (Agi + SD). Something a little more versatile as far as when in the game it can be used, and perhaps a bit more unexpected. Next up, I wanted to pair it with something that can remove the still troublesome Gengar, and absorb the Fire-type attacks that poor Scizor will attract. Luckily, one of Z's favorites can do just that...

:houndoom::scizor:
Houndoom @ Leftovers
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 12 SpD / 188 Spe
Timid Nature
IVs: 0 Atk
- Pursuit
- Fire Blast
- Crunch
- Will-O-Wisp
Might not be the most optimal pairing ever, but seemed pretty fun to me, especially for a Secret Santa gift. So, I ended up deciding to count Houndoom as a 'required' team member as well. Just went with the standard Houndoom. Maybe there's some room to get cute with Beat Up, a Hidden Power. Since Houndoom is carrying Pursuit, I figured this would be a decent opportunity to add Tyranitar to the lead slot.

:tyranitar::houndoom::scizor:
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 30 SpD / 30 Spe
- Rock Slide
- Earthquake
- Hidden Power [Bug]
- Focus Punch
Tyranitar is free to run whatever set it wants because we have Houndoom's Pursuit. Originally, I had fast Lum DD, but I felt that something with more longevity would be better for the way I was playing the team. Goldmason confirmed this when I asked, so I slotted in BKCTar instead. Next up, the speed control issue, also mentioned by mason.

:starmie::tyranitar::houndoom::scizor:
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
OffMie seemed like a logical fit here. Fast, applies pressure on the Special side, potential to Rapid Spin fits pretty well with Houndoom, as well as decent type synergy on that front as well. Natural Cure is always nice. I went with standard Pump + BoltBeam + Spin, but there might be a possibility to slot Recover in there somewhere. Next up, I figured that some sort of 'glue' or 'backbone' was necessary.

:celebi::starmie::tyranitar: :houndoom::scizor:
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Leech Seed
- Recover
- Psychic
- Hidden Power [Grass]
Celebi is known be a decent pairing with Houndoom. Does a good job of pressuring bulky Waters that the lineup is definitely struggling with otherwise. We also have two Natural Cure 'mons now, which eases scouting and pivoting. UtilityBi was chosen to maximize its ability to serve as a backbone. It also helps to potentially bait and kill Dug if at full health, with the team appreciates. Perhaps Psychic could be forgone for something else, as we have Pursuit, but I elected to keep it on. For the last 'mon, I wanted a Rock resist with some offensive presence.

:flygon::celebi::starmie::tyranitar::houndoom::scizor:
Flygon @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Fire Blast
CB Flygon seemed like a decent fit for the final slot. Offers some appreciated Ground/Spikes immunity. Known to synergize well with Pursuit users. During my (admittedly brief) testing, I was able to steal quite a few games by removing Gar, beating down the other flier(s), and clicking EQ repeatedly. I went with Jolly for a little additional Speed on the team - 328 is nice to hit. Outspeeds a lot of common Mence/Zap and hits hard with CB Slide.

Well, that's that. Definitely not super optimized, but plays decent, and it's fun. I hope you enjoy the team.
 
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As we approach the deadline for teams, please let me know in the Smogon DM you received your wish if you've already delivered your team to your giftee, or if you need help! I want to make sure any unfinished requests get completed (even if I need to complete them) so please speak up!!

Also heavily recommend posting final teams here!!

 
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