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OU ADV OU Teambuilding Competition [Round 3]

In this phase of my life, I really want spikes.
Let me introduce you to my good friend, Forretress.
https://pokepast.es/837c041815dbeba8
That's my main account I mess around on. Swung this to 1600 on an alt, the ride wasn't too bumpy. Paused with a good 7-0 run.


Magnetoff
  • Able to take advantage of CB Gross mm: it already switches into that comfortably so with the combo of twave + protect there are potential lefties gains
  • If Dug is gone/absent its a great check for Zap and reliably switches into CB Aero
  • Has a much improved mu into fire punch Gar which often exceeds 80% on typical Mag

Even with points mentioned it still loses to the tier’s leviathans such as Bliss, Ttar or even Suicune however its considerable difference in bulk may now make the oppo switch out of Mag’s better mus, like Zapdos (meaning more spike possible dmg), and it can bait Pert for obvious reasons to then double switch an appropriate answer into play.


:Snorlax:
is in the lead position because it matches up great into:
Zapdos
Suicune
the occasional OffMie

I really decided to lead with Lax because I don’t want Zap to pass the sub, then have someone else steamroll my team (or Zap itself)
We aren’t fond of leadTars but eq can work out terrifically. Usually does ~50% so reducing Ttar to about half health for Cune/Gyara to finish really inhibits it’s presence throughout the game, spikes makes this dream a reality.
Oh btw [Shadow Ball/Fire Blast]
Don’t even ask about the EVs lmao, I just put them at values I thought high enough to comfortably withstand special atks (hence the Careful nature) and take less from STAB rock slides or mm. I will say the 32 EVs in spatk are more than auxiliary, with that Fire Blast does a minimum of 72% to standard Forre. Refresh is the real draw to this set because it lets me sball Gengar with impunity, knowing I won’t actually be infringed by burn while scoring the probable 2hko. Also highly appreciated since I'm using Thick Fat instead of Immunity lol.
Why Thick Fat???? Honestly this might sound funny but we know Lax is a very good switch into Zap and we also know Zap will have either hp Grass/Ice. If I purposely send Gon into Zap then double switch into Lax the amount of dmg will transcribe the hp they are using. Very useful info thanks to Thiccums!


:Gyarados:
Really undermined by me as an OU contestant until I included it and saw it’s merit on this team. Learns nifty moves like twave or taunt (it is unique at inhibiting spikes, not exactly good) but I decided to be straightforward with 3 atks & ddance. Threatens so much solid damage on the entire meta after 1 dd, Jolly outspeeds everyone relevant. You will see how easy it can be to disrupt defensive synergy when no one is available to stomach +1 STAB or de, esp if Ttar is on the opposing side. Takes advantage of weakened Milotic and Swampert as opportunity to ddance (or mixMence, if healthy) and lum is the perfect confection for this display of brute force, preventing a (un)timely attempt at paralysis from cutting the antics short (also good since Milo & Pert may run toxic)
I will say Jolly might not pack the right punch, with one layer up I still failed to ko an offensive Mie although it was a roll in my favor, approx 32% it doesn't ko
Adamant will secure certain kos or apply more pressure but at the cost of Aero or Jolt easily interfering
hp Fly: for Celebi/Hera, better neutral coverage, hp Rock: to assault fliers like Zap/Aero (other Gyara), hp Ghost: seems weird maybe underexplored, it will ko Gar and Mie without question both of whom could possibly survive +1 hp Fly, also the best hit on a Claydol that could easily explode & it still hits Celebi se
Will experiment with other spreads, Jolly feels alright because I don't have to switch out of Aero/Jolt while reasonably threatening the meta, this alleviates some pressure from other teammates to perform as their would-be targets are either weakened or eliminated.


00
My well and trusted, tried and true:Forretress:. Standard spdef+ like any other Forre w/ a relatively basic moveset.
hp Bug is the featured attack as it dissuades Mie and Dol to stay in to do their job. Also of good use in front of a +1 Ttar
See now, Forre will likely be the 2nd or 3rd Mon sent onto the field. When they see Lax 1st they might think “ahhh what a dumbass, ez spikes” but then they may realize “oh this is clearly bait, I'm not a fool!”...so as they “go Skarmory!” the next to follow might be Dug apprehending Magneton. This is why we do not go Mag the moment we see Skarm, instead we go Forre to keep your side tidy. If they keep tossing spikes or start pecking then ofc you bring Mag in. In the aforementioned scenario as they attempt to nab Mag, this would now mean Forre is essentially trapped. But see, Dugtrio is bitch-made so it probably gets 2hkoed by hp Bug. This is not an endearing interaction tho as Forre would take two hits as well, so for this reason I thought of Counter over Explosion. The window of opportunities to use Counter seems…ajar at best lol. It will work better on a revised team tho
The third interaction is Skarm —> Gar to spinblock their one, measly layer. All you have to do is bait Skarm again with Lax, Gon or even Cune then apprehend the switch. Going Forre or Cune when the spiker/phys attacker (first) comes in is CRUCIAL to this team’s effectiveness in baiting. Want to give the oppo a false sense of security in believing your only preventive measure against spikes is simply rapid spin. If Mag gets apprehended too soon then Forre’s rapid spin becomes more of a pressing matter. That means Forre may faint sooner to repeated switches into layers.
Because Snorlax is a premier switch-in for special atks, physical heavy hitters are inclined to come in or spikers. Forre always has good mus into them barring an extraneous coverage move. This is usually an opportunity to spin lest they can block it (Gar). A straightforward game of hot potato to get in some hazard control or threaten an entry with CB Gon.


:Suicune:
Bro always tryna flex. In fact his sole purpose is to flex up on your Mons, let me explain:
I added this Cune because I desperately wanted a roarMon that resists Water. Forget about CroCune for a second…do you know how many people undermine the destructive capacity of STAB Water in a tier that promotes sand? Resisted by two types (besides itself), one is uncommon and both have common weaknesses.
In ADV a decent portion of the playerbase tend to oversimplify the role of a bulky-Water check in faith of Blissey as a special tank. Relying too heavily on her (or even Milotic) can result in devastating counterplay. Mie, Vap or even Pert hpump does not feel great to switch into, so there is a lot of merit in Suicune taking on this role. Possesses high value in the ability to switch into other Cune and force it out instead of just sitting there like Bliss/Milo. If Pert does not have toxic then you should be able to take advantage of the mu and press roar at your leisure. Outspeeds everything up to Smeargle, so you should almost always roar out another CM Cune. Should also attack before a wide range of Celebi and some Zapdos (it is somewhat easy to ascertain oppo Zap's EV spread based on Forre/Mag damage taken from Tbolt and how well it takes an incoming Surf).
This Cune is a decent scout to reveal how your oppo will deal with it, remember the whole false sense of security act? So I would typically advise 00 into Skarm and this guy into Forre (until you go for it w/ Mag). Because not only will they -likely- switch in their Cune check, you can roar it out to observe the rest of their team structure.
If they possess a reasonable answer for Suicune then the spiker will confidently add a layer with the cognition of aura farm or 00 coming in (again) as a response: ample opportunity for Magnet Pull or hit it with Lax’s fblast.


Skippey
I am definitely one of several players experimenting with CB:Flygon:this month, quite the commonality I see lmao. Doesn’t make me love him any less, this guy is great.
A phenomenal rock-resist, not as realistic without lefties but always a fantastic switch into Ttar. CB dissuades any risky actions on Ttar’s behalf so the oppo may tread carefully in hopes of preservation. Yet if they are unaware, a confident switch into Pert may result in surprise seeing the range on that eq. You can also farm the off-grounder with rock slide.
Yes I was able to use quick atk
Its neat in pinch situations, esp when Hera pops a Salac lol
Got 29% on Jolt

See, the early dmg on thousands of leadTars used in a day (lmao) really puts Flygon in a great position to make your oppo move very cautiously with it; even ppl who ddance t1 need ice beam to be truly safe against CB. Besides that you may find ample opportunities to switch into eq, esp if your oppo doesn't have Dug.
(sometimes the oppo may willingly sack Ttar upon realizing CB)
More value in lead Snorlax is that should your oppo "go Skarmory!" with Dugtrio creeping behind it, they cannot carelessly send in Dugtrio even if they expect Mag. Lax could land Foc Punch, which dents the shit out of Skarm and what if I used bslam to fish for para? The careless Dug is almost dead or dies in some cases if I’m atk+
If they end up trapping someone else most of your overall interactions are favorable, unless they double trap Forre with Mag (yikes lol)

The benefit of switching into any eq is that Flygon will likely resist the Mon’s coverage options or possess a teammate that does. It can force switches or provide delightful dmg with good intuition. Switching into Tbolt will either:
a) provide an opportunity for Lax to come in, possibly discover hid pwr
b) press rock slide
Gyarados really extends Flygon’s offensive role once any evident threats are reasonably chipped or gone. +1 Gyara will apply pressure to anyone who stomached a CB eq earlier or put late-game off-grounders in ko-range depending on the hp. Their targets are pretty similar so they essentially double up on pressure.

Be careful with subZap!



Other teammates?
:Metagross:
I already know some of you are saying “How is he running Forre with no pursuit trapper?” lmao shut up & let me run my shit please
Serious thought, one could include mixGross in place of Mag as it does learn pursuit (or psychic), can use hp Fire & still boom (if you want).
I do lose a pretty valuable Zap switch-in with twave though.
max spatk, enough spe to go before minimum Tar, do 232 in HP (360 is divisible by 8 & 6) on Quiet

:Claydol:
Double spin with Dol < Let Forre run another move? Mag has very good resistances and Claydol has bad weaknesses lol. It wouldn't be hard to spin at all using psy/sball & that Levitate with the rock-resist is swell indeed. But another death by Starmie sounds tragic. Not sure of an exact set, just a fleeting thought for now.
Ig 2 boom is better than 1?
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Why is Cloy/Gar/hp Ice Zap the biggest cteam to this LMAO, its fine Cloyster sucks anyways.
I may have been remotely inspired by the forums, I'm just thinking about daily ADV shenanigans.
You always find out the hard way if it works or not.
Hopefully I can try something else fun.
 
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Flygon is an interesting mon with a surprisingly large movepool. Due to the no Skarm restriction i thought itd be fun to try out a different flavor of spikes with Flygon.

Heres what i came with:
https://pokepast.es/d3c9c613dd9437e8
:Tyranitar::Metagross::Cloyster::Jolteon::Flygon::Gengar:

Jolteon, Agility Meta, Gengar and Tar are some of my favorite pokemon to use in ADV anyways so felt like a perfect fit here. I love fast paced spikes and with the not using skarm clause and forre + gon likely not lending itself to a fast paced style team i settled on cloyster. I say settled but it really does feel like the better fit a water and ice resist is pretty nice and cloyster is a nice endpert switch in with its popularity atm. due to having a rock resist in flygon that is immune to spikes i decided to drop spin on cloy in favor of beam. and having another way to trade with mence is really crucial. Why Mixed Flygon? well on a faster team like this the ability to pressure skarm is really key and having a second rock resist kinda lets me cheat a bit on movesets. hidden power grass supports both tar and agil meta as well.

Tyranitar: Staple of fast paced spikes teams ofc pairs great with flygon as gon is sand immune. opted for DD tar here truly cant go wrong with that set on basically any structure especially these.

Metagross: Agility is important alongside flygon as support vs Aero. Gon is often paired with another rock resist usually Jirachi so Meta with its identical typing made alot of sense. Meta crucially is another Lax and Bliss punish too as well as an emergency suicune delete button i speed crept it for standard rest suicune.

Cloyster: The lesser of the 3 OU spikers is still pretty interesting and i think has some pretty great synergy with Flygon that isnt really explored. typing wise being able to come into ice and water moves is great but it also has boom and stab ice of its own to trade with problematic mons.
Another great thing is it can pressure the most common spinner Claydol which when using Jolteon is very nice.

Jolteon: Natural fit alongside Cloyster with Volt Absorb it checks things such as Zapdos and Gengar. Flygon can come into the twaves and Eqs aimed at Jolt. having stab electric is really crucial here so suicune cant run away with the game. roar as a backup option and twave to prevent dders from causing issues.

Flygon: Definitely an unusual set but i think if there's any place to use it its here. Fire blast is sometimes seen and of course rock slide and earthquake as options. almost never will you see HP Grass but Flygon has a passable Spatk stat of 80 so with spikes down its actually pretty threatening to swampert and lets it trade at worst for one of the set up sweepers to clean. went for a odd speed tier but i think it helps alot. being faster than celebi is just nice and also outspeeding jolly tar and the group that creeps those also doesnt hurt.

Gengar: Gengar makes any mu playable and protecting spikes with a non skarm spiker is much more important especially when that spiker is offensive and booms. Gar adds a 3rd boom here limiting setup and providing critical help vs snorlax. Willo is borderline broken only held back by accuracy. Gar also provides important help vs dd mence here its eved to always live +1 from full.

Well thats my team it definitely has some poor matchups and doesn't do well vs status but vs opposing fast spikes and offense it did really well in my testing and I had a lot of fun coming up with this.
 
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Sun Offense ft. Adamant Lead Dug, Bulky Mixgon, and some eggs​

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https://pokepast.es/4c2962ff3113d7b2

I attempted to build a BulkPass team for the Medicham teambuilding challenge last month, but realized a good ADV pal, xlimexheep, was already ahead of the curve on that one. So, in comes Skarmless Flygon. What was the inspiration? How did this weird structure come about? First was figuring out Flygon's role on a team without Skarm. To me, this meant it would act as the defensive rock resist threatening EQ's and maybe some coverage. I had both Flygon and Zard in the builder as I'm wont to include my favorite mon to use in ADV and suddenly the sun idea came about. Sun is a very rarely seen strategy in serious OU games as there is only a single decent Chlorophyll user, Exeggutor, and not too many OU mons synergize as well with sun as they do with rain, (i.e. Suicune, Pert, mons running Thunder, etc.). However, I wanted to give this a go since Egg and Zard could both support each other quite well.

Each mon's role:​

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Code:
Dugtrio @ Choice Band 
Ability: Arena Trap 
EVs: 252 Atk / 88 SpD / 168 Spe 
Adamant Nature  
IVs: 0 SpA 
- Earthquake 
- Rock Slide 
- Beat Up 
- Aerial Ace

Lead Dug's first and foremost role is to find and eliminate Tyranitar so Zard and Egg in the back can reset weather. Its Attack is as maximixed as possible (full IVs, EVs, and Adamant) while still carrying enough speed at 318 to outrun other assorted targets (Hera, Loom, Houndoom, Jynx, non-Jolly Rachi). 88 SpD isn't quite enough to always live max SpA Ice Beams from Bliss, and definitely not from Mixtar, but it IS able to live Mixtar's HP Grass as well as HP Grass/Ice from offensive Zap. The team I used carried Beat Up over HP Bug as it's weak to Bliss even with Fighting coverage, but this greatly backfired during one single match where Recover/Leech Celebi just ran laps around me. Additionally, most of the Bliss I ran into were max SpA Ice Beam, so Beat Up would greatly damage it, but not pick up the KO. Choose which secondary kill you'd prefer.

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Code:
Charizard @ Leftovers 
Ability: Blaze 
EVs: 252 SpA / 4 SpD / 252 Spe 
Timid Nature  
IVs: 2 Atk / 30 Def 
- Toxic 
- Hidden Power [Ice]
- Fire Blast 
- Sunny Day

Zard is here as a secondary Sun setter/sweeper, since it hits big stupid numbers with max SpA, Sun-boosted Fire Blast, coupled even further when in Blaze range. My team waffled between HP Ice and HP Grass for Zard as the coverage option: While Grass coverage is very handy in order to handle lategame Pert, the team ended up stumbling against opposing fliers, namely the Flygon mirror. HP Ice and Grass are swappable between Zard and Egg (I'll explain shortly). The team also briefly carried Sub over Toxic, but I much preferred Tox as a way to pressure Bliss. If you're feeling spicy and don't think you need two whole sun setters, you could forgo Tox/Sunny Day and go SubPunch to threaten Bliss better.

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Code:
Exeggutor @ Leftovers 
Ability: Chlorophyll 
EVs: 32 HP / 20 Atk / 252 SpA / 204 Spe 
Modest Nature 
- Psychic 
- Sunny Day 
- Solar Beam 
- Explosion

The Egg: The centerpiece of an ADV sun team. Exeggutor is, wouldn't ya know it, the primary sun sweeper of the team. Egg was the hardest to really settle on a good moveset, it falls victim to four moveslot syndrome HARD. I'm still not totally set on what works best with it.
Different moves I experimented with include:
  1. Explosion -> Sleep Powder / Leech Seed / Giga Drain
  2. Psychic -> HP Ice / HP Fire
In the end, I settled on having STAB moves with Explosion last. Solar Beam is your big Grass move that dunks on the bulky Waters and chunks everything neutral, (including non HP-invested Bliss for ~26% surprisingly enough). Psychic is your secondary STAB coverage that defeats Gar, Tentacruel (yes that happened to me on ladder), and the fighters, and possible SpD drop fisher. Explosion last is the Hail Mary to deny an opposing wincon, finish a game when you're up a mon(s), kill Blissey button, and general pivot tool once Egg has swept. Egg overall felt strong to use and ended up doing good damage whenever the opponent let it get sun up. Depending on whichever mons you'd prefer to cover; HP Ice helps in chunking Zap & beating the dragons, Sleep Powder effectively removes an opposing mon from the field/allows for a sun turn, Leech Seed prevents Bliss from freely switching in on you at full, and HP Fire is more effective at threatening Celebi when sun is up. Depending on whether or not Egg is running HP Ice coverage, Zard can go back to HP Grass to better check Pert. Full disclosure though, HP Ice Egg did not feel good. Maybe with Boom it's better, idk.

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Code:
Flygon @ Leftovers 
Ability: Levitate 
EVs: 92 Atk / 252 Def / 128 SpA / 36 Spe 
Lax Nature  
- Earthquake 
- Giga Drain 
- Fire Blast 
- Toxic

Hey look, it's the guy the competition is about! Flygon here takes a more defensive role, being the premier switch-in to Rock and Ground moves. A neat little synergy on this structure is that sun allows Flygon to switch in on Water moves a LOT more comfortably. This is true for Lax as well, but having MonoPert's positive MU into Flygon neutralized by the weather was a massive serotonin boost, (even if Toxic still goobs you long run). EQ needs no explanation on Flygon, but deciding to go full mixed attacks with Giga AND Blast was an invention born from that MU switch with Pert. With the defensive boost that sun gives Flygon into Water moves, it made sense to run Giga Drain over Rock Slide, (previously ran move), as a surprise factor against opposing Pert, and other relevant mons, (Dol was another mon that came up). Healing from Giga was an added benefit, as, remember, Flygon is the premier defensive wall of the team. Fire Blast, with the extra Sun boost, ends up chunking Skarm SIGNIFICANTLY more than standard Flygon does, getting further in the damage game with the accursed bird. Flygon ended up working well as a mon that could take advantage of the sun being up and as the glue for the team.

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Code:
Snorlax @ Leftovers 
Ability: Immunity 
EVs: 92 HP / 116 Atk / 144 Def / 144 SpD / 12 Spe 
Adamant Nature  
- Curse 
- Body Slam 
- Shadow Ball / Earthquake
- Brick Break / Earthquake
As soon as I landed on the sun idea, it was absolutely obvious that Lax was going to double as special wall and breaker. Lax is up there with Hera as the poster monster for "weather clear" teams. And as special wall/breaker? Yeah, it works about as swimmingly as you'd expect. There were several games on ladder where the Egg and Zard didn't even get to do their sun sweeping because eliminating Tar/fighters early with Dug and erasing sand just let CurseLax do CurseLax things. This is personal preference, but I always run Body Slam on Lax as the chance to para is just way too beneficial for both the team and Lax itself. Midgame Tar reveals end up completely splatting once Lax gets that Slam para off and Dug is allowed in for the trap. Shadow Ball/Brick Break were my coverage choices by the end of my teambuilding phase to cover the ghosts/Celebi and opposing Lax respectively, but depending on whichever MU you anticipate coming up, (ex. Meta, Jolt, etc.), you can swap either with EQ. Several of my replays ran EQ over Brick, but the Lax mirror felt way more difficult to manage without it.

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Code:
Regirock @ Leftovers 
Ability: Clear Body 
EVs: 252 HP / 252 Atk / 4 SpD 
Adamant Nature  
- Rock Slide 
- Earthquake 
- Thunder Wave 
- Explosion

The last mon for the team was difficult to land on. Originally, the team had Armaldo last as the combination of sun weakening Water moves, Battle Armor denying crit hax, and Knock/Spin were all enticing, but the glaring weakness to Rock sweepers just did not mesh well at all. Regirock's superior defensive stats, typing, and movepool allowed it to function much better as a secondary defensive wall for Flygon and offensive threat with Edgequake coverage, especially as Flygon had Rock Slide dropped for Giga. Threatening Twaves also helps the team immensely with buying more turns for sun setting, Lefties recovery, and good ol' fashioned paraflinch hax. Yeah, it's cheap. Who cares, you're running a sun team in OU, take what you can get. Explosion is the fourth move as a final Hail Mary to stop any setup sweepers or eliminate a bad switch-in for the team, (ex. Suicune).

Some replays with the team in action:​

I am playing on a test account called "iamnotjimothycool"
 
SURPRISINGLY FAST STEEL TYPES

:RS/Zapdos: :RS/Forretress: :RS/Jolteon: :RS/Jirachi: :RS/Flygon: :RS/Tyranitar:
https://pokepast.es/4d5aad97a1a042e2
The teambuilding process is relatively straightforward here. The team is designed around enabling jirachi and jolteon to clean by forcing damage onto tar, dol, and meta. Flygon abuses the strong pressure onto skarm and with sub abuses the eq locks the other slots will bait. Most synergies will be explained below.

:RS/Zapdos:
IDNTNEED (Zapdos) @ Leftovers
Ability: Pressure
EVs: 140 HP / 220 Atk / 100 Def / 48 Spe
Naughty Nature
- Thunderbolt
- Hidden Power [Fighting]
- Drill Peck
- Thunder Wave

This set is primarily designed to duel lead tars to enable jirachi and jolteon later by forcing damage onto phys tars and to scout the sets/force out mixed tars. This spread survives a bkc tar rock slide after sand and two shots with hp fight. Drill peck is for the fighting types that flygon teams are often otherwise soft into along with strong threat against celebi which is otherwise often problematic for double electric teams. Just don't get flinched by lead medi.

:RS/Forretress:
savages (Forretress) @ Quick Claw
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

Generally self explanatory. As a fast paced spikes offense without gar I like having a spiker that can force out the two most common spinners. Boom also fits with the pace as this team generally does not enjoy switching into special threats repeatedly. The team is not really designed to spin but with 4 grounded mons a mid game spin against passive teams can be impactful, particularly for rachi and tar. It is quick claw because quick claw forre is rad and I wanted an excuse to post on the smogon forums about how stupid it is that this has not been banned yet.

:RS/Jolteon:
(snowlight nxc) (Jolteon) @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Baton Pass

Does the jolteon things. The team needs the speed badly as otherwise endpert is a nightmare for this team to handle. Baton pass is probably droppable but I like not needing to concern myself with bulky dug and the bp to sub tar against predictable blis switches can be threatening. Mix zap lead also requires a real zap answer.

:RS/Jirachi:
pocket nitro (Jirachi) @ Salac Berry
Ability: Serene Grace
EVs: 188 HP / 120 Def / 60 SpA / 140 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Fire Punch
- Ice Punch
- Hidden Power [Grass]
- Calm Mind

Modified superachi opting for ice over psy to cover the otherwise problematic mence endgames. The set is heavy on physical bulk with salac to reverse momentum on dug and aero. This set is reliant on getting damage onto tar and meta. While designed originally to be a cleaner on this team in practice it plays more as a mid game breaker where the salac proc can get an extra boosted attack off before dying in some scenarios. Still a potent cleaner against common spike off cores.

:RS/Flygon:
HEAR ME TONIGHT (Flygon) @ Leftovers
Ability: Levitate
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Substitute

This team can afford a more offensive flygon as there are enough fat mons on the team/speed with jolt to handle pretty much any physical tar set. I wanted to run choice band originally but substitute as a eq lock punish is too important and the team does not really have the physical longevity that band users necessitate. Sub abuses the double para spreading electric types fairly well and this set can force damage/sub against dol which the electrics don't handle directly when healthy. This set thuds hard into skarm so avoid using it early into games if skarm is revealed or expected. Offense without phasing also mandates a strong eq user so we make do.

:RS/Tyranitar:
born to be (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 236 SpA / 8 SpD / 12 Spe
Modest Nature
- Fire Blast
- Substitute
- Focus Punch
- Hidden Power [Grass]

I absolutely love boah tar and its a fantastic way to round out this core. One of the best (if not the best) blis punishes and fire grass coverage over the typical crunch fire/thunder forces damage onto meta/pert/skarm more reliably that enables the other threats. I think crunch over grass for more damage onto dol is reasonable. VIL tar also fits here but I wanted a stronger hit than focus onto skarm/meta.
 
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Skarm-Less Superman

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https://pokepast.es/3dcc3c72aabffeac

After procrastinating for a while, I have something to show for the class show x tell.

It’s been a while since I played with an actual Superman team that wasn’t just another fraudulent Articuno team straight out of gutters of my brain, so this was a nice refresher to remind me that not every Superman team has to make me die a little inside whenever I que up on the ladder.

The Fortnite Lobby
Zapdos
:Zapdos:
Standard Offensive set that acts as a flexible lead.

I figured I really needed something for Suicune, so I figured Zapdos was the way to go.

“Do they carry a lot of weight from having to carry this team against most Water type matchups?”

Yes

Should I have distributed the responsibilities better amongst the team?

Yes, but your co-workers being actually helpful is very unrealistic. This is an art piece that’s supposed to depict the daily grind, especially your co-workers that leave mounds of work they didn’t do in the morning which piled up until you clocked in at specifically 4:00 in the afternoon.


Moltres :Moltres:
Just the standard one, not much I can explain that isn’t repeating stuff already said about this mon.

Colonel Sanders is honestly nice for the burn spread, and also helping with the chip pressure alongside Tyranitar’s sand/ Zapdos’ Toxic.

This team is kinda ass cheeks at pure breaking (With the exception of CBT, because Tar is GOAT’ed like that), so I had to incorporate a lot of chip to put enemies into range.

Just like the annoying ass bikers who revved their engine at 12:00am right beside my hotel when I went back to Okinawa, I have a lot of compensation to do.

So to get around not having access to Spikes (I’m not using Cloyster because they’re lowkey a Potential Mon whom I don’t know how they’re still in OU/ I don’t wanna run Pursuit Tar to run Forre), I had to compensate with other forms of chip in status.


Jirachi :Jirachi:
The perfect SpDef wall to pair with my Def-Flygon.

I can bring this thing into all the special shit my Flygon hates staying in on, and more (except Fire stuff).

I really needed help with the Gengar matchup, and this Jirachi was particularly good at the job at hand, since Fire Punch is usually a rarity.

Also this thing is bulky enough to the point where I don’t have to worry about them dying to a stray hit from switching in.

Again with the chip, burn is always appreciated. Para is also appreciated because this team has a lot of flaws, and I don’t give a shit about playing fair, I’ll cheese some shit if I really have to as I huff and puff that sweet, sweet Superman copium.

Wish/ Protect is nice for not only my Jirachi’s longevity, but also the teams’. Given my team is Balance, it fit like a glove, since there’s bulky mons that appreciate the healing so they can go back in for additional walling/ round 2 of breaking.


Gengar :Gengar:
I added this set to rage-bait Blissey.

So I want the damage to stick, but in general, my team is quite mid in terms of damage output. Not too low, but not really great (with the sole exception of CBT).

One of the work arounds to making the damage stick is by denying healing moves, so support mons like Blissey can’t get off a Heal Bell, Wish, etc.

Wanna stop setup for future turns, then Gengar also has that covered.

And having extra help against Mence is nice because this team is legitimately a DD Mence victim. Like the moment Flygon goes down, I’m getting my ass cheeks clapped, no question.


Flygon :Flygon:
Shittier Claydol

HP Ice Victim
Flygon is the premier Defensive Wall on this team, not because they fulfill the position the best but because I had to put them on the team because they certainly do a solid job at deterring physical attackers, the likes of Tyranitar, Gyarados, Aerodactyl (Double-Edge victim) and (sometimes) Mence.

Slander and agenda aside, they actually do well pairing with Defensive Jirachi, given they can switch into attacks they don’t like staying in on, while Jirachi can switch into attacks Flygon doesn’t like staying in on.

Having Protect on both mons is also nice for this chip heavy team, since it helps to stall out turns to help rack up chip damage, and get things into range for the offensive mons on my team.

Chat, I miss Claydol

If I sound too harsh, it might possibly be because I might in fact miss Claydol.


Tyranitar (CBT) :Tyranitar:
The GOAT of the team, the one nothing really likes switching into.

Tyranitar makes sure damage sticks by setting up sand, which is key to this entire team as they need to maintain the damage in order to find KOs.

Tyranitar also compliments my team’s longevity as my two walls of this team is immune to sand, allowing my mons to win the war of attrition against something like Blissey.

Tyranitar also has to carry really badly because they’re the premier, and only reliable source of active damage output on the team, especially physically.

If it wasn’t for Tyranitar, this team would struggle a lot more than it already does, which is baffling until you remember this is a Superman team.

So yeah, easy MVP. Carries a lot of weight, and certainly carried the team in general.

IMG_1007.jpeg



Personal Rant
I did end up reliably sticking around 1600s range with this team, and I do believe it can go higher given the I was doing well, even in the unemployment hours of the ladder where I was going up against the top players of the ladder, and somehow winning with this team.

However…

I do not wanna play this shit unless I am pushing agenda/ unless I HAVE to.

I can’t stress enough how flawed Superman teams are, especially this one. I think I spent more time verbally shitting on 5/6 members of this team (CBT was excluded because they’re the carry) instead of playing the game.

It got to a point where shit-talking my team got more fun than queuing up for another game. The motivating factor in this run was just to reach high-end of mid-ladder, and my “can’t end on a loss” mindset.

I had displeasure playing this team, but…

Maybe the memories it brought back of how I initially started ADV was worth it after a-

NO.

Fuck this team.

I wanna do something fun. Like having a Struggle war end-game with Suicunes. That’s real ADV entertainment.

Anyways, 4/10 experience, probably will torture myself again for clout.
 
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https://pokepast.es/424774d568e5d585

CB Gon Spikeless Offense


- Idea is to use multiple mons that r good at damaging flying types for a CB Gon sweep
- Sub Salac Hera as a extra wincon, flying type lure with Focus Punch and Gengar lure with HP Ghost
- Registeel as the glue vs specials/Zap and Boom natural cures (specifically Celebi) for EQ spam. Chip down PertDol for a eventual Hera or Flygon sweep, its able to also chip down Skarm for later
- DD Tar to start opening up with trades and have Sand to stick at the opponent flying types. Trades up with Meta/Rachi/Pert which is benefitial for Hera (and even Gon in case of Pert) or trades w Claydol alongside Gengar for Gon's benefit
- FireGrass Gar to lure fliers more reliably. Also our switchin to Skarmory and Swampert and able to press opp Claydol for our CB Gon
- Claydol is able to spin hazards for Hera/Steel, boom fliers (most important function here) for CB Gon and Hera and is able to absorb Gar for some time alongside Lum DD Tar
 
Thanks very much to everyone who submitted teams this time. I know this was a bit of a trickier prompt, but people came through with some really clever and creative builds. Looking forward to seeing what Mielke and Adam have to say as well.

I worked very hard on my judging this time, so please enjoy:

Forre Offgon Zard (https://pokepast.es/558007e4ed74293c)
by Johnald

Really, really strong start here. I think the write-up especially here is absolutely excellent. Overall, the synergies are very well thought out. I especially want to give some love to the finishing touches like Screech on Flygon and Roar on Charizard. This is not an entirely novel team, though I do think it's just a fairly logical endpoint for Forretress+Flygon. We've seen Forre+Gon+Registeel+Milotic here and there over the years, even as recently as last SPL by McMeghan. McMeghan's team had Celebi in the Charizard slot. I even built this team some time back too, mine was RestZap in the Charizard slot. I think Charizard is at least arguably better than both of those options because it much better addresses the weakness to Jirachi/Celebi. It also adds another switch in to Metagross which is always a valuable and important consideration when using Flygon or Forretress, let alone both. Charizard is a strong SkarmBliss punish, which Forretress teams are sometimes lacking other than just their own spikes and hoping to keep opposing spikes off long term. Lastly, it helps relieve some of the pressure on Tyranitar vs Gengar, again a really welcome help on Forretress teams. I will say it leaves you with a not especially convincing Suicune matchup. Again, Screech on Flygon and Roar on Charizard were great touches to give a chance. However, if Flygon ever dies, lastmon Suicune should have a very good chance to just win. Even more concerning is the CroCune matchup, I don't think I need to expand on that. RestLax similarly really threatens to run away with a game. Another concern I'll mention is fighting types. Charizard again helps marginally here, but vs Medicham especially there are no great options turn 1. Last thing I'll mention is something a little more abstract, but I just want to say that these middling pace Forretress teams often look better on paper than they work in practice. What I mean is that while most things seem pretty well covered here, in practice it may not work as well. An example I'll give is facing Offensive Starmie. On paper, Registeel is a great inclusion here that covers this concern well. But imagine there are spikes, imagine the Starmie is paired with Gengar, imagine the Starmie is offensive with Recover. As the game gets dragged out, the matchup looks a lot worse. Does this team have the backbone to withstand having to switch around these threats multiple times? If not, does this team have the firepower to win quickly enough? I'm not saying there is a necessarily correct answer here, it's just meant more as a thought exercise, especially since overall I loved this submission a lot.

Team Synergy & Cohesion: 9/10
Competitive Viability: 9/10
Creativity & Originality: 7.5/10
Clarity of Explanation: 10/10
Adaptability & Flexibility: 8/10

Total: 43.5/50

Untitled 162 (https://pokepast.es/5b10838886f7043d)
by Dastardlydwarf


Not bad, ultimately I think this team is just a bit too weak to SkarmBliss. In the write-up, the builder mentioned that most of the mons at least mess with Skarmory. This is true, Taunt on Gyarados and Fire Blast on Flygon are two nice touches that show care was taken on that front. The problem is that Blissey threatens a lot here and only really Snorlax can switch in to it, which is a great entry point for Skarmory. Before too long this team is gonna get overloaded by such a defensive core. Again though some good synergies here, this is a nice spot for Houndoom. Not only does it trap Gengar which is a mon of huge concern to every other team member, but checking Jirachi/Celebi is definitely welcome here too. The builder mentioned offensive Starmie and Zapdos as potential issues, especially with spikes. Not much to add, I concur.

Team Synergy & Cohesion: 7/10
Competitive Viability: 5/10
Creativity & Originality: 7.5/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 5.5/10

Total: 31/50

Dashback Grab (https://pokepast.es/265be65419305b1a)
by xtinaxendrix

Another cool team. I think my big problem with this team is that I feel it's both not quite offensively potent enough and not quite defensively sound enough. It's just barely lacking on both fronts and should probably pick a direction to go a little further in. Whenever you have both Pursuit Tyranitar and Magneton it is really quite difficult to fill out with everything you want. Medicham with BP to get a free trap with both Mag and Tar is a nice idea. I feel like Flygon's fit here is at least somewhat questionable. It's nice to have another Zapdos check and the idea of offensive Flygon as a fast cleaner that appreciates both the trap targets of Tar and Mag makes sense as well. However, of huge concern to me is opposing Swampert. The builder mentions that both Tar and Mag have HP Grass to lure and dent it, which I think is a hopeful plan if anything, especially since the Tar here is quite slow. You have to also keep in mind, this team is spikeless so Swampert can potentially do a lot of chip healing. Really any offensive water type can really do some cleaving to this team once Snorlax is chipped. Milotic can also sit on everything here except Magneton, Snorlax would have to explode on it to reliably take it out. Another big concern is mixed attackers in general, especially Salamence. Tar and Lax are one time checks at best and Swampert can threaten it if it's at full, but otherwise it's very scary. The builder mentions that El Clasico should be a good matchup and I have to say I'm not super convinced, although it is a spot where BP on Medicham can potentially really shine. Fun team with good ideas though.

Team Synergy & Cohesion: 6.5/10
Competitive Viability: 6/10
Creativity & Originality: 7/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 7/10

Total: 33.5/50

Flygon teambuilding competition (https://pokepast.es/1a3e308acb69109a)
by pixie909

Yet another really interesting one. Synergestically, you can't really argue much with the choices the builder made. Most everything is pretty well thought out. Mimic on Metagross is obviously a very hilarious way to get your own spikes on this team, and actually fairly reliably at that. That said, facing an opposing spikes team does seem a bit awkward. Obviously, we want to Mimic with Meta and get our own, but in the meantime they're getting theirs. Since Flygon is CB, we really cannot rely all that much on its defensive traits to help us out, especially since it's rather unsupported. This leaves us with a grounded defensive core and at least a couple layers up before our Starmie can really even enter. Our flexibility at this point is severely limited. A potential nightmare scenario I feel is if the opposing spiker that came into Metagross was Forretress rather than Skarmory because Starmie can't just switch into Forre. I guess in that scenario we really can't afford to Mimic, but regardless I guess we have to just go straight to Gengar when we have no spikes of our own. Seems bad. Against spikes offenses we mostly will have to face off with Gengar or Celebi and neither seem very comfortable to play around. Gengar especially seems a big time problem for this team. Making Starmie SpDef is a good touch with the partners we have though. This is another team where opposing Swampert is pretty painful, and on that note Flygon (or at least this Flygon set?) feels like it just really does not fit all that great here. Huge creativity points though and you can tell the builder is very clever overall.

Team Synergy & Cohesion: 8.5/10
Competitive Viability: 6.5/10
Creativity & Originality: 9.5/10
Clarity of Explanation: 6.5/10
Adaptability & Flexibility: 5/10

Total: 36/50

Houdini Offgon Regice (https://pokepast.es/73ecf5d8d867db4c)
by WraxiusGaming

Kind of a wacky 6 on paper, but I think in the end most things end up covered at least acceptably. The one exception is I think this team is simply way too weak to Metagross. Suicune is the only real switch in to it, which obviously has some problems especially in any long term sense. I think this could be acceptable but the other real problem is we don't at least have a reliable lure for Meta that we can trade. Regice does at least semi-reliably paralyze it which is something, and Meta is sometimes forced to check SubRachi so maybe not completely dire. Another thing about this team worth saying is that it kind of lacks convincing ways of dealing with Blissey. If our plan is to blow up Metagross turn 1, we really have nothing we want to actually switch into Blissey. The builder does mention that Mirror Coat on Suicune means beating CMBliss; that doesn't seem like a perfect solution vs CMBliss to me, but it is at least something. We can blow up Regice vs Blissey, but we don't have a super great follow up and we also will no longer have a Regice. SubCMRachi can try to duel Blissey but that's usually something you're forced to do rather than happy to do, and it's especially unreliable on a sandless team. Our Suicune can at least force out Seismic Toss Blisseys, but then we're left with a sleeping Suicune. So yeah, the Blissey counterplay is lacking. The Mence set is interesting, appreciate the builder's thoughts on the why. I will say dropping Earthquake when as I mentioned we lack reliable Metagross luring/breaking is at least a little suspect. Dropping HP Flying on such a fighting type weak team is a pretty big risk as well. Last thing I want to mention that may be somewhat obvious (and not entirely unique to this team by any means), but if we are facing a Skarmory team and do not manage to blow it up immediately, we are probably in pretty big trouble. Although, I will say, in that case we are really glad to have Flygon's spike immunity when it comes to checking Tyranitar or Zapdos with a spike down. Stuff like Gengar or Salamence with a spike down however are definitely a big time nightmare. Anyways, pretty nice team overall, Houdini + OffGon is a fun synergy I've messed with myself in the past and I also really appreciate the synergy of Regice + SubGon.

Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 7.5/10
Clarity of Explanation: 7.5/10
Adaptability & Flexibility: 6.5/10

Total: 34.5/50

no spikes offensive flygon team (https://pokepast.es/a78e6b3597b84c68)
by 4lowray


Another team going with the Pursuit Tyranitar + Magneton combo. Again, lots of strong and clever synergies to fill out the team. My first reaction to seeing the 6 was that it's simply too weak to mixed attackers and Swampert, but Rest on Gyarados is a nice solve. I will say it sacrifices some offense that this team maybe can't afford to sacrifice and having a Gyarados tasked with so much defensively is always sketchy. It also doesn't actually very convincingly deal with MixMence, which is a major problem. I like the choice of Registeel here because the fact it can act as a half check to just about everything is extremely welcome. Breloom makes some sense here because CBGon appreciates some help checking PhysTars, and Suit support already built in is nice. Breloom is also something that threatens Blissey which is desperately needed, but unfortunately Breloom can't really switch into Blissey. In fact, we severely lack anything that wants to switch into Blissey. Gyarados can rest loop any set lacking Tbolt, but that's a lot of lost momentum. Our Tar and Registeel can switch into Blissey convincingly, and they can even threaten it out once or twice, but eventually they will learn that Blissey walls both barring Registeel's boom. Despite these downsides, this team is at least playable and had some very nice ideas.

Team Synergy & Cohesion: 7/10
Competitive Viability: 5.5/10
Creativity & Originality: 7.5/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 4.5/10

Total: 31.5/10

Choki (https://pokepast.es/837c041815dbeba8)
by greenapricotttss

Don't really get this one. This team is truly going in a thousand different directions, we need to settle on just one. No, Refresh Snorlax is not a Gengar solution. SkarmGar just ruins this entire team. The Magneton is a bulky set (actually maybe kind of necessary since we are so weak to every special attacker?) so Skarm is always getting multiple layers. Suicune lacks Rest so the mixed attacker weakness is even worse. Even Gyarados can't check things very well because it was given a Lum Berry and will take damage to sand. The Forretress explanation the builder wrote made no sense. Flygon doesn't seem to fit at all, CB especially is probably not good because almost every common flying type threatens this team a lot.

Team Synergy & Cohesion: 1/10
Competitive Viability: 2.5/10
Creativity & Originality: 4.5/10
Clarity of Explanation: 4/10
Adaptability & Flexibility: 1.5/10

Total: 13.5/50

Mixed Flygon Cloyster Spikes (https://pokepast.es/d3c9c613dd9437e8)
by Zpanther

First team using Cloyster as the spiker. Looks like a pretty classic take with Jolteon and Gengar. This is the first Mixed Flygon we've seen so far, and it's not a bad fit at all. I like the idea of luring Swampert to make way for an Agility Metagross or DDTar sweep. I don't have a ton to say about this team just because it's honestly just a pretty standard aggressive spikes team; its matchups and upsides/downsides are pretty well understood. Two things I will point out about this team specifically. 1) Celebi looks like a massive pain and 2) you have to be really careful against opposing Metagross, especially Agility Metagross threatens to sweep very easily here. Overall, just a pretty nice practical build here.

Team Synergy & Cohesion: 8.5/10
Competitive Viability: 8/10
Creativity & Originality: 5/10
Clarity of Explanation: 5.5/10
Adaptability & Flexibility: 7.5/10

Total: 34.5/50

sun/mixgon egg offense (https://pokepast.es/4c2962ff3113d7b2)
by alphasapphire918

Ok, at first glance this team seems insane, but upon further examination I think it actually works at least decently. Regirock does a ton of heavy lifting as sort of a solver for all the potential shortcomings, because it can technically help patch up weaknesses to a huge host of things. Of particular note here is its help vs Aerodactyl, Salamence, and to an extent Blissey. People will scoff at lead Dugtrio, but I think Charizard is one of the mons that can at least kind of make it acceptable. I will say the fact this Charizard set isn't super threatening to Blissey is likely a mistake here (to be fair the builder does mention this), I think this team might be a bit too lacking in Blissey pressure. In general, this team is probably lacking a bit in power. The other thing I think this team is too weak to is water types of all sorts. The builder does mention that setting Sun helps, particularly in helping Snorlax switch in, which is interesting and I'll give some credit for. Long term though, I think Rest Suicune (especially if on a spikes team) and Milotic looks especially painful. In theory, Exeggutor shouldthreaten them, but honestly I think most defensive cores shouldn't have much problem, it's kind of just an egg problem in general. Last thing I will say is that Flygon's fit is also kind of iffy here, but using a mixed set (especially given some of the other set choices) is somewhat of a cute idea. Huge credit to this builder for creativity though, and there's really some very cool ideas here that shouldn't just be cast aside.

Team Synergy & Cohesion: 6.5/10
Competitive Viability: 4/10
Creativity & Originality: 9/10
Clarity of Explanation: 5/10
Adaptability & Flexibility: 3.5/10

Total: 28/50

SURPRISINGLY QUICK STEEL TYPES (https://pokepast.es/4d5aad97a1a042e2)
by tigersuit

Very cool team here. It feels like there are a lot of things this is potentially weak to, but it's an aggressive team filled out with so many techs that I reckon it probably works anyways. Forretress is a very cool pick here. Even though it looks like a place it wouldn't fit traditionally, here it should just be thought of as an aggressive spiker with a good matchup into the spinners (help vs Claydol especially is HUGELY helpful here). I like how the builder described sequencing and gameplanning in their explanations as well. This is a very nice spot for offensive Flygon I think. The team wants its help vs things like Tyranitar, Metagross, fire types, and pixies. The weaknesses to Salamence and water types it introduces I think are probably covered just well enough by Zapdos and Jolteon (especially both packing Thunder Wave) and the amount of HP Grass piled on here probably means you're just good enough vs Swampert even with a Zapdos set walled by it. A clear mon of potential concern is Gengar. You definitely have to find a way to win fast vs Gengar teams (and I think is the real reason Crunch should be used on the Tar here more than Claydol concerns that the builder mentions), but I think it can be done. Great submission.

Team Synergy & Cohesion: 8.5/10
Competitive Viability: 8.5/10
Creativity & Originality: 9.5/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 7.5/10

Total: 42/50

ADV OU Skarm-Less Superman (https://pokepast.es/3dcc3c72aabffeac)
by Tomotaco69

Funny idea. The flaws are probably quite obvious though. Against any sort of solid defensive core, you're gonna be struggling to make consistent progress, although CB Tyranitar + Moltres can at least try with Wish support. Against many offenses, you actually might do alright, but worse than if you just had Skarmory, so there's really just no reason for this team to ever exist other than you weren't allowed to use Skarmory.

Team Synergy & Cohesion: 6/10
Competitive Viability: 3.5/10
Creativity & Originality: 3.5/10
Clarity of Explanation: 3.5/10
Adaptability & Flexibility: 4.5/10

Total: 21/50

bruh (https://pokepast.es/424774d568e5d585)
by Shitrock enjoyer

Very creative use of Gengar, particularly this specific Gengar set, and the explanation from the builder makes sense. This is another team using Registeel as kind of an ultimate fixer covering all sorts of potential problem mons like Zapdos, Celebi, and offensive waters. It works pretty well for that, though I will say in the end this team still feels a tad too weak to Celebi for me. Love the use of Claydol here as we are of course in desperate need of the help vs Gengar, but also the point about it being used as a lure to flying types to clear the way for Flygon is very clever as well. Its spin is something of a bonus. I can see this team potentially getting overwhelmed and flopping in some matchups (lacking a bit in flexibility overall), but I think if you play aggressively enough it should do quite well at its proposed gameplan.

Team Synergy & Cohesion: 9/10
Competitive Viability: 9/10
Creativity & Originality: 9/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 7/10

Total: 41/50

tl;dr my podium = 1) Johnald 2) tigersuit 3) Shitrock enjoyer
 
Last edited:
Hi all,

I was given the opportunity to fill in as a judge for this and I have the time at the moment - so my scores are below. I tried to follow the same scoring format as Kollin and Zpanther. I've made an effort to try to somewhat ignore personal team building bias (but that's very hard...), and I've shortlisted a top5. I am not a tourney seasoned pro like the other judges or some of the submitters, so of course don't take my scores too seriously as its all for fun anyways. Cheers.

Edit 12/21: Added comments.

Top5:

1. Johnald

Team Synergy & Cohesion: 9/10
Competitive Viability: 8/10
Creativity & Originality: 9/10
Clarity of Explanation: 9/10
Adaptability & Flexibility: 7/10

Total: 41/50

Johnald's team has my vote. It's just a natural conclusion based on the prompt; spikes teams are always going to be a consistent approach to winning but can't use skarm, so he makes a defensive structure with flygon as a "half" rock res. The explanation is also very detailed and the team has some great techs. Kollin mentioned the weaknesses to this team which I won't repeat much because I completely agree. It seems to me it will strike some pace middleground and end up losing to stuff like gar + spattackers and without many ways to reverse momentum it can lose there. But every team has bad MU's and the prompt is hard so. Anyways, overall its my #1, it should have a hand vs most the metagame and should be playable most MUs. Will probably perform the most consistently out of all to me.

2. Zpanther

Team Synergy & Cohesion: 8/10
Competitive Viability: 9/10
Creativity & Originality: 7/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 8/10

Total: 40/50

Just gonna be very solid for obvious reasons. Again, spikes consistency really makes teams work, and the prompt doesn't let you use skarm. Cloy is the other option to forre (save for smeargle I guess). Zpanther's team exhibits lots of already known synergy (jolt/gar, meta/tar, etc). Seems the mixed flygon is basically slotted over a mence so this is one somewhat natural way to respond to the prompt. This team imo is going to be slightly more flexible than Johnald's because its gengar spikes with lots of offensive potential. But, Johnald's will work more consistently in its playable MU's so it's somewhat of a toss up for me. Anyway, not much to say it's a known good structure.

3. tigersuit

Team Synergy & Cohesion: 8/10
Competitive Viability: 6/10
Creativity & Originality: 9/10
Clarity of Explanation: 9/10
Adaptability & Flexibility: 7/10

Total: 39/50

Was very interesting to see. It's a spikes team with lots of aggressive options so it's going to get rated in my eyes for that. Looking back I shouldve given this maybe an 8 in flexibility and it woulda tied for #2. It's one of those boom forre jolt teams that people are liking lately. The explanation and set choices was cool to see. I don't think it will work as well overall compared to the first two but it would be my next choice, and yeah I would put crunch on ttar.

4. pixie909

Team Synergy & Cohesion: 8/10
Competitive Viability: 6/10
Creativity & Originality: 10/10
Clarity of Explanation: 9/10
Adaptability & Flexibility: 6/10

Total: 39/50

Thought it was one of the most creative with mimic. Without skarm there's a desire to find a way to make spikes and the observation that forcing it to be a forre or cloy build can feel awkward so I like a lot that the builder just went a fully creative route with mimic. At the end of the day, it has a way to spike in skarm MU's, has gengar, and in non-skarm MU can still win so honestly I put it high because it's creative and I genuinely feel it can win games. It's definitely not going to work as consistently as the others and imo the Johnald build has the most natural use of Flygon (that would just be subjective opinion though). Super cool and I would like to see more mimic meta in general...

5. shitrock enjoyer

Team Synergy & Cohesion: 8/10
Competitive Viability: 7/10
Creativity & Originality: 9/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 7/10

Total: 37/50

Fruhdazi may kill me for putting his build this low. The synergies and gameplan make the most sense to me out of the other spikeless builds, I put wraxius' very high though and it almost got #5 for me. I am quite known as a major spikeless hater and I realize it's very hard to put that bias down. I feel fruh's build (or again, wraxius) are the best of the spikeless ones. I like the use of gengar especially and it's set choice makes sense, team has multiple sources of breaking. I like that hera can double as a late game cleaner in some MU and in others it can chip flyers (which the whole team is designed to do for flygon). There's a few things to me like just skarm, and cele, that seem like they could be major issues and would prob limit its flexibility, but yea.

Other Scores/Honorable Mentions:

Dastardlydwarf

Team Synergy & Cohesion: 6/10
Competitive Viability: 5/10
Creativity & Originality: 6/10
Clarity of Explanation: 5/10
Adaptability & Flexibility: 5/10

Total: 27/50

xtinaxendrix

Team Synergy & Cohesion: 6/10
Competitive Viability: 6/10
Creativity & Originality: 6/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 5/10

Total: 30/50

WraxiusGaming

Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 8/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 7/10

Total: 35/50

4lowray

Team Synergy & Cohesion: 6/10
Competitive Viability: 4/10
Creativity & Originality: 7/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 3/10

Total: 28/50

Greenapricotttss

Team Synergy & Cohesion: 3/10
Competitive Viability: 2/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 3/10

Total: 21/50

alphasapphire918

Team Synergy & Cohesion: 4/10
Competitive Viability: 2/10
Creativity & Originality: 8/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 1/10

Total: 22/50

Tomotaco69

Team Synergy & Cohesion: 4/10
Competitive Viability: 5/10
Creativity & Originality: 2/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 1/10

Total: 19/50

Thanks for reading :woo:
 
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Thanks to you all that submitted teams for our 2nd round of the ADV Team building competition featuring Flygon, excluding Skarmory! And thanks to our judges Kollin7 & Pajama Sam that took the time to review and test out each of these teams. And thanks again to every participant's patience. Moving forward, this project should start running quite a bit smoother. Without further delay, let me present the finalized ratings of each participant's team!

Round 2 Teambuilding Results: Yes :flygon: No :Skarmory:

1st: Johnald - 42.25/50
2nd: tigersuit - 40.50/50
3rd: Shitrock enjoyer - 39/50
4th: pixie909 - 37.50/50
5th: Zpanther - 37.25/50
6th: WraxiusGaming - 34.75/50
7th: xtinaxendrix - 31.75/50
8th: 4lowray - 29.75/50
9th: Dastardlydwarf - 29.00/50
10th: alphasapphire918 - 25.00/50
11th: Tomotaco69 - 20.00/50
12th: greenapricotttss - 17.25/50

Congrats to Johnald for submitting the highest rated team!!! And again, thanks to all who took the time to submit. I know some may not be happy with their scores, but hopefully this can be an opportunity to improve. We are still fine-tuning this to be a fun way for people to show off their teams, and for newer players to grow and learn.

Please stay tuned for Zpanther prompt for Round 3 of the ADV OU Teambuilding Competition! Once you see their prompt, feel free to start building to submit your teams right away!
 
Teambuilding Competition - Round 3:

The prompt will be No Spikes No Sand and No Trappers (Pursuit is fine but good luck with no Tar). One of the tougher styles in ADV to build with lots of room for experimentation. I'm excited to see what you all come up with!

Remember to outline your teambuilding process in your submission. This not only helps clarify the thoughts and ideas behind your team for the judges, but is an active part of how we as judges are scoring. Have fun!

TBC.png
 
https://pokepast.es/fea738831a609237

MACONHA FESTA


IDEA:

The team's main idea was to use High Octane Breaker + P2 in a pivot-style type of team. Using P2's chain switch principle to give a high power breaker more chances to attack. I ended up following w classic CB Medi as it is the most high power breaker in the tier and had natural synergies with P2, exploiting the common P2 switchins (Tar, Lax, Bliss, Cele, Mie) and also appreciating P2's ability to shutdown Mence and answer Fliers in a pinch



P2'S CHAIN SWITCH PRINCIPLE:

This is the principle of many pivot based offenses. The chain switch principle is using a defensive mon to shut down something and then immediately double switching to get a big powered threat in, being seen mostly in the form of BP Zapdos in Spikeless historically. Said principle is P2's main secret weapon, its ability to shutdown Mence completely and promote passive answers or slower breakers makes room for easy chains of double switchin. The reverse also occurs as the Fighter can be positioned in a way that its allowed to stay in on its counter to handle the incoming double switchin to disrupt P2"s chain, allowing the fighter to clock in a big kill it otherwise wouldn't do. But what makes P2 so special besides that? Can't Zap and Blissey do the same things? Of course this is where P2's main known weapon is established, which is its ability to counter trap Dugtrio, making room for the frailer breakers vs Stall and its Aero and Mence checking abilities meaning you can get away w frailer backbones physically unlike Bliss or Zapdos




WHAT MAKES P2 TEAMS DIFFICULT TO BUILD?


This is actually a question most people dont really know to answer properly. The reason lies in on how P2 styles are often constructed as the way P2 operates favors a pivot style (think of BP zapdos offenses, cm pass, blissey+fighters or even classico and maybe skarm beatdown to some extent) unlike a flow style (think of Slop, jolt teams, smeargle to a extent). However, most pivot mons serve more flexible and general roles like how Zap and Blissey are catch-all's defensively, being able to check Mence, Zap, Firebirds and Offwaters. P2's function is ultraspecific meaning it is harder to slot due to being a pivot that does not have a "catch all" nature. This means P2 teams become defensively flawed as they do not have enough ability to handle phys mons (Meta, Lax, Ttar) or CMers (Cele, Rachi, Kou), this also is emphasized due to the fact many P2 teams absolutely want Celebi for the ground resist + special check, however Cele is a much worse "catch all" pivot than Zap/Bliss and Zap/Bliss dont synergize well w P2. It is often that Cele wants another "catch all" pivot to boost up the team's defensive capabilities in the special side, this + the spikes weakness that comes from P2's passivity usually means P2 teams struggle to fit levitators on a team due to not being high powered enough (thus not taking advantage of P2's ultraspecific pivot function) or making the team gimped defensively. That paired with the fact P2 wants stallbreakers to really drive home the ability to fuck over Dug Stall, which is the main reason to run P2 for a tour, makes it incredibely difficult to actually build a P2 team




WHAT MAKES MACONHA FESTA SPECIAL?



Maconha festa decided that fuck spinners. One of the main reasons that its hard to build P2 is due to the fact you want a spinner to cover the spikes weakness, however spinners are also ultraspecific and thus there isnt enough upside being taken from them. Instead I decided to rely more on momentum than the usual P2 team, taking a page out of Astamatitos's book and using something akin to his CB Medi / P2 / Cele / DefPert / Jirachi / Aero team. Its evident some of the synergies, Cele was able to BP out to Medi who took advantage of Tar/Bliss/Cele coming in, DefPert was able to hold up play physically and Wish CM Elec Grass Jira took advantage of Medi's ability to lure fliers and abuse tanks while also trading with said tanks, easing up for Aero cleans in the process. My problem is that this was still too spikes weak and Spikeless Aero didnt have enough ham to really clean up, while its role defensively (CMer check, fighter revenge killer, special mon revenge killer) was appreciated, it still fell short when it came to Stall MUs. I do believe this 6 could be revamped and made even better but as it stands I didnt think it provided enough upside and I decided to take a shot at something else while using some ideas here (CM Rachi that trades w tanks, TW+HP Fire P2 to trade and lure Metagross)





HOW MACONHA FESTA WAS STRUCTURED:




I had the idea that to ease up Stall MUs and not being overly reliant on Medi for breaking like Asta's team, the best course of action would be to add a second fighter. I immediately went to Machamp as it would help vs Gar w Guts+HPGhost and vs Ttar with its natural bulk and typing, while also being excellent vs Stall and more classic TSS (another struggle of P2 teams). Then I needed to add Celebi, however I felt that it might be best to go a more offensive route and rely on offense to trade up and use P2 as a pivot instead of going a more passive route with Recover Cele as the extra pivot. This way, to add pressing into opp Cele, extra speed to finish off crippled fliers and a possible late game wincon vs Offense, I added Timid Super Cele, which was still able to check specials a bit and helped at damaging Metagross, which this team needed to have as a compound effort since there is no Water type or Zard/Molt. It is in my belief that every ADV team needs a tox immune and that this tox immune should be a steel type about 99% of the time (Meta/Rachi/Registeel/Forre/Skarm), otherwise your team will suffer vs much of the passive dmg that flies around. In the case of Spikeless, its Meta or Registeel usually or Rachi with Meta/Regirock on Offense and with BlissCune on more niche balances. That said, I decided to break this rule as P2 teams need a good abuser for when Dug is gone and a buffer into Stall, at first I was decided into a bulky SuperJira that was able to trade with tanks and helped on the special side, however the team was undeniably too weak into Meta even with stuff like Fire P2 and what have you so I decided to cook and run CM+Reflect Jirachi to ease up the weakness to tanks (while also allowing Jira to better 1v1 Snorlax). I decided the coverage like Asta and came to the conclusion Elec+Grass was best to beat up Tanks as efficiently as possible with Thunder to 1v1 non TW Blissey. As all mons were able to excellently overwhelm fliers and Champ+Cele for Gar insurance, while also having Double Fighter, TW Fire P2 and SuperCele to really hammer down Skarm, I needed something that was able to handle both Ttar and CMers in a pinch while also being able to clean up if so desired. CB Gon fits this description perfectly, giving myself a cleaner a la Aero in the Asta build, a CMer check and a help vs Ttar while also abusing the flier overwhelm aspect of this build (and a neat thing at how well this team lures Dol). It also loved P2's ability to softcheck Aero, Meta w TW+HP Fire and able to completely shutdown Mence which was Gon's biggest threat vs. This team is able to hang from a defensive standpoint due to how well everything trades vs tanks and fliers with a few "reset" buttons in the forms of pivots like Reflect Jira and P2.




CONCLUSION


MACONHA FESTA is a surprisingly good and unique team, it isnt without its flaws, mainly the fact that it is overreliant on P2's defensive abilities (cant be avoided due to P2 teams explanation) and its somewhat sketchy way to handle threats (relies a lot on softchecking and luring rather than traditional walling methods unlike most pivot style balances or offenses) and the fact Spikes can still be trouble due to the frailty of the defensive pieces. With that in mind, its able to consistently win in most MUs and has very great synergy off the bat, giving chances to outplay every MU. I personally give this a 7/10, its solid but not the best, considering P2's flaws and stuff, its probably my best P2 team to date and one I would bring to Tour in a heartbeat







FEW UNDERSTAND. EVEN FEWER WILL APPLY THIS KNOWLEDGE.
 
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The prompt was "No Spikes/Sand/Trappers" (but Pursuit is still allowed). The first thing that came to mind was Boom Spam, a rarely seen archetype these days. When I was first getting into ADV, it was one of my favorite styles to play due to its fast pace and getting Suicune last mon endgame was a reliable win condition for me. However, with the rise of Raikou in the current metagame, it's getting a lot harder to have Suicune sweep everything. So I have come up with an alternative Boom Spam team that hopefully can handle the recent meta developments.

SuiMence + 4 Big Booms

Lead: Suicune
Suicune loves to see Tyranitar in the lead slot, especially teams where Tyranitar is in the lead just to set up sand and switch out. You can instantly clear weather with Rain Dance and enable Snorlax/Regice as switchins for common Suicune switchins like Zapdos/Celebi. It also enables Suicune to chip heal while having a sub and boosts its Surf damage vs Skarmory that wants to Roar it out. The team also has 2 mons weak to Fire, so the rain helps to decrease damage from mons like Charizard/Moltres. Suicune is Timid 275 Speed in order to ensure Smeargle doesn't Spore it, 404 HP so Seismic Toss takes 2 hits to break, and the rest is dumped into Special Attack. Substitute is also amazing to catch Explosions from Houdini Metagross/booms in general since Suicune will usually be faster (other than Gengar).

Tank 1: Regice
If you see Zapdos/Starmie in the lead slot, Regice is a pretty reliable switch. It eats special hits that aren't Fire moves easily and even if Zapdos is able to get a Substitute, Ice Beam is usually breaking the sub for whatever is getting passed to. Spreading paralysis and weakening opposing mons is its usual job, but you may notice that it is running Hidden Power Fire instead of Thunderbolt. This is to hit Skarmory/Metagross for some super effective damage, but more importantly it hits Forretress really hard. We hate to see Spikes get set up, so most of the mons on this team are running some form of coverage to hit the popular spikers for more significant damage.

Tank 2: Snorlax
The other specially tanky wall is Snorlax; unlike most sets that utilize Curse as a boosting move, this is running 4 attacks and is meant to get big damage in immediately. The ideal situation would be to have Snorlax clicking Focus Punch on a switch-in like Skarmory/Tyranitar thinking that it is clicking Curse. Snorlax is here for a good time, not a long time; once you feel its utility has run its course, try to Self-Destruct and get big damage in. The goal is to hopefully trade at least 1 mon from your opponent's team that will enable Salamence in the back.

Semi-Tank 3: Claydol
There are 4 mons weak to Spikes on this team, so it's imperative that we have a spinner to deal with them. Claydol seems to be the perfect choice as it can clear hazards while representing Explosion, though you should be wary about doing so. Having special walls is nice, but having a mon immune to Electric+Ground moves is even better, so make sure you account for unrevealed mons in the back. Aerodactyl is also quite scary and having a healthy Claydol to check it would be much more preferable to exploding early.

Wild Card: Metagross
Okay I know what you're thinking, but hear me out! I think Swampert poses a pretty big threat to the team and is one of the hardest mons to reliably KO in ADV. It is a traditional answer to Metagross and stops it from spamming physical moves. This is where special Metagross comes in as a lure for Swampert. It is running Hidden Power Grass specifically to take a big chunk out of Swampert's health (usually around 70-80%, possibly OHKO on more offensive variants). It is also running Thunder Punch to hit Skarmory and inflict significant damage; the 10% paralysis chance is also nice when it procs. Defensive Starmie has been very popular recently and will surely get 2HKO switching into what they think is a Meteor Mash only to eat a super-effective special hit.

Win Condition: Salamence
One of the scariest endgame sweepers in the game, Salamence can try to clean up once most of its checks are eliminated. This is the set that many affectionately refer to as "Penguin-mence," which means it does not make use of its STAB Hidden Power Flying and opts for coverage moves like Earthquake, Brick Break, and Rock Slide. It is EVd to live unboosted Ice Beam from mons like Blissey and therefore Dragon Dance a second time, boosting its kill potential even further. Rock Slide spam is always a potential way to achieve victory (budget Aerodactyl) and flinch your way to victory. Another useful aspect of Salamence is simply as an Intimidate switchin, which helps soften the blow of physical attacks for other mons. Example: Let's say you have Suicune vs Swampert. Switch Salamence into Swampert EQ, Intimidate it, then switch back to Suicune on the Ice Beam and Swampert has to switch out because EQ won't do enough to break Suicune Substitute.

Shoutouts to Zettscord for giving me some feedback before I made this post <3
 
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https://pokepast.es/ea773d6b2b2aeda9

Welcome to CM Pass "Almost Slop", a team that I recently built not with this competition in mind, but which happens to have "No Spikes No Sand and No Trappers". The concept of this team started out as "CM Pass/Special Offense but I break through Blissey without using Dugtrio" and eventually settled into the current state, which one user on discord noted was "on the cusp of slop" after the inclusion of EndPert. So this is "almost slop" because I have to differentiate the 400 teams in my builder somehow. The current state of the team is more of a mixed offense with CM Pass as an option, but the origins of the idea are useful for discussing how we ended up with certain options. With that out of the way, let's first discuss the mon that the team started out around:

Mon 1: The Blissey Sitter: SubCM Jirachi
If you want to pressure Blissey without trapping it with Dug (or pressuring it with Spikes/Sand/Boom, as this team would mostly end up with), SubCM Jirachi is a good start. Since this team isn't running Dugtrio and thus lacks the means to ensure the removal of Tyranitar, Ice Punch/Thunderbolt coverage is needed over Psychic/Fire coverage. This is going to be one of our main win conditions depending on the matchup, along with another mon we'll get to later.

Mon 2: The Puncher (?): Endeavor Swampert
Say hello to our helpful friend capable of wearing down opposing walls for our Calm Mind Sweepers and DD Mence to break through, EndPert. Under the initial CM Pass/Spec Off plan, the idea here was to run Offensive Swampert with Pump/Beam/EQ/Focus Punch, and have OffPert act as another CM Pass recipient that could threaten Blissey with EQ/Punch. This was not ineffective, but it was ultimately doubling down on defeating Blissey when we actually need Swampert's help to pressure a variety of special walls. Snorlax ulimately ended up being a significant roadblock for the OffPert version of this team, and as such EndPert is here to help out. Able to pressure Snorlax/Regice/Registeel with the threat of Endeavor, Toxic to still wear down Blissey and Celebi, and still potentially threatening with a CM Pass into Hydro Pump, Endpert provides this team with much-needed ability to take a CM and force damage on special walls.

Mons 3/4: Lead CB Metagross and Zapdos
Our "lead" is CB Metagross, which provides immediate breaking power and high damage output. But the turn 1 gameplan is almost always to go to Zapdos to get ahead of the opponents response to Meta, and then force out the special/electric check and formulate your gameplan for breaking through that check. Common T1 Metagross switches like Skarmory and Swampert are unlikely to stay in on Zapdos, meanwhile common leads that threaten Zapdos like Tyranitar or the less common Regirock likely won't stay in on unrevealed Meta, or at the very least won't be selecting an option that threatens Zapdos. EndPert is also viable as a lead on this team with much the same strategy as leading CB Meta--send it out and then immediately call it back. Opposing Zapdos can disrupt this plan, but our own Celebi is a good answer for that. Speaking of...

Mon 5: CM Pass Celebi
...acts as our immediate answer to Zapdos and can supply calm minds to Zapdos, EndPert, or even our other CMer in Jirachi. Celebi/Zapdos both have Baton Pass to be able to pivot around the opponent's response, and Zap with a free turn can set up a Substitute to pass as well. There's not much to say about this set, except that HP Fire is needed here to threaten opposing Celebi and Jirachi.

Mon 6: DD Mence
Depending on the matchup, Fly/Slide/BB Coverage on Mence can either provide useful coverage to chip some important targets for your special threats, or act as a win condition if you've spent the rest of the game acting as if you've got CM Pass with CB Meta as your only big physical threat. This is why our Turn 1 gameplan is to switch out immediately as opposed to taking damage in a favorable lead matchup--the opponent's responses to Meta/Zapdos will determine whether we want to use Salamence in the midgame to force chip damage, opening opportunities for our CMers, or if we want to do the opposite and have our CMers break through roadblocks to a DDMence win like Swampert, Metagross and Jirachi.
 
MAGIC MICHAEL × HOUDINI SLOPPY MAKEOUT SESH



https://pokepast.es/a93f942627a39219



WHY ALAKAZAM?



I personally best find my footing in these competitions by thinking of out-of-the-box Pokémon or sets first and then trying to support them. Alakazam attracted me for 2 main reasons, which are Encore and its speed tier.



Encore is an amazing move that makes your opponent repeat a move. Its speed tier means that Encore outspeeds every single Calm Mind or Swords Dance user, most Substitute users, and even some slow Dragon Dance sets. Finding the right opportunities to switch in Alakazam is key, as Alakazam is able to both use opposing setup Pokémon as opportunities for its own setup and force Pokémon to use Recover or Protect repeatedly.



Alakazam also outspeeds the majority of the metagame. It comfortably outspeeds base 100 Pokémon and Starmie, while speed tying Jolly max speed Dugtrio, meaning it also wins vs any slower version of Dugtrio which is very helpful.



I've decided to run Psychic and Fire Punch on this set for psychic/fire coverage and I've invested exactly enough special attack to 1HKO 4 hp EV Heracross from full without setting up because I think some bulk on Alakazam could be helpful.



BUILDING PROCESS



I've decided that I wanted to use Alakazam on a really offensive team that tries to sweep through balance and stall teams while using Alakazam to turn the setup from opposing offensive teams into its own setup.



I didn't want to use a Rapid Spin Pokémon, because I think that locks my team too much into a bulkier kind of offense that I don't think meshes well with Alakazam.



Given Alakazam's spikes weakness, however, I couldn't leave spikes entirely unaddressed, so I'd decided to use a lead Zapdos + choice band Metagross core. I've used this combination before to great success. I think it has great lines because it allows you to switch into Metagross early and explode Skarmory against balance while still having all the advantages of a lead Zapdos.



Zapdos is Thunder Wave to paralyze opposing electric types. It has Hidden Power Grass to hit Swampert and Baton Pass to pivot and do Baton Pass chains with Celebi. The spread allows it to have just enough bulk for crucial targets while maximizing offensive power for good hits against Metagross and Skarmory. The speed is a bit low, but the team can check adamant Heracross and Moltres is in an inconvenient spot in the metagame right now, so I think it's excusable for the sake of the other benefits.



Metagross is choice band to spam Meteor Mash into opposing offenses and to click Explosion early into Skarmory vs spikes teams.



Celebi is just a standard Calm Mind + Baton Pass set to pass stat boosts to Zapdos/Alakazam/Swampert. I made it Psychic over Giga Drain to hit Salamence harder, though Giga Drain will help with the Tyranitar matchup.



Swampert is the team's rock resist and Metagross and DDMence check and has a Calm Mind recipient set that allows it to break opposing Blissey and become a powerful threat with boosts passed to it. I've decided on Swampert over Suicune because the actual rock resistance is very vital on this team due to the poor Aerodactyl matchup.

Salamence serves several vital functions on this team. It checks Charizard while being able to wield Intimidate vs Aerodactyl teams. I'd decided on a bulky Dragon Dance Brick Break set because Brick Break serves the vital function of KOing Blissey and Tyranitar. This set helps a lot with sweeping vs weakened balance teams considering the team's Tyranitar weakness. I'd decided on Vapicuno's Refresh DD Brick set because Refresh allows it to set up on Milotic, and thus it improves the stall matchup by hurting Milotic/Blissey/Claydol all at the same time.

TEAM WEAKNESSES

The team's primary weakness is Aerodactyl and Tyranitar. You may need to make trades to prevent Aerodactyl from becoming too much of a threat in the endgame and the team's gameplan overall vs an alive Tyranitar is a little reliant on using Salamence cleverly.

USAGE TIPS

Have good metagame knowledge. Explode on Skarmory early vs balance teams and spam Meteor Mash vs offense teams. Use BrickMence intelligently and make strong predictions to bring Alakazam in on vital turns.
 
I have been trying a bunch of mixed-off variants recently on the ladder and this seemed like a cool one to share for the comp:

Basic Ideas:
I was interested in building around the classic Breloom+Pursuit Mixoff combo but giving it a bit of a modern "sloppy" twist. Given Tar was banned, Houndoom is really the best fit for a Pursuit trapper. It's synergy with Breloom is pretty well understood - they have natural type synergy and Doom can be used to trap and remove natural Breloom answers like Celebi and Gengar which come in to take its fighting attacks.
When using Breloom, you either want to lead it (which is kind of inconsistent IMO), or use a mon to help position it in front of passive walls to help it get the Spore-Focus Punch momentum going. This has traditionally been done by Zapdos, but here I wanted to try a different take and use Vaporeon. It tends to have good lead MUs (aside from opposing Zap) and often forces big damage on a phazer like Skarm/Zap, gets Breloom in against special walls like Bliss/Snorlax, or gets Houndoom in against Celebi.

To cover lead Zapdos and add some defensive solidity, I next added a Registeel. It can come in Turn 1 vs Zap and force it out/Toss it down. As is well known at this point, it's generally a great catch all mixed wall for these teams which can spread paralysis, chip things, and doesn't cede momentum due to Explosion/Counter. It can be weak to Gengar, Fire types and Leech Seeding but this is well covered by Houndoom.

Finally, I wanted to have two offensive cleaners which can take advantage of the damage done by the first 4 members and the Sub-Pass setup opportunities created by Vaporeon. Raikou has a natural and well understood synergy with Breloom and Houndoom. Many of its checks like Claydol, Dug, Physical Tyranitar and Blissey will get slept, trapped, Burned or beaten-up by these two mons, leaving it free to reach havoc in the endgame. It also provides nice immediate speed and power which the team was lacking and can be a great momentum reverser vs special attackers in the late game. Finally Dragon Dance Salamence is almost an auto-include here. It is needed to be a late game cleaner against Aero and Dug teams, especially given against the latter we can't always ensure we can trap Dug with the Mach Punch-Pursuit combo. It can help break Blissey for Raikou with Brick Break and can punish Dug's Earthquake lock-ins against Houndoom, Registeel and Raikou.


Set Details & Explanations:
  • vaporeon.png.m.1753797560
    : Here we are using Subsititute, Hydro Pump, Ice Beam and Baton Pass. Vaporeon should try to sub turn 1 if the opponent is inclined to switch and can then respond to the switch-in by attacking or Passing appropriately. Against Meta and Skarm you should try to get damage off (Meta will find it hard to boom into potential Sub and you can scout the set/lock in). Against Mence I typically hard-switch Breloom to avoid the intimidate being passed. Against Zap and Suicune we hard-switch into Registeel: other options could be justified against Suicune here but I think this is safest. In terms of EVs I have added enough hp to live Modest Zap Thunderbolt from full (and make >101 hp subs), enough Special attack to 1HKO bulkless Tar and have hit 222 speed. The remaining EVs have been put into defence. You could definitely consider going faster/stronger here but I think having some defence is useful here as it allows us to be a better mid-game Mence/Meta switch-in and potential late-game DD-Mence check. You can also 1v1 things like lead Medicham which is nice.​
  • breloom.png.m.1753797560
    : We are using the standard mono-fighting set with Spore, Focus Punch, Sky Uppercut and Mach Punch. I have gone for a Jolly nature to get the jump on the many mons hanging around the 244 speed benchmark and I am using Black Belt with 252 Atk for power. Breloom doesn't really value its longevity - most games you will get it in, Spore, Focus Punch and then switch out to be sacked off or get 1 more hit off later on in the battle. The only real exception to this is if you think they have DD-Tar.​
  • houndoom.png.m.1753797560
    : I chose to use Fire Blast, Pursuit, Will-o-Wisp and Beat Up here. Sacrificing Crunch can make Gengar more awkward at times, especially if they have spikes down, but I found the team generally sequences well against Gar teams with Breloom often baiting in Gengar before this happens, allowing for the trap to be done with pursuit. The up-side of dropping this is that, with Will-o-Wisp and Beat up, Houndoom can act like an auxiliary breaker (akin to Zard on MixedOff) which many teams struggle immensely to switch into. People often don't respect these coverage options and get punished for it. In terms of EVs, I have gone for 252+ SpAtk for power, 40 hp Evs to live CB Meta Mash + Sand, 274 raw speed for Smeargle (and most DD-Mence) and put the remaining EVs in SpD.​
  • registeel.png.m.1753797560
    : Registeel is using the standard Seismic Toss, Thunder wave, Counter, Explosion set with near Max Special bulk and Speed creep for Blissey. This is the defensive Glue mon on the team and should be brought in when out of position vs Special attackers in the early-mid game, or to switch into Rock Slide/Meteor Mash lock-ins. Unlike on some Slop teams, you shouldn't really boom into recover spammers unless necessary. Things like DefMie and Celebi can be Pursuited by Houndoom after being Paralysed and you might want Registeel as a 1 time check to the likes of Meta or DD-Mence in the endgame. Also, don't spam T-Wave until Breloom has spored!​
  • raikou.png.m.1753797560
    : Here we are using Timid SuperKou with Thunderbolt, hp Grass, Crunch and Calm Mind. Other options could be considered here but, given we are dropping crunch on Houndoom, it is nice to have another tool for Gengar. Modest is very appealing but there is so much Endpert flying around on the ladder at the moment that timid is just too valuable. It is generally best to preserve Raikou's hp for the endgame, but you do sometimes need to bring it in the the early-mid game if you are worried a Suicune might get out of hand.​
  • salamence.png.m.1753797560
    : Penguin-Mence: Dragon Dance, Rock Slide, Brick Break, Earthquake. This is justified on this team given we have a lot of pressure on Celebi, Gengar and Claydol with Breloom, Houndoom and Crunch Raikou and so don't really need hp Flying to take these out. As a result, we can have the greedy coverage to hit all Mence's other checks. Like Raikou, Mence should generally try to preserve its health for late game in order to have the best sweeping potential. In many situations, it can be used to break Blissey with + 1 BB to allow as Raikou sweep. As with most MixedOff DD-Mence, I have added a lot of bulk to take Ice Beams from Bold Bliss, Ice Punch from Def-Gar (if needed) and comfortably stomach Ice Beams from Pert. We also have the Physical bulk to (15/16) live Rock-Slide from Jolly Tar, which can be invaluable in endgame situations.​
Overall performance
houndoom-gen2.jpg

For a team with 4BLs, this team has actually performed pretty well for me in practice, winning a lot in the 1700s. It's also just really fun to use and there is a lot of outplay potential/skill expression in terms of how you use Vaporeon and get traps off with Houndoom.
The main problem MU with the team is physical offence. We don't have a dedicated physical wall and so we are very dependent on positioning to beat these teams. Vaporeon + Will-o-Wisp + Mence Intimidate all help but, for example, if you end up out of position vs Snorlax and it starts Cursing, it is very difficult to reign it in. We also don't really have a good fighter check given our Mence set, but this can be Bluffed if needed in the early-Middle game.
One other issue I found in practice was Blissey. We only have one mon in Breloom that threatens Blissey to switch reliably and so, if you aren't able to lure it with Beat Up, DD-Mence or Registeel Boom, you can just lose to it in an endgame. You can often get creative with Vaporeon to avoid this by trying to Sub-Pass on turns it wants to heal, but this cannot be done indefinitely. I think this has to be kept in mind when playing.

Anwways, I hope people like the team. Thanks for reading!
 
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Ice-e and the Gang

https://pokepast.es/4a1152ab13fa4747

Building a team that is sandless, spikeless, and trapperless is building a team without the best parts of ADV OU. Therefore, its gonna have its faults. It's still possible to create a cool and interesting team though, and that's what i set out to do.



Idea

There are 2 BL mons that I believe are currently underrated: Regice and Machamp.
That's the base that i started with, so let's go over some strengths and weaknesses.



First Regice :Regice: :

  • Strengths

Strongest unboosted ice beam in OU

Incredible Special Bulk

Good Utility in Twave, Explosion, Psych Up

Boltbeam coverage

Not as easily Dug trapped as Blissey

  • Weaknesses
Spikes and sand weak

Cannot wall fires

No reliable recovery

Weak explosion

Slower than Blissey



Regice is our special wall of the team, to switchin to most special threats and fight back with strong ice beams. I think there is a misconception that Regice needs to run explosion. I think that without Dug explosion is complete garbage on Regice. You are slower than blissey so you can't stop soft-boiled and you can't ohko them, let alone any mon, either due to our lackluster attack stat. Therefore, for our Regice, we will be running psych up + 3 attacks, a tech that I got from Flanky. Psych up allows regice to be a direct counter to any CMer copying their boosts and nullifying them, granted no crit. With ice beam for celebi, tbolt for suicune, and hpfire for jirachi we have supereffective coverage for the 3 big cm sweepers in the tier. As for Regice's other weaknesses we will be calling in assistance from Vaporeon :Vaporeon: . One thing that I failed to mention before, was that rest + roar Suicune, can actually tank two post psych up tbolts and roar us out, so they can kind of loop us since our team is quite slow. Vaporeon alleviates this issue with water absorb completely countering mono water suicune. Regice has natural synergy with lead Vaporeon as, Vap forces out most leads in the meta, and the ones that it doesn't are easily switched in on by Regice. Along with wish support from Vap, Regice can last surprisingly long even with sand and spikes up. Vap also helps with the fire mon issue as it can switchin easily and ohkos all with surf with our investment. This investment also allows you to 2hko defgar and metagross after some chip. Vap is heavily defense invested making it an impromptu metagross and swampert switchin as well.



Now Machamp :Machamp: :

  • Strengths
Bulkiest of the fighters in OU

Guts, dissuading status

Stong setup with Bulk Up

  • Weaknesses
Cross Chop accuracy

Slow

Sand and Spikes weak



Machamp is the main breaker of the team, and will be used most against slower balance and stall teams. Whereas Regice can often struggle versus common TSS cores, Machamp excels. Tyranitar and Blissey, two mons that are very tough for our Regice, hate to see a Machamp coming. A line that was very common in testing was Vap vs. Tar lead. They switch to blissey on my sub, and i pass sub to Machamp. With the set we are running, Bulk Up Machamp, this line completely desroys their composition within the first two turns of the match, as they will struggle to find a switchin, taking heavy damage on their tanks or losing a mon. With our investment max modest blissey can never break a vap sub with ice beam adding on to the pain they will experience. Against faster teams you will generally want to trade against high priority targets such as metagross and swampert.



The rest of the team

Claydol :Claydol:

Alluding back to Regice's and Machamp's weaknesses, we mentioned a sand and spikes weakness. Claydol makes the most sense here to alleviate spikes as it also helps with our matchup against rock spam while providing a much needed levitate mon. There isn't much to say about this mon, but we are running a slightly strange option. Most people wouldn't run psychic-less claydol without a pursuit trapper, but in testing I found that gengar was very easily handled by the rest of the team, often forced to trade with machamp or regice. I do think psychic is the safe choice especially aginst a smart opponent who will preserve their gengar to keep up spikes, but ladder is not smart, so we are running ice beam to help our matchup against salamence and enough defense to live two boosted hp flys from standard spdef dd mence. The rest of the EVs are put into attack for a stronger eq and explosion.



Metagross and Salamence :Metagross: :Salamence:

I will talk about these two together, as they serve a similar function while having known synergy together. Agility metagross and dd mence act as our sweepers and speed control of the team. Metagross is running a standard set with enough bulk to live boosted eq from tyranitar and salamence, and enough speed to outspeed +1 mence. Meanwhile, Salamence is a bulky spdef variant with enough spdef to live dclaw from mixmence, icebeam from defpert, and ice punch from defgar. Fire blast is another breaking tool to help the team against a skarm that who thinks they deserve to live.



Threats and Counters

  • Fire Punch Superachi
While regice is able to counter most cm sweepers, fire punch superrachi is the one exception. With serene grace, fire punch has a 20% chance to burn, and if it does, it's joever.

  • Jolly SD Heracross
Not much to say here, everything is slower than it and gets ohkod. no real way around it, except making mence really fast????

  • Destiny Bond
If a defensive team is running a ghost type, be wary of destiny bond. Losing machamp in this way makes the matchup a lot harder.

  • Gyarados
Not really a counter, but is annoying since none of the mons on the team deal with it very cleanly. Try to boom it when it DDs.



Conclusion

We have a very strong team with good matchups into common TSS structures and special offense. There are some flaws with the team, as i admit in the post. A lot of strength of the team does come from surprise factor, so bluffing moves you don't have, e.g. twave and explosion on regice and ice beam of vap, is a key component of running this squad. I have had pretty good success with this team on the ladder in the 1600 and 1700s. I hope you give my team a try, and i hope you enjoy it!
-Booga​
 
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