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Project National Dex Bazaar

This is a bit of strange for ND Bazaar but I didn't want to make multiple posts. I just want to briefly offer my opinion on relevant aspects of building on both ladder and tournaments. Then I'll share some teams I've been enjoying recently. It has been a little while since I last posted anything regarding National Dex, and I'd like to share my personal opinion on the tier. First, I always believed, and still do, that this tier has so much potential to be the best and most enjoyable on the website. Especially considering how volatile the current-generation meta is, there is so much appeal to playing National Dex over other tiers. That being said, I currently find this meta boring as hell. Perhaps my recent distance from National Dex tournaments has given me a distorted picture, but I've watched various replays from NDPL and SSNL, and I'll be keeping an eye on the circuit. Ladder and Tournament usage feels very different. Both playerbases have adjusted to the meta in different ways: On the ladder, Assault Vest Alomomola has soared in usage as a response to the metagame's most volatile threats (namely Volcarona and Gholdengo). I think the key to building ladder is to being well prepared (mentally) for variations of stall (Shedinja), HO most notably Zamazenta screens is still very popular. The other HO lead you'll see a lot is Mega-Diancie. Next, I'd argue the Sun cult is stronger than stall (most certainly in usage). Trick Room is more common than you'd think. Lastly, Alomomola. It is funny to think that people shamed this set for so long but it has become one of the most prominent sets in the tier and finally surpassed Toxapex on the VR. Doesn't ladder sound fun?

The most important and relevant developments I've noticed in tournaments are Cinderace and 4a Kyurem. Cinderace in my opinion should not be running Will-O-Wisp without a scarfer (the lack of viable speed control options is a major problem in this tier). Pyro Ball and Gunk Shot are great in almost every match up, you are of course walled by Heatran (so is Will-O-Wisp) but this is a worthwhile risk in tournament (first usage when). Chili Dewd made a joke in the National Dex showdown room but I found it to be true "Base 110 speed is the new base 100". Cinderace's speed tier + Libero gives it amazing revenge killing capabilities, in conjuction with the fact Court Change is invaluable for certain teams makes this one of the most reliable pokemon in the tier. Notably outspeeding Mega-Diancie, Mega-Latios, Ogerpon, Gholdengo and checks so many other things. If you do not have a good way to punish this pokemon from clicking U-turn then it is easily one of the most frustrating pokemon to deal with. The only way to really punish Libero is Flame Body Moltres or Pursuit (Mega)Tyranitar. Will-O-Wisp is still common and a decent option to deal support your teammates by crippling road blocks but honestly to me it just feels not good enough. Kyurem, to be specific 4a is the set that sparked a lot of interest during PL. And now we've seen more people start to use it. The coverage just hits everything honestly and can force you to make trades to kill or cripple it. Most of the pokemon that can deal with this pokemon are not great switch ins Zamazenta, Superpower Ogerpon, Draco Meteor Mega-Latios, even Mega-Scizor is a bit shaky since Offensive never OHKO's with Bullet Punch. SpDef Mega-Scizor does have a chance to live Freeze Dry + HP Fire but cannot OHKO back since you're probably not Close Combat lol. This is THE threat to Balance but most teams have ways to pivot around it and abuse it's slow speed.

LO Landorus + Mega Pinsir
https://pokepast.es/d49ef4fec658e733
The star of the show is obviously :Mega-Pinsir: but really quickly I want to go over this Landorus set. It's designed to weaken checks for it's teammates. Stealth Rock could also be used as a lure to invite in Great Tusk and Boom on it. It was pretty fun to use, I hope you'll try to incorprate it into your own builds. The team itself has glaring flaws but I've stopped trying to make consistent teams or use them.

Mega-Pinsir I think is extremely underrated, it is currently UR but has amazing tools. Aerilate Quick Attack is an amazing priority option which threatens Ogerpon, Scarf Urshifu, Zamazenta to an extent and Cinderace. It has noticable flaws that requires maybe more support than it's worth but I have never seen anyone REALLY give an effort to use this. Webs is caveman thinking, we can do better. In case nobodies familiar with the calcs, they speak for itself:

MEGA PINSIR CALCULATIONS
252+ Atk Aerilate Pinsir-Mega Frustration vs. 8 HP / 252+ Def Alomomola: 208-246 (43.9 - 52%) -- 13.3% chance to 2HKO
+2 252+ Atk Aerilate Pinsir-Mega Frustration vs. 8 HP / 252+ Def Alomomola: 415-489 (87.7 - 103.3%) -- 25% chance to OHKO

252+ Atk Aerilate Pinsir-Mega Quick Attack vs. 0 HP / 0 Def Ogerpon-Wellspring: 228-270 (75.7 - 89.7%) -- guaranteed 2HKO

+2 252+ Atk Pinsir-Mega Earthquake vs. 252 HP / 252+ Def Gholdengo: 406-478 (107.4 - 126.4%) -- guaranteed OHKO
252+ Atk Pinsir-Mega Earthquake vs. 0 HP / 0 Def Gholdengo: 284-336 (90.1 - 106.6%) -- 37.5% chance to OHKO

DOUBLE EDGE
+2 252+ Atk Aerilate Pinsir-Mega Double-Edge vs. 8 HP / 252+ Def Alomomola: 489-576 (103.3 - 121.7%) -- guaranteed OHKO
252+ Atk Aerilate Pinsir-Mega Double-Edge vs. 8 HP / 252+ Def Alomomola: 246-289 (52 - 61%) -- guaranteed 2HKO
------------------------------------------------------------------------------------------------------------------------------------------------------------------
LO LANDORUS CALCULATIONS (ignore the spikes I forgot to remove LOL)
252 Atk Life Orb Landorus-Therian Earthquake vs. 0 HP / 4 Def Great Tusk: 183-216 (49.3 - 58.2%) -- 97.7% chance to 2HKO
252 Atk Life Orb Landorus-Therian Explosion vs. 0 HP / 4 Def Great Tusk: 303-357 (81.6 - 96.2%) -- guaranteed 2HKO
0 SpA Life Orb Landorus-Therian Hidden Power Ice vs. 0 HP / 0 SpD Great Tusk: 195-231 (52.5 - 62.2%) -- guaranteed 2HKO
252 Atk Life Orb Landorus-Therian Explosion vs. 252 HP / 0 Def Garchomp: 400-472 (95.2 - 112.3%) -- guaranteed OHKO after 1 layer of Spikes

0 SpA Life Orb Landorus-Therian Hidden Power Ice vs. 244 HP / 228+ SpD Gliscor: 208-250 (59 - 71%) -- guaranteed 2HKO after Poison Heal

252 Atk Life Orb Landorus-Therian Earthquake vs. 8 HP / 252+ Def Alomomola: 192-227 (40.5 - 47.9%) -- guaranteed 3HKO
252 Atk Life Orb Landorus-Therian Explosion vs. 8 HP / 252+ Def Alomomola: 318-376 (67.2 - 79.4%) -- guaranteed 2HKO

252 Atk Life Orb Landorus-Therian Explosion vs. 248 HP / 252+ Def Zapdos: 307-361 (80.1 - 94.2%) -- guaranteed 2HKO
0 SpA Life Orb Landorus-Therian Hidden Power Ice vs. 248 HP / 0 SpD Zapdos: 130-153 (33.9 - 39.9%) -- guaranteed 3HKO
------------------------------------------------------------------------------------------------------------------------------------------------------------------
REPLAYS

https://replay.pokemonshowdown.com/gen9nationaldex-2495158402-d14hqmmwt17ub4jsjmth4246ncf709ppw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2494655528-ne9vt3yu9rb1n3kfvl3wci1hv0dxu2upw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2494667497-i9v3t1pbe3dudq6ymx517sn8blq3hy0pw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2494676017-xjlvweybh6wbv615rb27tbutcvvwmyxpw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-

This is a bit of strange for ND Bazaar but I didn't want to make multiple posts. I just want to briefly offer my opinion on relevant aspects of building on both ladder and tournaments. Then I'll share some teams I've been enjoying recently. It has been a little while since I last posted anything regarding National Dex, and I'd like to share my personal opinion on the tier. First, I always believed, and still do, that this tier has so much potential to be the best and most enjoyable on the website. Especially considering how volatile the current-generation meta is, there is so much appeal to playing National Dex over other tiers. That being said, I currently find this meta boring as hell. Perhaps my recent distance from National Dex tournaments has given me a distorted picture, but I've watched various replays from NDPL and SSNL, and I'll be keeping an eye on the circuit. Ladder and Tournament usage feels very different. Both playerbases have adjusted to the meta in different ways: On the ladder, Assault Vest Alomomola has soared in usage as a response to the metagame's most volatile threats (namely Volcarona and Gholdengo). I think the key to building ladder is to being well prepared (mentally) for variations of stall (Shedinja), HO most notably Zamazenta screens is still very popular. The other HO lead you'll see a lot is Mega-Diancie. Next, I'd argue the Sun cult is stronger than stall (most certainly in usage). Trick Room is more common than you'd think. Lastly, Alomomola. It is funny to think that people shamed this set for so long but it has become one of the most prominent sets in the tier and finally surpassed Toxapex on the VR. Doesn't ladder sound fun?

The most important and relevant developments I've noticed in tournaments are Cinderace and 4a Kyurem. Cinderace in my opinion should not be running Will-O-Wisp without a scarfer (the lack of viable speed control options is a major problem in this tier). Pyro Ball and Gunk Shot are great in almost every match up, you are of course walled by Heatran (so is Will-O-Wisp) but this is a worthwhile risk in tournament (first usage when). Chili Dewd made a joke in the National Dex showdown room but I found it to be true "Base 110 speed is the new base 100". Cinderace's speed tier + Libero gives it amazing revenge killing capabilities, in conjuction with the fact Court Change is invaluable for certain teams makes this one of the most reliable pokemon in the tier. Notably outspeeding Mega-Diancie, Mega-Latios, Ogerpon, Gholdengo and checks so many other things. If you do not have a good way to punish this pokemon from clicking U-turn then it is easily one of the most frustrating pokemon to deal with. The only way to really punish Libero is Flame Body Moltres or Pursuit (Mega)Tyranitar. Will-O-Wisp is still common and a decent option to deal support your teammates by crippling road blocks but honestly to me it just feels not good enough. Kyurem, to be specific 4a is the set that sparked a lot of interest during PL. And now we've seen more people start to use it. The coverage just hits everything honestly and can force you to make trades to kill or cripple it. Most of the pokemon that can deal with this pokemon are not great switch ins Zamazenta, Superpower Ogerpon, Draco Meteor Mega-Latios, even Mega-Scizor is a bit shaky since Offensive never OHKO's with Bullet Punch. SpDef Mega-Scizor does have a chance to live Freeze Dry + HP Fire but cannot OHKO back since you're probably not Close Combat lol. This is THE threat to Balance but most teams have ways to pivot around it and abuse it's slow speed.

LO Landorus + Mega Pinsir
https://pokepast.es/d49ef4fec658e733
The star of the show is obviously :Mega-Pinsir: but really quickly I want to go over this Landorus set. It's designed to weaken checks for it's teammates. Stealth Rock could also be used as a lure to invite in Great Tusk and Boom on it. It was pretty fun to use, I hope you'll try to incorprate it into your own builds. The team itself has glaring flaws but I've stopped trying to make consistent teams or use them.

Mega-Pinsir I think is extremely underrated, it is currently UR but has amazing tools. Aerilate Quick Attack is an amazing priority option which threatens Ogerpon, Scarf Urshifu, Zamazenta to an extent and Cinderace. It has noticable flaws that requires maybe more support than it's worth but I have never seen anyone REALLY give an effort to use this. Webs is caveman thinking, we can do better. In case nobodies familiar with the calcs, they speak for itself:

MEGA PINSIR CALCULATIONS
252+ Atk Aerilate Pinsir-Mega Frustration vs. 8 HP / 252+ Def Alomomola: 208-246 (43.9 - 52%) -- 13.3% chance to 2HKO
+2 252+ Atk Aerilate Pinsir-Mega Frustration vs. 8 HP / 252+ Def Alomomola: 415-489 (87.7 - 103.3%) -- 25% chance to OHKO

252+ Atk Aerilate Pinsir-Mega Quick Attack vs. 0 HP / 0 Def Ogerpon-Wellspring: 228-270 (75.7 - 89.7%) -- guaranteed 2HKO

+2 252+ Atk Pinsir-Mega Earthquake vs. 252 HP / 252+ Def Gholdengo: 406-478 (107.4 - 126.4%) -- guaranteed OHKO
252+ Atk Pinsir-Mega Earthquake vs. 0 HP / 0 Def Gholdengo: 284-336 (90.1 - 106.6%) -- 37.5% chance to OHKO

DOUBLE EDGE
+2 252+ Atk Aerilate Pinsir-Mega Double-Edge vs. 8 HP / 252+ Def Alomomola: 489-576 (103.3 - 121.7%) -- guaranteed OHKO
252+ Atk Aerilate Pinsir-Mega Double-Edge vs. 8 HP / 252+ Def Alomomola: 246-289 (52 - 61%) -- guaranteed 2HKO
------------------------------------------------------------------------------------------------------------------------------------------------------------------
LO LANDORUS CALCULATIONS (ignore the spikes I forgot to remove LOL)
252 Atk Life Orb Landorus-Therian Earthquake vs. 0 HP / 4 Def Great Tusk: 183-216 (49.3 - 58.2%) -- 97.7% chance to 2HKO
252 Atk Life Orb Landorus-Therian Explosion vs. 0 HP / 4 Def Great Tusk: 303-357 (81.6 - 96.2%) -- guaranteed 2HKO
0 SpA Life Orb Landorus-Therian Hidden Power Ice vs. 0 HP / 0 SpD Great Tusk: 195-231 (52.5 - 62.2%) -- guaranteed 2HKO
252 Atk Life Orb Landorus-Therian Explosion vs. 252 HP / 0 Def Garchomp: 400-472 (95.2 - 112.3%) -- guaranteed OHKO after 1 layer of Spikes

0 SpA Life Orb Landorus-Therian Hidden Power Ice vs. 244 HP / 228+ SpD Gliscor: 208-250 (59 - 71%) -- guaranteed 2HKO after Poison Heal

252 Atk Life Orb Landorus-Therian Earthquake vs. 8 HP / 252+ Def Alomomola: 192-227 (40.5 - 47.9%) -- guaranteed 3HKO
252 Atk Life Orb Landorus-Therian Explosion vs. 8 HP / 252+ Def Alomomola: 318-376 (67.2 - 79.4%) -- guaranteed 2HKO

252 Atk Life Orb Landorus-Therian Explosion vs. 248 HP / 252+ Def Zapdos: 307-361 (80.1 - 94.2%) -- guaranteed 2HKO
0 SpA Life Orb Landorus-Therian Hidden Power Ice vs. 248 HP / 0 SpD Zapdos: 130-153 (33.9 - 39.9%) -- guaranteed 3HKO
------------------------------------------------------------------------------------------------------------------------------------------------------------------
REPLAYS

https://replay.pokemonshowdown.com/gen9nationaldex-2495158402-d14hqmmwt17ub4jsjmth4246ncf709ppw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2494655528-ne9vt3yu9rb1n3kfvl3wci1hv0dxu2upw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2494667497-i9v3t1pbe3dudq6ymx517sn8blq3hy0pw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2494676017-xjlvweybh6wbv615rb27tbutcvvwmyxpw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2495202838-coerhwuolksmb0onucbxris6ccwd8oapw SMASHED
https://replay.pokemonshowdown.com/gen9nationaldex-2495158402-d14hqmmwt17ub4jsjmth4246ncf709ppw

This replay you provided has me wondering how your team fairs to specs kyurem if your alo gets knocked. Has kyurem been an issue for you? I know you have zamazenta but I’m sure a player runnning kyurem has an answer to zamazenta. I do feel like cinder ace won’t do much either if alo gets knocked.
 
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https://replay.pokemonshowdown.com/gen9nationaldex-2495158402-d14hqmmwt17ub4jsjmth4246ncf709ppw

This replay you provided has me wondering how your team fairs to specs kyurem if your alo gets knocked. Has kyurem been an issue for you? I know you have zamazenta but I’m sure a player runnning kyurem has an answer to zamazenta. I do feel like cinder ace won’t do much either if alo gets knocked.
hi strafepattern, youre 100% right the team admittedly does not have a good mu spread, im not really aiming for consistency as much when im building for ladder anymore but from my experience those kyurems like specs and 4a arent very common on ladder. Not that they arent good i just havent seen them. https://pokepast.es/04ebee060368514b this is the only other pinsir team i have in my builder if you want to try this out. it might be better i went 5-0 on high ladder with it but could prob use some edits. corvi ev to live 2 ccs from zama after rocks and i forgot why i made this hatt 120 spdef, few weeks old. i kinda want to make it faster, anyways thanks for taking an interest in the team and offering feed back.
 
hi strafepattern, youre 100% right the team admittedly does not have a good mu spread, im not really aiming for consistency as much when im building for ladder anymore but from my experience those kyurems like specs and 4a arent very common on ladder. Not that they arent good i just havent seen them. https://pokepast.es/04ebee060368514b this is the only other pinsir team i have in my builder if you want to try this out. it might be better i went 5-0 on high ladder with it but could prob use some edits. corvi ev to live 2 ccs from zama after rocks and i forgot why i made this hatt 120 spdef, few weeks old. i kinda want to make it faster, anyways thanks for taking an interest in the team and offering feed back.
Hello, thank you for taking time to respond after reading this message, I understand now you built the team not for consistency but to just have overall fun. I am glad you found success with your creation anyways happy laddering.
 
lil bazaar post since i started playing again (might do a dump soon idk)
:sv/clefable:
"A thousand people scream my fucking name, it don't mean shit if I don't hear you say it.
Screaming bloody C-C-C, I know what you talking about..."

:Zapdos: :gholdengo: :toxapex: :Zamazenta: :ting-lu: :Clefable:
DREAMFLASHER

Lil fat I made that started as an sd glisc team but eventually changed into a Clef centered team after i struggled to keep dnite and chomp in check, be a bit careful w gleam koko and spikes+gambit ig
 
Last edited:
lil bazaar post since i started playing again (might do a dump soon idk)
:sv/clefable:
"A thousand people scream my fucking name, it don't mean shit if I don't hear you say it.
Screaming bloody C-C-C, I know what you talking about..."

:Zapdos: :gholdengo: :toxapex: :Zamazenta: :ting-lu: :Clefable:
DREAMFLASHER

Lil fat I made that started as an sd glisc team but eventually changed into a Clef centered team after i struggled to keep dnite and chomp in check, be a bit careful w gleam koko and spikes+gambit ig
Hello, very nice team you have created I would like to say what if the gholdengo was Twave+hex with recover for longevity and toxapex with black sludge over boots. I feel like pex with black sludge might be better in this team. I try my best to comment on every new team to not only learn but to give opinions. Anyways happy laddering and hope to hear back from you.
 
Hello, very nice team you have created I would like to say what if the gholdengo was Twave+hex with recover for longevity and toxapex with black sludge over boots. I feel like pex with black sludge might be better in this team. I try my best to comment on every new team to not only learn but to give opinions. Anyways happy laddering and hope to hear back from you.
HexWave Ghold would probably make the team way to passive, all the opp'd need is a non Gliscor ground and a pex to shutdown the whole team.
As for Sludge Pex, not a bad idea but I prefer the overall better consistency of :heavy-duty boots:, especially because Zamazenta, Ghold and Lu aren't exactly big fans of spikes, adding another mon that doesn't like spikes would js break my own defensive core against hstack and partially disable regenerator since I'm not recovering as much as I could per switch with hazards up, thanks for the suggestions tho!
 

SHEDINJA GHOLDENGO STALL

eunchae version

my version

This is what I believe to be one of the best stalls in the current meta. The team is by eunchae and he asked to me to make a bazaar post for it since I hit rank 2 and he hit rank 3. with good planning and smart plays lots of scary matchups are winnable. The differences between the 2 versions are some very slight ev changes.

OVERVIEW

shedinja.gif

underrated mon imo. walls kyurem and sd waterpon. protect is for scouting and absorbing future sight safely. shadow sneak for high pp and snipes some clutch kills just be careful of contact puninshers. toxic and wisp for status. I prefer +speed nature but it doesnt really matter.

blissey.gif

special wall. cm for most special threats since we don't have a spdef unaware wall. wish because it has more pp than soft boiled and wishpassing. protect scouts and lets you wish safely. also helps with pp stalling and stalling out weather turns. you could maybe fit soft boiled for urshifu and phazers but i havent tried it. seismic toss because what else. nature can be bold or calm i dont think it matters too much.

toxapex.gif

the most innovative set on the team. non recover pex actually amazing. scald and toxic are mandatory. tspikes 6-0 a lot of teams and helps vs mons that might otherwise destroy us like hatt, ceruledge, sd cinderace, sd hamurott, ttar, lele, and many more. the last move was originally gunk shot but i suggested knock since we didn't have any other knock users and knock is broken. this set puts in so much more work than if it was the standard haze recover. in the eunchae version pex has a relaxed nature but 8 speed is better to outspeed melm and some hatts.

gliscor.gif

broken mon. one of 2 main knock absorbers. sets rocks, toxics everything, eq gets good chip on stuff. eunchae runs 252 hp 252+ spdef but i ran 244 hp for poison heal and 36 def for getting toxic on woger in emergencies. 244 hp 252+ spdef is probably the best as you always live terap ice beam from full.

skarmory.gif

physical wall and the other main knock absorber. idef walls kingambit, mmaw, ursaluana, and other physical threats. spikes pressure a lot of stuff and pairs well with ghold.

gholdengo.gif

broken mon 2. psyshock helps a lot vs stall. vs dark types, get hazards up and make good doubles. eunchae runs lots of speed and i do to but for the sake of the post i just made it 227 to creep gliscor and other defensive ghold.

might add threats later idk

REPLAYS
https://replay.pokemonshowdown.com/gen9nationaldex-2497211076?p2 1991 peak
https://replay.pokemonshowdown.com/gen9nationaldex-2494322232-x71o8l7jk5lsxk1uxgs2q8nqs255ggypw vs Toxic Ariados
https://replay.pokemonshowdown.com/gen9nationaldex-2496583060-4rb7vvl2f1ah3410up36voa2qjvgn8wpw?p2 vs taunt np torn-t
https://replay.pokemonshowdown.com/gen9nationaldex-2490098854-lu458ra6adcxsjxe5wh6joy8vom5xo7pw vs ceruledge hatt sun
https://replay.pokemonshowdown.com/gen9nationaldex-2496595266-g3lpr4xw21j3ldjcejnhmgcubewi43npw vs pinsir + magnezone
https://replay.pokemonshowdown.com/gen9nationaldex-2496773101-c9pbcw59clcvj2hjno1nmeg7l3l3mtrpw vs tyranitar + magnezone
https://replay.pokemonshowdown.com/gen9nationaldex-2490105640-7glw5wuv2yj4x8nqq7vej7a9ktdy5p7pw vs Pinkacross on stream
https://replay.pokemonshowdown.com/gen9nationaldex-2486936344-pvi8cbujub528mpdt8ybm4fqit3akv4pw vs the_Twi5T
https://replay.pokemonshowdown.com/gen9nationaldex-2496705174-e9fx6b4orf6ly6w4xc4jpm75llbi75kpw?p2 vs prince5
https://replay.pokemonshowdown.com/gen9nationaldex-2498593902-6gmb0t9v19sxq2dh4u2mmdqbwvfd9ptpw vs mollymiltoast

PEAKS
my peak
Screenshot_from_2025-12-10_13-43-51.png

eunchae's peak (indexxx)
Screenshot_2025-11-29_at_06.png
 
Last edited:
HexWave Ghold would probably make the team way to passive, all the opp'd need is a non Gliscor ground and a pex to shutdown the whole team.
As for Sludge Pex, not a bad idea but I prefer the overall better consistency of :heavy-duty boots:, especially because Zamazenta, Ghold and Lu aren't exactly big fans of spikes, adding another mon that doesn't like spikes would js break my own defensive core against hstack and partially disable regenerator since I'm not recovering as much as I could per switch with hazards up, thanks for the suggestions tho!
Hello again! Thank you for taking the time to respond to me, after reading what you said I understand now and I think it’s good that you prefer that, everyone has a style and I cannot complain. Happy laddering!
 
Here are a few teams that I built recently because I feel like sharing idk. Click on the mons for the pastes.

:hoopa-unbound::gholdengo::gliscor::latios-mega::zapdos::zamazenta:

I'm usually a generational Hoopa-U hater but I did want to try and build with it and I ended up really liking this build. Hoopa is still kinda fun if you just wanna click buttons and mash, and you're generally one correct prediction away from just deleting something if you can get this in on something like Slowbro, Galarian Slowking, or Bulky Ghold. It also tanks some neutral special hits from Terapagos, Kyurem, and Heatran nicely. The lack of Pursuit in the current meta really helps this a lot as well. Rest of the team is largely designed around supporting this, a solid core of Ghold, Zama, Gliscor, and Zapdos lets you come in on most Hoopa-U revenge killers while Zapdos and Gliscor can pivot Hoopa in safely. Latios gives you a good secondary defensive answer to dangerous stuff like Yard, Shifu, and Waterpon as well as a less fickle wallbreaker to work with. Really fun team although you have to get your turns right with Hoopa to succeed.

:torkoal::venusaur::raging bolt::slither wing::heatran::gliscor:

Very fun and easy to use sun team that I threw together today and have been having a great time with. Wanted to try Slither Wing because big numbers are funny and its a Gambit check that also pivots and acts as tertiary speed control. This guy pairs with Raging Bolt to create a very fun double priority core. Venusaur and Heatran round out this overwhelming offensive core, opposing offense teams have really struggled to deal with this because their speed control just gets overwhelmed and then the team gets run over, while they can open up Defensive teams as well with good prediction. Gliscor compresses secondary hazard removal with pivoting to get stuff in safely.

:charizard-mega-y::raging bolt::alomomola::landorus-therian::kommo-o::corviknight:

Another sun team, albeit this one of the Mega Charizard Y variety. The funniest part of this is the Shuca Berry Raging Bolt, which lures in Garchomp, Gliscor, and Iron Treads and then proceeds to delete them. Corviknight and AV Mola hold this together defensively and work with Scarf Lando to get Raging Bolt and Yard in as many times as possible to wreak havoc. I like Defog Corv on these teams because there are naturally several ways to deal with Ghold and it helps them out a lot vs. Grounds and Lele. Kommo-o finishes this off by compressing Stealth Rock with a Gambit check and win condition that just autowins vs. certain teams lacking a Fairy. I really enjoy this team and would have submitted it for a sample but I built it like a week after we posted new ones so rip.
 
Here are a few teams that I built recently because I feel like sharing idk. Click on the mons for the pastes.

:hoopa-unbound::gholdengo::gliscor::latios-mega::zapdos::zamazenta:

I'm usually a generational Hoopa-U hater but I did want to try and build with it and I ended up really liking this build. Hoopa is still kinda fun if you just wanna click buttons and mash, and you're generally one correct prediction away from just deleting something if you can get this in on something like Slowbro, Galarian Slowking, or Bulky Ghold. It also tanks some neutral special hits from Terapagos, Kyurem, and Heatran nicely. The lack of Pursuit in the current meta really helps this a lot as well. Rest of the team is largely designed around supporting this, a solid core of Ghold, Zama, Gliscor, and Zapdos lets you come in on most Hoopa-U revenge killers while Zapdos and Gliscor can pivot Hoopa in safely. Latios gives you a good secondary defensive answer to dangerous stuff like Yard, Shifu, and Waterpon as well as a less fickle wallbreaker to work with. Really fun team although you have to get your turns right with Hoopa to succeed.

:torkoal::venusaur::raging bolt::slither wing::heatran::gliscor:

Very fun and easy to use sun team that I threw together today and have been having a great time with. Wanted to try Slither Wing because big numbers are funny and its a Gambit check that also pivots and acts as tertiary speed control. This guy pairs with Raging Bolt to create a very fun double priority core. Venusaur and Heatran round out this overwhelming offensive core, opposing offense teams have really struggled to deal with this because their speed control just gets overwhelmed and then the team gets run over, while they can open up Defensive teams as well with good prediction. Gliscor compresses secondary hazard removal with pivoting to get stuff in safely.

:charizard-mega-y::raging bolt::alomomola::landorus-therian::kommo-o::corviknight:

Another sun team, albeit this one of the Mega Charizard Y variety. The funniest part of this is the Shuca Berry Raging Bolt, which lures in Garchomp, Gliscor, and Iron Treads and then proceeds to delete them. Corviknight and AV Mola hold this together defensively and work with Scarf Lando to get Raging Bolt and Yard in as many times as possible to wreak havoc. I like Defog Corv on these teams because there are naturally several ways to deal with Ghold and it helps them out a lot vs. Grounds and Lele. Kommo-o finishes this off by compressing Stealth Rock with a Gambit check and win condition that just autowins vs. certain teams lacking a Fairy. I really enjoy this team and would have submitted it for a sample but I built it like a week after we posted new ones so rip.
POV your sun team without walking wake and hatterene and tera. talking about the slitherwing sun team.
 
Since I usually tend to use the same teams over and over, for the month of December I decided to push myself to make a new team from scratch every day I logged in. These are my most succesfull results.
:Landorus-Therian::Alomomola::Moltres::Venusaur::Kingambit::Urshifu-Rapid-Strike:Dec25 - GrassiumZ LandorusT
:Landorus-Therian::Alomomola::Kyurem::Slowking-Galar::Kingambit::Zapdos:Dec20 - Boring Team
:Arcanine-Hisui::Araquanid::Gholdengo::Garchomp::Serperior::Terapagos:Dec14 - ArcanineH on Webs
:Tapu Fini::Melmetal::Venusaur::Kingambit::Moltres::Landorus-Therian:Dec13 - TapuFini + Melmetal
:Slowbro::Lopunny::Kyurem::Moltres::Ting-Lu::Jirachi:Dec09 - Slowbro & Jirachi
:Venusaur::Tapu Koko::Gholdengo::Moltres::Samurott-Hisui::Gliscor:Dec03 - MegaVenu's Team
:Gholdengo::Ting-Lu::Moltres::Raging Bolt::Zamazenta::Latias:Dec02 -ZGhold
:Lopunny::Landorus-Therian::Ferrothorn::Kyurem::Alomomola::Pecharunt:Dec01 - MegaLop+Kyurem
 
FOR BIG STALL



This team got me up 'till 149th on ladder (one point higher then my previous peak of 1732 <3 ) after dropping down to 1600s, here's a quick rundown,

Chansey: Chansey is our main special wall checking most of the special attackers in the tier, psywave is used over seismic toss to hit gholdengo and it also doesn't get chipped down by stuff like the rocky helmet, toxic as our only way to spread poison on the team, and stealth rocks to stack hazards with clodsire's spikes, chipping down the opposing team in longer games...

Dondozo: Not much needs to be said here, Dondozo is our physical unaware wall stopping most attempts of physical attackers from sweeping us, curse is to become a potent wincon while allowing it to wall other physical threats better, and the other moves are self explanatory...

Clodsire: Clodsire is also very self explanatory here, it's our specially defensive unaware wall capable of walling np gholdengo amongst other special attacking set up sweepers, spikes stacks hazards with chansey, poison jab means you hit hatterene and other fairies while also not being a total pushover vs some flying types, and earthquake hits heatran and others...

Weezing-Galar: Weezing-Galar is the only form of hazard removal and earns its place on the team for being able to defog against gholdengo and help chip down some regen mons, it wears boots to not get chipped down by hazards, flamethrower means you hit ferrothorn giving our team a way to deal with it, wisp and pain split are self explanatory...

Eiscue: Eiscue is our main physical wall, the combination of Hail and Snowscape means you can infinitely proc its ability, making you invincible against most physical attackers, this with freeze dry provides us a consistent Waterpon check, while also checking a lot of other threats to stall like Ursaluna, Kingambit and others, whirlpool allows you to trap these pokemon so they cannot escape...

Rabsca: The true star of the show, Rabsca's main/only purpose on this team is to revive fainted pokemon with Revival Blessing, normally it would only have one shot at reviving a pokemon but, Revival Blessing + RestTalk allows it to potentially revive the entire team, The last move can be Cosmic Power (To give it more chances to fish for Revival Blessing), Psychic (So that its not incredibly passive), Protect (For Future-Sight) or even no last move at all (so that its a 50% chance to pull Revival Blessing with Sleep Talk), though I mainly used Cosmic Power.

Replays:
https://replay.pokemonshowdown.com/gen9nationaldex-2508029412-e61mfeia83nf269439vugvok43ynqd8pw VS Lorb SD Hamurott
https://replay.pokemonshowdown.com/gen9nationaldex-2507995945-aadqgacfeb4k78vc4g18fwpyihsmbv9pw VS Taunt-Pon HO
https://replay.pokemonshowdown.com/gen9nationaldex-2508049688-xsstr1onj2tdchirqdxpv08vsv5ien9pw VS Webs-HO


Proof of Peak:
1767077029386.png



The original version was made by shuinifengB but I made some edits, this also got me to 1700s for the first time (only to tilt to low 1600s but don't mind that...) anyways here's a rundown of the team,

Chansey: Chansey is our main special wall checking most of the special attackers in the tier, psywave for dengo, counter is for pursuit users and stuff, and the rest is self explanatory...

Dondozo: I don't need to explain this.

Clodsire: Clodsire is our specially defensive una wall, payapa berry + gunk shot goobs stuff like lele, hatt (kinda?), I even got to goob some mgarde's, etc and the rest is also self explanatory

Gunk Shot Calcs:
0 Atk Clodsire Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 258-306 (91.8 - 108.8%) -- 50% chance to OHKO
0 Atk Clodsire Gunk Shot vs. 0 HP / 0 Def Gardevoir-Mega: 288-342 (103.9 - 123.4%) -- guaranteed OHKO
0 Atk Clodsire Gunk Shot vs. 0 HP / 0 Def Iron Valiant: 222-264 (76.8 - 91.3%) -- guaranteed 2HKO
0 Atk Clodsire Gunk Shot vs. 252 HP / 204+ Def Hatterene: 158-188 (49.6 - 59.1%) -- 75.8% chance to 2HKO after Leftovers recovery

Gliscor: Gliscor is the teams hazard removal, it basically walls everything, toxic is to spread poison along with shed and chansey, tect is good for scouting moves and healing with toxic heal, and eq is for it to not be a pushover vs gholdengo...

Mega-Sableye: Sableye allows hazards to not go up with magic bounce, try to mega evolve it as quick as possible so hazards don't go up, and protect is for scouting, mega evolving without harm, and also dealing with future sight...

Shedinja: Finally the goat Shedinja, Shedinja serves a role on this team as our Waterpon check, and secondary Kyurem check, protect is mainly for scouting but is also good against future sight shenanigans, poltergeist means we actually 2hko hatterene, shadow sneak is there mainly for the sake of its high PP, and toxic is to spread poison...

Shedinja Calc VS Hatt:
252+ Atk Shedinja Poltergeist vs. 252 HP / 204+ Def Hatterene: 240-284 (75.4 - 89.3%) -- guaranteed 2HKO after Leftovers recovery

Replays:
https://replay.pokemonshowdown.com/gen9nationaldex-2508805456?p2 VS Sub Kyurem
https://replay.pokemonshowdown.com/gen9nationaldex-2508019270?p2 VS Melmetal (proof of peak)
https://replay.pokemonshowdown.com/gen9nationaldex-2498022646 VS Tyranitar
https://replay.pokemonshowdown.com/gen9nationaldex-2499028210-2gaudrqxacgj8riolev3qrn3ly7i9lopw?p2 VS Hoopa-U + Tapu Fini



This team has been working well in 1600s and low 1700s, I present to you guys, FAIRIUM-Z GWEEZING STALL!! Ft. Shrubb

here's a quick rundown of the team...

Mableye: Mableye is normally what we lead with normally mega evolving it as soon as possible so hazards don't go up (which are very annoying for the team), it runs its standard set, protect so it can mega evolve without getting scathed while also helping out with future sight users such as Slowking-Galar and others, the other moves are pretty self explanatory so I don't feel the need to explain them.

Dondozo: Dondozo is crucial to this team as it doesn't make us set up fodder to most physical attackers in the tier, I run covert cloak mostly for the likes of Garganacl, but it also means we don't get flinched to death by melmetal, and can come in clutch against a variety of different moves. You can replace it with a different item like lefties or a rocky helmet. Curse allows you to rack up defense boosts allowing dozo to wall some hard hitting offensive threats better, body press is to hit waterpon, rest is to heal up, and waterfall is a way to hit mons that resist body press on the switch-in

Clodsire: Another crucial part of this team, similar to dondozo, it doesn't make us set up fodder to a variety of special attackers in the tier, most notably np gholdengo, I run payapa berry as it can come in clutch against tapu lele, hatterene, latios, and even the rare mega garde, jab is so that we can hit the fairies that would normally do a lot more damage to it, rocks is so we have some form of hazards, and eq is to hit stuff like heatran, and chip a lot of other ground-weak mons as they switch in

Chansey: Chansey is our blanket check to majority of the special attackers in the tier, we run psywave for the likes of gholdengo, toxic to spread poison amongst the opposing team, and counter to catch pursuit users like mega ttar and kingambit off guard. it's also funny to shamone stuff like tusk and other physical attackers.

Weezing-Galar: Weezing-Galar is our form of removal on this team, neutralizing gas allows it to defog on gholdengo which not many other mons can do, it also helps us against regen mons as neutralizing gas nullifies regen for whenever it switches in. We run a fairium-z to do huge chunks to a bunch of mons like raging bolt, hamurott, mega lop, iron valiant, great tusk, and a whole lot more, I also ran firium-z with flamethrower for the likes of gholdengo, ferrothorn, corv, and other steels and even ghostium-z to chip glowking and others!

Some Calcs...

16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 0 SpD Raging Bolt: 372-438 (95.1 - 112%) -- 68.8% chance to OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 0 SpD Great Tusk: 558-656 (150.4 - 176.8%) -- guaranteed OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 4 SpD Samurott-Hisui: 474-558 (147.6 - 173.8%) -- guaranteed OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 4 SpD Lopunny-Mega: 344-408 (126.9 - 150.5%) -- guaranteed OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 4 SpD Garchomp: 384-452 (107.5 - 126.6%) -- guaranteed OHKO

Tangrowth: Tangrowth plays a pretty big role on this team, by helping us not get completely obliterated by waterpon, helmet racks up chip against physical attackers like shifu, mlop, lando, and a bunch of others, I just stole the smogon set and it worked out fine, but you can definitely change the moveset.

Replays:
https://replay.pokemonshowdown.com/gen9nationaldex-2482669135?p2 VS Alomomola
https://replay.pokemonshowdown.com/gen9nationaldex-2482666516 VS Mega Gyarados (won with a lil bit of hax)
https://replay.pokemonshowdown.com/gen9nationaldex-2482683420?p2 VS Tapu Koko HO
https://replay.pokemonshowdown.com/gen9nationaldex-2483185868 VS Alomomola... again (proof of peak)
 

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I thought I'd make a little bazaar post with some stalls that have been somewhat successful on ladder...



This team got me up 'till 149th on ladder (one point higher then my previous peak of 1732 <3 ) after dropping down to 1600s, here's a quick rundown,

Chansey: Chansey is our main special wall checking most of the special attackers in the tier, psywave is used over seismic toss to hit gholdengo and it also doesn't get chipped down by stuff like the rocky helmet, toxic as our only way to spread poison on the team, and stealth rocks to stack hazards with clodsire's spikes, chipping down the opposing team in longer games...

Dondozo: Not much needs to be said here, Dondozo is our physical unaware wall stopping most attempts of physical attackers from sweeping us, curse is to become a potent wincon while allowing it to wall other physical threats better, and the other moves are self explanatory...

Clodsire: Clodsire is also very self explanatory here, it's our specially defensive unaware wall capable of walling np gholdengo amongst other special attacking set up sweepers, spikes stacks hazards with chansey, poison jab means you hit hatterene and other fairies while also not being a total pushover vs some flying types, and earthquake hits heatran and others...

Weezing-Galar: Weezing-Galar is the only form of hazard removal and earns its place on the team for being able to defog against gholdengo and help chip down some regen mons, it wears boots to not get chipped down by hazards, flamethrower means you hit ferrothorn giving our team a way to deal with it, wisp and pain split are self explanatory...

Eiscue: Eiscue is our main physical wall, the combination of Hail and Snowscape means you can infinitely proc its ability, making you invincible against most physical attackers, this with freeze dry provides us a consistent Waterpon check, while also checking a lot of other threats to stall like Ursaluna, Kingambit and others, whirlpool allows you to trap these pokemon so they cannot escape...

Rabsca: The true star of the show, Rabsca's main/only purpose on this team is to revive fainted pokemon with Revival Blessing, normally it would only have one shot at reviving a pokemon but, Revival Blessing + RestTalk allows it to potentially revive the entire team, The last move can be Cosmic Power (To give it more chances to fish for Revival Blessing), Psychic (So that its not incredibly passive), Protect (For Future-Sight) or even no last move at all (so that its a 50% chance to pull Revival Blessing with Sleep Talk), though I mainly used Cosmic Power.

Replays:
https://replay.pokemonshowdown.com/gen9nationaldex-2508029412-e61mfeia83nf269439vugvok43ynqd8pw VS Lorb SD Hamurott
https://replay.pokemonshowdown.com/gen9nationaldex-2507995945-aadqgacfeb4k78vc4g18fwpyihsmbv9pw VS Taunt-Pon HO
https://replay.pokemonshowdown.com/gen9nationaldex-2508049688-xsstr1onj2tdchirqdxpv08vsv5ien9pw VS Webs-HO


Proof of Peak:
View attachment 797320

sableye-mega.gif
chansey.gif
gliscor.gif
dondozo.gif
clodsire.gif


The original version was made by shuinifengB but I made some edits, this also got me to 1700s for the first time (only to tilt to low 1600s but don't mind that...) anyways here's a rundown of the team,

Chansey: Chansey is our main special wall checking most of the special attackers in the tier, psywave for dengo, counter is for pursuit users and stuff, and the rest is self explanatory...

Dondozo: I don't need to explain this.

Clodsire: Clodsire is our specially defensive una wall, payapa berry + gunk shot goobs stuff like lele, hatt (kinda?), I even got to goob some mgarde's, etc and the rest is also self explanatory

Gunk Shot Calcs:
0 Atk Clodsire Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 258-306 (91.8 - 108.8%) -- 50% chance to OHKO
0 Atk Clodsire Gunk Shot vs. 0 HP / 0 Def Gardevoir-Mega: 288-342 (103.9 - 123.4%) -- guaranteed OHKO
0 Atk Clodsire Gunk Shot vs. 0 HP / 0 Def Iron Valiant: 222-264 (76.8 - 91.3%) -- guaranteed 2HKO
0 Atk Clodsire Gunk Shot vs. 252 HP / 204+ Def Hatterene: 158-188 (49.6 - 59.1%) -- 75.8% chance to 2HKO after Leftovers recovery

Gliscor: Gliscor is the teams hazard removal, it basically walls everything, toxic is to spread poison along with shed and chansey, tect is good for scouting moves and healing with toxic heal, and eq is for it to not be a pushover vs gholdengo...

Mega-Sableye: Sableye allows hazards to not go up with magic bounce, try to mega evolve it as quick as possible so hazards don't go up, and protect is for scouting, mega evolving without harm, and also dealing with future sight...

Shedinja: Finally the goat Shedinja, Shedinja serves a role on this team as our Waterpon check, and secondary Kyurem check, protect is mainly for scouting but is also good against future sight shenanigans, poltergeist means we actually 2hko hatterene, shadow sneak is there mainly for the sake of its high PP, and toxic is to spread poison...

Shedinja Calc VS Hatt:
252+ Atk Shedinja Poltergeist vs. 252 HP / 204+ Def Hatterene: 240-284 (75.4 - 89.3%) -- guaranteed 2HKO after Leftovers recovery

Replays:
https://replay.pokemonshowdown.com/gen9nationaldex-2508805456?p2 VS Sub Kyurem
https://replay.pokemonshowdown.com/gen9nationaldex-2508019270?p2 VS Melmetal (proof of peak)
https://replay.pokemonshowdown.com/gen9nationaldex-2498022646 VS Tyranitar
https://replay.pokemonshowdown.com/gen9nationaldex-2499028210-2gaudrqxacgj8riolev3qrn3ly7i9lopw?p2 VS Hoopa-U + Tapu Fini



This team has been working well in 1600s and low 1700s, I present to you guys, FAIRIUM-Z GWEEZING STALL!! Ft. Shrubb

here's a quick rundown of the team...

Mableye: Mableye is normally what we lead with normally mega evolving it as soon as possible so hazards don't go up (which are very annoying for the team), it runs its standard set, protect so it can mega evolve without getting scathed while also helping out with future sight users such as Slowking-Galar and others, the other moves are pretty self explanatory so I don't feel the need to explain them.

Dondozo: Dondozo is crucial to this team as it doesn't make us set up fodder to most physical attackers in the tier, I run covert cloak mostly for the likes of Garganacl, but it also means we don't get flinched to death by melmetal, and can come in clutch against a variety of different moves. You can replace it with a different item like lefties or a rocky helmet. Curse allows you to rack up defense boosts allowing dozo to wall some hard hitting offensive threats better, body press is to hit waterpon, rest is to heal up, and waterfall is a way to hit mons that resist body press on the switch-in

Clodsire: Another crucial part of this team, similar to dondozo, it doesn't make us set up fodder to a variety of special attackers in the tier, most notably np gholdengo, I run payapa berry as it can come in clutch against tapu lele, hatterene, latios, and even the rare mega garde, jab is so that we can hit the fairies that would normally do a lot more damage to it, rocks is so we have some form of hazards, and eq is to hit stuff like heatran, and chip a lot of other ground-weak mons as they switch in

Chansey: Chansey is our blanket check to majority of the special attackers in the tier, we run psywave for the likes of gholdengo, toxic to spread poison amongst the opposing team, and counter to catch pursuit users like mega ttar and kingambit off guard. it's also funny to shamone stuff like tusk and other physical attackers.

Weezing-Galar: Weezing-Galar is our form of removal on this team, neutralizing gas allows it to defog on gholdengo which not many other mons can do, it also helps us against regen mons as neutralizing gas nullifies regen for whenever it switches in. We run a fairium-z to do huge chunks to a bunch of mons like raging bolt, hamurott, mega lop, iron valiant, great tusk, and a whole lot more, I also ran firium-z with flamethrower for the likes of gholdengo, ferrothorn, corv, and other steels and even ghostium-z to chip glowking and others!

Some Calcs...

16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 0 SpD Raging Bolt: 372-438 (95.1 - 112%) -- 68.8% chance to OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 0 SpD Great Tusk: 558-656 (150.4 - 176.8%) -- guaranteed OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 4 SpD Samurott-Hisui: 474-558 (147.6 - 173.8%) -- guaranteed OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 4 SpD Lopunny-Mega: 344-408 (126.9 - 150.5%) -- guaranteed OHKO
16 SpA Neutralizing Gas Weezing-Galar Twinkle Tackle (175 BP) vs. 0 HP / 4 SpD Garchomp: 384-452 (107.5 - 126.6%) -- guaranteed OHKO

Tangrowth: Tangrowth plays a pretty big role on this team, by helping us not get completely obliterated by waterpon, helmet racks up chip against physical attackers like shifu, mlop, lando, and a bunch of others, I just stole the smogon set and it worked out fine, but you can definitely change the moveset.

Replays:
https://replay.pokemonshowdown.com/gen9nationaldex-2482669135?p2 VS Alomomola
https://replay.pokemonshowdown.com/gen9nationaldex-2482666516 VS Mega Gyarados (won with a lil bit of hax)
https://replay.pokemonshowdown.com/gen9nationaldex-2482683420?p2 VS Tapu Koko HO
https://replay.pokemonshowdown.com/gen9nationaldex-2483185868 VS Alomomola... again (proof of peak)
i suggest you swap out powder for sludge bomb to hit oger better since sleep isnt even that useful for a stall team, focus blast can also be swapped for hp fire to reliably ohko kartana.
 
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