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Project SV ZU Team Bazaar

It's kinda crazy that I've basically been in SVZU teamtours since August, and because of that I haven't really found the time to teamdump anything since ZUPL ended. This will probably be a mix of ZUPL/UMPL teams, and to increase the value of this post for anyone coming here looking for something that isn't a sample to load in some random tour, I'm gonna include as up-to-date as possible versions of each team I post. I also definitely waited a bit to post this cuz i forgot, but hey better late than never.

I had a lot of fun building for the crams during ZUPL, even if I got burnt out from it in the end. I was kinda expecting it to be more like my past ZUOL/ZUWC experiences where I'm mostly staying in my lane but helping out where I could, but whatever happened W1 didn't work, I passed TJ a bad team because I thought it would be fine (it was not), and then the PRs came out and predicted that I'd do a lot of building that tour. After all that, I did the next logical thing by locking in and starting to do a lot of building that tour. I'm shocked I had as many ideas as I did all tour; I loaded a team called 'the inspiration has left my body' the week I subbed back in and still had more in me after that somehow. I didn't quite reach 4 SV loads in 1 week (which thank goodness TJ had an act win the week before and just used the planned team from then, the sliggoo-h team in the works was NOT good), in thanks to Terracotta, BaitWiz, PlayaBeavs slotting in and self-building, and all the semi/final helpers, cuz whatever I was doing was not sustainable, i made nothing good for semis, none of my builds made the cut lol.

I also had a lot of fun and energy to build in UMPL up until the last 2 weeks, where I think I just ran out of steam and Esteb4n unfortunately picked up a loss. Venu dropping is the only reason I was able to stay as motivated as I was during that tour, and I had a lot of fun building in this meta. Was a little weird when UMPL and ZUPL were running simultaneously, but once that was done and I could allow myself to experience Venusaur, I got into a groove before I dropped the 3-0 to a 3-3 rip. I didn't build a lot in UMFL, but that's what happens when you manage and buy ppl so you don't have to do a lot of building.

And the teams will be in whatever order I feel like, and I will leave out/include what I want on a whim. I'm not writing up ~30 teams unless I find 30 I care about.


Bello v4 / Mag + Ori BO
:Bellossom: :Magneton: :Passimian: :Lurantis: :Regirock: :Spiritomb: | ZUPL w5, LBN (L)
:Magneton: :regirock: :spiritomb: :passimian: :lurantis: :oricorio: | UMPL w2, Esteb4n (W)
The original intent was a team designed to abuse the newly broken Bellossom, and I was really proud of this team despite it losing when LBN brought it. I think if I actually made a chronological teamdump I was gonna say smth like 'man i cant believe the builds didn't win more this week i was proud of them.' It was one of the ones I brought into ZU SSNL and definitely contributed to why I'm probably one of the only people who needs to restrict my Magneton usage. For the UMPL remaster, Esteb4n was playing early and I saw a Magneton weakness in Shadow's scout. It's a little known fact that I am a huge Magneton glazer, so I saw a chance and did a little recycling with one of my favorite Magneton teams. I also knew that Shadow liked to reuse, and I was half-expecting the Tera blast fairy curseglast team. We got the matchup. I think the Oricorio is electric because at some point BaitWiz and I went through all the tera types for Ori trying to land on a perfect one, and Electric had reasonable defensive utility and a lax bslam immunity.


TORKOAL TEAM
:Weezing: :Mabosstiff: :Lanturn: :Whimsicott: :Torkoal: :Passimian: | ZUPL w4, LBN (W)
Fitting Weezing + Whims on one squad kind of became my white whale during ZUPL, since I kept adding Lanturn on as mon #3. In hindsight I'm not sure how I didn't get Weez + Whims + regi/lax working since they're all the same mon and fill the jolt/zard check role, but idk it never came together. Maybe I was flip turn pilled or was building it for TJ who wanted something outlandish like an 'electric immunity' (and I totally should've put smth together with Piloswine or Whiscash, RIP hindsight again) Going back to the real team, the main point was actually a Mabosstiff squad since FlamPoke spammed Mesprit like crazy. I originally had Regirock > Torkoal and just no removal, but I wanted the secondary physical wall running rocks to not add a Whimsicott weakness, and Torkoal just happened to fill that role perfectly. I knew LBN would be down to load Torkoal and it did everything I wanted it to do in that game, even if this wasn't the MU we had in mind. Torkoal's resistances are awful without Whimsicott being a problem anymore, but I'm still really happy with this squad and finally experiencing the magic feeling of finding a UR mon that plugs the perfect hole in my build. Wish it caught on, but like Ho3n's Defog Gurdurr and basically every other niche mon ran for removal, it just didn't.


A couple of webs squads
:Medicham: :Vikavolt: :Whimsicott: :Sandslash: :Magneton: :Floatzel:| ZUPL W1, me (L)
:medicham: :Vikavolt: :Whimsicott: :Sandslash: :Magneton: :Basculin-blue-striped:| updated version
:Basculin-blue-striped: :Magneton: :Sandslash: :Whimsicott: :Clawitzer: :vikavolt: | Terrorizing ladder
:Clawitzer: :Vikavolt: :Sandslash: :Grafaiai: :Mesprit: :Samurott: | UMPL W3, Esteb4n (W)
The story of this team actually goes back to LTWC somehow, where I stole a Medicham team that Danny used (and I think DBD built) for Lice, and I wanted to bring Medicham Webs to start off ZUPL. I thought I played fine during the game besides falling to the obvious fast dbond weezing that was popular at the time (look, i tabbed out of wc), but right after Bait told me I didn't get the breaker in, and yeah I didn't. In the moment I knew clicking the Vika tera was the wrong play but I didn't think Medicham tera got me anywhere much better. I guess I could've tried to nuke mesp on a switch, but I knew it wasnt helm (or knew my wincon was 'it gets locked into NP'). Anyways, around the time of the Bello suspect, I reworked this team to be Clawitzer > Medicham for extra Charizard assurance, and I still didn't outspeed zard LOL. I had fun with it on ladder, and I felt like it was solid and reliable and good despite how it terrorized zause and Meth Master. For UMPL, I looked at OBB's scout and saw a grand total of zero snorlax usage. I even had Jeza scout farther back, and nope, still no lax. From ladder, I knew that the Claw webs version was was good into not-lax, so I polished it up to not be scarf clawitzer and Esteb4n added on a Samurott. Somehow Esteb4n won without webs up, but hey it still won.


Glastrier + Trev BO ft. Muk
:Glastrier: :Muk: :Trevenant: :Jolteon: :Hitmontop: :Regirock:| ZUPL W5, TJ (L) + UMFL W2, Praise the Salt (L)
Man I didn't realize this team lost twice, but to be fair, I picked it because I could actually find stuff to say about it. I liked it enough to pass it in UMFL, but there's no Magneton, so I'm not head over heals in love with it today. I would never use this Hitmontop set today, since I think I figured out that pads saves you in every MU where you want to trade for damage on smth a week or 2 later, and there's no speed creep. The team originally started off as a BaitWiz team that TJ ended up loading 2 weeks after (and winning with), but I didn't like the Whimsicott MU and Victreebel felt like it was stretched too thin when I tested on ladder, so I kept just tweaking things until I couldn't tell which 'Copy of Copy of Copy of Copy of muk > bell because whimsicott sucked' was the real one and had to actually rename the team. For UMFL, I was uber busy IRL and Praise The Salt didn't have anything yet and I didn't have time to build/test, so I sent this in. Despite losing twice, I think it had the tools to win both games if PTS remembered Regi was a zard check lol.


the inspiration has left my body
:Charizard: :basculin-blue-striped: :Spiritomb: :Whimsicott: :mesprit: :sandslash: | ZUPL W7, me (W)
The Crams immediately jumped straight to Basculin once Floatzel left the tier, and I had been spamming it on that scarf claw webs team, so a boring looking offense with voltturn and basc was still fresh enough for me to bring. I was burnt out enough to where the building process was 'slap 6 together and have nothing better to load' even though I was confident with it once I brought it. It's games like this that convinced me that Pass and Mowtom suck as scarfers, or at least when you lose to Basculin. I did take a risky line to get to the W, but hey, it worked.

and thats all the ZUPL teams. the ones from finals were built last minute and I already sent the hail in the sample submissions, and everything else is either not memorable to me or smth i want to gatekeep for no reason. and while im here the rest of the teams are gonna be UMPL teams since I'm only taking credit for the one FL team I passed. I do also have thoughts for the UMPL teams so most of them will be included.


Tombcorio BO
:Oricorio-pau::Spiritomb: :magneton: :Whimsicott: :Muk: :Sandslash: | UMPL W3, me (W)
This paste was sitting in my builder through ZUPL and the reason I didn't load it was definitely related to my Magneton and Sandslash usage. Someone else in the cord (I think it was Bait but this also feels like a Terra tech) put me on physical Spiritomb, and I lowkey forgot about it until now which is a crime because it SLAPS. Was really nice when people were going hard Whimsicott into your tomb because you would just delete it with Poltergeist. As for the actual game, I had to wait the full 30 minutes for it (even if I said I cant play early because i was still building/testing, I was still ready on time and bro was online) and I remember going in with the mentality that I was going to win because of that. All things considered, I think this is one of the best performances I've had in a game ever. I made good trades in the early game, and even though I'm not really sure what I was doing with my Muk or if I saw the Oricorio line by then, by time I clicked Tera I knew the game was over. Thank goodness I landed my Hurricanes lol.


Self-Sun Venu Offense (it's probably BO still LOL)
:Venusaur: :regirock: :Charizard: :Hitmontop: :Lanturn: :Grafaiai: | UMPL W4, Me (L)
Was fun getting to face tony. Don't think we'd played ever and I was excited to. This was the busiest week I had IRL this tour, so I built this like Monday/Tuesday and just hoped it was good when it was game time. The goal was to see how broken Venu was when heat rock was legal since I was busy playing the non-venu ZUPL meta, and I wanted to make this Venu work. It decimated ladder and I knew I was bad against lax, but I thought Regirock alone was gonna be enough for that MU. I didn't get enough games with this team in, since I still didn't have a good gameplan against a well played Snorlax, and I didn't adapt the rigid plan I had against non lax teams or on ladder, which was get early game KOs with venu and clean with Graf.


LO Medicham VoltTurn
:Braviary: :Magneton: :Mesprit: :Medicham: :Basculin-blue-striped: :lanturn:| UMPL W5, Me (L)
I kinda just decided it was Braviary time for me and Esteb4n this week, I got nothing from the scout and Esteb4n didn't have any better ideas. I wanted to include this team last because I felt like it was good. Idk, 'its brav week' and 'team good' are all I got. I need to learn how to play around SubSeed or to learn to commit to trades when I really don't want to make them, because my only out vs that CB basc into ditto was tera on magneton, and by time I realized that I lost to that combo, it was too late because I chipped magneton.


and finally,
That One Fat Team
:Snorlax: :Naclstack: :Sableye: :Cryogonal: :Grafaiai: :Orthworm: | UMPL W4, Esteb4n (W)
:Snorlax: :Naclstack: :Sableye: :Cryogonal: :Grafaiai: :Orthworm: | OG version (grass nacl + defensive cryo)
I actually copied the ppl that copied this team for this paste, since Spiritomb was a pain point and I watched Irene solo a Spiritomb with tera fairy Naclstack. If you want the original, go check out my ZU interview. The inspiration this week was simply to build fat. It'd been on my mind for a while. I didn't think this squad was that good, but Toto stole it for SSNL finals, and Irene ended up also using it in UMPL. I actually didn't realize it was the same team when I was watching Toto play live lol, but shoutouts to Esteb4n for making it look really good tho.


And yeah, teams.
 
Hi guys, Sketchy/Datlatias/Sunfish Tamer here. I've been playing a bunch of ZU in the past few weeks as well as taking inspiration from others and wanted to share some creative builds and sets. Teams are listed in order of how much I like them.

Leech Arboliva SD Zard Bulky Offense
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I wanted to build around these Arboliva and Muk sets, which I saw in a replay and team from Lettuce's post above. Another new mon for me was this Samurott set I saw posted in VR thread, which is really cool. SD zard is another fun and unexpected set that can easily sweep if the opponent guesses wrong.

SD Zard 6-0

Ape Ditto Spikes Semi-Stall
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This team was another draft inspired by some underrated sets I found. The unorthodox sets include Band Spiritomb, fast Neutralizing Gas weezing, and Recycle Snorlax, and I feel like they work well together. Ditto fits well on fat teams and provides some specific utility in being an electric immunity vs Jolteon and revenge killer vs set up. Primeape is really dangerous and also serves the team as defog deterrance.

350 BP Rage Fist

Lass Para Spikes Offense
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Paralysis is an underrated status and is pretty unexpected coming from Froslass and Whimsicott. The rest of the team is pretty standard for ZU standards. I have a difficult time in general building without some sturdy mons on the special side like Snorlax or Lanturn, but here I feel like the team can lean on some of its natural resistances and overall speed to not suffer from a lack of walls.

T-Wave Froslass

SD Slash Sand Offense
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Sand is an interesting weather condition in ZU, because unlike rain or sun, it has it's own auto-setter, and unlike hail, there are more than a single mon is can support. This team's very similar to diegoyuhhi's in this thread, but with Whimsicott > Lilligant, and quite a few moveset changes like Specs on Probo.

Double Removal Full Stall
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I've always been a fan of stall. Since a lot of people write it off as annoying, it feels underexplored. It's pretty hard to make it work in ZU, since there's so much pressure from pivot moves and hazards with limited removal options. Orthworm and Sableye stand out to me as really great stall options with the former having a great universal typing along with hazard setting capabilities to make the whole team less passive, and the latter having prankster encore to make it really difficult for set up sweepers.

Edit: I wanted to share one more team

Hail + Ori
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I struggled a lot to figure out what to run on Aboma and Bear and what teammates to use. Here I opted for the most aggressive sets I could think of. Mixed LO + 4 attacks on Abomasnow gives it a strong priority move and an option to hit both walls like phys def Mesprit and spdef Snorlax hard. Life orb + aqua jet Beartic, which helps out against things that may outspeed it and allows it to still potentially sweep after hail ends. This team also features bulky feather dance Oricorio. This thing was devastating on the ladder, and functions in a similar capacity as Bellossom used to. A cool thing I learned is that covert cloak also allows you to heal through psychic noise. This team relies on Sandslash to spin which lefties, SD and tera dark are designed to help pull off even against spin blockers. Mesprit runs healing wish to support the offensive team members, which have a tendency to wear down quickly.
 
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plznostep's Crack Teams

Hello Everyone. I've been building quite a lot of fun teams in SV ZU. I thought I would drop them here for fun!


Veluza + Expanding Force Raichu-Alola Psychic Terrain
:sv/lycanroc: :sv/indeedee-f: :sv/veluza: :sv/raichu-alola: :sv/virizion: :sv/typhlosion:

This is one of my older Crack teams but one that has held up for a really long time. It took a pretty long while to get a team of six that I thought were perfect for each other and this is what I came up with.


:lycanroc: Lycanroc :lycanroc:

Firstly, Lycanroc. It is here to get rocks up, prevent Stealth Rocks from going up, usually trade, and die. This is important for Typhlosion so it can keep itself at 100% for a full power Eruption. It's not always going to lead however; if I see a Sandslash or Hitmontop on preview, I usually lead Indeedee-F instead.

:Indeedee-F: Indeedee-F :Indeedee-F:

Speaking of Indeedee-F, she is my next and obvious team member for a Psychic Terrain team. Intitally, this Indeedee-F was offensive but I found Reflect + Light Screen was amazing to allow Pokemon like Veluza and Raichu-Alola to get a setup turn. Indeedee-F has a decent Speed stat to do this and Healing Wish allows Indeedee-F to immediately get in a threat. It also again synergizes with Typhlosion, as Healing Wish can restore it back to 100% for Eruption.

:veluza: Veluza :veluza:

Veluza is next. It has excellent synergy with Psychic Terrain, as it appreciates the power boost for its STAB Psycho Cut and also loves being immune to priority, as Veluza is always near low HP after setting up. It also punishes Pokemon like Basculin for locking into Wave Crash to revenge a Pokemon like Raichu-Alola for example or Passimian locking into Close Combat to revenge Virizion.

:raichu-alola: Raichu-Alola :raichu-alola:

Raichu-Alola is my Expanding Force user. It is the fastest user of Expanding Force in the tier and has excellent coverage with its Electric-type + Psychic-type + Fighting-type coverage. Raichu-Alola's problem is its poor Special Attack stat. Expanding Force fixes this issue, giving it an incredibly strong STAB move that is likely to even OHKO Snorlax at +2 with Tera Psychic.

:virizion: Virizion :virizion:

Virizion is next. The team needed a Dark-resist and a Jolteon answer. Virizion seemed perfect for the job, given that Justified gives it an Attack boost, directly punishing Knock Off use. Additionally, Psychic Seed is great with Virizion as Virizion already has naturally high Special Defense. By giving it a Psychic Seed, it is able to tank many dangerous Special Attackers in the tier and set up with Swords Dance. Psychic Terrain also boosts it's coverage in Zen Headbutt, giving it more favourable damage rolls on Pokemon like Weezing.

:typhlosion: Typhlosion :typhlosion:

Typhlosion is the last Pokemon on the team. It is used here for Speed Control but also naturally synergises with many team members already while also appreciating Psychic Terrain to stop priority and thus keep it at 100% for Eruption cleaning.

Full Trick Room
:sv/carbink: :sv/hitmontop: :sv/spiritomb: :sv/ursaring: :sv/rabsca: :sv/exeggutor-alola:

Trick Room has always been a pretty fun team style to build. ZU has quite a lot of unique Trick Room Pokemon to choose from, so I had to make a team with them. When making this team, I did prioritize OTR Pokemon over Pokemon who don't get Trick Room naturally. I thought it was important to make most of the team function on their own while also supporting each other at the same time.


:carbink: Carbink :carbink:

To start is Carbink. Carbink makes for a good suicide lead on Trick Room, as it is unable to be OHKO'd thanks to Sturdy, has Stealth Rock + Spikes, and has Misty Explosion to allow a switch-in after it has used Trick Room. I am running Red Card on my Carbink so that Carbink cannot be used as setup fodder and also can be kept in the back to force a dangerous setup Pokemon to switch.

:hitmontop: Hitmontop :hitmontop:

Hazard Control seemed pretty important to have on Trick Room, as many Pokemon here need to be able to take a hit in order to set up Trick Room. By removing hazards, my Trick Room sweepers have a higher likelihood of doing this. Mach Punch also adds some much needed priority for outside of Trick Room while Hitmontop also is decently threatening enough that it can be used in Trick Room as well.

:spiritomb: Spiritomb :spiritomb:

Next is the obvious choice for an OTR Pokemon in the tier in Spiritomb. Spiritomb has Nasty Plot + Trick Room naturally and also a great defensive and offensive typing for the tier. It also acts as a spinblocker so Carbink's hazards can stay up.

:ursaring: Ursaring :ursaring:

When searching for a Trick Room abuser, I wanted someone who didn't necessarily need a turn of set up to be threatening right away but also didn't overlap with the other members of my team. Ursasing was the best I could find. Crabominable would have been favourable, but I wasn't sure about running two Fighting-types and Ursaring is just as, if not more powerful when it has its Flame Orb activated.

:Rabsca: Rabsca :Rabsca:

Rabsca is a very unique Pokemon with its access to Revival Blessing. This is a great tool for Trick Room as a lot of the time you may have to sacrifice someone in order to get momentum back in your favour after Trick Room has ended. Revival Blessing allows you to do this without as much repercussion, and Rabsca in itself is not too bad offensively.

:exeggutor-alola: Exeggutor-Alola :exeggutor-alola:

While not having any setup moves, Exeggutor-Alola's typing is pretty unique among Trick Room setters. Offensively, it is the only Dragon-type and one of the few Grass-types to have Trick Room. Someone like Trevenant could have also worked with it also having Trick Room and a decent offensive profile, but it is a Ghost-type which compounds a weakness to Dark-type and Fire-type Pokemon that Rabsca has. As a result, I chose Exeggutor-Alola. Exeggutor-Alola is very threatening with basically perfect coverage and a high Special Attack stat combined with high base power STAB moves in Draco Meteor, making it a good final Pokemon for the team.

Lilligant Grassy Terrain
:sv/whiscash: :sv/thwackey: :sv/lilligant: :sv/dodrio: :sv/mesprit: :sv/snorlax:

Grassy Terrain is a pretty tough team composition to build. There are a few things that can get in the way. Mainly, Fire-types, but I do think there is some fun potential here to enable our Quiver Dancers. Lilligant is a pretty cool Pokemon to use on Grassy Terrain. While I do like Oricorio, it requires Hitmontop to function on these teams as if Stealth Rocks go up, then your Oricorio has effectively lost its bulk. Lilligant doesn't worry too much about this, but we'll go into it more when I cover its role on the team.

:whiscash: Whiscash :whiscash:


Firstly, I put Whiscash on as a hazard lead. A lot of people on this team really appreciate hazards such as Lilligant and Dodrio, so its no brainer to put it on, and it can also act as a Fire-type check in a pinch as I don't always have to lead and sack it.

:thwackey: Thwackey :thwackey:

Thwackey is mandatory for Grassy Terrain. Arboliva, while a great Pokemon, doesn't activate it on switch unless it gets hit, which isn't really that practical. Plus, Thwackey does add some neat tools like priority and Knock Off, so its not the worst.

:lilligant: Lilligant :lilligant:

Lilligant is the star of the team. There was one combo I really wanted to utilize with this team; Petal Dance and Own Tempo. Petal Dance has a very high base power of 120 which gets boosted to 156 in Grassy Terrain. Combined with Lilligant's 110 Special Attack stat, and you have a very dangerous Pokemon. As a bonus, Own Tempo negates one of Petal Dance's downsides in getting confused after locking into the move, and Lilligant doesn't mind locking into Petal Dance because even resistances take absurd damage. Giga Drain also is great, as it is boosted by Grassy Terrain and gives Lilligant recovery, which is particularly notable for Snorlax. Tera Ghost allows Lilligant to hit the majority of the tier neutrally while also giving Lilligant a resistance to U-turn and means Snorlax cannot paralyze it with Body Slam.

:Dodrio: Dodrio :Dodrio:

For this team, Dodrio is the best user of Acrobatics as it is fast and strong. It also has great coverage in Low Kick, meaning it can hit Flying-resists Orthworm and Regirock super effectively. I went for Tera Ground as a way to make Dodrio resist Rock-types and also be immune to Electric-type moves, being particularly strong versus Jolteon.

:mesprit: Mesprit :mesprit:

Mesprit may not benefit from the passive recovery of Grassy Terrain, but Grassy seed certainly gives it a big buff to its bulk. This allows bulky setup Mesprit sets to be particularly nasty when used on Grassy Terrain. I opted for Calm Mind + Stored Power here, as Grassy Seed gives Stored Power a boost as well.

:snorlax: Snorlax :snorlax:

Lastly is Snorlax. While Snorlax isn't particularly great in Grassy Terrain, it can work fine enough and is needed as Fire-types become really difficult to deal with otherwise. Because I cannot run Rest, Snorlax practically needs Facade or status becomes way too hard to deal with. It can use Curse to make itself more threatening, and Grassy Seed means Snorlax has pretty decent physical bulk as well.
 
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A couple of cool teams with NFE mons
This is just a teamdump/yapfest with a theme of using a bunch of less used NFE Pokemon as supporting roles. Some of these Pokemon are very helpful as defensive pieces because Eviolite is the best item for bulk, and a couple even get toolkit pieces, such as reliable recovery and hazard control, that are very rare in ZU.

Gurdurr:
:sv/gurdurr:
Defog Gurdurr is likely among the most reliable hazard removal options in the tier, as Braviary's typing and stats don't give it much help defensively at all, and the spinners are obviously threatened by spinblock. As such, it works very well in supporting Pokemon with rock weaknesses, like (ironically) Scarf Braviary. Other than that, it has Drain Punch and Knock Off to just annoy things, and Mach Punch for emergencies. More experimentation with the EVs is probably a good idea, as the incredible bulk is nice but without a lot of attack Gurdurr sometimes struggles with an offensive presence.

Scarf Brav DefogGurdurr
:braviary: :whimsicott: :gurdurr: :magneton: :lanturn: :mesprit:

Ursaring:
:sv/ursaring:
Facade. 252 Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 0 Def Snorlax: 487-574 (92.9 - 109.5%) -- 56.3% chance to OHKO. Very nice wallbreaker, and with enough speed EVs, you hit the coveted 221 speed tier that many wallbreakers aspire to outspeed. Play Rough and Close Combat hit (almost) everything that tanks Facade, and the last move has a bunch of cool options, from Throat Chop/Crunch to kill all the other less viable ghosts that are not Tomb/Sab, Sub to ease predicts, Taunt for... something, probably, and Trailblaze if you think you can get away with actual robbery. (If you really really hate Zause stall, I heard Stone Edge has a better than not chance of oneshotting Drifblim.) It does often need pivot support, however, since Flame Orb takes a turn to activate and it never wants to tank hits.

Tinkatuff:
:sv/tinkatuff:
It's a steel type, it does steel type things like tank Whimiscott's Moonblasts. It sets rocks, clicks Thunder Wave, clicks Encore, clicks Knock Off, those are all pretty good moves. It's pretty passive and lets things in, but just get good at doubling in your response I guess. (Weirdly enough, Own Tempo might be a viable option since Pickpocket might steal random Choice items and Mold Breaker reveals itself.)

Haunter:
:sv/haunter:
Interesting choice for a scarfer. Alongside Toxicroak and Mesprit (and base Rotom, maybe), it is one of the few viable scarfers with a positive matchup into Fighting types. Notably, it (kinda) blanks all of Toxicroak's moves and can threaten back with a Wisp or Trick. It's also a ghost, making spin a much more annoying select for the opponent, and levitates, allowing it to matchup more positively into Webs along with letting it keep its bulk by not taking spikes damage. (That was a joke. Ha!) Shadow Ball is also just a cool move into many teams, and most normals don't like eating Haunter's utility options or Sludge Wave. Haunter has a lot of choices for its last two moves, but I personally like Wisp and Trick, as Wisp is just generally useful to cripple mons (most of all big man Toxicroak hates it), and Trick lets you swap the scarf to a setup sweeper or a defensive wall (and also lets you actually "revenge kill" CM jolt, especially since people are probably tempted to click another setup to dodge DBond). There are a lot of tools in Haunter's toolkit, however, like Encore, Dbond, other attacks, and some more cursed options like Toxic Spikes.

Here's a team with all these mons supported by a pivot Rotom-Mow:
MC Hammer Bear
:rotom-mow: :tinkatuff: :sandslash: :ursaring: :clawitzer: :haunter:

Clefairy:
:sv/clefairy:
Oh yeah, this mon is kinda cool, I guess. It's a fairy with reliable recovery, hazard immunity, it's a rocker with a decently positive matchup into HTop, it's a Tomb check, and it has some utility moves like Encore, TWave, Knock, or even Healing Wish. Probably worth experimenting with more. It's a nice rocker option when Mesprit is off the table for one reason or another and you want a different defensive profile than the typical rock type rocker that gets spun on all day.

EBelt Mesprit Rocks Clef
:mesprit: :magneton: :spiritomb: :lanturn: :clefairy: :toxicroak:

(Please do not make any suggestions involving Tera Psychic Tentacool or Tera Psychic Carkoal, Oof.)
 
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