• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Resource Farewell


Hello. I wanted to do one final team dump to get some closure on this tier since I feel like I left this generation somewhat prematurely. This is an effort to share my collective knowledge that I’ve amassed from my time playing this game in hopes to help newer players understand the tier better, or perhaps even inspire more experienced ones. I’ve built in the ballpark of over 300 teams from my time playing SM, but the teams I included are my best ones that I feel collectively represent the tier as a whole. They are all updated to current meta and have been tested to meet my standards (for reference only about a quarter of the current sample teams are ones I actually think are decent). I’ll give a short description of each team, explain spreads if they aren’t obvious (if I didn’t then that means I already explained that set with a team that had it earlier), mention any egregious weaknesses, alternative edits that can be run, as well as some replays showing them in action. But first, team building in SM is challenging for many, even for myself, so I will provide a general list of rules I personally abide by when building a good team.

ground immunity: Levitate is not good enough, need at least 1 flying type since all relevant levitators are weak/neutral to uturn which is bad if it’s your initial lando switchin.

electric immunity: You can run a team with no electric immunity, but in my experience those teams are not as consistent compared to ones that do, but is fine for tournament one offs. Blocking volt switch is imperative otherwise something like koko will have a field day.

dark resist: Mostly to deter specs gren dark pulse from getting battle bond, chansey counts as a resist but make sure to have some way to cover for physical darks.

water, psychic, grass, ice, fire, fighting, flying, fairy resist: Major types that should be covered for defensively on almost every team, corresponding to rain/gren, lelezam, bulukartserp, kyubweav, zardtranvolctini, medilop, torn, and every fairy. If your team doesn’t have a resistance or a sturdy one to any of these, even for the uncommon types that I did not list, have some way to compensate to deal with them offensively. For offensive structures, it’s more important to have good offensive synergy, even if it means compromising on defensive resistances. Also if you're stacking types offensively, make sure to have extra counterplay to common weaknesses.

stealth rock: A one turn entry hazard that always helps in making progress is a must have. Do not run more than one sr user however as it’s wasted role compression when a team is already stretched too thin trying to cover for every threat. Personal opinion, but consolidating sr on sd z chomp or lando is not practical due to being pressured to either get up sr or wallbreak, giving your opponent the option to either kill a threat but deal with sr (which they can defog later) or incur damage at the cost of no sr for the rest of the game. These two sets historically only existed to pressure sableye and skarmory to get up sr to break dugtrio focus sash, but that is not relevant in this current meta. So I would not recommend it as you will be punished for greed (you can't have your cake and eat it too), but dedicated hazard leads are fine though.

hazard control: The only teams that can forgo removal are some ho structures that go all in on threats, or fatty hazard stack teams that have mons that are insulated against opposing hazard stack. There are two grades of hazard control depending on what your team may need. The first is reliable removal which includes torn (has regen), nonscarf lando, gliscor, rotom, synthesis kart, taunt serp (for offense). These mons are not as hazard susceptible which gives them more entry points to reliably remove hazards vs the majority of the tier.

The second is unreliable removal which includes zardy, exca (spikes weak and contact from spin wears it down), scarf lando, scarf kart, scarf serp, peli, skarm, sciz, fini, koko, zap, lati, thundt, mew, mantine, mandi, hydra, mbounce sab and dia (skarm, koko, lati, hydra, and mew are defoggers I would never use though since they have better options). These mons have issues in regards to deterring hazards, but some remove for themselves due to being sr weak, are too passive, frail, and/or lack ideal recovery options. They can compensate for their shortcomings by having more positive matchups into certain hazard setters or other mons, while also alleviating pressure off another potential defogger if your team has an extra.

For most teams that do not have any sr weaks, at least one unreliable remover is fine, but for teams with multiple x2 or even x4 weak then having a reliable removal, a reliable removal and an unreliable removal, or two unreliable removal options may be necessitated depending on the playstyle. Running at least two defoggers is fine for certain team structures since enabling sr weak mons gives your team a pretty big advantage and you can outlast opposing sr pp if it comes to that. Also there is less commitment clicking defog compared to spending multiple turns setting up layers of spikes+sr, which is a net waste if you can just defog to get rid of them in one turn.

speed control: The bare minimum speed every team needs to have is something that outspeeds 109 speed (absolutely necessary for most fat teams, but more offensive structures should go faster to cover speedier threats they’d have trouble checking defensively). Sd kartana is too debilitating to try to purely defensively check due to it being able to overcome all its counters depending on its z move of choice and snowball potential. Always make sure to run down faster unboosted threats above 109 spe to make sure you can deal with them in some way: zam>lop>koko>weav>gren>torn>serp>dia>lati. For speed boosters you’ll need either defensive counterplay, a faster scarfer, and/or priority to manage vs them. Spreading paralysis, weather abusers, and more niche options in sticky web and trick room are also valid options to consider.

win conditions: Set up sweepers, wallbreakers, taunt stallbreakers, and trapping. You need any of these options as a means of making progress. Item removal in knock off and trick also counts but is less meaningful than the above choices, so you can forgo them if you have stronger alternatives, but obviously still try to include them if possible. Double knock/trick is also fine if you have specific targets you want to cripple, but is not advisable if you have offensive knock off users that want the damage boost (band weav, kart, daunt).

passivity: Do not stack too many passive mons together on one team. Exposing yourself with too many do nothing mons will only invite disaster versus the myriad of threats that you would need to cover for. Even for fatty stall teams I will always have some form of offensive pressure or threat in the back, otherwise you are subjecting yourself to the whims of your opponent and are forsaking your agency in battle. Having your win condition be that your opponent cannot break your team is not practical considering the amount of threats to cover for in the tier (and also the fact that you yourself can get outstalled since you can’t force progress and open yourself up to more chances at getting haxed), and people who do use those kinds of stall teams I can only assume are ignorant, hard mu fishing, and/or aren’t confident in their own battling ability.

status: The only teams that can really forgo any status are extremely agro offensive structures which can deal with fat walls and offensive threats through sheer damage output and speed (lelezam, kokokyub), but even then some ho variants should still at the very least have paralysis support since they generally can’t afford running a scarfer. Toxic is still good to generally carry in order to neutralize threats and make progress vs fat walls so be sure to always consider it. Burn is not as widely distributed but fishing with scald is also fine for some bulky waters. Sleep even less so, but those that do have it can buy free turns for themselves and their teammates. Paralysis is particularly notable not just for the speed control, but using it for the full para chance can be game changing for some mons. Conversely, having ways to pressure or absorb status from common users like sab, pex, chansey, and serp is equally important.

anti-gliscor technology: Your team needs either ice coverage, strong water stab, offensive grasses (bulu, serp), something that can ohko naturally (lele, zardy, zmoves), and/or a hard counter to prevent it from getting out of hand. Reliable recovery on top of ⅛ passive recovery every turn, status immune, effectively hazard immune, and only 2 weaknesses means this mon especially is one you need to be proactive in dealing with. Every mon can easily be chipped but gliscor in particular is an anomaly in how comically overtuned it is.

z-move+mega: You lose out too much value on not running either of these. Aside from the obvious stat buff and nuke potential to make progress, something that can absorb knock off and to a lesser extent trick is crucial. I would never use more than one z move on a team though, as it’s wasted item value for the most part.

minmax RNG: If you want consistency then reduce the amount of inaccurate moves as much as possible that you would have to use on a team. There are edge cases where that is not possible for certain mons, but generally speaking more offensive mons should try not to use too much of it since they have limited entry points to capitalize their gains in battle, as opposed to bulkier ones that can hit the field more often. The exception is if you need more power to secure certain ranges over a weaker alternative, or bypassing accuracy via z move. Damage boosting natures and ev distribution also matters in the context of minimizing variance in damage rolls, so recognizing tradeoffs between eving for power, bulk, and speed and how to make up for the loss of which you forgo is paramount. Probability management is as much of a skill in this game that players tend to ignore, since most just chalk it up to luck and something outside their control when it is something you can directly influence.

:mantine::hippowdon::garchomp-mega::magearna::tornadus-therian::amoonguss:
clericgear+sdmegachomp: Pretty fun sand team I used back in the day. Plays similarly to heal bell+sd zardx but megachomp distinguishes itself by not being sr weak, being much bulkier, and just as strong with sand force. The rest of the members help deal with its hard counters via volturn and double regenerator. Mantine is also a sleeper pick that helps curb the weakness to fire and water spatkers, forming a decent defensive duo with hippo to take on physical attackers.

evs: Megachomp has enough spdef to live latias ice beam, nonspecs lele moonblast and uninvested gear fleur cannon from full (more spdef can be allocated from hp to guarantee survive dia moonblast but requires too much evs which compromise chomp’s ability to take physical hits). Even with no atk evs it can ohko spdef pex and gear at neutral and phys def clef at +2 under sand. Hippo has 21 speed ivs to underspeed -spe 0 iv peli so sand activates after rain. Gear has enough bulk to survive +2 hjk from lucha and +2 z fight from thundt. Amoong has enough phys def to survive psyshock from modest specs lele and zen headbutt from band hoopa/medi with payapa.

threats: mamo, lo clef, cmboltbeam lati

edits: More agro version would be mixed megachomp with hp ice, fleur cannon>pain split, twave>heal bell, and iapapa>lefties on gear.

replays: https://replay.pokemonshowdown.com/gen7ou-791360116?p2
https://replay.pokemonshowdown.com/gen7ou-2354469153-sjlnpwkob2wxw95b7rmqpr3jhmfveqqpw?p2
https://replay.pokemonshowdown.com/gen7ou-2381335301-umvplb61wn6u6g6wis6lrw6asp2y1gbpw

:volcarona::azumarill::diancie-mega::mew::gliscor::amoonguss:
fatvolc+perishtrapazu: The basic gist of this team is to trap volc counters with azu (also traps grasses for dia), as the rest of the team functions synergistically while not being too passive. Azu is an interesting trapper over fini since it actually beats fires in zard and volc with toxic while punishing common pivots in torn and rotom trying to chip it down with volt or knock off. Flame body punishes uturn while magic bounce phazing if they try to circumvent getting trapped. Mew is here to role compress rocks, but I always prefer it as a rocker instead of a defogger since it matches up better into most defoggers with ice beam.

evs: Volc is a bit faster to cover the weather mu namely vs megatar and jolly pert, while also potentially outspeeding mana to revenge if its bulky. It’s still able to switch into bandkart, weav, and maw while outspeeding ashgren and neutral nature zam/aero at +1. Azu has enough phys def to live +2 acro from lucha, with the rest in spdef to take on gren, zardy, and volc. Gliscor has enough spdef to avoid the 2hko from timid zam psychic and dia moonblast, while also surviving +1 flare blitz from zardx and uninvested gear ice beam.

threats: rain mana if it outspeeds volc, taunt m/gyara

edits: None that I would consider.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-446286?p2
https://replay.pokemonshowdown.com/gen7ou-2503192776?p2
https://replay.pokemonshowdown.com/gen7ou-2382714315-4qrj25c5dfcygadoxpmwdwdxm2oswltpw

:scizor-mega::garchomp::weavile::zapdos::keldeo::amoonguss:
zwaterkeld+bandweav: This original structure was adapted from a team made by obii that had band zygarde when that was a thing, but I added some oras flair to it. Pretty simple but effective core, volturn between sciz and zap into complimentary offensive threats in pursuit weav and cm keld to force progress. Spore and double defog ensures safer entry points to dish out damage and manage defensively against threats.

evs: Chomp’s set is a hybrid between tank and scarf. It has enough bulk to survive jolly pert ice punch, +2 lucha hjk, and specs koko dazzle/hp ice. It doubles as a revenge killer into speed boosting sweepers due to endure+custap with the advantage of move flexibility and bulk. Keld has just enough speed for chomp since pinsir and blace are manageable, and the bit of bulk ensures it can survive +1 dragon claw from zardx and uninvested hurricane from torn.

threats: lo clef, zclang kommo, leech venu

edits: Surf>hydro pump for greater pp and accuracy.

replays: https://replay.pokemonshowdown.com/gen7ou-2361998819?p2
https://replay.pokemonshowdown.com/gen7ou-2497413818-yr2mb9eehlxkg7kgqo3rc43rhv48x2wpw
https://replay.pokemonshowdown.com/gen7ou-2334881993-tw3pgn7ugpcatid2pk36k59m8i85wkppw

:zapdos::garchomp::tapu bulu::magearna::camerupt-mega::weavile:
spdefsdbulu+npcamel: My best attempt at supporting camerupt, an offensive fire whose coverage is able to hit everything in the tier aside from chansey. It’s kind of a shit rocker and half a ground type so chomp has to help fill that role, but camel gets decent mileage vs most fire, steel, elec, and fairies. Grassy terrain makes gear and camel much scarier by being harder to kill, so bulu can afford to take a more defensive role. Cmsplit gear and band weav provide insurance against chansey and lati, but camel still has toxic to pressure them especially if they are twave.

evs: Camel has enough bulk to not get 2hkod by timid zardy solar beam/focus blast, survive +2 maw sucker, and +1 stone edge from jolly megatar and creeps pex.

threats: zdig gren, ice beam mana, medi, leech venu

edits: You can go trgear for a better offense mu, but that leaves you susceptible to chansey stall. Also camel isn’t the best abuser as it’s outclassed by marowak for the most part. If you do then make camel max hp and spatk with fire blast>flamethrower.

replays: https://replay.pokemonshowdown.com/gen7ou-2504847868
https://replay.pokemonshowdown.com/gen7ou-2344485656-s1np62xlpqcc05kpyv0g8b7bh8haoi3pw
https://replay.pokemonshowdown.com/gen7ou-2344607441-x6935urrpivwja7sbg3ggufab7f5154pw

:diancie-mega::zapdos::jirachi::seismitoad::tapu bulu::kartana:
protectkart+sleeprachi: I stole this team from eeveeto and made it worse by replacing tyrantrum with kart, but I made up for it by inventing this nifty rachi set. 60% chance to sleep something in grassy terrain while also benefiting from passive recovery and eq neutrality makes rachi really obnoxious to deal with. The rest of the team is well balanced defensively, with kart being able to ohko through most resistances with +2 z under terrain.

evs: Toad I usually go spdef but is redundant with rachi, so it just has enough phys def to live jolly hjk from medi with the rest in spdef to handle what it usually does.
threats: subseed serp, subcm lati, giga drain volc

edits: Volt switch>discharge and/or uturn>secret power if you favor momentum and not autlosing to sub lati and serp, but tradeoff is worse lucha and pex mu and spreading para is ideal for kart, but make bulu toxic/megahorn>stone edge if you do to deal with those targets in particular. Sub, sacred, or synthesis>protect are also options for kart filler but passive recovery from terrain, scouting revenge killing, and safer z move usage is more practical for it as the sole breaker.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-445344
https://replay.pokemonshowdown.com/gen7ou-2379443994-2wxuxpgnxe0fbtqelygoywcjgc7reerpw
https://replay.pokemonshowdown.com/gen7ou-2469422566-qhf5kmjogq2a2oyb8f6fwh3opx36k99pw

:pinsir-mega::kartana::zapdos::gastrodon-east::heatran::tapu bulu:
scarfbulu+sdkartpinsir: Was looking for offensive partners besides bulu that synergized with sd kart, and pinsir surprisingly has a lot of similar checks that kart can very easily break down. Zap as the sole hazard control with two sr weaks and tspikes susceptibility means that you need to trade with offensive threats to maintain tempo. The team is stretched a bit thin, but is able to cover most things by positioning the threats properly.

evs: Kart has enough bulk so that its sub isn’t broken by pex scald or ferro gyro ball. Always go max spdef on tran if bulky, you guarantee survive specs hydro pump from gren, modest pummel from lele/gear, earth power from dia, and avoid the 2hko from specs blace shadow ball after sr. Outspeeding just rotom isn’t worth the amount of evs unless running taunt, but that should only be used with magma miss which is only worth on offensive sets imo.

threats: kyurem, energy ball zam, subcm lati, z grass tran, sub zardx

edits: Sacred>sub on kart can be used to fare better vs kyurem, sciz, and skarm, but makes you status prone and is more prediction reliant. Earth power+roar>protect+toxic on tran to deal with subseed serp, subqd volc, subcm lati, subzardx, and opposing tran better, but the team can manage against those threats offensively and the latter makes it more annoying to deal with.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-443916?p2
https://replay.pokemonshowdown.com/gen7ou-2344592966-knyrb7x72oqbt2m8e33tbldej0ff663pw
https://replay.pokemonshowdown.com/gen7ou-2508587774-f5hw43omldw5pae2bvwo5dqvndmfdktpw

:heracross-mega::tapu bulu::thundurus-therian::heatran::slowbro::serperior:
scarfserp+subhera: I was trying to make hera work and pairing it with paraspam and bulu seemed like it would give it the best chances at success. Grassy terrain is ideal for it since it allows it to run bullet seed which is a more potent secondary stab than pin missile, notably being able to 2hko clef, pex, and gliscor (can’t roost on it either) without needing to sd. Paralysis support also allows hera and bulu to break past walls they may have trouble with by fishing for para. Scarfserp is a strong partner to threaten a sweep under terrain or glare faster threats.

evs: Hera outspeeds max spe modest tran before mega and both hera and bulu outspeed paralyzed scarf lando if serp glares it. Bro has enough spatk to ohko spdef pex, amoong, zardx, and cham with z, while also being able to 2hko spdef gliscor and clef with scald and scald into z, with the rest in defense to cushion against lop, lucha, medi, pert and zardx. Thundt is evd to survive +2 return from pinsir, +1 crunch/waterfall from mgyara, unboosted stone edge from chomp, timid flamethrower from zardy, and z water from gren, as spatk investment isn’t as relevant for a support set. Serp has enough bulk to survive uninvested hurricane from torn, though I’d typically go max spatk for scarf on a more offensive build.

threats: np thundt, lo/lum volc

edits: Pin missile>sub if you want insurance against bulky psychics and amoong/venu.

replays: https://replay.pokemonshowdown.com/gen7ou-2503240158-fh7wjjsbl0golen9k2rx6194742xschpw
https://replay.pokemonshowdown.com/gen7ou-2493293192-kvgrwd0gpxoaxh1rrnbnj2k8fspq72hpw
https://replay.pokemonshowdown.com/gen7ou-2507166960-8ld4a5r082fy6ub9umocn1x0lx3lyj3pw

:lopunny-mega::hydreigon::amoonguss::heatran::landorus-therian::mew:
taunthydratran+adamantlop: Not sure who made it originally, but this is a revamp from an old ORAS team that I adapted for SM. Hydra has a troll speed tier for lele and kyub, gets free switches into tran and gren, and stallbreaks vs passive stuff with taunt. As it is bait for most fairies, amoong and tran help cover for it in that department. This is essentially CHALK core for SM, just replace kanga with lop and cress for mew and it works out pretty well unsurprisingly enough. Also credits to cryptbloom for annoying me with this tran set every time I play him on ladder.

evs: Lando evs survive neutral flare blitz from zardx after sr while outspeeding +1 spe neutral nature base 100s. Adamant lop still outspeeds most torn variants that don’t go max speed, but you should always calc damage vs it to see if they are bulky or not. Similarly always calc magma storm damage on gliscor to see if it’s bulky or fast, so as to not get bamboozled by faster gliscor eq.

threats: zardy, ice punch pert, z steel drill, band weav

edits: Stone edge>knock off on lando covers zardy, pinsir, thundt, dnite, and gyara better but adamant fake out+quick attack lop is as anti offense as you can get and knock off facilitates stallbreaking better for hydra and tran.

replays: https://replay.pokemonshowdown.com/gen7ou-2364418701
https://replay.pokemonshowdown.com/gen7ou-2491059969-k4wtl8mi7w85jg2dlp65af1l6bo55xdpw
https://replay.pokemonshowdown.com/gen7ou-2378721778-elvo7ofn2hfihnjgxh16l6ybqtkitb7pw?p2

:clefable::volcarona::scizor-mega::chansey::rotom-wash::landorus-therian:
cmtrickclef+subqdvolc: Edit of an old italian chansey offense team with sciz>maw, though I was also inspired by a team lopunny kicks made that featured trick barb clef which he paired with volc and sciz. Prime targets that can get tricked are tran, pex, gastro, unawareclef, chansey, and gliscor, which make it easier for either clef or volc to threaten a sweep. Volturn core between sciz, rotom, and lando maintains offensive pressure and gets volc in more safely to set up.

evs: Volc is a bit faster to revenge lele if necessary, while also creeping a bit to sub vs lead mew and outspeeding adamant pert in rain at +1. Sciz can afford to go more physdef instead of spdef because of chansey (it also covers for what volc usually checks since it’s not defensive with roost), with some spdef to survive hp fire from scarfzone after sr. Rotom has enough spatk to ohko zardx, maw, spdef tran, and +1 tini with z, with enough bulk to survive stored power from boosted tini.

threats: sub blace, zardx, bandtini, lele, suicune, rain mana if it outspeeds rotom

edits: Knock off>trick with lefties can work on clef if you want to more easily cripple taunt tran and fini, but I prefer barb for forcing recovery on fat walls to buy free turns and stall them out faster (just don’t be dumb and trick potential av mons). Tran beats subvolc outright if its roar but volc has decent odds if it’s taunt since magma storm+taunt+toxic is rare, and if its roar then clef can easily trick it since it’s not taunt. You can make sciz sd>defog and rotom defog>wow, but offensive rotom is generally more scarier to deal with than defensive sd sciz.

replays: https://replay.pokemonshowdown.com/gen7ou-2498926573?p2
https://replay.pokemonshowdown.com/gen7ou-2507101122-msx3aukf47aaf3huix92yn3r9w39j7kpw?p2
https://replay.pokemonshowdown.com/gen7ou-2507147723-6y37yu82a5tf5d2wx0h5c3je0l5y7xtpw

:clefable::greninja::landorus-therian::ferrothorn::latias::heatran:
loclef+zpoisongren: This was the team that I used back in the day that popularized lo clef. While there are other versions of this squad that have rotom or gliscor, I like this version best since it’s the least passive. Essentially it is a team that is mostly hazard insulated, while spamming hazards in return, with roar tran to rack up hazard chip and phaze set up sweepers. Paraspam from ferro and latias function as speed control with gren and clef to serve as offensive pressure. Clef also covers things that wall protean gren in sab, pex, and gear. Lando is defensive since clef is offensive, but clef’s lack of bulk is covered by the rest of the team.

evs: Clef has enough bulk to live unboosted flare blitz from zardx, with enough speed to creep defensive gear and paralyzed pinsir. More speed isn’t as necessary since defensive lando and tran cover maw. Lando has enough physdef to live jolly fake out+ice punch from medi, with some speed to outspeed -1 tini.

threats: lo/lum volc, sub lucha

edits: Fire blast>flamethrower if you want the guaranteed ohko on ferro, exca, and maw, but the team can easily chip them down and the higher pp and accuracy is preferred. Gren can also go 4 atks with a different z move, but I dislike hazardless gren since you'll still be walled no matter what depending on your coverage and you lose the ability to midground setting hazards. You can make clef and lati cm, but that requires defensive clef and scarf lando since you would lose out on twave for speed control, which would make the team less immediately threatening and weaker into tran.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-564986
https://replay.pokemonshowdown.com/gen7ou-2336625624-ea5ektws8r14bil29h07qml4y33kheypw?p2
https://replay.pokemonshowdown.com/gen7ou-2501272246-5rqykhh2emo089f5eu9ct3sb9skw3k2pw

:mawile-mega::garchomp::victini::ferrothorn::greninja::landorus-therian:
submawchomp+bandtini: Kudos to redemption for this six. I just appropriated it, revised the sets, and people thought it was mine for some reason. Maw is too slow, frail, and prediction reliant for me to consistently use too often, but subpunch solves that issue for the most part. Band tini is a good partner as maw lures tran, pex, and lando cores. Chomp and gren are complimentary breakers that serve as backup win conditions. I normally don’t overload too much on offensive breakers unless its ho, but these members share very strong offensive and defensive synergy that it can afford too.

evs: Maw has enough bulk so that it’s sub likely takes ferro gyro ball after intimidate and pex scald, with enough speed to outspeed paralyzed pinsir. Lando has enough defense to survive +1 acrobatics from lucha, but I only go offensive boom on scarf lando if the team isn’t as sturdy and I have another mon with priority to follow up on weakened speed boosters.

threats: sub mence/dnite, zbug fatvolc, keld

edits: Sd or 4 atks maw, life orb chomp with fire fang>sub, scarf>band tini, protean 4 atks z gren, defensive sr or defog lando but if it’s sr then make ferro the spiker. You can also make tini z celebrate, ebelt (vcreate, bolt strike, energy ball, glaciate), or iapapa (vcreate, bolt strike, pup, wow), gren the scarfer, or sub/rp z lando and sr or scarf chomp. The team is extremely flexible in terms of sets you can use so experiment.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-449737
https://replay.pokemonshowdown.com/smogtours-gen7ou-663060
https://replay.pokemonshowdown.com/smogtours-gen7ou-833543

:pelipper::swampert-mega::araquanid::ferrothorn::magearna::tornadus-therian:
trgear+traparaq: At first I built this team in an attempt to farm easy wins vs people who were known to only play offense, as the double threat of rain pert and tr gear seemed very difficult to manage against. In doing so, it allowed me to find gear’s best partner in tr, also doubling as a threat under rain which was araq (also resisting fire and ground to cover gear’s weaknesses). This mon is able to reprise manaphy’s role as the rain stallbreaker, albeit more potently due to no 4mss. The only mons it may struggle dealing with is rest seismitoad (it beats refresh due to infestation chip) and physdef baneful/protect pex and ferro, but very few mons aside from hard resists/immunities can take a water bubble liquidation in the rain. Spikes ferro is unnecessary since the team prefers sr off for the most part, with volt switch and eject to safely bring in threats.

evs: Peli has enough defense to survive z outrage+rough skin from chomp so that it can live to uturn if necessary (other notable ranges are not getting 2hkod by dragon claw from zardx, return from lop, and lives adamant z fly from lando). The rest is put in spdef to help balance its bulk, with a bit of spatk to guarantee ko medi with hurricane, and slight speed creep to chip tang and opposing peli for pert. Pert only has enough speed to outspeed scarf lando in rain with adamant. Ferro has to be physdef on rain teams in order to not get one shot by adamant z freeze shock from kyub, superpower from band bulu, and +2 superpower from spdef sd bulu.
threats: suicune, bd azu, lucha, maw

edits: Power whip>protect on ferro to notably handle gyara and mana better, but rain+tr is able to out offense the playstyles those mons are featured on, so the onus is on them to react to trgear+araq instead of vice versa. Protect is better to manage ferro’s hp since it’s the team’s major defensive stalwart, can tactically stall out rain turns to get peli in under ideal turns, and render ferro nearly unkillable in rain. Gyro ball is necessary to pressure serp, bulu, torn, and kyub. Choice band>mystic water can be used on araq to get certain 2hkos under rain and take advantage of tr better, but means you’re mostly helpless vs sturdy water resists/immunes with no toxic+infestation.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-446338?p2
https://replay.pokemonshowdown.com/smogtours-gen7ou-833509
https://replay.pokemonshowdown.com/gen7ou-2381970884-nmxpfsh6xh9b0dinm5fs38eso0vx3eipw

:tyranitar-mega::excadrill::garchomp::toxapex::celesteela::tornadus-therian:
sdchomp+ddtar: I made this sand structure originally with tang>torn, but that was when zygarde still existed. When I first made this, I was trying to fake people out thinking it was megachomp and support tar since that was common at the time, only for them to get bamboozled by the double threat of sd z chomp and dd megatar. The major thing I changed on this structure is slotting safeguard on pex, which allows both tar and chomp to more safely switchin and set up without needing to slot sub in favor of coverage. Fini on sand is bad due to getting residually sand chipped, but safeguard pex has the advantage of not being altered by opposing terrain and not nerfing chomp’s z move. Eject on torn is also helpful to safely pivot in those mons after pex sets it up.

evs: Adamant megatar still outspeeds scarfzone and serp at +1, though you miss out on torn, gren, weav, and koko if not jolly. The increase in damage is worth not outspeeding those, especially since exca, pex and tar itself can deal with them naturally. I always go spdef on exca since it’s really good into most fairies and can perform hazard duty vs them (also the fact that z drill is outclassed as an offensive weather abuser since you have limited turns of sand to take advantage of unlike rain pert). Its spread survives timid zam focus blast while outspeeding +1 base 100s in sand and modest tran. For spdef pex I generally go near max spdef to deal with dia earth power better, but when paired with steela it can forgo some spdef for some defense. Physdef steela is better on sand mostly to cover sd grounds, as it can survive +2 z rock from chomp and lando as well as 1v1 sd gliscor assuming no crits. It still has some spdef to handle psychics, but tar, exca, and torn should alleviate pressure to deal with them.

threats: sub pert, sub lucha, sub bd kommo, bd azu

edits: fire punch>crunch on tar can be used to be more proactive against steels but leaves you weak to reuni, bro, and pert. If you do then go uturn>heat wave and helmet>eject on torn. Tspikes>safeguard can also be used, but leaves tar and chomp unprotected vs status, which isn’t ideal with no status absorber, but if you do then make chomp sub>fire fang and sand veil.

replays: https://replay.pokemonshowdown.com/gen7ou-2381978032-27a114ejqsigdjo5bisaj65hvu04nf1pw
https://replay.pokemonshowdown.com/gen7ou-2382421557-ib7x33rfc2xu5j9tse53jo31cn1u4gxpw
https://replay.pokemonshowdown.com/gen7ou-2381925528-o6d89po76v69htly0bxvsc0fdoxu1a5pw?p2

:greninja::heatran::landorus-therian::amoonguss::slowbro-mega::tornadus-therian:
scarfgren+cmegabro: This team isn’t anything too crazy, just a typical fwg core featuring triple regenerator. I like the lando set here since it can bluff scarf and also threaten rotom, bro, and lati with uturn so that they can’t switch in as freely on sd while not being forced to commit to sd, otherwise they risk forfeiting momentum. Megabro is kind of mid in most instances, so preserving regular form is generally better to keep regenerator. Even so, it can serve as a decent win condition if sd lando and uturn spam don’t get the job done.

evs: Gren has enough speed to outspeed adamant exca in sand with some bulk to guarantee live +2 quick attack from pinsir. Lando has some bulk to guarantee survive a neutral flare blitz from zardx. Bro has some speed creep to not get hazed by pex.

threats: rain mana if it outspeeds lando, bish, bdazu, subcm/refresh lati

edits: Amoong is able to drop giga drain for tantrum since cm bro can deal with most waters, which means tran can greed with protect+toxic instead of earth power. Lando can also be sr>sd and tran roar>sr. Aside from that, you can go scarf lando and z gren, z rock lando, or magma storm tran.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-452177
https://replay.pokemonshowdown.com/smogtours-gen7ou-456691
https://replay.pokemonshowdown.com/gen7ou-2381882197-cgr8rtc1tbthmkybo3otpvw85qgol2lpw

:breloom::charizard-mega-x::excadrill::tyranitar::slowbro::tornadus-therian:
sdloom+ddzardx: Probably my best rendition at making loom work. It’s basically a bulky fighter with a grass subtext that is status immune, giving it free entry points vs most bulky waters, grounds, and passive mons. Sd loom surprisingly doesn’t have much natural hard counters (you have more pp than sab if it comes to it), and spore also gives it free set up vs things that would normally force it out. Zardx is a natural offensive partner, as they both work together to break down each other’s counters with tar also trapping lati, cress, and blace. I generally would be more scared facing sd loom than sd gliscor since it isn’t 4x ice weak, doesn’t need to waste turns roosting, forces sleep fodder, and is a lot stronger. Very underexplored mon that deserves more experimentation.

evs: Loom has enough speed to outspeed gren if paralyzed, with the rest in spdef to take on gren, koko, and rotom better (it’s also likely to survive uninvested magma storm from tran at full). Exca only has enough speed to outspeed +1 kommo since av tar and bro can deal with volc, tini, and zardx. Tar has enough speed to creep paralyzed pinsir.

threats: zclang kommo, tpunch medi, sub/taunt gyara

edits: Sub+leech seed+focus punch>sd+facade+drain punch can be used for a better offense and rain mu, but means you can’t really break past regenerator, magic guard, and gliscor. If you do, you’d have to make zard sd>dd with dragon claw>eq to compensate for the lack of wall breaking, but that also leaves you prone to getting reverse swept by ditto and you lose a means of speed boosting vs offense.

replays: https://replay.pokemonshowdown.com/gen7ou-2504270519-6bh95o4ivrhypb832k5d6yk8xxenah1pw
https://replay.pokemonshowdown.com/gen7ou-2507075745-gkomba1oo3htyf5betcyskwoeabcog2pw
https://replay.pokemonshowdown.com/gen7ou-2379543569-h45l3kojwvg0h67a5abbnwb2tmctwqcpw

:weavile::charizard-mega-y::gliscor::chansey::slowbro::kartana:
bandweav+fatzardy: I dislike most sun teams due to the fact that most offensive zardy teams struggle to actually keep sr off the field, which is really bad considering the fact that it’s a 4x weak that wants to have as many entry points as possible. I then came to the realization that solar beam on zardy was actually a dead slot since it is effectively a liability into opposing weather, and the fact that zardy itself already neuters most waters even without solar beam due to setting up sun. This led me to experiment with a defensive defog set on it, which has positive mus into all spikers, defensive sr grounds, steels, and clef. While it’s counterintuitive for it to be a 4x weak defogger, zardy has enough offensive pressure to scare them out and remove hazards for itself, which means that it can still contribute to a battle even if it’s hardwalled by kommo, pex, lati, or chansey. It also gives it much more entry points since the bulk and utility makes it much easier for it to hit the field than if it was purely offensive. Since zard plays a defensive role, weav and kart take an offensive one. Both of them synergize well offensively while gliscor brings them in safely with uturn.

evs: Zard has enough bulk to live adamant fusion bolt from kyub, psyshock/psychic from timid specs lele, explosion from jolly lando, +2 sucker from maw, +2 z steel from kart, and isn’t 2hkod by band kart knock off. The rest is dumped into speed to outspeed modest lele and adamant kyub (at the very least you can always trade vs them regardless of their spread). Gliscor underspeeds lando and opposing gliscor in order to get the slower uturn vs them.

threats: sub blace, subcm keld, sub zardx/tar, pinsir

edits: Toxic>uturn on gliscor, but the momentum is preferred to get in weav and kart safely (also helpful to break serp’s sub). If you do then chansey can afford to go twave>toxic for greater speed control, but is for the most part unnecessary. Weav is pickpocket>pressure for this team notably to steal band from opposing weav and daunt if they knock, which can pose a threat otherwise. Kart can use another z move over z fight, but sacred sword covers the majority of the meta, and weav is able to pressure what walls it in zap, torn, and lati.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-434065
https://replay.pokemonshowdown.com/gen7ou-2498252636-7n518ci8wxqtcl5enj0b2gvq206jlg9pw
https://replay.pokemonshowdown.com/gen7ou-2495077103-nvhgmpwm5k0og2r81wnca1th1pwq8sypw?p2

:azumarill::charizard-mega-x::magearna::tapu koko::landorus-therian::serperior:
bdazu+subsdzardx: My favorite screens ho team, as it is one that I most consistently win with. Bd azu is the offensive water I generally fear the most when building (well besides rain mana), and behind screens makes it more likely to claim kills before going down. For zardx on screens, I always use sub+sd since it eases prediction, protects it from status and ditto, has two different defensive typings it can play with when setting up, and its sub is not broken by most defensive mons behind screens. It also has the advantage of being able to use sd>dd to wallbreak due to having flame charge to boost speed, which is much less punishing than flare blitz recoil (serp can deal with dia and fini which otherwise walls). Koko, lando, and serp all act as strong lead options supporting the rest of the team while also being offensive threats.

evs: Azu has enough speed to outspeed most gear and maw spreads to ko them with liquidation. Gear has enough speed to outspeed scarf tini and rachi at +2. Lando can afford adamant>jolly since it doesn’t need to antilead opposing fast sr lando or exca with imprison because of defog serp, allowing it to ohko defensive torn with boom guaranteed.

threats: spite pyuku, cosmic power clef

edits: None that I would consider but to explain some movesets, azu is liquidation>play rough since play rough doesn’t hit anything the combination of liquidation/knock off+aqua jet can’t deal with, with the added benefit of ohkoing gear, maw, and sciz. It also is more accurate and can potentially break past unaware clef by dropping its defense and knocking it. Koko has wild charge as a way to kill itself after setting up screens, while also preventing torn and pex to stay in on it so that it can uturn safely to set up sweepers. Gliscor and lando are the only defoggers koko can’t threaten with no taunt, but both are free set up for zard.

replays: https://replay.pokemonshowdown.com/gen7ou-869684145?p2
https://replay.pokemonshowdown.com/gen7ou-2334935599-l77vo4nj6bbaeckyjsmnouqw8btoj72pw
https://replay.pokemonshowdown.com/gen7ou-2337471684-ukx5kt2ja8vrxxxiwuayyfl0fjvqwtipw

:gyarados::charizard-mega-x::magearna::tapu koko::landorus-therian::serperior:
ddgyara+subseedserp: Pretty much an alternate version of the previous screens team but with gyara>azu. I’d be a bit scared using regular gyara without screens due to its frailty and 4x elec weakness, but I also wanted to pair it with subseed serp since it is able to capitalize off of bulky waters and elecs which would give it trouble. Since gyara is speed boosting, serp can afford to drop glare with lando reprising the role for hazard control. Base gyara has a higher ceiling for pulling off a sweep compared to azu, but is a lot more prediction reliant. This isn’t as practical when piloting ho since every turn matters and a misstep can cost you dearly, but the risk vs reward may be worth it.

evs: Gyara has enough speed to outspeed adamant exca in sand at +2, as well as scarf bulu and lop at +1, with the slight amount of bulk allowing it to guarantee live stone edge from scarf lando. Lando has enough bulk to survive two ice punches from jolly -1 megatar and hydro pump from offensive rotom.

threats: cosmic power clef

edits: Glare>hp fire on serp if you feel like you can still manage vs ferro and sciz, but having insurance vs those makes it easier for gyara and gear. Uturn>hp ice on lando if momentum is favored, but being able to defog and threaten opposing fat lando for two sr weaks is preferred, as well as guaranteeing the 2hko on offensive chomp and pressuring gliscor.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-894490
https://replay.pokemonshowdown.com/gen7ou-2481499123-im34tvqww1xu1k5hhggyw5r7g9tuv6wpw
https://replay.pokemonshowdown.com/gen7ou-2497277641-fhs9y77djysjvtvew9gcow0h9yu4bpxpw

:zeraora::gyarados-mega::landorus-therian::tapu koko::magearna::kommo-o:
buznormalzera+bdkommo: Zera is largely outclassed by koko and thundt as offensive elecs, but occupies a speed tier that outspeeds everything unboosted bar zam and can threaten on the physical side of the spectrum. It’s basically a cracked out electivire, so I thought it was optimal to pair it with its best partner in gyara to form the extremely potent zeragyara combo. Koko is a more support based screens setter with safeguard to protect both of them from status, allowing them to forgo sub or taunt for coverage. Kommo I dislike as a dder since I think its largely outclassed by dnite (and also the fact that clangorous shitblaze is complete fairy bait), but bd is the one exception since it covers the majority of the meta without 4mss and is viable to set up under screens.

evs: Zera is adamant in order to secure certain ranges, notably to ohko gliscor and lati at +2 and zardx at +1 with z, with enough speed to outspeed gren. Gyara only has enough speed to outspeed lop at +1, as the slight bulk allows it to avoid the 3hko from clef moonblast and 2hko from uninvested serp leaf storm unmegad. Lando is adamant life orb to surprise 2hko chansey, clef, and sciz while ohkoing gear and spdef pex with eq. Hp ice also 2hkos opposing lando and gliscor to chip for zera, with boom threatening major damage or a kill on the way out. Kommo is max atk in order to have higher odds at ohkoing clef at +6 with thunder punch under terrain.

threats: cosmic power clef, ice punch lop, helmet tang

edits: Zera can go special with cm, tbolt, hpice, focus blast with z fight, but is largely outclassed by np thund. Lando can also go jolly sash with sr, imprison, rock tomb, explosion to more reliably deter sr, but trading major damage for sr is preferred with no immediate offensive threat since koko is passive. Also them getting up sr means they are less inclined to defog screens away, lest they remove their own hazards. Taunt>safeguard can also be used on koko to deter opposing set up and hazards, but makes it precarious to pivot into set up sweepers while they’re taunted and loses insurance against status.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-884640
https://replay.pokemonshowdown.com/gen7ou-2355660513-cdqiwpcn63myj6dn5sr8hunl41f5vo6pw
https://replay.pokemonshowdown.com/gen7ou-2496931869-gbwod1u0ye3jnn9pxnbxeorg3fwn4cqpw
 
:kyurem-black::tapu koko::hawlucha::magearna::gyarados-mega::landorus-therian:
zicekyub+specskoko: It was actually originally my team that inspired the modern day xtra ho that features koko+medi, but I still fancy gyara for this build since it gives the team double intimidate for easier entry points, a ton of valuable resistance and immunities, and is more consistent into weather and fat. Context was I went 55-1 (one loss was to disconnect) with this on ladder before winning my ost finals game with it which popularized this archetype, so yes I will take credit since it’s a bit special to me. There isn’t much to say about this structure that isn’t abundantly known already, but the combination of kyub, koko, and lucha cover each other extremely well offensively making them pretty much unwallable. Gear and lando serve as defensive backbones with lucha and gyara as lategame win conditions.

evs: Kyub has enough bulk for 101 subs and speed to creep +spe hoopa. Lucha only has enough speed to outspeed scarf gren and +2 jolly gyara after unburden, as gyara and lando can deal with jolly sand exca. Gear has 6 spe ivs to underspeed steela to slow volt vs it to prevent something else taking leech seed. Gyara can afford adamant since yache lando, kyub, and av gear deter weav, koko, and lop, with enough speed to outspeed gren at +1.

threats: sd sciz

edits: Kyub can go jolly>adamant for insurance against +spe lele, kyub, exca, and lando, but makes it weaker into fat. It can also drop sub for earth power, but makes the team worse into chansey since there is no medi to pressure it. Roost>encore can be used on lucha for longevity, but fast encore is ideal to invalidate opposing threats and opportunistically get a free sd. Fire blast>sub can be used on gyara to snipe kart and 2hko skarm and sciz, but sub is less situational to take advantage of steela, pex, cress, and bro. Gyara can afford to go crunchless since kyub and lucha take advantage of grass types. Koko is hp fire>hp ice to bait ferro for gyara, while lando is hp ice to bait opposing lando for koko and lucha.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-437868
https://replay.pokemonshowdown.com/gen7ou-2507094913
https://replay.pokemonshowdown.com/gen7ou-2509230049

:alakazam-mega::tapu lele::hawlucha::magearna::kyurem-black::landorus-therian:
cmzamag+zpsychlele: I’m unsure who made this team, but I’ve seen it pop up on ladder and tour occasionally with lucha sometimes being replaced for either gren or kart. I prefer lucha though since it role compresses speed control and can also threaten a sweep. Psyspam teams tend to forgo having useful defensive resistances in favor of immediate offensive prowess, which means that you have to trade effectively before your own defensively flawed team gives way. Even so, this playstyle isn’t my cup of tea due to an overreliance on focus miss, but if consistency is less of a concern then it’s a strong choice to consider for one offs.

evs: Lele has enough bulk to survive three seismic tosses from chansey. Av kyub has enough bulk to not get 3hkod by specs gren dark pulse, as well as survive modest specs lele moonblast, +3 z mana in rain, +1 z volc, band tini vcreate, and z fight from hoopa and thundt. It has enough atk to likely 2hko chansey with outrage, enough speed to creep cress, rotom and sr megatar, with the rest to buff its spatk. Lucha is a bit faster to creep opposing lucha and jolly exca in sand, as the spdef boost from the seed allows it to forgo bulk to tank a hit from clef/fini.

threats: blace, zardy, band kart, rachi

edits: There are other versions of this team but to better explain my edit, specs or cm lele is typically seen on this structure, but being choice locked is not ideal for a team that doesn’t have much switch ins to anything and is punishable whatever you lock yourself into. Lele is strong enough with z to not need to commit to a cm, as taunt lets it stallbreak much easier and avoid status. Since lele is z to make it more threatening, kyub can’t be so adopting av allows it to play offense on defense, which would be redundant with av gear so gear is cm to help weaken the opposition for the lategame zam sweep, with custap to serve as emergency speed control since only zam and lucha serve as fast revenge killers. Knock off is needed on lando to threaten steela and cress especially, but if that is manageable then defog can be considered. An alternate version I would consider is encore/taunt>cm on zam, twisted spoon>z on lele, roost>encore on lucha, av or utility>cm on gear, and z hone claws>av on kyub.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-849606
https://replay.pokemonshowdown.com/gen7ou-2508153554-407r9wv8kp3b7qplm04hj6uejqe1rvvpw
https://replay.pokemonshowdown.com/gen7ou-2254723292-qotrrw20i7sb4dwa1njqsbm0m4jtcs9pw

:aggron-mega::clefable::gastrodon::buzzwole::tornadus-therian::tyranitar:
aoaggron+scarfbuzz: A slight optimization of eo’s aggron team. I usually don’t like using tar without exca, but it forms a pretty potent nonpassive defensive core between it and aggron, with aggron to deal with physical attackers and av tar special. The biggest issue that the two share are that they are ground and fighting bait, which torn and clef sort of help out with but are already stretched too thin. Bro was the original slot to deal with it, but the team was already way too slow and also compounded a further grass weakness with gastro and tar. Scarf buzzwole of all things somehow solves all those issues, giving the team proper speed control and posing a decent offensive threat. Being able to forgo roost and bulk up lets it threaten a lot more things it normally couldn’t with a scarf, in part due to its good natural bulk and wish support from clef. Pretty novel team and I’m happy to have inspired others to partake in offensive aggron.

evs: Aggron has enough speed to creep steela to threaten with fire punch. Buzzwole is max atk and speed with adamant to hit as hard as possible, as it’s fast enough to outspeed weav.

threats: zen headbutt medi, z fight lele, gyara

edits: Stone edge>thunder punch can be used on buzzwole to threaten the ohko on zardy, thundt, and offensive torn, but thunder punch is better insurance into gyara and peli and lets it threaten fini and pex a bit hardert. Torn I always go taunt if the team is tspikes susceptible and doesn’t have good ways to proactively threaten pex.

replays: https://replay.pokemonshowdown.com/gen7ou-2344563901-vikyy4hp3goracbmy9uei86dprja2uwpw
https://replay.pokemonshowdown.com/gen7ou-2497485173-rft60xey2c0262ar7wtti61555tq6mypw
https://replay.pokemonshowdown.com/gen7ou-2506384769-31v7gqvam2a7ip5xd0y2gkolo40beixpw

:lopunny-mega::reuniclus::magearna::toxapex::gliscor::mandibuzz:
encorelop+cmzpsychreuni: Another modification featuring empo’s reuni+lop team. His original had skarm+chansey, but I found that to be way too passive on top of its other members. Instead I have utility gear and mandi to patch up the egregious psyspam weakness, while also providing a slow volturn core to bring in lop much safer. I dislike pup+encore lop since dropping fake out means no safe mega and free chip, but encore by itself on a fast mon serves as excellent utility. Lop is probably the best mon at disrupting offense outright, which pairs well with reuni as it dismantles fat. As for mandi, it’s sort of similar to hydra defensively since they are both levitating darks, but is able to blanket check most physical attackers with foul play, while also deterring most ground, psychic, and grass types in the tier. I suppose I have to credit omari p for pioneering this devil bird, truly a visionary ahead of his time.

evs: Lop has enough speed to outspeed ashgren and modest zam, with some bulk to guarantee live +1 waterfall from mgyara. Reuni can afford to greed max defense and not speed creep for pex since gear can twave it. Mandi has enough bulk to live +2 flare blitz from zardx.

threats: hera, z zap, specs/lo koko, tauntcelebrate tini

edits: Quick attack>encore on lop works, but I prefer double prio lop to be adamant and this team needs jolly to outspeed jolly megatar at +1 and koko. Focus blast>energy ball on reuni with z fight to cover steel and darks, but the rain and stall mu would be much worse. You can go acid armor reuni with tspikes>haze and heart swap>twave on gear, but the free turns from paralysis support gives reuni better odds at sweeping than being crit bait and walled by darks.

replays: https://replay.pokemonshowdown.com/gen7ou-2346090168
https://replay.pokemonshowdown.com/gen7ou-2379520922?p2
https://replay.pokemonshowdown.com/gen7ou-2491194284-4pcmt0w05xhjyy172liiq3pwol5566vpw

:zapdos::chansey::sableye-mega::tapu bulu::arcanine::gliscor:
zeleczap+fatarc: Hard stall is pretty bad since there are way too many threats to cover for in SM, but arcanine carves out a distinct niche in being able to blanket check some very scary threats in sd zardx, hone claws kyub, sd kart, cm split gear, and sd maw. Scarf bulu is a decent partner serving as speed control to cover water and grounds, as well as giving passive terrain recovery for longevity. Zap serves as much needed offensive pressure, being able to revenge major threats in hera, lele, and mana. I respect people who can play agro stall to the same standard I do (especially with no dug), but it’s the playstyle that is the hardest to master since you’re usually incentivized to go with a reactive and defensive approach, as pulling aggressive double switches with chansey as an offensive threat may leave your opponent thinking you're a complete crackhead or that much of a god gamer.

evs: Arcanine has enough bulk to not get 2hkod by band hyperspace fury from hoopa after intimidate.

threats: megatar, sub blace, sub zardx

edits: None that I would consider but to explain some movesets, chansey is skill swap to deal with cm reuni, clef, sd gliscor, and subseed serp. Zap is pressure over static since the team’s main way to make progress is through toxic and burn, and it’s still helpful to stall out serp leaf storm. Arcanine has protect for passive recovery, scouting, toxic stalling, and also as a way to burn z moves that try to break through it after boosting.

replays: https://replay.pokemonshowdown.com/gen7ou-2504623546
https://replay.pokemonshowdown.com/gen7ou-2354202508-28rnw1jib75xg692nasniecm0vq2ou7pw
https://replay.pokemonshowdown.com/gen7ou-2504633481-ylswy48rc7ts372dx8cbhivhw3ygua3pw

:sableye-mega::magearna::alomomola::dragonite::zapdos::excadrill:
scarfgear+bossnite: Credits to zaza for popularizing dnite on stall. Dnite has a very interesting defensive profile that lets it check a ton of things on fat, while also serving as a decent win condition in and of itself. I didn’t like pairing it with chansey however, as it was redundant defensively since they checked similar things for the most part. Alo surprisingly has amazing defensive synergy with it, as it can check physical water and fires while dnite special. Gear and exca perform as utility steels to heal status and manage hazards, while also not being passive and deterring fairies for sab and dnite.

evs: I made dnite more offensive in order to break easier since wish pass from alo can compensate for its lack of bulk. It has enough speed to outspeed chomp at +1, with the attack notably 2hkoing clef, reuni, and sciz (after sr) with +2 eq. It can still kill lati with +2 ice punch after two rounds of sr so outspeeding it at +1 isn’t as necessary. Zap can greed modest to outspeed neutral speed lele and kyub since gear and exca can pressure them, especially since it isn’t hp ice to snipe jolly lando. Scarf gear can outspeed max speed torn but not gren, so be careful to not let it take too many specs dark pulses.
threats: sub mgyara/tar/zardx

edits: Timid hp ice>hp grass can be used to more proactively pressure gliscor and lando, but leaves you more susceptible to gastrotoad. Dnite can go a more bulkier spread that is more physdef or speedier, but I prefer hitting as hard as possible off rip.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-850282
https://replay.pokemonshowdown.com/gen7ou-2374628441-1wlj6sd2llnw9rnidntvp9j2yjb73wmpw?p2
https://replay.pokemonshowdown.com/gen7ou-2410210284-ldkimkhrxi6cl36hgh5gn1utvumxcoapw

:aggron-mega::dragonite::clefable::tornadus-therian::alomomola::excadrill:
sashmcoatalo+zdragonite: This one is adapted from an old ORAS team made by haishera. Dnite and aggron have very solid offensive and defensive synergy, with z dragon baiting bulky waters and electrics while aggron eats up fairy and opposing steels for breakfast. The rest of the members perform supporting roles in cleric, hazard, and wish passing to enable these two threats. Since the team is stretched thin in order to role compress better, alo is sash+mirror coat to eliminate dangerous spatkers such as specs lele, tg mana, and np thundt. Definitely one of my favorites, as this is probably my best team capable of fighting offense through defense.

evs: Aggron has a bit more speed to creep paralyzed neutral speed lele and kyub, while clef plus speed. Alo can afford to go more physdef instead of spdef to better take advantage of mirror coat since focus sash lets it live any one hit.

threats: helmet skarm, toxic mana, sub zardx

edits: None that I would consider.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-893345
https://replay.pokemonshowdown.com/gen7ou-2486621747-ew3jnskfo0cfeku15cu38uu1pxbgn03pw
https://replay.pokemonshowdown.com/gen7ou-2498890534-qso3l3d162k9ygeh5is9lvujrm5ocy6pw

:cresselia::suicune::victini::dragonite::diancie-mega::excadrill:
vincune+subddflynite: My original masterpiece adapted from ORAS which pioneered lunar dance cress and vincune. The concept of the team is to cripple your opponent with trick+scarf and status so that cune and dnite can easily set up, with lunar dance giving them an extra life after sufficiently pp stalling them out. Cress and tini are speed control so that the team can play offense, with dia and exca to deter hazards for the sr weaks. This team is my magnum opus, and is also very unique in that it rewards patient gameplay and long-term planning. This is antithetical to most SM teams where you click the funny z move button and abuse field/weather boosted moves to get your immediate dopamine fix, thereby making it my hardest team to pilot so I would only recommend this to fairly skilled players and degenerate gamers.

evs: Since scarf tini already outspeeds zam, +1 gyara, and +1 dnite, cress doesn’t need to go max speed to cover those so it can afford to invest in some bulk. Cune creeps modest lele and adamant kyub. Tini outspeed adamant pert in rain and plus speed lele and kyub after vcreate. Dnite is my usual spread, as it allows it to ohko clef and spdef pex with +1 z.

threats: your own misplays

edits: None that I would consider, but things to keep in mind when using this team: whether to cripple with trick or preserve speed control, whether to gambit with tini to trade early or save it for a later threat, what to status, pp and health management on cune and dnite, who to use to soften the opposition up first, optimal move usage when setting up between sub/protect/cm/dd/roost, and when to rip lunar dance/z move.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-838553?p2
https://replay.pokemonshowdown.com/gen7ou-2342403721-ss7cn5sdb2adge8n9g0hmrqm52d8v8dpw
https://replay.pokemonshowdown.com/gen7ou-2355839152-7id2jfckjpp3gvls434wv75e88svd43pw

:latias::magnezone::tapu bulu::heatran::greninja::landorus-therian:
analzsteelzone+bandbulu: Zone shares a lot of similarities with gear as a steel, but distinguishes itself with its ability to trap specific steels. I wanted to explore its potential beyond that niche, as analytic with z steel and hp grass allows it to hit everything in the tier hard aside from spdef exca, ferro, and chansey (the two former should be scared of hp fire and the latter you can still volt chip it). Bulu is a natural partner to insulate zone from eq, grant it passive recovery, and buff its hp grass. Ash gren pairs well with zone as they are two special attackers capable of beating special walls via momentum and spikes. Credits to BKC as well for enlightening me on the beast that is modest gren, boosting its water shurikens and dark pulses to dangerous heights and allowing it to more practically slot surf>hydro pump (though I would only consider it if I had something else that could outspeed and threaten kart).

evs: Zone has enough speed to underspeed venu to threaten it with analytic boosted flash cannon, with max sp atk allowing it to notably ohko spdef gliscor and rain pert. Bulu is max speed jolly since it still gets most of the same ranges as adamant, but trades a bit of bulk for the ability to outspeed standard mana in rain, fat lando, zap, and kyub and lele that greed bulk. Modest gren is outsped by blace, keld, kart, dia, lati, serp, torn, and opposing gren but the rest of the team can handle those for the most part.

threats: eq gyara, diancie, lo volc

edits: Sub>volt switch on zone for safer z move usage and to sit on ferro, but allows chansey, spdef tran, and zardx to get easier entry vs it. Bulu can go bulkier with adamant>jolly, but outspeeding the mons mentioned earlier is ideal. Bulu can also go spdef sd>choice band to more easily switch into certain mons, but hitting hard off the bat exerts more pressure than defensively switching in to check stuff. Gren can be the scarfer, lando the rocker, and tran magma storm+earth power, but analytic zone+specs gren is a better progress maker than tran.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-876873
https://replay.pokemonshowdown.com/smogtours-gen7ou-885848
https://replay.pokemonshowdown.com/gen7ou-2352702205-dki100ka7yy6ep2a1ft08fgyc1gogj7pw

:charizard-mega-y::tapu koko::xurkitree::magearna::kommo-o::landorus-therian:
scarfxurk+zeleckoko: I was trying to crack the code on xurk and found that tail glow on it was overkill, so I figured scarf would let it get away with a hit and run playstyle while threatening mons that would normally outspeed and kill it. Fun fact, modest scarf xurk is actually faster than timid and stronger than modest koko in terrain, but I figured pairing the two together would be ideal in the sense that they are two fast offensive electrics that can outspeed and threaten the entire tier with their coverage. Koko is physical to more proactively threaten special walls for xurk, while it does the same but for physical walls. Zardy pairs well with elec spam, since they can proactively threaten its counters in pex, lati, and chansey while it covers for grass types.

evs: Koko can afford to greed adamant as it is only outsped by scarfzone, torn, gren, weav, and opposing koko which koko itself or its teammates can deal with.
threats: camel, dd roost nite, latios, psychic volc, celebrate tini

edits: To explain some movesets, xurk has energy ball which threatens the ohko on all water grounds and dia, dazzling gleam lets it ohko medi, weav, and kommo, as well as 2hko latias, kyub, and chomp, and hp fire one shots exca, ferro, and zone under sun. Gear is heart swap mainly for cm lati. Kommo is eq+flamethrower to more proactively threaten tran and ferro, while still being able to break sub from volc and blace. Hp ice>hp fire on xurk to threaten the ohko on gliscor, but leaves you walled by walled by spdef ferro and exca.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-885464?p2
https://replay.pokemonshowdown.com/gen7ou-2348100415-wtn8tsw64r0fdsac3r7x8b4f04r1dd4pw?p2
https://replay.pokemonshowdown.com/gen7ou-2382382913-thayx9bnn8it2c5b5vdmrgvaxk962f5pw?p2

:rotom-wash::greninja::scizor-mega::kommo-o::gliscor::clefable:
suitsciz+sdscor: Inspired by an old abr team, though his original version had zone and ditto over clef and gren. I really liked the idea of offensive pursuit sciz paired with rotom and sd gliscor, as those two notably bait bro, torn, kart, and lati for sciz to easily take advantage of and trap (rotom volt into sciz pursuit can kill the two former). The clef set I’m also fond of, as twave+knock off allows it to 1v1 steela with helmet for gliscor, as well as just being a great progress maker. Scarf gren provides the team much needed speed control and a psychic immunity to deter psyspam.

evs: Sciz is evd to be more offensive to take advantage of pursuit, as it has just enough spdef to not get 2hkod by timid zam focus blast.

threats: rain mana if it outspeeds rotom, subseed serp, cc pinsir, sub zardx

edits: Roar>protect/toxic on kommo to phaze certain threats, but scouting moves, accruing lefties, and toxic stalling is ideal for a team with somewhat frail defensive pieces that lack immediate offensive presence. Toxic is also ideal to make progress vs notably rotom and zap, as well as other miscellaneous targets.

replays: https://replay.pokemonshowdown.com/gen7ou-2482899878-1ggsrr4lnbm031aks4vn9knsiwr091spw?p2
https://replay.pokemonshowdown.com/gen7ou-2506372893-66190ktq5s65cf2bw1pv5mbuap04e2fpw
https://replay.pokemonshowdown.com/gen7ou-2501280141-pcvvqjj7r1rth3cvsyqxxwm2ujk1rk7pw

:greninja::scizor-mega::kommo-o::slowbro::gliscor::heatran:
sdsciz+scarftran: Revision of an old askov team that I thought looked neat (his original team had binding band tran with bulu>bro if you were wondering). Scarftran hits a nifty speed tier that lets it get the jump on lop, as its respectable blend of power and coverage allow it to revenge kill a good chunk of the metagame. Sd sciz is a backup steel to cover for psyspam since tran is offensive, with modest ash gren and z bro to fulfill speed control and wall breaking duties. Gliscor serves as a solid defensive pivot to bring in the rest of the threats, while trolling special walls like pex and chansey that would annoy the rest of the members.

evs: Gren can afford modest since scarf tran can revenge kart, dia, and serp. Sciz can afford a more offensive spread since gliscor, bro, and kommo have strong defensive synergy to pivot in and check what bulky sciz would need to. Tran needs timid to outspeed lop, but is still favored to ohko koko and medi with overheat.

threats: z zap, cm koko, dd roost nite

edits: None that I would consider but to explain some sets, kommo is dragon tail>roar to phaze sub or taunt mgyara (it breaks the sub unmegad but not after mega, but forcing mega makes it weak to drain punch), while still being able to deal with subqd volc. You lose out on removing sub serp, keld, and cune, but sciz can break cune’s sub with knock off and remove its lefties, bro can future sight to pressure keld, and gliscor can slow uturn to break serp’s sub into tran to revenge kill. Sciz is also capable of beating phys def pex at +6 even if scald burns assuming no haze, but flinching it down with gren dark pulse or dispatching it with z bro is preferred.

replays: https://replay.pokemonshowdown.com/gen7ou-2508188370?p2
https://replay.pokemonshowdown.com/gen7ou-2494539878-j2ad2hh7ftm0hm9jtx0umi5fdy88nljpw?p2
https://replay.pokemonshowdown.com/gen7ou-2504733173-wu4iq80fpq0x1pu2rrp987lv078mcy3pw

:magearna::latios::kommo-o::slowbro::gliscor::magnezone:
cmsplitgear+megalatios: I believe this general structure was first popularized by abr, which has inspired various editions of it over the years. The original team had defog latias and sd gliscor, but this is one of the few instances where latios can be justified, as kommo and bro are able to check a lot of things that latias would. Latios provides much needed offensive pressure, and serves as a strong win condition alongside stallbreaker gear paired with zone to trap sciz and ferro. This means sd gliscor is not necessary to break and can fulfill defog duties, which it does a much better job at than latias.

evs: Everything is standard.

threats: sub/taunt mgyara, suicune, cm koko, subcm/refresh lati, sub mence/dnite/zardx

edits: Dragon tail>protect on kommo to more safely deal with mgyara and sub qd volc, but toxic stalling, longevity, and scouting is preferred for this team. Gliscor’s knock off can break volc’s sub and remove lefties, while forcing mega from gyara from teammates lets kommo deal with it easier. Tbolt>twave on magnezone to more proactively threaten cune and mana, but twave is necessary to neutralize serp and give better odds for gear to win opposing cm wars between reuni, gear, and clef.

replays: https://replay.pokemonshowdown.com/gen7ou-2346733440
https://replay.pokemonshowdown.com/gen7ou-2481051652-vuv4ncfe1veeortwwee4s10401mk7dkpw
https://replay.pokemonshowdown.com/gen7ou-2374552820-kcg0me9xlffn00h64vmc70697gnshi1pw

:tyranitar-mega::excadrill::kommo-o::slowbro::ferrothorn::tornadus-therian:
subddtar+scarfexca: A renewal of one of my ost finals teams which had av tar, megabro, and sub volcanion over spdef kommo. This version plays more aggressively with hazard spam to set up for the late game dd megatar or scarf exca sweep, with z bro and torn to make initial progress. Since there is no av tar or steela on this sand team, exca is forced to be scarf in order to threaten zam so that it can’t revenge kill with trace. Scarf sand force exca hits decently hard and still revenges +1 kommo, gyara, and dnite, while also easing pressure off tar from having to switch in to set up sand. Also credits to cbb for pioneering sub on dd megatar (also on sd flame charge zardx, he came up with that in oras before I figured it out), as coverage can be dropped if the rest of its teammates can cover for what it forgoes.

evs: Bro is max sp atk because it has ice beam, which gives it much higher odds at ohkoing gliscor.

threats: hera, bd azu, lo clef, z fight lele

edits: To explain some movesets, kommo has flamethrower in order to threaten bulu, sciz, and ferro more proactively, with roar to phaze sub serp and volc. Scarf exca and ferro can deter gyara so dragon tail isn’t necessary. It’s also overcoat to not get chipped by sand, as z bro and scarf drill can revenge kill zclang kommo. Torn needs taunt to stifle tspikes from pex and uturn to safely bring in its teammates (especially since exca and bro are offensive), so ferro has to be knock off which can make progress vs opposing ferro and tran. Ferro is also iapapa>lefties to fare better health wise after dealing with kyub and bulu, while also giving more opportunities to set up spikes. Fire punch+stone edge>crunch+eq on megatar, but I prefer the consistency of crunch over stone miss (honestly is user preference, you pick and choose what you’re walled by and who to prioritize to chip down).

replays: https://replay.pokemonshowdown.com/gen7ou-2490707015-e70ybj40vvr1xdf6e40gte2q1pb6n83pw
https://replay.pokemonshowdown.com/gen7ou-2495025036-em9h390fm12j9h2csmrd4yylkhi8yebpw?p2
https://replay.pokemonshowdown.com/gen7ou-2488269879-5sd2f6omuhchumq5p95inqjfg3wj1c1pw?p2

:venusaur-mega::celesteela::kommo-o::slowbro::tapu koko::landorus-therian:
npvenu+zeleckoko: Retreading another one of my ost finals teams featuring venu with z koko. This time I wanted to go more offensive, as I’ve found that defensive venu is for the most part outclassed by amoong as a poison grass. Nature power under electric terrain allows it to 2hko spdef pex and steela, while also being able to ohko torn and zardy and not be completely walled by tran. Bro pairs well with it, as it notably is able to check medi that carry zen headbutt while venu deals with thunder punch variants. Steela is a typical partner for it as they cover each other's weaknesses, while also dealing with steels since venu drops hp fire.

evs: Venu is max spatk to hit as hard as possible, 2hkoing and ohkoing the targets mentioned before as well as outdamaging gliscor trying to roost on it.

threats: kyub, reuni, subcm lati

edits: To explain some movesets, kommo can afford to drop toxic since elecs are free entry points for venu and koko. Bro is flamethrower to more proactively deter ferro for venu and koko. Stone edge>knock off on lando to notably hit gyara, but burning its z move means kommo can phaze it with protect to block bounce. Koko can go cm z fairy over physical wild charge to cover dragons better, but leaves you prone to cm reuni/gear (unless you preemptively set up), spdef tran, and toxic chansey, as well as losing the ability to pivot with uturn. More speed can be run on venu to creep rotom, but it needs all the bulk it can get since its offensive.

replays: https://replay.pokemonshowdown.com/gen7ou-2389475660
https://replay.pokemonshowdown.com/gen7ou-2507132036-esh3sfewor6bghj3yvdufoyk7ud58ljpw
https://replay.pokemonshowdown.com/gen7ou-2501231277-vu0v1iwp6bbqkelpwqh0q94gh1twafdpw

:alakazam-mega::tapu lele::kommo-o::slowbro::heatran::landorus-therian:
specslele+encorezam: I don’t know who made the original six with serp>bro, but I felt z bro was better to slot since it was a much sturdier water/ground resist, the team didn’t need more speed control, and it also benefitted from psychic terrain. This is probably the most well rounded interpretation of psyspam I can come up with, as these members are able to cover each other both offensively and defensively, which is a tall order on bulky offense when wasting two team slots on mons that have almost no defensive profile. Even so, modest zam and lele hit like a nuclear warhead, with stallbreaker tran to take advantage of the few steels that dare switch into them. Encore on zam is also neat to disrupt recovery and set up, giving it easier entry points as well as free turns to do zam things.

evs: Going modest on zam loses out on blace, keld, kart, dia, lati, serp, scarfzone, and torn that aren’t max speed pre mega. Post mega you are outsped by lop, scarf bulu, and +1 jolly dnite/gyara. The extra damage is worth not outspeeding them as the rest of the team can manage vs those targets, but be aware of those speed benchmarks nonetheless. Normally I go heavy spatk investment on z bro to ohko pex, zardx, and medi, but with the terrain boost bro can afford to greed max defense.

threats: psychic volc, hoopa

edits: Roar>protect on kommo to deal with sub serp and volc, but taunt tran and encore zam can handle them. Lele can afford to greed more bulk at the cost of speed or spatk, but hitting as hard as possible and potentially tieing other lele and kyub is usually worth more.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-887761
https://replay.pokemonshowdown.com/smogtours-gen7ou-890897
https://replay.pokemonshowdown.com/gen7ou-2451163964-8h7dfytbd18qjrr6logldan18eq3dv5pw?p2
 
:dragonite::diancie-mega::magnezone::victini::tapu fini::landorus-therian:
wpnite+subendia: My take on the dnite sample team, but with zone>ferro. Ferro is not only a huge momentum sap alongside fini, but setting up spikes is counterintuitive with two sr weak, as trading hazards is worse for you if they get sr (switching dia in to deter sr is not practical). Zone retains offensive momentum as well as eliminates skarm, sciz, steela, and ferro which annoys the rest of the team. Trap fini is a decent progress maker, with scarf tini serving as excellent utility with trick and trading with gambit. Sd lando forms a one two punch combo that softens the opposition, all to set up for dnite to sweep. Also shoutouts to lopunny kicks for coming up with the dnite set, great tusk coverage hits a lot in the tier and makes dnite less reliant on zone to get the trap off.

evs: Dnite has enough bulk to not get 2hkod by uninvested moonblast from clef/fini, survive jolly medi ice punch, and outspeed adamant exca in sand at +2. Dia guarantee survives a modest psychic from specs lele unmegad. Zone has enough bulk to not get 2hkod by modest psychic from specs lele and survives +2 sucker from maw, while underspeeding venu to get the slow volt vs it. Lando survives a jolly waterfall from -1 pert in rain and outspeeds jolly megatar.

threats: hp ice dia, z rotom, ice beam megabro

edits: Lum>weakness policy on dnite, but jolly dnite with no z move needs all the power it can get and positioning it to take a super effective hit isn’t too difficult. Iapapa>lefties on fini, but I prefer the passive recovery in the instance you fight a prolonged battle vs fatter teams. Defog>whirlpool on fini and sub/rp/uturn>defog on lando works, but offensive defog lando is more threatening to keep sr off compared to fini, and fini prefers trapping fat since dnite and tini are better at dealing with offense. Cm fini can work, but committing to a sweep with fini is ill advised given the amount of counterplay vs it, even with zone to trap ferro. Diamond storm+protect+explosion with max atk on dia to more reliably 2hko clef, pex, chansey, and gliscor, as well as ohko gastrotoad, but sub+endeavor has more favorable match ups into opposing hazard leads.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-883146?p2
https://replay.pokemonshowdown.com/gen7ou-2506101470-gv7nbc0ixjt52mrgpvt8putfac2w717pw
https://replay.pokemonshowdown.com/gen7ou-2349412065-676q7lpk2ltwrhtsnpg2brlexgloahspw

:volcarona::diancie-mega::kyurem-black::jirachi::tapu fini::landorus-therian:
lovolc+hwishrachi: Remake of will of fire’s volc+dia+kyub team. These three mons are able to pressure the majority of the tier by being very potent breakers that are extremely hard to switch into, especially since dia deters sr to back up these two threats. Misty terrain from fini seemed logical to block status, as it allows them to forgo sub in favor of coverage (also removing kyub’s dragon weakness). Healing wish support from rachi is that extra nail in the coffin to ensure that they get the job done after trading early.

evs: Dia has enough attack to 2hko chansey with endeavor+diamond storm from full hp. Kyub has enough bulk to survive a moonblast from offensive dia and uninvested fleur cannon from gear, with enough speed to creep jolly megatar. Fini is max speed to outspeed zam with a scarf, with enough bulk to survive a +2 acrobatics from lucha. Lando is -spe in order to not weaken it’s hp fire so that it can potentially 2hko sciz after helmet chip. Rachi is the usual spdef spread, but iapapa instead of lefties makes it so that modest hp fire from specs lele and shadow ball from zam are a 4hko instead of a 3hko, with the added benefit of bluffing scarf.

threats: sciz, cm koko, subcm lati

edits: Bug buzz>giga drain on volc covers tar and lati better, but means a slightly worse rain mu and makes it easier to stall out with lo recoil. Hp fire>earth power/moonblast on dia for ferro and sciz, but they’re free entry points for volc. Cm>defog on fini to serve as an extra win condition after expending trick, but the extra utility in defog eases pressure off dia and lando. Alternatively you can make rachi scarf, dia/lando sr, and fini utility.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-889752
https://replay.pokemonshowdown.com/gen7ou-2477100751-2yta19hhym08q79fx7rhjg5cp5txv56pw
https://replay.pokemonshowdown.com/gen7ou-2477081207-08mm3bsslfc0ja2ryc9qni3gke2x0n2pw?p2

:pelipper::swampert-mega::kyurem-black::magearna::tapu koko::landorus-therian:
scarfpeli+subpupert: I was trying to reinvent rain without torn, but found that torn was too important a stopgap in managing against the grass and fighting types in the tier. Slapping a scarf on peli solves that issue as it can revenge kill them with ease, while also not being a huge momentum sap when setting up rain. Av kyub serves as additional counterplay to water and grass types, while also posing a decent threat paired with specs koko. Sub+pup pert is able to set up and break past fat mons like chansey, clef, sciz, steela, and pex, which is necessary if forgoing a strong rain stallbreaker like mana or araq.

evs: Scarf peli can outspeed max speed torn but not gren. Pert is max hp so that its sub isn’t broken by chansey seismic toss, bro scald (out of rain), kommo drain punch, and latias ice beam. Going max attack isn’t necessary with pup to boost, and the extra bulk makes pert harder to take down. It has enough speed to outspeed +1 jolly gyara, as the rest of the team can manage against +1 kommo and scarf lando. Gear has enough speed to outspeed scarf lando, as the team can also deal with +1 base 100s. Koko can afford modest since av kyub and gear can deal with gren, torn, weav, and koko.

threats: dd nite, energy ball zam, spdef sd bulu

edits: Ice beam>defog on peli to threaten chomp and dnite, but is more situational than fast removal. Surf>scald on peli for more damage, but threatening burn on sciz and ferro is preferred. Sr/ice punch>sub on pert and knock off>sr on lando, but the team would lack counterplay against status. Gear can also go double dance with cm>ice beam and flash cannon>tbolt or z fairy with fleur cannon and aura sphere. If you do then kyub can go endeavor>iron head since gear is better insured vs fairies, but you lose the ability to antilead lele and dia, as well as 2hko clef. Koko can also go hp fire>grass knot to snipe ferro outside of rain if gear is cm z fairy since gear can power through gastrotoad.

replays: https://replay.pokemonshowdown.com/gen7ou-2482681607-tm400ewv3b3xudxpgo05jx2e29qcnq7pw?p2
https://replay.pokemonshowdown.com/gen7ou-2507690042-vrytmw0iwh72s4f10jycgk6je4kjkjipw?p2
https://replay.pokemonshowdown.com/gen7ou-2482751879-9n80wcc04udmynvuc0kuhnfd4972rygpw

:excadrill::charizard-mega-y::blacephalon::victini::azumarill::serperior:
subsplitblace+zcelebratetini: In an era filled with recycled teams and an equally uninspiring playerbase, endill has managed to reach goat status by slaying the titan empoor with straight fire. It’s very rare to see a team redefine an entire archetype in this day and age, so I thought it was worthwhile to optimize it further. My rendition goes completely ho, with the triple threat of fire spam to trade into opponents that try to greed sr. Adamant sd zardy hits harder than jolly zardx in sun, with the added benefit of weather advantage and breaking past special zardy counters in pex, chansey, and lati. I dislike sub+cm blace since it's too weak initially, and specs is prediction reliant and misses out on sub. Sub+split with lo fixes both of those problems, as mind blown gives blace a nuke option to trade and also synergizes well with pain split. Scarf serp provides much needed speed control, as well as paralyzing faster targets to set up for these two threats. Bd azu is a bit unorthodox on sun, but the defensive typing is integral as fini is too passive, can sweep opposing sand and rain, and has sub to stall out sun if necessary.

evs: Since azu is only knock off+aqua jet, it just has enough speed to creep chansey, steela, and paralyzed modest lele and adamant kyub, with enough hp to proc iapapa after sub+bd.

threats: lop, dd nite, pinsir, latios

edits: Modest>timid on blace to secure more comfortable damage ranges, but outspeeding plus speed lele, kyub, medi, zard, chomp, and pinsir is important (you can still bluff or paralyze them with serp but that’s a bit scuffed). Endill’s version with spdef exca, subseed serp, scarf tini, bulky defog zardy, perish trap azu, and sub+cm blace also works, but this team’s defensive structure is flawed and benefits more from going agro.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-855695?p2
https://replay.pokemonshowdown.com/gen7ou-2490120617-agwicnetjh44ium1qy4299l63oqckqlpw
https://replay.pokemonshowdown.com/gen7ou-2489643603-wkr1ju54trh6wb1i7aaged6wtwx8axjpw?p2

:smeargle::aerodactyl-mega::thundurus-therian::mimikyu::bisharp::serperior:
websmeargle+sdmimisharp: Despite this being my most fun team here (in my opinion at least), njnp webs featuring smeargle+mimi+bish is an early SM classic that has stood the test of time. Although smeargle faces competition with araq and bombee as a setter, it is superior in that it can reliably role compress both of their attributes in one mon (sash endeavor, nuzzle>stun spore, and spiky shield>shield dust while not being stifled by taunt). It also loves getting up webs vs magic bounce dia and sab, as giving bish +2 atk and serp +1 speed upon switchin is more lethal than webs on their side. It does lose to koko, mew, and exca lead, but aero, thundt, and taunt serp act as strong anti lead options against them. Mimi and bish deter spin and defog while also being threats with webs up. Thundt and serp boost on the special side and provide much needed defensive utility, with thundt notably walling hp ground ditto trying to reverse sweep and taunt+synthesis serp dismantling stall.

evs: Smeargle’s evs allow it to not get 2hkod by latias ice beam, and not get killed by uninvested magma storm+chip from tran and hurricane+helmet from torn, with enough speed to outspeed paralyzed scarf serp. Aero needs adamant in order to antilead koko to guarantee ko with eq. Thundt has enough bulk to not get 2hkod by rotom hydro pump and mew ice beam (you antilead lead mew with thundt and sweep at +6 if they greed sr), while undercreeping opposing thundt so you can outspeed and kill after with sub+salac. Bish has enough speed to outspeed dia if it’s at -1 from webs.

threats: sd sciz, encore lop

edits: Thundt can go more offensive with z elec or z fight and focus blast>sub and bish lo>z, but makes both of them much frailer and less likely to pull off a sweep into opposing offense. Taunt serp is able to weaken primary focus blast targets in chansey and ferro (sub can still block leech seed or toxic attempts), and the speed boost from salac allows thundt to threaten faster mons immune to webs like torn, lati, and scarf lando. Stone edge>fire fang on aero, but being able to threaten ferro and sciz is ideal.

replays: https://replay.pokemonshowdown.com/gen7ou-2385436750?p2
https://replay.pokemonshowdown.com/gen7ou-2498215077
https://replay.pokemonshowdown.com/gen7ou-2357864752-k8pkx8934u86armenpdxnq4t61hsjn4pw?p2

:hoopa-unbound::lopunny-mega::toxapex::heatran::landorus-therian::serperior:
npzfighthoopa+aoalop: The idea behind this team was me wanting to pair stallbreaker serp with np hoopa, as the two can soften special walls for each other while serp provides glare support to slow things down. Lop is a natural partner to deal with offense, with pex, tran, and lando as additional glue mons. I generally prefer np hoopa over band since it’s less prediction reliant and not as pursuit bait, with the added benefit of luring physical walls due to the possibility of band.

evs: Everything is standard.

threats: sub lucha, sub punch maw, sub mence/dnite

edits: Haze>baneful on pex and taunt+magma storm>lava plume+roar on tran, but makes the team worse into sub serp, cm clef, and medi, and the extra stallbreaking from tran is unnecessary with serp and hoopa. Serp can go subseed with glare, but makes it much frailer with no synthesis and would have trouble repeatedly switching into kart, bulu, pert, and dia.

replays: https://replay.pokemonshowdown.com/gen7ou-2497021907?p2
https://replay.pokemonshowdown.com/gen7ou-2473859816-p4lu115f7mb5iqwe874r4tp6q1j52dypw?p2
https://replay.pokemonshowdown.com/gen7ou-2507039441-sfijwq2468dwy3hxssmu8k6ivvhr9jxpw

:hoopa-unbound::lopunny-mega::garchomp::rotom-wash::magearna::tornadus-therian:
bandhoopa+hwishlop: This structure is taken from an older team made by finchinator that had fat chomp, scarf rotom, av gear, and helmet torn. I think it’s still a pretty solid core and am somewhat surprised it fell off. I don’t respect scarf rotom though, so twave rotom, fake out lop, and custap chomp function as speed control. This team’s main objective is to spam volturn in order to get band hoopa in safely, with healing wish lop to bring back any weakened threat.

evs: Hoopa has enough bulk to survive hjk from lucha, uturn from torn, moonblast from nonspecs lele, -1 defense power whip from ferro, and fleur cannon from uninvested gear, while avoiding the 2hko from eq latios.

threats: maw, sd sciz, z wc koko

edits: Gear can go support with twave+pain split, rotom bulky lefties, and torn z.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-892200
https://replay.pokemonshowdown.com/gen7ou-2505525634-ddn4n5xorl4ynx8t3umvgsw9cn3b5iipw?p2
https://replay.pokemonshowdown.com/gen7ou-2483439485-idq0kqu7jrd9axdkesjrvdgi6xj93bgpw

:tyranitar-mega::excadrill::keldeo::amoonguss::celesteela::tornadus-therian:
suitmegatar+subcmkeld: Pursuit tar with keld is textbook BW, and the same tried and true combo still manages to prevail in SM. Originally this team was adapted from an old ORAS team I made that had skarm>steela, though I am aware there is another version with pex>amoong. I still prefer amoong since it's better insurance against the grass and elecs that keld baits, while also being less passive by buying free turns with spore. Those free turns translate into pulling off easier traps with megatar or free set up with keld, forcing your opponent into an easy checkmate.

evs: Megatar just has enough speed to creep venu since toxic exca and amoong can chip down rotom, with enough bulk to survive modest focus blast from lele and gear.

threats: zardy, hera, sub lucha, zclang/sub bd kommo, bd azu

edits: Ice punch/stone edge>sr on tar and sr>toxic on exca, but being able to put threats like zap, gyara, lucha, and zard on a timer is crucial. Megatar is a much less sturdier rocker than exca since no recovery, but double removal plus pursuit with keld is a strong enough win condition to not need to make progress with your own hazards. Occa/black sludge/red card>payapa on amoong, but dropping payapa makes the team weaker to medi, lele, and z bro.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-856091
https://replay.pokemonshowdown.com/smogtours-gen7ou-882074?p2
https://replay.pokemonshowdown.com/gen7ou-2377414634-7x8verblh8cj9wl6eeubhxmluopn5d8pw

:pelipper::swampert-mega::manaphy::volcanion::magearna::tornadus-therian:
scarfvolcan+tgmana: Volcan has an interesting niche on rain as a mon that can role compress a way to deter opposing water and grass types, while still posing a decent offensive threat. Unfortunately it’s too slow to really do much into offense, so slapping a scarf fixes that problem. It also makes it a useful antilead into common mons against rain such as ferro, gear, zardy, medi, zrock lando, and dia since leading peli to set up rain is oftentimes a big momentum loss and extremely easy to take advantage of. Pert and gear are more support based sets with status to cripple sturdy water resists/immunes, as rain mana is strong enough by itself to win outright.

evs: Since pert is more of a support based set, it's more practical to be teched out in bulk than offense. It still has enough speed to outspeed scarf lando, while also being able to survive +2 hjk from lucha and rain boosted z hydro pump from offensive rotom. Mana has enough bulk to survive +1 thunder from latias, with enough speed to creep jolly megatar. Modest max speed volcan outspeeds serp, as going timid to outspeed weav, gren, and torn isn’t worth the drop in power, especially since defensive gear and volcan itself can stave them off.

threats: z rotom, giga drain volc, refreshcm lati

edits: Ice punch>toxic on pert and toxic>ice beam on mana, but if you do then pert should be evd more offensively. Pain split and lefties>energy ball and iapapa on gear is fine if mana can deal with gastro via toxic. Mana can also go max speed modest, but drastically cuts into its bulk and is unnecessary with twave gear.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-886631?p2
https://replay.pokemonshowdown.com/gen7ou-2374030221-71pl94tkdt03id9di5hlpgoel2ixco9pw
https://replay.pokemonshowdown.com/gen7ou-2343907126-5010g07f0xdt1ceqm40htikeciujyaapw?p2

:medicham-mega::tapu koko::gastrodon::skarmory::heatran::tornadus-therian:
pivotkoko+aoamedi: I’m not too big on medi on standard offense due to how inconsistent it plays, as I’ve beaten german enough times on ladder to know that it's complete cheeks. You’re forced to overpredict in order to stay ahead, and even then you’re still risking misses or your opponent outplaying you. Using it on a balanced structure is much more practical, as you have teammates to cover for medi’s lack of defensive profile and you aren’t as punished for making the obvious play (and you have more breathing room to do the opposite). The team itself isn’t too complicated, torn+koko form a fast offensive volturn core to bring in medi with skarm, gastro, and tran setting hazards and covering each other very well defensively.

evs: Medi needs adamant in order to 2hko clef under terrain with thunder punch. Koko only has enough speed for weav, as tieing with opposing koko is unnecessary with gastro.

threats: energy ball zam, giga drain volc, taunt mgyara

edits: Hjk>drain punch, but the team is bulky and has spikes so hjk isn’t necessary to get certain 2hkos/ohkos. The consistency and longevity of drain punch is preferred, as it makes medi harder to wear down and can freely attack into protect mons without second guessing itself.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-839067
https://replay.pokemonshowdown.com/smogtours-gen7ou-845445
https://replay.pokemonshowdown.com/smogtours-gen7ou-839508

:mamoswine::manectric-mega::magearna::toxapex::tangrowth::tornadus-therian:
zgroundmamo+megamane: Both mamo and mane are underrated mons that work surprisingly well together. Mamo is one of the best offensive rockers, being able to threaten opposing sr leads and deter every defogger (except rotom) with its dual stab combo, while mane is a fast offensive pivot that sports respectable coverage and utility in intimidate. Since mamo can take advantage of ground and dragons, mane is able to slot hp grass over ice to cover water grounds. The rest of the team is support based, spamming status and volturn to position these two as best as possible.

evs: Mane only has enough speed to outspeed modest zam and ash gren, as tieing with lop isn’t necessary since it can’t break triple regenerator. It’s also static>lightning rod to punish torn knock off/uturn, but mostly to ignore trace from zam before mega. Tang is max defense in order to survive +2 play rough from maw.

threats: zardx, bish, kyurem, zdig gren, tauntcelebrate tini

edits: Lefties>iapapa on gear, but the team can play offensive with volturn mane and mamo to make progress, so the short term recovery option is usually more valuable. Helmet>eject on torn, but swinging opposing momentum in your favor is better than the chip.

replays: https://replay.pokemonshowdown.com/gen7ou-2482892237-13lmn8l99saryjma4qas4se119eliwipw
https://replay.pokemonshowdown.com/gen7ou-2378190109-91nxq0661nrjwjkqdloyne9t8grds64pw
https://replay.pokemonshowdown.com/gen7ou-2347322362-lpeacyob26nxiquebt8yknlcj3cp41jpw

:muk-alola::kyurem::swampert-mega::toxapex::magearna::tornadus-therian:
subendkyurem+trapmuk: Base kyurem is an awkward mon to use over kyub, as it functions moreso as a pressure staller than an avid wallbreaker. Even with ice+ground coverage it still can’t break past fat (not like mamo), and being sr weak makes it harder to stall things out since it's forced to heal more often than not. Endeavor alleviates this issue, allowing kyurem to trade into anything (notably mana and chansey), as well as take advantage of its sr weakness for more potent endeavors. Block muk pairs nicely with it, as it can pp stall passive walls that would otherwise try to deal with kyurem by healing or switching nonstop. It’s also able to deter gliscor from switching in because it can’t risk its toxic orb getting knocked before activation, thereby allowing it to eliminate another defensive piece. Tank pert is an offbeat choice over the usual gastrotoad, but is much more bulkier on the defensive side so that it can deal with threats like tar, tini, zardx, maw, exca, and lando. Scarf gear is much needed speed control, while providing cleric support for the rest users.

evs: Muk has enough bulk to not get 2hkod by hyperspace fury from band hoopa and timid specs lele moonblast. Pert has enough speed to outspeed gren in rain, with the rest in defense to deal with the aforementioned threats. Kyurem has enough speed to creep megachomp, enough spatk to ohko zam, dia, zardx, lop, exca, and latias with z, enough defense to live dragon claw from zardx, and enough hp for 101 subs.

threats: eq m/gyara, dd nite

edits: Tspikes>baneful on pex, but the team makes progress via pp stalling and endeavor kyurem so the passive chip isn’t necessary. If you prefer that then you can make torn z and kyurem lefties/metronome with earth power>endeavor.

replays: https://replay.pokemonshowdown.com/gen7ou-2480953918-alwnpfvx3tfs2viecejtov1achckse9pw?p2
https://replay.pokemonshowdown.com/gen7ou-2497015026-6s1xtg35yvibuqm0g3k8i379t9oi1wypw?p2
https://replay.pokemonshowdown.com/gen7ou-2358694944-boj4tdnpuhi8yqyuhmfj2i00xr9ds1vpw

:magnezone::kyurem-black::swampert-mega::chansey::cresselia::tornadus-therian:
lokyub+scarfzone: A more conventional approach to trapping with zone to deal with kart, sciz, and ferro for lo kyub and fat pert. Lo kyub is a pretty scary wallbreaker, as it can 2hko pex, clef, chansey, and utility gear (av is 3hko) immediately without having to set up or burn a z move. Skill swap+toxic cress is another interesting choice, as it can negate mons such as maw, serp, thundt, chansey, gliscor, and cm clef/reuni while also not being forced to run ice beam for gliscor, as psychic lets it handle fighters in lucha, keld, and kommo better while serving as a more consistent attacking option. The team basically spams status and pressures sr users to bolster kyub, with a pretty sturdy defensive core to back it up.

evs: Chansey has some creep to outspeed max speed timid tran if it paralyzes it. Cress has enough bulk so that it isn’t 2hkod by specs moonblast from modest lele, timid shadow ball from zam after sr, fusion bolt+zice from naive kyub, specs tbolt from koko, zclang+clanging scales from rash kommo, adamant waterfall in rain from pert after sr, and flare blitz from zardx, while creeping daunt.

threats: np thundt, cb bulu, hera, trap fini/azu

edits: kyub can be zice and torn helmet, but would make kyub a liability after burning its z move. The sustained damage boost from lo is preferred for consistency since roost offsets the recoil. Wish>aroma/twave on chansey and toxic>rest on pert, but being insulated against status is better and dropping twave forgoes much needed speed control and makes chansey more passive.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-879284
https://replay.pokemonshowdown.com/gen7ou-2507151866
https://replay.pokemonshowdown.com/gen7ou-2504897157-4xhwpgm1t9jmsq9b3qsf4tk6c6i5q8gpw

:seismitoad::altaria-mega::heatran::serperior::cresselia::tornadus-therian:
clericalt+restseistran: Update of my amazing alolan golem team that had sd tang, bronzong, and physical eject torn. Unfortunately it was a little too mu fishy and admittedly very flawed, so I made it better by replacing them with actually viable mons. I dislike z tran since forgoing lefties makes it extremely easy to wear down, but rest gives it more opportunities to do significant damage after trading early. Serp is a backup stallbreaker that softens special walls and spreads paralysis to give tran an easier time. Alt is a pretty underrated mega that sports a unique defensive profile to let it blanket check a ton of scary threats in the tier, while also providing valuable cleric support to enable toad, tran, and cress. I’m not a fan of cm cress since dropping status makes it very passive, but is a set that can only be justified if you need a way to beat opposing cmers in clef, gear, reuni, latias, keld, lele, and zam.

evs: Tran has enough bulk to not get ohkod by focus blast from timid zardy and earth power from uninvested kyub, while also not getting 2hkod by knock off from band weav. It has enough speed to creep paralyzed scarf lando if altaria or serp manage to paralyze it.

threats: megatar, hoopa, pinsir

edits: Cress can go fsight+twave>cm+psyshock to be less passive against physical threats, but leaves you vulnerable to opposing cmers.

replays: https://replay.pokemonshowdown.com/gen7ou-2505505601-b2qw7lap5jhjxfak2h604llxo2oeomypw
https://replay.pokemonshowdown.com/gen7ou-2388193253-8lmvjqiatbh2yrengti12hg5mpsqmy2pw?p2
https://replay.pokemonshowdown.com/gen7ou-2507129056-n3s0ld0uljmqv8pm6dlwkq6escgolpgpw

:toxapex::seismitoad::magearna::medicham-mega::cresselia::tornadus-therian:
ttspex+hsgear: This is the result of many failed attempts at trying to make gallade work, only for me to always go back to medi (gallade is complete ass unfortunately). The theory behind this team is double bulky waters featuring pextoad to take advantage of bro, cress, and sab that wall medi, with volturn from gear and torn to bring it in safely. Cress provides some offensive/defensive utility with fsight and twave to give medi an easier time breaking.

evs: Fsight cress has the same ev spread as cm since it still survives the same things with lefties and can ohko gliscor with fsight+ice beam the turn it hits. It needs the spatk investment to do respectable damage with fsight, as it’s too weak otherwise.

threats: np thundt, z grass tran, sub mgyara/tar/zardx

edits: None that I would consider but to explain some sets, pex can afford to go toxic+tspikes since gear is heart swap to deal with cm reuni, clef, and lati. Medi has psycho cut>zen headbutt as a more consistent alternative that is 100% accurate and avoids contact from helmet/baneful/static/flame body. It needs adamant however to offset the loss in damage, but the team doesn’t require jolly as gear and cress can deal with kyub and lele.

replays: https://replay.pokemonshowdown.com/smogtours-gen7ou-886002
https://replay.pokemonshowdown.com/smogtours-gen7ou-893202
https://replay.pokemonshowdown.com/gen7ou-2497566329-058sceoe37e6npk4etbsnfjojj9ecdipw

:cresselia::toxapex::skarmory::latias::gliscor::chansey:
cmlatias+sdskarmscor: Slight tweak to samuel norton’s stall team. His has cm reuni over cress, but cress has much more utility/bulk, is still hazard insulated, and is less redundant with the team’s other win conditions. Skarm is sd in order to pressure common removal options like gliscor, torn, and exca, is much less passive than its standard set, and allows it to nuke and make progress against fat (credits to skypenguin for the set). It pairs decently with sd gliscor as they cover each other offensively with ground and flying stab. Cm latias is the team’s linchpin, posing a threat to most offensive teams that struggle to break past its bulk.

evs: Everything is standard.

threats: sub blace, hoopa, hone claws kyub, sub mgyara/tar/zardx

edits: None that I would consider but to explain some sets, skarm and pex can afford to drop whirlwind and haze since cress is bulky enough to cripple any boosting threat with skill swap+toxic. The team also has boosting threats to match or check opposing offense, so reactive defensive gameplay is not practical when piloting this.

replays: https://replay.pokemonshowdown.com/gen7ou-2380707335?p2
https://replay.pokemonshowdown.com/gen7ou-2481099949-7rdoqbu45qblojtqad91ugx135xj8i0pw?p2
https://replay.pokemonshowdown.com/gen7ou-2507122378-er2ps5txg1pt59jnasyy74ba44q98u9pw

:mawile-mega::garchomp::ferrothorn::keldeo-resolute::tornadus-therian::cresselia:
bandchomp+specskeld: Revamp of geniusx’s maw+cress team. His original had gren, but I liked the novelty of specs keld+fsight cress more since it lets it brute force past its usual counterplay in bulky water and grass types. Band chomp is another interesting fsight abuser, as I think it’s better than band dnite since it is sr resistant, hits a more useful speed tier, and has a complimentary secondary stab it can threaten with. It notably is able to 2hko clef, bro, and skarm (needs fsight chip), while also being able to ohko pex and gear without needing to set up. Sd maw cleans up after everything else has been softened, or can go in early to pave the way for another breaker.

evs: Maw just has enough speed to creep paralyzed neutral speed lele and kyub, with the rest put into attack and bulk.

threats: lo clef, mane, 3 atks zap, lum volc

edits: Scald>surf on keld to fish for burns, but not burning is generally preferred since spreading paralysis is better. Dragon claw/rush>stone edge on chomp to have an option to not lock into outrage, but you introduce static chance from zap and lose out on the ohko on fat torn. Another version that can be considered is sr+sd z chomp, spikes ferro, subcm keld, helmet torn, and 4 atks maw.

replays: https://replay.pokemonshowdown.com/gen7ou-2507449933
https://replay.pokemonshowdown.com/gen7ou-2508174746
https://replay.pokemonshowdown.com/gen7ou-2507504522-42yjycg57y1uo3f5cimgan5026hjnnnpw?p2

:salazzle::charizard-mega-x::magearna::rotom-wash::landorus-therian::cresselia:
sdzardx+subtoxlazzle: Lazzle has a distinct niche in being able to toxic defensive staples like tran and pex, while also threatening toxic immune mons in clef and gliscor offensively. Its speed tier is also noteworthy, getting the jump on serp and standard torn while also absorbing tspikes from pex. At first I tried pairing it with cune, but found that even if lazzle gets the toxic off it doesn’t actually help cune break past double regen fat. Sd zardx is used instead to more immediately capitalize without needing its support, though it very much appreciates lazzle’s fast utility to wear down its checks and counters. I’m not really a fan of the standard rotom, gear, and lando core seen on most heavy offense builds paired with miscellaneous breakers, as it’s too reliant on them to cover everything defensively. It works here though since double fire deals with opposing fires and grasses while cress patches up additional ground, psychic and fighting weaknesses. I also don't normally like scarf sr mons, but it works here as a way to role compress since defogging is a priority for zard. Toxic cress is nice here since double fires can proactively threaten steels, while gear provides cleric support to insulate zard and cress against status.

evs: Since zard is sd it doesn’t need to go max attack in order to break, as it just has enough attack to ohko clef and gliscor with +2 flare blitz as well as 2hko slowbro and physdef pex with +2 dragon claw. The speed benchmark for this team lets it outspeed modest lele and adamant kyub/mimikyu, with the rest put into bulk to allow it to set up easier.

threats: rain mana if it outspeeds rotom, sub/taunt mgyara, hp ground zardy

edits: Fleur cannon+pain split+lefties>flash cannon+energy ball+iapapa on gear, but makes the team weaker into water grounds. Lando can also go bulky with knock off>stone edge instead of scarf, but requires speed control via twave support from either gear or cress, which is counterintuitive with toxic spam. Flamethrower>hp ice on lazzle and ice beam>skill swap on cress can also work, but I prefer the benefits of skill swap and the faster hp ice to revenge chomp, lando, and gliscor.

replays: https://replay.pokemonshowdown.com/gen7ou-2484578016-a9u563xt0dgmd8hjdyjarc650x3ej0epw
https://replay.pokemonshowdown.com/gen7ou-2388287595-rfj8879ugm0j6fmb11eg8gdo6ocbrnxpw
https://replay.pokemonshowdown.com/gen7ou-2507020260-ofuylfbn05r3u12wq1tfy5353f8eguspw

:mantine::magearna::tornadus-therian::krookodile::charizard-mega-x::cresselia:
sdzardx+zfightorn: My personal spin on skypenguin’s zardx+cress team, though I took a page from my original sand semistall and slapped on mantine>toad. This alleviates a lot of pressure off torn to defog, as having that extra removal insurance to keep rocks off for zard is vital for this bulkier structure. Krook is an unconventional choice, but it fills the role of rocker and revenge killer fairly well. It separates itself from lando mostly by deterring psyspam with its dark typing and pursuit, and also being rocks resistant for more entry points. Torn is zfight mainly to keep tran and tar at bay, with cleric and fsight support from gear and cress to facilitate zard to break easier.

evs: Krook has enough bulk to survive neutral flare blitz from zardx and to not get 2hkod by -1 ice punch from jolly megatar. Zard is the same spread I use for sd+roost variants, but this team is more insured vs lele and kyub via gear, torn, and cress, so I opt for just enough speed for jolly megatar and an impish nature to make it more tankier.

threats: toxic mana, hera, sub mgyara

edits: Uturn>knock off on torn, but knocking lefties from fini, pex, and tran is ideal for zard. If you do then zard would need to go eq>dragon claw for insurance against them, which is less potent than sd+dual stab so toxic>sd lets it force progress while still retain necessary coverage (I’d probably ev it to be more offensive since no boosting).

replays: https://replay.pokemonshowdown.com/gen7ou-2373973961
https://replay.pokemonshowdown.com/gen7ou-2373962683-osl630w7q142cnolm184k10p7p6npcdpw?p2
https://replay.pokemonshowdown.com/gen7ou-2345213963-sunmqerpj5hwmblicns7u81a5xnbrg6pw?p2

:solosis::duosion::carbink::magearna::tapu lele::mew:
trendeavorspam+sgmag: I wasn’t going to include any inconsistent one-offs, but this one is too silly for me to not want to showcase. Needless to say, this team breaks all the conventional norms I personally abide by when building a team. Dedicated tr teams are pretty flawed due to their over-reliance on tr itself, as it isn’t particularly difficult to pivot around or stall out. The combination of FEAR endeavor+hail chip is capable of forcing trades, as the blobs can force progress by denying recovery with heal block+infestation. Hail is particularly fitting in that everything but magic guard and ice types aren’t immune to it, counteracts opposing weather, and is nice residual chip to set up for gear and lele to sweep. Gear is sg instead of tr so that it can still function inside of tr unboosted, while also more reliably sweeping in the end without having to rely on limited turn count. Scarf lele is vital to block priority that would circumvent sash endeavor, while also sweeping opposing offense when tr isn’t up.

evs: Mew and carbink have enough bulk to survive adamant z ice from kyub. Lele just has enough speed to creep scarf lando.

threats: anyone above 1700 in my experience
edits: None that I would consider.

replays: https://replay.pokemonshowdown.com/gen7ou-2508271395-p6d27l4j9x6kvm6w6e3l2ukc9wmxruupw
https://replay.pokemonshowdown.com/gen7ou-2351554621-9040ux0t97bsgk7k5x721p7odkyhnuepw?p2
https://replay.pokemonshowdown.com/gen7ou-2505412259-9sjcu4419mkll12195ve76hi2it8a9bpw

I’d say SM is in a relatively good place right now outside of one sore spot, manaphy. Rain has too many toys to work with compared to any other playstyle and this mon tilts the needle into broken territory. It literally is able to ohko everything at +3 with z water under rain and covers everything with choice of filler between ice beam, psychic, energy ball, and toxic (only things that guarantee live are av kyub, pyuku, and water immunes). Stellar bulk with only two weaknesses (not much can outspeed and one shot it), status immune, not sr weak, difficult to chip down because of rest and threatens tar and zardy trying to prevent it, and the fact that it can run more speed to deal with its supposed offensive counterplay means the amount of pressure it exerts in builder is probably the highest out of any mon. Counterpoint is that it requires setting up rain, has limited rain turns, and needs to spend a turn to tail glow to be a threat. True, but when it has other really oppressive partners in pert and gren to deal with offense then the opportunity cost is more than worth since they can very easily capitalize. Manaphy also doesn’t really provide any useful benefits to the tier as rain can still function without it. Honestly, I’d rather deal with mega meta, lando i, and blaziken since they have more offensive and defensive counterplay than manaphy in rain but I digress.

I’ve accomplished everything I wanted to in this generation so I’m pretty content to leave it here. I might come back and innovate again if there are any interesting metagame developments or if people are cooking heat, but I’d very much like to close this chapter in my life. I don’t think I’ll come back to play in tournaments either given my unhealthy attachment to this game, as I’d rather take a backseat and watch newer players make a name for themselves (though I do have to say ya’ll newer generation of SM players are not as sheist as you think you are, stop worrying about the sheet and instead bring the fucking heat, LMAO imagine not playing this game to have fun -armchair). I’ve yapped enough about mons to last a lifetime though so I guess I’ll do some shoutouts. I’ve lost touch with a lot of people here when I retired since real life was catching up to me, so hopefully my autistic ass doesn’t forget anyone important (if I did just let me know and I’ll add you lol).

aim, blunder, Blimax, ima, lax, Vert, Goobius Caesar: For reviving my enjoyment of the game and keeping me entertained, it’s been good for my mental. Subscribe to the agency goons \o/

blarghlfarghl, Ruffles, yjh971203, psychicmewtwo, Mob Barley, Meru, TJ, Hockey1, Roller K, @fritoh, Kustavan, honchkrow, Aurella, ez, PZZ, Fusien, Attribute, emforbes, Sjneider, shiloh, Zepherox, imsosorrylol, z0mOG, Valentine, Lavos, undisputed, Philip7086, US West: You guys are still going strong even after our 2019 peak, I was surprised and excited to see the new players do so well *o*

McMeghan, Bloo, mencemeat, Empo, ABR, Tesung: Players I admire that have had a pretty big influence on me in my competitive career. My personal goats B)

Eternal Spirit, Lusa, Santu, Giannis Antetokommo-o, Mana, MichaelderBeste2: Players who showed mastery playing and building in multiple tiers that have greatly impressed me (how the heck are you so good ;~;)

3d, pj, Separation, fade: Players who have surprised me with their level of growth, scary individuals :s

bruno: Probably the player I relate to the most. Someone who is very creative and yet a complete bundle of nerves (this pokemon shit do be stressful kek). Good luck with your vgc endeavors and I was partially inspired by you to do a post retirement dump too so yeah =)

sugarhigh: Day 1 homie, surprised to see you’re still around and still complete ass at the game lmao X)

Skypenguin: For carrying sm after I left, game recognizes game. Also thanks for spreading cress propaganda as I see much less medi crungo nowadays :P

minakamiyuki: One of the craziest builders I’ve had the pleasure of learning from =w=

Ahsan-219, Astoria, Endill, Zaza, Will of Fire, Eeveeto, njnp, xtra$hine, gorgie, Regiboob, Charmflash, Mimolette, Proftreez, Abele, Ske, DIYUSI, MGdos16, Vittorioso: More cool sm builders I’m in love with n_n

Eo Ut Mortus, ChrisPBacon, Punny: Fellow aggron enthusiasts <3

Stathakis, Kickasser, Thorn: My kryptonite in tour, could probably beat me up irl too :(

Samuel Norton, cryptbloom, Fdmw, Ahy Wddicted, DeeJ, MegaStarUniverse, Relous, Greenytg, Dasmer, Legitly, volcanionisgood, Sabella, cen344uu, Storm Zone, Thunder Pwoell: I very much revel in our mental mindgames on ladder together, a lot more intellectually stimulating than owning bots like german and bloody half the time -_-

Tace, fakenagol: It’s ok, I too have been known to enjoy choking on dicks o3o

sky: You and me both find it scary playing the game of pocket monsters u_u

Zokuru: You may be the stall lord, but I am the stall master >:D

Leftiez, High Impulse, xray, CrashinBoomBang, Snou, Steve Angello, Poek: Friends from ORAS, I enjoyed our bouts together and your share of innovation ^_^

Goodbye & Thanks, FavMon=Garchomp: Underappreciated SM contributors, I appreciate you :)

ego, -Tsunami-: As a fellow armchair, I’m thankful for the insight you both provide on players. It’s difficult to trust other opinions when everyone glazes for the most part ~_~

Tom Bus: Rand bats superstar plop. I enjoy the infrequent uploads brutha keep it coming, hopefully you don’t get too burnt out :<

Nat: I applaud you laddering shitty nu mons in ou to the top, color me impressed :D

zinnias, Tenebricite: New blood getting better, nice to see you lay out your thought process in your vids :o

UltiMario: Big fan of pkmn cc, if you like arcade style fighting games check it out :O

dekzeh: Run & Bun kaizo gaming, if you’re tired of losing in pvp whynot vs ai x_x

obii: The BEST homework helper, thanks for saving my ass multiple times T_T

Kushalos: Chef stef, always love seeing what you manage to cook up :(|)

GaryTheGengar: Vert’s gunna beat your ass homie, best unwash yourself haha o_o;

dice, WhiteQueen, Posho: Proof that homosexuals are superior pokemon players :3

Tony, Edgar, chimpact: I was a big fan when you uploaded to youtube back in the day, very entertaining and knowledgeable individuals :0

CTC: free the based lord >:[

Other people I respect that I liked interacting with, playing against, enjoyed watching them play, and/or thought to have made this community a more enjoyable place: Ciele, BKC, Ojama, bro fist, kumiko, teal6, august, FMG, PDC, Star, INSULT, robjr, Finchinator, Omfuga, soulgazer, Cdumas, Welli0u, FlamingVictini, Tokyo Tom, col49, Calloflochie, The Goomy, TFL, habajiga, Kid Buu, oSeasons, false, Iloveleague, Stareal, Drachenkeule, Eelektrone, Kyo, pkcc, Chiharu, SpaceSpeakers, p2, Jytcampbell, Nemosse, Ox the Fox, Luigi, Rewer, devin, crying, Savouras, MrAldo, Vulpix03, RedEmption, SoulWind, Malekith, M Dragon, Conflict, Prinz, reyscarface, elodin, MANNAT, watashi, LuckOverSkill, thelinearcurve, Hclat, SEA, TyCarter, The Grand Babido, Pohjis, Tamahome, CyberOdin✝, JohnW, 1 True Lycan, Indigo Plateau, ASKOV, reiku, mael, Pearl, Lady Bug, Hiye, xavgb, Tricking, Sacri', bbeeaa, Fc, BK, ayevon, GeniusX, c0mp, Updated Kanto, BAGANHA13, Gondra, Trosko, Axel, Garay oak, Alastor Law, mind gaming, patlop2307, passion, Steez Ibanez, Dj Breloominati♬, ZDen (sorry there’s probably more nice things I can write about some of you but I want to go back to owning people at boardgames lol)

Good lord I was feeling nostalgic(n-no I didn’t tag all these people just because I was desperate for attention ;_;). I may not have talked to or got to know some of you personally, but if I haven’t it just means I’m a big fan hehe. Drawing knowledge from people that play other tiers and generations serves as good inspiration for most of my own creations believe it or not. I’ve also learned to be a lot more grateful to the people you meet and to not take others for granted, as you never really know what you have in life until you lose it. That means to everyone reading this, even if we’re just strangers on the internet that may not have much in common, we still share a mutual interest in this game we play and I think that is something we all can be thankful for. This is my way of giving back to a community that has done a lot for me in the past, so I hope my ramblings have enlightened you all in some way shape or form. That’ll be all from me though, I hope everyone has a wonderful new year and wish you all the best in life! :heart:
 
You have no idea how much influence you've had on me as a player and a builder, and on the master tiers in general. I still joke with my friends about how any creative idea I come up with, Ben did it first. I still draw inspiration from your builds, both from old ass replays and from your current new or revitalized SM builds.

Even since XY when I was a ladder only scrub who only watched from the sidelines, I was always enthused with your legendary creativity, but also with the fucking balls to load some of these teams. When I heard you will be joining us in WCoP 2025, I was both in disbelief and starstruck. It's been an absolute honor to see you work first hand, and even better, work with you directly in my own prep (but stop recommending me darmanitan please). Hope there is more of that to come.

Spending the last hour reading this, it's absolute peak. Dropping this right before SPL is also pure chaotic and I love it. I'm not sure what you will focus on next in terms of mons, but I sure will be tuning in.

That being said, I will never forgive you for those dogshit dugtrio stalls you popularized on the ladder that terrorized current gen ORAS and SM. But hey at least you got Mega Sableye banned from ORAS, so thanks I guess.

Love ya :heart:
 
I almost feel like I'm soiling a thing of beauty by posting to this thread but this is such a crazy good thread I dont think I wanna miss out. The credits were kind of a trip down memory lane, a ton of shoutouts to a lot of up-and-comers from the XY era.

Thanks for the personal shoutout and thanks for going through the effort to bring this to the community. Watching you ladder with like Lickilicky stall, Pikachu-Belle offense, or even the most peak of all time, the Anaconda squad, are all like forever seared into my brain, I'm glad to see you crafting banger teams even after almost 13 years.

Enjoy yourself, and I wish you luck with whatever you're moving on to!
 
I wasn’t around during your prime years but you beat me once in an unforgettable game in SPL before I quit for good. I believe you were quite newish at that time and some people were comparing us because of the wild teams we used to use.

Well, I’m back in the game about 10 years later so maybe we’ll see you again in 10 years or so. I don’t know what happened during that time, but I’m not surprised at all to see you with a trophy. Good luck in life and all that.
 
It’s great to see that you’re still active in the game and an honour to be mentioned here. Even though we never really got a chance to interact, you’ve always been my personal GOAT builder (proof below) and I have loved reading through your thought process in this thread.

IMG_0576.jpeg
 
Ben,
You’ve passed along your wisdom to me during my years of being on this website. You pushed me harder and harder to become a better player, no matter how harsh it was I always took it to heart because I wanted to improve so bad back then, and even now when I send you replays and u tell me I’m ass.
After we won World Cup, I didn’t want to let your legacy disappear in 2019. I vividly remember being introduced to US West as “the new ben gay”, and then you came into the chat, played me a couple games afterwards and completely skunked me. That made me realize damn, there is levels to this shit. I worked harder and harder so that you could be proud of what West has become, should you ever come back. As you can tell by my PFP also, I am your biggest fan and will always be your #1 supporter lol. Our meetup also in 2019 was nothing more than a fever dream bc meeting all of you in person will always be a core memory of my time here on this website, and will always be the reason why World Cup is my favorite tournament of all time. Thank you for everything, even tho we talk pretty frequently, I’ll always be grateful for everything you’ve showed me about this game and you are still the greatest player ive ever known — that wont change. The teams you made these last couple months are amazing as always.

You will always be my favorite pokemon battler ever — also im really glad you made this btw, i think this was really good for you.

lastly thank you for being a good friend ;_;
 
Happy new year bro, good to hear from you. Fsr I genuinely never forget the stupid ass Darm team which is one of our last convos ever LMAOO
Was shocked to see you`ve been playing, the mf SM ladder does not deserve this wtf, loved going through every team and explanation as always, team dumps will always be the best read on this website and a great moment to reflect and learn together.

You`ve always been an inspiration to me and imo the best at finding the fine line between creativity and fun. Also hey maybe you could try VGC when Champions comes around, I really believe that to be the future for mons.

Wishing you the best at whatever you`ve decided to pursue in life
 
Similarly to UltiMario, I don’t want to tarnish this at all by posting, but I just wanted to thank you, Ben. I didn’t start playing competitively until the end of SM and I never was good enough to become a notable player and my nerves were really bad so I didn’t play in many tournaments, but I have always loved building. I unfortunately missed the era when you were most active but I spent countless hours reading through your old team dumps and watching your games (shoutouts to Dokkerich’s YouTube channel for documenting that stretch of SM too).

You and z0m (specifically his videos of his smog tour run) were the reasons that I started playing on showdown/joined smogon, and the two of you will always be my goats. At the risk of sounding even more like a fanboy, it was absolutely surreal to see you mention me in your credits. I moved on from laddering and posting on smogon over a year ago because real life gets crazy kind of fast (shoutouts to marriage and parenthood lol) and mons gave me way more stress than it should have. I’ve felt a little weird and unfulfilled stepping away since I spent so much time on the site and I greatly enjoyed learning about the history of smogon/competitive mons. I always wanted to be able to feel like I contributed to this niche but beautiful hobby in some way, and seeing you recognize that I contributed in some small way is the best validation that I ever could have asked for.

So, to finish this rambling and overly sentimental post from an obscure and retired user, goodbye and thanks again :heart:
 
  • Like
Reactions: Ske
I wish I had your brain when it comes to building teams, but then again, that's what makes you you.

I will forever treasure the week I had to prep for you . No other player has given me that much of a headache in the builder, and that's a testament to how insane you are.

Even though we probably haven't talked in years I'm happy I got a small mention :3 I don't really play these days but I'll always enjoy your team dumps.

gay rights
 
(though I do have to say ya’ll newer generation of SM players are not as sheist as you think you are, stop worrying about the sheet and instead bring the fucking heat, LMAO imagine not playing this game to have fun)

Putting into words the exact reason that I’ve always had enormous respect for you as a player at the highest level of the game. The only mindset worth having. Rest easy goat.
 
Strong start for this year being mentioned by one of my favorites builders of all time, much respect to the goat who was (and ig still is, good to see you're still cooking up heat) pretty much my biggest inspiration for my teambuilding love and to try out new stuff and put my own twists to more known teams structures in every meta i decide to try out.

Glad to see you're still around even if we haven't really interacted at all, hope you find a way to still (healthily) be around for this game to keep pushing the creativity in whatever meta you decide to stick to (would be great to see you in CG to break whatever finchinator pilled structure the meta ends up on)
 
Take care ben, thanks for all you gave to the tier over the years when it CG and for being a great friend. You helped me a lot back in 2017-18 with sm teams and a vast majority of what you gave me, I used in stour playoffs and olt, I could probaly list like 20 teams off memory rn if I wanted to of teams you gave me back then that I used to spam to success (z genesis supernova mew best team ever). Glad you’re able to find closure and you’ll always be the goat of this gen and a big inspo to me and many to step out of the comfort zone and bring something new (except when I begged you not to bring muk) sorry I had to troll! Nah but for real your 2019 ost run is one of the best and we still be talking about that Draco meteor on weavile switch #GODPLAYS. Anyways I’ll end it here, thanks a lot for everything, you’re always going to be on the Mount Rushmore of fairy gen builders and players - im glad you got what you want out of the game
 
I always have and always will attribute (bute) the majority of my 2019 success to ben. I think every pokemon player in any capacity would be very grateful to have someone so masterful, knowledgable, and (appropriately) critical push them to their limits, and I’m eternally grateful for the impact ben has had on me and the entire scene.

Posts like this make me remember the good times and also remember the many positives that come from this game. Inspires me to strive to be better at giving back to the community rather than be one of the many mindless, toxic drones that bring others down. Something that is hard to change, but very important.

Not only one of the best all time builders and players, but also one of the greatest people I’ve ever met. Real legend of the game.
 
craing ;_; , I remember back when I was first getting into this game, I asked someone on Showdown "Who's the best OU player?" and they replied "craing." I'm so glad you came back to post this wonderful resource full of inventive teams and wise words, and I'm equally flattered that you shouted me out. I wish you the best in life!
 
I thought you retired years ago lol. One of my biggest pet peeves is when people try to be “creative” in the builder just for the sake of it — I always enjoyed how you built creatively and cohesively instead of forcing gimmicks.

Best of luck with everything, and here’s a parting gift for you for when you wanna ladder for fun.

IMG_8845.jpeg
 
Last edited:
Thank you for all the great teams during SM and early Crown Tundra. You can rest easy knowing no one will ever top you as a builder!

ps: The second team on the 2nd post has the wrong paste btw.
 
Amazing compilation of teams, it really shows how much skill and knowledge, not to mention love you have for this game. I feel honored to be one of the people you decided to give a shoutout to as you've always been one of my favorite players to watch. Your battles were always a real treat and you always showed an honest effort in innovating and keeping the game alive while trying to have fun above all else.

I wish you the best in your future endeavors! :heart:
 
A EULOGY FOR BEN GAY

Being an azn nerd with zero personality but a better than average understanding of teambuilding, ben gay became known in the community for building teams with weird mons and nothing else, no funny logs or any remnants of his personality remain on forums or discord except for when he said "how do you get a cat out a fkn dishwasher" (likely an idiotic gag/lie he made up to play into his borderline sociopathically-cultivated "airheaded azn" image which substituted for any genuine human texture in his chat messages). ben gay couldn't figure out the game following the dugtrio ban and faded into obscurity and pokemon rby speed running since he made no human connections or friends on smogon, giving him no reason to stick around.

We are not sure why ben gay decided to make a farewell post with a bunch of his outdated teams. Maybe it is an attempt to find meaning on his otherwise wasted years on Smogon. Maybe just to shout out a bunch of banned deucers to be transgressive to the 2025 culture of Smogon for the lulz. But one thing is for sure: everyone will at least remember that he beat Lady bug with a pikachu.
 
had a blast playing against you brother, idk if u recall but we used to play a lot against each on the ladder in early SM, I felt like at this time u were way ahead of your time and used to belt everyone
u probably shoudlve won that ost and stour with how dominant u were at that time, but I'm glad I got to follow your games in your prime, ur definetly one of the most fun, innovative and strongest players I've met on this site
 
Back
Top