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Projects National Dex UU - Winter Teambuilding Competition

What Pokemon should we build around for the next cycle?

  • Lokix

    Votes: 2 25.0%
  • Volcanion

    Votes: 4 50.0%
  • Rhyperior

    Votes: 0 0.0%
  • Hisuian Zoroark

    Votes: 2 25.0%

  • Total voters
    8
  • Poll closed .
:sandy shocks: :scizor: :swampert: :serperior: :gardevoir-mega: :lokix:
Volt turn team with some strong breakers and speed control. Can struggle with subglare serp if you get haxed enough but lokix/serp/sciz is usually enough to handle it. Sciz and lokix pivot shocks in on their checks and shocks pivots into them to wear down special walls for it and mgarde, which also benefits from sciz/lokix knocking steela. Serp can also sweep once the steels/grasses get chipped enough by hazards+pivot spam. Spikes on shocks is almost never getting clicked except vs fat teams, but it can help sometimes.
 
:sandy shocks::gardevoir-mega::slowbro::aegislash::serperior::bisharp:
Everyone is building shocks gardevoir because garde is the best breaker rn for shocks to bring in, but I feel like where people are going wrong is the shocks set. Shocks realistically isn't doing much breaking. Groundium is cool for blowing up the grounds that try to volt block but against any grass type or levitating dragons like lati and drei, the best punish is twave, so I think it makes sense to drop tbolt for twave to lure these guys, kind of like twave rotom but it can get rocks up too which is awesome.

The rest of the team is standard stuff to support shocks garde who offer next to no defensive utility. slowbro aegi bisharp covers almost all threats in the tier well enough, with sub lefties aegi with speed to outspeed parad serp also being extremely threatening with all the paraspam, and of course we need a serp to defog, resist ground, and click brainless glare. I deadass had a game where I clicked glare vs autosteela and 1v1d it with serp. This team isn't the most defensively sound, but the defensive core holds up well enough against the extremely fast threats and everything else you may struggle with like garde or leech buzzwole you can just trade a para user for which gives you lots of options to play around them. Notably ho gets destroyed between sucker punch bisharp and 3 para spreaders. Something to note here is that I'm knock garde instead of the standard wisp to knock boots from slowking/victini and not interfere with the paraspam gameplan.
 
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"Straight Outta Alpha NDRU Bisharp Spikestack"
:sv/sandy shocks::sv/bisharp::sv/aerodactyl-mega::sv/dhelmise::sv/tinkaton::sv/slowbro:

Forgot about this so speedran building some spikestack nonsense and burned the kitchen into ash in the process. Main goal is to enable MAero to clean lategame with layers up. Sandy Shocks pivots on grasses to get Bish or MAero in and Spikes up, plus threatens Slowbro for MAero. Lum Berry Bish punishes Washtom and Serperior clicking Defog without being too afraid of status. Dhelmise spinblocks Excadrill while also being a Keldeo check (that's what the 4 spd is for, specs hydro pump specifically) and spinner while also being a semi wallbreaker. Tinkaton is the rocker + MGarde cope, plus Encore gives Bisharp extra opportunities and Knock removes boots from stuff (neither of which Excadrill can do) so Spikes can do their thing. SpDef EVs let it avoid the MFire 2HKO, speed outspeeds Jolly TTar, rest dumped into def. Slowbro stops opposing MAero running me over plus pivots. Originally it was Boots Future Sight to support Bish with Buzzwole but wow does this team just kind of eat it into a semi competently played CB TTar so I made it Colbur BPress like the (not so) good old MTar days.
 
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VOTING IS UP!
(Thank you to everyone who participated)
Getting into the voting phase, you can only vote for one team

Option A:
​
:sandy shocks: :hydreigon: :altaria-mega: :scizor: :swampert: :celesteela:
https://pokepast.es/21fde07f23ef0b4f
A lot of voltturning, drei and scizor are good into the dragons and grasses shocks hates (sciz can even pursuit them), malt also does the same thing except that it owns serp even more and can late-game clean, she also complements pert and steela by being the switch in for fightings that break them.

Option B:​

Option C:​
:sandy shocks: :hydreigon: :skarmory: :clefable: :buzzwole: :gardevoir-mega:

https://pokepast.es/f545657160838f8c

Option D:​
:sandy shocks: :scizor: :swampert: :serperior: :gardevoir-mega: :lokix:
Volt turn team with some strong breakers and speed control. Can struggle with subglare serp if you get haxed enough but lokix/serp/sciz is usually enough to handle it. Sciz and lokix pivot shocks in on their checks and shocks pivots into them to wear down special walls for it and mgarde, which also benefits from sciz/lokix knocking steela. Serp can also sweep once the steels/grasses get chipped enough by hazards+pivot spam. Spikes on shocks is almost never getting clicked except vs fat teams, but it can help sometimes.

Option E:​
:sandy shocks::gardevoir-mega::slowbro::aegislash::serperior::bisharp:
Everyone is building shocks gardevoir because garde is the best breaker rn for shocks to bring in, but I feel like where people are going wrong is the shocks set. Shocks realistically isn't doing much breaking. Groundium is cool for blowing up the grounds that try to volt block but against any grass type or levitating dragons like lati and drei, the best punish is twave, so I think it makes sense to drop tbolt for twave to lure these guys, kind of like twave rotom but it can get rocks up too which is awesome.

The rest of the team is standard stuff to support shocks garde who offer next to no defensive utility. slowbro aegi bisharp covers almost all threats in the tier well enough, with sub lefties aegi with speed to outspeed parad serp also being extremely threatening with all the paraspam, and of course we need a serp to defog, resist ground, and click brainless glare. I deadass had a game where I clicked glare vs autosteela and 1v1d it with serp. This team isn't the most defensively sound, but the defensive core holds up well enough against the extremely fast threats and everything else you may struggle with like garde or leech buzzwole you can just trade a para user for which gives you lots of options to play around them. Notably ho gets destroyed between sucker punch bisharp and 3 para spreaders. Something to note here is that I'm knock garde instead of the standard wisp to knock boots from slowking/victini and not interfere with the paraspam gameplan.

Option F:​
"Straight Outta Alpha NDRU Bisharp Spikestack"
:sv/sandy shocks::sv/bisharp::sv/aerodactyl-mega::sv/dhelmise::sv/tinkaton::sv/slowbro:

Forgot about this so speedran building some spikestack nonsense and burned the kitchen into ash in the process. Main goal is to enable MAero to clean lategame with layers up. Sandy Shocks pivots on grasses to get Bish or MAero in and Spikes up, plus threatens Slowbro for MAero. Lum Berry Bish punishes Washtom and Serperior clicking Defog without being too afraid of status. Dhelmise spinblocks Excadrill while also being a Keldeo check (that's what the 4 spd is for, specs hydro pump specifically) and spinner while also being a semi wallbreaker. Tinkaton is the rocker + MGarde cope, plus Encore gives Bisharp extra opportunities and Knock removes boots from stuff (neither of which Excadrill can do) so Spikes can do their thing. SpDef EVs let it avoid the MFire 2HKO, speed outspeeds Jolly TTar, rest dumped into def. Slowbro stops opposing MAero running me over plus pivots. Originally it was Boots Future Sight to support Bish with Buzzwole but wow does this team just kind of eat it into a semi competently played CB TTar so I made it Colbur BPress like the (not so) good old MTar days.

Voting ends August 23rd, 11:59 -7!​
 
With 6 votes, Niadev wins this cycle!

Coming to the next cycle,

Cycle 8: Ursaluna


lunagif.gif


Unwallable monster. There would be an absurd calc here showing off its power, but all of them are absurd. With Trick Room and Trailblaze, even its poor speed can be circumvented, allowing it to outpace and OHKO many Pokemon in the tier. With such remarkable qualities, do you have what it takes to make the best team for this glorious mon?

Submissions end August 28th 11:59PM GMT-7.​
 
:ursaluna: :clefable: :sableye-mega: :celesteela: :serperior: :zeraora:
https://pokepast.es/97ec858136f6fe64

The team is built to make Ursaluna the primary wallbreaker. Clefable, with the *Unaware* ability, can use *Wish* and *Teleport* to restore Ursaluna's health; the two also have great synergy, as Ursaluna has the advantage against Steel and Poison types, while Clefable resists Fighting-type moves. Mega Sableye provides an immunity to Fighting-type attacks and can cripple opponents with *Will-O-Wisp*, serving as the team's physical wall. Celesteela offers immunity to Ground-type moves and synergizes well with Ursaluna; it can become a dangerous threat after a *Meteor Beam* boost—and an even bigger one after using *Autotomize*. Serperior handles hazard removal and provides speed control via *Glare*, which is crucial given the team's generally low speed. Finally, Zeraora acts as a hard-hitting pivot, helping me deal with fast threats and reposition effectively during the match.
 
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:ursaluna: :clefable: :sableye-mega: :celesteela: :serperior: :zeraora:
https://pokepast.es/97ec858136f6fe64

The team is built to make Ursaluna the primary wallbreaker. Clefable, with the *Unaware* ability, can use *Wish* and *Teleport* to restore Ursaluna's health; the two also have great synergy, as Ursaluna has the advantage against Steel and Poison types, while Clefable resists Fighting-type moves. Mega Sableye provides an immunity to Fighting-type attacks and can cripple opponents with *Will-O-Wisp*, serving as the team's physical wall. Celesteela offers immunity to Ground-type moves and synergizes well with Ursaluna; it can become a dangerous threat after a *Meteor Beam* boost—and an even bigger one after using *Autotomize*. Serperior handles hazard removal and provides speed control via *Glare*, which is crucial given the team's generally low speed. Finally, Zeraora acts as a hard-hitting pivot, helping me deal with fast threats and reposition effectively during the match.
I feel very little synergy with this team; Clefable only really has chemistry with Ursaluna and Sableye.
 
https://pokepast.es/5d292f5513c7d22c semi TR team featuring Ursaluna and lorb Hydrapple. I'm running Telepathy on Fini here because Misty Terrain usually hurts the team more than it helps (halves the BP of Fickle Beam and makes Ursaluna immune to Flame Orb if terrain is active), but you can run Misty Surge if you really want to.

https://replay.pokemonshowdown.com/gen9nationaldexuu-2670106269-vryf28fdqkavelb9of2chmaovhcmo9lpw little replay of Ursaluna going crazy (also shows how running Misty Surge on Fini still works fine, you just gotta position well)
 
"Cloudy with a chance of Bears"
:sv/ursaluna::sv/thundurus::sv/aerodactyl-mega::sv/rotom-wash::sv/clefable::sv/goodra-hisui:

Ursaluna doesn't get many if any switchins so pivoting support is pretty mandatory. Bulk Up over SD seems weird but Ursa honestly doesn't need the extra boost in attack (+1 already OHKOs most steels with Fire Punch and Ursa never beats faster ID BP Skarm anyways) and the extra def boost lets it eat some fighting hits from near full (doesn't consistently live Life Orb or Fist Plate Buzzwole CC unfortunately) so you can trade, as well as bully pretty much every ground in the tier. It also really sucks for teams trying to RK you with a phys mon - Zera goes from not needing much chip to KO with Close Combat (30% or so) to not even 2HKOing without burn chip, MAero can just forget about RKing entirely, and Victini is in a similar boat to Zeraora. In other words, you can potentially go 1 for 2+ with the defense boost against some (ie. teams not running Hydrei or Keld) while not losing any real KO thresholds from SD. The extra power of Headlong is unnecessary (I think it only gets a KO on like bulky sciz who can't do anywhere near enough to you before dying to Fire Punch) and Bulu is critically endangered so Earthquake is run instead. Ursa runs max speed to tie other Ursas and I guess the occasional Azumarill.

Thundurus gets it in on the grounds Ursa farms with U-turns and messes with Skarmory, while Ursaluna blasts the bulky cores Thundy doesn't like. MAero cleans after an Ursa breaking spree and also appreciates Thundy forcing in the grasses MAero loves to farm. Washer fogs for MAero and Ursa while checking MAero (the bulky spread with PSplit because fasttom is a cheeks MAero check). Fightings bully the team and Buzzwole especially abuses Ursa for free clicks, so a fighting check that can actually deal with Buzzwole defensively is necessary. It can also be a backup MAero check in a pinch while not sacrificing valuable Ursa HP. Finally, Hoodra is the Washer answer while limiting Celesteela's recovery and also providing a fallback answer to offensive Serperiors and Hydrapples.

Basically grasses are super allergic to this and PJab Buzzwole is rare so it has a sturdy enough backbone into fightings. Main issue is that SD Aegi can be a bit tough to handle but MAero takes +2 Sneak from full and nothing really gives it the in it needs to set up for free. Plus Ursa can swallow the Ghostium and at that point Clefable 1v1s from near full
 
:ursaluna: :primarina: :scizor: :hydreigon: :skarmory: :amoonguss:

Prim switches into fighters and waters that check Ursa while not setting Misty Terrain like Fini. Sciz pivots to bring ursa in early game and cleans late game after ursa breaks enough times. Drei is there to check faster mons and pivot for Ursa. Skarm is rocks since nothing else has it, and amoonguss is eject to pivot into Serp/Washer. Most sets are pretty normal, except AV Prim which is just the OU set. Ursa itself is the standard set with eq>headlong. Only real issue I've run into so far was tini, but you can usually play around it with prim/drei(depending on set).
 
VOTING IS UP!
(Thank you to everyone who participated)
Getting into the voting phase, you can only vote for one team​

Option A:
:ursaluna: :clefable: :sableye-mega: :celesteela: :serperior: :zeraora:
https://pokepast.es/97ec858136f6fe64

The team is built to make Ursaluna the primary wallbreaker. Clefable, with the *Unaware* ability, can use *Wish* and *Teleport* to restore Ursaluna's health; the two also have great synergy, as Ursaluna has the advantage against Steel and Poison types, while Clefable resists Fighting-type moves. Mega Sableye provides an immunity to Fighting-type attacks and can cripple opponents with *Will-O-Wisp*, serving as the team's physical wall. Celesteela offers immunity to Ground-type moves and synergizes well with Ursaluna; it can become a dangerous threat after a *Meteor Beam* boost—and an even bigger one after using *Autotomize*. Serperior handles hazard removal and provides speed control via *Glare*, which is crucial given the team's generally low speed. Finally, Zeraora acts as a hard-hitting pivot, helping me deal with fast threats and reposition effectively during the match.

Option B:
https://pokepast.es/5d292f5513c7d22c semi TR team featuring Ursaluna and lorb Hydrapple. I'm running Telepathy on Fini here because Misty Terrain usually hurts the team more than it helps (halves the BP of Fickle Beam and makes Ursaluna immune to Flame Orb if terrain is active), but you can run Misty Surge if you really want to.

https://replay.pokemonshowdown.com/gen9nationaldexuu-2670106269-vryf28fdqkavelb9of2chmaovhcmo9lpw little replay of Ursaluna going crazy (also shows how running Misty Surge on Fini still works fine, you just gotta position well)

Option C:
"Cloudy with a chance of Bears"
:sv/ursaluna::sv/thundurus::sv/aerodactyl-mega::sv/rotom-wash::sv/clefable::sv/goodra-hisui:

Ursaluna doesn't get many if any switchins so pivoting support is pretty mandatory. Bulk Up over SD seems weird but Ursa honestly doesn't need the extra boost in attack (+1 already OHKOs most steels with Fire Punch and Ursa never beats faster ID BP Skarm anyways) and the extra def boost lets it eat some fighting hits from near full (doesn't consistently live Life Orb or Fist Plate Buzzwole CC unfortunately) so you can trade, as well as bully pretty much every ground in the tier. It also really sucks for teams trying to RK you with a phys mon - Zera goes from not needing much chip to KO with Close Combat (30% or so) to not even 2HKOing without burn chip, MAero can just forget about RKing entirely, and Victini is in a similar boat to Zeraora. In other words, you can potentially go 1 for 2+ with the defense boost against some (ie. teams not running Hydrei or Keld) while not losing any real KO thresholds from SD. The extra power of Headlong is unnecessary (I think it only gets a KO on like bulky sciz who can't do anywhere near enough to you before dying to Fire Punch) and Bulu is critically endangered so Earthquake is run instead. Ursa runs max speed to tie other Ursas and I guess the occasional Azumarill.

Thundurus gets it in on the grounds Ursa farms with U-turns and messes with Skarmory, while Ursaluna blasts the bulky cores Thundy doesn't like. MAero cleans after an Ursa breaking spree and also appreciates Thundy forcing in the grasses MAero loves to farm. Washer fogs for MAero and Ursa while checking MAero (the bulky spread with PSplit because fasttom is a cheeks MAero check). Fightings bully the team and Buzzwole especially abuses Ursa for free clicks, so a fighting check that can actually deal with Buzzwole defensively is necessary. It can also be a backup MAero check in a pinch while not sacrificing valuable Ursa HP. Finally, Hoodra is the Washer answer while limiting Celesteela's recovery and also providing a fallback answer to offensive Serperiors and Hydrapples.

Basically grasses are super allergic to this and PJab Buzzwole is rare so it has a sturdy enough backbone into fightings. Main issue is that SD Aegi can be a bit tough to handle but MAero takes +2 Sneak from full and nothing really gives it the in it needs to set up for free. Plus Ursa can swallow the Ghostium and at that point Clefable 1v1s from near full

Option D:
:ursaluna: :primarina: :scizor: :hydreigon: :skarmory: :amoonguss:

Prim switches into fighters and waters that check Ursa while not setting Misty Terrain like Fini. Sciz pivots to bring ursa in early game and cleans late game after ursa breaks enough times. Drei is there to check faster mons and pivot for Ursa. Skarm is rocks since nothing else has it, and amoonguss is eject to pivot into Serp/Washer. Most sets are pretty normal, except AV Prim which is just the OU set. Ursa itself is the standard set with eq>headlong. Only real issue I've run into so far was tini, but you can usually play around it with prim/drei(depending on set).


Voting ends August 30th, 11:59 -7!​
 
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