• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

Resource Battle Stadium Singles Team Bazaar

Arceus has come and gone and I'm torn as to whether it was a net positive or negative influence on the game due to its unforgiving stats, unparalleled combination of speed, power, and bulk, and matchless customizability that could often be frustrating. Still it was available and I tried to exhaust all the ideas I could think of so here are three teams I made with it.

Calyrex/arceus

:mimikyu: :archaludon: :arceus: :breloom: :gastrodon: :calyrex-shadow:

Calyrex/arceus cores were one of the most dominant ones of the regulation and this was my take on it. I'm a fan of leads that debilitate the other team for a strong set up sweeper to come in. In this case we have scarf mimikyu with trick and the rarer gastrodon with yawn and stealth rock and a strong water/ground typing and ability (sticky hold is actually viable as well as a defense against trick) and good enough bulk. Memento is good when yawn looping isn't feasible or when they eventually concede it.

Arceus and calyrex both with Tera ground. Covert cloak is great for sacred fire mortal spin and salt cure.

Poison heal breloom is a cheesy mon against defensive Pokemon.

Archaludon with the unusual Tera of fighting to boost its body presses, especially needed for teams with both miraidon and wo-chien.

Calyrex/water arceus

:calyrex-shadow: :arceus-water: :umbreon: :gliscor: :swampert: :incineroar:

Calm mind water arceus is another one I wanted to try and I though it would mesh well with specs calyrex. Bulky kyogre has been paired with caly for much the same reasons but arceus obviously is sturdier and has greater longevity.

Kyogre/fairy arceus

:kyogre: :arceus-fairy: :dugtrio: :kingambit: :gliscor: :azumarill:
This is one of my favorite builds.

Standard scarf kyogre. Tera water for maximum damage output but alternative Teras are possible such as ghost since extreme speed is another thorn in its side and this was an extreme speed meta or fairy just not to be completely defenseless against scarf miraidon (especially since early in the game it was wary of clicking an electric move as described below).

If only origin pulse didn't have the accuracy it does.

With fairy arceus we finally got a physically bulky fairy with recover which was a niche that was sorely vacant. I thought it would pair well with scarf kyogre. Two of scarf kyogre's biggest pains are opposing scarf miraidon and scarf koraidon. With neat maximum physical bulk and Tera water it is good against koraidon and potentially against miraidon with calm mind, in either case often forcing teras. Taunt is good against wo-chien and clodsire (please no mental herb) which are two other common throw-ins against kyogre.
Then we have the funniest member of the team, dugtrio. I have seen some usage of it but i thought it would pair well with scarf kyogre. Of course its main purpose is to trap miraidon and either eliminate it or force a tera to clear the way for kyogre. But it also can trap eternatus or clodsire. It leads to interesting mind games when the opposing miraidon player knows you have a dugtrio in the back.
Assault azumarill is stronger against a variety of meta targets and great against Koraidon leads. Knock off is vital for removing items like choice scarf or assault vests that could get in kyogre's way.
Specially defensive gliscor to be another pain for miraidon as well as other things like clodsire and eternatus.
Kingambit as a bulky check against calyrex and eternatus. Tera ground is an unusual Tera that could be useful against miraidon. Covert cloak for Tera grass garganacl when it seems that's their main kyogre answer.
 
Double Z

:zekrom: :serperior: :zamazenta: :primarina: :roaring moon: :ceruledge:

Team featuring the two restricteds that begin with Z, namely Zekrom and Zamazenta. Zamazenta is fairly niche and Zekrom doesn't see hardly any usage but I find both fun to use and pair very well with each other.

Zekrom could be considered a flex option with no real reason to use it over miraidon on a team like this other than simply wanting to use it. Still it can be pretty effective.. Bolt strike is a wickedly powerful move though the accuracy stinks. But it is a physical booster that not only isn't stopped by dondozo (barring curse sets with tera) but can use it as set-up fodder, which obviously goes well with zama's inability to beat it. Also good against ho-oh. One might consider that you could use kyurem-black but zekrom's typing is better.

Zamazenta is standard. Wants to use both crunch and heavy slam since it hates calyrex and lunala, but it's loath to give up agility.

Defensive primarina.

The rest of the team is unusual Pokemon especially serperior, which you don't really see. But offensively grass is great against a lot of defensive Pokemon and with an AV it can play offensively and defensively. Since it's not used a lot of people aren't sure about it and definitely don't know it can pack mirror coat.

Roaring moon and ceruledge are complementary slots. Roaring moon has a good typing to take some on attacks but in this case isn't offensive but a funny defensive trapping set. Ceruledge was changed from flutter mane and is used for more assurance against koraidon builds or ghosts. If anything these two slots could be changed.

If there is interest I can share a cartridge rental code. I like trying to make non-meta Pokemon work.
 
:Grimmsnarl: :Calyrex-Shadow: :Koraidon: :Ogerpon-Hearthflame: :Glimmora: :Flutter Mane:

Paste: https://pokepast.es/088448db52a8cf4e

Rental Code Attached

Caly-S/Koraidon dual screens offense. If at all possible you want to bring Grim/Caly/Koraidon. Ogerpon is necessary for certain stall cores, especially with Muk/Kinggambit. Flutter gives an alternate way to set up Koraidon or Caly to sweep and slow down other offensive teams. Glim can help against a t-spike team, but honestly it mostly is there for team preview mind games.
 

Attachments

  • 20251008_231457.jpg
    20251008_231457.jpg
    1,003.1 KB · Views: 288
:lunala: :rayquaza: :incineroar: :gastrodon: :gliscor: :urshifu:

https://pokepast.es/037d533be9558e1f

Rayquaza lunala team. Was standard extreme speed rayquaza but decided to try out dragon dance rayquaza again. Both work on this team and have their merits and flaws. Dragon dance rayquaza is pretty fun though. Tera flying sharp beak dragon ascent is extraordinarily strong and can muscle past most things including dondozo. Rayquaza is so coded as normal extreme speed that you can use that to your advantage. Though probably should have fit extreme speed on that set since that's one of its best tools. Slower speed boosters have the problem of being outpaced by the best choice scarfers but dragon dance has the advantage of being in a better position versus calyrex and flutter mane (5-3 latter of which without booster energy won't outspeed in the sun) who are often brought out.

Swords dance gliscor is also a funky set too. I believe that is common in singles OU but it was really used this generation in BSS. Still you have the same defensive utility while fat team breaking potential. It also has that great ground flying stab and unlike landorus has usable flying stab and without having to tera in dual wing beat so max attack power with agility was also fun on other squads.

The SV scene is essentially done. I made a lot of funky teams with rare Pokemon and I was happy to take some wins using stuff seen as pure shitmons like Zangoose, Dedenne, and Sawsbuck and a lot of others.
 
https://pokepast.es/0163df44416a057f

Edit of the MegaMie Venusaur Balance by StarkGod sample team. I find the team severely struggles into many common threats, the worst being dragons/

mclef helps a lot into a ton of matchups that the team struggles into currently like mzard x. corv being the only phys check feels awful, as it loses to stuff like sneasler and msciz if they get an sd off. mclef helps alleviate pressure off corv from threats like chomp, meow, mgyara, making sure corv stays healthy for the steels which otherwise kind of fold this team.

i put chomp over pex as the latter is just way too passive. payback does nothing to 99% of mons and haze is at best a panic button and at worse completely useless bc special pex is not hazing anything with physical setup like mluc, kingambit, etc. too many pokemon can just come in and sit on it, and this is especially bad because the team struggles into these common attackers already. sash garchomp gives this team hazards which is handy for the many sash dragons that can kill hydreigon and leave you defenseless against mphox, mgar and the like. having a ground also helps a lot with volt switch spam from pivots like rotom, while sash is always immensely helpful to guarantee damage, especially on mons that only need a turn to start decimating the team like zard x.

overall, these two changes make the team a lot smoother to play and puts a lot less pressure on making perfect pivots. i hope that posting these types of edits are allowed!
 
https://pokepast.es/0163df44416a057f

Edit of the MegaMie Venusaur Balance by StarkGod sample team. I find the team severely struggles into many common threats, the worst being dragons/

mclef helps a lot into a ton of matchups that the team struggles into currently like mzard x. corv being the only phys check feels awful, as it loses to stuff like sneasler and msciz if they get an sd off. mclef helps alleviate pressure off corv from threats like chomp, meow, mgyara, making sure corv stays healthy for the steels which otherwise kind of fold this team.

i put chomp over pex as the latter is just way too passive. payback does nothing to 99% of mons and haze is at best a panic button and at worse completely useless bc special pex is not hazing anything with physical setup like mluc, kingambit, etc. too many pokemon can just come in and sit on it, and this is especially bad because the team struggles into these common attackers already. sash garchomp gives this team hazards which is handy for the many sash dragons that can kill hydreigon and leave you defenseless against mphox, mgar and the like. having a ground also helps a lot with volt switch spam from pivots like rotom, while sash is always immensely helpful to guarantee damage, especially on mons that only need a turn to start decimating the team like zard x.

overall, these two changes make the team a lot smoother to play and puts a lot less pressure on making perfect pivots. i hope that posting these types of edits are allowed!
Generally this thread is for your own teams but I think you changed enough here to say this team is at least in part your creation.

Also the samples definitely won’t all be for everyone, that’s why I add a bunch of different ones, and you’re encouraged to tweak them if something isn’t working for you. This team looks solid and I’m glad you were able to find changes that suited the team to your preferences! Nice job!
 
https://pokepast.es/d81074b73f12ea37
Team Code: EB1NS4F7GY

I would like to share an offense team that has been quite successful for me! MGren's coverage is amazing into the meta, and with the ability to double protean, you can often snipe most threats with a supereffective Ice beam or Sludge Wave. It's speed tier is stellar, outspeeding MDelphox, MGengar, and MLopunny. 4 attack sets have so much coverage that I opted to bring Gren as the ONLY mega on the team, as I have never had a singular game where I didn't want to bring it.

The rest of the team patches up some of Gren's weaknesses while also complementing it's offensive capabilities:

Corviknight takes care of bulky mons that Gren can't break through like MScizor and MKanga. while also acting as a pivot to safely bring the offensive guys in with a slow U-turn.

Defensive Garchomp is almost never a bad pick, pretty self-explanatory. Sets up rocks and clicks Dragon Tail most of the time.

Unburden Sneasler is able to punch holes through teams easily with it's amazing coverage and insane speed tier. I find myself often leading Sneasler, CCing, and crippling my opponents' team to the point where Gren can clean up. It checks some steels like Archaludon and MLuc, which are often led into Greninja.

Ceruledge is our sash mon as well as our ghost, offering Fake out, Mach Punch, and Vacuum Wave immunity. It serves as a secondary MScizor check, being able to switch into Bullet Punch, and completely walling Roost sets with no Knock Off. Of course, it also acts as an amazing revenge killer with Focus Sash and an incredibly powerful Poltergeist coming off adamant max attack. It's also the MZardY check for the team, being able to switch in somewhat comfortably due to the lack of Scorching Sands. I chose Ceruledge here partly because of how great the team is at denying rocks; Sneasler scares out Archaludon lead, while Gren and Meow both scare out lead Garchomps. Even if rocks are up, Bitter Blade can heal Ceru back to full easily, reactivating sash. Ceruledge also owns Corv, who would otherwise be troublesome for the team.

Scarf Meow is the speed control for the team, outspeeding post-shellsmash MBlastoise, scarf Basculegion, scarf Rotom, and other annoyances. Meow does scarf Meow things, very self-explanatory.
 
I play a little of BSS on the side when I feel like relaxing for my dailies instead of having to look at my doubles ranking and worry and working towards my critical hits achievement. I played the same team from Poke Ball to Master Ball 4, but I do concede it has its issues. Even so, it's a very easy team to pilot and can pick up with honestly 5/6 autopilots and 1 mon to make people sometimes question their enjoyment of this game. Note that I purposefully did not use anyone on my first doubles team since I made this team on Day 1 (at least with knowledge of which items were in unlike my doubles team...), so I didn't include :Corviknight: :Garchomp: :Kangaskhan-Mega: :Incineroar: :Ninetales-Alola: :Archaludon: (rip no Power Herb) / :Gengar-Mega: in my teambuilding.

:Garganacl: :Meowscarada: :Volcarona: :Lucario-Mega: :Primarina: :Glimmora-Mega:
https://pokepast.es/95a1068194a41ded

:Meowscarada: :Primarina: These two are the two non-Mega pure damage mons. They really pulled their weight in turning matchups on their head, especially in the opening days, Scarf Meowscarada catching people off-guard with outspeeding +1 / Dragapult, while outputting truly boggling damage at times or just pivoting into something else in the back with U-Turn and doing a nice chunk of damage most of the time. This Primarina was mainly focused on turning the Sneasler matchup into a winnable one, but with the speed actually outruns a lot of mid-speed mons that definitely were not expecting to get outsped and OHKO'd. Surprise Encore can lock many slower Pokemon and even faster setup Pokemon into unideal states. Thank you Meowscarada for easy Sharpshooter achievement farming.

:Garganacl: Realistically, just in case I wanted rocks in a matchup sometimes, but I did put this in before I knew Salt Cure got nerfed. Still wins a lot of matchups and forces switches from anyone who decided status stall was what they wanted to play that day.

:Volcarona: Speaking of rocks, ow. Honestly, matches up into some teams so well and if you get to QD in front of a passive target, it can run away with a game. Morning Sun and Giga Drain give much more staying power than Volcarona has any right to have and Fiery Dance procs can really snowball games.

:Lucario-Mega: :Glimmora-Mega: The Adaptability Twins. I kinda just wanted to test them and Lucario-Mega definitely comes to more matchups, although Meteor Mash still feels iffy at times. Bullet Punch more than makes up for it most of the time. If you can SD for free... well game over I guess. Glimmora-Mega has the duty of also sometimes removing rocks for Volc as well, but also all its moves being 100% accurate unlike a certain dog. It also isn't as flimsy as Lucario-Mega. Both Pokemon have team spreads where they easily kill 4-6 mons and at other times are hard walled by 3 mons (e.g. Aegislash, Delphox-Mega, and Corviknight or Ground types in general respectively), so I think there is still by far better megas to use, but these still pack a whallop to them.

Overall, you have enough offense to outmuscle teams and some defensive pivoting to play with. There are definitely hard Pokemon for this team to match into, such as Corviknight with Brave Bird, Mega Lopunny, Sneasler, and at times Hippowdon, but there's always just slighty enough power to get through most situations.
 
This team is a fairly straightforward balance built around consistency rather than anything too flashy :Lopunny-Mega: is usually the safest Mega choice, using Fake Out and U-turn to scout sets, chip faster threats like :Meowscarada: and :Sneasler:, and keep momentum without needing much prediction

:Gengar-Mega: is usually the better Mega choice when trapping specific targets is more valuable than anything :Lopunny-Mega: can do. Will-O-Wisp lets it weaken physical Pokemon such as :Scizor-Mega:, :Hippowdon:, and :Garchomp:, while Protect helps it scout attacks and stall extra burn turns. Hex punishes those burned or statused targets that cannot switch out, and Sludge Bomb is fairly straight forward and gives :Gengar-Mega: a direct way to pressure Fairy-types such as :Primarina: and :Floette-Mega:.

:Corviknight:, :Primarina:, and :Umbreon: form the defensive backbone

:Corviknight: checks physical attackers and bringing teammates in with slow U-turn

:Primarina: uses Encore to stop setup and defensive mons and uses Chesto Berry + Rest to give it a one-time full heal and lets it absorb status or recover after trading into something, and 8 Speed SPs let it outspeed 2 Speed opposing :Umbreon:

:Umbreon: gives the team Wish support and Yawn pressure, which pairs nicely with :Garchomp:’s Stealth Rock and :Gengar-Mega:’s Hex.

:Garchomp: rounds things out with Choice Scarf speed control, an Electric immunity, and Rock Slide for threats like :Charizard-Mega-Y: and :Volcarona:. Stealth Rock on a Choice Scarf set can be kinda awkward at times, but the chip is really useful for helping :Lopunny-Mega: or :Gengar-Mega: secure KOs.

:Gengar-Mega::Lopunny-Mega::Primarina::Garchomp::Umbreon::Corviknight:
https://pokepast.es/9c21948841671f33
 
Last edited:
2026070808250100_s.jpg

Team Code: 6CMUYW9LXW​
With Damp Rock in the format I wanted to give rain a shot. I don't really like using hard weather in BSS because I feel like it limits your picks on team preview, both Starmie and Archaludon are great inside and outside of rain so they don't have that issue.

I was a little worried about :raichu-mega-y: but in all honesty it doesn't seem like a great mon and I didn't see it at all once I got to higher ladder. It's very matchup reliant and I think its usage stats are skewed by the fact that it was given out for free at the start of the season so a lot of F2P players are trying it out (actually besides :metagross-mega: and :blaziken-mega:, both of which Starmie does well into, I didn't see much of any of the other new megas either).
Hippowdon @ Sitrus Berry
Ability: Sand Stream
Level: 50
EVs: 32 HP / 10 Def / 24 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Tomb
- Slack Off

Mimikyu @ Life Orb
Ability: Disguise
Level: 50
EVs: 31 HP / 32 Atk / 2 Def / 1 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Shadow Sneak
- Drain Punch

Starmie @ Starminite
Ability: Natural Cure
Level: 50
EVs: 4 HP / 32 Atk / 30 Spe
Adamant Nature
- Liquidation
- Zen Headbutt
- Aqua Jet
- Flip Turn

Meganium @ Meganiumite
Ability: Overgrow
Level: 50
EVs: 28 HP / 32 SpA / 6 Spe
Modest Nature
- Solar Beam
- Weather Ball
- Dazzling Gleam
- Synthesis

Archaludon @ Choice Scarf
Ability: Stamina
Level: 50
EVs: 2 HP / 32 SpA / 32 Spe
Timid Nature
- Draco Meteor
- Flash Cannon
- Dark Pulse
- Electro Shot

Pelipper @ Damp Rock
Ability: Drizzle
Level: 50
EVs: 32 HP / 32 Def / 2 SpD
Relaxed Nature
- Surf
- Knock Off
- Roost
- U-turn​
:starmie-mega:
Starmie is insanely strong even outside of rain, able to 2HKO the 150 defense Mega Metagross (which becomes a 50% chance to OHKO in rain). Aqua Jet lets it pick up easy KOs on faster mons like Delphox and Blaziken, and also denies Sucker Punch from Kingambit and Mawile, and Flip Turn is great utility on a mon with such high speed.
I found Zen Headbutt a lot more useful than Ice Spinner, letting Starmie hit Primarina/Mega Venusaur/Toxapex which would otherwise wall it, and I was only ever clicking Spinner into Garchomp; which typically either outspeeds Starmie with Scarf or is being 2HKO'd anyway because of Sash so going Liquidation into Aqua Jet isn't the biggest deal. Mega Dragonite has really fallen off in usage and Starmie doesn't want to stay in on Hydreigon, so they aren't big considerations, and I have mons on the team that check all three anyway.
It has enough speed to outpace Garchomp and Mega Floette, and investing the remaining points into HP lets it always survive Jolly Mega Metagross' Thunder Punch:
32 Atk Tough Claws Metagross-Mega Thunder Punch vs. 4 HP / 0 Def Starmie-Mega: 116-138 (83.4 - 99.2%) -- guaranteed 2HKO
Wow!


:Archaludon:
Archaludon's typing compliments both megas perfectly, able to wall Meowscarada and take hits from the likes of Mimikyu and Mega Metagross. As a lead it does well into other common leads like Sitrus Berry Garchomp and Focus Sash Greninja as well as Screens setters like Grimmsnarl and Alolan Ninetales, and obviously in the late game Electro Shot can let it snowball and tear through a weakened team. Telegraphing Electro Shot also invites in Garchomp and Hippowdon, which don't want to take a Draco Meteor if you can read the switch.
Though there were situations where I wished I had Thunderbolt Dark Pulse was really useful into Mega Metagross, able to 2HKO it whilst Meta can't 2HKO in return with Earthquake into Bullet Punch, as well as Gholdengo and Aegislash.
Timid and max speed allows it to outpace Scarfed Basculegion as well as +1 Gyarados, which it needs to avoid being revenge killed.


:Hippowdon:
I think I'll have more to say about what this mon isn't than what it is. I was initially running Swampert here, but without reliable healing like Hippo or even Empoleon has it was getting quickly worn down so it could only switch in on the mons it was supposed to check once or twice per game.
I've been seeing a lot more success with Hippo, which can sit on special attackers that threaten Starmie and Meganium like the aformentioned Archaludon as well as Hydreigon. To this end I'm using Rock Tomb so it isn't completely useless in the face of Hydreigon, and this also lets it deny Gyarados from setting up Dragon Dance to outspeed Starmie and Arch.
Though I never had an issue with Raichu, having an Electric immunity was really useful into the bane of my existence Bellibolt.


:Mimikyu:
I wanted a mon that could do well into both Basculegion and Kingambit, and Drain Punch Mimikyu fit perfectly. I didn't really ever miss Shadow Claw, a majority of mons that it would be better than Play Rough into like Skeledirge and Charizard are scared off by Starmie anyway. On top of hitting Kingambit and Arch, Drain Punch was also nice for offsetting the damage from Life Orb which some defensive teams would try to take advantage of.
I don't need to tell you what Mimikyu does, Disguise both buys it an opportunity to set up Swords Dance and sweep and to deny a sweep from your opponent. I don't think Adamant Mimikyu really needs to run any speed, especially without Shadow Claw to hit, like, uninvested Volcarona, so I'm only running a single point for the mirror.


:Pelipper:
This is the most standard Pelipper set imaginable LOL. I found I was bascially never using Pelipper offensively, so I was never clicking Hurricane. I tried Ice Beam for a bit, but with no Sp.Atk investment Pelipper doesn't OHKO Chomp anyway, so it might was well just settle for the potential 2HKO with Surf. I eventually landed on Knock Off, which was super useful into defensive mons like Corviknight and Umbreon to deny them Leftovers healing and can potentially remove Scarves to ensure that Starmie can move first. I generally prefer Surf to Weather Ball, it's a sad day when Hippowdon can wall your Water type.
Running minus speed is nice for bringing mons in safely, especially against Umbreon since Pelipper would otherwise speed tie and risk bringing Starmie in on a Foul Play.


:Meganium-Mega:
I'll be honest, I was a Meganium denier during M-A. It struggled into a lot of the most common mons, like Mega Zard and Mega Gengar, and didn't feel like it could defensively pull its weight in the same way something like Mega Venusaur or Mega Floette could. But with Dark types becoming much more popular in response to Mega Metagross' introduction, Meganium provided a really nice defensive alternative mega that could deal with mons like Mega Gyarados and Hydreigon that Starmie cannot.
I added Meganium to the team very late into the season, I was initially running Zard Y for the Swampert matchup and then never ran into Swampert at all, and because of that I didn't have a lot of time to mess around with its build. Its speed lets it outpace uninvested Archaludon, with the rest in HP and Sp.Atk. I've seen some Japanese players opt for Giga Drain over Solar Beam, which might be nice to boost its longetivity but I didn't get the chance to rerun its damage calcs to make sure it could still KO what it needs to.
Whilst Megan is not a rain abuser itself it does appreciate weakening Fire attacks like Hydreigon's occasional Fire Blast, so it still fits well with Pelipper.

fwiw this is the zard set i was running, it outpaces up to Arch and Glimmora and always lives a Mega Swampert Wave Crash in sun:
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Level: 50
EVs: 6 HP / 13 Def / 15 SpA / 32 Spe
Modest Nature
- Flamethrower
- Solar Beam
- Air Slash
- Roost
​
Outside of rain:
32+ Atk Huge Power Starmie-Mega Zen Headbutt vs. 2 HP / 0 Def Primarina: 160-190 (101.9 - 121%) -- guaranteed OHKO
32+ Atk Huge Power Starmie-Mega Liquidation vs. 2 HP / 0 Def Charizard-Mega-Y in Sun: 162-192 (104.5 - 123.8%) -- guaranteed OHKO
32+ Atk Huge Power Starmie-Mega Zen Headbutt vs. 32 HP / 2 Def Toxapex: 174-206 (110.8 - 131.2%) -- guaranteed OHKO
-1 32+ Atk Huge Power Starmie-Mega Zen Headbutt vs. 1 HP / 1 Def Staraptor-Mega: 168-198 (104.3 - 122.9%) -- guaranteed OHKO
32+ Atk Huge Power Starmie-Mega Aqua Jet vs. 2 HP / 0 Def Delphox-Mega: 164-194 (107.8 - 127.6%) -- guaranteed OHKO
32+ Atk Huge Power Starmie-Mega Aqua Jet vs. 2 HP / 0 Def Blaziken-Mega: 152-180 (96.8 - 114.6%) -- 75% chance to OHKO
32+ Atk Huge Power Starmie-Mega Liquidation vs. 2 HP / 0 Def Metagross-Mega: 94-112 (59.8 - 71.3%) -- guaranteed 2HKO
In rain:
32+ Atk Huge Power Starmie-Mega Aqua Jet vs. 2 HP / 0 Def Raichu-Mega-Y in Rain: 153-180 (111.6 - 131.3%) -- guaranteed OHKO
32+ Atk Huge Power Starmie-Mega Liquidation vs. 32 HP / 2 Def Umbreon in Rain: 183-216 (90.5 - 106.9%) -- guaranteed OHKO after Stealth Rock
32+ Atk Huge Power Starmie-Mega Liquidation vs. 2 HP / 0 Def Metagross-Mega in Rain: 142-168 (90.4 - 107%) -- 43.8% chance to OHKO
32+ Atk Huge Power Starmie-Mega Aqua Jet vs. 2 HP / 0 Def Gengar-Mega in Rain: 114-135 (83.2 - 98.5%) -- 75% chance to OHKO after Stealth Rock​
I was going to try to grind up to Champions last night but once I got to the 2000s I was rising by like 10 points with every victory so even if I won every single game I probably wouldn't have been able to go to sleep lmao.

There was also a :snorlax:/:toxapex:/:slowbro-mega: stall core all over the ladder and I hate dealing with this thing ----> :blobpex:
 
Also doing a team dump. I wanted to do brief details. But if anyone has questions, just ask here or on discord.

Week 1: ZardLop - :Charizard-Mega-Y: :Lopunny-Mega: :Garchomp: :Slowbro: :Corviknight: :Meowscarada:

Week 2: KommoGar Balance - :Kommo-o: :Gengar: :Archaludon: :Diggersby: :Greninja: :Garchomp:

Week 3: MVic Anti Meta - :Volcarona: :Victreebel-Mega: :Snorlax: :Blastoise-Mega: :Garchomp: :Sneasler:

Week 4: Floette Balance - :Tyranitar: :Gyarados: :Scizor-Mega: :Floette-Mega: :Garchomp: :Bellibolt:

Semifinals: MeganFox - :Gholdengo: :Delphox-Mega: :Mamoswine: :Scizor-Mega: :Primarina: :Garchomp:

Finals: BlazGross - :Blaziken-Mega: :Mamoswine: :Gyarados: :Metagross-Mega: :Hydreigon: :Gholdengo:

Building is my fav part of the game and this was super fun. Shoutouts to my incredible team. Meow Gang forever.

 
Yo. I built a team that performed pretty well in this months Monthly Competition, so I wanted to upload it and talk a bit about it here, instead of writing an entire RMT. Here were the results:

iskmFTW.jpeg


The basic idea was to use an offensive mega that was somewhat unique and benefitted from the pressure Blastoise exerts at preview in order to capitalize on those opportunities. We landed on Scolipede. We additionally threw in Alolan-Ninetails, as it also exerts a ton of preview pressure and makes both mega's jobs a lot easier.

Paste: https://pokepast.es/61e9f74b44fc603a

Rental Code: T7GWCV0X4R

How to play: In most cases, the early game consists of using Archaludon to setup advantageous gamestates for the remaining 2. Knowing how to properly play Arch is perhaps the most important aspect of the team. A general rule is this: Vs other Arch, Mirror Coat. Vs anything with a potential boosting move, Dragon Tail. You will have the opportunity to rock often, but do not get greedy. Your goal is to chip problems in front of you.

There are very few games where you want to be leading Ninetails. But such games do exist. This is usually vs defensive semi stall teams that tech a Garchomp or some other offensive threat surrounded by 5 very fat mons. (You know what teams I'm talking about). Obviously, use ninetails strategically vs other weather setters. For most games vs fat teams, your selection will look like: :Archaludon: :Ninetales-Alola: :Gholdengo:

If you see a :Meowscarada: it is almost certainly coming for :Blastoise:. Take advantage of the pressure you apply at preview.

The inclusion of Garchomp also enables a face to face mode. :Archaludon: :Scolipede: :Garchomp: was extremely powerful for games where the ice fox simply wasn't viable. Same with Blastoise. Do not underestimate the value of coming in with Blastoise and simply attacking; ignoring Shell Smash. Its powerful on its own.

The team takes some learning, but is very powerful and I'm incredibly satisfied with its performance.

As always, if you have any questions, you know how to contact me.
 
2026082008565100_s.jpg
A stall team with a bunch of freak C tier mons that's been performing very consistently for me. I'd like to do some more grinding with it but I figured I'd post it before the end of the season in case people want to try it out before the meta is presumably completely restructured around the Z megas lol
I lost to double dance Slowbro in a room tour when Champions first released and I wanted to use it myself, but found that in M-A it was way too easily overwhelmed - especially on the special side. Now that we have Light Clay positioning Slowbro so that it can become unkillable is much easier, having a lot more time to both find opportunities to switch in and to set itself up. Dragalge is a great secondary mega, handling mons that threaten Slowbro like :raichu-mega-y:/:gengar-mega:/:charizard-mega-y: whilst Slowbro can take on :metagross-mega:/:delphox-mega:/:starmie-mega: for Dragalge. Regenerator is so powerful I found myself bringing both to a lot of games and deciding which one to mega based on my opponent's picks.
White Hand (Grimmsnarl) @ Light Clay
Ability: Prankster
Level: 50
Shiny: Yes
EVs: 31 HP / 32 Def / 2 SpD / 1 Spe
Impish Nature
- Reflect
- Light Screen
- Spirit Break
- Parting Shot

Bird-Type (Skarmory) @ Bright Powder
Ability: Sturdy
Level: 50
EVs: 31 HP / 32 Def / 3 SpD
Bold Nature
- Spikes
- Body Press
- Whirlwind
- Roost

Mist Stone (Slowbro-Mega) @ Slowbronite
Ability: Regenerator
Level: 50
EVs: 31 HP / 22 Def / 13 SpD
Bold Nature
- Calm Mind
- Scald
- Iron Defense
- Slack Off

ABYSS (Dragalge-Mega) @ Dragalgite
Ability: Adaptability
Level: 50
EVs: 31 HP / 31 SpD / 4 Spe
Calm Nature
- Draco Meteor
- Sludge Wave
- Toxic
- Flip Turn

New Rock (Hippowdon) @ Sitrus Berry
Ability: Sand Stream
Level: 50
EVs: 32 HP / 8 Atk / 2 Def / 24 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

Sailor (Snorlax) @ Leftovers
Ability: Thick Fat
Level: 50
EVs: 32 HP / 2 Def / 32 SpD
Careful Nature
- Earthquake
- Smack Down
- Fissure
- Rest​
:Grimmsnarl:
Starting off strong with the most basic Grimmsnarl set ever, this guy is a bit more reliable than Alolatales since it doesn't have to worry about counter weather nor a 4x weakness to Bullet Punch and a defensive team like this doesn't really care about dual screens being slightly slower to set up than Aurora Veil. Grimmsnarl's typing makes it a great answer to Hydreigon, which threatens both of the team's megas, and it can do decently well into Garchomp and Mega Dragonite too.
Parting Shot is obviously great for pivoting, and combined with Spirit Break can mitigate Slowbro's exploitable SpDef. I wanted an odd HP number so I invested the remaining SP into Speed for the mirror, but it seems like screens has become a lot less popular because it never came up (´∇`'')

:Slowbro-Mega:
Slowbro is blessed with two amazing abilities, having Regenerator in the early game and being able to mega into Shell Armor in the late game to avoid crits as it sets up. I went with Scald over Stored Power or Body Press since there aren't any relevant Water immune mons. Additionally Scald's burn chance can help Slowbro support the team before it gets the chance to set up and prevents Mega Gyarados from being too big of an issue with its potential to crit through Shell Armor. It's pretty funny that despite having two super effective STABs Meowscarada isn't great into Slowbro since Flower Trick can't crit and Knock Off doesn't do it's full damage into mega stones.
This spread always survives Mega Charizard Y's Solar Beam from full, meaning it's a 3HKO behind Light Screen, and has a good chance to do the same to Mega Gengar's Shadow Ball.

:Dragalge-Mega:
Despite Slowbro being the reason I built the team it felt like I was bringing Dragalge more often than it, it seems like the meta has shifted to try and counter MegaGross with majoritively special attackers that this thing can take advantage of. On top of the aforementioned complimentary defensive typing Dragalge can also handle a lot of utility mons that get in the way of Slowbro's setup like Encore Primarina, Unaware Skeledirge, and Toxic users.
I went with Toxic over TSpikes for a better matchup into Calm Mind lefties Primarina, which neither of my phazers really want to take a hit from, and to stop mons like Umbreon and Bellibolt from just sitting on the team and racking up passive damage since I don't have much that can threaten them out. Running a bit of speed was inspired by the 167th ranked player last season which lets it outspeed and chip Hippo and Bellibolt with Flip Turn, and potentially revenge kill them later on since it can outpace their Slack Offs.
This thing's mega looks sick as hell, which provides it an advantage in some way I'm sure.

:Hippowdon:
An early version of this team was using Empoleon as a special wall, but I was having a lot of trouble with Archaludon. Just like in real life; when I was struggling adding a hippopotamus to the situation fixed everything. Hippo is particularly good into rain teams, denying Arch's Electro Shot and setting up rocks to whittle down Pelipper whilst Slowbro handles their physical rain sweeper (typically :swampert-mega: who hates scald even outside of rain). Because I don't have an Unaware mon I'm running two phazers to punish set up, though Hippo could probably get away with Yawn here.
This is the standard specially bulky build, with its SpDef set so that Archaludon always knocks it into Sitrus range with Draco Meteor so that White Herb sets are unable to 2HKO it, but I'm running a bit of Attack so that Earthquake always OHKOs Mega Lucario - which is a rather annoying mon to answer otherwise because it can run both physical and special sets.

:Skarmory:
I really needed a Chomp answer for Dragalge mode, and Skarmory is the best there is. Having two hazard setters is quite nice because it means I'm aren't limited on chip in that regard if I can't bring Hippo, and Spikes are very strong in stall matchups in which Skarmory's immunity to Toxic and OHKO moves are greatly appreciated. Sometimes I wish I was running Corviknight for Pressure stalling, particularly into Basculegion, but having Whirlwind is great for preventing mons like Mimikyu from setting up before Slowbro is able to get set up itself.
Bright Powder is a complete nothingburger item, but Champions' defensive itempool is so slim it'll have to do. Maybe a type resist berry could also work, though a lot of mons that threaten Skarmory with super effective damage hit it on its weaker special side so you generally don't want to be in against them anyway.

:Snorlax:
I can't believe it's not Ting-Lu! Snorlax's main job is to do this:
snorlax.png
I think this set is fairly popular in Japan, though I haven't seen much discussion of it in the West. Before landing on Snorlax I tried a few other anti-stall mons like Mega Gengar and SubSeed Whimsicott, but neither gelled well with the much slower nature of the team and it meant I could only really bring them to stall matchups. I also tried Guillotine Kingambit which was a lot better but cannot take a special hit to save its life. On top of fishing for OHKOs Snorlax is a competent special wall that can take on Pokemon like Mega Greninja and Volcarona in lieu of Mega Dragalge, and additionally thanks to Earthquake it does very well into Gholdengo and Mega Gengar.
Without Snorlax I could still theoretically play out every stall match to a tie, and if you're building this team for yourself and are fine with that you could probably replace this with Umbreon or something of the sort. The team would definitely appreciate a Wishpasser.​
I wasn't a big fan of stall in SV but trying to build defensive teams in Champs has me like
clod.png
 
Hi everyone! In commemoration of a pretty strong BSS finish this season and now hitting 75 seasons in a row of Top 3k BSS finishes dating back to June 2020 during early SwSh (for whatever that's worth), I wanted to share a team that got me both Top 70 in the August MCS and Top 350 in Season M-5 BSS, including being in Champion-tier for some of the last day before just dropping out, partly owing to having to actually go to my 9 to 5 and such. Still, I think the team is quite strong (although to be fair, it is adapted from a team that placed higher than I did with it), I had a lot of fun playing with it, and I feel confident I could have broken 2400 Elo with a little bit more time on the last few days.
Season 5 Top 350 Finish + Last Day Champion Tier.jpg
August MCS Top 70 Finish.jpg

Console rental code: 69E66TNX32
Paste of my version of the team: https://pokepast.es/2d08815c39194b11
Link to S3 blog of the original team by its original pilot: https://claris-bradbury.hatenablog.com/entry/2026/07/09/【M-3_最終27位】白黒アグロ

The moves are mostly the same from the original Dr. Latancy build. However, I adapted several of the EV spreads (and changed Basculegion to Jolly) and changed Nasty Plot Mega Raichu-Y to my preferred Substitute as the fourth move, which doesn't threaten certain defensive builds as much but is significantly better against offense and rain. The team was strong, but it definitely could feel ssome matchup issues, especially when combining Meowscarada with something I didn't want to bring Mega Scizor against, since without Scizor the team has a rough time with it. That said, I think that overall it did very well, and it helped me to end Reg MB on a generally high note.
 
Since the CL is going on right now, I don't expect many M-C teams from our side of the community to show up for a while, but because I skipped out on it I'm gonna start it myself. Managed to hit top 1k in the september mcs with this one.

Rental Code: AV7KKM3780
pokepaste: https://pokepast.es/4a0d4d4caf14653a

1000048351.jpg


Pyroar is a good meta call atm, the Ghost immunity and being faster than Mega Salamence are huge advantages it has over Mega Charizard Y, as it's both good into Gholdengo, Aegislash and Mimikyu and it's able to either Yawn Salamence to prevent it from setting up too much or straight up score a 2HKO against the most common SP spread with Overheat if Stealth Rocks are up.

Archaludon is the team's MVP. It sits there, racks up chip dmg and is incredibly hard to take down for most of the meta. Dragon Pulse is used over Draco Meteor as the extra power isn't really needed and allows Arch to threaten last mon Substitute Mega Salamence over multiple turns instead of turning into setup fodder.

Primarina uses a Rest set over the more common Encore + Aqua Jet for longevity into opp Archaludon and the mirror matchup, and it can be used against Hippowdon to stop its Yawn loops.

Golisopod uses Aqua Jet over Sucker Punch as many teams are adapting strategies that account for the latter, such as Encore/Will-O-Wisp and their own faster Sucker Punches, outside of the usual SP mindgames. The spdef spread brings some insurance into Mega Lucario Z, who is otherwise a great pain to deal with for the team outside of Primarina.
 
Posting here the team that made me reach the Champion tier in this season 7 of reg M-C. It's an allusion to Ash's team in Kalos, which by the way, is my team with the favorite mons.

Pikachu is totally unfeasible in this regulation, so I decided to opt for Raichu X (since it is well left aside compared to its Y version) along with the Hawlucha + Seed combo.

Although Mega Greninja is not as strong as Ash Greninja, it works very well as a revenge killer and as a cleaner after weakening certain walls with Talonflame and Goodra. With a certain investment in HP, he has an 82% chance of surviving a Chomp Z Draco Meteor.

This team is quite weak against Luc Z and Bax, that's why any wrong move against these mons is guaranteed defeat.

I think that's what I have to say, I have a lot of fun using this team and becoming the first Brazilian to reach the champion tier in singles, só if anyone also wants to try, the team is there

Rental Code: UG0QVM9Q5N

IMG_7270.png
IMG_7271.png
 
Back
Top