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OU ADV OU Teambuilding Competition [Round 8 - Non-OU Fire Type Offense (No Blissey)]

Spreek

is a Community Contributor
RoAPL Champion
ADVTeambuildingCompLogo.png

Art by mint yerb

Welcome to the brand new ADV OU Teambuilding Competition thread! Each round I will post a new Pokemon, core or set, and it’s up to you to make the best possibile team out of it! Every time you post a new team, you will have to provide an explanation of the building process, strength and weaknesses, and the importable of the team itself. Each month will have a new requirement/restriction in the teambuilder. The winner of each month will get their team inducted into the Hall of Fame as well as a fun name color (some restrictions apply) in the Smogon ADV Discord Server.

Each round will begin at the start of the month, with 3 weeks of submissions, and the final week for the judges to rank teams individually remaining and declare the winner for that month.

To enter, submit your team as a reply in this thread. Each month the theme and prompts for building will change so pay attention to those building requirements. The judges will be announced each round.

Rules for team submissions & voting:​
  1. Don't copy somebody else's team. Pretty straightforward here, we want this competition to be as diverse as possible, and copying a team someone else posted will result in a disqualification. Taking inspiration is absolutely fine, but we don't wanna see copies of teams. Also, remember to provide a PokePaste.
  2. Remember to go into detail on the team, building process, sets, spreads, etc. Just PokePastes will be deleted.
  3. Have fun!
Round 1 Winner - HeyYa!_Forte
Bulk Up Pass Medicham + Triple Trappers - 32.83/50
Prompt: Medicham

Round 2 Winner - Johnald
Forre OffGon + Charizard - 42.25/50
Prompt: Flygon, No Skarmory

Round 3 Winner - Shitrock enjoyer
MACONHA FESTA - 42.83/50
Prompt: No Spikes, No Sand, No Trappers

Round 4 Winner - Spreek
Kuno Reverse Card - 40/50
Prompt: Raikou :Raikou:

Round 5 Winner - mielke
Nenriki - 44/50
Prompt - Spikeless, No Suicune, No DD Salamence

Round 6 Winner - L3W
Thing
Prompt - Statpass, No Statpass Celebi

Round 7 Winner - Johnald
Lapras Loom Mixoff - 40/50
Prompt - Water type ranked UU or below
 
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Teambuilding round 8:

Team Magma have realised that supporting their Fire types with Mightyena and Golbat is a pretty dogshit idea. They have asked for our help (with budget constraints in mind). This round's challenge will be to build a team using a non-OU Fire type!

Prompt:
Create an Offense team with a non-OU Fire type.
Blissey is banned.

:Houndoom: :Arcanine: :Ninetales: :Magcargo: :Camerupt: :Entei: :Flareon::blaziken:

The categories the teams will be rated on:
Team Synergy & Cohesion
Competitive Viability
Creativity & Originality
Clarity of Explanation
Adaptability & Flexibility

Good luck and have fun
:Fire:​
 
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So for this prompt I've decided to go with Camerupt as the fire type. It is great at coming into Zapdos, which is important as some experts assert that Zapdos is a major Golbat check. I really like this Camel set - I've found that on the ladder you get a lot of opportunities to set up a Focus Energy and are a big threat once you've done so. Ember is the main STAB, Magnitude is a good secondary STAB to fight TTar. Tackle is your best bet vs Mence.
Mightyena also helps cover Golbat's Psychic weakness, and its Roar keeps CMers from getting out of hand. Intimidate checks TTar.
 
https://pokepast.es/c59fc6053f7528a0

Explanation: it’s slop with Magmar and Yama tanking the team

realised that without dd tar there isn't as solid a way to chip pert down for mence so instead of superpower regi went with hp grass as a pert lure figure yama+bi+end pert is enough insurance for rocks along side regi
evs are mostly standard on the team only ones that might need explaining are 52 attack evs to ohko tar with fpucnh on magmar. bliss, pert, and -speed tar speed creep on yama. realized investing in special attack on regi is pretty pointless so enough def to be 3hko by unboosted max attack tar EQ and rest into spdef.
updated paste: https://pokepast.es/b93b3f3ef6673ecb
 
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https://pokepast.es/bd10de9b828e0c18

Epic Typhlosion Offense (Perchance)

If you couldn't tell by my profile picture, Typhlosion is my favorite Pokemon, so I was pretty stoked to see this one because I can actually use it. Also first time doing one of these pretty nervous.

Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Sunny Day

Zapdos is the lead here, doing what lead Zapdos normally does. its the standard Zap set but with a change of Sunny Day. This helps out some other mons in this team, like Typhlosion or Eggy. I considered HP Fight for TTar but the team should be fine without it. We have Yama and MixedMence.

Typhlosion @ Petaya Berry
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Substitute
- Fire Blast
- Thunder Punch
- Hidden Power [Grass]

As stated, Typhlosion is the featured Fire Type Non-OU Pokemon. Normally, its completley outclassed by Charizard (ugh), but it has some unique tools, like Thunder Punch. The plan is similar to what Charizard (ew) does in OU, Substitute and hit hard with Fire Blast, HP Grass, and Thunderpunch (which Zard [gross] doesnt have, heh heh heh) Similar to Zapdos I considered having Focus Punch, but I went all in for Special offence, because I think the Blissey and Tar Matchup'll do fine.

Exeggutor @ Leftovers
Ability: Chlorophyll
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Sunny Day
- Solar Beam
- Hidden Power [Fire]

Eggy! Yeah, that guy. I figured Exeggutor would be a good pairing with Typhlosion, setting up sun for it. It can also do some sweeping as long as Tyranitar is gone. Its EV'd to just outrun max speed Aero and Jolt after the sun is up with max special attack. The little bit rest goes into max HP.

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Spikes
- Roar
- Drill Peck
- Protect

Skarmory is here to set spikes and roar any set uppers away, like it usually does. Not really much to explain here, just some extra cushioning.

Hariyama @ Leftovers
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Brick Break
- Hidden Power [Ghost]
- Knock Off
- Focus Punch

I needed both a fighting type and a bulky rock resist, and Yama does both of those things. Knock Off is also cool. HP Ghost is to bonk Starmie and Gengar, among with a couple other things. Brock Break and Focus Punch hit hard.

Salamence @ Leftovers
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dragon Claw
- Brick Break
- Wish
- Fire Blast
Mixmence rounds off the team, with Wish support. Intimidate is good to have. Max speed to outspeed opposing Mixmence. Fire Blast will be boosted by sun if its still up, and Dclaw is good stab and Brick is good against Tar and Blissey in case Yama falls.

But that's about it. Let's go Typhlosion!!
 
https://pokepast.es/e5fc66918f9285c9 common loomdoom team, both loom and defmie appreciating the doom pursuit support with a cheesy lead suicune and a subpass zap as a flier and to give breloom more focus punch options. Doom alone is very cool already since it has the strongest pursuit in the tier, boosted even further with black glasses to make it a roll to ohko defensive gengar wiht pursuit. Registeel has proven itself to be a very effective special check on these offense teams, while having boom to not lose the momentum.
 
:gengar: :dugtrio: :houndoom: :snorlax: :magneton: :kingdra: https://pokepast.es/13d4d71521aed255

This team is built around a Snorlax that has only 1 offensive move, the 32 PP Return. You would think it would be a Restalk Snorlax, but no, it has Rest, but no Sleep Talk. Instead, it has Amnesia, to wall every special Mon. Curse increases Defense and allows Snorlax to sweep in late game.

Of course, with only Return as attacking option, this Snorlax needs a lot of support to actually sweep, its walled by Ghosts, Steels and Rocks. Therefor as many as 3 trappers are used to remove those. Dugtrio removes damaged Tyranitar, Jirachi and Registeel (also some Celebis and Heracross). Its Adamant to do more damage. The 2 relevant unboosted Mons that outspeed Adamant Dugtrio but not Jolly one are Starmie and Raikou, both are easily walled by Amnesia Snorlax unless they crit.

Magneton has Salac Berry and HP Grass. The use of HP Grass doesn,t need to be explained, but Salac can avoid a kill, allowing Magneton to paralyze something or do some damage before dying. The lack of Magnet in this team is actually (sometimes) beneficial, since if Skarmory puts 2 layers of Spikes instead of one, every Mon except Gengar and Snorlax will be taking more damage when Roared or Whirlwinded out, which will ease Snorlax's job to become last Mon Curse sweeper.

Houndoom traps opposing Gengar. Its Houndoom and not Tyranitar because Snorlax doesn,t like Sand. Its also not Umbreon because Umbreon needs Leftovers to be viable and we don,t want to use Leftovers Mons other than Snorlax and Gengar.

Gengar is the lead, the Fight immunity and the Tyranitar lure. It burns some Mons, somewhat checks Salamence and Gyarados and Booms to allow a safe Dugtrio switch-in.

Kingdra is a secondary win condition in some match-ups, but its main use is to remove opposing Sand once Tyranitar has fallen. Resisting Meteor Mash is also useful, since Agilygross and Metagross in general would otherwise be a big problem for this team.

There are only 2 Mons with Leftovers on this team. This is done fully on purpose. After Rocks, Steels and Ghosts are removed, one of the best Snorlax counterplay would be using Roar on Whirlwind on it. Snorlax needs to sometimes sleep, so something like Zapdos or Suicune can switch-in and use Roar or Whirlwind. If there are no Spikes, this will work, but more often than not, those moves are used with Spikes (Skarmory is currently 2nd on the VR, and therefore very common). Therefore, if opponent has not enough offensive pressure, the goal of Snorlax is to become the last Mon standing, preventing the use of Roar or Whirlwind. The rest of the team needs to take Spikes damage to die faster. Gengar is an exception to this, being immune to Spikes. He can have Leftovers, however this is another reason to have Explosion, Gengar needs to die if opponent attempts the Roar/Whirlwind tactic.

This is an old (more or less 2023/2024) team and far from perfect (especially since it often depends on Snorlax not getting crit to win). However, this is one of the best structures to use Rest Snorlax, usually using Curse + Boom, 4 Attacks or Band is easier in Advance.
 
:tyranitar: :swampert: :registeel: :salamence: :camerupt: :gyarados: https://pokepast.es/145139d18005cc9f

This team started with my idea of wanting to fix SLOP's weakness to :Zapdos: Zapdos and :Gengar: Gengar, I had the idea of using :Camerupt: Camerupt thanks to it's capabilities of doing exactly that through it's typing, and the fact it could threaten strong stab moves and boom made it feel even more natural to include onto this offense archetype that tries to trade down and open up walls to sweep.

Early on, :Tyranitar: Tyranitar baits in and trades exactly with mons that would normally threaten :Camerupt: Camerupt such as bulky waters or ground types like :Swampert: Swampert, :Flygon: Flygon, :Claydol: Claydol, :Suicune: Suicune, etc...

Salac :Swampert: Swampert is there to break through walls with Endeavor, trade and open up its teammates to sweep. It can also be reliably used against rock types like :Tyranitar: Tyranitar and :Aerodactyl: Aerodactyl and :Metagross: Metagross thanks to Electric types being dealt with by :Camerupt: Camerupt's presence.

:Registeel: Registeel is there for :Starmie: Starmie, :Suicune: Suicune and other special attackers, and also serves as a twave spreader that enables Camerupt further, being supported by :Gyarados: Gyarados and :Salamence: Salamence that can deal with Ground, Fighting and Fire types.

:Salamence: Salamence is your stardard SLOP sweeper with it's bulky spdef set. It can also be used to trade with walls to enable other sweepers such as :Gyarados: Gyarados, :Tyranitar: Tyranitar or even :Swampert: Swampert depending on the match up.

:Camerupt: Camerupt ends up being a glue in this team, managing its HP is what guarantees you won't lose to electrics late game, and its trading potential with Explosion allows sweepers in worse matchups to clean in case :Registeel: Registeel's Explosion and :Swampert: Swampert aren't enough to break through their walls.

:Gyarados: Gyarados might feel odd as the final Pokemon on this team, but it does exactly what it needs to do. :Gyarados: Gyarados fixes the team's weakness to opposing :Swampert:, helps further against opposing :Suicune:, saves the team from a weakness to mixed :Salamence: Salamence and Dragon Claw :Charizard: Charizard and ensures you can intimidate cycle with your own :Salamence: Salamence, saving the team from opposing DD Sweepers. Jolly :Gyarados: Gyarados presence also means you're not as weak to :Aerodactyl: Aerodactly as you'd normally be with :Raikou: Raikou, and it really benefits from :Camerupt: Camerupt's presence in the team.

The team can sometimes be a bit Spikes weak depending on the lines you take and specially if you use :Gyarados: Gyarados early versus :Skarmory: Skarmory. Mixed DD :Salamence: Salamence is a viable option here over the set it has right now, but I personally prefer to have it be fully physical. Brick break is normally used on SLOP :Salamence: Salamence but the lack of :Raikou: Raikou makes it redundant.
 
"I Swear Blaziken is Needed Here"
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Alright boys, the idea is simple:
1. Substitute with
vaporeon.png.m.1777688684

2. Pass to
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3. 244+ Atk Blaziken Focus Punch (150 BP) vs. 4 HP / 0 Def Starmie: 145-171 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
4. Profit

If we can get a pass on Blissey, Mr. Ken can go crazy. Unfortunately this won't actually happen, so we need to make an actual team.

Blaziken has the tough choice of hidden power ice or grass, but I won't be going with either because I want both fighting moves and rs to check ZardMolt (blaziken is actually good at this). This means Mence and Pert planning will get more tough.

celebi.png.m.1777688684
- I had the idea of using Cele because ice onion to lure mence synergizes with ken and cmpass with vap may be cool. Comes in on pert as well. Psychic would be nice for gar, but giga feels needed for tar.
salamence.png.m.1777688684
- DDMence on spikeless is probably a good idea and I've always wanted to use DDFB alongside cmpass. There is hidden synergy in that if Cele hits aero with an hpice, its now in +1 brick range. (Giga is a roll)
gyarados.png.m.1777688684
- Felt like a good idea bc it appreciates a chipped starmie like mence, but has the benefit of coming in on the suicune/pert other members may invite. More dragon dancers feels nice with all the dug-bait this team has. Double intim also lets me be a bit more defensively greedy. Slideless mence still feels shaky into aero so I'm running rock here. Can chip zap for mence as well.

So far we have a squad that has no rock resist and no starmie switch, gar is also a problem.
registeel.png.m.1777688684
- My first idea had a Meta + Lax structure, but that meant 1 dder, which my greed wouldn't allow (I think it could actually work but I need my creativity points). The set here is hp grass THUNDER. Grass to lure pert for mence and thunder to hit gengar. You may think that hp dark twave would also be fine, but I have my reasoning. Basically, in the early game you want to actually go registeel on zapdos instead of celebi. This invites in skarm, which our cele can't actually hit. With this set, you can slam them with a massive thunder for like 45% (make sure you hit). Maybe also catch a starmie lacking, idk.

General Thoughs:
1. This team is not that great, but the idea feels really fun. There is definitely room for iteration, especially if a certain shackle were to get lifted.
2. Gengar still kinda sucks. Gyara/Ken/Steel/Vap aint bad at trading with it into +1dder range though.
3. Wish over IB on vap could be cool to sit on bliss indefinitely and heal the team. IB feels better to me though cause we don't have many bulky mons to get wished and the punch into mence/cele is nice. (Speaking of cele, 251 Spe Vap can outspeed it sometimes. I put Mr. Ken at the same speed, so that if you know one outspeeds...)
4. Be nice to Blaziken; he was my first starter.
5. Be nice to me; this is my first spikeless offense.

https://replay.pokemonshowdown.com/gen3ou-2693498338-q84jxpn3agkk23yfujujnr7vkv8lhd0pw

Thanks for reading. Bye-Bye.
- Blaziken Timmy
 
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Flareon Curse Pass





tyranitar.png
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Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Double-Edge
- Dragon Dance
Lead DD Tyranitar as is the norm for this sort of offensive team aims to get big damage on the opposing water and ground types that check it and the Aerodactyl and Metagross in the back, this has the benefit for this team of chipping common water type phazers that could prevent Flareon from passing curse boosts later in the game, if it is phazed early by a Skarmory or forced out by a lead Metagross it can be a decent curse recipient later in the game using the added bulk to take hits from a defensive Pokemon like Claydol which can open for Aerodactyl or Zapdos.
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Aerodactyl @ White Herb
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Hidden Power [Flying]
- Double-Edge
White Herb Aerodactyl is a unique non-choiced set, upon a curse pass it gains the same high attack stat while gaining the ability to switch moves and take several hits that it would otherwise be unable to take. This set can also have a minor but unique application without the curse pass as it gains a one time intimidate immunity which could allow it to beat Salamence or Gyarados in certain endgame sequences.
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Flareon @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Flamethrower
- Wish
- Curse
- Baton Pass
Curse Pass Flareon is the star of the show for this teambuilding challenge and it brings one notable trait as a physical boosting statpasser compared to the most logical alternative in SD Pass Celebi which is that Skarmory struggles to phaze Flareon thanks to its stab flamethrower allowing for a Magneton-less physical stat pass core. It has a decent matchup into Gengar thanks to its will-o-wisp immunity and solid base spdef, although taunt Gengar can of course prevent it from boosting and passing, a physically defensive spread is used so that after a curse boost Flareon lives a hit from Dugtrio allowing for a pass to an extremely threatening non-choiced Aerodactyl. The last move on the set is wish as Flareon has little need for alternative moves but getting a potential second chance with an agility Metagross, DD Tyranitar or Snorlax all have major upside.
metagross.png
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Metagross @ White Herb
Ability: Clear Body
EVs: 168 HP / 216 Atk / 16 Def / 108 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Agility
White Herb Agility Metagross is an extremely threatening sweeper when it receives a curse boost as it opens several additional setup oppurtunities with the added bulk while allowing for an immediate attack boost which most teams struggle to handle. It can of course use explosion to remove checks for Aerodactyl in situations it is not able to sweep.
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Snorlax @ Leftovers
Ability: Immunity
EVs: 224 HP / 232 Atk / 52 Def
Adamant Nature
- Body Slam
- Earthquake
- Shadow Ball
- Self-Destruct
Snorlax is an interesting choice on this team due to it functioning as a curse recipient that can typically use curse itself. On this team a self-destruct Snorlax is used as a curse recipient that baits Skarmory for Aerodactyl and Metagross to have greater freedom in the late game, it is also capable of beating down or trading with opposing bulky waters with or without the curse boost opening Flareon to pass to Aerodactyl or Metagross.
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Zapdos @ Leftovers
Ability: Pressure
EVs: 64 HP / 248 SpA / 196 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Baton Pass
Zapdos is slightly unusual on a physically oriented team like this but it is used to have a solid Swampert answer that can also maintain the curse pass without necessarily using it itself.
 
Yoo cannot sleep so dropping by to share a fun mixed offense team I made a few months ago with the silly goal of using all 3 of the gen 3 starters.

Honestly it's not a great one (or even a good one) and it should be work on more but I have not found the time nor motivation to do so. I have made it the best i could at the time with the constraints i put on myself. I love writing with restrictions and that's how i like building too.

That's the reason why i find these building competitions so cool. But being a learning and slow builder and not having all the time i wish i'd have for mons, i never participated. The prompt for this round matched this team i already made so I figured why not posting it.

Hoenn Starter Pack

Blaziken @ Leftovers
Ability: Blaze
EVs: 20 Atk / 238 SpA / 252 Spe
Hasty Nature
Shiny: Yes
- Overheat
- Sky Uppercut
- Hidden Power [Ice]
- Substitute

Swampert @ Salac Berry
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Endeavor
- Surf
- Roar

Sceptile @ Petaya Berry
Ability: Overgrow
Shiny: Yes
EVs: 12 HP / 246 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Leaf Blade
- Hidden Power [Ice]
- Endeavor
- Substitute

Zapdos @ Leftovers
Ability: Pressure
EVs: 120 Atk / 252 SpA / 136 Spe
Mild Nature
- Thunderbolt
- Drill Peck
- Hidden Power [Grass]
- Thunder Wave

Metagross @ Lum Berry
Ability: Clear Body
EVs: 168 HP / 236 Atk / 16 Def / 88 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Agility
- Explosion

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Rock Slide
- Fire Blast
- Crunch
- Pursuit

As you can see it's not made for very long games, it thuds hard vs defensive structures with spikes since there is no room for a spinner (or is it ? Maybe dol over zap). Some matchups are straight up unwinnable. The goal is to click attacks and have fun with it hehe

The Blaziken lead is pretty straightforward : sub T1 then hit what's switchin if possible. During the game find free turns to get it in again to once again click sub or even directly an attack with some prediction.

EndPert is of course for trading and creating holes into the opp team defenses, allowing teammates to apply more pressure.

With AgiMeta they form a reasonable pair of rock resists, meta also acting as a potential wincon.

Sceptile is the weak link here, I'm not satisfied with the 4 attacks set at all but i'm not convinced that a leech sub one would be good neither, i fear it might be too passive for this team (even tho i like the stupid idea of having sub on the 3 starters). It offers a welcome form of speed control but doesn't hit hard enough because of the low power moves : modest and/or Petaya+sub could be considered, even tho the latter might be quite gimmicky and antisynergistic with Ttar on the team. But thinking about it, it may be the best option to use it as a wincon. And/or maybe an endeavor breaker i dont know aaah this mon is really a pain to build with.

EDIT : i'm very glad to say that posting the team gave me the motivation to try to fix the sceptile issue (: and indeed the latter paragraph doesn't match its set anymore but i figured leaving it would be interesting since it shows a part of the building process. Making Sceptile an endeavor breaker was indeed the best use of it (and i got to give sub to all 3 starters yaay), to make the most out of its speed. Thus keeping it timid is essential. With some good positionning, the double endeavors can break open defensive cores. Petaya can be nice to take advantage of sub + the overgrow buff and force trades. But in my experience it doesnt come up a lot so the last thing i'm debating about this set is whether or not leftovers would be a better fit to counteract the sand chip. Thanks to my man Genexys for the help !

Zapdos can be a fighting resist in a pinch, but being offensively ev trained it cannot do so more than one time, maybe two if we're talking weak attacks. TWave is nice to help compensate for the low speed of the team. I honestly dont remember what motivated the mixed attacking set. Knowing myself it's quite possible i just wanted to try it :p

Finally Ttar brings the mandatory sand in a team like this that needs to make damage sticks. I remember making a lot of tests with different sets. The clear best was a pursuit one, the team being very weak to the man Gengar and not great into the spinners. SuitTar also rounds it out nicely defensively and offensively with rock and fire coverage.

I think that's all, thx for reading and pls dont hesitate to try it and give me feedback on your experience ! But be prepared to lose a lot vs Spikes fat and stall :p

Have fun my advers
 
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CAMEL CRANKER

This team started, as Gen 3 apparently did, with Camerupt. Camerupt has been there since the beginning, and it hasn't changed because apparently it is, like Relicanth, a perfect life-form that cannot be improved upon. But who IS Camerupt, and what can it do?

Camerupt @ Leftovers
Ability: Magma Armor
EVs: 76 Atk / 252 SpA / 180 Spe
Mild Nature
- Fire Blast
- Hidden Power [Grass]
- Earthquake
- Explosion

This is the Camerupt set that we're using for this team. Camerupt's Fire/Ground typing is unique in that its able to switch in and absorb Status from the likes of Gengar, Zapdos and Registeel, taking Wisps, T-Waves, Thunderbolts, Hidden Power Grass/Ice, Fire Punch, etc. Immunity to both Thunderbolt and Thunder Wave in particular can be very useful in the early stages of the game, allowing us to switch out of a lead Milotic vs. Zapdos matchup without risking taking a T-Wave on Jolteon. Our friend the Camel is not immune to Toxic, however we only need a few switch ins from the Camel to open up some of our other mons. 180 EVs in Speed gets us to 162, just outspeeding the usual Monopert sets, with HP Grass doing a substantial chunk of damage (74.9 - 88.3% to the standard Defensive set, which is often coming in on a spike and taking an EQ/Fire Blast). EVs are maxed in SpA to increase the odds that Camerupt can KO Swampert with a Fire Blast (23.8 - 28.2%) + HP Grass (74.9 - 88.3%) without a spike, thus allowing it to Explode on a different target later For faster Swampert sets, such as EndPert, 245 speed Milotic with Recover will be the best switch-in. I've settled on Fire Blast for this set, but it can also be useful to run Flamethrower here to guarantee damage on the switch, allowing you to check the leftovers order.

Now, time for the Camel's friends.

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 244 SpA / 12 Spe
Modest Nature
IVs: 30 Atk / 30 SpA
- Crunch
- Fire Blast
- Focus Punch
- Substitute

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

I'll be discussing these two together, because this combination is the reason we are running Camerupt. I associate these two sets with "Forre Offense", where we're often using Forre to set up a Spike and then use Explosion to help open up opportunities for faster threats on our team, while still maintaining the ability to spin if the matchup calls for it. Unlike many Forretress teams though, Forre Offense often runs Tyranitar sets without Pursuit, going for a faster pace than Forre + Suit Tar teams. This, in turn, makes the teams weaker into Gengar in particular, which Camerupt can switch into without fear of Will-o-Wisp.

While Forre sets up Spikes, BOAH Tar helps to bait in and break down mons that HP Ice Jolt either cannot deal with itself, or needs chipped. Targets like Swampert, Metagross, Claydol and Registeel all take significant chip from BOAH Tar, helping to open up the way for Jolteon later. The Tyranitar EVs are to maximize the damage of Crunch and Fire Blast on these targets and allow for 101 HP Substitutes while also outspeeding slower defensive Swamperts. Focus Punch off of a Modest nature may seem counter-intuitive, but our primary Punch target, Blissey, is still taking at least 69.4% when running a Bold nature, and even Registeel is taking a minimum 48.3%.

Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Baton Pass
- Wish

Next, Jolteon. Hidden Power Ice here hits Salamence, Flygon, and ground-types excluding Swampert, for which the plan as described above is to chip it with spikes and lure it in to take damage from either Camerupt or BOAH Tar. Baton Pass lets us pivot around the entry of threats that Jolteon either needs chipped or cannot deal with, for which BOAH Tar will often help. The only out of the ordinary move choice here is Wish, which while not unheard of on Jolteon is not the most common fourth move. Wish here allows Jolteon to supply its other teammates with more entry points. This can be a big boost for Camerupt, since despite its unique typing giving it some entry points, its defenses are rather notoriously not great. Wish also can help to allow Tyranitar to use Substitute more freely, heal up our sole rock resist Flygon, and in longer games, allow Forretress to more effectively keep Spikes off of the field.

These first four mons were the initial concept for the team, with the last two slots, Flygon and Milotic, serving to fill in for their weaknesses.

Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 144 Atk / 80 SpA / 32 Spe
Naughty Nature
- Fire Blast
- Rock Slide
- Toxic
- Earthquake

The first four mons are not rock resists, and we need one of those. You may also notice that 3/4 of them are weak to Earthquake, with Forre still taking neutral damage. The natural solution here is Flygon, giving us both a flyer and a rock resist in one. However, I feel that Flygon needs support as the team's only rock resist, which comes in the form of Jolteon's Wish to heal it back up in the case that it loses most of its health dealing with, say, a 252+ Attack Tyranitar Double Edge, which has become a more common lead with the rise of SLOP. Other than Milotic at lead to help vs. Slop Tar (among other threats), Flygons EVs allow it to deal at minimum 74.5% to bulkless DD Tar, which in turn will deal between 25.8 - 30.4% recoil damage to itself from +1 D-Edge. Fire Blast here ensures that Skarmory cannot freely switch in and set up Spikes. Forre is often looking for a good target to hit with Explosion after it Spikes up, so Fire Blast can allow for Forre to accomplish that without conceding that Skarm will just come in and get 3 layers later.

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 56 Def / 228 SpA / 36 SpD / 188 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Mirror Coat
- Recover

Saving the Lead for Last, we have Milotic. So, why are we using Milotic, and why is it our Lead? Milotic is our primary switch-in to many of the water types that Camerupt invites in, aside from those its acting to lure in to hit with HP Grass (slower Swampert sets) and Suicune, in which case we want to go Jolteon first to prevent it from endlessly stacking Calm Minds. Offensive Starmie in particular can also be a big threat to this team, for which we can switch into a water move, click Recover to scout if they are going to switch out or attempt to power through Milotic with Thunderbolt, and in the second case, eliminate Starmie with Mirror Coat. 36+ SpD investment means that Modest Starmie Thunderbolt will deal a maximum of 49.5% to Milotic, making this Recover loop a net-positive barring crits (though the aim is to scout the T-bolt and then immediately eliminate Starmie). Mirror Coat can also help with Celebi (unless its running HP Grass) and Suicune in cases where it is able to set up Calm Minds. Ice Beam is also necessary here to hit Salamence, as a Mence that sets up a DD (often on Tyranitar or by threatening a Mixed set with Fire Blast vs. Forretress) can no longer be outsped by Jolteon.

Milotic is used at the lead slot to help against lead Tyranitar (which would otherwise need to be answered by Flygon early and do a big chunk to our only rock resist), Metagross (lead CB Meta can deal over half to near-bulkless Milotic on switch in; leading Milo allows us to avoid needing to switch Forre in on a potential Houdini) and Salamence (for which Choice Band leads can be difficult to maneuver around with a lead such as Tyranitar. 56 Defense EVs allows Milotic to live a CB Medicham Brick break at lead (we otherwise do not have a good switch into Medi T1) and 188 Speed outruns all Tyranitar sets (plus Celebi sets which can sometimes sit at 244 speed). For Zapdoes lead, we have Camerupt.

Finally, I'll give shoutouts to juke and nal, as many of the concepts used in this team are ideas I learned interacting with them over discord and using their teams. I didn't even start off building this team with Hog Cranker in mind, but once I settled on the idea of Milotic, and as Lead no less, I had to call this "Camel Cranker." I like how it sounds.
 
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Arcanine Breloom Spikes

arcanine.png
breloom.png
registeel.png
tyranitar.png
flygon.png
forretress.png

https://pokepast.es/814e8c1ee287f4da

Honestly had a ton of fun building, editing, and playing with the Arcanine idea all week. It started as solely being for this thread but I think it turned out pretty legit and I ended up reaching 1800 with one of the variations. This version posted here is what I believe, after extensive testing, is the most consistent. I will try to explain the rationale for slotting each pokemon as well as their respective sets.

~

:arcanine:
I wanted to make a team that not only supports Arcanine, but also has mons and synergies that make use of arc's unique attributes. Intimidate and thief allow it to lead vs pretty much everything and make some sort of progress, whether that's with thief directly or by making a switch more comfortable. Similar to the other intimidate mons, its very existence in the late game can help slow down a sweep even if thoroughly chipped early on.

HP ice is chosen to secure the mence matchup and because thieving waters is plenty sufficient. Espeed kills low hp spdef mence, endpert, and also is part of the anti dugtrio core. EVs tank meta/mence eq and speed creep the 269/270 tier though honestly you could take a bit out of spatk if desired for more bulk / speed.

:breloom:
Alongside arc I was pretty much immediately certain that loom would be the right fit. It pivots on water/ground/rock moves and helps break stallier teams. Mach punch in particular completes the "appreciates chipped or baited dugtrio" core and crucially checks ddtar. Having arc and loom check ddmence ddtar without needing a swampert type mon on your team opens up lots of creative finishes and offensive possibilities.

For specific set, sub has always been my favorite way to use loom. If you sub on a switch / sac then sleep something it gets to fire off 2 focus punches instead of 1. If you're clicking sleep vs a pert/meta staying in then sub allows you to not get killed by an early wake. Spdef evs are used to tank a zap hpice / dol psy but honestly it could maybe go even slower.

:registeel:
Mr. compression, the MVP of 2026, an easy choice especially when you aren't scared of dragon dancers and when you want some special walling. Really just a staple of modern spike offense and twave boom is great progress. HP grass is chosen to alleviate the pert matchup and finish off a low gengar. EVs lean spdef but some def is kept to avoid common eq 2hkos (meta mence pert).

:tyranitar:
I could have tried some jank ghostloom ghoststeel type thing but adding in suit tar lets them run other sets and also lets me add forry later on. Sand also goes a long way in making the arc thief / loom focus punches stick, and in general is a great add on spike offense.

The specific set is very unusual but feels amazing to use. I've tinkered with twave focus crunch roar etc but full special coverage is best here. Tbolt over flame for the usual skarm coverage but with the bonus of hitting (especially thieved) milo cune. Grass for pert and ice for dug mence gon zap. You really don't need crunch for gar when you can suit twice and guarantee chip that way. Bulk allows it to tank brick break from max ada mence as well as stuff like cune pump.

:flygon:
Added Flygon 6th (also tested zard and dug) but yea it's just the perfect fast breaker here. Fits in a ground immune alongside the 3 weaks so far while also not being too weak to tar aero and relying too much on loom. Helps vs cm rachi cele but also pivoting on things like kou zap.

The set is kind of unorthodox but maximizes breaking potential vs TSS. +Atk eq absolutely stings bliss / waters and neutral flame is plenty sufficient vs skarm, especially alongside regi loom.

:forretress:
The glue and another beneficiary of suit tar. Usual forry things, spike and spin on the same mon is huge for game control and contributes a ton vs TSS. Boom can be used rather aggressively considering games are unlikely to be too long with the other mons. I went with hpfire because it's nice vs other forry / para'd skarm and usually dol mie are either lured or you're content trading with them. I don't hate the idea of using like a fast hpghost/bug set but so far fire feels good. Like grass regi, it can finish off low gar if tar doesn't finish the job initially.

~

The team overall is an amalgamation of multiple different ideas and synergies. Arc loom provide a dd checking and progress making core. Regi loom make a pair of status users and regi forry both boom. Tar offers great coverage but also pursuits to enable several other things. Opposing dug might kill one thing but between the arc loom regi tar sets it's probably getting 1 kill tops and only after a sac. There are no perfect physical walls or special walls on this team but there are plenty of options for the gamestates that can arise.

I think it's a pretty cool team. I hope you enjoyed reading and maybe give it a whirl in future games of your own.
 
:rs/zapdos: :rs/forretress: :rs/registeel: :rs/entei: :rs/swampert: :rs/tyranitar:

Yeah, it's just your usual Forretress + Registeel offense. The idea is to use Entei+Zapdos as your Gar checks allowing your Ttar to be more free to run sets like PhysTar or DD, anyway here are more motivations to use Entei on a Forre+Steel offense:

1) :rs/entei: checks :rs/jirachi: :rs/celebi: with CM + fire stab, this could possibly open up registeel to focus on waters/zap or into trading
2) :rs/entei: pivots into Wisp from :rs/gengar:, meaning free opportunities to attack and chip down teams, as well as allowing :rs/forretress: to potentially hpghost and 2hko with more freedom, it also uberwalls firegrass variants of Gengar, which could prove troublesome
3) :rs/entei: is a perfect engine at luring monowaters since it beats Blissey, this means that you are often able to chip em for a Bulky DDTar sweep, who can be slotted thanks to motivation 2 and eases the burden on Entei for motivation 1

Let's now delve as to why these were slotted with Entei:

:rs/zapdos: @ Leftovers
Ability: Pressure
EVs: 176 HP / 136 Atk / 196 Spe
Mild Nature
- Roar
- Thunderbolt
- Drill Peck
- Hidden Power [Grass]

It's basically a glue and a lead slot. It's pretty simple, Entei dislikes early sand so ideally you are able to send Entei earlygame to break the water, you will also have to switch into waters a lot and Registeel will be overwhelmed / doesn't want to face CM Cune. This is where this Bulky Zapdos enters the picture, I ran DP for Fighters (autowin vs Medi on ladder) and most importantly for Cele so you don't need to use Entei for it all the time, not to mention bc of Entei and DDtar, people will try to get Cele in many ways as they can, thus you can often surprise 2hko with DP. Roar for general breaking and phazing CMers

:rs/forretress: @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Explosion
- Hidden Power [Ghost]

Spiker to help Zapdos actually do damage. Boom is important to push through Starmie or even booming Zapdos so your Zap+Steel can focus on trading elsewhere, usually spike once then boom. Please don't keep this for long, it's not worth it usually, do your job and boom

:rs/registeel: @ Leftovers
Ability: Clear Body
EVs: 252 HP / 96 SpA / 36 SpD / 124 Spe
Sassy Nature
- Seismic Toss
- Superpower
- Hidden Power [Grass]
- Explosion

Twaveless, you might call me insane or wonder why but if you look at the team holistically, you will see problems of breaking Pert efficiently and you want Bulky TTar as an endgame tool moreso than a breaker, you can switch into it with Zapdos but you will end up overwhelmed. However, it's an Entei+Zap team and you will notice damaging Ttar is very difficult for this squad and once again, the theme of this squad is using mons' presences to be able to convince other mons to stay in and attack us while we trade positively, thus to avoid damage on DefPert, who's gonna be tasked to handle physspam lategame and go 2 for 1 as an endgame tool, we use Superpower as a TTar lure. The team is decompressed enough defensively vs CMers to the point TW isn't needed defensively, and vs physspam Zap+DefPert is enough. Another reason to TW (paralyze Gar on the switch) isn't needed with Entei+Zap working in tandem to use Gar as opportunities to break and there's also enough Skarm press (with Spin) that Stossing alone is sufficient imo. This 6 won't work if you replace one of the coverage with TW, as it's insanely important to press both Pert and Ttar with this 6. Stoss is necessary for Zapdos and to actually lure the things into staying in (Stoss = TW = Can't have 2 coverage = Scout one of em = Use the other one to check Regi -> gets hit by our press-focused Registeel)

:rs/entei: @ Leftovers
Ability: Pressure
EVs: 132 HP / 160 SpA / 16 SpD / 200 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Substitute
- Calm Mind
- Fire Blast
- Hidden Power [Grass]

I have already explained why but to add, it's Modest Fire Blast to beat Blissey under sand if necessary and for extra damage into waters like CuneMiloMie

:rs/swampert: @ Leftovers
Ability: Torrent
EVs: 248 HP / 136 Def / 80 SpA / 44 Spe
Relaxed Nature
- Curse
- Hydro Pump
- Ice Beam
- Earthquake

Entei+Zapdos+TWless Registeel all give physspam a lot of room, specifically DD Mence, thus a standard DefPert is used here to shore up vs these threats. Curse gives it some breaking vs Mie (important since most of our squad is walled by DefMie) and helps vs Bliss lategame (important because TW Bliss is a pain). With multiple boosts you are able to break Cune which is good since Milo's out of fashion, it's important to use Curse>Tect because you need to make progress vs Stall with this 6 and its bulk alone is enough for most Offense MUs, considering Registeel trades into TTar

:rs/tyranitar: @ Leftovers
Ability: Sand Stream
EVs: 184 HP / 72 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Double-Edge

Standard bulky DDTar, it's job is to endgame once the squad is able to trade up, it's also able to do the reverse in certain MUs for Entei or Zap to clean-up. Don't be afraid of using this defensively when needed, however, understand that it won't happen most of the time since the squad is able to check most threats DDTar would be tasked with handling, but at any rate, in case you trade Entei with waters or Registeel with TTar/Pert, you are still able to use this to defensively check threats like Rachi or the electrics. I run Lefties for survivability but you could do Lum

REPLAYS YAY:

https://replay.pokemonshowdown.com/gen3ou-2664038796-nmyaelk60g9qtl8wnsi34jl22mstlbgpw
https://replay.pokemonshowdown.com/gen3ou-2664287120-2ki1oytqvxmcvpumb2yds0bcf71gl8ppw?p2
https://replay.pokemonshowdown.com/gen3ou-2664289424-eufkovtsybja4kh9kfw0kikaxm6g4evpw
https://replay.pokemonshowdown.com/gen3ou-2664291574-ob2akaxprfcumakvbhsc8c8rca2pu0opw?p2
https://replay.pokemonshowdown.com/gen3ou-2664293364-v5mw0cgiskp3ukc0i6krkvqlan8wtywpw?p2
https://replay.pokemonshowdown.com/gen3ou-2664296879-q12l13kcl72oun88pfvfy3k90iu1k85pw
https://replay.pokemonshowdown.com/gen3ou-2664297840-hbcbyxn87p5p5fg60vgx6krsoon575npw
https://replay.pokemonshowdown.com/gen3ou-2664299322-bbtt0nk7m56kgychl7ttnj3w0ujl3papw
https://replay.pokemonshowdown.com/gen3ou-2664301553-78i15ac101tes45vjxqllkfqq6u6e7gpw?p2
https://replay.pokemonshowdown.com/gen3ou-2664310260-mxsbmfcs86x1q4d78e949ugbyk5psc0pw?p2
https://replay.pokemonshowdown.com/gen3ou-2664311730-4hwu2suu1un3u3adttvgmfnbjk6qkgfpw?p2
https://replay.pokemonshowdown.com/gen3ou-2664310693-y7wwxdbetlnfc72sba8stii41rqwedqpw?p2

Well now everybody knows my alt lol, hope you have fun with this 6. I don't think it's very good: https://pokepast.es/52e2199ba7eec242
 
Blaziken teambuilding competition

(click the sprites for the paste)​
FJ2K forced me at gunpoint to post a team for this prompt, so here's a boring mixed offense built with :blaziken:. A great quality ken has is that it can threaten standard :Skarmory: + :Swampert: cores from the lead. Fire Blast destroys skarm, HP Grass hits pert, and it forces out a lead metagross. It also has a good lead matchup into :Zapdos: (unless it carries Drill peck), as Tbolt can potentially put it into Blaze range, after which a boosted Fblast can one shot or come close to it, while unboosted ones 2HKO, so zapdos isn't a safe switchin.
Ofc it's weak to :Dugtrio:, as all grounded Fire types are, and it isn't as fast as the other base 100s, so a fast :Celebi: or :Jirachi: can just outspeed and kill it with a boosted Psychic. :Salamence:, :Suicune: and :Starmie: are the common bad leads for it, so Zapdos felt the best way to switch into them.

:zapdos:
Not as high as it once used to be, especially on spikeless teams, but is still usable on some mixed offense squads. Perhaps you can use it to trade with Metagross or get damage on gar. It can switch out of Blaziken's bad lead matchups vs mence, cune, mie and is a much-needed (even if only for one time) special check to offensive waters. It also weakens smth like Suicune into range for :Tyranitar: and :Metagross:, as some of them will try CMing in front of lead ken and Ice Beam Zapdos as it comes in. Also SubPass can help punishing dug lock ins.

:tyranitar: :metagross:
Both are good partners on any offensive team with great synergy, and they are helpful here as Metagross can blow up on bulky waters, which ken struggles with. Ttar can weaken milo dol teams into meta's range, and it also provides a secondary Zapdos check. Metagross appreciates ken chipping birds, while :Tyranitar: weakens waters, which helps :Metagross: clean up.
:swampert:
Another :skarmory: beater. Endpert or any other offensive pert such as curse gives Agilitygross more support, as it can trade with bulky waters, while putting pressure on Skarm teams. Also another good rock res to take pressure from meta, and being a water type to help vs opposing metagross if needed, even if its bulkless. Can also weaken special walls as Bliss, Lax, Cele to make zap more dangerous.
:claydol:
Provides spin support and can blow up on something, even flyers like Salamence / Zapdos for ken or meta. You can never go wrong with it on most teams, and its great here as :skarmory: would try to set up spikes on meta trying to mash through it, which dol can later spin away.

Other versions I tried:
  • :jirachi: over :metagross:
    • :milotic: comes in on :blaziken: and I had no good switch-in except :zapdos:, which risks getting poisoned. It could also benefit from blaziken chipping mence to be in range for it, while also getting benefited from ttar weakening dol.
  • :snorlax:
    • Big fan of the mon, but if :blaziken: can stay in on :zapdos: leads, I don't think another special check/ switch-in is the best use of the slot, and doesn't appreciate sand much either. Obviously you can still do lax i guess, as not having to switch into zapdos, takes pressure off it and can go more offensive, but i wasn't sure, maybe its still possible.
  • Replacing :claydol: with something like :Salamence: :gengar: :celebi: :snorlax:
    • Maybe, but :skarmory: would be annoying with :metagross: and :swampert: having to break through it plus the Spikes it sets up. But it's also not like :claydol: can keep Spikes off forever. You can do some ev changes such as making it more spdef with sassy nature, or going very fast on it towards even 210+ speed tier to get a surprise boom on defcune or milo. But it also can lose momentum very easily.
Thanks for reading!!
 
Blaziken teambuilding competition

(click the sprites for the paste)​
FJ2K forced me at gunpoint to post a team for this prompt, so here's a boring mixed offense built with :blaziken:. A great quality ken has is that it can threaten standard :Skarmory: + :Swampert: cores from the lead. Fire Blast destroys skarm, HP Grass hits pert, and it forces out a lead metagross. It also has a good lead matchup into :Zapdos: (unless it carries Drill peck), as Tbolt can potentially put it into Blaze range, after which a boosted Fblast can one shot or come close to it, while unboosted ones 2HKO, so zapdos isn't a safe switchin.
Ofc it's weak to :Dugtrio:, as all grounded Fire types are, and it isn't as fast as the other base 100s, so a fast :Celebi: or :Jirachi: can just outspeed and kill it with a boosted Psychic. :Salamence:, :Suicune: and :Starmie: are the common bad leads for it, so Zapdos felt the best way to switch into them.

:zapdos:
Not as high as it once used to be, especially on spikeless teams, but is still usable on some mixed offense squads. Perhaps you can use it to trade with Metagross or get damage on gar. It can switch out of Blaziken's bad lead matchups vs mence, cune, mie and is a much-needed (even if only for one time) special check to offensive waters. It also weakens smth like Suicune into range for :Tyranitar: and :Metagross:, as some of them will try CMing in front of lead ken and Ice Beam Zapdos as it comes in. Also SubPass can help punishing dug lock ins.

:tyranitar: :metagross:
Both are good partners on any offensive team with great synergy, and they are helpful here as Metagross can blow up on bulky waters, which ken struggles with. Ttar can weaken milo dol teams into meta's range, and it also provides a secondary Zapdos check. Metagross appreciates ken chipping birds, while :Tyranitar: weakens waters, which helps :Metagross: clean up.
:swampert:
Another :skarmory: beater. Endpert or any other offensive pert such as curse gives Agilitygross more support, as it can trade with bulky waters, while putting pressure on Skarm teams. Also another good rock res to take pressure from meta, and being a water type to help vs opposing metagross if needed, even if its bulkless. Can also weaken special walls as Bliss, Lax, Cele to make zap more dangerous.
:claydol:
Provides spin support and can blow up on something, even flyers like Salamence / Zapdos for ken or meta. You can never go wrong with it on most teams, and its great here as :skarmory: would try to set up spikes on meta trying to mash through it, which dol can later spin away.

Other versions I tried:
  • :jirachi: over :metagross:
    • :milotic: comes in on :blaziken: and I had no good switch-in except :zapdos:, which risks getting poisoned. It could also benefit from blaziken chipping mence to be in range for it, while also getting benefited from ttar weakening dol.
  • :snorlax:
    • Big fan of the mon, but if :blaziken: can stay in on :zapdos: leads, I don't think another special check/ switch-in is the best use of the slot, and doesn't appreciate sand much either. Obviously you can still do lax i guess, as not having to switch into zapdos, takes pressure off it and can go more offensive, but i wasn't sure, maybe its still possible.
  • Replacing :claydol: with something like :Salamence: :gengar: :celebi: :snorlax:
    • Maybe, but :skarmory: would be annoying with :metagross: and :swampert: having to break through it plus the Spikes it sets up. But it's also not like :claydol: can keep Spikes off forever. You can do some ev changes such as making it more spdef with sassy nature, or going very fast on it towards even 210+ speed tier to get a surprise boom on defcune or milo. But it also can lose momentum very easily.
Thanks for reading!!
I was wondering if I could fit a spinner into the team i submitted and you showed me the way : just replace one of the shitmons lol
 
I'm an 1130 player with a 44.6% win rate across the 560 games I've played. I'm clearly in the position to post a team here.

:Ninetales: (F) @ Leftovers
Ability: Flash Fire
EVs: 196 HP / 60 Def / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Hidden Power [Water]
- Will-O-Wisp
- Roar
- Grudge

:Aerodactyl: @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Hidden Power [Flying]
- Earthquake
- Double-Edge

:Tyranitar: @ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Hidden Power [Bug]
- Dragon Dance

:Metagross: @ Choice Band
Ability: Clear Body
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Rock Slide
- Explosion

:Swampert: @ Leftovers
Ability: Torrent
EVs: 240 HP / 236 SpA / 32 Spe
Quiet Nature
- Surf
- Ice Beam
- Earthquake
- Focus Punch

:Celebi: @ Leftovers
Ability: Natural Cure
EVs: 208 HP / 112 SpA / 188 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Psychic
- Giga Drain
- Hidden Power [Fire]
- Calm Mind

**The next part is a collection of thoughts from someone who only plays low ladder. Read at your own peril**

:Ninetales: Ninetales has access to a unique move combination in Grudge + Roar. Destiny Bond + Roar notably does not exist. Combined with Ninetales's good 100 speed and Will-o-Misp, Grudge + Roar let Ninetales act as a disruptor. The aim of this team is to create situations where the powerful physical attackers can attack freely, and eventually overwhelm the opposing physically defensive core.

The lead Ninetales set is a set I call "WaterFox", because its only direct damage move is HP:Water. It wants to scare out lead Skarm and Meta and burn any Mence set. Against Zap you use Wisp. If it subs and wins the speed tie, roar it out the next turn. Against Suicune and Tar you Grudge. If they set up, you Roar the next turn. They won't want to attack into a grudge and may try to boost against, which gets reset by Roar. If they attack, what you do next depends on which attack gets Grudged.

The 196 HP Ninetales is EV'd to never survive 252+ Suicune Pump. If they Pump and kill, they'll have at most Ice Beam and HP:Grass left, so Meta is free to start smacking. If they Surf first turn they cannot kill, and you can roar the next turn. If they Surf again they lose Surf and are either attackless or only have Ice Beam. Meta can again come in here. If they CM or Roar you Roar them and possibly get something you can Wisp.

If a Tar uses Slide/Quake it can kill, but is unlikely to (Quake needs CB to be able to kill). If you survive this, or they Dance, you Roar. If they kill you with Quake, Meta comes in, and if they kill you with Slide, Aero comes in. At any point in the game, you can know that this Tar provides an entry point for these mons. Getting an advantageous Wisp can also let these mons in.

Finally, this set can switch in against fire+grass fire types and threaten them with HP:Water. This helps because fires want to switch into Wisp.

:Aerodactyl: :Tyranitar: :Metagross: are bog-standard sets. I chose Jolly Tar because I've heard someone say people think it's not a thing any more and there's probably a way to abuse that general line of thought.

:Swampert: is back-up against rock attacks together with Meta. I chose offensive Pert because this team is offensive and that makes offensive Pert probably a good idea. Maybe CB could work too who knows. Surf over Pump because Pump smells.

:Celebi: is here to help against electrics. The Smogon page says CM 3 attack Celebi fits on physically offensive teams so that's my justification. 208 HP over 140 Def to still survive Jolly Dug while also getting more special bulk.

I played one game with this at 1100 and won so therefore it must be a good team.
 
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I think im a Judge this time around. I played every team 3-5 games to get a good feel for them. I did the judging/playing as the teams got posted. So I had everything ready to go after the submission deadline.

Dastardly Dwarf Magmar

Magmar isn’t completely outclassed by the other fire types. When compared to Charizard/Blaziken its mono fire typing means it has no weaknesses to common attacks that celebi or jirachi use. When compared with Typhlosion its access to crosschop and a higher attack stat makes Tyrantiar more hesitant to stay in. (Black Belt Cross Chop)

I enjoyed the games I played with this team. Both Magmar and Yama did their things. The CM pass mode was a bit weird but passing boosts to Endpert did win me a game. Yama should probably have crosschop as another answer to tar, and this is horribly weak to DD Mence if Magmar doesn't bait it in.

Team Synergy & Cohesion: 6/10
Competitive Viability: 5/10
Creativity & Originality: 4/10
Clarity of Explanation: 3/10
Adaptability & Flexibility: 5/10

Medude 11’s Typhlosion team

I like the concept of this team, a weather clear team that uses Exeggutor and Petaya Berry Typhlosion to get value out of sunny day. I like the idea of putting weather clear on zapdos. Exeggutor did sweep in a couple of the games and that was quite fun.

However there are some glaring issues with this team. Firstly there is no special check. Fast Special attackers such as offensive Starmie, Zapdos and Raikou are very big threats to this team. Also I think Blissey was underestimated. Yama is the only way you can realistically KO Blissey and if it gets too chipped or KO’d, Blissey is going to 5-0 the rest of the squad. Because of this I think focus punch on Typhlosion or explosion on Eggy would have been good options. Skarmory is a pacing mismatch to the rest of the team. Good effort but not quite there.

Team Synergy & Cohesion: 6/10
Competitive Viability: 3/10
Creativity & Originality: 6/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 5/10

Lernea’s LoomDoom team

Breloom with pursuit support is always a good combination. Starmie + Houndoom did a good job of keeping hazards off. I think this team is close to being great. Snorlax/ Bliss + Dug were issues I kept running into. I think weather clear would have been nice to enable sub suicune better.

Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 6/10
Clarity of Explanation: 2/10
Adaptability & Flexibility: 5/10

Eevtoo’s Mono Lax

Curse talk Snorlax with 2-3 trappers is always a good recipe for success. The idea of structuring your team to force last mon lax scenarios is really cool. Houndoom removes Gengar but also can heavily threaten leech seed Celebi which is another solid answer to Snorlax. On paper this should be weak to aerodactyl, but the trapping sequences work to enable lax to win before you run out of sacks. I could see someone bringing this team in a tournament into the right scout.

Team Synergy & Cohesion: 9/10
Competitive Viability: 9/10
Creativity & Originality: 6/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 7/10


Msousa’s Camel Slop

On paper it looks good, but when Gyara/Camel are compared to Cele/Kou there are a couple of big issues. Firstly they are slower meaning you will be losing more hp during trades. Your fastest mons now sit at 265 speed. But the biggest issue I found is that Camel/Gyara have a hard time relieving pressure off of registeel. They both have 4x weaknesses to common special attacks and often had to be sacked to preserve hp on endgame pieces. If Registeel ever gets low you will lose to offensive Starmie on the spot. Due to the slow Camel evs, you are incentivized to use explosions as you cannot stay in against most responses and switching out comes at a big cost to your team's survivability. Once you lose Camel, Gengar is a big issue since you are trading your Tyrantiar early. Overall it is an okay team but I don’t think Cele/Kou slop had any issues with Zapdos or Gengar which is why Camel was added.


Team Synergy & Cohesion: 5/10
Competitive Viability: 5/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 5/10


3ventions blaziken cm pass
This looked super jank on paper but had some good results. DD Fireblast Mence getting passed a cm boost helped it KO steel types better. Blaziken performed quite well getting crucial chip on bulky waters and fliers with stab Focus Punch. This team has many sweepers and you can often find a way to win if you play aggressively. That being said, I think it was a little too soft into Snorlax, Gengar and JoltSpikes.

Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 6/10


RavenEyeKSR Flareon Curse Pass

The concept of this team is super creative, Flareon using curse pass while also threatening Skarmory/Gengar is novel. It is also somewhat okay against Dugtrio if you are healthy and curse the turn it comes in. However, here are some issues with the team. With only one lum berry (on a pokemon that is meant to trade early) means that the team is status weak. I would have liked to see substitute on Meta/Aero (maybe refresh Meta) to help get value out of limited curses Flareons will pass. Wish should probably be another move on flareon as I did not find any opportunities to use it. Overall a super creative idea that has potential to be polished up (Should probably be sandless).

Team Synergy & Cohesion: 7/10
Competitive Viability: 5/10
Creativity & Originality: 10/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 5/10


Double Jimmy’s Hoenn Start Pack

The change of making Sceptile endeavor is pretty good. Blaziken did some good work. Though I don’t think it's quite there, I think Tyrantiar is the real weak link, changing this to dd/boah or dropping it for a better special check could be nice. Mixed zapdos really needs spikes to be effective, endpert w/o spikes should be running toxic to force recover users to switch out. For a team with all three hoenn starters isn't bad.

Team Synergy & Cohesion: 5/10
Competitive Viability: 5/10
Creativity & Originality: 6/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 5/10


Garpachi’s Camel Cranker

Milo Tar Gon Forre is always a good recipe. Squeezing wish on the Jolteon is a nice touch to keep Forre and friends healthy. I really like the speedy grass camel on this as its great bait against slower Swamperts that could be issues for the rest of the team. The milotic evs hurt my brain, moving the defensive evs into hp is just a strict upgrade, especially since mirror coat would be doing more damage. Mirror coat is a good tech to deal with offensive Starmie which most of the other teams in this submission had issues dealing with. Besides Jolteon the rest of the team is slow (Flygon is the second fastest at 244 speed), while Jolteon is a fast guy it does not have enough oomph to revenge KO breakers like Medi, Hera, CM Jira, CM Cele, etc. Sub Suicune can also be an issue.
Team Synergy & Cohesion: 7/10
Competitive Viability: 7/10
Creativity & Originality: 8/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 8/10


ABR’s Arcanine Loom

Solid composition. I like how the double priority works together to deal with Dugtrio. Naughty on flygon is a good call to make sure you can revenge powerful breakers that sit around 244-285 speed. This team runs into the issue of registeel being the main special pivot but also the only way to deal with offensive waters. Forre Boom / Thief are some workarounds but it's still hard to play. Blissey pressure felt lackluster as your only options are sub loom and booms. Sub Adamant Loom really impressed me with how much value it got in the games. This team has a good back of tricks to win games, but didn't have a definitive way to close out games.

Team Synergy & Cohesion: 8/10
Competitive Viability: 7/10
Creativity & Originality: 8/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 7/10


Frudazi’s Entei Forre Offense

Awkward Sequencing in the games I played. Definitely not my style of gaming. Bit of a skill issue on my part. I think the play t1 against zapdos is to stay in and t-bolt? idk. No t-wave on registeel felt bad. Registeel does not 1v1 Zapdos well without it. Yes forre can boom on it but idk sub zap is a thing. This team has great tools to do with bulkier teams but the lack of a fast revenge killer puts it down a peg for me. I appreciated the provided replays.

Team Synergy & Cohesion: 7/10
Competitive Viability: 7/10
Creativity & Originality: 8/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 8/10


Blaise’s Blaziken

This one was quite for use, I kept finding myself keeping 1 spike on the field to get blaziken into salac range to thwart revenge attempts. Good Wincons once you get ahead to close games out which I appreciated . The DD mence counterplay is uhh Boom on it and hope it stays in idk. I like the idea of using toxic + sub pass but I often wanted the coverage more often than I wanted toxic. I don’t have much else to say, good build.

Team Synergy & Cohesion: 8/10
Competitive Viability: 7/10
Creativity & Originality: 6/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 6/10


Strawberry_Lynn’s Grudge Ninetales

Super creative idea using grudge with roar. Opens the door for set up sweepers to get free turns. I think leaning more into this idea would have been cool. Switching some of the CBers out would have helped the team not feel super clunky. I think this idea can be refined into something viable. Not much else to say, you cooked my friend.

Team Synergy & Cohesion: 5/10
Competitive Viability: 6/10
Creativity & Originality: 10/10
Clarity of Explanation: 5/10
Adaptability & Flexibility: 5/10
Oh yeah and Triangles gets a perfect score. 50/50
 
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Teambuilding Competition Round 8: Non-OU Fire type + No Blissey
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:Magmar:
Magmar Slop

The Good:

Magmar Slop is an idea that has certainly never been considered by another person. Unfortunately, I can’t really see the selling point of this team,

The Bad:

Magmar and Hariyama don’t particularly contribute towards the cohesive offensive synergy that defines Slop. Slop aims to get strong momentum off lead , with its Mons breaking for each other, allowing for any of its Mons to potentially be wincons in the lategame. Tyranitar is a defining component of Slop and I don’t think anything can justify dropping it.

With its current moveset and EV spread, Magmar is worse than Charizard in nearly every way. If you really want a Fire Starter who can get big damage off on Zapdos early, Typhlosion is better suited for the role as it isn’t Electric weak and also has Blaze to ramp up the damage output.

Hariyama also seems inferior to Machamp. Machamp’s greater speed and higher Attack make it a lot better suited to breaking key targets for Slop. I don’t think Substitute Focus Punch is the approach to take. You want to minimise switching and get value whenever you manage to get a good entry for your Fighting type. If you get your Fighter in, and Substitute as Salamence enters, you’re going to hit like you’re in a dream. Bulk Up immediately means that once Salamence enters, you are still neutral on Attack and your Defense is bolstered , allowing you to stay in and trade health. Finding yourself in a situation where you want to throw off fighting attacks but you can only do so with Substitute intact in front of you to attack them seems dire for maintaining momentum.

The Improvements:

:Hariyama: -> :Machamp:

Replace Hariyama with Machamp. The additional Attack and Speed make Machamp a lot more adept at breaking Skarmory and Claydol, as well getting bigger chip off on Salamence. An idea to try (that is ambitious to say the least), when opponents see that Machamp is Speed invested and fully bulked out, the opponent may try get hits off on Machamp with Skarmory or Metagross. At which point, we can pivot to Magmar on the Drill Peck or Meteor Mash and secure a burn, which would be very impactful.

:Celebi: -> :Tyranitar:
Replace Celebi with Tyranitar. As mentioned above, Tyranitar is a vital component of Slop. Between Machamp who has Guts and Magmar who is a Fire type, we have counterplay into Gengar.

:Magmar:
To justify running Magmar, we need to embrace its unique traits. Magmar should run Cross Chop, a genuinely great option that Magmar has over the other Fire types in the tier. Since Magmar doesn’t need to run Substitute to throw off a strong Fighting attack, Thief or Toxic are solid last choices to cripple Mons who believe they can act as safe switch ins. Hidden Power Grass is a preferable choice to HP Ice if we run Toxic.

The Ratings:

Team Synergy & Cohesion: 4/10
Competitive Viability: 4/10
Creativity & Originality: 5/10
Clarity of Explanation: 5/10
Adaptability & Flexibility: 4/10

:Typhlosion:
Typhlosion Moment

The Good:

Substitute Petaya Typhlosion has potential for very high damage output once Blaze is activated. With Sun support, you could certainly begin to nuke Mons that would typically not care for whatever attack Typhlosion has to throw out.

3 examples:

+1 252 SpA Blaze Typhlosion Fire Blast vs. 252 HP / 0 SpD Starmie in Sun: 334-393 (103 - 121.2%) -- guaranteed OHKO

+1 252 SpA Blaze Typhlosion Fire Blast vs. 0 HP / 0 SpD Salamence in Sun: 351-413 (106 - 124.7%) -- guaranteed OHKO

+1 252 SpA Blaze Typhlosion Fire Blast vs. 0 HP / 4 SpD Moltres in Sun: 331-390 (103.1 - 121.4%) -- guaranteed OHKO

(Yes I know that achieving this level of setup is a tall ask, but we’re working with Typhlosion here)

Pairing Typhlosion with Zapdos and Exeggutor is a great idea, providing 2 strong team mates who act as switchins to Ground and Water attacks, whilst also threatening opposing Water and Ground types.

From an Offensive lens, there is a good idea to build on with this team.

The Bad:

There are 4 major flaws that are immediately apparent.

The team has 1 Rock Resist, a Fighting type who takes sand damage and has no means of recovery.

There is no Dugtrio to trap Tyranitar, meaning there is no clear path to clearing weather permanently.

Skarmory doesn’t seem to fit the pacing of our team. It doesn’t exert any offensive pressure of its own, and the team lacks any defensive spine to support it. It can lay Spikes but there’s no great way to stop the likes of Claydol or Starmie from Spinning on nearly every Mon.

Knock Off on Hariyama is another pacing mismatch. Knock Off is a solid tool to use on fat teams to win wars of attrition vs other fat teams, in long drawn out battles. Our team is all out Offense.

The Improvements:

:Skarmory: -> :Dugtrio:

I would remove Skarmory, and replace it with Dugtrio. Dugtrio can permanently remove Tyranitar from the game , allowing Sun to stay up for its full 4 turns when it is set. Dugtrio can also remove Metagross, who could definitely be frightening for this team if yielding Agility and Rock Slide.

:Hariyama: -> :Metagross:

Replace Hariyama with Mixed Metagross. Mixed Metagross provides the team with a solid Rock resist, as well being a very effective Skarmory and Water lure. Metagross’ ability to lure in Water types and use Explosion on them opens up the game for Typhlosion. Running the Mixed set means you don’t need to fear Gengar as much, since you can drop it with Psychic.

:Salamence:

I’d change Salamence to Dragon Dance / Fire Blast / Brick Break / Hidden Power Flying. This gives you a powerful sweeper who can break Stall, as well as reverse games vs other Offenses.

:Typhlosion:

Typhlosion is probably best off running the standard Sub Punch set that Charizard runs. Typhlosion’s unique traits it has over Charizard are Thunder Punch, Reversal and the fact it isn’t Electric weak. I think the best trait to focus on is the Electric neutrality. Thunder Punch would perhaps be relevant if you were REALLY expecting an opponent to pull up to a tour game with Gyarados. But otherwise, HP Grass will suffice basically always.

:Exeggutor:

Exeggutor should carry Explosion. Explosion is an S tier move, which can provide value in most situations due to its insane power. It provides a way for Eggy to kill targets that it may not have a great way to hit (like Salamence or the legendary birds or Charizard,etc). It also gives a way to trap walls like Blissey, Celebi, Jirachi , or Registeel. Perhaps Sunny Day / Giga Drain / HP Fire / Explosion?

:Zapdos:

Zapdos is perhaps best used as a suicide lead, to remove Tyranitar as soon as possible. It’s definitely best suited for the lead slot because nothing on the team particularly enjoys the sight of Offensive Suicune. Perhaps a Substitute/ Baton Pass/ Thunderbolt / HP Grass set, to allow for trapping and to get momentum off lead vs offensive Water types.

The Ratings:

Team Synergy & Cohesion: 5/10
Competitive Viability: 5/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 5/10

:Houndoom:
LoomDoom

The Good:

Breloom + a Pursuit user is a classic combo that has cool synergies:

- Reverse trapping Dugtrio with the combination of Mach Punch + Pursuit
- Baiting in and trapping Ghost and Pyschic types who want to act as Fighting checks

On top of this, Houndoom is immune to Fire type attacks and Breloom resists Water ,Rock, and Ground. The combos defensive profiles complement each other and enable good entry points.

Calm Mind Surf + Ice Beam Suicune is a solid offensive threat who can reliably lure in Zapdos to get serious chip on it, and potentially even kill it. This opens up the game for Breloom. Pairing Suicune with Registeel also means you can lead it without much worry , since you have the best Zapdos switchin in the tier.

Registeel also benefits greatly from Houndoom's trapping ability, greatly appreciating the removal of Gengar and possibly even Celebi. Houndoom's Flash Fire allow it to blank Moltres' attacks and get solid damage off with Pursuit as it switches out, helping Breloom out too.

Overall, there is great offensive cohesion in this team.

The Bad:

With Suicune and Houndoom already not pressuring Blissey very well, I believe it is important that all remaining members of the team exert serious pressure on Blissey.

Zapdos is a solid offensive threat that can help check Mons like Swampert and opposing Suicune. However it doesn't apply any serious pressure to Blissey. It can Sub Pass to Breloom which is nice, but if Breloom is dead, I don't see any solid way to break through Blissey.

Rapid Spin also doesn't feel neccesary on what should be a fast paced Offense team. Starmie currently has the same offensive coverage as Suicune, and is walled by Blissey and other special walls.

The Improvements:

:Starmie: -> :Heracross:
Heracross benefits greatly from Dugtrio, offensive Celebi, Jirachi, and Gengar being removed. With Suicune getting chip on opposing Zapdos, Breloom sleeping Skarmory and possibly denting the opposing Salamence, I think that SD Heracross could do a solid job on a team like this. I haven't tested this so can't say with any certainty this would work, but its a step in the right direction for addressing the Blissey problem.

:Zapdos: -> :Salamence:
Salamence will always be a staple of Mixed Offense. Intimidate brings great defensive value to teams, especially to this team where Registeel may feel a bit suffocated with its defensive duties. Salamence is a fantastic sweeper who can turn games vs Stall and Offense alike onto their heads with a single Dragon Dance. Dragon Dance Brick Break is especially great here since it can drop Blissey from very high health (if HP invested) or from full (0 HP invest).

The Ratings:

Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 7/10

:Houndoom:
Triple Trap Lax Rain

The Good:

Gengar is a good forcing lead , forcing opponents to choose to kill you with their Tyranitar early or risk eating burns and an Explosion on one of their other Mons. Gengar can also of course trade into Zapdos or enable a trap on Blissey. Each of these trades it can carry out greatly benefit both Kingdra and Snorlax.

Houndoom can trap Gengar and Celebi, who are a massive pain for Snorlax. Kingdra also appreciates the removal of these 2, as defensive Celebi can stall Kingdra out with Leech + Recover and Gengar can explode in Kingdra's face .

Magneton and Dugtrio removing Steel types is a necessity to prevent Kingdra and Snorlax from being walled by the likes of Defensive Jirachi and Metagross respectively. Limiting Spikes is a great benefit as well.

Kingdra setting rain helps it deal serious damage, whilst also helping Snorlax become more difficult to kill.

Overall, the team has a clear solid offensive goal and every Mon works towards it.

The Bad:

5 grounded Mons with no Rapid Spin support can lead to the team being suffocated by Spikes if they get onto the field (Skarmory and Forretress can get spikes off even if trapped + Cloyster and Smeargle will find opportunities to layer up.)

The Rock resists are Magneton and Dugtrio, surviving an onslaught from Tyranitar and Aerodactly will prove to be difficult with sand up.

If Bulky DD Tyranitar gets in front of Snorlax, it can threaten to Dragon Dance twice and end the game immediately.

Agility Metagross is also similarly scary, with Kingdra being the only Mon who can take hits from it.

The Improvements:

This team is what many would consider to be the truest form of a "fish" team . A team that accepts some matchups being bad in exchange for having great matchup elsewhere. I believe that this team could work plenty well vs fat teams and will judge the team through the lens of it being a "fish", so I only have a couple improvements.

:Snorlax:
I'm not sure if Amnesia is necessary. Snorlax is already very bulky, and you have provided it with Double trap support + Sand removal. I believe that Sleep Talk could be a solid choice. Alternatively, choices such as Hidden Power Steel or Earthquake could be good.

:Kingdra: -> :Ludicolo:
Ludicolo could help with the Metagross weakness, as it resists Meteor Mash and Earthquake. Leech Seed could also provide an out for opposing Curse Snorlax or Bold Suicunes. I'm not entirely sure this change is a clear upgrade, but definitely an alternative worth considering as it achieves the same offensive goals whilst providing more defensive utility.

The Ratings:

Team Synergy & Cohesion: 8/10
Competitive Viability: 6/10
Creativity & Originality: 6/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 6/10

:Camerupt:
Camel Slop

The Good:

Camerupt's unique ability to switch into Gengar and Zapdos has been utilised well by pairing Camerupt with Salamence, Gyarados, Swampert and Registeel; Mons who are threatened by the duo (Gengar and Zapdos).
Camerupt acts as a solid pivot to the Fire types of the tier. Though Gyarados can handle Charizard, Gyarados will not want to switch into a Will-o-Wisp from Moltres. Additionally, having Camerupt as an option to pivot into Charizard reduces the likelihood of Gyarados getting burned.
Camerupt can also be an effective lure for Water types and Flying Mons, which Camerupt can explode on. This can greatly benefit the entire team.


The Bad:

It's important I clarify this. Slop is not weak to Gengar or Zapdos!! Slop always comes strapped with multiple mons who are there specifically to pressure these 2 hard. The sample team has Super Celebi and Super Raikou. There are several variants with Guts Fighting types. There are versions with OffCune who is very effective at trading massive chunks of Gengar's and Zapdos' health if not outright kill them.

Offensive Starmie can wipe this team with ease if Registeel is eliminated.

Defensive Starmie can be a pain for this team.
Gengar is still threatening to the team, especially defensive sets that can tank +1 hits from Gyarados and Salamence.


The Improvements:

:Gyarados:
Gyarados should run HP Ghost. This will allow Gyarados to OHKO Gengar and Offensive Starmie. It will also allow you to OHKO defensive Starmie with a little chip. Killing Aerodactyl doesn't seem like the most urgent priority for this team to address, especially since we have multiple Mons who fight it well already; particularly Salamence who can OHKO Aerodactyl at +1 with Rock Slide.

:Salamence:
Salamence should always run DD Brick Break on Slop. It's necessary to take Blissey out from high health. It also helps with Tyranitar and Snorlax.

:Camerupt:
On a high paced team like Slop, I would opt to run Speedy Camerupt. Getting the jump on Swampert , Registeel, Blissey, Tyranitar, Skarmory and other Mons sitting in the 60-70 base speed territory is a worthy investment.

:Registeel:
I'm not entirely sure why Registeel has Earthquake. HP Grass to pressure Swampert seems a lot better to me here. Alternatively , Counter works fine as a way to hold off Metagross.

:Swampert:
Word to folk, Hydro Pump is the truth

The Ratings:

Team Synergy & Cohesion: 7/10
Competitive Viability: 7/10
Creativity & Originality: 6/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 6/10

:Flareon:
Flareon Curse Pass

The Good:

Flareon is paired with some of the best Physical attackers who can make use of a Curse Pass boost.

Flareon's Flash Fire ability, Fire typing and solid Special Defense stat of 110 make it a solid pivot for the Fire type threats in the tier as well as Gengar (who is notoriously painful for Physical Offense teams). It can use these Mons as entry points to then set up and pass to a teammate.


The Bad:

I'm unsure if using Curse Pass over Swords Dance Pass has merit, but I will proceed with the intent to optimise the Curse Pass strategy.

There is no reliable way to break Skarmory on this team. Skarmory will switch out of Zapdos and Flareon, and isn't very afraid of the other 4 Mons.

At the moment, Metagross is the team's only Rock resist and the sole physical defensive piece on the team. On a fast paced offense team like this team, it can be hard to keep Metagross healthy or alive late into the game. For this reason, I think it is neccesary to add additional support to the team to alleviate some of the pressure on Metagross.

The Improvements:

:Tyranitar: -> :Magneton:
Magneton is a staple on Swords Dance Pass teams , and for good reason. Skarmory is a massive thorn in the side of these teams because it can survive hits from the boosted physical attackers with ease and phase them out.

:Zapdos: -> :Salamence: / :Gyarados:
To help ease the burden on Metagross defensively, an Intimidate user would be very beneficial to the team. Additionally, the proposed change still maintains the Ground immunity.

:Snorlax:
Snorlax should probably have a boosting option still, so it isn't entirely reliant on Flareon to dish real damage. Curse / Body Slam / Shadow Ball / Earthquake is a fine set. Self Destruct is also a solid option, likely in the Earthquake slot.

I might be losing the plot here, but you could use a rather unorthodox strategy. Using Wish on Flareon on a turn where you expect the opponent to kill you, ideally a Water type or another Mon that can't do any substantial damage to Snorlax. Once Flareon dies, you go to Snorlax and you click Belly Drum. Wish will restore you to full health, and you likely can pick off a couple kills (if they don't Explode you to pieces).

The Ratings:

Team Synergy & Cohesion: 6/10
Competitive Viability: 5/10
Creativity & Originality: 8/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 4/10

:Blaziken:
Hoenn Starter Pack

The Good:

Swampert , Sceptile and Blaziken come together to form quite a forcing offensive unit. With 2 Endeavour users, trading down with the opponent should be an achievable goal in many games. Blaziken can threaten some of the Pokemon that can be obstacles for Sceptile and Swampert, such as Defensive Jirachi or Celebi.

Agility Metagross in the back to capitalise on simplified game states is a solid choice.

The Bad:

Zapdos can be underwhelming on Spikeless offense as it finds itself being walled by quite a few Mons, sinking momentum in the process. Mons like Defensive Jirachi, Blissey, Celebi, Snorlax and Registeel can switch comfortably into Zapdos and threaten to spread Status or Leech Seed to wear your team down.

I'm not sure that this is the optimal Tyranitar set for this team. With 2 Endeavour users and a frail fighting type, more fast paced sets to carry on the chain of trading could be more optimal. I can see how Gengar can be annoying, especially for Sceptile who can only hit Gengar with HP Ice. But with an Offensive Swampert, Lum Berry Metagross , and a Blaziken to act as a pivot, I think there are tools to fight Gengar with on the team already. It won't be easy but I think its doable.

The Improvements:

:Tyranitar:
Dragon Dance Tyranitar makes more sense on this build if we are aiming to play as fast as possible, trading and breaking as soon as we can. It can break Skarmory, so that Sceptile and Swampert can pull off their Endeavour strats easier. DD Tyranitar can also break the opposing physical walls to open up Metagross to sweep. Standard set: Dragon Dance / Rock Slide / Earthquake / Double Edge.

:Zapdos: -> :Salamence:
Another change that follows the idea of maintaining a fast paced gameplan. Salamence can flip the momentum of a game with a single Dragon Dance; power and pace that a team like this appreciates. The Intimidate support also provides some defensive support to Metagross and Swampert. Dragon Dance / HP Flying / Brick Break / Rock Slide or Fire Blast or Earthquake

:Blaziken:
If you are running Substitute, it's probably worth running Focus Punch. Additionally, Fire Blast is the sweet spot for the Fire coverage because we don't want to switch out if we're behind a Substitute. Overheat is more suited for one of the Fire birds who can pop in and out more freely. Also could be worth experimenting with 4 attacks. Fire Blast / HP Ice / Sky Uppercut + Focus Punch in the Substitute slot.

:Swampert:
Surf -> Hydro Pump. I feel this is especially important here because you'll want to hit Gengar as hard as possible when the opportunity arises. Dropping Tyranitar from full and being able to kill Blissey from a much higher percentage of health are also important scenarios where Hydro Pumps power really makes a difference.

The Ratings:

Team Synergy & Cohesion: 6/10
Competitive Viability: 6/10
Creativity & Originality: 8/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 6/10

:Camerupt:
Camel Cranker

The Good:

Camerupt's unique defensive profile is used very nicely here to alleviate defensive pressure on its teammates. Camerupt can be a pivot into Gengar and Zapdos, who Milotic , Flygon and Forretress are not fond of. Jolteon typically finds itself being used as a pivot for Gengar and Zapdos, so having Camerupt to share the responsibility is great. This shared responsibility also has the benefit of dissuading the opponent from clicking Thunder Wave / Will-o-Wisp if they suspect Camerupt is going to enter.

Since Milotic isn't maxed out in HP EVs, Camerupts ability to pivot into the Fire birds is much appreciated. A modest HP Grass from the likes of Moltres would be sure to leave a dent in Milotic's side.

The teammates also support Camerupt nicely. Jolteon brings Wish support, Forretress gives Spikes and Spin support, Flygon provides a ground immunity, and Milotic can switch into opposing Water types usually.

Overall, the team has a good offensive and defensive structure.

The Bad:

The team is definitely lacking on the physical side of offensive power. Outside of Tyranitar, I can see it being quite difficult to break Blissey (and other blobs like Snorlax and Defensive Celebi). Blissey is typically paired with Dugtrio, so you will have to tread very delicately with Tyranitar to avoid a crushing defeat at Blissey's hands. Snorlax

The Improvements:

:Jolteon:
To increase the pressure exerted on Blissey, I'd use Roar on Jolteon ahead of Baton Pass. Baton Pass doesn't provide any utility on a team where we really need it.

:Milotic:
Embracing Hog Cranker heritage, I think Hypnosis is a better choice than Mirror Coat. Mirror Coat is already a shaky move to use due to how difficult it can be to predict exactly when the opponent will attack you. Hypnosis is a fantastic tool that can catch Mons like Snorlax offguard.

:Flygon:
Now this change I am unsure of, but to really ramp up the damage, maybe Choice Band Flygon could work? With Wish Support from Jolteon, it could still act as a soft Rock resist. I might have lost the plot here though.

The Ratings:


Team Synergy & Cohesion: 8/10
Competitive Viability: 7/10
Creativity & Originality: 8/10
Clarity of Explanation: 9/10
Adaptability & Flexibility: 8/10

:Blaziken:
I swear Blaziken is needed here

The Good:

Using Blaziken to lure and chip Starmie is a nice starting idea. Pairing Blaziken with DD Mence and Gyarados is a smart natural progression of this idea.

Vaporeon can get momentum off lead, and utilise its 101 HP Substitutes to bring in a threat like Blaziken, so it can begin to break down the opposing team. With Registeel in the back, Vaporeon doesn't have to stress over the Zapdos lead matchup.

Registeel provides the team with a solid Rock Resist, a reliable Zapdos answer and can eat any hit from offensive Waters like Offensive Starmie (who can wipe our aforementioned threats).

Celebi gives the team another solid pivot into Swampert and opposing Celebi, and the use of HP Ice to chip Aerodactyl into +1 Brick Break range is cool. It could also score OHKOs on unsuspecting Salamences.

Overall, there seems to be decent sequencing planned for this team to carry out in games.

The Bad:

Unclear why Celebi is Calm Mind Baton Pass on this team. Though Salamence appreciates boosts to scorch the Steel types with Fire Blast, many of the obstacles that typically check Salamence will still be able to check it. Primarily Ice Beam Swampert, Claydol, Opposing Salamence, and Zapdos to name a few.

Gengar is very scary for this team. Thunder Registeel is a bandaid , which doesn't properly address the issue. Celebi not carrying Psychic only exacerbates the Gengar weakness.

This team would really appreciate sand to make damage stick. The sequence planned out to secure chip on Starmie for Gyarados and Salamence to capitalise on is a good idea. However, without sand up, Starmie can recover out of the OHKO range passively. This is quite dire given the level of commitment we are giving to this sequence.

The Improvements:

:Celebi: -> :Tyranitar:
DD Tyranitar breaks for the other Mons on the team very well. It can break Skarmory early, limiting the number of spikes; or it can trade into the physical wall on the opposing team so that Gyarados and Salamence can break through later on and sweep the game. This Tyranitar would run Lum Berry, a change that will help for Gengar.

:Blaziken:
Maybe worth bulking Blaziken up to tank a Defensive Starmie Surf and run HP Ghost? Making this change could allow you to stay in on Defensive Starmie and potentially KO it rather than swapping out and possibly letting them heal back (or alternatively stay in and click Focus Punch to keep Starmie low but die in the process).

:Vaporeon:
Hydro Pump can 2HKO Skarmory whilst Surf can't. For this alone, I think it is worth running Hydro Pump on Vaporeon. There are other rolls such as OHKOing Tyranitar from full which are valuable for an offensive team like this.

The Ratings:

Team Synergy & Cohesion: 6/10
Competitive Viability: 6/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 6/10

:Arcanine:
Arcanine Breloom Spikes

The Good:

All of Arcanine's unique traits have been utilised to great effect. Intimidate allowing it to function as a lead and to support its teammates with physical threats. Thief to create value when squared up vs bulky Waters. Extreme speed to kill off EndPert and other low health offensive threats. Extreme Speed also has great synergy with Breloom's Mach Punch as it means that Dugtrio will only get to trap 1 of the 2 in a given game. Arcanine's Fire typing and great natural bulk are especially valuable due to the team having 3 Fire weak Mons. With Flygon and Tyranitar present to also help the opposing Fire types, Arcanine won't find itself overwhelmed trying to keep the opposing Fire birds at bay.

Pursuit Tyranitar + Breloom is a classic combo with great synergies; reverse trapping Dugtrio and Breloom luring in Psychic and Ghost types for Tyranitar to trap. Forretress is also a beneficiary of Pursuit support, appreciating the removal of Ghosts so it can Rapid Spin and Explode freely.
Flygon is a good choice to wrap the team up, providing the team with a Ground immunity, Electric immunity and Rock resist. An offensive set seems optimal for keeping Jirachi and Celebi at bay.

Overall, this team is well thought out offensively and defensively.

The Bad:

Swampert could be annoying for this team to progress against. Two HP Grass users definitely helps fight Swampert, minimising the need to switch around it and trading huge chunks of its health for another Mon to kill. With Spikes, Breloom and Flygon could leave a dent in Swampert's side. Manageable problem but something to be wary of

The Improvements:

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I don't have any improvements to suggest. Every team in ADV has strengths and weaknesses. I can't think of any change that wouldn't just create another weakness elsewhere.


The Ratings:
Team Synergy & Cohesion: 9/10
Competitive Viability: 9/10
Creativity & Originality: 9/10
Clarity of Explanation: 9/10
Adaptability & Flexibility: 9/10

:Entei:
Entei Bullshit

The Good:

Entei's unique traits have been used utilised to great effect. 101 HP Substitutes and access to Calm Mind make it a very effective bulky Water lure because Blissey can lose 1 vs 1 outside of Sand. Entei can utilise its great bulk and Fire typing to act as a pivot into Gengar and the Fire Birds, and use the entries as set up opportunities.

Registeel is a defensive behemoth who can act as a great pivot for many of the special threats in the tier. Superpower and HP Grass to leave serious damage on Tyranitar and Swampert is a great idea, even at the cost of losing Thunder Wave.

Forretress can provide much appreciated Rapid Spin support for the team and set up Spikes primarily for Zapdos and Tyranitar to benefit.

Registeel and Forretress having Explosion is great for momentum, maintaining the fast pace of the team.

Zapdos as lead to deter OffCune from wreaking havoc from turn 1 and to not set sand for Entei's Substitute shenanigans is a nice touch.

The Bad:

The team could definitely use some extra Speed. Maxing out at 286 Speed leaves a lot to be desired, as revenge killing any of the Base 100s will mean taking a serious hit in the process in most cases. For example, Super Celebi and Super Jirachi could be very scary as they will tank Entei's Fire Blast and 2HKO Entei comfortably.

The Improvements:

ezgif-ronaldo lukaku.gif


I am Lukaku

No improvements to suggest. I can't think of any changes that wouldn't just create another problem elsewhere of similar magnitude.

The Ratings:
Team Synergy & Cohesion: 8/10
Competitive Viability: 8/10
Creativity & Originality: 9/10
Clarity of Explanation: 10/10
Adaptability & Flexibility: 8/10

:Blaziken:
Blaiseken

The Good:

Blaziken is best suited for the lead slot, with great matchups into the some of the common leads (Tyranitar, Zapdos, Metagross).
Pairing Blaziken with other fast paced Mons like Endeavour Swampert , Agility Metagross and Dragon Dance Tyranitar is a good choice to maintain momentum.

The Bad:

It's unclear why this team needs Claydol. Such a fast paced team shouldn't need Rapid Spin support. The team also has 2 Rock Resists already. An offensive Mon in this slot would serve the team better.

Zapdos seems out of place on this team too. The other Mons on this team would prefer a teammate who can trade down with the opponent. Though Substitute passing can be appreciated by the other Mons on the team, the reward isn't enough to justify the low breaking power of Zapdos without Spikes or Hidden Power.


The Improvements:

:Claydol: -> :Snorlax: / :Registeel:
Bringing Snorlax or Registeel provides the team with greater offensive pressure whilst still maintain the slots role of helping vs Electric types. Both Mons have the ability to deal reliable damage, spread paralysis and explode.

:Zapdos: ->:Salamence:
I've mentioned this a few times now across the different team ratings, Salamence is a neccessity on Mixed Offenses. It's ability to break and sweep vs Stall and Offense alike cannot be replicated by another Mon. Zapdos had to bite the bullet because it has insufficient breaking power for a team with 2 Salac berry users + 2 Explosion / Self Destruct users

:Blaziken:
Blaziken can already hit Swampert hard with Focus Punch, could be worth considering HP Ice to hit Salamence and Aerodactyl to open up our other threats. This one I'm not sure if it's an upgrade, but I feel like it may play better?

The Ratings:

Team Synergy & Cohesion: 6/10
Competitive Viability: 6/10
Creativity & Originality: 6/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 6/10

:Ninetales:
The Grudge

The Good:

The Grudge + Roar sequence is a clever way to avoid punishment for guessing wrong on turn 1.
The team is generally very weak into the Fire Birds so Ninetales defensive profile is appreciated.
Tyranitar, Swampert, Metagross, Celebi , and Aerodactyl all have a way to exert decent offensive pressure.


The Bad:

Ninetales should definitely run Fire coverage, otherwise its damage output will be non-existent. It's also a missed opportunity to utilise the boost gained from Flash Fire should you succesfully pivot Ninetales into a Fire attack.

The Improvements:

:Tyranitar:
Tyranitar should have an Adamant nature and run Double Edge to maximise its breaking potential to help Aerodactyl.

:Metagross: -> :Skarmory:
Every Mon appreciates Spikes on the field to help them break bulky Waters and Steel types. Spikes also opens up Celebi to run Leech Seed

:Celebi:
Calm Mind -> Leech Seed. Leech Seed gives Celebi a way to make progress, without having to cede momentum at the sight of Fire types or Aerodactyl or Salamence or Blissey or Snorlax or etc.

The Ratings:


Team Synergy & Cohesion: 6/10
Competitive Viability: 5/10
Creativity & Originality: 5/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 5/10


1793217136509.png

Dastardlydwarf Lernaea medude11 Eeveeto Msousa 3NVENTION DoubleJimmy RavenEyeKSR Garpachi ABR Shitrock enjoyer pixie909 Strawberry_Lynn

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Teambuilding Competition Round 8: Non-OU Fire type + No Blissey:

Hello! I'm back again as a judge of this lovely competition. This month's theme was really challenging, and i had a lot of fun rating the teams. Appreciate every single one of you that submitted, we had a lot of great teams this time and the competition was really tight.

Team 1: It's magmaover just use charizard

Notes: The inclusion of magmar on a slop-esque structure is intriguing. Slop might benefit from having a fire type to switch into will-o-wisp and cover a bit of the celebi weakness, but magmar does'nt seem like the correct choice. While it is relatively well supported by celebi/registeel/salamence, it does not seem to break for any teammate in particular or divide any matchup, since its mixed attacking capabilities are juxtaposed by the general TSS pressuring nature of the archetype.
Magmar teammates also do not seem to synergise very well between each other. The best use for magmar in this composition would be as some type of suicide lead that forces ttar out with the cross chop threat and focus punches waters down. With that in mind, calm mind pass celebi with very little capabilities of hurting skarmory (and no real skarm breakers) and only endpert as a reciever feels very unjustifiable. Not much to comment about the ddmence+grassregi+endpert core, since it is proven to be solid, but mence does not have much offensive support on the team, since ttar is swapped out and theres no meta substitute. Grass regi can help chip it down, however it much preffers to fight already chipped swampert. The last teammate is a hariyama, which i belive detracts a lot of value from magmar, since it is also capitalizing on taking wisps to beat TSS. The yama set is really weird, and losing to drill peck skarm is the last thing this team wants.

Suggestions: I would personally just pick a different fire type to use alongside the slop team style. Houndoom or camerupt would be much better fits in my opinion. In the case of keeping magmar, i believe just swapping yama for a pert beater like cbmeta and running a 4a magmar would probably be a better choice.

Score: 18/50
Team Synergy & Cohesion: 2/10
Competitive Viability: 4/10
Creativity & Originality: 3/10
Clarity of Explanation: 4/10
Adaptability & Flexibility: 5/10

Team 2:Epic Typhlosion Offense (Perchance)

Notes: Charizard's long lost honey-badger brother is here, and its accompanied by a very peculiar gang of hooligans. In general, typhlosion is a very hard pokemon to build with since its gameplan is very similar to charizard's, but worse. Taking that into consideration, the sun approach is probably a good one to start theorizing about, but theres not a real need for this set on the squad. No teammate really benefit from sand being gone at all, theres no ttar trader to guarantee sand won't come back and the team doesnt play fast enough for this trader setup to give you game winning advantage. Eggy is usually a great sun setter with explosion, but this sweeper set definetly will have issues passing through special checks. Typhlosion also does'nt have a move to hit blissey, and alongside mixmence and toxicless restless zapdos, the team ends up walled by blissey when hariyama is not on the field. Hariyama also does'nt synergise well with the team, since it preffers to play slower games where the knock off really matters, and the other teammates suggest a faster gameplan. Skarmory also feels homeless, since it does'nt have support and does'nt support the teammates very well. Being the only normal resist, skarmory gets overwhelmed really quickly by lax or ttar+aero teams, and the endgame plans against aero or ddmence are very frail. In general, the initial idea is a bit flawed since the main purpose of sun, clearing sand, is not explored very well.

Suggestions: Reworking the main gameplan structure with a clear early game-> endgame winpath would be ideal. I would definetly stray away from mixmence skarm yama balance-y structures and lean towards a sequencial breaking style.

Score: 19/50
Team Synergy & Cohesion: 1/10
Competitive Viability: 2/10
Creativity & Originality: 6/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 4/10

Team 3: LoomDoom

Notes: This type of structure has seen the light of day a couple times in the past, but never in this combination. Breloom, houndoom, starmie and registeel have a lot of superficial synergies. Trapping gengar benefits all of them, dug can be handled by mach punch->pursuit and breloom can disrupt spikes teams in the early-midgame to enable an easier suicune and starmie endgame. Zapdos at first glance also helps the whole structure function. However, the gameplan does'nt get much deeper then that, which is a glaring issue in my opinion. This team does'nt seem to have any particular advantage over other styles, and has a ton of issues in the endgame, as the sets used don't lead to any "sweep" or checkmate situation, besides the particular ones that sub suicune and ib mie can exploit on some matchups. This can be really concerning against certain threats like aero and restzap, since doom does'nt trap most flying types, unlike its kaiju pursuit user counterpart.

Suggestions: I've built some teams with loom+regi+suittar+subcmer in the past, and my most fruitful endeavors had subcmjirachi to take advantage of all the setup provided by those mons and endgame properly against TSS and stall. I'd definetly try to add a couple mons that can take advantage of all the support and finish games off against the common endgame threats. Maybe roar over ib on suicune can be an easy way to improve the stall matchup. Zapdos and mie are not necessarely needed, so some substitutions with the intents previously mentioned can make the squad more consistent. I also believe that beat up might benefit this team more then crunch. I wanna note that the explanation did a poor job of enphasizing the synergies and intents of the team.

Score: 22/50
Team Synergy & Cohesion: 6/10
Competitive Viability: 5/10
Creativity & Originality: 3/10
Clarity of Explanation: 1/10
Adaptability & Flexibility: 7/10

Team 4: Eeveeto's team

Notes: Good old pdcm (please don't crit me) lax triple trapper weather clear. Its a team that can win games instantly from the lead position, but lose games at the same rate. I believe this type of archetype is a bit outdated since teams became a bit more resilient to those type of strategies, but its always something to consider. Not much to add besides the use of adamant dug that might lose you the game against some ttar spreads. I also dont understand much the use of hp grass on mag since it seems like eliminating forre is a bigger priority then thunder waving non grounds.

Suggestions: Maybe running different and more creative gengar and kingdra sets could be good, and running hp fire mag is probably ideal. I dont really see the reason to run amnesia but this move slot is pretty free so its not like it makes the team much better or worse.

Score: 24/50
Team Synergy & Cohesion: 9/10
Competitive Viability: 6/10
Creativity & Originality: 1/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 2/10

Team 5: Slop Featuring Camel

Notes: Another slop take, this time a lot more grounded into the usual swampert overwhelm gameplan. The team looks very solid overall, but the only issue i see with the inclusion of gyarados is that you lose the capability of actually killing gengar. Camerupt is not a gengar trader, and not a very resilient mon in general, so you'll end up without gengar checks after its innevitable explosion. Salamence needs brick break on those types of teams, so thats another major flaw i think needs to be fixed.

Suggestions: As much as gyarados make some sense here, i would much preffer some other gengar trader or gengar resilient pokemon. An alternative would be to try some type of mixtar to short term deal with gengar and focus on camel+registeel to break pert.

Score: 28/50
Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 2/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 7/10

Team 6: I Swear Blaziken Is Needed Here

Notes: I really enjoy the thought proccess and gameplan behind this team, it's very original and interesting. In general the composition needs some replacements, since some slots feel out of place or a bit too defensively frail. Vaporeon+blaziken+salamence+celebi have some solid syngergy, altho i believe that celebi set is not very optimal here. The other two slots would need to cover tyranitar more, since registeel is not a good tyranitar check. Gyarados does'nt feel like it benefits from this structure much either, besides chipping zapdos, which can be done by other pokemon with different traits.

Suggestions: HP grass on blaziken would be a good inclusion, in my opinion. It can hit a swampert occasionally, but mainly forces swampert out and forces different flying types in to take chip damage, which benefits your ddmence a lot. Celebi could use leech seed over baton pass for more blissey and skarmory pressure in general. I believe a core of cbmeta+claydol over the gyarados+registeel one would be beneficial, since both help deal with ttar, gengar, blissey, skarmdug, zapdos and other things that the team would have trouble against.

Score: 29/50
Team Synergy & Cohesion: 6/10
Competitive Viability: 4/10
Creativity & Originality: 7/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 5/10

Team 7: Flareon Curse Pass

Notes: Flareon used to cursepass is definetly a very creative idea. It gets free turns on pokemon such as gengar and skarmory, so it benefits snorlax+metagross+aero very well. Zapdos as a midground passer is also very interesting. My only gripe with the team is the lack of streamlined gameplan, since theres a couple white herb users but im not sure flareon will be passing its curses more then once or twice. In general this combination of mons can definetly win many games, i just expected a bit more optimization on the sequences (and maybe a more specific lax set as well).

Suggestions: Honestly im not sure what i would do, but i would probably try to add more intended trading sequences with lax or just substitute it for something else, as it does'nt really enable any offensive threats.

Score: 33/50
Team Synergy & Cohesion: 7/10
Competitive Viability: 6/10
Creativity & Originality: 7/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 6/10

Team 8: Hoenn Starter Pack

Notes: Interesting flavor of an old school mixed offense with a blaziken to enable metagross. Sceptile adds an interesting twist into it, but i fear its not enough to get rid of the electric weakness. The original mixed offenses had twave zap lead in order to disable the opposing zapdos/jolteon early on, which is not the case here. I imagine that some jolteon matchup can be winnable if you can do enough damage with ken and scept to sweep with metagross, but it could probably more solid in that regard. Pursuit ttar feels a bit out of place but its not inherently wrong. Overall looks like a fun team, but some optimizations would make it shine more.

Suggestions: Something else to complement the team in the special check side over ttar could be worth it, like lax or dol, with the addition to a spdef oriented subpass zap alongside.

Score: 31/50
Team Synergy & Cohesion: 7/10
Competitive Viability: 5/10
Creativity & Originality: 5/10
Clarity of Explanation: 7/10
Adaptability & Flexibility: 6/10

Team 9: CAMEL CRANKER

Notes: I love using flygon+jolteon+forretress compositions, and camel looks like a fun addition to it. The explanation does a good job of explaining the roles of each teammates, and i believe this team has what it takes to win games against some TSS and offense teams. However, any slower team with toxic has the potential to be incredibly troublesome, since theres no toxic absorber and the team does'nt have a super strong and quick breaking core. This is due mainly because camel/jolteon core is in place of what usually is a celebi, which has natural cure. That being said, it wont be an issue in every matchup.

Suggestions: Id recommend either making it slower with a natcure mon somewhere(like starmie, or a tox immune like gar), or faster with stronger breakers like meta.

Score: 32/50
Team Synergy & Cohesion: 6/10
Competitive Viability: 6/10
Creativity & Originality: 6/10
Clarity of Explanation: 8/10
Adaptability & Flexibility: 6/10

Team 10: Arcanine Breloom Spikes

Notes: This is one of the coolest teams i've seen in a while, and its very consistent for a team containing an uu staple. Arca lead baits HP fighting, which is a very smart move imo and grants a little knowledge advantage right away in the beginning of the game, something an offense team loves to have. Overall all the sets seem to synergize very well, with multiple checks to most things that may threaten a usual forretress team. The flygon endgames seem to be well set up by suittar+breloom+grass steel, and, in the same time, arcanine deals with things such as mixed attackers in order to solidify the forretress core. The tyranitar set is also very creative and is a good surprise factor to get some extra damage with unexpected coverage, also something offense teams really appreciate. My only small gripe with it would be the aero+gengar matchup, which is a bit scuffed since its very important that suittar pursuits aero for this team to work well, and its bound to be heavily chipped when dealing with gengar. Focus punch from cbtar/subtar can also be quite dangerous, but not impossible to play around. Overall, the team makes great use of arcanine, has a very solid structure and is a good example of what a high level offense team looks like.

Suggestions: My only suggestion would be to use stun spore over sub on breloom, and sky uppercut over fpunch. It would help the team limit gengar's capabilities without needing to spend suittar hp directly, leading to a healthier suittar to trap a potential aero. It would also be quite effective at limiting any potential ddmences that can be troublesome later on, as they usually are used as early game breloom pivots.

Score: 45/50
Team Synergy & Cohesion: 9/10
Competitive Viability: 9/10
Creativity & Originality: 10/10
Clarity of Explanation: 9/10
Adaptability & Flexibility: 8/10

Team 11: Entei bullshit

Notes: Entei is being applied here in a way that differentiates it from zard in a significant matter. While zard has some issues dealing with sub jirachi, entei handles it quite well, enabling some interesting forre support. It also has some decent success at trading into firebirds which the team really enjoy. While i don't really thik twave-less registeel is very interesting or worth it, it has a theoredical place here. In general the team looks really good offensively, and the fire type UUBL seems very well justified. Mixed zapdos is also a good option, especially since it prevents chip that would be usually directed towards tyranitar, in order to maintain the endgame ddtar sweep gameplan. Personally, i believe this is the best use for entei i've seen. Definetly a trickier team to play tho, considering most pokemon are grounded and theres no speed control in the whole squad; mistakes tend to be way more punishing to teams with those characteristics. The use of clever unusual moveset techs, just like in Team 10, makes this squad stand out over other offense teams, since the knowledge advantage provides the user with more comfortable clicks in the early-midgame.

Suggestions: I'm not sure i have a good suggestion to make it simpler and more intuitive to play, but i would try cbgon over swampert as an experiment. The additional speed and immediate power can make revenge killing easier, and entei seem to support it pretty well. Skarmdug and opposing forre squads also look a bit easier to beat with gon over pert. Mixed mence might be a new problem (even tho its not the end of the world if +spatck), but im sure theres a way to tech for it, since the team is incredibly flexible.

Score: 46/50
Team Synergy & Cohesion: 9/10
Competitive Viability: 8/10
Creativity & Originality: 9/10
Clarity of Explanation: 10/10
Adaptability & Flexibility: 10/10

Team 12: Blaziken teambuilding competition

Notes: Enter the Chicken. The classic anti-lead blaziken is back, and salac is definetly something that can make it a bit more effective at it's job (altho i wish the ev's were more targetted to beat something purposeful with the speed boost). Subpass tox zap is also a set that is very underexplored but benefits this team in many ways, since it serves as a good anti-stall tool that can still be great to setup a reverse sweep against offense teams. The concerning ammount of slow ground-rock type mons makes celebi feel like a big unadressed threat, even if endpert can be used to trade into it. CMers and dug can also just quickly deal with most of the mons here, so i don't see this team being able to deal with a special offense team or something similar because of such weakness. In general, this team looks like it can win games and be quite effective against your standard big5 TSS, but i'd be concerned to use it against more aggressive or slower teams.

Suggestions: In general i'd try to make the team more sequence oriented, add more speed control, get rid of the type redundancies and give blaziken a more meaningful existence in general. Theres many ways to do it, but adding a snorlax or another fighter in the pert/dol slots might be a good start.

Score: 30/50
Team Synergy & Cohesion: 6/10
Competitive Viability: 6/10
Creativity & Originality: 5/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 7/10

Team 13: Strawberry_Lynn's team

Notes: I enjoy the ninetales idea. Ninetales has been theorized before with similar pp-stalling concepts, but never as an anti-lead. However, i don't really see this being the best context to utilize it. It's taking place of a usual spiker (smeargle with a similar purpose, or skarmory on a usual metagross aerobi), which would still be better here. Not much to say about the team, but i appreciate the creativity around the ninetales set, really a difficult pokemon to make work.

Suggestions: I believe this set would be better suited for a team that enjoyed more ttar and waters gone. I'd try this set alongside a snorlax to focus its trading capabilities into steels, then abuse the fact that both steels and ttar are gone with an endgame pokemon like eq-less gyarados, for example.

Score: 24/50
Team Synergy & Cohesion: 3/10
Competitive Viability: 5/10
Creativity & Originality: 7/10
Clarity of Explanation: 6/10
Adaptability & Flexibility: 3/10

Final rankings:

FIRST PLACE - Team 11: Entei bullshit, by Shitrock Enjoyer (Score:46)
SECOND PLACE - Team 10: Arcanine Breloom Spikes, by ABR (Score: 45)
THIRD PLACE - Team 7: Flareon Curse Pass, by RavenEyeKSR (Score: 33)
Team 9: CAMEL CRANKER, by Garpachi (Score: 32)
Team 8: Hoenn Starter Pack, by DoubleJimmy (Score: 31)
Team 12: Blaziken teambuilding competition, by pixie909 (Score: 30)
Team 6: I Swear Blaziken Is Needed Here, by 3NVENTION (Score: 29)
Team 5: Slop Featuring Camel, by Msousa (Score: 28)
Team 4: Eeveeto's team, by Eeveeto (Score: 24)
Team 13: Strawberry_Lynn's team, by Strawberry_Lynn (Score: 24)
Team 3: LoomDoom, by Lernea (Score: 22)
Team 2:Epic Typhlosion Offense (Perchance), by medude11 (Score: 19)
Team 1: It's magmaover just use charizard, by Dastardlydwarf (Score: 18)

Ty all for reading! My dms are open on discord for any feedback or advice needed.

Good luck next month!
 
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