Huh. How come YOU get to declare stuff? Any, GWeezing is such a great mon even though it's rare and kinda-sorta niche. Its ND RU tier makes it really overlooked, but if you have more than one braincell, you know how strong it is.With 4 votes, WinstonByTheSea wins!
Cycle 20: Weezing-Galar
:sv/weezing-galar:
With Gholdengo being such a dominant force in the metagame, removing consistently even with Pokemon such as Great Tusk can often feel difficult. Weezing circumvents this issue entirely, with the combination of it's ability and access to defog guaranteeing removal even against Gholdengo. This mon isn't dead weight apart from that either, with it's ability also shutting down invaluable defensive abilities such as regenerator and poison heal, allowing it to pressure common defensive cores centered around Pokemon like Gliscor and Toxapex. Alternatively, Weezing has other unique tools, like Levitate-dropping its consistent defog in exchange for an incredible defensive profile-or Toxic Spikes, a move with few strong users. How will you take advantage of Weezing-Galar's unique traits?
Submissions end Monday at 11:59 PM -7
UM WHAT THE FUCK IS ROCKFUFF DOING INSTEAD OF ZAMAZENTA!?https://pokepast.es/4f3806d74f5caaff
I'm too lazy to put any comments rn.
Solid team you got there, what is Serp's EV spread for? Just curious. This one is definitely a more unorthodox team, but I'll try it out someday. Always great to see expirementation.Yard + Serp Balance
:charizard-mega-y:-:serperior:-:weezing-galar:-:garchomp:-:corviknight:-:urshifu-rapid-strike:
Weezing-Galar being a slower paced anti-hazard bot helps to enable Mega-Charizard-Y to play on a balance team instead of its typical sun offense. Spdef Corviknight helps to cover both Tapu-Lele and Mega-Diancie, two mons who are given free entry by either Yard or Weezing. Corv normally can't remove properly thanks to Gholdengo but Weezing helps to fix that, providing a strong second source of removal to ensure Yard gets as many entry opportunities as possible. For my breaking core I chose to go with Yard + Serperior, as Serperior with HP Rock can lure Dragonite and Moltres and cripple or threaten Yard's other checks like Mega-Tyranitar, Mega-Latios, and AV Mola. Serp also appreciates sun to get big synthesis's off, with synthesis + rocky helmet allowing Serp to consistently punish Pokemon like Ogerpon-Wellspring and Urshifu-Rapid-Strike. Yard with dual fire stabs makes up the teams firepower thanks to modest + overheat for Yard to be as immediately threatening as possible, as Weezing ensures Toxapex and Alomomola can't reliably stay healthy with regenerator, enabling Yard to greed with no Solar Beam. Garchomp + Shifu rounds out the team with strong counterplay to opposing fire types who can take advantage of Yard's sun, like Cinderace and Volcarona.
Huh. How come YOU get to declare stuff? Any, GWeezing is such a great mon even though it's rare and kinda-sorta niche. Its ND RU tier makes it really overlooked, but if you have more than one braincell, you know how strong it is.
https://pokepast.es/651441fdee196a22
Lost the writeup for this, but the basic plan revolves around spreading status with Will-O-Wisp, Toxic, and Thunder Wave in the early game, and then using Sinistcha's Hex to sweep. Weezing provides hazard control via and spams Will-O-Wisp to make physical attackers useless. Flamethrower lets it murder gholdengo. Ferrothorn sets hazards and also spreads Thunder Wave like crazy. Alomomola uses your tax dollars to heal its teammates with Wish and poison enemies with Toxic.
Cinderace can wallbreak anything, most mon just die to +2 Pyro Ball. If not, Breakneck Blitz is bound to murder any resists. Diancie provides mixed wallbreaking for stuff that neither Sinistcha nor Cinderace can handle. Sinistcha takes advantage of the status spam to kill everything with Hex.
Very short explanation, but you get the general idea. Apologies for the shortness.
https://pokepast.es/4f3806d74f5caaff
I'm too lazy to put any comments rn.
https://pokepast.es/81ee80e8fe9d1a9b
With corv+alo+lu as a solid defensive core in its own, this team allows weezing to be treated as disposable, letting you play risky without fear of instantly losing if it dies. While gardie and taunt torn easily break through offensive teams without help, they can struggle against bulky regenerators like opposing torn, av alo, gking, and gliscor. However, by going hard weezing as a regenerator switches out, neutralizing gas denies healing, which allows the team's two dedicated attackers to chip away at any team. Weezing's defensive profile is also very much appreciated here as a check to woger and full counter to hamu spike stack, as well as the potential to trade damage for a burn on most physical attackers which can be pain splitted back later on.
Yard + Serp Balance
:charizard-mega-y:-:serperior:-:weezing-galar:-:garchomp:-:corviknight:-:urshifu-rapid-strike:
Weezing-Galar being a slower paced anti-hazard bot helps to enable Mega-Charizard-Y to play on a balance team instead of its typical sun offense. Spdef Corviknight helps to cover both Tapu-Lele and Mega-Diancie, two mons who are given free entry by either Yard or Weezing. Corv normally can't remove properly thanks to Gholdengo but Weezing helps to fix that, providing a strong second source of removal to ensure Yard gets as many entry opportunities as possible. For my breaking core I chose to go with Yard + Serperior, as Serperior with HP Rock can lure Dragonite and Moltres and cripple or threaten Yard's other checks like Mega-Tyranitar, Mega-Latios, and AV Mola. Serp also appreciates sun to get big synthesis's off, with synthesis + rocky helmet allowing Serp to consistently punish Pokemon like Ogerpon-Wellspring and Urshifu-Rapid-Strike. Yard with dual fire stabs makes up the teams firepower thanks to modest + overheat for Yard to be as immediately threatening as possible, as Weezing ensures Toxapex and Alomomola can't reliably stay healthy with regenerator, enabling Yard to greed with no Solar Beam. Garchomp + Shifu rounds out the team with strong counterplay to opposing fire types who can take advantage of Yard's sun, like Cinderace and Volcarona.
:urshifu-rapid-strike::ursaluna::slowking-galar::landorus-therian::tapu koko::corviknight:
Instead of TR, this team uses max speed adamant luna to heavily punish defensive responses to pivots. Ice punch minimizes chip from lando and max speed vitally outspeeds msciz, which drops to fire punch. Ursaluna's presence also prevents defensive responses to gking's chilly via threat of entry, allowing it to spread paralysis, which in turn helps ursaluna outspeed most threats.
Midnight Sun
:zamazenta: :ninetales: :ursaluna: :raging bolt: :hatterene: :cresselia:
This team is one of my favorite creations of the past few months during seasonal / ndpl, and in my opinion probably the most creative structure to come out of natdex in recent day. This team is based on storm zone’s famous semiroom style in sv ou, with this version being taken from this replay in olt. This team is built around the idea of using unwallable, trade heavy breakers vs every single playstyle and reviving them using the variety of healing wish mons to force near consistent progress in most games, with trick room giving consistent support vs offense / bo for such an otherwise slower playstyle.
It also combines semi trick room with sun, which has very practical applications on this team. Not only does it help raging bolt become the unwallable breaker it is, adding to the idea of the team, it also helps luna trade into mons like pon and samu out of trick room easier. As a bonus, it also takes less damage from scalds and flip turns. In addition, the extra recovery on cresselia helps it switch in and setup trick room easier. Ninetales is chosen over torkoal not only because of healing wish, but also because outside of trick room it becomes nice at limiting breakers such as gholdengo, cm lele, and kyurem if they attempt to sub / roost. Zamazenta is another cool part of the team, being the catch all offensive check to grounds, ogerpon, kingambit, and many others. Life orb zama is very good vs many offenses and makes the team far less reliant on trick room to function, making the team way more flexible in how it approaches offense and certain other styles in between. Luna and bolt should be your primary breakers vs balance, but they also trade excellently vs offense and give nice defensive utility vs certain pokemon like waters, ghosts, cinderace, and others. Hatterene and cresselia are the standard trick room pokemon, both chosen for their consistency in enabling the playstyle, healing wish, and being nice at limiting certain breakers and hazards.
I have used this team in tournament play and i must say it really accords to my playstyle in particular. The team is designed to play in a very specific manner, so i encourage playing around with certain lines if you want to try it out.
https://replay.pokemonshowdown.com/smogtours-gen9nationaldex-978891 - my w with the team in NDPL, very good showcase of how the team should be played
https://replay.pokemonshowdown.com/smogtours-gen9nationaldex-977546 - I also used this team in seasonal vs hovercat, and although i lost it was because of an untimely miss and shows how the team can do well vs certain offenses as well.