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Resource SV ZU Sample Teams [Submission Open]

:skuntank: :whimsicott: :eelektross: :mesprit: :basculin-blue-striped: :pyroar:
team i used to get suspect reqs, pretty standard voltturn composition, with mesprit and eel being more defensive voltturn pieces and whimsi and basc being more offensive ones. skuntank is a good mon that offers both offensive pressure and defensive utility. pyroar is here over zard to be better into opposing zard.
 
ig i'll submit another one :)

:glastrier: :hitmontop: :venusaur: :tinkatuff: :jolteon: :mesprit:
curse glast is a demon, it sometimes just wins games on its own, and the rest of the team helps enable it. jolt and top are a good offensive core (with top also providing removal for glast) which can wear down the pieces needed for glast to sweep, while tink and venu offer a good backbone and support via rocks, twave, knock off, encore, and helmet chip. tink especially feels very nice in the current meta for being able to switch into skuntank and mesprit. scarf mesprit provides speed control and hwish to bring glast back to life if needed. main issue with the team is not having a fire resist off rip but you're teraing glast 90% of games so it shouldn't matter most of the time.
 
:ninetales-alola: :porygon2: :amoonguss: :coalossal: :passimian: :mesprit:

This is about as standard as it gets. Featuring one of ZU's best new defensive cores in P2/Amoonguss/Coalossal, this team has solid odds of finding a way to break through with specially geared offense, paired with encore mesprit to mess with pesky Snorlaxes. Ninetales is also strong enough to break through a chipped lax with boosted moonblasts and Tera.

  • Ninetales serves as the primary special cleaner and breaker for the team with its excellent base speed. Moonblast and Blizzard let it break, while Draining Kiss lets it recover HP and trade positively into chipped Snorlax - +2 Tera Fairy Draining Kiss almost heals as much as bulky variants of snorlax deal with body slam, while moonblast typically finishes the job. It's also quite difficult for many teams to switch into in general, with Blizzard and Moonblast both being viable 'neutral buttons' for making progress.
  • P2 is, unsurprisingly, very good. An excellent disruptor and offensive presence in one slot, P2 has returned to the tier with a vengeance. It serves as an excellent tool into hyper offense and has many viable sets overall, but this is probably one of the better 'bulky' sets it has. It's weak to knock and weak to hazards, but the latest and greatest defensive core that it pairs with helps for both of these...
  • Amoonguss is one of the best partners P2 can ask for. With a rocky helmet and regenerator it has infinite longevity and punishes opponents targeting P2 well, able to switch into the likes of knock off from Passimian, Toxicroak, and Skuntank while punishing pivot moves from the likes of Passimian and Floatzel with rocky helmet chip. This set is shamelessly stolen from OranBerryBlissey10, who I hope won't mind me including it in a sample (lol), and makes Amoonguss able to pressure basically everything not named Orthworm with something in its toolkit. I think acid spray variants of some sort are also probably viable to break through Snorlax, though I haven't built with them much yet.
  • Coalossal is a weird mon; with zero reliable recovery, a necessity to run heavy duty boots, and quad weaknesses to common types, you'd really think it'd have more difficulty doing what it does. But nope, with P2 as a fellow spdef-biased partner it can actually do its general job quite well while also serving as the team's hazard setter and hazard removal in one slot.
  • Hot take: Even with Amoonguss in the tier, Passimian is still one of ZU's best scarfers, if not the best outright. Insane power, knock off, and U-Turn make it a dominant pivot and offensive presence overall, able to work with its teammates to eventually reach winning endgames where it can spam Close Combat. I'm always a little iffy between gunk shot and earthquake last, but generally I prefer gunk shot. They're both good, though.
  • I still rate Nasty Plot variants of Mesprit far above most other sets. It's excellent at abusing mons like the returning Snorlax, and it serves as a tricky tool into hyper offense strategies like terrain that have been doing solid work into the metagame as a whole.

Learning this metagame has been exciting, and I'm looking forward to see how other people have been interacting with it!
 
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:venusaur: :passimian: :magneton: :sandaconda: :drifblim: :snorlax: - Magneton + Venusaur Balance

Thought for a sample we should have a balance team because it did get a lot better. Venusaur + Magneton cover weaknesses and are pretty anti-meta for most special walls in meta in my opinion. Both good into special walls like Snorlax and Porygon2, Lanturn good into Magneton, so Venusaur has Energy Ball to smack. Classic Sandaconda + Drifblim + Snorlax core. Drifblim notable because it walls Body Slam + Earthquake Snorlax which helps Magneton. Floatzel can be a bit annoying but you have loads of high hp people, get your hazards and Drifblim can sack with Aftermath too.

:coalossal: :mesprit: :eelektross: :charizard: :skuntank: :toxicroak: - Charizard + Coalossal Bulky Offense

Team built around Coalossal + Charizard. Coalossal takes advantage of Snorlax and Porygon2 by using them for Spikes, and both are two primary Charizard checks. Giving Earthquake to Charizard beats Lanturn, and now Charizard is really well supported. Everyone else is your standard bulky offense people, so felt good to submit.
 
:snorlax: :Amoonguss: :Sandaconda: :Jolteon: :drifblim: :Skuntank:
https://pokepast.es/813233349806aea9

This is a standard team built around the Snorlax + Amoonguss core. On one hand, you have a Snorlax with an unconventional stat spread—one that still yields good results, particularly in terms of tanking physical hits. While you do sacrifice some special bulk, you could easily swap Earthquake for Heat Crash; I chose to keep Earthquake, however, as I’ve seen many players using Coalossal as a counter to Snorlax. On the other hand, there’s an Amoonguss equipped with an Eject Button, which facilitates safer switches and allows it to serve as a Knock Off absorber. The rest of the moveset is standard (though you could replace Foul Play with a STAB Poison-type move, I opted not to). You also have Sandaconda—a very consistent physical wall and your Stealth Rock setter—which excels at punishing contact moves. It runs a Dragon Tera type to cover its weaknesses; while it remains vulnerable to Ice-type moves—which are quite common on viable Pokémon right now—you have Snorlax to fall back on. Jolteon acts as a fast pivot, allowing for smooth transitions into the rest of the team. Drifblim serves as your Defogger and also helps handle opposing Snorlax (if they’re running Heat Crash, they won’t be able to get past your own Snorlax). In the right matchup, this can be an incredibly difficult team to deal with. Finally, Skuntank is widely considered a solid Pokémon; it carries a Rocky Helmet to punish contact moves, and its Aftermath ability serves as a lethal secondary weapon.
 
:floatzel: :eelektross: :charizard: :mesprit: :skuntank: :venusaur: all the brokens. team plays very aggro since your defensive pieces aren't very longeve, you're gonna be relying a lot on defensive typings to handle certain mons. sunny day on mesprit helps zard and venu break better. hazards are annoying but you can usually out offense hazard stack by wreaking havoc before hazards end up mattering too much.

:ninetales-alola: :beartic: :coalossal: :qwilfish: :brute_bonnet: :jolteon: pretty vanilla snow team, coal + qwil are a hazard stacking + removal defensive core, while bonnet and jolt complete the offensive core while also providing some useful resistances.
 
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