Resource Ultra SM OU Bazaar

Patolegend!

Fan of 1000 Arrow 'Slash
is a Tiering Contributor Alumnus
Here's a pretty good team built around Sharpedo-M that I really like in this metagame , pretty fun to play with

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Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Spikes
- Gunk Shot
- Hidden Power [Fire]

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Hidden Power [Fire]

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 56 SpA / 200 SpD
Sassy Nature
IVs: 0 Atk / 22 Spe
- Fleur Cannon
- Ice Beam
- Volt Switch
- Hidden Power [Fire]

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 216 Def / 40 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Defog

LO Greninja is here to help Sharpedo to sweep , Gunk Shot + Ice Beam + HP Fire is perfect , with that , you can kill Lando , Fini , Bulu , Tangrowth , Ferro , M-Scizor , Zapdos and some mons like that , Spikes to help Sharpedo again , Lele got the Psychic Terrain so you can get rid of the priorities and it's boosting Psychic Fangs , AV Magearna because we want a really good switch-in to Lele , Greninja etc... Defensive Lando is a good rocker , can switch-in on so many things , Scarf Kartana is here to revenge kill and rekt the rain teams , Defog for the Sticky Web

You can play Scarf Lele over the Specs , and you can play Rockium Z Lando , but I really prefer defensive Lando in this team

(The team is kind of weak to Hawlucha , but still cool to play with)
You could easily run z-fly defensive lando to handle hawlucha; it can also handle Bulu and tang for shark as an added bonus.
 

DKM

Are you feeling nervous? Are you having fun?
is a Social Media Contributoris a Contributor to Smogon
scizor-mega.giftapukoko.gifkyurem-black.gif
landorus-therian.gif
mantine.gif
heatran.gif

This was a team made by me and my buddies A1Gallade and All4ubers

We started with the core of SD Scizor and Roost Koko, an obvious great core.

Then we added Icium Kyurem because...it's broken? I wasn't on when they added Kyurem.

Next we added Defensive Lando as a rocker and an answer to broken stuff (Medi, Zygarde etc.)

Then our defogger, Mantine, who takes on fire types like Volcarona and water types like Greninja.

Lastly we added Scarf Tran as an extra check to stuff like Lele and other things like Pinsir, Kartana etc.
Heatran also has Nature power which is a tech A1 came up with. It turns into Thunderbolt in electric terrain to hit Toxapex, Mantine and Greninja.


Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 64 Atk / 120 Def / 16 SpD / 60 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost

Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Roost
- U-turn
- Hidden Power [Ice]

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Earth Power

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 124 Def / 136 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
- Roost
- Scald
- Defog
- Toxic

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Nature Power
- Flash Cannon




landorus-therian.gif
hawlucha.giftapukoko.gif
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scizor-mega.gif
tangrowth.gif


This is a team built by myself which I have ok-ish success with so far

I started off with Rockium Z Lando, which is a good Zapdos lure imo since people don't seem to use it a whole lot nowadays. I have a bit of SpDef. to take an HP Ice from speedy Zap.

Then I added the broken LuchaKoko core, again with roost Koko because Hawlucha is broken.

Then I added scarf Keld as my fire resist and scarfer (my only fire resist :[)

Then I added Scizor as my Kartana check and defogger. It also takes on opposing SD Scizor.

Lastly AV Tangrowth as my Zygarde and Greninja answer, also my SG Magearna answer I guess?


Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 200 Atk / 56 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Earthquake
- Stealth Rock

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 152 HP / 252 Atk / 8 SpD / 96 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Roost
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Secret Sword
- Scald
- Stone Edge

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Defog
- Roost
- Bullet Punch
- Hidden Power [Fire]

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Knock Off
- Earthquake
 
Last edited:

HCJB

Banned deucer.
So here's some hot garbage I threw together, it seems to be slowly climbing on the ladder (and I'm sure it could be even better with a little more refinement). I present:

Seedy AF



(Yes, that is a Swoobat)
Clefable @ Electric Seed
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Flamethrower
- Soft-Boiled

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 152 HP / 252 Atk / 4 SpD / 100 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

Cresselia @ Electric Seed
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Moonblast
- Moonlight

Swoobat @ Electric Seed
Ability: Simple
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Stored Power
- Hidden Power [Fighting]

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Light Screen
- Reflect
- U-turn

Mew @ Electric Seed
Ability: Synchronize
EVs: 84 HP / 252 Def / 172 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Psyshock
- Roost
I wanted to experiment a little more with Seed sets. Everyone knows about Hawlucha with Unburden, but I figured that a defence boost could be put to good use on actual defensive mons. I went for Tapu Koko of all the Terrain Setters for its ability to pivot, Taunt and set fast screens. Next I tried to cover all the different problems the team would face (Hazing, Greninja, etc.).

Taunt Mew handles opposing slower Taunters, Hazers and Phazers (with EVs to outspeed Heatran by a point), as well as Toxic status mons. Cresselia becomes alarming bulky at +1 Def and +1 SpDef, with Mega Bee doing less than 50% with U-turn and it completely shutting down an Ash-Greninja trying to KO transform (Specs Dark Pulse on Greninja does less than 50% at +1 SpDef). Clefable is great when Phazers and Hazers are absent, with Magic Guard meaning you don't take damage off annoyances like Leech Seed and Toxic.

Swoobat is there for fun really, but at +2 Def (courtesy of Simple) it's reasonably bulky. The key thing to remember is that Grassy Seed essentially makes Knock Off weak, and the Flying/Psychic typing means you're not weak to U-turn either apart from on Roost turns. Stored Power becomes rapidly terrifying, reaching 140 BP, 220 BP and 300 BP after one, two or three CMs (again due to Simple), which KOes more or less any dark mons, with Aura Sphere handling those said mons. Hawlucha was thrown into the mix for some speed control.
The team seems to handling okay so far, any suggestions would be appreciated. Everything on this team I would say is replaceable.
 
So here's some hot garbage I threw together, it seems to be slowly climbing on the ladder (and I'm sure it could be even better with a little more refinement). I present:

Seedy AF



(Yes, that is a Swoobat)
Clefable @ Electric Seed
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Flamethrower
- Soft-Boiled

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 152 HP / 252 Atk / 4 SpD / 100 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

Cresselia @ Electric Seed
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Moonblast
- Moonlight

Swoobat @ Electric Seed
Ability: Simple
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Stored Power
- Hidden Power [Fighting]

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Light Screen
- Reflect
- U-turn

Mew @ Electric Seed
Ability: Synchronize
EVs: 84 HP / 252 Def / 172 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Calm Mind
- Psyshock
- Roost
I wanted to experiment a little more with Seed sets. Everyone knows about Hawlucha with Unburden, but I figured that a defence boost could be put to good use on actual defensive mons. I went for Tapu Koko of all the Terrain Setters for its ability to pivot, Taunt and set fast screens. Next I tried to cover all the different problems the team would face (Hazing, Greninja, etc.).

Taunt Mew handles opposing slower Taunters, Hazers and Phazers (with EVs to outspeed Heatran by a point), as well as Toxic status mons. Cresselia becomes alarming bulky at +1 Def and +1 SpDef, with Mega Bee doing less than 50% with U-turn and it completely shutting down an Ash-Greninja trying to KO transform (Specs Dark Pulse on Greninja does less than 50% at +1 SpDef). Clefable is great when Phazers and Hazers are absent, with Magic Guard meaning you don't take damage off annoyances like Leech Seed and Toxic.

Swoobat is there for fun really, but at +2 Def (courtesy of Simple) it's reasonably bulky. The key thing to remember is that Grassy Seed essentially makes Knock Off weak, and the Flying/Psychic typing means you're not weak to U-turn either apart from on Roost turns. Stored Power becomes rapidly terrifying, reaching 140 BP, 220 BP and 300 BP after one, two or three CMs (again due to Simple), which KOes more or less any dark mons, with Aura Sphere handling those said mons. Hawlucha was thrown into the mix for some speed control.
The team seems to handling okay so far, any suggestions would be appreciated. Everything on this team I would say is replaceable.
I'm not going to roast it, I have experimented with seeds on a ton of stuff, most notably reuniclus, who I think is probably a better fit for the team than Cressila or Mew. Swoobat is a ton of fun low ladder, perhaps try a Latias with reflect type as well.
 

HCJB

Banned deucer.
I'm not going to roast it, I have experimented with seeds on a ton of stuff, most notably reuniclus, who I think is probably a better fit for the team than Cressila or Mew. Swoobat is a ton of fun low ladder, perhaps try a Latias with reflect type as well.
I think Swoobat's main problem is that Koko and Greninja are so extremely prominent, however it works as a late game cleaner. I've started running 144 HP / 252 Def / 88 SpA / 24 Spe, which outspeeds all relevant Hazers and can OHKO Pex after a single boost (still not sure if I should just go Taunt instead of HP Fighting). I think what people don't realise about Swoobat is that +2 Def is equivalent that of a 252 invested neutral natured base 160 defensive mon, which is pretty massive. Likewise the SpAtk and SpDef get to similar levels, and Stored Power is base 140 after just one boost. Whatever people might think, it's definitely not a total joke or meme mon as you might expect.

I find Reuniclus to be a bit slow to be honest. There's no way to make it OHKO Pex 100% of the time with a single boost, so it feels too much like Haze bait. Cresselia is so stupidly bulky (pretty much luring and checking non-transformed Ash-Greninjas) that I think it definitely deserves a spot on the team - but I'll think about changing out Mew possibly. I've also taken out Hawlucha and replaced it with M-Lop, just for some fast power that isn't dependent on E-Seed to work. Still very much a WIP, but it's easy enough to hit mid-ladder with (1600ish).
 

Thunder Pwoell

Banned deucer.
Im quitting fairly soon, so here is a dump all of my teams. Im not going to defend them, and they are meant for high ladder. They all worked well and in diff situations with koko being the best one but least fun tbh. little hoopa was hella fun bit the meta became too toxic and overpowered it. anyway good luck and feel free to change up sets. my style other than heavy offense is deception, like war. Be original, and good luck - Omari P

P.s. - my style is to get up rocks, and keep it off my side. then once that happens pressure then with doubles.
http://pokepast.es/40cbdb1dc0563673
Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Soft-Boiled
- Aura Sphere

Staraptor @ Choice Scarf
Ability: Reckless
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

Mandibuzz @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 200 HP / 252 Def / 8 SpD / 48 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Foul Play
- Roost
- Defog

Genie (Hoopa-Unbound)
Ability: Magician
EVs: 240 Atk / 36 SpA / 232 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Drain Punch

Nidoking @ Focus Sash
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Thunderbolt
- Earth Power
- Ice Beam

Victini @ Assault Vest
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Focus Blast
- Psyshock
- Glaciate

http://pokepast.es/c5ce4afed771cc49

Omari P (Hoopa) @ Aguav Berry
Ability: Magician
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Calm Mind
- Substitute
- Focus Blast

Victini @ Assault Vest
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- Power-Up Punch
- Glaciate

Nidoking @ Focus Sash
Ability: Sheer Force
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Thunderbolt
- Ice Beam

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Solar Beam
- Ancient Power
- Earthquake

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 212 HP / 240 Def / 8 SpD / 48 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Foul Play
- Roost
- Defog

Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 240 Atk / 16 SpA / 252 Spe
Naughty Nature
- Wild Charge
- Brave Bird
- Hidden Power [Ice]
- U-turn

http://pokepast.es/132f5213ccdbc3ee

Omari P. (Hoopa) @ Aguav Berry
Ability: Magician
EVs: 44 HP / 252 SpA / 64 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Nasty Plot
- Substitute
- Focus Blast


Thunder P. (Mew) @ Assault Vest
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Fire Blast
- Earth Power


X or Y X or Y (Charizard) @ Charizardite X
Ability: Blaze
EVs: 104 HP / 196 Atk / 64 Def / 12 SpD / 132 Spe
Adamant Nature
- Dragon Dance
- Thunder Punch
- Roost
- Flare Blitz


Don (Empoleon) @ Focus Sash
Ability: Torrent
EVs: 20 HP / 252 SpA / 8 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Ice Beam
- Flash Cannon


Bird Jesus (Staraptor) @ Choice Scarf
Ability: Reckless
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn


Mandibuzz @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 192 HP / 252 Def / 64 Spe
Impish Nature
IVs: 0 Atk
- Toxic
- Foul Play
- Roost
- Defog

http://pokepast.es/0006ed58d4e61d32
Flocka Flame (Victini) @ Flame Plate
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Bolt Strike
- V-create
- Power-Up Punch
- Glaciate


Trap God (Mew) @ Assault Vest
Ability: Synchronize
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Ice Beam
- Fire Blast
- Earth Power


Happy Feet (Empoleon) @ Focus Sash
Ability: Torrent
EVs: 20 HP / 252 SpA / 8 SpD / 228 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Grass Knot
- Flash Cannon


Pikachu (Mandibuzz) @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 220 HP / 252 Def / 4 SpD / 32 Spe
Bold Nature
- Toxic
- Foul Play
- Roost
- Defog


Mr. Steal Yo Girl (Sylveon) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 156 HP / 88 Def / 252 SpA / 12 Spe
Modest Nature
- Wish
- Hidden Power [Rock]
- Hyper Voice
- Heal Bell


Head Game Crazy (Hydreigon) (F) @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Draco Meteor
- Head Smash
- Fire Blast

http://pokepast.es/79d0577209393f29

Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Soft-Boiled
- Earth Power


Staraptor @ Choice Scarf
Ability: Reckless
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn


Mandibuzz @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 200 HP / 252 Def / 8 SpD / 48 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Foul Play
- Roost
- Defog


Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Solar Beam
- Ancient Power
- Earthquake


Nidoking @ Focus Sash
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Thunderbolt
- Earth Power
- Ice Beam


Emboar @ Flame Plate
Ability: Reckless
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Flare Blitz
- Grass Knot
- Earthquake
- Wild Charge

http://pokepast.es/25e7e6c24ef7cff7

Primarina @ Assault Vest
Ability: Torrent
Shiny: Yes
EVs: 204 HP / 52 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Surf
- Moonblast
- Psychic
- Hidden Power [Fire]

Omari P (Hoopa) @ Aguav Berry
Ability: Magician
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Calm Mind
- Substitute
- Focus Blast

Nidoking @ Focus Sash
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Thunderbolt
- Earth Power
- Ice Beam

Avalugg @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Impish Nature
- Avalanche
- Earthquake
- Recover
- Rapid Spin

Charizard Y or X or Y or X or Z (Charizard) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Punch
- Roost
- Flare Blitz

Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 240 Atk / 16 SpA / 252 Spe
Naughty Nature
- Wild Charge
- Brave Bird
- Hidden Power [Ice]
- U-turn
 
Last edited:

HCJB

Banned deucer.
ur team despite having koko is weak to electric, not to mention ddancers can and will set up on u, steel types too even. and fire types, and ghosts
I started running Necrozma + Cresselia (realised that both can run max HP max SpDef and still tank SE Def hits at the +1 easily) which handle the electric weakness nicely and can tank Koko Specs hits, alongside Mew, Swoobat, Clefable and of course Koko. However, I think the team is too matchup dependent (weaknesses aren't such a big deal, but you need a nice matchup to set-up). Probably the key idea would be to run Clefable with Koko on its own on a Screens-Koko team without the rest of the weirdness, but Screens Koko teams have been covered a lot already - so to only marginally adjust an established team doesn't feel worth it to me.

It's a fun team, and I was interested to see where this concept could get to. I think it can hit about 1600, but a more well rounded team cherry picking one or two of these mons is really what's needed.
 
Hello friends
This is a rain team I am going to share
It's currently on mid 1500's on ladder, hope you like it
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Defog
- U-turn
- Hurricane
- Hydro Pump

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Hydro Pump
- Water Shuriken
- Dark Pulse

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Stone Edge
- Waterfall
- Earthquake

Tornadus-Therian @ Choice Specs
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Extrasensory
- Hurricane
- Sludge Bomb
- Focus Blast

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 4 Atk / 252 Def / 252 SpD
Calm Nature
IVs: 0 Spe
- Spikes
- Stealth Rock
- Gyro Ball
- Leech Seed

Kartana @ Flyinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Leaf Blade
- Night Slash
- Psycho Cut

Kartana after Z tailwind is a beast, double speed and all hits almost critical, so it can also be used as a lead to punch holes in the opponent team. Movesets can be different, but tailwind is must. Moreover, if kartana is Timid it out speeds even hawlucha in terrain and KO it with psycho cut. Pelipper is the universal rain support. Ferrothorn for Spikes and rocks. Swampert-Mega is a must to use on rain teams, moreover substitute helps it deal with chansey, ferrothorn, heatran, gastrodon and finish them 1 on 1. Choice Specs Tornadus-Therian can serve 3 roles, hit overpowered focus blasts (needs luck) and if played well can catch and KO tapu Koko on the switch with sludge bomb. After the foes have been hindered a lot with hazards, Greninja-Ash comes in and can easily finish off (though mostly game never goes to last pokemon)
Thank you for viewing
 
Screen Shot 2018-03-08 at 1.39.52 PM.png

copypaste here:

This is a team I've used for a while, meant to be as offensive as possible without being explicitly HO. Enjoy!

M-Diancie: the team's surprise breaker - it can absolutely dismantle the classic stall team (Chansey/Sableye core) and has a few good uses for this team. First of all, it kills Zapdos for Kartana. Second, Endeavor's an amazing move when you want to get things down to 25% so Gren can pop Battle Bond and proceed to sweep a weakened team. Magearna, Ferrothorn and Toxapex might be able to swap in on it all day, but they really can't afford to take an Endeavor: all three are in the red after an Endeavor from weakened Diancie. Sub is there for 50/50's and switches where they would benefit from a sack or want to throw a defensive mon at you. Instead of switching out when they might set up rocks or they might EQ, just Sub and see what happens - after all, this thing gets better and better the less HP it has. It also helps block weak attempts at U-Turn chipping and forces attacks or switches out of stall mons like Gliscor, Skarmory or Clefable. If you can get a kill or two with this thing a lot of times there's a path to victory against balance/stall teams.

Ferrothorn: not a great mon for this squad, but it's the only thing that adequately checks Koko/Ninja in one slot, punishes U-Turn, provides stall Leech Seed recovery, and can set up rocks. Protect is there out of desperation, hoping to get Lucha/Medi/Lopunny with the surprise Protect and get it to crash (it also helps for stalling to get HP back).

AshGren/Kartana: fun sweeper core that puts teams in trouble late game if both are still alive. Often times you can wall one but not both, and they support each others needs well. Gren sets up spikes, Kartana Knocks Off Lefties and AV's, together they can break shared enemies like Ferrothorn, Toxapex and Tapu Bulu. Surf over Hydro Pump on Gren because HP misses drive me up a wall and Surf 1-2HKO's plenty of things.

Torn-T: a fragile Fogger on a team of fragile mons, Regenerator provides better longevity than I might get out of fast Zapdos, that speed tier is nice, and Hurricane is a nice threat to bulky grass types that might switch in on Gren/Kart. Knock Off is there for Chansey, Magearna and Pex, U-Turn is for momentum.

Volcanion: this guy's the other breaker for the squad. This thing rips apart most teams with Chansey and most of its defensive checks have a habit of getting worn down. I run modest + speed for the best changes of breaking Pex while still outspeeding things that sit around defensive Lando-T's speed tier. Steam Eruption is insanely spammable, it 2HKO's Zapdos and Earth Power gets the bird on the switch. It's also my only answer outside of AshGren to Heatran, which is a problem for this team, but it lives uninvested Earth Power so it can at least get that kill if it needs to.
 
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Zygarde @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Extreme Speed
- Rest

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 44 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Stealth Rock
- Soft-Boiled

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Ice]
- U-turn
- Defog

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Power Whip
- Hidden Power [Fire]
- Spikes
- Leech Seed

TIDE POD CHAN (Toxapex) @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Dazzling Gleam
 
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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Earthquake
- Defog
- Hidden Power [Ice]

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Drain Punch
- Ice Punch
- Zen Headbutt

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Crunch
- Stone Edge
- Pursuit
- Fire Punch

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Thunder Wave
- Stealth Rock
- Leech Seed
- Power Whip

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze

Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Surf
- Water Shuriken
- Spikes

Would be surprised if someone hasn't run this exact team before. It's the most OP defensive shit + the most OP offensive shit, all in one horrible package. LandoFerroPex for general defense, Medi and Tyranitar break all the walls, Ash-Gren cleans, Lando provides some momentum when needed. Drain Punch > HJK because Protect is cancerous, Sub over Fake Out because of how easy it is to force switches with Medi. Thunder Wave over everything on Ferrothorn because Volcarona, Megazard, Kartana, Medicham, etc. are all super annoying and I can fit it with my other mons doing they thing.
 
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This is a shift gear mag team that was made early to mid sm but is still effective now. Here is how the team works.

Mega cham is the wallbreaker for the team to poke holes for mag to sweep. Koko is the old magnet taunt set which rarely anyone rarely uses anymore, but here it used to taunt mons that will pose a problem for mag like chansey from recovering. Protean gren provides spikes support with dark pulse, hp fire & ice beam to hit common defoggers like mew, sciz & latis. Helmet landot and av growth finish the team off by providing it with a defensive backbone to check most mons.

The player who uses this team a lot goes by the alt name "pls learn". If replays are needed, search for his name. The team is weak to a lot of things like a mew which could wall almost the entire team bar gren and koko, mega lati & lele which this has problems switching into and also the less common reuniclus which can sweep the team under right conditions. This team also a close to 0% chance to beat stall on paper. However, it doesn't appear to be as bad as it seems as a lot of the moves the mons carry on this team have "haxing" effects. For example, cham zen + ice punch can flinch and freeze, koko's tbolt can para, mags ice beam and tbolt can para and freeze, gren's ice beam and dark pulse can freeze and flinch and the player will attempt to go for "hax" and banking on misplays in those impossible to win on paper matchups. This team is still capable of peaking on ladder.

Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Taunt

Magearna @ Electrium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Ice Beam
- Focus Blast

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 196 Def / 60 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- Defog

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Dark Pulse
- Ice Beam
- Hidden Power [Fire]

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Ice]
 


This is a team that built around mega lop & shift gear mag built by the user "hugolounalemoche"

The team has 5 offensive mons with a defensive landot. It might appear that it would be an av mag on this sort of team but it actually is not the case. Said team more or less plays for itself, mons on this team weaken shared checks & counters quite well for each other. For example, mega lop is able to weaken a wall like zapdos or pex for example for scarf kart or scarf keld to sweep & scarf keld scald weakens av mag for sg mag to sweep. When facing a mon that the team lacks a switchin to, usually it is beneficial to stay in to further weaken said mon for another mon on the team.

Dazzling gleam is used on koko over hp ice for better dmg output vs latis & still being able to chunk ground types with taunt to stop mons that check sg mag from recovering. Frustration is used here on scarf kart to better hit zapdos specifically. Icy wind is used on keld as stone edge is usually not needed for volc with the presence of frustration kart. This also helps with dealing with dd gyra but requires sacking keld for it. Flash cannon is used over ice beam/fleur to better hit av mag while still doing hefty chunk to ground types (which usually get weakend by lop, kart & landot hp ice) & aop ensure not missing crucial hits vs tran & ferro.

For replays, search up "hugolounalemoche" who has peaked on ladder with this team before.

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Power-Up Punch

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Taunt
- U-turn

Kartana @ Choice Scarf
Ability: Beast Boost
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Frustration

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Flash Cannon
- Thunderbolt
- Focus Blast

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 192 Def / 64 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]
 
[Click the picture!]

My team which I made an rmt about. I removed the other posts here coz I felt like I didn't put enough effort into them.
 
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Ktütverde

of course
is a Top Tiering Contributor Alumnusis a Former Smogon Metagame Tournament Circuit Champion
Gonna do a dump of teams I have enjoyed using over the past month and a bit before I take my break from mons (again). Some may not be the most Ou viable and just some fun, others are experimental as I didnt get chance to fully test them out, and 2 have done seriously well for me, while the two Iron Chef teams have done exceedingly well for me. Click the sprites for imports, the teams are in order of when they were built, oldest at the bottom, newest at the top.

A Whimsical Offence

I made the original Whimsicott team that Aim ended up using here. I wanted to use Whimicott again, with Hawlucha running rampant as ever, and M.Venu, Av Magearna, Av Tangrowth all dropping off in usage, I feel Whimsicott is in a fun position to put in some work. So I decided to revamp my old team, and fix some of the problems is originally had and adapt it to the current meta. Tapu Koko is first essential to set up Terrain for Whimsicott, but can smack Grass types with Brave Bird, pick up momentum, but most importantly with Scarf, its a really powerful revenge killer, with Wild Charge hitting as hard as Scarf Leles Psychic while Hp Ice still picks up al the regular 2hkos. Next was Heatran, so both pressure Grass types, but also help trap Toxapex and Chansey, both for Whimsicott. Heatran is also just a solid balance breaker, wearing down its common switch-ins very quickly with the combination of Toxic + Magma Storm. I went with M.Latios over regular Latios unlike the original team, as the luring Heatran and Magearna is extremely nice for Whimsicott, and the fact I'm not using another Mega, and already using a Z-Crystal. M.Latios can also pressure M.Venusaur more easily due to its increased bulk and lack of LO recoil. Lastly was the defensive core of Jirachi and Tapu Bulu, supplying Rocks and Grassy Terrain and having really nice defesive synergy with M.Latios. Jirachi can also shutdown Lele somewhat, being exceedingly helpful to Whimsicott. This is just a fun team, so click X vs stall, as the team has basically no way to break it, and its not fun to play >_<


M.Latias BO

I made this team for the 6 immunities ingredient for round 2 of the Iron Chef project. I realised Z-Ground Heatran + both M.Latias and Ash Greninja was a really solid combination, as it often forced the opponent let either let Toxapex or Tyranitar be trapped, and then removed by Z-Earth Power, then allowing either Ash Greninja or M.Latias through. The original team was made more for fun, so I decided to upgrade it into a more serious team, and after testing, I think its the best teams I have made so far, despite my other Iron Chef team holding a better record. I'll just link the full description I did for Iron Chef here to save space.

As you can see the team above ended up being very similar to the original. I had Av Magearna to help blanket check a lot of the special attackers while Buzzwole acted as a nice physical check and underapreciated wall-breaker right now

Triple Choice

This is an updated version of my original Iron Chef round 1 team, where the ingredient was a minimum of 3 total choice items. This is one of my best teams I've made I feel, only just behind the team above. The only change is Ash Greninja over Specs Tornadus-T. Specs TornT was originally to pressure Toxapex, Tangrowth and chunk fat Steel types for M.Scizor, and on paper seemed really cool. However in practice it often failed, due to Toxapexs Regenerator and other factors. It may seem counter intuative to then go to another walled by Pex, however I felt the team pressure Pex enough, and TornT was a dead slot. So instead I chose Ash Greninja to work as a secondary cleaner, the fact it loved all the U-Turn support and for the pressure it provided by Spikes, forcing the opponent to defog more, taking some of the pressure off LandT. The rest of the team pretty much functions the same as the original, so once again I'm gonna post the link to the original description I did for Iron Chef.

This version is a lot more fun to use than the one above, both for the fact it has metronome Gengar, which is a blast to use, but also its the colour of the rainbow, with M.Scizor - Red, LandoT - Orange, Jirachi - Yellow, Zygarde - Green, Keldeo - Blue, Gengar - Purple :3
Gengar is really nice for breaking down slower fatter teams, as Ghost resists are often hard to come by. Metronome works as a nice breaking item slowly building up damage each hit, often allowing it to stall out Pexs Recovers for M.Scizor, or Ko it depending on SpDef drop luck, but it can also allow to bluff choice lock, surprising Ttar with a Focus Blast. Knock Off allows Gengar to lure in Av users such as Magearna, and can Knock Off Chansey, hugely supporting Keldeo. Gengar also has the amazing quality of absorbing Tspikes, which the team is quite weak too. The other change is Z-Focus Blast Keldeo. This is a nice tech allowing me to lure Tangrowth for Zygarde and Gengar, Ohkoing at +1, but also making up for the loss of Secret Sword hitting on the physical side somewhat. The massivlly reduced PP is a pain, and the loss of Secret Sword hitting physically can often hurt however.

This is the original version. The description can be found here.

Red Vs Blue

I feel Volcarona is really slept on at the moment, with the 2 most common Scarfers being Kartana and LandoT, both losing to +1 Volc, and Pex running Pyapa or Heatran being a lot of teams main check. I thought M.Scizor could be a really nice pairing with Volcarona, as it can lure in both Heatran and Toxapex to Knock them off, stopping Pex from eating Z-Psychic, and Heatran losing its recovery, while also bringing in certain Steel types that Volcarona can set up on while Volcarona breaks down a lot of Scizors checks, in Steel types and Payapaless Pex. I then went for the role compaction of Scarf Rocks LandoT, also nice in picking up momentum for the team, and revenging a lot of threats to the team. Next was the disgusting Regen core of Tang Pex, blanket checking 75% of the tier with minimal effort needed to keep both healthy. My main hope was in Tspikes forcing the opponent to defog more, removing the ever scary rocks for Volcarona, though with Pex being ever present, a lot of teams are prep'd for Tspikes, while having access to recovery, keeping it healthy throughout the match. Lastly Latios I chose as my defoger for its ability to switch into Heatran, and dent it with Surf, helping both Volcarona and M.Scizor immensely. My main issue with this team is its severe Ttar weakness, with the Defoger being trapped, and the Band Stone Edge switch in being M.Scizor, a laughable attempt, Ttar takes a fat steaming shit on this team. Apart from that I feel its pretty fun to use.


M.Diancie Drag Mag

Gonna use this as an oppotunity to plug a post of mine and save some space and time to explain the 3 mon core of M.Diancie, Dragonite and Magnezone. This core is really cool at the moment, as the two most common Scarfers in LandoT and Kartana and Ash Greninja cant revenge ko M.Diancie without potential severe consequences, with Kartana being immediatly trapped after or allowing Dragonite to set up multiple Dragon Dances depending on the move Kartana locks itself into, same with Ash Greninja, while LandoT being locked into Eq give Dragonite completely free set up oppotunity, allowing it to keep its Multiscale intact. Tapu Bulu - Toxapex makes a really nice pairing and defensive core for the team, providing Grassy Terrain for M.Diancie, Pex and Magnezone, allowing them to eat Earthquakes easier, but also wearing down a lot of the teams checks with Tspikes. Lastly is Scarf Defog LandoT, providing a nice fast Defog for the Dragonite, being able to revenge kill and pick up momentum on a lot of threats to the team such as Ash-Greninja and Heatran, providing ample opportunity for M.Diancie to get in. Explosion is increadably nice to have on LandoT, as it shares a lot of checks with Dragonite, chunking them or removing them while providing momentum somewhat. Having the Defoger go boom is far from ideal however, so Hp Ice is also a solid pick to weaken opposing LandoT for Dragonite, but I feel with M.Diancie and Pex, LandoT is far less pressure to Defog. Heatran is really annoying to this team it is to be noted, as Pex can be trapped, and M.Diancie is significantly chunked by Magma Storm, while max SpAtk Earth Power threatens the Ohko after rocks.

Set description here in another shameless plug. This versions honestly just fun to use. Regular Dragonite probably fits the team better however.

If you have any suggestion, questions on Evs spreads, move set choices, or other stuff in general, just lemme know. See you later:)
Hi sorry for replying late, i almost never check de bazaar. I would just like to suggest using scarfzone instead of specs and defensive landorus/offensive with knock off since it pressures stall a lot in conjuction with zone. A fast lando would be the best in order to outspeed heatran . Offensive defog sucks tho so ... tell me what u think of it, you probably already tried it^^
 
Hi sorry for replying late, i almost never check de bazaar. I would just like to suggest using scarfzone instead of specs and defensive landorus/offensive with knock off since it pressures stall a lot in conjuction with zone. A fast lando would be the best in order to outspeed heatran . Offensive defog sucks tho so ... tell me what u think of it, you probably already tried it^^
I've quit mons, so I don't know what the meta is like now, so I'm honestly not sure whether theyre good or not, though looking on paper, you end up losing a lot of speed, in the now fastest being scarf zone, and a loss of power with the loss of specs on zone, forcing diancie to break much more, which is suboptimal even with an extra coverage move. I also I failed to mention in the description the current team deals with mons like lando, celesteela and av bulu for lando very well making it a very potent cleaner in the team.

Stall wasnt prevalent at all when the team was made, so i gave it little thought, but knock off is a very good option on lando to lure skarm if stall is a bigger deal now.

These changes will just have to be tested tbh, see if the team still has the ability to break the fatter teams and deal with more offensive teams
 
Click on the teams for import and click the highlighted text for music!

1522418368972.png

The aptly named team is built around Omastar - a really underrated breaker on rain. With the proper support, its able to quite easily break most common rain checks - the most notable being Bulu, Ferro, Pex and Gear - all of which either drop to a +2 Hydro Vortex in the rain or is 2hko'd with the combination of Vortex + Coverage. Swampert is used to complement oma's breaking capabilities whilst being a very solid glue 'mon. Greninja appreciates the support that Omastar provides it and forms a very potent dual breaker / cleaner core. Ferrothorn provides the team with utility (Rocks, Knock and Leech) whilst being able to check Koko, Scarf Kart and other misc. threats. Zapdos complements Ferro's defensive capabilities, whilst providing the team with a solid defensive backbone, walling the likes of Kart, Lucha and Pinsir.


1522469617576.png


If this team seems familiar, then don't be startled. I based this team off one of PDC's WCoP teams with Eject Button Latios and Duggy with TSpikes Nihilego. Suicune and Zygarde love abusing Toxic spikes, while Celesteela + Clef serve as your standard balance core. Tornadus defogs while giving the team a decent shot against stall. This isn't perfect, but I loved it enough for me to put it here.




I actually built this with someone but I forgot who, so I apologise to whoever made this with me. This team was based around Mega Garchomp, which was (at the time) the 'mon of choice for my project - the Next Best Thing™ (sorry for selling out but whatever). Garchomp acts as the focal breaker of the team and can do exceptionally well with Ttar support. Driller gave the team hazard removal and fondly enough a ground immunity, as bad as the item is. Ferrothorn and Toxapex makes breaking easier by spreading hazards and status around while providing amazing synergy between each other. Tapu Lele acts as the team's consistent glue, being able to threaten most breakers with its dual stab. Nature's Madness also aids chomp / ttar's wallbreaking efforts.
The objective of the team is to wear the opponent's team enough to the point where driller or lele could sweep or (this is my favourite) just click buttons and watch the bulkier teams crumble beneath you with Megachomp. I should give a special shoutout to everyone who participated in chomp week, who inspired me to make this team.




How could a David Bowie fanboy post a bunch of teams without linking a Bowie Song? Don't worry, I've go you covered. Protean Greninja was being hyped up, so I decided to use it myself. Waterium + HP Fire and Gunk allows it to bluff the Ash form and break through Ferro and Bulu respectively, turning the former to Ashes. Kartana appreciates both 'mons being removed, whilst also enjoying the spikes and knock off support provided by greninja and ferrothorn. Landorus gave the team a ground immunity, rocks and a secondary pivot that synergises well with Ferrothorn. Heatran Major Tom himself serves as the final 'mon, giving the team a solid breaker / secondary glue as well as another pivot. Similarly to Kartana, Koko greatly appreciates the support Greninja bestows it, so luring Bulu and Ferro is quite instrumental in the usage of this team. (Or you can just use heatran, but I digress). Try to get up spikes as often as you can, as everything on the team greatly appreciates the additional chip damage it provides.



This timeless piece (i'll actually link the music video because that shit looks amazing) would inspire me to build one of my favourite teams (that i've built myself). In fact, I was going to RMT this (I might at a later date) but I decided I might get some general feedback from the wider OU community first. Also Lucha is a basic bitch 'mon The team itself was built around Kartana and Hawlucha, since they share quite similar checks. Bulu was chosen over Koko because of its supportive capabilities - while koko could provide momentum, it would often leave me underwhelmed. Bulu, on the other hand, would not only boost Kartana's primary STAB by 50%, but would also give passive recovery to the remainder of the team, which would allow me to make some more aggressive plays with lesser consequence. Heatran synergises fantastically with Bulu while relieving Kartana of the role of wallbreaker. Bulky Scarf Lando (shoutouts to Eternam for the ev spread) gave me speed control, while being able to support Bulu and Tran defensively. Greninja was added due to the utility of spikes, as well as the synergy it had with the rest of the team - Kartana and Hawlucha could remove threats such as Ferro and Pex for it, while Greninja could heavily weaken the likes of Zapdos and Koko.

Now the question is, do I rmt this or my wip goat balance™?


if you have any issues with these teams or have a suggestion, please dm me or leave a message on my profile! Thanks!
 
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Wish killer revamps by 187Tiger(?)

with either
or

Anyone that's been on the higher end of the ladder of late (not that it means anything, it's just stating something) should have seen these teams. Some would call them "gross", "gay" or w/e. Ppl might hate me for sharing another person's team but players who have alts on the high ladder have seen this so just thought I'd post this out, pretty sure there's some viewers here who like balance/stall anyways + general reading pleasure eh. Anyhow, I think someone by the name of 187Tiger revamped wish killer's team about 2 months ago and he made 2 versions 1 with clef, other with starmie. Since then, there's been multiple ppl using this team and it's more than capable of peaking the ladder, much like wish killer's original team.


Duno if this is actually the same guy who made the revamp or just ppl who stole the teams and laddered with them, regardless search them to see replays if u want to to see how the team plays out.


Importable +Breakdown of roles

WEESH KILLER (Venusaur) (F) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Synthesis

WEEEEESH KILLA (Skarmory) (F) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird

WEEEEEEEESH KILLLLA (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Calm Mind

WEEEEESH KILLER (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off

WEEEEEEEEEEB KILLER (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Heal Bell
- Soft-Boiled
- Seismic Toss

WEEEEEP KILLLLER (Magearna) @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Fleur Cannon
- Thunderbolt
- Pain Split

W1l1i1l1lSH KILLLA (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Recover
- Rapid Spin


Mega venu - almost max def mega venu, will completely much up defensive landot eq. Carries moveset of giga drain, hp fire and knock off. Knock is very nice esp. for the likes of tran but just great general utility.
Skarm - rocky helmet skarm, ppl might ask why. Punishes ppl for making contact moves. Also both teams much like wish killer's original team r weak to mega medicham. This skarm has brave bird, rocky helm + brave bird is a double down. Great for anti-leading medi. It's not an auto loss even if skarm gets trapped by zone too vs pinsir teams as team has other mechanism to deal with it.
Hippo - max spdef. hippo, completely eats up any atks from tapu koko, zapdos, tangrowth, pex scalds, even protean ninja ice beam *lol*. Hippo is still considerably bulky on physical side w/o any investment so it'll eat up defensive landot eq very well regardless. Toxic is used to cripple landot, koko, tangrowth, zapdos or rly just any potential switchins to this.
Chansey - twave chansey with heal bell. Twave chansey is pure evil as some of u might know, potential to beat things that can outstall it like pex, steela, even seen it beat sd scizor.
Mag - max def mag with pain split and cm. 6-0es opposing stall teams very easily, rips through chansey. Max def is used to munch up band zygarde tarrows and landot eq if need be.
Clef - unware clef with cm. Acts as duh unaware wall + wish passer + win con in 1. Alternate version is starmie.
Starmie - bulky max speed + hp starmie used to clear hazards, something the clef version can't. Psychic is interchangeable with hp fire.
 
Last edited:

http://pokepast.es/f1ab6c2327d2fb51
Dumb Cheese HO With the Zygarde Gyra Hawlucha Core to break each others checks



http://pokepast.es/43977c528dc2e11c
Really Fun TR With Guts Village Crusher Look At The Damage
+1 252+ Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 240+ Def Landorus-Therian: 439-517 (114.9 - 135.3%) -- guaranteed OHKO
+2 252+ Atk Guts Ursaring Facade (140 BP) vs. 248 HP / 0 Def Magearna: 333-393 (91.7 - 108.2%) -- 87.5% chance to OHKO after Stealth Rock

http://pokepast.es/22d910984fdf710
Dumb Stall Standard Wish Jirachi + Buzzwole

http://pokepast.es/4961df31263c0b9e
Cool BO Team with Banded Tyranitar to Trap Latios and Zapdos for Dual Dance Kartana

Here's a lil team dump for yall :]
The stall's link doesnt work and I would like have the EV spread of Buzzwole :)
Good teams tho
 
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Wish killer revamps by 187Tiger(?)

with either
or

Anyone that's been on the higher end of the ladder of late (not that it means anything, it's just stating something) should have seen these teams. Some would call them "gross", "gay" or w/e. Ppl might hate me for sharing another person's team but players who have alts on the high ladder have seen this so just thought I'd post this out, pretty sure there's some viewers here who like balance/stall anyways + general reading pleasure eh. Anyhow, I think someone by the name of 187Tiger revamped wish killer's team about 2 months ago and he made 2 versions 1 with clef, other with starmie. Since then, there's been multiple ppl using this team and it's more than capable of peaking the ladder, much like wish killer's original team.


Duno if this is actually the same guy who made the revamp or just ppl who stole the teams and laddered with them, regardless search them to see replays if u want to to see how the team plays out.


Importable +Breakdown of roles

WEESH KILLER (Venusaur) (F) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Synthesis

WEEEEESH KILLA (Skarmory) (F) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird

WEEEEEEEESH KILLLLA (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Calm Mind

WEEEEESH KILLER (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off

WEEEEEEEEEEB KILLER (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Heal Bell
- Soft-Boiled
- Seismic Toss

WEEEEEP KILLLLER (Magearna) @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Fleur Cannon
- Thunderbolt
- Pain Split

W1l1i1l1lSH KILLLA (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Recover
- Rapid Spin


Mega venu - almost max def mega venu, will completely much up defensive landot eq. Carries moveset of giga drain, hp fire and knock off. Knock is very nice esp. for the likes of tran but just great general utility.
Skarm - rocky helmet skarm, ppl might ask why. Punishes ppl for making contact moves. Also both teams much like wish killer's original team r weak to mega medicham. This skarm has brave bird, rocky helm + brave bird is a double down. Great for anti-leading medi. It's not an auto loss even if skarm gets trapped by zone too vs pinsir teams as team has other mechanism to deal with it.
Hippo - max spdef. hippo, completely eats up any atks from tapu koko, zapdos, tangrowth, pex scalds, even protean ninja ice beam *lol*. Hippo is still considerably bulky on physical side w/o any investment so it'll eat up defensive landot eq very well regardless. Toxic is used to cripple landot, koko, tangrowth, zapdos or rly just any potential switchins to this.
Chansey - twave chansey with heal bell. Twave chansey is pure evil as some of u might know, potential to beat things that can outstall it like pex, steela, even seen it beat sd scizor.
Mag - max def mag with pain split and cm. 6-0es opposing stall teams very easily, rips through chansey. Max def is used to munch up band zygarde tarrows and landot eq if need be.
Clef - unware clef with cm. Acts as duh unaware wall + wish passer + win con in 1. Alternate version is starmie.
Starmie - bulky max speed + hp starmie used to clear hazards, something the clef version can't. Psychic is interchangeable with hp fire.
Cool team, I think Psywave > Psychic on Starmie works better for this build. Neutral damage against all non-dark types and can occasionally land big damage on foes. Plus 8 more PP so harder to stall out.
 

http://pokepast.es/43977c528dc2e11c
Really Fun TR With Guts Village Crusher Look At The Damage
+1 252+ Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 240+ Def Landorus-Therian: 439-517 (114.9 - 135.3%) -- guaranteed OHKO
+2 252+ Atk Guts Ursaring Facade (140 BP) vs. 248 HP / 0 Def Magearna: 333-393 (91.7 - 108.2%) -- 87.5% chance to OHKO after Stealth Rock
First of all i’d like to say that this is a pretty solid trick room team and that ursa ring is definitely a monster under TR. However, there are a few things I would change. Band azumarill is a much better option than belly drum, which barely benefits from TR. Eruption is a better option than rock slide for camerupt bc azumarill can deal with Volcarona and zard-y gets OHKOs from a full ho eruption anyway. You could also consider u turn over magic coat on uxie for breaking sashes or m-gyara’s sub and mental herb to avoid taunts (which is more common on leads than sub). Aside from that, the team is good (and really fun). I tried it out for myself yesterday and got to 1840 (everyone spamming Koko-Lucha HO which is an easy win lol).
 
Alakazam offense [Literal balls to the walls HO]



I know this looks exactly like an rmted team. The sets are completely different though, which is pretty nice considering how since it's a supposedly well known team, people think they know ur sets, which they actually don't!
https://www.smogon.com/forums/threads/usum-psyspam-offense-peaked-1-by-btb-ayevon-2100-elo.3623157/

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Fire]

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Moonblast
- Hidden Power [Fire]

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Defog

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Water Shuriken
- Hydro Pump
- Dark Pulse

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 200 Def / 60 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 52 Def / 208 SpD
Sassy Nature
IVs: 20 Spe
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch


Here's the team's sets and a quick explanation.

Alakazam-Mega (M) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Calm Mind

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Hidden Power [Fire]

Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Knock Off / Smart Strike

Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Hydro Pump
- Gunk Shot
- Hidden Power [Fire]

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Explosion

Magearna @ Aguav Berry
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Thunderbolt
- Ice Beam

  • Sash lead landot, get up rocks sd boom. If meeting a medicham team and u predict medicham lead, lead lele or just lead landot then go into lele. Considering looking at the situation though, might be worth booming on certain problematic things like ashgren & flyz tornadust as examples w/o getting up sr.
  • Protean gren which rarely any1 uses anymore so ppl don't come prepped for it hah. Spikes mandatory, hydro pump is better than ice beam coz heatran, still koes landot and does neutral to zygarde. Gunk mandatory coz ppl love av bulu. Hp fire also mandatory coz it weakens av mag & celesteela for this team which is very nice coz zam, lele and own mag get walled by it. I like to spikes on forced mag switches then hp fire them next turn on their fleur cannon which doesn't ko coz resisted and then hp fire a 2nd round and it does a nice 60% to av mag which is amazing.
  • Cm 3 atks zam. Turns passive mons into setup fodder like pex, mew & zapdos (altho playing around discharge isn't cool), then proceeds to sweep them. Weakens psychic resists for own lele and av mag.
  • Sd 3 atks kart. Leaf blade mandatory, z sacred sword to pummel the likes of ferrothorn, steela and mag thinking ur scarf when boosted aka. psychic resists. Knock off is very nice to remove av mags av to severely hinder its ability to check zam, lele and mag. Smart strike helps to tear through unaware clef stall tho, but usually I can get away breaking it with just knocking lefties off, spike stacking and leaf blading.
  • Aguav berry double dance mag, berry is a lot better than lefties coz of the nature of this team u'll prob get a lot more health using a berry than lefties. Appreciates spike support from gren which also hp fires av mag, also appreciates lele, zam and kart weakening its checks a lot. Very good sweeper here.
  • Scarf lele. Revenge killer + weakens psychic checks for other members like zam & mag for 1 to sweep. Psyshock is mandatory over focus blast coz chansey also does more to av mag than psychic which is big since this is a psyspam team.
Not all is bright for this team though & here's why...
  • 6-0ed by scarf blacephalon but thankfully coz finchinator the great ou mod said it's bad no1 uses it (honestly I don't think it's a bad mon tho).
  • Hawlucha, way to stop this is to ensure it can't setup only thing it setups on really tho is kart, lele and mag can take an unboosted hit and ohko it. Try to reset electric terrain with psychic terrain and since lele is scarf this isn't as bad it can force koko out immediately or just ko if it stays in.
  • Be careful of scarf kart. Keep 1 of either own kart or av mag + lele/zam/landot to ensure it cant sweep with any 1 move.
I laddered an alt from scratch and I was 34-1 so I'd think this is pretty effective. Didn't really save most of my games but here's a 1 game to show it works.
 

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