Singles 3v3 General Discussion

I've seen this spread for Bulky Mega Mence before and I'm considering re-ev'ing my Fast Salamence into a bulkier Mence. However, could somebody explain to me what the EV distribution is meant to accomplish?

Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 212 HP / 68 Atk / 4 Def / 156 SpD / 68 Spe
Adamant Nature
- Return
- Dragon Dance
- Substitute
- Roost
Jhon and Nelson have done a good job of pointing out the main benchmarks, but that Mence spread also allows it to survive a Choice Specs Dazzling Gleam or HP Ice from Tapu Koko from full health, which can decide some one-on-ones against another popular meta threat. Further, the extra bulk allows Mence an easier setup against some weaker super effective attacks (i.e. Cresselia Ice Beam, Intimidated Mimikyu Play Rough, etc.).
 
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I just thought, considering I had some time, I'd translate all the top 20 teams from USUM S9 that have been written up here so people have some cool teams that they can work with. Going to be doing these slowly. Keep in mind my Japanese is not perfect by any means (on the contrary it is pretty crappy) so a lot of meaning will be lost in translation. I'll be doing these slowly over the next few days as I have time:

Final Season Ranking: 2203 (4th)
Link to Blog: http://yukaiakari.hatenablog.com/entry/2018/05/15/190300
Pokepaste: https://pokepast.es/6fe610889780c9ab

Team Construction:

1. Mega Kangaskhan

Started the team with Mega Kangaskhan due to it being the most familiar mega evolution to me. Decent lead that can beat anything other than early fighting types

2. Landorus-T

As somewhat of a cushion for the rest of the team and a relatively stable choice vs. Mega Mence teams with HP Ice and Toxic.

3. Greninja

Something to check mimikyu. Torrent gren used to wipe Hippo/Zard and lele out.

4. Volcarona

Made scarf due to the threat of Metagross, Mega Gyarados and Kartana. With Gren, it can take advantage of opposing lele terrain.

5. Mimikyu

Currently the team invites in water types as switchins a lot, so mimikyu with mimikyu-z was adopted. It had a role of dealing with fat waters and as a switchin to kang mirrors.

6. Gengar

Currently the team cannot win vs. Baton Pass, so gengar was used as a final mon. Could not think of anything better so just used what he had used in previous seasons.

Team:



Kangaskhan-Mega (F) @ Kangaskhanite
Ability: Parental Bond
Level: 50
EVs: 212 HP / 228 Atk / 68 SpD
Adamant Nature
- Fake Out
- Return
- Sucker Punch
- Fire Punch

Notes:

- Attack investment KOs Greninja and non-bulky Tapu Lele with return
- The HP/SpDef investment guarantees living Spec's Lele Psychic asides from one damage roll
- Adopted Fire Punch to hit normal resists/immunities.
- Bring vs. all except potential lead fighting types (assuming he means breloom/pheromosa here)
- When using with Mimikyu or Landorus, it is key to win the first head to head so you can use fake out to rack up poison/curse damage for free late on in the game.




Landorus-Therian @ Figy Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Toxic

Notes:

- A secondary cushion with Mimikyu for Mega Salamence
- Unless Mega Mence already had a substitute up, it was easy to land a toxic onto it.
- Talks about the disadvantages of foregoing rock tomb, in that it limits the options of mimikyu
- In terms of relaxed nature, it allows to do the second attack in the lando-t mirror, such as slow u-turn
- The disadvantage of the slow speed is that it can be overtaken by no speed tapu fini and cresselia.



Greninja @ Waterium Z
Ability: Torrent
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Cannon
- Scald
- Water Shuriken
- Substitute

Notes:

- Adopted due to being wary of Hippo/Zard as well as opposing Mimikyu and Tapu Lele.
- Due to the decrease in the speed of most metagrosses, the advantage of having a Timid Greninja is limited, so Modest was used.
- Ideally brought in after Landorus-t gets an advantageous matchup.




Mimikyu @ Mimikium Z
Ability: Disguise
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pain Split
- Curse
- Substitute
- Play Rough

Notes:

- Has Mimikium Z due to being conscious of opposing Kangaskhan
- Because it's often moving before Mega Mence, it can be useful.
- Select if there is no better immediate idea.




Volcarona @ Choice Scarf
Ability: Flame Body
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Bug Buzz
- Hidden Power [Ice]
- Psychic

Notes:

- Added to the team because of the weakness to metagross
- Strong vs. Mimikyu + Breloom cores



Gengar-Mega @ Gengarite
Ability: Shadow Tag
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Shadow Ball
- Drain Punch
- Taunt
- Destiny Bond

Notes:

- Added to the team to better deal with baton pass and break receiving loops (essentially where players switch out into their counter/check to a mon).
- Drain Punch 2HKOs Tyranitar without activating bulky berry.


Election Strategy:

1. Kangaskhan + Landorus-T vs. Mega Salamence Teams etc.
2. Kangaskhan + Mimikyu vs. Opposing Kangaskhan etc.
3. Volcarona + Greninja as a general duo

Final Season Ranking: 2172 (9th)
Link to Blog: http://maskpoke.hatenablog.com/entry/2018/05/15/175916
Pokepaste: https://pokepast.es/cda23737be24cb58

Construction Process:

Originally started with scarf lele, which can handle important threats such as volcarona and mega gengar. Scarf lele alone though struggles with steel types which gain momentum vs. it, so have created the team around breaking this cycle. Beyond that, bulky mons like P2 and Cress can also switch in, so greninja and SD breloom were adopted to counter these mons.

Team:



Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Level: 50
EVs: 108 HP / 140 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Thunder Punch / Flare Blitz
- Flame Charge
- Outrage

Notes:

Thunder Punch was originally used to call fini switchins because given the team composition, it was easy to read that it was zard X. However, when cutting Flare Blitz, it became very mimikyu weak and metagross with rock moves became more common so flare blitz was used past 2130.



Landorus-Therian (M) @ Figy Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 124 Def / 132 SpD
Impish Nature
- Earthquake
- Substitute
- Smack Down
- Bulk Up

Notes:

Answer to physical threats as well as lando-T mirror. Lele is disadvantageous against mons such as celesteela and other steel types. Wins vs Celesteela and Skarmory in the 1v1. Mega salamence is a pain, but it does force a dance off. It could be smart to up the speed to outspeeding the fasted celesteela, but it does sacrifice durability.



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Shadow Ball

Notes:

Both a sweeper and a stopper of sweeps. It puts out far too much damage at that speed stat. It's also very attractive to finish the game in a turn vs. opponents who incorrectly predict specs lele. It's modest because it KOs Mimikyu with Psyshock.



Metagross-Mega @ Metagrossite
Ability: Tough Claws
Level: 50
EVs: 124 HP / 204 Atk / 180 Spe
Adamant Nature
- Zen Headbutt
- Bullet Punch
- Earthquake
- Hammer Arm

Notes:

HP investment is to survive mimikyu's ghostium-z. Zen headbutt allows a 2HKO of hippowdon in terrain and generally just hits like a truck. Earthquake was chosen over iron head because it KOs a lot of the steel threats to lele whilst also hitting naganadel and pheromosa. Was worried about this set because it could often be walled, including being completely walled by mega latias.



Greninja @ Waterium Z
Ability: Torrent
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Cannon
- Water Shuriken
- Substitute

Notes:

Sub, get into torrent then z-hydro. Asides from gyarados and scarf lele above, this mon is a pain to many teams.



Breloom @ Focus Sash
Ability: Technician
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Swords Dance
- Bullet Seed
- Mach Punch

Notes:

Puts in work vs. the troublesome snorlax and porygon2. Can do well vs. Mimikyu also.


Final Season Ranking: 2168 (10th)
Link to Blog: http://ron-no-owari.hatenadiary.jp/entry/2018/05/18/000000
Pokepaste: https://pokepast.es/a380330434baf98f

Team Construction:

The team started around screens Tapu Koko, inspired by two previous teams

http://ginnnanpoke.hatenadiary.jp/entry/kommo-o
http://y0302.hatenadiary.com/entry/2018/01/23/090153

which both are screens Koko teams. Originally felt that Mega Salamence, Mega Gyarados and Volcarona are strong under screens so decided to centre around these four pokemon. The secondary mega, alongside Mega Gyarados went through some changes, originally being Zard X before settling on Mega Bro as a starting point with Mega Salamence. The final mon placed on was something that checked mimikyu but was not a mega, eventually settling on diggersby.

Team:



Tapu Koko @ Light Clay
Ability: Electric Surge
Level: 50
EVs: 172 HP / 84 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Nature's Madness
- Taunt

Notes:

- EVs, speed is fastest to win taunt wars with opposing tapu koko, 84 spdef gives P2 an attack download boost, remaining into HP.
- Both screens are indispensible, natures madness and taunt are there for mons that might stall out screen turns such as hippowdon and p2
- Matchup vs Hippowdon given screens is relatively good, it also scares out a lot of scarfers. It's good in that it isn't often seen as a screener so it can catch people off guard. Lot of interesting starting situations such as zards fearing tbolt and mimikyu using z on screen turn 1.


Aegislash @ Steelium Z
Ability: Stance Change
Level: 50
EVs: 188 HP / 252 Atk / 4 SpD / 64 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- King's Shield

Notes:

- Spdef to give P2 Attack boost, speed to outspeed most P2s. Asides from that max attack then HP.
- Under screens it was quite easy to blow through hippowdon and mega salamence.
- It's very important to find the right timing to use steelium for this set to be successful.



Salamence-Mega @ Salamencite
Ability: Aerilate
Level: 50
Happiness: 0
EVs: 4 HP / 236 Atk / 4 Def / 12 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Dragon Dance
- Substitute

Notes:

- Similar download countermeasure to P2 before megaing.
- I wanted to be able to take down opposing mega salamence in two shots and prioritised speed and power to fight vs opposing mence.
- There are options of having roost over sub, but wanted to prevent status like spore and twave and rock tomb which doesn't break sub in screens.
- Because of the lack of roost, Mega Metagross and Mega Tyranitar cannot be beaten even with screens up.



Volcarona @ Buginium Z
Ability: Swarm
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Bug Buzz
- Quiver Dance
- Fiery Dance

Notes:

- Originally had a different set, but since t-tar was commonly used as a check to this, the current set was chosen with bug buzz able to pass through substitutes also.
- As long as you do not get bad luck, you can also win vs. Glalie, do recommend this set for those who struggle playing vs. Glalie.



Slowbro-Mega @ Slowbronite
Ability: Shell Armor
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Slack Off
- Calm Mind
- Iron Defense
- Scald

Notes:


- Take two neutral nature specs moonblasts from fini as well as two +6 zard x's outrages at +6 defence.
- It's important to note this mon should be Oblivious pre-mega, which invalidates taunting.
- Shell armor then is great vs. Crits. In general Slowbro is very strong vs teams without toxic/curse.
- Even if you don't have mega, you can fight with slowbro well enough
- Most people will opt to surrender over trying to break mega bro once it gets to a certain point.



Diggersby @ Focus Sash
Ability: Huge Power
Level: 50
EVs: 28 HP / 252 Atk / 4 Def / 12 SpD / 212 Spe
Adamant Nature
- Ice Punch
- Thunder Punch
- Earthquake
- Rock Tomb

- Able to take two gliscor EQs and 2 hp ices from Koko.
- Originally was bellydrum snorlax but was too weak to mimikyu-z so another mon was looked at.
- Able to KO non bulky mimikyu using rock tomb into earthquake
- Works great with tapu koko due to electric terrain powering up thunder punch.

Final Season Ranking: 2168 (11th)
Link to Blog: http://haopoke.hatenadiary.jp/entry/2018/05/16/010355
Pokepaste: https://pokepast.es/9baf38a190330c74

Team Construction

The team was originally made by a different guy, have put the link to that blog here:

http://pluslium-z.hatenablog.com/entry/2018/05/16/003237

I'm going to put a brief summary of this blog down even though it isn't in haopokes post.

The team had a simple concept, pushing psychic from specs lele as much as possible.

Zard:


Charizard X was adopted as a switch in to steel types that lead Lele invites in.

Lele:

The EV spread allows the following: living 1 play rough from mega mawile as well as flare blitz from adamant mega blaziken 87.5% of the time. The spread is less good vs mega gengar/zard y due to the lack of spdef, but certain hits can be endured depending on the move and spread.

Mimikyu:

Since Zard at preview invites the opponent to stealth rock, the mimikyu often comes in with sash broken which lowered win percentage.

Kartana:

Is able to withstand max attack Mimikyus ghostium-z + shadow claw. Speed is to outspeed scarf base 100s. Last two moves can be either psycho cut, sacred sword or smart strike depending on preference. Leaf blade was very powerful vs Pex/T-tar which can completely neuter one of lele's options.

Pheromosa:

Darkinium-Z KOs Shield form Aegislash 75% of the time. Speed outspeeds base 130s. Can use poison jab over drill run to hit fairies.

Porygon2:

Endures the vast majority of hits from mega salamence, endures 2 +1 waterfalls from mega Gyarados. Can withstand scald into torrent z-hydro cannon from greninja. P2 is there for hippo-mence teams, considering the synergy with lele, t-wave was adopted over toxic which could be better vs P2 and snorlax.

Election Strategy:

Ok, now going back to the original blog to talk about how he picked his mons. 7 major patterns.

1. Basic
Lele + Zard + Mimikyu/Kartana

2. To cover hippo/mence/aegi
p2 + (2 of Lele, Pheromosa and Zard)

3. Vs Mimikyu + Breloom
Lele + Kart + Mimikyu/P2

4. Vs. Baton Pass
Pheromosa + Lele + Zard

5. Vs. Lando Blaziken Celesteela etc.
P2 + Lele + Mimikyu (lead P2)

6. Vs Metagross teams
Pheromosa + p2 + Zard

7. Vs Zard teams
P2 + two others

Final Season Ranking: 2160 (14th)
Link to Blog: http://yoshimaru-poke.hatenablog.com/entry/2018/05/15/214413
Pokepaste: https://pokepast.es/b692988e5a3e6493

Team Construction

Originally the team started off with Mega Salamence and Waterium-Z Tapu Fini as its main core. In order to shield Fini, which had a large role covering fire and fighting attacks, we needed a cushion for fast psychic and electric attacks. Therefore Aegislash, hippowdon and Snorlax were used. The last mon was to check greninja, tapu koko, mega gengar and dd gyarados, which was scarf tapu lele, which has a role both as a stopper and an ace.

Team



Salamence-Mega @ Salamencite
Ability: Aerilate
Level: 50
Happiness: 0
EVs: 4 HP / 156 Atk / 4 Def / 132 SpA / 212 Spe
Naive Nature
- Hyper Voice
- Earthquake
- Frustration
- Draco Meteor

Notes:

- Attack investment KOs non bulky Mimikyu with frustration except for one roll. SpA investment KOs mega lucario with hyper voice 95% of the time. Draco Meteor has a 50% chance to KO bulky mega mence (the 212 HP/ 156 SPDEF spread)
- This set was not read very well by opponents who tended to throw steel types and electric fliers like Zapdos in vs. mence.
- The speed has allowed to outspeed almost all mences have come against.
- If you adopt Double edge over frustration, it can do better vs lele, zard y and mimikyu but comes with the HP loss



Tapu Fini @ Waterium Z
Ability: Misty Surge
Level: 50
EVs: 44 HP / 212 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Taunt
- Calm Mind
- Moonblast

Notes:

- HP investment allows living modest zards solar beam other than one roll.
- Waterium-Z picks off all non bulky mimikyu or bulky mimikyu after 1 turn of sand.
- Faster fini was very good vs. Mimikyu/breloom teams and good vs Zard Y depending whether it was modest or not. Furthermore it's possible to break down P2 and Snorlax through using taunt + calm mind + waterium-Z. However due to neither being as durable or having 50% berry, it's wise not to switch fini in to strong attackers such as Gyarados and Tyranitar as much as possible.



Hippowdon @ Figy Berry
Ability: Sand Stream
Level: 50
EVs: 228 HP / 140 Def / 140 SpD
Impish Nature
- Earthquake
- Yawn
- Stealth Rock
- Whirlwind

Notes:

- Defence endures +2 Jolly Mimikyu-Z, SpDef endures Naganadels Z-Draco as well as Any Zard Y attack.
- Well known spread that cushions against Mimikyu, T-tar and Metagross.



Aegislash @ Leftovers
Ability: Stance Change
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Shadow Ball
- Shadow Sneak
- Toxic
- King's Shield

- Second part of the cushion for Fini vs. Tapu Lele, which allows free toxics and shadow balls to be thrown out. Also can do decently vs Meta Metagross.
- Originally it was weakness policy, but chose to drop it because it lost the bulk from leftovers and became a worse check.



Snorlax @ Iapapa Berry
Ability: Gluttony
Level: 50
EVs: 148 HP / 4 Atk / 252 Def / 100 SpD / 4 Spe
Adamant Nature
- Return
- Earthquake
- Yawn
- Recycle

Notes:

- Third part of the cushion for Fini. Mainly for dealing with Rotom forms and Greninja due to its special bulk.
- Pretty good in general vs hippo/zard cores and can work well with the teams hippowdon due to having the double yawn phasing with rocks.
- Might be worth raising the defensive investment more to have a better time vs. Gyarados.


Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Shadow Ball
- Moonblast

Notes:

- This was the last mon chosen as a scarfer. Tapu Koko and Volcarona were both considered also but since the performance of lele here was very good, chose to stick with it.
- The great thing about scarf lele is you can act first in disadvantageous matchups such as mega gengar, greninja and naganadel and it can also be a gyarados stopper.
- A pretty consistent win con of the team.
- Modest because it emphasises the firepower of the mon.

To do:

 
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Also here is a selection of Ika's favourite fun teams, some of these I've adapted from nouthuca, others I've created myself. I cannot guarantee success, but I can guarantee entertainment:

Icium-Z Cryoganol and Power Weight Aegislash:
https://pokepast.es/d37088b39e10a99c

Swift Swim Gorebyss and Sash Silvally:
https://pokepast.es/ff64b10c11b9672c

BlazPass with Gourgeist and Expert Belt Zapdos:
https://pokepast.es/1bddca88194d2f3b

Trick Room with Z-Trick Room Porygon-Z and Type-Null:
https://pokepast.es/6469b81d37499bb2

Mega-Lopunny Offence with Scarf Blacephalon:
https://pokepast.es/6ed857d2b13abf79

Triple Shadow Tag with Eject Button Pex for trolling:
https://pokepast.es/ecb9fe1111271520


Need any tips on usage, let me know and I can help :P
 
Thanks for doing this translations! You could also put the teams in the sample team thrad, so more people will find them.
Generally that's more the role of moderators and established members of the community to determine what is put in the sample threat rather than myself as players new to BSS often come there to get decent teams for tournaments in the tournament room and the like.
 
So, Kommo-o's been getting some (well-deserved) hype in the viability rankings, but I haven't seen any discussion on which sets it should be running. Probably because it has a hundred options and they can all wreck face, but hey, that just gives us more to post about. ¯\_(ツ)_/¯ Anyway. Fellow Kommo users, what's your favourite set? Personally, I've fallen in love with this one:



Kommo-o @ Kommonium Z
Ability: Overcoat
EVs: 252 Atk / 252 Spe / 4 HP
Naive Nature
- Clanging Scales
- Close Combat
- Poison Jab
- Dragon Dance

The main draw of double dance Kommo is that it reliably lures in and removes the main roadblock to most Soulblaze sets, the Tapus. DD on the forced switch to your opponent's Tapu, outspeed and murder it with a +1 PJab, pop your omniboost and close out the game. *thumbs up* I'm running Overcoat because 1. Kommo has excellent natural synergy with my sand balance teams and 2. Fuck Spore, but any of its Abilities would work here. Just pick what you want to force out and go with the corresponding immunity.

That said, this set can't touch Aegislash, Mimikyu or Unaware Clefable, so pair it with something that can, such as Celesteela; Kommo beats Koko, Heatran and Magnezone and soft-checks Volcarona and the Zards for Steela in return.
 
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Jhon

Show me something eternal
is a Tiering Contributor
I've been ussing and building with DD Kommo-o a fair amount recently, it's somethign I really like and is a lot of fun to play with.
The set I came up with is:

Kommo-o @ Kommonium Z
Ability: Bulletproof
Level: 50
EVs: 4 HP / 236 Atk / 12 SpA / 4 SpD / 252 Spe
Lonely Nature
- Close Combat
- Earthquake
- Clanging Scales
- Dragon Dance
12 SpA Kommo-o Clangorous Soulblaze vs. 212 HP / 156 SpD Mega Salamence: 198-234 (100.5 - 118.7%)
ohkos a common semi spdef mence

252+ SpA Aegislash-Both Never-Ending Nightmare (160 BP) vs. +1 4 HP / 4 SpD Kommo-o: 106-126 (70.1 - 83.4%)
4 Atk Aegislash-Both Shadow Sneak vs. +1 4 HP / 0- Def Kommo-o: 21-25 (13.9 - 16.5%)
After the Boost it survives z-shadow ball + sneak from Aegi, unless they get the absolute max roll on both, or a crit.
Meanwhile
+2 236+ Atk Kommo-o Earthquake vs. 252 HP / 0 Def Aegislash-Both: 158-186 (94.6 - 111.3%)
so dd + clang then kill, can even clang into a shield

+1 236+ Atk Kommo-o Earthquake vs. 4 HP / 0 Def Tapu Koko in Electric Terrain: 190-224 (130.1 - 153.4%)
+1 236+ Atk Kommo-o Earthquake vs. 192 HP / 64 Def Mega Gengar: 184-218 (115.7 - 137.1%)
The basic utility of dd+eq
and at +2
+2 236+ Atk Kommo-o Earthquake vs. 0 HP / 4 Def Mega Metagross: 156-184 (100.6 - 118.7%)

there's a bunch more stuff for setting up combo's of clang+attack or dd+clang+attack to get multi-hit kos while also surviving stuff

In general I've preffered EQ instead of Poison Jab. I wanted to able to take on Steel-types that aren't as threatened by CC, or when I can't afford to drop defences, such as Aegi and Metagross. It still allows it to take on Koko while also eliminating gengar without having to pop the z early, or even feel forced to hold onto it. This was more important for me as the teams I was using it on where heavily stacking anti-fairy measures, as the opp's frequently feel forced to bring fairy-types when they see Kommo-o, and I wanted to take advantage of that. An example of this:
This uses AV Heatran, Ferrothorn and M-Gengar to cover my bases against every fairy-type, and to allow a fairly high degree of flexibility against them, though at some cost against a couple other styles teams.

As you say, all of its abilities work. I went with Bulletproof on most teams as I was using as a psuedo Shadow Ball/Sludge Bomb/Focus Blast switch-in. Overcoat would often be my next prefference as Breloom is eternally an annoyance. And, although Sounproof is uncommon, it's value in the mirror can never be understated.
-
All this being said, it's worth noting for anyone reading, double dance Kommo-o is very rare. It's far more common to see a full special set such as this
Kommo-o @ Kommonium Z
Ability: Bulletproof
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Clanging Scales
- Flamethrower
- Focus Blast / Flash Cannon
- Taunt / Substitute
 
In terms of EVs and sets, I prefer something very close to what Jhon is suggesting for Kommo-o. Been rating it highly ever since I've been playing BSSF and I find that any team that doesn't have a fairy on just gets dunked by Kommo-o. Not a great indication, but I see a lot of it on there. It can set up on so much it's unreal. I don't find that bulky Kommo-o is better than the non-bulky spread since realistically you need max speed to outspeed base 130 after z and it sacrifices power. The next major benchmark seems to be living Char-X outrage and perhaps something like 4 hits of jolly mamo icicle spear into ice shard, which would require 72/104 in hp/def which is far too much in my mind. 4 HP alone allows you to eat all but 1 hit of scarf protean greninja's ice beam and ohko with the z-move.

You do have to stack anti-fairy measures though on Kommo-o teams if you want to be using it.
 
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Blueforce

Baddy Bad
is a Top Smogon Social Media Contributor
Cute user: Blueforce has started up an amazing giveaway over in the WiFi section to help you all out getting good competitive mons for cartridge play! You can check it out here, and be sure to read his rules!
Thanks logo! Some of the sets I've used are possibly very outdated. I tried to stick to new analyses in C&C and what I could find in the Smogdex, and I linked these for each mon. Having documentation available for people participating (and myself) to learn became an important aspect of the giveaway, but I guess I came off a little half-cocked given how ancient some of these sets are. Since this is intended to be a useful resource for people interested in laddering Battle Spot on their 3DS, I welcome you to tag me here or on Discord with suggestions and updates to mons/ new sets for what I currently have on the thread, + Tapus and UB's, which will be my next additions. Thank you!
 
Now S12 has started, thought I'd give an idea of usage changes from S10 to S11 so people can have an idea of what is rising in popularity:

1. Mimikyu (=) (40.2% -> 35.8%)
2. Landorus-T (=) (27.9% -> 29.5%)
3. Greninja (=) (22.6% -> 27.0%)
4. Salamence (+2) (18.7% -> 24.8%)
5. Charizard (-1) (21.8% -> 21.3%)
6. Hippowdon (+1) (18.6% -> 19.0%)
7. Metagross (+1) (18.5% -> 19.0%)
8. Tapu Koko (+2) (17.4% -> 18.4%)
9. Tapu Lele (=) (18.2% -> 17.8%)
10. Tapu Fini (-5) (18.7% -> 17.1%)
11. Porygon2 (+5) (13.2% -> 15.3%)
12. Aegislash (=) (14.4% -> 15.3%)
13. Blaziken (-1) (14.8% -> 13.7%)
14. Gyarados (-1) (14.0% -> 13.6%)
15. Gengar (-1) (13.2% -> 11.2%)
16. Thundurus-T (+2) (11.2% -> 11.2%)
17. Celesteela (-1) (11.7% -> 10.7%)
18. Ferrothorn (+2) (9.1% -> 9.7%)
19. Heatran (=) (9.4% -> 9.6%)
20. Breloom (-3) (11.5% -> 9.3%)
21. Mawile (+2) (8.1% -> 8.3%)
22. Naganadel (=) (8.4% -> 8.2%)
23. Kartana (+6) (6.6% -> 8.2%)
24. Volcarona (-3) (9.0% -> 7.8%)
25. Tyranitar (-1) (7.9% -> 7.3%)
26. Garchomp (-1) (7.7% -> 7.0%)
27. Lucario (-1) (7.4% -> 6.7%)
28. Kangaskhan (-1) (7.1% -> 6.0%)
29. Gliscor (-2) (7.2% -> 5.7%)
30. Zapdos (+2) (5.7% -> 5.7%)
31. Mamoswine (+2) (5.2% -> 5.7%)
32. Excadrill (+3) (4.7% -> 5.4%)
33. Rotom-H (-3) (6.0% -> 5.3%)
34. Scizor (-3) (5.8% -> 5.1%)
35. Swampert (+10) (3.7% -> 4.7%)
36. Serperior (=) (4.6% -> 4.6%)
37. Toxapex (-3) (4.8% -> 4.5%)
38. Kommo-o (=) (4.3% -> 4.3%)
39. Snorlax (=) (4.3% -> 4.2%)
40. Azumarill (+4) (3.9% -> 4.0%)
41. Venusaur (=) (4.1% -> 3.9%)
42. Cresselia (=) (4.0% -> 3.9%)
43. Lopunny (-6) (4.5% -> 3.9%)
44. Pheromosa (-4) (4.2% -> 3.7%)
45. Skarmory (+3) (3.5% -> 3.6%)
46. Suicune (-3) (4.0% -> 3.5%)
47. Porygon-Z (=) (3.5% -> 3.3%)
48. Glalie (+6) (2.8% -> 3.2%)
49. Nihilego (-3) (3.5% -> 3.2%)
50. Rotom-W (=) (3.3% -> 3.2%)

Biggest Risers:

1. Salamence (+6.1%)
2. Greninja (+4.4%)
3. Porygon2 (+2.1%)
4. Kartana (+1.6%)
5. Landorus-T (+1.5%)

(Special Mention: Swampert +1.0%)

Biggest Fallers:

1. Mimikyu (-4.4%)
2. Breloom (-2.2%)
3. Gengar (-2.1%)
4. Tapu Fini (-1.6%)
5. Volcarona (-1.2%)

It should be noted that the meta is slowly centralising, so usage is being more concentrated in fewer mons.
 
Because I'm really into Stadium right now, showing off to my friends what a blast gambling in Pokemon can be, I'm just gonna post to say I am totally in love with the dice-like nature of 3v3, prefering it over the elite strats of 6 on 6. It's the perfect mix of "this is just a fun thing from my childhood" combined with "naw we was rollin dice on these street corners".

I get that a bad lead or always having one gaping weakness that's unavoidable even in theory can be frustrating to some, but I feel like elite 90% win 6 on 6 teams can lose based on archetype alone because there is so much strategy, too much going on even. You could pack an extra ground type for Tar for example but you may have ultimately just opened yourself up to mixmence in doing so, or rain (i dunno maybe not the best example/a dated one) and therefore you lost. But it's interesting man because in 3v3 all you can really do is sequence your mons in an order that benefits them as a solo attacker hoping to one up the opponent even as they switch, *if* they can afford to at all. I guess Landog can. Plus if you pick the right half of your team you can still win even with the wrong matchup. Well I guess it just became a good matchup but you were probably on some 33% chance lead gamble. I just feel like there's no guaranteed 90% win cores, no bullshit "for the metagame" teams that suck otherwise, no stallfests going on, never would there exist BP chains etc and this is going back to gen 2 or 3 level 55 cup shit. The metagame is simply, dice-ly, "I knew you'd pick that."

Yeah, without 4-5 mon cores stall can't function because the point of stall is that you have an answer to everything. I know every gen some stall shit peaks, but even skarmbliss needs an answer to Dragons, and more than one, like "is it Tar or mence" again nvm Charizard. GL picking the exact 3 stallmons to counter your opponent and Toxicing them or w/e, and those are your odds needed vs. hyper offense man haha.

Hm, though I dislike the culture surrounding it, I like how 6 on 6 can be so drastically different as it makes something like Mimikyu Fan Club so much cooler. It's like you have a 4th fragile Pokemon in a 3 man match who's counters are too passive to do anything else or are eliminated with the right Z move. I'm on let's snuggle forever right now. Lol I actually like bandwagoning certain "obligatory" mons like chomp, naga, GSClax etc if they're cool enough in design. It's just a cool "nawww if you knew your shit" kind of thing.
 
I got kinda bored so I decided I'd make a few shitty charts of what's happened in terms of usage since USUM has come out. Asides from Season 7, which was the first of USUM, the top 15 mons by usage have stayed exactly the same though the order of them has changed over time.

Top 15

Screen Shot 2018-09-24 at 01.50.15.png

This was a bit messy so I split it up further:

Rank 1-5

Screen Shot 2018-09-24 at 01.50.27.png

Rank 6-10

Screen Shot 2018-09-24 at 01.50.36.png

Rank 11-15

Screen Shot 2018-09-24 at 01.56.51.png
 
Was unsure whether this was the best place to post this, but I'm looking for someone to build a few USUM BSS teams with. I've built about ten different teams over the last few weeks and I feel like my ideas are getting a bit stale and I'd like to collaborate with someone on a team.

My discord is Ika#4804 or you can find me most of the time in the pokemon showdown discord under Ika Ika Musume or just PM me.
 
Apologies for the triple post, I thought I'd draw attention to an interesting development on cart play. For the first team in USUM, Greninja has passed Landorus-T as the second most common BSS mon on cart play. Clearly the meteoric rise in Greninja use (22.62% -> 28.38% S10-12) as well as the rise in Porygon2 and Mega Salamence usage has not been kind to Lando which has dropped 6% in usage since S9.
 

cant say

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Apologies for the triple post, I thought I'd draw attention to an interesting development on cart play. For the first team in USUM, Greninja has passed Landorus-T as the second most common BSS mon on cart play. Clearly the meteoric rise in Greninja use (22.62% -> 28.38% S10-12) as well as the rise in Porygon2 and Mega Salamence usage has not been kind to Lando which has dropped 6% in usage since S9.
it's overall usage increase seems to be due to the huge increase in focus sash sets (27%-41%). Not sure why people are gravitating to that set recently, but I can confirm i've seen it more than usual and it's really annoying lol.
 
it's overall usage increase seems to be due to the huge increase in focus sash sets (27%-41%). Not sure why people are gravitating to that set recently, but I can confirm i've seen it more than usual and it's really annoying lol.
What I've been noticing is the rise of Sash Torrent Greninja in particular. Sash has always been pretty popular on Protean Gren merely due to it's coverage being good enough to revenge a large amount of the metagame, however I've been seeing quite a lot more sash Torrents popping up, especially on highly rated teams. The team I used a bit for cartridge laddering which was the top rated team at the end of S10 used it and it kind of sacrifices the raw power of Waterium-z whilst being more unpredictable and less telegraphed. This is best shown in the fall of the use of substitute from 18.6% to 9.8%. It also helps in the Mega Gengar and Tapu Koko lead matchups, where torrent boosted Scald into Water Shuriken guaranteed KOs and whilst you could KO Koko with scarf gunk shot, it relieves the need to be locked into a move and Greninja has a speed tier in which very few mons are KOing it first without priority.

Greninja usage has been evolving in general though.

For example, at the start of season 8, only 4% of Greninjas were modest as opposed to 14% now. You see this particularly in sash Gren where having a high speed tier is less important. This obviously comes with it's sacrifices but a few advantages over timid. One in particular is this calc for torrent gren vs. the most common hippowdon spread currently:

252+ SpA Torrent Greninja Scald vs. 228 HP / 140 SpD Hippowdon: 210-248 (99 - 116.9%) -- 93.8% chance to OHKO

Another thing interesting to note is the rise of spike usage, rising out of nowhere to 3.9% usage on cart as well as 11.6% usage on high showdown ladder and I've been seeing it on a few high rated teams on a modest sash torrent scald, shuriken and taunt (which has gone from 4% -> 13% since S8) set. Clearly spiking is something very niche and not really something I understand myself fully yet asides from the obvious applications however it's something worth looking out for as a lot of the metagame is admittedly grounded.
 
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Since I have some spare time today, I'll probably translate some top teams over from S10-S12, but first I thought I'd talk about one of my favourite teams from S11 whilst going over my personal experience using the team. I originally started using this as one of my teams whilst streaming, getting it to a max of 1552 on stream in about 60 games with a record of 48-13 (did play about 10 games of randomly generated teams/meme teams on day 2 of my run so 71 total games) and then did some further laddering on a different alt off stream and came just shy of 1600.

Blog Link: https://tenku64.hatenablog.com/entry/2018/09/04/170523
Pokepaste: https://pokepast.es/8eab76a2db08a067

One of the things I've noticed with some, but not all nouthuca teams, is the intricacy of team crafting that I think is lacking outside of the Japanese scene. Originally what gravitated me to this team was the use of Mega Steelix, a pokemon I was really interested in using because I personally thought it was really good despite being unranked on the viability rankings whilst also probably being my favourite Mega.

The team is built around a Mega Steelix - Mantine - Kommo-o core and actually you should be trying to bring two out of three of these mons most games, the other pokemon are there for specific matchups that can trouble the other pokemon. The best way to explain how Mega Steelix + Mantine + Kommo-o works is that you have the most physically bulky pokemon next to the most specially bulky pokemon next to the strongest z-move in the game.

Mega Steelix:

Mega Steelix works as being a physical tank whilst exploiting fairy types, particularly Tapu Lele and Tapu Koko. With the latter, you can switch Steelix on it pretty much whenever, nothing else shuts down Koko better in the game with the best move Koko has against Steelix including z-moves is Natures Madness. It also beats down Mega Salamence, especially if it is a mono-return set which are practically useless vs. Steelix. What makes Mega Steelix so good is that it can actually go toe to toe with stuff that you would typically think straight up beats it. It takes adaptability boosted close combats from Mega Lucario and tough claws boosted Flare Blitz from Mega Charizard X and the great thing is, even if it did not, you can always stay in regular form and activate sturdy and KO back with EQ.

252 Atk Adaptability Lucario-Mega Close Combat vs. 252 HP / 0 Def Steelix-Mega: 144-172 (79.1 - 94.5%) -- guaranteed 2HKO
252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. 252 HP / 0 Def Steelix-Mega: 128-152 (70.3 - 83.5%) -- guaranteed 2HKO

In terms of move selection, EQ and Gyro Ball are your main stab, the former for EQ weak mons, the latter OHKOs Lele and has a decent chance to OHKO Bulu, whilst taking around 70% from banded Wood hammer.

In general, Steelix can take pretty much one hit from anything physical, it has a decent chance of 1v1ing even an offensive Landorus-T (as long as no intimidate) and lead Mamoswine which it has a 30% chance of living 2 EQs whilst bringing down to sash with Gyro Ball.

Mantine:

Kind of the Special version of Mega Steelix. Admittedly not as much of a lynchpin to the team as Steelix is, but very useful all the same in specific matchups. The major one in my mind, which is where I would always bring Mantine is Greninja. It's my personal opinion that every solid team needs a dedicated Greninja check in the same way that most top teams have a steel for Tapu Lele and a ground immunity for Earthquake. Mantine combines all three, being able to soak up the vast majority of greninja hits or at least determine the set if it is LO protean with Rock Tomb (which does a max of 60% if LO (less than 50% if sash). Mirror Coat for Tapu Lele and can generally spam icy wind vs. Tapu Fini even if it is taunt until taunt wears off and you can roost if you wanted.

The EV benchmark for spdef means that a Discharge from Trace P2 never does more than 50%, whilst Mirror coat into Icy wind has a decent chance of KOing, mirror coating a Tbolt from P2 will always KO. The EV benchmark for defence is taking 2 HJKs or a +2 HJK with all except 1 roll from Mega Blaziken whilst Scald does 2hko.

Can switch in for free on a lot of mons, especially water types but it can also be exploited by some pokemon, especially like a bulky mega salamence though steelix is still there.

Kommo-o:

Kommo-o is the typical lead for the composition. What is actually interesting about the set is the use of both Stealth Rock and Kommo-z. In general, it is best to play Kommo-o as a lure or a bait, either putting up stealth rock turn 1, baiting your opponent into thinking perhaps you don't have the Z-move or flamethrowering on incoming mimikyus to break disguise. Then come back in, in the late game, to use your Z-move to clean up. There's nothing really special about the EV spread. Some might be wondering why soundproof? I personally don't think any of the abilities make a huge difference. Kommo-o will always break a loom sash and even if it wasn't ever to wake up, breloom is useless vs. Mimikyu in a 1v1 with sash broken whilst bullet seed would also do nothing to a bulletproof kommo-o (typical set) discouraging loom from going for it. Bulletproof is pretty decent against mega gengar and the odd focus blast but that's it. That basically leaves Soundproof, which pretty much just stops you being roared out by certain mons like suicune and is better in the ditto.

What Kommo-o does do is it means that Mimikyu, Tapu Fini etc. is coming in every single game. That's where the fourth pick comes in.

Mimikyu:

Most mimikyu's nowadays seem to be either Mimikyu-Z or Ghostium-Z. This one however is the criminally underused sash set. Mimikyu can be said to have two lives because of the disguise, however with focus sash, you can theoretically have three lives. This is very important when coming up against certain threats that might otherwise have a chance of winning a 1v1 and also synergises with Kommo-o which will be brought a lot so you don't have two Z-movers. The main three mons Mimikyu checks are Zard X, Mega Salamence and Mega Blaziken. I don't need to explain Mimikyu too much because everyone kind of knows what it does, but this one in particular is a jolly variant which helps it in the mimikyu mirror as well as allowing it to go first against any non-scarf lele. In general, having sash allows you to be a bit more carefree with the disguise.

Mega Manectric:

An interesting spread of Manectric, whose main purpose is to disrupt some of the higher speed (excluding koko/gren) pokemon that can exist in the battlespot. It should be noted that Static, rather than Lightningrod is the correct pre-mega evolution ability. This means that Trace Porygon2 or Trace Mega-Alakazam does not trace Lightningrod because that would be a problem. Manectric can do a lot in certain matchups, but the main four pokemon to really watch out for are Mega Metagross, Serperior, Mega Lucario and Kartana. The speed tier outspeeds serperior by 1 point, with the special attack investment giving an 87.5% of OHKOing Mega Metagross with overheat. HP ice also does a minimum of 98% to non-bulky mega salamence, with EQ not KOing back after intimidate. Not used very often but can be effective when brought.

Volcarona:

The last member of the team. Have a lum berry volcarona set. HP Ice is an option over HP ground, tho HP ground is there for heatran mainly and this team already has decentish options vs. lando/mence (and fire move will do tons to lando anyways at +1). The main usage I've found for it is against a hippowdon lead. If you lead Volcarona up against Hippo, you can quiver dance on yawn, giga drain on stealth rock and then giga drain again and end up with a +1 volc. Versus some teams, this can actually completely screw them over, especially if the Volc check is a heatran. Can do decently well against a non-waterium-z Tapu Fini due to giga drain. Essentially you look for matchups that volcarona can thrive in and then do volc things.


I think there are three basic selection patterns:

Standard: Kommo-o - Steelix - Mantine
Scared of fairies: Mimikyu - Kommo-o - Steelix
Cannot Kommo-o: Mimikyu - Steelix - Mantine

Everything else, you use when it looks like it has a good matchup.
 
S12 Teams

Link: https://gameclubproject.jp/kaede-pokemon-s12/
Placing: 4th
Archetype: Koko Aegi Mence (Banbee Loom > Kart)
Pokepaste: https://pokepast.es/7e10449bd0ccd74c

Link: http://mr-kg0210.hatenablog.com/entry/2018/11/06/155009
Placing: 5th
Archetype: Hippo Zard Y Lele
Pokepaste: https://pokepast.es/dd8aafa22cb5605e

Link: http://yoshimaru-poke.hatenablog.com/entry/2018/11/07/113500
Placing: 6th
Archetype: Hippo Mence/Mence + Double Steel (Ferro/Tran)
Pokepaste: https://pokepast.es/f243c198b82e1372

Link: http://rururyoga.hatenablog.com/entry/2018/11/09/230304
Placing: 8th
Archetype: P2 Mence Gliscor Balance
Pokepaste: https://pokepast.es/e27704767d79a349

Link: http://maygirl-pokemon.hatenablog.com/entry/2018/11/06/131803
Placing: 9th
Archetype: Metagross Gren Zapdos (Gren > Fini, Zapdos > Rotom-H)
Pokepaste: https://pokepast.es/40e3faf82a06bd99

Link: https://koharubipoke.hatenablog.com/entry/2018/11/07/211450
Placing: 15th
Archetype: Zard X Fini Lax + Gengar (LizaRehireGen)
Pokepaste: https://pokepast.es/ccadce6a83f1ac80
Notes: Gengar can be interchanged with perishtrap variant

Link: http://alio-kce021.hatenadiary.com/entry/2018/11/07/014611
Placing: 17th
Archetype: Lando Lax Gengar
Pokepaste: https://pokepast.es/38aa1737bf3dc23d

Link: http://sugar0606.hatenadiary.jp/entry/2018/11/06/195933
Placing: 18th
Archetype: Kangaskhan Offence w/Kang Mimi Gren Core
Pokepaste: https://pokepast.es/2024c26848768e0e

Link: https://techipitupi-poke.hatenablog.com/entry/2018/11/06/164931
Placing: 19th
Archetype: Blazpass/Hyper Offence w/Gross Gyara Thund-T abusers
Pokepaste: https://pokepast.es/8d09472c2e57bc93

EDIT: Done top 20 from Nouthuca S12, might do a few more that interest me.

---------------------------------------------------------

Link: http://soo-poke.hatenadiary.com/entry/usum-s12
Placing: 57th
Archetype: Mega Venusaur Balance (Had a scarf Entei)
Pokepaste: https://pokepast.es/5b6b23fa9dd27873

Link: http://hydrangea1039.blog.fc2.com/blog-entry-17.html
Placing: 58th
Archetype: Koko Naga Scizor (Articuno Hype)
Pokepaste: https://pokepast.es/ca1fed2751ffe9c0
 
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Hey guys, how you all doin' in Battlespot land? As you all probably know, I'm very notorious for using mons, moves and strategy a lot of folks disagree with. Some might even think of me as more of a memer. However, I am currently in the midst of constructing a curious mix of stall and mindgames of a team. Here's the current team so far.

https://pokepast.es/77912860a3ecaa3c


The general goal, of course, is to trap my opponent with Truant and Shadow Tag, and sweep by alternating Calm Mind + Protect. I've mostly invested Gothitelle's EVs in physical bulk so she can take physical hits appropriately. The other Pokemon I have are there to help defeat this strategy's hard counters, Mimikyu and Aegislash.

The general feel of this team is to emphasize locking my opponent out of moves, switching etc. A very pressurising team that tempts them to forfeit. That's my goal.

http://replay.pokemonshowdown.com/gen7battlespotsingles-837698741

Here's an example of the team winning.

But I will admit. There are also several examples of the team losing.
 
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