Other Metagames AAA - Av Spikes Tinglu + Cobalion Hazstack

DeepFriedMagikarp

carol scurvy
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:pmd/deoxys-speed: :pmd/cobalion: :pmd/moltres: :pmd/ting-lu: :pmd/corviknight: :pmd/gholdengo:


Hello, i am Deepfriedmagikarp (DFM). Gonna try keep this one shorter, might edit stuff in later
here is the team i unabashedly spammed to win the recent AAA Seasonal all the way up to finals where i loaded it x4 times in a row to victory...
Very cool winning my first tournament

I set out to use Regenerator Ting-Lu, a mon i have dissed before because it leads to very ugly flawed teams in my opinion.
Prior, never running an assault vest meant it really struggled to stand up to any of the common special attackers leading to very strained defensive cores.
But the upside of ruination + spikes + raw stats made it appealing to try and finally make work
This team is an iteration on this other team i made during ompl.

Building process/the team
:poke-ball: :poke-ball: :poke-ball: :ting-lu: :poke-ball: :poke-ball:
:sv/ting-lu:

Ting-Lu @ Assault Vest
Ability: Regenerator
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 29 Spe
- Earthquake
- Ruination
- Payback
- Spikes

As i said before, because tinglu couldnt hold an Assault Vest, it had bad special bulk. The simplest fix was to give it an assault vest!
However, this makes you a relatively passive bad mon. Half of tinglu's appeal is its hazard game. So i gave it spikes too.
By natural proxy of its typing and regenerator, its very common should you choose to, get knock off'd. This unlocks spikes as a new wincon/option when you need to. The team has a solid enough backbone however where ting-lu doesn't have to get knocked if it doesnt want to, and also can win without spikes.
This set and construction allows you to have more flexibility in your games. I added Payback as the third move, for a solid stab option to hit flying types but also that can hit EarthEater/Levitate :gholdengo: to not be walled since i dont have whirlwind. Ev's underspeed :corviknight:, letting you ruination after they u-turn instead of before and eq on roosts.
:assault vest: + (status move) is underrated option in AAA

:poke-ball: :cobalion: :poke-ball: :ting-lu: :poke-ball: :poke-ball:
:sv/cobalion:
Cobalion @ Life Orb
Ability: Magic Guard
Tera Type: Steel
EVs: 236 Def / 40 SpA / 232 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Steel Beam
- Volt Switch
- Stealth Rock
Next was Cobalion, as i have really begun to appreciate this mon on hazard stack teams. Of course, it has good synergy with Ting-Lu checking stuff like :meowscarada: :kingambit: :chien-pao: :roaring-moon: etc, with Ting-Lu in turn checking :iron moth: :zapdos: :gholdengo: etc, but it really shines as a Stealth Rocks setter and offensive utility pivot. Its speed tier is really good in letting you spam volt-switch. It has a rare quality, in having an unblockable volt switch in the current metagame. No ground types can safely come in, all getting destroyed by either Body Press or Steel Beam. Volt absorb :corviknight: also risks 2HKO.
Cobalion is an excellent rocker, as it beats all of :great-tusk: :iron treads: :corviknight: :mandibuzz:
Stuff it does not outright kill, it can set them up into a momentum vortex or gain valueable chip for next time.
It can 6-0 most stall teams on its own which is neat.
The bulk on this mon is amazing, as it lives Adamant :great tusk: headlong rush from full and with magic guard you retain HP really well.
This specific spread speedcreeps upto :landorus-therian: and has enough Spatk to ohko :brambleghast:
Shoutouts Chessking345 for the idea of maxdef body press, so much better than close combat. Barely weaker but so much bulkier
:poke-ball: :cobalion: :moltres: :ting-lu: :corviknight: :poke-ball:
:sv/corviknight::sv/moltres:
Corviknight @ Rocky Helmet
Ability: Intimidate / Fluffy
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog
Moltres @ Heavy-Duty Boots
Ability: Desolate Land
Tera Type: Fire
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Weather Ball
- Will-O-Wisp
- U-turn / Roar
- Roost
Here we have physdef corviknight as the primary physdef of the team + hazard removal nothing fancy
Choice of Intimidate / Fluffy is largely preference, as this team retains matchups vs everything to cover the downsides of either

Next we have Spdef Moltres to cover the big Water and Fairy weakness of Ting-Lu. This also gives us a crucial fire resist.
U-turn in most games is the better choice, as it greatly improves your Fire-type matchup. Otherwise, most fires can simply sit on Moltres and waste Roost PP.
Roar is a catchall for random setup because our Ting cant whirlwind. :booster energy: :manaphy: will farm you without it.
I know people have their own preferences like solar beam or scorching sands & other ev spreads which are all valid changes.

:poke-ball: :cobalion: :moltres: :ting-lu: :corviknight: :Gholdengo:
:sv/gholdengo:
Gholdengo @ Choice Scarf
Ability: Adaptability
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Hex
- Make It Rain
- Trick
Since this was HazardStack, i needed a ghost. I went with Scarf Gholdengo to give me more speed and power, as the team was quite defensive already.
While not as robust a spinblocker, the actual setters on my team were capable of beating out common removal options and maintaining hazards on their own so i did not feel the need for a super solid spinblocker. Hex is a funny (but very niche!) option to benefit from :moltres: spreading burns.
Its best use case is it can 2HKO a burnt no :assault vest: :goodra-hisui: & hits bulletproof :iron treads:

:deoxys-speed: :cobalion: :moltres: :ting-lu: :corviknight: :Gholdengo:
:sv/deoxys-speed:
Deoxys-Speed @ Twisted Spoon
Ability: Hadron Engine
Tera Type: Psychic
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psycho Boost
- Thunderbolt
- Focus Blast
- Knock Off

Deoxys-Speed @ Expert Belt
Ability: Psychic Surge
Tera Type: Psychic
EVs: 212 Atk / 76 SpA / 220 Spe
Naughty Nature
- Expanding Force
- Superpower
- Knock Off
- Ice Beam / Thunderbolt / (Spikes on other teams)

Deoxys-Speed @ Twisted Spoon
Ability: Tinted Lens
Tera Type: Psychic
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psycho Boost
- Ice Beam / Focus Blast
- Nasty Plot
- Knock Off / Psyshock

Deoxys-Speed @ Life Orb
Ability: Protean
Tera Type: Psychic
EVs: 252 Atk / 36 SpA / 220 Spe
Naughty Nature
- Psycho Boost
- Thunderbolt
- Superpower
- Knock Off
Deos is kinda HIM ngl. I use a variety of sets like these however the one consistent thing is i want Knock Off. I believe every set should have Knock Off.
I think those SFLO sets are ass because they dont run Knock Off. This mon is the most consistent way to remove :assault vest: in the game.
This massively opens up :choice scarf::gholdengo: to cleannnnnn endgames. These 2 form a very strong offensive core. Having 2 copies of the fastest mon ever lets you overextend and make plays with them, as you can afford to sack it.
Also im using more :twisted spoon: & :expert belt: as :life orb: chip has really been annoying at times.
I tend to prefer sets with more upfront power ie= better revenge killing and progress capabilites

Threatlist
(fire type brigade)
:pmd/ogerpon-hearthflame: Not stopped by corviknight or Tinglu at all, always carries either knock or rock tomb for moltres. By far the worst mu
:pmd/cinderace: Spdef Moltres barel
y eats pyro, Tinglu cant eat pyro if chipped, can court change hazards. Making moltres more physdef helps

:pmd/moltres: Checks a good amount of the team, burning Tinglu feels bad. Massively improves if you have U-turn on own moltres
:pmd/iron-moth: Similar to Moltres. Mostly kept in check by Tinglu but it can poison it and Solar Beam + U-turn can be difficult

:pmd/electrode-hisui: In theory kills everyone, however manageable with 2 faster mons to revenge kill
:pmd/primarina: :choice specs: primordial sea gets a free kill if it comes in on moltres. Other sets is w.e. Technically every water type can do this
:pmd/manaphy: Have to limit Regen sets with constant pressure. If it gets an early scald burn on Tinglu that makes pressuring it really hard. However very vulnerable to hazards and doesn't necessarily stop your wincons. Random setup sets sweep easily without roar or atleast solar beam on moltres.

This team can win most matchups with tight gameplay, probably


 
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