Other Metagames american money [stabmons] [2k rmt]

dhelmise

fuck ICE & FREE PALESTINE
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OM & UM Leader
american money
azumarill.png
heatran.png
landorus-therian.png
sableye.png
serperior.png
terrakion.png


i felt like building a team one day because i got bored and had this idea of azumarill stall. clearly, that's not how this team turned out. enjoy!

teambuilding process

azumarill.png

as stated above, i wanted a (at the time, stall) team based around azumarill. while i realize that azu stall is horrendous now, i still started off my team with azumarill.

azumarill.png
volcanion.png

seeing as azumarill is a physical attacker, it was prone to will-o-wisp, intimidate from landorus-t, etc. so i decided to use volcanion, as it was a special attacker, so it didn't care about intimidate, and as a fire-type, was immune to will-o-wisp and other methods of burning.

azumarill.png
heatran.png

even though volcanion fit perfectly fine with azumarill at the time, i wanted to run something that both benefited from being hit with will-o-wisp and still didn't care about intimidate.

azumarill.png
heatran.png
landorus-therian.png

with azumarill and heatran, i had a ground weakness and no way of dealing with it if azumarill were to get koed... jk i just wanted lando-t that's really it.

azumarill.png
heatran.png
landorus-therian.png
sableye.png

i wanted a pokemon that could easily take care of opposing setup sweepers easily and completely cripple physical attackers, so i chose sableye.

azumarill.png
heatran.png
landorus-therian.png
sableye.png
serperior.png

serperior took care of quagsire easily, which this team struggles with. that's all i can think of. oh and it also completes the fun (ok) f/w/g core.

azumarill.png
heatran.png
landorus-therian.png
sableye.png
serperior.png
terrakion.png

terrakion easily koed heatran, volcanion, scarf tyranitar, and many more threatening pokemon that the team currently struggled with.

in-depth
azumarill.gif
heatran.png
landorus-therian.png
sableye.png
serperior.png
terrakion.png

azumarill @ sitrus berry | huge power
252 hp / 252 atk / 4 spe | adamant nature
belly drum | water shuriken | extreme speed | play rough

azumarill is what this team is based off of. from first glance, this is a semi-standard belly drum azumarill set (for stabmons at least). but going in-depth, there are some minor differences. for example, i run max hp, which still allows for azumarill to cut enough hp to be put down to 50% health with belly drum to get health back from sitrus berry. 4 speed is run for azumarill to speed creep sableye by one point in order for water shuriken to go before will-o-wisp and/or topsy turvy and/or parting shot. at +6 attack, extreme speed ohkoes a majority of the stabmons metagame and takes away ~82% of choice band scizor's health and ~60% against standard offensive swords dance. water shuriken allows azumarill to hit a plethora of foes easily, like heatran, terrakion, landorus-t, tyranitar, and more. play rough is there for mega sableye and other slow fighting- and dark-types.

azumarill.png
heatran.gif
landorus-therian.png
sableye.png
serperior.png
terrakion.png

heatran @ choice scarf | flash fire
28 hp / 252 spa / 228 spe | timid nature | 0 atk ivs
blue flare | earth power | flash cannon | eruption

i personally think scarf heatran is underrated. flash fire allows heatran to come in on the potential will-o-wisp from sableye and other will-o-wisp users, and because it is a special attacker, heatran doesn't care about intimidate from landorus-t, so it can come in on that too. earth power allows heatran to take care of other heatran and some fire-types after it switches in. eruption does koes offensive landorus-t after rocks and 2hkoes defensive landorus-t. blue flare 2hkoes offensive and defensive and ohkoes choice scarf on the switch in after rocks. flash cannon is for mega diancie and other fairies that aren't named azumarill. this set lets heatran take care of scizor and mega scizor for azumarill, which is a plus.

azumarill.png
heatran.png
landorus-therian.gif
sableye.png
serperior.png
terrakion.png

landorus-t @ leftovers | intimidate
252 hp / 240 def / 8 spd / 8 spe | impish nature
stealth rock / defog | roost | u-turn | earthquake

defensive landorus-t is probably the best landorus-t for this team. it sets up stealth rock, which allows heatran and azumarill to get koes on things they might not have been able to beforehand. it can also alternatively run defog to prevent heatran and terrakion from losing a ton of their health to spikes. roost just is there for landorus-t to be able to stay alive longer to better support the rest of the team. u-turn lets landorus-t form a voltturn-esque core with sableye, as they can both switch into each other and give repeated attack and special attack drops, and on the chance that landorus-t goes in on a serperior, it can u-turn into sableye so sableye can topsy turvy the attack and special attack boosts it had. earthquake is there for a necessary stab move and to hit rock- and steel-types for decent damage.

azumarill.png
heatran.png
landorus-therian.png
sableye.gif
serperior.png
terrakion.png

sableye @ leftovers | prankster
244 hp / 4 def / 252 spd / 8 Spe | careful nature
parting shot | will-o-wisp | topsy turvy | recover

i chose prankster sableye for my team because i felt like the mega didn't really help at all. while the mega does have obviously superior bulk, it has lower speed and doesn't have access to prankster like the regular one does. now that thundurus is gone too, sableye can be seen as a good prankster user again. anyways, i have parting shot to boost momentum along with landorus-t and to weaken foes while i switch into another teammate, most likely azumarill to set up with. i have will-o-wisp to cripple physical attackers like terrakion, landorus-t, and more. topsy turvy allows me to invert the boosts from dragon dance, swords dance, belly drum, tail glow, contrary, etc. from garchomp, lopunny, snorlax, yanmega, and serperior, respectively, which almost always cripples them. recover obviously is used for regaining health when sableye is trying to pp stall a pokemon or just plain out stay alive. oh also 8 speed evs allow sableye to speed creep speed-creeping azumarill.

azumarill.png
heatran.png
landorus-therian.png
sableye.png
serperior.gif
terrakion.png

serperior @ leftovers | contrary
252 spa / 4 spd / 252 spe | timid nature
leaf storm | substitute | spore | hidden power ground

i have serperior because it covers a lot of pokemon that my team is currently weak too, especially water- and ground-types. in addition, its ability and offensive presence is just what this team needs. leaf storm is quite obvious as to why it's used: it's boosted by stab and boosts serperior's special attack two stages every use. with constant use, this allows serperior to become a huge threat. substitute is used to let serperior survive longer for the most part, as it takes a hit for serperior, whether that hit be from extreme speed, blue flare, you name it, it allows serperior to be more effective. spore lets serperior put threatening pokemon, such as choice specs keldeo, azumarill, and landorus-t to sleep. hidden power ground is used to allow serperior to hit fire-, poison-, and steel-types like heatran, mega venusaur (to an extent), and magnezone super effectively.

azumarill.png
heatran.png
landorus-therian.png
sableye.png
serperior.png
terrakion.gif

terrakion @ choice scarf | justified
252 atk / 4 def / 252 spe | jolly nature
close combat | diamond storm | head smash / toxic | iron head

terrakion is the closing part of this team and completes the double scarf combo that was started by scarf heatran. justified lets it switch into crunch, dark pulse, night daze, unboosted foul play, and more to boost its attack. close combat lets it ko heatran, lopunny, ursaring, weavile, porygon2, and more easily. diamond storm is used to hit mega charizard y and other flying-types like tornadus-t with another chance to make it bulkier. head smash lets terrakion ko bulkier pokemon that wouldn't faint to close combat as easily, such as rotom-w, whereas toxic could be used instead to get fast toxics off. iron head is used to allow terrakion to ko threatening fairy-types like mega diancie.


threatlist​
lopunny-mega.png
sylveon.png
stoutland.png
snorlax.png
fakespeed users - fakespeed users like mega lopunny, sylveon, stoutland, and snorlax really threaten the team, as the only two decent checks to these pokemon are sableye and landorus-t. even then, landorus-t can't survive a boomburst from sylveon.

tornadus-therian.png
volcanion.png
tornadus-t and volcanion - basically i forgot these existed while building (despite originally using one on my team) and now have nothing that reliably resists their coverage.

keldeo.png
keldeo - keldeo's coverage completely obliterates my team, and unless my azumarill is set up already or keldeo is weakened, there's almost no way to beat this.

there's more to this i'll edit in later :v


sorry if i forgot anyone. if you're wondering why you were tagged here, i'm shouting you out. some of you may not like me even. regardless, everyone here who is being shouted out is someone who has helped me in my journey on becoming better on smogon, is a friend, or anything between. regardless, thank you everyone for helping me in any way, shape, or form.

oh yeah and im changing my name to kris in a month

importable​

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Belly Drum
- Water Shuriken
- Extreme Speed
- Play Rough

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Earth Power
- Flash Cannon
- Eruption

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Defog
- Roost
- U-turn
- Earthquake

Sableye @ Leftovers
Ability: Prankster
EVs: 244 HP / 4 Def / 252 SpD / 8 Spe
Careful Nature
- Parting Shot
- Will-O-Wisp
- Topsy-Turvy
- Recover

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Substitute
- Hidden Power [Ground]
- Spore
- Leaf Storm

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Diamond Storm
- Head Smash / Toxic
- Iron Head
 
Last edited:
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