A Comprehensive Guide on Building a Balance Team w/ Imposter
Noticing a good influx of new players in the meta but also think that this could be useful for not-new players too regarding teambuilding.
Tea did a more general, simplified
guide on teambuilding that is 6+ months old but is still useful, so be sure to check it out too.
This guide provides a general structure and teambuilding process for what I believe to be the most consistent and beginner friendly archetype in BH, being standard Balance. Imposter is included in this structure despite it not being super beginner friendly because A. Imposter is broken into defensive mons and incredibly good blanket check right now and B. using Imposter more on your teams is good practice and can help with learning how to use it.
Throughout the guide I'll be using one of my more recent teams as an example. I don't think this team is amazing or anything but its been solid so far and works out as an example. Here is the full team
paste for following along. I'll also refer to parts of my other teams as examples that I have tested (and not just theorymon).
0. The Structure
The structure that this guide will focus on is a standard Balance structure with a small degree of variation. This structure generally features
2 offensive Pokemon,
3 defensive Pokemon, and
1 Imposter user. The main differences will be in how much defensive utility the offensive Pokemon have: more offensive sets generally mean less defensive utility. Little defensive utility borders on the edge of Bulky Offense, decent defensive utility is a more standard Balance, and higher defensive utility leans towards bulky Balance and Semi-Stall.
In terms of the specific type of Balance, it generally comes down to the team concept (aka what the team is built around). Some concepts naturally lend towards a more offensive Balance build while others are more defensive.
Side note, this is what I usually mean when I say stuff like 2-3-1 Balance or 1.5-3.5-1 Balance.
0.1 Why Balance
I think Balance is the easiest structure to build and use for most players. Compared to Bulky Offense, Balance's stronger defensive backbone provides more leeway and consistency, and the games tend to last a bit longer for players to experience more stuff such as hazards game and pivot game. Compared to (Semi-)Stall the games don't get drawn out too long, which should appeal to the general player more; I also am not a Stall player so I cannot provide a guide on it!
1. Starting off - Team concept
Every team needs something to be built around. This can be a specific set, a core, or a general wincon idea. Just deciding that you are going to build a "Balance" or a "Stall" won't give you any specific direction and you won't get anywhere.
For this Balance structure, most often the team concept will be some offensive set/core, since these are the most common concepts. That is not to say that other concepts are not possible; one of my first teams in this new meta was built around Scarf Regen Solgaleo because it seemed like an interesting set, while the more recently I've been memeing around with Power Construct.
It is
highly recommended that the team concept is something that is
appealing to you. Building around a set that you don't find interesting or are comfortable using can get you a solid team in the end, but there is no point if you won't enjoy playing the team. Also, while there aren't really any limitations on the viability of the concept, it should be reasonable. Trying to make your favourite LC mon work is probably not going to give you a solid team, while something like using an interesting UR mon that seems like it has a niche might actually give you a team to play around with.
Team Example:
I wanted to build around Pain Split Mega Diancie because Diancie has base 50 HP and can get chipped down, and this also allows me to use Life Orb well. Precipice Blades over V-create to hit stuff like Arceus-Fire and Ice Scales Dialga-O harder, though I could change it if needed later on.
2. Next step - Support
Tea also made
a post on providing support for wallbreakers, the meta has changed but the key concepts have not, check it out.
The next step in teambuilding is to provide support to the team concept. Support can come as so many ways that vary in importance depending on the team concept that it is not very realistic to cover everything in specific, but in essence support is to just assist and complement the team concept. And yes non-offensive team concepts do require support too.
This part is the most important part of the teambuilding process and also spans all the remaining processes. Even when filling out the defensive core it is important to keep in mind how those defensive mons can support the team concept.
It is important at this stage to consider what your team concept does in specific, which is also why an interesting team concept will be easier to build around because you probably have thought about it for more and are more engaged. Important things to consider are:
- What does it do well? What is the idea behind the set/core? In other words, the strengths and objectives.
- What does it not do well against? For offensive concepts, consider defensive answers and faster offensive threats. For defensive concepts, consider offensive threats that can break through and defensive mons that will be annoying. For all concepts, consider Imposter.
From here, consider what support would be useful. Common types of support including complementary offense + defense, hazards + removal, status + absorption, Knock Off + absorption, speed control, slow pivoting, etc.
2.1 Complementary Offense
I'll discuss complementary defense in the later section, so I'll focus on complementary offense here.
Make sure your secondary offensive Pokemon that you are using as support is actually supporting the team concept.
This is a pretty common mistake and I think is one of the differences BH has with other tiers. Every defensive mon in BH has reliable recovery and high sustain, and in this meta are pretty specialized too. Thus, a basic idea of "physical wallbreaker + special wallbreaker is good because they beat each other's walls" sounds good but is actually not, because the walls for both are highly likely to be independent. If the opposing team has two distinct walls for the two wallbreakers then you are not breaking through with this idea.
Example: Specs Psysurge MMY + Band Kartana: RegenVest Solgaleo + any Ice Scales + Miraidon walls, and MMY is not helping Kartana break Miraidon nor is Kartana helping MMY with the RegenVest + Scales core.
It is important to note however, that this doesn't mean physical + special wallbreaking cores don't exist. If one of the wallbreakers is extremely difficult to wall, then the ideal support would be creating opportunities for it to come in as many times as possible. In these situations, the opposite spectrum breaker would do an excellent job of that. Personally I find this works worse with special wallbreakers as the focus, because RegenVest can be effective at slowing/resetting progress.
What you should be looking for in the complementary offense mon is generally to help the team concept break its checks, but it can also be reversed. It is completely fine and common to share a check provided that the overloading can be effective at breaking through (e.g. trying to overload a RegenVest mon is going to be harder than for a Scales mon). Other approaches include taking advantage of the overloaded role rather than the mon, such as exploiting teams generally running one Fur Coat to run two physical wallbreakers that do not share checks.
2.2 Other support methods
One of the most common support options is
Knock Off. Removing key items like Covert Cloak, Assault Vest, and Imposter's Eviolite can be instrumental for a wincon. Some wincons have the moveslot to run Knock Off themself but most rely on Knock Off teammates.
Entry hazards are also important, particularly for wallbreakers that require a bit of chip onto walls to hit the 2HKOs. Some wallbreakers will depends less on this if they already have sufficient power, but hazards are never bad to try to fit. For highly dependent wallbreakers, consider having strong spinblocking as well.
Slow pivoting is crucial for many wallbreakers since even if they have sufficient bulk to take hits, they generally hate status and Knock Off. Some wallbreakers need this more than others, such as Deoxys-A, while others have a lot more opportunities to hard switch in, such as Arceus-Ghost.
Lastly, it is important to realize that this step in the teambuilding process isn't strictly ordered, in other words, its normal to have some good support options in mind but not decide on one and instead start continuing on and revisiting it later. This happens more frequently with more self-sufficient or generic sets. But keep in mind of providing support throughout teambuilding.
Team Example:
SNR Ghostceus complements Diancie by helping against chipping Steel-types effectively while Diancie destroys Yveltal and heavily pressures/drains recovery PP from Ice Scales mons.
3. Filling out the team - Defensive Core
In the current meta, I think there are practically limitless viable defensive cores, but obviously in practice there are few that would fit the team well. Defensive cores do exist, consisting of pairs of Pokemon that have strong defensive synergy, but you shouldn't be reusing a full defensive core onto a team without considering the synergies with the team concept.
Important to note that you do not need to fill out the movesets for the defensive core until you are basically done. There is a good chance you might swap stuff around and the most important aspects of a defensive mon is the mon itself and the ability anyways. The moves are flexible.
For finding suitable mons, sorting by BST in the teambuilder + any filters necessary or going through VR/your memory are generally good ways.
3.0 Basic core elements
The current meta is mixed/specially oriented, with a lot more diverse special offense that dictates more specially defensive cores. Thus it is generally agreed that the best basic defensive structure is Fur Coat + Ice Scales + RegenVest. The RegenVest can be swapped for another Ice Scales, but generally Regenerator provides more utility with moves and acts as an excellent scouter and loses less momentum. Sometimes a different defensive pivot/midground can be considered too, but those are very specific and more niche.
For simplicity this guide will mostly assume that this core is being used. There are obviously many possible deviations, particularly with hybrid concepts (offensive sets that offer good defensive utility). Particularly Magic Bounce is a luxurious addition that can be very helpful with improofing and sapblocking if you have the room to fit it.
3.1 Starting off
There are several possibilities to start building the defensive core, depending on the team concept.
a. The team concept is a defensive concept
This just means that you are building around a defensive set, and so your build process will be around supplementing that and providing complementary wincons that can maybe be improofed/supported by the defensive concept.
Example: I added Ice Scales Darkceus to supplement RegenScarf Solgaleo because it was vulnerable to MGar.
b. Improof of existing offensive mons
You begin by adding Improofs (could be multiple) to your offensive sets. Generally this is a priority if the offensive set is hard to improof. For more standard sets with multiple viable Improofs you can delay this step until you have a better idea of which one of the possible Improofs to use. For self-improof offensive sets skip.
The strength of the Improof depends on the mon. If a offensive set is prone to being soft checked by Imposter then the Improof should be sturdy to repeatedly come in against Imposter. Meanwhile if the offensive set is threatening to Imposter enough (e.g. Specs MGar before ban, Deoxys-A) you can opt for a softer Improof.
Do not use unviable Improofs that serve little purpose outside of improofing. If you find this to be necessary, consider changing the offensive set. Akira is making a video on Imposter so I won't go into these too in detail.
Examples:
I had a MG Deoxys-A that I chose to improof with Ice Scales Miraidon because it would be a sufficient Improof for the few times I need it while providing chip damage against special walls to further push them into 2HKO range.
I had a Specs Pixilate Mega Gardevoir that I chose to improof with AV Mega Steelix. Worth mentioning that I chose Gardevoir's 4th slot coverage as Astral Barrage over say Armor Cannon because of the Improof.
Improofing Blacephalon with Imposter Guzzlord is ok because Imposter Guzzlord is still a decent mon that can put in work and not deadweight outside of improof.
Improofing some crazy coverage Deoxys-A with Mega Sableye is generally not a good idea because Mega Sableye will do nothing.
Team Example:
I have a pretty standard Mega Diancie set with a few interesting improofing options, so I keep those in mind and add it later.
c. Defensive support for the team concept
You already added a defensive set when considering support for the team concept (that isn't just an Improof). Now you can build upon that.
Team Example:
I have a Mega Diancie that is walled by Ho-Oh. Fur Coat Miraidon serves as a great check to Ho-Oh and can pressure specially defensive cores consisting of Ho-Oh.
3.2 Continuing
Once you already have an element in the defensive core, it's time to supplement it. As mentioned, the important part is filling out the mons + abilities first.
If the existing defensive set is a Fur Coat user, think about common physical offensive mons that can break past with ease. Consider adding a mostly specially defensive mon that can help check those sets by virtue of typing and bulk. This is typically the RegenVest user, and it should supplement the Fur Coat and Imposter.
If the existing defensive set is a SpD role, think about common special offensive mons that can break past with ease. Consider adding the other SpD role as something that helps checks those.
Afterwards, just apply these thinkings again. e.g. If there anything mixed breakers that the SpD core cannot handle, consider that for the FC mon.
Also consider improofing, covered more in detail in 3.4. Before filling out the moves, do a basic checklist regarding the threatlists and typings.
Team Example:
After adding Miraidon I needed a Regen + Scales core. Mega Scizor seems like an interesting Steel-type that can do a RegenVest role and also improof Mega Diancie. Scizor can be effectively improofed by a Fire-type, which would also resist any Fire-type coverage thrown at Scizor, so Ice Scales Ho-Oh rounds the team off, while also being improofed by Miraidon.
3.3 Movesets
Once the mons are set, it is time to fill out the moveslots. It is important to not just throw on random utility moves onto defensive mons.
The most important role for a defensive mon is to actually beat the offensive threats it is meant to check and improof. Having an Ice Scales mon be setup fodder for Calm Mind Arceus-forme is not going to be very useful, nor is the MG MMX check that cannot significantly damage or cripple it.
The exact moves are going to vary widely between teams, but generally ways to cripple offensive mons include status (beware of Jungle Healing), Knock Off (reduces damage output), anti-setup (basically just Strength Sap and Haze), your own setup (Calm Mind on Scales mon for example), SE moves (generally needs to be STAB, more specific), and slow pivoting + revenge-killer (Imposter can work a lot of times too).
For recovery move choices, standard recovery is almost never wrong to give. Strength Sap can be strong on Fur Coat mons since it helps compress efficient healing and setup control. Jungle Healing is more of an utility move alongside another recovery move, usually Strength Sap. Sun healing moves can be used, but ideally those should be able to deter Primordial Sea Pokemon from blocking recovery.
Any remaining moveslots can be used for basically any utility move. Play around with what the team needs. Typical options include STAB, hazards, removal, status, Knock.
Team Example:
Miraidon uses a standard moveset with Calm Mind to act as a tertiary wincon. Scizor U-turn and First Impression are obvious, and Knock + Rapid Spin are with the Improof in mind (Knock + spin absorber is Ghostceus). Ho-Oh's moveset lets Miraidon improof, originally it was Glare over Haze but that would lose to both Ghostceus variants.
3.4 Improofing
When adding mons and filling out movesets, consider improofing. For every defensive mon you will need a way to prevent Imposter from overexploiting them. This at minimum means forcing Imposter out and not allowing it to just sit there for 20 turns PP stalling. When adding mons consider if their typing allows them to improof teammates.
For moves make sure that the utility moves cannot threaten your Improof. This means improofing Knock Off users with Knock Off immune teammates or ones that don't mind item loss that much. Improofing hazard setters with mons that have spin capability (Tidy Up resets both progress). Trying to improofing spin mons with spinblockers. Offensive improofing is also possible for pivots by having a teammate have the capability to deal huge damage to Imposter if it tries to stay in, though remember to have a backup Improof for situations where you cannot guarantee a safe switch for the teammate.
For mons/sets that seem too difficult to Improof, consider Spirit Shackle.
For offensive wallbreakers that matchup poorly into Imposter and requires chipping it down, make sure Imposter cannot recover for free on your defensive mons. Some ways of doing so include Knocking the Eviolite, statusing the Imposter, and sap blocking / weather healing blocking.
Team Example:
Miraidon is more or less selfproof by trapping Imposter and poisoning it, and Scizor can block spin and pivot into Chansey, threatening to trap.
Scizor is improofed by Ghostceus and Ho-Oh if you get a free switch. It Knocks Imposter to allow Diancie to break easier. Ghostceus in particular blocks Spin and absorbs Knock.
Ho-Oh is improofed by Miraidon, who can spin away hazards set.
4. Completing the team - Finalizing
If there are any remaining parts of the team that are unfinished, usually supporting offense that haven't been decided, you can add them any time between parts 2 and 3. Pick something that you feel would work well and can fit into the team without making any major changes if the defensive core is already finished. If it does require major changes though, then see if you can change up the defensive core to accommodate while not compromising matchups.
Team Example:
Ghostceus is the last member. My Arceus slot was available and it would be useful as a Knock absorber to improof Scizor. Ghost fits well, and I went with the SNR set to provide more firepower (see part 2). It is pretty much selfproof so I don't have to make any changes.
5. Imposter
As the last thing to do to complete the team, add Imposter. This is almost always Eviolite Chansey in the current meta because the bulk is immensely useful against powerful threats, but Cloak Blissey can be useable on more bulkier teams as a potential wincon against fatter teams. Obviously if you needed Guzzlord for improofing purposes you would've added it already.
It is important to realize the improofing capabilities of Imposter Chansey. By retaining a massive special bulk, decent physical bulk, and a movepool that can be specifically catered towards improofing (since it doesn't need actually good movesets), it can be a reliable Improof to your special attackers and select mixed breakers. Imposter also can sapblock effectively.
Minor note, maximize the SpA EVs on Imposter, you never know when you might play against Future Sight and it will make it deal a bit more damage.
6. Reviewing
After completing the team, do a check through to see if there are any major threats the team is ill-equipped to handle or any important utilities that the team is missing.
After that and when you feel the team is satisfactory, play with it! If you notice anything while playing you can always go back to the teambuilder and make adjustments. Its relatively common to forget something until you actually run into it on the ladder or you just randomly remembering it.
For example, I didn't consider the Ghostceus matchup for this team until I ran into SNR Lunala (Knock weak unlike Ghostceus) which made me adjust the moveset on Ho-Oh.
7. Stuff you generally want on a team
- Always pack Normalize and SNR Ghostceus checks, these have the capability to just 6-0 you if you don't have any sort of counterplay. NP Ghostceus can be checked by pivoting into special revenge-killer, but otherwise also consider that.
- Some degree of speed control. Having fastest mon Arceus isn't abysmal but having a fast mon can help with some matchups and gain initiative.
- Reliable hazard removal. This generally means two removal options between the spins and Tidy Up. Make sure that you don't have two incredibly easy to spinblock spinners either.
- Knock Off. At least one Knock Off user should be present to attempt to remove crucial items.
- A Steel-type. Mortal Spin is a crazy move and is pretty much 100+% usage on every team. Having a Steel-type makes players think twice about clicking it and prevents hazards going off for free. Also Steel-type is generally useful defensively.
- Arceus. No-Arc teams are possible and can be viable, but generally there is no reason to not use an Arceus-forme on your team. Excellent bulk, great speed tier, customizable, and is the easiest unknockable mon to fit.
8. Common mistakes I find in newer teams
- Too many offensive mons. Building offense is completely fine (despite generally being less consistent). It wouldn't be an issue if not for...
- No synergy between offensive mons. Just tossing on what looks to be the most powerful wallbreakers isn't necessarily going to be better. As mentioned, if wallbreakers are targeting completely disjoint sets of defensive mons then they aren't going to be doing much.
- Not improofing defensive mons well enough. Especially a problem if an offensive mon is checked by Imp. A particularly bad example is Heal Bell on mons, allowing Imposter to fully reset any status progress.
9. Ending Notes
This structure, despite being pretty formulaic and basic, is highly customizable and can generate completely different looking teams depending on the selected team concept. After being more familiar with teambuilding and the meta, you can easily branch out into different team structures such as more offensive teams, more defensive teams, teams without Imposter, and more (or stay with whatever you are comfortable with).
This is a long read, thanks if you read through all of it. There are so many different things to do for different teambuilding concepts that I could only be quite general so if you have questions regarding teambuilding or help with a team just ping me on OM cord or Smog cord OM Rates channel.