Adaam
إسمي جف
Introduction
Teambuilding Process
The team started off with the classic offensive core with Mega Sharpedo and Scizor. This tried and true core works very well, with Scizor beating up on the Fairy-types that can eat a Crunch. Both Pokemon offer immense role compression for offensive teams with their good coverage and speed control, but they still have some holes that need to be covered.
Primarina was the next partner and provides the team with the immediate breaking power that it otherwise lacks. Mega Sharpedo and Scizor struggle a bit with bulky Water- and Ground-types, so adding Primarina seemed natural. It also provides a Draco switch-in for the ubiquitous Hydreigon.
The team needed Stealth Rock, and Kommo-o provides just that. At this point the team was toasted by Mega Manectric, so having my hazard setter beat it was a huge plus. Having another way to punish Scald was also nice, since Primarina wants to be as healthy as possible to check the tier's Dragons.
Obligatory Krookodile provides a million and a half things. Volt blocker, immediate speed for Mega Aerodactyl, Mega Manectric, and Latias, Intimidate etc need I go on?
The last slot had to provide a lot of role compression. I wanted a Ground-type immunity, a Defogger, and an alternate Scizor check since Mega Sharpedo was not enough. Rotom-H fills these roles brilliantly and holds the team together extremely well.
In-Depth Look
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Ice Fang
- Crunch
- Psychic Fangs
I find it extremely difficult to build an effective offense team without Mega Sharpedo. It offensively threatens so many Pokemon at +1 Speed that otherwise can blow holes against offense, such as CM Latias, Scizor, Chandelure, Mega Aerodactyl, and Slowbro. Mega Sharpedo should be kept in the back until it is able to clean the rest of the opponent's team, but there will be games where it is best to evolve it a bit early and fire off some Crunches. This applies mainly to bulkier teams, as if they lack Alomomola, they often rely on something like Mega Aggron/Steelix or Swampert to check Mega Sharpedo. One of the cool things about Mega Sharpedo is that it can bust through the tier's most common Fairy-types with Ice Fang (namely Togekiss and Mega Altaria), and its sturdier checks like Florges are not seen very much.
If Bisharp stays, then I suggest changing Psychic Fangs to Earthquake. It comes with the benefit of 2HKOing Klefki and Cobalion as well, and you still retain the ability to hit Fighting-types like Terrakion and Infernape. The loss of damage against Kommo-o and Amoonguss is annoying though, but Bisharp is more important. Jolly Mega Sharpedo is to avoid being revenge killed by Krookodile and Scarf Hydreigon.
Scizor @ Iron Plate
Ability: Technician
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Scizor is the tier's most threatening sweeper and mandates multiple Bullet Punch resists to not outright lose to it. It pairs nicely with Mega Sharpedo by setting up on stuff like Florges, Klefki, and Mega Altaria without Flamethrower. Scizor also tends to lure in general bulky stuff like Suicune, Alomomola, Hippowdon, and Swampert, which get chipped heavily by a +2 Bug Bite and subsequently opens the door for Mega Sharpedo. Scizor also serves a crucial role as a revenge killer that doesn't lock itself into a move. This is especially important for the Terrakion matchup, as relying solely on Krookodile is dangerous since Earthquake gives a bunch of stuff free turns, and Mega Sharpedo risks getting Rock Polished on.
The spread creeps Klefki with a bit more Speed for other Pokemon creeping it. I opted for Superpower and Bug Bite as the coverage moves since getting walled by Steel-types blows chunks, and I want to hit Water-types as hard as possible at +2. Knock Off isn't really needed since Doublade and Jelliecent are so rare, and the teams matchup against Chandelure is very good.
Primarina @ Choice Specs
Ability: Torrent
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Sparkling Aria
- Moonblast
- Psychic
Specs Primarina plows through any team lacking one of two counters in Empoleon or Blissey. The latter of which is also 2HKOd by Torrent Hydro Pump which is fucking ridiculous. Primarina's typing comes in clutch for this team with Hydreigon being able to drop a Draco on half the team. Primarina is also the team's sole Fighting-type resist, and it is thus key in matchups against Infernape and Cobalion. Play Primarina conservatively against these teams, otherwise bring it in as early as possible and start clicking buttons. The set is pretty standard, but I prefer Sparkling Aria over Scald for the power and crippling your damage output for the burn chance is stupid imo. It also comes with the added benefits of hitting the uncommon Sub Chandelure and Moltres.
Kommo-o @ Dragonium Z
Ability: Bulletproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Close Combat
- Clanging Scales
:clanger: :clanger:. The god of UU himself, Kommo-o finds a powerful niche on this team by providing the crucial Stealth Rock and annoying the hell out of any fat build lacking a Fairy-type. Taunt in particular is an excellent move, and I prefer it over a 3rd attack to cripple stuff like Alomomola, Hippowdon, Gligar, Jellicent, and Defog Mega Altaria/Togekiss. Clanging Scales is stupidly spammable, even without a Life Orb, and Close Combat still cripples the stuff it needs to like Empoleon and Blissey. Defensively, Kommo-o absorbs Scald and checks big threats in Crawdaunt, Stakataka, Volcanion, and Mega Manectric/Zeraora. Being hard walled, however, by Fairy-types is annoying, but outside of Primarina, the team has plenty of countermeasures for them.
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
At this point everyone and their grandmothers knows what Scarf Krookodile does. Its amazing typing, ability, and utility in Knock Off and Pursuit are welcome on pretty much any team. It provides an early game pivot into stuff like Mega Aerodactyl, Mega Manectric, Mega Sharpedo, and sometimes opposing Krookodile. Intimidate in particularly is supremely useful for de-fanging Mega Sharpedo and creating set up opportunities for Scizor and my own Sharpedo. Revenge killing stuff like Cobalion and Terrakion is also huge, but I suggest avoiding using Krookodile against these Pokemon since locking yourself into Earthquake is often more harmful than good.
Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 252 HP / 8 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Toxic
- Defog
I am in love with Rotom-H, and this set is particularly amazing right now. The amount of compression this provides is unmatched, as it provides the team with a much needed pivot into SD Scizor, Mamoswine, Moltres, Mega Pidgeot, Krookodile, Mega Aggron/Steelix, and Hippowdon. The team is also deathly afraid of Toxic Spikes and Spikes, so having a solid Defogger is critical in avoiding Klefki and Tentacruel imposing their will. Rotom-H does an excellent job in bringing in the teams breakers and wearing down stuff for Mega Sharpedo. Latias and Hydreigon are popular switch-ins, so Volt Switch into Primarina is a great play. Ground-types like Krookodile and Hippowdon are also common switch-ins, so a well timed Toxic opens the door for a late game Mega Sharpedo sweep. It is important to not be too reckless with Rotom-H. It is the team's only Ground-type immunity, so Krookodile can potentially clean if Rotom-H is sacked prematurely.
Rotom-H also serves as a pivot into Fairy-types like Togekiss, Mega Altaria, and Florges. The early game strategy is to bring Rotom-H in, use Toxic, then Volt Switch into Scizor. This gets good chip damage and brings Scizor in without letting it take damage.
Fighting-type resist Primarina means the tier's Fighting-types can potentially have their way with the team. Cobalion and Terrakion in particular are huge threats since they can use Rock Polish to make revenge killing them difficult if Scizor goes down or Primarina is chipped. CB Infernape and Flame Orb Heracross can also get a kill if they find a free turn. NP Lucario circumvents Scarf Krook and Mega Sharpedo as revenge killers, but it finds less setup opportunities.
In these matchups, preserving Primarina and Scizor (in Terrakion’s case) is key. Play smartly and avoid making short-term plays, like locking Krook into Knock Off, that will give them a free boost.
The Nasty Plot set can be pretty threatening, even though I have Scizor and two Dark-types. It outspeeds and can OHKO Kommo-o, Primarina, and Rotom-H depending on the Z-move it runs, and Krookodile cannot OHKO it with Knock Off. Mega Sharpedo always revenge kills, but it needs to Mega Evolve to do so.
Suicune is broken. The CroCune set can be annoying to break, but Knocking Off its Leftovers in conjunction with Taunt Kommo-o can pressure it (no pun intended).
This is a low key massive threat and often ends in me sacking Scizor to chip it into Krookodile's range. It also makes Volt Switching nigh impossible since giving it a boost is asking to lose.
Replays
https://replay.pokemonshowdown.com/smogtours-gen7uu-405925 vs Kink
https://replay.pokemonshowdown.com/smogtours-gen7uu-403950 vs Sage
https://replay.pokemonshowdown.com/smogtours-gen7uu-399034 vs Cynara
https://replay.pokemonshowdown.com/gen7uu-808200070 vs Harris
Conclusion
This team gives a good glimpse as to what offense looks like right now, although a potential Bisharp could shake that up. There are a lot of people I wanna shout out, but too many to do individuals. Barclay gang, Smashers, MSPL, y'all know who you are. Special shoutout to fellow ladder heroes Yifeng, pokeisfun, and Clefable for understanding that ladder is life.
Primarina @ Choice Specs
Ability: Torrent
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Sparkling Aria
- Moonblast
- Psychic
Scizor @ Iron Plate
Ability: Technician
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Ice Fang
- Crunch
- Psychic Fangs
Kommo-o @ Dragonium Z
Ability: Bulletproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Close Combat
- Clanging Scales
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 252 HP / 8 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Toxic
- Defog
Ability: Torrent
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Sparkling Aria
- Moonblast
- Psychic
Scizor @ Iron Plate
Ability: Technician
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Ice Fang
- Crunch
- Psychic Fangs
Kommo-o @ Dragonium Z
Ability: Bulletproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Close Combat
- Clanging Scales
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 252 HP / 8 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Toxic
- Defog
Attachments
-
1.4 KB Views: 345
-
5.5 KB Views: 333
Last edited: