Copycat Chilly

Zora489

I COULD BE BANNED!
Hello, this would be my 3rd official RMT in here. And, today I'v brought a bit of a wacky team idea that seems to function as I got it to 1500 pretty easily. The main synergy involves using copycat after opposing rocks, screens, status, recovery, and most notably your own chilly reception. As you all know, a glowking v glowking is usually a speed tie on the pivot that aims to underspeed the other, and with sammy on a slightly bulky, slightly fast set can just negate that whole issue by copying the chilly afterwards. As I've noticed, it gains almost game winning momentum vs stall, semi-stall, and most cinderace cores. In the case of stall, you usually go to your breaker against the specific pokemon in front of you. For semi-stall its usually a similar situation, but you gain the ability to pick off key pokemon with espeed and booster on tusk. For most of the cinderace cores you deal 50% or more to their pivot pokemon pretty easily, which is usually debilitating.

Pokemon 1.
Samurott-Hisui @ Rocky Helmet
Ability: Sharpness
Tera Type: Ghost
EVs: 124 HP / 252 Atk / 80 Def / 52 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Sacred Sword
- Copycat

As you can tell, this set has some weird evs and a lack of priority. For the evs, it is designed to beat kingambit, dragonite, and all opposing sammys.
252 Atk Sharpness Samurott-Hisui Razor Shell vs. 124 HP / 80 Def Samurott-Hisui: 88-104 (25 - 29.5%) -- guaranteed 4HKO
They outspeed, lose sash, and then this happens.
252+ Atk Sharpness Samurott-Hisui Sacred Sword vs. 0 HP / 0 Def Samurott-Hisui: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
If they have sword themselves, this happens
252 Atk Sharpness Samurott-Hisui Sacred Sword vs. 124 HP / 80 Def Samurott-Hisui: 282-334 (80.1 - 94.8%) -- guaranteed 2HKO
Lose sash due to helm
252+ Atk Sharpness Samurott-Hisui Sacred Sword vs. 0 HP / 0 Def Samurott-Hisui: 342-404 (106.5 - 125.8%) -- guaranteed OHKO

And, if they decide to just ceaseless you sacred and are only down a spike. (Which you'll probably get up yourself pretty quickly considering you have an h-rot in play lol).

2nd mon.

Slowking @ Colbur Berry
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 116 Def / 144 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Surf
- Slack Off
Slowking here proved better than glowking for this team as it more effectively walls walking wake, as putting it into e-speed range can prove difficult. And, this is pretty much a tweaked colbur set anyways so it doesn't really change much on what it does. Chilly spam, and fsight on free turns for more pressure against iron vals.
252 SpA Iron Valiant Thunderbolt vs. 248 HP / 144+ SpD Slowking: 136-162 (34.6 - 41.2%) -- guaranteed 3HKO
This is the most val can do, so you fsight in front of it and then slack->chilly/slack (Depending on opposing team composition/reads.)
Overall, great pokemon for chipping, eating hits and then leaving, and not dying ever.

3rd mon.

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Thunderbolt
- Volt Switch

The average offensive zapdos set, its good, has great synergy against hrotts, pivots quickly, and puts reliable pressure on most pokemon in the meta. The reason it is tera electric and not steel/fairy is because I enjoy the extra damage it can do to glowking, but you almost never tera zap lol. Also, keep in mind zap functions almost identically to hrott as a spinblocker/punisher for great tusk, as it can para the tusk and turn it into setup fodder, or just straight up kill the tusk with hurricane before it re-sets rocks.


4th mon.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Fire Punch

Classic fire punch dnite espeed. This time I chose fire punch over ice spinner as opposing dnite are hardly ever a problem for this team, and tera almost always comes to this guy so opposing spinners aren't feared at all. The main purpose for dnite being here is to pick off fragile threats, and break through corv. Dnite is still an amazing pokemon in this meta, and even an A tier threat all things considered. Also, copy chilly into espeed dnite can just blow through teams lol. Its really funny to watch a player chilly into something and then just deny them their momentum + possibly getting to +1. Doing this almost guarantees some form of advantage as literally no team can wall the combination of a pivot hrott+zap+dnite.

5th mon.

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Close Combat
- Ice Spinner

Booster bulk up is kinda broken lol. Usually, I just use it as a sweeper+late game wall. Watch out for zapdos and stuff tho, because getting para'd/burned can just mean your sweep is over. But, you can also bring tusk in on opposing tusk, bu a few times and sweep.
Here's the zapdos calcs btw
Offensive
4 Atk Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 168-198 (52.3 - 61.6%) -- guaranteed 2HKO
+1 4 Atk Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 250-296 (77.8 - 92.2%) -- guaranteed 2HKO
+1 4 Atk Tera Ice Great Tusk Ice Spinner vs. 0 HP / 0 Def Zapdos: 374-444 (116.5 - 138.3%) -- guaranteed OHKO
Defensive
4 Atk Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 148-176 (38.5 - 45.8%) -- guaranteed 3HKO
+1 4 Atk Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO
+1 4 Atk Tera Ice Great Tusk Ice Spinner vs. 252 HP / 104 Def Zapdos: 332-392 (86.4 - 102%) -- 18.8% chance to OHKO

I'm not going to cover tera, as if you're burning booster energy on your tusk and they still have tera available, you're taking a large risk. Also, if they tera steel you can try to predict with cc or headlong.

Last mon

Cresselia (F) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Moonlight

Cm cress. As you all know, this mon isn't the greatest in the meta, but I feel that it works well on this specific team personally. It walls iron val, along with a few other special attackers such as iron moth, gholdengo (post tera), and zapdos. Great niche on this team as a special wall + potential sweeper. It also walls clod which can be a slight problem (the reason I replaced val with it).


Overall, the team is a bit wacky but entirely functional. Give any tips you want to in the reply section, or dm me on discord at yugiohboi333.

Ending note, if you're questioning where my hazard control is, I've tried it and there's really no point as gholdengo exists. Plus, I have 3 mons that are immune lol. But, my hazard control is forcing them to use hazard control. I've used copycat on rocks a lot, spikes a bit, and have the ability to set spikes with sammy anyways. Its a bit odd, but when used correctly the team puts so much pressure on the opponent that they're usually forced to use defog. (Tusk gets sniped incredibly easily with this team) And plus, the mons here function almost the exact same way under hazards so they generally aren't a problem unless you get hit with like 3 spikes, rocks, and a tspike lol.

EDIT : Put most recent replay + pokepaste
https://replay.pokemonshowdown.com/gen9ou-1933662110
https://pokepast.es/69e9e35bbf1f147c
 
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Thanks for posting on RMT! I'll make some suggestions which will hopefully better your team.

Big Changes:

I do hate to suck the fun out of things, but I would suggest swapping copycat for a more consistent move. I really love your :samurott-hisui: set here but I think an :assault-vest: set would hit better here. Looking at the team, its being used for defensive support so I didn't want to change its role too much. AV Samurott checks Walking Wake better and walls Gholdengo give it better bulk against misc special hits while still being able to do the same job. Ceasless Edge is for hazards and damage, Knock-Off is for item removal and can really cripple things like :zapdos: which thinks it can switch-in for free. Razor Shell does more damage and has a chance to lower the defence by one stage. The 95% accuracy can be annoying at times, but it's worth the risk. Sacred Sword is coverage and for :kingambit: and the mirror matchup as well. Ignores boosts as well so it can hit a Garganacl even if it has max Iron Defences up. Tera Ghost is for spinblocking and being immune to fighting moves.

Samurott-Hisui @ Assault Vest
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 124 HP / 252 Atk / 72 SpD / 60 Spe
Adamant Nature
- Ceaseless Edge
- Knock Off
- Razor Shell
- Sacred Sword

I do agree that Hazard removal is really tough right now, but this :great-tusk: set solves that problem. Max hp and speed evs mean that Tusk is faster than :gholdengo: and is bulky as possible. I also put 8 evs in attack which might seem random at first, but it helps grab KOs that it normally wouldn't (max defence Gholdengo) Knock-Off is for item removal which really cripple things like :moltres: and is still able to hit :air-balloon: Gholdengo so you can follow it up with another attack. Earthquake is for coverage and is able to combo with Knock-Off to always kill even the most defensive Gholdengo. Stealth Rocks is always good chip and pairs well with Knock-Off so everything is effected by it. Rapid Spin is for the hazard removal and with max speed and +1 you are able to outspeed alot of things (:dragapult:). Tera water is for rain matchups and is a good defensive type in general.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Rapid Spin

Swap :slowking: for :slowking-galar:. Your team has 3 flying/levitating members already so you don't need to fear the ground weakness and also gives you a fairy resistance which you didn't have. Its typing is better on your team as you can wall :Sneasler: without getting :Zapdos: too chipped down (Zapdos is pretty frail for a defensive pokemon.) The set is pretty much the same from the regular Slowking, but i'll just go though it. Max hp and spd evs are being used, but we invest 44 evs in defence to always survive a Knock-Off from full hp from :meowscarada:. Future Sight is for breaking support, (for example it forces out :great-tusk: so :dragonite: can setup for free.) Chilly Reception is for slow pivoting I went for an attack lowering nature to reduce foul play damage instead of a speed lowering nature so you can win the mirror match as you are faster. You can go for a speed lowering nature its up to preference really. Sludge Bomb is for coverage just to make sure that Slowking is not too passive. The last moveslot can be Surf or T-wave. I personally like Surf better as it get pretty strong if you tera water and is able to hit ground types like :great-tusk:. T-wave is for support and punishing bad switches. Both have your uses, but I would recommend Surf.

Slowking-Galar @ Heavy-Duty-Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 44 Atk / 211 Spe
Calm Nature
- Future Sight
- Chilly Reception
- Sludge Bomb
- Surf

Small Changes:

Consider making :zapdos: more bulky, but its up to preference really.

Thats all! Hope this helps. Go get em! :boi:
 
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Thanks for posting on RMT! I'll make some suggestions which will hopefully better your team.

Big Changes:

I do hate to suck the fun out of things, but I would suggest swapping copycat for a more consistent move. I really love your :samurott-hisui: set here but I think an :assault-vest: set would hit better here. Looking at the team, its being used for defensive support so I didn't want to change its role too much. AV Samurott checks Walking Wake better and walls Gholdengo give it better bulk against misc special hits while still being able to do the same job. Ceasless Edge is for hazards and damage, Knock-Off is for item removal and can really cripple things like :zapdos: which thinks it can switch-in for free. Razor Shell does more damage and has a chance to lower the defence by one stage. The 95% accuracy can be annoying at times, but it's worth the risk. Sacred Sword is coverage and for :kingambit: and the mirror matchup as well. Ignores boosts as well so it can hit a Garganacl even if it has max Iron Defences up. Tera Ghost is for spinblocking and being immune to fighting moves.

Samurott-Hisui @ Assault Vest
Ability: Sharpness
Shiny: Yes
Tera Type: Ghost
EVs: 124 HP / 252 Atk / 72 SpD / 60 Spe
Adamant Nature
- Ceaseless Edge
- Knock Off
- Razor Shell
- Sacred Sword

I do agree that Hazard removal is really tough right now, but this :great-tusk: set solves that problem. Max hp and speed evs mean that Tusk is faster than :gholdengo: and is bulky as possible. I also put 8 evs in attack which might seem random at first, but it helps grab KOs that it normally wouldn't (max defence Gholdengo) Knock-Off is for item removal which really cripple things like :moltres: and is still able to hit :air-balloon: Gholdengo so you can follow it up with another attack. Earthquake is for coverage and is able to combo with Knock-Off to always kill even the most defensive Gholdengo. Stealth Rocks is always good chip and pairs well with Knock-Off so everything is effected by it. Rapid Spin is for the hazard removal and with max speed and +1 you are able to outspeed alot of things (:dragapult:). Tera water is for rain matchups and is a good defensive type in general.

Great Tusk @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Rapid Spin

Swap :slowking: for :slowking-galar:. Your team has 3 flying/levitating members already so you don't need to fear the ground weakness and also gives you a fairy resistance which you didn't have. Its typing is better on your team as you can wall :Sneasler: without getting :Zapdos: too chipped down (Zapdos is pretty frail for a defensive pokemon.) The set is pretty much the same from the regular Slowking, but i'll just go though it. Max hp and spd evs are being used, but we invest 44 evs in defence to always survive a Knock-Off from full hp from :meowscarada:. Future Sight is for breaking support, (for example it forces out :great-tusk: so :dragonite: can setup for free.) Chilly Reception is for slow pivoting I went for an attack lowering nature to reduce foul play damage instead of a speed lowering nature so you can win the mirror match as you are faster. You can go for a speed lowering nature its up to preference really. Sludge Bomb is for coverage just to make sure that Slowking is not too passive. The last moveslot can be Surf or T-wave. I personally like Surf better as it get pretty strong if you tera water and is able to hit ground types like :great-tusk:. T-wave is for support and punishing bad switches. Both have your uses, but I would recommend Surf.

Slowking-Galar @ Heavy-Duty-Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 44 Atk / 211 Spe
Calm Nature
- Future Sight
- Chilly Reception
- Sludge Bomb
- Surf

Small Changes:

Consider making :zapdos: more bulky, but its up to preference really.

Thats all! Hope this helps. Go get em! :boi:
Thanks for the reccomendations, I've taken them into consideration and some edits to the team. But, I'd like to explain some things with the team (why glowking is worse/puts me in a pickle sometimes, why I have rocky helm over av etc.) So, I do agree with you that AV sammy would do the thing you've mentioned, as in wallking wake, but, sammy already can reasonably switch in on gholdengo and get a spike up in front of it. Plus, my dengo can tera to beat opposing dengo. Plus, I can bring in kingambit too for a sweep. And, rocky helm is for shutting down opposing hazard setting h-rotts, as they can quite literally do nothing in the face of zap+helm, which is imo extremely important in this meta, and works well with the almost fact that we don't mind hazards. Slowking is better than glowking currently as I can't really risk losing boots on zapdos unless I require tusk being forced out/para'd, plus, none of tusk's moves deal much damage to slowking, while it would require a tera to not lose glowking to headlong or something else. And lastly, as for the tusk issue, all out attacker tusk doesn't give me enough pressure, or winning chances apon switching in on kingambit, which is a large issue if they can just freely switch into a resist. But, overall thank you! You're one of the only people who have given good recommendations for my teams and I'd love to debate/teambuild whenever you're free. Thanks again!
 
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