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"Mega Scizor has Light Metal because there's no reason to attack non-Mega anyway and this makes it a better switchin to Low Kick." Answered in the original post
"Mega Scizor has Light Metal because there's no reason to attack non-Mega anyway and this makes it a better switchin to Low Kick." Answered in the original post
This is a rain team I've been using for a while that I think is pretty good and pretty new user friendly. Started with ludicolo and toed. I've become a huge fan of eject button for the great utility of pivoting, and it synergizes with volt switch really well. Eject buttons take some getting used to, but just basically never lead toed and then only switch him in when you want to get him to set rain and then bounce to koko or ludicolo to abuse it. Ludicolo puts in a lot of work, as a waterium hydro pump is basically a KO per game, OHKOing a bulky lele in the first replay. Fake out from ludicolo helps mence get dragon dances off. I run protect over ice beam because between Koko and aegislash the mence matchup is already fine. Koko, mence and aegislash are all pretty standard sets. I really like substitute aegislash on rain to take advantage of things like amoongus and ferrothorn. Thunder hits like a bomb:
252 SpA Life Orb Tapu Koko Thunder vs. 0 HP / 0 SpD Marshadow in Electric Terrain: 308-364 (95.9 - 113.3%) -- 75% chance to OHKO
Lando I is kind of a weird pick, and given that the rest of the team is so standard I thought I'd give it its own paragraph. Basically, I wanted an electric type switch in that could also handle tapu bulu and not make things worse vs milotic. After playing with lando I for a while, I began to really appreciate the nuking capability for this team in particular, as the ability to 2hko ferrothorn, suicune and tapu fini (no really, lando I can beat fini 1v1) has proven to be really useful.
All in all, I think its a really straightforward and strong team that gives you a lot flexibility in terms of multiple win conditions and strong matchups vs a lot of play styles.
Nah, it's an easy enough team for beginners to pick up. After all, it's a nice synergy of Sun, Tailwind (& Icy Wind), and Psychic Spam; it basically introduces all the major field effects of the meta. Plus, it shows what Hyper Offense with decent support is; in order words, a perfect example of a successful team building / framework. I don't think it is outdated at all.
Just sharing a couple of teams that I really like.
The team building started with the typical core of Mega Salamence and Tapu Fini. Then, I added Heatran because it's a great pivot for both those Pokemon. The EVs of Heatran is designed to survive 1 Earthquake (-1) from Landorus-T with a Jolly nature and 1 LO-boosted Close Combat (-1) from Marshadow. Flash Cannon is mainly there for Mega Diancie and Solar Beam, boosted by Grassium Z, is there as a counter to Water-types. Both Tapu Fini and Heatran's Speed is adjusted to take an advantage of Mega Salamence's Tailwind. Next, I added Landorus-T, mainly due to its coverage. Marshadow is just an extra insurance against any type of setup and Psychic Spam.
The only issue that I faced from this point was that I needed to a better check against Rain and TR, so I just decided to use Porygon2. (For the matter of opposing TR teams, just TR them back.) Marshadow and Porygon2 pivot for each other well, and unlike other TR setters, Porygon2 is dependable in setting up multiple TR in a match. This gives opportunities for Tapu Fini and Heatran to go on the full offensive, or simply setup in Tapu Fini's case. Also, Porygon2's EVs allows it to survive Marshadow's Close Combat, OHKO Mixed Mence with Ice Beam (Download excluded from Calculation), and survive just about any SpA-based attacks.
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 44 HP / 176 Atk / 140 SpD / 148 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn
Marshadow @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spectral Thief
- Shadow Sneak
- Protect
- Close Combat
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 HP / 32 Def / 104 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Flash Cannon
- Protect
- Solar Beam
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 52 Def / 124 SpA / 28 SpD / 56 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Protect
- Moonblast
Mega Diancie is quite a beauty, yet vulnerable to many threats, including Rain, Grass-types, and Steel-types. As of result, Ferrothorn was added to create the perfect core and counter for these threats. Next, Pelipper and Kingdra was added to deal with speed control, especially against potential Choice Scarf users (ex. Landorus-T, Genesect, etc.). Pelipper's Wide Guard is also a great defensive measure for EQ or opposing Muddy Water; Mega Diancie appreciates the support. Furthermore, Kingdra can KO an entire team with its Focus Energy set. Why not give it a try? And not to mention, Ferrothorn benefits from Rain, too, since Fire-types moves are reduced in Rain.
However, the team wasn't perfect until it had a solid solution to Psychic Spam and Trick Room. In order to resolve the issue, I decided that Marshadow was the best Pokemon for the job. By putting Feint to its sets, it was the perfect selection against the recently popular choice of Psychic Spam, Deoxys-A. Of course, that also meant that I needed a Pokemon that can counter Psychic Terrain, and that Pokemon was Tapu Koko. Its potential as a powerful secondary check against Water-types and Celesteela made it too valuable to pass up in this team. Overall, this team is more Hyper Offensive and is quite the charm~ Give it a try!
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 28 HP / 100 Atk / 112 SpA / 20 SpD / 248 Spe
Mild Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 124 Atk / 132 SpD
Sassy Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Scrafty @ Eject Button
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Drain Punch
- Head Smash
- Fake Out
Summary: The important thing is this team has a Torkoal. It's a semi-room team that seeks to have multiple lead options to apply pressure to the opponent depending on what the matchup is. Torkoal provides early-game support to Chlorophyll Venusaur, but is also a fantastic weather check and breaker under Trick Room.
Torkoal: This mon is unironically good on Bulu Trick Room teams. It checks Amoonguss under Trick Room without having to run Fini, checks opposing weather teams, and deals respectable damage with its Fire STABs under sun. Assault Vest, in combination with 240 HP and 16 SpD, allows Torkoal to have fantastic bulk both on the physical side (it has a natural 140 BST) and on the special side, which is augmented by AV.
Venusaur: This is the team's "fast mode" and it makes a great lead when paired with Torkoal. Grassium Z Leaf Storm hits like a truck, and with Bulu in the back, you have the option to amplify the power even more with Grassy Terrain. Otherwise, just spam Sleep Powder as you see fit.
Salamence: This is the team's secondary "fast mode" attacker. Pretty standard stuff. Fire Blast is basically a secondary STAB if sun is activated, and an important tech against steels that otherwise wall Salamence.
Hoopa-U: If you're running Torkoal, you want Trick Room. While I do sometimes lead with Torkoal to set sun for Venusaur, Torkoal's main role is to be a breaker under TR.
Tapu Bulu: Tapu Bulu is just a fantastic breaker in general on Trick Room builds, and the Grassy Terrain provides important recovery to Eruption Torkoal, extra power to Venusaur, and a terrain reset for Fake Out Scrafty.
Scrafty: Scrafty is one of the best offensive utility / Intimidate supports available for Trick Room teams. I use Eject Button for more flexibility to pivot into favorable positions. Head Smash wallops anything with wings.
Disregard the low GXE I test a lot of wack stuff on ladder :)
This team worked extreamly well for me,
Arcanine @ Life Orb
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Wild Charge
- Flare Blitz
- Morning Sun
- Protect
Weavile @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Knock Off
- Ice Punch
- Low Kick
good mix of offensive and defensive mons, but a very offensive team in general it can hit extreamly hard and destroy many common teams
One more thing if you want to swap out weavile for a scarfed out hoopa-UB it works very well at checking mega-mence, mega gengar, and other large threats. My set is 252 speed, jolly, 252 atk, hyperspace fury, ice punch, drain punch and zen headbutt, i have one on another team and it fills the role beautifully but if you don't want 2 mons with choice items then stick with weavile
This is a trickroom team that i used at one point.
Due to its nature it didnt work as well higher ladder but it worked wonders on the lower ladder.
Im showing this because of how good it was. also i would like to thank Luckyboy123 for bringing this to my attention.
Shuckle @ Psychium Z
Ability: Sturdy
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Rock Slide
- Power Trick
- Protect
- Earthquake
The idea of this is to use z power trick and start with either bronzong or porygon 2. The reason to start with bronzong is because of levitate it will avoid shuckles earthquake.
mimikyu was chosen because due to its ability it can get off a free trick room if needed, if it doesnt need one you can set up with swords dance.
Mawile was the coverage this team needed and it has low speed i chose it, i also gave it protect so it can mega evolve safely. Marowak is there because i needed the coverage it has and due to its slow speed and the thick club it makes it perfect for this team. as for porygon its there because its bulk almost guarantee it to set up( well except when you get taunted or flinched) which is why i suggest starting with bronzong
All the good teams I built during/around or before snake period, a lot of which ended up getting used. I'm gonna build new stuff entirely for the remaining dou tours including invitations so go nuts.
Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 252 HP / 168 Def / 88 Spe
Quiet Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Icy Wind
Well there u go, 2 months of so worth of teams. Some of these may be outdated but alas a few ppl have asked for this stuff so ill just post it here. Hf!
Herrison (Heatran) (M) @ Sitrus Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Earth Power
- Roar
Heatran has Roar mainly to prevent Trick Room from setting up as well as reset stat buffs. Heatran also has the firepower (heh) and nice coverage, which is why I chose Heatran over Amoonguss even if Heatran doesn't have redirection move.
I don't find Mega Gengar that useful outside of using taunt a few times.
Snorlax is female reflect a particular incident where I somehow hatched a bunch of female Snorlax in Moon. I initially used the belly drum variant, but I ended up switching to the curse variant due to it's much harder to pull it off.
I made this sand team a couple of days ago with the help of dad1. Tyranitar is insane, being able to tank atleast 1 solarbeam from char y with just av and little spdef investment (252+ SpA Charizard-Mega-Y Solar Beam vs. 252 HP / 4 SpD Assault Vest Tyranitar: 224-264 (55.4 - 65.3%) -- guaranteed 2HKO) and ko it right back, tanks one lando t earthquakes and lando i earth powers, and then kills them too (252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 4 SpD Assault Vest Tyranitar: 203-242 (50.2 - 59.9%) -- guaranteed 2HKO) (252+ Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Tyranitar: 360-426 (89.1 - 105.4%) -- 31.3% chance to OHKO). However, its weak to lele/bulu, so here comes excadrill. excadrill benefits from sand because of sand rush, and has a good matchup fs all the tapus this gen except for maybe fini. Next, I immediately thought of the weakness to water and fire so I added Bloom Doom heatran and gastrodon. Bloom Doom tran is good for because of the rise of the evil milotic and gastrodon, and gastro pairs well with heatran and and sucks up water moves for the team. I added lo tapu bulu for that juicy regen, to weaken earthquake for ttar excadrill and heatran, sleep powder/spore immune, complete fwg core, and another check to bulky waters. I have natures madness because to mons with rock slide is unnecessary and halving celesteela's health is nice. Finally, I implemented special mmence for that juicy intimidate, tailwind support, and another grass killer. Considering replacing draco with fb, but still unsure. This team has brought me a lot of success, and is really fun. It's a good example of what sand can do in gen7 and it could possibly become good this time.
1: 252 Atk Life Orb Marshadow Close Combat vs. 252 HP / 0 Def Chople Berry Tyranitar: 460-541 (113.8 - 133.9%) -- guaranteed OHKO
no it doesn't.
2: please stop double posting. i've noticed it in a few threads, and it's pretty annoying. if you post something then remember something else you wanted to add, you can edit the first post. you don't have to split separate thoughts into separate posts either. consider this an unofficial warning, just try to be a little more aware when you're posting.
Out of DLT and seasonal so I'll post the teams I built here. USUM are coming out soon so these probably won't work for too much longer anyways but I had a lot of fun building and using them. PM me if you have any questions ig.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Protect
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 136 HP / 176 Atk / 12 Def / 80 SpD / 104 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn
The rain team I used to qualify for DLT as well as the last two suspects. Provides relatively quick games which makes it nice for laddering, notable weaknesses are Psyspam, KyuB and Trick Room. Pretty fast and powerful overall, Mega Gengar as well as two pivots, terrain and weather make it easier to control the field condition and positioning of the battle nicely.
Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 224 HP / 56 Atk / 72 Def / 52 SpA / 12 SpD / 92 Spe
Relaxed Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Icy Wind
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 232 HP / 28 Atk / 36 Def / 168 SpD / 44 Spe
Careful Nature
- Heavy Slam
- Leech Seed
- Substitute
- Wide Guard
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Taunt
- Protect
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 8 Def / 32 SpD / 212 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Stealth Rock
Fairly standard Mence team that I've slowly been editing for a while. I just like the way this team plays, it tends to be fairly flexible in most matchups and deals well with most threats in the meta. Used variants of this team a couple times in seasonal and a bit on ladder.
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Nature Power
- Taunt
- Protect
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 8 Def / 32 SpD / 212 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Stealth Rock
Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 248 HP / 148 Def / 56 SpA / 16 SpD / 40 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Nature's Madness
- Calm Mind
MVenu balance that I used vs miltankmilk. This is probably one of my favourite teams I built because it has a lot of fun stuff. Relies on wearing the opponent down most of the time, Nature's Madness Fini is really cool in that respect because you can take 50% off anything that would be annoying, it also makes Fini less passive without any boosts. AV KyuB can be annoying but Steelium Aegis drops it in one hit, Stealth Rock Lando, Nature's Madness Fini and Nature Power Koko all prevent it from sticking around too long.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 232 HP / 40 Atk / 200 SpD / 36 Spe
Careful Nature
- Heavy Slam
- Leech Seed
- Substitute
- Wide Guard
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- Protect
Volcanion @ Assault Vest
Ability: Water Absorb
EVs: 248 HP / 164 SpA / 96 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Sludge Bomb
- Hidden Power [Ice]
MTtar was something that had been giving me trouble so I decided to try it out for myself. This team worked pretty well when I used it during seasonal and it is fun to use. This team does get annoyed by Marshadow though.
Yeah this is really stupid and I shouldn't have won with it. Sweet Scent is effectively the same accuracy modifier as Gravity, the main difference being you have to use it every time you want to Hypno or Grass Whistle. Didn't end up being particularly good and only won due to hax in the end, I don't recommend using this but I figured I'd put it out there anyways.
g1 team vs SableyeMyBae, I like the base of this team but I don't think it utilizes Fight-Z Ludicolo particularly well. I do plan to rebuild something like this around Ludicolo + Swampert instead but I do think this team had a starting idea.
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 8 Atk / 8 Def / 32 SpD / 212 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Stealth Rock
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe
Hasty Nature
- Spectral Thief
- Close Combat
- Hidden Power [Ice]
- Protect
g2 team vs SableyeMyBae, nothing too crazy but Scarf Bulu and HP Ice Marsh are pretty cool. Again this didn't work too well but I think that was mostly due to my own misplaying, though the team probably needs work too.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect
This is the team I would've brought g3 vs SableyeMyBae, has some cool techs on it like SD Z-Move Lando and Psychic Seed KyuB (credit to GenOne for the idea) and can put on a lot of offensive pressure. PsySpam isn't something I'd used much so I thought I'd try it out, I don't like using Deoxys so Metagross filled in well. I do want to test this team more but it seems pretty fun.
That's pretty much everything I've built and used the past while, I had a really good time doing it. Some of these teams aren't too great but I think there's a couple fun ones in there.
1: 252 Atk Life Orb Marshadow Close Combat vs. 252 HP / 0 Def Chople Berry Tyranitar: 460-541 (113.8 - 133.9%) -- guaranteed OHKO
no it doesn't.
2: please stop double posting. i've noticed it in a few threads, and it's pretty annoying. if you post something then remember something else you wanted to add, you can edit the first post. you don't have to split separate thoughts into separate posts either. consider this an unofficial warning, just try to be a little more aware when you're posting.
Sorry I should have stayed; It stops OHKO from marsh-Z marsh which pops up reasonably often; it also can stop OHKO from bulk up marsh before a boost (most bulk up users Cary ether z-crystal or leftovers) and I will start editing my changes
I wanted to get speedswap to work with a very powerful but slow spread user. Initially I tried using Babiri Berry Sylveon but that worked about as well as you'd expect and it wasnt hitting hard enough. Then I tried wishiwashi but Muddy water has 40% accuracy so I stopped using that. I then moved onto Weakness Policy Diancie, which was basically a mega diancie that still has all its defensive EVs. I gave it TR as a backup plan in case I had to switch out or Pheromosa died.
Pheromosa is on there for speedswap reasons. A slow pheromosa is just dead weight so I gave it HJK to be able to kill it off for a free swap. Focus Sash to live any hits from Scarf users and be able to speedswap before dying.
Let's face it, a 441 speed stat Amoonguss is dangerous and hilarious at the same time. So Amoonguss is there to put everything to sleep.
Lele helps protect 441 speed stat mons against priority and removes misty and electric terrain. Fightinum because this team is pretty vulnerable against steel types.
I needed a way to protect against scarf mons though, so I thought of adding in genesect. Genesect is great at scaring out other scarfs that might threaten any 441 speed stat mon. Explosion is there to give me another free swap in and as a way to hit pretty much anything other than steel types and marshadows. Also U-turn is amazing with this team.
Zard-Y is there because this team was pretty much 'click x against excadrill'. I needed a weather counter and my team was also weak to steel. TW is there to neutralize opposing TW users.
Heatran @ Chople Berry
Ability: Flash Fire
EVs: 252 HP / 44 SpA / 212 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Nature Power
- Earth Power
- Protect
This team is designed to destroy other people's expectations.
This is also my attempt at a Mega-Diancie team.
When most people see Diancie + Salamence they assume "Oh a mega-salamence semi-room team". So I used that against them to design a Mega-Diancie + Scarf Salamence team.
I put on enough speed EVs to outspeed Scarf Genesect and kill it with a flamethrower to the face (cause who expects a scarf mence anyways). Draco to kill opposing Mega-mences, and Hydro Pump because I couldnt find a good 4th move. Typically this thing just sets up TW and switches out anyways.
Now, nature power Whimsicott is SO FUN TO USE. I put this on the team because I got fed up with rain builds. Z-Bloom Doom OHKOs non-AV volcanion builds, and also gets rid of pelipper. Sunny day is there to get rid of all other weather, and helps boost up Mence and Heatran.
Bulu and Fini are on there for no other reason other than to set the terrain for Nature Power. Bulu has taunt because no one expects Bulu to have taunt, especially on a whimsicott/fini team.
Fini is there to help weaken opponents regardless of type. Nature's Madness helps bring opponents below 50% and then it gets brined the next turn.
Heatran was an absolute necessity with 3 steel weaknesses, 3 poison weaknesses and 3 ice weaknesses. Chople -> Shuca because of Grassy terrain. Now, nature power heatran is also fun to use, especially if it can revenge kill an opposing marshadow after tanking a CC with its Chople Berry.
Both of these teams are designed to be used for fun only, although the Speedswap team can be used competitively if you really want to....
This team, named after various mathematicians, helped to (briefly) get me into the top 500 (twice) in DOU (playing with the username "phuong0429"). Mega Charizard Y's goal is to heavily damage to foes with powerful Heat Waves, as well as provide a means of speed control with Tailwind (if need be). Both Tapus are fast attackers that outspeed and heavily damage or KO the likes of Marshadow and Mega Salamence, and apply additional offensive pressure in general. Landorus-T provides Intimidate support, and is a solid answer to many physical attackers in the metagame. (Assault Vest helps it to survive powerful special attacks as well, such as Alolan Ninetales's Blizzard.) Aegislash is a solid pivot that can nuke a foe with a powerful Never-Ending Nightmare to the face, and helps to protect the team against dangerous spread moves. Finally, Amoonguss supports the team with redirection and sleep, and is a solid Trick Room check.
One caveat to keep in mind when using this team is that Tapu Koko's Electric Terrain cancels out Spore from Amoonguss against grounded foes, but not flying/levitating ones.
So heres my double team i guess (mega medicham and tapu lele for psycic power) tyranitar and excadrill classic sandrush) rotom and volcarona for back up and support,
Out of ssnl now so I thought I'd post the teams that I used with a bit of a description. There were a couple of gems in there too and i think theyll still be useful in usum since not much changed.
Camerupt-Mega @ Cameruptite
Ability: Sheer Force
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 1 Spe
- Heat Wave
- Earth Power
- Nature Power
- Protect
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 136 Atk / 120 SpD
Brave Nature
IVs: 11 Spe
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Bronzong @ Psychium Z
Ability: Heatproof
EVs: 252 HP / 96 Def / 160 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Hypnosis
- Gyro Ball
- Stealth Rock
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 204 Atk / 52 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch
Standard Rupt Zong TR really. I couldnt for the life of me tell you why i put 11 speed ivs on bulu but 1 speed iv on rupt is really cool for the mirror/ferro.
Kingdra @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Hydro Pump
- Draco Meteor
- Protect
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 120 HP / 252 SpA / 4 SpD / 132 Spe
Modest Nature
- Hurricane
- Scald
- Tailwind
- Protect
Matame passed me this team since i had no teams at the start of the ssnl. its just the same as his garde rain but the earlier m diancie version. so s/o matame
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Curse
- Protect
Ferrothorn @ Wiki Berry
Ability: Iron Barbs
EVs: 252 HP / 76 Atk / 104 Def / 76 SpD
Relaxed Nature
IVs: 0 Spe
- Protect
- Leech Seed
- Gyro Ball
- Stealth Rock
Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 72 Def / 100 SpA / 28 SpD / 56 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect
Thundurus-Therian @ Assault Vest
Ability: Volt Absorb
EVs: 24 HP / 104 Def / 176 SpA / 28 SpD / 176 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Sludge Bomb
- Hidden Power [Ice]
One of my favourite teams from this ssnl. I wanted to use band lando since it was winning a couple of games at the time and so i stuck it on a team with tw mence. marsh was added so i can explode next to something, ferro + fini shore up my rain mu and then i needed a fini answer that did well vs koko so i added av thund-t. this won me a couple of big games.
What a good pokemon. this team is just my rmt with gyara over lando and clear smog amoong so i dont get tossed by a potential lax. and flash cannon tran is because lele/garde were issues when i played with it. this won me g3 vs miyoka and tricking so would def recommend.
So like i knew matame would bring veils g2 like every previous round so i thought id make a team with a super good mu vs it. scarf lando i was the only thing that outsped and ohkoed scarf victini and so i paired it with gar to have a really good lead. then i saw jhon used the same 6 with lando t so i used those mons to make a solid team if not facing veils but have a super good mu if i did face it. worked well
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Protect
- Hammer Arm
Landorus-Therian @ Mago Berry
Ability: Intimidate
EVs: 252 HP / 76 Atk / 180 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Knock Off
- Earthquake
Victini @ Choice Scarf
Ability: Victory Star
EVs: 36 HP / 224 Atk / 248 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Final Gambit
Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 128 Def / 100 SpA / 28 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect
Zapdos @ Electrium Z
Ability: Static
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Tailwind
- Thunderbolt
- Hidden Power [Ice]
- Detect
Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 252 HP / 168 Def / 88 Spe
Quiet Nature
- Ice Beam
- Icy Wind
- Fusion Bolt
- Hidden Power [Fire]
Another super fun team i made when prepping for matame. i had brick break vs matame just so i could remove veils if they went up but changed it to hammer arm vs matame r2 since i hadnt seen veils in previous rounds. electrium z zapdos is sogood id def recommend it. it was seed zap before i realised i didnt have a z move and thank god i changed it since it was super clutch one game.
Bronzong @ Psychium Z
Ability: Heatproof
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Hypnosis
- Gyro Ball
- Stealth Rock
Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk
- Volt Switch
- Hidden Power [Ice]
- Sky Drop
- Sludge Bomb
So basically i saw someone use scarf sky drop zapdos and z tr bronzong on the ladder which is probs the coolest thing to ever come out of the ladder. came up with my own slightly better version with scarf thund t to snipe koko. shame i got sniped myself by z focus blast thund since ttar was important in that game vs bowman but a cool team nonetheless.
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Protect
- Zen Headbutt
- Ice Punch
I wanted to use band zyg and also wanted a good zapdos mu so i stuck z head smash scrafty on. its so damn weak dont use it unless you have a kyub/zap agenda which i do.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat
- Protect
Mew @ Mago Berry
Ability: Synchronize
EVs: 252 HP / 28 SpA / 12 SpD / 216 Spe
Timid Nature
- Fake Out
- Tailwind
- Ice Beam
- Defog
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Atk / 104 Def / 76 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 HP / 12 Atk / 244 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Grass Knot
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Spectral Thief
- Close Combat
- Hidden Power [Ice]
- Protect
The best team ive made in a very long time and id say arguably the best zard y team around so yeah i called it auraray sun lmao. i knew zard was good with the right support since people carry 1 fire resist now unless its those mence ttar volc teams. the team does a great job of clearing zard threats (rocks, rain, ttar, mence, volcanion).
mew was the next choice because i wanted defog for sure. it also provides fake out, tw and a way to kill lando so it was really nice.
Ferro helped the rain matchup a lot.
Lando gave me rocks to chip mence/volc and a good ttar/marsh answer.
I wanted koko next but felt i was still rain weak so made it scarf after seeing qsns use it. you outspeed pert (and kingdra) and grass knot it. also outspeeds a +1 mence which can be a pain and deals with volc.
Marsh is really good in the last slot since very little can really take on marsh with zard just chunking everything under tw. hp ice snipes mence and lando and ttar drops to cc.
ended up facing rain and not being able to remove rocks but still won so yeah use this team (or put it in samples :3)
BONUS ROUND!
So i either wanted to bring these teams or used them vs elise since we kinda played our set but for fun. disclaimer: if you suffer burns from some of the heat its not my fault
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Destiny Bond
- Spore
- Spiky Shield
Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 252 HP / 168 Def / 88 Spe
Quiet Nature
- Ice Beam
- Icy Wind
- Fusion Bolt
- Hidden Power [Fire]
Webs are :sogood:. like with deo marsh koko etc being all the craze right now, lowering their speed is super nice. its just mons that benefit from webs really with energy ball gene so i dont lose to pert and kyub so i have speed control if webs dont go up. also hp fire everywhere so i dont lose to ferro. its beaten good players so its good i swear!
also, smeargle spores zap before a tw and destiny bonding a marsh when they switch in on webs is so fun to cheese a kill.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Volt Switch
- Hidden Power [Ice]
- Overheat
- Protect
Victini @ Choice Scarf
Ability: Victory Star
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- V-create
- Final Gambit
- Bolt Strike
- U-turn
Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Modest Nature
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 8 Atk / 56 Def / 12 SpA / 180 SpD
Relaxed Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Flamethrower
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Earthquake
- Protect
What a good pokemon. just imagine setting up dds on lando lol. the weather conflict has never been an issue. also threw a sd lando to make the most of veils being up.