Resource Doubles OU Team Bazaar

MajorBowman

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Doubles Colonel

If you feel like simply sharing a team or two with the community, or maybe want some general opinions or discussion on a team, this is the thread for you! This thread is the place for people to post teams without having to make an RMT; if you feel like showing off a squad without having to make a thread, this is the place to do it. Keep in mind that if your post is incoherent or your team unfinished or unpolished, we reserve the right to delete your post.

We still have some guidelines to follow though:
  • Make sure your team has been tested! This team could possibly be used as resource so having substandard teams is a no-no.
  • Make sure to include an importable and a description for your team! Describe how it works, how it plays out, anything special about a set, stuff like that.
Feel free to add some other stuff to your posts as well; sprites are great as a visual guide! Having some song from YouTube or whatever to fulfill an aesthetic is fine too!

Example post, from last gen's version of this thread:



Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect

Torterra @ Sitrus Berry
Ability: Overgrow
EVs: 252 HP / 104 Atk / 72 Def / 80 SpD
Impish Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Wide Guard

Scrafty @ Sitrus Berry
Ability: Intimidate
EVs: 244 HP / 220 Atk / 44 Def
Impish Nature
- Fake Out
- Drain Punch
- Knock Off
- Quick Guard

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Substitute
- King's Shield

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Protect

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 24 SpA / 232 Spe
Hasty Nature
- Ice Beam
- Dragon Claw
- Fusion Bolt
- Rock Slide

This is a random team that I built a few months ago, basically I just felt like building with Torterra and winging it from there. I started out with Mega Charizard Y + Torterra, figuring that there could be some synergy between the two and that Wide Guard can support the former. At that point, it went from supporting the duo by getting stuff that can deal with threats; Scrafty was somewhat useful for limiting physical attackers with Intimidate and dealing with Hydreigon, while Substitute Aegislash is there to deal with Latios and other stuff while giving me another possible wincon. Offensive Thundurus is there for the speed control, as decent-ish bird answer, and as another answer to Waters because heck yeah screw them; it's also there to just give the team more of a punch as an attacker. HP Ice is because Hydreigon is a PTA, not like I'll miss Flash Cannon for Mega Diancie since Thunderbolt will still hit like a truck and I have plenty of ways around it. Kyurem-B is there for the Speed safety net and serves as a way to gun down opposing Scarf Landorus-T, with Rock Slide as the final move for reasons you should already know. Overall, this is just a fun squad that I use occasionally, it's good enough that I could prolly use it in a serious tour game lol but yeah.

What is the purpose of this thread?
As stated above, this thread is meant to be a place where anyone can post a team they want to share with everyone without having to write a full RMT. This is not a place to dump your entire builder, but a place to showcase teams you think represent your best work or an innovative strategy. You even have a chance to be featured in the Team Showcase (coming soon)! Additionally, this can be a place for discussion about teambuilding trends or ideas. Posts like this one or this one, for example, now have a new home!

What is the difference between this thread and the Team Showcase?
In order to highlight the best teams in the tier, we decided to create the Sample Teams and Team Showcase thread (coming soon). That thread will contain sample teams in their classic form in the OP, but will also have other standout teams populating the rest of the thread. That thread will be permanently locked, and only teams posted in this thread deemed worthy of further praise will be moved to that thread. In order to be eligible for consideration for the Team Showcase thread, your post must have the following:
  • Full importable of the team
  • Coherent and sufficient description of the team (nothing too fancy, around a paragraph is ideal)
  • Sprites in some form (who doesn't love a good aesthetically pleasing post)
There is no formal nomination process for the Team Showcase; the DOU Council will decide which teams to include. Please do not message us asking for your team to be added - we will see which teams are posted and decide to showcase the best!

Happy posting!
 
Here's a hard Trick Room team thats seen quite a lot of use in the kickoff tour and has done well for multiple people on the ladder. The general idea is to be able to set TR very consistently at least once, and always have a lot of offensive pressure to make the most of your turns.

:ss/hatterene-gmax::ss/indeedee-f::ss/rhyperior::ss/torkoal::ss/reuniclus::ss/dusclops:

https://pokepast.es/ea4adfec1d875dd0

The build of the team is very simple, 3 TR setters (2 of which can do lots of damage too), 1 support and 2 main attackers. However, theres a lot going on that makes the team function nicely.

Indeedee is an amazing support for TR, being able to redirect most attacks to faciliate the initial setup. Its Psychic Surge is able to deny Fake Out as an option to stop TR, and forms a 'psychic spam' core of sorts with Hatterene and Reuniclus. It is able to strengthen its partners with Helping Hand and also get off the field to bring in an attacker quickly. Healing Wish is also useful to get out of Gothitelle's trap as an attempt to stall TR turns. The EVs let you live a Helping Hand boosted LO Dragon Darts from Dragapult, which is one of the few moves that can bypass Focus Sash.

Hatterene is the teams primary setter, as it has Magic Bounce to block Taunts and Sleep Powders while also being extremely strong from the offset with a Life Orb. The moves are very standard, and don't be afraid to dynamax it and go for confusions with G-max Smite if you need to.

Dusclops is the second main setter of the team. It may not have any offensive presence by itself, but its huge bulk gives the team a nice level of consistency in setting TR more than once during a game. Will-o-Wisp can slow down physical threats like opposing Rhyperior, and I have actually used it on my partner before to get around Yawn pressure. Brick Break is nice for breaking screens set by G-max Lapras, but also has the use of activating your own Rhyperiors Weakness Policy and sweeping on the spot.

Rhyperior, Reuniclus and Torkoal can all do massive damage under TR. Reuniclus is picked because it can also set TR in an emergency late game. Torkoal has Solar Beam to help with the mirror matchup, it can hit opposing Rhyperior hard and underspeeds when TR is up.

In terms of playing with the team, the biggest challenge is getting your lead correct. If you don't it can be really hard to get a foothold in the game and set TR up. I will go through a couple of things to look for in team preview:

1) Heavy damage spread attackers. Examples include Sylveon and Charizard. If you see more than one of these, then Dusclops Indeedee will be the best lead most of the time. This covers for any dynamaxing going on and has enough bulk to live both spread moves and set TR.

2) Duraludon. Another scary mon because it can bypass the redirection from Indeedee and has Dragon Tail to stop Dusclops/Reuniclus from setting TR. The best lead I've found has been Rhyperior Dusclops. You have immediate offense on the Duraludon with Max Quake, since it can't dynamax and use Dragon Tail. This lead of course doesn't account for dangerous partners like Dracovish, so is the toughest pokemon for this team to deal with.

If you see neither of these, then just a simple Indeedee Hatterene lead will usually suffice. Keep Dusclops healthy to almost guarantee a second TR setup once you've used up a lot of the opposing teams resources in dealing with TR. The only pokemon that never dynamax are Indeedee and Dusclops, so its just a matter of picking the right pokemon for the sitation. Torkoal rarely dynamaxes too, since you prefer the spread damage from Eruption. If you can set Rhyperiors Weakness Policy and have it dynamax, a lot of games can just end on the spot.
 

Yoda2798

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Here's a team that I've been using recently and have reached #5 on the ladder with. It's been quite reliable and is one of my top teams at the moment. It has a neat gimmick (Fling + WP) which is actually pretty good, but there is also a version without it if that's not your style.

:ss/whimsicott: :ss/dragapult: :ss/corviknight: :ss/tyranitar: :ss/excadrill: :ss/rotom-wash:
Whimsicott @ Salac Berry
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Fling
- Tailwind
- Taunt

Dragapult @ Weakness Policy
Ability: Infiltrator
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Shadow Ball
- Fire Blast
- Protect

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Body Press
- Bulk Up
- Roost

Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- High Horsepower
- Rock Slide
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 40 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Protect
So this team is built around a gimmick that I seen on ladder and decided to steal. The idea is you use Fling with Whimiscott onto Dragapult, activating Weakness Policy and giving the boost from berry. The person I seen had Liechi Berry (+Attack) but I think Salac Berry (+Speed) is best. Dragapult is slower than Whimsicott so that it can attack immediately with the boosts, meaning you aren't as lightning quick as usual, but given that you still outspeed basically everything unboosted bar yourself that's not much of a loss. With +1 Speed from Salac you'll also be super duper speedy, outspeeding even stuff like +1 Charizard, Ludicolo in rain, and some middling speed Pokemon in Tailwind like Sylveon. This gimmick doesn't require much in the teambuilder and isn't always necessary to use in battles, but can be very strong. This team functions quite well even outside of Fling, and is overall quite solid.

The rest of the team is rounded out with goodstuffs; Bulk Up Corviknight is a great bulky wincon, sand is sand, and Rotom-Wash is a nice defensive pivot. To explain the movesets/spreads, Dragapult is EVed to outspeed +1 Adamant Tyranitar, and Corviknight is Sp Def since I've found it useful for ensuring it can take a special hit when needed. I used to have physical Clear Body Dragapult before but then realised special was better, having better STABs, Fire coverage, helping against veil, and better balancing the physical/special split on this team. Tyranitar is offensive WP DD since Weakness Policy is stupid good, and I've found Dragon Dance to be the best 3rd moveslot option. You don't always use it, but it can come in clutch in certain situations. Also, max speed means you move before Sylveon which is nice. Excadrill is Jolly for opposing Excadrill, and Rotom-W is EVed to outspeed Jolly Gyarados. This lets Rotom burn or KO most physical attackers before they can move.

Whimsicott + Dragapult is the ideal lead combo against teams without something to stop Fling, but isn't required. Follow Me, Fake Out, sand, and opposing Whimsicott are the kind of things which should discourage this sort of lead. The gimmick doesn't need to be used right away (or even at all), with getting the combo in later from KOs or Volt Switch into two Pokemon slower than Whimsicott being quite doable. Sometimes you don't even need to use Fling to activate WP, as with the bulk investment and Dynamax you can often just tank a super effective hit to procc it. I've never used Fling onto any other teammate since Tailwind is strictly better, but I have activated Tyranitar's WP before with a side Moonblast which is heat. Sand and Dragapult are the offensive backbone of the team and so usually underlie the gameplan for winning, with the other teammates supporting them. However, against teams where Corviknight is quite strong, aiming for a win with that is also viable, particularly if you save Dynamax to let it power through when needed. With a couple of Bulk Ups under its belt, spamming Max Airstream can easily lead to a win. Versus Trick Room you have Taunt and double Rock Slide to help prevent it, but when it does go up stalling with Protect and in particular Rotom is key, positioning yourself so that you have sand/Drag/Whims out when Trick Room ends.

At its core, this is a team of strong Pokemon that synergise well (three Tier 1s and three Tier 2s going by the current VR), so it's not surprising that it's been one of my most reliable teams. It does have a fun gimmick strat, but as I said above, Fling doesn't take up much of the team and isn't necessary for it to work. If you want, you can use a version without Fling like this which is also solid.
 
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https://pokepast.es/6ca4bb0540af32d1

Another take on Trick Room, with inspiration taken from XY's checkroom build.

Jellicent is a really good alternative to Dusclops as a bulky Trick Room setter. Its naturally high bulky lets it run Colbur Berry as extra insurance against Tyranitar and Hydregion, and Strength Sap is an absurdly good recovery move that gives Jellicent something useful to do while TR is up. Any target with decently high attack is pretty much a full HP recovery for Jellicent.

Scrafty is well worthwhile on this team, at the expense of a third TR setter. The intimidate support is helpful, and its Fake Out utility gives you multiple options for setting TR both in the early game and late game. Being able to force out Tyranitar and other Dark and Ghost types is really useful imo for this team composition. Life Orb is mainly just used as homage to checkroom's Scrafty set, but it actually does make Scrafty a pretty good offensive threat. I almost ran HJK as well but Close Combat is too good to pass up in gen 8 :)

The only other notable tweak I made compared to Aray's version of TR is the Hatterene set. I definitely think Babiri Berry is the best item, as it lets you reliably set up Trick Room in front of Duraludon.

The rest of the team is pretty much just standard TR. Bulldoze > Protect on Torkoal to proc Rhyperior's Weakness Policy.

Replays:
https://replay.pokemonshowdown.com/gen8doublesou-1056787040
https://replay.pokemonshowdown.com/gen8doublesou-1056782163
 
Yeti + Rain



There is no doubt that Sand is pretty popular in both DOU and VGC. There is also no doubt that Togekiss and Dragapult are the usual choice of fairy and dragon, respectively, and even more so as a common core. However, the idea of creating a team based on these mons (Sand + Togekiss + Dragapult) would've made it just another Sand variant....



As of result, I decided to create a team using their second-rate alternates, Rain and the core of Grimmsnarl + Duraludon. I added Darmanitan-G for its super, effective move set and Gothitelle cause it's a darn good support. When I tested the team in the ladder, it actually performed pretty well, so I decided it wouldn't be a bad idea to share it.


When I made this team, I really wanted Grimmsnarl, Duraludon, and Darmanitan-G to be at least in the same team, so that was my priority.
  1. First, I decided that I wanted to use Grimmsnarl in a more offensive approach, so I gave it both its STAB moves. I didn't see the need of giving it Fake Out since there are two other potential users already in the team. I still kept Thunder Wave, though, because it gave some opponents a false hope of using TW or a fast mon against my team.
  2. Likewise, I approached Duraludon in a similar manner (offenseive). Rather than putting AV or WP on it, I saw Protect as a better means to maintain its ground. Now, Darmanitan-G is pure HO. Its main role is to take care of Charizard, Dragons, and Steels. With the right support, it can really go on a rampage.
The next mon I want to talk about is Gothitelle. It works as the stronghold for the team. When the situation calls for it, Gothitelle can easily dismantle TR or opposing weather. I would say it is involved in most of the team's victory-guaranteeing strategies. I'll talk more about it in the next section.

Rain is pretty much self-explanatory.

Note: The team is Battle Stadium / VGC convertible.


+

Use Gothitelle and Darmanitan-G. Fake Out + Rock Slide ensures that Charizard is eliminated. Thanks to Gothitelle's Shadow Tag, you can dynamax Darmanitan-G to eliminate Whimsicott via Max Flare or Max Hailstorm, which ever you prefer; two rock slides won't eliminate it. Just be sure not to send out Pelipper on this turn because the weather will change via Gmax moves.

+

Use Gothitelle and Darmanitan-G, again. Fake Out + Icicle Crash Togekiss and Dragapult, respectively. If Dragapult use Protect on the first turn, utilize Ally Switch so that Darmanitan-G can eliminate Togekiss and proceed to Dragapult if possible.

+


Use Gothitelle and Duraludon. Duraludon ignores redirection so it can OHKO Hatterene (or 2HKO if Babiri Berry stands in its way). In cases that Hatterene barely survives and sets up TR, just eliminate them right there; Gothitelle's Shadow Tag prevents them from escaping.
You can also use Gothitelle's ability and Grimmsnarl's Gmax move (Snooze) to stall TR and eliminate other TR setting mons. Gothitelle's Taunt can stop TR itself.


Send out Gothitelle and Grimmsnarl. Gothitelle can use Taunt on the Redirector or TR setter, and Grimmsnarl can use Foul Play on the next turn. Snorlax is guaranteed to be eliminated.


Grimmsnarl-Gmax @ Sitrus Berry
Ability: Prankster
Shiny: Yes
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Foul Play
- Play Rough
- Thunder Wave
- Protect

Gothitelle @ Aguav Berry
Ability: Shadow Tag
EVs: 252 HP / 56 Def / 196 SpD / 4 Spe
Calm Nature
- Fake Out
- Ally Switch
- Taunt
- Psychic

Duraludon @ Life Orb
Ability: Stalwart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Protect
- Thunderbolt

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Hurricane
- Tailwind
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Giga Drain
- Scald
- Fake Out

Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Icicle Crash
- U-turn
- Flare Blitz
 
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This is my aurora veil (well, Max-Resonance) team! I've been doing pretty well with them in the ladder. Weakness Policy is already great with Dynamax, it's even better with aurora veil!

Importable here!

The cornerstone of the team is Gmax Lapras, who can set aurora veil with Max Resonance to help herself and Tyranitar tank hits and trigger WP. Freeze-Dry and Hydro Pump grants her completely unresisted coverage. Thunderbolt deals extra damage against opposing Lapras, Corviknight, and water-types when Gigantamaxed, as Freeze-Dry loses its super-effectiveness - electric terrain also helps against Yawn and Sleep users. 12Spe EVs allow it to (other than speed creep), under Tailwind, outspeed max speed Arcanine and move before Snarl.

Gmax Lapras takes halved damage from sandstorm, that Tyranitar sets; under sand and AV, she can survive most super-effective hits to trigger WP and send back powerful hits. The set runs Stealth Rock for the chip damage and breaking sash, but Brick Break can be used instead to deal with Excadrill/Tyranitar cores and to break screens. 8Spe allows it to (other than speed creep), under Tailwind, outspeed max speed Arcanine and move before Will-o-Wisp, and also outspeed her teammate Lapras by 1 (easing planning).

Excadrill pairs nicely with Tyranitar's Sand Stream; Focus Sash and Jolly helps him beat opposing Excadrills, especially if SR defeats their sash.
Support Arcanine help achieve the goal of WP and in many matchups. Flamethrower is used over Heat Wave for the superior power.
Whimsicott's Tailwind support is invaluable for every mon in the team. She is offensive oriented, alleviating matchups against Fighting-types like Conkeldurr, who can tank WP-boosted STABs and threaten both Lapras and Tyranitar. Sash is used as she has no bulk investment.
The Dragapult is your standard LO special Dragapult, Timid as he very often meets his brethren; Fire Blast to threaten Ferrothorn and Corviknight; Thunderbolt could be used instead, as Milotic can be an issue.

There's multiple lead options, Arcanine+Whimsicott or Dragapult+Whimsicott to set tailwind is generally a good pairing; Lapras+Arcanine could be used to quickly set aurora veil, soften offensive mons and switch Tyranitar in; Tyranitar+Excadrill or Tyranitar+Lapras can be options too.

All in all I think this a pretty good set in the pre-Home meta, and I am happy to have spent that much time building it and had lots of fun with it, and I hope you will too!:)
 
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Octillery @ Choice Specs
Ability: Moody
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Ice Beam
- Energy Ball
- Flamethrower

Barraskewda @ Life Orb
Ability: Propeller Tail
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Liquidation
- Throat Chop
- Close Combat
- Protect

Dracozolt @ Life Orb
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bolt Beak
- High Horsepower
- Dragon Claw
- Protect

Whimsicott @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Moonblast
- Helping Hand
- Worry Seed

Braviary (M) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Close Combat
- Tailwind
- Protect

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- High Horsepower
- Rock Slide
- Protect

This team started with me trying to find new ways to get past fullroom, which was extremely popular at the time. I was a bit annoyed that the counterplay to fullroom was to just let Trick Room go up and to just withhold the onslaught. There were some mons/cores, such as Whimsicott, that I wanted to use but were a liability against fullroom. I wanted to be able to use fast offensive teams in my seasonal sets without being as concerned about being weaker to fullroom. So I decided to try and make a core that would ideally beat fullroom by itself and would hopefully deter anyone from bringing fullroom against me in later rounds.

Fullroom itself is heavily reliant on Indeedee getting a turn 1 Trick Room because all the TR setters are either frail, weak to Ghost/Dark or both, so I figured it could be abused relatively easily. Octillery just so happened to have the highest special attack of all the legal Water Spout users, while Barraskewda had one of 2 redirection ignoring abilities in the game. It turns out that this core is able to often defeat standard fullroom by itself. Moody was also recently banned at the time, which allows Octillery to gain boosts and sweep if the opponent happens to let it live for a few turns. The main idea with the pair is to Dynamax Barraskewda turn 1 and use either Max Darkness or Geyser to set up Octillery's Choice Specs Water Spout to finish the opponent. Fullroom teams that lack Butterfree or Jellicent have very limited options to deal with Barraskewda + Octillery. When boosted by rain or the -1 Spdef drop from Max Darkness Water Spout does incredible damage. Any fullroom player that wasn't prepared for an Octillery onslaught would sometimes lose all 6 pokemon in 3 turns and the majority of times this team played fullroom it won 6-0.

The rest of the team was just Whimsicott + 3 strong attackers. Dracozolt is really fun to use and appreciates having 2 water types to deal with opposing ground types and will often Dynamax in non fullroom matchups. Braviary adds some insurance against intimidate and provides a second Tailwind to maintain speed control. Finally Excadrill finishes the team with some nice resistances and a second Focus Sash that helps prevent the team from being overrun if it manages to lose momentum. Octillery and Barraskewda are still useful outside the fullroom matchup. Octillery is able to outspeed everything except Dragapult in Tailwind and fire off its powerful Water Spouts or Dynamax to take advantage of its excellent coverage.

While it isn't the strongest team ever it is very fun to play and can hold its own against other solid teams. This team was one of the most fun teams I've used and if you're ever scared of your opponent running fullroom against maybe try building with the Barraskewda + Octillery core, if you lose you will at least have some fun in the process.


252+ SpA Choice Specs Octillery Water Spout (150 BP) vs. 252 HP / 0 SpD Torkoal in Sun: 348-410 (101.1 - 119.1%) -- guaranteed OHKO
252+ Atk Life Orb Barraskewda Throat Chop (130BP) vs. 252 HP / 96 Def Eviolite Dusclops: 192-229 (67.6 - 80.6%) -- guaranteed 2HKO
252+ SpA Choice Specs Octillery Water Spout (150 BP) vs. -1 252 HP / 160+ SpD Dusclops in Sun: 124-147 (43.6 - 51.7%) -- 10.9% chance to 2HKO
Switching in Torkoal to try and survive Max Darkness + Water Spout results in 2 KOs

252+ SpA Choice Specs Octillery Water Spout (150 BP) vs. -1 252 HP / 0 SpD Hatterene: 381-448 (119.8 - 140.8%) -- guaranteed OHKO
252+ Atk Life Orb Barraskewda Throat Chop (130BP) vs. 252 HP / 0 Def Hatterene: 204-240 (64.1 - 75.4%) -- guaranteed 2HKO

Leading (non-sash) Hatterene + Dusclops and using Trick Room with both results in 2 KOs. Gigantamaxing Hatterene turn 1 results in a damage roll to survive. Barraskewda is using Max Darkness instead of Geyser to cover the Torkoal sac. Trying to Dynamax Torkoal risks losing both mons to Max Geyser + Water Spout.

One of the best ways for fullroom to survive is to lead Hatterene + Dusclops and switch Dusclops to Torkoal and Gigantamax Hatterene and kill the Torkoal. The fullroom player probably still has to dodge some Bolt Beaks from Dracozolt to win the game afterwards though.
 


Incineroar @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 216 SpD / 40 Spe
Adamant Nature
- Fake Out
- Flare Blitz
- Darkest Lariat
- Parting Shot

Whimsicott @ Focus Sash
Ability: Prankster
EVs: 252 HP / 6 SpA / 252 Spe
Timid Nature
- Moonblast
- Taunt
- Tailwind
- Beat Up

Gothitelle @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 156 Def / 100 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Heal Pulse
- Ally Switch

Terrakion @ Lum Berry
Ability: Justified
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Earthquake
- Protect

Torkoal @ Charcoal
Ability: Drought
EVs: 252 HP / 6 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Heat Wave
- Solar Beam
- Protect

Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 44 HP / 168 Atk / 68 Def / 8 SpD / 222 Spe
Adamant Nature
- Double Iron Bash
- Body Press
- High Horsepower
- Thunder Punch


Hi guys, Elegy2019 here!
So I thought I would share this team I been using lately in a alt and has decent matchup for most of the threats in the new meta post home. I figured this will also help people who are struggling to figure out how to team build for the new meta after home dropped.
The team started with the stupid beat up Terra-cott core which is kinda broken. Its ur usual whimsicott with twind for speed control and moonblast for stab.
Terrakion has lum berry if mons think they can status it(looking at u Grimmsnarl). Other than that, it’s ur standard terrakion set.
Incineroar is just a way better Arcanine and actually kinda borderline broken when paired with gothitelle. I have 40 speed to hit 166 to match no speed bold or calm goths.
Goth gives the team another speed control option with trick room for Torkoal. And I’m p certain everyone knows by now how busted shadow tag goth is.
Torkoal beats the melmetals u see everywhere, and gives the team a strong presence when tr is active.
I thought AV melmetal compliments this team better. This av melmetal set is p fire ngl. U have 222 speed to hit 160 to out speed modest no speed lapras and no speed modest sylveons outside twind.
252 SpA Charizard Max Flare (130 BP) vs. 44 HP / 12 SpD Assault Vest Melmetal: 350-414 (82.9 - 98.1%) -- guaranteed 2HKO

Although this isn’t the best team I have ever made, it is fun to play with and performs decent against most teams in the post home meta.
 
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Nails

Double Threat
is a Smogon Social Media Contributoris a Tiering Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnusis a Past SPL and WCoP Champion


Flapple Bottom (Flapple) @ Life Orb
Ability: Hustle
EVs: 232 HP / 252 Atk / 24 SpD
Brave Nature
IVs: 0 Spe
- Grav Apple
- Dragon Rush
- Sucker Punch
- Protect

Genes (Mew) @ Aguav Berry
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Imprison
- Stealth Rock
- Transform

Boots w the Fur (Zeraora) @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Fake Out
- Volt Switch
- Plasma Fists
- Thunder Wave

The Whole Club (Falinks) @ Sitrus Berry
Ability: Defiant
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- No Retreat
- Close Combat
- Rock Slide
- Throat Chop

Hit The Floor (Gothitelle) @ Kasib Berry
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Gravity
- Trick Room
- Fake Out
- Taunt

Low Low Low Low (Toxtricity-Low-Key) @ Throat Spray
Ability: Punk Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Overdrive
- Sludge Bomb
- Boomburst
- Protect
This team was a creation in call one evening by Sage Ezrael and myself. Flapple is the star of the show, it's a good max with Hustle but it also does big damage non-maxed if goth can set up TR and especially Gravity for it. Zeraora has some really nifty synergy with Toxtricity, Plasma Fists turns on Boomburst, which is a 140 BP spread electric move that gets a 1.3x boost from its ability and heals Zeraora for 25% thanks to Volt Absorb. Falinks is pretty filler atm and it could probably be replaced with a redirection mon such as Togekiss or Blastoise with the nickname "Lookin at Her". Jail Mew was chosen partly because I wanted to try it out, but it has nice synergy with Gothitelle and gives the team outs against endgame lastmons.
 
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Hi c:, i wait for this moment. Supp my Mish Brothers I come here with this team, I will be very brief
:Incineroar::torkoal::melmetal::Venusaur::Necrozma::Zeraora::
The Team Based on two Forms of play that Basically Can Sweep from in Turn 1 (kappa), Melmetal
It is a very solid mon With Good Statistics and very Bulk and Absolutely Stupid Damage
and we will take it Asault V ,The Team Based on two Forms of play that Basically Can Sweep from in Turn 1 (kappa), Melmetal
It is a very solid mon With Good Statistics and very Bulk and Absolutely Stupid Damage
and we will take Asault Vest to give more solidity to Hatterene even so with his Mistyc Fire
you can take it out in front of a Terracott (as long as you use the Dynamax on the First Turn and
you can put Trick Room to Top with Necrozma and Torkoal Under the Conditions Created

Venusaur and Zeraora They are our Mon Out of the Trick Room To overcome the Dragapult in speed
(i hate you) Zeraora gives Guaranteed Ohko A dragapult With knock off and Venu can Kill mons as
Milotic that the Truth is that it fucks a little but nothing that we can Control, Incinerate a
fundamental piece (what a coincidence) since it allows you to resist and eat melmetal Hits and with
parting shot we can make a good pivot that allows us to win Momentun sometimes Critical
to Flip Games or Rather Close Epically

Melmetal with 159 Speed to beat Ttar 252atack 252Hp and. Mostly the Dyanamax
They are Necrozma and Melmetal Mainly in 70% of the occasions because the Mons that with
their In Dynamax provide Statistics that helps to tough More or give that Small Coverage
that your teammates require.

I hope you liked

Thanx Elegy2019
for helping me with the modifications That I needed
 
Hey, what is the matter? such a nice meta-game right? recently I have been in the way of creating a new team and stuff. Though I have not played in a while and it makes me sad :/ , nevermind I tested many compositions, and realized about three important facts:

Memetal is basically Metagross on steroids, MEMEtal has a lot of damage and an obscent bulk, just think about in a dynamax Memetal, this mon should be S tier.

Incineroar is even more annoying than in gen 7, now it obtains parting shot lmao, I dont use it, but is a really good. who actually needs arcanine?

Beat up is insane solid , maybe broken, maybe not. I guess you can stop it with any *follow me* user. But is kind of sad to be playing blastoise or togemish, just for stopping beat up setters. Also you can run worry seed on whimsicott, or ramdom weezing, even you can stop terrakion with dynamax venusaur in sun, with grassinium, but I am not pretty sure if it is balanced.

this is my team, it is just a simple beat up, with transform mew, to make the meme double, see ya XOXOXX
say WHattttttt (Terrakion) @ Lum Berry
Ability: Justified
EVs: 220 Atk / 36 SpD / 252 Spe
Jolly Nature
- Protect
- Earthquake
- Rock Slide
- Close Combat

Aneurysm (Dragapult) @ Focus Sash
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Beat Up
- Protect
- Dragon Darts
- Phantom Force

mudamudamuda (Incineroar) @ Assault Vest
Ability: Intimidate
EVs: 224 HP / 36 Atk / 220 SpD / 28 Spe
Adamant Nature
- Snarl
- Knock Off
- Fake Out
- Flare Blitz

haha,classic (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 112 Def / 44 SpA / 100 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Hydro Pump
- Thunderbolt
- Ally Switch

memeTAL (Melmetal) @ Assault Vest
Ability: Iron Fist
Shiny: Yes
EVs: 140 HP / 116 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Body Press
- Double Iron Bash
- High Horsepower
- Thunder Punch

YO WHATS UP (Mew) @ Iapapa Berry
Ability: Synchronize
EVs: 112 HP / 144 SpD / 252 Spe
Impish Nature
- Tailwind
- Transform
- Fake Out
- Stealth Rock


:Melmetal::Mew::Incineroar::Dragapult::Terrakion::Rotom-Wash:
 

n1n1

the real n1n1
is a Tiering Contributor
RAIN ROOM

Melmetal @ Iron Plate
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Double Iron Bash
- High Horsepower
- Brick Break
- Protect

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Tailwind
- Hurricane
- Hydro Pump
- U-turn

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Fake Out
- Giga Drain
- Ice Beam
- Muddy Water

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Will-O-Wisp
- Trick

Necrozma @ Mental Herb
Ability: Prism Armor
EVs: 252 HP / 184 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Trick Room
- Ally Switch
- Earth Power
- Photon Geyser

Kommo-o @ Sitrus Berry
Ability: Soundproof
EVs: 52 HP / 240 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Clangorous Soul
- Clanging Scales
- Aura Sphere
- Protect
Melly is super good but its biggest problem is special fire so I deiced to make rain room. It helps vs fire by reducing the power of guys like torkoal while also disrupting sand which is super popular. Rotom-H is also a disrupter with trick scarf. Komo rounds out the team with good resist and can act as a strong win con in match ups where TR and rain fail
 
Not many post-home teams here and none with Charizard sun so I'll throw in my sun team that I used to qualify for DLT.



Charizard-Gmax @ Life Orb
Ability: Solar Power
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Air Slash
- Solar Beam
- Protect

Torkoal @ Room Service
Ability: Drought
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 17 Spe
- Eruption
- Heat Wave
- Earth Power
- Protect

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Gothitelle @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 124 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Fake Out
- Trick Room
- Ally Switch
- Low Sweep

Melmetal @ Weakness Policy
Ability: Iron Fist
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Double Iron Bash
- High Horsepower
- Thunder Punch
- Protect

Lapras-Gmax @ Weakness Policy
Ability: Shell Armor
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 12 Spe
- Freeze-Dry
- Thunderbolt
- Ancient Power
- Protect

The first 5 mons are pretty much standard for sun right now. 17 Speed IV Room Service Torkoal should let you always win the Torkoal speed war, outspeeding minimum speed Torkoal outside Trick Room and also Level 99 Torkoal in Trick Room thanks to Room Service (beware Iron Ball Torkoal however). I went with Earth Power over Body Press because I felt Incineroar was not as relevant on the ladder and I was pretty much guaranteed to move before opposing Torkoal. Running speed on Melmetal is kinda weird but Gothitelle moving first in Trick Room to use Low Sweep is more important than being slow.
For the last slot I was most worried about the sun mirror, particularly Charizard, and also wanted some insurance against random ladder stuff. Kiichikos used Terrakion in the last slot for his SPL team but I decided to go for Lapras. Lapras is here to make the team more consistent on the ladder and to have something that can beat Charizard without going for the speed tie with my own. Having Veil while laddering was extremely useful in avoiding random ladder cheese and dealing with tougher matchups. I originally had Perish Song but I rarely used it so I decided to switch to Ancientpower to be able to deal with Charizard slightly better. Gothitelle + GMax Lapras will usually beat or trade with a GMax Charizard lead, depending on damage rolls and Ally Switch predictions. While this is a solid team it is built to be consistent on the ladder so if you want to bring sun to a tournament game you may want to consider some tweaks, such as Body Press on Torkoal.
 
Been playing this team on and off for the past month and finally decided to post it while I can still use it:


Beartic @ Weakness Policy
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Liquidation
- Play Rough

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Icy Wind
- Hypnosis
- Heal Bell

Melmetal @ Weakness Policy
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Double Iron Bash
- High Horsepower
- Thunder Punch
- Rock Slide

Dragapult @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Shadow Ball
- U-turn

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Follow Me
- Dazzling Gleam
- Heat Wave

Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Fake Out
- Parting Shot
- Taunt

Some Pokemon get left behind with each new generation, and some adapt to stay relevant. And then there is the very occasional Pokemon that generally gets consistently better with each new generation. That's where Beartic comes in. First arriving in BW as a generally-underwhelming mono-Ice mon with Swift Swim and base 110 Attack, it was, at best, a fringe option for Rain teams. Three generations later, its Attack is 20 points higher, it now has Slush Rush, it can Dynamax, and it can utilize both Weakness Policy and Aurora Veil. With all these toys to play around with, Beartic can be a real powerhouse when given the right setup.

A brief description of each Pokemon:
  • Beartic - A powerful Hail sweeper with Base 130 Attack that is faster than a neutral-Speed Dragapult under Slush Rush. Icicle Crash is your main STAB attack, while the other 3 attacks provide coverage against Steel, Fire, and Fighting-types respectively.
  • Alolan Ninetales - I like to describe it as the Hail-and-Veil Pokemon, since it sets up both of those things so Beartic can go to town. Its Base 109 Speed also comes in handy for offering up a speedy Hypnosis or Icy Wind to further slow down opposing threats. Heal Bell is also there to heal status conditions, as Beartic doesn't like Paralysis or Burn in particular.
  • Melmetal - A Plan B option when Beartic isn't practical or doesn't work out. Also appreciates Aurora Veil support and can function much better than Beartic in Trick Room.
  • Dragapult - Handy for dealing with various things Beartic struggles against (e.g. opposing Melmetal), and also provides a badly needed Fire resistance.
  • Togekiss - Useful for deflecting attacks away with Follow Me, plus it also has Tailwind in case Beartic (or anything else) needs the extra Speed and Hail isn't up. Dazzling Gleam and Heat Wave are some extra attacking options it can use when needed.
  • Incineroar - It's Incineroar. This particular set is actually based on a pre-Home Morpeko set I used to use to decent success (with Aura Wheel instead of Knock Off).
 

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