Victini @ Choice Scarf
Ability: Victory Star
EVs: 152 HP / 136 Atk / 220 Spe
- Bolt Strike
- Final Gambit
Landorus-Therian @ Mago Berry
EVs: 140 HP / 124 SpA / 244 Spe
- Earth Power
- Hidden Power [Ice]
- Stealth Rock
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 28 HP / 212 Atk / 12 Def / 4 SpD / 252 Spe
- Iron Head
- Zen Headbutt
- Hammer Arm
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 248 HP / 128 Def / 96 SpA / 28 SpD / 8 Spe
IVs: 0 Atk
- Hydro Pump
- Icy Wind
So I started with this core of tailwind kartana + offensive kyub cause they both seemed really threatening together once you get tw up, limiting the switch ins due to their coverage and offensive pressure. Victini is here because fire moves are needed on every team rn and it seemed a nice option to get tw up with kartana, eliminating one mon on the field and giving a free switch to take more advantage of tw.
The mu vs marshadow and fire types was kind of shaky at this point so landorus (and later tapu fini) fixes that. At this point I did not have a steel type since kartana doesn't really count as a steel type and I needed to improve my mu vs psyspam so mega metagross is perfect for this and it's benefited from tw too. I chose hammer arm as the coverage move cause this is what does more dmg to scizor and could help if I lose my checks to ferrothorn, tbh I feel like I don't really need either thunder or ice punch and I don't like sub metagross so yeah. Finally I didn't have a tapu and to improve my mu vs fire types and marshadow I opted for tapu fini as my last mon. On my mega metagross teams I like to have 2 ways of speed control since it's probably one of the mons that aprecciate it more so I went with icy wind tapu fini and it really was worth it.
I began building this team by starting out with the desire to use zard x cuz fun and figured I would include the move tutors somewhere along the way rather then trying to contour the team to the move tutors. Zard becomes a wincon with dd and it can usually get one off just by surprise factor Also tough claw flare blitz snaps necks. Amoonguss was added next in order to provide a way for zard to set up with rage powder and can keep marsh from stealing zard's boosts. Spore can't work in the terrain, but there are many non grounded mons in the meta and bulu and lele are popular. It also acts as a real big blanket check stopping rain and trickroom and it also checks setup sweepers like snorlax with clearsmog. Tapu Fini was added to strenthen the defensive backbone of the team by completing a fwg core and helps to check mons that threaten out zard like ttar and landorus. Icy wind provides needed speed control with and hits the 4x ice weaks hard. Zapdos pairs really well with tapu fini. Through tailwind it provides more speedcontrol and the team struggled more against the ice weaks like zygarde and mence more then ferro so hp ice>wave Aegislash was put on because every team needs a steel type and psychic nukes the team. Aegislash completes fairy dragon steel core and contributed an offensive presence that the more passive mons did not provide. Z shadow ball hits like a truck and wide guard helps vs hwave and skill slide which the team does not appreciate taking. Landorus-T is kinda heat and provides the second tutor move. Rocks have become very popular in the meta and I did not want zard coming in at half or the rest of the team getting whittled down. It also helps clear screens which is nice. Defog's momentum loss is not big as opponents took a turn to set up rocks. The team really appreciates the intim support. U turn helps generate momentum, eq for steels, and knock helps make bulky psychics more manageable.
Heatran @ Adrenaline Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Heat Wave
- Earth Power
- Hidden Power [Ice]
This is pretty much the same idea as SMB's team. The ideal lead is Victini + Kartana to try to get off a free Tailwind. I went with Lele > Fini so that Scarf Victini doesn't get dunked on by Shadow Sneak Marshadow, and also because I wanted to try out Ally Switch. Salamence is a second Tailwind setter and all-around good Pokemon. Adrenaline Orb Heatran is just a cheeky response to Landorus-T and Salamence now that Choice Scarf Landorus is less common.
So i wanted to use sub z move blacephalon since it sounds kinda cool in theory but is probs worse than scarf. You try to sub on a switch or smth then z overheat gives you your first boost to go ham. Added Lele because marsh cant sneak then which is nice. Metagross was next because it synergises well with lele and is very good, checks mence and all that. Needed checks to rain so added fini zap. AV fini is super cool since icy wind is amazing on it and you have the bulk to stick around and fire off a few, also matches up well vs other fini with knock. Tailwind was necessary too to make blace work or its slower than everything. Finally wanted a nicer way to deal with mgross or mtars that have boosted but wanted rocks too so went with scarf rocks lando.
Marshadow @ Life Orb
EVs: 252 Atk / 4 SpD / 252 Spe
- Close Combat
- Spectral Thief
- Shadow Sneak
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Dazzling Gleam
My two tutor moves are Tailwind Kartana and Stomping Tantrum Swampert.
Pelipper: Standard Pelipper with Tailwind to support the rest of the team. I run sash to help it set up TW and allow it to get off attacks more easily. Despite usually being a momentum killer, it has saved me several times before. Swampert: Swampert is one of the best mega pokemon at using rain , so it was an obvious choice. It has one of my move tutor users. Waterfall is a spammable STAB, Earthquake is a spread attack, and Stomping Tantrum is useful as a single-target Ground-Type attack to bypass the effects of Wide Guard and avoid hitting it's teammate. Sometimes I miss the coverage that Ice Punch offers, but the ability to avoid hitting it's teammate is invaluable along side having a spread option. Kartana: Z-Tailwind Kartana was the first pokemon I decided to use on this team. Guaranteed crits with Leaf Blade and useful coverage from Sacred Sword sounded really fun to build around. It's been either the MVP or complete dead weight for most matches. If it gets setup safely and can secure a KO for Beast Boost, it is practially unstoppable, but it will sometimes narrowly miss out on crucial OHKOs and get KOed in return. It makes for a useful mid game or late game wallbreaker, but it will go down in one shot if I play it wrong. I use an Adamant nature to maximize power because base 109 speed under Tailwind outspeeds everything anyway. Kyurem-Black: I needed a bulky pivot. Kyube fit the team the best. I run the standard Assault Vest build with Dragon Claw instead of Icy Wind because I like wanted to have a strong physical STAB attack more than another form of speed control. Marshadow: Beats Ferrothorn with a little bit of prior damage, kills Trick Room setters, is overall just really powerful. The priority is also useful to pick off weakened targets, even under TR or opposing TW. Tapu Koko: The last pokemon added to the team. I had a Scarf Lele in this spot originally, but I decided that it did not contribute to the team nearly enough. Tapu Koko brings a secondary Celesteela and Tapu Fini check, taunt, and a fast, weak spread attack for picking off weakened opponents. I run Thunderbolt instead of Thunder because I like having accuracy against opposing weather teams, and having weather up can be unreliable.
I forgot to post about it, but I decided to extend the voting deadline due to the forums being down. SMB and GenOne tied, so I'm going to break the tie and vote for... SMB! Congratulations, the winning team and description will be added to the Hall of Fame. I'm also trying something new this time around and storing the teams in the Hall of Fame in reverse chronological order, so that the most recent winners will be at the top of the OP. Let me know what you think about the change on Discord/PS!/this thread and I'll decide whether to keep this implementation. As for this week, we're going to be building around...
Necrozma! Although it's not an entirely new Pokemon with the release of Ultra Sun and Ultra Moon, it may as well be due to how much receiving Photon Geyser, Heat Wave, Earth Power, and more affected its role. A fantastic ability in Prism Armor saves it from super-effective attacks, while solid stats all around make it effective both in and out of Trick Room, which it is able to set for itself. Before Sun and Moon, Necrozma was left to be a pseudo-Cresselia, just more offensive and less bulky with a worse movepool. Now, Necrozma is able to take on Ferrothorn, Stakataka, Heatran, and Amoonguss even unboosted. A solid Stealth Rock setter, offensive user of Trick Room, and setup sweeper, Necrozma's flexibility makes it usable on a variety of teams, so let's see what you can do with it!
Deadline for submissions is Sunday, December 17th at 11:59pm EST!
The team started with the idea of using tapu lele and necrozma because terrain make photon geyser hit like a truck and scarf lele can offensively check marshadow for necrozma. Earth power was my chosen coverage for koko, staka, and opposing volc. Volcanion was added as a way to break through steels, help the rain matchup, and it is also a nice attacker under tr. Mega-mence provides more fast mode offense and gives the team a second type of speed control in tailwind. Intimidate is also nice to help curb physical attackers. Aegishlash completes fairy dragon steel core and is a very threatening attacker in tr and tw. Wide guard support was very helpful as the team strugled against spread attackers like zard y and zygarde. Finally, amoonguss provides redirection for necro and mence to set up tr and tw respectively. It helps to check rain and set up sweepers and if you can get terrain control, spore can be used to stop opposing tr and if tr is up it has speedy sleep. It also forms a nice definsive core with volcanion. The team plays pretty offensively and focuses on setting up the appropriate speed control and throwing out powerful hits.
this is pretty bog standard tr but with nidoqueen and hariyama and mega abomasnow so maybe its not super standard but the concept is. necro has heat wave > ep for ferrothorn, same reason nido has flamethrower. this team is weak to mega camerupt so just dont play vs that and itll be fine. i probably wont ever build a serious team w/o tapu bulu and hoopa for as long as i live so get used to that i guess. i rly don't like necrozma and would much rather it be stak but thats what the teambuilding comp asked for. anyway vote forme thanks
64+ SpA Necrozma Photon Geyser vs. 240 HP / 188+ SpD Amoonguss: 270-320 (62.9 - 74.5%) -- guaranteed 2HKO - as much damage as possible w/o triggering the berry, this also kills marshadow
252 Atk Life Orb Marshadow Spectral Thief vs. 252 HP / 104 Def Necrozma: 330-393 (82.9 - 98.7%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Lele Moonblast vs. 0 HP / 88 SpD Assault Vest Hariyama: 359-424 (83.6 - 98.8%) -- guaranteed 2HKO - avoids the kill from lele in grassy/not psychic terrain
yeah there are only 3 calcs say something about it pussy
If You Want (Necrozma) @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 104 Def / 64 SpA / 88 SpD
IVs: 0 Atk / 0 Spe
- Photon Geyser
- Heat Wave
- Trick Room
Beef Then Bring (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 168 Def / 88 SpD
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
The Ruckus (Tapu Bulu) @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Stone Edge
This team is a revision from my last entry with Stakataka. I felt that Bronzong was a more reliable Trick Room setter, and with Scrafty next to it, it is almost guaranteed to set up Trick Room. I corrected Necrozma's EVs to survive Marshadow's SSSSS (whereas it wasn't EV'd to do so last time), and I gave Torkoal a Charcoal so that Bronzong can use Psychium Z TR-Hypnosis strats. Zong also has Rocks cuz rocks are good.
Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
- Sky Drop
- Volt Switch
- Focus Blast
Started to build this with the core of weakness policy stakataka + bulldoze torkoal + morning sun necrozma; thanks to bulldoze on torkoal, when hitting your own stakataka you activate weakness policy and you don't need to get kills to boost your attack (also, that's why i don't care about running a nature and evs/ivs to get the attack boost with beast boost). CM necrozma is a really threatening mon and you don't even need to get many boost, most of the times just 1 CM is enough to start breaking opposing team, thanks to drought it's really hard to take it down since it's recovering 75% of its health every turn. Also, Torkoal deals with some steel types stakataka and necrozma have troubles dealing with. Tapu fini increases even more the longevity of the team thanks to heal pulse, and ice beam deals with ground types such us zygarde and lando (a water type move wouldn't make much sense on this team tbh). I wanted this to also work outside of trick room so dd mega salamence was the next mon, it helps with intimidate support and can clean teams once you have weakened them enough with the trick room mode. Thundurus-therian helps a lot when setting up trick room thanks to sky drop and it also hits bulky waters. Opted for focus blast instead of hp ice so I can have another move to hit steel types super effectively.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 140 Atk / 84 SpD / 32 Spe
- Leech Seed
- Heavy Slam
- Stomping Tantrum
Pretty simple and common-ish semiroom, I've seen a lot of people run something else on the celes slot. Celes outspeeds dd mence with tw up and does celesteela things. Leech seed misses or leech seed into a seeded slot powers up ground punch, though ground punch is definitely replaceable with wide guard or stone edge here. Volcanion outspeeds deo with tw up. Necrozma outspeeds 0 spe fini and bulu outspeeds deo with tw up + underspeeds 0 spe fini. Mence outspeeds max spe MGross (bad set, use adamant mgross). Fire blast on mence to chunk down mgross enough for other mons to clean afterwards. Main gameplan with the team is usually to set up an early TW/TR with mence/necro and wear stuff down, and then try to clean endgame with TR staka.
The basic concept behind this team was that Mega Tyranitar teams desperately want answers to bulky Steel-types, but hate stacking Ground weaknesses. I wanted to use Necrozma as a "fake Heatran" or "fake Volcanion" to solve this, and given that the Mega Tyranitar naturally appreciates Scarf Tapu Lele, I saw an opportunity to give Necrozma a Psychic Terrain boost without the whole team feeling like a forced Psyspam gimmick. Kasib Berry stacks with Prism Armor to turn a would-be Ghost weakness into a psuedo-resistance, thereby leaving the Lele + Necrozma duo with zero common weaknesses despite sharing a common offensive typing that benefits from Psychic Terrain. I also tossed Ally Switch onto Necrozma as a secondary redirection tech to divert Fighting moves away from Mega Tyranitar. Use Protect over Ally Switch if you want though. The rest of this team is pretty standard Mega Tyranitar stuff.
Voting time! Who do you feel most deserves to win this week? Pass them your vote and they'll be more likely to get their team added to the Hall of Fame. Just to reiterate, voting for yourself is NOT allowed.
Voting closes Wednesday, December 20th at noon EST!