~ Doubles Teambuilding Competiton ~
Approved by Memoric
Welcome to the Doubles Teambuilding Competition! This is a weekly competition which you can join at any time. Basically, what we are going to do here is we are going to see who can build the better team, hence the name. Each week, I will post a core, set, theme, or Pokemon and then you guys will post an importable of a team featuring said concept. Along with the team, you will post a short summary that may include: your teambuilding process, how the team works, replays, etc.; it's gonna look like a mini-RMT of sorts. After a few days, I will close submissions and then anyone can come and vote on the team which they think is best. The winner of the week will get some sweet bragging rights while also having their team featured for everyone to see in the teams hall of fame :>Rules and Mechanics
Here's the process of how this competition will be hosted
- Five (5) days of submission of teams and discussion. Post your entry on the thread, be sure to follow this format!
Code:
<sprites> [hide=Importable][/hide] [hide=Description][/hide]
- Two (2) days of voting for the winning team
- Optional but recommended: sprites. Setting to choose "sprites" in the sprites category in this sprite converter (http://fulllifegamer.bplaced.net/format.php) will help me TREMENDOUSLY.
- Importable of your team in a hide tag
- A brief description of your teambuilding process and how the team plays in another hide tag together.
- Basically, that means you'll be using TWO hidetags in total.
If you're using sprites, place them outside of the hide tags, not inside them!
Discussion and Changes: People are free to talk about their and other people's teams in this thread. People can make suggestions to other people's team but only to an extent; while you can suggest small things such as a nature change or move change, don't change up their team's structure or rebuild it because there's a different forum (RMT) for that. This isn't an RMT thread.
Winning: If you win, then congratulations! You'll have your name and team featured on the DOU Teambuilding Hall of Fame yay.
Copying Teams: Please don't. This just ruins the fun we can get out of this competition and is against the rules. You'll be DQd from the week if you were found copying other people's teams. If you suspect someone of doing this, PM me. Hopefully no one would do this but take this as a warning.
On Bandwagoning / Namevoting: Please don't do this either. Don't just vote for a guy just because they have a ton of votes already or they're famous. Don't feel pressured to vote for anyone for any reason other than having the best team. If you really think a team is the best out there, vote for that team; don't let anything pressure you to do otherwise. Bandwagoning just ruins the spirit of this competition and isn't cool :[
On Suggestions: If you have any suggestions for this competition, feel free to PM me. It'll be considered but there are ultimately no promises if it'll be implemented though.
On Slashes: In play, you can only bring four moves; whatever set of moves you choose slashes is reflective of your own skill as a builder, and having slashes in a submission would be against the point. This is your own team; this isn't an analysis.
Tiers: A week is for DOU unless stated otherwise.
***
Week 1: Tapu Koko by miltankmilk






Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Zen Headbutt
- Protect
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Thunder Wave
- Protect
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Protect
Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 76 Def / 180 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Icy Wind
- Scald
- Recover
- Protect
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Zen Headbutt
- Protect
Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Thunder Wave
- Protect
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Protect
Landorus-Therian @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 76 Def / 180 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Icy Wind
- Scald
- Recover
- Protect
I thought metagross would be cool in this early meta as theres a ton of mence and a lot of the new ultrabeasts are either outsped by gross or dont appreciate its typing. Rotom-h + Tapu koko take down a lot of things meta struggles to break like rachi, aegis, celesteela and Rotom also has t-wave to slow things down. Next we got BANDorus-t which is a sick mon acts as a lando-t check and a soft check to a lot of things with band rock slide+ eq. Skymin does skymin like things by being really fast, flinching things and helping my rain matchup a bit. Milotic is here just to sit here, be fat and pressure intimidate users like mence and lando-t. Maranga berry helps it sit around for even longer.
Week 2: Tapu Lele by qsns






Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 20 HP / 4 Def / 164 SpA / 68 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Protect
Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Protect
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 44 Atk / 212 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Ice Beam
- Knock Off
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off
Milotic @ Psychic Seed
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect
Ability: Shadow Tag
EVs: 20 HP / 4 Def / 164 SpA / 68 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Protect
Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Protect
Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 44 Atk / 212 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Ice Beam
- Knock Off
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off
Milotic @ Psychic Seed
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect
Life Orb Lele is an absolute terror to switch into, barring obvious Steels such as Aegislash and Jirachi, so I decided to pair with with Knock Off Deoxys-A, which has the obvious Psychic Terrain synergy, and Mega Gengar. I don't think people are giving Gengar enough credit in this metagame, as being able to pressure with Shadow Tag much more effectively the first turn it's out is fuckin nuts. Gengar reliably traps and beats Tapu Koko, which annoys the team with its excessive power and ability ruining Deoxys' and Lele's power. Hydreigon, something I haven't seen much of this gen, rounds out the breakers of the team with coverage that beats all the steels that cross its path, including Celesteela, the criminally underused UB which handily walls a good portion of the team. Scarf Lando is scarf Lando, run Jolly this gen for Deo-A. Finally, Milotic is a defensive pivot that takes advantage of the omnipresent Lando and the quite common Salamence. Psychic Seed is a sick item that immediately boosts its Special Defense if the Terrain has been set, giving it the ability to check threats such as special Salamence much more convincingly.
MemoNote: This was originally submitted and voted to win with Landorus-T having 252 SpA EVs, despite being a physical Choice Scarf set. It has since been changed to fix the spread, as the original spread does not help this Landorus-T set in any way.
Week 3: Tapu Bulu by Yellow Paint






War Paint (Tapu Bulu) @ Life Orb
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 5 Spe
- Wood Hammer
- Superpower
- Stone Edge
- Protect
Predator Drone (Necrozma) @ Grassy Seed
Ability: Prism Armor
EVs: 252 HP / 140 SpA / 116 SpD
Modest Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Trick Room
- Moonlight
Exfoliate! (Heatran) @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Earth Power
- Flash Cannon
- Protect
Mama Jen (Kangaskhan-Mega) @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Sucker Punch
Crystallographer (Diancie) @ Life Orb
Ability: Clear Body
EVs: 252 HP / 208 Atk / 48 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Unsinkable (Wishiwashi-School) @ Life Orb
Ability: Schooling
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Ice Beam
- Endeavor
- Protect
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 5 Spe
- Wood Hammer
- Superpower
- Stone Edge
- Protect
Predator Drone (Necrozma) @ Grassy Seed
Ability: Prism Armor
EVs: 252 HP / 140 SpA / 116 SpD
Modest Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Trick Room
- Moonlight
Exfoliate! (Heatran) @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Eruption
- Earth Power
- Flash Cannon
- Protect
Mama Jen (Kangaskhan-Mega) @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Sucker Punch
Crystallographer (Diancie) @ Life Orb
Ability: Clear Body
EVs: 252 HP / 208 Atk / 48 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Unsinkable (Wishiwashi-School) @ Life Orb
Ability: Schooling
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Ice Beam
- Endeavor
- Protect
This won an official room tour, so it must be good. Alright, I originally built around bulu+ tr grassy seed necroz, bulu gets a chance to sweep under tr and necroz acts as a very strong wincon. I added eruptran as a steel answer, z eruption gives me a way around wide guard and a fire move not reliant on hp. Mega Kang does kang stuff. Diancie is my mence check and second setter, diamond storm is absolutely broken now, it took a solid 40% from bulu wood hammer and exca iron head after two boosts. Wishiwashi is actually decent btw, it's has very good bulk and is the hardest hitting water attacker. Endeavor makes wishiwashi a huge threat even below 25%, and it meshes well with kang stoss and the other spread attackers.
Overall, it plays like classic full TR except necrozma can easily win the game if it gets free turns or if the other sweepers break down its checks. Thanks for reading!
Overall, it plays like classic full TR except necrozma can easily win the game if it gets free turns or if the other sweepers break down its checks. Thanks for reading!
Week 4: Celesteela by thebagman






Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 44 HP / 252 Atk / 72 SpD / 140 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Rock Slide
- Protect
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 76 Atk / 180 SpD
Adamant Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect
Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 52 Def / 76 SpA / 104 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Tailwind
- Protect
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Dragon Dance
- Earthquake
- Protect
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 186 Atk / 72 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Hidden Power [Ice]
Rotom-Heat @ Firium Z
Ability: Levitate
EVs: 252 HP / 156 Def / 48 SpA / 52 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Electroweb
- Protect
Ability: Sand Stream
EVs: 44 HP / 252 Atk / 72 SpD / 140 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Rock Slide
- Protect
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 76 Atk / 180 SpD
Adamant Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect
Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 52 Def / 76 SpA / 104 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Tailwind
- Protect
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Dragon Dance
- Earthquake
- Protect
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 186 Atk / 72 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Hidden Power [Ice]
Rotom-Heat @ Firium Z
Ability: Levitate
EVs: 252 HP / 156 Def / 48 SpA / 52 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Electroweb
- Protect
The team is built around a core of DD Mega Mence, Suicune, and wide guard Celesteela, a trio able to handle most things not named koko, rotom-w, or scarf xuriktree. The ever-complementary Rotom-H deals well with jirachi while eliminating flying pests like Skymin and opposing Celesteela, and the addition of Electroweb puts rotom in a position where its either managing speed, switching out to something named celesteela, ttar, or suicune, or guaranteeing some kind of damage output with Z-Overheat.
With plenty of speed control incorporated, and checks for normal threats already in place, the inclusion of the the mighty dragon dance weakness policy Tyranitar was the only sriracha this california wrap of a team needed. Sand is great for sashes, sun, and special defense, and while psychic seed is a fun option for turn 1 lele matchups, weakness policy is too alpha to not use, and it will end up activating in 75% of games (the key is to double down with dd the same turn wp goes off and have a slow, +2.5 rock sliding monster distracting the opponent from trying to win). Evs let it outspeed modest lele and ohko 93% of the time with crunch after a dragon dance. It will also live an aegislash flash cannon outside of sand.
Rounding out the team is scarf Hoopa, which is most used efficiently for sock-puppeting things turn one.
Proof the team has been used:
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-493000188 (out ttar-ing N1n1)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-492991622 (vs Laga)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-495284461 (vs Blueskiddo with original sun knights)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-491539070 (vs Mizu with a garchomp)
With plenty of speed control incorporated, and checks for normal threats already in place, the inclusion of the the mighty dragon dance weakness policy Tyranitar was the only sriracha this california wrap of a team needed. Sand is great for sashes, sun, and special defense, and while psychic seed is a fun option for turn 1 lele matchups, weakness policy is too alpha to not use, and it will end up activating in 75% of games (the key is to double down with dd the same turn wp goes off and have a slow, +2.5 rock sliding monster distracting the opponent from trying to win). Evs let it outspeed modest lele and ohko 93% of the time with crunch after a dragon dance. It will also live an aegislash flash cannon outside of sand.
Rounding out the team is scarf Hoopa, which is most used efficiently for sock-puppeting things turn one.
Proof the team has been used:
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-493000188 (out ttar-ing N1n1)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-492991622 (vs Laga)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-495284461 (vs Blueskiddo with original sun knights)
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-491539070 (vs Mizu with a garchomp)
Week 5: Zygarde by Yellow Paint






Lamprey (Zygarde) @ Groundium Z
Ability: Aura Break
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Thousand Arrows
- Glare
- Dragon Dance
- Protect
Al Basty (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Disable
- Protect
Jetsam (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 228 SpD / 28 Spe
Careful Nature
- Leech Seed
- Heavy Slam
- Substitute
- Protect
But a Kelpie (Kingdra) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Muddy Water
- Protect
Watercolour (Pelipper) @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Hurricane
- U-turn
- Protect
Clathrin (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Shadow Ball
Ability: Aura Break
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Thousand Arrows
- Glare
- Dragon Dance
- Protect
Al Basty (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Disable
- Protect
Jetsam (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 228 SpD / 28 Spe
Careful Nature
- Leech Seed
- Heavy Slam
- Substitute
- Protect
But a Kelpie (Kingdra) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Muddy Water
- Protect
Watercolour (Pelipper) @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Hurricane
- U-turn
- Protect
Clathrin (Tapu Lele) @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Shadow Ball
Alright, so this team centers around trapping and removing checks to celes, and then winning with celes. Paired with mega gengar, zygarde removes fires, steels, and electrics and can cripple threats like mence with glare. Groundium z gives a way around wide guard and is a great single target nuke. Kingdra rain is a secondary wincon and it really appreciates trapping for the zard matchup. U turn on pelipper allows for pivoting, specs lele is all around good. Matches can end up becoming extremely one-sided due to the winconny nature, but it's still quite fun imo.
Week 6: Hoopa-U by Checkmater






Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyper Voice
- Draco Meteor
- Double-Edge
- Protect
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 116 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 7 Spe
- Heat Wave
- Earth Power
- Solar Beam
- Protect
make saud araq (Araquanid) @ Assault Vest
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Poison Jab
- Facade
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Jirachi @ Occa Berry
Ability: Serene Grace
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Trick Room
- Protect
Ability: Aerilate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyper Voice
- Draco Meteor
- Double-Edge
- Protect
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 116 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 7 Spe
- Heat Wave
- Earth Power
- Solar Beam
- Protect
make saud araq (Araquanid) @ Assault Vest
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Poison Jab
- Facade
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Jirachi @ Occa Berry
Ability: Serene Grace
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Trick Room
- Protect
Semiroom squd with flames, jirachi + occa is the anti-trfiretorkoalspam tech, sky+mence are fastmode cleanup
Bloom Doom heatran is lit for slaying milotic or gastrodon or rotom-wash
Beat Stratos ladder and also slayed doubles jesus (first one is in replays, 2nd is not
Bloom Doom heatran is lit for slaying milotic or gastrodon or rotom-wash
Beat Stratos ladder and also slayed doubles jesus (first one is in replays, 2nd is not
Week 7: Mega Metagross by SableyeMyBae






Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Substitute
- Protect
Milotic @ Psychic Seed
Ability: Competitive
EVs: 252 HP / 156 Def / 4 SpA / 8 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect
Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Quiver Dance
- Protect
- Giga Drain
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Protect
- Taunt
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Substitute
- Protect
Milotic @ Psychic Seed
Ability: Competitive
EVs: 252 HP / 156 Def / 4 SpA / 8 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect
Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Quiver Dance
- Protect
- Giga Drain
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Protect
- Taunt
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect
So wanted to build around Mega Metagross and Milotic since Milotic takes advantage of the intimidate users Metagross hates and also helps with speed control thanks to icy wind. Volcarona beats many of the steel types this core hates and also is big win condition to the team. Landorus provides intimidate support, a reliable ground immunity and beats the other problematic steel types such as heatran. Tapu Lele boosts Metagross zen headbutt and Milotic Sp.Def. and Shaymin-Sky checks water types and flinchs everything.
Week 8: Mega Charizard Y by Arcticblast






Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Solar Beam
- Overheat
Jirachi @ Rocky Helmet
Ability: Serene Grace
EVs: 252 HP / 160 SpD / 96 Spe
Jolly Nature
- Protect
- Follow Me
- Iron Head
- Icy Wind
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 204 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Substitute
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 244 HP / 188 Atk / 76 Spe
Adamant Nature
- Protect
- Earthquake
- Rock Slide
- Hidden Power [Ice]
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Sludge Bomb
- Hidden Power [Ice]
- Leaf Storm
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 68 Def / 188 SpD
Impish Nature
- Protect
- Flamethrower
- Heavy Slam
- Leech Seed
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Heat Wave
- Solar Beam
- Overheat
Jirachi @ Rocky Helmet
Ability: Serene Grace
EVs: 252 HP / 160 SpD / 96 Spe
Jolly Nature
- Protect
- Follow Me
- Iron Head
- Icy Wind
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 204 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Substitute
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 244 HP / 188 Atk / 76 Spe
Adamant Nature
- Protect
- Earthquake
- Rock Slide
- Hidden Power [Ice]
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Sludge Bomb
- Hidden Power [Ice]
- Leaf Storm
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 68 Def / 188 SpD
Impish Nature
- Protect
- Flamethrower
- Heavy Slam
- Leech Seed
I wanted to get back into DOU and figured Teambuilding Competition is as good an inspiration as ever! I started with Charizard Y, a cool Pokemon. My immediate thought was "damn Jirachi would be nice here" because it checks both Psychic spam and Mega Salamence (which is exactly 100% of the meta from what I've picked up) in a single slot, while also doing the Jirachi things we all know and (I) love. For my third Pokemon, I wanted something else that can stand on its own and be a threat, and I decided to go with Tapu Fini. It's bulky, not hard to set up, reasonably strong, and improves my team's matchup as a whole against the other island guardians. CM + Sub almost won San Jose in VGC and I didn't really know what else to run, but the speed outruns Jolly Azumarill (which is a benchmark I often tried to hit on many Pokemon last gen). Landorus-T is just an overall useful Pokemon, and the addition of Groundium Z has solved some of its biggest problems. I attempted to go for a bulkier spread rather than running the classic Scarf (although I hear AV is meta?), with enough power to OHKO 0/4 Tapu Lele at -1. Hidden Power Ice is a guaranteed 2HKO on 0/0 Mega Salamence even with an Adamant nature and bulky versions are probably walled by Jirachi. Venusaur exists as a failsafe, being the fastest member of the team and having strong coverage on big meta threats, although I'm still a little wary of it because of its anti-synergy with Zard Y (depending on the opponent, Zard Y and Venusaur would be used at opposite points in the game in a perfect world, but Venu is pretty dependent on Zard). I added Celesteela in the last slot because I didn't know what else to run and because unhelpful user Checkmater stopped responding after I said I didn't want to run Trick Room.
Week 9: Mega Salamence by darksylvion






Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 124 Atk / 136 Spe
Adamant Nature
- Return
- Roost
- Protect
- Dragon Dance
Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 32 Def / 224 SpD
Careful Nature
IVs: 0 Spe
- Iron Head
- Icy Wind
- Follow Me
- Trick Room
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Protect
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 176 HP / 80 Atk / 252 SpD
Adamant Nature
- Wood Hammer
- Superpower
- Stone Edge
- Horn Leech
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 76 SpA / 180 Spe
Lonely Nature
- Hyperspace Fury
- Hyperspace Hole
- Hidden Power [Ice]
- Protect
Zapdos @ Electrium Z
Ability: Static
EVs: 252 HP / 36 Def / 80 SpA / 124 SpD / 16 Spe
Modest Nature
- Thunderbolt
- Tailwind
- Hidden Power [Ice]
- Roost
Ability: Intimidate
EVs: 248 HP / 124 Atk / 136 Spe
Adamant Nature
- Return
- Roost
- Protect
- Dragon Dance
Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 32 Def / 224 SpD
Careful Nature
IVs: 0 Spe
- Iron Head
- Icy Wind
- Follow Me
- Trick Room
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Protect
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 176 HP / 80 Atk / 252 SpD
Adamant Nature
- Wood Hammer
- Superpower
- Stone Edge
- Horn Leech
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 76 SpA / 180 Spe
Lonely Nature
- Hyperspace Fury
- Hyperspace Hole
- Hidden Power [Ice]
- Protect
Zapdos @ Electrium Z
Ability: Static
EVs: 252 HP / 36 Def / 80 SpA / 124 SpD / 16 Spe
Modest Nature
- Thunderbolt
- Tailwind
- Hidden Power [Ice]
- Roost
- Team is built around double set-up of bulky mence which just wins against most teams late game and azumarill, well it does what azu has been doing since it's inception. I have been fiddling with play rough on azu initially since it gives it an excellent match-up against opposing dragons like mence but eventually I switched to knock off to 1 shot opposing rachi. Coming to rachi obviously it's just a great mon to have for a set-up heavy team like this and carries trick room enabling late game azu sweep if possible.
- Next up I added AV Bulu to have a more than a decent match-up against bulky waters. The set lives a char-y heat wave in a pinch to KO it with stone edge. Nature's Madness is cute to drop switch-ins like celesteela, mence, tran to 50%. Now since I was feeling a bit weak to Aegislash, I just added the ultimate counter in hoopa-unbound and to support it tailwind zapdos which gives me my own mence check, and we all know how tough it is to wall hoopa under tailwind. Gunk Shot is an option over hp ice on hoopa since hyperspace fury 2 shots most hp ice targets anyways
Week 10: Shaymin-Sky by Highways






Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Tailwind
- Seed Flare
- Protect
Gengar-Mega @ Gengarite
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Taunt
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 164 Def / 88 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Thunderbolt
- Taunt
- Protect
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Tailwind
- Seed Flare
- Protect
Gengar-Mega @ Gengarite
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Taunt
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 164 Def / 88 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Thunderbolt
- Taunt
- Protect
I started the team with the Heatran + Skymin + Mgar core, as this core threatens many tier staples while covering most of their weaknesses. After this, I noticed that the core is really weak to LandoT, so I added my own LandoT. Tailwind Hydreigon helps with Speed control while hitting really hard, not to mention that it is immune to Earthquake. Lastly, I added Tapu Koko to increase my matchup against sum playstyles, like Rain and Kube Offense. It's not hard to play with this team; use the double tailwind core to pressure offensive builds, and pressure bulkier builds with the rest. The team is p weak to TR and Rain overall (That's why I'm running Sash Skymin and Taunt Gengar), so play around these playstyles carefully.
Week 11: Araquanid by GenOne






Araquanid @ Waterium Z
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Wide Guard
- Protect
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Superpower
- Earthquake
Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Dazzling Gleam
- Hidden Power [Ground]
Heatran @ Leftovers
Ability: Flash Fire
EVs: 76 HP / 232 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 196 HP / 252 Atk / 60 Def
Brave Nature
IVs: 1 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Wide Guard
- Protect
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Superpower
- Earthquake
Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Dazzling Gleam
- Hidden Power [Ground]
Heatran @ Leftovers
Ability: Flash Fire
EVs: 76 HP / 232 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 196 HP / 252 Atk / 60 Def
Brave Nature
IVs: 1 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Araquanid is a Pokemon that appreciates Trick Room support, but certainly doesn't require it to function. I wanted to build a team that allowed Araquanid to shine both as a Trick Room attacker and as a utility mon.
Metagross really appreciates Araquanid's Wide Guard support, as well as its ability to OHKO all variants of Charizard Y through sun through Hydro Vortex. In return, Metagross can fend off Salamence with Ice Punch. Scarfed Landorus-T offers obligatory attack control, a switch-in to Tapu Koko, and an extra layer of defense against Charizard Y. Specs Lele hits unresisted targets for huge damage, and powers up Metagross's Zen Headbutt allowing it to OHKO Charizard Y, among other things. Psyshock > Psychic because of how specially-ortiented the meta is. Heatran is rocking the classic Substitute set, which is very underrated in this meta rn. Hoopa-Unbound offers speed control in a pinch through Trick Room, and in general is a solid mon that penetrates Protects. The 1 Spe IV lets you speed-creep other Hoopas. Araquanid in particular shines when Trick Room is up.
Here are a few replays of this team in action:
-
Metagross really appreciates Araquanid's Wide Guard support, as well as its ability to OHKO all variants of Charizard Y through sun through Hydro Vortex. In return, Metagross can fend off Salamence with Ice Punch. Scarfed Landorus-T offers obligatory attack control, a switch-in to Tapu Koko, and an extra layer of defense against Charizard Y. Specs Lele hits unresisted targets for huge damage, and powers up Metagross's Zen Headbutt allowing it to OHKO Charizard Y, among other things. Psyshock > Psychic because of how specially-ortiented the meta is. Heatran is rocking the classic Substitute set, which is very underrated in this meta rn. Hoopa-Unbound offers speed control in a pinch through Trick Room, and in general is a solid mon that penetrates Protects. The 1 Spe IV lets you speed-creep other Hoopas. Araquanid in particular shines when Trick Room is up.
Here are a few replays of this team in action:
-
Week 12: Bronzong by Matame






Bronzong @ Psychium Z
Ability: Heatproof
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Hypnosis
- Trick Room
- Gyro Ball
- Hidden Power [Ice]
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Nature's Madness
- Stone Edge
- Superpower
Starships (Hoopa-Unbound) @ Sitrus Berry
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 116 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Diancie @ Stone Plate
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 100 Atk / 56 Def / 100 SpD
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Crunch
Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 76 HP / 252 SpA / 180 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Earth Power
- Eruption
- Protect
Ability: Heatproof
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Hypnosis
- Trick Room
- Gyro Ball
- Hidden Power [Ice]
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Nature's Madness
- Stone Edge
- Superpower
Starships (Hoopa-Unbound) @ Sitrus Berry
Ability: Magician
EVs: 68 HP / 252 Atk / 68 Def / 116 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Diancie @ Stone Plate
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 100 Atk / 56 Def / 100 SpD
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Crunch
Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 76 HP / 252 SpA / 180 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Earth Power
- Eruption
- Protect
Z tr bronzong is fairly linear team comp wise so most teams end up looking the same. Bulu is like necessary for negating terrains that prevent it from being able to use hypnosis. Hoopa is fat and helps deal with steels and aegi while being another trick room setter. Diancie helps with sun and dragons and helps set up trick room later in the game. Kang is for fake out + breaking shit with stoss. Tran is for steels like aegi and eruptran is an insane force w/ trick room support, with goggles to improve mu vs amoong.
Week 13: Tapu Fini by DaAwesomeDude1






Snorlax @ Figy Berry
Ability: Gluttony
EVs: 100 HP / 28 Atk / 244 Def / 132 SpD
Brave Nature
IVs: 0 Spe
- Return
- High Horsepower
- Belly Drum
- Protect
Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 168 Def / 88 SpD
Sassy Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Trick Room
- Protect
Salamence @ Salamencite
Ability: Intimidate
EVs: 52 Atk / 204 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 100 Def / 84 SpA / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Crunch
- Low Kick
- Protect
Victini @ Shuca Berry
Ability: Victory Star
EVs: 200 HP / 252 Atk / 40 SpD / 16 Spe
Adamant Nature
- V-create
- Bolt Strike
- Trick Room
- Protect
Ability: Gluttony
EVs: 100 HP / 28 Atk / 244 Def / 132 SpD
Brave Nature
IVs: 0 Spe
- Return
- High Horsepower
- Belly Drum
- Protect
Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 168 Def / 88 SpD
Sassy Nature
IVs: 0 Spe
- Iron Head
- Follow Me
- Trick Room
- Protect
Salamence @ Salamencite
Ability: Intimidate
EVs: 52 Atk / 204 SpA / 252 Spe
Naive Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 100 Def / 84 SpA / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Crunch
- Low Kick
- Protect
Victini @ Shuca Berry
Ability: Victory Star
EVs: 200 HP / 252 Atk / 40 SpD / 16 Spe
Adamant Nature
- V-create
- Bolt Strike
- Trick Room
- Protect
I only used this team to qualify for dlt (except for a short period where i had to bust out the spl teams cause i was going on tilt and i needed to get into 1700s) so it is a good team :D
I wanted to build around snorlax cause it's a cool mon and new gluttony effects + 50% berries makes it so much better. Snorlax is pretty bad outside of TR so naturally this will be TR. Added jirachi cause redirection and it learns TR. Mence was next cause I wanted intimidate and something fast so I'm not super reliant on TR (even though this team ended up being pretty much fullroom). It also beats fighting types even tho those don't really exist. Next up was tapu fini. I really like having set-up mons on TR like CM sylv, PUP kanga since people like to make strategic doubles and protecting to stall it out. It also is anti-status so I don't get boned by amoonguss. Tyranitar gives me a solid fire check and another psychic switch in. Lastly, I needed a fire type to beat pesky steels like celesteela and jirachi so I added victini because it also learns TR. Victini also resists psychic + fire so more psychic spam hate :D
The snorlax spread was stolen from http://www.trainertower.com/vgc-17-ev-spread-compendium/ and I was too lazy to change it to dou spreads because this is a fun team so who cares lol. I forgot what the fini and victini spread did. LO low kick ttar hits other ttar, ohkos 4 HP heatran, and does good damage vs kangaskhan, which I find better than ice punch tbh since that only hits landorus and zygarde (just use rock slide vs mence) which is a lot more manageable than opposing ttar.
I wanted to build around snorlax cause it's a cool mon and new gluttony effects + 50% berries makes it so much better. Snorlax is pretty bad outside of TR so naturally this will be TR. Added jirachi cause redirection and it learns TR. Mence was next cause I wanted intimidate and something fast so I'm not super reliant on TR (even though this team ended up being pretty much fullroom). It also beats fighting types even tho those don't really exist. Next up was tapu fini. I really like having set-up mons on TR like CM sylv, PUP kanga since people like to make strategic doubles and protecting to stall it out. It also is anti-status so I don't get boned by amoonguss. Tyranitar gives me a solid fire check and another psychic switch in. Lastly, I needed a fire type to beat pesky steels like celesteela and jirachi so I added victini because it also learns TR. Victini also resists psychic + fire so more psychic spam hate :D
The snorlax spread was stolen from http://www.trainertower.com/vgc-17-ev-spread-compendium/ and I was too lazy to change it to dou spreads because this is a fun team so who cares lol. I forgot what the fini and victini spread did. LO low kick ttar hits other ttar, ohkos 4 HP heatran, and does good damage vs kangaskhan, which I find better than ice punch tbh since that only hits landorus and zygarde (just use rock slide vs mence) which is a lot more manageable than opposing ttar.
Week 14: Tyranitar by toxigen734






SUNTRIP (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 240 HP / 172 Atk / 96 SpD
Adamant Nature
- Rock Slide
- Crunch
- Superpower
- Ice Punch
IM NOT JB B**CH (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 28 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
DING DING DONG (Genesect) @ Choice Scarf
Ability: Download
EVs: 112 Atk / 144 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Explosion
PUSSYCAT (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Taunt
- Protect
FAMOUS (Landorus-Therian) @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Rock Slide
- Protect
NO PANTALONES (Diancie) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Moonblast
- Protect
Ability: Sand Stream
EVs: 240 HP / 172 Atk / 96 SpD
Adamant Nature
- Rock Slide
- Crunch
- Superpower
- Ice Punch
IM NOT JB B**CH (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 28 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
DING DING DONG (Genesect) @ Choice Scarf
Ability: Download
EVs: 112 Atk / 144 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Explosion
PUSSYCAT (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Taunt
- Protect
FAMOUS (Landorus-Therian) @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Rock Slide
- Protect
NO PANTALONES (Diancie) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Moonblast
- Protect
this is a team i've built with matame like yesterday and i've found it very cool. Started off with ttar, i added rotom to support it against bulky waters and things like landorus. Then fairies (mostly tapus) were a bit of a problem, so genesect and mega gengar were the choices for those 2 slots, also pivoting plus trapping can be cute vs other weathers but it's not the main purpose. Then the team needed some speed control and another sun check, so first hydreigon was added, but in testing it resulted pretty useless as it didnt have synergy with the team and was a deadweight most of the times. So i switched to diancie wich improves the matchup against sun and other dragons, as well as synergising better with ttar thanks to the spdef boost and the trick room, which ttar likes. Lastly the team needed a lando check and something that hits steels very hard, so lando (irony) was the choice. Av lando was the original set, but then i noticed the need to kill stuff like aegislash and rachi even at -1 so groundium z ended up being the best choice imo. Overall fun team!
Week 15: Victini by n1n1






Pheromosa @ Fightinium Z
Ability: Beast Boost
Happiness: 0
EVs: 72 HP / 204 Atk / 232 Spe
Adamant Nature
- Ice Beam
- U-turn
- Protect
- Low Kick
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Play Rough
- Protect
Victini @ Choice Scarf
Ability: Victory Star
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- V-create
- Final Gambit
- Bolt Strike
- U-turn
Tapu Bulu @ Sitrus Berry
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Horn Leech
- Nature's Madness
- Roar
- Protect
Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 212 HP / 188 Def / 80 SpA / 28 SpD
Bold Nature
IVs: 0 Atk / 28 Spe
- Substitute
- Icy Wind
- Earth Power
- Recover
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Dark Pulse
- Taunt
- Protect
Ability: Beast Boost
Happiness: 0
EVs: 72 HP / 204 Atk / 232 Spe
Adamant Nature
- Ice Beam
- U-turn
- Protect
- Low Kick
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Play Rough
- Protect
Victini @ Choice Scarf
Ability: Victory Star
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- V-create
- Final Gambit
- Bolt Strike
- U-turn
Tapu Bulu @ Sitrus Berry
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Horn Leech
- Nature's Madness
- Roar
- Protect
Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 212 HP / 188 Def / 80 SpA / 28 SpD
Bold Nature
IVs: 0 Atk / 28 Spe
- Substitute
- Icy Wind
- Earth Power
- Recover
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Dark Pulse
- Taunt
- Protect
This is an hyper offensive team I have been continually improving over the past week. The goal was to use either Mawile or Beedrill; I struggled to make victini fit with those guys but eventually decided that Final Gambit Scarf makes a lot of sense if I were to use Victini with Mawile. 1 great reason is that it OHKOs heatran - a major Mawile threat.
Final Gambit is a one shot move and a lot of times I get locked into V create so another Heatran check is require. Pheromosa adds a second check to heatran and for ttar and kang. I took the slow Mosa idea from Acrticblast but use different EVs. It out speeds base 130s and has more attack than speed for beast boost to the attack stat. after 1 beast boost its at 595 attack and with Fightium Z it will OHKO many things. Ice Beam adds amazing coverage to this mon. Add with the little bit of HP dump this guy can actually take a resisted hit or two, unlike deoA who cant take a hit from anything at all.
Next Bulu to is the hard water check and keeps the hyper offense going with amazingly strong horn leech. he benefits mawile, victini, and mosa so they can asorb LanoT EQs and roar is just amazing, I love it to check tr and remove unfavorable match ups.
last 2 slots I have changed a lot. gasto adds another water and steel check. gives speed control to slow mons bulu and mawile. with bulky sub icy wind it can disrupt a lot of teams. finally the last slot has changed quiet a bit. I settled on darkrai for taunt and dark pulse who can also sludge bomb on fairies. the dark pluse + sludge is nice coverage. I had thundyI before but I think darkrai is actually better for I require in this last slot - it has more bulk and out runs mence and metagross
heres a really against a dou person http://replay.pokemonshowdown.com/gen7doublesoususpecttest-545730008
Final Gambit is a one shot move and a lot of times I get locked into V create so another Heatran check is require. Pheromosa adds a second check to heatran and for ttar and kang. I took the slow Mosa idea from Acrticblast but use different EVs. It out speeds base 130s and has more attack than speed for beast boost to the attack stat. after 1 beast boost its at 595 attack and with Fightium Z it will OHKO many things. Ice Beam adds amazing coverage to this mon. Add with the little bit of HP dump this guy can actually take a resisted hit or two, unlike deoA who cant take a hit from anything at all.
Next Bulu to is the hard water check and keeps the hyper offense going with amazingly strong horn leech. he benefits mawile, victini, and mosa so they can asorb LanoT EQs and roar is just amazing, I love it to check tr and remove unfavorable match ups.
last 2 slots I have changed a lot. gasto adds another water and steel check. gives speed control to slow mons bulu and mawile. with bulky sub icy wind it can disrupt a lot of teams. finally the last slot has changed quiet a bit. I settled on darkrai for taunt and dark pulse who can also sludge bomb on fairies. the dark pluse + sludge is nice coverage. I had thundyI before but I think darkrai is actually better for I require in this last slot - it has more bulk and out runs mence and metagross
heres a really against a dou person http://replay.pokemonshowdown.com/gen7doublesoususpecttest-545730008
Week 16: Kyurem-B by talkingtree






Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 96 Atk / 160 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Protect
Tapu Koko @ Normalium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Volt Switch
- Hidden Power [Ice]
- Protect
Tapu Fini @ Iapapa Berry
Ability: Misty Surge
EVs: 252 HP / 20 Def / 40 SpA / 92 SpD / 104 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Heal Pulse
- Protect
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 188 HP / 132 Atk / 188 Spe
Adamant Nature
- Bug Bite
- Bullet Punch
- Tailwind
- Protect
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect
Infernape @ Life Orb
Ability: Blaze
EVs: 188 Atk / 104 SpA / 216 Spe
Naive Nature
- Fake Out
- Overheat
- Close Combat
- Encore
Ability: Teravolt
EVs: 96 Atk / 160 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Protect
Tapu Koko @ Normalium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Volt Switch
- Hidden Power [Ice]
- Protect
Tapu Fini @ Iapapa Berry
Ability: Misty Surge
EVs: 252 HP / 20 Def / 40 SpA / 92 SpD / 104 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Heal Pulse
- Protect
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 188 HP / 132 Atk / 188 Spe
Adamant Nature
- Bug Bite
- Bullet Punch
- Tailwind
- Protect
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect
Infernape @ Life Orb
Ability: Blaze
EVs: 188 Atk / 104 SpA / 216 Spe
Naive Nature
- Fake Out
- Overheat
- Close Combat
- Encore
Lowkey one of the best teams I've built this gen, as is evident by it winning its first and only game. Kyube is required, LO is fun, wanted to use it with Koko and stax showed off Z-Nature Power Koko so I tried that, alongside a Tapu Fini to give it that Twinkle Tackle in the right situation. Fini has Heal Pulse because Kyube gets low on health and so does Scizor idk CM didn't fit. Had two ways to stop Lele's Psychic Terrain so Mega Scizor with Tailwind to support Kyube because it's awesome with all these pinch berries running around. Hoopa-U loves tailwind and having room for extra coverage, Infernape provides Fake Out, another Steels check, and a way to OHKO Kang which is always nice.
Kyube is max Speed / OHKOes Zard Y with Fusion Bolt outside of terrain; Koko is max/max; Fini outspeeds Scarf Lando-T in Tailwind, lives Psychic Terrain Shattered Psyche from Lele just in case, Iapapa is broken and super fun to say, 2HKOes 188 HP Lefties Zygarde, dump in Def; Scizor is one faster than Fini so that Muddy Water can become single-target if Scizor takes a foe out, enough Atk to OHKO 0/4 Lele with Bullet Punch, dump in HP; Hoopa KOes 252/0 Fini with Gunk (barely relevant but w/e) and dumps in SpA after max Spe; Infernape outspeeds Nihilego, OHKOes 252/0 Kang, and dumps in SpA.
Kyube is max Speed / OHKOes Zard Y with Fusion Bolt outside of terrain; Koko is max/max; Fini outspeeds Scarf Lando-T in Tailwind, lives Psychic Terrain Shattered Psyche from Lele just in case, Iapapa is broken and super fun to say, 2HKOes 188 HP Lefties Zygarde, dump in Def; Scizor is one faster than Fini so that Muddy Water can become single-target if Scizor takes a foe out, enough Atk to OHKO 0/4 Lele with Bullet Punch, dump in HP; Hoopa KOes 252/0 Fini with Gunk (barely relevant but w/e) and dumps in SpA after max Spe; Infernape outspeeds Nihilego, OHKOes 252/0 Kang, and dumps in SpA.
Week 17: Snorlax by Matame






Tapu Koko @ Normalium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Volt Switch
- Dazzling Gleam
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 100 Def / 100 SpA / 40 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect
Ferrothorn @ Choice Band
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Knock Off
Hoopa-Unbound @ Misty Seed
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Snorlax @ Iapapa Berry
Ability: Gluttony
EVs: 160 HP / 96 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Return
- Curse
- High Horsepower
- Recycle
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Volt Switch
- Dazzling Gleam
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 100 Def / 100 SpA / 40 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Draco Meteor
- Protect
Ferrothorn @ Choice Band
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Knock Off
Hoopa-Unbound @ Misty Seed
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Snorlax @ Iapapa Berry
Ability: Gluttony
EVs: 160 HP / 96 Atk / 252 Def
Brave Nature
IVs: 0 Spe
- Return
- Curse
- High Horsepower
- Recycle
Ok so this is a team I've been working on for a while now and it's fairly consistent. It mostly revolves around the flexible pivot Nature Power Tapu koko and supporting its ability to volt switch on threats and wear down teams with dual stab. Misty Terrain gives it much needed single target fairy stab. Fini set is standard Cm which can set up on slower bulky teams while also preventing status. Salamence helps get rid of Bulu and Landorus, and can either be used early game to deal hefty damage to shit or used to clean up later when Snorlax has wore down its threats. Ferro is another great powerhouse with band that beats electrics like Koko and fairies, dealing a shitton to switches with band gyro balls. The hoopa and Snorlax core is effective both early on and later to be able to beat offense and set up Snorlax so that the opponent is forced to pressure it.
Week 18: Volcarona by Mishimono






Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 72 Atk / 48 Def / 136 SpD
Adamant Nature
- Low Kick
- Double-Edge
- Fake Out
- Seismic Toss
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- U-turn
- Stone Edge
- Hidden Power [Ice]
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Protect
- Recover
Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ice]
- Protect
- Quiver Dance
Ability: Scrappy
EVs: 252 HP / 72 Atk / 48 Def / 136 SpD
Adamant Nature
- Low Kick
- Double-Edge
- Fake Out
- Seismic Toss
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- U-turn
- Stone Edge
- Hidden Power [Ice]
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Protect
- Recover
Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Hidden Power [Ice]
- Protect
- Quiver Dance
This is some Kanga+Volc team I built a little while back. I wanted to use HP Ice Volcarona, but I always felt weak to Fini and Milotic on my other teams so this time I added Ferrothorn and Kang. Landorus is special because I don't like having Earthquake with no ground immunities. The Kangaskhan is also more offensive with Low Kick to beat stuff like Heatran and Tyranitar for Volcarona.
Week 19: Assault Vest Tapu Koko by SableyeMyBae






Tapu Koko @ Assault Vest
Ability: Electric Surge
EVs: 40 HP / 172 SpA / 64 SpD / 232 Spe
Timid Nature
- Sky Drop
- Nature's Madness
- Thunderbolt
- Hidden Power [Ice]
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 96 Atk / 56 Def / 100 SpD / 4 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Sucker Punch
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 176 HP / 180 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Thousand Arrows
- Protect
Tapu Fini @ Iapapa Berry
Ability: Misty Surge
EVs: 252 HP / 32 Def / 84 SpD / 140 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Swagger
- Heal Pulse
Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Crunch
- Rock Slide
- Rock Polish
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Superpower
- Earthquake
Ability: Electric Surge
EVs: 40 HP / 172 SpA / 64 SpD / 232 Spe
Timid Nature
- Sky Drop
- Nature's Madness
- Thunderbolt
- Hidden Power [Ice]
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 HP / 96 Atk / 56 Def / 100 SpD / 4 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Seismic Toss
- Sucker Punch
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 176 HP / 180 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Thousand Arrows
- Protect
Tapu Fini @ Iapapa Berry
Ability: Misty Surge
EVs: 252 HP / 32 Def / 84 SpD / 140 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Swagger
- Heal Pulse
Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Crunch
- Rock Slide
- Rock Polish
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Superpower
- Earthquake
Nature madness tapu koko + seismic toss kangaskhan ko almost anything on a single turn, sky drop is also a cool option since it gives free turns for zygarde to set up or hit something faster you want to ko with thousand arrows since it also hits on the sky. Used a SamVGC set I wanted to try on tapu fini and seemed nice for this team to swagger either zygarde, kangaskhan or ttar. Ttar helps with psychic spam and adds a second win condition to the team with rock polish+weakness policy. I had no ground immunity and intimidate support is always nice so last member was lando.
Week 20: Ninetales-A by Arcticblast






Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Poison Jab
- U-turn
- Knock Off
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 144 HP / 116 SpD / 248 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Encore
- Aurora Veil
- Blizzard
Zygarde @ Mago Berry
Ability: Aura Break
EVs: 200 HP / 156 Atk / 152 Spe
Adamant Nature
- Protect
- Extreme Speed
- Dragon Dance
- Thousand Arrows
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 HP / 124 Atk / 132 SpD
Adamant Nature
- Wood Hammer
- Stone Edge
- Nature's Madness
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 188 HP / 120 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Flamethrower
- Earth Power
- Taunt
Zapdos @ Sitrus Berry
Ability: Static
EVs: 248 HP / 136 Def / 36 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Roost
- Hidden Power [Ice]
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Poison Jab
- U-turn
- Knock Off
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 144 HP / 116 SpD / 248 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Encore
- Aurora Veil
- Blizzard
Zygarde @ Mago Berry
Ability: Aura Break
EVs: 200 HP / 156 Atk / 152 Spe
Adamant Nature
- Protect
- Extreme Speed
- Dragon Dance
- Thousand Arrows
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 HP / 124 Atk / 132 SpD
Adamant Nature
- Wood Hammer
- Stone Edge
- Nature's Madness
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 188 HP / 120 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Flamethrower
- Earth Power
- Taunt
Zapdos @ Sitrus Berry
Ability: Static
EVs: 248 HP / 136 Def / 36 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Roost
- Hidden Power [Ice]
I think Ninetales-A is one of the most interesting and well-designed Pokemon we've ever released - not only is it a vehicle for the concept of "dual screens in one turn," but it takes that and becomes a very disruptive support Pokemon.
I built this team soon after the release of Beedrillite. I had previously built a team with Pheromosa + Ninetales-A, and thought the concept could just as easily apply to Beedrill: take a hyper offensive Pokemon and make it take a hit. I took a page from checkmater's book on adding Zygarde; AlolaZyg seemed like a very strong duo, with Ninetales able to easily enable Zygarde to set up and sweep while also threatening both Lando-T and Mega Mence. The rest of the team kind of fell into place (I'm a sucker for Bulu and like strong Water resists). Taunt Heatran is my TR check -_- the team basically functions as bulky offensive, with the "bulky" elements turned up to 11 with Aurora Veil, and Ninetales enabling things to stick around easily. Beedrill itself isn't the most useful Pokemon, but it's absurdly powerful and really fast, and is a huge boon against the common Fairy types of the meta. U-turn hurts too like holy fuck.
I built this team soon after the release of Beedrillite. I had previously built a team with Pheromosa + Ninetales-A, and thought the concept could just as easily apply to Beedrill: take a hyper offensive Pokemon and make it take a hit. I took a page from checkmater's book on adding Zygarde; AlolaZyg seemed like a very strong duo, with Ninetales able to easily enable Zygarde to set up and sweep while also threatening both Lando-T and Mega Mence. The rest of the team kind of fell into place (I'm a sucker for Bulu and like strong Water resists). Taunt Heatran is my TR check -_- the team basically functions as bulky offensive, with the "bulky" elements turned up to 11 with Aurora Veil, and Ninetales enabling things to stick around easily. Beedrill itself isn't the most useful Pokemon, but it's absurdly powerful and really fast, and is a huge boon against the common Fairy types of the meta. U-turn hurts too like holy fuck.
Week 21+1: Azumarill by miltankmilk






Tapu Koko @ Assault Vest
Ability: Electric Surge
EVs: 252 HP / 4 Def / 36 SpA / 40 SpD / 176 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Sky Drop
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 20 HP / 168 SpA / 68 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Protect
Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Crunch
- Rock Slide
- Low Kick
- Protect
Scizor @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 12 Spe
- Bullet Punch
- U-turn
- Tailwind
- Protect
Ability: Electric Surge
EVs: 252 HP / 4 Def / 36 SpA / 40 SpD / 176 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Sky Drop
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Superpower
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 20 HP / 168 SpA / 68 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Protect
Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Crunch
- Rock Slide
- Low Kick
- Protect
Scizor @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 12 Spe
- Bullet Punch
- U-turn
- Tailwind
- Protect
built this team to try and support azu enough in a post kanga/post rachi meta and its not super easy but this team is aight at it. Main ways to help set up are sky drop on koko and shadow tag trapping with gar. Team has double priority and a way to reset terrain/trap opposing terrain which is actually pretty nice in the meta. Scizor isn't total asscheeks and often gets a KO, works pretty well as a psychic check if i can clear the terrain. Ttar helps vs opposing weather and can wallbreak when it needs to. Low kick could be swapped out post kanga but its still nice for heatran. Lastly scarf lando is a nice glue and stops the team from losing to opposing gar and koko.
Week 23: Genesect by BlueSkiddo






Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Protect
Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- U-turn
- Iron Head
- Gunk Shot
- Ice Beam
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Seed Flare
- Tailwind
- Protect
Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 44 SpD / 212 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Dragon Dance
- Protect
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Crunch
- Rock Slide
- Stone Edge
- Ice Punch
Ability: Shadow Tag
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Protect
Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- U-turn
- Iron Head
- Gunk Shot
- Ice Beam
Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Seed Flare
- Tailwind
- Protect
Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 44 SpD / 212 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Dragon Dance
- Protect
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Crunch
- Rock Slide
- Stone Edge
- Ice Punch
Gengar: Traps Mothafuckas
Gene: Outspeeds Mothafuckas
Skymin: Haxes Mothafuckas
Fini: Switches Into Mothafuckas
Zyg: Cleans Up Mothafuckas
Ttar: Spams Mothafuckas
Gene: Outspeeds Mothafuckas
Skymin: Haxes Mothafuckas
Fini: Switches Into Mothafuckas
Zyg: Cleans Up Mothafuckas
Ttar: Spams Mothafuckas
Week 24: Groundium Z Landorus-T by Checkmater






Genesect @ Assault Vest
Ability: Download
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- U-turn
- Iron Head
- Gunk Shot
- Ice Beam
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 164 HP / 92 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stealth Rock
- Protect
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Tailwind
- Protect
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Crunch
- Ice Punch
- Protect
Tapu Koko @ Assault Vest
Ability: Electric Surge
Shiny: Yes
EVs: 216 HP / 252 SpD / 40 Spe
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Sky Drop
- Nature's Madness
Ability: Download
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- U-turn
- Iron Head
- Gunk Shot
- Ice Beam
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 164 HP / 92 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stealth Rock
- Protect
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Tailwind
- Protect
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Crunch
- Ice Punch
- Protect
Tapu Koko @ Assault Vest
Ability: Electric Surge
Shiny: Yes
EVs: 216 HP / 252 SpD / 40 Spe
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Sky Drop
- Nature's Madness
So this team started out as an attempt to bring together double AV koko + Genesect for massive rotating power that would give tailwinded ttar the room to fuck shit up. Originally, it was alolatales > Kyube but I realized that I really wanted the oomph that Kyube can provide, and it worked better with my team. After all, I don't need more bulk here. I've switched up the ttar item several times, and while I like life orb, av or cb also both work alright, it just depends on how many aegislash are around (cb deals with aegis the least well).
Overall, I like the team synergy and feel it is a good example of bulky offense that doesn't use semiroom to compensate for slow stuff. Instead, it uses a double AV and good resists from double dragon to negate opposing offensive pressure, while positioning for its own. I really like the team and I've enjoyed using it a lot
As for other set explanations, most are fairly standard except Genesect, which is AV so that I don't feel like I'm dropping myself into a hole on a mispredicted gunk everytime, as being able to attack then switch to using uturn is very nice, and the added speed isn't terribly important. Koko is a hella bulky spread that doesn't really miss the speed and uses a lot of offensive potential from NM. Groundium is quite nice to be able to nuke things on the fly, and I use SR because I don't need more rock coverage, at least imo. I have switched that up a couple times though
Overall, I like the team synergy and feel it is a good example of bulky offense that doesn't use semiroom to compensate for slow stuff. Instead, it uses a double AV and good resists from double dragon to negate opposing offensive pressure, while positioning for its own. I really like the team and I've enjoyed using it a lot
As for other set explanations, most are fairly standard except Genesect, which is AV so that I don't feel like I'm dropping myself into a hole on a mispredicted gunk everytime, as being able to attack then switch to using uturn is very nice, and the added speed isn't terribly important. Koko is a hella bulky spread that doesn't really miss the speed and uses a lot of offensive potential from NM. Groundium is quite nice to be able to nuke things on the fly, and I use SR because I don't need more rock coverage, at least imo. I have switched that up a couple times though
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