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I don't have a lot of new teams to share but the teams I'm sharing are imo more solid and consistant compared to my usual stuff. You will have here more details and theorycrafting. Double trap + wincond is one my fav archetype esp since we are not forced anymore to use Clef in every stall / balance teams if they can accelerate in mid/lategame to win with a dedicated wincond ( Zor, Quag, Gastro, Lati etc etc etc ).
I build this team at mid-season of DPP Revival. I was already out and I was questionning a lot myself to understand what happened at my ingame, my building. I felt like I became very unconsistant and also I think that my building had sometimes good ideas but the execution was poor so I ended up with flippy teams. I knew that best way to regain a little bit of confidence to convince Osgoode with some of my builds cause I consider him as the best DPP builder so it would mean a lot ( esp since he considers my builds to be bad xdd ). I built a prototype of this 6 with like Shard Phan or Turn Cele, Osgoode took it changed 2-3 things ( he kept Modest Zone !!! ) and some days later it was brought for Revival and it won. A pretty good feeling honestly.
Looking at the recent fat SD Bulky Zor builds, I noticed two patterns that were working well : one with Starmie + Celebi + Magneton x Special Sponge ( Tar / Bliss / Clef ) and the other with Lati x Phan x Registeel x Scarf Tar. And while I was trying to understand why it was working I asked myself what happens if we combine Phan + Zone/Ton x Tar ? I already did this in the past in some Spikes Balance / Stall teams so why not here ? Gyara needs a spinner, a good Donphan is SR Less Donphan, MagPhan is kinda like ADV MagDol and PhanTar is a very good duo. And overall I feel like everyone complete each other in these teams.
paralysing Zapdos is the best thing that can happen to SD Zor cause that means it becomes way less annoying esp when your spacial sponge is Scarf Tar; I already talked in this thread about how strong is RT TWave Gyara rn and it is still incredible into offense and overall any team that doesn't have a strong defensive status absorber; prob one or the best momentum destroyer thx to its mixed bulk, Intimidate and TWave.
became BP > U-Turn to not get trapped by Tar so we aren't 6-0 by LoomTar ( aka 80% of the paraspam teams ); Psychic comes clutch as f vs Roserade which is a massive threat for Donphan and ofc it is perfect into Loom ( someone that lacks of this recent knowledge gets baited very easily btw cause Psychic Celebi wasn't a common thing until recently with these new teams ) and into Gengar; SR Mono-Psychic means that Starmie gets a free spin so having BP / U-Turn is very important to trap easily with Tar => SR up => more pressure on Zapdos; SpD is needed to not get OHKO by Specs Modest Draco from Lati ( 93,3% max ); Cele is also the one coming on TBolt WoW RT Rotom so you absorb WoW then you can Psychic it / Bp into Tar; if it's SBall then it's Gyara; Psychic does good damage to Rotom / Zapdos, good chip for Zor.
became Knock to annoy everything that threatens Zor ( Waters, Rotom, Zapdos, Taunt Glisc ... ) and just the team overall ( SHED SHELL Skarm, Suicune and Clefable ); Protect is VERY important here for 3 reasons : it's your only source of recovery, scouting things like LATIAS, KINGDRA, Rotom, STARMIE ... is THE thing that makes you strong against offensive teams and makes you feel safe vs breaker teams, baiting Explosion from a Rocks Meta is usually game winner; having RT Gyara means that you don't need to check BSlam Rachi with Donphan so you don't expose it to a para.
is the key to make progress vs Starmie teams, it offers speed control and a lot of stability; Ice Punch for Flygon / Gliscor and Superpower can help vs Clefable but you can use EQ instead to be stronger into Jirachi and Infernape esp since HP Elec Nape is a big threat to this team.
is incredible : its resilience and its ability at clutching lost games is impressive; it somtimes feels like it is invincible in the right team with the right support; having some speed invests is great so you outspeed other Zor so you never tie with them so you Roost first etc ( CB Zor mostly ); 56+ is to OHKO 8 HP Tar, tbh idk if it's needed but I felt like having some Atk invests makes Zor very oppressive after 1 or 2 SDs esp vs a Knocked Taunt Glisc or a paralysed physical Jirachi; SpD is the most important cause it is the " detail " that allows you to 1v1 non Heat-Wave Zapdos, non Wisp Rotom, non HP Fire Scarf Zone, CM Rachi, Special Pert and to live non STAB " weak " Fire moves ( FlameT Clef / Queen for ex ); Bug Bite is better to maximise the 1v9 potential.
Modest is the Emeral touch whose origins date back to, iirc, 2020 with his double trap + Curse Pert team. It fits perfectly here cause it does more damage to for ex Suicune, chances to OHKO SpD Skarm ( 50% ), almost guaranteed OHKO on bulkless Tran ( 87,5% ) and ofc after rocks guarenteed OHKO, still traps opposite Zone etc etc ; Overall Modest Zone hits like a truck ( it can 2HKO some frail Looms ); I personally like Explosion esp for Clef but you can do Flash Cannon I think; I know being slower than Lati / Gar / Nape is not very optimal but guys, the first and the second one are getting trapped by Tar and Nape is normally not allowed to play vs RT Gyara + Modest Zone isn't a common thing, WHO IS GOING TO EXPECT THAT UNLESS THEY KNOW THE TEAM ? No one. And btw if you don't like it just use Magneton instead but you will have to more patient before activating the SD Zor path.
Known threats and issues :
- Heat-Wave : dodge with Zor, flinch with Gyara, force damages on it somehow and if you can't do that you can forfeit. Not very common at least ... Ah and ofc offensive Zapdos ( Modest 4 Atk lead for ex ) is very uncommon but a big threat so be careful ( glad that my edit of CoCo special offense [Zap Tran Tar Cune Gon Rachi] that has been spammed in 2024 isn't anymore LOL )
- Failing the vs sequence : perma rocks up on your side, very annoying but it can still be fine depending on what they have.
- Grass Knot + HP Elec : The SoS Special ... just ff tbh unless you want to pray for a miss with Celebi; idk.
- Rocks : You are using Donphan and Scarf Tar soooo ... Hmmmmm hope that Zor can win in the end and it should be the case unless there is too much things to weaken for a SD Zor clean.
- Trapping opposite : Since you're not using triple Steel and that your second Steel is your wincond, forcing in opposite Zone is very very hard and in the end if it's HP Fire Zone it can become very hard to win the game.
- : IBeam Nido is a Donphan counter and since we can't run SpD Phan cause Def EVs are needed for Tar, opposite Phan, Hippo etc, IBeam does a lot and forces Phan out; same as Rocks Cele, hope Zor wins the game. If it's FlameT Queen it will depend of what's behind the Queen but at least Phan is pretty much free to spin on their face.
- + Thunder Ground + Ghost : horrible and kinda coinflippy MU; you need to get the spin off somehow and then win the game by trapping opp's Tran so Zor can win the game.
- : oh man XD, hope it's not HP Elec or not Lum so you can try to para it with Gyara but generally you will have to trade Zone; with Sand +2 Bug Bite into BPunch kills it but gl to put yrself into this position; I agree not having GK or Twave on Cele sucks but applying one of these solutions create massive other problems; at least it can only setup on Phan ( if Cele didn't reveal it's moveset ), it dies from Sand and HPump can miss ... Gyara takes +0 Hp Elec too ( you can do 68 in SpD for +1 Timid HP Elec but the prob is that Lum Cune is almost always Modest cause the idea of Lum is to 2HKO Clef with Pump while being able to negate a TWave from Clef so Timid doesn't really make sense with Lum ); Bulky Cune isn't very good vs our SD Zor esp if Sand is up.
- Bold CM TBolt/GK FlameT : Prob the worst thing to face with this team, it counters litt everything; if it was able to CM, try to force it out Superpower / Crunch Def drops and once done play aggressive, put yourself in a position where you can SD first with your full HP Zor ( so you survive unboosted FlameT ) so you can remove Clef with Bug Bite into BPunch; but if opp isn't scared by your Tar, you need Crunch crits / Def drops, this is the only way, sorry not sorry CM Clef users; and of course the Tar sequence doesn't work if it's GK Clef ( Superpower crit ? :skull: ).
- SpD : Gyara counters it, and, with 8 HP EVs, Zone can survive from full a 0 SpA Lava Plume in order to 2HKO the Heatran so Zor has an avenue to win the game. Sub Roar is annoying but it is what it is.
- Specially oriented Mixed : looks pretty hard on the paper but overall it just depends if SR are up on your side so Gyara can come in and take 2 Dracos from full ( roll if +SpA Gon ); same with Celebi; Phan can scout it, take a Draco from full and also knock the LO to make him useless ( prob the path you usually take if Rocks are up on your side but be careful about the consquences ); you can play aggressive with Tar cause you have IPunch / Pursuit; Locked into Trage and Celebi / Gyara just died to it => you can RK it with Tar ( Gyara takes Draco + Trage btw ).
- Mixed / DD : First one is omega annoying, at least it's prediction reliant + dies quickly from Sand and LO + you have two Scarfers that can pivot on Draco and threaten it after. DD is annoying if Gyara is chipped hard or dead; remember that you have BPunch prio and Zone that tanks one Trage and fire back with a big Modest TBolt.
- and stall overall : Gyara is normally very good into these teams and trapping Skarm makes the things easier usually; Cele / Gyara will prob get knocked but it is for the best. Para the Rachi with Zone, trap the Rotom if there is one and win with Zor; be careful about a potential CM Fire Lati that can stop Zor in his tracks if at +1.
- Taunt : Hmmmmm Sand + Rocks up on their side and not on your side are your best allies; Intimidate is useful too, Cele can 1v1 every version that is not Ice Fang and our Gyara does about 20% on Wfall so it's ok; Zone can help you if no flinch but only in extreme situation like Gyara dead; maybe Phan can knock the Leftovers in some scenarios too.
- Refresh : alas a threat to any team that relies on TWave to stop it ... if not Max Atk Zor should be able to tank one Fire Punch from full and at +2 Bug Bite should kill after some chip ( Modest Zone also helps for this case !! ).
And I think that's all ? Maybe SD Glisc is a problem but I never faced it with the team.
REPLAYS ( I wish I had my ladder replays where I 1v6ed lost games with Zor ... ) :
Fakes vs Garay Oak for Classic XI Playoffs : it seems to be the prototype that is played by Fakes here but it worked perfectly ( look at turn 30-31 so you can see the power of Modest Zone ). Void vs Gilbert Arenas DPP Revival Round 6 Winners : the gameplan vs LUM Suicune LEAD xdd; also a good showcase of Phan x Zor 2v6ing the game; Rotom prevented the Spin many times but died to Sand + Rocks in the end.
I will release another one this week and prob do some edits to this post cause I kinda rushed it so don't hesitate to tell me if words are missing here or there etc same for the threat list.