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For UU, Molemitts identified a slowking set that was a huge problem for me, and kept sweeping me in practice
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Calm Mind
- Grass Knot
- Psyshock
This is effectively unkillable, and my only way of handling it once it gets a boost is with vaporeon, which takes considerable damage from grass knot and psyshock while it's hazing away the boosts, and can't hit back. Which due the the considerable pp of grass knot means it can remove a lot of vaporeon's wishes. This kept sweeping me in practice when I was running roar vaporeon, so I was forced to switch to haze. Two other bizarre setup threats Molemitts identified, which proved distressingly effective, were
Lanturn @ Heavy-Duty Boots
Ability: Volt Absorb
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Volt Switch
- Thunderbolt
- Scald
Quagsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest / Recover
- Curse
- Toxic
- Earthquake
The lanturn set actually swept me multiple times in testing- the only things on my team that can switch into it are rotom- which can't hit back after using its trick- and gastrodon. Earth power gastrodon couldn't even handle lanturn because +1 0 Atk Lanturn Liquidation vs. 252 HP / 108 Def Gastrodon: 105-124 (24.6 - 29.1%) -- 99.9% chance to 4HKO
Gastrodon would be forced to rest before it gets the kill on lanturn if it has taken any previous chip, or a toxic, and then gastrodon being 4HKOed means it can't do anything except click rest again whenever it wakes up, until lanturn gets a liquidation drop and kills it. I wanted to run specially defensive gastrodon to cope with a volt switching support lanturn, which I still thought was more likely, and because spdef gastrodon actually tanks grass knots surprisingly well 0 SpA Empoleon Grass Knot (60 BP) vs. 252 HP / 252+ SpD Gastrodon: 156-184 (36.6 - 43.1%) -- guaranteed 3HKO
however I was forced to run 108 defense EVs to cope with the possibility of curse lanturn. Additionally, I had to run clear smog over earth power, so that I don't run out of earth powers and just get swept, and also so that I can keep lanturn at low enough attack that something else can switch in if gastrodon gets liquidation dropped.
Quagsire wasn't so worrying, as lapras could handle it with freeze dry, but it meant lapras had to be physically defensive.
I miss (Gastrodon) @ Heavy-Duty Boots
Ability: Sticky Hold
Tera Type: Water
EVs: 252 HP / 108 Def / 120 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Clear Smog
- Spikes
- Stealth Rock
Gastrodon is my only hazard setter and cee's UU draft had no removal, so spikes and rocks were both mandatory. Given that it's also my only defensive switch in to lanturn, and my stick hold pokemon, there's a lot of pressure on it, and it doesn't have the moveslots for anything else besides clear smog and recovery. I opted for rest over recover because otherwise it was extremely difficult to get up hazards, as I would keep being forced out by toxic quagsire. This way I can just let gastodon get toxiced and rest it off so it can still handle lanturn (hopefully). It also means gastrodon can switch into quagsire to scout for thief. Switching to lapras and losing its boots would be a death sentence. I didn't want gastrodon getting speedcrept by quagsire, so I invested to make it the same speed as min speed vaporeon- as cee wouldn't want their quagsire to outspeed vaporeon and be unable to punish wish passing.
I was always planning to put trick scarf on rotom, removing boots from one of cee's pokemon and debilitating it at the same time is just too powerful. Rotom also needs pain split for recovery, as it doesn't have the bulk to get away with rest, and pain split is actually good vs other passive teams and with rotom's low base hp. Given I have no special attack investment, I found discharge and night shade were the best way to make sure cee has no easy switch ins to it. I originally ran thunderbolt for damage, but found the ability to parahax sweeping slowking was too valuable. I also considered trick assault vest over trick scarf (and yes, the AV prevents you from using trick) with the idea that when cee's slowking tricked it the slowking wouldn't then be able to trick scarf onto any of my other pokemon. However if cee brought a different slowking set rotom would just be stuck with an AV forever, and other slowking sets were more threatening, so I had to abandon that idea. I went defensive so that I had something that could switch into cee's basculegion and threaten it.
Y (Lapras) @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Water
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Psychic Noise
- Freeze-Dry
- Thunderbolt
Lapras was originally drafted as a perish trapper, with water absorb preventing cee's alomomola from flip turning out. However, in testing I found that cee's empoleon could always just switch in, and because grass knot does so much damage to lapras 0 SpA Empoleon Grass Knot (120 BP) vs. 252 HP / 0 SpD Lapras: 198-234 (42.6 - 50.4%) -- 1.2% chance to 2HKO
it would just be forced out, and would never trap anything. It would barely get any damage on empoleon with freeze dry either. This meant I ended up not going for a trapping set at all, so that I could fit a move to punish empoleon. My options were earthquake and thunderbolt, and I went with thunderbolt, even though it does considerably less damage to spdef empoleon as a) it hits most other things on the team b) it meant I didn't have to run a -speed nature, so I could also be faster than empoleon, which is very valuable in making lapras hard for empoleon to switch into and c) cee might not go spdef on empoleon. I didn't know what to go last so I went psynoise to make lapras more threatening by preventing cee's pokemon from recovering on it.
Do I have to? (Tentacruel) @ Heavy-Duty Boots
Ability: Clear Body
Tera Type: Water
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Rapid Spin
- Rest
- Toxic
- Hex
Tentacruel is here to spin and that's the only thing it can do that's worth doing. My main goal was to make a set that can't be spinblocked by basculegion, and found that even gigas drain wasn't doing much damage, so I needed toxic to wear it down, and hex so that I actually had a move worth clicking on basculegion switching in once it's already toxiced. Also to prevent basculegion from resting up on tentacruel, so that I can get a spin off when it switches out. Tentacruel gets thief, which is very useful without knock off, but I was terrified of accidentally thiefing a choice scarf and losing to hazards on the spot.
Use (Vaporeon)
Ability: Water Absorb
Tera Type: Water
EVs: 248 HP / 244 Def / 16 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Protect
- Covet
- Haze
Vaporeon was drafted to keep the rest of the team healthy with wish passing, but in testing I found it already had enough on its plate just trying to keep slowking from sweeping me. As such, I was never using flip turn and dropped it. In its place I ran covet, because stealing slowking's boots is the only way I can stop it from just coming back to do more damage to vaporeon later with regenerator, and eventually wearing me down. It's very risky, because if I accidentally covet a scarf I lose my wish passer, but I was so so so so so worried about that slowking. Not having an item meant I needed to covet early, as otherwise I wouldn't be able to keep vaporeon alive with lots of hazards up, but I wanted to do that anyway unless I covet a scarf that I already tricked onto something with rotom, or something that already had its item stolen by ludicolo. Besides, this vaporeon is built for 1v1ing slowkings more than wish passing, so losing it if cee doesn't run the calm mind slowking set wouldn't be a total disaster. Protect is always good with wish, but here it also helps me scout for what cee is switching in, or whether a slowking is scarfed, so I can decide if I want to covet it. I chose a balance of def and spdef EVs so that grass knot and psyshock would do around the same damage as each other, which minimises how much damage cee's slowking can do to it. I forgot to stop vaporeon from being min speed after removing flip turn.
Ludicolo
Ability: Own Tempo
Tera Type: Water
EVs: 248 HP / 8 Def / 152 SpD / 100 Spe
Careful Nature
- Synthesis
- Thief
- Seed Bomb
- Thunder Punch
This thing has grass and electric coverage and can steal an item with thief. That means it has no switch ins. The only thing on cee's team that doesn't take really big damage from ludicolo is empoleon, which was also the hardest thing for my team to get rid of, so removing its boots would be extremely valuable. I was originally going to go grass knot over seed bomb for more pp and to make use of ludicolo's better special attack, but most of the grass knots were landing into empoleon anyway, and I had two test games where Molemitts devastated my ludicolo with spite basculegion, so I wanted to avoid running a -speed nature so that I could speedcreep basculegion. I ran synthesis over rest so that it isn't spending a long time out of action, and can keep the pressure up.
Wildcard teambuilding:
Here the most obvious problem is the lack of hazard control. I have blastoise for rapid spin, but it's realistically never getting past pecharunt, even with dark pulse, and pecharunt will probably be spdef. Pecharunt is also a huge problem offensively, having mean look to trap my pokemon. I didn't actually consider the mean look curse set cee actually brought, but mean look hex would have been nasty enough. Cramorant is also very threatening, being able to trap my pokemon and stall out recover pp, while I can't attack it or I get defense drops or paralysis that could lead to crmorant KOing me.
Pecharunt @ Heavy-Duty Boots
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Mean Look
- Night Shade
- Shadow Ball / Hex
Molemitts was the one to think of both of these sets. He has a twisted mind, that mole.
The other big problem is that I can't keep my own hazards up when cee has potentially 3 hazard control pokemon. On the other hand, my manaphy takes on the role of cee's slowking in UU, being extremely difficult for cee to stop from sweeping, as take heart cures status, and it gets energy ball and psychic.
I picked breloom because poison heal makes it a pseudo-regenerator mon, while not having having the ice beam 4 times weakness of gliscor, making it harder to counterteam (or so I thought) and having 48 pp of bullet seed to batter a water team with. Cee's pecharunt put a spanner in those works, as brelooms best way to hit pecharunt is zen headbutt
0 Atk Breloom Zen Headbutt vs. 252 HP / 0 Def Pecharunt: 96-114 (25.2 - 30%) -- guaranteed 4HKO
meaning breloom is never making any progress against cee's team (as nothing else I have can get rid of pecharunt either; this was a major oversight in drafting). So that I don't give it free entry, I gave breloom stun spore. This should be really debilitating to pecharunt, as pecharunt gets a lot of 4HKOs on my pokemon with night shade and hex, which would force them to stay asleep until they run out of pp, but once pecharunt gets fully paralysed, I get a free turn so that my pokemon can break out of that cycle.
Pecharunt Night Shade vs. 252 HP Blastoise: 100-100 (27.6 - 27.6%) -- guaranteed 4HKO
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 252+ SpD Blastoise: 88-105 (24.3 - 29%) -- 99.4% chance to 4HKO
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 252+ SpD Gastrodon: 103-123 (24.1 - 28.8%) -- 98.9% chance to 4HKO
Pecharunt Night Shade vs. 248 HP Empoleon: 100-100 (26.9 - 26.9%) -- guaranteed 4HKO
Pecharunt Night Shade vs. 252 HP Toxapex: 100-100 (32.8 - 32.8%) -- guaranteed 4HKO
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 84 SpD Toxapex: 87-103 (28.6 - 33.8%) -- 0.9% chance to 3HKO
Protect is important to get toxic orb established safely with all of cee's knock users, but also to keep brelooms health up while it keeps switching in on hazards. I need to be very careful of the fact that mean look goes through protect though. I wasn't sure what to put for my final move- breloom just doesn't get anything very useful, as leech seed is too easily pp stalled, so I ended up going with bulk up, for reasons that are mysterious even to me.
RV (Gastrodon) @ Leftovers
Ability: Storm Drain
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Spikes
- Stealth Rock
- Earthquake
I drafted this to be a second knock absorber, for swanna which has brave bird so that breloom can't switch in, but also has knock off. However I decided I needed storm drain to interfere with cee's alomomola wish passing to tentacruel, and gastrodon getting knocked off doesn't really stop it from knock absorbing in this matchup as cee only has rocks. I also ran leftovers on most of my pokemon over boots for that reason. In hindsight, I should probably have been sticky hold anyway, as those leftovers ended up being very important, so I ended up not being able to switch gastrodon in on knock users, making it very hard to keep hazards up. I drafted two hazardsetters, gastrodon and empoleon, but found in testing that empoleon really needed 4 other moves, so I put both hazards on gastrodon. I needed it to be able to 1v1 tentacruel, as I could punish defog with empoleon, but couldn't do anything else about tentacruel's rapid spin. So I picked earthquake as my last move, even though this made me weaker to pecharunt, and rest as my recovery, so that I don't get debilitated by toxic. I went full spdef because I needed all the help I could get vs pecharunt, and I found that allowed it to almost always live 3 hexes (so that I can wake up after resting and click rest again, to pp stall).
Only explanation (Toxapex) @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Toxic
- Haze
- Infestation
Toxic is mandatory on toxapex, and here it is good to punish alomomola wish passing. Toxapex is my only regenerator pokemon, so it's the only pokemon I can really afford to let get knocked off by swanna and still keep taking hits from it, so I wanted to be physically defensive to keep switching into brave birds without boots 0 Atk Swanna Brave Bird vs. 252 HP / 172+ Def Toxapex: 66-78 (21.7 - 25.6%) -- 0.4% chance to 4HKO
However, I also wanted more resources into pecharunt, and found that with 84 spdef EVs, toxapex could live 3 hexes from pecharunt
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 84 SpD Toxapex: 87-103 (28.6 - 33.8%) -- 0.9% chance to 3HKO
I chose infestation so that I had a way to do chip damage to pecharunt if I did end up trapped in a situation like that, and because trapping is valuable generally to force pokemon to take more toxic damage, and to avoid wasting toxic pp on switches to toxic immune pokemon. It's also a way to punish tentacruel switching in, and trap it to force it to rest (I just infestation again on the rapid spin, so that it still ends up trapped at the end of the turn). I went with rest over recover, even though toxapex can't be toxiced, because that way I can recover a maximum of 8 times my max hp, instead of a maximum of 4 times my max hp, which helps me absorb as many brave birds from swanna as possible so that I don't end up having to switch to empoleon and let that get knocked. Haze is here so that I have a move I can click into cramorant that doesn't activate gulp missile that has a lot of pp to avoid getting whirlpool trapped and pp stalled.
4 (Empoleon) @ Leftovers
Ability: Competitive
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 9 Spe
- Rest
- Roar
- Knock Off
- Grass Knot
I drafted empoleon to be grass knotting and knocking and setting rocks, but in practice with Molemitts I found it was used for one thing only: withstanding the neverending flurry of brave birds that cee's team can throw at me (24pp on each bird, for a 120 base power move!!!). As such, I made it physically defensive. I had originally planned to put a lot of speed investment into it, as outspeeding swampert with grass knot would be very valuable, but I found it just wasn't taking enough brave birds before running out of recovery. For the same reason, I ran rest over roost. Empoleon is less a pokemon than an enormous pile of hp that I can throw into brave birds. Grass knot and knock off are both excellent moves against stall water, and I was hoping that that combination would force pecharunt to get knocked off, as the grass knot switch in. It was important to have a special move so that it's dangerous for cee to activate empoleon's competitive with defog, and hopefully deter them from undoing my hazards. As it turned out, though, cee brough specially defensive birds and my grass knot wasn't very threatening anyway. Finally, I brought roar to escape being trapped by pecharunt. Pecharunt only has 8 mean looks, so if I can waste them all, the game looks much better for me. I don't want to be using up empoleon's precious hp on pecharunt, but pecharunt is extremely threatening, so I might have to. Given that I'm going for maximum bulk, I might as well go minimum speed to underspeed alomomola's flip turn and hopefully knock something switching in- I'm not outspeeding swampert either way, which is the only thing that really matters.
This (Manaphy) @ Leftovers
Ability: Hydration
Tera Type: Water
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Rest
- Take Heart
- Stored Power
- Knock Off
I was very hopeful about manaphy potentially sweeping cee. It's very difficult to remove, and gets great coverage for this matchup. However take heart for setup and rest for recovery are both essential, so I only have two slots for coverage. I started out with energy ball and psychic- energy ball hits swampert hard, so that manaphy can't be roared out, and the only good switch-ins are pecharunt and tentacruel, which are weak to psychic. However, in testing this set I found that I couldn't get past haze tentacruel- tentacruel has the same base speed as manaphy, but I really wanted all of manaphy's EVs to be in bulk so that it can take take enough hits to set up on cee's physical attackers, and so that it can actually withstand 3 earthquakes from swampert in order to wake up again and continue sweeping. 0 Atk Swampert Earthquake vs. 252 HP / 240 Def Manaphy: 93-111 (23 - 27.4%) -- 62.7% chance to 4HKO
This meant tentacruel was always getting the fast haze on me, and psychic wasn't actually doing much damage 0 SpA Manaphy Psychic vs. 248 HP / 252+ SpD Tentacruel: 82-98 (22.5 - 26.9%) -- possible 5HKO
I also found in testing that molemitts could easily avoid tentacruel getting knocked, as it had no reason to stay in on empoleon, so that I couldn't chip it down by forcing it to enter repeatedly. As such, I decided that the only way to make progress against tentacruel was to run knock off as one of my two moves, as manaphy is the one pokemon that forces tentacruel in. This tragically meant I couldn't afford to run energy ball as my other move, as I wouldn't be able to hit pecharunt. But psychic is weak, even with several boosts +3 0 SpA Manaphy Psychic vs. 248 HP / 252+ SpD Swampert: 124-147 (30.7 - 36.4%) -- 62.7% chance to 3HKO
so I decided to run stored power instead, as I wasn't doing appreciable damage without several boosts anyway, and that meant if I could get manaphy set up while tentacruel was asleep I had a chance to boost out of control before it wakes up. Leaving a rather bizarre looking set. My hope was that cee would expect me to run energy ball, and so wouldn't bother running roar on swampert, which uhhhh didn't pan out. Mole said I should keep energy ball; I should have listened.
Draft (Blastoise) @ Heavy-Duty Boots
Ability: Torrent
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Rest
- Dark Pulse
- Roar
- Rapid Spin
I wasn't expecting blastoise to do much- I realised I made a mistake in drafting it- and it didn't. Even though I couldn't force a spin against pecharunt, I ran rapid spin anyway to at least force cee to react to it, and hopefully get some chip on pecharunt with dark pulse (and it is just chip)
0 SpA Blastoise Dark Pulse vs. 248 HP / 252+ SpD Pecharunt: 78-94 (20.5 - 24.8%) -- guaranteed 5HKO
As it didn't have anything else useful to do, and is the most disaposable member of the team, I made it my main pecharunt counter. I made it specially defensive so it could live 3 hexes and wake up again
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 252+ SpD Blastoise: 88-105 (24.3 - 29%) -- 99.4% chance to 4HKO
For its final move I chose roar, to waste mean look pp, so that if blastoise fails to hold off pecharunt (which is very likely) pecharunt will at least have less resources to hunt down the rest of my team. I wasn't considering the possibility of mean look curse when I made this set, which invalidates this and all of my options to check pecharunt.
For UU, Molemitts identified a slowking set that was a huge problem for me, and kept sweeping me in practice
This is effectively unkillable, and my only way of handling it once it gets a boost is with vaporeon, which takes considerable damage from grass knot and psyshock while it's hazing away the boosts, and can't hit back. Which due the the considerable pp of grass knot means it can remove a lot of vaporeon's wishes. This kept sweeping me in practice when I was running roar vaporeon, so I was forced to switch to haze. Two other bizarre setup threats Molemitts identified, which proved distressingly effective, were
Lanturn @ Heavy-Duty Boots
Ability: Volt Absorb
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Volt Switch
- Thunderbolt
- Scald
Quagsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest / Recover
- Curse
- Toxic
- Earthquake
The lanturn set actually swept me multiple times in testing- the only things on my team that can switch into it are rotom- which can't hit back after using its trick- and gastrodon. Earth power gastrodon couldn't even handle lanturn because +1 0 Atk Lanturn Liquidation vs. 252 HP / 108 Def Gastrodon: 105-124 (24.6 - 29.1%) -- 99.9% chance to 4HKO
Gastrodon would be forced to rest before it gets the kill on lanturn if it has taken any previous chip, or a toxic, and then gastrodon being 4HKOed means it can't do anything except click rest again whenever it wakes up, until lanturn gets a liquidation drop and kills it. I wanted to run specially defensive gastrodon to cope with a volt switching support lanturn, which I still thought was more likely, and because spdef gastrodon actually tanks grass knots surprisingly well 0 SpA Empoleon Grass Knot (60 BP) vs. 252 HP / 252+ SpD Gastrodon: 156-184 (36.6 - 43.1%) -- guaranteed 3HKO
however I was forced to run 108 defense EVs to cope with the possibility of curse lanturn. Additionally, I had to run clear smog over earth power, so that I don't run out of earth powers and just get swept, and also so that I can keep lanturn at low enough attack that something else can switch in if gastrodon gets liquidation dropped.
Quagsire wasn't so worrying, as lapras could handle it with freeze dry, but it meant lapras had to be physically defensive.
I miss (Gastrodon) @ Heavy-Duty Boots
Ability: Sticky Hold
Tera Type: Water
EVs: 252 HP / 108 Def / 120 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Clear Smog
- Spikes
- Stealth Rock
Gastrodon is my only hazard setter and cee's UU draft had no removal, so spikes and rocks were both mandatory. Given that it's also my only defensive switch in to lanturn, and my stick hold pokemon, there's a lot of pressure on it, and it doesn't have the moveslots for anything else besides clear smog and recovery. I opted for rest over recover because otherwise it was extremely difficult to get up hazards, as I would keep being forced out by toxic quagsire. This way I can just let gastodon get toxiced and rest it off so it can still handle lanturn (hopefully). It also means gastrodon can switch into quagsire to scout for thief. Switching to lapras and losing its boots would be a death sentence. I didn't want gastrodon getting speedcrept by quagsire, so I invested to make it the same speed as min speed vaporeon- as cee wouldn't want their quagsire to outspeed vaporeon and be unable to punish wish passing.
I was always planning to put trick scarf on rotom, removing boots from one of cee's pokemon and debilitating it at the same time is just too powerful. Rotom also needs pain split for recovery, as it doesn't have the bulk to get away with rest, and pain split is actually good vs other passive teams and with rotom's low base hp. Given I have no special attack investment, I found discharge and night shade were the best way to make sure cee has no easy switch ins to it. I originally ran thunderbolt for damage, but found the ability to parahax sweeping slowking was too valuable. I also considered trick assault vest over trick scarf (and yes, the AV prevents you from using trick) with the idea that when cee's slowking tricked it the slowking wouldn't then be able to trick scarf onto any of my other pokemon. However if cee brought a different slowking set rotom would just be stuck with an AV forever, and other slowking sets were more threatening, so I had to abandon that idea. I went defensive so that I had something that could switch into cee's basculegion and threaten it.
Y (Lapras) @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Water
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Psychic Noise
- Freeze-Dry
- Thunderbolt
Lapras was originally drafted as a perish trapper, with water absorb preventing cee's alomomola from flip turning out. However, in testing I found that cee's empoleon could always just switch in, and because grass knot does so much damage to lapras 0 SpA Empoleon Grass Knot (120 BP) vs. 252 HP / 0 SpD Lapras: 198-234 (42.6 - 50.4%) -- 1.2% chance to 2HKO
it would just be forced out, and would never trap anything. It would barely get any damage on empoleon with freeze dry either. This meant I ended up not going for a trapping set at all, so that I could fit a move to punish empoleon. My options were earthquake and thunderbolt, and I went with thunderbolt, even though it does considerably less damage to spdef empoleon as a) it hits most other things on the team b) it meant I didn't have to run a -speed nature, so I could also be faster than empoleon, which is very valuable in making lapras hard for empoleon to switch into and c) cee might not go spdef on empoleon. I didn't know what to go last so I went psynoise to make lapras more threatening by preventing cee's pokemon from recovering on it.
Do I have to? (Tentacruel) @ Heavy-Duty Boots
Ability: Clear Body
Tera Type: Water
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Rapid Spin
- Rest
- Toxic
- Hex
Tentacruel is here to spin and that's the only thing it can do that's worth doing. My main goal was to make a set that can't be spinblocked by basculegion, and found that even gigas drain wasn't doing much damage, so I needed toxic to wear it down, and hex so that I actually had a move worth clicking on basculegion switching in once it's already toxiced. Also to prevent basculegion from resting up on tentacruel, so that I can get a spin off when it switches out. Tentacruel gets thief, which is very useful without knock off, but I was terrified of accidentally thiefing a choice scarf and losing to hazards on the spot.
Use (Vaporeon)
Ability: Water Absorb
Tera Type: Water
EVs: 248 HP / 244 Def / 16 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Protect
- Covet
- Haze
Vaporeon was drafted to keep the rest of the team healthy with wish passing, but in testing I found it already had enough on its plate just trying to keep slowking from sweeping me. As such, I was never using flip turn and dropped it. In its place I ran covet, because stealing slowking's boots is the only way I can stop it from just coming back to do more damage to vaporeon later with regenerator, and eventually wearing me down. It's very risky, because if I accidentally covet a scarf I lose my wish passer, but I was so so so so so worried about that slowking. Not having an item meant I needed to covet early, as otherwise I wouldn't be able to keep vaporeon alive with lots of hazards up, but I wanted to do that anyway unless I covet a scarf that I already tricked onto something with rotom, or something that already had its item stolen by ludicolo. Besides, this vaporeon is built for 1v1ing slowkings more than wish passing, so losing it if cee doesn't run the calm mind slowking set wouldn't be a total disaster. Protect is always good with wish, but here it also helps me scout for what cee is switching in, or whether a slowking is scarfed, so I can decide if I want to covet it. I chose a balance of def and spdef EVs so that grass knot and psyshock would do around the same damage as each other, which minimises how much damage cee's slowking can do to it. I forgot to stop vaporeon from being min speed after removing flip turn.
Ludicolo
Ability: Own Tempo
Tera Type: Water
EVs: 248 HP / 8 Def / 152 SpD / 100 Spe
Careful Nature
- Synthesis
- Thief
- Seed Bomb
- Thunder Punch
This thing has grass and electric coverage and can steal an item with thief. That means it has no switch ins. The only thing on cee's team that doesn't take really big damage from ludicolo is empoleon, which was also the hardest thing for my team to get rid of, so removing its boots would be extremely valuable. I was originally going to go grass knot over seed bomb for more pp and to make use of ludicolo's better special attack, but most of the grass knots were landing into empoleon anyway, and I had two test games where Molemitts devastated my ludicolo with spite basculegion, so I wanted to avoid running a -speed nature so that I could speedcreep basculegion. I ran synthesis over rest so that it isn't spending a long time out of action, and can keep the pressure up.
Wildcard teambuilding:
Here the most obvious problem is the lack of hazard control. I have blastoise for rapid spin, but it's realistically never getting past pecharunt, even with dark pulse, and pecharunt will probably be spdef. Pecharunt is also a huge problem offensively, having mean look to trap my pokemon. I didn't actually consider the mean look curse set cee actually brought, but mean look hex would have been nasty enough. Cramorant is also very threatening, being able to trap my pokemon and stall out recover pp, while I can't attack it or I get defense drops or paralysis that could lead to crmorant KOing me.
Pecharunt @ Heavy-Duty Boots
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Mean Look
- Night Shade
- Shadow Ball / Hex
Molemitts was the one to think of both of these sets. He has a twisted mind, that mole.
The other big problem is that I can't keep my own hazards up when cee has potentially 3 hazard control pokemon. On the other hand, my manaphy takes on the role of cee's slowking in UU, being extremely difficult for cee to stop from sweeping, as take heart cures status, and it gets energy ball and psychic.
I picked breloom because poison heal makes it a pseudo-regenerator mon, while not having having the ice beam 4 times weakness of gliscor, making it harder to counterteam (or so I thought) and having 48 pp of bullet seed to batter a water team with. Cee's pecharunt put a spanner in those works, as brelooms best way to hit pecharunt is zen headbutt
0 Atk Breloom Zen Headbutt vs. 252 HP / 0 Def Pecharunt: 96-114 (25.2 - 30%) -- guaranteed 4HKO
meaning breloom is never making any progress against cee's team (as nothing else I have can get rid of pecharunt either; this was a major oversight in drafting). So that I don't give it free entry, I gave breloom stun spore. This should be really debilitating to pecharunt, as pecharunt gets a lot of 4HKOs on my pokemon with night shade and hex, which would force them to stay asleep until they run out of pp, but once pecharunt gets fully paralysed, I get a free turn so that my pokemon can break out of that cycle.
Pecharunt Night Shade vs. 252 HP Blastoise: 100-100 (27.6 - 27.6%) -- guaranteed 4HKO
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 252+ SpD Blastoise: 88-105 (24.3 - 29%) -- 99.4% chance to 4HKO
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 252+ SpD Gastrodon: 103-123 (24.1 - 28.8%) -- 98.9% chance to 4HKO
Pecharunt Night Shade vs. 248 HP Empoleon: 100-100 (26.9 - 26.9%) -- guaranteed 4HKO
Pecharunt Night Shade vs. 252 HP Toxapex: 100-100 (32.8 - 32.8%) -- guaranteed 4HKO
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 84 SpD Toxapex: 87-103 (28.6 - 33.8%) -- 0.9% chance to 3HKO
Protect is important to get toxic orb established safely with all of cee's knock users, but also to keep brelooms health up while it keeps switching in on hazards. I need to be very careful of the fact that mean look goes through protect though. I wasn't sure what to put for my final move- breloom just doesn't get anything very useful, as leech seed is too easily pp stalled, so I ended up going with bulk up, for reasons that are mysterious even to me.
RV (Gastrodon) @ Leftovers
Ability: Storm Drain
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Spikes
- Stealth Rock
- Earthquake
I drafted this to be a second knock absorber, for swanna which has brave bird so that breloom can't switch in, but also has knock off. However I decided I needed storm drain to interfere with cee's alomomola wish passing to tentacruel, and gastrodon getting knocked off doesn't really stop it from knock absorbing in this matchup as cee only has rocks. I also ran leftovers on most of my pokemon over boots for that reason. In hindsight, I should probably have been sticky hold anyway, as those leftovers ended up being very important, so I ended up not being able to switch gastrodon in on knock users, making it very hard to keep hazards up. I drafted two hazardsetters, gastrodon and empoleon, but found in testing that empoleon really needed 4 other moves, so I put both hazards on gastrodon. I needed it to be able to 1v1 tentacruel, as I could punish defog with empoleon, but couldn't do anything else about tentacruel's rapid spin. So I picked earthquake as my last move, even though this made me weaker to pecharunt, and rest as my recovery, so that I don't get debilitated by toxic. I went full spdef because I needed all the help I could get vs pecharunt, and I found that allowed it to almost always live 3 hexes (so that I can wake up after resting and click rest again, to pp stall).
Only explanation (Toxapex) @ Black Sludge
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Toxic
- Haze
- Infestation
Toxic is mandatory on toxapex, and here it is good to punish alomomola wish passing. Toxapex is my only regenerator pokemon, so it's the only pokemon I can really afford to let get knocked off by swanna and still keep taking hits from it, so I wanted to be physically defensive to keep switching into brave birds without boots 0 Atk Swanna Brave Bird vs. 252 HP / 172+ Def Toxapex: 66-78 (21.7 - 25.6%) -- 0.4% chance to 4HKO
However, I also wanted more resources into pecharunt, and found that with 84 spdef EVs, toxapex could live 3 hexes from pecharunt
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 84 SpD Toxapex: 87-103 (28.6 - 33.8%) -- 0.9% chance to 3HKO
I chose infestation so that I had a way to do chip damage to pecharunt if I did end up trapped in a situation like that, and because trapping is valuable generally to force pokemon to take more toxic damage, and to avoid wasting toxic pp on switches to toxic immune pokemon. It's also a way to punish tentacruel switching in, and trap it to force it to rest (I just infestation again on the rapid spin, so that it still ends up trapped at the end of the turn). I went with rest over recover, even though toxapex can't be toxiced, because that way I can recover a maximum of 8 times my max hp, instead of a maximum of 4 times my max hp, which helps me absorb as many brave birds from swanna as possible so that I don't end up having to switch to empoleon and let that get knocked. Haze is here so that I have a move I can click into cramorant that doesn't activate gulp missile that has a lot of pp to avoid getting whirlpool trapped and pp stalled.
4 (Empoleon) @ Leftovers
Ability: Competitive
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 9 Spe
- Rest
- Roar
- Knock Off
- Grass Knot
I drafted empoleon to be grass knotting and knocking and setting rocks, but in practice with Molemitts I found it was used for one thing only: withstanding the neverending flurry of brave birds that cee's team can throw at me (24pp on each bird, for a 120 base power move!!!). As such, I made it physically defensive. I had originally planned to put a lot of speed investment into it, as outspeeding swampert with grass knot would be very valuable, but I found it just wasn't taking enough brave birds before running out of recovery. For the same reason, I ran rest over roost. Empoleon is less a pokemon than an enormous pile of hp that I can throw into brave birds. Grass knot and knock off are both excellent moves against stall water, and I was hoping that that combination would force pecharunt to get knocked off, as the grass knot switch in. It was important to have a special move so that it's dangerous for cee to activate empoleon's competitive with defog, and hopefully deter them from undoing my hazards. As it turned out, though, cee brough specially defensive birds and my grass knot wasn't very threatening anyway. Finally, I brought roar to escape being trapped by pecharunt. Pecharunt only has 8 mean looks, so if I can waste them all, the game looks much better for me. I don't want to be using up empoleon's precious hp on pecharunt, but pecharunt is extremely threatening, so I might have to. Given that I'm going for maximum bulk, I might as well go minimum speed to underspeed alomomola's flip turn and hopefully knock something switching in- I'm not outspeeding swampert either way, which is the only thing that really matters.
This (Manaphy) @ Leftovers
Ability: Hydration
Tera Type: Water
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Rest
- Take Heart
- Stored Power
- Knock Off
I was very hopeful about manaphy potentially sweeping cee. It's very difficult to remove, and gets great coverage for this matchup. However take heart for setup and rest for recovery are both essential, so I only have two slots for coverage. I started out with energy ball and psychic- energy ball hits swampert hard, so that manaphy can't be roared out, and the only good switch-ins are pecharunt and tentacruel, which are weak to psychic. However, in testing this set I found that I couldn't get past haze tentacruel- tentacruel has the same base speed as manaphy, but I really wanted all of manaphy's EVs to be in bulk so that it can take take enough hits to set up on cee's physical attackers, and so that it can actually withstand 3 earthquakes from swampert in order to wake up again and continue sweeping. 0 Atk Swampert Earthquake vs. 252 HP / 240 Def Manaphy: 93-111 (23 - 27.4%) -- 62.7% chance to 4HKO
This meant tentacruel was always getting the fast haze on me, and psychic wasn't actually doing much damage 0 SpA Manaphy Psychic vs. 248 HP / 252+ SpD Tentacruel: 82-98 (22.5 - 26.9%) -- possible 5HKO
I also found in testing that molemitts could easily avoid tentacruel getting knocked, as it had no reason to stay in on empoleon, so that I couldn't chip it down by forcing it to enter repeatedly. As such, I decided that the only way to make progress against tentacruel was to run knock off as one of my two moves, as manaphy is the one pokemon that forces tentacruel in. This tragically meant I couldn't afford to run energy ball as my other move, as I wouldn't be able to hit pecharunt. But psychic is weak, even with several boosts +3 0 SpA Manaphy Psychic vs. 248 HP / 252+ SpD Swampert: 124-147 (30.7 - 36.4%) -- 62.7% chance to 3HKO
so I decided to run stored power instead, as I wasn't doing appreciable damage without several boosts anyway, and that meant if I could get manaphy set up while tentacruel was asleep I had a chance to boost out of control before it wakes up. Leaving a rather bizarre looking set. My hope was that cee would expect me to run energy ball, and so wouldn't bother running roar on swampert, which uhhhh didn't pan out.
Draft (Blastoise) @ Heavy-Duty Boots
Ability: Torrent
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Rest
- Dark Pulse
- Roar
- Rapid Spin
I wasn't expecting blastoise to do much- I realised I made a mistake in drafting it- and it didn't. Even though I couldn't force a spin against pecharunt, I ran rapid spin anyway to at least force cee to react to it, and hopefully get some chip on pecharunt with dark pulse (and it is just chip)
0 SpA Blastoise Dark Pulse vs. 248 HP / 252+ SpD Pecharunt: 78-94 (20.5 - 24.8%) -- guaranteed 5HKO
As it didn't have anything else useful to do, and is the most disaposable member of the team, I made it my main pecharunt counter. I made it specially defensive so it could live 3 hexes and wake up again
0 SpA Pecharunt Hex (130 BP) vs. 252 HP / 252+ SpD Blastoise: 88-105 (24.3 - 29%) -- 99.4% chance to 4HKO
For its final move I chose roar, to waste mean look pp, so that if blastoise fails to hold off pecharunt (which is very likely) pecharunt will at least have less resources to hunt down the rest of my team. I wasn't considering the possibility of mean look curse when I made this set, which invalidates this and all of my options to check pecharunt.