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Trick Room Ghost


Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Flare Blitz
- Swords Dance
- Earthquake
- Shadow Bone

Mimikyu @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Play Rough
- Shadow Claw

Dhelmise @ Choice Band
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Power Whip
- Anchor Shot
- Rapid Spin
- Earthquake

Cofagrigus @ Darkinium Z
Ability: Mummy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Night Shade
- Memento
- Trick Room
- Knock Off



Mega-Sableye is a defensive check to many threats such as Mega Sharpedo and is a deadly setup sweeper with Calm Mind and high defenses.
Gengar provides speed control and outspeeds and revenge kills threats out of trick room. A choice scarf is given to maximize speed, while the perfect Ghost/Poison/Fighting coverage along with Dazzling Gleam is used can hit every single Pokémon with neutral damage, and dark with dazzling Gleam.
Alola-Marowak is one of our Trick Room abusers on the team. Minimizing speed along with Maximizing attack allows it to abuse trick room by repeatedly spamming Flare Blitz without recoil, thanks to rock head. A thick club is given to double Marowak's attack, making it a strong wall breaker.
Mimikyu is one of our trick room setters, along with fairy STAB to hit dark types. Red Card can be used to phase setup sweepers out such as Mega Scizor and Mega Charizard X. Disguise can be used for garuanteed trick room.
Dhelmise is our second trick room abuser, and uses a Choice Band along with Power Whip and Earthquake in order to rip holes in teams, and anchor shot can be used to hit fairies and anything that it resisted by grass/ground coverage. Rapid spin is fpr utility, if your opponent does manage to get a few layers of spikes or rocks up, keeping Marowak healthy.
Cofagrigus is our second trick room setter, with a Darkinium Z to abuse Z-memento. This allows Cofagrigus to set trick room up, then sacrifice itself and switch into an abuser to prevent wasting trick room turns. Knock off is used to knock off a variety of items, such as Leftovers, Eviolite, and Choiced Items. Night Shade is used so that Cofagrigus is not complete taunt bait.

I feel like your team needs a Stealth Rocker, so maybe Golurk could work over either Mega Sableye or Gengar. Just a suggestion though.
 

Kev

Part of the journey is the end
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I feel like your team needs a Stealth Rocker, so maybe Golurk could work over either Mega Sableye or Gengar. Just a suggestion though.
While I agree with the need of a Stealth Rocker, he shouldn't be replacing an S rank mon by Golurk. I'd suggest Dhelmise being replaced personally.
 
Weren't you the dude that wanted C ranked Golurk.
Yes, but hyper offensive teams need a stealth rocker, and Alolan Marowak is already serving as a Swords Dance sweeper, so there isn't anything else left. In fact, that's one of the only standout things about Golurk: it lets Alolan Marowak run Swords Dance.
 
UPDATE: We are now accepting suggestions and revisions for sample teams! If you think one of our samples needs improvement, let us know!

The objective of this revision is to bring existing sample teams in line with current metagame developments and correct previous oversights. The original contributors will be tagged with each revision and will continue to be credited (and consulted) for their samples. I am working on this update so that these samples continue to be representative of the relevant metagame and a useful resource for new players.

Some examples of revisions you'll see in this update include...
Offensive Fighting - Originally contributed by czim:
  • Heracross-Mega > Heracross, as Mega Heracross is an excellent physical wallbreaker who offers a lot across most matchups.
  • Choice Scarf > Rockium Z on Terrakion, to offset the lost speed control of Choice Scarf Heracross.
  • Choice Specs > Choice Scarf on Keldeo, as it is a staple special wallbreaker for the type.
Balance Normal - Originally contributed by KevinELF:
  • Choice Scarf > Choice Specs on Meloetta, as this team lacks any effective means of speed control.
Obviously, this is a LOT of work, so I'd appreciate the community's help in keeping our samples fresh! So, going forward, in addition to hosting sample team submissions, this thread will also serve as a platform for users to suggest revisions to existing samples.

Here are some loose guidelines for formatting these revisions:
  • Identify the team you are revising by its title in the OP
  • Make the proposed changes as specific and coherent as possible.
Minor suggestions, such as EV adjustments or moveset alterations, will be considered and implemented immediately. Major suggestions, such as the replacement of a Pokemon or completely changing a set, will be announced with a post before implementation (with credits to the contributor). These major revisions will be announced and implemented in bursts (like the submission reviews).

Click here to view our current approved samples!

I am very happy with how active this project has been, and I hope these revisions offer the community more opportunities to QC and improve this resource further!
 
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Colbur Berry Mew and Sash Zam accomplish largely the same thing, So I'd reccomend either changing Mew's item. Also not 100% sure about that Latios set, is there anything LO KOs that Soul Dew doesn't?
Oh, you're right about Lati. I was supposed to slash Soul Dew as well if you decided to run Psyshock over TBolt. And you're also right in a sense about the Mew but it's also for certain scenarios where you want an emergency Knock Off or Will-o-Wisp on something like Hydreigon or Bisharp and the aforementioned Sharpedo respectively. I guess it's more for insurance than anything else.
 
Note: Separated into a different post from the Revision Announcement.

Hyper Offense Steel

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bug Bite
- Bullet Punch
- Superpower
- Swords Dance

Skarmory @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 252 Spe
Naive Nature
IVs: 0 HP / 0 Def / 0 SpD
- Stealth Rock
- Spikes
- Taunt
- Brave Bird

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 24 Atk / 232 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Stone Edge
- Taunt

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Thunderbolt
- Focus Blast
- Trick Room

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Edit: Implemented changes
Looks alright. I'd just go Choice Specs over Trick Room on Magearna maybe since your team has no immediate wallbreakers. Also idk how I didn't notice this before, but Skarmory should not be running minimum bulk EVs wtf? Why on earth are you trying to reduce the longevity of your ground immunity?

Approved, pending those changes.

Hyper Offense Flying
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Stealth Rock
- Taunt
- Tailwind

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Defog

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fire Punch
- Superpower
- Extreme Speed

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Focus Blast
- Hidden Power [Ice]

Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Giga Drain
- Flamethrower
- Hidden Power [Ice]
  • Choice Scarf > Rockium Z on Landorus-T, as it's a much more reliable and broadly effective revenge killer than Thundurus-T.
  • Zap Plate or Life Orb > Choice Scarf on Thundurus-T.
  • Physical > Special on AV Celesteela, as Heavy Slam and Earthquake are far more valuable coverage for Flying than Grass/Ice coverage for Ground and even with no Special Attack Fire Blast will do more than enough to Ferrothorn, Skarmory, and Mega Scizor.
  • Rock Slide / Stone Edge > Double Edge on Aerodactyl, as Rock STAB is actually pretty viable.
Rejected, pending re-evaluation with these changes.

Offensive Dragon

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Hidden Power [Fire]
- Toxic Spikes

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Defog

Salamence @ Dragonium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Fire Fang
- Earthquake
- Dragon Dance

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Roost
- Fusion Bolt
- Earth Power
- Ice Beam

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fire Punch
- Superpower
- Extreme Speed
The team autoloses to normal. Trick on Latios, Outrage on Kyurem-b with Physical investment, and Toxic on Garchomp are all ways or alleviating this.

Approved, pending the above changes.

Offensive Bug Team

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Earthquake
- Pin Missile
- Close Combat

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fire Blast
- Hidden Power [Ground]

Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Hidden Power [Ice]
- Energy Ball

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rapid Spin
- Stone Edge
- Knock Off
- Stealth Rock

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Earthquake
- Rock Slide
- Megahorn
  • Focus Sash > Life Orb on Galvantula, given how much Mega Heracross relies on Webs to threaten teams.
  • Poison Jab > Rock Slide or Earthquake on Scolipede, since you need the power of reliable STAB
  • Swords Dance or Substitute > Earthquake on Mega Heracross, that's only for toxapex and a +2 Rock Blast takes it out anyways.
Approved, pending these changes.

Balanced Psychic
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Defog
- Roost
- Thunderbolt/Psyshock

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock/Grass Knot
- Slack Off

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 196 Def / 60 Spe
Impish Nature
- Stealth Rock
- Iron Head
- Thunder Wave
- U-turn

Mew @ Colbur Berry
Ability: Synchronize
EVs: 252 HP / 108 SpD / 148 Spe or 252 HP / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Roost
- Knock Off/Volt Switch
- Will-O-Wisp

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Trick
- Bolt Strike
- U-turn

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Counter
- Shadow Ball/Thunder Wave
- Psychic
- Focus Blast
So this team looks mostly good, but I have one suggestion.

Colbur Berry Mew and Sash Zam accomplish largely the same thing, So I'd reccomend either changing Mew's item. Also not 100% sure about that Latios set, is there anything LO KOs that Soul Dew doesn't?

Approved, pending this change.

Hyper Offense Normal
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Spore
- Magic Coat

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Ice Beam
- Conversion

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Quick Attack
- Earthquake
- Fire Punch

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Hyper Voice
- Shadow Ball

Pidgeot-Mega @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Tailwind

Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Close Combat
- Double-Edge
Once again, you have submitted a team that is a very loose reskin of an RMT I posted only a few days earlier... that you rated...

Anyways:
  • Modest > Timid on Meloetta, as it's actually important to getting several 2HKOs with Hyper Voice.
  • Life Orb > Choice Band on Diggersby, since on hyper offense locking yourself into Frustration/EQ lets in Fast frail threats and locking yourself into priority lets in bulky threats, especially Steels. You can't afford either on an offensive team with no defensive backbone.
  • Nuzzle > Magic Coat on Smeargle for reasons I've outlined before. Taunt users are pretty uncommon, and the only ones that threaten Smeargle are the ones it doesn't outspeed (Deoxys-Speed, Cobalion, Heatran), and all of these threats can run attacking moves to punish magic coat. Nuzzle is an effective countermeasure regardless that doesn't introduce any prediction and has lots of utility by keeping Smeargle from becoming set up bait once spore is exhausted.
The biggest issue with this team (and with H.O. Normal) is the weakness to physical attackers (you get 6-0d by Scarf Terrakion) and especially priority set up sweepers, namely Scizor(-M), Azumarill, and Bisharp.

There are a few ways H.O. normal can mitigate this problem (as I outlined in my RMT), but for the purposes of this sample drop something to make room for Ditto or Bewear. Also you should run Defog on Mega Pidgeot or Staraptor (requires intimidate), otherwise the Bug MU is a death sentence.

Rejected.

Offensive Swift Swim Water
Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Hurricane
- U-turn
- Defog
- Roost

Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 228 Atk / 28 SpA / 252 Spe
Naive Nature
- Waterfall
- Earthquake
- Sludge Wave
- Stealth Rock

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Draco Meteor
- Ice Beam

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Earthquake
- Dragon Dance

Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Ice Beam
- Extrasensory
- Hydro Pump

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 4 Def / 164 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
  • Run at least 144 speed on Pelipper to outspeed Mega Venusaur, allowing it to soft check with Hurricane.
  • Ice Punch / Stone Edge > Sludge Wave on Mega Swampert, so you don't get walled by Mantine and can hit Salamence, Dragonite, Araquanid and Gyarados. You don't KO Bulu through Light Screen anyways.
These are the changes I'd suggest making now, but I personally need to test more with Swift Swim in the current meta before I'm comfortable accepting or rejecting anything.

Pending.

Before I post this team, I am well aware that this is the 3rd Ice team that I've submitted to this thread. However, the first 2 submissions I made didn't feature one of Ice's largest assets in the metagame: Cloyster. Hopefully this build will still be up for consideration.

Offensive Ice
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Earth Power
- Ice Beam
- Outrage

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Rapid Spin
- Avalanche
- Roar

Cloyster @ Waterium Z
Ability: Skill Link
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Icicle Spear
- Rock Blast
- Hydro Pump
- Shell Smash

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 HP
- Earthquake
- Ice Shard
- Endeavor
- Stealth Rock

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Hidden Power [Fire]
I don't like Cloyster + Lapras, even if they perform totally different roles. Also Kyurem-Black should be physical if scarved.

There are other problems, but it doesn't really matter since I don't think this submission better than the current Ice sample, and I don't think we really need more than one.

Rejected.

Offensive Dark
Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Sludge Bomb
- Nasty Plot

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Gunk Shot
- Hidden Power [Fire]

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Taunt
- Stealth Rock

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Frankly idk what kind of "H.O. Dark" build I'd considerable sample-able, since they all have pretty glaring problems. Even beyond the dismal Steel and Fairy matchups, this team gets dumpstered by a mach punch / scarf infernape, any Bug team, SD Breloom, Scarf Terrakion, Scarf Keldeo, Swift Swim, Sand... Not having a Fighting neutrality seems really damning, honestly.

Even if it were the theoretically "best" H.O. Dark build, I'm not convinced it's relevant enough to be included.

Rejected.

Trick Room Ghost

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Flare Blitz
- Swords Dance
- Earthquake
- Shadow Bone

Mimikyu @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Play Rough
- Shadow Claw

Dhelmise @ Choice Band
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Power Whip
- Anchor Shot
- Rapid Spin
- Earthquake

Cofagrigus @ Darkinium Z
Ability: Mummy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Night Shade
- Memento
- Trick Room
- Knock Off
  • Cofagrigus set needs revision. It should be running Shadow Ball or Toxic Spikes at least. And if you're going to use a defensive Trick Room Setter, use Jellicent.
  • Needs a Stealth Rock Setter. Use SR > Earthquake or SD on Marowak or use Golurk > Dhelmise.
  • Use 24 Speed IVs on Marowak-A so you aren't outsped by Toxapex outside of Trick Room. You will still be plenty slow enough to outslow most walls.
  • Life Orb > Red Card on Mimikyu IMO. Fairium Z if you end up replacing Cofagrigus with Jellicent.
I haven't tested trick room ghost much, so I'm uncomfortable ruling on this team yet.

Pending.

---

The following teams are Approved, pending further changes:
The following teams are Pending further testing or evaluation:
 
Mega Pinsir Hyper Offensive Bug
  • Pursuit > Earthquake on Heracross, since it can prove to be exceptionally helpful in the Psychic matchup when Choice Scarf Victini ends up going rampant(also forces out Latios, who can also prove to be an issue). You still lose to Toxapex regardless, and locking yourself into EQ in the Fire matchup is just gonna give Zard X the free setup(this change also applies to the Mega Scizor Offensive Bug team).

Balance Ghost
  • 84 Speed on Dhelmise as a means of outspeeding Alolan Muk and Hippowdon.
  • 12 Speed on Jellicent to outspeed uninvested Celesteela, and to go along with this:
  • Taunt > Acid Armor on Jellicent not only in order to stop Celesteela from Leech Seeding when Mega Sableye is weakened, but also to be able to 1v1 Chansey, Porygon2, and Toxapex with further ease.
Offensive Ice
  • 4 Atk / 252 SpA / 252 Spe with a Rash nature on Kyurem-Black in order to further increase the power of Ice Beam and Earth Power, having a chance of OHKOing Mega Venusaurs that don't have any Special Defense investment. And another thing to go along with this change:
  • Hidden Power Fire > Outrage in order to prevent Mega Scizor from setting up freely, as well as being able to hit Ferrothorn. Losing Outrage isn't too big of a deal since Weavile can already soften Normal's Eviolite core regardless.
Balance Normal
  • 16 Speed on Staraptor in order to outspeed Adamant Breloom.
Bulky Offense Normal
  • Close Combat > U-turn on Staraptor since it's really nice coverage for being able to hit Excadrill and Ferrothorn, and Mega Pidgeot is already serving as a U-turn pivot.
Balance Poison
  • Hidden Power Fire > Sludge Bomb on Mega Venusaur since the Poison STAB isn't really needed, and Hidden Power Fire lets you 1v1 Ferrothorn while also letting you hit Magnezone, Excadrill, and Skarmory.
  • Toxic > Toxic Spikes on Toxapex in order to 1v1 floating Pokemon like Mantine, Rotom-Wash, and Mandibuzz. Mega Sableye can already be very quickly worn down by Alolan Muk if it gets the Poison Touch.
Offensive Rock
  • Impish nature > Relaxed nature on Shuckle with 31 Speed IVs in order to outspeed Relaxed Ferrothorn and either Knock Off its Leftovers or Encore it in order to let something else in easier.
  • Life Orb > Choice Specs on Nihilego since having the freedom to switch up between moves in matchups like Ground and Water is very important for Nihilego. As far as I know, there aren't any specific OHKOs or 2HKOs that you're missing out on by foregoing Choice Specs.
Balance Steel
  • 224 HP / 252 Def / 32 SpD on Skarmory to make sure it can live a few weaker special attacks and preventing a 2HKO from Choice Scarf Kyurem-Black's Ice Beam.
Offensive Swift Swim Water
  • 144 Speed on Pelipper to outspeed Mega Venusaur
  • Surf > Scald on Manaphy since it generally has extra power, and the +3 Hydro Vortex will always be OHKOing specially defensive Celesteela, as well as having a 50% chance of OHKOing Chansey in rain after Stealth Rock.
Balance Water
  • Relaxed > Impish on Swampert since there isn't anything in particular that Relaxed would prevent you from outspeeding, while also not taking away from Scald's power.

Pretty sure I formatted these correctly, let me know if there's an issue with it.
 
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Mega Charizard X Hyper Offensive Fire

  • Blaze > Iron Fist on Infernape since it doesn't have any fist moves, and it could potentially increase the power of Flare Blitz if it's been sufficiently weakened(this change also applies to the Mega Charizard Y Offensive Fire Team)

Offensive Rock

  • Run 48 EVs in Speed on Cradily in order to outspeed Adamant Azumarill under Sticky Web, which is extremely important for Rock teams
 
Welp, after crashing and burning twice with this submission, I think I got it right this time:

Offensive Dark


Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 7 Spe
- Rock Slide
- Earthquake
- Fire Blast
- Stealth Rock

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Psychic Fangs
- Protect

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Gunk Shot
- Ice Beam
- U-turn

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Earth Power


Tyranitar: Tyranitar serves as the team's Stealth Rocker and specially defensive tank. Rock Slide is used over Stone Edge as the Rock STAB simply due to consistency, which is important against Volcarona and Mega Charizard Y. Earthquake is important coverage for hitting Heatran and Tapu Koko. Fire Blast is also important in order to hit Skarmory and Ferrothorn. The 7 IVs with a Sassy nature leaves it just below TR Magearna, which is one of the biggest threats against Dark teams.

Mandibuzz: Mandibuzz fills many roles as the team's physical wall, Defogger, and pivot with U-turn. Foul Play is important for hitting setup sweepers like Mega Scizor, Mega Pinsir, and Gyarados. Roost is standard for reliable sustain. Defog is also standard for removing hazards.

Mega Sharpedo: Mega Sharpedo functions as the team's late-game cleaner. Waterfall and Crunch are the basic STAB moves, with Psychic Fangs letting it hit Mega Venusaur and Toxapex. Finally, Protect is used to get a free Speed Boost before Mega Evolving.

Greninja: Greninja is serving as the team's primary revenge killer against Tapu Koko with its Choice Scarf, while also outspeeding Scarf Terrakion, Infernape, and Excadrill in sand. Hydro Pump is solid for hitting the aforementioned threats of Terrakion, Infernape, and Excadrill. Ice Beam is great coverage for hitting Scarf Landorus-Therian and Latios. Gunk Shot is important for hitting Fairies like the aforementioned Tapu Koko, as well as Clefable and Azumarill. Finally, U-turn is used to generate momentum.

Bisharp: Bisharp is serving as the team's setup sweeper. Iron Head is the basic Steel STAB. Knock Off is its spammable Dark STAB that can also remove items. Sucker Punch is used for priority to mitigate its lackluster Speed. Finally, Swords Dance is used to increase its Attack. An Adamant nature is used for extra power, but a Jolly nature can also work in order to outspeed Timid Magearna and Adamant Dragonite.

Hydreigon: Since Greninja is our speed control, this allows Hydreigon to fill a wallbreaking role for the team. Life Orb is used over Choice Specs in order to avoid 50-50's against Steel teams. Dark Pulse and Draco Meteor are the basic STAB moves. Fire Blast is important over Flamethrower in order to have a chance of OHKOing max Speed Magearna variants. Finally, Earth Power is used to hit Heatran, Torkoal, and Toxapex.
 
Offensive Fighting
  • Marshadow > Kommo-o: Marshadow offers the team another powerful revenge killer/late-game priority cleaner. For a team like this, since Infernape is already carrying a Choice Band, and Terrakion is carrying a Choice Scarf, a LO mixed set would be more appropriate for the team.

Balance Ghost
  • Marshadow > Dhelmise: Marshadow can give the team a powerful wallbreaker to aid in the Fighting and Normal matchups, along with a great revenge killer thanks to its excellent Speed tier and priority. A Choice Band set would probably work best for the team.
 
Offensive Fighting
  • Marshadow > Kommo-o: Marshadow offers the team another powerful revenge killer/late-game priority cleaner. For a team like this, since Infernape is already carrying a Choice Band, and Terrakion is carrying a Choice Scarf, a LO mixed set would be more appropriate for the team.

Balance Ghost
  • Marshadow > Dhelmise: Marshadow can give the team a powerful wallbreaker to aid in the Fighting and Normal matchups, along with a great revenge killer thanks to its excellent Speed tier and priority. A Choice Band set would probably work best for the team.
We're not going to include Marshadow on any teams until the metagame settles down. It's only been out for a few hours.
 
I would like to make a small suggestion for Balance Grass Sample Team:

Please change Ferrothorn's current mixed OU EV Spread to 252 hp / 4 def / 252 spdef with a Sassy Nature instead. It minimizes damage taken from threatening special attackers like Kyurem-Black, Specs variants of Gengar, and allows it to check Togekiss more reliably. It also prevents Ferrothorn from getting OHKOed from moves like Landorus-I's Focus Blast, which means Ferrothorn can check it when weakened and play 50/50s with it more comfortably.

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers recovery

edit: this spreadset is also useful against the recently released mega gardevoir. It minimizes damage taken from focus blast allowing it to OHKO back with Gyro Ball (it can even switch into Hyper Voice and do that).

252 SpA Gardevoir-Mega Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Pixilate Gardevoir-Mega Hyper Voice vs. 252 HP / 252+ SpD Ferrothorn: 68-81 (19.3 - 23%) -- possible 6HKO after Leftovers recovery

OU mixed defensive Ferrothorn isn't good in Grass Monotype. The only real threat this set would benefit of is Excadrill, which can already be properly handled by Tapu Bulu (Grassy Terrain) and Mega Venusaur, which is your main physical wall.
 

maroon

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RMT & Mono Leader
Balanced Mega Gardevoir Psychic

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
- Stealth Rock
- Toxic
- Iron Head
- U-turn

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Gothitelle @ Colbur Berry
Ability: Shadow Tag
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt / Energy Ball
- Hidden Power [Ground]
- Psychic
- Thunder Wave

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Counter

Mega Gardevoir: With its phenomenal Special Attack, and its additional Fairy-typing it serves as the teams main special wallbreaker and Dark check. Mega Gardevoir can help eliminate key threats to the team such as Mega Sableye with Hyper Voice or Heatran with Focus Blast. Anything that might try to switch in on Gardevoir such as Mega Scizor that doesnt take much from Gardevoir's attacks can be predicted and crippled with Will-O-Wisp.

Latios: Has access to powerful Dragon stab such as Draco Meteor making it very hard to switch into. Latios acts as the teams hazard removal being the best remover for Psychic teams. With the secondary Dragon typing and access to Roost Latios becomes a Mega Charizard Y check which other can easily blow past the team woth its insanely powerful Fire Blasts.

Jirachi: The teams main hazard setter and Fairy type check. With access to Stealth Rock and great Natural bulk Jirachi becomes quite an annoying wall to take down with supereffective attacks. Toxic a much better option than Thunder Allows Jirachi to put setup sweepers and other pokemon which usually aren't scared by Jirachi.

Victini: The teams speed control acting as the teams fastest pokemon with Choice Scarf. Victini can help the team break through many Steel-type Pokemon which would otherwise give the team a very hard time such as Ferrothorn and Mega Scizor just to name a few.

Gothitelle: Isn't Stag just the best ability, without having the ghost typing Gothitelle has the ability to trap any pokemon and with its decent natural bulk and holding Colbur berry it can check a few threats like unboosted Bisharp and overall just cripple annoying pokemon with Thunder wave.

Alakazam: Such a great pokemon. Psychic + access to counter makes Alakazam such a frustrating pokemon for physical setup sweepers such as Mega Gyarados and Bisharp to handle. With fwar of being Countered and not being able to ohko Alakazam due to Magic Guard + Focus Sash, Alakazam becomes a very nice check to physical setup sweepers.


Mega Gardevoir HO Psychic

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute / Will-O-Wisp

Deoxys-Speed @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Knock Off
- Stealth Rock
- Spikes

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt

Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Memento

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Focus Blast

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Counter
- Psychic
- Focus Blast
- Shadow Ball

Mega Gardevoir: With its phenomenal Special Attack, and its additional Fairy-typing it serves as the teams main special wallbreaker and Dark check. Mega Gardevoir can help eliminate key threats to the team such as Mega Sableye with Hyper Voice or Heatran with Focus Blast. When Mega Gardevoir forces a switch or bringing in something to sack, which it often does thanks to its phenomenal special attack, you can take advantage of that and click Substitute to give Gardevoir the freest attack against whatever comes in. Anything that might try to switch in on Gardevoir such as Mega Scizor that doesnt take much from Gardevoir's attacks can be predicted and crippled with Will-O-Wisp.

Deoxys-Speed: The teans lead and hazard setter. With the highhest natural speed in the entire game which allows Deoxys to very easily set up hazards. Taunt can be used to stop something from setup up on deoxys, spread status or even getting up their own hazards.

Victini: Probably my favorite Victini set of all time. Choice Band V-Create hits extremely hard allowing it to 2ohko pokemon that could regularly come in on a V-Create such as Porygon-2. Choice Band also gives Victini that ability to OHKO most alolan muk sets which are very annoying for Psychic teams to try and handle. Bolt Strike of course is to hit bulky water types and rid the field of pelipper so it cant set rain again. U-turn is simply to pick up momentum and Zen Headbutt is a decent stab move that can help clean against fighting and poison teams.

Latios: Choice Scarf latios was added to give the team a scarfer as Victini is holding choice band and to give the team a fast defogger. Latios can also support a mew sweep by clicking Memento against any pokemon which would allow Mew an easier time to setup Double Dance and clean through the opposing team.

Mew: What even is a Mega Savleye with Mega Gardevoir. Mew is a phenomenal sweeper that that clean through any type that doesnt naturally resist Psychic making it very difficult to check for a great variety of types. Mewnium Z also sets up Psychic Terrain meaning Priority users can't use their priority moves to hurt the team while the terrain is up. Generally if their are other pokemon with access to Terrain on the field you would want to get rid of them so Mews can stay up for as long as possible.

Alakazam: Such a great pokemon. Psychic + access to counter makes Alakazam such a frustrating pokemon for physical setup sweepers such as Mega Gyarados and Bisharp to handle. With fwar of being Countered and not being able to ohko Alakazam due to Magic Guard + Focus Sash, Alakazam becomes a very nice check to physical setup sweepers.
 
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Seo.

Nice guys always finish last...
Mega Lopunny Balanced Normal
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Stealth Rock
- Seismic Toss
- Soft-Boiled

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Thunder Wave
- Ice Beam
- Foul Play

Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- U-turn

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- Fire Punch

Meloetta @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- U-turn
- Focus Blast


Mega Lopunny is an amazing Physical Attacker, with access to Scrappy allowing it to hit Ghost-types like Mega Sableye and Alolan Marowak. Fake Out can help get off chip damage to opponents and can help secure OHKO's with High Jump Kick. Return and High Jump Kick are Mega Lopunny's most reliable STAB moves which hit extremely hard with its 136 base Attack. Ice Punch is reliable coverage for Dragon- and Ground-types such as Garchomp, Landorus and Latios. Mega Lopunny is a staple to Normal teams and is a real game changer, thus being the best Mega on Normal.

Chansey + Porygon2 are a mandatory duo on Normal (assuming its not a Hyper Offensive team, which in my case its not). Chansey is running Toxic as it helps versus opposing walls such as Zapdos and Mantine. Stealth Rocks grants chip damage to the opposing team upon switch-in. Soft-boiled is to basically heal Chansey and Seismic Toss is to deal off damage. Thanks to its ability in Natural Cure it is a good switch-in to Pokemon that want to fire off status moves such as Toxic and Will-O-Wisp. Porygon2 runs Recover to keep it alive and making its role as a Defensive Pokemon last longer. Thunder Wave is to cripple faster threats and Ice Beam/Foul Play are to deal off damage. Both of these Pokemon appreciate Eviolite as they increase their defensive stats making their roles as a defensive core better, that being said beware of Knock Off users.

Staraptor is Normal's best Fighting-type neutrality and is basically a must on Normal teams. It gets access to Defog, allowing it to get rid of entry hazards and preventing the team from getting chip damage. Like Porygon2 and Chansey, Roost helps with Staraptors longevity in battle. Brave Bird hits Fighting-types like Keldeo, Buzzwole and Breloom, as well as other threats like Mega Venusaur and Volcarona. U-turn allows pivoting among the defensive core and helps with gaining momentum. Leftovers is to gain chip health, while Intimidate is to decrease the Attack of certain threats like Dragonite, Victini and Buzzwole.

Diggersby is a great Physical Attacker with access to priority and powerful STAB. Choice Band is to increase Diggersby's total damage output. Return and Earthquake are powerful STAB allowing Diggersby to hit things like Heatran, Chansey and Toxapex. Quick Attack is priority allowing it to late game clean up since Huge Power + Choice Band + Maximum Attack hits very hard. Fire Punch is good coverage which hits Bulky Steel-types like Scizor, Skarmory, Ferrothorn and Celesteela.

Meloetta is a good Pokemon to have for Fighting-types as its the only weakness to Normal, and possesses as a decent Choice Scarfer as this Normal team is fairly slow outside of Mega Lopunny. Psychic is reliable STAB to hit Poison- and Fighting-type Pokemon such as Infernape, Keldeo, Toxapex and Crobat. Shadow Ball is to hit Ghost- and Psychic- types that wall the rest of Meloetta's moves like Latios, Mew, Alolan Marowak and Doublade. Focus Blast is to hit Steel-types like Heatran and Ferrothorn. Lastly i chose U-turn to help pivot around between the the walls and Diggersby/Lopunny in order to gain momentum.
 
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You deserve a slow clap for this :/
Not going to lie, I don't know which one I like better. They've both been doing well for me. Thanks guys.

If i have to choose I'll give the edge to the defog charizard, it goes in on obvious slow stealth rockers and scares them out while you defog. It's better to me than taking rocks damage and then roosting up.
 
The standard Fighting sample team seems a bit outdated due to no Megas so I thought about replacing it with a newer one:

Offensive Fighting


Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

Cobalion @ Leftovers
Ability: Justified
EVs: 188 HP / 68 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Taunt
- Stealth Rock

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Knock Off
 
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Apologies for the extended hiatus: I've been working on a large update for our existing samples, which took quite a lot of time. I was hoping for more community contributions, but alas. I was planning on releasing it this week, but have decided to postpone it pending the results of the Magearna suspect test.

Magearna is one of the most meta-defining pokemon in Monotype, and its potential removal will have dramatic impacts on how all teams in the tier are built. As such, I'll be waiting to update our existing samples until the suspect has ended, though feel free to continue contributing teams and suggesting edits for consideration.

That said, let's review the submissions. (I won't be reviewing contributions with Marshadow for obvious reasons)

Welp, after crashing and burning twice with this submission, I think I got it right this time:

Offensive Dark


Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 7 Spe
- Rock Slide
- Earthquake
- Fire Blast
- Stealth Rock

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Psychic Fangs
- Protect

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Gunk Shot
- Ice Beam
- U-turn

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Earth Power


Tyranitar: Tyranitar serves as the team's Stealth Rocker and specially defensive tank. Rock Slide is used over Stone Edge as the Rock STAB simply due to consistency, which is important against Volcarona and Mega Charizard Y. Earthquake is important coverage for hitting Heatran and Tapu Koko. Fire Blast is also important in order to hit Skarmory and Ferrothorn. The 7 IVs with a Sassy nature leaves it just below TR Magearna, which is one of the biggest threats against Dark teams.

Mandibuzz: Mandibuzz fills many roles as the team's physical wall, Defogger, and pivot with U-turn. Foul Play is important for hitting setup sweepers like Mega Scizor, Mega Pinsir, and Gyarados. Roost is standard for reliable sustain. Defog is also standard for removing hazards.

Mega Sharpedo: Mega Sharpedo functions as the team's late-game cleaner. Waterfall and Crunch are the basic STAB moves, with Psychic Fangs letting it hit Mega Venusaur and Toxapex. Finally, Protect is used to get a free Speed Boost before Mega Evolving.

Greninja: Greninja is serving as the team's primary revenge killer against Tapu Koko with its Choice Scarf, while also outspeeding Scarf Terrakion, Infernape, and Excadrill in sand. Hydro Pump is solid for hitting the aforementioned threats of Terrakion, Infernape, and Excadrill. Ice Beam is great coverage for hitting Scarf Landorus-Therian and Latios. Gunk Shot is important for hitting Fairies like the aforementioned Tapu Koko, as well as Clefable and Azumarill. Finally, U-turn is used to generate momentum.

Bisharp: Bisharp is serving as the team's setup sweeper. Iron Head is the basic Steel STAB. Knock Off is its spammable Dark STAB that can also remove items. Sucker Punch is used for priority to mitigate its lackluster Speed. Finally, Swords Dance is used to increase its Attack. An Adamant nature is used for extra power, but a Jolly nature can also work in order to outspeed Timid Magearna and Adamant Dragonite.

Hydreigon: Since Greninja is our speed control, this allows Hydreigon to fill a wallbreaking role for the team. Life Orb is used over Choice Specs in order to avoid 50-50's against Steel teams. Dark Pulse and Draco Meteor are the basic STAB moves. Fire Blast is important over Flamethrower in order to have a chance of OHKOing max Speed Magearna variants. Finally, Earth Power is used to hit Heatran, Torkoal, and Toxapex.
I'm going to hold off on evaluating this team, since whether or not it is viable depends on the results on the suspect test. As it stands, it loses rather embarassingly to Magearna without Alola Muk.

Pending.


Balanced Mega Gardevoir Psychic

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
- Stealth Rock
- Toxic
- Iron Head
- U-turn

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Gothitelle @ Colbur Berry
Ability: Shadow Tag
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt / Energy Ball
- Hidden Power [Ground]
- Psychic
- Thunder Wave

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Counter

Mega Gardevoir: With its phenomenal Special Attack, and its additional Fairy-typing it serves as the teams main special wallbreaker and Dark check. Mega Gardevoir can help eliminate key threats to the team such as Mega Sableye with Hyper Voice or Heatran with Focus Blast. Anything that might try to switch in on Gardevoir such as Mega Scizor that doesnt take much from Gardevoir's attacks can be predicted and crippled with Will-O-Wisp.

Latios: Has access to powerful Dragon stab such as Draco Meteor making it very hard to switch into. Latios acts as the teams hazard removal being the best remover for Psychic teams. With the secondary Dragon typing and access to Roost Latios becomes a Mega Charizard Y check which other can easily blow past the team woth its insanely powerful Fire Blasts.

Jirachi: The teams main hazard setter and Fairy type check. With access to Stealth Rock and great Natural bulk Jirachi becomes quite an annoying wall to take down with supereffective attacks. Toxic a much better option than Thunder Allows Jirachi to put setup sweepers and other pokemon which usually aren't scared by Jirachi.

Victini: The teams speed control acting as the teams fastest pokemon with Choice Scarf. Victini can help the team break through many Steel-type Pokemon which would otherwise give the team a very hard time such as Ferrothorn and Mega Scizor just to name a few.

Gothitelle: Isn't Stag just the best ability, without having the ghost typing Gothitelle has the ability to trap any pokemon and with its decent natural bulk and holding Colbur berry it can check a few threats like unboosted Bisharp and overall just cripple annoying pokemon with Thunder wave.

Alakazam: Such a great pokemon. Psychic + access to counter makes Alakazam such a frustrating pokemon for physical setup sweepers such as Mega Gyarados and Bisharp to handle. With fwar of being Countered and not being able to ohko Alakazam due to Magic Guard + Focus Sash, Alakazam becomes a very nice check to physical setup sweepers.


Mega Gardevoir HO Psychic

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute / Will-O-Wisp

Deoxys-Speed @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Knock Off
- Stealth Rock
- Spikes

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt

Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Memento

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Focus Blast

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Counter
- Psychic
- Focus Blast
- Shadow Ball

Mega Gardevoir: With its phenomenal Special Attack, and its additional Fairy-typing it serves as the teams main special wallbreaker and Dark check. Mega Gardevoir can help eliminate key threats to the team such as Mega Sableye with Hyper Voice or Heatran with Focus Blast. When Mega Gardevoir forces a switch or bringing in something to sack, which it often does thanks to its phenomenal special attack, you can take advantage of that and click Substitute to give Gardevoir the freest attack against whatever comes in. Anything that might try to switch in on Gardevoir such as Mega Scizor that doesnt take much from Gardevoir's attacks can be predicted and crippled with Will-O-Wisp.

Deoxys-Speed: The teans lead and hazard setter. With the highhest natural speed in the entire game which allows Deoxys to very easily set up hazards. Taunt can be used to stop something from setup up on deoxys, spread status or even getting up their own hazards.

Victini: Probably my favorite Victini set of all time. Choice Band V-Create hits extremely hard allowing it to 2ohko pokemon that could regularly come in on a V-Create such as Porygon-2. Choice Band also gives Victini that ability to OHKO most alolan muk sets which are very annoying for Psychic teams to try and handle. Bolt Strike of course is to hit bulky water types and rid the field of pelipper so it cant set rain again. U-turn is simply to pick up momentum and Zen Headbutt is a decent stab move that can help clean against fighting and poison teams.

Latios: Choice Scarf latios was added to give the team a scarfer as Victini is holding choice band and to give the team a fast defogger. Latios can also support a mew sweep by clicking Memento against any pokemon which would allow Mew an easier time to setup Double Dance and clean through the opposing team.

Mew: What even is a Mega Savleye with Mega Gardevoir. Mew is a phenomenal sweeper that that clean through any type that doesnt naturally resist Psychic making it very difficult to check for a great variety of types. Mewnium Z also sets up Psychic Terrain meaning Priority users can't use their priority moves to hurt the team while the terrain is up. Generally if their are other pokemon with access to Terrain on the field you would want to get rid of them so Mews can stay up for as long as possible.

Alakazam: Such a great pokemon. Psychic + access to counter makes Alakazam such a frustrating pokemon for physical setup sweepers such as Mega Gyarados and Bisharp to handle. With fwar of being Countered and not being able to ohko Alakazam due to Magic Guard + Focus Sash, Alakazam becomes a very nice check to physical setup sweepers.
Likewise, I'll be holding off on evaluating either of these Mega Gardevoir teams until the Magearna suspect has concluded.

Mega Gardevoir's viability is dramatically impacted by Magearna's presence in the meta, and faces stiff competition from other megas on Psychic. As of now, I'm not certain Mega Gardevoir needs to be represented in the samples.

Pending.


Mega Lopunny Balanced Normal
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Stealth Rock
- Seismic Toss
- Soft-Boiled

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Thunder Wave
- Ice Beam
- Foul Play

Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- U-turn

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- Fire Punch

Meloetta @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- U-turn
- Focus Blast

Mega Lopunny is an amazing Physical Attacker, with access to Scrappy allowing it to hit Ghost-types like Mega Sableye and Alolan Marowak. Fake Out can help get off chip damage to opponents and can help secure OHKO's with High Jump Kick. Return and High Jump Kick are Mega Lopunny's most reliable STAB moves which hit extremely hard with its 136 base Attack. Ice Punch is reliable coverage for Dragon- and Ground-types such as Garchomp, Landorus and Latios. Mega Lopunny is a staple to Normal teams and is a real game changer, thus being the best Mega on Normal.

Chansey + Porygon2 are a mandatory duo on Normal (assuming its not a Hyper Offensive team, which in my case its not). Chansey is running Toxic as it helps versus opposing walls such as Zapdos and Mantine. Stealth Rocks grants chip damage to the opposing team upon switch-in. Soft-boiled is to basically heal Chansey and Seismic Toss is to deal off damage. Thanks to its ability in Natural Cure it is a good switch-in to Pokemon that want to fire off status moves such as Toxic and Will-O-Wisp. Porygon2 runs Recover to keep it alive and making its role as a Defensive Pokemon last longer. Thunder Wave is to cripple faster threats and Ice Beam/Foul Play are to deal off damage. Both of these Pokemon appreciate Eviolite as they increase their defensive stats making their roles as a defensive core better, that being said beware of Knock Off users.

Staraptor is Normal's best Fighting-type neutrality and is basically a must on Normal teams. It gets access to Defog, allowing it to get rid of entry hazards and preventing the team from getting chip damage. Like Porygon2 and Chansey, Roost helps with Staraptors longevity in battle. Brave Bird hits Fighting-types like Keldeo, Buzzwole and Breloom, as well as other threats like Mega Venusaur and Volcarona. U-turn allows pivoting among the defensive core and helps with gaining momentum. Leftovers is to gain chip health, while Intimidate is to decrease the Attack of certain threats like Dragonite, Victini and Buzzwole.

Diggersby is a great Physical Attacker with access to priority and powerful STAB. Choice Band is to increase Diggersby's total damage output. Return and Earthquake are powerful STAB allowing Diggersby to hit things like Heatran, Chansey and Toxapex. Quick Attack is priority allowing it to late game clean up since Huge Power + Choice Band + Maximum Attack hits very hard. Fire Punch is good coverage which hits Bulky Steel-types like Scizor, Skarmory, Ferrothorn and Celesteela.

Meloetta is a good Pokemon to have for Fighting-types as its the only weakness to Normal, and possesses as a decent Choice Scarfer as this Normal team is fairly slow outside of Mega Lopunny. Psychic is reliable STAB to hit Poison- and Fighting-type Pokemon such as Infernape, Keldeo, Toxapex and Crobat. Shadow Ball is to hit Ghost- and Psychic- types that wall the rest of Meloetta's moves like Latios, Mew, Alolan Marowak and Doublade. Focus Blast is to hit Steel-types like Heatran and Ferrothorn. Lastly i chose U-turn to help pivot around between the the walls and Diggersby/Lopunny in order to gain momentum.
Psychic > Psyshock on Scarf Meloetta and 248 HP EVs on Porygon2 to minimize hazard damage.

Approved, pending these minor changes.


Mega Gallade Psychic
Gallade-Mega @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Psycho Cut

Slowbro (M) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Slack Off
- Flamethrower

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- U-turn
- Blue Flare
- Bolt Strike

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic
- Stealth Rock
- U-turn

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Thunderbolt

This is a Psychic team utilizing Mega Gallade. Nobody shared one yet so I decided to post mine. It's a balanced team with breakers in SD Mega Gallade, Specs Meloetta, Victini and Latios paired with bulky backbones in Jirachi and Bro.
This team likes it struggles with a LOT of common threats to psychic: Scolipede, Mega-Shark, Greninja, Scarf Gar + Muk-A cores, etc.

Some bandaid fixes to this include running colbur berry on Slowbro, but I think making room for Sash Alakazam could take a lot of pressure off your team. I think using both Latios and Specs Meloetta is a bit redundant, so dropping one of them could work.

Overall, I just think this team needs a lot of work before it's ready for samples.

Rejected.


The standard Fighting sample team seems a bit outdated due to no Megas so I thought about replacing it with a newer one:

Offensive Fighting


Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

Cobalion @ Leftovers
Ability: Justified
EVs: 188 HP / 68 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Volt Switch
- Stealth Rock

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab

Infernape @ Firium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Grass Knot
- Vacuum Wave
- Nasty Plot

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Knock Off
You need Hydro Pump on Specs Keldeo, Cobalion should have Taunt over Thunder Wave or Volt Switch, and that Infernape set needs to be replaced wholesale. I would just use standard Sash-Loom in that teamslot to keep from getting completely broomed by opposing offense.

Approved, pending changes.

The following teams have been added to the OP:
The following teams are Approved, pending changes:
The following teams are Pending Magearna's suspect test:

Below is a review of proposed changes to existing sample teams. Bear in mind that these may be subject to further review as I continue conducting my own evaluations of these teams.
Mega Pinsir Hyper Offensive Bug
  • Pursuit > Earthquake on Heracross, since it can prove to be exceptionally helpful in the Psychic matchup when Choice Scarf Victini ends up going rampant(also forces out Latios, who can also prove to be an issue). You still lose to Toxapex regardless, and locking yourself into EQ in the Fire matchup is just gonna give Zard X the free setup(this change also applies to the Mega Scizor Offensive Bug team).
Balance Ghost
  • 84 Speed on Dhelmise as a means of outspeeding Alolan Muk and Hippowdon.
  • 12 Speed on Jellicent to outspeed uninvested Celesteela, and to go along with this:
  • Taunt > Acid Armor on Jellicent not only in order to stop Celesteela from Leech Seeding when Mega Sableye is weakened, but also to be able to 1v1 Chansey, Porygon2, and Toxapex with further ease.
Offensive Ice
  • 4 Atk / 252 SpA / 252 Spe with a Rash nature on Kyurem-Black in order to further increase the power of Ice Beam and Earth Power, having a chance of OHKOing Mega Venusaurs that don't have any Special Defense investment. And another thing to go along with this change:
  • Hidden Power Fire > Outrage in order to prevent Mega Scizor from setting up freely, as well as being able to hit Ferrothorn. Losing Outrage isn't too big of a deal since Weavile can already soften Normal's Eviolite core regardless.
Balance Normal
  • 16 Speed on Staraptor in order to outspeed Adamant Breloom.
Bulky Offense Normal
  • Close Combat > U-turn on Staraptor since it's really nice coverage for being able to hit Excadrill and Ferrothorn, and Mega Pidgeot is already serving as a U-turn pivot.
Balance Poison
  • Hidden Power Fire > Sludge Bomb on Mega Venusaur since the Poison STAB isn't really needed, and Hidden Power Fire lets you 1v1 Ferrothorn while also letting you hit Magnezone, Excadrill, and Skarmory.
  • Toxic > Toxic Spikes on Toxapex in order to 1v1 floating Pokemon like Mantine, Rotom-Wash, and Mandibuzz. Mega Sableye can already be very quickly worn down by Alolan Muk if it gets the Poison Touch.
Offensive Rock
  • Impish nature > Relaxed nature on Shuckle with 31 Speed IVs in order to outspeed Relaxed Ferrothorn and either Knock Off its Leftovers or Encore it in order to let something else in easier.
  • Life Orb > Choice Specs on Nihilego since having the freedom to switch up between moves in matchups like Ground and Water is very important for Nihilego. As far as I know, there aren't any specific OHKOs or 2HKOs that you're missing out on by foregoing Choice Specs.
Balance Steel
  • 224 HP / 252 Def / 32 SpD on Skarmory to make sure it can live a few weaker special attacks and preventing a 2HKO from Choice Scarf Kyurem-Black's Ice Beam.
Offensive Swift Swim Water
  • 144 Speed on Pelipper to outspeed Mega Venusaur
  • Surf > Scald on Manaphy since it generally has extra power, and the +3 Hydro Vortex will always be OHKOing specially defensive Celesteela, as well as having a 50% chance of OHKOing Chansey in rain after Stealth Rock.
Balance Water
  • Relaxed > Impish on Swampert since there isn't anything in particular that Relaxed would prevent you from outspeeding, while also not taking away from Scald's power.
Pretty sure I formatted these correctly, let me know if there's an issue with it.
All of these are fine, save for Pursuit Heracross and Taunt Jellicent.

Mega Charizard X Hyper Offensive Fire
  • Blaze > Iron Fist on Infernape since it doesn't have any fist moves, and it could potentially increase the power of Flare Blitz if it's been sufficiently weakened(this change also applies to the Mega Charizard Y Offensive Fire Team)
Offensive Rock
  • Run 48 EVs in Speed on Cradily in order to outspeed Adamant Azumarill under Sticky Web, which is extremely important for Rock teams
Fine

I would like to make a small suggestion for Balance Grass Sample Team:

Please change Ferrothorn's current mixed OU EV Spread to 252 hp / 4 def / 252 spdef with a Sassy Nature instead. It minimizes damage taken from threatening special attackers like Kyurem-Black, Specs variants of Gengar, and allows it to check Togekiss more reliably. It also prevents Ferrothorn from getting OHKOed from moves like Landorus-I's Focus Blast, which means Ferrothorn can check it when weakened and play 50/50s with it more comfortably.

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers recovery

edit: this spreadset is also useful against the recently released mega gardevoir. It minimizes damage taken from focus blast allowing it to OHKO back with Gyro Ball (it can even switch into Hyper Voice and do that).

252 SpA Gardevoir-Mega Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Pixilate Gardevoir-Mega Hyper Voice vs. 252 HP / 252+ SpD Ferrothorn: 68-81 (19.3 - 23%) -- possible 6HKO after Leftovers recovery

OU mixed defensive Ferrothorn isn't good in Grass Monotype. The only real threat this set would benefit of is Excadrill, which can already be properly handled by Tapu Bulu (Grassy Terrain) and Mega Venusaur, which is your main physical wall.
Fair suggestion. It will be implemented in the next update.
 
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Offensive Rock


Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Moonblast
- Earth Power
- Calm Mind

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Earthquake

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Rock Slide
- Earthquake
- Fire Punch
- Ice Punch

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore

Omastar @ Air Balloon
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash

Mega Diancie: Mega Diancie is the main special wallbreaker for this team with a Calm Mind set as a means of breaking through balance types like Water and Poison. Power Gem and Moonblast are the basic STAB moves, and Earth Power is the coverage option of choice to hit Heatran and Magnezone. But Hidden Power Fire is also an option as a means of hitting Ferrothorn and Mega Scizor.

Rhyperior: Rhyperior serves as the team's main check towards offensive threats like Scarf Landorus-Therian and Mega Scizor thanks to the ability Solid Rock and the Weakness Policy. Rock Slide and Earthquake are the basic STAB moves, Fire Punch is what lets it hit Mega Scizor, as well as Ferrothorn, and Ice Punch lets it hit Ground-types like Landorus-Therian and Garchomp.

Terrakion: Terrakion serves as some extra speed control for the team with a Choice Scarf. Stone Edge and Close Combat are the basic STAB moves. Earthquake is used to hit Tapu Koko and Xurkitree. Finally, Poison Jab is used to hit Tapu Bulu, which is a major threat otherwise.

Tyranitar: Tyranitar is serving as the physical wallbreaker for the team with a Choice Band. Stone Edge and Crunch are the basic STAB moves. Fire Punch is for hitting Ferrothorn and Mega Scizor. Finally, Earthquake allows it to hit Heatran and Nidoking.

Shuckle: Shuckle is incredibly important as the team's hazard setter and utility Pokemon. Stealth Rock and Sticky Web are both amazing hazards to have. Knock Off is used to remove Chansey and Porygon2's Eviolites, allowing Terrakion to break through them easier since it isn't carrying a Choice Band, as well as to remove Choice Scarves from threats like Landorus-Therian and Gengar. Finally, Encore is used to cripple setup sweepers like Mega Scizor in order to let another Pokemon in for free.

Omastar: Omastar is the second setup sweeper for the team, and is the main wincon in the Ground matchup. Hydro Pump is its strongest Water STAB. Ice Beam allows it to hit Garchomp, as well as some other Dragon types like Dragonite and Salamence. And Hidden Power Grass is used to hit the Ground types immune to Hydro Pump such as Seismitoad and Gastrodon. However, if you feel as though the team could use a better matchup against Steel, you could replace Ice Beam and Hidden Power Grass with Earth Power and Hidden Power Fire to improve that matchup even further.


And I only have one specific revision:

Offensive Dragon
  • Defog > Hidden Power Fire on Latios: Dragon needs good hazard removal to support Dragonite and Kyurem-Black. Hidden Power Fire will be doing disappointing damage regardless.
 
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Wanka

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UUPL Champion
myb tyke I finally got my new laptop so i can post this now.

Offensive Dark


Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Taunt
- Stealth Rock

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- U-turn
- Gunk Shot

Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Hydreigon @ Expert Belt
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Fire Blast
- Superpower
- Taunt

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Ice Fang
- Psychic Fangs

Tyranitar @ Rockium Z
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Fire Punch
- Earthquake


I've been using this for a decent while now and I thought id post it since obviously there is a need for an offensive dark team. If you notice, I'm not using manidbuzz or alolan muk on this team because the essence of offense isn't to have momentum sinks that don't really support the rest of your team, which is exactly what happens when u throw a mandibuzz or a muk on an offensive dark team. They arent good enough on their own to actually wall anything and end up just getting in the way. I guaruntee you, you will still lose to fighting teams even with a mandibuzz and you will still lose to fairy teams even with an alolan muk. So instead of trying to go that route, I thought id just do my best to build something that can allow me to play on an edge and win as fast as i can, which i think i did a good job of. U can play around a bit with the sets or maybe switch megas, but this has been the most successful version for me. The introduction of gallade, lop, and gard obviously hasn't helped but they can be managed.


Krookodile: Pretty standard sash lead krookodile. Gets em up and keeps em off and crippled walls with knock off and taunt. Krook gets outsped by a lot of other common suicide leads like aero and deo d so u just have to play around them accoridingly. Not much else to say.

Greninja: of course offensive dark isn't the most defensively gifted archetype so having a revenge killer that outspeeds the entire metagame is a good choice. Opted out of dark stab since I have dark attacks on 4 out of 6 of my mons so hydro beam does the job along with gunk to let me hit fairy's and deal decent neutral physical damage everywhere else. Gren also forces a lot of switches so being able to pivot with u turn lets me get in my other threats as well.

Bisharp: The team does a pretty good gob at preventing hazards given I have 2 taunters so I liked the idea of sash bish. Another mon in the back to help me stop a threat If i need to and it still retains decent power with an adamant nature. Cripples mons like gallade nd garde to help the rest of the team handle them. Also an option for me to switch in on defogs and nab a boost if im unable to taunt the opposing fogger.

Hydreigon: U can mess around with drei's set a bit but I've liked this one the most. It's sort of just like a steel breaker and eviolite core breaker given the unpredictability of the set. It also provides good utility with taunt to prevent mons like zapdos or mantine from defogging if i want to keep rocks up. Also prevents walls in general from healing which is nice. I had been running fightingum z strictly for the eviolite core, but having ebelt allows me to ohko magearna and with taunt i still beat things like chansey and heatran even if i cant ohko them. neutral spower also cripples alolan muk in a poison matchup to set up sharpedo.

Mega Sharpedo: Mega pedo is such a deadly cleaner given the right support. I've opted out of using water stab on it because I do have hydro on gren and Id rather double up on ice coverage rather than water coverage. waterfall is ass on mega pedo anyways and having double hydro is asking to be lucked as well. I prefer jolly to outspeed up to any base 100 scarfers. Haven't really had any damage instances where ada would be better. you can probably get away with running an lo variant and going mega tar, but again this has worked best for me so far.

Tyranitar: Pretty simple DD wincon. I think jolly is necessary here as well so you don't get outsped by base 90 scarfers and base 105's and above at +1. Ccrush is a is a pretty good nuke and tar in general opens up a lot of holes for the rest of the team if it's not completely sweeping. provides some decent defensive utility given as well given it's natural bulk and can reset weather and stuff.


bop.
 

mushamu

God jihyo
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Double Scarf Ghost


Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Thunderbolt

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Dynamic Punch
- Earthquake
- Stealth Rock
- Stone Edge

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Taunt
- Scald

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Protect
- Will-O-Wisp
- Recover

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Flamethrower
- Hidden Power [Ice]
- Shadow Ball


This balanced ghost team revolves around Gengar and Chandelure to deal damage and Mega Sableye and Jellicent to absorb attacks. Gengar is our first scarfer, with Thunderbolt to hit Water and Flying types, and Chandelure is our second with Hidden Power Ice to surprise Ground types such as Garchomp and Landorous-I. Golurk is there to support the team with Stealth Rock and Fighting coverage, and Mimikyu is used in order to clean late game with the opposing team has been weakened. Mega Sableye runs protect in order to read choiced Pokemon's moves, scout for status and get mega evolution off for free. Jellicent can stallbreak many bulky waters such as Suicune and Toxapex.


replay:
http://replay.pokemonshowdown.com/gen7monotype-617939180
 
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I like this team as I love using Trick Room Ghost myself. However, I feel like there could be a few potential changes. These are just suggestions though:

1. I find the utility Sableye set with knock off and Foul Play outclass the calm mind sweeping set. The Calm Mind set requires far too many turns of set up to give commensurate damage and Sableye is very prone to critical hits - these will happen eventually with number of turns of calm mind and recover required.

2. I feel having both Dazzling gleam and Focus Blast on Gengar is not the best idea - it's a bit redundant to have two moves that target dark type pokemon and Dazzling Gleam doesn't give enough power to Ohko a lot of dragon type pokemon anyway who will ohko in return. I feel thunderbolt or energy ball is a good coverage option insead of dazzling gleam or you could even put scarf destiny bond. It is rather unexpected and can used to take out certain mons that give ghost trouble (a bit of a gimmick perhaps but just my personal choice).

3. I am a bit unsure about the marowak set with Swords Dance under trick room as you are kind of wasting turns in trick room for set up when marowak can be revenge killed easily. I am also a bigger fan of Substitute over Swords Dance to prevent Bisharp from sweeping your team. That being said stealth rocks would be very useful and almost mandatory on ghost teams as types like ice, bug and fire have no way of getting rid of them (in the latter case unless you run defog on charizard Y but it is still nonetheless useful to have a stealth rock setter).

4. I am a bit unsure about Choice Band on a Dhelmise especially under trick room. Choice banded rapid spin also is a bit iffy to me as it forces a swap which is something you don't really want especially since you will waste trick room turns. Life orb may be a better option and allow you to switch up moves. That being said Sableye is also a form of hazard control on your team I would instead run other coverage moves on Dhelmise. I personally run Power Whip, Anchor Shot, Rock Slide and Earthquake. This helps with a huge variety of match-ups. Life orb helps you switch up the moves as necessary. If you don't want the extra chip damage on one of your sweepers you can try specific items like a Meadow Plate perhaps or a banded set without rapid spin.

5. I personally prefer Jellicent as my trick room setter and has good bulk and reliable recovery. It also is a good defensive partner to Sableye. Considering mimkyu is your other trick room setter you don't have a bulky trick room setter than can come in and set up trick room as required. You put yourself on a timer each time you use trick room to win and have 2 or maybe 3 times to set up trick room in the match. It's a high reward strategy but also a high risk one and something I don't personally feel comfortable with.

Like the team! Hope my suggestions made sense and I could help somewhat

Trick Room Ghost


Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Flare Blitz
- Swords Dance
- Earthquake
- Shadow Bone

Mimikyu @ Red Card
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Play Rough
- Shadow Claw

Dhelmise @ Choice Band
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Power Whip
- Anchor Shot
- Rapid Spin
- Earthquake

Cofagrigus @ Darkinium Z
Ability: Mummy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Night Shade
- Memento
- Trick Room
- Knock Off



Mega-Sableye is a defensive check to many threats such as Mega Sharpedo and is a deadly setup sweeper with Calm Mind and high defenses.
Gengar provides speed control and outspeeds and revenge kills threats out of trick room. A choice scarf is given to maximize speed, while the perfect Ghost/Poison/Fighting coverage along with Dazzling Gleam is used can hit every single Pokémon with neutral damage, and dark with dazzling Gleam.
Alola-Marowak is one of our Trick Room abusers on the team. Minimizing speed along with Maximizing attack allows it to abuse trick room by repeatedly spamming Flare Blitz without recoil, thanks to rock head. A thick club is given to double Marowak's attack, making it a strong wall breaker.
Mimikyu is one of our trick room setters, along with fairy STAB to hit dark types. Red Card can be used to phase setup sweepers out such as Mega Scizor and Mega Charizard X. Disguise can be used for garuanteed trick room.
Dhelmise is our second trick room abuser, and uses a Choice Band along with Power Whip and Earthquake in order to rip holes in teams, and anchor shot can be used to hit fairies and anything that it resisted by grass/ground coverage. Rapid spin is fpr utility, if your opponent does manage to get a few layers of spikes or rocks up, keeping Marowak healthy.
Cofagrigus is our second trick room setter, with a Darkinium Z to abuse Z-memento. This allows Cofagrigus to set trick room up, then sacrifice itself and switch into an abuser to prevent wasting trick room turns. Knock off is used to knock off a variety of items, such as Leftovers, Eviolite, and Choiced Items. Night Shade is used so that Cofagrigus is not complete taunt bait.
 
Last edited:

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Mega Altaria Dragon




Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Roost
- Agility
- Fire Blast

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power
- Draco Meteor
- Fire Blast

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Psyshock
- Draco Meteor

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Iron Head
- Outrage

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake
- Dragon Dance
- Extreme Speed

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast


My personal take on Mega Altaria on Dragon.

Mega Altaria: A special set is a good way to go on Altaria; Agility is the best setup move for a special Altaria as it can outspeed most scarfed dragons minus Scarf Latios at +2, outspeeds Mega Swampert in the Rain, etc. Definitely a potent setup sweeper lategame.

Hydreigon: The best answer to Steel on this team. Dark Pulse/Fire Blast/Earth Power make it so that Steel has no reliable switchins. Max Modest Nature ensures you get the best power, while the speed also ties with the likes of Nidoking, Non-Boosted Gyarados, Chandelure, Mamoswine, and more.

Latios: Standard Scarf Latios, however Ice Beam has been subbed for Trick to help versus Normal teams in breaking the bulky P2/Chansey core.

Kyurem-Black: AoA Kyurem-B with a Scarf + Iron Head to beat down the likes of Mega Diancie, Alolan Ninetales, Mimikyu, among other various fairies.

Dragonite: DD Dnite without a dragon move and a Lum berry in order to setup sweep in breaking down Normal/Steel lategame. This mon could go without a dragon move considering that Mega Altaria + Scarf Latios creates enough pressure in a Dragon Ditto, and there already are 4 mons on the team with a Dragon move.

Garchomp: Classic TankChomp.


I'll also make a Mega Latias Dragon as well, so look out for that.
 
I like this team but instead of running a dual scarf on dragon you can maybe make the kyurem the icium z wallbreaking set. It breaks apart a lot of solid defensive cores like flying and poison and also is useful vs normal. Just a suggestion

Mega Altaria Dragon




Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Roost
- Agility
- Fire Blast

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power
- Draco Meteor
- Fire Blast

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Psyshock
- Draco Meteor

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Iron Head
- Outrage

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake
- Dragon Dance
- Extreme Speed

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast


My personal take on Mega Altaria on Dragon.

Mega Altaria: A special set is a good way to go on Altaria; Agility is the best setup move for a special Altaria as it can outspeed most scarfed dragons minus Scarf Latios at +2, outspeeds Mega Swampert in the Rain, etc. Definitely a potent setup sweeper lategame.

Hydreigon: The best answer to Steel on this team. Dark Pulse/Fire Blast/Earth Power make it so that Steel has no reliable switchins. Max Modest Nature ensures you get the best power, while the speed also ties with the likes of Nidoking, Non-Boosted Gyarados, Chandelure, Mamoswine, and more.

Latios: Standard Scarf Latios, however Ice Beam has been subbed for Trick to help versus Normal teams in breaking the bulky P2/Chansey core.

Kyurem-Black: AoA Kyurem-B with a Scarf + Iron Head to beat down the likes of Mega Diancie, Alolan Ninetales, Mimikyu, among other various fairies.

Dragonite: DD Dnite without a dragon move and a Lum berry in order to setup sweep in breaking down Normal/Steel lategame. This mon could go without a dragon move considering that Mega Altaria + Scarf Latios creates enough pressure in a Dragon Ditto, and there already are 4 mons on the team with a Dragon move.

Garchomp: Classic TankChomp.


I'll also make a Mega Latias Dragon as well, so look out for that.
 
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