Resource NatDex Monotype Sample Teams [Indigo Disk] | OPEN

Bka Onon

Nameless Summer
is a Pre-Contributor
[Banner Pending]
OP Stolen from the SS National Dex Monotype Sample Teams Thread

Welcome to Scarlet & Violet National Dex Monotype Sample Teams, your primary place to get, well, National Dex Monotype sample teams!

The purpose of this resource will be to provide teams that are easy to use and represent the type fairly well for newer players to learn the metagame with. These teams can also be used as a base in order to try out new options in teambuilding. As such, sample teams will be held up to a high standard.

If you're thinking of contributing, great! Please take a moment to read the following.

We will exercise very high standards over which teams are approved. We will not feature teams using sub-optimal archetypes, such as Hyper Offensive Poison. Submitted teams must be broadly effective and viable in the meta, however, this does not mean that niche tech sets and non-conventional builds (such as those in RMTs) are not entertained.

The teams showcased in this thread should be representative of the various, viable, relevant play-styles and archetypes present in the National Dex Monotype metagame.

Here are the guidelines for submissions:

1. Make sure submissions are in the [Gen 9] National Dex Monotype format.
2. Provide an importable for your team. Don't use nicknames for your Pokemon.
3. Accompanying sprites and art are appreciated, but not mandatory. All of the sprites can be found here.
4. Replays are highly encouraged and are a great way to demonstrate that the team is effective in the metagame. Make sure your teams are tested.
5. This is not the RMT forum; this thread is not the place to seek feedback on undeveloped teams and concepts.
6. Do NOT Post Memes. They will be deleted.
7.
Finally, if you edit your submission based on feedback (or any reason), please make a note of it at the bottom of the post so we know to re-evaluate. You can also PM me (or members of the council) here, on Discord as bka_onon or on Pokemon Showdown! as Bka Onon.
 

Bka Onon

Nameless Summer
is a Pre-Contributor
Approved Sample Archive
(Click sprites for import)


:Pinsir-Mega::volcarona::Kleavor::Scizor::Galvantula::Forretress:
Mega Pinsir Offense by ToHadesWithYou

:Araquanid::Armaldo::Scizor-Mega::Buzzwole::Volcarona::Galvantula:
Mega Scizor Webs Offense by Captainbruh1008




:Meowscarada::Greninja::Roaring Moon::Sableye-Mega::Muk-Alola::Mandibuzz:
Mega Sableye Bulky Offense by Elvira









:Zapdos::Raichu-Alola::Tapu Koko::Zeraora::Rotom-Wash::Iron Hands:
Z-Alolan Raichu + Iron Hands Offense by Neko




:Iron Valiant::Tapu Koko::Diancie-Mega::Klefki::Tapu Bulu::Tapu Lele:
Screens Hyper Offense by Hakukias




:great-tusk::iron-hands::iron-valiant::sneasler::gallade-mega::kommo-o:
Balance by Hakukias | Bka Onon










:Aerodactyl-Mega::Corviknight::Moltres-Galar::Zapdos-Galar::Landorus::Thundurus-Therian:
M.Aerodactyl + Z-Galarian Moltres Offense by Neko

:Celesteela::Gliscor::Mantine::Thundurus-Therian::Dragonite::Charizard-Mega-Y:
Charizard Balance by BakingSoda

:Tornadus-Therian::Celesteela::Zapdos::Gliscor::Mantine::Moltres-Galar:
Semi Stall by Hakukias




:Shedinja::Sableye-Mega::Gholdengo::Mimikyu::Brambleghast::Skeledirge:
Shedinja Semi Stall by Mateeus




:Ferrothorn::Meowscarada::Venusaur-Mega::Ogerpon-Cornerstone::Rillaboom::Whimsicott:
Bulky Offense by boomp




:Hippowdon::Excadrill::Landorus::Clodsire::Great Tusk::Garchomp-Mega:
Sand Offense by Hakukias

:gastrodon::great-tusk::landorus::mamoswine::ting-lu::steelix-mega:
Sandless Bulky Offense by Giyu




:Ninetales-Alola::Cetitan::Avalugg::Darmanitan-Galar::Arctozolt::Kyurem:
Snow Offense by What should by name be?




:ursaluna::Staraptor::Blissey::Ditto::Bewear::Pidgeot-Mega:
M.Pidgeot + Ursaluna Offense by Don Bork

:Lopunny-Mega::Staraptor::Blissey::Porygon2::Ditto::Zoroark-Hisui:
M.Lopunny Offense by Neko




:Venusaur-Mega::Toxapex::Crobat::Nidoking::Slowking-Galar::Muk-Alola:
Semi Stall by Sunnyboi0

:Sneasler::toxapex::venusaur-mega::crobat::nidoking::muk-alola:
Sneasler Balance by Hakukias




:Iron Boulder::Jirachi::Tapu Lele::Slowbro::Latias::Gallade-Mega:
Balanced by revolverhenry




:Arcanine-Hisui::Diancie-Mega::Iron Boulder::Nihilego::Ogerpon-Cornerstone::Shuckle:
Webs HO by schwipper




:scizor-mega::heatran::iron-treads::gholdengo::ferrothorn::celesteela:
Z-Gholdengo Balance by Bka Onon | Sunnyboi0




:Pelipper::Barraskewda::Toxapex::Swampert::Greninja::Ogerpon-Wellspring:
Swift Swim by boomp
 
[Normal] M-Pidgeot + Ursaluna Balance

:pidgeot-mega::ursaluna::chansey::porygon2::staraptor::ditto:

Pidgeot-Mega @ Pidgeotite
Ability: Tangled Feet
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Toxic
- Roost

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Earthquake
- Drain Punch

Chansey (F) @ Eviolite
Ability: Natural Cure
Tera Type: Normal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Thunder Wave
- Soft-Boiled
- Teleport

Porygon2 @ Eviolite
Ability: Download
Tera Type: Normal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Discharge
- Hidden Power [Fire]
- Recover

Staraptor @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Normal
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Brave Bird
- Defog
- Roost
- U-turn

Ditto @ Choice Scarf
Ability: Imposter
Hidden Power: Ice
Tera Type: Normal
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform
This is a pretty straightforward team to use with which I usually ladder whenever suspect tests are around. Mega Pidgeot + Ursaluna is a good wallbreaking core that is able to cover the majority of the metagame's defensive cores, with one beating what the other struggles with. Toxic on the bird allows it to heavily cripple usual switchins like Iron Hands and threats like Mega Latias or Suicune, while fast Ursaluna is basically needed in NDM to outpace Mandibuzz and Mega Venusaur. Chansey and Porygon2 is your classic Normal defensive core - the latter is standard 3 attacks to threaten Flying/Dragon/Steel/Water, while the former runs a slightly unorthodox set with Thunder Wave to cripple faster Pokemon for Ursaluna. Staraptor removes hazards and is a switch-in to physical attackers and Fighting-type moves, and has a spread that allows it to live a +1 Kommo-o's Clanging Scales. Ditto does Ditto things for Normal so it doesn't lose to random setup or annoying walls like Mega Sableye and Celesteela.

Other options include running Toxic or Wish + Protect on Chansey, Fire Punch on Ursaluna, and HP Ground on Mega Pidgeot.
 
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:sv/sinistcha: :sv/gholdengo: :sv/ceruledge: :sv/sableye-mega: :sv/gengar: :sv/mimikyu:

Ghost! I know its not very good but I think this is good at it gets for the type!

:sinistcha: The teacup is one of the best mons on the type. It allows Ghost to play around the otherwise extremely poor rain matchup. Also great into other stuff like Hands asw

:gholdengo: Amazing Pokemon and this spread is also cool as u outpace adamant mamo which u have no cplay to on Ghost. helps you sponge a lot of nice hits like Moonblasting Ice Beaming etc;

:cerluedge: This mon is honestly terrifying to run into as a lot of ppl dont rly know what to do when playing vs it. Spirals out of control very quickly and ruins Steel.

:sableye-mega: Also great. Blocks rocks and spikes so ceru keeps the sash and allows u to sponge knock, other dark hits, other ghost hits, spreads knock, etc;

:gengar: Good scarfer and helps remove tspikes/trick annoys a lot of things and helps clean up weakened Fairy teams and can lure and destroy Darks as well.

:mimikyu: Mandatory. Beats Dark, gives u a free meat shield, potent win condition, etc;

Replays:

[Gen 9] National Dex Monotype: Pinguini_033 vs. TheShowdownHoedown - Replays - Pokémon Showdown! (pokemonshowdown.com) Replay 1

[Gen 9] National Dex Monotype: TheShowdownHoedown vs. Ice_Kitsune - Replays - Pokémon Showdown! (pokemonshowdown.com) Replay 2
 
I don't know why I'm trying this, but it's worth a shot.
Mono Dark
:Sableye_Mega::Ting_Lu::Muk_Alola::Meowscarada::Greninja::Bisharp:
Sableye-Mega @ Sablenite
Ability: Prankster
Tera Type: Dark
EVs: 252 HP / 144 Def / 112 SpD
Careful Nature
IVs: 0 Atk
- Metal Burst
- Thunder Wave
- Will-O-Wisp
- Recover

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 236 HP / 32 Atk / 240 SpD
Impish Nature
- Earthquake
- Heavy Slam
- Stealth Rock
- Whirlwind

Muk-Alola @ Assault Vest
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 28 Def / 228 SpD
Careful Nature
- Poison Jab
- Pursuit
- Knock Off
- Rock Slide

Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Play Rough
- U-turn
- Knock Off

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

Bisharp @ Eviolite
Ability: Defiant
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Stone Edge
- Swords Dance
:Sableye_Mega: is probably THE most frustrating mon to play against, if not one the most annoying. STUPID high defensive stats + will-o makes this thing annoying to deal with. Metal Burst is basically the only semi-reliable damage :Sableye_Mega: can deal. I chose t-wave over knock off because it makes this thing somehow even more disruptive and allows :bisharp: to outspeed more things. (though maybe knock off is the more consistent choice). Will-o provides chip damage from burn and damage reduction, which helps my offensive mons switch in, in particular :meowscarada: and :greninja:. Recover gives it reliable healing as well as longevity. I chose a mixed spread because it makes it tanky both ways, and therefore, double the annoying.

:Ting_Lu: is another wall of the team. This thing, like :Sableye_Mega: is bulky both ways, and therefore, double the annoying (though tbf, this one isn't as annoying). Earthquake is good STAB. Heavy Slam OHKOs Scarf :Tapu_Lele: and sorta helps me handle fairy types. If you have to run one or the other, 99.99% of the time rocks >>>>> spikes, since it affects even non-grounded mons. Whirlwhind allows :Ting_Lu: to function as a phaser (or is it phazer idk), as well as racking up hazard chip, and stopping opposing set up. The spread is so it avoids the 2HKO from scarf :Tapu Lele:, which is a general problem in mono dark teams. Lefties gives :Ting_lu: some
much appreciated recovery.

:Muk_Alola: is the final member of the defensive core. Poison jab is good STAB for this pile of goo with a surprisingly good attack stat (for a pile of goo). Knock Off is good utility and pursuit allows me to pursuit trap psychic and ghost types or mons with low defense. Rock slide is to ease the bug matchup a little. The spread basically makes :Muk_Alola: as specially bulky as possible, which is augmented even more by AV.

:Meowscarada: is the scarfer/cleaner of this team. Flower trick is a busted move (they really gave it a 70 BP, guaranteed crit STAB move that always hits). Play Rough is for opposing dark, dragon, and fighting types. U-turn is good coverage as well as a pivot move. Knock off is a good STAB move for :meowsacarda:, which also makes it a huge threat to psychic ghost teams. Spread is 252 252 4 Jolly because it maximizes speed and attack. Scarf is for the extra speed as well as the cleaning potential.

:Greninja: is the special wallbreaker of the team. :greninja: synergizes well with :Meowscarada:, as it covers fire types that :meowscarada:, is weak to. In return, :meowscarada: checks grass and electric types that beat :greninja:. Hydro pump is good STAB, and so is dark pulse. Ice beam is good coverage with freeze chance, which you can go for if you REALLY need to. Extrasensory is there to help with the fighting matchup. Spread is same (except for it being special) as :Meowscarada: for the same reasons. Life orb gives you some pretty nice extra damage.

:Bisharp: is the physical wallbreaker of the team. Iron head and knock are good STAB, with knock also providing good utility. Stone edge + defiant is good against bug, as most bug teams are webs. SD makes :bisharp: kinda scary. Defiant makes :bisharp: synergize well with :Sableye_mega:, due to :Sableye_mega: spin blocking and :bisharp: being a defog punish. Eviolite makes this thing deceptively bulky, thanks :kingambit:. And again, the spread is the same as :meowscarada: except for the nature, and again for the same reasons.

ROUGH MATCHUPS
Here are some rough matchups and what you should do.
Bug: For bug, you're gonna want to spam knock to remove boots, and ensure that your rocks are constantly up, while forcing switches with the help of :Muk_Alola:, :Ting_Lu:, and :Bisharp:. Also, it isn't the end of the world if opponent gets webs up (cuz of :bisharp:), as long as you bounced webs into their side as well.
Fairy: For fairy, you should rely on :Ting_Lu:, :Muk_Alola:, and :Bisharp: (yet again). It will come down to a game of sacking your mons to get :bisharp: and :Ting_Lu: in.
Fighting: I'll be honest, I have no clue what I'd do for fighting, probably use :Sableye_mega: and get some burns to get :meowscarada: and :greninja: in. Idk.
I'll get some replays up when I get some good ones (If I don't forget). Keep in mind I am less of a battle guy and more of a teambuilder.
EDITS: 1. I forgot to put the paste. Here it is. 2. Changed some things, most notably added knock off to :meowscarada: and made it protean (the intended ability, like seriously, why is overgrow the default on PS). 3. switched encore to t-wave on :sableye_mega:.
 
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[Poison] Pecharunt Balance
:Pecharunt::Weezing galar::muk alola::venusaur mega::Okidogi::Clodsire:

:Pecharunt: is an interesting new addition to bulkier teams with a whopping 160 base defense and base 88 for the rest. Its new signature move Malignant Chain has a 50% chance to badly poison the target. Combine this with Hex and Nasty plot and you have yourself a set up sweeper. :Pecharunt: can also run Parting Shot over Nasty Plot for more of a utility option and it can also run shadow ball over hex to avoid an over reliance on status for those pesky Steel types. Recover is here for longevity of course and reliable healing is needed for a good wall.

:weezing galar: is this team's Ground immunity and hazard remover. It's the standard set with Will-O-Wisp for to cripple physical attacks and status for Poison immune pokemon to either chip it down over time, negate :Leftovers: healing and increase Hex's base power (should you run it). Pain split is :weezing galar:'s only form of recovery so it will have to do. Strange steam helps :weezing galar: to not just be a passive wall and Defog is the hazard removal.

:muk alola:
is this teams Psychic immunity and one of two Spd walls. Knock off is useful for removing items and since it's a contact move, it has the possibility of triggering Poison Touch. Pursuit traps in choiced pokemon trying to switch out, dealing massive damage to :Choice scarf:/:Choice specs::tapu lele: and tanking many Moonblasts. Poison Jab gives :muk alola: a 51% chance to regular Poison its foe. Protect can stall a turn for :black sludge: healing, scouts the next move, gets Poison/Badly Poison chip and stalls out weather turns (most importantly sandstorm) . This means that :muk alola: counters :Excadrill:, thus making the Ground matchup easier.

:venusaur mega: is the mega of choice for this team as it is neutral to Ground and pretty bulky. Giga Drain is STAB and helps with the Ground matchup, and Hidden Power Fire with the Steel matchup. Synthesis is a reliable source of healing and Leech Seed gets chip on the opposing pokemon while healing up :venusaur mega: or its party members. Sludge Bomb is an option that you might want to consider over Leech Seed as it is STAB and hits some pokemon that resist Grass, like Fire or Grass pokemon. Another option is Earth Power for the Poison and Steel matchups.

:okidogi:is the breaker of the team. It can fire off STAB Drain Punches on all the Steel types and can't get intimidated or forced out due to its ability. It has been EV'd for Scald from most bulky Water types like :toxapex: or :mantine: to not break its Substitute. Substitute helps to block annoying statuses like burn or paralysis, as well as giving :okidogi: the opportunity to freely set up. Drain Punch, as previous mentioned, helps with the Steel matchup and Bulk Up boosts up its stats to hit harder. The final move is Knock Off to hit the Ghost types immune to Drain Punch and add more item removal should :Muk alola: faint.

The final slot goes to :Clodsire:, our second special wall. Clodsire fulfills the hazard stacking role with Spikes and Stealth Rocks. Earthquake gives it an attacking move, and Recover rounds out the set with reliable recovery. You can also run Toxic over Spikes to help in the flying matchup, specifically :charizard mega y:, or with set up pokemon like :Volcarona:

Hard Matchups
Steel - Play it safe. Try to get :Okidogi: in with as little damage as possible. Stay behind Substitute and boost up. Physdef :Ghostium z::Gholdengo:may prove to be a problem, but just set up hazards, don't take unnecessary risks, and you should be fine.

Psychic - :Muk alola: is your friend here. Use pursuit if you know their switching out. Don't Knock Off :Choice scarf:/:choice specs:/:choice band: so :muk alola: can pursuit trap them later. :Pecharunt: is also highly valuable for:gallade mega:

Ground - :Weezing galar: walls :garchomp:/:garchomp mega: and has Will-O-Wisp for the many physical attackers, :Pecharunt: can withstand 1 burned :Ursaluna: Earthquake and Parting Shot out, and :muk alola: helps with :excadrill:. :venusaur mega: also helps out with its STAB Giga Drains, though keep in mind that Synthesis restores less hp in sand.
Pecharunt @ Black Sludge
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 252 HP / 136 Def / 120 SpA
Bold Nature
- Malignant Chain
- Recover
- Hex / Shadow Ball
- Nasty Plot / Parting Shot

Weezing-Galar @ Black Sludge
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Defog
- Pain Split
- Will-O-Wisp

Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Poison
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Knock Off
- Poison Jab
- Pursuit
- Protect

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
Tera Type: Grass
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Okidogi (M) @ Black Sludge
Ability: Guard Dog
Tera Type: Poison
EVs: 220 HP / 108 SpD / 180 Spe
Careful Nature
- Substitute
- Bulk Up
- Drain Punch
- Knock Off

Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Spikes
- Recover
 
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[Bug] M-Scizor + Tailwind Kleavor BO

:scizor-mega::kleavor::volcarona::araquanid::vikavolt::heracross:

Scizor-Mega @ Scizorite
Ability: Technician
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Dual Wingbeat
- Knock Off

Kleavor @ Choice Scarf
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- U-turn
- Tailwind
- X-Scissor

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Hidden Power [Ground]
- Giga Drain

Araquanid @ Heavy-Duty Boots
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 192 SpD / 68 Spe
Careful Nature
- Sticky Web
- Toxic
- Liquidation
- Mirror Coat

Vikavolt @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Bug
EVs: 220 HP / 104 Def / 28 SpA / 156 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Roost

Heracross @ Flame Orb
Ability: Guts
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Earthquake
While experimenting with Bug, I wanted to tinker around Mega Scizor or Mega Heracross since the widespread Mega Pinsir comps almost mandate running one of the two spinning partners which... don't offer a lot of usefulness besides that very job, and are quite unreliable even at it. This take on a Mega Scizor team involves running its offensive set, which can ruin a good number of types thanks to its powerful coverage and massive power even while unboosted. Kleavor is Bug's most valuable 'mon atm and probably the best scarfer on the type, thanks to an offensive typing that allows it to threaten Flying- and Fire-types plus Stone Axe setting down Stealth Rock while attacking, which provides cool role compression. Tailwind enables the team's powerhouses to become deadly revenge killers or sweepers late-game if Kleavor is deadweight in a given matchup. Araquanid and Vikavolt form a nifty defensive backbone that can further support the team by laying down Webs and providing slow momentum, respectively. Lastly, Guts Heracross is a dangerous wallbreaker that punches holes on a lot of the metagame, especially after a Swords Dance or Tailwind boost.

EVs on Araquanid allows it to outpace Chansey and Hippowdon, while Vikavolt's spread lets it OHKO Tornadus-T and avoid the 2HKO from Choice Specs Tapu Koko.
 
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Elvira

formerly bruised
[Dark] Choice Specs Greninja + Choice Scarf Meowscarada + Groundium Z Roaring Moon


:meowscarada: :greninja: :roaring moon: :sableye mega: :muk alola: :mandibuzz:

Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- U-turn
- Play Rough
- Triple Axel



Greninja @ Choice Specs
Ability: Protean
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Ice Beam
- Extrasensory
- Hydro Pump



Roaring Moon @ Groundium Z
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Dragon Claw
- Earthquake



Sableye-Mega @ Sablenite
Ability: Magic Bounce
Tera Type: Dark
EVs: 248 HP / 68 Def / 192 SpD
Sassy Nature
- Will-O-Wisp
- Knock Off
- Protect
- Recover



Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Poison
EVs: 252 HP / 16 Atk / 240 SpD
Careful Nature
- Knock Off
- Poison Jab
- Pain Split
- Protect



Mandibuzz (F) @ Rocky Helmet
Ability: Overcoat
Tera Type: Dark
EVs: 252 HP / 8 Atk / 248 Def
Impish Nature
- Brave Bird
- U-turn
- Roost
- Defog


This team is about as balanced as a dark team can possibly be in this current meta of dragon roaming across every corner of the NDM Ladder. Specs Greninja provides hard hitting damage on the special attacking side with Extresensory hitting Fighting and Poison hard, Ice beam to force flying to switch out into a special defensive supporter, sludge wave for any pesky fairies since it recently obtained this move, and a hard stab hitting Hydro pump for raw damage. Pairing it with one of the literal fastest scarfers, Meowscarada, pairs it excellently as a double protean support duo that can handle their own weaknesses. The Z-guarantee is Roaring moon. +2 Z Earthquake can shred even the bulkiest of walls that aren't great tusk. Giving it double Stab with Knock off and Dragon Claw make it a potent late game cleaner. The defensive trio of this team consist of Magic Bounce Mega Sableye to handle and incoming hazards and provide status to attacker's with a knock off to also assist in handling any threatening items on the opponent's side of the field. Alola Muk is standard on dark to provide a special defensive answer and abuse poison touch. Rocky Helmet Mandibuzz, though boots could be better, is still as annoying as it was back in the day.
 
[Dark] Waterium Z Battle Bond Greninja + Mega Tar Balance

:Meowscarada: :Greninja: :Ting-Lu: :Mandibuzz: :Muk-Alola: :Tyranitar-Mega:

Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- U-turn
- Triple Axel

Greninja-Bond (M) @ Waterium Z
Ability: Battle Bond
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- Extrasensory

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 184 HP / 68 Atk / 252 SpD / 4 Spe
Careful Nature
- Spikes
- Heavy Slam
- Ruination
- Earthquake

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
Tera Type: Dark
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Foul Play
- Roost

Muk-Alola @ Assault Vest
Ability: Poison Touch
Tera Type: Poison
EVs: 224 HP / 68 Atk / 216 SpD
Careful Nature
- Pursuit
- Poison Jab
- Knock Off
- Drain Punch

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Knock Off
- Stone Edge


Dark balance team that aims to overwhelm the opponent with the sheer raw breaking power of Mega Tyranitar and Ash Greninja to facilitate a scarf Meowscarada Cleanup.

Ting-Lu provides crutial hazard support and amazing bulk, all the while still being able to deal consistent damage and serve as a stopper to teams it has a natural type advantage against such as electric. The EV spread maximizes special bulk all the while having enough attack to achieve a guarateed OHKO Iron Valiant with heavy slam after 2 hits of 1 spike each or 1 hit of 3 spikes. The Damage increase on earthquake is also highly appreciated as it makes a Greninja/Meowscarada cleanup easier.

Mandibuzz is a bulky pivot, wall and fighting neutrality with an ability to hit back with brave bird, allowing it to dispatch such natural dangers to a dark team. In addition it's defog provides an ability to remove hazards and foul play serves as an avenue of punishing the wide array physical boost sweepers that are ravaging the tier without having to invest in it's offences. Serves it's role well

Alolan Muk provides what it always does, an immensely specially bulky fairy neutrality that hits them back super effectively with pursuiting ability for crutial chip and poison chances, as well as the 51% chance to poison with every poison jab. Fire punch allows Alolan Muk to threaten Mega Scizor, something absolutely critical due to that pokemon's immense ability to run through a dark team. The Attack investment allows for it to be at least somewhat threatening all the while the HP nad Sp.def investment have been optimized for minimal hazard damage and getting the nature caused double point respectively.

Mega Tyranitar is a monstrously strong attacker with raw OHKO abilities unlike almost any other pokemon in the format, it's immense natural bulk is only further boosted by sand allowing it to very often grab dragon dances and rip huge holes out of the enemy team, it also provides very useful weather disruption capabilities against sun especially, it is not unusual for Mega Tyranitar to seal games on it's own due to it's boosting capabilities, and it serves as an incredible tool against more defensively minded teams which absolutely hate eating it's hits.

Greninja is somewhat of a breaker and a clean up artist at the same time, it can absolutely run away with the game if allowed to take a KO, especially if that KO was gained without using the Z move, if that happens greninja is capable of blowing through entire enemy teams by eleiminating it's often sole remaining defensive check with it's now effectively Specs boosted Z move. This is not to say that using your Z move to gain the boost should be discouraged, this greninja does not have to seal the game by itself, it is very much content with simply ripping a hole for the rest of the team to exploit.

And Finally Scarf Meowscarada, everyone already knows why this is almost an auto include on dark teams, amazing speed control, incredibly strong coverage due to protean, a Powerful U-Turn, what is not to love. Meowscarada is capable of destroying many a team with it's incredible coverage, it is especially useful in the dragon matchup due to the strength and speed of triple axel and outrunning every single scarfer on dragon, making Meowy consistently the fastest pokemon in the game.

Overall the team has everything it requires for success, it has a variety of options on how to progress through a game, it posesses good pivoting allowing it to bring in the major threats, it comes equipped with a strong defensive backbone that supports it's offence and it has admirable cleanup capabilities. A powerful choice with ability to play around enemy threats all the while pressuring the opponent immensely.
 
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[Psychic] Scarf Boulder + Specs Lele Balance

:Iron Boulder: :Jirachi: :Tapu Lele: :Slowbro: :Latias: :Gallade-Mega:

:Iron Boulder: Iron Boulder @ Choice Scarf
Ability: Quark Drive
Hidden Power: Fighting
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Mighty Cleave
- Earthquake
- Zen Headbutt

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

:Tapu Lele: Tapu Lele @ Choice Specs
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Hidden Power [Fire]
- Thunderbolt

:Slowbro: Slowbro @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Future Sight
- Scald
- Slack Off

:Latias: Latias (F) @ Dragonium Z
Ability: Levitate
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Mist Ball / Mystical Fire
- Roost


:Gallade-Mega: Gallade-Mega (M) @ Galladite
Ability: Justified
Tera Type: Psychic
EVs: 156 HP / 96 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Substitute
- Drain Punch


A fairly simple team to both understand and pilot, I'd say. As the name implies, it is a somewhat standard Psychic Balance Composition (admittedly based upon the marvelous Psychic Balance team made by Dunes that can be seen on the previous Sample Teams) with the recently added Iron Boulder taking up the role of a ridiculously fast Scarfer that is able to cut down such threatening foes as Sneasler, Meowscarada, Greninja, Volcarona or what for years has been the most absolutely terrifying mon for any Psychic team to face, Blacephalon. Synergizing incredibly well with both Psychic Terrain in order to become immune to priority (making threats akin to the commonplace Scizor's Bullet Punch, Urshifu's Aqua Jet or Raging Bolt's Thunderclap) and Tapu Lele's own offensive prowess through its jawdropping wallbreaking capabilites thanks to Specs, allowing it to get rid of the problematic defensive presences of the likes of Toxapex, M-Venusaur, Araquanid, M-Sableye or Slowbro, both mons create an incredibly strong offensive core able to take on offensive and defensive teams alike.

Iron Boulder and Tapu Lele individually do not need much of an explanation that hasn't already been given on the previous paragraph, as their EVs and movesets are fairly standard and, to an extent, somewhat self-explanatory; Iron Boulder runs both STABs together with Earthquake for StoneQuake Coverage and Close Combat as a neat powerful coverage option. Tapu Lele, on the other hand, runs both of its STABs, HP Fire in order to hit Scizor and Thunderbolt to nail Water and Flying types such as Celesteela and Mantine supereffectively

The Gallade Mega set is a bit more unorthodox, but I'd say a worthy team member nonetheless with a rather singular intent, which is to completely obliterate Steel and more passive types as a whole as well as acting as an undoubtedly strong win conditions against more weakened teams; through its enormous power and ensuing ability to force switches, Gallade can set up plenty of substitutes throughout a game to then set up Swords Dance to completely tear to shreds any mon unfortunate enough to be either neutral or weak to either of its moves, with the exception of dedicated walls the can be easily handled by its other teammates. The HP investment helps the substitutes to survive against weaker hits from to be defensive mons while not really sacrifiicing any firving power because of M-Gallde's ludicrous strength; Drain Puch is a decently powerful STAB that allows M-Gallade to stay healthy throughout a game as well as to create more substitutes while Knock Off is a swiss army knife of a move that hits many neutrally and hampers tons of walls by getting rid of their items.

Latias, with its ground immunity and good natural bulk, serves as the natural rounding up of the soon to be introduced defensive core, the team's designated hazard remover and a dangerous offensive threat on its own right thanks to Dragonium Z. Latias is a versatile presence to be taken into account in any position of the game thanks to its longevity and powerful STABs that can allow it to get away with more Defogs and Roosts than what would initially meet the eye and thought. Mist Ball can be substituted by Mystical Fire if you want to punish any Gholdengos feeling particularly cheeky when trying to block your hazard removal attempts and other steel types not named either Heatran or Hoodra.

And, for last but not for least, the defensive core of the team composed by the synergistic pair of Slowbro and Jirachi. Slowbro serves as a ridiculously tough to break physical wall able to exert constant pressure for the opposing team through Future Sights coming from a not too shabby 100 Special Attack and Scalds that can punish any sweeper greedily trying to set up in front of you, all the while being able to generate incredible amounts of momentum thanks to Teleport, all while keeping itself healthy with Slack Off and Regenator + HDB to be completely impervious to hazards. Jirachi, now, brandishes itself with the excellent defensive typing of Steel / Psychic and a perfectly functional bulk of 100 / 100 / 100 that can be customized to the player's liking, generally coordinating with Slowbro to act as a special stopgap able to set rocks and generate momentum with usually slow U-Turns with its 32 Evs on Speed that allow it to outrun a Jolly Tyranitar while still being left with more than enough bulk to survive a +1 Blace's Shadow Ball. Thunder Wave + Serene Grace boosted Iron Head works as tried and true combination that makes Jirachi potentially one of the most annoying mons in the game, as well as a consistent and dangerous status spreader that can in a pinch leave out of commission plenty of unaware scarfers.
 

Dead by Daylight

was a long and dark December
is a Pre-Contributor
CB D-nite + Mega Zard Y Flying
:sv/dragonite: :sv/charizard-mega-y: :sv/landorus-therian: :sv/enamorus: :sv/tornadus-therian: :sv/corviknight:

(click sprites for importable)

This team, which was originally built for the USA vs. RoW tour, uses CB Dragonite paired with Mega Charizard Y to shred both offensive cores as well as defensive stalwarts. Flying is a very malleable team composition in this metagame, and this team matches up well into quite a few common types while having both the offensive pressure and defensive strength to hold up against different team styles. This team was designed to be rather easy to pilot, although it is rather prediction-reliant at times.

:dragonite: Choice Band Dragonite is an offbeat set, but its sheer power against teams lacking a Dragon resistance is staggering, and DWB + Superpower is a great offensive combo. Extreme Speed lets this function as a potent revenge killer on fast but frail threats. This set, crucially, allows Dragonite to run both STAB moves as well as a Steel-removing move, while packing immediate power. Multiscale can be interchanged for Inner Focus to blow up Mega Lopunny, but I don't find it worth the extra bulk that Multiscale provides. Self-explanatory EVs.

:charizard-mega-y: Mega Charizard Y is a scary wallbreaker with no real checks bar Air Balloon Heatran, which struggles to damage it and dies to Scorching Sands after its Balloon is gone. This can 6-0 Steel teams while breaking through the odd Steel-type on teams like Corv on opposing Flying teams. It pairs nicely with Dragonite both offensively and defensively, as both take on each other's checks and have pretty good defensive synergy together.

:landorus-therian: Scarf Lando is the speed control of the team. It also helps with the Steel-breaking effort, while U-turn grabs momentum and does pretty decent damage. Stone Edge helps vs. EQ-immune stuff. Not much more to say her.

:enamorus: Specs Enam is a major threat to any team lacking a suitable Fairy resist, and even teams with one can find themselves struggling to take on Earth Power or repeated Superpowers. Healing Wish is incredible utility, as it can heal status on Dragonite and Landorus-T and restore Dragonite's Multiscale, provided Rocks are not up. It is yet another immensely powerful wallbreaker that synergizes well with the main breaking core.

:tornadus-therian: Flyinium Z Torn-T is a set ported over from the main ND metagame, and it serves its purpose here as well as anywhere. It blows away bulkier teams, while offensive teams struggle to take it on thanks to its good Speed tier.

:corviknight: The main defensive piece of the team, Corviknight is crucial to Defog as well as keep momentum with U-turn. It functions very well as Gholdengo bait to force 50-50s of either bringing in a strong breaker that threatens Gholdengo or being able to remove Rocks. It also is the main defensive utility on the team, taking on threats like Mega Lopunny, Tapu Lele, Iron Boulder, and more. Iron Head deals with pesky Fairy- and Rock-types.

Coming soon (doubtful I saved any testing replays)
 
[Ghost] Shedinja Semi-Stall

:shedinja::sableye-mega::gholdengo::mimikyu::brambleghast::skeledirge:

Shedinja @ Focus Sash
Ability: Wonder Guard
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Shadow Sneak
- Toxic
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Recover
- Knock Off
- Dazzling Gleam
- Will-O-Wisp

Gholdengo @ Ghostium Z
Ability: Good as Gold
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Recover

Mimikyu @ Life Orb
Ability: Disguise
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Shadow Sneak
- Toxic

Brambleghast @ Heavy-Duty Boots
Ability: Wind Rider
Tera Type: Grass
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Rapid Spin
- Spikes
- Power Whip
- Strength Sap

Skeledirge @ Colbur Berry
Ability: Unaware
Tera Type: Fire
EVs: 248 HP / 60 Def / 200 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Alluring Voice
- Earth Power
- Slack Off
Shedinja Ghost is an archetype I've always tried to make work ever since SM Monotype, and with the new toys the type got in the transition to SV, I think this iteration of it is as playable as it gets, albeit a little hard to pilot. The haunted bug fills its niche as well as it did two gens ago, which is to near-wall certain types, switch into threats like Urshifu-R and Tapu Koko that typically can't hit it, and punish switches with dual status. Thanks to its newfound partner in Brambleghast, it is able to run Focus Sash, effectively having a buffer to status something that can hit it. Mega Sableye is Ghost's premier defensive 'mon, boasting a specially defensive spread to better check Hydreigon, Greninja, and the like. Physically defensive Gholdengo is what I think makes Ghost not fall into unviability right now, as it is able to do a lot for the type overall - it is able to comfortably wall things like Alolan Muk and Scarf Meowscarada while acting as a setup wallbreaker/win condition with Nasty Plot. Mimikyu is Mimikyu, this time with Toxic to lure in walls like Porygon2 and Hippowdon. Colbur Skeledirge is sort of a glue to the team, which works well with Alluring Voice to beat Hydreigon, Mega Sharpedo, and Roaring Moon in a pinch. Its spread also avoids the 2HKO from Mega Lopunny and Mega Charizard Y, two otherwise huge problems for this build.

Other options include Encore > Dazzling Gleam on M-Sableye, swapping Bramble/Skele's items, and using Goggles/Boots on Shedinja.
 
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Mega Pinsir - Balanced Bug Team:


This is a balanced team that focuses mainly on Mega-Pinsir. With right setup, he will be really hard to stop.
MEGA-PINSIR: Swords Dance allows him to sweep a lot more easily. With this, it will be easier to deal with walls like Toxapex, Chansey etc. Return is a good flying STAB. Quick attack is to deal with faster Pokemon or for Pokemon with priority moves. With a SD boost, it can be quite threatening. Close Combat is for covarage. You can change it to EQ if you want different coverage.

VOLCARONA: M-Pinsir isn't the only sweeper in this team. Generally, Bug teams rely on physical attackers mostly. So it is really important to have a Volcarona in your team. Quiver Dance will allow it to make a sweep. Flamethrower and b-Bug Buzz are good STAB moves and HP - Ground is for heatran.

KLEAVOR: It can learn Psycho Cut for coverage and Knock off is usefull move. It's ability also makes X-Scissors a really great move, but the main reason you use Kleavor is Stone Axe. With it's ability it becomes a powerfull move, it gives you advantage against fire and flying types, but the best part of this move is "It sets up Stealth Rock" a damaging move with hazard set up is amazing. It can't be bounced back with Magic bounce and other moves and abilities. I use scarf, but focus sash can also be used.

SCIZOR: His Choice Band set is a good immediate threat. With Technician, Bullet Punch becomes really strong and with it's almost 600 Atk, it can knoc out many Pokemon. U-turn is for momentum, Close Cmbat and Dual Wingbeat is for covarage.

FORRETRESS: Since you have Kleavor, you don't really need to use Stealth Rocks on Forretress. Spikes is good for more passive damage, but you can change it for: Explosion, Toxic, Body Press if you want. Rapid Spid is really necesarry for hazard removal. I also you HDB to guarantee the rapid spin with Sturdy. Leftovers is also a good choice. Gyro ball can sometimes deal a lot of damage. And Volt Switch is good for switching.

GALVANTULA: Galvantula is really important for this team, mainly because of Sticky Web. It helps Pinsir and Volcarona to outspeed almost every non scarfed mons. Thunder is a good STAB (espcially with Compound Eyes), Giga Drain (Can be changed to Energy Ball) is a good trap if your opponent changes to a Ground Type. With Compound Eyes, Thunder Wave becomes 100% accurate. Using it first than using Sticky Web is really efficient. You can change it to HP - Ice, but the damage is really low.

 
[Bug] Sub Buzzwole + Support Scizor Balance

:Buzzwole: :Volcarona: :Kleavor: :Vikavolt: :Araquanid: :Scizor:

Click on the sprites for the Paste

Buzzwole @ Leftovers
Ability: Beast Boost
Happiness: 0
Tera Type: Bug
EVs: 196 HP / 68 Atk / 20 SpD / 224 Spe
Adamant Nature
- Bulk Up
- Earthquake
- Substitute
- Drain Punch

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Hidden Power [Ground]
- Psychic / Giga Drain
- Quiver Dance

Kleavor @ Choice Scarf
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- U-turn
- Close Combat
- Knock Off / Night Slash

Vikavolt @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Bug
EVs: 252 HP / 56 Def / 44 SpA / 156 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Energy Ball / Hidden Power [Ice]
- Roost

Araquanid @ Leftovers
Ability: Water Bubble
Tera Type: Water
EVs: 252 HP / 32 Atk / 156 SpD / 68 Spe
Careful Nature
- Liquidation
- Sticky Web
- Mirror Coat / Magic Coat
- Toxic

Scizor @ Heavy-Duty Boots
Ability: Technician
Tera Type: Bug
EVs: 252 HP / 92 Atk / 24 Def / 140 Spe
Adamant Nature
- Roost
- Bullet Punch
- U-turn
- Defog



A growing distate for M Pinsir, Galvantula and the spinners of the type eventually led me to create a somewhat bog standard Bug composition with some silly twists that, while still using some Bug mainstays such as Webs Araquanid, Scarf Kleavor and QD Volc, prefers a much more slow paced and calculating style of play that leads to unrelenting offense once you get a good position while not being laughably weak to rocks, as most M Pinsir style teams tend to be.

:Buzzwole: and :Volcarona:, the main offensive core - Buzzwole and Volcarona have been part of a truly outstanding offensive core for years now, both showing incredible amounts of power on their respective sides of the damage spectrum while taking care of each other's checks, Buzzwole making quick and easy work of Tyranitar, Heatran and Ogerpon-C while Volcarona burns M Venu, Corviknight and Toxapex to crisps. While Volcarona's EV spread is by all accounts standarized, Buzzwole requires something of an explanation; 196 HP allows for 100 HP subs, opening the avenue to set up in the face of Seismic Toss mons, while 224 Speed grants you a 250 speed tier, generally enough to outspeed common Gholdengo sets and pretty much all defensively oriented mons. Volcarona, now, can either go for Psychic or Giga Drain as extra coverage agaist either Fighting and Poison or Water, Ground and Rock, respectively, HP Ground being mostly necessary to deal with Heatran.

:Kleavor:, scarfer, cleaner and superb bird killer - Kleavor is by far the type's best scarfer and one the most terrifying mons to face against in the current metagame, a decent speed tier backed up with truly astonishing power allowing it to put the fear of rock into the infamously hard match ups of Fire and Flying, as well as being highly welcomed into any other one thanks to its great, customizable coverage and ability to set rocks while dealing ridiculous amount of damage to anything unfortunate enough to switch into it. Knock Off against Night Slash boils down to utility against consistency, mostly.

:Vikavolt:, pivoting cannon and Bug's only defensive tool against Electric - Going on to a rather off meta pick, Vikavolt is an incredibly underrated mon, an amazingly powerful pivot with surprisingly customizable bulk and unique defensive typing that makew. While the speed tier is evidently not the best, the access to powerful, slow pivoting is huge for the rest of the team, opening almost guaranteed safe switches to Volcarona and Buzzwole at the very least once per game, which is usually enough for them to close them up given Vikavolt's ability to force lots of switches from many defensive and offensive mons alike, unable to effectively threaten it back, making for really good positioning. EV spread might need some optimization, but as it stands full HP and 56 EVs Defense and 156 EVs in Special Defense allow Vikavolt to survive hits such as M Swampert's Waterfall under rain or Tornadus-T's Heat Wave, with Modest 44 EVs onto Special Attack giving Vikavolt the chance to KO them back. Energy Ball alows for Vikavolt to totally destroy the water match up, while HP Ice allows it to greatly threaten Grass neutral Ground types, such as Gliscor or Garchomp.

:Araquanid:, unstoppable force and inmovable object - One of Bug's current mainstays; Araquanid's great special bulk together with its wonderful ability and surprisingly diverse support movepool makes it something of no brainer on any Bug type team. A generally huge boon and contributor to any match up thanks to this particular sets of attributes, Araquanid is Bug's probably best setter of Webs, a great enabler to any team with access to them, as well as a generally decent status spreader with Toxic and surprisingly powerful hitter with Water Bubble boosted Liquidations. 68 EVs in Speed is directly taken from Matteus' team above, as it allows Araq to outspeed most defensive mons; 32 EVs in Attack is mainly to get more favorable rolls with Liquidation while not striving for anything specific. Araquanid can either go for Leftovers as its item, as it greatly appreciates the longevity it provides, or Heavy-Duty Boots, which patches up its all things considered debilitating weakness. Mirror Coat grants it a more positive match up against Special Attackers such as Kommo-o and Tapu Koko, while Magic Coat allows it to work as a powerful anti lead against mons such as Deoxys-Speed or Grimmsnarl.

:Scizor:, versatily incarnated and priority extraordinairé - Scizor takes the mantle of a physically defensive backbone hazard remover that, unlike its spinning brethen, can actually do things against the opposing team with great priority in Technician boosted Bullet Punch and powerful U-Turns that generate tons of momentum. Scizor has surprisingly great natural bulk and access to Roost, giving it a non negligible sense of longevity that allows it to consistently come into the playing field to defog away hazards. As for the Speed EVs, Scizor needs them to outspeed 200 speed mons such as Azumarill, the rest being distributed in such a way that Scizor can almost assuredly OHKO Alola Tales under Snow with Adamant 96 EVs and the remnants are distributed among HP and defense.


(Do please forgive my sloppy plays)

vs Steel

vs Poison

vs Psychic

vs Dragon

(Z-Less) vs Dark
 

boomp

Never Give Up
is a Forum Moderatoris a Community Contributoris a Contributor to Smogon
Sticky Webs Rock:
:shuckle: :ogerpon-cornerstone: :Diancie-Mega: :iron boulder: :coalossal: :glimmora:
https://pokepast.es/16bb6720e3edbeb9
Standard sticky webs rock team with just specs glimmora to utilize webs and i prefer coalossal over harc for hazard removal/checking Scizor. Spikes is nice as well for hazard stacking. Low Kick on Rockpon to hit Steel Normal and Opposing Rock teams.

Rain Water + Specs Tspikes Greninja:
:pelipper: :barraskewda: :toxapex: :swampert: :greninja: :ogerpon-wellspring:
https://pokepast.es/91923f208b149531
Standard rain team with just t spikes greninja. Opted in P jab for Barraskewda to help more in the fairy match up. Added in Ogerpon-W for the Water mirror match.

Defog Whimsicott + Choice Band Rillaboom Grass:
:ferrothorn: :meowscarada: :venusaur-mega: :ogerpon-cornerstone: :Rillaboom: :whimsicott:
https://pokepast.es/630c65cc72fbf5b0
My take on Grass with Defog Whimsicott for hazard removal. 3A Venu to deal with steel better especially gholdengo and scizor. the rest is pretty standard.

ZardY + Defog Volcanion Fire:
:charizard-mega-y: :volcanion: :cinderace: :volcarona: :heatran: :arcanine-hisui:
https://pokepast.es/0a82237b14bd6c1b
My take on Fire with Zard Y. 4a as I want to destroy the Water match up. Volcanion Physical to help against band Barra. Heatran providing Stealth Rock support and help on the SpDside. Scarf Cinderace forspeed control and Band Harcanine for wallbreaking potential.

Edit: Added the Fire team.
 
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this is what im rocking rn

4 (Vanilluxe) (F) @ Icium Z
Ability: Snow Warning
Shiny: Yes
Tera Type: Ice
EVs: 252 HP / 252 SpA / 4 SpD
Calm Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Freeze-Dry
- Toxic

dimansional (Arctozolt) @ Assault Vest
Ability: Slush Rush
Shiny: Yes
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bolt Beak
- Icicle Crash
- Stomping Tantrum
- Low Kick

chess (Mamoswine) (F) @ Leftovers
Ability: Thick Fat
Shiny: Yes
Tera Type: Ice
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Shard
- Earthquake
- Avalanche
- Curse

is (Darmanitan-Galar) (F) @ Choice Scarf
Ability: Gorilla Tactics
Shiny: Yes
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Flare Blitz
- Brick Break
- Icicle Crash

a (Eiscue) (F) @ Salac Berry
Ability: Ice Face
Shiny: Yes
Tera Type: Ice
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Icicle Crash
- Reversal
- Substitute

thing (Abomasnow-Mega) (F) @ Abomasite
Ability: Snow Warning
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aurora Veil
- Avalanche
- Swords Dance
- Wood Hammer
 
https://pokepast.es/64bc273086069d5b
Here's a simple, standard Grass team that can prove to be viable in the current meta, I've taken it to the top 50 on the ladder.

:venusaur-mega: The first mandatory pokemon on this team. Mega Venusaur proves yet again to be one of the meta's most annoying walls through its natural bulk, Thick Fat, and recovery moves. Sludge Bomb is its main source of damage, you can also use it to try to fish for a poison on other bulky targets. HP Fire is meant to hit Steel types, particularly stuff like :ferrothorn:, :scizor:, :forretress:, and the Flying/Steels. Earth Power is an option to consider over HP Fire to better threaten Poison types and to hit certain Steel types harder like balloon-less :heatran: and :gholdengo:, but generally I think you'd prefer HP Fire to hit the aforementioned mons. The EV spread is designed for Mega Venusaur to be as physically bulky as possible while still outspeeding :azumarill:. Leech Seed is mainly to help you stall out other walls such as :blissey: and :toxapex:.

:meowscarada: A blessing from Arceus for Grass, Meowscarada is I would argue yet another mandatory piece for balance Grass teams. It's speed tier is phenomenal, and when given a Choice Scarf it's virtually untouchable without speed boosts (just be mindful that you don't outspeed :raichu-alola: in Electric Terrain, and Scarf :iron boulder: also barely outspeeds). Knock Off is to help rip apart Psychic and Ghost types as well as remove items from targets. Play Rough is one of your main weapons against Dragon, Dark and Fighting types. Triple Axel is another excellent coverage move, particularly against Flying type threats like :zapdos: and :landorus:, it's also cool to OHKO sash :galvantula: before it can get webs up. U-Turn is your pivoting move that will often deal surprisingly decent damage. Flower Trick is another option to consider, since the guaranteed critical is nice, but it's hard to fit and frankly I think all of this sets current moves are generally better.

:ferrothorn: The next mandatory mon on most Grass structures. Ferrothorn is another amazing defensive backbone for the type through its typing and natural bulk. It's your Stealth Rock setter, and other than that it's another physical wall. Body Press helps you deal with :melmetal: and many Dark and Normal types. Leech Seed is to keep yourself healthy as well as teammates switching in. Ferrothorn can try to fit many other moves, such as Knock Off, Spikes, Thunder Wave and even Toxic, but I think these are the four moves you're going to need the most.

:ogerpon-cornerstone: This thing is arguably the best physical sweeper for Grass teams thanks to its amazing STAB 100 BP Rock move in Ivy Cudgel. Ogerpon will likely be your main wincon against Fire, Bug, and sometimes Flying. It's also really good at tanking a highly powerful hit and dish an attack back thanks to Sturdy ensuring that it will survive from full HP. Horn Leech is to provide recovery, potentially getting Ogerpon *back* to full HP for more Sturdy procs. Superpower is your best coverage move, mainly to smack Steel types. Low Kick is decent as well, I just find Superpower to be better for its consistency.

:whimsicott: Ah yes, the annoying cotton puff that no one likes to deal with. Here it offers its usual shenanigans in Prankster Encore and STAB Moonblast to help threaten Dark and Fighting teams. Defog is here mainly because this team isn't stacking many hazards anyway, and it's especially useful to keep Ogerpon safe from hazard chip that would keep Sturdy from activating (but, should you decide to lean more into hazard stacking with this team like adding Spikes to Ferrothorn's Stealth Rock, then I'd consider Stun Spore as an alternative to Defog). U-Turn is mainly to pivot to a teammate during a predicted switch and to pivot out of an Encore'd opponent.

:celebi:The best special sweeper available to Grass, Celebi helps to tear apart troublesome matchups for Grass, particularly Poison and Steel thanks to its STAB Psychic and coverage moves with Nasty Plot. Groundium Z is to demolish specially bulky stuff like :muk-alola: and :goodra-hisui: at +2. There ain't much else to it honestly. For what it's worth, Natural Cure let's Celebi act as a decent status absorber if you're in the need of one.

Replays:

https://replay.pokemonshowdown.com/...-2083200920-yvmpmq2xexrve8m18ndz12aq2v3s6bnpw

Vs Fire

https://replay.pokemonshowdown.com/...-2083205662-2mr2xb8at7exexcopxtmml02ddphu4xpw

Vs Fairy

https://replay.pokemonshowdown.com/...-2083220091-t380xfvi44811ao28wlowmx9sx3coglpw

Vs Dark

https://replay.pokemonshowdown.com/...-2083225923-138vj39h60bh2yk1rqv38huc8tkde3opw

Vs Fighting

https://replay.pokemonshowdown.com/...-2083231347-ct8dyti30tygkj657xr67hc2u94q7rvpw

Vs Water (Ignore my play towards the end of the water matchup where I switch my Ogerpon in against my opponents Ogerpon, I meant to switch in Ferrothorn )

https://replay.pokemonshowdown.com/...-2083792477-acnna2e658odrrytpfmowngyjf54z8bpw

Vs Psychic

https://replay.pokemonshowdown.com/...-2086602444-1lstlujzr8ooiw6lptry4odja8nlqpspw

Vs Electric. This is a good way to show how Flower Trick can be used on Meowscarada to clean teams in the lategame. I also threw Toxic over Leech Seed on Mega Venusaur in this one, but I wouldn't seriously recommend it; I was mainly using it as just a gimmicky option.

https://replay.pokemonshowdown.com/...-2086869240-fa758ocvejimoczidbhllamomg95413pw

Vs Normal

https://replay.pokemonshowdown.com/...-2087358304-hoh1xhy34seg0ken68wf1a5x7zdzvd0pw

Vs Flying
 
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My tapu core mono fairy team i made for fun idk if its GREAT but ts alright i guess

Tapu Koko @ Choice Specs
Ability: Electric Surge
Shiny: Yes
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Thunderbolt
- Volt Switch
- Grass Knot

Tapu Lele @ Leftovers
Ability: Psychic Surge
Shiny: Yes
Tera Type: Steel
EVs: 204 HP / 252 Def / 16 SpA / 36 SpD
IVs: 0 Atk
- Aromatherapy
- Draining Kiss
- Nature's Madness
- Toxic

Tapu Fini @ Assault Vest
Ability: Misty Surge
Tera Type: Steel
EVs: 184 HP / 72 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Draining Kiss
- Ice Beam
- Moonblast

Tapu Bulu @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- High Horsepower
- Wood Hammer
- Stone Edge
- Close Combat

Iron Valiant @ Choice Band
Ability: Quark Drive
Tera Type: Ground
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Spirit Break
- Ice Punch

Hatterene (F) @ Life Orb
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Draining Kiss
- Expanding Force
- Mystical Fire
- Nuzzle
 
[Flying] Double-Scarfed Balanced Team

1711327908921.png1711328000081.png1711328155946.png1711327820318.png1711327869980.png1711328248526.png

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

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Ground
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Defog
- Roost
- Toxic
- Scald

Celesteela @ Leftovers
Ability: Beast Boost
Tera Type: Steel
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature
- Protect
- Leech Seed
- Toxic
- Earthquake

Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Fighting
EVs: 4 Atk / 252 Def / 252 SpD
Impish Nature
- Bulk Up
- Roost
- Body Press
- Brave Bird

Landorus @ Choice Scarf
Ability: Sheer Force
Tera Type: Rock
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Defog
- Rock Slide
- Psychic
- Earthquake

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scorching Sands
- Air Slash
- Flamethrower
- Solar Beam

1711327908921.png| Choice Scarf makes Thundurus-T a SpATK sweeper threat + Volt Absorb ability for Electric immunity. Use Hidden Power [Ice] for Ground coverage, STAB Volt Switch for strategic switches, STAB Thunderbolt & Focus Blast for Ice/Rock weaknesses.

- Thundurus-T creates an ideal advantage against competitve mons such as Landorus-T, Gliscor, Garchomp, and Regileki.


1711328000081.png| Heavy-Duty Boots gives Mantine Stealth Rock protection + Water Absorb ability for Water immunity. Use Defog as Stealth Rock removal, Roost + Toxic for a stall combo & STAB Scald. Great SpDEF wall.

- Mantine is perfect for switching in against dangerous SpATK mons such as Walking Wake, Greninja, Hydrapple, Heatran, Mega Charizard-Y, and Volcarona.

1711328155946.png| Leftovers + Steel/Flying typing makes Celesteela a perfect SpDEF stall. Use Protect for scouting, the ol' reliable Leech Seed + Toxic stall combo & Earthquake for Electric/Rock weaknesses.


- Celesteela's infamous "Protect + Leech Seed + Toxic" combo allows for effective strategizing against certain teams and help with intelligent switches and identifying potential items/moves. If done correctly, it holds the advantage of potentially causing confusion with the opposing team and can make them mess up. *Side effects include rage quitting*

1711327820318.png| Rocky Helmet gives tax damage to mons using physical ATK moves, Pressure ability + Steel/Flying typing makes Corviknight a much-needed DEF wall. Use Bulk Up to boost Atk and Def, Roost to heal, Body Press for Ice/Rock weaknesses and utilizes its high defensive stats & STAB Brave Bird for coverage.

- Corviknight is perfect for switching in against competitive ATK mons such as Landorous-T, Gliscor, Excadrill, Garchomp, Dragonite, Iron Treads, Chansey/Blissey, Clodsire, and Sneasler.

1711327869980.png| Choice Scarf + Sheer Force ability makes Landorus a surprising ATK sweeper with another electric immunity as a Ground type. Even though Lando has a higher ATK stat than SpATK, most would assume it would be a SpATKer due to ability + diverse movepool. Use Defog as an emergency Stealth Rock removal, Rock Slide for boosted Ice damage, Psychic for boosted coverage & STAB Earthquake for Electric/Rock weaknesses.

- Landorus creates an ideal advantage against competitve mons such as Kleavor, Tapu Koko, Regileki, Muk-Alola, Weezing-Galar, Goodra-Hisiu, Ninetails-Alola, Darmanitan-Galar and Slowking-Galar.


1711328248526.png| Despite its vulnerability to Stealth Rock damage, Mega Charizard-Y + Drought ability has much needed advantages. Use Scorching Sands for Electric/Rock weaknesses w/ 30% burn chance, STAB Air Slash for coverage w/ 30% flinch chance, STAB Flamethrower for Ice weaknesses & Solar Beam for coverage.

- Mega Charizard-Y boasts many advantages for this team. For one, its Drought ability creates a disadvantage for weather-dependent teams (i.e: Sandstorm, Snow, and Rain teams). Strategic switches could neutralize Ninetails-Alola's Aurora Veil, Hurricane, Swift Swim pokemon (Mega Swampert, Barraskewda, etc.) and softens water moves. If done correctly, you can effectively take out pesky mons such as Heatran, Mega Scizor, Mega Swampert, Ninetails-Alola, and Mega Venusaur.

 
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