Didn't build that much since CL since I found what works (and spammed it) or received help on obtaining a team. Here is whatever I actually made (with help(also a bunch of attached yap)).
Used in Circuit Tours

I was reminded one day that mew had a whole z move to itself, so it had to be used. Plot mew is quite strong when its hitting super effective, and genesis supernova setting up psychic terrain make it harder to remove by mons like kingambit and raging bolt. Chomp is a strong partner as mew can force damage on/ko the steels which wall chomp and check the fighters who revenge kill garchomp. Getting terrain up is fantastic for limiting counterplay to scale chomp as well. Chomp in return smashes heatran and brings speed to the limited mew. Mdia is a great rocker, with magnet rise being a freaky tech which lets it 1v1 treads, tank chomp, gliscor, grounds in general. ID press zama is an oppressive force who can sweep at the drop of a hat depending on the 4th move. In this case it is heavy slam since so far the fairies are greater threats to the team than gholdengo, who is fried by the first three mons. This is kept up with the addition of volcarona, who can match up and sweep some offenses in return with hp ice eliminating the idea of dragonite, tank chomp or bulky lando as answers. There are a lot of things the last slot must cover: fairy answer, ground immune, toxic switch in, and speed. Celesteela checked all the boxes and provides the flier lure in meteor beam to boot. If there was one thing i didn't like was the toxapex mu, which can be fixed with psychic over hp ice (which also takes advantage of genesis supernova asw).

Ron hands is a trade god so the idea is that you get one kill with hands and then get another after lunar dance. Enough attack is invested to ohko great tusk at +2 after a headlong rush while you heal off any other move. The defense investment is enough to take a headlong after rocks, and the rest of the stats are dumped into spdf. The rest of the team all have roles in the hazard game, pagos and diancie both prevent and remove while hamu and chomp set hazards with cleaning potential after hand's brutality.

If you showed me this team in gen 8 I'd have a heart attack. 4 brokens + the unkillable special sponge accompanied with super excadrill. Fairly straight forward in the sense you break with torn, kyu and oger to clean with zama.

A bizarre offense based around SD 3a lando. Bulkarona pairs pretty well theoretically with this set as it enjoys lando crushing av mola, tank chomp, and birds while in return it checks kyurem, tusk and weavile. Enamorus is here because, healing wish. Also enjoys the same things fatty volc likes removed but with a higher than scarf ursh speed tier. Corv and chomp are the ever reliable hazard duo, one gets it off one gets it on. This urshifu set is kinda strange, I wanted to cram more breaking and pivoting in the last slot who can beat gambit so I ended up with this frankenfreddy of sorts. I don't think this team won any games, it's a hodge-podge of sets I find cool which should be on separate teams in hindsight.

I Wanted to build around fat cm lele so it was done. The hp benchmark lives yard fire blast and pon power whip from full and tusk headlong/shifu surging strikes after rocks, the speed creep chomp and the rest is dumped into sptk. Dkiss can top off your health on targets like garchomp and hp fire hits dengo/scizor harder. Since this could struggle vs gambit, zama is a nice partner who benefits from the terrain with psychic fangs. Pecharunt lessens the need for zama and lele to trade vs pon, ursh and opposing zama and is nice to bring them in with parting shot. Ogerpon good. Water res, pivoting and spikes all in one package though the set can really be anything. Lando and treads form the backbone of the hazard core with treads being av to better handle mdia, kyurem, and lele. Pretty much just a bunch of good mons put together.

Pivot slop
. I've grown to love specs bolt and meow here, just so much offense and anti offense between bolts power and meow's coverage. It helps that both can offensively answer ogerpon, which is fantastic for mola who can wish them back up to continue battering the opponent. Can't spell fatslop without iron treads, cramming the entire hazard game in one slot so the rest of the team can focus on their strengths. Moltres does this by...actually being able to slot toxic in order to fodderize dragons and fat waters. Zama last is a no brainer, checks everything and is one of the greatest cleaners of all time.

Idea here is that vic can sacrifice itself to trade with common answers like slowbro, toxapex, great tusk and latios while chunking alomomola and tank chomp for massive damage. The gambit is amazing for (kin)gambit since it powers up the pursuit for any high hp target (previous chunked mons) to be finished off. SD urshifu loves all the final gambit targets getting wiped and pursuit gambit potentially removing latios for it. Koko powers up victini's bolt strikes for specific endgames and prevents dondozo from healing back up. Treads compresses the entire hazard game and latios bolsters the ogerpon and sun mu while appreciating victini checking the moth.

Wanted to try out kommo-o due to its useful traits of bullying sun, pon and the darks. Its kinda fishy tho so the set double dips on the fish with clangsoul + soulblaze, with flame to cook dengo and taunt to stop toxapex haze and status from half the tier. Iron crown is another fringe pick who has some synergy with kommo-o by checking lele, diancie and scarfers such as ursh, lele and lando while kommo-o eats all the non ground hits who threaten crown while forcing damage on gholdengo, slowking and ting lu. Ogerpon is mandatory on offense. She enjoys the pressure kommo-o and crown put on dragons and steels and in return cudgels everything else with superpower being the coverage due to ferrothorn still being annoying and tblaze to add some speed to the team. Mdia is a super splashable rocker whose inherent rocks prevention (along with kommo-o taunt) is nice to give some lines to pivot around. Pech lets you cheat vs tspike teams and check offense killers mlop, zama, scarf ursh and woger with pivoting to boot. Last mon is dd lando for a bit of flavor, the ground immune who can make another mon's set up easier with intimidate. DD lando is just a set I like, with +2 soft sand eq hitting like a semitruck and has the flexibility to speed up and mess up some opposing lando endgames.

Specs heatran is cool and has an interesting tech with toxic. Toxic forces damage on stuff like av mola, tank chomp, chudnite and lu which are put into range for a full power eruption later (calcs below). Toxic conditions mons like slowking and gliscor into coming in only for them to get trucked by eruption (calcs below). Ogerpon and torn can bring in heatran with uturn and help to pivot into the toxic targets heatran would be a sitting duck to after using it. Chomp is the rocker who also spreads toxic and gets rocks up, the stronger fire res asw. All the mons on the team are hazard vulnerable, so defog msciz is a nice fit to provide pivoting and priority. A flavor pick at the very end was zeraora. Farium-z zera has its main issues in grounds like gliscor and landorus handily stopping it, aka mons blown up by specs tran and ogerpon. In return you get to answer off zama, chomp, latios, torn, lop and pon through sheer speed. A fun but very flawed spectacle.

Sand but freaky. Shifu ttar lele is a time tested core, quite flexible with which mon fits in with speed control, support and breaking. In this instance breaking was sd shifu, support was ttar and lele was the speed control. Tornadus, drill and ferrothorn each contribute to the hazard game as well, with tornadus bringing taunt, excadrill bringing fast bulky spin who can break dengo, and ferrothorn providing spikes. Drill spread lets you outspeed val in sand and ohko with iron head, max 49% from mola flip turn and tank dengo focus blast from full. Ferrothorn has a strange tech in explosion, but when building I felt that volcarona was going to be annoying so only lele actually lets it set up (screens not involved). The attack investment is there to put offensive rona close to sand/spikes range and pressure ogerpon more (53%) while still letting you take a mfire from full from mdia or mlati.
Unused (less tested)

Epack dengo was devised to position using mir to either bring in band vile or hatt against mons like ting lu, cinderace and landorus. Enough speed to outspeed modest bolt and the maximum greed of modest max sptk really accentuated the avarice accumulated from this set. Band vile sorta has its issue of getting in helped out by pack dengo getting it face to face vs its good mus (ground types). In return pursuit is nice for limiting the staying power scarf lele, yard and ace can have to be annoying, especially after eating a mir. Balloon hatt blocks ground rockers harder and has more leeway to spread para everywhere. Bolt is nice to check pon and fires and appreciates pack dengo denying ting lu progress and heavily chipping it. Lando gets up rocks and taunts to stop rocks, goat. Pon is kinda slapped on at the end to dumpster the defensive fires, deny hazards and healing with taunt, and to complete the pivot core.

Boulder lele might be better than boulder koko imomo. Boulder's tendency to get clipped by half the game's priority due to its horrible defensive typing is nullified by lele's existence. Zen headbutt gets a power up to boot, notably gaining ko's on pecharunt and zama after a swords dance. Quake as the coverage of choice means you are frying ghold at the price of almost every other steel (ferro, balloon treads, balloon gambit), but that is mitigated with lele being the ferocious z-fighting cm set. Cinderace helps this duo set up by throwing out wisps while sponging hits from steels such as ghold in the stead of lele and boulder. Iron treads and hamu are chosen to finish out this hazard trio, av hamu picked to take general special hits better such as from mlati and pagos. Dragonite is there to check ogerpon, sun, and everything with outrage being over something reasonable like ice spinner in order to bulldoze through potential annoyances such as the bulky waters mola and slowbro. S/O 1yr for the help.

I like hoopa, kinda just hammers defense with its legendary offenses and coverage. AV really does jack up how absurd its special bulk is to be living +2 ghold NEN, latios dracos and specs lele moonblast. The terrible physical bulk is quite real and felt when using hoopa though, so it's paired with the other little devil pecharunt. The little guy soaks up ivy cudgels, surging strikes, uturns and crunches for breakfast and pivots out. Zama is the dawg, excellent cleaner/midgame check to almost every dangerous threat. Ace's wow is nice for fortifying the team vs physical attackers and the mon is the sole hazard control. Garchomp is the rocks guy + breaker who generally appreciates hoopa for cooking latios and in return picks up the slack vs volcarona. Corviknight acts as a lategame wincon who can pivot in the early/midgame vs physical fighters/waters/grounds, the whole rest of the team cooking dengo is a nice plus. If you want tho, making corv spdf defog also works to make the mdia mu bearable but you might have to restructure to not lose to tb pon or ursh.
As usual S/O the Mafia, WLA, South and SFS. None of these are really sample subs due to the...quirks. That being said they are a fun time so take em out for a spin.
Used in Circuit Tours
I was reminded one day that mew had a whole z move to itself, so it had to be used. Plot mew is quite strong when its hitting super effective, and genesis supernova setting up psychic terrain make it harder to remove by mons like kingambit and raging bolt. Chomp is a strong partner as mew can force damage on/ko the steels which wall chomp and check the fighters who revenge kill garchomp. Getting terrain up is fantastic for limiting counterplay to scale chomp as well. Chomp in return smashes heatran and brings speed to the limited mew. Mdia is a great rocker, with magnet rise being a freaky tech which lets it 1v1 treads, tank chomp, gliscor, grounds in general. ID press zama is an oppressive force who can sweep at the drop of a hat depending on the 4th move. In this case it is heavy slam since so far the fairies are greater threats to the team than gholdengo, who is fried by the first three mons. This is kept up with the addition of volcarona, who can match up and sweep some offenses in return with hp ice eliminating the idea of dragonite, tank chomp or bulky lando as answers. There are a lot of things the last slot must cover: fairy answer, ground immune, toxic switch in, and speed. Celesteela checked all the boxes and provides the flier lure in meteor beam to boot. If there was one thing i didn't like was the toxapex mu, which can be fixed with psychic over hp ice (which also takes advantage of genesis supernova asw).
Ron hands is a trade god so the idea is that you get one kill with hands and then get another after lunar dance. Enough attack is invested to ohko great tusk at +2 after a headlong rush while you heal off any other move. The defense investment is enough to take a headlong after rocks, and the rest of the stats are dumped into spdf. The rest of the team all have roles in the hazard game, pagos and diancie both prevent and remove while hamu and chomp set hazards with cleaning potential after hand's brutality.
If you showed me this team in gen 8 I'd have a heart attack. 4 brokens + the unkillable special sponge accompanied with super excadrill. Fairly straight forward in the sense you break with torn, kyu and oger to clean with zama.
A bizarre offense based around SD 3a lando. Bulkarona pairs pretty well theoretically with this set as it enjoys lando crushing av mola, tank chomp, and birds while in return it checks kyurem, tusk and weavile. Enamorus is here because, healing wish. Also enjoys the same things fatty volc likes removed but with a higher than scarf ursh speed tier. Corv and chomp are the ever reliable hazard duo, one gets it off one gets it on. This urshifu set is kinda strange, I wanted to cram more breaking and pivoting in the last slot who can beat gambit so I ended up with this frankenfreddy of sorts. I don't think this team won any games, it's a hodge-podge of sets I find cool which should be on separate teams in hindsight.
I Wanted to build around fat cm lele so it was done. The hp benchmark lives yard fire blast and pon power whip from full and tusk headlong/shifu surging strikes after rocks, the speed creep chomp and the rest is dumped into sptk. Dkiss can top off your health on targets like garchomp and hp fire hits dengo/scizor harder. Since this could struggle vs gambit, zama is a nice partner who benefits from the terrain with psychic fangs. Pecharunt lessens the need for zama and lele to trade vs pon, ursh and opposing zama and is nice to bring them in with parting shot. Ogerpon good. Water res, pivoting and spikes all in one package though the set can really be anything. Lando and treads form the backbone of the hazard core with treads being av to better handle mdia, kyurem, and lele. Pretty much just a bunch of good mons put together.
Pivot slop
. I've grown to love specs bolt and meow here, just so much offense and anti offense between bolts power and meow's coverage. It helps that both can offensively answer ogerpon, which is fantastic for mola who can wish them back up to continue battering the opponent. Can't spell fatslop without iron treads, cramming the entire hazard game in one slot so the rest of the team can focus on their strengths. Moltres does this by...actually being able to slot toxic in order to fodderize dragons and fat waters. Zama last is a no brainer, checks everything and is one of the greatest cleaners of all time.Idea here is that vic can sacrifice itself to trade with common answers like slowbro, toxapex, great tusk and latios while chunking alomomola and tank chomp for massive damage. The gambit is amazing for (kin)gambit since it powers up the pursuit for any high hp target (previous chunked mons) to be finished off. SD urshifu loves all the final gambit targets getting wiped and pursuit gambit potentially removing latios for it. Koko powers up victini's bolt strikes for specific endgames and prevents dondozo from healing back up. Treads compresses the entire hazard game and latios bolsters the ogerpon and sun mu while appreciating victini checking the moth.
Wanted to try out kommo-o due to its useful traits of bullying sun, pon and the darks. Its kinda fishy tho so the set double dips on the fish with clangsoul + soulblaze, with flame to cook dengo and taunt to stop toxapex haze and status from half the tier. Iron crown is another fringe pick who has some synergy with kommo-o by checking lele, diancie and scarfers such as ursh, lele and lando while kommo-o eats all the non ground hits who threaten crown while forcing damage on gholdengo, slowking and ting lu. Ogerpon is mandatory on offense. She enjoys the pressure kommo-o and crown put on dragons and steels and in return cudgels everything else with superpower being the coverage due to ferrothorn still being annoying and tblaze to add some speed to the team. Mdia is a super splashable rocker whose inherent rocks prevention (along with kommo-o taunt) is nice to give some lines to pivot around. Pech lets you cheat vs tspike teams and check offense killers mlop, zama, scarf ursh and woger with pivoting to boot. Last mon is dd lando for a bit of flavor, the ground immune who can make another mon's set up easier with intimidate. DD lando is just a set I like, with +2 soft sand eq hitting like a semitruck and has the flexibility to speed up and mess up some opposing lando endgames.
Specs heatran is cool and has an interesting tech with toxic. Toxic forces damage on stuff like av mola, tank chomp, chudnite and lu which are put into range for a full power eruption later (calcs below). Toxic conditions mons like slowking and gliscor into coming in only for them to get trucked by eruption (calcs below). Ogerpon and torn can bring in heatran with uturn and help to pivot into the toxic targets heatran would be a sitting duck to after using it. Chomp is the rocker who also spreads toxic and gets rocks up, the stronger fire res asw. All the mons on the team are hazard vulnerable, so defog msciz is a nice fit to provide pivoting and priority. A flavor pick at the very end was zeraora. Farium-z zera has its main issues in grounds like gliscor and landorus handily stopping it, aka mons blown up by specs tran and ogerpon. In return you get to answer off zama, chomp, latios, torn, lop and pon through sheer speed. A fun but very flawed spectacle.
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 8 HP / 252+ SpD Assault Vest Alomomola: 153-181 (32.3 - 38.2%) -- 75.8% chance to 2HKO after Stealth Rock and toxic damage
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 248 HP / 252+ SpD Vessel of Ruin Ting-Lu: 252-297 (49.1 - 57.8%) -- guaranteed 2HKO after Leftovers recovery and toxic damage
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 244 HP / 228+ SpD Gliscor: 357-420 (101.4 - 119.3%) -- guaranteed OHKO
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 248 HP / 252+ SpD Assault Vest Slowking-Galar: 181-214 (46 - 54.4%) -- 56.3% chance to 2HKO
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 252 HP / 200+ SpD Garchomp: 169-200 (40.2 - 47.6%) -- 53.1% chance to 2HKO after Stealth Rock, Leftovers recovery, and toxic damage
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 248 HP / 252+ SpD Vessel of Ruin Ting-Lu: 252-297 (49.1 - 57.8%) -- guaranteed 2HKO after Leftovers recovery and toxic damage
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 244 HP / 228+ SpD Gliscor: 357-420 (101.4 - 119.3%) -- guaranteed OHKO
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 248 HP / 252+ SpD Assault Vest Slowking-Galar: 181-214 (46 - 54.4%) -- 56.3% chance to 2HKO
252+ SpA Choice Specs Heatran Eruption (150 BP) vs. 252 HP / 200+ SpD Garchomp: 169-200 (40.2 - 47.6%) -- 53.1% chance to 2HKO after Stealth Rock, Leftovers recovery, and toxic damage
Sand but freaky. Shifu ttar lele is a time tested core, quite flexible with which mon fits in with speed control, support and breaking. In this instance breaking was sd shifu, support was ttar and lele was the speed control. Tornadus, drill and ferrothorn each contribute to the hazard game as well, with tornadus bringing taunt, excadrill bringing fast bulky spin who can break dengo, and ferrothorn providing spikes. Drill spread lets you outspeed val in sand and ohko with iron head, max 49% from mola flip turn and tank dengo focus blast from full. Ferrothorn has a strange tech in explosion, but when building I felt that volcarona was going to be annoying so only lele actually lets it set up (screens not involved). The attack investment is there to put offensive rona close to sand/spikes range and pressure ogerpon more (53%) while still letting you take a mfire from full from mdia or mlati.
Unused (less tested)
Epack dengo was devised to position using mir to either bring in band vile or hatt against mons like ting lu, cinderace and landorus. Enough speed to outspeed modest bolt and the maximum greed of modest max sptk really accentuated the avarice accumulated from this set. Band vile sorta has its issue of getting in helped out by pack dengo getting it face to face vs its good mus (ground types). In return pursuit is nice for limiting the staying power scarf lele, yard and ace can have to be annoying, especially after eating a mir. Balloon hatt blocks ground rockers harder and has more leeway to spread para everywhere. Bolt is nice to check pon and fires and appreciates pack dengo denying ting lu progress and heavily chipping it. Lando gets up rocks and taunts to stop rocks, goat. Pon is kinda slapped on at the end to dumpster the defensive fires, deny hazards and healing with taunt, and to complete the pivot core.
Boulder lele might be better than boulder koko imomo. Boulder's tendency to get clipped by half the game's priority due to its horrible defensive typing is nullified by lele's existence. Zen headbutt gets a power up to boot, notably gaining ko's on pecharunt and zama after a swords dance. Quake as the coverage of choice means you are frying ghold at the price of almost every other steel (ferro, balloon treads, balloon gambit), but that is mitigated with lele being the ferocious z-fighting cm set. Cinderace helps this duo set up by throwing out wisps while sponging hits from steels such as ghold in the stead of lele and boulder. Iron treads and hamu are chosen to finish out this hazard trio, av hamu picked to take general special hits better such as from mlati and pagos. Dragonite is there to check ogerpon, sun, and everything with outrage being over something reasonable like ice spinner in order to bulldoze through potential annoyances such as the bulky waters mola and slowbro. S/O 1yr for the help.
I like hoopa, kinda just hammers defense with its legendary offenses and coverage. AV really does jack up how absurd its special bulk is to be living +2 ghold NEN, latios dracos and specs lele moonblast. The terrible physical bulk is quite real and felt when using hoopa though, so it's paired with the other little devil pecharunt. The little guy soaks up ivy cudgels, surging strikes, uturns and crunches for breakfast and pivots out. Zama is the dawg, excellent cleaner/midgame check to almost every dangerous threat. Ace's wow is nice for fortifying the team vs physical attackers and the mon is the sole hazard control. Garchomp is the rocks guy + breaker who generally appreciates hoopa for cooking latios and in return picks up the slack vs volcarona. Corviknight acts as a lategame wincon who can pivot in the early/midgame vs physical fighters/waters/grounds, the whole rest of the team cooking dengo is a nice plus. If you want tho, making corv spdf defog also works to make the mdia mu bearable but you might have to restructure to not lose to tb pon or ursh.
As usual S/O the Mafia, WLA, South and SFS. None of these are really sample subs due to the...quirks. That being said they are a fun time so take em out for a spin.





Hello! This is my first ever post in Smogon Forums, so I figured that I better make it count. Sorry in advance for not having sprites.