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Galar Weezing is a pokemon ive rlly been interested in as of recently
This gassy pokemon has a very strong niche in my opinion using its broken ability to be a complete counter to teams that rely on to break balances/stalls Since it can just come in on hamu take like 10 and defog but thats not all its good for It can also disable Regenerator Pokemon primarily which relies on regen to check broken breakers like or this mon is also annoying for extremely common pokemon like and more! nuetralizing gas also allows it to be a force to be reckoned with versus fatter playstyles wisping/steaming wisping /, and chipping it down with pain split and burn damage its perfect except im an impatient man which is why ive been using
Ability: Neutralizing Gas
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Will-O-Wisp
- Pain Split
- Taunt
This set is kinda just pain split if it actually checked shit and broke stall having a that doesnt remove hazards is kinda sucky but oh well theres other fine removal in the tier being able aside from obviously breaking stall this guy now completely fucks over wishfish denying the wish and the regen and hardwalls not letting it leech and wisping + steaming it down alternetively you can use toxic spikes to give galar weezing a dominant matchup versus hyper offense matchups since otherwise its kinda kinda a sack that maybe wisps a guy
Few gweezing teams
ignore the fact all of these look the same i built all 3 of these back to back ngl
This gassy pokemon has a very strong niche in my opinion using its broken ability to be a complete counter to teams that rely on to break balances/stalls Since it can just come in on hamu take like 10 and defog but thats not all its good for It can also disable Regenerator Pokemon primarily which relies on regen to check broken breakers like or this mon is also annoying for extremely common pokemon like and more! nuetralizing gas also allows it to be a force to be reckoned with versus fatter playstyles wisping/steaming wisping /, and chipping it down with pain split and burn damage its perfect except im an impatient man which is why ive been using
Ability: Neutralizing Gas
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Will-O-Wisp
- Pain Split
- Taunt
This set is kinda just pain split if it actually checked shit and broke stall having a that doesnt remove hazards is kinda sucky but oh well theres other fine removal in the tier being able aside from obviously breaking stall this guy now completely fucks over wishfish denying the wish and the regen and hardwalls not letting it leech and wisping + steaming it down alternetively you can use toxic spikes to give galar weezing a dominant matchup versus hyper offense matchups since otherwise its kinda kinda a sack that maybe wisps a guy
Cool post, was thinking how weezing-G could do very well against those hazard stack offense+ghold teams but couldn't optimize teams with it. We'll written and thanks for contributing.
Now, I should say that I REALLY hate weather teams on ladder. In my opinion, weathers are for cheapskates without original ideas. They're bad, the're technically a gimmick, and I hate gimmicks almost as much as I hate my Unite teammates. I'm saying this as a former gimmick team user.
But anyway, one night I was bored in bed, waiting to fall alseep, when I realized that while in the standard SV Singles format Primarina is OU, while in NatDex it's RUBL with very low (currently 0.84%) NatDex OU usage. Then I thought, "Why not make a Primarina team?"
Primarina (F) @ Leftovers
Ability: Torrent
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Draining Kiss
- Psychic Noise
Primarina is the team's secondary wincon. Scald was picked over Surf so that it can roll for burns against physical attackers like Kingambit, Zamazenta, etc. while also potentially neutralizing Gliscor if it tries to take the move for its teammates. There's Calm Mind for setup, Draining Kiss for recovery, and Psychic Noise to shut down recovery from Toxapex and other walls even if they go behind a Substitute.
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Scald
- Roost
The rain setter of the team. Really standard Pelliper set, make sure to keep it alive throughout the match. Only send it in when needed, then U-turn/hard pivot out.
Never assume that the Pokémon the enemy team leaded with is a hazard setter or a wall unless the thing you're up against is an always defensive mon like Ferrothorn; while that enemy Garchomp might be a tankchomp, it may also be a Rockium Z user. In that case hard pivot into Ferrothorn.
Archaludon @ Dragonium Z
Ability: Stamina
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Body Press
- Electro Shot
- Dragon Pulse
- Flash Cannon
DPulse was picked over DMeteor for its reliabilty. There's the standard StaminaPress crap, not much to say, really.
Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Earthquake
- Darkest Lariat
The wincon under rain, kills almost anything with its moves. Ice Punch is for Gliscor, Lariat is for ignoring Corviknight's Iron Defense. You may run Flip Turn instead of Lariat for momentum but idk.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Leech Seed
- Knock Off
- Spikes
- Stealth Rock
The hazard setter. Nuff said.
Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Anchor Shot
- Poltergeist
- Power Whip
The anchor of the team (pardon the pun!), Dhemise is the only mon that I know of which is both a spinner and spinblocker. Anchor Shot traps enemies and OHKOes Mega Diancie, while Poltergeist and Power Whip provide STAB.
Now, I should say that I REALLY hate weather teams on ladder. In my opinion, weathers are for cheapskates without original ideas. They're bad, the're technically a gimmick, and I hate gimmicks almost as much as I hate my Unite teammates. I'm saying this as a forneBut anyway, one night I was bored in bed, waiting to fall alseep, when I realized that while in the standard SV Singles format Primarina is OU, while in NatDex it's RUBL with very low (currently 0.84%) NatDex OU usage. Then I thought, "Why not make a Primarina team?"View attachment 859148
(Beautiful art I found online)
View attachment 859303 Primarina (F) @ Leftovers
Ability: Torrent
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Draining Kiss
- Psychic Noise
Primarina is the team's secondary wincon. Scald was picked over Surf so that it can roll for burns against physical attackers like Kingambit, Zamazenta, etc. while also potentially neutralizing Gliscor if it tries to take the move for its teammates. There's Calm Mind for setup, Draining Kiss for recovery, and Psychic Noise to shut down recovery from Toxapex and other walls even if they go behind a Substitute. View attachment 859309
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Scald
- Roost
The rain setter of the team. Really standard Pelliper set, make sure to keep it alive throughout the match. Only send it in when needed, then U-turn/hard pivot out.
Never assume that the Pokémon the enemy team leaded with is a hazard setter or a wall unless the thing you're up against is an always defensive mon like Ferrothorn; while that enemy Garchomp might be a tankchomp, it may also be a Rockium Z user. In that case hard pivot into Ferrothorn. View attachment 859310 Archaludon @ Dragonium Z
Ability: Stamina
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Body Press
- Electro Shot
- Dragon Pulse
- Flash Cannon
DPulse was picked over DMeteor for its reliabilty. There's the standard StaminaPress crap, not much to say, really. View attachment 859343
Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Earthquake
- Darkest Lariat
The wincon under rain, kills almost anything with its moves. Ice Punch is for Gliscor, Lariat is for ignoring Corviknight's Iron Defense. You may run Flip Turn instead of Lariat for momentum but idk.
View attachment 859344 Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Leech Seed
- Knock Off
- Spikes
- Stealth Rock
The hazard setter. Nuff said. View attachment 859345
Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Anchor Shot
- Poltergeist
- Power Whip
The anchor of the team (pardon the pun!), Dhemise is the only mon that I know of which is both a spinner and spinblocker. Anchor Shot traps enemies and OHKOes Mega Diancie, while Poltergeist and Power Whip provide STAB.
i haven’t tried this team out yet but i feel like dhelmise might be liability
sure, it might have potential, and prior to tera being banned it could have up to 4 stabmoves all of different types, but it just isn’t a great mon.
it gets walled by defensive flying types pretty sure. tho once again, i haven’t used it, nor there are any negative results to speak off, so maybe dhelmise might be great here.
i’ll keep my eye on dhelmise for teams which i may build if this is the case, but for now i stand unconvinced.
i haven’t tried this team out yet but i feel like dhelmise might be liability
sure, it might have potential, and prior to tera being banned it could have up to 4 stabmoves all of different types, but it just isn’t a great mon.
it gets walled by defensive flying types pretty sure. tho once again, i haven’t used it, nor there are any negative results to speak off, so maybe dhelmise might be great here.
i’ll keep my eye on dhelmise for teams which i may build if this is the case, but for now i stand unconvinced.
Now, I should say that I REALLY hate weather teams on ladder. In my opinion, weathers are for cheapskates without original ideas. They're bad, the're technically a gimmick, and I hate gimmicks almost as much as I hate my Unite teammates. I'm saying this as a forneBut anyway, one night I was bored in bed, waiting to fall alseep, when I realized that while in the standard SV Singles format Primarina is OU, while in NatDex it's RUBL with very low (currently 0.84%) NatDex OU usage. Then I thought, "Why not make a Primarina team?"View attachment 859148
(Beautiful art I found online)
View attachment 859303 Primarina (F) @ Leftovers
Ability: Torrent
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Draining Kiss
- Psychic Noise
Primarina is the team's secondary wincon. Scald was picked over Surf so that it can roll for burns against physical attackers like Kingambit, Zamazenta, etc. while also potentially neutralizing Gliscor if it tries to take the move for its teammates. There's Calm Mind for setup, Draining Kiss for recovery, and Psychic Noise to shut down recovery from Toxapex and other walls even if they go behind a Substitute. View attachment 859309
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Hurricane
- U-turn
- Scald
- Roost
The rain setter of the team. Really standard Pelliper set, make sure to keep it alive throughout the match. Only send it in when needed, then U-turn/hard pivot out.
Never assume that the Pokémon the enemy team leaded with is a hazard setter or a wall unless the thing you're up against is an always defensive mon like Ferrothorn; while that enemy Garchomp might be a tankchomp, it may also be a Rockium Z user. In that case hard pivot into Ferrothorn. View attachment 859310 Archaludon @ Dragonium Z
Ability: Stamina
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Body Press
- Electro Shot
- Dragon Pulse
- Flash Cannon
DPulse was picked over DMeteor for its reliabilty. There's the standard StaminaPress crap, not much to say, really. View attachment 859343
Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Earthquake
- Darkest Lariat
The wincon under rain, kills almost anything with its moves. Ice Punch is for Gliscor, Lariat is for ignoring Corviknight's Iron Defense. You may run Flip Turn instead of Lariat for momentum but idk.
View attachment 859344 Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Leech Seed
- Knock Off
- Spikes
- Stealth Rock
The hazard setter. Nuff said. View attachment 859345
Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Anchor Shot
- Poltergeist
- Power Whip
The anchor of the team (pardon the pun!), Dhemise is the only mon that I know of which is both a spinner and spinblocker. Anchor Shot traps enemies and OHKOes Mega Diancie, while Poltergeist and Power Whip provide STAB.
Cool team, Prim usage is always hype! I have a few small suggestions that I think could help this team.
1. Darkest Lariat is a cool idea, but on it isn't useful at all. Even though it ignores defense boots, you barely do anything to Corviknight and you're almost always just going to click rain boosted waterfall or switch into primarina or archaludon to force it out. For reference: 252 Atk Swampert-Mega Darkest Lariat vs. 248 HP / 252+ Def Corviknight: 73-86 (18.2 - 21.5%) -- possible5HKO
Instead, I would use this last moveslot to slot stealth rocks, freeing up Ferrothorn to run a move such as body press to help ensure Kyurem can't destroy this team.
2. is an interesting option, but I don't see as much of a reason for it on here. This team has the offenses to prevent hazards from being removed, and Ferrothorn can punish the move rapid spin being clicked with its ability iron barbs. Especially since you already have a grass type, I think a Pokémon such as or could be strong here, as they can help provide strong breaking power to enable Primarina to snowball late game. They can also run defog to act as hazard control, if you don't like putting defog on Pelipper instead. If you make this change, you could also consider running flip turn on Mega Swampert instead of stealth rock, and just dropping spikes entirely, which could enable you to run a strong volt-turn core with Zapdos+Mega Swampert. Another small change you could consider is running assault vest on , allowing you to use a z-crystal on Tornadus or Zapdos.
Cool team, Prim usage is always hype! I have a few small suggestions that I think could help this team.
1. Darkest Lariat is a cool idea, but on it isn't useful at all. Even though it ignores defense boots, you barely do anything to Corviknight and you're almost always just going to click rain boosted waterfall or switch into primarina or archaludon to force it out. For reference: 252 Atk Swampert-Mega Darkest Lariat vs. 248 HP / 252+ Def Corviknight: 73-86 (18.2 - 21.5%) -- possible5HKO
Instead, I would use this last moveslot to slot stealth rocks, freeing up Ferrothorn to run a move such as body press to help ensure Kyurem can't destroy this team.
2. is an interesting option, but I don't see as much of a reason for it on here. This team has the offenses to prevent hazards from being removed, and Ferrothorn can punish the move rapid spin being clicked with its ability iron barbs. Especially since you already have a grass type, I think a Pokémon such as or could be strong here, as they can help provide strong breaking power to enable Primarina to snowball late game. They can also run defog to act as hazard control, if you don't like putting defog on Pelipper instead. If you make this change, you could also consider running flip turn on Mega Swampert instead of stealth rock, and just dropping spikes entirely, which could enable you to run a strong volt-turn core with Zapdos+Mega Swampert. Another small change you could consider is running assault vest on , allowing you to use a z-crystal on Tornadus or Zapdos.
So here I am again, sharing some cool teams I built around NDOU given I was damned bored... So without further ado, here are the teams:
NP Z-Hoopa Unbound Balanced Offence 2.0:
Sinistcha is the physical wall of the team, able to heal itself via STAB Matcha Gotcha and Strength Sap. Serves as the W-Ogerpon check and the Rapid Spin blocker, since it's the Ghost type of the team. Plus it is also a counter for spinners like Great Tusk and Iron Treads/Excadrill. PLus it acts as a pseudo set up sweeper. It serves as also an obstacle for rain teams.
The speed control via Choice Scarf and the fastest pivot in the team via U-Turn with STAB Close Combat and Surging Strikes. It also has Ice Spinner as coverage for Flying types such as Zapdos and Dragonite.
Treads is the Pókemon that sets up Stealth Rock for the team AND get rid of hazards via Rapid Spin. For Offense it has STAB Earthquake and Ice Spinner as a coverage against Flying and Grass types. The EVs are set up to outspeed Garchomp. It has Air Balloon to being immune to Ground for a while, specifically for stuff like Garchomp, Landorus-Therian and Dragonite.
Moltres serves as the special wall, specifically a wall for Gholdengo, Charizard-Mega-Z and Volcarona. Unlike Sinistcha, Moltres has a reliable recover move with Roost. For offense it has STAB Flamethrower and Brave Bird (Also for Volcarona and Mega Venusaur) . It halso has U-Turn as a pivoting move.
Here comes the star of the show: with NP, it can boost its alraedy HUGE Special Attack by double. For attacking moves, it has STAB Psyshock (to hit Clodsire and Blissey/Chansey)and Dark Pulse (given it has Darkinium Z, you can use the nuke Z-Move to delete a 'mon). For coverage, it has Focus Blast for Tyranitar, Kingambit and Ting Lu.
There comes our second wallbreaker in Mega Diancie. Being very powerful in both attacks, it serves as a devastating mixed wallbreaker.It has STAB Moonbalst and Diamond Storm for Blissey/Chansey and Slowking, coverage like Earth Power against Toxapex and Heatran and Mystical Fire for Air Baloon Gholdengo
Slowbro serves as a physical wall due to its great HP and Defense stats: it has STAB Scald, hoping to burn, STAB Future Sight for tricking walls into eating a powerful Psychic Move.For recovery it has Slack Off and for pivoting out, it has Teleport as a way to pivoting out by being always last.
For our immediate power, we have Iron Valiant with Choice Specs. Choice Specs giving Valiant a 1.5x boost, making it a fast and powerful wall. It has STAB Moonblast, coverage like Thunderbolt against Toxapex and Corviknight and Shadown Ball against Gholdengo. As for last, we have Trick as a way to triplle walls with trading a Choice Specs with them, making them locked into a move.
Heatran serves here as a special wall and a stallbreaker per se. It has STAB Magma Storm as a way to trap hit Pókemon as long as it's not a Ghost type or it doens't have ATTACKING pivoting moves like U-Turn and Flip Turn. For stuff like Teleport and Chilly Reception, it has Taunt to stop that, just to stop trapped walls to heal. As for the other 2 moves are Earth Power as coverage against Toxapex and opposing Heatran and Toxic tzo passively damage walls.
Here we have oour bulky set-up sweeper. Pecha not only serves as something against Ogerpon Wellsapring, but also as a sweeping power of the team. It has Nasty Plot to double its special attack. for Attacking moves it has STAB Malignant Chain and Shadow Ball (you have a one-chance to blast off a 160 powerful Ghost attack). And for last you have Recover for you know, recovery.
For our speed control, we have our Flying type (Earthquake immune) and hazard remover via Defog, Landorus-Therian. It has STAB Eartquake and coverage in STone Edge. At the end, Landorus-Therian has U-Turn to pivot against unfavorable matchups or just predictions.
Here we have our Mega Pókemon and Stealth Rock Setter, Mega Tyranitar. Mega Tyranitar is our STAB Pursuit user against threats such as choice-locked Ghost and Psychich types or just something for Slowking and Pecharunt. It has also STAB Knock Off to use, to get rid of the opoonent's items, which can be usefulk. Be careful to to knock the traded specs off. And for last we have STAB Stone Edge for Flying and Fire types or just for the power of the move.
In this team, Urshifu serves as a Set-up Sweeper with Swords Danc, doubling its Attack, making it almost unwallable. For attacks, it has devastating attacks like STAB Surging Strikes (§ hits that always crit) and STAB Close Combat. Outside of that, it has priority in STAB Aqua Jet. As for iten, it has Protective Pads to protect it from something like Static from Zapdos or Rocky Helmet. Aqua Jet COULD BE subbed in for Zen Headbutt, give it IS boosted form Tapu Lele's Psychich Terrain or Ice Punch.
And here we have our second Set-up sweeper in Tapu Lele. I got this set form Xurk, I believe, shoutout to him. Here, Tapu Lele sets itself up with Calm Mind to make it more powerful and specially tanky. Then you got the STAB moves in Psyshock (Which you can use Psychium Z to have a 160 Base Attack nuke) boosted by Lele's Psychic Terrain and STAB Draining Kiss, which recovers some of the HP dealt against the opponent (though you could just go for Moonblast. For the last move you have HP Fire for stuff like Gholdengo, VCorviknight and Scizor Mega, but since you have Heatran you can just go Focus Blast.
Heatran serves here as a special wall and a stallbreaker per se. It has STAB Magma Storm as a way to trap hit Pókemon as long as it's not a Ghost type or it doens't have ATTACKING pivoting moves like U-Turn and Flip Turn. For stuff like Teleport and Chilly Reception, it has Taunt to stop that, just to stop trapped walls to heal. As for the other 2 moves are Earth Power as coverage against Toxapex and opposing Heatran and Toxic tzo passively damage walls.
Here we have oour bulky set-up sweeper. Pecha serves as the physical wall of the team, specifically against Ogerpon Wellspring. It has STAB Malignant Chain (having 1/2 chance to badly posion the target and following confusing the target via Poison Puppeteer) and Foul Play, using the enemy's attacker. And for the 2 moves, you have Recover for you know, recovery and Parting Shot to pivoting out. EVs are spread to make it as bulky as possible while outspeeding Kingambit
For our speed control, we have our Flying type (Earthquake immune) and hazard remover via Defog, Landorus-Therian. It has STAB Eartquake and coverage in STone Edge. At the end, Landorus-Therian has U-Turn to pivot against unfavorable matchups or just predictions.
Here we have our Mega Pókemon and Stealth Rock Setter, Mega Tyranitar. Mega Tyranitar is our STAB Pursuit user against threats such as choice-locked Ghost and Psychich types or just something for Slowking and Pecharunt. It has also STAB Knock Off to use, to get rid of the opoonent's items, which can be usefulk. Be careful to to knock the traded specs off. And for last we have STAB Stone Edge for Flying and Fire types or just for the power of the move.
Slowking-Galar is our first special wall of the team. It serves as being able to set up snow via Chilly Reception for Kyurem, since its the way Glowking switches out. It also has a good synnergy with Gholdengo since it can help Gholdengo deal with Clodsire with STAB Future Sight. It also has STAB Sludge Bomb to deal with Fairies and Ogerpon. And for last we have Thunder Wave for slowing down opponents, which can be useful for the team.
Here we have our special set-up wallbreaker. For this set, we of course have Nasty Plot, doubling the Special Attack of Gholdengo. For attacking moves it has STAB Shadow Ball and STAB Make it Rain (Due to having Steelium Z making Gholdengo have a 190 STAB nuke drop) for a nasty offensive combo, although Make It Rain drops the Special Attack by one. FOr recovery it has... well... Recover for longevity.
Now we have our second special tank in Ting-Lu, having Leftovers as a small rcovery and great stats to tank hits and an ability to contribute as well with Tablets of ruin, hindering the Special Attack of the opposite Pókemon. It also has Stealth rock for the opposite playfield, STAB Earthquake and for coverage Rock Slide for stuff like Volcarona and Charizard-Mega-Y, a move that halves the HP of the opponent. And at last it has Whirlwind to get rid of set-up sweepers before they get out of control.
And for last of the trio combo of the Zap-King-Lu core, we have Zapdos, the physically defensive wall. It has moves as the following: STAB Volt Switch for pivoting and coverage in Heat Wave for Steel types such as Iron Treads, Kingambit and Scizor Mega. As for the last 2 moves: it has Defog to get rid of hazards for the team and Roost for recovery and longevity. The EVs are made for making it as fat as possible while being faster than 70 Speed Pókemon.
And here we have Kyurem. Kyurem serves as a pressure for Balance teams with being able to have a strong longevity via its great bulk, Substitute and Roost. Plus it can also be nasty due to having an unresistant offensive combo with STAB Freeze Dry and the coverage of Earth Power, being a progressive on wrecking the opponent's team. And itz has Heavy Duty Boots for hazards.
Zamazenta is our physical pressure or all-out attacker of this team. It has Heavy Duty Boots for avoiding getting chipped by hazards. It has a devastating STAB Close Combat and for coverage it has Stone Edge for Flying and Fire types like Moltres, Charizard-Mega-Y and Zapdos, Crunch for Ghost types like Gholdengo and Pecharunt and Ice Fang for Landorus-Therian and Gliscor. Plus it serves as the speed control of the team.
- - - - - https://pokepast.es/b924e182712a0d34
• First Post Alert.
- Trying to build a Balance (Offense) Team built around Heatran, Buzzwole, Ogerpon.
- Have a lot of fun playing, testing all variants and climbing tops of the ladder but I can't doable all these bad matchup: Body Press Zama, PP Stalling Kyu, ...
- I recommend Hard Read on some occasions, and would be thrilled if someone modified this team.
hi everyone I wanted to share a cool team I've been having success with on ladder recently: Z Clang Kommo + Hamurott Hyper Offense https://pokepast.es/f5121439fbf2336a
proof of peak:
this team is a pretty straightforward HO that mostly revolves around two mons, and . I've noticed in my time playing this tier that both of these mons can be a real headache since they force your opponent to play reactively to you. Z Clang Kommo-o is extremely dangerous into teams without a reliable fairy switch in, such as , since Flash Cannon can easily handle and non AV . It easily finds itself making huge progress by just spamming attacks, and holding your Z can often force your opponents to play erratically to try and prevent you from getting the boost. In order to stop permanent double switching, hamurott is an ideal partner given its ability to check ghosts and set spikes, which makes it easier to play mind games against fairy doubles. Both of these mons are slow and extremely fairy weak, which is why is included, critically being speed control, grounded poison, and fairy resist (and wincon if you're lucky with boosts). I opted for the duo of and over other forms of removal/ground + electric immunity, but I've had success running + or other variations as well. Last in slot would be , which yes, you see with body press instead of mystical. I like press because it's a really stupid move if you get lucky with boosts and can easily ohko gambits/spdef tars that would normally scare you out, but ngl I've only ever had it matter like once or twice for endgames so mystical is still probably better. Dia is a goated cleaner and has no safe switch ins, and having a fairy to prevent all the Z Dragon shenanigans is nice.
Hi guys, updated my balance team so I'll post it here!
My first ever post was the one where I submitted my v10 of my signature balance team (has it really been a full month and a half since I submitted it?) and ranted about it. The reactions recieved were postive, but I kinda stopped playing PS! after submitting.
Well,
Guess who's back, back again?
Penguin's back, tell a friend.
Guess who's back, guess who's back
Guess who's back, guess who's back
Guess who's back, guess who's back
Guess who's back
(Na-na-na, na, na, na, na, na, na)
(Na-na-na, na, na, na, na)
(Lyrics totally not stolen from Eminem's "Without Me" with a single minor edit)
Once school (or university/college) starts, you have less time for the stuff you actually like. So, I watched more replays. I made more viable teams. And I realized... I hadn't updated my signature team in over a month. So, I reworked the team, and it ended up removing some huge flaws. All those replays, teams and a lot of analysis-reading lifted me up to a higher EDUCATION (something that school struggles to make me do), which led to this goated team.
That's how I'm back with an improved version that, maybe with some minor edits from the council, could hopefully become a sample.
OVERPOWEREDPENGUIN'S SUPER DUPER EVOLVED BALANCE V11!!!!!!!!!
*******
Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Ice Fang
Okay, that intro was definitely overhyping the team, but whatever. Let's get to it.
Zamazenta is the team's speed control, cleaner, and physical wallbreaker. There are few things that a STAB Close Combat cannot clear, courtesy of Zamazenta's base 120 Attack, leading to it OHKOing almost anything that isn't a resist. Crunch nails Gholdengo while being Zamazenta's strongest move against Hatterene. Stone Edge, despite constantly missing, is Zamazenta's best option to defeat Zapdos and Moltres. Finally, Ice Fang 2HKOes both of the tier's viable Ground/Flying types, Landorus-Therian and Gliscor. You may run Choice Band, but I honestly perfer Heavy-Duty Boots.
Yes, Choice Band does give Zamazenta that huge boost of extra power for an OHKO that it would otherwise be unable to get, but Zamazenta is weak to hazards that aren't Stealth Rock, and besides, it can only click one move, which means that a switch-in will make it ineffective, and potentially punish the switch with U-turn or Volt Switch.
Gholdengo @ Ghostium Z
Ability: Good As Gold
EVs: 252 SpA / 4 SpD / 252 Spe
TImid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast/Recover
The special wallbreaker of the team. Nasty Plot boosts its already great Special Attack to nuclear levels, enabling Ghostium Z Shadow Ball to destroy anything that isn't a resist. Make It Rain provides a reliable STAB nuke that smashes through everything. Focus Blast was chosen not to get walled by Dark-types, while Recover provides very reliable, well, recovery that can be used to prolong Gholdengo's life. Together with Zamazenta, it forms a near unwallable core that breaks through almost anything.
Diancie @ Diancite
Ability: Magic Bounce
EVs: 28 Atk / 228 SpA / 252 Spe
Hasty Nature
- Moonblast
- Earth Power
- Mystical Fire
- Diamond Storm
They say that diamonds are forever. Well, your healthbar is not when up against Mega Diancie. The standard mixed spread ensures a 2HKO against Galarian Slowking with Diamond Storm while maintaining maximum Speed and decent special wallbreaking power. Moonblast provides reliable special STAB, Earth Power provides crucial Ground-type coverage, Mystical Fire melts Steel-types and reduces the SpA of anything hit, and finally Diamond Storm provides physical STAB.
Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 204 Def / 56 SpD
Impish Nature
- Brave Bird
- U-turn
- Defog
- Roost
Ah yes, Corviknight. The PP-wasting, Roost-spamming, ridiculously unkillable birb makes its debut in my signature NatDex balance team. What took me so long to finally put it on my team, we may never know. Brave Bird hits the notoriously unwallable Ogerpon-W for insane damage while threatening a 2HKO on Mega Lopunny. Meanwhile, both of these so-called wallbreakers deal laughable damage to Corv itself, which it can easily heal off with Roost. U-turn punishes switches, and finally Defog removes pesky hazards that would hurt the team's dangerous sweepers. As for the EVs, a standard, Smogon-approved spread was used, but you can go all in on Defense to fully wall any physical attacker.
Toxapex @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Haze
- Recover
The team's ultimate c̶h̶i̶c̶k̶e̶n̶ h̶o̶r̶s̶e̶ special wall, is also one of its Toxic spammers. Said move greatly annoys everything on the planet that isn't a Steel or Poison type, from walls to wallbreakers. This living bunker also packs Scald, another move that annoys physical wallbreakers even more than Toxic due to its 30% burn chance. Should anything try to set up on el bunker, it just spits out a Haze that resets stat stages. Finally, Recover lets it reliably heal off whatever puny damage your opponent should inflicit, which, paired with its Regenerator ability and Corv's U-turn, makes it a lean, mean, unkillable stall machine!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- U-turn
- Toxic
- Stealth Rock
- Protect
Look up in the sky! "It's a birb!" "It's a plane!" "It's an egg salad sandwitch!" "No, it's Gliscor, the Poison Heal abuser!"
Stupid bat! Somehow it provides virtually infinite utility, from hazard setting to status spreading, while being immune to status and healing ⅛ of its HP from an otherwise debilitating status condition. U-turn creates a perpetual pivoting engine along with Corv's own U-turn, punishing switches left and right while chipping down said switch-ins. Toxic frustrates and annoys everything that isn't immune to it, while Stealth Rock sets hazards that also happen to annoy everything without Heavy-Duty Boots or Magic Guard. Finally, this stupid bat somehow becomes even more annoying by scouting moves and stalling out turns with Protect!
Urghhhhhhhh. Then the EV spread enables it to survive Ogerpon-W's Ivy Cudgel from full HP while also walling special attackers- a wombo combo bound to annoy you!
****** Checks and counters
So far, none that I can think of! If you find any, please contact me!
Other options
You can run Thunder Wave + Hex Gholdengo with Ghostium Z and Nasty Plot to take advantage of all the statuses that you'll amass with two Toxic spammers and one Scald abuser to take advantage of whatever comes your way. You may also run Choice Band Zamazenta to improve wallbreaking power. Finally, Knock Off on Gliscor removes every item on the planet. Credit to X3roxx for those suggestions!
******
Thank you for reading this team's writeup. It took me well over 2 hours to write, and I am very grateful for your time!
-OverpoweredPenguin
this team is a pretty straightforward HO that mostly revolves around two mons, and . I've noticed in my time playing this tier that both of these mons can be a real headache since they force your opponent to play reactively to you. Z Clang Kommo-o is extremely dangerous into teams without a reliable fairy switch in, such as , since Flash Cannon can easily handle and non AV . It easily finds itself making huge progress by just spamming attacks, and holding your Z can often force your opponents to play erratically to try and prevent you from getting the boost. In order to stop permanent double switching, hamurott is an ideal partner given its ability to check ghosts and set spikes, which makes it easier to play mind games against fairy doubles. Both of these mons are slow and extremely fairy weak, which is why is included, critically being speed control, grounded poison, and fairy resist (and wincon if you're lucky with boosts). I opted for the duo of and over other forms of removal/ground + electric immunity, but I've had success running + or other variations as well. Last in slot would be , which yes, you see with body press instead of mystical. I like press because it's a really stupid move if you get lucky with boosts and can easily ohko gambits/spdef tars that would normally scare you out, but ngl I've only ever had it matter like once or twice for endgames so mystical is still probably better. Dia is a goated cleaner and has no safe switch ins, and having a fairy to prevent all the Z Dragon shenanigans is nice.
Cool team! However, I noticed that you're running Body Press on a Diancie with a Hasty Nature. Hasty decreases Defense, and Body Press scales on Def, so changing the Nature to Naive might make the move a bit more effective.
Hi guys, updated my balance team so I'll post it here!
My first ever post was the one where I submitted my v10 of my signature balance team (has it really been a full month and a half since I submitted it?) and ranted about it. The reactions recieved were postive, but I kinda stopped playing PS! after submitting.
Well,
Guess who's back, back again?
Penguin's back, tell a friend.
Guess who's back, guess who's back
Guess who's back, guess who's back
Guess who's back, guess who's back
Guess who's back
(Na-na-na, na, na, na, na, na, na)
(Na-na-na, na, na, na, na)
(Lyrics totally not stolen from Eminem's "Without Me" with a single minor edit)
Once school (or university/college) starts, you have less time for the stuff you actually like. So, I watched more replays. I made more viable teams. And I realized... I hadn't updated my signature team in over a month. So, I reworked the team, and it ended up removing some huge flaws. All those replays, teams and a lot of analysis-reading lifted me up to a higher EDUCATION (something that school struggles to make me do), which led to this goated team.
That's how I'm back with an improved version that, maybe with some minor edits from the council, could hopefully become a sample.
OVERPOWEREDPENGUIN'S SUPER DUPER EVOLVED BALANCE V11!!!!!!!!!
*******
View attachment 866084
Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Ice Fang
Okay, that intro was definitely overhyping the team, but whatever. Let's get to it.
Zamazenta is the team's speed control, cleaner, and physical wallbreaker. There are few things that a STAB Close Combat cannot clear, courtesy of Zamazenta's base 120 Attack, leading to it OHKOing almost anything that isn't a resist. Crunch nails Gholdengo while being Zamazenta's strongest move against Hatterene. Stone Edge, despite constantly missing, is Zamazenta's best option to defeat Zapdos and Moltres. Finally, Ice Fang 2HKOes both of the tier's viable Ground/Flying types, Landorus-Therian and Gliscor. You may run Choice Band, but I honestly perfer Heavy-Duty Boots.
Yes, Choice Band does give Zamazenta that huge boost of extra power for an OHKO that it would otherwise be unable to get, but Zamazenta is weak to hazards that aren't Stealth Rock, and besides, it can only click one move, which means that a switch-in will make it ineffective, and potentially punish the switch with U-turn or Volt Switch.
View attachment 866123
Gholdengo @ Ghostium Z
Ability: Good As Gold
EVs: 252 SpA / 4 SpD / 252 Spe
TImid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast/Recover
The special wallbreaker of the team. Nasty Plot boosts its already great Special Attack to nuclear levels, enabling Ghostium Z Shadow Ball to destroy anything that isn't a resist. Make It Rain provides a reliable STAB nuke that smashes through everything. Focus Blast was chosen not to get walled by Dark-types, while Recover provides very reliable, well, recovery that can be used to prolong Gholdengo's life. Together with Zamazenta, it forms a near unwallable core that breaks through almost anything.
View attachment 866134
Diancie @ Diancite
Ability: Magic Bounce
EVs: 28 Atk / 228 SpA / 252 Spe
Hasty Nature
- Moonblast
- Earth Power
- Mystical Fire
- Diamond Storm
They say that diamonds are forever. Well, your healthbar is not when up against Mega Diancie. The standard mixed spread ensures a 2HKO against Galarian Slowking with Diamond Storm while maintaining maximum Speed and decent special wallbreaking power. Moonblast provides reliable special STAB, Earth Power provides crucial Ground-type coverage, Mystical Fire melts Steel-types and reduces the SpA of anything hit, and finally Diamond Storm provides physical STAB.
View attachment 866148
Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 204 Def / 56 SpD
Impish Nature
- Brave Bird
- U-turn
- Defog
- Roost
Ah yes, Corviknight. The PP-wasting, Roost-spamming, ridiculously unkillable birb makes its debut in my signature NatDex balance team. What took me so long to finally put it on my team, we may never know. Brave Bird hits the notoriously unwallable Ogerpon-W for insane damage while threatening a 2HKO on Mega Lopunny. Meanwhile, both of these so-called wallbreakers deal laughable damage to Corv itself, which it can easily heal off with Roost. U-turn punishes switches, and finally Defog removes pesky hazards that would hurt the team's dangerous sweepers. As for the EVs, a standard, Smogon-approved spread was used, but you can go all in on Defense to fully wall any physical attacker.
View attachment 866170
Toxapex @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Haze
- Recover
The team's ultimate c̶h̶i̶c̶k̶e̶n̶ h̶o̶r̶s̶e̶ special wall, is also one of its Toxic spammers. Said move greatly annoys everything on the planet that isn't a Steel or Poison type, from walls to wallbreakers. This living bunker also packs Scald, another move that annoys physical wallbreakers even more than Toxic due to its 30% burn chance. Should anything try to set up on el bunker, it just spits out a Haze that resets stat stages. Finally, Recover lets it reliably heal off whatever puny damage your opponent should inflicit, which, paired with its Regenerator ability and Corv's U-turn, makes it a lean, mean, unkillable stall machine!
View attachment 866167
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- U-turn
- Toxic
- Stealth Rock
- Protect
Look up in the sky! "It's a birb!" "It's a plane!" "It's an egg salad sandwitch!" "No, it's Gliscor, the Poison Heal abuser!"
Stupid bat! Somehow it provides virtually infinite utility, from hazard setting to status spreading, while being immune to status and healing ⅛ of its HP from an otherwise debilitating status condition. U-turn creates a perpetual pivoting engine along with Corv's own U-turn, punishing switches left and right while chipping down said switch-ins. Toxic frustrates and annoys everything that isn't immune to it, while Stealth Rock sets hazards that also happen to annoy everything without Heavy-Duty Boots or Magic Guard. Finally, this stupid bat somehow becomes even more annoying by scouting moves and stalling out turns with Protect!
Urghhhhhhhh. Then the EV spread enables it to survive Ogerpon-W's Ivy Cudgel from full HP while also walling special attackers- a wombo combo bound to annoy you!
****** Checks and counters
So far, none that I can think of! If you find any, please contact me!
******
Thank you for reading this team's writeup. It took me well over 2 hours to write, and I am very grateful for your time!
-OverpoweredPenguin
Hello! I noticed you don’t have knock off, that’s a big issue. Another suggestion I have is make ghold hex set, if your going to burn fish with scald, toxic with pex. I think the Twave Ghold set would make sense and it gives the ghostium Z a higher BP move
Edit:
You said zama is weak to hazards but most are lol, but u have magic bounce and corv Idt u need to worry abt hazards
NO HAZARDS PERMITTED: The Best Stall Core In Gen9 NDOU 93.0% GXE ~ 2100+ Elo Peaks ~ Glicko-1 1990±38
Introduction
Ever since I started playing Generation 9 National Dex OU, the only feeling better than using Ferrothorn was making a stall team that could reliably beat the meta and have outplay potential against any matchup. I have played Gen 9 NDOU since the beginning of the tier, and it became my favorite tier after the Roaring Moon ban. Throughout its entirety, this has been the only structure that has always been viable. Hence, I would like to show you every set I have used across the years within this structure that has performed well. I will not do an analysis on each Pokemon. Reason being, the analysis and how you should play become incredibly different with a simple change, such as one singular item (if you are interested in some analysis, see some of my previous posts). If you have any questions regarding what sets to use and specific team choices, since if I were to say everything it would be over 40 pages long (not joking), join the Discord or message me directly!
Tangrowth @ Rocky Helmet/Assault Vest
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Infestation
- Hidden Power [Ice]/Power Whip
- Sludge Bomb/Toxic
- Focus Blast/Knock Off
Tangrowth @ Fightinium Z
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Infestation
- Hidden Power [Ice]
- Sludge Bomb/Toxic
- Focus Blast
Only the Pokemon that managed to peak 2050+ Elo are on this list. I highly encourage you, if you are interested, to experiment with more Pokemon and see how the team operates. Other Pokemon, such as Unaware Clefable with Leftovers, Moonblast, Wish, Protect, and Toxic, work well but aren’t as effective as other choices or make the whole team too passive.*
I’m too lazy to find other screenshots of various 2050+ and 2100+ Elo peaks, but I’m sure I’ve clobbered at least one of you, and you can vouch for me. Additionally, I made this account on April 12, 2025, which is around 2 years and 4 months since the generation started, and many of my peaks occurred on different alts.*
Shout Outs
Firstly, I would like to shout out the straight-up GOAT, Red. Red has been the most influential figure in my Pokemon journey. He’s the one who encouraged me to start a YouTube channel, which eventually led to a community of people whom I love to hang out with. It also led me to begin doing tournaments, which I have had so much fun doing and have put up good numbers in, and even encouraged me to reach a GXE such as the one shown today. Most importantly, he’s not just my mentor, but a friend. Thank you, bro. :)
Secondly, shout out to KB. This guy is a genius when it comes to stall. Take a good look at THAT Clodsire set. Who pioneered it? KB. I’ve only known him for months, yet he’s always pulling up.
Lastly, everyone else, you know who you are. Movo, Wick, and many more, thanks, guys.
Concluding Statements
Overall, this has been a very fun experience these past years. As time went on, I’ve created countless stall teams, but none was as good as this one. Most importantly, I hope you learned a lesson here today: Stall is NEVER bad. Don’t get too comfy. Who knows when someone will make a new variant that shakes up the meta? Even worse, who knows if that is what you’ll face in the match that truly matters?
Interest in this tier/showdown as a whole has been decreasing for me over the past few months, with ndpl over for my team and only last chance left this year not sure whether I’ll continue to play next year so i thought I might as well show some of my creations/ideas spanning from when i started playing again ~July to now
Hi guys, sorry for posting again, but I made this potentially great variation on my v11 balance team that I simply could not leave in my OP (original post) for absolutely no one to see. This one combines the status-spreading hell that anyone in your path will get of the original team, with the sheer power of Hex (HexDengo) and . The team is highly effective, and its simplicity makes it, at least in my opinion, a decent candidate as a future sample.
There are a few minor tweaks, so if you've already read my OP, you'll know the general gameplan. But for those who forgot or never read the OP, here's a quick refresher.
The team is a balance team centered around the power of the + status spam + HexDengo core, with the first and latter making up much of the team's muscle. Mega Diancie provides mixed coverage that checks almost every wall in the tier, as /, while they very effectively wall Moonblast, Mystical Fire, and Earth Power, they both take heavy damage from Diamond Storm, and vice versa for physically defensive . Among the few that manage to wall are Gliscor, Toxapex, , and specially defensive , all of which are destroyed either by status + Nasty Plot HexDengo or Choice Band Zamazenta anyways, which forms a -solid offensive core.
Meanwhile, on the defensive side, we have some serious defensive backbone (not literally, of course). For our physical wall and check, we have . punishes contact moves, which are common for physical attackers. Thanks to its immense, basically unmoving bulk, it destroys physical wallbreakers' PP (and healthbars) with the lethal combination of Roost + + Pressure, enabling it to effectively sweep Pokémon reliant on contact moves by chip damage alone. Brave Bird OHKOes , one of THE most dangerous threats in the metagame, after Stealth Rock chip damage. Defog removes hazards and terrain, both of which would otherwise hamper the effectiveness of the team (although terrain teams are niche), keeping the offensive core running smoothly. Finally, U-turn lets it pivot on checks and generate momentum. , everyone's favourite Poison Healer, exists only to be a pain in the neck for many teams, especially those lacking -type coverage for whatever reason. Stealth Rock lets it support the team and bait would-be hazard removal to get threatened by the offensive core, forcing the Pokémon out and racking up chip damage. Toxic lets it spread status side-by-side with 's Scald + Toxic, setting up massive sweeps with HexDengo. U-turn lets it continue the fun frustration and punish hasty, inconsiderate switches, while also racking up more chip damage. Knock Off is an alternative for making progress via item removal. Finally Protect guarantees that it can get poisoned by the and trigger Poison Heal, while also being useful for stalling. is a pure special wall, taking big hits and spreading status with ease. Scald makes physical attackers utterly useless if it burns, which, along with Toxic, lets it support 's sweeps. Haze makes setup attemps useless, and Recover is for recovery.