I thought I'd make a post to share how I've been getting on with teambuilding since the end of the recent NFEPL since I enjoyed the tier a lot during the tour and have carried on building teams pretty regularly since it finished. I got the chance to experiment with a lot more things thanks to being outside of a tour scenario and I feel like I figured out quite a bit so I'm gonna try to go into detail about general trends in how I build and also explain some of the teams more thoroughly. I know DLC 2 is now under a week away but a lot of this post will probably still be relevant post-dlc and hopefully I get round to making another post about the post-dlc metagame once we actually get to play it. If you just want some teams to try out and don't want to read essays I'll drop a link to all the teams I talk about at the bottom of the post.
Hyper Offense
The first thing I wanted to look at in more detail was the potential of HO in the meta. There were a few reasons why I was interested in making this work:
- Strength of hazards: Hazards are especially powerful in NFE thanks to the smaller amount of HDB users (and complete lack of Lefties users), so any team that manages to regularly set hazards through a suicide lead can usually force a lot of offensive progress. This can be a bit harder to consistently abuse when Hattrem is around, but the reward for managing to set Rocks past a Hat build is usually still pretty high. Hat also usually implies the absence of Kadabra, which is something that can definitely annoy HO in general thanks to its Sash set.
- General offensive pressure: Obviously this should come as a given with HO but the main reason I was drawn to this here was because of the flaws in the general BO structures. Most of the mons that are easier to fit into BO structures have annoying gaps in their offensive synergy, because they lack shared checks to overwhelm and often rely on forcing out each other's checks instead which is less efficient for breaking. Even though something like Raboot + Kadabra or Raboot + Thwackey can keep momentum really nicely in some matchups, they can still fall flat against various balances without a practical way to make progress or get things going, especially if the opponent can successfully keep hazards off. I wasn't necessarily expecting HO to be more consistent overall than standard BO/offense, however I wanted to see what other matchups it could cover better so I tried it regardless.
- Thwackey: Yes, literally just Thwackey.
This Thwackey set is a huge deal for HO, thanks to some dumb calcs making it annoying to stop without sacking mons (252 Atk Raboot Flare Blitz vs. +1 136 HP / 0 Def Grassy Seed Thwackey: 266-314 (84.4 - 99.6%) -- guaranteed 2HKO after Grassy Terrain recovery). Effectively, if you can get Thwackey a free switch (any U-turn or sack) it can pretty much SD for free since the only offensive check that can really beat it from full is Counter Kadabra which is just one option on Sash Kadabra (and also wont usually risk hard switching into Thwackey). As for defensive checks most of them technically lose due to Thwackey's coverage and bulk, for example Tangela will die to +2 Knock followed by +2 Acrobatics while Sludge Bomb does 73 max back, Vullaby and Corsola-Galar which are the two most common defensive mons don't really do anything back with their most common sets, other random Grasses like Ferroseed just kinda get rolled over and so on and so forth. Once it manages to break through a defensive answer it can fire off a boosted Grassy Glide which cripples most of the speed control options, or alternatively it can just switch out and save its priority for later. HO does a fantastic job at enabling Thwackey to do this, because Taunt leads prevent Rocks early on in the game, and the playstyle in general provides plenty of good opportunities to set up, plus rocks support can also be super useful for punishing weaker checks like Vullaby and forcing them to choose between clicking Defog or U-turn. Thwackey's ability to consistently bait and weaken speed control options is also huge for teams with multiple offensive partners, as it racks up offensive pressure super quickly and its teammates can capitalise on the work it does much more effectively.
While these positives are super cool, HO still has some issues to work around. Most mons are pretty tanky so you have to be able to cleanly force out a wide range of threats, as a lot of offensive mons struggle to set up in front of stuff like Machoke, Tangela, or Piloswine so you have to be pretty careful about how you position around them. Raboot and Kadabra are two super fast threats that are both immune to hazards too so they can be hard to build around. Hattrem can 50/50 against p much every lead, including ones that beat it like Krokorok, which can go badly wrong for the HO user if they mispredict. Thwackey's priority is an annoyance in the builder too, cutting down the amount of consistent sweepers in general.
Leads
Leads I tried:







Leads that I didn't try but are viable:


Sets
here
Krokorok is the most viable lead here, since it has solid bulk, pressures Hat pretty well, and access to Taunt to prevent opposing Rocks and Defog. It's also one of two leads here with item removal which is p huge.
Drilbur's main advantage is being able to click Rocks for free even against Hat teams. Avoiding 50/50s is v nice, however it's worth noting that you'll rarely be able to spin opposing hazards with Drilbur, as Corsola just spinblocks you and Piloswine can hit you with Rocks -> Shard if it really wants to. Both mons take a Toxic in that exchange which may or may not be valuable depending on your teammates.
Fast Koffing can be run on dual hazard lead builds as a Tspike absorber as well as another mon that sets directly past Hattrem. Max speed investment ensures that it outspeeds Defoggers like Vullaby and punishes them for trying to remove Rocks/Tspikes with Taunt, and it also outspeeds the main spinner in Wart to get off Boom before it spins. Neutralizing Gas can give some extra utility in wearing down Regen users and other wild interactions but that only happens if you preserve it so that can be tough to pull off. Tspikes are also typically easier to remove in this meta though thanks to the popular Poison types so it can end up being weaker than Spikes in general.
Meteor Beam Carkol is something I've only run on dual hazard lead builds due to its access to Spikes and generally being outclassed by other leads even with Rocks + Spin variants. As a secondary lead though Carkol is kinda cool because Spikes are super powerful and Meteor Beam pressures defensive mons (including Hat) pretty hard which gives it an actual offensive presence on its own unlike many other secondary leads. Rapid Spin helps avoid Hat mishaps and also helps with random Rockers like Clef, unlike Drilbur you can actually force a lot of immediate damage onto Corsola if they try to spinblock you. Just make sure to be careful because this is a lot less bulky than your average Carkol.
Magnemite is the first of the weather leads I've included here (even though weather teams aren't necessarily HO). Sturdy as an ability frees up the item slot to run Damp Rock and Magnemite's speed tier allows it to escape most walls and set Rain. Steel Beam also hits like a truck and i've messed around with it to take out things like non-evio Thwackey in a pinch, but for the most part you're just putting up weather and dying.
Onix was interesting to me as a way to compress Rocks and sun setting. Unfortunately, it kinda sucks because you have to do so much work for it to both get up Rocks and Sun, which just means you should use Vulpix instead.
I think everyone knows Vulpix does (though iirc the set I've been using there probably isn't optimal), so I won't bother talking about this.
Charjabug's good, I didn't bother building webs though because I didn't feel I had much to add to the style, uhuhuhu's 6 mons from
Week 6 of NFEPL are pretty optimal (maybe change some sets like running Grassy Seed on Thwackey) and the webs on samples is also fine.
Dwebble is probably fine, I just went for double setters instead of running Rocks + Spikes because I wasn't confident in being able to get both hazards up with one mon.
Screens Morgrem can enable some setup sweepers to become really annoying to deal with, lack of hazards on the lead allows a lot more positioning round what you let in though, and it becomes harder to pressure bulkier teams in general so I'd generally pick some other form of HO before screens. It's also worth noting that Morgrem fits elsewhere on HO teams thanks to its NP Twave set, and still provides a lot of utility there.
Attackers
There's a lot of things you can kinda fit on HO, so I'll just talk about the most interesting things I found.
Morgrem can pull off a super useful NP + Twave set that can muscle through a large portion of the meta after a Nasty Plot, while also helping with speed control and providing an immunity for Kadabra's Psychic which makes Kadabra and other speed control options much easier to pivot around. It does struggle with Klang without something else to draw in and remove its Eviolite though.
Togetic with NP + 3 attacks can muscle through pretty much every common defensive core in the meta at the cost of its walling capabilities, which makes it a fine pick for HO. Like a few mons it just about escapes the standard Machoke spread/offensive Klang/Wartortle speed tier which is about where you can outspeed every fat mon

I've already talked about Thwackey above, I'll just add onto that by saying this should be on pretty much every HO team, nothing more to say.


I wanted to talk about these two mons too because I feel like they both have more issues than you'd expect on HO. Raboot in particular is a mon that benefits from slightly more drawn out gameplans where it can constantly U-turn and bring in other threats until the team crumbles, which makes it a more effective pick for other playstyles than it is on hyper offense. Additionally since some of Raboot's checks are harder to get Knock Off onto (such as Mareanie for example) it's often stuck when it comes to pushing through teams itself. One Raboot set I'd like to try in the future is
itemless acrobatics, which can actually 2hko max def Mare after a Bulk Up, and also gives Raboot some very nice extra, recoil-less coverage against the likes of Machoke. As for Kadabra, while it really likes Spikes support to help it break through Steel type checks, it's still very hard to support it in a way that allows it to get through things like Klang or Psychic resist + Thwackey/Piloswine cores in a timely manner. Both mons would rather be given more time to break compared to a lot of good HO picks that have immediate impact. However, both of these mons have some pretty nice defensive utility so they can be nice picks on some HO teams.
Teams
Ordered from favourite to least favourite, click on the screenshots for pokepaste links. 3rd one is slightly older hence lack of Thwackey but I thought I'd include it anyway.
Other Playstyles (and mons)
In the current meta I mostly like balance and bulky offense, so I've been looking at innovating within those playstyles quite a bit. This section will include a lot of stuff from during as well as after NFEPL mostly because this is also my general commentary on the meta's development over the last few months.
For balance teams, the most important thing to focus on in the builder is how you go about handling cores of the most popular mons. The nice thing about balance compared to bulky offense is that you get the opportunity to make your team a lot more solid defensively because you can expand your defensive cores or simply avoid relying on unreliable blanket checks (looking at Cors and Vull) to deal with everything. If you can stop your opponent's threats from putting combined pressure on the same mon on your team, or if you can bring multiple checks for most of the big offensive mons, while maintaining decent hazard counterplay, then you're in a really good spot. A large portion of most teams aren't really able to make offensive progress themselves outside of maybe clicking rocks or getting a Knock Off on a mon of your choice, usually delegating all of the breaking to mons that often struggle to break multiple layers of defensive counterplay.
Here's some of the main cores that I've been using on balance for a while now:


Vullaby is the biggest Defogger in the meta, however it can face a lot of issues as a defensive mon mainly due to the fact that it can get worn down by Rocks and Knock Off from mons it wants to check like Tangela and Kadabra. Additionally, those matchups can get much worse if Vullaby attempts to drop U-turn for something like Toxic or Taunt to improve its rocker matchup. One good solution to these issues is to run Spdef Klang alongside Vullaby, which provides much needed insurance vs Tang/Kad/other special attackers and also pivots on them. This can free up Vull to run Toxic or Taunt, while also preventing it from getting overwhelmed too easily.


Similar to Vullaby, Gcors is a mon that is prone to getting overwhelmed by things it wants to check, and it often doesn't really want to switch into some threats because of its unreliable recovery. These problems are most commonly seen against Machoke and Thwackey, with both mons carrying Knock Off and also just being able to completely bypass Corsola in general. Koffing checks both of these mons and generally isn't needed to beat much else, while also providing constant Tspikes to pressure the opponent into awkward scenarios.

I know this isn't a core but it needs to be mentioned anyway. Tangela is an incredible tool for balances as potentially the most consistent Machoke and non-Grassy Seed Thwackey check, as well as a very potent offensive threat. It's absolutely one of the defining mons on fatter teams as a whole whether that's balance or stall, and if you get an opportunity to fit this on balance you should take it, simply because it's more consistent at its job and freer to play with than any other defensive mon in the meta. I don't have much else to say here, just use it.
Those are just some of the more common examples among my teams, these aren't your only options though, so just make sure to consider which mons get easily overwhelmed by the various offensive threats above A+ rank as well as cores like ThwackBoot and ChokeBoot.
An alternative way of dealing with common builds defensively would be to deal with the pivoting directly. The two main mons in the meta that do this are
Fletchinder and
Mienfoo, though
Larvesta is a more niche option that requires much more support (and loses to Raboot if Eviolite gets knocked) but also pressures non-Mareanie builds significantly harder with its stabs. Since Fletchinder can punish U-turn users with its Flame Body, and Mienfoo can Fake Out + slow U-turn to break most offensive cycles, both are great at disrupting pivoting cores.
I haven't built as much Bulky Offense recently, but when I have been building BO I've mostly been trying to improve my ways of actually abusing Tangela, more so than anything else like Corsola or Vullaby because that's where I perceive the biggest threat to be matchup wise. One of the main ways that I looked to tweak these teams was by experimenting with the other viable Magic Bouncer in the tier.
Natu @ Eviolite
Ability: Magic Bounce
EVs: 252 HP / 232 Def / 24 Spe
Timid Nature
IVs: 0 Atk
- Night Shade
- Roost
- Reflect / Feather Dance
- Teleport
Natu has a niche over Hattrem mainly because of its reliable recovery and access to Teleport, which gives it the ability to switch in on Corsola-Galar in pretty much any situation without having to worry about being trapped by Whirlpool. The choice between Reflect and Feather Dance is mainly just dependent on teammates; if you have mons that can set up like Thwackey then Reflect is a super nice tool, and on top of that you can weaken SG Klang's attacks which you can't do with Feather Dance, however Feather Dance is more consistent vs mons like Piloswine if you plan to stay in against them for an extended period of time (which you actually can as long as you don't hard switch into Icicle Spear/Crash).
You may be wondering what the hell using Natu has to do with the Tangela matchup, and the answer comes with Natu's teammates. To give an idea of what teambuilding aspects are at play here, I'm going to showcase and comment on three different variations of Natu builds I've made recently.
This is my favourite of the Natu builds. First things first Thwackey should probably run Acrobatics (even with Evio) over Drain Punch here - I had Drain Punch because I was testing out Thwackey's sweeping capabilities with a draining move but in general Drain Punch isn't particularly needed on SD Thwackey and Acro can legitimately help remove Tangela since you'll probably get Knocked at some point. The main thing to note here is that I'm not running Defog as I don't think Natu builds can generally afford Defoggers, Vull really wants this specific set to actually pressure things offensively including Machoke so I'd rather not run Defog on this. Normally with Hattrem as sole hazard control, Gcors will be able to put hazards up fairly easily because it just Whirlpools anything and then gets up Rocks (unless you have something like Encore Choke), however with Natu this doesn't happen so the build gets freed up a bit. Being able to fit Toxic over Encore on Machoke helps it pressure Tangela much more efficiently, and being able to run Rocks 3 attacks Pilo without Cors just trading Rocks is p huge, and in turn the Piloswine set frees up Wisp Corsola which makes matchups like Thwackey easier. Dark type is p much mandatory in the last slot to give an extra pivot into Kadabra and at least something against Duosion, we've ended up with 3 atks Vull instead of Linoone here because we still need some sort of switchin to Tangela. Overall I feel this makes good use of Natu's few niches to improve the build in other places, which is as much as you can really ask for when using Natu. Not quite my favourite build overall as it can have some awkward matchups trying to break through some things but I feel like most common builds are handled pretty decently by this.
My original idea with Natu was to run it on a hazard-stacking build like this one, while using Natu to keep off opposing hazards and thus win the hazard game convincingly. However, it does suffer from a few issues that can easily become regular problems with Natu builds. The main problem with building Natu hazard stack is that you have to find convincing ways of keeping up hazards, while still maintaining ways to break or draw out the game until you can force hazards up. This leads to some messy matchup issues vs extra fat builds, because I'm forced to run things like Mienfoo to blanket check the BO meta, in a place where the team would really appreciate a Machoke for example. At the time I thought Frillish solved a lot of potential issues, and it is admittedly pretty close, but cores like TangClef are still super difficult to break because Frillish just doesnt really force offensive progress vs Tangela unfortunately. While I do have a defensive answer to Tangela in Ferroseed, there's definitely a few Tangela matchups where Ferroseed and co can just get outlasted and if I run into those it's a majorly uphill battle. Ultimately it comes down to a mix of hazard stacking builds being weaker in the current metagame and Natu just not doing quite enough defensively or offensively to patch up every matchup with the rest of the team (at least not while maintaining the idea of the team) that stops this build from being consistent.
I think this is actually a fine team. The reason I've put it at the bottom here is simply because I'm not really sure it qualifies as a Natu build. What I mean by this is that I don't think these mons really do enough to justify running Natu over Hattrem in this case. It's a valid option, but I'd probably trade in the stronger Corsola matchup for having access to Hwish and better bulk here. With Koffing Tspikes, Palpitoad, Forb Choke, and the Klang set, I should be able to maintain enough pressure on the Corsola to stop it from getting too much value out of either Rocks or attacks. This team serves as an example that even if you tick all the boxes when it comes to supporting Natu (mainly a consistent gameplan vs Tangela and other fat mons) that doesn't necessarily mean it's actually the right fit for the team. Again, while Natu can lead to some interesting routes in the builder and is genuinely worth using, it's still a relatively niche mon compared to how good Hattrem is.
Anyway I think I'll leave this post here, I kinda ended up making three posts in one here because of the upcoming DLC, but I wanted to share various ideas I had with building. They're not perfect, and most of these are still slightly worse than my NFEPL teams, but regardless I enjoyed trying to build new things and talking about them, and I look forward to seeing what metagame changes happen with the Crown Tundra!
List of teams mentioned in this post + NFEPL teams
https://pokepast.es/fcb320acaa0610d0 - Hyper Offenses
https://pokepast.es/980cbe31ad6b7fed - Natu teams
https://pokepast.es/9e0bd570b100bc74 - NFEPL teams