SS OU Paraflinch Squad | Peak 1963 | 4 OU | feat. Cinccino, sandaconda, galvantula and friends

Is this as ugly as stall?

  • Yes

    Votes: 36 44.4%
  • Ofc not u soon of satan

    Votes: 45 55.6%

  • Total voters
    81
Hello my name is sebas99sevilla, an spanish all tiers player that uses showdown to test teams, that I use later on Nintendo switch. Well, after trying a lot of different teams, I made this one (It took me 2 minuts,lol) and surprisingly I'm having a lot of success with It, getting a lot of points, as well as haters, because you should know that this team is even more dirty than stall. I managed to peak 1963(the proof is at the end of the rmt) at the ou ladder with ease, but I don't feel like I want to get +2000 to peak top 1, so I'll share this weird ass team here. Btw I've never posted anything in smogon so idk how images and sprites work, so I'll only post the team and explanations.

The team:

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Substitute
- Thunder Wave

The real Broken Mon of the team, he is a late Game sweeper, his purpose is to get into de field after every pokemon has been paralyzed, so he can finally 6/0 everything. HP makes It tank scalds from bulky waters, aswell as using ferrothorn as a set Up fodder if he is not using gyro ball. Watch the replays to see how op this Mon can be.

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder Wave
- Thunder
- Energy Ball

Why galvantula? Well, It has a 100% acc Thunder wave, people think his main goal is to set the web, which is not true, his main goal is to paralyze every pkm and do as much dmg as possible. It hits corviknight + seismitoad comps, which are everywhere.

Sandaconda @ Focus Sash
Ability: Sand Spit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Glare
- Earthquake
- Rock Tomb

The second support, he has the same goal as galv, but he can also paralyze pkm like excadrill, dugtrio etc, and It sets terrain to make almost sure u can take away hazards with the Next teammate.

Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rock Slide
- Earthquake
- Rapid Spin

The last support, yes, support, his main goal is to take away hazards to help cloyster and togekiss, and sometimes It can revenge kill some mons. Rock slide is useful to hit rotom Heat, one of the biggest togekiss counters.


Cloyster @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

The comeback-maker and one of my fav mons, just set Up into dracovish, excadrill etc and win. Like togekiss, he should be used once everything have been paralyzed. Ice shard over liquidation because It's much better in practise.

Cinccino @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Knock Off
- Rock Blast
- Tail Slap

The star of the team. It counters a Big part of the ou meta, helps with rotom, Aegislash, and it's after all a Ghost inmunity. He also outspeed pkm like seismitoad or dreadnaw in rain when they are at -1, which is useful sometimes.

About counters, conkeldurr can be problematic as he kills cloyster and Cinccino.
Rotoms are always a problem, as u can't paralyze them.
Ferrothorn with gyro ball is also a problem, difficult to beat.

And about Styles, this team Beats stall pretty easy, same with balance and slow teams, but has some troubles againts hyper offense and trick room(pavijo's one specially, always hard to beat).

The team:
https://pokepast.es/10d4dd393ae80596

Replays ( important to watch in order to learn how to play this correctly):

https://replay.pokemonshowdown.com/gen8ou-1051354857 vs balance

https://replay.pokemonshowdown.com/gen8ou-1050866567 vs storm zone

https://replay.pokemonshowdown.com/gen8ou-1050164307 VS semi stall

https://replay.pokemonshowdown.com/gen8ou-1047450858 cloyster comeback

https://replay.pokemonshowdown.com/gen8ou-1047412649 vs Omari P

https://replay.pokemonshowdown.com/gen8ou-1047326612 Cinccino killing the most viable OU pkm

https://replay.pokemonshowdown.com/gen8ou-1047081017 +10 flinchs in a row



Well I could post 10000 battles but that's enough proof. Enjoy guys, and get ready to get flamed by everyone.
 

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Pretty sure I got smashed by this on ladder (by smashed I mean won until kings rock cinccino flinched my snorlax or something like that).
Cool team for sure. Glad to see it put in work all the way to top 4. Less glad you put this on RMT meaning I'll probably come up against this BS again.

The real broken part is that you don't figure out what the mons do until it's too late. Also galvantula is low-key decent as fuck.
 
Pretty sure I got smashed by this on ladder (by smashed I mean won until kings rock cinccino flinched my snorlax or something like that).
Cool team for sure. Glad to see it put in work all the way to top 4. Less glad you put this on RMT meaning I'll probably come up against this BS again.

The real broken part is that you don't figure out what the mons do until it's too late. Also galvantula is low-key decent as fuck.

I've played againts a lot of people so yeah probably againts u too. I think this team works pretty well because It drives players to the point that they don't play smart. Togekiss' Air Slash + paralyze is like 85% chance, that's broken. Thanks for the reply man, appreciated.
 
How can someone be proud of that?? this requires no talent, no strategy, no intelligence, it's horrible and Smogon should ban king's rock (and serene grace)

but well it's probably cool for kids

Dude it's a meme team that I made for fun. as I said at the start of the rmt I only use showdown to test teams, so idc about elo. I guess u prefer stall or typical boring balance teams that everyone use with 0 effort at teambuilding, but I prefer to make teams with not used strategies and unused Pokemon. Why would them ban something that none uses? Lol
 
How can someone be proud of that?? this requires no talent, no strategy, no intelligence, it's horrible and Smogon should ban king's rock (and serene grace)

but well it's probably cool for kids
If you say no strategy, it involves evety mon spamming status moves and rapid spin.
And it does require strategy for any team, even stall
 
Dude it's a meme team that I made for fun. as I said at the start of the rmt I only use showdown to test teams, so idc about elo. I guess u prefer stall or typical boring balance teams that everyone use with 0 effort at teambuilding, but I prefer to make teams with not used strategies and unused Pokemon. Why would them ban something that none uses? Lol
If you say no strategy, it involves evety mon spamming status moves and rapid spin.
And it does require strategy for any team, even stall
For the record, yes every team style requires strategy and careful teambuilding. When building an actually good stall, it's about choosing which stallbreakers to stop, which to check, and which to just pray you don't run into, because there are just that many. It's not just a matter of throw in 6 walls and you're done. Things like Shedinja Stall and so on exist for a reason. Even HO requires careful consideration of how to break which walls and how to generate setup opportunities and prevent the opponent's couterplay, such as dealing with revenge killers.

But once you get out of the teambuilder, those two tend to be mostly linear. Stall is just a matter of getting the right check in for the right opponent, HO is just a matter of constantly applying pressure and deciding what should break for what.

The real biggest brain playstyle is balance. I don't get why people say balance requires 0 effort somehow. The moment you decide to build a balance team, you accept that you will NOT be able to check every mon defensively due to the lack of teamspace for walls. You also accept you will NOT be able to break everything just by attacking, again, due to lack of teamspace for breakers. So you look for mons that can do both to an acceptable degree. You want mons that wallbreak AND pivot. You want mons that set rocks AND check things AND beat removers. You look for role compression everywhere. This also means balance is the playstyle most reliant on cores and effective teambuilding that efficiently compresses roles between the team and, ofc, covers each other's weaknesses. That's why "not used strategies and unused Pokemon" are almost never found on balance: there simply isn't the space. Same reason balance appears to always have the same mons on it: they are the mons that provide the most role compression possible. This however doesn't mean there isn't room for innovation on balance, just it's harder. And hence balance is the toughest playstyle to actually build for against prepared opposition that has answers to the top threats. As an example, have a look at bro fist's Round 1 SPL team, where he successfully built and used what I would call Hex Spam Balance with Jellicant and Snorlax. The game itself drags on a bit due to Corv having to PP stall Mandibuzz's Roost, but it's a great example of how balance/borderline BO can innovate.
https://replay.pokemonshowdown.com/smogtours-gen8ou-471339
And that's all before you get out the teambuilder.

Actually playing balance is hard. With Stall or HO (or even BO to some degree) you can settle into a defensive or offensive mindset and just focus on that. There is often a 1-to-1 correspondence with the enemy mons and the required plays. On balance you CANNOT afford to settle into an aggressive or defensive mindset. Too aggressive and you lose your breakers too soon, and from there you're playing a bad stall team. Too defensive and you concede too much momentum, making your opponent's game much easier, as there's little risk to predictions. You have to weigh up every turn trying to bring in your breakers safely versus keeping opposing breakers out or walling them. There is often two or three "correct" plays and you have to decide which is the one that is actually required. It's all too easy to miss opportunities to bring in breakers by focussing on walling threats. It's also hard to balance switching between breakers with the need to block the threat that forced the first one out. I can say, as a theorymonner who tries to create his own stuff, balance is HARD. And even past the teambuilder, it's the hardest style to get right in execution. So cut Balance some slack. Rant over.
As for the team, I'm not one to judge, being the guy who runs 2 Zacian-C, 2 Zacian, Ditto and Mega Ray in Nat Dex AG for memes (and it actually works a bunch of times). But TBH, if you're ok with your actual skill being less relevant to the result of the game than the RNG, then sure, go ahead. I've got no problem with that. But I prefer my own teams to have a shot at beating people whatever the RNG says, because my luck is terrible.
 
For the record, yes every team style requires strategy and careful teambuilding. When building an actually good stall, it's about choosing which stallbreakers to stop, which to check, and which to just pray you don't run into, because there are just that many. It's not just a matter of throw in 6 walls and you're done. Things like Shedinja Stall and so on exist for a reason. Even HO requires careful consideration of how to break which walls and how to generate setup opportunities and prevent the opponent's couterplay, such as dealing with revenge killers.

But once you get out of the teambuilder, those two tend to be mostly linear. Stall is just a matter of getting the right check in for the right opponent, HO is just a matter of constantly applying pressure and deciding what should break for what.

The real biggest brain playstyle is balance. I don't get why people say balance requires 0 effort somehow. The moment you decide to build a balance team, you accept that you will NOT be able to check every mon defensively due to the lack of teamspace for walls. You also accept you will NOT be able to break everything just by attacking, again, due to lack of teamspace for breakers. So you look for mons that can do both to an acceptable degree. You want mons that wallbreak AND pivot. You want mons that set rocks AND check things AND beat removers. You look for role compression everywhere. This also means balance is the playstyle most reliant on cores and effective teambuilding that efficiently compresses roles between the team and, ofc, covers each other's weaknesses. That's why "not used strategies and unused Pokemon" are almost never found on balance: there simply isn't the space. Same reason balance appears to always have the same mons on it: they are the mons that provide the most role compression possible. This however doesn't mean there isn't room for innovation on balance, just it's harder. And hence balance is the toughest playstyle to actually build for against prepared opposition that has answers to the top threats. As an example, have a look at bro fist's Round 1 SPL team, where he successfully built and used what I would call Hex Spam Balance with Jellicant and Snorlax. The game itself drags on a bit due to Corv having to PP stall Mandibuzz's Roost, but it's a great example of how balance/borderline BO can innovate.
https://replay.pokemonshowdown.com/smogtours-gen8ou-471339
And that's all before you get out the teambuilder.

Actually playing balance is hard. With Stall or HO (or even BO to some degree) you can settle into a defensive or offensive mindset and just focus on that. There is often a 1-to-1 correspondence with the enemy mons and the required plays. On balance you CANNOT afford to settle into an aggressive or defensive mindset. Too aggressive and you lose your breakers too soon, and from there you're playing a bad stall team. Too defensive and you concede too much momentum, making your opponent's game much easier, as there's little risk to predictions. You have to weigh up every turn trying to bring in your breakers safely versus keeping opposing breakers out or walling them. There is often two or three "correct" plays and you have to decide which is the one that is actually required. It's all too easy to miss opportunities to bring in breakers by focussing on walling threats. It's also hard to balance switching between breakers with the need to block the threat that forced the first one out. I can say, as a theorymonner who tries to create his own stuff, balance is HARD. And even past the teambuilder, it's the hardest style to get right in execution. So cut Balance some slack. Rant over.
As for the team, I'm not one to judge, being the guy who runs 2 Zacian-C, 2 Zacian, Ditto and Mega Ray in Nat Dex AG for memes (and it actually works a bunch of times). But TBH, if you're ok with your actual skill being less relevant to the result of the game than the RNG, then sure, go ahead. I've got no problem with that. But I prefer my own teams to have a shot at beating people whatever the RNG says, because my luck is terrible.
I'm just using tthis as a meme and going past the 1500s.
 
This team is fucking hilarious. It's hilarious watching the flinch animation activate for the fifth time in a row, hilarious reading your raging opponent's insults as you hit em with a "gg ez", hilarious as you feel your soul slowly being consumed by satan as you click thunder wave for the sixth time...

What's most hilarious is that this is the only team I've been getting consistent results with in a very long time. Nice build, definitely will have it stored in my teams-to-make-them-rage archive.
 
This team is fucking hilarious. It's hilarious watching the flinch animation activate for the fifth time in a row, hilarious reading your raging opponent's insults as you hit em with a "gg ez", hilarious as you feel your soul slowly being consumed by satan as you click thunder wave for the sixth time...

What's most hilarious is that this is the only team I've been getting consistent results with in a very long time. Nice build, definitely will have it stored in my teams-to-make-them-rage archive.

You definetly understood the point of the team hahaha, glad u are enjoying It =^}
 
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