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Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
First of all, huge congratulations to Sacri' for his NU Open victory, and congratulations to Ice Tea and Omfuga for their impressive runs as well, making it to the final round.
With the open now over, feel free to post any teams/sets/ideas that you would like to share. Any and all input is appreciated! My NU open run didn't last very long so I don't have much to share, but I'm sure you all have lots of unique ideas that succeeded throughout the tournament.
only gonna reveal some stuff bc idk what i might want to use in slam playoffs :p
Malamar @ Choice Scarf
Ability: Contrary
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Superpower
- Destiny Bond
- Rock Slide
When i made a team around this i named it "scarf malamar is cool ig" and it did surprisingly ok in a decent amount of matches. I tested vs TTFTW and lured a charizard turn 1 which was cool, but later choked the end game but we dont talk about that. If u want an idea to build around i paired this with hariyama bc i could lure scyther/zard and stuff and lilligant bc i later put eq on yama bc eff garb
So we all know Scyther is good, but that it is walled by every rock or steel type known to man. Using a Kanga set i stole from my beautiful friend Teddeh, it allowed me to rip apart teams with Scyther bc i could lure the normal resist almost guaranteed. Only downside is once the cat is out of the bag, you kinda have to rely on another way to wear down scyther's counters. This combo helped me beat realistic waters in a g3 which was clutch so i strongly support this core if u want to try smth that is both fun and good.
Hitmonchan @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rapid Spin
- Ice Punch
I thought of this set one day when i was finishing a team and needed a dark resist and speed. Just priority alone wasnt enough so i figured i'd give scarf a try. It's surprisingly good bc surprise factor is so amazing. The theme with all of these sets is that surprise factor in a game can easily sway momentum in your favor giving u an edge with which u wouldnt have had otherwise. i guess it's a little gimmicky but i like it :p
ok that's all for now, maybe ill add smth else when my slam run ends
sing (Audino-Mega) @ Audinite
Ability: Regenerator
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Fire Blast
- Surf
mcknight (Primeape) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake
Evan. helped me fix up this build a bit. i thought jumpluff was a pretty cool mon to build around since fast sleep powder + uturn + decent attacking stabs (its piss weak but it checks a good amount of stuff in this meta) and it had a nice design so you know i hopped on tht train. i added specs sprit since it breaks down pretty much every defensive core and is in general one of the best balance breakers in the tier. rhydon is jus a splooshable srer and sd makes it a lot easier for the team to deal with crodino. skunk checks ghosts / psychics etc etc and offensive dino is a cool slot here cause u check certain offensive threats especially ice types which are annoying as fuck to deal with since theres no resist and the coverage helps pluff / ape clean up. scarf ape is an interesting mon to have but since i have no prio on this team its nice as a rker. playing around offensive waters is a fuckin bitch but other than that this is a cool team
hankie (Mantine) @ Leftovers
Ability: Water Absorb
EVs: 8 HP / 248 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Toxic
- Scald
- Air Slash
lulu (Lanturn) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Protect
duking (Tauros) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Fire Blast
- Zen Headbutt
- Earthquake
sprrrrray (Steelix) @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 104 SpD / 24 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic
new k (Primeape) @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- U-turn
- Earthquake
i went into detail onto this subject in the vr thread but sub tox mantine is mad noice rn. i hate stacking types on literally any team in any tier but mantine + lanturn compliment each other nicely. the rest of the team is pretty self explanatory - band ape + bull pressure a lot of builds rn and capitalize on mantine fucking up stuff like mush and other fat set up mons. you can put uturn on xatu over cm probably if u want to keep up the momentum but i like cm better in this meta
bday (Musharna) @ Leftovers
Ability: Synchronize
EVs: 240 HP / 172 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Moonlight
- Baton Pass
wat's wrong (Magmortar) @ Expert Belt
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake
free lunch (Rhydon) @ Eviolite
Ability: Rock Head
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn
built this for sw to use vs ciele cause a lot of the builds he used struggled vs cmpass. nothing too special about this but mag and ludi are already annoying enough for balance to switch into as is and boosted rotom fucks up offense big time lol. you can go flame charge over eq if you want on mag but weakening lanturn is more useful imo because there are rarely any situations where u can actually get the speed boost safely
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dark Void
- Stealth Rock
- Spikes
- Explosion
out of all the teams i gave out to people this one probably achieved the best results. as long as you can get one hazard up you should be good to go. against more defensive teams you usually gotta predict like crazy but you can probably beat any matchup if you play perfectly. and don't lead smeargle versus xatu teams
my personal favorite, would've been undefeated for me if not for hax. pretty standard hazard stacking with barbaracle and sd lum shiftry as the sweepers. they complement each other very well and will usually break down the opposing team enough for scarf jynx to clean
i handed out a lot more teams but these two were the best ones in my opinion and i'm too lazy to post the rest so bop
I have got some stuff to show you guys, building in NU is wayy more fun that I expected. I basically used a bunch of offensive teams HJAD passed me until R4 where I decided to actually try (I already knew winning the open was my only way to reach playoffs at that point)
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Drain Punch
- Bulk Up
- Knock Off
- Mach Punch
Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ground]
- Reflect Type
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 96 SpD / 160 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Scald
- Hidden Power [Grass]
- Ice Beam
Probably my favorite team I made this open, it won every single time I brought it, each time in the third game of the series from r4 to semis. I've always wanted to try using Haunter because of how threatening it looked as a wallbreaker, Shadowtags told me that Reflect Type was actually a fun last slot so I decided to try it out. The team is overall pretty standard, Gurdurr is just really good right now, with Healing Wish support it has the potential to put a ton of work every single game.
Built this for soulgazer, Pyroar + Rotom always seemed to put work versus him, Piloswine is always really annoying for his usual type of offensive teams so I went with that as well. The rest is relatively straightforward, Physical Skuntank because I like the utility in Pursuit much more than everything the special set can bring.
Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic
Made this for sand1234 because he seemed to be always ice weak and he used Zard several times so I though Scarf Abo w/ rock slide would be fun to catch him off guard. Ended up not using it but It worked well in test and I like it so yeah.
Pyroar @ Life Orb
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Hyper Voice
- Will-O-Wisp
- Hidden Power [Grass]
Made this one for the finals, I loved the idea of SD 3 Atks Scyther because Knock off is always great to wear down Scythers usual checks & also like the fact that you're not forced to switch and lose the boost which makes roost not as necessary. Both of my oppos seemed to be pretty weak to it, then I just built around it, I made up the mesprit set, Mind Plate allows to drop strong psychics, i liked sr mesprit versus the both of them because they seemed to rely on hitmonchan to remove hazards quite a bit. Ice beam is used so Xatu cant prevent rocks which is always great as well. Pyroar again because I just love how reliable that mon is as a wallbreaker without being dead weight vs offensive teams thanks to its cool speed tier.
ok wait hold up a minute are you seriously using rivalry pyroar and if so can you justify that and tell me why that should ever be used, especially when you are having showdown decide the gender and relying on 50/50s in teambuilder in order to win games.
also if that was a teambuilder idk what would be more embarrassing, you purposefully using rivalry or the fact you didnt catch it in any game that you used the teams in
Yh I never noticed, Rivalry has literally never done anything, so I woulnt say I was "relying on it" to win. In the games I played unerve would have been just as uselless in any case. Thanks for catching that up I guess?