Tournament Post UUPL VI Team / Set Dump

rs

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fun season, obviously not the way we wanted to go out, but I'm proud of our squad. Just gonna drop my squads for SM (5-2 ovr) here since I'm glad how they turned out and performed.

Week 1 vs Sacri' (W)

1ST QUARTER (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

MY LAST (Sharpedo) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Psychic Fangs
- Ice Fang
- Protect

ARIES (Latias) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Healing Wish
- Trick

I DO IT (Gengar) @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond

SLIGHT WORK (Cobalion) @ Rocky Helmet
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head

GUAP (Serperior) @ Normalium Z
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Hyper Beam
- Glare

Looking at Sacri's SPL teams, he always had an extreme weakness to Spikes + Shark, or just standard Spikes HO, so that's exactly what I built and brought. From team preview it looked like Suicune was gonna be an issue, especially if it got a CM up before Serp came in, and Aggron as well since it's relatively hard to break on offense with one mon its own, especially if its Curse (which it was). I'm not sure what the Suicune set was (SubRoar maybe?), but it turned out be a non-issue in the end anyway. But anyways I'm glad w/ how this team turned out, also Big Sean nicks never lose, so who was really worried anyway? :blobuwu:

Week 2 vs Serpi (W)

MOTIV8 (Breloom) @ Life Orb
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance

KOD (Scizor) @ Choice Band
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit

ATM (Slowbro-Mega) @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 216 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Ice Beam
- Slack Off

PHOTOGRAPH (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Defog
- U-turn

ONCE AN ADDICT (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 12 Def / 236 SpD / 16 Spe
Careful Nature
- Earthquake
- Roost
- Stealth Rock
- U-turn

WINDOW PAIN (Doublade) @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Sacred Sword
- Shadow Sneak
- Swords Dance

I didn't have much data on this dude + Amoonguss left, so I just decided to build some Breloom Bulky Offense. Going into the game, I knew I was gonna be weak to Serperior or Manectric, but I didn't expect him to bring both, so I was kinda in a tough position from turn 1. The freeze on Serp obviously helped, but I knew I was already in a really good position from neutralizing Krook (sleep) and Empoleon way earlier than I expected, so I don't think the freeze affected the outcome overall. Gyro Doublade is still good btw!

Week 3 vs Cynde (L)

WINS & LOSSES (Kyurem) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Hidden Power [Fire]
- Substitute
- Roost

MONSTER (Aerodactyl-Mega) @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Ice Fang
- Earthquake
- Stone Edge

PRAY FOR EM (Scizor) @ Leftovers
Ability: Technician
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost

DREAMS&NIGHTMARES (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 72 Def / 176 SpD / 16 Spe
Careful Nature
- Earthquake
- Roost
- U-turn
- Stealth Rock

GLOW UP (Celebi) @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Psychic
- Earth Power

BURN (Tentacruel) @ Black Sludge
Ability: Liquid Ooze
EVs: 204 HP / 160 Def / 8 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic Spikes
- Scald
- Sludge Wave

I don't have much to say about this week, I knew Cynde was gonna bring some dumb shit and he did LOL. I messed up a lot vs the Aggron and Lati early game and it put me in a tough position. But in hindsight, I still could've won and choked by not PP stalling the Latias out of Psychic instead of forcing a 50/50 with Moonblast and Endeavor on the Whims. Classic Shiba pulling a Shiba by choking and losing to a bad mon tho:psygrump:

Week 4 vs Poek (L) he didn't save replay sry

WASSUP (Shaymin) @ Normalium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Seed Flare
- Hidden Power [Fire]
- Dazzling Gleam

OVERNIGHT (Aerodactyl-Mega) @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Ice Fang
- Earthquake
- Roost

ALRIGHT (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Heal Bell
- Roost
- Air Slash

MAN OF THE YEAR (Cobalion) @ Chople Berry
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head

FLEXICUTION (Scizor) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Quick Attack
- Bullet Punch
- Superpower

5AM (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Fire Fang

Brought Celebrate Shaymin since the week before literally 3/4 Monsters players brought Moltres so I thought, "wow they won't bring Moltres like that again!", but Poek brought the Moltres :blobsad:. Kinda hard to comment on the game since no replay, but it was basically just Aero switching repeatedly into Specs Moltres and Roosting and trying to keep Rocks on his side of the field without any removal of my own. Close game overall though.

Week 5 vs meeps (W)

ANTIDOTE (Gliscor)

GOOSEBUMPS (Klefki)

DON'T PLAY (Tsareena)

WONDERFUL (Jellicent)

BUTTERFLY EFFECT (Hydreigon)

WATCH (Nihilego)

Didn't have much time this week if I remember so I just used an already proven team for Meepsman. From team preview it was a pretty even matchup, I was pretty weak to Aero and he was pretty weak to Tsareena so long as I kept rocks up for a potential Flame Body Molt (it wasn't though). Turning point was at Turn 19 where I caught his Hippo with Tsareena and that opened up the game for the rest of my squad. Glad I tried this squad out though, Tsareena and Nihilego are really good and should get more usage. also not pasting full team since its not mine sry

Week 6 vs Bushtush (W)

GOD'S PLAN (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Protect
- Scald
- Substitute

GYALCHESTER (Kyurem) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Hidden Power [Fire]
- Substitute
- Roost

OVER (Tentacruel) @ Black Sludge
Ability: Liquid Ooze
EVs: 204 HP / 160 Def / 8 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic Spikes
- Scald
- Sludge Wave

DIAMONDS DANCING (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Heal Bell
- Air Slash
- Roost

CHILDS PLAY (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge

6 MAN (Aggron) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Fire Punch
- Stealth Rock
- Earthquake

Brought some cool Double Sub/Pressure stall squad that I built for Tushman. Can't really say I'm proud of the game since it went to timer but once Suicune or Kyurem got a Sub up he couldn't really do anything vs either of them. Still proud of the team though since it's one of the better ones I built over the season. Also still sorry bush my team needed it :(

Semis vs BlackOblivion (W)

WHITE SAND (Kyurem) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Hidden Power [Fire]
- Substitute
- Roost

BAD BITCHES ONLY (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Toxic
- Seismic Toss

SLIPPERY (Tentacruel) @ Black Sludge
Ability: Liquid Ooze
EVs: 204 HP / 160 Def / 8 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic Spikes
- Scald
- Sludge Wave

FIGHT NIGHT (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Fire Fang

GUCCI ON MY (Latias) @ Dragonium Z
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Calm Mind
- Recover

VERSACE (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Substitute
- Scald

Sacri dodged and I heard Sage was building for 4-0 BO so I brought a similar team as W6 since a lot of Sage's builds got exposed by either of the pressure mons, so just brought both again. Blissey was actually a perfect fit for this team since it walled half his team, surprisingly LOL. The only things I had to worry about were the Loom switches (which Lati had to recover on 30x) and the Toxic Volc, since I wasn't actually running Heal Bell on my Bliss. All in all, glad with how this team turned out also Adaam the team didn't need Ice Beam cune trust...

pls dont use my own teams vs me in open thx :psycry:

Also small shouts but thanks for the fun season @ all Smashers and moral supporters in the chat. Special shouts to Pak and HT for being exceptional partners in crime another year w/ me, love u both
 
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Freeroamer

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Week 4 vs TDK



Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Ice Fang
- Pursuit
- Roost

Tsareena @ Choice Band
Ability: Queenly Majesty
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- High Jump Kick
- Knock Off
- U-turn

Infernape @ Fightinium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Grass Knot
- Nasty Plot

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roar
- Defog

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Ice Beam
- Healing Wish

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Ice Beam
- Stealth Rock


I wasn't going to share anything here initially because I wanted to save stuff for open, but I was pretty happy with this win coming vs a player I respect a lot on my UUPL debut so why not. In prep beforehand we were pretty confident that given the way monsters had been using their teams so far, at least one of us would be getting stalled and with me starting my first game this week, it'd probably be me. Nasty Plot Infernape has always been my favourite anti-stall measure, as with this set especially it's extremely difficult for bulkier teams to respond to and in general it's something I would like to see people use more, as I think it's really underappreciated as of right now. Scarf sets are ok at doing what they do I guess, but they often feel forced to U-Turn and as a Scizor check, are often too weakened by the endgame to properly function. Vacuum Wave over G Knot is cool too, probably means you're looking to sweep rather than break but that's fine if that's what you require. The rest of this team is fairly standard, with Pursuit Aero functioning as the mandatory (imo anyway) Pursuit trapper alongside NP Ape, with everything else just filling in holes. Only other thing to note is Ice Beam Pert which I wouldn't normally use but the stall they'd been using relied on Defog Gliscor as the only removal, so I took the risk and put it on here which paid out big time in the game. The duo of CB Tsar plus NP Ape backed up by Healing Wish should give you a shot in any stall matchup.

As for the actual game there isn't really a lot to say, both of us just pivot around and play pretty standard stuff for the first few turns, I take a risk with Tsar but luckily don't get burnt. I get Ape vs Regi but TDK plays ballsy with Aero to shut that down but that still works out for me as I get SR and force out Gliscor at relatively low health. From here it's just Tsar chipping everything to allow Ape to win in the lategame. At this point I just want to say thanks to the smashers for picking me up and giving me a chance, hope I was worth it, amazing group of lads. Let's see a smasher as the open champ alrdy
 
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Sage

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Gonna get some of my stuff out now too. I didn't play too well in SM, but I did have some good success in GSC and build some successful teams for BO as Shiba said (who also cteamed me perfectly, heck). Here's mostly some GSC teams w a cool SM thing or two.

Week 4 vs Lavos

BOOGIE (Electrode) @ Leftovers
- Reflect
- Thunderbolt
- Explosion
- Thunder Wave

ZIPPER (Scyther) @ Leftovers
IVs: 14 HP / 24 Atk
- Swords Dance
- Baton Pass
- Wing Attack
- Hidden Power [Ground]

ALASKA (Politoed) @ Leftovers
- Surf
- Growth
- Amnesia
- Rest

SISTER/NATION (Nidoqueen) @ Leftovers
- Lovely Kiss
- Earthquake
- Thunder
- Fire Blast

RENTAL (Girafarig) @ Leftovers
- Agility
- Amnesia
- Baton Pass
- Psychic

TEAM (Quagsire) @ Leftovers
IVs: 22 HP / 26 Atk / 24 Def
- Earthquake
- Hidden Power [Rock]
- Belly Drum
- Rest

Wanted to try Baton Pass out in one of the few tiers where it's legal (and not unhealthy imo!), so I cooked up this little squad. Unfortunately Lavos haxed the shit out of me (still love u) and I didn't get to show off it's potential, but here's the team. Lead Electrode is a great BP lead since it can setup a screen or two and then either go to your Girafarig or Boom. Giraffe is an awesome dual Passer, getting up both Agility and Amnesia and having SE STAB on queen. Under Reflect it's basically impossible to stop the initial pass without Roar or a crit. Queen because Lovely Kiss gives me free turns and it's broken, I think it's an underrated pass target for cleaning as well. Politoed was win con #1 running a cool Growth Amnesia set that can turn Electrics into setup bait and eases strain on Girafarig since it only needs to get speed to Toed. Quagsire is win con #2, being imo best BD user in the tier and very hard to stop once boosts are passed. Scyther is mostly a filler, but having a late game passer to Queen / sweeping itself works on the team. I can probably find something that fits better in this slot though. Roar users are tough (Piloswine and Blastoise mainly), but once you force them to rest you can go directly into Politoed or Quagsire respectively and try and brute force your way through.

Semifinals vs Bomber

Time2 (Kadabra)
- Psychic
- Thunder Punch
- Thief
- Recover

D.R.E.A.M (Lanturn) @ Leftovers
- Surf
- Thunderbolt
- Thunder Wave
- Rest

Damage (Pinsir) @ Leftovers
IVs: 26 Atk / 26 Def
- Swords Dance
- Hidden Power [Bug]
- Double-Edge
- Submission

The Jungle (Granbull) @ Leftovers
- Return
- Heal Bell
- Rest
- Sleep Talk

Sidefx (Nidoqueen) @ Leftovers
- Lovely Kiss
- Earthquake
- Thunder
- Fire Blast

Bad MF (Crobat) @ Leftovers
IVs: 14 HP / 24 Atk
- Haze
- Wing Attack
- Giga Drain
- Rest

Built this fun number for Bomber. Lanturn had only been used once so far the entire tour and had a great MU with a lot of things he liked using (Gyarados, Kabutops). Crobat was a neat Pokemon I had wanted to use that does very well vs the Bug sweepers, with Giga Drain as a cool tech to lure Kabutops (you 2hko and avoid Ancient Power 2hko). Went with heal bell bull to support my tanks in Lanturn / Crobat since none of them had room for Sleep Talk. Nidoqueen is a shoe in, great mon yada yada. I spent like an hour debating Kadabra vs Haunter in the lead slot, which was about either anti leading qwilfish better or having a non Haze answer to Curse bull. I ended up going Kadabra, which at first I thought worked wonderful, but revealing Granbull made me spooked as fuck. Lanturn did fantastic, spreading para and giving my Pinsir a chance (the crit on his Primeape was about an 80% roll in my favor factoring in Para so not a huge deal). I managed to beat his Granbull by basically saccing my own bull and Crobat to force it to rest later and give me a chance with my Special Attackers to fish for crits (or in Kadabra's case straight up 3hko it). Luckily for me it wasn't sleep talk, as that probably would have won. Team did as well as it could have esp in a tough matchup, Haunter would have made things way easier.


Finals vs Kaori

Reborn (Slowbro) @ Leftovers
- Surf
- Psychic
- Rest
- Sleep Talk

Cudi Montage (Qwilfish) @ Leftovers
- Spikes
- Hydro Pump
- Sludge Bomb
- Haze

Kids See Ghosts (Gligar) @ Leftovers
- Earthquake
- Wing Attack
- Rest
- Counter

Feel the Love (Chansey) @ Leftovers
- Curse
- Double-Edge
- Soft-Boiled
- Heal Bell

Fire (Nidoqueen) @ Leftovers
- Moonlight
- Earthquake
- Thunder
- Fire Blast

4th Dimension (Magneton) @ Leftovers
IVs: 14 HP / 28 Atk / 26 Def
- Substitute
- Reflect
- Thunderbolt
- Hidden Power [Water]

For finals I went a different direction than most of my teams, Lavos advised me to build fat as i'd mostly skewed towards more offensive builds. I had somehow avoided using Qwilfish the entire tournament, so I wasn't expecting Blastoise or anything like that and felt safe using it. Spikes are almost mandatory for pretty passive builds like this and I love Haze mons in general as general catchalls to Curse users and even emergency SD checks. Gligar was something that should have gotten more usage in the tour since everyone and their mother (including myself) was running Fire Blast queen, and Gligar handles that extremely well as soon as you scout no Ice Beam. Counter also can surprise people (see Kaori's Pinsir vs my Gligar), since rest talk would probably be the standard (if it has one tbh). Queen because its broken, Moonlight because the team was fat. Wanted a heal bell user for Gligar, could use some help with strong specials / electrics so Chansey fit perfectly, I love curse to let it check queen better and serve as a really really slow win con in lategame. Magneton to give a normal resist, I had no need for T wave so I threw reflect on (sub protect doesn't work in GSC to my dismay). Mag was also something I hadn't used and it performed great. Slowbro fit as the Rest Talk user, leading it was an awful choice in hindsight but i wanted something that threatened Qwilfish (probably should have gone magneton). The team pretty much performed optimally, Kaori played a great game, luckily I had Magneton for Wigglytuff and Reflect helped buffer vs Queen as I intended. Counter nailed their Pinsir (would have lost if they SD'd so
:psynervous:

That's that with GSC, moving to just one or two SM things I thought were neat.


Mienshao @ Choice Scarf
Ability: Reckless
EVs: 212 Atk / 44 Def / 52 SpA / 200 Spe
Naive Nature
- High Jump Kick
- Knock Off
- Hidden Power [Ice]
- U-turn

I think Mienshao has some potential to solidify a niche for itself, it has a rare combination of power and Speed that lets it function as both a wallbreaker and a revenge killer which is pretty dope. HJK is strong as fuck with Reckless, 2hkoing Magg when something like Scarf Ape has 0 chance in doing that, Knock Off is great to have on a scarfer, HP Ice with this spread 2hkoes Max HP 200 SpD Gliscor, and U-turn for pivoting. Defense Evs guarantee living CB scizor BP from full (you have high roll to kill with rocks, relatively plausible scenario), If you want to hit a little harder you can move it back into Attack but I find that a nice benchmark to hit. 200 Speed beats Scarf Hydreigon and there's nothing else to hit. Obviously Shao has a number of huge weaknesses, having like negative defensive utility being the main one, but when built around I think it could function decently. We had to change the team this was on to a Scarfer that could check MMane, so it sadly wasn't used.


Volcanion @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Flamethrower
- Steam Eruption

This is a cool guy, really messes up lots of Bulky Waters trying to pivot in to Choice sets, as well as wearing down Scarf Dragons even more quickly. Speed for Ada Scizor so you don't get nuked before attacking, max SpA rest in bulk, pretty simple but effective. Great at breaking balance cores, and can even surprise stuff like Vincune preparing to stall you out. Flamethrower for accuracy + PP but ig if you find calcs that are lacking Fire Blast could be plausible, I wouldn't recommend it. Protect is also a fine choice over Substitute if you want to improve the MU vs offense instead of vs fat.

That's about all I've got, thanks for picking me up Battle Girls it was gr8

s/o EviGaro for not using any of the teams i built for her unless im forgetting one (probably a good thing you didn't tho LOL u kick ass <3)
 

Eyan

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Just posting some stuff I used or thought of. Anyone who knows me would know how I kinda just cycle through ideas until something clicks and then build multiple versions of it

before azu ban:
after azu ban:
This was my week 1 team against Sun. My original plan was to make use a CM Ice Beam Suicune to mess with stuff like Amoonguss (which was around at the time), Breloom, and deal a lot to Latias and Hydreigon as well. As I continued building, I found it hard to cover all as many threats as I wanted with the few slots I had left. I even had about 6 versions of that one Suicune build, but there was always an issue of being too weak to Mega Manectric VoltTurn or having no proper answer to Pokemon like Hydreigon. Taking on opposing bulky Water-types was a pain for variants that could handle both. After cycling through, I stumbled upon Toxicroak, a Pokemon that was not utilised and all and could be fun in an Azumarill meta, so I scrapped all the rest and went with that. Ironically, the final team was pretty annoyed by Amoonguss that I originally wanted to lure as well as opposing Azumarill (I was prepared to trade my own Azumarill for it). The rest of the team pretty much fell in place from there. After Azumarill got banned, I replaced it with Specs Primarina and the team still functions just fine. Not a fan of my Fairy resist being Doublade though. Below are some of the scrapped versions for those curious. They obviously have some huge flaw(s) and aren't polished or I would have used them.





This was my week 2 team. From the start, I knew that I wanted to use some form of hard-hitting Rock-type, so my options were limited to Hone Claws Mega Aerodactyl and Terrakion. Hone Claws Aerodactyl was pretty annoying to get working, and I felt that Mega Slowbro was criminally underused, no pun intended, so I went with that Slowbro Terrakion core. I opted for this Slowbro set over something like Calm Mind since I mainly wanted it as a pivot that took on Gliscor and could cripple stuff like Latias properly. On hindsight, Thunder Wave might have been a smart move here over Toxic, but yea. The Togekiss set came from the Scizor weakness still being too scary. Most Flamethrower Togekiss's with Babiri tend to be bulkier with Defog but I wanted to capitalise on taking that extra hit by taking out Steel-types that would impede Terrakion, such as Cobalion. I had other versions for this too, but I deleted them all.

version 1:
version 2:
My week 4 team against blunder. I wanted to make use of Mega Altaria + Snorlax, which is always a solid core. The Snorlax spread has something to do with taking on Specs Primarina and Calm Mind Latias. The biggest issue with it was that because I wanted to use the RestTalk set instead of Recycle, which carried Fire Punch, Scizor became a huge threat. Reliable Scizor answers to all sets are very thin in the tier, but I needed one so I decided to roll with Rocky Helmet defensive Infernape. It takes Bullet Punch with ease and is able to Slack Off to recover damage from U-turn. The EVs were enough to outspeed up to Heracross, which looked scary as well. The rest of the team pretty much fell into place on its own to be honest. Scarf Nidoking isn't too common but the speed control was definitely mandatory on this team, and it gave me a free slot for Sleep Talk for taking on Breloom in a pinch, provided you don't roll Earth Power. Looking at the team's structure, it was also not hard to bluff Life Orb Nidoking + Scarf Infernape. Speaking of that, that just happened to be the other variant of the team I made, with Recycle Lax over RestTalk in order to better deal with Scizor without defensive Infernape.
: pretty much similar with Charcoal Moltres over Infernape, utilising Will-o-Wisp to potentially catch Aerodactyl coming in.


I'd have more teams, but those were the ones involved in the weeks I played. I had something planned for week 6 if I didn't get the act win, but I'd rather keep those under wraps for now as a surprise while open is approaching. Among the teams I posted, though, the few sets below are the ones I liked the most.


Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Protect

Terrakion has been slowly picking up a ton of steam ever since it was released back into the tier, even though it was dissed pretty hard for a while due to the presence of stuff like Azumarill, Breloom, and Scizor. This set was inspired by col49 to let Terrakion scout against Choice Band Scizor, Azumarill (rip), and scarfers like Latias and Hydreigon. On my team, it worked extremely well with a pivot in Slowbro, since the latter could take those strong priority moves well. I've also run Protect + 3 attacks Nihilego on some teams, which worked very well for similar reasons, along with scouting for Pursuit by foes like Krookodile.


Suicune @ Leftovers
Ability: Pressure
EVs:
IVs: 0 Atk
- Substitute
- Toxic
- Scald
- Calm Mind

I used this Suicune set in week 3 of UUPL against Pak in ORAS (courtesy of Cynde ). The idea was to exploit a lot of Pak's love for Pokemon like Slowking and Mandibuzz (to an extent, it was a pain for Leaf Storm Roserade as well but VinCune would've done the same thing). In the actual game, his Calm Mind Florges scared it out, but he also played well, for the most part, to keep it from rampaging through his team. Overall, though, I'd say what this set is capable of doing was still showcased well. Would've been nicer if we both didn't get seizures towards the end, but yeah. After a while, I started thinking about the viability of this set in SM as well, and after some inspiration from SilvioGuacamole , it really does seem to be the case, pressuring very common fat builds in the current meta. I left the nature and EVs blank intentionally just because this is super customisable depending on the meta.

thanks DrReuniclus for drafting me btw, whoever else that tried to, and the rest of my team; you guys were chill as hell. I didn't perform as well as I had hoped, but ironically going 0-3 initially mellowed out a lot of my confidence issues. see you guys next year! :psyglad:
 

Pak

vortex
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ORAS
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Hoopa @ Leftovers
Ability: Magician
EVs: 4 Def / 224 SpA / 36 SpD / 244 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Substitute
- Nasty Plot

https://replay.pokemonshowdown.com/smogtours-gen6uu-375646 vs dingbat
https://replay.pokemonshowdown.com/smogtours-gen6uu-380425 vs rodri

This is a mon I spent a lot of time theorizing and ngl I'm kind of disappointed it didn't do a whole lot in either matchup, playing a decent role in the endgame against dingbat and being Pursuit trapped right away against rodri. As for the set itself, originally I wanted something that could really take advantage of bulky psychics and potentially destroy some sylv balances that rely on it to stomach pretty much all special hits. Unfortunately, I realized these four moves were all an absolute must so fitting Psychic STAB wasn't an option, preventing it from being a flame offensive check to nidos or good Conk revenge killer. Shadow Ball + Focus Blast is simply the best 2-move coverage for what this set aims to accomplish. Nasty Plot is obviously so you can boost alongside Reuniclus and Cresselia while actually threatening Sylveon. Sub lets you avoid Pursuit which is absolutely huge given Mega Aerodactyl's continued rise along with Krook's constant presence, but it also lets you abuse passive stuff like Milotic, Blissey, and Knock-Offless Tentacruel. Its other purpose is easing prediction around Krookodile/Hydreigon hard switching in, forcing something to eat a strong hit. It's also worth noting if Sylveon comes in as you sub from full HP, you can Nasty Plot up, 2HKO them with Shadow Ball, and then you suddenly have a +2 Hoopa behind a sub since Hyper Voice doesn't break and you eat those for days because your sp def is fire. But yeah, worked better in theory than the actual games. Hoopa is pretty flawed, mainly because of Pursuit existing, but it has a lot of potential if used correctly.
0 SpA Milotic Scald vs. 0 HP / 36 SpD Hoopa: 67-79 (22.2 - 26.2%) -- possible 5HKO after Leftovers recovery (pretty much the best roll you can reasonably get)

0 SpA Suicune Scald vs. 0 HP / 36 SpD Hoopa: 61-73 (20.2 - 24.2%) -- possible 6HKO after Leftovers recovery

0 Atk burned Gligar Earthquake vs. 0 HP / 4 Def Hoopa: 63-75 (20.9 - 24.9%) -- possible 5HKO after Leftovers recovery (yes this mattered in a test)

224 SpA Hoopa Focus Blast vs. 0 HP / 0 SpD Krookodile: 384-452 (116 - 136.5%) -- guaranteed OHKO

224 SpA Hoopa Focus Blast vs. 0 HP / 0 SpD Hydreigon: 312-368 (96 - 113.2%) -- 75% chance to OHKO (slightly worse roll but worth)

creeps non +speed base 80s

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Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Zen Headbutt
- Swords Dance

https://replay.pokemonshowdown.com/smogtours-gen6uu-378793 vs sam

This isn't too "out there" but I've been defaulting to it a lot lately. Cobalion is one of those mons that occasionally has a ridiculously free moveslot that isn't needed for any particular purpose so I've been experimenting with some of its options in that slot like X-Scissor, Toxic, Taunt, and ofc Zen Headbutt. Zen just does some cool stuff like having a good chance to OHKO most Nidoqueen at +2 after rocks, beating Tentacruel which is usually its go-to check on balance teams, and keeping Haze Bat honest, as it does enough to force it to keep roosting. In the game above it lets me OHKO Toxicroak too, which helped me seal up that game more convincingly. I'd say Zen Headbutt is definitely one of Cobalion's better options in that moveslot but I don't think I've ever seen it for whatever reason.

SM

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Rotom-Mow @ Grassium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Hidden Power [Fire]
- Thunder Wave

http://replay.pokemonshowdown.com/smogtours-gen7uu-380601 Zukushiku vs King UU

I'll try to keep this quick since I need to go to work fairly soon, but when I was building for big Zukushiku in semis, TWave Rotom-C is something Cynde suggested that I've come to like a lot. It slows down common switch-ins like Latias, Hydreigon, and Serperior, essentially neutralizing their offensive capabilities by allowing slower hard hitters to move first (in this case Nidoking and Primarina). As for the rest of the set, it's always really customizable on Rotom forms but I wanted a way of punishing Gliscor and also revenge killing Scizor when healthy so this was the best option. Unfortunately it only caught Cobalion in the actual game, but I've used it a good amount since then and it's definitely worth a moveslot at times.
 
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I'm posting my team vs Bro Fist for finals because the more ADV teams the better, and because the Kang set I used was really effective and I want to share it.

Finals vs Bro Fist

Electrode @ Lum Berry
Ability: Static
EVs: 160 Atk / 252 SpA / 96 Spe
Mild Nature
- Explosion
- Hidden Power [Ice]
- Thunderbolt
- Toxic

Electabuzz @ Leftovers
Ability: Static
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Ice Punch
- Thunderbolt
- Hidden Power [Grass]
- Substitute

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Brick Break
- Hidden Power [Ghost]

Omastar @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 234 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Spikes
- Toxic
- Protect
- Surf

Gligar @ Choice Band
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Flying]
- Quick Attack
- Iron Tail

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 252 HP / 104 Atk / 4 Def / 88 SpD / 60 Spe
Adamant Nature
- Rest
- Double-Edge
- Earthquake
- Shadow Ball


The big takeaway here - regardless if you're looking to get into ADV UU or currently play it and wants some teambuilding juice - is that double electric offense is really really good. Electabuzz on its own usually pressures teams quite well. Adding Spikes and Electrode to that equation to help increase pressure on the things that switch in on Electabuzz well. Hypno, Vileplume w/ SpD investment, SpD Kang, Lanturn, and Ampharos will quickly find themselves worn down having to try and handle this core throughout a match. Having the ability to explode on any of these aforementioned threats only makes life easier for Electabuzz. Lum Electrode is really good at throwing at Toxics too by the way. It pressures a lot of common users with either Thunderbolt or Explosion. Really neat set that heysup was pretty high on, and it really shined during testing leading up to the match..

Originally this was a heysup team with Misdreavus + Hypno over Gligar + Kangaskhan: I felt I needed to put more pressure on things like Lanturn, Ampharos, and Vileplume, should Bro Fist be bringing any of them (fwiw, SunnyBeam Plume wasn't on my radar at the time). The original variant and my initial variant with Gligar > Missy struggled against pretty much every Ghost-type not named Sableye. It didn't help how passive Hypno was either: I found it was strictly good for throwing at Vileplume, maybe Water-types should I be dealing with Rain Offense. Kanghaskhan was a good fit, but WishKang was also too passive, so I got creative with heysup's suggestion of RestKang. I'll include a separate hide tag for the Kang set - I feel it's really effective at being a tank in ADV UU. There's very little besides like CBmons and setup sweepers that are going to outright 2HKO it. It's fast enough to creep other Kangaskhan hitting 230 Spe, which I found to be a relatively common benchmark on a handful of my teams. The rest of the investment is pumped into Attack in order to keep it hitting strong.

252+ Atk Banette Hidden Power Fighting vs. 252 HP / 4 Def Kangaskhan: 185-218 (44.6 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
248 SpA Manectric Thunderbolt vs. 252 HP / 88 SpD Kangaskhan: 145-171 (35 - 41.3%) -- 75.5% chance to 3HKO after Leftovers recovery
252+ SpA Vileplume Solar Beam vs. 252 HP / 88 SpD Kangaskhan: 194-229 (46.8 - 55.3%) -- 16.4% chance to 2HKO after Leftovers recovery
252+ Atk Sandslash Earthquake vs. 252 HP / 4 Def Kangaskhan: 179-211 (43.2 - 50.9%) -- guaranteed 3HKO after Leftovers recovery

Non-CB Banette and Manectric were used as benchmarks for things I'd want to be able to safely switch in on, Vileplume and Sandslash calcs added because they represented the backbone of his team's offense.

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 252 HP / 104 Atk / 4 Def / 88 SpD / 60 Spe
Adamant Nature
- Rest
- Double-Edge
- Earthquake
- Shadow Ball
 

McMeghan

Dreamcatcher
is a Tournament Director Alumnusis a Top Tiering Contributor Alumnusis an Administrator Alumnusis a Dedicated Tournament Host Alumnusis a Battle Simulator Moderator Alumnusis the 5th Smogon Classic Winneris the Smogon Tour Season 14 Championis a Two-Time Past SPL Champion
Big Chungus Winner
I kinda wanted to share my UUPL teams so this thread is a good opportunity to do so.
Disclaimer 1: those teams arent meant to be optimal or even good sometimes. I just made something I liked and went into the games with it.
Disclaimer 2: you'll notice the theme of those builds are: "let's revamp old teams into SM UU squads".

Week 1 vs dodmen - Replay

Import
--
A build I made back in SPL. Wanted to try my hand at stall with a flexible Regenerator Core and dual trappers to get rid of some threats and have offensive options at disposal in general. I remember I wanted to include Wish on Blissey for general healing (especially Muk) but Cleric allowed me to play more recklessly with Slowbro/Mantine.
This fast Mantine came to life after I wanted hazard control and a BD/PSong Azu counter.

Week 2 vs Sun - Replay

Import
--
This team started as a revamp of a team ben gay used in XY, which had a defensive core of ZardX, Rhyperior, Empoleon and Cresselia, with 3 of them being available in the tier.
At the end of the day, I only kept Arcanine though. Anyway this is a "stall team" that aims to win via chip damage and Taunt Gliscor to prevents recovery of all kind. I also think Empoleon is amazing in long-game, and I really didn't want it to be my Rocker here. I think Emp is a lot better when it only has to do one of Rocking/Defoging, which allows you to run Toxik/Protect which is amazing for both chip damages and recovery.
I forgot Vileplume learned Strengh Sap when I added it last second by the way. This team also kinda loses to Suicune.
The Latias has a set that allows it to check Gliscor while avoiding all kind of Pursuit through Protect (Choice Krook/Zor) and Reflect Type (Muk).

Week 3 vs Manipulative- Replay

Import
--
A revamp of one of my favorite ORAS OU Team which aims to get hazards up and abuse them with a fast Pursuiter and Hex Gengar.
Defensive Infernape was added to handle Scizor. Icium Slowbro for Gliscor/Altaria. Third time using Blissey in a row too, but it's such a solid Pokemon as a special sponge not hard pressured by Latias/Hydreigon with the ability to get Rocks up or just provide support through Wish/Cleric.
Manipulative had an annoying threat in NP Celebi and pulled the Z-Move at the right time to win this game sadly, but there was clearly room to win this game, so I think the team worked fine enough.

Week 5 vs Cynde- Replay

Import
--
This was probably the team that worked the worst for me this UUPL. It was a tentative at revamping an old XY OU offense which had hazards setters that pressured Defoggers/Spinners (at the time Greninja and Heatran).
Felt like Glalie/Krook would fit the bill for dangerous hazards setter so went with them (didn't like Roserade inability to scare off some Defoggers + overall vulnerability to Pursuit). Added Infernape/Raikou for volturn which works well with hazards. Sylveon was the catch-all pivot and Gourgeist was the last addition as a Ghost type (can block spin) that checked Breloom and could switch on some Scizor.
In practice, the team failed kinda miserably though. I misspredicted on a few key turns and failed to realize Cynde had Sash Spam at preview, which made me do some unoptimal plays later in the game.

Week 6 vs Gondra- Replay

Import
--
This team was a Toxic Stall abuse squad based off an XY OU team from ben gay, which can be found in his archive. He had the Sylveon/Dragalge core at least, with maybe Mandibuzz?
Blastoise was a neat find as it allowed me to get rid of hazards without removing my own. Fast spread + Roar+ Rest allowed me to handle all of Gliscor/Suicune/Scizor in theory. Gliscor had a pretty wack set that I felt could break stall with Toxic Spikes while checking Heracross and Breloom. I also needed my Rocks somewhere...
Mandibuzz was made faster than Bulky Cune to beat one should it be the last man standing.
Ben originally had SubToxic Aegislash in his team and I wanted to try something similar with Suicune, as I felt the combination of Pressure/Toxic/Scald burn could turn out to be a great annoyance in long games, which this team aimed to play.
There are also details regarding the game itself here.

Week 7 vs Aquadext- Replay

Import
--
This team was a revamp of a BW OU team Ojama and I used to spam, named Toxic Invasion. It was basically a defensive team that aimed to be strong in the hazard war while abusing SubToxic Gliscor.
Chesnaught/Empoleon is an amazing hazard core, bringing a lot of utility and resistances. I decided to use shuffling moves on both of them to abuse the hazards.
Gliscor was made SD as SubToxic is complete ass in the tier. Went with Ice Fang for opposing Gliscors.
Scarf Krook takes care of weakened threats, but also handles some annoyances like BoltBeam Latias.
Tentacruel was chosed for hazard control and checking Scizor without relying on Roar (which is just asking for trouble).
Altaria was used because I wanted both Cleric support and Perish Song for last-mons like Suicune. It would also give me a solid check to some breakers like Breloom, Heracross, Lati, Hydreigon or Serperior.

Semi vs TDK- Replay

Import
--
And to close things off, a revamp of a BW1 OU offense I used to love, which was around SD Lucario and Offensive Gliscor.
Gliscor and Lucario have good synergy to set up on each other revenge killers.
The rest was kinda clumsily added based on what in SM UU ressembled the BW OU Pokemon the most (Manectric > Scarf Rotom, CB Zor > CB Tar, Offensive SR Empoleon > Offensive SR Heatran, etc). Admittedly, this is how I built most of my SM UU teams lol (for example, a lot of Chesnaught were Ferrothorn in the original team).
Anyway, the game was kinda weird with some wild predictions on both sides. It came down to if I would pull the Z-move with Gliscor at the right time or not and I didn't get it, which costed me the game.

Overall a very positive and fun experience. I didn't plan to play SM UU in the tournament but I'm glad I did as building in this tier was pretty refreshing and I felt like I could be competitive while giving my own spin to the tier. Despite the huge amount of bans, which I wasn't a big fan of at first, it really makes the tier much more fun to build in, and play as a result.
 
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yeezyknows

Banned deucer.
initially wasn't sure whether or not to post here since there's only one team i really felt like sharing, but with loom gone and serp now marauding around the tier, the team's viability isn't where it used to be - and there's no harm in spreading the love.

W6 vs Sabella
Import


building process honestly boiled down to just placing a defensive core and scarf hydrei around rinacross, with offensive z-celebi acting as an unconventional breaker and secondary loom check. i'd built this team a while back, with roamer using an earlier version of it in uult against bushtush. spies were largely reusing tush's builds, and roamer's game came down to the wire, so i assumed it'd be a solid all-around pick. heracross and primarina work incredibly well together, particularly when aided by uturn support from hydrei. hippo+emp is probably my favorite defensive core in the metagame, with the duo covering their respective weaknesses (barring breloom) next to perfectly. ice beam emp is also underrated imo, as it lets you chip serp and not be completely passive against breloom/sd gliscor. drei was necessary speed control and momentum, with offensive celebi being a cool niche pick that i wasn't expecting an ou main to prep for or be aware of.

i had a great time during uupl, big shouts to pak for upbidding me to 3.5k, smashers' team atmosphere and skill level was amazing, tons of respect to everyone in the discord.
 

fatty

is a Tiering Contributor
NUPL Champion
had the pleasure of playing one of the greatest tiers of all time in dpp uu this year, and actually ended up doing quite well. I didn't use anything revolutionary, but did build some pretty cool squads imo. shoutouts to Donphantastic and the rest of Smashers for helping with tests and always supplying me with good ideas.


Drapion @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Taunt
- Crunch
- Earthquake

Regirock @ Leftovers
Ability: Clear Body
EVs: 248 HP / 44 Atk / 216 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Explosion

Moltres @ Life Orb
Ability: Pressure
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Agility
- Roost

Blastoise @ Leftovers
Ability: Torrent
EVs: 248 HP / 176 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Surf
- Toxic
- Rapid Spin
- Roar

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Double-Edge
- Synthesis

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Thunderbolt
- Shadow Ball
- Trick
brought this week 1 vs heysup. I've probably played heysup more than anyone else in dpp, so I knew I needed to bring something I had never used before. I have typically stuck to more traditional archetypes in dpp uu (like regimilo + arcanine + venusaur), so I built this to deviate from that. moltres is a monster in dpp uu and I never used it too much, and after using agility zapdos in ou a lot, I felt like it would be a perfect win con to build around. blastoise is the most consistent spinner in the meta, so the fit was kind of natural. regirock provides a rocker, a solid fire switchin to back up toise, and can lure waters for molt with explosion. leafeon provides secondary offensive pressure while also giving me a fairly good physically defensive pivot. rounding out the squad we got scarf rotom with wow (which I think should be ran on all scarf rotoms) and sd lum lead drapion to give a bit of assurance vs ghosts / psychics.


Uxie @ Choice Scarf
Ability: Levitate
EVs: 248 HP / 44 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Psychic
- Thunder Wave
- Trick

Blastoise @ Leftovers
Ability: Torrent
EVs: 248 HP / 176 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Rapid Spin
- Toxic

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Double-Edge
- Synthesis

Aggron @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Ice Punch
- Low Kick

Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Pursuit

Arcanine @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Toxic
- Morning Sun
- Flare Blitz
- Extreme Speed
for week 2 I was up against amber lamps, and after doing some scouting and realizing how much he liked flyers like scyther / swellow, I felt like rp aggron was the move. leafeon is the absolute best partner for rp aggron, being able to switch in on the grounds that annoy aggron and proceed to apply offensive pressure itself, or lure in the flyers that aggron can easily set up on. I added swellow because I honestly wanted an excuse to use it, but also because it could clean up after the holes leafeon / aggron create. blastoise and arcanine were kind of added in tandem, arcanine providing a defensive pivot and check to a lot of offensive threats, and blastoise to alleviate the sr issues arc and swellow have. lastly, uxie was added not only to provide sr but to also allow me to open the door for my offensive threats through the use of trickscarf.


Uxie @ Damp Rock
Ability: Levitate
EVs: 248 HP / 44 Def / 216 Spe
Timid Nature
- Stealth Rock
- Rain Dance
- U-turn
- Psychic

Electrode @ Life Orb
Ability: Static
EVs: 88 Atk / 252 SpA / 168 Spe
Naive Nature
- Rain Dance
- Thunder
- Hidden Power [Ice]
- Explosion

Registeel @ Damp Rock
Ability: Clear Body
EVs: 252 HP / 40 Atk / 216 SpD
Careful Nature
- Rain Dance
- Shadow Claw
- Iron Head
- Explosion

Toxicroak @ Lum Berry
Ability: Dry Skin
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Swords Dance
- Low Kick
- Ice Punch
- Sucker Punch

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Aqua Jet

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 2 Atk / 30 Spe
- Hydro Pump
- Energy Ball
- Ice Beam
- Hidden Power [Psychic]
can't say much about this team, and actually kinda feel bad for cheesing flcl with this. rain has long been a staple in dpp uu, and despite how easy it is to nab wins with it, it seems to always be under the radar. probably due to the fact that the meta is basically dead and I feel like usually guys have enough respect to not bring it lol. nevertheless, I really had no other idea of what to bring this week, and I had this chilling in the builder so I made a couple tweaks and said fuck it. standard uxie registeel combo to provide rain when needed. sd kabutops + special ludicolo are essentially the best rain sweepers, so again, natural fits. the only "tech" on them i guess would be hp psychic on ludi to dispatch of opposing toxicroak. electrode provides an extra rain setter, cleaner, and speed when rain isn't up. toxicroak rounds out the team providing a solid offensive presence that benefits from rain and can still be useful outside of it, as well as a water immunity.


Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Seismic Toss
- Shadow Claw
- Toxic

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Double-Edge
- Synthesis

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Waterfall
- Stone Edge
- Aqua Jet

Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Roost

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Trick
- Thunderbolt
- Shadow Ball

Entei @ Leftovers
Ability: Pressure
EVs: 120 HP / 172 SpA / 216 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Calm Mind
- Flamethrower
- Hidden Power [Grass]
- Substitute
this is probably my favorite team I brought all tour. after watching some of ham's replays, I noticed he seemed to never bring steels (which basically means he doesn't bring registeel). after shuffling through a couple ideas, I eventually decided on using altaria. now, alt isn't the strongest mon in the world, but it has very useful set up opportunities in dpp uu, and that coupled with the fact that +1 outrage still blows non steels up, I knew it'd put in work. one of the best things it does is put a huge dent in milotic, which gave me the perfect excuse to run a set I've been itching to use: sub cm entei. the rest of the team is basically just support, toise providing spin, regi rocks and pivot, rotom for revenge killer, and my baby sd leafeon doin what it does. the team performed very well, too well in fact because I never really got the chance to bring in entei :(.


Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Brick Break
- Quick Attack

Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Wood Hammer
- Earthquake
- Stone Edge

Blastoise @ Leftovers
Ability: Torrent
EVs: 248 HP / 244 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Toxic
- Surf
- Protect

Regirock @ Leftovers
Ability: Clear Body
EVs: 240 HP / 36 Atk / 216 SpD / 16 Spe
Careful Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Explosion

Houndoom @ Choice Scarf
Ability: Early Bird
EVs: 24 Atk / 252 SpA / 232 Spe
Hasty Nature
- Fire Blast
- Dark Pulse
- Pursuit
- Hidden Power [Rock]

Toxicroak @ Lum Berry
Ability: Dry Skin
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Swords Dance
- Ice Punch
- Low Kick
- Sucker Punch
last team i'll share, and unfortunately the last team I got to use due to the smashers untimely exit :(. I had been talking to Donny p about how every team that wasn't running leafeon was weak to rp torterra and was surprised that I actually had no tort teams lol. needless to say, I was quick to cook something up and this is what I came up with. numero uno when it comes to using rp tort is bring in shit it sets up on, which means rocks / steels. cb scythe forces that stuff to switch-in while also providing a strong immediate physical presence tort can take advantage of. running tort as your grass often opens you up a bit more vs waters, so toxicroak was added to continue the offensive pressure while taking on waters fairly easily. toise provides much needed spin support while regirock, again, is a wonderful pivot that gets rocks up with ease. scarf houndoom was the last thing added to provide revenge killing assurance as well as a solid checks to ghosts / psychics.
 

Pearl

Romance は風のまま
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis the 7th Grand Slam Winneris a Past SPL Champion
Posting the teams I used in my old gens games. TDK helped me a lot making most of what we've used in our SM games, so I'll leave it up to him to decide what he wants to post.

DPP



Truth be told, I fucking love DPP UU. In spite of this, however, I only got to play the tier once this tournament, which sucks a ton. However, the one person I got to play is easily one of the most respected among DPP UU veterans, making things a little less bad for me. Historically, I've always been big on standard RegiMilo, Venusaur and all sorts of boring Pokemon you could possibly think about in the tier, so I felt like shaking things up a little. Alakazam was the first Pokemon that I decided to settle on when I was brainstorming; more specifically, I wanted to lead with it, since it outpaces and beats people's preferred offensive leads, discourages hazard setting and has the ability to come in later during the game and attempt to win if you manage to preserve it. From there, I opted for a hazard core of Donphan, Qwilfish and Rotom, which is fairly standard overall aside from the fact that Qwilfish is often used as a suicide lead rather than a defensive Pokemon (mostly due to lack of Intimidate in Gen 4). However, Bulky Qwilfish can set up multiple hazards throughout the game on staple Pokemon such as Milotic, Registeel and Arcanine, while also discouraging Rapid Spin users from coming in. Clefable and Blaziken round this team out by providing it with multiple outs vs offensive threats, hazard stacking wars where Donphan fails to perform, weather cheese that isn't Rain and also a way to pressure bulkier teams. Overall, this is the sort of team that tends to crumble if it stumbles upon faster formations (read: you get 6-0d by Rain LOL), but it thrives in standard match ups where you're given time to lay down your game plan.

ORAS



While Abomasnow is a Pokemon that people tend to look into due to its offensive prowess, I've been wanting to give this approach a try for a long time now, and once the opportunity presented itself in semifinals, I never truly bothered looking back on it. With defensive investment and the combination of Leech Seed + Protect, Mega Abomasnow becomes a formidable answer to common threats such as Dragon Dance Gyarados and Mega Swampert, while also being able to scout the moves of Choice-locked targets and even tank hits from stronger Pokemon such as Mega Aerodactyl (does 98.9% max with Stone Edge) and Kyurem. Tentacruel is a self-explanatory partner, being the most solid means of hazard removal, complementing Abomasnow's typing defensively and laying down Toxic Spikes in order to make Protect turns even more painful for the opponent. The rest of the squad isn't really anything worth bragging about; Gligar sets up Stealth Rock and gets Mega Abomasnow in, Hydreigon is a catch-all revenge killer (and also a secondary Fire-type check), Sylveon keeps the remaining members of the team healthy and Cobalion rounds the team out with some needed offensive pressure, with Protect as its last move in order to capitalize on opposing Choice Scarf Hydreigon and the team's means of racking up residual damage on potential answers that the opponent might have to it. Not my most creative team aside from the set techs, but it was really fun to build and happens to get the job done, even if I took an L while piloting it.



Last but not least is yet another fairly standard ORAS UU team (aside from the fairly slow pace and a clear lack of a Fairy-type Pokemon, which means that mixed Hydreigon brutalizes this team in the long con. Thankfully, no one uses that set anymore yay). Despite how good I think it is, Snorlax is actually a Pokemon that I have not really used much throughout the metagame's existence, and UUPL finals felt like a perfect time to throw a curveball like that at my opponent. Rather than the standard Bulky Offensive team with Snorlax as a crutch against strong special attackers, my goal with this team was maximizing the odds of pulling out a sweep with it. Chesnaught and itemless Crobat are two of the tier's best Knock Off switch ins, with the former providing the team with Spikes support (which is huge when you consider that most of the best Snorlax answers are grounded with 0 means of recovery) and Leech Seed, while the latter is able to reliably take on Bulk Up Conkeldurr while also creating opportunities for Krookodile and Mega Blastoise through the usage of U-turn. The aforementioned two Pokemon form a very versatile combination that performs a plethora of functions on this team: aside from being obvious sources of offensive pressure, both Pokemon have the ability to check threatening Pokemon in a pinch through their raw bulk and Intimidate (which is also massive when it comes to setting Snorlax up to win). Besides that, they threaten most entry hazard setters, remove potential spin blockers and get hazards that aren't Toxic Spikes out of the field with little effort. Finally, Roar Blastoise makes yet another appearance on a team of mine in order to capitalize on the Spikes set up by Chesnaught. This also makes Sylveon teams a lot easier to play around, as this team's lack of Wish support makes longevity wars incredibly hard to overcome. Lastly, Bronzong rounds the team out, serving as its Stealth Rock setter and utility check to various threats. Hypnosis is a fad that started in SM RU and makes an appearance here in order to discourage Pokemon such as Escavalier and Bronzong from ruining my fun. Once again, I happened to take an unfortunate loss while using this team, but the game itself still managed to showcase most of the team's strengths, including its resilience against luck and versatility as far as in game choices go, with an untimely freeze being the only thing between it and victory.

I might post again if TDK chooses not to :psynervous:
click on the sprites for team importables btw
 

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