A Journey Through Space and Time
Sadly the team will be irrelevant by the time I get to post this thread but I want to try to document my favorite team I make for each ruleset of BSS, so I’m putting this together regardless.
The team is a very offensive build with a few defensive pillars to make way for the heavy hitters.
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ABRACADAVRE (Flutter Mane) @ Choice Specs Sadly the team will be irrelevant by the time I get to post this thread but I want to try to document my favorite team I make for each ruleset of BSS, so I’m putting this together regardless.
The team is a very offensive build with a few defensive pillars to make way for the heavy hitters.
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Ability: Protosynthesis
Level: 50
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Moonblast
- Psyshock
- Mystical Fire
Flutter Mane is one of the most threatening additions in all of Generation 9. Boasting the Ghost/Fairy typing that Mimikyu has used so well for its entire BSS existence, and utterly monstrous special stats and speed. The set here is honestly the most basic set for it, simply maximizing the power and speed it already uses so well. Moonblast is your safest option, with Shadow Ball easily dispatching most Fairy resists. Psyshock muscles past poison types like Clodsire and Iron Moth, while Mystical Fire helps ward off Steels like Corviknight and Magnezone. Scizor is easily this mons biggest threat, and that is something this team attempts to account for in a few ways. Flutter Mane is an immense threat, and easily one of the very best attackers in the game.
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FREEZEFLAME (Baxcalibur) @ Assault Vest
Ability: Thermal Exchange
Level: 50
Tera Type: Ground
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Ice Shard
- Icicle Spear
- Glaive Rush
- Earthquake
Baxcalibur rose to prominence as possibly the single best Assault Vest user of Series 2, with its immense Attack, respectable bulk, and incredible STAB combination. The advent of Terastallization allows it to change its matchup spread if needed to bust through anything in front of it. Icicle Spear is inconsistent, but invaluable in keeping Multiscale Dragonite and various sash users from switching into it to attempt to outspeed it. Ice Shard provides immense utility with its priority able to pick off weakened threats, such as the aforementioned Dragonite, in addition to Flutter Mane and other Baxcalibur. Glaive Rush is an incredibly risky, yet immensely powerful Dragon STAB, and is quite safe to throw out on predicted switches, or to finish off something out of range of its ice STAB. Earthquake gains STAB should you choose to Terastallize Baxcalibur, and in general is a fantastic tool for hitting the Steel-types that would otherwise pose issues for it. Baxcalibur might be somewhat limited in what it’s able to do overall, but the role it fills in BSS is an incredibly valuable one, and makes it one of the better choices on most any team.
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Ability: Unaware
Level: 50
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wave Crash
- Curse
- Rest
- Fissure
Dondozo is fairly simple in BSS, able to leverage its immense bulk and Unaware to prove obnoxiously difficult to take down. This set uses Curse and Rest to make it nearly unbreakable on the physical side, with Covert Cloak to negate both Salt Cure chip and other potentially troublesome secondary effects of moves it takes. Wave Crash is chosen over Liquidation as the extra power is more than worth the cost of its slight recoil, especially when considering Dondozo’s ludicrous bulk. Fissure, while obviously inconsistent, can flip a game on its head with the straight up, no questions asked deletion of whatever it hits. Dondozo is bulky enough to be able to fish for a Fissure hit against things that might otherwise pose issues for it. A very cheesy strategy, but effective nonetheless. Dondozo is quite possibly the most annoying Pokémon introduced in Scarlet and Violet, but its value as a defensive stalwart is undeniable.
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CHRIS CRINGLE (Iron Bundle) @ Booster Energy ———
Ability: Quark Drive
Level: 50
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Encore
- Freeze-Dry
- Substitute
Iron Bundle is a curious mon, able to completely take over in certain matchups, while being almost entirely useless in others. The main draw of it, though, is the fastest unboosted Encore in the game. This allows Iron Bundle to manipulate the gamestate to allow it to do the most work possible if leveraged correctly. A well timed Encore can allow it to set up a free substitute, pivot a team mate in, or just throw out its powerful, unresisted STAB combination of Hydro Pump and Freeze-Dry. While Hydro Pump’s accuracy can prove frustrating, the damage of Tera Water Hydro Pump is truly something to behold. The immense utility offered by its fast Encore and the power of its STABs when supported properly makes Iron Bundle an incredible cleaner that enable its other teammates should the sweep attempt not work out.
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Ability: Multiscale
Level: 50
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Outrage
- Earthquake
It’s Dragonite, easily the best SV BSS Pokémon, even now. The power of its Extreme Speed, especially when backed by not only Dragon Dance, but a Normal Tera, is just absurd. Multiscale allows it to easily grab a DD in front of almost anything, and the increased priority of Extreme Speed allows it to pick off almost anything. Outrage and Earthquake allow it to muscle through most resists to Espeed, or pummel bulkier mons that try to stave it off. There is no debating Dragonite's position at the top of the tier list, it simply is unmatched in its versatility and attacking prowess.
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Ability: Purifying Salt
Level: 50
Tera Type: Ghost
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Iron Defense
- Salt Cure
- Recover
- Body Press
Probably one of my favorite new additions in SV, Garganacl is both hilarious and incredibly useful. Purifying Salt allows it to completely ignore status, even as a result of secondary effects, which Good as Gold cannot do. Garganacl will never fall victim to a random burn, paralysis, or freeze. Salt Cure’s constant chip is able to put tremendous pressure on almost anything. The IronPress combination both increases Garganacl’s defensive reach, and allows it to put even more pressure on its opponents with Body Press. Once special attackers or Cloak users are taken out of the picture, Garganacl is easily able to shut down any teams attempt at breaking past it.
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That’s the squad, one of my favorites, personally, and I really, really enjoyed using it. Thanks again to anyone who took the time to read this entire thing.
REPLAYS
https://replay.pokemonshowdown.com/...-1821345768-mbe8kmgjp12brfbclt35ghrn0jgjmz6pw
https://replay.pokemonshowdown.com/...-1833099345-0sfxsyxg3teppanyqzrt4s845hc8cltpw
https://replay.pokemonshowdown.com/...-1825532539-b9aoyj617jyafc891l9oc4set0wxxgwpw
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Pokepaste
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