Project Secret Santa

Merry Christman PolloAriosto!

you suggested that i build "status spam" with Hex Gimmighoul-Roaming! this pokemon saw use on ladder when it first came out, but was quickly abandoned for better pokemon (gas) and forgotten. gastly is no longer here so this is a cool idea thanks man.

i tried a few team comps before settling on the final. ill post them all bc nobody ever devs gimmi

:mienfoo::magby::gimmighoul-roaming::tinkatink::toedscool::koffing:
this team was okay honestly, you could probably make a few refinements and have this be playable. i thought it was "too standard" and it didnt play as a status spam in practice so X

:mienfoo::deerling::gimmighoul-roaming::silicobra::feebas::ekans:
this one is almost the opposite, pretty awful on paper with way too much dedicated to the status spam gameplan. winning with this one feels almost impossible against a pilot that understands what the bottom half do and the team is therefore a pure gimmick. X

:gimmighoul-roaming::gothita::glimmet::vullaby::foongus::sandshrew-alola:
heres another overcorrection from previous. again this team is fine i guess and could be viable with edits but not where i would like it to be for the prompt. X

:gimmighoul-roaming::vullaby::shellder::chespin::glimmet::koffing:
this is that sauce, that ish, that essential oil. once i played a few test games with this i knew that vull+shel+ches was the offensive core that best fits gimmi (imo). i almost submitted this one as the final, but i was not happy with glimmet for the purpose of spreading status. most players have a grounded poison to absorb spikes and glim is usually a high priority target. koffing was fine i guess. i knew that i could build something with less predetermined lines and a stronger profile as a Status Spam team. X

:gimmighoul-roaming::vullaby::shellder:
:ekans::chespin::tinkatink:
Status Spam Gimmi-R for Pollo
Gameplan: Use vullaby and shellder (+gimmi in theory) in the early game to force your opp to spend tempo addressing the threat. with this tempo, double-switch in one of the bottom half to gain residual progress by spreading status or setting hazards. As you shuffle through mid-game, find ways to simplify ASAP. You will recover from the tempo deficit of simplifying early by using sub plot gimmi in late game to KO slow and chipped pokemon and to fish for full para turns on substitute. these are both forms of crucial turn denial and the outcome of the game will most likely depend on the last few turns, given that your gameplan is not disrupted.

I will give a more detailed analysis of the sets and the decisions behind them later today. my tummy rumbly so i take break thanks, have a jolly holiday
 
posting on behalf of rarre for giove97, who requested a team with axew.

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https://pokepast.es/a61ab6370ecc58b1

:vullaby:, :mudbray: self-explanatory

:mienfoo: - slowfoo improves the team's defensive profile and grants axew setup opportunities. Sleep talk acts as the team's foongus insurance with no grass type.

:stunky: - stunky provides knock support, with memento to give snowshrew and axew chances to set up. It also may force a mudbray switch, one of the only pokemon capable of taking a +1 tera dragon outrage.

:sandshrew-alola: - snowshrew complements axew's dragon typing defensively and is the team's removal and secondary sweeper option.

:axew: - first impression allows axew to revenge kill fast threats like a speed boosted vullaby in the midgame. Dragon dance boosted outrage and stomping tantrum break through teams that generally pack steels as their only dragon resist, if any. With tera dragon, outrages can break nearly all of the metagame.
(+1 220+ Atk Tera Dragon Axew Outrage vs. 0 HP / 76 Def Eviolite Vullaby: 22-28 (95.6 - 121.7%) -- 93.8% chance to OHKO, +1 220+ Atk Tera Dragon Axew Outrage vs. 156 HP / 196+ Def Eviolite Mienfoo: 22-28 (95.6 - 121.7%) -- 93.8% chance to OHKO, +1 220+ Atk Tera Dragon Axew Outrage vs. 44 HP / 236+ Def Eviolite Foongus: 22-28 (91.6 - 116.6%) -- 93.8% chance to OHKO)
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Happy Holidays!
 
Merry Christmas BlackKnight_Gawain ! You asked a team with Joltik, or alternatively a team with Quaxly. I initially made a hyper-offense team with both of them, but then I also built a more balanced team around Joltik. Here are both!

Joltik Offense
:sm/gothita::sm/glimmet::sm/toedscool::sm/joltik::sm/vullaby::sm/mienfoo:

This team is built around Choice Scarf Joltik, with Compound Eyes and Thunder to fire off super strong STABs. Joltik's main checks are Ground types, Chinchou, and Foongus. The rest of the team is made to lure these Pokemon to either weaken them or trap them. Vullaby lures opposing Mudbray and Chinchou, while Glimmet lures Mudbray and Toedscool. The Vullaby can also be a Nasty Plot set, which doesn't weaken Chinchou as much, but deals more damage to Mudbray and can benefit more from the removal of Glimmet or Mudbray. Toedscool provides removal for Joltik, and can absorb Foongus' Spore and take the opportunity to knock it. Gothita is equipped to trap Mudbray, Chinchou, and Foongus with either Energy Ball or Psychic. Slow Mienfoo helps with pivoting and facilitating the removal of the aforementioned threats.

Joltik + Quaxly Hyper-Offense
:sm/wingull::sm/joltik::sm/diglett-alola::sm/houndour::sm/stunky::sm/quaxly:

This team is more of an all-out hyper-offense team. Opposing Chinchou does very good against this team, but Stunky and Diglett-Alola can take advantage of it if Chinchou comes in. I didn't bother with Stealth Rock, since the team already does a lot of damage, and Stealth Rock doesn't help that much against Ground types. Aqua Jet on Quaxly is very handy to handle Magby, Torchic or sometimes Vullaby in a pinch. The Joltik can be Sleep Talk instead of Bug Buzz, but then you lose the ability to hit Toedscool, which can be annoying if it manages to get a speed boost. Otherwise, the team is pretty self-explanatory : get something in, play aggressively, and hit hard. Defensive checks are overrated.

I hope at least one of the teams is to your liking, and happy holidays!
 
Merry Christmas BlackKnight_Gawain ! You asked a team with Joltik, or alternatively a team with Quaxly. I initially made a hyper-offense team with both of them, but then I also built a more balanced team around Joltik. Here are both!

Joltik Offense
:sm/gothita::sm/glimmet::sm/toedscool::sm/joltik::sm/vullaby::sm/mienfoo:

This team is built around Choice Scarf Joltik, with Compound Eyes and Thunder to fire off super strong STABs. Joltik's main checks are Ground types, Chinchou, and Foongus. The rest of the team is made to lure these Pokemon to either weaken them or trap them. Vullaby lures opposing Mudbray and Chinchou, while Glimmet lures Mudbray and Toedscool. The Vullaby can also be a Nasty Plot set, which doesn't weaken Chinchou as much, but deals more damage to Mudbray and can benefit more from the removal of Glimmet or Mudbray. Toedscool provides removal for Joltik, and can absorb Foongus' Spore and take the opportunity to knock it. Gothita is equipped to trap Mudbray, Chinchou, and Foongus with either Energy Ball or Psychic. Slow Mienfoo helps with pivoting and facilitating the removal of the aforementioned threats.

Joltik + Quaxly Hyper-Offense
:sm/wingull::sm/joltik::sm/diglett-alola::sm/houndour::sm/stunky::sm/quaxly:

This team is more of an all-out hyper-offense team. Opposing Chinchou does very good against this team, but Stunky and Diglett-Alola can take advantage of it if Chinchou comes in. I didn't bother with Stealth Rock, since the team already does a lot of damage, and Stealth Rock doesn't help that much against Ground types. Aqua Jet on Quaxly is very handy to handle Magby, Torchic or sometimes Vullaby in a pinch. The Joltik can be Sleep Talk instead of Bug Buzz, but then you lose the ability to hit Toedscool, which can be annoying if it manages to get a speed boost. Otherwise, the team is pretty self-explanatory : get something in, play aggressively, and hit hard. Defensive checks are overrated.

I hope at least one of the teams is to your liking, and happy holidays!

incredible, I got the one person who who would churn out art with this promptlove the teams looking forward to using them!
 
Éric Happy holidays! Thanks for your patience with this one.

"Give me Belly Drum Magby balance"
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1735436992221.png


Yes, I made fun of that one person who said they were going to TTM + feature mon, and yes I went and did it myself. Yes, you got scammed since I also had the paste finished that same day I sent that message since this would have been the test version, but then I enjoyed my multiple weeks off with family and next thing you know I don't have the real team built for you and or a team for LCBC. So here we are, sue me.
:sv/magby: :sv/stunky: :sv/mienfoo: :sv/tinkatink: :sv/toedscool: :sv/mareanie:

:magby: While this is the feature mon, this was easily the hardest part of my teambuilding process. I originally tried the Tera Blast Ghost set with Temper Flare and Substitute, but it was too dependent on having an offensive Tera available to win games, and would lose to either Choice Scarf mons or Torchic. I then added Flame Charge to make myself faster than basically everything, and switched to an Adamant nature since Temper Flare is super weak without it. Next was adding Thunder Punch in the Substitute slot since I needed a way to threaten mons if I did not have Tera available, and it gave me a way to kill Vullaby at +6 since Flame Charge is just that weak. Finally, I switched my Tera to Fairy for super effective hits on Tera Dragon that beat the Fire Electric coverage, and to resist Sucker Punch, Mach Punch, and First Impression. No Substitute or Protect, so just get the turn right and win.

:stunky: I wanted Memento support so Magby could set up on mons easier. I chose Stunky since it gave me a fast offensive mon that can click buttons since the majority of the team will be slow.

:mienfoo: It's Mienfoo. Tera Dragon to not blow up to the Fire types. Went with 17 Speed so Stunky isn't stuck being the only fast mon in the early-mid parts of a game for the team.

:tinkatink: My Vullaby switch-in. I run Flash Cannon as my 4th move to hit Glimmet since the Toedscool is slow. The spread lives +2 Vull Heat Wave so you don't auto-lose to it.

:toedscool: With 4 Ground weaks on the team, Toedscool is Max Defense Bold nature to be able to switch into as many Earthquakes as possible. Giga Drain gives you more chances to switch into Earthquake, Earth Power and Knock Off are for Foongus, and Rapin Spin lets the Magby be at full HP when it's time to set up and win.

:mareanie: Foongus is more common now as the defensive Poison type on teams, so I went with max Special Attack + Ice Beam to hit Foongus. Tera Ghost is for Scarf Mienfoo, but it could be switched to something else.
252+ SpA Mareanie Ice Beam vs. 44 HP / 156 SpD Eviolite Foongus: 10-14 (41.6 - 58.3%) -- 88.7% chance to 2HKO (99% with Stealth Rocks)

You can also see the team in action here in a pretty good showcase of the defensive backbone + Magby winning at the end against Rarre.
 
Happy Holidays and Merry (Belated) Christmas Onraider!

You asked for a team with Zorua-Hisui, and I've provided with some teams to fulfill that request.



Double Fighting + Choice Scarf Zorua-Hisui Offense
:sv/mareanie::sv/mienfoo::sv/timburr::sv/zorua-hisui::sv/stunky::sv/toedscool:

Link: https://pokepast.es/9ca3320a51bf15b3

One of the things I noticed with Zorua-Hisui that it fits really well with Fighting-type spam teams with Mienfoo and Timburr. Zorua-Hisui also has an abundance of tools that gives it a lot of set diversity, and that will be showcased in a fair few teams. Swords Dance Mienfoo sets itself up as a solid win condition with Tera Dark boosting Knock Off damage, and nullifying Psychic from Gothita. Your main issue with this team might be Vullaby if you let Mareanie get too low on HP, but options such as Tera Fairy TB on Zorua-Hisui, Play Rough on Stunky, and the plethora of Knock Off users should allow for easier navigation with this team.



Double Fighting + Utility Zorua-Hisui Balance
:sv/mareanie::sv/mienfoo::sv/timburr::sv/zorua-hisui::sv/stunky::sv/mudbray:

Link: https://pokepast.es/f06f70b493dc57ea

The second and final Fighting-type spam team I wanted to showcase in detail, this team takes a more balanced approach with Mudbray over Toedscool with Stealth Rock, a somewhat reliable answer to the recent Tink-Toed-Mare cores that have been popping up more frequently, and a suitable check to Vullaby. Will-O Wisp further helps with physical attackers from Zorua. Defog is used on Timburr in a pinch against HazardStack teams.



Choice Scarf Mudbray + Nasty Plot Zorua Offense
:sv/mudbray::sv/vullaby::sv/mienfoo::sv/zorua-hisui::sv/shellder::sv/glimmet:


Link: https://pokepast.es/97406d48c084baa6

A slightly more gimmicky team but I've had a bit of fun building/playing this one. I wanted to also showcase the capabilities of Zorua-Hisui with Nasty Plot, being able to operate as a solid win condition and a good spin blocker for Glimmet + Mudbray. Knock Off from Vullaby and Slow Pivoting from Mienfoo allow for more opportunities to bring in Zorua-Hisui easily. Memento is a very solid utility tool, and Glimmet uses it to allow further opportunity for pivoting and to block certain Defog/Rapid Spin from Sandshrew-Alola, Timburr, and Toed/Tentacool (after -1 speed). You could make Mudbray a more standard set and have Choice Scarf Mienfoo, but given the team only has 2 Knock Off users relative to an average team, Mienfoo requires as much bulk to maximise its offensive utility and longevity.



Other Stuff Built:
Foongus version of Double Fighting Balance - https://pokepast.es/2a6a50d4f394fbc7
Slightly older team with Growlithe-Hisui that was repolished - https://pokepast.es/8bd417c5375082fd

Hope you enjoy!
 
Seasons greetings abra xdd, you had requested a team with Chespin, and i have made a screens HO which hopefully you like.

https://pokepast.es/78137fe292929d95

:chespin: The highlight of the team. During our lpl season we were discussing a bit about this set in our team and the idea seemed quite cool to me. Chespin gets plenty of situations for setup in the current metagame in front of mons like mare, foongus. With tera steel to help vs vullaby, and also to provide better cover vs fake out, you basically run through several threats in the current metagame with iron head, and trailblaze provides the option to outspeed any non scarf mon as well, with stomping tantrum to cover vs steels.

+6 252+ Atk Tera Steel Chespin Iron Head vs. 156 HP / 196+ Def Eviolite Mienfoo: 25-30 (108.6 - 130.4%) -- guaranteed OHKO
+6 252+ Atk Tera Steel Chespin Iron Head vs. 0 HP / 76 Def Eviolite Vullaby: 25-30 (108.6 - 130.4%) -- guaranteed OHKO

:impidimp: typical screens setter, taunt is there for to counter ppl leading their hazard setters.

:shellder: typical screens mon, lorb is there for more breaking power but u could run evio as well

:stunky: memento to support the team and also prio to control anything if needed. Tspikes absorber as well which is useful for the team

:vullaby: s/o PolloAriosto for this one, with the right play, u ideally get a speed boost and endure on a super effective attack if needed to trigger weakness policy, endure useful vs mien trying to fake u out as well. You could run a more typical np vull set on here as well prolly will regular eviolite stuff

:diglett: another cool mon on screens, ground+rock coverage threatens so much, and even more so after an SD boost. Tera ground +2 eq also secures some kills vs stuff like bulky mien and foongus from full if needed.

Team is maybe not super consistent, but hopefully u find it fun to use! Thanks to PolloAriosto for providing me with some tips during building
 
Hello not enjoying lc , Merry Christmas!! (Surely it's Chrismas today in some timezone)

I received your request for a team built around a Belly Drum, Earthquake, Ice Shard Cetoddle.


My first approach was to build a team that supported it via status (Wisp and TWave) to leverage its actually decent bulk with eviolite. However it was hard for me to get it to actually sweep, it was more of a sidegrade to Sandshrew-Alola and I wasn't happy with the lack of Cetoddle Sweeps.

:cetoddle: - :toedscool: - :chinchou: - :magby: - :glimmet: - :timburr:
https://pokepast.es/ae8469af14376341

With eviolite and those EVs, you can set up on every Vullaby attack, it hits 14 speed which is pretty nice. Sadly you can't have both the bulk and 17 attack which is pretty big (Guarantees OHKO on Fast Foo after rocks with Tera Ice Ice Shard, and some rolls on the stuff slower with EQ). The 4th move is pretty flexible, but I think the best options are Ice Stab or Substitute. Play Rough can be OK if you run Tera Fairy.
In its nature of being an Ice Type and one that NEEDS its HP in order to set up, hazard support was needed so I went with Toedscool. Funnily enough I had Stun Spore at the start because Cetoddle needs it. I went with Spore because Sleep + Set up is always skillful and funny.
Chinchou, Magby and Glimmet follow as they are there to try to support our favourite Ice type Whale, with Paralysis, Burn and obligatory SV Poison type. Timburr is last because I needed a bulky physical tank to trade pokemon with. (When is Mienfoo getting counter?).

Anyways this team is not good, it's too slow and doesn't even manage to support Cetoddle too well so idk why I wrote this much about something that is not even the main topic of the post.

_________________________________________________________________________________________________________________________________________________________________________
Not being happy with the previous team, I decided to go with a more offensive team approach.

:cetoddle: - :diglett-a: - :shellder: - :chinchou: - :stunky: - :squirtle:
https://pokepast.es/8bd174aedb4f1056

:cetoddle:
Cetoddle is now out for blood, looking for Captain Ahab. Its EVs now allow it to Sub + BellyDrum, getting a +6 atk and +1 speed boost. It's most reliable at getting those with support of Memento users, which sometimes lets its sub tank a hit. Tera Ghost is useful as usual, giving an emergency fighting resist and Fake Out immunity for Mienfoos trying to revenge kill you. Tera Type can definitely be changed, whether it to give more immunities or for a damage boost, but I like the sweeping potential Ghost gives the most. As usual Cetoddle really really would love to be able to go to 17 atk, however you can't go 28hp with it so some rolls are a little bit sad. Nothing our dangerous ball can't handle. Boosted Earthquake OHKOs Fast foo and has very good odds of eliminating Slow foo as well with rocks up (56% with no rocks). Foongus is OHKO'd by EQ as well after rocks. The Vullaby matchup is shaky if the opponent's Tera has not been used, as you should know because we got matched while testing LOL. Without BellyDrum this set doesn't hit too hard, however it can provide valuable utility thanks to stab Ice priority.

:diglett-alola:
Diglett is a pretty common HO lead, and I find it a reliable way to get rocks up and then momentum. Earth Power is nice to chip Mudbrays and not trigger Glimmet's ability. Memento lets you keep momentum and help the squad around. Its Tera Type is irrelevant and you can change it to Bug if it's funnier to you (Ghost is the best but you should never Tera it ngl).

:shellder:
Shellder is another funny guy, I chose it to punish those lead Mienfoos that everyone loves after Diglett left its gift. The set is pretty standard, Tera Rock/Ghost/Fairy are fine, however it's main job is to bait Tera from the opponent more than sweep itself, especially Foongus', Cetoddle's favourite food.

:chinchou:
The Chinchou slot was at first a Mienfoo, at first offensive SD, then scarf for speed control, all with the plan to have something that Foongus loves to switch into so that Cetoddle could come and set up. Chinchou keeps the speed control aspect with ThunderWave (comboes with Substitute) and momentum with Volt Switch (can be made Flip Turn), Tera Flying is cool for emergency Ground/Fighing resist.

:stunky:
It's time for the obligatory SV LC Poison type, Stunky helps with another form of speed control in Sucker Punch and solid 18 speed, supports the team by removing Eviolites and supports the rest of the gang with Memento when its time comes. This guy is probably the most reliable pokemon in the tier at anything it wants to do, good job Stunky.

:squirtle:
Yep. That's a Squirtle. Like I said our frail slow Ice typethat uses 2 moves that cuts into its HP needs hazards support, and I think the best option in this slot was Squirtle. This forms a nice little core that overwhelms bulky waters/water resists, to help the other waters and Cetoddle. Its #1 priority is to click Rapid Spin, however it can sometimes go for its own sweeps. The bulk is usable, letting it set up/spin reliably. I went with a Physical set because why not boost rapid spin while you're at it Wave Crash hits quite hard and lets you get to Torrent range more easily. Dig is funny. Other than being a way to remember its comrade Diglett who has probably perished already by the time the turtle hits the field, it threatens both Chinchou and Mareanie. Funnily enough, if Chinchou switches in, is surprised by Dig so switches out to avoid the hit, it can't come back in to tank the Wave Crashes. Tera Ghost is classic HO random tera. Spin away those rocks.

That's the team. I probably forgot to mention stuff because I'm dumb, I know the team is not the best but I did try to satisfy your request the best I could. I hope this can make you namechange to Enjoying LC!.

May your belly be the Drum of war so that Cetoddle brings you to victory.

_________________________________________________________________________________________________________________________________________________________________________
Here are some replays where Cetoddle shined the most:

https://replay.pokemonshowdown.com/gen9lc-2271453920-s0t1woo02n5i93ng7vbdb93arg0q4w9pw
https://replay.pokemonshowdown.com/gen9lc-2270910815-m1cc6o462yg7cwhl8w4dae5bjmyhf8gpw?p2
https://replay.pokemonshowdown.com/gen9lc-2270477795-06d4cguutj47bjxr09jlv0xx3e0b9o9pw?p2
https://replay.pokemonshowdown.com/gen9lc-2271985214-ossgh0wc2fjoluvvr061fnd79bc0jbepw?p2
 
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:sv/mienfoo: :sv/toedscool: :sv/tentacool: :sv/vullaby: :sv/mudbray: :sv/magby:

Brammi happy holidays and an early ish happy new year!

Your team as you requested, a very versatile SV team built on the backs of the big feet guys. I had to give this one a ton of thought bc I thought this one had potential so here we are.

I'm a huge fan of this team because the utility from the core gives you so much customization in regards to options for the rest of the mons, this is my default build but feel free to shake it up.

My idea was that freeing up on spin slot on either squid means the other is free to run a different offensive move or pivot move, in this case my default went to spikes + flip turn pivot to enable hazard stacking. Given these guys' capabilities to take a few hits on the special side, I buffed the vull and mud core to be physically tankier, and endure vull gives you another way to pressure stuff after the hazards hit the field while roar bray gives you a way to annoy cores and spinners coming in (very telegraphed). The ghost tera also lets you deal with scarf foo which can be a bit of a pain, but also blocks spinners tryharding in a pinch.

SD Foo with Fairy to get another leg up on opposing foo, while serving as your normal wincon. You can also use taunt over sd and adjust the spread accordingly if you hate foongus wars, but in that case i'd recommend making vull special. Magby set is too wallbreak to max capability, offensive fires rule and nothing really wants to eat tera fire overheat after spikes and rocks.

Hope you have a blast with this team shame I couldn't debut this in lcbc but have fun customizing with it!
 
hello Tanorasa! I got your "Cranidos LO with max atk invest" team here for you! Or, well, should I say teams!

To start, I tried a lot of squads with the standard sheer force set but was finding it very hard to use sometimes. Scarf obviously has its own problems with having to lock yourself into a move and missing out on KOs, but not having good speed or bulk made crani too easy to revenge. I thought I cracked the code by running trailblaze on it, but sheer force negates that speed boost! Soooooo what if it doesn't have to be sheer force?

:cranidos: With max attack, trailblaze, and three coverage moves, cranidos turns one good prediction into a late game sweep. While sheer force prevents it from getting some OHKOs, with chip and knock off support it becomes a menace. Throw in tera ghost to help vs scarf foo and priority and there you go!

From there, I tried out two main structures.

:cranidos: :stunky: :mienfoo: :tinkatink: :mareanie: :toedscool:

Much to the dismay of Greedy_eb, this is in fact a TTM team with memento stunky. HOWEVER, it really does hold up well in giving the knock off support needed to get cranidos scary later. Memento stunk can allow for a free trailblaze and twave on tink always helps cranidos outspeed even without a boost. I tried a couple versions of this team that I also think work well depending on what you are willing to give up. I used a variant with chespin > toed to punish foongus more + better the mudbray matchup and allow for spike stacking, I think scarf mienfoo can work very well over SD. You could also throw in a scarf vullaby over stunky if you prefer or even just regular pivot vulla + scarf foo.

:cranidos: :growlithe-hisui: :foongus: :vullaby: :mienfoo: :chinchou:

Semi-rock spam! Growlithe and crani both have similar answers and can help weaken for each other very well. I opted for a bulkier growlithe to get willos off on mienfoo / mudbray as well as set up rocks for the team. Foongus does what it does, defog vulla is more needed here to support growlithe, SD foo can help break mudbray as well, and chou works as a good pivot and secondary check to very many mons!

If not going sheer force is not in the spirit of your prompt, please DM me! I have a couple ideas for just full hard hitting crani but I felt these were the most reliable teams.
 
Hello emptywisdom! your request for a mixed lorb pawniard has been answered!

To preface, pawniard's special damage is abysmal, even with max investment and tera STAB, and with lorb, no defensive investment, and -spDef nature it's bulk is essentially paper. The role that I landed on for this washed little dark type was a lure for mienfoo and foongus with tera air slash consistently 2hkoing both of them, with a chance to ohko even the bulkiest of mienfoo sets. this pick can also handle mudbray fairly well with grass knot 2hkoing

:pawniard: The set I eventually settled on is a doozy, Air slash and grass knot are for our lure victims, but without tera-ing, pawniard falls short in terms of value more often than not. thunder wave means that even if something that pawniard can't really handle (which is a lot of mons) swithces in, he's still getting atleast a little value, not to mention it pairs nicely with air slash just in case you need to hax your way out of a bind. last but not least sucker punch is pretty standard, and let's pawniard pick up kos on low health pokemon that are chunked by the big offensive threats on the team.

side note: discarding sucker punch for a purely special set actually can actually be pretty nice for pawniard. Substitute means that pawniard can switch in to either of foongus's STABs and then sub on the spore. Having a sub on the opponents switch is honestly pretty great in general as it facilitates twave + air slash hax even further.

:mienfoo: :chinchou: these two are the big damage dealers on this team, and with pawniard chunking or KOing defensive checks like mudbray, foongus and toedscool, choice band and choice specs are much less debilitating for the teams main offensive threats. Initially, a double choiced offensive core seemed pretty dysfunctional but seeing as how fast paced the team is, the extra damage is pretty necessary. both of these threats also have pivot moves in u-turn and volt switch respectively so I overall wasn't too worried.

:tentacool: I haven't been one to consider using tentacool very often, but it can soak special attacks quite well and also offers a lot of utility in rapid spin, knock off, and flip turn. because of how fast paced the team is I wasn't too worried about it's lack of recovery moves

:mudbray: mudbray is just broken. easy rocks and good chip on anything that wants to switch into it. pretty basic.

:foongus: because of the teams theme of nuking everything as soon as possible, I opted to build foongus a little more offense oriented than usual. synthesis wasn't getting much use when i tested the team on ladder and foongus just felt like a spore bot most games so I decided to replace it with leaf storm. leaf storm doesn't have any notable unexpected ohkos on any tier staples, but foongus's ability to hard chunk anything on the switch was meant I could catch my opponent off guard and my choice users could clean up games with greater ease, or pawniard could finish off any low mons with sucker punch.

Overall strengths and weaknesses: This is a pretty cheesy team that relies on completely bamboozling the opponent. Not letting the opponent breathe is essential for the team to function and typically the longer the game is drawn out the worse the odds of winning are. A really rough matchup in particular is gothita which forces you to play a lot more carefully which kind of defeats the purpose of the "hurr durr press big moves" gameplan. not to mention you're forced to not tera pawniard a lot of the time as it's one of the only checks on the team (other than tera on foongus or tenta which, again, prevents pawniard from teraing). If the pawniard lure IS successful though, this team can pretty breezily blow through a lot of team compositions which is super satisfying when it does work.

This was a super fun concept to explore and it honestly broadened my views of pawniard in general, especially considering I was a devout pawniard disbeliever this gen for the longest time. who knows maybe this was actually the optimal way of building pawniard all along? Anywhos, hope you enjoy the team and a belated merry Christmas!

Edit: I managed to forget the pokepaste whoopsie

https://pokepast.es/fbcab5f8399ddebd
 
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Wrapping things up, I'm posting on behalf of Jeong and giove97, who sent me their teams.
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CultPyukumuku you asked for a last resort spam team, which Jeong built.

https://pokepast.es/a56667249b7e2c55

:meowth: - tera normal fake out + last resort was the example you used, acting as a revenge and late game threat.

:yungoos: - a potential lead, yungoos can click uturn for momentum then dish out adaptability boosted last resorts through the rest of the game.

:vullaby: :foongus: - to pair with the normal spam, there's a couple of standard fighting checks. Vullaby packs defog to keep meowth and yungoos from wearing themselves down too early.

:chinchou: :mudbray: - these are pretty self-explanatory options to round of a popular defensive core.

https://pokepast.es/ad8f63c7705d7d83

I thought it would be fun to put my own spin on this prompt, so here's another free paste.

:minccino: - tidy up and substitute let mincinno set up on foongus or mienfoo with tera ghost while avoiding sucker punch.

:meowth: - same as above, just with uturn to contribute more in the early/midgame or bring in trapinch on a check.

:snubbull: - I took an extreme approach to fighting resists since snubbull learns last resort. Earthquake puts pressure on incoming steels and poisons, making progress for the normals.

:vullaby: - without a real sleep resist, i opted for overcoat vullaby. However, weak armor works if you commit to a sleep sac. Heat wave picks off tinkatink and alolan sandshrew, while glimmet can be dealt with using trapinch.

:Trapinch: - Trapinch clears steel/rock types and sets hazards if you need the damage bump.

:Mareanie: - Defensive mareanie gains sitting power on chinchou, which is pretty threatening to this team.

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Zpice, you asked for a birdspam team ft. doduo. Giove made two team options:

https://pokepast.es/b14696f8a234dd00

this first team features two birds.

:vullaby: - makes progress by knocking flying checks like glimmet and finishing off steel types like tinkatink and alolan sandshrew with heat wave.

:doduo: - the team's lategame cleaner, doduo dishes out powerful stabs, teching quick attack to beat out priority moves like sucker punch and speed bosted pokemon like torchic in a pinch.

:mienfoo: :chinchou: :foongus: :mudbray:
The supporting is a standard core that saw a lot of play in scl, which is fairly self explanatory.

https://pokepast.es/fa32e53a0c18da1d

Because the non-birds were a bit standard on the first team, giove put together another paste with three birds.

:vullaby: - with the addition of another bird, this paste uses vullaby as its removal option for greater longevity. Tera flying improves the fighting-type matchup and adds sweeping potential by boosting brave bird.

:wattrel: - provides volt absorb support for the other birds, with tera water to deal with opposing chinchou and fire types.

:doduo: - choice band doduo is a wallbreaker and late game cleaner, trading some speed for firepower with discharge support. With tera, quick attack becomes a 60bp attack capable of picking off faster threats like magby after stealth rock and cleaning up games.

:mudbray: - self explanatory.

:mienfoo: - techs sleep talk for the foongus matchup. Slowfoo complements the faster wattrel and gives doduo chances to come in.

:mareanie: - defensive spread to improve the matchup against fires, vullaby, and stunky.

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Happy New Year everyone, and thanks for participating!
 
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