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Project Secret Santa

I've also added a poll on how you'd like teams to be posted. Some users have expressed that having me dm teams to their recipients and either posting them myself or having the recipient post them in the thread would make things more "secret". Lmk what you think!
 
Poll results seem to have stagnated on the original rules, so teambuilders can post their teams whenever! It could be helpful for the recipient to get some justification on your building decisions—these first few should be a good example.
 
vooper merry early christmas! (final paste)
I am requesting an either SV / SWSH / SM team (dealers choice) based around extreme type spam. I would like the team to have 4 pokemon that all share a type and are able to overwhelm that type's checks while still being viable against standard teams of the tier.
This was my prompt. If I am running 4 guys with the same type I am basically forced into an HO angle, as the team wont be able to have viable defensive synergy. I didn't really want to do something boring like PsySpam in SS that I would be able to easily build. (and frankly the only type I think I could make actually work in SS) Alongside that, I'm not really sure how a typespam structure in SV would look especially because of how unpredictable games could get with something like a random Tera messing you up. It would have felt too vulnerable for me to safely say viable.

So what I ended up going with is my take of an SM sun team, with the limitations I was given. Heres the process

:pmd/riolu: :pmd/torchic: :pmd/ponyta: :pmd/larvesta: :pmd/growlithe: :pmd/bulbasaur: (paste)
This was my first take on the team. Few concepts laid out was that I could use Riolu and Torchic to set sun as needed, other three can break or serve a defensive hole that still needs to be filled, and try to play towards Bulbasaur winning. Few specifics on the team though.

:pmd/riolu: Already said it above, its the only good sun setter. Beats Mareanie which is a plus since I didn't rly want my team to be walled by it.
:pmd/torchic: Main form of speed control. I also wanted to use it to set sun. It was not good at either of these roles with the current team.
:pmd/ponyta: Fun set, Ada gives a few cool roles and is very essential for stuff like KOing Mareanie or Onix safely.
:pmd/larvesta: Also another fun set. I do still need a fight swap, but fitting in hazard removal is not very realistic. Juice helps it soft check a few attackers. If you GIga Drain Onix on swap you KO which is really funny too. Main notable thing is it takes a Life Orb Psychic from Abra.
:pmd/growlithe: I originally wanted to use this guy as a like Vull swap in thats like probably decent utility in game. This mon sucks though.
:pmd/bulbasaur: Chlorophyll user for sun team. Didn't realize that you couldn't use Weather Ball and Chlorophyll though which messed up calcs.

FINAL TEAM
The main issue with the previous version is the speed control is very terrible, and its hard to threaten a lot of immediate KO's or make progress.
:pmd/riolu: :pmd/slugma: :pmd/ponyta: :pmd/larvesta: :pmd/torchic: :pmd/bellsprout:

:pmd/riolu: Same as is.
:pmd/slugma: Slugma helps solve the speed issue slightly, and also has some versatility vs mons that would be threatening to this team. You can pivot it in on Vullaby, use it to burn it and set sun. Is surprisingly viable offensively too.
:pmd/ponyta: Same as is.
:pmd/larvesta: Same as is.
:pmd/torchic: I turned it to a Life Orb set in the hopes of it being able to help break better and be able to get actual KO's. This mon needs Life Orb to function. It performs a LOT better this way and is better at speed control like this. HP Ground so you don't use on preview to Ponyta and you can still attack Onix.
:pmd/bellsprout: I used this over Bulbasaur because the Weather Ball calcs are really good. Only downside is less special defense but Bulbasaur is dying to every good special attacker anyways.

Just about any special attacker that can KO Larvesta. If you run into Staryu on preview and you can't win with Bellsprout just click X.
You have the tools to beat Onix, but it is yet again annoying as hell.
Same applies to Mareanie

I didn't really save replays of me winning with this in test games because I didn't win with it a lot lol. But this is the closest to optimal I could turn this team into and I was still able to get a few wins. This team does need very specific pathing to get towards a win and it is incredibly challenging to pilot, but I Hope you enjoy it!
 
Hey! You've got Zcarlett for you assignment. She asked for any dpp team with a shitmon not on the vr.

Hello Zcarlett !! Was very excited by this request and it's somewhat fun this ended up on me because building dpp is always fun, particularly when looking for shitmons - I didn't want to go the easy way and just slap a Choice Scarf on a thing with decent looking stats and call it a day.

So here goes the amazing Skorupi :

:dp/skorupi:
Skorupi @ Oran Berry
Ability: Battle Armor
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 236 SpD
Adamant Nature
- Bug Bite
- Aqua Tail
- Swords Dance
- Agility

Idea is Skorupi actually has a decent bulk and isn't weak the big offensive types like Ground/Normal/Dark/Water thus actually takes hits - this is also exploited through stealing berries with Bug Bite, as faster Agilty-boosted Skorupi eating your berries can end up slightly tough to kill (to a certain degree, there are reasons why this is unranked).
Swords Dance was used instead of a move that touches Ghosts so Skorupi being on field does more than eating berries and being Swords Dance bait for Gligars, the ghost issue being addressed differently in the team.
13 speed is enough - key thing I was looking to outspeed is Scarf Crani at +2, but it only hits 24 so no invests are needed.

Some decent defensive and offensive calcs on Skorupi:
:munchlax: 236+ Atk Munchlax Fire Punch vs. 36 HP / 36 Def Skorupi: 14-18 (66.6 - 85.7%) -- guaranteed 2HKO
Possible damage amounts: (14, 14, 14, 14, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18)

:gligar: 156 Atk Gligar Earthquake vs. 36 HP / 36 Def Skorupi: 12-15 (57.1 - 71.4%) -- guaranteed 2HKO
Possible damage amounts: (12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)

:gastly: 196 SpA Gastly Shadow Ball vs. 36 HP / 236 SpD Skorupi: 12-15 (57.1 - 71.4%) -- guaranteed 2HKO
Possible damage amounts: (12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)

:snover: 184 SpA 30 IVs Snover Blizzard vs. 36 HP / 236 SpD Skorupi: 13-16 (61.9 - 76.1%) -- guaranteed 2HKO after hail damage
Possible damage amounts: (13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)

:chinchou: 232+ SpA 30 IVs Chinchou Hydro Pump vs. 36 HP / 236 SpD Skorupi: 15-18 (71.4 - 85.7%) -- guaranteed 2HKO
Possible damage amounts: (15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)

:stunky: 252 Atk Life Orb Stunky Crunch vs. 36 HP / 36 Def Skorupi: 12-15 (57.1 - 71.4%) -- guaranteed 2HKO
Possible damage amounts: (12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)

:bronzor: 4 SpA Bronzor Psychic vs. 36 HP / 236 SpD Skorupi: 14-18 (66.6 - 85.7%) -- guaranteed 2HKO
Possible damage amounts: (14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 18)




:gligar: +2 196+ Atk Skorupi Aqua Tail vs. 0 HP / 76 Def Gligar: 22-28 (95.6 - 121.7%) -- 93.8% chance to OHKO
Possible damage amounts: (22, 24, 24, 24, 24, 24, 24, 24, 26, 26, 26, 26, 26, 26, 26, 28)

:chinchou: +2 196+ Atk Skorupi Bug Bite vs. 76 HP / 52 Def Chinchou: 18-22 (72 - 88%) -- guaranteed 2HKO
Possible damage amounts: (18, 18, 19, 19, 19, 19, 19, 19, 19, 21, 21, 21, 21, 21, 21, 22)



I will keep it shorter for the rest of the team because we are on rather standard stuff.


:dp/voltorb:
Protect Voltorb is a nice lead to use with dumb mons because it beats or trades with some of the most restrictive leads (think Aipom, Machop or Wailmer) and thus allows us to free a slot more easily. Can consider Taunt over Hidden Power to shutdown Rocks that annoy Skorupi and just assume you are exploding on anything Thunderbolt does not touch.


:dp/stunky:
As we are going Crunch-less, we want a way to trap ghosts and have very little reasons not to use the best mon at doing so in Stunky.


:dp/munchlax:
Skorupi taking an entire slot without being any of the important types in Ground-immune/Water/Ghost means we cannot really afford the more offensive 8 speed Superpower Munchlaxes. The Stunky presence allows us to be a little flexible on the Pursuit slot, although running both is definitely not wrong either. Shadow Ball could be a thing as we don't really like switching on Wisp (and I don't like Lum Stunky) but feels like an overall disappointing move in non-Duskull games. Zen Headbutt to play around Machop and Gastly switch-ins is not so necessary as we are running the amazing Fighting-resist Skorupi and Stunky respectively, yet something motivated such choice above Pursuit. Also do not question nature! Not yet at least...


:dp/gastly:
With Skorupi and non-Superpower slow Munchlax, Ghost-less cannot really be considered. Sticking to standards and running Gastly with the "always-get-a-ko" set in an attempt to not lose to Normals. We do appreciate trading with Stunky by exploding on it, as we have very little answers to it exploding itself.


:dp/bronzor:
Last mon was a though choice - we face many issues at this point : no rocks, SD Glig is hard, nothing above 18 speed once we exploded with Voltorb, Water and Ice resists are actually both Munchlax and we lose to rain. Thought of many possibilities - Snover actually felt like the one that handled the most aforementioned issues - and what I would have actually used. But this is a team for YOU Zcarlett, and I studied YOU to handcraft a team that fits YOU, and not only I know you despise rain, I read #tour-discussion enough on Discord to have seen this :

b30zi4.png


We will NOT! be going rocksless.
But as you probably know - no mons handles rain and has Rocks in a single slot, or so this is what people assume?
Introducing technology : Trick Room Bronzor! By running a lot of invests, it gets to TR up under rain against close to every water (pray the physical ones don't flinch you). They then have to be careful about their remaining Rain turns, as killing Bronzor while TR is still going means they unleash our 6 Speed large coverage Munchlax, a threat! Trick Room also works against the likes of SD Gligar and Snover and as such, does not end up being a totally dead slot in non Rain match-ups. As we are running two 18 Speed mons, this will still take a little of practice to not be stuck in a situation where it actually becomes detrimental to us. Consider that both of them have a way to stall our own Trick Room in Substitute and Sucker Punch however. Skorupi is also on the rather slow end before Agility.


You will find the final paste here, thanks again for the fun challenge, hope you enjoy the team!
https://pokepast.es/1610f85c13a633f3
 
Hacker merry christmas. I have been driven insane by your question for belly drum trailblaze chespin HO. Honestly maybe your best bet is to just put the best sweepers on HO and pretend chespin is the 4th best one but that seemed boring. So instead I made these two teams.
:chespin::gothita::diglett-alola::pawniard::glimmet::salandit:
This is the deranged setup spam I ended up with. Tera fighting drain punch is to resist sucker punches and take back the health you lose by belly drumming. In reality your opponent will just go vull most of the time so you just deal damage to it with bullet seed or double out to glim or pawn and try to take advantage of it that way. Air balloon salandit is a dumb option that can switch into a bray that thinks eq is a safe click and then tera ground can resist the followup stone edge if you need it (but just dodge tbh). Anyway setup spam barely works so I also made this.
:chespin::diglett-alola::stunky::glimmet::buizel::torchic:
The more straight forward just hit things until they die variant. sash diglett more often is an emergency stop on this team (but not if hazards go up idk I couldnt fit rapid spin) so buizel glimmet or stunky can also be the lead. Buizels flip turn can get chespin in on mareanie or foongus safely and take advantage of bulletproof. It will still seldom sweep itself, but at least it can make vull switch into rocks once so torchic or stunky can beat it at a later stage. Mudbray is a bitch, idk how to play around it except hope the opponent is stupid enough to let it get knocked by stunky. Turns out a pokemon that needs 2 free turns before it does anything at all fits poorly on HO, who would have thought.
 
Acehunter1 you asked for teams relying on luck. After trying to build something new and having no inspiration, I decided to give you for Christmas several teams that I almost used in SCL, but discarded for one reason or another after testing with Éric

:houndour: :bramblin: :pawniard: :wattrel: :croagunk: :growlithe_hisui: https://pokepast.es/75dab1d56c9c5d6c

The goal of this team was never to hax, but it happens to have several hax elements: both Wattrell STABs have 30% effects, Houndour can flinch, Pawniard has Thunder Wave + flinching head, Bramblin has the always good but not consistent multi-hit move and Growlithe absorbs Spore from Foonguss, after which it uses Sleep Talk, which is another haxy move, opponent can,t predict what will come from it.

:hippopotas: :cacnea: :drilbur: :sandshrew: :diglett_alola: :skrelp: https://pokepast.es/c26d5bd6b7f59317

Sand Veil is legal in LC and I hope the situation lasts. Therefore, we can use SD Cacnea that avoids opponent's moves. Sandshrew and Alolan Diglett also could have Sand Veil, but I prefer their more consistent abilities. Also, Diglett already haxes enough with Rock Blast (multi-hit) and Iron Head (flinches). Lastly, we have a Restalk Skrelp. Someone needs to absorb Foongus's Spore and it also helps to bring our Sand sweepers in, via slow Flip Turn. It has Poison Point ability, which also can hax, while Dragon Tail denies some sweeps, such as Shellder's one if we Tera Steel.

:silicobra: :ekans: :tinkatink: :wingull: :cranidos: :treecko: https://pokepast.es/91474bacdc0dd258

2 snakes. Unfortunately, Dunsparce and Snivy are banned (you can add Dratini however, who learns Thunder Wave and a flinching move in Waterfall). Both of the snakes learn Glare and also have Shed Skin, meaning they can sometimes wake up early from their Rest. It also means, Ekans can perpetually wall Foonguss and paralyze or Knock stuff. Silicobra meanwhile has the deadly Rock Blast that destroys Vullaby. Since Silicobra can,t have Rocks, someone else needs them, Tinkatink has the best typing ever and also learns Thunder Wave. Wingull outspeeds almost everything and has a magic move named Hurricane, which 70% of the time sweeps entire teams, abusing confusion too. Lastly, the 2 sweepers that abuse paralysis provided by our snakes. Cranidos has so much Attack, that it only needs some Speed to kill everything, Trailblaze gets that Speed. Treecko has Unburden + broken Bullet Seed + Acrobatics. Both of these sweepers rely on their Tera a lot to sweep, which is not ideal, but the free turns our snakes provide allow to steal some games.

:silicobra: :ekans: :tinkatink: :shellder: :vullaby: :diglett_alola: https://pokepast.es/31e49816ed826bf3

Another version of the same team with move conventional sweepers. Honestly, there are many Mons that pair well with Silicobra and Ekans, they should be more explored. Also, I just checked and King's Rock is entirely legal in LC, it can be put on Shellder or some Miccino to have fun.

:larvitar: :hippopotas: :drilbur: :sandshrew: :vullaby: :mareanie: https://pokepast.es/219826de1a77b266


Finally, another Sand Veil team. Larvitar is much more dangerous than Cacnea, since it boosts not only Attack, but also Speed, while having a deadly STAB combo. If some Mienfoo tries to stop Larvitar, you go Tera and destroy it. Larvitar is a legit threat even without considering Sand Veil, which makes it even better if it gets the free turn. On this team, Sandshrew is not a sweeper but a fast Spiker and spinner, which prepares the terrain for Larvitar or Drilbur running over the opposition. Oh, and we also have a 30% poison from Mareanie or a freeze if you are lucky.


Bonus team. Not very haxy, but this is what I used vs Fille in SCL: :meowth: :magnemite: :stunky: :trapinch: :bramblin: :corphish: https://pokepast.es/610b771e42806473

Unlike the 2 weeks in which I lost despite building lots of teams, the 9th week of SCL I only built this one and was satisfied with ladder tests, where I almost never lost. Vs Eric I played 4 games and won 2 of them, 50% win ratio, which was much higher than what I did in the previous weeks (Eric endlessly gave me beat downs).
 
HSBT merry holidays.
i was asked to build around the core of

(alola)
At first i attempted to build a good team around this core, but it is kinda impossible because after foo and vull you need too much in one slot.
So i decided to build some bullshit HO
:diglett-alola: :chinchou: :magby: :vullaby: :mienfoo: :zorua-hisui:
:diglett-alola: sets rocks then kills it self
:chinchou: i tried to make agility work but it was ass, so its scarf so it can do something.
:magby: clicks belly drum and takes 4 kills a game. I got the idea of body slam from pollo and it has some funny calcs
+6 236 Atk Tera Normal Magby Body Slam vs. 116 HP / 180+ Def Eviolite Mareanie: 25-31 (108.6 - 134.7%) -- guaranteed OHKO
+6 236 Atk Tera Normal Magby Body Slam vs. 156 HP / 196+ Def Eviolite Mienfoo: 28-34 (121.7 - 147.8%) -- guaranteed OHKO
+6 236 Atk Tera Normal Magby Body Slam vs. 116 HP / 36 Def Eviolite Mudbray: 30-36 (120 - 144%) -- guaranteed OHKO
:vullaby: very standard np vull
:mienfoo: clicks sd and cleans games, tera grass is for spore
:zorua-hisui: larps as a good mon, clicks one wisp and dies.
This team is not great but its the best i could do with what i was given
https://pokepast.es/b78b7fd580d2cb72
 
teamo here's your Big Mac...

https://pokepast.es/aeb16260fb57731c

Not much for say, besides it was a headache to build a team with the conditions of this annoying client (3 Fire types, without sun)

:slugma: put rocks and die, maybe can get memented some mon. Mud slap is for not be so useless against glimmet.
:magby: ronald mcdonald hates you.
:torchic: uh, the ticket tells me you ordered nuggets too so... oh, and no need to clarify that there are no returns.
:vullaby: ye you will need some ground inmunity.
:stunky: put a stinky rat because I hate you
:glimmet: vullaby owns you, like those birds that take people's food yknow? it also adds a "crispy" touch to your order.

s/o bleahey and Mister Magnus for ur help.
 
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aurora Hiiiii here is ur christmas gift from Emolga LAB.
U asked for a skrelp team then emolga make it for u.

1734387270314.png1734387516819.png1734387913825.png1734388055921.png1734388084085.png1734388104980.png paste

1734387270314.png
My first idea was to use some funny stuff like poison touch but very soon I discovered that skrelp doesnt have poison contact move (gunkmiss shot is not contact move qwq) then i decide to use skrelp as sweeper. Skrelp has a lot problems such as low speed and low power but with Adaptability and scale shot those his problems could be fixed. Flip turn gives him a momentum choice which is not bad


1734387516819.png

For our offensive core i choose torchic cuz i think i need some speed control and that's it, fire+psychic coverage removes a lot of skrelp checks such as marearnie and fooguns.

1734388055921.png

As defensive core my choice was foongus+mudbray, ik it's very annoying as core but it fits good in this team and tera water can check shelder which is able to destroy this team.

1734388084085.png

DONK GOAT. 1.49 rating SMURF IN MAJOR FINALS. Roar is to play against set up sweeper like shelder and magby.

1734388104980.png

When u need to end some teams with a good mon, why u dont try to use mienfoo? Mienfoo fits in every team and with tera steel it can also check vullaby.

1734387913825.png

As we can see this team needs GROUND resist/immunity so.....vullaby time. One of the best pivot in this meta.

That's all, my building skills are bad so i can only give u this boring team with a lot sample mons. Wish u will like it and MERRY CHRISTMAS.
 
Hey Mok3s , it is i, your not so secret santa! Here to bring you some early present. And by some, i mean that i cobbled two team for your prompt, which was something interesting with zorua-hisui , and make the team "shadowy".

Since i usually tend to not read the full instruction, i made two team, one with a "viable" zorua-h team which was interesting (so something that wasnt completly from the sample, i assume and hope), and another more in theme. Both team paste will be at the end of each category, alongside a couple "suggestion" for remplacement.

I thought at first that i could make a wonky set with endure/nasty plot with weakness policy, using a spread to "abuse" a mienfoo lead that would just click knock into your "obvious" lead foo, but it felt really gimmicky and i randomly had another idea that also aimed to abuse foo lead, but not be completly helpless agaisnt other thing, and still be able to threaten a mienfoo

:zorua-hisui: i've opted for scarf, since we want to scout a fake out and i despise speed tie. I've opted out of giving it a ghost stab, since dark type are a pain and common (hello :stunky:/:vullaby:, especially :vullaby:), and this set is more support oriented.
  1. Tera blast is your main way to hit stuff, which is useful in not trigger certain on-contact move (:vullaby:/:glimmet:). Tera ground is used to revenge stunky/glimmet, but zorua shouldnt ever need to tera
  2. Trick is used to deal with the opposing wall (:foongus:/:mareanie:, as you should be bulky enough to shrug atleast three sludge bomb, be careful since they can kill zor with their other move if you switch while below 60%). You can also use it agaisnt dark mon with sucker punch, in order to lock them in a move if they dont click it
  3. U-turn is probably the move you're gonna click always as lead, unless it's not a :mienfoo: lead, but more on that later. This let you pivot duh but also scout which version of :mienfoo: you're facing, assuming it's from sample. Any :mienfoo: that end up at 90% is fast, higher and it's slowfoo or a bulky variant.
  4. Memento could be dropped for something else,like knock or Bitter malice, the former let you support the team, the latter make it more annoying for physical mon with the -atk on hit, which would let something get in.Regarding memento you should usually use it if you already tricked your scarf, and let you trap or setup on a mon. You can also use it as a panic button if something is setting up, but unless you're facing a nasty plot :vullaby: that you somehow didnt trigger her weak armor or use a defensive tera for :torchic:, chance are, you wont be fast nor bulky enough to survive a hit
:gothita: This is the reason why we're using this set, gothita main goal is to either remove mienfo by t2, or force a tera. Using u-turn into a fake out let you bring gothita in safely, and depending on the opposing set, you should know if you're already threathening the opposing foo.

236+ SpA Gothita Psychic vs. 0 HP / 36 SpD Eviolite Mienfoo: 18-24 (85.7 - 114.2%) -- 81.3% chance to OHKO FastFoo, end up at 90% after u-turn
236+ SpA Gothita Psychic vs. 156 HP / 116 SpD Eviolite Mienfoo: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO SlowFoo end up at 91% after u-turn

Anything higher than 90% require for you to use a tera to guaranted mienfoo being gone. You can also use it on foon/mare, but both will need to be knocked, or use a tera to break through. Nothing fancy though move wise, it's from the sample but you should avoid switching goth into anything that isnt strictly defensive

:shellder: Someone need to reap from mienfoo/tera being gone, and shellder was the one that made the most sense. Stolen from sample too, but we do have some option. Protect/Sub remove the hurdle of guessing which tera is your opponent going to use, assuming he didnt tera, since :mienfoo: tera dragon/water /:foongus: tera steel/:mudbray: tera water both survive any move even after stealth rock from full if you guess incorrectly. Dropping protect/sub for ice let you deal more easily with tera-less foon/mudbray, but you need to remove your opponent tera. Look for free switch from either after a KO or memento to bring shellder if your opponent used it on mienfoo. Remember to weaken/cripple opposing foon/mare beforehand, as they can usually survive a hit from full even with haz from ice-less shelder.

:Foongus: Stolen from sample, since we need a spore absorber/fight check/bray check. If you end up in a foon mirror, do not hesitate to trade a few sludge/synthesis to get a rough idea to when your opponent click to later, as this would be the timing to switch into either goth or zorua which will either remove it (assuming foongus is at 75% after synth), or trick him a choice scarf

:Mudbray: Just like foon, except mudbray fill the dark check while bringing hazard and can check shellder in a pinch if you're willing to use tera, not much to say, but you should probably at the beginning chose on mon that you'll dedicate as a target, as bray usually wont be able to fight more than one.

:Mienfoo: Act as glue, we're using a fastfoo since we want to enable shellder or act as a breaker if given an occasion (like some mon locked into knock off after being tricker a scarf)

You want to always lead zorua-h, and keep the last two slot of the team like this :shellder: :mienfoo: , this let you later in the game surprise your opponent with a "shellder" switch, which might force them to either hit you or switch into something. You want to confuse your opponent into doubting if it's foo or zor. Agaisnt foo, you'll have some choice, but usually you're looking to u-turn in case he fake-out.

If he doesnt you'll probably have to switch into your own foo. Using trick instead allow you to cripple slow foo and tank a u-turn/knock off. If your opponent bring anything else, trick should be your first move in most case, since you dont want to boost a vullaby or risk a sucker from a stunky. Possible lead may also include foongus, but the team should be able to scare it away. If mienfoo isnt used as lead, you should consider it as a scarf/setupfoo

I mentionned "replacement", but mudbray is the only thing that in my opinion could be swapped (mon wise). Tinkatink let you soak knock, but you wont have any good answer to stunky. Consider giving a defensive tera to shellder so you can switch into vulla and tank a +2 air slash (and hope you dont flinch/proc vullaby weak armor). A-Shrew would also be an option, but it also struggle agaisnt np vulla, and it need to outspeed stunky with a rapid spin. Glimmet doesnt have their weakness, but cant hard switch into them, and you'll make yourself ground weak

:zorua-hisui: / :gothita: / :shellder: / :mudbray: / :foongus: / :mienfoo:


Halloween's been gone for two month, why would you want some spooky ghost and edgy mon on christmass. Erm, i've taken a bit more liberty on this one, which is extremely cheesy and will might fold if thing dont go your way. I've sticked to yet another utility zorua, but went hard on that weakness policy i mentionned earlier. This team also look to "bait" mienfoo in, but in a more aggressive way, also we actually want to bait anything that would use knock off and that isnt part of the two problem child (:vullaby: :stunky:).

:zorua-hisui: now with eviolite, and not on lead duty. We're using tera fighting to shrug vulla/stunky knock and revenge. Tera fire is also an option, but once again, we dont really want to tera zorua. Consider using zorua as foo, except you want to use memento to trap problematic mon, or knock some wall/soak spore. Hex is up to taste since you run glimmet, but you can also run bitter malice instead to duel physical non dark mon.

:sinistea: One of your lead, and probably the main one, since this spread let you survive any foo without atk investement, and barely die on a 1/16 if it invest two point in atk. The idea is to click nasty plot on t1 into a mienfoo and let it rip. If your opponent decide to switch into a vullaby, you can endure and punish your opponent.A +4 is necessary to break through anything in the metagame (assuming you somehow reach +4) We're using tera fire to go through anything in tandem with stored power (vulla primarily tera ghost, so click tera blast agaisnt it is fine). Fire let you also muscle through tink/tera steel foongus while stored power take care of anything that would tera water/dragon.

Be careful since even after one weak armor, you'll be slower than any scarfer with 17 speed, and tie with 16. We can fix that by moving a def IV into speed, but most mienfoo will be able to get a KO on a 1/16, and 156atk foo odd increase to 40~.

:Drifloon: Same deal as sinistea, except we go all out on offensive. The spread let you survive a hit from mienfoo and bray, the latter assuming he doesnt 1/16 so you can and should switch into it before it set rock (heavy slam could be an issue but it's currently being dropped in favor of close combat or roar) Keep in mind that you'll need a cm boost to be as "threathening" as sinistea. Stellar is used to bruteforce some mon like vullaby that could survive a hit on a low roll (1/16) or when you suspect a mon to tera

:Vullaby: More utility oriented, nothing fancy stats wise, but we're swapping roost for defog in order to remove hazard which prevent your two ghost from living a stabless knock off. Vulla might also invite some target,like tink that could be setup on, or glimmet, which need to be removed.

:glimmet: I thought glimmet would fit the theme, since it look like one of those black mage from final fantasy, but i've only learned while writing that they werent really related to some "evil" kind of magic. Nothing fancy here either, we're mostly using glim to set hazard and have something to not instantly fold to a vullaby or another glimmet

:trapinch: Just like glimmet, not different than the original, but we dont need to reinvent perfection, also trapinch has the important job of removing stunky and maybe revenge something if he didnt die while bravely fighting the scourge :stunky:

You could always swap :glimmet:/:trapinch:/either non evio ghost for :pawniard:/:stunky:/:grimer-Alola:

:sinistea: / :zorua-hisui: / :drifloon: / :vullaby: / :glimmet: / :trapinch:
 
Eeveeto "I want a team with a non Scarf Hisuian Growlithe."

Well here you go: https://pokepast.es/075658aed6b71857

1734479436007.png

The star of the show, I make him flame charge + morning sun and gave him some defence + spd evs. The idea is that you flame charge, get the speed boost, then sweep and if you are low hp then you can morning sun, so it's a bulky sweeper. It's also nice to punish sucker punch, and with tera fly you can maybe do something? (I never really swept with this thing).
1734479641759.png

Gothita adds some much needed speed to the team + it traps and KO's many growlithe checks (foo, bulky waters...). Can also trick something into a bad move so growlithe can get set up for free.
1734479862257.png

The standard. Although I did lower his speed to give me slow u-turns. It's usefull so I can get a free u-turn into gothita on other foos.
1734479950096.png

Hazard control + another mon with a pivot move.
1734480022692.png

You'll have to hear me out on this one. Oran berry + counter can catch some surprise KO's on vull, mudbray and mienfoo, making it easier for growlithe to sweep. Most of the time the berry just got knocked tho, so if you don't like it just change to standard eviolite.
1734480123477.png

Grookey really brings the team together, he finishes the fire water grass core, gives nice priority and baites out foonguss so you can u-turn on it into gothita, getting a free kill.


Not sure how good the team is, but I could get some wins with it on ladder.
Here's a replay of me using it: https://replay.pokemonshowdown.com/gen9lc-2264995456-5e9txebbu3i2mv8mhkil023t68m0bsapw?p2
(yes I know I lost, but it showed of the team nicely and with better play I could've won, it's like 1 am right now so I kinda brainfarted mid way through the match)

edit: another replay that shows off the team well: https://replay.pokemonshowdown.com/gen9lc-2265304950-cdepvf8fkxc03nkiw5uf2ge6tx35j2epw

Like I said earlier, if you dislike mudbray you can change it, and growlithe tera type could also be changed. Tera fly kinda screwed me over in the replay, so you can choose whatever. HOE YOU ENJOY!!
 
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Thanks to everyone that's submitted so far :). I'll be checking in with those who haven't done so at the end of the weekend, and feel free to shoot me a message if you're having trouble!
 
rarre

I was given you, and I am very sorry but I don't know the first thing about BWLC but I gave it a red hot go to make Snubbull work. As far as I could tell, Snubbull really only has a couple of things going for it. So I went with everything it can do that is cool, all at once. Intimidate, hardish hitting, Twave, and Covet. So it's not hella Tanky but it does manage to do enough to force switches and get some twaves spread around. Just be mindful of like Diglett I guess, that won't be super fun.

Paired it with general goodstuffs as far as I knew. A couple of quirks include Sub LO Gastly to take advantage of speed control and free turns from Para. I also made 'choices' with Omanyte. I think it's fine.

Could probably stand to make a swap for some better handling of the fights, but I'm envisioning that you're just going ham half the time.

Enjoy, I hope you like it.

https://pokepast.es/48de72d5f32a0f53
 
good morning and merry christmas colorednaem, you asked for an aron team in any generation other then dpp.

This was actually really infuriating to build due to the obvious problem of bw's newly introduced :pmd/mienfoo: and :pmd/timburr:, the ever present :pmd/diglett: and :pmd/trapinch:, and aron just all around having a lackluster moveset to play around with.

HOWEVER, in its moveset it has a few fun tools in Metal Burst and Natural Gift, both of which are less than optimal but can have big results if you can catch your opponent by surprise.
The final team:
:pmd/aron::pmd/mienfoo::pmd/abra::pmd/gastly::pmd/vullaby::pmd/diglett:

the concept for the team is pretty simple, it's a standard gastbra team that attempts to lead aron into :pmd/mienfoo:, :pmd/timburr:, or :pmd/ferroseed:. Watmel Berry is unfortuantely not in SM so the next best option in Bluk Berry is used to absolutely blow up Ferroseed, which can be a nuisance for gastbra teams
(196+ Atk Bluk Berry Aron Natural Gift (Fire) vs. 84 HP / 108+ Def Eviolite Ferroseed: 20-24 (90.9 - 109%) -- 6.3% chance to OHKO)
Unfortunately because ferro is a fat piece of shit you still can't ohko it but you put it into range of heavy slam and a 10% hp ferroseed isn't stopping gastly or abra later.
If leading into a fighter, protect into metal burst is the funniest shit you will ever see, and while removal of mienfoo isnt exactly needed for the team to function, it's still hilarious to play and watch.

While I couldn't get many replays showing off the team due to LC being bums and not playing with me, here's a replay of the lead ferro matchup getting owned
https://replay.pokemonshowdown.com/gen7lc-2269053200-ci6qusk5q4cle10rf18pv3jzkzgo6idpw (i lost the game because of a skill issue though)

Please forgive any lack of knowledge on the SM LC meta, I don't usually play sm haha
Enjoy the team and happy holidays
 
Vrolijk Kerstfeest Kipkluif heres your requested ss lc misty explosion team!

:spritzee::cottonee::vullaby::dwebble::ponyta::abra:

the idea of this team is very simple: its a hazard stack, you set rocks and spikes up first and then brute force your way with damage, while punishing mistakes w np vull.

:spritzee: the only mon in lc (any gen) to get the move. i thought scarf would be the only set to use the move half correctly. it is slow as shit, so im using modest anyway bc you get to 18 (basically all u wanna do is surprise ko foo anyway) and do more damage instead of tying the 19s and not 2hkoing foongus.
:dwebble: :vullaby: self explanatory
:ponyta: needed grassy glide check. with spikes it is much more able to break effectively, letting you ohko foo and vull for example. overall bulk is also always appreciated in a priority meta like this
:abra: needed staying power vs timburr. it was a tyrunt once but i decided against it, i guess it could work if you like it. with sash its an emergency button vs anything that could be scary, and with fire punch you can lure in ferroseed for a spritzee sweep (hopefully)
:cottonee: this is the only good mon to get misty terrain to boost misty explosion. i though itd fit the team since its ho but it needs way too many moves. an sd grookey would be 10 times better in this slot but itd be losing out on the gimmick, so its your call
 
Merry christmas Nineveh, here's your Chingling team!

:dp/chingling: :dp/machop: :dp/munchlax: :dp/snover: :dp/gligar: :dp/stunky:


Decided to do it in DPP, because knowing you doing an eviolite gen would've felt like cheaping out.

:chingling: Most defining quality about this pokemon this gen is its high special attack while not being as frail as Abra, so I decided to lean into this with Future Sight to force forks early on in the game. Protect is entirely for Aipom, as the team has its fair share of issues with it in the lead but can generally manage.

:machop: Becuase of how often of a response Stunky will be to Chingling, you can often future sight and then set up difficult lines for your opponent to play around, especially if you can call the switch with a sub.

:munchlax: Only notable thing I can say abt this lax set is its Fire Punch for Broznor as otherwise this team may struggle to deal with the mon.

:snover: SD Snover works well with the fork set up by Machop and Chingling, and generally pairs up well into things Machop doesn't and vice versa. If you get a trap off on the ghost and have a relatively healthy Machop, you can really take advantage of any openings it would give you.

:gligar: Rocks glig doing rocks glig things, helps w the usual suspects. Don't have much to say here other than it fit well w the team

:stunky: Here to further assist Machop after any Future Sights, as getting rid of ghosts helps Machop in the short term. This can help other offensive threats in the team in the long run by allowing Machop to soften up their checks

(sorry if I'm not super articulate in this)
 
Merry Chritmas Jeong , here is your team!

You asked for a Totodile team, so here it is!

:diglett: :totodile: :munchlax: :staryu: :gastly: :snover:

I initially thought using the legendary Totodile Flail + Subs, but i realized that is almost impossible to do it without dying to weather. So, i chose the classic Swords Dance Aqua Jet set.

I really enjoy a good and fast suicide lead, so why not Diglett with Stealth Rock and Reversal?

The rest of the team is basically the most necessary mons, Munchlax with an insane bulk, Gastly with Normal-type Immunity, Staryu for a support with Rapid Spin, and a weather and speed control with Snover Scarf.

That's it, hope u enjoy it! :)
 
merry christmas Greedy_eb. as you asked for an elekid + double trapper team, so you shall receive an elekid + double trapper team.

i'm not a good builder, and i don't know how to make the pokepaste have the sprites in it. i'm-a sorry.

https://pokepast.es/97ab58d6d0aa03d7

elekid.gif
gothita.gif
trapinch.gif
mienfoo.gif
mudbray.gif
foongus.gif


my first three pokemon were already decided. elekid is elekid, and there are only two trappers in the tier (magnemite isn't real!!!!!!), so gothita and trapinch were mandatory. i'm sure the tera on elekid is redundant and you could go for something amusing like tera ice, but... i then decided to go for a slower mienfoo because i figured it made sense to take advantage of slow u-turns when the team was so heavy on trapping. you could probably make mienfoo tera fairy in all honesty. now, my extremely genisu understanding of the tier tells me that this team can probably pressure foongus quite a bit, and i needed a poison-type, so i added my own one to take advantage of this. finally, i needed a stealth rock user, so i chose mudbray with tera water for some shellder insurance. it also kind of not really checks vullaby, but i do have tera steel mienfoo and incredibly sturdy flying resist elekid in case things go awry in that department.

i hope you enjoy the team and only need to make a single-digit amount of changes for this to be usable.
 

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