Resource SM OU Sample Teams

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Santu

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World Defender
Kyurem Substitute+roost BALANCE




Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 240 HP / 148 Def / 104 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Knock Off
- Synthesis

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Wish
- U-turn
- Stealth Rock

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Defog
- Roost

Kyurem @ Leftovers
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Roost
- Earth Power
- Ice Beam

Pheromosa @ Expert Belt
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Rapid Spin
- Ice Beam

Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Quiver Dance
- Psychic
- Hidden Power [Ground]
 
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Empo

is a Tutor Alumnusis a Top Tiering Contributor Alumnusis the Smogon Tour Season 30 Championis the Smogon Tour Season 33 Championwon the 17th Official Smogon Tournamentis a Two-Time Past SPL Championis a Past WCoP Championis a Former Smogon Metagame Tournament Circuit Championis a Former Old Generation Tournament Circuit Champion
World Defender

hello guys this is a pretty cool team i made around the scarfgar + tomw core, rotom just attracts fat grass types like tang switchs on it and gives gar the chance to hit. for the 3rd slot i just added zygarde as an electric check and win condition also because it has a good synergy with gar and tom. then the choose for this slot fell on spikes protean ninja, this helps gengar making more damages with the hazard support and gives a lot of pressure to bulky teams. for the last 2 slots i added lando-t and gross since i needed a switch to physical threats such zygarde, metagross, chomp and a fairy resist so i chose megagross with pursuit to trap lati especially.

replay vs sun
 
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CM Fini w/ Hazard Stack

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 176 Atk / 76 SpD / 56 Spe
Adamant Nature
- Thousand Arrows
- Toxic
- Substitute
- Coil

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Iron Head
- Spikes
- Leech Seed

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Moonblast
- Taunt

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Thunder

Heatran @ Leftovers
Ability: Flash Fire
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Stealth Rock
- Earth Power

hi, so this is a team i made with cm tapu fini in mind, a vastly underrated set that's an insanely potent wincon. i paired it up with offensive coil zygarde with the idea of them wearing down their similar checks with spikes support. the most prominent check to the two was av tang, but the ev spread on zygarde allows it to setup a sub on non-hp ice tang, toxic it, and go to town from there. originally, i had extreme speed but with phero on trial toxic proved to be a bit more useful to meet the goal of the team. ferrothorn + heatran bring spikes and rocks respectively, with ferro sporting a chople berry. chople ferro is nice here for keldeo as my only good switch-in is tapu fini, which lacks the sheer bulk it's defog variant usually has to consistently check it. zapdos functions as a neat glue that checks scizor, pinsir, another barrier for non-ice punch metagross, and a ton of other threats that make it a really good pick right now. i rounded off the team with scarf nihilego as another mean of counterplay against volcarona, both zards, gyarados, koko, etc. really neat mon. hp ice is chosen here to inhibit opposing zygarde and lando as much as possible. pretty fun team.

Sub Volcarona w/ Hazard Stack

Pheromosa @ Black Belt
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Ice Beam
- Rapid Spin

Landorus-T @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stealth Rock
- Stone Edge

Volcarona @ Psychium-Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Fire Blast
- Substitute
- Quiver Dance

Latios @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Trick

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Zen Headbutt
- Bullet Punch

Greninja @ Wave Incense
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Dark Pulse
- Hydro Pump
- U-turn

this was an ho i made with a few cool techs when mawile dropped. volcarona is the star here with it's nice psychium set to blow past it's scarce switch-ins and substitute as a way to safely setup and ensure a more secure sweep while also avoiding mega mawile's sucker punch (and other priority bar water shuriken) so it isn't cut short. rapid spin phero came naturally to remove hazards while not getting rid of my own spikes. spikes ash greninja is really cool as it gets plenty of opportunities to setup spikes since it force nearly everything out. offensive sd + rocks lando-t is a great set for weakening the opposition before volc comes out and setting rocks. yache berry is here for revenging tapu koko (and ipunch gross) which can be a big headache for this team if ash greninja isn't already transformed or it's not weakened enough for phero to revenge. there's also the chance of it possibly being scarf (it's not too bad), which makes yache lando a good safety net. metagross is metagross, you can't go wrong with it when looking for a bulky fairy resist, wallbreaker, incredible mon. rounded it all of with scarf latios to revenge kill boosted threats and a decent at best keldeo switch-in. enjoy.
 
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Leo

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MPL Champion
CM Fini w/ Hazard Stack

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 176 Atk / 76 SpD / 56 Spe
Adamant Nature
- Thousand Arrows
- Toxic
- Substitute
- Coil

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Iron Head
- Spikes
- Leech Seed

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Moonblast
- Taunt

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Thunder

Heatran @ Leftovers
Ability: Flash Fire
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Taunt
- Stealth Rock
- Earth

hi, so this is a team i made with cm tapu fini in mind, a vastly underrated set that's an insanely potent wincon. i paired it up with offensive coil zygarde with the idea of them wearing down their similar checks with spikes support. the most prominent check to the two was av tang, but the ev spread on zygarde allows it to setup a sub on non-hp ice tang, toxic it, and go to town from there. originally, i had extreme speed but with phero on trial toxic proved to be a bit more useful to meet the goal of the team. ferrothorn + heatran bring spikes and rocks respectively, with ferro sporting a chople berry. chople ferro is nice here for keldeo as my only good switch-in is tapu fini, which lacks the sheer bulk it's defog variant usually has to consistently check it. zapdos functions as a neat glue that checks scizor, pinsir, another barrier for non-ice punch metagross, and a ton of other threats that make it a really good pick right now. i rounded off the team with scarf nihilego as another mean of counterplay against volcarona, both zards, gyarados, koko, etc. really neat mon. hp ice is chosen here to inhibit opposing zygarde and lando as much as possible. pretty fun team.

Sub Volcarona w/ Hazard Stack

Pheromosa @ Black Belt
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Ice Beam
- Rapid Spin

Landorus-T @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stealth Rock
- Stone Edge

Volcarona @ Psychium-Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Fire Blast
- Substitute
- Quiver Dance

Latios @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Trick

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Zen Headbutt
- Bullet Punch

Greninja @ Wave Incense
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Dark Pulse
- Hydro Pump
- U-turn

this was an ho i made with a few cool techs when mawile dropped. volcarona is the star here with it's nice psychium set to blow past it's scarce switch-ins and substitute as a way to safely setup and ensure a more secure sweep while also avoiding mega mawile's sucker punch (and other priority bar water shuriken) so it isn't cut short. rapid spin phero came naturally to remove hazards while not getting rid of my own spikes. spikes ash greninja is really cool as it gets plenty of opportunities to setup spikes since it force nearly everything out. offensive sd + rocks lando-t is a great set for weakening the opposition before volc comes out and setting rocks. yache berry is here for revenging tapu koko (and ipunch gross) which can be a big headache for this team if ash greninja isn't already transformed or it's not weakened enough for phero to revenge. there's also the chance of it possibly being scarf (it's not too bad), which makes yache lando a good safety net. metagross is metagross, you can't go wrong with it when looking for a bulky fairy resist, wallbreaker, incredible mon. rounded it all of with scarf latios to revenge kill boosted threats and a decent at best keldeo switch-in. enjoy.
Team 2 is cool but Pheromosa is getting banned pretty much in a week so it's kinda outdated :pirate:
 

Scribble

formerly Dartrix - Joker
is a Contributor to Smogon

So this is a pretty fun team I made to ladder for reqs on one of my alts, that didn't end well (ended up at like 2640 COIL at 70 games rip), but that's due to either my own fault/hax. I am confident the issue did not come with the team. This team is actually really solid, good enough to be a sample team, as there weren't any games from my experience that were unwinnable from team preview. You just have to play smart, and the team will reward you.

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Hidden Power [Fire]

Tapu Lele @ Shed Shell
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Taunt

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 220 Def / 36 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Hidden Power [Ice]

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Bullet Punch
- Earthquake

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]


The team is fairly self explanatory. Celesteela and Landorus-T are the defensive backbone of the team. They blanket check a lot of threats and cover each other's weaknesses fairly well. Lando-T provides Rocks, and the two of them can pivot around Mega Metagross and scout for its coverage moves. Kyurem-B is the star of the team here. It's extremely difficult to switch in to, and plenty of things will just die to it. Teams are unprepared for it since its usage is low, and some people don't know what to do against it. Expert Belt can help bluff a Choice item, and is chosen over the Z move/Life Orb for more damage with coverage moves and no recoil. My favorite thing about laddering was the 5 or so matches when people just leave their Mega Scizor in on Kyurem-B to U-Turn and get bopped by HP Fire. Ice Beam into HP Fire will kill Ferrothorn, for reference. Stallbreaker Tapu Lele was thrown on as it is also pretty difficult to switch in to, you can bluff the Choice item, and you don't get 6-0'd by Stall. Mega Metagross is the mega of choice. Its moves seem a bit contradictory to Tapu Lele, but trust me, Zen Headbutt is not worth it on this team and Bullet Punch is a lot more helpful. Keldeo is the scarfer of choice. HP Electric > Icy Wind to revenge kill Gyarados, and surprise Pelipper and Mantine. No hazard control is iffy, but you can offensively pressure teams really hard with Kyurem-B, Tapu Lele, and Mega Metagross, as each of them have little counters. This team rips apart the Fire/Water/Grass cores you see everywhere, and Kyurem-B can switch into the rising Zapdos relatively safely and bop it with Ice Beam.


These obviously aren't all of the threats, but these are the main ones that come to mind, and the way the team plays around them isn't that obvious.

-Tapu Koko (Kyurem-B can switch into it, and can live a Dazzling Gleam if necessary. Other than that, Keldeo's Surf into Mega Meta's BP kills after Rocks. Keldeo's Hydro is a roll to kill after Rocks.)
-Kingdra (Hope you killed Pelipper, Protect stall Rain turns with Celesteela, Keldeo and Celesteela can eat hits.)
-Mega Charizard Y (Pray it's Mega Charizard X. If not, Mega Metagross can revenge kill it, and Keldeo can after some chip.)
-Weavile (Keldeo can switch in and kill, Celesteela can eat a hit, Mega Metagross can revenge kill with BP. Just be careful it doesn't put too big of a dent into your team)
-Double Dance Lando-T (Never had an issue with this. If you suspect it's DD Lando-T, do not give it a chance to set up both. If it doesn't get to SD, Lando-T beats it. If it doesn't get to RP, Keldeo beats it.)
-Hazard Stack Teams (Try to beat them down before they get too many layers)


 
Zoroark's Hyper-Balanced Offense Team




upload_2017-4-7_0-48-0.png


Team introduction
Here is a team I made when pheromosa's suspect test has just started. This team is centralised on a mix between hyper-offense and bulky-offense strategy where I have both fast and hard hitting sweepers including mega-beedrill and Ash-Greninja as well as tanky yet also hard hitting mons including scizor and tapu-lele which can absorb physical and special attacks respectively. Landorus-Therian is the basic physical wall and Zoroark is the fast coverage mon as it can learn various coverage moves including flamethrower and hp ice and even has a nice signature move called night daze which has a respectable chance to decrease opponents accuracy. All along carrying illusion which allows Zoroark to play mind games with the opponent especially regarding with forcing and predicting switches.

Individual Pokémon Analysis

Landorus-Therian:
The physical wall as well as the hazard setter. Landorus-Therian role is simple and two-fold; send Stealth Rocks to your opponent's side to break their sash/sturdy/multiscale as well as to chip away some of their health and act as a defensive wall - Intimidate opponents to lower their attack absorb incoming physical attacks and also try to chip away opponent's pokemon's health with rocky helmet if the physical move makes contact. Earthquake is the main STAB attack Hidden power Ice is used to attack opponent's Landorus-Therian as well as mons such as Garchomp, Salamence and Gliscor. U-Turn allows Landorus to deal some damage and to gain some momentum via the switch either yourself predicting the opponent will switch and then yourself switching to the appropriate counter or you yourself need to switch as the current opponent mon is strong against Landorus.

Opponent Checks/Counters and additional comments:
Pokémon that rely on physical attacking moves that make contact frequently include Salamence, Garchomp (when using outrage/dragon claw), Kartana, Scizor/Mega Scizor and especially Mega Beedrill which landorus resists both its STABs. Switch Landorus Therian against these Pokémon can almost always guarantee an opponent switch the very next turn. Use this turn to either setup Stealth Rocks or U-Turn into the correct corresponding counter.


Tapu Lele:
The special wall-breaker and possibly the special wall. Lele's role is also two-fold; break opponent's bulky walls with a strong STAB Moon Blast or Psyshock against physical walls and special walls respectively. With the aid of its ability Psychic Surge, Psychic Terrain is summoned which on top of a held Choice Specs, Psyshock capable of dealing massive damage if not downright OHKOing any foe that is either not physically defensive or does not resist psychic in anyway. A modest nature with maximum HP and special attack investment is recommended here as this enables Lele some survivability and can even absorb a Return from an opponent's Mega Pinsir (does 91.25% avg and 98.8% max. for a +0 attack with Jolly nature and 252ev attack) assuming you are healthy and have not taken entry hazard damage. Lele's secondary role is to switch into predicted priority attacks from opponents as Psychic Terrain safeguards Lele and all grounded mons from priority attacks. This is extremely helpful against opponents Greninja/Mega Mawile as Greninja often rely on a priority water shuriken to finish off weakened Pokémon which activates its battle bond turning into Ash-Greninja. Moreover, most if not all are equipped with Choice Specs which thus means opponents are forced to switch into another Pokémon which gives you a prediction/turn to attack or even a switch yourself. On the other hand, Mega Mawile will not be able to use its Sucker Punch which allows you to finish it with Hidden Power Fire. The same strategy applies to opponents Scizors and Mega Scizors due to their reliance on Bullet Punch. Hidden Power Fire is also capable of hitting and Ohkoing Ferrothorns if you successfully predict a switch in. Thunderbolt is capable of hitting opponents Skarmory/Celesteela which it does more damage than Hidden Power Fire.


Opponent Checks/Counters and additional comments:
Heatrans and Magearnas are both easy counters against Lele which can both switch in and revenge kill Lele. If your opponent has either, it is recommended that you preform a double switch into your own Greninja or Landorus-Therian if you are able to predict either switching in and attack with Earthquake. For Heatran, Greninja is a safer switch as sometimes Heatrans do carry air balloons every now and then which can avoid an Earthquake from Landorus Therian and may perhaps give you an opportunity to kill and activate battle bond if you have not already. Psychic Terrain is also important to safeguard Mega Beedrill from priority attacks from opponents such as Mega Metagross due to its extreme frailty in phsyical defense or if you are predicting a Bullet Punch from one yourself and then switching into Landorus Therian which on top Intimidates opponents Mega Metagross cutting its offensive powers and momentum.


Mega Beedrill:
The fast physical sweeper. Mega Beedrill's role is to outspeed opponents and hit as hard as possible physically (including downright ohkoing foes) before they have a chance to respond and retaliate. Mega Beedrill has the second highest base stat in the OU tier (not including Pheromosa due to it being suspect tested and unavailable for use during this thread is written) at 145 behind only Mega Alakazam at 150. Generally you would want to send in a healthy Beedrill against a weakened foe, mega evolve and knock it out with fell stinger. This will increase your attack by 3 stages and along with Adaptability virtually allows you to obtain the sweep from there with your two other offensive moves Poison Jab and Drill Run which allows Mega Beedrill to hit opponents steel type mons that will normally be immune to Poison Jab. U-Turn allows damage to be dealt and a switch to maintain offensive momentum.

Opponent Checks/Counters and additional comments:
Despite massive attack stat of 150 and a damage boosting ability, many physical walls including Landorus-Therian, Celesteela and Skarmory still wall you and resist or is immune to both of Mega Beedrill's STABs. Rely U-Turn to at least deal some damage and maintain momentum as switch to the appropriate counter (idealy Greninja/Zoroark due to physical walls are weaker in the special defense stat). Moreover depending on your opponents team, there are times where you may want to lead off as Mega Beedrill to Mega Evolve and then U-Turn out. Once it has Mega Evolved on the first turn, it would be useful assistant for Zoroark in the mid to late game (which will be explained below in the Zoroark section).


Ash-Greninja:
The fast special sweeper and special revenge killer. Much like Mega Beedrill, Greninja's role is to out speed opponents and also hit as hard as possible specially (including downright ohkoing foes) before they have a chance to respond and retaliate. When equipped with Choice Specs, Greninja may potentially deal heavy damage to any non-specially defensive foe and may even OHKO many foes in ash form. Hydro Pump and Dark Pulse are its main form of STABs; Ice beam for coverage against dragons such as Garchomp/Salamence and Water Shuriken acts as a priority move with multiscale/sash/sturdy breaking potential. Send in regular Greninja to revenge kill against a weakened foe to activate its Battle Bond.


Opponent Checks/Counters and additional comments:
Ash-Greninja's biggest counter is Tapu Fini and occasionally Keldeo
. Tapu Lele is your safest switch in against these mons due to its natural strong special defense.


Scizor:
The hazards cleaner, the bulky offensive pivot and possibly the second physical wall. Scizor acts as a swiss army knife due to its multi-functionality and its proficiency in each task. Scizor can clear away hazards using Defog, deal damage and switch using U-Turn while maintaining offensive momentum and absorb physical hits due to its bulky defensive typing and respectable natural bulk. Bullet Punch is boosted by Technician which allows a 60bp priority move and STAB on top. Equip Scizor with a Choice Band to boost its damaging potential even further.


Opponent Checks/Counters and additional comments:
Tapu Lele effortlessly walls Scizor due to Psychic Terrain being summoned and is now invulnerable to Scizor's Bullet Punch. Moreover, Lele carries Hidden Power Fire which can be used to kill Scizor. If you can accurately predict a Lele being switched in, try to utilize U-Turn to switch out to Beedrill/Mega Beedrill or your own Lele. Bear in mind that Mega Beedrill isn't always the best U-Turn pivot as quite a number of Tapu Lele's may choose to run Choice Scarf over Choice Specs. If you are in a stage where Landorus Therian has been Knocked Out, Scizor is your alternative physical wall as it resists many offensive typings due to its Steel Typing.



Zoroark:
The fast offensive coverage and fast pivot. The role of Zoroark in this team is to disguise itself as either Mega Beedrill, Greninja and Scizor in attempt to force opponents to switch into the wrong counter to each of the above respective pokemon. E.g switching a Landorus Therian to absorb physical attacks from Mega Beedrill and Scizor or Tangrowth to absorb a Hydro Pump from Greninja in which you can predict and attack with a 4x super effective Hidden Power Ice or a regular super effective flamethrower. Zoroark's main form of STAB is Night Daze which is stronger than dark pulse and has a respectable 40% chance to lower opponents accuracy by a single stage. While this does mean Zoroark's disguise is broken, it does not specifically matter at this team since flamethrower is learnt by no one else in this team and Mega Beedrill/Greninja/Lele using Hidden Power Ice will give away Zoroark's identity regardless as these mons don't carry it regularly. By giving Zoroark a Choice Scarf and investing exactly 188 EVs in speed, Zoroark outspeeds opponent's Mega Alakazam and allows it to kill it with a STAB Night Daze. Flamethrower hits opponents such as Ferrothorn and opponent's Scizors. Hidden Power Ice hits opposing Landorus Therian, Garchomp as well as other dragons that are 4x weak to ice including Salamence and Dragonite. U-Turn allows some damage to be done and a fast pivot switch to a teammate Pokémon.

Opponent Checks/Counters and additional comments:
If your opponent has a Ferrothorn, lead off with Zoroark disguised as either Beedrill/Greninja/Scizor and you may kill it with flamethrower which is equivalent to a free kill for you. Since all Beedrill/Greninja/Scizor and Zoroark itself can all learn U-Turn (although Greninja doesn't have it specifically in this team), by killing opponents with U-Turn can keep your opponent frustrated and keep guessing if the Pokémon in front of them is the real Pokémon or Zoroark itself. E.g Mega Beedrill U-Turns and knocks out an opponent and then you switch into Zoroark disguised as Mega Beedrill(as I have stated above, leading off as Beedrill, Mega Evolving it and then U-Turning out is required to pull this off). This allows you to manipulate the opponents thoughts by making him or her keep guessing whenever they should switch into Mega Beedrill's check such as Mega Alakazam or another Pokémon to Revenge Kill it. If the opponent does send out Mega Alakazam, Choice Scarf enables you to outspeed and OHKO it with Night Daze. This is one of the scenarios where Zoroark can help you manipulate the opponents thoughts and switch into the wrong counter to the wrong Pokémon. However, due to Zoroark's frailty, if the opponent knows or accurately predicted if your current mon is a Zoroark and not the actual Pokémon it is disguised as, it can be killed/revenge killed with ease as even a strong neutral attack is enough to OHKO it. Secondly, you tend to only have one and maybe two turns before the opponent can tell with certainty that the current mon on your side is a zoroark or not meaning you will have to accurately predict what opposing Pokémon is your disguised Zoroark is luring before the opponent can realise you are a zoroark battle around it accordingly.

Another special note is Hidden Power Ice is unable to OHKO a defensive Landorus Therian. However with rocks setup or if you have previously dealt damage when leading off with Beedrill to do some damage via U-Turn, it is only then that will be possible. This is another reason why you would want to lead off with Beedrill is to first make it Mega Evolve ASAP and try to deal at least a small damage to opponents Landorus Therian (who will likely be used to wall Mega Beedrill's attacks) and then finish it with Zoroark's Hidden Power Ice sometime in the mid to late game.


Additional comments and reminders using this team
1. There is NO safe switch against Mega Charizard Y. While greninja can absorb a Fire Blast, it risks a Solar Beam. This means you will have to either let your current mon die and revenge kill it or risk a solar beam when switching in greninja.

2. Having Mega Beedrill evolve ASAP allows an extra mon Zoroark can be disguised as. This hence lures physical walls such as Landorus Therian, Celesteela and Skarmory which Zoroark has Hidden Power ice and Flamethrower to attack with.

3. If you happen to face an opponent which you don't have a move to hit it with super effectively, Tapu Lele's Psyshock and Moon Blast tends to take care most of these opponents as long as they aren't a bulky steel type.

Some replays

http://replay.pokemonshowdown.com/gen7oususpecttest-557359669

http://play.pokemonshowdown.com/battle-gen7oususpecttest-557362926

http://replay.pokemonshowdown.com/gen7oususpecttest-557746267

http://replay.pokemonshowdown.com/gen7oususpecttest-557747910

http://play.pokemonshowdown.com/battle-gen7oususpecttest-557768646

http://replay.pokemonshowdown.com/gen7oususpecttest-557771154


How did you feel about? Was it good? Was it not very good? Please leave a comment down below if you have used this team. I'd love to hear from feedback ^~^

Happy battling!!


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Lax Nature
- Stealth Rock
- U-turn
- Earthquake
- Hidden Power [Ice]
Zoroark @ Choice Scarf
Ability: Illusion
EVs: 64 Atk / 252 SpA / 4 SpD / 188 Spe
Rash Nature
- U-turn
- Hidden Power [Ice]
- Flamethrower
- Night Daze
Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Thunderbolt
Beedrill-Mega @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Fell Stinger
- Drill Run
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- Water Shuriken
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Defog



.
 

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Gary

Can be abrasive at times (no joke)
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Yo next time can you please not add all the unnecessary visuals? It makes it confusing as fuck to read more than it helps, and it's really sore on the eyes. Look at how the other posters formatted their posts. Post a visual representation of the team, describe the team in detail, and add an importable to it with replays. That's all you need.
 
Yo next time can you please not add all the unnecessary visuals? It makes it confusing as fuck to read more than it helps, and it's really sore on the eyes. Look at how the other posters formatted their posts. Post a visual representation of the team, describe the team in detail, and add an importable to it with replays. That's all you need.
Indeed, it's both very confusing and it's also not wise to spend a lot of your precious time just with the formatting of a post containing a single team. Also you have pokemon that aren't really viable in OU like regular Scizor, Mega Beedrill and Zoroark and sub-optimal sets like 0 speed Lele so this team won't be included in this thread unless it's tweaked first, you'd rather bring it to the bazaar and/or make a RMT out of it by just copypasting what you have as the current post is pretty big and explains absolutely everything in-depth.
 
Yo next time can you please not add all the unnecessary visuals? It makes it confusing as fuck to read more than it helps, and it's really sore on the eyes. Look at how the other posters formatted their posts. Post a visual representation of the team, describe the team in detail, and add an importable to it with replays. That's all you need.
Yo next time can you please not add all the unnecessary visuals? It makes it confusing as fuck to read more than it helps, and it's really sore on the eyes. Look at how the other posters formatted their posts. Post a visual representation of the team, describe the team in detail, and add an importable to it with replays. That's all you need.
I made the formatting edit and removed the colors as you suggested. Sorry I should have been more careful regarding formatting.
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
I went ahead and unbolded everything as well, because there just isn't a need to unless you're trying to heavily emphasize something, and most of the stuff you bolded was pretty self-explanatory.
 
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I went ahead and unbolded everything as well, because there just isn't a need to unless you're trying to heavily emphasize something, and most of the stuff you bolded was pretty self-explanatory.
Besides coloring and the bolds, is there anything additional I should be wary of when regarding writing sample teams in general and from now on?
 

njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
The metagame with Medicham added is still fresh and still waiting for teams to be made with the pokemon that show great results! In the meantime tho kratosmana balance and obii's balance will be removed because a well played Medicham can easily kill all 6 mons on those particular teams.

Have A Nice Day Everyone
 
https://pastebin.com/jfMUbbU5 Standard MSab Stall Team with Zapdos I love using
http://replay.pokemonshowdown.com/gen7ou-562681153 Ladder
http://replay.pokemonshowdown.com/gen7ou-563125062 Tour vs Roseybear
Ive used it under so many names so if you have seen this team before it was me.

Zapdos baits Porygon-Z to Z-move Conversion so don't reveal Roar Till then, Rocky Helmet/Static stacking to chip/maim physical attacks,
Toxic Spikes because it just works.

Use it if you want, etc
Zapdos in replays had no nature, but its fixed!
 
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njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
3 new teams have been added.

Mostly stall because stall is broken this gen and clearly shows dominance not only on ladder but in tour play consistently.

The only offensive team added was made my the spl winning tigres. Showcases nice sets like ghostiumz gengar and hidden power fire gross.

Hope you guys enjoy. Bless Up.
 

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
I hope this doesn't count as shitposting (apologies if it does) but is there any reason as to why Sableye has a different spread on the Volcarona stall? If the spread is better than the one in the standard Stall shouldn't that one be replaced? I'm not looking to use them I just wanted to see what the standard spread was for calcs and stuff but then realized they were different
 

njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
I hope this doesn't count as shitposting (apologies if it does) but is there any reason as to why Sableye has a different spread on the Volcarona stall? If the spread is better than the one in the standard Stall shouldn't that one be replaced? I'm not looking to use them I just wanted to see what the standard spread was for calcs and stuff but then realized they were different
You use different spreads to cover teams weaknesses that other teams may not have the reason my sableye spread is different from the one shown on standard spl stall is because my team is weaker to special attacking celesteela. The spread that is attached lets sableye take an air slash and z move air slash at full while still being able to take 2 thunder punches from jolly medicham after 2 stealth rocks or rocks and spikes on the field.
 
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Description:
Ok as usual, before I start, sorry for my bad english skills. I built this around CB Tyrantrum, a Pokémon I really wanted to try out. Then I added Mega Scizor since they have a fantastic sinergy, helping each other covering their weaknesses. Then I inserted Clefable as third slot of the team, due to its ability that allows him to set-up rocks against Sableye and check mega-medicham. Gastrodon stops volturn cores and checks Koko, Keldeo etc... And i have to say I like it. Then I had 4 slots so I choose Scarf Nihilego + Celesteela: nihilego is my speed control and checks Volcarona. It's a poison type too, so it helps against Toxic Spikes. Celesteela checks Tapu-Lele and other special attackers and offers a reliable ground immunity.
I hope you guys Liked the team even tho I didn't try it too much, tbh, cause I built it few hours ago (here the peak http://imgur.com/a/010EH, not that high but a good w/l ratio, was 26-0 but didn't screen :X). Didn't notice any serious problem, but Fini can definitely be annoying to face.

Export:
http://pokepast.es/3749cfd2b0c89ab2
Some Replay:
http://replay.pokemonshowdown.com/gen7ou-566784739
http://replay.pokemonshowdown.com/gen7ou-566777454
 
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Double Hazard Removal Stall by Ciele
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Counter
- Toxic
- Defog
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Toxic
- Pursuit
- Reversal

Alomomola @ Leftovers
Ability: Regenerator
EVs: 32 HP / 244 Def / 232 SpD
Careful Nature
- Knock Off
- Toxic
- Wish
- Protect

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect

Zapdos @ Leftovers
Ability: Pressure
EVs: 192 HP / 220 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Defog
- Roost


Hi NJNP,

I made this team at the beginning of SM, like, one week after the release of the game (ofc some sets have been improved to fit the meta better since).
I appreciate that you post it there but I would have liked to RMT it, as I want to share my experience about it and credit people who helped me to optimize the sets.

That version of the team isn't even correct.
SpDef Zapdos should be used because it gives the team a check to its main threat, namely Koko.
And overall is more efficient (it helps vs Serperior, you live IB from Gren, Magearna, Magnezone, Fini, Tornadus-T, stallbreaker Togekiss, Keldeo, Mega Venusaur, Gengar, Clefable, etc). Its special bulk is more important than its physical side on that team.

Z Groundium Dugtrio (with substitute) should also be used and is much better than the old Focus Sash set now.
It lets you:
- OHKO Mega Medicham, Mega Metagross, Magearna, etc.
- Beat Mega Mawile and Bisharp even if hazards are on the field,
- Trap Chansey even if you get poisonned on the switch,
- Trap Toxapex once you've used Knock Off + got the burn with Alomomola (since Toxapex is the switch in),
- It can even trap Clefable with screech + Z EQ,
- Once Tapu Fini has been weakened a bit, you can trap it so the opponent loses his Defog user.

That team also has a great match up versus standard stall because once you've traped Chansey, Zapdos is pretty much free. And Z EQ Dugtrio gives you more freedom in that match up.

Pursuit Dugtrio is also completely useless there, because Knock Off Alomomola can Knock Off Lele and Hoopa's Shed Shell. And it is also the best (and only) counter that exists to Alola Marowak (it even beats Sub + SD Marowak).

Here's my final version of the team:

Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Reversal
- Screech
- Substitute

Skarmory (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Counter
- Toxic

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Moonblast
- Protect
- Heal Bell

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 176 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Alomomola (F) @ Eject Button
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Knock Off
- Scald
 
Last edited:

njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor


Double Hazard Removal Stall by Ciele
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Counter
- Toxic
- Defog
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Toxic
- Pursuit
- Reversal

Alomomola @ Leftovers
Ability: Regenerator
EVs: 32 HP / 244 Def / 232 SpD
Careful Nature
- Knock Off
- Toxic
- Wish
- Protect

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect

Zapdos @ Leftovers
Ability: Pressure
EVs: 192 HP / 220 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Defog
- Roost


Hi NJNP,

I made this team at the beginning of SM, like, one week after the release of the game (ofc some sets have been improved to fit the meta better since).
I appreciate that you post it there but I would have liked to RMT it, as I want to share my experience about it and credit people who helped me to optimize the sets.

That version of the team isn't even correct.
SpDef Zapdos should be used because it gives the team a check to its main threat, namely Koko.
And overall is more efficient (it helps vs Serperior, you live IB from Gren, Magearna, Magnezone, Fini, Tornadus-T, Keldeo, Mega Venusaur, Gengar, Clefable, etc). Its special bulk is more important than its physical side on that team.

Z Groundium Dugtrio (with substitute) should also be used and is much better than the old Focus Sash set now.
It lets you:
- OHKO Mega Medicham, Mega Metagross, Magearna, etc.
- Beat Mega Mawile and Bisharp even if hazards are on the field,
- Trap Chansey even if you get poisonned on the switch,
- Trap Toxapex once you've used Knock Off + got the burn with Alomomola (since Toxapex is the switch in),
- It can even trap Clefable with screech + Z EQ,
- Once Tapu Fini has been weakened a bit, you can trap it so the opponent loses his Defog user.

That team also has a great match up versus standard stall because once you've traped Chansey, Zapdos is pretty much free. And Z EQ Dugtrio gives you more freedom in that match up.

Pursuit Dugtrio is also completely useless there, because Knock Off Alomomola can Knock Off Lele and Hoopa's Shed Shell. And it is also the best (and only) counter that exists to Alola Marowak (it even beats Sub + SD Marowak).

Here's my final version of the team:

Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Reversal
- Screech
- Substitute

Skarmory (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Counter
- Toxic

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Moonblast
- Protect
- Heal Bell

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 176 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Alomomola (F) @ Eject Button
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Knock Off
- Scald
Hello mate, few people hit me up about this team and who should take claim to it...I used cieles name because he's the one who mainly popularized it in the tour scene and him having more clout I gave deference. However, you came here did not complain or make a shitty post with bad explanations. You came here with a quality post with nice explanations and a fitting version for this team which I think most would prefer. I have changed the sample team to your version and added your name. Have A Nice Day.
 
Hello mate, few people hit me up about this team and who should take claim to it...I used cieles name because he's the one who mainly popularized it in the tour scene and him having more clout I gave deference. However, you came here did not complain or make a shitty post with bad explanations. You came here with a quality post with nice explanations and a fitting version for this team which I think most would prefer. I have changed the sample team to your version and added your name. Have A Nice Day.
Thank you. I indeed saw that Ciele used the team and was very proud of it.

I forgot to add Eject Button on Alomomola is extremely important on the team, the version you posted didn't use it.
It lets you trap kill Stallbreaker Heatran with no effort, as well as Mega Medicham and other dangerous wallbreakers, so you don't need to rely on a risky 50/50 nor to sack a pokemon.
It also lets you scout for sets (Mega Charizard X/Y, Specs Lele, etc.), and can give you the momentum once per game (which can save terrible situations and let you Defog for example). Nice day you too.
 
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