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OU SM OU - Teambuilding Competition: (Week 1: Tapu Fini)

Week 4: Kommo-O
:sm/Kommo-O:
Kommo-O has a solid niche on offensive teams thanks to its omniboost granting Z-move, good defensive tying that lets it check Ash-Greninja and Heatran, solid coverage and access to Stealth Rock. A specially defensive set is also sometimes used on defensive teams. It can also function as a sweeper on hyper offense thanks to its Belly Drum + Salac Berry set.
Your goal this week is to post teams featuring Kommo-O.
Deadline: 14th October 2024, 11:30PM, GMT +5:30.
 
:Landorus-therian::magearna::tapu koko::hawlucha::kommo-o::medicham-mega:
https://pokepast.es/759c9332efd1af57

Not the most original team structure, but it highlights a cool kommo-o set which wasnt even mentioned by the weekly post. This is a variation of the xtrashine team that is infamously being spammed on the ladder by german111 and others with kommo-o in the flex spot. While something like sub-salac might be expected on a team like this z-ground offers an immediate nuke vs. two of the most common defensive sponges in the tier, magearna and toxapex. I made this team for larry to bring in wcop, and tace also brought an altered version later, in finals.

https://replay.pokemonshowdown.com/smogtours-gen7ou-773178
https://replay.pokemonshowdown.com/smogtours-gen7ou-781034?p2
 
JUANITO ALIMAÑA - Ft. Cañaspam y Kommo-o

:sv/mawile mega: :sv/landorus therian: :sv/kommo o: :sv/tapu bulu: :sv/kartana: :sv/rotom wash:(<- paste)
K-o was not fun to build around. Double, Triple fairy teams! It was so incredibly annoying; and it still is, with this set im rocking. S/os to Maple (on discord) for the idea of this absolute nuke. It still cant break past fairies, but it's been cool to have a stab raz Z as an option when needed.
:kommo-o: - star of the show. sets kinda cool. weak to fairies, but still cool nonetheless. its defensive profile is quite nice, patching up an incredible yard weakness these 6 have.

:mawile mega: - yeah, 2nd time in a row i featrue this mon. its just that cool. its breaking potential allows it to soften up teams in order for k-o to only need one or two dds in order to clean. its usable defensive profile allows it to stomach a few moonblasts from some of the bulkier faries chasing k-o out.

:kartana: - some fantastic speed control, as the main two were beggining to be slow. fantastic cleaner all around.

:tapu bulu: - grassy terrain was a no brainer for these 3. the top two appreciate grassy terrain recovery extending the use of their defensive utility, while boosting leaf blade on kart for earlier cleaning potential. it also offers k-o leverage against mons like ash gren, which can ware it down pretty ezly, and fini and koko, which are two other common switchins to k-o.

:landorus therian: - bulkier set with hp fire as to ease sciz mu. it annoys ferro as well, which is cool.

:rotom wash: - finally, the washer rounds up the 6. defog, water, 2nd ground immune; washers just nice anywhere and everywhere. spdef > physdef in order to better check heatran, ash and mage.


:tapu lele: - click click click

:magearna: - not impossible, but its a rough mu as nothing hits s/e into it bar lando, and it never wants to directly switch into it.

:volcarona: - The Opposing Volcarona used Quiver Dance! (again...) nah, kommo-o helps, but bulkier variants are able to stave off raw z outrages and set up on it.

:medicham mega: everything on the team is way too slow bar kart, so it kinda just clicks. ofc theres a whole lando, but ice punch can be clicked freely with no real s/is bar wash, which just gets hjkd.

:zapdos: - it has s/e coverage for every mon, bar wash, and it just volts on wash. u are able to trade with it as hp ice/heatwave doesnt ohko mmaw and k-o, but it can still put a number on u.

:scizor mega: as i said, this mon can potentially just pivot around every mon if it scouts wash being wowless. hp fire landos pretty good for it, but its really annoying otherwise.

:weavile: mmaw as a sole s/i? hell nah.
 
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Richard Brautigan's Flower Dance - Steelix-Mega Balance

:SM/steelix-mega: :SM/Toxapex: :SM/Slowbro: :SM/Kommo-o: :SM/Chansey: :SM/Tornadus-Therian:

https://pokepast.es/cb4bd58c910fcd63

Hi everyone, I was lurking this thread and I saw Kommo-o was the pick of this week, therefore, I wanted to share a little experimentation of mine (spoiler: huge failure lol). The idea was to use an unmon in the form of Steelix-Mega and build a team using its assets as best as possible.
:Steelix-Mega: I took inspiration from Skypenguin's Aggron-Mega squad to make this set. In fact, while Aggron looks like the superior option, Steelix having the ground-type make it a solid abuser to most Koko sets. Overall, Steelix's flavor is the same as Aggron's one: absurd physical bulk that let it eat stuff such as Z-Freeze Shock from Kyurem-Black, Dragon Tail to avoid passivity and the combination of two spammable stabs with a decent atk stat. However, keep it mind the ground-type decrease a lot its 1v1 ability into grass-types.

:Toxapex:Obvious pick since I wanted Toxic Spikes to synergize with Dragon Tail. Nothing too suprising with this pick since I needed a solid water and fire resist alongside Steelix.

:Slowbro:Since I was safe into Koko with Steelix, adding a Slowbro in the mix is not an issue. Again, nothing surprising with that decision since Slowbro, in contrary of Toxapex, cover a very different side of the spectrum of the offensive threats of SM OU (Swampert-Mega, Medicham-Mega, Charizard-Mega-X, ...). Small detail: the Icium Z with Ice Beam is our main way to cope with SD Gliscor (while catching some threats such as Kartana).

:Kommo-o:I mainly added Kommo-o because the idea of putting a second phazzer sounded funny, moreover, I knew it would be a convenient way to provide rocks while it give me more way to cope with offensive grass-types (also, I'm insanely scared of Volcarona lol).

:Chansey:Due to Steelix having only Rest to palliate its Staying Power issue (and wish sucks the moment you are dependent of it to not lose important MU), I decided that a cleric was needed. Thanks to Kommo-o running rocks, I can freely hire Chansey for that job. Unfortunately, Chansey is a pretty poor Tapu Lele's check (spoiler: nothing check it), therefore, Thunder Wave with a funny spread that allows to outspeed Tapu Lele if paralyzed will be our way to not auto-lose that MU.

:Tornadus-Therian:Tornadus-Therian patch up a little bit our Speed Control issue, provide Defog and a way to immediately pressure with Knock Off and Hurricane. The fact we are carrying a z-move on both Slowbro and Tornadus-Therian could be considered as unoptimized, but, since those two z-moves have very specific purposes, overall, it's not an issue. In the case of Tornadus-Therian, it avoid any haxx from Hurricane's accuracy while it reduce the damage from early-game Kartana Band spamming Knock Off.

Conclusion: not a good team but it's funny. Hope you will enjoy it.
 
Crazy Eight - Metagross Offense



magnezone.gif
lopunny-mega.gif
tapufini.gif
landorus-therian.gif
metagross.gif
kommoo.gif

https://pokepast.es/9294972d5c3b0cd2

Hey y'all! I saw this thread and knew I had to share this demonic creation. This team was built around Psychium-Z Metagross and Adamant QA Lop. I figured this would be worth using since I see so much T-spikes + Reuniclus and vanilla offense on high ladder. While the team is kinda matchup-fishy, it's able to withstand many common teamstyles in the current meta and seeing Pex get OHKO'd boosts my serotonin.
:Magnezone: The team's weakness to standard steel types like Celesteela, Kartana, and M-Scizor is noticeable. While Magnezone doesn't automatically counter them, its role of weakening/KOing them is essential to make Metagross and Landorus-T more threatening. Choice scarf also helps against offensive pressure from mons like Mega-Pinsir, Kyurem-Black, and weakened Mega-Medicham.

:Lopunny-Mega: Mega-Lopunny remains a great choice for revenge-killing speedy offensive threats despite its weakness to stall and hard balance. Running Adamant on this build is risky and a little greedy, but this team really appreciates the extra damage done by Fake Out and Quick Attack to scarf Landorus-T, Volcarona, and other sweepers/cleaners. Being outsped by Greninja, Tornadus-T, and Tapu Koko may not be worth the extra damage to some players, so Jolly is also a fine choice.

:Tapu-Fini: Fini is a must on this kind of team. Its role as a defogger, Hawlucha/Ash-Gren check, terrain setter, and Knock Off user provides valuable utility against a variety of teamstyles and it can make progress in pretty much every game. I tweaked the EVs on its standard spread to make sure Moonblast KOs what its supposed to and take physical attacks better.

:Landorus-Therian: Another no-brainer pick. Scarf provides further speed control and Punishment lets it do massive damage to bulky boosting threats like Reuniclus, Mega Latias, Manaphy, and Serperior.

:Metagross: The nucleus and inspiration for this team. It's far from "splashable", but it does have several unique traits that make it stand out as a breaker. It can switch in [once or twice] and threaten big damage on Clefable, Bulu, Fini, Kyurem-Black, and AV Magearna, while also packing priority for Weavile and Mega-Diancie. Although it's far from a reliable Tapu Lele check, it does force it out and uses its psychic terrain for a boosted Zen Headbutt. Also, it can OHKO Heatran, scarf Landorus-T, bulky Tornadus-T (with rocks up), Toxapex, Kommo-O, and Mega-Venusaur with the combination of Psychium-Z and Earthquake, making it nigh-unwallable once steels are removed.

Edit: An alternative spread with 76 HP and 180 Spe can give Metagross favorable odds to live Jolly Mega-Swampert EQ from full health, scarf Lando-T EQ, Jolly Excadrill EQ after rocks (50% roll vs Adamant Drill w/o rocks), bulky Volcarona Flamethrower, 2 Adamant Banded Bulu Superpowers, and 2 Specs Lele Moonblasts, while also guaranteeing it lives Kyurem-Black's Icium Z + Fusion Bolt and it outspeeds Modest Magnezone. However, you lose out on outspeeding bulky Rotom-W and speed-tieing Adamant base 70s.

:Kommo-O: Lastly, the feature mon for this week. Its presence on the team isn't as flashy as Z-Metagross or Adamant double-priority Lop, but it's the defensive glue that holds it all together. It switches into Ash-gren, Blacephalon, Mega-Charizard Y, non-gleam Tapu Koko, Serperior, Mega-Tyranitar, Zapdos, and Heatran without much issue, using its switch-in opportunities to get up Stealth Rock and stop status moves with Taunt. Taunt is also useful for messing with Trick Room, recovery, bulky set-up sweepers, and defog attempts from Rotom-W, Zapdos, Helmet Lando, and [slow] Gliscor. Close Combat is necessary for its damage output and HP Ice dents Helmet Landorus-T and Gliscor. Finally, I know Gentle nature is nasty work but it allows Kommo-O to 2HKO Sp. Def Gliscor after rocks while letting it still act as a Sp. Def check. Speed investment is for the rare Breloom and Bisharp.

Edit: Rock Slide can also be run over HP Ice if you're more fearful of Blaceph, Volcarona, and Zard Y than Gliscor, Lando-T, and Garchomp. Taunt could also be dropped hypothetically, but a 3-atk set struggles to prevent opposing hazards from defensive structures with passive setters like Seismitoad, Toxapex, Hippo, Helmet Lando, and Skarm.
THREATS:

:Tapu-Lele: What's a switch-in?
:Magearna: Metagross is the best check on this team so...
:Excadrill: Keep Landorus at full health or play perfectly
:Tapu Koko: Such a pain to pivot around so form a solid gameplan
:Greninja: HP Fire, Gunk Shot, and Ice Beam smoke this team
:Alakazam-Mega: Priority spam and scarf Landorus check it, but good luck switching in
:Manaphy: This team has offensive checks to it, but pick one when it's at +3
:Landorus-Therian: Scarf and Z-move require some finesse to wear down/remove
:Volcarona: Misty Terrain + Lop checks offensive spreads well, but bulky Volc is scary unless you opt for Rock Slide on Kommo-O
:Swampert-Mega: Your best bet is chipping it into range with Kommo-O or Fini and letting the other check Ash-Gren
REPLAYS:

https://replay.pokemonshowdown.com/gen7ou-2186702397-7vaum0mvawnkm6sp3nrv3gg3ezjykm9pw
https://replay.pokemonshowdown.com/gen7ou-2188685901-civ1nvk7ooi545y27v4e20r7vb0i7ompw
https://replay.pokemonshowdown.com/gen7ou-2187746609-osqv7i3ctm280clsox1o0jnodmjy00gpw
https://replay.pokemonshowdown.com/gen7ou-2187981253-ooubo4pyizshj9svp6vml41r64qp34vpw
https://replay.pokemonshowdown.com/gen7ou-2193895224-xem2g4v74ub17xm32goln7b2l1x0b1ppw
https://replay.pokemonshowdown.com/gen7ou-2221109404-yp6pi5i3ih5zqknb62kqxpkxcd5vl4rpw
 
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1728613274656.png
I built this team taking advantage of a double type synergy between kommo-o, gardevoir and bisharp.​
1728613741639.png
Kommo-o uses a DD set with groundium, being able to get rid of magearna and toxapex, thanks to its resistances and coverages it can take advantage of changes that block gardevoir such as heatran or ferrothorn.
1728614226034.png
Mega gardevoir is used as a stallbreaker, I preferred to use it on lele so as not to nullify the fini field and the priority of bisharp, apart from the fact that it has a very good synergy with the kommo-o set eliminated to magearna its best counter in exchange gardevoir can be take charge of mega sableye.
1728614915068.png
Bisharp complements the offensive synergy by taking care of bulky psykers like slowbro or reuniclus, the sword dance set with life-orb allows for OHKO and 2HKO, the firm nature gives more power to his sucker punch, and cheerful is an option.
1728616098120.png
Tapu fini is the team's cleanser, misty terrain provides the team with immunity to status problems, perfect for DD Kommo-o and SD Bisharp or CM gardevoir, a physical defensive set was chosen to stop threats like medicham and hawlucha.
1728616555921.png
Ferrothorn is the special defensive part of the synergy, stopping threats such as ash greninja and tapu lele, rock traps and drainers, which dislodge the opposing team and support the final recovery.
1728616808413.png
Landorus is almost inevitable in a balanced team, here it fulfills the function of speed control and gives me immunity to electric and ground that the team needs.
 
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https://pokepast.es/60c3c515bba71f7d

:diancie mega: i paired this with the dd kommo o on the team as it allows diancie to go ham after u setup and lure in stuff like magearna, blast a hole with cc into celesteela, or force a lot of dmg onto smth like lando t, tang, torn t to allow a scarf kart sweep happen late game

:weavile: with knock off and pursuit it can really trap mons like slowbro, add on chip dmg onto tang, help vs magearna, and wear down clef. This is also a great partner for m diancie

:kartana: with kart you can easily go late game knowing you have an out, or you can wear stuff down early for a dd clanger clean late game. What is better than just going ham after kommo o blasted a hole through steela or tang.

:rotom-wash: it helps vs ice attacks and more specifically allows the sciz, ferro, and sand rush exca to not 6-0 me at this point. This allows me ot also wisp stuff and be able to pivot mons like weavile or m diancie

:magearna: what better fairy resist than av mage, it also can take hits and pivot in CB weavile and m diancie as often as possible early game for kart or kommo o to go nuts late game
 
Voting is now up for Week 4 of teambuilding competition.
The options are as follows:
1. MediKoko VoltTurn with Kommo-O by Charmflash
Paste: https://pokepast.es/759c9332efd1af57
2. JUANITO ALIMAÑA - Ft. Cañaspam y Kommo-o by sluGGY
Paste: https://pokepast.es/fb3a01090c5682e9
3. Steelix Mega-Balance by Diyusi
Paste: https://pokepast.es/cb4bd58c910fcd63
4. Crazy Eight by collubrid KO
Paste: https://pokepast.es/9294972d5c3b0cd2
5. Sweet Killer Voice by Alexdevi
Paste: https://pokepast.es/aecb4d6d73d6a5ab
6. DD Clanger by Hydreigon > Latias
Paste: https://pokepast.es/60c3c515bba71f7d
Deadline: 21st October 2024, 11:30PM, GMT +5:30.

Note: From this week onwards, voting periods will be 4 days.
 
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View attachment 677040
I built this team taking advantage of a double type synergy between kommo-o, gardevoir and bisharp.​
View attachment 677044Kommo-o uses a DD set with groundium, being able to get rid of magearna and toxapex, thanks to its resistances and coverages it can take advantage of changes that block gardevoir such as heatran or ferrothorn.
View attachment 677048Mega gardevoir is used as a stallbreaker, I preferred to use it on lele so as not to nullify the fini field and the priority of bisharp, apart from the fact that it has a very good synergy with the kommo-o set eliminated to magearna its best counter in exchange gardevoir can be take charge of mega sableye.
View attachment 677050Bisharp complements the offensive synergy by taking care of bulky psykers like slowbro or reuniclus, the sword dance set with life-orb allows for OHKO and 2HKO, the firm nature gives more power to his sucker punch, and cheerful is an option.
View attachment 677059Tapu fini is the team's cleanser, misty terrain provides the team with immunity to status problems, perfect for DD Kommo-o and SD Bisharp or CM gardevoir, a physical defensive set was chosen to stop threats like medicham and hawlucha.
View attachment 677062Ferrothorn is the special defensive part of the synergy, stopping threats such as ash greninja and tapu lele, rock traps and drainers, which dislodge the opposing team and support the final recovery.
View attachment 677063Landorus is almost inevitable in a balanced team, here it fulfills the function of speed control and gives me immunity to electric and ground that the team needs.
I can't find a pokepaste in this post, could you please post it?
 
Voting is now up for Week 4 of teambuilding competition.
The options are as follows:
1. MediKoko VoltTurn with Kommo-O by Charmflash
Paste: https://pokepast.es/fb3a01090c5682e9
2. JUANITO ALIMAÑA - Ft. Cañaspam y Kommo-o by sluGGY
Paste: https://pokepast.es/fb3a01090c5682e9
3. Steelix Mega-Balance by Diyusi
Paste: https://pokepast.es/cb4bd58c910fcd63
4. Crazy Eight by collubrid KO
Paste: https://pokepast.es/9294972d5c3b0cd2
5. Sweet Killer Voice by Alexdevi
Paste: not posted
6. DD Clanger by Hydreigon > Latias
Paste: https://pokepast.es/60c3c515bba71f7d
Deadline: 21st October 2024, 11:30PM, GMT +5:30.

Note: From this week onwards, voting periods will be 4 da

The team is in the image
 
I get the below error message when I click on the image. I think there's something wrong with the link you posted. Please post it again. Alexdevi
Check if there is a typo in landorus%20is%20almost%20inevitable%20in%20a%20balanced%20team,%20here%20it%20fulfills%20the%20function%20of%20speed%20control%20and%20gives%20me%20immunity%20to%20electric%20and%20ground%20that%20the%20team%20needs..
DNS_PROBE_FINISHED_NXDOMAIN
 
I get the below error message when I click on the image. I think there's something wrong with the link you posted. Please post it again. Alexdevi
Check if there is a typo in landorus%20is%20almost%20inevitable%20in%20a%20balanced%20team,%20here%20it%20fulfills%20the%20function%20of%20speed%20control%20and%20gives%20me%20immunity%20to%20electric%20and%20ground%20that%20the%20team%20needs..
DNS_PROBE_FINISHED_NXDOMAIN
Is ready, it's fixed, I leave you the direct link
https://pokepast.es/aecb4d6d73d6a5ab
 
FAIRYDUST
Endeavor Diancie + Double Scarf + Hazard Stack



Clickable (if you don't like reading)

Garchomp is like the Schrodinger's Cat of Gen 7 OU. On paper, it's a massive threat that can trade with, break, or outright sweep any team structure in the tier. That being said, in practice, a well-played Garchomp only tends to grab 1-2 KOs before something comes in to pick it off at weakened health, outspeed and OHKO it, or take a +2 hit before KOing it in return.

I do think Helmet has a small niche in checking/phasing the vast array of physical sweepers lacking Ice or Dragon coverage, but I opted to build around Garchomp's standard offensive Z-move set because of how its typing and coverage can synergize with the other offensive Fairy/Ground types on the team.

I also figured that pairing strong breakers like Diancie and Garchomp with two scarfers would put in massive work given how both are great at forcing in all the Landos, Magearnas, and Ferrothorns that require being chipped down for my scarfers to clean late-game.

Now that I've stated my thought process on the featured mon and building around it, let's introduce the team members.

diancie-mega.gif

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Hidden Power [Fire]
- Earth Power
- Endeavor


The three moves on Diancie that I believe are non-negotiable for the team are Moonblast, HP Fire, and Earth Power.

HP Fire on this team is essential for chunking Ferrothorn, KOing Scizor, and threatening Skarmory. Earth Power is crucial for damaging Toxapex, AV Magearna, and Heatran which would otherwise wall it. The decision to run Moonblast needs no explanation, but the last move is highly flexible and there are several viable options.

Diamond Storm allows you to threaten Chansey, Torn, Zard-Y, and Volcarona (opting for Power Gem lets you OHKO Pelipper). Calm Mind really puts the pressure on teams that rely on soft-checking it with bulky waters like Rotom-Wash and Toxapex. Explosion is great at luring weakened Chansey, Careful Gliscor, and boosted Reuniclus/Latias. Heal Bell also works because of how Status-weak the rest of the team is. Stealth Rock enables Garchomp to run Fire Fang and eases the matchup against Celesteela. Protect lets you get your Mega-Evolution safely and scouts opposing choice-locked Pokemon. So on and so forth...

In the end, I opted for Endeavor because Diancie is great at barely-surviving neutral hits like Alakazam Psychic, Magearna Fleur Cannon, and +2 Clefable Moonblast as well as eating weak super-effective hits from Toxapex, Tapu Fini, and Gliscor. Its low HP and high speed let it Endeavor on an unsuspecting wall, like Chansey (see replay #3) or AV Mag, putting them into range for your other threats to clean later.

garchomp.gif

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Outrage
- Earthquake


Even though I kinda threw shade on it earlier, Garchomp is still fantastic and has a favorable matchup against many SM OU staples.

Although it's great at breaking through all the Toxapex, Heatran, and Magearna in the tier, it might be even better at getting up rocks. Unless something can outspeed and OHKO it, rocks is 9/10 times a very safe click. The fact that it's a rocker that also threatens hazard removers like Zapdos, Torn, Rotom, and Excadrill further solidifies why I think it's a better rocker than more common setters like Clefable, Chansey, and Heatran.

Being a hazard setter, wallbreaker, and defensive check all-in-one means Garchomp is tasked with a lot on a game-to-game basis. I usually assess based on team matchup what it's needed for and play accordingly, but I tend to prioritize getting up rocks with it. I chose Z-Dragon over Z-Rock because Dragonium allows Chomp to threaten Lando, Gliscor, Mega Latis, and Rotom more while still being able to KO Zapdos, Torn, Kyurem, and Fire types. Just be wary of those insane players who try to pivot in Fairy-types like Koko and Magearna on a predicted Z-Dragon.

Fire, Poison, Water, or Rock coverage can be ran over Stealth Rock if you decide to use Diancie or Lando as your preferred setter, but I believe Garchomp is the best option for setting/keeping bands up because of its aforementioned traits.

ferrothorn.gif

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect


Definitely required on a bulky offense team that stacks multiple Fairy/Ground types.

Ferrothorn serves as the team's faux Ice-resist and a necessary Water, Psychic, Fairy resist; also our best way of checking/nullifying Rain, Psyspam, and Magearna. It naturally pairs well with Garchomp, switching into the Greninja and opposing Fairies that threaten it while Garchomp switches into the Heatrans and Victinis that Ferrothorn is terrified of. They also both put on massive pressure with rocks and spikes and the chip damage they deal to physical attackers.

24 Def EVs with the rest poured into Sp. Def means that Ferrothorn doesn't ever get 2HKO'd by Weavile Icicle Crash and still lives Magearna Fightinium-Z after rocks. I'm running the semi-standard, very annoying Leech, Spikes, Gyro, Protect set because increased longevity, scouting choice-locked mons, and stuffing HJKs convinced me. Gyro Ball is important for beating Serperior, OHKOing Lele, wearing down Shift Gear Magearna, and breaking Kyurem's substitute.

Power Whip over Protect is a great alternative for this team because being able to OHKO Mega-Pert and Greninja significantly eases the matchup against offensive Water types; Knock Off is also a cool choice for getting rid of Magnezone's Choice Scarf, as well as Celesteela's, opposing Ferro's, and Heatran's Leftovers to clear the path for Tapu Lele.


zapdos.gif

Zapdos @ Rocky Helmet
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost


The other defensive linchpin of this team.

Zapdos checks a lot of what this team would otherwise struggle switching into; Kartana, Hawlucha, Torn, Scizor, Z-Fly Lando, Celesteela, and Lopunny being the most relevant (Swampert too if you're feeling lucky). Roost and Heat Wave are non-negotiable for me because Scizor, Ferrothorn, and Kartana become massive pains to check otherwise. For Electric coverage, it's a toss-up between Volt Switch and Discharge and I've switched it back and forth several times depending on what's most prominent on high ladder that day.

It's currently the defogger for the team, but I've debated putting Defog on Scarf Lando and running 3-Atk Zap with HP Ice to threaten opposing Lando, Garchomp, Gliscor, and Dragonite. The team's goal of stacking hazards conflicts with Zapdos needing to remove them, but the prevalence of T-Spikes and Stall has persuaded me against my better judgement. I tacked on Volt Switch along with Defog because I cared more about being able to pivot out on Heatran, Chansey, and AV Magearna than I cared about damaging/paralyzing Pex and Celesteela.

Three viable EV spreads can be used, contingent on which speed benchmark you believe is important to hit and which hits you want Zapdos to be able to take. 240 Defense and 20 Spe allows you to outspeed Timid Magnezone and Adamant base 70s; this gives you the best chance of living 2 Swampert Waterfalls under Rain. The next one is 80/108 Spe with the rest put into defense, which lets you outspeed Fini, Helmet Lando, and Modest Heatran or Jolly base 70s. Lastly, an EV spread with 100 Spe Jolly Zapdos and 160 Def allows Zap to outspeed SD Gliscor (pack HP Ice if you run this) and Hoopa-Unbound.


landorus-therian.gif

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 120 HP / 124 Atk / 16 SpD / 248 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off


My primary form of speed control and the first choiced user.

Earthquake and U-Turn are no brainers, but the last two moves are super flexible. Running Punishment lets you revenge boosted Latias, Reuniclus, Serp, and Manaphy with some prior chip. Running Defog means Zapdos can run 3-Atk. Running Stealth Rock affords Garchomp a free moveslot for extra coverage. Either Stone Edge or Explosion will help against Zard-Y, Volcarona, Gyarados, Zapdos, Torn, etc. HP Ice hits opposing Lando. It's the best pokemon in the tier, put whatever EV spread and moveset you want on it and it'll still put in work.

I opted for Knock Off because I believe every SM team needs a Knock Off user or 6 mons that don't care about knocking off opposing items. I didn't put it on Ferro, so I thought why not put it on Lando because removing Gliscor's, Chansey's, and Scarf Lando's items supports the rest of the team beautifully. For the last move, I chose Rock Slide/Rock Tomb because I intensely fear having only an 80% chance of not losing to Volcarona.

For the EV spread, make it whatever you want as long as it lives Zard-X Flare Blitz and +1 Timid Volc Flamethrower. I put 120 EVs into HP and 16 in Sp. Def because it lets you switch into 2 Alakazam Shadow Balls after rocks, live +1 252 Sp Atk. Volc Flamethrower after rocks 75% of the time, and live a neutral Zard-X Flare Blitz after rocks. 248 Spe because of the jump and because I refuse to be caught lacking by a random Porygon-Z.

tapulele.gif

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 16 HP / 252 SpA / 4 SpD / 236 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Focus Blast


If you face me on the SM OU ladder and I'm packing Lele, best believe it's scarfed.

I don't go anywhere without my Scarf Lele. I brush my teeth with it, I cook with it, we sing songs together, and it singlehandedly put me through college by preventing mental breakdowns I would've otherwise had versus opposing offense. Running Scarf Lando alongside Lele allows me to make Lele Modest because Modest Scarf Lele still outspeeds the Weavile, Greninja, Lopunny, Medicham, Koko, Kyurem, Garchomp etc. that I need it to.

It does lose out on outspeeding Alakazam, +1 Kommo-o, and speed-tieing opposing Scarf Lele but that's a small price to pay for the extra damage granted by a Modest Nature. Modest 252 Sp. Atk guarantees the OHKO on Max Sp. Def Pex after rocks with Psychic, the 2HKO on Chansey after Rocks with Psyshock, the 2HKO on Mega-Ttar with Moonblast, and the 2HKO on Ferrothorn/Heatran after Rocks with Focus Blast.

Psychic, Psyshock, and Moonblast are pretty much always required on any Lele that's not Z-move. I put Focus Blast in the last slot because hitting Ferrothorn and Heatran in one was too good to pass up. HP Fire, Aromatherapy, and the very niche Shadow Ball are serviceable options as well.

Because Max Modest Lele's speed tier doesn't hit any relevant benchmarks, I just EV'd it to outspeed Jolly Dragonite after a DD. I put 16 in HP and 4 in Sp. Def just because, but living Scarf Kart Leaf Blade and +1 Volc Fire Blast (88% of the time) is nice too.

THREATS


:Weavile: - The real Ice resist was the friends we made along the way

:Charizard: - Both forms have no safe, long-term switch-ins and require precise counterplay

:Kyurem-Black: - Revenge killing it is easy, but if it has a free turn? Pick.

:Magearna: - The right set beats every team

:Blacephalon: - Pray and repent

Rain with :Manaphy: - Don't get sloppy otherwise you'll drown

:Volcarona: - Borderline nightmare matchup, but it can't KO Lando, Chomp, or Lele from full health at +1 (after burning Z)

:Serperior: - Just an overall nuisance. Determine its set as early as possible

REPLAYS

https://replay.pokemonshowdown.com/gen7ou-2214515358-mpe149qjlpx5fsyma5ayt9mc14qczkepw
https://replay.pokemonshowdown.com/gen7ou-2200520150-gajalsbt17p44mjrc0j7ir7qd9dre11pw
https://replay.pokemonshowdown.com/gen7ou-2231553283-izbjoz4lv5yx0dwlnapjbw5jnq1k41zpw

https://replay.pokemonshowdown.com/gen7ou-2231648993-leddokbnd72swhpjbz5hrhfupf9aladpw
https://replay.pokemonshowdown.com/gen7ou-2231849973-1cjtlqdr13j2ty556pf4mg61ebjtyawpw
https://replay.pokemonshowdown.com/gen7ou-2231512733


Enjoy the team y'all. Feel free to make your own version/test in on ladder/send me replays. And if you got this far, congratulations! Here's a free Amazon Gift Card for your troubles.
 
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AegiSCE- Manectric-Mega Offense


:sm/manectric-mega: :sm/garchomp: :sm/tapu lele: :sm/volcanion: :sm/landorus-therian: :sm/muk-alola:
https://pokepast.es/5a900033daab96c1


Hi everyone, as usual, I used the theme of the week for building stupid teams with complete unmons. Therefore, the results of all this useless struggle ended up with a squad featuring a few funny picks.
:manectric-mega: While I do think Manectric-Mega is mostly very underwhelming (even if it's not a straight downgrade of Tapu Koko), in this specific context, the combination of a fly-resist, speed tie-ing with Lopunny-Mega, its ability Intimidate and Volt Switch support fit well into the team's structure.
(N.B: HP Grass over HP Ice is valid to improve Rain MU)

:garchomp: A reason of why I find it underwhelming atm mostly comes from the existence of Kyurem-Black as a superior Bulky Dragon-type with huge breaking potential. Nonetheless, I do prefer Garchomp in this configuration since, while the bulk, staying power and breaking potential is weaker; its resistance to SR (and Rock-type in general), key speed-tier (faster than Medicham-Mega, Zard-y/-x, ...) and potential SR setter are crucial enough to justify the pick. For the set, my rule of thumb with Garchomp is that Z-Outrage is almost always the best z-move to run on it.

:tapu lele: With only Manectric-Mega and Garchomp, a fat killer was needed. The best pokemon fitting this condition was Tapu Lele. Nothing switch on Choice Specs with a Modest Nature and it makes for a natural dynamic with Volt Switch from Manectric. Moreover, since our speed control is quite low, Psychic Terrain is quite useful to deny the likes of Ash-Greninja or Lopunny-Mega.

:Volcanion: Our overall pressure into the likes of Ferrothorn or Scizor-Mega is a bit low, therefore, a fire-types seemed like alright here. Volcanion is a valuable tool to compress in a single slot a water-immunity, double ice and fire-resists, a Volcarona check for offense and a threat on its own with a ton of bulk. Bulky leftovers 3A sub sounded like a good option to avoid certain walls spreading statues such as Toxapex while keeping a good balance between the defensive and offensive stats.

:Landorus-therian: The best physical blank check in the tier. Outside of the obvious utility support with Defog and U-Turn for Tapu Lele and Garchomp, Landorus-Therian will wield the Custap Berry to patch up our low speed control (esp against the likes of Alakazam-Mega or Kartana Choice Scarf).
(N.B: Explosion over HP Fire is valid to cover Hawlucha. HP Ice works to helps against Ground-type SR setter)

:muk-alola: While Magearna (with Assault Vest for example) was the obvious last here, I decide to use Muk-Alola instead. Even if the Volt Switch support of Magearna would be crucial, looking at the core of Garchomp, Manectric-Mega and Volcanion, I thought adding Pursuit support would be neat to improve the MU into Latias-Mega and Chansey (while it avoids the expectation of Tapu Lele doing all the job). Finally, the Poison-type of Muk-Alola is essential to play around Toxic Spikes from Toxapex.

Conclusion: it's a pretty bad team but it features enough cool pokemon. Hope you will enjoy it.
 
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