Tournaments spl team dump

hey dudes, here's some teams i made during spl using some unique concepts and pairings. hope you all enjoy!


homemade dynamite vs marcop
marcop (Moltres) @ Leftovers
Ability: Pressure
EVs: 104 HP / 176 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Flamethrower
- Sunny Day
- Morning Sun

king charles iv (Metagross) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 228 Def / 28 Spe
Impish Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion

superonion (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 92 SpA / 136 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Psychic
- Hidden Power [Grass]
- Leech Seed
- Recover

esperanto (Magneton) @ Magnet
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Toxic
- Thunder Wave

big rick (Snorlax) @ Leftovers
Ability: Immunity
EVs: 56 HP / 80 Atk / 144 Def / 216 SpD / 12 Spe
Careful Nature
- Curse
- Body Slam
- Shadow Ball
- Rest

quali (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 192 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Calm Mind
- Rest

This team is built around Sunny Day Moltres, which in theory can both burn counters to the restmons and remove the sand that plagues their sweeping potential. Moltres alleviates one of the biggest problems I always have with fat Lax + Cune teams: their major weakness to Metagross. With Magneton to remove Skarm and limit Spikes, the defensive core is very effective at redundantly checking every threat in the metagame, with Cune + Meta providing a strong physically defensive backbone, Lax + Bi providing a reliable specially defensive core, and Tres covering random breakers that attack these cores, like Metagross and Heracross. Fast Bi pulls double duty by outspeeding Heracross and providing another out to a major threat.

I chose this team to use against marcop because of his affinity towards spikes-less sand offenses that rely heavily on both CB Meta and sand to break defensive cores.



dramamine vs k3nan
big dan (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Double-Edge
- Focus Punch

pappy o'daniel (Blissey) @ Leftovers
Ability: Natural Cure
EVs: 16 HP / 252 Def / 240 SpA
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Ice Beam
- Wish
- Soft-Boiled

pete (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 136 HP / 252 Atk / 24 SpD / 96 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

delmar (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 56 SpA / 40 SpD / 164 Spe
Timid Nature
- Surf
- Psychic
- Rapid Spin
- Recover

everett (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Surf
- Refresh
- Toxic
- Protect

the sheriff (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 208 SpD / 52 Spe
Careful Nature
- Toxic
- Spikes
- Whirlwind
- Taunt

Adamant Dug + Starmie + Sand is a concept I've been trying to make work since WCoP and I think this is a good final iteration. Dug traps most Starmie counters, namely Blissey, Suicune, Celebi, and Lax. Additionally, Starmie + Taunt Skarm + Wish Bliss is extremely strong at winning the hazard game vs opposing TSS and really allows CBTar to shine as a resilient breaker. MonoPert is a strong glue that supports multiple facets of this team and appreciates Wish support for longevity as the main physical sponge.

I chose this team to use against k3nan because I expected him to bring a fairly standard balance and this is great at beating opposing TSS and fat weatherless.



cold hard bitch vs jirachee
Jynx
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thief
- Taunt
- Lovely Kiss

Cloyster @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 200 SpD / 60 Spe
Timid Nature
- Surf
- Hidden Power [Grass]
- Explosion
- Spikes

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 216 HP / 152 SpA / 140 Spe
Modest Nature
- Crunch
- Fire Blast
- Ice Beam
- Brick Break

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Hidden Power [Bug]
- Earthquake

Swampert @ Leftovers
Ability: Torrent
EVs: 28 Atk / 252 SpA / 228 Spe
Rash Nature
- Hydro Pump
- Earthquake
- Ice Beam
- Focus Punch

Gengar @ Leftovers
Ability: Levitate
EVs: 64 HP / 96 Atk / 56 Def / 96 SpA / 8 SpD / 188 Spe
Naive Nature
- Fire Punch
- Ice Punch
- Hidden Power [Grass]
- Explosion

This team was a bit of a failed experiment. In theory, Jynx was supposed to sleep a mon, then force in a steel or water and steal their lefties with Thief. From there, the combination of Spikes + double rock would wear down counters to Aero or Gar, which would eventually sweep. However, it proved slightly too volatile. Additionally, it lacks resilient and redundant counters to many metagame threats; it requires very careful play and consistent outplay to wins games in many secnarios.

I chose to use this team against jirachee because of his tendency to rely on Mag for hazard control and Metagross as a rock resist, which I believed Cloyster + double rock could punish.



deluge vs UD
microsoftpaint (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Surf
- Toxic
- Refresh
- Protect

Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 188 Def / 72 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Roar
- Calm Mind
- Rest

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
- Seismic Toss
- Ice Beam
- Wish
- Soft-Boiled

Magneton @ Magnet
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Toxic
- Metal Sound

Claydol @ Leftovers
Ability: Levitate
EVs: 160 HP / 216 Atk / 32 SpA / 100 Spe
Adamant Nature
- Earthquake
- Psychic
- Explosion
- Rapid Spin

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 120 Def / 92 SpA / 44 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Hidden Power [Grass]
- Leech Seed
- Reflect
- Recover

aka Pray My Opponent Doesn't Bring Heracross. Dual water is strong because many teams rely on wearing down physical backbones, generally held together by a bulky water, to win games. By using two, it completely invalidates those styles of team. All in all, this team is a massive pain in the ass to break if you aren't running Forretress, Cloyster, CM Leech Celebi, Curselax, or Heracross.

I chose to use this team against UD because he is very predictable with his team choice and mon selection; he never uses any of the 5 mons listed above.



karma police
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Drill Peck
- Toxic
- Spikes
- Roar

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Blissey @ Leftovers
Ability: Natural Cure
EVs: 40 HP / 252 Def / 216 SpA
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Ice Beam
- Thunder Wave
- Soft-Boiled

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 216 Atk / 32 SpA / 8 Spe
Adamant Nature
- Earthquake
- Psychic
- Refresh
- Rapid Spin

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Toxic
- Roar
- Rest

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 120 Def / 92 SpA / 44 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Hidden Power [Grass]
- Leech Seed
- Reflect
- Recover

This is a stall with less performance variance than the dual water build. I built it around Reflect Celebi, which I believe is a crazily underrated defensive threat in today's metagame. Not much else to say other than Aero is a major pain.



little dark age
$pooky (Gengar) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 60 HP / 80 Atk / 52 Def / 108 SpA / 8 SpD / 200 Spe
Naive Nature
- Thunderbolt
- Hypnosis
- Will-O-Wisp
- Explosion

maximu$ (Raikou) @ Leftovers
Ability: Pressure
EVs: 216 HP / 88 SpA / 44 SpD / 160 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Substitute
- Calm Mind

$uerte (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Ice Punch
- Calm Mind

a$$eater (Porygon2) @ Leftovers
Ability: Trace
Shiny: Yes
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Toxic
- Thunder Wave
- Recover

p$ycho (Dugtrio) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

$uicune (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 136 HP / 220 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Toxic
- Calm Mind

This is a revival of an old style of CM spam. I like Raikou on CM spam because it provides a solid check to fast special attackers like Starmie, Gengar, Zapdos, and Jolteon that these teams tend to struggle against. Tox Cune is another innovation that reinvigorated the archetype in my eyes because it forces teams where Blissey is the water resist to stay in and take tox damage, which means it will get trapped by Dug post-Cune death. Dual status Gar also lures Blissey extremely well and will sleep / burn important mons like TTar, Lax, and Zap, allowing them to be easily broken by the likes of Rachi. P2 is also a unique set that can pressure Bliss / Pert / Skarm while still providing the necessary T-Wave support against physical and special offenses; the lack of Ice Beam can hurt sometimes but you still trap Dug and para is good enough vs Zap / Mence for Rachi to kill them.



someday never comes
Venusaur @ Leftovers
Ability: Overgrow
EVs: 68 Def / 164 SpA / 56 SpD / 220 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Razor Leaf
- Hidden Power [Fire]
- Leech Seed
- Sleep Powder

Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Toxic
- Protect

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Brick Break
- Focus Punch

Swampert @ Leftovers
Ability: Torrent
EVs: 28 Atk / 252 SpA / 228 Spe
Rash Nature
- Hydro Pump
- Earthquake
- Focus Punch
- Ice Beam

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 108 SpA / 148 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Punch
- Substitute
- Calm Mind

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Rock Slide

Venu is a great lead that excels at pushing chip damage onto multiple mons after getting a pseudo-KO with sleep. Sleep is great here because it gives the juggernauts CB Dug and CBTar free turns to come in and do some serious damage. SubCM Rachi excels at abusing offenses that CBTar may not be good against; they complement each other by wearing down Pert. Zap is a glue that threatens Skarm (combined with double Tox immunes in Rachi and Venu), checks important threats, and wears down special walls for Dug trapping or Rachi sweeps.



chicano batman
Zapdos @ Leftovers
Ability: Pressure
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Baton Pass

Ludicolo @ Leftovers
Ability: Swift Swim
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Rain Dance

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 136 HP / 252 Atk / 24 SpD / 96 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 HP / 64 Atk / 16 SpA / 176 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Hidden Power [Grass]
- Dragon Dance

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 136 Def / 120 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Rock Tomb

Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psychic
- Ice Beam
- Thunderbolt

Starmie + Rain Dance is another concept I've wanted to use since WCoP and this is what I came up with. This team is pretty formuliac; pair 2 waters that excel at crushing teams without Blissey with a Dugtrio that traps every Bliss and a BP mon that forces Bliss in. Pair with sand for extra chip and an offensive rock resist in CB Meta. Ludicolo and Starmie have essentially interchangeable roles here with 1 as the breaker and the other as the cleaner. I'm still torn on Psychic, HP Grass, or Rapid Spin as the final slot on Starmie, but I'm leaning towards spin at the moment because of how key it is for spikes to be gone so Dug can trap Bliss.



the underdog
Zapdos @ Leftovers
Ability: Pressure
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Baton Pass

Smeargle @ Salac Berry
Ability: Own Tempo
EVs: 68 HP / 188 SpD / 252 Spe
Jolly Nature
- Spore
- Will-O-Wisp
- Explosion
- Spikes

Gengar @ Leftovers
Ability: Levitate
EVs: 56 HP / 44 Atk / 52 Def / 148 SpA / 8 SpD / 200 Spe
Naive Nature
- Fire Punch
- Ice Punch
- Hidden Power [Grass]
- Explosion

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 216 HP / 152 SpA / 140 Spe
Modest Nature
- Crunch
- Fire Blast
- Ice Beam
- Brick Break

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Double-Edge
- Earthquake
- Hidden Power [Bug]

Swampert @ Salac Berry
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Endeavor
- Swagger
- Substitute

BP Electric + Smeargle is a great way to get easy hazards and a fast advantage over your opponent since the BP electric forces in mons that are easy for Smeargle to abuse. The rest of the team is there to prevent spins and function defensively while retaining as much offensive synergy as possible.



bug in a blanket
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 116 Def / 144 Spe
Impish Nature
- Hidden Power [Fighting]
- Swords Dance
- Baton Pass
- Recover

Porygon2 @ Leftovers
Ability: Trace
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Thunder Wave
- Rain Dance
- Recover

Heracross @ Salac Berry
Ability: Swarm
EVs: 12 HP / 244 Atk / 252 Spe
Adamant Nature
- Megahorn
- Rock Slide
- Swords Dance
- Substitute

Magneton @ Magnet
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Toxic

Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 Atk / 136 Def / 120 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Agility

Snorlax @ Leftovers
Ability: Immunity
EVs: 8 HP / 252 Atk / 136 Def / 100 SpD / 12 Spe
Adamant Nature
- Body Slam
- Brick Break
- Shadow Ball
- Self-Destruct

This is a fairly standard 6 for SD pass but I wanted to highlight the tech of Rain Dance Porygon2. This allows Heracross to have some amazing consistency when paired with Brick Break Lax and SD Celebi to helps remove TTar. Once sand is gone, Heracross can have field day. Meta is another great recipient that can break past most checks at +2; it has Lum so it can receive a boost vs Blissey and Gar.



traphaus
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 104 Def / 152 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Recover
- Baton Pass

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 8 HP / 252 Atk / 36 SpD / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Toxic
- Protect

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 216 Atk / 32 SpA / 8 Spe
Adamant Nature
- Earthquake
- Psychic
- Explosion
- Rapid Spin

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Calm Mind
- Wish
- Protect

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 240 HP / 228 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Surf
- Toxic
- Recover

Monorachi is another concept that's been around for a while but was seriously hard to execute because of the intense support it requires to function (darks + steels have to go). Here it's paired with BP Bi and dual trappers to easily remove both TTar and Skarm. Claydol + Dug + Milotic provide enough redundancy against TTar, especially with Wish support from Jirachi. Metagross is the odd man out but can be handled by chipping with Bi then trapping or just trading Milotic with its Boom.
 
Last edited:
Hey lad, super quality thread! It's a real treat to see another top level player's insight into the metagame. I learnt so much from your previous dump, I was slightly bummed we didn't get to play this season.

Several of your teams are super matchup fishy haha. Anyway here's some of my thoughts on your teams:

- SkarmBliss CBTar team ('dramamime'):
What was the reasoning behind Adamant Dug? During my test runs I found that max speed jolly came in really handy.
An option you may wish to consider is to go Jolly on your CBTar, and run Brick Break>Double Edge. Slightly gimmicky, but is a great lead in that spot

- Cloy Jynx HO ('cold hard bitch'):
Very cool idea, the Cloy Jynx I brought against UD was inspired by this :D Lovely Cloy set, I was running 240+ Cloy, and in general more speed creep on everything.
I do think Thief is overly optimistic on Jynx though, since the team doesn't have enough resistances for the game to be long enough to benefit from it. CM/Psychic/Fire would all improve the viability of the set
I also think that any of the Tar/Aero/Gar are interchangeable with a Blissey/Jolteon/Metagross for more experimentation.

- MagDol Pert+Cune ('deluge')
Goddamn that team is annoying to face without breakers. Would highly recommend running either +speed Mag or 240HP Mag as otherwise YOLOskarm (ground) can be devastating

- SkarmBliss Dug Dol Fat Spam ('karma police')
I had a lot of fun testing this team, it's not a 6 I ever considered running.
An interesting option I played with was changing the moves on Celebi to Fire/Giga/Leech/Recover just so you get harassed by Skarm/Forre less.
 

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