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Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Welcome to SS Monotype Sample Teams, your primary place to get, well, SS Monotype sample teams!
The purpose of this resource will be to provide teams that are easy to use and represent the type fairly well for newer players to learn the metagame with. These teams can also be used as a base in order to try out new options in teambuilding. As such, sample teams will be held up to a high standard.
If you're thinking of contributing, great! Please take a moment to read the following.
We will exercise very high standards over which teams are approved. We will not feature teams using sub-optimal archetypes, such as Hyper Offensive Grass or Stall Fairy. While niche tech sets and non-conventional builds (like those seen in RMTs) are not forbidden, submitted teams must be broadly effective and viable in the meta.
The teams showcased in this thread should be representative of the various, viable, relevant play-styles and archetypes present in the Monotype metagame.
Here are the guidelines for submissions:
1. Make sure submissions are in the [Gen 8 Monotype] format. 2. Provide an importable for your team. Don't use nicknames for your Pokemon. 3. Accompanying sprites and art are appreciated, but not mandatory. All of the sprites can be found here. 4. Replays are highly encouraged and are a great way to demonstrate that the team is effective in the metagame. Make sure your teams are tested. 5. This is not the RMT forum; this thread is not the place to seek feedback on undeveloped teams and concepts. 6. Don't Post Memes. They will be deleted.
7. Finally, if you edit your submission based on feedback (or any reason), please make a note of it at the bottom of the post so I know to re-evaluate. You can also PM me here, on Discord as maroon#1999 or on Pokemon Showdown!.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Taunt
Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Strength Sap
- Stealth Rock
- Night Shade
This is a pretty standard Ghost team that I think works well. Swords Dance Aegislash is a setup sweeper that can punch holes in opposing teams with its two STAB moves and coverage in Close Combat, while it becomes powerful if boosted by Weakness Policy. Gengar is the team's speed control, and can revenge kill faster Pokemon such as Dragapult, Choice Scarf Excadrill, Choice Scarf Gardevoir, and setup sweepers like Kommo-o after a boost. Mimikyu is another Swords Dance sweeper alongside Aegislash that can blanket check various threats in the metagame with Disguise. Since this team was a bit Ground weak, I decided to add Wood Hammer in order to soften up the matchup. Choice Specs Dragapult is one of the best offensive Pokemon available to Ghost teams, and can take advantage of its speed along with its coverage to put major with in many matchups such as Steel, Water, Flying, Dragon, Grass, and Ground. Infiltrator is preferred to handle Substitute users such as Hydreigon and Whimsicott but Clear Body can be used too for Sticky Web. Sableye is a stallbreaker that has priority Will-O-Wisp, and is good for blocking hazard setters too. I chose Sableye as a Taunt user for this team, seeing as its very good against Ground and the Knock Off utility is great, but Jellicent can work over it too. Galarian Corsola is the Stealth Rock setter. I picked it over Runerigus, seeing as it can comfortably set Stealth Rock up against Water for Dragapult to break, making the hazard crucial.
SubToxic Zapdos messes up a bunch of types like Psychic, Water, Dark, opposing Flying, and Electric. Maximum speed is ran to speed tie with other base 100 speed Pokemon like Victini, Volcarona, and Jirachi. Less speed can be run but I would creep Urshifu Rapid at the very least since it can hit through Substitute under rain with Surging Strikes and beat Zapdos. Landorus is the breaker of the team; I think Gravity Landorus is legit on Flying to beat Steel, Electric, and opposing Flying, you just have to pay attention to when you use it to not exploit yourself. Celesteela has nice typing and bulk for a wall, and provides the team with a sturdy Ice and Rock neutrality among many others. Flamethrower is needed to beat Excadrill. Thundurus Therian is the speed control and Sludge Wave OHKOs Tapu Koko. You can run Thunderbolt over Focus Blast or Sludge Wave although I think Thundurus Therian can go without it. Tornadus Therian is the main Defogger of the team and can use Knock Off to remove Heavy Duty Boots for Landorus's hazards. Dragonite is a good setup Pokemon, provides a Fire and Water resist for the team, and Jolly Earthquake beats Electric pretty well.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Rapid Spin
Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Icicle Crash
- Ice Shard
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Focus Blast
- Gravity
Hippowdon sets sand and Excadrill abuses it. Hippowdon can be either Physically Defensive or Specially Defensive depending on what your preferences are. Mamoswine beats Flying and Dragon with Ice STAB while Knock Off is nice for Psychic and removing Heavy Duty Boots. Gastrodon is physically defensive for Keldeo and Earthquake breaks Substitute. Zygarde-10% is a fast physical wallbreaker that capitalizes on Poison, Steel, Electric, Fire, and Flying teams with Thousand Arrows, although it only straight up beats Electric and Fire. It is very wallable for the rest of the metagame, so Toxic is there to help it muscle past Pokemon like Mandibuzz, Porygon2, and Slowbro that would normally switch in. Landorus is the special wallbreaker of the team, Sludge Wave hits Tapu Bulu.
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Sucker Punch
- Poison Jab
- Defog
- Crunch
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Corrosive Gas
- Strange Steam
- Will-O-Wisp
- Pain Split
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Haze
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Earth Power
- Flamethrower
- Ice Beam
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Spore
- Foul Play
- Synthesis
- Giga Drain
Skuntank, Toxapex, Galarian Weezing, and Amoonguss is the defensive core. Nihilego and Nidoking are the offensive Pokemon that outline it. Toxapex is specially defensive for Volcarona and also helps against Pokemon like Seismitoad. Skuntank is specially defensive to help with Psychic-type Pokemon. The reason why Skuntank is better than Drapion nowadays is because Electric is a real type, so you need something to revenge kill Alolan Raichu under Electric Terrain. Nidoking breaks balance, while Nihilego sweeps offense and sets Stealth Rock. Corrosive Gas on Galarian Weezing is because you usually want to fit "Knock Off" onto a team with Heavy Duty Boots being so common, and helps with Nihilego's Stealth Rock. Amoonguss checks Ground-type Pokemon and puts things to sleep with Spore.
This is a rather standard offensive Ice team, with SubRoost Kyurem returning now that KyuB has been banned. While Specs serves as an amazing wallbreaker, SubRoost provides the team with a bulky win-condition in matchups like Water, Poison, and Electric, all while having better survivability and longevity with Roost. Alolan Ninetales's Aurora Veil helps to support the team with increased survivability, as well as being the team's primary answer to Fighting types such as Keldeo and the Urshifus. Mamoswine is the standard hazard lead that also functions as a nice emergency check with Focus Sash and Endeavor+Ice Shard. Avalugg is the team's physical tank and hazard remover, but also serves as a helpful win-condition in the Fighting and Normal matchups once their special attackers have been removed. Cloyster makes great use of Alolatails' Aurora Veil to pull off a late-game sweep. King's Rock along with Cloyster's multihit moves gives it a lot of solid flinch chances, letting it cheese past even its common defensive answers. 148 EVs in Special Attack lets it guarantee an OHKO against specially defensive Heatran after Stealth Rock. Lastly, Galarian Darmanitan functions as a fast revenge killer and offensive pivot that provides solid coverage for the team. Earthquake lets you nail Toxapex, Blacephalon, and Victini, but Superpower allows you to check other threats such as Urshifu, Air Balloon Heatran, and Mamoswine.
Rock
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Sticky Web
- Knock Off / Final Gambit
- Encore
Shuckle serves as the first part of the team's hazard stacking core, putting up Sticky Webs for helpful speed control, and Encore to dissuade setup sweepers. Nihilego serves as the team's Scarfer, capable of revenge killing Fairy types like Koko, Lele, and Bulu, and, with Webs support, can also revenge kill rain sweepers like Barraskewda and Seismitoad. Toxic Spikes is a solid tool against types such as Fairy, Ghost(without Gengar), Ground, and Psychic. More specifically, setting them up against Fairy ensures that Azumarill won't sweep the team even behind screens, since it'll be taking too much chip damage, while having them up against Psychic will wear down Pokemon such as Hatterene and Slowbro for Tyranitar to more easily sweep late-game. Terrakion is running a Swords Dance+3 Attacks set, designed to punch through balance cores on Poison, Water, Steel, and Dark. Air Balloon not only offers a Ground immunity, providing safer setup opportunities against Landorus-T and Hippowdon, but being able to negate grounded hazards helps to keep it healthy for reliably setting up as well. Tyranitar is the second setup sweeper for the team, carrying Substitute to negate status trouble from defensive Pokemon like Heatran, Slowbro, and Galarian Corsola. Physdef Rhyperior serves as a physical blanket check for a variety of physical threats, such as Excadrill in sand, Melmetal, and Garchomp, as well as threatening Choice Scarf users like Landorus-T and Galarian Zapdos. Lastly, Coalossal is another physical tank, meant to check various Grass and Steel type threats like Choice Band Rillaboom, Celesteela, and Ferrothorn, while also functioning as a hazard remover and hazard stacker with Spikes. Scorching Sands allows it to nail an incoming Heatran on Steel teams, while Will-O-Wisp helps for crippling physical threats that don't trigger Flame Body.
Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Blaze Kick
Tapu Koko is the anchor to set terrain that the rest of the team can abuse. Choice Scarf is used as a way to fast pivot and check opposing Scarf users without relying on terrain (which can be cleared by Defog now). Raichu-Alola with it's signature ability abuses Terrain with Rising Voltage for a large damage output. Magnezone is used to check the main threat to Steel, Excadrill by trapping and KOing with Body Press (replacing Hidden Power Fire from last generation). Magnezone's trapping can be useful for other threats as well and also provides a strong threat to Fairy. Rotom-Wash is a pseudo Ground immunity and check to Ground; Toxic is used to break walls but Will-o-Wisp can used as well. Zapdos is a full Ground immunity; the Heavy-Duty Boots makes Zapdos a much stronger hazard clearer this generation. Discharge and Static are used to maximize odds of paralyzation with Heat Wave as strong coverage against Grass. Zeraora is an immediate threat that is a real power house with Terrain up. It has great coverage combined with its high speed and attack to make a great wallbreaker.
Steel
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 176 Def / 80 SpD
Impish Nature
- Protect
- Power Whip
- Leech Seed
- Spikes
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 56 SpA / 120 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Lava Plume
- Earth Power
- Toxic
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Protect
- Heavy Slam
- Flamethrower
- Leech Seed
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Earthquake
- Superpower
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
Ferrothorn is a mixed wall most notably to check Water types. Spikes are used instead of Stealth Rock because they can stack and most types that are weak to Stealth Rock tend to over compensate with Heavy-Duty Boots. Aegislash is EV'd to survive special hits because King's Shield can help neutralize physical threats. Fire coverage is generally on the special side so Heatran is EV's for special defense with 56 EVs to more effectively KO opposing Heatrans. Celesteela rounds out the defensive core with a standard defensive set for Ground and Fighting threats. The immunity core of Steel combined with Protect provides a very difficult core to break. Combine that core with Melmetal, which is capable of breaking most any wall, and Bisharp to discourage clearing Spikes you have a good recipe for success. Bisharp is also ideal with Sucker Punch to provide an alternate form of "speed control" since this team lacks a Choice Scarf user.
If Melmetal gets banned I'll be trying out Excadrill, Coballion, Jirachi, or Lucario possibly.
With the ban of Kyurem-Black, regular form is used as a way to break Water. Sub Roost helps to ensure Kyurem stays healthy in both HP and status. Dragapult is a great setup sweeper with its high speed and attack combined with its signature move and Infiltrator to optimize sweeping capbilities without having to worry about Focus Sash. Hydreigon is used as a sort of wallbreaker with its high special attack and great coverage moves. Latias is a combination of utility and speed control. Defog to clear hazards and Healing Wish to bring back another team member. Duraludon's high physical defense makes it great as a hazard setter and utilizes Thunder Wave and Dragon Tail to phase opposing threats. Garchomp can now be used as a "Double Dance" sweeper with the new move Scale Shot allowing Garchomp to boost both its attack and speed.
Rock
Shuckle @ Red Card
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Careful Nature
- Stealth Rock
- Sticky Web
- Encore
- Knock Off
Shuckle is the main hazard setter of the team. Because of the offensive nature of the team, it does not include a Water immunity so Shuckle with Red Card is used to force out set up sweepers like Azumaril. Aerodactyl is used as a Ground immunity and set up sweeper to apply pressure to Fighting. Nihilego is EV'd to gain a Speed boost from Beast Boost; Meteor Beam with Power Herb provides a boost to Special Attack with the remaining coverage slots to help beat Water. Terrakion fills the same role as past generations as the speed control. Tyranitar is EV'd to outspeed walls that creep base 50s and is an immediate threat that doesn't require set up. Stakataka rounds out the team with a solid way to check Steel types. EVs and IVs are set up to gain an Attack boost from Beast Boost with Chople Berry to ensure the set up of Trick Room.
Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Slack Off
- Teleport
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Eerie Spell
- Sludge Bomb
- Fire Blast
- Foul Play
Tapu Lele anchors the team as the speed control and Terrain setter. Latias acts as backup speed control and utility with Defog and Healing Wish. Aura Sphere is used to hit Dark types. Jirachi is set up to set Stealth Rock and neutralize threats with Thunder Wave. This also allows it to take advantage of Serene Grace with increased flinches on Iron Head combined with paralyzation from Thunder Wave. Victini acts as a wallbreaker with Choice Band and it's naturally high BP moves in V-create and Bolt Strike. Slowbro is your physical Defense wall and slow pivot. Thunder Wave helps assist Jirachi and Victini while Teleport allows you to switch out at the end of the turn to maximize your switches. This combined with Regenerator helps maintain Slowbro's HP. Slowking is a backup Special Defense wall because Jirachi doesn't have reliable recovery. It also helps with wide coverage range with Foul Play to discourage setting up against it.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
This team is functions similarly to Fairy in previous generations. Togekiss is used as a stallbreaker with Substitute to avoid status and Nasty Plot to break strong defensive cores in Steel and Poison. Klefki reprises its role as Screen and Hazard setter from previous generations with Thunder Wave used to help slow down opposing threats. Foul Play can also be used. Weezing-Galar is added to provide a larger hazard stack for a primarily offensive team. With the loss of Hidden Power, Expert Belt was chosen to take advantage of the wide coverage of Tapu Koko and compress the role of Tapu Bulu into this slot to cover Water all in one. Tapu Lele is used as speed control; this works especially well because of the inherent boost to Psychic attacks with Psychic Surge. Azumarill finishes the team as a set up sweeper that takes advantage of Screens set by Klefki. Sitrus Berry is used again now that Z moves have been removed to replenish some HP after setting up. 4 EVs in HP ensures that Sitrus Berry is activated after Belly Drum exactly.
This is a pretty standard Swift Swim Water team. Pelipper is the Terrain setter and hazard management. EVs and Heavy-Duty Boots are for maximum survivability. Urshifu-Rapid-Strike is to help break defensive and Protect cores by taking advantage of it's signature move and ability. Kingdra acts as the speed control and is your Rain abuser. The moves are for maximum and consistent damage output without the worry of missing. The last move can also be Hydro Pump, Draco Meteor or even Flip Turn. Toxapex with Eject Button and Regenerator is a great way to start a game and pivot straight into a threat after setting Rain. Sludge Bomb is used to check Grass types, most notably Tapu Bulu with Knock Off to help neutralize faster threats that can't be handled without Rain. Swamper is the preferred Electric immunity because of its bulk, ability to set hazards and the new addition of Flip Turn to allow for a slow pivot. Dracovish finishes the team as a nuclear bomb of a wallbreaker. Choice Band Fishious Rend on its own can break almost any wall even if it resists, but combined with Rain support there is almost no switch in for this.
Poison
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 132 Def / 128 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Toxic
- Recover
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Spore
- Foul Play
- Synthesis
Toxapex is part of the main defensive core and uses Haze to stop the opponent from setting up sweepers against you. Amoongus with full physical defense EVs is the best check to Ground with Spore to put opponents to sleep. Slowking-Galar rounds out the defensive core as the check to incoming Psychic attacks. Slowking-Galar was chosen over a Dark type because of it's wide coverage, ability and superior bulk. Nihilego is used for speed control with a strong capability to sweep in the late game with Beast Boost. Nidoking is used to set Stealth Rock and break types like Steel with Ground and Fire coverage. Crobat is used as a Ground immunity and utility to clear hazards andstop walls from recovering or setting hazards again.
Fighting
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Megahorn
Terrakion is speed control with its high base attack and high BP STAB moves. Iron Head to cover Fairy and Megahorn to cover Psychic. Keldeo is your first setup sweeper with Taunt to shut walls down from recovery or setting status. Cobalion is used as a fast bulky utility to set Stealth Rock, stop opposing hazard leads and neutralize threats with Thunder Wave. Urshifu is your Psychic immunity and with its signature move and ability a strong threat that can break a lot of type cores. Zapdos-Galar is added as an immediate power threat with Choice Band and also punishes opponents trying to clear hazards with Defiant. Thunderous Kick is a great way to break walls by dropping their defense. With the team being primarily physical and Water having a lot of strong threats Toxicroak is used to soak up Water attacks (pun not intended) and gain free set up turns.
Torkoal is the anchor of Fire teams filling multiple roles; hazard control, Stealth Rock setter, Sun setter and physical wall. Cinderace is a great sweeper with Libero essentially making every attack STAB. Volcarona with Heavy-Duty Boots can now set up without fear of Stealth Rock and uses Psychic as the coverage of choice to damage opposing Toxapex. Blacephalon is the speed control using Psyshock specifically to hit Nihilego (a major threat to Fire) for the most damage possible because of it's high special defense. Volcanion is a great addition thanks to Crown Tundra that allows Fire to have an immunity to one of its biggest weaknesses, Water. Lastly Moltres is a utility to provide another weakness immunity and more hazard control.
Substitute to avoid status or Leech Seeds, Flame Charge to gain speed and Beast Boost provides a special attack boost to make Balcephalon a strong sweeper. Mimikyu functions exactly like it has by utilizing its signature ability to be able to set up Swords Dance and effectively check Dragon types. Gengar boasting great speed and special attack make it a perfect Choice Scarf user for speed control. Again, Dragapult's high speed and attack make it a great set up sweeper. Using Clear Body so it isn't effected by Sticky Web or Intimidate though Infiltrator works well also. Aegislash is used as a way to check Dark types like Bisharp, Urshifu and Hydreigon with Colbur Berry. Golurk is a slightly different choice for Stealth Rock setter but provides an Electric immunity and a generally more offensive presence for this hyper offensive build.
The last few teams are essentially resubmissions. After testing I found that the additions from Crown Tundra were fun but still overshadowed by existing team options or there was no change to the type.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Mandibuzz is a staple defensive wall that helps check Fighting types as well as clear hazards on your side of the field. Tyranitar is the best Special Defense wall with Sand Stream providing an inherent boost to its own special defense. Urshifu is a great wallbreaker with Bulk Up to boost attack and its signature ability and signature move to cripple most any defensive core. Hydreigon's naturally high special attack compliments the speed boost from Choice Scarf. Grimmsnarl is a second check to Fighting and Screen setter by utilizing Prankster. Bisharp is used to check slower Fairy types and discourage hazard clearing with Defiant
Bug
Scizor (M) @ Choice Band
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off
Heracross (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- Knock Off
Galvantula (M) @ Expert Belt
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Energy Ball
- Bug Buzz
- Volt Switch
Shuckle (M) @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Sticky Web
- Knock Off
- Encore
Golisopod (M) @ Heavy-Duty Boots
Ability: Emergency Exit
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- First Impression
- Liquidation
- Aqua Jet
- Spikes
Sadly with Crown Tundra Bug did get some additions, though the best ones were banned. The only remaining consideration was Buzzwole which could be used in place of Heracross on this build. Scizor is used as it always has been in the past as an immediate threat taking advantage of its high attack, ability combined with Bullet Punch for major damage output. Volcarona has gotten so much stronger this generation with the addition of Heavy-Duty Boots allowing it to set up so much easier. Psychic is the preferred coverage move to beat Toxapex. Heracross acts as our speed control; though it doesn't boast a huge speed stat, combined with Bugs great hazard stack capabilities (Sticky Web most notably) Heracross can be a very strong late game sweeper with Moxie. Galvantula is the best way for Bug to put a dent in both Water and Flying types. Thunder Wave can be used in place of Volt Switch though with the aggressive nature of Bug the pivot helps apply offensive pressure. Shuckle is the anchor of Bug by setting Stealth Rock and Sticky Web, which is what allows Bug to apply and keep pressure on the opponent. Knock Off is used mostly for Scarf Dracovish which otherwise can threaten the entire team. Lastly Golisopod is used for secondary priority attacks and more hazard stacking. Araquanid can also be used in this position for a better check to Fire.
Normal
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Teleport
Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Facade
- Fire Punch
- Quick Attack
Functioning very similar to previous generations we start with the special defensive wall for Normal, Blissey. The change this generation is the addition of Heavy-Duty Boots which helps Blissey avoid chip or status from hazards. Chansey with Eviolite can also be used in this slot. Teleport is used in the last slot as a way for Chansey to slow pivot out at the end of the turn to allow Normal to gain some momentum, something it has struggled with in the past. Diggersby remains the strongest physical threat. Facade is used for STAB with a respectable 70BP, 100% accuracy and the ability to double in power if status is applied. Braviary is the check to Fighting and your hazard control with U-turn to also pivot to gain momentum. Ditto is sort of speed control and anti setup; Transform allows you to take the boosts from your opponent coupled with Choice Scarf for effective reverse sweeping. Heliolisk is used as a Water immunity and to break the Water core. Glare is used to help neutralize threats that may overwhelm Normal. Bewear is replacing P2 this generation and helps to check against Steel. Drain Punch can help recover HP and Darkest Lariat hits Ghosts that otherwise would wall Bewear.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fire Punch
- Extreme Speed
- Dual Wingbeat
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 232 Def / 20 SpD
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Defog
Lando-T and Celesteela are essential as the team's defensive backbone by being a physical and special wall respectively, offering a an Electric immunity, Rock neutrality, and an Ice Neutrality as well; Lando-T also provides crucial hazard control as well. I went with substitute on Celesteela because it is incredibly for stalling against Landorus-I, who could other wise spam Earth Power on this team with no repercussions. Of course, Toxic is a fine option since it allows Celesteela to cripple defensive walls like Hippowdown and Slowbro, who could other wise stall this set out with recovery. Moltres serves as the team's Steel breaker, being able to put pressure on all the core member thanks to Flamethrower and Scorching Sands. Roost makes Moltres difficult to wear down alongside Heavy Duty Boots. Thundurus-T offers another Electric Immunity while also being able to beat Water cores reliably thanks to double dance and Electric and Grass coverage. Choice Scarf Galarian Zapdos aids against Normal/Rock/Ice matchups, which otherwise be very difficult for Flying to deal with. Choice Band Dragonite serves as the teams devastating Wallbreaker, while also using Band ExtremeSpeed to clean up against offensive types like Electric, Bug, and Dark.
This is a rather standard offensive Ice team, with SubRoost Kyurem returning now that KyuB has been banned. While Specs serves as an amazing wallbreaker, SubRoost provides the team with a bulky win-condition in matchups like Water, Poison, and Electric, all while having better survivability and longevity with Roost. Alolan Ninetales's Aurora Veil helps to support the team with increased survivability, as well as being the team's primary answer to Fighting types such as Keldeo and the Urshifus. Mamoswine is the standard hazard lead that also functions as a nice emergency check with Focus Sash and Endeavor+Ice Shard. Avalugg is the team's physical tank and hazard remover, but also serves as a helpful win-condition in the Fighting and Normal matchups once their special attackers have been removed. Cloyster makes great use of Alolatails' Aurora Veil to pull off a late-game sweep. King's Rock along with Cloyster's multihit moves gives it a lot of solid flinch chances, letting it cheese past even its common defensive answers. 148 EVs in Special Attack lets it guarantee an OHKO against specially defensive Heatran after Stealth Rock. Lastly, Galarian Darmanitan functions as a fast revenge killer and offensive pivot that provides solid coverage for the team. Earthquake lets you nail Toxapex, Blacephalon, and Victini, but Superpower allows you to check other threats such as Urshifu, Air Balloon Heatran, and Mamoswine.
This is a good team, and the fact that I run pure physical Cloyster is the only difference with my personal team. However I feel that for sample teams we should go with a Piloswine team as they are easier to use, especially for newer players.
Rillaboom is the centerpiece of this team. Banded adamant Grassy Glide just runs through so many types, and its switch ins are limited. 80% of the time Grassy Glide will be what you click, but Wood Hammer is there for extra damage if you need to power past a Toxapex or something, Knock Off is great utility to hit things that switch into Grassy Glide like Zapdos or Avalugg to remove their boots for better chip later on and hits things like Aegislash hard(ish), and Superpower is for coverage against things like Ferrothorn or Mandibuzz. The ev spread hits a speed of 244 to ensure you outspeed the random max speed Celesteela and base 60s like Incineroar, Aegislash, and Magnezone. The rest of the evs are dumped into HP because for better longevity and ability to take hits. Ferrothorn has maximum defense investment and is the backbone of the team. Leech Seed + Leftovers provide it good longevity and chip on the opponent, Spikes apply pressure to the opponent, and Gyro Ball is a strong STAB move that discourages set up sweepers. Body Press is an option for good damage on things like Magnezone, while Protect is good for scouting and further recovery. Whimsicott deters set up sweepers with its Prankster Encores, and Prankster Sub + Leech Seeds are annoying for the opponent to deal with and provide good scouting for the team. Moonblast is a great STAB move that is necessary to have. This set gives Dark, Fighting, and Dragon a very hard time and is easy to force switches with. The ev spread allows for an extra substitute, while the Speed investment allows Whimsicott to still outspeed base 110s like Alolan Raichu, Lati(a/o)s, and Gengar. Cradily is the special wall for the team and fire attack switch in. Stealth Rocks are still a great hazard to set up even with the rise of HDB, especially given Rillaboom's potential to remove them. Toxic allows walls to be worn down much easier and Recover provides longevity. Rock Tomb is STAB that rarely misses and lowers the opponent's speed, but doesn't have the power Rock Slide affords. Decidueye is a good midgame breaker or late game sweeper that threatens Ghost and Psychic teams with its strong STAB and priority. The utility that Spirit Shackle provides is still amazing for removing threats like Weezing-G or Toxapex that can be troublesome, and also makes it much easier to revenge kill with Shadow Sneak. Swords Dance and Roost are self explanatory. The speed allows Decidueye to outspeed neutral natured Magnezone and Aegislash. Finally, Roserade is the team's scarfer. Leaf Storm and Sludge Bomb are strong STABs, Dazzling Gleam provides great coverage that is very handy in the Dark, Dragon, and Fighting matchups. Toxic Spikes provide great utility against bulkier teams that can be harder to wear down like Dark or Normal. Natural Cure also means that Roserade cannot be crippled by paralysis upon switching out.
*Yes, I realize that having triple hazards seems sub optimal in the HDB era, but all three hazards still provide invaluable chip against things not wearing boots, and Rillaboom can also Knock Off their boots. If you wish, Knock Off Ferrothorn could be an interesting option over Body Press / Protect.
Sorry for the lack of replays vs Dark, Psychic, Electric, etc. I'll add some if I get the chance. I do want to point out wins vs Steel and Poison are anomalies, but possible with good Decidueye play and a little luck or blundering by the opponent.
Toxapex, Amoonguss, Galarian Weezing, and Skuntank forms a defensive core while the last 2 Pokemon are Nidoking + Gengar or Nihilego. Amoonguss is nice for spreading Spores and helping with Ground-type Pokemon like Excadrill and Landorus-Therian along with preventing physical breakers from setting up with Foul Play. Toxapex spreads status and forms a Regenerator core with Amoonguss while Galarian Weezing provides the team a Dragon immunity. Skuntank frees up Galarian Weezing's Defog slot and helps revenge Alolan Raichu with Sucker Punch since Electric is much better in the CT. Speaking of Electric, Nidoking provides the team an Electric-immunity which is really nice so you aren't vulnerable to powerful breakers like Regieleki or Tapu Koko! The final slot is up to you as Gengar helps with the Psychic matchup considering Indeedee is outclassed by Tapu Lele and Nihilego helping with Fire and Flying with either Choice Scarf or Power Herb + Meteor Beam!
This is a team I revised for a RMT~ Jirachi and Slowbro forms a defensive core and they both paralyze threats for the team. Teleport Slowbro and U-turn Jirachi also brings in teammates safely. Specs Tapu Lele helps with Dragon- and Dark-types and sets Psychic terrain to boost STAB-PSY and prevent priority for the entire team. Victini is the steelbreaker and Blue Flare is better than Searing Shot for Melmetal. Latias is the "Regieleki" check and helps with the Normal- and Electric-matchups with CM + Aura Sphere. Alakazam revenges a number of Pokemon like Volcarona, Azumarill, and Urshifu thanks to Focus Sash and Psychic Terrain.
Zeraora, Tapu Koko, and Alolan Raichu forms the base offensive core for any Electric team in SS Monotype. Zeraora is Electric's best physical wallbreaker, Tapu Koko provides Dragon-immunity and sets Electric terrain, and Alolan Raichu serves as an All-Out-Attacker or Nasty Plot Sweeper. Adding a Flying/Electric Pokemon to help with Excadrill's Earthquake. Zapdos has Heat Wave and reliable recovery to help with Steel- and Grass-teams whereas Thundurus has priority Thunder Wave to cripple fast threats like Spectrier or Dragapult. Rotom-Wash pivots teammates in safely with Volt Switch and creeps Jolly Azumarill in the process. Rotom-C is nice for Ground-type Pokemon that otherwise may try to wall everything without proper Grass-coverage. Magnezone can trap Pokemon like Ferrothorn or Non-Choice Excadrill or simply run Choice Scarf to revenged weakened threats.
Landorus and Excadrill are the offensive breakers while Hippowdon and Gastrodon are the defensive core. Hippo is SpD for Volcarona, I do not feel Earthquake is as needed this generation so I slashed Rock Slide with EQ to help with Volc while Gastrodon is defensive and serves as a Water-immunity for the team along with having Earthquake for CM users like Keldeo, Tapu Fini, and Primarina. Hippo sets sand for Excadrill, which helps with Ice and Fairy while Landorus-I sets Gravity for the entire team. U-turn and Psychic seems interchangeable since pivoting out of Gravity seems really nice while Psychic on the other hand hits Poison- and Fighting-types. Zygarde-10% is a nice fast breaker with Choice Band and has Thousand Arrows to hit floating Pokemon whereas Garchomp has Swords Dance and benefits from Landorus-I's Gravity to land Scale Shots after +2. Mamoswine is a Choice Band breaker and helps with faster Pokemon like Dragapult or Hydreigon thanks to Ice Shard. I made an alternate version with Landorus-therian also and Nidoking is needed so you can still break Steels with Fire Blast + Earth Power. Krookodile is nice if you are expecting Ghost or Psychic althought Excadrill is already a nice speed control.
Blissey is a nice special sponge and its better than Chansey because of the addition of HDB. Utilizing Teleport to bring in pretty much everything on the team safely is really nice this generation. Bewear is nice for the Steel, Dark, and Normal matchup as it uses Substitute on passive Pokemon like Mandibuzz(Speed creeps the 219 Mandi), Ferrothorn, and Aegislash with additional support from Diggersby. Swords Dance Diggersby seems really nice in this meta as you aren't locked into using one move in the Electric and Poison matchup. Heliolish is nice for Normal and spreading paralysis to support neighboring breakers: via Heliolisk and Bewear. Braviary creeps Araquanid at 202 Spe and I find it interchangeble with Snorlax or even Obstagoon possibly because running HDB on some Pokemon is a easy Hazard fix. Snorlax can cheese the Fairy-matchup with Heat Crash + Heavy Slam or even help with Psychic- and Ghost with Sleep Talk + Darkest.
Volcarona is an obvious staple accross all gens for Bug but at the moment, Heatran completely walls this because it has no Ground coverage whatsoever so I feel like my Buzzwole set, Bulk Up, Earthquake, Drain Punch, and Substitute can cheese the Steel matchup. 240+ Outspeeds Max Heatran but you can adjust evs for a bulkier spread. Heracross is nice speed control for Bug teams and helps with Fire, Ice, Steel, and Rock. Shuckle is a lead most of the time, although hazards aren't very effective this gen, it still clears up a slot for a neighboring teammate. Durant is the first build considering since Electric is common and much better but LO Durant is pretty underrated. First Impression + Rock Slide KOs a lot of Zapdos builds causing Electric to not have a lot of switchins, however the downside is not landing. Araquanid is nice if you are running Roost Volcarona to help with the Ground matchup but I don't feel like its needing entirely if its Giga Drain. Galvantula is nice and gives the team Electric-STAB for Flying- and Water-types whereas Scizor is nice for Ice and Rock teams with Bullet Punch STAB.
Mimikyu, Dragapult, and Aegislash are too good not to run imo, Mimikyu is nice for Dark-type Pokemon and can setup a Swords Dance without being damaged too much thanks to Disguise while Dragapult is an all around versatile and fast Ghost/Dragon mon. Aegislash's ability, King's Shield is really nice and it has a number of sets varying from Substitute + Toxic, Choice Specs, Choice Band, Life Orb, Weakness Policy and so on. Running Pallossand, Runerigus, Alolan Marowak, or even Golurk to your preference seems very good to help with Regieleki. However running Choice Scarf Dragapult is an option but Jellicent/(Specs)trier is needed to since you aren't running DD + Darts for the Fire-matchup. Gengar is nice Toxic Spike removal and helps a little in the Fairy- and Grass matchup. Spectrier is the 2nd fastest Ghost and I feel that REQUIRES tspike removal.
Shuckle is pretty much glue on all Rock teams and does Shuckle stuff with hazards and uses Encore to bring partners in safely. You need Terrakion for Normal, opposing Rocks, and Dark and Tyranitar to set sand for the entire team (boosts SpD). Nihilego is the best Rock special attacker and has access to Grass Knot + Thunderbolt for Rock, Water, and Ground, Sludge Wave for Fairy and Grasses, and Dazzling gleam for Dragons. Barbacle is nice for Ground since its becoming common but it requires Coalossals's Spikes so Superpower or Grass Knot can do a lot to Gastrodon. Coalossal's spread creeps Melmetal and it sets Spikes for the rest of the team and get rids of hazards with Rapid Spin. Lycanroc-forms seems splashable also to have priority Accelrock and/or additional coverage: via Play Rough.
Excadrill is very very great on Steel-teams to serve as Electric immunity as a Choice Scarfer or Swords Dance sweeper with Lum/Occa/Chople. Rock Slide + Earthquake pretty much threatens all of Electric but Excadrill has to be positioned in front of Rotom-W, Zapdos, Tapu Koko if its Lum Berry. If it just so happens to be Lum Berry, you can take a hit from Alolan Raichu or Zeraora once. Heatran is the Fire-immunity and it can free up Ferrothorn's SR slot for Spikes while Aegislash is the Fighting-immunity which obviously helps with Fighting-type Pokemon/attacks lol. Ferrothorn sets hazards and Leech Seed which is beneficial for the entire team. Melmetal is freed for now and the speed creeps Toxapex and running Thunder Wave on Ferrothorn with Melmetal is good synergy I've noticed. Cobalion is nice for the Normal, Fire, and Dark matchip because of Close Combat and Stone Edge. Choice Scarf frees Excadrill from running scarf and has Toxic to hit Braviary and Mandibuzz in such matchups whereas Stone/CC isn't making much progress. Volt Switch is nice momentum with Corviknight since they can form an offensive core on more offensive orientated Steel teams. Celesteela is nice for tanking attacks lol and spreads Leech Seed just like Ferrothorn. Flamethrower/Air Slash is nice and bringing this up over Toxic for Substitute Buzzwole and such on Bug seems nice as the metagame adapts.
Cradily is nice for absorbing special attacks and helps with Bug, Fire, and Substitute users like Kyurem and Hydreigon with Rock Blast. This clears up Ferrothorn's SR slot for Spikes also~ Ferrothorn is the best Grass utiltity Pokemon and helps with Ice-type Pokemon with Gyro along with Knock Off utility. Rillaboom sets Grassy terrain and has priority Grassy Glide and moves like High Horsepower/Wood Hammer for Toxapex and Superpower for Steels like Ferrothorn. Zarude is the best steelbreaker on Grass teams imo because its ability to Bulk Up on passive Pokemon like Ferrothorn or Celesteela and recover with either Drain Punch or Jungle Healing, which also heals status. Zarude also helps with Dark, Psychic, and Ghost also! Grass seems like one of those matchups where you pick our your typings so one of my teams features Virizion + Celebi. Virizion is nice for Fire, Dark, and Normal (similar to Cobalion) with Stone Edge + Close Combat. Celebi performs fairly well with Nasty Plot, Psychic, and Earth Power against Poison. Synthesis seems slashable with Giga Drain but Giga + Terrain can heal Celebi throughout the match aswell. The 2nd team features Specs Whimsicott, inspired by one of Chaitanya's SSNLS games and has Hurricane for Bug- and Grass-types like Amoonguss, Volcarona, and Celebi and Switcheroo to cripple defensive Pokemon like Blissey or Toxapex. I wanted to make the 6th slot Rotom-Mow and the team was lacking speed control so I gave it Scarf, making the team having a Dual Trick/Switcheroo core.
SubToxic Zapdos messes up a bunch of types like Psychic, Water, Dark, opposing Flying, and Electric. Maximum speed is ran to speed tie with other base 100 speed Pokemon like Victini, Volcarona, and Jirachi. Less speed can be run but I would creep Urshifu Rapid at the very least since it can hit through Substitute under rain with Surging Strikes and beat Zapdos. Landorus is the breaker of the team; I think Gravity Landorus is legit on Flying to beat Steel, Electric, and opposing Flying, you just have to pay attention to when you use it to not exploit yourself. Celesteela has nice typing and bulk for a wall, and provides the team with a sturdy Ice and Rock neutrality among many others. Flamethrower is needed to beat Excadrill. Thundurus Therian is the speed control and Sludge Wave OHKOs Tapu Koko. You can run Thunderbolt over Focus Blast or Sludge Wave although I think Thundurus Therian can go without it. Tornadus Therian is the main Defogger of the team and can use Knock Off to remove Heavy Duty Boots for Landorus's hazards. Dragonite is a good setup Pokemon, provides a Fire and Water resist for the team, and Jolly Earthquake beats Electric pretty well.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Focus Blast
- Gravity
Hippowdon sets sand and Excadrill abuses it. Hippowdon can be either Physically Defensive or Specially Defensive depending on what your preferences are. Mamoswine beats Flying and Dragon with Ice STAB while Knock Off is nice for Psychic and removing Heavy Duty Boots. Gastrodon is physically defensive for Keldeo and Earthquake breaks Substitute. Zygarde-10% is a fast physical wallbreaker that capitalizes on Poison, Steel, Electric, Fire, and Flying teams with Thousand Arrows, although it only straight up beats Electric and Fire. It is very wallable for the rest of the metagame, so Toxic is there to help it muscle past Pokemon like Mandibuzz, Porygon2, and Slowbro that would normally switch in. Landorus is the special wallbreaker of the team, Sludge Wave hits Tapu Bulu.
Changed Hippowdon's spread to allow it to still live a Choice Specs Grass Knot from Tapu Koko, Choice Specs Draco from Latios, and Psychic Terrain boosted Choice Specs Psychic from Tapu Lele (meaning it can take on a variety of special attacks), while still retaining a good chunk of physical bulk to better act as a phaser with Whirlwind. The new Hippowdon spread is 252 HP / 128 Def / 128 SpD and an Impish nature. I also decided to change Landorus-I's moveset to have Rock Polish>Focus Blast, with Gravity being there I don't think Focus Blast is very needed and Rock Polish allows Landorus to work as an emergency win-condition if sand isn't enough. Approved.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Spore
- Foul Play
- Synthesis
- Giga Drain
Skuntank, Toxapex, Galarian Weezing, and Amoonguss is the defensive core. Nihilego and Nidoking are the offensive Pokemon that outline it. Toxapex is specially defensive for Volcarona and also helps against Pokemon like Seismitoad. Skuntank is specially defensive to help with Psychic-type Pokemon. The reason why Skuntank is better than Drapion nowadays is because Electric is a real type, so you need something to revenge kill Alolan Raichu under Electric Terrain. Nidoking breaks balance, while Nihilego sweeps offense and sets Stealth Rock. Corrosive Gas on Galarian Weezing is because you usually want to fit "Knock Off" onto a team with Heavy Duty Boots being so common, and helps with Nihilego's Stealth Rock. Amoonguss checks Ground-type Pokemon and puts things to sleep with Spore.
This is a rather standard offensive Ice team, with SubRoost Kyurem returning now that KyuB has been banned. While Specs serves as an amazing wallbreaker, SubRoost provides the team with a bulky win-condition in matchups like Water, Poison, and Electric, all while having better survivability and longevity with Roost. Alolan Ninetales's Aurora Veil helps to support the team with increased survivability, as well as being the team's primary answer to Fighting types such as Keldeo and the Urshifus. Mamoswine is the standard hazard lead that also functions as a nice emergency check with Focus Sash and Endeavor+Ice Shard. Avalugg is the team's physical tank and hazard remover, but also serves as a helpful win-condition in the Fighting and Normal matchups once their special attackers have been removed. Cloyster makes great use of Alolatails' Aurora Veil to pull off a late-game sweep. King's Rock along with Cloyster's multihit moves gives it a lot of solid flinch chances, letting it cheese past even its common defensive answers. 148 EVs in Special Attack lets it guarantee an OHKO against specially defensive Heatran after Stealth Rock. Lastly, Galarian Darmanitan functions as a fast revenge killer and offensive pivot that provides solid coverage for the team. Earthquake lets you nail Toxapex, Blacephalon, and Victini, but Superpower allows you to check other threats such as Urshifu, Air Balloon Heatran, and Mamoswine.
Changed Mamoswine into Piloswine, due to this not being a fully hyper offensive team I believe it is the better Stealth Rock user for the team. It also gives the team an emergency check to special threats such as Nihilego and Volcarona. Here is the Piloswine set. Approved.
Shuckle serves as the first part of the team's hazard stacking core, putting up Sticky Webs for helpful speed control, and Encore to dissuade setup sweepers. Nihilego serves as the team's Scarfer, capable of revenge killing Fairy types like Koko, Lele, and Bulu, and, with Webs support, can also revenge kill rain sweepers like Barraskewda and Seismitoad. Toxic Spikes is a solid tool against types such as Fairy, Ghost(without Gengar), Ground, and Psychic. More specifically, setting them up against Fairy ensures that Azumarill won't sweep the team even behind screens, since it'll be taking too much chip damage, while having them up against Psychic will wear down Pokemon such as Hatterene and Slowbro for Tyranitar to more easily sweep late-game. Terrakion is running a Swords Dance+3 Attacks set, designed to punch through balance cores on Poison, Water, Steel, and Dark. Air Balloon not only offers a Ground immunity, providing safer setup opportunities against Landorus-T and Hippowdon, but being able to negate grounded hazards helps to keep it healthy for reliably setting up as well. Tyranitar is the second setup sweeper for the team, carrying Substitute to negate status trouble from defensive Pokemon like Heatran, Slowbro, and Galarian Corsola. Physdef Rhyperior serves as a physical blanket check for a variety of physical threats, such as Excadrill in sand, Melmetal, and Garchomp, as well as threatening Choice Scarf users like Landorus-T and Galarian Zapdos. Lastly, Coalossal is another physical tank, meant to check various Grass and Steel type threats like Choice Band Rillaboom, Celesteela, and Ferrothorn, while also functioning as a hazard remover and hazard stacker with Spikes. Scorching Sands allows it to nail an incoming Heatran on Steel teams, while Will-O-Wisp helps for crippling physical threats that don't trigger Flame Body.
Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Blaze Kick
Tapu Koko is the anchor to set terrain that the rest of the team can abuse. Choice Scarf is used as a way to fast pivot and check opposing Scarf users without relying on terrain (which can be cleared by Defog now). Raichu-Alola with it's signature ability abuses Terrain with Rising Voltage for a large damage output. Magnezone is used to check the main threat to Steel, Excadrill by trapping and KOing with Body Press (replacing Hidden Power Fire from last generation). Magnezone's trapping can be useful for other threats as well and also provides a strong threat to Fairy. Rotom-Wash is a pseudo Ground immunity and check to Ground; Toxic is used to break walls but Will-o-Wisp can used as well. Zapdos is a full Ground immunity; the Heavy-Duty Boots makes Zapdos a much stronger hazard clearer this generation. Discharge and Static are used to maximize odds of paralyzation with Heat Wave as strong coverage against Grass. Zeraora is an immediate threat that is a real power house with Terrain up. It has great coverage combined with its high speed and attack to make a great wallbreaker.
Scarf Tapu Koko is never going to be a set in a sample team, also Bulk Up Zeraora is better or at least have Play Rough to help take on Dragon. These are the main reasons I wont be accepting this team. Rejected.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 56 SpA / 120 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Protect
- Lava Plume
- Earth Power
- Toxic
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Protect
- Heavy Slam
- Flamethrower
- Leech Seed
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Earthquake
- Superpower
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off
Ferrothorn is a mixed wall most notably to check Water types. Spikes are used instead of Stealth Rock because they can stack and most types that are weak to Stealth Rock tend to over compensate with Heavy-Duty Boots. Aegislash is EV'd to survive special hits because King's Shield can help neutralize physical threats. Fire coverage is generally on the special side so Heatran is EV's for special defense with 56 EVs to more effectively KO opposing Heatrans. Celesteela rounds out the defensive core with a standard defensive set for Ground and Fighting threats. The immunity core of Steel combined with Protect provides a very difficult core to break. Combine that core with Melmetal, which is capable of breaking most any wall, and Bisharp to discourage clearing Spikes you have a good recipe for success. Bisharp is also ideal with Sucker Punch to provide an alternate form of "speed control" since this team lacks a Choice Scarf user.
If Melmetal gets banned I'll be trying out Excadrill, Coballion, Jirachi, or Lucario possibly.
With the ban of Kyurem-Black, regular form is used as a way to break Water. Sub Roost helps to ensure Kyurem stays healthy in both HP and status. Dragapult is a great setup sweeper with its high speed and attack combined with its signature move and Infiltrator to optimize sweeping capbilities without having to worry about Focus Sash. Hydreigon is used as a sort of wallbreaker with its high special attack and great coverage moves. Latias is a combination of utility and speed control. Defog to clear hazards and Healing Wish to bring back another team member. Duraludon's high physical defense makes it great as a hazard setter and utilizes Thunder Wave and Dragon Tail to phase opposing threats. Garchomp can now be used as a "Double Dance" sweeper with the new move Scale Shot allowing Garchomp to boost both its attack and speed.
This team got a few things right but I don't like quite a bit of it as well. Scale Shot Garchomp is bad, the Duraldon is indeed the correct choice for a stealth rock user, however I prefer if you use Stealth Rock with Draco/Flash Cannon or dual screens utility if you are going to use multiple setup sweepers. I also believe you should be use Zygarde-10% instead of Garchomp right now, the ability to ignore ground immunities is really blessed for dragon teams, so I think it should be on almost every team, and this is no exception. Rejected.
Shuckle is the main hazard setter of the team. Because of the offensive nature of the team, it does not include a Water immunity so Shuckle with Red Card is used to force out set up sweepers like Azumaril. Aerodactyl is used as a Ground immunity and set up sweeper to apply pressure to Fighting. Nihilego is EV'd to gain a Speed boost from Beast Boost; Meteor Beam with Power Herb provides a boost to Special Attack with the remaining coverage slots to help beat Water. Terrakion fills the same role as past generations as the speed control. Tyranitar is EV'd to outspeed walls that creep base 50s and is an immediate threat that doesn't require set up. Stakataka rounds out the team with a solid way to check Steel types. EVs and IVs are set up to gain an Attack boost from Beast Boost with Chople Berry to ensure the set up of Trick Room.
I do not like the idea of no Rhyperior on the team, as it provides as Electric immunity which is important even for Rock, especially since you do not have cradily. Additionally, you do not have a Ground immunity or like anyway to deal with that type. Rejected.
Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Slack Off
- Teleport
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Eerie Spell
- Sludge Bomb
- Fire Blast
- Foul Play
Tapu Lele anchors the team as the speed control and Terrain setter. Latias acts as backup speed control and utility with Defog and Healing Wish. Aura Sphere is used to hit Dark types. Jirachi is set up to set Stealth Rock and neutralize threats with Thunder Wave. This also allows it to take advantage of Serene Grace with increased flinches on Iron Head combined with paralyzation from Thunder Wave. Victini acts as a wallbreaker with Choice Band and it's naturally high BP moves in V-create and Bolt Strike. Slowbro is your physical Defense wall and slow pivot. Thunder Wave helps assist Jirachi and Victini while Teleport allows you to switch out at the end of the turn to maximize your switches. This combined with Regenerator helps maintain Slowbro's HP. Slowking is a backup Special Defense wall because Jirachi doesn't have reliable recovery. It also helps with wide coverage range with Foul Play to discourage setting up against it.
I decided to work with this team and tweak a few things around. I changed around Tapu Lele's item to Choice Specs and its coverage. It is a good choice scarf user but it prefers specs due to the damage it can get across. secondly i made latias's aura sphere into psyshock to help the team deal with volcarona better, plus Tapu Lele and Alakazam deal with Dark-type Pokemon decently. I got rid of Galarian Slowking for Sash Counter Alakazam, to better check physical threats. I made Jirachi fast enough to just paralyze adamant bisharp with thunder wave, the rest of its speed was unnecessary so i dumped it into its special bulk. got rid of victini's brick break for trick and slowbro learned ice beam to at least better take on landorus, which is such a huge threat to your team. I definitely made too many changes to typically approve this, however I had a similar team I was willing to use for this. Approved.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
This team is functions similarly to Fairy in previous generations. Togekiss is used as a stallbreaker with Substitute to avoid status and Nasty Plot to break strong defensive cores in Steel and Poison. Klefki reprises its role as Screen and Hazard setter from previous generations with Thunder Wave used to help slow down opposing threats. Foul Play can also be used. Weezing-Galar is added to provide a larger hazard stack for a primarily offensive team. With the loss of Hidden Power, Expert Belt was chosen to take advantage of the wide coverage of Tapu Koko and compress the role of Tapu Bulu into this slot to cover Water all in one. Tapu Lele is used as speed control; this works especially well because of the inherent boost to Psychic attacks with Psychic Surge. Azumarill finishes the team as a set up sweeper that takes advantage of Screens set by Klefki. Sitrus Berry is used again now that Z moves have been removed to replenish some HP after setting up. 4 EVs in HP ensures that Sitrus Berry is activated after Belly Drum exactly.
This team feels like it is just a pre-dlc2 team with two pokemon replaced for tapu lele and tapu koko. tapu koko also is much less useful in the flying matchup due to the fact that it gets walled by landorus, thanks to a lack of HP Ice. This team also does not have Mimikyu and like your psychic team tries to force Tapu Lele into a Choice Scarf user. Rejected.
This is a pretty standard Swift Swim Water team. Pelipper is the Terrain setter and hazard management. EVs and Heavy-Duty Boots are for maximum survivability. Urshifu-Rapid-Strike is to help break defensive and Protect cores by taking advantage of it's signature move and ability. Kingdra acts as the speed control and is your Rain abuser. The moves are for maximum and consistent damage output without the worry of missing. The last move can also be Hydro Pump, Draco Meteor or even Flip Turn. Toxapex with Eject Button and Regenerator is a great way to start a game and pivot straight into a threat after setting Rain. Sludge Bomb is used to check Grass types, most notably Tapu Bulu with Knock Off to help neutralize faster threats that can't be handled without Rain. Swamper is the preferred Electric immunity because of its bulk, ability to set hazards and the new addition of Flip Turn to allow for a slow pivot. Dracovish finishes the team as a nuclear bomb of a wallbreaker. Choice Band Fishious Rend on its own can break almost any wall even if it resists, but combined with Rain support there is almost no switch in for this.
Toxapex is part of the main defensive core and uses Haze to stop the opponent from setting up sweepers against you. Amoongus with full physical defense EVs is the best check to Ground with Spore to put opponents to sleep. Slowking-Galar rounds out the defensive core as the check to incoming Psychic attacks. Slowking-Galar was chosen over a Dark type because of it's wide coverage, ability and superior bulk. Nihilego is used for speed control with a strong capability to sweep in the late game with Beast Boost. Nidoking is used to set Stealth Rock and break types like Steel with Ground and Fire coverage. Crobat is used as a Ground immunity and utility to clear hazards andstop walls from recovering or setting hazards again.
I think I will be using Decem's balanced Poison as the sample, it features Specially Defensive Skuntank which is something I would like to see. As it helps in bad matchups otherwise such as Electric and Psychic, which this team noticeably does not have counterplay to. Rejected.
Terrakion is speed control with its high base attack and high BP STAB moves. Iron Head to cover Fairy and Megahorn to cover Psychic. Keldeo is your first setup sweeper with Taunt to shut walls down from recovery or setting status. Cobalion is used as a fast bulky utility to set Stealth Rock, stop opposing hazard leads and neutralize threats with Thunder Wave. Urshifu is your Psychic immunity and with its signature move and ability a strong threat that can break a lot of type cores. Zapdos-Galar is added as an immediate power threat with Choice Band and also punishes opponents trying to clear hazards with Defiant. Thunderous Kick is a great way to break walls by dropping their defense. With the team being primarily physical and Water having a lot of strong threats Toxicroak is used to soak up Water attacks (pun not intended) and gain free set up turns.
I decided to change a few things about this team. First of all Keldeo will now be a Choice Specs set as you do not have a single other special attacker on the team. Next I am going to change Terrakion's Megahorn into Poison Jab, as Celebi never runs an offensive set meaning Urshifu-S should be able to beat it 100% of the time. Changed Galarian Zapdos from Stomping Tantrum into Blaze Kick and Thunderous Kick into Close Combat, as CC delivers more damage for the first two blows and is generally more useful. I also made Toxicroak into Gunk Shot > Poison Jab as power>accuracy and pjab is poor and weak. Approved.
Torkoal is the anchor of Fire teams filling multiple roles; hazard control, Stealth Rock setter, Sun setter and physical wall. Cinderace is a great sweeper with Libero essentially making every attack STAB. Volcarona with Heavy-Duty Boots can now set up without fear of Stealth Rock and uses Psychic as the coverage of choice to damage opposing Toxapex. Blacephalon is the speed control using Psyshock specifically to hit Nihilego (a major threat to Fire) for the most damage possible because of it's high special defense. Volcanion is a great addition thanks to Crown Tundra that allows Fire to have an immunity to one of its biggest weaknesses, Water. Lastly Moltres is a utility to provide another weakness immunity and more hazard control.
Going to with a different fire team, this team loses to Poison (scarf nihilego) and tries to create an awkward state between offense and balance. Rejected.
Substitute to avoid status or Leech Seeds, Flame Charge to gain speed and Beast Boost provides a special attack boost to make Balcephalon a strong sweeper. Mimikyu functions exactly like it has by utilizing its signature ability to be able to set up Swords Dance and effectively check Dragon types. Gengar boasting great speed and special attack make it a perfect Choice Scarf user for speed control. Again, Dragapult's high speed and attack make it a great set up sweeper. Using Clear Body so it isn't effected by Sticky Web or Intimidate though Infiltrator works well also. Aegislash is used as a way to check Dark types like Bisharp, Urshifu and Hydreigon with Colbur Berry. Golurk is a slightly different choice for Stealth Rock setter but provides an Electric immunity and a generally more offensive presence for this hyper offensive build.
Blacephalon is running a weird set, golurk is suboptimal, and choice scarf gengar is poor since it hits like a wet noodle. Rejected.
For your last three teams, if I do indeed decide Bug, Normal, and Dark do not need to be updated I'll just pull some samples from the old thread.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fire Punch
- Extreme Speed
- Dual Wingbeat
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 232 Def / 20 SpD
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Defog
Lando-T and Celesteela are essential as the team's defensive backbone by being a physical and special wall respectively, offering a an Electric immunity, Rock neutrality, and an Ice Neutrality as well; Lando-T also provides crucial hazard control as well. I went with substitute on Celesteela because it is incredibly for stalling against Landorus-I, who could other wise spam Earth Power on this team with no repercussions. Of course, Toxic is a fine option since it allows Celesteela to cripple defensive walls like Hippowdown and Slowbro, who could other wise stall this set out with recovery. Moltres serves as the team's Steel breaker, being able to put pressure on all the core member thanks to Flamethrower and Scorching Sands. Roost makes Moltres difficult to wear down alongside Heavy Duty Boots. Thundurus-T offers another Electric Immunity while also being able to beat Water cores reliably thanks to double dance and Electric and Grass coverage. Choice Scarf Galarian Zapdos aids against Normal/Rock/Ice matchups, which otherwise be very difficult for Flying to deal with. Choice Band Dragonite serves as the teams devastating Wallbreaker, while also using Band ExtremeSpeed to clean up against offensive types like Electric, Bug, and Dark.
Few things to say about this team, while it may work fine on the ladder. Sample Teams tend to be more for teams with more standard sets and Pokemon that are common and widely effective on teams. As such that Moltres set usually has some physical defense investment, sub>hurricane, thundurus-t tend to be scarf, while galar zapdos are usually band, and dragonite tends to run heavy-duty boots this gen more often then not. celesteela also tends to run toxic>substitute, which helps it and the defensive core make more progress in-game, but this team doesn't have that. Rejected.
Rillaboom is the centerpiece of this team. Banded adamant Grassy Glide just runs through so many types, and its switch ins are limited. 80% of the time Grassy Glide will be what you click, but Wood Hammer is there for extra damage if you need to power past a Toxapex or something, Knock Off is great utility to hit things that switch into Grassy Glide like Zapdos or Avalugg to remove their boots for better chip later on and hits things like Aegislash hard(ish), and Superpower is for coverage against things like Ferrothorn or Mandibuzz. The ev spread hits a speed of 244 to ensure you outspeed the random max speed Celesteela and base 60s like Incineroar, Aegislash, and Magnezone. The rest of the evs are dumped into HP because for better longevity and ability to take hits. Ferrothorn has maximum defense investment and is the backbone of the team. Leech Seed + Leftovers provide it good longevity and chip on the opponent, Spikes apply pressure to the opponent, and Gyro Ball is a strong STAB move that discourages set up sweepers. Body Press is an option for good damage on things like Magnezone, while Protect is good for scouting and further recovery. Whimsicott deters set up sweepers with its Prankster Encores, and Prankster Sub + Leech Seeds are annoying for the opponent to deal with and provide good scouting for the team. Moonblast is a great STAB move that is necessary to have. This set gives Dark, Fighting, and Dragon a very hard time and is easy to force switches with. The ev spread allows for an extra substitute, while the Speed investment allows Whimsicott to still outspeed base 110s like Alolan Raichu, Lati(a/o)s, and Gengar. Cradily is the special wall for the team and fire attack switch in. Stealth Rocks are still a great hazard to set up even with the rise of HDB, especially given Rillaboom's potential to remove them. Toxic allows walls to be worn down much easier and Recover provides longevity. Rock Tomb is STAB that rarely misses and lowers the opponent's speed, but doesn't have the power Rock Slide affords. Decidueye is a good midgame breaker or late game sweeper that threatens Ghost and Psychic teams with its strong STAB and priority. The utility that Spirit Shackle provides is still amazing for removing threats like Weezing-G or Toxapex that can be troublesome, and also makes it much easier to revenge kill with Shadow Sneak. Swords Dance and Roost are self explanatory. The speed allows Decidueye to outspeed neutral natured Magnezone and Aegislash. Finally, Roserade is the team's scarfer. Leaf Storm and Sludge Bomb are strong STABs, Dazzling Gleam provides great coverage that is very handy in the Dark, Dragon, and Fighting matchups. Toxic Spikes provide great utility against bulkier teams that can be harder to wear down like Dark or Normal. Natural Cure also means that Roserade cannot be crippled by paralysis upon switching out.
*Yes, I realize that having triple hazards seems sub optimal in the HDB era, but all three hazards still provide invaluable chip against things not wearing boots, and Rillaboom can also Knock Off their boots. If you wish, Knock Off Ferrothorn could be an interesting option over Body Press / Protect.
Sorry for the lack of replays vs Dark, Psychic, Electric, etc. I'll add some if I get the chance. I do want to point out wins vs Steel and Poison are anomalies, but possible with good Decidueye play and a little luck or blundering by the opponent.
One you already covered why triple hazards are bad in a boots heavy metagame, also on top of that decidueye isn't all that effective at beating psychic teams due to the prevalence of Psychic Terrain, which was not present last gen. Making Decidueye far less useful in that matchup, also Choice Scarf Roserade is fairly weak and to begin with roserade is not good in monotype anyway. Rejected.
Toxapex, Amoonguss, Galarian Weezing, and Skuntank forms a defensive core while the last 2 Pokemon are Nidoking + Gengar or Nihilego. Amoonguss is nice for spreading Spores and helping with Ground-type Pokemon like Excadrill and Landorus-Therian along with preventing physical breakers from setting up with Foul Play. Toxapex spreads status and forms a Regenerator core with Amoonguss while Galarian Weezing provides the team a Dragon immunity. Skuntank frees up Galarian Weezing's Defog slot and helps revenge Alolan Raichu with Sucker Punch since Electric is much better in the CT. Speaking of Electric, Nidoking provides the team an Electric-immunity which is really nice so you aren't vulnerable to powerful breakers like Regieleki or Tapu Koko! The final slot is up to you as Gengar helps with the Psychic matchup considering Indeedee is outclassed by Tapu Lele and Nihilego helping with Fire and Flying with either Choice Scarf or Power Herb + Meteor Beam!
This is a team I revised for a RMT~ Jirachi and Slowbro forms a defensive core and they both paralyze threats for the team. Teleport Slowbro and U-turn Jirachi also brings in teammates safely. Specs Tapu Lele helps with Dragon- and Dark-types and sets Psychic terrain to boost STAB-PSY and prevent priority for the entire team. Victini is the steelbreaker and Blue Flare is better than Searing Shot for Melmetal. Latias is the "Regieleki" check and helps with the Normal- and Electric-matchups with CM + Aura Sphere. Alakazam revenges a number of Pokemon like Volcarona, Azumarill, and Urshifu thanks to Focus Sash and Psychic Terrain.
Zeraora, Tapu Koko, and Alolan Raichu forms the base offensive core for any Electric team in SS Monotype. Zeraora is Electric's best physical wallbreaker, Tapu Koko provides Dragon-immunity and sets Electric terrain, and Alolan Raichu serves as an All-Out-Attacker or Nasty Plot Sweeper. Adding a Flying/Electric Pokemon to help with Excadrill's Earthquake. Zapdos has Heat Wave and reliable recovery to help with Steel- and Grass-teams whereas Thundurus has priority Thunder Wave to cripple fast threats like Spectrier or Dragapult. Rotom-Wash pivots teammates in safely with Volt Switch and creeps Jolly Azumarill in the process. Rotom-C is nice for Ground-type Pokemon that otherwise may try to wall everything without proper Grass-coverage. Magnezone can trap Pokemon like Ferrothorn or Non-Choice Excadrill or simply run Choice Scarf to revenged weakened threats.
I will take the Magnezone submission, going to change magnezone into a choice specs set and zeraora will receive play rough>blaze kick, zapdos will also get defog instead of hurricane. same changes will be made to the rotom-c team. I will not be using the other two submissions. Approved.
Landorus and Excadrill are the offensive breakers while Hippowdon and Gastrodon are the defensive core. Hippo is SpD for Volcarona, I do not feel Earthquake is as needed this generation so I slashed Rock Slide with EQ to help with Volc while Gastrodon is defensive and serves as a Water-immunity for the team along with having Earthquake for CM users like Keldeo, Tapu Fini, and Primarina. Hippo sets sand for Excadrill, which helps with Ice and Fairy while Landorus-I sets Gravity for the entire team. U-turn and Psychic seems interchangeable since pivoting out of Gravity seems really nice while Psychic on the other hand hits Poison- and Fighting-types. Zygarde-10% is a nice fast breaker with Choice Band and has Thousand Arrows to hit floating Pokemon whereas Garchomp has Swords Dance and benefits from Landorus-I's Gravity to land Scale Shots after +2. Mamoswine is a Choice Band breaker and helps with faster Pokemon like Dragapult or Hydreigon thanks to Ice Shard. I made an alternate version with Landorus-therian also and Nidoking is needed so you can still break Steels with Fire Blast + Earth Power. Krookodile is nice if you are expecting Ghost or Psychic althought Excadrill is already a nice speed control.
will be accepting the krookodile team, changing it zygarde-10 to garchomp on the krookodile team. the zygarde-10% team i already approved one by decem so i will just be using that. then on the landorus-t team, i would prefer to only have landoi teams in the samples right now, may change my mind later on. changed a few sets on the teams i accepted. Accepted.
Blissey is a nice special sponge and its better than Chansey because of the addition of HDB. Utilizing Teleport to bring in pretty much everything on the team safely is really nice this generation. Bewear is nice for the Steel, Dark, and Normal matchup as it uses Substitute on passive Pokemon like Mandibuzz(Speed creeps the 219 Mandi), Ferrothorn, and Aegislash with additional support from Diggersby. Swords Dance Diggersby seems really nice in this meta as you aren't locked into using one move in the Electric and Poison matchup. Heliolish is nice for Normal and spreading paralysis to support neighboring breakers: via Heliolisk and Bewear. Braviary creeps Araquanid at 202 Spe and I find it interchangeble with Snorlax or even Obstagoon possibly because running HDB on some Pokemon is a easy Hazard fix. Snorlax can cheese the Fairy-matchup with Heat Crash + Heavy Slam or even help with Psychic- and Ghost with Sleep Talk + Darkest.
Volcarona is an obvious staple accross all gens for Bug but at the moment, Heatran completely walls this because it has no Ground coverage whatsoever so I feel like my Buzzwole set, Bulk Up, Earthquake, Drain Punch, and Substitute can cheese the Steel matchup. 240+ Outspeeds Max Heatran but you can adjust evs for a bulkier spread. Heracross is nice speed control for Bug teams and helps with Fire, Ice, Steel, and Rock. Shuckle is a lead most of the time, although hazards aren't very effective this gen, it still clears up a slot for a neighboring teammate. Durant is the first build considering since Electric is common and much better but LO Durant is pretty underrated. First Impression + Rock Slide KOs a lot of Zapdos builds causing Electric to not have a lot of switchins, however the downside is not landing. Araquanid is nice if you are running Roost Volcarona to help with the Ground matchup but I don't feel like its needing entirely if its Giga Drain. Galvantula is nice and gives the team Electric-STAB for Flying- and Water-types whereas Scizor is nice for Ice and Rock teams with Bullet Punch STAB.
There is just something about both of these bug teams that I don't like. the first one just completely ignored the flying matchup, which isn't terrible because it is bug. But then tries to force Heracross and Durant to act as speed control, with scarf and durant using first impression, however they feel like its actually missing speed and nothing really can hit a well played scarf lando-t. and the second team i do not like the fact that scizor is band and galvantula does not help with much. will be going with different bug teams. Rejected.
Mimikyu, Dragapult, and Aegislash are too good not to run imo, Mimikyu is nice for Dark-type Pokemon and can setup a Swords Dance without being damaged too much thanks to Disguise while Dragapult is an all around versatile and fast Ghost/Dragon mon. Aegislash's ability, King's Shield is really nice and it has a number of sets varying from Substitute + Toxic, Choice Specs, Choice Band, Life Orb, Weakness Policy and so on. Running Pallossand, Runerigus, Alolan Marowak, or even Golurk to your preference seems very good to help with Regieleki. However running Choice Scarf Dragapult is an option but Jellicent/(Specs)trier is needed to since you aren't running DD + Darts for the Fire-matchup. Gengar is nice Toxic Spike removal and helps a little in the Fairy- and Grass matchup. Spectrier is the 2nd fastest Ghost and I feel that REQUIRES tspike removal.
There is something I do not like about each of these teams, however the team with Choice Scarf Dragapult is considerably close to what I wanted as a sample, so I will be tweaking that team and using it. Approved.
Shuckle is pretty much glue on all Rock teams and does Shuckle stuff with hazards and uses Encore to bring partners in safely. You need Terrakion for Normal, opposing Rocks, and Dark and Tyranitar to set sand for the entire team (boosts SpD). Nihilego is the best Rock special attacker and has access to Grass Knot + Thunderbolt for Rock, Water, and Ground, Sludge Wave for Fairy and Grasses, and Dazzling gleam for Dragons. Barbacle is nice for Ground since its becoming common but it requires Coalossals's Spikes so Superpower or Grass Knot can do a lot to Gastrodon. Coalossal's spread creeps Melmetal and it sets Spikes for the rest of the team and get rids of hazards with Rapid Spin. Lycanroc-forms seems splashable also to have priority Accelrock and/or additional coverage: via Play Rough.
Going to use Smub's Rock team submission from above. All these teams are fine, but I prefer to have colossal and rhyperior on all the teams, which smub has. I will consider adding the barbaracle team later down the line though, as I do like its unique ability to beat ground for rock teams. Rejected.
Excadrill is very very great on Steel-teams to serve as Electric immunity as a Choice Scarfer or Swords Dance sweeper with Lum/Occa/Chople. Rock Slide + Earthquake pretty much threatens all of Electric but Excadrill has to be positioned in front of Rotom-W, Zapdos, Tapu Koko if its Lum Berry. If it just so happens to be Lum Berry, you can take a hit from Alolan Raichu or Zeraora once. Heatran is the Fire-immunity and it can free up Ferrothorn's SR slot for Spikes while Aegislash is the Fighting-immunity which obviously helps with Fighting-type Pokemon/attacks lol. Ferrothorn sets hazards and Leech Seed which is beneficial for the entire team. Melmetal is freed for now and the speed creeps Toxapex and running Thunder Wave on Ferrothorn with Melmetal is good synergy I've noticed. Cobalion is nice for the Normal, Fire, and Dark matchip because of Close Combat and Stone Edge. Choice Scarf frees Excadrill from running scarf and has Toxic to hit Braviary and Mandibuzz in such matchups whereas Stone/CC isn't making much progress. Volt Switch is nice momentum with Corviknight since they can form an offensive core on more offensive orientated Steel teams. Celesteela is nice for tanking attacks lol and spreads Leech Seed just like Ferrothorn. Flamethrower/Air Slash is nice and bringing this up over Toxic for Substitute Buzzwole and such on Bug seems nice as the metagame adapts.
Scarf Cobalion isn't that great now that Steel has Heatran, so this make shift set to help beat Fire Pokemon is no longer as useful. I will however use the Melmetal team. Accepted.
Cradily is nice for absorbing special attacks and helps with Bug, Fire, and Substitute users like Kyurem and Hydreigon with Rock Blast. This clears up Ferrothorn's SR slot for Spikes also~ Ferrothorn is the best Grass utiltity Pokemon and helps with Ice-type Pokemon with Gyro along with Knock Off utility. Rillaboom sets Grassy terrain and has priority Grassy Glide and moves like High Horsepower/Wood Hammer for Toxapex and Superpower for Steels like Ferrothorn. Zarude is the best steelbreaker on Grass teams imo because its ability to Bulk Up on passive Pokemon like Ferrothorn or Celesteela and recover with either Drain Punch or Jungle Healing, which also heals status. Zarude also helps with Dark, Psychic, and Ghost also! Grass seems like one of those matchups where you pick our your typings so one of my teams features Virizion + Celebi. Virizion is nice for Fire, Dark, and Normal (similar to Cobalion) with Stone Edge + Close Combat. Celebi performs fairly well with Nasty Plot, Psychic, and Earth Power against Poison. Synthesis seems slashable with Giga Drain but Giga + Terrain can heal Celebi throughout the match aswell. The 2nd team features Specs Whimsicott, inspired by one of Chaitanya's SSNLS games and has Hurricane for Bug- and Grass-types like Amoonguss, Volcarona, and Celebi and Switcheroo to cripple defensive Pokemon like Blissey or Toxapex. I wanted to make the 6th slot Rotom-Mow and the team was lacking speed control so I gave it Scarf, making the team having a Dual Trick/Switcheroo core.
Going to change Zarude on the whimsicott team into a Choice Scarf set and make Rotom-M more of a utility set. Choice Scarf Virizion is not that great and was used in DLC1 metagame due to a lack of choices, feel like that isn't as much of the case anymore. Accepted.
Remember when you are submitting sample teams to use widely effective sets, while some of these sets might be fine on regular teams. I would like these to be easily usable by newer players to the metagame, so I will keep the standards fairly high for accepting sample teams. If you have any grief with my decision to reject your team, please contact me on discord (maroon#1999). Thank you everyone for submitting all these teams, everything approved will be edited in shortly!
Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off
This is a fairly standard Bug team, with a few changes. I decided to make Heracross into a Flame Orb Guts set, as this allows Buzzwole to run Choice Scarf Ice Punch still while still providing the team an out against Steel's Defensive core. Araquanid was chosen as the web setter because it can apply pressure while setting Sticky Web and allow Galvantula to run a set to better take on Water and Flying teams. Substitute or Roost can be run on Volcarona. The former helps you dodge status, while the latter helps Volcarona's longevity.
HO Bug ft Ribombee
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Final Gambit
This team isn't much different from the one posted above; instead, it features Shuckle as the Sticky Web setter, with Ribombee as a secondary Quiver Dance sweeper and gives the team a good chance at beating Dragon.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Slide
- Toxic
- Protect
Urshifu @ Black Glasses
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Sucker Punch
- Bulk Up
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick
Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 120 SpD / 136 Spe
Jolly Nature
- Poison Jab
- Knock Off
- Taunt
- Toxic Spikes
Not much to say here, another fairly straight-forward standard Dark team. Drapion was added as a 6th to help take on the Fairy matchup and act as Toxic Spikes/Knock Off support.
Screens HO Dark
Krookodile @ Focus Sash
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Taunt
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Heavy Slam
- Ice Punch
Urshifu @ Black Glasses
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Sucker Punch
- Bulk Up
I wanted to include a screens Dark team, this has all the classic abusers Bulk Up Urshifu-S and Dual Dance Galarian Moltres, lead Krookodile, a form of Speed control in Choice Scarf Hydreigon, and finally a breaker in Choice Band Tyranitar. Shoutouts to Decem for giving me the idea of using Galarian Moltres here.
This is a screens Dragon using Duraludon as a screens setter. Hydreigon, Garchomp, and Dragonite are the screen abusers, while Latias acts as support/revenge killer, and Latios is a Specs nuke.
Zydog Dragon
Duraludon @ Leftovers
Ability: Light Metal
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Flash Cannon
- Body Press
This is a pretty self-explanatory Zydog Dragon team, lead Duraludon, with Scarf Latias bringing in Healing Wish and Defog support, a breaker in Specs Kyurem, and setup in Dragonite and Dragapult. Shoutouts Splash for passing this team for samples.
Electric
Update to the Electric sample teams. I decided to revamp the Rotom-W team, thanks to LuckyPiper for tweaking it for me and getting rid of the team with Rotom-Mow. Instead, I decided to feature a team with Regieleki from Splash!
Standard Electric
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Thunderbolt
- Grass Knot
Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Roost
- Toxic
I feel like the only set that needs to be explained is Azumarill. Its HP is a multiple of 4, best for Belly Drum + Sitrus; Brick Break allows it to target Melmetal. Its Speed allows it to bop minimum speed Celesteela; then the rest is put into defense for bulk behind screens against such foes as Excadrill. Team made by Floss.
Clefable Fairy
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Dazzling Gleam
- Roost
The Fire team is fairly self-explanatory, Sun+a bunch of fire stab to abuse the power boost. Volcarona can beat Toxapex and avoid its Toxic with Substitute. Blacephalon can revenge kill Nihilego with Psyshock, and Heatran can survive +2 Power Gem after Stealth Rock or +1 Meteor Beam. Victini hits like nobody's business under the sun and can pivot in teammates with U-turn.
Flying
HO Flying
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Taunt
Zapdos-Galar @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- Blaze Kick
- U-turn
Aerodactyl is the suicide lead. Choice Scarf Landorus-T acts as removal as well as a revenge killer/electric immunity. Dragonite, Celesteela, and Tornadus-T make up the setup core. Finally, Galarian Zapdos is a wallbreaker with U-turn to help gain momentum for the team.
This is similar to a standard Ghost; however, it features Nasty Plot Spectrier, which can easily take advantage of a bulkier metagame, thanks to its good speed and high natural special attack. This team was again made by splash.
Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 112 HP / 252 SpA / 4 SpD / 140 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Earth Power
- Sludge Bomb
- Grass Knot
Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt
I wanted to include a sandless ground. Excadrill is the team's removal and can act as a win-condition with Swords Dance + Rapid Spin. Landorus-T and Nidoking were the next core to add, the former acts as speed control for the team, while the latter can set up Toxic Spikes and pressure Flying teams with boltbeam coverage. Garchomp is a nice SD user that can break holes in the team for Landorus-T to clean later on. Seismitoad is the Water immunity and Azumarill check; finally Krookodile is the HO lead.
Ice
Arctozolt Hail Ice
Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Moonblast
- Freeze-Dry
- Encore
This team trades in the usual 8 turn aurora veil support for 8 turns of hail, allowing Arctozolt to have a field day. Cloyster can still take advantage of Aurora Veil to set up, however, the time span isn't as long as usual. The rest of the team is built to help support that. Darmanitan is a powerful wallbreaker alongside Arctozolt, Weavile is an excellent revenge killer being a great option for the Psychic matchup, and Avalugg can remove hazards.
Blissey is standard on all normal teams, same with choice scarf ditto doing its job of being a revenge killer. This porygon2 adds to the momentum with another teleport and can target flying teams for good damage with boltbeam coverage, specifically hitting landorus. Heliolisk is for the water matchup, spreading paralysis is always nice as well. diggersby helps against steel and electric while providing momentum, and bewear helps vs. dark teams, especially urshifu-s.
I added the Water team Attitude adjuster asked me to help him on discord for balanced water ft Slowking + Urshifu-R balance.
These should cover basic archetypes for each type without a sample. Sample Submissions are still open, however, now there is at least one good sample per type!
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Substitute
- Aqua Jet
- Belly Drum
Alolan Ninetales is really good on Fairy as of right now because of how good Ice as an offensive typing is offensively, combined with Freeze Dry. Landorus being in the metagame means Alolan Ninetales is hands down the best answer to Flying teams that Fairy teams have. Blizzard spam combined with Snow Warning's chip canceling out Celesteela's Leftovers completely dismantles the type while serving as an instantaneous Landorus revenge killer alongside this. Alolan Ninetales is also great against other top types like Water, Fire, Ground, and Dragon; canceling out weather against the first three while dealing with Dracovish + Dragapult easily which Fairy teams can otherwise struggle with. Moonblast prevents Kyurem from coming for free against Dragon while Hypnosis cripples a variety of Pokemon that would otherwise wall it. The rest of the team is fairly simple; Clefable is defensive Knock Off with Rocky Helmet for Celesteela and has enough speed to creep neutral natured defensive Celesteela in order to wear it down by spamming Softboiled. Tapu Bulu is a must have on all Fairy teams primarily due to its great defensive typing and utility, and this set allows it break down types like Psychic, Water, Electric, and the Fairy mirror. It has enough speed to outpace Modest Magnezone and OHKO it with High Horsepower and Protect is for scouting attacks from Pokemon like Victini, Rotom-W, and Thundurus-Therian while racking up enough recovery so that it can beat Zapdos. Special Defensive investments help against Electric specifically.
I don't have any notable replays right now but I'll get some in the morning if needed. I've used this 6 a lot though and it's worked out nicely. Alolan Ninetales is as consistent, if not more, in the current metagame than Tapu Koko so I think there should be a Fairy sample with it. Choice Specs Alolan Ninetales and Choice Scarf Tapu Lele could also have merit as Choice Specs Blizzard + Freeze Dry completely downright fucks up like 4 types (Water, Grass, Ground, and Flying), 3 of which are really good right now.
Palossand is the rock setter with toxic + shore up to make it very annoying for dark and ghost types seeing as its extreme bulk only its it be ohkoed by very little, running colbur berry lets it live any dark move pretty efficiently taking very minimal damage. Sub willo Spectrier lets it wither down opposing pokemon while using hex to deal damage and substitute to scout and or ensure a willo. drain punch Mimikyu is very useful for steel and dark which are both a pain for a ghost team with no blace, dragapult being a prominent ghost choice with its huge speed can almost always use phantom force first in order to either force a switch or to scout for moves, while having dd + sub as a way to setup and efficiently sweep. Aegislash being one of the if not best ghost type to run is always a must and the specially defensive set allows it to chip away at the enemy with toxic and use kings shield for damage, using sub + shadow ball also allows for more chipping in order to wither down the opposing pokemon, Gengar has choice specs to check fairy, it outspeeds all nonscarf tapus, besides koko, which you have Palossand for. shadow ball is always a good choice for free damage because of gengars insane spatk stat it allows it come in and do alot of damage no matter what, thunderbolt to check toxapex and other water pokemon, with having shadow ball to check ground/water like swampert + gastro.
Gallade - You just want Gallade to set screens then switch out using Memento, ideally to Hawlucha or Urshifu, so they can setup. You can change Memento to Teleport if you want. Triple Axle is just the best 1 attack move option.
My original post had many unconventional sets. I just decided to copy the sets for Keldeo, Cobalion, Urshifu and Terrakion from the other sample fighting teams.
Hey guys, so this is actually my first post on the smogon forums. I've been playing showdown on and off since gen 6, and monotype has solidified itself as my favorite metagame. I started playing again with crown tundra and have been having a lot of fun. At the time of writing this, I've pushed this team to #47 on the ladder, sitting at 1638. Slowking-galar is an incredible tool and IMO a should-be staple for poison, so I wanted to write about the team I've used the most seeing as there's no sample team including it at the moment.
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Flamethrower
- Ice Beam
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Scald
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Will-O-Wisp
- Defog
- Pain Split
As mentioned, I really wanted to build a team around slowking-g. Its incredible special bulk, great move pool, and ability regenerator make it one of if not the best assault vest users in the meta. With enough investment, there is no special move this pokemon cannot live. For example, 160 SpD (still modest) allows you to guarantee live LO landorus earth power, and KO back with ice beam. I do not believe it is worth sacrificing some of its threatening offensive presence just for this matchup, but I just wanted to give an example of what it can do. Scald is the interchangeable move here, you could opt for a one turn psychic move (psychic, psyshock, eerie spell could be cool), ice beam, grass knot etc, but I like scald for potentially burning the physical attackers you will inevitably force in (as well as deal with heatran). Physically defensive pex is its regenerator counterpart, allowing for easy pivots between the two. I like t spikes over toxic on pex because even just this pairing of two pokemon will force a lot of switches (also why I love future sight on slowking), but toxic would help the flying MU. Rounding out your defensive mons is weezing-g, which is also your defogger and ground immunity, and is also crucial in checking urshifu-s. Next is your typical wallbreaking nidoking. The two wild cards here are definitely salazzle and scarf drapion. These serve to check some faster pokemon. For example, scarf drapion will revenge kill zydog with ice fang, which is a pokemon that will otherwise 6-0 poison relatively freely. It will revenge kill speedy ghosts, psychics, dragons, usually catching opponents by surprise and thinking they can stay in freely to KO with EQ, thousand arrows, etc. It misses out on the KO on lando-i, but knocking off the LO will allow slowking-g to comfortably survive earth power with no SpD investment for the revenge kill with scald. Air balloon salazzle is another way to revenge kill lando, as well as nasty plot/toxic on its switch out if it doesn't run psychic (I've seen more gravity + sludge wave). I mostly wanted salazzle, though, to ease the steel matchup as well as the poison ditto, as it can toxic them for free with its ability, corrosion. Steel is probably the most common type I run into. Its only good switch in is heatran, which gets toxic'd on the switch, allowing you to wear it down and setup for a salazzle sweep late game. That's all I can think of for now. Thanks for reading!
Suggestions for some teams I've played with; might post more later if I get around to trying more out.
The main thing I noticed about this team is the inability to deal with Flying and Steel teams consistently. The weakness to opposing balance Flying teams was really noticeable in Maki vs. HANTSUKI, where Celesteela walled the entire team, and Zapdos could check Tornadus-Therian and Zapdos, the main Pokemon that could even hope to break past Celesteela. As for the Steel matchup, having Tornadus-Therian as your Steel breaker means you're going to be Toxic'd eventually by Aegislash, which can live a +2 Heat Wave and put it on a timer. Galarian Zapdos gets scouted as well by Protect spam and King's Shield, Close Combat means the Steel player can use Aegislash to check it, while being locked into Blaze Kick means Heatran comes in easly.
The main solution to this would be adding a Nasty Plot Thundurus-Therian to the team over Galarian Zapdos. Galarian Zapdos just doesn't do much for this team that Thundurus-Therian cannot cover. A Fighting typing is good against Normal, Dark, and Steel, but Normal teams are pretty awful right now, while Thundurus-Therian covers Dark and Steel even better. Once you chip down Zapdos and Aegislash against Flying and Steel with Thundurus-Therian, Tornadus-Therian goes hella in. A set of Nasty Plot / Thunderbolt / Substitute / Focus Blast allows Thundurus-Therian to excel against the previous bad matchups in Steel and Flying, while providing additonal benefits in its coverage and Volt Absorb to aid in other matchups like Water, Fairy, and Electric. Substitute is good for SubToxic Zapdos, Aegislash, as well as avoiding Sucker Punch from Urshifu and Bisharp and setting up on Toxapex's weak Scalds. Metronome is also better than Leftovers on Celesteela even with the discovered "nerf"; allowing offensive Celesteela to snowball easily is better as a whole than Leftovers which doesn't provide any firepower to an offensive set. For example, Metronome gives Celesteela the punch it needs to break Water and Ground, whereas Leftovers mean it is easily phazed by Hippowdon and can’t break through Toxapex. Last but not least, Earthquake Dragonite should be Jolly as an Electric cteam, which actually allows you to outspeed Tapu Koko, Zeraora in that matchup as well as +Speed nature Dragapult at +1.
So in conclusion:
- SubNP Thundy-T over Galarian Zapdos to help against Flying and Steel
- Metronome Steela over Leftovers for more firepower
- Jolly over Adamant on Dragonite to outpace Zeraora and Tapu Koko
Base 100 is a crowded Speed tier, so Victini should definitely be Jolly to outspeed Pokemon like Urshifu, Tapu Lele, Mimikyu, Hydreigon, and tie with Zapdos. A huge issue in this team is its inability to beat Steel; without Scorching Sands Victini everything gets scouted and played around. Stallbreaker Mew over Alakazam makes sense as it 1. gives the team a good winpath agaisnt Steel, and 2. provides Knock Off to supprot Stealth Rock Jirachi. It's hard for Stealth Rock to put in work nowadays because of all the HDB users, so having one on the team is huge.
So in conclusion:
- Jolly Victini > Adamant as base 100 is a valuable speed tier
- Mew > Alakazam for the Steel matchup and for Knock Off
I started this team with jellicent. It's such a good Pokemon being able to suck up hits and completely wall some types. It is specially defensive so it doesn't take up corosla's role as the physically defensive Pokemon of the team. Corsola's role is to stop physical attacks and to set up rocks. The rocks then help the offensive members or the team Dragapult, Gengar, Spectreir, and Mimikyu. Starting with Dragapult its a Sub Dragon Dance variant, what can set up on pokemon disabled by curse body or walls like pex. It's also good as a lead being able to break sashes like Garchomp and Galvantula. Gengar is the speed control. It has trick to take care of Tapu Fini as it usually gets to set up for free, Being able to come in a threaten a pokemon to switch is good as trick can cripple another Pokemon. Mimikyu does was it usually does, sets up and does damage. Its really important when the opponent has an Urshifu as keeping it's disguise up is crucial to winning. Last but definitely not least is Spectreir. Its the pure power that pretty much carries the team on most neutral match-ups. Jellicent and Corsola can spread status, allowing Specitreir to use its powerful 130 base power Hex move. This powerful boost allows it to slowball and win most of the time.
Replays:
Drapion spread is to outspeed max speed base 80s (prominently Togekiss), while having rest of the EVs in HP and SpDef so it can better switch into coverage moves of Psychic types. Mandibuzz has enough speed for outspeeding Adamant Azu to avoid being swept by BD sets with a chipped Hydreigon, with the rest of the EVs in HP and Defense.