Resource SS Monotype Sample Teams [Isle of Armor]

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Havens

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Post-Home Ice Offense

:Ninetales-Alola: :Darmanitan-Galar: :Kyurem-Black: :Avalugg: :Weavile: :Piloswine:
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Freeze-Dry
- Aurora Veil
- Encore

Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Icicle Crash
- U-turn
- Earthquake

Kyurem-Black @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Freeze-Dry
- Fusion Bolt
- Earth Power
- Roost

Avalugg @ Heavy-Duty Boots
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Atk
- Body Press
- Recover
- Rapid Spin
- Roar

Weavile @ Choice Scarf
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Toxic

Ice got many beneficial changes in regards to its team composition. With Alolan Ninetales returning to provide Aurora Veil in a meta where Mega Scizor, Heatran, Mega Diancie and much more are unavailable, Ice becomes a much more potent presence. Choice Scarf Weavile and Choice Scarf Galarian Darmanitan are terrifying wallbreakers regardless of Veil being up, and tear through teams with their incredible STAB moves and coverage. Kyurem-B returns to also shred through teams with its unparalleled BoltBeam coverage, bettered through the addition of Freeze-Dry for now being able to OHKO foes like Dracovish and Seismitoad. A classic LO set is preferred over Dragon Dance Kyurem-B to deal better with Steel-types, specifically Corviknight. Piloswine and Avalugg are the teams form of utility and defense, as their ability to set and remove hazards respectively make dealing with such an Ice team incredibly difficult. Pokemon Home benefits the team even further, as past generation moves are acquired to better deal with many of Ice's bad matchups, such as Knock Off on Weavile and Toxic on Piloswine to better take on foes like Galarian Corsola.
 
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Balanced Bug

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Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Adamant Nature
- Protect
- Phantom Force
- Will-O-Wisp
- Shadow Sneak

Centiskorch @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Heat Wave
- Bug Buzz
- Scald
- Knock Off

Orbeetle @ Light Clay
Ability: Swarm
EVs: 4 HP / 212 Def / 40 SpA / 252 SpD
Bold Nature
- Reflect
- Light Screen
- Sticky Web
- U-turn

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Bug Buzz
- Thunder
- Energy Ball

Durant @ Focus Sash
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Stomping Tantrum
- Stone Edge
- Hone Claws

Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Ice Beam
- Giga Drain
- Defog


Shedinja: Great against strong neutral hits that otherwise would not be able to be tanked ie: Fishious Rend, Bolt Beak, Draco Meteor, Outrage, as well as other non super effective wall breaker moves and mons. (note: dracovish and barraskewda do carry crunch) Shedinja can force switches for scarf sweepers like Dracovish or Dragapult(if stuck on Ddarts) can also spread burn to shut down strong physical sweepers like Vish, Zolt, Zeraora and Kyu-b
Centiskorch: Flash fire makes Centiskorch great against fire teams and fire coverage. Special Centi is preferred here due to Centi's only move that hits fire super effectively is scald which is a much better tool than any physical Centi gets against fighting fire knock off for decent utility in situations where centi wont be of much use (against dragon) Bbuzz nice stab and Heat wave makes Centi a good tool for dealing with Steel especially ferrothorn.
Orbeetle: Serves as a lead (unless into dark or water due to super effective Hurricane from Pelipper and Super effective stab from dark) Dual Screens help Durant and Frosmoth tank neutral hits better and webs allows Centi and Galvantula to outspeed key threats such as scarf exca on steel (do not set up webs if Bisharp is present and not burned or fainted)
Galvantula: Agility Galv is a great special sweeper and can almost body water by itself due to Thunder/energy ball coverage (except Dracovish which is 2ko'd by thunder) also very useful win condition against flying which currently has no ground type to mitigate the threat. Also threatens common threats such as Corvinight and toxapex
Durant: Decent Physical tank and crazy powerful steel stab and rock coverage very usefull against fire (assuming sash isnt broken) is Durant gets a hone claws up there isnt much that can tank it (save duraludon and ferrothorn)
Frosmoth: Very good Special tank with Ice scales can also sweep with Quiver againt flying and dragon can also act as defog support in poor matchups such as steel/rock where it can outspeed typically to remove rocks (which boots make it immune to) or hit super effectively with Giga drain ]

 
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Offensive Electric team


Morpeko @ Choice Band
Ability: Hunger Switch
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aura Wheel
- Bullet Seed
- Crunch
- Rapid Spin

Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Plasma Fists
- Close Combat
- Knock Off

Vikavolt @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Bug Buzz
- Sticky Web
- Roost

Dracozolt @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bolt Beak
- Dragon Claw
- Earthquake
- Fire Fang

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split

Toxtricity @ Throat Spray
Ability: Punk Rock
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shift Gear
- Overdrive
- Boomburst
- Sludge Wave

I wanted to build a team around sticky web, so, I had to choose between Galvantula and Vikavolt, I picked up the second because I wanted something to send in front of Excadrill Scarf Mold Breaker, with its spread, it allows Vikavolt to live easily to EQ.
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Vikavolt: 130-154 (36.3 - 43%) -- 23.8% chance to 2HKO after Stealth Rock and Leftovers recovery

Next, I wanted play 2 strong Pokemon:
- Dracozolt: To spam Bolt Beak as it's a really good move, in addition of Fire Fang (to beat/anticipate Ferrothorn, Excadrill, or help against grass Pokemon).
- Zeraora: Banded version coupled to plasma fit, play rough, knock off and close combat gets a really good coverage able to give pressure an electric offensive team needs.

Next, Toxtricity was obvious a Pokemon to play, I just didn't know what to set to play: Specs or Throat Spray/Shift Gear, and as I didn't had a set up Pokemon, I picked up the second option.
Next one Boomburst, it's so powerfull due to its item and annoy everything except some Rock Pokemon under the sandstorm by example.

Morpeko was choosed to have a spinner to keep the Sticky web and confuse the opponent who may think it's Rotom-H my defogger.
Banded or with boots are ok to play it. It hits decently and Bulled Seed breaks Seismitoad sub and hit it hardly.
Same for some Ground Pokemon.

To complete the team, I wanted something else to avoid EQ (without Mold Breaker), and something gives me a safety switch to Will-o-Wisp user, help against grass type. So, Rotom-H was choosed.
 
Aurora Veil HO
:ss/ninetales-alola: :ss/mamoswine: :ss/darmanitan-galar: :ss/mr-mime-galar: :ss/kyurem-black: :ss/cloyster:

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Stealth Rock
- Endeavor

Darmanitan-Galar @ Choice Band
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Fire Punch
- Earthquake
- U-turn

Mr. Mime-Galar @ Choice Scarf
Ability: Screen Cleaner
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Freeze-Dry
- Focus Blast
- Rapid Spin

Kyurem-Black @ Heavy-Duty Boots
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Fusion Bolt
- Substitute

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Liquidation

This is a hyper offense team centered around Alolan Ninetales, which is the main Aurora Veil setter for Ice teams and provides bulky support for the team. It also uses Freeze-Dry for Water Pokemon such as Toxapex and Encore for setup sweepers and hazard setters such as Gyarados and Kommo-o. Mamoswine is a Stealth rock lead of the team and has a useful Ground typing which can be used against Fire and Steel types. Choice Band Darmanitan hits super hard and has coverage moves such as Earthquake to hit the likes of Aegislash, Torkoal and Toxapex while Fire Punch is for Pokemon such as Ferrothorn. U-Turn also allows Darmanitan to pivot into its teammates. Mr. Mime is the speed control of the team and is an offensive spinner with Focus Blast as a coverage option against Dark and Steel teams and Trick to cripple Pokemon such as Galar Corsola and Sableye. Kyurem-Black is the setup sweeper of the team and uses Heavy Duty Boots as the choice of its item as it can switch in without having to worry about being worn down by hazards. DD + Icicle Spear are it's main moves, and Substitute is used to prevent status such as Toxic and Will-O-Wisp from Rotoms. Fusion Bolt is important for hitting Pokemon such as Steel types, Toxapex, etc. Finally, Cloyster is the late-game cleaner of the team and appreciates Veil support from Ninetales, as it can allow it to use Shell Smash.
 
TRICK ROOM ROCK

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Solrock @ Focus Sash
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Flare Blitz
- Magic Coat

Sudowoodo @ Choice Band
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Head Smash
- Wood Hammer
- Earthquake
- Fire Punch

Tyranitar @ Choice Specs
Ability: Sand Stream
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Thunderbolt
- Ice Beam
- Dark Pulse

Lunatone @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Earth Power
- Grass Knot
- Psychic / Moonblast

Coalossal @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Rapid Spin
- Overheat/Burn Up
- Fire Blast
- Scald

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Megahorn
This team relies on the raw power the type has to compensate the low speed. Solrock is the go-to lead. Magic Coat gets all status move coming in, including hazards and taunt. Trick Room and Explosion are there to take advantage of Trick Room as much as possible with other pokemons. Flare Blitz is there for the same reason as Explosion, except, for Steel and to hit Ghost

Sudowoodo is your powerhouse. Choice Band coupled with Head Smash, and it's Rock Head ability gets anything that doesn't resist/that isn't a physical wall.

Tyranitar is the main special attacker of the team. With choice specs, Tyranitar is able to deal a decent amount of damage. With the BoltBeam coverage, topped by Fire Blast, the coverage is just too good for the few options Rock has. Note that even though Tyranitar with Specs might seem a bit weird at first sight, it still OHKOes Melmetal with Fire Blast

Lunatone is the second Trick Room setter, I also gave it Grass Knot so Sudowoodo wouldn't be the only answer to Water and Ground types, I also run Earth Power and Psychic for Fighting since Fighting has Cobalion and Lucario. Earth Power also serves as coverage for Steel and Poison

Coalossal is the Spinner of the team. It is also the main answer to Steel, coupled with Trick Room, and it's low speed, it is able to win you the Steel MU, You can either run Earth Power or Burn Up, even though I prefer Burn Up for the 20 more BP it has than Fire Blast, Earth Power can be used to have more coverage.

Terrakion is your speed control, that's self explanatory, I run Megahorn for Psychic. Other than that, SE, CC and EQ are pretty self explanatory


Edit : I heard some of you were actually testing this team, so I'm making this edit to add details about the team. I also dont recommend Earth Power anymore on Coal, but Burn Up or Overheat instead, for the extra damage it can pull out.
252+ SpA Coalossal Burn Up vs. 244 HP / 0 SpD Melmetal: 476-564 (100.8 - 119.4%) -- guaranteed OHKO
252+ SpA Coalossal Fire Blast vs. 244 HP / 0 SpD Melmetal: 408-480 (86.4 - 101.6%) -- 12.5% chance to OHKO

Specs Tyranitar is used for the coverage it has, and is also able to OHKO Melmetal as I said earlier.
252+ SpA Choice Specs Tyranitar Fire Blast vs. 244 HP / 0 SpD Melmetal: 452-532 (95.7 - 112.7%) -- 75% chance to OHKO

Also, for this team to work well, since it relies heavily on the raw power it has, you must not be afraid to be risky, your mons will live things you won't expect them to. Here's some examples.
252+ Atk Bisharp Iron Head vs. 252 HP / 4 Def Sudowoodo: 248-294 (72 - 85.4%) -- guaranteed 2HKO
252+ Atk Choice Band Adaptability Crawdaunt Aqua Jet vs. 252 HP / 4 Def Sudowoodo: 244-288 (70.9 - 83.7%) -- guaranteed 2HKO

You can also play with EVs to optimize the team even further.
252 Atk Mold Breaker Excadrill Earthquake vs. 248 HP / 8 Def Sudowoodo: 296-350 (86.2 - 102%) -- 12.5% chance to OHKO
252 Atk Mold Breaker Excadrill Earthquake vs. 192 HP / 64 Def Sudowoodo: 282-332 (85.7 - 100.9%) -- 6.3% chance to OHKO

If you have issues with Corviknight,
252+ Atk Choice Band Sudowoodo Head Smash vs. 252 HP / 4 Def Corviknight: 321-378 (80.2 - 94.5%) -- guaranteed 2HKO after Leftovers recovery

Here's an example of how to play the Steel MU, I'll include more as I battle
https://replay.pokemonshowdown.com/gen8monotype-1084354810
 
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Post-Home Psychic Offense



Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Giga Drain
- Stealth Rock
- U-turn
- Recover

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Mystical Fire
- Trick

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Energy Ball
- Focus Blast
- Healing Wish

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 152 SpD / 104 Spe
Jolly Nature
- Knock Off
- Will-O-Wisp
- Taunt
- Soft-Boiled

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Draining Kiss
- Mystical Fire
This is a Psychic build I have been enjoying alot, utilizing a Triple Choice Scarf core which is capable of pressuring the mostly offensive metagame, as well as Pokemon such as Hatterene and Taunt Mew to shut down the defensive metagame. Celebi acts as the team's Stealth Rocker and pivot with U-Turn, being able to use it's Grass-typing to check Water, Ground, and Electric types. Celebi's Speed EVs allow it to outrun Adamant Dracovish and Timid Specs Pelliper. Indeedee-M serves as the first Scarfer, setting the highly crucial Psychic Terrain to allow the team to deal with Sucker Punch and Shadow Sneak users like Bisharp and Mimikyu. It also carries to Trick to cripple a bulky threat such as Snorlax or Corviknight in an emergency. Gardevoir acts as the team's offensive check to Dragon and Dark-types such as Hydriegon, as well as weather sweepers thanks to Trace. Jirachi threatens Ice and Fairy teams in particular but is pretty annoying for alot of types thanks to its ability to flinch with Iron Head. It also has a speed tier above Scarf Darm-Galar and Scarf Drapion, and has Fire Punch to potentially catch stuff like Aegislash by surprise. Both Gardevoir and Jirachi have Healing Wish as it is a pretty fantastic move and can be used to heal Hatterene or remove crippling status from Mew, and can be utilized in matchups where Gardevoir/Jirachi do not contribute much themselves. Mew is carrying it's typical stallbreaker set which threatens Steel immensly and can beat non-Facade Melmetal 1v1, with enough Speed to outrun a threat in Jolly Gyarados. Lastly, Hatterene acts as Hazard Control with Magic Bounce and is running a bulky Calm Mind set which gives it much better longevity than the Trick Room set while still pressuring teams after setup.
 
Post-Home Psychic Offense



Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Giga Drain
- Stealth Rock
- U-turn
- Recover

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Mystical Fire
- Trick

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Energy Ball
- Focus Blast
- Healing Wish

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 152 SpD / 104 Spe
Jolly Nature
- Knock Off
- Will-O-Wisp
- Taunt
- Soft-Boiled

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Draining Kiss
- Mystical Fire
This is a Psychic build I have been enjoying alot, utilizing a Triple Choice Scarf core which is capable of pressuring the mostly offensive metagame, as well as Pokemon such as Hatterene and Taunt Mew to shut down the defensive metagame. Celebi acts as the team's Stealth Rocker and pivot with U-Turn, being able to use it's Grass-typing to check Water, Ground, and Electric types. Celebi's Speed EVs allow it to outrun Adamant Dracovish and Timid Specs Pelliper. Indeedee-M serves as the first Scarfer, setting the highly crucial Psychic Terrain to allow the team to deal with Sucker Punch and Shadow Sneak users like Bisharp and Mimikyu. It also carries to Trick to cripple a bulky threat such as Snorlax or Corviknight in an emergency. Gardevoir acts as the team's offensive check to Dragon and Dark-types such as Hydriegon, as well as weather sweepers thanks to Trace. Jirachi threatens Ice and Fairy teams in particular but is pretty annoying for alot of types thanks to its ability to flinch with Iron Head. It also has a speed tier above Scarf Darm-Galar and Scarf Drapion, and has Fire Punch to potentially catch stuff like Aegislash by surprise. Both Gardevoir and Jirachi have Healing Wish as it is a pretty fantastic move and can be used to heal Hatterene or remove crippling status from Mew, and can be utilized in matchups where Gardevoir/Jirachi do not contribute much themselves. Mew is carrying it's typical stallbreaker set which threatens Steel immensly and can beat non-Facade Melmetal 1v1, with enough Speed to outrun a threat in Jolly Gyarados. Lastly, Hatterene acts as Hazard Control with Magic Bounce and is running a bulky Calm Mind set which gives it much better longevity than the Trick Room set while still pressuring teams after setup.
Nice team, and very similar to mine. A couple notes:
  • I find energy ball on Gardevoir important vs water teams as otherwise you can get forced out by Seismitoad and Gastrodon. With the addition of Celebi post-home the MU is less reliant on Gardevoir, but I still think it’s an important move to have.
  • Recover and Giga Drain on Celebi seems a little redundant. I’ve had great success with Thunder Wave over Recover, allowing you to set up paraflinch hax with Jirachi. On my team Specs Indeedeee greatly appreciates the speed control, though that’s obviously less of an issue for you.
 

Havens

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Dragon Dance Kyurem-B Dragon

:hydreigon: :noivern: :kommo-o: :kyurem-black: :dragapult: :duraludon:
Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Taunt
- Defog
- Roost

Kommo-o @ Focus Sash
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Close Combat
- Poison Jab

Kyurem-Black @ Heavy-Duty Boots
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Fusion Bolt
- Substitute

Dragapult @ Choice Scarf
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Fire Blast
- U-turn

Duraludon @ Choice Scarf
Ability: Light Metal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Draco Meteor
- Stealth Rock
- Thunder Wave

This is a more relevant Dragon team post-Home release. The simple game plan of Lead Kommo-o + wallbreaking/revenge killers remain, but a good amount changes from the pre-Home Dragon team; primarily the re-introduction of Kyurem-B. Kyurem-B's new addition in Dragon Dance alongside a passable physical Ice-type STAB in Icicle Spear make it a very destructive force in Monotype. Dragapult has adopted a Choice Scarf + Clear Body set to better take on common Webs teams such as Electric and Fairy, while Hydreigon adopts the Choice Specs role to nuke the likes of Mandibuzz, Toxapex, Corviknight and so forth. Duraludon remains the same as a great revenge killer against Fairy- and Ice-type teams.
 
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Harpp

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Balance Psychic:

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 28 SpD / 228 Spe
Jolly Nature
- Taunt
- Knock Off
- Will-O-Wisp
- Roost

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 72 Def / 168 SpD / 16 Spe
Calm Nature
- Stealth Rock
- Giga Drain
- Recover
- U-turn

Hatterene @ Sitrus Berry
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Dazzling Gleam
- Mystical Fire

Indeedee @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Mystical Fire
- Shadow Ball

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Moonblast
- Energy Ball

This is a Psychic Balance team around the defensive core of Stallbreaker Mew and Utility Celebi. Mew evs allow it to outspeed Mimikyu and Kyurem-b and cripple them with Will-o-wisp or Taunt in the case of DD kyurem-B. Mew on the team here is great to stop defensive pokemon like ferrothorn, corviknight and Toxapex from troubling the team. Celebi on the other hand switches in on Pokemon such as Excadrill, Alolan Raichu and Seismitoad for the team and provides support in the form of Stealth rock for offensive teammates to score easier KOs. 16 speed lets it outspeed uninvested base 70 speed Pokemon. Next Scarf Jirachi takes care of Fairy type match up and is able to handle threats like Galarian Darmanitan, Kyurem-B etc, It can even take care of threat like Mimikyu with the help of Psychic Terrain from Indeedee. Jirachi also provides support to the team in the form of Trick and Healing wish. Choice Scarf Gardevoir is essential as it not only takes care of Dark-type Pokemon like Hydreigon, and Sableye but it also does great against types such as Water, Ground and Electric due to its ability Trace. Indeedee is important as it is the wallbreaker of the team with a Choice Specs and also provides the team with an important Ghost-type immunity against Pokemon such as Dragapult, Gengar and Mimikyu. Lastly, Hatterene takes up the role of OTR user as it can be a problem to fast paced offensive teams like Electric and Dragon, also Rain water teams find problem facing it.


Offensive Webs Electric:

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Bug Buzz
- String Shot

Pincurchin @ Terrain Extender
Ability: Electric Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Spikes
- Discharge
- Toxic Spikes
- Memento

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Grass Knot

Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Play Rough

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Overheat
- Substitute

Toxtricity @ Throat Spray
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Boomburst
- Overdrive
- Sludge Wave

Galvantula is a good lead due to its above average Speed stat and its coveted access to Sticky Web which allows Pokemon like Alolan Raichu and Zeraora more Pokemon and threaten opposing teams even better. It has string shot for Kyurem-B and Excadrill [s/o to decem for that] which allows the team to check aforementioned Pokemon better. Pinchurin provides the team with Electric terrain and also provides hazards to wear down opposing teams in the form of Spikes and Toxic Spikes, it even has memento so it can go into offensive teammates once its job is done, without draining much momentum for the team. Alolan Raichu loves terrain and webs support as it can wallbreak / clean teams without fear of being outsped easily against Pokemon like Choice Scarf Gardevoir. Zeraora wallbreaks with a Choice Band set allowing it to hit ridiculously hard with Plasma Fist in Electric Terrain, Close Combat is for normal-type matchup while Knock off helps vs Psychic. Rotom-H takes care of steel- and Grass-type matchup for the team, beating Pokemon such as Ferrothorn and Celebi. Lastly, Toxtricity can take of Poison, Fairy and even Grass-type teams with its shift gear set once its checks and counters are taken care of.


Offensive Fire team:

Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Yawn
- Lava Plume

Charizard @ Choice Scarf
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Air Slash
- Dragon Pulse
- Focus Blast

Cinderace @ Heavy-Duty Boots
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- Sucker Punch
- Court Change

Arcanine @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Wild Charge
- Extreme Speed

Salazzle (F) @ Black Sludge
Ability: Corrosion
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Substitute
- Protect
- Sludge Wave

Ninetales @ Choice Scarf
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Fire Blast
- Solar Beam
- Encore

This is offensive Fire team based around Sun support to power up Fire-type moves and to weaken Water-type attacks against the team. The team has the types premier utility support Pokemon in torkoal which not only summons sun with its ability but also provides essential hazard control in the form of Stealth Rock, it can even put foes to sleep with Yawn, giving offensive teammates like Salazzle and Ninetales more chances to wreck havoc. The team has its Speed control in Charizard and Ninetales, the former of which hits like a truck once its ability gets activated with sun. Dragon Pulse and Focus Blast lets it deal with Non Choice Scarf Dragapult and Tyranitar for the team. Arcanine takes up the role of a physical wallbreaker, shredding teams apart with sun boosted Flare blitz and Choice band as its iteam. Close Combat is for normal-type matchup and extreme speed is to revenge kill threat like Alolan Raichu for the team. Wild Charge is for Pelipper, Gyarados and Mantine. Cinderace provides the team with fast utility support with court change which flips hazards against the opposing team. It has High Jump Kick for Tyranitar and Snorlax. Sucker Punch is used to revenge KO dragapult. Salazzle with Toxic can break down bulky Pokemon like Toxapex for the team and prove to be a menace once it is behind substitute. Even crippling threats like Hydreigon and Kyurem-B for the team. Ninetales is the teams secondary sun setter and another speed control with support moves like Hypnosis and Encore. With Solarbeam it can beat Ground- and Water-types like Gastrodon, Rhyperior and Seismitoad for the team.
 
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maroon

free palestine
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RMT & Mono Leader
Webs Rain Hyper Offensive Water
:ss/barbaracle::ss/araquanid::ss/keldeo::ss/pelipper::ss/seismitoad::ss/cloyster:
{click on this or sprites for an import}

:barbaracle:- this boi is a good smasher, superpower hits the usual suspect kyub, melmetal, ferro aka the gang. ada specifically can ohko melmetal, if you want to run jolly after its banned you can, but you will prob notice a drop in power. its stabs are powerful as fuck, liquidation is the most clickable move.
:araquanid:- a basic webs setter, magic coat allows it to bounce back hazards such as oppsing webs, sr, tspikes. it runs liquidation for mainly power and can nail threats like gardevoir with it, leech life bops celebi.
:keldeo:- cm+taunt is super good vs whatever is fat. cm allows it to take advantage of webs better while taunt blocks things like pex from poisoning/hazing it or slower defog users like mandibuzz from clicking defog. focus blast again hits kyu, melmetal, ferrothorn. scald burns stuff which is nice and its powerful in rain.
:pelipper:- the rain setter and a nice nuke, anything that doesn't resist flying or water moves will get bopped by this which is nice. specs hydro pump does like 70% to spd corviknight, so thats nice. uturn brings in momentum for the team, while defog can be used on emergency basis to clear like toxic spikes.
:seismitoad:- this is a very cool pokemon as it sets sr+abuses rain+is an electric immune. is the main wincon alongside webs and barb in the electric matchup
:cloyster:- kings rock is insane and just lets you beat things that you shouldnt like keldeo lol. shell smash is the boosting move, ice shard allows it to revenge things like scarf dragapult after rocks chip which you cant outspeed at +2. rock blast hits fire types that can tank icicle spear like torkoal.
Expect a full description and much more of this team as I am rmting it shortly!
RMT Link: https://www.smogon.com/forums/threads/keep-my-head-afloat-2k-post.3661824/
 
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mushamu

God jihyo
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Long awaited samples update for post home, sorry for the wait. As usual, feel free to PM me if you have any questions regarding them and I'll take a closer look at Rock later. I'll be going through the samples we had before and seeing how to update them for post home, and making changes as I go. Minor changes like Keldeo on Water for example can be easily arranged, but more major changes like Psychic should be redone. :heart:
I think this is too outdated for post home and it has some sets that make it shaky for a metagame pre home too. Some of the sets are pretty questionable and Frosmoth isn't something I'd include in a sample.
Same as above, it's not quite updated for a post home metagame yet. For example, Pincurchin, Alolan Raichu, and Zeraora are some Pokemon I'd like to see on an Electric sample since they're key Pokemon the type revolves around. Feel free to submit a more up to date one with Rotom-C though.
I'm not too familiar on Rock so this is pending for now.
Ditto to above, outdated for a post home metagame.
Thunder Wave > Close Combat on Cobalion, since you don't need Fighting STAB here. Would say do Taunt + Calm Mind Keldeo here, having Taunt is really nice right now for stallbreaking. Also do physical Lucario or change it into Hawlucha, Fighting appreciates the priority Lucario has over being able to cteam Steel and Dark on Steel teams with Vacuum Wave. Do these and I'll add it.
Would do Toxic on Piloswine and Choice Scarf Weavile for Jirachi, and then Roar on Avalugg for phazing over Toxic now that you have Toxic Piloswine. Also would do Encore Alolan Ninetales with Dragon Dance Kyurem-B, I think the latter's generally better in this metagame and the former helps it set up. Do these changes and I'll add it.
Cool concept with Shedinja Bug but we're not looking for a Balanced Bug, seeing as Bug typically only runs offense. I don't think it should get a sample.
Not a bad team but I'd rather have Electric samples centered around Pincurchin + Alolan Raichu since that's a huge core Electric teams rely on nowadays. I'm going to use Harpp's since his is pretty much what I'm looking for.
Don't think Trick Room Rock deserves a sample, Rock should really only run Sticky Web Offense and Trick Room is rather hard to pilot for beginners.
Same as Frnen's, not a bad team but also needs changes. Harpp's is more accurate, so I'll just use his for convenience
Timid on Whimsicott, Life Orb on Venusuar, and Earth Power deslashed from the latter. Venusaur should always run Giga Drain, the recovery is really nice and its powerful when boosted. Since it's Sunny Day Grass I think it's better if you'd do Virizion as a Choice Scarf user here over Appletun, made Celebi Nasty Plot, and made Ferrothorn duel hazards. Also, take off nicknames, since these are for samples. Do these and I'll add it.
Substitute on Kyurem-B over Roost to help dodge status with Heavy Duty Boots and this should be good.
All of these look good, just do Flamethrower over Fire Blast for consistency on Charizard and Choice Scarf Ninetales with Hypnosis and Encore. I think having 2 Choice Scarf users are good in this metagame, and Ninetales fits the role as it is.
Sure, I'll add it. Nice team.
 
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Skuntank Balance Poison


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Knock Off
- Recover
- Haze

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 232 SpD / 24 Spe
Careful Nature
- Poison Jab
- Sucker Punch
- Protect / Taunt
- Defog

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Strength Sap

Salazzle (F) @ Black Sludge
Ability: Corrosion
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Protect
- Substitute

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam / Trick

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Pain Split
- Will-O-Wisp
- Flamethrower / Defog
This is a pretty standard balanced Poison build utilizing Specially Defensive Skuntank, which is a better choice as a Psychic-immunity over Drapion in the current meta due to it's better bulk, access to Defog and the ability to deal with Alolan Raichu using Sucker Punch. Skuntank can either run Protect to let it scout Choiced attackers and gain Black Sludge healing or Taunt to give it a much better matchup against bulky hazard setters like Ferrothorn. Skuntank also has a bit of speed creep to outrun Adamant Crawdaunt to let it get off a quick Defog if needed. Toxapex is a necessity on Poison and carries Knock Off which is a fantastic move for removing items like Dracovish's Choice Band and Dragapult's Choice Specs, letting them team deal with them far easier. Vileplume and Salazzle are running their Standard sets, greatly improving the team's matchup against Ground and Steel-types. Gengar acts as speed control with a Choice Scarf and has either Focus Blast or Dazzling Gleam to deal with Kyurem-Black easier, as well as Trick to cripple bulky switch-ins like Corviknight. Lastly, Galarian Weezing with full Physical defense acts as the team's best hope in checking monsters such as Kyurem-Black and Mamoswime, and can viably act as a second Defogger that matches far better against Stealth Rock users like Tyranitar and Hippowdon, and is useful in general since Poison builds generally dislike having to deal with any hazards.


Offensive Fighting


Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Facade

Hawlucha @ White Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Acrobatics / Brave Bird
- Close Combat
- Taunt

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Taunt
- Thunder Wave

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword / Focus Blast
- Calm Mind
- Taunt

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head

Kommo-o @ Choice Scarf
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Focus Blast
- Flamethrower
- Draco Meteor
This is a typical Fighting build that employs powerful wallbreakers such as Conkeldurr and Calm Mind Keldeo to pave the way for Choice Scarf users and/or Hawlucha to sweep late game. Conkeldurr is running the standard Guts set which punches huge holes into teams and provides a powerful priority Mach Punch to revenge weakened threats. Hawlucha acts as the Unburden sweeper with Swords Dance and Taunt to shut down walls like Hippowdon and Toxapex that could Whirlwind/Haze against it. Coballion is running the standard bulky set which has useful typing, Taunt and Stealth Rock to control hazards, and Thunder Wave to help provide speed control against threats to the team. Keldeo is running Calm Mind+Taunt which lets it beat Pokemon like Toxapex that otherwise wall it and pose a threat to most teams once it gets a boost. Terrakion is the first Choice Scarfer which can outrun opposing Choice Scarfers like Indeedee and Gardevoir. Kommo-o is the second Choice Scarfer since Clangorous Soul is underwhelming, and Choice Scarf allows it to be a threat to Dragon teams by outrunning mons like Noivern and can also catch Pokemon such as Alolan Ninetales by suprise and KO them.

Edit: Added Decem's suggestions


Edit 2: Decem add my teams plz
 
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mushamu

God jihyo
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Adding this team to the archive:

SubCm Chandelure Ghost
:ss/chandelure: :ss/dragapult: :ss/mimikyu: :ss/corsola-galar: :ss/aegislash: :ss/gengar:
Chandelure @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Flamethrower
- Shadow Ball
- Calm Mind

Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- U-turn
- Fire Blast
- Shadow Ball

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Wood Hammer
- Play Rough
- Shadow Sneak

Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Night Shade
- Will-O-Wisp
- Strength Sap

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Toxic
- Shadow Ball
- King's Shield

Gengar @ Choice Specs
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Wave
- Shadow Ball
- Focus Blast
Chandelure is a great option against Steel teams because of it’s Fire STAB, taking advantage of Steel’s lack of a Fire immunity. Substitute lets it take advantage of Ferrothorn, Bisharp, and Aegislash in the Steel matchup, while Calm Mind is nice for setting up and breaking against others types like Grass and Poison too. Choice Scarf Dragapult and Gengar compliment Chandelure. The former serves as the team’s speed control, being incredibly fast and checking Pokemon like Kyurem-B, Choice Scarf Weavile and Choice Scarf Duraludon comfortably as a result, and appreciates Chandelure’s strong Fire STAB to deal with Steel, now that it isn’t carrying Choice Specs. Gengar is the special wallbreaker of the team, as its immediate power in Choice Specs and Thunderbolt is great against Water and Flying teams as well as Toxapex in particular. The rest of the team is fairly standard, Aegislash is nice for putting Pokemon on timers for the sweepers to come in, Mimikyu is a setup sweeper with Disguise to blanket check Pokemon and Galarian Corsola is the Stealth Rock setter. It can continuously switch into attacks like Excadrill’s Earthquake for Chandelure, supporting it even more in the Steel matchup and get up Stealth Rock comfortably in every matchup.
 

mushamu

God jihyo
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I'm not too familiar with Rock but you definitely need Terrakion. We can do that with Swords Dance over Rhyperior on this team since I feel Rock struggles against Corviknight less than Ground does. Encore over Infestation and Defense investments on Shuckle too, Encore is way too good to drop. Barbaracle is a Ground counterteam, run Air Balloon on it and Grass Knot over Stone Edge. Heavy Slam over Explosion with Flame Body on Coalossal, need a way to hit Hatterene. I think there was a spread for it, but I’ll tell you when I find it.
Let’s keep it simple and do just Flamethrower on Galarian Weezing slashed after Defog. Do both Focus Blast and Dazzling Gleam on Gengar with Trick slashed with the latter since it’s perfectly fine to run both coverage options with Focus Blast being the more crucial one. Otherwise the Poison team should be fine.

The Fighting team seems fine but if you’re using Choice Scarf Kommo-o, you want Draco Meteor since it can OHKO Kyurem-B. Put it over Flash Cannon and put Iron Head over Megahorn on Terrakion since Hawlucha can set up on Celebi fine. Do these and I’ll add these two teams.

We should have samples for every type now after I add everything, which is really nice :swole:
 
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Balance Grass v 2.0

:celebi: :appletun: :ferrothorn: :whimsicott: :rotom-mow: :roserade:

Celebi @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Leaf Storm
- Earth Power
- Stealth Rock/Dazzling Gleam

Appletun @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Apple Acid
- Recover

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes/Stealth Rock
- Protect
- Gyro Ball/Iron Head

Whimsicott @ Leftovers
Ability: Prankster
EVs: 48 HP / 252 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Encore
- Moonblast

Roserade @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Leaf Storm
- Dazzling Gleam
- Extrasensory

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick/Dark Pulse

This is basically the same team I posted before, because I feel like it's still Grass's best balance team. I scratched Rillaboom because it was underwhelming and being a detriment in matchups it was supposed to help in, such as Steel and Poison. I hopped on the dual-scarf train very early, before most people were considering it regularly. I feel like in the current meta, two scarfers is actually very nice. So I replaced Rillaboom with Celebi, which came over in Home and pressures Poison teams much better than EQ Rillaboom ever did and has better general usefulness overall. I've taken to running Stealth Rocks on the scarf Celebi recently because of utility it can provide in specific matchups, Ice in particular. Dazzling Gleam is slashed as an option because it's the best coverage move to replace it with if you don't want rocks. I enjoy Scarf Roserade more than Scarf Rotom-M due to its speed tier and much better SpAtk stat. Its coverage is a little weak, as it is a virtual liability versus Steel types, but that's what the fall of Hidden Power did to this mon. Having Natural Cure on both scarfers is pretty nice, because it means they won't be hindered by paralysis. Specs Rotom-M has been a revelation for me this generation. It beats Corviknight, which is awesome, and allows the player to spam Leaf Storm against Water and not worry about Pelipper or whatever surviving. Basically, it eliminates prediction against Water, which is important because it's a matchup that Grass should thrive in but can easily lose if you're not smart. I made Ferrothorn max defense because of the rise of Kyurem-B and others, given that the 88 SpDef evs on Phys Def Ferro last gen were specifically for Kyurem-B's Ice Beam. I slashed Stealth Rock as an option over Spikes, but I am still of the opinion that Spikes are better no matter what on this team, even if you opt for non-rocks Celebi. Iron Head is slashed for Hatterene this time around, but Gyro Ball is generally better, hits harder most of the time, and punishes Kyurem-B. Whimiscott is still the same annoying Sub-Seed set that is essential to stopping set-up sweepers. I changed Appletun's EVs a bit as well. I basically dumped the defense investment into speed instead. The given speed investment ensures that you won't speed-tie Galarian Corsola and also outspeeds Toxapex, which is nice in a potential 1v1 situation in which you are trying to beat them with Apple Acid. I lost a game once because Appletun was slower than a Toxapex, so never again! That's basically it. I feel like Grass should have a Sun sample and a Balance sample, which is why I'm bringing this modified team around once more. Thanks for your time (or not) and have a good day y'all!


EDIT: Optimized the Whimsicott EV Spread. It now has 48 HP EVs so that it hits a full health HP total of 273. If I did my research correctly, this should be divisible by 16 and then + 1 and thus give an extra Substitute opportunity if you're going for an Icicle Crash miss or simply stalling with Leech Seed or whatever. 208 Speed EVs with a Timid nature still outspeeds things like Gengar, Froslass, and Raichu. By taking out some Speed EVs in favor of HP, you do lose out out on outspeeding Cinccino, Swoobat, Persian, and Sneasel. None of these are very common so I don't care. You also no longer speed tie Jolly Tyranitar at +1 speed, but that's also not very common in Monotype. Basically, having an extra Substitute opportunity has more value than the extra speed.
 
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Adding this team to the archive:

SubCm Chandelure Ghost
:ss/chandelure: :ss/dragapult: :ss/mimikyu: :ss/corsola-galar: :ss/aegislash: :ss/gengar:
Chandelure @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Flamethrower
- Shadow Ball
- Calm Mind

Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- U-turn
- Fire Blast
- Shadow Ball

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Wood Hammer
- Play Rough
- Shadow Sneak

Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Night Shade
- Will-O-Wisp
- Strength Sap

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Toxic
- Shadow Ball
- King's Shield

Gengar @ Choice Specs
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Wave
- Shadow Ball
- Focus Blast
Chandelure is a great option against Steel teams because of it’s Fire STAB, taking advantage of Steel’s lack of a Fire immunity. Substitute lets it take advantage of Ferrothorn, Bisharp, and Aegislash in the Steel matchup, while Calm Mind is nice for setting up and breaking against others types like Grass and Poison too. Choice Scarf Dragapult and Gengar compliment Chandelure. The former serves as the team’s speed control, being incredibly fast and checking Pokemon like Kyurem-B, Choice Scarf Weavile and Choice Scarf Duraludon comfortably as a result, and appreciates Chandelure’s strong Fire STAB to deal with Steel, now that it isn’t carrying Choice Specs. Gengar is the special wallbreaker of the team, as its immediate power in Choice Specs and Thunderbolt is great against Water and Flying teams as well as Toxapex in particular. The rest of the team is fairly standard, Aegislash is nice for putting Pokemon on timers for the sweepers to come in, Mimikyu is a setup sweeper with Disguise to blanket check Pokemon and Galarian Corsola is the Stealth Rock setter. It can continuously switch into attacks like Excadrill’s Earthquake for Chandelure, supporting it even more in the Steel matchup and get up Stealth Rock comfortably in every matchup.
Does this team work as offensive with aegislash sword dancer and chandelure specs ? Why or why not ? Thx
 

mushamu

God jihyo
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Does this team work as offensive with aegislash sword dancer and chandelure specs ? Why or why not ? Thx
Substitute is Chandelure’s best set on Ghost because you can ignore Bisharp’s Sucker Punch against Steel teams with it as well as Shiftry’s Sucker Punch against Grass. There are better Choice Specs users on Ghost you could use. I’m unsure about the Swords Dance Aegislash, but keep in mind samples are meant to be used as a base for teambuilding and grabbing a sample, trying out new combinations, and seeing if it works is always recommended. If you’re ever unsure of something you can always give it a spin.
 
Substitute is Chandelure’s best set on Ghost because you can ignore Bisharp’s Sucker Punch against Steel teams with it as well as Shiftry’s Sucker Punch against Grass. There are better Choice Specs users on Ghost you could use. I’m unsure about the Swords Dance Aegislash, but keep in mind samples are meant to be used as a base for teambuilding and grabbing a sample, trying out new combinations, and seeing if it works is always recommended. If you’re ever unsure of something you can always give it a spin.
Ok thx that was the answer I wanted
You could also trick bisharp but maybe riskier
Maybe another aegislash set besides sd or this one ?
 

mushamu

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Ok thx that was the answer I wanted
Maybe another aegislash set besides sd or this one ?
Some other alternatives to SubToxic and SD would be Choice Specs, which hits pretty hard due to the lack of many sturdy Ghost resists in the tier, you can try that out if you want. If you have any questions, please PM me on Smogon, Discord (Decem#8776), or PS!
 
Grass Team
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Shiinotic @ Big Root
Ability: Effect Spore
Shiny: No
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Spore
- Leech Seed
- Giga Drain
- Moonblast

Ludicolo @ Life Orb
Ability: Swift Swim
Shiny: No
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Weather Ball
- Energy Ball
- Ice Beam

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Shiny: No
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Leech Seed
- Gyro Ball

Appletun @ Leftovers
Ability: Thick Fat
Shiny: No
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Apple Acid
- Recover
- Leech Seed
- Protect

Decidueye @ Spell Tag
Ability: Long Reach
Shiny: No
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Spirit Shackle
- Shadow Sneak
- Roost

Rillaboom @ Choice Scarf
Ability: Overgrow
Shiny: No
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- U-turn
- Superpower

Ferrothorn is able to set up leech seed to chip away at the opponent's health while also healing, and can then use stealth rock and spikes to further chip at the health of any switch-ins. Its STAB move gyro ball is further boosted by a -Spe nature and 0 IVs in speed, and its iron barbs ability paired with a rocky helmet can deal serious damage to any mon that makes contact. Its EV spread allows it to last a lot of hits with its good bulk.

Shiinotic can use spore to put the opponent to sleep, and then proceed to set up leech seed as well as a giga drain and/or moonblast or two. Paired with its big root, it can heal a large chunk with giga drain and leech seed on non-grass and non-grass resistant mons. A bold nature lets it survive more hits from mons that are more melee than special and its EV spread further helps its bulk, as well as 4 EVs in SpA to increase its own power.

Rillaboom with choice scarf becomes really fast and can really help its teammates by weakening the enemy mons. Its ability is overgrow because that's currently its only ability, although when in can get grassy surge it will most likely be that. A jolly nature increases its already choice scarf-boosted speed, as well as max EVs in Spe. The remaining EVs are put into Atk to deal large chunks of damage and Def for a tiny bit more bulk. Wood Hammer is its STAB move, as well as being incredibly powerful. Superpower is to break through bulky mons that don't resist fighting. Knock off is pretty useful in getting rid of the items of opposing mons, and u-turn can be used to finish off weakened mons and then switch out to a teammate.

Appletun is just overall useful with its leech seed and alternating protect and recover strategy. Thick fat is incredibly amazing in its ability to make fire type moves do x1 damage instead of x2 and ice do x2 instead of x4. Leftovers are used to further increase its longevity. Max EVs in HP and SpD also helps with this, as well as the rest of its EVs going into Def. A calm nature then increases its SpD even more, letting it stay alive for a long time. Its last move, Apple acid, is a STAB move that lowers the enemy's SpD, so it progressively deals more damage.

Ludicolo is really fast under rain, so its first move and ability are self-explanatory. A timid nature with max EVs in Spe further increase its speed. The remaining EVs are put into SpA to increase its damage output and SpD to increase special bulk by a tiny bit. Weather ball and energy ball are its STAB moves, and ice beam can be used to deal good damage on dragon types.

And last but definitely not least is decidueye. With its long reach ability, it can safely use its melee moves without fear of possibly activating the enemy mon's ability if its something like iron barbs and effect spore. Its spell tag boosts the power of all its attacking moves, since both are ghost type. Swords dance is to boost Atk by a lot, which can then lead to it beginning a sweep. Its STAB move shadow sneak is to be used when the user suspects the enemy is faster, and spirit shackle can be used when it is faster, as well as it trapping the enemy. Roost can increase its longevity. An adamant nature is used with maximum Atk EVs to further increase its damage output. Spe EVs are also maxed so that it doesn't have to rely on shadow sneak that heavily, and the rest are put into SpD just for that tiny boost to its bulk.


Edit 1: Added the team's sprites

Edit 2: Added another replay (against normal) and labels to each replay

Edit 3: Added the replays against electric, ghost, grass, and electric
 
Last edited:
Hyper-Offense Ice


Weavile @ Choice Scarf
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick

Darmanitan-Galar @ Choice Band
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Fire Punch
- Earthquake
- U-turn

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Stealth Rock

Mr. Mime-Galar @ Choice Scarf
Ability: Screen Cleaner
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Freeze-Dry
- Focus Blast
- Rapid Spin

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Fusion Bolt
- Substitute

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Liquidation

This is an ice team based on Hyper-Offense. I used Weavile Scarf to overcome the fast Psychic-type threats, including
Ghost-type threats like Gengar who outspeed and sweep ice-types using scarf. in addition to being able to use Knock Off or remove objects choice of Jirachi Scarf or Indeedee. Mamoswine is the best entry hazard because dealing with some fire or steel types. Since my team is in hyper offensive core, I added mr. mime like spiner in instead of ninetales, in addition to help eliminate screens of pokemon like Grimmsnarl and leave teams like the Fairy or Dark types being completely unprotected by sweepers, such as Kyurem Black or Cloyster or using as a wallbreaker through trick to deal with annoying pokémons such as corsola or corviknight and also outperform dragapult specs and dracovish scarf Preserving Darmanitan will help eliminate steel-type threats. Just be sure to predict correctly to avoid wear and tear, plus bronzong it could resist an attack and return it with gyro ball or rock slide. Cloyster and Kyurem are the quintessential sweepers, who, if well used, can do Cleanlate to the rival team. Just make sure you get them out at the right time. if you remove threats as Torkoal, Scarf Dragapult or Seismitoad.

Edit: I remove white letters and the threats they share, lol
 
Last edited:

mushamu

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Also adding this:

Offensive Rock
:ss/shuckle: :ss/coalossal: :ss/tyranitar: :ss/terrakion: :ss/barbaracle: :ss/solrock:
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Encore
- Sticky Web
- Stealth Rock

Coalossal @ Leftovers
Ability: Flame Body
EVs: 252 HP / 52 Atk / 204 SpD
Sassy Nature
- Spikes
- Fire Blast
- Heavy Slam
- Rapid Spin

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Substitute
- Stone Edge

Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Close Combat
- Earthquake / Rock Polish

Barbaracle @ Air Balloon
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Shell Smash
- Grass Knot
- Liquidation

Solrock @ Light Clay
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Reflect
- Light Screen
- Flare Blitz
- Will-O-Wisp
Pretty much what Rock is in SS Monotype, Sticky Web offense with screens support that has a lot of tech to cteam types. Shuckle provides Sticky Web and Stealth Rock which is essential, Knock Off and Encore are the last two moves as the former softens up Pokemon by removing their items and the latter is great for preventing Shuckle from being taken advantage of by setup. Coalossal is useful for Spikes and Rapid Spin. Heavy Slam along with the Attack EVs 2HKO Trick Room Hatterene, therefore preventing it from switching in. Tyranitar's set is interesting at first but it pretty much 6-0s Ghost teams. The HP investments allow it to Substitute on Galarian Corsola as it makes 101 HP Substitutes to avoid being broken by Night Shade. Under screens, Terrakion is a really nice setup sweeper that can blow holes in many types especially with Sticky Web support. The last move is a tossup between Earthquake and Rock Polish, the former hits Aegislash and Toxapex and the latter allows Terrakion to beat faster types like Dragon and Electric by boosting Speed. Barbaracle 6-0s Ground under Sticky Web thanks to Liquidation + Grass Knot boosted by Tough Claws, and Solrock is the screens setter of the team with Will-O-Wisp to cripple Pokemon such as Corviknight. Rhyperior is a good option that can be played around with for setup too.
 
Also adding this:

Offensive Rock
:ss/shuckle: :ss/coalossal: :ss/tyranitar: :ss/terrakion: :ss/barbaracle: :ss/solrock:
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Encore
- Sticky Web
- Stealth Rock

Coalossal @ Leftovers
Ability: Flame Body
EVs: 252 HP / 52 Atk / 204 SpD
Sassy Nature
- Spikes
- Fire Blast
- Heavy Slam
- Rapid Spin

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Substitute
- Stone Edge

Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Close Combat
- Earthquake / Rock Polish

Barbaracle @ Air Balloon
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Shell Smash
- Grass Knot
- Liquidation

Solrock @ Light Clay
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Reflect
- Light Screen
- Flare Blitz
- Will-O-Wisp
Pretty much what Rock is in SS Monotype, Sticky Web offense with screens support that has a lot of tech to cteam types. Shuckle provides Sticky Web and Stealth Rock which is essential, Knock Off and Encore are the last two moves as the former softens up Pokemon by removing their items and the latter is great for preventing Shuckle from being taken advantage of by setup. Coalossal is useful for Spikes and Rapid Spin. Heavy Slam along with the Attack EVs 2HKO Trick Room Hatterene, therefore preventing it from switching in. Tyranitar's set is interesting at first but it pretty much 6-0s Ghost teams. The HP investments allow it to Substitute on Galarian Corsola as it makes 101 HP Substitutes to avoid being broken by Night Shade. Under screens, Terrakion is a really nice setup sweeper that can blow holes in many types especially with Sticky Web support. The last move is a tossup between Earthquake and Rock Polish, the former hits Aegislash and Toxapex and the latter allows Terrakion to beat faster types like Dragon and Electric by boosting Speed. Barbaracle 6-0s Ground under Sticky Web thanks to Liquidation + Grass Knot boosted by Tough Claws, and Solrock is the screens setter of the team with Will-O-Wisp to cripple Pokemon such as Corviknight. Rhyperior is a good option that can be played around with for setup too.
tried this team, but doesn't work always. You see you take two slots here for setup, so you rely on 4 mons only for attacking. Next, there is no good way to hit Fighting monotypes, and also, Dracovish, which sweeps a rock team single handed.
Rock Polish Substitute seems even more cripples Tyranitar.
 

roxie

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tried this team, but doesn't work always. You see you take two slots here for setup, so you rely on 4 mons only for attacking. Next, there is no good way to hit Fighting monotypes, and also, Dracovish, which sweeps a rock team single handed.
Rock Polish Substitute seems even more cripples Tyranitar.
There aren't any water-immunities...The best way to beat Dracovish as a lead is w/ Knock Off Shuckle. Barbacle put in a lot of work vs Ground and Opposing Mirrors. It's not going to be a reliable way to really help specifically with Fighting mons unless your willing to drop Solrock for Lunatone. It's not Rock Polish Tyranitar, Its Dragon Dance and it helps a lot when trying to defeat Ghost/Psychic and specifically doing a good bit to Galarian Corsola. Taunt on Tyranitar is also an option I feel over Substitute.
 
There aren't any water-immunities...The best way to beat Dracovish as a lead is w/ Knock Off Shuckle. Barbacle put in a lot of work vs Ground and Opposing Mirrors. It's not going to be a reliable way to really help specifically with Fighting mons unless your willing to drop Solrock for Lunatone. It's not Rock Polish Tyranitar, Its Dragon Dance and it helps a lot when trying to defeat Ghost/Psychic and specifically doing a good bit to Galarian Corsola. Taunt on Tyranitar is also an option I feel over Substitute.
I've been playing on Rock monotype since beginning, gen 8 crippled me by throwing away my main counter Cradily :(
I miss storm drain :(
Anw, this is the team I made from help from the forum. Have a look and um giving some replays too!
Solrock @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Flare Blitz
- Magic Coat

Sudowoodo (M) @ Choice Band
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Head Smash
- Wood Hammer
- Earthquake
- Fire Punch

Tyranitar (M) @ Choice Specs
Ability: Sand Stream
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Thunderbolt
- Ice Beam
- Dark Pulse

Lunatone @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Earth Power
- Grass Knot
- Psychic

Coalossal (M) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Rapid Spin
- Earth Power
- Fire Blast
- Scald

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Megahorn

 
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