Project SS NU Team Building Competition (Quagsire)

Yoshi

IT'S FINK DUMBASS
xerovis - 4
PooperScoopr - 1
Elias Psy - 1
Corthius - 1
Machineae - 0
Riolu1582 - 0

Congratulations xerovis for winning this round of the team building competition! Your team will be added to the Hall of Fame momentarily.
 

Rabia

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GP & NU Leader
:ss/silvally-fire: :ss/drednaw: :ss/abomasnow: :ss/cofagrigus: :ss/togedemaru: :ss/skuntank:
Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Rock Slide
- Flame Charge

Drednaw @ Focus Sash
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Head Smash
- Liquidation
- Bulldoze

Abomasnow @ Light Clay
Ability: Snow Warning
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aurora Veil
- Wood Hammer
- Earthquake
- Ice Shard

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Shadow Ball
- Energy Ball
- Nasty Plot

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Encore

Skuntank @ Shuca Berry
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Fire Blast
- Memento


This is the team we did for Team of the Week on Smogon's Facebook page, so if you want to read the full description, go hunt that post down. The general premise of the team, though, is Silvally-Fire lacks good switch-ins to Multi-Attack, so I wanted to build with it. Abomasnow and Drednaw are standard hyper offense Pokemon, and Cofagrigus provides another Pokemon to take advantage of Aurora Veil. Contrary to the original team, I made this one have Nasty Plot with Energy Ball for a more reliable stall matchup. Lastly, Togedemaru and Skuntank can generate setup opportunities for my guys, with Skuntank also being a threat to set up with Nasty Plot.
 

GW

I may be warrior
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Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- U-turn
- Multi-Attack
- Rock Slide

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Vacuum Wave
- Focus Blast

Golurk @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Grass Knot
- Shadow Punch

Rotom-Frost @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Blizzard
- Volt Switch

Alcremie (F) @ Leftovers
Ability: Sweet Veil
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Dazzling Gleam
- Acid Armor

Togedemaru @ Choice Scarf
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature A
- Zing Zap
- U-turn
- Iron Head
- Zen Headbutt

At first, I wanted to use a work up grass pledge set to hit quag. Then, I started thinking what is a way to actually lure the quag to stay in and get rid of it to abuse their other lack of fire resists?? That is exactly what Golurk can do. Earthquake into grass knot easily takes out quag, getting rid of one of the only solid counters to swords dance firevally. I also wanted to use special croak since that thing is stupid hard to switch into and can lure in physical walls not expecting a shadow ball or focus blast for firevally as well. Rotom frost is the Sandaconda check and Rotom Fan answer, allowing me to get off defogs vs most of the rockers since Silvally Fire highly dislikes rocks. I am also running max speed to outrun toxicroak. Alcremie is my dragon answer / primary fighting resist with the demon sweeping set of acid armor + calm mind. If your opponent makes 1 misstep or doesn't have a toxic user, it can just be game over. Last but not least, scarf toge gives me a toxicroak check and a secondary rotom answer while also giving my team speed control.
 
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Lucario

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:ss/Silvally-Fire: :ss/Appletun: :ss/clefairy: :ss/rotom-fan: :ss/arctovish: :ss/malamar:
Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Psychic Fangs
- Rock Slide

Appletun @ Heavy-Duty Boots
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Apple Acid
- Dragon Pulse
- Recover
- Leech Seed

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Heal Bell
- Toxic

Rotom-Fan @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Defog
- Volt Switch
- Air Slash
- Will-O-Wisp

Arctovish @ Choice Scarf
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fishious Rend
- Icicle Crash
- Psychic Fangs
- Super Fang

Malamar @ Leftovers
Ability: Contrary
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Rest
- Sleep Talk
- Superpower
- Knock Off

First up, Silvally-Fire. The main component of the team. It has the standard set with Swords Dance and Multi-Attack. That allows for a nice combo to wipe out pretty much everything with 1-2 hits. However, that's hard to settup, so, it has Psychic Fangs for coverage against mainly Toxicroak but it can also hurt other things. It also has Rock Slide for extra coverage.

Appletun is to help tank hits from Rock and Ground moves from things such as Sandaconda which is a threat to Silvally Fire. It can also force an opponent to switch with Leech Seed after they set up. It also helps with Water threats like Silvally Water and Quagsire.

Clefairy is mainly for the rocks and a special tank. That fairy can survive anything that is shot at it, unless it's a physical move. It can also bait Toxic and Wilo Wisp that can hurt its teammates while also having Heal Bell to cure status.

Rotom-Fan is used as a Defog pivot while using Wilo Wisp to suppress physical threats. It can also switch into Ground moves without being scared.

Arctovish helps in a lot of ways. Fishious Rend plus Scarf can demolish entire teams if they don't have a Jolteon. Psychic Fangs helps a lot with dealing with Toxicroak which is always a threat. Icicle Crash is an extra STAB option if Fishious Rend won't do much damage. Super Fang will make sure things like Wishiwashi-School and other high HP targets don't have high HP.

Malamar also can take some hits since its RestTalk. It can take a Toxic and Wilo Wisp and not care because of Rest. It can also use Knock Off to eliminate Eviolite users as well as Choice locked opponents.


 

Corthius

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:ss/Silvally-Fire::ss/Arctovish::ss/Eldegoss::ss/Drifblim::ss/Clefairy::ss/Sandaconda:
Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Multi-Attack
- U-turn
- Swords Dance
- Flame Charge

Arctovish @ Choice Scarf
Ability: Water Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Super Fang
- Fishious Rend
- Icicle Crash
- Freeze-Dry

Eldegoss @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 120 Def / 136 SpD
Bold Nature
IVs: 0 Atk
- Leaf Storm
- Pollen Puff
- Rapid Spin
- Leech Seed

Drifblim @ Heavy-Duty Boots
Ability: Aftermath
EVs: 252 Def / 4 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Hex
- Will-O-Wisp
- Strength Sap

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Teleport
- Protect
- Moonblast

Sandaconda @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 Spe
Adamant Nature
- Earthquake
- Glare
- Rock Blast
- Stealth Rock

Silvally-Fire and Arctovish have similar checks in bulky water-types and physical walls. With both on the same team, many walls will be overwhelmed by the damage both of them deal altogether. I chose U-Turn on Silvally-Fire to chip these walls even more and switch into my answers. To round off the fire-water-grass-core, Eldegoss serves the purpose of removing hazards on your field, since both Silvally-Fire and Arctovish are weak to Steal Rock and don't have the space to run Heavy Duty-Boots. Drifblim helps with fighting-types and is also a way to remove hazards to ensure the logevity of my breakers/sweepers. To help with dark-types and having wish-support, Clefairy is the next member of the team. Last slot is filled by Sandaconda to provide own hazards while also stopping electric-types from clicking brainless Volt Switch. Glare can cripple other Silvallys to ensure your own to be faster.
 
:ss/silvally-fire: :ss/mr-rime: :ss/sandaconda: :ss/jolteon: :ss/falinks: :ss/swoobat:
Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Multi-Attack
- Parting Shot
- Swords Dance
- Iron Head

Mr. Rime @ Heavy-Duty Boots
Ability: Screen Cleaner
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Freeze-Dry
- Rapid Spin
- Psychic

Sandaconda @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Rest

Jolteon @ Leftovers
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heal Bell
- Volt Switch
- Hyper Voice
- Wish

Falinks @ Iapapa Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- First Impression
- Iron Head
- No Retreat

Swoobat @ Heavy-Duty Boots
Ability: Simple
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Roost
- Heat Wave

I build this team with a thought process in mind. Silvally-Fire is weak to sneak pebbles, so Mr Rime was added to check Sandaconda and remove hazards. Then I remembered I needed hazards myself, so I added the aformentioned Sandaconda to my team. I soon realized my whole team has no reliable recovery, so then a Jolteon was added to pass Wishes and also stop brainless Volt Switch spam. I then added a Falinks to stop Defoggers from Defogging and to punish the enemy's Silvally's Parting Shot. I finally added Swoobat to the team because Falinks can check Dark types.
 
Last edited:

S1nn0hC0nfirm3d

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Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Flame Charge
- Dragon Claw

Vulpix @ Heat Rock
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Memento
- Encore
- Toxic

Leafeon @ Miracle Seed
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Solar Blade
- Knock Off
- Double-Edge

Ivysaur @ Eviolite
Ability: Chlorophyll
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Growth
- Weather Ball
- Sleep Powder
- Solar Beam

Sandaconda @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 Spe
Adamant Nature
- Glare
- Earthquake
- Stealth Rock
- Stone Edge

Hattrem (F) @ Eviolite
Ability: Magic Bounce
EVs: 228 Def / 252 SpA / 28 Spe
Modest Nature
- Psychic
- Giga Drain
- Mystical Fire
- Nuzzle

Silvally-Fire has very little standing in its way thanks to the general lack of Fire-resists in the NU meta. That makes its coverage as an SD breaker more or less situational, as a boosted Multi Attack is so strong. To bolster that strength, I made a Sun team centered around it. After an SD in the Sun, Silvally 1HKOs Piloswine and Sandaconda, two Ground-types that teams often rely on their bulk to revenge kill. Water-types like Wishiwashi and Lanturn also do not threaten as much in the Sun, so Silvally can setup and break through them with the right support. Dragon Claw is for Drampa and Dragonvally, and that support will help the Grass sweepers on the team spam their STAB moves easier.

Vulpix is needed for Drought, and is played very expendably. It usually is a lead, and relies on switching into Hattrem and Sandaconda. Memento, Encore, and maybe Toxic (haven't clicked it much) means that not much can capitalize on it. Leafeon is a killer sweeper that is still max Speed so that after Sun it can still clean teams in a similar vein as Silvally, and shout outs to Rabia for catching that I should run Solar Blade over Leaf Blade lol. Ivysaur is even more dependent on Sun but its super strong Fire/Grass coverage is perfectly complemented and tears through the tier; seriously, most teams do not have resistances to this coverage as they often lack Fire-types themselves. Sleep Powder can help with setting up Growth, as well as help get Vulpix in if Sun runs out. It is very bulky and can setup on the likes of Garbodor and Cofag, and can stil outspeed Frosslass. Sanda helps as always with Glare and SR, and enjoys not being so weak to Water. Hattrem is a much needed hazard control mon that checks Grounds like Quag too with a spread that gets the most HP outa Giga Drain while still being physically bulky.
 
:ss/eldegoss: :ss/quagsire: :ss/drampa: :ss/golurk: :ss/alcremie:



Silvally-Fire @ Fire Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature
- Multi-Attack
- Flame Charge
- Double-Edge
- Grass Pledge

Eldegoss @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Sleep Powder
- Giga Drain
- Pollen Puff

Quagsire @ Lum Berry
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Recover
- Toxic
- Earthquake
- Scald

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Energy Ball
- Draco Meteor
- Fire Blast

Golurk @ Life Orb
Ability: Iron Fist
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Drain Punch
- Shadow Punch

Alcremie (F) @ Leftovers
Ability: Sweet Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Acid Armor
- Recover


Basically Slapped Firevally into a Grass-Water-Fire core with NU's beloved spinner goss and beloved unaware wall Quag. I filled the rest of this team in with Golurk as an offensive rocker and with the partnership of Dual-boosting alcremie and Specs Drampa for some well needed special firepower.


https://replay.pokemonshowdown.com/gen8nu-1098063417
https://replay.pokemonshowdown.com/gen8nu-1098069346
 
Last edited:

Oathkeeper

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Gee Dubya, no offense to Ho3nConfirm3d tho. His sun team is fire (no pun intended)
 

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