Project SS OU Teambuilding Competition - Not hosted anymore

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Ruft

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OU Leader
The voting phase is over! These are the votes:
A>C>B>E>F>D
A>D>B>C=E=F
A>B>F>E>C>D
A>B=C=D=E=F
A>B=C=D=E=F
If we input this here, the resulting winner is team A by sparkwings. Congratulations! Your submission will be added to the archive soon.

Week 12: Rillaboom

This time you'll be building around Rillaboom, the better of the two Grass monkeys. You have one week to submit a team. Good luck!​
 
PARA + SET UP SPAM

:rillaboom: :dragapult: :slowbro: :urshifu: :volcarona: :excadrill:

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Grassy Glide
- Wood Hammer
- Knock Off

Dragapult @ Dragon Fang
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave
- U-turn
- Dragon Darts
- Dragon Dance

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Thunder Wave

Urshifu @ Life Orb
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bulk Up
- Sucker Punch
- Wicked Blow
- Close Combat

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Psychic

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- High Horsepower
- Stealth Rock
- Rapid Spin
- Iron Head

This team focuses on using Banded Rilla to its fullest, with each of the team members providing support to aid in it revenge killing or wall breaking. The pair of Pult, acting as a switch in to rotom heat and being able to outspeed dittos thanks to DD, and Slowbro, a blanket check to physical attackers, not only complete a momentum core with Rilla, but also provide speed control in thunderwave, crippling common switch ins that would otherwise annoy Rilla as well as other team members.

The para spam helps Shifu greatly, as it foregoes a choice band for LO + BU, allowing it to be less prediction reliant, muscle past predicted switch ins and nail faster threats with sucker punch, complementing Rilla in wallbreaking as both share common checks together, such as mandi. Volcarona acts as yet another deadly set up sweeper, able to capitilaze on the holes left by wallbreakers, while also patching up the team's weakness to grass types. Finally, Drill compresses the roles of a hazard setter, removal and volt switch immunity, somethig the team desperately needs.
 
Last edited:
1597187482872.png
(Pokepaste)
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Wood Hammer
- Knock Off
- U-turn
- Grassy Glide

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

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- High Horsepower
- Rapid Spin
- Steel Beam

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 68 Def / 84 SpD / 12 Spe
Adamant Nature
- Spirit Break
- Taunt
- Reflect
- Light Screen

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Psychic

Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Substitute

Rillaboom belies a versatility in its teambuilding options, with plenty of viable sets to run, but why worry about that when we can just bash face? This is a take on the standard Dual-Screens Hyper-Offense style of play, but a bit bulkier than most versions. Dracozolt, though unconventional and slightly inconsistent, pairs well with Rillaboom. Dracozolt tackles certain walls/defoggers Rillaboom would stuggle to crack, like Corviknight, Mandibuzz, and Scizor, while the Grassy Terrain reduces opposing Earthquakes’ damage to Dracozolt. Of course, Screens HO demands a lead and Screens setter, so Excadrill and Grimmsnarl were the choices made. I confess, the EVs on Grimmsnarl seem odd at first glance, but without getting too into it, they allow for survival of certain SE hits with the appropriate screens up. This gives the best chance that both sets of screens get deployed, while still maximizing attack power. Payoff sweepers appear in Volcarona and Hawlucha. Volcarona enjoys Grassy Terrain for the passive regen it provides whilst sweeping, but Hawlucha is the greater abuser of Rillaboom’s ability. The old Gen 7 EV spread is selected here to, again, prioritize bulk, and handle Clefable a bit better, but Light Screen is still heavily advised to be up in that scenario.
 

Katy

Banned deucer.
:clefable: :mandibuzz: :rillaboom: :magnezone: :dragapult: :snorlax:

importable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Knock Off

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- High Horsepower

Magnezone @ Choice Specs
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Toxic

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 68 Atk / 188 SpA / 252 Spe
Mild Nature
- Hex
- U-turn
- Dragon Darts
- Will-O-Wisp

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Heat Crash


description:
standard rillaboom team with clefable as a rocks-setter and mandibuzz as a defogger, they form a good defensive core against urshifu, whereas rillaboom is the speed-control with choice scarf and priority grassy-glide, it has high horsepower to hit poison- and steel-types and u-turn to maintain momentum. magnezone is the partner of choice as it is able to trap corviknight, which can be highly annoying to that team and with specs magnezone is a dangerous wallbreaker. toxic hits pkmn like alola marowak, charizard, rotom-heat, and other threatening mons like rhyperior and mamoswine. dragapult is another fast threat and it has will-o-wisp + hex in its arsenal to especially annoy physical attackers like tyranitar, weavile, urshifu and zeraora as well as hawlucha. dragon darts hits blissey harder which is immune to hex and u-turn is there to gain momentum. last slot is snorlax since this team is weak to volcarona therefore snorlax can check it with its amazing ability in thick fat and with body slam it can dish out paras here and there and heat crash is for pkmn like magnezone, corviknight and scizor.​
 

Shaymin Sky

We're locked out by Prof Klaus!
is a Community Contributor
hydreigon sprite png.png
rillaboom sprite png.png
dragapult sprite png.png
kommoo sprite png.png
volcarona sprite png.png
primarina sprite png.png

Importable: https://pokepast.es/1ba01c01b5506bcf

Description
This team is oriented around brute forcing past the balance teams and stalls(as well as semi stalls) that are commonly used. Kommo-o acts as a sort of bulky sponge that can dish out damage still with its respectable spa stat as well as strong stab to back it up being clanging scales. You get up the hazards toxic/attack the defog Pokemon to keep the rocks u. Something nice about this set is that unlike the regular sets of body press flamethrower stealth rock, clanging scales can effectively force out those Xatu stall teams as of recent, and get up the rocks that can help secure 2 hit kos for the rest of the team. The only issue with kommo-o is that it is hard walled by Clefable but that's more of a Kommo-o problem not really a set problem. The rest of the team is pretty self explanatory, set up and try to win through brute force but there's actually a major issue to this team.

Unaware Clefable steamrolls this team badly as Volcarona,Kommo-o,Primarina are all hard walled by unaware Clefable, and to even get chip in on it with Dragapult and Hydreigon means sacking them to it. THIS is where Rillaboom comes into play, as it straight up OHKOS unaware Clefable's with wood hammer(grassy glide sadly doesn't do enough to faint clefable outright so I resorted to dual grass stab+spower) and can even force them out and you can get a free sd and start destroying everything. Without Rillaboom this team also would have no way for any sort of passive recovery really as well as priority to deal with rain teams or Pokemon that set up on this team. Rillaboom really glues together this team with its raw power to break through the deadly unaware wall, make up for loss of speed, and lack of overall longevity.


REPLAY: https://replay.pokemonshowdown.com/gen8ou-1168583344-qw07wn5qyeogtf41rdjsc9928mh5ufmpw

EDIT: The sub on Hydreigon is for stalls/balances since hydrei tends to get into a lot of 50/50's weather it wants to plot or flash cannon the clefs on switch or whatever. Sub helps alleviate that guessing a lot and can claim quite a few kills surprisingly at the cost of longevity which the team doesn't need too much since its HO.
 
Last edited:
Rillaboom + Crawdaunt Balance

1597788594051.png
1597788615764.png
1597788906786.png
1597788928296.png
1597788937602.png
1597788947414.png

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Roost
- Heal Bell

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Knock Off

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Knock Off

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Discharge
- Overheat
- Pain Split

Standard balance team built around Rillaboom + Crawdaunt. These two can defeat their desired checks, such as Mandibuzz, Corviknight, Volcarona, opposing Crawdaunt, etc. Togekiss is an excellent stallbreaker/late-game cleaner that weakens foes with Air Slash. Mandibuzz is the premier Defogger as it can check a lot of mons for the team, including Excadrill, Rillaboom, Dragapult, etc. Clefable is a standard wall and the hazard setter of the team (also one of the best checks to urshifu, who is legit a disease this gen) Rotom-Heat is just there for offensive utility + pivoting, but you could prolly change it to something else. You might also want to go mixed on Clefable for a better Hydreigon matchup. Don't encounter Lucario, it swept my team
 

Ruft

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Smogon Discord Contributor Alumnus
OU Leader
It's time to vote!

Reminder: the voting system used is the Ranked Pairs format (the same as CAP uses). To vote you basically order your options like this: C>B>A>D, like this A>B=C>D, or like this D>C, assuming there are 4 team options (A, B, C, and D). If you choose not to vote for all teams, the last team(s) will be assumed to be last and valued equally if more than one got left out. If you have any questions about this system, by all means, contact me or lyd.

And remember, you may vote for as many or as little teams as you want!

Team A by SpookMÆN
PARA + SET UP SPAM

:rillaboom: :dragapult: :slowbro: :urshifu: :volcarona: :excadrill:

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Grassy Glide
- Wood Hammer
- Knock Off

Dragapult @ Dragon Fang
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave
- U-turn
- Dragon Darts
- Dragon Dance

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Scald
- Slack Off
- Teleport
- Thunder Wave

Urshifu @ Life Orb
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bulk Up
- Sucker Punch
- Wicked Blow
- Close Combat

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Psychic

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- High Horsepower
- Stealth Rock
- Rapid Spin
- Iron Head

This team focuses on using Banded Rilla to its fullest, with each of the team members providing support to aid in it revenge killing or wall breaking. The pair of Pult, acting as a switch in to rotom heat and being able to outspeed dittos thanks to DD, and Slowbro, a blanket check to physical attackers, not only complete a momentum core with Rilla, but also provide speed control in thunderwave, crippling common switch ins that would otherwise annoy Rilla as well as other team members.

The para spam helps Shifu greatly, as it foregoes a choice band for LO + BU, allowing it to be less prediction reliant, muscle past predicted switch ins and nail faster threats with sucker punch, complementing Rilla in wallbreaking as both share common checks together, such as mandi. Volcarona acts as yet another deadly set up sweeper, able to capitilaze on the holes left by wallbreakers, while also patching up the team's weakness to grass types. Finally, Drill compresses the roles of a hazard setter, removal and volt switch immunity, somethig the team desperately needs.
Team B by Revërberations
View attachment 268543 (Pokepaste)
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Wood Hammer
- Knock Off
- U-turn
- Grassy Glide

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

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- High Horsepower
- Rapid Spin
- Steel Beam

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 68 Def / 84 SpD / 12 Spe
Adamant Nature
- Spirit Break
- Taunt
- Reflect
- Light Screen

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Psychic

Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Substitute

Rillaboom belies a versatility in its teambuilding options, with plenty of viable sets to run, but why worry about that when we can just bash face? This is a take on the standard Dual-Screens Hyper-Offense style of play, but a bit bulkier than most versions. Dracozolt, though unconventional and slightly inconsistent, pairs well with Rillaboom. Dracozolt tackles certain walls/defoggers Rillaboom would stuggle to crack, like Corviknight, Mandibuzz, and Scizor, while the Grassy Terrain reduces opposing Earthquakes’ damage to Dracozolt. Of course, Screens HO demands a lead and Screens setter, so Excadrill and Grimmsnarl were the choices made. I confess, the EVs on Grimmsnarl seem odd at first glance, but without getting too into it, they allow for survival of certain SE hits with the appropriate screens up. This gives the best chance that both sets of screens get deployed, while still maximizing attack power. Payoff sweepers appear in Volcarona and Hawlucha. Volcarona enjoys Grassy Terrain for the passive regen it provides whilst sweeping, but Hawlucha is the greater abuser of Rillaboom’s ability. The old Gen 7 EV spread is selected here to, again, prioritize bulk, and handle Clefable a bit better, but Light Screen is still heavily advised to be up in that scenario.
Team C by Katy
:clefable: :mandibuzz: :rillaboom: :magnezone: :dragapult: :snorlax:

importable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Knock Off

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- High Horsepower

Magnezone @ Choice Specs
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Toxic

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 68 Atk / 188 SpA / 252 Spe
Mild Nature
- Hex
- U-turn
- Dragon Darts
- Will-O-Wisp

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Heat Crash


description: standard rillaboom team with clefable as a rocks-setter and mandibuzz as a defogger, they form a good defensive core against urshifu, whereas rillaboom is the speed-control with choice scarf and priority grassy-glide, it has high horsepower to hit poison- and steel-types and u-turn to maintain momentum. magnezone is the partner of choice as it is able to trap corviknight, which can be highly annoying to that team and with specs magnezone is a dangerous wallbreaker. toxic hits pkmn like alola marowak, charizard, rotom-heat, and other threatening mons like rhyperior and mamoswine. dragapult is another fast threat and it has will-o-wisp + hex in its arsenal to especially annoy physical attackers like tyranitar, weavile, urshifu and zeraora as well as hawlucha. dragon darts hits blissey harder which is immune to hex and u-turn is there to gain momentum. last slot is snorlax since this team is weak to volcarona therefore snorlax can check it with its amazing ability in thick fat and with body slam it can dish out paras here and there and heat crash is for pkmn like magnezone, corviknight and scizor.​
Team D by slainey
View attachment 270026 View attachment 270027View attachment 270028View attachment 270029View attachment 270030View attachment 270031
Importable: https://pokepast.es/1ba01c01b5506bcf

Description
This team is oriented around brute forcing past the balance teams and stalls(as well as semi stalls) that are commonly used. Kommo-o acts as a sort of bulky sponge that can dish out damage still with its respectable spa stat as well as strong stab to back it up being clanging scales. You get up the hazards toxic/attack the defog Pokemon to keep the rocks u. Something nice about this set is that unlike the regular sets of body press flamethrower stealth rock, clanging scales can effectively force out those Xatu stall teams as of recent, and get up the rocks that can help secure 2 hit kos for the rest of the team. The only issue with kommo-o is that it is hard walled by Clefable but that's more of a Kommo-o problem not really a set problem. The rest of the team is pretty self explanatory, set up and try to win through brute force but there's actually a major issue to this team.

Unaware Clefable steamrolls this team badly as Volcarona,Kommo-o,Primarina are all hard walled by unaware Clefable, and to even get chip in on it with Dragapult and Hydreigon means sacking them to it. THIS is where Rillaboom comes into play, as it straight up OHKOS unaware Clefable's with wood hammer(grassy glide sadly doesn't do enough to faint clefable outright so I resorted to dual grass stab+spower) and can even force them out and you can get a free sd and start destroying everything. Without Rillaboom this team also would have no way for any sort of passive recovery really as well as priority to deal with rain teams or Pokemon that set up on this team. Rillaboom really glues together this team with its raw power to break through the deadly unaware wall, make up for loss of speed, and lack of overall longevity.


REPLAY: https://replay.pokemonshowdown.com/gen8ou-1168583344-qw07wn5qyeogtf41rdjsc9928mh5ufmpw

EDIT: The sub on Hydreigon is for stalls/balances since hydrei tends to get into a lot of 50/50's weather it wants to plot or flash cannon the clefs on switch or whatever. Sub helps alleviate that guessing a lot and can claim quite a few kills surprisingly at the cost of longevity which the team doesn't need too much since its HO.
Team E by RottenInfernape
Rillaboom + Crawdaunt Balance

View attachment 270050View attachment 270051View attachment 270052View attachment 270053View attachment 270054View attachment 270055
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Roost
- Heal Bell

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Knock Off

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Knock Off

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Discharge
- Overheat
- Pain Split

Standard balance team built around Rillaboom + Crawdaunt. These two can defeat their desired checks, such as Mandibuzz, Corviknight, Volcarona, opposing Crawdaunt, etc. Togekiss is an excellent stallbreaker/late-game cleaner that weakens foes with Air Slash. Mandibuzz is the premier Defogger as it can check a lot of mons for the team, including Excadrill, Rillaboom, Dragapult, etc. Clefable is a standard wall and the hazard setter of the team (also one of the best checks to urshifu, who is legit a disease this gen) Rotom-Heat is just there for offensive utility + pivoting, but you could prolly change it to something else. You might also want to go mixed on Clefable for a better Hydreigon matchup. Don't encounter Lucario, it swept my team
You have about 3 days to vote.
 

Ruft

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Smogon Discord Contributor Alumnus
OU Leader
The voting phase is over! These are the votes:
D>A>C>E>B
C>E>D>A>B
D>E>A>C>B
C>E>D>A>B
A>B>E>D>C
C>A=B=D=E
A>C>B=D=E
If we input this here, the resulting winner is team C by Katy. Congratulations! Your submission will be added to the archive soon.

Week 13: Crawdaunt

This week you'll be building around Crawdaunt, one of the scariest wallbreakers around. You have one week to submit a team. Good luck!​
 

Katy

Banned deucer.
Crawdaunt Offense

:clefable: :corviknight: :crawdaunt: :dragapult: :rillaboom: :primarina:

importable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Flamethrower

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Defog
- Iron Head
- Roost
- U-turn

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 68 Atk / 188 SpA / 252 Spe
Mild Nature
- Hex
- U-turn
- Dragon Darts
- Will-O-Wisp

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Superpower
- U-turn
- Grassy Glide
- Knock Off

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 40 SpA / 44 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Draining Kiss


description: this is an offensive team and works as follows: clefable sets up rocks and has with soft-boiled the longevity to do so, moonblast is its stab and flamethrower is for corviknight, skarmory and ferrothorn as a surprise and it can check urshifu. corviknight is the defogger, with its stab iron head and it has roost for longevity and u-turn for helping to create momentum. it is also a secondary check to urhsifu and it can also check alakazam, clefable which lacks a fire- or electric-coverage and hatterene on sun teams. crawdaunt is the main-star of this team with the usual swords dance-set and life orb + adaptability which gives it insane breaking power with its dual-stab-combination. dragapult is a fast pokémon and has hex + wisp to cripple the opposing team severly and u-turn helps to keep up momentum, dragon darts is there to damage blissey a bit better as it can shrug off draco meteors with ease otherwise. rillaboom has the choice band-set with superpower to hit the common ferrothorn, u-turn is there to further strengthen the momentum, grassy glide is a strong cb- and grassy terrain-boosted priority attack and knock off is here to remove annoying items such as heavy-duty boots and leftovers from the opposition. primarina is the last mon on this team with the strong sub+cm-set and draining kiss instead of moonblast to gain some recovery back and scald as the primary stab. all in all the team acts very offensive and dragapult is there to support the team with the wisp + hex combination and corviknight, dragapult and rilla are there to help giving primarina and crawdaunt the necessary momentum and to break thru their usual checks.​
 

ShootingStarmie

Bulletproof
is a Team Rater Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnus
It's been a while since I posted in OU... regardless I wanted to share my team and test my knowledge of the meta.

Lobster Spikes Offense
1598376330851.png


Team building process / other versions:
Obviously team has to have Crawdaunt, so in it goes.
1598375068050.png

Basic idea was to bring Crawdaunt in safely is break stuff, so I went with a basic Volt-turn core and picked the best Pokemon for the job.
1598375224380.png
1598375244584.png
1598375263242.png

Team had decent synergy but no real plan. Had previous success with a Rillaboom + Lucha core, and the typing synergy seemed to fit the team well. In they both go.
1598375336161.png
1598375349803.png
1598375355994.png
1598375408395.png
1598375415120.png

The actual team was put together, just needed hazards. I really liked the idea of Spike stacking, as Spikes seem very anti meta right now with bulky regen teams running rampant. Mew is I think the best Spikes user, and usually gets up at least SR + 1 layer of Spikes with Red Card.
1598375604415.png
1598375609253.png
1598375613116.png
1598375617054.png
1598375624726.png
1598375639870.png

This team done okayish, but I was really weak to Clefable. Magic Guard made Clef immune to my Spikes, and no one on the team wanted to switch into a Moonblast. Urshifu was also a pain, but certainty bearable. I tried different versions of the team, where I used Toxtricity > Zeraora, and Volc > Dragapult, but the final version of the team I ended up with was Gengar > Dragapult. Gengar can still spin block to keep hazards up, and most importantly it's a solid check to Clefable. Here's the final version of the team.
1598375942313.png
1598376035314.png
1598376083403.png
1598376044729.png
1598376050366.png
1598376054470.png

The team focuses on Hawlucha to clean up after Crawdaunt punches holes in the opposing team. Due to the high speed and amount of priority attacks on this team, other members are able to also pick off weakened foes. Rillaboom + Hawlucha is a core known for doing well vs Weather teams, which often do well versus builds like this. Mew has surprised me, as its the first time I've used it this gen. I lead 90% of my games with it, as its such a nuisance for other teams to face. You'll notice I actually run Iron Tail over Knock Off on Zeraroa, mostly just to help with Clefable slightly. Gengar is inferior to Dragapult, but being able to check Clefable (instead of being weak to it) was too much to pass up on. Gengar is still very good, I just wish it had Levitate again :(

So far on the ladder I'm 20-3 with it, usually the losses coming down to misplays. Should be a good team to play against low / mid ladder.

Importable: https://pokepast.es/50282e976b514a98
 

Attachments

Last edited:
Whoops was gonna finish this sooner but procastinated.

Crayfish (it's not a lobster btw) teleport + volturn abuse

:sm/rillaboom: :sm/crawdaunt: :sm/xatu:
:sm/kommo-o: :sm/rotom heat: :sm/excadrill:

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Knock Off
- Wood Hammer
- Grassy Glide

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Aqua Jet
- Crabhammer
- Swords Dance

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Teleport
- Future Sight
- Thunder Wave
- Roost

Kommo-o @ Rocky Helmet
Ability: Bulletproof
EVs: 252 HP / 148 Def / 40 SpD / 68 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Stealth Rock
- Toxic
- Flamethrower

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 92 SpD / 168 Spe
Calm Nature
- Volt Switch
- Overheat
- Toxic
- Pain Split

Excadrill @ Chople Berry
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Iron Head
- High Horsepower
- Rapid Spin
- Toxic

Okay by now most players know what Crawdaunt does, it sets up and goes ham agaisnt defensive teams or rkills speedy threats in more offensive games. With this in mind, the team was built to focus on pivoting around offensive threats and chip walls with status instead of the more conventional hazard stack due to everything running boots and allowing a more defensive backbone to support it.

Rillaboom is basically a second crawdaunt except its choice locked and has some speed to back it up. They take care of each others answers to make room for the other one clean up, and Rilla can generate momentum for Crawdaunt to come in safely, which is much needed for it due to its overal fraility.This is where Xatu comes in, and while its outclassed by mons with similar traits, it compresses several roles in one. These include a no u to Hippo (denies rocks and toxics, plus ground immunity), speed control in T wave, future sight for additional pressure and teleport, allowing for one of the breakers to come in. This works great in tandem with fs, forcing dark/steels to switch in or to sac a mon.

Kommo-o serves as a great rocker that improves the sun MU drastically, and is used to blanket check physical breakers (opposing Rillaboom) while chipping them down slowly with rh. The last two deal with special attackers, most notably Togekiss, with Rotom Heat compeleting a Volturn core, a FWG core, and handle fat grass types while Excadrill can lure physical walls like Mandi with toxic, provides a volt immunity (chople was for CC from Zeraora) and an emergency spin. It's worth nothing that these three all hit FS resists for SE damage.
 
Crawdaunt Semi-Rain Balance

:ss/Crawdaunt: :ss/Pelipper: :ss/Ferrothorn: :ss/Blissey: :ss/Zeraora: :ss/Toxicroak:

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Pelipper @ Heavy-Duty Boots
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Roost
- U-turn
- Defog

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Knock Off
- Body Press
- Leech Seed

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Seismic Toss
- Soft-Boiled
- Toxic
- Teleport

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunder
- Focus Blast
- Grass Knot

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Knock Off
- Toxic
- Gunk Shot

Summary:

The team overall focuses on allowing Crawdaunt to come in safely, and break opposing teams in two. There are very few things that can safely switch into the big crawfish. Zeraora is a second win condition, once it's checks have been dealt with, boosting up with CM. Aside from that, the rest of the team is focused on taking hits, spreading status or hazards, and bringing said win cons back in. I call it semi rain, because while rain helps Crawdaunt and Toxicroak in particular, it isn't crucial to the other mons at all.

Teambuilding Process:

When building with Crawdaunt, I wanted to build around it using rain and momentum in the form of U-Turn, Volt Switch and Teleport. Crawdaunt is the central piece of the team, the primary way of breaking teams, while also being able to sweep with pure, rain boosted aqua jets.

Pelipper was the first, obvious team member to setup the rain, boosting Crawdaunt's Crabhammer and Aqua Jet to absurd levels of power. It also acts as the team's defogger, and a slow u-turner for the daunt.

Ferrothorn was my other traditional abuser of rain, which allows it to deal with fire type hits a little better. When originally building the team, it also had utility Clef over Zeraora which was the stealth rocker. Since taking that off, Ferrothorn still runs spikes over SR, though both are solid. Spikes is super nice into all the regen cores around. Body Press allows it to deal with Excadrill, which can otherwise be a threat to this team if running rock slide.

Blissey was then chosen as the team's specially defensive tank as it is the best in the business, also boasting Teleport for free Crawdaunt or Zeraora switch ins. It is able to act as a status absorber against things like Pex as well. You can run SR if you're comfortable not running Teleport.

Zeraora was then chosen for speed control, and for a decently strong special attacker. It also acts as a second win con, boosting up with CM. Thunder takes advantage of the rain. Focus Blast means you aren't just hard walled by certain steel types. Grass Knot is the team's answer to things like Gastrodon with storm drain (though be careful of scouting). Originally it ran Volt Switch over Calm Mind to also switch into Crawdaunt, but I upgraded it to secondary win con after testing.

Toxicroak's set was my brain-child. It singlehandedly deals with one of the tier's biggest threats, Urshifu-SS. See my heat post for more information. Suffice to say, in the rain, this croaky boi can take hits like a champ. It also deals with Rillaboom, another major threat to the team. Or rather, those not running High Horsepower, which is most of them.


Edit: Upon further testing, HDB on Pelipper seems to be better. While the team does really appreciate the extra turns of rain, Pelipper is able to get much more usage when running the boots. As the team's primary method of hazard control, it is clearly necessary as of testing.
 
Last edited:

Ruft

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Smogon Discord Contributor Alumnus
OU Leader
It's time to vote!

Reminder: the voting system used is the Ranked Pairs format (the same as CAP uses). To vote you basically order your options like this: C>B>A>D, like this A>B=C>D, or like this D>C, assuming there are 4 team options (A, B, C, and D). If you choose not to vote for all teams, the last team(s) will be assumed to be last and valued equally if more than one got left out. If you have any questions about this system, by all means, contact me or lyd.

And remember, you may vote for as many or as little teams as you want!

Team A by Katy
Crawdaunt Offense

:clefable: :corviknight: :crawdaunt: :dragapult: :rillaboom: :primarina:

importable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Flamethrower

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Defog
- Iron Head
- Roost
- U-turn

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 68 Atk / 188 SpA / 252 Spe
Mild Nature
- Hex
- U-turn
- Dragon Darts
- Will-O-Wisp

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Superpower
- U-turn
- Grassy Glide
- Knock Off

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 40 SpA / 44 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Draining Kiss


description: this is an offensive team and works as follows: clefable sets up rocks and has with soft-boiled the longevity to do so, moonblast is its stab and flamethrower is for corviknight, skarmory and ferrothorn as a surprise and it can check urshifu. corviknight is the defogger, with its stab iron head and it has roost for longevity and u-turn for helping to create momentum. it is also a secondary check to urhsifu and it can also check alakazam, clefable which lacks a fire- or electric-coverage and hatterene on sun teams. crawdaunt is the main-star of this team with the usual swords dance-set and life orb + adaptability which gives it insane breaking power with its dual-stab-combination. dragapult is a fast pokémon and has hex + wisp to cripple the opposing team severly and u-turn helps to keep up momentum, dragon darts is there to damage blissey a bit better as it can shrug off draco meteors with ease otherwise. rillaboom has the choice band-set with superpower to hit the common ferrothorn, u-turn is there to further strengthen the momentum, grassy glide is a strong cb- and grassy terrain-boosted priority attack and knock off is here to remove annoying items such as heavy-duty boots and leftovers from the opposition. primarina is the last mon on this team with the strong sub+cm-set and draining kiss instead of moonblast to gain some recovery back and scald as the primary stab. all in all the team acts very offensive and dragapult is there to support the team with the wisp + hex combination and corviknight, dragapult and rilla are there to help giving primarina and crawdaunt the necessary momentum and to break thru their usual checks.​
Team B by ShootingStarmie
It's been a while since I posted in OU... regardless I wanted to share my team and test my knowledge of the meta.

Lobster Spikes Offense
View attachment 271538

Team building process / other versions:
Obviously team has to have Crawdaunt, so in it goes.
View attachment 271515
Basic idea was to bring Crawdaunt in safely is break stuff, so I went with a basic Volt-turn core and picked the best Pokemon for the job.
View attachment 271516View attachment 271517View attachment 271518
Team had decent synergy but no real plan. Had previous success with a Rillaboom + Lucha core, and the typing synergy seemed to fit the team well. In they both go.
View attachment 271519View attachment 271520View attachment 271521View attachment 271522View attachment 271523
The actual team was put together, just needed hazards. I really liked the idea of Spike stacking, as Spikes seem very anti meta right now with bulky regen teams running rampant. Mew is I think the best Spikes user, and usually gets up at least SR + 1 layer of Spikes with Red Card.
View attachment 271524View attachment 271525View attachment 271526View attachment 271527View attachment 271528View attachment 271529
This team done okayish, but I was really weak to Clefable. Magic Guard made Clef immune to my Spikes, and no one on the team wanted to switch into a Moonblast. Urshifu was also a pain, but certainty bearable. I tried different versions of the team, where I used Toxtricity > Zeraora, and Volc > Dragapult, but the final version of the team I ended up with was Gengar > Dragapult. Gengar can still spin block to keep hazards up, and most importantly it's a solid check to Clefable. Here's the final version of the team.
View attachment 271530View attachment 271532View attachment 271537View attachment 271534View attachment 271535View attachment 271536

The team focuses on Hawlucha to clean up after Crawdaunt punches holes in the opposing team. Due to the high speed and amount of priority attacks on this team, other members are able to also pick off weakened foes. Rillaboom + Hawlucha is a core known for doing well vs Weather teams, which often do well versus builds like this. Mew has surprised me, as its the first time I've used it this gen. I lead 90% of my games with it, as its such a nuisance for other teams to face. You'll notice I actually run Iron Tail over Knock Off on Zeraroa, mostly just to help with Clefable slightly. Gengar is inferior to Dragapult, but being able to check Clefable (instead of being weak to it) was too much to pass up on. Gengar is still very good, I just wish it had Levitate again :(

So far on the ladder I'm 20-3 with it, usually the losses coming down to misplays. Should be a good team to play against low / mid ladder.

Importable: https://pokepast.es/50282e976b514a98
Team C by SpookMÆN
Whoops was gonna finish this sooner but procastinated.

Crayfish (it's not a lobster btw) teleport + volturn abuse

:sm/rillaboom: :sm/crawdaunt: :sm/xatu:
:sm/kommo-o: :sm/rotom heat: :sm/excadrill:

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Knock Off
- Wood Hammer
- Grassy Glide

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Aqua Jet
- Crabhammer
- Swords Dance

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Teleport
- Future Sight
- Thunder Wave
- Roost

Kommo-o @ Rocky Helmet
Ability: Bulletproof
EVs: 252 HP / 148 Def / 40 SpD / 68 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Stealth Rock
- Toxic
- Flamethrower

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 92 SpD / 168 Spe
Calm Nature
- Volt Switch
- Overheat
- Toxic
- Pain Split

Excadrill @ Chople Berry
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Iron Head
- High Horsepower
- Rapid Spin
- Toxic

Okay by now most players know what Crawdaunt does, it sets up and goes ham agaisnt defensive teams or rkills speedy threats in more offensive games. With this in mind, the team was built to focus on pivoting around offensive threats and chip walls with status instead of the more conventional hazard stack due to everything running boots and allowing a more defensive backbone to support it.

Rillaboom is basically a second crawdaunt except its choice locked and has some speed to back it up. They take care of each others answers to make room for the other one clean up, and Rilla can generate momentum for Crawdaunt to come in safely, which is much needed for it due to its overal fraility.This is where Xatu comes in, and while its outclassed by mons with similar traits, it compresses several roles in one. These include a no u to Hippo (denies rocks and toxics, plus ground immunity), speed control in T wave, future sight for additional pressure and teleport, allowing for one of the breakers to come in. This works great in tandem with fs, forcing dark/steels to switch in or to sac a mon.

Kommo-o serves as a great rocker that improves the sun MU drastically, and is used to blanket check physical breakers (opposing Rillaboom) while chipping them down slowly with rh. The last two deal with special attackers, most notably Togekiss, with Rotom Heat compeleting a Volturn core, a FWG core, and handle fat grass types while Excadrill can lure physical walls like Mandi with toxic, provides a volt immunity (chople was for CC from Zeraora) and an emergency spin. It's worth nothing that these three all hit FS resists for SE damage.
Team D by ReadTheMango
Crawdaunt Semi-Rain Balance

:ss/Crawdaunt: :ss/Pelipper: :ss/Ferrothorn: :ss/Blissey: :ss/Zeraora: :ss/Toxicroak:

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Pelipper @ Heavy-Duty Boots
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Roost
- U-turn
- Defog

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Knock Off
- Body Press
- Leech Seed

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Seismic Toss
- Soft-Boiled
- Toxic
- Teleport

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunder
- Focus Blast
- Grass Knot

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Knock Off
- Toxic
- Gunk Shot

Summary:

The team overall focuses on allowing Crawdaunt to come in safely, and break opposing teams in two. There are very few things that can safely switch into the big crawfish. Zeraora is a second win condition, once it's checks have been dealt with, boosting up with CM. Aside from that, the rest of the team is focused on taking hits, spreading status or hazards, and bringing said win cons back in. I call it semi rain, because while rain helps Crawdaunt and Toxicroak in particular, it isn't crucial to the other mons at all.

Teambuilding Process:

When building with Crawdaunt, I wanted to build around it using rain and momentum in the form of U-Turn, Volt Switch and Teleport. Crawdaunt is the central piece of the team, the primary way of breaking teams, while also being able to sweep with pure, rain boosted aqua jets.

Pelipper was the first, obvious team member to setup the rain, boosting Crawdaunt's Crabhammer and Aqua Jet to absurd levels of power. It also acts as the team's defogger, and a slow u-turner for the daunt.

Ferrothorn was my other traditional abuser of rain, which allows it to deal with fire type hits a little better. When originally building the team, it also had utility Clef over Zeraora which was the stealth rocker. Since taking that off, Ferrothorn still runs spikes over SR, though both are solid. Spikes is super nice into all the regen cores around. Body Press allows it to deal with Excadrill, which can otherwise be a threat to this team if running rock slide.

Blissey was then chosen as the team's specially defensive tank as it is the best in the business, also boasting Teleport for free Crawdaunt or Zeraora switch ins. It is able to act as a status absorber against things like Pex as well. You can run SR if you're comfortable not running Teleport.

Zeraora was then chosen for speed control, and for a decently strong special attacker. It also acts as a second win con, boosting up with CM. Thunder takes advantage of the rain. Focus Blast means you aren't just hard walled by certain steel types. Grass Knot is the team's answer to things like Gastrodon with storm drain (though be careful of scouting). Originally it ran Volt Switch over Calm Mind to also switch into Crawdaunt, but I upgraded it to secondary win con after testing.

Toxicroak's set was my brain-child. It singlehandedly deals with one of the tier's biggest threats, Urshifu-SS. See my heat post for more information. Suffice to say, in the rain, this croaky boi can take hits like a champ. It also deals with Rillaboom, another major threat to the team. Or rather, those not running High Horsepower, which is most of them.


Edit: Upon further testing, HDB on Pelipper seems to be better. While the team does really appreciate the extra turns of rain, Pelipper is able to get much more usage when running the boots. As the team's primary method of hazard control, it is clearly necessary as of testing.
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