D > E > B > A > C = F > G
Small note, you put Iron Defense instead of Iron Head on Bish
^ click above for importable ^
This team is built around the ever-so-popular FuturePort Slowking aiding CB Bisharp in breaking teams apart. I knew I wanted to make the most out of Bisharp so I decided to use my favourite Spikes-stacking hazard control core of Zapdos-Ferrothorn-Garchomp, which provides very valuable defensive utility. also, every one of these three have an ability that punished contact moves, which is always nice. spikes stacking sinergyzes well with assurance, a move that doubles its power if the opponent has already taken damage that turn and ofc entry hazards do count. this means that you have a spammable dark type attack even if you have already knocked off items on key switch-in. in fact, boosted assurance is FAR stronger than knock off. slowking alongside zap and ferro is my safety net for cb shifu (zap deters uturn, slowking eats one stab + fsight, zap then punishes cc while ferro punishes sstrikes); zap deals w grass offense, flying types like torn-t, g-zap and lucha, takes on zeraora even after losing boots with this hefty def investment and is the ground immunity. hurricane>heat wave if you want a stronger hit against ground types, it absolutely makes sense although you lose some against zera. ferro spdef hard counters koko, gives me counterplay against kyurem and lele, sponges a couple shadowballs from dragapult and of course is here for spikes. chomp is my rocker, sd dual stab mantains offensive presence and is also a win con late game, while leftovers allows it to check dangerous foes like zeraora and heatran more reliably. last is specs pult, very splashable mon ofc that offers invaluable speed control and rkills stuff like sd kart that threatens this team. no hex because i dont want to spread status, i want to spread hazard chip damage. flamethrower hits metal birds and rillaboom, opening up for both bisharp and sd chomp. pult also sinergyzes amazingly with cb sharp, bringing it in against clef and blissey, while also abusing futureport+cb sharp pressuring sturdy dark or steel types, making them unable to take on both pult and sharp
Lmao my badSmall note, you put Iron Defense instead of Iron Head on Bish
Team B by SLDRA Mothy Sight with Swords Dance Bisharp, Choice Specs Dragapult, and Stealth Rocks Clefable Offense.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunderbolt
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Defog
- Earthquake
- U-turn
- Toxic
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Swords Dance
- Sucker Punch
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Flamethrower
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Superpower
- Grassy Glide
- U-turn
- Knock Off
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Roost
- Flamethrower
- Psychic
this team is built with stealth rocks clefable which acts like a check to kyurem and dragapult, and with thunderbolt as coverage for toxapex, corviknight, and skarmory. landorus-t is the defogger here on this team and can spread status with toxic and is a check to zeraora and tapu koko. bisharp and dragapult are a strong core, due to their typing and how they can overwhelm opposing teams, with bisharp having the strong swords dance set and dragapult the strong choice specs set with flamethrower for steel-types such as magnezone, corviknight, and skarmory. rillaboom with the choice band set is a potent and dangerous wallbreaker, alongside volcarona, and they both build up a great partnership. rillaboom threatens tyranitar and other ground-types such as garchomp and is a check to urshifu-r, whereas volcarona can check kyurem and is able to check opposing rillaboom and also kartana.
Team C by t045t3r
^ click above for importable ^
This team is built around the ever-so-popular FuturePort Slowking aiding CB Bisharp in breaking teams apart. I knew I wanted to make the most out of Bisharp so I decided to use my favourite Spikes-stacking hazard control core of Zapdos-Ferrothorn-Garchomp, which provides very valuable defensive utility. also, every one of these three have an ability that punished contact moves, which is always nice. spikes stacking sinergyzes well with assurance, a move that doubles its power if the opponent has already taken damage that turn and ofc entry hazards do count. this means that you have a spammable dark type attack even if you have already knocked off items on key switch-in. in fact, boosted assurance is FAR stronger than knock off. slowking alongside zap and ferro is my safety net for cb shifu (zap deters uturn, slowking eats one stab + fsight, zap then punishes cc while ferro punishes sstrikes); zap deals w grass offense, flying types like torn-t, g-zap and lucha, takes on zeraora even after losing boots with this hefty def investment and is the ground immunity. hurricane>heat wave if you want a stronger hit against ground types, it absolutely makes sense although you lose some against zera. ferro spdef hard counters koko, gives me counterplay against kyurem and lele, sponges a couple shadowballs from dragapult and of course is here for spikes. chomp is my rocker, sd dual stab mantains offensive presence and is also a win con late game, while leftovers allows it to check dangerous foes like zeraora and heatran more reliably. last is specs pult, very splashable mon ofc that offers invaluable speed control and rkills stuff like sd kart that threatens this team. no hex because i dont want to spread status, i want to spread hazard chip damage. flamethrower hits metal birds and rillaboom, opening up for both bisharp and sd chomp. pult also sinergyzes amazingly with cb sharp, bringing it in against clef and blissey, while also abusing futureport+cb sharp pressuring sturdy dark or steel types, making them unable to take on both pult and sharp
Team D by Clone
tornt + bisharp voltturn
(click the sprites for the paste)
for starters, this build ended up being incredibly formulaic because of how straightforward building with fs + breaker spikestacking is. utilized the core of cb bisharp + aoa offensive fogger torn-t to lure in and overlap eachothers checks and counters, which becomes extremely difficult to deal with defensively.
essentially spikes + fs support and sr which is of course mandatory, is the best way to begin building with bisharp so i decided to slap that in along with a powerful rotomw + lando-t pivoting core. defiant bish is incredible at deterring foggers such as zapdos, corviknight and tornt to get a free attack boost while going unpunished. on another note burning stuff + stacking spikes with spdef ferro invalidates rolls completely lowering the bar to 25% on switch-ins, excluding spikes immune mons (levitate, flyings).
(i)
dual haz ferro because i wanted to compress toxic knock lando, defensive sets are the best rn. i feel like torn offers adequate speed control with the only issues being dragapult, zeraora, weavile, tapu koko, and speed tying opposing torn.
(ii)
beat up bish only makes it more difficult to deal with so it can go unpunished, reaching 87 base power effectively.
(iii)
torn evs avoid the 2hko from ada cb rilla, rotomw evs try to be as physically bulky as possible to check urshr and weavile and outspeed crawdaunt (209 speed) but may be an unrealistic matchup otherwise
Team E by M24https://pokepast.es/561847299b0e7219
Bisharp + Specs Kyurem are terrifying breakers that pair well together. Kyurem takes on pex, corv, zapdos, skarm, etc for bisharp, who takes on Bliss, clef, etc for kyurem. Paired them with fs from king because that makes the team better. Added corv + hippo round out the defensive core without losing to koko or zera in the long term since Lando has no recovery and gets chipped easily while hippo has more staying power at the expense of momentum. They also help against volcarona between bb on corv preventing set up opportunities and toxic from hippo. Lastly, this version of the team has mixed boots pult to spread paralysis to slow down things for kyurem and bish, while also being annoying for opponents in general and U-Turn to get kyurem/bish in safely. Chose darts > Draco to further help against volc because that thing is always a threat, while also hitting blissey for Kyurem. EVs outspeed koko
I have a version with CM tbolt clef > pult to act as a glue with a wincon vs fat but it's more passive, as well as a version with SD Bisharp which lets it be more of a cleaner and more reliable revenge killer thanks to not being locked into sucker punch. It's a fun team that's won me a few roomtours so feel free to steal/edit/do whatever with it :)
Team F by seanahPult+Moistshifu + Band Bisharp Bulky Offense
https://pokepast.es/f62497f7cb6c7a1c
Swampert is an excellent partner for banded bisharp, being able to set up rocks and safely pivot bisharp in to launch some powerful knock offs. Assurance is the bane of every stall team once hazards are up, easily 2hkoing an itemless corviknight that thinks it's safe to switch in.
Dragapult and Moistshifu are strong special and physical breakers that are able to pivot with u-turn, also enabling bisharp.
Zapdos is an answer to grass spam teams which would otherwise be very troublesome for the team, and finally Landorus is a very potent wincon on unsuspecting teams with it's double dance set, as well as being a emergency switchin/sack for physical breakers that zapdos can't deal with.
Team G by voyage
Intro:
This team began with the fun idea of how to bait in the opponent's ground type with very little effort. This brought me to Regieleki + Defiant users, Bisharp and Zapdos-Galar, to bait in the most popular mon in the tier, Landorus-Therian
The Game Plan:
Bait your ladder opponent who will immediately click their ground type on Regieleki, where you then double switch into either one of your defiant users if that ground is Landorus, or you go to Weavile for Garchomp or Dragapult.
Playing as aggressively as possible from this point is crucial as this team heavily relies on momentum to keep itself going. Chipping down the threats with aggressive play will allow one of your sweepers to clean up endgame. After the ground is gone, Regieleki is a serious threat that becomes a nuisance for the opponent to deal with once you gain the advantage from before.
The Other Guys:
Landorus is the staple lead but can be used for other landorus things if needed. Using it later and going boom on the biggest threats to the team helped out immensely when testing.
Latios because the set is fun and will help beat pex + pairs nicely with bisharp.
you are relying solely on your opponent immediately clicking a ground on regieleki because it has no moves and is really bad, making it absolutely irresistible to click that juicy ground type. if this doesn't work you will most likely hold the fattest L of your life. also scarf fini is gonna kill everyone quite swiftly unless you use goatleki. biggest threat is that this team is super bad for your points unless you play incredibly reckless for an unnecessary advantage. Lastly, if you change the zapdos-g nickname u will def lose every game.
ok thanks for reading my stupid idea pce
this is my first post please go easy on me thank you c:
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Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock
Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hurricane
- Focus Blast
- Knock Off
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Defog
- U-turn
- Roost
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Superpower
Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Stone Edge
CB Bisharp can really be a threat, he has a very offensive double type especially for those who do not fit his punches well. It is true that I can wear SR in Chomp but it seems like an innovative idea.
I needed something that would cover the fight and ground weakness of the Bisharp base pokemon while keeping the idea of playing offensive. It came to mind TornadusT NP + Knock Off seems like fire to me since, like the previous one, it can put pressure in addition to disabling more passive targets. It is a useful support.
Well, the next name is Garchomp, which as I said I don't have SR because I find it more useful as the last Scale slot than its other stab. Left on LO because I think I need that recovery per turn instead of more power. It helps me cover Torna's electrical and rock weaknesses.
Tapu Koko as an offensive pivot supporting me with Defog and Roost for a longer stay. You can push things like Tapu Fini that are a problem for Garchomp among others.
Finally, I have added Rilla + Hawlucha because offensively it seems like a good combination helping to eliminate threats like Pert, Hippowdon, Ferro or Tangrowth that are a problem for Koko. Grassy Surge + Grassy Seed is a good way to take advantage of all the potential they offer you.