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:salazzle: :clefable: :snorlax: :corviknight: :seismitoad: :dragapult:
Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Wave
- Flamethrower
- Toxic

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Teleport

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

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 24 Atk / 152 Def / 80 Spe
Impish Nature
- Brave Bird
- Roost
- Body Press
- Defog

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 112 Def / 144 Spe
Bold Nature
- Stealth Rock
- Toxic
- Earth Power
- Knock Off

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Salazzle is good for it's ability to spread poison, so i had the idea to pair it with draga who takes advantage of poisoned mons with hex. Next, it's the classic well known core : clef/corvi/toad. Corvi's speed and set allows to outspeed conk and to heavily damage it with brave bird. Also corvi help the team against things like bisharp. I can afford to play physically unaware clef because the next member is lax. It helps the team on the special side mostly against kyurem,specs aegi,rotom-h,etc. It also benefits from salazzle poisonning pex. Last, it's the frog with enough speed to outspeed max speed sd aegi.
 
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Wildcat Formation

flexibly adaptable to the situation
is a Tiering Contributor
Hit 'em with the ol' razzle dazzle



Dragapult (F) @ Leftovers
Ability: Infiltrator
EVs: 136 HP / 252 SpA / 120 Spe
Timid Nature
- Draco Meteor
- Will-O-Wisp
- U-turn
- Hex

Rhyperior (F) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 40 Atk / 44 Def / 172 SpD
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Rock Blast

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Moonblast
- Protect
- Teleport
- Wish

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 32 Def / 116 SpD / 108 Spe
Careful Nature
- Foul Play
- Brave Bird
- Defog
- Roost

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Spikes
- Body Press
- Knock Off

Razzle Dazzle (Salazzle) (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Nasty Plot
- Toxic
- Sludge Wave

Pretty standard hazard stacking balance that also has the uncommon Rhyperior; good mon. It plus Ferro are fairly good at keeping hazards up. Salazzle fits nicely on the team, giving me a way to immediately handle Steels like Excadrill and Ferro while also pressuring opposing Clef for Pult. WishPort Clef keeps the gang healthy and helps Razzle Dazzle come in safely. Mandibuzz is unfortunately forced to run Brave Bird to help with the Conk matchup. Edit: Swapped Leech on Ferro for Whip because otherwise Primarina 6-0s.
 
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Idk how to get sprites up here >.>
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect

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

Mew @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Will-O-Wisp
- U-turn
- Defog

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Toxic
- Stealth Rock

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Trick
- Destiny Bond
- Sludge Wave



This team is a pretty standard Hex/status spam core with a custom Mew thrown in (could be something else but I like getting fast taunts on stuff like lead Exca). You pivot around trying to status stuff until they're worn down and you hex blast em.

Haven't run into anything that just runs over this team as of yet (my thinking is DD LO drag with steel wing could be an issue possibly).
 

Scarfire

is a Community Contributoris a Tiering Contributoris a Smogon Discord Contributor Alumnus
MPL Champion
:Salazzle: :Gengar: :Corviknight: :Clefable: :Seismitoad: :Incineroar:

Importable: https://pokepast.es/12ee2852d5f671e7

I present to you all, my poison spam balance team! So, we have this weeks star, Salazzle. Subtoxic is a very fun set for messing up fatter teams, but its always had the problem of being a clef switchin that doesn't actually beat clef, so I decided to pair it with smth that pressures clef, is a good wincon and pairs with Salazzle's status spam well: Hex Gengar. Its subNP because at +2 any status'd mon in the tier dies instantly, and sub is a good way to not mess up predicts on slow mons as they switch out. Physdef corvi is there for the likes of excadrill/bisharp/conk, clefable is for wish support, seismitoad for rocks and more status support. Lastly, Incineroar for a shadow ball resist, a soft zera check w/intimidate, will-o for more status and knock for utility.
 
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Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion

Salazzle @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Sludge Wave
- Flamethrower
- Nasty Plot

Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Teleport
- Moonblast
- Wish
- Protect

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

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Body Press
- Stealth Rock
- Earthquake
- Iron Defense

Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Play Rough
- Grass Knot
The starting point of this team was Salazzle paired with The Big Vish: Dracovish capitalizes on Salazzle poisoning its checks like Seismitoad and Toxapex. The hazards stacking core of Ferrothorn and Kommo-o provides even more chip damage together with Salazzle's Toxic and forms the defensive backbone of this team alongside Clefable. Zeraora abuses all the chip damage and gives the team more speed and better matchup vs faster stuff, nicely completing this squad.
 


Salazzle @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Sludge Wave
- Fire Blast
- Toxic

Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Play Rough
- Grass Knot

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 124 SpA / 136 Spe
Modest Nature
- Substitute
- Scald
- Moonblast
- Psychic

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Bulk Up
- Roost
- Taunt

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earth Power
- Scald

Salazzle gives a lot of play when it comes to assembling something based on it. My idea was a squad with different things out of the ordinary. Toxic is a good option for mon like Seismitoad and so somehow you can lower it. Zeraora is a good support with her mixed set Gnot and Plasma vs Pex. The double CM fairy core is most interesting. What I'm looking for is to press hitting hard.
 
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Capture.PNG


Mew @ Colbur Berry
Ability: Synchronize
EVs: 148 HP / 252 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Body Press
- Stored Power
- Cosmic Power

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

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Foul Play
- Roost
- U-turn
- Defog

Salazzle @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Wave
- Flamethrower
- Toxic

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 124 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Scald
- Moonblast
- Calm Mind

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Knock Off
- Earth Power
- Scald

Pretty straightforward build:
Salazzle helps to break Toxapex with Toxic, so Sub CM Primarina or Cosmic Power Mew can set up.
Scarf Jirachi gives speed control, helps to pivot, is a check to Clefable / Kyurem / Hawlucha / Cloyster / Togekiss. Trick is good against bulkier teams and Healing Wish can give Mew / Primarina a second chance.
The team needs a solid ghost resist so I went with Mandibuzz.
Mew helps to break fat teams and is a Conkeldurr / Zeraora / Bisharp check.
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
:primarina::salazzle::excadrill::hippowdon::gardevoir::gastrodon:
Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 80 Def / 44 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Moonblast

Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Toxic
- Flamethrower
- Sludge Wave

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 8 Atk / 248 Def
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Trick
- Healing Wish

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Amnesia / Toxic
- Scald
- Earth Power

I have a few other Salazzle teams but I felt like building smth from the ground up for this. Team is built around the gamer core of SubCM Primarina+Salazzle. P. self explanatory—Toxics Toxapex to BTFO most balance builds in endgame. Then plugged sand on bc I wanted to plug sand on. Originally had Terrakion over Gardevoir to sooooorta pressure Corviknight and Kyurem while being faster than Rotom but it just didn't feel like it was working out and I wanted some way of actually offensively pressuring Gengar when sand isn't up. Rly nice mon honestly—pressures Zeraora/Salazzle/Gengar/Dragapult/Kyurem/Dracovish/Hydreigon/other misc stuff, provides Healing Wish (stupid good move—lets me play Prim/Exca more aggressively) and Trace is rlly great for BTFOing things with absorption abilities (namely Zeraora and Seismitoad) as well as just providing a nice matchup versus weather in a pinch. I ran Trick in the third slot bc I wanted to pressure Corviknight but you can get away with running Mystical Fire or Focus Blast to help in the sand matchup if you want—MF is depressingly weak though and gives the team an uphill matchup versus non-physdef Corviknight while Focus Blast targets nothing except Excadrill (OHKOs tho). Ran Gastro in the last slot bc I have no Dracovish switch-in + bc Rotom-H is a bitch.
 
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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 DonSalvatore
:salazzle: :clefable: :snorlax: :corviknight: :seismitoad: :dragapult:
Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Wave
- Flamethrower
- Toxic

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Teleport

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

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 24 Atk / 152 Def / 80 Spe
Impish Nature
- Brave Bird
- Roost
- Body Press
- Defog

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 112 Def / 144 Spe
Bold Nature
- Stealth Rock
- Toxic
- Earth Power
- Knock Off

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Salazzle is good for it's ability to spread poison, so i had the idea to pair it with draga who takes advantage of poisoned mons with hex. Next, it's the classic well known core : clef/corvi/toad. Corvi's speed and set allows to outspeed conk and to heavily damage it with brave bird. Also corvi help the team against things like bisharp. I can afford to play physically unaware clef because the next member is lax. It helps the team on the special side mostly against kyurem,specs aegi,rotom-h,etc. It also benefits from salazzle poisonning pex. Last, it's the frog with enough speed to outspeed max speed sd aegi.
Team B by Wildcat Formation
Hit 'em with the ol' razzle dazzle



Dragapult (F) @ Leftovers
Ability: Infiltrator
EVs: 136 HP / 252 SpA / 120 Spe
Timid Nature
- Draco Meteor
- Will-O-Wisp
- U-turn
- Hex

Rhyperior (F) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 40 Atk / 44 Def / 172 SpD
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Rock Blast

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Moonblast
- Protect
- Teleport
- Wish

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 32 Def / 116 SpD / 108 Spe
Careful Nature
- Foul Play
- Brave Bird
- Defog
- Roost

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Spikes
- Body Press
- Knock Off

Razzle Dazzle (Salazzle) (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Nasty Plot
- Toxic
- Sludge Wave

Pretty standard hazard stacking balance that also has the uncommon Rhyperior; good mon. It plus Ferro are fairly good at keeping hazards up. Salazzle fits nicely on the team, giving me a way to immediately handle Steels like Excadrill and Ferro while also pressuring opposing Clef for Pult. WishPort Clef keeps the gang healthy and helps Razzle Dazzle come in safely. Mandibuzz is unfortunately forced to run Brave Bird to help with the Conk matchup. Edit: Swapped Leech on Ferro for Whip because otherwise Primarina 6-0s.
Team C by aceguy123
Idk how to get sprites up here >.>
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect

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

Mew @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Will-O-Wisp
- U-turn
- Defog

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Toxic
- Stealth Rock

Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Trick
- Destiny Bond
- Sludge Wave



This team is a pretty standard Hex/status spam core with a custom Mew thrown in (could be something else but I like getting fast taunts on stuff like lead Exca). You pivot around trying to status stuff until they're worn down and you hex blast em.

Haven't run into anything that just runs over this team as of yet (my thinking is DD LO drag with steel wing could be an issue possibly).
Team D by Acey - Danse Macabre
View attachment 244825View attachment 244826View attachment 244827View attachment 244829View attachment 244830View attachment 244831

Importable: https://pokepast.es/12ee2852d5f671e7

I present to you all, my poison spam balance team! So, we have this weeks star, Salazzle. Subtoxic is a very fun set for messing up fatter teams, but its always had the problem of being a clef switchin that doesn't actually beat clef, so I decided to pair it with smth that pressures clef, is a good wincon and pairs with Salazzle's status spam well: Hex Gengar. Its subNP because at +2 any status'd mon in the tier dies instantly, and sub is a good way to not mess up predicts on slow mons as they switch out. Physdef corvi is there for the likes of excadrill/bisharp/conk, clefable is for wish support, seismitoad for rocks and more status support. Lastly, Incineroar for a shadow ball resist, a soft zera check w/intimidate, will-o for more status and knock for utility.
Team E by Egor

Salazzle @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Sludge Wave
- Flamethrower
- Nasty Plot

Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Teleport
- Moonblast
- Wish
- Protect

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

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Body Press
- Stealth Rock
- Earthquake
- Iron Defense

Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Play Rough
- Grass Knot
The starting point of this team was Salazzle paired with The Big Vish: Dracovish capitalizes on Salazzle poisoning its checks like Seismitoad and Toxapex. The hazards stacking core of Ferrothorn and Kommo-o provides even more chip damage together with Salazzle's Toxic and forms the defensive backbone of this team alongside Clefable. Zeraora abuses all the chip damage and gives the team more speed and better matchup vs faster stuff, nicely completing this squad.
Team F by Taerim


Salazzle @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Sludge Wave
- Fire Blast
- Toxic

Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Play Rough
- Grass Knot

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 124 SpA / 136 Spe
Modest Nature
- Substitute
- Scald
- Moonblast
- Psychic

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Bulk Up
- Roost
- Taunt

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earth Power
- Scald

Salazzle gives a lot of play when it comes to assembling something based on it. My idea was a squad with different things out of the ordinary. Toxic is a good option for mon like Seismitoad and so somehow you can lower it. Zeraora is a good support with her mixed set Gnot and Plasma vs Pex. The double CM fairy core is most interesting. What I'm looking for is to press hitting hard.
Team G by I like pink mons
View attachment 245065

Mew @ Colbur Berry
Ability: Synchronize
EVs: 148 HP / 252 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Body Press
- Stored Power
- Cosmic Power

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

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Foul Play
- Roost
- U-turn
- Defog

Salazzle @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Wave
- Flamethrower
- Toxic

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 124 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Scald
- Moonblast
- Calm Mind

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Knock Off
- Earth Power
- Scald

Pretty straightforward build:
Salazzle helps to break Toxapex with Toxic, so Sub CM Primarina or Cosmic Power Mew can set up.
Scarf Jirachi gives speed control, helps to pivot, is a check to Clefable / Kyurem / Hawlucha / Cloyster / Togekiss. Trick is good against bulkier teams and Healing Wish can give Mew / Primarina a second chance.
The team needs a solid ghost resist so I went with Mandibuzz.
Mew helps to break fat teams and is a Conkeldurr / Zeraora / Bisharp check.
Team H by Martin
:primarina::salazzle::excadrill::hippowdon::gardevoir::gastrodon:
Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 80 Def / 44 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Moonblast

Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Toxic
- Flamethrower
- Sludge Wave

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 8 Atk / 248 Def
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Trick
- Healing Wish

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Amnesia / Toxic
- Scald
- Earth Power

I have a few other Salazzle teams but I felt like building smth from the ground up for this. Team is built around the gamer core of SubCM Primarina+Salazzle. P. self explanatory—Toxics Toxapex to BTFO most balance builds in endgame. Then plugged sand on bc I wanted to plug sand on. Originally had Terrakion over Gardevoir to sooooorta pressure Corviknight and Kyurem while being faster than Rotom but it just didn't feel like it was working out and I wanted some way of actually offensively pressuring Gengar when sand isn't up. Rly nice mon honestly—pressures Zeraora/Salazzle/Gengar/Dragapult/Kyurem/Dracovish/Hydreigon/other misc stuff, provides Healing Wish (stupid good move—lets me play Prim/Exca more aggressively) and Trace is rlly great for BTFOing things with absorption abilities (namely Zeraora and Seismitoad) as well as just providing a nice matchup versus weather in a pinch. I ran Trick in the third slot bc I wanted to pressure Corviknight but you can get away with running Mystical Fire or Focus Blast to help in the sand matchup if you want—MF is depressingly weak though and gives the team an uphill matchup versus non-physdef Corviknight while Focus Blast targets nothing except Excadrill (OHKOs tho). Ran Gastro in the last slot bc I have no Dracovish switch-in + bc Rotom-H is a bitch.
Voting will end around 3 days from now.

Idk how to get sprites up here >.>
Here's how.
 

Wildcat Formation

flexibly adaptable to the situation
is a Tiering Contributor
G > A. I wanna say that at a quick glance G covers everything that you need to cover while having some unpredictable picks that can potentially catch the opponent off guard. A is pretty solid too imo, and I would've chosen it over G if Clef wasn't Unaware, especially since it's Unaware Clef without cleric move. Curious about reasoning behind Unaware. F would be my third favorite; I would've changed some of the sets but I like the team composition for the most part.

C has 3 mons weak to Ghost and no resists. D is a bit too weak to Zera imo. E's entire team is grounded with no hazard control which sounds iffy. H's team is also fully grounded and imo will have trouble with getting their breakers in safely. Sorry, I'm picky :/
 
Alright, the voting phase is over! These are the votes:
e>d>f>a=b=c=g=h
h>e>a>d>b=c=f=g
a>e>b=c=d=f=g=h
e>a=b=c=d=f=g=h
h>b>d>a=c=e=f=g
b>h>a=c=d=e=f=g
e>a=b=c=d=f=g=h
h>e>f>a=b=c=d=g
g>a>b=c=d=e=f=h
If we input this here, the resulting winner is... a tie! Team E by Egor and Team H by Martin! Congratulations! Your submissions will be added to the archive soon.

Week 7: Dracovish

This week we'd like you to build around Dracovish, Dracovish is a very strong Pokémon and rightfully so it's being suspect tested, however it can find a lot of rough matchups, how could you go about patching them up and making the ideal Dracovish team? You have until next Wednesday to post your teams. Good luck!​
 
Fishious Sand:
What perfect timing, I just made a super epic Fish Sand team. Fish. Status spreading Rotom to bait and catch Toad, it can also directly break Pex and Ferro; Toxic was originally run but was changed to Wisp to better threaten offensive mons, the main one being Bish, the team can thoroughly beat down Toad and co long-term and Wisp is still helpful for that if not quite as much as Toxic. Ferro to stack Spikes to grind Toad and co down even more considering how often it would/should like to switch in against most of these guys, Knock Off Boots Rotom to limit that thing pivoting around and grinding it down for Drill, and complete a pretty looking F/W/G core. Sand Rush core for more chip, speed control, and hazard removal; T-Tar over Hippo for more offensive presence and as a direct answer to Rotom-H and Ghost-spam. Lastly, WishPort Clef because this is Gen 8 OU.
Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Fishious Rend
- Crunch
- Psychic Fangs

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Overheat
- Will-O-Wisp
- Nasty Plot

Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Leech Seed
- Spikes
- Body Press
- Knock Off

Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Crunch
- Fire Punch

Excadrill (M) @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 7 Spe
- Moonblast
- Teleport
- Wish
- Protect
 
Last edited:

Indeedee @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Dazzling Gleam
- Mystical Fire
- Trick

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Body Press
- Stealth Rock
- Earthquake
- Dragon Tail

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Iron Head
- Defog
- Roost
- Body Press

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Teleport
- Moonblast
- Wish
- Protect

Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage

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


By design, it leaves a lot to be desired, but this monster is broken. Vish can go a long way when it comes to putting together a team, as he fits into various styles. My idea was something consistent or balanced that leveraged SR + Spikes and added pressure from both Scarf Vish and Specs Indeedee. This combination is pure fire. The trick seems useful to me for things like Clefable and therefore being able to disable something so present. DTail in Kommoo in Iron Def or Taunt to make the opponent feel more uncomfortable, also managing to damage with danger.
 
:ss/shuckle: :ss/zeraora: :ss/dracovish: :ss/aegislash: :ss/bisharp: :ss/togekiss:
Shuckle @ Red Card
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Final Gambit

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Grass Knot
- Aura Sphere

Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Close Combat

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Air Slash
- Flamethrower

While trying to ladder for the suspect test with a variety of teams, including stall, balance, and other HO variants, I ran into some teams with this general structure. Some of them had Excadrill or even DD Gyara, but they all had Red Card Shuckle, CM Zeraora, and Banded Vish. I decided to make my own version and it turned out well. I reached 35-5 on the suspect ladder to get reqs today under the name OUTZ shit meta, only using this team and starting at 1000 ELO.

Webs suits banded Vish and other breakers very well. Shuckle reliably gets them up and can often set them more than once per game if needed. CM Zera is a cool set that can be surprisingly hard to stop. At +1, it 2HKOs Rotom-H and Ferrothorn with Aura Sphere and cleanly OHKOs any Hippowdon set with Grass Knot. It's also faster than Excadrill under sand if webs are up. Vish clicks Fishous Rend and kills stuff, enough said. Aegi is a breaker that helps spinblock against Excadrill while Bisharp can break and/or clean while discouraging Defog. Togekiss is nasty with webs support. Boosted Air Slashes just tear teams apart, especially if they lack Rotom-H. It also takes advantage of Ferro/Pex/Toad with Substitute which is very valuable for Vish. Plus it makes Conk less of a menace. After the suspect test and inevitable ban, I'll replace Mr Fish with either a Gyarados or Crawdaunt most likely, or possibly Conkeldurr.

I encourage everyone to give this squad a try; it's one of the few consistent teams I've made this gen and helped me earn reqs without much trouble while also being fun to use. Shoutouts to all the ladder players who used teams very similar to this, couldn't have made it without their inspiration.
 
:ss/shuckle: :ss/zeraora: :ss/dracovish: :ss/aegislash: :ss/bisharp: :ss/togekiss:
Shuckle @ Red Card
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Final Gambit

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Grass Knot
- Aura Sphere

Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Close Combat

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Air Slash
- Flamethrower

While trying to ladder for the suspect test with a variety of teams, including stall, balance, and other HO variants, I ran into some teams with this general structure. Some of them had Excadrill or even DD Gyara, but they all had Red Card Shuckle, CM Zeraora, and Banded Vish. I decided to make my own version and it turned out well. I reached 35-5 on the suspect ladder to get reqs today under the name OUTZ shit meta, only using this team and starting at 1000 ELO.

Webs suits banded Vish and other breakers very well. Shuckle reliably gets them up and can often set them more than once per game if needed. CM Zera is a cool set that can be surprisingly hard to stop. At +1, it 2HKOs Rotom-H and Ferrothorn with Aura Sphere and cleanly OHKOs any Hippowdon set with Grass Knot. It's also faster than Excadrill under sand if webs are up. Vish clicks Fishous Rend and kills stuff, enough said. Aegi is a breaker that helps spinblock against Excadrill while Bisharp can break and/or clean while discouraging Defog. Togekiss is nasty with webs support. Boosted Air Slashes just tear teams apart, especially if they lack Rotom-H. It also takes advantage of Ferro/Pex/Toad with Substitute which is very valuable for Vish. Plus it makes Conk less of a menace. After the suspect test and inevitable ban, I'll replace Mr Fish with either a Gyarados or Crawdaunt most likely, or possibly Conkeldurr.

I encourage everyone to give this squad a try; it's one of the few consistent teams I've made this gen and helped me earn reqs without much trouble while also being fun to use. Shoutouts to all the ladder players who used teams very similar to this, couldn't have made it without their inspiration.
Inspiration is one thing, but is this not just Finch's team? Like set-for-set exactly?
 
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