Resource SS UU Sample Teams

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OP largely taken from Amane Misa

Hello! This thread serves to be a place for successful UU teams intended to help new players get acclimated to the metagame and different playstyles. The subtle differences in each tier can make UU seem overwhelming, even to seasoned veterans of other tiers. Here, you can post your own team for archiving for new UU players to use.

Posting Guidelines
  • Give a short explanation of the role that each member of your team plays, and how the team works.
  • Provide an importable.
  • You must have some experience with your team before posting. Don’t post a team you just made on the team builder and thought looked good. Providing replays is a good way to prove that you have used your team a fair bit and that it’s viable; it will also give us an idea of how to play with the team.
  • Your team must represent the current metagame.
  • Rejected Sample Team submissions will be moved to the SS UU Team Bazaar so that they still may be used by other players.
Samples selection will be reviewed by myself and a rotating group of council members and tournament players. Right now we are looking for all archetypes and styles of team, once there is a sizable enough archive I will put specifically in the OP what I am looking for.

Current Teams
Kyurem Balance by fireblastmiss
:kyurem::tentacruel::tapu-bulu::kommo-o::celesteela::krookodile:

Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Roost

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 152 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Sludge Bomb
- Toxic Spikes
- Rapid Spin

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Zen Headbutt

Kommo-o @ Rocky Helmet
Ability: Overcoat
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Flamethrower
- Roar
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 SpD / 4 Spe
Sassy Nature
- Heavy Slam
- Flamethrower
- Protect
- Leech Seed

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- High Horsepower
- Stone Edge
- Darkest Lariat

I built this team around SubRoost Kyurem + Tspikes. Kyurem is nasty atm and even with boots being everywhere (ban boots btw), Tspikes still go a long way in a lot of matchups, especially vs stall. Tenta also absolutely dunks on Celesteela, one of the best Kyurem switchins, which is much appreciated (creep is for Mamo, but might aswell go for Gyara while were here). This team's go to breaker is Bulu. I had smth else in this slot initially, but I needed another Zera check and this thing has the added benefit of removing/heavily weakening Amoongus aka the best poison type in the tier for Tenta. From there I added defensive Kommo with Helmet to punish U-turning scizors/ get UP, the investment is for ada Bisharp. Next up we have Steela, which is amazing on its own, sponging hits from pretty much every special attacker in the tier, but Tspikes make it even more annoying to deal with(4 Speed to win Steela wars). Last slot is Krook for speed control, Zera check etc plus great synergy with Bulu..
Like any team, this team has some obvious flaws, for example we X out vs G-Molt + Screens, Special Victini, Terrak, Gyara and Mamo are fairly hard to deal with and setup Celesteela has potential to clean sweep if positioned well, but outside of that I've had lots of fun with this build and consider it fairly easy to use.


RegenSpam Balance by KSt3ve
:krookodile::scizor::zeraora::salamence::slowking::amoonguss:
Take A Hint (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Stone Edge

Scattered Faith (Scizor) @ Heavy-Duty Boots
Ability: Technician
EVs: 248 HP / 212 Atk / 32 Def / 16 Spe
Adamant Nature
- Roost
- Bullet Punch
- U-turn
- Swords Dance

ImperialCircusDead (Zeraora) @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Plasma Fists
- Knock Off
- Play Rough
- Volt Switch

Night of Nights (Salamence) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hurricane
- Defog
- Roost

blckout (Slowking) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Slack Off
- Future Sight
- Scald
- Teleport

Bad Apple !! (Amoonguss) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 240 Def / 12 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play

A team based on the Regenerator Slowking + Amoonguss combo, which is quite difficult to break for some teams.
In addition to being a solid defensive core, Slowking brings Future Sight and Amoonguss brings Spore, allowing the rest of the team to break more easily. Salamence Defogs and brings offensive pressure with Hurricane. Scizor is there to spam U-turn and sweep with SD. The rest of the team is classic.


CB Tapu Bulu Bulky Offense by Bandkrook and Lilburr
:tapu-bulu::rotom-heat::primarina::krookodile::kommo-o::jirachi:

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Megahorn
- Close Combat

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 240 HP / 52 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Pain Split

Primarina @ Choice Specs
Ability: Torrent
EVs: 228 SpA / 28 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Moonblast
- Psychic
- Scald

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Darkest Lariat
- Stone Edge

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 116 Def / 140 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Flamethrower
- Toxic

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn

First and foremost, shoutout to Lily for helping me build this. We chose Bulky Offense to build with and started the team out with Tapu Bulu, which was originally a LO + SD set, but I ended up changing it for Choice Band, which gives it absurd power, especially under Grassy Terrain. Rotom-H was our next addition, acting as the team's hazard removal and reliable Scizor answer. It also provides Volt Switch. Primarina was then added to deal with Latias, as we struggled a lot with it. In conjuction with Tapu Bulu, they form our breaking core for the team. At the time of building this team, we had Choice Scarf Hydreigon, but since it rose to OU, I've now added Krookodile as the team's Choice Scarfer. Electric immunity, revenge kills Latias and Zeraora, etc etc. Kommo-o and Jirachi serve as the main defensive backbone of the team, with Kommo-o setting up Stealth Rock, spreading Toxic, and doing good damage with Body Press. Flamethrower is there for Pokemon like Scizor and Tapu Bulu, discouraging them from setting up on you. Jirachi helps the whole team to stay healthy through Wish, but mainly Kommo-o, Rotom-H, and Primarina, and gives us U-turn support. Jirachi's EV spread allows it to face Roost + 3 attacks Latias, but Calm Mind variants are very hard for this team to beat.


Double Prio Scizor Screens HO by Moutemoute
:grimmsnarl::krookodile::gyarados::kommo-o::moltres-galar::scizor:
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off

Gyarados @ Lum Berry
Ability: Moxie
EVs: 252 Atk / 8 Def / 248 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Power Whip

Kommo-o @ Throat Spray
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Clangorous Soul
- Clanging Scales
- Boomburst
- Flamethrower

Moltres-Galar @ Weakness Policy / Chesto Berry
Ability: Berserk
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Agility
- Air Slash / Rest
- Fiery Wrath

Scizor @ Life Orb
Ability: Technician
EVs: 72 HP / 252 Atk / 8 SpD / 176 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Quick Attack
- Knock Off

This team opts for double prio Scizor as a screens sweeper, alongside Kommo-o, Galarian Moltres, and Gyarados. You can use 2 variants of Moltres-Galar. One with Weakness Policy and Air Slash and the other with Chesto Berry and Rest to have a better match-up vs Stall teams.


Palostall by Moltracer
:chansey::quagsire::jirachi::palossand::amoonguss::salamence:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Recover
- Toxic

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Earth Power
- Shore Up
- Toxic
- Stealth Rock

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Toxic

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Flamethrower

 
Last edited:

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Team Archive
The following teams are all out-of-date samples from previous metagames. Most of them are no longer valid. Those that are still valid are no longer optimal. These are not sample teams anymore.

Terrakion Bulky Offense by Amane Misa
:terrakion::porygon-z::slowking::krookodile::noivern::doublade:

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

Porygon-Z @ Choice Scarf
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tri Attack
- Nasty Plot / Ice Beam
- Shadow Ball / Thunderbolt
- Trick

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 30 Spe
- Scald
- Future Sight
- Slack Off / Psyshock
- Teleport

Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Taunt

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Roost
- Flamethrower
- Defog

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Close Combat
- Swords Dance
- Shadow Sneak


This team focuses on the breaking power of Future Sight Slowking + Choice Band Terrakion because this combination is really hard to handle. Slowking, in general, works really well with Terrakion defensively because it's able to handle Noivern, as well as handle Psychic-types that threaten Terrakion while Terrakion takes advantage of Dark-types that try to switch into Slowking. To abuse that great breaking potential, Porygon-Z was added. Not only does it deal a lot of damage itself, even if equipped with Choice Scarf, but it gives a solid win-condition to the team. Krookodile sets up Stealth Rock reliably and also cripples bulky Pokemon like Galarian Weezing and Skarmory with Knock Off + Taunt. Noivern + Doublade glue this team together by handling Grass-types, Terrakion, Scolipede and more, and providing even more offensive capabilities to the team. If you worry about Calm Mind Keldeo you can try Psyshock > Slack Off on Slowking or Hurricane on Noivern.


Drapion Stall by Amane Misa
:blissey::skarmory::palossand::mantine::ditto::drapion:

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic / Wish
- Soft-Boiled
- Heal Bell

Skarmory @ Rocky Helmet / Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Roost
- Whirlwind / Defog

Palossand @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scorching Sands
- Toxic
- Stealth Rock
- Shore Up

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald / Air Slash
- Roost
- Defog / Haze
- Toxic / Haze / Air Slash

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Toxic
- Toxic Spikes
- Rest

A pretty neat stall team that works pretty well on the ladder. Blissey + Skarmory make a really good and classic core that handles the majority of the basic metagame. Skarmory is also able to set up Spikes to reliably wear down threatening wallbreakers. Palossand sets up Stealth Rock and handles "anti-metagame" picks like Terrakion, Lycanroc and Scolipede if it gets out of hand. Mantine helps with other wallbreakers like Keldeo and Sirfetch'd and acts as a reliable hazard remover. Ditto is chosen over an Unaware wall because it deals with screens and stall better. Drapion's role is to absorb and set up Toxic Spikes and it is chosen over Galarian Weezing because it has access to Knock Off. Knock Off + Rest also helps it 1v1 common threats to stall like Galarian Weezing.

Generally speaking, there are a lot of slashes because the team is very flexible; you can change up the sets so they match up well against the people that are on the ladder when you're playing (for example, if people run Magneton while you're playing you can easily make Skarmory Shed Shell).

Some threats include SubCM or CM + Taunt Keldeo, for which you can try Haze or Air Slash, respectively.


Mienshao + Rotom-W VoltTurn by TaxiCab
:mienshao::crawdaunt::rotom-wash::jirachi::hatterene::noivern:

Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Poison Jab

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 Spe
Jolly Nature
- Iron Head
- Thunder
- U-turn
- Stealth Rock

Hatterene @ Assault Vest
Ability: Magic Bounce
EVs: 252 HP / 64 Def / 52 SpA / 120 SpD / 20 Spe
Calm Nature
- Psyshock
- Draining Kiss
- Mystical Fire
- Nuzzle

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Roost

This is the team I posted in the teambuilding competition thread, but I tweaked the crawdaunt set a little bit because I think this version is a little better. The team is a standard mienshao+washtom voltturn, built around the idea of using mienshao to uturn into crawdaunt on checks like palosand, doublade, weezing, jellicent, etc. Crawdaunt takes advantage of this and gets free opportunites to fire off strong attacks. I made it SD because I felt like it helps the fat matchup immensely which would be better suited to newer players. Rotom is here to provide a check to daunt, incin, krook, and lycan and a needed ground immunity; it also forms a devastating voltturn core with mienshao. Jirachi is here for a fairy resist and kyurem check, as well as rocks. Same set as in the last team because this is the best rocks jirachi set s/o TMM. AV hat once again helps with the noivern and kyurem matchup, and helps provide something to switch into rotom volts and a needed sturdy fighting resist. Noivern rounds out the team to provide speed control, defensive utility and free uturns into our breakers on blissey and slowking, giving crawdaunt more opportunites. The team has three mons with paralysis so you can easily turn opponents team into crawdaunt food; for example, if you bring rotom in on slowking, you can twave the kyurem on the switch and THEN volt, this way you can turn it into crawdaunt food the next time that sequence occurs. Defog on washtom and magic bounce on hat prevent tspikes from ruining crawdaunt. This team is super super easy to use and honestly pretty mindless-just make sure to keep crawdaunt healthy when playing fatter teams so you can get as many chances to break as you can.


Vileplume Bulky Offense by Lilburr
:vileplume::incineroar::rhyperior::noivern::cobalion::sylveon:
Mushrooms (Vileplume) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 172 Def / 84 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Strength Sap
- Leech Seed

Vitamins (Incineroar) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 52 SpA / 204 SpD
Sassy Nature
- Knock Off
- Overheat
- Toxic
- Parting Shot

Fossil (Rhyperior) @ Leftovers
Ability: Solid Rock
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

TOKYO NEON (Noivern) @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Defog
- Roost

Milk (Cobalion) @ Occa Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Thunder Wave

Summoning 101 (Sylveon) @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Mystical Fire
- Psyshock
- Heal Bell

Vileplume is a defensive mon that handles Pokemon like Cobalion, Doublade, and Haxorus. It's also pretty good against stuff like Escavalier, CC locked Pangoro etc. and checks stuff like Rotom for the team.
Incineroar was picked as a check to Psychics like Gardevoir, Reuniclus etc. and is also capable of Toxicing bulky waters bc Vileplume doesn't rlly take them on on its own very consistently.
Rhyperior is the rocker and also checks Noivern decently, which is important because the Sylveon on this team is offensive. It's also a great answer to Gigalith which is handled by Vileplume but it's nice to have a backup answer.
Noivern is Noivern, it beats down offense and it defogs. It's important on this team because otherwise I'd just get destroyed by CB EQ from Haxorus.
Cobalion is an interesting set with an Occa Berry to account for my relative weakness to opposing Noivern (hurricane in particular) and stuff like Darm and SD Incin too. It's also a really solid wincon bc Doublade doesn't tend to last long vs my team.
Sylveon is here because I needed a solid wallbreaker, and it appreciates things like Escavalier and Gigalith being handled so well by the rest of the team. I choice it over Gardevoir because it's a better Vern check and handles some annoying things, like Ribombee and Golisopod, a tiny bit better.


Gastrodon + Escavalier Balance by Lilburr and Expulso
:gigalith::gastrodon::escavalier::sylveon::noivern::pangoro:
Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Scald
- Earthquake
- Toxic
- Recover

Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 16 Atk / 116 Def / 80 SpD / 44 Spe
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Close Combat

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell

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

Pangoro @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Iron Head
- Bullet Punch

Another take on Sylveon balance, this uses a Gastrodon/Gigalith/Escavalier core to deal with most metagame threats right now, backed by cleric Sylveon to keep them going and provide a solid answer to CB Haxorus. The team's breaking power comes from Pangoro, one of the hardest Pokemon to switch into in UU, who also serves as a de facto DD Necrozma check.


Psychic Terrain Offense by Amane Misa and vivalospride
:froslass::rotom-frost::haxorus::barbaracle::polteageist::indeedee:
Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Destiny Bond
- Spikes
- Taunt

Rotom-Frost @ Salac Berry
Ability: Levitate
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Blizzard
- Substitute
- Nasty Plot

Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- First Impression

Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Shell Smash
- Stone Edge
- Liquidation

Polteageist @ White Herb
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Stored Power
- Giga Drain

Indeedee (M) @ Terrain Extender
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Dazzling Gleam
- Mystical Fire

This Hyper Offense team has a simple goal, overload the opponent with the pressure of setup and use Indeedee's Psychic Terrain to prevent revenge killing attempts. With a plethora of dangerous sweepers both orthodox and unorthodox you will have many options for whatever matchup is presented. Froslass and Barbaracle form the hazard setting core, with Froslass having Taunt to prevent Defog and spinblocking, while Barbaracle also contributes to offensive pressure thanks to Shell Smash. First Impression is teched onto Haxorus in order to have some form of priority for revenge killing outside of terrain as the speed of this team is not very high, and it only needs Outrage and Earthquake to pose a threat. Rotom-Frost is an underrated offensive threat that can setup on Water-types like Milotic very safely and proceed to sweep with Salac Berry's speed boost and a Nasty Plot. Finally, Polteageist is one of the more polarizing setup sweepers in the tier, easily cleaning through weakened team if it ever finds room to setup.

Toxic Spam Balances by Estarossa and Juuno
:weezing-galar::umbreon::gastrodon::bronzong::charizard::noivern:

:weezing-galar::umbreon::milotic::bronzong::mamoswine::noivern:
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Strange Steam
- Aromatherapy
- Protect

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 124 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Foul Play
- Taunt
- Wish
- Protect

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Ice Beam
- Toxic
- Recover

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Heavy Slam
- Toxic
- Protect

Charizard @ Heavy-Duty Boots
Ability: Blaze
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Roost
- Defog

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

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Strange Steam
- Flamethrower
- Defog

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Taunt

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Imprison
- Recover

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Heavy Slam
- Toxic
- Protect

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Icicle Crash
- Earthquake
- Knock Off

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

These teams are built around Taunt Noivern. With home it regained Toxic, allowing it to annoy most defensive cores lacking Bronzong. Juuno's variant has gone for a more standard balanced approach with the ever-prevalent core of Milotic + Umbreon + Weezing-Galar, while Estarossa instead decides to utilize Gastrodon for its unique ability to check mons like Heliolisk. The EVs on Milotic help it check physical attackers better while still living Choice Specs Chandelure's Shadow Ball at full. Imprison is a neat tech to abuse opposing Waters and prevent yourself from being Toxic'd yourself. Taunt Umbreon was chosen on these teams over Heal Bell because with the ubiquity of Taunt and status absorbers / clerics it wasn't necesarry to the framework of them, also forcing switches and allowing them to keep up momentum vs fatter teams. Bronzong is a great glue mon, even with Knock Off's distribution returning, still being able to check many threats in the tier. Lastly, Juuno's variant elects to go for some offensive firepower and revenge killing with Mamoswine and its powerful stabs + Ice Shard, while Estarossa's uses Charizard as an alternative defogger and Lucario check, which also lets him free up Aromatherapy on Weezing.

Spikes Bulky Offense by Sage
:gardevoir::flygon::roserade::gigalith::doublade::golisopod:
Gardevoir @ Choice Specs
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Mystical Fire
- Trick

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- U-turn

Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Sleep Powder
- Rest

Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Atk / 176 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Heavy Slam

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Close Combat

Golisopod @ Heavy-Duty Boots
Ability: Emergency Exit
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Spikes
- First Impression
- Leech Life
- Liquidation

This Bulky Offense aims to keep hazards up with the combination of Gigalith and Golisopod doing a nice job of pressuring most removers in the tier, and then take advantage of them with strong breakers like Choice Specs Gardevoir . Gigalith is equipped with Heavy Slam and an Adamant nature in order to 2HKO Galarian Weezing, as well as just generally adding a bit less passivity to its other attacks. Golisopod has reclaimed its spot as the strongest First Impression user in the tier, and can use that both for revenge killing and to force things out to lay Spikes. Roserade was needed as a switch into Water-types which the team was lacking, with Life Orb boosted Leaf Storm and Sludge Bomb it can both break and disrupt with Sleep Powder. Rest lets it get back to full if weakened and still annoy Water-types later in the game. Doublade acts as the teams Steel-type and win condition, and Shadow Sneak is important for keeping threats like Polteageist in check. Lastly, Flygon is able to provide the team with some pivoting in U-turn and revenge kill dangerous Pokemon like Dragon Dance Haxorus and Drapion.

Sticky Web Offense by Datsplashtho
:gardevoir: :mamoswine: :cobalion: :incineroar: :araquanid: :toxtricity:
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Mystical Fire
- Healing Wish

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Icicle Crash
- Earthquake

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stone Edge

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Knock Off
- Close Combat

Araquanid @ Heavy-Duty Boots
Ability: Water Bubble
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Liquidation
- Leech Life
- Toxic

Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overdrive
- Sludge Bomb
- Boomburst
- Volt Switch

This team takes Sticky Web to utilize an underrated sweeper, Swords Dance Incineroar, in order to pressure the opposition, outspeeding past Cobalion while webs are up. Araquanid was chosen over Ribombee due to its higher bulk and ability to check Inteleon, Toxic is also a great way to pressure Noivern that may attempt to check it.. SD 3 Attacks Cobalion can also lure Noivern with a +2 Stone Edge, also providing a single use check to Mamoswine thanks to Shuca Berry. Incineroar and Cobalion both pair well together, using one to break bulky Water-types for the other. Mamoswine is the necessary rocker and another soft Noivern check, and under webs it becomes faster than any unboosted grounded Pokemon in the meta. It's priority is also key in staving off Haxorus, which can otherwise prove a threat to this team. Specs Toxtricity provides more muscle, Volt Switch to pivot in the setup sweepers, and the ability to be a check to Cobalion should it get out of hand. FInally, Scarf Gardevoir is a crucial member of the team with a Dragon Immunity, Healing Wish for a 7th teammate, and extra speed control should Webs not be up.

Terrakion Bulky Offense by Fusion Flare
:terrakion::krookodile::rotom-mow::slowking::weezing-galar::jirachi:
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Megahorn

Krookodile @ Rindo Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Smack Down

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

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Future Sight
- Teleport

Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Strange Steam
- Sludge Bomb
- Defog
- Fire Blast

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Psychic
- Energy Ball
- Thunderbolt
- Iron Head


The concept of this team is p simple, Future Sight with Slowking into Terrak gets you multiple kills on most fighting resists, allowing you to spam CC afterward. SR Krook is the glue to many teams, but with rindo so polteageist isnt a problem (assuming you broke the sash, if not, click X) G-weezing is the defogger and the primary check to Krook and fighters. Scarf Rotom-Mow so you can get in Terrak and scare out bulky waters, alongside crippling with Trick. Mixed Jirachi is a DOOZY tho. s/o to Juno for this set, but not only does it THROTTLE stall squads, but it also lures in pokemon that would eat up an Iron Head, including pokemon that Terrakion loves gone, such as Slowking, Palossand, etc.


Virizion + Galarian Slowbro Bulky Offense by Estarossa[/B]
:virizion: :slowbro-galar: :noivern: :doublade: :cobalion: :sylveon:
Virizion @ Life Orb
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Close Combat
- Stone Edge
- Synthesis

Slowbro-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Psyshock
- Sludge Bomb
- Flamethrower

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

Doublade @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Close Combat

Cobalion @ Air Balloon
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Volt Switch
- Stealth Rock

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 132 Def / 124 SpD
Calm Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell


Virizion benefitted massively from shifts stealing Skarmory from us, mixed sets are now even more potent wallbreakers, and can make use of VIrizion's fantastic typing giving it the unique ability to check Rotom-Wash, Rotom-Mow, Krookodile, and Zarude all in one single slot. Its main answers in Doublade and Weezing-Galar still take around 50% from a Life Orb Leaf Storm, making them poor checks long term. Stone Edge gives it the ability to threaten Noivern, Chandelure, and Talonflame trying to check it, and offensively check Scyther. Future Sight Slowbro-Galar helps to make switching into this Pokemon even harder, and can help to check checks to Virizion like Sylveon and Noivern for it. Rocks Volt Switch Cobalion provides a nice secondary check to Pokemon like Zarude and Krookodile, an offensive check to Pokemon like Obstagoon and Sylveon, and can give Virizion nice momentum bringing it in on Slowtwins and Rotom-W, among others.

Defensive Sylveon gives the team another Fighting-resist and Noivern check, taking pressure off of Slowbro-Galar on this front. Wish support can also help to keep Doublade and Cobalion afloat, and with its special investment it can somewhat help to check Keldeo should Noivern get Icy Winded. Noivern provides strong speed control and an offensive check to Pokemon like Terrakion and Keldeo, Defog support, noteably having a nice matchup versus the various Spikes setters being used atm like Roserade and Heracross, and helping in Webs MUs due to its consistency in finding opportunities to Defog, and invites in Pokemon like Rhyperior and Gigalith for Virizion. Doublade rounds off the team with a defensive check to Terrakion and Cobalion, a fat win con that takes advantage of Virizion pressuring all of its main checks like Rotom-W, Offensive Weezing-Galar, and Noivern, and is also the teams main Lycanroc-D check.


Spikes Offense by avarice[/B]
:golurk::salazzle::sharpedo::rotom-wash::zarude::klefki:
FULL CONTROL (Golurk) @ Colbur Berry
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Poltergeist
- Earthquake
- Ice Punch
- Stealth Rock

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

DEEP SEA (Sharpedo) @ Life Orb
Ability: Speed Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hydro Pump
- Dark Pulse
- Close Combat
- Protect

GOLDEN DREAM (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

SPEAKING TERMS (Zarude) @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Power Whip
- U-turn
- Close Combat/Jungle Healing

PRISTINE (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Thunder Wave
- Toxic

Pretty straightforward spikes offense. I started with Golurk + Klefki for hazards with Sharpedo for cleaning. Rotom-Wash forms a neat defensive core with spdef Klefki. Both of them can spread paralysis. Terrakion did not seem very threatening at this point so Salazzle seemed a good pick. Zarude finished the FWG core and improved the match up against Waters. It goes nicely with Salazzle especially as it pivots on Cobalion and can threaten the bulky Psychic-types in the tier. Having no removal makes webs dangerous especially when Araquanid is the setter, but Boots Zarude and Salazzle remain solid.


Screens HO by avarice
:grimmsnarl::terrakion::polteageist::cloyster::incineroar::necrozma:
pink + white (Grimmsnarl) @ Light Clay
Ability: Prankster
Shiny: Yes
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Spirit Break
- Reflect
- Light Screen
- Taunt

godspeed (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Stealth Rock / Rock Polish

nights (Polteageist) @ White Herb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Stored Power
- Strength Sap

pretty sweet (Cloyster) @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Shell Smash
- Icicle Spear
- Pin Missile
- Hydro Pump

seigfried (Incineroar) @ Chople Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Knock Off
- Close Combat

futura free (Necrozma) @ Power Herb
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Photon Geyser
- Meteor Beam
- Heat Wave

A screens team definitely deserves recognition. It's a basic Grimmsnarl + 5 set up sweepers. Though screens as a whole can be customized quite a bit with different set up sweepers. Most variations do not need a Rocker just because of the combined power being enough to overwhelm, but SR can still be handy for breaking random focus sashes. Terrakion threatens most of the tier with its STABs and can safely SD up with its bulk behind screens. Polteageist is a massive threat to any build without a Dark-type. Cloyster is a classic cheese mon with decent coverage. Chople Incineroar can set up nicely behind screens with Intimidate. Necrozma is always useful and is a great sweeper with Autotomize and Meteor Beam + Power Herb.


Sticky Web Hyper Offense by vivalospride
:ribombee: :terrakion: :marowak-alola: :noivern: :tsareena: :bisharp:
Ribombee @ Heavy-Duty Boots
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Psychic
- U-turn
- Sticky Web

Terpakion (Terrakion) @ Heavy-Duty Boots
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Close Combat
- Earthquake

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Shadow Bone
- Flare Blitz
- Earthquake
- Poltergeist

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Taunt
- Roost

Tsareena (F) @ Heavy-Duty Boots
Ability: Queenly Majesty
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Knock Off
- Triple Axel
- Rapid Spin

Bisharp @ Occa Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

It's pretty self explanatory webs shit, mainly supporting wak as a breaker with hazard removal in Tsareena that also comes in on a lot of the stuff that'll force wak out like grounds and waters. Wak's evs basically outpace max speed base 60s with webs up. Noivern takes pressure off of wak's back to some extent gluing the team together defensively and not making wak and speed ties the things that stop coba/keld from running thru everything if it comes in on a bish knock. Speed control aside from webs is appreciated ofc, Rak is p self explanatory as a rocker, dark resist, offensive noiv/bish/etc answer. Boots can honestly be a large number of things but I went with boots mainly just trying to keep the chip on rak to a minimum because it's hp stat is actually pretty important as an out for a handful of things in terms of trading and all that, no other item specifically stood out a ton either. Bee is very self explanatory considering it's the webber, nice speed tier and REALLY great pivot for alowak which is the main thing that makes it better than it otherwise would be here, stops krook from 6-0ing, etc. Bish is the steel, fog deterrent, great speed tier/dmg output for webs in general. Taunt on noiv keeps progress on passive stuff better and makes bumass noiv not completely deadweight vs more defensive builds, which is p important since this is offense, you could do u-turn and it'd be ok tho.


Heliolisk VoltTurn Bulky Offense by Ramolost
:heliolisk::cobalion::slowbro-galar::sylveon::incineroar::golisopod:
L'Homme Invisible (Heliolisk) @ Heavy-Duty Boots
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Glare
- Volt Switch
- Hyper Voice
- Grass Knot

Entre Nous (Cobalion) @ Heavy-Duty Boots
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stealth Rock
- Volt Switch

Les Pays Lointains (Slowbro-Galar) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 244 HP / 68 SpA / 188 SpD / 8 Spe
Sassy Nature
- Future Sight
- Psyshock
- Shell Side Arm
- Flamethrower

Le Jardin Anglais (Sylveon) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hyper Voice
- Mystical Fire
- Shadow Ball

Mon Coeur Balance (Incineroar) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 112 SpD / 144 Spe
Careful Nature
- Flare Blitz
- Knock Off
- U-turn
- Swords Dance

Copenhague (Golisopod) @ Heavy-Duty Boots
Ability: Emergency Exit
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- First Impression
- Spikes
- Knock Off
- Liquidation

This is a generic VoltTurn team featuring Helio / Coba / Incin as the VoltTurn core. It's super easy to pilot, so this description will be quick. The idea of the team is to cover the meta; just pivot around and try to break with Sylveon and Future Sight if you need to. Christo told me that boots Coba was an abomination, by the way, so you can run Air Balloon I guess.


Porygon-Z VoltTurn by Lilburr
:porygon-z::noivern::slowbro-galar::zarude::cobalion::ribombee:
How You Like That (Porygon-Z) @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tri Attack
- Shadow Ball
- Trick
- Nasty Plot

Bet You Wanna (Noivern) @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Roost

You Never Know (Slowbro-Galar) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 20 Def / 164 SpA / 72 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Shell Side Arm
- Scald
- Fire Blast

Pretty Savage (Zarude) @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Jungle Healing

Love To Hate Me (Cobalion) @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch

Ice Cream (Ribombee) @ Heavy-Duty Boots
Ability: Shield Dust
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Bug Buzz
- Psychic
- U-turn

Basic goal of the team is to use Porygon-Z to break down fat Steel-types like Copperajah and Doublade for Ribombee, which is a really cool pick that acts as a great form of pseudo-speed control without locking itself into attacks like a Choice Scarf user would. Noivern was chosen as an obligatory offensive partner that checks Fighting-types for Porygon-Z, most notably Cobalion. Galarian Slowbro helps with the team's general weakness to stuff like Sylveon and Noivern and acts as a great mixed sponge that still has good offensive potential. Zarude is the obligatory Polteageist check and U-turn bot that brings Porygon-Z in on stuff like Incineroar but in general it's mostly here for the Ghost and Electric resistances. Cobalion rounds off the team as a Stealth Rock setter that acts as a one-time pivot into stuff like Mamoswine and brings in Porygon-Z safely on foes like Slowbro with Volt Switch.
 
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Lilburr

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This is a team built around Vileplume which is currently pretty anti-meta as a check to Pokemon like SD Cobalion, DD Haxorus, Pangoro etc. that I think is worthy of being a sample team.

Vileplume is a defensive mon that handles Pokemon like Cobalion, Doublade, and Haxorus as I said before. It's also pretty good against stuff like Escavalier, CC locked Pangoro etc. and checks stuff like Rotom for the team.
Incineroar was picked as a check to Psychics like Gardevoir, Reuniclus etc. and is also capable of Toxicing bulky waters bc Vileplume doesn't rlly take them on on its own very consistently.
Rhyperior is the rocker and also checks Noivern decently, which is important because the Sylveon on this team is offensive. It's also a great answer to Gigalith which is handled by Vileplume but it's nice to have a backup answer.
Noivern is Noivern, it beats down offense and it defogs. It's important on this team because otherwise I'd just get destroyed by CB EQ from Haxorus.
Cobalion is an interesting set with an Occa Berry to account for my relative weakness to opposing Noivern (hurricane in particular) and stuff like Darm and SD Incin too. It's also a really solid wincon bc Doublade doesn't tend to last long vs my team.
Sylveon is here because I needed a solid wallbreaker, and it appreciates things like Escavalier and Gigalith being handled so well by the rest of the team. I choice it over Gardevoir because it's a better Vern check and handles some annoying things, like Ribombee and Golisopod, a tiny bit better.

This team has been performing pretty consistently for me, and I used it to get reqs for the Haxorus suspect test after my attempt with screens failed. The reason I'm submitting it now is because I think it should still be pretty soild after the Haxorus ban if not better. Also just wanted to give this thread some more activity so that more people submit too.
 
Last edited by a moderator:

A Cake Wearing A Hat

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Two new sample teams have been added!

Vileplume Bulky Offense by Lilburr
:vileplume::incineroar::rhyperior::noivern::cobalion::sylveon:
Mushrooms (Vileplume) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 172 Def / 84 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Strength Sap
- Leech Seed

Vitamins (Incineroar) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 52 SpA / 204 SpD
Sassy Nature
- Knock Off
- Overheat
- Toxic
- Parting Shot

Fossil (Rhyperior) @ Leftovers
Ability: Solid Rock
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

TOKYO NEON (Noivern) @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Defog
- Roost

Milk (Cobalion) @ Occa Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Thunder Wave

Summoning 101 (Sylveon) @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Mystical Fire
- Psyshock
- Heal Bell

Vileplume is a defensive mon that handles Pokemon like Cobalion, Doublade, and Haxorus. It's also pretty good against stuff like Escavalier, CC locked Pangoro etc. and checks stuff like Rotom for the team.
Incineroar was picked as a check to Psychics like Gardevoir, Reuniclus etc. and is also capable of Toxicing bulky waters bc Vileplume doesn't rlly take them on on its own very consistently.
Rhyperior is the rocker and also checks Noivern decently, which is important because the Sylveon on this team is offensive. It's also a great answer to Gigalith which is handled by Vileplume but it's nice to have a backup answer.
Noivern is Noivern, it beats down offense and it defogs. It's important on this team because otherwise I'd just get destroyed by CB EQ from Haxorus.
Cobalion is an interesting set with an Occa Berry to account for my relative weakness to opposing Noivern (hurricane in particular) and stuff like Darm and SD Incin too. It's also a really solid wincon bc Doublade doesn't tend to last long vs my team.
Sylveon is here because I needed a solid wallbreaker, and it appreciates things like Escavalier and Gigalith being handled so well by the rest of the team. I choice it over Gardevoir because it's a better Vern check and handles some annoying things, like Ribombee and Golisopod, a tiny bit better.


Gastrodon + Escavalier Balance by Lilburr and Expulso
:gigalith::gastrodon::escavalier::sylveon::noivern::pangoro:
Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Scald
- Earthquake
- Toxic
- Recover

Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 16 Atk / 116 Def / 80 SpD / 44 Spe
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Close Combat

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell

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

Pangoro @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Iron Head
- Bullet Punch

Another take on Sylveon balance, this uses a Gastrodon/Gigalith/Escavalier core to deal with most metagame threats right now, backed by cleric Sylveon to keep them going and provide a solid answer to CB Haxorus. The team's breaking power comes from Pangoro, one of the hardest Pokemon to switch into in UU, who also serves as a de facto DD Necrozma check.
 
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pokemonisfun

Free chess/UU tutoring for UU players Neigh. Perf.
is a Community Contributoris a Tiering Contributor
Rest Sleep Talk Incineroar Stall
https://pokepast.es/77da3c81e92de25e
1591666238335.png
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1591666223674.png
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Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Rest
- Sleep Talk
- Flare Blitz

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 84 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Discharge
- Nasty Plot
- Pain Split

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

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4/Atk / 252 SpD
Careful Nature
- Stealth Rock
- Protect
- Heavy Slam
- Toxic

Flygon @ Leftovers
Ability: Levitate
EVs: 248 HP / 44 Def / 216 Spe
Jolly Nature
- Earthquake
- Defog
- Roost
- Toxic

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 176 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Taunt
- Recover
- Will-O-Wisp


It's a stall team with some special sets. Rest Sleep Talk Incineroar is selected over a more traditional Umbreon for a few reasons, but mainly because it's less passive and resists Fire and Grass, which practically means it has an easier time against threats like Chandelure and Roserade. Itemless Vileplume is a technique to counter CB Pangoro, which only does about 41% with Adamant Knock Off so it's risking itself to Effect Spore and Vileplume can heal off with Strength Sap. It's not a great fairy resist though, not being able to check Sylveon nor Gardevoir, so Heavy Slam Bronzong is selected over other Steels as it does the best vs Fairies and can function without Wish support because Protect + Leftovers. It also beats Celebi, a common stallbreaker.

Jellicent counters key threats on both attacking spectrums like Cobalion, which can break stall without Unaware users, Keldeo, and CM Reuniclus which usually loses to Calm Taunt Jellicent. Flygon is a rare Defogger but it pretty handily beats Roserade which can't OHKO you with Leaf Storm and takes a lot from EQ. Flygon can also strongly check Lucario and Darmanitan, and stop Volt Switch. Rotom-Wash adds some nice offense on the team and gives this team a leg up versus many stall teams that use Umbreon to counter Rotom-W, it also beats a few important threats like Taunt Noivern and Intelon.

Some issues for the team include Toxtricity which has to play a guessing game but overall is usually in the driver's seat. Shift Gear Throat Spray sets are even more threatening sometimes even though they only get once chance to sweep, they can switch moves. Sir Fetched is also very good versus this team since the main Fighting resist, Vileplume, is KOd by Brave Bird. Spikes users that beat Flygon, mainly Golisipod (especially with cleric support) can trouble the team as well.


In general it's hard for me to take this metagame TOO seriously - I don't mean that in a malicious way, just that DLC is going to come and completely change the metagame soon so I don't want to get invested. But I wanted to alert us all now - stall since Haxorus' ban is definitely on the rise. I didn't anticipate this, I thought stall had issues, but it seems like the only huge issues for stall right now is Spikes Roserade and Pangoro, I honestly think if it wasn't for these things stall would be nearly as strong as it was at the end of gen7uu when it was clearly the best playstyle and very OP.
 
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Amane Misa

ідіот
is a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Site Content Manager Alumnusis a Forum Moderator Alumnus

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

Porygon-Z @ Choice Scarf
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tri Attack
- Thunderbolt
- Ice Beam
- Trick

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 30 Spe
- Scald
- Future Sight
- Slack Off / Psyshock
- Teleport

Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Taunt

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Roost
- Flamethrower
- Defog

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Close Combat
- Swords Dance
- Shadow Sneak

This team focuses on the breaking power of Future Sight Slowking + Choice Band Terrakion because this combination is really hard to handle. Slowking, in general, works really well with Terrakion defensively because it's able to handle Noivern, as well as handle Psychic-types that threaten Terrakion while Terrakion takes advantage of Dark-types that try to switch into Slowking. To abuse that great breaking potential, Porygon-Z was added. Not only does it deal a lot of damage itself, even if equipped with Choice Scarf, but it gives a solid win-condition to the team. Krookodille sets up Stealth Rock reliably and also cripples bulky Pokemon like Galarian Weezing and Skarmory with Knock Off + Taunt. Noivern + Doublade glue this team together by handling Grass-types, Terrakion, Scolipede and more, and providing even more offensive capabilities to the team. If you worry about Calm Mind Keldeo you can try Psyshock > Slack Off on Slowking or Hurricane on Noivern.


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic / Wish
- Soft-Boiled
- Heal Bell

Skarmory @ Rocky Helmet / Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Roost
- Whirlwind / Defog

Palossand @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scorching Sands
- Toxic
- Stealth Rock
- Shore Up

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald / Air Slash
- Roost
- Defog / Haze
- Toxic / Haze / Air Slash

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Transform

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Toxic
- Toxic Spikes
- Rest

A pretty neat stall team that works pretty well on the ladder. Blissey + Skarmory make a really good and classic core that handles the majority of the basic metagame. Skarmory is also able to set up Spikes to reliably wear down threatening wallbreakers. Palossand sets up Stealth Rock and handles "anti-metagame" picks like Terrakion, Lycanroc and Scolipede if it gets out of hand. Mantine helps with other wallbreakers like Keldeo and Sirfetch'd and acts as a reliable hazard remover. Ditto is chosen over an Unaware wall because it deals with screens and stall better. Drapion's role is to absorb and set up Toxic Spikes and it is chosen over Galarian Weezing because it has access to Knock Off. Knock Off + Rest also helps it 1v1 common threats to stall like Galarian Weezing.

Generally speaking, there are a lot of slashes because the team is very flexible; you can change up the sets so they match up well against the people that are on the ladder when you're playing (for example, if people run Magneton while you're playing you can easily make Skarmory Shed Shell).

Some threats include SubCM or CM + Taunt Keldeo, for which you can try Haze or Air Slash, respectively.
 
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I complained to Cake a little while ago that there weren't enough samples so I decided I would drop these here, we only have 10 days left with this meta so these should suffice. They're solid, pretty standard and easy to use and don't have any glaring weaknesses so I figured these would be good sample material.

:mienshao: :crawdaunt: :rotom-wash: :jirachi: :hatterene: :noivern:

This is the team I posted in the teambuilding competition thread, but I tweaked the crawdaunt set a little bit because I think this version is a little better. The team is a standard mienshao+washtom voltturn, built around the idea of using mienshao to uturn into crawdaunt on checks like palosand, doublade, weezing, jellicent, etc. Crawdaunt takes advantage of this and gets free opportunites to fire off strong attacks. I made it SD because I felt like it helps the fat matchup immensely which would be better suited to newer players. Rotom is here to provide a check to daunt, incin, krook, and lycan and a needed ground immunity; it also forms a devastating voltturn core with mienshao. Jirachi is here for a fairy resist and kyurem check, as well as rocks. Same set as in the last team because this is the best rocks jirachi set s/o TMM. AV hat once again helps with the noivern and kyurem matchup, and helps provide something to switch into rotom volts and a needed sturdy fighting resist. Noivern rounds out the team to provide speed control, defensive utility and free uturns into our breakers on blissey and slowking, giving crawdaunt more opportunites. The team has three mons with paralysis so you can easily turn opponents team into crawdaunt food; for example, if you bring rotom in on slowking, you can twave the kyurem on the switch and THEN volt, this way you can turn it into crawdaunt food the next time that sequence occurs. Defog on washtom and magic bounce on hat prevent tspikes from ruining crawdaunt. This team is super super easy to use and honestly pretty mindless-just make sure to keep crawdaunt healthy when playing fatter teams so you can get as many chances to break as you can.

 
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Was speaking to Cake earlier about samples since the ones we have atm are severely outdated, and he said he's looking for submissions and asked me to post some, so offering two teams here, one fat balance and one BO.



Calm Mind Galarbro Fat Balance

:umbreon: :weezing-galar: :noivern: :slowbro-galar: :doublade: :celebi:

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Foul Play

Weezing-Galar @ Heavy-Duty Boots
Ability: Neutralizing Gas
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Corrosive Gas
- Strange Steam
- Will-O-Wisp
- Toxic Spikes

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

Slowbro-Galar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Sludge Bomb
- Scald
- Slack Off

Doublade @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Close Combat

Celebi @ Colbur Berry
Ability: Natural Cure
EVs: 252 HP / 32 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Aura Sphere
- Psychic
- Recover

Neat fat balance team that uses Calm Mind Slowbro-Galar as one of its fat win cons. CM Slowbro-Galar is a really nice check to offensive Sylveon sets like CM and Specs, and can wall Roserade once something has been Sleep Foddered, and the coverage on the CM set allows it to threaten all of its offensive checks like Krookodile, Zarude, and Golurk on switch in. Special bulk lets you avoid Hurricane 2HKO from Noivern, and leaves you with physically bulky enough to avoid being OHKO'd by AV Golurk's Poltergeist, making it really hard to break through late game especially after it begins to set up and a really effective fat late game win con. Heavy Duty Boots allow you to be less reliant on removal to check Pokemon like Sylveon, and better take advantage of Regenerator.

Neutralizing Gas Weezing-Galar gives you a nice answer to Heracross and Obstagoon, Toxic Spikes + Corrosive Gas support to aid breaking through Pokemon like Slowtwins and Chansey, and general remove boots from everything to make your hazards far more effective, making progress much easier to gain in a boots filled metagame. Can also remove Thick Club off Marowak-Alola since Marowak would otherwise usually switch into and take advantage of Weezing-Galar, and you can tank a hit if necessary to do so too.

Rest of team is fairly simple, physically defensive Umbreon gives you a solid check to Mamoswine and Marowak, while still dealing with non-Specs Chandelure sets, and Wish support for Weezing and Doublade. Noivern provides removal, and speed control and an offensive check to a lot of threats like Keldeo, Terrakion, Roserade, Escavalier. Doublade gives you another check to Lycanroc-D, Cobalion, and Terrakion, second Fairy resist, and another late game win con. Celebi finishes off the teams with Rocks, and another check to Mowtom/Washtom/Keldeo. Colbur Berry + Aura Sphere allows Celebi to check a +2 Bisharp, which is otherwise a rough matchup for this team, and lets you hit Obstagoon super hard.



Virizion + AV Galarbro Bulky Offense


:virizion: :slowbro-galar: :noivern: :doublade: :cobalion: :sylveon:

Virizion @ Life Orb
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Close Combat
- Stone Edge
- Synthesis

Slowbro-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Psyshock
- Shell Side Arm
- Flamethrower

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

Doublade @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Close Combat

Cobalion @ Air Balloon
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Volt Switch
- Stealth Rock

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 132 Def / 124 SpD
Calm Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell


Virizion benefitted massively from shifts stealing Skarmory from us, mixed sets are now even more potent wallbreakers, and can make use of VIrizion's fantastic typing giving it the unique ability to check Rotom-Wash, Rotom-Mow, Krookodile, and Zarude all in one single slot. Its main answers in Doublade and Weezing-Galar still take around 50% from a Life Orb Leaf Storm, making them poor checks long term. Stone Edge gives it the ability to threaten Noivern, Chandelure, and Talonflame trying to check it, and offensively check Scyther. Future Sight Slowbro-Galar helps to make switching into this Pokemon even harder, and can help to check checks to Virizion like Sylveon and Noivern for it. Rocks Volt Switch Cobalion provides a nice secondary check to Pokemon like Zarude and Krookodile, an offensive check to Pokemon like Obstagoon and Sylveon, and can give Virizion nice momentum bringing it in on Slowtwins and Rotom-W, among others.

Defensive Sylveon gives the team another Fighting-resist and Noivern check, taking pressure off of Slowbro-Galar on this front. Wish support can also help to keep Doublade and Cobalion afloat, and with its special investment it can somewhat help to check Keldeo should Noivern get Icy Winded. Noivern provides strong speed control and an offensive check to Pokemon like Terrakion and Keldeo, Defog support, noteably having a nice matchup versus the various Spikes setters being used atm like Roserade and Heracross, and helping in Webs MUs due to its consistency in finding opportunities to Defog, and invites in Pokemon like Rhyperior and Gigalith for Virizion. Doublade rounds off the team with a defensive check to Terrakion and Cobalion, a fat win con that takes advantage of Virizion pressuring all of its main checks like Rotom-W, Offensive Weezing-Galar, and Noivern, and is also the teams main Lycanroc-D check.
 
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vivalospride

what you eat dont make me shit
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Battle Simulator Driver
Moderator
jesus christ this is in a dire situation, i see an illegal team and a team with fuckin virizion A Cake Wearing A Hat what is going on here.

https://pokepast.es/9c3b54d9fa79af8b

This can replace the lily thing which is now invalid if you want. It's what I used vs sw in w2, it lost but it had a good position and it's been pretty consistent on paper and in practice in general with a few other people using it to positive results and me laddering with it pretty frequently with success. Iirc I built this off of something Twilight sent me and changed a bunch of stuff so I didn't really have a specific mon or core in mind while building. It's pretty self explanatory webs shit, mainly supporting wak as a breaker with hazard removal in Tsareena that also comes in on a lot of the stuff that'll force wak out like grounds and waters. Wak's evs basically outpace max speed base 60s with webs up. Noivern takes pressure off of wak's back to some extent gluing the team together defensively and not making wak and speed ties the things that stop coba/keld from running thru everything if it comes in on a bish knock. Speed control aside from webs is appreciated ofc, Rak is p self explanatory as a rocker, dark resist, offensive noiv/bish/etc answer. Boots can honestly be a large number of things but I went with boots mainly just trying to keep the chip on rak to a minimum because it's hp stat is actually pretty important as an out for a handful of things in terms of trading and all that, no other item specifically stood out a ton either. Bee is very self explanatory considering it's the webber, nice speed tier and REALLY great pivot for alowak which is the main thing that makes it better than it otherwise would be here, stops krook from 6-0ing, etc. Bish is the steel, fog deterrent, great speed tier/dmg output for webs in general. Taunt on noiv keeps progress on passive stuff better and makes bumass noiv not completely deadweight vs more defensive builds, which is p important since this is offense, you could do u-turn and it'd be ok tho.

The user who posted above me is handsome.

The user who posted below me is a headass hank mcgee
 
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Ramolost

parfum quartier
is a Tiering Contributor
aha double posting.....................

here to feed this because im fan of viv and i want to do everything like him

1602447803564.png


https://pokepast.es/ebae78152090ee0c

team here generic volt turn with heliolisk even if helio could be a noivern but i wanted to spread para but hey at least with noivern you wouldnt lose to choice band zarude aha just saying.....but volt switch doing actual damages is nice. anyway this team was made to prevent my major opponents to cheese me but they all brought broken BO so fuck it. topped ladder with it so think its a nice team. i wanted to build goli for lycan but then it got banned so it was for zarude but then adaam said it was dogshit and adaam is right but its good at checking mamo and necro so cool mon. anyway team isnt hard to use its just spikes bo take care to incin and to shark because those 2 can easily sweep anyway have a good one im depressed

have to do a descrption so :

generic volturn featuring helio / coba / incin as the volturn core. super easy to pilot so this descrption will be quick the idea of the team is to cover the meta. just pivot around and try to break with sylveon / future sight if you need to. christo told me that boots coba was an abomination by the way so you can play balloon i guess ? shit item tho. since the team is self explanatory i'll just do a list of threats :

phys sharpedo : does a lot to every single mon of the team. just keep goli / sylv / incin healthy for it depending on mu
scarf ground (krook/flygon) : okay we are so weak to this but uncommon as hell. play around it offensively and goli can always check but not a long term one.
cobalion : can be annoying bcoz only thing that checks it is glowbro and it can just vswitch on it to bring a breaker. reminder that you can use goli to grab momentum back against cobalion since emergency exit will cancel his volt switch.
chansey stall : pressure with hazards and volt switch and coba or else unwinnable (i usually win those tho).
tflame : shit mon but ok. outspeed everything, we have no flying resist. just go with the flow. incin checks it and can always knock or uturn on it to pressure the team.
terrak : broken. hits hard. outspeed most of the team. helio will revenge it and the whole team pressures it so its only free on incin so take care on how you play your incin in the terrak mu. easy to chip tho.

https://replay.pokemonshowdown.com/gen8uu-1201604094-6kgjkj2d5shce3l3jayqflkzbuwefvrpw
https://replay.pokemonshowdown.com/gen8uu-1200925883-www0w4yh4lzk7t5jokxsttu5m95wuqipw
random ladder replays that people saved dont know why

https://replay.pokemonshowdown.com/gen8uu-1200623136-qh5agaqlfj9if1rvgqv7lrnruw96nqhpw
https://replay.pokemonshowdown.com/gen8uu-1199468044-e7cofwegjkl30mb9422fdzkxjcxmuuvpw
my major games
 
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avarice

idek why you girls bother at this point
is a Social Media Contributoris a Community Contributoris a Tiering Contributor
:golurk: :salazzle: :sharpedo: :rotom-wash: :zarude: :klefki:
FULL CONTROL (Golurk) @ Colbur Berry
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Poltergeist
- Earthquake
- Ice Punch
- Stealth Rock

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

DEEP SEA (Sharpedo) @ Life Orb
Ability: Speed Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hydro Pump
- Dark Pulse
- Close Combat
- Protect

GOLDEN DREAM (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

SPEAKING TERMS (Zarude) @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Power Whip
- U-turn
- Close Combat/Jungle Healing

PRISTINE (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Thunder Wave
- Toxic
Pretty straightforward spikes offense. I started with Golurk + Klefki for hazards with Sharpedo for cleaning. Rotom-Wash forms a neat defensive core with spdef Klefki. Both of them can spread paralysis. Terrakion did not seem very threatening at this point so Salazzle seemed a good pick. Zarude finished the FWG core and improved the match up against Waters. It goes nicely with Salazzle especially as it pivots on Cobalion and can threaten the bulky Psychic-types in the tier. Having no removal makes webs dangerous especially when Araquanid is the setter, but Boots Zarude and Salazzle remain solid.
replay

:grimmsnarl: :terrakion: :polteageist: :cloyster: :incineroar: :necrozma:
pink + white (Grimmsnarl) @ Light Clay
Ability: Prankster
Shiny: Yes
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Spirit Break
- Reflect
- Light Screen
- Taunt

godspeed (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Stealth Rock/Rock Polish

nights (Polteageist) @ White Herb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Stored Power
- Strength Sap

pretty sweet (Cloyster) @ King's Rock
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Shell Smash
- Icicle Spear
- Pin Missile
- Hydro Pump

seigfried (Incineroar) @ Chople Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Knock Off
- Close Combat

futura free (Necrozma) @ Power Herb
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Photon Geyser
- Meteor Beam
- Heat Wave
A screens team definitely deserves recognition. It's a basic Grimmsnarl + 5 set up sweepers. Though screens as a whole can be customized quite a bit with different set up sweepers. Most variations do not need a Rocker just because of the combined power being enough to overwhelm, but SR can still be handy for breaking random focus sashes. Terrakion threatens most of the tier with its STABs and can safely SD up with its bulk behind screens. Polteageist is a massive threat to any build without a Dark-type. Cloyster is a classic cheese mon with decent coverage. Chople Incineroar can set up nicely behind screens with Intimidate. Necrozma is always useful and is a great sweeper with Autotomize and Meteor Beam + Power Herb.
replay
replay
 
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Lilburr

bubblebeam bitch
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UU Leader
hopping on the train with a team I used against Sabella in Snake, where I unfortunately lost but idt it was down to team choice. It has since seen some play (and a lot of success) in UU Majors-


click me or the sprites for the paste!
Basic goal of the team is to use Porygon-Z to break down fat Steel-types like Copperajah and Doublade for Ribombee, which is a really cool pick that acts as a great form of pseudo-speed control without locking itself into attacks like a Choice Scarf user would. Noivern was chosen as an obligatory offensive partner that checks Fighting-types for Porygon-Z, most notably Cobalion. Galarian Slowbro helps with the team's general weakness to stuff like Sylveon and Noivern and acts as a great mixed sponge that still has good offensive potential. Zarude is the obligatory Polteageist check and U-turn bot that brings Porygon-Z in on stuff like Incineroar but in general it's mostly here for the Ghost and Electric resistances. Cobalion rounds off the team as a Stealth Rock setter that acts as a one-time pivot into stuff like Mamoswine and brings in Porygon-Z safely on foes like Slowbro with Volt Switch.

Some replays of the team in action:
Renny vs 467 11 11p (UU Majors)
Meri Berry vs Alkione (UU Majors)
Myself vs Roxiee (UU Majors)
 
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Hey everyone!

Much to the dismay of I'm sure many people on the ladder, here is the stall team that I have been using since essentially the beginning of DLC 2 with minimal changes. Although it has some clear and defined weaknesses, it is a well-balanced stall team that has answers to almost every single threat and stall-breaker in the meta (Sub Gyarados you will always torment me you sodden monster.) I would consider myself to be a player that with most teams can maintain a rating of ~1500, and since I've made and used (exclusively) this team I have been able to consistently maintain an ~1700 rating on two accounts (https://puu.sh/GWXvm/6a2c160f53.png), which hopefully should be somewhat indicative of its ease of use and effectiveness. Without further ado, lets get into the team and how to use it!



Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Recover
- Toxic

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Earth Power
- Shore Up
- Toxic
- Stealth Rock

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Toxic

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Flamethrower
I am going to assume that the majority of players are aware of the way that Chansey and Quagsire work, but just in case, chansey is used as a blanket counter for almost every special attacker, and Quagsire is used a blanket counter for almost every physical set-up pokemon. The rest of the team is built around picking up the slack of what these two mons can not cover, and attempting to ease the pressure off of them as to not rely on them exclusively to beat multiple threats on the opponents team, which would give them the opportunity to easily be run-down by momentum.

Firstly, the largest threat in the current meta to stall from my experience is Alolan-Marowak, Crawduant, and Conkeldurr. You will notice that every single one of these mons can be viably used on trick room teams, making trick room an incredibly good match-up versus standard stall teams. My solution to this problem is in Max Max defensive salamence with HDB.

-1 252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 252+ Def Salamence: 147-173 (37.3 - 43.9%) -- guaranteed 3HKO
-1 252+ Atk Guts Conkeldurr Knock Off (97.5 BP) vs. 252 HP / 252+ Def Salamence: 102-121 (25.8 - 30.7%) -- guaranteed 4HKO
(With Item) -1 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 252+ Def Salamence: 161-190 (40.8 - 48.2%) -- guaranteed 3HKO
(Without Item) -1 252+ Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Salamence: 107-127 (27.1 - 32.2%) -- guaranteed 4HKO
-1 252+ Atk Thick Club Marowak-Alola Poltergeist (110 BP) vs. 252 HP / 252+ Def Salamence: 157-186 (39.8 - 47.2%) -- guaranteed 3HKO

Conveniently, defensive Salamence also allows for the team to have consistent hazard removal w/ heavy-duty boots + defog, and also gives the team a solid scizor answer, (which is why it is running mono-flamethrower.). This defensive mence has toxic, and as you will see, every single mon on this team except for jirachi runs toxic, as one of the only ways to deal with a team that has multiple hard-hitting threats that can potentially overwhelm your team is to spam toxic and predict well, potentially weaving in protects with rachi in between. It is important to note that even with rocks up and your heavy-duty boots knocked off, salamence can still consistently switch-in to crawduant, and as long as you are able to get a toxic off on crawduant as it sets up, you should be able to beat teams with it consistently. Its also important to note that jirachi will always outspeed crawduant and can do ~40-50% with u turn, which comes up more than you would think. Mence also gives you an easy way to answer power whip gyarados.

Speaking of Jirachi, this mon is one of the best mons on the team, and pairs beautifully with salamence. Jirachi allows for all-around wish support from a solid base 100 hp stat and also allows for the team to easily answer calm mind hatterene.
252+ SpA Hatterene Mystical Fire vs. 248 HP / 188+ SpD Jirachi: 142-168 (35.2 - 41.6%) -- 77% chance to 3HKO after Leftovers recovery
Jirachi also aids in the match-up versus Alakazam, which otherwise would likely beat your team. To be clear, jirachi does not make it so that you can not lose to alakazam. Vs alakazam you MUST keep your jirachi at maximum health inorder to live a +2 shadow ball and u turn. You can than go into your blissey to seismic toss or your quag to tank a psychic and kill. Rachi also serves as a 100% answer to Nihilego.

One of the weirder additions to some, but not really, is Palossand. Palossands role is very simple, it allows for you to 100% always answer the beast that is terrakion, gives you a rocker, and lets you bait mons like bisharp, which will expect you to switch but with colbur its completely safe to stay in and earth power. Speaking of Earth Power, I run it over scorching sands for a very specific reason. The most important role of Palossand on this team is to allow for the team to beat Blaziken, arguably one of the most broken mons in the tier as of current. Palossand, if kept at mostly full hp, can always switch into blaziken. If it is banded, than the gameplan is to wear it down with rocks, toxic, and flare blitz recoil, as well as using salamence to tank its harder hits. If it is swords dance, than the goal is to get palossand in, and either force it to roll on the +2 flare blitz, taking enough recoil for quag to kill it, or get baited into the +2 knock off, which will allow for earth power to kill. You must run earth power over scorching sands as otherwise Blaziken will always live after life orb damage.

Amoongus beats keldeo. It also lets you not have to really care about opposing amoongus. Also regenerator is broken. Abuse it. Sludge bomb can be replaced with clear smog if you dont want to lose to mono stored power mew and reuin

Celesteela you have to pp stall with Rachi/Amoongus/Blissey switches. Its not hard, annoying tho.

This team also loses to rest nasty plot Moltres-galar. If you are using rest nasty plot Moltres-galar, I am so sorry for whatever has led you to that decision.

Also this team has an abysmal stall-matchup. This is not a concern to me atm as I have played 1400+ games on the gen 8 uu ladder and I have encountered EXACTLY 4 stall teams. 4/1400 is odds I am willing to take.
 
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Since reallife has caught up to me once more, I'll drop what has been my go to laddering team recently:

I built this team around SubRoost Kyurem + Tspikes. Kyurem is fucking nasty atm and even with boots being everywhere (ban boots btw), Tspikes still go a long way in a lot of matchups, especially vs stall. Tenta also absolutely shits on Celesteela, one of the best Kyurem switchins, which is much appreciated (creep is for Mamo, but might aswell go for Gyara while were here). This team's go to breaker is Bulu. I had smth else in this slot initially, but I needed another Zera check and this thing has the added benefit of removing/heavily weakening Amoongus aka the best poison type in the tier for Tenta. From there I added defensive Kommo with Helmet to punish U-turning scizors/ get UP, the investment is for ada Bisharp. Next up we have Steela, which is amazing on its own, sponging hits from pretty much every special attacker in the tier, but Tspikes make it even more annoying to deal with(4 Speed to win Steela wars). Last slot is Krook for speed control, Zera check etc plus great synergy with Bulu..
Like any team, this team has some obvious flaws, for example we X out vs G-Molt + Screens, Special Victini, Terrak, Gyara and Mamo are fairly hard to deal with and setup Celesteela has potential to clean sweep if positioned well, but outside of that I've had lots of fun with this build and consider it fairly easy to use.

Both of these accounts are alts of mine and while ladder dont matter and shit, it should at least prove some consistency:
double peak highest.PNG

Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Roost

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 152 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Sludge Bomb
- Toxic Spikes
- Rapid Spin

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Close Combat
- Zen Headbutt
- Swords Dance

Kommo-o @ Rocky Helmet
Ability: Overcoat
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Flamethrower
- Roar
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 SpD / 4 Spe
Sassy Nature
- Heavy Slam
- Flamethrower
- Protect
- Leech Seed

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- High Horsepower
- Stone Edge
- Darkest Lariat
 
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I'm going to share with you some teams I've built for the snake uu, I'll share some more later. A lot of people complained about the bad quality of the ladder, full of stall and HO, so I won't share these kind of teams, you already have some !


(clikc on the sprites for the teams)

A team based on the Regenerator Slowking + Amoonguss combot, quite difficult to break for some teams.
In addition to being a solid defensive core, slowking brings future sight and Amoonguss spore, allowing the rest of the team to break more easily. Salamence allows defog and brings offensive pressure with Hurricane. Scizor is there to bring the U-turn and a sweep with SD. The rest of the team is classic.


(clikc on the sprites for the teams)

So the first team is base on the combo zeraora + special victini boots. It is a powerful duo to break a team, victini can easily pass the Tangrowth/Amoonguss + Slowking combo with Blue Flare + Energy Ball. This combot also brings the volturn to pressure offensive teams. Krookodile brings speed control, rocks and compresses many roles with its electric immunity and Knock Off.Tapu Bulu is our breaker. Our defensive core is composed of Spdef Slowking for Latias and Skarmory Rocky Helmet to punish the U-turn.



(clikc on the sprites for the teams)

This team is based on the Futur Sight + Conkeldurr combo. It's a terrifying core that takes a kill once placed. The rest of the team is classic with a defensive core Slowking + Amoonguss. Jirachi allows to lure pokemon, stun with Thunder and U-turn to bring Conkeldurr easily, Rotom-Heat allows to defog and Volt Switch. Krookodile still does the same thing as in the previous teams.



(clikc on the sprites for the teams)

I also wanted to share with you a team without slowking or Amoonguss and viable. I built this team on Monday for the snake UU: Ajna vs Nat. The team is built around Specs Chandelure + Mew Spikes Teleport. Chandelure doesn't have an switch in in UU. Shadow Ball can easily take a kill at each entry, the ghost resistance in most teams being Krookodile, which is 2hKO for shadow ball and Ohko by Flamethrower after rocks. Sleep talk allows to come on spore of Amoonguss. Chandelure also brings the anti-spin thanks to the ghost type, even if it's not the best anti-spinner. Mew Spdef wall Latias and ice beam allows to surprise ground pokemons and dragons like Salamence. Scizor's set is classic Sd + roost for sweep with hazards. Salamence is classic Defog Special. Nidoqueen brings elec immunity, can stop zeraora and lay the rocks. Sludge Wave + Thunderbolt has 50% chance to kill Slowking 56+ Spdef. Zarude compresses a lot of roles. It's my speed control, my revenger killer, my psych immunity and my ground and electric resistance. U-turn allows me to easily bring Chandelure back on the field.
 
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Gonna jump here on the same train and share a team I really like and that I have found success using.

:xy/tapu-bulu::xy/rotom-heat::xy/primarina::xy/krookodile::xy/kommo-o::xy/jirachi:
(click sprites for importable)
First and foremost, shoutout to Lily for helping me build this. We chose Bulky Offense to build with and started the team out with Tapu Bulu, which was originally a LO + SD set, but I ended up changing it for Choice Band, which gives it absurd power, especially under Grassy Terrain. Rotom-H was our next addition, acting as the team's hazard removal and reliable Scizor answer. It also provides Volt Switch. Primarina was then added to deal with Latias, as we struggled a lot with it. In conjuction with Tapu Bulu, they form our breaking core for the team. At the time of building this team, we had Choice Scarf Hydreigon, but since it rose to OU, I've now added Krookodile as the team's Choice Scarfer. Electric immunity, revenge kills Latias and Zeraora, etc etc. Kommo-o and Jirachi serve as the main defensive backbone of the team, with Kommo-o setting up Stealth Rock, spreading Toxic, and doing good damage with Body Press. Flamethrower is there for Pokemon like Scizor and Tapu Bulu, discouraging them from setting up on you. Jirachi helps the whole team to stay healthy through Wish, but mainly Kommo-o, Rotom-H, and Primarina, and gives us U-turn support. Jirachi's EV spread allows it to face Roost + 3 attacks Latias, but Calm Mind variants are very hard for this team to beat.
 

Moutemoute

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Alright.. people gonna hate but the HO Sample I post more than 3 weeks ago isn't that good anymore and since HOs I'm gonna share are already well known I don't think it will impact too much the ladder which is already awful.. without further ado heres the 6 and 6.1 version of my HO as well as the 7.0 and 7.1 versions.


861.png553.png130.png784.png146-g.png212.png
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off

Gyarados @ Lum Berry
Ability: Moxie
EVs: 252 Atk / 8 Def / 248 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Power Whip

Kommo-o @ Leftovers
Ability: Bulletproof / Soundproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Clangorous Soul
- Drain Punch
- Poison Jab

Moltres-Galar @ Weakness Policy / Chesto Berry
Ability: Berserk
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Agility
- Air Slash / Rest
- Fiery Wrath

Scizor @ Life Orb
Ability: Technician
EVs: 72 HP / 252 Atk / 8 SpD / 176 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Quick Attack
- Knock Off
Last but not least heres the 7.0 and 7.1 versions with this time Scizor over Linoone. Scizor brings a Steel-type to the team which is kinda great but also two priorities. Details can be found here. Like the 6.0 and 6.1 versions you can find 2 variants of Moltres-Galar. One with Weakness Policy and Air Slash and the other with Chesto Berry and Rest to have a better match-up vs Stall teams.

861.png553.png130.png784.png146-g.png264.png
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off

Gyarados @ Lum Berry
Ability: Moxie
EVs: 252 Atk / 8 Def / 248 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Power Whip

Kommo-o @ Throat Spray
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Clangorous Soul
- Clanging Scales
- Boomburst
- Flamethrower

Moltres-Galar @ Weakness Policy / Chesto Berry
Ability: Berserk
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Agility
- Fiery Wrath
- Air Slash / Rest

Linoone @ Iapapa Berry
Ability: Gluttony
EVs: 52 HP / 252 Atk / 4 SpD / 200 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Stomping Tantrum
- Seed Bomb
This is the 6.0 and 6.1 version that you can find here too with all explanations. Basically a new set of Kommo-o compared to the 3.0 version and DD Gyarados + Linoone over NP Thundurus and Demon Mew. 6.0 version has Weakness Policy + Air Slash while 6.1 has Chesto Berry + Rest which increase a lot the match-up vs a lot of bulky teams (especially Stalls).
 
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A Cake Wearing A Hat

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Moderator
I've updated Sample Teams with five teams:

Kyurem Balance by fireblastmiss
:kyurem::tentacruel::tapu-bulu::kommo-o::celesteela::krookodile:

Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Roost

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 152 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Sludge Bomb
- Toxic Spikes
- Rapid Spin

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Zen Headbutt

Kommo-o @ Rocky Helmet
Ability: Overcoat
EVs: 252 HP / 116 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Flamethrower
- Roar
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 SpD / 4 Spe
Sassy Nature
- Heavy Slam
- Flamethrower
- Protect
- Leech Seed

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- High Horsepower
- Stone Edge
- Darkest Lariat

I built this team around SubRoost Kyurem + Tspikes. Kyurem is nasty atm and even with boots being everywhere (ban boots btw), Tspikes still go a long way in a lot of matchups, especially vs stall. Tenta also absolutely dunks on Celesteela, one of the best Kyurem switchins, which is much appreciated (creep is for Mamo, but might aswell go for Gyara while were here). This team's go to breaker is Bulu. I had smth else in this slot initially, but I needed another Zera check and this thing has the added benefit of removing/heavily weakening Amoongus aka the best poison type in the tier for Tenta. From there I added defensive Kommo with Helmet to punish U-turning scizors/ get UP, the investment is for ada Bisharp. Next up we have Steela, which is amazing on its own, sponging hits from pretty much every special attacker in the tier, but Tspikes make it even more annoying to deal with(4 Speed to win Steela wars). Last slot is Krook for speed control, Zera check etc plus great synergy with Bulu..
Like any team, this team has some obvious flaws, for example we X out vs G-Molt + Screens, Special Victini, Terrak, Gyara and Mamo are fairly hard to deal with and setup Celesteela has potential to clean sweep if positioned well, but outside of that I've had lots of fun with this build and consider it fairly easy to use.


RegenSpam Balance by KSt3ve
:krookodile::scizor::zeraora::salamence::slowking::amoonguss:
Take A Hint (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Stone Edge

Scattered Faith (Scizor) @ Heavy-Duty Boots
Ability: Technician
EVs: 248 HP / 212 Atk / 32 Def / 16 Spe
Adamant Nature
- Roost
- Bullet Punch
- U-turn
- Swords Dance

ImperialCircusDead (Zeraora) @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Plasma Fists
- Knock Off
- Play Rough
- Volt Switch

Night of Nights (Salamence) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hurricane
- Defog
- Roost

blckout (Slowking) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Slack Off
- Future Sight
- Scald
- Teleport

Bad Apple !! (Amoonguss) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 240 Def / 12 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play

A team based on the Regenerator Slowking + Amoonguss combo, which is quite difficult to break for some teams.
In addition to being a solid defensive core, Slowking brings Future Sight and Amoonguss brings Spore, allowing the rest of the team to break more easily. Salamence Defogs and brings offensive pressure with Hurricane. Scizor is there to spam U-turn and sweep with SD. The rest of the team is classic.


CB Tapu Bulu Bulky Offense by Bandkrook and Lilburr
:tapu-bulu::rotom-heat::primarina::krookodile::kommo-o::jirachi:

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Megahorn
- Close Combat

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 240 HP / 52 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Pain Split

Primarina @ Choice Specs
Ability: Torrent
EVs: 228 SpA / 28 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Moonblast
- Psychic
- Scald

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Darkest Lariat
- Stone Edge

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 116 Def / 140 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Flamethrower
- Toxic

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn

First and foremost, shoutout to Lily for helping me build this. We chose Bulky Offense to build with and started the team out with Tapu Bulu, which was originally a LO + SD set, but I ended up changing it for Choice Band, which gives it absurd power, especially under Grassy Terrain. Rotom-H was our next addition, acting as the team's hazard removal and reliable Scizor answer. It also provides Volt Switch. Primarina was then added to deal with Latias, as we struggled a lot with it. In conjuction with Tapu Bulu, they form our breaking core for the team. At the time of building this team, we had Choice Scarf Hydreigon, but since it rose to OU, I've now added Krookodile as the team's Choice Scarfer. Electric immunity, revenge kills Latias and Zeraora, etc etc. Kommo-o and Jirachi serve as the main defensive backbone of the team, with Kommo-o setting up Stealth Rock, spreading Toxic, and doing good damage with Body Press. Flamethrower is there for Pokemon like Scizor and Tapu Bulu, discouraging them from setting up on you. Jirachi helps the whole team to stay healthy through Wish, but mainly Kommo-o, Rotom-H, and Primarina, and gives us U-turn support. Jirachi's EV spread allows it to face Roost + 3 attacks Latias, but Calm Mind variants are very hard for this team to beat.


Double Prio Scizor Screens HO by Moutemoute
:grimmsnarl::krookodile::gyarados::kommo-o::moltres-galar::scizor:
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off

Gyarados @ Lum Berry
Ability: Moxie
EVs: 252 Atk / 8 Def / 248 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Power Whip

Kommo-o @ Throat Spray
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Clangorous Soul
- Clanging Scales
- Boomburst
- Flamethrower

Moltres-Galar @ Weakness Policy / Chesto Berry
Ability: Berserk
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Agility
- Air Slash / Rest
- Fiery Wrath

Scizor @ Life Orb
Ability: Technician
EVs: 72 HP / 252 Atk / 8 SpD / 176 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Quick Attack
- Knock Off

This team opts for double prio Scizor as a screens sweeper, alongside Kommo-o, Galarian Moltres, and Gyarados. You can use 2 variants of Moltres-Galar. One with Weakness Policy and Air Slash and the other with Chesto Berry and Rest to have a better match-up vs Stall teams.


Palostall by Moltracer
:chansey::quagsire::jirachi::palossand::amoonguss::salamence:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Recover
- Toxic

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Earth Power
- Shore Up
- Toxic
- Stealth Rock

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Toxic

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Flamethrower

 
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Moutemoute

404
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HERES SOME TEAMS !


Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Crunch / Sucker Punch
- Close Combat
- Psychic Fangs

Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 140 Def / 116 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Draining Kiss
- Mystical Fire

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 152 Def / 8 SpA / 96 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Body Press
- Flamethrower

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Darkest Lariat
- Toxic

Skarmory @ Safety Goggles
Ability: Sturdy
EVs: 252 HP / 120 Def / 136 Spe
Impish / Bold Nature
IVs: 0 Atk
- Roost
- Spikes
- Brave Bird / Iron Defense
- Body Press

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 16 Def / 240 Spe
Adamant Nature
- Volt Switch
- Plasma Fists
- Knock Off
- Blaze Kick
A pretty offensive team based on Hazard Stacking + LycanDusk. AoA LycanDusk is a pretty great Pokemon which is able to really pressure the metagame with Entry Hazards support. I tend to prefer Sucker Punch to punish things like Scarf Jirachi and it also hits harder than neutral Accelerock but Crunch is pretty clutch to punish Slowking. Since the team doesn't have any Defog/Spin user, Hatterene is my EH deterrent but also a pretty cool win condition. EVs in speed allows it ouspeed -Spe Tangrowth and everything slower. Kommo-o is my Stealth Rock setter and a good check to things like Scizor which can pressure out LycanDusk. EVs spread is classic : outspeed max speed Adamant Scizor while being able to OHKO with Flamethrower. Remaining EVs are bumped into HP and Def. Choice Scarf Krook is my Choice Scarf user and also appreciate EH support. Knock Off is valuable to remove boots and tenderize bulky foes. Skarmory is the Spikes setter and counter to Amoonguss thanks to its Safety Goggles. It also outspeed Adamant Crawdaunt. Last but not least Zeraora is a great pivot which also tenderize with Knock Off things like Scarf Krook. The team is pretty weak to Primarina so be really careful when you're facing it.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Stealth Rock / Confide
- Soft-Boiled
- Toxic
- Seismic Toss

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 188 Def / 56 SpD / 12 Spe
Impish Nature
- Recover
- Toxic
- Scald / Haze
- Earthquake

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Soft-Boiled
- Imprison
- Block
- Transform

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Toxic / Dual Wingbeat
- Flamethrower

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 168 Def / 76 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Spore
- Toxic
- Giga Drain
- Sludge Bomb

Umbreon @ Leftovers
Ability: Inner Focus / Synchronize
EVs: 252 HP / 116 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Protect
- Foul Play
The stall I used to get my reqs for Terrakion suspect (28-3). Like a lot of really bulky teams, this team doesn't appreciate at all Terrakion. Chansey is the Stealth Rock setter and overall a staple for Stall teams. You can replace Stealth Rock with Confide in order to check more easily things like SubCM Chandelure (you can still set Stealth Rock if you manages to transform your Mew into a Stealth Rock setter). Quagsire is the Unaware of the team and the EVs spread allows it to check a bit better Hatterene if needed if you're playing Haze (it's never 2HKOed by Psychic after Stealth Rock damages). I saw someone using that awful Mew on the ladder and that's why I decided to make the Stall team at the beginning. It can trap and remove a lot of bulky shits which are annoying for Stall because it tends to make match really long. Mew can remove those things which makes the games faster. It's overall a pretty filthy set. Salamence is obviously the Defog user. You can opt for Dual Wingbeat since the team is overall pretty weak to SubCM Keldeo. EVs spread allows it to ouspeed things like Adamant Bisharp. Amoonguss is basically the pivot of the team which is here to scout things like Scizor / Terrakion and can chip them thanks to Rocky Helmet. Last but not least Umbreon brings to the team a pretty good answer to Ghost-types (mostly Chandelure) and a Wish/Cleric. EVs spread allows it to check Adamant LO Mamoswine. I opt for Inner Focus after losing to a flinch from Icicle Crash on the ladder but Synchronize is 100% viable too. Team doesn't appreciate core with HDB Zeraora + HDB Victini so be really careful vs them.
 
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I saw someone using that awful Mew on the ladder
Hey ! I think Moutemoute is talkink about me ! I made an RMT about my team (https://www.smogon.com/forums/threads/the-six-deadly-sins.3678536/) and I think it is an opportunity to introduce my team so it will maybe complete Moutemoute's team.
The Team :
:Mew::Chansey::Ditto::Skarmory::Salamence::Nidoqueen:
The Greed (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Imprison
- Transform
- Block
- Soft-Boiled

The Envy (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Transform

The Sloth (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Teleport
- Soft-Boiled
- Seismic Toss
- Toxic

The Pride (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Spikes
- Roost
- Body Press
- Iron Head

The Wrath (Salamence) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 160 Def / 4 SpD / 96 Spe
Jolly Nature
- Defog
- Roost
- Dual Wingbeat
- Flamethrower

The Gluttony (Nidoqueen) (F) @ Life Orb
Ability: Sheer Force
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Earth Power
- Flamethrower
A stall based on Mew Imprison. A classic Skarmory + Chansey core reinforced by Mew + Ditto to annihilate Stall and HO. Salamence and Nidoqueen check the remaining threats and provide hazard control. If you want additional informations (teambuilding process, set details, threatlist, replays) you can read my RMT (see above).
I reached 1800+ elo with it a fortnight ago and continue to play sometimes with it. I can assure you it is still really effective.
 
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