Strength in Synergy - a bulky offence team, peaked 1540 and rising

Strength in Synergy
(I'd put an awesome picture of the team here if I had the skill to make one)

Hello fellow Smogonites!

I'm SmallFry25, and there's a very good chance you won't have the slightest idea who I am, considering I hardly ever post here. I mostly just browse the forums and battle without ever contributing much. Having previously posted a bulky offence RMT in the old UU beta metagame full of Tornadus-T and Zygarde that did pretty well, peaking very briefly at around 1450 on the ladder, I decided it was high time I posted another one.
In terms of team building style I don't tend to stray too far from the standard sets, almost exclusively using tried and trusted pokemon as scarf Mienshao and SpD Florges etc. However, I decided to embark on a different team building journey and pull together a team of under-appreciated pokemon that I felt (justified or not) needed more love. I went through several versions of the team that didn't prove to be too successful, but it did provide me with a platform to build on. I finally arrived at a team that I think has great synergy and, as a result, has provided me with my highest ladder ranking to date


Teambuilding process:

I wanted to start with a somewhat unconventional choice scarf user that could outspeed and KO most of the common scarfers in the tier, most importantly Mienshao, and also provide momentum. Cobalion seemed like the perfect choice
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To pair with it I wanted a special powerhouse to blow holes in as many pokes as it could. I pulled Kyurem up from RU (why the hell is it down there) and decided on a choice specs set
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With my offensive core chosen it was time to sort out some defence. Physically defensive Qwilfish seemed like a good choice, with intimidate and the ability to set up toxic spikes to support the rest of the team
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Physical wall taken care of I wanted a special wall that paired well with Qwilfish but could also act as a cleric (whose name wasn't Florges). I knew I wanted a grass type, and Celebi also covered Qwilfish's psychic weakness so in he came
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Now I had my offensive and defensive cores sorted I wanted a defensive pivot. I noticed I was slightly ground week, with 2 weaknesses and only 1 resist, so I decided to go with assault vest Eelektross
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With my team starting to take shape I felt I needed rapid spin support. I wanted something less conventional (and I wasn't thinking too much about synergy at the time) so I went with Hitmonchan
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I tested this team a fair bit but Qwilfish was almost OHKOed by a Victini's zen headbutt so I decided to switch it out for a more standard defensive Arcanine. I lost the ability to set up t-spikes but I haven't honestly missed them. Hitmonchan also wasn't pulling its weight, often dying fairly early, and I didn't have a dedicated knock off absorber, so Mega Blastoise also came in
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At this point I found myself wanting a set-up sweeper. I debated for a fairly long time which member I'd miss most, and naturally the pokemon so powerful it doesn't even register on the UU viability rankings had to stay, so Kyurem went out and double dance Porygon-Z came in. This version of the team peaked at 1511, but had reached its limit
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Porygon-Z wasn't really doing much for the team, so at Brawlfest's suggestion I swapped in stallbreaker Crobat to help deal with fighting types as well as hard stall teams
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Eelektross had been really underwhelming and I was really missing wish support on the team. I considered several options, and my best course of action seemed to be bringing in Mega Ampharos and Vaporeon for Eelektross and Blastoise.
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I'm very happy with this version of the team, it's patched up a lot of weaknesses I previously had and if I play well and predict correctly I will usually come out on top.



The team in detail: (Changes in red, occasional alternates in blue)

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Cobalion @ Choice Scarf
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Iron Head
- Close Combat
- Stone Edge
- Volt Switch / Stealth Rock

Synergy:
Fighting -
Celebi, Crobat
Fire - Ampharos (after mega), Arcanine, Vaporeon
Ground - Celebi, Crobat

Oh man, I love this guy. The number of battles I've won thanks to this guy is incredible. No one ever expects it to be scarfed and it can OHKO most of the other common scarfers without too much trouble. Being able to trick the opponent into thinking I had nothing for Weavile before smashing it with a scarfed CC was always fun, but alas that time has gone. His unique (in UU at least) dual STAB is incredible, and stone edge rounds out coverage on a few things, most importantly Victini. Volt switch occupies the last slot for grabbing momentum (also partly due to Cobalion's lack of any other physical coverage. He'd really benefit from earthquake), but I've considered stealth rock to further bluff the lack of scarf while freeing up a slot for thunder wave on Celebi. EVs are standard, with naive nature to guarantee outspeeding all variants of Meinshao while not taking any power away from volt switch



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Crobat @ Black Sludge
Ability: Infiltrator
EVs: 176 HP / 192 Atk / 4 SDef / 136 Spd
Jolly Nature
- Brave Bird
- Taunt
- Roost
- Defog

Synergy:
Electric - Ampharos, Celebi
Ice - Arcanine, Cobalion, Vaporeon
Psychic - Celebi
Rock - Cobalion

Originally a specs Kyurem, then replaced by double dance Porygon-Z, I've finally settled on Stallbreaker Crobat, as suggested by Brawlfest. I'm not sure why I didn't think of him in the first place as he's one of my favourite Pokemon, but there you go. He's definitely helped against fighting types (assuming they don't predict and use stone edge) as well as breaking through stall. Pretty standard moveset with a powerful brave bird, taunt to shut down walls and prevent hazards early game and roost for reliable recovery. I originally ran toxic in the 4th slot, but with the change from Blastoise to Vaporeon I lost spin support, so I put defog there to clear hazards. I also gained toxic on Celebi so I don't mind losing it on Crobat. EVs are to outspeed max speed base 115s and avoid download boosts to SpA while keeping a good amount of bulk and power.


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Arcanine @ Rocky Helmet
Ability: Intimidate
EVs: 4 Atk / 252 HP / 252 Def
Impish Nature
- Flare Blitz
- Extreme Speed
- Morning Sun
- Roar / Will-o-Wisp

Synergy:
Ground
- Celebi, Crobat
Rock - Cobalion
Water - Ampharos (after mega), Celebi, Vaporeon

On the surface, Arcanine's defence isn't exactly stellar, but when you factor in intimidate he can take almost any physical hit like a champ. I also like my walls to have decent offensive presence and Arcanine certainly covers that with his base 110 attack stat. Flare blitz may seem counter-productive to his walling capabilities, but when the next best option is fire fang you don't really have much choice. Extreme speed is an incredibly valuable move, being the only priority move on the team and also able to beat sucker punch users like Honchkrow. Morning sun provides recovery and roar (suggested by Zkillerthriller) is for phasing out set-up sweepers and baton pass chains, as well as shuffling for stealth rock damage (will-o-wisp is another option in this slot but a lot of physical threats that Arcanine counters are fire types, and I find phasing to be more useful). People are often surprised when they take rocky helmet recoil and, while I agree that losing out on leftovers occasionally leaves you open for a 2HKO you would have avoided otherwise, the residual damage it causes has proved more valuable in the long run




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Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 SDef / 252 HP / 36 Spd
Calm Nature
- Stealth Rock / Thunder Wave
- Recover
- Toxic
- Giga Drain

Synergy:
Bug
- Arcanine, Cobalion
Dark - Cobalion
Fire - Ampharos (after mega), Arcanine, Vaporeon
Flying - Ampharos
Ghost -
Ice - Arcanine, Cobalion, Vaporeon
Poison - Cobalion

I've honestly never been a huge fan of specially defensive Celebi. With a huge 7 weaknesses it's always felt like a weak link when I've used it, but it's been doing its job pretty well on this team. It's the best, if not only, pokemon that is simultaneously a cleric, can set up stealth rocks and resists ground. It also has a fantastic ability that lets it heal status simply by leaving the field of battle. Stealth rock helps net a lot of KOs for the other members of the team (thunder wave is preferred if I'm running stealth rock on Cobalion), Recover and giga drain provide reliable healing and obligatory STAB. I opted for toxic over thunder wave in the final slot because I judged residual damage to be more important than paralysis over the course of a battle, plus with Cobalion being faster than most common scarf users barring Raikou (who's immune anyway) I don't particularly need to slow many things. EVs provide a lot of special bulk as well as a slight boost to speed.




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Ampharos @ Ampharosite
Ability: Static -> Mold Breaker
EVs: 252 SAtk / 208 HP / 48 Spd
Modest Nature
- Volt Switch
- Dragon Pulse
- Thunderbolt
- Focus Blast / Hidden Power Ice / Rest

Synergy:
Dragon
- Cobalion
Ground - Celebi, Crobat
Fairy - Crobat
Ice - Arcanine, Cobalion, Vaporeon

As a bulky pivots go there aren't any better than Mega Ampharos. With its new mega form it gains a bunch of resistances thanks to its dragon typing, a buff of 20 to each defensive stat and a frankly ridiculous 165 SpA. Plus, how can you resist that hair? Volt switch is incredible on Amphy as it can take a big hit before allowing me to gain momentum. Dragon pulse and thunderbolt are both really powerful and provide unresisted coverage barring things like Whimsicott and Ferroseed which are very uncommon. I normally run focus blast in the final slot, but hidden power ice would provide coverage on Whimsicott and rest would provide a way to fully heal, and with heal bell on Vaporeon I wouldn't have to burn off the turns. I run 48 speed EVs to outpace 4 EV Donphan and Tangrowth, with 252 and modest in SpA for maximum power and the rest in HP for maximum bulk.


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Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 120 Def / 252 HP / 136 SDef
Calm Nature
- Scald
- Heal Bell
- Wish
- Protect

Synergy:
Electric
- Ampharos, Celebi
Grass - Ampharos (after mega), Arcanine, Celebi, Cobalion

This slot has been changed several times, but I've finally settled on Vaporeon to complete a very solid FWG defensive core. I debated keeping Blastoise with leftovers in this slot in order to keep rapid spin, but wish support has brought Ampharos back from the brink of death many times so I'm definitely happy with it, and with defog on Crobat I still have a way of clearing hazards from my side. I originally had heal bell on Celebi but Vaporeon is the more reliable user having fewer weaknesses. Wish and protect are pretty self explanatory, providing health support for the rest of the team, mostly Ampharos, along with reliable healing for Vaporeon itself. Scald provides a fairly powerful STAB move with the additional 30% chance for a burn. EVs are custom to avoid ever being 2HKOed by any move from timid LO Nidoking with the rest in Def for very nice mixed bulk.




Threats:


  • Nidoking/queen are both huge threats with their ridiculous coverage. With prior damage or if I've mis-predicted a knock off early game, Vaporeon can't switch in and guarantee avoiding a 2HKO.
  • Kyurem is a huge threat if it gets behind a sub, the usual ice/ground coverage isn't resisted by one single member of my team, and it has a lot of power behind it even without a boosting item
  • Mega Manectric can threaten a lot of this team, but a lot depends on its 4th move. If it's running the usual HP ice it can hit Ampharos super effectively but can't kill Celebi, if it's running the rare signal beam it can't touch Ampharos but can OHKO Celebi. Overheat or flamethrower both miss the 2HKO on Celebi if I giga drain in between
  • Quiver dancers, especially Venomoth, are somewhat of a problem. I haven't actually encountered one yet, but depending on what stage the battle was at I'd have to sleep fodder something, then go into Cobalion to OHKO with stone edge
  • Cloyster was more of a problem before the switch to Vaporeon, rock blast still does a good amount of damage at +2 but it usually doesn't make an appearance until late game and I'll always still have Cobalion to outspeed and take it out with CC
  • Honchkrow is a really big threat to any team, but adamant sucker punch can't OHKO Ampharos after a moxie boost and stealth rock without a crit, and either electric move will easily KO
  • Probably the biggest threat to this team is Chandelure. I don't have a clear counter to it, and its threat level very much depends on which set it's running. The most common variants are sub-split that are dealt with by Vaporeon who takes around 40% from life orb shadow ball. Crobat also doesn't care if it's behind a sub thanks to infiltrator and does massive damage with brave bird. The most dangerous set is choice specs who can either cripple a member of my team with trick or 2HKO my best switch-in (Vaporeon) with energy ball.

Conclusion:

While it's by no means perfect this team can handle most of what anyone can throw at it. I'd love a better answer to the Nidos (they're always a thorn in my side), but without ruining synergy I can't think of a way to make it happen. Every replacement I can think of would either lose a resistance or gain a weakness so I've decided not to bother.

If you made it this far you're a trooper and you have my full respect. I'll welcome any suggestions, I've probably missed a glaring weakness that I just haven't come across yet that can be fixed very easily

Thanks for reading :)
 
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This is a very nice team! It has great synergy, and can deal with many of UU's common threats. However, there are some things I worry about. The first things is Mega-Houndoom, who when under the sun OHKO's 4 of your mons, and 2HKO's the rest. Strong fighting types such as Mienshao also seem like a huge issue, since they U-Turn out of Celebi and HJK the rest of your mons. On top of htis, Kyurem, and NidoKing can beat this team between their amazing STABs and Coverage. Stall also gives you a pretty bad time on the whole.

To solve the issues, I want to look at Porygon Z first. I honestly do not see how it fits in with the style of your team. Setup Sweepers are great on Hyper Offensive teams, but I feel like on your style of bulky offense / borderline stall, I do not feel that it is necessary or relavant, as it cannot utilize its resistance(s) (lol ghost) or its amazing offensive presence to its fullest extent. Typically, Scarf Cobalion is enough to be considered a "Cleaner" for a team archetype like such. Looking at your team though, I see fighting types being a big issue, as well as stall. This immediatly makes me want to replace Porygon Z with Stallbreaker Crobat. While they do not play the same role, Stallbreaker Crobat relieves stress from the rest of your team, and can help you anti-lead early game. It also has the necessary Speed and Attack to clean late game as well with Brave Bird.

As I said, I worry about Kyurem and Mega-Houndoom for your team. Instead of AV Eeleketross, I want you to consider Bulky Attacker Snorlax. They literally do the same thing, but Snorlax has one distinct advantage against the two aforementioned pokemon in Thick Fat. Snorlax is far bulkier, and can dish out more damage as well utilizing a STAB Body Slam off of a base 160 Atk. Overall, they do the same thing, but Snorlax simply does it better.

Cool team! I hope I helped! :]
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Crobat @ Black Sludge
Ability: Infiltrator
EVs: 176 HP / 192 Atk / 4 SDef / 136 Spd
Jolly Nature
- Brave Bird
- Taunt
- Roost
- U-turn / Toxic / Super Fang

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Snorlax @ Assault Vest / Leftovers
Ability: Thick Fat
EVs: 252 Atk / 52 Def / 200 SDef / 4 Spd
Adamant Nature
- Return
- Earthquake
- Pursuit
- Crunch / Fire Punch
 
Thanks for the rate!

I've come across Mega-Doom a couple of times and haven't struggled too much with it, but I haven't faced it under sun yet. I've done the calcs though and iirc a fire blast under sun is actually more powerful than one at +2. Assault vest Snorlax is something I've never really considered but would also provide a reliable check/counter to Kyurem and the Nidos as you mentioned. To be honest I was partly using Eelektross just for the hell of it and he's definitely the weakest member of the team so I'll swap him out. Porygon-Z was kinda shoe-horned into the team because I wanted to try it and this happened to be the team I was using at the time. He's definitely a powerhouse but doesn't fit too well on the team and I fairly regularly struggle to find set-up opportunities so I won't be too sad to see him go. I haven't come across a hard stall team yet, but when I inevitably do I'd definitely struggle to break through. Crobat is one of my favourite pokemon and the stallbreaker set is definitely a better fit for the team than P-Z is so I'll swap him in too.

Once again, thanks for the suggestions and I'll report back when I've had the opportunity to test them :)
 
I've now tested those suggestions and looked further at synergy. I definitely think that Crobat has been a big improvement over Porygon-Z so I'm definitely keeping him, as shown in the OP. One thing I've noticed, however, is that I no longer have a Flying resist, meaning that in particular Honchkrow has become a fairly big problem. Cobalion can outspeed it and resists sucker punch, and can easily KO with almost any move. He can also outspeed any other common UU flying type with the exception of scarf Noivern, but he can't switch in being neutral to their flying STAB. I can usually keep stealth rocks on the field to limit their switch-ins, with Celebi usually able to set them up multiple times. The best option seems to be Mega Ampharos, meaning I'd have to sacrifice Mega Blastoise. Without running AV Snorlax I'd lose my only check / counter to Nidoking who is a huge threat.

Another concern is lack of wish support, which is usually something I like to have on my teams. If I decided to go with Mega Ampharos I could bring Vaporeon in for Blastoise, in which case I'd have to run defog>toxic on Crobat to clear hazards as I have 2 members weak to stealth rock.

I'd love to know what people think of those options, I've probably overlooked a glaring weakness that these changes would introduce or something that could solve all these issues.
 
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Alright! After all that "Brawlfest" said there really isn't much to rate. However something that i just wanna throw out there is that you could opt to go for either "Will-O-Wisp" or "Roar" in Arcanines last slot. Because even though it gets alot of defense with investment as well as Intimidate, having burn support is always a good thing. It will also of course support other members that wouldn't appreciate a physical hit as much as Arcanine.
Now as for "Roar", that's just good for phazing out things that try to setup/toxic stall etc, but it can also be good for racking up SR damage and alot of people might not see it coming. But feel free to keep using "Toxic" if you want =)

Anyways i just wanted to get that out there, Nice team! Good job! And Good luck! Hope i was of any help! =)
 
The main reason for toxic was that I didn't have another toxic user when I originally introduced Arcanine, and if I only have one status on a team I like it to be will-o-wisp. However, now I've added Crobat I think I'll probably switch it over to will-o-wisp, but I might have to test roar too. It's not something I've ever run on defensive Arcanine but it'll definitely help against boosting sweepers and the always annoying baton pass teams
 
I've just updated the OP with what I consider to be the best version of this team. If anyone still has any suggestions I'd love to hear them but I feel I've definitely reached my limit as far as team building goes
 
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