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Project SV DOU Teambuilding Competition v3: Week 27 (Gouging fire)

Congrats to Jazz721 for winning!

:sv/sinistcha:

This weeks Pokemon is Sinistcha. Sinistcha is a versatile Pokemon, both able to act in a supporting role with access to Trick Room, Rage Powder and Life Dew and become a threatening setup sweeper with nasty plot and calm mind.

Building ends on Friday 7th
 
Hey guys I'm back with another team that I think is really good. I wanted to try out an offensive sinistcha and I think it is a really cool option. With a nasty plot matcha hits really hard and can heal back so much hp.

Nasty Plot Sinistcha
:Sinistcha: :Incineroar: :Chien-Pao: :Walking-Wake: :Tornadus: :Iron-Hands:

I ev'd Sinistcha to outpace jolly Chien Pao while under tailwind. I tried out sitrus berry but I found I like Leftovers more because Sinistcha has a lot of staying power. I wanted Incineroar primarily for Chien Pao, but intimidate and fake out in general is useful to help Sinistcha set up. I added a Chien Pao because it beats Landorus and Archaludon. I also just like double dark to help vs psyspam. I added walking wake because I wanted the compressed roles of hitting fires and steels. My tornadus is running sunny day because I really value having a way to shut off things like rain or hail if I'm not using them myself, but that move could be something like protect. Lastly I added Iron Hands because I wanted another bulky fake out pokemon. Hope you enjoy the team, peace
 
Got a super fun team here that I’ve had the idea of for quite a while:

:Clefairy: :Malamar: :Incineroar: :Sinistcha: :Diancie: :Ursaluna-Bloodmoon:

Incineroar-Sinistcha-Clefairy provide an incredible support trio that is able to redirect, heal, and reduce damage, all while having great complimentary typings. So naturally with all these support pokemon you need good attackers, enter Malamar, Diancie, and Ursaluna-Bloodmoon. Between these three sweepers, you generally just pick whichever your opponents team is weakest against, and let the rest clean up. Clefairy really steals the show with its ability to enable these attackers. Chilling Water activates Weakness Policies on both Diancie and Bloodmoon, while also further raising Malamar’s attack. Fake Tears can raise Malamar’s special defenses, or it can be used to lower opposing special defenses for Bloodmoon or Sinistcha.

You can opt for nasty plot or life dew on Sinistcha, but I feel that shadow ball is helpful for gholdengo. Brick Break on Incin is admittedly a little strange, but there’s just so much screens teams running around right now.
 
:Grimmsnarl::moltres-galar::Ursaluna-BloodMoon::iron hands::Incineroar::sinistcha:
Moltres-Galar + Sinistcha + Screens has been one of my favorite cores for a while now, Moltres sits on Genies, Gholdengo, and Psyspam even without a Light Screen up, with one it becomes completely unbreakable. Even the super-effective hits bounce off, max Special Attack Modest Kyurem can only 3HKO with Blizzard. Ursaluna-BM is a great partner, it removes Archaludon looking to set up with Electro Shot and abuses Sinistcha's Trick Room. Assault Vest gives it the bulk to take advantage of Grimm's screens and Sinistcha's healing and lets it fit Vacuum Wave to snipe pesky Chien Paos. Speaking of Pao, Incineroar supplements Ursa and Moltres's special bulk with Intimidate and allows its partner to click Nasty Plot/ Swords Dance/Trick Room by creating free turns with Fake Out. This does give the team three Dark-types but their secondary typings make it so that the three share no common weaknesses. Iron Hands gives the team an extra win condition to take advantage of its support mons and removes the Rock- and Ice- types that threaten Goltres.
The biggest weaknesses for this team are opponents setting up faster than you can, and getting crit/flinched. The best way to get around these are by setting up early, you want to end the game quickly before your opponent can start setting up or gets too many chances to fish. Additionally, Fake Tears Grimm also helps to make Moltres and Ursaluna more threatening in the early game.
I used this team pretty heavily during DLT, lower ladder players have no idea how to deal with setup and it matches up pretty well into many common archetypes.
 
Congrats to Actuarily for winning!

:sv/pelipper: :sv/politoed:

This weeks Pokemon are Pelipper AND Politoed! I originally thought Archaludon could be a cool mon for this week since it has been very influential on the tier, somewhat controversial competitively seen and it might soon be banned. Then I thought Pelipper would be a better fit since it is often paired with Archaludon as its enabler but it would also give room to make a diffrent rain/weather team as well. Then I realised some people prefer Politoed over Pelipper and since they fill the same role I thought id might as well give people the choice on what they prefer! You are allowed to do 2 entries but ofcourse 1 entry is fully sufficient! Good luck and have fun building this week!

Building ends on Friday 14th
 
:sv/azumarill::sv/comfey::sv/pelipper::sv/sinistcha::sv/archaludon::sv/landorus:
Azumarill Ladder Rain (Suspect Test Results: 39W, 6L, 80.5% GXE)
As the title suggests I put this team together for fun for my Archeludon Suspect Test run. If I'm being real this started out as a meme that I had low expectations for, but it ended up being a surprisingly good ladder stomper that I never stopped using in my run.

The first four mons on this team are just your standard SV rain core: Pelipper, Archaludon, Sinistcha, and Landorus-I. I don't think they require much explanation; set weather, heal Archaludon, redirect attacks from it, and spam strong Ground-type attacks to deal with Electric-types.

Then I added Belly Drum Azumarill as a second offensive wincon that can make good use of Sinistcha's redirection and healing support as well, as well as the damage boost Aqua Jet recieves from rain. With a +6 Attack boost, numerous faster foes will drop to Aqua Jet while slower, bulkier foes are 1HKO'd by a Play Rough (including opposing Archaludons with less than 2 Defense boosts).

Finally, I decided to double down on the healing support with a really uncommon pick in Comfey who can provide 50% healing boosts at +3 priority thanks to its ability Triage and its move Floral Healing (thereby being able to heal before opposing slow Fake Out users like Iron Hands and Incineroar). This mechanic came in surprisingly useful for me in keeping both Azumarill and Archaludon alive during my suspect ladder run. Comfey is also able to provide other useful support, such as breaking sashes on mons like Chien Pao with Draining Kiss, boosting ally attacks with Helping Hand, and preventing moves like Trick Room with Taunt.

Overall, this isn't like the best team I've ever made but it ended up working a lot better than I expected for a team I expected to be a meme I'd play 2-3 games with and forget about. Like I said before, I completed my entire suspect run with it.
 
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:ribombee::archaludon::pelipper::rillaboom::landorus::ogerpon-wellspring:
https://pokepast.es/086363ff032c64ed
I used this for the previous suspect test in December, finishing 29-2, 83.6% gxe, plus some casual ladder play. If Arch is to be banned, and this team is gonna be retired, then I may as well share it here.
I'm not really a fan of how AV Arch + Sinistcha plays. I generally prefer Protect + lefties + terrain as my healing source, so I aimed to build an Arch team around that. The first few runs were very gimmicky, messing around with Acupressure Covert Cloak Overqwil to give Arch some random boosts (getting any of Speed, SpDef, or Evasion hopefully) but it was obviously very unreliable.
Enter Aromatic Mist, a reliable but very honest +1 SpDef for the partner. Which, like Coaching, goes through Protect. Barely anything gets this move, and it's a pretty bad nearly always. So understandably most of you have probably never even heard of it before. This one use-case however, I've come to quite enjoy its application. Ribombee has some great attributes to enable everything. High Speed, Sticky Web, and Shield Dust make for an effective but short lived support package. I'm using Moonblast because I like Fairy damage and don't want the risk of becoming offensively dead weight, but obvioulsy Pollen Puff is a fine option to heal from too.
I often end up with +2 SpDef Arch as they often ignore the Ribombee and fire into an unexpected protecting Arch, at which point you're pretty set. You can go further but it's usually greeding for more than you need. I've also won several games from boosting Landorus's SpDef, or going for +2 on a Tera'd Wellspring. It's just there for Arch, but you'll find some weird sitations for it.

Guess I should mention Pelipper/Drizzle quickly since that's what the competition is about. Rain is cool, Electro Shot is nuts, thank you rain bird.
I'm rocking Damp Rock on it 'cause I often sac it pretty freely and the extra turns are nice when I'm not playing for a weather reset later. Everything else is just kinda standard though.

edit: just went 25-1 for the current suspect too
1739655223365.png

some wacky ladder replays:
https://replay.pokemonshowdown.com/gen9doublesou-2296746270-tlhuu10j8xuj9lklyisnoln922hrne1pw
https://replay.pokemonshowdown.com/gen9doublesou-2298549093-flb9dxqdemg6tkk8rhkixbp1pbtdiaupw
https://replay.pokemonshowdown.com/gen9doublesou-2301228214-9b4ewgm72y8p32p21vfyeemmlbtv50ppw
https://replay.pokemonshowdown.com/gen9doublesou-2255155490-sshj1uhmjjorufg08s1bvin23xbkkxgpw (I misplay hard but the ending is funny)
 
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Just because I see that Charlotte got the same idea than me.
That's my team I wanted to pick for this suspect :
:landorus::pelipper::archaludon::sinistcha::ribombee::iron-hands:
https://pokepast.es/c1a49b2b7263a039

The idea is the same, but I prefer AV archa ghost + Flying Hands as double threat.
Sitrus berry with +1 SpD is imho broken with Iron Hands.

Charlotte's team is more centralized on Archaludon, I think that mine is more polyvalent. It's just playstyle reliable.
I chose Draco Meteor on Archaludon instead of Dragon Pulse because of Assault Vest, I need to be more aggressive. I started my reflexion with the same team than Charlotte (with Dnite band over Ogerpon), but this end up badly because I didn't have any redirect. So I was thinking about Sinistcha / OgerW / OgerF (yep the fire)
This end with Sinistcha and the suppression of Rillaboom because no one play Earthquake (or niche team) and Sinistcha got redirect + heal. So I had a slot for a physical threat. I jump on Hands because it's too good, incredible bulk, incredible damage at +2, and the SpD boost is more than valuable on him. I'm still hesistating with Clear Amulet instead of Sitrus, but I think survive double focus > getting intimidate.
 
:sv/archaludon::sv/sinistcha::sv/pelipper::sv/landorus::sv/incineroar::sv/azumarill:

My team used to get suspects reqs in the Arch suspect test. The aim is to support Arch whilst using Landorus and Azumarill as either wallbreakers to gain early momentum or take out key threats to Arch, or to use them as alternate sweepers. The supportive FWG core of Incin, Pelipper and Sini provide a defensive backbone and ample support for the three offence mons (Arch, Land, Azumarill). All three of them benefit from the rain and their general support. Land appreciates Tailwind, Azumarill is min Speed to be a potential TR sweeper, and Arch can benefit from either, making the team very flexible. Often the leads are Landorus and either Incineroar or Azumarill to grab early momentum, later intending to switch in Archuladon on a predicted resisted move when a switch is needed to grab a Stamina boost. Opponents generally lead with their Arch checks or anti-Intimidate Pokemon like Kingambit, which Lando-I and Azumarill can often take advantage of.

Arch is a fairly standard set with some Speed for Tailwind. Flash Cannon was rarely used so could use Snarl or Dragon Tail instead, and there were times I wish I had Aura Sphere instead of Body Press. I did use Dragon Pulse initially, but found that I prefer the burst damage from Draco Meteor alongside Flash Cannon. Tera Grass for the Arch mirror and to ignore Amoonguss, especially since Amoonguss under TR can potentially get free Spores off. If Arch gets banned, I would consider replacing this with Raging Bolt.

Sini, Pelipper, Incineroar and Lando-I sets are standard. Sini keeps things alive and can set TR; although I rarely used TR, it gave me more options and let me punishing opposing Speed support. Pelipper sets rain, provides TW and Wide Guard support, and it can check Lando-I with Weather Ball or Grass-types with Hurricane. Incineroar is for Fake Out + Intimidate + Parting Shot and cycles well with Sini to keep an ally alive. Although I use rain, I still prefer Flare Blitz since it's commonly lead to punish Grass-types or Chien-Pao with Flare Blitz, and I didn't find myself wanting another move. I greatly prefer Tera Steel on Lando-I here instead of Tera Poison as I don't usually click Sludge Bomb and thus greatly prefer the Steel-type's defensive benefits. In particular letting Lando-I stay in on predicted Ice-type attacks such as against Snow teams since Kyurem can check Arch.

Azumarill's role is raw damage and to check Arch threats such as Lando-I, Chien-Pao, and Ursuluna (both forms). Thanks to the Choice Band, it can OHKO Lando-I with Aqua Jet with either Rain or Tera Water. Also it's one of the very few Pokemon to resist all of Chien-Pao's attacks, and it's the only Pokemon on the team that is immune to Dragon-type attacks, which can help against Dragapult or a Regidrago with speed support. Liquidation and Play Rough let Azumarill be a nuke, especially with rain. Ice Spinner is the most replaceable move, being selected so that it doesn't get walled by Amoonguss, although I considered Superpower to check Arch better. Min Speed gives me a TR attacker that underspeeds Ursaluna BM under TR and at least ties with Ursaluna. EVs are so that HP is approximately double the defences and to maximise Grassy Terrain recovery as opposing Rillaboom were more common than Poison, Burn or sand.

Ironically it shares five team members from GenOne's team despite being createdly independently of it and before he posted his team. This does highlight that Azumarill works well alongside the core of Arch + Sinistcha + Pelipper + Landorus with multiple sets (Belly Drum or CB), with another support Pokemon working well in the other slot.
 
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