How do you start those thing? Do you usually just post the teampaste at the start? Whatever
I made the team following the announcement of the aipom suspect, and i wanted to build something that wouldnt fold agaisnt the three handed monkey while adding a zorua-h set that i had in mind for a while but didnt have the guts to use for open (though i
did a similar set with air ballon agaisnt
Éric ). Didnt make the req ultimately, but i had a good time for the most part
https://pokepast.es/9128a8173a2ad283
The whole thing started with me wanting to use a couple of mon that werent ranked higher, hence
:shellos: and
:larvesta: showing up here, though the latter main role was acting as the fight check and something to throw into
:aipom: to make it more manageable with burn.
:zorua-hisui: Now, i know it's weird item choice (and i even had thief at the begining for some reason), but the main goal of that zorua is to act as a dedicated lead. Eviolite kinda ran into the issue that vullaby would OHKO and sure, you could just remove 1 speA into hp so you only get OHKO on a highroll but you wont have enough hp to switch back in again unlike colbur which could allow you to eat more hazard and still be an annoyance agaisnt the <17 mon if need be. You also live a knock with hazard from full agaisnt a LO
:aipom: knock for what it's worth. Tera doesnt really matter with how frail it is but if for some reason it's still fully healthy later in the game, it's like a last resort with tera to knock a tera fire : growlithe-hisui:
Knock off and WoW are kinda self explanatory, though i usually disguised
:zorua-hisui: as
:larvesta:, and for some mysterious reason this always lured the speA vullaby who wouldnt care significatly about being burned, but you're avoiding the Weak Armor proccing. Taunt follow the same vein as the first two, except it's useful if the opponent decide to lead :tinkatink/
:mudbray:/glimmet: into a "bad" matchup and you can always sack it into one of those annoying fight check that walk around with recovery and spore, though i'd usually just sack zor for a knock on mare and taunt the foon just in case. Bitter malice is more of a personal taste, since it help whoever come next. Also the damage roll are usually close enough,you usually have like <20% something to 2OHKO something instead of 3OHKO with bitter that it never mattered enough for me
:larvesta: Enable shellos with Flame body/WoW to check mon with High power move or high atk like
:Mienfoo: or
:mudbray:. I usually just chuck it at
:aipom: even with hazard since they always click fury swipe into a burn, so
:shellos: could just come in. I do despise using
:larvesta: as
:zorua-hisui: disguise, since they always switch Np
:vullaby: or
:glimmet:. There's time where i'd aggresively tera
:larvesta: early if i'm facing a SR that isnt
:mudbray: /
:glimmet: so it can switch into rock more comfortably if you need it more but can't afford to spin ,like in matchup with a spinblocker.
:toedscool: Beat
:mudbray: and
:glimmet: which are issue.I did started with dazzling gleam instead of spore and would repeteadly sack it into
:vullaby: to push as much damage on it until i decided to just go for spore since it would be good in like 80% of the time, the 20% being whenever they bring
:foongus: and
:bramblin:, but the former rarely get switched in despite the lack of way to make progress agaisnt it. Sack it for a spin if you ever manage to remove their SR setter or you want to send
:larvesta: for a tera next, though you can skip it if there's already a burn on key mon while
:shellos:'s alive and you want to get more chip.
:elekid: Help clean up the
:foongus:/
:mareanie: or revenge
:vullaby:, assuming it doesnt carry tera ground and scarfless
:mienfoo: for exemple. I did opt for protect instead of something more useful like knock because i didnt wanted to get worn by fake-out, outstall some burn (i've only double protect once over all my game) and also to not get revenge and mauled to death by
:growlithe-hisui: and to a lesser extent
:sandshrew-alola:, the latter mostly mattered when your suspecting it's scarf and want to scout whetever you're sending
:shellos: or
:zorua-hisui:.
For the former though, it's a very important move since it's pretty much going to try revenge
:elekid:, so this help scouting Head smash or flare blitz. Also it help pivoting the other fatass into the field,
:stunky: I initially wanted to try it since i read a post from colin about tera ground and wanted to give it a go, though this team is definitely not the one to go for it. I tried using it during the latter part to deal with
:glimmet: but it just made some move awkward since i didnt want to get anything worn down and i'd lose my t-spike absorbed. Nothing much to add except tera dark sucker usually ko a
:growlithe-hisui: after one chip of rock. Be sack happy with that mon, especially if you can trade a knock on defensive mon like the usual fight check or meta mon like
:mienfoo: or non np
:vullaby:, since the latter usually ran overcoat Tera ghost.
:shellos: I was kinda in a weird phase with that mon, it's in a weird spot where it check some mon (somewhat) but struggle to repeatdly switch in, like physical vulla taking roughly 33% with BB, forcing you to spam recover and leaving you vulnerable to a switch. I personally struggle to get rock out since you had to manually spend a turn healing, and people would usually react in two way.
1. Keep spamming the highest damaging move, usually with
:vullaby:
2. Switch into grass mon
It's a bit hard to deduce what the opponent is going for, but usually if you dont see a
:foongus: or
:toedscool:, you're safe with mashing the recover button, in the second case, you should consider clicking ice beam since this mon is a grass magnet, and if you already set rock, you usually 2OHKO
:foongus:.
:toedscool:'s a bit iffy, but you should be fine switching toed and trade a bit. Oh, and it also help not autolosing to a
:sandshrew-alola:, that's very important for a team that either get hit supereffective by either move or straight up die to a triple axcel
Here's a checklist on what can
:shellos: switch into
:sandshrew-alola::corphish::larvesta:
:tinkatink: (trading rock)
:vullaby:&
:wingull: sack for damage, only physical vull is safe to keep
:growlithe-hisui: Early on when healthy and you cant sack something expendable like
:zorua-hisui: or have elekid soak with protect
With a burn
:mienfoo::mudbray::diglett-alola::timburr:, any mon that click physical move and hit like a ram with neutral resist really
Zorua-Hisui Disguise
Before ending this, i do want to go a bit over some explanation about lead disguise, while i pretty much lead
:zorua-hisui: 90%~ of the time, i sometime used
:elekid:/
:stunky: depending on matchup (
:glimmet:/
:impidimp:screen) and sometime you might just run one of the other three, but avoid
:shellos:, the other two atleast have some usable utility/"winning" matchup on lead.
:larvesta: Usually the main one i used since
:mienfoo: switch out, and
:mudbray: might go for either stone edge or SR. Also attract
:vullaby: for some obvious reason since it doesnt care about being burned and a u-turn into a np ground might just make you lose the game or heavily set you back. Usually i'd click W-o-W t1 or taunt if
:mudbray: or
:glimmet: show up, as it delay the hazard. Dont hesitate to trade with the
:mudbray: if they dont have another SR setter. If vulla switch into a W-o-W, you should probably consider clicking taunt next so it's more manageable
:Toedscool: Very rarely, since it doesnt match well into
:mienfoo:, though you can lure a knock and guarante(85% of the time) a W-o-W, but you could also be very obvious if your opponent isnt running a team weak to toed (something like
:mareanie::mudbray + another ground/grass weak). Better to just lead with toed if your opponent load up with
:glimmet: since i very rarely match a
:glimmet: user that doesnt lead with it. It does have the same downside as larvesta to bring
:vullaby:, but if you're getting
:foongus:, you're guaranted an almost free knock off, it depend how much you're willing to bet on your opponent expect you to switch into elekid
:Elekid: Probably one of the best choice, since opposing
:mienfoo: will click knock off or attract
:mudbray: both who doesnt enjoy being burned this early. I didnt used as much as i should have in hindsight. It does get a bit iffy if they lead with
:elekid: since it's less bothered to go for a knock and get burned.
:stunky: Kinda run into the same interaction as
:elekid:, where
:mienfoo: might go for a trade or switch into either
:mudbray: or
:tinkatink:, the latter is a bit easier to bully if it's running air ballon since you can taunt it and either trade or go
:shellos:
:shellos: Dont
Threatlist
Just dumping a couple mon in no order that probably just beat it easily or put you in a tough spot that probably make unable to recover
Np
:vullaby::wingull::chinchou::impidimp:(Screen team):
:bramblin: in a hazard heavy team
:glimmet::toedscool::numel::munchlax:
The first three kinda make for shaky predict ( where if you predict wrong, you lose/get something heavily chipped, though ;wingull;'s, much easier to revenge).The last three are obnoxious after a boost, with
:numel:/
:munchlax: both being likely to just swept through the whole team without an answer if they go with a setup set since you dont run Hjk or a strong attacker that can get a 2x hit. Fuck
:glimmet: though
Not much to add, i think it's a decent team that could hold his own agaisnt most standart stuff(like beating autopilot eric thrice and only losing when he brought the abominabel camel) despite the fact it struggle into HO and
mono ground. I also think i've tested enough with it...