Resource SV ZU Sample Teams

Defoggurdurr
:gurdurr: :charizard: :weezing: :lanturn: :mesprit: :spiritomb:
https://pokepast.es/46669ef92050feb0

This balance utilizes Gurdurr as an offensive utility pick that fits Defog, on top of the general perks of Knock Off, Mach Punch, and extra bulk. From there, the team can benefit from bulkier teammates that use Leftovers instead of Heavy-Duty Boots, especially picks like Protect Lanturn and Trick Room Spiritomb. Lanturn benefits from this passive recovery a lot, partially thanks to its status capabilities from Scald and Thunder Wave, and its physical bulk is maximized to take on Floatzel. Weezing + Mesprit make up the rest of the defensive core, with Charizard as the main revenge killer. Encore Mesprit into Roar Charizard will deal with most defensive sweepers like Curse Snorlax that could otherwise potentially tear through this core, and Taunt Weezing makes for an excellent stallbreaker.
 
Hatt + AV Glastrier Balanced Offense
:hattrem::glastrier::sneasel-hisui::regirock::charizard::rotom-mow:
https://pokepast.es/759dc72b75000208

I built this team for lax to use in ZUWC Qualifiers. Glastrier seems really strong in the meta at breaking apart defensive cores of Mesprit, Weezing, Snorlax, Regirock, etc., for Sneasel-Hisui to take advantage of. Regirock is one of the best rockers right now (also why Hatt is a solid choice since it can sit on it quite well) and does well against the ever so present Charizard (also why im using my own). Rotom-C is great speed control, outrunning Scarf Passimian and being generally hard to switch into. Team is fun, looks a little float weak but with 4 different mons being able to stomach at least one hit + Healing Wish and Tera Grasses, it can be played around.
 
Specs Whimsicott + Band Floatzel VoltTurn
:whimsicott: :floatzel: :magneton: :sandslash: :snorlax: :mesprit:
https://pokepast.es/93c7d2d95dd46d36

A pretty standard voltturn with the good mons. I wanted to avoid to use Rotom-Mow for this particular build and Whimsicott seemed like a good option for the utility in Switcheroo, the dual stab combo that pairs really well with Floatzel and pivoting capacity. Magneton makes for another pivot that offers pretty nice defensive utilities just by being a decently bulky Steel-type, and exploits the physically defensive Mesprit that is on high right now very well. Snorlax serves as a bulky wincon that covers the other teammates' weakness to Fire-type. Sandslash and Mesprit both serve as physical walls and utility tools, as they offer together a volt immune, a ground immune, dual hazards (sr+spikes), Knock Off, removal and pivoting.
 
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Sanda+Arti BO
:sandaconda: :articuno: :clawitzer: :hitmontop: :grafaiai: :mesprit:
This BO team is centered around the defensive core of sandacondo+articuno. Sandaconda is one of the only ground types that is good still left in the tier, and has much more longevity compared to sandslash. Tera water can help with the multiple flip turn mons in the tier. Articuno is a beast defensively if you take out the powerful physical attackers, and can stonewall a lot of mons. Tera dragon can let it reliably answer charizard which this team can struggle a bit against otherwise. Clawitzer is the main breaker of the team, and can one time answer zard. Standard set with u-turn to pivot in and out of battle. Hitmontop is a secondary special wall that also is the hazard control of the team. Speed means that after a rapid spin, you outspeed max speed qwilfish in a pinch. Standard set. Scarf grafaiai is the main speed control of the team, and can clean up endgames incredibly easily. Standard set. Finally, np mesprit can help not only defensively, but offensively, with its ability to snowball with nasty plot boosts very appreciated. Standard set.
 
https://pokepast.es/cfe3626e8e5b7718
:sv/exeggutor-alola: :sv/passimian: :klawf: :sv/lanturn: :sv/oricorio: :sv/whimsicott:

I wanted to submit this team I built for umbd before samples closed, but I had to wait until the week was over and I actually won with it.
I’ve been laddering with the team for the past week and reached number 1 on the ladder.

The team is built around specs exeggutor-alola, a slow breaker that has extremely high base power moves, coverage for almost everything in 3 moveslots, and has trick to cripple the most common special blob that tries to wall it, snorlax. With the lack of fairies and steel types in the tier, Draco meteor is an extremely strong click that requires no prediction or skill, and leaf storm compliments it by allowing eggy to hit tera fairy pokemon for strong neutral damage. Giga drain is also an option but rarely did I find myself wanting it. Tera poison is to help the team defensively as the fighting resists are sus, absorbs Tspikes and allows eggy to stay in on hisuian qwilfish.

Passimian is one of the strongest forms of speed control, though it is admittedly slow vs other scarfers or speed boosting sweepers. the team needs to handle threats faster than Passimian defensively with lanturn thunder wave, whimsicott encore, and defensive tera.

I’ve always wanted to make Klawf work as it provides some useful resistances when you’re playing a tier with almost 0 viable steel types, and it’s not as weak to chip damage and knock off as regirock. Physically defensive helmet Klawf provides a good contact punisher to wear down stuff like floatzel or Passimian going for pivot moves, knock off gives you something to actually make progress, and if you’re not putting rocks on this shitter why even bother. Crabhammer is just a decent base power move that can maybe kill a sandslash at low HP, I really can’t think of anything else useful here. Klawf gives the team a very safe switch into Snorlax as it can knock it off and dick around for however long it wants to. Klawf is also faster than max speed modest Vikavolt which is another benefit over Regi, so you can slap it with a stone edge or knock before melting to energy ball.

Lanturn with evs in both defenses allows it to check zard reasonably, protect provides a bit of healing since we have defog support and allows lanturn to use thunder wave. After seeing ho3n use this lanturn set, I like it a lot myself. The evs here are not completely optimized and you could better check different threats by maxing out hp and a defensive stat.

The team needs hazard removal if we’re going to be running all of these greedy items, but the options here aren’t great. I went with a weird oricorio set that is supposed to be the primary fighting resist so it needs defog+roost and some phys def. If you’re going to use an oricorio there’s really no reason not to use quiver dance, and the last move needs to be an attack. I don’t like mono flying attack since it’s so stonewalled by regirock and lanturn, and fire is an OK mono attacking type. Tera fairy gives oricorio a stab option to hit the aforementioned walls and is again ok as a mono attack in a tier with hardly any steel types. Fairy tera also keeps the fighting resist for when oricorio gets knocked off and can’t remove hazards.

This whimsicott is one I was turned onto by OBB to be a super annoying pokemon for offense teams. Max special attack and speed allows Moonblast to be as threatening as possible, while serving a dual purpose. The lower whimsicott’s HP, the higher percentage it restores from leech seed. Once leech seed is set, whimsicott can make almost infinite subs vs its target, at least enough to finish it with Moonblast. Prankster encore hedges the team against way too many setup sweepers to list, and just the threat of it is enough to prevent setup at times.

Hope you enjoy the team as much as I did
 
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DUOSION+KLAWF SUPER STALL
:sableye::duosion::klawf::lanturn::dipplin::cryogonal:

my favorite version of the many stalls I created for zuwc I've already passed this team out a fair bit so I thought I might as well submit it as a sample klawf duosion work as a nice double regen core while the rest of the squad deters set up sweepers and gives key immunities for the team sableye is your standard knocker wisp set which often deters fighting types from clicking their fighting moves which combos perfectly with klawf who can usually get free damage off helmet and regen it back. dipplin is a great wincon which is always good in stall while also walling bulky curse sweepers that sableye can't handle + full walls most rotom mow sets. with duosion and dipplin covering most the volt switch mons I opted to run water absorb lanturn to stop floatzel in it's tracks and also to check special zard + with rest it can eat statuses for the team which is great since we don't have any heal bellers. lastly cryo for removal and as a special wall stops mons like vikavolt and exegg-a from punching holes in this team it also can usually 1v1 mismag which is nice as you'll see a lot of people switching it in to stop rapid spin.

Hope yall enjoy this team, I find stall to be a very unexplored and interesting archetype in zu atm and I hope this team shows how strong it can be.
 
:charizard: :floatzel: :rotom-mow: :mesprit: :sneasel-hisui: :regirock: - Standard Heasel Voltturn

The combination of Charizard, Floatzel, and Rotom-Mow has been infamous in the ZU tier for quite some time now, due to the trio being very good at overwhelming each other's checks and at providing entry points for each other, thanks to the pivoting moves on the latter two's movesets. Roar on Charizard is useful to dissuade setup attempts and to rack up extra rocks damage. Double Edge on Floatzel helps break past Water Absorb walls such as Lanturn and Poliwrath. Tera Blast Poison helps Rotom-Mow break past Grass types and allows for a safer hit on Tera Fairy threats such as NP Mesprit and Jolteon. Mesprit and Regirock form a sturdy defensive backbone, with the first providing extra pivoting, Knock Off support, and Encore to dissuade setup; while the latter is a Stealth Rock user and a bulky wincon. Sneasel-Hisui rounds out the team by being a TSpikes absorber and a fast setup sweeper.
 
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