Project SV ZU Teambuilding Competition

:kingdra: :sv/kingdra: :kingdra:

The king of versatility. Reliably running all 3 choice items and 2 different setup sets between DD and Focus Energy, you don't know what this mon is going to do to you until it actually does it. It shouldn't be a surprise that it's getting suspect tested.
Build a team featuring Kingdra and post it in this thread with a brief description.
Deadline is Friday 21st at 10pm GMT+2.
Have fun!
 
:virizion: Virizion Kingra BO :kingdra:
:kingdra: :virizion: :sandslash: :dudunsparce: :qwilfish-hisui: :jolteon:
Team i used to make reqs for suspect
After tinkering around in the builder for a while i realized that Virizion + Kingdra makes a very scary offensive core. Critdra excels at blowing up slower teams and SD Virizion is great against faster teams. They can also enter on each others checks and have sufficient bulk to take some hits. Sandslash can help with hazard pressure and gives some more bulk to the team. Dudun gives rocks and can spread para for Kingdra. HQwil provides the team with more special bulk and spikes. Pain split+haze is great to beat setups like Lax and Alc. Specs Jolt gives speed and immediate power to the team and some pivoting. Overall fun team to play, it does struggle into some HO but otherwise is solid against most teams
 
just a fun hyper offense i threw together to test out some sets i hadnt used yet!
:primeape::kingdra::venomoth::sandaconda::glastrier::mesprit:
:primeape:
dedicated lead of course, pretty standard. chosen over something like bomb or lugg because of its speed
:primeape::kingdra:
the star of the show! i'd faced a lot of critdra so i wanted to try dd 3 atks
:primeape::kingdra::venomoth:
felt like i needed a response to alcremie, so i went qd veno + 3 atks. psychic noise is great for denying recovery on fatter walls like cuno and for forcing progress on the aforementioned cremie. i like tera fairy to retain a fighting resistance, but i can easily see tera steel to further halt cremie
:primeape::kingdra::venomoth::sandaconda:
i've had a ton of fun with this set, it just steals games for the unprepared. speed + jolly nature puts it faster than modest max speed magneton, and the rest goes into bulk. i've tried out dice > lefties with scale shot, and that works well too, but i've enjoyed this version more
:primeape::kingdra::venomoth::sandaconda::glastrier:
just a really strong horsey with the power to snowball (it's an ice-type pun, get it?). speed for uninvested base 60s that you see on the ladder, like wish farig and p2, and then near-max hp for a ton of bulk. this thing doesnt die, hits so hard, and has tera water for a generally good defensive typing, it's just excellent
:primeape::kingdra::venomoth::sandaconda::glastrier::mesprit:
fantastic wallbreaker and cleaner. np boosts its base 105 spatk astronomically, psyshock to beat spdef boosters and snorlax, kiss heals you up and is boosted by tera fairy (which also helps you resist knock and sucker), and shadow ball is necessary for breaking past hoopa and other psychic-types. 12 hp just to hit a lefties number, but i've also experimented with max/max and lum berry, and i bet even covert cloak would be useful
 
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Admittedly past the deadline, but voting post isn't up yet and this team has an odd curveball in it, so might as well post this combo Hail/DD Kingdra team that I've had fun with to throw something else in the mix:

https://pokepast.es/f23c16ad7f61c340

1719010057693.png
: Pretty standard set overall, nothing special about it. The main thing to note is that I tend to be aggressive with the Tera Water if I think it'll help me nab a kill if the opponent is being careless, and while it's been a problem in some games, it's also netted some key kills early on as well. Even though it has Aurora Veil to support the team, it’ll generally end up trying to soften up the enemy as much as possible for Regice and Kingdra.

1719010513497.png
: Yeah, this set is on the gimmicky side with Zap Cannon and Blunder Policy, but it actually hasn't been that bad in practice. In general, throwing out the first Zap Cannon doesn't have too many downsides, as if it hits then not many things like being paralyzed, while if it misses, Regice becomes much faster and harder to outspeed. Plus, snow not only gives it a perfect accuracy Blizzard to play with, but the combination of Ice Body, its natural Ice typing, and its strong Special Defense mean that it's going to stick around for a good while in the snow. Thunderbolt is on there for more reliable coverage while Ice Beam is for when I can't continue to aggressively spam Blizzards. Generally good at wearing things down and one of the cannons on my team.

1719009223783.png
: Obviously a reason why this team was formed. Ended up going the DD/2 Attacks/Rest route to give it some measure of flexibility with how to use it, and while Chesto Berry is usually best with Rest, Lum Berry has generally been the better fit with how aggressively Kingdra has been used. Maybe it's probably better to use Damp as the ability of choice, but Sniper was key in a battle, so keeping Sniper on it.

1719009648913.png
: Magneton's job is simple: eliminate almost anything that prevents the above from doing damage. Not only is it a key check against Water- and Fairy types, Magnet Pull and Tera Ground make sure that opposing Steel-types are more easily dealt with. Plus, it also tends to do fairly well as an option against opposing Ice-types like Glastrier or Articuno, or at the very least it forces my opponents' hand on those fronts. Volt Switch also ensures that Magneton can function as a bulky pivot with Eviolite to help me reposition when needed, while EVs make sure that it's as fast as possible (too bad to Wooper's Sandaconda).

1719010206568.png
: Anything that generally can't be handled by the above options ends up handled by Spiritomb. Spooky Plate Poltergeist helps Spiritomb take chunks out of opponents while Sucker Punch helps finish them off, Will-o-Wisp helps cripple various physical attackers, and Pain Split helps keep it alive and serve as the panic button. Not only does it handle various threats well, particularly Fighting- and Psychic-types, but it also serves as a check against Trick Room teams to boot.

1719009811213.png
: Generally serves as a remaining catch-all that isn't handled by its teammates. Not only does it serve as the entry hazard and secondary snow setter, but it packs a decent punch itself and lasts much longer than people expect between its natural bulk, Eviolite, and the Snow boost. Additionally, it also serves as a secondary check to Trick Room teams by staying as slow as possible (and outside of TR, it's not as if its Speed has made much of a difference anyway). Realistically, this is probably the easiest team member to replace (likely with Gurdurr), but it's performed much better than expected to the point where I feel bad about thinking of moving it off the team.
 
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:Smeargle: :Sneasel: :Kingdra: :Lilligant: :Toxicroak: :Alcremie:
Click the sprites to check out the team!
:Smeargle:
Lead - Get up as many hazards as you can and Spin them away if possible. Nothing new here.
:Smeargle: :Sneasel:
Band Sneasel hits really hard and can wreck slower teams. Offers Speed control, reliable priority, and Knock Off support. Hopefully you connect on 3 hits on Triple Axel and don't run into spikes-happy teams. Tera Ice is nice for the extra power on Shard and Axel.
:Smeargle: :Sneasel: :Kingdra:
I rolled between 1 and 5 for Kingdra's set and rolled a 2. Dragon Dance Kingdra picks up Sneasel's wallbreaking work and finishes it off with a Dragon Dance sweep. Rest + Lum Berry gave it one-time recovery, and the sheer power of both its STAB moves makes it hard to face off late game, especially with the set versatility. Tera Steel was mainly for Stored Power + Draining Kiss users.
:Smeargle: :Sneasel: :Kingdra: :Lilligant:
Yes, even without Sleep Powder Lilligant is pretty cool. Normally a worse Frosmoth but my team needed a resist for Electrode-Hisui and some additional utility. Instead of sleep I brought about Healing Wish to give sweepers a second wind against the opposition. Lilligant also was a cool deterrent against Ground-types like Sandaconda and Palossand and eased Kingdra's need to spam Wave Crashes.
:Smeargle: :Sneasel: :Kingdra: :Lilligant: :Toxicroak:
Needed something to reliably pressure Alcremie, Orthworm, Snorlax, and friends to Terastalize - Toxicroak's STAB combination makes it a great anti-meta pick for this role. The Speed tier's a bit shaky but the Sticky Web drop can play a big hand in doing so.
:Smeargle: :Sneasel: :Kingdra: :Lilligant: :Toxicroak: :Alcremie:
Arguably worse than Uxie but was initially forgotten about because Emboar and sun was all the rage. Now Alcremie shrugs off Taunt, Encore, and Psychic Noises to bring much-needed bulk to the team. Tera Steel helped greatly against setup wars vs. opposing Alcremie/Mesprit. Acid Armor is interchangeable with Recover or Stored Power.
 
It's now time to vote!

Team 1: :kingdra: :virizion: :sandslash: :dudunsparce: :qwilfish-hisui: :jolteon: CritDra + SD Virizion BO by sinnabyss

Team 2: :primeape: :kingdra: :venomoth: :sandaconda: :glastrier: :mesprit: DD Kingdra + Coil Sanda HO by wooper

Team 3: :abomasnow: :regice: :kingdra: :magneton: :spiritomb: :piloswine: DD Kingdra + Blunder Policy Regice Hail by Flashrider57

Team 4: :Smeargle: :Sneasel: :Kingdra: :Lilligant: :Toxicroak: :Alcremie: DD Kingdra + CB Sneasel Webs by 5Dots

Vote for your two favourite teams!
Deadline to vote is Sunday 23rd at 10pm GMT+2.
 
:alcremie: :sv/alcremie: :alcremie:

The most ubiquitous mon in the tier. Its great defensive typing, paired with good natural bulk, reliable recovery, a nice defensive typing that can be enhanced further thanks to tera, and a crazy ability in Aroma Veil which blocks otherwise annoying moves like Taunt or Encore, make its setup sets a menace which can feel impossible to stop at times.
Build a team featuring Alcremie and post it in this thread with a brief description.
Deadline is Friday 27th at 10pm GMT+2.
Have fun!
 
NOBODY EXPECTS THE SPECS ALCREMIE
:articuno: :qwilfish: :alcremie: :virizion: :sandslash: :bruxish:
Why use double dance Alcremie when you can use specs? Besides being a funny meme set, specs Alc helps this team lure poisons, specifically Qwilfish and Weezing, who normally can handle double dance, and surprise OHKO them with psychic. Speed evs are to outrun uninvested Qwil. This luring and destroying of poisons is great for Virizion who struggles with them, allowing for an easy SD sweep. Scarf Bruxish provides nice speed control and breaking. Cuno + Qwil is a great defensive core, checking a huge portion of the offensive mons, and Sandslash rounds it out with an electric immunity and spin.
Overall funny team for the surprise factor and still solid otherwise. Give Alc mystical fire back Gamefrak >:(
 
Not using double dance Alcreamie? Yes!
:alcremie-lemon-cream: :maGNEton: :diPPlin: :reGIrock: :tyPHlosION: :crAMOrant:
Not sure if this is closer to a defense or balance, but if I had to guess it's balance since I have 2 scarf mons and have played from both offensive and defensive angles, but idk.

I aimed to anti-lead every test game, putting out either Diplin or Cramorant mostly, based on which I thought was better against a ground-type lead. From there, it's a game of defense, with Dipplin and Regirock countering most physical threats, Cramorant being an annoying defogger, Magneton and Typhlosion killing things that Regirock and Dipplin can't, and Alcremie having Encore to turn threatening setup sweepers into a free switch. Encore is a little weird with only Regirock capable of setting up, but the switch into Dipplin dragon tail or anything else for free is also useful.

Wincons, depending on the MU, are Regirock, Dipplin, and Typhlosion. The rest is mostly support.

My building approach to this was to overlap cores, specifically Dragon-Fairy-Steel and Fire-Water-Grass, while having a mon that can legally set rocks in Regi. After establishing what mons I wanted to use, and that Psych Up Encore SP Recover was a terrible set, I landed on 2a recover encore support on Alcremie. It has the benefit of being immediately threatening w/o stored power, and Encore. I went with double scarf because I like Scarf Typhlosion, and specs Magneton made me wish I was scarf. I always run Sucker Punch on Dipplin so you aren't a sitting duck if something fast has 2% left, and its not like it gets any other moves.

And I like replays: random suspect alt opponent ft sucker punch predicts | typhlosion game | vs 5dots (ignore how i dont know how aroma veil works)
 
:Alcremie: :Sandaconda: :Electrode-Hisui: :Articuno: :Bruxish: :Sneasel-Hisui:
Click on the sprites to check out the team!
:Alcremie:
Alcremie. The Cake Pokemon arouses an aroma of dread in the teambuilder. The serenity of its mind striking deadly fear onto any foes not prepared for its devastating gleams (glares?), even more deadly than its alluring voice, draining kisses, or the stored power from within. As foes attempt to whittle it down with attacks and hazards, they realize the only way to beat it is to bring their own Alcremie, or a Quiver Dance user like the Oricorios. In light of the setup battle, this will surely cease the treat's crusade. (What do you mean Haze/Roar/Whirlwind/Trick/Switcheroo users exist?)

WRONG.

Gathering the tears of foes who do not say "glhf" and "gg" of each battle, Alcremie weaponizes them to create tears of its own. But they are not genuine tears of sorrow. They are FAKE TEARS. Yes, Alcremie guarantees its own successful sweep by sharply lowering its opponent's defenses instead. No longer will Alcremie have to rely on wars of attrition (or critical hits) to emerge victorious in the setup battles. Now, it has a tool to reliably break them down first (unless of course, you get crit'ed at +6. That would mean the RNG Gods have conspired against you and you must now direct vengeance against them). The Alcremie impostors and Oricorio formes no longer hold Alcremie back from sweeping; now, the treat will be free to dazzle foes into surrender. To further coerce opposing Alcremie, Tera Steel demonstrates its imperviousness to possible gleams, kisses, voices, and stored powers.

The other five slots are just there to provide support for Alcremie. They'll never be Alcremie, so you shall never truly need them for battle.

...LIES. You believed I was adamant on them being wastes of teamslots?

:Sandaconda:
The praise of the treat terror ends here and the analysis of its teammates commences. Sandaconda slides forward as a most excellent Stealth Rock setter - rather than deliver equaling menacing Glares to faster foes, it uses Stones to gain the Edge over unsuspecting Flying foes, like Bombirdier, Dodrio, and the Oricorio formes. No longer shall it be setup fodder, for now the Sand Snake Pokemon now has a tool to hit many birds with one stone. And Rest assured, as after many turns of getting hit by physical attacks, a sleeping Sandaconda can fully restore its health and shed any acquired status prior.
:Electrode-Hisui:
The blight against all Volt Switch immunities, Hisuian Electrode is arguably the second foulest threat in the ZU meta, only eclipsed by the catastrophic cake itself. It brings to the team valuable Speed control, a near unstoppable Volt Switch whose secondary STABs obliterate Volt Switch immunities, and play so foul not even Hoopa or Belly Drum Charizard can hope to eclipse it. This scowling sphere shall spell all doom against slower Choice Scarf users and teams unable to deal with its STAB combination.
:Articuno:
Hailing from the chilly depths of Frosty Grotto, Articuno's impenetrable Special bulk allows it to live even the menacing Hisuian Electrode's Electric STABs, and threaten to ice it with Freeze-Dry in return. The bird's EV spread was fairly flexible, but 30 Speed EVs were needed to outslow opposing Articunos with U-turns; Tera Fairy shifted its Rock, Electric, and Fighting vulnerabilities around, and making it a much better Knock Off absorber. Hurricane's harsh gusts swept away unsuspecting Fighting-types like Passimian and Toxicroak with its great power, taking away their opportunities to pivot and setup...permanently. Underestimate the Freeze Pokemon at your own peril, lest your own Pokemon suffers a blizzard of pain.
:Bruxish:
Before Alcremie commences the sweeping process, other teammates must begin the show with huge impact. Bruxish's STAB moves cause devastation to the opposition, posing the roles of a dangerous wallbreaker, revenge killer, and pivot all in one slot. Its Psychic Fangs and Wave Crashes cause even popular defensive stalwarts like Snorlax, Regirock, and pre-Acid Armor Alcremie to tremble in fear. No Pokemon is safe from Bruxish's 2HKOing potential (except Veluza, Cacturne, and a Terastalized Poliwrath).
:Sneasel-Hisui:
Its claws deadly as the night, its edge sharper than steel...yes, Hisuian Sneasel closes the team out as an excellent Toxic immunity, Swords Dance wincon, and secondary Speed control. Its STAB combination is excellent at discouraging popular walls like Alcremie, Snorlax, and Regirock, all in one slot. To further secure its deadly Speed, Trailblaze can lead the way to revenge faster foes like Hisuian Electrode and Jolteon, and even Choice Scarfers like Typhlosion and Medicham. Do not fear of Hisuian Sneasel losing concentration on its goal, for its Inner Focus prevents the venomous Qwilfish formes from lowering its Attack, nor shall it ever be flinched by the untimely flinches from Scarf Shaymin's Air Slashes.

Test this team out in the light of a now banned king of the sea!
 
:grafaiai: :sv/grafaiai: :grafaiai:
The latest drop in the ZU tier, Grafaiai is a very scary Pokemon: Unburden sets, which can either use a Seed or self proc in a different way, are incredibly hard to stop thanks to this mon's access to Swords Dance and good STAB and coverage attacks; while pivot sets have great utility options like Prankster Encore, Knock Off, U-Turn, and more.
Build a team featuring Grafaiai and post it in this thread with a brief description.
Deadline is Friday 5th at 10pm GMT+2.
Have fun!
 
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