Project SV ZU Teambuilding Competition

Schermata 2024-10-28 alle 15.53.39.png

the people have spoken.
Build a stall team and post it in this thread with a brief description.
Deadline is Friday 1st at 10pm GMT+1.
Have fun!
 
Articuno Stall: :Articuno: :Cramorant: :Palossand: :Sableye: :Dipplin: :Qwilfish-Hisui:

I've done stall with 5 fat mons + 1 fast one before, so I wanted to go with a full team of 6 defensive mons. This round was posted the day after I gave up on stall because I couldn't fit Cuno on a team with enough SpD mons to cover its weaknesses alongside removal. So naturally the first 2 mons on the team are Cuno and a SpD mon that covers its weaknesses and has removal.

Cuno deals with most special attackers with Pressure, Haze, its BST, and Roost-ing. You can usually stall out one special setup mon with cuno, which usually is your opponent's most threatening wincon. Cram covers for all the fire-types, and tera Poison Dipplin covers for stuff like Jolteon or anything that Cuno can't beat.

The physical core is Palo, Sableye, and Qwil-H. I've found Palo to work very well on fat teams, since it can switch in pretty well to most things, and the ground immunes usually aren't keen on taking a shadow ball. Sableye is a different flavor of Palossand and the other anti-setup mon on the team, doing Sableye things. Finally, Qwil-H is because I needed more hazards and wanted poison, alongside something that can pretend to check Floatzel. Tera water on it and Palo for that purpose. Normal Qwil may seem better for that, but I found it too frail and too tempting to run flip turn/pain split over Qwil-h's resttalk.

The entire team wins or loses on RNG, whether getting a good burn in on a glastrier or getting your cuno para'd when you need that roost to go through. The team requires your opponent to attack you to make progress, so I very much hope it counts as stall. I also forget abt leading hazards because I'm running defog, but I'd recommend leading palo>sableye.

also, ignore how i ya yeeted my Palo and Dipplin into the mesprit for fun and the part where I lost, but here's a replay that shows the team, even though I hard lose to that mesprit set
 
:dipplin: / :naclstack: / :palossand: /:cryogonal: / :qwilfish-hisui: / :Passimian:
Apples and Bricks
I’m not much of a stall builder, but I really liked the idea of a Dipplin Nacl core and stall is one way to try and facilitate this. Both of their typings match each other very well while dipplin handles physical attackers+knock off and Naclstack special attackers, specifically fires or flyings (or both at the same time) for dipplin.

Both of these mons can be absolutely demonic bulky setup sweepers, each able to use their own unique traits to deter common counter play like status, phasing, or just have one of the most majorly bullshit sources of passive damage to ever touch this game gg. I think this is great for a stall build as full stall really doesn’t have the defensive pieces to work well in this tier, so being able to outright win the game with dipplin or naclstack is huge for stall that can’t really stick around forever. Tera Poison dipplin is good vs sd qwilfish and toxic, while going bold over relaxed can help us win some dragon tail speed ties vs opposing dipp. Tera fairy nacl is standard for dragon tail immunity and great for a status immune mon.

I’m running palossand here because I wanted a ground type and the ability to remove Mr. Bricks from the rocking role. Handles fighters besides decidueye which dipplin can…well it can try.

Cryogonal is really shit right now but it can at least spin vs some ghosts. Doesn’t beat too many of the hazard setters but that’s true of most our hazard removal. It’s a lot faster than most of the removal so it can at worst get a suicide spin off to clear some spikes before they go up again.

Qwilfish-h is one of the only spikers that I can really see working in stall, at least it can cope for recovery with pain split and serves a nice defensive niche checking some Psyshock mons like farig and mesprit. Tera water helps vs sd qwilfish regular and isn’t too bad into sun.

Passimian is the speed control, revenge killer, Defog deterrent, as well as our only source of knock off, but it’s quite a good one for all the roles it compresses
 
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:clawitzer: :articuno: :naclstack: :dipplin: :qwilfish-hisui: :decidueye-hisui:
A slightly modified version of a team i brought vs wooper in swiss, modified bc i didnt have a damn mag or mesprit check last time :sob: anyways full stall is way too exploitable, but semistall is honestly an interesting idea, esp with the super scary breakers in the tier. I chose claw bc this thing is an absolute progress maker, nothing avoids a 2HKO at the very least from one of this things moves. (Ignore lanturn) Cuno and Dipp are stupid unkillable core, their passivity is acceptable on this team as it has one dedicated progress maker anyways, + cuno can slow pivot into. Dipp is also a secondary wincon with growth incase claw doesnt work for some reason. Naclstack sets rocks and spreads a ton of passive damage with salt cure and serves as the hardest zard counter of all time. Hwilfish spreads more passive damage with spikes and toxic, and stops most mesp sets completely which would otherwise wreck this team. Hecid compresses knock and defog and thats about it really.
252+ SpA Choice Specs Mega Launcher Clawitzer Dragon Pulse vs. 248 HP / 164+ SpD Cramorant: 174-205 (50.7 - 59.7%) -- guaranteed 2HKO
252+ SpA Choice Specs Mega Launcher Clawitzer Aura Sphere vs. 252 HP / 252+ SpD Eviolite Porygon2: 204-240 (54.5 - 64.1%) -- guaranteed 2HKO
252+ SpA Choice Specs Mega Launcher Tera Dragon Clawitzer Dragon Pulse vs. 248 HP / 252+ SpD Articuno: 199-235 (51.9 - 61.3%) -- guaranteed 2HKO
252+ SpA Choice Specs Mega Launcher Tera Dragon Clawitzer Dragon Pulse vs. 252 HP / 252+ SpD Lanturn: 276-325 (60.7 - 71.5%) -- guaranteed 2HKO
 
:Chimecho: :Articuno: :Avalugg-Hisui: :Muk: :Carbink: :Crocalor:

This is my own attempt, I've really struggled and I think some of the other builds put out are alot better but maybe someone can take inspiration from what I've tried and do a better attempt. I tried going without Heal Bell I got goobed by the broken status paralysis so I decided to start with Chimecho. It's not a good mon but has some neat tools like Heal bell, knock and recovery. I then went with Articuno, Avalugg-H, Muk and Carbink, All fat mons with some form of recovery and utility, Cuno providing phasing and a check to set up sweepers, Avalugg-H providing hazard control and rocks, Muk providing a knock off absorber, Tspike absorber, and knock off to get rid of boots. Carbink provides spikes, and a win con via ID+BP. Carbink is Rest no sleep talk hoping to take advantage of heal bell from chimecho. Lastly I went with Crocalor because I kept getting goobed by set up sweepers and I wanted something to be able to just come in and beat them. Again this is a bad mon but unaware + recovery + wisp are nice tools to have.

I do think my approach was poor, trying to replicate OU stall builds where you can be quite mindless and just throw out a counter to certain mons. We don't have the tools for that here, and you do need to be more proactive with your stalls, as seen above where people have gone 5 stall mons + a breaker/cleaner.
 
:dudunsparce: :sv/dudunsparce: :dudunsparce:

Many people have been calling for this mon to get banned; its great set variety, with setup on both sides of the spectrum via Calm Mind and Coil, access to utility moves like Stealth Rock, Glare, Toxic, and Dragon Tail, a lot of cheese potential thanks to Serene Grace, and even offensive sets who can put in work against unprepared teams, this mon is definitely very annoying to play against and can feel truly unstoppable at times.
Build a team featuring Dudunsparce and post it in this thread with a brief description.
Deadline is Friday 15th at 10pm GMT+1.
Have fun!
 
Life Orb+3a Dudunsparce Bulky Offense
:dudunsparce::lanturn::mesprit::cryogonal::brute bonnet::passimian:

Life Orb Boomburst is shockingly difficult for a bunch of teams to switch into, and I didn't want to build around the typical sets, so I tried Lorb+3a Dudunsparce. Earth Power and Shadow Ball pressure just about everything that can even attempt switching into Boomburst, with the exception of particularly bulky Normal-type walls such as Snorlax and P2. Having Brute Bonnet and Passimian as offensive teammates alleviates this issue (and Dudunsparce can Tera Normal if it really wants to get rid of them). Helmet Mesprit and Lanturn makes for a decent defensive core that covers a lot of the metagame, you kinda have to Tera Mesprit or Brute Bonnet into Grafaiai teams and Mesprit needs to be very healthy vs. SD Qwilfish, but other than that they cover a lot of stuff. I really don't like Cryogonal but I needed something that could prevent Alolan Eggy from killing something every time it came in, and Cryogonal just barely performs that role along with giving me hazard control and emergency Haze support vs. Coil or CM Dudunsparce. It could probably be Tera Water to further secure the SD Qwil matchup but I don't think its that bad.
 
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Maranaga Dudunsparce + LO Mixed Viriz
:cramorant::dudunsparce::magneton::mesprit::virizion::weezing:

Wanna guess what's harder to take down than a Coil Dudunsparce? A Coil Dudunsparce that has +1 SpDef from switching into that (insert Special Attack that did 25 because Dudun is a beast). A set I tried a while ago and never got around to capitalizing on, Coil Dudun with Maranga is an absolute monster if positioned well against the litany of Special Attackers that don't actually beat it. The rest of the team is fairly standard if not a little slow, though it makes up for that well with some really great bulk across the board.

Relevant Calcs:
252 SpA Choice Specs Magneton Thunderbolt vs. +1 252 HP / 196+ SpD Dudunsparce-Three-Segment: 127-151 (27.9 - 33.2%) -- guaranteed 4HKO
+2 252 SpA Mesprit Psychic Noise vs. +1 252 HP / 196+ SpD Dudunsparce-Three-Segment: 129-153 (28.4 - 33.7%) -- 0.2% chance to 3HKO
252 SpA Choice Specs Whimsicott Moonblast vs. +1 252 HP / 196+ SpD Dudunsparce-Three-Segment: 102-120 (22.4 - 26.4%) -- 14% chance to 4HKO
252 SpA Charizard Hurricane vs. +1 252 HP / 196+ SpD Dudunsparce-Three-Segment: 97-115 (21.3 - 25.3%) -- 0.1% chance to 4HKO
+2 0 SpA Dudunsparce Boomburst vs. +1 252 HP / 196+ SpD Dudunsparce-Three-Segment: 160-190 (35.2 - 41.8%) -- guaranteed 3HKO
252+ SpA Choice Specs Exeggutor-Alola Draco Meteor vs. +1 252 HP / 196+ SpD Dudunsparce-Three-Segment: 207-244 (45.5 - 53.7%) -- 42.6% chance to 2HKO
 
Agility Throat Spray Dudunsparce
:dudunsparce: :charizard: :qwilfish: :avalugg-hisui: :porygon2: :mesprit:
Agility Dudun while it lacks the utility/longevity of other sets, can easily clean up a game if given the set up opportunities. Tera ghost to catch scarf Passimian on a CC, and if it scouts for the tera you get the Rattled boost and outspeed it after the Rattled boost + agility, also helps with its match up into Regirock and Orthworm. Charizard is paired up with it to soften up teams for Dudun to clean up. Roar > Scorching Sands to take advantage of spikes. Next scarf Qwilfish for some speed control, this could have been Floatzel but I really like spikes, and more defensive utility. For the defensive backbone of this team I went Avalugg-H and P2, allowing me to blanket check a majority of the tier alongside some hazard control and speed control. Lastly Mesprit for a more sturdy fighting resist, rocks, and knock off to get rid of HDBs.
 
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