Project Team Bazaar

Here are some more teams I've made and am both proud and disgusted of for various reasons (doing well + being fairly basic).


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Scarf Ape Spike Stack
I tried to make Infernape work, so I decided to capitalize on its Speed and make a team in which the goal is to chip with Spikes and wallbreak with both Basculegion and Kilowattrel to open up teams for an Infernape sweep.
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: Choice Scarf Infernape provides one of the fastest and most powerful forms of Speed control. It hits Grass-types for Basculegion and Mudsdale while nailing Steel- and Rock-types for Kilowattrel. Thunder Punch lets Infernape hit the fat Water-types super effectively if needed, and it lets Infernape revenge kill opposing Basculegion under Rain. Tera Fighting boosts Close Combat to insane levels, letting Infernape clean most games after minimal chip.

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: With how Infernape can draw in Rock-, Fire-, or Ground-type Pokemon, I chose Basculegion as a partner, as it takes advantage of these forced switches very well. With Aqua Jet, it can pick things off, and Psychic Fangs makes sure that Toxicroak can't take advantage of it. Basculegion also acts as a spinblocker, ensuring Avalugg, Tentacruel, and Tsareena don't just get rid of Klefki's Spikes for free. Mystic Water alongside Tera Water boosts its STAB to ridiculous levels, letting it break through resists at times or pick up an Aqua Jet KO from higher health.

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: Kilowattrel gives this team a way to take advantage of Defog users by making them work in our favor. Competitive deters the clearance of Klefki's Spikes, and, if they do go away, Kilowattrel becomes a powerful and scary wallbreaker. Volt Switch is here over U-turn to be more threatening, and Hurricane tends to be strong enough to dissuade to use of Ground-types, especially after a Competitive boost. Tera Steel lets Kilowattrel eat an Accelerock or Extreme Speed in a pinch to retaliate back and KO an opponent.

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: Klefki provides Spikes, which whittle down the opposing team for an Infernape sweep while weakening down Basculegion's and Kilowattrel's checks. Klefki also provides a special wall that can support with Prankster Thunder Wave. Foul Play + Play Rough doesn't let Klefki be boosted on as easily, and it helps it to chip away at Dark-types like Brute Bonnet or Alolan Muk for Basculegion and Kilowattrel, respectively. Tera Water lets Klefki eat a Fire-type attack if needed.

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: Mudsdale is a great Ground-type that can even eat super effective physical attacks easily with Stamina + Iron Defense (Bullet Seed Breloom and Icicle Spear Cloyster are abused for example). Body Press does insane damage after a bit, and it provides Stealth Rock for its team too. Tera Fighting just boosts Body Press in case you need to hit harder, but Tera Water or Fairy would do just as well.

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: Tsareena provides a spinner, a Knock Off user, and an easy switch-in for Water- and Ground-types that Basculegion and Infernape can struggle with. Tera Water helps in the Rain matchup and lets it take a Fire-type attack once if needed.


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Focus Energy Kingdra Rain
This is a normal Rain team. But, with one slight variation: Focus Energy + Scope Lens Kingdra instead of your regular Life Orb, Mystic Water, or Choice Specs.
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: Tornadus provides a Rain setter that can also break Grass-types, and it has high natural Speed, helping outside of Rain. Weather Ball lets Tornadus hit Rock- and Fire-types more easily under Rain while Tera Steel ensures it lives a hit, so it can retaliate with a Hurricane or come in later.

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: Klefki gives the team a second Rain setter, provides Spikes for chipping, and has Prankster Thunder Wave for Speed control outside of Rain. Tera Water helps to take an incoming Fire-type attack if needed.

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: Choice Band Basculegion under Rain hits like a freight train. Wave Crash obviously destroys everything in sight, but Tera Ghost + Tera Blast either gets an OHKO or it 2HKOes all of its resists, if not after a bit of chip. Aqua Jet is preferred here for extra Speed control outside of Rain to ensure setup sweepers don't blaze through you after Rain dissipates.

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: Kingdra is a strong special wallbreaker on Rain that can take advantage of Swift Swim giving it a free Agility boost, meaning it needs only one free turn to click its setup (if it's even needed): Focus Energy, which will let it always hit a crit alongside Scope Lens. This lets it breeze past Water-resistant Pokemon with Draco Meteor, and, as a bonus, it helps versus Cresselia, Demon Bronzong, and Cosmic Power Deoxys-D. Tera Water lets it click Surf as an easy way to wallbreak while removing its Fairy-type weakness when up against Sylveon.

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: This is your regular Rain Espeon. It is a fast and powerful Magic Guard support pivot to bring in wallbreakers and stop entry hazards alike. Psychic Noise lets it chip fatter Pokemon, Alluring Voice hits Dark-types and punishes setup attempts, Shadow Ball hits Ghost-types. and Weather Ball provides a powerful 150 Base Power move under Rain for Espeon to click. Tera Fairy allows Espeon to take on Dark-types if required.

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: As this team can struggle with Vaporeon, I enlisted Ludicolo to deal with this and similar fat Water-types. It provides an emergency third Rain setter, as it needs no other moves. Tera Grass is chosen to have as strong of a Giga Drain as possible to ease Basculegion's and Kingdra's need for prediction later.


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CB Raptor + Scarf Intel
As apparently everyone is getting on the hype train for Staraptor, I decided to use it myself. The core of Staraptor + Inteleon will leave you opponents guessing about which is the wallbreaker and which is the Speed control. And, it's the more uncommon combo.
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: Staraptor hits ridiculously hard. It has non-existent longevity, but, when you OHKO or 2HKO everything, that barely matters. Choice Band lets Staraptor reliably break the Water- and Grass-types that Inteleon calls in, letting it fully take advantage of Inteleon's U-turn. I chose Quick Attack over Double Edge here as a means of priority to help versus faster Pokemon or Hyper Offense teams because the only thing that Double Edge hits that Brave Bird doesn't is Kilowattrel—and that still takes a ton. Tera Flying ensures that nothing can take on Staraptor's Brave Bird.

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: Inteleon is amazing Speed control due to it hitting very hard and the fact that it has a very high Speed tier, making it reliable even against Sticky Web teams. Inteleon enjoys cleaning after Incineroar, Staraptor, and Tsareena have broken down the opponent's Grass- and Water-types for it. Tera Water + Hydro Pump alongside Surf was chosen to have as much power as possible if needed with a reliable to click as well. Tera Ghost + Shadow Ball can be run, replacing one of Hydro Pump or Surf to reliably check priority users like Extreme Speed Lucario or Mach Punch Breloom.

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: Tsareena provides a way to beat Water- and Rock-types reliably, and it gives this team a spinner. On top of that, it can add on to Staraptor and Inteleon's pivot core, as it brings in Poison- and Fire-types that it can bring Staraptor or Inteleon in on. Tera Water lets Tsareena eat one Fire-type attack in a pinch if needed.

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: Incineroar is a strong specially defensive pivot that can take care of Grass- and Steel-types for Inteleon and Staraptor. Incineroar also helps versus Ghost- and Psychic-types like Chandelure and Munkidori. The Speed helps outpace Umbreon, Vaporeon, and Brute Bonnet while Tera Fairy lets it tank a Close Combat if required.

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: Mudsdale is a great defensive Ground-type. Here, it provides Stealth Rock, a physical wall, and acts as a way to stop physical setup sweepers with Stamina + Iron Defense. Tera Fighting allows Body Press to hit insanely hard, but a defensive Tera type can work as well.

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: Florges acts as a Fighting resist that if left unchecked can win some games with Calm Mind + Moonblast. I chose Synthesis + Wish due to its flexibility, as I can heal myself up instantly or pass some HP to a partner like Staraptor, Incineroar, or Mudsdale. Tera Water gives Florges a strong defensive type while giving it a resistance to Steel-type attacks. The EV spread allows Florges to beat Adamant Incineroar while being as physically bulky as possible.


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Lariat Incin + Spell Tag Lurk
I saw some Darkest Lariat Incineroar disrespect, so I decided to build a team around it. One of the benefits of using it over Knock Off is that items stay on, so I decided to take advantage of this with Golurk.
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: This is your basic specially defensive Swords Dance pivot Incineroar. It also handles the Grass-, Ghost-, and Dark-types that threaten Golurk. Incineroar has enough Speed to beat Vaporeon, Brute Bonnet, and Umbreon. Darkest Lariat helps Golurk's Poltergeist not be useless, and it helps ignore boosts on Deoxys-D and Cresselia. Tera Fairy is nice to eat up a Close Combat if needed.

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: Golurk hits hard as hell. It has no good defensive switch-ins, and the best there is get 2HKOed right away, if not after minimal chip. Close Combat here allows Golurk to hit Dark-types looking to switch in on Poltergeist like Brute Bonnet or Incineroar. Spell Tag boosts Poltergeist from 110 to 132 Base Power, which easily ensures nothing wants to take it, and it also allows Golurk to switch up its moves, letting it run Stealth Rock as an option. Tera Dark lets you take a Ghost- or Dark-type attack once so that you can retaliate wity a Poltergeist or Close Combat, respectively.

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: Rotom-Mow offensively threatens the Ground-, Water-, and Grass-types that pressure Toxicroak, Incineroar, and Golurk, respectively. Trick + Pain Split lets Rotom-Mow deal with bulky setup sweepers and gives it a means to heal off chip damage if needed. The 8 HP EVs are to ensure Talonflame's Brave Bird never 2HKOes Rotom-Mow. Tera Fairy allows you to be a last-minute counter against Flygon, as you blank both of its STABS, letting you take complete advantage of Substitute + Dragon Dance sets. For this reason, Nasty Plot could be run over Pain Split.

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: As Vaporeon and Milotic can still be annoying to this team, I chose Toxicroak to take advantage of them. The EV spread outspeeds max Speed Cloyster and Breloom with the rest placed in HP. Tera Dark boosts Sucker Punch, and it lets you become immune to Psychic-type attacks.

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: Oh, this thing. Yeah, two UR Pokemon really make this a PowerOfMemes™ team. Swanna fills some nice roles for the team: It provides a Fire- and Fighting-type resist, it has pivoting, and it supplies the team with a hazard removal option. It's also good at bringing Toxicroak or Golurk in on Grass- and Electric-types, respectively. The EV spread lets Swanna be as bulky as possible while outpacing Brambleghast, Porygon-Z, and Lucario, so that it can pivot first or get Brave Bird chip off. Tera Fairy was chosen because it's a well-rounded defensive type to have, but Tera Ground could be used.

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: As Golurk and Incineroar are exceptional at wearing at Dark-types, I chose Cresselia as my last Pokemon because it can take advantage of chipped Dark-types very well. The EV spread lets Cresselia be as physically bulky as possible while outspeeding Incineroar. Tera Poison is chosen over Tera Steel, as I like how it isn't overwhelmed by Steel-types as easily.


Before I go, shoutouts to Be13costa for inspiring my Staraptor + Inteleon team, and they also got me hooked on the horse as well (Mudsdale). If anyone says they look very similar, theirs is the original. On top of that, they've just been a great person to hang out with. Also, congrats to Yoshi for qualifying third for the ladder tournament already with my teams.
 
ToxInCie Balance
:toxtricity::incineroar::diancie::flygon::vaporeon::talonflame:

There is some great synergy between toxtricity, incineroar and diancie. Toxtricity and diancie have similar checks and toxtricity weakens them for diancie later on. Incineroar helps check the ghost types that can get in on/after a boomburst, and also helps to break through the bulky psychic types for toxtricity/diancie. Incin is also sporting an unusual coverage move in iron head to lure/remove opposing diancie for toxtricity. Shoutouts to Shengineer because the original idea (Toxtricity + Diancie) came from him and we talked about how well incin fit here as well.

Replay
:toxtricity::choice specs:Toxtricity
Specs toxitricity is a very powerful breaker that got a lot better in the recent shift. A slower meta and good checks like magnezone and av reun leaving are great for it! Very good breaker with limited switch ins.

:incineroar::heavy duty boots:Incineroar
Incineroar seems to fit on every team doesn't it? This mon is a great dark type to compliment toxtricity. It switches into the ghosts that try to abuse the boomburst lock and it takes on the psychic types as well for toxt. As stated above iron head isn't a normal move to run on incin but it is here to catch diancie to further open up the boomburst spam. Iron head could be earthquake as well which is better into a lot of different mons, but we wanted to especially target diancie in this pairing.

:diancie::power herb:Diancie
OTR Diancie is very power and a great anti offense too. Toxtricity's checks and counters almost entirely overlap with diancie so it can force damage onto them for diancie to clean later. There is strong offensive synergy between these 3!

:flygon::choice scarf:Flygon
Standard scarf rocks flygon. Not an ideal rocker but we are low on team slots and this offers so much that the team needed: speed, rocks, revenge killing, fast pivot, ground immunity, electric immunity, direct way to hit amuk.

:vaporeon::leftovers:Vaporeon
Adds some defensive backbone to the team, wish support for our bulky attackers, an important water immunity and a blanket check for a lot of things. Haze is backup protection for the fat psychics.

:talonflame::heavy duty boots:Talonflame
Standard talon here, sporting the "just faster than inteleon" spread. Talonflame is our fighting check (toxt resists too which is cool but its not a reliable resist ofc), u turn punish, and hazard removal. Old reliable to finish gluing up the team!
 
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Big Loom Room
:uxie::breloom::cresselia::diancie::glastrier::golurk:

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This is more of a fun team than a super serious team, but it is a lot of fun to pilot! DeoD and Cress are both great TR setters, OTR Diancie is the queen of TR, custap glast and big lurk are great abusers, and breloom rounds out the team and kills waters/has priority! Deod, Cress, and Diancie should probably be on all TR teams right now, with 2 abusers and a revenge killer outside of TR. On top of being a fun team I wanted to point out this structure! Edit: Updated team with Uxie over DeoD following the DeoD ban. Heart of the team is the same though!

Replay: 1 2
:deoxys-defense::colbur berry:Deoxys-Defense
DeoD is our first TR setter and typically the lead for the team. It is interesting that we are fast on TR still but it helps when getting up rocks and clicking night shade (which could also be knock off here). Teleport has negative priority and should be the only move clicked after TR to save on the few TR turns we get anyways so the speed doesn't hurt us.


:uxie::colbur berry:Uxie
Without deod we are down one of our best trick room setters. A necessary evil though unfortunately. Similarly Uxie sets rocks and TR and is typically your lead. I think there is some variety in this slot potentially though. Slowbro-Galar and Scream Tail both make sense to me as setters! Glowbro is a very good mon overall and has more longevity. Scream tail also has rocks like uxie and can use misty explosion for momentum, but it was so fast and uxie at least has a chance at a slow u turn. Any of the 3 could be used here!

:cresselia::mental herb:Cresselia
Cress here is our secondary setter. Honestly the moves you click here are almost always just TR and lunar dance (be careful this move refills PP as well as HP so something with full health could eat the lunar dance you were wanting to store). Mental herb gets you past taunt/encore which is nice to have to set room.

:diancie::power herb:Diancie
Standard OTR Diancie here and our main special attacker. Nothing crazy here but it's just a really good mon.

:glastrier::custap berry:Glastrier
Glast is very strong, very bulky, and has a great ability. It seems odd to run a SD mon on a playstyle where you have limited turns, but it glast does a great job breaking! Very few mons can reliably kill this thing and terablast electric makes us immune to t wave from klefki and helps us muscle through bulky waters/talonflame. Custap berry is a nice surprise which it can often use to get an additional kill after TR.

:golurk::life orb:Big Lurk
Golurk is a very strong breaker/TR abuser here and its ghost typing provides immunity to a lot of priority (even more so post dusk ban). No guard is primarily used here because I'm not trying to miss poltergeist. I often found myself needing to switch moves so I switched this from the original band to LO. Because of LO recoil lurk is typically the lunar dance target.

:breloom::loaded dice:Breloom
Breloom is our revenge killer outside of TR with mach punch as well as out bulky water killer. Very powerful mon. While we are invested in speed to operate better outside of TR, most of the offense mons that want to try and kill loom are still slower than it under TR which is pretty fun. Bullet seed also kills sash mons which is cool for the HO matchup.
 
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Anti-Lead Cinccino HO 2.0
:cinccino::cloyster::feraligatr::chandelure::flygon::lucario:

This is an update to my Anti-Lead Cinncino HO from the NU Teambuilding Competition after Dusk's ban! The main idea here is to lead with sash cinccino which keeps hazards off to keep Cloyster's sash intact and also pressure a lot of Cloyster's checks. Flygon is an offensive rocker, and chandy is supporting memento to support our sweepers. From there we plan to overwhelm the the opponent with priority and strong physical attacks! Edit: Gave Gatr an additional speed EV to outspeed 252+ base 60s. Was originally creeping adamant loom with it but 1 more point also hit that benchmark

Replays: 1 2 3 4 5
:cinccino::focus sash:Cinccino
Cinncino is our lead here. If they lead with a rocker you can click tidy up, encore them into the hazard, and then click tidy up again. Cinccino's job is to keep hazards off the field and make progress for the rest of the team!

:cloyster::focus sash:Cloyster
Cloyster is one of our main sweepers, and it loves having hazards off from cinncino! Scary mon and sash can also help if something else gets out of hand. It could also be terablast ghost here to hit the psychic types harder and (more importantly) dodge a lot of priority moves, but electric is nice to hit vape/water types for feraligatr as well.

:feraligatr::life orb:Feraligatr
SD gatr is incredibly powerful. It can often muscle through some of the best physical walls like plume and vape if you get the sd first and aren't afraid to commit tera and dodge a scald burn/get a tera turn correct. Gatr and Cloyster in particular have a lot of overlapping checks and the pair can really overwhelm the opponent! Gatr is also the first part of our priority spam alongside lucario. Gatr's natural bulk can often be used to trade with something else at the very least.

:chandelure::air balloon:Chandelure
Rabia's NBT memento chandy set that I find myself using fairly often! Chandelure is a great mon, very powerful even unboosted, has useful resists/immunities, and memento supports our setup sweepers! Tera fairy + air balloon is a funny way to pick on flygon and also gives you a dark resist.

:flygon::eject pack:Flygon
Since our lead doesn't set hazards we have an offensive hazard setter in the back! Eject pack + Draco can be a great way to grab momentum and potentially surprised a physical wall for the rest of the team. Flygon also sits in a nice speed tier, and leverages its typing/ability to patch up a lot the remaining holes in the team!

:lucario::life orb:Lucario
Last but not least we have lucario! Lucario makes up the second part of our priority spam and is an incredibly threatening mon right now. Between cloyster, gatr, and lucario something is typically going to force a tera on the opposing team and open up for another member of the trio!
 
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Toxtricity + Uxie BO
:toxtricity::incineroar::uxie::inteleon::flygon::tsareena:

This Bulky Offense build capitalizes on Toxtricity's insane wall breaking capabilities by pairing it with numerous fast and slow pivots. Uxie uses the holes that Toxtricity creates in the enemy team to set up with Nasty Plot and be nearly unkillable with Tera Fairy Draining Kiss.

This is my favorite and most successful team that I've built in recent memory, carrying me through my NULT run and helping me achieve Rank 3 with my main on the NU ladder. I hope you enjoy it as much as I have.

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:toxtricity:
Toxtricity is the primary breaker of the team running a standard Specs set. I'm running max speed with a Timid nature to make sure I can outspeed Breloom, from which I can survive a +2 Technician Mach Punch. Toxtricity has a total 8 resistances, and thanks to this it can threaten to trade against a lot of faster threats that other breakers could not.

:incineroar:
Incineroar is running a Jack-of-all-trades set on this team. It acts as a secondary breaker with Swords Dance, has U-turn to pivot into Toxtricity, all the while keeping investment in defensive EVs to more reliably switch into Boomburst-immune Ghost types. Incineroar in general is incredible in the current meta, and in my opinion, is an S-tier pick due to its splashability and consistency.

:uxie:
Uxie makes for a remarkably good partner with these two. It has a Ground immunity, and much like Mew, has the potential to clean up games with Nasty Plot and Tera Fairy Draining Kiss, all the while being a nuisance to enemy walls with Psychic Noise and Encore, the latter of which can also shut down opposing bulky setup. Encore also can buy it turns to further set up with a well-timed Tera. It struggles with Muk-Alola in particular, but the rest of the team is capable enough of wearing it down.

:inteleon::flygon::tsareena:
The rest of the team exists to support this initial core. Since the team already has sufficient breaking power against bulkier teams, much of the remaining power budget is spent on anti-offense measures. Choice Scarf Inteleon is able to outspeed a +2 Cloyster or +1 Cinccino, and Insect Plate Flygon's First Impression is one of the strongest forms of priority in the tier, while not forcing the user to switch out next turn like a choiced set. This also lets Flygon consistently get up Stealth Rock. Finally, defensive Tsareena provides another Water resist for the tumultuous Rain matchup, removes hazards when needed, and like much of the team, can U-turn into one of our breakers when the time calls.
 
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Torterra Manual Terrain HO
:torterra::iron-thorns::whimsicott::talonflame::cloyster::registeel:

This peculiar Hyper Offense build uses a Whimsicott to manually set Grassy Terrain to benefit its team. This enables Torterra to use a ludicrously powerful sweeping set with Grassy Glide to beat Scarfers and Life Orb for a significant power boost to its Headlong Rush.
:torterra:
Torterra is the primary beneficiary of Grassy Terrain being up, allowing it to access priority in the form of Grassy Glide, and utilize Life Orb which is offset by the chip heal from terrain. Tera Ghost provides immunity to many forms of priority and a resistance to Flygon's First Impression and U-turn, while Tera Blast Ghost enables Torterra to take down Bronzong or other walls that resist its STAB combo.

:iron-thorns:
Iron Thorns is a complementary sweeper to Torterra, and is using a Tera Grass set to break through its common checks with terrain boosted Tera Blast Grass. Thorns has ridiculous damage output, luring in and slamming bulky Grass types with a boosted Ice Punch that Torterra appreciates the removal of. It is also a handy switch in against Knock Off, and appreciates the reduction to Earthquake's damage.

:whimsicott:
I chose to use Whimsicott over Thwackey for two reasons: Memento and Encore. Prankster Encore shuts down just about any form of setup outside of Ekiller Lucario and things that Tera Dark, while Memento allows either Torterra or Iron Thorns to get a chance to safely use boosting moves. Taking a turn to manually set terrain is not as big of a downside as one might expect, and is worth the cost for all the utility you gain by using this Pokemon. Speed is to creep Lucario and Brambleghast for those times when you just need to click Moonblast.

:talonflame:
Talonflame serves as a surprise breaker with Swords Dance and can switch into First Impression/U-turn relatively safely, while applying pressure to grasses as well. Since utility sets are the norm, opponents will often unwittingly give you free setup turns while switching into a Flying resist, only to die to a +2 Flare Blitz.

:cloyster:
Any good HO team is likely to have a hazard lead, and this time I wanted to use Sash Spikes Cloyster as both a lead to set Spikes and pressure enemy leads with sash-breaking multi-hit moves. I enjoy the mixed coverage from STAB Hydro Pump for hitting annoying walls like Avalugg or other physically defensive behemoths, while giving you the ability to ignore burns from the likes of Incineroar and Talonflame.

:registeel:
For the final slot, I wanted another mon that benefited from Grassy Terrain, but I also wanted something to reliably tank special hits. For this reason, I included a double dance Registeel as a possible game-ender for opponents left without Ghost types or other counterplay. The chip heal from terrain offsets Registeel's need for Leftovers recovery, so it can instead run Rest + Chesto Berry. I gave it speed EVs to speed creep Vaporeon/Bulky Incineroar.
 
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In light of the fact that there is a voting slate soon in which Deoxys-D is included, I thought I'd drop a Deoxys-D team of mine before it's unusable.

:pmd/toxtricity: :pmd/deoxys-defense: :pmd/inteleon: :pmd/incineroar: :pmd/flygon: :pmd/decidueye-hisui:
Specs Toxt + Cosmic Deo-D
:pmd/toxtricity: : With all the hype around Toxtricity in the above posts from LessThanThreeMan and Shengineer, I decided to try my hand at it. The set is nothing special, barring how I chose Modest over Timid to pick up more 2HKOs.

:pmd/deoxys-defense: : Since Toxtricity is good at luring in walls like Incineroar, Bronzong, and Alolan Muk, I chose Deoxys-D as a partner because it loves having these Pokemon being taken care of. Also, I chose to run Stored Power + Charge Beam to slowly become a threat offensively too, and I have a personal vendetta against Night Shade + Taunt sets. I do concede that that set would work here too, however. Tera Steel here is nice to ignore the Clear Smog users like Gastrodon trying to throw away all your hard work.

:pmd/inteleon: : Inteleon is great at beating Ground-types for Toxtricity if needed. On top of that, it's great at pivoting it in on Grass- and Water-types it threatens, like Vileplume and Vaporeon, with U-turn. Taunt + Heavy-Duty Boots is a nice combination that can help wear down special walls like Alolan Muk and neuter setup sweepers like Cloyster before they even get a chance. Tera Ghost here is to blank Lucario's Extreme Speed alongside other common forms of priority like Breloom's Mach Punch.

:pmd/incineroar: : At this point, the team is smoked by Brambleghast and all Ghost-types. To cover this weakness, I added an Incineroar. Incineroar also gives us security versus Psychic-types like Cresselia and opposing Deoxys-D. Tera Fairy is here because it's a good defensive type, but I've used both Tera Poison and Tera Ghost on teams and think those are cool Tera types as well.

:pmd/flygon: : Flygon gives this team some nice Speed control, a Ground immunity, an Electric immunity, and entry hazards in one. It also pivots Toxtricity in on Water- and Grass-types just like Inteleon does.

:pmd/decidueye-hisui: : Hisuian Decidueye is a nice Pokemon to finish this team off. It provides hazard control, a Water resist, and a way to bring Inteleon in on Fire-types trying to switch in.

Also, before I go, I have been working on this variation to better handle Alolan Muk, but it's still in its Alpha stage. No, I will not explain my choice of Sandslash. If you're smart enough, you can figure that out yourself.
 
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(it didn't matter)


:slowbro-galar::sableye::bronzong::infernape::brute bonnet::cinccino:
Paste

I don't really like fat teams but this has been pretty fun. I haven't messed with the tera types too much. Could stand to mess with Sableye and Zong's. Gave it 14 games, went 13-1 so I'm calling it a day and getting back to faster paced offense teams. Only really made the team because I was having fun with nailing A-Muk with EQ, brought the idea to the DC, had a theorycrafting sesh w/ Aawin and LTTM. Then I put together this team. I don't think I ran into a single A-Muk in the 14 games I played with the team. Thats how it goes. Can change out grass knot for flamethrower if you want.

dont save a lot of replays anymore but here you go
 
https://pokepast.es/2f9406003c4270b5

Im new to smogon idk how to find emojis for the exact pokemon so Cloyster, Indeedee, Hitmonchan, Grafaiai, Espeon, & Flygon

I've been using this team & it's given me a decent amount of success by catching people off guard but recently I've seen people in the ladder adjusting the team to this

- Indeedee as setter because it hits hard as well as setting terrain
- Cloyster to benefit from terrain by not being able to be die from priority attacks (or I just eliminate the priority user & sweep with it later)
- Hitmonlee takes a knock off from incineroar well from unburden (i put defense evs till 200 so it takes physical hits better) along with covering the setter & espeon's weaknesses of bug & dark
- Grafaiai is your generic acrobatics user, also dealing with espeon's ghost weakness (it also deals with bug iirc)
- Espeon is just a really strong expanding force user with hazard control
- I used to use espeon as an eject button pivot until someone told me to switch the roles of espeon & use flygon's eject pack set, idk why but its done pretty good & is a convenient pivot with hazards & pivot capabilities

No recordings sadly (idk if they required)

This is my first post here so ello nu chat
If i broke any rules i didnt see then mb

Image is proof of 1400 elo
 

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After choking in ladder tour, wanna drop a few teams I've been happy with recently.

Future Sight Guno Punish
:mienshao:-:bronzong:-:articuno-galar:-:flygon:-:vaporeon:-:incineroar:

I'm addicted to clicking future sight and putting the opp in awkward positions. The idea here is to get off future sight, then punish the inevitable switchins. Right now, teams are probably packing at least one if not two of Bronzong / Incineroar / Muk-A / Umbreon / Cresselia / Registeel as their Psychic switch in. Pairing Guno with CB Flygon / SD Incin means you can punish all of those switch ins. On some teams they might have two of those or an awkward composition which means neither of those options are great - in those cases Roar Vaporeon is a nice alternative punish which can roll a key component of the opps team. Bronzong gives another Dark punish with Body Press, and also checks so much atm. Phys Def seems better overall, with or without Gallade in the tier. Scarf Mienshao rounds out the team to clean up after F Sight punches holes, but this is probably the most underwhelming part of the team. You could probably adjust this to be some better fighting type (Tauros?) and make Flygon scarf or something. The dropoff Mienshao has had is crazy, despite stuff like Vileplume being significantly worse

This replay shows how well Future Sight can function, with the win secure via a little bit of luck

Double Fight / Double TR HO
:froslass:-:gallade:-:virizion:-:flygon:-:diancie:-:slowbro-galar:

This is an update to the HO structure used a lot in NUPL, which was lead / 3 random physical mons / TR Diance / TR Reuniclus. I used this team to get reqs and it was pretty brainless overall. Virizion was a passenger for most of the run, don't use this mon it's not good. It's at least a decent switch into Muk-A with Justified and Lum Berry. You can flex the Virizion slot to anything really, just make sure you can check Inteleon. Froslass could easily be Scream Tail, Lycan, or any other HO lead - I'm not convinced on which is best at this point in time. Gallade is pretty weird - some games it completely goes off, and others the speed tier + average bulk hold it back from doing much. Most of the team is really focused on breaking down Bronzong, which is pretty much the only viable Diancie check. Once that is gone or weakened, Diancie cleans most games. TR LO Glowbro is loads of fun, and baits Bronzong with Fire Blast and you don't really ever switch so Quick Draw is a nice way to pull out random wins. Fire Punch Flygon also baits in Bronzong, and is probably the best 3rd slot for DD sets atm.

This replay is a version of this team with Kilo > Virizion, and shows the power of the double TR core, ignore the result this was a severe choke there were like 10 winning lines I didn't take.
 
Minior Bird Spam HO
:cinccino::tornadus::minior-violet::chandelure::tauros-paldea-aqua::flygon:

As a hyper offense enjoyer, after Cloyster's ban I was looking for another shell smash mon to abuse. Initially I tried Drednaw and it was... ok. Next I tried Minior and it really surprised me! Shield's down is an interesting mechanic that can be a bit of a double edged sword but it actually gives Minior a lot of set up opportunity against some of the top tier threats (especially since it is immune to status in the meteor form.) Incineroar, talonflame, amuk, and several other with tera like vileplume are all setup fodder for minior. Notice the synergy with memento chandy here; two of the mons it loves to set up on (incin and amuk) are lured in by memento chandelure. The rest of the team aims to weaken Minior's checks (steel types, rock types, and general physical walls) and keep hazard off with cinccino for our 3 rocks weak mons. This team is also the spiritual successor to my sample submission HO (rip) as it uses a lot of the same structure. I also got reqs almost exclusively with this team! (after the first 10 or so games)

GalladeReqsLTTM.jpg


Replays: 1, 2, 3, 4, 5, 6, 7
:cinccino::focus sash: Cinccino
Anti-Lead Cinccino is here to keep rocks off for torn, chandy and minior and to weaken steel types/physical walls. Most of the time you either lead with cinccino, or you lead with flygon and click eject pack draco turn 1 and try to get them to set a hazard as you get cinccino in. From there you can encore and tidy up again! Knock off is the coverage of choice here to hit ghosts and more importantly bronzong.

:tornadus: (no item) Tornadus
Torn is our first bird. Honestly tornadus is one of the best mons on the team here; this set is strong. Acrobatics does a lot of damage right off the bat, defiant lets you punish defog and (the growing in populariy) intimidate mons in the tier. Knock off lets you remove items and hit bronzong. Terablast ground hits the grounded steel types and rock types like diancie and iron thorns. Torn is also one of the fastest mons in meta and is a threat few teams are prepared for. It doesn't hurt that most people assume it is a special set either and often switch in the wrong wall on an acrobatics.

:minior-violet::white herb: Minior
Minior is the star of the show here and the mon we are aiming to support! We have already talked about this a good but so I won't go into much more detail here, but you can also see my VR post for more details on this mon! Cincc and torn get the checks worn down, cincc gets hazards off, and chandy provides memento support to provide more setup opportunities! Substitute is pretty important here since it allows you to gain some control over the form change. Pay attention to whether you need to shell smash (and weaken knock off) or substitute first. A lot of scarfers outspeed the slow meteor form at +2 so if they are going to a scarfer you sub first, sub again as they attack and break your sub, and then shell smash (so that you are in the good form after.)

:chandelure::Air Balloon: Chandelure
Chandy is both a powerful special attacker and supports the rest of the team with memento! Air balloon and tera fairy can be a funny way to check flygon in a pinch, and it also makes it immune to spikes, webs, and makes it more annoying to deal with.

:tauros-paldea-aqua::Lum Berry: Tauros-Paldea-Aqua
Tauros is a rising star in the tier! Here it provides an incineroar check for chandelure (we don't always want to memento early), priority, intimidate to help with certain physical threats (like flygon), and a way to pressure bulky waters (especially with Lum Berry.) Initially I had tera water on here but I needed a defensive tera for scarf psychic types like munkidori and indeedee. With this type of team it is often worth trading the tera for their scarfer.

:flygon::eject pack: Flygon
Special eject pack flygon is our rocker and ties up a lot of loose ends on the team. It sets rocks, gets good damage on physical walls (ladder doesn't often scout for it), gets momentum, abuses its typing/ability, and additionally lures bronzong with fire blast. Typically you are either leading with cinccino or flygon depending on the opposing team. Clicking draco as they think they can set rocks for free and going into cinccino to encore can be pretty nice!
 
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Specs Dragalge & Demon Zong Balance
:dragalge::bronzong::umbreon::tauros-paldea-aqua::flygon::talonflame:

I've always enjoyed using specs dragalge. It is a potent wallbreaker and it just feels great to click the buttons! I noticed a lot of synergy between dragalge and bronzong and wanted to build with the two of them! Demon Bronzong checks flygon (which loves coming in after dragalge gets a kill), beats cress 1v1, and loves the holes dragalge knocks in teams. My friend quziel used this for a good portion of his reqs run as well! (I did steal a replay from him but most of the testing for this team came from private test games where I didn't save the replays, so I might have to get some more replays to add later)

Replays: 1, 2
:dragalge::choice specs:Dragalge
Adaptability and high base power moves make dragalge a great nuke in the tier. Fairies that are immune to Draco Meteor fear the poison stab as well making it a particularly potent combo. The main thing that walls dragalge are steel types. Originally I had focus blast over shadow ball here, but the main steel type in the tier currently is bronzong and the team had a noticeable weakness to opposing demon zong, so we slotted shadow ball in here. Flip turn for momentum vs other steel types to bring in the water bull after.

:bronzong::leftovers:Bronzong
Standard demon zong here supporting a physically defensive spread to better take on opposing flygon. Bronzong is tasked with taking on a lot of the offensive checks to dragalge (dragon types, psychic types, immunity to ground moves) and is a potent win con. Typically you are using the rest of the team to knock wholes in the opposing team and finishing with bronzong.

:umbreon::heavy duty boots:Umbreon
Umbreon is our obligatory dark type here, provides wish support for the team (especially bronzong), threatens cress with a toxic (forcing it to tera is good for bronzong.) This mixed defense spread is mostly spdef but with enough defense to live an adamant incineroar flare blitz at +2. In a pinch umbreon 1v1s a surprising number of mons as well since it is so hard to kill.

:tauros-paldea-aqua::lum berry:Tauros-Paldea-Aqua
Tauros is our incineroar check, amuk switch in, provides priority for the team, benefits from draggle bringing in steel types on a flip turn, and a secondary breaker for the team. Intimidate with its natural bulk lets it check a lot of physical attackers in the tier once as well.

:flygon::choice scarf:Flygon
Standard scarf flygon here, but with rocks so zong can run the demon set. Not the idea rocker but the role compression ties up a lot of loose ends for the team! As always with flygon the typing and ability (especially with tera) check so much that it's great to have!

:talonflame::heavy duty boots:Talonflame
Standard u turn talonflame here: fighting check, u-turn punish (especially after scouting choice locked fighting types with umbreon), hazard removal, and just general fast mon. The fighting type talon struggles vs is tauros forms which has to think about what moves it clicked since dragalge is a good check to those too typically.
 
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Hey all, wanted to share a couple different balance teams I've been working with recently, some of which are pretty standard compared to the meta right now and some of which are a bit more niche.

:tauros-paldea-aqua: - :articuno-galar: - :incineroar: - :flygon: - :vaporeon: - :bronzong:
Flygon/Incineroar/Bronzong is basically the meta core right now, and for good reason. I've been running 252+ Speed Incineroar for a while now, mainly because that hits 240 Speed, and Adamant 252 Speed Decidueye only hits 239. The main idea of this team is the duo of Aqua Tauros and Galarian Articuno, with the intention of Future Sight into a pivot to Tauros on a potential Dark- or Steel-type. This is slightly more inconvenient against Protect users like the Eeveelutions and occasionally Alolan Muk. I also think Competitive is a really good ability right now with all the Incineroars and Tauros in the meta.

:vileplume: - :flygon: - :munkidori: - :bronzong: - :vaporeon: - :talonflame:
Flygon and Bronzong make another appearance in support of a fairly simple VoltTurn team with Defog and Wish support. I really like Vileplume against a lot of our common physical attackers, and it doubles as an effective Knock absorber. Munkidori is maybe the best Choice Scarfer in the tier right now, and its speed tier is pretty much unmatched among common Scarfers.

:decidueye: - :diancie: - :gligar: - :incineroar: - :avalugg: - :kilowattrel:
Decidueye's damage output is nuts. With just a little chip, you can break through most checks with Tera Ghost Spirit Shackle, and getting up a Swords Dance on a switch can easily lead to a sweep. This team supports that as much as possible with Stealth Rock from Gligar and Spikes from Diancie, along with an unusual Choice Scarf user in Kilowattrel. Kilowattrel is very capable of surprising opponents like Choice Scarf Munkidori or Mienshao in the late game, and it can usually finish off opponents weakened by Decidueye as well. Avalugg actually supports this team quite well, as this team is relatively weak to Stealth Rock, and the physical bulk and typing make it a good check to Flygon. My first iteration of this team had Swampert over Gligar, but I liked the addition of Toxic chip and the additional Ground-immunity better.

Enjoy!
 
Rhydonald Mcdonald Webs
:araquanid::staraptor::rhydon::toxicroak::chandelure::scream tail:

Untitled-1.jpg


Why did the cheeseburger get promoted? It was on a roll. Right now I'm typing this on a Big Mac. Rhydonald has been in the gym working his buns off so I thought I'd give him a try! B^] I wanted to use double dance since it is both strong and has some setup opportunities with the natural bulk and does a good job abusing kilo. I used SD | earthquake | ice punch | rock polish here since I thought it'd be fun to punch some flygon and gligar in the mouth and its good neutral coverage. Stone edge is good too though. It's slow even at +2 so I paired it with webs! Araquanid sets webs and doesn't lose to flygon. You live just about any hit (even things like hurricanes from gart which it is EV'd for and kilo) and can set webs and get a liquidation or endeavor off with custap after hopefully. Band Raptor is here to knock some holes in things and pressure zong who walls our hero rhydonald. Toxicroak has some nice synergy with rhydon resisting grass, immune to water, appreciates gligars being ice punched, and gives the team priority. Chandy is both powerful, a good webs abuser, and can memento to give one of our set up mons more opportunity. CM Scream tail is just strong right now, 4x fight resist, and is lightning fast. Originally had the same set but with throat spray since it is on webs but went to booster energy specifically for the flygon matchup. This team is more for fun than anything else but when rhydonald gets going he gets going!

Replays: 1, 2, 3
 
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// HYPER STALL //
:wo-chien::scream-tail::registeel::milotic::altaria::diancie:

Not all is as it seems with this "Stall" team. What initially looks like 200 turns of suffering is flipped on its head by such oddities as Weakness Policy Wo-Chien, Custap Explosion Registeel, and... Gouging Fire at home??? This team was FAR more successful than it had any right to be, I've linked some of the better replays I've gathered below. Go crazy with this one.

 
Specs Alolan Ninetales Balance
:ninetales-alola::avalugg::copperajah::flygon::basculegion::porygon2:
Special thanks to Wadley for his collaboration in building this team

Alolan Ninetales is the most hyped addition to NU from this shift, and I wanted to see how well it could perform an offensive role with Choice Specs. It's got an amazing speed tier and high-BP STABs to launch at your opponent, which hit surprisingly hard given its mediocre SpA stat. Avalugg benefits greatly from snow's defense boost and keeps rocks off the field, Copperajah and Porygon give the team lots of special bulk and utility, Flygon is your standard reliable scarfer, and Basculegion is our slower breaker that can punish many of the Steel- and Fire-types that Ninetales struggles with. I used exclusively this team or versions extremely similar to it on my Mienshao Suspect climb.
 
Probably the worst Grassy terrain team to get suspect reqs
:ninetales-alola: :thwackey: :grafaiai: :hitmonlee: :oricorio-sensu: :torterra:

So I wanted to try some shenanigans with cm Dkiss ninetales and thought to pair it with terrain as grassy seed + the defense boost from snow while active gave ninetales a surprising amount of physical bulk.
(it was the worst mon on the team replace it immediately whatever you do)
So the other abusers I paired with it include hitmonlee, who was... ok, he often traded 1 for 1 or forced a tera, grafaiai and torterra who both had their moments but my choice to throw tera blast on both was maybe not the most optimal, as one was always stuck with a dead move slot or both if I burn tera on someone else, and lasty oricorio, probably the only reason this team managed to get there in only 39 games, while the happy yellow bird is long gone its goth twin can simply do the same thing, quiver dance, taunt, roost, air slash, become a steel type, it doesn't matter how bad the team is, where there's an oricorio, there is a way
 
I've laddered with this team for about a week now and it's crazy consistent so I feel like it'd be a waste not to post it. I was going to post another team alongside it but to be honest I'm not fully convinced with that one and Mienshao is getting banned anyway, so I will probably rework it, then post. Have this one, for now ^^

Bulky Hyperoffense?
:Diancie::Scrafty::Scream-Tail::Cinccino::Toxicroak::Orthworm:

I made this team to learn hyperoffense but it turned out to be surprisingly bulky so I just ended up playing it the same way I would play balance lol
Since the team is supposed to be HO, the goal is to punish as many metagame staples as hard as possible. Diancie punishes fast team comps, Scrafty punishes status effects and overly passive foes, Cinccino punishes hazard stack, Scream Tail punishes steel types in general, Toxicroak punishes all sorts of ground and water-types and Orthworm can 6-0 teams overly reliant on physical wallbreakers.

:Diancie:- OTR Diancie is a potent endgame option to win or punch large holes into the opposition as soon as the beeg steel type is removed. Finds several setup opportunities in weaker attackers and pivots, especially since Diancie has like 5 different viable tera types.

:Scrafty: - Bulk Up Scrafty is a monster. With just one Bulk Up, it lives all sorts of hits that it shouldn't, such as a LO Mienshao Close Combat (with very good odds) or a Banded Flygon's Earthquake (guaranteed even after tera), while also tanking special attacks rather well thanks to the maximum investment and good typing. Punishes bulky team compositions and overreliance on status moves.

:Scream-Tail: - Carefully crafted with the utmost Bronzong hate. +1 Tera Fire Flamethrower will 2hko any steel types in the tier short of a fully SPDef Registeel (which still gets crippled to near-uselessness), hence we do not need to run the inaccurate Fire Blast for coverage. Psychic Noise is our STAB of choice, with the added bonus of beating Substitute spam teams and shutting down Wish passers, while Boomburst does massive damage to the likes of Incineroar and Alolan Muk even without Tera Normal.

:Cinccino: - Strong anti-lead and quintessential hazard control for hyperoffense. We run the strongest offensive set with Loaded Dice + Technician in order to chunk common switch-ins, such as steel types and opposing Diancie. Encore punishes opposing setup users and pressures common defensive cores, making Scythers think twice before clicking that Swords Dance and Avaluggs regret the moment they decided to Recover instead of attack. Becomes a potent late-game sweeper if left to its own devices.

:Toxicroak: - Air Balloon Croak punishes a number of common enemies like Swampert, Flygon, Vaporeon and Inteleon for clicking their strongest moves (which could be a problem for the team otherwise), stealing their momentum and gaining a chance to set up with a Swords Dance. It also breaks through foes that may be too beefy for Scrafty, such as Strength Sap Vileplume and Haze Overquil. Scrafty-Croak is a pretty good core in general.

:Orthworm: - Skarmory-at-home, Worm is the best steel type for the team, with an immunity to ground and no psychic type to hinder it against Dark-type coverage. It also boasts reasonably high speed that allows it to beat opposing steel types one-on one, or at least force a Tera Ghost from them. We run an Ironpress set to give it an offensive presence, with Heavy Slam to hit ghost types and such. Stealth Rock breaks sashes, forces defoggers in, bullies Scyther, reveals boots and has millions of other useful applications even if you are using Cinccino (don't use Spikes, though).

Some replays:

https://replay.pokemonshowdown.com/gen9nu-2279348470-8jumm8r1cys1z7sissrcsmu95mg82cwpw
Scrafty does stuff

https://replay.pokemonshowdown.com/gen9nu-2279212213-lq690zn8guh821wy2zowcw9g6r1pu5ipw?p2
Orthworm does stuff

https://replay.pokemonshowdown.com/gen9nu-2277430368-vnyivldgtbovpi35hpzil7iwg2u6zocpw
Diancie does stuff

https://replay.pokemonshowdown.com/gen9nu-2279235574-4h02st9p7c7dzbota2oq13vjxmkslzspw
Scream tail does stuff, allowing Diancie to do more stuff

https://replay.pokemonshowdown.com/gen9nu-2279470919-mymun18i3jdpt1gzb54j550oill03mopw?p2
HO team wins in only 80 turns

https://replay.pokemonshowdown.com/gen9nu-2276448074-mexdb0efj858udjgyprewdf1wdl1w42pw
VS Snow


Some threats:
-> :Scyther: Scyther can 6-0 if given two turns to set up (for example, Trailblazing a chipped Diancie or Swords Dancing against Scrafty, who doesn't have a very good way of hitting it). Priority from Toxicroak, Orthworm's defensive profile and Scream Tail's coverage can work together to salvage the situation, so you should keep at least one of those in the back.
-> :Orthworm: Ironically, opposing Orthworm can be very annoying if Scream Tail is gone, as Diancie can struggle to hit it, Scrafty is somehow slower and the physical wallbreakers of the team might struggle to hit a tera ghost worm.
-> :Diancie: OTR Diancie is one of the most potent sweepers in the tier, after all. Opposing Trick Room Diancie could steal your Trick Room with a speed tie and do heavy damage to the team (Even Worm doesn't take Moonblasts/Meteor Beams too well, since its SPDef is rather low). Make sure to keep that possibility in mind.
-> :Typhlosion-Hisui: :Chandelure: Fire/Ghost types can use Worm as a free entry point and do a lot of damage. Diancie is the only good switch-in to Eruption, which makes her easy to chip over the course of a long match, while Chandelure also has access to Energy ball.


Although the team is technically supposed to be HO, it also turns out to be surprisingly bulky, with Earth Eater and Water Absorb giving their respective users surprising longevity, while Bulk Up Scrafty is basically immortal, which may lead to some hilarious 80+ turn "HO" matches. I imagine this team will be viable for a while, since the higher tiers don't seem to want any of these guys, so feel free to use it if you're out of ideas for the day. Have fun ^^
 
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:cinccino::ninetales-alola::beartic::diancie::basculegion::kilowattrel:
Snow Copium Offense
had a similar build before cetitan ban, transferred it over and added cinccino bc i realized hazards are in fact real
:cinccino::loaded dice:: hazard clearer, veil abuser

:ninetales-alola::icy rock:: snow setter, encore + veil for cinccino and beartic

:beartic::life orb:: cetitan cope, sd sweeper, lo + jolly for power and speed

:diancie::power herb:: incin check, rocks, meteor beam to be threatening, fast to surprise walls like vapo and friends

:basculegion::leftovers:: sub + endeavor to bother water resists, special attacker to surprise avalugg on the switch + hits zong better

:kilowattrel::heavy-duty boots:: speed control, elec and ground immunity, uturn for unstoppable pivoting
 
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I have played a gravity team on gen9vgc2024regg (I want to go on regd) but I have average result with it on account of the Gravity thematic is very hard to build on but I like a lot flapple that is a great killer like you will see on replays.
View attachment 713323
On the right side, which have the three pokemon I want to keep with the two gravity setter and the gravity sweeper but for the rest I'm not sure, yanmega is a great option with hypnosis but we can found something better I think and Rotom-Frost and Lycanrock have very disappointed me.

Thanks to your futur suggestions and of course that is the replay...
Match

If you want more replay ask and I will send others!!!

Hi there and welcome to Smogon. I'm gonna delete this post since it has multiple mons that aren't even NU right now (Duskanroc, Yanmega) and unviable mons as well. Not to mention that in your replay (also not NU related) you have a Kyurem-White over Frostom.

Allow me to redirect you to this subforum for posts like that. Just make sure to follow the rules and guidelines before you post, thank you!
 
Now that I'm not currently involved in any tours, I thought I'd share some of the teams I've been using! Ones from NUCL will likely go in a teamdump thread there later but I figured I'd share some of the teams from seasonal / ladder use / teams that didn't get used but I still thought were worth sharing!

Fairy Spam HO
:ninetales-alola::scream tail::diancie::cinccino::tornadus::flygon:

We have three strong fairy types that fit well on HO now, why choose just one? They all do a good job breaking for each other and have great offensive synergy. Usually teams have the resources to stop 1 or 2, but that still leaves diancie or scream room to clean up after! Also used this for NBT. Mixed flygon is a strong breaker, pressures steels, threatens amuk, and we don't have have many things that come in on this and don't leave at least significantly chipped. Last move on flygon can be a lot of things. I wanted it to be psychic noise to ensure progress sticks, but found myself needing the priority to pick things off. You shouldn't be clicking fimp with this regularly with this spread but it can be useful sometimes. Tornadus similarly is great at pressuring steels for our fairies. Alotales usually either sets veil twice or uses np + terablast fire to break a steel which is valuable either way!

Replays: 1, 2, 3, 4

NP Torn Offense
:tornadus::raikou::flygon::toxicroak::klefki::diancie:

I wanted to build around nasty plot torn since it's such a strong mon. Defiant here isn't useful but neither is prankster and we don't want to give P2 the chance to trace prankster from us. Tera electric or teraground with terablast > sludge bomb could also be nice here to dodge t wave from klefki/p2 and check kilo or hit amuk harder respectively. Usually I find myself wanting to save tera for diancie though late game. Raikou is here to be an electric check and forms a nice volt turn core with band flygon. Croak handles water types and priovides priority. Klefki gives us some spikes, helps us not lose to opposing OTR diancie, and also helps with ninetales-a. Diancie is our cleaner and helps with the HO matchup.

Replays: 1 (NU Seasonal), 2, 3

SD Rhydon SubCm Vapo Balance
:rhydon::munkidori::tauros-paldea-blaze::vaporeon::amoonguss::scyther:

SD Rhydon is a bit underrated right now. It is a solid kilo check, but also just a powerful mon and at worse is a great trade machine. Here it is running SD | eq | ice punch | rocks to both support the team but also function as a breaker. Ice punch helps us not get walled by flygon and gligar and also hits the grass types for good damage as well. We have a lot of speed to make use of the stun spore paras from amoonguss, hitting up to paralyzed non-scarf munkidori. Stomping tantrum > sludge bomb could be used on amoonguss but no stab feels weird and fishing for poisons is good. I felt like it needs foul play to check things like dd flygon. Stomping tantrum would be nice for an additional way to hit amuk and to chip some steels for munki as well. Sub CM vapo is a great way to punish water types (especially gastrodon) that are an issue for rhydon. EV spread hits a jump point in spatt, HP for sub to always live a gastro earth power, hits 220 speed, and then rest in defense. You could also throw the 16+ in defense for more bulk but I like the lil' spatt. Munki and tauros have good offensive synergy. While you don't need balloon on fire tauros for the cetitan matchup anymore, it is still a solid item for it making counterplay from mons like gastrodon and swampert awkward. Also makes it much tougher for flygon to want to try and revenge/trade with you. Tauros is really good at forcing teras which is never a bad thing! Honestly I don't like scyther here but we needed emergency removal + some speed. If we had talonflame or noivern back I would 100% replace it with one of those!

Replays: 1, 2

As mentioned above I did post more teams on the NUCL teamdump!
 
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There is a cramorant, and there is a rhydon, that is all you need to hear
:cramorant:-:registeel:-:rhydon:-:sylveon:-:toxicroak:-:porygon-z:
EDIT: I TOTALLY DIDN'T FORGET TO ADD THE PASTE WHEN I FIRST POSTED THIS DON'T LISTEN TO SHENGINEER

It all started with me wanting to build something with :cramorant:, as hazard control is limited in this tier right now and gulp missle can cause some funny moments. :registeel: is finding itself to be the most reliable steel in the tier where everyone has :bronzong: prep, added enough speed to outspeed a paralyzed :chandelure:. :Rhydon: is a ground type than can still function as an electric immunity post tera with lightning rod, added speed for :muk-alola: and :registeel: and 16 attack evs to hit a jump point with an adamant nature, the rest thrown into bulk, for the moveset I went with SD 3 attacks as :registeel: is already getting up rocks and :rhydon: has some solid coverage options along with its stabs, not keeping stone edge though I wanted ice punch to immediately threaten :flygon: while still hitting most stone edge targets hard enough, and heat crash hits the likes of :bronzong: air balloon/magnet rise :klefki: :amoonguss: and more. :sylveon: gives the team a wish passer which :rhydon: and :registeel: appreciate, with roar to stop potential set-up threats. :toxicroak: I wanted to do something a little heat, so instead of going SD which :rhydon: is already doing, I went with 4 attacks with CC eject pack, which can let me bring in :porygon-z: and get a potential download boost, leading to a ko or a game ending snowball as it can set up a nasty plot or agility for the situation, and with the coverage of ice beam + thunderbolt you don't only have a great attacking combo but can also catch free kos on people expecting the usual normal stab + shadow ball. Overall had a lot of fun with this team.
 
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First time on the Bazaar here, might as well share the team that got me top 30 within 8 days of playing the tier (start: Feb 16, Top 30 hit: Feb 24)
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:golurk: / :avalugg: / :swampert: / :amoonguss: / :munkidori: / :incineroar:

24.2.25 first time top 30 ladder NU.png


---
Honestly, I wouldn't even know who the star of the show was, every single team member carried each other extremely well. But let's go through the team, shall we?
First and foremost, we have Banded :golurk: . The main damage dealer of the team, though there may be some games where the best thing it can do it get sac'd late-game. It is really good into Sticky Web teams, where the opponent almost always leads :galvantula: . In such cases, leading off with :munkidori: and U-turning not only breaks its Sash, but also brings in Big Man Bolurk safely, as they're highly unlikely to Energy Ball a resist (Alternatively, you can risk staying in and predicting them to go for Webs, but it's a bad day if they go for a Turn 1 TWave by chance). :golurk: has been EV'd to outspeed the standard :vaporeon: , :muk-alola: , :incineroar: , and :gastrodon: . Ice Punch is used for fylers and grasses who had been knocked earlier in the game, like :flygon: or :altaria: for example.

Speaking of :munkidori: , it and :golurk: are incredible Partners In Crime, as :munkidori: lures in Special walls such as :muk-alola: and :diancie: , Steels such as :registeel: and :bronzong: , as well as other checks like :incineroar: and so on, which :golurk: can eliminate The monkey in itself was a great speedy revenge killer
and defensive wall crippler with Scarf Trick, and with U-turn, as previously mentioned, was able to pivot out of bad MUs and bring in literally anyone else (though it was mostly :golurk: , admittedly).

Forming the defensive backbone of the team, we have 4 incredibly good walls: The Physicals :avalugg: and :amoonguss: , and the specials :swampert: and :incineroar: .

:avalugg: has the standard set, but with Earthquake instead of Body Press. It is decently easy to catch an incoming chandelure and do a solid 75% to it immediately (or straight up OHKO with a crit if you're lucky), which puts the opponent immediately on the back foot. Sturdy also helps against squishy special attackers as a last resort.

:amoonguss: is the main physical sweeper counter, with (Regen, Synthesis,) Rocky Helmet, Foul Play, and Stun Spore to disrupt the enemy team. The latter also has the benefit of slowing down things so that :golurk: can outspeed and hit them safely later, an example being :porygon-z: . It can also act as a last resort to tank one (1) special hit in a pinch, if you really find yourself in that situation.

:swampert: is the rocker on the team, and also a great SpDefensive Utility mon. Flip Turn allows for :golurk: to come in, with EQ and KO completing the moveset. Yes, it's counterintuitive to run Knock Off (on two separate mons, even!) alongside someone who needs items for one of its moves to work, but the other three moves :golurk: has do enough damage already that sometimes you don't even end up clicking Poltergeist.

:incineroar: is the other SpDefensive pivot, completing the FWG core and providing much needed priority in Fake Out. U-turn is there to let :golurk: in safely (duh), and Will-O-Wisp / KO are, again, great utility moves to cripple the enemy team.

All in all, great fun and great success with the team. Very much recommend using it.

(Main replays are on the most recent :golurk: VR nomination by emi, but most replays I saved I can't find anymore (xd))

Additional Replays:

:golurk: gets early kill on Gligar, making the opponent's switchin options few

The team beats Ambipom-Kilowattrel-Gastrodon despite suboptimal play in the first half of the battle

Me on an alt account winning a small NU room tour (and almost throwing the game as well) (a reoccurring theme for me, keep that in mind)
---

Let me know if I can improve anything the next time around!
 
Greetings, I'm back with teams ^^
So, it's been a little over a month since Mienshao has been banned, under claims of having destroyed balance. Life Orb sets were too strong and had too much longevity, while also having just enough coverage to not allow any long-term defensive counterplay. The tier has coped reasonably well. Most people preferred running the scarf Mienshao set and there's any number of 105+ speed revenge killers packing U-Turn that can replace it.
Me? I'm more of a Life Orb Shao guy. Though Mienshao was known as the balance killer, I would also say it was a balance savior. It was the ultimate speedy wallbreaker, with high damage output, good longevity and just being really difficult to remove from the field overall. So to me, replacing Mienshao is a matter of finding a strong, fast physical breaker that can lend balance teams a reliable hand. Let's see what we can cook up!

...I'm so late lmao this post was supposed to come out early february but skill issue got in my way

Ambipom Copium
:Ambipom::Cinccino::Diancie::Dragalge::Incineroar::Rotom:
First team of the bunch stars Ambipom! Packing some of the strongest priority in the tier, this is the perfect guy for the people that used to run fake-out Mienshao (seriously, why would you run fake-out Mienshao). The idea for this team came from a discussion in the NU chat, where people were arguing about how Ambipom is bad because teams are overpreparing for Cinccino, which it shares checks with.
...Isn't that an opportunity?! Having shared checks just means they will get overwhelmed easily! Let's run both!

This team is a very simple steel overwhelm voltturn offense. It's intended to be very fast-paced, so we don't really care about hazards and our defensive pieces don't need to be super bulky. Ambipom is fast and strong, but only really hurts with normal-type attacks, so we build to break through the things that resist it. We run three offensive pivots (one fast, two slow) and three attackers that enjoy the fast pivot support (one fast, one slow and Diancie).

:Ambipom: - Our main guy. With Silk Scarf, Ambipom packs insane wallbreaking power. Fake-out is the only reason to use Ambipom ever, so it's mandatory in our set. Double-Edge is its strongest move (though you could run Double Hit if you lack the swag), while Knock Off prevents ghosts from coming in for free. U-Turn is used last to keep up momentum - after all, this is a voltturn team. Low Kick feels tempting to hit Registeel, but it really only hits Registeel so let's not do that.

:Cinccino: - Our speedy wallbreaker that also doubles as hazard control. We run the offensive loaded dice set, with no regard for coverage, as we mostly want to hit steel types anyway. Encore and Knock Off (yes, again) feel best to round off the set, although you could replace Knock Off with coverage if you really miss it.

:Diancie: - Since we are running a steel overwhelm build, OTR Diancie is a very natural fit, providing some defensive backbone, extra speed control and a potent win condition once our two normal guys do their job. Not much to think about here, you could consider tera fairy but I don't love the rain matchup without tera grass or water.

:Dragalge: - Assault vest Dragalge is a bulky pivot that can hit hard if it has to. Probably the most suspicious set of the bunch but hey, if it works...Scald is moreso filler, I'm not expecting this to ever burn and neither should you. Tera flying adds a secondary ground immunity, so that we don't rely on the bulb for everything. Speaking of which...

:Rotom: - IT'S DRAGAPULT-AT HOME! I FINALLY GET TO SHOW OFF THIS SET! At this point, we have enough things to bait the steel types in, so we need a couple mons to force them out. Rotom is a solid pivot and wisp spreader that beats (pretty much) every volt switch blocker, and pretty much every steel type bar Rest variants, on top of also lending the team ground and fighting immunities. Tera steel is an emergency button against psychic types, namely Indeedee and Munkidori.

:Incineroar: - We round off the team with a slow breaker to exploit the walls that Cinccino and Ambipom bring in. SD Incineroar hits like a truck, while also still maintaining defensive utility thanks to Intimidate and the maximum HP investment. The only downside is I that I no longer get to call it midcineroar. Not this set, at least. Earthquake ensures we hit Diancie, Dragalge and uh...Tentacruel, I guess? We don't really need U-Turn, we're not switching out.

Some replays:

https://replay.pokemonshowdown.com/gen9nu-2287107469-8m7kgoiawagla1d7qt4gqiow6kjs98ppw?p2
VS Grassy Terrain HO

https://replay.pokemonshowdown.com/gen9nu-2286335124-918z4dnwpu1thlsady3td79t2ae20n9pw?p2
VS Cetitan HO (yea these replays are old)

https://replay.pokemonshowdown.com/gen9nu-2286891872-hr54yqh7zooy2b7ccms0oykjsto9927pw
VS Hazardless HO

https://replay.pokemonshowdown.com/gen9nu-2287017898-6umwyblhntn1ktgzqvqel5p4ytylq6xpw?p2
VS Balance #1

https://replay.pokemonshowdown.com/gen9nu-2287069022-pbaaia2l7k3o0hhmzll31qipwz1dfr4pw?p2
VS Balance #2

https://replay.pokemonshowdown.com/gen9nu-2287223445-mdjp9ad4e38jun130fnb5uugasaykoypw?p2
VS Balance #3

https://replay.pokemonshowdown.com/gen9nu-2287178962-jq079enohcnq06jo57d1vup78tmm63zpw?p2
VS Stall #1

https://replay.pokemonshowdown.com/gen9nu-2287097206-bkjhkuzxe0vhbpsq98tjtgzbapols34pw
VS Stall #2

This is the strongest team of the bunch and it went pretty much unchanged from the first draft to here. The main obstacle to it is pretty much just well-made balance, which our ladder is currently lacking. Very strong into offense builds, though it does have the tools to break standard defensive cores.

:Gastrodon::Palossand: : Some of the more awkward match-ups for Rotom - ground-type special attackers with reliable recovery. Rocky Helmet Gastrodon is particularly annoying for Cinccino.

Pawmot Copium
:Pawmot::Munkidori::Diancie::Dipplin::Avalugg::Gastrodon:
Next up we have Pawmot. One of the more Mienshao-like mons in the tier, except it has a secondary typing with STAB on par with Close Combat in Double Shock, and less attack power to make up for that. We honor the Adamant Mienshao enjoyers by pulling all stops and running Life Orb Adamant Pawmot.
This Pawmot set dies very fast, so we barely ever bring it out. It only comes in to revenge kill or into very passive opposition. But once it walks in, it's reasonably difficult to remove, especially if supported by prior chip. Thus, we pair it with a hazardstack core that can get that chip on bulkier targets, and a Munkidori that spreads Toxic and pivots it in. Shoutouts to Katana for suggesting the Dipplin/Avalugg core. Our core lacks pivoting, so we mostly run mons that can fend for themselves. We don't have room for a spin blocker, so just pick your favorite tera ghost user and go wild.

:Pawmot: - The team's featured mon. Strong wallbreaker with very strong STABs in Close Combat and Double Shock that not a lot of mons switch into. We round off the set with Iron Fist Mach Punch for reliable priority, and Knock Off to hit all the ghosts. We run adamant because you don't miss out on a lot of speed tiers, and the extra damage is very useful. Alternatives do exist, such as Ice Punch to hit Gligar, Volt Switch for pivoting, or Rest with Natural Cure, but this is the set that feels most consistent. Tera Fighting can be used to spam Close Combat and boosted Mach Punch, but Tera Electric is preferred to avoid being exploited by random fairy sweepers.

:Munkidori: - Support breaker for Pawmot. Weak, but very fast scarfer, with access to Toxic Chain that pairs perfectly with a balance core. U-Turn allows us to bring the Pawmot in, while Trick shuts down sweepers in a pinch. Very standard, very reliable.

:Diancie: - Strong special wall, hazard setter and emergency spin blocker. We run the standard Moonblast/Diamond Storm/Body Press set, with Stealth Rock as our hazard of choice, since Diancie would rather click other moves instead of Spikes three times in a row. Encore could be considered instead of Moonblast to improve the matchup against fairy setup sweepers, I'm just a slow Encore hater.

:Gastrodon: - Our secondary special wall, also spikes setter and emergency spin blocker. Earth Power/Sludge Bomb allows us to better check OTR Diancie, providing moves that hit before and after tera (assuming the most common tera grass or fairy), while also providing a way for Gastrodon to do damage by landing defense drops or poison. Ice Beam could be considered over Sludge Bomb for freeze opportunities instead.

:Dipplin: - BEEFY physical wall and phaser of the team, allowing us to rack up hazard damage with Dragon Tail while the opponent scrambles to find something that can hit a Dipplin. Can win games by its lonesome, with enough hard reads. It also provides strong defensive typing to the team, namely resisting grass attacks for Diancie and Gastrodon. Growth allows it to snowball into a win condition, while Sticky Hold makes it one of the best actual Knock Off absorbers in the tier. Underrated balance glue overall.

:Avalugg: - Secondary physical wall and spinner of the team. Provides resistances to absolutely nothing (formerly Cetitan xd), but it's so bulky that it doesn't matter. We run Crunch to more consistently hit the ghost types that like to switch into it (unlike Earthquake, which only hits Chandelure). It's significantly more passive than any of its teammates, so be careful when you bring it in.

Some threats:

:Alcremie: :Klefki: :Diancie: : Fairy-type bulky setup sweepers (Demon Diancie, double dance Klefki, etc.) are pretty scary for this team, since Dipplin can't phase them out. Trick Munkidori and raw Pawmot damage are some of the tools you have to stop them.

:Chandelure: : Non-choiced Chandelure kinda pulls a number on this team, since Diancie and Gastrodon are both weak to grass. It's not a horrible matchup, but it can be a little awkward to play against.

Some replays:

https://replay.pokemonshowdown.com/gen9nu-2290249963-md6v4woik7ulk1doorkmsug6jpvncdapw
VS Balance #1

https://replay.pokemonshowdown.com/gen9nu-2293903279-hm2y22osdv0j6r5d94alnn8ydox8a19pw
VS Balance #2

https://replay.pokemonshowdown.com/gen9nu-2290320672-n729tqkexk7ct1hl1q6a08i7su6vlm4pw?p2
VS Balance #3

https://replay.pokemonshowdown.com/gen9nu-2292523307-up8qrjlcnt7yj62cu3bh25tyvxngq5mpw
VS Balance #4

https://replay.pokemonshowdown.com/gen9nu-2294941199-owjxf2tl7bf25scsjoydqy7no6rdxyppw
VS Trick Room

https://replay.pokemonshowdown.com/gen9nu-2294949032-71wydrerb78wyod9q9w2yr6ex5vg1d2pw
VS HO #1

https://replay.pokemonshowdown.com/gen9nu-2295118557-44pw5wi868g28cpahbl6ofc6o0cfbokpw?p2
VS HO #2

https://replay.pokemonshowdown.com/gen9nu-2295067496-c7ddhvhnmytcw0ox2tt2lxamgfjw25bpw?p2
VS Offense

Infernape Copium
:Infernape::Articuno-Galar::Flamigo::Diancie::Muk-Alola::Vaporeon:

So...uh...How do I say this. This is the most normal-looking but also most unhinged team of the bunch. Don't use it. I mean, use it, I spent a lot of time on it. But don't use it.
The star of this team is Infernape. I did not want just a faster Pawmot, so I decided to lean into what makes Infernape stand out - the mixed sets. Technically that's a free HO slot but I was too lazy to build HO. But also, I did not want to run self-sustaining balance again. And I also didn't want to run Cinccino again, but our tier's spinners kinda suck. One thing led to another, and this is how we ended with this boots spam wishpassing balance team. I may have gone a bit overboard trying to make this team different from the other two. Let's see what we cooked.

:Infernape: - Star of the team. Boots attacker Infernape is horrifyingly weak but, in exchange, it has the coverage to hit a LOT of things hard (while also being able to stick around for longer than Life Orb users). The result is that, often times, it may be even harder to remove from the field than Pawmot. Close Combat is our strongest STAB of choice, with the obvious Knock Off to hit ghosts. Overheat still hits hard with no investment, notably dealing heavy damage to the likes of Avalugg and Gligar. We round off the set with Gunk Shot to hit fairy types. That's 3 moves with an impressive 120+ BP.
For tera types, you could go Fighting, Fire or Poison. Poison boosts Gunk Shot and has some defensive value, while tera Fire Overheat has some funny calcs like 1hkoing Gligar after it takes a Knock Off. Fighting is obviously most sensible to boost our strongest, most spammable move.

:Articuno-Galar: - Sadly the best special attacking partner for Boots Infernape turns out to be Galarian Articuno. Because Infernape is weak, it really appreciates support from a strong Future Sight user, creating that Close Combat/Future Sight combo that OU knows very well.
Now, don't get me wrong, Garticuno is VERY strong. Future Sight and Hurricane are both 110+ BP moves with few drawbacks, and Competitive lets Garticuno shred some of the dark types that are supposed to check it (Incineroar and Intimidate Overqwil)...provided the Hurricane hits. We have enough speedy guys in the back, so we run maximum HP/Attack modest. With this set, it can even 1v1 the steel types that are supposed to wall it, like Bronzong or Registeel, provided they don't Rest, and you also get some defensive utility out of the 4x fighting/2x psychic resistances.
For tera, Fairy is a solid neutral type, but Steel is an amazing Cinccino panic button and allows you to get a hit off on Alolan Muk/Overqwil...provided the Hurricane hits. Dark was a choice in earlier builds lacking Alolan Muk, but it's less reliable than steel if you can help it.

:Flamigo: - We round off the offensive lineup with a strong choice scarf user that ignores webs and doesn't melt to stealth rock. Another physical attacker? Yeah, boots Infernape is THAT weak and the speed tier is not amazing enough to forgo a scarf user. Choice Scarf Flygon kinda sucks nowadays, so Flamigo is the only real option. As a bonus, Flamigo HAS been called "the new Mienshao" by a couple people, so I guess we have two featured mons. Brave Bird + Close Combat is a really strong combination that hits nearly the whole tier for decent damage and actually makes a reliable breaking core with Garticuno and Infernape. We run Tera Flying to keep the sticky web immunity, but Tera Fighting would be just as decent.
...The problem is that we only have three slots to make a defensive core now.

:Diancie: - Unlike the previous two builds, I actually tried to make a Diancie-less team. Didn't work. Diancie provides a lot of defensive value with her rock typing and insane bulk, notably halting opposing birds such as Scyther, Staraptor and Flamigo, and normal types such as Porygon and Toxtricity. Rocks are also highly valuable to limit the number of times your opponent can bring their wallbreaker in. Sadly, you do need Encore on this set - the team is too vulnerable to HO otherwise.
The tera type is highly customizable. I have tried Ghost, Steel, Fighting and all of them have some kind of problem. I have settled for Tera Grass to check Cinccino and DD Flygon in one team slot, but throwing the whole bird matchup away in the process. Maybe a physically biased set would fit better, come to think of it.

:Muk-Alola: - Muk is a nifty secondary special wall to pair with Diancie. This Tera Ghost Curse set gives us a win condition and anti-HO tech in one team slot, while also doing the usual Muk things: Psychic/Toxic immunity, strong Knock Off to support Diancie's rocks and so on. We run rest last, as Vaporeon often does not get to wish pass.

:Vaporeon: - Vaporeon rounds off the team as a mixed wall with Wish support. Diancie particularly appreciates the 80% healing from Wish, but even Muk doesn't like to click Rest, and Flamigo/Garticuno don't always get to Roost. In practice, you often don't get to wish pass, as your opponent stands to gain too much from those wasted turns.
Tera ground is almost mandatory to steal momentum from volt switch users, namely Kilowattrel and scarf Toxtricity, who can't keep getting away with these shenanigans.

The resulting team is not that bad. You have a strong breaking core, a solid pivoting core, access to rocks and even wish support.
You may have noticed there's a lot more text for this team. That's because a LOT more thought went into making this team playable, because this balance core is kinda awful. Boots Vaporeon and Boots Diancie miss out on a lot of important not-dying tiers, and even though we have a beefy defensive core, our three walls get overwhelmed very easily by the right HO builds.
Having said that, here's a non-exhaustive list of threats:

- :Golurk::Diancie::Leftovers:: Golurk and the latest speedy substitute Diancie set are in a similar place of outspeeding Vaporeon, Diancie and Muk, and living hits from Garticuno/Infernape/Flamigo very reliably. You could EV Vaporeon to outspeed these two, though they can do the same in return and you can't afford to lose too much bulk.
- :Diancie::Power_Herb: : Boots Vaporeon is significantly worse into OTR Diancie too, by sheer virtue of lacking the leftovers recovery. You do get to stall out the trick room turns at least (and Rock Polish sets are not real).
- :Pawmot: : The team is significantly lacking in the physical defense department. We do have resists to the most prevalent physical attacking types, such as fighting/ground/water/fire/dark/grass/ghost/normal, but we have nothing for, say, electric, so Pawmot is here as a stand-in for a bigger problem. (Base) Braviary is also a bit of a threat.
- :Flygon: : Let's be honest, the best Flygon check of the team is getting a scald burn, and that isn't happening a good 70% of the time. Lacking a dedicated DD Flygon check means you lose a lot more when attempting to stop it. Other sets, such as choice scarf/band/specs, mixed and lead, are of negative threat.
- :Cinccino: : Similarly to Flygon, it's not necessarily going to 6-0, but it can force a tera and do a LOT of damage. Sash coverage sets are particularly problematic, as they live a hit from Flamigo, hit Diancie/Vaporeon very hard and your best countermeasure will be landing a hurricane.

Some replays:

https://replay.pokemonshowdown.com/gen9nu-2307088574-h5ipgrx1kip70islj9mp4r7sl7kuesupw?p2
VS Pignite Balance

https://replay.pokemonshowdown.com/gen9nu-2307192670-kem1knsu7wf3a8rl3dy3ghid823nsk5pw
VS Snow Balance

https://replay.pokemonshowdown.com/gen9nu-2307239835-i84v4k3c7ntj80530y1mgstbrqjgk8xpw
VS Balance #1

https://replay.pokemonshowdown.com/gen9nu-2306943593-6am521jkxvqw0gevyd0d4l7ecroragapw
VS Balance #2

https://replay.pokemonshowdown.com/gen9nu-2309957459-j0ys7djnfieo6epjb37n4ab3khirtncpw
VS Offense

https://replay.pokemonshowdown.com/gen9nu-2307301885-apg7xc7iyurtba2913hkf0he6ebaulbpw?p2
VS VoltTurn Offense

https://replay.pokemonshowdown.com/gen9nu-2307099229-3xsivqasuoq3cjl6j4ljd3l6sckqk51pw?p2
VS Hisuian Avallug HO

https://replay.pokemonshowdown.com/gen9nu-2306864927-6i6lapghhifsls760t8wa0bm1f6uakupw?p2
VS Trick Room
 
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