Figured it would be nice to do a post like that to shake up this thread a bit, appreciate sbs and gang for the casts keeping it alive
So i wasn't entirely planning on taking part in this wcop, but some friends saw i had a nice uu year and convinced me to play it. However, for this tour, i pretty much had to work by myself, which although i tend to be mostly self sufficient it's still tough to not have anyone to bounce ideas or cut off bad ones. R1 being locked into meow meta also didn't help either since i couldn't reliably ladder for tests, so it definitely demotivated me a bit but my kinda tryhard side still decided to try stuff out.
I ended up landing on kinda boring teams for my standards for R1, just putting my own spins on known structures/teams but i tried a fair amount of different stuff before going for that approach so i thought it'd be nice to share a few of them + why i decided to load the teams i did.
vs Vivalospride:
So yeah, that's the infamous umbry HO that everyone has been spamming for the last weeks with some minor tweaks. During UULT laddering, at first i was spectating games to see what was the meta shaping like since meows drop was fairly recent and UULT tends to be the time of the year that makes quick developments in the meta so i had my eyes on what the top players were using. I saw mimilucha using that HO for a bit and decided to try it for myself under an alt. During tests on that alt i ended up facing both viv and sabella and it looked pretty nice into them so i decided i was gonna lock on this team vs whoever i scheduled to play first, which ended up being viv.
I mostly stuck with the same sets at first, but seeing how sun was getting a bit more prominent and since viv has used it before i decided to make some changes to make this MU a bit more doable since sun was very hard to deal with in tests and some other stuff that could prove to be annoying like opposing HO.
Revras bulk allows it to always life a LO CC from hilligant after rocks and also eats a +0 modest tbolt from thund-t, LO deo was used here to get the early pressure on spinners like donphan and torkoal that either are annoying for HO in general and can reliably spin vs the usual deo lead set and also most people expect their exca to eat one superpower from lead sets but this spread with LO guaranteed the KO on even slightly phys def drills, which ended up being very good in the game. Espeed was used on the last slot for said HO/Sun MU while still being able to surprise anti-revenge weakened kix, but taunt tends to be more consistent overall if you don't mind those MUs.
Into the actual game, i knew deo could be a good opener at the start and since the structure i faced was pretty much monoboots i could use deo to just open holes/force reactive sequences early on, getting rocks in a free turn on forced recover from gastro/skarm if i get a turn to do so i can check if torn is AV or boots for stuff like jugulis and oger (boots taunt won't have a strong move to hit tera'd oger) later on. Also spotted that oger would by my main wincon depending on Torn set since tera'd oger could pretty much nab a kill vs his stuff while protecting myself enough vs boots kix. Revra would hardly do much vs skarm skele gastro kix so I was fine with it being sacked early on to get important chip on his pokes + early kix switch in, azu thund and jug were good but i knew they'd mostly be pieces to open up holes instead of winning with them right of the bat but they could potentially turn into wincons depending on which pokes i would be able to weaken/get rid of from vivs team.
With that in mind, the game followed pretty straightforward, although i did feel i had to play agressive towards turns where he could get hazard(s) since i didn't have taunt on deo nor oger (on the turn gastro healed after i clicked rocks with deo he'd either follow up with spikes to start pressuring me or recover on my last attack with deo since i was life orb and would die to recoil, so even tho oger was my wincon it felt needed to get it on the field that turn so i can keep offensive momentum while keeping a sack, which is important on HO games if you can afford to). Later in the game, torn ended up revealing it was taunt boots which certainly made it way easier for oger to just clean in the late game, which was interesting since i expected it to be AV considering it was paired with exca.
vs Bouff:
I honestly didn't have a good idea of what i wanted to use here and the only really useful info i had was that they'd have umbry and reinas support and that they had a fair grasp on what some of my tendencies on builder are so i just tested a bunch of different stuff to see what clicks well enough for me or not. I originally was inclined to use veils, but since i already used HO on my first game i wanted to use something that wasn't that offensive again, so i ended up with just going with a fairly basic stall structure, with the only perhaps different thing being min speed reuni which was useful in getting a potential tie with slowking clicking chilly reception and getting to psynoise/knock something else. I considered using a quag version until the day i'd play the game but i discarded the HO possibility again from them and made it a clod to be safer vs the meta in general, which ended up making my MU shakier vs slither and revra, both pokes that i ended up facing in that game. It still was fairly decent MU for me with tspikes pex, but this ended up not being a well played game from my side and i let that win slip off.
The main mistakes, from my point of view, was just not simply go clod after i managed to pivot chesnaught in with baloon being already popped, although going clod as they click high horse power could've put me in a really bad scenario, and the main turn was just not simply click tspikes with pex vs manaphy and keep it for later since that would make the end game vs slither way more manageable.
vs Sabella:
As i mentioned earlier, i thought about just simply using HO here, but I saw he was spamming a lot of offensive teams through UULT and didn't wanna count out the possibility of facing sun/HO. In tests, i ended up realizing how strong CB oger could be into non-skarm builds, which was a poke that i haven't seen sabella use at all, and since i wanted to be good vs sun/HO i remembered about the team passion used in last wcop (i think) with cb oger + sand (which was originally built by pdt and umbry iirc) and thought that something similar to that could be pretty strong into those. I ended up facing a fatter team with Heatran, which at least wouldn't allow me to spam cudgel that freely but it was still looking pretty good there.
Unfortunately i did end up facing a scarf meow, which could always reposition and give him momentum back after i send oger in (specially not knowing if it had triple axel or not, which although most scarf meows were just using trick as their last move i still had to respect triple axel imo). I still figured that my best way of winning this game was either managing to get an early knock on donphan, which would be hard with bellibolt also being a solid switch to it or nuking stuff with cudgel with rocks up, forcing heatran to take chip (which is why i didn't mind trading slowking early on for damage vs it) and/or force it to tera (which happened vs drill). In the end i did end up getting a lucky crit, but i did realize it was very possibly my only route for that end game at that point, still very fortunate for me considering sabella played that game pretty well.
vs IAmLowTier:
For this game, my teammates really wanted me to just use something very offensive, and it seemed like a fine option since most of his teams tended to be fairly slow but at the same time not really bulky, which felt like a good opportunity to use veils. I already tried some versions while building something to use vs Bouff, but haven't ended up going too deeply on that idea, so i decided to re-take it from where i stopped. Screens wasn't really a kind of team that i like that much since i tend to not be too fond of pokes that can only provide whatever gimmick your team relies on and nothing else (you can make a case for something like grimmsnarl being a lati switch-in and having decent bulk overall, which is fair, but even with that in mind + prankster i felt very restricted whenever i tried grimms screens), but i remember how some versions of ss ou screens had a-tales (and even sv ou ones) which could get both screens in one turn while still being fat enough (specially with hail you can actually switch into some weaker phys attacks fairly comfortably), so i started to look more at it. I still didn't wanna go for the route that a fair amount of screens would take, going with some random cheese mon(s) and hoping for the best, so i decided to stack just generally good pokes that could still do fairly well even if i don't manage to get screens up.
The initial versions landed on a-tales sd exca np torn-t and np deo as a solid starting point, double np specially being very strong into a lot of slower builds since i feel like when people prepare for HO defensively they don't usually think much of special attackers, sd weakness policy worked in pretty much all games i tested with it while having a nice defensive profile + spin for the team to keep ogers sturdy intact (i'll get to it soon) and tales + torn not take unnecessary rocks damage (torn-t was originally wide lens, but a last minute change to boots ended up backfiring badly), since my opponent also had no skarm usage there i went with tera fairy for an improved mandi MU. I ended up going with oger in the fifth slot because with the first four pokes there were still some pokes that were pretty hard to lead against and in the same way it was used in umbrys HO it provided me a strong breaker that could at worst trade into annoying pokemon as long as i keep sturdy. The last slot was the one that i spent a lot of time figuring out what i wanted to use. Even if i have could pressure pokemon like heatran, scizor and excadrill, i still didn't have a good switch to them if i mislead with a-tales as they lead with one of them, so the most natural fit was a water type. However, using a water type did give me another annoying consideration that i had to make a decision on, which was going rockless. I could just use something else over one of the other non a-tales pokes but i didn't really feel like any of the offensive rockers (or donphan) was a nice fit on the team through tests, so it'd either ending up on the last slot or just forgo rocks. I theorized a LOT of options for that slot figuring out if i wanted rocks or a water type or even some other poke that would fit some other annoying MUs (as you can see in the following screenshots)
In the end, i missed out on testing some of them and the keldeo version felt more right in general, providing another fairly fast poke that handled the three aforementioned pokes while still looking very solid into his scout.
Going into the game, i faced a really fat team which felt like a not so good MU considering i was sub boots torn instead of taunt wide lens and ogerpon being pretty much useless there. I still figured i had a chance of pulling this game out with deo, torn and exca as long as i didn't give up momentum and/or positioned in order that he'd have to make hard decisions trying to figure out torns and deo sets, which ended up working forcing an early mandi sack and a lot of pressure on skeledirge, but unfortunately at the end karma stroke back from sabs game and from my decision to change the torns item on the last minute and bleakwind ended up missing vs lokix.
Not the best i could expect for this wcop result wise, but didn't feel as bad considering i had a fairly strong line of opponents and coming back from being away from playing tours in a while.
Even though i worked on a fair amount of ideas for teams, i feel like most of them were either just re-takes on already existing structures or teams that already existed, but i do wanna share some unused ideas that i either just didn't feel like would be the best bring even if i liked it or some random ideas that seemed to have potential but needs to be optimized (i'm gonna just drop in order from older ideas to newer ones because i'm too lazy to sort them out):
Blastoise @ White Herb
Ability: Torrent
Tera Type: Water / Dark / Electric / Grass / Ghost
EVs: 4HP / 252 SpA / 252 Spe
Modest Nature
- Shell Smash
- Surf
-
Rapid Spin
- Dark Pulse / Ice Beam / Tera Blast
I still don't buy the whole full sweeper shell smash blastoise on HO that saw some usage a while back, but i do think it can be nice if you use it as an offensive spinner on HO
Manaphy @
Quick Claw
Ability: Hydration
Tera Type: Steel
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball
Yeah i don't think i need to explain that one that much, 20% procs seem low but sometimes you just need one of those to completely turn the tides in some MUs where the game is too fast paced to have lefts
Deoxys-Speed @ Life Orb
Ability: Pressure
Tera Type: Electric
EVs: 60 Atk / 216 SpA / 232 Spe
Rash Nature
- Thunderbolt
- Psycho Boost
- Superpower
- Extreme Speed
I still feel Espeed can be pretty handful vs really offensive stuff, the spread is probably outdated by now since i had this idea really early on in the tour
Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 144 HP / 252 Atk / 28 SpD / 84 Spe
Adamant Nature
- First Impression
- U-turn
- Sucker Punch
- Knock Off
Another idea i had earlier on so i might be forgetting the actual benchmarks, however i always believed that you don't really need max speed on fimp kixes. As far as i can remember you avoid some LO deo 2hko ranges and you eat modest 216 tbolt from thund at +0 if you need to, enough speed to outspeed stuff that creeps for ada max metagross
Cresselia @ Kee Berry / Covert Cloak / Leftovers
Ability: Levitate
Tera Type: Electric / Fire / Steel / Poison
EVs: 248 HP / 156 Def / 104 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonlight
- Charge Beam / Thunderbolt / Moonblast
Unfortunately i ended up dropping it because it felt too slow at times to get going but it still seems to have potential vs overly passive stuff, also checked stuff like non CM lati, LO deo, etc
Reuniclus @ Sticky Barb
Ability: Magic Guard
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Spe
- Psychic Noise
- Knock Off
- Future Sight
- Recover
At times i felt like CM was hoping for too much vs most teams in the meta so having something that i can use as a hit and run move felt worth trying, slowking in similar in that sense but i feel the surprise factor + it being obnoxious in a different way to deal with carves it a reasonable niche (specially pairing with phazers)
Latios @ Soul Dew
Ability: Levitate
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Future Sight
- Draco Meteor
- Psychic Noise
- Recover
Read above
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Electric
EVs: 8 HP / 248 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Light Screen
- Seismic Toss
- Soft-Boiled
- Thunder Wave
Perhaps a bit specific but it's an interesting way i found to help vs fsight king + strong hitter on stall while still sorta helping with checking special attackers better
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 248 HP / 120 Def / 124 SpD / 16 Spe
Careful Nature
- Dragon Tail
- Air Slash
- Roost
- Earthquake
Decent anti-HO/Sun/Rain tool, you're still crit/flinch risking but covering slither heatran hilli/Skewda felt decent enough
Muk-Alola @ Heavy-Duty Boots
Ability: Poison Touch
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Rest
- Sleep Talk
- Drain Punch
Surprisingly half decent, checks dangerous stuff like lati and deo while also being fairly annoying to switch into considering poison touch and knock
Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Ghost
EVs: 16 HP / 60 Def / 252 SpA / 180 Spe
Modest Nature
IVs: 0 Atk
- Destiny Bond
- Energy Ball
- Armor Cannon
- Shadow Ball
Walmart chandelure... Destiny Bond is a kinda fun tech on it to trade into bulkier threats, the coverage is a bit weird and might seem wild to drop psy move but it hits most of the meta atm just fine (def evs were to live a boots meow knock from full)
Tornadus-Therian @
Wide Lens
Ability: Regenerator
Tera Type: Steel
EVs: 248 HP / 52 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Bleakwind Storm
- Taunt / Substitute
- Focus Blast
Another poke intended to be used on either agressive offenses or teams with good hazard control. One of the big issues people seem to have with np torn is missing moves and while wide lens doesn't make it 100% it still helps a bit with consistency
Regice @ Heavy-Duty Boots
Ability: Ice Body
Tera Type: Electric
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Thunder Wave
- Thunderbolt
- Substitute
Yeah idt i'll give up on that poke too soon.... we all know how ice moves are lowkey broken and how good boltbeam is over the years, pair it with twave and a pretty fat poke on the special side to check np deo and latios....
Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Steel
EVs: 248 HP / 56 Def / 20 SpA / 184 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Lava Plume
- Stored Power
Old set from pre-dlc i think? Still seemed to have potential on screens
Iron Thorns @ Weakness Policy
Ability: Quark Drive
Tera Type: Fire
EVs: 88 HP / 176 Atk / 244 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Iron Defense / Substitute / Ice Punch /Taunt / Supercell Slam / Thunder Punch / Stealth Rocks / Spikes / Whatever you wanna mess with
You'll see a lot of mostly exclusively screens stuff for a while in this post, however i do feel like even sub/3 atk dd edge quake thorns can be viable in this meta
Tyranitar @ Weakness Policy
Ability: Sand Stream
Tera Type: Fire
EVs: 224 HP / 104 Atk / 180 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Iron Defense
Anti-Sun/Rain option on a-tales screens lol, ig don't try it at home
Necrozma @ Power Herb
Ability: Prism Armor
Tera Type: Fire
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Stealth Rock
- Heat Wave
- Photon Geyser
- Meteor Beam
Known set from other metas/gens, still haven't really seen it in SV aside from random TR teams on ladder and seems to have potential as an offensive rocker on some HOs/cheeses
Tyranitar @ Focus Sash
Ability: Sand Stream
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Thunder Wave
- Taunt
Prob fine anti deo lead on HO/cheese while helping vs weather
Necrozma @ Lum Berry
Ability: Prism Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Dragon Dance
- Photon Geyser
- Heat Wave
- Knock Off
Can prob bait in skarm/scizor on some offenses while still being a decent wincon in certain MUs
Excadrill @
Weakness Policy
Ability: Mold Breaker
Tera Type: Fairy
EVs: 48 HP / 216 Atk / 68 Def / 176 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rapid Spin
- Rock Slide / Iron Head
Exca is known to actually take some SE moves from full, nice trade poke into some MUs where it has no business sweeping
Deoxys-Speed @
Sitrus Berry
Ability: Pressure
Tera Type: Electric
EVs: 240 HP / 248 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Ice Beam
- Thunderbolt
- Psycho Boost
At this point we saw how annoying an extra 25% HP can be on a fat and fast set up sweeper
Gligar @ Eviolite
Ability: Immunity
Tera Type: Ghost
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
IVs: 24 Spe
- Spikes / Stealth Rock
- U-turn
- Knock Off / Toxic
- Earthquake
Lyssa mentioned how it actually is surprisingly decent into some of the HO pokes running around and i definitely agree it still might be usable, kinda lackluster poke but pretty good typing and has pretty good moves so can't go fully wrong
Dudunsparce-Three-Segment @ Heavy-Duty Boots
Ability: Serene Grace
Tera Type: Ghost
EVs: 176 HP / 80 Def / 252 SpD
Sassy Nature
- Roost
- Stealth Rock
- Earth Power / Ice Beam / Flamethrower
- Body Slam
s/o italians for using it in wcop, that shit is actually pretty bulky and is fine enough to check deo/lati/heatran etc while getting rocks and having reliable recovery PLUS broken ass serene grace
Ogerpon (F) @ Heavy-Duty Boots
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Swords Dance
- U-turn
- Knock Off
Pretty good at getting momentum vs skarm while still making damage stick vs hydrapple
Deoxys-Speed @
Eject Pack
Ability: Pressure
Tera Type: Stellar
EVs: 236 Atk / 252 SpA / 20 Spe
Rash Nature
- Psycho Boost
- Superpower
- Stealth Rock
- Thunderbolt
Interesting option as an offensive rocker on some offenses, not a really new set by any means but haven't really seen usage in UU aside from wintminters mag deo team i think?
Lilligant-Hisui @ Life Orb
Ability: Chlorophyll
Tera Type: Fighting / Fire / Ghost / Rock
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Solar Blade
- Close Combat
- Triple Axel / Tera Blast / Synthesis
- Upper Hand
Fuck lokix, also please don't let H>L see this
Blastoise @ Assault Vest
Ability: Rain Dish
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Flip Turn
- Rapid Spin
- Mirror Coat
Fun spinner option on sun that can keep up momentum and switch into waters
Frosmoth @ Leftovers
Ability: Ice Scales
Tera Type: Water
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Quiver Dance
- Substitute
- Ice Beam
- Tera Blast
I actually really had fun spamming it on ladder while testing stuff out for the veils team, i was really tempted to bring on a donphan exca version i made sorta for fun that ended up being surprisingly ok. This thing has such ridiculous spdef bulk with ice scales that it gets a fair amount of opportunities to sub/qd even w/o veil
Manaphy @ Leftovers
Ability: Hydration
Tera Type: Fairy / Steel
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Take Heart
- Aqua Ring
- Scald
- Alluring Voice / Ice Beam
Pretty demonic vs fat, it was the main option for my last slot until i decided to make it keldeo on the veils team i used
Cinccino @ Protective Pads
Ability: Skill Link
Tera Type: Normal
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Tidy Up
- Tail Slap
- Encore
- Thunder Wave / Knock Off
Pretty much similar to how it was/is used in HOs in NU as a solid way to keep hazards off in the short term while somewhat having an offensive presence, cinccino was chosen over maushold just because some torns uses 359 speed so you can tidy up before getting taunted
Basculegion-F (F) @ Choice Specs
Ability: Adaptability
Tera Type: Water
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Shadow Ball
- Hydro Pump
- Ice Beam
Can be annoyingly slow at times but in theory it has some interesting stuff going on for it. Strong moves that can be hard to switch into overall considering the actual defensive cores being used outside of stall, soft checks heatran keldeo scizor revavroom...
Torkoal @
Leftovers/ Heavy-Duty Boots
Ability: Drought
Tera Type: Dragon
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
- Rapid Spin
- Lava Plume
- Body Press
- Earth Power
Might be a fairly long shot but i feel like torkoal on its own isn't totally bad and can even make more BOish approach on suns that don't totally rely on having sun up work
Hydreigon @
Dread Plate
Ability: Levitate
Tera Type: Ghost
EVs: 128 HP / 64 Def / 124 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
-
Stealth Rock
- Dark Pulse
- Thunder Wave
- Earth Power
One of the main options i considered to use on my veils team as the rocker and sort of anti-lead vs potential leads into a-tales (scizor, heatran, metagross). Dread Plate + 124 SpA guarantees the KO on non sash lead deos while 128hp + 64 def avoid the KO from max atk lead deos, enough speed for hisui-arc while also having very good odds of surviving a turn vs thund-t focus blasting considering acc + roll, epower gives me an immediate way of hitting heatran and harc and it's bulky enough to at least take a +2 bp from scizor/metagross heavy slam.
Ninetales-Alola @ Light Clay
Ability: Snow Warning
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard / Foul Play
- Encore
- Pain Split
Only way to really try to keep a-tales alive and can find turns to actually use it vs more passive teams
Raikou @ Leftovers
Ability: Pressure
Tera Type: Flying / Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Discharge
- Aura Sphere / Scald / Tera Blast
- Substitute
Might rely on some paras to pp stall/beat some pokes but i believe this poke has potential to be an annoying wincon vs some passive BOs. Scald/Tera Blast Fairy can be used if you don't mind zarude walling you
Manaphy @
Salac Berry / Custap Berry
Ability: Hydration
Tera Type: Fairy / Steel
EVs: 248 HP / 164 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Alluring Voice / Ice Beam
- Tail Glow
- Substitute / Take Heart / Energy Ball
- Scald
I don't doubt people have actually tried it from time to time but feels underexplored on a pokemon like this
If you made it that far thank you for reading and would be interesting to receive feedback from approaches i took for this tour and/or ideas, also would like to thank everyone who tested with me through this tour, but specially
Sand Castle seraphz starbitstorm and
ThatOneApple for accepting my spam of challs on PS to test all kind of random teams.