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Dumping some teams here, didn't have much time though, so mind that none of those were tested higher than 1,7-1,8. Still mostly solid vs everything that isn't random trash abusing the state of HO for free wins. Kept the sets mostly standard to not confuse newer players reading, but they can be adapted accordingly. Feel free to use them or comment here if you want to critizise something
It's simple: get webs up, get rocks up, and prevent rocks. Then, punch holes with Blace 'till the ttar comes out and promptly double to one of your ttar killers. This team has two defiant users 'cause I hate defoggers.
I really hate Zygarde. Each grass spammer has fighting coverage for those pesky steels. Leaf Storm hits so hard and Kartana gets a grassy terrain boost to sweep with it's blade. Heatran getting near 24% almost every turn makes me so happy. Heatran has lava plume 'cause I got tired of missing my storms when trying to revenge kill stuff.
http://pokepast.es/d72e34517d711b38
Hey this teams pretty cool it has broken shit on it like sash explosion lando and sub endeavor diancie
actually though this is probably the best team I've built I might make a rmt
Returned from hiatus from XY OU times, so decided to build a team around what used to be one of my favorite defensive cores, and surprising enough it is still a really solid core in this meta. This Azu + Quag core resists each others weaknesses completely and walls a ton of threats and just spams Scald all day. The rest of the team is just a very standard stall core and Clef has CM which serves as a win-con after everything is weakened.
Also, PerishTrap Azu is trash, this one is way better
Dragonite @ Dragonium Z
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Fire Punch
- Extreme Speed
I know Leftiez came up with all the members of this team somewhere near the beginning of SM OU but his sets to this team are not updated to this meta so i decided to build a updated version of this team for the current meta. Not much to explain here other then maybe the sp.def mawile which is needed to check magearna and ash-gren before battle bond form. Landorus-T does a number of things on this team such as outspeed SG Magearna and other defensive Lando-Ts by far while being able take a ice beam due to it having yache berry and also taking Hp Ice from Tapu Koko and Ice punch from M-Medicham. Scarf Magnezone checks dangerous breakers such as SD Kartana and M-Pinsir while also trapping steel types which is very useful in this meta. Very solid team imo. Just make sure M-Lopunny does not get out of hand though. https://replay.pokemonshowdown.com/gen7ou-666086367 https://replay.pokemonshowdown.com/gen7ou-670647531 https://replay.pokemonshowdown.com/gen7ou-672252069 https://replay.pokemonshowdown.com/gen7ou-672255386 https://replay.pokemonshowdown.com/gen7ou-672258392
So the Premise of this team is Mega Lopunny+ Rockium Z Bulu, Whilst Loppuny excels versus more offensie teams Bulu does excels versus more defensive teams so they both have good offensive synergy, Bulu is also a good wallbreaker for Lopunny as they both have common switch ins which Bulu can break through. Celesteela is a good defensive pivot and it patches up the fairy type weakness that the team has. Lando-T is also another great pivot and the stealth rocker, I opt for yache berry as Tapu koko can be annoying against this team and I just like it in general. Tyranitar is the teams pursuit trapper which aids loppuny, it also gives me a better match up versus Charizard Y as it almost has enough coverage and power to be threatening to this team. Rotom-W is the teams defogger as hazard stack can be annoying against this team it's also just a great defensive pivot in general.
So this team Is based on Mega Manectric Hazzard Stack as due to the volt-turn combo lots of momentum can be gained and over time the hazards will rack up a lot of damage, Lando and Ferrothorn are your defensive pivots and your hazard setters, Mega Manectric is your fast offensive threat which should gain the team momentum through volt. Specs Latios is kind of your nuke and it's there to weaken the checks off Mega Manectric and Manaphy. Alolan-Muk is your pursuit trapper for going after Latis and fairy types to make it eaiser for the team to put in work it's also a another great defensive pivot. Waterium Z Manaphy can serve as a Wallbreaker or a Cleaner due to Hydro Vortex for wall breaking and Z-Rain Dance for a speed boost.
Out of these two teams I think the first is a lot more solid, the second is more so experimental but there both fun to use. If anyone has some suggestions to improve these teams please do. Enjoy!
[Update]
[This is basically the same as the last team but soild because of Mawile Over Mane ]
Whipped up this bulky offense team awhile back, and it's been doing pretty well throughout the mid-high 1700's. General playstyle is pretty standard/intuitive: pivot around with Rotom and Lando-T to get chip off (or blow something away with Waterium-Z) to get in Heracross safely, or get in Heatran/Tyranitar in safely to check something. Get up a Sub with Heracross and either set up or weaken enough things for Scarf Keldeo to clean. Everything on this team is fairly fat and can take pretty much any non-STAB supereffective move without dropping, so use that to fire off strong hits back and punch holes to let the more offensive mons (Heracross/Rotom/Keldeo) clean up.
The EVs for Heracross and Rotom-W are pretty specific, I posted the two as a core in the OU Core thread/Creative thread a while ago IIRC. Basically, Waterium-Z Rotom is a solid Defogger because it has good offensive presence (with SpA investment and HP Fire, it can beat Pex/Drill/Ferro/Lando-T) and with a Z-move it can seriously dent stuff like Clefable and the like, which Heracross can then just blow past or set up on. Sub/SD Heracross provides plenty of offensive power and both are still quite bulky.
Lando-T is defensive/Rocky Helmet Lando-T. EVs are fairly standard, moves are too. Sets up rocks, chips U-Turning Koko's/Lando-Ts, pivots on its own, the whole shebang. Lefties+Toxic is probably fine too, but just keep Lando-T defensive here (Scarf Defensive is probably a viable option here too).
SpDef Tran along with AV Tyranitar (the Defense EVS on it let it take Mega Latios EQs in a pinch, although it's not exactly ideal) provide a ton of special bulk and some nice chip damage. The Tran spread can likely be optimized (running 0 speed is probably a bad call), and the moves are "you can choose" with Protect being a surprisingly good option (generally versus Mega Medicham which can run through this team with Psychic Terrain up, and versus Z-move users like Magearna) especially since a slow Taunt is only useful versus REALLY slow stuff like Chansey/Ferro/Pex. AV Tyranitar is fairly customizable in terms of moves: Stone Edge and Pursuit are mandatory IMO, while Ice Beam is great because you can survive 1 EQ/Thousand Arrows from most Lando-T/Zygarde sets, and do massive damage back. The last move is really filler-I like Flamethrower so I'm not total bait versus Ferrothorn and Scizors, but Earthquake is fine here too for Magearnas and Tapu Kokos.
Scarf Keldeo is there for speed control because this team is hilariously slow otherwise. Icy Wind acts as a backup speed control measure (as well as nailing Zygarde which is becoming more common), although you can replace it with....Stone Edge (Volcarona is already covered mostly by Tyranitar and Heatran, and Rotom-Wash can check it in a pinch too) I guess.
Heracross @ Heracronite
Ability: Moxie
EVs: 248 HP / 154 Def / 88 SpD / 18 Spe
Impish Nature
- Substitute
- Swords Dance
- Close Combat
- Rock Blast
Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Hidden Power [Fire]
- Defog
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Earth Power
- Taunt
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 192 Def / 32 SpD / 32 Spe
Impish Nature
IVs: 30 Spe
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake
Some of the teams I've made and have been using recently:
Mawile and Gren both wear down shared checks so that one of them can clean up late game with their respective priority moves
Clef checks Zygarde and sets rocks cuz Lando is scarf and also the defogger
AV Mag has Focus Blast for Tran and keeps Lele at bay while z-wild charge Koko baits in opposing AV Mag for ash-Gren, brave bird is nice for Venu while taunt is good utility overall
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 22 Spe
- Fleur Cannon
- Focus Blast
- Volt Switch
- Hidden Power [Fire]
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-turn
- Taunt
Mega Gyara is DD with sub, Tran is utility, Kart is SD Defog to support Gyara, Lando got the defensive rocks, Koko with Specs to bring in Tran in against fat grasses, AV Mag relieves pressure from Tran in checking Lele, deals with opposing Koko
this is probably my best team. It's pretty self explanatory. Pinsir to break and magnezone to trap. I have scarf kartana to defog and knock off shed shells for magnezone. Landorus and bulu as a defensive core and to strengthen kartana leaf blades. Ash gren as a secondary form of speed control/priority and a special breaker and cleaner. Even better is the fact that ash gren gets up spikes to weaken things to put them in range of pinsir quick attack. Pretty weak to other pinsirs and fire types. I rmt'ed this team so go check it out since it has a very detailed explanation of the team and nominate me for the team showcase.
This is just edited njnp webs but not trash. Arag because its the best web setter period. Lando to get up rocks and bop something with explosion. And finally magearna since offensive celesteela is trash and we ain't tryna get 6-0ed by scarf Lele.
Araquanid @ Focus Sash
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Liquidation
- Toxic
- Magic Coat
- Sticky Web
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak
First of all, imsorrylol trick room is the only good tr and it is physically impossible to make a better trick room team. So this is imsorrylol tr with stak as the steel type instead of gear since it's a bit stronger and better overall imo. Next we have bulu so you don't get 6-0ed by ash gren. I set every mon as level 99 when using tr to outspeed other trick room mons without losing much power.
Uxie @ Mental Herb
Ability: Levitate
Level: 99
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Stealth Rock
- Memento
- Trick Room
Mawile-Mega @ Mawilite
Ability: Huge Power
Level: 99
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Thunder Punch
- Fire Fang
- Sucker Punch
Stakataka @ Rockium Z
Ability: Beast Boost
Level: 99
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Gyro Ball
- Stone Edge
- Superpower
- Trick Room
Marowak-Alola @ Thick Club
Ability: Rock Head
Level: 99
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Shadow Bone
- Flare Blitz
- Bonemerang
- Swords Dance
This is just a classic rain team but the only gimmick is that it has gunk shot ash gren to lure in av bulu which is super hot rn to make way for swampert, greninja or koko to clean.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Power Whip
- Leech Seed
- Spikes
- Knock Off
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Defog
- Roost
- U-turn
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Taunt
- Thunderbolt
- Hidden Power [Ice]
- U-turn
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Waterfall
- Ice Punch
- Stealth Rock
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Swords Dance
- High Jump Kick
- Acrobatics
- Roost
I tried to make pinsir+hawlucha birdspam work but the team turned out kinda bad imo. I still think that pinsir+hawlucha is a fantastic core since one mon can wear down checks like celesteela, zapdos and tapu koko for the other. Like any ho it's weak to ash gren, koko, scarf lele and lopunny and mimikyu can only do it's job once. Dual sash leads because why not? Pinsir and Hawlucha because they have shared checks in stuff like skarmory, zapdos and koko and one mon can wear down the checks of the other. Koko to get hawlucha's seed activated and mimikyu for the reasons stated above. I still
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Shadow Claw
- Shadow Sneak
this team is just another balance team idk what to say about it. I threw it together in 5 minutes and haven't playtested it or edited much and its still a pretty unfinished team.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Protect
- Spikes
- Leech Seed
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 20 Def / 240 SpD
Sassy Nature
- Scald
- Knock Off
- Toxic Spikes
- Recover
Heatran @ Firium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- U-turn
- Hidden Power [Ice]
- Thunderbolt
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Power-Up Punch
- Return
I really don't like psyspam in the current meta since it's too weak to celesteela, av mag and av bulu and zam and lele get revenge killed by scarftana. Not to mention, psyspam is pretty restricting on teambuilding and almost every psyspam team looks the exact same. Nevertheless I still made a team. I added lucha to the basic core because lucha is super good rn and sets up on some mons like scarftana and av bulu. Then I added my basic defensive core. Magearna was pretty important to deal with other psychic mons. I didn't go with av bulu even though it helps kartana because the first 3 mons are super dependent on psychic terrain being aground even though grass spam is a fantastic core. In the last slot i added kart as a scarfer and defogger. A qualm I have with this team is that it doesn't have great water/electric checks. Kartana has a spdef stat of 2, landorus loses to hp ice and magearna can take on mons like greninja koko but still takes a good chunk since it doesn't resist.
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Moonblast
- Hidden Power [Fire]
Its the easiest team to use, 6 sash mons, a suicide lead and the other 5 set up mons. It is really fun and easy to play and I know it does not mean much but i went 21-0 on ladder before i got slapped, and games are super quick never really going past 25 turns. You have to make some agressive double switches but apart from that you just click buttons. Azelf is used over exca because the better speed tier+taunt allows it to 100% of the time keep rocks off the field vs stuff like landot etc
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 212 Def / 48 Spe
Impish Nature
- Knock Off
- Rock Slide
- Earthquake
- Hidden Power [Ice]
So this was a more fun team I built that I'm having decent success with.
The core of this team is E-button Toxapex + Magnezone + Abuser (Tapu Lele)
- The Toxapex set is pretty self-explained, it helps me trap things like Celesteela and Scizor with my Magnezone.
- Magnezone is a standard offensive set with Chople Berry because I wasn't sure what else to put (and focus blast Lele destroys the team)
- Tapu Lele is the main breaker, CM Z-move is my favourite set because it destroys stall. Just something I needed to have on my team.
- I choose Mega-Tyranitar as my rocker, it has other cool things like pursuit (so I don't lose to Blacephalon) and Ice Beam to lure Landorus. Spread is from smogon because I liked it.
- Scarf Kartana is my secondary Wincon and one of the best mons ever. Also with emergency defog.
-Landorus was my final pick as a much needed ground and electric immunity. Knock-Off helps vs stall and Rock Slide because Pinsir is a big threat.
This team was build around one pokemon, volcanion. Volcanion with the choice specs can be so deadly and a very big threat to any balance or offence with the current meta. The set makes sure it can't be walled by AV bulu or mantine by any means, and fire blast and steam eruption hit incredibly hard. Having volcanion on the team reminded me of the oras days when a lot people spammed it with sand, so I wanted to correlate that core again. Banded tyranitar can also hurt a good majority of balance and definitly offence teams. It's a standard set, meant to wall break and get the sand up for excadrill. Excadrill is purely meant to late game sweep with SD and Z-iron head. Landorus-T is heavily needed for rocks and mainly for other landos/physical sweepers. The defensive core of zapdos and chansey supports this team a great deal having answers to Kartana, lucha offence, scizor, wish support for lando and volcanion and tyranitar, and dealing with most threatening special mons. The team is weak to zygarde a bit, so changing heatwave for HP ice is a not a bad choice.
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Electric]
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Stealth Rock
- U-turn
- Hidden Power [Ice]
- Earthquake
Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide
Neat team I've been having success with in 1500s+. I wanted to build a team with one of my favorite sets from early sm, scarf buzzwole. played around with some different attacking options and ended up using the movelist you see here to knock out threats to the team. He might seem a little odd on the team but he actually glues the whole thing together pretty well. Other than that though the team has a very fat backbone and verges on stall in some team matchups.
idk team probably sucks but its fun and just wanted to post it cause its the first team I've put together myself thats seen a fair degree of success lol.
Basically just utilizing the synergy between Mantine, Venusaur, and Jirachi. You should be able to abuse how fat most of this team is throughout the game. Arcanine beats a lot of things like Magearna, Ferrothorn, Tangrowth, etc. Greninja is a wincon and Zygarde can break down a lot of fat teams.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Defog
- Scald
- Roost
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Wish
- Protect
- Stealth Rock
Another fat team. Originally built around Celesteela + Tangrowth, with Heatran to stallbreak and Scizor as a main wincon. I really wanted to try out Rocky Helmet Garchomp in this meta and it turns out it isn't complete garbage. Toxapex does toxapex things, no need to explain. Heatran lures in and beats toxapex for scizor and also can lure in zapdos occasionally.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Protect
- Leech Seed
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Earthquake
- Knock Off
Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Magma Storm
- Taunt
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Tail
This team is more offense oriented then the last 2. Mawile is broken and can kill everything. Except for Heatran and Landorus. So I basically just made a waterium z latios that lures heatran and kills it every time. Also Landorus can just spam hp ice on anything because you know that the other landorus will switch in. Magnezone can kill off celesteela scizor skarmory and ferrothorn for your sweepers. AV bulu just walls literally everything in the tier so it works here. It also gives grassy terrain so EQs dont hurt as much
This has a mega heracross because why the fuck not. I seriously could not think of a single reason not to use this thing because it just deals insane damage to everything. Gengar is scarfed here to deal with fast psychics that otherwise literally beat the team with less effort than baton pass. Lele is a truck just like heracross and with rotom as a volt switch pivot they can both come in and do devastating amounts of damage. Landorus will lure in other landorus and give you rocks. Rotom can also defog with you and tangrowth beats the living shit out of rain and tapu koko.
Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance
This shouldn't exist but it does so have fun spamming it because everyone knows that every HO team will win 90% of games without any skill required. Also you can change Magearna the only reason it has Ghostium Z (unset) is because someone who used the team got really pissed that it was walled by jirachi and decided to run shadow ball.
The Beginning (Excadrill) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Toxic
Forgotten (Mimikyu) @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Play Rough
- Shadow Claw
Justice (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Dark Matter (Necrozma) @ Leftovers
Ability: Prism Armor
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Stored Power
- Moonlight
Its the easiest team to use, 6 sash mons, a suicide lead and the other 5 set up mons. It is really fun and easy to play and I know it does not mean much but i went 21-0 on ladder before i got slapped, and games are super quick never really going past 25 turns. You have to make some agressive double switches but apart from that you just click buttons. Azelf is used over exca because the better speed tier+taunt allows it to 100% of the time keep rocks off the field vs stuff like landot etc
Sash Spam with no hazard removal. This pains me to look at. Against any opponent with a single brain cell, they will get hazards up and leave your team with 5 itemless pokemon. Not to mention, nothing on your team is going to be able to have a z move to get a 1 time nuke to kill something. Not to mention, the whole team gets 6-0ed by common anti-offense pokemon like tapu lele, tapu koko, diancie, lopunny and greninja. Since rocks are almost guaranteed to go up, bisharp's sash will be broken and it will be left with no strength from life orb and a useless move in metal burst. Not to mention, without iron head, the only pokemon on the team that can break av bulu is volcarona which has to set up from 50%+possibly more damage from spikes or be poisoned or be at -1 speed. One other thing is that this team gets 6-0ed by kartana since volcarona will not be healthy enough to take leaf blades. This team can't break balance or stall, and gets shut down by common offensive pokemon. If you're going to build a meme team, at least build a team that can accomplish something. This has been the worst team I've seen in a minute.
Now for a team so this post isn't entirely me insulting someone's team
10 bands (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Crunch
- Pursuit
100 bands (Kyurem-Black) @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Fusion Bolt
- Outrage
- Iron Head
- Ice Beam
fuck it man (Zygarde) @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Toxic
let's not even (Hoopa-Unbound) @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Gunk Shot
- Zen Headbutt
discuss it man (Buzzwole) @ Choice Band
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Superpower
- Leech Life
- Poison Jab
- Ice Punch
You got 6 banded mons. You lose to everything but I won a room tourney with it, therefore it must be good. The team can overpressure balance and stall but has no speed control and easily gets smacked by pinsir, lele, etc.
I'm probably not the first to think of this, but I'm going to claim it as mine anyways. Aurora Veil makes in much easier for Hawlucha to set up, and makes it much harder to revenge kill. There really isn't anything special other than that. It's definitely not the best it could be right now, so feedback would be appreciated.
I'm probably not the first to think of this, but I'm going to claim it as mine anyways. Aurora Veil makes in much easier for Hawlucha to set up, and makes it much harder to revenge kill. There really isn't anything special other than that. It's definitely not the best it could be right now, so feedback would be appreciated.
This is a standard rain team that makes maximum use of the weather and terrain conditions. This team is FAST! after Pelliper Koko is the slowest Pokémon on the team after set up. But the real star is Alolan-Raichu who out speeds the entire metagame in electric terrain, baring Lycanrock in sand and surge surfer mega-Alakazam, while maintaining a modest nature. In the rain Alolan-Raichu enjoys 100% accurate thunder and boosted surf which OHKO's defensive Lando-T. Alolan-Raichu also sports excellent coverage that allows it to sweep and psyshock to hit special walls and provides a solid neutral hit for the few Pokemon that resist its other moves. Alolan Raichu needs a lot of team support to do work and this is the best team to provide that support. Main challenges to this team are trick room teams, other weather + tapu teams and teams with good priority users.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Drain Punch
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- Brave Bird
- Taunt
- U-turn
Basically just utilizing the synergy between Mantine, Venusaur, and Jirachi. You should be able to abuse how fat most of this team is throughout the game. Arcanine beats a lot of things like Magearna, Ferrothorn, Tangrowth, etc. Greninja is a wincon and Zygarde can break down a lot of fat teams.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Defog
- Scald
- Roost
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Wish
- Protect
- Stealth Rock
Another fat team. Originally built around Celesteela + Tangrowth, with Heatran to stallbreak and Scizor as a main wincon. I really wanted to try out Rocky Helmet Garchomp in this meta and it turns out it isn't complete garbage. Toxapex does toxapex things, no need to explain. Heatran lures in and beats toxapex for scizor and also can lure in zapdos occasionally.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Protect
- Leech Seed
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 30 Atk
- Giga Drain
- Hidden Power [Ice]
- Earthquake
- Knock Off
Heatran @ Groundium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Magma Storm
- Taunt
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Tail
This team is more offense oriented then the last 2. Mawile is broken and can kill everything. Except for Heatran and Landorus. So I basically just made a waterium z latios that lures heatran and kills it every time. Also Landorus can just spam hp ice on anything because you know that the other landorus will switch in. Magnezone can kill off celesteela scizor skarmory and ferrothorn for your sweepers. AV bulu just walls literally everything in the tier so it works here. It also gives grassy terrain so EQs dont hurt as much
This has a mega heracross because why the fuck not. I seriously could not think of a single reason not to use this thing because it just deals insane damage to everything. Gengar is scarfed here to deal with fast psychics that otherwise literally beat the team with less effort than baton pass. Lele is a truck just like heracross and with rotom as a volt switch pivot they can both come in and do devastating amounts of damage. Landorus will lure in other landorus and give you rocks. Rotom can also defog with you and tangrowth beats the living shit out of rain and tapu koko.
Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance
This shouldn't exist but it does so have fun spamming it because everyone knows that every HO team will win 90% of games without any skill required. Also you can change Magearna the only reason it has Ghostium Z (unset) is because someone who used the team got really pissed that it was walled by jirachi and decided to run shadow ball.
The Beginning (Excadrill) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Toxic
Forgotten (Mimikyu) @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Play Rough
- Shadow Claw
Justice (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Dark Matter (Necrozma) @ Leftovers
Ability: Prism Armor
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Stored Power
- Moonlight
Really solid teambuilding imo, I can see flaws of course but looks like you can do really great things. I would just like to point out that (concerning your last team) storedpower users love tspikes on the opposing field so if u can fit a greninja sash in this team it would help it a lot I guess:)
( note that iron head on skarm can be replaced with whirlwind, and quagsire can be replaced with unaware clefable to better check cm and fightinium z variants of Tapu Lele with the help of Jirachi )
A stall team that doesn't die instantly to Lele or Hoopa-U after Arena Trap got banned
Your typical stall team. Not much explanation needed except for the Jirachi. Jirachi here serves as the team's only reliable check to specs lele, able to tank anything lele throws at it, even a specs HP Fire, which it only gets 3HKOed by, even after rocks or 1 layer of spikes ( if you click protect for recovery after the switch in ) with leftovers. It can then proceed to wish heal itself of any damage and switch out. But even then, you probably would only switch it into a predicted psyshock, which can always be easily wished off while you force them to switch. For cm and fightinium Tapu Lele, quagsire can be subbed for unaware clefable to tank an all-out-pummeling and stall out psychic terrain with protect and the help of Jirachi. Back to Jirachi, the EV spread not only protects Jirachi from a 2HKO from HP fire but also allows it to outspeed timid Hoopa-U without choice scarf ( scarf is relatively uncommon on this mon btw; it's only in other options ) and OHKO it in return with u-turn. Hoopa-U is another threat that post-Arena Trap ban stall struggles immensely with. And if the Hoopa-U is scarfed, then its damage output will not be enough to 2HKO chansey and the like if it is kept relatively healthy throughout the match.
I know you see that Tentacruel but don't let that deter you. If it makes you feel uncomfortable just replace it with a pex you lightweight. Anyway its your traditional terrain abuser balance type deal. Get terrain up and punch holes.
Another team with a simple premise. Use Lando + Gear + Amoonguss to volturn your way out and/or disable mons with spore to get your three set-up sweepers to win the game. 252hp / 164def Amoonguss is for Kart's +2 Smart Strike. I don't like using fast mmaw. You got three priority moves for the team's lack of speed. This team is very weak to Volc/ZardY, be careful.
I changed big Bulu to AV and Zygarde to groundium. Bulu has less speed because I dont think anyone uses max speed ttar anymore. Bulu also has stone edge over nature's madness because this team can handle sciz. I miss more nature's madnesses than stone edge. This team isn't ordained on the ideals of wincons and such, it just has offensive maneuvers and defensive counterparts. Thus, I listed it as balance.