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Hum 2-3 three things :
1) If you plan to lure out lando with your weavile (even if not) don’t run pressure as pressure will display before intimidate telling your opponent you are faster.
2) Your lead concept is hella outdated, in usm their isn’t dedicated lead anymore bar suicide lead, so trying to run a dedicated counter lead is nothing more than a dead slot
3) your team got really HUGE issue with some really predominant mons, e.g. heatran and zygarde come for free on some mons, such as locked weav and pex for the former and lando-t for the latter.
4) (mb wasn’t 2-3) you’ll more often than not just end up 6-0 by stall with this team given you wanna lead aero (even w/o it, you’re gonna have a hard time not losing)
Hi, back from a hiatus. Saw that pretty cool Moltres + Avalugg team in the sample, and that refueled my desire to build something.
I ended up with that team and I'm rather satisfied; it is actually consistent (at least way more than what I've seen / built post Arena Trap's ban).
It doesn't lose to the common stallbreakers (aka Heatran, Tapu Lele, Mega Mawile, Hoopa-U, Sub Kartana, Sub Blace, Manaphy, CM Reuniclus, CM Clefable, Metronome Mamoswine, Manaphy, Serperior, Mega Charmina, etc.) who straightly destroy most stall teams.
It also has win conditions, especially in the stall vs stall match up.
Thought Process:
The key member of the team is Muk-Alola, a Pokemon that I always found underestimated in stall builds.
Its ability - Poison Touch - gives you a 30% chance to poison the opposing pokemon when using a contact move. It is basically Scald effect on every move. It's even better than that, because poison recoil is stronger than burn recoil.
On top of that, Muk-Alola has access to PURSUIT, which means you can poison every pokemon you want on the opposing team. Broken ? Actually for stall, yes definitely !
To capitalize on that, add some Hazard Control with Mega Sableye + Knock Off Spam + Taunt Gliscor and a good defensive synergie, and you've got my team pretty much.
Sets Explanation:
Pyukumuku:
Rest is needed for Sub Toxic Zygarde
Gliscor;
Spe investment makes it faster than Choice Band Zygarde
Knock Off is mainly to remove Choice Band from Zygarde / Tyranitar
Skarmory:
Already explained that set but I don't think people considered it seriously, yet it counters so much things
96 Spe makes it faster than Mega Mawile
Iron Defense + Counter makes it beat everything it needs to beat (Mega Mawile, Mega Pinsir, Landorus-T, Kartana, Gyarados, Metronome Mamoswine, etc.)
Importable:
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off
- Toxic
- Recover
- Protect
This is what your gameplan should look like vs an other fat team:
Go Chansey to threaten the use of SR.
Your opponent will either switch on its Mega Sabeye or on its Defog user. Predict that and double on Muk.
Fish the poison with Pursuit.
Repeat that until you get the poison on the Defog user / Sableye.
Spam Knock Off.
Pressure with Stealth Rocks or use Gliscor once you've poisoned / knocked off everything and play around with Taunt.
Possible changes:
Some people might prefer to try Block / Recover / Rest / Spite on Pyukumuku.
This allows to put even more pressure on opposing Mega Sableye and win the game against stall once you've managed to poison it (with Muk) and PP stall its recover.
Defog > Taunt on Gliscor also is possible, giving the team great Hazard Control.
If you go for Defog on Gliscor, then you could even try Spikes > Defog on Skarmory, giving up some Hazard Control for a better offensive presence.
Thanks for reading and for using the team if you liked it.
That Skarmory is a very shaky Mawile check. If the opponent is patient, they can engage in a boosting war, and fish for paralysis and crits, which they get lots of opportunities for. Furthermore, it gets boned by focus punch variants, especially on the roost. Not bad, but I wouldn't use it as a primary Mawile check, especially since it has been quite popular lately.
Edit: Also, bit of a nitpick, but you should have two defoggers on stall. You want Gliscor to switch in on Heatran, and defog if it sets up rocks on the switch. You want Skarmory to do the same for most other rockers.
Oh, and while not necessary, if you're not using AV on Muk, I recommend figy berry with recycle. Black sludge should be used over leftovers to punish trick, if you want the passive recovery.
That Skarmory is a very shaky Mawile check. If the opponent is patient, they can engage in a boosting war, and fish for paralysis and crits, which they get lots of opportunities for. Furthermore, it gets boned by focus punch variants, especially on the roost. Not bad, but I wouldn't use it as a primary Mawile check, especially since it has been quite popular lately.
Edit: Also, bit of a nitpick, but you should have two defoggers on stall. You want Gliscor to switch in on Heatran, and defog if it sets up rocks on the switch. You want Skarmory to do the same for most other rockers.
Oh, and while not necessary, if you're not using AV on Muk, I recommend figy berry with recycle. Black sludge should be used over leftovers to punish trick, if you want the passive recovery.
I do agree with that Skarmory being a very poor answer to Mega Mawile.
I realized - too late - that in practice it is forced to using Roost until eventually it gets paralyzed or run out of PP.
It could work with a Rocky Helmet against Mawile lacking Knock Off, but giving up Shed Shell on Skarm doesn't seem good at all.
So yup, definitely not reliable.
However I would not say that "X Entry Hazard removers are mandatory on stall".
It obviously needs to be higher or equal to 2 (Mega Sableye counting as one) but that's about it.
Really depends on the team and how you control the pressure.
Alola Muk with Recycle seems cool but Poison Touch is a very strong ability combined with Pursuit on stall, so I would not recommand using Gluttony to make use of Recycle + Berry.
I also used Xtra$hine's HO a ton while getting reqs, as did many players. Works great as long as the matchup isn't terrible and the opponents don't play bad (the type of bad play that ends up working for them). It's in sample teams.
Suggestions welcome.
Edit: Ignore like half of these since Zygarde got banned kek
I also used Xtra$hine's HO a ton while getting reqs, as did many players. Works great as long as the matchup isn't terrible and the opponents don't play bad (the type of bad play that ends up working for them). It's in sample teams.
Thanks for the catch, I wasn't aware of a difference in PP. The zam spread is from a few months ago when Modest Mega Alakazam was popular but it's probably better off as Timid in the current meta. Both work alright in my experience.
https://pokepast.es/5473d91c9d26095a
Here's some random bs to celebrate Custap being back - it's AeroForry but in OU. Auto-loses to Unaware Clef and needs to be careful with Aero against some mons but good for clicking around on the ladder for a good while when ur bored and really don't want to think. 212+ Forre OHKOes Diancie 100% of the time and outspeeds as many slow mons as it can such as uninvested Gear. Scarf Serp is ur insurance and bullshits a bunch of wins. Also Double Dance Kommo-o is just a funny mon to mess around with but can work surprisingly well.
Just want to share some fun teams I've been using on Stours and ladder with friends. Dont expect them to be good vs stall, haven't tried, but I'm not playing stall again, aint got time for that. Click the sprites for imports, time for some unsets:
The Magnificent Six V.2
A revamp of an old RMT of mine. The original team was made during the first week of OLT 2017, to combat all the cheese on the ladder. With offensive M.Scizor tearing through the Veils and Webs, as well as an amazing stall match up, the meta was far kinder to it then than now, as Lele and Heatran usage are much higher. However with a lot of fast frail Mons with viability, such as M.Alakazam, Tornadus and Tapu Koko, it still finds its niche. M.Scizor is the main sweeper for the team, so should be kept as healthy as possible until the end, especially with Double Edge helping it break past common checks such as Spdef Toxapex and slower Zapdos, recoil can build up quickly. Magnezones main purpose is to trap Celesteela, other Magnezones and Twaved Heatran lured by Ferrothorn to help aid in M.Scizors sweep. Magnezone also forms a deadly Volt Turn core with Koko, with Koko providing Electric Terrain, turning Magnezone into an absurdly powerful breaker for the team. Garchomp is ran over LandoT for its speed, typing to allow it to switch into Fire types and Rocky Skin combo, providing essential chip for M.Scizor. This means Stealth Rock are particularly important as well, as chip is everything for the sweep. With Zygardes ban, Ferrothorn is ran over Tangrowth, providing Spikes for the team, which are incredibly nice, and Twave to lure Heatran incase Latios needs to expend its Z-move on another Pokemon. This leaves the team a lot more susceptible to Ash Greninja however. Latios is the teams Heatran lure, as its the biggest hurdle for M.Scizor. It also adds nicely to the defensive core of the team, being a reliable switchin to Fire types, Grass types and other specific mons, staying healthy with Recover. Latios also greatly appreciates bulkier mons such as Gastrodon being Toxic'd, allowing it to beat them more easily. Lastly Tapu Koko works as the teams main revenge killer, being able to pick of Shift Magearna, Volcarona and many other major threats. The team also has a surprisingly good knack at beating Ground types, and wearing down Grasses, making Tapu Koko an excellent cleaner.
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 20 HP / 0 Def Tapu Koko: 274-324 (95.8 - 113.2%) -- 75% chance to OHKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 4 Def Greninja-Ash: 165-195 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock
+2 252+ Atk Technician Scizor-Mega Bug Bite vs. 252 HP / 200+ Def Rotom-Wash: 256-303 (84.2 - 99.6%) -- 75% chance to OHKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Scizor-Mega Double-Edge vs. 248 HP / 240+ Def Zapdos: 258-304 (67.3 - 79.3%) -- 37.5% chance to OHKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Scizor-Mega Double-Edge vs. 252 HP / 4 Def Toxapex: 221-260 (72.6 - 85.5%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Scizor-Mega Double-Edge vs. 252 HP / 4 Def Toxapex: 111-131 (36.5 - 43%) -- 97.5% chance to 3HKO after Black Sludge recovery
252 SpA Choice Specs Magnezone Thunderbolt vs. 0 HP / 0 SpD Heatran in Electric Terrain: 316-373 (97.8 - 115.4%) -- 87.5% chance to OHKO
252 SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 128+ SpD Heatran in Electric Terrain: 255-301 (66 - 77.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Magnezone Thunderbolt vs. 248 HP / 224+ SpD Assault Vest Magearna in Electric Terrain: 148-175 (40.7 - 48.2%) -- guaranteed 3HKO
252 SpA Choice Specs Magnezone Thunderbolt vs. 248 HP / 0 SpD Zapdos (Roosting) in Electric Terrain: 181-213 (47.2 - 55.6%) -- 21.5% chance to 2HKO after Leftovers recovery
252 SpA Latios Surf vs. 0 HP / 0 SpD Heatran: 188-222 (58.2 - 68.7%) -- guaranteed 2HKO
252 SpA Latios Hydro Vortex (175 BP) vs. 0 HP / 0 SpD Heatran: 362-428 (112 - 132.5%) -- guaranteed OHKO
252 SpA Latios Psychic vs. 252 HP / 128+ SpD Heatran: 57-67 (14.7 - 17.3%) -- possible 9HKO after Leftovers recovery
252 SpA Latios Surf vs. 252 HP / 128+ SpD Heatran: 152-180 (39.3 - 46.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Latios Hydro Vortex (175 BP) vs. 252 HP / 128+ SpD Heatran: 294-346 (76.1 - 89.6%) -- 18.8% chance to OHKO after Stealth Rock and Leftovers recovery
252 SpA Latios Surf vs. 8 HP / 44 SpD Tyranitar in Sand: 126-150 (36.7 - 43.7%) -- guaranteed 3HKO
252 SpA Latios Hydro Vortex (175 BP) vs. 8 HP / 44 SpD Tyranitar in Sand: 244-288 (71.1 - 83.9%) -- guaranteed 2HKO
252 SpA Latios Hydro Vortex (175 BP) vs. 244 HP / 152 SpD Gliscor: 402-474 (114.2 - 134.6%) -- guaranteed OHKO after Poison Heal
232+ Atk Tapu Koko Wild Charge vs. 0 HP / 0 Def Lopunny-Megain Electric Terrain: 232-274 (85.6 - 101.1%) -- 50% chance to OHKO after Stealth Rock
232+ Atk Tapu Koko Wild Charge vs. 0 HP / 0 Def Volcarona in Electric Terrain: 313-369 (100.6 - 118.6%) -- guaranteed OHKO
232+ Atk Tapu Koko Wild Charge vs. 0 HP / 0 Def Tapu Lele in Electric Terrain: 279-328 (99.2 - 116.7%) -- 93.8% chance to OHKO
232+ Atk Tapu Koko Wild Charge vs. 0 HP / 0 Def Magearna in Electric Terrain: 195-231 (64.7 - 76.7%) -- guaranteed 2HKO
232+ Atk Tapu Koko Brave Bird vs. 248 HP / 8 Def Tangrowth: 214-252 (53.1 - 62.5%) -- guaranteed 2HKO
232+ Atk Tapu Koko Brave Bird vs. 248 HP / 8 Def Tapu Bulu: 228-270 (66.4 - 78.7%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
56 SpA Tapu Koko Hidden Power Ice vs. 0 HP / 0 SpD Landorus-Therian: 212-252 (66.4 - 78.9%) -- guaranteed 2HKO
56 SpA Tapu Koko Hidden Power Ice vs. 0 HP / 0 SpD Garchomp: 204-240 (57.1 - 67.2%) -- guaranteed 2HKO
56 SpA Tapu Koko Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 204-240 (48.5 - 57.1%) -- 92.2% chance to 2HKO
https://replay.pokemonshowdown.com/smogtours-gen7ou-422203
Not sure if was me choking or losing a 50/50 this time, I should have just killed the Pex instead of Swords Dancing again, as I didn't have enough Hp left otherwise, but this replay shows that M.Scizor can break Pex, as the second Double Edge would have easily Koed Pex.
EZ PZ
The team is made around a cool PorygonZ set I thought up a year and a bit ago. With the lack of good Ghost resists in the tier, I wanted to spam Ghost type attacks. I went with PZ as I thought the bulk provided with the Zmove was being wasted. This set allows PZ to Nasty plot up on Pokemon like Magearna, Tangrowth and many more of the passive Pokemon in the tier, and after a single nasty plot, nearly everything offensive is 1hkoed, and anything defensive that isn't cant touch it, allowing PZ to either Recover up, set up, or 2hko. The Evs makes sure PZ Ohkos Ash Gren after Rocks at +3, outpaces Ash Gren and live 2 Psychics from Scarf Lele, allowing it to stall terrain to further set up. The only 2 things stopping PZ are Tyranitar and Chansey, this is where Heatran comes in. Heatran can often bring in Ttar, Toxapex and Chansey, and while Ttar doesn't die, Magma into Flash Cannon is enough chip for PZ to pick off at +3. Chansey can be trapped with the help of Tapu Fini Knocking off its Eviolite, allowing Heatran to remove it. Scarf LandoT acts as the revenge killer and somewhat of a defensive pivot for the team. Ferrothorn provides the Rocks, and forms a nice defensive core with Fini, helping take some of the pressure of each other with Greninja as well. Tapu Fini gives the Defog for the team, while working as the main Heatran check. The near max Spdef is to help make the job easier. Knock Off not only lures Chanseys Eviolite however, it is really nice in removing Tangrowths Assault Vest and other pesky items. Misty Terrain is very nice for PZ, stopping annoying status such as Twave and Toxics. Lastly Greninja provides Spikes, pressuring the opposing team heavily with it Defog, alleviating some of the pressure off Fini, as well as pressuring the opposing teams Defogers.
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 0 HP / 0 SpD Greninja-Ash: 250-295 (87.7 - 103.5%) -- guaranteed OHKO after Stealth Rock
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 0 HP / 0 SpD Heatran: 360-424 (111.4 - 131.2%) -- guaranteed OHKO
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 252 HP / 0 SpD Tornadus-Therian: 412-486 (113.8 - 134.2%) -- guaranteed OHKO
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 4 HP / 0 SpD Garchomp: 432-510 (120.6 - 142.4%) -- guaranteed OHKO
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 248 HP / 252+ SpD Assault Vest Tangrowth: 272-322 (67.4 - 79.9%) -- guaranteed 2HKO
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 248 HP / 224+ SpD Assault Vest Magearna: 170-200 (46.8 - 55%) -- 69.5% chance to 2HKO
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 252 HP / 252+ SpD Toxapex: 214-252 (70.3 - 82.8%) -- guaranteed 2HKO after Black Sludge recovery
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 244 HP / 152 SpD Gliscor: 398-470 (113 - 133.5%) -- guaranteed OHKO
+3 20 SpA Adaptability Porygon-Z Shadow Ball vs. 8 HP / 44 SpD Tyranitar in Sand: 121-143 (35.2 - 41.6%) -- guaranteed 3HKO
0 SpA Magearna Fleur Cannon vs. +1 252 HP / 128 SpD Porygon-Z: 127-150 (33.9 - 40.1%) -- guaranteed 3HKO
252 SpA Tapu Lele Psychic vs. +1 252 HP / 128 SpD Porygon-Z in Psychic Terrain: 160-189 (42.7 - 50.5%) -- 1.2% chance to 2HKO
244 Atk Landorus-Therian Earthquake vs. +1 252 HP / 0 Def Porygon-Z: 159-187 (42.5 - 50%) -- 0.4% chance to 2HKO
252 Atk Kartana Leaf Blade vs. +1 252 HP / 0 Def Porygon-Z: 169-201 (45.1 - 53.7%) -- 37.9% chance to 2HKO (Incase anyone was wondering, Leaf Blade was stronger than Knock)
252+ Atk Huge Power Mawile-Mega Sucker Punch vs. +1 252 HP / 0 Def Porygon-Z: 260-306 (69.5 - 81.8%) -- guaranteed 2HKO
252+ SpA Heatran Magma Storm vs. 8 HP / 44 SpD Tyranitar in Sand: 57-68 (16.6 - 19.8%) -- guaranteed 4HKO after trapping damage
252+ SpA Heatran Flash Cannon vs. 8 HP / 44 SpD Tyranitar in Sand: 186-218 (54.2 - 63.5%) -- guaranteed 2HKO
252+ SpA Heatran Magma Storm vs. 252 HP / 252+ SpD Toxapex: 51-60 (16.7 - 19.7%) -- guaranteed 5HKO after Black Sludge recovery and trapping damage
252+ SpA Heatran Earth Power vs. 252 HP / 252+ SpD Toxapex: 122-144 (40.1 - 47.3%) -- guaranteed 3HKO after Black Sludge recovery
252+ SpA Heatran Magma Storm vs. 248 HP / 8 SpD Chansey: 171-202 (24.3 - 28.7%) -- 97.3% chance to 3HKO after trapping damage
(Note no Eviolite)
0 SpA Toxapex Scald vs. 0 HP / 0 SpD Heatran: 102-120 (31.5 - 37.1%) -- guaranteed 4HKO after Leftovers recovery
Chansey Seismic Toss vs. 0 HP Heatran: 100-100 (30.9 - 30.9%) -- guaranteed 4HKO after Leftovers recovery
Jörmungandr
Found this old Dragonite Rain set while browsing the Gen5 analysis, and just wanted to build with it. While Life Orb seems counter intuitive with Multiscale, its pretty essential as Dragonite is only going off a base 100Spatk. Multiscale does help Dragonite set up an agility if not broken however, allowing it to clean later on, allowing Dragonite to choose to break for Swampert and Lucha, breaking down bulky Grasses and others, or as a sweeper in the end game, with Lucha and Swampert breaking for it instead. Dragonite also helps break down bulky Steels for Lele such as Celesteela and Magearna, as they like to come in on it. The rest of the team is very self explanatory.
252+ SpA Life Orb Dragonite Hurricane vs. 248 HP / 252+ SpD Assault Vest Tangrowth: 307-367 (76.1 - 91%) -- guaranteed 2HKO
252+ SpA Life Orb Dragonite Hurricane vs. 252 HP / 232+ SpD Ferrothorn: 142-168 (40.3 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Life Orb Dragonite Hurricane vs. 248 HP / 252+ SpD Tapu Bulu: 320-377 (93.2 - 109.9%) -- 62.5% chance to OHKO after Leftovers recovery and Grassy Terrain recovery
252+ SpA Life Orb Dragonite Hurricane vs. 4 HP / 0 SpD Garchomp: 246-290 (68.7 - 81%) -- guaranteed 2HKO
252+ SpA Life Orb Dragonite Hurricane vs. 252 HP / 4 SpD Clefable: 231-274 (58.6 - 69.5%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Life Orb Dragonite Thunder vs. 252 HP / 252+ SpD Toxapex: 161-190 (52.9 - 62.5%) -- 98.4% chance to 2HKO after Black Sludge recovery
252+ SpA Life Orb Dragonite Thunder vs. 248 HP / 0 SpD Tapu Fini: 229-270 (66.7 - 78.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Life Orb Dragonite Thunder vs. 248 HP / 232+ SpD Celesteela: 208-247 (52.3 - 62.2%) -- 98.8% chance to 2HKO after Leftovers recovery
252+ SpA Life Orb Dragonite Surf vs. 20 HP / 20 SpD Tapu Koko in Rain: 216-255 (75.5 - 89.1%) -- 12.5% chance to OHKO after Stealth Rock
252+ SpA Life Orb Dragonite Surf vs. 0 HP / 0 SpD Landorus-Therian in Rain: 424-499 (132.9 - 156.4%) -- guaranteed OHKO
252+ SpA Life Orb Dragonite Surf vs. 0 HP / 0 SpD Heatran in Rain: 333-393 (103 - 121.6%) -- guaranteed OHKO
252+ SpA Life Orb Dragonite Surf vs. 244 HP / 152 SpD Gliscor in Rain: 369-437 (104.8 - 124.1%) -- guaranteed OHKO
K A P O W ! !
Sub Focus Punch M.Medicham. You're probably wondering why someone would ever use it over a regular set. The answer I should give is that "with Focus Punches raw power being able to break resists, the set doesn't need to run coverage moves allowing it to run Recover and Sub, increasing its longevity and allowing it beat faster threats". However this answer is bullshit. The real reason is it's so so fun clicking Focus Punch and watching something take way more damage than it should, and thus Sub Focus Punch M.Medicham Screens was born. As this is not a dedicated Screens team, the Screens aren't essential to the team functioning, just compliments its defences, so leading off with Serperior isn't mandatory. Serperior provides the Screens, Glares Heatran switchins and acts as a nice cleaner for the team, appreciating the Grassy Terrain, and the support from the breakers. The screens use is allow M.Medicham to Sub up on more passive threats, such a Av Magearna, Toxapex, Tangrowth and Gliscor, as otherwise they can stop Focus Punch. The Evs stop M.Medicham's Sub being broken by up to Gliscors Earthquake, while outpacing max speed adamant LandorusT. Jirachi and Rotom-W form a nice defensive Volt Turn to try get M.Medicham in as much as possible, while also providing a Rocks Defog core. Tapu Bulu both compliments this by providing better checks to Tapu Koko and Ash-Greninja, and Grassy Terrain, while also acting as another breaker for the team, enjoying the support from Screens. Lastly Tapu Koko works as a really nice revenge killer and offensive pivot, helping nail Volcarona, Shift Gear Magearna, M.Lopunny, M.Alakazam and many others with its blistering speed and raw power, hitting as hard as Scarf Lele. The Evs let Koko outpace base 110 Scarfers, Ohko Volcarona with Wild Charge, then rest in Spatk to boost Hp Ice.
252+ Atk Pure Power Medicham-Mega Focus Punch vs. 252 HP / 252+ Def Clefable: 196-231 (49.7 - 58.6%) -- 73.4% chance to 2HKO after Leftovers recovery
-1 252+ Atk Pure Power Medicham-Mega Focus Punch vs. 0 HP / 68 Def Landorus-Therian: 150-177 (47 - 55.4%) -- 75.8% chance to 2HKO
252+ Atk Pure Power Medicham-Mega Focus Punch vs. 240 HP / 52 Def Mew: 212-249 (52.8 - 62%) -- 99.6% chance to 2HKO after Leftovers recovery
252+ Atk Pure Power Medicham-Mega Focus Punch vs. 4 HP / 0 Def Tornadus-Therian: 269-317 (89.6 - 105.6%) -- 37.5% chance to OHKO
252+ Atk Pure Power Medicham-Mega Focus Punch vs. 248 HP / 240+ Def Zapdos: 181-213 (47.2 - 55.6%) -- 21.5% chance to 2HKO after Leftovers recovery
252+ Atk Pure Power Medicham-Mega Focus Punch vs. 252 HP / 4 Def Toxapex: 155-183 (50.9 - 60.1%) -- 87.5% chance to 2HKO after Black Sludge recovery
]252+ Atk Pure Power Medicham-Mega Focus Punch vs. 248 HP / 252+ Def Skarmory: 255-300 (76.5 - 90%) -- guaranteed 2HKO
0 SpA Toxapex Scald vs. 60 HP / 0 SpD Medicham-Mega: 60-72 (21.7 - 26%) -- 3.7% chance to 4HKO
0 Atk Gliscor Earthquake vs. 60 HP / 12 Def Medicham-Mega through Reflect: 58-69 (21 - 25%) -- 0% chance to 4HKO
0 SpA Magearna Volt Switch vs. 60 HP / 0 SpD Medicham-Mega through Light Screen: 36-43 (13 - 15.5%) -- possible 7HKO
244 Atk Landorus-Therian U-turn vs. 60 HP / 12 Def Medicham-Mega through Reflect: 46-55 (16.6 - 19.9%) -- guaranteed 6HKO
0 SpA Rotom-Wash Volt Switch vs. 60 HP / 0 SpD Medicham-Mega through Light Screen: 45-54 (16.3 - 19.5%) -- possible 6HKO
0 Atk Scizor-Mega U-turn vs. 60 HP / 12 Def Medicham-Mega through Reflect: 60-72 (21.7 - 26%) -- 5.3% chance to 4HKO
Seeing this post in the Cores thread reminded me of a team I have greatly enjoyed. I wanted to build around Mega Beedrill and Volcarona as a Bug Spam core, but didn't want to deal with all their shared weaknesses. So I added in Tapu Fini, who is the primary Defog user for the team, the primary Ash-Greninja switch-in, and can support a Volcarona sweep with Misty Terrain. The combo of Beedrill + Hydreigon actually forces Tapu Lele to make a choice on it's move, as Mega Beedrill can take a Specs Moonblast and retaliate with a STAB move. Hydreigon also serves a stall breaker and a secondary switch into Ash Greninja, which is very helpful. Lando sets rocks and is a bulky pivot, who forms a Volt-Turn core with Beedrill. This team was made during the Zygarde meta, so feel free to swap out HP Ice for Stone Edge to cover Zapdos and Mega Pinsir better. Last, Scarf Kart is a cleaner, tertiary Ash-Gren check, and secondary Defogger.
The team works with Beedrill breaking down Volcarona's primary checks to pave the way for an endgame sweep. Threats to the team are Mega Pinsir and Zapdos, as mentioned, as well as Tornadus-T, who can be worn down if you are patient. Charizard, either X or Y, can be a nuisance, but they are manageable. Ash-Greninja obviously threatens several members, and Protean Gren can be difficult to play around.
Hi everyone, built this fun psychic spam team that I'd like to share with y'all :) Be warned that I haven't tested it too extensively, regardless hope you enjoy.
This team features the classic Tapu Lele + Mega Alakazam core, with Lele acting as the wallbreaker and Alakazam as the sweeper. Lele is holding a LO instead of Specs for the ability to switch up moves, and Modest is to ensure that Psyshock 2HKOs Chansey upon switchin. Also, Psychic into HP Fire has a good chance to KO Ferrothorn after Leftovers recovery.
Alakazam has Energy Ball in the fourth moveslot which allows it to revenge kill Mega Swampert, it also allows you to not risk Focus Miss on Greninja. The bulk investment allows it to live an unboosted Acrobatics from Hawlucha since the team is rather weak to it, while still outspeeding relevant threats like +1 Gyarados.
Weavile's role is to spam Knock Off and cripple all of the checks to Lele/Zam, such as AV Mage, Heatran, Ferrothorn, etc. Other potential switchins such as Toxapex, Fini, Keldeo, and Greninja getting knocked is great for the next teammate, Volcarona. With Ice Shard, you can revenge kill scarf Landorus even when Psychic Terrain is up. It also Pursuit-traps Blacephalon provided it's not speed-boosting/not Scarf-locked into Flamethrower (both of which Ditto can handle).
Volcarona sets up on all of the Steel-types that wall Alakazam, such as AV Mage, Celesteela, Scarf Kartana, and Jirachi. I made it the SubSwarm set which is capable of overwhelming even Chansey/Toxapex with the Z-move at +3 provided Swarm is activated. The EVs are such that Toxapex's Scald does not break Substitute at +1, while you still outspeed base 95s like Tapu Lele and speed tie with Mega Swampert at +1.
Ditto serves as a countermeasure to setup sweepers (otherwise stuff like Zard X would rip through the team) and provides the team a ground immunity vs. scarf Landorus. It can also better the stall matchup provided you trick them into knocking off Ditto.
This is my first team in post-Zygod meta. I wanted to build some BO shit around CM+Taunt Keldeo, which is imo a pretty nice set capable of taking advantage of common CelePex and GliscorPex defensive backbones. Since this Keldeo is hopelessly walled by fat Psychics like M-Lati Duo and Reuni, Pursuit support is really helpful for it. I opted for Weavile as my Pursuit trapper because I wanted some fast-paced team. After these two, I started making a defensive backbone for the team, and the core of AV Magearna and Gliscor seemed like a good choice. It gives my team switch-ins on Ash-Greninja, non-ZFire Heatran, Stealth Rock, a Ground-type, and a Ground immunity while not being incredibly passive. Gliscor's spread enables it to survive Heatran's ZSteel from full. Next my mon is Tornadus-T because it provides Defog support, puts additional pressure on fat Grasses like M-Venusaur and Amoonguss, checks Kartana, completes VoltTurn core with Magearna, and makes my team even faster. The spread was taken from the Spread Compendium and allows Tornadus-T to survive Protean Greninja's Ice Beam from full. When choosing my last mon, I was looking for some powerful Mega, and M-Mawile was my choice. Its ability to rip through many stall teams lets me rely on Keldeo in this matchup less. Also my team appreciates the additional way of revenge killing in Sucker Punch, as well as some defensive utility in Intimidate & decent typing, and M-Mawile's sheer power is just nice.
That's the team, hope you like it!
Mew is a pretty interesting mon on HO. Great bulk, fantastic movepool, and decent offensive stats. I decided to pair it with Dual Screens Tapu Koko as it had U-turn to bring in Mew safely, and Taunt to stop opposing setup. Double Dance Magearna came in next as a usual staple on HO, with it being the Z-move user and having excellent bulk. Mega Gyarados pressured Mega Latias for Mew along with being a physical attacker to actually dent Chansey, and how it bopped Quagsire with Mold Breaker. I realized I needed some hazards, since any OU team without hazards is just straight up BAD. I decided to go the landorus-T route as Intimidate eased setup for my other mons, and Explosion to gain extra momentum. Lastly, Hawlucha benefits from Tapu Koko as a whole to setup safely, and its dual stab is quite unique.
How to use this team in some matchups:
Against stall, setup your dual screens first, taunt with Koko, the U-turn into mega Gyara and get a sub up. Start setting up with DD, and then get through most of the team.
Usually, setup with koko if an offensive team has ash-greninja, as Landorus-T will get easily destroyed by water shuriken. Once it has screens up, go into a setup mon and start setting up. One sweeper paves the way for another sweeper on the team.
Anyway, that's my first team! Onto the next ones!
Mew Ho Pokepaste: https://pokepast.es/2f465db5d283f674
___________________________________________________________________________________________________________________________________________________________ Hydreigon BO
Hydreigon is a unique Pokemon because of its typing, which lets it check Pokemon like Ash-Greninja, Blacephalon, and Heatran. Heatran itself was a good partner, as the two had wonderful type synergy. It was also the rocker on the team. AV Tangrowth took most of the pressure off Hydreigon for checkign Ash-Greninja, and it also appreciated the two taking on Fire-types. Double Dance Reuniclus was a solid Mega Medicham check, and was the bulky setup mon on the team that could use Chansey as setup bait. Mega Lopunny was a fast attacker that apreciated most of the team weakeneing fairies into range of Return, and was a generally powerful offenisve mon that also pressured Chansey. Lastly, landorus-T provides speed control, hazard control, and U-turn support.
How to use this team against some matchups:
Against Stall, use Landorus-T to U-turn into dangerous wallbreakers, like Reuniclus and Mega Lopunny, both of which can deal with Chansey. Mega Lopunny in particular can deal with Mega Sableye. However, be wary of protect, so use Fake Out turn 1 against mega Sableye. After those two Pokemon are gone, the rest of the team can deal with stall fairly well.
Against offensive teams, take advantage of Landorus-T's U-turns and if a dark/steel type is gone, setup with Reuniclus. Check Ash-Greninja with Hydreigon/Tangrowth, although if it isn't Battle Bond, scout carefully.
Hydreigon BO Pokepaste: https://pokepast.es/4ef83e28d94d8a92
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DD Zard X BO
So basically DD Zard X is pretty much a decent mega in the tier with good stats, movepool, typing, and reliable recovery. Decided to Pair it with Pivot Torn-T as le obligatory Defog user since Zard X hated hazards. Ferrothorn came in next as Ash-Gren check, and SR user. Since I felt I needed a wall breaker to soften up the team for Zard X, I added Psychium Z Lele. Lele also appreciates Zard X bopping Steel types for Lele. The team at the current moment sucked ass against Heatran since nothing on my team switched in. Rotom-W came in as a solid check to that, and it completed the VoltTurn core with Torn-T. Lastly, Scarf Kartana provides the desperate speed control, and another Defog user. That’s the team, people! https://pokepast.es/5c1db2683d099e57
(This probably WON'T make it into samples, but nonetheless, its pretty successful.)
How to use this team against some matchups:
Against offense, make sure that Zard X's counters are gone(i.e. Fini, Lando-T)in order for it to sweep.
Against stall, make sure that you take advantage of incoming switchins and use the VoltTurn core to bring in pokemon with an advantage.
http://replay.pokemonshowdown.com/gen7ou-863587383 Vs. Sand
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AV Magearna Offense
So this team right here focused on AV Magearna. AV Magearna at the team is one of the best special switch-ins(bar chansey lol)due to its fantastic typing, wonderful bulk, and great Special Attack. Said Special Attack gives it more than enough ability to not be passive. Mega Alakazam is the Heatran switch-in on the team, and generally works well as a partner for Magearna. I then added Choice Scarf Landorus-T, which provided speed control, completed the VoltTurn core with Magearna, and was hazard removal. Sub Icium Z Kyurem-B was added to take advantage of the VoltTurn core and a more safer way to rip apart balanced and defensive teams alike. I realized I needed some hazards, since I had none. I added Ash-Greninja + Chople Ferrothorn to throw on hazards and provide offensive presence. Chople Berry + Thunder Wave lets it cripple kartana, which would otherwise take advantage of it. Ash-greninja appreciates Kyurem-B destroying the likes of Bulu and Pex, while it also likes that Ferrothorn scares away Fini, and both appreciate Ash-greninja forcing out Heatran. Anyway, that's the team, people!
How to use this team in some matchups:
Against stall, using Substitute on pokemon like Mega Sableye and Chansey will give you a massive advantage, since most Pokemon aren't able to break Kyurem-B's substitute.
Against offensive teams, take advantage of magearna''s Slow Volt Switch to get it wallbreakers more easily. Hazards with Ferrothorn is crucial, as the chip is needed.
Pretty straightforward balance team. I decided to build around Diggersby because it´s able to break defensive cores fairly easily thanks to it´s ridiculous power and dual STAB in Normal/Ground. Originally I had a Choice Band on it because of it´s immediate power without any boosts, but then I changed it to a different set; more on that later. I added Rotom-Wash as I needed a Pokémon that could bring in Diggersby safely since it´s pretty frail; it also checks a good portion of the meta and provided the team with hazard control as well. Scarf Tapu Lele is the next Pokémon giving some much appreciated speed to the team, and it´s a very good revenge killer too. Psychic Terrain is also good support for Diggersby, since it swaps with Grassy Terrain so that it´s Ground STAB is not weakened. At this point I was lacking some sheer bulk, entry hazards, and responses to dangerous offensive threats like Ash-Greninja; so I went with a very simple Toxapex and Ferrothorn core, giving the team a much needed defensive backbone and hazards. Finally I was missing a mega. I decided to go with Mega Lopunny to complete the offensive core with Diggersby and Tapu Lele. It can pressure similar checks it shares with Diggersby for a late game sweep, and apply pressure on fast offensive teams with Tapu Lele. Lopunny also made the stall matchup much easier. Lastly, I realized that I didn´t have a Z move user on the team. With that in mind I made Diggersby a Double Dance set with Normalium Z. The idea behind this set is to set up Swords Dance versus slower bulky teams, and Agility versus the more faster offensive ones. Agility also makes Diggersby a big threat on Psychic Terrain since priority doesn´t work while it´s out, making it a scary late game sweeper; this also allows Diggersby to fulfill Lopunny´s role should it go down earlier in the match.
The team does have quite a few glaring weaknesses however, those being the likes of Mega Alakazam, Serperior, Mega Charizard X, Z Celebrate Victini, and Kartana (Scarf in particular).
+2 252+ Atk Huge Power Diggersby Return vs. 248 HP / 252+ Def Zapdos: 345-406 (90 - 106%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Huge Power Diggersby Return vs. 0 HP / 68 Def Landorus-Therian (Scarf variant): 327-385 (102.5 - 120.6%) -- guaranteed OHKO
+1 252+ Atk Huge Power Diggersby Breakneck Blitz (160 BP) vs. 248 HP / 252+ Def Landorus-Therian: 390-460 (102.3 - 120.7%) -- guaranteed OHKO (both calcs versus Landorus-Therian are made at +1 because of Intimidate).
+2 252+ Atk Huge Power Diggersby Breakneck Blitz (160 BP) vs. 248 HP / 252+ Def Tangrowth: 415-490 (102.9 - 121.5%) -- guaranteed OHKO
+2 252+ Atk Huge Power Diggersby Breakneck Blitz (160 BP) vs. 248 HP / 28 Def Celesteela: 319-376 (80.3 - 94.7%) -- 50% chance to OHKO after Stealth Rock and Leftovers recovery
+4 252+ Atk Huge Power Diggersby Breakneck Blitz (160 BP) vs. 248 HP / 252+ Def Skarmory: 287-338 (86.1 - 101.5%) -- 87.5% chance to OHKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Huge Power Diggersby Earthquake vs. 252 HP / 24 Def Ferrothorn: 328-387 (93.1 - 109.9%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Huge Power Diggersby Return vs. 248 HP / 8 Def Tapu Fini: 379-447 (110.4 - 130.3%) -- guaranteed OHKO
+2 252+ Atk Huge Power Diggersby Return vs. 248 HP / 88 Def Venusaur-Mega: 334-394 (92 - 108.5%) -- guaranteed OHKO after Stealth Rock
I thought Victini might have potential on stall since its typing allows it to check a lot of breakers in the current metagame, specifically Tapu Lele, CM+Pain Split Mage, Bulu, Z-Move KB, Medicham, and Charizard Y. (Last two are less relevant I guess b/c most stalls have Sableye/Chansey.) I was mostly interested in making it a reliable Lele check, so I came up with a specially defensive set that manages to avoid the 3HKO from any of Specs Lele's moves (*).
Moveset explanation: Will-O-Wisp burns stuff like Lando/Ttar/Mawile, so it becomes much easier for teammates like Quag/Sableye to wall them. Protect gets us more Leftovers recovery, scouts for Pursuit/double switches/etc and stalls for toxic/burn damage. V-create gives us nice strong STAB that allows us to offensively check Lele/Mage, although you should be wary of using it if they have a Pursuit user, since you will get the defense drop and TTar will do a lot with Pursuit before you can wisp it. Bolt Strike gives us nice coverage alongside V-create, allowing us to actually punish the Toxapex/Heatran switchin.
Spread explanation: The speed allows us to outpace Timid Magearna and Adamant Bulu. (*) We technically have a chance to be 3HKO'd by Specs Psyshock, but the hp + defense investment makes it so that if you Protect as much as possible for Leftovers recovery in between, you will live 3. 20 Atk lets us 2HKO Toxapex with Bolt Strike after rocks, assuming you knocked it off/burned it earlier. The rest is put into spdef.
Rest of the team:
Quagsire was the first partner I chose because it is able to deal with Charizard X, Tyranitar, and to an extent Heatran, all of which are common switchins to Victini.
Zapdos adds a defogger, and is generally just nice to have on stall for dealing with stuff like Pinsir, Kart, and Torn. (Of note is that it is running Toxic over Heat Wave; we don't really need fire coverage, as Sableye deals with Ferro, Quag deals with SD Scizor, Victini deals with Bulu and Kart is still hit hard by Thunderbolt.)
Sableye + Chansey: classic stall core, should not need much explanation.
Clefable provides cleric support with Wish and Heal Bell, and a dragon immunity/dark resist.
252 SpA Choice Specs Tapu Lele Psyshock vs. 248 HP / 36 Def Victini in Psychic Terrain: 141-167 (34.9 - 41.4%) -- 75.1% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 140+ SpD Victini in Psychic Terrain: 131-155 (32.5 - 38.4%) -- 2.7% chance to 3HKO after Leftovers recovery
+1 224+ SpA Magearna Twinkle Tackle (195 BP) vs. 248 HP / 140+ SpD Victini: 204-240 (50.6 - 59.5%) -- 82.4% chance to 2HKO after Leftovers recovery
4 SpA Teravolt Kyurem-Black Earth Power vs. 248 HP / 140+ SpD Victini: 122-144 (30.2 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
252 Atk Teravolt Kyurem-Black Fusion Bolt vs. 248 HP / 36 Def Victini: 129-152 (32 - 37.7%) -- 0.1% chance to 3HKO after Leftovers recovery
252 Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. 248 HP / 36 Def Victini: 192-227 (47.6 - 56.3%) -- 28.9% chance to 2HKO after Leftovers recovery
252 SpA Life Orb Teravolt Kyurem-Black Earth Power vs. 248 HP / 140+ SpD Victini: 192-229 (47.6 - 56.8%) -- 33.6% chance to 2HKO after Leftovers recovery (if you know it's LO however you should not be switching in Victini, because Chansey walls. this is only relevant if you're trying to scout its set)
252+ Atk Choice Band burned Tyranitar Pursuit vs. 248 HP / 36 Def Victini: 106-126 (26.3 - 31.2%) -- guaranteed 4HKO after sandstorm damage and Leftovers recovery
252 Atk Choice Band Weavile Pursuit vs. 248 HP / 36 Def Victini: 180-212 (44.6 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 248 HP / 36 Def Victini: 170-201 (42.1 - 49.8%) -- guaranteed 3HKO after Leftovers recovery (in case you fucked up and lost Sableye)
252 SpA Charizard-Mega-Y Flamethrower vs. 248 HP / 140+ SpD Victini in Sun: 102-120 (25.3 - 29.7%) -- 0% chance to 4HKO after Leftovers recovery (in case you fucked up and lost Chansey)
252+ Atk Choice Band Tapu Bulu Wood Hammer vs. 248 HP / 36 Def Victini in Grassy Terrain: 233-275 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
Admittedly it doesn't fare so well vs. this threat, but to be fair, any team lacking a quad-grass resist is hard-pressed to answer this. Besides, a good player will probably switch out their Bulu, which gives you two rounds of Leftovers/Grassy Terrain (three if you Protect on the following turn), so you can restore most of this health back and potentially switch in again.
20 Atk Victini V-create vs. 0 HP / 0 Def Tapu Lele: 250-295 (88.9 - 104.9%) -- guaranteed OHKO after Stealth Rock
This is another reason why you generally want to go for Wisp as opposed to V-create initially. If Lele is at full, you might fail to OHKO it, get the spdef drop and take significantly more damage than you have to. Burning it + Protect once guarantees that 12% necessary to kill it off cleanly.
20 Atk Victini V-create vs. 248 HP / 28 Def Magearna: 342-404 (94.2 - 111.2%) -- guaranteed OHKO after Stealth Rock
20 Atk Victini V-create vs. 0 HP / 4 Def Medicham-Mega: 226-267 (86.5 - 102.2%) -- 50% chance to OHKO after Stealth Rock
20 Atk Victini Bolt Strike vs. 0 HP / 4 Def Charizard-Mega-Y: 234-276 (78.7 - 92.9%) -- guaranteed 2HKO
20 Atk Victini V-create vs. 248 HP / 8 Def Tapu Bulu: 348-410 (101.4 - 119.5%) -- guaranteed OHKO
20 Atk Victini Bolt Strike vs. 252 HP / 4 Def Toxapex: 134-158 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock
I thought Victini might have potential on stall since its typing allows it to check a lot of breakers in the current metagame, specifically Tapu Lele, CM+Pain Split Mage, Bulu, Z-Move KB, Medicham, and Charizard Y. (Last two are less relevant I guess b/c most stalls have Sableye/Chansey.) I was mostly interested in making it a reliable Lele check, so I came up with a specially defensive set that manages to avoid the 3HKO from any of Specs Lele's moves (*).
Moveset explanation: Will-O-Wisp burns stuff like Lando/Ttar/Mawile, so it becomes much easier for teammates like Quag/Sableye to wall them. Protect gets us more Leftovers recovery, scouts for Pursuit/double switches/etc and stalls for toxic/burn damage. V-create gives us nice strong STAB that allows us to offensively check Lele/Mage, although you should be wary of using it if they have a Pursuit user, since you will get the defense drop and TTar will do a lot with Pursuit before you can wisp it. Bolt Strike gives us nice coverage alongside V-create, allowing us to actually punish the Toxapex/Heatran switchin.
Spread explanation: The speed allows us to outpace Timid Magearna and Adamant Bulu. (*) We technically have a chance to be 3HKO'd by Specs Psyshock, but the hp + defense investment makes it so that if you Protect as much as possible for Leftovers recovery in between, you will live 3. 20 Atk lets us 2HKO Toxapex with Bolt Strike after rocks, assuming you knocked it off/burned it earlier. The rest is put into spdef.
Rest of the team:
Quagsire was the first partner I chose because it is able to deal with Charizard X, Tyranitar, and to an extent Heatran, all of which are common switchins to Victini.
Zapdos adds a defogger, and is generally just nice to have on stall for dealing with stuff like Pinsir, Kart, and Torn. (Of note is that it is running Toxic over Heat Wave; we don't really need fire coverage, as Sableye deals with Ferro, Quag deals with SD Scizor, Victini deals with Bulu and Kart is still hit hard by Thunderbolt.)
Sableye + Chansey: classic stall core, should not need much explanation.
Clefable provides cleric support with Wish and Heal Bell, and a dragon immunity/dark resist.
252 SpA Choice Specs Tapu Lele Psyshock vs. 248 HP / 36 Def Victini in Psychic Terrain: 141-167 (34.9 - 41.4%) -- 75.1% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 140+ SpD Victini in Psychic Terrain: 131-155 (32.5 - 38.4%) -- 2.7% chance to 3HKO after Leftovers recovery
+1 224+ SpA Magearna Twinkle Tackle (195 BP) vs. 248 HP / 140+ SpD Victini: 204-240 (50.6 - 59.5%) -- 82.4% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band burned Tyranitar Pursuit vs. 248 HP / 36 Def Victini: 106-126 (26.3 - 31.2%) -- guaranteed 4HKO after sandstorm damage and Leftovers recovery
252 Atk Choice Band Weavile Pursuit vs. 248 HP / 36 Def Victini: 180-212 (44.6 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 248 HP / 36 Def Victini: 170-201 (42.1 - 49.8%) -- guaranteed 3HKO after Leftovers recovery (in case you fucked up and lost Sableye)
252 SpA Charizard-Mega-Y Flamethrower vs. 248 HP / 140+ SpD Victini in Sun: 102-120 (25.3 - 29.7%) -- 0% chance to 4HKO after Leftovers recovery (in case you fucked up and lost Chansey)
252+ Atk Choice Band Tapu Bulu Wood Hammer vs. 248 HP / 36 Def Victini in Grassy Terrain: 233-275 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery (admittedly it doesn't fare so well vs. this threat, but to be fair, any team lacking a quad-resist is hard-pressed to answer this. besides, they will probably switch out, giving you two rounds of leftovers/grassy terrain (three if you protect on the following turn), so you can restore most of this health back.)
Staraptor Fun Bulky Offense - Eye of the Storm https://pokepast.es/250495d45155fb84(Another mentionable choice would be another slot over quick attack on staraptor but uturn seems not as useful, trust me, once you get it in, you want to wreck havoc and use the provided momentum not provide more of it, which isnt required and it rarely can afford to grab albeit it can be used to alleviate the trapping of celesteela etc. Also Final Gambit can be used but it seems unnecessesary with golem for most of its sturdy answers, also if you build and play around a pokemon, to sacrifice it for one kill (though th often the case with staraptor, haha) , it seems unsatisfying plus its too reliant on the hp stat. Pursuit seems to be the best alternative, allowing it to force out and trap annoying threats, especially when bluffing a scarf, like charizard-y. Garde can run willo to help switchinh in steel types, and chip untrapable targets or other nuisances like scarf rachi but I valued the option of checking tran better, when beeing in the normal form, only relying on trapping it seems vague)
I wanted to build around this for a longer time (since I love staraptor) but always canceled my first idea until I had a sudden creative flow and just followed an spontaneous idea around healing wish garde + staraptor as breakers + steel traps and the basic pivots slash momentum generators supported by gren as a glue, which also provides spikes and checks remaining nuisances like volc. Lando carries the Z-Move as the obligatory Hawlucha Check and for limiting set up oppurtunities for pokemon like gyarados as a nice side effect. Going to keep it short, have fun with this team! #sharingiscaring
Staraptor Fun Bulky Offense - Eye of the Storm https://pokepast.es/250495d45155fb84(Another mentionable choice would be another slot over quick attack on staraptor but uturn seems not as useful, trust me, once you get it in, you want to wreck havoc and use the provided momentum not provide more of it, which isnt required and it rarely can afford to grab albeit it can be used to alleviate the trapping of celesteela etc. Also Final Gambit can be used but it seems unnecessesary with golem for most of its sturdy answers, also if you build and play around a pokemon, to sacrifice it for one kill (though th often the case with staraptor, haha) , it seems unsatisfying plus its too reliant on the hp stat. Pursuit seems to be the best alternative, allowing it to force out and trap annoying threats, especially when bluffing a scarf, like charizard-y. Garde can run willo to help switchinh in steel types, and chip untrapable targets or other nuisances like scarf rachi but I valued the option of checking tran better, when beeing in the normal form, only relying on trapping it seems vague)
I wanted to build around this for a longer time (since I love staraptor) but always canceled my first idea until I had a sudden creative flow and just followed an spontaneous idea around healing wish garde + staraptor as breakers + steel traps and the basic pivots slash momentum generators supported by gren as a glue, which also provides spikes and checks remaining nuisances like volc. Lando carries the Z-Move as the obligatory Hawlucha Check and for limiting set up oppurtunities for pokemon like gyarados as a nice side effect. Going to keep it short, have fun with this team! #sharingiscaring
The idea of the team is to burn at much shit as possible to make up for Staraptor's mediocre bulk, that way, it is able to pressure checks like Celesteela/Ferrothorn which do less than 50% with Heavy Slam/Gyro Ball which you just roost off, and it 1v1s Landorus.
Staraptor is holding a Figy Berry, which is easy to activate because of the copious amounts of recoil it takes. An Adamant nature is run for the extra damage output, giving it a better chance to 2HKO Quag/Pyuku, guaranteeing a 2HKO on scarf Landorus / OHKO on Mega Tyranitar with CC. The EVs let it outspeed Adamant Landorus/Timid Heatran and the rest are put into attack/bulk.
Washtom was paired with it for its tendency to lure in grass-types, also for its aforementioned ability to spread burns.
Bulky Charizard X was added as something that offensively checks Electric-types like Zapdos/Koko, and for its nice synergy with Washtom. Spreads burns to stuff like Landorus, which you wouldn't want to stay in on a Washtom with.
Clefable is meant to provide cleric support since nothing on this team appreciates being burned/poisoned, also, I thought Unaware would be a good choice over Magic Guard because of all the wisp spam.
Ferrothorn provides rocks, a bulky grass/steel and generally just has good synergy with Clefable.
The idea of the team is to burn at much shit as possible to make up for Staraptor's mediocre bulk, that way, it is able to pressure checks like Celesteela/Ferrothorn which do less than 50% with Heavy Slam/Gyro Ball which you just roost off, and it 1v1s Landorus.
Staraptor is holding a Figy Berry, which is easy to activate because of the copious amounts of recoil it takes. An Adamant nature is run for the extra damage output, giving it a better chance to 2HKO Quag/Pyuku, guaranteeing a 2HKO on scarf Landorus / OHKO on Mega Tyranitar with CC. The EVs let it outspeed Adamant Landorus/Timid Heatran and the rest are put into attack/bulk.
Washtom was paired with it for its tendency to lure in grass-types, also for its aforementioned ability to spread burns.
Bulky Charizard X was added as something that offensively checks Electric-types like Zapdos/Koko, and for its nice synergy with Washtom. Spreads burns to stuff like Landorus, which you wouldn't want to stay in on a Washtom with.
Clefable is meant to provide cleric support since nothing on this team appreciates being burned/poisoned, also, I thought Unaware would be a good choice over Magic Guard because of all the wisp spam.
Ferrothorn provides rocks, a bulky grass/steel and generally just has good synergy with Clefable.
Nice team, I really enjoyed the flow of it while playing although I noticed, that wisp spam will often be applied vs lando, not so much vs steela's, since they dont want to switch into rotom or zard x anyway, which works just as well. The idea of figy berry is really solid, I thought about sharp beak or silk scarf as options beside band, which also facilitate prediction, since staraptor isnt locked versus builds with ttar and clef for instance but figy berry in conjunction with wisp points out that not too bad bulk of staraptor and allows to get more kills, especially when considering that they arenr always the best chances to roost, even with wisp support. A few weaknesses which I have spotted so far are (naming the most annoying) : Lele, Blacephalon (encountered some random cm speedboost leftovers variant though specs seems dangerous as well), set up gear (though that has 100 % safe answer and unaware clef can wall it, if either the fairium is burned and it is healthy enough and or it hasnt got flash cannon, ferro can annoy it with seeds too, but focus blast has to be considered) and kart (though scarf doesnt seem to be the biggest threat)
Nice team, I really enjoyed the flow of it while playing although I noticed, that wisp spam will often be applied vs lando, not so much vs steela's, since they dont want to switch into rotom or zard x anyway, which works just as well. The idea of figy berry is really solid, I thought about sharp beak or silk scarf as options beside band, which also facilitate prediction, since staraptor isnt locked versus builds with ttar and clef for instance but figy berry in conjunction with wisp points out that not too bad bulk of staraptor and allows to get more kills, especially when considering that they arenr always the best chances to roost, even with wisp support. A few weaknesses which I have spotted so far are (naming the most annoying) : Lele, Blacephalon (encountered some random cm speedboost leftovers variant though specs seems dangerous as well), set up gear (though that has 100 % safe answer and unaware clef can wall it, if either the fairium is burned and it is healthy enough and or it hasnt got flash cannon, ferro can annoy it with seeds too, but focus blast has to be considered) and kart (though scarf doesnt seem to be the biggest threat)
Glad to hear it worked out for you! Re weaknesses, yeah we're a bit weak to stuff with Fairy/Fighting coverage since Ferro is our main answer to fairies, idk if there's much that can be done about that. For Blacephalon, you should be able to revenge kill specs with scarf Lando (or get a free switchin with Staraptor if it's locked into Shadow Ball). The speed-boosting variant is rather weak and should be walled by Clef, unless it gets a burn/spdef drop. Charizard is meant to be a hard check to Kart (the only thing that can kill it is +2 Z-Giga Impact), so I'm surprised you were having trouble with that.
Glad to hear it worked out for you! Re weaknesses, yeah we're a bit weak to stuff with Fairy/Fighting coverage since Ferro is our main answer to fairies, idk if there's much that can be done about that. For Blacephalon, you should be able to revenge kill specs with scarf Lando (or get a free switchin with Staraptor if it's locked into Shadow Ball). The speed-boosting variant is rather weak and should be walled by Clef, unless it gets a burn/spdef drop. Charizard is meant to be a hard check to Kart (the only thing that can kill it is +2 Z-Giga Impact), so I'm surprised you were having trouble with that.
The Issue with blace was, it got drops and was speedboost and leftovers, so I couldnt harm it that well (next time ill just blame it on the hard cteam) . Kart can be annoying with band and z moves that hit zard neutrally but after some chip, it is manageable with scarf lando :]