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Leo

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MPL Champion
Ok, time to dump some more teams. Most of them are drafts with no real ladder xp (yet), because I mostly just scrimmed vs other players I know (because ladder is cancer *cough*), but they all seem rather reliable:

1)


Char-X Hazard Spam Stall. All kinds of entry hazards, electric resists and bulky WoW Zard

Charizard (F) @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Roost
- Will-O-Wisp
- Flare Blitz
- Dragon Tail

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Spikes
- Iron Head

Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic Spikes

Tangrowth (F) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]

Mantine (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 224 Def / 24 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Haze
- Roost
- Scald

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Hi, just a small tip, if you're using hazzard stacking stall and your main wincon is wearing down your opponent with entry hazzard I wouldn't run Defog, mainly because you don't have M-Sab and your opponent can easily pressure your team with rocks (zard and Mantine) or spikes (Toxapex and pmuch everything is heavily pressured) so you'll be force to defog every now and then, which makes laying hazzards pointless.
Btw I think Stall viability this gen is really low, I believe Stall was kinda common the first week of SuMo release (maybe because people were using alolan egg with no stallbreaker and that kind of shit) but atm with so many broken mons running around it's tough for stall.
 
3)


Standard Rain Offense. Abuse the shit out of Swift Swim Kingdra and Koko + A-Raichu combo. Garchomp as an Ele Resist and Suicide Lead, Scizor because Scizor.

Pelipper (F) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Defog
- Roost
- Scald
- U-turn

Kingdra (F) @ Choice Specs
Ability: Swift Swim
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Ice Beam
- Scald

Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Grass Knot
- Thunder
- U-turn

Raichu-Alola (F) @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Surf
- Thunder

Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- Swords Dance
- Roost
- U-turn

Garchomp (F) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock


Also work in progress: a Rain Defense team around Goodra + Decidueye :P

Sorry for not posting any detailled info about the teams, but if someone is interested, just ask here or throw me a PM. Also, once again: those are DRAFTS, don't nail me if they don't work out for you ;)

Edit: RIP, those serebii "sprites" are HUGE. My bad
How do you fair without a rock clearer? I was planning on running this team:

Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder
- Hidden Power [Ice]
- Taunt
- Volt Switch

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 200 Def / 60 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Hurricane

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunder
- Psychic
- Grass Knot
- Focus Blast

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Icicle Spear
- Stealth Rock

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 252 HP / 148 Atk / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Power Whip
- Gyro Ball
- Earthquake


This is a Pre-bank team (mamo replacing garchomp). I just felt I already had too many special sweepers for kingdra and wanted to remove rocks.
 
How do you fair without a rock clearer?
Pelipper has Defog :P I had it on Scizor first, but not having the option to SD hurt me quite a bit. I can't really comment on your team though, since I haven't played a single game of Prebank, so I don't really know about the meta or correct sets there, sorry :/

Hi, just a small tip, if you're using hazzard stacking stall and your main wincon is wearing down your opponent with entry hazzard I wouldn't run Defog, mainly because you don't have M-Sab and your opponent can easily pressure your team with rocks (zard and Mantine) or spikes (Toxapex and pmuch everything is heavily pressured) so you'll be force to defog every now and then, which makes laying hazzards pointless.
Btw I think Stall viability this gen is really low, I believe Stall was kinda common the first week of SuMo release (maybe because people were using alolan egg with no stallbreaker and that kind of shit) but atm with so many broken mons running around it's tough for stall.
Fair point, I was considering some spinners, but most are just ass right now, or don't get reliable recovery. And I don't want to run COMPLETELY without the option of removing hazards on my side of the field :/ And yeah, I know Stall has a rough time right now, but I'm a die-hard stall player, so I'm pretty sure I'll eventually refine one of my current drafts good enough to make it work. Maybe wait until the meta has settled a bit and the first few ban waves are out, so we'll have an easier time.
 
Hi there. I'm still very new to competitive and Im looking for feedback on this gen 7 prebank team. Any help is appreciated...



Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Horn Leech
- Woodhammer
- Stone Edge
- Superpower

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe
Impish Nature
- Bonemerang
- Flare Blitz
- Shadow Bone
- Will-O-Wisp

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 76 Def / 180 SpD
Careful Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Toxic

Nihilego @ Air Balloon
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Power Gem
- Sludge Wave
- Hidden Power [Ice]

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

Tentacruel wasn't doing much unfortunately so I switched it for Magnezone. Zone supports Nihilego and Scizor by taking out the Steels that resist them.
 
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Well I have been trying out Sand for the first time, but with some unconventional mons for the early S/M meta.


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake


Mimikyu @ Leftovers
Ability: Disguise
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Will-O-Wisp
- Play Rough
- Shadow Sneak
- Pain Split


Slowbro @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Psychic
- Ice Beam
- Shadow Ball


Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin


Exeggutor-Alola @ Choice Specs
Ability: Frisk
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Draco Meteor
- Flamethrower
- Sludge Bomb


Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Roost
- Thunderbolt
- Hidden Power [Ice]

So of course, the plan is to build around Tyranitar and Excadrill, who are fairly standard in their sets. However, I did want this to be a team that can function without relying on having Sand up, hence Band Ttar over Smooth Rock and Rapid Spin on Excadrill. Slowbro blocks Fighting and Water, Zapdos provides a Ground immunity and additional Fighting resist, A-Exeggutor is a great Ground and Water resist, and Mimikyu gives yet another Fighting switch-in. All of them barring Mimikyu are also selected as burn switch-ins for Ttar and Exca.

In action, Slowbro and A-Exeggutor are so much fun to use because nobody expects them. They catch people off-guard. Courtesy of AV, Slowbro is a wall on both ends and is able to do good damage being fully invested in SpA. A-Exeggutor is a nuke with Specs, and its movepool makes it rough to switch into. Zapdos is yet another solid wall on both ends. By not sticking it with Defog, I have been able to surprise people by packing HP Ice and Volt Switch, one of which they just don't expect. Surprisingly, these three have more often ended up being win-cons than Excadrill for me.

Mimikyu is the oddball and is one I don't know if I plan on keeping on the team. Disguise + Will-O is designed to halt anything that might get out of control while Pain Split lets it be a more long-term defensive option. However, I find myself rarely using it apart from death fodder. Not sure if I want to drop it or not.

I'm all about trying to do some unconventional things without being gimmicky. If you're tired of the same old builds and the same old mons, like I am, then this team is a pretty fun one to roll with.

EDIT: Just wanted to add that Static and Frisk are two really great abilities that add some cool niche support to the team.

EDIT 2: Here's a replay of the team in action that perfectly shows all the mons (except Mimikyu) doing their respective job perfectly http://replay.pokemonshowdown.com/gen7pokebankou-489240897
 
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Current team I've been using and had a little fun with.


Xurkitree @ Magnet
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Tail Glow
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Flamethrower

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk
- Earth Power
- Hidden Power [Ice]
- Smack Down
- Stealth Rock

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Taunt

Started with a mad breaker 'core' of TG Xurkitree and SD Kartana and just built around that, ended up replacing Kartana for the need of priority. There wasn't really a strategy that went to putting this team together, I just wanted to cover as much as I could. I have Xurk as my main breaker, Bish as a secondary breaker and priority user, Scarf Gene as a revenger/fast threat (Phero) remover, Koko as my fast Electric user since against more offensive teams Xurk usually kips in the back till I need a sac-fodder, Lando as a rock setter, and Zam as a secondary offence punisher and an incredibly flimsy answer to Rain being able to Trace Swift Swim and all. The sets are very self-explanatory, very standard besides Lando-I, I've used it on every team I've been running so far and I hadn't once used any attack I've put on it that wasn't HP Ice or Earth Power so I thought it would be no risk to run a gimmicky Smack Down on it to bait in Celesteela or I guess Skarm too, I have had the chance to use it on the off occasion and it has been pretty effective surprisingly since something will definitely have to take a hard Earth Power after. They're some tough buggers and they hit hard.
Problems are balanced teams with few half-measures in their selections of offensive and defensive picks, if I see a a Celesteela and a Tapu Koko on the same team I'm not in for a fun ride. Alolan Marowak has very annoying tendencies, as does Chansey. And Rain is still a problem too, I hate that shit.

EDIT: Those cancer-stall teams with the wonder-trio (Shedinja, Duggy, Mega Shiny-Eyeballs) are near unmanageable, Xurk's opportunities to set up and start breaking are very limited and the combination of Shed+Duggy generally means I will have to lose something (something meaning something that can relatively effectively handle Mega Shiny-Eyeballs [or Chansey if that's there too]). Not fun.
 
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Here's a strong pre-bank sm team based around a pinsir mag core.

Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

This man needs no introduction really. Ripping apart teams with high powered frustrations, quick attack for picking off weakened faster mons or ohkoing pheromosa. Not much to really say here.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Standard scarf mag set. Basically mainly for trapping celesteela skarm so pinsir can sweep, and can also trap and kill mons like kartana. Aside from his main job, he's really useful in revenge killing, smacking tapu lele and bulu with flash canon and slamming those bulky waters with thunderbolt. Also does a good job of baiting in marowaks.

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 84 Atk / 172 SpD
Careful Nature
- Horn Leech
- Zen Headbutt
- Nature's Madness
- Superpower

This guy really helps hold the team together and means I actually have a reliable switch into things like specs lele. He also is good at forcing out the celesteela and skarm so you can make some smart doubles into mag to trap and kill them (assuming they aren't shed shell xD). He also hits super hard even with little investment and can stay pretty healthy throughout the game while dishing out good damage. Nature's madness is also really amazing because you can just throw it off to weaken things you normally wouldn't be able to.

Necrozma @ Leftovers
Ability: Prism Armor
EVs: 248 HP / 140 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Moonlight
- Stealth Rock
- Thunder Wave

I originally ran a sash mamoswine, but I wanted another answer to the scary psychic types like m-metagross, tapu lele, and alakazam as my team doesn't have the greatest answers for them. Just rocks, t wave to slow down threats for pinsir to clean up, healing and powerful stab psychic.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Defog
- Calm Mind
- Moonblast

Probably the most reliable defogger in the tier atm and I really need some hazard control for pinsir. I like the calm mind set because it allows tapu fini to actually possess some offensive power, while also just being really well rounded in all stats. Normally I just use it to force people out and use it as a pivot mon.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 52 Atk / 160 SpD / 48 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Will-O-Wisp
- Earthquake

Marowak is really nice on this team because he walls a lot of key threats in the meta, like pheromosa, tapu koko and xuritree, while also providing Will-O-Wisp support and being a strong threat difficult to switch into. Ev's are to have more offensive presence live some special hits, and just a bit of creep to help kill other maro-a's with shadow bone.

Paste bin for team http://pastebin.com/wJPbMvNH

:toast:
 
TORKOAL SUN TEAM(Peaked 1685, #14 OU Prebank)



Yesterday I started laddering using a team with Tapu Lele + Mega Metagross but after 4 battles I got tired of using it and I continued with a much more fun team to use. The team I kept using from the 4th battle on is a Torkoal Sun Team; since S&M brought some pretty cool features for weather teams(Drizzle Pelliper, Drought Torkoal, multiple buffs for Hail teams) I wanted to use a Sun team and see if it could work in the current meta. (I started playing with early BW so the hype for weather teams is real)
Surprisingly I can tell you that sun teams are just great in this meta and they put a lot of pressure on every single typology of team out there.

I started the team with sun setter + sun abuser (Torkoal + Venusaur). Then I needed a way to pursuit things so I added Weavile. I thought of something that could make Venusaur's job easier(a pokemon that has more or less the same checks and counters of Venu but that can deal a lot of damage to them at the same time) so I added Volcarona. I then added Dragonite because I needed a physical setupper which could deal with haze-toxapex and heatran. At this point with the overall weakness of the team to stealth rock I decided to add a second rapid spinner, a fast one that can hit fairy types really hard and help with heatran: Excadrill.







THE TEAM:




Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Rapid Spin
- Toxic


Before even trying it I thought this was not gonna be a good Drought user. Damn, I couldn't have been more wrong. This thing's defences are amazing, it can tank so many hits and on top of that it can set and spin rocks. It is way better than Ninetales and Char Y at using drought just for the fact that it walls a few things(genesect, Scizor and so on) and has access to 2 of the most important moves you need to have in a sun team(rapid spin and stealth rock). Toxic is there to hit things like Charizard, Mantine, Pelliper and so on. Lava Plume is the stab move that puts pressure on things like Mega-Sableye (after the burn, it forces Mega-Sableye to switch out and allows me to use stealth rocks)


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 72 HP / 4 Def / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Growth
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb


Chlorophyll Venusaur's most standard set to be honest. This thing is a monster. Great coverage, the only thing I can't touch with it is Heatran, everything else is in trouble when this thing goes out in the sun. I chose to use Venusaurite as its item because sometimes I have the necessity to mega evolve in order to resist an atk by genesect or an ice beam by pheromosa/greninja. However I need to be careful when mega evolving because I lose the Chlorophyll speed boost. I only mega evolve when it's really needed(and a lot of times it is). This guy is usually the one who takes care of stall/semi-stall teams one handed. It can also beat Haze-Toxapex 1 v 1 even without the sunlight since +1 giga drain deals about 50 percent of damage to that thing. It also beats Chansey 1 v 1 too, which was surprising when I first realized it.


Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick / Poison Jab
- Knock Off
- Pursuit
- Ice Shard


I didn't really need Icicle Crash on Weavile so I started using it with Low Kick(Poison Jab is to deal more damage to Tapu Fini which stops Dragonite from sweeping) to deal significant damage to Heatran, Ttar(which takes my sun away), Bisharp and a bunch of other mons. The other moves are pretty standard, Pursuit to get rid of things that Venu and Volcarona can't ko easily like Latios/Latias for example.


Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Morning Sun


This is the star of the team. I end up winning most of the games with Volcarona. After Venu deals some decent damage to Volcarona's checks it's over, I quiver dance once and get rid of everything on my opponent's team that is not an Heatran. Nothing outspeeds it after a quiver dance(besides scarf users or priorities or setuppers with more speed) and it just hits so hard. Toxapex takes about 55 percent of damagerom a Fire Blast at +1. Morning Sun + Sunlight allows me to setup on water types which is very nice and overall, I prefer it to hp ground/ice/bugbuzz


Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Outrage
- Earthquake
- Dragon Dance


Ground resistor of the team. The main reason for having Dragonite in the team is to make him deal with Heatran and Toxapex. Dragonite benefits from both Venu, Volcarona and Weavile that can deal with its checks and you guys know what a dd Dragonite can do without its checks and counters around. It is a pretty standard set, with just fire punch over espeed. I use it to have an easier time against Tapu Bulu and Ferrothorn(which are not really a problem for this team, but without fire punch on dnite both of them would force me to use Venusaur/Volcarona before mid/end game which is not what I like to do with this team, I'd rather use them in the last part of the game when everything is weakened and they can just wreak shit up in one hit)


Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin


I needed a second rapid spinner for my team since it really suffers stealth rock. It also helps by raising the overall speed of the team in case I mega evolve with Venusaur or in case my drought user dies. Really standard set, not much to explain here.




The really annoying pokemon to face with this team: Mega-Pinsir, Tapu Fini, Heatran, Landorus-T, Mega-Garchomp and Marowak. Gotta play carefully when playing against these ones!




Some Replays:
http://replay.pokemonshowdown.com/gen7pokebankou-489260033

http://replay.pokemonshowdown.com/gen7pokebankou-489283069

http://replay.pokemonshowdown.com/gen7pokebankou-489271237

http://replay.pokemonshowdown.com/gen7pokebankou-489204841




Proof of the peak:





ETT:


Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Rapid Spin
- Toxic

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 72 HP / 4 Def / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Growth
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Knock Off
- Pursuit
- Ice Shard

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Morning Sun

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Outrage
- Earthquake
- Dragon Dance

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Enjoy :)

 
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A pre-bank offensive team:


Kommo-o @ Leftovers
Ability: Overcoat
EVs: 248 HP / 68 Atk / 192 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Dragon Claw
- Sky Uppercut

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Power Gem
- Thunderbolt

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Moonblast
- Aurora Veil
- Freeze-Dry

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Megahorn

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Defog
- Bullet Punch
- U-turn
- Roost


Bulky double-dance Kommo-o supported by Nihil's rocks and fairy-killing, MScizor's defog and fairy-killing, Band Bulu (stronk, recommended), A-Veil A-Tales (also stronk, also recommended), and Best Tapu to make up for the slowish nature of the rest of the team. Has major problems with MGross, though it was much worse before I switched Magnezone to Koko. Kommo-o initally had Bulk Up and Bulletproof, but when I added Ninetales I swapped to Overcoat and I figured that SD would better for a double-dance set. Nihilego runs TB mostly to smack Toxa if it wants to wall, though I considered running HP Ice to counter-lead Garchomp, if leadChomp is still a thing. Also, apparently this team gets walled by Togedemaru of all things, so I may have to get a Ground move in there somewhere.

Anyway, I've been having pretty good success with this team, although it still has some issues.

P.S: Tapu Koko is the coolest Tapu and no one can convince me otherwise.
 
Gen 7 Baton Pass

ft. Manaphy and Kartana
gotta go fast (Scolipede) (F) @ Leftovers
Ability: Speed Boost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Substitute
- Baton Pass
- Attract

Lampshade (Xurkitree) @ Wise Glasses
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

T S U N A M I (Manaphy) @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Ice Beam

Weeaboos (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Night Slash
- Leaf Blade
- Smart Strike
- Sacred Sword

kek (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Dark Pulse
- Hidden Power [Fire]
- Gunk Shot

Jihad (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Hyperspace Fury
- Zen Headbutt
- Gunk Shot


You lead Scoli and get to work on speed-passing. Kartana beats offense, Hoopa breaks balance, and Manaphy takes down stall. Xurkitree cleans up and Tail Glows if needed. Gren brings immediate speed, which is great.

So far, it's a bit match-up dependent but it works fairly well. Optimally Mega Heracross would be in here somewhere, but it's unfortunately not available yet. The team's biggest flaw is that it's very hard to switch into attacks and then have enough bulk to set up Tail Glows or live long enough to start snowballing.

Suggestions are welcome and appreciated.

coughcough speedpassed LO 4 attacks Kartana is absurd coughcough

Replays:
http://replay.pokemonshowdown.com/gen7pokebankou-489846953 vs Psychic Terrain Offense
http://replay.pokemonshowdown.com/gen7pokebankou-489862320 vs opposing BP
http://replay.pokemonshowdown.com/gen7pokebankou-489903386 with Stallbreaker Buzzwole over Xurkitree
 
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Gen 7 Baton Pass

ft. Manaphy and Kartana
gotta go fast (Scolipede) (F) @ Leftovers
Ability: Speed Boost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Substitute
- Baton Pass
- Attract

Lampshade (Xurkitree) @ Wise Glasses
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

T S U N A M I (Manaphy) @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Ice Beam

Weeaboos (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Night Slash
- Leaf Blade
- Smart Strike
- Sacred Sword

kek (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Dark Pulse
- Hidden Power [Fire]
- Gunk Shot

Jihad (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Hyperspace Fury
- Zen Headbutt
- Gunk Shot


You lead Scoli and get to work on speed-passing. Kartana beats offense, Hoopa breaks balance, and Manaphy takes down stall. Xurkitree cleans up and Tail Glows if needed. Gren brings immediate speed, which is great.

So far, it's a bit match-up dependent but it works fairly well. Optimally Mega Heracross would be in here somewhere, but it's unfortunately not available yet. The team's biggest flaw is that it's very hard to switch into attacks and then have enough bulk to set up Tail Glows or live long enough to start snowballing.

Suggestions are welcome and appreciated.

coughcough speedpassed LO 4 attacks Kartana is absurd coughcough

Replays:
http://replay.pokemonshowdown.com/gen7pokebankou-489846953
You definitely want a Stored Power Espeon on Baton Pass. Also Stallbreaker Buzzwole is a good replacement for M-Hera
 
NVT_Sart Thanks for the advice. I wasn't too concerned with phazing when the team was made, but seeing as how Espeon generally works well on BP team it could be worth looking into. Buzzwole sounds like it would be good; I'll be sure to test it.
 
A pre-bank offensive team:


Kommo-o @ Leftovers
Ability: Overcoat
EVs: 248 HP / 68 Atk / 192 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Dragon Claw
- Sky Uppercut

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Power Gem
- Thunderbolt

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Moonblast
- Aurora Veil
- Freeze-Dry

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Megahorn

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Defog
- Bullet Punch
- U-turn
- Roost


Bulky double-dance Kommo-o supported by Nihil's rocks and fairy-killing, MScizor's defog and fairy-killing, Band Bulu (stronk, recommended), A-Veil A-Tales (also stronk, also recommended), and Best Tapu to make up for the slowish nature of the rest of the team. Has major problems with MGross, though it was much worse before I switched Magnezone to Koko. Kommo-o initally had Bulk Up and Bulletproof, but when I added Ninetales I swapped to Overcoat and I figured that SD would better for a double-dance set. Nihilego runs TB mostly to smack Toxa if it wants to wall, though I considered running HP Ice to counter-lead Garchomp, if leadChomp is still a thing. Also, apparently this team gets walled by Togedemaru of all things, so I may have to get a Ground move in there somewhere.

Anyway, I've been having pretty good success with this team, although it still has some issues.

P.S: Tapu Koko is the coolest Tapu and no one can convince me otherwise.
A pre-bank offensive team:


Kommo-o @ Leftovers
Ability: Overcoat
EVs: 248 HP / 68 Atk / 192 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Dragon Claw
- Sky Uppercut

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Ice]

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Power Gem
- Thunderbolt

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Moonblast
- Aurora Veil
- Freeze-Dry

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Megahorn

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Defog
- Bullet Punch
- U-turn
- Roost


Bulky double-dance Kommo-o supported by Nihil's rocks and fairy-killing, MScizor's defog and fairy-killing, Band Bulu (stronk, recommended), A-Veil A-Tales (also stronk, also recommended), and Best Tapu to make up for the slowish nature of the rest of the team. Has major problems with MGross, though it was much worse before I switched Magnezone to Koko. Kommo-o initally had Bulk Up and Bulletproof, but when I added Ninetales I swapped to Overcoat and I figured that SD would better for a double-dance set. Nihilego runs TB mostly to smack Toxa if it wants to wall, though I considered running HP Ice to counter-lead Garchomp, if leadChomp is still a thing. Also, apparently this team gets walled by Togedemaru of all things, so I may have to get a Ground move in there somewhere.

Anyway, I've been having pretty good success with this team, although it still has some issues.

P.S: Tapu Koko is the coolest Tapu and no one can convince me otherwise.
Im not sure how feel about Kommo-o with that set. Also, try this set on Nihilego:

Nihilego @ Focus Sash
Ability: Beast Boost
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Power Gem
- Hidden Power Fire
- Stealth Rock
- Sludge Wave

I am suggesting this set on Nihilego because it seems to fit your team better and be an all-around superior set. The reason there are 80 HP EVs is because then if Nihilego gets a kill, it will get a boost in speed to deal with the Pheromosa most likely coming in to revenge kill it. It also serves as a lead, which your team does not really have.
 
NVT_Sart Thanks for the advice. I wasn't too concerned with phazing when the team was made, but seeing as how Espeon generally works well on BP team it could be worth looking into. Buzzwole sounds like it would be good; I'll be sure to test it.
np, glad I could help :) Phazing is just one thing espeon helps with. Hazards, status and, most importantly, unaware walls can be powered through, because while Unaware ignores the stat boosts, it doesn't ignore the increased BASE POWER of Stored Power.

I'm not sure if it's a finished/optimized set, but you can definitely use the one described HERE as a starting point for Buzzwole
 

INSANE CARZY GUY

Banned deucer.
I am curious of what people think could help my shednija team.

between shed, heatran, and mega sableye they really don't share a common weakness other than like scald, mold breaker, knock off or if someone can oh-ko sableye (happens a lot more this gen.)


Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Protect
- Baton Pass
- Will-O-Wisp
- Shadow Sneak

Shit eating grin (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Substitute
- Flamethrower
- Earth Power


Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 8 Def / 248 SpD
Impish Nature
- Will-O-Wisp
- Knock Off
- Foul Play
- Recover

I really like foul play for beating dragon dance charizard X who with E-quak/fire move smashes this core.

I just reached 1400 curious on other possible teammates
 
I am curious of what people think could help my shednija team.

between shed, heatran, and mega sableye they really don't share a common weakness other than like scald, mold breaker, knock off or if someone can oh-ko sableye (happens a lot more this gen.)


Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Protect
- Baton Pass
- Will-O-Wisp
- Shadow Sneak

Shit eating grin (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Substitute
- Flamethrower
- Earth Power


Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 8 Def / 248 SpD
Impish Nature
- Will-O-Wisp
- Knock Off
- Foul Play
- Recover

I really like foul play for beating dragon dance charizard X who with E-quak/fire move smashes this core.

I just reached 1400 curious on other possible teammates
Hey hey. Defensive Shedinja teams have a really formulaic skeleton normally:

You always want M-Sab + AT LEAST one other hazard remover in the form of a defogger; or, if you want to go for hazard stacking yourself, a Rapid Spinner. Mantine is a good example of a Defogger that works well with Shedinja, because it checks fire types that can hit Shed, can Haze on top of defogging and is a great special wall too.

Additionally, Dugtrio is (almost) mandatory, just because of the sheer utility you get from trapping + removing common threats to Stall, like Heatran. One could argue that you have a fair chance with your own Heatran there because of Earth Power, but in the end, your opponent might just do the same. Also Heatran is (obviously :P ) not the only reason to include Duggy, just propably the most important one on Stall.

You should definitely think of running Toxapex too, because while Shedinja walls threats like Pheromosa already, should your opponent couple those with a Sand or Hail Setter, you can't switch Shedinja into those threats for the duration of the Weather condition. Toxapex helps with that.

One last thing: 252 Speed EVs are a bad idea. You want to adjust this stat to always be 1 point SLOWER than things your team can only check, not counter. This allows you to slow-BP out of those threats and into your check, without that check having to take a hit by hard-switching into them. A good example for this would be to run 156 Speed EVs, which makes you 1 point slower than Clefable. This, in combination with Dugtrio, lets you FORCEFULLY pp-stall Clefable out. How it works is: Clefable can't touch Shedinja (unless it runs Flamethrower, which no one really does tbh), so you switch Dugtrio in on Clefable, trapping it. Shedinja switches in, tanks every move Clef has, BPs into Duggy again, etc.

If you're interested in a bit more in-depth explanation of Sheddy, you can check my SM analysis for it, the link is in my signature
 

INSANE CARZY GUY

Banned deucer.
I have haze mantine has a defogger, maybe I haven't fought a good sand team yet but honestly exadrill hammers me pretty hard with mold breaker and gliscor too. I have the speed evs there cause I figure being able to protect and baton pass vs no speed investment azumaril might be a good benchmark, but I really like that PP stall idea, some times I mix it up and run torment on heatran and I can stall out with reaction switches or if someone is boosting vs heatran when I have a sub up and they're burned I'll outlast them

Toxapex stacks my ground weakness, I've used it but honestly as burn heavy as I am currently I'd likly run Bashful bash, recover, haze, poison stab with shell

My other team mates are shiinotic(if it gets a spore it generally forces switch after switch and hazard stacking makes it super broken vs some teams and it just is perfect with heatran) and garchomp(no real reason really, just a glue mon no matter what it seems)
 
Safety goggles was also an option on Shedinja in 6G, and now that Hail has gained some usage it's definitely worth mentioning. I agree that M.Sableye and Dugtrio are mandatory, and Dugtrio has gained some base Atk. so it's even better. Togekiss also makes for a good defogger for stall, as he is a cleric.
I think you should have a Tapu (Bulu ?) as well because Tapu Fini terrain will prob cause troubles to stall (but that's just theorymoning, I didn't play stall this gen). Tapu Bulu also pairs really well with Toxapex.

Also be wary of Kyurem-B, he's pretty difficult to handle with that kind of team (because of Teravolt and his coverage/wallbreaking capacities).
 
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As far as I can deduct, the general formula for cancer-Stall teams with the wonder-trio core of Shed+Duggy+Mega Shiny-Eyeballs is add a fat Water in there to help out vs strong Grounds that the core isn't fully equipped to deal with, so slap an Alomomola or a Tappu Fini in there to help manage those; Alo makes a great Wish-Passer while Fini is a great Defogger and gives you a bit more options vs other Stall teams with Taunt and Nature's Madness and all. Hell, you could even slide a CroCune on there too if you want a little bulky-offence action. You'll likely want something to support you against fat Waters too, so Ferro could be one to consider, also works as a hazard-setter, or you could try Zapdos who also gives you Defog support. Chansey's probably your best bet for a final go-to option because it's thick as fuck and makes a great cleric in Wish-Passing and Aromatherapy status-removal to help keep your team looking healthy, it can set hazards, spread status, it's pretty maluable to fit whatever you lack by the end more or less. Unaware Clef might also be a way to go to put a stop to set-up breakers. You can slap a Heatran on there for hazard and Fairy support and maybe some stall-breaking depending on your set, but it will open up a bit more weakness against Grounds like the Landos, Glisc, etc so I'm not sure how much it'll help in the long run.

You'll most likely end up with something that looks like this:




I'd say give NVT_Sart's team a go, he posted it a page or two back. Shit brings tears to my eyes.
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Protect
- Knock Off
- Recover
- Will-O-Wisp

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Protect
- Shadow Sneak
- Will-O-Wisp

Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 0 SpD
- Earthquake
- Pursuit
- Screech
- Reversal

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Defog
- Discharge
- Heat Wave
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock

Alomomola (F) @ Leftovers
Ability: Regenerator
EVs: 32 HP / 224 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Scald
- Toxic
- Wish
 
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As far as I can deduct, the general formula for cancer-Stall teams with the wonder-trio core of Shed+Duggy+Mega Shiny-Eyeballs is add a fat Water in there to help out vs strong Grounds that the core isn't fully equipped to deal with, so slap an Alomomola or a Tappu Fini in there to help manage those; Alo makes a great Wish-Passer while Fini is a great Defogger and gives you a bit more options vs other Stall teams with Taunt and Nature's Madness and all. Hell, you could even slide a CroCune on there too if you want a little bulky-offence action. You'll likely want something to support you against fat Waters too, so Ferro could be one to consider, also works as a hazard-setter, or you could try Zapdos who also gives you Defog support. Chansey's probably your best bet for a final go-to option because it's thick as fuck and makes a great cleric in Wish-Passing and Aromatherapy status-removal to help keep your team looking healthy, it can set hazards, spread status, it's pretty maluable to fit whatever you lack by the end more or less. Unaware Clef might also be a way to go to put a stop to set-up breakers. You can slap a Heatran on there for hazard and Fairy support and maybe some stall-breaking depending on your set, but it will open up a bit more weakness against Grounds like the Landos, Glisc, etc so I'm not sure how much it'll help in the long run.

You'll most likely end up with something that looks like this:




I'd say give NVT_Sart's team a go, he posted it a page or two back. Shit brings tears to my eyes.
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Protect
- Knock Off
- Recover
- Will-O-Wisp

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpA / 0 SpD
- Baton Pass
- Protect
- Shadow Sneak
- Will-O-Wisp

Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 0 SpD
- Earthquake
- Pursuit
- Screech
- Reversal

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Defog
- Discharge
- Hidden Power [Fire]
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock

Alomomola (F) @ Leftovers
Ability: Regenerator
EVs: 32 HP / 224 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Scald
- Toxic
- Wish
running 136 speed is better to underspeed clefable so u can pp stall non flamethrower variants.
 
running 136 speed is better to underspeed clefable so u can pp stall non flamethrower variants.
The value you're looking for is 156, not 136, and actually no idea why I didn't implement that in my importable, I even explained it to someone earlier in this topic. Thanks for hinting me to it though!
 
Sorry for the late reply...

I don't believe defog on scizor is available as of yet since it's a HM move from Gen 4 and none of it's breeding partners can breed defog onto it.
Yeah, looks like the only Pokemon that can breed Defog onto it have to be from Gen 4... welp, I think this team could probably hold its own in the Pokebank meta anyway

Im not sure how feel about Kommo-o with that set. Also, try this set on Nihilego:

Nihilego @ Focus Sash
Ability: Beast Boost
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Power Gem
- Hidden Power Fire
- Stealth Rock
- Sludge Wave

I am suggesting this set on Nihilego because it seems to fit your team better and be an all-around superior set. The reason there are 80 HP EVs is because then if Nihilego gets a kill, it will get a boost in speed to deal with the Pheromosa most likely coming in to revenge kill it. It also serves as a lead, which your team does not really have.
I don't think the team needs a dedicated lead. Generally, I try to anti-lead to prevent my opponent from getting up Rocks early, and Scizor does a pretty good job at that. Also, FS really hampers the damage output of Nihilego, but I'll check out your EV spread and HP Fire.

On Kommo-o, I'm pretty sure it's not the best set it can run, but I wanted to try it out cause it looked fun. The setup opportunities provided by A-Veil are really useful though, and often I can get up both boosts
 

Cheryl.

Celesteela is Life
celesteela.gif
tapufini.gif
venusaur-mega.gif
marowak-alola.gif
garchomp.gif
genesect.gif

Celesteela @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Autotomize
- Heavy Slam
- Earthquake
- Fire Blast / Stone Edge

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 240 HP / 216 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Surf
- Moonblast

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Shadow Bone
- Fire Punch
- Stealth Rock
- Will-O-Wisp

Garchomp @ Firium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Flamethrower


I wanted to build around Autotomize LO Celesteela as it's a pretty strong sweeper with great coverage and power (It's also so heavy that Heavy Slam is still 120 BP against most targets even after an Autotomize) that's able to snowball Attack boosts with Beast Boost. I then added Tapu Fini as it helps weaken a lot of Celesteela's defensive switch-ins with Nature's Madness + Taunt, and checks Fire-, Dark-, Fighting-, and Ground-types with it's great typing and bulk. Mega Venusaur was then added as a blanket check to stuff including Pheromosa and Tapu Bulu, added Leech Seed over HP Fire since the team pressures Mega Scizor and Ferro decently enough and Leech Seed helps wear down stuff for Celesteela + keeps Mega Venu and the team more healthy. Alolan Marowak adds another check to Electric-types and Pheromosa so Mega Venu isn't as pressured, and helps with Mega Scizor and adds Stealth Rock to the squad. Firium Z SD Chomp is an underrated set right now, being able to lure in a lot of Celesteela's checks in opposing Celesteela, Ferrothorn, and Skarmory, and adds a lure to Tapu Bulu, which annoys Garchomp a lot. Garchomp also is just a great wallbreaker that helps wear stuff like Mantine down, which is really useful. (Also a nice offensive Elec check) Scarf Genesect was added as speed control mainly, giving the team a way of maintaining momentum in U-Turn and helping out against stuff like Hoopa-U, Tapu Lele, Garchomp and Lando-T, etc. Overall the team isn't exactly perfect but it's gotten me to a decent ladder rating of 1479, and it's really fun to use, especially when you can get a successful snowball sweep with Celesteela.
 
View attachment 74500 View attachment 74499 View attachment 74502 View attachment 74503 View attachment 74504 View attachment 74506
Celesteela @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Autotomize
- Heavy Slam
- Earthquake
- Fire Blast / Stone Edge

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 240 HP / 216 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Surf
- Moonblast

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Shadow Bone
- Fire Punch
- Stealth Rock
- Will-O-Wisp

Garchomp @ Firium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Fire Fang

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Flamethrower


I wanted to build around Autotomize LO Celesteela as it's a pretty strong sweeper with great coverage and power (It's also so heavy that Heavy Slam is still 120 BP against most targets even after an Autotomize) that's able to snowball Attack boosts with Beast Boost. I then added Tapu Fini as it helps weaken a lot of Celesteela's defensive switch-ins with Nature's Madness + Taunt, and checks Fire-, Dark-, Fighting-, and Ground-types with it's great typing and bulk. Mega Venusaur was then added as a blanket check to stuff including Pheromosa and Tapu Bulu, added Leech Seed over HP Fire since the team pressures Mega Scizor and Ferro decently enough and Leech Seed helps wear down stuff for Celesteela + keeps Mega Venu and the team more healthy. Alolan Marowak adds another check to Electric-types and Pheromosa so Mega Venu isn't as pressured, and helps with Mega Scizor and adds Stealth Rock to the squad. Firium Z SD Chomp is an underrated set right now, being able to lure in a lot of Celesteela's checks in opposing Celesteela, Ferrothorn, and Skarmory, and adds a lure to Tapu Bulu, which annoys Garchomp a lot. Garchomp also is just a great wallbreaker that helps wear stuff like Mantine down, which is really useful. (Also a nice offensive Elec check) Scarf Genesect was added as speed control mainly, giving the team a way of maintaining momentum in U-Turn and helping out against stuff like Hoopa-U, Tapu Lele, Garchomp and Lando-T, etc. Overall the team isn't exactly perfect but it's gotten me to a decent ladder rating of 1479, and it's really fun to use, especially when you can get a successful snowball sweep with Celesteela.
How do you deal with Garchomp in Misty Terrain?
 
been having a bunch of fun running this team got up to 1550+ with it been getting very few losses


Golisopod @ Assault Vest
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- First Impression
- Liquidation
- Leech Life
- Sucker Punch

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Jolly Nature
- Protect
- Leech Seed
- Heavy Slam
- Toxic

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Ancient Power
- Magma Storm
- Taunt
- Stealth Rock

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Amnesia

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Air Slash
- Defog
- Roost

Gengar @ Ghostium Z
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Destiny Bond
- Psychic
/////////////////

Any body wondering about the natures they match what my in game legends are.
Really been enjoying nuking people with ghostium z on gengar most people don't see it coming and lose their gengar checks to it. Golisopod has also really been pulling it's weight as well its aways pretty easy to tell what pokes they will switch into to avoid FI. Smart play of Goli really gives people the run around.
 
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