Resource Ultra SM OU Bazaar


Back 2 Uber (Aegislash) @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 30 Spe
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

Slow but I'm Good (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 80 HP / 252 Atk / 12 SpD / 164 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Bonemerang
- Substitute

Scald aint burn (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 200 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Moonblast
- Defog
- Taunt

Ugly Tree (Xurkitree) @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Energy Ball
- Hidden Power [Ice]

Broken As Ever (Landorus) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Sludge Wave
- Hidden Power [Ice]
- Stealth Rock

Zygarde be gone (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance


Here a team I'm using with great success (1400s on ladder). The team feature SD Weavile, which is rare to see in this meta, but it's very effective. Lando-I + Marowak-A provide the wallbreaking power, while checking a punch of the meta rn. Aegis is mostly for Gene, and also it performs consistently in every match-up. Tapu Fini with Defog for hazard control and help Weavile to deal with Zygarde. Scarf Xurkitree beats Water & Flying-type, which the team might struggle with, and potentially clean up late game when opponent's Electric immunity is gone.

- Aegis runs 30 Speed IV to be slower than opposing Aegis and KO with Shadow Ball. Dual STAB + Shadow Sneak is the most consistent set right now tbh.
- Marowak is EV'ed to speed creep upto base 65s and secure subtitute against Tapu Koko and Celesteela. Sub is useful vs Aegis's King's Shield, Toxapex's Baneful Bonkers or on the predicted switch (Dual STAB + Bonemerang offer excellent coverage, and Sub helps a lot with prediction).
- Tapu Fini speed creep defensive Lando-T and OHKO with Hydro Pump. Taunt prevent Toxapex setting TSpikes and being a good utility move in general. Dual STAB hits most things hard and has good coverage.
- Scarf Xurkitree uses Modest since there isn't anything significant that need Timid to ouspeed (Modest Scarf outpace upto Tapu Koko)
- Lando has Sludge Wave + HP Ice for coverage as it best fit the meta. Stealth Rock on Lando because Marowak isn't a reliable SR setter.
- Weavile set is standard. Ice Shard is preferred over Poison Jab to beat faster threats (Phero, Scarf Lando-T, DD Zygarde, etc.).
 
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Made an offensive team focused around two of the major 6-0 threats in the meta right now: Porygon-Z-Conversion and DD RestTalk Zygarde (pls ban). The general principle is that teams that have good methods to deal with one generally are pretty susceptible to the other, since PoryZ wrecks offensive teams and Zygarde is a great stallbreaker and physical tank. I choose Electric PoryZ for STAB Boltbeam and the ability to outspeed and OHKO Tapu Koko in Electric Terrain with Thunderbolt (!?!). The rest of the team is built to counter certain threats. Buzzwole's Ice Punch wrecks Zygarde, Tapu Koko boosts PoryZ and provides good wallbreaking as well as being a great offensive pivot, and Heatran/Decidueye combo can trap specific walls and eliminate them.

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rest
- Sleep Talk
- Thousand Arrows
- Dragon Dance

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Conversion
- Recover

Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Nature's Madness

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Magma Storm
- Stealth Rock
- Hidden Power [Electric]
- Earth Power

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Substitute
- Leech Life
- Ice Punch
- Brick Break

Decidueye @ Leftovers
Ability: Overgrow
EVs: 252 HP / 4 Atk / 144 Def / 108 SpD
Careful Nature
- Baton Pass
- Spirit Shackle
- Swords Dance
- Roost
This team gets shut down by Shedinja if Decidueye and Heatran go down, and is also walled by Coil/Dragon Tail Zygarde (what the flipping heck ban this monster). Opposing PoryZ can be taken care of as long as Zygarde is at full health/through rocks because even a +1 PoryZ Ice Beam doesn't kill (WTF). Pheromosa needs some playing around but PoryZ can check it as most people won't HJK when Decidueye is still up and I outspeed Jolly Phero at +1.

Thoughts, anyone?
 
Bell (Persian-Alola) (F) @ Darkinium Z
Ability: Fur Coat
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Parting Shot
- Foul Play
- Taunt
- Toxic

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

Shugon (Golisopod) @ Assault Vest
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Leech Life
- Liquidation
- Poison Jab

Bird? (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Grass Knot
- Dazzling Gleam
- Thunderbolt

Egg (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Heal Bell
- Soft-Boiled
- Healing Wish

SPOOOOOOOOOOOOOOOOOOOOOOOOOOOOON (Alakazam) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psyshock
- Shadow Ball
- Focus Blast


This is my early S/M team, playtested back and forth for a good while. Originally it ran Specs Greninja in Tapu Koko's slot, but I found there to be a lack of coverage, so I rotated Koko with HP Ice in. This team is based around Z-Parting Shot Persian, focusing on abusing Emergency Exit(Assumins Showdown's ver of how it works is the proper one, Jury's still out apparently). Send in Golisipod, smash some things, E Exit into Persian, Persian gimps the current opp poke before full restoring Golisipod. This also helps with Marowak, as while it's a great mon on its own, its lack of recovery options hampers its tanking. Chansey with Healing wish is there for a reason, because we've all been at that point where Chansey is now a worthless sack of eggs against their Aegislash or something. So, sack the Chansey, and full heal Goli for a second reset. Alakazam rounds out the team very well, giving fast revenge kills out like candy, and ignoring entry hazards on switch in. An interesting note is that with so many VERY powerful abilities running around now, between Beast Boost, Thick Fur, Lightningrod, and others, the Trace on mega evo can easily win a game on its own. I picked up Beast Boost one game, and the sweep was like lightning. An Alakazam-M with basically Special Moxie is a scary thought.

Current issues I'm having are with lacking real dark coverage(Foul Play is bad vs some targets that would normally eat a pulse/suckerpunch), and I'm lacking Rocks. I'm heistant to give up burn tech on Marowak, but Chansey's rocks haven't come in the mail yet, so that's the current choice. It warrants some more testing, but ATM the burn is excellent for answering beasts like Golisopod or others that think they can force a switch.
 
Alola Rain




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

Raichu-Alola @ Aloraichium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Psychic
- Hidden Power [Ice]/volt switch
- Surf

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Hurricane
- Scald
- U-turn
- Roost

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Surf

Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Swords Dance

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


I'm sure this can be tweaked a bit but basically I'm having fun surfing the high seas, the overlapping of Electric Terrain and Rain is so wonderful, you got over powered water, flying and electric moves coming at you. It also makes nice use of volt switching to your relevant pokemon. Kartana comes and feeds off the weakned mons and just basically sweeps at the end.

========

Porygon'Z Revenge (WIP)



Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 52 HP / 252 SpA / 204 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Ice Beam
- Conversion

Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sacred Sword
- Leaf Blade
- Smart Strike

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Ice]

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Trick
- Ice Beam

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Roost
- Whirlwind

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psyshock
- Moonblast
- Focus Blast
- Hidden Power [Fire]


This team is HO with a hazard setter and hard, fast hitting monsters. Due to the frality, I have enlisted Tapu Lele to prevent priority and a scarfed Latios with trick for added benefits. It usually comes down to either a Kartana sweep after all is said or done or a Ghost Adaptibility Porgyon-Z with +1 everything and bolt beam coverage.
 
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I've built a nice little pre-Pokébank team, and after playtesting, I found it does well against much of the metagame. However, I still feel it could be improved, so I would like your guys' input on it:

Tank (Celesteela) @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Flamethrower
- Flash Cannon
- Air Slash

Dead Weight (Dhelmise) @ Leftovers
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Anchor Shot
- Rapid Spin
- Power Whip
- Shadow Claw

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

Brannigan (Golisopod) (M) @ Assault Vest
Ability: Emergency Exit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Leech Life
- Liquidation
- Rock Tomb

Boeing (Garchomp) (M) @ Lum Berry
Ability: Sand Veil
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Swords Dance
- Stone Edge

Stonehenge (Gigalith) (M) @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Explosion


I chose to try out using an offensive Celesteela and a Sand Stream Gigalith, and I found both to work very effectively. After a Beast Boost to its Special Attack, Celesteela pretty much continues to wreak havoc and get in more Beast Boosts, and Gigalith has the bulk to reliably set up Rocks as well as the power to put a dent in things afterward. The other Pokémon on the team are there to fill necessary spots on the team as well as well as take advantage of what they have to offer. Dhelmise provides Rapid Spin support, Tapu Koko and Golisopod are pretty good on their own, and Sand Veil Garchomp can take advantage of Sandstorm to occasionally miss crucial hits to set up and hit back hard.

Any advice you guys may have for me will be greatly appreciated. Bear in mind that this is pre-bank, so some move combinations might not be valid yet.
 
Current team I've been running with in the prebank OU meta. Looking for advice.

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Horn Leech
- Leech Seed
- Stone Edge
- Substitute

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

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Speed
Jolly Nature
- Stealth Rock
- Earthquake
- Aqua Tail
- Pursuit

Decidueye @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Spirit Shackle
- Baton Pass
- Substitute
- Roost

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

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Rapid Spin
- Scald
- Acid Spray
- Knock Off
 
Priority Hyper Offense Spam, Lycanroc is the best suicide lead i've ever seen. Infernape is supposed to bait Mantine and kill it with SR up. Azu (faster than "standard" marowak) can drum easily due Z Crystal, Scarf Kyu is just random but it seems works good!

Lycanroc @ Focus Sash
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Stone Edge
- Accelerock

Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Vacuum Wave
- Fire Blast
- Thunder Punch

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

Azumarill @ Normalium Z
Ability: Huge Power
Shiny: Yes
EVs: 88 HP / 212 Atk / 208 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Tapu Koko @ Expert Belt
Ability: Electric Surge
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hidden Power [Ice] / Volt Switch
- U-turn / Brave Bird
- Wild Charge
- Nature's Madness

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Outrage
- Iron Head
- Fusion Bolt
- Ice Beam
 

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Will-O-Wisp
- Knock Off
- Recover

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Sleep Talk
- Coil
- Thousand Arrows

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Stealth Rock
- Roost
- Iron Head
- Whirlwind

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

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Baneful Bunker

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Scald
- Earthquake
- Curse
- Recover
zygarde-c is broken
Nice Team p2. I agree Zygarde is very broken. I eneded up changing quag to clef to keep other zygardes at bay and ended up swapping out baneful bunker for haze on toxapex.
Managed to get #1 on the ladder today, but I mean that's not saying much when you've got an actual god on the team.
 
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Ash Borer

I've heard they're short of room in hell
Actually, if you want to make a change to my team to make dealing with Zygarde trivial, all you have to do is drop your 2nd attacking option on Bulu and run Whirlwind, because it gets that for some godawful reason. As long as Clef stays remotely healthy, you can't lose to Zygarde between the two.

Not that I think this version of the team is bad (other than EQ over Thousand Arrows????) it's just that there was a really easy solution to the problem lol
whirlwind doesnt do anything against Zyggy, it's the ultimate lastmon.
 

UltiMario

Out of Obscurity
is a Pokemon Researcher
whirlwind doesnt do anything against Zyggy, it's the ultimate lastmon.
As long as you don't get fucked by hax clef beats it when it comes down to a lastmon situation. You just use WW Bulu to keep Zygarde at bay until it comes to that point.
 

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Megahorn

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Toxic
- King's Shield

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 116 SpA / 140 Spe
Rash Nature
- U-turn
- Ice Beam
- High Jump Kick
- Bug Buzz

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Roost
- Earthquake


i wanted to make a team with cb tapu bara since i like its design and cb wood hammer is strong af, so i slapped some stuff together. unfortunate that it doesnt get play rough, but the coverage covers most bases anyway, i guess. chomp + rotom is the standard glue core from oras, checks a decent amount of threats while providing defensive synergy and letting me pivot into bulu. aegis + phero is not exactly the most creative of combos, but i mean is there really any doubt that both of these are stupid as fuck? like the two before them, they do what theyre expected to do and do it really, stupidly well. zardy is here to serve as a decent check to opposing aegis, since fucking with it is appreciated by bulu and phero. eq is here over focus blast because there arent really any targets ur hitting with focus rn. the team in itself is pretty weak to tapu koko among others, but i think its a cool squad nonetheless

e: thanks to tokyo tomas for helping me on this cause it was dingle dong before
 
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I know Power Construct is banned and will be implemented on ladder most likely today, but this was a fun team I built. Its so broken i was able to peak #2 on ladder while playing during work meetings and stuff.

Enjoy


Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- Lunge
- High Jump Kick
- Ice Beam

Aegislash @ Life Orb
Ability: Stance Change
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Shadow Sneak
- Iron Head
- Sacred Sword
- Swords Dance

Zygarde-Complete @ Steelium Z
Ability: Power Construct
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Extreme Speed
- Iron Tail

Greninja @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Taunt
- Scald
- Ice Beam

Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Smart Strike

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

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Megahorn

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Toxic
- King's Shield

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 116 SpA / 140 Spe
Rash Nature
- U-turn
- Ice Beam
- High Jump Kick
- Bug Buzz

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Roost
- Earthquake


i wanted to make a team with cb tapu bara since i like its design and cb wood hammer is strong af, so i slapped some stuff together. unfortunate that it doesnt get play rough, but the coverage covers most bases anyway, i guess. chomp + rotom is the standard glue core from oras, checks a decent amount of threats while providing defensive synergy and letting me pivot into bulu. aegis + phero is not exactly the most creative of combos, but i mean is there really any doubt that both of these are stupid as fuck? like the two before them, they do what theyre expected to do and do it really, stupidly well. zardy is here to serve as a decent check to opposing aegis, since fucking with it is appreciated by bulu and phero. eq is here over focus blast because there arent really any targets ur hitting with focus rn. the team in itself is pretty weak to tapu koko among others, but i think its a cool squad nonetheless

e: thanks to tokyo tomas for helping me on this cause it was dingle dong before
charizard with no hazard removal?
 
charizard with no hazard removal?
yea, typically i'd always make sure of that but honestly none of the hazard removers fit here, and in this meta, i don't think any of them are particularly good

the slot is p customizable though, if u think venu or zam or something to that degree fits here then go for it. u cud prob go tran here as well i think. i guess mantine over rotom works but it feels awk on a team like this
 


Manaphy @ Waterium Z
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Scald
- Psychic

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder
- Volt Switch
- Nature's Madness
- Hidden Power [Ice]

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- King's Shield
- Shadow Ball
- Flash Cannon
- Shadow Sneak

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- U-turn
- Hurricane / Defog
- Roost

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Atk / 44 Def / 200 SpD
Impish Nature
- Bullet Punch
- Brutal Swing
- Roost
- Swords Dance
To start the build, I decided to begin with Waternium-Z Manaphy, as it looked like a fun and cool sweeper, with Z-Rain Dance and Tail Glow. I chose Scald over Surf because burns are cool and I chose Psychic over Ice Beam and Energy Ball because hitting Toxapex and MVenu is nice.

Next I added Tapu Koko because it loves rain and can abuse Thunder in it. I put Zap Plate over something like Life Orb because Koko doesn't appreciate the recoil from LO (although it can run Roost to somewhat mitigate the recoil) and I can bluff Specs. Thunder is there because we have Rain, Volt Switch helps me pivot better, Nature's Madness knocks lots of switch-ins down to 1/2 and in range to die to Thunder, and HP Ice is for Ground-types that would usually want to switch into Tapu Koko such as Garchomp, Landorus-I and Dugtrio.

I added Aegislash next since the duo doesn't appreciate Pheramosa much. Leftovers helps Aegi slowly recover and stay alive longer in shield form, but you already knew this. I chose Quiet nature because losing speed is better than losing power from Shadow Sneak. Max HP an Max SpA help me maximize my bulk and how hard my two primary STABs, Flash Cannon and Shadow Ball, hit.

Next member was Pelipper for a solid rain setter. Damp Rock helps extend the length of our Rain for Koko and Mana. Scald is cool for burns, U-Turn helps me pivot slowly into my offensive threats, Hurricane hits Grass-types that annoy us, suck as Tangrowth and MVenu, and Roost helps Pelipper's longevity. An option for Pelipper is Defog, as the team is otherwise susceptible to hazards such as Stealth Rock, Spikes, and Toxic Spikes.

I needed a rocker on the team, so I added Chomp. Looking back on it, Chomp could be switched to Sash Rocks Lead if needed. The spread allows me to out speed max speed base 70s, and poured the rest into maximizing its physical bulk. Stealth Rocks are great to have, EQ for strong STAB, Dragon Tail helps phaze opposing teams and Fire Blast helps hit Steel-types such as Celesteela, MZor, and Skarmory.

Final member is MZor, as it appreciates the Rain support that Mana and Pelipper provide, and their ability to remove Fire-types, such as Heatran. The spread is the Bulky SD spread from gen 6 put on this team; it isn't broken, so no need to fix it. One thing you can change, however, is the Atk EVs to 44 to ensure a OHKO on Aegislash-Blade with Brutal Swing. Bullet Punch is, undoubtedly, one of the best Steel-type moves MZor can use, as it is hard-hitting STAB and priority, Brutal Swing is really cool tech on MZor, allowing it to hit things like MMeta, Aegi, and Lele for a powerful Technician-boosted Dark-type attack, Swords Dance is great set-up on MZor, and Roost helps with its longevity.
 
Well this is my first foray into Pokebank OU, post-Power Construct ban anyway, and I've attempted to build a team that can deal with the biggest threats right now (Pheromosa, Xurkitree, Tapu Koko, Tapu Bulu, Toxapex, Greninja, etc.) without being too specific to deal with other standards.


Tapu Lele @ Assault Vest
Ability: Psychic Surge
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Moonblast
- Shadow Ball
- Hidden Power [Fire]

Marowak-Alola @ Leftovers
Ability: Lightning Rod
EVs: 252 HP / 40 Atk / 216 SpD
Careful Nature
- Will-O-Wisp
- Stealth Rock
- Flare Blitz
- Shadow Bone

Mantine @ Leftovers
Ability: Water Absorb
EVs: 152 HP / 96 Def / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Air Slash
- Roost
- Defog

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 16 Atk / 240 SpA / 4 Spe
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

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

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 128 Atk / 128 SpD
Sassy Nature
- Leech Seed
- Iron Defense
- Heavy Slam
- Flamethrower


Tapu Lele is a monster, utterly countering Toxapex and blasting through even Psychic-resists with its massive Special Attack and Psychic Surge boost. Assault Vest lets it easily tank Aegislash hits, switch in repeatedly on any Greninja lacking Gunk Shot, and take on Tapu Fini handily. STAB Moonblast KOs most Dark types including easily destroying Mega Sableye, Shadow Ball hits hard enough to scare Aegislash (a possible 2HKO on 252/0 sets after Rocks) and Hidden Power Fire burns Mega Scizor (who can't use Bullet Punch), Ferrothorn and co.

A niche Pokemon, but one that has proven invaluable in the current metagame. Alolan Marowak with Lightningrod serves as an excellent counter to Xurkitree, Tapu Koko, Choice-locked Buzzwole (walling anything except EQ), Salazzle and Magearna lacking Shadow Ball. Leftovers is chosen over Thick Club's power purely for longevity - this one if often required to swithc in multiple times over the course of a standard OU match thanks to its ability to counter several key OU threats so the longer it survives, the more work it can do. Will-O-Wisp burns anything brave enough to switch into it or stay in on it (except fire types which usually cannot do anything back), putting threats like Tapu Koko, Aegislash, Greninja etc. on a timer which my team can capitalise on, and severely hindering the offensive potential of potential sweepers such as Z-Belly Drum Azumarill.


Mantine is incredibly bulky and its value as a sturdy Defogger cannot be understated. Countering Landorus-I (one of the biggest threats in the metagame and I really hope it gets banned quickly), Greninja, checking Mega Venusaur and Amoongus, tanking even Tapu Lele's Specs Psychic after SR and just generally never dying; it also lures in Xurkitree and Tapu Koko frequently which I can capitalise on with Alolan Marowak. Roost + Defog ensures long-term support while Scald fishes for burns and scares away things like SD Aegislash from setting up, while Air Slash can deal decent damage to Mega Venusaur, Amoongus (while fishing for flinches), and Tapu Bulu on the switch.

The monster that is Aegislash. Dual Special STABs hit harder against a large portion of the metagame, including Skarmory, Buzzwole and Tapu Bulu, while Shadow Sneak off 340 Attack will easily pick off weakened foes outside of Psychic Terrain. I keep this in reserve while Tapu Lele is in play of course, but there's not much else to say. It's Aegislash.


The best wallbreaker of Gen 7. Tapu Bulu's Choice Banded STAB Wood Hammer is absurdly powerful, 2HKOing standard Aegislash-Shield and Lando-T, OHKOing Landorus-I and all three other Tapu Deities regardless of defensive investment, and just being a very threatening move for the opponent to switch into, which makes it easier to capitalise on too. Horn Leech is weaker but still makes a mark thanks to STAB, and recovers the lost HP from recoil and entry hazards. Stone Edge is not usually needed but can slam the Mega Charizards and Buzzwole harder than any other move, while Superpower hurts Celesteela, Skarmory and Ferrothorn. The EV spread allows Tapu Bulu to brush off resisted hits like Scalds easier and cushions the blow from Wood Hammer recoil. A devastating mon, but requires prediction sometimes.


Celesteela is one of the most annoying mons to take down in all of Gen 7. Massive Special bulk, Heavy Slam at virtually always full 120 power before STAB, and Iron Defense to set up in the face of big physical threats like Buzzwole. Flamethrower scares Steel types like Ferro and Aegis, and Leech Seed allows additional recovery and forces switches. I did have Protect in place of Iron Defense, but I found that Celesteela almost never NEEDS to protect thanks to a. its absurb bulk and typing, and b. it plays in a way that makes the opponent predictable, allowing me to generally either just stay in while they overpredict, or switch to Mantine or Marowak to brush off the incoming Fire / Electric move, respectively. Scald is also a common move used to target Celesteela which allows me to frequently get Water Absorb on Mantine to cure SR damage when I need a safe in for it to Defog. If Heavy Slam pr Flamethrower gets a kill, its Special Defense will be boosted to the point that not even Tapu Koko's LO Thunderbolt can kill it, and anything weaker / not supereffective will be laughed off.

THREATS:
Landorus-I: If Mantine goes down, Lando-I can deal massive damage to my team. Focus Blast has a chance to 2HKO Celesteela, while it can potentially 2HKO Tapu Lele with Sludge Wave and easily OHKOes Tapu Bulu with the same move. Earth Power blows away Aegislash and Marowak without a fight.

Weavile: LO Knock Off and Icicle Crash are very dangerous. Weavile easily 2HKOes every Pokemon except for Celesteela, which was also part of the reasoning for my including Iron Defense on its set, forcing it away. Thankfully, all of my Pokemon except Mantine can OHKO it in return so it cannot switch in easily, but if it gets a free switch-in on a weakened Pokemon of mine and Celesteela is not in good condition, I usually end up having to sacrifice something to it.

Tapu Lele: My team can usually handle it, particularly Celesteela, Mantine and my own Tapu Lele, but the specs set is another story. A STAB, Psychic Terrain-boosted Psychic off a fully invested 130 SpA is almost impossible to switch into without a Dark type. Even Celesteela is 3HKOed, meaning it can only safely switch in once to force it out / KO it, while Mantine is easily 2HKOed. It and Aegis 3HKO each other, but its higher speed and immunity to Shadow Sneak will usually put it on top if Aegis has taken any prior damage.
 
This is a neat balance team I built with Tapu Fini (so thicc). It is based around two CM Water-types that can break down the slower defensive builds that are rising in popularity, supported by a bulky defensive core that can handle the offensive threats in the meta.

Here is a replay showing how the team works (I cherry-picked this one, but I wanted to show how Suicune can PP-stall stuff like Zygarde and Tapu Bulu, and threatens to sweep teams if the target switches out). I really believe VinCune is quite the hidden gem in this meta, which grants it tons of set-up opportunities while only a few true counters (ex. Mantine) exist. The two Water-types have solid synergy together, each being able to weaken their shared checks, while Tapu Fini also provides a much-needed status shield for the rest of the team. Marowak deters most of the Electric-types while possessing some decent support moves, Mandibuzz checks Aegislash + Hoopa and works as a Taunting Defogger, and Celesteela + Venusaur act as my Special and Physical walls (Venusaur also absorbs TSpikes when Defogging isn't possible).

As for weaknesses, this team is quite weak to Charizard-Y. I didn't deem it common enough to make any big changes to the team; the best you can do at the moment is play around the Sun and try to PP stall it (Fire Blast variants are nicer to face for this reason). Rotom-W is an annoyance, but if VinCune gets a Calm Mind, it can set up on Rotom.

Constructive criticism is very welcome, if you decide to try the team out I hope you enjoy c:


Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 244 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Taunt
- Moonblast

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Protect
- Leech Seed

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 16 Atk / 104 SpD / 140 Spe
Adamant Nature
- Shadow Bone
- Will-O-Wisp
- Fire Punch
- Stealth Rock

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 224 HP / 136 Def / 148 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 232 Def / 28 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Earthquake
It looks excellent for the most part, but I would remove Protect on Celesteela for Earthquake, and in turn replace Venusaur's Earthquake with HP Fire, so that you can not only hopelessly wall enemy Celesteela, but deal a bit of damage to it. I'd also try to speed creep Tapu Bulu with your Mandibuzz if possible.

Well this is my first foray into Pokebank OU, post-Power Construct ban anyway, and I've attempted to build a team that can deal with the biggest threats right now (Pheromosa, Xurkitree, Tapu Koko, Tapu Bulu, Toxapex, Greninja, etc.) without being too specific to deal with other standards.


Tapu Lele @ Assault Vest
Ability: Psychic Surge
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Moonblast
- Shadow Ball
- Hidden Power [Fire]

Marowak-Alola @ Leftovers
Ability: Lightning Rod
EVs: 252 HP / 40 Atk / 216 SpD
Careful Nature
- Will-O-Wisp
- Stealth Rock
- Flare Blitz
- Shadow Bone

Mantine @ Leftovers
Ability: Water Absorb
EVs: 152 HP / 96 Def / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Air Slash
- Roost
- Defog

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 16 Atk / 240 SpA / 4 Spe
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

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

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 128 Atk / 128 SpD
Sassy Nature
- Leech Seed
- Iron Defense
- Heavy Slam
- Flamethrower


Tapu Lele is a monster, utterly countering Toxapex and blasting through even Psychic-resists with its massive Special Attack and Psychic Surge boost. Assault Vest lets it easily tank Aegislash hits, switch in repeatedly on any Greninja lacking Gunk Shot, and take on Tapu Fini handily. STAB Moonblast KOs most Dark types including easily destroying Mega Sableye, Shadow Ball hits hard enough to scare Aegislash (a possible 2HKO on 252/0 sets after Rocks) and Hidden Power Fire burns Mega Scizor (who can't use Bullet Punch), Ferrothorn and co.

A niche Pokemon, but one that has proven invaluable in the current metagame. Alolan Marowak with Lightningrod serves as an excellent counter to Xurkitree, Tapu Koko, Choice-locked Buzzwole (walling anything except EQ), Salazzle and Magearna lacking Shadow Ball. Leftovers is chosen over Thick Club's power purely for longevity - this one if often required to swithc in multiple times over the course of a standard OU match thanks to its ability to counter several key OU threats so the longer it survives, the more work it can do. Will-O-Wisp burns anything brave enough to switch into it or stay in on it (except fire types which usually cannot do anything back), putting threats like Tapu Koko, Aegislash, Greninja etc. on a timer which my team can capitalise on, and severely hindering the offensive potential of potential sweepers such as Z-Belly Drum Azumarill.


Mantine is incredibly bulky and its value as a sturdy Defogger cannot be understated. Countering Landorus-I (one of the biggest threats in the metagame and I really hope it gets banned quickly), Greninja, checking Mega Venusaur and Amoongus, tanking even Tapu Lele's Specs Psychic after SR and just generally never dying; it also lures in Xurkitree and Tapu Koko frequently which I can capitalise on with Alolan Marowak. Roost + Defog ensures long-term support while Scald fishes for burns and scares away things like SD Aegislash from setting up, while Air Slash can deal decent damage to Mega Venusaur, Amoongus (while fishing for flinches), and Tapu Bulu on the switch.

The monster that is Aegislash. Dual Special STABs hit harder against a large portion of the metagame, including Skarmory, Buzzwole and Tapu Bulu, while Shadow Sneak off 340 Attack will easily pick off weakened foes outside of Psychic Terrain. I keep this in reserve while Tapu Lele is in play of course, but there's not much else to say. It's Aegislash.


The best wallbreaker of Gen 7. Tapu Bulu's Choice Banded STAB Wood Hammer is absurdly powerful, 2HKOing standard Aegislash-Shield and Lando-T, OHKOing Landorus-I and all three other Tapu Deities regardless of defensive investment, and just being a very threatening move for the opponent to switch into, which makes it easier to capitalise on too. Horn Leech is weaker but still makes a mark thanks to STAB, and recovers the lost HP from recoil and entry hazards. Stone Edge is not usually needed but can slam the Mega Charizards and Buzzwole harder than any other move, while Superpower hurts Celesteela, Skarmory and Ferrothorn. The EV spread allows Tapu Bulu to brush off resisted hits like Scalds easier and cushions the blow from Wood Hammer recoil. A devastating mon, but requires prediction sometimes.


Celesteela is one of the most annoying mons to take down in all of Gen 7. Massive Special bulk, Heavy Slam at virtually always full 120 power before STAB, and Iron Defense to set up in the face of big physical threats like Buzzwole. Flamethrower scares Steel types like Ferro and Aegis, and Leech Seed allows additional recovery and forces switches. I did have Protect in place of Iron Defense, but I found that Celesteela almost never NEEDS to protect thanks to a. its absurb bulk and typing, and b. it plays in a way that makes the opponent predictable, allowing me to generally either just stay in while they overpredict, or switch to Mantine or Marowak to brush off the incoming Fire / Electric move, respectively. Scald is also a common move used to target Celesteela which allows me to frequently get Water Absorb on Mantine to cure SR damage when I need a safe in for it to Defog. If Heavy Slam pr Flamethrower gets a kill, its Special Defense will be boosted to the point that not even Tapu Koko's LO Thunderbolt can kill it, and anything weaker / not supereffective will be laughed off.

THREATS:
Landorus-I: If Mantine goes down, Lando-I can deal massive damage to my team. Focus Blast has a chance to 2HKO Celesteela, while it can potentially 2HKO Tapu Lele with Sludge Wave and easily OHKOes Tapu Bulu with the same move. Earth Power blows away Aegislash and Marowak without a fight.

Weavile: LO Knock Off and Icicle Crash are very dangerous. Weavile easily 2HKOes every Pokemon except for Celesteela, which was also part of the reasoning for my including Iron Defense on its set, forcing it away. Thankfully, all of my Pokemon except Mantine can OHKO it in return so it cannot switch in easily, but if it gets a free switch-in on a weakened Pokemon of mine and Celesteela is not in good condition, I usually end up having to sacrifice something to it.

Tapu Lele: My team can usually handle it, particularly Celesteela, Mantine and my own Tapu Lele, but the specs set is another story. A STAB, Psychic Terrain-boosted Psychic off a fully invested 130 SpA is almost impossible to switch into without a Dark type. Even Celesteela is 3HKOed, meaning it can only safely switch in once to force it out / KO it, while Mantine is easily 2HKOed. It and Aegis 3HKO each other, but its higher speed and immunity to Shadow Sneak will usually put it on top if Aegis has taken any prior damage.
You shouldn't have to run Iron Defense on Celesteela. If you are at the moment hating Weavile, you could try running Colbur Berry Aegislash, or replace mantine with Tapu Fini, which also gets Defog. Also, if you are having issues with Tapu Lele, then you also ought to watch out for the equally monstrous Specs Magearna. To deal with them, I would recommend removing all attack investment on your Celesteela and putting as much as possible into special defense. I can't help you with Landorus-I because it's Landorus-I, sadly.



Manaphy @ Waterium Z
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Scald
- Psychic

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder
- Volt Switch
- Nature's Madness
- Hidden Power [Ice]

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- King's Shield
- Shadow Ball
- Flash Cannon
- Shadow Sneak

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- U-turn
- Hurricane / Defog
- Roost

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Atk / 44 Def / 200 SpD
Impish Nature
- Bullet Punch
- Brutal Swing
- Roost
- Swords Dance
To start the build, I decided to begin with Waternium-Z Manaphy, as it looked like a fun and cool sweeper, with Z-Rain Dance and Tail Glow. I chose Scald over Surf because burns are cool and I chose Psychic over Ice Beam and Energy Ball because hitting Toxapex and MVenu is nice.

Next I added Tapu Koko because it loves rain and can abuse Thunder in it. I put Zap Plate over something like Life Orb because Koko doesn't appreciate the recoil from LO (although it can run Roost to somewhat mitigate the recoil) and I can bluff Specs. Thunder is there because we have Rain, Volt Switch helps me pivot better, Nature's Madness knocks lots of switch-ins down to 1/2 and in range to die to Thunder, and HP Ice is for Ground-types that would usually want to switch into Tapu Koko such as Garchomp, Landorus-I and Dugtrio.

I added Aegislash next since the duo doesn't appreciate Pheramosa much. Leftovers helps Aegi slowly recover and stay alive longer in shield form, but you already knew this. I chose Quiet nature because losing speed is better than losing power from Shadow Sneak. Max HP an Max SpA help me maximize my bulk and how hard my two primary STABs, Flash Cannon and Shadow Ball, hit.

Next member was Pelipper for a solid rain setter. Damp Rock helps extend the length of our Rain for Koko and Mana. Scald is cool for burns, U-Turn helps me pivot slowly into my offensive threats, Hurricane hits Grass-types that annoy us, suck as Tangrowth and MVenu, and Roost helps Pelipper's longevity. An option for Pelipper is Defog, as the team is otherwise susceptible to hazards such as Stealth Rock, Spikes, and Toxic Spikes.

I needed a rocker on the team, so I added Chomp. Looking back on it, Chomp could be switched to Sash Rocks Lead if needed. The spread allows me to out speed max speed base 70s, and poured the rest into maximizing its physical bulk. Stealth Rocks are great to have, EQ for strong STAB, Dragon Tail helps phaze opposing teams and Fire Blast helps hit Steel-types such as Celesteela, MZor, and Skarmory.

Final member is MZor, as it appreciates the Rain support that Mana and Pelipper provide, and their ability to remove Fire-types, such as Heatran. The spread is the Bulky SD spread from gen 6 put on this team; it isn't broken, so no need to fix it. One thing you can change, however, is the Atk EVs to 44 to ensure a OHKO on Aegislash-Blade with Brutal Swing. Bullet Punch is, undoubtedly, one of the best Steel-type moves MZor can use, as it is hard-hitting STAB and priority, Brutal Swing is really cool tech on MZor, allowing it to hit things like MMeta, Aegi, and Lele for a powerful Technician-boosted Dark-type attack, Swords Dance is great set-up on MZor, and Roost helps with its longevity.
Looks good, but I see no point in Brutal Swing on Scizor when King's Shield just renders it useless and you wall Mega Metagross anyway. Going to back to Aegislash, Manaphy can absolutely handle Aegislash, Pelipper can cripple it with a burn, and Garchomp OHKOs it in Blade Form. I think you should put defog or u-turn on Mega Scizor if possible, over Brutal Swing, and place whichever of the two you did not use on Pelipper over where its u-turn currently resides. Otherwise, you did a phenomenal job. :)


Subject 18 Edit:
please learn to multiquote rather than triple post...
 
Last edited by a moderator:
I've been laddering with this today and getting decent results. Lead with dual screens Tsareena, then U-Turn out. Magearna works as a pivot and has good synergy with Tapu Lele.

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Play Rough
- Swords Dance
- Leech Life

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam

Primarina @ Choice Specs
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Hydro Pump
- Moonblast
- Ice Beam

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Shadow Ball
- Psychic

Tsareena @ Light Clay
Ability: Queenly Majesty
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- U-turn
- Trop Kick

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
 
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bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earth Power
- Rock Slide
- Hidden Power [Ice]

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 240 SpA / 16 Spe
Quiet Nature
- Shadow Ball
- Pursuit
- Flash Cannon
- King's Shield

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 28 Def / 216 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Surf
- Defog
- Taunt

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roost
- Solar Beam
- Focus Blast

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]


Wanted to use Spikes because it's fun in an offensive meta, so I started with Ferro + Lando-I as the stacking core. Ferro is SpD to help with mons like Tapu Koko and annoy non Sub Aegislash. Landorus carries Stealth Rock, as well as HP Ice for other Landorus and Rock Slide for annoying birds that Defog like Mantine or Pelipper. Aegislash was added for Phero etc just glues things together really nicely. I originally was using Shadow Sneak but I've gone with Pursuit for a few reasons I'll explain later. Tapu Fini is the hazard remover (yeah I know I'm stacking) and checks mons like Landorus and helps with stuff like Greninja or Hoopa-U as well. Zard Y was added to help with Steels, particularly Celesteela which walls Landorus, and also helps to beat down bulky Water types. Last is Scarf Tapu Lele to revenge kill / sweep late game since the team is a bit slow. HP Fire is for Scizor of course but mostly you click STABs. I think Scarf might actually be better than Specs so far in this meta because Specs still gets annoyed by its checks and it can revenge kill a ton of mons with a Scarf. Pursuit on Aegi is chosen A) for removing some 'mons for Zard and B) because Shadow Sneak won't always work if Psychic Terrain is up. Using 2 Tapus is actually pretty cool since you can reset the Terrain as you'd like, and that can be particularly helpful against other teams using stuff like Tapu Koko as well. Probably weak to a bunch of stuff like stall but w.e, enjoy
 

HailFall

my cancer is sun and my leo is moon

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Ice Beam
- Poison Jab

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Hidden Power [Fire]
- Focus Blast
- Shadow Ball

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Rock Slide
- Focus Blast
- Stealth Rock

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Shadow Ball
- Iron Head
- Sacred Sword
- King's Shield

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Phero + lando is good core. Added aegi because its fuckin aegi. Venu checked elecs, z rd mana, etc. Rotom beats hail teams, sand teams, and rain teams, and rp lando. Added scarf lele for bisharp, venu, and some other stuff.
 

Vague

Banned deucer.

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 16 Atk / 120 SpD / 124 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Will-O-Wisp
- Stealth Rock

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 100 Def / 160 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Surf
- Taunt
- Defog

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Synthesis

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- High Jump Kick
- U-turn
- Ice Beam
- Poison Jab

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Psychic
- Rock Slide
- Knock Off

Alola Marowak is really good. Paried it with Defog Tapu Fini since their synergy is pretty amazing. For those wondering, Surf is used over Scald since Scald can't burn anyway so the extra power is useful at times. Taunt is great for denying hazards and shutting Toxapex down completely. Finished the defensive core with Celesteela + Mega Venusaur since they're amazing at holding so many threats at bay such as Landorus and Tapu Koko respectively. Landorus + Scarf Pheromosa is a really great offensive core since Lando pretty much beats anything there is that checks Phero so it can just clean up with zero trouble. Great team that's done well. I'm pretty sure Phero and Lando are going to be banned some time soon, but gosh are they terrifying together.
 
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Perry

slayer
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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earth Power
- Rock Slide
- Hidden Power [Ice]

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 240 SpA / 16 Spe
Quiet Nature
- Shadow Ball
- Pursuit
- Flash Cannon
- King's Shield

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 28 Def / 216 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Surf
- Defog
- Taunt

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Roost
- Solar Beam
- Focus Blast

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Hidden Power [Fire]


Wanted to use Spikes because it's fun in an offensive meta, so I started with Ferro + Lando-I as the stacking core. Ferro is SpD to help with mons like Tapu Koko and annoy non Sub Aegislash. Landorus carries Stealth Rock, as well as HP Ice for other Landorus and Rock Slide for annoying birds that Defog like Mantine or Pelipper. Aegislash was added for Phero etc just glues things together really nicely. I originally was using Shadow Sneak but I've gone with Pursuit for a few reasons I'll explain later. Tapu Fini is the hazard remover (yeah I know I'm stacking) and checks mons like Landorus and helps with stuff like Greninja or Hoopa-U as well. Zard Y was added to help with Steels, particularly Celesteela which walls Landorus, and also helps to beat down bulky Water types. Last is Scarf Tapu Lele to revenge kill / sweep late game since the team is a bit slow. HP Fire is for Scizor of course but mostly you click STABs. I think Scarf might actually be better than Specs so far in this meta because Specs still gets annoyed by its checks and it can revenge kill a ton of mons with a Scarf. Pursuit on Aegi is chosen A) for removing some 'mons for Zard and B) because Shadow Sneak won't always work if Psychic Terrain is up. Using 2 Tapus is actually pretty cool since you can reset the Terrain as you'd like, and that can be particularly helpful against other teams using stuff like Tapu Koko as well. Probably weak to a bunch of stuff like stall but w.e, enjoy
I did a few changes to this team, mainly making Zard X the mega.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earth Power
- Rock Slide
- Hidden Power [Ice]

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 240 SpA / 16 Spe
Quiet Nature
- Shadow Ball
- Pursuit
- Flash Cannon
- King's Shield

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 28 Def / 216 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Surf
- Defog
- Taunt

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 80 HP / 192 Atk / 236 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 80 HP / 4 Def / 252 SpA / 172 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Shadow Ball
- Hidden Power [Fire]


I have found Chari X much easier to play than Zard Y, a lot of teams do not have answers to him at all (and if they do, it's usually Tapu Fini / Garchomp / Marowak (?) / Def Lando, which are taken care off by its teammates) so it's a really promising mon right now (it also murders mega venu which is a pro!). 236 Ada and 172 Timid Speed EVs on Chari and Lele allows me to be faster than Timid Pheromosa by 1 point, so I can use 80 HP EVs (and tbh zard is ohkoing most things with 192+ already) to make them 'bulkier'. Also Shadow Ball > FBlast because fucking Mega Metagross and Aegis switchins is cute ♪
I hope you guys like it :]
 
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I figure before this team gets stolen, like it does in the OverUsed room (fuck playerW17) I'd share it here. Everyone there seems to have it anyway :(


I started off with the idea of using Dugtrio stall this gen after it getting really big buffs. I honestly think Dugtrio is over the top but that's a different story. Sableye-Mega getting un-banned (like it was never gone) for SuMo allowed me to pair it with Dugtrio, which the two are pretty much staples for effective stall archetypes. The addition of Toxapex was huge, it has great defenses, and a large support movepool. Toxapex helps against set up sweepers with Haze, can spread Toxic Spikes, or just stall out something the team may struggle against. Toxapex is the Pokemon we all wanted Tentacruel to be. Celesteela was added next for Pokemon such as Aegislash, Landorus-I, and others I honestly can't think of right now, but anyways moving on. Celesteela was honestly a big surprise for me. I didn't expect this Pokemon to be as effective as it is. Its versatile, has a great movepool, and stats to back everything up. It has a amazing typing and can do a lot of the things Skarmory can do for stall (outside of spikes) but not be as passive due to strong STABs and coverage like Heavy Slam and Flamethrower respectively. Specially Defensive Excadrill was added next as I wanted hazard removal that wasn't Stealth Rock weak, and I was pretty weak to strong electric-type Pokemon such as Tapu Koko and Xurkitree. Excadrill fills this role perfectly and gives me more flexibility to make some dumb and dank plays. Lastly, because of Celesteela and Excadrill lacking reliable recovery, I added Wish Chansey. I know this really isn't as effective as other Chansey sets, but I didn't want to use something like Alomomola because of how passive it is, and currently a lot of Pokemon can break through it a lot easier because of their coverage moves or just sheer power.



Tail Glow + Psychic Manaphy honestly is so good right now, and is also one of the biggest threats for this team. Because Toxapex would be unable to consistently get Haze off, Manaphy can beat the team single-handedly if some situations. Manaphy can sometimes be played around though due to how easy it can get worn down sometimes, and making effective trade-offs while trying to keep key Pokemon healthy.


Alolan Marowak, easily being the best Alolan-form Pokemon. It has great bulk, a great typing, while being able to hit incredibly hard all at once. The team lacks a decent switch-in completely, but again could be played around base on the plays you make. Although, if the Marowak carries Will-o-Wisp over Bonemerang, Toxapex can easily handle Marowak.


Magma Storm Heatran could cause some problems, as I tend to hard switch Dugtrio sometimes due to my Focus Sash and revenge back with Earthquake while getting into Reversal max base power range. I honestly don't see stallbreaker as much anymore due to Pokemon like Genesect running the current metagame. But yeah, it can probably 1v1 every single Pokemon I have. You can try firing weak Scalds from Toxapex and trying to switch into something that would take the least damage to reliably heal Toxapex due to Regenerator.


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Seismic Toss
- Protect

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Fake Out

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 180 Def / 76 SpD
Careful Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Aerial Ace
- Screech
- Reversal

 

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