Resource Ultra SM OU Bazaar

Sooooooo I just got back into competitive battling after not really playing since early 5th gen. I made this around Hoopa-Unbound and Gengar. I've used it in pokemon showdown quite a bit, at 1st I had ash-Greninja and Mega Scizor over Magearna and Pheromosa but i switched them due to me constantly getting walled by Magearna. I'd appreciate any advice you all could give me.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 32 HP / 48 Atk / 252 SpA / 176 Spe
Naive Nature
- Gunk Shot
- Psyshock
- Drain Punch
- Dark Pulse

I love this mixed version for breaking walls,
Drain Punch is to heal from life Orb and take care of chansey and heatran. Gunk Shot is to take care of fairies and dark pulse and Psyshock for STAB.

48 Atk Life Orb Hoopa Unbound Drain Punch vs. 4 HP / 252+ Def Eviolite Chansey: 291-343 (45.3 - 53.4%) -- guaranteed 2HKO after Stealth Rock

48 Atk Life Orb Hoopa Unbound Drain Punch vs. 248 HP / 0 Def Heatran: 208-247 (54 - 64.1%) -- guaranteed 2HKO after Leftovers recovery

Gengar @ Choice Scarf
Ability: Cursed Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Thunderbolt
Ooooo how I wanted to use Mega gengar only to find out he got banner to the unholy depths of Uber and they got rid of levitate.
My dreams won't die! He's a good Revenge killer, shadow balls wrecks a lot things late game and makes Pheromosa think twice b4 using high jump kick.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
He's my rocker and has great physical bulk while being a great pivot.


Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

This chick is just straight nasty! Great bulk with assault vest while being able to hit like a truck. Also a good pivot.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog
A utility that does a great job of clearing hazards and makes it easier for my fragile mons to switch in safer

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

She hits hard and fast, enough said.lol

Here are a few battles I've used them in if anyone wants to see them in action

http://replay.pokemonshowdown.com/gen7oususpecttest-537878462

http://replay.pokemonshowdown.com/gen7oususpecttest-537892184

http://replay.pokemonshowdown.com/gen7oususpecttest-537902468
 
Hello everyone, I'm making a post about one of my most successful teams that I have built. Enjoy!

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Secret Sword
- Hydro Pump
- Icy Wind

Hoopa-Unbound @ Leftovers
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Dark Pulse
- Focus Blast
- Drain Punch

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

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock

Tapu Koko @ Electrium Z
Ability: Electric Surge
- Hidden Power [Ice]
- Taunt
- U-turn
- Thunderbolt

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Grass Knot
- Heat Wave
- U-turn
 
Mega Venusaur Balance



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

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Dark Pulse
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 180 Def / 16 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Taunt
- Defog

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 232 HP / 180 SpA / 80 SpD / 16 Spe
Modest Nature
- Sludge Bomb
- Knock Off
- Giga Drain
- Synthesis

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Stealth Rock
- Whirlwind
- Roost

Heatran, Pheromosa and Zard Y are all huge problems and I'm completely clueless on what to do to change that.
 
Last edited:
Mega Venusaur Balance



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

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Dark Pulse
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 180 Def / 16 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Taunt
- Defog

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 232 HP / 180 SpA / 80 SpD / 16 Spe
Modest Nature
- Sludge Bomb
- Knock Off
- Giga Drain
- Synthesis

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Stealth Rock
- Whirlwind
- Roost

Heatran, Pheromosa and Zard Y are all huge problems and I'm completely clueless on what to do to change that.
Toxapex is robust against all 3 and patches up your volcarona weakness too
 

false

maybe this is heaven
is a Tournament Directoris a Forum Moderatoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a defending SCL Championis a Past SPL Champion

-------------

i rarely post in ou anymore but i thought i'd share this team since i built it for one specific game and i don't plan to use it again. i built this team this team for my round 2 ost opponent: snow. i only planned to use this team if i won game 1 since sableye + volcarona is a relatively matchup dependent style and i didn't want to rely on this team if the series was on the line.

mega sableye keeps stealth rock away for volcarona, beating setters such as ferrothorn, bronzong, and skarmory while also weakening heatran with knock off and metal burst. defensive volcarona is a somewhat underrated set in my opinion, checking a number of common offensive pokemon such as pheromosa, non-zen headbutt mega metagross, and tapu bulu yet still being a threatening offensive presence with potent fire + grass coverage. i decided to run a lot of speed to outpace choice scarf landorus and excadrill at +1, and sand rush excadrill at +2. The extra bulk didn't seem super important, i still avoided the 2hko from any mega metagross attack beside zen headbutt and the extra speed was really useful because it gave me another way to revenge kill swords dance landorus, which is always a threat to bulkier teams, as well as generally surprising offensive pokemon that thought they would be able to outspeed and revenge kill me. gastrodon gave me electric and water resist, making sure tapu koko didn't volt around on my team for free, while also punishing pokemon like choice scarf keldeo and toxapex which try to fish for scald burns on mega sableye. speaking of scald, i didn't really feel like it was particularly necessary on gastrodon since mega sableye walled most of the steels such as ferrothorn, skarmory, and celesteela that you'd try to fish for burns on, and ice beam allowed me to nail pokemon such as dragonite and gliscor. unaware clefable gave me a reliable counter to a number of threatening setup sweepers such as zygarde, garchomp, and pheromosa, while also providing cleric support which is a huge boon for the entire team. clefable also allows me to wishpass into bronzong which is useful since it's my main ground immunity. i needed a fairy resist, as well as a check to a variety of threatening physical pokemon. bronzong compresses a number of defensive roles into a single slot while also reliably setting stealth rock. psywave allows me to chip away at tapu fini, as well as generally every pokemon it's supposed to wall. protect allows me to scout potential choice items while also gaining an extra turn of leftovers recovery, which can be key when trying to check something like tapu lele. lastly, mantine was thrown on because i needed hazard removal, as well as a check to both mega charizard formes. i really wanted to forgo scald to run both toxic + haze, but i found myself being irritated by heatran a bit too much for me to be able to settle on dropping it.

-------------
the team is pretty flawed from a compositional perspective and is generally weak to a number of common things, as well as being somewhat matchup dependent. however, i still found it fun to use. feel free to try it out if you feel so inclined.
 
upload_2017-2-26_15-29-51.png
upload_2017-2-26_15-30-22.png
upload_2017-2-26_15-32-39.png
upload_2017-2-26_15-30-38.png
upload_2017-2-26_15-32-23.png


Ignore the giant tapu fini
This is a 6 5 mon ou team I have created focusing on the great core of zone + volt turn mons.

Feel free to add a 6th mon and change the sets to fit around that mon better
Examples, Mzor, Mmeta, Lele, Volcarona, Mpinsir, zard x, zfly- mence, Mega rayquaza, or another offensive sweeper

Lead koko no matter what (exept maybe azelf leads), it can volt turn out on anything that is slower, hard switch on the faster mons into a better check, and mega sableye wont stay in. Koko is the designated lead as steted above and can potentialy sweep or revenge kill a large potion of the opposing team if given the chance, with electric terrain also able to give magnezone's t-bolt more punch. Landorus and tapu fini are the designated rocker/rock removal for the team, and provide support as well as a somewhat bulky aspect. Greninja is undoubtably a top tier mon, and can u-turn and provide a potential sweeping/revenge killing support. Magnezone trps and kills ferro, skarm, bulkier scizors, and other steels (ex. celesteela without flamethrower) and provides (what I belive to be) the one of the best fini switchins to punish deffoging.


Below are the sets and reasoning for certain moves/items/evs
Landorus-Therian (M) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Swords Dance

Reasoning:
I chose the rockinium z variant of landorus-t because it is more threatening and offensive than its bulky counterpart. This set fits on offense well and can beat a main problem, stall and other chansey/bulky teams, which might have better answers to the other mons on the team. The one downside to this set is no u turn to keep momentum, and not enough bulk to take on threats like mmeta. Rockinium z was chosen over z fly because flying coverage is not needed as much, with protean greninja a better substitute to beat grasses.

Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 248 HP / 172 Def / 16 SpD / 72 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness/Scald
- Moonblast/Nature's Madness
- Defog

Reasoning:
Tapu fini is a great edition in terms of bulk, and can deal with many of the offensive threats to the team, namely pheromosa and ash greninja. Wiki berry is chosen over leftovers because fini hits below 25% almost every game without dieing and I dont want to stay in for 8 turns when most moves damage over 20% to fini. The set is 72 speed to outpace 20 speed defensive lando-t and kill it with scald or moonblast.

Greninja-Ash (M) @ Splash Plate
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Reasoning:
Ash Gren was picked over Greninja because it provides potential to sweep and revenge killing priority, 2 things the team needs that protean can't provide. splash plate is used because it has more reliability than specs by changing moves.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk
- Hidden Power [Ice]
- U-turn
- Volt Switch
- Thunderbolt

Reasoning:
Koko is great for retaining the momentum of the team with dual volt turn. Koko has zap plate over life orb not take the recoil but still provide extra damage for t-bolt, and still is able to ohko protean greninja after rocks at any type other than ground/a resisted type.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]

Reasoning:
Magnezone can trap steels reliably, and specs assures that stuff like ferro can't meme away half you're health with seeds and protect. Specs is also better to beat the non trapped mons such as fini and deals juicy damage to lando-t with flash cannon.

+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 248 HP / 192 Def Tapu Fini: 351-413 (102.3 - 120.4%) -- guaranteed OHKO
+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 4 HP / 252+ Def Eviolite Chansey: 617-727 (96.1 - 113.2%) -- 75% chance to OHKO
252+ SpA Choice Specs Magnezone Thunderbolt vs. 248 HP / 16+ SpD Tapu Fini: 348-410 (101.4 - 119.5%) -- guaranteed OHKO
252+ SpA Choice Specs Magnezone Flash Cannon vs. 0 HP / 0 SpD Landorus-Therian: 259-306 (81.1 - 95.9%) -- guaranteed 2HKO
252+ SpA Choice Specs Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 332-392 (94.3 - 111.3%) -- 68.8% chance to OHKO
252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 252+ SpD Celesteela: 344-408 (86.4 - 102.5%) -- 18.8% chance to OHKO
vs. poison/ice type greninja
252 SpA Magnet Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Greninja in Electric Terrain: 283-334 (99.2 - 117.1%) -- 93.8% chance to OHKO


alternative sets:
Landorus-Therian @ Rocky Helmet/Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 20 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]/Stone edge
- U-turn
- Stealth Rock

bulky landorus could be used if you would like the final mon to be a z-user (taking up rockinium z's z move) or if you are having difficulty either setting up rocks, checking offensive teams or need more momentum in the form of u turn.

Greninja @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam/Hydro Pump
- U-turn
- Spikes/Dark Pulse/Low Kick

The protean set is a possible replacement for ash gren since it is argueably better and can take on much more mons. U-turn and gunk are mandatory moves on this set for momentum and the increasing faries repectively. The 4th move is up to the user to provide coverage or spikes.

Tapu Fini@ leftovers
Ability: Misty Surge
EVs: 248 HP / 176 Def / 16 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Nature's Madness
- Whirlpool
- Taunt

Trapping fini could be better for the team if you are experiencing extreme difficulty with chansey and the likes or removed
 

Attachments

3d

継続は力なり
is a Tutor Alumnusis a Top Team Rater Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnus
World Defender


this is just a really bad team that you shouldn't use. i was originally gonna use this for my ost game but after using it on ladder and in wlt like three times i figured that i probably wouldn't win unless my opponent brought straight offense. this is just one of many teams i built for ost but ended up never using. enjoy!

first thing i wanted to build around was mimikyu because i thought it was actually good and could be a clutch mon if i needed it to be. if you didn't already know this mimikyu gets disguise which p much gives it a free sd / ghostium z hit weakning stuff for mgyara. main thing mimikyu weakens for mgyara is fini which gets put in range of eq after taking a +2 z shadow claw. this is the main reason why i chose mega gyara as a partner, i also never see it at all since theres stuff like phero koko lele fini n everything else thats broken but gyara can setup on choice locked lele, and phero. after those two i wanted something that can u-turn into those setup sweepers and had a shit ton of speed so i chose scarf pheromosa. i opted for the choice scarf set over the lo / qd / any other set cuz tapu lele was looking like a worry especially if it locked itself into scarf moonblast. tapu lele is pretty much my other revenge killer and appreciates u-turn from pheromosa and it also hits mega metagross p hard with shadow ball and provides psychic surge for my setup sweepers and pheromosa. landot is my rocker and other u-turner, its also my main ground resist checking stuff like scarf drill, scarf chomp, zlandot, etc. and also good way to make tapu lele want to go for psychic letting mgyara setup. looking at this team i was still very weak to ash ninja and lele so i opted for magearna as my last mon to check those two. nothing too complicated about this, just the standard av set and volt switch for momentum


~~ aesthetic completely copied from false ~~​
 

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

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

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Counter
- Roost
- Defog
- Toxic

Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Haze
- Scald
- Recover

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

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Protect
- Baton Pass
- Will-O-Wisp


As Dugtrio remained OU here is an updated version of the Shedinja stall team I used on the suspect ladder. Dugtrio helps manage problematic pokemon such as Heatran, Hoopa, Excadrill, Magearna, Magnezone and can remove most of Metagrosses health in case rocks end up going up. As unaware clefable is no longer used the team is somewhat weak to sub toxic Zygarde and other setup mons although Skarmory + Toxapex are usally able to handle them and Dugtrio can usually sacrifice itself to toxic them.

Some replays of a few close games where rocks end up going up:
https://replay.pokemonshowdown.com/gen7ou-539831632
https://replay.pokemonshowdown.com/gen7ou-539386290
 
Thundurus-Therian @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Thunderbolt
- Hidden Power [Flying]
- Nasty Plot

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Rock Slide
- Toxic

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn

Jellicent (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Taunt
- Will-O-Wisp

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 96 Def / 164 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Swords Dance

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Solar Beam
- Taunt
cool bulky offense i made a week ago, it utilises specs hydrei and u-turn support to chip things down, heatran and jellicent keep threats low until thundy, terrak, or scizor can clean up. the defensive backbone isn't perfect so you'll have to switch around with immunities although in my experience it's a comfortable team to play with unless you end up encountering a gang of wild ash greninjas.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Rock Slide
- Dragon Claw

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Bullet Punch
- Roost

Landorus-Therian @ Normal Gem
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Explosion

Latios @ Psychium Z
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Heal Block

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Thunder Wave
- Heal Block

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Heal Block
this team is way more offensive, it more or less goes off applying heavy amounts of pressure with the hole openers and keeping them wittled until hazard damage has racked up and chompers or zors answers are in range; heal block stopping hp restoration including lefties, regenerator, wish, leech seed, and grassy terrain is very useful tech for teams like this. reminder that you have to play very offensively or you'll gonna get your very own ass eaten by greninja, you can customize this to your preference as most of it is fairly interchangeable.
 
Alright, decided to make this team on a whim when laddering, and it turned out better than my standard teams. Think you all might wanna take a look.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 SpA
Brave Nature
- Stone Edge
- Crunch
- Fire Blast
- Ice Beam

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Defog
- Taunt

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect

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

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- U-turn
- Hidden Power [Ice]

The main premise of the team is the fact that there are extremely limited switchins against Zard-Y, and that the current meta is riddled with passive mons and defensive steel types that gives Zard a free switch. His nuclear firepower helps open the door for the rest of my team to clean up.

As far as team comp goes, I wanted a flexible team that both supports Zard and exploits the holes he makes in the enemy team. Looking back on the teambuilding, I effectively made a team with two two-mon cores: a defensive backbone, and offensive volt-turn.

Charizard's set is pretty straightforward, since his role is straightforward as a wallbreaker. Tyranitar's there to sponge special attacks, snipe a switchin with MixTar, and deal with any checks to Zard. EVs are set so ice beam OHKOs an offensive Chomp, with maximum atk investment for dual STAB and the rest put into HP for added bulk. I felt I didn't need T-Tar to be choiced, so I figured AV would enhance his role as a sponge. Tapu Fini and Ferrothorn help cover each other's weaknesses, and provides both chip damage and hazard control for my team. Scarf Pheromosa and Specs Koko are there to wear down cores, revenge kill, pivot into Zard, and clean up late game. Scarf is there so I don't get destroyed by something like Scarfchomp, as well as preventing myself from getting revenge killed by another scarfer. Max speed is a waste of EVs, but I simply can't afford running into another scarf Phero and not being able to at least speed tie. Koko has Specs over LO, as I feel that I often don't need to ability to switch moves. Specs prevents me from getting LO chipped into range of a revenge kill, and helps me beat KokovsKoko scenarios.

The team isn't without its weaknesses, of course. HO teams can make it difficult for you to get rid of rocks, but it's not like Zard does much against HO anyways. Offensive rockers in general are hard for this team to work around, too. Metagross-M is a huge threat to this team, though he's vulnerable to chip damage from Ferro putting him in range of a Koko volt switch. Magnezone can also wear down any switchins and trap Ferro, but any nonscarf variant is vulnerable to Zard coming in on the double or for a revenge kill.

Hope you guys enjoy using this team!
 
Sooooooo I just got back into competitive battling after not really playing since early 5th gen. I made this around Hoopa-Unbound and Gengar. I've used it in pokemon showdown quite a bit, at 1st I had ash-Greninja and Mega Scizor over Magearna and Pheromosa but i switched them due to me constantly getting walled by Magearna. I'd appreciate any advice you all could give me.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 32 HP / 48 Atk / 252 SpA / 176 Spe
Naive Nature
- Gunk Shot
- Psyshock
- Drain Punch
- Dark Pulse

I love this mixed version for breaking walls,
Drain Punch is to heal from life Orb and take care of chansey and heatran. Gunk Shot is to take care of fairies and dark pulse and Psyshock for STAB.

48 Atk Life Orb Hoopa Unbound Drain Punch vs. 4 HP / 252+ Def Eviolite Chansey: 291-343 (45.3 - 53.4%) -- guaranteed 2HKO after Stealth Rock

48 Atk Life Orb Hoopa Unbound Drain Punch vs. 248 HP / 0 Def Heatran: 208-247 (54 - 64.1%) -- guaranteed 2HKO after Leftovers recovery

Gengar @ Choice Scarf
Ability: Cursed Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Thunderbolt
Ooooo how I wanted to use Mega gengar only to find out he got banner to the unholy depths of Uber and they got rid of levitate.
My dreams won't die! He's a good Revenge killer, shadow balls wrecks a lot things late game and makes Pheromosa think twice b4 using high jump kick.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
He's my rocker and has great physical bulk while being a great pivot.


Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

This chick is just straight nasty! Great bulk with assault vest while being able to hit like a truck. Also a good pivot.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog
A utility that does a great job of clearing hazards and makes it easier for my fragile mons to switch in safer

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

She hits hard and fast, enough said.lol

Here are a few battles I've used them in if anyone wants to see them in action

http://replay.pokemonshowdown.com/gen7oususpecttest-537878462

http://replay.pokemonshowdown.com/gen7oususpecttest-537892184

http://replay.pokemonshowdown.com/gen7oususpecttest-537902468
I would run scald over moonblast, otherwise dual dance lando sets up on a lot of your team. if rock polishes on the pheromosa switch in it's gonna be a problem
 
Gonna dump some stuff so I have a backup of my cool teams in case something happens to my browser.

Click the sprites for pastes!



Tapu Koko Semi-Stall:



This is a product of a) pure insanity and b) a desire to revisit an old interest in the semi-stall archetype but mainly part a) if I'm honest. The centerpiece of this team was just the trio of Sableye-Mega, Sash Dugtrio, and Toxapex, as they're just insanely obnoxious and synergize well in a number of ways. I knew the way I wanted to fill the rest of the team would include something along the lines of a Shed Shell Lele check, a defogger, steel, a Koko check, a Metagross soft-check to compliment Duggy, and some general offensive presence that could somehow capitalize on Dugtrio's presence. Specially Defensive Skarmory provided a lot of role compression here (Defog, SR, Lele soft-check), and Mixed Defensive Tangrowth (shoutouts Finch/TDK) fit well as the final defensive 'mons to create a four-'mon stall core. Finally, I wanted something that provided solid, general offensive pressure that could work to some extent with Dugtrio while helping address some poorly checked threats—Taunt-Turn Tapu Koko was ultimately the choice to accomplish tasks like RKing offensive Landorus after some chip + RKing Manaphy/Pinsir/Thundurus. In addition, Koko appreciates Dugtrio's ability to trap Magnezone, Excadrill, and Chansey (Screech + EQ).

This team will get absolutely obliterated by Mamoswine and some other things, but other than that it seems fairly neat.



Mixed 'Mosa + Tapu Lele Offense(?):



Out of all of my current teams, I'm sad this one will essentially be invalidated by Tuesday with Mawilite's release, as it has essentially nothing for T-Punch Maw. This was my second take on a Mix-'Mosa team (credit to bludz for telling me about it) that took a bit of a more passive approach to designing the team structure given the presence of Toxapex (the god). I wanted to use stallbreaker Lele + Metagross alongside it to help punish fat teams more, since they're generally quite prepared for 'Mosa, and then Ferrothorn + Toxapex + Scarf Landorus-T are just glues that give me the necessary role and threat coverage to close out the team.

There is clear shakiness vs. Salamence and eventually Mawile, but ehhhh...



Mixed 'Mosa + Scizor-Mega Offense:



This was my original mock-up of a Mix-'Mosa framework, and it seemed pretty solid so I filled in the details. I wanted to pair 'Mosa with a decent U-turn user for the sake of not having to be stuck bringing 'Mosa in on sacks, and Scizor worked nicely here. Magnezone, Heatran, Landorus, etc. are things 'Mosa can take advantage of quite well after Scizor has brought it in vs. them via U-turn. From there, I added a bunch of obvious glues that the insanely constraining meta basically forces you to use—the only somewhat interesting decision here is Scarf H-Pump Gren.



Metagross + Tapu Koko Offense(?):



Alright, I'll admit, this is basically just Finch's team from this SPL week with some sets shifted around and Tapu Koko over Phero, but I swear I built it from scratch! I wanted to use the classic Meta-Koko core (specifically stallbreaker Koko because that set is lit, fam) and I ended up with this disgusting Toxapex offense. I like it, though—it has cool sets like Tbolt/NM/Taunt/U-turn Koko and Rockium SR Lando. Not much to really say here when the team is just a common core + four effective glues.


Feel free to steal 'em, critique 'em, expertly utilize 'em, etc.
 
Last edited:


IMPORTABLE:

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Flash Cannon
- Hidden Power [Fire]

Mawile @ Mawilite
Ability: Hyper Cutter
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Thunder Punch
- Sucker Punch
- Swords Dance

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 24 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Earthquake

Bronzong @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Gyro Ball

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Recover

Reuniclus @ Focus Sash
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Endeavor
- Explosion

This team is basically what I predict the Trick Room formula to be now that Mawilite is released. Before Mawilite was released, most trick room teams ran the same two Pokemon: Magearna and Marowak-Alola. I decided to just add the Mawile-Mega to the equation, and put a Trick Room staple in Porygon2. I then chose Bronzong as my Stealth Rock setter, and then added my own personal twist in focus sash Reuniclus.

Basically I predict the Trick Room formula to be:
Magearna
Marowak-Alola
Mawile-Mega
P2/some bulky setter
Rocks Suicide/Lead
Filler

The filler being something that can help in late game, for example Mimikyu, Cresselia, or some healing wish user, or the filler could just be another trick room abuser.

Magearna and Marowak-Alola are self explanatory, one can set Trick Room very well and act as an abuser at the same time, while Marowak-Alola hits obscenely hard and benefits from the reverse turn order. Mawile-Mega will most likely be run on Trick Room teams because it is slow and reaches an astrological attack stat (and also new toy syndrome). Porygon2 is an excellent mid-game Trick Room setter due to its unmatched bulk in a setter. Focus Sash Reuniclus protects you from Ultra Beasts and Z-Move Setup Sweepers in mid sweep. Explosion is to give you one last attempt at cleaning your opponent's team with your abuser. Endeavor can surprise Chansey and let you explode out on it.

Have fun.


Here are some complimentary replays, I will add more as I play.
http://replay.pokemonshowdown.com/gen7ou-543555975
 
Last edited:
Magearna Marowak-Alola Mawile-Mega Porygon2 Bronzong Reuniclus (I'll edit the sprites in a bit)

IMPORTABLE:
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Explosion
- Stealth Rock

Pelipper @ Life Orb
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 0 Spe
- Hurricane
- Hydro Pump
- Surf
- Roost

Mawile @ Mawilite
Ability: Hyper Cutter
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Swords Dance
- Thunder Punch
- Sucker Punch

Victini @ Life Orb
Ability: Victory Star
EVs: 112 HP / 252 Atk / 144 SpA
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Glaciate
- Trick Room

Reuniclus (M) @ Focus Sash
Ability: Magic Guard
EVs: 160 HP / 96 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Psyshock
- Explosion
- Trick Room
- Endeavor

Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 18 Spe
- Trick Room
- Fleur Cannon
- Flash Cannon
- Focus Blast


This team is basically what I predict the Trick Room formula to be now that Mawilite is released. Before Mawilite was released, most trick room teams ran the same two Pokemon: Magearna and Marowak-Alola. I decided to just add the Mawile-Mega to the equation, and put a Trick Room staple in Porygon2. I then chose Bronzong as my Stealth Rock setter, and then added my own personal twist in focus sash Reuniclus.

Basically I predict the Trick Room formula to be:
Magearna + Marowak-Alola + Mawile-Mega + P2/some bulky setter + Rocks Suicide/Lead + Filler

The filler being something that can help in late game, for example Mimikyu, Cresselia, or some healing wish user, or the filler could just be another trick room abuser.

Magearna and Marowak-Alola are self explanatory, one can set Trick Room very well and act as an abuser at the same time, while Marowak-Alola hits obscenely hard and benefits from the reverse turn order. Mawile-Mega will most likely be run on Trick Room teams because it is slow and reaches an astrological attack stat (and also new toy syndrome). Porygon2 is an excellent mid-game Trick Room setter due to its unmatched bulk in a setter. Focus Sash Reuniclus protects you from Ultra Beasts and Z-Move Setup Sweepers in mid sweep. Explosion is to give you one last attempt at cleaning your opponent's team with your abuser. Endeavor can surprise Chansey and let you explode out on it.

Have fun.


Here are some complimentary replays, I will add more as I play.
http://replay.pokemonshowdown.com/gen7ou-543555975
Some guy was telling people those were his teams? or are you the original creator?
 
A little different TR Team from JTs but still fun to use and in general i won the games. Only thing thats annoying is switching into fire types/fire type moves. OFC it's all around Mawile since it got released today. It's a classic SD set aka may favourite M-Mawile set. Fire Coverage obv to hit those Ferrothorns and Scizors and some other steels. Any way then we got the TR and SR suicide setter aka Bronzong. The ground immunity can help out sometimes as much as eq for players who switch into Tran. Then we need some other TR Setters so i slapped on Mimikyu and Magearna, and both have a potential of sweeping/weakening a lot.Which is nice for the both win cons aka Crawdaunt and Victini. I think both sets explain themselves. Also on a side note: Crawdaunt is normally your way to revenge Fire types. Now have fun with this :]

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Swords Dance
- Play Rough
- Fire Fang
- Sucker Punch

Bronzong @ Mental Herb
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Trick Room
- Stealth Rock
- Earthquake
- Explosion

Mimikyu @ Life Orb
Ability: Disguise
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Claw
- Play Rough
- Trick Room

Victini @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Glaciate

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Flash Cannon
- Hidden Power [Fire]

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Swords Dance
- Knock Off
- Crabhammer
- Aqua Jet
 
Last edited:


So I kind of just built this from the scratch because I wanted to have some fun with M-Mawile without going for trickroom shenanigans. I still don't think the team is crazy good and it's not really creative either but it ended up working really well so far, so I guess I'll just post it here for people too lazy to build something better.

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Swords Dance

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

Greninja @ Life Orb
Ability: Protean
EVs: 72 Atk / 184 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk
- Ice Beam
- Spikes
- Hidden Power [Fire]
- Gunk Shot

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Earthquake
- Dragon Dance

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 44 SpD / 4 Spe
Impish Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Psychic
- Grass Knot
The Idea was simply to build around mawile and use Magnezone to get rid of steels for it. I also slapped on Nihilego because it also profits from magnezone removing steels and also gets rid of a lot of fire and flying types that might give mawile trouble (Charizard). Next I wanted to get some hazard stacking going and a way to get in mawile safely. Lando is amazing for these kind of things and Greninja is just nice for spike stacking and applying some more offensive pressure. Gyarados closed some other holes the team had at that point and I wanted some other wincon. I didn't wanna use the standard nihilego set from the analysis because I don't like risking somebody switching in an immunity on Tbolt and Psychic is nice to lure Venusaur.

Most games I just start with stacking spikes while trying to go for either a gyarados or nihilego sweep. Magnezone, Mawile and Greninja actually work wonders in applying enough pressure from the beginning to make a sweep by either of these possible.

I hope someone has fun with the team. I definitely did.
 
Beedrill-Mega @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Jab
- U-turn
- Drill Run
- Knock Off

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Claw
- Freeze Shock
- Fusion Bolt
- Ice Beam/Earth Power/Draco Meteor

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

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Defog
- Taunt

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Hidden Power [Ice]
Here's a team I've used while testing a Beedrill/Magnezone core. Kyurem provides an offensive check to Landorus, and can single-handedly muscle through opposing LandoFini backbones (and leaves Stall a broken mess). Choose whatever move you want for his last slot, though Ice Beam is recommended for ice STAB outside of SZS. With the first three choices putting LandoFini on the ropes, Pheromosa was added to take advantage of this. I personally love her scarf set for speed control and late-game sweeps, but you can change it. Lastly, the ever-so-common LandoFini backbone provides a cushion to fall back on.

If you haven't noticed, there's four VoltTurn users in this team, three of which are STAB. Keep your offensive momentum for as long as you can, as it's rather tricky to get back into VoltTurning if your momentum breaks. Keeping rocks off the field will be important, as it kills Beedrill's switchin opportunities and stops Kyurem from tanking certain hits. Special Nukes like Tapu Lele and Zard-Y are monsters against this team, and should be dealt with quickly before the team's torn apart.
 

Disjunction

Everything I waste gets recycled
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus


IMPORTABLE:

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Flash Cannon
- Hidden Power [Fire]

Mawile @ Mawilite
Ability: Hyper Cutter
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Thunder Punch
- Sucker Punch
- Swords Dance

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 24 Spe
- Flare Blitz
- Shadow Bone
- Swords Dance
- Earthquake

Bronzong @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Explosion
- Gyro Ball

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Ice Beam
- Thunderbolt
- Recover

Reuniclus @ Focus Sash
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Endeavor
- Explosion

This team is basically what I predict the Trick Room formula to be now that Mawilite is released. Before Mawilite was released, most trick room teams ran the same two Pokemon: Magearna and Marowak-Alola. I decided to just add the Mawile-Mega to the equation, and put a Trick Room staple in Porygon2. I then chose Bronzong as my Stealth Rock setter, and then added my own personal twist in focus sash Reuniclus.

Basically I predict the Trick Room formula to be:
Magearna
Marowak-Alola
Mawile-Mega
P2/some bulky setter
Rocks Suicide/Lead
Filler

The filler being something that can help in late game, for example Mimikyu, Cresselia, or some healing wish user, or the filler could just be another trick room abuser.

Magearna and Marowak-Alola are self explanatory, one can set Trick Room very well and act as an abuser at the same time, while Marowak-Alola hits obscenely hard and benefits from the reverse turn order. Mawile-Mega will most likely be run on Trick Room teams because it is slow and reaches an astrological attack stat (and also new toy syndrome). Porygon2 is an excellent mid-game Trick Room setter due to its unmatched bulk in a setter. Focus Sash Reuniclus protects you from Ultra Beasts and Z-Move Setup Sweepers in mid sweep. Explosion is to give you one last attempt at cleaning your opponent's team with your abuser. Endeavor can surprise Chansey and let you explode out on it.

Have fun.


Here are some complimentary replays, I will add more as I play.
http://replay.pokemonshowdown.com/gen7ou-543555975
Hi, I don't know if it was you, but I fought this team on ladder last night and it was an outrageous weakness to sd alolan marowak. I've never been a fan of full trick room teams like this because they always have the problem of losing to slow, absurd wallbreakers like this, but if you want to commit to this archetype this badly, I'd recommend adding a tyranitar or something.

I also wanted to share a great team I've been testing out lately for anyone else that wants to give it a go.


/BE STILL/

Sharpedo-Mega @ Sharpedonite || Tapu Bulu @ Fightinium Z
Ability: Speed Boost || Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe || EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature || Adamant Nature
- Waterfall || - Horn Leech
- Crunch || - Swords Dance
- Psychic Fangs || - Superpower
- Protect || - Zen Headbutt​

The team started out with me wanting to build around these two. I usually take requests on cores to build with, build a team in 5 minutes, and then go back later to make edits. I forget who requested these two, but they turned out to be a cool core to work with as they share a lot of the same switch-ins, like Mega Venusaur, Ferrothorn, and Skarmory. Sharpedo does what it usually does on teams and hangs in the back until it has a chance to come in late game to win while Bulu plays up front to weaken the opponent's team throughout the match.


Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Things might get kind of non-linear from here because I can't remember the exact order I put stuff on the team. Hippo was a solid choice to fit in my existing defensive core because of how it whittles Mega Metagross, handles Zard X, and sets up rocks so reliably. Hippo is passive, but in the right defensive context, it's an incredibly consistent and reliable rocker that can be a struggle for the opponent to bring down. Coupled with Bulu's Grassy Terrain, it's a decent SD Z-Lando check, too, which was very useful for the team.


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

One obnoxious hurdle for the team was spikes Greninja and fast mons. Excadrill comes in as a reliable spinner and speed control to prevent the team from becoming too overwhelmed. Physically defensive Hippo also does not make a very great Electric-type check, either, so Excadrill typing comes in handy against the likes of Magnezone and Tapu Koko. The secondary Psychic check is appreciated, too, of course.


Celesteela @ Leftovers || Toxapex @ Black Sludge
Ability: Beast Boost || Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD || EVs: 252 HP / 136 Def / 120 SpD
Careful Nature || Calm Nature
- Heavy Slam || - Scald
- Flamethrower || - Toxic Spikes
- Leech Seed || - Recover
- Protect || - Haze
These two came in a pair while I was building, too. The Gen 7 balance special of Celesteela and Toxapex is amazingly consistent and carries this team on its back. Toxapex's EV's ensure that it can live +1 Modest Pheromosa's Z-Hyper Beam after rocks and gives it a well-rounded EV set to handle other various special attackers better, such as Earth Power Heatran and Extrasensory Greninja. T-Spikes from Toxapex synergizes phenomenally with SD Bulu, too, considering the constant baiting for Grounded Poison-types to switch in against Zen Headbutts and easy switch-ins for Bulu against Tapu Finis. Celesteela sits in the back as the primary Psychic resist and as a soft Mega Metagross check in case Hippowdon get crit or Frozen or something. It's also a decent offensive Lando check in a pinch.

Threats:
Rotom-Wash, though rare, has coverage for everything and like to threaten Bulu with wisp. An immunity to T-Spikes and Volt Switch means I can't play as defensively against it as I'd like. Excadrill and Bulu put pressure on it, but the team needs to play well in order to do so.

Kartana is a far more decent balance breaker than people give it credit considering it's able to crush Celesteela with a +2 Z-Sacred Sword. It's specifically good against my team because it can set up decently enough against a good number of mons and can't be OHKO'd by anything I have that can be faster.

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Psychic Fangs
- Protect

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Swords Dance
- Superpower
- Zen Headbutt

Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

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

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze
 
Hi, I don't know if it was you, but I fought this team on ladder last night and it was an outrageous weakness to sd alolan marowak. I've never been a fan of full trick room teams like this because they always have the problem of losing to slow, absurd wallbreakers like this, but if you want to commit to this archetype this badly, I'd recommend adding a tyranitar or something.

I also wanted to share a great team I've been testing out lately for anyone else that wants to give it a go.


/BE STILL/

Sharpedo-Mega @ Sharpedonite || Tapu Bulu @ Fightinium Z
Ability: Speed Boost || Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe || EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature || Adamant Nature
- Waterfall || - Horn Leech
- Crunch || - Swords Dance
- Psychic Fangs || - Superpower
- Protect || - Zen Headbutt​

The team started out with me wanting to build around these two. I usually take requests on cores to build with, build a team in 5 minutes, and then go back later to make edits. I forget who requested these two, but they turned out to be a cool core to work with as they share a lot of the same switch-ins, like Mega Venusaur, Ferrothorn, and Skarmory. Sharpedo does what it usually does on teams and hangs in the back until it has a chance to come in late game to win while Bulu plays up front to weaken the opponent's team throughout the match.


Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Things might get kind of non-linear from here because I can't remember the exact order I put stuff on the team. Hippo was a solid choice to fit in my existing defensive core because of how it whittles Mega Metagross, handles Zard X, and sets up rocks so reliably. Hippo is passive, but in the right defensive context, it's an incredibly consistent and reliable rocker that can be a struggle for the opponent to bring down. Coupled with Bulu's Grassy Terrain, it's a decent SD Z-Lando check, too, which was very useful for the team.


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

One obnoxious hurdle for the team was spikes Greninja and fast mons. Excadrill comes in as a reliable spinner and speed control to prevent the team from becoming too overwhelmed. Physically defensive Hippo also does not make a very great Electric-type check, either, so Excadrill typing comes in handy against the likes of Magnezone and Tapu Koko. The secondary Psychic check is appreciated, too, of course.


Celesteela @ Leftovers || Toxapex @ Black Sludge
Ability: Beast Boost || Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD || EVs: 252 HP / 136 Def / 120 SpD
Careful Nature || Calm Nature
- Heavy Slam || - Scald
- Flamethrower || - Toxic Spikes
- Leech Seed || - Recover
- Protect || - Haze
These two came in a pair while I was building, too. The Gen 7 balance special of Celesteela and Toxapex is amazingly consistent and carries this team on its back. Toxapex's EV's ensure that it can live +1 Modest Pheromosa's Z-Hyper Beam after rocks and gives it a well-rounded EV set to handle other various special attackers better, such as Earth Power Heatran and Extrasensory Greninja. T-Spikes from Toxapex synergizes phenomenally with SD Bulu, too, considering the constant baiting for Grounded Poison-types to switch in against Zen Headbutts and easy switch-ins for Bulu against Tapu Finis. Celesteela sits in the back as the primary Psychic resist and as a soft Mega Metagross check in case Hippowdon get crit or Frozen or something. It's also a decent offensive Lando check in a pinch.

Threats:
Rotom-Wash, though rare, has coverage for everything and like to threaten Bulu with wisp. An immunity to T-Spikes and Volt Switch means I can't play as defensively against it as I'd like. Excadrill and Bulu put pressure on it, but the team needs to play well in order to do so.

Kartana is a far more decent balance breaker than people give it credit considering it's able to crush Celesteela with a +2 Z-Sacred Sword. It's specifically good against my team because it can set up decently enough against a good number of mons and can't be OHKO'd by anything I have that can be faster.

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Psychic Fangs
- Protect

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Swords Dance
- Superpower
- Zen Headbutt

Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

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

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze
That TR team was more of a "I see everybody using the same thing in TR anyways so I'll just do everybody the favour and build the generic TR team" type of project. I have already seen so many variations of trick room pre mawile release and post mawile release that include 4-5 of the same Pokemon in my predicted formula, and I built this team partly to encompass this unoriginality.

When I build my own trick room teams I usually step away from this rigid formula and I plan to take the idea of a TR team to different directions. As for the weaknesses to faster wallbreakers that can just outspeed and kill everything, I will definitely branch out from the full TR concept, adding different ways to deal with these threats. I'll consider ttar for now and see where that takes me.

PS: It probably wasn't me you fought, I was busy reading a novel for an assignment.
 
Last edited:

Leo

after hours
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
MPL Champion
That TR team was more of a "I see everybody using the same thing in TR anyways so I'll just do everybody the favour and build the generic TR team" type of project. I have already seen so many variations of trick room pre mawile release and post mawile release that include 4-5 of the same Pokemon in my predicted formula, and I built this team partly to encompass this unoriginality.

When I build my own trick room teams I usually step away from this rigid formula and I plan to take the idea of a TR team to different directions. As for the weaknesses to faster wallbreakers that can just outspeed and kill everything, I will definitely branch out from the full TR concept, adding different ways to deal with these threats. I'll consider ttar for now and see where that takes me.
This is the Bazaar and people are supposed to drop teams for others to use. Yes, the team is standard TR but he never claimed it wasn't neither did he claim that he's the one person who started using those mons on TR. You may have already seen this trend of dropping teams everyone already knows/standard when people drop Stall teams but that's because these archetypes (Stall and TR) are very limited in order to have success, however this doesn't mean you can't share these teams for people who are looking for that. I don't think he did anything wrong when he shared that team, just my opinion tho
 
This is the Bazaar and people are supposed to drop teams for others to use. Yes, the team is standard TR but he never claimed it wasn't neither did he claim that he's the one person who started using those mons on TR. You may have already seen this trend of dropping teams everyone already knows/standard when people drop Stall teams but that's because these archetypes (Stall and TR) are very limited in order to have success, however this doesn't mean you can't share these teams for people who are looking for that. I don't think he did anything wrong when he shared that team, just my opinion tho
Yeah that's why I put the team in here; yes I've seen people put their Stall teams in here which are similarly limited. I never said there was a problem with sharing these teams.
 
Just because people currently use the same Pokemon in TR doesn't mean it's current skeleton is good. In fact I'd say most of the TR teams I see built with similar "formulas" are pretty bad as they have a lot of trouble with quite a few popular Pokemon such as M-Scizor, Heatran, Marowak, MVenusaur, Tapu Fini, Toxapex....etc.

Trick Room as a whole is actually a fairly flexible as a team archetype as long as you don't limit it to specific skeletons.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 4)

Top