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in-any-case, the next week's gonna be on Suicune :D
Suicune is a solid but underappreciated Pokemon in Gen 7 UU. It's got a couple of solid sets, mainly the classic CroCune and the somewhat-less-classic-but-still-moderately-classic VinCune. It's the OG fat water, it makes the most of its ability, Pressure, and it still works wonders on balance and bulky offense. However, its lack of recovery outside of Leftovers and Rest leave it somewhat easily worn down, and the ever-presence of Pokemon like Breloom and Mega Manectric do it no favors, either. Get to building, folks, and good luck!
This is a team I made centered around the classic balance core of Sylveon + Mega Aggron + Suicune. As I was making this team, I immediately noticed I needed speed control, and Toxic Spikes for Suicune. This is why I added Scarf Nihilego, as it does both of these things nicely, and provides a secondary Flying resist. I looked rather weak to Cobalion at this point, which is why Chandelure and Gliscor help. Chandelure also loves Sylveon's wish support to keep it from being worn down, and serves as an excellent stallbreaker for this team. Gliscor provides hazard removal, a Volt Switch immunity, and a mon to gain momentum. I used Acrobatics on Gliscor (courtesy of Amane Misa) for Heracross and Breloom, which are otherwise threats for this team. I chose Refresh on Sylveon since Gliscor wouldn't like getting its poison removed and it might have trouble switching in safely without a U-Turn/Volt Switch mon. Some threats to this team are All-Out Pummeling Scizor, Z-Move Gengar, and Ghosts in general. Enjoy!
Here is my team I made centered around tailwind offensive Suicune, ideally I would like to have play-tested more but I'm going away for the weekend tommorow. Hopping on my showdown account just now I got to 20-2 with the team, I had a lot of fun and found in most games I had the opportunity to win if played correctly.
Suicune
Although the standard Cune sets are used for good reason, an offensive set will catch many off guard resulting in vital kills or sweeping via tailwind.
Tailwind can also be used to improve Necrozma/Infernapes ability to smash through the opposing team. The EVs are nothing new, they allow Cune to outspeed M-Aero with tailwind up.
Alola-Muk
A very help Pokemon to have on most teams, it allows me to play mind games with M-Manectric (as I have Gliscor + pursuit) and various other Pokemon who fear the pursuit - which is a move I use on lots of pokes to weaken them for later on.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 204 Atk / 180 SpD / 124 Spe
Adamant Nature
- Pursuit
- Knock Off
- Gunk Shot
- Fire Punch
Necrozma
Necrozma itself is a poke I think is amazing, I love to lead and smash something with shattered psyche as many opponents think you are leading to get rocks up. The amount of Gliscor/Scizor that fell victim to this during my stint on the ladder was crazy.Again I'm running 220 Speed to outspeed the unboosted tier when tailwind is up.
Necrozma @ Psychium Z
Ability: Prism Armor
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Photon Geyser
- Signal Beam
- Heat Wave
- Earth Power
Infernape
Provides much needed physical presence to help with the usual suspects such as Snorlax and Blissey. Priority mach punch as well as generally useful stabs help in most games to punch holes in the opposing team or perhaps open to bring in during tailwind to take advantage of the band damage vs a weaker offensive team.
Opponents must think twice about swapping in Pokemon such as Chandy/Latias as Alolan-Muk is in the back to trap them.
252+ SpA Necrozma Shattered Psyche (180 BP) vs. 244 HP / 0 SpD Gliscor: 403-475 (114.4 - 134.9%)
Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch
Gliscor
Nothing interesting here - helpful resists/immunitys with stealth Rock and u-turn to help with momentum.
Latias
This spot previously belonged to Crobat, but I have preferred Lati since switching to it. Latias offers a fast defog whilst offering an offensive presence and helpful resists. Toxic can be a big problem for my team when people have pokes like Alomomola to wear me down but with healing wish or trick I can usually find a way to play around these.
Summary
In total played about 35 games with this team, I had a lot of fun particularly with Cune and Necrozma, I think with further play the team could be improved upon further so I invite you to give it a try :)
It's just Suicune balance. Shout out to Sage of the 6 who I built this with. We originally had Nidoking over Hippowdon but the Mega Manectric switch in was "da x button". The combination of Leftovers Defog Serperior and Vincune absolutely murders stall. Spikes makes this team the enemy of a lot of offensive teams with Kommo-o being the wall breaker. Kommo-o was SD Stealth Rocks two attacks but then we added Hippowdon over Nidoking so now it's ice punch for Togekiss and Gliscor who lives a +2 Outrage. Mega Aerodactyl Pursuit traps threats and thats really it.
Big shoutout to Vivalospride for the Nihilego set, this team focuses on the power of triple pressure. It easily out-stalls stall by sapping their PP and uses toxic spikes to wear down more offensive squads. Kyurem/Moltres/Suicune have fairly decent type synergy and act as the wincons of the team. Moltres is safety goggles to defeat Loom a little easier. Scizor is the main draco switchin while being a vital defogger for the team and a pivot to potentially give the pressure stallers free subs. Hippo blocks the nasty Volt switch shenanigans and those nasty rock types and sets rocks, while phasing threats to stop them from setting up. Nihilego is a pretty good general special wall (Good at defeating M-Doom and M-pidge especially, two mons who would otherwise chew this team and spit it out) who can lure bulky waters the team is pestered by and lay down the team's other wincon outside of pressure stalling: Toxic spikes.
Everybody knows Kevin. Here's a not-so-quick rundown.
Updated and tweaked since Keldeo's rise a long-ass time ago, this is pretty much the definition of ORAS-flavored offense. Lacking such things as Scarf Crobat, this team is pretty flexible when it comes to just about anything. It doesn't excel at any one thing, and there's some games where you just get outclassed and unable to keep up, which happens sometimes. Some matchups will suck, but you can make it work. There's no fancy tricks, no surprise gimmicks, no sets that are too far gone to be of use when something shifts half a percentage point in usage. All this team demands is a little bit of skill and a knowledge of the meta, and you can adapt to everything.
Reprising a role as a hard-hitting Ground-type, Krookodile comes back into the spotlight. Not IV'd to live any specific hits, not there to sponge hits at all really, it just provides a really damn strong Knock Off and Earthquake. This time around, though, I took a page out of LilOu's Cold War (which was in itself one of the best teams of the then-meta) and ran with Band Rocks Krookodile. It's a bit of a game to figure out when to set hazards and when to attack, but utility is good all-around and can actually help stop Voltturn if played well enough to take out key players early in.
Celebi sits in a weird place. It has good natural bulk, a decent typing both offensively and defensively, and complements Krookodile quite well. This set itself is about as straightforward as they can be: if you have a chance to dole out some decent damage, you can just about freely use Nasty Plot and be able to break a ton of walls that Krookodile couldn't. Swampert, Blastoise, and Gliscor come to mind immediately, and with Colbur Berry you have a one-time buffer against all Dark-type moves. This can easily let you set up against opposing Krookodile, which like to spam Knock Off. Hidden Power Fire also allows you to decimate Scizor trying to gain momentum by denying them the chance to U-Turn in the first place. Or live. If you're not running Z-Iron Head on Cobalion, Z-Earth Power here can also do the trick.
Crobat is generally never useless. There's always Hazards to remove or a fighting-type to check or a thing to pivot on. Crobat does a lot of it pretty well, while still boasting decent power due to Sky Plate-boosted Brave Birds. Also having a nice speed tier with some of the new additions around, the bat will likely be able to prove some worth against a lot of some otherwise very scary Pokemon before they get a chance to get moving, thanks to a great set of resistances and immunities.
Vincune only really rose to prominence this generation, where such things as Crocune and Roar + Rest were more commonplace in the past, but it is a force to be reckoned with in the current metagame. Granted, many things can set up alongside it and beat it, but once those are removed Suicune more often than not can live any hit thrown at it. For those who aren't in the loop about Cune, these particular EVS allow it to maintain a Substitute against an Amoonguss Giga Drain at +1, while outrunning positive-natured Base 80 Speed Pokemon such as Mamoswine and Chandelure. Normally, I've run Roar over Protect to handle opponents trying to set up alongside me, but here I've decided to run Protect for the sheer amount of stalling that can be done and ability to gain free recovery through Leftovers, which can make or break this set.
Cobalion remains a decent Dark-type check in the Metagame, especially since Keldeo is no longer around to bash them around and grind them into dust. However, with Krookodile taking over the duties as the team's provider of Hazards, it has a spot open, which I've filled with Rock Polish to turn Cobalion into an effective cleaner. And with the rise of Mega Altaria as one of the better Megas in UU, I'm faced with a need to dispose of it quickly and effectively, before it can cause any major damage to my team. So I've elected to fuffill the slot of a Z-move user with Cobalion's Corkscrew Clash, which deals immense damage to even the bulkiest of sets. This also gives it a fighting chance to take out such Pokemon as Gliscor and Togekiss with minimal damage in return, making it a capable way of handling some more annoying Pokemon to offense.
For the last slot, I was playing around with such things as Scarf Crobat and Mega Latias as a combination to try and generate momentum, but fortunately Mega Latias was banned. Since Scarfbat isn't really the best Pokemon for general use, I decided on filling this last slot with some form of Speed Control to handle Scarf users such as Infernape and Terrakion, as well as the three fast megas in Mega Beedrill, Sceptile, and Mega Aerodactyl as they played hell with my team. Though adverse to taking many hits from them, Latias does effectively revenge kill all of the above, while also checking the Scarfers that play hell in my team's ranks fairly well. This also gives me a way to really just make sure Gliscor goes down if it gets a Swords Dance up and isn't Agility, because a +2 Gliscor also causes some issues.
Unfortunately, I completely forgot to post a new week last night e_e Unfortunately again, we have a pretty small voting size - but even with that, looks like Doobies wins out by one vote, so congratulations!
We've somehow gone over half a year without doing Latias a single time, so here it is! Should need no introduction, Latias's Calm Mind sets have been a metagame-driving force for most of the generation, and it can pick up its slack in other areas with nice coverage and overall useful moves like Defog, Ice Beam, Healing Wish, Thunderbolt, and Recover. Submissions due Saturday!
I started with a Choice Specs Latias that I wanted to build around (thanks Sacri' for getting me on the wave!). Specs allows you to do crazy things like 50% damage to A-Muk and ohkoing offensive Gliscor, and I've also added Sleep Talk to give me more counterplay to Breloom. Surf is chosen because it hits common Lati switchins like Base Aggron, Steelix, Krookodile, and offensive Scizor, 2hoking or Ohkoing all of them. It also let's you pressure SpD Gliscor in neutral when it could Roost on your Dracos earlier. Next up I'm using a Poison Heal Breloom to help me bust through slower teams as well as be a general nuisance with spore and passive recovery. Facade lets you break through Amoonguss after an SD with Rocks, and Drain Punch gives you tons of passive recovery. Swampert was the next member chosen, running a fun Subzero Slammer set with Counter. The attack EVs ohko Serperior after rocks (25% chance for raw ohko if you need the damage stat, but I find it easier to just set rocks on its first switch and Subzero the second one, lets you retain more bulk.) Counter is used here as way to punish U-turn spam that the team is slightly weak to. I was looking weak to opposing dragons specifically, so the next team members attempt to fix that. I have here a fun Doublade set, with Pursuit to get chip damage on threats like Latias, and Toxic to annoy walls like Hippowdon and Swampert that will use you to set up Rocks on or recover. The EVs let you take two Life Orb Latias HP Fires comfortably, while still killing it with two Pursuits. Swampert and Doublade both lacked passive recovery, so I thought the team could use Wish support. Sylveon provides that along with a secondary Dragon check, I've opted for Calm nature to deal with Mega Manectric and Kyurem more easily. Finally, Hydreigon compresses Speed Control and Hazard Removal in one slot, and can often abuse how Latias punches holes in opposing teams to clean at the end.
This team has some very fun / creative sets in the meta, I encourage you to give it a try!
Nihilego @ Expert Belt
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Grass Knot
- Stealth Rock
More or less a kind of bulky offense team. Lati is the queen here and the main star of the show. CM Z makes her a very effective wallbreaker. Krookodile is an effecient revenge killing scarfer that provides invaluable resistances to ghost and an immunity to electric to stop voltturn from pestering the team. The pursuit trapping is also important, both for killing threatening mons, and getting chip. (fun fact: One Krookodile pursuit if its running and ONE ROUND of rocks always puts the typical assault vest muk in range to drop to +1 Devastating Drake.) Amoongus is eject button to let in a trapper on something it defeats. Amoongus itself also checks a respectable slew of mons like Loom and Azu like it usually does. Magneton is a trapper to lock Scizor as well as fat yet passive steels in place to dispose of them. This lets Lati let loose later in the game. Scizor is a defogger and an important pivot with useful resistances. Nihilego is the main switchin for mons like Mega Pidgeot and some cases has to take charge as the Hydra switch in. Its also the team's main rocker. It has expert belt grass knot to defeat various bulky (Water/)Ground types as opposing leads.
This is a Volcanion balance team I've been using post Mega Slowbro suspect. I can't compete with the power couple that is Sage and Sacri but this team has worked well for me. The whole point of Volcanion is to wall stuff like Suicune, Mantine, Azu, Scizor, and most importantly Mega bro. It clicks Toxic, forces things out, and hits hard. Since my team is awfully Mega Manectric weak I have max spdef Hippo that completely walls it and has Whirlwind to faze out Rest Mega bro which is a pain. Latias is the speed control here with Ice Beam over Trick because my team does well enough versus stall and has trouble with Gliscor. Mega Altaria is a great sweeper on this team because my team deals well with everything that threatens it, Scizor, Amoongus, etc. Crobat is an excellent switch in to non Rock Tomb Breloom and Amoongus and gets off a free U Turn. A lot of people dont like Defog bat but I think it's a good set. Amoongus walls Azumarill with Poisinium Z and has 36 Spdef to live Psychic from Latias after rocks thanks to Kink for that advice. This is a solid team I hope you try it! Thanks :)
Edit: Made Malt Facade Cotton Guard because of issues with Suicune.