Project USM TEAMBUILDING: Week 17: Golisopod

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Flamita [Old]

Banned deucer.
Sunrise





Lycanroc-Dusk @ Lycanium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Fire Fang
- Accelerock


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Toxic
- Gyro Ball
- Earthquake


Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Refresh
- Haze
- Recover


Gligar @ Eviolite
Ability: Immunity
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Roost
- Defog
- U-turn


Shaymin @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Psychic
- Hidden Power [Ice]
- Healing Wish


Moltres @ Choice Specs
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- Hidden Power [Steel]
- U-turn


Lycanroc is a poke with a powerful Z and of which the checks or counter of the poke are counted. bronzong makes an excellent synergy with it because it is immune to earth by levitation, resistant to plant, and steel while laying rocks while milotic is water resist and helps in large part to equipment with its excellent bulk.
Gligar helps against pokes like pangoro, bewear, steelix in addition to functioning as defoger. shaymin serves to give revenge kill in addition to support healing wish, finally moltres to close the core FWG and help break the pokes that lycanroc can not break.
A very fun team!
 
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When building around Doggo-Dusk, the two main things that one needs to keep in mind are 1) Finding setup opportunities to use SD and 2) Addressing mons that need to be weakened or taken out completely. To go down the list:

list of mons Lycan can setup on after sr dmg from VR - Salazzle, Foul Play-less Mandi, Cress, Moltres, Scarf Garde, CB Bewear locked in Return or Ice Punch, Lax lacking eq or CB locked in another move, scarf Shaymin/Rose locked in non grass move, Escav locked in pursuit, Swellow, Diancie, Regi, Rotom-H lacking WoW, Goodra/Noivern after a Draco drop, fire choice locked Delphox.

list of mons from VR Lycan needs help bypassing after an SD (more than a couple rounds of SR + minor chip needed) - Lix, Ajet Gatr, Scarf Flygon, Zydoge, Scarf Shaymin, Scarf Ttrum, Rhyp, Ches, Doub, Regi, Pyuk/Quag(obv lol), GOLISOGOD.

With those two factors in mind, I built a team specifically designed to address them with every other member of the team helping with at least one of the two above.

Lycanroc-Dusk @ Lycanium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Swords Dance
- Stone Edge
- Fire Fang

Nidoqueen @ Shuca Berry
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Stealth Rock
- Toxic

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Hidden Power [Rock]
- Seed Flare
- Synthesis

Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Ice Beam
- Aura Sphere

Moltres @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- U-turn
- Hurricane
- Flamethrower

Bewear @ Chople Berry
Ability: Fluffy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Superpower
- Swords Dance
- Taunt

To start I'm using Fire Fang > Drill Run bc the 3 main targets that drill hits (Rhyp, Lix, and Doub) are hit for nowhere near enough while the SE coverage of fang and ability to actually beat checks after an SD like zong seems more useful. Furthermore in regards to drill run targets, at least 3-4 members of the team beat each of those handily already too.

Again Molt is used this time for FWG synergy/Cleaning ability/resistances/blahblahblah and its especially useful to pressure lix/doub/ches (Ches loses to 4 members of the team tho so it's never really an issue anyway), pivot out of rhyp into Shaymin/stoise, or even uturn on a Cress/lax/Diancie for doggo to SD on. Additionally, the scarf grass types in shaymin/rose would be obliged to not click their grass stab against Molt which also gives a setup opportunity. Aura Sphere Stoise also pressures the rhyp/doub/ches/lix doggo checks and since Lyc does decently vs Cress and Zong, Aura Sphere lets it hit other problematic targets instead in particular Registeel and EQ lax.

Air Slash/HP Rock coverage offensive Shaymin is great, just let Nat tell you about what it does and replace bluffing scarf with always OHKO'ing Molt from full and lazzle after rocks. In particular, it puts those two in lose/lose situations of having to switch out to not get KO'd or attacking to kill Shaymin (only variant of Molt this applies to is scarf ofc) only to be setup fodder for Lycan. Also simultaneously one of the best offensve Zydoge checks and Milo switch ins in the tier.

Shuca Queen is a very cheeky way of removing Lycan checks unexpectedly in Zydoge/Flygon/Lix/Rhyp and also beats doub/ches (been saying that a lot lol...). Lack of LO makes fat things like Defog Mandi, umb, P2, etc a bit tougher to handle but fortunately Lycan doesn't particularly care about those specially bulky things as much. The residual damage from toxic and scald burns chipping things down or negating fat mons' lefties definitely helps Lycan score KOs with SSS and accelerock as well.

The last mon is used to address a few things from the two earlier lists yet to be covered. Chople SD Bewear is definitely unorthodox however it fills many roles for this team in particular: It checks both DD and SD Gatr (the latter being crucial due to ajet + its bulk cucking Lycan), scarf Ttrum, Zydoge/Flygon should they click Outrage, GOLISOGOD, Pyuk thanks to taunt, etc. The loss in power from lack of z move is fine since the best targets for it (Cress, Glig) can actually be beaten by +2 Lycan after rocks. Also randomly taking stuff like Stoise Aura Sphere, Viriz CC, or Pangoro/Machamp is something nobody will see coming.

In general being an offensive team, momentum and particularly giving the team's wincon Lycan a setup opportunity by sacking things can often be worth it. There's not much you can really do if the opposing team just has nothing Lycan can setup safely on, especially if they play in a way that doesn't allow it to setup thus basically relegating it to a one time strong attack/revenge killing but such is the nature of the mon.

Also, physically bulky mons that don't resist SSS lol:
+2 252 Atk Lycanroc-Dusk Splintered Stormshards vs. 252 HP / 200+ Def Eviolite Gligar: 280-330 (83.8 - 98.8%) -- 68.8% chance to OHKO after Stealth Rock
+2 252 Atk Lycanroc-Dusk Splintered Stormshards vs. 252 HP / 114+ Def Cresselia: 408-480 (91.8 - 108.1%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+2 252 Atk Lycanroc-Dusk Splintered Stormshards vs. 4 HP / 0 Def Bewear: 346-408 (90.5 - 106.8%) -- 75% chance to OHKO after Stealth Rock
 
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Week 16: Incineroar


Incineroar received intimidate, allowing it to have increased utility. While not an ideal defensive Pokemon, Incineroar can offensively threaten a majority of the metagame with its strong STABS and potential Z move when backed by a Swords Dance. Can Intimidate give Incineroar the boon it needs to make use of the tool it already has, and shine in the metagame? It will be up to this week's builders to make it work!
 

Taskr

Talent's in my blood but I don't wanna be vain
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus
Incineroar Webs




Incineroar @ Incinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Swords Dance
- Taunt
- Flare Blitz

Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Hidden Power [Ice]

Hoopa @ Choice Specs
Ability: Magician
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psyshock
- Focus Blast
- Trick

Aerodactyl @ Life Orb
Ability: Unnerve
EVs: 252 Atk / 40 Def / 216 Spe
Jolly Nature
IVs: 29 HP
- Stone Edge
- Earthquake
- Taunt
- Stealth Rock

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Dark Pulse
- Ice Beam

Roserade @ Choice Scarf
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Spikes
- Sludge Bomb
- Hidden Power [Ground]


Offensive Z-Move Incineroar is actually a pretty cool mon as it can break through things such as Milotic at +2 and Taunt is nice for stopping things like Gligar and Mandibuzz from recovering. I paired it with Galvantula as it helps Incineroar's matchup against bulky Dark and Water types if Incineroar doesn't manage to SD but also Sticky Web is nice for Incineroar too because of its low speed. Hoopa adds a spinblocker to the team and a nice special breaker that can trick stuff like p2 and Snorlax. Aerodactyl works as a nice offensive rocker that helps with Flying types that are immune to Sticky Web, Mega Blastoise is another nice web abuser that can rapid spin opposing hazards and lastly Scarf Roserade is added for speed control and another Water resist for the team.
 

Pepeduce

PepeDuce, le seul, l'unique ! #SGZ
is a Tiering Contributoris a defending SCL Champion
Medicham & Big Tomcat


Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Drain Punch
- Ice Punch

Incineroar @ Firium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Darkest Lariat
- U-turn
- Flare Blitz

Porygon2 @ Eviolite
Ability: Trace
EVs: 232 HP / 124 Def / 152 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Recover
- Foul Play

Gligar @ Eviolite
Ability: Immunity
EVs: 248 HP / 200 Def / 60 Spe
Impish Nature
- Roost
- Toxic
- Earthquake
- Defog

Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Stealth Rock
- Toxic
- Psywave

Golisopod @ Choice Band
Ability: Emergency Exit
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Drill Run

Incineroar is a nice balanced team breaker with SD Incinium (I like also Firium more chance to OHKO Gligar after rocks and no recoil Damage when you hit Steel type) can break Steel/Milotic/Gligar cores and set up against defensive dark type. It's a great Knock Off absorber very useful for the team. I choose U-turn over Taunt to gain momentum and pressure with Golisoso CB. (Taunt still very good against Cress Colbur Toxik or Mandibuzz)
The goal of the team is to remove the defensive water type with Incineroar to pressure the team with Golisopod or to weaken fighting check to clean with Medicham choice scarf (drain punch for Umbreon and other protect users) in late game.
P2 is a great pivot, less worried by Toxik if there is a Gligar in other side you can get a P2 Immunity, Tbolt over Toxik to hit Milotic Refresh, Foul Play of course to prevent BD Linoone and deal with SD Doublade.
Finally, Bronzong Heatproof because you don't need Levitate (Zydog anyway :pikuh: ) for this team with Gligar and Golisopod as ground check (mainly Mega Lix) and P2 for Nido and you able to deal better against special Fire type and relieve P2.
 
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