Project USUM Team Building Competition (v2)! (Round 7: Vivillon)

Is Eternally a cute user?

  • Yes

    Votes: 126 48.3%
  • No

    Votes: 99 37.9%
  • Hai :3

    Votes: 105 40.2%

  • Total voters
    261

Muk @ Fightinium Z
Ability: Poison Touch
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Gunk Shot
- Focus Punch
- Power-Up Punch
- Thunder Punch

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
- Psychic
- Roost
- Toxic
- Feather Dance

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Protect
- Stealth Rock
- Toxic

Comfey @ Life Orb
Ability: Triage
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Draining Kiss
- Giga Drain
- Hidden Power [Fire]
- Calm Mind

Aerodactyl @ Leftovers
Ability: Pressure
EVs: 248 HP / 84 Def / 176 Spe
Jolly Nature
- Rock Slide
- Roost
- Substitute
- Taunt

Accelgor @ Choice Specs
Ability: Sticky Hold
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Energy Ball
- Focus Blast
- Spikes

so z fight muk is a really great partner with aerodactyl because it lures a bunch of bulky grounds which aerodactyl struggles with, credit goes to realistic waters for the set. i decided to use psychic xatu for golbat. feather dance is nice for incineroar, rhydon, and curse steelix. i went with seismitoad as my rocker because i wanted a klinklang check, volt switch immunity, and something to switch into scald. I figured comfey would work well on this team since muk can lure or switch into alot of its checks and counters, and i also need something for guzzlord. bulky aerodactyl is the only good set dont @ me.
 

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
Aerodactyl @ Flyinium Z
Ability: Unnerve
EVs: 252 Atk / 80 Def / 176 Spe
Jolly Nature
- Hone Claws
- Sky Attack
- Stone Edge
- Earthquake

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up

Heliolisk @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Surf

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 136 Def / 120 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Rapid Spin
- Refresh

Incineroar @ Figy Berry
Ability: Intimidate
EVs: 244 HP / 132 Def / 132 SpD
Careful Nature
- Flare Blitz
- Knock Off
- U-turn
- Earthquake

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 248 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Strength Sap
- Giga Drain
- Sludge Bomb
- Moonlight

fly z hone claws aero is really fun lol. aero forces out a fair amount of mons given its speed and decent enough power, which generates setup opportunities. i went with fly z for the cool fun nuke against anything, but dark z works too for that double boost in attack. palossand is the obligatory rocks setter that provides the team with a ground and normal immunity, while plume lets me do the scouting vs helio. i went with fastoise because i hadnt tried it yet, and it provides me with necessary entry hazard removal to support aero and incin. pivot incin because fuck vanilluxe. scarf lisk because aero can break a lot of the shit that lisk dislikes (lix, don, etc).
 
Aerodactyl @ Flyinium Z
Ability: Unnerve
EVs: 252 Atk / 80 Def / 176 Spe
Jolly Nature
- Hone Claws
- Sky Attack
- Stone Edge
- Earthquake

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up

Heliolisk @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Surf

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 136 Def / 120 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Rapid Spin
- Refresh

Incineroar @ Figy Berry
Ability: Intimidate
EVs: 244 HP / 132 Def / 132 SpD
Careful Nature
- Flare Blitz
- Knock Off
- U-turn
- Earthquake

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 248 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Strength Sap
- Giga Drain
- Sludge Bomb
- Moonlight

fly z hone claws aero is really fun lol. aero forces out a fair amount of mons given its speed and decent enough power, which generates setup opportunities. i went with fly z for the cool fun nuke against anything, but dark z works too for that double boost in attack. palossand is the obligatory rocks setter that provides the team with a ground and normal immunity, while plume lets me do the scouting vs helio. i went with fastoise because i hadnt tried it yet, and it provides me with necessary entry hazard removal to support aero and incin. pivot incin because fuck vanilluxe. scarf lisk because aero can break a lot of the shit that lisk dislikes (lix, don, etc).
Super small thing, a blastoise spread of 252 hp / 48 def / 208 speed with a bold nature is slightly more efficient, reaching the same speed and having two extra points of defense, so super super minor but yeh.
 

Yoshi

IT'S FINK DUMBASS
Waited until now to get this voting phase up so you guys have a week to vote, we're skipping next week because of the holidays!
Round 21: Voting Phase
Team #1:
- neomon
Team #2:
- Rabia
Team #3:
- -Davon
Deadline for voting is 12 / 30 / 18
Good luck submitters :toast:!​
 
Here is a bit of fun for you all to enjoy n_n~

Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Double-Edge
- Spikes
- Freeze-Dry
- Earthquake

Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 244 HP / 132 Def / 132 SpD
Careful Nature
- Knock Off
- U-turn
- Flare Blitz
- Earthquake

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Toxic
- Stealth Rock

Golbat @ Eviolite
Ability: Infiltrator
EVs: 252 HP / 80 SpD / 176 Spe
Jolly Nature
- Brave Bird
- Toxic
- Defog
- Roost

Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Earthquake
- U-turn

Comfey @ Life Orb
Ability: Triage
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Giga Drain
- Hidden Power [Psychic]

By the title of the import the team is focused around Comfey and Glalie-M, even going as far as to run the rare HP Psychic to hit Vileplume, Golbat, Garbodor and Weezing. Glalie+Comfey gives ideal advantages to one another, putting spikes, wittling common answeres and offensively removing the any other checks/counters that they don't share. Everything else on the team is just compressed glue, just look at that Defog bat, you know it's compressed in there with it's equally ugly face as Mega Glalie's.
 

Glalie-Mega @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Explosion
- Spikes
- Taunt

Vivillon @ Flyinium Z
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Sleep Powder
- Quiver Dance
- Energy Ball

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 180 HP / 96 Atk / 232 Spe
Adamant Nature
- Zing Zap
- Iron Head
- U-turn
- Return / Reversal

Druddigon @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Glare
- Earthquake

Houndoom @ Shuca Berry
Ability: Flash Fire
EVs: 64 Def / 192 SpA / 252 Spe
Naive Nature
- Fire Blast
- Dark Pulse
- Destiny Bond
- Sucker Punch

Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Shard
- Icicle Crash
- Knock Off

I created a hyper offense team with Druddigon and Mega Glalie as the hazards core, both have taunt to prevent opposing rocks for Vivillon. I like Explosion on Mega Glalie because it can heavily weaken ice resists or KO them after Double-Edge damage which helps Sneasel and Vivillon; for example Silvally-Steel and Incineroar. Vivillon is the only fighting resist, but it can take advantage of scarfed Passimian that are locked into Close Combat, so most of the time it is beneficial to sacrifice Sneasel or Houndoom to a CC. I added scarf Togedemaru because it outspeeds Passimian and checks some threats to this team such as Klinklang and Heliolisk. Houndoom gives me a fire resist, and with a Shuca Berry it can safely switch into Steelix and Incineroar if it needs to. If you can pull off a Destiny Bond on Incineroar it will give Sneasel an easier time sweeping. Sneasel is rocking the Swords Dance set which is pretty underrated at the moment despite Incineroar's ubiquity.
 
here's a team you only need half a brain cell to build and use.
one thing to note is that it gets 6-0d by block rest amnesia defense curl wailord so just click x if you encounter one to save some time.

Glalie-Mega @ Glalitite
Ability: Ice Body
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Double-Edge
- Ice Shard
- Earthquake
- Freeze-Dry

Passimian @ Choice Scarf
Ability: Receiver
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Earthquake
- U-turn

Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Knock Off
- Earthquake
- Swords Dance

Slowbro @ Yache Berry
Ability: Regenerator
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Slack Off
- Psyshock

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 80 Atk / 156 SpD / 20 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Curse

Decidueye @ Grassium Z
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Shadow Ball
- U-turn
- Defog
Braindead team, come in and click moves. +Atk Glalie cause more power and you dont wanna be boring (Frustration > Double Edge and/or +Speed are both options) and Yache Slowbro because the Freeze Dry resist is offensive Incineroar, aka there is none.

Edit: here's the wailord replay https://replay.pokemonshowdown.com/gen7nu-848746807
 
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