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Project What's Their Last? v2 [Week 24: Voting phase]

Congratz Aishia for winning with their Palossand submission correctly noticing the team lacked a Stealth Rock user and appreciated a switch into electric types. Gyro Ba11 I applaud your submisison for also acknowledging the team does have no speed control, but as stated in the rules you cannot change the provided importable even if Stealth Rock on Terrakion is a viable option here. Shout out to I'm actually Cash for providing the team last week and the original Pokemon was actually Sash Mamoswine on his squad (Not as a suicide lead). Well done everyone with their submissions I definitely think they all work fantastically in that final slot!
Aishia - 3
BackAtYouBro - 1
Smallsmallrose - 1
Here is the team being featured this week:

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Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Pursuit
- Roost

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Hidden Power [Fire]
- Clear Smog
- Giga Drain

Gligar @ Eviolite
Ability: Immunity
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Roost

Hydreigon @ Steelium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Flash Cannon
- Roost

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Play Rough
- Thunder Wave
- Spikes
- Magnet Rise
"Hey guys, here's a team that I built around Spikes + Steelium Z Hydrei. Spikes pressure a lot of Drei's bulkier fairy type switch-ins like Florges, fat Alt and Sylveon while Klefki itself takes on opposing Hydrei, Kommo-o and Latias. Magnet Rise allows it to check Nidoking and Mamoswine decently enough, although Mamo in particular is a threat. This core is supported by Gligar, which provides rocks, a Terrak switch-in, a general fighting resist and baits in bulky waters to give Drei free turns. Amoongus offers further insurance against Terrak/Cobalion while taking on SD Scizor variants, gives me a nice pivot into toxic waters/Krookodile and, of course, spore utility, which gives a lot of free turns to the breakers. Aerodactyl rounds out the team, providing a more reliable answer to flying types like Moltres, Togekiss and the rare Pidge/Bat and a pursuit trapper for stuff like Celebi and Latias. Aero also provides a situational pivot and decent revenge killer for NP/LO Infernape, which is a big issue for this team to deal with. What's my last?"

Get your submissions in by Wednesday ^_^
 
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Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Rapid Spin
- Toxic

The team has no hazard control whatsoever (apart from forcing defogs from the other side). As the team is more bulky, if the enemy tries to take advantage of this and set up their own hazard stacking this could be a big problem for amoongus as a pivot (and also limit klefkis ability to check the mentioned dragons if spikes are set up, and aero will always appreciate not having to swap into rocks), so starmie helps greatly here by being providing rapid spin support, so that it doesn't get rid of the teams own spikes/rocks.

Starmie also serves as a a another answer to NP nape (mentioned as being a big problem to the team in brief), so that aero isn't the only answer assuming the nape has cleric support so that klefki cant just twave it. Bulky starmie set allows it to more reliably rapid spin away hazards over the course of the game. Also offers a status sponge via natural cure unlike other spinners.
 
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Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Gunk Shot

Although this last means that the team lacks defog/spin support, Infernape really patches the issues of speed control and abusing Fairies being lured and removed by Hydreigon. Infernape also takes advantage of all the hazard stacking and switches it forces to wear down the team in general. Aero+Hydreigon fail to pressure fatter steals like Aggron, which Infernape pressures a ton, especially with hazard support. As previously mentioned, with Fairies being either lured or just dealt with via Hydreigon or Amoongus, Ape is free to click Close Combat and weaken all of ape's checks, as well as Aero breaking Flying Types.
 
Reserving Tentacruel

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 112 Def / 144 Spe
Timid Nature
- Scald
- Rapid Spin
- Haze
- Knock Off

Tentacruel serves as a reliable Rapid Spinner for this Spikes-stack team, and a check to common set-up sweepers like Infernape, Luke, Bulky Bug-Z Scizor and Sub+Pro Cune, since Amoongus can't handle those well. Furthermore, Tentacruel's typings patch up this team's Fire + Ice weakness, while its teammates deal with Electric, Psychic and Ground type.
As this team struggles against Rotom-H, with the only solid check being Hydreigon, 144 Spe investment is needed. Knock Off is useful for Empoleon, which can be annoying to deal due to Scald + Toxic + Defog.

With Tentacruel, this team is Stall-weak tho :blob:
 
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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Nothing is going to top Starmie imo but Bisharp can work here as an actual breaker+wincon for the team. Bisharp also abuses Spikes and can deter Defog which can be great for this weird mesh of Offense. Bisharp can also use Hydreigon to lure in Mega Altaria and Hydreigon takes care of most other Sucker Punch resists as well to ease prediction.​
 
Congratulations Estarossa for winning this week with your Starmie submission, you will be added to the hall of fame. The original Pokemon was actually Crawdaunt on this team giving priority and a way to pressure the stall / balance match-up. Starmie is a really nice option for removing hazards especially for Maero, while easing the match-up against some of the fighting types like Ape. Great job everyone else on their submissions as well!
Estarossa - 4
bukemon123 - 1

Here is the team being featured for Week 4:
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Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 HP / 44 Atk / 212 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Taunt

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost

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

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 240 HP / 20 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Pain Split
- Defog

Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Iron Head
- Rest
- Block
"I wanted to start the team with a solid core offensively and defensively, and Krookodile and Togekiss were a good place to start. After that, I wanted some power and speed, so I elected for Scarf Terrakion, bit of an unconventional set but it worked decently well here. Rotom-H offered a secondary ground immunity, a Scizor check and a form of hazard removal. It also takes pressure off Terrakion to pressure fighting types. Finally Mega-Aggron with a Curse Block set to ease with the stall match-up. It gives the team an answer to Latias and another Scizor check. What's my Last?"

Get your submissions in by Wednesday everyone ^_^​
 
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Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Earth Power
- Psychic

As mentioned by the others, the team lacks a water resist. Celebi helps the combat Suicune, as well as 1v1ing Crawdaunts (which this team is really weak to), and just dealing with water types in general. Z ground can help remove the threat of cobalion by ohkoing the offensive set from full. It also helps prevent the primary water resist get trapped by the likes of scizor and Alola Muk by bopping most variants with a +2 tech rage. Other than that it helps to remove doublade allowing terrak more breathing room while also adding an additional option to combat stall.
 
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Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Counter
- Slack Off
- Toxic

Slowbro offers a water resist, an infernape/coba answer and helps vs terrak as well. Counter is a neat tech that lures Crawdaunt, as Bro lives any +2 knock off and demolishes it, which really helps with it in the long run. Bro also pairs well with Aggron, forming a nice defensive core.
 
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Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Hex
- Taunt
- Will-O-Wisp
- Recover
The team lacks a proper water resist, scaldmons can click scald pretty freely and Primarina Hydro Pump always takes a kill, Jellicent helps with both these factors. Suicune in particular is a major problem without Jellicent on the squad, freely clicking calm mind on a number of team members and scalding until every mon is boiling with burns. This team also notably has trouble with Infernape and Cobalion, who Jellicent also helps to take on. Jellicent also allows the team to mindgame choice band Terrakion better, not a perfect answer or a full-on check by any means, but it at least makes it harder for Terrakion to just freely click moves without being punished.
 
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Latias @ Electrium Z
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Draco Meteor
- Psychic/Roost
- Thunder
Latias is the last mon. The team is super weak to Ape, specifically the NP set. Lati resists Ape's dual-STAB allowing it to switch in freely on non-U-turn Ape and threaten it. It also gives the team an edge over other Fighting-types such as non-Scarf Terrak and Cobalion, a sole Water resist and another late-game cleaner. CM Electrium lets Lati muscle through some annoying matchups like Specs Primarina (which OHKOs the entire team), AV Bisharp, Suicune, Volcanion, and to a lesser extent Moltres.
 
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Hydreigon @ Dragonium Z
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost

Overall the team as it currently stands has issues with a bunch of water types which hydreigon helps patch up, such as swampert/seismitoad which only togekiss deals with well, crawdaunt which nothing deals with at all defensively, and with multiple things weak to its priority too, and vincune which rotom and krook can sort of scare out but not if it gets itself behind substitutes, and volcanion which if specs just claims free kills everytime it gets in for free against this team really. (Unfortunately it doesn't help against primarina but what really does outside blissey)

Taunt hydreigon offers good support against these, by taunting therockers (much safer than for krook which doesn't like taking the scalds), eating up all non-superpower moves from crawdaunt and providing a knock off sponge, and preventing vincune from setting up and claiming free kills, without having to sacrifice itself to a scald (krook), and resisting all non z-superpowers/focus blasts from volcanion, and being able to heal up on the attacks. It also adds extra help to the stall matchup too.

While krookodile does also have taunt, hydreigon offers the ability to taunt on targets that krook would rather not risk, ie. anything carrying scald, and allows taunting against both sides of the physical/special wall spectrum between them.
 
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