Forgive me for unleashing this. I used this mainly for a memorial tourney at my Uni's Pokesoc and just to have fun on the ladder. I wanted a fun team, and saw Scolipass as a solid point in the meta, that people didn't seem prepared for. It punished passive plays with strong setup. Lele's influence and Talonflame nerf (RIP best birb) meant that there were few big priority users in the format, perfect for Scolipassing. Plus, the new Ultra Beasts let sweeping get better with the speed boost option available to a lot of teams. Overall, it is a good time to Scolipass before its banned.
Teambuilding:
After seeing robopoke's team on the pre-bank ladder, I started to try it out. I loved the direction it went with, but I felt there were some really weak parts to the team. For starters, although Magearna was solid, it kept getting outsped by common scarfers, and needed multiple boosts to get the speed needed. Metagross just seemed like a dead-weight, and I felt that Excadrill could start games too passive against mons like Charizard and Celesteela. The 3 were eventually cut.
Scolipede/Manaphy/Xurkitree
It was at this time I was needing a team for an OU tourney at my Uni's Pokemon Society, and I felt this was going to be the best team to use. I looked around for some ideas, and stumbled across another team in the Ou Bazaar. It had the original 3 I was looking at, with some altered spreads, and added Greninja, Kartana and Hoopa-U. This felt strong, but Hoopa just didn't fit. And at the tourney, I knew there was a mono electric team, and thought it would be fun to have a mon that beat that.
Scolipede/Manaphy/Xurkitree/Greninja/Kartana
I looked at solid Pokemon to beat Electric types, and concluded that it was either Excadrill, or Zygarde. I chose Zygarde, as it had the better option to hit Flying Types, and could boost speed itself. It turned out to be the perfect addition. So, with a few tweaks, I had my team ready to play.
Anemoi (Scolipede) @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Poison Jab
- Substitute
- Protect
- Baton Pass
Member No1. and most likely to be your lead. This thing can cause chaos if left to its own devices. It punishes passive plays, and with good prediction, you can usually get a free sub. For example, you see a lead that is likely to Stealth Rock rather than attack, because it is likely for you to Protect T1, Sub, and watch as you get +1 Spe and a Sub. Then Protect and now you have +2 and a sub. Then BP into the necessary threat. I picked Poison Jab as the final move, just to have some form of attack, and a way to hit the Tapus for SE damage, to pick the blighters off. Max HP for longevity. If you play this Pokemon right, it can be a very big threat to take down.
Notos (Xurkitree) @ Air Balloon
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Energy Ball
- Tail Glow
The easiest to snowball. Xurk can come easily onto ground moves and can be very disruptive with its array of attacks. I kept the same 3 Attacks+Tail Glow from Robopoke's team, with the Air Balloon, as this can just force switches on scarfed Landorus. With Tail Glow, this thing is ridiculous. Tbolt hits hard, HP ice for that sweet bolt-beam duo, and Energy Ball for bulkier Grounds. Modest nature just to destroy stuff better, and max speed to try not get outsped. Beast Boost just makes this thing a terror to play, as you don't want it taking a KO, due to it boosting its SpAtt up and sweeping more. Definitely MVP for the team.
Zephyrus (Manaphy) @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Energy Ball
- Tail Glow
The safest switch. Manaphy is usually the go to for passing. it is fairly bulky, and, with Tail Glow boosts, a nightmare to face. It has very solid coverage in Water, Ice and Grass. Surf > Scald for the added power. You want to OHKO stuff. Fishing for burns is better on the slower sets. Ice Beam kills Dragons, and Energy Ball for bulky Waters. Spread is to maximize power, then rest on speed. I chose Waterium Z of the other team for one reason: Sometimes, you get a bulky mon that could outright KO you, and can't be OHKOed normally. Waterium allows me to nuke the threat and try remove it from the field.
Eurus (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash
The 3rd wheel. Kartana is usually the least used on the team, but it does its job well. 4 Attacks was chosen, just to hit hard ASAP. Leaf Blade+Smart Strike for STABs, and Sacred Sword for Steel Types. Night Slash was opted for over Swords Dance due to a poor Marowak-A match up. Life orb for more damage, and Jolly nature was picked, so I tied with jolly scarf-tana and was kinda the only one I had.
Boreas (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Hydro Pump
- Dark Pulse
- Hidden Power [Fire]
- Gunk Shot
The Glue. Greninja was perfect for the team, and was kept from the 2nd version of the team as it was. Usually the other lead for the team, to soften the foe before I sweep. Hydro Pump hits nastily hard, and can clear some Pokemon to allow Scolipede/Zygarde to setup. Dark Pulse KOs Mega Alakazam and Bulky Psychics. HP fire for Ferrothorn, who otherwise is a huge pain. Gunk Shot for Fairies, and beats them before they are threats. Naive and max SpA, because it makes it fast, and hit hard with Special STABs. Protect the fact this thing hasn't got Ice Beam. Most Dragons switch out on this, and it can perform very well to bait in Ferrothorn and such.
Skiron (Zygarde) @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Dragon Dance
The hidden gem: Finally, a Pokemon I added. Initially to annoy a friend using mono Electric, Zygarde didn't disappoint. Thousand Arrows is horrible. It breaks down teams easily, and, with Dragon Dance, can be extremely hard to tank. Extreme Speed is my only priority, and Outrage was there to hit Salamence and Garchomp on a switch. Groundium was picked to offer a nuke for hardy mons that could take my hits, like Kartana.
But wait... 2 Z Crystals... That's stupid. It would waste item slots that could be useful, like life orb or such... My response is that I know. But the 2 crystals make sense. Half the time, Manaphy has enough power to sweep, but, there is that one mon that stands in its way. It could go down, and phone a friend, to help, but no. Waterium takes down their check, and I go for the checkmate. Same with Zygarde. Kartana usually takes the hit, and Leaf Blade is nasty, but a Tectonic Rage at +1 is usually an OHKO. I know the consequences, and I know that it works how I want it to.
Threats:
Toxapex: this thing is pure terror most of the time. Sometimes I have to sack my Z move to remove this thing, but it is usually worth it. Haze and the bulk lets it live a +1 Thousand Arrows from Zygarde.
Mega Alakazam: This guy is a huge threat. If it traces Beast Boost or Speed Boost, kill it ASAP! if you can prevent it, make some smart switches and maneouver it into a possition to scoli setup and pass to a Pokemon who can KO it.
Mega Venusaur: Ugh... too bulky, and I have very little to damage it with. Catching it on the switch is good, but if you see it lacks HP Fire, Kartana walls it to death.
Sound Moves: Bypasses sub, and are nasty to try beat. Perish Song is evil, but Specs Kommo-o is surprisingly painful, especially with Clanging Scales.
P/hazing: I lose boosts, but, if they don't roar quick, I get some free damage on them. Also, I have Greninja, Kartana and Zygarde to hammer the common ones.
Anemoi (Scolipede) @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Poison Jab
- Substitute
- Protect
- Baton Pass
Notos (Xurkitree) @ Air Balloon
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Energy Ball
- Tail Glow
Zephyrus (Manaphy) @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Energy Ball
- Tail Glow
Eurus (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash
Boreas (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Hydro Pump
- Dark Pulse
- Hidden Power [Fire]
- Gunk Shot
Skiron (Zygarde) @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Dragon Dance
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Poison Jab
- Substitute
- Protect
- Baton Pass
Notos (Xurkitree) @ Air Balloon
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Energy Ball
- Tail Glow
Zephyrus (Manaphy) @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Energy Ball
- Tail Glow
Eurus (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash
Boreas (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Hydro Pump
- Dark Pulse
- Hidden Power [Fire]
- Gunk Shot
Skiron (Zygarde) @ Groundium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Dragon Dance