Resource ZU Team Dump

BP

Champagne and Pools
178396

Art By: Cresselia92
Approved by 5gen and Xayah
OP Stolen from
yogi
The Purpose of this Thread

Have you ever built a team that just doesn't fit as a sample team, or you're just too lazy to make an RMT for it? This is what this thread is for; a dumping station for almost any team. These teams could range from outdated, innovative, or just a rock-solid team you want to share with others!

For Example, you could dump that Specs Rotom-Fan SD Mawile Core you've been destroying ladder players with. However, you should not post that Swords dance Parasect team with Paralysis support.


Rules

  • Post an importable of your team under spoiler tags or link it to the sprites of your team.
  • Add a short description of the team you are posting. There's no need to write a book about it, but having a short paragraph describing, for example, how the team should be played or its wincon is very helpful.
  • Since I'll be keeping an Archive of teams I deem worthy I'm requiring that users in include sprites
  • Be creative! The teams don't have to be meta-defining or flawless. On the contrary, most of them usually feature a unique Pokemon or strategy that is not seen very often. However, keep in mind that the team should still be decent in practice, so please don't post overly gimmicky stuff like mono-color teams or monoNFE teams.
Sprite Resources:

Sprites: Here is the easiest method to use either modes or sprites, where you simply import your team into the "importable" box then chose from a selection of image types, such as models or sprites.

In the case that the link above isn't working, then this link contains an index of all pokemon sprites, including shiny forms, held items, z-crystals and much more, while this link contains an index of all pokemon models and battle sprites across all generations!

Please note: The teams that are posted will be listed in an archive, which includes the first three posts of this thread, that is divided into three categories: offensive teams, balanced teams, and defensive teams. Replays are highly encouraged if you plan on making it into the archive!
 
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BP

Champagne and Pools
Tengulist-Sprite (animiert)
Offense Teams
Tengulist-Sprite (animiert)


Matrifol
Armaldo
Raichu
177646
Granbull

6 Month Old Webs by czim
Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Sticky Web
- Leaf Blade
- Swords Dance

Silvally @ Choice Scarf
Ability: RKS System
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Return
- Explosion
- U-turn
- Ice Beam

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Liquidation
- Knock Off

Raichu @ Fightinium Z
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Swanna @ Life Orb
Ability: Hydration
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Aqua Jet
- Liquidation
- Roost

Granbull @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Close Combat
- Earthquake
- Fire Punch





Rain HO Feat: SD Bear & Shift By: SputnikGT
Volbeat @ Damp Rock
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Roost
- U-turn
- Encore

Swanna @ Life Orb
Ability: Hydration
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Liquidation
- Brave Bird
- Hurricane
- Rest

Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Seed Bomb

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Stealth Rock
- Head Smash
- Waterfall

Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Superpower
- Icicle Crash

Golduck @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Surf
- Synchronoise




Z-Vire Offense Feat: Scarf Swan By: uhuhuhu7
regular bird (Swanna) (F) @ Choice Scarf
Ability: Big Pecks
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Brave Bird
- Defog
- Endeavor

:crab: (Crustle) (F) @ Figy Berry
Ability: Weak Armor
Shiny: Yes
EVs: 212 HP / 72 Atk / 224 Spe
Jolly Nature
- Spikes
- Shell Smash
- Stone Edge
- Earthquake

anteater (Golem) (M) @ Weakness Policy
Ability: Sturdy
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

FALL BOLG (Electivire) (F) @ Fightinium Z
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Volt Switch
- Wild Charge
- Cross Chop
- Ice Punch

Silvally-Mud (Silvally-Fighting) @ Fighting Memory
Ability: RKS System
EVs: 252 HP / 32 Atk / 88 Def / 136 Spe
Jolly Nature
- Multi-Attack
- U-turn
- Defog
- Toxic

Beanstalk (Bouffalant) (M) @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 172 SpD / 84 Spe
Careful Nature
- Swords Dance
- Return
- Toxic / Earthquake
- Substitute



Trap Tree Bulky Offense By: Pohjis
Shiftry @ Darkinium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Seed Bomb


Golem-Alola @ Choice Band
Ability: Magnet Pull
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Heavy Slam
- Wild Charge


Silvally @ Water Memory
Ability: RKS System
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Thunderbolt
- Flamethrower


Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 4 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Air Slash
- Hidden Power [Water]
- Pain Split


Komala @ Leftovers
Ability: Comatose
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Wish
- Protect
- Bulk Up
- Return


Sandslash @ Leftovers
Ability: Sand Rush
EVs: 248 HP / 124 Def / 136 Spe
Impish Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Knock Off



Band Vire Bulky Offense By: Pohjis
Electivire @ Choice Band
Ability: Motor Drive
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Ice Punch
- Fire Punch
- Cross Chop


Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 144 Def / 108 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Psywave
- Toxic
- Rest


Shiftry @ Darkinium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Seed Bomb


Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Synthesis
- Leech Seed
- Will-O-Wisp


Swanna @ Choice Scarf
Ability: Keen Eye
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Scald
- Hurricane
- Liquidation


Silvally @ Water Memory
Ability: RKS System
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Defog
- Thunderbolt
- Flamethrower





 
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BP

Champagne and Pools
Sleimok-Sprite (animiert)
Balance Teams
Sleimok-Sprite (animiert)



KadabraMachoke303MS.png773.pngToucannon
Sub CM Dab & Double Scarf Balance By: Broken Phobias
Kadabra @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Substitute

Machoke (M) @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Play Rough
- Toxic
- Protect

Silvally-Water @ Water Memory
Ability: RKS System
EVs: 252 HP / 80 SpD / 176 Spe
Timid Nature
- Surf
- Thunderbolt
- Defog
- U-turn

Electivire (M) @ Choice Scarf
Ability: Motor Drive
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Volt Switch
- Wild Charge
- Ice Punch
- Earthquake

Toucannon @ Choice Scarf
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Brave Bird
- Bullet Seed
- Knock Off
- U-turn



The Ktut Special By: uhuhuhu7
BOLL-FLAG (Electivire) @ Choice Scarf
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Volt Switch
- Earthquake
- Fire Punch
- Wild Charge

cat (Golem) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Fire Punch
- Toxic

Silvally-Uranus (Silvally-Water) @ Water Memory
Ability: RKS System
EVs: 248 HP / 100 SpA / 160 Spe
Timid Nature
- Thunderbolt
- Surf
- Defog
- U-turn

bungalow (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Psywave
- Stealth Rock
- Rest

bruce (Combusken) (M) @ Fightinium Z
Ability: Speed Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Hidden Power [Electric]
- Protect

goth girl (Mareanie) (F) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
- Sludge Bomb
- Knock Off
- Toxic Spikes
- Recover


Megalon

Muk-Beh Balance By Ho3nConfirm3d
Muk @ Leftovers
Ability: Sticky Hold
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Poison Jab
- Rest
- Sleep Talk


Beheeyem @ Choice Specs
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Signal Beam
- Trick


Silvally-Dark @ Dark Memory
Ability: RKS System
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- U-turn
- Defog


Swanna @ Flyinium Z
Ability: Big Pecks
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Liquidation
- Mirror Move
- Aqua Jet


Electivire @ Expert Belt
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Earthquake
- Ice Punch
- Cross Chop


Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 24 Def / 232 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Psywave
- Toxic
- Rest


Kokowei
Coiffwaff

Sexy Furf Turn By Ho3nConfirm3d
Exeggutor @ Grassium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Leaf Storm
- Hidden Power [Fire]
- Sleep Powder


Furfrou @ Choice Band
Ability: Fur Coat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- U-turn
- Sucker Punch
- Surf


Silvally-Dark @ Dark Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- U-turn
- Defog


Mareanie @ Eviolite
Ability: Regenerator
EVs: 248 HP / 220 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Knock Off


Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Sucker Punch
- Explosion


Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Air Slash
- Trick


Metang

SD Buffalo Balance feat: Metang By: Ho3nConfirm3d
Electivire @ Choice Scarf
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Volt Switch
- Earthquake
- Ice Punch


Swanna @ Flyinium Z
Ability: Hydration
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Liquidation
- Mirror Move
- Aqua Jet


Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Knock Off
- Sucker Punch
- Leaf Storm
- Swords Dance


Silvally-Poison @ Poison Memory
Ability: RKS System
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- U-turn
- Defog


Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Meteor Mash
- Thunder Punch
- Bullet Punch


Bouffalant @ Leftovers
Ability: Reckless
EVs: 252 HP / 80 Atk / 176 Spe
Adamant Nature
- Substitute
- Swords Dance
- Earthquake
- Head Charge



Kec Mare Balance feat: Scarf Fan By: Pohjis
Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Toxic
- Psywave


Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 184 SpD / 76 Spe
Careful Nature
- Earthquake
- Stone Edge
- Protect
- Stealth Rock


Mareanie @ Eviolite
Ability: Regenerator
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes


Kecleon @ Assault Vest
Ability: Protean
EVs: 248 HP / 164 Atk / 96 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Shadow Sneak
- Thunder Punch


Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Synthesis
- Foul Play
- Will-O-Wisp
- Leech Seed


Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Volt Switch
- Pain Split
- Hidden Power [Water]







 
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BP

Champagne and Pools
Schlurplek-Sprite (animiert)
Defensive Teams
Schlurplek-Sprite (animiert)


176261176262176263176264176265176266
Sandy Stall Feat: Zwellious By: kay
Hippopotas (M) @ Eviolite
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 8 Def / 248 SpD
Careful Nature
- Wish
- Protect
- Seismic Toss
- Heal Bell

Pyukumuku @ Poisonium Z
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Block
- Rest / Spite
- Recover

Zweilous @ Eviolite
Ability: Hustle
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dragon Tail
- Crunch
- Rest
- Sleep Talk

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 96 Def / 160 SpD
Bold Nature
- Will-O-Wisp
- Seismic Toss
- Rest
- Sleep Talk

Avalugg @ Leftovers
Ability: Sturdy
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Avalanche
- Toxic
- Rapid Spin
- Recover



Vibrava Stall Feat: Natu By: sketchy ecchi
Scary Mary (Mawile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 216 Def / 40 SpD
Impish Nature
- Stealth Rock
- Toxic
- Iron Head
- Protect

Sandy Mandy (Vibrava) @ Eviolite
Ability: Levitate
EVs: 252 HP / 196 Def / 60 Spe
Jolly Nature
- Toxic
- Earthquake
- Defog
- Roost

Bouncey Housey (Natu) @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Night Shade
- Protect
- Roost

Spector Hector (Dusclops) @ Eviolite
Ability: Pressure
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
- Toxic
- Seismic Toss
- Rest
- Sleep Talk

Wishy Vishy (Lickilicky) @ Leftovers
Ability: Oblivious
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Heal Bell
- Wish
- Protect

Spiter Man (Pyukumuku) @ Poisonium Z
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Spite
- Rest
- Recover



Dusclops Semi-Stall By: Pohjis
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Calm Mind
- Sleep Talk
- Rest

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Earthquake
- Stone Edge
- Protect
- Stealth Rock

Komala @ Leftovers
Ability: Comatose
Happiness: 0
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Frustration
- Bulk Up
- Wish
- Protect

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Ice Beam

Mareanie @ Eviolite
Ability: Regenerator
EVs: 248 HP / 240 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Sludge Bomb
- Haze
- Scald

Silvally @ Fighting Memory
Ability: RKS System
EVs: 248 HP / 144 Def / 116 Spe
Impish Nature
- Multi-Attack
- Swords Dance
- U-turn
- Rock Slide




 
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I wanted to start this off with three teams I built rather recently. They represent the meta quite well and are very easy to use - yet I don´t really feel like making sample team submissions at the moment, so this seems like a good way to share them anyways. I know I´m somewhat disregarding the 4th rule of posting teams which "feature a unique Pokemon or strategy that is not seen very often", but it should be fine. And I did - afterall - include Beheeyem and Bouffalant. Two Pokemon who really deserve to see much more usage.


Beheeyem Bulky OffenseAbomasnow BalanceBouffalant Balance



75percent (Beheeyem) @ Choice Specs
Ability: Analytic
Shiny: Yes
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Signal Beam
- Trick

95percent (Silvally-Fighting) @ Fighting Memory
Ability: RKS System
Shiny: Yes
EVs: 252 HP / 32 Atk / 88 Def / 136 Spe
Jolly Nature
- Multi-Attack
- U-turn
- Toxic
- Defog

120percent (Golem) (M) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 32 Atk / 216 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Protect

87percent (Swanna) (F) @ Flyinium Z
Ability: Big Pecks
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Liquidation
- Roost
- Defog

92percent (Abomasnow) (M) @ Life Orb
Ability: Snow Warning
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Wood Hammer
- Ice Shard
- Blizzard

123percent (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Volt Switch
- Wild Charge
- Earthquake
- Ice Punch
The gameplan is pretty simple: Bring in Beheeyem as often as possible and abuse the fact that ZU players like to not include decent Psychic resists / immunities when teambuilding. Once Beheeyem (and Abomasnow) have done their job of breaking the opposing team, Swanna and Electivire can make use of their speed and clean up. Golem and Silvally-Fighting provide hazard control and serve as Pivots to support Beheeyem and Abomasnow.
https://replay.pokemonshowdown.com/gen7zu-906266199
https://replay.pokemonshowdown.com/gen7zu-906839060
https://replay.pokemonshowdown.com/gen7zu-913262936

These replays contain some poor plays on my part, but they show how the team performs versus good players.
92percent (Abomasnow) (M) @ Choice Specs
Ability: Snow Warning
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Giga Drain
- Focus Blast
- Shadow Ball

53percent (Mareanie) (F) @ Eviolite
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 124 Def / 128 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

123percent (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Volt Switch
- Wild Charge
- Earthquake
- Ice Punch

95percent (Silvally-Dragon) @ Dragon Memory
Ability: RKS System
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Defog

24percent (Bronzor) @ Eviolite
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 168 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Psywave
- Toxic
- Rest

85percent (Combusken) (F) @ Fightinium Z
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Sky Uppercut
- Protect
Abomasnow and Combusken form the offensive core of the team. Abomasnow´s job is to come in early and break holes. The defensive core of Mareanie and Bronzor gives it something to fall back on in case it´s threatened out because of its low speed. You should also focus on bringing Mareanie and Bronzor in rather early to place hazards on the field. Silvally-Dragon and Electivire can utilize U-turn / Volt Switch to bring Abomasnow in safely after it got forced out. Once the opposing team is weakened sufficiently, Combusken can come in and attempt to sweep. Silvally and Electivire provide the team with enough speed to perform well in the endgame in case Combusken is not able to perform.
X
110percent (Bouffalant) (M) @ Leftovers
Ability: Sap Sipper
Shiny: Yes
Happiness: 0
EVs: 248 HP / 80 Atk / 180 Spe
Adamant Nature
- Swords Dance
- Frustration
- Earthquake
- Substitute

53percent (Mareanie) (F) @ Eviolite
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 124 Def / 128 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

100percent (Shiftry) (M) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Leaf Storm

123percent (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Volt Switch
- Wild Charge
- Earthquake
- Ice Punch

95percent (Silvally-Dragon) @ Dragon Memory
Ability: RKS System
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Defog

24percent (Bronzor) @ Eviolite
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 168 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Psywave
- Toxic
- Rest
The general idea is to weaken and break down the opposing team with the offensive core of Bouffalant and Shiftry, and the help of entry hazards in Stealth Rock and Toxic Spikes. The defensive core of Mareanie and Bronzor gives Shiftry and Bouffalant something to fall back on in case they´re getting forced out. Silvally-Dragon and Electivire on the other hand give them opportunities to come back in via Volt Switch / U-turn. Electivire and Silvally also provide the team with enough speed to clean up, once Bouffalant and Shiftry have done their job.
 
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I could not be happier that this thread exists, as all of my teams are fairly unconventional and/or anti-meta. So none of them really work as sample teams, although I do truly believe that some of my best ones are truly viable, despite being a bit odd. I've got a couple of teams that I feel confident in posting here, so here goes.

I submitted this one originally for Tack's Teambuilding Competition, and I ended up loving it to the point where it is my main team. It's gone through a few tweaks over time, but it tears ladder apart and is a lot of fun to play.



Rain HO Featuring SD Beartic and Waterium Golduck



Volbeat @ Damp Rock
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Roost
- U-turn
- Encore

Swanna @ Life Orb
Ability: Hydration
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Liquidation
- Brave Bird
- Hurricane
- Rest

Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Seed Bomb

Relicanth @ Damp Rock
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Stealth Rock
- Head Smash
- Waterfall

Beartic @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Superpower
- Icicle Crash

Golduck @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Surf
- Synchronoise

The main idea of this team is pretty simple. Relicanth leads, getting up Rain and (ideally) rocks before killing itself with Head Smash recoil to get out of the way for the rest of the abusers. If it gets a good matchup on the lead then Waterfall hits very hard in the rain, but that normally doesn't happen.

Swanna and Shiftry play a supportive role, with SD Shiftry knocking off Eviolites (this team's worst matchup is Mareanie, so this is a pretty important asset) and using Sucker Punch to pick up a few kills if needed, while Swanna is a brutally powerful wallbreaker with the rain up. Volbeat is there to ensure that the rain is always up as well.

Finally, we have the sweepers. Beartic and Golduck form a fearsome core that pretty much nothing in the tier can confidently stand up to. SD Beartic hits ludicrously hard, with even its Aqua Jets doing significant damage, while Golduck (the star of the show) is supremely hard for offensive teams to stand up to.

I wouldn't submit this for a sample team mostly just because it's rain, which is seen by many as a niche and somewhat fringe strategy in ZU. (I believe wholeheartedly that both rain and sun are supremely underrated, but that's a discussion for another day) I think it's a very good build for a rain team, however.

https://replay.pokemonshowdown.com/gen7zu-902336967
Vs. PKMNht
A standard game in which both Golduck and Beartic cleave through another team. Golduck also is shown to outspeed even the fastest scarfers under rain.

https://replay.pokemonshowdown.com/gen7zu-902339383
Vs. ZULT4B Fruits
Shiftry puts in some serious work here. In case you were doubting the power of SD Shiftry...well, here's your answer.

https://replay.pokemonshowdown.com/gen7zu-902489617
Vs. staticdpp
A match where Beartic puts in work, supported by Shiftry.

Now, I'm a fan of Trick Room in general. The first Trick Room team I made down here was a partnership with JulianRocks, which was a challenge to get Specs Wailord to work. It was a funny team, and actually not ineffective, but it was objectively outclassed by Wishiwashi. So I made a more serious version of the team with Wishiwashi on it instead of the Wailord.

Trick Room Featuring Specs Wishiwashi and SD Marowak



Beheeyem @ Life Orb
Ability: Analytic
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Nasty Plot
- Signal Beam

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Bonemerang
- Stone Edge
- Knock Off
- Swords Dance

Wishiwashi @ Choice Specs
Ability: Schooling
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 30 Atk / 0 Spe
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- U-turn

Dusknoir @ Darkinium Z
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Will-O-Wisp
- Shadow Sneak
- Memento
- Trick Room

Carbink @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Magic Coat
- Explosion

Toucannon @ Life Orb
Ability: Skill Link
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Bullet Seed
- Knock Off
- Rock Blast
- Brave Bird

This is a really straightforward team to use. Carbink goes out first and proceeds to TR, set up rocks, and Explode. The next mon up (often Toucannon because it matches up extremely well with lead Golem and Crustle) begins to pound away. I'm not afraid to just let stuff faint when I use this team.

Dusknoir and Beheeyem are the other two setters. Beheeyem can set up for itself and pound away, and with its ridiculous Special Attack+Life Orb it can bring the pain. Meanwhile, Dusknoir is very much a team player, often using Z-Memento right after setting up Trick Room.

Marowak, Toucannon and Wishiwashi round out the squad. All of them hit obscenely hard and are very slow, so they are perfect for Trick Room. Toucannon usually gets sent out first thanks to its nice matchups against many of the tiers common leads, so either Marowak or Wishiwashi usually end up finishing the job.

This wouldn't work as a sample team because...well its Trick Room. Its unreliable and has a few naturally tough matchups. But I think as Trick Room teams go this is a pretty solid one.

http://replay.pokemonshowdown.com/gen7zu-913641106
Vs. WindingNoob
I honestly didn't play my best here and I got very lucky (thank you Focus Miss) but it still gives a good look at how the team operates, and how powerful Wishiwashi is.

http://replay.pokemonshowdown.com/gen7zu-913661324
Vs. Broken Phobias
Another match where both Wishiwashi and Toucannon put in work.

http://replay.pokemonshowdown.com/gen7zu-914287331
Vs. Jeordie
The Sheer power of Toucannon on display

If anyone would like to discuss or give suggestions for the teams then I'm all ears! Thanks for reading!
 
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SD Abomasnow + TSpikes Balance


(Click for Importable)
This is a fun team that I made that I think works very well against the current Swanna Shiftry meta, as there are multiple checks to both. The FWG Core is extremely strong and easy to use, as Rapidash takes on Fire attacks for Abomasnow and Mareanie takes Water attacks for Rapidash. I choose Bronzor as the team’s rocker as it is immune to ground type attacks, something that the team is very weak too, and it has great defensive synergy with Mareanie. (Fire, Ground, Psychic, etc. are all covered by these 2 team members) I chose Silvally-Fighting as the team’s defogger since the team really has no Dark resists so Shiftry would be a problem. The EV spread allows it to outspeed max speed Shiftry without a speed boosting nature. Lastly, Pinsir is the team’s speed control & scarfer. I chose it over Evire since it isn’t weak to Ground type attacks and it being great for revenge killing. A Jolly nature can be used over Adamant but I chose Adamant mostly because the extra speed isn’t need since +2 Busken outspeeds it even with Jolly. Knock Off could be replaced with Stone Edge to hit Swanna, but then Pinsir won’t be able to break bulky evolite users such as Bronzor.

 
Now that we have a team dump, I'd like to drop one of my favorite teams from the seasonal.

Banded Granbull + Specs Abomasnow Offense

210.png078.png460.png076.png352.png773.png <- click for import

A pretty nifty offense team I used, it's powerhouse breaker-breaker core in Granbull + Abomasnow makes an incredible offensive statement as soon as they get in, while Rapidash has speed to handle some of the faster threats in the meta. Kecleon allows me to set rocks while keeping good offensive presence, and Silvally-Water is an incredibly reliable defogger. The team gets a little more backbone in defensive Golem, who can toss out toxic to cripple enemy defenses and help put the opponent on a timer.

 

kay

The unlikely story of an unorthodox protagonist
is a Battle Simulator Moderatoris a Site Staff Alumnusis a Forum Moderator Alumnus
No defensive teams submitted? Let me fix that.


Stall featuring Dusclops and Zweilous
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Hippopotas (M) @ Eviolite
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 8 Def / 248 SpD
Careful Nature
- Wish
- Protect
- Seismic Toss
- Heal Bell

Pyukumuku @ Poisonium Z
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Block
- Rest / Spite
- Recover

Zweilous @ Eviolite
Ability: Hustle
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dragon Tail
- Crunch
- Rest
- Sleep Talk

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 96 Def / 160 SpD
Bold Nature
- Will-O-Wisp
- Seismic Toss
- Rest
- Sleep Talk

Avalugg @ Leftovers
Ability: Sturdy
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Avalanche
- Toxic
- Rapid Spin
- Recover
Hippo starts out the team by netting us rocks as well as a hard answer to every electric type in the tier including physical Evire, allowing us to never forfeit momentum against volt switch which is super useful right now as Evire as well as other electrics are huge staples in offense. Having an answer to it with such good longevity makes it an invaluable asset to the team. Its also one of my go-to Combusken answers if clops is weakened.

Licki is just the obvious standard wishing heal belling cleric support for the team. There isn't too much too special about it other then its really nice to help with specs Abomasnow as using this + Dusclops you can efficiently pp stall it out of blizzard.

Pyuk being the stall staple it is was another obvious fit for the team. The only really notable thing for it here is the fact that I opt to run Rest over Spite. This allows me to trade a block against random Toxic mons, toxic them back, and stall with rest/recover until they die to Toxic. I felt like my match up against sub set up mons was good enough as it is and that I didn't really need spite on top of everything else I have for the really niche sub set up mons. But in theory you could still run it just to be safe, its up to preference.

Zweil has been nothing short of a godsend for the team. Being an amazing answer to deal with the annoying Altaria + Bronzor cores that devastate stall teams as well as being an answer to annoyances like Bellossom, specs Camerupt, and even mixed sShiftry if you're willing to lose eviolite. Hustle is a mixed bag, on one hand it allows you to pressure offensive mons that might attempt to switch in as well as give you the needed oomf to break Bronzor, but on the other hand it can also make dtail and crunch miss. Its more good then bad but it does come up.

Dusclops is probably one of the most under rated mons in the entire tier right now. Being my answer to mold breaker SD Pinsir it fits comfortably in fixing my weaknesses as well as giving me a whole host of other benefits such as having a semi consistent answer to specs Abomasnow , having one of the hardest answers to Combusken in the tier, one of the best ways to scout Swanna sets, and just being an overall unkillable beast. I don't quite remember what the EVs were for but I remember putting in more time then I care to admit to getting them just right so I'm just going to trust my past self that I got them correct.

Avalugg ends up pulling up the rear with the most consistent hazard removal for stall out there. With bulk enough thanks to the EVs to switch into and avoid the 2hko from adamant golem, you're able to switch in and spin on majority of the hazard setts in the tier bar Bronzor. You're also able to come in and consistently check things like SD Shiftry and Komala which fills the gap his team was having perfectly. With longevity from recover + leftovers you're able to stick around for what you need it for.

https://replay.pokemonshowdown.com/gen7zu-871260315
https://replay.pokemonshowdown.com/gen7zu-866753540
https://replay.pokemonshowdown.com/gen7zu-884066988
 

5gen

one man's custard is another man's pudding
is a Forum Moderatoris a Community Contributor
Moderator
Hey all, I've been enjoying the thread's immediate activity and it's nice to see people's builds. I always dump my teams on Discord so it's nice to have a thread where the format is much better and you can explain your teams more easily. The teams I'm dropping today are the ones I have fun using more than anything and each team's importable is linked to the sprites.
SD Pinsir Offense:
I don't remember off the top of my head when I built this team exactly. Think it was around the time Pinsir was being hyped up as an S-rank mon. Anyway, the idea of the team was to both support and take advantage of Swords Dance Pinsir's absurd breaking potential. Gabite and Silvally-Water form the entry hazards core and both help check Pokemon such as Rapidash and Golem. Flamethrower Silvally-Water is especially nice for Grass-types such as Gourgeist-XL and Abomasnow which the team can struggle with. Next, Choice Scarf Electivire and special LO Combusken give the team some much needed offensive support with their speed and ability to revenge kill or sweep in the late-game. Offensive utility Misdreavus rounds out the team and helps patch up certain matchups such as offensive Golem, Komala, and Mr. Mime. Thunder Wave>Wisp here because SD Pinsir can outspeed stuff like Swanna or Floatzel that it normally wouldn't, and it also helps alleviate the pressure on Electivire and Speed Boost Combusken to outpace stuff.

OTR Beheeyem feat Firium Rap:
Offensive Trick Room Beheyeem is always something I've wanted to try as a standalone cleaner because of its ability to sweep late-game as well as break teams that lack a sturdy Psychic-type switch-in. Right off the bat I added Firium Rapidash since it checks most things that give Beheeyem trouble, such as Shiftry, Pawniard, Bronzor, and Kecleon. Rapidash is also the team's main Abomasnow check and helps with revenge killing threats such as Pinsir. Next up I added Servine, who I also wanted to experiment with. It provides the team with essential entry hazard removal, helps check Golem, Floatzel, and Electivire, and can help break stall alongside NP Beheeyem. Team still needs speed and offensive presence, so LO Swanna comes in. While double Defog is not necessary and Swanna can potentially run a Z-move set (and Rapidash swap its item), the extra entry hazard removal support really helps Rapidash and Beheeyem mitigate chip damage. Next, Mawile provides SR support and is an essential check to the likes of Shiftry, Pinsir, Komala, and Kecleon. Lastly, Scarf Silvally glues the team together with its ability to revenge kill and pivot.

This particular team is weak to Swanna and other offensive Pokemon such as Floatzel, Rotom-S, and Sub SD Bouffalant, so there are changes that can be made. For example, Rapidash can run Wild Charge>High Horsepower for Swanna or Silvally can be swapped out for Silvally-Dragon and then Swanna can run a Choice Scarf set. Also, the lack of a Volt Switch stopper sucks, so the team has to pressure Scarf Electivire/NP Raichu/offensive Rotom-S well.

CB Silv+QD Bellossom:
One day I was reminiscing in the builder about how CB Stoutland used to be so fun and brainless to use, and then I thought, "you never really see a bulky, moderately fast, and strong CB attacker these days." That's when Choice Band Silvally came to mind. With a Choice Band, Silvally is able to fire off STAB attacks mindlessly and U-turn when necessary. Its bulk and Speed are better than Stoutland, but it's noticeably weaker. As a result, I wanted to pair CB Silv with something that can be equally as brainless yet consistent in the mid- or late-game. QD Bellossom does exactly this and it pairs pretty well with Silvally. CB Silv is able to break down Sap Sipper Bouffalant, Altaria, Rotom-Fan, and Muk, and Bellossom is able to use Gourgeist-XL, Golem, and Mawile as set up fodder. I'm more of a fan of Sleep Powder>Safeguard for more set up opportunities, though I do see the potential of Safeguard. Next, I added Mixed Floatzel because it checks so much for offense and is able to break down what Silvally and Bellossom can't outspeed or deal with. After that I added Custap Golem and Utility Misdreavus because they're a bit of an offense staple for me. Custap Golem is one of the best leads in the metagame and the support Misdreavus provides is crazy good imo. As per usual, Scarf Mime rounds out the team, except it has Tbolt for Swanna which is a big threat to the team.

Specs Simisage+CB Golem-A:
Specs Simisage is a set I've never seen in SM ZU and probably for good reason since NP is better and Grass-type resists are common. However, I wanted to try it out anyway because on paper Specs Simisage is a pretty good anti-offense mon and Specs Leaf Storm dents stuff. Simisage is paired with CB Golem-A in order to get rid of Steel-types as well as to pressure bulkier Pokemon such as Muk, Bouffalant, and Altaria who would otherwise wall Simisage (originally had HP Ice>Fire on Simisage but Pinsir became too much of an issue and could use it as set up fodder). Gabite provides rocks support and helps check physical attackers such as Rapidash, Shiftry, and Pinsir. I opted for offensive 3 attacks for its ability to break down teams alongside Simisage and CB Golem-A. Team needs a wincon at this point so Z-Me First Pinsir naturally fits since it appreciates the breaking power the first three Pokemon provide. Similarly, the teams needs revenge killing so Scarf Swanna comes in. Lastly, Slack Off 3 attacks Monferno rounds out the team and helps patch up the Rapidash/Shiftry/Normal-type weakness.

Drifblim+Wallbreakers:
Ever since I tested out Drifblim on Spikes offense alongside Z-Work Up Simipour, I've been intrigued with making it work on a different built. Initially I opted not run another Spikes offense seeing as how multiple breakers would wear down opposing teams anyway, so I paired Drifblim with CB Silvally and Specs Abomasnow. These two choiced breakers handle physical and special walls alike, paving the way for Drifblim. Next, I opted for WP>Custap Golem because Driflim +2 Sucker can whittle stuff down for Drifblim and also force out Scarf Evire. Firium Z Rapidash is the obligatory offensive utility mon, checking threats such as Shiftry and Pinsir. Lastly, Scarf Swanna glues the team together, revenge killing scarf stuff like Floatzel, Pinsir, Combusken, Silvally-Fighting, and Leafeon.

Guts Raticate Webs:
Built this team around last week after looking at the VR and realizing that I never really made Webs offense that worked. Started off with Guts Raitcate because it's one of the more underrated breakers in the tier imo and Guts Facade hits really hard, and can clean offense with Webs support. Originally had Protect, a set I never liked but wanted to give a chance seeing as how Raticate doesn't set up easily, but after losing in seasonal I swapped that out. SD would've came clutch g2. Next up is Custap Golem, same old stuff. After that, I knew I wanted a pivot that could help vs random offensive threats, and Silvally-Dragon fit the bill. Toxic>Defog here because Webs should stay up and Toxic for chip damage (can't rely on Rat for all the breaking power). Scarf Electivire and Floatzel round out the team with their speed and ability to revenge kill threats to Webs offense such as Swanna, Purugly, and Combusken.
Cradily+Vullaby Balance:
Cradily is one of the bulkiest mixed walls in the tier and due to that bulk, it can check a plethora of offensive Pokemon from Swanna to Scarf Electivire to Golem. Cradily's spread allows it to comfortably check non-CB Golem as well as special Swanna. However, its passiveness leaves it susceptible to set up sweepers and other Pokemon such as SD Pinsir, Shiftry, and Bronzor. With that in mind, I decided to pair it with Vullaby and Mareanie to form a defensive backbone. The Vullaby set drops Defog for Taunt because Golem is the best rocker and with Taunt, Vullaby shuts down Bronzor 1v1 and becomes surprisingly annoying for slower teams to deal with. On the other hand, SpD Mareanie is the dedicated Specs Aboma answer and helps keep Floatzel and Muk in check. Next up, LO Electivire provides the team with much needed breaking power. It's the type of mon that can break out the gate and it also appreciates Tspikes support. Silvally-Fighting comes in as the team's Shiftry check and entry hazard remover. It also helps check Normal-types such as Bouffalant, Komala, Vigoroth, and Lickilicky who would otherwise be a pain to face. Lastly, Choice Scarf Mr. Mime rounds out the team.

Vigoroth Balance:
Originally this was meant to be a sample teams submission, but after testing it out considerably I decided that it was not simple enough for new users to use. While Bulk Up Vigoroth is not necessarily complicated to use, it is not the easiest set up sweeper to get started with and it has some issues with consistency. However, when it works it works and BU can be one of the most painful Pokemon to face at times. I prefer Taunt because I find it has more utility in the current metagame, though it can just as easily run Substitute to avoid hax or status. I paired BU Viggy with Mixed Floatzel for its ability to check threats such as Gourgeist-XL, Swanna, Combusken, and Golem. Silvally-Dragon+Bronzor+Gourgeist-XL form the defensive backbone for the team as well as entry hazard support and status. More specifically, Silvally-Dragon can act as a bit of a breaker and pivot for the team alongside Toxic and Leech Seed/Wisp from Bronzor and Gourg-XL. The Bronzor spread enables it to check Wild Charge Electivire. Lastly, I opted for Scarf Electivire as the revenge killer for its ability to pivot and that it can act as a Volt Switch stopper.

Another Cradily Balance:
Got another more offensive version of Cradily+Mareanie balance. The idea with this team is to take advantage of the stuff that Cradily and Mareanie bait in, namely Bronzor and Komala. This where SD Pawniard comes in, as it able to use Bronzor as set up fodder and can threaten out non-CB or Scarf Komala. Next I added specially biased mixed Electivire for the pivoting support and to lure Toxic Sandslash. The standard physical Scarf set works just as fine here so they're basically interchangeable. Next, SpD Spin Komala provides the team with something to absorb status, gives Wish support, and has U-turn to bring in Pawniard and Oricorio-F. I'm a sucker for Oricorio-F+Cradily for the defensive synergy (Oricorio-F checks Combusken, Pinsir, Pawniard, etc and shuts down Bronzor, Mawile, and Gourg-XL 1v1). In addition, Oricorio-F gives the team a better means to deal with stall and Grass- and Fighting-types.

It's worth noting that Band Golem is a massive threat to the team so pressure it accordingly and try to break Sturdy asap.

Taunt NP Misdreavus:
Another team that helped carry me during ZULT. While NP Taunt Misdreavus is seldom seen or used, I felt it was an invaluable pick against ladder cheese. It just blows through Taunt-bait teams and can occasionally sweep or break apart bulkier Mareanie+Bronzor builds. SpD Komala, SR Mawile, and Spin Toxic Sandslash form the defensive backbone for the team and are essential for checking threats such as Swanna, Shiftry, and Golem. Z-Mirror Move Swanna is the dedicated breaker in case NP Misdreavus cannot do its job and Scarf Mime provides that clutch speed support and the thing that stops Combusken if you play aggressive enough.

Tect Toxic Regice+Abomasnow:
Built this team the other day out of boredom. Protect Toxic Regice under hail and Sub Seed SpD Abomasnow is a nice recipe for cheese. On a serious note, the two can pressure slower teams quite well assuming foes are hit with Toxic and hail is chipping away at the opposing team. Phys Def Mareanie is the necessary check to Combusken, Rapidash, and Silvally-Fighting, three Pokemon that blow through Regice+Abomasnow. Next, Metang comes in as the rocker and the check to Kadabra, NP Mr. Mime, and Chatot. SpD Komala provides Spin and Wish support which is vital for Regice and Abomasnow to perform well, and it also checks special Swanna for the team. Lastly, I wanted speed and no Scarfer seemed to fit, so I went with Protect Toxic Dugtrio since it also can scout against Scarf Evire and appreciates all the Toxic and hail chip the team provides.

Kecleon is a big threat to the team so it needs to eat a Toxic or Metang needs to make a trade against it. Golem is another big threat but can be outplayed.
Firium Torkoal Stall:
During ZULT I decided to build a stall team with Torkoal because of its ability to check Shiftry and other physical attackers such as Kecleon, Rapidash, SD Combusken, and Beartic (Ho3n's hail team was spammed). Firium Z and Rest-Talk enables Torkoal to reliably check the aforementioned threats and Rapid Spin for the entry hazard removal, which is especially nice against Bronzor, Mawile, and Metang. Bronzor, Lickilcky, and Altaria provide essential support and are stall staples for a reason. Fairly straightforward. At this point, the team needed something for set up sweepers such as Floatzel and Crustle as well as something to stop Volt Switch. Wooper met those needs. Honestly it surprised me how effective Wooper can be against physical attackers and set up sweepers because with Toxic and Recover it stalls them out. EQ is also nice against Curse Muk. Lastly, I added SpD Silvally-Poison for its ability to switch into Toxic Spikes and check offensive Grass-types. Grass-types such as NP Simisage or NP Shiftry can clean sweep through stall and Silvally-Poison helps put a stop to them.

Whirlwind Munchlax Spike Stack:
This is probably the most fun team I've used while laddering. After a rough start in ZULT, I decided I wanted to build something consistent for ladder and that it needed to be Spikes stack. The logic behind this is to let hazards do the work in order to minimize hax and to pressure the opponent to the point where they can't break your team. I remembered this Spikes stack team I built for ORAS ZU which utilizes Whirlwind Munchlax to faze things and gradually wear the opposing team down. At this point the team's rough structure of Munchlax+spiker+rocker+way to pressure entry hazard removal was in my head. I opted for fully SpD Munchlax because it checks so many Pokemon from Z-Rain Dance Swanna to Specs Abomasnow to NP Simisear. Main niche over Licky is Thick Fat and the special bulk. Next up I added Phys Def Crustle and Phys Def Mareanie for the entry hazard support as well as for their ability to blanket check many threats such as Rapidash, Combusken, and Silvally-Normal. After that, I went with Gourg-XL to block Rapid Spin and because it checks SD Pinsir, Shiftry, and Golem, big threats for the team. Once these four mons were added in I sat there thinking of what would be the right pick. I knew I wanted a way to prevent Defog and I came to the conclusion that Pawniard/Purugly weren't it. I needed a sure fire way to block Defog, so I slapped on Taunt 3 attacks Electrode and haven't looked back. To be honest I'd say this is its best set behind Screens because of its ability to shut down Defog users, pivot to further wear down foes, and revenge kill random threats. Lastly, team needed its own entry hazard removal and something for Volt Switch so Sandslash comes in. Sandslash is a seriously good spinner in a metagame where Golem is the top rocker, and it also helps play around threats like Specs Beheeyem, Sub Toxic Bouffalant, Pawniard, Muk, and Electivire.

Thanks for reading.
 
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TRIPLE MONKEY OFFENSE



Abomasnow @ Choice Band
Ability: Snow Warning
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Ice Punch
- Ice Shard

Simisear @ Salac Berry
Ability: Gluttony
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 28 HP / 0 Atk
- Nasty Plot
- Fire Blast
- Belch
- Grass Knot

Wigglytuff @ Life Orb
Ability: Competitive
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Hyper Voice
- Dazzling Gleam
- Focus Blast

Simisage @ Grassium Z
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Grass Whistle
- Seed Bomb
- Gunk Shot

Simipour @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hydro Pump
- Knock Off
- Superpower

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 76 HP / 240 Def / 192 Spe
Impish Nature
- Haze
- Defog
- Will-O-Wisp
- Acrobatics

I made this team one day while i was steaming and i kept losing to random stuff while i played some super meta teams. Suprisingly it worked pretty well, taking me to top 10 ladder. Difblim speed EVs let it ouspeed +1 swanna after eating the sitrus berry. HP makes it so it eats the berry after 2 SR switch in and the rest of the investment goes into defense for maximun tankiness. It´s my check to many physical threats like muk while stopping set up in general and defog. Wigglituff sets ups rocks and Defogging it opens the door for a nasty surprise. I opted for choice band abomasnow for surprise factor and priority ice shard hits many offensive threats hard. Simsear can come in in something that threatens and set up NP and sweep and if he gets low salac berry makes it outspeed most common scarfers. Mixed Simipour offers some knock off support as well as surprising counters suck as licky and komala, while crippling marenarie. And lastly my pride and joy Hone Claws Simisage. Hone Claws boost his attack and boost grasswhistle´s accuracy. From there it can fire off Z grasswhistle which sleeps the target while giving you a nice +1 speed making it very hard to revenge kill. Otherwise you can fire off a bloom doom if you need the extra damage or a Gunk Shot for coverage against grass. Knock off might be overall better in that slot but i like nabbing surprise KOs vs grass types.
 
This is an old webs team of mine i really like and have used succesfully in tours, despite being a bit outdated. Anyways, i hope you like it.


Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Sticky Web
- Leaf Blade
- Swords Dance

Silvally @ Choice Scarf
Ability: RKS System
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Return
- Explosion
- U-turn
- Ice Beam

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Liquidation
- Knock Off

Raichu @ Fightinium Z
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Swanna @ Life Orb
Ability: Hydration
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Aqua Jet
- Liquidation
- Roost

Granbull @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Close Combat
- Earthquake
- Fire Punch

So uh, the idea of this team is just to pressure your opp and finish the match as fast as possible, with swanna, granbull and raichu putting an insane amount of offensive pressure on most common cores. Leavanny, Raichu and Granbull's sets are pretty standard, so i wont get into them much. Armaldo is meant to have a good mu vs common rockers such as Golem and Bronzor, either getting a surprise kill or crippling them so the breakers can put more pressure. Scarf Silvally is very nice speed control and has some decent bulk so i can hard it into stuff when needed. And Life Orb Physical Swan is an invention of mine that puts a lot of work and break stuff that other variants struggle to do, its also a good lure to special checks

 

aVocado

Mr. Worldwide
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
some quick offense from a new player of the tier that i had some success with


Komala @ Choice Band
Ability: Comatose
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Earthquake
- Knock Off
- U-turn

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 196 Def / 64 Spe
Impish Nature
- Earthquake
- Toxic
- Roost
- Defog

Abomasnow @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Giga Drain
- Shadow Ball
- Toxic

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Play Rough
- Toxic
- Protect

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Toxic
- Seismic Toss


It's centred around banded komala + specs abomasnow. Hard hitters who are hard to switch into thanks to strong STABs and incredible coverage. Bronzor can be a problem but it's easy to wear down with repeated hits and some coverage from the mons of the team. I haven't tried the team against stall to be fair and I can see it struggling to break it cuz it doesn't have anything to muscle through the archetype, no setup sweepers or the like, or even taunt. That said, there is toxic on a bunch of mons so that can help with it. The thing I like about the team is that the hard hitters can also soft check a lot of things in the tier so that's nice. Mawile for rocks and dusclops as glue. You might find it weird that the team has a bunch of momentum sinks (non-uturn vibrava and dusclops), but I think it's balanced out by the fact that the team isn't exactly frail and has a solid backbone. if you want you can sub out toxic for u-turn on vibrava but I like it this way.

also toxic is the best move in the game and it's legitimately broken.
 
Just wanted to share a really fun team that helped me get first on ladder.

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Pikachu @ Light Ball
Ability: Static
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Volt Tackle
- Extreme Speed
- Knock Off
- Grass Knot

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 88 Def / 168 Spe
Impish Nature
- Synthesis
- Spikes
- Taunt
- Super Fang

Hakamo-o @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Rest
- Sleep Talk
- Dragon Tail
- Drain Punch

Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 112 Def / 136 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Toxic
- Stealth Rock
- Psywave

Swanna @ Flyinium Z
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Defog
- Scald
- Hurricane

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- High Horsepower
- Morning Sun

The idea is to weaken everything with hazardstack+phazing, then let Pikachu do the rest. Extremespeed does 50+ to threats such as Electivire, Swanna, Combusken and Shiftry, so the goal is to chip everything down to around 50 hp. The team does well against pretty much everything bar Duosion matchups.


Shoutout to koolkidz for showing me how strong Pika is
 
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BP

Champagne and Pools
Dual Scarf Sub CM Dabra Balance
Kadabra-Sprite aus Pokémon Heartgold/Soulsilver (Frame2)
Maschock-Sprite (normal, männlich, vorne)
Flunkifer-Sprite aus Pokémon Heartgold/Soulsilver (Frame2)
Elevoltek-Sprite aus Pokémon Diamant/Perl (Frame2, Shiny)

Kadabra @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Substitute

Machoke (M) @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Play Rough
- Toxic
- Protect

Silvally-Water @ Water Memory
Ability: RKS System
EVs: 252 HP / 80 SpD / 176 Spe
Timid Nature
- Surf
- Thunderbolt
- Defog
- U-turn

Electivire (M) @ Choice Scarf
Ability: Motor Drive
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Volt Switch
- Wild Charge
- Ice Punch
- Earthquake

Toucannon @ Choice Scarf
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Brave Bird
- Bullet Seed
- Knock Off
- U-turn

The team is fairly straight forward at first glance. Sub CM Kadabra is used as a win-con or a just a simply a mon to throw off free attacks when it forces a switch. Machoke covers for Kadabra's overwhelmingly frail nature and Mawile covers up the Dark-type weakness. Silvally-Water is an answer to Shiftry, Swanna, and those pesky Golems that can cause my team some issues. Electivire is the standard Choice Scarf user in the tier and not much needs to be other than its a great offensive pivot. Toucannon, on the other hand, is never really viewed as a Choice Scarf candidate. This is why Toucannon fills this role well. Players let their Swanna or other faster mons stay in and Toucannon just OHKO's with Brave Bird. Toucannon, Electivire, and Silvally-Water also form a fantastic Volt-Turn core.

 

uhuhuhu7

Property of UOG Corporation
is a Tiering Contributor
Triple Water HO

smokey (Basculin) (M) @ Splash Plate
Ability: Adaptability
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Liquidation
- Aqua Jet
- Substitute
- Endeavor

salty sailor (Crustle) (M) @ Figy Berry
Ability: Weak Armor
Shiny: Yes
EVs: 212 HP / 72 Atk / 224 Spe
Jolly Nature
- Spikes
- Shell Smash
- Earthquake
- Stone Edge

D3 (Floatzel) (M) @ Choice Specs
Ability: Water Veil
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Focus Blast
- Ice Beam
- Switcheroo

bannable (Swanna) (M) @ Flyinium Z
Ability: Hydration
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mirror Move
- Brave Bird
- Liquidation
- Aqua Jet

squirrel (Golem) (M) @ Weakness Policy
Ability: Sturdy
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

FL-GLOBAL (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Volt Switch
- Wild Charge
- Earthquake
- Ice Punch
Probably my most fun team to use, I built this team capitalising on the shortage of water resists in the tier; for the most part, people seem to rely on Mareanie, Silvally-Water, Gourgeist-Super or a few frail psuedo-checks like Shiftry and Swanna.

The first three Pokémon I settled on were Specs Switcheroo Floatzel (to lure in Mareanie and Gourgeist-Super), Sub Endeavour Basculin (to break Silvally-Water) and Swanna, because it's the best Pokémon in the tier and I will stand by that. Pretty much nothing tanks it defensively, and offensively Scarf Evire is taking like 47.4 - 56% from a +2 Aqua Jet... which, by the way, is put at this health by rocks & a Basculin Aqua Jet, or two rock turns and my own Evire's Ice Punch, etc. etc. you get the idea it's just really easy to chip into range.
Following up on this, Electivire is the most splashable scarfer in the tier and can help threaten things like Mareanie further, while also serving as a switchin to opposing Electivire who want to try and Volt Switch, so I plopped it on the team.
Next, Crustle is one of the best partners to Swanna I've found; Spikes support is really useful for chipping away at the few defensive checks to the Mirror Move set (Pyuku, Silvally-Water) and it punishes the heck out of Scarf Electivire for clicking literally anything other than Volt Switch, as it gets a +2 speed boost and, due to its slow speed, can underspeed it for another Shell Smash putting it at +6 speed.
Golem was picked last, partially to punish Electivire even further but also because it's just the best offensive rocker.
https://replay.pokemonshowdown.com/gen7zu-913790155
vs Broken Phobias, highlighting how how Basculin can just muscle through tanks like Machoke and how Crustle just gets free setup off Evire's Earthquake, cleaning up late game.

https://replay.pokemonshowdown.com/gen7zu-912451299
vs Spitfire Arcanine / DJ Breloominati. Probably the best example I could ask for of how the team works.
He has both Gourgeist-Super and Mareanie on the team, but Floatzel picks up a kill on Gourgeist on Turn 2 with a surpise Specs Ice Beam. Basculin demonstrates shortly after how useful Substitute can be, outplaying a Sucker Punch Pawniard. Crustle then comes in to act as the blanket Phys check to Purugly. I was actually using an unorthodox Substitute/Spikes set in this game, but nonetheless the replay shows how spikes can help weaken a team, preventing Mareanie from regaining health after Sub Endeavour Basculin again puts in huge work, and chipping Purugly into range of a +2 Aqua Jet from Swanna in the late game.

Z-Vire Offence

regular bird (Swanna) (F) @ Choice Scarf
Ability: Big Pecks
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Brave Bird
- Defog
- Endeavor

:crab: (Crustle) (F) @ Figy Berry
Ability: Weak Armor
Shiny: Yes
EVs: 212 HP / 72 Atk / 224 Spe
Jolly Nature
- Spikes
- Shell Smash
- Stone Edge
- Earthquake

anteater (Golem) (M) @ Weakness Policy
Ability: Sturdy
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Sucker Punch

FALL BOLG (Electivire) (F) @ Fightinium Z
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Volt Switch
- Wild Charge
- Cross Chop
- Ice Punch

Silvally-Mud (Silvally-Fighting) @ Fighting Memory
Ability: RKS System
EVs: 252 HP / 32 Atk / 88 Def / 136 Spe
Jolly Nature
- Multi-Attack
- U-turn
- Defog
- Toxic

Beanstalk (Bouffalant) (M) @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 172 SpD / 84 Spe
Careful Nature
- Swords Dance
- Return
- Toxic / Earthquake
- Substitute
A team idea I came up with after seeing how hard Bouffalant could punish Stall and Balance teams. The spread is to outpace 0 speed Base 65s, notably Sandslash and Komala, though it may be better to outpace Adamant Golem since a lot of Sandslashs seem to run that anyway (though I don't see the point on stall tbh). Electivire was the other key part of the squad, as I wanted to see how well it could perform bluffing a Choice Scarf and instead using Z-Cross Chop to nuke the likes of Lickilicky, offensive Golem and opposing Electivire. I think Volt Switch is rarely considered for this kind of set, but I considered it vital to bluff Choice Scarf since it's what you're clicking 90% of the time, and while I miss Flamethrower and Earthquake you can usually make do without. Silvally-Fighting then gave me a more consistent check to Shiftry, since Sap Sipper Bouff was in no way good enough for this. It also gave me Hazard Control and a somewhat slow pivot I could use to bring in Vire. Scarf Swanna was the speed control, with Endeavour chosen as the last move because it's seriously good at weakening teams, especially when you're up against things like Mawile that Swanna is otherwise going to struggle to break through. Crustle was chosen for the same reason I choose it on every team; blanket physical check to things like Vire and Komala, spikes support is insane, and it has so much variety in moveset that it's hard to speculate at first glance, even if I'm usually running the same three moves on all of them. Golem as per usual is near impossible to play around without losing a mon and that's all I can really say about it
https://replay.pokemonshowdown.com/gen7zu-913793889
vs Broken Phobias, Endeavour Swanna shows its worth against Silvally-Water and Machoke, and Bouff sets up SD directly in a Mawile's face, with its sheer bulk keeping a sub intact. Bouff continues to break through Altaria before being forced out by Electivire, giving Crustle free setup. I actually just won here; I was undersped by Electivire at +2 and could go for another Shell Smash, getting me to +4 and letting me EQ through EVire putting Lickilicky into range of Golem or Silvally-Fighting without needing to risk a miss, but I threw hard and got lucky. My bad. Not a good display of skill but it shows how the team can put in work.

https://replay.pokemonshowdown.com/gen7zu-919289381
vs sketchy ecchi, I lost this one pretty hard, getting a bad roll with Crustle vs his Trevenant, but I was being outplayed pretty hard regardless. Mostly including this because it's an example of why I switched Earthquake on Bouff to Toxic (that and to break Pyukumuku), and also an example of how Electivire can pick up surprise kills if you play it as if it were scarf.

Ktut made this

BOLL-FLAG (Electivire) @ Choice Scarf
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Volt Switch
- Earthquake
- Fire Punch
- Wild Charge

cat (Golem) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Fire Punch
- Toxic

Silvally-Uranus (Silvally-Water) @ Water Memory
Ability: RKS System
EVs: 248 HP / 100 SpA / 160 Spe
Timid Nature
- Thunderbolt
- Surf
- Defog
- U-turn

bungalow (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Psywave
- Stealth Rock
- Rest

bruce (Combusken) (M) @ Fightinium Z
Ability: Speed Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Hidden Power [Electric]
- Protect

goth girl (Mareanie) (F) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
- Sludge Bomb
- Knock Off
- Toxic Spikes
- Recover
A team originally made by Ktutverde that he and I then worked on a bit further, changing one or two mons around. Golem is able to tear holes in teams, with nearly unresisted coverage in Stone Edge and Earthquake. Fire Punch hits Bronzor harder, and while Explosion was originally the last move I changed it to Toxic to maintain the ability to hit Quilladin, Vibrava etc. without dying in the process. Bronzor is arguably the best setter to pair with Golem, acting as a Ground immunity and soft checking things like Silvally-Water. Speaking of, there's a Silvally-Water on this team too. It's a reasonable check to Swanna, a solid Defog user and a nice pivot to get Golem in on attacks. Mareanie is, ironically, my own check to opposing Mareanie. It absorbs TSpikes and Knocks Off Eviolite so that Combusken or Silvally-Water has a chance to break through it later with their respective Electric coverage. Combusken is the late game cleaner and a soft Shiftry check, though the team is still super weak to it regardless. Electivire is Electivire
https://replay.pokemonshowdown.com/gen7zu-902814827
vs yovan33321 not much to say, I broke his team down with CB Golem weakening Quilladin until it could break through it, using Combusken in the process to lure in Muk and build up poison turns.

Jank Ass Stall

Rapidash @ Firium Z
Ability: Flame Body
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Protect
- Substitute
- Morning Sun

Mareanie @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Scald
- Toxic Spikes
- Haze

Sawsbuck-Winter @ Metronome
Ability: Serene Grace
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Horn Leech
- Headbutt

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Synthesis
- Will-O-Wisp
- Leech Seed

crusty chris (Crustle) (F) @ Figy Berry
Ability: Weak Armor
EVs: 212 HP / 72 Atk / 224 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Stone Edge
- Earthquake

Komala @ Leftovers
Ability: Comatose
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Rapid Spin
- Toxic
- Wish
- Protect
This team sucks but BP told me to post it anyway.
Basically, I was inspired by one tlenit in PU to try and run some janky tspikes-based SubTect Combusken/Metronome Sawsbuck stall team and that's what I did. Mareanie is the tspiker in question, and also a solid check to Curse Muk and a variety of special attackers. Komala is also a special defence wall, taking on pretty much everything Mareanie can't. Gourgeist is the spinblocker; unless you're running Toxic on Sandslash or Komala you aren't breaking through this, it's super obnoxious to face and I wish we had better spinners. Crustle is to hazard stack, with the standard EVs I use that I'll get into later. Sawsbuck janks people with Headbutt flinches, in tandem with Poison really hurting peoples will to live. I ended up changing Combusken to Rapidash due to its access to Morning Sun and access to Flame Body allowing it to more easily check Shiftry, something Combusken could never dream of. This team is absolutely destroyed if TSpikes aren't on the field, so an opposing Muk or Mareanie usually means the end for you, but fortunately most people (including myself) are relying on things like Silvally-Fighting and Silvally-Water which just get cheesed out in the end.
https://replay.pokemonshowdown.com/gen7zu-913071001
vs BP, Silvally Water can't clear Toxic Spikes and Rapidash pretty much 6-0s from there, knocking Rotom out with Z-Flamethrower, setting up sub on Mawile and absolutely destroying the rest of the team alongside Gourgeist-Super.
https://replay.pokemonshowdown.com/gen7zu-913032988 vs SputnikGT, An earlier variant of the team with Combusken over Rapidash. Same deal, rain has no way of clearing TSpikes so Combusken and Mareanie kinda just blocked everything.
https://replay.pokemonshowdown.com/gen7zu-919043776 vs nnnnmmmm, Substitute Rapidash was able to beat out Sucker Punch Mawile and, with Toxic Spikes support, stall Rampardos into range of Z-Flamethrower and knock out Silvally-Electric.

https://replay.pokemonshowdown.com/gen7zu-919049684
vs nnnnmmmm, once again a few minutes later. He's clearly adjusted team to have a better matchup vs me, with Mareanie in over Granbull to absorb Toxic Spikes. This leads me to play more cautiously, as I have a much harder matchup against Silvally-Electric and Rampardos than before, but thankfully Sawsbuck pulls through, whittling Silvally-Electric in range of Mareanie, allowing Rapidash to once again show its worth; it took out Mawile, burnt Shiftry, and cleaned up in late-game with Gourgeist-Super's help stalling out Mareanie.

https://replay.pokemonshowdown.com/gen7zu-920401121
vs zugubu royale. This is is an example of how, even in the worst situation possible, Sawsbuck can cheese you through to Victory by getting 4 flinches. This also showed the raw power of Metronome, allowing Sawsbuck to 2HKO both Muk and Servine with a simple 70BP Headbutt coming from a 100BP Attack stat.

Don't use this team though, it fishes harder for matchups than even weather or trick room.


Forgot this boy, but the spread I've been using on all my teams allows it to OHKO Beartic with Stone Edge after one Spike (or Life Orb recoil), and outspeed Adamant, with Weak Armour providing the same boost as Hail. The rest just goes to bulk to help it take on CB Komala, Scarf Electivire etc. without being 2HKOd. I Figy'd a pinch berry would be really nice to keep it healthy while checking all these threats and I was right.
 
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Vibrava Stall


I had great results with stall this past Seasonal, and this version is my favorite. I get the feeling that many people that play ZU write off stall as a valid playstyle or simply aren't interested in using it. I hope this post can be of value even to those that don't intend to play stall by helping them understand how it works and how to prepare for it.

Scary Mary (Mawile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 216 Def / 40 SpD
Impish Nature
- Stealth Rock
- Toxic
- Play Rough
- Rest

Sandy Mandy (Vibrava) @ Eviolite
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
- Toxic
- Earth Power
- Defog
- Roost

Bouncey Housey (Natu) @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Night Shade
- Protect
- Roost

Spector Hector (Dusclops) @ Eviolite
Ability: Pressure
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
- Toxic
- Seismic Toss
- Rest
- Sleep Talk

Wishy Vishy (Lickilicky) @ Leftovers
Ability: Oblivious
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Heal Bell
- Wish
- Protect

Spiter Man (Pyukumuku) @ Poisonium Z
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Spite
- Rest
- Recover

Golem and Bronzor are the two notorious stealth rock users in ZU and they're very hard to defog on. With this in mind I wanted to utilize Vibrava and Natu to neutralize them and take pressure off the rest of my team by never allowing rocks to stay up. Despite their mediocre stats, Vibrava and Natu help take on some of stalls biggest weaknesses like band Golem & specs Camerupt and Servine & sub bulk up Gogoat, respectively. The rest of the team is pretty standard for stall; I think Dusclops, Pyukumuku, and Lickilicky are essential to any good stall, and I have Mawile to help take on Shiftry and Toucannon.

Mawile also sets rocks for the team and can deter most defoggers with toxic + protect, while Altaria's defogs can be pressure-stalled by Dusclops. Iron head lets Mawile hit Abomasnow, offensive Mawile and Rampardos a bit harder, while 40 evs in SpDef lets it live a fire blast from Mawile and take on Mixed Shiftry slightly better. Vibrava's only job is to invalidate Golem, as well as handling other rocks users that beat Natu. Offensive stealth rock Golem is something most stall teams struggle with, since no hazard remover, besides Vibrava, can consistently switch into it. Vibrava also takes on choice band Golem and Marowak (double-edge Marowak 2hkos after knock) which Dusclops can't reliably counter. The speed is for Abomasnow, Toucannon, and everything slower. Natu is another niche pick that shines here as the best answer to Bronzor and a plethora of other passive mons. I opted to run protect to rack up toxic damage and scout moves, especially pursuit. This is especially pertinent, because Natu invites Komala and Electivire in. The speed here is for Abomasnow, Toucannon, and Gogoat so Natu can toxic them before dying, or before they sub. Dusclops is the star of the show. Its great mixed bulk lets it wall mons on both sides of the spectrum, and with pressure and toxic + seismic toss it poses a threat to defensive mons too. As mentioned before, pressure can be used to pp stall troublesome moves such as defog from Altaria and Leaf Storm from Servine. It also helps keep rocks up by blocking rapid spin. Dusclops, in conjuction with Natu, should give this team the upper hand in any stall vs stall match up since their fixed-damage moves pose a threat to many of the toxic immune pokemon in ZU like Bronzor, Mareanie, and Komala. Lickilicky is the best special wall and cleric ZU has to offer, as it takes only all but the strongest special attackers and can use heal bell and wish to help keep Mawile and Dusclops healthy. I chose to use knock off here to do more damage to Swoobat and for its utility vs offensive and defensive pokemon alike. Pyukumuku is an amazing stall mon that has a niche even on UU stall for its ability to take on set-up sweepers. Z-toxic is used here to poison through taunt, but the main purpose of using this instead of block is to be less passive and toxic things on the switch. The z-crystal is also useful to switch into trick users like specs Floatzel and scarf Mime, and it serves a very important purpose vs Sub Bulk Up Gogoat when a defense boost is needed to avoid a 3hko from 252+ atk horn leech.

Stall isn't an unbeatable playstyle, and this team is no exception. When facing a threat this team isn't quite equipped to handle, its best to play deliberately to make it take damage as quickly as possible, usually through toxic, even if that means sacrificing a thing or two along the way (usually Natu or Vibrava who conveniently outspeed most stall threats). Everything on this team, bar Licki, has toxic which means theres a lot of opportunities to poison opposing wallbreakers, limiting the amount of destruction they're able to do. This also limits the ability of foes to switch in, since every noted threat to the team is vulnerable to toxic, except Komala. Teams will often have several mons that pose no threat to Duclops or Lickilicky so in theory everything else can be sacced as long as the opponent loses their most threatening mons in the process. Protect and in some cases, recover, can be used to scout moves from strong choiced attackers while recovering health from leftovers and increasing potential toxic damage.

Calm Mind Swoobat- Swoobat is public enemy #1 for this team, especially since I don’t have Bronzor, but I can't find it relevant enough to justify using z-double edge on Licki to ohko it. Swoobat can only be dealt with by saccing Licky and Pyuku to it.

Marowak- Marowak is something this team isn't exactly made to handle. Vibrava outspeeds Jolly Marowak and can toxic it while living two knock offs, but if it's knock off + double edge then the adept player will click knock off on vibrava and make double switches to get marowak in on lickilicky or mawile from where Vibrava will have to be sacced to get toxic on it (assuming they stay in expecting to be faster).

Choice Specs Beheeyem- Protect scouting only helps so much vs Beh, because specs analytic psychic does so much damage, this is a case where a few things will have to be sacrificed to start wearing it down. Nasty plot + recover is another stallbreaker set thats probably a lot less common, but this is less threatening as Pyuku lives a Z-psychic + psychic if it’s not SpAtk invested.

Mixed/Choice Specs Shiftry- Shiftry is a versatile threat whose unpredictability makes it all the more dangerous. While Mawile handles physical sets easily, mixed swords dance puts it under pressure since it has no recovery and choice specs does huge damage to the whole team, 2hkoing Lickilicky with focus blast, so this is another case where scouting helps out tremendously.

Choice Specs/Swords Dance Abomasnow- Similar to Shiftry, both Abomasnow's sets pose a unique challenge to stall. Lickilicky can take two blizzards after hail damage, but Focus Blast 2hkos, Dusclops can also take two blizzards and pressure stall them out quickly, but its very close to a 2hko (0.4% chance to 2HKO). Scouting is useful vs specs and also helps pp stall Blizzard and Focus Blast. Swords Dance is another big threat, since Mawile has to be at full health to take a +1 earthquake and iron head doesn't ohko back. Aboma can definitely be played around though as stealth rocks will limit its switch-ins and Natu is ev'd to outspeed and can live a +2 ice shard to toxic or night shade it.

Nasty Plot Raichu- 40 spdef evs on Dusclops allows it to avoid a 2hko from +2 Raichu, meaning it can come in on nasty plot, toxic and then rest. Raichu's one of the reasons I have to run toxic > will-o-wisp on clops.

Contrary Servine- Natu is able to live a +2 hp ice and toxic it or Pyuku can live a leaf storm and toxic, but if it subs unexpectedly and is in range to kill Natu, I have to resort to pp stalling and I could outright lose if it has both substitute and giga drain and I predict incorrectly with Natu.

Sub Bulk Up Gogoat- The best way to deal with Gogoat is to force it to use a bunch of it’s subs with Natu and then go into Pyukumuku and use z-toxic for the defense boost while you threaten to pp stall it. The defense boost is only needed if its max attack and toxic which is a worst case scenario, but even so if it switches out after Natu has forced it to use most of its subs, it wont be able to set up again.

Mixed Toucannon- Regular swords dance + roost isn't a worry, since Mawile can toxic and protect on the z move, but if it's life orb with overheat and knock off then it does become a bit of a problem. Fortunately, it gets worn down very easy from recoil, rocks, and potentially toxic.

Choice Specs Camerupt- Specs camel is probably the strongest wallbreaker in ZU since hp ice ohkos Altaria and Vibrava and eruption annihilates everything else, but this team actually does okay vs it because I have Vibrava and protect/recover on everything to scout for hp ice.

Mixed Rampardos- Rampardos 3hkos Dusclops, which is a problem because it relies on rest. Mawile can take a rock slide into fire punch and do 70+ with iron head, and Vibrava can take anything except ice beam, outspeeding neutral natured sets.

Mixed Mawile- This puts a lot of pressure on Dusclops, because it can 3hko (22.9% chance to 3HKO) and is immune to toxic making it hard to wear down. Vibrava will outspeed and it deal heavy damage and mawile can take a fire blast from full if need be.

Nasty Plot Mr. Mime- Not a super common set, but Pyuku should wall it. I think they tend to run z-focus blast, but even if they don’t Pyuku has a 50/50 shot at living a z-psychic into psychic, which you could avoided by just recovering.

Choice Band Komala- Komalas a very annoying mon to face since Comatose makes it hard to wear down and it can 2hko everything with the right move, but everything on this team, except for Dusclops, can scout with protect or recover, and non-choiced sets pose no direct threat to the team.

Magnet Pull: Golem-Alola & Probopass- These two mons are especially annoying since, after trapping Mawile, I will have no way to stop defog from removing rocks once and for all. I dont see this as too big of an issue though, because most magpull teams, in my opinion, utilize mons weak to bronzor and not necessarily to mawile. The biggest threats to this team once Mawile are removed are Shiftry, Toucannon, Sawsbuck, and Leafeon, so if you see any of these pokemon on a magnet pull team you're legally allowed to claim you were counterteamed.

Hopefully that wasn't too redundant. The basic idea here is that the biggest threats to this team are vulnerable to toxic. Toxic + protect which is widely abundant on this team (toxic on 5 mons and protect on 3, while Pyuku and Clops can use recover/rest to scout) allows me to kill the opposing wallbreakers as quickly as possible, minimizing the destruction they can incur, and protect also serves a useful function in scouting powerful choiced attackers.

I only used this exact team twice in Seasonals, but I had good results with the other stall teams I used as well. Many of my opponents weren’t at all prepared for stall, as you can see.

https://replay.pokemonshowdown.com/gen7zu-915804402 vs funbot

Super fang Mawile and wish Komala proved difficult to wear down, but my opponent’s team hardly put any offensive pressure on me and Komala soon ran out of wishes.

https://replay.pokemonshowdown.com/gen7zu-919295550 vs uhu

I got very lucky to surprise my opponent with fast Vibrava to toxic Gogoat before it could sub; it would’ve been a huge pain otherwise, but aside from that I had no troubles at all with this team, because nothing outstalls the Clops.

https://replay.pokemonshowdown.com/gen7zu-922527157 vs stall

To my dismay, I faced another Natu stall, but in this case Dusclops proved to be the deciding factor, as my opponent had no reliable answer to the combination of toxic and seismic toss from Spector Hector.

https://replay.pokemonshowdown.com/gen7zu-920440986 (not the Vibrava stall) vs hail

This replay shows the kind of pressure offensive Golem puts on stall and why I think Vibrava is essential now.

Thank you for reading! I'll edit this post later with some other non-stall teams, but right now I'm a bit exhausted from writing this novella.
 
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So after crashing out of Ssnls tonight, I'd promised myself I'd do a team dump. Basically built most of these teams at the start of Ssnl but they changed sometimes minorly and sometimes majorly as it progressed. For such a long tour it was helpful to have a few to chose from. I firmly believe all teams are sample worthy.
On the note of Ssnls, whilst I fell only a handful of games short, I'm still fairly proud of how deep I went and how well I played to get there, as I only really started playing mons properly instead of low ladder memeing at the start of the year. Credit and thanks to the notorious SUU for all their help and support, makes mons alot more fun and rewarding when you are part of a great community.

BAND GOLEM:

Pharlap (Rapidash) (M) @ Firium Z
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- High Horsepower
- Morning Sun
- Will-O-Wisp

Uluru (Golem) (M) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fire Punch
- Stone Edge
- Sucker Punch

C:\ (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psywave
- Rest
- Stealth Rock
- Toxic

Ducted Cooling (Rotom-Fan) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunderbolt
- Volt Switch
- Will-O-Wisp

Magic Mike (Shiinotic) (M) @ Leftovers
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Leech Seed
- Moonblast
- Spore
- Strength Sap

Silvally-Water⠀ (Silvally) @ Dragon Memory
Ability: RKS System
EVs: 168 HP / 164 SpA / 178 Spe
Modest Nature
- Defog
- Draco Meteor
- Flamethrower
- U-turn

This team started with Band golem, IMO a massively underrated breaker, able to 2hko the entire tier basically and still offer some defensive utility, initially I wanted to try Marowak but found it underwhelming. After Golem both Bronz (second best rocker in the tier and good synergy with Golem) and Shiin help shore up a decent defensive core. Flash Fire Z move Rapidash and a cool EV spread Silvally Dragon help add offensive utlity and fire resists. I believe both these mons should be used a lot more and that both should be pushing A+ rank. For speed control Fan made alot of sense, as it can cripple common switchins and still has really good offensive presence and utiliy, also a really great mon.

BAND KOMALA:

Evil Santa (Shiftry) (M) @ Grassium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Knock Off
- Leaf Storm
- Sucker Punch
- Swords Dance

C:\ (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psywave
- Rest
- Stealth Rock
- Toxic

Ducted Cooling (Rotom-Fan) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunderbolt
- Volt Switch
- Will-O-Wisp

Ursula (Mareanie) (F) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Haze
- Knock Off
- Recover
- Toxic Spikes

Silvally-Ground⠀ (Silvally) @ Fighting Memory
Ability: RKS System
EVs: 252 HP / 32 Atk / 144 Def / 80 Spe
Jolly Nature
- Defog
- Multi-Attack
- Toxic
- U-turn

Bill (Komala) (M) @ Choice Band
Ability: Comatose
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Return
- U-turn

This is an older team again built around the old VoltTurn core, with band Komala to help break teams down coupled with the great older BronzMare core and two pivots that compliment each other nicely in scarf Fan and Bulky Fightvally as the mandatory Knock absorber and defogger. To round of the team its hard to go past Shiftry, it helps break down Komala checks like Gourg and Golem and with Zleaf Storm it can beat alot of its own checks, notably Ava, Mawile and Gourg quite easily. It really is a broken mon as it is a premier choice as a cleaner also. I think earlier talk about suspecting this mon is still correct. Moving on though

LO TOUCANNON:

Uluru (Golem) (M) @ Iapapa Berry
Ability: Sturdy
EVs: 252 HP / 32 Atk / 220 Def / 4 Spe
Impish Nature
- Earthquake
- Roar
- Stealth Rock
- Stone Edge

Pincher (Pinsir) (M) @ Normalium Z
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Me First
- Stone Edge
- X-Scissor

Big Body Bes (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earthquake
- Flamethrower
- Thunderbolt
- Volt Switch

Toucan Sam (Toucannon) (M) @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 40 SpA / 218 Spe
Naughty Nature
- Brave Bird
- Bullet Seed
- Overheat
- Roost

Ursula (Mareanie) (F) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic Spikes

Silvally-Electric⠀ (Silvally) @ Grass Memory
Ability: RKS System
EVs: 248 HP / 100 SpA / 160 Spe
Timid Nature
- Defog
- Flamethrower
- Grass Pledge
- U-turn

I really love the LO Touc and Me first Pinsir offensive core. Touc beats all mons that check Pinsir basically with LO Overheat been able to OHKO Ava and Mawile as well as alot of other mons and stall. Probably the most 'uncheckable' mon in the tier, but easily offensively pressured. Me First Pinsir is the best cleaner and anti-offense mon IMO. The rest of the defensive core is very self explanatory, with the exceptional Mare (get this thing to A+) and Golem checking a load of dangerous mons. Grassvally was a somewhat niche pick but fits the roll very well, soft checking Shiftry and defogging on the most common Rock user in the tier Golem, that alone should see it used more not less. Flamethrower also lets it beat a lot of mons that would traditionally switch in on a grass type mon.

SD COMBUSKEN:


Henny Penny (Combusken) (F) @ Firium Z
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Low Kick
- Protect
- Swords Dance

C:\ (Bronzor) @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psywave
- Rest
- Stealth Rock
- Toxic

Big Body Bes (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Ice Punch
- Volt Switch
- Wild Charge

Scary Spice (Gourgeist-Super) (F) @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Leech Seed
- Synthesis
- Will-O-Wisp

Silvally-Dragon⠀ (Silvally) @ Water Memory
Ability: RKS System
EVs: 250 HP / 100 SpA / 160 Spe
Timid Nature
- Defog
- Surf
- Thunderbolt
- U-turn

Bill (Komala) (M) @ Choice Band
Ability: Comatose
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Return
- U-turn

By now you're starting to realise that alot of my teams are built very similar, they may have made me predictable and allowed for matchup fishing but I'm still pretty inexperienced so I thought it better to stick to what I was comfortable with. This team was built around the amazing band Komala (Komalas only good set) and SD Busken core, pretty self explantory the rest. I would say that even though Gourg isnt A+ worthy anymore its still an amazing defensive mon and should not be looked over.

SD SHIFTRY:


Pharlap (Rapidash) (M) @ Groundium Z
Ability: Flame Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- High Horsepower
- Morning Sun
- Wild Charge

Uluru (Golem) (M) @ Iapapa Berry
Ability: Sturdy
EVs: 252 HP / 32 Atk / 220 Def / 4 Spe
Impish Nature
- Earthquake
- Roar
- Stealth Rock
- Stone Edge

Evil Santa (Shiftry) (M) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Knock Off
- Sucker Punch
- Swords Dance

Ducted Cooling (Rotom-Fan) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunderbolt
- Volt Switch
- Will-O-Wisp

Ursula (Mareanie) (F) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic Spikes

Silvally-Water⠀ (Silvally) @ Dragon Memory
Ability: RKS System
EVs: 168 HP / 164 SpA / 178 Spe
Modest Nature
- Defog
- Draco Meteor
- Flamethrower
- U-turn

Again a pretty self explanatory, typical Rav3ndan build. SD Shiftry is amazing and this is his team. Golem can be annoying against this team so bullet seed and Groundium Z (also great against ever present Mareanie and the OP Corsola) help with removing the big rock that is Golem. Pretty short description as I'm getting weary by now.

SUBPUNCH MUK:


Uluru (Golem) (M) @ Iapapa Berry
Ability: Sturdy
EVs: 252 HP / 32 Atk / 220 Def / 4 Spe
Impish Nature
- Earthquake
- Roar
- Stealth Rock
- Stone Edge

Kum (Muk) (M) @ Black Sludge
Ability: Poison Touch
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Focus Punch
- Poison Jab
- Substitute
- Thunder Punch

Boy George (Kecleon) (M) @ Assault Vest
Ability: Protean
EVs: 184 HP / 252 Atk / 74 Spe
Jolly Nature
- Drain Punch
- Fake Out
- Knock Off
- Shadow Sneak

Big Body Bes (Electivire) (M) @ Choice Scarf
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Ice Punch
- Wild Charge
- Volt Switch

Magic Mike (Shiinotic) (M) @ Fairium Z
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Leech Seed
- Moonblast
- Spore
- Strength Sap

Silvally-Dragon⠀ (Silvally) @ Water Memory
Ability: RKS System
EVs: 248 HP / 100 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Surf
- Thunderbolt
- U-turn

Muk is one of my fav mons in ZU and I remember seeing SubPunch Muk when I first started. I think its a great underrated set that beats basically all of its normal checks and still has great bulk. The rest of the team was built to complement it with Kecleon also been a bit of star. Its an underrated mon and I can hardly think of a single match or matchup where it isnt a net positive. Shoutout to Ho3n for the ZMoonblast idea for Shiin (who was originally Tang, R.I.P)

SUBSD BOUFFALANT:


Uluru (Golem) (M) @ Iapapa Berry
Ability: Sturdy
EVs: 252 HP / 32 Atk / 220 Def / 4 Spe
Impish Nature
- Earthquake
- Roar
- Stealth Rock
- Stone Edge

Pincher (Pinsir) (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Toxic
- X-Scissor

Afrojack (Bouffalant) (M) @ Leftovers
Ability: Soundproof
EVs: 248 HP / 84 Atk / 176 Spe
Adamant Nature
- Earthquake
- Return
- Substitute
- Swords Dance

Scary Spice (Gourgeist-Super) (F) @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Leech Seed
- Synthesis
- Will-O-Wisp

Ursula (Mareanie) (F) @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Haze
- Knock Off
- Recover
- Toxic Spikes

Silvally-Water⠀ (Silvally) @ Dragon Memory
Ability: RKS System
EVs: 168 HP / 164 SpA / 178 Spe
Modest Nature
- Defog
- Draco Meteor
- Flamethrower
- U-turn

Last but not least is my favourite team. SubBouff is an absolute monster, and with tang gone I found Soundproof way more valuable (sorry BP for luring in roar Altaria), with a little patience and waiting for the right time, it can setup and easily destroy defensive cores. Without toxic it is walled by gourg, but running toxic on scarf Pinsir to lure Gourg (and also Golem) and also Tspikes I found that I could always pressure and beat Gourg (except for once v. Sketchy who IMO is most underrated builder). Scarf Pinsir is underused as people are scared of the speed tier for a scarfer but its fully capable of cleaning teams beautifully after Bouff breaks. This team isnt as easy to use but its still my favourite.

All in all a lot of words for a humble farmer, I hope someone gets enjoyment from reading and/or using these teams. I might post replays later but atm I'm well ready for bed.

PS: if I made any formatting errors, lemme know and I'll sort them out tomorrow. Also more thanks to Sketchy Ecchi for sorting out my shit formatting that he compared to a 'Russian Babushka doll'
 
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SD Ninjask Balanced Offense

Ninjask @ Groundium Z
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dig
- Swords Dance
- Leech Life
- Aerial Ace

Komala @ Assault Vest
Ability: Comatose
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Return
- Knock Off
- Rapid Spin
- U-turn

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Knock Off
- Sucker Punch
- Synthesis

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Seismic Toss
- Toxic
- Pain Split

Floatzel @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Focus Blast
- Switcheroo

Gourgeist-Small @ Colbur Berry
Ability: Frisk
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Will-O-Wisp
- Shadow Sneak
- Seed Bomb
- Explosion

The basic idea of this team is to use offensive pressure to weaken the opposing team enough for Ninjask to reliably set up and sweep. Given how the team was too frail to properly support Ninjask, I decided to replace two of my team members from the first draft with Komala and Mawile in order to give the team a little durability. Komala in particular is a godsend for Ninjask, since it can clear hazards and use a slow U-Turn to get Ninjask in for free.
 
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Some of Ho3n's Teams:

Sticky Webs Offense (an Outdated Sample Team Update):


https://pokepast.es/ea59f8c8fc37d7af
Built from an existing sample team by Diagnostic, this team replaces Rotom-Frost for a spinblocker in Gourg-Small. The team is my most successful endeavor with webs in ZU, with winning the ZULT, and topping ladder multiple times and consistently.

Shuckle is a great hazard setter and lead most of the time, and being able to trap and secure an Encore is awesome. Trap into and Encore on a Defog is great for guaranteeing the Defiant boost on either Pawn or Purr, and otherwise predicting Defogs can be pretty risky. Luckily, you have two users if you get one prediction wrong, and usually that will mean at least your hazards are still up! At +2, Steelium Z pawn 1HKOs defensive Silvs besides Silv-Water, and also kills defogers like Altaria and after rocks, Rotom-Fan. Great mon, but a safer choice could always be Pur with its faster speed, guaranteed damage with Fake Out, and +2 pivoting with U-Turn is always safe as well.

Mare is there to provide late-game defog pressure with Tspikes, as well as being an all around good defensive pivot. It helps check Combusken, which otherwise could SD and win, and poison support is needed to help wear down the bigger defensive walls like Pyuk, Poliwrath, Silv-Water, and Sandslash (all threaten the defiant duo). Gourg is an absolute great spin blocker thanks to its awesome speed and usuable attack and Grass stab, and has great pivoting support with wisp and explosion. Lastly, Silv-Fight is a Shift check when needed and an awesome late game sweeper or WB, with Zen Headbutt being helpful with Mare and Poli.

This team can struggle against Swan, with only rocks, Pur, and an Explosion from Gourg being able to pressure it, so be careful with that threat. Beyond that theres not much else to worry about. Play it like a webs team and you'll do fine.

Rank: 5/5. One of my best ZU teams.


ZU Sand Works Guys I Swear:


https://pokepast.es/9bf343b963f48d92
Sand is often not the most discussed of weathers for ZU, but with hail gone our other auto setter, Hippopotas, comes in the spot light. Beyond an auto setter, sand has couple good recourses I found alluring and invested into this team.

Slash and Drilbur are a sand rush duo that create an offensive threat that pressures stab EQs and speed thresholds that handle most of everything. Slash is meant to be both a speed check and an SD sweeper, being able to outspeed scarf Vire and Swan, and WB with a +2 Z-Stone Edge. Dril is more of momentum builder, doubling down on the sand rush gimmick, providing power, support, and bait. Poison Jab lures in grass types like Shii, Shiftry, and Leafeon, while Rapid Spin gives hazard removal so Slash and Silv-Water can have coverage.

Prob in sand gets its attacks buffed, and in conjunction with specs its actually pretty threatening. Also the 50% special def buff is really good, allowing you to even switch into special Swan for a volt switch if needed.

Silv-Water and Shift cover both defensive and offensive holes the team would have without them. Silv is especially nice for checking Combusk, Swan, and Shiftry, while mixed Shiftry helps with Gourge, Avalug, Poliwrath, and tends to be nice with its priority and late game sweeping when the Sand Rush users already made a dent.

Scarf Silv HO:

https://pokepast.es/219a9e2a47f1fb34
Scarf Silv is an underrated, viable scarfer that provides the team with a fast U-Turn and two powerful normal stabs in Double Edge and Explosion. These assets make it a great revenge killer and speed check, meaning most set up sweepers besides Crustle will be stopped in their tracks by this beast, even surviving a +2 LO Shift sucker and having a kill itself with U-Turn.

Past this I have my standard FWG core of SD Combusken, Mixed Shift, and Swan with Z Mirror. An unstoppable core here that keeps the momentum and power up, with lead Golem starting the snowballing of power.

Ebelt Evire is the favorite on the team here, providing all the extra coverage and power you’ll need, specifically with the Cross Chop/Wild Charge/EQ coverage that allows you to break stall cores of Liki/pyuk/mawile. Overall its good bait for scarf too, and unlike LO you keep your HP intact for a negligible damage difference when SE.


ZU Tailwind

https://pokepast.es/6fcfe011291e2af2
Tailwind is barely a viable strategy, with some of the best teams having severe weaknesses and often MU dependency. Keep this in mind going foward with this team, as not only is it hard to play, but also many times outcompeted by similar speed control teams like Webs or TR.

The setters here are what makes it interesting, with Prankster Lagging Tail Volbeat being a premier setter. Tailwind into a slow U-Turn makes it hard for the opp to revenge kill the fast, strong WB you bring in. Silv-Water is there mostly to stop Combusk and Swan from steamrolling the team, but Tailwind into Explosion is also very valuable.

Shiftry works as both a setter an abuser, and more often adds priority pressure when turns in between Tailwind. LO Ramp is incredible even without a 4th coverage attack, as SR seems to fit naturally and the three attacks given here deal with most of what you would expect ramp from the team. Camel is the slowest WB here, but Tailwind + Rocks means that faster offensive threats can’t revenge kill it, while it snags specs kills. Touc is the fastest of the three WBs and will outspeed scarves. With SD and Z BB you will tear through switch ins.


This team is not for beginners, but rather for experienced players that want to find wincons through a speed alteration that is relatively unconventional.

May edit with more.
 
Furf Turn

https://pokepast.es/599a6c3507c9b691
Furf is one of the few mons that outspeed Swan and with CB threatens a Return/U-Turn on anything. That, combined with its great natural phys bulk, makes it a go to for the right kind of VoltTurn teams.
The rest of the team is a simple 4pivots2abusers ratio. Egg is the main abuser, which Z Leaf is crazy and has little to nothing to switch into when you consider theres always Sleep and Psychic as well. I prefer this set to specs as Z Leaf into leaf is stronger than 2 specs leafs anyways, and doesn't make me vulnerable to set up sweepers like Combusk that may want to SD on the -2 spa. Golem is the abuser, which works as a lead as well. Mostly I keep it around if I want to block the opp's Volt, as otherwise its a great lead that usually guarantees rocks early on.
Silv-Dark is another pivot that helps hurt Bronz for Egg. I don't have Pursuit as I can usually punish better with SD into Multi anyways, or simply play mind games with the immediate U-Turn or Multi. It also functions as a much needed defog so My own mons aren't hurt by spikes/rocks. Fan helps the offensive pivots and is a decent enough speed check. It can trick against bulkier builds like many special walls when I don't need the speed, or just provide good coverage. Mare is the only pure defensive pivot, threatening tspikes and a super useful knock off against other mares or defensive Evio/Lefties mons.
Overall this is a solid team that keeps up the momentum like crazy. Break down the enemy team and pick a wincon; fun to play!
https://replay.pokemonshowdown.com/gen7zu-957267963
Versus a stall that seams to be pre Egg drop, as Egg tears through the team with ease. Past that, the team has no problem cleaning up.

https://replay.pokemonshowdown.com/gen7zu-957163427
Continuing to VoltTurn the opponent and trading hits in my favor. Rotom-Fan was kept alive as a faster wincon that had enough power and speed to muster through the rest of the offensive mons.

https://replay.pokemonshowdown.com/gen7zu-957160652
https://replay.pokemonshowdown.com/gen7zu-957159268
Momentum is kept all though out, with Silv-Dark coming in at the end for the SD WB sweep in the first, and having Furf/Golem clean up the rest in the second replay.

https://replay.pokemonshowdown.com/gen7zu-957158520
The team holds up against a standard offense. Rotom-Fan providing good pressure and power, and once the phys walls were gone it was certain that Furf was going to sweep with its fast normal stab and good phys bulk had the game been played out.

Muk-Beh-SilvDark Balance

https://pokepast.es/a8bc778b62d45f2d
This team takes advantage of simple offensive-defensive synergies and rolls to break down the opponents team. Muk and Bronz are a decent enough defensive core, and can be supported even better with BoltBeam SilvDark. This silvally set lets you have good general coverage and is usually a reliable check to both Swanna and Shifty, rather than being a pursuit trapper.
Specs Beh and Ebelt Evire are the WBs that have little to no switch ins. Beh is a little harder to play as specs can be abusable, but it is totally worth it for the damage it can do. Its main stab is only stopped by the other psychics and darks, of which are mostly 1hko'd by the Analytic Specs shadow ball / signal beam; a dangerous and rewarding 50/50 to say the least. Vire is belt rather scarf to hone in on this offensive presence, although the team can slip if you aren't careful. Swanna is the late game cleaner with Z mirror, and is totally unstoppable once everything is broken down. Alternatively, either a mid-game sweep or Z BB can work too if you switch your wincon to Curse Muk, which is totally fine as well.
https://replay.pokemonshowdown.com/gen7zu-957174951
Beh gets a clean kill turn one as the opp has no dark type. Past that, the team takes a few hits but a motor drive boost baited at the end with Vire lets it clean late game.

https://replay.pokemonshowdown.com/gen7zu-957178271
Once Golem was dealt with, Muk was an easy choice to start setting up and snagging the win.

https://replay.pokemonshowdown.com/gen7zu-957183803
The defensive core shines here by getting good turns off from the opp, and eventually pivoting to the WBs to get the extra power when needed.


SD Bouf Offense


https://pokepast.es/2ffb954f2d9e1129
Bouf and SilvPoison make a cool core that offer some cool SB and pivoting potential.
The Bouf set lacks Sap Sipper as I already have three solid grass resistances, and would rather have the power boost of Reckless + Head Charge. The recoil is already small but is even smaller in the context of a fully invested Bouf not taking much to the offensive threats that it can 1hko even when not boosted like Kek/Kom/Combusk/shift/swan ect. Super strong and that Sub SD strat can punish so many teams. SilvPoison is the silv of coice as its a solid tspikes absorber, fighting resist, and provides boltbeam agaisnt Gourg and other phys walls.
The rest is a very standard offensive core. Metang is offensive as to hit harder against rocks and Tpunch mare and swan. Shift/Swan/Scarf Vire are all phys attackers as well that provide relentless pressure.
https://replay.pokemonshowdown.com/gen7zu-957188626
https://replay.pokemonshowdown.com/gen7zu-957189980
Against stall, Bouf and Z mirror Swan shine with providing a ton of pressure against the team, and only need minor support from the expendable Shiftry. The first game also ends quick as the opp didn't have anything to hit Bouff.

https://replay.pokemonshowdown.com/gen7zu-957194259
Bouf and its bulk proving to be phenomenal, surviving both a Vire and Simipour to then sweep the slower remainder of the team.

https://replay.pokemonshowdown.com/gen7zu-957200080
The team makes dent after dent versus stall, with Bouf outplaying the vig end game.
Agility Noct

https://pokepast.es/fd9969c0287ed719
Noct can double as a WB and a late game sweeper thanks to TL and Agility, making it fun addition to what is just another VoltTurn team. It outspeed 95 base scarves at +2, but still loses to scarf Swanna and above. Z Hurri 1hkos Vire and a lot more, but fails to do sufficient damage against neutral special walls like Liki/Muk/Kom and others. Thus, it only WBs physical walls well, while sweeping through resistances once it boosts. Roost is for taking advantage of your great special bulk and dodging a sucker when needed, and Hyper Voice is just a standard STAB that is more accurate than Hurricane and preserves the z move. The rest of the team aims to support the late game set up, or if unachievable, at least benefit from the Z hurricane midgame.
Pur is helpful for providing good priority and a great speed tier, as well as a good pivot to pair with the rest of the team. Monf checks Shift and can use its Evio bulk to take one hit usually and set up rocks when needed. Rotom-Fan really glues the team together, allowing it to check a lot of boxes all in one: volt, defog, wisp support, and another special attacker. Basc speed ties Swan and has a 62.5% chance to 1hko with HP Elect, which allows you to have some more support against that mon but I haven't used it too much to be fair. Ice Beam though is needed so you aren't totally not walled by Shift or Gourge.
This team can be hard to play, but in that same breath I peaked 1640s on the ladder with it, so it might be worth it if you get used to how it plays.
https://replay.pokemonshowdown.com/gen7zu-957717603
Purr supports itself with Knock and pivoting bonuses and good predictions, while the rest of team uses the pivoting to set up rocks / WB. Once the team is weakened, Noc has a great opportunity to set up against Silv-Water, where a crit Ice Beam barely did over 70%. Noc then takes the game.

https://replay.pokemonshowdown.com/gen7zu-957685386
CB Golem kills teams that don't have a Rock resist, as even Gourg gets 2hko'd by it. Noct pressures that Gourg later with the Z huri, and a combination of immunities and bulk made scarf Vire less of a threat.
 
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Gorfield

Breakfast, Lunch, and Dinner’s for Beginners
is a Tiering Contributor
It's late and I don't really feel like writing descriptions but I used these two teams in my tryouts for zupl and they had success against some of the managers. I also used these two teams to get to number 5 on the ladder so if you just want to get on the high ladder easily these are some cool teams. They're probably pretty trash since I built them both in like 20 mins but they worked well for me so here they are.
https://pokepast.es/bee1668df9a58ac0
https://pokepast.es/5480b6af24205516
 
with summer coming to an end and sword and shield arriving in a few months, i wanted to make my zu team dump before the end of the generation.

during the first seasonal (summer seasonal) and the beginning of the second seasonal (fall seasonal) i used what i was given. middle of the fall seasonal i felt the teams i were using weren't cutting it so to keep the tier interesting to myself i decided to give my own take on team building. all of the teams i will post were used in summer seasonal, zu open and spring seasonal. after playing zu quite a lot i was losing my interest during spring seasonal and i ended up being eliminated by round seven.

i didn't expect to play zu again but knowing people in the zu community had positive vibes about me and i enjoyed playing the tier, i made my brief one round lasting return with some new teams. it has been already a while with the thought process behind them but i will try to give a brief explanation and post replays them in action.

/

by far my most consistent, reliable and best team i made. i realised early on that hazards are so good to not be used so the very first version had roselia over tangela since it had access to spikes while being able to check all special attackers apart from flying types. it rose to PU so i replaced it with tangela which made an amazing regenenator core with mareanie and checking pretty much every physical attacker in the tier. toxic spikes was to add a win condition since chipping opposing team and being bulky enough to tank every hit wasn't an impossible task to handle. i had sludge bomb for mainly shiftry since he dark resist is non-exsistent.

golem was to be the answer for electric and fire types and bronzor for being one of the only steel types in the tier. kecleon was another check to plethora things and looking back it could probably even be komala with my favourite bulk up set to add another win condition and being able to heal golem and rotom but i never tried it out for some reason. knock off and thunder punch was to eliminate opposing mareanie and catching swanna off-guard. rotom i had for the main ground resist and speed control but i also used a bunch of different sets such as flynium for shitry and defensive leftovers. hidden power water was for golem and other grounds since people almost every single time switched their ground type on rotom and called it a day.

eventually tangela rose to PU and i tried the version with gourgeist over tangela. even though gourgeist could spin block which tangela couldn't, defensively it wasn't even close to tangela and the team started losing more and more with also the increase of shiftry etc.


version with tangela

https://replay.pokemonshowdown.com/gen7zu-829211652 (Round 9 of Fall Seasonal, game two)
https://replay.pokemonshowdown.com/gen7zu-837887773 (Round 11 of Fall Seasonal (loser's bracket finals), game two)
https://replay.pokemonshowdown.com/gen7zu-855144142 (Round 1 of the ZU Open, game two)
https://replay.pokemonshowdown.com/gen7zu-859544097 (Round 2 of the ZU Open, game two)
https://replay.pokemonshowdown.com/gen7zu-864858228 (Round 4 of the ZU Open, game three)
https://replay.pokemonshowdown.com/gen7zu-877750523 (Finals of the the ZU Open, game three)
https://replay.pokemonshowdown.com/gen7zu-884923972 (Round 1 of Spring Seasonal, game two)

version with gourgeist

https://replay.pokemonshowdown.com/gen7zu-896169632 (Round 4 of Spring Seasonal, game two)
https://replay.pokemonshowdown.com/gen7zu-904425783 (Round 6 of Spring Seasonal, game three)
https://replay.pokemonshowdown.com/gen7zu-905604326 (Round 7 of Spring Seasonal, game one)




the main idea behind this team was to use alolan-golems ability magnet pull to trap all the annoying steel types for shiftry and komala. sandslash is there to block electrics, set up rocks and control the hazard game with rapid spin which golem is unable to do. it opened a door for all-out-attacking silvally-water. it has a great speed and good typing to check things like simipour, simisage, pinsir, opposing silvally etc. rotom again could be choice scarf for extra speed control but i have split + hp water again for catching grounds and checking pinsir and shiftry without locking myself into one move.


https://replay.pokemonshowdown.com/gen7zu-855138790 (Round 1 of the ZU Open, game one)
https://replay.pokemonshowdown.com/gen7zu-863939341 (Round 3 of the ZU Open, game one)
https://replay.pokemonshowdown.com/gen7zu-870434193 (Round 5 of the ZU Open, game one)
https://replay.pokemonshowdown.com/gen7zu-896166659 (Round 4 of Spring Seasonal, game one)
https://replay.pokemonshowdown.com/gen7zu-904413298 (Round 6 of Spring Seasonal, game one)
https://replay.pokemonshowdown.com/gen7zu-953480797 (ZU Seasonal playoffs round one, game two)




thankfully to electivires typing i could afford to run a team without a ground type. electivire has a pretty good attacking stat and speed tier so i wanted to try out banded instead of the usual scarf, expert belt etc. i didn't have any solid fairy, dragon and rock resist so i went with bronzor as my rocker. shiftry seemed to pair well with electivire. gourgeist and silvally as my defensive backbone and hazard control since the team was weak to spikes stack. swanna is there for speed control and late game cleaning after shiftry and electivire break the opposing team enough for a swanna sweep.


https://replay.pokemonshowdown.com/gen7zu-837882756 (Round 11 of Fall Seasonal (loser's bracket finals), game one)
https://replay.pokemonshowdown.com/gen7zu-873605854 (Round 6 of the ZU Open, game one)
https://replay.pokemonshowdown.com/gen7zu-884919921 (Round 1 of Spring Seasonal, game one)
https://replay.pokemonshowdown.com/gen7zu-885987315 (Round 2 of Spring Seasonal, game one)
https://replay.pokemonshowdown.com/gen7zu-904421233 (Round 6 of Spring Seasonal, game two)




for some reason i only used this team a couple times during fall seasonal and only once in my entire zu open run. combusken was the superstar of the team and i decided to go with fightium-Z over firium-Z to be able to hit silvally-water for the ohko after prior damage. timid nature to outspeed it after a protect. mareanie's toxic spikes is a good way to chip for combusken and being the water and pseudo flying resist. gabite for the electric immune and to check physical attackers and also not being ground weak like golem. silvally-dark to make sure none of the psychics have a field day against this team. komala and rotom are there for volt-turn and speed control. komala could have rapid spin over earthquake for hazard control.


https://replay.pokemonshowdown.com/gen7zu-831881908 (Round 10 of Fall Seasonal, game two)
https://replay.pokemonshowdown.com/gen7zu-837615813 (Round 7 of Fall Seasonal, game two)
https://replay.pokemonshowdown.com/gen7zu-864850956 (Round 4 of the ZU Open, game two)
https://replay.pokemonshowdown.com/gen7zu-948404242 (OMPL VII, week four, used by the one and only TonyFlygon)




what i remember with this team was seeing my opponent czim being quite weak to fire types so i decided to try simisear with firium. it is such a nuke and paired with grass knot and focus blast you pretty much cover the entire tier. it ended up cleaning in my open game as i planned to. the rest of the team was trying to cover its weaknesses such as being revenge killed by common scarfers (electivire, swanna etc.) and having a good defensive core for its typing to have a common water-fire-grass archetype.

https://replay.pokemonshowdown.com/gen7zu-877726044 (Finals of the ZU Open, game one)




the main idea was to try out poliwrath with like coba berry and hidden power electric to check swanna but i never got around it so i just decided to go with another balance as my two main win conditions being bulk up komala and sd shiftry. rotom is there for speed control and bronzor as my check for special attackers. the game itself was close but opposing shiftry ended up being too much to handle even with sludge bomb mareanie.

https://replay.pokemonshowdown.com/gen7zu-953487519 (ZU Seasonal playoffs round one, game three)




checking my opponents replays i saw the lack of grass and psychic resists. i realised exeggutor was just unbanned so i wanted to give it a shot by making a team with it. the problem with these pokemon's are their awful defensive typing and speed tier so pairing it up with bulky enough volt switch and u-turn 'mons made the most sense. i have once again my most used defensive core with komala, golem and mareanie. rotom to check opposing grass types and silvally-dark checking psychic types.

the game itself could have gone better and i underestimated scarf electivire's earthquake late game and ended up losing because of it. in all honesty, if you want to use an offensive grass type, shiftry is just way better. maybe specs volt-turn eggy is not the best set for it felt underwhelming in action.

https://replay.pokemonshowdown.com/gen7zu-953474026 (ZU Seasonal playoffs round one, game one)




for some reason i never ended up using this team in any of my tournament games but it is another version of my favourite defensive core of mareanie, komala and golem. this team is quite psychic weak which is why i decided to go with a spedef bulk up komala which ended up being my go-to set on nearly every team i had komala on. silvally-dragon was something i hadn't used before and i gave it surf to beat golem. granbull was my physical wall and earthquake is there to hit stuff like mareanie. swanna was another win condition and pseudo speed control with Z-rain dance.


/

i think silvally-ghost just dropped from PU but i am not completely sure about it. either way i wanted to try it out and SD seemed prominent so i went with it. i wasn't staying in against darkvally or normal types so i had u-turn and ice beam as filler to two hit ko tangela. swanna and tangela were my answers to fighting types. tangela and golem also checked the normal types such as komala. ampharos was my back-up check for plethora things and i remember giving it rock gem just for simisear.

https://replay.pokemonshowdown.com/gen7zu-873610569 (Round 6 of the ZU Open, game two)




in all honesty i went way too crazy with this one. the initial idea was having ZU's own vincune and since mareanie is such an amazing toxic spiker in the tier i had high hopes of this working. unfortunately dusclops wasn't able to put in the same amount of work as suicune does so i changed the set to not be completely useless. once again dusclops ended up being pretty much useless apart from pressure stalling moves with its ability and great bulk. the rest of the team tried to cover dusclops' weaknesses such as not able to hit normal types and being decent against dark types.


the times i used it in tournaments this team just wasn't putting the work i theorized it could be doing and the only noteable win was dusclops pressure stalling opposing stall. pressure stalling is one of this teams win condition but overall this team was way too crazy to be consistent.

https://replay.pokemonshowdown.com/gen7zu-877739337 (Finals of the ZU Open, game two)
https://replay.pokemonshowdown.com/gen7zu-885994092 (Round 2 of Spring Seasonal, game two)
https://replay.pokemonshowdown.com/gen7zu-905627053 (Round 7 of Spring Seasonal, game two)


/

this was another of those teams i trusted the most and pulled really good results. i think this was the first team i started using my favourite core of bulk up komala + toxic spikes but for some reason i have knock off on my komala in the latest version. i am not sure about that since normal move is always superior with toxic spikes but regardless this was the start of spamming toxic spikes + bulk up komala with different komala sets. at the time it ended up sweeping everytime or nearly everytime and it took a while since the metagame truly adapted to it. unfortunately for me, it isn't as good as it used to be so if i had to branch out for new teams, i might have to not rely on it to win in the end.

gabite was my rocker and not being ground weak like golem is. silvally-ground i had for the special attackers and mainly raichu since it could eat one hit and check it that way. it was also my main electric answer (rotom, electivire etc.). tangela again for pivoting and later on gourgeist trying to accomplish the same thing by killing all the momentum. finally rotom could be scarf again since otherwise the team lacks speed control. as i mentioned earlier, i tried out a bunch of rotom sets and ended up always using a different set.


version with tangela

https://replay.pokemonshowdown.com/gen7zu-831868337 (Round 10 of Fall Seasonal, game one)
https://replay.pokemonshowdown.com/gen7zu-859541705 (Round 2 of the ZU Open, game one)
https://replay.pokemonshowdown.com/gen7zu-863943366 (Round 3 of the ZU Open, game two)
https://replay.pokemonshowdown.com/gen7zu-864853728 (Round 4 of the ZU Open, game one)
https://replay.pokemonshowdown.com/gen7zu-870440734 (Round 5 of the ZU Open, game two)


/

i planned on using this team in tournaments but i never ended up finishing it and i just liked the other versions of my trusty komala, mareanie, ground type, ground immunity etc. more. i had hp ground rotom to chip down electivire but i am good against it so what was the point? i am not sure but at least i had flynium to absorb knock off.

overall komala, mareanie, tangela and a ground type were really powerful while back. shiftry has been everywhere and people have also adapted better to komala to not being nearly as good as it used to be. i have lately seen plenty of stalls in ZUPL but personally i never had problems against them unless i ended up messing one way or another. but who am i to judge, i barely play the tier anymore, right?


i think these were all the teams i had saved in my builder. overall my experience with the tier after a heartbreaking start in this tournament was positive and i was glad i gave it another shot after the disappointment of my very first experience with zu. the tier has a good basis going into generation eight and i wouldn't be surprised if zu would push itself at one point to major tournaments as pu did. i wish you guys good luck and have fun with the final moments of this generation as the current one!
 
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