vivalospride
can’t rest in peace cause they diggin me
I beat my boy CSB, my hax juice is running low after that one, gg!
http://replay.pokemonshowdown.com/gen7uu-641375921
http://replay.pokemonshowdown.com/gen7uu-641375921
explodingdaisies said:
Paint Yo Face (Smeargle) @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Spore
- Magic Coat
Chairman Meow (Mienshao) (M) @ Choice Band
Ability: Reckless
EVs: 240 Atk / 48 Def / 220 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- U-turn
- Poison Jab
Piggly Wiggly (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 152 Atk / 148 SpA / 208 Spe
Naive Nature
- Icicle Crash
- Earthquake
- Freeze-Dry
- Ice Shard
Burn Yo Face (Volcanion) @ Fightinium Z
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Steam Eruption
- Fire Blast
- Sludge Wave
- Superpower
GoHomePlaneUrDrunk (Latias) @ Latiasite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Stored Power
- Calm Mind
King Triton (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Flash Cannon
- Grass Knot
- Hidden Power [Electric]
I decided to go with HO once again this week. I'm doing bandshao webs. The smeargle set is just the standard set. With magic coat, I can bounce back taunts and proceed to set up hazards. Bandshao with an adamant nature hits ridiculously hard even on mons that can resist its high jump kick. The 44 EVs in defense are to always live a bullet punch from band sciz. Here is a calc of just some of the power that bandshao possesses:
252+ Atk Choice Band Reckless Mienshao High Jump Kick vs. 244 HP / 0 Def Gliscor: 168-198 (47.7 - 56.2%) -- 82.4% chance to 2HKO. After SR damage it's guaranteed to kill.
I went with mamoswine since klefki is always a problem and mamoswine gets basically a free switchin. The EVs are a modified sparrow spread. The speed lets me hit 272 which will outspeed -1 m-mane. I went with Z-fight volcanion as it is a great blissey lure. Z fight hits tremendously hard and with rocks up, Steam eruption followed by z-superpower will kill blissey and also hit empoleon too. It open things up for the following mon: Normally you wouldn't see m-latias on a HO team, but it functions as a double lure. It lures in scizor and nails it with hp fire and nails bulky waters with tbolt. with +1 tbolt, m-latias can OHKO primarina and it hits empoleon extremely hard. I chose offensive shuca empoleon as the last mon as I wanted a steel type that could lure in things like nidoking and gliscor and kill them. i I put 84 speed EVs so i can creep mantine and hit it hard with hp electric. While this team is powerful is does heavily rely on webs to slow things down. But I feel like I pressure hazard removers decently well.
SuperVegeta20 said:
Michelswagelo (Smeargle) (M) @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Stealth Rock
- Sticky Web
- Nuzzle
AI MJ LBJ (Shedinja) @ Weakness Policy
Ability: Wonder Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Lonely Nature
- Endure
- Shadow Sneak
- X-Scissor
- Protect
Espeon (F) @ Choice Specs
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Dazzling Gleam
- Trick
Togekiss (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Dark Pulse
- Aura Sphere
- Rapid Spin
Doublade (M) @ Eviolite
Ability: No Guard
EVs: 252 HP / 240 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Sacred Sword
- Iron Head
- Shadow Sneak
Alright boys im comin again with the heat, similar thing to last round, shedinja squad baby, and yes, yes it is offensive as balls. Yes, that shedinja has endure and weakness policy. Shedinja is my fav mon, I got and I found some inspiration for this team earlier today so I pulled the trigger and did it. Doublade is for any of those rogue fairy types that wanna mess with me, Espeon and Mega Blastoise are for those pesky hazards, Togekiss will bring a little natural bulkiness and some firepower at the same time, and has twave to slow the opponent down even more so Shedinja could get some work done. Oh and yes, I forgot to mention, this is a webs squad, and you may think that fake out is there just to fulfill the quota, but naw I'm not good enough at this game to use Magic Coat effectively, so I can at least break some focus sashes or chip off a lil bit of health, seems more useful then a scrub using Magic Coat in an inefficient manner. I'm hype to go 0-5 against the chefs for the third time in a row with this team, LETS GOOOOO.
PS: This is the last shedinja team im entering for Iron Chef, I gotta get more ideas so u know lemme go at least 1-5 lmao.
'sei. said:
Pick 1 (Beartic) @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Icicle Crash
- Swords Dance
- Superpower
(T)entai Porn (Tentacruel) @ Black Sludge
Ability: Rain Dish
Shiny: Yes
EVs: 116 HP / 240 Def / 152 Spe
Timid Nature
IVs: 0 Atk
- Haze
- Scald
- Rain Dance
- Rapid Spin
Ayy Bay Bay (Tornadus) @ Damp Rock
Ability: Prankster
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Hurricane
- U-turn
- Rain Dance
Outer Space (Uxie) @ Damp Rock
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Memento
- U-turn
- Stealth Rock
- Rain Dance
Lt. Splurge (Raikou) @ Normalium Z
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
IVs: 0 Atk
- Volt Switch
- Weather Ball
- Calm Mind
- Thunder
Chain Gang (Klefki) @ Damp Rock
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Play Rough
- Rain Dance
- Toxic
As soon as I saw the secret ingredient I knew what I had to do; I knew it had to be Rainkou + Beartic. So the general idea of this team is to not lose to fast dragons in Hydreigon and Latias with Klef, set up rocks with Uxie, and grab momentum with Torn. Beartic is the supposed breaker with a gargantuan base 130 attack with LO, as well as Raikou, a 'mon I remember from my Mix and Mega days (red orb Raikou was kinda OP when I played). I'm lacking speed control for common scarfers so I have priority plus dual status on Klef, and Tenta holds its own vs. Scarf Ape pretty well. All in all, this is a fun, quick team I built with inspiration from a more recent rain team I watched in action (also I made Beartic jolly so we can outspeed the common mega-Beedrill, M-Mane and M-Scept).
Lord Esche said:
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Seed Flare
- Dazzling Gleam
- Hidden Power [Fire]
- Synthesis
Seismitoad (M) @ Leftovers
Ability: Water Absorb
EVs: 216 HP / 120 Atk / 16 Def / 156 Spe
Jolly Nature
- Earthquake
- Ice Punch
- Power-Up Punch
- Substitute
Aerodactyl-Mega (M) @ Aerodactylite
Ability: Unnerve
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Aqua Tail
- Roost
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 16 Atk / 28 Def / 208 SpD / 4 Spe
Careful Nature
- Iron Head
- Protect
- Toxic
- Stealth Rock
Chandelure (F) @ Leftovers
Ability: Flame Body
EVs: 56 HP / 196 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Substitute
- Calm Mind
Muk-Alola (F) @ Assault Vest
Ability: Poison Touch
EVs: 240 HP / 216 Atk / 52 Spe
Adamant Nature
- Poison Jab
- Knock Off
- Pursuit
- Shadow Sneak
I've grown rather bored of building in UU lately, so when the secret ingredient was revealed I looked for something extraordinary that fulfilled the requirements for this episode. Soon I found myself in the depths of the RU tier list, where Shaymin and its signature move, Seed Flare, caught my eye. Boasting a respectable 40% chance of lowering the opponents special defense, Seed Flare (combined with the multitude of coverage options Shaymin possesses) allows for breaking through supposed walls. However, picking an extraordinary spice always comes along with acknowledging its deficits and dangers. In Shaymin's case, the first and foremost deficit is its inability to check one of the most troublesome Water type Pokémon of UU, Suicune, due to the low PP of Seed Flare. Therefore, the next member of the team was chosen to help Shaymin with said burden. Coincidentally, the set designed for said member to be able deal with Substitue & Protect Suicune also makes it eligible to be another of the required four members possessing a move with chance greater than or equal to 30% of inflicting a secondary effect. Much greater in this case, ladies and gentlemen, I give you: Subsitute & Power-Up Punch Seismitoad! Swampert's forgotten type twin resides in the realm of the NeverUsed tier but shall not be forgotten any longer! In contrast to Swampert it sports the ability Water Absorb, shutting down any attempt of Suicune to sweep. Additionaly, Seismitoad checks Mega Mancetric (lacking the less common HP Grass), which has proven to be quite the asset to the many VoltTurn teams ever since its introduction to UU, and threatens to OHKO Shaymin with Overheat. Next, Mega Aerodactyl was added to provide a reliable answer to switch into Mega Beedrill as well as for the ability to remove it and Latias, which is a nuisance to both of the initial members of the team, with Pursuit. Roost increases its longevity and somewhat compensates for the lack of hazard removal on the team. The lack of Dragon, Fairy, Psychic and Ice resists concerned me for quite a while until once again I dared to glance at the RU tier. Bronzong not only offers a resistance to all of the aforementioned types but also provides Stealth Rock and Levitate. Iron Head was chosen over Gyro Ball to avoid PP problems versus phyiscally defensive versions of Mega Altaria and also qualifies Bronzong as the third member featuring a move that has a secondary effect with chance greater than or equal to 30%. So far the stall match-up of the team was considerably poor, and same can be said for the amount of Fighting type resists. Even more concerning was UU's most used toy, Scizor, which only Shaymin carried HP Fire for so far. Accordingly, Substitute & Calm Mind Chandelure fit the teams needs, and with Seimitoad and Mega Aerodactyl on the team I felt comfortable in chosing Flame Body over Flash Fire as a means of punishing U-turn and avoiding Trace shenanigans from Gardevoir and the occasional Porygon2. Deciding on the last member gave me quite a bit of trouble: The team desperately needed a Dark resist, Toxic Spikes would be the demise of both of my Subsitute users, and the team still lacked a fourth member for the secret ingredient. Ultimately, I decided on Assault Vest Muk-Alola to be the final addition to the team, its ability Poison Touch further increasing the secondary effect chance of Poison Jab. Admittedly, I intended the last member to add some more speed control to the team, but after some consideration and the realization that there aren't as many speed boosting sweepers around (outside of DD Mega Altaria, which Bronzong deals with, DD Cobalion which Chandelure walls, and QD Venomoth which Muk-Alola also helps with next to Mega Aerodactyl), the rainbow-toxic-spreading behemoth was accepted onto the team. After some testing, I decided to change Psychic for Dazzling Gleam on Shaymin to remove the omnipresent Hydreigon with a single blow, removed Pursuit in favour of Earthquake on Mega Aerodactyl since Muk-Alola was performing better at removing Latias, opted for Protect over the experimental Bulldoze on Bronzong to scout sets/move locks better and gain more Leftovers recovery, and went back and forth between Shadow Sneak and Fire Blast on Muk-Alola but ultimately, to the surprise of my own, deemed the priority move more useful, despite its low power.
bla bla fat said:
Uxie @ Damp Rock
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Memento
- Thunder
- Stealth Rock
- Rain Dance
Poliwrath @ Normalium Z
Ability: Swift Swim
EVs: 28 HP / 228 Atk / 252 Spe
Jolly Nature
- Body Slam
- Waterfall
- Ice Punch
- Belly Drum
Tornadus @ Damp Rock
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Focus Blast
- Taunt
- Rain Dance
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Hidden Power [Water]
- Rain Dance
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Focus Punch
id like to prefice this by saying this team was built for fun, to be effective vs certain teams and completely counter teamed by others, this is a given when building rain and I have tryed my best to produce a version that ateast has an idea of an answer to every playstyle.
PokemonIsFun: Wheres the poliwrath
After some testing, editing, and calcing im finally confident enough to debut my one of my absolute favorite teams to use atm. I introduce to you Double Frog Rain (Im counting ludicolo as a frog because he has a lillipad on his head dammit.)
So let me explain step by step how this team functions because at first glance its quite a confusing setup.
Starting off we have a the most important pair on this team. Uxie + Poliwrath. Poliwrath is a force to be wreckoned with after a belly drum, with almost every mon in the tier dropping to one of its coverage moves. Here is the specifics of this set. Waterfall is used as poliwraths main stab and it is the thing that will end up being clicked 90% of the time. In rain at +6 this moves ohkos almost everything, shrugging off resists like they're nothing. (see calcs below for just what waterfall can kill). ice punch is the next move, and this is present so that you can deal with mons such as mega latias, amoongus, and hydreigon without wasting time with your Z move, which is the next move I would like to talk about. Now putting Normalium Z on a belly drum poliwrath might seem a bit wierd at first, but let me explain. This Z move can be used with both belly drum, as well as body slam to be effective. Z body slam is used to ohko the mons that would normally wall you such as, tentacruel, mantine, volcanion, and empoleon(with a bit of chip, see calcs below). if you were to replace body slam with giga impact, it is arguably much more effective as it also allows you to ohko empoleon from full, but body slams non-recharge after hit can come handy in multiple situations. Now lets talk about Z belly drum. Z belly drum, if you are at +6 already restores you to full health and doesnt take any away, as the actual move fails. This can be used to your advantage when facing teams with lots of priority. For example, lets say that your facing a team with weavile, entei, and scizor. If you setup on scizor, and you get bullet punched, your opponent expects you to then die to an extreme speed for entei, but the next turn you press Z belly drum, go to full health and continue the sweep. It uses up an extra turn of rain, but it is well worth it. poliwrath can set up on an extremely large amount of mons, as long as they are at -2 which is where uxie comes in. Most of what uxie is going to be doing is rain danceing then clicking memento so poliwrath can set up. 28 hp evs on poliwrath lets it live a -2 aerodactyls wing attack after a belly drum. Poliwrath can setup on an extremely large amount of meta mons such as weavile, scizor, aero, infernape and so, so, many more.
The next mons have a bit of a shorter explanation, but that doesnt mean they aernt as powerful. Next is tornadus, our main rain setter.
Since Tornadus was introduced it has been an amazing rain setter, prankster allows it to get it off vs almost all mons and combined with its amazing stab and coverage it can also be an offensive threat. It carries hurricane for the 100% accuracy in the rain (And some cheeky confuse hax) as well as focus blast to deal with mons such as krook, cobalion, and empoleon. Taunt is there to stop mons such as mega latias from recovering, to stop blissey from recovering or setting up rocks, and to stop leads such as lead infernape from doing their roles. Tornadus also lures weavile, who poliwrath can setup on easily.
Next we have A secondary rain setter, as well as an answer to opposing water types that might try to take advantage of you rain such as starmie. its carrying hp water to take advantage of the rain and hit mons like mamoswine, swmapert, and infernape harder. While this comes at a cost of not ohkoing gliscor, it only requires a bit of chip to do so. Its carrying rain dance so it can get some clutch fast rain dances off during the end game. I chose not to put a fire type move on it as when its in the rain, thunder is doing more to any mon thats not scizor either way.
Speaking of scizor, thats our next mon. Now scizor is the thing that makes this team function well. Banded scizor allows for so many of the teams checks to be answered. For example, scarf latias, as well as mega latias can become a huge problem if they setup/ come in respectively (scarf latias outspeeds both of my rain abusers in rain). Scizor pursuit traps latias, immediatly taking it out of the game so it cant threaten the rest of my team. Rain also makes it so a lo latias with hp fire cant ohko scizor. Banded scizor also provides an answer to mega gardevoir, which if it doesnt mega can cause a problem with a traced swift swim. And once again, scizor doesnt get ohkod by an hp fire under rain. Scizor also puts together a nice voltturn core with mega manetric that can apply some extra pressure to defensive teams.
Finally we have Ludicolo. Now I was debating this slot for quite a while, as the rain abusers all fall short in some aspect. But I realised that if I wanted to have some counterplay to defensive playstyles, ludicolo was the way to go. Now the set might seem wierd, as it features focus punch so let me explain that right away. Normally the core of quagsire + blissey would wall this team completely. however, if you click focus punch on the switch to blissey, it is an easy 2hko on the blissey, which then forces the blissey into mind games on whether you will hydro pump or focus punch next. If you hydro pump you then kill with the next hydro pump, and if you focus punch and they softboiled you do more damage then they can heal off, therefor, it always puts you in the advantageous position. Aside from that its standard rain ludicolo with the dual stab and ice beam to deal with latias.
CREATIVITY:
1. Euphonos - Ah, I've never seen someone using such sets before.
2. eht - Because he always build creative sets and never disappoint!
ESSENCE:
1. Hogg - He managed to use the secret ingredient very well as it served as an integral component to his team.
2. Euphonos - He takes advantage of the secret ingredient in order for his key Pokemon to shine.
Effectiveness:
1. Euphonos - Knowing this person, he doesn't bring out anything that wasn't truly effective in the first place, and this team is no exception; while having some creative touches, it translated to its effectiveness quite well!
2. pokemon sparrow - Don't be fooled with a team that was unaesthetically pleasing, it's just damn effective in what it does!
Don't worry; they're still with me :)R.I.P my calcs
Damn we tied and I lost brb while I kms because I didn't make it SD Sheddy :,(The winner of the previous episode, with a cumulative weighted average of 69.84%, goes to...
Chef Lord Esche!
While the evaluations from the highly esteemed Panel of Judges weren't too far behind, Chef Lord Esche edged out the competition by winning the hearts of the UU Community! Congratulations, your team will be etched in the Hall of Fame!
Now that the fourth episode is underway, I wonder if our contestants have withstood the heat in the Kitchen Coliseum...
Lord Esche said:
Electric, Water | Ground | Dragon | Poison | Ghost, Fighting | (Ground)
Summer Rain (Gastrodon-East) (M) @ Leftovers
Ability: Storm Drain
EVs: 224 HP / 16 Atk / 16 Def / 252 SpD
Sassy Nature
- Earthquake
- Ice Beam
- Curse
- Recover
Autumn Groove (Moltres) @ Leftovers
Ability: Pressure
EVs: 128 HP / 56 Def / 24 SpA / 72 SpD / 228 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Substitute
- Roost
First Snow (Sylveon) (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 216 Def / 28 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
Good Knight (Aggron-Mega) (M) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 36 Def / 176 SpD / 48 Spe
Careful Nature
IVs: 27 SpA
- Heavy Slam
- Fire Punch
- Taunt
- Stealth Rock
Old Devil (Dhelmise) @ Leftovers
Ability: Steelworker
EVs: 248 HP / 8 Atk / 96 Def / 56 SpD / 100 Spe
Impish Nature
IVs: 30 SpA
- Power Whip
- Anchor Shot
- Rapid Spin
- Rest
Smoke Signals (Latias) @ Psychium Z
Ability: Levitate
EVs: 200 HP / 36 SpA / 24 SpD / 248 Spe
Timid Nature
IVs: 0 Atk
- Stored Power
- Recover
- Refresh
- Calm Mind
since i made use of seismitoad last week, the effectiveness of which pleasently surprised me, i wanted to give gastrodon a shot this week. curse is probably not the best set to use with all the rotom-w running around but of course i like a challenge, so i decided to go with it anyway. ice beam in the 4th slot nails gliscor and chips eq resists/immunities. found a partner for it in moltres since gastrodon walls common threats like m-aerodactyl and m-manectric while moltres lures in bulky waters like rotom-w and cripples them with toxic. sub/roost was the set of my choice since i played around with it quite a bit in the early stages of sm uu and wanted to maximize the potential i could draw from a set with toxic. next up are sylveon and m-aggron, nothing too fancy here setwise other than taunt on aggron to block recovery from blissey and snorlax. fire punch to have a back-up check for sd scizor in case i can't keep rocks off the field. speaking of hazard control, the bane of early sm uu is back, the anchor of demise, the dweller in the darkness: dhelmise. more of a fun pick tbh but it has actually performed alright so far since ppl don't seem to expect much from it. however, it beats common hazard setters like klefki, tentacruel, m-aggron (since it's actually quite heavy itself) and swampert, and rapid spin is a rare treat in comparison to defog these days so that's nice to have. it can even trap most of the setters and beat them 1v1 thanks to rest (not burning pp on sleep turns) and the incredible 64pp of rapid spin. lastly, the team needed some kind of stall counter measure as well as something remotely fast that could deal with or at least revenge kill the likes of cobalion and nidoking. psychium-z stored power latias came to mind, a set i created when weavile wasn't as popular as it is nowadays. thankfully, it remains banned for iron chef this round. unfortunately, even with heal bell support refresh is necessary, which makes it obligatory to remove dark types first. so there you have it, a pretty semi-stall-ish build around curse gastrodon and subtox moltres. i hope you enjoyed, looking forward to battle the chefs this round (pif you better bring that umbreon stall again or imma dismantle you with lati).
bla bla fat said:
Ghost | Ground (base) | Dragon, Poison | Electric, (Ground) | (Poison) | Psychic, (Ground)
MoltLax (Snorlax) @ Iapapa Berry
Ability: Gluttony
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Facade
- Recycle
- Whirlwind
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Heal Bell
- Roost
Klefki @ Leftovers
Ability: Prankster
EVs: 196 HP / 208 Def / 96 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Reflect
Gliscor @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 68 Atk / 188 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Roost
Empoleon @ Chople Berry
Ability: Torrent
Shiny: Yes
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Stealth Rock
- Defog
- Toxic
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
This time I decided to go with a much bulkier team in contrast to my spicier dishes I have served before.
The first mon that shows itself is snorlax, I decided to go with a snorlax set I have been theorycrafting for a while now, "Moltlax" is the standard set of Iapapa lax with whirlwind as its 4th move. This may seem a fairly odd choice at the beginning as its completely walled by any ghost type, there is a quite valid reason as to why I am using it. Snorlax is often used as setup faughter to mons such as sd gliscor, scizor, Mega Altaria, and the likes. Whirlwind completely circumvents this weakness. However this isnt the only function of it. As I mentioned before this set is walled by any ghost types. However, the only mon in UU that is a ghost type is chandelure (with the occasional doublade, which isnt that common right now with the threat of weavile) now chandelure is another reason im running whirlwind. My team features spikes, as well as rocks on it which chandelure hates to come in on. Whirlwind forces chandelure to come in on hazards at snorlaxs will. I honestly prefer this set to the traditional fire punch/earthquake as the last slot as that allows for you to become setup faughter and be hard walled by much more.
Next we have mega altaria, this altaria set is an offensive healbeller. My snorlax really appreciates heal bell if it is unfortuate to get toxic'd. Getting burned actually helps snorlax out as it also features facade but toxic cripples it after it gets one or two hits in. mega altaria also helps lure a fairly big weakness to this team and that scizor. A scizor with superpower is quite worrisome to this team, and fire blast allows me to ohko it easily if it dares to switch in.
Klefki is just standard klefki with A Sparrows spread, with reflect to support snorlax as it is setting up, allowing it to take physical and special attacks with ease.
Gliscor is featuring one of my all time favorite sets (and one ive used in almost every iron chef team this season, wups.) and that is sd facade. Sd facade gliscor with speed puts in work vs so many times, as well as provides a semi-decent switchin to infernape and other fighting types which can be a nuisance to this team.
Empoleon is acting as a defog as well as a rocker holding toxic to beat primarina. Empoleon is holding a chople berry inorder to lure mons such as cobalion and infernape. It is evd to outspeed a bulky scizor
the last mon we have is hydreigon. Hydreigon is an amazing scarfer currently and acts as some good speed control on this team.
SuperVegeta20 said:
Electric, Water | Ground | Psychic, (Ground) | Poison | Dragon | n/a
Inspectah Deck (Seismitoad) (M) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic
Method Man (Aerodactyl) (M) @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Pursuit
Ghostface Killah (Hydreigon) (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn
GZA (Scizor) (M) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Superpower
Ol Dirty Bastard (Sylveon) (M) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Hyper Voice
- Heal Bell
RZA (Tentacruel) (M) @ Black Sludge
Ability: Clear Body
EVs: 250 HP / 64 Def / 196 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Haze
- Toxic Spikes
Ayyy u already know I'm here for another round of Iron Chef, no shedinja this time so thats an insta L but regardless i'm submittin this fire ass squad for this round. Alright so basically I need 6 immunities, and I got Seismitoad for those rocks and that immunity to electric and water. Rotom-w aint gon be able to touch me as long as that boys alive. Now I originally had a Xatu on this team cuz u know why tf not, but after playing a match with it, I realized I needed better hazard removal than just relying on magic bounce so I popped Tentacruel on the squad and hes been working out so far. I also realized that wish support would be pretty helpful because I found myself in a tight spot with like 4 mons being half hp and none of them had any reliable source of healing so I said leggo lemme get some more spdef and a cleric on this squad in Sylveon. Now obviously Hydreigon was one of the first mons I added due to its firepower and the fact that Its immune to two typings in pokemon, that being ground and psychic, so I needed a little insurance for those annoying fairy types that wanted to come in my way so I slapped scizor on the team for those fairy types and for some physical offensive presence. Now I came to a realization after a while, I don't have a mega, and scizor really is my only physically offensive mon that can put in the work, and its not that fast and can easily be picked off by magneton so I said, alright, Mega Aerodactly sounds like it could do the job for me, give me a little more speed and firepower so why not. So yeah there it is, adding a Klefki to the team with spikes would probably make it better, idk what mon I'd replace it for tho AND that'd probably hurt the trash creativity score I will probably end up getting so I'm leaving it off.
Rabzzz said:
Ghost, Fighting | Normal | Electric | Poison, Ground | (Ground) | Psychic
Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
Bewear @ Choice Band
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Ice Punch
- Earthquake
Camerupt-Mega @ Cameruptite
Ability: Sheer Force
Happiness: 0
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Ancient Power
- Flamethrower
Bronzong @ Mental Herb
Ability: Levitate
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Gyro Ball
- Explosion
Vikavolt @ Choice Specs
Ability: Levitate
Happiness: 0
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Bug Buzz
- Hidden Power [Ice]
- Energy Ball
Muk-Alola @ Assault Vest
Ability: Poison Touch
Happiness: 0
EVs: 216 HP / 40 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Pursuit
- Poison Jab
- Knock Off
- Shadow Sneak
I decided to take a trick room approach when I saw the challenge of type immunities. I started with a core of Cofagrigus and Bewear which combined together is a very potent tr core already giving me three immunities. Next, I decided to add my mega pokemon which I decided on mega camerupt. This mon grants me an electri immunity while also being able to abuse extremely powerful attacks via sheer force. Now, I wanted to add another trick room setter to allow this team to function as a trick room team. I added Bronzong for this which gives me two immunities, trick room, and stealth rocks which my team really apreciated. Also can be a good lead depending on the matchup. Here I decided to add some flare to my dish with specs vikavolt. This mon hits like a truck and is really good at dealing with bulky waters for mega camel. Finally, I added alolan Muk which really helps out my team vs special attackers, namely latias which is a huge threat to my team.
CREATIVITY:
1. Euphonos - Ah, I've never seen someone using such sets before.
2. eht - Because he always build creative sets and never disappoint!
ESSENCE:
1. Hogg - He managed to use the secret ingredient very well as it served as an integral component to his team.
2. Euphonos - He takes advantage of the secret ingredient in order for his key Pokemon to shine.
Effectiveness:
1. Euphonos - Knowing this person, he doesn't bring out anything that wasn't truly effective in the first place, and this team is no exception; while having some creative touches, it translated to its effectiveness quite well!
2. pokemon sparrow - Don't be fooled with a team that was unaesthetically pleasing, it's just damn effective in what it does!