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Building process:
I wanted to build on crawdaunt. This crab isn't very bulky so I wanted a U-Turn. I choosed Tornadus-T because it can defog and u-turn.
After this core, I noticed that crawdaunt is water and dark like ashgren so I choosed ashgren to weaken check and counters of crawdaunt like bulu and fini to sweep with crawdaunt.
In all team, for me, a grass type is obligated, so I choosed bulu to check koko, ashgren and a lot of other things.
Heatran was evident for me because it's a fire resist, a steel type who can check lele, zam and grass types. The core bulu+tran can check a majority of the metagame.
Finally I choosed victini because I can trick Bulu/Fini or kill bulu/weaken fini
I was getting pretty frustrated constantly losing to spikes with the team I rmt'd a few days ago, so I decided that I would try putting spikes onto my own trick room team. I tried roserade and considered golisopod, quilfish, glalie-mega, and others, but diggersby was the only one with any real sort of offensive power and "good" speed. ik banette looks super meme-y but it's actually ok, just give it a shot and play carefully. Prankster+taunt is invaluable to keep up hazards. Bulu, diggersby, and stak can each kill basically any defogger and banette spinblocks. Insanely fun as well btw. Audino could work over cress as well if you prefer.
Mamoswine + Zone Trick Room
Zone eliminates steela and ferro for mamoswine, simple enough. Exeggcutor can catch them off guard with flamethrower as well. Zone TR requires heavy double switching, and don't be afraid to waste a whole 3 turns setting up for a zone trap. That's still more than a positive trade. After trapping, magnezone is basically fodder, which is pretty useful for TR anyhow. Chople stak was a nice tech to let stak setup on lele, alakazam, magearna, really anything with focus blast. Or lopunny. Aside from that freeze-dry on mamo is a very useful, eating rain mons and 2hko'ing rotom.
Team's still very weak to a-gren tho, I thought exeggcutor would do a better job checking him.
See y'all on the ladder, can't wait for the sword and shield direct tomorrow :D
Just going to dump some teams with some chill music. I usually try and build around certain fun and creative sets or mons, but I'm trying to build some more serious teams now. Also no point in keeping them in my builder if I'm not gonna use them for anything, might as well show them off :P
Mega Mawile Bulky Offence w/ Spindaru
I built this team with SPindaRU, though I've made my own edits to to the final team to align with my preferences ( no Focus Punch >:| ). We decided to build around M.Mawile as its one of, if not, the best Megas in the tier at the moment. We went with 4 Attacks in the end, with Tpunch to smack Pex and Celesteela, and Brick Break to snipe Heatran on switches, as the teams noticeably weak to it. Tapu Koko pairs excellently with M.Mawile, bringing it in on slow bulky Pokemon and boosting its TPunch with terrain, making the 4 attacks M.Mawile set all the more deadly. We decided on a Life Orb set to better pressure Grounds for M.Mawile and making it easier to pick up momentum and keep Koko healthy throughout the match. Next up we went Garchomp as our Rocker as it covers Mawiles Fire weakness, and SD RockiumZ pairs with M.Mawile in breaking. I went with Tornadus-T as the Defogger, pressuring Grass types for Koko, checking Kartana and providing momentum for M.Mawile. Tangrowth was our next pick, checking Koko for TornT and being a blanket special check in general. It also forms a Regenerator core with TornT allowing us to focus more on offence throughout the game. Jirachi finished up as our Scarfer, helping Tang check Psychics, providing Healing Wish support and a nice emergency hax chance.
Band Bulu Bulky Offence
Wanted to build around Band Bulu, as it processes the strongest 1st turn move available in OU not counting Zmoves or Explosion. Magneton is an interesting pick over Magnezone, while it does lose 5 base stat in SpAtk, significant bulk and reveals item, it does however outpace Tornadus-T, Greninja and Weavile, allowing it to revenge and apply pressure to the 3. Magnezone can be run over, the 2 are very interchangeable. Next up was Landorus-T to provide Rocks for the team. With FlyZ + SD it also helps break, smacking Grasses or denting Steel types and Zapdos, allowing Bulu to better spam Grass moves. Rotom-W is a nice Defog, being able to switch into Heatran for Bulu, provide momentum with Volt and slow things for Bulu with T-Wave. Next was AV Magearna, being a great check to anything that use SpAtk and pivot in general. Bulu helps allievate some of the pressure from the likes of Specs Koko and Greninja too for Magearna, while also helping with terrain recovery. Lastly I went with M.Alakazam, as it appreciates Bulus ability to pressure Steel types with its power stab and coverage, while in turn M.Alakazam can weaken them with Focus Blast. M.Alakazam can also switch into Heatran, doubling up on checks with Rotom-W.
Kyurem Phat Balance V.3
I was going through a Tspikes phase, as seen in both my RMT and bottom 2 teams of this dump, and had just saw Mr.Jamvad use a Kyurem to great success during a recent live of his. This inspired to make this abomination. Kyurem really appreciates Tspikes as it both forces the opponent to Recover more, allowing more time spamming Ice Beam, and wears down the opponents team over the game. Toxapex was an excellent pairing for this, as it not only provided Tspikes, it can easily absorb opposing Tspike for Kyurem, and with Celesteela covers a large portion of the metagame defensively. Celesteela also appreciates Tspikes, as combined with Leech Seed and Protect, it can wear down many of its checks far quicker. Bulu covers the Electric types Celesteela and Pex do not appreciate, while both adding terrain recover and EQ resistance for Pex and Kyurem. It also adds some offence pressure to the team, helping check boosters like Reuniclus and Clefable too. M.Latias was the Defogger of choice as when combined with Pex, can sufficiently check Heatran, which usually can decimate these kinds of teams. M.Latias also provides a Garchomp check as well as some much needed speed to the team, helping revenge stuff like SD Kartana too. Lastly I went with Garchomp as a Rock to help pressure Steel types that Kyurem can break, while adding some more speed over the base 100 mark, for threats like M.Medicham.
Version 1:
Version 2:
Others:
M.Scizor Spike Stack Bulky Offence
M.Scizor helps weaken Steel types with Knock Off for Band Bulu
Z-Kartana + Band Bulu Grass Spam
Magnezone traps Steels, Kartana then breaks other Grass resists with Bloom Doom, allowing Bulu to spam Wood Hammer
Band Hoopa-U + M.Gyarados Dark Spam
Hoops4U helps break down Dark resists with brute force Hyperspace and Gunk, weakening checks for M.Gyarados
Tspikes Greninja + M.Gyarados Bulky Offence
Greninja sets up Tspikes, helping weaken Grasses and Fini for M.Gyarados, while Band Victini helps pressure them
Tspikes Z-Nihilego + Suicune Balance
Nihilego lures Pex and provides Tspikes for Suicune to abuse
If you have any questions or suggestions, don't be afraid to ask :) * Psst hey... ye you, if you haven't checked out my RMT yet you should do so :P *
Back with some more power squads that I used to hit the ladder with, but now that I'm off that grind for this gen... perhaps y'all could make better use of these teams. Enjoy responsibly.
Diancie + SD Kartana Offense
I wanted to work with diancie cause it's a rather anti-meta rock setter, beating down common removal like Torn-T outright, and Rotom/Fini throughout a long-term game. It also has a good offensive matchup against prevalent rock setters like Kommo and Heatran, so I really wanted to try out a mon with such a presence in the fight for momentum. It struggles with Ferro so I wanted a free switch-in to most sets, which SD Kartana can do and also lure stuff like opposing Steela to make Diancie's day easier. Steela + Fini gives a solid backbone to the team, handling huge threats like Lele and Ash Gren which the rest of the team cannot switch into. Scarf Lando is the Koko answer (which the team is weak to) and Blace because I felt like it on a whim lol, kinda just wanted some power combined with speed and my TTar matchup was great. It works well here for whatever reason and it's fun to use, so I won't complain.
Incineroar Voltturn
Banded Incineroar has almost no switch-ins, and defensively it offers some nice matchups vs draco-less Mega Lati balance as well as Sableye balance/stall. Seriously, everything except Fini (which loses Lefties and is a semi death sentence for it) can get ohko'd or 2hko'd by this thing. It makes for a great voltturn core alongside Rotom which defogs for it while baiting in grasses, opening up opportunities for Incin to just body the spammed backbones in OU. Bulu + Kart grass spam really enjoys the huge pressure that the voltturn core and Lop puts on opposing steel types, and physdef flyinium Lando is another lure for fat grasses while not autolosing to Hawlucha.
Specs Magearna Momentum Offense
Quite possibly one of my most favourite teams to use, ever. I was building around Medi + Weavile and wanted to try a voltturn direction, and got stuck cause I wanted to keep offensive presence and still check big threats. Specs Magearna can do that and it is a MONSTER. With prediction, it can ohko or 2hko classic switch-ins. Without prediction and just spamming Fleur, you can do upwards of 50 to opposing spdef Steela when rocks are up. AV Tang shuts down leech seed recovery that Ferro/Steela desperately need to try if they switch into Fleur, and TankChomp is a nice glue to get up rocks and switch into fire types or Kartana. Lop can also be an issue so forcing it to take chip and get into prio range from Medi or Weav is really nice. Taunt Torn gives stall the middle finger, especially alongside Specs Gear destroying Chansey every time it comes in. Even Aggron stall cannot withstand Torn + Magearna, as Gear's Focus Blast ohko's even through filter.
I actually used your incineroar team in a showdown vid:
Pretty cool team, tho the quality might not be all that cuz of my ladder rank. Zard Y is kinda a pain to deal with, but is a bit manageable. Really cool team nonetheless.
hey everyone i decided to drop some of my teams
explaining everything about the teams would take too long so just gonna post them all here and you can ask me any questions if you want. olt is coming up soon so maybe you might see a team you like who knows xD anyways here are the teams so enjoy
1. M-Scizor + Tank Chomp & Fightinium Z Thundurus-T Bulky Offense
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Surf
- Water Shuriken
- Spikes
Thundurus-Therian @ Fightinium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Fire Blast
- Toxic
- Stealth Rock
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Defog
- Taunt
2. M-Mawile + Fightinium Z Kommo-o & Double Electric Bulky Offense
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 180 HP / 200 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Play Rough
- Sucker Punch
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 18 Spe
- Volt Switch
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Fire Blast
- Toxic
- Stealth Rock
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 18 Spe
- Volt Switch
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Crunch
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 18 Spe
- Volt Switch
- Fleur Cannon
- Hidden Power [Fire]
- Iron Head
25. M-Scizor + Specs Tapu Koko & Life Orb Kyurem-B Bulky Offense
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 40 SpD / 220 Spe
Careful Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
Yeah definitely not too competitive, but still I'm willing to bet that it is the best zweilous team out there. Got pretty bored of using bulu and azu as my A-Gren checks on TR, so I explored a little and discovered that zweilous could do a mediocre job checking gren. Hustle is the only reason that zweilous is remotely useful offensively, which, in return for power, makes all of your moves stone edge (and head smash into hypnosis). Marowak kills lando for zweilous, mmaw and zweilous fire fang magearna for hoopa, hoopa gunk shots fairies for zweilous, Hoopa and necrozma remove steels so zweilous can span crunch etc. The team works together pretty well. Fat mmaw is good here for certain sweepers, but the lack of power is really felt and it's probably not too good for other teams. Also, lead necrozma is broken, he can eat a specs blace shadow ball or a banded hoopa fury. I kinda forgot the specifics of the evs aside from that. Anyway, is you want to humiliate someone by beating them with zweilous, then this is the team for you.
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Tailwind
- Stone Edge
After using torkoal trick room for the longest time, I wanted to try out a tailwind team with a similar concept. The lele/medicham core smashes all of heatran's checks, and tornadus can z-move them too. Psychic terrain blocking shuriken for heatran is huge too, so you can ohko gren. Aero is a nice lead for his speed and access to taunt, but you lose some security due to the lack of explosion. Medicham is okay, I'd say, but the need to predict for kills instead of just spamming a move makes her more unreliable. Bullet punch is pretty useful tho. Overheat catches people off guard and is better than fire blast because you'll only be in under tailwind for 1-2 turns anyway usually. Aside from that, its relatively similar to the original.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Heal Bell
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic
Tried my hand at building stall awhile back, never really made anything amazing. Anyhow, this colorful monstrosity was probably the most effective. I honestly don't remember what my teambuilding reasoning was...so yeah, have fun with it.
Mega Venusaur + SpDef Stealth Rocks Jirachi Balance
In terms of building around Venu; Steela, Fini, and Chomp are pretty standard partners. Clown is a decent revenge killer, its Fire Blast OHKOs AV Tangrowth which this team can struggle to break if Tang likes to dance around Venu. Rachi provides the team with Rocks and Healing Wish Support. Garchomp also carries SD + Fire Fang to catch Ferro off guard as a lead. https://pokepast.es/54de4dd76bf5221c
Mega Venusaur + CM Reuniclus Balance
Reuniclus is super underrated. It can set up CM's on most things in the tier due to its incredible bulk. Rotom and Scarf Lando pivot into Offensive checks and Defensive Checks to opposing mons repectively. Gear has Iron Head to set up on Clefs without Fireblast/Flamethrower. LO Roost Kyurem-Black is glue for this team. https://pokepast.es/b342e1ac896df9bf
Yeah definitely not too competitive, but still I'm willing to bet that it is the best zweilous team out there. Got pretty bored of using bulu and azu as my A-Gren checks on TR, so I explored a little and discovered that zweilous could do a mediocre job checking gren. Hustle is the only reason that zweilous is remotely useful offensively, which, in return for power, makes all of your moves stone edge (and head smash into hypnosis). Marowak kills lando for zweilous, mmaw and zweilous fire fang magearna for hoopa, hoopa gunk shots fairies for zweilous, Hoopa and necrozma remove steels so zweilous can span crunch etc. The team works together pretty well. Fat mmaw is good here for certain sweepers, but the lack of power is really felt and it's probably not too good for other teams. Also, lead necrozma is broken, he can eat a specs blace shadow ball or a banded hoopa fury. I kinda forgot the specifics of the evs aside from that. Anyway, is you want to humiliate someone by beating them with zweilous, then this is the team for you.
After using torkoal trick room for the longest time, I wanted to try out a tailwind team with a similar concept. The lele/medicham core smashes all of heatran's checks, and tornadus can z-move them too. Psychic terrain blocking shuriken for heatran is huge too, so you can ohko gren. Aero is a nice lead for his speed and access to taunt, but you lose some security due to the lack of explosion. Medicham is okay, I'd say, but the need to predict for kills instead of just spamming a move makes her more unreliable. Bullet punch is pretty useful tho. Overheat catches people off guard and is better than fire blast because you'll only be in under tailwind for 1-2 turns anyway usually. Aside from that, its relatively similar to the original.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Heal Bell
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic
Tried my hand at building stall awhile back, never really made anything amazing. Anyhow, this colorful monstrosity was probably the most effective. I honestly don't remember what my teambuilding reasoning was...so yeah, have fun with it.
I acutally used your Zewilous TR team in one of my lives:
I liked the idea of being a mediocre check to ash-gren, since it's usually problematic for Trick Room teams. Not gonna lie, as you mentioned, it was kinda hard winning with this team, even though I got lucked out in a few matches. Pretty unique team overall, that's what I like about it the most!
aight so I made this is a team and ive been having lots of fun with recently and its my favorite team at the moment purely because I love seeing Mega camerupt destroy everything so I thought id share it.
Bulky Mew : Chosen because I dislike being destroyed by medicham , mega lopunny ,and hawlucha . Speed Evs to outspeed base 95s with a speed boosting nature, 240 hp EVs to maximize leftover recovery.
Tapu Bulu: At first I had a banded bulu but it got worn down by greninja pretty quickly so I picked up this SD set from ske instead. HP and Sp.Def EVs to be bulky as possible and enough speed to outrun adamant Azumarill.
Mega- Camerupt: what it lacks in speed it makes up for in power. pairing it with tapu bulu brings out its full potential as you can hit water types hard on the switch (if grassy terrain is up) with nature power and get a little HP recovery as well also weakening earthquake damage. Max special attack with a modest nature to hit as hard as you can , 128 Speed EVs to out speed toxapex and the rest is poured into HP so you can check things better. rock slide because that's my only way of hitting volc.
Hawlucha: Cheapest mon ever yet here I am using it. Hawlucha acts as the cleaner when mega camerupt and bulu weakens the opposing team enough and just in case zapdos is still hanging around stone edge is here. Max attack Adamant To hit as hard as possible, 124 Speed Evs to outrun everyting up to the rare jolly sandrush drill, 96 HP and 36 Defense means u live 1 moonblast from clef.
Rotom-W: to complete the FWG core I added rotom because of its access to volt switch meaning I can bring mega Camerupt in safely. Max Hp to be bulky as possible, 200 Def. EVs are to check that Z bounce gyarados and mega pinsir and lastly speed EVs to outrun Adamant CB T-tar and Adamant azu.
Jirachi: Last but not least I decided I needed a scarf user on the team and that I also needed a psychic resist so Tapu lele doesn't bop everything. jirachi was a great pick I feel as pairs well with bulu defensively and completes the volt-turn core. Max attack and speed , basic scarf stuff so ill just talk about its moves. Healing wish to heal and important mon I might need to win the game or just bring back mega camerupt if its low just to flex on my opponent. fire punch so im not walled by kart and ferro.
ThreatList:
Tangrowth : this thing is very annoying to switch into especially now since everyone is running sludge bomb on it , and you might think camerupt is an easy switch in but no despite grassy terrain weakening the earthquake , giga drain does at min 40% terrain boosted .
Charizard X and Y : There is literally no Zard Y switch ins so basically I get 6-0ed lol and Zard X is the reason im using T-wave rotom so I have some way of crippling it and ive even tried earthquake on mew so I have some way of dealing damage to it without risking the star of the team.
Alakazam: Nothing new , just another team getting 6-0ed by zam. but seriously if the zam has shadow ball , which it should , it runs through the team.
Z-Move Mag: Mega camerupt is the check for magerana but mostly AV Mags , Z focus blast unboosted does 60-70 percent and OHKO at plus 1 after rocks.
Blacepholon: no shadow ball resists , you do the math.
Volcarona: the only pokemon that can hit this thing hard would be Camerupt with rock slide and its not a guaranteed KO.
Closing Statement:
So this wasn't an RMT or anything I just wanted to share this team and what my thoughts were as I was building it and playing with it.
The playstyle id suggest with this team would be aggressive, due to it having lots of problem pokemon to deal with you're gonna want to make double switches often and probably keep rocks off ur side of the field so camerupt doesn't get worn down too much. Fire blast is the move your gonna want to click the most since it does the most damage especially if you take out their fire resists early with nature power but be careful of tapu fini since she changes the terrain upon switch in so nature power becomes moonblast. Ill leave some replays I got on my test account that I thought showed mega camerupts true power.
I said this wasn't an RMT but if you have something you want to point out you can.
Thank you for reading.
Now this team is p standard. Its a mawile bulky offense-ish team. You just set up rocks with chomp,soften a few things up and try to bring in mawile through VoltTurn or aggressive switching and set up and sweep or just break if you can't set up and then clean up with scarf kart
A p standard balance-ish team with mega latias. Latias and zone is really cool as zone traps all the fat steels that wall latias and then latias just sets up and wins. Nothing much to say about this one. I built this one with garchomplte so shoutouts to him.
Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock
A team I made featuring Mega Blastoise. Mega Blastoise’s 79/120/115 bulk allow it to take hits from Pokemon like Heatran and its 135 SpA stat make it hit hard with the coverage that it has. I paired it with Pokemon such as Tornadus-T and Grassium Z Heatran to help deal with bulky Grass- and Water-types that Blastoise struggles to defeat. Peaked 1736 on the ladder with it.
With OLT starting soon, I wanted to make some teams specifically to share for people to ladder with. A lot of work has been put in to each team, which began about 5 weeks ago, in preparation for a 1st of July start, so they have around 5 different versions each, most improving on the last. I feel the top 3 teams could be RMT'd I'm that happy with them, but also too lazy for that. Shoutouts to UltraBallz and Best Teambuilder for helping me build, some of these teams are probably as much yours as mine. Also the teams have been tested a lot around 1700-1850 ladder. I wish I could've got higher, but I don't have enough time and I'm bad. Hope you enjoy:)
Probably the best out of the 4 teams, M.Latias is a phenomenal pick in the meta right now. Its incredible bulk combined with speed to outpace the majority of the tiers most threatening wall-breakers, and with the coverage to force switches, it makes for an excellent pairing with Spike stack. I originally had a 3 Attacks set, maximising coverage to force switches, but Defog allowed me to run more grounded Pokemon, which would otherwise be pressured by opposing Spike stacking. Ferrothorn provides the all important Spikes for the team, being the best defensive spike setter in the tier. M.Latias covers for Ferrothorns type weakness perfectly, and threatens the majority of Defogers Ferrothorn can't pressure itself, mainly in Zapdos, Tornadus-T and Gliscor. Knock is important for the team, removing opposing Recovery items from the likes of other Ferrothorn, Heatran, Celesteela and many others, speeding up the process of whittling. Ferrothorn is also an amazing check to rain, which I imagine will be spammed heavily. Toxapex and Ferrothorn not only have solid type synergy, Pex can spread Poison and Toxic to those unaffected by Spikes or Leech Seed, helping cover each others utility. Baneful Bunker is incredibly important to the team, performing a multitude of key roles. First and most important is its ability to Poison M.Medicham as its forced to go for a contact move vs Pex. M.Medicham is otherwise extremely threatening to the team, but when Poisoned it becomes very limited and can be easily pressured by a few smart doubles, quickly limiting its time left. Baneful Bunker also is nice to punish Pivots and Choice locked Pokemon, such as LandoT, Koko and Lele, allowing for the optimum switch to be taken. With other Toxic users and Leech Seed, the ability to waste turns is exceedingly nice too, allowing it to better check Ash-Greninja due to increased passive recovery and can better stall out Dark Pulse, blocking and wasting every other one like Pressure. Gliscor helps cover many of the teams holes both defensively and offensively while providing all important Rocks. Defensively Gliscor helps cover Tyranitar, an otherwise extremely threatening breaker to teams like these, its also an Electric immunity, helping pressure Volt Switch in to threatening breaker, and its fantastic bulk combined with Poison Heal providing great passive recovery and status immunity allow it to become a very flexible switch-in to the majority of the tiers fat mons. Gliscors speed tier along with stab Earthquake allow it to heavily pressure many a lot of the tiers balance and stall breakers, in M.Mawile, Heatran, Hoopa-U, Magearna and a fair few others. Pairing with Ferrothorn as a hazard setter, Gliscor can also Toxic the Defoggers Ferrothorn itself cannot beat, allowing Ferrothorn to pressure these more easily, while other Defogers will find themselves quickly losing the hazard war. 136 Speed Jolly allows for Gliscor to out-speed up to Hoopa-U, while 52 Def makes sure Play Rough in to Sucker Punch doesn't Ko after Poison Heal. Magearna is the teams main offence, with a powerful Z-Nuke, let alone strong neutral damage, combined with its astounding bulk and ability to Heal while doing damage lets Magearna shoulder much of the burden of breaking down fat itself. Many stall teams are 6-0'd by Magearna at first glance, making the fat vs fat a lot more tolerable. Magearna also helps cover Specs Lele, M.Mawile and Dark moves in general, due its amazing defensive typing and great overall bulk. 124 SpAtk Modest allows Magearna to Ohko Tapu Lele at full with Z-Move, rest is then put into bulk. Lastly is Ditto is an excellent pick vs cheeses, and scares bulky breakers, only making the team hard to break. Having Ditto alone in the back deters many from boosting at all, which crumbles the foundation of many HO builds, and shutting down breakers which rely on boosting. Ditto can also copy opposing Regenerator, and Healing moves, which are common enough increasing its longevity potentially infinitely, allowing the stalling of opposing fat to be far easier. Also Scarf helps add some important speed for the team, making Ditto for a flexible revenge killer for many threats vs the team. The IVs are for Hp Ground, allowing Ditto to counter trap Magnezone, potentially saving at least one of the Steel types from it.
The team above is version 5 out 6, however I feel it's the most consistent out of them all, especially for ladder. Only showing the most viable other versions.
The original concept for the team was to have a Spike stack team that was resistant to hazards, freeing up the need for Defog. Ice Beam Clefable + Ferrothorn threaten the majority of the tiers Defogers, making the Hazard war much easier to win.
This was made for a tournament match in a premier league I am apart of. I like the look of it as it seems it can perform really well vs any type of balance or offence. Anything bulkier however it looks to struggle with.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rapid Spin
- Swords Dance
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 224 HP / 32 Atk / 252 SpD
Careful Nature
- Rock Slide
- Crunch
- Pursuit
- Earthquake
I've never liked M.Charizard-Y this generation due to the prevalence of Toxapex, forcing it to require heavy team support, however, while I may be late to the game, M.Charizard-Y + Firum-Z Heatran is an exceptionally good core, as Sun turns Z-Magma in to near nuke status, blowing up anything that doesn't resist, while reducing damage from Pexs Scald, allowing for an easier time trapping, creating the deadliest Fire spam core, shredding anything remotely fat. Outside of Z, Magma and Taunt can quickly wear down the sturdiest of Fire resists awesomely fast. Magma also helps set up Rocks Vs fatter teams, requiring the switch in to stay, stopping any doubles to Defoggers. Fini makes for a solid pairing with M.Charizard-Y as its can both remove Rocks, which severely pressure ZardY, and weaken Pex and soften up fat with the combination of Nature's Madness + Taunt. Fini defensively covers threats like Ash-Gren and M.Latios, as well as its sturdy bulk allowing it to pivot around freely. 248 Hp + 92 Def makes sure Hawlucha doesn't Ohko after Rocks, while 32 SpAtk confirms the Ko vs Defence boost Hawlucha after Rocks. 64 Speed outpaces up to Adamant Tyranitar while the rest is put into special bulk. Tornadus-T helps cover Kartana and Grass types for Fini, while also providing double Defog, Knock Off support, weakening common switch-ins such as Rotom-W and Zapdos for Excadrill, and some all important speed outside of Sand, making sure it can revenge M.Medicham. TornT can also provide safe U-Turns on Steel and Electric types for both ZardY and Excadrill, increasing the opportunities of getting them both in to break. Air Slash is ran due to Sun reducing Hurricanes accuracy, with 152 SpAtk picking up the Ohko on Kartana after Rocks. 192 Speed Timid makes sure TornT out-speeds Serperior with the rest put into maximise physical bulk. Excadrill patches a lot of the holes in the team currently, making for an excellent Koko check while having blistering speed under Sand to tear apart offence and pick off Speed boosters such as Magearna and Volcarona as a revenge killer. Excadrill also acts as the teams sweeper/cleaner, being able to easily finish teams softened up by ZardY + Heatran. Lastly Assault Vest Tyranitar was chosen for its ability to help trap and weaken M.Latias and Latios, which are otherwise brilliant checks to ZardY, while also being a blanket check to some of the tiers scariest Special Attacks. Dual weather makes it really easy for the team to deny Rain, while its versatility in speed from Sand and power from Sun allow it to fair well vs all archetypes and few bad match ups.
My personal favourite of the 4 teams as it contains my favourite Mega, Scizor. M.Scizor is a really nice pic vs offence due to its fantastic bulk and access to Swords Dance + strong priority move in Bullet Punch, allowing it to boost up safely on many threats. Knock Off allows M.Scizor to remove its check recovery items, particularly hurting Celesteela, Rotom-W and Heatran. M.Scizor not only acts as a bulky sweeper however, with its great typing and bulk invesment, M.Scizor becomes a key part to the defensive core, allowing it to check strong Psyshic attackers such as Lele, M.Alakazam and Magearna. Heatran makes for a nice pairing with M.Scizor, being able trap Toxapex for M.Scizor, one of its biggest checks, while its access to Flash Fire along with Hp investment + Lefties can switch in to many of M.Scizors checks, and take some of the pressure off as a defensive Steel type. Heatran also provides Rocks and Taunt support, helping keep the opposing team weakened for pickings. 224 Hp + Leftovers makes sure Chanseys Seismic Toss doesn't 4hko after Rocks. Max Speed is ran to tie other Heatran to weaken with Earth Power for M.Scizor, while the rest is put into SpAtk. Z-Focus Blast allows Tornadus-T to lure smack some of M.Scizors best checks in Heatran, Rotom-W and Magnezone, semi common switch-ins to TornT, while TornT itself can help cover Kartana, taking pressure off M.Scizor if the Magnezone is still present. TornT also comes with the utility of providing both Defog, as Spikes can quickly wear down M.Scizor, and U-Turn support, to give as much opportunity for Heatran and Tapu Bulu as possible to break. Toxapex forms a dirty Regenerator core with TornT, allowing for quick pivoting while not as much thought has to be put in to keeping healthy. Pex is a nice blanket check to much of the tiers biggest threats, while being able to spread Poison and Toxic easily, weakening the opposing team for Bullet Punch. Baneful Bunker once again showing its worth, allowing Toxapex to scout choice locked mons, such as Lele and Koko, as Lele could try snipe M.Scizor with Hp Fire, and Koko would otherwise be a huge threat but Bunker Allows for LandoT to safely come in, also keeping Bulu healthy. Tapu Bulu forms an excellent offensive core with M.Scizor, bringing near all of M.Scizors check and smacking them with Wood Hammer + Coverage. Bulus raw power greatly helps vs all kinds of bulkier teams, and helps breaks the likes of Stalls and fat Balances down for M.Scizor. Its terrain is greatly appreciated, giving passive recovery to M.Scizor, and boosting Heatrans and Pexs while weakening Earthquake as well. This also gives terrain to the opposing team however, so doubling up on Grass checks in TornT and M.Scizor gains an extra merit. Lastly Landorus-T provides nice speed control, helping revenge while also providing nicely towards the teams defensive capabilities. LandoT also forms a U-Turn core with TornT, helping get in Bulu and Heatran as safely as possible. 68 Def allows it to live +1 Acro from Hawlucha after Rocks, helping chip for Toxic stalling and in range of Bullet Punch, while 208 Speed Jolly lets it outpace Kommo-O at +1, helping revenge when weakened. The rest is pumped into attack.
The original team branched into two concepts, a Band Tyranitar one, and a Band Bulu one. Version 3 was pasted in my previous team dump, but I decided to return to it to improve it.
Version 3
Scizor-Mega (F) @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Swords Dance
Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- U-turn
- Healing Wish
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 88 HP / 220 Def / 8 SpD / 192 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
I realised I wanted to use Z-Fight TornadusT, so I scrapped Garchomp for LandorusT and replaced Jirachi for Heatran, providing Rocks while covering the lost Fire resistance of Garchomp.
Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Bug Buzz
- Quiver Dance
This team has been through the most different versions, with a total of 7, starting out as a Band Tyranitar + Specs Lele core. The team is built around Lele breaking for either Excadrill or Volcarona to sweep. Lele brings in both Heatran and Celesteela, Volcs and Excas biggest checks respectively, and can chunk them with consistent damage. Lele also helps by providing Psychic terrain, which blocks priority that both are susceptible to and gives Volcarona pseudo Psychic stab for its Z-Move. M.Tyranitar helps Lele by threatening the trap on Psychic types, pressuring Steel types with Fire Punch and setting up Rocks, pressuring Zapdos, which annoys Exca, and weakening the opponents team further through the switches Lele and Volc can force. Tyranitar also covers Fire moves for much of the team, and can team with Lele to weaken Heatran through Pursuit trapping. 248 Hp + 120 SpDef allows for M.Tyranitar to live M.Alakazams Focus Blast at full, as it can become quite threatening with Lele providing it terrain. 88 Spe makes sure it always out-speeds up to M.Mawile while the rest is put into attack along with an Adamant nature. Excadrill provides a nice Koko switch-in and speed while in Sand, helping it revenge for the team. Air Balloon give Excardill many opportunities to both set up and Rapid Spin more safely, help relieve pressure off Zapdos to Defog for Volcarona. Adamant nature is ran to make up for the loss in power of both LO and Zmove. Zapdos is the first part of the defensive core, helping check a lot of the tiers most threatening physical attackers, and paired with Static, can paralyse annoying Scarfers for Volc, and slow stuff for Lele to pick off, helping with the teams generally slow nature. Volt Switch is used to give as many opportunities for Lele to come in and break, and paired with Hp Ice to deter Ground types from coming in to block the Volt. Tangrowth is a nice blanket check to many of the tiers hardest hitting SpAtkers, helping check Koko, to relieve pressure off Excadrill and the ever present Ash-Greninja. Tangrowth, when paired with Lele, can also help deny Celesteela of recovery, blocking the Leech Seed, while threatening to remove its item, allowing for an easier time weakening it for Excadrill. Power Whip is to help Tangrowth beat M.Alakazam, by hitting on its weaker physical side. Lastly, as already mentioned, Volcarona is the teams sweeper along with Excadrill, and is one of the most threatening in the tier. Many teams don't have solid answers to it, as its often hard to fit one in. PsychiumZ lets Volcarona break past Pex, and in terrain becomes a strong neutral for picking up Kos on bulkier threats.
Don't recommend using these, they are weak to things, I can't remember at the moment, and thus are flawed concepts.
I might not be the best at pokémon (The highest I've ever reached on the ladder is only 1340 or something!), I still feel that I'm not the worst and some teams that I've made are at least good enough to post here. Advice is welcome!
I've already made a rmt for this team, but I probably won't be getting any answer to that soon. Sesimitoad is a good rocker and checks heatran, while bulky volcarona and scizor attempt to check kartana and other troublesome grass types.
Volc, Ash ren and Sciz can be used to punch holes in the team early-game, but can also clean up. Some pivots, stong mons and a pokémon that's not on the VR: That's how I like my teams!
Nice Lele Zam rip-off, but I like this more because Lele hit's physically defensive mons, while Gallade deals with the specially defensive.
I know what you're thinking: You cannot use Shadow Sneak in the psychic terrain! I know, but It's not that big of a deal. You can work around that problem by taking out threats that can revenge kill Gallade so you don't need to use sneak, but sneak can be useful ones Lele is gone to take you victory to the bank.
With OLT kicking off, I'd like to share a team I have been working on and testing. I've had a lot of success with it, and although it's not perfect, there are no glaring holes. I'm not a big fan of laddering myself - I mostly enjoy building teams - so I was hoping someone else might make use of the team. It's in a poke paste, which also contains an explanation of the team. Unfortunately, the paragraphs didn't split, so it's one wall of text. The bottom couple of lines are also missing, but if you have any questions, feel free to PM me.
With OLT kicking off, I'd like to share a team I have been working on and testing. I've had a lot of success with it, and although it's not perfect, there are no glaring holes. I'm not a big fan of laddering myself - I mostly enjoy building teams - so I was hoping someone else might make use of the team. It's in a poke paste, which also contains an explanation of the team. Unfortunately, the paragraphs didn't split, so it's one wall of text. The bottom couple of lines are also missing, but if you have any questions, feel free to PM me.
Nice team. Why did you opt to run Toxic over Protect on Celesteela? Any thoughts on running Soak over Spite on Pyukumuku? Obviously it won't PP stall as well but it neuters most attackers since they lose STAB and it makes mons like Pex, Tran, and Amoonguss able to be Toxic'd.
Kartana + Magnezone looks like a challenging matchup but that goes for every team in existence.
Nice team. Why did you opt to run Toxic over Protect on Celesteela? Any thoughts on running Soak over Spite on Pyukumuku? Obviously it won't PP stall as well but it neuters most attackers since they lose STAB and it makes mons like Pex, Tran, and Amoonguss able to be Toxic'd.
Kartana + Magnezone looks like a challenging matchup but that goes for every team in existence.
Without spite, which bypasses substitute, Pyukumuku can't check cm Keldeo and other sub users. Celesteela can't be trapped because of shed shell. I chose toxic because protect is less useful without leftovers, and I wanted a more permanent way of punishing switch ins.
Just be wary of knock off on Kartana if it is paired with Magnezone. That said, if it has knock off, it is probably scarf, in which case Avalugg and Sableye wall it.
Just sharing 2 squads that i've got top 100 on the blitz ladder with so far (yeah i know that's not a whole lot but it should at least prove that they're not complete garbage)
Keldeo is extremely underrated and more people should use it, with that being said now i'll go into each mons purpose on this team so you guys have a rough idea on how this is supposed to function.
T-Tar: It's one of 3 Heatran checks, sets rocks and removes problematic threats such as lati twins and torn-t for keldeo
Excadrill: If i was gonna use T-tar might as well add him as the main form of speed control and a secondary sweeper, also a koko switch in
Keldeo: Backup check against Ash-Gren and Heatran as well as a late game win con also disruptive against some HO leads with Taunt + Scald
Torn-T: The main Kartana and Bulu Check and also the defogger on this team, Taunt and the Defense investment are there for HO
Rotom-W: another Heatran check, rain answer, secondary ground type check and Main flying type check
Magearna: Main Psychic type answer as well as secondary dark resist for Ash-Gren and another Stall answer
With double Taunt + Set up from keldeo and Magearna it's easy to muscle past most stalls and there's usually outs against HO thanks to the aformentioned double taunt + rapid spin and sand rush from excadrill, the only playstyle i've had severe difficulties with is grassy terrain (but that was honestly bound to be case since my main offensive core here is T-Tar + Keld). https://pokepast.es/79b25ef7d913b640
Mega Chomp + Ash Gren is probably on is the most fun cores i've ever used, constantly keeping up pressure by setting hazards and breaking past mutual checks. Anyways onto each mons role:
Mega-Chomp: Secondary Heatran check, rock setter, volc check, breaker and ground type against volt turn
Ash-Gren: Breaker, Spike setter and speed control (Z is used over specs since i have no other mon that could take advantage of a Z Crystal and it also makes Hazard stacking easier)
Torn-T: Grass type check and Stallbreaker as well as Anti-lead against certain HO leads with taunt
Magnezone: Main psychic and electric type check also removes or chips problematic steels for fini and gren
Tapu Fini: Defogger and main ash-gren, heatran and water type switch in
Kartana: The scarfer and late game sweeper, helps with rain and benefits heavily from garchomp and zone
This team does best against other BO and stall and does fine against most balances however can struggle against a lot of HO https://pokepast.es/bcead1a8788052f1
Hello, first time posting here in the Bazaar! This team already has an RMT, but the post didn't gather much attention, so i'm posting it in this thread.
If you want a more detailed explanaition of the team, the RMT is here
But in short, the team revolves around Bulu's Grassy Terrain, which boosts Leaf Blade from Kartana, allowing it to hit even harder, Grassy Terrain also weakens Earthquake, this helps Heatran survive more, Heatran is there to set rocks up and hit Bulky Grasses, Zapdos and Tornadus-T, which can give Kart some trouble, it also deals with Fire types, like other Heatrans, Blacephalon, and Volcarona(without HP Ground), Pex can also check those, but Volcarona sometimes runs Psychium Z, Heatran wins 1v1 with Earth Powerand Blacephalon can wear it down with Shadow Ball, neither Pex nor Heatran can deal super well with those mons, but combined they are very hard to kill. Pex also helps Bulu with AshGren, overall Toxapex is here to support the defensive backbone of the team when something goes wrong, this makes the team very easy to play, since one little error or hax generally isn't costing you the game. Reuniclus deals with psychic types that threaten Pex, like Zam(doesn't really walls it, but Reuni wins 1v1), Mew and Lele, Reuniclus can in fact setup on Mew or scarf Lele, and win the game if the opponent has no dark type(which otherwise walls it), Fighting types also have a hard time breaking through Reuni, even more with Lando's Intimidate support, I love this lil fetus! Talking about Landorus, Lando gives the team an immunity against Eletric and Ground mons, it also performs Speed and Hazards control, Lando's Intimidate helps the team a TON, pivoting into it and lowering physical attackers' attack stat is super helpful and allow certain mons like Reuniclus to wall MMedi and MLopunny super well, it allows Heatran and Pex to wall ZardX better, even more with Grassy Terrain lowering EQs damage.
Here I bring you my Pidgeot Team based on Tapu Fini-Heatran-Tapu koko-Jirachi-Tangrowth the truth is that the team is good but it is weak to several pokemon and you have to be keen with the rain because they are a bit dangerous for the team https://pokepast.es/87c6859f9c7c2579
Bye.
Scrambling Password in a couple days incase I forget something, so any questions, ask soon.
Dumped some of these teams before, but I just want them all in one place.
Bye.
Scrambling Password in a couple days incase I forget something, so any questions, ask soon.
Dumped some of these teams before, but I just want them all in one place.
have this to say before u go
ur a great builder, i respect ppl on this game who spend time to make their own team coz its part of what makes it fun as well
i hope things go well for u
Hey, this is my 1800 free ladder HO team. I always lead lando but against exca lead or stall team u can lead ninja/lele respectively. Weak against ninja, eq spam and tons of mons but it works in some way ^^
Here I leave these Team that believes the truth I like and serve quite the only thing you have to be asking of the pokemon that hurt us, the rest of the teams work well
Teams :
Hi everyone! Just gonna drop some fun + good teams I've been using recently and found success with on ladder
(click on images for pastes)
This was made by one of my friends (play around it/yoinked a team on p.s. he doesn't have a smogon account). Most of the time I just lead Victini and final gambit then go to scarf blissey and copycat final gambit. Such a whack team that shouldn't have gotten past 1300's but somehow got to 1870. best replay of the team imo, this shit's hilarious (my friends game if ur wondering) - https://replay.pokemonshowdown.com/gen7ou-949107541
Moving away from the cheese, here's an rmt I made featuring a more offensive mega scizor and groundium z greninja. peaked pretty high on ladder with it. rmt here if you wanna see the team more in depth
I've been using this Mega Latios team and it has quickly become one of my favorites.
Standard looking but fun Mega Sharpedo team (you can change the volc set to hp ground + bug Z if you want). Also the least tested team here. I played 4 games with it and went 4-0 with it so I thought that was enough.
I've been spamming this team on ladder recently. I adapted this team from mnmct (changed 1 mon lol) when I saw him use this vs mencemeat. I like these sort of balances. clear smog gastro is for mana (and volc to some extent) since I was overprepping for rain but you can change it to toxic if you desire.
Mega Camerupt is cool. TTar helps trap the latis for Camerupt and deals a ton to special walls like chansey. The 2 create a really slow but powerful breaking core. Dual T-wave is nice since the team is slow as shit.
well that's all for now. got a shit load of other things that I might post some day (a lot of it is untested however). hope you all enjoy these. if you have any critisisms about the teams don't hesitate to say.
This is still a really fun wallbreaker core and I wanted to rebuild around it for the recent meta. Celesteela + Fini blanket checks a ton of bulky offense's biggest threats to the archetype, while synergizing amazingly with Mega Latios from a typing perspective. Because Fini + Latios covers the Heatran matchup so well, I can afford to run an offensive rock setter that isn't Garchomp or Kommo-goat. Went with Rockium Lando-T because it keeps them up super well while also luring stuff like Zapdos/Torn-T/Steela for scarf Kartana to sweep.