Hello, 3 new teams to share today
https://pokepast.es/36df1dde1dc93934
While Electric is a type that’s somewhat hard to use effectively in the current metagame, with this team I leaned into Thundurus-T’s Grass coverage to create a fairly effective anti-meta team that matches up well into top tier types such as Water, Flying, Dark, and, somewhat counterintuitively, Ground. As requested, this is a fast-paced team that aims to overwhelm opponents through brute force. The general gameplan here is to pivot around with Thundurus-T and Magenzone to find a safe entry point for Sandy Shocks to start getting hazards up, and then have your sweepers go to town, using Pawmot to clean or revive a teammate where necessary.
- As requested, Thundurus-T is the cornerstone of this team, serving as a strong offensive pivot and Ground immunity. With Grass Knot, Thundurus-T is massively threatening to Water teams, as well as foes such as Great Tusk and Ursaluna-B. Volt Switch is used to gain momentum while dealing heavy damage and put Thundurus-T's teammates in favorable positions. Psychic is used as the coverage of choice here to blast Amoonguss and Iron Hands, who otherwise cause a headache for this squad.
- Sub NP Rotom-W pairs nicely with Thundurus-Therian, proving especially deadly to Ground, Steel, and Poison teams, and providing the team with useful resistances to Fire and Water as well as an additional immunity to Ground. Rotom-W can easily sub on more passive foes such as Toxapex and Clodsire, and then rapidly snowball through balance structures.
- SD Iron Hands serves as an additional sweeper that gives this team some much needed bulk, enjoying Thundurus-T pivoting with Volt Switch removing impediments such as Quagsire. Iron Hands serves as a crucial threat to foes such as Chien-Pao, Kingambit, and Hisuian Goodra, and with a Shuca Berry completes this team's anti-Ground offensive core with Thundurus-T and Rotom-W, being to eat Earthquakes from foes such as Gliscor and Garchomp while striking back hard. The EVs here are flexible; the ones provided allow Iron Hands to outspeed uninvested Corviknight while maximizing HP and Attack.
- Sandy Shocks is a great support for this team, threatening Heatran while pivoting and stacking hazards to facilitate sweeping and cleaning. The given EVs allow Sandy Shocks to get a Speed boost from Protosynthesis under sun, assisting in the Fire matchup.
- Choice Specs Magnezone is a fantastic all around wallbreaker, hitting especially hard on switches and nuking defensive cores. Defensively, Magnezone gives the team a useful Poison immunity and Fairy resist, which is very valuable for our sweepers. The given EVs prevent Magnezone from being 2HKOed by Choice Specs Flutter Mane's Moonblast while outspeeding Corvknight and maximizing Special Attack.
- Choice Scarf Pawmot rounds out the team by acting as crucial speed control, checking several key threats such as Chien-Pao, Landorus, and Greninja. Double Shock here is used so Pawmot can outspeed and OHKO Flutter Mane, and Natural Cure is used as the ability of choice due to Iron Fist not being particularly impactful in Ice Punch calcs, allowing Pawmot not to fear status. Choice Scarf Pawmot is also virtually guaranteed to get a Revival Blessing off unless its foe is a Choice Scarf user, which can be very impactful in a pinch.
https://pokepast.es/59f587f1c90a9189
DD Mew is a decently strong sweeper with phenomenal coverage; as requested, this is a bulky offense team designed to support and synergize with it. Toxic Spikes Galarian Slowking provides this team with some much-needed offensive pressure, and compounds with Slowbro to give this team a sturdy defensive backbone. The other teammates are all powerful in their own ways and work in tandem to either soften up opposing teams for Mew to sweep, or clean up after an early-game Mew frenzy.
- DD Mew serves as this team's primary win condition. Mew has great bulk, which means it can set up a DD fairly easily, and of course has amazing coverage, with the combination of Psychic Fangs + Flare Blitz + Close Combat being virtually unresisted in the current metagame. Life Orb is used as the item of choice due to Mew being fairly weak even after a DD boost. This set is particularly effective against Steel teams, with the type having no Pokemon that resists both Fire and Fighting. Psychic Fangs can also be used to break screens, which is a nice bonus against Ice and Fairy. Synchronize also helps against Pokemon like Quagsire, as Quagsire will become poisoned if it opts to use Toxic on Mew.
- Galarian Slowking supports this team by pivoting around and setting Toxic Spikes, putting pressure on the opponent's team by punishing switches, and making this squad extremely threatening to opposing teams that have no way of safely removing them. Outside of this role, Galarian Slowking acts as a great overall special wall and a check to threats such as Iron Valiant, Landorus, and Walking Wake.
- Slowbro forms a Regenerator core with his twin and serves as this team's main physical wall, providing an answer to threats such as Scizor, Iron Treads, and Baxcalibur. With a Colbur Berry, Iron Defense, and Body Press, Slowbro can 1v1 Kingambit and Chien-Pao and quickly snowball against types such as Dark and Ice. Slowbro also gives this team a valuable Water and Fire resist, and is overall a fantastic mon to have on any Psychic team.
- Choice Scarf Jirachi has plenty of utility for this team, serving as an excellent check to Choice Specs Flutter Mane and Fairy and Ice teams as a whole, providing fast U-Turns that cleave through opposing Hoopa-U, and setting Stealth Rock on forced switches against foes such as Iron Valiant and Alolan Ninetales. Jirachi's 60% Iron Head flinch rate is particularly deadly in conjunction with Toxic Spikes support, and in a pinch Jirachi can Healing Wish to restore Mew or another teammate back to full.
- Hatterene is an all-around excellent glue mon that gives the team a Dark neutrality and Dragon immunity, taking on foes such as Hydreigon and Kommo-o. Moreover, Hatterene can reflect hazards and status thanks to Magic Bounce, and benefits immensely from Toxic Spikes support due to its great natural bulk and longevity.
- Choice Specs Hoopa-U rounds out the team by serving as a special wallbreaker that pairs nicely with DD Mew, destroying foes such as Corviknight, Quagsire, Ursaluna-B, and Gholdengo. Hoopa-U can also cripple opposing walls with Trick, providing setup opportunities for its teammates.
Here are some replays with the team!
https://replay.pokemonshowdown.com/gen9monotype-1986833564 (vs Ice)
https://replay.pokemonshowdown.com/gen9monotype-1987554986 (vs Ground)
https://replay.pokemonshowdown.com/gen9monotype-1985268336-7vxamx5zr449u0liesbmf1fclqlky9qpw (vs Dark)
Thanks to
TheRealBigC for the help with these!
https://pokepast.es/5406b4d11c62bd92
This isn't the most common Sneasler set, but its definitely a good one. It actually won me the game in the replay lol. The general gameplan with this team is to chip down opposing Pokemon via Toxic (and Poison, thanks to Muk), and clean up the game with Sneasler. The team is pretty defensive, but that's just the nature of Poison.
- Muk is a fantastic Specially Defensive Pokemon. Able to Knock Off and spread Poison via Poison Jab and Poison Touch. Also act's as the team's Psychic-type immunity, as well as dealing with Pokemon such as Flutter Mane and Zapdos.
- acts as another Ground-type immunity, because Sneasler is not a very reliable one long term. Also acts as Hazard removal. Went for Black Sludge as opposed to Heavy-Duty Boots because Black Sludge heals the Stealth Rock damage immediately, and Weezing is immune to Spikes. Also a great physically defensive wall, able to burn targets.
- your requested Pokemon! You could use Acrobatics instead of Night Slash to help deal with Fighting-type Pokemon, but since you requested Night Slash we went with that. Night Slash actually won me the game in the replay! Dire Claw could also be an option over Gunk Shot if you want to inflict status on some Pokemon that you can't OHKO.
- A staple on Poison-type teams. The moveset here is highly flexible, but here's why I went with this one. Haze is to help deal with setup sweepers, as we do not have an Unaware Clodsire on the team. Infestation + Toxic can trap Pokemon in and have them take more damage so that it can be easier for Sneasler to clean up later on. Recover is just about mandatory.
- helps offensively threaten Ground-type Pokemon, as although we have 1 (and a half?) Ground-type immunities, Weezing cannot threaten most Ground-types and Sneasler cannot OHKO them. Spore is also a great option to put something to sleep.
- Last but not least is Slowking. This moveset is great into the current meta. Future Sight is an incredibly powerful move that forces the opponent to make uncomfortable switches. Ice Beam is great into Flying-type teams that feature Pokemon such as Gliscor and Landorus. Both of which have to be afraid of Ice Beam and cannot Toxic / OHKO Slowking respectively.
Here's a replay with the team -
https://replay.pokemonshowdown.com/gen9monotype-1988726164-xj1unrvfeddxlzgmqbcgub5i2bpsi55pw (vs Ghost)
If I were to play many more games with the team, I feel like I might want to change some of the movesets. As always, please feel free to make any changes you see fit and we hope you enjoy!
More requests coming soon, thanks for your patience!