~ Doubles Teambuilding Competiton ~
Art by Bummer | OP adapted from Memoric
Welcome to the Doubles Teambuilding Competition! This is a weekly competition which you can join at any time. Basically, what we are going to do here is see who can build the better team, hence the name. Each week, I will post a core, set, theme, or Pokemon and then you guys will post an importable of a team featuring said concept. Along with the team, you will post a short summary that may include: your teambuilding process, how the team works, replays, etc.; it's gonna look like a mini-RMT of sorts. After a few days, I will close submissions and then anyone can come and vote on the team which they think is best. The winner of the week will get some sweet bragging rights while also having their team featured for everyone to see in the teams Hall of Fame :>Rules and Mechanics
Here's the process of how this competition will be hosted:
- Five (5) days of submission of teams and discussion. Post your entry on the thread, be sure to follow this format!
Code:
<sprites> [hide=Importable][/hide] [hide=Description][/hide]
- Two (2) days of voting for the winning team
- Importable of your team in a hide tag
- A brief description of your teambuilding process and how the team plays in another hide tag together.
- Basically, that means you'll be using TWO hidetags in total.
If you're using sprites, place them outside of the hide tags, not inside them!
Discussion and Changes: People are free to talk about their and other people's teams in this thread. People can make suggestions to other people's team but only to an extent; while you can suggest small things such as a nature change or move change, don't change up their team's structure or rebuild it because there's a different forum (RMT) for that. This isn't an RMT thread.
On Winning: If you win, congratulations! You'll have your name and team featured in the Hall of Fame.
On Copying Teams: Please don't. This just ruins the fun we can get out of this competition and is against the rules. You'll be DQ'd from the week if you were found copying other people's teams. If you suspect someone of doing this, PM me. Hopefully no one would do this, but take this as a warning.
On Bandwagoning / Namevoting: Please don't do this either. Don't just vote for a guy just because they have a ton of votes already or they're famous. Don't feel pressured to vote for anyone for any reason other than having the best team. If you really think a team is the best out there, vote for that team; don't let anything pressure you to do otherwise. Bandwagoning just ruins the spirit of this competition and isn't cool :[
On Self-Voting: It's not allowed. Votes for a user's own team will now be ignored. Those who built for the current round are likely to be knowledgeable on what an effective team featuring the given concept looks like, so you are encouraged to vote for whichever other team you feel most deserves to be featured.
On Suggestions: If you have any suggestions for this competition, feel free to PM me. It'll be considered, but there are ultimately no promises if it'll be implemented.
On Slashes: In play, you can only bring four moves; whatever set of moves you choose slashes is reflective of your own skill as a builder, and having slashes in a submission would be against the point. This is your own team; this isn't an analysis.
On Tiers: A week is for USUM DOU unless stated otherwise.
On Quality of Submissions: I would highly recommend testing out your teams before submitting them to the thread. This will allow you to fix possible mistakes in your team and even provide you with replays for your post, which, all together, allows for a more polished submission. Also, while I definitely intend to encourage creativity within the competition, I am reserving the right to disqualify any submissions that are outlandishly poor and or lacking in coherency and thought.
***
Week 33: Mega-Heracross by ???
Week 32: Pheromosa by Croven
ponyboy (Metagross-Mega) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Stomping Tantrum
- Protect
faceshopping (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Stealth Rock
- Detect
immaterial (Tapu Lele) @ Mago Berry
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect
infatuation (Pheromosa) @ Fightinium Z
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Focus Blast
- Ice Beam
- U-turn
- Protect
pretending (Amoonguss) @ Wiki Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Grass Knot
- Protect
not okay (Zapdos) @ Wiki Berry
Ability: Static
EVs: 244 HP / 80 Def / 64 SpA / 56 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Whirlwind
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Stomping Tantrum
- Protect
faceshopping (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Stealth Rock
- Detect
immaterial (Tapu Lele) @ Mago Berry
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect
infatuation (Pheromosa) @ Fightinium Z
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Focus Blast
- Ice Beam
- U-turn
- Protect
pretending (Amoonguss) @ Wiki Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Grass Knot
- Protect
not okay (Zapdos) @ Wiki Berry
Ability: Static
EVs: 244 HP / 80 Def / 64 SpA / 56 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Whirlwind
ok so qsns made this team all on his own but doesn't want to write it up so here i am. phero is busted as shit, fightinium z from focus blast ohko's mega metagross so that's awesome. balls out HO is basically how you have to run this so he went pure, absolute, og psyspam with metagross lele and deoxys. gross is standard set, deoxys was originally sub LO (which i prefer) but he switched it to sash SR later because of sash and also having a move to use when ur at like -3 in all stats lol. lele is bulkier taunt to help check TR. amoong and zapdos fill out the team with a bit of a defensive core that provides redirection, sleep, tailwind, and a phazer to bone TR some more. we were going between seed zap and berry zap but decided on berry since its not really going to stay on the field like a normal seed zap would. anyway just a very, VERY aggressive team that's very fun to use and can destroy teams given 1 good turn but can get destroyed given 1 bad turn. have at it
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 188 Atk / 68 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Protect
Tapu Koko @ Assault Vest
Ability: Electric Surge
EVs: 252 HP / 16 Def / 8 SpA / 56 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Nature's Madness
Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 148 Def / 108 SpD
Careful Nature
- Fake Out
- Taunt
- Flare Blitz
- U-turn
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 120 Atk / 12 Def / 128 SpD
Sassy Nature
IVs: 0 Spe
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect
Gastrodon @ Groundium Z
Ability: Storm Drain
EVs: 236 HP / 152 Def / 92 SpA / 28 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Ice Beam
- Recover
- Protect
Cresselia @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 96 Def / 16 SpA / 144 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Toxic
- Moonlight
Ability: Magic Bounce
EVs: 188 Atk / 68 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Protect
Tapu Koko @ Assault Vest
Ability: Electric Surge
EVs: 252 HP / 16 Def / 8 SpA / 56 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dazzling Gleam
- Nature's Madness
Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 148 Def / 108 SpD
Careful Nature
- Fake Out
- Taunt
- Flare Blitz
- U-turn
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 120 Atk / 12 Def / 128 SpD
Sassy Nature
IVs: 0 Spe
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect
Gastrodon @ Groundium Z
Ability: Storm Drain
EVs: 236 HP / 152 Def / 92 SpA / 28 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Ice Beam
- Recover
- Protect
Cresselia @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 96 Def / 16 SpA / 144 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Toxic
- Moonlight
Diancie seemed like something that synergizes Cresselia a fair lot, as Cress is happy to switch in on Ground types that threaten Diancie and it tends to invite Incineroar on the field, which Diancie is happy to switch into and DStorm down. Diancie also sets broken Stealth Rocks and scares your opponent from setting them thanks to Magic Bounce, which helps a lot in slow slugfests that tend to happen in games with a Cresselia involved.
Diancie also appreciates Incineroar support a lot, Fake Out gives it turns to get started with either the SR or the DStorm clickage, Intimidate is a good ability, Flare Blitz smashes Steel types that threaten it, and Diancie's ability to deter the opponent from clicking SR freely makes Incineroar even better.
I picked Celesteela as my Steel type because once again it invites Incineroar on the field which is good for Diancie, and it answers Mega Metagross very reliably which otherwise troubles Diancie a lot. Celesteela is also handy in answering Grass-type attacks coming from the likes of Kartana, Lurantis, Tapu Bulu, etc. which Diancie is scared of
At this point I have a 4-mon core with massive issues against Water and Electric types and a lot of slowness, so I opted to commit to semi-room and add Gastrodon which takes care of both of those weakness quite reliably, and already has his Grass weakness covered.
To round out the team I added Tapu Koko which offers extra offensive coverage against Water-types, another fast option outside of Trick Room which helps me control the pace of the game a lot, as well as terrain control where necessary. (and a second fairy to block the clanging)
As for set choices, I was set out on a support Cress set from the start because I don't like how Toxic completely shuts down the CM set; TR is an easy choice for speed control given the rest of the team, Toxic helps with taking down bulkier threats which I don't have many options for otherwise, Moonlight gives much needed longevity and Psychic is its most reliable attacking move for only one slot, but I guess Ice Beam is also an option since this team relies on Cress a fair lot to deal with grounds.
Diancie and Steela are both straightforward and standard set choices really, rocks are broken I'm never running earth power
Koko I wanted to be AV to be happier when switching into strong special Water moves (cases where my Gastrodon is dead or other sticky situations like that), I don't really need it to nuke things from full anyway since the rest of the team is great at getting chip down. HP Fire is not really necessary since Celesteela and Incineroar already snipe steel types really well, so I opted for double electric + Gleam + NM, but Sky Drop probably isn't bad either
Incineroar drops Knock Off for Taunt to cover Trick Room match ups as well as various annoyances like Amoonguss, Flare Blitz is really helpful in pressuring Steels out of the field which in turn frees up Diancie to go wild so I didn't want to drop it, Fake Out is a broken move, and the slow U-Turn is also quite nice for general pivoting purposes.
Gastrodon is left and it can make good use of a Z-Crystal so the choice was pretty straightforward there as well.
This team struggles a bit with fire types not named Incineroar, especially ones that run grass moves for Gastrodon (CharY, Torkoal), but if you can keep the pressure on them with Diancie it should be fine
Diancie also appreciates Incineroar support a lot, Fake Out gives it turns to get started with either the SR or the DStorm clickage, Intimidate is a good ability, Flare Blitz smashes Steel types that threaten it, and Diancie's ability to deter the opponent from clicking SR freely makes Incineroar even better.
I picked Celesteela as my Steel type because once again it invites Incineroar on the field which is good for Diancie, and it answers Mega Metagross very reliably which otherwise troubles Diancie a lot. Celesteela is also handy in answering Grass-type attacks coming from the likes of Kartana, Lurantis, Tapu Bulu, etc. which Diancie is scared of
At this point I have a 4-mon core with massive issues against Water and Electric types and a lot of slowness, so I opted to commit to semi-room and add Gastrodon which takes care of both of those weakness quite reliably, and already has his Grass weakness covered.
To round out the team I added Tapu Koko which offers extra offensive coverage against Water-types, another fast option outside of Trick Room which helps me control the pace of the game a lot, as well as terrain control where necessary. (and a second fairy to block the clanging)
As for set choices, I was set out on a support Cress set from the start because I don't like how Toxic completely shuts down the CM set; TR is an easy choice for speed control given the rest of the team, Toxic helps with taking down bulkier threats which I don't have many options for otherwise, Moonlight gives much needed longevity and Psychic is its most reliable attacking move for only one slot, but I guess Ice Beam is also an option since this team relies on Cress a fair lot to deal with grounds.
Diancie and Steela are both straightforward and standard set choices really, rocks are broken I'm never running earth power
Koko I wanted to be AV to be happier when switching into strong special Water moves (cases where my Gastrodon is dead or other sticky situations like that), I don't really need it to nuke things from full anyway since the rest of the team is great at getting chip down. HP Fire is not really necessary since Celesteela and Incineroar already snipe steel types really well, so I opted for double electric + Gleam + NM, but Sky Drop probably isn't bad either
Incineroar drops Knock Off for Taunt to cover Trick Room match ups as well as various annoyances like Amoonguss, Flare Blitz is really helpful in pressuring Steels out of the field which in turn frees up Diancie to go wild so I didn't want to drop it, Fake Out is a broken move, and the slow U-Turn is also quite nice for general pivoting purposes.
Gastrodon is left and it can make good use of a Z-Crystal so the choice was pretty straightforward there as well.
This team struggles a bit with fire types not named Incineroar, especially ones that run grass moves for Gastrodon (CharY, Torkoal), but if you can keep the pressure on them with Diancie it should be fine
Heat Cyclone (Volcarona) @ Buginium Z
Ability: Swarm
EVs: 80 HP / 4 Def / 200 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Bug Buzz
- Quiver Dance
- Protect
Team Player Cat (Persian-Alola) @ Mago Berry
Ability: Fur Coat
EVs: 228 HP / 8 Def / 48 SpD / 224 Spe
Jolly Nature
- Fake Out
- Foul Play
- Taunt
- Parting Shot
Algorithm (Metagross-Mega) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Stomping Tantrum
- Protect
Tapu Storm (Tapu Fini) @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 32 Def / 164 SpA / 60 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Powervolt (Zapdos) @ Misty Seed
Ability: Static
EVs: 244 HP / 80 Def / 16 SpA / 104 SpD / 64 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Roost
Hammerhead (Landorus-Therian) @ Aguav Berry
Ability: Intimidate
EVs: 220 HP / 32 Atk / 24 Def / 136 SpA / 24 SpD / 72 Spe
Mild Nature
- Earth Power
- Rock Tomb
- U-turn
- Stealth Rock
Ability: Swarm
EVs: 80 HP / 4 Def / 200 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Bug Buzz
- Quiver Dance
- Protect
Team Player Cat (Persian-Alola) @ Mago Berry
Ability: Fur Coat
EVs: 228 HP / 8 Def / 48 SpD / 224 Spe
Jolly Nature
- Fake Out
- Foul Play
- Taunt
- Parting Shot
Algorithm (Metagross-Mega) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Stomping Tantrum
- Protect
Tapu Storm (Tapu Fini) @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 32 Def / 164 SpA / 60 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Powervolt (Zapdos) @ Misty Seed
Ability: Static
EVs: 244 HP / 80 Def / 16 SpA / 104 SpD / 64 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Roost
Hammerhead (Landorus-Therian) @ Aguav Berry
Ability: Intimidate
EVs: 220 HP / 32 Atk / 24 Def / 136 SpA / 24 SpD / 72 Spe
Mild Nature
- Earth Power
- Rock Tomb
- U-turn
- Stealth Rock
Here's my Volc team that I built with talkingtree for week 5 of SPL. I was really wanting to use the moth for several weeks but didn't come up with a team that I loved and didnt feel the need to rush into using it. Then i thought of pairing it with the cat. Fast fake out, parting shot and taunt all help volc a ton in stopping speed control, faking out for a free quiver dance and weakening offensive checks to volc. The rest of the team was built around these two, Metagross forming a good offensive core with its coverage and ability to punish really all switchins like zygarde, tyranitar, volcanion, etc. Zap and fini gave the team a bit of a spine to hold up against rain or other very offensive teams, with lando at the end as a glue for intimidate, rocks support and a panic charizard check as volc teams are gonna struggle against zard kind of by nature. I really love this team, happy with how it turned out, s/o tree for ev'ing it
Week 29: Mega-Venusaur by SMBVenusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 20 Def / 76 SpA / 144 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Sludge Bomb
- Growth
- Protect
Torkoal @ Assault Vest
Ability: Drought
EVs: 144 HP / 252 SpA / 112 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Fire Blast
- Bulldoze
- Solar Beam
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 128 Def / 8 SpA / 120 SpD
Bold Nature
IVs: 0 Atk / 15 Spe
- Moonblast
- Heal Pulse
- Nature's Madness
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 160 Atk / 116 SpA / 232 Spe
Rash Nature
- Earth Power
- Rock Slide
- U-turn
- Toxic
Mew @ Normalium Z
Ability: Synchronize
EVs: 252 HP / 88 Def / 32 SpA / 136 SpD
Relaxed Nature
IVs: 30 Atk / 30 SpA / 6 Spe
- Fake Out
- Trick Room
- Transform
- Ice Beam
Ability: Chlorophyll
EVs: 252 HP / 20 Def / 76 SpA / 144 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Sludge Bomb
- Growth
- Protect
Torkoal @ Assault Vest
Ability: Drought
EVs: 144 HP / 252 SpA / 112 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Fire Blast
- Bulldoze
- Solar Beam
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 128 Def / 8 SpA / 120 SpD
Bold Nature
IVs: 0 Atk / 15 Spe
- Moonblast
- Heal Pulse
- Nature's Madness
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 160 Atk / 116 SpA / 232 Spe
Rash Nature
- Earth Power
- Rock Slide
- U-turn
- Toxic
Mew @ Normalium Z
Ability: Synchronize
EVs: 252 HP / 88 Def / 32 SpA / 136 SpD
Relaxed Nature
IVs: 30 Atk / 30 SpA / 6 Spe
- Fake Out
- Trick Room
- Transform
- Ice Beam
Mega venusaur sun semiroom that I used this week in spl. My main idea for this team was making venusaur work both in and outside of tr so I started this team with the core of venu, torkoal, diancie; torkoal sets sun and has a good offensive synergy with diancie since it can hit most steel types that are troublesome for diancie, I also opted for bulldoze as my ground type move on torkoal instead of earth power to trigger its weakness policy if i had the chance. Growth mega venu is a cool tech as well (s/o to Human for this idea) since this makes it so much threatening if you can get a free turn to set up. Tapu fini is my main switch in to volcanion, nature's madness to wear down stuff quickly, and heal pulse to keep venu, diancie or mew healthy if needed. Next mon I added was scarf mixed lando; it gives intimidate and a ground resist to the team and can work outside of tr and check zard. Finally, mew is perfect for the last slot; fake out and a second trick room setter are great for this team and if you get the chance to use z transform your opponent will most likely have to deal with a full health bulkier boosted mega venu or diancie.
Mew ivs are to have hidden power fire in case you transform into venu and outspeed 0 speed evs bulu outside of tr, same for fini. A change i'd consider is making venu faster to outspeed mega manectric on sun but idk if it's that worthy, up to you.
Mew ivs are to have hidden power fire in case you transform into venu and outspeed 0 speed evs bulu outside of tr, same for fini. A change i'd consider is making venu faster to outspeed mega manectric on sun but idk if it's that worthy, up to you.
Week 28: Mega-Salamence by GenOne
Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Fire Blast
- Tailwind
- Protect
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 128 HP / 40 Def / 88 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Freeze-Dry
- Protect
Zeraora @ Assault Vest
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Plasma Fists
- Close Combat
- Volt Switch
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 68 HP / 248 Atk / 192 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Dragon Dance
- Protect
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 216 HP / 116 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Icy Wind
- Taunt
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Stealth Rock
- Protect
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Fire Blast
- Tailwind
- Protect
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 128 HP / 40 Def / 88 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Freeze-Dry
- Protect
Zeraora @ Assault Vest
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Plasma Fists
- Close Combat
- Volt Switch
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 68 HP / 248 Atk / 192 Spe
Adamant Nature
- Thousand Arrows
- Substitute
- Dragon Dance
- Protect
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 216 HP / 116 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Icy Wind
- Taunt
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 8 HP / 4 Def / 244 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Stealth Rock
- Protect
I liked Human's proposed format for these types of posts, so I'm going to give that a shot:
1. Why is the Pokémon a core part of the team? Why is it important?
Mega Salamence is a pretty splashable Pokemon, and on this team it just offers lots of role compression. Basically it offers Intimidate support (pre-mega), speed control through Tailwind, and is just a fast but also bulky attacker that can switch into neutral hits and apply offensive pressure on the following turn.
The set I went with was the standard dex analysis set, but with Fire Blast > Hyper Voice. I think the mence analysis is due for a refresh (mono Flying STAB is terrible in this meta) but I liked the calcs that the given spread accomplished; OHKO no bulk Lele with Double-Edge, then dump into SpA. Fire Blast allows Salamence to properly check offensive Steel-types like Kartana and Mega Scizor. It and also gives it coverage vs Mega Metagross, a Pokemon that otherwise threatens Salamence.
2. How do the other Pokémon support this? Very brief description of what each Pokémon offers (typing/special moves/etc.)
Ninetales-Alola is mainly to offer Aurora Veil support, which makes the rest of the team harder to take down. Salamence and Zygarde both hate being Intimidate cycled by Landorus-T, and Ninetales-Alola deals with Landorus-T. Being able to reset an opposing weather is also nice. I went with Freeze-Dry in the third slot to solidify Ninetales's ability to deal with opposing rain sweepers, as well as bulky Water-types in general (including Gastrodon).
Zeraora is basically the fastest Fake Out user in the game, so it seems like a safe choice for ensuring that Nintetales can set Aurora Veil during an opening lead.
Went with a physical set to explore its physical movepool a bit more, and went with Adamant > Jolly to boost its power a bit more. Much like how Modest Koko is now an acceptable set now that Mega Gengar is banned, I figured that Zeraora wanted more power over the sheer speed. Close Combat gives another tool to hit a variety of potential threats, such as Tyranitar, Incineroar, Kyurem-B and Kartana among others.
I wanted at least one set up wincon to take advantage of the added bulk that Aurora Veil offers, so I went with DD Zygarde here. The set here is pretty much just the standard one. I just like bumping Zygarde's speed up to 274 so it always outspeeds a Jolly Bulu, since it only takes 12 EVs to hit that benchmark anyway.
Tapu Fini offers added insurance against rain, gives another speed control option, and is packing Taunt to help shut down bulky wincons like CM Cresselia and Chansey, as well as Trick Room setters, etc. I've been experimenting a bit with a faster Tapu Fini - you lose the ability to survive two Mega Metagross Iron Heads, but you get to move before a standard Zygarde and hit it with a Moonblast or Icy Wind, which is nice. On this team specifically, you also get to move before your own Zygarde, softening up a target ahead of a Tectonic Rage kill.
Finally, I knew I still wanted a Stealth Rock setter and another Pokemon with Fire coverage to handle bulky steels, so Heatran fit the bill. Besides, this entire team is already a throwback to old meta picks anyways lol, so I thought why not.
3. What does the team need to do in order to win? Identify win conditions of any kind.
This team is more or less built to win wars of attrition through good positioning. Usually you want to attempt to set up Aurora Veil early on to give your team the bulk advantage. It's also ideal to get Stealth Rock set up early on to punish your opponent's passive switching.
Between the hail and stealth rocks, you should be able to wittle down your foe through passive damage while they struggle to break through a team of bulky attackers buffed by Aurora Veil.
You do have Zygarde in the back as a Dragon Dance sweeper, which in many cases should be preserved at high hp so it can pull off late game cleaning once its checks have been dealt with (namely intimidate cyclers like Lando-T and Incineroar).
The whole team is a bit shaky versus Kyurem-B, so if your opponent brings that, try to deal with it sooner than later. Likewise, Chansey can be a bit difficult to break through before opposing Intimidate cyclers are dealt with, so if you match up versus a Chansey it's probably best to focus on the partners first until a late game scenario. Tapu Fini to Taunt the Chansey is probably your best bet if you need to control it in the mid game.
But yeah, overall this probably isn't the best team out there but, for the amount of time I spent building it I feel this is at least a fun team that can pull through in a seasonals match if need be. Have fun using it and let me know if there's a way to make this better :)
1. Why is the Pokémon a core part of the team? Why is it important?
Mega Salamence is a pretty splashable Pokemon, and on this team it just offers lots of role compression. Basically it offers Intimidate support (pre-mega), speed control through Tailwind, and is just a fast but also bulky attacker that can switch into neutral hits and apply offensive pressure on the following turn.
The set I went with was the standard dex analysis set, but with Fire Blast > Hyper Voice. I think the mence analysis is due for a refresh (mono Flying STAB is terrible in this meta) but I liked the calcs that the given spread accomplished; OHKO no bulk Lele with Double-Edge, then dump into SpA. Fire Blast allows Salamence to properly check offensive Steel-types like Kartana and Mega Scizor. It and also gives it coverage vs Mega Metagross, a Pokemon that otherwise threatens Salamence.
2. How do the other Pokémon support this? Very brief description of what each Pokémon offers (typing/special moves/etc.)
Ninetales-Alola is mainly to offer Aurora Veil support, which makes the rest of the team harder to take down. Salamence and Zygarde both hate being Intimidate cycled by Landorus-T, and Ninetales-Alola deals with Landorus-T. Being able to reset an opposing weather is also nice. I went with Freeze-Dry in the third slot to solidify Ninetales's ability to deal with opposing rain sweepers, as well as bulky Water-types in general (including Gastrodon).
Zeraora is basically the fastest Fake Out user in the game, so it seems like a safe choice for ensuring that Nintetales can set Aurora Veil during an opening lead.
Went with a physical set to explore its physical movepool a bit more, and went with Adamant > Jolly to boost its power a bit more. Much like how Modest Koko is now an acceptable set now that Mega Gengar is banned, I figured that Zeraora wanted more power over the sheer speed. Close Combat gives another tool to hit a variety of potential threats, such as Tyranitar, Incineroar, Kyurem-B and Kartana among others.
I wanted at least one set up wincon to take advantage of the added bulk that Aurora Veil offers, so I went with DD Zygarde here. The set here is pretty much just the standard one. I just like bumping Zygarde's speed up to 274 so it always outspeeds a Jolly Bulu, since it only takes 12 EVs to hit that benchmark anyway.
Tapu Fini offers added insurance against rain, gives another speed control option, and is packing Taunt to help shut down bulky wincons like CM Cresselia and Chansey, as well as Trick Room setters, etc. I've been experimenting a bit with a faster Tapu Fini - you lose the ability to survive two Mega Metagross Iron Heads, but you get to move before a standard Zygarde and hit it with a Moonblast or Icy Wind, which is nice. On this team specifically, you also get to move before your own Zygarde, softening up a target ahead of a Tectonic Rage kill.
Finally, I knew I still wanted a Stealth Rock setter and another Pokemon with Fire coverage to handle bulky steels, so Heatran fit the bill. Besides, this entire team is already a throwback to old meta picks anyways lol, so I thought why not.
3. What does the team need to do in order to win? Identify win conditions of any kind.
This team is more or less built to win wars of attrition through good positioning. Usually you want to attempt to set up Aurora Veil early on to give your team the bulk advantage. It's also ideal to get Stealth Rock set up early on to punish your opponent's passive switching.
Between the hail and stealth rocks, you should be able to wittle down your foe through passive damage while they struggle to break through a team of bulky attackers buffed by Aurora Veil.
You do have Zygarde in the back as a Dragon Dance sweeper, which in many cases should be preserved at high hp so it can pull off late game cleaning once its checks have been dealt with (namely intimidate cyclers like Lando-T and Incineroar).
The whole team is a bit shaky versus Kyurem-B, so if your opponent brings that, try to deal with it sooner than later. Likewise, Chansey can be a bit difficult to break through before opposing Intimidate cyclers are dealt with, so if you match up versus a Chansey it's probably best to focus on the partners first until a late game scenario. Tapu Fini to Taunt the Chansey is probably your best bet if you need to control it in the mid game.
But yeah, overall this probably isn't the best team out there but, for the amount of time I spent building it I feel this is at least a fun team that can pull through in a seasonals match if need be. Have fun using it and let me know if there's a way to make this better :)
Week 27: Heatran by Human
Heatran @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 7 Spe
- Eruption
- Earth Power
- Flamethrower
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 68 Def / 192 SpA
Quiet Nature
IVs: 0 Atk / 2 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
Camerupt @ Cameruptite
Ability: Magma Armor
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Lava Plume
- Earth Power
- Heat Wave
- Protect
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 192 HP / 224 Atk / 92 Def
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-Turn
- Volt Switch
Scrafty @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- High Jump Kick
- Knock Off
- Fake Out
- Ice Punch
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 7 Spe
- Eruption
- Earth Power
- Flamethrower
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 68 Def / 192 SpA
Quiet Nature
IVs: 0 Atk / 2 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
Camerupt @ Cameruptite
Ability: Magma Armor
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Lava Plume
- Earth Power
- Heat Wave
- Protect
Hoopa-Unbound @ Sitrus Berry
Ability: Magician
EVs: 192 HP / 224 Atk / 92 Def
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect
Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-Turn
- Volt Switch
Scrafty @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- High Jump Kick
- Knock Off
- Fake Out
- Ice Punch
The idea behind team of the week to me is how to build a team centered around the Pokemon in question to be used this week. In the case of Heatran, I felt as though enabling it under TR with Firium Z Eruption was the most eye-catching option to create something centered the Pokemon. Flamethrower is used to provide a single target fire attack that this team is lacking. This led to Porygon2 as a rather neutral TR setter that could cover for Heatran's ground weakness with Ice Beam. Spread for Porygon2 was taken from Edu because I don't know Porygon2 spread too well, I assume that it handles both Landorus-T and Zygarde offensively.
The follow up was adding a Mega-Camerupt to abuse the Flash Fire to make Heatran become incredibly threatening under TR and create the option of fire spam through Lava Plume/Heat Wave and Eruption. To further enable the Heatran I added Hoopa-Unbound and made Heatran one speed faster, so it would attack second under Trick Room. This was generally amusing in that it would let Heatran potentially snowball and makes the most use of Heatran under Trick Room. Scrafty was added as support to ensure Trick Room gets up. Finally Tapu Koko is with a choice scarf to give a jank response to rain and water types by boosting Porygon2's Thunderbolt and using Wild Charge to knock out the Drizzle Pokemon. Electric terrain makes it easier to set up responses to Amoonguss on this team.
This team has many weaknesses, most notably being awful against ground types, especially Zygarde, and having minimal responses to Tapu Fini. But it's a fun take on Heatran based TR fire spam.
The follow up was adding a Mega-Camerupt to abuse the Flash Fire to make Heatran become incredibly threatening under TR and create the option of fire spam through Lava Plume/Heat Wave and Eruption. To further enable the Heatran I added Hoopa-Unbound and made Heatran one speed faster, so it would attack second under Trick Room. This was generally amusing in that it would let Heatran potentially snowball and makes the most use of Heatran under Trick Room. Scrafty was added as support to ensure Trick Room gets up. Finally Tapu Koko is with a choice scarf to give a jank response to rain and water types by boosting Porygon2's Thunderbolt and using Wild Charge to knock out the Drizzle Pokemon. Electric terrain makes it easier to set up responses to Amoonguss on this team.
This team has many weaknesses, most notably being awful against ground types, especially Zygarde, and having minimal responses to Tapu Fini. But it's a fun take on Heatran based TR fire spam.
Week 26: Hail by talkingtree
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 156 HP / 20 Def / 80 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Aurora Veil
- Encore
- Protect
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Sludge Bomb
- Dark Pulse
- Protect
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 24 HP / 252 Atk / 56 SpD / 176 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Protect
Volcanion @ Wiki Berry
Ability: Water Absorb
EVs: 248 HP / 120 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Weather Ball
- Protect
Mew @ Aguav Berry
Ability: Synchronize
EVs: 252 HP / 20 Def / 8 SpA / 12 SpD / 216 Spe
Timid Nature
- Fake Out
- Tailwind
- Stealth Rock
- Incinerate
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 HP / 136 Atk / 36 SpD / 84 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Ability: Snow Warning
EVs: 156 HP / 20 Def / 80 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Aurora Veil
- Encore
- Protect
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Sludge Bomb
- Dark Pulse
- Protect
Zygarde @ Groundium Z
Ability: Aura Break
EVs: 24 HP / 252 Atk / 56 SpD / 176 Spe
Adamant Nature
- Thousand Arrows
- Dragon Dance
- Substitute
- Protect
Volcanion @ Wiki Berry
Ability: Water Absorb
EVs: 248 HP / 120 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Weather Ball
- Protect
Mew @ Aguav Berry
Ability: Synchronize
EVs: 252 HP / 20 Def / 8 SpA / 12 SpD / 216 Spe
Timid Nature
- Fake Out
- Tailwind
- Stealth Rock
- Incinerate
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 252 HP / 136 Atk / 36 SpD / 84 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Haven't built hail in a while and I wanted to try out some wild stuff so this team's a little wacky. Darkrai's main problems are that it doesn't do enough damage to only hit a single target and it's a bit too frail, so Blizzard + Veil support make it much more usable. LO Dark Pulse OHKOes most Mega Metagross, so that's better than any Z set imo. These two can't really touch Incineroar, which is a pretty big issue, but Zygarde sets up on that so added that next. Sub Groundium's best here because Groundium actually KOes Incin/Mega Metagross and Sub's easier to keep up with Veil support. Volcanion gives yet another Mega Metagross check, since you really need lots of solid answers to it with Alolan Ninetales. It also has access to Weather Ball, which is a pretty neat tech that turns into a 100-BP Ice-type move, great for hitting Zygarde and Zapdos. Fake Out helps set Veil or set up DD and Tailwind is pretty crucial for Darkrai and Volcanion to thrive, so Mew's great role compression. Stealth Rock makes the team pretty solid on chip damage when combined with Hail and Incinerate's primarily for Berry removal but also OHKOes non-bulky Kart and 2HKOes Scarf Genesect with hail chip. Last I realized I didn't have a Mega or anything that could take hits from Lele, so Mega Scizor fit the bill pretty well, also taking advantage of Veil to set up. A U-turn + Roost set fits better here, since this team needs momentum and doesn't have another terrain to block Psychic Terrain, making pure SD Scizor a bit of a liability at times.
This description is already a bit too long, but a couple notes on the spreads:
- Takes 60 Atk Mega Mence Double-Edge and OHKOes 252/28 Lando-T with Blizzard
- max/max
- outspeeds Modest Kommo-o and, at +1, Mega Manectric; takes Scarf Lele Moonblast without Veil
- takes 252+ Zygarde Tectonic Rage with Veil up, outspeeds Modest Scarf Lando-T in Tailwind, dump in SpA
- takes 252+ Lando-T Tectonic Rage or Timid Koko Gigavolt Havoc without Veil, outspeeds Kyurem-B
- Outspeeds 0 Spe Fini, OHKOes 0/4 Lele with Bullet Punch and hits an Atk jump point, dump in SpD
This description is already a bit too long, but a couple notes on the spreads:
- Takes 60 Atk Mega Mence Double-Edge and OHKOes 252/28 Lando-T with Blizzard
- max/max
- outspeeds Modest Kommo-o and, at +1, Mega Manectric; takes Scarf Lele Moonblast without Veil
- takes 252+ Zygarde Tectonic Rage with Veil up, outspeeds Modest Scarf Lando-T in Tailwind, dump in SpA
- takes 252+ Lando-T Tectonic Rage or Timid Koko Gigavolt Havoc without Veil, outspeeds Kyurem-B
- Outspeeds 0 Spe Fini, OHKOes 0/4 Lele with Bullet Punch and hits an Atk jump point, dump in SpD
Week 25: Mew by YoBuddy
Mew @ Iapapa Berry
Ability: Synchronize
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Will-O-Wisp
- Super Fang
- Tailwind
Kartana @ Figy Berry
Ability: Beast Boost
EVs: 64 HP / 192 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Sacred Sword
- Tailwind
- Protect
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 44 Def / 164 SpA / 28 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect
Volcanion @ Shuca Berry
Ability: Water Absorb
EVs: 232 HP / 164 SpA / 112 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Roar
- Protect
Ability: Synchronize
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Will-O-Wisp
- Super Fang
- Tailwind
Kartana @ Figy Berry
Ability: Beast Boost
EVs: 64 HP / 192 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Sacred Sword
- Tailwind
- Protect
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 44 Def / 164 SpA / 28 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect
Volcanion @ Shuca Berry
Ability: Water Absorb
EVs: 232 HP / 164 SpA / 112 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Roar
- Protect
I decided to try Will-o-wisp Mew to enable a setup, instead of using Transform once the setup is complete. In testing I found that opponents would target Mew early in the game to try to deny a potential Transform + Mega Tyranitar sweep, so Will-o-wisp was more successful as it crippled potential threats to Tyranitar. Will-o-wisp also protects the team against threats that it would otherwise be quite weak to, such as banded Zygarde and packs a bit of surprise factor into the team. Electrium Z Koko + Kartana give the team 2 good ways of pressuring Tapu Fini, ensuring Misty Terrain stays off the field so Mew can spread burns. Kartana is also nice as a second tailwind setter. Special Lando-T adds intimidate and some extra coverage. Mega Tyranitar was the set up mon and Mega of choice, giving the team a proper psychic resist/immunity as well as a good check against weather teams, Charizard-Y in particular. Finally Volcanion rounds out the team, giving it a water immunity, fire coverage and phasing to prevent trick room or opposing setup.
The gameplan usually revolves around dealing with the opponent's speed control and Tyranitar checks via Mew, Tapu Koko and Kartana, hopefully either securing the speed advantage or putting Tyranitar in position to sweep to close out the game.
Replay:
https://replay.pokemonshowdown.com/gen7doublesou-839845503
Mew crippled Kartana turn 1 and my own Kartana KO'd Suicune to give me speed control at the end of the game, where Kartana and Tyranitar were able to run through my opponent's team in a close finish.
Non-standard set details:
252 SpA Life Orb Tapu Lele Psychic vs. 64 HP / 192 SpD Kartana in Psychic Terrain: 231-273 (84 - 99.2%) -- guaranteed 2HKO
I chose to run adamant Kartana over jolly because of the extra power that adamant provides and to allow Mew to outspeed Kartana and use Super Fang in tailwind before Kartana moves, allowing Kartana to pick up easy beast boosts with a double target. Kartana now speed ties with timid Tapu Lele so I made sure it could live a Psychic in terrain, just in case.
The Lando set is taken from the EV spread compendium, I just moved a few points from Spa to speed make sure it could outspeed AV Kyurem-Black.
Adamant Mega Tyranitar outspeeds modest Tapu Koko at +1. Since Mega Genar's ban many people have started to use modest over timid on Koko. Using adamant over jolly on Mega Tyranitar doesn't actually make much of a difference at +1 speed, aside from the aforementioned timid Koko, Mega Salamence and Naganadel are the only mons on the VR that +1 jolly Tar outspeeds but + 1 adamant does not.
164+ SpA Volcanion Steam Eruption vs. 252 HP / 24 SpD Incineroar: 396-468 (100.5 - 118.7%) -- guaranteed OHKO
112 Speed EVs on Volcanion ensure you outspeed Mega Manectric in tailwind, the rest dumped into hp.
The gameplan usually revolves around dealing with the opponent's speed control and Tyranitar checks via Mew, Tapu Koko and Kartana, hopefully either securing the speed advantage or putting Tyranitar in position to sweep to close out the game.
Replay:
https://replay.pokemonshowdown.com/gen7doublesou-839845503
Mew crippled Kartana turn 1 and my own Kartana KO'd Suicune to give me speed control at the end of the game, where Kartana and Tyranitar were able to run through my opponent's team in a close finish.
Non-standard set details:
252 SpA Life Orb Tapu Lele Psychic vs. 64 HP / 192 SpD Kartana in Psychic Terrain: 231-273 (84 - 99.2%) -- guaranteed 2HKO
I chose to run adamant Kartana over jolly because of the extra power that adamant provides and to allow Mew to outspeed Kartana and use Super Fang in tailwind before Kartana moves, allowing Kartana to pick up easy beast boosts with a double target. Kartana now speed ties with timid Tapu Lele so I made sure it could live a Psychic in terrain, just in case.
The Lando set is taken from the EV spread compendium, I just moved a few points from Spa to speed make sure it could outspeed AV Kyurem-Black.
Adamant Mega Tyranitar outspeeds modest Tapu Koko at +1. Since Mega Genar's ban many people have started to use modest over timid on Koko. Using adamant over jolly on Mega Tyranitar doesn't actually make much of a difference at +1 speed, aside from the aforementioned timid Koko, Mega Salamence and Naganadel are the only mons on the VR that +1 jolly Tar outspeeds but + 1 adamant does not.
164+ SpA Volcanion Steam Eruption vs. 252 HP / 24 SpD Incineroar: 396-468 (100.5 - 118.7%) -- guaranteed OHKO
112 Speed EVs on Volcanion ensure you outspeed Mega Manectric in tailwind, the rest dumped into hp.
Week 24: Mega-Scizor by n1n1
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 216 Atk / 40 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 88 Def / 16 SpA / 152 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
Lurantis @ Figy Berry
Ability: Contrary
EVs: 252 HP / 220 Atk / 8 Def / 28 SpD
Brave Nature
IVs: 0 Spe
- Leaf Blade
- Superpower
- Knock Off
- Protect
Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 44 Atk / 56 Def / 156 SpD
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- U-turn
Ability: Technician
EVs: 252 HP / 216 Atk / 40 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Protect
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 88 Def / 16 SpA / 152 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
Lurantis @ Figy Berry
Ability: Contrary
EVs: 252 HP / 220 Atk / 8 Def / 28 SpD
Brave Nature
IVs: 0 Spe
- Leaf Blade
- Superpower
- Knock Off
- Protect
Incineroar @ Figy Berry
Ability: Intimidate
EVs: 252 HP / 44 Atk / 56 Def / 156 SpD
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- U-turn
So the first and most obvious thing I though of is add Fini. It seems like the best partner for Mega-Scizor because (1) can remove Psychic terrain on Switch-in so I can bullet Punch (2) prevents Burns with Mist Terrain (3) defeats Fire type mons (4) very good match up against mons that Scizor doesn't match up well against such as Zygarde.
Next I choose to do Trick Room. I think Trick Room suits Scizor and CM Fini better than Tailwind because I can maximize their bulk and because there speed isnt great to start with.
My first setter is Diancie because she adds another Fire resist and is just a great TR mon.
Then Porygon2 because its such a reliable setter with great bulk. Also it adds cover that I didnt already have.
Now I need a strong check to Bulky waters. Lurantis is great for that and it does well versus Kartana. Really good mon.
Finally Incineroar to add another Kartana check and to help set TR with Fake-out
Next I choose to do Trick Room. I think Trick Room suits Scizor and CM Fini better than Tailwind because I can maximize their bulk and because there speed isnt great to start with.
My first setter is Diancie because she adds another Fire resist and is just a great TR mon.
Then Porygon2 because its such a reliable setter with great bulk. Also it adds cover that I didnt already have.
Now I need a strong check to Bulky waters. Lurantis is great for that and it does well versus Kartana. Really good mon.
Finally Incineroar to add another Kartana check and to help set TR with Fake-out
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 184 Atk / 40 Def / 4 SpD / 28 Spe
Brave Nature
- Stone Edge
- Crunch
- Flamethrower
- Stealth Rock
Cresselia @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 92 Def / 48 SpA / 116 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Ice Beam
- Psychic
- Helping Hand
- Trick Room
Tapu Bulu @ Figy Berry
Ability: Grassy Surge
EVs: 252 HP / 56 Atk / 60 SpD / 140 Spe
Adamant Nature
- Wood Hammer
- Superpower
- Swords Dance
- Protect
Volcanion @ Waterium Z
Ability: Water Absorb
EVs: 216 HP / 136 SpA / 16 SpD / 140 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Substitute
- Protect
Zapdos @ Wiki Berry
Ability: Static
EVs: 236 HP / 88 Def / 60 SpA / 68 SpD / 56 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Tailwind
- Whirlwind
Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 164 Atk / 92 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Flamethrower
Ability: Sand Stream
EVs: 252 HP / 184 Atk / 40 Def / 4 SpD / 28 Spe
Brave Nature
- Stone Edge
- Crunch
- Flamethrower
- Stealth Rock
Cresselia @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 92 Def / 48 SpA / 116 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Ice Beam
- Psychic
- Helping Hand
- Trick Room
Tapu Bulu @ Figy Berry
Ability: Grassy Surge
EVs: 252 HP / 56 Atk / 60 SpD / 140 Spe
Adamant Nature
- Wood Hammer
- Superpower
- Swords Dance
- Protect
Volcanion @ Waterium Z
Ability: Water Absorb
EVs: 216 HP / 136 SpA / 16 SpD / 140 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Substitute
- Protect
Zapdos @ Wiki Berry
Ability: Static
EVs: 236 HP / 88 Def / 60 SpA / 68 SpD / 56 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Tailwind
- Whirlwind
Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 164 Atk / 92 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Flamethrower
This is the team Bio used in Snake Finals, he gave the six and I filled in the sets. Sub Waterium Volcanion and SD Superpower Tapu Bulu are two huge threats that can do well in either Trick Room or Tailwind, so porque no los dos? Tyranitar has Flamethrower for Kart and Stealth Rock to limit pivoting around as a method of stalling out the various forms of speed control, it's also insanely bulky when you bother investing in it. Cress has lowered Speed IVs to make sure it wasn't tying with 0 Spe Fini, always better to me to know whether it's moving first or not. Bulu can OHKO most Incin with +1 Superpower and went pretty fast on this team because otherwise, even in Tailwind, only two mons would be able to outspeed Deo-A, and Bowman had just brought TR against Ezrael and almost won with it so we figured Ezrael would be likely to have TR answers. Sub Waterium is nice for weakening Knock Off, meaning some Incineroar sets can't break its Sub. Whirlwind Zapdos covers any random setup and Genesect is an invaluable scalpel and pivot machine. If you're going to use this team on ladder, bump Zapdos up to 64 Spe EVs so that it will beat Timid Pelipper.
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