Sae
In the midst of Orre
I told Dream Eater Gengar that I'd drop some teams after I was done with CAPTT2 and so I'll leave two of my more successful ones here.
I decided that I needed a team that used Tomohawk since that thing is god in CAP. Tomohawk's Prankster Haze prevents me from getting swept by a setup sweeper, Rapid Spin allows the rest of my team not to worry about Defogging which opens up a lot of room for the team. Since I didn't have Defog on this team, I was able to build a hazard stacking team w/o the Defog drawback of clearing away my own hazards. I opted for SpDef Skarmory as one of the biggest threats in CAP Monotype is Syclant Bug teams. Flying doesn't really have an answer to this besides Spdef Skarm since it's movepool includes Stone Edge for Articuno (if you opt for that) and Zapdos, Ice Beam dents pretty much everything. Maybe a SpDef Mega Gyara could work, but they also run Bug Buzz and Tail Glow so eh. Syclant also has the ability Mountaineer so you can't rely on SR against its Sash. This is why I have Spikes and Iron Head on Skarmory. Zapdos w/o Defog now has space to carry Heat Wave which helps again in the Bug matchup as well as Steel. SubDD Gyarados was the mega of choice since that's the set I'm most comfortable using. To round off the team is a SR Gliscor and a DD Lum Dragonite.
This team was also one of my more succesful teams. Mollux is lowkey one of the best threats in the tier. I preferred the defensive spread since CM+Recover makes this thing ridiculously bulky but Lava Plume and Acid Spray wear down almost any wall that might try to stop it since it's typing is already immune to burns and poison. This is why I have a Mega Venu in the back to deal with Ground and Rock teams mainly. Scarf Gengar was necessary speed control since so many CAP mons are incredibly fast. LO Scolipede took up the next slot since it has really nice coverage to deal with most of the threats and revenge kill. I originally had a LO Crucibelle with SR, but I figured Scarf Cricubelle was actually better long term as another backup speed control. This led to me having SR on Nido instead in the final build.
I decided that I needed a team that used Tomohawk since that thing is god in CAP. Tomohawk's Prankster Haze prevents me from getting swept by a setup sweeper, Rapid Spin allows the rest of my team not to worry about Defogging which opens up a lot of room for the team. Since I didn't have Defog on this team, I was able to build a hazard stacking team w/o the Defog drawback of clearing away my own hazards. I opted for SpDef Skarmory as one of the biggest threats in CAP Monotype is Syclant Bug teams. Flying doesn't really have an answer to this besides Spdef Skarm since it's movepool includes Stone Edge for Articuno (if you opt for that) and Zapdos, Ice Beam dents pretty much everything. Maybe a SpDef Mega Gyara could work, but they also run Bug Buzz and Tail Glow so eh. Syclant also has the ability Mountaineer so you can't rely on SR against its Sash. This is why I have Spikes and Iron Head on Skarmory. Zapdos w/o Defog now has space to carry Heat Wave which helps again in the Bug matchup as well as Steel. SubDD Gyarados was the mega of choice since that's the set I'm most comfortable using. To round off the team is a SR Gliscor and a DD Lum Dragonite.
Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Air Slash
- Rapid Spin
- Haze
- Roost
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Toxic
- Roost
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Crunch
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 180 HP / 180 SpD / 148 Spe
Careful Nature
- Earthquake
- Taunt
- Roost
- Stealth Rock
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 16 Def / 244 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Ability: Prankster
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Air Slash
- Rapid Spin
- Haze
- Roost
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Toxic
- Roost
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Crunch
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 180 HP / 180 SpD / 148 Spe
Careful Nature
- Earthquake
- Taunt
- Roost
- Stealth Rock
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 16 Def / 244 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
This team was also one of my more succesful teams. Mollux is lowkey one of the best threats in the tier. I preferred the defensive spread since CM+Recover makes this thing ridiculously bulky but Lava Plume and Acid Spray wear down almost any wall that might try to stop it since it's typing is already immune to burns and poison. This is why I have a Mega Venu in the back to deal with Ground and Rock teams mainly. Scarf Gengar was necessary speed control since so many CAP mons are incredibly fast. LO Scolipede took up the next slot since it has really nice coverage to deal with most of the threats and revenge kill. I originally had a LO Crucibelle with SR, but I figured Scarf Cricubelle was actually better long term as another backup speed control. This led to me having SR on Nido instead in the final build.
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Trick
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Megahorn
- Earthquake
- Rock Slide
- Protect
Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Low Kick
Mollux @ Leftovers
Ability: Dry Skin
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Acid Spray
- Lava Plume
- Calm Mind
- Recover
Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 144 Def / 96 SpD / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Synthesis
- Hidden Power [Fire]
Nidoking @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Stealth Rock
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Sludge Bomb
- Hidden Power [Ice]
- Trick
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Megahorn
- Earthquake
- Rock Slide
- Protect
Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Low Kick
Mollux @ Leftovers
Ability: Dry Skin
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Acid Spray
- Lava Plume
- Calm Mind
- Recover
Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 144 Def / 96 SpD / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Synthesis
- Hidden Power [Fire]
Nidoking @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Stealth Rock