NU Bazaar: Post your teams here!

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Thanks to Montsegur for some of the OP layout and making the VERY FIRST Bazaar thread ever (yes this is really a thing and y'all should acknowledge that).


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Have a team that you desperately want to share with us? Does your squad hit the right balance between memes and dreams? Do you want to face that team endlessly on the ladder when other people start using it? If you agree with all of these statements, then this is the place for you.

Here you can post teams that you don't want to make a whole RMT for, or if you're unsure about a few things and want some constructive feedback on a mostly complete team. However, there are a few rules you should follow:
  1. You must have tested this team. If you post a team that has blatant, easily fixable flaws (such as running Ducklett or Choice Band Haunter) or is incomplete then it will be ignored and probably deleted. Learning the basics of teambuilding is an important step for players to develop on their own. Ideally you should post some supporting replays.
  2. Your team must have a description telling us your thoughts behind it as well as 6 sprites for easy rating. If you don't know how to insert sprites, you can use this website: http://fulllifegamer.bplaced.net/format.php; simply import your team and copy and paste the BB Codes.
Here's an example of a good post:
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Here is a team i'm having a lot of fun with on the ladder since his release, everything is really classic so pretty much self explanatory, z rock SD Virizion is the main win condition in most matchups, i added slowbro/golbat/steelix to have a solid defensive backbone that helps to keep in check the majority of the threats, Delphox is here as a way to threaten ice and grass type which are kinda annoying for Virizion even thought i already have Golbat for these grass type i did not feel like it was enough to allows Virizion to clean, it can act as a secondary win condition if Virizion can do much in certains matchups (really rare thought) or just overwhelm opponent's defensive backbone with Virizion to allows it to clean in lategame, I felt like my team was pretty slow at this point and had some troubles with ghost or psychic type, thats why Scarf Drapion is here, and i actually felt in love with him because of the huge amount of utility he can provide in one slot. Pangoro, Moltres, and opposing Virizion can all be very threatening so you need to play agressively against them.

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Calm Mind
- Slack Off

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Toxic
- Stealth Rock

Virizion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Leaf Blade
- Stone Edge
- Swords Dance

Golbat @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Defog
- Roost
- Brave Bird
- Super Fang

Delphox @ Leftovers
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Grass Knot
- Calm Mind

Drapion @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake

As far as rating / receiving the rate goes:
  1. Please make sure know what you're doing before you suggest changes. Bad advice can be worse than no advice.
  2. Be open to constructive criticism, most of the changes that will be suggested will be to help your team improve so try them out before replying.
Have fun everyone! :)
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Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Endeavor
- Head Smash

Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hyper Beam
- Quiver Dance
- Sleep Powder

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Icicle Crash
- Ice Shard

Sawk @ Choice Scarf
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Stone Edge
- Earthquake

Mesprit @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Signal Beam
- Healing Wish

Klinklang @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gear Grind
- Shift Gear
- Return
- Magnet Rise
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Meloetta @ Heat Rock
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Sunny Day
- Hyper Voice
- Psyshock
- U-turn

Charizard @ Choice Scarf
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Solar Beam
- Dragon Pulse

Sawsbuck @ Normalium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Double-Edge
- Horn Leech
- Jump Kick

Regirock @ Heat Rock
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stealth Rock
- Sunny Day
- Stone Edge
- Explosion

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Growth

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin
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Bob (Houndoom) @ Choice Scarf
Ability: Flash Fire
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Fire Blast
- Pursuit
- Dark Pulse
- Destiny Bond

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Stealth Rock
- Scald
- Knock Off

Fluff (Whimsicott) @ Pixie Plate
Ability: Prankster
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Moonblast
- U-turn
- Encore
- Taunt

Drapion @ Groundium Z
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Poison Jab
- Knock Off
- Earthquake
- Swords Dance

Delphox @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Grass Knot
- Dazzling Gleam
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NIKES (Rhydon) @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance

PINK + WHITE (Sigilyph) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Air Slash
- Energy Ball

IVY (Jellicent) (M) @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Recover
- Hex

WHITE FERRARI (Shiftry) @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Leaf Storm
- Sucker Punch
- Knock Off
- Defog

NIGHTS (Braviary) @ Leftovers
Ability: Defiant
EVs: 252 HP / 32 Def / 208 SpD / 16 Spe
Careful Nature
- Bulk Up
- Substitute
- Brave Bird
- Roost

GODSPEED (Emboar) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Poison Jab
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Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Earthquake

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Explosion

Spiritomb @ Dread Plate
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak
- Will-O-Wisp

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic

Braviary @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Brave Bird
- U-turn
- Superpower

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Rapid Spin
- Knock Off
- Mach Punch
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Lilligant @ Psychium Z
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Giga Drain
- Dream Eater
- Quiver Dance

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
- Psychic
- U-turn
- Roost
- Grass Knot/Heat Wave

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 Spe
Timid Nature
- Rapid Spin
- Freeze-Dry
- Recover
- Knock Off

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Stealth Rock
- Scald
- Knock Off/Toxic/Haze
- Earth Power

Emboar @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Flare Blitz
- Wild Charge
- Head Smash/Grass Knot

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit
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Mismagius @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Shadow Ball
- Nasty Plot
- Mystical Fire

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Glare
- Stealth Rock
- Dragon Tail
- Fire Punch

Virizion @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Focus Blast
- Hidden Power [Ice]

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 168 SpA
Modest Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Pursuit

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Spikes
- Toxic
- Gunk Shot
- Seed Bomb
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Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Thunderbolt
- Trick

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 SpD / 68 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Scald
- Knock Off

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 192 Def / 64 Spe
Impish Nature
- Gunk Shot
- Spikes
- Toxic Spikes
- Focus Blast

Cryogonal @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Freeze-Dry
- Recover
- Rapid Spin

Houndoom @ Darkinium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Taunt
- Dark Pulse
- Fire Blast
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Braviary @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Superpower
- Roost
- Defog

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 Def / 120 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Substitute

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 40 Atk / 216 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Pursuit
- Dark Pulse
- Destiny Bond

Toxicroak @ Darkinium Z
Ability: Dry Skin
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Sucker Punch
- Drain Punch
- Gunk Shot
- Swords Dance

Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Recover
- Scald

Rhydon @ Eviolite
Ability: Reckless
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Swords Dance
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fish (Vaporeon) @ Normalium Z
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Celebrate

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
IVs: 0 Atk
- Scald
- Toxic
- Stealth Rock
- Earth Power

TrashMC (Garbodor) (F) @ Black Sludge
Ability: Aftermath
Shiny: Yes
EVs: 248 HP / 180 Def / 80 SpD
Impish Nature
- Gunk Shot
- Seed Bomb
- Spikes
- Pain Split

Sgt. Flake (Cryogonal) @ Never-Melt Ice
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Recover
- Rapid Spin

Trumpet (Braviary) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Superpower
- U-turn

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Psychic
- Grass Knot
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Liepard @ Choice Band
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Copycat
- Pursuit

Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Barrier
- Moonlight
- Stored Power

Miltank @ Leftovers
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 76 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Toxic/Heal Bell/Seismic Toss
- Milk Drink
- Thunder Wave/Heal Bell/Seismic Toss
- Stealth Rock

Trapinch @ Focus Sash
Ability: Arena Trap
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Superpower
- Rock Slide
- Crunch

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Close Combat
- Toxic
- Rapid Spin
- Protect

Charizard @ Firium Z
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sunny Day
- Fire Blast
- Air Slash
- Solar Beam
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Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Hidden Power [Fire]
- Counter
- Shadow Ball / Thunder Wave

Sigilyph @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Dazzling Gleam
- Energy Ball

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 160 Atk / 96 Spe
Adamant Nature
- Toxic
- Stealth Rock
- Ice Shard
- Earthquake

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Spikes
- Knock Off
- Leech Seed
- Protect

Drapion @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Pursuit
- Earthquake

Braviary @ Fightinium Z
Ability: Defiant
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Superpower
- Frustration
- Bulk Up
 
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Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Tri Attack
- Recover
- Toxic
- Magic Coat

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk

Aromatisse @ Normalium Z
Ability: Aroma Veil
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Wish
- Protect
- Moonblast
- Heal bell

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

Golbat @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 176 SpD / 84 Spe
Careful Nature
- Defog
- Roost
- Brave Bird
- Toxic

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
- Recover
- Toxic
- Soak
- Counter
Here is a good example of how stall looks like in SM NU. P2 is basicly a sponge for every special attacker in the tier and so the team does not lose to Moltres. Spiritomb is the wincon on this team and helps P2 out with the huge fighting weakness with the likes of Medicham / machamp / hariyama and Virizion. Aromatisse is the secondary fighting check and my Knock Off / Trick switch in what otherwise is a pain to deal with. Aromatisse also gives the team Wish and Heal Bell which is amazing. Steelix is one of the best rockers in the tier right now and is able to deal with the fairy typing and volt switchers in the tier so i'm not getting in the voltturn fortex. Golbat amazing defogger, works as a fighting / fairy / grass check and soft checks virizion as well which this team has troubles with after aromatisse is low. Pykumuku really glues this team together as a whole with being able to deal with major of the sweepers in the tier, ohterwise the team would lose to pretty easily to. Another thing to note is that you can use over P2 (when it gets banned) is Type:null.
 
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Hey guys after playing a grand total of 0 ladder games, I wanted to post a pretty fun sm nu beta team that built around z move lilligant.
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Lilligant @ Psychium Z
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Giga Drain
- Dream Eater
- Quiver Dance

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
- Psychic
- U-turn
- Roost
- Grass Knot/Heat Wave

Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 Spe
Timid Nature
- Rapid Spin
- Freeze-Dry
- Recover
- Knock Off

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Stealth Rock
- Scald
- Knock Off/Toxic/Haze
- Earth Power

Emboar @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Flare Blitz
- Wild Charge
- Head Smash/Grass Knot

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit

So the team is built around shattered psyche lilligant, which is pretty cool this meta since it provides something that lilli always wanted which is some strong coverage. The only downside is that you can only use it once so you should choose it wisely. Next is xatu, which provides a way to weaken all the bulky psychic types that are in this meta, also provides a soft hazard control and nice "slow" u-turn. Cryogonal gives the team a nice ice check and also a special sponge with utilty, since it gives the team a nice spinner that can beat most spin blockers and a nice water check in rain. Seismitoad provides another water check and also gives the team rocks, a fire check and a rhydon switch in which is quite a issue for the team. Next up is Emboar which provides the team a nice revenge killer and a sort of speed control since the team is pretty slow. Finally I decided to add sneasel since it provides: a way to trap ghost types and psychic types which are kind of anoying to the team, a way to weaken bulky grass types which lilligant loves, priority, and a solid knock off which is always nice.
The team of course is not perfect and has some flaws like no fairy resist and also no flying resist, but if its played well its a solid team and really fun to use. Have fun :]
E: dream eater can be used because lilligant gets sleep powder but its kind of rare if you manage to use it. s/o erisia
 
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Liepard @ Choice Band
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Copycat
- Pursuit

Necrozma @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 132 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonlight
- Iron Defense

Miltank @ Leftovers
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 76 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Toxic/Heal Bell/Seismic Toss
- Milk Drink
- Thunder Wave/Heal Bell/Seismic Toss
- Stealth Rock

Trapinch @ Focus Sash
Ability: Arena Trap
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Superpower
- Rock Slide
- Crunch

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Close Combat
- Toxic
- Rapid Spin
- Protect

Charizard @ Firium Z
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sunny Day
- Fire Blast
- Air Slash
- Solar Beam

So this is kind of a weird team. I was messing around with trapping a bit during the end of ORAS and really enjoyed the concept of trapping specific mons to help one or two sweep during the end. I started with CB Liepard because I honestly still think it's a really good mon and can even function as a revenge killer with Prankster Copycat, along with being the standard momentum/trapper that it usually is. Next I chose Necrozma because it can run a set basically identical to Barrier Mushy from ORAS and in my opinion it's so threatening it's unbelievable lol. Next I want a SR mon and an overall blanket check to fire and ice types so I was like, Miltank (MOO!); due to its really solid bulk and ability to compress its roles somewhat decently (though I always end up changing the movesets because it has serious 4mss). Next is my baby, Trapinch. This. Thing. Is. Good! Like with the prominence of TR and how offensive teams are at the moment it really has a chance to shine, thought I always change between max and min speed because one has a better TR match-up and the other has a better Lix and Don match-up. I needed a spinner at this point and Hitmontop filled the role nicely, even if specially defensive is kinda meh, it does its job. Finally I wanted a decent breaker and, whilst I'm still not totally sure on it, Z-Sunny Day Charizard fills the roll well enough, giving a few nice resists to boot.

Not really in-depth or anything but I just wanted to share this team because it's hella fun n_n

(You even get to see some neat spreads :3)
 
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Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Energy Ball
- Dazzling Gleam

Toxicroak @ Poisonium Z / Darkinium Z
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Pursuit

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 104 Atk / 152 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- Roar

Ribombee @ Choice Specs
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Moonblast
- Bug Buzz
- Psychic

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 168 SpA
Modest Nature
- Future Sight
- Dragon Tail
- Fire Blast
- Scald
ok so this is a team i made about 10 days ago and it's been pretty fun. wanted to build around lo sigilyph because it's coverage is pretty nice and only straight up broken fat mons like p2 and probopass wall it. went with z move croak as a knock sponge and a way to bust p2. it's better with poisonium imo because +2 z-gunk is really strong, but if youre afraid of jellicent, darkinium is cool too. band sneasel is here to trap ghosts and some strong priority for offense. lix is the ribombee and normal check, gyro is for hitting viriz hard and roar phazes sub bu braviary. ribombee with psychic gives me speed control and golbat lure. finally av king is water + fire check and a broken mon.
weak to hazards/webs, scarf emboar, moltres can be a pain too and p2/trick room is ew, but neither of those are unwinnable matchups. some spreads could be optimized but its pretty early in the meta so i didnt bother that much.

if you like offense with an ok pivot core, i recommend you try it out. also the color scheme looks nice so thats something
 
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Cofagrigus @ Colbur Berry
Ability: Mummy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Pain Split
- Shadow Ball
- Will-O-Wisp

Raichu-Alola @ Aloraichium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Psychic
- Surf

Machamp @ Choice Band
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Close Combat
- Knock Off
- Poison Jab
- Earthquake

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Fire Blast
- Dazzling Gleam

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Heavy Slam
- Roar

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Fire Blast
- Zen Headbutt
- Body Slam


The idea behind the team here is to make good use of Alolan Raichu's wallbreaking abilities. With Raichu's new Psychic typing and moves, it is now capable of breaking a lot more mons, of which it couldn't quite do before. I have Steelix, Togetic and Colbur Berry Cofagrigus here to be a rather fun defensive core. Colbur Berry Cofagrigus does NOT care about Knock-off from anything except possible banded Panda (good thing that's gone). Standard Steelix to handle most physical threats, and Togetic for our defogger and special wall. We have banded Machamp to help break down and weaken some things that Raichu and Tauros may not be able to smack hard enough, and I enjoy the bulkiness of Machamp to help keep the defensive capabilities of this team around. You could swap it for AV if you really want even more bulk, but I like to blast holes into teams with the choice band. Tauros has always been a threat in NU, and as you don't see it too often, most teams don't prepare for it. Tauros, quite frankly can be a very hard hitter, with both LO and Sheer Force coming into play, it is a hell of a threat. Fire Blast catches a lot of mons that think to wall it offguard. Overall, I have had a fair amount of fun with this team, and I hope you do too!
 
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Diglett @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Toxic

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Lonely Nature
- X-Scissor
- Protect
- Shadow Sneak
- Will-O-Wisp

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Close Combat
- Foresight
- Toxic

Miltank @ Leftovers
Ability: Scrappy
EVs: 252 HP / 236 Def / 20 Spe
Impish Nature
- Body Slam
- Milk Drink
- Heal Bell
- Stealth Rock

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Roost
- Calm Mind
- Psyshock

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Recover
- Counter
- Toxic
- Soak
This is a very rudimentary shedinja stall team, the skeleton was practically copied from the OU one. I'm sure it can be improved upon, so steal it and fix it yourself.

  • I started with shedinja of course, the idea as always being that it is a great stop to volt turn scum and certain unstoppable special attackers (ribombee comes to mind).
  • Then i wanted to try diglett, since groundium z gives it base level viability. I thought it would do magic, I was wrong. 80 speed is just barely enough, and 50 attack is unusable without groundium. There's no way to make use of screech since you die to everything (I'm talking uturn from togedemaru, which I took almost 100% from in a game once). Toxic is almost useless for the same reason, except if you really think its worth sacking diglet to toxic slowking or something i guess thats cool. And of course reversal never comes into play because you cant get low enough without sash, and even if you could it would probably do peanuts for damage. I don't recommend this thing at all. Use trapinch if anything.
  • I wanted to go with hitmontop for hazard control, since its a pretty good once-off spinner. There are better options, but I enjoyed the physical bulk and typing for dealing with dark types.
  • Next came pyukumuku, to serve as a special wall and unaware user for all the things shedinja cant handle. The two have pretty decent synnergy in retrospect, since there's no one special attack that can pressure them much.
  • I wanted xatu to serve as a magic bouncer for shedinja, which i honestly dont think is necessary on these teams and tends to be more of a burden, but nevertheless i wanted to stick to true sheddy stall. It also served as a wincon with calm mind. I went with rocky helmet to make it easy to setup on steelix, which is otherwise troublesome for my team (pyuku has to soak before toxic, hitmontop has no recovery, etc.)
  • Then I ended off with a glue mon, miltank, because I needed rocks and heal bell is helpful. There is probably a better combination, something with punishment maybe, or sap sipper, etc... but i wanted heal bell
 
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Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Draco Meteor
- Flamethrower
- U-turn / Switcheroo

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Knock Off / Toxic
- U-turn
- Yawn
- Psyshock

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Leaf Blade
- Close Combat

Lycanroc @ Fightinium Z
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Accelerock
- Stone Edge
- Brick Break
- Swords Dance

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic / Roar

Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Volt Switch
- Thunderbolt
I made this team with momentum in mind. Noivern was originally a specs Sceptile set, and I decided I wanted Uxie for sure as it creates a ton of momentum for the wallbreakers and setup mons to abuse via Yawn+U-turn. Specs Noivern is an absolute monster versus any teams lacking p2 or Slowking, and it also has U-turn to keep the momentum rolling. If you feel like the team is too weak to p2/Slowking though, you can try Switcheroo instead. Virizion has great natural bulk and can consistently get off a Swords Dance; it's great for keeping up the pressure. Lycanroc is the same idea, but with the Fightium Z to have a way to not get horribly walled by Steelix. It's also the only priority on the team, so be sure to preserve it in case Rotom loses its scarf or is knocked out. Steelix is here for three important rolls: 1. It brings Stealth Rock. 2. It blocks Volt Switch. 3. It prevents the team from being horribly mangled by Ribombee. If you're finding Necrozma to be an issue, change Toxic to Roar and Knock Off on Uxie to Toxic. Finally, Rotom brings spinblocking, a revenge killer, and more momentum via Volt Switch. You can generally outplay your opponents, I don't know of anything that just autowins vs this team.
 
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Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Infestation

Kingdra @ Scope Lens
Ability: Sniper
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Energy
- Draco Meteor
- Substitute
- Hydro Pump

Braviary @ Fightinium Z
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Bulk Up
- Brave Bird
- Superpower
- Tailwind

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Swords Dance
- Stone Edge

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Sucker Punch
- Foul Play
- Pursuit
- Will-O-Wisp

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Poison Jab
Since Kingdra is pretty much 100% gonna be banned in the next few days I wanted to share this webs team while I still can. I built this near the beginning of Alpha with almost no changes since then and it's still remained far and away my most consistent team. The team's pretty self-explanatory outside of a couple of small moveset techs. The first is Substitute Kingdra, which is my favorite filler to run on Critdra because Agility isn't really necessary in most situations with webs support, and if you can Sub up on a bulky Water relying on Toxic to cripple you, it's basically game. Unless they have either Whimsicott or Noivern, Kingdra needs almost no support to sweep. The other semi-notable set is offensive double dance Braviary; to be completely honest here I rarely send it out, but if your opponent finds an opportunity to Defog away your webs Tailwind is theoretically useful for a few extra turns of Speed. Not much to say about the other three members since they're staples of their respective ORAS metas. Rhydon provides a bulky Flying resist which is very important for webs teams, Spiritomb spinblocks and checks Fighting- and Psychic-types, and Hitmonlee is ridiculously hard to stop with webs support and provides a mini "priority core" with Spiritomb which I believe is near mandatory for offense.

From my experience, Kingdra and Hitmonlee will pretty much always be the MVPs of the match. Don't be surprised if you end up just sacrificing most of the other members just to give these two more switchins; they all have their respective roles, but Kingdra and Hitmonlee are easily the most important guys to preserve.
 
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Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Nasty Plot
- Trick Room
- Hidden Power [Fighting]

Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Stealth Rock
- Magic Coat

Exploud @ Choice Specs
Ability: Scrappy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 17 Spe
- Boomburst
- Sleep Talk

Emboar @ Choice Band
Ability: Reckless
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Transform

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 1 Spe
- Thunderbolt
- Ice Beam
- Recover
- Trick Room

this is the greatest sm nu trick room team ever created, i made it in 3 minutes on the day alpha ladder became available and spammed it a lot throughout alpha, with dragalge over emboar since it was in nu during alpha, but after it moved up i experimented with drampa and emboar and i find emboar to be better. anyways even with dragalge leaving the team is still excellent and i do believe half of the pokemon on my team are broken. cofagrigus is hilariously underrated and it's probably one of the top sweepers in the tier, capable of grabbing a kill against any team without a normal-type. it gets plenty of opportunities to set up with its great natural bulk, along with memento support from uxie. uxie is consistently solid at setting up rocks and trick room. exploud kills everything, coverage isn't necessary, anyone who uses probopass is a counterteamer. also the speed ivs let you outspeed p2 outside of trick room, and you can potentially 2hko it after rocks without it spamming recover and stalling out your boomburst. i like emboar because it's very strong, it can ohko most of the tier with the proper move. ditto is actual, and itly really good on trick room and this tier in particular since it's so offensive, it's good for revenge killing stuff that try and setup on you during the class turn of trick room. also if you want hp fire or ice you should change the ivs, i didn't bother trying to optimize it so it's hp psychic. p2 is a solid special wall which can also reliably setup trickroom. also a general comment on usage, don't always lead with uxie, and don't always try to mindlessly setup trick room. exploud can be a suitable lead, particularly if the opponent doesn't have anything to ohko it, and its speed isn't that bad, at 157 it's capable of outspeeding some fat pokemon while still 2hkoing most of them if they try to switch-in
 
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Mismagius @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Shadow Ball
- Nasty Plot
- Mystical Fire

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Glare
- Stealth Rock
- Dragon Tail
- Fire Punch

Virizion @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Focus Blast
- Hidden Power [Ice]

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 168 SpA
Modest Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Pursuit

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Spikes
- Toxic
- Gunk Shot
- Seed Bomb

this is the first team in gen7nu that ive built, the goal of it is to really abuse the ease with which you can stack and protect hazards in this tier due to the lack of good removers. before i built a team in an attempt to get a feel for the tier i tried playing around with the first few teams in this thread and after losing miserably with them i realized pretty quickly that sun/rain(kingdra)/tr were archetypes that had so much going for them that you can't expect to reliably beat them without running one of the three yourself, building some sort of insanely defensive team or playning a team as archetypical and streamlined as they are. after a quick look at the tier list it was pretty obvious that hazards and especially sneasel are really good, so i built a team around stacking hazards and preventing their removal through spinblocking/pursuit and attempting to blanket check as many threats as possible. i think garbodor is undeniably the best spike setter in the tier and sneasel's speed tier and stabs make it amazing at trapping, revenge killing, cleaning, breaking and pretty much anything else you'd want out of a physical attacker, simply spamming knock with rocks + 1 spike up is stupidly hard for almost any team lacking a poliwrath to handle and it helps that quite a few of the stronger pokemon running around are weak to ice or dark. after deciding on weavile/garb the goal was to blanket check as much as possible while retaining the ability to actually have a damage output to kill pokemon and the ability to break stall/balance cores. druddigon and garbodor make a bit of a silly core when it comes to defensive synergy in that they dont really have any defensive synergy typewise but have a similar goal in getting hazards/status down and then die taking w/e ridiculous physical attacker that i dont have a proper answer to down with it (tyrantrum, machamp, emboar). Druddigon resisting water/sun helps a lot against weather, glare is nice speed control and dtail helps spread hazard damage. Toxic is on garb over tspikes because most teams ive seen so far have a poison type, the nature of garbodor's role on this team more or less being something to sack and it just being incredibly slow and really hard to get the opportunity to stack 2 tspikes alongside my regular spikes makes just having the ability to toxic the p2 infront of me a lot more valuable. AV slowking is a very strong blanket check to fire and water types and almost any special attacker(most notably noivern). it's glue and it's role is super simple. Mismagius is a stallbreaker and a nuke with the ability to 2hko or ohko pretty much every pokemon in the tier, when looking at the potential spinblockers in the tier i needed something that was close to what gengar is in current gen ou, a fast stallbreaker that can do work vs p much every team because of how strong ghost stab is. missy is the z move user because it needed more immediate power before the np and because it can ohko uxie and pretty much any of the bulky psychics used to set up rain/tr/hazards that seem so popular, z-shadow ball is a really good way to punish opposing hazard setters or generally any play that is slow on tempo and lets it kill pretty much anything at +2. virizion abuses missy's ability to turn special sponges into mush and is a needed dark/ground resist for the team, it's flexibility makes it one of the nicest pokemon to use in the tier because of it's really great defensive typing and ability to fill almost any offensive role a team might need with it's really nice mixed stats and ability to set up physically and specially.

Against tr/rain/sun your goal is really to pressure them with mismagius to either try and deny rain dance/tr until after you get a kill or to punish t1 ninetales by threatening to just blow something up. After they get going you're just looking to abuse the lead missy got you by trading favorably and cleaning with up with weavile. Against rain you can wall them out with your strong water resists. the team can win pretty much any match up but requires some finesse because of how frail sneasel and missy can be.

I think with how strong SneaselGarbodor is after some of the more degenerate things either get banned or move up by usage (p2,kingdra,drought,the tyrantrum-esque attackers with huge numbers,shuckle) and you have breathing room to actually build a team, a more cohesive spike stack team like Jellicent/Steelix/BandSneasel/offensivez-moveGarbodor is going to be really strong because of the pressure hazards + pursuit exerts on the opposing player. sneasel just feels broken
 
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Metal rhino (Steelix) @ Leftovers
Ability: Sturdy
EVs: 244 HP / 72 Atk / 192 SpD
Careful Nature
- Earthquake
- Heavy Slam
- Toxic
- Stealth Rock

Obsolete (Slowking) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 16 Atk / 72 Def / 172 SpA
Quiet Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail

Absolute (Virizion) @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge

Desparity (Moltres) @ Choice Specs
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk
- Hurricane
- Fire Blast
- Hidden Power [Grass]
- U-turn

#FrostBit (Cryogonal) @ Leftovers
Ability: Levitate
EVs: 104 HP / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Toxic
- Recover
- Rapid Spin

HappyTreeFriend (Ribombee) @ Choice Specs
Ability: Shield Dust
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Hidden Power [Ground]
- Bug Buzz
- U-turn

Team made during Alpha and final adjustments when Beta launched. Ballence with 2 reliable wallbreakers. This is a double Choice specs team that mostly focuses on having a reasonable chance against the majority of current threats and being able to whittle them down.
Utilizing the offensive pressence of Ribombee + Moltres you are able to effectively pressure any opponant into playing more agressive. The defensive structure of the other pokemon however easily force them to take residual damage from Toxic or Stealth Rocks down to the point Virizion can take over.
One of the best examples of this is the synergie between Slowking and Virizion. Slowking forces itelf in on any special attacker not named Exploud(this set runs a bit more defense making exploud's Boomburst 2HKO without rocks) allowing you to go for near mindless spam of Scald early game(slight tip, don't scald a Porygon2, it did not only make it immune to Toxic it did also have a much easier time switching in on Slowking after that), Dragon Tail if Stealth Rocks are up and they have no Ribombee and Future Sight anywhere mid or lategame when you want to pressure down psychic resists. On that turn basis however you get near perfect opportunity to utilize Virizion/Ribombee as they beat down on any Psychic resists or take massive use from the additional damage that turn.
Besides this it's important to not give the opponant the momentum they want to obtain against you, while the team has multiple ways of getting past most attackers it can still be overwhelmed by strong set up pokemon such as Minior, Tyrantrum and physical Kingdra.
More passive teams such as Porygon2 + Slowking will heavily try to exploid your reliance of Slowking so making sure to pressure them with Stealth Rocks or your own special attackers is of most importance. Porygon2 in particular is a passive pokemon you will get plenty of opportunities against to wittle down either by hazards, repeated damage or simply forcing it's pressence away with Virizion. Cryogonal is the last mon to place on the team, it does suffer from it's inability to do a lot of damage but makes up for that with the usefull speed tier of 105, reasonable special defense and arguaby the most reliable hazard removal in the current metagame even being well-matched against Jellicent.
Finally there are other arch types such as Trick Room, Sun and Rain:
-Trick Room actually does a lot against the team if it gets to set up, most important part about this team is that you pray up-on weakend opponants mid(what is expected to be mid game) or late game. Having that in mind pressuring there Porygon2 to take unnessesary amounts of damage or Toxicating it is unquestionably the most important part about beating Trick Room as most other pokemon crumble down to the combined force of Double specs users.
-Sun aka Ninetales and it's blazing friends are at no point beaten directly by this team, they are however possibly outlasted as the most dangerous thing about sun is if Ninetales is Firium Z, Grassium Z or Heat Rock as all 3 vastly influence how the match will be played. With the first it will focus on removing Slowking, with the second it will focus on wanting to set up and KO slowking and with the last they will overwhelm Slowking. Tl;dr, preserve Slowking so Ribombee can do it's thing. PS: Sturdy Steelix is actually dumb against Ninetales, KO's or puts it in range for U-turn.
-Rain; Kingdra and filler also heavily focus on trying to chip Slowking in range for Kingdra's powerfull dragon moves or utilizing some physical attacker like Sneasle to remove it from game. If Kingdra on top of this is also running a physical set the game can essentially be over in the blink of an eye. However fear not as Choice Specs Ribombee has the strength of a thousand bee's utilizing Bug Buzz to 2HKO any rain setter and preventing any rain abuser to come in easly on. Cryogonal also has a little utility here once Uxie or whatever is setting rain is weakend as it can also prevent most rain abusers from comming in without sacking one of there useless alies. Virizion checks Kabutops, Cryogonal checks Ludicolo and special Seismitoad, Slowking battles to the death against Kingdra.

Steelix:
Bulkier special defense on Steelix makes Explouds Boombursts and Ribombee's HP fire/ground always 3HKO even with Stealth Rocks up. With the sky high physical defense however you get to still take on a couple of physical pokemon such as Minior.
Slowking:
16 attack, Quiet nature ensure Dragon Tail always breaks Kingdra's substitude(I would like to change it to have 4 speed Modest nature but not as long as Kingdra is allowed). The remaining just seemed to still function even with the calc of fletchinder being irrelevant the remaining HP still gave it the durability against Steelix and other fight types and the damage was notable enough for Ribombee's Moonblast/Buzz spam to KO anything not named Porygon2. Though has room for improvement
Virizion:
You set up swords Dance against something that can't harm or burn you, you klick one of the moves you think will hit the hardest, you kill that opponant. Maby even go for your Z-move against a bulky Poison or fire type such as Moltres or Garbodor without the risk to miss. It truely takes that much efford for virizion to put in work late game. The only relevant pokemon for you to naturally check without any previous damage will take a Close Combat and possibly KO or put you into a near useless Hp range to set up later.
Moltres:
Klick Hurricane, Pray to hit. If you see they have a Porygon2, you U-turn.
Cryogonal:
104 HP hit's many benches from Specs Kingdra's Hydro Pump, 59% to survive Devistating Drake with Rocks up, survive 2 Psyshocks from defensive Slowking. Also stuff less relevant like Max attack Steelix's Heavy Slam.
Ribombee:
Speed > everything that isn't accelgor. Specs makes you 1HKO anything relevant after just 2 round of Toxic and Stealth Rocks(oddly specific but accurate). You 2HKO anything bulky and 2HKO anything ment to wall you besides Moltres(no without SR, yes with SR) and Porygon2.
 
hello! here's a lil brainless offense team that i made early into alpha phase and took to top ladder multiple times on diff accounts (cheapy cheapskate, can we ban p2) that deals with the meta really solidly well across the board. It features some of my favorite mons right now, including SD Aboma, offense breaker Noivern and lead hazards Omastar. Like I said, it handles most playstyles really well, packing strong priority to help against HO, and stallbreakers Aboma and Mismag to deal with more balanced/stallish teams (although i think stall is kinda dead rn lol.) anyway, here's the team:

beware (Omastar) @ Focus Sash
Ability: Weak Armor
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Spikes
- Stealth Rock

takyon (Noivern) @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor
- Taunt
- Flamethrower

lord of the game (Mismagius) @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Taunt

blood creepin (Abomasnow) @ Life Orb
Ability: Soundproof
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Ice Shard
- Seed Bomb
- Swords Dance
- Earthquake

guillotine (Hitmonlee) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- High Jump Kick
- Mach Punch
- Rapid Spin

i want it i need it (Barbaracle) @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Razor Shell
- Stone Edge
- Shell Smash
- Earthquake


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hitmonlee.png
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A bit more detailed explanation of the team and its mechanisms:

Omastar is your lead 99% of the time. It carries triple hazards and scald, which allows it to almost always get up at least one layer of hazards against your opponent. I chose to make the set carry toxic spikes and max HP rather than ice beam and max SpA because i think toxic spikes are pretty insane in the current meta, as most bulkier teams dont carry grounded poison types (of which there are only two solid ones, Drapion and Garb). Even with only one layer, residual damage on Porygon2, Necrozma and the like can be exactly what this team needs to get through some of the bulkier teams that ive observed on the ladder. scald is there to burn things and break sashes/sturdy when hazards have been effectively set, or they have an archeops lead.

Noivern is pretty standard offense stuff, super anti-meta and devours opposing offense, as it carries extremely solid coverage as well as an insane speed tier that can't be inhibited by sticky web. Taunt is here to allow Noivern to keep bulky shit from being longevitous, blocking necrozma, p2, quag, gastro, audino and company from healing themselves. In addition to this, Taunt can often allow noivern to block potential setup sweepers from being threatening, like, say, you're at -2 SpA and a Barbaracle comes in to try and set up on your face. Far and beyond, though the most common and most useful application of taunt is to block defensive defoggers like golbat and togetic from getting your layers gone.

Mismag has an interesting duality of being a solid anti-offense mon as well as a powerful stallbreaker all in addition to it being the best spinblocker that offense has to offer (rip Oricorio-Sensu). This is a very standard set, but it performs its job nonetheless. Taunt covers everything that it does on Noivern lol. Neverending nightmare is just really good as it allows Mismag to really nuke something without being forced to run a Life Orb. Nasty Plot and Dazzling Gleam are pretty self explanatory, offering unresisted coverage.

Abomasnow performs a crucial role on this team: not auto-losing to stall. Yes, granted, having stallbreak mismag as well as Taunt noivern prepare the team decently for stall, Abomasnow puts this into full effect. SD Aboma is, in my opinion, one of the most underrated mons in the current meta, with a solid speed-tier that allows it to outspeed many, if not all defensive staples of the tier when invested in. Ice shard gives Aboma a revenge-killing factor as well, which can be the determining factor in many games. Also, setting up +2 against offense lets Ice Shard just ravage the faster, frail members of opposing offense teams such as Ribombee, Rotom-C, Rotom Regular, Zard and many, many others after hazards and/or chip damage.

Hitmonlee hits stuff really hard. 300 is a really good speed tier right now, and Mach Punch is probably the best priority move in the tier beside only ice shard, imo. Hitmonlee aso gives the team an emergency spinner, just in case someone else stacks some annoying layers, or if they put up sticky web. Not much to say about Hitmonlee, its the only really good offensive spinner in the tier and is a mainstay on most offense.

Barbaracle gives the team a defined win condition outside of Aboma, and Barbaracle does a really solid job at fulfilling its role. Its nice natural bulk often lets it set up easy Smashes against offense, proceeding to shred most offensive builds with its coverage moves. Its speed allows it to outpace Scarfed Rotom-C and Rgular Rotom, as well as Medicham and many others. Again, the set isnt very innovative, but it is very underrated and can be a potent threat to offense and balance teams alike.

Yeah so there it is! It's really fun, easy and overall good against anything you may queue into on ladder right now. Good luck and happy laddering!
 
A tr team that worked fine for me and won me a few nice battles.
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Uxie is also used outside of nu as a memento tr setter, its paired with marowak using memento weakening the foe allowing marowak to use sd at least once. Full hp and defense evs are run to increase its physical bulk as we don't have much special attackers that can threaten uxie. It can also set rocks when safe.

Audino isn't much great, but it can set trick room nicely too and use healing wish to get a weakened attacker back in battle. Moves except tr and hw aren't that important imo you can throw anything I threw in yawn and thunder wave.

And Claydol, it sets up tr and boom! Other moves doesn't matter much similarly you can use rapid spin and protect as I did. Its attack is maxed and is holding normal gem with which it can ko or severly damage everything Now attackers
Marowak :mad: with thick club is an excellent offensive mon, also slow :toast:. Max hp is run to increase its bulk and an brave nature with max attack is to maximize its attack, just throw it in on a mementoed pokemon and use sd, after that it can ko everything with its attacks. Rock head is the ability of choice to prevent recoil from double edge. Bonemerang can used against sashers and a +2 club bonemerang koes even the bulkiest regirock. Slide is used over edge because of its accuracy and its 75 bp is enough.

Rampardos with its massive 165 attack and slow speed is a force, so run sheer force ;). Life orb brave nature with full attack and hp investement allows it to deal more damage and give it a nice bulk. Head smash is a poweful 150 bp stab move that koes pretty much everything. Crunch helps to deal with uxie, cofagrigus and claydol, hammer arm hits regirock and audino, head smash hits other pokemon for absurd damage. Fire punch is a high accuracy move which helps to hit crunch resisted mons like scyther.

At last vikavolt, got a nice ability levitate that helps it with dealing ground attacks, a good special attack and fine coverage moves is the only special attacker in the team. Its used over exploud because of lower speed, higher special attack and coverage. Full hp and special attack investments with quiet nature to maximize its sp attack and increase its bulk, life orb increase the damage dealt. Thunderbolt and bug buzz are two equally strong stab moves, energy ball hits certain mons like gastrodon, claydol and lastly, hidden power fighting is used to hit probopass if its there and certain ice types, flash cannon can bes used over hp fighting to deal more damage to ice types like avalugg and jynx and is recommended because probopass isnt very popular in the tier.

Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 Def
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Memento
- Thunder Wave
- Stealth Rock

Audino @ Mental Herb
Ability: Healer
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Healing Wish
- Yawn
- Thunder Wave

Claydol @ Normal Gem
Ability: Levitate
EVs: 252 HP / 252 Atk
Brave Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Stealth Rock
- Rapid Spin

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Bonemerang
- Double-Edge
- Swords Dance
- Rock Slide

Rampardos @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Head Smash
- Crunch
- Fire Punch

Vikavolt @ Life Orb
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Energy Ball
- Hidden Power [Fighting] / Flash Cannon
- Bug Buzz
Usage tips
Send claydol in first to set rocks if possible then use trick room explosion, if you sense any potent taunt user or if the possible lead is resisted to explosion send in uxie first as rocks and steels bow down against marowak, crunch from rampardos ohkoes every ghost and psyychic pokemon lacking sash in nu each and every no matter what. Vikavolt, it might be weaker than other 2 attackers but shouldn't be undersetimated and you shouldn't hesitate to use it in early game or rampardos, in case of cofagrigus, treevenant or dusknoir as crunch from it breaks through all the three and other walls like uxie and claydol too. When using marowak its not always important to use swords dance, remeber treevenant can take a 2x bonemerang from marowak if rocks are not up. Don't always switch out when tr is over because our mons have some bulk and can endure some hits. Audino is another good friend of marowak because of heling wish helps marowak to get back in game and sweep.
Our attackers have low accuracy moves so luck is important here as most battle I lost was because my moves missed, oponent landing crits and the @!@$ frequent disconnection problem but you got nothing to do with it right.
Replays
Just did 2 battles to better explain.

1st a little newbie opponent http://replay.pokemonshowdown.com/gen7nubeta-589636106
2nd http://replay.pokemonshowdown.com/gen7nubeta-589637428
where the connection was fine lol​
 
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So I decided to host the first ever SM NU workshop today, even though we don't have an official thread :3 Tbh it went pretty smoothly bar Shaneghoul and Blast being the biggest memers ever wonderful people. The team is by no means perfect and it's also going on the assumption that most of the mons currently being suspect will get banned, especially the dragons and Moltres.

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Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Knock Off
- Pursuit

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Thunderbolt
- Trick

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 SpD / 68 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Scald
- Knock Off

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 192 Def / 64 Spe
Impish Nature
- Gunk Shot
- Spikes
- Toxic Spikes
- Focus Blast

Cryogonal @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Freeze-Dry
- Recover
- Rapid Spin

Houndoom @ Darkinium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Taunt
- Dark Pulse
- Fire Blast

Okay so erisia gave me this neat Volt-Turn core and to be honest it's actually an extremely solid offensive core that's able to abuse specific switch-ins and gain momentum very easily. So what we need next was a Stealth Rocker, and we thought that overall a more specially defensive Seismitoad would help versus Fire and Water types whilst also being a semi-decent switch-in to rockers like Steelix. Now someone, can't actually remember who, came up with making this a more hazard stack style team and, even though I was sceptical, we decided to add Garbodor to give Spikes/Toxic Spikes and also a blanket check to physical attackers, which is what the team really needed at this point. The last two slots were basically patching holes; originally we had decided on Hitmonlee but changed to Cryogonal when we realised how Ice weak we were, which also gave a second ground immunity and a soft check to special attackers. Lastly we needed a win condition/stall breaker so we decided on z dark move Houndoom with Taunt and Nasty plot, giving us both a Psychic and Fire immunity. This team also has no normal resist but I mean who really needs one when you have style?

I really enjoyed working on this team and would like to thank erisia Shaneghoul Garay oak Taskr Blast and quziel for helping to create this neat little team n_n

I'm looking forward to doing more of these with you guys and it'll be more frequent once we get a thread!

Here's the team in action by the way: http://replay.pokemonshowdown.com/gen7nubeta-589483715
 
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Bulky balance / kind of semi stall team that's weird but it works :S. I figured Necrozma's going to get banned soon because it's busted so I might as well post this squad. The team was based around Offensive CM Necro which is honestly amazing and catches so many things of guard, the biggest one being Steelix who tries to switch in to then be eaten alive by a +1 Black Hole Eclipse.

+1 252+ SpA Necrozma Black Hole Eclipse (160 BP) vs. 244 HP / 128 SpD Steelix: 337-397 (95.7 - 112.7%) -- 75% chance to OHKO

Psychic hits really hard with modest and 127 special attack so they might not expect that either. Obviously you might have a tiny bit of trouble with bulky dark types (mainly Scarfty) so try and get them out of the way. Most other frail dark types take a good chunk of damage if you can get some Calm Mind's up. There's enough speed to outrun timid Omastar and neutral speed Emboar and anything slower, you could run more but I didn't want max speed because I wanted to retain some bulk and even though it's not defensive, it's still a pretty good fighting check. It's been so fun using this set. *-*

As for the rest of the team, Steelix is extremely reliable, sets rocks and offers tonnes of resistances while blocking volt switch, Alolan Persian is great for keeping momentum and annoying things with toxic, taunt and foul play + it's the speed to my team, Togetic is my defogger & main fighting resist, I know it doesn't really beat Steelix but the team should manage around it, and if you really hate it, use flamethrower. Vaporeon for a water/fire check, it handles CM Slowbro thanks to toxic, honestly I just gave it random evs (lmao) other than speed which is for outspeeding creeping Jellicent but that seems to be working fine, change it if you wish. Just wish a bunch of times and you wall half the tier and lastly I threw Hariyama on the end for another fire resist and most importantly something that switches into freeze dry. EQ > Fake Out because this team slightly dislikes T-Spikes and hitting Garbodor & Qwilfish is worth it.

edit: Exploud is broken so expect to sack something when it comes in. :v

Here's the pastebin: https://pastebin.com/ihw81CzA
 
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Now that the infamous p2 is gone, I was looking for something fun that could works, by lurking onto the tierlist, I noticed that Sash Counter Kadabra looks really cool and funny to use in addition with spikes. I've been a big fan of psychic spam since ORAS as it is an amazing offensive typing, but now with Sigilyph being in the tiers I wanted to try this kind of team again.

So the idea behind this team is to abuse as much as possible to entry hazards with Kadabra, Sigilyph, Drapion, or Braviary. It is really easy to pressure hazards removal with Kadabra/Sigilyph, or Braviary in case the opponent wants to defog thanks to defiant. I chose Piloswine as my Rock Setter because i wanted a rock setter that could pressure Xatu, even though i run Toxic over Icicle Crash/Spear, he usually scare Xatus as they can't switch in safely before I have revealed Toxic. Toxic is a huge addition to the team as Piloswine can easily lure in Slowbro/King which are really annoying to deal with. Ferroseed has been choosen as my Spikes setter because oh my god Tyrantrum is so threating for offensive builds. Scarf Drap again because even with 2 sash users, I wanted something that could revenge kill faster threat as well as pressuring Slowbro/AV King w/ hazards up as well as trapping Xatu. Last but not least Z Fighting Braviary is amazing, I can't count how many games I won by just smashing a Steelix or whatever steel which wants to check it while thinking it is scarfed, it also works very well in tandem with scarf Drapion as you can easily lure Scarf Braviary and then reveal Scarf Drapion when it is really needed. You need to play really agressively most of the time with this team, overall it is a pretty fun team to use and i think, showcase well how threatening can psyspam be

Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Hidden Power [Fire]
- Counter
- Shadow Ball / Thunder Wave

Sigilyph @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Dazzling Gleam
- Energy Ball

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 160 Atk / 96 Spe
Adamant Nature
- Toxic
- Stealth Rock
- Ice Shard
- Earthquake

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Spikes
- Knock Off
- Leech Seed
- Protect

Drapion @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Pursuit
- Earthquake

Braviary @ Fightinium Z
Ability: Defiant
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Superpower
- Frustration
- Bulk Up
 
Rain took a pretty big hit but we thought we'd have a go at making a team now that Kingdra / Moltres / Noivern are gone and Rain is at least somewhat balanced again.

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Electrode @ Damp Rock
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rain Dance
- Volt Switch
- Taunt
- Thunder

Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Rain Dance
- U-turn
- Memento

Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Stone Edge
- Superpower

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Giga Drain
- Ice Beam

Sneasel @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Gunk Shot
- Sucker Punch
Electrode (it checks Exploud so it must be good!) and Uxie are our main setters and pivots, SD Rockium-Z Kabutops is the main sweeper and Ludicolo provides good support as a secondary setter. Toxicroak is a good secondary wallbreaker that adds a lot of useful resists to the team and absorbs T-Spikes while appreciating Rain via Dry Skin, while Sneasel provides some extra Speed and trapping capabilities to help out when Rain isn't up (you can also run Punishment over Knock Off to check Necrozma and other try-hards if you want). This team certainly isn't the gold standard of Rain but it's pretty easy to use and does moderately well against people who aren't prepared for it. Shoutouts to PursuitOfHappiny, Skelos, Blast, and Yogibears for sticking through a Rain workshop lmao.

Here is a replay of Robert Alfons beating my ass in a room tour final with it: http://replay.pokemonshowdown.com/gen7nubeta-591074474
http://replay.pokemonshowdown.com/gen7nubeta-591074474
Also here is a sun team that I've been using occasionally, original had Ninetales before it was banned but the team still functions pretty well without it (because Ninetales is 99% ass).

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Meloetta @ Heat Rock
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Sunny Day
- Hyper Voice
- Psyshock
- U-turn

Charizard @ Choice Scarf
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Solar Beam
- Dragon Pulse

Sawsbuck @ Normalium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Double-Edge
- Horn Leech
- Jump Kick

Regirock @ Heat Rock
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stealth Rock
- Sunny Day
- Stone Edge
- Explosion

Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Atk
- Solar Beam
- Sludge Bomb
- Weather Ball
- Growth

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin

Meloetta is actually a pretty excellent Sunny Day setter and "slow" pivot with U-turn; it's like a much less passive Uxie without Rocks but with greater special bulk and would probably make a great Rain supporter too but idk what the other setter would be in that case (probably Persian-Alola or Sableye? Then what would you do for Rocks?). Scarf Charizard can clean teams on its own with Sunlight up, Dragon Pulse is for the rare but dangerous Drampa but you can probably just stick to Flamethrower. Sawsbuck is MVP because +2 Breakneck Blitz breaks through everything and the rest of its moves provide excellent coverage (this thing is a threat even outside Sun tbh). Regirock is a decent secondary setter and helps deal with the physical attackers that can prevent Meloetta from setting up properly; Explosion is a nice pivoting move and emergency check too. Victreebel is a good cleaner that can become very threatening if the opponent leaves it alone and can absorb T-Spikes for the team in a pinch. Hitmonlee is spin support for Charizard (which basically dies immediately if Rocks are up) but can also blow through weakened teams on its own. No replays this time. :s
 
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A current favorite BO team of mine to run rn. Darkium Toxicroak / defensive SubCM Meloetta are both high key Savs and shit on a lot of the meta, everybody pretty much knows about Darkium Toxicroak which I run a little bit on the bulkier side cause it makes setting up on the many scary fighting and grass types in the tier rn a lot easier. I used to run FBlast Melo but like you get bopped by Spiritomb so hard and tbh the rest of this team beats steelix so Signal is just better. I run enough speed on Meloetta to creep Adamant 85s like Sawk / Toxicroak although tbh why are you running adamant Sawk smh but still a nice tier to hit while retaining a shit ton of bulk. Physdef Jelli / Rhydon is just a really awesome core that can defensively check a lot of the meta (lets be real you still get rolled by Exploud but Donner helps a lot), plus against a lot of slower walls and shuckle running around Taunt Jelli just helps a shit ton. I honestly feel like Donner is p underrated as a SR user rn compared to Lix but it handles Exploud a bit better and can actually beat fucking Xatu 1v1 so its all good in my book. Also SD Donner can actually handle Necro 1v1 which otherwise rapes my team. SpDef American Eagle is honestly a really awesome asset, normally id run SubBU but this team really needed Defog but also a SpDef wall to actually handle Lilligant and Sceptile and Accelgor and shit, and Braviary does exactly that, while being able to revenge Exploud pretty decently and bringing a very reliable defog to the table. Scarf Houndoom was a weird addition / idea made by me because my matchup against offensive teams was still shite and while Bulky / Slow Psychics get manhandled by a CM War with Meloetta + Black Hole Eclipse, I needed something to put the pressure on stuff like Delphox and make sure it couldn't switch out; you won't be using it to pursuit trap anything fat, but it does the trick for frail Psychics, is still pretty strong and one-shots a lot of offensive mons, and scarf D-Bond is a great panic button haha.

Code:
Braviary @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Superpower
- Roost
- Defog

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 Def / 120 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Substitute

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 40 Atk / 216 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Pursuit
- Dark Pulse
- Destiny Bond

Toxicroak @ Darkinium Z
Ability: Dry Skin
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Sucker Punch
- Drain Punch
- Gunk Shot
- Swords Dance

Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Recover
- Scald

Rhydon @ Eviolite
Ability: Reckless
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Swords Dance
 

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Rotom-Mow @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Signal Beam

Garbodor (M) @ Rocky Helmet
Ability: Aftermath
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Gunk Shot
- Haze

Seismitoad (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Toxic

Spiritomb (M) @ Black Glasses
Ability: Infiltrator
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Will-O-Wisp
- Foul Play
- Pursuit
- Sucker Punch

Tyrantrum (M) @ Groundium Z
Ability: Rock Head
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Dragon Claw
- Earthquake

Emboar (F) @ Choice Scarf
Ability: Reckless
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Superpower
- Sucker Punch

Leaving one of the teams i enjoyed using this week, mostly because some of these pokemon dont seem like theyll stay forever in NU, and we are close to July. I wont be too long in description, its a remake of my past team but I saved the spiritomb+garbodor+seismitoad core because it was pretty consistent and sturdy for setting hazards. Rotom-mow is one of best hazard abusers and its one of hardest mons to switch into, so hazards just add up those ohkos. Rotom+Toad also add up great answers to ground types and threaten most rockers together.
Now that I have 4 pokemon, I need fire/ice/flying checks and speed for last 2 pokemon. Emboar provides fire/ice resist while allowing me to revenge kill them with Choice Scarf, so its a nice speed control too.
Tyrantrum is flying resist and another normal check, I chose Z Groundium as set because i dont want another choice locked pokemon on bulky offense, its also a nice setup sweeper with DD and threatens most of defoggers in tier, and Tectonic rage never allows steelix to set up rocks for free.
Team doesnt have hazard removal, but its not neccesary bcz nothing is weak to rocks and hazards forces opponent to defog for you, i dont have ghost resist but nothing is weak to ghost types either, and spiritomb can trap them, while emboar absorbs will o wisp.
 
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A current favorite BO team of mine to run rn. Darkium Toxicroak / defensive SubCM Meloetta are both high key Savs and shit on a lot of the meta, everybody pretty much knows about Darkium Toxicroak which I run a little bit on the bulkier side cause it makes setting up on the many scary fighting and grass types in the tier rn a lot easier. I used to run FBlast Melo but like you get bopped by Spiritomb so hard and tbh the rest of this team beats steelix so Signal is just better. I run enough speed on Meloetta to creep Adamant 85s like Sawk / Toxicroak although tbh why are you running adamant Sawk smh but still a nice tier to hit while retaining a shit ton of bulk. Physdef Jelli / Rhydon is just a really awesome core that can defensively check a lot of the meta (lets be real you still get rolled by Exploud but Donner helps a lot), plus against a lot of slower walls and shuckle running around Taunt Jelli just helps a shit ton. I honestly feel like Donner is p underrated as a SR user rn compared to Lix but it handles Exploud a bit better and can actually beat fucking Xatu 1v1 so its all good in my book. Also SD Donner can actually handle Necro 1v1 which otherwise rapes my team. SpDef American Eagle is honestly a really awesome asset, normally id run SubBU but this team really needed Defog but also a SpDef wall to actually handle Lilligant and Sceptile and Accelgor and shit, and Braviary does exactly that, while being able to revenge Exploud pretty decently and bringing a very reliable defog to the table. Scarf Houndoom was a weird addition / idea made by me because my matchup against offensive teams was still shite and while Bulky / Slow Psychics get manhandled by a CM War with Meloetta + Black Hole Eclipse, I needed something to put the pressure on stuff like Delphox and make sure it couldn't switch out; you won't be using it to pursuit trap anything fat, but it does the trick for frail Psychics, is still pretty strong and one-shots a lot of offensive mons, and scarf D-Bond is a great panic button haha.

Code:
Braviary @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Superpower
- Roost
- Defog

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 Def / 120 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Substitute

Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 40 Atk / 216 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Pursuit
- Dark Pulse
- Destiny Bond

Toxicroak @ Darkinium Z
Ability: Dry Skin
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Sucker Punch
- Drain Punch
- Gunk Shot
- Swords Dance

Jellicent (M) @ Leftovers
Ability: Water Absorb
EVs: 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Recover
- Scald

Rhydon @ Eviolite
Ability: Reckless
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Swords Dance
Sweet team but your Jellicent is missing some EVs.
 
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This team is all about weakening your opponents team to the point where Vaporeon can set up and clean. Hazards helps with wearing down bulky waters pose the biggest wall Vaporeon has to overcome. Vaporeon has a relatively easy time setting up as it has very good natural bulk (sometimes ever surviving super effective hits!) but setting up at the right time is all its about with this beast. Vape can pick up some kills even prior to Z-Celebrating though I do not recommend letting it get weakend too much.
Cryogonal and Raichu in particular help wear down the opponents team and Toad+Garbodor is the best defensive core atm. Probably the hardest mon to face is Houndoom, NP with hp grass in particular. Playing around Eelektross can be a pain too sometimes. This team has absolutely no Tyrantrum switch ins and Necrozma needs to be poisoned ASAP.
Grass Knot on Raichu can, if not should, be replaced with focus blast. Volt Switch is optional if you like the momentum but Nasty Plot is also an option.
The SpDef on Garb is too take on Whimsicott better as it is a huge threat to the team. The speed on Seismitoad is optional, it can be invested into bulk, but outspeeding Adamant Golurk comes in handy sometimes.

https://pastebin.com/nHfAVMU1
 
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I have to point out this team is pretty damn nasty. If you play this team safely you will most likely fall short more often then not so forcing agressive action even against teams not made to do so keeps you afloat. Utilizing Double Dark with arguably 2 of the 3 best users of direct offensive utility alongside the undeniable power that is Specs Rotom-C you will get the agressive action.
Main focus for this team is to prevent hazards from being placed up, prevent them from being removed and the rest will come to you. A good example of this would be arguing against the current best hazard setters: Garbodor, Seismitoad and Steelix Archeops/Omastar. The first 2 rely on there suprising defensive utility to set hazards mid game and pair amazingly together, this would normaly make it hard for a pokemon such as Rotom-C to keep offensive pressure, but if you get to chip him down before rotom comes in for it's first time you actually 2HKO with Leaf Storm almost every time. The other 2 aren't so easy, you are either forced to utilize whimsicott to counter lead as it compleatly stomps Omastar or risk it vs archeops. This sounds hard and flawed but considering how these pokemon normally have a near 100% to set hazards if played well this is suprisingly easy how it can be put to work.
Omastar, a pokemon I did argue is extreemly underrated right now just does it's job so damn well. Being able to trade hazards vs the majority of pokemon, being a decent way of chipping damage against teams simalar to this where it can just switch in on any not supereffective physical attack even a Knock Off from Sneasle for instance just to force in the hazards you need or chip it down for Stealth Rocks you already placed down making it compleatly wastfull vs Houndoom at that point.
Preventing your own hazards from being removed is not easy. I could put it simply and suggest to just keep offensive pressence but for a sample team in mind explaining that might require a bit too much. But who cares when half the pokemon on your team outspeed, 1HKO or prevent any form of removal all together.
Delphox especially shines in its ability to do preciesly that. Checks Hitmonlee, Cryogonal, Hitmontop, Golbat, etc. Only Defog Togetic comes to mind in being able to potentially remove hazards and not be sacked in the process. Besides this it is a 104 speed 4 attacker with good SpA, really scarfed dark types, sucker punch and the existence of Sneasle are the onlything holding it back from just doing damage.
Whimsicott does a number of things; it taunts any none pokemon besides Shuckle into playing more agressive and has enough special attack to chip or 1HKO all you need it to. Most important KO obviously lies in Sneasle who is just slower then you and can't take a pixie Moonblast. Utilize the slow damage and utility of taunt to your advantage with the Pivoting move U-turn which turns you from doing weak damage to your opponant into a offensive situation with one of your power houses like Delphox/Houndoom/Drapion.
Houndoom is the main revengekiller and I did argue it's one of the best revenge killers in the tier as we speak. Having the amazin 95 speed alongside strong neutral damage and the added bonus of Pursuit for ensuring the pesky Psychic types stay down. You will mostly just want to click Dark pulse or Fire Blast but late in game with hazards up it will do its job. Never switch this pokemon in without 100% knowing it will go for a psychic or fire move, almost every pokemon who can prepair for Houndoom is prepaired for it and ensuring it stays alive is of highest priority. It also 1HKO's Vivillon after 1 Quiver. Vivillon is a hell to prepair for.

Drapion is the final pokemon I want to mention as it just isn't imaginable how usefull this pokemon can be, while it's special defense is lacking the type, knock off resistence/item immunity and the 95 speed tier actually is worth every single mention. I won't recommand Swords Dancing on anything ever really, just pick one of the 3 attacking moves and you should be fine, there isn't much need to play agressive with such a wincon as Knock + EQ spam is so safe right now.
Swords Dance is only there for late game to ensure you win if you are the fastest remaining pokemon or if you have just a safe opportunity by a choice locked pokemon or whatever really.

HP Fire on Rotom-C is to hit opposing rotom-C, Steelix, and trivial Grass types such as Vileplume/Ferroseed who otherwise take too little damage from you, just go for Volt Switch untill they are in range (if they lack a ground type that is obviously).

Encore with Whimsicott just forces any set up pokemon that isn't a Dark type directly out or they will pay for staying in, try to still go for this move once hazards are up and not try to play overly agressive with U-turn because more times then not it's worth staying in on you even with that in mind.

Delphox runs Grass Knott to hit Seismi/Rhydon(Both 1HKO), Slowking(reliable 3HKO, sad), Dazzeling Gleam to hit Guzzlord(2HKO)/Scrafty(1HKO) and just simple maximized offense in the remaining. It's good that Slowking is irrelevant with Rotom-C and Drapion in one team.
You at one point won't even mind getting this pokemon worn as it advantages late game from being worn thanks to Blaze + Fire Blast.

Bob (Houndoom) @ Choice Scarf
Ability: Flash Fire
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Fire Blast
- Pursuit
- Dark Pulse
- Destiny Bond

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Stealth Rock
- Scald
- Knock Off

Fluff (Whimsicott) @ Pixie Plate
Ability: Prankster
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Moonblast
- U-turn
- Encore
- Taunt

Drapion @ Groundium Z
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Poison Jab
- Knock Off
- Earthquake
- Swords Dance

Delphox @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Grass Knot
- Dazzling Gleam
 
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A quick draft of a shedinja stall team I thought of the other day and tested a bit, pretty fun to use, I also had a version with seismitoad +komala but like this one a lot more. I wanted to have it based on hazards while using shedinja as a pivot to force switches so nothing too crazy. Xatu is here for hazard control and with feather dance it has a much easier time staying in against SR users like regirock and whatnot. Claydol and garbodor finish the hazard and hazard control core with good synergy between the two, so i can get some spikes and keep my field clean if they set up past xatu. Audino is here for wish support to make sure my team is healthy, especialy garb+clay without their own recovery source. Lastly quag is here to make sure if they find a chance to set up against shedinja that I have an answer to that.


https://pastebin.com/WXCenDth
 
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