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So I made this thread in the hope of helping new players have an easier time getting into old gens. Once this thread is filled with quality teams for every gen (and hopefully every tier as well), this can be used as a resource for anyone looking to try out something "new". This thread can also be used as a resource for people on Pokemon Showdown who does not have a team for certain tiers during a room tournament. So try posting different teams every now and then!
Rules:
If you'd like to submit a team, you must provide an importable of the team along with a brief explanation of how the team works, along with a short threat list for reference. Any teams that I or the RoA Mods approve will be archived.
Smeargle is the thing you lead to ensure you get off on the right foot. He uses ultimate Spider Web cheese which may or may not need to be banned; if you're playing on PO or it eventually gets legit banned, Substitute is generally the preferred move to dodge things like Sleep Powder and Explosion from Exeggutor.
The idea is to Agility on T1 if possible. If they lead a Phazer, you get Roared out, no harm no foul. If they don't Phaze for whatever reason, you Spore and win. Yeah, that's Mega Kick.
Snorlax's main role actually isn't to receive BP, but if it does, it's nice to have a STAB that can both OHKO Cloyster at +6 AND doesn't limit you to 3 KOs before you kill yourself (and if they spare their Phazing Raikou and Skarm, life could still be very hard for you). You aim is instead to get in, pose a threat, enough of one to goad Skarm into coming in as you drum, then blow up on it.
Jolt, the classic AgiPasser, is something of a weak link on the team imo, but he's immensely valuable for shooing off Cloysters and Skarms that otherwise would stay in to go for Booms and Phazes, respectively.
Wak is sort of your main Pass target, and the thing you're ultimately maneuvering to get a Speed boost to facilitate a sweep. Once he's +2/+2 basically nothing stops him. HP Bug is the preferred option, as the standard sequence versus standard offense ends with Agi-, but not SD-, boosted Marowak standing off versus Egg, and you want to threaten the OHKO there.
Machamp is another slightly weak link, but something I see as necessary for shooing away Laxen. MiracleBerry (Lum Berry on PS) is to handle LK Lax, although it's also nice for eating Thunder paras as Champ rarely OHKOs things the way Wak can, and it's also nice for preventing Sleep Powder from Egg.
HP Bug I like most as you need a BPer that can immediately shoo Egg; otherwise, he stays in and just makes your life hell. MiracleBerry is there to let you switch in on a Sleep Powder if need be; it also prevents, say, an LK Lax from ruining your plan.
Machamp @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Cross Chop
- Earthquake
- Hidden Power [Bug]
- Curse
My favorite version of the cookie cutter GSC offense. Zapdos + Snorlax + Exeggutor + Cloyster + Steelix + Sixth is a very powerful offensive teamstyle because of how much power it can have while maintaining the minimal defensive coverage needed to function well in the tier. The sixth pokemon is variable depending on what you want the team to try and do. Here I use Machamp because of how much brute offensive force it has while being supported well by the team due to having mons like Cloyster that can bait its checks and counters. It also gives the team a Tyranitar and Snorlax check which can usually be a problem for these kinds of teams. To help support the team I'm using 4 attack Snorlax with Body Slam to help lure in threats, bluff a defensive set, and spread paras while serving as a very effective wallbreaker. This version does have a few weaknesses but it is overall my favorite variant of this kind of team and if anyone wants to try using it experiment around a bit with it. There's a good amount of other options you have.
On the other side of the coin we have standard stall. The team is a stall team optimized to counter and wall the threats in the metagame while maintaining a decent amount of ways to win the game. The members of the team are all fairly intuitive in what they do. Raikou is the special wall and secondary phaser, Snorlax the win condition and Stallbreaker, Skarmory the physical wall and primary phaser, Suicune the mixed wall and sleep absorber, Miltank the beller, growler, and possible secondary mixed wall and Starmie the spinner and an out to many 'tier 2' threats. Overall it s a pretty solid stall team that holds up in many different match ups. Once more there are a few different things that can be changed with the team if you want to try and do something else.
I built a team supporting Growth Vaporeon. Lead Nidoking can sleep and therefore cripple non sleep talk Raikou and Zapdos. If they turn out to be sleep talk i have a boom lax to catch them and remove them for vaporeon to do some damage. Curse Skarm to check Lax, forretress for spikes and Raikou for support and it being an amazing mon.
More balance team focusing on the double curse core of Lax and Steelix. Lead Exeggutor to get off an earlier sleep powder and save it for later to remove a threat with explosion. Rest Talk Zapdos has amazing offensive pressure and can beat Vaporeon which can beat lax if it's acid armor. Suicune is a cool phazer that checks other steelix's and Marowak. Lastly spikes forretress for hazard support.
Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Double-Edge
- Curse
- Lovely Kiss
- Self-Destruct
Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Hidden Power Water
- Rest
- Sleep Talk
Steelix @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Explosion
- Curse
- Roar
- Rock Slide
GSC ubers is kind of a stally metagame because all of the ubers and other pokemon used in the tier are very bulky and have good recovery. This team is a very offensive team made to break the tiers bulky mons and get a rather quick win by wallbreaking through exploding. Explosion (and Selfdestruct) are great moves in the tier because Gengar and Misdreavus are nonentities and the few mons that resist the move can be broken pretty easily. Mewtwo is my lead because he can immediately threaten anything with it's coverage and threaten to selfdestruct for a one for one trade on virtually anything. Thunder is the most key move it has because it gets both Birds within Selfdestructs KO range. The other two hit more niche pokemon that I don't want coming in(Fire blast for steels and Ice Beam for Zapdos, though Submission is another option for TTar.) Mew is a simple but powerful wall breaker and potential cleaner, just SD up and hit things with the great Edgequake coverage and Explode when you get weak. Lugia is a great wall and another possible cleaner. Just Curse + WW until you eliminate your opponent's check and can get a good number of curses, then start hitting things with Aeroblast. It is also incredibly hard to actually kill because of it's amazing bulk plus recover. Snorlax is just a great physical attacker that can hit just about anything pretty hard and has an amazing move pool. The real draw to him is Lovely Kiss and it's ability to virtually eliminate one opposing mon from the game. Zapdos is a counter to an amazing number of things in the tier, most notably the birds. Hidden Power Water is here to patch a weakness to Rocks/Grounds. Steelix is here mainly to have a Lax switch in that has some good alternative uses to it. Being a boostable exploder is very useful and it can safely set up and trade with almost anything in the tier if need be.
That is the team. If there is one thing I would like to add it would be Celebi as belling is very useful for this team considering how common status can be in the tier. I didn't use it though because other than that it felt too out of place and passive to use. It is still an alright option.
GSC UU
- Natural Talent
Nidoqueen @ Leftovers
Ability: Poison Point
- Earthquake
- Lovely Kiss
- Ice Beam
- Thunder
Dodrio @ Miracle Berry
Ability: Run Away
IVs: 24 Atk
- Return
- Hidden Power [Ground]
- Endure
- Flail
Magby @ Berry Juice
Level: 5
- Cross Chop
- Thunder Punch
- Fire Blast
- Thief
Cubone @ Thick Club
Level: 5
- Earthquake
- Hidden Power [Bug]
- Swords Dance
- Rock Slide
Abra @ Berry Juice
Level: 5
- Psychic
- Ice Punch
- Encore
- Thief
Chansey @ Berry Juice
Level: 5
- Thunder Wave
- Body Slam
- Soft-Boiled
- Ice Beam
Machop @ Berry Juice
Level: 5
- Cross Chop
- Hidden Power [Bug]
- Earthquake
- Curse
Offense featuring SD Cubone. T - Wave everything and cubone and Machop have fun. Magby can beat sunny beam Houndour as well as chansey if it doesn't have Miracle Berry (Lum on PS) and doesn't switch into a sun boosted Fire Blast.
Lead Gastly to sleep something since it outspeeds most leads. Sunny Beam Houndour that breaks walls while machop can be a solid win condition. Porygon and Staryu are good for T-Wave support While Elekid is speed control.
One of my favorite teams. Fast offensive spikes team that uses hazards and sand to wear down walls and break through with tar. Aero cleans up late game and pert/gengar takes care of salamence and flygon. Opposing spikers can be kinda annoying for this team since this team contains no spinner or trapper but if you keep they're team pressured, they will have a hard time setting them down.
This team uses porygon and magneton to get rid of the two biggest walls to this team; skarmory and dugtrio. Once they are gone, the rest of the team will have a much easier time getting through many threats. One threat that does mess with this team tho is toxic flygon since it can toxic anything that it cant beat and while nailing everyone else.
Salamence @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Hidden Power [Flying]
- Brick Break
The team is standard bulky offensive with a twist. Hp Fire Claydol acts as a spikes deterrent from Forretress. Magneton helps prevent Skarmory from getting spikes, so we could prevent CurseLax from taking unnecessary damage. Roar Cune helped versus other set-up sweepers. Heal bell Celebi can cleric stuff and help team get a bit of recover via Leech Seed. Banded MixMence helps with physical attackers. Biggest weakness is probably taunt gyarados due to the team not having a solid answer to it once it sets up a dragon dance. Lax should handle if fine tho if its able to set up before it taunts.
BLOODLIP (Salamence) (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Brick Break
- Fire Blast
- Earthquake
This is a fairly standard double trap team I built a while back. Basically Magneton and Dugtrio take out most of Curselax's counters so it can sweep. The rest of the stuff fills in holes. Bulky Celebi acts as your answer to opposing Lax as well as backing up lax in taking on electrics and Gengar. Swampert takes on a few of the main physical threats, namely tyranitar, salamence and aerodactyl. Salamence acts as an offensive pivot against opposing heracross, celebi, gyarados and others. It kinda sucks if you fail with mag but overall it's a decent team for new players to try.
Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break
A good but old stall team that uses a combination of spikes, sand and walls to wear it down to the point where cm blissey can sweep. Tar helps get rid of gar and common switch ins like swampert and skarmory while perish song celebi prevents a curse lax from sweeping. This team does have a somewhat hard time if mag is able to beat fortress before it could set up spikes. Duggy can also be a pain since it can pick off a weakened celebi which allows curselax to set up easily. It has the tools to help prevent that from happening though.
Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 116 HP / 104 Atk / 32 Def / 104 Spd / 140 SAtk / 12 SDef
Naughty Nature (+Atk, -SDef)
- Flamethrower
- Hidden Power [Grass]
- Pursuit
- Rock Slide
A fairly standard but effective calm mind spam team. You try to break through teams by using calm mind to overpower walls while using dugtrio and ttar to beat their counters. Dugtrio can be somewhat of a pain since it can hit over half this team. CM blissey is also a problem if tyranitar is gone. However, this team is still able to work fine regardless.
Suicune @ Leftovers
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Surf
- Ice Beam
- Hidden Power [Electric]
- Calm Mind
Celebi @ Leftovers
Trait: Natural Cure
EVs: 104 HP / 252 SAtk / 152 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Giga Drain
- Psychic
- Calm Mind
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psychic
- Ice Punch
- Hidden Power [Grass]
Dugtrio (M) @ Choice Band
Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace
Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]
A team I built in 2011, one of my main teams for a long time with great success in Smogon Tour, SPL, WCop and some PO tournaments, with an amazing W/L record. This team was also used by players like Bloo in tour. Spikes + CBTar + Gengar + Aerodactyl is very hard to stop in ADV.
So this is a Shedinja team. Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything/wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm/Forry switches to ensure that they are weakened/killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally. There is no Focus Sash in ADV so Lum is probably the next best thing barring "hax" items like Focus Band, Scope Lens, etc.
A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed - most people don't expect to see one in Ubers. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.
This is an older team that I made to have some fun with Omastar. It leans more towards Balance, but some sets are pretty offensive. Latias is led with as to not reveal anything about the team while it also threatens common Kyogre and Groudon leads. Some of the sets were strange for the time; Latias runs a stall breaker set, but with max defense to tank common ghost coverage in addition to suicide bombers. Blissey and Forretress provide support as a cleric and Spikes + spinner respectively. Kyogre is necessary for rain support, and serves as repellant for Groudon, Ho-Oh, Metagross, and some other threats. Omastar is typically ignored until later in the match when it can start breaking down threats or cleaning, and it doesn't really provide any defensive synergy outside of a Flying-resist and secondary Ho-Oh switch-in.
Extra Maintenance (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 28 Atk / 232 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion
Jumpluff Sun - shrang
A pretty similar looking team to a lot of the other Sun teams that have been making their way around, except with a few variations. Firstly, is the use of Jumpluff. Base 55 Attack is kind of shitty, but with Encore, Sleep Powder and 580 Speed, it's a really good cleaner late game. It also shits on the Exeggutors that seem to be pretty common with people stealing teams. Forretress has HP Fire instead of Bug so you can beat other Forres one on one so you can have an advantage of Spike stacking, while the Ho-oh set's something I've trying experimentally that's not too bad. Basically, you have 2 hard hitting Choice Banders in Groudon and Metagross (for sun and Lati checking), two annoyers in Jumpluff and Ho-oh, Forre for Spikes and Lati as glue. Latios could potentially be annoying but with Metagross and Ho-oh in the sun, it's usually dealt with without too many hiccups.
Groudon @ Choice Band
Ability: Drought
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Fire Blast
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Meteor Mash
- Rock Slide
- Explosion
- Hidden Power [Fire]
A team that uses a combination of cm pass, sun, and spikes to tear through teams. +1 ninetales and vileplume are very scary mons to deal with while tentacruel can help finish off weakened mons with its high speed and bulk. Flying mons with ground coverage can give the team some trouble if lunatone is taken down but overall, they shouldn't be much of a problem.
Kangaskhan (F) @ Leftovers
Trait: Early Bird
EVs: 160 HP / 252 Atk / 96 Spd
Adamant Nature (+Atk, -SAtk)
- Double-Edge
- Earthquake
- Shadow Ball
- Wish
Lunatone @ Leftovers
Trait: Levitate
EVs: 252 HP / 40 Def / 216 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Ice Beam
- Psychic
- Baton Pass
A pretty standard UU offensive balance team with the goal to break with CM Lunatone and go to Duck and sweep through the opp. Defensive core of Muk/Cradily/Top covers almost all of the bases in the tier, Cradily itself being a major highlight of the team and stalling out some entire teams alone. No major weaknesses are present on the team but no real good matchups either, just requires really smart playing and catching the opponent off-guard with Duck.
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Bulk Up
- Brick Break
- Hidden Power [Ghost]
- Earthquake
Animal Offense - Oglemi
Typically Primeape doesn't see much use because Hitmonlee exists, but it shines here as part of a dual fast sweeper core with CB Kanga. Most teams are prepared for a physical onslaught because it's relatively easy to accomplish, but few are prepared for a fast booster like BU Ape, and with things softened by Kanga it can typically run through teams late in the game. The rest of the team is a defensive backbone for Ape to fall back on, featuring the uncommon fully defensive Gligar and Imprison Missy to limit the opponent's ability to counter sweep.
Misdreavus @ Leftovers
Ability: Levitate
EVs: 236 HP / 68 Def / 124 SpA / 80 SpD
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Imprison
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 SpA / 216 SpD
Modest Nature
- Thunder Wave
- Ice Beam
- Surf
- Protect
Primeape @ Leftovers
Ability: Vital Spirit
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Bulk Up
- Substitute
- Cross Chop
- Hidden Power [Ghost]
This is probably the hardest tier to pull off a rain sweep just because sun is so much better and Hypno and other Twave users are fucking everywhere, but Gorebyss is a huge threat under rain, so it can be worth it in the end. Electrode really shouldn't be viewed as a support mon to Gore but as a sweeping buddy, and typically you won't need to use Rain Dance with it until it's about to die or not at all since Gore is usually bulky enough to set Rain Dance up itself and perform its own sweep. The rest of the team is dedicated to prevent an opposing Sun sweep and take on as many of the Electrics and Grassers as possible.
Fearow @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drill Peck
- Double-Edge
- Hidden Power [Ground]
- Baton Pass
Gorebyss @ Leftovers
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
Clefable @ Leftovers
Ability: Cute Charm
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Thunder Wave
- Encore
- Soft-Boiled
- Seismic Toss
Vileplume @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Hidden Power [Ice]
- Synthesis
- Sleep Powder
Golem @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Explosion
- Earthquake
- Hidden Power [Rock]
- Double-Edge
Standard Balance - Oglemi
This is probably the most "vanilla" UU team I could come up with and showcases a bunch of standard mons that simply mesh well together offensively and defensively. Allows for a lot of counterplay and covers practically every base in the tier. Only downside is that it doesn't feature any Spikes at all, but they're not needed as much and Blastoise can typically keep Spikes off your side of the field. Offensive CM Pig is chosen for its ability to blow past Shedinja and usually win vs CM Hypno/Lunatone/whatever CM Lunatone is passing to too. Nidoking and Aggron are amazing together and Camerupt and Buzz are pretty potent attackers before bringing out Pig. The only downside is that the team is overall pretty slow and pretty SubPunch Kanga weak.
Camerupt @ Leftovers
Ability: Magma Armor
EVs: 28 HP / 188 Atk / 136 SpA / 156 SpD
Brave Nature
- Toxic
- Fire Blast
- Earthquake
- Explosion
The team is offensive team with some bulky mons to tank hits that don't lose momentum, (solrock can boom, and cradily has a hefty chunk of attack investment). The team leads with hitmonlee as it matches up well against a lot of common leads. It then has cradily to act as a sponge of most neutral hits. You could run eq over toxic if you wanted too. Solrock is just a good mon in general and this moveset is pretty standard, nuff said. Sharpedo is one of my favourite cleaners in adv uu and paired with SD Gligar not a lot can take on the two. The sharpedo moveset is also standard believe it or not as a +1 sharpedo outspeeds the entire unboosted meta. Electabuzz is on the team as another offensive presence as most peoples electabuzz checks are either grass types dented by gligar or specially defensive mons like hypno ravaged by sharpedo.
Jump Man (Hitmonlee) (M) @ Choice Band
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Hidden Power [Ghost]
- Mach Punch
- Earthquake
Salute the Sun (Solrock) @ Leftovers
Ability: Levitate
EVs: 252 HP / 76 Atk / 176 Def / 4 Spe
Impish Nature
- Reflect
- Earthquake
- Rock Slide
- Explosion
Weed (Cradily) @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 192 Atk / 64 SpD
Adamant Nature
- Mirror Coat
- Toxic
- Recover
- Rock Slide
Buzz Off (Electabuzz) @ Leftovers
Ability: Static
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Hidden Power [Grass]
- Substitute
Hawlucha? (Gligar) @ Leftovers
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Flying]
- Iron Tail
- Swords Dance
Team Hentai - Innovamania
So this is a team that is built around sd tentacruel and boom electrode. Band fearow wears the opp down while cradily and hitmontop handles various threats. Omastar sets spikes.
Fearow @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Drill Peck
- Return
- Hidden Power [Ground]
Cradily @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 164 Atk / 92 SpD
Adamant Nature
- Rock Slide
- Earthquake
- Mirror Coat
- Recover
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Bulk Up
- Brick Break
- Hidden Power [Ghost]
- Earthquake
ADV NU
Spikes Offensive - Innovamania
This is a fairly standard spikes offensive team that uses magcargo over other rocks due to its handy fire typing and boom. It uses Seaking over hungtail due to its higher speed and being able to beat it 1v1 because of it. Sableye does give this team trouble with its best answer being toxic and wearing it down.
Pidgeot (M) @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Aerial Ace
- Toxic
- Hidden Power [Ground]
Hitmonchan @ Leftovers
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Sky Uppercut
- Hidden Power [Ghost]
- Rock Slide
Magcargo (M) @ Leftovers
Ability: Magma Armor
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Fire Blast
- Yawn
- Self-Destruct
- Rock Slide
This is my take on the 'standard' ADV NU stall archetype. The team plays by setting up spikes, toxicing stuff and potentially cleaning up with Hitmonchan. Hitmonchan acts as the team's rapid spinner while still keeping most of its offensive capabilities. Roselia is the team's spiker and cleric, Sableye blocks rapid spin and takes on opposing Hitmonchan and Chimecho. Mawile takes on birds and other choice banders locked into moves it resists while also having some good toxic targets and picking up tempo with baton pass and intimidate, Flareon takes on grasses and haunter and can pass wish, and Pelipper acts as a secondary Hitmonchan answer while also taking on fire types and giving me an EQ immunity. This team was more made for the ADV XU meta on Pokemon Perfect (basically smogon nu without huntail) but Huntail can still be played around thanks to most of its set up opportunities carrying toxic. If Huntail is an issue, pelipper can be replaced with dewgong but this makes it easy for CB ground types to just spam eq and pick off everything.
My most consistent team, though probably a little outdated at this point. Kecleon and Relicanth are an absolutely amazing defensive core, Glalie + Hitmonchan provide perfect offensive pressure, Chimecho emergency checks basically the entire tier, and Bellossom performs the role of late-game sweeper admirably well. No major weaknesses are present on the team apart from a minor Huntail weakness, but Kecleon can outstall it, Chime tanks any one attack, and Bellossom can counter sweep. SD Mawile has a few opportunities to BP against this team, which can suck if they get it to a Chan, but apart from that this team fairs well against most other teams.
Bellossom (F) @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sleep Powder
- Sunny Day
- Solar Beam
- Hidden Power [Fire]
Flailing Monkey - Oglemi
I think this team proved pretty consistent for those that tried it in Corsola Cup, but it is really hard to pull off without something going wrong just because there's a huge risk factor to relying on Flail Vigo. Lead Seadra is incredible though and so hard to switch into early and late in the game, and is especially effective when paired with Murkrow and Flareon as an offensive core. Dewgong also shone a lot by being a great defensive pivot. In the end it all comes down to if you can get your opponent to play into Vigo though.
Seadra @ Petaya Berry
Ability: Poison Point
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Endure
Murkrow @ Choice Band
Ability: Insomnia
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Drill Peck
- Double-Edge
- Shadow Ball
- Hidden Power [Grass]
Flareon @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Baton Pass
- Overheat
- Hidden Power [Grass]
The only one with a totally dull spread, and the only one really fitting for a lead. Basically, glalie isn't going to get >1 layer of spikes on you, and most of the team is EV'd to handle threats at that point or possibly worse. HP Ghost is for haunter. Flareon - I found out that this was an alternative Wish user instead of lickitung. Lileep - I'm proud to have discovered this little Gem. Walls virtually every purely physical attacker bar Hitmonchan, Machoke, and Mawile. It's EVd so that Jolly CB HP Fighting Raticate fails to 2HKO without a critical hit or spikes. Sableye's also pretty insane, and like Lileep, sorely underrated. Its typing gives it no weaknesses, and it has Recover. Furthermore it's normal immune. The HP+Specially Defensive EVs allow it to avoid the 2HKO from +1 Chimecho's Hidden Power Dark, whist the small amount of added Attack EVs guarantee a 3HKO on maximally physically defensive Chimecho (it's a 2HKO versus 252/0 variants fairly easily too). Chimeco is my set up sweeper and ground immunity. Dewgong, I mainly had this to stop dash lord Huntail and provide an anti-last-mon-mon with perish song, as well as help versus cro-sweepers (whiscash and chimecho are hardly problems, but being able to deal with Vigoroth is pretty vital since Sableye can't touch it).
Don't bring this team unless you're willing to potentially play a 200+ turn game against another stall team. It's fat, covers every major threat in the tier, and has low offensive presence outside of CM Sableye. However, it works beautifully against balance and offensive teams and allows for a ton of counterplay against the opponent. Just don't lose Swalot early as its Boom can prove to be invaluable for winning the stall vs stall matchup if played right.
Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Ice Beam
- Perish Song
- Toxic
- Protect
Huntail Balance - Oglemi
A twist on Huntail balance by featuring a defensive core of Golbat/Noctowl/Piloswine. While initially it looks super Electric weak, Pilo typically doesn't have much problem eliminating Plusle and the team really only fears Surf Pikachu. Noctowl actually isn't even 2HKOed by Plusle either and absolutely shits on Grass-types, making it really hard for teams to countersweep with Bellossom or Tangela. Ideally SubPunchPass Mawile will get Piloswine in unharmed to wreak some havoc before bringing in Huntail late-game to sweep. This Huntail features HP investment to better tank other Huntail attacks and various other attacks in the tier like Mach Punch Chan.
Huntail @ Leftovers
Ability: Swift Swim
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Piloswine @ Choice Band
Ability: Oblivious
EVs: 208 HP / 252 Atk / 48 Spe
Naughty Nature
- Earthquake
- Rock Slide
- Blizzard
- Double-Edge
Noctowl @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Toxic
- Hidden Power [Flying]
- Whirlwind
- Protect
DD Pupitar - Oglemi
My take on a team featuring a build up to a late-game DD Pupitar sweep. Metang and Octillery are both pretty uncommon but serve a purpose by crippling and opening a position for Pupitar to get in and setup DD safely to lead to a sweep. Unfortunately the team is pretty Hitmonchan weak on the whole, even with Haunter. Chimecho can make a decent replacement for either Haunter or Metang, but both have their merits in supporting a Pupitar sweep. Octillery ensures that the opponent reveals their Grasser early and either paralyzes it or blasts it away with Fire Blast and Kecleon prevents Huntail from running through the team.
Kecleon @ Leftovers
Ability: Color Change
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Return
- Shadow Ball
- Toxic
- Protect
Octillery @ Leftovers
Ability: Suction Cups
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Surf
- Fire Blast
- Hidden Power [Electric]
- Thunder Wave
Pupitar @ Leftovers
Ability: Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]
The Amazing Offensive Pelipper - Oglemi
Lead Venomoth is actually a huge perk to this team as it outspeeds nearly every other common lead and sleeps them with Sleep Powder and cripples another with Stun Spore early in the match, opening a lot of breathing room for the rest of the team early on in the match. Just notice that cuz it runs HP Fire that its Speed IV is knocked down to 30, meaning it auto loses the tie against other base 90s like Vigo and other Venomoth. SpD Lairon walls most of the Fliers in the tier as well as taking on the likes of Haunter and Chimecho quite handily. A sweeping core of Agility Pelipper and Sunny Day Bell is super unorthodox but is actually pretty effective, and under the sun Torkoal's Flamethrower hurts like a mofo.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Flamethrower
- Toxic
- Protect
- Explosion
Bellossom @ Leftovers
Ability: Chlorophyll
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]
SD Tropius - Oglemi
Actually featuring a dual sweeper core of DD Pupitar and SD Trop, this team shines against extremely bulky and low offense stall teams, as Tropius is bulky enough to set up against most other fat mons and run straight through them with SD-boosted Equake/HP Flying. Pupitar's role is to either wallbreak or late-game sweep depending on the flow of battle, and the rest of the team forms a great defensive core to fall back on.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Fire Blast
- Protect
- Toxic
- Explosion
Pupitar @ Leftovers
Ability: Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]
CB Raticate - Oglemi
A pretty balanced and standard team, only uncommon set featured here being Lure Piloswine, which can easily tank and eliminate dangerous bulky walls like Wailord and Dewgong for Raticate to sweep more easily late-game. The big lure to using Raticate is that it outspeeds the whole tier unboosted, allowing it to come in against nearly anything and pick off the enemy one by one. Hitmonchan is great to pair with it to break up the opponent's team and force them to reveal their Ghost.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Fire Blast
- Toxic
- Protect
- Explosion
Raticate @ Choice Band
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Shadow Ball
- Hidden Power [Ground]
- Quick Attack
CB Kingler - Oglemi
A more offensive version of the team featured above, built around limiting the opponent's ability to counterplay rather than counterplaying the opponent. Lead Vigo is pretty neat as it Taunts Glalie to prevent Spikes from going down, is immune to sleep from Veno, and Endure+Flail fucks up Fire leads. Cacturne is featured here as a Spiker to limit the amount of times the opp can safely switch into Kingler, with the rest of the team providing a defensive backbone to get Kingler in and out safely. CB Kingler actually features two special attacks just because its movepool is that small, but they serve a purpose. Surf is Kingler's best move against Graveler, Sudowoodo, and is a good safety move in general despite Kingler's low SpA, and Blizzard 2 shots Tangela. Everything else gets pounded by Double-Edge and HP Ground.
This team is responsible for the new-found rise of Choice Band Infernape which seen a decline after 2010. One thing to understand is priorities of the team, once you make your own teams you will be able to create those for yourself and play accordingly. However I see that when alot of new players take good teams for known players, they lack the intricate details to play it with success.
For instance, I always ALWAYS hydro lead Zapdos and Machamp as they are huge annoyances to the team. You got banded ape SOMALIA, why all the fuss when it can just demolish them with blitz? Well, hiding your key team members especially your sweepers for as long as possible allows you to put more pressure on the opponent, they will be on the back foot guessing and conserving appropriate answers to the potential "late game sweeper" depending on their interpretation of your team.
You generally want to postpone revealing Weavile as much as possible, Dragon Dance with kingdra to lure out either scarf Flygon that can revenge it in which you can beat it with weavile once it locks itself in Outrage. Possibly the only mon to outpace Infernape is gone and it can do some serious damage, furthermore the only other Pokemon that naturally outpace Ape are mostly ones that Weavile can dispose of such as Starmie, Gengar and Azelf. Breloom is very frail however timing makes things much easier. Bring it in the second you see a Swampert of Hippowdon both of which switch into Infernape's U-Turn. Once you spore them Stone Edge as most likely you'll see a Scarf Rotom-A / Gengar / Celebi or a Gyarados / Dragonite switch in to take the predicted Focus Punch once you've subbed. Team is quite known and meta has evolved, you can use this to learn but not recommended for tournies anymore due to people knowing it well.
So Hippowdon is still physically defensive I used the on site spread but I decided to run an eight ev speed creep in order to outspeed 4 speed hippowdons but 4 speed is fine too. This things is meant to be here so that the team has another answer to things such as a choice banded infernape. It can also act as a lategame check to things such as SD Lucario and Dragon Dance Tyranitar if at a good amount of health. Stealth Rock is essential on every team. Slack Off is my main form of recovery and is reliable too. Earthquake is for a nice stab that hits a lot of things except flying types. I decided that Ice Fang is best in the last spot due to it hitting things such as hitting stuff like dragonite and flygon for super effective is pretty important. Roar is an okay alternative if you are really threatened by another sweeper.
I also used the taunt skarmory spread as august was running a weird skarm set (banded scizor did 9% off a u-turn) I decided to use a spread with enough speed to outspeed things like 0 Speed gyarados and milotic. You can run less speed but I suggest at least running 197 speed to outspeed things like neutral 0 speed Dragonite and Mamoswine. Spikes is for more residual damage on the teams that lack a spinner and this also is nice for chipping offensive teams. Roost is the reliable recovery move that helps Skarmory heal itself. Whirlwind is to abuse hazards and phaze setup sweepers and rack up damage. Brave Bird is for a reliable STAB move.
Starmie is the primary spinner and acts as a check to Infernape, Reflect is so that you can take pursuit's better and also eases the rest of the team switching into physical attacks. Surf is the STAB of choice mainly because the game with this team will be more drawn out and the extra PP is appreciated. Recover is to give Starmie a way to heal itself the speed evs hit 285 because this team struggles with Mamoswine a bit.
Blissey forms the Skarmbliss core with Skarmory and it pretty much walls most of the special attackers in this tier. Toxic is to chip away at the health of some pokemon. Flamethrower is to hit steel types. Wish heals the team and helps Spiritomb especially. Protect is nice to scout what move a choice item user will use.
Spiritomb's spread allows it to come in on stuff like bold starmie and tank hydro pumps. Pursuit can trap things like the locked in choice scarf rotom-a formes and azelfs. Will-O-Wisp acts as a way to neuter physical threats that aren't immune to it and are threatening or annoying to this team. Hidden Power Ground is for coverage versus stuff like heatran. Hidden Power Fighting is a viable alternative though if you don't want to deal with shuca berry shenanigans.
Celebi sets up reflects and acts as a check to things such as Gyarados and Breloom. It can recover vs things like scarfed flygon. Hidden Power Fire is to lure in Scizor and also hit things such as Breloom and Roserade. It's a simple yet effective set.
This team doesn't require a lot of skill to play and that is why it is good for newbies, even if there are some bad matchups, so long as they learn what sees what in a battle and throw in a prediction here and there they can be successful with this team. I would say that this team would be good in stuff like early smogon tour rounds as it doesn't require a lot of skill to play with and with the recent discussion of the sand veil gliscor ban this team only gets better. (So does every other team) For serious tournament play you should probably use another team unless you notice a weakness vs stall in opponent's previous teams and you want to try to counter style them.
DAEDULUS (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 244 HP / 152 Def / 108 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- ice fang / roar
This a very good offensive team by Jirachee and probably the one I remember using the most as a beginner. With the lead matchup guide that he gives it gives the player a good idea on what to do with smeargle on the first turn.
Smeargle (M) @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- U-turn
- Spore
This is an offensive team that uses wish vaporeon as support. You want to send out rocks on turn one if possible and then pressure the opponent until you see an opening for sd lucario to sweep late game. Try not to reveal lucario too early if you can help it though.
This team of mine was designed to overrun my opponent with hard hitters to eventually find a late game sweep with either Lucario or Rayquaza. Similarly to the Rayquaza + Salamence core that was used by some players during DPP, many teams are generally only capable of handing either Lucario or Rayquaza, but not both. Because the most problematic mons that can stop a +2 Extremespeed sweep are bulky steels like Choice Scarf Jirachi, I tacked on a dual steel resist in Dialga + Palkia to help with that. Dialga has the added benefit of being a Hasty nature to outspeed offensive Groudon and the like with ease. Outrage 2HKO's RestTalk Kyogre which is nice too. Giratina-O is just an all around excellent mon in DPP. It's a great revenge killer with Shadow Sneak, handles Groudon relatively well and destroys unsuspecting Scizor + Forry so long as the sun is up.
Instead of using the more common sash rayquaza, life orb lead rayquaza is able to 2HKO threats like Deoxys-S with Fire Blast + ExtremeSpeed and non specially defensive Groudon with Draco Meteor. Scizor + Dialga act as the team's primary resists while still keeping offensive pressure with fast, offensive Dialga and U-Turn Scizor. Palkia acts as his much needed scarfer and he mentioned he opted for Outrage as he hates relying on Thunder's accuracy, but it should be noted that Outrage also has the added benefit of OHKOing Latias, 2HKOing most Kyogre, and not being completely walled by Blissey.
Rayquaza @ Life Orb
Trait: Air Lock
EVs: 40 Atk / 252 SAtk / 216 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Brick Break / Outrage
- ExtremeSpeed
- Fire Blast
Dialga @ Life Orb
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Draco Meteor
- Flamethrower
- Outrage
- Stealth Rock
A team that uses lead mew to get quick momentum with taunt + u-turn. Just about every mon is a hard hitter but can potentially be taken advantaged of their locked moves. So taunt is important to keep status and hazards away.
Mew @ Lum Berry
Trait: Synchronize
EVs: 252 HP / 36 Atk / 220 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Stealth Rock
- Taunt
- U-turn
Another nice BKC team that has plenty of wiggle room in terms of move changes to cover different threats. It uses hazards, sand, and roar to wear down the opposing team to the point where you could set up and sweep. Requires careful play around mixed Dialga and Palkia, especially the former! Garchomp can also be a prick if not handled carefully.
maha kali (Latias) (F) @ Soul Dew
Trait: Levitate
EVs: 136 HP / 176 SAtk / 196 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Thunder
reinkaΩs (Kyogre) @ Leftovers
Trait: Drizzle
EVs: 248 HP / 228 Def / 32 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Rest
- Roar
- Surf
starless eon (Jirachi) @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch
- Iron Head
- Trick
- U-turn
Qwilfish + Ludicolo Balance - BKC
Early hazards with a defensive core that brings the pain itself to scout and clear a path for two sweepers which have polar opposite playstyles; the slower, bulkier route is the underrated CM ResTalk Giratina-O, while the more vicious route has the classic Scarf Kyogre destroying everything in sight. Dialga and Skarmory are an incredibly bulky and reliable hazard duo who feast on the faster revenge killers who take out lead Qwilfish (hopefully after he's laid down Toxic Spikes), who defeats Deoxys (and the occasional Froslass!) leads that trouble bulkier dudes. Ludicolo preys on the omnipresent whale and is fueled by my own if there isn't one on the other side to spread Leech Seed havoc that is the biggest pain in the dickhole when backed up by SubProtect and multiple hazards.
This is a simple but very dangerous offensive team. Similar to the Qwilfish team, the bulky Dialga gets up rocks against the faster dudes taking out Cloyster (after it's gotten both Spikes down, which it's very good at) for a fearsome one-two hazard punch. Lustrous Palkia is good for it's brutally strong Hydro Pumps fueled by its partner in crime, Scarf Kyogre, who gets tons of free switchins off U-turns from CBzor.
SpDef Kyogre might've been used a few times in DPP but by and large it's a BW invention. However it's a very handy tool for stall teams who have Darkrai among their worst nightmares (ha!), and is reinforced by the SpDef Jirachi, who also keeps Groudon and G-O healthy. The latter leads to prevent dumb guessing games against Deoxys leads and because it temporarily tricks the opponent into thinking they're playing offense. Stone Edge lures the rare(r) Ho-Oh, who is another thing stall does not like. Protect Forre makes another appearance, although with TS as the hazard this time. Dialga provides speed, an endgame cleaner and can drop some nukes on offense to ensure that G-O isn't the only thing capable of dishing out damage so the team isn't totally reliant on its defensive core.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Wish
- Protect
- Toxic
- Iron Head
Dialga @ Choice Scarf
Trait: Pressure
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Thunder
Froslass + Omastar Rain Offense - BKC
Froslass is the suicide hazard setter while omaster functions as a second hazard stacker as well as an offensive threat and check to some stuff. I then threw on some offensive CM guys and maxed out Latias' SpAtk makes for pleasant results, especially when barraging a Jirachi with rain-boosted Surf, which also smashes Heatran. A ScarfRachi of my own rounds off the squad with scouting, pivoting and revenge killing duties, as well as reviving a weakened CMer to continue the assault or finish the game.
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Ice Punch
- Healing Wish
Neuer Neuer - Iris
A team that can stall or go offensive depending on how the battle goes. Lead tentacruel gets out toxic spikes while giratina helps stop spinners. Once your opponent is worn down, you could switch to offensive and finish them off.
cbb (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 212 SpD / 40 Spe
Calm Nature
- Wish
- Stealth Rock
- Thunder Wave
- Iron Head
Another Iris Team - Iris
sash ray beats so many things including ttars, most deoxys, armaldos, twave-less groudons, forreys, giras, LO rays, forreys, tentas, etc. Dialga adds a lot of pressure with 3 attacks, really only being walled by heatran and blissey. 3 attacks will destroy most balance teams and twave adds utility to aid my last! That last is Ttar which is really the "gimmick" of the team that beats a lot of balance teams by itself.
This team basically works by creating momentum from turn 1 and then it's really hard to stop it without something faster. Lum CM Ogre fucks with stall so bad it's not even funny. No spinblocker might seem counter intuitive with a Deoxys lead but HP Fire helps with that, as well as the very low amount of opportunities the opponent has to spin against it. Scizor's the only physical member for lack of a good special counterpart. Everything on the team hits as hard as possible to avoid giving free heals to defensive mons. Scarf Palkia mostly helps vs offense.
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Hidden Power [Fire]
is whale (Kyogre) @ Lum Berry
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Thunder
- Ice Beam
- Calm Mind
Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Dark Void
- Focus Blast
- Nasty Plot
Deo-N Lead - Jirachee
Deo-N is kind of an odd lead but it does well against other Deoxys leads, especially the Speed forme. Rest of the team is pretty standard I guess, DD Groudon is an animal.
This team is built around garchomp which has an excellent base tier of 102, allowing it to outrun most dragons barring the Lati twins and Choice Scarf users. Once Salac Berry activates, even these dragons will get outrun and destroyed. The rest of the team is pretty much just preparing chomp for the sweep by getting rid of its counters.
Heavy bulky offense team built around clearing a sweep for an uncommon sweeper in DD Altaria. Tank attacks where you can to clear threats, keep SR off the field with Top, and use Sceptile and Scyther's ability to heavily pressure the opponent to your advantage. Top's set I would never recommend outside of this team, but it serves a role to prevent other priority users like Houndoom from ripping this team apart.
Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]
- Giga Drain
Hitmontop @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Fake Out
- Stone Edge
Hail Stall - Oglemi
Built around creating the perfect conditions for Stallrein to outstall the opponent. Nidoqueen absorbs Tspikes and lays her own, Top spins, Chansey and Registeel take out the mons that would give Stallrein trouble.
Snover @ Focus Sash
Ability: Snow Warning
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
- Blizzard
- Leech Seed
- Energy Ball
- Ice Shard
Registeel @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Curse
- Iron Head
- Explosion
- Earthquake
VILLAGE CRUSHER!!! - Oglemi
Click buttons and win. Set up SR and Spikes with Oma, then bring out mons that beat the opponent until there's nothing left standing. Team is weak to Scarf Venu and other Swellow. Play hard and fast and leave little room for your opp to think.
Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Hidden Power [Grass]
Blaziken @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Superpower
- Hidden Power [Electric]
- Vacuum Wave
Slightly less heavily offensive as prior team, but still lays it on thick. Use Toxicroak's ability to fuck up enemy Milotic to clear a path for a late-game sweep by Scarf Blaziken. Mesprit is there to shit on the bulky Psychics that give both Fighters issues, Tort+Milo is an amazing defensive core with Ambi lead to shift momentum to your side.
Ambipom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Taunt
- U-turn
- Return
Torterra @ Life Orb
Ability: Overgrow
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth Rock
NP Toxicroak is pretty underrated and the beautiful thing with both NPers is that they tend to shit on each other's counters pretty effectively, Toxi taking out enemy Milo and Doom shitting on Ghosts like Spiritomb pretty effectively. Specs Rotom is an awesome back up and immediate wallbreaker as well.
Set up SR and rain early, trap enemy Registeel with Dugtrio, set up rain again and boom with your own Registeel (use Shadow Claw against the imminent Rotom/Mismagius switch-in) and sweep with SD Ludi/Kabu. Lead Electrode is gutter trash but late-game Electrode is fucking terrifying, don't save him for last though if you don't need to, Kabu and Ludi are infinitely better sweepers if you have rain up. Don't let Ludi or Kabu get paralyzed, save Duggy for every possible Twave user and get rid of them.
Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Stealth Rock
- Psychic
- Memento
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Waterfall
- Ice Punch
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Low Kick
Registeel @ Damp Rock
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rain Dance
- Explosion
- Shadow Claw
- Iron Head
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Pursuit
- Night Slash
- Stone Edge
Electrode @ Life Orb
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Thunder
- Hidden Power [Ice]
- Rain Dance
- Explosion
Standard Offense - Oglemi
Nothing special. Just get as much hazards up with your suicide lead omaster and pressure your opponent with your strong attacks.
Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Ice Beam
Admittedly not the best team, but it matches up well vs most standard offense and balance teams. It's a bit weak to heavy offense and heavy stall though, but not overly so. Just requires really smart playing all the way through.
Omastar @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Stealth Rock
- Surf
- Ice Beam
Moltres @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Air Slash
- Hidden Power [Grass]
- Roost
DPP NU
Sexy Babes - Oglemi
Close to standard DPP NU balance featuring an unlikely defensive core in Probo and Happy Dino. Probo is actually a decent Fire check and can tank a Focus Blast from Charizard at full health and KO back with Power Gem. Meganium is very underrated as a physical wall but is crazy good. Lead Jynx is cool and wins a lot of matchups and Cham/Tauros/Mag is a killer offensive core with little in the way that can outmuscle it.
whore (Jynx) @ Focus Sash
Ability: Forewarn
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fake Out
- Lovely Kiss
- Ice Beam
- Psychic
slut (Medicham) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- Thunder Punch
- Ice Punch
A heavy offense team under the guise of a balance team. SubCM Drifblim and SD Meganium are both very underrated but super dangerous sweepers under the right conditions, and CB Dodrio is amazing in general.
Golem @ Focus Sash
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Sucker Punch
Skuntank + Zard is probably the best offensive core in the metagame and this team capitalizes on their offensive synergy. Slash is about as good as spinners get in the tier and I tried to not make it dead weight here. Scarf Gard protects the team from other late-game sweepers while Sunny Day Plume is an unexpected late-game sweeper once the opponent's Fire-type has been removed.
Charizard @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Fire Blast
- Hidden Power [Grass]
- Roost
Vileplume @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sunny Day
- Solar Beam
- Sludge Bomb
- Sleep Powder
Trick Room - Oglemi
Dedicated TR teams are almost impossible to use effectively in this tier, so this team goes half and half by being able to utilize TR fully, but also be able to function once TR runs out. P2 is probably the most durable and reliable TR setter in the tier, so don't just let it die if possible and bring it out after Slowking. Marowak should be able to function out of and in TR just fine if you can get dual screens up for it with Gard out of TR. Scarf Zard is the glue and an extremely unexpected presence on a TR team and can clean very effectively.
Charizard @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Focus Blast
- Hidden Power [Grass]
Hail Stall - Oglemi
One of the most dangerous playstyles of the tier, if not the most dangerous. Create the perfect conditions for Stallrein to stall out the opponent. Nidoqueen sets SR and Tspikes, Hypno walls Medicham and passes Wish to keep the team healthy, Licki provides cleric support and Chan spins.
Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Blizzard
- Fire Blast
- Toxic
Rain Offense - Oglemi
Rain isn't as effective in NU as it is in UU without Ludi/Oma/Kabu available and Sun and Hail being much more effective in NU, but it's still perfectly doable. The team focuses around completing a Floatzel sweep, as it can continue the sweep outside of rain thanks to its insane Speed stat. Wallbreak what you can with Gore and keep the team healthy and rain up with Hypno. Probo's sole purpose on this team is to set SR and lure in other Waters and try and para them with Twave. You can opt for Boom on Probo too.
Probopass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Earth Power
- Power Gem
- Thunder Wave
Lickilicky @ Damp Rock
Ability: Own Tempo
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rain Dance
- Explosion
- Earthquake
- Power Whip
Cradily Sand - Oglemi
The team is largely filler to try and get Cradily in safely and start a sweep. Slowking and Haunter should be able to combat any Fighters on the opponent's team, and from there Cacturne and Sandslash are there for fun to chip away at the opponent until it's safe to bring in Cradily and set up Curse.
BIG HIPPO (Hippopotas) @ Focus Sash
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Yawn
- Roar
This is an offensive team that features strong wall breakers like life orb elekid and boom gastly with bronzor being your rock setter. Set down rocks to break opposing sashes and sweep away.
Tyranitar @ Expert Belt
Ability: Sand Stream
EVs: 144 Atk / 156 SpA / 208 Spe
Lonely Nature
- Crunch
- Fire Blast
- Superpower
- Stealth Rock
Alakazam is the team's main focus. It's just so easy to support, all it needs is Spikes and then the opponent is literally put on a timer. The star of the team, the one and only Choice Band Garchomp. I wanted something that could force pretty much any team's hand early in the match and there is absolutely nothing better than this. The first reason I chose this over an SD set or a Stealth Rock set was because CB Dual Chop can OHKO Sash Breloom leads which gives an enormous advantage against offenses like Smurf's. Ferro is just so good right now. The first thing I wanted after picking Zammer was Spikes, and there isn't much better at Spiking than Ferrothorn. Landorus is like an all-in-one package as a scarfer. Not only does it generate a lot of momentum, but it also poses a significant threat to offensive teams and can check a lot of dangerous things through typing. The only good Spinblocker in the tier. Jellicent really just shuts down bulky Starmie. Offensive ones are harder to block, but not as important since generally they are only seen on offenses that have a harder time with Alakazam and Landorus anyway. Bit of the biggest surprise on the team. MixTar is very unexpected in BW, and it's very effective. Not having Pursuit kinda blows since it's such a good move, but it can't really be fit on that set. Getting a Fire Blast off on a Breloom or Skarmory after setting up your rocks just gives you an incredible advantage. Superpower is a pretty clutch move, since it can bring a Heatran down to Focus Blast range for Alakazam, or just catch a Tyranitar off guard, making Jellicent's life easier.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 136 HP / 176 SpA / 196 Spe
Timid Nature
- Fire Blast
- Toxic
- Hidden Power [Ice]
- Earth Power
First i had to chose my weather inducer, i choose sand because Rain are making some threat stronger like keldeo which can be annoying for reuniclus. Then i opted for Tyranitar instead of Hippowdon because i wanted something that can Trapp/Check Gothitelle/Gengar/Reuniclus which are really annoying for balanced Sand. As i said before i needed dual hazard if latias failed, but why i didnt use roserade or forretress ? Thats simple i wanted something can use spikes + heal so forretress couldnt be good, but i also wanted something that can come on reuniclus's check so skarmory was definitly better here. Latias is definitly one of the best pokemon in my team, indeed because she's the one that gives reuniclus the opportunity to clean.
When i choose to use Thunderwave i got 2 options, i could play offensive version or defensive version (with reflect type n shit). The based foetus, no one can beat it when it get on fire, Reuniclus bulky CM is probably one the best anti-metagame in BW, indeed it has many setup bait like Terrakion/foretress/starmie defensive/Ferrothorn/Skarmory/Toxicroak and can get a free calm mind easily. Then i noticed that my team had big issue against Rotom + Ttar because Rotom could scoot Latias with volt switch then send Tyranitar to trapp it. And i also wanted something that can check Jirachi CM and rain, so i opted for gastrodon. Finally i choose Heatran scarf, indeed heatran has a good place in my team because i needed something against dragmag like that i can outspeed or revenge kill thing like Salamence/Dragonite by taking one outrage then kill them with Hidden power Ice.
Excadrill Offense - Natural Talent
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
(2-0 in URUC i guess LOL, didn't start SPL until 2014)
This team was built around Omastar+Arceus-Fighting, a very dangerous duo. Omastar can beat Ghostceus, Mewtwo, and Ho-Oh in a 1 on 1 situation while Fightceus (with significant physical defense investment) checks threats like Dragon Dance Rayquaza, Dialga, Ferrothorn and other Pokemon that threaten Oma. Specs Omastar serves as a sort of Perish Song user, as Hydro Pump hits so hard that even +1 Calm Mind Arceus with succumb to Hydro Pump after some prior damage. This team would be weak to a well-played Stall team, so I put a Stalltwo on it to Taunt and burn those teams to death. Giratina is all-out physically offensive to threaten the annoying Tentacruel and to ambush stuff with Outrage.
In general, Omastar works better with Calm Mind Arceus-Fighting, but this team couldn't fit SR on any other Pokemon (SR ferro is just awful). Once Ferrothorn gets one layer of spikes up, you have a great chance of winning since NOTHING switches into Specs Omastar in the rain barring Specially Defensive Kyogre at that point, and Giratina-O's shuffling becomes problematic as well.
Drain - Problems
ALIEN (Deoxys-Speed) @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Dark Pulse
DICK (Rayquaza) @ Life Orb
Ability: Air Lock
EVs: 32 HP / 252 Atk / 8 Def / 216 Spe
Adamant Nature
- Dragon Claw
- V-create
- ExtremeSpeed
- Swords Dance
'Ladies and gentlemen i introduce to you the infamous teams which is 7-0 in tournaments, one of the best BW2 teams ever made.. Drain'
Okay so I have to write about it; A HO style team which was originally builts as a counter team for vs other known HO users which has been through alot of changes but this is my finished version which has been given out the most. Basically, you lead with Deox-s get up hazards while blocking the removal of hazards with Ghostceus which puts pressure on opposing teams to switch in. The team itself is full of stall breakers like Rey, specsKyorge and Ghostceus while its got things for HO teams also in Kingdra and Genesect, the team really keeps offensive pressure at a high as its built to pretty much have an answer for everything. It's honestly one of the most autopilot and easiest teams to use as its pretty much sacking and bringing threats in (theres obviously switch ins for most things but ye).
So many fuckin frens - Edgar
HSA (Dialga) @ Lum Berry
Ability: Pressure
Shiny: Yes
EVs: 240 HP / 12 SpA / 236 SpD / 20 Spe
Modest Nature
- Stealth Rock
- Draco Meteor
- Fire Blast
- Roar
New breed (Darkrai) @ Life Orb
Ability: Bad Dreams
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Dark Void
- Focus Blast
- Dark Pulse
- Sucker Punch
Well, the team is a rather "standard" Hyper Offense rain team, I started building the team around a Darkrai-Kabutops core, as they threaten each other's checks (Darkrai threatens Giratina-O, Ghosteus, Groudon, etc. While Kabutops threatens Genesect, Ho-Oh and Extremekiller), making it a lot easier to sweep with them. I'm not a big fan of Life Orb Nasty Plot Darkrai as I think Genesect being THE Scarfer makes it almost impossible to ever sweep with it so, instead of using Nasty Plot I decided to use the 4th moveslot for something that in my opinion, is very useful, Sucker Punch. I got the idea from my ol pal PROBLEMS. Although I came up with the EV spread (hehebwoi), anyways, EVs allow Darkrai to KO Life Orb Mewtwo after Stealth Rock and 1 Life Orb hit 100% of the time, which is excellent as Mewtwo is a rather common Darkrai check. Other team members are just support mons, Magic Coat Giratina-O for anti leading Deo-S as well as checking pokemon like Excadrill and Groudon, Dialga is a defensive pivot with great defensive as well offensive stats as well Stealth Rock user. Palkia is another rain abuser and it is also my Kyogre switch-in and Kyogre is my rain setter as well as my Extremekiller check, I have another version of this team where Kyogre's set is Choice Specs, it works but I prefer Defensive a lot more because that way Giratina-O isn't THAT pressured as it would need to check Extremekiller Arceus, Excadrill and Groudon if I don't use Defensive Kyogre.
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Low Kick
- Stone Edge
- Rapid Spin
This team is a balanced offensive team which has pretty good match-ups across the board, thanks to TTar. Against most teams, you want to use SpecsOgre and Latias to weaken the opposing team for an eventual Kabutops sweep late game. Arceus-Fighting is a general utility counter for a lot of threats (like Genesect, Dialga, Darkrai, Rayquaza, etc) and is great for spreading para around teams. The 12 SDef EVs make sure Fightceus will never be OHKO'd by Specs Omastar Hydro Pump at 100% HP. Dialga is the team's scarfer, secondary U-Turn sponge, and sleep absorber. Its main roles are checking for a lot of the fast and frail meta, such as Mewtwo and Darkrai, cleaning weakened teams, and revenge killing when needed. Latias is here to check Ogre/Grounds and break apart opposing cores with its powerful attacks. Generally, Latias is a key player in almost every match because it's effective against all types of teams. TTar is really the MVP of this team in so many match-ups tho. It effectively anti-leads Deo-A/S, checks Ghostceus, checks SmashPass, checks the Lati twins, and is one of the most consistent SR setters in the tier. Sand provides an extra weather to the team to help against Swift Swimmers, which can really be useful against teams like Drain and Hydro Spam. Dark STAB and chip damage from sand is really nice against Magic Sun too, where it can usually get rocks down for an easy win. SpecsOgre is the wrecking ball of the team, OHKO/2HKOing the majority of the tier. It's really nice against stall and has nice synergy with TTar, who can usually Pursuit trap some checks. I run Timid to outspeed offensive Groudon. Ogre also provides much needed rain support that allows Tops to function. Overall, this is a really solid team that has served me well. Definitely my favorite BW2 team.
BW UU
Big Scale Magic Show - PK Gaming
Rhyperior @ Leftovers
Trait: Solid Rock
EVs: 248 HP / 16 Atk / 244 SDef
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Dragon Tail
Just some standard HO. Lead Scolipede to set up spikes and/or set up an sd and break some walls for my set up sweepers to have a fun time. Offensive Rocks Mesprit with Healing Wish to heal up a mon if they get weakened. Misdreavous is my spin-blocker and can cripple things with will-o-wisp to support my next 3 pokemon and to pile up in conjunction with hazard damage. Omastar is more or less the late game sweeper and can ceom in and clean up on a passive mon or something burned. Escavalier can break down alomomola along with slowking that usually can beat omastar in some scenarios. Last is Sub CM Uxie which sets up on most passive mons with Substitute. Psychic is for stab and Thunderbolt is to hit slowking and other pesky psychics along with spiritomb.
Gallade @ Leftovers
Ability: Justified
EVs: 240 HP / 212 SpD / 56 Spe
Careful Nature
- Bulk Up
- Drain Punch
- Night Slash
- Substitute
Moltres @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- Hidden Power [Grass]
- Roost
Durant @ Choice Scarf
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- X-Scissor
- Superpower
- Stone Edge
- Iron Head
Rhydon @ Eviolite
Ability: Rock Head
EVs: 88 HP / 252 Atk / 84 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn
More of a balance team. With Sub Bulk Up Gallade to more or less break stall. Moltres, to beat most of it's checks. Rhydon the standard rock setter. Cryogonal is here to take special attacks and for rapid spin. Alomomola is the back bone of this team It supports every mon with it's huge wishes it can pass and just walling most of the tier. Lastly, my late game cleaner and sometimes revenge killer, Durant. Really nice coverage and Swarm to not miss over the the power boost that some may like.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Foul Play
- Rest
- Sleep Talk
Rhydon @ Eviolite
Ability: Rock Head
EVs: 88 HP / 252 Atk / 84 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn
Durant @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Superpower
- Baton Pass
More or less spikes semi stall. Spikes in Roselia and Rocks in Rhydon paired up with spiritomb for spin-blocking. Druddigon can phaze mons out and make them take more hazards each time weakening them for Durant to clean up or to win with Calm Mind Slowking. Not much to say about this team since it's so straight forward.
Medicham @ Choice Band
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Psycho Cut
- Ice Punch
- Baton Pass
Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flamethrower
- Switcheroo
Volt - turn with a bulky pivot in Alomomola. Banded Medicham decimates almost anything in it's path. If it predicts a switch into something it can't touch it can always baton pass and gain momentum. Manectric is a really nice scarfer as it has nice speed and can gain momentum constantly with volt switch. Offensive Archeops is a really nice mon when it's not in defeatist. Nice attack stat with decent stabs and access to u-turn and earthquake for steel types and qwilfish. Uxie can set up rocks and cripple things with u-turn. While hitmonchan is just here to spin.
Carmen, Broke with Expensive Taste - Atomicllamas
Carmen (Jynx) (F) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Lovely Kiss
- Nasty Plot
- Psychic
Born to Die (Haunter) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Thunderbolt
- Destiny Bond
National Anthem (Druddigon) @ Leftovers
Ability: Rough Skin
EVs: 196 HP / 252 SpD / 60 Spe
Careful Nature
- Dragon Tail
- Earthquake
- Dragon Claw
- Stealth Rock
Without You (Emboar) (M) @ Leftovers
Ability: Blaze
EVs: 240 HP / 248 Def / 20 Spe
Impish Nature
- Flare Blitz
- Hammer Arm
- Protect
- Will-O-Wisp
Radio (Sawsbuck) @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Horn Leech
- Baton Pass
- Double-Edge
- Nature Power
Jynx is a highly underrated Pokemon in the BW2 RU meta game, as it is capable of taking on every variation of the most common Pokemon in the tier, often without prediction. Nasty Plot is extremely useful for my endgame match up againt stall teams, as Tomb and Clefable can be worn down pretty easily with the rest of my team, allowing for an easy Jynx sweep.ffensive Life Orb Haunter is also greatly underrated in the BW2 RU meta game, and it functions as one of the best partners possible for LO Jynx, as it is capable of utilizing Destiny Bond in order to take out Spiritomb that try to get clever with Pursuit. Haunter has pretty good coverage with its STAB moves, while Thunderbolt is nice for taking out Alomomola. Druddigon checks Moltres pretty well with the given spread, which also lets it set up SR reliably on a large portion of the meta game . Dragon Tail takes advantage of this spread even more, as it can give a lot of trouble to teams with the Electric-types that give this set more opportunities to shuffle the opponent's team with Stealth Rock up. Emboar is to check Threats such as Durant and Escavalier. Will-O-Wisp is useful for spreading burns to the opponent, while Protect gets Emboar extra leftovers recovery and can scout potentially choice locked opponents. Sawsbuck allows me to deal with the common Smeargle HO teams by limiting it to one layer of either SR or Spikes and preventing it from putting something to sleep, which spells death in Gen 5 RU. Scarf Sawsbuck is not the most common set for Sawsbuck, however it can take advantage of its nice base 95 speed and powerful STAB move in Double Edge to deal with big threats like Scarf Moltres and LO Galvantula. Baton Pass is really cool if the opponent has something that hard walls Sawsbuck, as it can use BP to gain momentum by dry passing to the appropriate mon that can deal with said wall. Nature Power in Gen 5 is EQ. Kabutops is also the Normal and Flying resist for this team which is necessary on pretty much every team and also provides hazard removal.
Spiritomb does quite a few things for this team, first off, its capable of spin blocking pretty much every Cryogonal set with the combo of Sucker Punch and Pursuit. Ferroseed was actually a pretty cool spiker in RU, as it deals with most variants of Druddigon (just gotta watch out for Sheer Force Flamethrower or band Fire Punch!), while setting up spikes consistently against a ton of threats. LO Medicham is the definition of a nuke, with two powerful STAB moves and coverage in Thunder Punch that is capable of hitting the majority of Psychic types in RU (Sigi, Slowking, etc.). High Jump Kick + Thunder Punch KOes Alomomola after SR (even if they protect for lefties recovery). Bulky Psychic-types like Uxie and Mesprit that don't take much from its moves are easily dealt with by switching to Tomber so it can Pursuit trap them. Toxic SR Druddigon, while much more common in XY RU, was still a pretty solid set in BW2 RU, capable of putting a lot of pressure on opposing balance teams with its powerful Attacks and statusing opposing walls. SR is obviously mandatory on every team especially this one as I have two ghosts capable of keeping them up against pretty much every Rapid Spinner. Choice Scarf Rotom-N is extremely good in BW2 RU due to its unique speed tier and extremely useful defensive typing (helped out by Levitate), which allows it to switch into and deal with most Durant, and revenge kill threats including Aerodactyl and Choice Scarf Moltres. Offensive LO Cryogonal is something that Afro Smash really brought to Smogon's BW2 RU meta game which differs from the classic SpD support set. Hidden Power Fire deals with the Steel-types that like to switch into Cryo while LO Ice Beam just hits really hard against anything that doesn't resist it. the Speed EVs outspeed positive natured Sigilyph while the remainder are thrown into HP to buff Cryo's solid SpD stat.
This is a nice variation of my iconic BW2 volcarona offense that I made for WCOP to play papai noel. A lot of the team's effectiveness stems from the surprise value of some of the sets. The original version of this team is everywhere and opponents can have preconceived notions of what the sets are, which can then put them in a bad spot real quick. This team makes good use of a couple of lures that can easily break the game open. There is also really good synergy between a lot of the mons, and you can force the opponents hand in order to set up on things like choice locked revenge killers. Volcarona and Dragonite are both very dangerous mons, and it is pivotal to control momentum with the squad so you can force openings to sweep with either of them.
Scizor @ Choice Scarf
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Aerial Ace
- Superpower
This is a team i made for R2 of WCOP, and it is really fun to play. Jolteon has an awesome niche on rain squads, because their biggest issue is losing momentum. A moveset of Thunder / Volt Switch / hp [ice] or [grass] / signal beam @ expert belt is great, as it lets you lure in problematic mons for rain like celebi and gastrodon, bluff a choice set, and nuke them with the appropriate coverage move. Volt switch lets you easily pick up momentum on swtich ins like tyranitar, allowing you to pivot out to politoed and get rain up again. With some hazards this very quickly wittles sand balance teams and gives you an edge in the weather war. This set works really well with specs tornadus and bulk up breloom, they have great offensive synergy to trouble cookie cutter sand builds. Jolteon allows you to really penalise your opponent for switching their amoongus [insert grass mon here] into jolteon, because it gives tornadus a free hurricane. Bulk up Loom gets free set up on ferrothorn and many other switch ins to jolteon.
Landorus-T (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 112 Def / 148 Spe
Naive Nature
- Earthquake
- Hidden Power [Ice]
- U-turn
- Stealth Rock
Probably the most standard type of team at the moment. Get your hazards up and then Hydreigon will fuck shit up, it's pretty much impossible to switch into it. Alakazam cleans late game. Jellicent > Gastrodon is a viable alternative. Encore on Zam is possible if you replace Stone Edge with Ice Punch on Tyranitar. Skarm needs all that special bulk unless you want to be heavily pressured by other Zams.
Volcarona @ Passho Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Giga Drain
- Hidden Power [Ice]
- Quiver Dance
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Healing Wish
- U-turn
Dragonite @ Choice Band
Ability: Multiscale
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Extreme Speed
Volcarona is super threatening and this is its most dangerous set. HP Ghost Keldeo helps breaking things it struggles with so it has an easier time cleaning, while also breaking through Jellicent for Starmie to spin easily. Healing Wish ScarfRachi gives the team a Latios switch in while also giving you 2 Volcaronas.
Starmie and Tornadus in rain are threats to just about any team, but weatherless teams are in for a lot of trouble. Ferrothorn is meant to be played aggressively to get hazards up early so you can wear down a Tyranitar or some kind of Jirachi for Tornadus to have fun. Rapid Spin is completely option on Starmie and both Grass Knot and Recover are viable replacements.
U-turn + Magnezone is danger. Starmie also really likes having Ferrothorn gone, and spin + mag gives sand balance a lot of trouble. Specs Magnezone 2hkoes ferro even in rain so it doesn't get 1 million layers and wear down your stuff and still end up being a dick.
blood gulch (Tyranitar) @ Expert Belt
Ability: Sand Stream
EVs: 144 Atk / 156 SpA / 208 Spe
Lonely Nature
- Crunch
- Fire Blast
- Superpower
- Stealth Rock
Mew really likes abusing Spikes because it's great at giving trouble to slow teams. With Spikes up it's really hard to switch into Latios because it's just so damn strong. Dual Psychic can also be hard for some teams to handle. ChopleTar is an option on that team if you're insecure and like using bad sets
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 8 SpA / 248 SpD
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Toxic
At this point you're probably aware that Reuniclus just loves Spikes. CB Chomp is a great opener for those teams so they don't have a bad matchup against Sash Loom offenses. Jellicent + ScarfTar stops spinners. Heatran is nice so you don't get broken moth'd
Probably obsolete but still cool. Moltres really improves the Rain's matchup against Sun and some threats like NP Celebi. It's really similar to the other Rain I posted so I won't go in too much detail
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Zen Headbutt
- Protect
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 56 Def / 204 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- X-Scissor
Very little is as scary as a +2 Atk Sharpedo in the Rain. Garchomp and Terrakion can also abuse the Atk boosts Celebi passes. Ferrothorn can use Spikes over Leech Seed too so you can wear down other Ferros more easily. Politoed is Specs so it can just hammer stuff that could try and phaze Celebi (ie Skarmory)
Pretty standard team i used to face undisputed week 1 of RoaPl that really won me the game, but me needing to go screwed it up :(. The team wased on a cool set, Hp Fire Claydol that acts a spikes deterrent from Forretress. Lax was added because undispited usually brings bulkier stuff and Lax feeds on bulkier team. Magnets was added to prevent Skarmory from getting spikes, so we could basically beat any relevant spiker which prevents our CurseLax (which has Shadow Ball because undisputed likes running gar as his Lax check) from taking uneccesary damage. RoarCune was added as our "mandatory" water which also helped versus other curselax who wish to set up, and also versus other set-up sweepers or strong physical attackers. Heal bell Celebi was added to cleric stuff and help team get a bit of recover via Leech Seed. Banded MixMence helps with physical attackers like Heracross, Banded Flygon is also an option here due to its ability to check CMer's such as Jirachi better. Pretty sure I wont use this again so thanks to Cowboy Dan for building w/ me. (Nicknames are based off Monstercat's 7th album, Solace.)
Machamp @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Cross Chop
- Earthquake
- Hidden Power [Bug]
- Curse
My favorite version of the cookie cutter GSC offense. Zapdos + Snorlax + Exeggutor + Cloyster + Steelix + Sixth is a very powerful offensive teamstyle because of how much power it can have while maintaining the minimal defensive coverage needed to function well in the tier. The sixth pokemon is variable depending on what you want the team to try and do. Here I use Machamp because of how much brute offensive force it has while being supported well by the team due to having mons like Cloyster that can bait its checks and counters. It also gives the team a Tyranitar and Snorlax check which can usually be a problem for these kinds of teams. To help support the team I'm using 4 attack Snorlax with Body Slam to help lure in threats, bluff a defensive set, and spread paras while serving as a very effective wallbreaker. This version does have a few weaknesses but it is overall my favorite variant of this kind of team and if anyone wants to try using it experiment around a bit with it. There's a good amount of other options you have.
On the other side of the coin we have standard stall. The team is a stall team optimized to counter and wall the threats in the metagame while maintaining a decent amount of ways to win the game. The members of the team are all fairly intuitive in what they do. Raikou is the special wall and secondary phaser, Snorlax the win condition and Stallbreaker, Skarmory the physical wall and primary phaser, Suicune the mixed wall and sleep absorber, Miltank the beller, growler, and possible secondary mixed wall and Starmie the spinner and an out to many 'tier 2' threats. Overall it s a pretty solid stall team that holds up in many different match ups. Once more there are a few different things that can be changed with the team if you want to try and do something else.
Machamp @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Cross Chop
- Earthquake
- Hidden Power [Bug]
- Curse
My favorite version of the cookie cutter GSC offense. Zapdos + Snorlax + Exeggutor + Cloyster + Steelix + Sixth is a very powerful offensive teamstyle because of how much power it can have while maintaining the minimal defensive coverage needed to function well in the tier. The sixth pokemon is variable depending on what you want the team to try and do. Here I use Machamp because of how much brute offensive force it has while being supported well by the team due to having mons like Cloyster that can bait its checks and counters. It also gives the team a Tyranitar and Snorlax check which can usually be a problem for these kinds of teams. To help support the team I'm using 4 attack Snorlax with Body Slam to help lure in threats, bluff a defensive set, and spread paras while serving as a very effective wallbreaker. This version does have a few weaknesses but it is overall my favorite variant of this kind of team and if anyone wants to try using it experiment around a bit with it. There's a good amount of other options you have.
On the other side of the coin we have standard stall aka Triple S(Snorlax, Skarmory, Suicune/Starmie) Stall. The team is a stall team optimized to counter and wall the threats in the metagame while maintaining a decent amount of ways to win the game. The members of the team are all fairly intuitive in what they do. Raikou is the special wall and sleep absorber, Snorlax the Win condition and Stallbreaker, Skarmory the physical wall and primary phaser, Suicune the mixed wall and the other phaser, Miltank the beller, growler, and possible secondary mixed wall and Forretress the Spiker/Spinner. Overall it s a pretty solid stall team that holds up in many different match ups.
Seconding the stall, this is a very basic stall team "invented by" Veteran in Love way back and is probably one of the best stall archetypes/templates in this tier.
This team is responsible for the new-found rise of Choice Band Infernape which seen a decline after 2010. One thing to understand is priorities of the team, once you make your own teams you will be able to create those for yourself and play accordingly. However I see that when alot of new players take good teams for known players, they lack the intricate details to play it with success.
For instance, I always ALWAYS hydro lead Zapdos and Machamp as they are huge annoyances to the team. You got banded ape SOMALIA, why all the fuss when it can just demolish them with blitz? Well, hiding your key team members especially your sweepers for as long as possible allows you to put more pressure on the opponent, they will be on the back foot guessing and conserving appropriate answers to the potential "late game sweeper" depending on their interpretation of your team.
You generally want to postpone revealing Weavile as much as possible, Dragon Dance with kingdra to lure out either scarf Flygon that can revenge it in which you can beat it with weavile once it locks itself in Outrage. Possibly the only mon to outpace Infernape is gone and it can do some serious damage, furthermore the only other Pokemon that naturally outpace Ape are mostly ones that Weavile can dispose of such as Starmie, Gengar and Azelf. Breloom is very frail however timing makes things much easier. Bring it in the second you see a Swampert of Hippowdon both of which switch into Infernape's U-Turn. Once you spore them Stone Edge as most likely you'll see a Scarf Rotom-A / Gengar / Celebi or a Gyarados / Dragonite switch in to take the predicted Focus Punch once you've subbed. Team is quite known and meta has evolved, you can use this to learn but not recommended for tournies anymore due to people knowing it well.
Also gonna be putting in a revamped version of obi stall made by August for last years world cup vs iconic. Probably not the exact same as his team ev spread wise and such but still very similar. I know its full stall but it still works in the current meta.
DAEDULUS (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 24 Atk / 192 Def / 40 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang / Roar
Everthings role here is pretty defined but just to give you a quick over view of the team. Hippowdon acts as the first hazard setter with the mandatory stealth rocks. It acts as a check to things such as swords dance Infernape and DD tyranitar Ice fang helps with 2/3 dragons in the tier. Skarmory is the spiker and phazer of the team and soft checks many physical pokemon such as a scarfed flygon, dd gyarados and most variants of metagross. Blissey forms the infamous skarm bliss core and checks an absolute shit ton of special attackers in the tier. Starmie acts as a spinner and and another check to things such as sd infernape and heatran . Reflect helps it not get pursuit trapped so easily by things such as scizor and tyranitar. Celebi acts as another check to things such as DD Kingdra and DD Gyarados (Bar Life Orb DD Kingdra and Bounce gyara outside of reflect). HP Fire is good for luring in scizor who can cause some trouble for this team otherwise reflect also kind of helps celebi take pursuits and u-turns better. As for Spiritomb it is the spin blocker of this team. It can be replaced by a defensive rotom-a if you prefer but it doesn't get pursuit trapped like a lot of the other spinblockers. Which is essential to this team which with both starmie and celebi on it. You can make the movesets changes listed above but for the most part it works best this way. You can also make a switch to a faster starmie if you want.
This team was built around trick room slowking. Although this team is technically a trick room team, its able to function with or without it being set up. One pokemon that gives this team problems is expert belt keldeo outside of trick room since I would have to use up chomp's berry in order to hit it hard enough for tar to finish it off but if you have control of trick room, you'll do fine.
A rain hyper offensive team that needs momentum to work. Electrode is the usual lead to prevent lead hazard users from setting up. A combination of moltres, poliwrath and ludi is able to overwhelm other offensive teams however bulkier teams give this team issues since they tend to stall out rain turns.
This is a fairly standard double trap team I built a while back. Basically Magneton and Dugtrio take out most of Curselax's counters so it can sweep. The rest of the stuff fills in holes. Bulky Celebi acts as your answer to opposing Lax as well as backing up lax in taking on electrics and Gengar. Swampert takes on a few of the main physical threats, namely tyranitar, salamence and aerodactyl. Salamence acts as an offensive pivot against opposing heracross, celebi, gyarados and others. It kinda sucks if you fail with mag but overall it's a decent team for new players to try.
Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break
This is my take on the 'standard' ADV NU stall archetype. The team plays by setting up spikes, toxicing stuff and potentially cleaning up with Hitmonchan. Hitmonchan acts as the team's rapid spinner while still keeping most of its offensive capabilities. Roselia is the team's spiker and cleric, Sableye blocks rapid spin and takes on opposing Hitmonchan and Chimecho. Mawile takes on birds and other choice banders locked into moves it resists while also having some good toxic targets and picking up tempo with baton pass and intimidate, Flareon takes on grasses and haunter and can pass wish, and Pelipper acts as a secondary Hitmonchan answer while also taking on fire types and giving me an EQ immunity. This team was more made for the ADV XU meta on Pokemon Perfect (basically smogon nu without huntail) but Huntail can still be played around thanks to most of its set up opportunities carrying toxic. If Huntail is an issue, pelipper can be replaced with dewgong but this makes it easy for CB ground types to just spam eq and pick off everything.
Typhlito was already ready to start this when he asked me......already got like 20 times more teams than I did.
But anyway I'm glad to see this open again, super mad props to Typhlito+Natural Talent+everyone else contributing. Will chip in some ADV/DPP Teams as soon as they've outlived their usefulness I can.
Heavy bulky offense team built around clearing a sweep for an uncommon sweeper in DD Altaria. Tank attacks where you can to clear threats, keep SR off the field with Top, and use Sceptile and Scyther's ability to heavily pressure the opponent to your advantage. Top's set I would never recommend outside of this team, but it serves a role to prevent other priority users like Houndoom from ripping this team apart.
Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]
- Giga Drain
Hitmontop @ Leftovers
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Mach Punch
- Fake Out
- Stone Edge
Hail Stall - Oglemi
Built around creating the perfect conditions for Stallrein to outstall the opponent. Nidoqueen absorbs Tspikes and lays her own, Top spins, Chansey and Registeel take out the mons that would give Stallrein trouble.
Snover @ Focus Sash
Ability: Snow Warning
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
- Blizzard
- Leech Seed
- Energy Ball
- Ice Shard
Registeel @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Curse
- Iron Head
- Explosion
- Earthquake
Double Normal - Oglemi
Click buttons and win. Set up SR and Spikes with Oma, then bring out mons that beat the opponent until there's nothing left standing. Team is weak to Scarf Venu and other Swellow. Play hard and fast and leave little room for your opp to think.
Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Hidden Power [Grass]
Blaziken @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Superpower
- Hidden Power [Electric]
- Vacuum Wave
Slightly less heavily offensive as prior team, but still lays it on thick. Use Toxicroak's ability to fuck up enemy Milotic to clear a path for a late-game sweep by Scarf Blaziken. Mesprit is there to shit on the bulky Psychics that give both Fighters issues, Tort+Milo is an amazing defensive core with Ambi lead to shift momentum to your side.
Ambipom @ Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Taunt
- U-turn
- Return
Torterra @ Life Orb
Ability: Overgrow
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth Rock
NP Toxicroak is pretty underrated and the beautiful thing with both NPers is that they tend to shit on each other's counters pretty effectively, Toxi taking out enemy Milo and Doom shitting on Ghosts like Spiritomb pretty effectively. Specs Rotom is an awesome back up and immediate wallbreaker as well.
Set up SR and rain early, trap enemy Registeel with Dugtrio, set up rain again and boom with your own Registeel (use Shadow Claw against the imminent Rotom/Mismagius switch-in) and sweep with SD Ludi/Kabu. Lead Electrode is gutter trash but late-game Electrode is fucking terrifying, don't save him for last though if you don't need to, Kabu and Ludi are infinitely better sweepers if you have rain up. Don't let Ludi or Kabu get paralyzed, save Duggy for every possible Twave user and get rid of them.
Uxie @ Damp Rock
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rain Dance
- Stealth Rock
- Psychic
- Memento
Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Waterfall
- Ice Punch
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Low Kick
Registeel @ Damp Rock
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rain Dance
- Explosion
- Shadow Claw
- Iron Head
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Pursuit
- Night Slash
- Stone Edge
Electrode @ Life Orb
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Thunder
- Hidden Power [Ice]
- Rain Dance
- Explosion
Standard Offense - Oglemi
Omastar @ Focus Sash
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Ice Beam
Admittedly not the best team, but it matches up well vs most standard offense and balance teams. It's a bit weak to heavy offense and heavy stall though, but not overly so. Just requires really smart playing all the way through.
Omastar @ Leftovers
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Stealth Rock
- Surf
- Ice Beam
Same concept for both teams, just slightly different methods. Dedicated lead Crustle sets Spikes and SR, Kabu spins and revenge kills as the glue, Rotom and Magneton remove Steel-types and deal major chip damage with Volt Switch. First team Fraxure breaks while Dragonair late-game sweeps, second team Zweilous breaks while Altaria late-game sweeps.
Kabutops @ Life Orb
Ability: Weak Armor
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Rapid Spin
- Aqua Jet
- Stone Edge
Choice Overload - Oglemi
Hit hard and take no prisoners. Tort and Bouff kinda switch typical roles here to take advantage of their typings when combined with the rest of the team, Bouff switching into shit for Lanturn and gaining that +1 and Tort breaking Water-types for Emboar to sweep later in the game.
Torterra @ Choice Band
Ability: Overgrow
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Superpower
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 204 HP / 96 Def / 208 SpD
Calm Nature
- Scald
- Volt Switch
- Thunder Wave
- Ice Beam
Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Earthquake
- Head Charge
- Stone Edge
- Substitute
Escavalier @ Choice Band
Ability: Overcoat
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Iron Head
- Megahorn
- Pursuit
- Return
Stall as Shit, variant of august stall - Oglemi
Stall until you find an opportunity to sweep with CM Tomb. As the name implies this team has almost zero offensive presence outside of a boosted Tomb, so it can get overrun by a lot of setup sweepers, but I think it went almost undefeated against other stall teams because of Pressure from Tomb and the team's relative immunity to Spikes and residual damage.
Close to standard DPP NU balance featuring an unlikely defensive core in Probo and Happy Dino. Probo is actually a decent Fire check and can tank a Focus Blast from Charizard at full health and KO back with Power Gem. Meganium is very underrated as a physical wall but is crazy good. Lead Jynx is cool and wins a lot of matchups and Cham/Tauros/Mag is a killer offensive core with little in the way that can outmuscle it.
whore (Jynx) @ Focus Sash
Ability: Forewarn
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fake Out
- Lovely Kiss
- Ice Beam
- Psychic
slut (Medicham) @ Choice Scarf
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- Thunder Punch
- Ice Punch
A heavy offense team under the guise of a balance team. SubCM Drifblim and SD Meganium are both very underrated but super dangerous sweepers under the right conditions, and CB Dodrio is amazing in general.
Golem @ Focus Sash
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Explosion
- Earthquake
- Sucker Punch
Not a team for new beginners as it features a very uncommon set in SubRoost Zard and tank versions of Lapras/Regi/Plume. Pretty difficult to use effectively but the payoff can be huge if the opponent plays into Zard correctly.
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Explosion
- Rock Slide
- Protect
Lapras @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 SpA / 56 SpD
Modest Nature
- Ice Beam
- Thunderbolt
- Heal Bell
- Hydro Pump
Vileplume @ Black Sludge
Ability: Chlorophyll
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Synthesis
Standard Zard Offense - Oglemi
Skuntank + Zard is probably the best offensive core in the metagame and this team capitalizes on their offensive synergy. Slash is about as good as spinners get in the tier and I tried to not make it dead weight here. Scarf Gard protects the team from other late-game sweepers while Sunny Day Plume is an unexpected late-game sweeper once the opponent's Fire-type has been removed.
Charizard @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Fire Blast
- Hidden Power [Grass]
- Roost
Vileplume @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sunny Day
- Solar Beam
- Sludge Bomb
- Sleep Powder
Trick Room - Oglemi
Dedicated TR teams are almost impossible to use effectively in this tier, so this team goes half and half by being able to utilize TR fully, but also be able to function once TR runs out. P2 is probably the most durable and reliable TR setter in the tier, so don't just let it die if possible and bring it out after Slowking. Marowak should be able to function out of and in TR just fine if you can get dual screens up for it with Gard out of TR. Scarf Zard is the glue and an extremely unexpected presence on a TR team and can clean very effectively.
Charizard @ Choice Scarf
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Focus Blast
- Hidden Power [Grass]
Hail Stall - Oglemi
One of the most dangerous playstyles of the tier, if not the most dangerous. Create the perfect conditions for Stallrein to stall out the opponent. Nidoqueen sets SR and Tspikes, Hypno walls Medicham and passes Wish to keep the team healthy, Licki provides cleric support and Chan spins.
Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Blizzard
- Fire Blast
- Toxic
Rain Offense - Oglemi
Rain isn't as effective in NU as it is in UU without Ludi/Oma/Kabu available and Sun and Hail being much more effective in NU, but it's still perfectly doable. The team focuses around completing a Floatzel sweep, as it can continue the sweep outside of rain thanks to its insane Speed stat. Wallbreak what you can with Gore and keep the team healthy and rain up with Hypno. Probo's sole purpose on this team is to set SR and lure in other Waters and try and para them with Twave. You can opt for Boom on Probo too.
Probopass @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Earth Power
- Power Gem
- Thunder Wave
Lickilicky @ Damp Rock
Ability: Own Tempo
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rain Dance
- Explosion
- Earthquake
- Power Whip
Cradily Sand - Oglemi
The team is largely filler to try and get Cradily in safely and start a sweep. Slowking and Haunter should be able to combat any Fighters on the opponent's team, and from there Cacturne and Sandslash are there for fun to chip away at the opponent until it's safe to bring in Cradily and set up Curse.
BIG HIPPO (Hippopotas) @ Focus Sash
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Yawn
- Roar
Stall is super difficult to pull off in this tier outside of hail stall, but this team is probably my best attempt at it. Lead with whoever you want, I typically do Meganium or Sandslash to try and either kill the opp's SR user early or spin it off right away. CM Pig is used over CM Hypno due to Pig's ability to wall Fire-types thanks to Thick Fat, and the fact it can CM up alongside Slowking/Hypno/Drifblim and then phaze them out. Politoed is insurance against other setup sweepers, and Dusclops/Meganium wall most Tauros and Medicham. Unfortunately the team lacks Spikes, which makes it less effective than it otherwise would be, there's just no where really to fit it in on this team.
Meganium @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Aromatherapy
- Leech Seed
- Energy Ball
- Toxic
Lickilicky @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Toxic
- Return
Politoed @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 144 Def / 112 SpD
Calm Nature
- Perish Song
- Toxic
- Surf
- Encore
A pretty standard UU offensive balance team with the goal to break with CM Lunatone and go to Duck and sweep through the opp. Defensive core of Muk/Cradily/Top covers almost all of the bases in the tier, Cradily itself being a major highlight of the team and stalling out some entire teams alone. No major weaknesses are present on the team but no real good matchups either, just requires really smart playing and catching the opponent off-guard with Duck.
Hitmontop @ Leftovers
Ability: Intimidate
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Bulk Up
- Brick Break
- Hidden Power [Ghost]
- Earthquake
Animal Offense - Oglemi
Typically Primeape doesn't see much use because Hitmonlee exists, but it shines here as part of a dual fast sweeper core with CB Kanga. Most teams are prepared for a physical onslaught because it's relatively easy to accomplish, but few are prepared for a fast booster like BU Ape, and with things softened by Kanga it can typically run through teams late in the game. The rest of the team is a defensive backbone for Ape to fall back on, featuring the uncommon fully defensive Gligar and Imprison Missy to limit the opponent's ability to countersweep.
Misdreavus @ Leftovers
Ability: Levitate
EVs: 236 HP / 68 Def / 124 SpA / 80 SpD
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Imprison
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 SpA / 216 SpD
Modest Nature
- Thunder Wave
- Ice Beam
- Surf
- Protect
Primeape @ Leftovers
Ability: Vital Spirit
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Bulk Up
- Substitute
- Cross Chop
- Hidden Power [Ghost]
This is probably the hardest tier to pull off a rain sweep just because sun is so much better and Hypno and other Twave users are fucking everywhere, but Gorebyss is a huge threat under rain, so it can be worth it in the end. Electrode really shouldn't be viewed as a support mon to Gore but as a sweeping buddy, and typically you won't need to use Rain Dance with it until it's about to die or not at all since Gore is usually bulky enough to set Rain Dance up itself and perform its own sweep. The rest of the team is dedicated to prevent an opposing Sun sweep and take on as many of the Electrics and Grassers as possible.
Fearow @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drill Peck
- Double-Edge
- Hidden Power [Ground]
- Baton Pass
Gorebyss @ Leftovers
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
Clefable @ Leftovers
Ability: Cute Charm
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Thunder Wave
- Encore
- Soft-Boiled
- Seismic Toss
Vileplume @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Hidden Power [Ice]
- Synthesis
- Sleep Powder
Golem @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Explosion
- Earthquake
- Hidden Power [Rock]
- Double-Edge
Standard Balance - Oglemi
This is probably the most "vanilla" UU team I could come up with and showcases a bunch of standard mons that simply mesh well together offensively and defensively. Allows for a lot of counterplay and covers practically every base in the tier. Only downside is that it doesn't feature any Spikes at all, but they're not needed as much and Blastoise can typically keep Spikes off your side of the field. Offensive CM Pig is chosen for its ability to blow past Shedinja and usually win vs CM Hypno/Lunatone/whatever CM Lunatone is passing to too. Nidoking and Aggron are amazing together and Camerupt and Buzz are pretty potent attackers before bringing out Pig. The only downside is that the team is overall pretty slow and pretty SubPunch Kanga weak.
Camerupt @ Leftovers
Ability: Magma Armor
EVs: 28 HP / 188 Atk / 136 SpA / 156 SpD
Brave Nature
- Toxic
- Fire Blast
- Earthquake
- Explosion
Bleed by BKC is an exemplary stall team and while it was made two years ago, it is still very effective in the current metagame despite being well known.
This a very good offensive team by Jirachee and probably the one I remember using the most as a beginner. With the lead matchup guide that he gives it gives the player a good idea on what to do with smeargle on the first turn. Check out his rmt below for more information about the team and what each pokemon does.
My most consistent team, though probably a little outdated at this point. Kecleon and Relicanth are an absolutely amazing defensive core, Glalie + Hitmonchan provide perfect offensive pressure, Chimecho emergency checks basically the entire tier, and Bellossom performs the role of late-game sweeper admirably well. No major weaknesses are present on the team apart from a minor Huntail weakness, but Kecleon can outstall it, Chime tanks any one attack, and Bellossom can countersweep. SD Mawile has a few opportunities to BP against this team, which can suck if they get it to a Chan, but apart from that this team fairs well against most other teams.
Bellossom (F) @ Leftovers
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sleep Powder
- Sunny Day
- Solar Beam
- Hidden Power [Fire]
Flailing Monkey - Oglemi
I think this team proved pretty consistent for those that tried it in Corsola Cup, but it is really hard to pull off without something going wrong just because there's a huge risk factor to relying on Flail Vigo. Lead Seadra is incredible though and so hard to switch into early and late in the game, and is especially effective when paired with Murkrow and Flareon as an offensive core. Dewgong also shone a lot by being a great defensive pivot. In the end it all comes down to if you can get your opponent to play into Vigo though.
Seadra @ Petaya Berry
Ability: Poison Point
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Endure
Murkrow @ Choice Band
Ability: Insomnia
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Drill Peck
- Double-Edge
- Shadow Ball
- Hidden Power [Grass]
Flareon @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Baton Pass
- Overheat
- Hidden Power [Grass]
Don't bring this team unless you're willing to potentially play a 200+ turn game against another stall team. It's fat, covers every major threat in the tier, and has low offensive presence outside of CM Sableye. However, it works beautifully against balance and offensive teams and allows for a ton of counterplay against the opponent. Just don't lose Swalot early as its Boom can prove to be invaluable for winning the stall vs stall matchup if played right.
Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Ice Beam
- Perish Song
- Toxic
- Protect
Huntail Balance - Oglemi
A twist on Huntail balance by featuring a defensive core of Golbat/Noctowl/Piloswine. While initially it looks super Electric weak, Pilo typically doesn't have much problem eliminating Plusle and the team really only fears Surf Pikachu. Noctowl actually isn't even 2HKOed by Plusle either and absolutely shits on Grass-types, making it really hard for teams to countersweep with Bellossom or Tangela. Ideally SubPunchPass Mawile will get Piloswine in unharmed to wreak some havoc before bringing in Huntail late-game to sweep. This Huntail features HP investment to better tank other Huntail attacks and various other attacks in the tier like Mach Punch Chan.
Huntail @ Leftovers
Ability: Swift Swim
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Piloswine @ Choice Band
Ability: Oblivious
EVs: 208 HP / 252 Atk / 48 Spe
Naughty Nature
- Earthquake
- Rock Slide
- Blizzard
- Double-Edge
Noctowl @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Toxic
- Hidden Power [Flying]
- Whirlwind
- Protect
DD Pupitar - Oglemi
My take on a team featuring a build up to a late-game DD Pupitar sweep. Metang and Octillery are both pretty uncommon but serve a purpose by crippling and opening a position for Pupitar to get in and setup DD safely to lead to a sweep. Unfortunately the team is pretty Hitmonchan weak on the whole, even with Haunter. Chimecho can make a decent replacement for either Haunter or Metang, but both have their merits in supporting a Pupitar sweep. Octillery ensures that the opponent reveals their Grasser early and either paralyzes it or blasts it away with Fire Blast and Kecleon prevents Huntail from running through the team.
Kecleon @ Leftovers
Ability: Color Change
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Return
- Shadow Ball
- Toxic
- Protect
Octillery @ Leftovers
Ability: Suction Cups
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Surf
- Fire Blast
- Hidden Power [Electric]
- Thunder Wave
Pupitar @ Leftovers
Ability: Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]
The Amazing Offensive Pelipper - Oglemi
Lead Venomoth is actually a huge perk to this team as it outspeeds nearly every other common lead and sleeps them with Sleep Powder and cripples another with Stun Spore early in the match, opening a lot of breathing room for the rest of the team early on in the match. Just notice that cuz it runs HP Fire that its Speed IV is knocked down to 30, meaning it auto loses the tie against other base 90s like Vigo and other Venomoth. SpD Lairon walls most of the Fliers in the tier as well as taking on the likes of Haunter and Chimecho quite handily. A sweeping core of Agility Pelipper and Sunny Day Bell is super unorthodox but is actually pretty effective, and under the sun Torkoal's Flamethrower hurts like a mofo.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
- Flamethrower
- Toxic
- Protect
- Explosion
Bellossom @ Leftovers
Ability: Chlorophyll
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Sunny Day
- Sleep Powder
- Solar Beam
- Hidden Power [Fire]
SD Tropius - Oglemi
Actually featuring a dual sweeper core of DD Pupitar and SD Trop, this team shines against extremely bulky and low offense stall teams, as Tropius is bulky enough to set up against most other fat mons and run straight through them with SD-boosted Equake/HP Flying. Pupitar's role is to either wallbreak or late-game sweep depending on the flow of battle, and the rest of the team forms a great defensive core to fall back on.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Fire Blast
- Protect
- Toxic
- Explosion
Pupitar @ Leftovers
Ability: Shed Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Rock Slide
- Hidden Power [Bug]
CB Raticate - Oglemi
A pretty balanced and standard team, only uncommon set featured here being Lure Piloswine, which can easily tank and eliminate dangerous bulky walls like Wailord and Dewgong for Raticate to sweep more easily late-game. The big lure to using Raticate is that it outspeeds the whole tier unboosted, allowing it to come in against nearly anything and pick off the enemy one by one. Hitmonchan is great to pair with it to break up the opponent's team and force them to reveal their Ghost.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Fire Blast
- Toxic
- Protect
- Explosion
Raticate @ Choice Band
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Shadow Ball
- Hidden Power [Ground]
- Quick Attack
CB Kingler - Oglemi
A more offensive version of the team featured above, built around limiting the opponent's ability to counterplay rather than counterplaying the opponent. Lead Vigo is pretty neat as it Taunts Glalie to prevent Spikes from going down, is immune to sleep from Veno, and Endure+Flail fucks up Fire leads. Cacturne is featured here as a Spiker to limit the amount of times the opp can safely switch into Kingler, with the rest of the team providing a defensive backbone to get Kingler in and out safely. CB Kingler actually features two special attacks just because its movepool is that small, but they serve a purpose. Surf is Kingler's best move against Graveler, Sudowoodo, and is a good safety move in general despite Kingler's low SpA, and Blizzard 2 shots Tangela. Everything else gets pounded by Double-Edge and HP Ground.
Cacturne @ Leftovers
Ability: Sand Veil
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Needle Arm
- Hidden Power [Dark]
- Destiny Bond
NU Baton Pass Chain - Oglemi
Very difficult to pull off and prone to hax, but very very dangerous once it gets the Speed and Defense boosts from Huntail and Ariados. Togetic brings the team together by tanking almost everything under the sun and allowing Volbeat to setup the crucial SpA boosts the team needs to sweep with Plusle later in the game. Almost nothing can tank a +2 Plusle and actually absolutely nothing can tank a +4 Plusle. Mawile SD passing allows Ariados and Volbeat to kill off a couple things should the need arise, and its typing is invaluable in the chain.
Not a bad idea to revamp this thread. It will need a good organization and a proper presentation in the first posts tho, otherwise it'll be a mess @_@
I'd advice against "gimmicky" teams or teams that haven't been used anywhere outside of 1 SPL game or 3 test games. There is a good chance this thread will be linked to oldgens' beginners, and I feel like it'd be better for them to get started with some solid stuff that have proven to be effective.
I also think the iconic teams of every tier should be featured, such as mouth (Walrein/Kang team) in ADV UU or the super classic spikes sand build in ADV OU (Ttar/Aero/Gar/Pert/Skarm/Bliss). I can make a specific post about that if needed.
If it was just me, I wouldn't present 15 teams per tier and just stick to the best/easiest to use, but I don't wanna be a butt to the people eager to share their crafts.