If you feel like simply sharing a team or two to the community, or maybe want some general opinions or discussion on a team, this is the thread for you! This thread is the place for people to post teams without having to make an RMT; if you feel like showing off a squad without having to make a thread, this is the place to do it.We still have some guidelines to follow though:
- Make sure your team has been tested! This team can possibly be used as resource so having substandard teams is a no-no.
- Make sure to include an importable and a description for your team! Describe how it works, how it plays out, anything special about a set, stuff like that.
Example post, from last gen's version of this thread:
This is a random team that I built a few months ago, basically I just felt like building with Torterra and winging it from there. I started out with Mega Charizard Y + Torterra, figuring that there could be some synergy between the two and that Wide Guard can support the former. At that point, it went from supporting the duo by getting stuff that can deal with threats; Scrafty was somewhat useful for limiting physical attackers with Intimidate and dealing with Hydreigon, while Substitute Aegislash is there to deal with Latios and other stuff while giving me another possible wincon. Offensive Thundurus is there for the speed control, as decent-ish bird answer, and as another answer to Waters because heck yeah screw them; it's also there to just give the team more of a punch as an attacker. HP Ice is because Hydreigon is a PTA, not like I'll miss Flash Cannon for Mega Diancie since Thunderbolt will still hit like a truck and I have plenty of ways around it. Kyurem-B is there for the Speed safety net and serves as a way to gun down opposing Scarf Landorus-T, with Rock Slide as the final move for reasons you should already know. Overall, this is just a fun squad that I use occasionally, it's good enough that I could prolly use it in a serious tour game lol but yeah.Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect
Torterra @ Sitrus Berry
Ability: Overgrow
EVs: 252 HP / 104 Atk / 72 Def / 80 SpD
Impish Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Wide Guard
Scrafty @ Sitrus Berry
Ability: Intimidate
EVs: 244 HP / 220 Atk / 44 Def
Impish Nature
- Fake Out
- Drain Punch
- Knock Off
- Quick Guard
Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Substitute
- King's Shield
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Protect
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 24 SpA / 232 Spe
Hasty Nature
- Ice Beam
- Dragon Claw
- Fusion Bolt
- Rock Slide
Sample teams are included in this post! Basically, exemplary posted teams are going to be featured on the OP (this post) of this thread. These teams have proven to be good and are basic enough for beginners to use, allowing them to pick up the fundamentals of teambuilding and doubles play.
Teams are to be labeled as samples at my discretion, with consultation from other high-level players such as members of the council and VR ranking team. In any case, do not ask me to put your team here. If I think a team is a good fit for sampling, it will be included.
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Sample Teams
Sample Teams
Metagross Tailwind Offense by EmbCPT
Incineroar @ Figy Berry
Ability: Intimidate
EVs: 64 HP / 28 Atk / 248 SpD / 168 Spe
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- Protect
Tapu Fini @ Mago Berry
Ability: Misty Surge
Happiness: 0
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Heal Pulse
- Protect
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Stomping Tantrum
- Protect
Zapdos @ Misty Seed
Ability: Static
Happiness: 0
EVs: 232 HP / 132 Def / 56 SpA / 72 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Roost
Amoonguss @ Wiki Berry
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Clear Smog
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 248 HP / 12 Atk / 28 SpD / 220 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stealth Rock
- U-turn
Ability: Intimidate
EVs: 64 HP / 28 Atk / 248 SpD / 168 Spe
Adamant Nature
- Fake Out
- Flare Blitz
- Knock Off
- Protect
Tapu Fini @ Mago Berry
Ability: Misty Surge
Happiness: 0
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Heal Pulse
- Protect
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- Stomping Tantrum
- Protect
Zapdos @ Misty Seed
Ability: Static
Happiness: 0
EVs: 232 HP / 132 Def / 56 SpA / 72 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Tailwind
- Roost
Amoonguss @ Wiki Berry
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Clear Smog
Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 248 HP / 12 Atk / 28 SpD / 220 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stealth Rock
- U-turn
The idea behind this team was to utilize the amazing synergy Tapu Fini, Zapdos, Landorus-T and Mega Metagross have. Their offensive coverage is out of this world, they're all very high tier Pokémon with solid stats and they cover for each other's weaknesses brilliantly. It's by itself a core that includes Intimidate, Terrain control, Speed control, a Mega and a Steel type, 5 features that are nearly necessary on every team. Amoonguss is an outstanding Pokémon that supports the team with redirection, which is extremely helpful against many common matchups; Spore, which can pressure Flying types and levitators like opposing Zapdos and Landorus, as well as teams with Tapu Bulu or no Tapu at all; Giga Drain, which helps breaking certain Water types, mainly the ones seen in Rain teams; and Clear Smog, a valuable tool against set up strategies. Incineroar patches up some weaknesses like Ghost and Dark, while providing more Intimidate, Fake Out support and checking opposing Steel types. Both Amoonguss and Incineroar offer immense help against Trick Room teams, since the former often outspeeds some of the sweepers under the twisted dimensions and puts them to sleep, and both brilliantly stall out its turns thanks to Fake Out and Rage Powder.
Scizor Balance by MajorBowman
Hate That You Know Me (Kyurem-Black) @ Electrium Z
Ability: Teravolt
EVs: 204 Atk / 52 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect
Let's Get Married (Tapu Koko) @ Magnet
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Protect
Foreign Girls (Gothitelle) @ Wiki Berry
Ability: Shadow Tag
EVs: 252 HP / 32 Def / 216 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Taunt
- Helping Hand
- Protect
Goodbye (Landorus-Therian) @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 88 SpA / 168 Spe
Modest Nature
- Earth Power
- Knock Off
- U-turn
- Stealth Rock
I Miss Those Days (Volcanion) @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 248 SpA / 16 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Substitute
- Protect
All My Heroes (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 136 Atk / 40 SpD / 84 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Protect
Ability: Teravolt
EVs: 204 Atk / 52 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect
Let's Get Married (Tapu Koko) @ Magnet
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Protect
Foreign Girls (Gothitelle) @ Wiki Berry
Ability: Shadow Tag
EVs: 252 HP / 32 Def / 216 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Taunt
- Helping Hand
- Protect
Goodbye (Landorus-Therian) @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 88 SpA / 168 Spe
Modest Nature
- Earth Power
- Knock Off
- U-turn
- Stealth Rock
I Miss Those Days (Volcanion) @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 248 SpA / 16 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Substitute
- Protect
All My Heroes (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 136 Atk / 40 SpD / 84 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Protect
In keeping with the Electric Spam theme from week 6 against Jhon, talkingtree and I once again decided that Koko + Kyurem was a good call. We switched it up this time however, and went with Electrium Z Kyurem and Magnet Koko to make Kyurem more of a nuke option. We knew that Edu liked using Tapu Fini, so we wanted to be able to lure it in against Kyurem and snipe it. While Edu didn't bring Fini, he did bring another Water/Fairy type that suffered an unfortunate fate at the hands of Gigavolt Havoc. Scizor is still a pretty cool Pokemon that I think has a pretty great niche in setup attacker with strong priority, and we already had some solid answers to fire types so it felt like a good fit. My Belgian hero McMeghan had been suggesting that Shadow Tag was a stupid good ability that I hadn't taken advantage of yet, so I decided to give Gothitelle a shot and was absolutely not disappointed. I haven't really touched Goth that much in USUM DOU since I was never really a big fan of using GothLax. However, Gothitelle is super good as a standalone Pokemon with a ton of support options. I literally said in Tigers chat "I'm kind of a whore for Helping Hand" and that was probably pretty evident from this game against Edu.
Camerupt Trick Room by miltankmilk
Camerupt-Mega @ Cameruptite
Ability: Magma Armor
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Substitute
- Protect
Stakataka @ Shuca Berry
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Gyro Ball
- Rock Slide
- Trick Room
- Protect
Scrafty @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Low Kick
- Ice Punch
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Superpower
- Swords Dance
- Protect
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 132 Def / 16 SpA / 108 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
Ability: Magma Armor
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Substitute
- Protect
Stakataka @ Shuca Berry
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Gyro Ball
- Rock Slide
- Trick Room
- Protect
Scrafty @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Low Kick
- Ice Punch
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Superpower
- Swords Dance
- Protect
Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 140 Atk / 116 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 132 Def / 16 SpA / 108 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Trick Room
- Recover
This team started with the idea that Diancie was actually a pretty cool pick, with good matchups vs incin and gengar. The obvious choice was to use Trick Room options along with diancie, and a full room team was an idea that sounded cool to me as it hadn't been something played a lot in DPL. Camerupt and Staka are TR staples, hitting very hard and moving very slowly. Scrafty supports the TR setters with fake out and intimidate, and was not weak to water like other intimidate options which I felt was important in improving the Fini matchups while using diancie, camel, staka. Bulu also helps this weakness, helps to control terrain and hits very hard with its Z move. P2 is the last mon here, its fat and does p2 things including doing respectable damage with a good download boost and setting trick room multiple times. Hard TR is definitely a "lets play the matchup roulette" kind of team but I think in the current meta you win that gamble more than you lose it with fullroom, enjoy.
Mega Charizard Y Offense by emforbes
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Protect
Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Clanging Scales
- Stealth Rock
- Flamethrower
- Protect
Kartana @ Focus Sash
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Tailwind
- Detect
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 68 Def / 192 SpA
Quiet Nature
IVs: 0 Atk / 2 Spe
- Icy Wind
- Thunderbolt
- Recover
- Ally Switch
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 232 HP / 12 Atk / 56 Def / 4 SpD / 204 Spe
Adamant Nature
- Earthquake
- U-turn
- Defog
- Protect
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Protect
Kommo-o @ Kommonium Z
Ability: Soundproof
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Clanging Scales
- Stealth Rock
- Flamethrower
- Protect
Kartana @ Focus Sash
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Tailwind
- Detect
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Protect
Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 68 Def / 192 SpA
Quiet Nature
IVs: 0 Atk / 2 Spe
- Icy Wind
- Thunderbolt
- Recover
- Ally Switch
Landorus-Therian @ Iapapa Berry
Ability: Intimidate
EVs: 232 HP / 12 Atk / 56 Def / 4 SpD / 204 Spe
Adamant Nature
- Earthquake
- U-turn
- Defog
- Protect
The team is quite a straightforward Charizard team, which aims to put huge pressure on the opponent with the combination of Charizard + Koko + Kartana and set up facilitate a Kommo-o setup. Kartana is very fast and provides Tailwind support for the breakers on the team, and with Koko gives good Tapu Fini answers. Porygon2 and Landorus-T give the team a bulkier side to it, while also providing good Koko checks, alternative speed control and Defog support for Charizard. Ally Switch can be key in protecting Charizard or Kommo-o for that key turn to get some big damage off. Stealth Rock on Kommo-o can take advantage of defensive plays from the opponent and really pressure the opposing team with the big damage output the team has. Most of the EV spreads are quite simple, with Charizards being notable to outspeed Tapu Lele and Kyurem-B, OHKOing offensive variants with Overheat. Typically your game plan should be to hit hard with Charizard early in the game and get Tailwind up as quickly as possible to find a good opportunity to set Kommo-o up. Keep rocks off of your side of the field at all times and make use of your pivots in Koko, Landorus and Porygon2 to keep terrain control and pressure, especially vs. rain teams. It is very important to note that if both players have Stealth Rock set up, you can Defog your partner to remove rocks from your side of the field, but keep them up on your opponents side of the field.
Mega Manectric Balance by Ezrael
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 120 HP / 136 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Roar
- Protect
Victini @ Assault Vest
Ability: Victory Star
EVs: 252 HP / 36 SpD / 220 Spe
Timid Nature
- Blue Flare
- Glaciate
- U-turn
- Incinerate
Landorus-Therian @ Mago Berry
Ability: Intimidate
EVs: 252 HP / 44 Def / 36 SpA / 28 SpD / 148 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Knock Off
- U-turn
Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Freeze Shock
- Fusion Bolt
- Icy Wind
- Protect
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 248 HP / 44 Def / 108 SpA / 32 SpD / 76 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect
Kartana @ Aguav Berry
Ability: Beast Boost
EVs: 96 HP / 252 SpD / 160 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Substitute
- Protect
Ability: Lightning Rod
EVs: 120 HP / 136 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Roar
- Protect
Victini @ Assault Vest
Ability: Victory Star
EVs: 252 HP / 36 SpD / 220 Spe
Timid Nature
- Blue Flare
- Glaciate
- U-turn
- Incinerate
Landorus-Therian @ Mago Berry
Ability: Intimidate
EVs: 252 HP / 44 Def / 36 SpA / 28 SpD / 148 Spe
Timid Nature
- Stealth Rock
- Earth Power
- Knock Off
- U-turn
Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Freeze Shock
- Fusion Bolt
- Icy Wind
- Protect
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 248 HP / 44 Def / 108 SpA / 32 SpD / 76 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect
Kartana @ Aguav Berry
Ability: Beast Boost
EVs: 96 HP / 252 SpD / 160 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Substitute
- Protect
This team is a very standard Manectric balance team. It aims to deal damage slowly, but set up the potential for big nukes. The first five mons form a very solid defensive core. Manectric and Landorus provide Intimidate and Snarl, and Victini, Fini and Kartana form a strong FWG defensive core. Victini really helps the team’s slow gameplan, as burning 2 berries can be critical to success, especially with Stealth Rocks. Kyurem-B is on the team to do damage, and is probably the most interchangeable slot. Icium Z is chosen to give the team a big nuke to blow through bulky opposing mons. When looking at winning the game, setting up a Sub with Kartana or a Calm Mind on Fini is key. Preserve positioning and set those up when able, and teams should fall flat at your feet.
Mega Manectric Tailwind Offense by lady lumps
Manectric @ Manectite
Ability: Lightning Rod
EVs: 132 HP / 124 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Snarl
- Protect
Incineroar @ Aguav Berry
Ability: Intimidate
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Flare Blitz
- U-turn
- Fake Out
- Knock Off
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 40 Def / 168 SpA / 32 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Kartana @ Grassium Z
Ability: Beast Boost
EVs: 72 HP / 252 SpD / 184 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Substitute
- Protect
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Thousand Waves
- Extreme Speed
- Superpower
Mew @ Mago Berry
Ability: Synchronize
EVs: 252 HP / 12 Def / 24 SpD / 220 Spe
Bold Nature
- U-turn
- Tailwind
- Stealth Rock
- Ice Beam
Ability: Lightning Rod
EVs: 132 HP / 124 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Snarl
- Protect
Incineroar @ Aguav Berry
Ability: Intimidate
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Flare Blitz
- U-turn
- Fake Out
- Knock Off
Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 40 Def / 168 SpA / 32 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Calm Mind
- Protect
Kartana @ Grassium Z
Ability: Beast Boost
EVs: 72 HP / 252 SpD / 184 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Substitute
- Protect
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Thousand Waves
- Extreme Speed
- Superpower
Mew @ Mago Berry
Ability: Synchronize
EVs: 252 HP / 12 Def / 24 SpD / 220 Spe
Bold Nature
- U-turn
- Tailwind
- Stealth Rock
- Ice Beam
I wanted to make a good banded zygarde team for a long time so that is what the team is centered around. Initially, I started with the generic incineroar, tapu fini, kartana core around zygarde due to their perfect synergy and the general brokenness to that core. For the fifth slot i wanted a tailwind option to abuse zygarde's thousand arrows spam. As more testing occurred I decided that I also wanted stealth rocks on the team to punish the opponent for trying to pivot around zygarde's thousand arrows under tailwind. Mew was the only slot that could do both so it was added on the team. U-turn was initially a throw-away move but it proved incredibly valuable as a way to pivot into a more threatening pokemon under tailwind and to escape any potential shadow tag trap. For the mega slot I chose manectric as the team didn’t have great lead options and it was effective in neutering pokemon through intimidate and snarl from lead so that the tailwind plus stealth rock set up could work. Finally I tinkered with a few set changes like grassium sub kartana that outsped base 100’s for an extra tapu fini check ,which proved a bit broken with more testing, and sassy incineroar to get a slower u-turn versus opposing incineroar. The other sets and ev spreads are pretty self-explanatory. As for using the team, it’s pretty cookie cutter. You generally lead manectric and mew and set up tailwind while pivoting into zygarde. On the first turn of tailwind you set up rocks and spam thousand arrows. From then on you try to overwhelm with the arrows plus rocks pressure so that kartana or calm mind tapu fini can sweep. Incineroar is used as a glue mon and a nice lead vs gengar teams(though those don’t exist anymore). Your general goal for mew is to get rocks plus two tailwinds up to hammer away at your opponent. Rocks on the first tailwind turn is almost always my preferred sequence. Even though this is one of my favorite teams there are a few weaknesses. First off mega latias is extremely difficult to deal with as it can ohko zygarde and wall every member except for tapu fini which is generally defensive anyways. Next, opposing banded zygardes are annoying to due to their trapping ability with thousand waves being able to halt your momentum. Finally another weakness is that if the opponent can survive the tailwind onslaught with a combination of bulky or threatening pokemon they can often reverse sweep you due to the choice lock on zygarde and manectric, mew and incineroars passiveness. Unfortunately I don’t think there is a fix for these issues as pretty much every moveslot is needed for the team to function. I still love the team but it is meant to stomp someone or get stomped on.
***
More Teams
More Teams
The sample teams listed above have been curated as effective, yet easy-to-use teams that new and experienced players alike can use with good success. However, it is by no means an all-inclusive list of teams that are worth trying out. Here are some other places worth checking if you're still wanting more teams:
- Teambuilding Frameworks (hosted by Checkmater)
This thread contains a comprehensive list of teams that have been successful in high-level play, organized by the archetypes that are commonly built around. It also teaches you how to start building your own teams, based on commonalities in how veteran players are building theirs.
- Teambuilding Competition (hosted by laptops)
Each week, Doubles OU players are challenged to build the best team around a particular Pokemon or theme. At the end of each week, people vote for the best team, which is inducted into a "Hall of Fame." Some really solid teams have emerged from this competition, including my Camerupt Trick Room team listed in the samples!
- Post-tournament "team dump" threads
After high-level tournaments like Smogon Premiere League (SPL), Smogon Snake Draft, and Doubles Invitationals conclude, it is common for players from those tournaments to post "team dump" threads where they provide importables and descriptions of the teams they used. Keep your eyes peeled for these types of threads!
- The teams posted below in this thread!
Just because sample teams are included in this thread, doesn't mean every posted team has to be top-tier. Remember the core purpose of this thread, which is to be simply a thread where anyone can share teams they like! If someone liked a team enough to post it, chances are you might like it enough to use it! Feel free to make suggestions to other people's teams and talk about them! Happy posting :)!
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