Hello and Happy Labor Day to those whom that is relevant!
proof of peak
WHAMMER
Whammer (Metagross) @ Choice Band
Ability: Clear Body
Shiny: Yes
EVs: 240 Atk / 84 SpD / 184 Spe
Adamant Nature
- Earthquake
- Explosion
- Rock Slide
- Meteor Mash
CB Metagross is the lead and the first of the 3 CB'ers. CB Mash is the name of the game with this guy, unless they lead a water type I'm clicking mash turn 1. CBMash breaks through the switches Skarm/Forre/Swampert, opening up the other 2 CB'ers and doesn't risk a surprise Genger switch in on explosion. Sometimes Ttar stays in and just dies to mash. Against Zapdos lead, it's just mash. Rock slide isn't a guaranteed KO, and it loses so much momentum against Skarm/Forre/Swampert. Many games are won by turn 1 mash on the switch, and then just keep mashing. Lots of people will get 3 spikes up and lose their Skarm while giving Meta a boost or 2, and then something else has to come in and try to eat that boosted Mash. Then Claydol spins the spikes away. Explosion is ideally used after mashing through something and then switching out and coming back in, if Meta can go 2for1 that's so much momentum it's really hard for enemies to keep up. 84spd never dies to MixedMence fire blast, and 240atk CBMash always kills. 184spe outspeeds adamant Ttar.
BLAMMER
Blammer (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Earthquake
- Rock Slide
- Focus Punch
- Hidden Power [Bug]
CB Tyranitar is CB#2 and brother, this thing hits hard. Usually comes in after a friend explodes, attacks once, then leaves. HPBug OHKO's nearly all Celebi, Focus Punch punishes Blissey for existing, as it nearly always has to switch out unless its late game, and then something has to eat CB Focus Punch. Rock Slide spam is a big part of this team, and Ttar is often the first one to click it and see what their rock resist is, if Metagross hasn't already via Mash. Ttar rarely makes it to the end of the game, instead usually trading itself to take out/cripple something else so Aero/Gengar can sweep. Honestly between Metagross and Ttar, basically only bulky waters can stay standing, and even they will be weakened to the point Gengar cleans them up. For a while Ttar was max speed adamant, but i changed it to be max hp to live a +1 EQ from DD Salamence and kill back even with -1 CB Rock Slide. Many people will either not except it to kill, or will think Ttar is Lum Berry and think they can live.
SLAMMER
Slammer (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Flying]
- Rock Slide
- Double-Edge
Aero is the 3rd CB user and the most obvious. Nothing cleans up late game like Aero, especially with his checks worn down or just taken out by his team. I changed to HP Flying over HP Bug because fighting types(especially Breloom) were giving me trouble, and Celebi gets easily worn down into range by the rest of the team. Mid game, Double Edge is the safest click to chip anything not named Gengar. Probably like 70% of games are won by Aero picking things off with Double Edge/Rock Slide. Against bulkier teams, I'll bring Aero in more/earlier to preserve health on Metagross/Ttar as they hit harder and can be more important into fat teams.
THWOMPER
Thwomper (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 24 Def / 188 SpA / 44 SpD / 4 Spe
Quiet Nature
- Hydro Pump
- Ice Beam
- Earthquake
- Protect
Swampert keeps up pressure on Skarm/Forre/other Swampert, checks enemy physical attackers, and switches in on Thunderbolts. If the lead matchup is Metagross into Zapdos, Meta mashes once and if Zap Tbolted, Swampert switches to absorb the next and threaten KO with Ice Beam as this set always lives HP Grass one time. Swampert often duels enemy Swampert, and with the amount of SpA I have I usually win or at least get it into range of Aero. Pert is basically the dedicated Gengar switch in, Hydro Pump threatens it with either OHKO or 2HKO depending on the set/chip damage, although I always Protect-Scout for a grass move. Salamence can be quite threatening to this team, Swampert checks it with Ice Beam. Pert is also 1 of 3 rock resists on the team, giving his defensive role a bit of breathing room so he can stay in to attack enemy Gengar/Swampert/sometimes Celebi/Breloom/Jolteon if they have revealed no grass move.
GARY
Gary (Gengar) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Giga Drain
- Explosion
Gengar just has the most elite combo of coverage, speed, and strength on the special side this team desperately needed. Zapdos was in this slot for a long time, and Celebi for a minute, but once it became Gengar the team really started to click. Gengar serves as a secondary fast late game finisher, and mid game threatens basically everyone. Thunderbolt hits Skarm, Moltres, and Waters. Ice Punch for Salamence, Celebi, Zapdos, and Claydol. Giga Drain is pretty much just for Swampert or picking Claydol off and milking a little HP, but these 2 pokemon can often be in the way of the CB'ers. Explosion is the get out of jail free card against a Calm Mind'er snowballing, CurseLax, or whatever threatens the team the most. 184spe outspeeds Adamant Ttar at +1, and 72HP gives a 75% chance to live Aero Rock Slide which has clutched out a couple of games. If Aero ends 70% of games, Gengar ends 20% of them, other 10% is whoever.
THE DOLL
The Doll (Claydol) @ Leftovers
Ability: Levitate
EVs: 160 HP / 204 Atk / 144 Spe
Adamant Nature
- Earthquake
- Explosion
- Rock Slide
- Rapid Spin
This slot was Snorlax in the beginning, tried 4 attacks Lax and CurseLax to mixed results, but eventually found that all he really did was get worn down into exploding. I was also losing some games to really bulky spikes teams that could outlast my 3 CB'ers and while CurseLax did help into those teams, it didn't always get the job done and was too slow against offensive teams. Enter Claydol, who spins away the spikes Skarm/Forre get up against Metagross as it mashes them down and fishes for boosts. This freedom for Meta to just mash and not feel pressured to explode to deny spikes was incredible, and of course Claydol can explode itself to deny boosters or eliminate a big threat. Levitate + rock resistance + tbolt immunity gives Claydol tons of oppourtunities to come in. Rock Slide is picked over Psychic to hit Moltres, 160hp helps Claydol take 1 hit and KO back, although after adding Claydol I did not run into many Moltres and might've preferred Psyhic for Gengar/Breloom. Then again, Rock Slide hits enemy flying types harder, which can be relevant. 144spe 204atk outspeeds and 2HKO Adamant maxhp Ttar.
Thank you for reading, this team was really fun to make and so fun to play with. Just punching Skarmory in the face instead of dancing around it is extremely satisfying, with 3 explosions and Focus Punch on Ttar you can make really cool plays that just destroy enemy defensive cores. Getting to 6v5 with Metagross and then exploding 3 times is a hilarious way to make progress. I'm really proud of this team and how well it performed, if anyone had any thoughts on how to take it to the next level I would really appreciate the feedback!
Here's the team!
https://pokepast.es/29e1789637a78004
3 BIG BANDS
I posted a totally different team a couple of weeks ago that helped me get really into the metagame but since then I wanted to dedicate myself to a project I was excited about, so I decided to try and make a viable team with 3 Choice Band users. The whole idea to use 3 Choice Bands was partially a fun idea to build around, but also to use immediate power instead of trapping with Magneton, which sets the stage for other teammates but loses momentum and the momentum loss makes it feel hard for me to take advantage of that removal. I ended up with something I am quite proud of, but am sure could be optimized further. I peaked yesterday morning at 1705 elo and #19 on the ladder. My apologies for such a potato picture, I foolishly took it with my phone instead of screenshot. Without further ado, I present 3 BIG BANDS.proof of peak
WHAMMER
Whammer (Metagross) @ Choice Band
Ability: Clear Body
Shiny: Yes
EVs: 240 Atk / 84 SpD / 184 Spe
Adamant Nature
- Earthquake
- Explosion
- Rock Slide
- Meteor Mash
CB Metagross is the lead and the first of the 3 CB'ers. CB Mash is the name of the game with this guy, unless they lead a water type I'm clicking mash turn 1. CBMash breaks through the switches Skarm/Forre/Swampert, opening up the other 2 CB'ers and doesn't risk a surprise Genger switch in on explosion. Sometimes Ttar stays in and just dies to mash. Against Zapdos lead, it's just mash. Rock slide isn't a guaranteed KO, and it loses so much momentum against Skarm/Forre/Swampert. Many games are won by turn 1 mash on the switch, and then just keep mashing. Lots of people will get 3 spikes up and lose their Skarm while giving Meta a boost or 2, and then something else has to come in and try to eat that boosted Mash. Then Claydol spins the spikes away. Explosion is ideally used after mashing through something and then switching out and coming back in, if Meta can go 2for1 that's so much momentum it's really hard for enemies to keep up. 84spd never dies to MixedMence fire blast, and 240atk CBMash always kills. 184spe outspeeds adamant Ttar.
BLAMMER
Blammer (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Earthquake
- Rock Slide
- Focus Punch
- Hidden Power [Bug]
CB Tyranitar is CB#2 and brother, this thing hits hard. Usually comes in after a friend explodes, attacks once, then leaves. HPBug OHKO's nearly all Celebi, Focus Punch punishes Blissey for existing, as it nearly always has to switch out unless its late game, and then something has to eat CB Focus Punch. Rock Slide spam is a big part of this team, and Ttar is often the first one to click it and see what their rock resist is, if Metagross hasn't already via Mash. Ttar rarely makes it to the end of the game, instead usually trading itself to take out/cripple something else so Aero/Gengar can sweep. Honestly between Metagross and Ttar, basically only bulky waters can stay standing, and even they will be weakened to the point Gengar cleans them up. For a while Ttar was max speed adamant, but i changed it to be max hp to live a +1 EQ from DD Salamence and kill back even with -1 CB Rock Slide. Many people will either not except it to kill, or will think Ttar is Lum Berry and think they can live.
SLAMMER
Slammer (Aerodactyl) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Hidden Power [Flying]
- Rock Slide
- Double-Edge
Aero is the 3rd CB user and the most obvious. Nothing cleans up late game like Aero, especially with his checks worn down or just taken out by his team. I changed to HP Flying over HP Bug because fighting types(especially Breloom) were giving me trouble, and Celebi gets easily worn down into range by the rest of the team. Mid game, Double Edge is the safest click to chip anything not named Gengar. Probably like 70% of games are won by Aero picking things off with Double Edge/Rock Slide. Against bulkier teams, I'll bring Aero in more/earlier to preserve health on Metagross/Ttar as they hit harder and can be more important into fat teams.
THWOMPER
Thwomper (Swampert) @ Leftovers
Ability: Torrent
EVs: 248 HP / 24 Def / 188 SpA / 44 SpD / 4 Spe
Quiet Nature
- Hydro Pump
- Ice Beam
- Earthquake
- Protect
Swampert keeps up pressure on Skarm/Forre/other Swampert, checks enemy physical attackers, and switches in on Thunderbolts. If the lead matchup is Metagross into Zapdos, Meta mashes once and if Zap Tbolted, Swampert switches to absorb the next and threaten KO with Ice Beam as this set always lives HP Grass one time. Swampert often duels enemy Swampert, and with the amount of SpA I have I usually win or at least get it into range of Aero. Pert is basically the dedicated Gengar switch in, Hydro Pump threatens it with either OHKO or 2HKO depending on the set/chip damage, although I always Protect-Scout for a grass move. Salamence can be quite threatening to this team, Swampert checks it with Ice Beam. Pert is also 1 of 3 rock resists on the team, giving his defensive role a bit of breathing room so he can stay in to attack enemy Gengar/Swampert/sometimes Celebi/Breloom/Jolteon if they have revealed no grass move.
GARY
Gary (Gengar) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Giga Drain
- Explosion
Gengar just has the most elite combo of coverage, speed, and strength on the special side this team desperately needed. Zapdos was in this slot for a long time, and Celebi for a minute, but once it became Gengar the team really started to click. Gengar serves as a secondary fast late game finisher, and mid game threatens basically everyone. Thunderbolt hits Skarm, Moltres, and Waters. Ice Punch for Salamence, Celebi, Zapdos, and Claydol. Giga Drain is pretty much just for Swampert or picking Claydol off and milking a little HP, but these 2 pokemon can often be in the way of the CB'ers. Explosion is the get out of jail free card against a Calm Mind'er snowballing, CurseLax, or whatever threatens the team the most. 184spe outspeeds Adamant Ttar at +1, and 72HP gives a 75% chance to live Aero Rock Slide which has clutched out a couple of games. If Aero ends 70% of games, Gengar ends 20% of them, other 10% is whoever.
THE DOLL
The Doll (Claydol) @ Leftovers
Ability: Levitate
EVs: 160 HP / 204 Atk / 144 Spe
Adamant Nature
- Earthquake
- Explosion
- Rock Slide
- Rapid Spin
This slot was Snorlax in the beginning, tried 4 attacks Lax and CurseLax to mixed results, but eventually found that all he really did was get worn down into exploding. I was also losing some games to really bulky spikes teams that could outlast my 3 CB'ers and while CurseLax did help into those teams, it didn't always get the job done and was too slow against offensive teams. Enter Claydol, who spins away the spikes Skarm/Forre get up against Metagross as it mashes them down and fishes for boosts. This freedom for Meta to just mash and not feel pressured to explode to deny spikes was incredible, and of course Claydol can explode itself to deny boosters or eliminate a big threat. Levitate + rock resistance + tbolt immunity gives Claydol tons of oppourtunities to come in. Rock Slide is picked over Psychic to hit Moltres, 160hp helps Claydol take 1 hit and KO back, although after adding Claydol I did not run into many Moltres and might've preferred Psyhic for Gengar/Breloom. Then again, Rock Slide hits enemy flying types harder, which can be relevant. 144spe 204atk outspeeds and 2HKO Adamant maxhp Ttar.
Thank you for reading, this team was really fun to make and so fun to play with. Just punching Skarmory in the face instead of dancing around it is extremely satisfying, with 3 explosions and Focus Punch on Ttar you can make really cool plays that just destroy enemy defensive cores. Getting to 6v5 with Metagross and then exploding 3 times is a hilarious way to make progress. I'm really proud of this team and how well it performed, if anyone had any thoughts on how to take it to the next level I would really appreciate the feedback!
Here's the team!
https://pokepast.es/29e1789637a78004
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