Hey there, i'm just starting off with smogon and this is my first time making a team by myself. I'd really appreciate it if you guys could give some input on my team and suggest any improvements. thanks in advance!
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Spirit Break
- Knock Off
the main set up sweeper of the team. i decided to make a team around this guy just because I like his design. I've tried multiple sets but I like this speed boosting booster energy set the most with jolly nature and swords dance close combat spirit break and knock off. I've been thinking of changing either knock off or spirit break to substitute to ensure opposing kingambits can't just sucker punch and win. i had tera steel equipped so I didn't get moonblasted by opposing iron valiant but I didn't run into that issue very often since I outspeed anyway so I chose tera fire to make sure we don't get burnt and it also resists fairy. evs are standard max attack and max speed.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Rock
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Earth Power
- Mortal Spin
- Power Gem
glimmora acts as a lead to the team. have focus sash on him so he can at least get one spikes and maybe one toxic spikes off with ability. maxed out spatk to deal the most amount of damage in case we need that and max speed to outspeed other leads or other mons that we can ko. spikes instead of rocks just because it felt more consistent, earth power and power gem as attacking moves in case enemy leads with stuff like gholdengo or galarian slowing and mortal spin for free hazard removal as well as poisoning the current enemy.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Recover
staple in basically every hyper offense team and also adds a fairy resist. helps with spinblocking as well. running a standard nasty plot recover set with timid and max spatk and speed evs. i run air balloon here just to have a ground immunity on the team. tera flying is just to have the ground immunity even after balloon is popped. im thinking to change it to something else but not too sure what because smack down landorus just kills either way. also, I've been thinking of running scarf instead because this set feels really hard to run as you get outsped by most opponents and its hard to position with this guy even with air balloon. again, hoping for some feedback on this set
Kingambit @ Leftovers
Ability: Defiant
Tera Type: Fairy
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Tera Blast
- Iron Head
kingambit here acts as a bulky pivot for the team to help out with positioning valiant. i took the ev spread off of pastebin because im not too experienced with these things. spread made sense though since I want this guy to be as bulky as possible while still dealing damage. i run adamant since its not like this guy is outspeeding anything. tera fairy tera blast catches any fighting types off guard and helps defensively as well. leftovers is to make sure he lives longer and helps with switching in better.
Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Def / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- U-turn
- Substitute
ogerpon is another pivot for this team that adds a water immunity as well so we can switch in to opposing wake. max attack and speed to act as an offensive pivot and adds more coverage to this hyper offense team. jolly since ogerpon isn't the fastest mon out there and helps with outspeeding stuff like lando-t. substitute felt better than encore because I wasn't running into many situations where I could encore and it felt better to have substitute just so I don't get sucker punched by kingambit
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Head Smash
- Rapid Spin
this team gets really walled by stall so I added this guy. i used to have heatran in this slot but against non stall teams it felt too slow. i also needed a form of hazard control so great tusk just felt like a no brainer. max attack and speed because we want him to be as offensive as possible, complimenting its moveset with 4 attacking moves. i run booster energy instead of heavy duty boots because I'm not really threatened by any hazards besides webs which I expect to be able to spin away with glimmora before sending in tusk anyway. 4 attacking moves because he's just here to get stall out of the way. headlong rush for ground stab, ice spinner for the rillaboom matchup to get rid of terrain, head smash for flying types like zapdos and rapid spin for hazard control.
I'm liking this team a lot but I've noticed a couple problems. I've lost multiple times to ribombee and have absolutely 0 clue what to do. i used to have a scarf mamoswine in the tusk slot to act as a revenge killer but the stall problem came up so I replaced it. he used to run heavy slam so whenever I see a ribombee I just click heavy slam and ice shard and it dies. but the real issue isn't really with the ribombee but more to the webs. i wanna add some hazard control but im not too sure who to replace to be honest. this team also seems to get walled pretty hard by skeledirge and clefable. honestly this team is just pretty hard to run against stall in general. I've been walled by a skeledirge multiple times and have absolutely no clue what to do. kingambit gets two shot by torch song and he just slack offs the damage I've done. I've tried preserving samurott in order to kill but then they swap in clefable and then im stuck. corviknight is also an issue because I'm not sure where to put a fire type into this team. any suggestions are appreciated, thanks!
edit: I changed samurott h to glimmora and changed heatran with great tusk. I'm not really experiencing any more problems with bee ever since the change. kinda just get walled by lots of stall teams. other than that, would love any feedback to help improve
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Spirit Break
- Knock Off
the main set up sweeper of the team. i decided to make a team around this guy just because I like his design. I've tried multiple sets but I like this speed boosting booster energy set the most with jolly nature and swords dance close combat spirit break and knock off. I've been thinking of changing either knock off or spirit break to substitute to ensure opposing kingambits can't just sucker punch and win. i had tera steel equipped so I didn't get moonblasted by opposing iron valiant but I didn't run into that issue very often since I outspeed anyway so I chose tera fire to make sure we don't get burnt and it also resists fairy. evs are standard max attack and max speed.
Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Rock
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Earth Power
- Mortal Spin
- Power Gem
glimmora acts as a lead to the team. have focus sash on him so he can at least get one spikes and maybe one toxic spikes off with ability. maxed out spatk to deal the most amount of damage in case we need that and max speed to outspeed other leads or other mons that we can ko. spikes instead of rocks just because it felt more consistent, earth power and power gem as attacking moves in case enemy leads with stuff like gholdengo or galarian slowing and mortal spin for free hazard removal as well as poisoning the current enemy.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Recover
staple in basically every hyper offense team and also adds a fairy resist. helps with spinblocking as well. running a standard nasty plot recover set with timid and max spatk and speed evs. i run air balloon here just to have a ground immunity on the team. tera flying is just to have the ground immunity even after balloon is popped. im thinking to change it to something else but not too sure what because smack down landorus just kills either way. also, I've been thinking of running scarf instead because this set feels really hard to run as you get outsped by most opponents and its hard to position with this guy even with air balloon. again, hoping for some feedback on this set
Kingambit @ Leftovers
Ability: Defiant
Tera Type: Fairy
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Tera Blast
- Iron Head
kingambit here acts as a bulky pivot for the team to help out with positioning valiant. i took the ev spread off of pastebin because im not too experienced with these things. spread made sense though since I want this guy to be as bulky as possible while still dealing damage. i run adamant since its not like this guy is outspeeding anything. tera fairy tera blast catches any fighting types off guard and helps defensively as well. leftovers is to make sure he lives longer and helps with switching in better.
Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Def / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- U-turn
- Substitute
ogerpon is another pivot for this team that adds a water immunity as well so we can switch in to opposing wake. max attack and speed to act as an offensive pivot and adds more coverage to this hyper offense team. jolly since ogerpon isn't the fastest mon out there and helps with outspeeding stuff like lando-t. substitute felt better than encore because I wasn't running into many situations where I could encore and it felt better to have substitute just so I don't get sucker punched by kingambit
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Ice
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Head Smash
- Rapid Spin
this team gets really walled by stall so I added this guy. i used to have heatran in this slot but against non stall teams it felt too slow. i also needed a form of hazard control so great tusk just felt like a no brainer. max attack and speed because we want him to be as offensive as possible, complimenting its moveset with 4 attacking moves. i run booster energy instead of heavy duty boots because I'm not really threatened by any hazards besides webs which I expect to be able to spin away with glimmora before sending in tusk anyway. 4 attacking moves because he's just here to get stall out of the way. headlong rush for ground stab, ice spinner for the rillaboom matchup to get rid of terrain, head smash for flying types like zapdos and rapid spin for hazard control.
I'm liking this team a lot but I've noticed a couple problems. I've lost multiple times to ribombee and have absolutely 0 clue what to do. i used to have a scarf mamoswine in the tusk slot to act as a revenge killer but the stall problem came up so I replaced it. he used to run heavy slam so whenever I see a ribombee I just click heavy slam and ice shard and it dies. but the real issue isn't really with the ribombee but more to the webs. i wanna add some hazard control but im not too sure who to replace to be honest. this team also seems to get walled pretty hard by skeledirge and clefable. honestly this team is just pretty hard to run against stall in general. I've been walled by a skeledirge multiple times and have absolutely no clue what to do. kingambit gets two shot by torch song and he just slack offs the damage I've done. I've tried preserving samurott in order to kill but then they swap in clefable and then im stuck. corviknight is also an issue because I'm not sure where to put a fire type into this team. any suggestions are appreciated, thanks!
edit: I changed samurott h to glimmora and changed heatran with great tusk. I'm not really experiencing any more problems with bee ever since the change. kinda just get walled by lots of stall teams. other than that, would love any feedback to help improve
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