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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.
yea that's the plan. Typhlito is doing ADV so he has to post them. This thread was mainly to help out with tours in the old gens room since the old sample thread was more or less dead.
The easier to use teams will go into the OP of that tier while creative teams will stay in only in that person's post to make it easier for people trying to pick up the tier.
Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam
Snorlax (M) @ (No Item)
- Body Slam
- Earthquake
- Reflect
- Rest
---
went 4-1 in games with this team in SPL. beware of opposing tanky lax sets.
if you want standard rby teams then all teams that fail to feature all four of chansey exeggutor tauros snorlax should be excluded imo, unless a lack of chansey is compensated for by having both starmie and alakazam.
I've used these two to reasonable success against friends and stuff in rby, nothing special. but if these are kinda shit and don't deserve to get put in, it's fine with me.
zapdos is cool though. also use animated minisprites, they're better :o
Jynx
- Lovely Kiss
- Psychic
- Blizzard
- Rest
Tauros
- Body Slam
- Hyper Beam
- Blizzard
- Earthquake
This is a somewhat innovative boom team I built that features things like stun spore + leech seed eggy, belly drum lax, and destiny bond gar. Eggy is your main answer to electrics so you can either paralyze them or go for the boom to take them out. Paralyzing mons allows marowak to sweep better later in the game. Destiny bond gar is the team's way out when faced against almost any curse/growth mon. One mon that can potentially give this team trouble is late game nidoking due to its coverage and it being able to outspeed most of the team.
GSC LC
Sunny Dog - Typhlito
Elekid @ Berry Juice
Ability: Static
Level: 5
- Ice Punch
- Thunderbolt
- Thief
- Cross Chop
Onix @ Berry Juice
Ability: Rock Head
Level: 5
- Sharpen
- Earthquake
- Rock Slide
- Rest
Chansey @ Berry Juice
Ability: Natural Cure
Level: 5
- Curse
- Soft-Boiled
- Body Slam
- Hidden Power [Ground]
This team makes use of the move thief on a couple pokemon since stealing your opponent's berry juice, lum berry or even a cubone's thick club proves to be effective. It is a offensive team with double spore eggy to support it. You want to keep reflect up as much as possible due to the diglett and machop weakness this team possesses. Sunny beam hound and curse chansey are your main wall breakers in this team while onix and elekid can provide back up against opposing chansey and tentacool.
Gotta Go Fast - Typhlito
Voltorb @ Berry Juice
Ability: Soundproof
Level: 5
- Thunderbolt
- Hidden Power [Water]
- Explosion
- Toxic
Abra @ Berry Juice
Ability: Synchronize
Level: 5
- Psychic
- Fire Punch
- Encore
- Thief
Meowth @ Berry Juice
Ability: Pickup
Level: 5
- Hypnosis
- Return
- Shadow Ball
- Iron Tail
Machop @ Berry Juice
Ability: Guts
Level: 5
- Encore
- Cross Chop
- Earthquake
- Hidden Power [Bug]
This team makes use of lead voltorb, one of the fastest pokemon in the meta and threatens common leads outside of elekid with its coverage and once it outlived its usefulness, it could boom. The rest of the team helps prepare porygon for a sweep since mono normal is actually good due to the scarce amount of ghosts, steels, and viable rocks. Shellder is the closest thing to a physical wall on this team due to its high defense and good defensive typing. Houndour is a decent threat to this team but hypnosis meowth and voltorb are able to outspeed and handle it. Tentacool can also be used over shellder as a fighting resist if you want.
Btw, we still could use more teams (mainly rby ubers, gsc ubers, adv ubers, dpp ou, dpp lc, bw uu, bw nu, and bw lc) so keep posting!
howdy, bw2 ru is my fave. maybe i'll drop some adv nu and bw uu as well at some later point, but idk for sure. if we were going to make this more inclusive as mcm recommends, i would think it'd be a not bad idea to ask Hot N Cold and SilentVerse to provide some teams, especially since they tend to lean more to the defensive end as builders, while i only play offense haha. furthermore, and maybe this is a bit hypercritical, but i'm not super sold on some of the teams here, particularly the first (6-0ed by hc lum durant, gets the free turn v.half the team) and the defensive chan team (beyond chan losing to most relevant hazard users, there are some reasonably irksome compression issues, and no distinguishable way the team wins =/). llamas teams are bad, but i'll let those slide b.c he's cute.
BU Braviary Balance - 49
Braviary @ Leftovers
Ability: Defiant
EVs: 252 HP / 188 SpD / 68 Spe
Careful Nature
- Bulk Up
- Roost
- Substitute
- Brave Bird
Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 64 HP / 96 Atk / 36 Def / 220 SpD / 92 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn
A relatively solid balance build with a focus on BU Braviary, which I consider to be a fairly potent anti-meta set at this time, punishing passive lynchpin 'mons in a similar fashion to Gothorita, as well as being one of the best all-purpose Sceptile switch-ins available (the best being Golbat, which is far less splashable). It's interactions w/Rotom-N are pretty cool, especially given that a balance team that lets their 'Lix or Rhydon get burned by it is almost ensuring a Braviary end-game. ProTox Escavalier is a cool set that retains the tankiness and Pursuit support of a standard lefties Esca, while giving it something to keep Moltres and Momo honest, which is rad. Some issues against Samurott and LO Moltres, and certain consideration needs to be given to Spikes concession (though this team does not get punished egregiously by Spikes), but more-or-less everything can be handled here.
Absol @ Life Orb
Ability: Super Luck
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Night Slash
- Superpower
This is what I might consider to be a pragmatic example of Gothorita in the RU tier. Within the context of this particular team (utilizing GK in the "choice slot"), Gothorita is capable of handily trapping all of Alomomola, Amoonguss, Emboar, Ferroseed (concedes hazards, but PP stalls handily and 2HKOs w/+6 Psychic), Gurdurr, Kabutops, Rhydon, special Sceptile, and much more, helping to set up various plays. The immediate 'recipients' of this support are RD Ludicolo and SD Absol, a couple of underrated but very potent sweepers in the tier that get serious mileage in a single turn (particularly with the support provided). LO 'Lix is utilized here over the conventional lefties set as a means to keep 'mons like Sceptile and Gatr / Rott honest, which befits this more offensive build. Scarf Rotom-N and fat Aero (one of my fave sets) provide some moderate flexibility of play, as well as low maintenance cleaners (plus Rotom-N into Goth can pick up free KOs).
Sash Scolipede Balance - 49
Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 24 Def / 236 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Roar
An interesting, quick-stall style build based around the concept of Sash Scolipede. The general idea behind this is that, given its relevant typing and speed, Scolipede is somewhat poor as a designated lead v.offense, but retains the ability to either lay up hazards and dip or be retained 'til the midgame as to scare out a Slowking, or perhaps sponge a Leaf Storm here and there, making its application most suited for play in balance. For this reason, Alomomola + alt conservative booster (Sigilyph) is selected, rather than compressing functions to CM Slowking, as it both extends Scolipede's midgame and keeps a slightly lesser focus on the necessity of TSpikes absorption, which might otherwise be mitigated via Roselia or some such. HW support also extends the value of your own Drudd, which is super cool.
Garbodor @ Air Balloon
Ability: Aftermath
EVs: 252 HP / 20 Atk / 32 SpD / 204 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Explosion
- Seed Bomb
Durant @ Choice Scarf
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Crunch
- X-Scissor
- Superpower
Aerodactyl @ Wacan Berry
Ability: Unnerve
EVs: 72 HP / 168 Atk / 16 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Stone Edge
- Earthquake
Tauros @ Life Orb
Ability: Sheer Force
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Rock Climb
- Rock Slide
- Earthquake
- Fire Blast
I guess you could call this a modern take on august's running of the bulls ho, since its built very similarly. the crucial difference here lies in the outsourcing of my hazard setters, allowing for some greater leniency in play and the incorporation of Toxic Spikes, in turn trading spin support and alt priority in Entei, which i consider to be moderately clunky on this particular build. The offensive battery of Tauros / Specstile / OTR King is cool for not only shredding w/Spikes, but generally retaining value in most any given match-up. Durant provides a self-sufficient end-game, as well as a Rotom-N lure (I don't consider Rock Slide exceedingly valuable given I have two of the best offensive Moltres checks in the tier), which can really open up for Tauros to thrash. Garbodor is an odd 'mon, but being both able to function as a decent Grass and / or Poison check, self-sufficient Spiker, and so forth, it retains value here.
beyond this, we stand to have a stall team (aug's old one is still decently effective, though i'd assume hnc, sv, or someone has something a bit more "modern"), smeargle ho (i could probably provide something), amoonguss / momo / 'lix balance, some general fwg + drudd goodstuffs offense (FAJI ), and maybe texas sun just for good measure. again, this being if we want to mostly just cover the more pertinent 'archetypes' here.
This is an offensive team based around Agility Lucario, one of the best support which can work with him is the a Ghost/Psy types which can be used as setup bait,i choosed LO Starmie for its ability to being a really good sweeper which can weaken most of annoying thing for Lucario like Swampert/Skarmory.Infernape allow you to have a decent revenge killer to like Agility-SD Lucario/DD Tyranitar and Agility Empoleon and a good check to Grass types and another good sweeper, Dragonite is a really good Stallbreaker which will put a ton of work in the team paired with Starmie/Infernape.Rotom-W is one of the best revenge killer to the game due to its good typing which allow him to have a Fighting/Ground immunity which is important and to its ability to revenge kill most of sweeper in the game. Finally Azelf colbur berry is an awesome lead which can set rocks and can break sash/beating Machamp which is a huge threat to offensive team without Sky Attack Power herb Aero ect
Azelf @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Zen Headbutt
- Explosion
Thats a very standard team builded around a common archetype (the bkc one, with Zapdos+Breloom+Heatran+Tyranitar+Starmie+Filler), i wanted to start building a DD Ttar, then using Zapdos as lead and Heatran as the stealth rockers on this team (i just wanted to use another scarf then tran on this team), Starmie is the best spinner in the tier, with the ability to check Infernape/Gyarados and to outpace more than 90% of the tier (outside of Scarfers), its always good to have one on these kind of teams, especially when you have something like Zapdos which can be usefull in early game. Since grounds were a huge problem for the team, i wanted to use Breloom (which is one of the ultimate way to abuse of them, like sporing them to let Ttar have a free field to set dragon dances), the spread is very special : 236 hp is a toxic orb number, 80 spedef allow to Breloom to live FBlast from ttars most of time even after SR + two turns of sand, 188 Def + Impish nature allow him to leave an Ice Punch from +1 DD Ttar after SR + two turns of sand and to check like Scarf Gon and SD Lucario with Mach Punch (it leave + 2 Espeed with ease, even after 2 layers of spikes + two turns of sand + sr i guess), for the last spot, i wanted a scarfer which can fite on my team so, my choice was to use Flygon. Explosion on Heatran help vs Suicune, but Hp Grass could be better i guess
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
Dragon Realm (Flygon) (M) @ Leftovers
Trait: Levitate
EVs: 128 HP / 220 Atk / 160 Spd
IVs: 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Fire Blast
- Rock Slide
- Hidden Power [Bug]
Another team I used in smogon tour and in SPL a lot.
Pursuit TTar + Forry classic combo, with HP fire forry to beat other Forretress (when I built the team, forry + pursuit ttar teams were very common)
Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 76 HP / 216 Atk / 36 Def / 180 Spd
IVs: 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Focus Punch
- Earthquake
- Hidden Power [Bug]
- Rock Slide
CBGon is really strong.
TTar + Spikes + Gengar is again very hard to stop, especially if you can beat Psychic Starmie in the long run with Zapdos Pressure + Protect Skarm
AM used it to win an ADV Smogon Tour, and Majin used it to win vs Golden Sun in semifinals of SPL in 2014
Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 160 Atk / 144 Def / 204 Spd
IVs: 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Focus Punch
- Earthquake
- Hidden Power [Bug]
- Rock Slide
Aerodactyl (M) @ Choice Band
Trait: Rock Head
EVs: 4 HP / 252 Atk / 252 Spd
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
Jolly Nature (+Spd, -SAtk)
- Double-Edge
- Earthquake
- Hidden Power [Flying]
- Rock Slide
Salamence (M) @ Silk Scarf
Trait: Intimidate
EVs: 252 Atk / 116 SAtk / 140 Spd
IVs: 30 HP / 30 SAtk
Naughty Nature (+Atk, -SDef)
- Double-Edge
- Fire Blast
- Brick Break
- Hidden Power [Grass]
A team I built in 2014 for Wcop, and that worked p well.
Mence lures ttar, skarm, swampy, etc.
A variation that I have also used and that works is using Lure TTar (rslide + hp grass + fblast + eq/ib) and DDmence
Salamence (M) @ Choice Band
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Earthquake
- Hidden Power [Flying]
- Rock Slide
One of my fav teams. The team is based around Metagross + Mence opening holes for a DDar sweep in the late game.
Some users like Masterclass have used this team in tour with some big success
Hierbajo (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 100 Def / 156 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Psychic
- Baton Pass
My last "great" team. I built it to battle Fakes in the Semifinals of the WCop.
Magneton + Starmie for "hazards control", and Steelix is a beast than can rape a ton of offensive teams that cannot touch it at all.
Magneton @ Leftovers
Trait: Magnet Pull
EVs: 80 HP / 232 SAtk / 196 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Toxic
- Protect
Trap Stall team featuring WoW Taunt Boom GGar.
Skarm + Clay + Bliss is the classic stall team core, Mag + Clay for hazards control.
The team is designed for a CMBliss sweep
I couldn't forget about this team.
It is very old, and it is probably outdated, but it was one of my favourite teams back in 2011, with some innovative sets (back then) like Curse Boom lax to lure Celebi. The team is based around both CMCune and CMKou, luring their most common counters (Metagross booms vs kou, Lax vs celebi, GGar vs either Celebi, Zapdos, Lax, Regice or Bliss...)
Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 76 HP / 216 Atk / 36 Def / 180 Spd
IVs: 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Focus Punch
- Earthquake
- Hidden Power [Bug]
- Rock Slide
Zapdos @ Leftovers
Trait: Pressure
EVs: 200 HP / 172 SAtk / 136 Spd
IVs: 30 HP / 30 SAtk
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Grass]
- Baton Pass
- Thunder Wave
Orion (Dugtrio) (M) @ Choice Band
Trait: Arena Trap
EVs: 136 HP / 252 Atk / 24 SDef / 96 Spd
IVs: 30 Atk / 30 Def / 30 SDef
Jolly Nature (+Spd, -SAtk)
- Aerial Ace
- Earthquake
- Hidden Power [Bug]
- Rock Slide
H2Owned (Kingdra) (M) @ Leftovers
Trait: Swift Swim
EVs: 176 HP / 252 SAtk / 80 Spd
IVs: 30 SAtk
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Thanos (Snorlax) (M) @ Leftovers
Trait: Immunity
EVs: 80 HP / 252 Atk / 136 Def / 28 SDef / 12 Spd
Adamant Nature (+Atk, -SAtk)
- Body Slam
- Shadow Ball
- Curse
- Self-Destruct
Kingdra based team.
Something like Suicune could also work instead of Kingdra if you dont like it tho.
Metagross is faster than ttar leads and can explode on things like Milotic or Suicune, Dugtrio can beat Bliss in 1vs1, Gengar can also lure special walls.
I built this team for KG to battle GS in the last SPL, and it worked really well.
It is based on a famous McM team, but it features 2 different sets that are they key for this team working: WoW + Boom Gengar and Offensive Starmie.
The idea was to lure GS into thinking he was facing a standard stall team, and winning in the late game with Gengar booming in his special wall (at that time nobody expected wow + boom ggar in a stally team), and then revealing the last mon Offensive Starmie to clean.
The good thing about this is that the opponent does not know if the last mon is an Aero or a Starm, and thats also an advantage.
Salamence (M) @ Choice Band
Trait: Intimidate
EVs: 244 Atk / 12 Def / 252 Spd
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Earthquake
- Hidden Power [Flying]
- Rock Slide
Heracross is one of my favourite mons in ADV and the mon I always fear the most when building defensive teams. It is a monster that can easily switch any team.
Salamence (M) @ Choice Band
Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
IVs: 30 SAtk / 30 SDef / 30 Spd
Adamant Nature (+Atk, -SAtk)
- Fire Blast
- Earthquake
- Hidden Power [Flying]
- Rock Slide
Snorlax (M) @ Leftovers
Trait: Immunity
EVs: 124 HP / 68 Atk / 124 Def / 36 SAtk / 156 SDef
Brave Nature (+Atk, -Spd)
- Body Slam
- Shadow Ball
- Fire Blast
- Self-Destruct
Dugtrio (M) @ Choice Band
Trait: Arena Trap
EVs: 220 Atk / 36 SDef / 252 Spd
IVs: 30 SDef / 30 Spd
Jolly Nature (+Spd, -SAtk)
- Aerial Ace
- Earthquake
- Hidden Power [Bug]
- Rock Slide
My main team back in 2010 and 2011, and it still works p well now.
Swampy > Milo can also work, and it helps vs Aero, which might be a problem for the team.
This team got both Zeb and I to the finals of one of the first Exca meta suspect tours and has been generally successful for me. It's a fairly standard Tornadus Rain, but I'll briefly go into it. Scarf Politoed with Hypnosis to lure and sleep many opposing threats that can be problematic to rain (Ferrothorn, Gastrodon, Jellicent, etc.) and to revenge kill in general while still providing rain, spin Exca with Sand Rush to help against opposing offensive sand teams and support Tornadus and co. with hazard removal, CM Reuniclus as a physical tank and potential win condition with LO to help beat opposing CM Reuni in CM wars, supportive Ferrothorn to help tank opposing water moves and act as a generally good defensive utility with both hazards, specs Tornadus to abuse rain and hit quite hard, and Toxicroak to help sweep opposing teams and be a general pain to many offensive teams when rain is up!
-----
Slowking (M) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 136 SpA / 120 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Psyshock
- Fire Blast
- Slack Off
Team I made to play Jimmy Turtwig in WCOP (with a lot of help and influence from Jirachee) that is a fine example of spikes + Alakazam Sand Balance, I suppose. This team isn't as simplistic as the rain one above in terms of EV spreads and it has a bit more of a structure to it, so I shall go in depth. Slowking's spread is based off of the Offensive Tank variant that Jirachee posted after SPL here, but it has a bit more SDef to ensure that I tank two specs modest Hydros from Politoed in Rain after SR. In conjunction with Slowking, SDef Skarmory with Taunt and Rocky Helmet Tank Chomp round out the 'bulky' core of the team. Hydreigon is helpful when it comes to breaking balance and wrecking havoc upon the opposing team in general, so I added that on next - the spread allows Hydreigon to outpace all Excadrill that aren't scarfed while also being able to survive a Focus Blast from unboosted CM Reuniclus after SR and sand damage 100% of the time. Finally, the team rounds itself out with Scarf Ice Beam Tyranitar (honestly, this isn't too needed although it is nice to hit opposing Landorus-T and Garchomp, but I threw it on personally because I knew my opponent frequented ground types - with this said, you can easily switch to Jolly, max Atk, and Stone Edge without compromising too much effectiveness) and standard sash Alakazam with TWave to help with opposing threats like Volcarona, which has potential to totally fuck this team over if it has the right moves otherwise. Overall, Alakazam with Spikes support is one of the best, most consistently effective strategies in BW currently and this team is a solid example of that, in my opinion.
-----
McMienshao (Mienshao) (M) @ Life Orb
Ability: Regenerator
EVs: 176 Atk / 96 SpA / 236 Spe
Naive Nature
IVs: 30 HP / 30 Def
- High Jump Kick
- Hidden Power [Ice]
- Grass Knot
- U-turn
Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 88 Atk / 24 SpA / 144 SpD / 4 Spe
Brave Nature
- Stealth Rock
- Crunch
- Fire Blast
- Pursuit
Keldeo @ Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power [Grass]
- Icy Wind
This is more of a fun team around Mienshao, which is actually pretty cool in the current metagame. Not going to go on with explanations and everything as it's not really a standard team or worth showcasing, but figured I'd drop it here because it's fun and why not!
Mienshao (M) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Aerial Ace
- Stone Edge
Escavalier (M) @ Choice Band
Ability: Swarm
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Iron Head
- Megahorn
- Pursuit
- Sleep Talk
Went 3-0 in UUPL. Pretty cool stuff with the only non-standard mons being Escav, which has always been a boss, and Specs Rotom-N, which is a surprisingly nice spinblocker with a cool presence, a truly underrated electric in the tier.
I'll post some more bw uu and maybe some bw nu teams later (maybe dpp nu, too, but depends how lazy I get). Just wanted to put this out there, but sorta ran out of time mid-post :s
So this is another team I remember using fondly.
Dirt by PDC
I have to variants today, going off of some of the suggestions of babidi1998 . While this team is not the most consistent in competitive play, it is still well built and matches well vs a lot of offensive teams today. It also had some success in tour. It is a pretty easy and fun offense team to use and can help a lot of newer people get into this generation.
Its the same team with colbur azelf on it. Colbur azelf helps some of this teams lead matchups that it used to have and also adds a relatively reliable SR setter it also has explosion which can be used to pick off foes.
Variant 2
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 124 HP / 64 Atk / 172 SpA / 148 Spe
Naive Nature
- Grass Knot
- Stealth Rock
- Icy Wind
- Iron Head
Infernape @ Life Orb
Ability: Blaze
EVs: 64 Atk / 252 SpA / 192 Spe
Naive Nature
- Fire Blast
- Mach Punch
- Grass Knot
- Close Combat
Again its the same team except with a different lead option. It has a lead sr rachi set that I made which is meant to lure in bulky grounds which do give this team some trouble. Icy wind helps it deal with other grounds and lead dragonite as well and it makes it a decent lead versus faster leads such as aerodactyl. THe speed investment helps me outspeed modest zapdos and get some chip damage on it. The attack evs were put in so that iron head hits a little harder. The rest was put into bulk.
Variant 3
Infernape @ Focus Sash
Ability: Blaze
EVs: 56 Atk / 252 SpA / 200 Spe
Naive Nature
- Fake Out
- Stealth Rock
- Fire Blast
- Close Combat
This team is a bit different. It essentially changes infernape to the lead and replaces celebi with venusaur. Venusaur improves the overall longevity of the team by taking away toxic spikes and providing leech seed support. It does slow down the team but increases its overall matchup vs stall.
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Hidden Power [Ice]
- Earth Power
- Healing Wish
The premise of this team is simple. Lay up hazards with Smeargle, spin block if needed, and just go to town with the heavy hitters. Helped me get a win in this year's RoAPL.
This team is a sample Rain Offense with a strange Politoed, this Politoed can hit all with a STABbed Water Gem Hydro Pump in rain, can toxic somehing like Rotom-W that usually enter on it and can use Icy Wind on dragons or on other Pokemons that we need to slow down to allow Dragonite to spam Banded Outrage or to allow Hydreigon to spam Orb Draco Meteor. I use superpower on Dragonite because I think it's better than Fire Punch (especially in rain) and EQ, because I can also hit Ferrothorn/Heatran/TTar and others. Scarf Keldeo just clean the game.
Politoed @ Water Gem
Ability: Drizzle
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Hydro Pump
- Icy Wind
- Toxic
- Perish Song
This is a Balanced, with Scarf Excadrill, in this team we have Sableye because I think it's so annoying for other Semistall/STall but also for some HO Team, this Air Ballon Heatran just fuck a lot of Dragon, mostly Garchomp! And at end Dragonite for cleaning.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Stealth Rock
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Tangrowth @ Leftovers
Ability: Regenerator
EVs: 240 HP / 176 Def / 92 SpD
Relaxed Nature
- Giga Drain
- Hidden Power [Fire]
- Earthquake
- Sleep Powder
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
- Will-O-Wisp
- Taunt
- Night Shade
- Recover
Balanced with Gyarados, Metagross + Starmie is a common 'lead core' which have really great synergy so thats ok, Tyranitar fix the weakness to Electric types (mainly Zapdos lead) and allow you to trapkill Rotom-A/Starmie. Gyarados love rapid spin support and pursuit support and it work as solid fighting resistence which isn't weak to Pursuit and as ground resistence. Zapdos SpeDef patch the weakness to Grass Types (mainly Offensive Shaymin) and have also usefull resistence. Scarf Jirachi allow you to revenge kill DD Nite/SD Luke/DD Ttar and to work as my dragon resistence since steel type are really mandatory on a dpp team,it can work also as second win condition do to its ability to iron flinch !
Metagross @ Lum Berry
Ability: Clear Body
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Bullet Punch
- Explosion
Balanced with Gyarados, Metagross + Starmie is a common 'lead core' which have really great synergy so thats ok, Tyranitar fix the weakness to Electric types (mainly Zapdos lead) and allow you to trapkill Rotom-A/Starmie. Gyarados love rapid spin support and pursuit support and it work as solid fighting resistence which isn't weak to Pursuit and as ground resistence. Zapdos SpeDef patch the weakness to Grass Types (mainly Offensive Shaymin) and have also usefull resistence. Scarf Jirachi allow you to revenge kill DD Nite/SD Luke/DD Ttar and to work as my dragon resistence since steel type are really mandatory on a dpp team,it can work also as second win condition do to its ability to iron flinch !
Metagross @ Lum Berry
Ability: Clear Body
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Explosion
I ran this team a bunch and liked the concept a ton, it feels very reminscient of Eggbert's old team the Dark Horse (minus Bulky SDZor though that turned out to be a decent fit). In any case couple of edits:
Run Offensive sets for Starmie and Zapdos, without Offensive the StarGross core loses a lot of its potency (as it centres around Offensive Starmie trashing as a lead), while SpDef Zapdos was too weak for my liking and the Specs/3 Atks+Roost sets were doing a fair enough job of checking Grasses.
Tyranitar has a lot of options, you could run Superpower or Stealth Rock somewhere on it for better coverage/utility (Superpower gives you another Heatran check while also making sure you're not dead in the water vs Bliss, while Stealth Rock means you can make Meta a 4 Atks variant which is surprisingly lethal).
Calm Mind Jirachi pairs surprisingly well with Gyarados as both mons can lure in stuff that would be set-up fodder for the other, its worth a try, while Metagross could be made a Scarf variant to cover it and something else could take over leading duties. Speaking of which with the offensive tweaks at the top (those are the only ones necessary btw, everything else is personal preference/dumb ideas), you have a total of 4 mons that can lead, 5 if you count TTar. Makes it pretty versatile.
Lastly Bulky SDZor can fit over one of the Steels.
Don't be discouraged though, the wealth of possibilities makes it a better fit for newbies who can use the edits to tweak it based on what they like running, and it's a better team for it (the best teams are never one set-in-stone version, they usually have a wealth of options to mess around with, which makes it harder for people to beat you even if they know the team (also CTing becomes near impossible :)
BKC this is why you need to update the analysis pages. What you're looking at is an Ev spread specifically designed to live two quick attacks from Choice Band Scizor. This Ev spread is almost old enough to remember Garchomp!
Typhlito update the obi stall revamp in the archive, I came up with more accurate spreads to what august was running.
Okay so tonight I felt like updating this team to a more real form of what it was so here you go.
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 / 104 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang / Roar
Should we start a new thread? Typhilito has been dead since the beginning of the month and natural talent stated
NONE, hopefully I won't remember I quit mons
Typhlito update the obi stall revamp in the archive, I came up with more accurate spreads to what august was running.
Okay so tonight I felt like updating this team to a more real form of what it was so here you go.
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 / 104 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang / Roar
I'm sorry. Because of some unfortunate circumstances (broken laptop + leaving tablet in cousins house) I was unable to get on the internet till now. I'll get this and my other threads going asap!
I'm sorry. Because of some unfortunate circumstances (broken laptop + leaving tablet in cousins house) I was unable to get on the internet till now. I'll get this and my other threads going asap!
np man, just two things add my updated version of obi stall and that team that edwardelric15 posted jirachi putting in the work as it has gotten support from the community, + the team is kind of easy to use.
heres a pretty standard rain team i made a couple months back its pretty consistent and the most of its loses have come from starmie missing hydro pump on ttar >:[