Project What's His Last? [Project Closed]

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Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Sucker Punch
- Brave Bird
- Superpower
- Pursuit

LO Honchkrow is a rather swingy pokemon, but one that is very fun to play with. On this team, 3/6 pokemon are outsped by the likes of CB Hoopa, with only landorus (who probably won't be ready to setup after Hoopa's first appearance) and Charizard really in a position to contest him. Honchkrow can provide a go-to check, while also serving as a revenge check for latios, Greninja after it removes it's dark typing, thundurus after a stealth rock, 70% nidoking/excadrill, and more. Notably, metagross will be put in mantine/zapdos KO range, which can be important, because this team's lando and charizard rely on bluffing their item and full health, respectively, making skarmory the only reliable check on the team.(Can be blocked by the rareish bullet punch)

Brave bird rounds honchkrow out, and while it's uses are numbered due to recoil, the opponent had better show respect- offensive ev'd gyarados can't take a bb+sucker punch (after SR) even with the bulk from mega and intimidate (meaning superpower prediction is only needed if you expect bulky dos). Moxie boosts allow Honchkrow to decimate offense teams or clean lategame. The choice of Superpower/Dark Pulse/Heat Wave can even let you switch between (Hetran+porygon2/Slowbro+Sableye/ferrothron) I recommend Naughty Nature 176 Atk/ 80 SpA / 252 Spe for mixed to get a favorable range for ferrothron. If your opponent expects you to be trigger happy with brave bird, they might even be reluctant to switch in stuff like toxapex/staraptor/hippodon, and getting "hail mary KOs" can conserve landorus's z-move, which can be useful against say, a dark team with mandibuzz+unweakened hydregion, or a steel team with celesteela+air ballon heatran.
 
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Salamence @ Lum Berry
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast

Wooo Salamence! Just a nice sweeper d-dance set meant to clean up after holes punched by Lando-T and Mega-Zard Y and the chip dealt by the Skarmdostine defensive core.

Outrage is your basic dragon spam STAB, and Earthquake rounds out your coverage to hit steel types. Fire Blast lets you punch through skarmory, ferrothorn, and scizor should they try to check you. Naive Nature is to ensure you don't play 50/50s with mega-pedo, though Naughty is an option.
 
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Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Superpower
- Hurricane
- Knock Off/Grass Knot
- Heat Wave



This team is lacking a solid offensive mon and also lacks a way to break stall thus I added Life Orb Tornadus - T giving the team some more offensive options apart from set up Lando. The set is quite standard with double steel killing moves to help v/s mega meta + magnezone builds which otherwise trouble this team quite a lot. Other than that knock off is there to ensure that the normal core doesn't dick on you for days and also provides added utility of helping wear down checks to Torn T. Grass knot can be run to solo ground (potentially) and also helps in the water match up since it can hit decently hard v/s most common mons. However, knock off is preferred as it allows Torn to better annoy bulky teams and also helps Lando - T beat hard stall teams. EV and item is for maximum damage potential and -Sp.Def to live priority (mega meta bullet punch mainly).
 
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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 152 SpD / 104 Spe
Careful Nature
- Roost
- Taunt
- Knock Off
- Earthquake

Since the team's only Electric immunity is its physical wallbreaker, it's safe to say the Gliscor is an excellent edition to the already solid defensive core of Mantine, Skarmory, and Zapdos. Gliscor is EV'd to speed creep max invest +natured Magearna with the rest of the EVs put in max HP and SpD for another special attacker check. Taunt for stallbreaking and Knock Off for handling Normal's Eviolite core, which shuts most Flying teams down completely. EQ for reliable STAB and Roost for recovery. A great Pokemon to support your core and main wallbreakers.
 
Cycle 3: Poison
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Scolipede @ Buginium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Poison Jab
- Earthquake
- Swords Dance

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Thunderbolt / Grass Knot

Nidoking @ Focus Sash
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Ice Beam
- Sludge Wave
- Earth Power

Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 92 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Pursuit
- Knock Off
- Poison Jab
- Shadow Sneak
Nidoking helps break Steel and is the teams hazard setter. Nidoking holds Sash so it is almost always guareenteed to get off an attack or setup Stealth Rocks. Scolipede and Nihilego are the teams main sweepers, both are really underwhelming wallbreakers before a boost. Nihilego should be used as a revenge killer and or late game sweeper to help it pick off weakened pokemon and get boosts easier. Scolipede relies on predicting a switch to be able to setup than can just nuke any one pokemon with Savage Spin Out which at +2 hits a little bit over double the damage the banded megahorn dishes out. Mega Venusaur and Alolan Muk are the teams sponges. Alolan Muks EVs allow it to live a scarfed Victini's V-Create after rocks damage and overall being able to trap annoying psychic types and pick them off with pursuit. Mega Venusaur walls almost all attacks thrown at it and can easily weaken teams that are unprepared to take on its bulk. The question is, what's my last?

Posting Deadline: Friday February 17th @ 12 pm EST
 
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Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes

Toxapex offers this team a physical wall to pair with Mega Venusaur and Alolan Muk as well as a check to set-up Pokemon. Toxic Spikes are used over Toxic to put opposing teams under greater pressure when switching.
 
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Crobat @ Rocky Helmet
Ability: Infiltrator
EVs: 248 HP / 40 Def / 220 Spe
Impish Nature
- Defog
- U-turn
- Taunt
- Roost

Crobat fits the team nicely since there is no ground Immunity or hazard removel. 220 speed to outpace 110s most notably Latias and Latios to pivot into Muk to trap these threats.
 
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Golbat @ Eviolite
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn
Why Golbat?
Golbat with an eviolite provides the team with utility+ground immunity+defensive pivot that perhaps no single mon on mono poison can provide. first of all, the team above lacks an immunity to ground and since golbat is a part flying type it does not need to care about mold breaker excadrill too as it can switch rather easily as scarf excadrill does a 3hko with rock slide. Secondly, Eviolite Golbat provides the team with hazard control with defog and with an eviolite and max def it can take on some of the threats to mono poison such as mega pinsir.
Brave bird is a stab move that hits decently hard and bypasses substitute thanks to infiltrator. Super fang may be used in place of brave bird as it allows it to dent even steel types and does 50% to every pokemon at full health that is not ghost type.U-turn is used for momentum and to safely bring in teammate. U-turn may be replaced by toxic as golbat can stall out with toxic+roost. Roost is used for longevity as it helps golbat to do its job again and again without getting worn down.
*252 Atk Aerilate Pinsir-Mega Return vs. 252 HP / 252+ Def Eviolite Golbat: 136-162 (38.4 - 45.7%) -- guaranteed 3HKO
*0 Atk Golbat Brave Bird vs. 0 HP / 0 Def Pinsir-Mega: 186-218 (68.6 - 80.4%) -- guaranteed 2HKO
*252 Atk Mold Breaker Excadrill Rock Slide vs. 252 HP / 252+ Def Eviolite Golbat: 102-122 (28.8 - 34.4%) -- 4.2% chance to 3HKO
 
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Ground has always been a threat to poison(rip exca and landorus),So just looking at that team we can observe a glaring weakness to the ground type.so poison has a few ways to counter ground may it be defensive leech venusaur or flying types like crobat or golbat.
But in most of the ground teams the major threat is BANDED excadrill,mega venu can handle it without sand but if mega venu gets phased out then it literally sweeps poison.since toxa,crobat and golbat have been reserved i wanna talk abt a great wall which i used in gen 6

Weezing (65/90/120/85/70/60)

Its really good as a physical wall with utility moves like will-o-wisp,haze,painsplit it serves as a respectable counter to set up mons like scizor or mega pinsir.

The set:
Weezing @ Black Sludge/Rocky helmet
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Def
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Clear Smog/Haze
- Pain Split
- Fire Blast

Weezing can directly switch into banded exca without any fear of eq(but iron head is a thing ik),but we can atleast predict his next switchin,if the opponent uses mold breaker the venu set that exists can easily withstand an eq from scarfed exca.
weezing has willo to stop sweepers clear smog for stab and removing boosts,fire blast for steel ofc.
But the problem with weezing is it shouldnt be used when heatran is alive since we end up giving it extra boosts.
SO i suggest people to have some before hand experience with poison to use weezing
 
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Cycle 4: Grass
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Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 100 Def / 144 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Synthesis
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Recover

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Giga Drain
- Encore
- Stun Spore

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore
- Rock Tomb
- Bullet Seed
- Mach Punch

This team has the basic grass defensive core of Mega Venusaur, Ferrothorn and Cradily. These 3 are naturally bulky and thanks to their abilities and secondary typings allow Grass to take on some extremely difficult matchups. Ferrothorn and Cradily also make up a hazard stacking core for the team which helps me reliably chip the opponents team slowly winning the match. Whimsicott and Breloom are the more offensive teammates as the focus more on offense through the moves and abilities they have. Whimsicott helps Grass take on types such as Fighting, Dark and Dragon which grass would normally have a difficult time with while also blanket checking faster pokemon and setup sweepers with Prankser Encore and Stun Spore. Breloom helps grab momentum with a Focus Sash and Spore as it allows Breloom to switch to a teammate or weaken it overall with its coverage options. The question is, What's My Last?

Posting Deadline: Wednesday March 1st @12 pm EST
 
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Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunderbolt
- Hidden Power [Ice]
Why Rotom-Mow?
The above team is pretty slow and is threatened by threats to grass such as mega pinsir,charizard y,scarf heracross and so on. Rotom mow with a scarf not only acts as speed control giving the team some immediate speed but it also acts as a check to threats to grass such as mega pinsir and charizard y namely which other members of the team cannot quite handle.R-mow provides the team with volt switch pivoting too to keep up the momentum of the team. Rotom mow has base 86 speed which also allows it to outspeed scarf heracross by one point and damage it with a thunderbolt. As for the moveset, Volt switch helps in pivoting and gaining momentum to the team. leaf storm is a strong stab move that can be used to finish off neutral targets and thunderbolt is a strong stab move capable of severely denting or taking out threats like mega pinsir and charizard y. In the last slot hp ice is used for pokemon like lando-I,dragonite and garchomp.
*252 Atk Aerilate Pinsir-Mega Quick Attack vs. 0 HP / 4 Def Rotom-Mow: 84-100 (34.8 - 41.4%) -- guaranteed 3HKO
*252 SpA Rotom-Mow Thunderbolt vs. 0 HP / 4 SpD Pinsir-Mega: 276-326 (101.8 - 120.2%) -- guaranteed OHKO
*252 SpA Rotom-Mow Thunderbolt vs. 0 HP / 4 SpD Charizard-Mega-Y: 224-266 (75.4 - 89.5%) -- guaranteed 2HKO
 
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