Resource Monotype Sample Teams

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Offensive Fairy

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Moonblast
- Soft-Boiled

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Thunder Wave
- Spikes

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Horn Leech
- Stone Edge

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Play Rough

Diancie @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Psychic

This offensive Fairy team utilizes its varied offensive tools in Tapu Koko, Tapu Bulu, Azumarill, and Magearna to offensively beat the majority of the metagame. Clefable and Klefki are added in order to help Fairy's main attackers defeat opposing teams.

Clefable provides this Fairy team with Stealth Rocks, while also functioning as a Scizor check with Babribi Berry and Fire Blast. Moonblast gives it a STAB attack to prevent it from being Taunt bait, and Soft Boiled offers recovery.

Klefki provides the team with Spikes support, Thunder Wave speed control, and screens support that lessens the damage taken for Klefki's teammates. If needed, Klefki can run Foul Play in order to damage setup sweepers.

Tapu Koko is one of the best offensive Pokemon, sporting an excellent speed tier, and a powerful STAB Thunderbolt boosted by Electric Terrain. Grass Knot is used to hit Pokemon that are immune to Thunderbolt like Swampert and Seismitoed, and HP Ice also hits Pokemon that are immune to Electric such as Gliscor and Landorus, who can easily take Grass Knots. Volt Switch takes advantage of Electric terrain and allows Tapu Koko to pivot while also dealing a lot of damage.

Tapu Bulu is another important part of Fairy, providing an Earthquake switch-in and giving Fairy the upper hand when facing Ground- and Water-type teams. Stone Edge and Superpower are chosen to hit Flying- and Steel-types and round out its coverage, allowing Tapu Bulu to contribute against every type.

Azumarill is the main star of the team, providing a deadly wincon against every type that does not naturally resist Aqua Jet. Normalium Z is used over Sitrus Berry to allow Azumarill to setup at any health, and against weaker opponents it can Belly Drum first then activate its Z-Crystal to regain all its health. Play Rough is a STAB that hits Pokemon that resist Aqua Jet, and Knock Off hits Pokemon like Skarmory and Ferrothorn who can otherwise survive and remove Azumarill with Whirlwind or Powerwhip.

Diancie adds another fast attacker to aid Tapu Koko to taking out the opposing team. Moonblast is STAB, and Diamond Storm is chosen over Power Gem in order to 2HKO Muk-Alola and for the occasional +2 defense boost. Psychic and Hidden Power Fire allow Mega Diancie to 2HKO the standard physically defensive Mega Venusaur and OHKO offensive Mega Scizor. Alternatively Earth Power can be used to deal with bulkier versions of Heatran that carry Leftovers instead of an Air Balloon, or Calm Mind or Rock Polish can be used to boost Diancie's excellent Special Attack or Speed, but these moves are generally less useful against the majority of teams.

Edited 4/6/17 per Tyke's suggestions
Edited 4/11/17 per Eien's suggestions
Edited 8/13/17 since Magearna got banned
 
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Offensive Bug

STICKY SQUAD

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Knock Off

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Energy Ball
- Hidden Power [Ice]

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Rock Slide
- Rapid Spin
- Stealth Rock
- Knock Off


- Volcarona is a 'must' in every bug team since it helps a lot with one of the worst 'match-ups' for Bug: Steel; while it has the power to destroy a lot of teams. Once it had 'quiver danced' once and Heatran has lost its balloon, Volcarona will destroy Steel with the combination of Fire Blast+HP Ground. HP Ground also helps with mons like scarf Victini and Nihilego (and against Fire and Rock in general), two big threats for Bug teams. Firium Z helps Volcarona destroying some of the checks that some types have for it. Giga Drain is for making 'match-ups' with Ground and Water a little bit easier.
- Mega Pinsir is a great wallbreaker with access to Sword Dance and Aerilate, which provides a Flying STAB in Frustration that helps to break balance teams. Quick Attack gives Mega Pinsir priority to deal with offensive teams, and Close Combat helps a lot against Steel and Rock, two types that resist its STAB combination. Its decent bulk gives it more possibilities to set up and clean the game.
- Heracross is a great late game cleaner with the combination of scarf+Moxie, and two powerful STABs as Megahorn and Close Combat. It also provides the team a source of speed control outside of webs and covers a lot of mons with Earthquake+Stone Edge. This mon helps the team a lot against Flying and Fire teams.
- Scizor is another of those mons that are a 'must' for Bug teams, since its an enormous threat to Fairy, Rock and Ice teams with Bullet Punch (priority combined with Technician) and its great Atk stat. U-Turn, STAB is to keep momentum in the battle, and Knock Off form a combo that hits really hard Psychic teams (Knock Off also helps to deal with Ghost in general, and Marowak-A in particular). Superpower is a coverage move mainly for Steel mons, such as Ferrothorn.
- Galvantula is the webs setter of this team and the lead in most of the battles, as Focus Sash lets the spider set the webs in front of almost every mon. Webs are pretty important for the team to deal better with threats like scarf Excadrill and scarf Victini, which get outspeeded by Mega Pinsir and Volcarona when webs are up. Galvantula also helps the team with Water teams as it has access to STAB Thunder (threatens Mantine, which walls Volcarona) and Energy Ball (for mons like Swampert, Seismitoad, Gastrodon). Thunder is great for the team as it's an asset to deal with a difficult match-up like Flying. HP Ice is for Landorus, Dragonite, Gliscor and the mons with 4x weakness to Ice.
- Armaldo is a very important member of the team as it has Rapid Spin to get rid of rocks, which otherwise would wear down the team badly. It also performs as the Stealth Rock setter of the team, and gives the team a check for Fire and Flying moves. Rock Slide is a STAB that hits hard enough and helps the team with Flying teams, and deal with things like Subtoxic Zapdos. Knock Off is an utility move for removing items like Eviolite from Chansey and Porygon2, scarf from Victini and rocky helmet from Skarmory (this allows Armaldo to spin in front of Skarmory).


Edit: Added changes

Edit: Added Eien's changes
 
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mushamu

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Balanced Ghost (edited)



Importable:

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Recover
- Scald

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Will-O-Wisp
- Seed Bomb
- Synthesis
- Leech Seed

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Recover
- Knock Off

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Shadow Claw
- Play Rough

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fire Punch
- Shadow Bone




Description:

Standard ghost team. Gengar is a speedy attacker with a choice scarf to minimalize the amount of threats that outspeed it. Jellicent is our special wall which can eat a lot of special attacks, including dark pulses in occasions. Gourgeist is our physical wall which can eat many hits due to its grass typing such as earthquake and wood hammers. As for Sableye, always try to lead with it and Mega Evolve it as
soon as possible, as ghost teams usually do not like layers of spikes and hazards. The mixed 112/144 EVs with careful ensures that Sableye does not get hammered by either Physical or Special hits after Mega Evolving. Mimikyu really helps against dark and is a great late game sweeper. Marowak helps as a hard check for electric types and a really nice wallbreaker that can set down rocks for the team. The 44 speed is to ensure that it outspeeds things like Alolan Muk before it knocks the Thick Club off and renders Marowak useless.


Edited, Edited Description
 
Last edited by a moderator:
Flying Sample - Balanced
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Stealth Rock
- Iron Head
- Whirlwind

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Toxic
- Defog

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Focus Blast
Landorus-T is used as a Scarfer on this team for speed control, checking Life Orb Tapu Koko, +1 Poygon-Z and some other threats like Scarf Xurkitree, being able to switch in on predicted Electric moves due to its immunity, generating momentum.
Zapdos
, Skarmory and Mantine are used as the main defensive core of any balanced Flying team, and for good reason, because they compliment each other very well. Skarmory is one of the best physical walls in the game, with a nice neutrality to Rock and Ice moves, that otherwise threaten your team, while also having access to an incredbile support movepool including the always needed Stealth Rock. Zapdos is used as the main specially defensive pivot, generating momentum with Volt Switch and removing hazards with Defog. Mantine, on the other hand, is used to check strong Fire and Water types that can break through Zapdos and Skarmory, like Volcarona, Mega Charizard Y and Kingdra, while also working as a backup defogger and status spreader.
Dragonite
is used as a physical wallbreaker with a Choice Band attached, while also being able to revenge kill weakened foes with its strong priority in Extremespeed. Its ability Multiscale also helps it remove threatening sweepers since it almost always can take a hit and remove them.
Mega Charizard Y
is used as the special wallbreaker with its amazing sp.atk stat and a sun boosted Fire Blast, pressuring several types like Steel, Fairy and Ice whenever it gets a free switch.


ps: i apparently cant get a mini lando-t for the desc :(
all fixed now ty The Excadrill
Edited with the changes Tyke recommended, but I never really missed the speed control tbh, dnite and the defensive core covered a wide array of the fast threats already. I dont also think changing Mantine's EVs are helpful for checking Nihilego, considering the only set that doesn't 2HKO sp.def mantine is the Scarf one. I'd rather keep the mixed bulk for utility. Sry about the SR evs btw, i completely overlooked those
I think the defensive core needs some adjustments still.
  • You don't need defog on both mantine and zapdos. I think you should keep it on Mantine, but drop it from Zapdos. You should also run a bit of speed on Mantine, 16 EVs is good, and use a Calm Nature. Even though you're using phys. defense investment, you'll still get bigger gains from Calm than Bold due to Mantine's absurd base 140 SpD.
  • Defog Mantine would free you up to use SubToxic Zapdos, a potent threat in this metagame capable of better stalling out threats like Tapu Koko or Alola Raichu than the set you have here. The spread for SubToxic Zapdos could look something like 248 HP / 184 SpD / 76 Spe Timid, which outspeeds up to neutral 90s and notably Max Speed Heatran.
  • Skarmory doesn't really need speed on this set, so you can just put the additional EVs into SpD.
Make these changes and I'll re-evaluate.

Stall Water


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Protect
- Perish Song

Alomomola @ Leftovers
Ability: Regenerator
EVs: 64 HP / 252 Def / 192 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Mirror Coat

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Earthquake
- Toxic
- Encore

Mantine @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald
The team started with the core of Lanturn / Toxapex / Azumarill which is essential for all Stall Water teams. Lanturn provides an extremely helpful Electric immunity to the team, a cleric to make sure the team does not get worn down by poison or other status, and a slow pivot to get counters to the opposing Pokemon in safely. Toxapex is the team's main physically defensive wall and can absorb Toxic Spikes for the team, which is very helpful. It also can set up its own Toxic Spikes which pressures the opponent's team and makes it easier to stall them out and get a free switch-in on a predicted Defog / Rapid Spin. Finally, Azumarill provides a crucial Grass immunity, being the main check for those types. Perish Song is also a very interesting utility to pressure set-up sweepers and other threats. Next, Alomomola was added to provide huge Wishes to the team and remove powerful Special Attackers with Mirror Coat (especially Freeze-Dry users, they can be extremely hard to win against without this). Quagsire provides a secondary Electric check which is mainly helpful for Kyurem-B's Teravolt Fusion Bolts which bypass Volt Absorb. It also checks set-up sweepers very well without having to take a large damage like Haze Toxapex would. Finally, Mantine is the last member of the team and has a helpful Ground immunity and Grass neutrality, and can also Defog away hazards for the team.

Lanturn's spread survives a +1 Xurxitree Energy Ball after Stealth Rock. Alomomola's spread survives Mega Charizard Y's Solar Beam as well as provided maximum physical bulk. Mantine creeps uninvested base 75s, importantly, Mega Scizor.


Whoo 100th post!

e: made Tyke 's changes
The team looks good, mostly.

I don't know how I feel about Quagsire this gen; it's a lot less capable of managing set up sweepers with the advent of z-moves and general power creep, and can't offer much utility outside of that. It isn't very sturdy as an Electric immunity either, since any Electric attacker can 2HKO you with secondary STAB (Dazzle Koko, Psychic Raichu).

However, I understand that even while Toxapex has haze, it isn't able to effectively check many set up sweepers without sustaining heavy damage, so you want a secondary check to set up.

That in mind, you might be better served running Swampert, who would also provide your team with Stealth Rock. Another option may be to use Mega-Slowbro, a potent win-condition that benefits greatly from wearing teams down with Toxic Spikes and general Stall Water antics, and also has the unholy physical bulk to serve as a check to many set up sweepers (though this puts more pressure on Lanturn).

Make these changes and I'll re-evaluate.


BALANCED ELECTRIC






Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Volt Switch
- Surf
- Focus Blast

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
- Thunderbolt

Magnezone @ Weakness Policy
Ability: Sturdy
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Grass]
- Mirror Coat
- Thunderbolt
- Flash Cannon

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 236 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Thundurus @ Choice Band
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Knock Off
- Thunder Wave


Raichu is for speed control and to not auto-lose to mega venu, grass knot is an option over surf/fb but i like the ko's that fb brings vs excadrill. Mainly using this mon to threaten faster mons and forces opponents to bring in walls.

Koko is basically ORAS specs raikou (see Shady's... err RMT). Tbolt and voltswitch literally dent everything that isnt immune, HP ice is for those cheeky enough to switch in landot's and gliscors, gleam is do actually scare dragon mono out of its wits.

Mag is the first of the standard-not standard sets. Sturdy is always good to get a free kill. WP is great because everyone is tempted to hp fire/cc/eq this thing and then you get a nice boost. HP grass is for those pesky gastro's and seis that prevent electric from volting around. Mirror coat is a niche set and another way to deal with volcarona (seriously it still works since oras). Great way to bluff scarf and then switch up moves.

Zapdos is your defensive crux of the team, since everyone loves speed creeping this ev spread is to take rockslides from scarf drill decently after lefties and to outspeed adamant/modest base 70's such as bisharp, breloom and volcanion; however with fighting and dark being not as good this gen (at least so far) I prefer just to go 8 defense and all in bulk. Trust me bulk has saved me more times than speed has. Discharge over voltswitch because you will be staying in to roost stall + para/ heat wave burn.


Rotom is your physdef wall and status spreader, its pretty standard with 8 for outspeeding crawdaunt although that is not as common anymore. makes it easier to deal with ground. Set is pretty basic and straight forward.


Thundo is how you dont get cocked in the butt by normal with banded super power, uturn is great for momentum on psychics, and knockoff deals with ghost and psychic as well + any annoying lati's. It is prankster twave rather than defiant to deal with sweeping volcarona and charizard x, or if your raichu is dead aka your only hope vs venusaur.


Unlike the popular Golem, Xurkitree team i see around, I am not a fan of golem because you lose to chansey because normal has ez switchins in diggersby and porygon 2. Even if you do predict the diggersby there is nothing you can do to ohko it and then you are basically forced to sack a mon to that monster, nothing ruins my day more than seeing a diggersby on ground mono. Thundurus actually allows you to have a presence vs normal and mag lets you tank hits from choiced meloettas if played right. Along with this notoriously spdef-y psychic mons get oneshotted by thundy minus slowbro, and mag provides a resist to their main stab while offering a bluff scarf or a mirror coat to the dome

Thundurus helps so much against steel because it makes scarf driller a bit more uneasy in clicking EQ because there is at least one more pokemon immune on the team. For the most part electric should never lose to steel with thundurus. Just play it smart and know that zapdos will only sometimes get 2hkoed by rockslide and adjust from there.

Idk if its just me but in ORAS it was always a priority for me to get rocks off the field, this is because the fact that i volted/uturned around so much it hurt my team a lot. While rocks is nice in theory to keep up pressure by volting out and then continuing the dreaded volt-turn cycle, there are not many types in mono where rocks are better for electric. To help with your volt spam you need to not be taking 12.5 every single time you come in. And then life orb mons, take nearly 1/4 of their health away just to come in and volt out. To me that is not really worth it. I feel that it is alot easier to get rocks up vs electric than electric can vs other types.

THREATS:
A well played tapu bulu: seriously someone who sacks bulu to superpower mag and then get ohkoed back is harmless, but when that bulu lives long it's going to be a rough ride for you

Diggersby: mentioned earlier but most of the time if it gets a free switch in, decide who to sack

Venu-Muk-maybe even pex: Yes you can throttle venu with psychic; however muk has pursuit and one wrong move and you're pursuit trapped. On the other side one prediction on muk vs venu and he's back to full health with synthesis.

Volcarona: if your opponent knows the mag lure set then better chip it with specs koko + twaving thundy. remember you can always get one move off on volcarona if its fire move is fiery dance.

Charx: decimates electric in ORAS, still decimates it (luckily not as much) in SM make sure it always comes in on something that will dent it, so its not tempted to Ddance in your face.

Hitting focus blast especially on a ferro cradily grass core: speaks for itself


Thanks for reading and comment with any questions/suggestions :)
Hey, thanks for the submission!

Sturdy Magnezone is questionable, since Electric's hazard control is somewhat iffy. You also wouldn't want to use Weakness Policy on such a set, as that's pretty inconsistent. Magnezone is still usable, but with the ability Magnet Pull to trap and dispose of threats like Ferrothorn and Choice Locked Excadrill who stop Alola Raichu or Koko from cleaning Steel. Choice Specs make zone a potent wallbreaker capable of 2HKOing Mega-Venusaur, and improves the Fairy, Steel, and Poison match ups.

Band Thundurus (and Thundurus in general) is sort of outdated in the SM Metagame. While it has some niche sets like Fly-Z it isn't something I want to see represented in our electric sample. Assuming you keep Magnezone, I'd recommend using Focus Sash Alola Golem in it's stead, which would give your team access to stealth Rock and a potent physical attacker in it's own right. This would also give you a pseudo-"Sturdy" pokemon to check set up such as Quiver Dance Volcarona. You can also use Air Balloon if you really want a sturdy Zard-X check.

Finally, Thunderbolt > Volt Switch on Life Orb Alolan Raichu.

Make these changes I'll re-evaluate, but as of now this team is rejected.


Offensive Bug
STICKY SQUAD

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 202 HP / 252 Atk / 54 Spe
Adamant Nature
- Liquidation
- Leech Life
- Mirror Coat
- Scald

Scizor @ Choice Band
Ability: Technician
EVs: 42 HP / 252 Atk / 214 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Knock Off

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Energy Ball
- Hidden Power [Ice]

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stone Edge
- Rapid Spin
- Stealth Rock
- Knock Off
- Volcarona is a 'must' in every bug team since it helps a lot with one of the worst 'match-ups' for Bug: Steel; while it has the power to destroy a lot of teams. Once it had 'quiver danced' once and Heatran has lost its balloon, Volcarona will destroy Steel with the combination of Fire Blast+HP Ground. HP Ground also helps with mons like scarf Victini and Nihilego (and against Fire and Rock in general), two big threats for Bug teams. Firium Z helps Volcarona destroying some of the checks that some types have for it. Giga Drain is for making 'match-ups' with Ground and Water a little bit easier.

- Mega Pinsir is a great wallbreaker with access to Sword Dance and Aerilate, which provides a Flying STAB in Frustration that helps to break balance teams. Quick Attack gives Mega Pinsir priority to deal with offensive teams, and Close Combat helps a lot against Steel and Rock, two types that resist its STAB combination. Its decent bulk gives it more possibilities to set up and clean the game.
- Araquanid has given Bug a nice check for special moves this gen in general, and for fire moves in particular; thanks to its ability: Water Bubble. This ability also makes it a switch into Will-o-Wisp, that can wear down Mega Pinsir's Atk. Assault Vest gives it a great special bulk to tank almost every special move. Liquidation is the move you're usually going to click because it hits hard, Leech Life gives Araquanid the opportunity to extend its durability, Mirror Coat is to punish special mons (and volt switchers) and Scald is there for the burn probability. 54 Spe gives Araquanid enough speed to be faster than Hippowdon and Azumarill with webs.
- Scizor is another of those mons that are a 'must' for Bug teams, since its an enormous threat to Fairy, Rock and Ice teams with Bullet Punch (priority combined with Technician) and its great Atk stat. U-Turn, STAB is to keep momentum in the battle, and Knock Off form a combo that hits really hard Psychic teams (Knock Off also helps to deal with Ghost in general, and Marowak-A in particular). Superpower is a coverage move mainly for Steel mons, such as Ferrothorn. 214 Spe makes Scizor be faster than base 50 Spe mons with full investment in Spe.
- Galvantula is the webs setter of this team and the lead in most of the battles, as Focus Sash lets the spider set the webs in front of almost every mon. Webs are pretty important for the team to deal better with threats like scarf Excadrill and scarf Victini, which get outspeeded by Mega Pinsir and Volcarona when webs are up. Galvantula also helps the team with Water teams as it has access to STAB Thunder (threatens Mantine, which walls Volcarona) and Energy Ball (for mons like Swampert, Seismitoad, Gastrodon). Thunder is great for the team as it's an asset to deal with a difficult match-up like Flying. HP Ice is for Landorus, Dragonite, Gliscor and the mons with 4x weakness to Ice.
- Armaldo is a very important member of the team as it has Rapid Spin to get rid of rocks, which otherwise would wear down the team badly. It also performs as the Stealth Rock setter of the team, and gives the team a check for physical Fire and Flying moves. Stone Edge is a STAB that hits hard enough and helps the team with Flying teams. Knock Off is an utility move for removing items like Eviolite from Chansey and Porygon2, scarf from Victini and rocky helmet from Skarmory (this allows Armaldo to spin in front of Skarmory).
  • You don't need 214 Speed on Scizor, as max investment base 50s are extremely uncommon. I can't actually think of any. Use 172 Spe, which is enough to outrun Mega-Venusaur, Rotom-Wash, Mandibuzz, Max Speed Alola golem, etc.
  • Araquanid doesn't really fit onto such an offensive bug build: it's too slow and it's offenses are too one-dimensional. It's going to end up a source of momentum drain, so I'd suggest replacing it with Scarf Heracross which would also provide your team a source of speed control outside of webs.
  • If you replace Araquanid, you should run a SpD spread on Armaldo to better sponge Fire hits. I'd also consider Rock Slide > Stone Edge so that you don't autolose to Sub Toxic Zapdos.
Other than that the team looks good.

Make these changes and I'll re-evaluate.

Balanced Ghost (edited)
Gengar @ Life Orb
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Recover
- Scald

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Seed Bomb
- Synthesis
- Leech Seed

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Recover
- Knock Off

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Shadow Claw
- Play Rough

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Flare Blitz
- Shadow Bone
Standard ghost team. Gengar is a speedy attacker that can do serious damage with a life orb, then can try to take a foe down using Destiny Bond. Jellicent is our special wall which can eat a lot of special attacks, including dark pulses in occasions. Gourgeist is our physical wall which can eat many hits due to its grass typing such as earthquake and wood hammers. As for Sableye, always try to lead with it and Mega Evolve it as
soon as possible, as ghost teams usually do not like layers of spikes and hazards. The mixed 112/144 EVs with careful ensures that Sableye does not get hammered by either Physical or Special hits after Mega Evolving. Mimikyu really helps against dark and is a great late game sweeper. Marowak helps as a hard check for electric types and a really nice wallbreaker that can set down rocks for the team. The 44 speed is to ensure that it outspeeds things like Alolan Muk before it knocks the Thick Club off and renders Marowak useless.
First off, please do not make new posts for edited submissions. Simply edit the original submission and indicate the edits at the bottom of the post. We don't need to flood the thread with copies of the same teams.

Now, onto the submissions.
  • Minor optimizations include using 248 HP EVs on Gourgeist, Alola Wak (208 / 216 HP here), and Mega-Sableye for an odd health value to minimize SR damage
  • Fire Punch > Flare Blitz on such a slow Alola-Marowak set, since you won't be able to break anything with Blitz like Mega-Venusaur, Mandibuzz, Porygon-2, or Staraptor when you're flatly outsped and they have reliable recovery and can kill you with recoil.
  • Choice Scarf > Life Orb for Gengar on this team, since you lack any speed control and a lot of fast attackers and sweepers could easily broom you: Greninja, Volcarona, Megazard X, Porygon-Z, Mega-Gyarados, etc.
Make these changes and I'll re-evaluate.


So I decided to share one of my many Dragon teams while simplifying the sets on it to make this team easier to use for other players. I decided not to go with total Hyper Offense (i.e. Focus Sash Garchomp or other Sashed lead + supportive Latias + 4 powerhouses) because I found it harder to use, largely due to increased vulnerability to offensive threats, and less effective than what I'm going to show you.
Offensive Dragon

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Fire Punch
- Extreme Speed

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Trick

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Dragon Pulse
- Sludge Bomb
- Flamethrower
- Earthquake

This team features two wallbreakers to deal with opposing defense, two scarfers to pressure offensive teams, and two tanks to handle incoming hits without sacrificing something (at least most of the time). Lead with something that you feel pressures an opposing team the most. When in doubt, lead with the Choice Scarf Hydreigon, as it has U-turn to accumulate early-game momentum anyway. And now for more detailed info about team members:

Dragonite
Your physical wallbreaker. Outrage is the strongest STAB-boosted move in its arsenal and with Adamant nature it can 2HKO any wall without Dragon resistance in the metagame. Extreme Speed is a powerful priority move to check fast threats, while Fire Punch and Superpower together hit every Steel and Ice-type for good damage. Superpower has an added bonus of hitting bulky Normal-types even harder than Outrage, as well as being more spammable against Rock teams.
Iron Head could be used over one of coverage options for a more spammable attack against Fairy teams.

Latios
Your speed control, support and revenge killer, especially against dangerous opposing Dragon teams. Psychic and Draco Meteor are STAB attacks. Defog removes hazards that bother Dragonite and Kyurem-Black, although using it might be slightly awkward on a Choiced Latios. Trick cripples walls and certain bulky set up sweepers, while letting Latios switch moves against teams where its Speed is not very needed.
Hidden Power Fire and Ice Beam are viable alternatives to Trick, with former hitting Alolan Sandslash in hail and weakening boosted Shift Gear Magearna, and latter being a safer option against opposing Dragon and Flying-types.

Kyurem-Black
Your mixed (primarily special) wallbreaker. Ice Beam is its main and drawback-less STAB attack, while Fusion Bolt and Earth Power hit almost everything capable of taking Ice Beam. Roost deals with Life Orb recoil, hazard and sand damage, and is best used on predicted switches.

Hydreigon
Your another scarfer to help the team hold together, as well to deal with dangerous offensive Psychic builds. Dark Pulse and Draco Meteor are resisted only by Bisharp and Fairy-types, while Fire Blast roasts Steel, Bug and Ice-types, all of which tend to bother Dragon teams. U-turn is helpful for scouting, which lets your wallbreakers come in freely as your opponent tries to switch a wall or a response to Dragons in.
Flash Cannon could be used over Fire Blast to have better offensive presence against Fairy-types, as well as to OHKO Alolan Ninetales and do high damage to Mimikyu if its Disguise is down, if these are more of a concern for you.

Garchomp
Your physical tank and a Stealth Rock setter. Earthquake and Fire Blast target everything on Steel teams bar Air Balloon Heatran, while Dragon Tail combined with Stealth Rock does excellent job at wearing the opposing team down early or mid-game, not to mention Stealth Rock assists Latios and Hydreigon at cleaning weakened teams up.

Goodra
Your special tank and a main Magearna check. The combined coverage of all the moves in the set is not resisted by anything, where Earthquake is mostly for Heatran, Assault Vest or Calm Mind Magearna and Nihilego.
Goodra can afford to drop its fourth move for a different attack depending on your needs. Good coverage alternatives are Thunderbolt, Ice Beam and Power Whip. Dragon Tail in combination with Draco Meteor over Dragon Pulse is a decent alternative as well.

(Edited 04.04.17)
I appreciate the timestamp lol.

Again, I don't think you should have Trick and Defog on the same scarf Latios set, because you're just running out of moveslots. Trick can be dropped, since there aren't that many walls you need to cripple that can't be managed by Band Dragonite or LO Kyurem-Black (besides some fatmons on normal). I would run Hidden Power [Fire] as your third move just so that your set isnt' Magearna bait to the 10th degree.

Speaking of Normal, dropping trick will make that match up tricky. So a somewhat tentative suggestion I'd consider is using Banded / Life Orb Kyurem-Black over SpA oriented LO to shatter normal and bulky water into pieces, which would otherwise be really difficult for your team to manage.
252+ Atk Life Orb Teravolt Kyurem-Black Outrage vs. 248 HP / 252+ Def Eviolite Porygon2: 175-208 (46.9 - 55.7%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Life Orb Teravolt Kyurem-Black Outrage vs. 248 HP / 252+ Def Eviolite Chansey: 452-534 (64.2 - 75.9%) -- guaranteed 2HKO after Stealth Rock

-1 252+ Atk Life Orb Teravolt Kyurem-Black Outrage vs. 248 HP / 252+ Def Staraptor: 207-243 (55.4 - 65.1%) -- guaranteed 2HKO after Stealth Rock

4 SpA Life Orb Teravolt Kyurem-Black Ice Beam vs. 248 HP / 4 SpD Staraptor: 445-525 (119.3 - 140.7%) -- guaranteed OHKO

252+ Atk Life Orb Teravolt Kyurem-Black Outrage vs. 248 HP / 252+ Def Swampert: 265-312 (65.7 - 77.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Life Orb Teravolt Kyurem-Black Fusion Bolt vs. 248 HP / 0 Def Tapu Fini: 338-400 (98.5 - 116.6%) -- guaranteed OHKO after Stealth Rock

4 SpA Life Orb Teravolt Kyurem-Black Ice Beam vs. 252 HP / 180 SpD Zapdos: 268-320 (69.7 - 83.3%) -- 62.5% chance to OHKO after Stealth Rock

4 SpA Life Orb Teravolt Kyurem-Black Ice Beam vs. 252 HP / 32 SpD Skarmory: 188-224 (57.4 - 68.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Life Orb Teravolt Kyurem-Black Fusion Bolt vs. 252 HP / 4 Def Celesteela: 369-437 (92.7 - 109.7%) -- guaranteed OHKO after Stealth Rock
Obviously band would be all that and more, and would avoid being worn down by LO Recoil. But if you go Phys LO, you still have enough power behind Ice Beam to break flying and ground. This would leave your team a bit lacking in meaty special offense, so you might consider running Life Orb / Choice Specs Hydreigon, since you already have Choice Scarf Latios for speed control, but that's a tentative suggestion.

Make the above changes and I'll re-evaluate.

---

Still working on the review of your Fairy team SubMindRaikou but it's like 2 am so
 
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Balanced Flying

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Dazzling Gleam
- Flamethrower
- Trick

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Defog
- Iron Head
- Roost
- Whirlwind

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 184 SpD / 72 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Substitute
- Toxic
- Roost

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Defog
- Roost

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 208 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- Roost

Togekiss is a great Choice Scarf user that can check Dragon-types and cripple defensive switch-ins with Trick.

Mega Charizard Y is one of the best wallbreakers with only few switch-ins. It can weaken the opposing team with sun-boosted Fire moves and help Togekiss clean up more easily.

Skarmory, Zapdos, Mantine and Gliscor form the defensive backbone. Mantine + Skarmory provide Defog support for Charizard. Gliscor is Electric-immune and sets Stealth Rock. It can also break Pokemon like Chansey with Taunt + Earthquake. Stallbreaker Zapdos is a great tool against stall teams alongside Gliscor. Its Electric neutrality is also useful.

 
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Harpp

No rain, no flowers.
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Balanced Ground Team:

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Earth Power
- Focus Blast
- Sludge Wave

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Reversal
- Sucker Punch
- Sludge Wave

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang

: Choice banded excadrill acts as a very good sweeper/cleaner on the team as it can take out opposing pokemon easily with sand rush and sand stream support. Choice band and adamant nature to make out the most of its physical prowess. Iron head is a stab move that helps a lot in fairy match up. Earthquake is the main stab move here hitting very hard with a choice banded boost and earthquake having a very good offensive coverage. Rockslide is for flying types such as Mega charizard y,Gyarados,zapdos and so on.Lastly rapid spin is to clear out hazards as excadrill forces switches. Jolly Nature is used to outspeed scarf Greninja in sand.
: Hippowdown is a very good partner to excadrill,providing it with sand stream which makes it possible for excadrill to outspeed a large chunk of the metagame in sand. Hippowdown is a physical wall for the team with stealth rock support to pressure types such as flying and bug. Earthquake is used as an attacking move so that hippowdown is not a total taunt bait. Whirlwind is to phaze out potential set up sweepers and to rack up stealth rock damage. Slack off is used for sustain/recovery.Leftovers is used as an item for more longetivity.
: Seismitoad on the team is crucial as it has the ability water absorb which helps a lot vs water types/moves. Seismitoad is used here over gastrodon as it has more offensive presence. Assault vest set is used here to let it sponge special attacks for the team.As for the moves,scald is a stab move with a very good chance to burn the opponent, earthpower helps vs grounded steel types.Knock off is a great utility move that certainly helps in normal match ups and to cripple pokemon that are item reliant such as porygon2 and chansey. Lastly sludge wave helps vs threatening pokemon to ground such as azumarill and tapu bulu. 176 speed evs with a timid nature ensures that seismitoad outspeeds adamant banded tapu bulu and hit it first with sludge wave.
Landorus is the special wallbreaker in the team with its strong life orb and sheer force boosted attacks that makes it very hard pokemon to switch into.Gravity allows landorus to better check pokemon such as celesteela which are pain to deal with otherwise for the team. Gravity allows teammates to freely use Earthquake without fearing a switch in to flying type or levitate user.Focus blast is mainly used here for ferrothorn and air balloon heatran. Sludge wave is used here for fairy types such as tapu bulu,tapu fini etc.
Dugtrio on the team with its great ability in arena trap allows it to trap and take out grounded threats to the team such as greninja and Raichu alola effectively. Dugtrio can also trap and kill/weakened pokemon such as chansey and make a way for landorus to wreck havoc. Earthquake is its main go to move for taking out threats. Reversal in combination with focus sash allows for a very strong fighting type attack as it reaches 200 base power once dugtrio is down at focus sash. Sucker punch allows it to revenge kill faster pokemon such as alolan raichu without losing its focus sash and memento helps in easier set up opportunity for a teammate such as swords dance garchomp. Sludge Wave is used for Tapu bulu which is huge threat for a mono ground team.
: Swords dance garchomp rips apart defensive teams and gains upper hand easily. Earthquake is a reliable stab move that hits very hard after a sword dance boost. Dragon claw can be used as dragon stab as well however the damage is unimpressive, outrage is used to hit ridiculously hard and to wall break in combination with dragonium z as it reaches 190 base power move. Fire fang is used for steel types as after a boost it can blow throw most steel types.

EDIT:Updated with changes.
Edit2: Updated with changes.
 
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Offensive Bug
Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake

Scizor @ Choice Band
Ability: Technician
EVs: 82 HP / 252 Atk / 174 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Knock Off

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Energy Ball
- Hidden Power [Ice]

Armaldo @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Rock Slide
- Rapid Spin
- Stealth Rock
- Knock Off
- Volcarona is a 'must' in every bug team since it helps a lot with one of the worst 'match-ups' for Bug: Steel; while it has the power to destroy a lot of teams. Once it had 'quiver danced' once and Heatran has lost its balloon, Volcarona will destroy Steel with the combination of Fire Blast+HP Ground. HP Ground also helps with mons like scarf Victini and Nihilego (and against Fire and Rock in general), two big threats for Bug teams. Firium Z helps Volcarona destroying some of the checks that some types have for it. Giga Drain is for making 'match-ups' with Ground and Water a little bit easier.
- Mega Pinsir is a great wallbreaker with access to Sword Dance and Aerilate, which provides a Flying STAB in Frustration that helps to break balance teams. Quick Attack gives Mega Pinsir priority to deal with offensive teams, and Close Combat helps a lot against Steel and Rock, two types that resist its STAB combination. Its decent bulk gives it more possibilities to set up and clean the game.
- Heracross is a great late game cleaner with the combination of scarf+Moxie, and two powerful STABs as Megahorn and Close Combat. It also provides the team a source of speed control outside of webs and covers a lot of mons with Earthquake+Stone Edge. This mon helps the team a lot against Flying and Fire teams.
- Scizor is another of those mons that are a 'must' for Bug teams, since its an enormous threat to Fairy, Rock and Ice teams with Bullet Punch (priority combined with Technician) and its great Atk stat. U-Turn, STAB is to keep momentum in the battle, and Knock Off form a combo that hits really hard Psychic teams (Knock Off also helps to deal with Ghost in general, and Marowak-A in particular). Superpower is a coverage move mainly for Steel mons, such as Ferrothorn. 174 Spe makes Scizor be faster than things like Mega Venusaur, Max Spe Golem-A, Rotom-W or Mandibuzz.
- Galvantula is the webs setter of this team and the lead in most of the battles, as Focus Sash lets the spider set the webs in front of almost every mon. Webs are pretty important for the team to deal better with threats like scarf Excadrill and scarf Victini, which get outspeeded by Mega Pinsir and Volcarona when webs are up. Galvantula also helps the team with Water teams as it has access to STAB Thunder (threatens Mantine, which walls Volcarona) and Energy Ball (for mons like Swampert, Seismitoad, Gastrodon). Thunder is great for the team as it's an asset to deal with a difficult match-up like Flying. HP Ice is for Landorus, Dragonite, Gliscor and the mons with 4x weakness to Ice.
- Armaldo is a very important member of the team as it has Rapid Spin to get rid of rocks, which otherwise would wear down the team badly. It also performs as the Stealth Rock setter of the team, and gives the team a check for Fire and Flying moves. Rock Slide is a STAB that hits hard enough and helps the team with Flying teams, and deal with things like Subtoxic Zapdos. Knock Off is an utility move for removing items like Eviolite from Chansey and Porygon2, scarf from Victini and rocky helmet from Skarmory (this allows Armaldo to spin in front of Skarmory).

Edit: Added changes
Approved.

Balanced Ghost (edited)




Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Recover
- Scald

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Will-O-Wisp
- Seed Bomb
- Synthesis
- Leech Seed

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Recover
- Knock Off

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Shadow Claw
- Play Rough

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fire Punch
- Shadow Bone
Standard ghost team. Gengar is a speedy attacker that can do serious damage with a , then can try to take a foe down using Destiny Bond. Jellicent is our special wall which can eat a lot of special attacks, including dark pulses in occasions. Gourgeist is our physical wall which can eat many hits due to its grass typing such as earthquake and wood hammers. As for Sableye, always try to lead with it and Mega Evolve it as
soon as possible, as ghost teams usually do not like layers of spikes and hazards. The mixed 112/144 EVs with careful ensures that Sableye does not get hammered by either Physical or Special hits after Mega Evolving. Mimikyu really helps against dark and is a great late game sweeper. Marowak helps as a hard check for electric types and a really nice wallbreaker that can set down rocks for the team. The 44 speed is to ensure that it outspeeds things like Alolan Muk before it knocks the Thick Club off and renders Marowak useless.
Edited
Please update your description which still references edited sets such as Life Orb Gengar and is generally difficult to understand. Look at the sample post in the OP for an idea of how to format your post.

But yeah, approved.

So I decided to share one of my many Dragon teams while simplifying the sets on it to make this team easier to use for other players. I decided not to go with total Hyper Offense (i.e. Focus Sash Garchomp or other Sashed lead + supportive Latias + 4 powerhouses) because I found it harder to use, largely due to increased vulnerability to offensive threats, and less effective than what I'm going to show you.
Offensive Dragon

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Fire Punch
- Extreme Speed

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Hidden Power [Fire]

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Ice Beam
- Fusion Bolt
- Roost

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Dragon Pulse
- Sludge Bomb
- Flamethrower
- Earthquake

This team features two wallbreakers to deal with opposing defense, two scarfers to pressure offensive teams, and two tanks to handle incoming hits without sacrificing something (at least most of the time). Lead with something that you feel pressures an opposing team the most. When in doubt, lead with the Choice Scarf Hydreigon, as it has U-turn to accumulate early-game momentum anyway. And now for more detailed info about team members:

Dragonite
Your physical wallbreaker. Outrage is the strongest STAB-boosted move in its arsenal and with Adamant nature it can 2HKO any wall without Dragon resistance in the metagame. Extreme Speed is a powerful priority move to check fast threats, while Fire Punch and Superpower together hit every Steel and Ice-type for good damage. Superpower has an added bonus of hitting bulky Normal-types even harder than Outrage, as well as being more spammable against Rock teams.
Iron Head could be used over one of coverage options for a more spammable attack against Fairy teams.

Latios
Your speed control, support and revenge killer, especially against dangerous opposing Dragon teams. Psychic and Draco Meteor are STAB attacks. Defog removes hazards that bother this team a plenty, although using it might be slightly awkward on a Choiced Latios. Hidden Power Fire deals moderate damage to Magearna, hits Alolan Sandslash in hail and is generally helpful against Steel-types who resist Latios' STAB combination.
Trick is a viable option over Hidden Power Fire to cripple walls and certain bulky set up sweepers, which also lets Latios switch moves against teams where its Speed is not very needed.

Kyurem-Black
Your powerhouse. Outrage is very powerful coming from the Attack-invested set: for instance, it can even solidly 2HKO standart Porygon2, the nuisance for Dragons, after Stealth Rock damage. Ice Beam is somewhat weak, but acts as a secondary STAB attack with good all-around coverage. Fusion Bolt is a safe and decently powerful physical attack that complements STAB coverage by hitting Water-types supereffectively and the most of Steel and Fairy-types for good damage. Roost deals with Life Orb recoil, hazard and sand damage, and is best used on predicted switches.

Hydreigon
Your another scarfer to help the team hold together, as well to deal with dangerous offensive Psychic builds. Dark Pulse and Draco Meteor are resisted only by Bisharp and Fairy-types, while Fire Blast roasts Steel, Bug and Ice-types, all of which tend to bother Dragon teams. U-turn is helpful for scouting, which lets your wallbreakers come in freely as your opponent tries to switch a wall or a response to Dragons in.
Flash Cannon could be used over Fire Blast to have better offensive presence against Fairy-types, as well as to OHKO Alolan Ninetales and do high damage to Mimikyu if its Disguise is down, if these are more of a concern for you.

Garchomp
Your physical tank and a Stealth Rock setter. Earthquake and Fire Blast target everything on Steel teams bar Air Balloon Heatran, while Dragon Tail combined with Stealth Rock does excellent job at wearing the opposing team down early or mid-game, not to mention Stealth Rock assists Latios and Hydreigon at cleaning weakened teams up.

Goodra
Your special tank and a main Magearna check. The combined coverage of all the moves in the set is not resisted by anything, where Earthquake is mostly for Heatran, Assault Vest or Calm Mind Magearna and Nihilego.
Goodra can afford to drop its fourth move for a different attack depending on your needs. Good coverage alternatives are Thunderbolt, Ice Beam and Power Whip. Dragon Tail in combination with Draco Meteor over Dragon Pulse is a decent alternative as well.


(Edited 05.04.17)
Approved.

Balanced Flying

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Dazzling Gleam
- Heal Bell
- Trick

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Defog
- Iron Head
- Roost
- Whirlwind

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 184 SpD / 72 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Substitute
- Toxic
- Roost

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Defog
- Roost

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- U-turn
- Knock Off
- Earthquake
- Stealth Rock
Togekiss is a great Choice Scarf user that can check Dragon-types, cripple defensive switch-ins with Trick and support the rest of the team with Heal Bell.

Mega Charizard Y is one of the best wallbreakers with only few switch-ins. It can weaken the opposing team with sun-boosted Fire moves and help Togekiss clean up more easily.

Skarmory, Zapdos, Mantine and Landorus-T form the defensive backbone. Mantine + Skarmory provide Defog support for Charizard. Landorus-T is Electric-immune and sets Stealth Rock. It can switch into the strongest of wallbreakers like Choice Band Terrakion. Stallbreaker Zapdos takes out fat walls like Chansey. Its Electric neutrality is also useful.
Looks good.

Approved.

Offensive Fairy

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Moonblast
- Soft-Boiled

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Foul Play
- Thunder Wave

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Horn Leech
- Stone Edge

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Play Rough

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

This offensive Fairy team utilizes its varied offensive tools in Tapu Koko, Tapu Bulu, Azumarill, and Magearna to offensively beat the majority of the metagame. Clefable and Klefki are added in order to help Fairy's main attackers defeat opposing teams.

Clefable provides this Fairy team with Stealth Rocks, while also functioning as a Scizor check with Babribi Berry and Fire Blast. Moonblast gives it a STAB attack to prevent it from being Taunt bait, and Soft Boiled offers recovery.

Klefki provides the team with Thunder Wave support, another Scizor check with a neutrality to Steel and Foul Play, and screens support that lessens the damage taken for Klefki's teammates. If needed, Klefki can run Spikes over Thunder Wave in order to hazard stack with Clefable against types such as Steel.

Tapu Koko is one of the best offensive Pokemon, sporting an excellent speed tier, and a powerful STAB Thunderbolt boosted by Electric Terrain. Grass Knot is used to hit Pokemon that are immune to Thunderbolt like Swampert and Seismitoed, and HP Ice also hits Pokemon that are immune to Electric such as Gliscor and Landorus, who can easily take Grass Knots. U-Turn is chosen over Volt Switch in order to pivot against Ground-types.

Tapu Bulu is another important part of Fairy, providing an Earthquake switch-in and giving Fairy the upper hand when facing Ground- and Water-type teams. Stone Edge and Superpower are chosen to hit Flying- and Steel-types and round out its coverage, allowing Tapu Bulu to contribute against every type.

Azumarill is the main star of the team, providing a deadly wincon against every type that does not naturally resist Aqua Jet. Normalium Z is used over Sitrus Berry to allow Azumarill to setup at any health, and against weaker opponents it can Belly Drum first then activate its Z-Crystal to regain all its health. Play Rough is a STAB that hits Pokemon that resist Aqua Jet, and Knock Off hits Pokemon like Skarmory and Ferrothorn who can otherwise survive and remove Azumarill with Whirlwind or Powerwhip.

Magearna runs a Choice Specs set, with EVs chosen to outpace standard 16 EV Mega Venusaur and 2HKO with Flash Cannon. Fleur Cannon is its other STAB, allowing it to have a one time nuke against every Pokemon that does not resist it. Aura Sphere provides super effective coverage against Steel-types, and Volt Switch allows Magearna to pivot while also rounding out its coverage. If extra power is needed, Magearna can run Focus Blast as its Fighting-type move.
  • Choice Band > Choice Scarf on Tapu Bulu. Not that scarf is bad, but it's more specific tech and Band is arguably more broadly effective at most levels of play.
  • Assault Vest > Choice Specs for Magearna, since you have special and physical wallbreakers, your team would benefit greatly from a bulky pivot and special sponge.
  • Spikes > Thunder Wave on Klefki, Tapu Koko is usually plenty of speed control and hazards would help your team a lot.
Make these changes and I'll re-evaluate.
 
Last edited:
I just wanted to take a moment to say how excited I am that we already have 12 approved samples!

Keep it up!
 
Stall Water


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Protect
- Perish Song

Alomomola @ Leftovers
Ability: Regenerator
EVs: 64 HP / 252 Def / 192 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Mirror Coat

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Stealth Rock
- Roar

Mantine @ Leftovers
Ability: Water Absorb
EVs: 212 HP / 252 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald


The team started with the core of Lanturn / Toxapex / Azumarill which is essential for all Stall Water teams. Lanturn provides an extremely helpful Electric immunity to the team, a cleric to make sure the team does not get worn down by poison or other status, and a slow pivot to get counters to the opposing Pokemon in safely. Toxapex is the team's main physically defensive wall and can absorb Toxic Spikes for the team, which is very helpful. It also can set up its own Toxic Spikes which pressures the opponent's team and makes it easier to stall them out and get a free switch-in on a predicted Defog / Rapid Spin. Finally, Azumarill provides a crucial Grass immunity, being the main check for those types. Perish Song is also a very interesting utility to pressure set-up sweepers and other threats. Next, Alomomola was added to provide huge Wishes to the team and remove powerful Special Attackers with Mirror Coat (especially Freeze-Dry users, they can be extremely hard to win against without this). Swampert provides a secondary Electric check which is mainly helpful for Kyurem-B's Teravolt Fusion Bolts which bypass Volt Absorb. Swampert also provides the team with Stealth Rock support, which helps greatly in Ice, Flying, and Bug matchups, and is a secondary check to set-up sweepers along with Haze Toxapex with Roar. Finally, Mantine is the last member of the team and has a helpful Ground immunity and Grass neutrality, and can also Defog away hazards for the team.

Lanturn's spread survives a +1 Xurxitree Energy Ball after Stealth Rock. Alomomola's spread survives Mega Charizard Y's Solar Beam as well as provided maximum physical bulk. Mantine creeps uninvested base 75s, importantly, Mega Scizor.


Whoo 100th post!

e: made Tyke 's changes

e2: made second batch of changes, Swampert > Quagsire but let me know if you would rather have Mega Slowbro
I would advise using Mega-Slowbro, considering Mega-Medicham is now legal and it stampedes your team.

Make the change and it's approved.

Offensive Fairy

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Moonblast
- Soft-Boiled

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Foul Play
- Spikes

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Horn Leech
- Stone Edge

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Play Rough

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

This offensive Fairy team utilizes its varied offensive tools in Tapu Koko, Tapu Bulu, Azumarill, and Magearna to offensively beat the majority of the metagame. Clefable and Klefki are added in order to help Fairy's main attackers defeat opposing teams.

Clefable provides this Fairy team with Stealth Rocks, while also functioning as a Scizor check with Babribi Berry and Fire Blast. Moonblast gives it a STAB attack to prevent it from being Taunt bait, and Soft Boiled offers recovery.

Klefki provides the team with Spikes support, another Scizor check with a neutrality to Steel and Foul Play, and screens support that lessens the damage taken for Klefki's teammates. If needed, Klefki can run Thunder Wave over Spikes in order to paralyze Pokemon.

Tapu Koko is one of the best offensive Pokemon, sporting an excellent speed tier, and a powerful STAB Thunderbolt boosted by Electric Terrain. Grass Knot is used to hit Pokemon that are immune to Thunderbolt like Swampert and Seismitoed, and HP Ice also hits Pokemon that are immune to Electric such as Gliscor and Landorus, who can easily take Grass Knots. U-Turn is chosen over Volt Switch in order to pivot against Ground-types.

Tapu Bulu is another important part of Fairy, providing an Earthquake switch-in and giving Fairy the upper hand when facing Ground- and Water-type teams. Stone Edge and Superpower are chosen to hit Flying- and Steel-types and round out its coverage, allowing Tapu Bulu to contribute against every type.

Azumarill is the main star of the team, providing a deadly wincon against every type that does not naturally resist Aqua Jet. Normalium Z is used over Sitrus Berry to allow Azumarill to setup at any health, and against weaker opponents it can Belly Drum first then activate its Z-Crystal to regain all its health. Play Rough is a STAB that hits Pokemon that resist Aqua Jet, and Knock Off hits Pokemon like Skarmory and Ferrothorn who can otherwise survive and remove Azumarill with Whirlwind or Powerwhip.

Magearna runs an Assault Vest set, with EVs chosen to outpace standard 16 EV Mega Venusaur and pressure with Flash Cannon. Fleur Cannon is its other STAB, allowing it to have a one time nuke against every Pokemon that does not resist it. Aura Sphere provides super effective coverage against Steel-types, and Volt Switch allows Magearna to pivot while also rounding out its coverage. If extra power is needed, Magearna can run Focus Blast as its Fighting-type move.

Edited 4/6/17 per Tyke's suggestions
Approved.

Alpha-Harpreet I'll work on evaluating your Ground submission later tonight when I get back home
 
Offensive Fairy


Shoutout to Waszap for help formating
Klefki- With neutrality to steel and immunity to poison, klefki is the perfect screen setter with Light Clay and Prankster ability. Also having Foul Play to hit setup sweepers like Scizor and Spikes to help Azumarill and Magearna to have better chances of sweeping behind screens.
Koko is great offensive mon with a great speed tier. Also it has the ability Electric Surge, so you have a powerful stab move of Thunderbolt to abuse and can stop sleep moves. U-turn to help maintain momentum and pivot against ground types, but Volt Switch can be used over U-turn to do the same over other types and abuse terrain. Option between HP fire to hit Fire/Steel mons or run HP Ice to hit Ground/Flying Mons. Then the last option between grass knot to hit Ground/Water mons, or Brave Bird to help with Volcarona, Mega Venusaur and other Grass type mons.
Magearna- With great typing, coverage and ability in Soul Heart, which boosts it special attack each mon that faints, this is our 2nd sweeper. Shuca Berry is here to help bait and live hits from ground type threats and kill them with Ice Beam, a move which also helps in matchups against Flying and Grass teams. Flash Cannon is a main stab move used to sweep Ice, Rock, and other Fairy teams and Fleur Cannon to help sweep Fighting and Dragon easier and hit mons that resist Flash Cannon. And there's Shift Gear to maximize Magearna sweeping potential by giving Magearna a x2 speed boost.
Grassy Surge makes it a nice Ground type move switch in and helps Magearna set up sweeps easier and Klefki set screens easier. We use a choice scarf to help sweep ground and water teams easier and KO'ing with Wood Hammer and another stab move in Horn Leech with helps preserve Bulu by absorbing hp from the opposing mon. Have Superpower as way to hit Steel type mons such as Magnezone and Heatran that can take those grass moves. Then you have an option of the last move slot being either Zen Headbutt to help with Poison mons such as Mega Venusaur or Stone Edge to hit Flying mons such as such Zapdos or Char-Y.
Diancie- Diancie is nice wall with great typing for matchups that Clefable sometimes lack coverage in. Stealth rock is the main hazard to hit flying type mons and mons with levitate and also help break sashes easier. Diamond Storm is great powerful move to hit threats such as Volcarona and Charizard and also helps diancie become harder to KO with a 50% chance to increase its defense by X2. Moonblast is great stab move to hit mons that resist Diamond Storm, and have Earth Power to help put some damage on Steel and Poison mons and make Azumarill or Magearna sweep easier
The OG sweeper from Gen 6, our main sweeper can now almost setup a belly drum anytime with Normalium Z and is speed invested to outspeed things such as Mantine, Mandibuzz an other uninvested base 80 speed mons. With Normalium Z, on weaker opponents or good matchups you can just regularly belly drum to get the max attack boost, then z-belly to get back to 100% health(does not cure azumarill of statuses tho). Aqua Jet is one of the main stab moves to hit hard with while giving Azumarill some priority since its speed is not that great and Play Rough is the 2nd stab move to help hit mons that resist Aqua Jet. Then there is Knock Off to hit things such as Ferrothorn and Skarmory harder than a Aqua Jet or Play Rough would.
Klefki @ Light Clay
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Foul Play
- Spikes
- Reflect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Volt Switch/U-turn
- Brave Bird/Grass Knot
- Hidden Power [Fire]/[Ice]
- Thunderbolt

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Ice Beam
- Shift Gear

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Zen Headbutt/Stone Edge
- Horn Leech

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 36 SpA / 220 SpD
Sassy Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Knock Off
- Aqua Jet
 
Mm I was going to comment on one team, but why not comment on all of them. Lot of questionable decisions on some of these teams in my opinion. Make whatever calls you find appropriate Tyke. I won't bother poking too much if it's at least viable, but if it's something really terrible then I'm not really happy to see them on a sample.

Mega-Pinsir Hyper Offensive Bug:
- That Scizor literally doesn't have 508 useful EVs. 82 HP? 174 Speed?

Offensive Dragon:
- Literally cannot beat Porygon2
- Goodra..?
- Defensive Garchomp that somehow loses to all three parts of the Flying defensive core.

Offensive Fairy:
- No Thunder Wave on Klefki?
- No Volt Switch on Choice Specs Tapu Koko?
- Azumarill is almost exactly outsped by Klefki and defensive Mega Scizor (184 vs 186), and fails to ever Speed tie with opposing Azumarill.

Balance Flying:
- That Togekiss set lol
- SubToxic Zapdos, but still has Toxic over Haze on Mantine
- Pretty sure Gliscor is infinitely better than Landorus-T, since this team kinda just loses to Normal right now?

Balance Ghost:
- Taunt Jelicent doesn't really make sense on this team, particularly given that it has 8 Speed EVs.
- Would Assault Vest Dhelmise's offensive presence not be much, much better for this team than Gourgeist-XL?
- The team has no Z-Move but is using Life Orb Mimikyu for some reason.

Balance Normal:
- Jolly Diggersby?
- Using Psychic Meloetta in SM?

Balance Poison:
- Mega Venusaur doesn't have Sludge Bomb...
- Crobat is exactly outsped by Thundurus.

Offensive Swift Swim Water:
- Ice Fang over Psychic Fangs on Mega Sharpedo?
- Eject Button on a Pelipper, which has U-turn?
- Azumarill literally doesn't have Waterfall...

I don't even need to comment on the Offensive Fairy with Diancie on it right?
 
Mm I was going to comment on one team, but why not comment on all of them. Lot of questionable decisions on some of these teams in my opinion. Make whatever calls you find appropriate Tyke. I won't bother poking too much if it's at least viable, but if it's something really terrible then I'm not really happy to see them on a sample.

Mega-Pinsir Hyper Offensive Bug:
- That Scizor literally doesn't have 508 useful EVs. 82 HP? 174 Speed?

Offensive Dragon:
- Literally cannot beat Porygon2
- Goodra..?
- Defensive Garchomp that somehow loses to all three parts of the Flying defensive core.

Offensive Fairy:
- No Thunder Wave on Klefki?
- No Volt Switch on Choice Specs Tapu Koko?
- Azumarill is almost exactly outsped by Klefki and defensive Mega Scizor (184 vs 186), and fails to ever Speed tie with opposing Azumarill.

Balance Flying:
- That Togekiss set lol
- SubToxic Zapdos, but still has Toxic over Haze on Mantine
- Pretty sure Gliscor is infinitely better than Landorus-T, since this team kinda just loses to Normal right now?

Balance Ghost:
- Taunt Jelicent doesn't really make sense on this team, particularly given that it has 8 Speed EVs.
- Would Assault Vest Dhelmise's offensive presence not be much, much better for this team than Gourgeist-XL?
- The team has no Z-Move but is using Life Orb Mimikyu for some reason.

Balance Normal:
- Jolly Diggersby?
- Using Psychic Meloetta in SM?

Balance Poison:
- Mega Venusaur doesn't have Sludge Bomb...
- Crobat is exactly outsped by Thundurus.

Offensive Swift Swim Water:
- Ice Fang over Psychic Fangs on Mega Sharpedo?
- Eject Button on a Pelipper, which has U-turn?
- Azumarill literally doesn't have Waterfall...

I don't even need to comment on the Offensive Fairy with Diancie on it right?
From what i know 82+252+174=508. 172 Spe is for Mega Venusaur, Max Spe Golem-A, Mandibuzz and Rotom-W. 174 EVs Spe is for having 301 HP, to take less damage from Stealth Rock. The rest of EVs are in HP because is the only stat i see useful to invest in appart from Atk and Spe.
 
Offense Psychic

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Thunder Punch

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Knock Off

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Nasty Plot
- Rock Polish

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Counter

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Focus Blast
- Healing Wish


Now that Psychic has both Mega Medicham and Deoxys-Speed Hyper Offense Psychic is an extremely viable team archetype. This team is super simple to use, set up hazards with Deoxys-Speed, taunt to stop hazards from coming onto your side (though if they do its usually not a big deal) knock off potential scarfers if possible, then bring in your best option to break their team. When that breaker faints bring in your second best option and so forth until their team is broken enough that you can sweep. Victini and Gardevoir clean very well and are capable of revenge killing most every pokemon in the metagame together. Gardevoir is a great out against Dark and Ghost Teams with its powerful STAB Moonblast. Sash Counter Alakazam is a good emergency button and can use its good coverage and nice Sp. Atk to do some breaking as well with its nice 120 speed tier. Medicham and Double Dance Mew dunk on more passive and slow teams. Medicham has T-Punch to beat Water Stall but it can be replaced if needed.
 
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Mm I was going to comment on one team, but why not comment on all of them. Lot of questionable decisions on some of these teams in my opinion. Make whatever calls you find appropriate Tyke. I won't bother poking too much if it's at least viable, but if it's something really terrible then I'm not really happy to see them on a sample.

Mega-Pinsir Hyper Offensive Bug:
- That Scizor literally doesn't have 508 useful EVs. 82 HP? 174 Speed? (Use 252 Atk / 4 Def / 252 Spe)

Offensive Dragon:
- Literally cannot beat Porygon2
- Goodra..? (Use Dragalage > Goodra)
- Defensive Garchomp that somehow loses to all three parts of the Flying defensive core. (Run Toxic > Dragon Tail)

Offensive Fairy:
- No Thunder Wave on Klefki? (Use Thunder Wave > Foul Play)
- No Volt Switch on Choice Specs Tapu Koko? (Use Volt Switch > U-turn)
- Azumarill is almost exactly outsped by Klefki and defensive Mega Scizor (184 vs 186), and fails to ever Speed tie with opposing Azumarill. (Use Max Speed EVs)

Balance Flying:
- That Togekiss set lol (Use Fire Blast / Flamethrower)
- SubToxic Zapdos, but still has Toxic over Haze on Mantine
- Pretty sure Gliscor is infinitely better than Landorus-T, since this team kinda just loses to Normal right now?

Balance Ghost:
- Taunt Jelicent doesn't really make sense on this team, particularly given that it has 8 Speed EVs. (Use Acid Armor)
- Would Assault Vest Dhelmise's offensive presence not be much, much better for this team than Gourgeist-XL?
- The team has no Z-Move but is using Life Orb Mimikyu for some reason. (Use Ghostium Z)

Balance Normal:
- Jolly Diggersby? (Use Adamant)
- Using Psychic Meloetta in SM? (Use Psyshock)

Balance Poison:
- Mega Venusaur doesn't have Sludge Bomb... (use Sludge Bomb over HP Fire)
- Crobat is exactly outsped by Thundurus. (run 104 Speed EVs Jolly)

Offensive Swift Swim Water:
- Ice Fang over Psychic Fangs on Mega Sharpedo?
- Eject Button on a Pelipper, which has U-turn? (Use Leftovers)
- Azumarill literally doesn't have Waterfall... (Use Waterfall over Knock Off)

I don't even need to comment on the Offensive Fairy with Diancie on it right?
Thank you for the suggestions, and I agree with them. I'm tagging GoldenTorkoal, Izaya., decem, KevinELF, SubMindRaikou, and Zmeeed to implement the address the issues mentioned above by Eien, for which I have bolded suggestions.

Please PM me here on Smogon once you've made the edits so I can update the archives.

Offensive Fairy


Shoutout to Waszap for help formating
Klefki- With neutrality to steel and immunity to poison, klefki is the perfect screen setter with Light Clay and Prankster ability. Also having Foul Play to hit setup sweepers like Scizor and Spikes to help Azumarill and Magearna to have better chances of sweeping behind screens.
Koko is great offensive mon with a great speed tier. Also it has the ability Electric Surge, so you have a powerful stab move of Thunderbolt to abuse and can stop sleep moves. U-turn to help maintain momentum and pivot against ground types, but Volt Switch can be used over U-turn to do the same over other types and abuse terrain. Option between HP fire to hit Fire/Steel mons or run HP Ice to hit Ground/Flying Mons. Then the last option between grass knot to hit Ground/Water mons, or Brave Bird to help with Volcarona, Mega Venusaur and other Grass type mons.
Magearna- With great typing, coverage and ability in Soul Heart, which boosts it special attack each mon that faints, this is our 2nd sweeper. Shuca Berry is here to help bait and live hits from ground type threats and kill them with Ice Beam, a move which also helps in matchups against Flying and Grass teams. Flash Cannon is a main stab move used to sweep Ice, Rock, and other Fairy teams and Fleur Cannon to help sweep Fighting and Dragon easier and hit mons that resist Flash Cannon. And there's Shift Gear to maximize Magearna sweeping potential by giving Magearna a x2 speed boost.
Grassy Surge makes it a nice Ground type move switch in and helps Magearna set up sweeps easier and Klefki set screens easier. We use a choice scarf to help sweep ground and water teams easier and KO'ing with Wood Hammer and another stab move in Horn Leech with helps preserve Bulu by absorbing hp from the opposing mon. Have Superpower as way to hit Steel type mons such as Magnezone and Heatran that can take those grass moves. Then you have an option of the last move slot being either Zen Headbutt to help with Poison mons such as Mega Venusaur or Stone Edge to hit Flying mons such as such Zapdos or Char-Y.
Diancie- Diancie is nice wall with great typing for matchups that Clefable sometimes lack coverage in. Stealth rock is the main hazard to hit flying type mons and mons with levitate and also help break sashes easier. Diamond Storm is great powerful move to hit threats such as Volcarona and Charizard and also helps diancie become harder to KO with a 50% chance to increase its defense by X2. Moonblast is great stab move to hit mons that resist Diamond Storm, and have Earth Power to help put some damage on Steel and Poison mons and make Azumarill or Magearna sweep easier
The OG sweeper from Gen 6, our main sweeper can now almost setup a belly drum anytime with Normalium Z and is speed invested to outspeed things such as Mantine, Mandibuzz an other uninvested base 80 speed mons. With Normalium Z, on weaker opponents or good matchups you can just regularly belly drum to get the max attack boost, then z-belly to get back to 100% health(does not cure azumarill of statuses tho). Aqua Jet is one of the main stab moves to hit hard with while giving Azumarill some priority since its speed is not that great and Play Rough is the 2nd stab move to help hit mons that resist Aqua Jet. Then there is Knock Off to hit things such as Ferrothorn and Skarmory harder than a Aqua Jet or Play Rough would.
Klefki @ Light Clay
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Foul Play
- Spikes
- Reflect

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Volt Switch/U-turn
- Brave Bird/Grass Knot
- Hidden Power [Fire]/[Ice]
- Thunderbolt

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Ice Beam
- Shift Gear

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Zen Headbutt/Stone Edge
- Horn Leech

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 36 SpA / 220 SpD
Sassy Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Knock Off
- Aqua Jet
I'll echo Eien's sentiments here as well.
  • I don't see any good reason to use Diancie in this meta. It's slow, performs poorly against most types and doesn't offer any of the same defensive utility as Clefable as far as I'm aware. It may have some niche appeal but I wouldn't put it on a sample
  • Shuca Berry Ice Beam Magearna is unnecessary anti-ground tech when you're carrying scarf Tapu Bulu
  • On a Scarf Tapu Bulu there is no reason to run Zen Headbutt over Stone Edge, as it greatly limits what you can check and Scarf Zen isn't doing anything to Mega-Venusaur anyways.
  • Don't include Brave Bird as even an option on Tapu Koko when that is a limited response to a single threat that other pokemon can manage more effectively (Calm Mind / Specs Magearna, for example)
  • Also refrain from slashing moves on your importable. If you want to mention other options, do so in the team description
The team is rejected.

Offense Psychic

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Fake Out
- Thunder Punch

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Knock Off

Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Nasty Plot
- Rock Polish

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Counter

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Focus Blast
- Healing Wish


Now that Psychic has both Mega Medicham and Deoxys-Speed Hyper Offense Psychic is an extremely viable team archetype. This team is super simple to use, set up hazards with Deoxys-Speed, taunt to stop hazards from coming onto your side (though if they do its usually not a big deal) knock off potential scarfers if possible, then bring in your best option to break their team. When that breaker faints bring in your second best option and so forth until their team is broken enough that you can sweep. Victini and Gardevoir clean very well and are capable of revenge killing most every pokemon in the metagame together. Gardevoir is a great out against Dark and Ghost Teams with its powerful STAB Moonblast. Sash Counter Alakazam is a good emergency button and can use its good coverage and nice Sp. Atk to do some breaking as well with its nice 120 speed tier. Medicham and Double Dance Mew dunk on more passive and slow teams. Medicham has T-Punch to beat Water Stall but it can be replaced if needed.
  • Choice Band > Choice Scarf on Victini, even with Mega-Medicham the power is too good to pass up IMO.
  • Choice Scarf Jirachi > Choice Scarf Gardevoir as the resistances and defensive utility offered by jirachi make it an excellent scarf and pivot for this team, even beyond flinch hax. It also offers the same healing wish utility you have on Gardevoir, though IMO that's not really necessary
  • Dual Screens > Dual Hazards on Deoxys-Speed, as your team is very frail otherwise and Mew greatly appreciates screens to set up consistently. Screens will also give Deo-S more sustained presence in matches, which helps to keep it around for late game setting.
Make these changes and I'll reevaluate, but for now this team is rejected.


Balanced Ground Team:

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Earth Power
- Focus Blast
- Sludge Wave

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Sucker Punch
- Stone Edge

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang

: Choice banded excadrill acts as a very good sweeper/cleaner on the team as it can take out opposing pokemon easily with sand rush and sand stream support. Choice band and adamant nature to make out the most of its physical prowess. Iron head is a stab move that helps a lot in fairy match up. Earthquake is the main stab move here hitting very hard with a choice banded boost and earthquake having a very good offensive coverage. Rockslide is for flying types such as Mega charizard y,Gyarados,zapdos and so on.Lastly rapid spin is to clear out hazards as excadrill forces switches.
: Hippowdown is a very good partner to excadrill,providing it with sand stream which makes it possible for excadrill to outspeed a large chunk of the metagame in sand. Hippowdown is a physical wall for the team with stealth rock support to pressure types such as flying and bug. Earthquake is used as an attacking move so that hippowdown is not a total taunt bait. Whirlwind is to phaze out potential set up sweepers and to rack up stealth rock damage. Slack off is used for sustain/recovery. Max defensive investment ensures hippowdown can sponge most physical attacks. Leftovers is used as an item for more longetivity.
: Seismitoad on the team is crucial as it has the ability water absorb which helps a lot vs water types/moves. Seismitoad is used here over gastrodon as it has more offensive presence. Assault vest set is used here to let it sponge special attacks for the team.As for the moves,scald is a stab move with a very good chance to burn the opponent, earthpower helps vs grounded steel types.Knock off is a great utility move that certainly helps in normal match ups and to cripple pokemon that are item reliant such as porygon2 and chansey. Lastly sludge wave helps vs threatening pokemon to ground such as azumarill and tapu bulu. 176 speed evs with a timid nature ensures that seismitoad outspeeds adamant banded tapu bulu and hit it first with sludge wave.
Landorus is the special wallbreaker in the team with its strong life orb and sheer force boosted attacks that makes it very hard pokemon to switch into. Gravity is used on the set so that flying match up is a lot easier and the team can use ground moves effectively,gravity and earthpower also help in taking out celesteela easily as it can be a pain for ground with its leech seed protect shenanigans and good bulk.Focus blast is mainly used here for ferrothorn and air balloon heatran. Sludge wave is used here for fairy types such as tapu bulu,tapu fini etc.
Dugtrio on the team with its great ability in arena trap allows it to trap and take out grounded threats to the team such as greninja and Raichu alola effectively. Dugtrio can also trap and kill/weakened pokemon such as chansey and make a way for landorus to wreck havoc. Earthquake is its main go to move for taking out threats. Reversal in combination with focus sash allows for a very strong fighting type as it reaches 200 base power once dugtrio is down at focus sash. Sucker punch allows it to revenge kill faster pokemon such as alolan raichu without losing its focus sash and stone edge is used for flying types as without stone edge dugtrio wont do much vs flying teams.
: Swords dance garchomp rips apart defensive teams and gains upper hand easily. Earthquake is a reliable stab move that hits very hard after a sword dance boost. Dragon claw can be used as dragon stab as well however the damage is unimpressive, outrage is used to hit ridiculously hard and to wall break in combination with dragonium z as it reaches 190 base power move. Fire fang is used for steel types as after a boost it can blow throw most steel types.
  • Memento > Stone Edge on Dugtrio, especially paired with SD Garchomp
  • Rock Slide > Gravity on Landorus-I
  • Use a mixed defensive spread on Hippowdon (252 HP / 80+ Def / 176 SpD or a similar variant)
Make these changes and I'll re-evaluate Alpha-Harpreet
 
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Fighting Sample - Offensive (edited)
Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Close Combat

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

Kommo-o @ Life Orb
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Autotomize
- Clanging Scales
- Focus Blast
- Flamethrower

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Iron Head
- Thunder Wave

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Mach Punch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge

Those are dark days for Fighting. The type is by no means as good as it was in ORAS before all those Fairies took over. But it's still a type and it deserves its own sample. So let's get down to it.
Terrakion is the main set up sweeper of the team with its great attack stat and secondary Rock STAB, hitting Flying and Bug types super effectively. Rockium Z is great on this meta, especially for Fighting monos, being able to deal with troublesome walls for the type like Skarmory, Celesteela, Toxapex, Mega-Venusaur and so on.
Keldeo is Fighting's strongest special attacker and is a must on every fighting team. With Terrakion not running a Choice Scarf set, Keldeo is the main revenge killer of the team, with powerful moves like Hydro Pump, Scald and Secret Sword dealing with some fast threats to the type like Volcarona, Victini and Mega Charizard X. Icy Wind rounds out the coverage hitting notably Dragonite, Salamence and the Lati-twins.
Kommo-o works as a special wallbreaker for this team, since Keldeo is taking a revenge killer role. It especially threatens the Steel and Poison defensive cores with powerful Fire/Fighting coverage and its powerful Dragon STAB, Clanging Scales. A Modest Nature maximizes Kommo-o's damage output, while Autotomize gives it an option to sweep late game if given the chance.
Cobalion works as the defensive pivot with its great Steel typing (being neutral to Fairy, Flying and Psychic) and Stealth Rock setter of the team, with a great support movepool that includes Taunt and Thunder Wave, being able to stop sweepers and opposing hazard setters. Iron Head is a nice STAB that hits Fairy types.
Infernape is the physical wallbreaker of the team, putting a lot of pressure on Steel and Fairy teams with its STAB moves and good pivoting in U-turn, helping in generally hard matchups.
Heracross is the last member of the team, working as a secondary scarfer to help Keldeo, being a possible win condition versus Psychic and can work as a late game sweeper with its ability Moxie.


After discussing a bit with my friend StarBlim, i've decided to edit this team to make this as simple as possible for new players. Thanks, fam.
Edited it again, after Tyke 's suggestions.
With the recent introduction of Mega-Medicham to the meta, I'd like to see revisions for this team to account for its release.

The inclusion of Mega-Cham would require some considerable restructuring of your team, as breakers like Banded Infernape and LO Kommo-O aren't as necessary to threaten Fairy or Poison, which could free you up to use Specs Keldeo and Scarf Terrakion and so on. That said, I'd appreciate these changes being completed as soon as possible, given the relevancy of Mega-Medicham in our meta.

Please PM me here on Smogon or on Showdown when you've completed the changes. If the changes are not completed soon, I will simply begin fielding new submissions for Fighting Samples to replace yours.
 

mushamu

God jihyo
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This is Decem

Balanced Ghost

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Destiny Bond

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Acid Armor
- Taunt
- Recover
- Scald

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Power Whip
- Shadow Claw
- Rapid Spin
- Anchor Shot

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Recover
- Knock Off

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Shadow Claw
- Play Rough

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fire Punch
- Shadow Bone


Decem got deleted so here I am.

Description:

Standard ghost team. Gengar is a speedy attacker that can do serious damage and outspeed many threats with a Choice Scarf. Jellicent is our special wall which can eat a lot of special attacks, including dark pulses in occasions. Dhelmise provides hazard control, as well as a useful grass typing and steel STAB. As for Sableye, always try to lead with it and Mega Evolve it as
soon as possible, as ghost teams usually do not like layers of spikes and hazards. The mixed 112/144 EVs with careful ensures that Sableye does not get hammered by either Physical or Special hits after Mega Evolving. Mimikyu really helps against dark and is a great late game sweeper. Marowak helps as a hard check for electric types and a really nice wallbreaker that can set down rocks for the team. The 48 speed is to ensure that it outspeeds things like Alolan Muk before it knocks the Thick Club off and renders Marowak useless.
 
Offensive Ice





Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Ice Shard
- Roar
- Stealth Rock

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Freeze-Dry
- Hidden Power [Fire]

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Stone Edge
- Icicle Crash

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Fusion Bolt
- Outrage
- Ice Beam
- Earth Power

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Mirror Coat
- Rapid Spin
- Recover

Alolan Ninetales: Alolan Ninetales works as the hail setter for this team. With its great Speed tier and part Fairy typing, it can outspeed and take down many Fighting type threats like Mega Medicham, Keldeo,and Buzzwole. It provides fantastic support with Aurora Veil, giving the entire team better survivability, and with a Light Clay, these effects will last for 8 turns. Moonblast is a strong, reliable Fairy STAB. Freeze Dry is used over Blizzard in order to hit Water types such as Swampert, Mantine,and Toxapex. And for the final move, Nasty Plot or Encore are good options. Nasty Plot is an option that can allow it to set up and beat Calm Mind Mega-Sableye before it becomes a major issue, while also giving you more power against bulkier Water types such as the aforementioned Toxapex and Mantine, as well as Tapu Fini.However, Encore is used to disrupt opposing hazard leads/annoying walls.

Piloswine: Piloswine is our Stealth Rocker, and with the Eviolite, it also functions as a special sponge for the team. It can switch in reliably against threats like Nihilego and Heatran and remove them with Earthquake. Earthquake is Piloswine's most reliable Ground STAB. Ice Shard gives you a priority move that can be used to remove a weakened opponent. Stealth Rock helps out immensely in matchups like Fire and Bug, and Roar is used to phase out setup sweepers like Volcarona and Mew.

Lapras: Lapras is the special wallbreaker and designated Mega Scizor check for the team. Hydro Pump is its most powerful Water STAB, capable of 2HKOing Mega Sableye and Mew, as well as tearing through quite a lot of other neutral targets. Surf is ran alongside it for consistency when Hydro Pump's power isn't needed. Freeze Dry is the preferred Ice STAB, allowing it to break through Water types like Mantine and Toxapex. Lastly, Hidden Power Fire is extremely important for checking Mega Scizor, as well as removing Ferrothorn.

Mamoswine: Mamoswine serves as a powerful late-game cleaner with a Choice Scarf. Earthquake is its strongest and most reliable Ground STAB. Icicle Crash is its most powerful Ice STAB. Superpower allows you to tear through Chansey and Porygon2 once Weavile removes their Eviolites. And finally, Stone Edge allows it to take down Mega Charizard Y and Volcarona.

Kyurem-Black: Kyurem-Black is the main physical wallbreaker for the team. Fusion Bolt lets it hit Water types like Mantine and Tapu Fini. Outrage is its strongest STAB, capable of not only breaking through lots of special walls like Chansey, but it can also 2HKO physical walls like Porygon2 and Mandibuzz. Ice Beam is its most reliable Ice STAB, mainly to deal with Mega Venusaur, which is a major nuisance to the team. Lastly, Earth Power helps it beat Heatran and Magnezone.

Avalugg: Avalugg fills the very important role as a physical sponge/hazard remover for the team. It's your safest switch in against threatening Scarfers like Excadrill and Heracross. The Rocky Helmet lets you deal chip damage against these physical threats. Recover is essential, as it gives Avalugg a form of reliable sustain. Rapid spin is also a very important asset in removing hazards such as Stealth Rock and Sticky Web. Avalanche is a strong Ice STAB that allows it to chip down frail physical attackers even further. And finally, Mirror Coat is used to remove powerful special wallbreakers like Mega Charizard Y, Xurkitree, Volcarona, and Manaphy.




Edit: Implemented the changes
 
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mushamu

God jihyo
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Offensive Ice

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Nasty Plot/Encore

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Ice Shard
- Roar
- Stealth Rock

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Stone Edge
- Icicle Crash

Kyurem-Black @ Babiri Berry
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Hidden Power [Fire]
- Outrage
- Earth Power

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Mirror Coat
- Rapid Spin
- Recover




Description:

Alolan Ninetales: Alolan Ninetales works as the hail setter for this team. With its great Speed tier and part Fairy typing, it can outspeed and take down many Fighting type threats like Mega Medicham, Keldeo,and Buzzwole. It provides fantastic support with Aurora Veil, giving the entire team better survivability, and with a Light Clay, these effects will last for 8 turns. Moonblast is a strong, reliable Fairy STAB. Freeze Dry is used over Blizzard in order to hit Water types such as Swampert, Mantine,and Toxapex. And for the final move, Nasty Plot or Encore are good options. Nasty Plot can allow it to set up and beat Calm Mind Mega-Sableye before it becomes a major issue, while also giving you more power against bulkier Water types such as the aforementioned Toxapex and Mantine, as well as Tapu Fini. Encore can also be used to disrupt opposing hazard leads/annoying walls.

Piloswine: Piloswine is our Stealth Rocker, and with the Eviolite, it also functions as a special sponge for the team. It can switch in reliably against threats like Nihilego and Heatran and remove them with Earthquake. Earthquake is Piloswine's most reliable Ground STAB. Ice Shard gives you a priority move that can be used to remove a weakened opponent. Stealth Rock helps out immensely in matchups like Fire and Bug, and Roar is used to phase out setup sweepers like Volcarona and Mew.

Weavile: Weavile is our fast physical sweeper. With a 125 base speed stat, it can outspeed lots of Psychic and Ghost type threats like Victini, Gengar, Mew, and Latios. Knock Off is our main Dark STAB that can remove the item from the opponent. Icicle Crash is our most powerful Ice STAB that also has a flinch chance. Ice Shard is good for a revenge kill against a faster threat, and Pursuit is used to remove threats that try to switch out such as the aforementioned Victini, Latios, and Gengar.

Mamoswine: Mamoswine serves as a powerful late-game cleaner with a Choice Scarf. Earthquake is its strongest and most reliable Ground STAB. Icicle Crash is its most powerful Ice STAB. Superpower allows you to tear through Chansey and Porygon2 once Weavile removes their Eviolites. And finally, Stone Edge allows it to take down Mega Charizard Y and Volcarona

Kyurem-Black: Kyurem-Black is the designated Scizor check/Steel killer for the team. Fusion Bolt lets it hit Water types like Mantine and Tapu Fini. Hidden Power Fire lets it deal with Scizor, as well as Ferrothorn, Skarmory, and Forretress. Outrage is used to tear through Dragons as well as to score as much damage as possible against a neutral target. Lastly, Earth Power helps it beat Heatran and Magnezone.

Avalugg: Avalugg fills the very important role as a physical sponge/hazard remover for the team. It's your safest switch in against threatening Scarfers like Excadrill and Heracross. The Rocky Helmet lets you deal chip damage against these physical threats. Recover is essential, as it gives Avalugg a form of reliable sustain. Rapid spin is also a very important asset in removing hazards such as Stealth Rock and Sticky Web. Avalanche is a strong Ice STAB that allows it to chip down frail physical attackers even further. And finally, Mirror Coat is used to remove powerful special wallbreakers like Mega Charizard Y, Xurkitree, Volcarona, and Manaphy.
Just wondering but have you tried Sash Counter weavile? It's handy while dealing with steel types threats such as Mega Scizor.
 
Just wondering but have you tried Sash Counter weavile? It's handy while dealing with steel types threats such as Mega Scizor.

I haven't tried out or even heard much mention of Sash-Counter Weavile. Although it sounds interesting, it would mean sacrificing not only extra damage, but either a priority move or being able to trap and remove Victini with Pursuit. Kyurem-Black is much more consistent in dealing with Steel type threats. Thanks for the suggestion, though. :)
 

mushamu

God jihyo
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I haven't tried out or even heard much mention of Sash-Counter Weavile. Although it sounds interesting, it would mean sacrificing not only extra damage, but either a priority move or being able to trap and remove Victini with Pursuit. Thanks for the suggestion, though. :)
Thoughts on adding Low Kick for TyraniTar, Heatran, and other steel mons?
 
Thoughts on adding Low Kick for TyraniTar, Heatran, and other steel mons?
I did consider that, but Piloswine can already safely switch into Heatran and take care of it, and Tyranitar can be dealt with defensively by either Piloswine or Avalugg depending on the set. These threats can also be dealt with offensively by Scarf Mamo and Kyurem Black. With the offensive and defensive answers already existing on the team, this allows Weavile to dedicate itself more towards improving the Psychic/Ghost matchups with Pursuit. But again, thanks for your suggestions.
 
Offensive Sandless Ground


Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Dragon Tail
- Earthquake

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Sludge Wave

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Stone Edge

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Reversal
- Memento

Landorus-Therian: Double Dance Landorus-Therian is the late-game sweeper for this team. With fantastic coverage in Earthquake+Stone Edge, not much will be able to resist it. The Rockium Z allows you to break through threats such as Skarmory, Celesteela, Mega Slowbro, and Gliscor after a +2.

Mega Steelix: Mega Steelix serves as our Stealth Rocker/solid physical tank. Earthquake is the best Ground STAB, used to hit hazard removers like Torkoal and Excadrill. Dragon Tail is used for phasing and racking up damage on the opponent's team. Heavy Slam is your best Steel STAB, allowing you to counter threats such as Alolan Ninetales and Choice Scarf Tapu Bulu.

Nidoking: Nidoking functions as the special wallbreaker for the team. Earth Power is its best Ground STAB. Flamethrower is used to deal with Steel types like Mega Scizor, Ferrothorn, and Forretress. Ice Beam allows you to take down bulky Garchomp, Dragonite, and Zapdos. Lastly, Sludge Wave is used to remove Fairy types like Tapu Fini, Tapu Bulu, Clefable, and Azumarill.

Seismitoad: Seismitoad plays a crucial role as the Water immunity for the team. It also operates as a decent switch in to special attacks with its Assault Vest. 176 EV's with a Timid nature makes sure that you outspeed Adamant Tapu Bulu and OHKO with Sludge Wave. Sludge Wave also helps it check Azumarill and prevent it from setting up a Belly Drum safely. Scald is the preferred Water STAB thanks to its burn chance, and Earth Power is the preferred Ground STAB. The final move is Knock Off to help deal with Normal's Eviolite core more easily, as well as removing the passive recovery off of other walls in general.

Garchomp: Garchomp is our Scarfer and check towards threats such as Mega Charizard Y, Volcarona, and Kyurem Black. Outrage and Earthquake are the preferred STABs. Fire Blast allows it to hit Mega Scizor, Ferrothorn, and Skarmory. Stone Edge allows it to take on the previously mentioned Mega Charizard Y and Volcarona easily.

Dugtrio: Sash Dugtrio is very important for trapping and removing threats such as Greninja, Victini, and Alolan Raichu. Earthquake is the best Ground STAB it has access to. Reversal, when the Focus Sash is activated, lets it hit Ferrothorn for one final hit before dying to Iron Barbs, as well as removing Greninja in a single hit after it goes for Ice Beam. Memento can be used to cripple an opponent so that Landorus-Therian can be granted an opportunity to set up and sweep. Sucker Punch is used to deal some damage against faster revenge killers like Scarf Gengar, Latios,and Alolan Raichu.



Edit: Implemented the changes
 
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Offensive Dark



Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Psychic Fangs
- Protect

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Gunk Shot
- Ice Beam
- Hidden Power [Fire]

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Taunt
- Stealth Rock

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Roost
- Defog

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Flamethrower
- U-turn

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Mega Sharpedo: Mega Sharpedo is the late-game cleaner for the team. Protect is used to safely get the boost in Speed before Mega Evolving. Crunch is your best Dark STAB that also gets some added power thanks to Strong Jaw after Mega Evolving. Psychic Fangs, like Crunch, is also boosted by Strong Jaw and is its best coverage option for dealing with Mega Venusaur, Toxapex, and non-Scarf Keldeo. Waterfall is its best physical Water STAB that also has a flinch chance. However, Hydro Pump can be used over it with a Naive nature in order to 2HKO walls like Skarmory and Hippowdon.

Greninja: Greninja serves as one of our speed control options for the team. Hydro Pump lets it hit key threats such as Infernape, Terrakion, and Heatran. Gunk Shot allows it to hit Fairies such as Tapu Fini, Azumarill, and Clefable, as well as 2HKOing Mega Charizard Y while also resisting the Solar Beam and/or Focus Blast that it tries to strike back with. Ice Beam can handle Ground and Dragon types like Landorus Incarnate, Landorus Therian, Garchomp, Dragonite, and Hydreigon. And for the last move, Hidden Power Fire is used to hit Mega Scizor, Ferrothorn, and Forretress.

Krookodile: Krookodile is our Stealth Rocker as well as our switch in to Stone Edges and Volt Switches. Earthquake is your most reliable Ground STAB. Knock Off is your most reliable Dark STAB that can help deal with certain tanks by removing their passive recovery. Taunt is also extremely helpful to stop hazards or status from coming your way.

Mandibuzz: Mandibuzz is the main physical sponge for the team, offering a very important Fighting neutrality as well as hazard removal with Defog. Roost is essential for its reliable sustain. Foul Play is used to punish physical setup pokemon like Gyarados, Salamence, Mega Scizor, and Mega Pinsir. Finally, U-turn allows Mandibuzz to provide momentum for the team, especially after removing troublesome hazards.

Hydreigon: Hydreigon fills the role as our Choice Scarfer and main form of speed control. Dark Pulse is our reliable Dark STAB. Draco Meteor is the Dragon STAB over Dragon Pulse for the extra power, even if it isn't as spammable. Flamethrower helps to remove Ferrothorn, Scizor, Celesteela, and Skarmory. However, Fire Blast can be used over Flamethrower in order to guarantee the OHKO on Magearna from full, but at a cost of accuracy and reliability. And for the final move, U-turn is used to grant momentum to the team.

Bisharp: Bisharp functions as our setup sweeper and physical wallbreaker. Iron Head is its best Steel STAB, capable of hitting troublesome Fairies like Clefable. Knock Off is its most spammable Dark STAB, being able to remove items and making Normal's Eviolite core easier to deal with. Sucker Punch is important priority due to Bisharp's mediocre Speed stat. Lastly, Swords Dance is essential for being able to sweep.



Edit: Implemented the changes

Edit: Fixed up the team and is ready for re-evaluation
 
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Harpp

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Offensive Hazard Stack Team

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Taunt
- Icy Wind
- Destiny Bond

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Shadow Bone
- Earthquake
- Flare Blitz
- Stealth Rock

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Will-O-Wisp
- Foul Play
- Recover

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak

Jellicent (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Acid Armor
- Scald
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Overview
This team revolves around hazard stacking as the name suggests,and pressuring the opposing team offensively with Marowak-Alola and mimikyu. Froslass lead spikes set is used here to set spikes and pressure grounded pokemon.Marowak-Alola is the offensive stealth rock user of the team and an excellent wall breaker thanks to thick club,it also acts as a switch into tapu koko due to lightning rod. 204 spe evs on Marowak-alola allows it to outspeed uninvested base 70 speed pokemon.Mimikyu is the set up sweeper of the team and Ghostiumz set is used.Gengar is the cleaner of the team thanks to its great speed and good special attack stat.Jellicent and Mega Sableye provide the team some defense by checking threats and acting as walls to sponge attacks.

Edit: Updated with changes
 
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Hey, just a small update for the thread, as it's been a while since my last post and there are a few things I need to talk about.

First off, I know there are a lot of teams pending (s/o smub and Alpha-Harpreet), some for even over a week.

However, I'm not reviewing any team submissions until the Medichamite suspect has concluded. I can't evaluate teams in the long term without knowing if Mega-Medicham will stay or go considering the pervasive influence Nippleknees has on the meta and, subsequently, the makeup of our sample teams. Well, I can, but it could easily end up being a lot of wasted effort if it's banned.

If Mega-Cham ends up staying, I'll begin work on not only reviewing the last few submitted teams but also drafting revisions for existing samples to reflect the new meta.

Secondly, I'm changing how the project handles revisions to approved samples. Instead of tagging the original poster to make changes to their submission post, any revisions to existing samples will be implemented independently of the contributor directly in the OP of this thread. This should save a lot of time and will make it easier to keep the samples up to date and relevant without getting bogged down in back-n-forth with contributors. More to the point, updates will no longer be reliant on the activity of the original contributor(s).

That said, submissions will still be treated with respect, and any revisions made will be announced via posts on this thread (likely happen in bulk) for the community and contributors to discuss. This thread should also serve as a platform to suggest revisions to existing samples, though take care to make thoughtful suggestions in keeping with the standards for submissions in general.
 
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