Project Monotype Teambuilding Competition V3.2 [index]

Hyper Offense Flying


Pidgeot-Mega @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Defog

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Stone Edge
- Tailwind

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

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

Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Focus Blast
- Hidden Power [Ice]

Celesteela @ Life Orb
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Flash Cannon
- Giga Drain
- Flamethrower

Here's a HO Flying team featuring Mega Pidgeot. A lot of the mons on here are pretty standard on HO Flying, such as suicide lead Aerodactyl. I normally go Assault Vest on Celesteela over Life Orb, but since I can't use the awesomeness that is Mega Charizard Y, I decided to make it a sweeper to give me an easier time vs Ice. Double Dance Landorus-T is an absolute monster, and while the Scarf set is great, I would much rather have it on Thundurus-T thanks to its better Speed tier and being a bit better in certain matchups like Water and Flying. Choice Band Dragonite is just amazing as a physical wallbreaker and a revenge killer. Finally, there's Mega Pidgeot, the main star of the team. Hurricane and Heat Wave are pretty standard, as well as U-turn for momentum. I went with Defog as the last move simply for some emergency hazard removal, since Stealth Rock is a serious menace to this team.
Vs Ice(Autotomize Celesteela is awesome):
http://replay.pokemonshowdown.com/gen7monotype-574475257

Vs Normal(Easily my most skillful victory)
http://replay.pokemonshowdown.com/gen7monotype-574475409


 
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Harpp

No rain, no flowers.
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Balanced Flying Team:

Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Roost

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Roost
- Defog

Mantine @ Leftovers
Ability: Water Absorb
EVs: 25 HP / 240 Def / 16 SpD
IVs: 0 Atk
- Scald
- Toxic
- Defog
- Roost

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

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 228 Def / 28 SpD
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Heavy Slam
- Earthquake
- Protect

-This is a balanced team built around mega pidgeot and the defensive core of celesteela+zapdos+mantine which provides support to the team in defog and checks threats as well.
-The team has a strong wall breaker in banded dragonite to open up big holes in the opposing teams.The wall breaker on the team appreciate the support provided by the defensive cores such as slow volt switch,U-turn and defog.
-The offensive core of mega pidgeot and banded dragonite helps vs steel match up a lot as both can easily break apart steel teams.
-Dragonite also has powerful priority move in extreme speed to clean or revenge kill faster threats.
-On the other hand, Mega pidgeot with its good speed and 100% accurate hurricane can clean weakened teams late game easily.
-Defensive set of landorous T allows to check physical threats while also providing stealth rock support to the team and knock off utility.
-Celesteela with specially defensive investment holds its ground vs threats such as nihilego and kyurem.
 
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Pidgeot-Mega @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Work Up
- Hurricane
- Roost
- Refresh

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 HP / 252 Def / 24 SpD
Impish Nature
- Iron Head
- Stealth Rock
- Roost
- Whirlwind

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

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

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Thunder Wave
- Grass Knot
- Hidden Power [Ice]

this is a team i whipped up around stallbreaker pidgeot which is a pretty underrated set. lando-t works really well with work up pidgey in breaking each others checks and setting each other up to clean. thundurus provides good speed control with twave while also helping a ton in the flying water and ground matchups. lastly, i tossed in the standard defensive backbone to flying teams.
 
Mega Pidgeot + Oricorio-Sensu Hazard Stack
Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 224 HP / 8 Def / 24 SpA / 252 Spe
Timid Nature
- Hurricane
- Toxic
- Roost
- U-turn

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

Oricorio-Sensu @ Spell Tag
Ability: Dancer
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Revelation Dance
- Taunt
- Roost

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Spikes
- Whirlwind
- Iron Head

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Smack Down

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 Def / 132 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Roost
- Defog

TBD
 
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submissions phase ended.

vote for 2 submissions max

izaya's and joz's teams

(this should end on saturday if i don't john.)
 
The voting phase has ended, congratulations to Izaya for winning Cycle 13

Izaya: 6
Jo' Z: 5
Alpha-Harpreet: 1
smub: 1


Tagging Acast to merge this with the index thread
 

Harpp

No rain, no flowers.
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
~~Offensive Dark Mono~~
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 56 SpA / 120 SpD
Sassy Nature
- Thunder Wave
- Stone Edge
- Fire Blast
- Stealth Rock

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

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Superpower
- Aqua Jet

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Sludge Bomb
- Dark Pulse

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

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Gunk Shot

This is an offensive dark team,here Tyranitar and Mandibuzz act as a basic support core to provide stealth rock and hazard removal for the team. The core of Mandibuzz and Tyranitar can be relied to sponge physical and special hits for the team. Crawdaunt on the team acts a wall breaker with a choice banded set as it hits very hard thanks to adaptability. Crawdaunt appreciates uturn support provided by Mandibuzz on the team which allows it to come safely vs walls and wall break. Mega Houndoom has very good synergy with Crawdaunt as Mega Houndoom really appreciates the wall breaking by Crawdaunt which allows mega Houndoom to clean effectively thanks to its very good speed.Mega Houndoom acts as a special wall breaker for the team with nasty plot.Its coverage moves such as fire blast and Sludge bomb helps to take out fairy types that trouble Mono dark teams. Bisharp is the set up sweeper of the team sporting a darkinium z to get past it common checks such as Skarmory,Celesteela and Mega Scizor at +2. Black Hole Eclipse gives Bisharp a strong 140-Base Power Dark-type Z-Move that OHKOes many defensive Pokemon at +2. Bisharp is also able to check fairy types such as Clefable and Azumarill thanks to its Steel STAB move in Iron head. Lastly,Greninja is the speed control of the team since it has very good speed and protean boosted attacks it can outspeed a majority of the metagame and clean/revenge kill very effectively. Ice beam allows it to take out flying and dragon types while extrasensory and gunk shot is used to check fighting and fairy types respectively.
 
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CRAWDAUNT THE GOD


Crawdaunt @ Waterium Z
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Fire Blast
- Sludge Bomb

Persian-Alola @ Leftovers
Ability: Fur Coat
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Taunt
- Parting Shot
- U-turn
- Foul Play

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Roost
- Defog

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 56 SpA / 120 SpD
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Stone Edge
- Fire Blast

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Ice Beam
- Extrasensory
- Hydro Pump



This is an offensive team built around one of the mons i wanted to build around since SM came out, although Crawdaunt is not as good as last gen. Choice Band might be the better choice to play with the crab but i'm so tempted to try Sword Dance+Waterium Z, as i can't see many things that would like to take a 180 base power Hydro Vortex even without a Sword Dance boost. Crawdaunt can also click an Adaptability-boosted Knock Off and use Aqua Jet to help dealing with offensive teams I chose Mega Houndoom as the mega because it forms a nice wallbreaking core with Crawdaunt as it has access to Nasty Plot and helps a lot dealing with Fairy-types thanks to Fire Blast and Sludge Bomb. Both appreciate the holes the other one punches in the opposing team. Wallbreakers appreciate the support of pivots with access to moves like U-turn, Volt Switch and similar, so i decided to add Persian-Alola to the team to provide support with Parting Shot. This move lowers the opposing foe's Attack and Special Attack while switching out, easing the wallbreaking core its setup and giving both free switchins. After those three i needed a defensive backbone to take some hits so i opted for the standard core Dark teams usually run: Mandibuzz+Tyranitar. Mandibuzz provides Defog to get rid of entry hazards and can check Azumarill once it has used Belly Drum, being able to knock it out with Foul Play. With U-turn it can act as a pivot to bring in the 2 wallbreakers safely. Tyranitar provides Stealth Rock support and can sponge special hits. Finally i added Choice Scarf Greninja as the source of speed control and revenge killer, being able to check Fighting-, Fairy- and Dragon-types with Extrasensory, Gunk Shot and Ice Beam, respectively. Hydro Pump is needed to deal with threats like Choice Scarf Terrakion and Sand Rush Excadrill.
 
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Greninja @ Focus Sash
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Extrasensory
- Gunk Shot
- Ice Beam

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

Crawdaunt @ Splash Plate
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Swords Dance
- Crabhammer
- Knock Off

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Flash Cannon

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 8 SpD / 252 Def
Impish Nature
- Foul Play
- Brave Bird
- Roost
- Defog

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Stone Edge
- Toxic
- Stealth Rock

Crawdaunt is actually one of the mons I actively use on my dark teams, and the fact that there is whole thread about Crawdaunt team-building excites me. Let's start with defensive core: It is fairly basic Mandibuzz/Tyranitar core with few slight tweaks that suit my playstyle. For example, Tyranitar carries toxic and Mandibuzz carries brave bird. Toxic is on Tyranitar to deal with bulky walls with recovery that would be nuisance to deal with my dual set-up sweepers otherwise ( I am looking at you Porygon 2 supported by Ditto). Since specially defensive Tyranitar usually carries thunder wave as status move it will catch your opponent off guard. Brave bird on Mandibuzz is mostly to tackle substitute/ calm mind Keldeo and pressure Mega Venusaur in sand and such. My special attackers are Hydreigon and Greninja. It is pretty unpopular opinion, however, i prefer non choiced scarfed Greninja and instead use Hydreigon. It has akward speed without scarf and with it it can answer more problems. Of course, that amplifies problems with things like scarfed Terrakion which forces me to run Greninja as sash user. If this playstyle is not your cup of tea, make Greninja choice scarf user and give Hydreigon life orb or expert belt. Also, flash cannon on Hydreigon is replaceable with earth power. Either way, these 2 pokemon give you immense coverage and speed to deal with Crawdaunt counters. For example: Greninja removes Keldeo, most of dragons, Tapu Bulu and weakens Zapdos, Tapu Fini and Mega Venusaur, while Hydreigon deals with remaining dragons, Scizor and weakens Volcanion. In return, Crawdaunt heavily damages/removes potent special defensive pokemon such as Chansey, Alolan Muk, Tyranitar, Celesteela and force it's way against Toxapex and Gastrodon. Last member of team is Bisharp which does very similar thing as Crawdaunt. Depending on a match-up, one will usually be star player while other will be death fodder. I am using standard Bisharp set, with dread plate instead of life orb to avoid recoil damage. Now, more about the Crawdaunt set: similar to Bisharp, it is using plate item, this time splash plate. Just like with Bisharp, it is here to amplify damage while avoiding recoil while also keeping your opponent in dark ( no pun intended) about your set. Seeing high damage with no recoil canmake your opponent think you are choice banded which can be useful in some scenarios. If you are not plate item enthusiast, switch it freely with waterium Z. Let's start with Crawdaunt's importance, you can pull out use of it in pretty much any matchup ( except grass, it is death fodder there). It allows you to finish off lot of fast threats such as Volcarona
( 252+ Atk Splash Plate Adaptability Crawdaunt Aqua Jet vs. 0 HP / 0 Def Volcarona: 312-368 (100.3 - 118.3%) -- guaranteed OHKO ),
Excadrill ( 252+ Atk Splash Plate Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Excadrill: 332-392 (91.7 - 108.2%) -- 50% chance to OHKO )
and Terrakion after close combat (252+ Atk Splash Plate Adaptability Crawdaunt Aqua Jet vs. -1 0 HP / 4 Def Terrakion: 360-424 (111.4 - 131.2%) -- guaranteed OHKO ).
As mentioned before, it breaks most special defensive pokemon, however even without swords dance it can threaten lot of defensive pokemon as well, making those switch ins risky:
252+ Atk Splash Plate Adaptability Crawdaunt Crabhammer vs. 240 HP / 252+ Def Mandibuzz: 190-224 (45.1 - 53.2%) -- 28.9% chance to 2HKO
252+ Atk Splash Plate Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Skarmory: 156-184 (46.8 - 55.2%) -- 66.8% chance to 2HKO
252+ Atk Splash Plate Adaptability Crawdaunt Crabhammer vs. 248 HP / 252+ Def Sableye-Mega: 168-198 (55.4 - 65.3%) -- guaranteed 2HKO
As a conclusion, Crawdaunt is very potent wallbreaker/revenge killer and is mostly overlooked in current metagame. With right team it can pull lot of work in certain matchups

 
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Balance Crawdaunt Dark

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Jet
- Knock Off
- Crabhammer

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 252 HP / 72 Def / 168 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Roost
- Defog
- Foul Play

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Rock Slide
- Fire Blast
- Thunder Wave
- Stealth Rock

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 84 Atk / 172 SpD
Sassy Nature
- Knock Off
- Pursuit
- Fire Blast
- Poison Jab

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 116 Def / 140 SpD
Careful Nature
- Knock Off
- Foul Play
- Recover
- Will-O-Wisp

Greninja @ Life Orb / Choice Scarf
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Hidden Power [Fire]
- Ice Beam
- Extrasensory/Gunk Shot (If Scarf)



Crawdaunt is an amazing offensive mon overshadowed by greninja, but still has a role it helps with some match-ups some notable ones being steel/ground/flying, and crawdaunt's adaptability aids its overall offensive presence, aqua jet is a solid priority stab. Also, jolly to out speed Rotom-W. Dragon Dance is an option but you really shouldn't run it over sd.
Mandibuzz is a staple on balance dark and offers great defensive presence, is basically the types only defogger, helps in the fighting match-up, 16 speed is for azumarril and scizor, standard mixed defensive spread and taunt>knock off to stop slower mons from getting hazards/recovering/defog/setup.
Tyranitar is the teams dedicated stealth rocker, with fire blast + rockslide for standard coverage, thunder wave speaks for itself to be quite honest, and chople is for allowing ttar to live fighting moves notably chary's focus blast , scarf keldeos ecret sword (Secret Sword does 74 with an absolute max roll), even giving it a chance (which is in your favor) to live terrakions close combat, and then max spdef speaks for itself + sand.
Muk has become a staple on most balance dark teams this gen and for good reason as it serves as a hard check to magearna, it also has the ability to 1v1 tapu koko/tapu bulu/clefable/gardevoir mega. With fire blast muk is 3hkoing offensive variants of magearna and doing 20% to av magearna however both variants have no way of killing muk aside from a +1 twinkle tackle from offensive but that can be played around the still be 1v1ed with muk. With pursuit, knockoff, poison jab muk has solid stab moves to compliment it, you could also run stone edge/shadow sneak but i feel both of these are worse options.
Originally i had houndoom and had no intent on changing it at first however after looking over my team, and noticing how much i had to beat steel i realized i could run sableye which is doing more for me in the long run. I'm running the standard knock off + foul play set with standard mixed evs. Sableye is a great defensive backbone which helps in the team in most match ups most notably being breaking normal with crawdaunt or alone if played well.
A solid staple on dark, greninja brings amazing coverage speed and special attack. On this set i'm running pretty standard coverage and the set basically speaks for itself, but HpFire > HpElectric for the steel match-up which i felt i could use some help in after changing houndoom and extrasensory for toxapex/venusaur/fighting types. As the team lacks a scarfer you can replace the life orb with a scarf for great speed control
 
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roman

Banned deucer.

BALANCED DARK


Crawdaunt @ Splash Plate
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Crabhammer
- Swords Dance

Tyranitar @ Roseli Berry
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Fire Blast

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Toxic

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

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Poison Jab
- Knock Off
- Pursuit / Fire Blast
- Rock Slide

Hydreigon @ Groundium Z
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Dark Pulse
- Draco Meteor


Craw is great for cleaning up weakened threats like charx mag koko etc and can also murder mons like skarm w a sd under its belt. splash plate over LO bc I can bluff cb and craw gets forced out a ton which means it's getting worn down really fast from LO + hazards. the moveset is like really self explanatory, knock is good spammable stab that helps with mons i dont like (p2 ferro etc) crabhammer hits 120 bp after splash plate + stab which is honestly crazy, aqua jet is good prio and sd is sd.
ttar is my rocks setter whos also capable of taking absurdly powerful SE attacks from threats such as volcarona and magearna and can either outright knock out or chip nicely. fire blast isnt that mandatory you can honestly run twave or some coverage idk. roseli helps a ton with zfleur mag and just eating fairy attacks in general. chople ttar is common enough that most zardys are too scared and get forced out by the probability of the miss and or chople and muk beats zardy anyway so.. set is standard obviously aside from eq which is becoming more common for mag and steel in general anyway
this is my main mag check. ep does more damage but eq gives u an easier time vs av and cm (its preference). great at bluffing scarf bc most people just assume its scarf since this team really lacks speed control lol and i usually end up bluffing scarf for entire matches anyway. everything else is standard


+
+


really standard core on every balance dark. toxic over foul play on sab as i like it for neutralizing defensive threats / annoying mons in general and it really works well because of the extremely passive nature of this core. i like taunt over uturn on mandi but uturn is important for getting craw in since it only gets in on doubles or if one of ur mons just died. evs are standard.. enough spe for ada azu whos obviously a pain in the ass (i dont even know if fp is enough but whatever lol) with the rest in defense. muk is standard too except i have rockslide and pursuit slashed with fire blast. rslide is good on this mon bc it checks zardy whos a big threat without chople ttar and i like it for checking volc so i can actually set rocks a few times in the bug matchup with ttar instead of just checking volc and sacking it later. u can run fire blast but i already have a ton of mag tech lol and does it even beat cm mag? and whos letting their wincon get chipped anyway? btw i dont know what evs are standard on muk and sab i just maxed muk and stole the ou evs for sab lol
 

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