Post-CAPPL Set & Team Dump

LucarioOfLegends

Master Procraster
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Since this year's CAPPL has come to a close, and I am sure that there are some folks who would like to share a team or two (or however many the Snael team factory made), welcome to the Post CAPPL Team Stealing Set & Team Dump Thread!

Feel free to post your teams here!
 

quziel

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SS

I find HO to be pretty easy to build atm:

:kommo-o: :fidgit: :dragapult: :naviathan: :alakazam: :weavile:
Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Thunder Punch

Fidgit @ Rocky Helmet
Ability: Vital Spirit
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Rapid Spin
- Sludge Bomb
- Stealth Rock

Dragapult @ Light Clay
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- U-turn
- Dragon Darts

Naviathan @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Facade
- Slack Off

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Focus Blast
- Energy Ball

Weavile @ Wide Lens
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Ice Shard
- Knock Off


:kommo-o: :fidgit: :dragapult: :rillaboom: :hawlucha: :weavile:

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Thunder Punch

Fidgit @ Rocky Helmet
Ability: Vital Spirit
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Rapid Spin
- Sludge Bomb
- Stealth Rock

Dragapult @ Light Clay
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- U-turn
- Dragon Darts

Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Swords Dance
- U-Turn
- Knock Off

Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Taunt
- Close Combat
- Acrobatics

Weavile @ Wide Lens
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Ice Shard
- Knock Off


This was used in a few forms a few times in the tour. Pretty simple idea behind it being that Fidgit is proper reliable at forcing rocks up at least once, can use spA and sludge to force damage onto tomo (which people bring in on it), and can knock equi, all of which are very useful here. Pult is chosen over grimm cause it blocks spin and makes libra sad with Light Screen. BDrum kommo-o is one of many just instant wincons in cap, and works excellently if you manage to avoid facing an Arghonaut. Weav and Zam rkill stuff good and DD Navi is some excellent matchup fish. Was used by Boat and Ho3n with Rillallucha over Navi+Zam. Full credit to Ho3n on the Rillalucha modification.


:kyurem: :mew: :rillaboom: :hawlucha: :togekiss: :diggersby:
Kyurem @ Never-Melt Ice
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Dance
- Freeze-Dry
- Icicle Spear
- Dragon Claw

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- U-turn
- Wood Hammer
- Knock Off

Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Taunt
- Close Combat
- Acrobatics

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Air Slash
- Flamethrower

Diggersby @ Adrenaline Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Body Slam
- Earthquake
- Wild Charge


Another HO build, this one centred around Nevermelt Ice mixed DD Kyurem which is a properly cool set. Very reliant on actually hitting more than twice with Icicle spear, esp given that it can and will break through basically everything. Adren Orb Diggersby is a literal meme, but if you manage to get it at +2 vs a Tomo its gg. Was used by Lasen.

:fidgit: :slowbro: :volcarona: :azumarill: :zeraora: :magearna:
Fidgit @ Rocky Helmet
Ability: Vital Spirit
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Stealth Rock
- Taunt

Slowbro @ Light Clay
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Reflect
- Light Screen
- Teleport

Volcarona @ Heavy-Duty Boots
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Blaze Kick
- Play Rough
- Plasma Fists

Magearna @ Weakness Policy
Ability: Soul-Heart
EVs: 156 HP / 248 SpA / 104 Spe
Modest Nature
- Shift Gear
- Calm Mind
- Stored Power
- Draining Kiss


HO 3, this time featuring more Fidgit. WP Mage was absurd cheese, so here it is, esp when you manage to get Screens up to basically guarantee either like +6 or a Wp proc. EVs meant that you could tank a Fire Lash easily. I used vs Stresh.


:hydreigon: :equilibra: :togekiss: :terrakion: :slowking: :mollux:
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Superpower
- Dark Pulse
- Roost

Equilibra @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 48 SpA / 128 SpD
Modest Nature
IVs: 0 Atk
- Doom Desire
- Earth Power
- Aura Sphere
- Rapid Spin

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

Terrakion @ Hard Stone
Ability: Justified
EVs: 88 HP / 168 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Close Combat
- Stealth Rock

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 120 Def / 136 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Future Sight
- Slack Off
- Teleport

Mollux @ Heavy-Duty Boots
Ability: Dry Skin
EVs: 252 HP / 72 Def / 164 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast
- Sludge Wave
- Recover


Fun BO build I made but didn't get the chance to use featuring literally like 100 wincons. Terrak spread tanks 2x hurricane from Tomo while KOing back at iirc +4. CM offensive mollux is also literally the only mollux worth running cause it can actually break Libra and 1v1s blissey. Trickscarf Toge makes that even easier and is like one of the few easy ways to prevent a clean from Shifu without running tomo or mandipex, even if its a like one time thing.

:togekiss: :equilibra: :astrolotl: :krillowatt: :amoonguss: :urshifu:
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Air Slash
- Flamethrower

Equilibra @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 80 SpA / 92 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Doom Desire
- Aura Sphere
- Rapid Spin

Astrolotl @ Heavy-Duty Boots
Ability: Regenerator
EVs: 100 Atk / 224 SpD / 184 Spe
Jolly Nature
- Stomping Tantrum
- Fire Lash
- Thunder Wave
- Spikes

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Surf
- Ice Beam

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Growth

Urshifu @ Choice Scarf
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- U-turn
- Close Combat
- Foul Play


Another BO featuring a similar gameplan; EquiShifu can guarantee KOs if you play it right, and subNP kiss can just hard win games if you manage to get a sub up vs like a Ferrothorn. I used vs Jay though sadly I misplayed super hard because I didn't recognize a sub had fallen due to teh wonders of sleep deprivation. Still very solid team though weak to Astro a bit more than I'd like. Don't have a great solution there.

SM

:tapu-koko: :hoopa-unbound: :garchomp-mega: :heatran: :tornadus-therian: :jumbao:
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hidden Power [Ice]
- Thunderbolt
- Roost

Hoopa-Unbound @ Expert Belt
Ability: Magician
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Zen Headbutt
- Gunk Shot
- Hyperspace Fury

Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Fire Fang

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Stealth Rock

Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

Jumbao @ Choice Scarf
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Flame Burst
- Hidden Power [Ground]
- Healing Wish


Felt Reun coming cause that mon is lowkey broken in SM so wanted to bring a mon that walls it and forces it out in Hoopa. Helps that hte mon is a ridic breaker as well. SD Mchomp was a gamble, but I felt that either reun balance or HO was coming, and it does well vs both, almost guarnateeing a 1 for 1 or better vs a load of HO teams thanks to its raw bulk and power. It was also a heavy gamble that I'd be facing MTTar which didn't happen, but if it did I'd be sitting on probably the strongest breaker in the game. Sadly a bit Weavile weak as the final showed.

:tapu-koko: :kommo-o: :heatran: :landorus-therian: :clefable: :rotom-wash:
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Roost

Kommo-o @ Electrium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Thunder Punch
- Close Combat
- Poison Jab

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 176 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Stealth Rock

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 232 Atk / 68 Def / 208 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


Fun as shit team based around Koko+Kommo-o where you can basically use Koko to force in stuff like Libra, DD up, and then literally just hard OHKO basically everything thanks to a +1 Eterrain boosted Z-Thunder Punch. CM Clef is also broken as usual and will win in a large portion of matches.
:latios-mega: :clefable: :equilibra: :zapdos: :greninja: :kartana:
Latios-Mega (M) @ Latiosite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Psyshock
- Draco Meteor
- Roost

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Soft-Boiled
- Calm Mind

Equilibra @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 60 Def / 68 SpA / 84 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Doom Desire
- Earth Power
- Rapid Spin
- Protect

Zapdos @ Leftovers
Ability: Static
EVs: 252 HP / 184 Def / 72 Spe
Bold Nature
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost

Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- U-turn
- Ice Beam
- Spikes

Kartana @ Normalium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Giga Impact

Mlati is a good mon and can force damage onto teams like noone's business. Kart is still a stupid breaker that can often trade one for one or better vs most teams. Felt Lucha coming so went Zap + Clef, and got lucha, so that was nice. DD is still broken when paired with stuff like Mlati that forces in Fairy types, and finally scarf gren is an easy as shit mon to use.
 
Last edited:

spoo

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CAP Co-Leader
I only played one game but I built a ton of teams so I'll go ahead and share some of my favorites

:ss/magearna: / (:hydreigon:) :ss/dragapult: :ss/toxapex: :ss/tomohawk: :ss/rotom-heat: :ss/equilibra:
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 216 HP / 156 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Aura Sphere
- Volt Switch
- Trick

Dragapult @ Dragon Fang
Ability: Infiltrator
EVs: 168 Atk / 128 SpA / 212 Spe
Lonely Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Knock Off
- Toxic

Tomohawk @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Hurricane
- Roost
- Heat Wave

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Discharge
- Pain Split

Equilibra @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 112 SpA / 132 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Doom Desire
- Earth Power
- Rapid Spin
- Flash Cannon

Played with this against mx, it's obviously a bit outdated but it's the one team here that was used in tournament play so I figured I would include it anyways. The basic idea was to force chip damage onto an opposing Equilibra with Dragapult so that Magearna could bust shit open, with Dragapult and Mage also forming a very dangerous offensive core in general. Tomo/Libra/Pex core for a defensive backbone and Rotom-H to round out the team as the glue mon and obligatory Libra answer. I think Hydreigon is a solid replacement for Magearna that keeps a lot of team's general strategy intact - Hydreigon and Dragapult have multiple overlapping checks and counters which they can break for each other similar to what the idea was with Mage and Pult, however I haven't tested Hydreigon myself so I could be wrong. Overall this team is very standard but it works great and you can get a ton of value out of it if you play well.

:ss/zeraora: :ss/kerfluffle: :ss/pajantom: :ss/slowking: :ss/tomohawk: :ss/equilibra:
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Volt Switch

Kerfluffle @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Focus Blast
- Close Combat
- Parting Shot

Pajantom @ Choice Band
Ability: Comatose
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spirit Shackle
- Outrage
- Earthquake/Brave Bird
- Toxic

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 120 Def / 136 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Future Sight
- Slack Off
- Teleport

Tomohawk @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Hurricane
- Roost
- Heat Wave

Equilibra @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 48 SpA / 128 SpD
Modest Nature
IVs: 0 Atk
- Doom Desire
- Earth Power
- Rapid Spin
- Pain Split

This is basically the kind of team that CAP28 really wants to screw over. Zeraora + Kerf + Slowking form an incredible pivoting core that is often quite overwhelming for teams to play against. Zera and Kerfluffle have fantastic offensive synergy despite sharing a few select counters such as Amoonguss, however Future Sight support helps immensely in those cases. Libra + Pajantom is also just so damn scary if you can capitalize on it - if something like Rotom-heat / Rotom-wash, Amoonguss, or Slowking comes in on Libra as you set up a DD, you can hard switch into Pajantom for little to no cost, suddenly forcing the opponent to choose how they want to take a banded Spirit Shackle + Doom Desire. It's a very effective way to guarantee kills, with the same being true about Pajantom + Future Sight support from Slowking. Finally there is Tomohawk who really needs no explanation for being there but provides the team with hazards and crucially an answer to Urshifu.

:ss/toxapex: :ss/mandibuzz: :ss/smokomodo: :ss/skarmory: :ss/jumbao: :ss/hydreigon:
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Knock Off
- Baneful Bunker

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Big Pecks
EVs: 248 HP / 200 Def / 44 SpD / 16 Spe
Impish Nature
- Knock Off
- Roost
- U-turn
- Defog

Smokomodo @ Heavy-Duty Boots
Ability: Blaze
EVs: 12 HP / 252 Atk / 196 SpD / 48 Spe
Adamant Nature
- Flare Blitz
- Earthquake
- Morning Sun
- Toxic

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk / 10 Spe
- Spikes/Stealth Rock
- Roost
- Body Press
- Counter

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

Hydreigon @ Wise Glasses
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Draco Meteor
- Roost
- Flamethrower

This is a fun one I built pre Mage/Ace ban, I haven't really used it much since then so I can't say how it performs currently but the team has some unconventional picks and I like it so I'm still gonna share. I wanted to build around the defensive core of Pex/Mandibuzz/Smokomodo because MandiPex cores are tried and true but I thought SpD Smoko was a great way to patch up the Mage weakness and give a situational Zera answer as well. Skarm is the Libra answer and hazard setter, the speed IVs are to outslow Libra so it can't Earth Power on the predicted Roost. Scarf Jumbao for speed control and Zeraora check, HWish support is never a bad thing either. NP Roost Hydreigon is super threatening and I thought it fit well in the last slot as it has some nice synergy with Smokomodo. There was also another iteration of this team with Drought LO Jumbao and Scarf Hydreigon instead of their current sets. Smoko really appreciates the Drought support and Scarf Hydrei gives some much needed momentum, however I haven't tested both versions extensively so I can't say for sure which is better.

lastly here are a bunch more teams because I am not only very generous but also extremely kind:toast:
https://pokepast.es/f1b83b9e0601762c
https://pokepast.es/3836fdeac24b4574
https://pokepast.es/a079fdafdf59eb13
https://pokepast.es/33fff2947a38e57e
https://pokepast.es/dfc2f521ef718f50
https://pokepast.es/1a8dc85ac49badc6
https://pokepast.es/7558a9a7ac12eccc
https://pokepast.es/7b3839fa7b9619fe
https://pokepast.es/ec979d18ac7119f6
 
At the start of this CAPPL, I said I wouldn't be tryharding the fuck out of this tour. A couple weeks later and I'm 6-0 and built the vast majority of teams that were used by us; the amount of effort I put into this tour was genuinely pretty insane. I would like to thank everyone on the Snaelstroms for making this season as enjoyable and good as it was, I hope you guys enjoyed playing CAP too, despite the pretty weird state of the tier.

I'll start off with the teams I used myself. I'm pretty happy with the thought process behind them and how they turned out. Before doing that, it's probably worth talking a bit about Reuniclus + Pursuit, though. I genuinely believe that that's one of the strongest archetypes in the SM CAP metagame; Reuniclus is pretty versatile and you can adjust it to circumvent many forms of counterplay. For example: I used Colbur Berry Reuniclus with Focus Blast a couple times to deal with Tyranitar and Weavile, but decided to use Colbur Berry Reuniclus with Signal Beam against quziel to counteract Hoopa-U. Beyond that, I genuinely believe that Pursuit is one of, if not the strongest tools in the SM CAP metagame, it's probably tied with Spikes and Doom Desire. Almost any team has a target that can be Pursuit trapped, be it Tornadus-T, Mega Latias or Latios, Pajantom, Hoopa-U, or a Choice-locked Tapu Lele. I think you get the idea: Pursuit is a very versatile tool that can come in handy in about any matchup. Judging from some of the examples I mentioned, I reckon you can see why Reuniclus + Pursuit in particular is so powerful.

With that out of the way, here's the teams I used.

:tyranitar-mega::kartana::toxapex::celesteela::jumbao::tomohawk:
Week 1 vs Airwind

This team was a little rough around the edges and I honestly hadn't entirely found my footing at this point. I was already certain that Pursuit is the thing to use, though. I decided to use Pursuit with Kartana as it's great at trading with more offensively oriented teams, and capitalizes off Pursuit very well; some of its premier checks, particularly Tornadus-T and Mega Latios are very prone to being trapped. This seemed very useful against Airwind.

Honestly, I find that it's pretty hard to not use Toxapex in SM because of Jumbao. Ofcourse it also blankets a whole host of other Pokemon like Tornadus-T, Greninja, and Mega Lopunny, but without Toxapex, there is bound to be a weakness to Jumbao to some extent. Celesteela is pretty key defensively to balance teams like this because of Tapu Lele. Any team that lacks a Grass-type is bound to be weak to Caribolt and that's primarily why I put Jumbao on this team too. It has many other forms of utility too, though, notably making Mega Tyranitar much more sustainable, and also doubling as a nice check to Pokemon like Heatran thanks to Trace. It took me a while to figure out the last slot but Tomohawk is pretty cool to deal with Colossoil and Kartana, 2 wallbreakers I was expecting from Airwind. It also compresses roles as entry hazard removal, and helps with the Necturna matchup too.

:tyranitar-mega::reuniclus::arghonaut::excadrill::jumbao::tornadus-therian:
Week 2 vs Boat

By this time I'd pretty much figured out that Reuniclus is lowkey broken. I'd originally prepped this for neomon and wanted to use Arghonaut because I was expecting a more offensive build; Arghonaut is great at blanket checking a bunch of stuff on hyper offensive teams and Spikes are a great tool for Reuniclus that can push a bunch of KOs. Unfortunately, using Arghonaut as your bulky Water-type does come with some nuances, most notably the fact that it's not a Jumbao check at all, which is oftentimes why you want to use Toxapex in this slot instead. As such, Assault Vest Tornadus-T fit pretty well as a blanket check to Jumbao that is also annoying for Equilibra to deal with. Excadrill felt pretty natural here due to its access to Rapid Spin, immunity to Volt Switch, and the mediocre speed control I'd suffer from otherwise. One thing that's really nice about Reuniclus + Mega Tyranitar is that you really don't have to use a sturdy Steel-type for Psychic-types like Mega Alakazam and Tapu Lele, so using Excadrill is much more affordable. Once again, Jumbao's a naturally great fit because it's a Heatran and Caribolt check and can sustain Mega Tyranitar and Excadrill.

:tyranitar-mega::reuniclus::arghonaut::equilibra::tangrowth::tornadus-therian:
Week 3 vs G-Luke

After scouting what G-Luke liked to use, I noticed a trend in Psychic spam and Naviathan usage. Mega Tyranitar and Reuniclus are incredibly good against Psychic spam, especially when you add Equilibra and Assault Vest Tornadus-T on top of that so I wanted to use this kind of team again. I wasn't expecting anything too offensive from G-Luke, so I felt like Equilibra over Excadrill was pretty affordable here. Equilibra's really good on this type of team because Doom Desire synergizes very nicely with Arghonaut, and it also doubles as your own Equilibra check. I decided to use Tangrowth as my bulky Grass-type here because I was expecting Kartana and Naviathan, which it handles very well. The added benefit of Stun Spore to paralyze Pokemon like Tornadus-T greatly frees up Mega Tyranitar too.

:tyranitar-mega::reuniclus::toxapex::equilibra::tangrowth::pajantom:
Week 4 vs wulfanator72

At this point I was just really confident in this kind of structure so I decided to go with it again. Colbur Berry Reuniclus felt pretty good here because I was really anticipating a Colossoil, which Reuniclus can lure in very handily. I really wanted to use Pajantom because it's a great wallbreaker, but a Pokemon I don't use much and wulfanator72 didn't seem to use Pursuit much either. It would also help manage Pokemon such as Volcarona a little better. There isn't really much more to say, I think you get the general gist of these teams.

This is the game I'm probably most proud of from this season. I did not at any point mess up in this game, got multiple tough turns right, and managed to get ahead by pulling some smart double switches.

:tyranitar-mega::reuniclus::toxapex::equilibra::jumbao::skarmory:
Week 5 vs ShunosaurusLii

Yup. It's the same Reuniclus structure again. After looking into ShunosaurusLii's scout I noticed some incredibly high Colossoil and Pajantom usage, so Skarmory, a Pokemon I'd been intending to use, felt like a great call right here. Skarmory is pretty cool because it sets Spikes pretty reliably, and Spikes are great alongside Reuniclus, quickly whittling down checks, while also checking those aforementioned Pokemon. It's also another layer against Equilibra, though really not sufficient on its own.

:weavile::reuniclus::gastrodon::chansey::tornadus-therian::skarmory:
Finals vs quziel

I wanted to switch it up against quziel. I was originally planning to use hyper offense against quziel but ultimately decided not to due to his high usage of Krilowatt and Rotom-W. Instead, I decided to take a different spin on Reuniclus + Pursuit. I was really expecting Hoopa-U of some sorts, hence why I preferred Weavile to Mega Tyranitar here. It's really good at limiting offensive threats like Garchomp, too, which it can be seen doing in our game. As I was expecting Hoopa-U, I was originally pretty skeptical of using Reuniclus, but I figured that Colbur Berry Reuniclus with Signal Beam would be a really nice call. Gastrodon is what I really wanted to use, though, as I wanted to take advantage of his high usage of Electric-type pivots. It's really good with passive Flying-types like Skarmory which tend to let up momentum to those Pokemon. Chansey is one of the few alternative Jumbao and Equilibra checks and it can force a Thunder Wave onto Tornadus-T which is something I valued pretty highly against quziel. It compresses Stealth Rock too. I still needed Speed control and Defog so Tornadus-T felt like a pretty natural fit. I was really into it alongside Gastrodon, as it can easily force consistent progress without losing momentum to Pokemon like Rotom-W. I was also fearing Kartana and Colossoil here and wanted another layer against non-Choice Band Hoopa-U, so Skarmory once again felt like a nice fit. The last move on Skarmory is always a little ambiguous because Whirlwind is pretty awful and falls flat in late-game scenarios against last Pokemon Mega Scizor, to give an example. As such, I decided to play around with some alternative options. Swords Dance is really cool because it can punish Tornadus-T pretty harshly and will beat Pokemon like Mega Scizor late-game.

Overall I think that SM CAP is in a really good state. I didn't diverge much from Reuniclus + Pursuit, but did showcase many different approaches and thought processes throughout.

Did I mention that I built most of our SS CAP teams too? There's way too many so I'll just post a general pokepaste with all of them. We didn't end up using all these teams and some still have banned Pokemon, but I don't plan on doing anything with any of these so here they are!
 

Voltage

OTTN5
is a Pre-Contributor
Had a really neat post about my teams that was going to look really cool, but then somehow I accidentally did a CTRL-W and lost the entire post I spent like a half hour on.

:]

Ok but for real, the Astros had a lot of teams. We made a team dump document for those who were looking for teams to test with in the event that they were around but didn't have have a team or whatever. You can find that Google Sheet BY CLICKING THIS LINK. I'll also include a dump of all the links of all the teams we actually brought, which you can find in the hide tab below. I stopped updating the sheet around Week 4 when I was in the throes of moving out of my old house and into my new apartment, but I'll still have some teams for you all all the same.



And then I've also got some teams I really like as well. Which I'll share here:




Astrolotl @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Fire Lash
- Knock Off
- Toxic

Jumbao @ Heat Rock
Ability: Drought
EVs: 252 HP / 204 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Solar Beam
- Wish
- Protect

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Weather Ball
- Growth
- Earth Power

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Rest
- Earthquake
- Heat Crash

Tomohawk @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 92 Def / 28 SpA / 136 Spe
Timid Nature
- Hurricane
- Heat Wave
- Stealth Rock
- Roost

Equilibra @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 132 SpA / 44 SpD
Modest Nature
- Doom Desire
- Earth Power
- Rapid Spin
- Flash Cannon

Technically cheating since I brought this team for testings out potential players, and that I built it before the tournament actually started, but whatever. I basically did a few updates and was actually heavily considering bringing this in one of my matches against Stresh. I opted against that though since, 1. It's wayyyy too scoutable, and 2. I could justify one sun team, I couldn't justify two. Ultimately though, its got like a 85-90% lifetime W/L percentage (ballpark estimate), so it's definitely really good.



Carbohydration (Pelipper) @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Weather Ball
- Surf
- U-turn
- Hurricane

Combat Night (Urshifu-Rapid-Strike) @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- U-turn
- Aqua Jet

Disco Heat (Astrolotl) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Lash
- Knock Off
- Spikes
- Explosion

Radiance (Zeraora) @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Knock Off
- Volt Switch

Tea With Ellie (Equilibra) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 80 Def / 124 SpA / 44 SpD / 8 Spe
Modest Nature
IVs: 0 Atk
- Doom Desire
- Earth Power
- Rapid Spin
- Flash Cannon

Freefall (Tomohawk) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Hurricane
- Roost
- Heat Wave

So it's the first week of CAPPL6 and I'm at my cabin for a wedding reception that's happening. It's a Thursday, but as a captain, I knew I wouldn't be able to play until like Sunday or whatever,so I'm not worried... and then Lyd mentions to me that he needs to sub out. Good on Lyd for letting me know before it got to be too late... but of course I have to build a team on short notice. Luckily for me, I had been experimenting with Urshifu-Rapid Strike in my spar time, so I decided to just go with it and get something there.

The thing about Urshifu-R is that it hits like a bus under Rain, so I felt that a neat soft rain team with it would be absolutely perfect. The idea was to make it a breaker core with Specs Pelipper and get rain up so Urshifu could crack some skulls. Of course, a good pal of mine and fellow Astro, atha, reminded me that I shouldn't overlook specs Pelipper. And sure enough, Specs Pelipper swept through the sun CT that rabia brought against me lol. The team isn't too complicated. It's Explosion Astro for pivoting, Pivot Zera, and standard glue TomoLibra. It's pretty fun all things considered, if not a little predictable, especially because Astro can't use Explosion anymore.




Sister Midnight (Astrolotl) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 144 Atk / 244 SpD / 120 Spe
Jolly Nature
- Healing Wish
- Knock Off
- Spikes
- Fire Lash

Nightclubbing (Urshifu) @ Choice Scarf
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wicked Blow
- Close Combat
- U-turn
- Fling

China Girl (Volcarona) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Bug Buzz
- Psychic

Mass Production (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 144 SpA / 108 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Hydro Pump
- Discharge

Funtime (Tomohawk) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Hurricane
- Rapid Spin
- Roost
- Heat Wave

Dum Dum Boys (Rillaboom) @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Knock Off
- U-turn
- High Horsepower


This is what I brought G1 vs. Stresh. My whole mindset going into the week was knwing that I'd lose immediately if I brought any kind of balance against him. Stresh is a fantastic player and he excels at using fat blanace and outplaying his opponents on a regular basis (see our game 2). The astros and I spent a LOOOOOOOOOOOT of time getting the EVs just right on Washtom in the event he decided to bring Mandi or Libra. Sure enough, our prep paid off and this team get the game 1 dub, which I was very pleased with. AS the name implies, the team was built around Volcarona and Rillaboom, but I shook up the order of mons in order to keep people on their toes as to what sets were (not that there was any major lures).

You might notice on Urshifu something kind of interesting, Fling. Fling was added in the event that I had gotten into late game against Stresh and I was unable to do much because I was choiced. The idea was that if there were some mons that benefited from Urshi being choiced, all I had to do was get urshi in and throw away my speed boost to then just click buttons. I already didn't have the power boost, so I didn't mind losing speed if the late-game matchup wasn't speed based. You all didn't get to see it, but it would've been tight.




Necturna (F) @ Choice Band
Ability: Forewarn
EVs: 252 Atk / 168 SpD / 88 Spe
Jolly Nature
IVs: 0 Spe
- V-create
- Power Whip
- Shadow Sneak
- Shadow Claw

Fidgit @ Mental Herb
Ability: Persistent
EVs: 252 HP / 80 Def / 176 SpD
Calm Nature
- Gravity
- Rapid Spin
- Self-Destruct
- Stealth Rock

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Thunder
- Ice Beam
- Volt Switch

Porygon2 @ Eviolite
Ability: Analytic
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Teleport
- Gravity
- Tri Attack
- Recover

Jumbao @ Life Orb
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Leaf Storm
- Focus Blast
- Gravity

Crucibelle @ Heavy-Duty Boots
Ability: Regenerator
EVs: 16 HP / 252 Atk / 4 SpD / 236 Spe
Jolly Nature
- Gravity
- Stone Edge
- Toxic Spikes
- U-turn


And now, a meme team. I got drunk on a Thursday and hopped in the Astros VC and started building. I was the only one talking, but everyone else was in there and muted, and so they could type ideas. We made this. It's got no CB Earthquake, and I wanted to use Special Nect, but I had to sacrifice that bc it wasn't in the cards. Ultimately, a meme team, but a fun one all the same.




I'll have a PodCAP reiterating a lot of my thoughts on the tour as a whole, so stay tuned for that! (It's easier than typing things all out anyways)
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Dummy teams I made and story behind them.

:slowking: :rotom-heat: :urshifu: :tomohawk: :astrolotl: :zeraora:
https://pokepast.es/4ebadbab2f7e2354

A team I made, which I wanted to experiment with Specs Rotom Heat, which sacrifices its utility for raw immediate power, as Np Rotom was the standard and I faced firsthand that a well played CM Mage can beat NP Rotom. It didn't matter anyways because they packed screens anyway. Anyways, so I placed it in a VoltTurnPort core with The broken Ursh + Future Sight Slowking duo which just started to blow up. Astrolotl wasn't defined as yet, so I just hastily slapped on Defog and hoped it could work. Tomo was just a bulkier set because I was unsure if the previous spread could suitably handle Urshifu throughout the course if the match. Finally my team needed a wincon so I decided to go for this Bulk Up set that was passed to me by some dude in OU. Adamant Nature outsped the popular Magearna spread at +2 by 1 point, and outsped everything else, so I used it to beef up its power some more, in addition to Expert Belt. Blaze Kick is there so BU wasn't revenge killed to hell by Rillaboom + still hitting pesky steels super effectively.

:equilibra: :Tomohawk: :astrolotl: :rillaboom: :cyclohm: :magearna:
https://pokepast.es/d917501528631327
Someone posted a cringey team in CAP metagame chat, and asked if they could get assistance with revamping their build. I didn't pass it to them at the time because I intended to use it in my next CAP SS match, alas it never came, and by the time it came apparent that SM will be my position for the tour I forgot about them. Anyways, while it is clearly outdated, I built it to exploit Offensive Cyclohm and Scarf Astrolotl to the best of my ability. Equilibra + Tomohawk is a tried and true method to making teams viable, and Astrolotl doubled as a utility pick and as an emergency speed control. Rillaboom provided additional speed control, a powerful wallbreaker, and very useful GTerrain support. Cyclohm is definitely the highlight of the team, as next to nobody expects a Choice Specs boosted Draco Meteor coming from it, and in test matches has gotten nice kills. I capped it with A throwback BoltBeam Magearna to clean up house.

:Astrolotl: :volcarona: :aurumoth: :tomohawk: :equilibra: :toxapex:
https://pokepast.es/179d95be8f496e84
I was adamant that I would use both Volcarona and Aurumoth in the same team, so I did a thing. This was roughly around week three, where teams with Slowking + Libra + Mandibuzz and / or Tomohawk were on every build, so I wanted to build a mon that could place a ton of pressure on these builds, hence, I revived a mixed spread of Aurumoth I found from a Gen 6 analysis. Anyways, its a fun squad that I used in non CAPPL VI room tours sometimes, but with the current metagame trends I don't think its as viable, as other squads. (Krilowatt going ham, decrease in things like Rillaboom which Aurumoth could easily take advantage of, Dragapult steadily climbing in viability)

:astrolotl: :privatyke: :jumbao: :revenankh: :snaelstrom: :cyclohm:
https://pokepast.es/8720fbafb53e58cc
Obligatory CAPPL VI team. RIP Pinecos so I dug out the one old gen mascot that didn't hardlose to Cawmodore and Hawlucha.

SM

I built the teams that both Maple and myself used throughout the course of the tournament, so here we are.

:tyranitar: :garchomp-mega: :excadrill: :tangrowth: :zapdos: :greninja:
https://pokepast.es/d9a86bdaf8e12858
Team that Maple used against Jho iirc. At this point I never considered C-Teaming, and simply tried to build what made sense in my brain. This was a run of the mill Sand team which utilized TSpikes Psychium Z Greninja to take out Toxapex and Arghonaut, which this team may otherwise struggle to kill. I was rather fond of building with Zapdos (more on that later), so I paired it up with Tangrowth to eat up hits from common sand checks in Kartana and Ash-Greninja.

:Equilibra: :celesteela: :toxapex: :latios-mega: :garchomp: :kartana:
https://pokepast.es/b8a8fdf03d52c7d9
Nothing special here, just your typical fat balance that was pretty popular during SM. I unfortunately banked on Jordy not using the same team structure as the week before, (Ttar + Reuni), but alas, this was the year of ReuniTar supremacy. So as I said, Toxapex + Equilibra + Celesteela can switch in on near anything in the metagame, and paired up with Mega Latios for an extra Ground immunity and general sustainable wallbreaking, it basically could outlast "most" fat builds I could recall from USM. Garchomp offered additional breaking power and a rocker in one, and Scarf Kart sealed the deal.

:alakazam-mega: :jumbao: :arghonaut: :ferrothorn: :tornadus-therian: :kyurem-black:
https://pokepast.es/c5d36c8ec403023b

Jordy gave me some fine advice on how to build using history your opponents usual team structures, something for which I was grateful for. I was paired against Airwind, so after noting his reliance on Colossoil, Arghonaut and Pyroak based builds, I wanted to build with Kyurem-B + Jumbao as a wallbreaking duo. So with that in mind, I set off with both of these breakers. Tornt provides solid hazard support + insurance against Mega Medicham and Pyroak. Argh + Ferro is a solid balance core, and while Pex usually does better, I didn't think it would have had as solid of a matchup, + this allowed me to use dual hazards and a cheeky TWave on Ferrothorn (An idea I observed from @DLC). Mega Alakazam finally came in as speed control and as a cleaner.

:arghonaut: :mawile-mega: :zapdos: :equilibra: :Tapu-Lele: :Kartana:
https://pokepast.es/c5ece4ad25863382
This team originally had Tornadus-T, but I realised that Pressure + Toxic Zapdos had better matchups versus most builds Airwind ran, and thankfully I made the switch. Its a simple offense team featuring the likes of renowned wallbreakers Mega Mawile and Fightinium Z Tapu Lele, with Scarf Kart as our necessary cleaner. I ran a small amount if speed EVs on Argh to creep opposing Mawiles, being able to KO a chipped one with Earthquake think its safe to hit sounded worth the investment.

:hawlucha: :tapu-koko: :equilibra: :sharpedo-mega: :ferrothorn: :pajantom:
https://pokepast.es/aeefd819acaf8be2

I like KokoLucha, probs my favorite offensive core, but I wanted to build a team with it in such a way that took advantage of common checks like Zapdos and Toxapex + Equilibra . And then I got the bright idea of using Spikes Sharpedo and Pajantom, inspired from a SS team that quziel shared in the discord. Pajantom and Sharpedo always placed pressure on opposing teams, Ferro made a return and compressed hazard slots so i could pick and choose wxactly when what hazard was most appropriate for a team to use. Ghostium Z Pajantom is actually impossibe to switch into with Spikes up, and bullies the hell out of Zapdos, while blocking Rapid Spin. Equilibra is as stunning as ever, and helped glue down my otherwise shaky Libra matchup (if only) while providing hazard removal and a strong Doom Desire to make Sharpedo and Pajantom even harder to switch into, while being a sturdy answer to Cyclohm and Toxapex.. Mega Sharpedo came as a backup sweeper if the going got tough, or even as a midgame wallbrealer fmto soften the match for Hawlucha to clean up afterwards.

:gastrodon: :charizard-mega-x: :tornadus-therian: :heatran: :equilibra: :clefable:
https://pokepast.es/897962c049caa772

Last team I build to face off against Finchinator and his relentless Victini spam. Gastrodon and Mega Charizard X takes advantage of Victini pretty well, resisting its non Psychic attacks, which I cover for with Heatran and Equilibra. I also noted that 1) Finch loves dat waters, and 2) Charizard X hates them, so I decided that Grassium Z Heatram could lure out, trap and proceed to eliminate almost any bulky water, freeing up Charizard to reign hell. I went with a more offensively inclined Equilibra, suspecting that there maybe a chance CM Clefable makes an appearance (unfortunately I didn't account for significant speed investment, which in hindsight was probably a given). I finally went with Yellow Magic Wish Clef to pass around "magic" versus opposing Clefs and Wish up team mates like Equilibra.

Some wacky as fuck shit that never saw tour usage or aren't as notable for a breakdown.


SS
https://pokepast.es/bc668d3a5970449b
https://pokepast.es/1a7e40ca4dc3c6d5
https://pokepast.es/13e2fcb1ce2c5505

SM
https://pokepast.es/df2483d76b0adf98
 
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Hi ! That was my first CAPPL and first true teamtour, and I have to say it was incredibly fun and instructive. The Galactic Astrolotls had a good run and I'm happy with how I played overall, and with most of the teams I built. Sadly they are sometimes a little / very outdated, so I'll mention when they're still playable and when they're completely outdated. I built some of them a while ago so I might miss a lot of things in my explanations obviously (please don't judge my building skills by this post). Let's hop right into it.

Week 1 vs quziel (Won)

I knew for a fact quziel was going to bring standart balance with some sort of twist at least twice if not thrice, so I was very focused on having a good matchup against the most common defensive cores and not going too crazy with my builds. As we had aproximately the same level of play and we knew each other very well, I thought it was very important to bring the best teams possible.
Winning felt really good, which took a big part in my mentality going forward in this tournament.

Game 1:mandibuzz: :ferrothorn: :cinderace: :rotom-heat: :toxapex: :dracozolt: (outdated) (click on the sprites)
For the first game I brought the team I was the most confident with. Dracozolt was a very nice pick that had a good matchup against the most common physically defensive mons like Tomohawk, Toxapex, Mandibuzz and Slowbro. It worked great in tests and it worked great in the game, which I was very happy with. Looking back at it, mixed Life Orb with Volt Absorb was maybe a bit better because of Hustle but I got lucky in the game and hit my crucial Earthquake against Rhyperior. I brought Taunt Cinderace which I always thought was overpowered. Scarf Trick Rotom-Heat was my Equilibra check of choice (which is important when relying on Dracozolt) as well as speed control. I love how Trick makes you safe against anything because you always have that option in the back, so it was a nice pick against a player like quziel who like strange setups.

Game 2 :dragapult: :ferrothorn: :mandibuzz: :mollux: :rotom-wash: :zeraora: (not outdated)
Another pokemon that worked great in tests against balance was Mollux, which has only one safe switchin being Pajantom, which quziel had already brought game 1. It was good at spreading status so I paired it with Hex Dragapult to take advantage of that. I thought Rotom-Wash was an underrated pokemon, being an Equilibra check that could put a lot of pressure on most teams thanks to Nasty Plot. Ferrothorn completed my Fire Water Grass core and I added Zeraora for some volt-turn which was another thing I thought was underrated. I ran into the unstoppable Calm Mind Zeraora and lost after a good start though (if only I had brought trick).

Game 3 :equilibra: :rotom-wash: :syclant: :tomohawk: :zeraora: (not outdated, replace Toxic on Astro)
Lastly I decided to bring a standart volt-turn team with the very hard to wall Syclant. There isn't too much to say about it, other than the fact that I brought Rotom-Wash again. The last turn of this game was insane, but I still felt good with my win because I should've won more easily without the burn on libra and the numerous flinches by Jirachi.

Week 2 vs DetroitLolCat (Lost)

I didn't know too much about DLC going into this match and he hadn't impressed me too much in his week 1 match. He was looking pretty unpredictable so I decided to go for triple balance once again, because I thought balance vs balance would favor me for sure.

Game 1
:blissey: :urshifu: :tomohawk: :slowbro: :jumbao: (kinda outdated bc toxic is important on Astro but you can still replace it)
I wanted to use Blissey balance because I thought aromatherapy + Tomohawk had a good matchup against teams relying on wearing down Tomohawk long term with Toxic while using this idea myself. Scarf Jumbao was some good speed control and Zeraora check that could take advantage of Regenerator being everywhere. I almost lost to Volcarona but he didn't have Psychic so we didn't have to do dumb 50/50s with Urshifu and I won in a good game.

Game 2 :pajantom: :equilibra: :mandibuzz: :jumbao: :toxapex: (not too outdated, replace Toxic)
I was very confident with the Astrolotl / Pajantom / Equilibra core, which I think is still extremely strong. Pajantom is a free switchin to every Equilibra Check and appreciates Astrolotl poisoning Tomohawk and Mandibuzz and setting up Spikes. Sadly I didn't give this core the best partners and my team ended up being way too passive and weak to delayed moves, so I lost terribly. I should've tested more, so I felt pretty bad about this loss. Trust me this core is godlike though.

Game 3 :toxapex: :blissey: :tomohawk: :volcarona: :zeraora: (not outdated, replace Toxic)
I had to win the last game so I brought the auto-win pokemon Volcarona. This team relies entirely on winning with Volcarona while trying to have a very safe and well rounded defensive core. It ended up working perfectly until DLC got the triple Earth Power drop (1/1000) on my Volcarona when I wanted to setup, which was pretty insane ngl.


Week 3 vs Lasen (Won)

For this BO3 I decided to switch it up a little because I was getting predictable. I thought it was the perfect time to do so because Lasen's defensive cores had been looking pretty suspicious up to this point, so more offensive teams could very well do the job. I decided to go all the way and bring 3 offenses.

Game 1
:cinderace: :jumbao: :slowking: :tomohawk: :venusaur: (outdated, you can replace Cinde with Darm I guess)
Sun was pretty tough to run in this metagame because of Astro + Slowtwins being everywhere, but I adapted my team to this ; also Venusaur was still a HUGE threat to many teams. My plan was to ohko Astrolotl with LO Cinderace's High Jump Kick, which worked perfectly in test games. Other than that the team was pretty standart. Venusaur won at preview, so it was a pretty easy win.

Game 2 :excadrill: :rillaboom: :hawlucha: :dragapult: :magearna: :crawdaunt:
Voltage told me standart HO was a good pick for game 2, as it would allow me to make use of my momentum ; so I used this team that I stole from a Finchinator video (check out his youtube channel it's great) and edited a tiny bit for CAP. It's a standart HO, nothing much to say on the team really. On the game I saw that Hawlucha won easily with any chip on Krilowatt ; I got those chips at the beginning so I went for it as soon as possible, which I think was the right play. After the SD I thought I just had to spam attacks to win and didn't realize Pelipper could take one, so I missplayed and attacked instead of spamming Substitute to fish for a miss. Then I lost the 50/50 at the end and lost somehow.

Game 3 :pelipper: :urshifu: :krilowatt: :ferrothorn: :tomohawk: :seismitoad:
As unlikely as it sounds, Lasen and me brought the exact same rain team (I planned to bring it before facing it in game 2), which we both built separately. It had a pretty good matchup against common defensive cores, especially Thunder Krilowatt which is a pretty unstoppable pokemon, but also Band Urshifu-Rapid, which has litterally no switchin under rain. The game went flawlessly as I think I was at the best of my play here.

Week 4 vs Andyboy (Won)

I didn't play BO3 this week because Voltage wanted to take down Snaelstroms in the BO1 games and kinda sacrifice someone to Stresh. As much as I wanted to play him, I thought this was a pretty good idea and we could still rip off the BO3 by fishing for matchup ; which we did LMAO.

The game
:dracozolt: :equilibra: :mandibuzz: :slowbro: :cinderace: (outdated)
Enough craziness, I brought back standart balance with Dracozolt once again, mixed this time as I trusted this pokemon a lot and I expected andy to bring standart balance too. Adamant Cinderace + Toxic Astrolotl was also something I trusted a lot, and it paired well with Dracozolt as Cinderace would invite Tomohawk, Mandibuzz and Toxapex, which all die to Dracozolt. Wish on Astrolotl was useful because I had LO on Dracozolt, and also for Equilibra. The team preview was very fun but also pretty sad because we had the exact same team except he had Toxtricity as the Electric type breaker and I had Dracozolt. The game wasn't as funny because of all the 50/50s. I played very aggressive in the early game with my Cinderace which gave me a slight advantage in the mid-late game. Turn 62 was pretty crucial as HJK was so obvious for Andy for multiple reasons that I'm lazy to explain that I went for Scald and got the lucky burn, which probably mattered, although I'm not entirely sure. I didn't see that I lost instantly if he used U-Turn but I was so convinced he'd HJK that I didn't calculate. I don't know if it was a missplay because it worked but I can get why andy was pretty pissed about it. Also, looking back at it, Dracozolt wasn't as good as I thought because the opponent just had to play smart with Equilibra and he could avoid pretty much any problem.

Week 5 vs Nalei (Lost)

I'm pretty ashamed of this BO3 because I had a great tournament so far and lost terribly to a player I underrated as terribly.

Game 1
:blissey: :dragapult: :mandibuzz: :rotom-heat: :toxapex: (not outdated)
For this game I planned to bring a solid team with a wincond I knew would be good against anything. I ended up choosing mixed Dragapult, which was doing wonders in OU at the same time. I thought the team was good but it ended up not being that great because too passive. Looking back at this game I can't blame myself too much because who tf would expect full hp Toxic Espeon ?? But I let my Dragapult get poisoned and from this point I had no way of winning.

Game 2 :terrakion: :xatu: :dragapult: :azumarill: :volcarona: :scizor: (not outdated)
HO was definetly something I wanted to bring because it wouldn't care too much about Nalei's cheesy teams. I built with Xatu because I felt like rockers/spikers had too many opportunities to set hazards against HO in this metagame. It should've worked but I missplayed twice. I thought Azumarill could win by just setting up on Tomohawk because Aqua Jet killed Necrozma after rocks, but I didn't calculate that she could sacrifice something and go back to Tomohawk to then take a hit with Necrozma, which was very stupid. I missplayed again right after because on turn 14 I could've went Scizor, forced in Rotom-Heat and then Setup on it with Volcarona and win ; but I went Volcarona immediately, so then Scizor obviously couldn't win.


It's sad to end the tournament on that note but I can't be disappointed with my run overall because I had a good ratio, and more importantly I had a very fun time with the Galactic Astrolotls. Huge shoutouts to -Voltage-, a very dedicated and funny manager, keep up the PodCAP and the horrendous french ! Shoutouts to all other teammates Zephyr2007, Wulfanator72, snake_rattler, 2spoopy4u, Snafutari, martha, lyd, Lkjc, GardeLame (team apéro toute la vie), I never had anything to complain about.
Shoutouts to quziel, Jrdn, PinkDragonTamer, aesf for all the tests and discussions.
Shoutouts to Snorlax in the way for not getting subbed out at some point just to get stepped on by Finchinator.
Dj Breloominati♬ Ur the biggest noob I've ever witnessed
 
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Jordy really isnt kidding when he says he worked OT in this tour; he built the vast majority of teams we ended up using in both metagames and even the ones he didnt directly build he had a massive hand in. Just wanted to post the few teams I built, most of which didn't end up getting used but i still feel are serviceable and good so ill dump them here.

Week 1 vs Felucia
:tapu-lele::rotom-wash::garchomp::jumbao::tornadus-therian::victini:
:tapu-lele::rotom-wash::garchomp::jumbao::tornadus-therian::magearna:
This week was supposed to be vs innovomania who didn't have too much info about them when I scouted them, so I decided to go with some super comfortable build. I knew early on I wanted to use Specs Lele just because I love it. Originally I wanted to use Specs Lele with Shift Gear Magearna, as Specs Lele forces damage onto Equilibra so easily which lets Magearna do its thing but the team ended up being way too weak to SD Kartana variants for my liking, so we ended up going with this. This team is really quite solid, unfortunately lost this game due to not playing around my 1 out to lose which was a crit on Torn but alas, the team is still good. I'll link the other variations we made with Magearna but yeah do note their a little weak to SD Kartana and you have to play around the double Helmets to chip it down really.

Week 2 vs SunMYSER
:reuniclus::celesteela::hippowdon::arghonaut::excadrill::chansey:
This one was a joint effort between me and Jordy - I wanted to stall this week as Sun's scout was really really weak to stall and Jordy suggested using Reuniclus semi-stall instead. This team is pretty self explanatory, sturdy Psychic-resists are kinda needed with Arghonaut due to letting in Lele pretty freely when it needs to recover. We noticed that Sun liked a lot of fighting-type win conditions, stuff like Hawlucha and Mmedi for example which is what cemented the Reuni/Hippo. Drill is good here as it makes up for the complete lack of speed control when paired w hippo and Chansey is the teams mandatory Jumbao check. Opted for Wish and Heal bell in the final slots on Chansey here as Hippowdon already had rocks and the Cleric package lets us use Excadrill to soft check stuff like Jumbao, Lele, and Zam under sand much more freely and just play more aggro if needs be. The team is slightly weak to Trapper Tran but its generally managable between Argh and Hippo.

Week 3 vs Maple
:medicham-mega::tyranitar::toxapex::kartana::equilibra::tomohawk:
:medicham-mega::tyranitar::victini::equilibra::tomohawk::jumbao:
The top team here is what we ended up going with - the bottom one is what I originally built before Jordy tweaked it. The one we ended up using has a much better matchup vs opposing Toxapex.
I couln't find much on DugZa/Maple but from what I found their teams were very reliant on answering Mega Medicham with Tornadus-T, which is why I went with Low Sweep Mega Medicham this game as it really punishes builds which rely on that without missing out on too much else (Low Sweep doesnt OHKO Libra so we have a solid Libra check in our own Libra to make up for it). Not much else to say with these teams they're pretty standard bulky offense builds aside from the hot Low Sweep tech.

Week 4 vs Gardelame
:scizor-mega::garchomp::arghonaut::jumbao::reuniclus::tornadus-therian:
Another super standard team with a Reuniclus - the scout this week showed that my opponent liked to use a lot of Pajantom and a lot of cheese like TR and Veil so I knew I wanted something that could handle those, as well as take on the standard balances that they also ran. Arghonaut and Scizor together make it fairly easy to play around the various HO's and having a bulky Grass-type in Jumbao was something I felt I needed due to the big risk of getting Caribolt'd. You can tell I built this one because it has a Garchomp in SM CAP lol; Garchomp sucks because of Equilibra but I'm just too used to it being incredible glue for teams like this.

We don't talk about Week 5

Finals vs Finch
:alakazam-mega::magnezone::toxapex::tomohawk::heatran::landorus-therian:
:jumbao::celesteela::gliscor::scizor-mega::toxapex::tornadus-therian:
:fidgit::marowak-alola::mawile-mega::slowking::crawdaunt::lurantis:
We went through a lot of teams prepping for Finch, we weren't really sure what angle we wanted to go with. We knew Finch wouldn't be accustomed to some of the more CAP specific stuff so wanted to go something along those lines. After testing out some Trick Room and remembering that Trick Room is a god awful matchup fish we decided to go with something a little more standard. I ended up building a super comfort team with just stuff that I liked using that fit well together. Unfortunatley we didnt end up using this due to some rough edges (being unable to fit Stealth Rock without SR Gliscor, which SUCKS). I still like the team and probably would have used it if it were anything but the finals.

In the end we went with the top team that Jordy made, as it had that CAP specific stuff in Smokozone and Finch had used a lot of Equilibra and we were certain he wouldn't know what Magnezone did here. It didn't end up paying off but the team is still really solid, imo.

I'll include the Trick Room we tried out as well for fun - yes it has a Lurantis I unironically think its not that bad on TR where you need a Ground Resist desperately - I do think it is better than Bulu in the slot though.

I just want to use this post to shoutout my team as well since this was the most fun I've had with anything CAP related in a long, long time and it was really the snaels and everyone in the discord that made it an amazing tour Jordy aesf Andyboy PinkDragonTamer xavgb Catalystic Clefable GL Volkner rozes SHSP MultiAmmiratore vivalospride ScarfWynaut
Yous are the best, thanks for the great tour and discord atmosphere, made it all the more fun and satisfying that we did so well!
 

Rabia

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used a quziel team week one and lost in a really close one with voltage that I probably could've clutched out if I played the end-game better; from there I felt my grasp on the meta was "fine" and built a shit ton of my own teams, winning each week I played from there.

:crucibelle: :krilowatt: :tomohawk: :amoonguss: :equilibra: :urshifu:
https://pokepast.es/cb0f26e2dfddd5ad

This team was built around a pivoting core of Choice Scarf Crucibelle and Life Orb Krilowatt due to their great offensive synergy. The defensive core of Tomohawk + Amoonguss + Equilibra is generally suited to handle anything in the meta, especially now with the removal of Toxic from Astrolotl. Lastly, I thought Bulk Up Urshifu-S could be a really cool win condition that benefits from Krilowatt's wallbreaking and Crucibelle's ability to cripple Urshifu-S checks like Toxapex.

:urshifu: :toxapex: :tomohawk: :equilibra: :cinderace: :jumbao:
https://pokepast.es/c5f5b2071fdbdcd7
Really standard team with Choice Band Urshifu-S and Doom Desire Equilibra to set up win-win scenarios for me. I like mixed defensive Tomohawk as a means to check Equilibra and Urshifu-S at the same time. You don't really miss out on the physical bulk at all, and Toxapex is generally suited to make up for it anyway. Choice Scarf Jumbao and Cinderace (rip) were the Pokemon looking to clean late-game.

:volcarona: :zeraora: :urshifu: :slowking: :equilibra: :tomohawk:
https://pokepast.es/14d7fe9cb97c8354
Safeguard Volcarona was a complete matchup fish this week that ended up being unnecessary because it arbitrarily won from preview, but the team is generally just standard affair. Future Sight Slowking is great at supporting Urshifu-S, standard defensive core, and the broken electric furry.

Some other ideas that ended up in my builder: Toxic + Protect Pajantom, double Belly Drum hyper offense, sun, and Calm Mind Jirachi with lots of ways to pressure Equilibra. Overall, this was a pretty fun tournament; hopefully the next iteration is too :)
 

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