Project What's His Last? [Project Closed]

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The Venu-Ferro-Crad core has always been the pinnacle of the defense that grass possesses,with the ability to deal with all 18 types through switching.
The team you use is the same team which most grass mains have been using since gen 6 with the last slot for a mon that counters any specific type(mostly a weakness of grass,rip 5)
Being a grass main myself ive tried many sets to counter these weaknesses but still grass has to be played very carefully and a single misplay can make u lose,so matchups like flying,bug,fire can be handled effectively with the careful use of breloom+cradily+whimsicott.But there are some unwinnable matchups to grass,One of them is psychic,with mons like Victini,latios,jirachi and stall breaker mew there is nothing else to describe why psy was the most used type in gen 6,Ive bolded victini because grass has literally no answer to the scarf->uturn,vcreate variant besides the mon im gonna talk about,Even if u get ur predicts right the opponent can just switch out to a wallbreaker and if the defense breaks you autolose the game.
So i really feel that Shiftry should be the last mon of your team,
Shiftry has two nifty priority moves in fake out and sucker punch which when timed right can give u an edge in many autolose conditions,its extremely viable in the psychic and ghost matchups and performs better than its counterpart(cacturne)
so the set i usually like to use is as follows

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Knock Off
- Sucker Punch
- Rock Slide


Max attack+life orb for maximum power of the priority moves, knock off for stallbreakers like mew and for mons like zapdos which invest more on spdef, the last move "rockslide" is specifically fr charizard y with the speed boost from chlorophyll and ko it,it also helps vs some flying types trying to defog.

I Have some replays from ladder showing how this guy can be used effectively:
http://replay.pokemonshowdown.com/azure-gen7monotype-7530
http://replay.pokemonshowdown.com/azure-gen7monotype-83999
 
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twinkay

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Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Giga Drain
- Earth Power

A couple of things I noticed about the team were that the team lacked a fast wincon and struggled to offensively pressure Poison-types. Also a Z-Slot was still open so I could try to take advantage of that too. NP Celebi helps with all of the things I previously listed, and more. For example, it provides the team with a status absorber and a way to nuke Fire-types aside from Breloom (which can't OHKO Pokemon like Volcanion, M-Charizard-X, and Torkoal, all of which Celebi can). Also, Celebi has super solid bulk meaning you can consistently set-up and apply pressure to the opponent. NP Celebi also pairs nicely with the other members of the team, being able to set-up after Breloom puts something to sleep with Spore and hazards from Ferrothorn and Cradily aiding its sweep. Celebi can also set up on Pokemon like Torkoal as they spin / Defog away hazards. All of the members threaten Bug-types in some way and Breloom and Whimsicott can easily dispatch Dark-types while the defensive core can wear down faster Pokemon. Celebi also provides another Fighting resist that doesn't have to worry as much about Poison coverage while still being able to offensively pressure Fighting-types and a secondary Psychic resist, which covers up Breloom and M-Venusaur's weaknesses without having to deal with Focus Blast. All in all a really solid choice.

Tectonic Rage:
252 SpA Celebi Tectonic Rage (175 BP) vs. 0 HP / 4 SpD Volcanion: 346-408 (114.9 - 135.5%) -- guaranteed OHKO
252 SpA Celebi Tectonic Rage (175 BP) vs. 248 HP / 8 SpD Torkoal: 420-496 (122.4 - 144.6%) -- guaranteed OHKO (can OHKO any spread with Rocks)
252 SpA Celebi Tectonic Rage (175 BP) vs. 0 HP / 4 SpD Charizard-Mega-X: 362-428 (121.8 - 144.1%) -- guaranteed OHKO
252 SpA Celebi Tectonic Rage (175 BP) vs. 0 HP / 4 SpD Magearna: 282-332 (93.6 - 110.2%) -- 62.5% chance to OHKO
252 SpA Celebi Tectonic Rage (175 BP) vs. 0 HP / 4 SpD Victini: 316-374 (92.6 - 109.6%) -- 56.3% chance to OHKO
252 SpA Celebi Tectonic Rage (175 BP) vs. 248 HP / 136+ SpD Heatran: 484-572 (125.7 - 148.5%) -- guaranteed OHKO

+2:
+2 252 SpA Celebi Psychic vs. 252 HP / 4 SpD Toxapex: 360-426 (118.4 - 140.1%) -- guaranteed OHKO
+2 252 SpA Celebi Psychic vs. 248 HP / 0 SpD Venusaur-Mega: 420-494 (115.7 - 136%) -- guaranteed OHKO
+2 252 SpA Celebi Psychic vs. 0 HP / 4 SpD Cobalion: 319-376 (98.7 - 116.4%) -- 87.5% chance to OHKO (EP OHKOs as well)
+2 252 SpA Celebi Giga Drain vs. 64 HP / 192 SpD Alomomola: 554-654 (113.7 - 134.2%) -- guaranteed OHKO
+2 252 SpA Celebi Giga Drain vs. 248 HP / 0 SpD Rotom-Wash: 386-456 (127.3 - 150.4%) -- guaranteed OHKO
+2 252 SpA Celebi Earth Power vs. 0 HP / 4 SpD Drapion: 412-486 (146.6 - 172.9%) -- guaranteed OHKO
+2 252 SpA Celebi Earth Power vs. 248 HP / 0 SpD Arcanine: 394-464 (102.8 - 121.1%) -- guaranteed OHKO
+2 252 SpA Celebi Tectonic Rage (175 BP) vs. 200 HP / 0 SpD Assault Vest Magearna: 376-444 (107.1 - 126.4%) -- guaranteed OHKO
+2 252 SpA Celebi Tectonic Rage (175 BP) vs. 248 HP / 248+ SpD Assault Vest Muk-Alola: 306-362 (74 - 87.6%) -- 87.5% chance to OHKO after Stealth Rock and 1 layer of Spikes

Defensive:
252 SpA Ninetales-Alola Blizzard vs. 0 HP / 4 SpD Celebi: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO after hail damage
252 Atk Mamoswine Icicle Crash vs. 0 HP / 0 Def Celebi: 278-330 (81.5 - 96.7%) -- guaranteed 2HKO
252 SpA Alakazam-Mega Shadow Ball vs. 0 HP / 4 SpD Celebi: 218-258 (63.9 - 75.6%) -- guaranteed 2HKO
252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 4 SpD Celebi: 274-325 (80.3 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Bisharp Knock Off vs. 0 HP / 0 Def Celebi: 296-351 (86.8 - 102.9%) -- 18.8% chance to OHKO
252 SpA Heatran Lava Plume vs. 0 HP / 4 SpD Celebi: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO
0 SpA Torkoal Lava Plume vs. 0 HP / 4 SpD Celebi in Sun: 228-270 (66.8 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
 
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Moosical

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Dhelmise
@ Leftovers
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Rapid Spin
- Anchor Shot
- Shadow Claw
- Toxic

I'm adding on dhelmise to help synergize with the main core goal of this team, which focuses on hazard stacking to chip away at the opponent to put them into range for the speedy killers to take down. Dhelmise works as both a spinblocker as well as a spinner. Spinblocking is essential for the team to keep its hazards up against a large number of teams, and running rapid spin is key to prevent your own team from being the victim of chip damage (and preserving breloom's sash as much as possible) without the downside of blowing away your own hazards. I was torn between AV+powerwhip or Leftovers+toxic, but I decided on the latter. No mon on the team is currently running toxic and having a way to deal with certain bulky mons (that can self-heal) is key, especially when combined with anchor shot trapping.
 

maroon

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RMT & Mono Leader
Congratulations to KittenGaming and their Celebi for winning Cycle 4 of What's His Last.
KittenGaming= 3
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Tagging Eien to merge all previous threads with the index
 
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maroon

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RMT & Mono Leader
Cycle 5: Water
(Team in the Banner!)


Pelipper @ Leftovers
Ability: Drizzle
EVs: 116 HP / 252 Def / 140 Spe
Bold Nature
- Scald
- Hurricane
- U-turn / Defog
- Roost

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

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Surf
- Ice Beam

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Bomb
- Scald
- Earth Power

Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Waterfall
- Superpower
- Aqua Jet


This is a fairly standard Swift Swim team for the SM metagame. Seismitoad is the teams rocks setter and equally as importantly checks electric attacks for the team and acts as a Breloom, Tapu Bulu and Tapu Koko check which are all threats to Water through its coverage. Pelipper is the teams rain setter and a staple on Swift Swim water team as it can U-turn, hit grass types and overall has amazing natural bulk with access to roost to help it stay healthy and summoning rain longer while alsp constantly recovering HP to help it clear hazards better or pivot into a teammate. Pelipper EVs allow it to outspeed pokemon that like to invest and sit around 200 speed such as Mega Venusaur which Pelipper can threaten with hurricane. Kingdra is the main abuser of the rain as its speed doubles and it becomes an incredibly hard pokemon to wall with a few exceptions being Chansey and Tapu Bulu once its locked into a Dragon on Water type move. I opted to use Draco Meteor over Dragon Pulse due to the shift from ORAS with Dragons being underused their was really no reason to run Dragon Pulse while Draco Meteor provides an immediate nuke for the team. Sharpedo is a very nice pokemon to have on Swift Swim as handles so many types such as Ghost and Psychic all too well and now isnt scared of Klefki due to dark types being immune to prankster moves. Psychic Fangs also allows Sharpedo to break through screens as it shatters them upon use. Next I added Azumarill to the team as it provides strong priority in rain boosted Aqua Jet which can sweep late game while also being able to help take down threats to the playstyle such as Ferrothorn with Banded Superpower. With only one pokemon missing, my question is, What's My Last?
Edit: Put wrong ability on Azu which is now changed to huge power!

Posting Deadline: Friday March 11th @ 12 PM EST
 
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Harpp

No rain, no flowers.
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Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Scald
- Psychic
Why Manaphy?
Manaphy to me seems to be an ideal teammate to the above team for the following reasons:
-With tail glow manaphy helps out against defensive teams/cores by helping wallbreak/stallbreak since tailglow gives manaphy +3 special attack in just one turn.
-Rain dance combined with waterium z gives manaphy +1 speed which helps it in sweeping or cleaning the opposing team easily.
-With rain dance manaphy acts as a secondary rain dance setter for the team.
-A combination of tailglow and psychic allows manaphy to effectively take out mega venusaur and toxapex both of which are a pain to mono water teams in general.
-Given the above teams high offensive nature, manaphy fits in very well by becoming a threatening special sweeper and wall breaker.
-Decent defenses of 100/100/100 effectively allows manaphy to set tail glow, much easier against bulky and defensive builds that may give HO teams like Swift swim a trouble.
0 SpA Venusaur-Mega Giga Drain vs. 0 HP / 0 SpD Manaphy: 192-228 (56.3 - 66.8%) -- guaranteed 2HKO after Leftovers recovery
+3 252 SpA Manaphy Psychic vs. 232 HP / 80 SpD Venusaur-Mega: 326-384 (90.8 - 106.9%) -- 43.8% chance to OHKO
+3 252 SpA Manaphy Psychic vs. 252 HP / 24 SpD Toxapex: 296-350 (97.3 - 115.1%) -- 87.5% chance to OHKO
 
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Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Aqua Jet

This team is very offensive but it needed better ways to get past the Poison, Flying and opposing Water defensive cores, so here comes in this guy. Continental Crush is incredible in this meta, being able to dent some common walls like Toxapex, Skarmory and Venusaur at +2. The rest of the set is pretty straightforward. Superpower is an option over Aqua Jet if you want to hit Ferrothorn.
+2 252+ Atk Kabutops Continental Crush (180 BP) vs. 252 HP / 232+ Def Toxapex: 319-376 (104.9 - 123.6%) -- guaranteed OHKO
+2 252+ Atk Kabutops Continental Crush (180 BP) vs. 252 HP / 252+ Def Venusaur-Mega: 369-435 (101.3 - 119.5%) -- guaranteed OHKO
+2 252+ Atk Kabutops Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 336-396 (100.5 - 118.5%) -- guaranteed OHKO
+2 252+ Atk Kabutops Continental Crush (180 BP) vs. 252 HP / 252+ Def Eviolite Porygon2: 304-358 (81.2 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock
 
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Rotom-Wash @ Psychium Z
Ability: Levitate
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
- Rain Dance
- Dream Eater
- Volt Switch
- Hydro Pump
Just a set I stole from the creative sets thread (with some adjustments) since czim stole mine to help this team deal with bulky poison and water teams.

Also gives this team a secondary Rain Setter. Hydro Pump is your water stab, Dream Eater is your surprise nuke, and Volt Switch is your Electric Stab and Momentum generator. Thunder is an option over Volt switch if you want to nuke opposing Water and Flying teams more efficiently.

252+ SpA Rotom-Wash Shattered Psyche (180 BP) vs. 232 HP / 80 SpD Venusaur-Mega: 296-350 (82.4 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock
252+ SpA Rotom-Wash Shattered Psyche (180 BP) vs. 252 HP / 24 SpD Toxapex: 270-318 (88.8 - 104.6%) -- 31.3% chance to OHKO
 

Ridley

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Gyarados @ Flyinium Z
Ability: Intimidate/Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Earthquake/Substitute/Taunt

This is one of the only mons on SS water that can beat grass, as well as do a ton of damage to Toxapex. With Intimidate and Gyarados' natural bulk, Gyara has no trouble setting up Dragon Dances and denting something with a Z bounce. Moxie is also an option to help increase its sweeping potential, but makes it a little harder to set up.
Calcs:
252+ Atk Gyarados Supersonic Skystrike (160 BP) vs. 232 HP / 252+ Def Venusaur-Mega: 348-410 (96.9 - 114.2%) -- 81.3% chance to OHKO
+1 252+ Atk Gyarados Supersonic Skystrike (160 BP) vs. 252 HP / 252+ Def Toxapex: 223-264 (73.3 - 86.8%) -- guaranteed 2HKO after Black Sludge recovery
+1 252+ Atk Gyarados Supersonic Skystrike (160 BP) vs. 252 HP / 88+ Def Ferrothorn: 280-331 (79.5 - 94%) -- guaranteed 2HKO after Leftovers recovery
 

twinkay

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Politoed @ Leftovers
Ability: Drizzle
EVs: 240 HP / 20 SpA / 196 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Perish Song

Since this team is pretty dedicated rain a secondary setter is definitely helpful, and Politoed fills that role nicely. You can replace Encore / Perish Song for Ice Beam, but I think both of those moves are beneficial to the team. Politoed is really good at pressuring defensive cores through Toxic and Encore and can also pressure offensive Pokemon through Scald / Encore / Perish Song. The EVs live Magnet Tapu Koko's Thunderbolt all of the time and has a good chance to live Life Orb Tapu Koko's Thunderbolt. It also speed creeps uninvested Nidoqueen and everything under.

252 SpA Magnet Tapu Koko Thunderbolt vs. 240 HP / 196+ SpD Politoed in Electric Terrain: 320-380 (83.9 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
 
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Kev

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

I actually have two versions of this exact same team, one using manaphy and the other being Keldeo. It is a fast and powerful special attacker that can just blow holes into teams without the need to set up. It's coverage allows it to break down a lot of nasty defensive cores. For example, the now even more annoying flying core of Mantine and Zapdos. Here's a few calcs to show what it does to them:

-252 SpA Choice Specs Keldeo Hidden Power Electric vs. 252 HP / 4 SpD Mantine: 292-348 (78 - 93%) -- guaranteed OHKO after Stealth Rock
-252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 180 SpD Zapdos: 243-286 (63.2 - 74.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Also, Keldeo helps Azumarill in breaking down normal and takes down threats like ferrothorn.

While not being able to OHKO it, Keldeo can also pressure toxapex:

252 SpA Choice Specs Keldeo Hidden Power Electric vs. 252 HP / 4 SpD Toxapex: 146-172 (48 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
 
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