1_TrickPhony
BSS Circuit Co-host
Won vs. Azogue (yesterday) and Ultraballz (just now).
GGs y'all
GGs y'all
Here's my team for the week:
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Crunch
- Waterfall
Kartana @ Flyinium Z
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Tailwind
- Leaf Blade
- Sacred Sword
- Night Slash
Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- U-turn
- Taunt
- Reflect
- Light Screen
Greninja @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Toxic Spikes
- Taunt
- Ice Beam
Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Swords Dance
Zygarde @ Weakness Policy
Ability: Aura Break
EVs: 240 Atk / 88 SpD / 180 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Iron Tail
- Extreme Speed
So I know what you are thinking. Sedertz already did this. And I'm not gonna lie, he made the best "Narcissism" team there probably will be, with a TON of setup sweepers and screens to aid in the setup process.
Here's my take on it. Zygarde now has the weakness policy set, designed to lure in Ice attackers who think they can beat it with a weak HP ice when screens are gone, or those who want to try their luck with ice beam under screens. No substitute leaves it susceptible to status, but its coverage and sheer power makes it a good mon to weaken opponents.
Greninja replaces magearna with dual spikes support. Having a dual lead that can throw people off when they expect ash greninja in this meta is super important for wearing down opponents. Most the time you will be clicking spikes over t-spikes, but depending on the team it may be helpful. Often times the sedertz team needs to click DD twice to break walls, but with spikes support (and another valuable taunter), this is less necessary.
Lastly, the other difference lies in z-tailwind Kartana. This mon it doesn't get KOed absolutely cleans with hazards support. Also, in combination with screens, its really easy to get the z-tailwind off on on any physical attacker or weak/non-fire special attacker and sweep on its own. If it goes down, it also boosts your other mons, allowing for a quick revenge kill.
The Lando/Koko/Gyara are the same. They are really good at what they do and I didn't want to edit them unnecessarily.
This team lacks a special attacking sweeper, so it is weak to burn. It also gets mished by hippo/skarm/any other tanky phazer. On teams that represent the highest level of usage, however, I think it has shown to be pretty successful. Other things its weak to: tapu koko with defog, and scarf defoggers. Normally I think scarf defog is ass because it leaves you vulnerable to setup, but in this case its def worth it for opposing players.
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Moonblast
- Calm Mind
- Hidden Power [Fire]
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Calm Mind
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 196 SpD / 64 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
This team was basically a revamped version of a double CM team that i built. Lele + Clef is a really good core as Lele can weaken steels that would annoy Clef like Magearna and also takes advantage of basically any otherClefable check out there like Toxapex. I added Gastrodon + Torn-T to beat Pokemon such as Tapu Koko, Kartana, Ash-Greninja and provide free switches into Tapu Lele. Double Z might feel a bit weird but the Z move on Torn-T was because I hated the SD Gliscor matchup and is meant to solely be used against threats like SD Gliscor, Sash Landorus-T and SD-Landorus-T. The team also did not have slots to want to use HP Ice Tornadus-T. Wish Rachi was added to beat Tapu Lele and provide Wish support since Clefable did not have it and at last Scarf Magnezone provides the team with ease vs Scizor and a secondary steel type. It also provides some speed control and gets Celesteela out of the way.
http://pokepast.es/f42fb3c3fbc75a96
I wanted to build around DD Flyinium-Z Gyarados + Another Flying type sweeper, I choose hawlucha, becuase with Gyarados running stone edge, i can lure out or eliminate zapdos for hawlucha. also with screens hawluchas main checks such as clefable,mimikyu,priority, become much less reliable while checking it, also when u factor in this gyarados usually has a great match up vs tapu koko teams, A mon that is very reliable at stopping hawlucha. with these two offensive cores ive decided to use Hyper Offense, specificly screens Hyper Offense. I added standard screens tapu koko with a cool tech in safeguard. Safeguard is really neat in that it lets set up sweepers such as hawlucha and certain mons that i am about to bring up avoid status from mons such as mew and toxapex and set up more freely. I also added sash landorus becuase i feel it is the most reliable lead rocker, getting stealth rocks up vs majority of teams. Next i needed a solid wallbreaker that can threaten most stall teams while being able to sweep also, Mawile fit perfectly here, Being one of the most threatening Megas to stall, SD Mega Mawile under screens has a amazing matchup vs a majority of stall and defensive teams. With safeguard u also avoid the status of mew, toxapex, and mega sab making most of these mons set-up bait. last but not least we have DD Coil Zygarde, a nice glue, late-game wincon. DD Coil loves the support from members such as SD Mega Mawile breaking and potentially ohking landorus when its boosted under screens, also it enjoys clefable being ohkod or weakened by hawlucha under screens.
This team is very weak to opposing hawlucha, u must ether have screens up and try to revenge kill with mawile or just try n activate your hawlucha and sweep them before they can sweep you. Kartana is also a big problem u have to revenge or beat it with hawlucha, vs rain get screens up and win with gyarados. vs loppuny lead lead lando then go Mawile on the fake out, Safeguard vs pex and vs pinsir try to set up reflect as fast as possible.
This is my first attempt at building for Iron Chef so this is going to be fun. Originally I was going to go for some random UU set-up mons, but I instead decided to go for some Overused Pokemon with set-up sweeping options that I believe are fairly underrated
Orange Justice (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Curse
- Bullet Punch
- Knock Off
- Roost
Keep it going (Kartana) @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Aerial Ace
Enticed (Zygarde) @ Normalium Z
Ability: Aura Break
EVs: 176 HP / 252 Def / 80 SpD
Impish Nature
- Block
- Thousand Arrows
- Rest
- Dragon Dance
Pinhead Larry (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Gold digger (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Toxic
flappity flap (Zapdos) @ Leftovers
Ability: Static
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Defog
When Virtual Console GSC hit this year, there was a lot of hype for stuff like Perishtrap Azumarill who stood out as one of the biggest benefittors from the old gen. But there were a lot of other pokemon who got access to cool moves that flew straight under the radar, with little to no people aware of the possibility of using it. One of those pokemon was Scizor, who thanks to GSC, got access to Curse yet again. So when GSC dropped, I started to use Curse Mega Scizor for a while in Overused, and I do have to say that it is very cool at its job, and is definitely somewhat underrated. Thanks to Curse, Mega Scizor can effectively combine the ability to be a defensive behemoth capable of walling most physical pokemon without access to Fire-type moves while also being able to sweep thanks to Bullet Punch priority and Knock Off still hitting like a truck. The lack of immediate power that Swords Dance grants sometimes hurts, but its more than made up for by the defensive boost that Scizor gets, allowing to set-up on Tyranitar and other powerful threats. Thanks to all of this, it can do work against unprepared teams. BlockGarde is another pokemon who is also pretty underrated. Thanks to Z-Block, which gives off a defense boost while also trapping the opposing pokemon, and a good defensive spread, Zygarde is capable of setting-up on some of its biggest counter such as Tapu Bulu, while also being capable of 6-0ing most stall teams. Its ability to quickly and efficiently get to plus 6 is definitely a boon, allowing for it do massive damage to most walls while also being able to sweep through more offensive builds thanks to its good bulk, and access to Dragon Dance to patch up the Attack Stat, allowing for it to be a dangerous win-condition.
Right off the bat, I notice that this team was incredibly weak to Fire and Ice type coverage, as well as Strong Special Attackers, so I decided to use a core of Gastrodon, Heatran, and Zapdos to patch-up those issues. Gastrodon is the primary check to Water-Types and Koko, Heatran provides a switch-in to Kyurem, as well as a way to get Stealth Rocks and remove Toxapex who would otherwise be annoying for Mega Scizor to deal with. Zapdos was added for the ability to utilize Defog, and wall out pokemon such as Hawlucha, who would also be a problem. Finally Kartana was added for Speed-Control, with Aerial Ace to revenge Volcarona, and for the ability to clean up, as Zygarde and Mega Scizor typically weaken most of its checks.
This team is mostly weak to Fire-Types with Ground coverage such as Charizard X and Volcarona with Hidden Power Ground, who can trivialize Heatran. However, Stealth Rocks pressure both, and Gastrodon and Zygarde can check either of them, while Kartana can revenge-kill.
https://pokepast.es/25b84244e4cb9dc9
The Fallen Angel I decided to build with was choice specs keldeo. Scald and secret sword is great dual stab, will explain the other two moves later. Sd defensive scizor has been proving itself lately as a great blanket check to many physical attackers while also gaining great setup and incredible priority in bp, capable of dismantling many offense teams while still providing a bulky pivot to get in keldeo. Stealth rock clef is self-explanatory, with wish to heal up heatran after switches into lele, keldeo after switches into heatran, etc. Offensive taunt heatran poses a massive threat to bulky and stall builds, beating "counters" like pex and chansey 1v1, with nature power as its last move for energy ball in grassy terrain, provided by bulu, to nab gastrodon (helping keldeo spam scald). I originially had av bulu in this slot, however choice band provides incredible breaking power, even being able to break apart its counters like killing max hp torn after rocks, as well as ohkoing pex, which helps out keldeo immensely. It still has the bulk with the given investment to check attackers such as koko and ashgren, and heal up with terrain and horn leech. Scarf lando rounds out the team with a ground, flying, and defog user. Now for the resttalk on keldeo: looking at the team, I noticed that my only solid heatran answer was keldeo, so I got this idea from UB a while ago for resttalk to keep up health to keep switching into heatran. Plus, when you send keld in on a heatran, they wont stay in after, and will switch out to a keldeo answer, where you can rest up, and you would have to switch out anyways. This team has put in a lot of work:]
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 8 SpD / 248 Spe
Timid Nature
- U-turn
- Sludge Wave
- Hidden Power [Ice]
- Thunderbolt
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 204 SpA / 128 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 200 Def / 60 Spe
Impish Nature
- Defog
- U-turn
- Earthquake
- Toxic
Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Water Shuriken
- Ice Beam
- Hydro Pump
Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Roost
Hey man, I'm back at it again, but this time with a team centered around Thundurus-T. I decided to make it scarf to give it the surprise element as it can outspeed mons that usually setup with +1 speed (Zygarde, Mega Gyarados off the top of my head). The moveset allows it to maneuver itself from problematic mon. Hidden Power Ice can deal with Zygarde, Landorus, Gliscor. Sludge Wave hits all the Tapus, noticeably Bulu. Thunderbolt is a power STAB move in itself, and U-turn to pivot into teammates for better matchups and gain momentum. Heatran and Magnezone are used to trap respective fat mons that the team might want either dead or worn down for their teammates to clean. Landorus is Defog to remove hazards that can wear out the heavy hitters, and it has Toxic specifically for Hawlucha, as the team is really weak to it. Ash-Greninja is here to pick off faster, weakened mons, and Kyurem can be used with momentum to nuke a mon. Overall, it was a bit difficult to build around Thundurus-T, but had fun building a team that is unconventional in this metagame.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Ice Beam
- Stealth Rock
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Knock Off
- Giga Drain
- Hidden Power [Ice]
- Earthquake
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Latios-Mega @ Latiosite
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Psychic
- Earthquake
- Roost
Greninja (M) @ Fightinium Z
Ability: Protean
EVs: 232 Atk / 24 SpA / 252 Spe
Naive Nature
- Ice Beam
- Low Kick
- U-turn
- Spikes
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 96 HP / 20 Atk / 136 Def / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Punishment
- Defog
Nidoking is always a cool mon, since its pretty darn hard to switch in to, so I wanted to try using Nido for a team, since it takes advantage of many common Pokemon such as fat Grasses/ Clefable etc, and also has a nice speed tier for Zygarde and stuff. So right off the get-go, I knew I needed to pair it with pivots, so that I could get it in for free. I decided to work on the backbone first, since I felt pairing Nido with a good backbone and pivots would work the best. Tangrowth has great synergy in general with Nidoking, since it deals with Pokemon such as Ash Gren and Scarf Lando T which Nidoking lets in for free, helps with stuff like Gliscor too here, and Zygarde ofc. Scarf Lando is also great with nice utility overall just in general, and I choose to run Punishment since I think Reuniculus and M Latias are very annoying and team does good vs Zygarde imo. Scarf Magnezone also works great with Nido since it helps it with Celesteela/Ferrothorn/Scizor since I dont have to run Flamethrower, and also does flying resist stuffs, helps Latios too, just good utility and trapping Kartana. M Lati was picked since it fits well and also since Tran was just a bitch to deal with, seriously, every other Tran check had some flaw or lost to some set and the teams kinda Tran weak (other resist being gren lol). Draco was chosen to help with Medi, opposing Lati@s, etc, since I have Tang for Gliscor, Mag for Steels and Defog too. Nidoking is the standard set pretty much, not running Flamethrower since Magnezone exists, and yeah, rocks is cool since you can kill quite a few removers with this set, not ideal but Nido makes do. Greninja was chosen since it can help me lure in Pokemon like Chansey and Gastrodon if I bluff well enough, plus Spikes just help Nido break Gastrodon too and it can uturn around stall and smtimes annoy it. Gunk isnt necessary since Nido eats Clefable and the team destroys grasses p much. Basically, team was Nido + pivots.
overall, i think teams solidish, but kinda reliant on nido for breaking. however, i can get spikes up so i can 2hko gastrodon and gren can also z kick at right moment.
Diancie @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Stealth Rock
Magnezone @ Steelium Z
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 28 Atk / 36 Def / 52 SpD / 144 Spe
Impish Nature
- Horn Leech
- Wood Hammer
- Superpower
- Nature's Madness
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Defog
Toxapex @ Black Sludge
Ability: Regenerator
248 HP / 196 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic Spikes
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Ice Beam
This team features two of ORAS's hidden gems (I don't wanna call them fallen angels because they are still good when unprepared for.)
This team is built around Mega Diancie. Its role is to control hazards and apply immense pressure with its potent STABs. I have earth power > HP fire since I have a zone support, to deal with tran.
Magnezone is our Steel-Z trapper, as our team mightly struggles against breaking steel mons without it. Due to the lack of turners, it requires a lot of double switches, but the lack of turners also makes opponents less aware when dealing with zone, as they will be more likely to misplay things like scizor on the double switch.
Toxapex provides an all important physical pivot, and laying t-spikes to gradually weaken our opponents to allow diancie and latios to do their thing.
Tapu Bulu might be the MVP, as it provides diancie and pex a way to not get cleaned by things like scarf lando. Zone is basically dead anyway if hit by EQ. Bulu also provides healing and a SpD wall.
Kartana is the scarfer of the team and emergency defogger if M-diancie can't hold off hazards. Its also our only real physical attacker, sans bulu (kinda). Knock is used to improve MU vs assault vesters and evioliters. It also abuses grassy terrain, allowing it to SMACK anything that doesn't resist it. Once the scizors and celes of this world are down, this thing can spam leaf blade happily.
Latios is the last of the ORAS gems. Levitate is pretty sick, and ice beam w/ life orb whacks any mon that takes super effective damage. Psyshock, roost, and Draco meteor are pretty standard.
This team struggles against specially defensive walls like chansey and magearna. If I see a chansey its usually a sad time. It also struggles once tapu bulu dies, because it provides so much support to the team. Otherwise it does pretty well. I'm super happy about the synergy, the team supports each other quite exceptionally.
https://pokepast.es/293e0cd29de13e13
Built around the standard ORAS specs keldeo set. Actually pretty good in the current meta, only mons that can switch in are ones that resist dual stabs such as bulu, mega venu, fini, pex, and lati@s, although bulu and the lati twins don't appreciate icy wind. Can OHKO koko with scald, and other big mons such as lando, gren, ferrothorn, kartana, heatran, and zygarde are all OHKO'd with the respective coverage. AV magearna and clefable are 2HKOs. Also one of the best ash gren switch ins, which is cool.
Heatran deals with most mons that are a problem for keldeo. It lures and 1v1s fini, pex, eq-less mega venu, and outright kills tangrowth and bulu. Bloom doom is good for rising threats, such as gastro and hippo.
Ferrothorn is pretty standard. Has good defensive synergy with keldeo and heatran, sets up spikes to wear the team down for late game keldeo, koko and latias.
Koko set is also standard, but very helpful. Pivoting is key for keldeo to get it in safely and drop a big hit. Went with the roost shuca set for longevity and the possibility of luring lando.
Landorus adds a necessary electric immunity, and a second ground immunity. I use adamant for a good chance to outspeed and OHKO greninja, as well as just more damage in general on other mons. Adamant is also pretty good for scouting out other scarf landorus.
Finally, Mega Lati. Has awesome synergy with keldeo as it can switch in to nearly all mons that threaten keld, and set up on all of them barring other lati@s and most fini. I use t-bolt for coverage to hit stored power immunities, such as greninja and weavile, the hardest, as well as hitting celesteela.